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Interview With Mikael LugnegÄrd

Mikael LugnegÄrd is a Swedish industrial designer, graduated from the Umea Institute of Design, and worked as a lead designer for Duke Dyna...



Mikael LugnegÄrd is a Swedish industrial designer, graduated from the Umea Institute of Design, and worked as a lead designer for Duke Dynamics (BMW styling), as a concept designer for von Braun Sports Cars and as a sketch teacher at a number of Swedish design schools. He has also produced his own educational material and is now spending all his time in educating students about different ways to visualize ideas, design and just being creative and having fun.



Mikael, thank you for spending some time to provide for this interview.

My pleasure Waikit!

Could you please tell us more about yourself?

Sure, I´m 30 years old and live in UmeĂ„/Sweden where I have my design studio. I´m a pretty ordinary guy, loves cars, concept art and photography. Goes to church pretty often and washes my car every two weeks....;-))

Your work from your portfolio is mainly concept art work. So should we call you a concept artist instead of industrial designer?

Indeed we should!! I would definitely not label myself as an industrial designer, that title is way to narrow for me and my creativity. I think it´s very important to remain open to new challenges and new ways to expand and express our creativity. Even though I was trained as an ID, I found that it did not let me express my creativity in a way that suited my creative process and my goals. I´m a very visual designer, and I don´t really care for the ID process with interviews, research and so on. I´m not really that problem oriented in my design. Guess I´m more of an artist in the traditional sense.

You are really a master in drawing and painting techniques. How did you become so good at it? Is practicing a lot the only key to success?

Practice is without a doubt the key when it comes to this kind of craftsmanship. But I have found one other personal quality that is just as important. Passion!! You really need to love this stuff otherwise you won´t have the endurance to develop your skills, have the energy to experiment, spend long hours on intricate renderings etc etc. Passion is KEY. Sure practice is essential, but if you lack the "internal fire", the passion, your work will never be as charismatic as it really could be. It´s very easy to see if people love what they´re doing by just looking at their work. Just look at Slatan and Ronaldo, they love football and we love to watch them play. It´s the same thing with design. We love to watch passionate designers at work.

If you REALLY love doing concept art, renderings and just sketch overall, that will show in your work and people will be attracted by your art and design.

What projects are you working on now and can you tell us a bit more about it?

Right know, as we speak, am I doing a couple of personal project (summer time). I´m trying to learn more about the wonderful art of "matte painting" so I got a few of them lurking around. It´s really a great deal of fun to work with photo realism, huge environments, beautiful skies and scenery. It really appeals to the artistic side of me. I love architecture and beautiful environments, enormous cityscapes and rugged, rusted warehouses, harbors and vast, misty mountain areas....so matte painting feels like a good skill to develop, and above all, it´s very fun!!

At the moment, ideas are literally pouring out of my head so I have been trying to find a smart way to collect them. I have built this massive tank that I have tried to connect to my brain and soul, but it´s been quite a hassle to get the electronics to work smoothly...joke ;-))

No, for real. This is almost a problem for me....I got to much stuff in my head that I want to do, want to develop, want to learn.....but the day only have 24 hours and I really need my beauty sleep to be able to function properly.

Beautiful and interesting images has always fascinated me. To develop that skill one step further I´m working hard on my photography skills. It´s a great way to learn and practice composition, light and visual storytelling.You really train your eye to see new images, to see the light and abstract compositions in a new way. It´s almost like meditation for me to grab the camera and tripod, take the car to a place with beautiful nature and just zero-out your mind and let the eye start searching for interesting motives, light, images, stories and just a flower or a bug that makes your mind wander away.

I´m always trying to learn new stuff and develop my skills, therefore a couple of my personal projects involve pretty intense 3D (must-know if you really wan to see your ideas come to life). I love the fact that you can realize a design within a few days and make it looks so real and complex, it´s been a huge boost for my creativity.

I´m also refining my work flow from more 2D based to 3D oriented. I love the process of taking a simple sketch and creating a 3D representation of that, it´s very challenging. Currently I´m a Maya user, but 3D Max is starting to replace it since I only use a fraction of Mayas functionality. I simply don´t need all the buttons and gadgets in Maya (great app though).

