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Interview with Pawel Podwojewski

Pawel Podwojewski (a.k.a Simonhc) is not just one of the Most Talented CG Architecture artist in the World he is also running CGWorkshop...



Pawel Podwojewski (a.k.a Simonhc) is not just one of the Most Talented CG Architecture artist in the World he is also running CGWorkshop website to help people to become better artists by sharing and learning the Archviz experiences and CG Record has a nice chance to talk with him.

Can you tell us a little about your background
My name is Pawel Podwojewski I live and work Gdansk, city located in north of Poland, Europe. Three years ago I have established MOTYW company where together with bunch of crazy people, every day we are trying to push the limits of our CGI Kung FU a bit further. I have finished Architecture and probably that is why I found my passion in the arch-vis industry, still I work as architect for Deep Ocean Technology where we are designing the first in the world Underwater Hotel called „Waterdiscus”. It is really a very exciting project and I am very happy to be a part of it. My 3D adventure started around 6 years ago when I got my first PC, duron 1.23 CPU that was something! I kept the computer box to strech my legs at work,hehe.

You run a CG Course and a website and are fairly active in forums and you do professional CG work, how do you do the time management?
I feel very motivated when I have a lot things on my mind. This helps me to stay in mental shape I guess. CGWorkshop was not my idea in fact. After I have received bunch of e mails asking for such place and trainings I felt in a way compelled to do it. I find our trainings as my personal success, It is really amazing that I can pass a lot of information on line to places worldwide, and best part is that it works! I love to watch the progress that our users are doing, really amazing. I am a very lucky man to have with me people that support our website and studio in good and bad times. Solid team work counts most, thats the most important I have learned during last years.

Your works are highly rich in details, can you tell us about its importance and how can one achieve that?
It is very easy to prepare a lot of details for any scene, you just need time, coffee, green tea to calm your nervous and some patience as well, but.. The key is to work on scenes in a way that will make the receiver think it is very detailed and took a lot of time but in fact it is not,hehe. It is not easy, sometimes impossible. My tip is to sketch the scenes first, you can do it in 2d, 3d no matter. Think first about what you really and where need. LOD managment is a very powerful skill. It sounds funny but it really is. Proper ground detailing helps not only to save memory and work faster in viewport, this speeds up the total process and in the end it means better profits.

What is your work flow and pipeline, which part of your daily job is the most interesting?
Most important is a good star, when you plan things right in the very begining then the project will go smooth toot. I try to plan a detailed schedule for each project, find time for modeling shading so each part will be executed on best level.I am trying also to receive from client as much information as possible, I do not mean the files, blueprints but the general feeling the client wishes to deliver to final receivers. Once I know what kind of atmosphere the images should contain, what is the target and what we need to achive I start to sketch the scene with simple models and 2d drawings to present the scenario key frames or the 3d stills camera angles. When we are sure about the shots it is all about lighting and shading. In the end some postproduction retouches are performed to sqeeze some nice colours and contrasts,hehe.

More Motyw's Housing Project on CG Record Gallery
What is your advice to the people interested in architectural visualization?
I would say join CGWorkshop.org! Just kidding! Beginings are always the hardest moments, please stay strong and keep testing. Do not try to perfect, noene is. With time your works will be better and better. Young artists want to be noticed in the world, it is obvious and very important. Howver it should not be the target itself, focus on your work, never ask for appreciation then all will go smooth.

What are the MOTYW future plans
Big Plans for MOTYW and CGW in this year, I am super excited.We have just opened new office in Gdańsk and in around 2 months we plan to open new showroom in Gdynia, Poland. Also this year we will launch office in Paris to stay closer to our French clients. CGW will receive new engine and brand new features, I can say only that we are working on something totally new. Our apliction will make some noise in world I hope,hehe. Also we have finished few hours of new training videos for spring summer session. Using expereince from last editions we have changed training organisation to make it more clear and efficient. More info soon on cgworkshop.org.

