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v2-beta4 'Turning Pages'

... where Blenderheads live. Aggregate of blogs by Blenderheads
  • Interview with Andy Goralczyk
    Blender Guru - 2010-03-30 23:09:02

    He was the art director of Elephants dream and Big Buck Bunny and now he’s working on an elaborate stop motion film. He’s long been regarded as one of the best blender artists, and today Blender Guru picks his brain.

    1. Welcome to Blender Guru! Could you start by telling us how you originally got involved with Blender?

    Hi Blender Guru!

    I started using Blender around version 2.11. Back then, like many other high-school students I had too much time on my hands. Instead of getting drunk on a regular basis though, I chose to draw and shoot little crappy movies with my Hi8 camera.

    It was always my dream to become a director and work on my own movies. Having shot a lot of those stupid little special effect tests with dinosaurs and exploding models, 3D was yet another way for myself to venture into a reality that existed only in my head. At one point I did an internship at a company who also had an old copy of 3D Studio Max installed, which instantly captivated me. When the internship was over I found a free alternative in Blender.

    Back then, tutorials were scarce. There was only scanline rendering and a very limited number of tools. But the whole 3D thing had a very mythical air around it, there was still a lot more ground to break, which made it very exciting to me.

    2. A lot of the community regard you as the one of the best blender artists. Your work has been published in books, you’ve been interviewed on German television and you now write regularly for 3d world. Can you explain your rise to fame and how you got here?

    That sounds a lot more glamorous than it actually is. A lot of times that was just a coincidence and I just happened to be in the right place at the right time. I think the reason why a few of my pieces stuck out back in the days was probably because whatever wasn’t possible in Blender, I painted in 2D. As weird as it seems, people couldn’t get their heads around this. “It’s 3D, but it’s not… huh? Oh my gosh how is that even remotely possible?” :)

    Those (relatively) few images kept on buzzing about, and even though it’s not such a big deal, people suddenly call you “Blender Master”. This internet thing is weird. Sometimes getting too much attention can be irritating. Nowadays I pretty much quit showing stuff on the forums and people finally stopped pointing at the old stuff. I’m quite happy now that the buzz of ED, BBB, etc. has died down and I can focus on the actual work and exploring new territory. I don’t know what the future will bring. I just hope there’s gonna be more robot monsters.

    3. A lot of your work is geared heavily around the sci-fi theme, incorporating alien creatures and robotic elements in your designs. Can you explain your attraction to this genre?

    I guess that’s just a general attraction to things that the eye doesn’t usually see. I admire people who achieve a perfect copy of something that’s real in their computer, I’m just not the right person for that particular flavor of 3D. Mind you, I’m not talking about making something look real that isn’t – I just think there’s not much of a point for me to re-create something that exists already. I guess it’s perfectly fine for training purposes, though. Also it seems that for me it’s significantly easier to model monsters and ugly things. I have yet to lift myself up to the artistic level to create truly beautiful stuff.

    The motivation is just my genuine interest in advances in technology, and the general question of where we all might end up. I’m a huge fan of classic sci-fi books and movies as well. Having said that, I love nature, I couldn’t live without trees, grass and air. But somehow I view technology just as an extension of nature.

    4. Before starting a project, do you sketch it on paper first or do you like to play it by ear?

    I sketch a lot, usually I take my sketchbook wherever I go. I tend to think and express myself in more visual terms, so conceptualizing an image (or even a movie) purely in writing does not work for me. For most of my pictures I like drawing a few thumbnails to make up my mind about the composition. Since I do a lot of character related stuff, all of those usually originate from a drawing. Usually the final 3D model is more an interpretation of the sketch rather than an exact copy though, to there’s still a lot of freedom in the execution. Sketching out the image before you “transfer” it into 3D helps getting the overall flow right. In CG it’s very easy to get lost in the details. Of course, sometimes I also like to completely “freestyle” in Blender, which also can be very liberating because a lot of the work flow is very close to sketching.

    5. In your opinion, what’s the single biggest mistake a lot of 3d artists make that stop their work from being great?

    Generally people tend to forget that there’s hundreds of years in principals of composition, light, color, etc. that also apply to 3D. The biggest mistake I find myself making is to fumble stuff together too quickly, just to get done with it. While I don’t think it’s good to linger on something for too long, it can also be good to step back for a bit and let it sit for a while. But in my opinion, there isn’t really one big mistake, it depends on the case I guess.

