|FEATURE_$type=slider$show=home$height=600$author=0$readmore=0$snippet=0

[SPOTLIGHT]_$type=carousel$count=6$show=home$author=0$readmore=0$snippet=0$height=400$columns=3

Interview with Vyonyx

Welcome to CG Record, Vyonyx ltd , is an architectural and visualization company that has been highlighted several times in reputed CGI maga...


Welcome to CG Record, Vyonyx ltd, is an architectural and visualization company that has been highlighted several times in reputed CGI magazines for their distinguished inspirational works, they also have been chosen by professionals in Top Ten Architectural Visualization Companies in the industry. They have been kind enough to chat with us and answer some of our questions.

Tell us about Vyonyx, Who started it, How many people work there? What are their roles? and how long has it been around?
Vyonyx is a young company that was started end of 2007 by four friends- Nikolay Salutski, Deyan Minchev, Christian Flores-Nunez and me, Vladin Petrov. Later Viktor Vrecko joined in as a fifth partner. We are all involved in production and we do not employ superfluous marketing people. Someone compared us to a rock band- we are very individualistic with all our little outbursts of emotions and passions, which propagates into our work in a good sense, but as long as we enjoy what we do, you'll be seeing us around. Currently, we are a 15-people strong team.



Vyonyx architecture and visualizations, What is the primary focus?
I would say, there's no primary focus and that's the beauty of it! Things in this world are somehow interconnected and we try to look at the bigger picture- architecture and visualisations are not isolated from each other, from other creative disciplines and society in general. You need to beg, borrow and steal from sources outside your industry to create something new.

We are interested in architecture not only in terms of its outer appearances (i.e. images) but as well in concepts and programs and we do love designing stuff ourselves and developing ideas. For the last year or so we won an architectural competition and got shortlisted on another one.
We do not like being involved in projects that celebrate what Koolhaas calls "junk space", be it by visualising it or by designing it. There are moral borders we don't want to cross. As long as we're having our creative freedom in either of the disciplines, there's no dilemma for us which way to go. We'd rather stay in them both!
To quote Peter Eisenmann who gives an example on Palladio's work, saying that, "oftentimes the drawing of architecture is more of an original than the work of architecture: as when Palladio redraws all of his buildings as they were designed to be, rather than as they were built." Drawing of architecture is architecture!
Visualisations are the "packaging" that sells an architectural project these days and with the time and the experience that follows it, you develop this handy skill to look beyond the shiny "candy box" and see what's behind the glamorous images. You come to learn all too well the tricks of the trade - how architects and developers, just like in that old fairy tale, are trying hard to bewitch and seduce their clients offering them a shiny red, but poisonous apple. Bernard Tschumi was right saying, that "today there is an enormous hunger for images, which needs to be fed faster than architects can provide actual buildings." Images have become the fast food of architecture!



What sets Vyonyx apart from the rest of the archvis companies; and how could you balance artistic and commercial aspect or your work?
We'd love to think of ourselves as of artists creating pieces of art but reality is different. As the eighteenth century philosopher Kant claimed, an object can be a piece of art only if it is devoid of any purpose. You see, our images cannot be called exactly art as they serve a very pragmatic purpose- selling high-value commercial products. In our images we do use approaches and techniques that we borrow from classical and modern art, but abstract art in general and architectural abstractions in particular are more unpopular and inapprehensible today more than ever before. And, of course, original art is more difficult to produce as there's creative thinking involved.
These days, everything in life is more "in-your-face", more direct and meant to bring instant satisfaction. True art is captivating because it engages the beholder without revealing everything, leaving some gaps to be filled in by viewer's imagination. Only then there is a dialogue, a communication between the artist and the viewer. We like to visualise ideas, not ideals. Perfectly finished images down to the bubbles in the champagne bottle do not really interest us much.
Oftentimes, our images end up having two versions- one for the client and another for us to show around, a kind of "artist's cut".



Please tell us a little about the team work at Vyonyx and how projects are divided amongst team members?
When an inquiry comes in we usually sit down together and decide whether anyone of us feels excited by the project and would like to run it and in the end, if no one volunteers, then it's definitely a no-goer. Sometimes, we do take on board boring commercial jobs for monetary reasons and for the sake of expanding our clients base and our influence- why not, but more often than not, we regret it in the end. We do not use production lines in our office, we all are universal soldiers with strong camaraderie bonds. We all produce images and help each other out when necessary.



Who have/has influenced your renderings the most?
We admire the freedom of expression that concept artists have and I know, grass is always greener on the other side, but somehow people who commission that type of work seem to understand the power of imagination and emotions better that property developers. Most of concept art is not "commercially optimistic" in contrast to archvis where everything must be sparkly and new, and that's another aspect of concept art we admire- this moodiness, this drama.
Apart from the old baroque and modernist masters, like Tintoretto or Braque for example, we admire and study contemporary digital painters like Craig Mullins, Nicolas Bouvier or Daniel Dociu. From the archvis industry the companies worth mentioning are Luxigon, Labtop and MIR.