I began working on my first character a while ago, and it´s been a great ride.

I´m a huge fan of football (not soccer), so I kinda designed an armour based on the aesthetics of some clean quarterbackish protection padding. Still in the pipeline though.

I´ve also begun to sketch on a brand new design for a extreme GT concept (more on that process further down). The focus is to 100% on the sculptural characteristics and values. I want it to be as pure as possible in it´s aesthetics. I usually add a lot of details and mechanical gadgets, but this time it´s gonna be a very refined and mature design.

I started out by making the simplest of sketches, then jumped into Maya and created a mesh that kind of represents my idea. The mesh is very simple but effective to work on. It allows me to tweak the proportions and surfaces very easily. I haven´t come very far on this one, but I just felt like mentioning it.

This autumn I will start a new branch of my company. It will be called something like LugnegĂ„rd Design Training. It will be all about customized visual art training. There´s an evident need for a freestanding educational resource in Sweden. Now you have to attend a design program to get good training in sketch technique and advanced rendering. I want to make it possible for students and pro´s to develop their skills outside of a company or school. I know I would have loved this kind of opportunity back in school. There´s also alot of companies that would benefit from some specialized training in this field, just to make their portfolio and staff more resistant to competition. The latest and hottest work flow, Alias/Maya/Max->Hypershot, is one of these work flows that many industrial designers would love to adopt but don´t have the time to explore.

We therefore plan to cover:

Sketching (analog/digital), rendering (analog/digital), Photoshop painting/illustration, 3d modeling & rendering using Max, Maya and Hypershot, digital photography and image retouching using Lightroom and Photoshop.

It will be targeted towards both individuals who like to get a massive boost in inspiration and skills, but also towards companies to educate them in new ways to visualize ideas and designs.

I plan to host a number of Workshops/seminars in Sweden in order to bring my training to a bigger crowd.

I´m really stoked about this project! I think that a lot of students will appreciate this kind of individual training/coaching.

What is your most rewarding design work, the one that you are really proud of and why?

I think the styling I did for Duke Dynamics turned out pretty good.

But what I´m most proud of is actually not a design effort in it self.

The joy and satisfaction that I get when I see my students develop their visual skills really fast during my courses is wonderful. It is such a pleasure to walk into a class room and be able to feel the anticipation and excitement that literally radiates from highly motivated students. To walk in to that situation and know that you´re going to be able to inspire them, that you´re going to share techniques and knowledge with them that will help them on their quest....Love that.

You seem to be fascinated with futuristic vehicles and environments. What is influencing you to do those kinds of designs?

That´s an understatement Waikit :-D!

For me, creativity and inspiration is a gift from God. Creativity should never be restrained. Never. For me it´s about keeping my mind and eyes open.

I see new extreme vehicles everywhere, even in the design of my Nikon lens.

I see futuristic villas in the landscape while driving on the highway.

I see a new Cintiq when I look at the latest Samsung flatscreen...

I see a new painting in my head while watching a beautiful movie...

I see a brand new body work in the protective shoulder pads of football players...

Inspiration and influences come from everywhere.

If I got an idea, there´s nothing that will hold me back. If I got a good idea, I NEED to get it out!!! Even though I have a very very strong passion for cars, all good designers influence me to keep expanding my horizon. Just drop by at Conceptart.org and suddenly you want to start designing characters. Well if you feel like that, just do it!!





Could you please describe your general work flow: how you start from idea, to sketch and rendering and what techniques, tools and software you are using?

Sorry guys, but this will be a long answer, skip to the next question if you are not interested ;-))

I always start with the simplest of sketches, it´s never fancy or good looking. It doesn´t matter what technique I use here. It can be ballpoint, verithin, markers or Photoshop. Just be loose and creative.

I start by working on the overall proportions and silhouette on either paper or in Photoshop. This step IS crucial. Perfect proportions is everything. If you don't get the proportions right...don´t bother. So many amateurs just scribble something down and starts to refine it and don´t realize that the car looks like a cartoon vehicle when it´s meant to be a sleek and sexy gt.