Recently you joint SOA training please tell us a bout this corporation
State Of Art. Academy was really great! I had the pleasure for the first time speak about my work face to face with other artists. On line contact is also very good but trust me such events are way better, that is why also I have decide to include live webinars into CGW sessions. I had a lot of fun in Mestre and I am sure we will see eachother this year again! Gianpiero and Roberto – SOA partners did a great job with organization and also training program. People were amazing, atmosphere was cosmic. In a nut shell – you got be there next time. Oh yeah and fancy free t- shirts for members!

What is the plan for the new training course? how do you see the future of online archviz education?
The spring summer training session”T.4” has received a brand new programm system!We divided the Lectures into three blocks: EXTERIORS, INTERIORS, POSTPRODUCTION. Each block has also subblocks divided into MODELING, SHADING and RENDERING. Each block will be supported with lectures about theory with examples. We will play more in Atelier with real cameras and lenses to explain better what happens in v ray while calculations. For this session we will include also new software like After Effects, Unfold, and Marvelous. It is going to be a crazy ride I can promise that!
More information about New Visualization training program volume four here!

What would we see in your forum future challenges?
Last challenges were a great success. I would love to have a challenge about winter environments I have a seen a lot of good renderings this year and I am really impressed by the quality I think this could push the level even higher. I have also couple of different ideas so I gues time will show what a surprise the CGW team will cook for us.

Some more question from Facebook fans


Juraj Talcik I would like to hear about relationship with architecture and what he does now. He is the only person on internet I saw doing both, which is kind of incredible

Architecture was and always will be my passion. At the moment I am focused on our CGI part of company. I decided to work as architect only on the Underwater Hotel project for now. This project requiers a lot of time and energy and I love it! I think there are many architects/cgartist arounbd the globe doing similar, most important is to keep balance between these two worlds, that is the point when you can get a head ache,hehe.

Jerzy Mazurkiewicz It's more a question to the office but i was always wondering how long does it take you to produce these pictures. Do you do some concept drawings at first or start rigtaway with 3ds? Generally how much time do you ask your clients for ?

It is not easy to answer precisly. Some projects take 2 weeks other 3 months. We start with concept sketches 2d or 3d to understand what we need to do exactly. However the timeframe has to be specified before we start so it is a matter of experience to „guess”how much time will it take to complete a particular job.

Lukasz PardelaHow did you start your adventure with cg graphics? Do you have any following authority, cg master maybe?

I started my adventure about 6 years ago while I was on my first Architecture year in College. First I needed 3d to present my projects in abit different way. Many students could paint, draw and build models.#D models were something unique. From time perspective I would say it is better for an architect to use traditional techniques for concept developing. Still I prefer to use my pen to plan the shots but at that time this was something new and brough a lot of thrill in project creation process.
I loved to watch works from Alex Roman and Marek Denko. They are great guys with huge talents.
Good luck!

Mariusz Winnicki na jakim sprzęcie pracujesz?/ what machinuse do you use
Personally I use an I7 CPU with 6 cores and 24GB ram, GTX 470 for modeling. Wacom Tablet for postwork. This is a very handy tool for postproduction but also for modeling.

Thank you very much for your time. Hugs! Pawel „simonhc”