You have lots of starchitects-famous designers in your client list, is it a good thing? is it more fun to work with big names or to work with younger companies? how do you convince your clients to go for artistic impression images rather than pure realistic?
Yes, indeed , we do work for some well-established architects but it is difficult to generalise and pigeon-hole them based on their size. Sometimes big corporations can be fun to work with, as they are build up of smaller teams or even sub-companies and some of them can be really forward thinking. Sometimes they can be arrogant as well. You see, it is all a matter of interpersonal relationships and the level of trust you can get to. The best clients are the ones that trust and respect your judgement and opinion and the reason they come (back) to you is because they are already bought in by your previous achievements.
I think, we might be also eye witnessing a widening generations gap - young architects lack the broader view of previous generations of architects-they are not as versatile, they are narrowly specialised, growing up in a hyper-real virtual 4G world and everything that is not well-defined they find alien and disturbing. People do not open books with written texts anymore and they do not understand the power of abstraction.



What software do you currently use and why have you chosen those particular applications?
In our work we use 3ds max, Lightwave, Rhino3D, Vue and a lot of Photoshop.
Photoshop suits us best, as is does not have a render button (yet). The software is just a tool, you know...



What projects are your favourite and why? Can you tell us what was the client's brief and walk us through the process from start to finish?
Projects most valuable to us are those where we are given the freedom to improvise. Improvising, basically, is what means to be truly artistic. Projects where we are given a very loose brief and even a looser 3D model are our element! Less information equals more freedom to us. Clients feel somehow guilty for providing us with so little information, and we love to abuse this situation doing the stuff our ways.

There's this story about the famous Venetian painter Tintoretto. Some Dutch painters came all the way down to Italy to visit him in his studio and showed him their work they were very proud of - they had spend months meticulously rendering human figures and wanted to impress the master with their great achievements. And you know what Tintoretto did? He took a brush, dipped it in ink and with a few strokes painted a human figure. "That's how we do it here in Venice" is apparently what he told them. Tintoretto was the master of improvisation.
Our society is more global and fluid than ever. As visual artists and architects we need to be more flexible than ever and be able to adapt and to respond to changes in the quickest possible way. Changes of design, changes of brief, of client's mood. The only way to do this and still be in business is by improvising. Do not spend time on unnecessary details, look at the bigger picture!



What challenges are you facing at current situation?
I would say, our main challenge is not to fall too deep into commercialism and what I mean by that is, we try to avoid work that contradicts our creative principles and moral values; work that negates our artistic freedom. As architect and designers we carry a great responsibility of how we shape our cities, because, remember, then they shape us.
We see ourselves more in the role of external consultants to other architectural firms and as an extension to their teams, rather than as mere CGI-operators.

You have introduced the platinum-gold- silver category in your services, can you explain them?
Clients are different and their needs are even more diverse. So, we felt that some categorisation of CGI, based on camera/view position and level of detail is needed ( and there's a relation to the number of hours spend to complete the image ), so we dress it up in a more commercially comprehensive form, aimed at clients who do not have much understanding of the process of work. Recently, we introduced "quicksilver images" which is, in a way, our branded equivalent to concept art and speed painting. It is best suited for tight competition deadlines and on a tight budget.

What is the most disturbing thing you’ve seen in the architectural visualization field in the last year or two?
Lack of innovation. And by that I do not mean the modernisation of rendering technology towards ever escalating photo-realism. What I mean is the standardisation and unification of presentation techniques used in architectural visualisations. Mass-customisation is slowly making its way into architectural and automotive designs, but it is already steadily rooted into the archvis industry- all these pre-fabricated 3D furniture models, lighting setups and parametrics can speed up dramatically image production, no doubt, but it makes images barely distinguishable for one another.
Speed and production costs are always crucial, I agree, and as visualisation software were primarily geared to suit the film industry, it is only natural that at one point it became easier to simulate buildings rather than to "dissimulate" them, i.e. to make them look less realistic, less matter-of-fact and more inspiring. There will always be an opposition between experience and concept.
You would expect to see a plethora of archvis styles but you seldom see memorable images. So many technicians and so little artists in this industry!
Another aspect of the disappearance of art is what Jean Baudrillard calls "hegemonic visibility" and "the dictatorship of the transparent in which everything must be visible and legible". Some things are better left undefined, in darkness, blurred, unspoken.



Where do you see the future of architectural visualizations and how will new rendering technologies affect the future of Vyonyx or the industry?
Asimov's second law of Robotics states that " a robot must obey any orders given to it by human beings, except where such orders would conflict with the First Law." I think the law applies to a great extend to CGI as well- whatever the future may bring, we should do not be slaves to the latest rendering engine on the market. Remember, you control the machines; do not let machines take control over your creativity!
I am not sure how the viz industry will develop in the future, apart from the obvious- becoming more interactive but I what I would like to see is architecture becoming dynamic, responsive and interactive. There are still materiality and technological hurdles there but if we can make one day buildings respond and react to our needs and wishes that would be a truly radical shift in human habitation.



Most of your team are trained architects, What would be your advice to architectural students or fresh graduates who are interested in architectural visualizations, but wants to be also more involved in design, it is a difficult challenge.

Apart from the usual advice, like being polite to elderly people, and by that I mean respect the achievements of previous generations of artists, I would add this- don't follow leaders- find your own way through the jungle of life! See where the industry is headed to and...go the opposite way! Easier said than done, I know, but if you manage to stand up on your tip-toes, even just slightly above the crowd you would notice the awful repetitiveness of designs and the repetitiveness of the way these designs are being visualised...they all seem to follow the same pattern- dupe a photo or die!
Be radical! Raimund Abraham once said, that "radical means that you honestly pursue your own limits and the limits of the discipline you are trying to express...what is not radical goes with the fashion, goes with the trend."