    6. Tell us about your current project: Omega. It’s stop motion, but it also uses Blender? What is the motivation behind this short?

    Getting my hands dirty with practical work is something that I absolutely love. It’s great to be able to work with this amazing group of people here who’s so passionate about puppets and model building. Omega is a challenge to see how far we can push ourselves in terms of visual complexity, creating the depth and detail of an entire living and breathing (artificial) ecosystem. And while this world not supposed to look entirely real, the ultimate goal is to create something that looks tangible, a world that you can immerse yourself in.

    We shoot everything in digital 5K still frames. Blender is used for fusing the final frames together. That means mostly chroma-keying, compositing and color grading. On top of that, we use it for generating virtual environments and characters. Most of the movie is created by manually chopping photos into depth layers and then putting them back together in CG. The last half of the movie features an epic transformation and destruction scene which is mostly CG with a bit of model work as basis. The whole piece is meant to be a hybrid of state-of-the-art CG and traditional stop motion animation.

    7. I know a lot of people are dying to see it. Do you have an expected release date?

    Because of its complexity we had to postpone the release a few times. We’re hoping to have it finished by next Winter. First it’s probably gonna run through a few festivals around the world. I don’t know yet when it’s going to be released on the internet, or in which format.

    8. You’ve been with Blender for a little over 10 years now! Have you ever considered switching to a commercial application? What made you stick with Blender?

    In those years I worked on both, personal and commercial projects using Blender. I’ve considered switching at a few occasions actually. Mostly when I was frustrated with Blender’s limitations, its interface, or just my own stupidity. While I am familiar with quite a few other 3D applications, I found Blender to be the most efficient for my purposes. That’s why I ended up sticking with it every time: I really got used to Blender’s work flow, which shows in the speed I can come up with new stuff. More importantly, the people I had the chance to meet who work with Blender show so much dedication and passion for their work, that’s the main reason why I like it so much!

    9. Blender 2.6 is just on the horizon! What feature or improvement are you most looking forward to?

    The work that went into the interface redesign is really a huge step forward in so many ways, the workflow itself feels much more fluid and focused. The thing I’m really dying to see now is a better modeling system (i.e. B-mesh), the current/old one – while I’m aware of the fact that it isn’t fully ported yet – feels terribly dated. For Omega I’m also anxious to get the whole compositor functionality back again. There’s little things here and there that need patching up, but that’s just a matter of time.

    10. If you could offer one piece of advice to an aspiring blender artist, what would it be?

    That’s a difficult one to answer, especially since that’s been done to death already. Personally I think it’s important to look beyond your computer screen. There’s so many things that aren’t digital that are worth looking at and living for. It’s absolutely vital to not put your own work on a pedestal. Results matter, yes, but what matters more is what you learn and experience during the process of creation. And if one particular piece doesn’t meet your expectations, no big deal, move over to the next one! For me these were hard to let go. I spent a great deal of the past years to separate myself from the reign of the almighty computer.

    In more general terms I also found it to be a mistake to think too much about “your art” and why it’s important that everyone knows that you’re an “artist”. The nature of the internet and the fact that the majority of the people on the forums have too much time on their hands easily lend itself to such conversations about “the art”. (In contrast I also regularly come in contact with art historians and the like, so outside the internet it’s not much different, except that people wear suits)… Who cares what kind of name tag you give it, just do whatever you enjoy. But who am I to give advice, being about 25, I’m still relatively young and inexperienced.

    Thank you so much for your time and on behalf of the community, thanks for your amazing contributions to Blender.

    It’s been a pleasure likewise! Thanks a lot for giving me the chance to express my thoughts with this interview.

    As a bonus, Andy has been nice enough to share two never before seen shots from the Omega project. Enjoy!

    Follow the progress of the Omega project here.If you liked this post you might also like my interview with blender legend Robert Tiess.

