Posted In:Uncategorized Archives | Greyscalegorilla

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Half Rez Video: “The Past, Present, and Future of 3D ” with Chad Ashley

May 16, 2017 - By 

Watch Chad Ashley talk about the past present and future of 3D production. And, how he thinks the future may play out for 3D motion designers in the next few years.

This video was recorded during Half Rez 2016.
Half Rez is a conference to celebrate motion designers held in Chicago IL. Want to be at the next event?

Register For Half Rez 2017 Today!


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Half Rez 2016 Video:”From Freelance To Studio Owners” – Run Kick Shout

May 9, 2017 - By 

Watch Nick Hopkins and Erik Jensen talk about their failures and success during the transition from being freelance to owning their own studio in Chicago. Let how to step your game up and start charging your clients what you are worth.

Register For Half Rez 2017 Today! http://www.halfrez.com/

Visit Run Kick Shout


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Are You Coming to Half Rez 2017?

May 9, 2017 - By 

Half Rez was created to bring together 3D and 2D artists, animators and designers for a night of learning, drinking and hanging out.

Half Rez 2017 is held the evening of September 13th at Lincoln Hall in Chicago IL.

Get your Half Rez 2017 Tickets Here

*Get yours soon. Tickets are already half sold out

We have presentations planned from amazing designers and tons of fun games and prizes to give away. Come hang out with like-minded folks, join us in celebrating our craft, and learn from each other in a fun relaxed atmosphere!

Check Out Highlights From Half Rez 2016!

Hope to see you there!


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Greyscalegorilla NAB 2017

April 17, 2017 - By 
It’s time for NAB 2017! Join us in Las Vegas April 24-27 for an entire week of C4D Presentations.

This year is Greyscalegorilla’s biggest presence yet at the Maxon booth. Check C4DLIVE.COM for the full schedule and list of presenters.

Huge thanks to Maxon US for sending our crew out to Vegas to be a part of the big show and for streaming the entire thing LIVE so you can watch even if you can’t make it to Vegas.

Follow the GSG Crew via Instagram!

Don’t miss anything. Follow us on Instagram for stories, pics, and more!

The GSG Booth!

If you are in Vegas during NAB, be sure to stop by the Greyscalegorilla booth, get a demo by Nick, Chris, and Chad, and grab some Greyscalegorilla swag! The GSG booth is located directly behind the Maxon Booth, see you there!


Greyscalegorilla Team Presentation Schedule:

Monday

Chris Schmidt: Monday, April 24th at 1:30 PM PST

Tuesday

Nick Campbell: Tuesday, April 25th at 9:30 AM PST

Wednesday

AskGSG with Nick Campbell and Chris Schmidt: Wednesday, April 26th at 11:30 AM PST

Chad Ashley: Wednesday, April 26th at 2:30 PM PST

 


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David Ariew Creates Stunning Space Music Vid with the help of Signal

February 8, 2017 - By 

Charlottesville VA native and talented C4D freelancer David Ariew recently traveled to outer space. David was not truly in the stratosphere, but he did create an amazing music video for “A Bad Think” created entirely in C4D with Otoy’s Octane Renderer.

David also used one of our tools, which made us very proud. David used Signal to help him with all those beautiful flickering lights. Here is what David had to say about his experience with Signal:

“I really wanted to create a run-down looking space station to complement the melancholy vibe of the song, and having the lights flicker both brought life into the static scenes and created a moody feel. GSG Signal allowed me to create that animation procedurally, with no keyframes, and there’s even a flicker preset under the Signal scripts folder! Then it was just a matter of linking the power of the light to the blank Signal tag, and increasing the strength and variation until the power hit the zero mark on occasion.”

David was also nice enough to record a quick video demonstrating his blinking light technique with Signal and Octane.

You can learn more about our Signal Plugin here.


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Guest Daily Render Artist: Rick Lundskow

February 2, 2017 - By 

 

Rick Lundskow aka @lundskow

We’d like to welcome Daily Render Guest Artist Rick Lundskow @lundskow to our ongoing series of awesomeness.

Follow the GSG Daily Render Series on Instagram, Facebook, Twitter, and Tumblr


What is your name, position, and where do you currently work?

Rick Lundskow

Art Director

Cornerstone Church

 

How did you get into Cinema 4D?

I’m almost positive I saw a motion graphics video on vimeo back in 2010/2011. It was so impactful that I wanted to learn how to create art like it. I immediately downloaded the trial version and started watching Greyscalegorilla tutorials. After the trial expired I used the demo version. The demo wouldn’t let you save or render out projects, which was a slight bummer because some of the pieces were sweet. However, I could recreate them if I really wanted them.