What do you not like to see in computer generated architectural work?
Sugar glazing disturbs me most- fireworks, laser beams, lens flares, chromatic aberrations, sparkles and the like MSG's (flavour enhancers). It causes me artistic diabetes.
All this happiness and glossiness I see around me is bit too much for me. As one of the characters in "Blade Runner" points out: "more human than human' is our motto." This world is much more diverse and it is not only cloudless skies and skinny supermodels. Life can be amorphous, life can be irregular and asymmetrical. Let's stay human!
Clients often prefer burgers to refined French cuisine and there's not much we can do about it, I guess, but it is always worth the try.



What type of project are you looking forward to working on? What projects are you working on now?
Right now, we are working on a 4 minutes animation for a big international company and a lot of quick interesting competition jobs in the short breaks. It is a job that needs to be done.
Our strengths and focus of interest are conceptual competition images and big aerial master plan vistas. The latter are interesting to us because of the matte painting approach we use, as quite often this is only one step away from what's been done for high-budget film productions. Quite often we are supplied with a mere box model and out of this we have to make a highly-detailed realistic-looking city vista. This is creative, this is fun! We'd love to expand more into concept design for games and film.



What about the plan for Vyonyx? Are you guys trying to get bigger? Do you like where you are now?
We don't think big is beautiful, at least not in our case. The moment you start getting too big, there is a urging need to devoir more and more junk projects to sustain this oversized body and, inevitably, quality goes south.



Can you give our readers some tips to improve their architectural renderings?
" You know what I would like to do: make a film with actors standing in empty space so that the spectator would have to imagine the background of the characters." This quote by Michelangelo Antonioni sums it all up for me- avoid literality and unnecessary descriptiveness in your artwork, let the viewer's imagination add the missing bits and she'll pay you back ten times for the honour!

Thank you so much for your time and I encourage our readers to check out Vyonyx tutorials and download section for their amazing and high quality free stuff and thanks to their generosity!

it's been our pleasure! We think, sharing knowledge and ideas with the community is beneficial for everyone- that's how we ourselves managed to get to where we are now! Keep up the good work with the portal, guys !


Related links:
vyonyx.com

COMMENTS

BLOGGER: 2
  1. very interesting,
    I often think how close to matte painting for film & tv ,archvis can be - glad they talked about that! And I really liked their display of traditional artists' knowledge!. It's great to read other disciplines talking about their approaches.

    Keep well!
    Felicity

    ReplyDelete
  2. really entertaining, enjoyed this interview so much!
    too many quotes though =P .. LOL J/K, i love this, I am a man who loves quotes anyways.

    if Vyonyx team is going to be reading this, i love your idea about machines not being able to control us and that we should control them and use our creativity, but don't you think you need to really master the tools first?

    I mean sometimes i get a great concept/image in my head but to get it out just as I imagined it, I never succeeded in that till now, that's why I think I need to remove all my boundaries of not knowing how to do it before being able to be completely creative or free.