  • Precision modeling and rendering for interior visualization
    Blender 3D Architect - 2010-03-30 21:25:46


    In which scale you usually work on your models? The use of the right scale set is an important decision for every architectural visualization artists, and could determine how easy the setup of the scene and even render parameters will work. For artists using unbiased renders like LuxRender or Indigo, it’s more than an important [...] Related posts:
    1. New tutorial about studio lighting for YafaRay in Blender 3D One of the most common environments to present 3d models...
    2. Volumetric rendering for interior visualization with Blender and LuxRender The use of atmospheric effects and tools such as volume...
    3. Free ebooks about rendering for Interior Design and architecture with Mental Ray For architectural visualization artists starting to work with Ray Tracing...
  • new old stuff
    artificial3D - 2010-03-30 20:31:34

    crossblogging!

    finally got to post some images from omega. read and see more on the blog!
    02_14

    02_15

    03_01

    05_08

    05_13

    06_03b
    enjoy!
    .andy

  • Bee my Huny ….A short making of
    ThruDreamsgate's Blog - 2010-03-30 18:55:26

    So I had mentioned several posts ago, that I was working on a Valentine’s present for my husband. And that I would tell you all about it when I finished. I finally finished it Sunday, yeah I know, Valentine’s Day was over a month ago. But I ran into a few problems, then life interfered [...]
  • Benchmark Test Results Using Blender 2.5 Alpha 2
    BlenderNation - 2010-03-30 16:00:58

    My name is Ivan Paulos Tomé (A.K.A. Greylica), I’m the Maintainer of the Brazilian Wiki and I work also in some other projects  including teaching Blender in Universities , Blender Days in Brasil, Blender Pro (Brazilian Blender Conference), and so on :). Well, I am a reader of the anandtech.com website  which is [...]
  • Google Summer of Code 2010
    Blender - 2010-03-30 14:22:00

    Students again can apply for a summer job on Blender coding, sponsored by Google. Application...
  • Initiating Self-Awareness
    ArtofInterpretation.com: Recent Images RSS Feed - 2010-03-30 12:00:00

    A robot sees its reflection for the first time. My entry for Blender Artists Weekend Challenge # 378 ("robotics" theme). Technical note: As always, pure Blender internal render.
  • Guardian Overhaul
    Sintel, the Durian Open Movie Project - 2010-03-30 10:01:15

    I’ve been meaning to get back to the guardians ever since I posted the last render of them. Personally I wasn’t happy with them but we needed to have something that at least worked on a basic level in a short space of time. If modelling gets held up, rigging gets held up and Lee and Colin needed to get on with planning and animating the fight scenes.

    This is where I left them.

    However, things have changed here and we are down to just the one guard. This makes things a whole lot easier to manage. While there still isn’t much officially scheduled time to work on them at all, one character is something I can realistically chip away at and I finally got around to starting that over the weekend, the progress is below. (Click for larger image)

    Still more work to go and details to add back. I also haven’t forgot that the community lent us a hand with details so I also need to sort through those resources to see what fits with the rig, the animations and so on. For example we had a pretty cool bow (as in arrows) made but the scene and his movements wouldn’t work if it was mounted to his back like the original concept art. Skin, eyes, hair and metallic details still need work in case that isn’t clear.

    While I’m writing a post I may as well throw in a WIP render of the snow scene which is what I’m actually working on these days. Her staff is proxy, she will have a cloak of some sort (still planning how that will work exactly) and there will be falling snow as well. Her hair is still going through a lot of work too. Things like fog crawling along the ground would be nice but many of the shots in this sequence go so quick I’ll have to see if it’s worth the added time given the schedule. Also need to tone the shadow down a fair bit as it is quite overcast. Anyway, without further rambling here it is: :)

    (I don’t blog much, forgot the high res link. Thumbnail fixed)

    –Ben.

  • Au Soleil
    BlenderNation - 2010-03-30 05:00:30

    A documentary style animation by Josh Wedlake,  just a bit over sixteen minutes in length. For the past four months I’ve been working on a short film using blender (with some AfterFX 2D animation on the side). The film focusses on my memories of cycling across “Eastern Europe”; if you’ve ever watched Chris Marker’s excellent [...]
  • Introduction to Fluid Simulator
    Blender Cookie - 2010-03-30 02:26:51

    In this Blender 2.5 video tutorial we take a beginner’s look at creating a basic fluid simulation. This tutorial details the basics of many of the settings involved with fluids and how to understand them. Note: this tutorial uses the official Blender 2.5 Alpha 2 release. Support the site – Download includes: High resolution .mov Video .blend file at [...]

    http://blendercookie.com
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