Ok, so I do a couple of sketches, usually like 3" long. If I need I´ll blow them up on the copy machine and rework them just a little bit. I´m just trying to get the right feeling, the right curves and so on. Perhaps I throw in some details just to make it more interesting. Our brain is very creative and great when it comes to put stuff in context and to recognize shapes, small dots of ink can be read as an cog-wheel, some hydraulic-cylinders, a couple of parallel curves might be interpreted as oil-hoses....these are indicated details and can make a big difference when sketching.

When I got a sketch that feels interesting, that inspires me and makes me see images in my head I jump into Maya or Max and build a rough model, I usually spend between 2-8 hours here. I got the sketch as reference and just start to build something that matches what I see in my mind. Of course I remain creative during this phase. My sketch just acts as a starting point and a base. I rarely make detailed sketch before my 3D modeling begins, just don´t think it´s that necessary. My sketch is just a visual starting point, a place where I drop my anchor before the real design interpretation begins. Some designers prefer to sketch alot before going into 3d, I don´t. If my vision is clear enough I don´t want to waste time making drawings ;-)) (even though it´s fun).



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glass,2,Google Home,1,Google Pixel Smartphones,1,Google Zync,2,Google Zync Render,1,GoPro,2,gorillaz,1,Got3d,2,GPU,74,GPUs,1,Grading,1,Grand Theft Auto,1,Grand Theft Auto Online,1,Grant Warwick,1,Graphic card,44,graphic novel,1,Graphics Card,6,Gravity Sketch,1,Green Hippo,1,Grey Goo,1,GreyscaleGorilla,1,Grooming,3,GroundWiz,1,GrowFX,8,GTA,2,GTC,11,GTC 2013,1,GTC 2014,2,GTC 2016,1,GTC 2019,2,GTX Titan Black,1,Guang Yang,1,Guardians of the Galaxy,9,Guerilla Render,2,Gustaf Holmsten,1,Gwen Vanhee,1,hair,4,Hair Farm,5,Hair Fur,4,Halo,4,Halo 2,1,HALO 5,2,Halo Nightfall,1,Hammer Chen,6,Han Yang,1,Hang Li,2,Hao Li,2,Hard Surface,2,Hardware,302,Harmony,1,Hasbro,1,Havok physics,1,Hawken,2,HBO,1,HD,5,HD Monitor,4,HDD,4,HDR Light Studio,12,HDRI,44,HDRI Hub,3,HDTV,2,heart of swarm,1,heavy armor,1,Heebok Lee,2,Hellboy,1,Hercules,1,heroes,2,Heroes of the storm,1,HgCapital,1,Hiero,8,HIEROPLAYER,3,high moon studio,1,HitFilm,1,HitFilm 3 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 Fusion,1,inversion,1,iOS,2,IOTW,33,iPad,27,iPad Air,1,iphone,32,iPhone 7,1,iPhone 7 Plus,1,iPhone Air,1,IphoneX,1,iraq,1,Iray,39,Iray 2015,1,Iray for Cinema 4D,2,iray Manager,1,Iray VR,1,iRay+,1,Iron Claw,1,ironman,3,ISART DIGITAL,1,Isotropix,11,istanbul,1,IT'S ART,1,Itoo Software,11,Ivaylo Petrov,1,Ixor,1,james cameron,4,James Jacobs,1,Jeff Patton,15,Jeff Simpson,1,Jen-Hsun Huang,1,Jerad Marantz,1,Jeremy Clapin,1,Jesus2000,1,Job,1,Jocelyn Strob Simard,1,Jody Madden,1,Johan Rimer,1,John J. 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,LĂ©o 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,LjĂłsið,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,Ɓukasz 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 AnthanĂš,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 SchĂ€fer,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,Shƍgun,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 Mikael LugnegÄrd
Interview With Mikael LugnegÄrd
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Computer Graphics Daily News
https://www.cgrecord.net/2009/07/interview-with-mikael-lugnegard.html
https://www.cgrecord.net/
https://www.cgrecord.net/
https://www.cgrecord.net/2009/07/interview-with-mikael-lugnegard.html
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