    ReplyDelete

cgsale_banner

Feature Video

Archive Pages Design$type=blogging$count=7

Name

007,2,123D,2,1313,1,2001,1,2008,1,2009,1,2010,2,2011,8,2012,3,2013,1,2018 Game Developers Conference,1,20th Century Fox,5,21st century,1,21st Century Fox,1,2D,2,2D animation,20,2D Artworks,8,2VR,1,32TEN Studios,2,343 Industries,1,343 Studios,1,360 Video,7,3d,92,3D Coat,5,3d model,28,3d models,184,3d Monitor,2,3d Print,3,3D printing,5,3d Product,30,3D Scanner,2,3D scans,11,3d-coat,4,3Dconnexion,1,3December,3,3Decemeber,1,3Delight,1,3DF Zephyr,2,3ds,4,3ds Max,61,3ds Max 2012,26,3ds Max 2013,15,3ds Max 2014,9,3ds Max 2015,11,3ds Max 2016,5,3ds Max 2017,3,3ds Max 2018,2,3ds Max 2019,2,3ds Max Design,1,3ds Max Indie,1,3dscanstore,1,3dsmax,736,3DTi,1,3DTV,7,3Lateral,1,4K,8,4K Camera,3,4th Creative Party,1,514,1,537 Bulans Project,1,80s,1,8K Texture,5,A&G Tool,1,A2T Studio,1,Aaron Limonick,1,absolution,1,abstract,3,Academy of Motion Picture Arts,1,ACCESS:VFX,1,ACM SIGGRAPH,50,Act-3D,1,action,3,action script,4,action star,1,ActionVFX,7,activision,1,ad,6,Adam 2: The Mirror,1,Adam Berg,1,Adam Floeck,1,Adhensive studio,1,adidas,2,adobe,164,Adobe Animate,1,Adobe Audition,2,Adobe Character Animator,1,Adobe Comp CC,1,Adobe Creative Cloud,19,adobe flash,3,Adobe Gaming SDK,1,Adobe MAX,2,Adobe Photoshop Lightroom,1,Adobe Premiere,7,Adobe Premiere Pro,2,Adobe Reader,1,Adobe Scout,1,Adobe Sensei,1,Adobe Sensei AI,1,Adobe Stock,3,Adobe Summit Europe,1,advert,3,advertisement,9,advertising,26,Aetuts,1,Affinity Photo,3,After Effect,243,after effects,21,After Effects CC,7,After Effects Preset,1,Agisoft,1,AI,2,AIA Atlanta 2015,1,AIA National Convention,1,AICP,1,AIREAL,1,Aixsponza,1,Alembic,2,Alessandra Kila,1,Alessandro Baldasseroni,1,Alessandro Nardini,2,Alex Alvarez,1,Alex Horst,1,Alex Koryshev,1,Alex Roman,3,Alexander Zhdanov,1,Alexis Liddell,1,Alfred Imageworks,1,alice in wonderland,1,alien,1,Alioscopy,1,Alita: Battle Angel,3,Allan McKay,11,Allegorithmic,37,Alt.vfx,1,Altus Studio,1,amazing,1,amazon,5,Amazon Lumberyard,6,AMD,18,Analog,2,Anatomy,1,ANDesign,1,Andre Cantarel,1,Andree Wallin,1,Andreea Scubli,1,Andrew Kim,1,Andrew Morev,1,Android,2,Android Jones,1,Andy van Straten,1,Angel Stone,1,Anima,4,Animal Logics,1,Animation,506,animaton,10,Animatrik,1,Annecy International Animation Film Festival,2,Anselm von Seherr-Thoss,2,Ant-Man,1,Anthony F. Schepperd,1,ap,1,Ape School,1,Apex,1,App,18,apple,19,application,38,Applied Houdini,1,AQUAMAN,1,AR,3,Archexteriors,3,Archinteriors,6,Archinteriors for UE,1,Architecture design,5,Archmodels for Unreal Engine,2,archvis,4,archviz,9,Arion,2,ARM,1,ARM Holdings,1,Arnold,40,Arnold Render,4,ARPG,1,Arran Baker,1,ARS,1,Ars Thanea,4,Arseniy Korablev,3,Art,12,art brain storming,1,Art by Rens,1,Art works,29,Artec,1,Artis Profile,1,Artist,436,Artist Profile,11,artists,28,Artjail,1,ArtMesh,1,ASF,1,Ash Thorp,5,Ashley Tilley,1,Ask The Master,3,Assassin's Creed Movie,1,Assassin’s Creed Unity,2,Assets,2,ASUS,2,AsymmetricA,1,ATLAS of CG,2,Atom View,1,Atomic Fiction,3,AU,4,Audi,3,Audio,2,Augmented Reality,1,Auotdesk Alias,1,Australia,2,Australian International Design Awards,1,auto,1,AutoCAD,2,Autodesk,411,Autodesk CAVE,2,Autodesk Composite,3,Autodesk Flame,22,Autodesk Flare,6,Autodesk FormIt,1,Autodesk Gameware,1,Autodesk Homestyler,1,Autodesk Kynapse,1,Autodesk Lustre,2,Autodesk Masters,2,Autodesk Maya,351,Autodesk Maya 2014,3,Autodesk Maya 2015,8,Autodesk Maya 2017,1,Autodesk Maya 2018,1,Autodesk Photofly,1,Autodesk Showcase,3,Autodesk SketchBook,6,Autodesk Smoke,21,Autodesk Smokeodesk Maya,1,Autodesk Stingray,2,Autodesk VRED,1,AutoHair,1,Automotive,31,Automotive Design,5,Automotive in Unreal Engine,1,avatar,15,Avengers - Age of Ultron,1,Avengers: Age of Ultron,5,Avengers: End Game,2,Avengers: Endgame,2,Avengers: Infinity War,1,Avid Media Composer,1,Award,63,Axis,4,AXYZ,10,Azimoot Competition,1,Baby Cow Animation,1,Backburner,1,BAFTA Awards,1,ballisticpublishing,14,Bamboo Stylus Mini,1,Baolong Zhang,1,Basik Products,1,basket ball,1,Batman Arkham Knight,2,battle field,1,bavaria beer,1,bbc,1,Beat Reichenbach,1,beatles,1,beauty,1,beeple,1,beer,1,Behance,1,behind the scene,56,Ben Mauro,1,Bentley Systems,1,Bertrand Benoit,5,Best VFX of The Month,1,between,1,beyond two souls,1,Bifrost,2,Big Game,1,Big Hero 6,3,Bike,2,Bionatics,1,Bitmap2Material,1,Bitsquid,2,black ops 2,1,black and white,2,Black Bones,1,Black Friday,5,BLACK FRIDAY 2017,1,Black Ink,2,Black Panther,1,Black Studio,1,blackhole,1,blacklist,1,Blackmagic Design,25,blacknail pictures,1,Blank Repository,1,Bleank,1,Blender,128,Blender Conference,1,Blender Development Fund,1,Blender Foundation,1,Blender Tutorials,2,Blizzard,2,Blizzard Entertainment,12,BlizzCon,1,Bluebolt,1,Blur studio,25,BMW,6,Boaz Livny,1,BodyPaint 3D,8,Boketto,1,bonesPro,2,bonzai3d,1,book,41,Boris Continuum Complete,1,Boris FX,14,BOT animation,1,Bottleship,1,boujou,1,Boxx,13,Bpositive,1,Bradford Animation Festival,1,Brandon Funk,1,Brandon Young,1,breast cancer,1,Breath,1,Brian Horgan,1,Brice Chevillard,1,British Academy of Film and Television Arts,1,british tanks,1,Broadcast,1,Bruch,1,Brunch Studio,2,Brushes,16,Bubble Solver,1,bubbles,1,buck,2,BUF,3,Bunkspeed,1,Byron Howard,1,c,1,Caleb Nefzen,1,Call for Submissions,5,Call of duty,6,Camera,16,Camera 360 Video,1,Camera mapping,1,Camera Raw,3,CameraTracker,5,Camille Craze,1,Canon,8,canon 7D,1,capcom,2,Captain America,1,Captain America: Civil War,1,Car Design,39,Carbon Scatter,7,Carlos Ortega Elizalde,1,Carlos Parmentier,1,Carrara,1,cars,14,Cartoon,4,castlevania,1,cats,1,CD Projekt,1,cebas,45,cel animation,1,CES,4,CES 2012,2,CES 2014,2,CES 2016,1,CES 2019,1,cg animation,12,CG architecture,330,CG CON,4,CG Event,478,CG Press,3,CG Record,6,CG Record Interview,26,CG River,1,CG Service,1,CG Student Awards,2,cg trailer,6,CG2 Code for Art Conference 2016,1,CGARCHITECT,1,CGAxis,55,CGC 2019,1,CGI,41,CGRecord Editor picks,1,CGRMF,2,CGSociety,1,cgtalk,22,CGTarian,1,CGTrader,1,CGW,1,CGworkshop,4,chainsaw,1,Challenge,62,Changsoo Eun,1,Chaos,1,Chaos Cloud,2,Chaos Editor's Choice,1,Chaos Group,24,Chaosgroup,126,Character,181,Character Animator CC,1,character design,11,Cheetah3D,2,Chip Weatherman,1,Chris Bjerre,1,Christiant Dalberto,1,Christina Batchelor,1,Christoph Schindelar,4,Chromecast Ultra,1,ChronoSculpt,1,cine,1,Cinebench,1,cinema 4d,273,Cinema 4D R17,1,Cinema 4D R19,1,CINEMA 4D Tutorials,5,cinematic,15,Cinesite,3,cineSync,2,Cineversity,3,CINEWARE,2,Cintiq Companion,1,Circuit.io,1,Ciro Sannino,1,CIterion,1,CityEngine,17,CityEngine 2014,1,CL3VER,2,Clarisse iFX,18,Clay Liford,1,Clinton Crumpler,1,CLO,2,CLO Virtual Fashion,9,Cloth Simulation,16,Cloud Computing,10,Cloud Rendering,2,cloud rendering service,1,Clovis Gay,1,Cmivfx,15,coca cola,1,COD 9,1,Cold,1,Colimo,1,Colin Thomas,2,colonial marines,1,Color grading,1,colorsponge,1,COLORWAY,5,Columbia Pictures,1,Comcast,1,comic,10,Comic Con,1,commercial,250,Company,60,Composite,8,compositing,137,Computer,1,Concept,29,Concept art,172,Concept Art Awards,1,Conference,12,Content-Aware Fill,1,Contest,167,Cool Keith,1,Corel,8,Cornelius Dämmrich,4,Corning,1,Corona,36,Cortex,1,Counter-Strike Online 2,1,Counter-Strike: Global Offensive,1,Courses,1,Craft,18,Craft Animation,1,Craft CameraFx,1,creative,6,Creative Market,1,Creative Suite 6,1,Creature,18,Creature design,5,Cristiano Rinaldi,1,Crowd Simulation,6,CryENGINE,5,CryENGINE 3,1,CryEngine3,1,crysis 3,1,crytek,2,CS4,4,cs5,23,CS6,11,Cube Creative,1,Cuda,25,Curved Monitor,2,Custom Lens Flare VFX,1,Cut out,1,Cutting