  NEW Visualization training program is now available

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Pro,2,hitman,2,HMZ-T3W,1,Holographic,1,HoloLens,1,Honda,1,Honglong,1,horror,1,horse,1,Hotel Transylvania 2,1,Houdini,169,Houdini 13,9,Houdini 14,4,Houdini 15,3,Houdini 16,4,Houdini 17,3,Houdini 18,3,Houdini Digital Assets,1,Houdini Engine Indie,1,Houdini Indie,1,How Blockbuster Was Made,1,How to find your path in CG Industry,1,Howler,2,HP,16,HP Z34c,1,HTC,1,HTC Vive,8,human chain,1,Humster 3D,1,Humster3d,1,Hyena Studio,1,Hyperfocal Design,1,Hyperion Renderer,2,Ian Spriggs,9,IBC 2012,2,IBC 2013,1,IBC 2014,2,IBC 2015,2,ic,1,ICB,1,ICE,1,iClone,1,Icube,7,Ida,1,IDraw,1,IDV,1,Igor Zanic,2,iGroom,1,IKinema,1,illusion,1,illustration,10,Illustrator,7,ILM,62,Iloura,2,Image Engine,11,Imagineer Systems,19,imago media,1,imperialism,1,Important Looking Pirates,2,Incredible 2,1,Independence Day Resurgence,1,InDesign,2,indie,1,Indigo,4,Industrial design,26,Injustice,1,inka,1,InnoBright,1,inspiration,5,intel,18,interactive,1,Internet TV,1,interview,158,Into the Spider-Verse,1,Intuos5,2,Inventor 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Park,1,John Martini,1,John Walker,1,johnnt depp,1,jon klassen,1,Jonas Ekman,1,jordan,1,Jorge Baldeon,1,Joseph Drust,2,Joseph Harford,1,Josh Clos,1,Josh Herman,1,Josh Nizzi,1,Jot Touch,1,Juan Garcia,1,Juan Salazar,1,Julien Vanhoenacker,1,Jung-Won Park,1,Jungle Book,2,Jupiter Ascending,1,Jurassic World,3,Jurassic World: Fallen Kingdom,1,Justin Fields,1,Justin Holt,1,JVC,1,kadokawa,1,Kandor,1,kara,1,karate,1,KATANA,14,Ken Barthelmey,1,Kev Jenkins,1,Kevin Feige,1,Keying,1,KeyMission,1,KeyShot,39,KeyShot 5,2,KeyShot 5.1,1,KeyShot 6,4,KeyShot Viewer,1,KeyVR,1,kickstarter,2,Kiel Figgins,1,Kindle Fire HD,1,kinect,3,Kingsglaive,1,Kitbash,1,Klaus Skovbo,1,Knald,1,Konami,2,KORB,2,krakatoa,49,Krakatoa SR,2,Kray,1,Kris 'Antropus' Costa,1,Kris Costa,1,Kris Kelly,1,Kuler,1,Kuler Islands,1,Kung Fu Panda 3,1,kungfu,1,kungfu star,1,Kynapse,2,Lagoa,7,LAIKA,1,Lamborghini Burlero,1,LandSIM3D,1,Laptop,9,lara croft,1,last of us,1,Laubwerk,3,launch trailer,3,Le Truc studio,1,league of Legend,1,Leap Motion,3,LeapCon,1,Learn Squared,3,Learning,1,LED,2,Lee Souder,1,Lee Stranahan,1,Legacy Effects,1,legend,2,Legend of Fuyao,1,Lenovo,1,lens flares,2,Léo Ribeyrolles,1,Leskea Team,1,letter,1,Leviathan,1,LG,12,LG Film Fest,1,LIGA 01,2,LIGA_01,1,LightBox Expo,1,Lighting,7,Lightmap,4,Lightroom,16,Lightstorm Entertainment,3,LightWave 2015,2,LightWave 2016,1,LightWave3D,29,line,1,liquid,3,Liquid Simulation,2,live action,2,Livestream,2,Ljósið,1,logan,1,lollipop,1,lollipop