3dsmax
Guys, how do you control the time spent on each project?
They do it manually with a table clock, cell phone or use some tool to know how many hours they spend on modeling, rendering, review and adjustments, etc?
Guys, how do you control the time spent on each project?
They do it manually with a table clock, cell phone or use some tool to know how many hours they spend on modeling, rendering, review and adjustments, etc?
A realistic 3D kitchen design I made to practice clean daytime lighting and modern materials.
Tools used: 3ds Max, Corona Renderer.
Keep working on my portfolio, tried to make a cloudy weather lightning. Critique are very welcome. 3Ds Max 2024, Corona Render 12
More shots here: https://www.behance.net/gallery/252191229/Cloudy-London
𝐮𝐧𝐫𝐞𝐚𝐥 𝐞𝐧𝐠𝐢𝐧𝐞 𝐟𝐢𝐥𝐞 𝐀𝐯𝐚𝐢𝐥𝐚𝐛𝐥𝐞 𝐨𝐧 𝐦𝐲 𝐏𝐚𝐭𝐫𝐞𝐨𝐧 😍 https://www.patreon.com/Antar3d Any Tips To Make it more Realistic
#unrealengine #unrealengine5 #unrealengine4 #realtimerender #render #unrealenginerender#ue5 #ue4 #3drender #3d #realtimerendering
Tried to recreate the kitchen of Charles McGill from Better Call Saul Season 3 Episode 4.
Software Used: Sketchup + D5 Render
Hello, I’ve been doing furniture product visualization for about a year. This was my most recent project, but I wasn’t very satisfied with it—I think it could be improved. I also have a major issue outside of the software: I don’t think the textures I create look realistic. How can I make them more realistic? And how can I create textures that closely resemble the reference images?
Software: Blender 5.1.2 Cycles
Modeled on c4d render twinmotion and chat
Hi everyone, hope you’re doing well.
It’s been a while since I posted the first sneak peaks of this personal project. Just sharing here a couple of renders made for this living room.
Feel free to share constructive cristism and I hope you’ll like it.
Check out my Instagram if you wish to see more about my work.
Cheers, have a nice weekend !
Hi everyone,
I’ve been working for several years at a good archviz / 3D visualization studio. My role is mostly general 3D production, architectural renders, scene setup, and a lot of PSD post-production. I currently work full-time from 9 AM to 6 PM.
I’m happy with the experience I’ve gained and I feel I’ve improved a lot over the years, but I’m reaching a point where there doesn’t seem to be much room to significantly increase my income inside the studio. Because of that, I’m starting to think about doing freelance work on the side, and eventually maybe building something more independent.
The problem is that I don’t really know where to start looking for clients.
For those of you who work freelance or run your own archviz business:
Where did you find your first clients?
Do you use platforms like Upwork, Fiverr, Behance, ArtStation, LinkedIn, Instagram, etc.?
Is it better to directly email architecture firms, interior designers, real estate developers, or other studios?
Do you recommend contacting local firms, international firms, or both?
What kind of portfolio or message worked best for you when reaching out?
I’d really appreciate any advice from people who made the jump from full-time studio work to freelance archviz, or from anyone who does both at the same time.
Thanks!
Hi everyone,
Sharing one of my recent restaurant visualization projects. I work on creating realistic 3D interior renders, helping architects and interior designers present their concepts more effectively.
I’m currently looking to connect with interior design studios, architects, and renovation firms who need reliable support for their visualization work — whether it’s still renders, 360° views, or animation.
My goal is to build long-term collaborations where I can fit into the existing workflow and help bring design ideas to life through high-quality visuals.
A little about me: I’m a 3D visualizer specializing in architectural visualization, interiors, and exteriors.
If you have upcoming projects and need rendering support, feel free to reach out. I’d be happy to collaborate.
Thanks!
Stop motion animation remains one of the most distinctive forms of visual storytelling. Its handcrafted look, tactile textures, and frame-by-frame movement give it a charm that digital animation often tries to imitate. Today, that appeal has grown even stronger as more artists explore the fusion of stop motion and 3D animation, combining physical imperfection with the flexibility of modern digital tools.
For filmmakers, game artists, and animation beginners, this hybrid style opens up exciting creative possibilities. It allows creators to preserve the handmade feel of classic stop motion while taking advantage of 3D environments, digital effects, and more efficient production workflows.
In this guide, you will learn what stop motion animation is, the main types of stop motion animation, how to shoot stop motion, and how 3D artists recreate stop-motion style in digital productions. You will also discover several well-known examples and learn how cloud rendering can help speed up complex animation projects.