Edge,1,CVMP,1,Cyber Monday,3,Cyberpunk 2077,1,cybertron,2,D-Plug,1,D2 Conference,1,Dabarti,1,Daft Punk,1,Damien Guimoneau,1,Dan Meyer,1,Dan Roarty,1,Daniel Ahrens,1,Daniel Bystedt,2,Daniel Rodrigues,1,Daniel Simon,1,Dark Prince,1,dark sider,1,dark sider 2,1,Darren Hendler,1,Darstellungsart,1,Daryl Obert,1,david beckham,1,David Cunningham,1,David Karlak,1,David Luong,1,David Orr,1,David Santiago,1,David Tsibikoff,1,davide di saro,1,DaVinci Resolve,8,dawnguard,1,DAZ 3D,6,Dbox,3,DC Universe,1,Ddo,1,de,1,dead space 3,1,Deadline,23,Deadline 7,2,Deadline 8,3,Deadpool,3,Death & Robots,1,debut trailer,3,deep compositing,1,Deep Learning,1,Deep Learning AI,1,Deep Shapes,1,defiance,1,Dell,7,DEM Earth,1,Demo,1,Demo reel,94,Demolition Master,1,Denoise,2,Denoiser,1,Design,166,Design Achievement Awards,1,Design Connected,2,Design FX,1,DesignConnected,4,desperados,1,Deus Ex: Mankind Divided,2,developers,2,DeviantART,2,devil may cry,1,DEXTER Studio,1,Di-O-Matic,1,DI4D,1,Diana Li,1,diary,1,DIGIC Pictures,5,DigiDoug,1,Digital Dimension,2,Digital District,3,Digital Domain,38,Digital Film Tools,1,Digital Human Group,2,Digital Storm,1,Digital-Tutors,27,Dimensiva,1,DirectX 11,1,DirectX Raytracing,1,Disney,37,Disney Hyperion,2,Disney Research,2,Display,2,DIY,1,dj hero,1,DLC,1,DMAX Imaging,1,dmc,1,DNEG,1,Dolby Digital,1,Dolby Surround,1,Dominic Qwek,1,Doreen Lorenzo,1,Double Negative,11,Double Negative Singapore,2,Double Negative Vancouver,1,Download,569,DP Matt Workman,1,DreamWorks,6,DreamWorks Animation,13,driver,2,Drone,4,Dusan Kovic,1,dusk rendering,1,dvein,1,Dylan Cole,1,dynamics,1,E-on,69,e3,5,E3 2012,2,E3 2013,3,E3 2014,3,E3 2015,1,E3 2019,1,EA,24,EA Sport,4,Earthling,1,eat3d,15,EB Hu,1,Echolab,1,Eddie Perlberg,1,Eddy,3,Edge of Tomorrow,3,Editor's Picks,4,Education,2,Edvige Faini,1,Eevee,3,egypt,1,Eidos,1,Eidos Montreal,2,eight vfx,5,Ekaterina Pushkarova,1,Elastic,1,Element 3D,5,EliteDisplay S270c,1,Eloi Andaluz Fullà,1,Emb3D,1,Emily Ratajkowski,1,Emmanuel Shiu,1,Encore Hollywood,2,End Crawl,1,Engadget,2,engine,8,Engine 4.8,1,Entagma,1,environment,82,epic,1,Epic Games,30,Epic MegaGrants,1,Erik Lehmann,1,Esri,2,Esteban Diácono,1,Estudio a2t,1,EUE,3,European Design Awards,1,eve online,1,Evermotion,162,Evermotion Archmodels,12,Evil Gas Pump,1,Ex Machina,1,exclusive,2,Exhibition,1,Exlevel,5,Exocortex,5,Exocortex Momentum,1,EXODE,1,Exodus: Gods and Kings,1,Exorbit Art,1,Exotic Matter,2,EXOTIQUE,2,expo,1,expose',14,Exteriors,1,Extreme Sports,2,Eyeon,22,Fabric Engine,8,Fabric Software,4,Facebook,4,FaceFX Studio,1,Faceshift,1,Faceware,7,Faceware Interactive Division,1,Faceware Live,1,Faceware Technologies,1,Facial motion capture,7,Facial Scan,1,fall of cybertron,1,Fan Art,1,Fantastic Four,2,far cry,1,farcry,1,Fashion,2,FBX,3,FBX Review,1,Feature,2930,features walkthrough,1,Federico Pelat,1,Feng Zhu,1,festival,10,FibersMesh,2,FIFA,2,FIFA 15,1,FIFA Street,1,FIFA14,1,fifa2010,2,Figment,1,Filip Engstrom,1,film,576,Films,24,Final Cut Pro,20,Final Fantasy,4,Final Fantasy XIV,1,Final Fantasy XV,2,finalRender,21,FIT Technology Group,1,Flash,7,Flash C++ Compiler,1,Flash Player,2,Flightpattern,1,FLIX,4,Flowbox,3,fluid,10,Fluid FX,5,fluidata,1,fly through,1,Flying Architecture,1,FMX,7,FMX 2010,1,FMX 2011,2,FMX 2012,1,FMX 2013,1,FMX 2014,4,FMX 2015,2,FMX 2016,5,FMX 2019,1,fooball,2,Food,2,footage,21,Forest Pack,6,Forest Pro,2,forza,1,Forza Motorsport,1,Forza Motorsport 6,1,Foundry,156,fox,2,Fox RenderFarm,1,FPS,1,Fracture FX,1,Framestore,17,Framestorecommercial,1,François Baranger,1,Francoise Losito,1,Frank Tzeng,3,Frankie,1,Fredrik Löfberg,1,Freelance,1,french,1,fringe,1,Frost,12,Fry render,1,FSM,1,Fstorm,6,Fstorm for 3ds Max,3,Fstorm Render,3,ftrack,5,Fujifilm,2,Full Sail University,2,FumeFX,36,Furious 