Freelance Switch

I bought a book a few months ago called Rockstar Freelancer. It is a cheesy title but I thought it was a good book to introduce me into freelancing. Although I have not completed it I have read a lot of good advice and tips so far. The book was written by a group of people from an online community called FreelanceSwitch. This seems to be a good base for finding work and promoting yourself.

It has a great up-to-date section for clients looking for freelancers for projects. Then visa-versa, freelancers advertise themselves for clients to seek out.

Promotionals

The big question every graduate asks when stepping into freelancing is 'how do I promote myself?' I have been looking at my favourite artist's blog and he shows how he promotes himself. His latest promo takes place as an audio-visual including a large space projection of his work and and sometimes a dj accompanying it. Here is a sample of his visuals.



I think this is a part of his Cameo Gallery exhibit in Brooklyn. He will be accompanied by a dj musician Com Truse. Here is the post Scott Hansen (ISO50) made for the event.


I love the way Scott has used negative space in this poster design.

If ever I wanted to promote my creative work it'll be great to collaborate with musicians or other artists and have an audio-visual event. Events bring more of an atmosphere or emotional vibrancy to the work.

I also found this video from Scott's Vimeo channel. It's a part of his lecture he did for some pre-graduates in graphic design.



I agree that the ending quote from Richard Feynman, 'They're just people, there's no talent, no special ability to understand quantum mechanics without practise, reading and learning and study. So if you say you take a person who is willing to devote a great deal of time to study and work and thinking and mathematics and physics then you get a scientist."

Although some people seem to have a nack for some things more than others.

Sebastian

Sitcom Soldiers

This is a music video of my friend's band. I knew them from work and college and now they are doing really well with two albums and I am proud to say they are my local band. This music video is pretty good because it really captures the mood of the band.



The music video production team is called Sitcom Soldiers. I have checked out their website and some of their other works look good. Here is their 2009 showreel.



The reason I have looked at this team is because I am having a conflict within me about what I want to do after I graduate. Do I go ahead and do commercial work like websites and advertisement or do I go creative and do something like music video production? I would love to do video production instead of commercial because I get to work with my imagination fully.

I would of course be using my skills in 3D to composite with video footage. Here are a few good examples:





By the time I graduate I would not think my skills would be as good as they would need to be to get straight into video production. After some time I could approach a music video production team.

Sebastian

Workflow and Pipline

In the CG industry the the words 'workflow' and 'pipeline' often come to use.

Workflow is sequence of connected steps. In other words, it's the process from start to finish on big and small projects. For example, I draw my design, I scan it in, add colour, crop and adjust it then print it out. That is a very simple workflow that varies massively depending on the project size and pipeline.

Pipeline is the chain of tools used in the workflow. A pipeline is usually used in the context of software. For examples I would use a program like Zbrush to create a model.


Then for example you would bring that model into the main 3D application and create a scene with lights, materials and effects. You can also render with this application.


You could skip the main 3D application and go straight to rendering. There are external renderers like Octane for example.


You could either bring your renders from the main application into Photoshop for retouching or you can bring your renders from the external renderer for compositing and retouching. Photoshop seems to be the most popular.


Students who have limiting budgets have to be careful of which pipeline works best for their workflow. If you are a character designer the chances are you might just need Zbrush. If you are a 3D artist you might want full resources and obtain 4-5 programs. Some applications are trying to optimize artist's workflow and pipeline by integrating all tools needed into one package. Modo is a good example of this.


Sebastian

Matrix breakdown

I stumbled across this video where a developer talks about the CG versions of the characters agent Smith and Neo.



It's amazing to see how realistic they can get not only the look of the person but the character of the face. James Cameron was bigging the realism of the characters in Avatar when the truth is that Matrix had accomplish the realism years before... without boasting.

Getting things to look realistic is an accomplishment enough and to get an animated face looking realistic, that's awesome.

