Posted On:Redshift Archives | Greyscalegorilla
We talk to motion designer James Owen about his experimental series of looping animations. See how he uses C4D, Redshift, and the new Everyday Material Collection.
All images via James Owen.
The benefit of scrolling through the Instagram accounts of the many talented C4D motion designers is the treasure trove of stunning imagery.
One of the most recent eye-catching designs that caught my attention where the series of flourishes created by James Owen.
It’s a really beautiful series of shorts, and to find out more I reached out to creator James Owen. Here’s what I learned about his Flourishing series. Read More
Take a look at how these beer cans were designed for production, and later ended up featured in TIME Magazine for their eye-catching design.
We talk to designer Eileen Tjan of OTHER studio and Chad Ashley about the creation of the Peekskill Brewery beer cans recently featured in a special edition of TIME Magazine.
Learn about the process in designing product labels and imagery, then take a glimpse into the making of 3D product renders.
How can you make a commercial celebrating Mickey Mouse’s 90th birthday, without being able to feature the legendary character himself? You get clever.
We talk to Already Been Chewed‘s Barton Damer about their newest Nixon watch commercial featuring Disney’s Mickey Mouse.
Now you may remember Nixon’s 3D watch commercials from our previous interview and tour of the Already Been Chewed (ABC) studio in Texas. If not, check out or interview with founder Barton Damer here.
ABC had just launched the latest in their series of spots for Nixon watches, this one celebrating the 90th anniversary of Mickey Mouse. It proved to be no easy task, as the team did not have the rights to use the character himself. Read More
See how Blind used Cinema 4D, After Effects, Octane, and Redshift to create several 3D scenes of popular games to announce Xbox Game Pass at E3 2018.
All images courtesy of Microsoft / Blind.
In 2018, for the fourth year in a row, Microsoft and the Ayzenberg Group tapped Los Angeles-based design and brand strategy studio Blind to create content for their high-profile E3 (Electronic Entertainment Expo) show. While last year’s project was devoted to the launch of the Xbox One X, this year’s goal was to highlight Microsoft’s monthly subscription service, Xbox Game Pass.
We chat with Trevor Kerr from MANVSMACHINE about 3D workflows, third-party rendering, and the new Greyscalegorilla Guide to Redshift.
Trevor Kerr, the Technical Director at MANVSMACHINE, chats with Chad Ashley about all things rendering. They talk about the strengths and weaknesses of Arnold, Octane, and Redshift, and also dive into the many topics covered in the new Greyscalegorilla Guide to Redshift.
In this informal discussion Trevor Kerr and Chad Ashley discuss the meteoric rise of Redshift in production as well as an in-depth Redshift training product the two recently teamed up on.
See how Run, Kick, Shout and Calabash Animation used Cinema 4D and Redshift to create a series of animated spots for PayPal.
Did you know that over 19 million sites use PayPal? That’s the fun fact I learned in these new animated spots from Run, Kick, Shout. Then I realized that this campaign was 100% effective on me. I learned facts about the client, I enjoyed the animation, and now here I am sharing my thoughts. I consider that a well executed campaign.
Take a look at the PayPal videos here to see what I fell in love with.
I wanted to learn more about this project, and the team behind, so I reached out to Chicago’s Run, Kick, Shout for more. Read More
When should you start thinking about color in your 3D and motion design projects? It’s time to think like a Director of Photography.
While listening to an Entagma discussion, where Manuel Casasola Merkle and Moritz Schwing rant about render engines, the duo spends a little bit of time talking about LUTs in the post-process.
This led me down a tangent of questions, which ultimately led me to wonder if 3D artists should operate more like cinematographers. A Director of Photography (DP) will often devise a color scheme before production even begins. They’ll talk with the director about the emotional connection they want the piece to convey, and then the DP, either on their own or with a DIT or colorist, will create a look. Read More
Early 2018 has brought about tons of new products, major rendering announcements, and much more to discuss. Let’s dive in.
Most developers and companies announce their new products and updates in Q1. This year, it was a big year for 3D designers and video game developers. We saw some big updates on rendering. Let’s take a look at all the big announcements so far this year. Also, be sure to download the free tools from Greyscalegorilla, and well as some beta downloads from third-party renderers down below.
