People in Motion

People in motion add a unique and vivid atmosphere to any 3d rendered animation. However, one must get the hang of it before doing so and pulling it off nicely! Even tough we can easily get realistic high poly scanned 3D people on the market, who look pretty realistic when standing still, making them move is a tricky business. We’re so used to natural human movements that our eyes detect the slightest misplaced move in an instant. Follow Dorka Somlói from ZOA as she describes their method for this. Enjoy!

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Creating Panelling and Wainscoting with RailClone

iToo Software sure speeds up the pace of tutorials, and today they release a new exciting RailClone in-depth tutorial that demonstrates how to create wooden paneling and wainscoting. Not the typical thing I would usually have in an ArchVIZ project, but in the end, you will see how the same principles could be applied to anything else you have in mind!

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3D Modelling the DoubleTree Venice North Hotel

I remember seeing this iToo Software presentation during State of Art Academy Ad#5. It was pretty cool seeing them building the hotel in which the event took place! That simple twist to the exercise emphasized to all of us there that the ability to see parametric objects all around us can be developed by anyone if he only observes. Today, this scene along with a detailed how-to is being released so those who weren’t able to attend can benefit from it too. Enjoy!

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Scattering on Vertical Surfaces with Forest Pack Pro

iToo Software has released a new Forest Pack tips and tricks episode to illustrate how the plugin can be used to scatter on vertical surfaces to create green walls. As well as going through the basics they share some tips on using and painting planting plans, as well as demonstrating how Forest Pack and RailClone can work together to make a fully parametric setup.

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Unbiased GPU Rendering – Getting started with Octane

Third part of the Unbiased GPU Rendering series by Johannes Lindqvist is here. This one is about getting started with Octane Render, and completes the mini-journey that started with Daniel Reuterswärd‘s counterpart article about the same thing with FStorm. There is a lot of insight to be found in the 4 articles published on this topic here. I’ve explored my GPU, and what it can offer me, a lot in the past 2-3 weeks. Hopefully, so can you. Read on and test it out!

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