Stop motion animation is a filmmaking technique in which physical objects are moved in small increments and photographed one frame at a time. When those frames are played back in sequence, the objects appear to move on their own.
If you are asking what is stop motion animation, the simplest answer is that it is animation created through frame-by-frame photography of real objects. These objects can be puppets, clay figures, paper cutouts, everyday items, or even live actors in certain styles. Because each movement is manually adjusted between shots, stop motion requires patience, planning, and close attention to detail.
You may also hear the term stop frame animation. In most cases, stop frame animation refers to the same basic concept as stop motion animation. Both terms describe a process built on incremental movement and sequential photography to create the illusion of life.
What makes stop motion special is its physicality. Unlike purely digital animation, it captures real textures, real light interaction, and subtle imperfections that give the final result a handmade, expressive quality.
There are several types of stop motion animation, and each one uses a different medium or visual approach. Understanding these variations can help beginners choose the style that best fits their creative goals.
Claymation uses clay or plasticine figures that can be reshaped between frames. Artists often build an internal wire armature to support movement and maintain structure. This type is known for expressive characters, exaggerated motion, and a highly sculpted visual style.
Pixilation uses real people instead of miniature puppets or objects. Actors pose frame by frame while the camera captures each movement incrementally. The result is often surreal, playful, or intentionally unnatural, making pixilation popular in experimental shorts, commercials, and music videos.
Cutout animation uses flat materials such as paper, card, cloth, or photographs. Artists reposition these elements between frames to create motion. It is a more affordable and accessible stop motion technique, although it usually offers less dimensional movement than puppet-based animation.
Puppet animation is one of the most recognized forms of stop motion animation. It uses fully built puppets with movable joints, often made from foam, fabric, silicone, or resin. This style is ideal for narrative filmmaking because it allows more detailed characters, rich sets, and emotionally expressive performances.
Silhouette animation tells stories through outlines and shadows, often using black cutouts placed in front of a lit background. This style creates a dramatic and poetic visual language and is especially effective for dreamlike scenes, legends, and flashback sequences.
Whether you are adopting Claymation or puppet animation, the answer to “What is stop motion animation?" will remain the same, with varied tweaks. Hence, let's learn how to shoot in stop-motion through the following point-by-point discussion:
If you want to create your own stop motion project, the workflow is easier to understand when broken into stages. While the scale of production may vary, the core process remains the same.
Every strong stop motion animation project begins with planning. Start with a clear concept, a simple script, or a storyboard that maps out your key actions. At this stage, you should also decide which type of stop motion animation you want to create, what materials you will use, and how your set and lighting will look.
You do not need the most expensive setup to begin. A smartphone or DSLR camera, a stable tripod, controlled lighting, and stop motion software can be enough for small projects. Tools such as Stop Motion Studio or Blender can help you preview movement and manage frame sequences more accurately.
Once your set is ready, move your subject slightly and capture one frame at a time. Then repeat the process. Most stop motion animation is shot at around 12 to 24 frames per second, depending on the style and desired smoothness. Consistency is essential, so using onion skinning, frame previews, and test shots will help keep movement stable.
After capturing all frames, import them into editing software and arrange them in sequence. At this stage, you can adjust timing, remove mistakes, add music, sound effects, transitions, and color correction. Post-production helps turn raw stop frame animation into a polished final piece.
The visual appeal of stop motion has inspired many digital artists to recreate its feel inside 3D animation. Instead of chasing perfectly smooth motion, these artists intentionally introduce handmade qualities that mimic physical filmmaking.
In stop motion, characters and props feel affected by gravity, weight, and resistance. In 3D animation, artists can recreate this by avoiding overly automated motion and instead animating with a sense of physical effort and slight irregularity.
One of the clearest stop motion animation techniques in 3D is to reduce in-between frames. This creates a more stepped or slightly jerky movement style that resembles frame-by-frame puppet animation rather than fluid digital interpolation.
Real stop motion puppets often show traces of clay, fabric, paint, fingerprints, seams, and other material details. To reproduce this in 3D, artists add textured surfaces, subtle asymmetry, and small imperfections that make characters feel physically built rather than digitally perfect.
Stop motion characters often rely on strong silhouettes, exaggerated body language, and clear emotional poses. In 3D animation, preserving this visual language helps maintain the handcrafted storytelling quality associated with stop motion films.
Part of the beauty of stop motion lies in its imperfections. Slight camera jitters, uneven motion arcs, and tiny inconsistencies can all make a scene feel more tactile and believable. Many 3D animators intentionally introduce these details when trying to achieve a stop-motion-inspired look.