Once I moved to Michigan to work at Cornerstone, I budgeted for Cinema 4d Studio. That’s when the real fun began.

 

When did you start your daily render practice?

I tried to start daily renders but they took too much time or I ran out of ideas too quickly. I got in my head too much… Each piece had to be amazing, but often times they were not great by any stretch of the imagination.

At Half Rez this past year I had a chance to talk to Beeple, the master of daily renders. He really encouraged me that it wasn’t as big of a deal as I was making it out to be. I just needed to make something happen. I don’t know what it was, but it clicked in my brain and I started the next day, September 15th.

What is the hardest part about doing a daily render?

Time would probably be the most difficult part of a daily render for me. Some nights I don’t get home until 10pm-12am and I haven’t even started on my project. The worst is when I get home late and I don’t even have a concept. On those nights, I wanted to give up. And there were many of those nights. However I’m sure other people have had that same exact excuse but have continued anyway. So I told myself that I couldn’t have any excuses for missing a day.

 

What have you learned by making something every day?

Probably the most significant thing I’ve learned is lighting and reflections. Lighting can make or break your render, so I experimented with different techniques until I found something that works for me. Since I don’t have a fancy render (which might change very soon), I wanted to learn the most with the tools that I had on hand.

As far a basic life skills go, I learned that I can put too much pressure on the creativity. I want the design to be better than the day before it, or create a compelling piece that will sell to millions of people. The former is stressful and the latter hasn’t happened yet. Daily renders are more like experiments. No pressure on the outcome. You try an idea that doesn’t work, but you fix those mistakes the next day and publish your findings. It’s important for me to realize that when I fail, I just found another way of not doing something.

What Hardware and Software do you use to make your work?

I do most of my work on a 2012 MacBook Pro. Nothing too fancy about it but it gets the job done. If I stay late at work, or have some free time over lunch, I’ll create piece on my Mac Pro with 12GB of ram. Then render it out using Team Render across 3-4 of the other machines in the office.

Aside from using Cinema, I use Illustrator a lot to create splines. The shape builder inside Illustrator is incredibly powerful for making custom shapes for lathes, sweeps, and extrudes. I recently purchased ZBrush core. While Cinema’s sculpting tools are great, there were a few features about ZBrush that made it easier to sculpt heads.

 

What is your day to day like at work?

My work schedule changes on a daily basis. I tend to have a theme to each week day though. Mondays are meeting days. A nice easy transition into the work week. Tuesdays are typically my big project day. I can get the most done without a ton of distractions. Wednesdays are a big filming day. We do video announcements in our Sunday services and we record & edit them mid-week. Thursdays are the busiest days because we’re trying to finish the work week strong. So I’ll finish projects that I didn’t quite complete the other work days. Coffee is a requirement for Thursdays. The great thing about my job is that I don’t work Fridays. Actually, I don’t think I’ve had a job in the past 10 years that required me to work Fridays. It’s pretty amazing.

Anything advice to anyone out there just getting started?

Great art isn’t about having the best resources, it’s about using what you have. There’s something special about taking what little resources you do have to create something beautiful. It gives you an appreciation for the things around you. When you hit a roadblock, figure a way around it. Don’t let circumstances hold you back from accomplishing what you want to do.

Also, don’t make it more complicated than it needs to be. Start with a 5 minute idea and work from there. Most of my projects come from a small element I see in my day to day world. Find something that inspires you and run with that idea.

 

Where can people learn more about you?

I’m currently rebuilding my website from scratch, so currently I don’t have more info available.


 


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2016 GSG Customer Showcase

August 1, 2016 - By 

2016 GSG CUSTOMER SHOWCASE REEL

TO ALL OF OUR CUSTOMERS: THANK YOU!

 

It’s here! Hot off the Siggraph 2016 show floor. Our very first customer showcase reel! Big thanks to Mike Alfini for his awesome editing skills, and to ArtList for providing the killer music.

We’d also like to thank our AMAZING customers around the globe for sending us such beautiful images that showcase our tools! We are in constant awe of your talent and dedication! We are already looking forward to our 2017 Customer Showcase, so get ready!



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Cinema 4D R18 is HERE!

July 25, 2016 - By 

Maxon just announced the much-anticipated Cinema 4D R18 update and we are breaking down all our favorite new features!