Sebastian

GlueGFX expo

When speaking to a software reseller he mentioned to me that there is an expo in London for CG artists.


"Bringing Media & Entertainment vendors and customers together in one showcase event."

The best part about it is that it is free! It is on the 12th May - the day after my EMP hand in. This could be a great opportunity to make connections with other artists.


Workflow and Pipeline

I have been doing some research on what software to use in my pipeline. As a 3d generalist this is a typical (non-animated) workflow:

1 - conception and planning
2 - modelling
3 - texturing and shading
4 - lighting/illumination
5 - rendering
6 - post production

I have been keeping myself somewhat up to date on my favourite CG website - CGSociety. I have found from the featured work posted on the forums that the most successful work uses this pipeline:

Zbrush (modelling)


3ds Max (main 3d application)


Vray (rendering)


This pipeline seems to be the most contemporary and popular.

After some research into what pipeline I will be using I have discovered a newer alternative pipeline that will increase speed and efficiency significantly.

Firstly Zbrush is always best for organic modelling. For non-organic modelling any other application will do although Modo seems to have the leading edge with modelling tools.


Secondly you need an application that will set the scene up with all the models/objects you created in Zbrush. Along with this, this application will usually supply animations and physic simulations. The most popular are:

Maya
3DS Max
Lightwave
Cinema 4D
...and the open source Blender 3D

Finally you need a renderer that deals with the materials and lighting. This is the key alternative factor. There is a new renderer that works external to the main 3d application.


You import the 3d scene from the main 3d application and work with the materials and lighting in real-time rendering. In comparison to Vray which can take hours to render a decent image, Octane renders the same quality of image in minutes. Octane is up to 50 times faster than Vray or any other CPU biased renderers. This means that after you have modelled and set up the scene you can now fully interact with it and always see the final image without having to wait. Here is a video demo:

This example was used on an ok GPU (GTX285) and you still get these results.



I also like this video. This is a turntable animation of a small scene. Each frame took 20 seconds to render.... awesome.



Octane will change the market place in terms of what renderer to use and it will increase sales on Nvidia's GPUs because Octane only works on Nvidia's CUDA enabled cards.

If you are doing something like character development or product or architectural visualization you can go straight from modelling to Octane. The speed of Octane will reduce the need for trial and error rendering because you will see the changed results instantly.

Although the CG industry favours Maya/Max users along with Vray users only the people who have time to work alternatively can discover newer, better and faster workflows. I believe I am one of those people.

Sebastian

Creative and Commercial

While looking at all the graphics designs, illustrations or artwork I have discovered that most of them can be placed into one or category or another; commercial or creative.

Commercial

Typically commercial works are branding or advertising a company, business, person, team or cause. Most typically examples of commercial work is:

Websites


Logo Branding


Advertising



Commercial work is purposeful to gaining increased productivity for the client through the medium of visual aid. Branding gives a company or business an identity and a unique and attractive look. Advertising is extending the identity out to specified audiences to draw them into the business's services for increased productivity. 

Creative


Creative works are simply something that you would not think of a being commercial. Creative if something you see in design, illustration and art. For example, a sculpture cannot be a commercial piece independently, nor is a painting. Here are a few examples of creative works in the CG industry:

Sculpture



Photography


3D Art and Design



Creative works are manifestations of the imagination. This is most valuable for the film and gaming industries. I'm sure I'm missing out a lot more just by suggesting film and game but of course the creative works feed the commercial. Without the ability to imagine and manifest creatively, commercial works suffer.

I used to be in the graphic design course when I first started university but I felt constrained by the governing commercial factor of the course. I moved to illustration because I realized I would have space to develop my creative abilities. It's just natural for me to work creatively with imagination rather than calculate designs commercially.

Although I have been working commercially with website building I have far more fun with 3D art. The thought of being able to work creatively and in the film industry is fascinating. Otherwise creating creative work for commercial work is the initial alternative.