chainsaw,1,london,1,London Sci-Fi Film Festival,1,Long Nguyen,1,look dev,1,look development,1,Look Effects,1,Lookdev,1,Lord of the rings,1,lords,1,Lostboys Studio,1,LOTR,1,Love,1,Luan Nguyen,1,Lucasfilm,5,lucky,1,LUCY,1,Łukasz Sztukowski,1,Luke Millar,1,Luma Pictures,8,Lumberyard,6,LumenRT,7,Lumion,10,Lumion 5.7,1,Lux Machina,1,Luxigon,2,Luxion,14,Luxology,23,LuxRender,1,LuxRender; Download,2,Mac,10,Mac Pro,3,MacBook Pro,1,Maciej Kuciara,3,Mackevision,2,Mad Max Fury Road,2,MadCar,1,Madder Mortem,1,Magazine,4,Magic Bullet Looks,1,Magic Leap,1,Magic Leap One,2,Magnopus,1,Mahmoud Salah,1,Mai Nguyen,1,Main Title Sequence,3,MakeHuman,2,Making of,310,Management,4,manhattan,1,Mantra,5,Manuka renderer,1,ManvsMachine,2,marc craste,1,Marcello Pattarin,1,Marcelo M. Prado,1,Marco Di Lucca,1,Marcos Sampaio,1,Marek Denko,3,Mari,80,MARI indie,1,mario ucci,1,Market,1,market farmhouse,1,Marmoset,3,Marmoset toolbag,12,Marvel,23,Marvel Studios,6,Marvel’s Avengers: Infinity War,1,Marvelous Designer,45,Marvelous Machines,1,Maryam Nademi,1,Mass Effect 3,2,Mass Market,1,MassFX,2,massive attack,2,Massive Black,1,Massive Prime,1,Master Zap,2,Mastering CGI,1,MatchMove,3,MatchMover,1,Material,44,Material-Z,1,Mathieu Aerni,1,Mathieu Auvray,1,Matt Aitken,1,Matt Battaglia,1,Matt Frodsham,1,matte painting,27,Matthew Bannister,1,Mauricio Ruiz,1,MAX,2,MAX 2014,3,Max Payne,2,Max Underground,2,Maxim Zhestkov,1,maxon,82,Maxpayne3,1,MaxScript,3,Maxtree,2,Maxwell,32,Maxwell Render,4,Maya,19,Maya 2016,3,Maya Indie,1,Maya LT,9,Maya LT 2016,1,Maya LT 2017,1,Maya Tutorial,12,mayan,1,mbFeatherTools,1,MCG,1,MDL,1,Mech,1,medal of honor,1,media,1,Media Design School,1,Media Encoder,1,Medusateam,1,Megascan,2,Megascans,7,Megascans Bridge,2,Megascans Studio,1,Men in Black: International,1,Mental Ray,77,Mercedes,4,MeshFusion,3,Meshmixer,3,messiah:studio,1,Metal gear,1,Metal mill,5,Method Design,1,Method Studios,6,MGODI,1,Miarmy,2,Michael Bay,4,Michal Kriukow,1,michelin,1,Mickael Riciotti,1,Micro Cinema Cameras,1,Microsoft,28,Microsoft HoloLens,3,Microsoft Studios,1,Microsoft Windows,4,middle earth,1,Mighty Pen,1,mihai wilson,1,Mike Winkelmann,1,mikros image,1,Milan Nikolic,1,MindOverEye,1,Minions,1,MIR,1,Mischief,3,Mixamo,7,Mixer,3,MMO,6,MOANA,2,Mobile Workstation,3,Mobile World Congress 2016,1,Mocap,6,mocha,29,mocha Plus,1,Mocha Pro,2,Mocha Pro 4,2,Model Free,2,Modeling,135,modo,74,MODO 801,1,MODO 901,2,MODO indie,1,MOH,1,Mohamed Alaa,1,Moi3d,1,Mokacam,1,Monitor,24,monkey island,1,Monsters Dark Continent,1,Montreal Canada,1,moon,1,moon raker,1,Mortal Kombat,3,Mortal Kombat X,3,Mortal Kombat XL,1,MoSketch,1,most anticipated,1,most wanted,1,Motion 