7,3,FurryBall,1,Fuse,1,FuseFX,2,Fusion,39,Fusion 360,2,Fusion 8,2,Fusion 8 Studio,2,Fusion Studio,3,Fusion Studio 7.7,1,future,1,Future soldier,2,Futuredeluxe,1,FXguide,1,FXHOME,3,fxphd,1,G Flex,2,Gabor Ekes,1,Gaea,1,Gaffer,1,Galal Mohey,1,gallery,848,game,40,Game Assets,1,game concept,6,game development team,3,Game engine,28,game news,3,Game of Thrones,7,Game online,1,game play,2,game preview,2,Game trailer,147,game walkthrough,1,Gameloft,2,gameplay,1,gameplay trailer,1,Games,482,games trailer,18,Gametutor,1,GauGAN,1,GDC,12,GDC 2015,4,GDC 2016,2,GDC 2018,2,GDC 2019,4,GEAR VR 360 Degree,3,Geforce,8,GeForce GTX,1,Gelmi Studio,1,GenArts,1,GENOME,3,Gentleman Scholar,2,Geomerics,1,George Lucas,1,George Orwell,1,Ghost Games,1,Ghost Recon,2,Gia Nguyen,1,GIANTSTEP,1,gimpVille,1,Glu3d,1,GNOMON,146,Gobelins,4,goblins,1,God among Us,1,Godzilla,4,Golaem Crowd,11,Golden Globes,1,Goodbye Kansas Studios,1,Google,29,Google Cardboard Plastic,1,Google Cloud Platform,2,Google Daydream,1,Google Earth Pro,1,Google Earth Studio,1,Google Earth VR,1,Google 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,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 Footages,1,Stoke MX,3,Storage,1,Store,1,Stories AG,1,Storm,2,storyboard,3,Storyboard Pro 5,1,Storz & Escherich,1,stream,2,Strike Vector EX,1,Stu Bayley,1,student,6,Student Gallery,1,student project,1,studio,380,Studio ADI,1,Studio Aiko,1,studio aka,1,Studio Profile,6,Studio Spotlight,1,Studio Tools Pro,1,Stylized,1,Submit,4,Substance Alchemist,2,Substance Designer,34,Substance Painter,48,Super Bowl,2,Süperfad,2,Supinfocom Arles,1,Surface Book,1,Surface Pro 3,1,Surface Studio,1,survey,6,Sweetworld,1,swine flu,1,SXSW Film Festival,1,Syd Mead,1,Synapse,1,SynthEyes,3,Tablet,19,Takafumi Tsuhiya,1,takcom,1,Tamas Medve,2,Taylor Kitsch,1,Tearte,1,teaser,2,Tech,27,Tech news,93,Technical,18,Technicolor,1,Tekken 7,1,Ten24,1,tera,1,Terminator Genisys,3,Terragen,14,Terrain,2,Territory,3,Terry White,1,Tetsuya Nomura,1,texture,109,texture painting,2,Textures,36,texturing,34,TexturingXYZ,5,The Aaron Sims Company,1,The Bravery,1,the cave,1,The Creative Assembly,1,The Crew,1,The Division,2,The Embassy,2,the expendables 2 video game,1,The Foundry,4,The Foundry's Board,1,The Good Dinosaur,1,The Jungle Book,3,The Leviathan,1,the lighthouse keeper,1,The Martian,3,The Meg,1,the mill,36,The Mission Studio,1,the raven,1,The Rookies,4,the secret world,1,The Third Floor,1,The Walking Dead,1,The Witcher 3 Wild Hunt,1,Thea Render,2,TheHouseFX,1,Thepixellab,1,Thinkbox Software,54,ThinkingParticles,38,Thornberg Forester,1,thriller,1,Thumb Labs,1,Thunder Cloud Studio,2,Thunderbolt 2,1,Tilt Brush,1,tim bollinger,1,tim burton,1,Tim Van Helsdingen,1,Time-Lapse HDRI,1,timelaps,1,Tippett Studio,1,Tips 'n tricks,4,Titan X,1,Title Sequence,2,tolkien,1,Tom Guest,1,tom waits,1,Tomáš Sciskala,1,tomb raider,2,Tomek Bagiński,1,Tomorrowland,1,Tony Andreas Rudolph,1,Tony Zagoraios,1,Toon Boom,4,top 10,1,Topogun,1,Toshiba,1,Total Chaos,3,Touchscreen,2,Toughpad,1,Toxik,2,Toyota,2,Tracking,49,Tractor,1,tragedy,1,Trailer,275,Training,305,Transformers,5,Transformers 3,8,Transformers 4,4,Transparent House,1,trapcode,22,Trapcode Echospace,1,Trapcode MIR,1,Trapcode Particular,2,Triangleform,1,trine,1,Trixter,1,Troll VFX,2,TubeMogul,1,TurbulenceFD,3,turkish edition,1,Turn 10 Studios,1,Tutorial,826,TV,22,TV Show,2,TV Spot,2,tvc,7,Twenty120,1,Twinmotion,3,twisted metal,1,typo 3D,1,typographic,1,typography,3,Tyroe,1,ubik,1,ubisoft,19,UDK,1,UE4Arch,2,Ultimatte,1,Ultra HD,1,UltraWide,2,Un tour de Manège,1,Uncharted 3,1,Uncharted 4,4,Uncharted 4: A Thief's End,1,Uncharted Territory,1,Uniform,4,UNIGINE,2,Unique Vision Studio,1,Unit Image,9,united snakes,1,United States,1,united visual artists,1,Unity,26,Universal Pictures,2,Universal