Sebastian

What is my title?

Over the years I have done many things including 2d/3d illustration, Flash/Actionscript, animation and website design and building. Soon I will have to decide what I am going to focus and be consistent in. The possible options are either 3d Generalist or a Website Designer Builder. The reason I mention a Website Designer/Builder is because I have a lot of experience in that sector.

Who/What is a 3D Generalist?


Well, based on the word 'generalist' I assume it's someone who generalises in the works of 3D. This includes (to my knowledge):
Modelling
Texturing/Shading
Rigging
Animation
Illumination
Post Production

There are a host of software packages that handle these in pipeline and the most popular (to my knowledge) are:

Maya (Modeling, Rigging, Shading, Animation, Illumintion and Rendering)
3ds Max (Modeling, Rigging, Shading, Animation, Illumintion and Rendering)
Lightwave (Modeling, Rigging, Shading, Animation, Illumintion and Rendering)
Cinema 4d (Modeling, Rigging, Shading, Animation, Illumintion and Rendering)
Modo (Modeling, Rigging, Shading, Texturing, Animation, Illumintion and Rendering)

Zbrush (Modeling, Texturing)
3d Coat (Modeling, Texturing)

Nuke (Post Production)
After Effects (Post Production)
Photoshop (Post Production)

Vray (Rendering, Shading)
Renderman (Rendering, Shading)
Maxwell (Rendering, Shading)

The more of a range of software you are capable of using the more of a generalist you become. You could be more valuable if you specified in particular pipeline, for example - Zbrush > Maya > Renderman > Nuke. Or you could specify in one software package like Maya or Nuke. You could be even more specific and specialise in being a rigger in Maya.

I am myself a generalist in modelling, texturing, illumination, rendering and post production. If I had a choice to specify in anything it would be modelling and texturing.

Modelling Generalist

There are two types of modelling in the CG industry; organic and non-organic. Non-organic modelling is typically architecture or anything that has a 'hard surface.' Here are a few examples:




 Then there is organic modelling. This is more like character and environmental modelling. Here are a few examples:


the Third & the Seventh

Alex Roman is a popular figure in the 3d/cg industry for his stunning and photo realistic work.

thirdseventh

Here are a few images.... a they are all 3d..


Here is the video itself:



His professional and elegant style is not just manifested in this video. His is one of his commercial pieces.



I want to try and find out how his work and projects are going but it seems he has not updated in a long time.

Sebastian

Hejz and co

My all time favourite artist has teamed together with a 3d artists to create their new commercial work. Peter Jaworowski (hejz) is the art director of the projects and he has the 3d artists and retouchers working with him.

Mercedes-Benz - Lease & Go on the Behance Network

3d render and photo                                                              render, painting and retouching


This workflow has also been used in their other project.


sculpt and render                                                             painting and retouching


The team consist of:

Production Studio: Ars Thanea

Art Director / Retoucher: Peter Jaworowski
Production Manager: Marcin Molski
Lead 3D Artist: Piotr Kolus
3D Artists: Marcin Klicki, Daniel Komuda, Rafal Kidzinski


I still like the art style of Peter Jaworowski without his team. He recently created a personal piece.


What I really like is his break down of his work. Mirage on the Behance Network

Sebastian

Prologue - Creative Collective

Prologue functions as a collective of designers, filmmakers and artists. It is a body with many parts, each performing a unique function, and each supporting the whole.'


Prologue was my first inspiration for Negotiated Practice. They contributed a huge factor to the vfx production in the film Iron Man. Here are some of the great images I aspired to:



It looked like they had a lot of fun. I would have loved to play around with the aesthetics of glowing object.... so I tried it out for myself.





Prologue have done some other awesome works on some great films. In fact here is their list:




On their website in the job opportunities page they are offering positions for people to create vfx and are 
open to the younger and fresher minds. I don't believe I am at their calibre yet


Sebastian.