5,2,motion capture,15,Motion Design,5,Motion Graphics,180,motion504,1,MotionBuilder,8,MotionBuilder 2014,1,mouse,1,Mouse Guard,1,Movie,1,MPC,73,Mr. X Inc,2,MSI,3,MTV,2,Mudbox,82,Mudbox 2014,3,Mudbox 2015,3,Multiphysics,1,multiplayer,1,Multiscatters,1,Murat Kılıç,1,muscle Simulation,1,music,3,music video,21,musuta,1,MVN Animate,1,N3 Design,1,NAB 2009,9,NAB 2010,3,NAB 2012,11,NAB 2013,6,NAB 2014,5,NAB 2015,3,NAB 2016,1,NAB 2018,1,NAB 2019,2,NAB2011,2,NAIAD,19,Namco Bandai Games,3,Napalm,1,Napoleon ruler,1,Naren Naidoo,1,nasa,3,Natron,1,NaturalPoint,1,Naughty Dog,9,nauhgty dog,2,Nazar Noschenko,1,nDo,3,NDS,1,Need for Speed,8,Need for Speed Rivals,1,Neil Armstrong,1,Neill Blomkamp,1,neoscape,22,netfabb,1,Netflix,2,NetherRealm Studios,3,Networks,1,new york times,2,new units,1,news,168,NewTek,11,Next Limit,38,Next-Gen Filmmaking,1,nextgen,1,NFS,1,nhb,6,NHL,1,Nice Shoes,1,NIck Cross,1,Nicolas Anthanè,1,Nicolas Delille,1,nightmare,1,Nike,5,Nimble Collective,1,Nintendo,1,Nintendo Switch,1,Nintendo Wii,1,Noah,2,NoEmotion,3,noise,1,Not To Scale,1,Notebook,1,NOX,2,Npower,4,Nuit Blanche,1,Nuke,133,NUKE 9,5,Nuke Studio,7,NUKEX,1,Nvidia,208,Nvidia Faceworks,1,NVIDIA GRID vGPU,1,NVIDIA GRID Virtual GPU,1,Nvidia HairWorks,1,NVIDIA Kepler,4,NVIDIA Maximus,5,NVIDIA RTX,3,Nvidia SHIELD,3,NVIDIA Tegra,2,NVIDIA Tesla,4,NYC 3ds Max User Group,1,NYC ACM SIGGRAPH,1,O'Neill,1,OatsStudio,3,Obey,1,OC3 Entertainment,1,Octane for 3ds Max,2,Octane for Houdini,1,Octane Render,42,ocula,3,Oculus,8,Oculus Connec,2,Oculus Rift,5,official trailer,4,ogily,1,Ólafur Arnalds,1,olympics,1,Omar Meradi,1,Omniverse,1,Open Image Denoise,1,open Source,7,OpenCue,1,OpenEXR,1,OpenGL,1,OpenSubdiv,2,OpenVR Recorder,1,Optical flares,3,OptiTrack,12,Orijin,1,Ornatrix,7,Oscar,19,oscars,16,OTOY,2,OverWatch,1,paint chips,1,Painter,8,Painting,23,PaintShop Pro,1,Panasonic,2,Panoply,1,Panorama Extractor,1,parable,1,Paragon,2,Paramount,1,paris,1,Particle Skull,3,particles,60,particleskull,1,particular,3,Partnership,1,Pascal architecture,1,Passion Pictures,2,pastel,1,Paul H. Paulino,1,Paul Hellard,1,PBR materials,1,pc,19,Pdplayer,6,Penguins of Madagascar,1,Per Haagensen,1,PES,7,PES 2013,6,PES 2014,2,PES 2015,2,Peter Berg,1,Peter Guthrie,1,Peugeot,1,Pflow,1,PFlow Toolbox,2,Phil Moreton,1,Philip Harris-Genois,1,Phillip Miller,1,Phoenix FD,26,Photo Editing,7,Photography,23,Photoshop,221,Photoshop CC,6,Photoshop CS6,3,Photoshop CS6S,1,Photoshop Elements,2,Photoshop Elements 14,1,Physics Animation,1,PhysX,1,piano,1,Picture Front,2,Piotr Adamczyk,1,pipeline,1,PipelineFX,3,Pixar,42,Pixar Animation Studios,6,Pixar Tractor,1,Pixelhunters,1,PIXOLOGIC,60,Pixomondo,9,Planar