Real-Time Rendering is Changing the Design Landscape + Free Unreal Studio Beta
In this great piece on CG Society, you can take a look at the work of Unreal Studio in terms of these real-time renders.
“73 percent of respondents stated that real-time rendering is important to their workflows, suggesting a major shift towards modern rendering engines is already well underway. Unreal Engine was cited as the most popular real-time engine among respondents who aren’t already using it in their design pipeline.”
NVIDIA, Unreal Engine, and the Future of Ray Tracing
Earlier this month, Epic Games, NVIDIA, and ILMxLAB released a Star Wars short showing off real-time ray tracing in Unreal Engine. Lighting is moved around the scene interactively, and the shadows and reflections render in real time.
You can dive much deeper into ray tracing over on the NVIDIA blog, where they show off their API and pipeline.
Engadget dives a little deeper into ray-tracing with this breakdown video, which is definitely worth a watch. Chris Schodt also touches on tesselation, shaders, occlusion, and mapping to achieve nearly photo-realistic renders.
You can read more about this video on Engadget.
For an even more in-depth dive into ray tracing, you must listen to the GPU Technology Conference panel with founders, lead engineers, and supervisors at Pixar, Blur Studio, Autodesk, Otoy, Redshift, Epic Games, Chaos Group, Isotropix, and NVIDIA.
Free Tools, Models, and Scene Files from Greyscalegorilla
At NAB, we compiled many of our free downloads from over the years, as well as some of the files we presented at the Maxon booth this year.
Autodesk announces Arnold 5.1 and Arnold GPU Updates
The Arnold 5.1 update brings users adaptive sampling, a new toon shader, denoising solutions, and more. The company also updates us on bringing Arnold to the GPU.
First, let’s check out this Arnold 5.1 video from Autodesk.
The Arnold video features Chad Ashley’s work with the new toon shader. You can see some of his final renders on his Instagram account.
Here’s a glance at his proton pack from the Happy Toolbox model pack.
And another with some shading tests from the new toon shader.
You can read more about the 5.1 update on the Autodesk site.
As for the GPU, there was much to be said in the update and demo you can watch here from the GPU Technology Conference.
Otoy Octane 4
In more rendering news, Otoy recently announced OctaneRender 4. Octane 4 introduces AI light, AI scene, AI denoiser, and out of core geometry.
You can read more about Octane 4 here, and if you have a V3 license you can download this build, which Otoy has also released a list of current issues.
The newest tool from Greyscalegorilla, GorrillaCam allows you to add natural handshake and organic movement to your Cinema 4D camera.
Think of GorillaCam as a filter that you attach to your original camera. You feed GorillaCam a pre-animated (or still) camera and that becomes the “reference” camera. That way you are free to add as much overshoot, smooth, and shake as you like without destroying your original camera.
GorillaCam was recently used by designer Ash Thorp in his latest piece for Nike. We had a chance to talk to him about the project, and you can read the full Ash Thorp interview here. You can read more or buy GorillaCam in the GSG store.
Renderman XPU Update
Pixar announced that RenderMan XPU is currently in active development, with a release planned after the delivery of RenderMan 22.
“The RenderMan XPU project is addressing the challenge of rendering Pixar-scale production assets on systems with a mix of CPU and GPU capabilities. From a single set of assets, RenderMan XPU produces film-quality renderings by seamlessly using all available compute cores concurrently. RenderMan XPU is a single renderer that can operate on a variety of systems, from render farm machines with mid-range CPUs only all the way up to workstations or servers having many-core CPUs and multiple extreme GPUs.”
Happy Toolbox on Adobe Stock
The whimsical 3D models created by The Happy Toolbox are now available on Adobe Stock. You can individually license a single model for you project needs, or you can bundle up and get the entire pack right here on Greyscalegorilla. Read more about the 3D models on Adobe Stock here.
More articles worth a read:
In addition to all this news, we have a few more pieces and projects you may enjoy.
- Review of LogicKeyboard’s ASTRA C4D scissor-switch keyboard
- Greyscalegorilla 5-Second Projects are Back
- Nick Campbell named StudioDaily 50 Top Creative + Technologist