Renderosity’s Vendor of the Month for May, 2025, is Tri-X, and talk about pulling oneself up from unfortunate conditions, this artist, this person is inspirational. Tri-X had a lot to say so we turned this article into an unfiltered self-narration.
From Tri_X:
I was born in a small rural town in northern Argentina, where I spent my childhood in the countryside during the 1990s. We didn’t have running water, electricity, or even a TV – but my curiosity was endless. My mother was the only source of information I had. She taught me to carve wood, and that’s where my passion for shapes and artistic expression began. I used to sculpt little toys – miniature cars and weapons – or my plastic soldier figures. Art was always calling me, even before I knew what it really was.
Things began to change when I moved in with my grandfather to attend high school. He gave me my first computer, and that opened the door to a whole new world. I had barely learned how to use Windows when I saw some Final Fantasy arcade cutscenes at a game center. That was it — I knew I wanted to create characters like that. Since I was just a kid with no job and no access to the money needed to learn properly, I ended up buying a pirated copy of 3ds Max from a street vendor. It’s not something I’m proud of, but at the time it was the only way I could start exploring this world. I also managed to find a basic text tutorial at a cybercafé and saved it onto a floppy disk.
I didn’t understand much – esspecially since everything was in English – but I followed each step with dedication. My first model was a simple apple, then a low-poly airplane, and gradually I started to grasp the basics. Eventually, I was editing textures for a Sims 1 mod and began experimenting with character creation using Poser and 3ds Max. I was especially fascinated by figures for Victoria 3 and 4, like those in the Metropolitan Collection, and I really liked how Poser’s sliders felt a bit like The Sims character editor.
As much as I loved learning 3D, back then it felt like a distant dream to study professionally in the U.S. or China – something completely out of reach for someone like me. So, I followed another lifelong passion: Martial Arts. I opened my own school and dedicated many years to training and teaching. It was this path that eventually allowed me to leave Argentina during a time of economic crisis. I traveled, worked abroad, and even had the incredible opportunity to train at the Shaolin Temple in China and other historic places.
When I returned home, the pandemic hit. My martial arts school didn’t survive the lockdowns, and like many others, I had to reinvent myself. That’s when I became a crew member on private yachts, working across Florida and the Caribbean. Even while sailing, in every free moment I had, I kept learning and creating in 3D. Eventually, I realized I missed home and wanted to try working with just my computer. That’s when I created my first character for DAZ Studio.
Through a lucky turn, I connected with SickleYield, a well-known DAZ artist. Over time, she became a friend and mentor, encouraging me and telling me I had real potential. Her words gave me the push I needed – I left everything else behind, rented a small room, and devoted myself fully to learning DAZ Studio, even though it was the tool I had the least experience with. I gave myself three months to create something of quality. Thankfully, the response from the community was very kind, and that initial support helped me keep going.
Now, 21 years later, being named Vendor of the Month by Renderosity is something I never imagined back in those early days – whether carving wooden toys in the countryside or struggling to render a simple scene on a borrowed computer.
Right now, market trends push me to focus mainly on female characters, but I still dream of expanding into more fantasy and sci-fi realms – creatures, aliens, warriors. My goal is to build a diverse and impressive catalog that showcases both quality and imagination. I know the road is long, but I’m committed to walking it with heart, discipline, and creativity. Thank you so much for this recognition – it truly means a lot.
Q&A with Tri_X
How did you transition your interest in digital art to the production of commercial works?
The transition from hobbyist to commercial artist wasn’t easy, but in many ways, it felt like a natural path rooted in the things I loved as a kid. Since I was about 12, I’ve been obsessed with GoldenEye and Perfect Dark for the Nintendo 64. I must have tried a thousand times to recreate Joanna Dark, Elvis the alien, and many of the weapons from those games—some of which I even carved out of wood. My fascination with Joanna in particular, taught me most of what I know today about creating female characters in 3D.
At the time, I was creating purely out of passion, with no intention of becoming a vendor. But eventually, one of those experimental characters – blend of parts I had been working on for years – became my first commercial release. To my surprise, it quickly turned into one of my best-selling products and still performs well today. That experience was eye-opening. It gave me the confidence to see 3D art not just as a passion, but as something I could pursue professionally.
What are your favorite projects to create and what has been the most successful for you?
I love beauty in all its forms – real and imaginary. I’m drawn to animals, mythical creatures like dragons, and colorful, mysterious landscapes. But to me, nothing compares to the beauty of women. There’s something divine in feminine beauty, like it connects us to something greater. That’s why women are my greatest muse, and why my work continues to focus on capturing that essence.