Systems,1,Planetside,8,plant,1,Plant Factory,3,Platige Image,5,PlayStation,14,PlayStation 3,1,PlayStation 4,10,PlayStation Now,1,Plugin,570,POILUS,1,Point cloud data,1,Polska,1,Polybrush,6,Polynoid,2,Porsche,1,Poser,3,post production,10,PostPanic,1,PostPro18,1,Premiere Elements,1,Premiere Pro,5,Premium3Dmodels,1,Presets,1,preview,33,Prime Focus,3,Printer,2,Product,309,Product Design,3,Product Focus,2,Profile Studios,1,Project Felix,1,Project Geppetto,3,Project Lavina,3,Project Manager,1,Project Primetime,1,Project Sci-Viz,1,projection mapping,1,Projector,1,promo,1,PROVIZ,1,PS3,25,PS4,9,PSD-manager,4,psyop,3,Pulldownit,2,Punchcard,1,Python,5,Qolop TG,1,Quadro,2,Quadro P5000,1,Quadro P6000,1,QuadSpinner,1,quantic dream,1,quba michalski,1,Qube!,3,Quentin Medda,1,Quicktime,1,Quidam,3,Quixel,19,Quixel Bridge,1,racing,1,Rafael Reis,1,RailClone,3,Rainer Duda,1,Ralph Breaks the Internet,1,RandomControl,1,Rango,1,Ray Tracing,2,Rayfire,30,RDT,2,Real Displacement Textures,7,Realflow,54,RealFlow 2013,1,RealFlow 2014,6,RealFlow 2015,3,Realistic Render,16,realtime,182,RealtimeUK,11,REBELWAY,1,Rebus Farm,2,Recom Farmhouse,1,Red Engine,1,Red Giant,24,RedefineFX,1,Redshift,13,reel,170,Reel of the Month,10,reinterpretations,1,Reliance MediaWorks,1,Relic Entertainment,1,Relicts,1,Render,256,Render engine,2,render farm,12,Render Legion,1,Render Rocket,1,Rendering,92,Rendering Management,15,RenderMan,22,RenderPal,1,Resident Evil: Revelations 2,1,retopology,4,Retouching,1,review,22,Revit,4,RevUp Render,1,RFX,1,Rhett Dashwood,1,Rhino 3d,9,Richard Rosenman,1,Richard Spriggs,1,Richard TATESSIAN,1,rick thiele,1,rigging,39,Rise of the Tomb Raider,1,Rising,1,Rising Sun Pictures,8,RizomUV,2,RnD,3,Robert Stromberg,2,Robocop,1,Robot,8,Rocketbox,1,Rockstar Game,7,Rockstar Games,5,Rocksteady Studios,1,Rocky Meng,1,Rodeo FX,6,Romell Chopraa,1,ron Gilbert,1,Ronan Mahon,1,Ronen Bekerman,3,Roper Technologies,1,Rory Björkman,1,Roto,2,RPC,1,RPG,1,RTX,2,Ruairi Robinson,1,Ruben Morales,1,Ruff Mercy,1,Rumblebox Studios,1,russ murphy,1,Russian3DScanner,1,Ryan Kingslien,1,Ryan Lim,1,Ryan Trowbridge,1,sabber interactive,1,saints,1,Sale,1,sam fisher,1,Samsung,10,Samsung Galaxy S7,1,San Andreas,1,San Francisco,1,Sarofsky Corp.,3,Sava Zivkovic,1,Scaleform,3,Scan Engine,1,Scan Model,3,Scanline VFX,11,Sci-Fi,11,sci-fi thriller,2,Scott Edelstein,1,Scott Keating,1,Scott Sewel,1,scottish flu,1,Screen,2,Screen Rant,1,script,90,sculpt,47,Seagate,2,Sean Chong,1,Sebastian Schäfer,1,Security,2,Sedat Açıklar,1,SeeControl,1,SEGA,3,Sehsucht,18,Sequoia,2,Sergey Nazarov,1,Sergey Pereskokov,1,Seungmin