If you are blending stop motion aesthetics with 3D animation, rendering can quickly become one of the most time-consuming parts of production. Stylized lighting, textured assets, layered effects, and high-resolution scenes can place heavy pressure on local hardware, especially when working with animation sequences.
That is where a cloud rendering service can help. Fox Renderfarm allows artists to offload demanding rendering tasks instead of relying entirely on local machines. This can save time, reduce workstation strain, and help creators stay focused on animation, compositing, and final polish.
Fox Renderfarm supports both CPU rendering and GPU rendering, which gives flexibility for different project types and software pipelines. It also offers broad compatibility with major 3D animation software such as Blender, Cinema 4D, and V-Ray, making it useful for both freelancers and production teams.
Key Features:
If you want to understand why stop motion animation continues to inspire audiences and digital artists alike, it helps to study some of the most influential films in the medium.
Created by Laika, Coraline is one of the best-known modern stop motion animation films. Its gothic atmosphere, intricate puppet work, and highly expressive replacement faces helped define a new standard for the medium. The film also demonstrated how digital tools and fabrication technologies could support traditional stop motion craftsmanship.
Kubo and the Two Strings is a strong example of stop motion and 3D animation working together. While the characters and practical animation techniques preserve the tactile feel of stop motion, digital effects and enhanced environments expand the visual scale of the story. This hybrid approach shows how traditional and digital methods can complement each other beautifully.
Corpse Bride remains a memorable example of puppet-based stop frame animation with a strong stylized identity. Its Gothic art direction, expressive puppet performances, and carefully controlled lighting make it a useful reference for artists interested in dark fantasy and stop-motion-inspired design.
Stop motion animation is not just a historical technique. It continues to evolve as artists blend handcrafted aesthetics with digital tools and 3D animation workflows. Whether you are interested in Claymation, puppet animation, cutout animation, or hybrid digital productions, learning the foundations of stop motion can help you build a stronger visual style and a more distinctive storytelling voice.
For beginners, understanding what is stop motion animation is the first step. The next is experimenting with materials, movement, lighting, and timing. And for artists working with more demanding digital scenes, a professional render farm like Fox Renderfarm can make the production process faster, more scalable, and more efficient.
Hi, I'm having an issue with the weather effects in D5.
I turned on the Rain/Snow option and adjusted the precipitation and puddle values. However, the snow only accumulates on the roofs and tree assets, and it's not applying to the ground at all.
I tried raising and lowering the ground level to see if it would fix it, but the result is still the same.
Does anyone know how to solve this issue?
Hello everyone, I’ve spent quite some time this past week on this reddit watching all your incredible renders and deciding finally to make this post.
I don’t claim to know much about archviz since I mainly worked in construction supervision, but now branching on my own to fully dedicate myself to high end interiors and it has been imperative for me to open up social media and upload renders to get clients.
The thing is no matter how much youtube videos I watch on tips, how much I work alongside chatgpt, my renders always end up looking so off and fake. Lighting is the weakest point no matter how much I rework them.
Attached is a picture of the main living space without any edits (since I did many versions of post production each one better than the past one but still none of them won’t convince me).
Would greatly appreciate any tip, any material help, and most importantly: rendering EFFECTS suggestions and settings.
sketchup / twinmotion / post
One thing I've started noticing during project presentations is how different the conversation becomes once people can properly visualize the space.
At the beginning, a lot of the discussion is based on assumptions. Questions like "Will this feel too small?" or "I'm not sure how this area connects."
Once they can actually picture the space, those questions almost disappear. Instead, the conversation shifts to finishes, furniture, or small refinements.
It's almost like the biggest hurdle isn't the design itself. It's helping people get past the imagination stage.
Has anyone else experienced this?
sketchup / twinmotion / post
I am a 3D character artist and digital sculptor for collectibles. I have been trying to get into the games industry for so long. Sadly, the industry does not seem to be getting better. It’s a damn apocalypse over there.
My uncle is a builder and asked me to try modeling and rendering his homes. I also have access to many other builds if this became successful. So I went down a rabbit hole.
Instead of learning industry standards programs, I’ll use the programs I know. I’ve used maya for a long time but will switch over to 3ds Max. And I will use unreal engine to render and create walk throughs.
In addition, I would like to package this as an interactive walk through where clients can view on an iPad or app floorplans and explore the development before it is built. Like a game.
I would like any and all advice on things to look out for as I venture into the archviz space! If there are other unreal engine users in the archviz space, please chime in!