VISIT MAXON.NET FOR A COMPLETE LIST OF NEW FEATURES

We are excited to bring you these quick breakdowns and we promise more in-depth tutorials are not far away. Also, be sure to check out Maxon’s site for a complete list of new features. So enough talk, let’s see what’s NEW in Cinema 4D R18!


New Mograph Object: Voronoi Fracture



New Mograph Effector: Push Apart


New Viewport Enhancements


New Mograph Features


New Knife Tools


New Mograph Effector: RE:Effector


New Thin Film Shader


New Bump Map Feature: Parallax


New Vertex Color Tag


GreyscaleGorilla Transform R18 Integration



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GSG @ Siggraph 2016

July 19, 2016 - By 

It’s Siggraph time again and GSG will be in Annehiem with live shows, demos at our very own GSG Booth, and maybe even some new product teasers! Below you will find all the information you need. Find out the When, where, and how to see all things GSG at Siggraph!

General Siggraph 2016 Information and tickets can be purchased here.

When is Siggraph?

The Exhibition is from July 24th to July 27 and is in Annehiem California.

Who from GSG will be in attendance?

Nick, Chris, Chad, and EJ will all be speaking, demo-ing, and hanging out.

How can I see all the action?

Easy. You can either be there for the real-deal OR you can tune into c4dlive.com for streaming content! We will also be streaming from time to time via Facebook.

I heard that GSG has a booth, is that true?

Why yes it is! GSG will be in a corner booth that is part of Maxon’s big ole’ booth. It’s the first time we’ve had a “booth” at Siggraph or any other event, so stop by to chat and pick up some swag!

GSG Siggraph Demo Schedule:

Tuesday, July 26th @ 10:30am PST : Chris Schmidt

Tuesday, July 26th @ 11:30am PST : EJ Hassenfratz

Tuesday, July 26th @ 1:30pm PST : Nick Campbell

Wednesday, July 27th @ 11:30am PST : Chad Ashley

Thursday, July 28th @ 12:30pm PST : Chad Ashley

Get Social!

We will also be live Facebook streaming throughout the show, so be sure to keep an eye out on FB for that. Feel free to tweet at us during the show as well @gsg3d. We’ll also be posting to Instagram as well!

 

 


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Interview with Mario Tran Phuc

April 15, 2016 - By 


Hi Mario!

Thanks for agreeing to do an interview with us. We saw your beautiful work and thought it would be cool to ask you a few questions about your process.

Thank you so much for having me. I’ve been following your work for many years and your tutorials helped me a great deal getting into Cinema4D. It’s a huge honor to get interviewed by Greyscalegorilla.

First, what is your name and where do you work?

My name is Mario Tran Phuc. I’m currently working for Insydium (the creators of X-Particles) as VFX Designer, Art Director & Technical Support.

What got you into 3D and Cinema 4D when you first got started?

I got into 3D during my studies about 8 years ago. My buddies and I made a ten minute short film using Maya which was a great start into 3D animation. I then worked at Pixomondo for 7 years as an Art Director / Project Lead working on projects for advertising, live events as well as working on feature films. Adobe After Effects was my go-to tool for many years, but with the rising demand of 3D visuals in Motion Design and impressive Mograph demonstrations by my great workmates, I finally decided to dive back into 3D again. I chose Cinema4D, because of its amazing modules and its seamless connection to After Effects. Actually, over the last few years it increasingly became my tool of choice for nearly every kind of design work.

Your X-particles work is so beautiful. What got you into X-Particles originally?

Thanks a lot! About 1.5 years ago, I opened up X-Particles for the first time, because we needed particles in the VFX department and I was totally sucked into it. First I started out with a little program called ‘Particle Illusion’ and later on ‘Trapcode Particular’ for After Effects and eversince I have been using particles on pretty much every project so far.

Finally, X-Particles allowed me to achieve all the difficult things that were out of my reach before, e.g. accurate collisions or particle emission based on 3D geometry. Due to its wide toolset of particle modifiers and the unique Questions&Actions system it suddenly opened up almost endless possibilities for a digital artist like me. So while I got dragged into learning XP I started doing personal artwork & experiments in my spare time. I still thoroughly enjoy exploring visual effects and expressing my creativity with X-Particle.

What is your favorite “Go To” modifier in X-Particles?


Definitely the xpTurbulence. It is one of my favorite modifiers to begin a setup as it quickly adds a nice random motion to the particle flow and therefore realism. It works beautifully with other modifiers like xpGravity or xpAttractor and it can be restricted to the XYZ-axis seperately, which gives you a lot of control, especially using multiple turbulences. I really adore many other modifiers as well, for example the xpConstraints, xpChangeGroup or xpSpawn, because of their high viability within the X-Particles system.