Kim,2,shader,25,Shaderlight,5,shadow 2,1,Shadow Theatre,1,Shave and a Haircut,2,Shawn Wang,1,Shepherd Mocap Sync,1,shilo,7,Shōgun,2,short film,72,Shotgun,4,Shotgun Software,4,show reel,68,showreel,44,Siarhei Chekolian,1,sidefx,63,Siger Studio,1,siggraph,7,SIGGRAPH 2009,24,SIGGRAPH 2010,39,SIGGRAPH 2011,27,SIGGRAPH 2012,21,SIGGRAPH 2013,18,SIGGRAPH 2014,8,SIGGRAPH 2015,12,SIGGRAPH 2016,3,SIGGRAPH 2017,7,SIGGRAPH 2018,8,SIGGRAPH 2019,3,SIGGRAPH Asia,2,SIGGRAPH Asia 2009,12,SIGGRAPH Asia 2010,1,SIGGRAPH Asia 2011,2,SIGGRAPH Asia 2012,3,SIGGRAPH Asia 2013,1,SIGGRAPH Asia 2015,1,Silhouette,1,Silvio Valinhos,1,Simon Gomez,1,Simon Webber,1,Simow Labrim,1,Simulation,52,skater,1,Sketch,6,SketchBook Pro,3,SketchiMo,1,Sketchup,32,SketchUp 2015,1,Skhizein,1,skyrim,1,sleepingdogs,1,Slow Poison,1,Smart phone,4,Smartphone,8,Smarty Ring,1,Snappers,1,Snoop Dogg,1,Snow,1,Snowboarding,1,SOA Academy,4,soccer,1,Socialcam,2,Softbank,1,Softimage,109,Softimage 2013,2,Softimage 2014,3,SoftKinetic,1,Software,1252,solid,1,Solid Angle,2,Sony,36,sony online,1,Sony Pictures Entertainment,2,Sony Pictures Imageworks,12,Sony Pictures Studios,1,Sony Santa Monica,1,Sony Vegas Pro,1,SonyPictures,1,Sound,12,Soundbooth,1,Soyoung Kim,1,SpaceMouse,1,spaceships,2,Spacious Thoughts,1,Spain,1,special effects,2,spectrum,1,SpeedTree,12,SpeedTree Cinema,1,Spider-Man,2,Spider-Man: Far From Home,1,Spider-Man: Into the Spider-Verse,1,spiderman,5,splinter cell,1,sports,2,Spotlight,1325,SprayTrace,1,sprite,1,Spumco,1,square enix,6,Squint Opera,1,SSD,2,star,1,star wars,3,Star Wars: The Force Awakens,1,starcraft 2,2,StarCraft II,1,stargate,1,START Singapore,1,starwars,3,State of Art Academy,4,Steam,3,steel battalion,1,Stephen Zavala,1,Stereoscopic,21,Stereoscopy,5,Steven Knipping,1,Stimuli,1,Stock,1,Stock 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Computer Graphics Daily News: Interview with Pawel Podwojewski
Interview with Pawel Podwojewski
https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhUduls8z4UzTR4tlKFzz3EpMJ2-NsIjHmaA4nA7h57JpxirpCylR65TXY_WgHbxRahDhpefrvYPTmeBSDLjx1QuCfD3dS6VndRUlgRI6StcSr0n2ZcqD1lOUJ6S2Fnl0YCjgzC-xjCKREd/s1600/002.jpg
https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhUduls8z4UzTR4tlKFzz3EpMJ2-NsIjHmaA4nA7h57JpxirpCylR65TXY_WgHbxRahDhpefrvYPTmeBSDLjx1QuCfD3dS6VndRUlgRI6StcSr0n2ZcqD1lOUJ6S2Fnl0YCjgzC-xjCKREd/s72-c/002.jpg
Computer Graphics Daily News
https://www.cgrecord.net/2012/07/interview-with-pawel-podwojewski.html
https://www.cgrecord.net/
https://www.cgrecord.net/
https://www.cgrecord.net/2012/07/interview-with-pawel-podwojewski.html
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