Scene Description,2,Unreal,38,Unreal 4.6,1,Unreal Assets,6,Unreal Awards,1,Unreal Engine,92,unreal engine 4,17,Unreal for Archviz,2,Unreal Studio,4,unwrap,6,urban,1,URSA Mini 4.6K,1,USC School of Cinematic Arts,1,USD,1,USD Hydra technology,1,Uvmap,9,V-Ray,7,V-Ray 3.0,2,V-ray AppSDK,1,V-Ray Cloud,1,V-Ray Days,2,V-Ray for Creative Cloud,1,V-Ray for Maya,1,V-Ray for Unreal Engine,2,V-Ray Material Presets Pro,1,Valve,2,vanquish,1,VCA,1,VEA Games,1,Vegas Pro,2,Vehicle Render,1,VES,17,vf,1,VFS,7,vfx,1098,VFX Artist,2,VFX Breakdown,141,VGA,1,VGX,1,via grafik,1,VICODynamics,1,Vicon,6,Victoria Alonso,1,video,20,Video Copilot,38,Video Editing,19,videogame,4,VIEW 2019,1,VIEW Awards,1,VIEW Conference,14,Viki Yeo,1,Virtual Designer RE,1,Virtual Reality,16,Virtual Reality Game,2,Virtual Workstation,1,VIShopper,2,visual effects,20,visual exploration,2,VisualAct,1,visualhouse,1,visualization,18,Vitaly Bulgarov,11,Vixen studios,1,Viz Artist,1,Viz-People,1,Vizrt,1,Vladimir Koylazov,1,Vladimir Minguillo,1,Vladislav Solovjov,1,Vlado,2,Volkan Kaçar,1,Volume Breaker,1,VR,57,VR camera,2,VR headset,4,VR rendering,3,Vray,481,Vray 3.0,4,Vray for Rhino,3,vray sun sky,1,Vray Workshop Image of the Week,84,VRayPattern,1,VrayRT,17,VRgineers,1,VRscans,2,Vue,54,vyonyx,9,wacom,21,Wail To God,1,wall,1,Walt Disney,3,Walt Disney Animation Studios,5,Walt Disney Co,1,war,1,War for the Planet of the Apes,1,war machine,1,Warcraft Movie,1,warfighter,1,wargaming.net,1,Warner Bros,3,warner brothers,1,WarnerBros,1,Warners Bros,1,Warren Trezevant,1,Watch,2,watch dog,1,Watch Dogs 2,1,water,1,Wayne Hollingsworth,1,weapons,1,Weather,1,Web,4,webinar,12,Welovepost,1,Wes Ball,1,Weta Digital,14,weweremonkeys,1,Whiskytree,2,wiesbaden,1,wii,4,wii U,3,Will MacNeil,1,Will Murai,1,Will Wallace,1,windows 10,1,windows 7,2,windows 8,6,Winner,1,Winter Olympics,1,WIP,2,Wired,2,WITCH CHAPTER 0 [cry],1,Wizz Design,1,Woodblock,1,Workstation,16,Workstations for Virtual Reality,1,World Creator 2,1,World Machine,2,world of tanks,1,world of warplanes,1,Worldwide FX,1,WOT,1,Wrap,1,WWF,2,X-MEN – DARK PHOENIX,1,X-Particles,3,XboX,8,Xbox 360,35,Xbox One,19,Xfrog,5,xGen,3,XMesh MX,4,xNormal,1,Xoio,6,Xsens,2,XYZTexturing,3,Yauhen Liashchynski,1,Yellow Cake,1,Yeti,2,Yibing Jiang,3,Yiihuu,1,Yonder,1,Youtube,1,Yuneec,1,Yuuki Morita,1,Zap Andersson,1,ZBook,1,ZBrsuh,6,zbrush,291,ZBrush 2019,2,ZBrush 4R7,7,ZBrush 4R8,2,ZBrush Core,1,ZBrush Summit,2,Zhee-Shee Production,1,Ziva Dynamics,2,Ziva VFX,2,Zoic Studios,3,zombi U,2,zombie,2,Zombie Studio,1,Zootopia,2,Zuliban,3,Zync,1,
ltr
item
Computer Graphics Daily News: Interview with Vyonyx
Interview with Vyonyx
http://a.imageshack.us/img840/9746/frontib.jpg
Computer Graphics Daily News
https://www.cgrecord.net/2010/08/interview-with-vyonyx.html
https://www.cgrecord.net/
https://www.cgrecord.net/
https://www.cgrecord.net/2010/08/interview-with-vyonyx.html
true
3136971158729714180
UTF-8
Loaded All Posts Not found any posts VIEW ALL Readmore Reply Cancel reply Delete By Home PAGES POSTS View All RECOMMENDED FOR YOU LABEL ARCHIVE SEARCH ALL POSTS Not found any post match with your request Back Home Sunday Monday Tuesday Wednesday Thursday Friday Saturday Sun Mon Tue Wed Thu Fri Sat January February March April May June July August September October November December Jan Feb Mar Apr May Jun Jul Aug Sep Oct Nov Dec just now 1 minute ago $$1$$ minutes ago 1 hour ago $$1$$ hours ago Yesterday $$1$$ days ago $$1$$ weeks ago more than 5 weeks ago Followers Follow THIS PREMIUM CONTENT IS LOCKED STEP 1: Share to a social network STEP 2: Click the link on your social network Copy All Code Select All Code All codes were copied to your clipboard Can not copy the codes / texts, please press [CTRL]+[C] (or CMD+C with Mac) to copy