What is your favorite feature in X-Particles 3.5?

I really like the new xpParticleFalloff. It basically converts your particles into spherical falloffs, that can be used within every modifier of XP and any C4D object with a falloff tab. My favorite use of it is driving a xpChangeGroup modifier. You can just assign all the modifiers you need to the new xpGroup and they start triggering once the falloffs come into reach. It opens up countless possibilities! I highly recommend checking it out.


OK, how in the heck did you make that “Generator II” render on your latest post on Behance?

As part of an ongoing artwork series for Insydium this rendering was an example of using the xpGenerator and the fluid dynamics of the xpDomain. From my experience the xpDomain achieves the best results by emitting particles out of a thin source to capture the forces nicely – in this case a spline-circle. After linking the particle colors to their speed, I cached the simulation and made multiple copies of it to fill the view (the ‘Copy Tag Data’ needs to be checked to copy cached emitters). This way I didn’t need to simulate them again at a larger scale.

To render the particles as custom shapes I used the xpGenerator, which is perfect for transfering attributes like facing direction, size and colors from the source emitter onto custom geometry. In order to get particle colors and glossiness at the same time, I actually rendered the picture twice (with and without a reflective material applied) to achieve this look in compositing later on.


What about “The Last Wave”. How did you get such intricate detail on that one?

The way to achieve this kind of traditional painting style is to use particle emitters to generate trails just like paint brushes. For that I keyframed the scale and strength of multiple xpTurbulences to shape the wavy form. After doing some variations I converted the xpTrails into splines and rearranged them to get a volumetric feel.

The coloring was done with the xpMaterial as you can apply the xpMaterial to xpTrails since the release of XParticles 3. Simply activate the age parameter beneath the color properties to enable the color-gradient for your xpTrails. This works even after converting the xpTrails and therefore on any kind of spline within Cinema4D.

We loved your Noise Palettes renders. How did that idea come about?


I came up with the idea of the Noise Palettes while I was testing different kinds of noises within the Displacement Deformer. I was totally surprised how appealing they looked in 3D space and couldn’t stop experimenting with the different types and attributes. At this moment it was when I came up with the idea to bring them together as a visual reference. It can be quite hard to judge the 2D thumbnails from the Material Editor and therefore to predict how one of them leads to the texture you are trying to achieve.


So I created a “printing plate” for every single noise by applying multiple Displacement Deformers to subdivided planes and adjusted each noise to look the most appealing while trying to keep the overall noise-scale in balance at the same time. In order to achieve the sculptural look I applied a Subsurface Scattering Material and positioned lights of different colors at opposing positions to shine through the geometry. The rendering was done with the Physical Render with a bit of color correction using After Effects.

Is there any advice to someone just starting out that wants to make great looking 3D renders?

Well, I think a good start is to study the artworks you personally adore the most. You can learn a lot by analyzing their composition, framing and contrasts in color and shape. I love those pictures where you feel like you can literally dive into, if you know what I mean. I try to give my renderings as much depth as possible by adding equal amount of detail into fore-, middle and background.


Once you have set up enough elements in space, which can be complex forms as well as simple shapes like particles, the “Rule of Thirds” helps a lot to balance out a composition. Apply it on the part that looks the most appealing to you. You can achieve a lot of depth by using warm colors with high contrast in the foreground and cool colors with less contrast in the background. It really helps to zoom out of the picture from time to time to check if the composition is working overall.

I can highly recommend to join the wonderful Cinema4D community as well, either online via platforms like Twitter and Motion Design Slack or onsite at Maxon user-meetings and conferences. You can find me at this year’s NAB in Las Vegas demoing X-Particles 3.5 for Insydium at the Maxon Partner Booth. I hope to see some of you there and chat with you in person.

See More of Mario’s Work


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Houdini Bridge: July 1st Chicago C4D Meet Up at Protokulture with Tyler Scheitlin

July 24, 2015 - By 

Watch the Video

Tyler Scheitlin of Protokulture demonstrates some of the capabilities of the Houdini Bridge beta at the most recent ChicagoC4D meet up.

ChicagoC4D is a user group that meets every other month to network and tour various studios in the Chicagoland area.


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Being Human Is About Growing

June 29, 2015 - By 

I sat down with Jared From Super Giant Ninja for a quick interview at NAB this year. We talked a bit about how I got into all this animation stuff in the first place. And, about what you can do to move forward in whatever you are working on.