Joanna Dark had a huge influence on me – not just her look, but the contrast she embodied: a beautiful face, a deadly gaze, and a gun in her hand. That combination of elegance and power left a deep impression. My first successful commercial character was actually built on the foundation of assets I had created while trying to recreate her. Even though it was born from pure curiosity and fandom, it turned into something that resonated with others. That success gave me direction, and I’ve been chasing that balance of passion and profession ever since.
How have things changed in your designs or interests over the past few years?
I believe the most important thing in any catalog is that each character feels truly unique. I want every release to have its own soul, its own story. So far, I haven’t moved away from female characters, mainly because they are in highest demand – but I absolutely want to expand. I’m really looking forward to creating male figures, monsters, aliens, and fantasy creatures in the near future.
I'm always experimenting—whether it’s changing the way I sculpt, building new textures, or tweaking my shader setups. I try not to repeat myself, and I’m constantly searching for better workflows. Sometimes I feel limited by the lack of flexibility in DAZ Studio compared to software like Blender or Maya, but I’ve had to adapt to the market and work within those constraints. Still, I always push the limits of what’s possible with the tools I have.
With each new product, my goal is to offer something better than the last. I listen carefully to the feedback from my community and try to grow not just as an artist, but as someone who can inspire others through this work.
Are there other artists that influence your work or have mentored you?
I don’t want to sound arrogant, but for a long time I felt that the quality of most DAZ characters was far below what I saw from artists using Blender or Maya. Looking back now, I realize it might have been more about technical limitations than creative ones. Because of that, I didn’t feel very influenced by DAZ artists early on.
Instead, I found some inspiration and guidance from an artist named KingNewNew, who creates amazing female characters for 3ds Max and Blender. He was kind enough to share a model with me and offer some helpful tips when I was just starting out. That generosity made a big difference.
On the commercial side of things, the person who really inspired me to try selling my work was SickleYield. I came across an article she wrote, and later we became friends. Her advice and encouragement helped me take those first important steps, and I’ll always be grateful for that.
What motivated you to become a vendor?
I’ve always valued freedom. I was never good at following strict rules or working as an employee – it’s just not who I am. I’ve spent a big part of my life traveling through different countries, so working online always felt like something I would have to do eventually. But it wasn’t until the pandemic that I really discovered the world of online work.
Back then, I didn’t even know how to use digital tools to get paid for anything. My first experience was teaching martial arts online during the lockdowns. That opened my eyes and gave me the confidence to take bigger risks. That’s what led me to try selling 3D content. It felt like a natural step forward – one that aligned with both my creative goals and the kind of life I wanted to live.
How did you make the decision to become a vendor at Renderosity?
I chose Renderosity mainly because it’s a well-known and long-standing marketplace. I thought it would be the best place to start my journey as a vendor. However, my initial experience was, honestly, very disappointing. While the public was really supportive of my work, the testing team treated me poorly. They made me feel like everything I created was garbage – rejecting my products for unreasonable reasons or demanding things that were out of line, like asking me to submit the original layered texture files I used to create my characters’ skin.
At one point, I seriously considered walking away from Renderosity. Even some of my friends at other stores weren’t very encouraging about staying. What changed everything was a coincidence: my brother was interested in learning 3D and becoming a vendor himself, and around that same time, Renderosity went through a complete staff overhaul.
That shift made all the difference. The new team brought a totally different attitude and approach – it felt like a 180-degree turn. Since then, my experience has improved dramatically, and I’m happier than ever to be part of what feels like a “Renderosity 2.0.” My products have been selling really well, and I’m genuinely grateful to be here now.
How has Renderosity made a difference or helped in your growth as a vendor?
As I mentioned earlier, in the beginning it was actually the opposite – my experience with the platform made me feel like giving up entirely. The original team made it very hard to stay motivated, and it was actually the people from another store who encouraged me to keep going.
Thankfully, I held on long enough to meet the new Renderosity team. Today, they’ve been incredibly supportive and proactive in helping me grow. That’s exactly why I took the time to write this article – to say thank you. I truly appreciate the care and attention they’ve shown, and I feel proud to be part of this renewed Renderosity community.
With the arrival of AI in digital art, what are your thoughts on its use?
At first, I was a little afraid – like many people – but I quickly realized that AI image generation is more of a trend than a true replacement for artistic creation. As someone who works in 3D, I know firsthand that the real joy comes from the process: building, modifying, customizing a character. What most people don’t realize is that it’s not the final render we fall in love with – it’s the act of creating it.
Sure, pressing a button and getting an image is fun at first. It can be useful for making a quick meme or a generic ad. But that will never replace what comes from the hands and mind of a true artist -- and users recognize that. I believe AI will remain just another tool, like Photoshop is for editing. But it won’t replace us.
Even today, a photo taken with a phone is technically more “realistic” than a hand-painted portrait – but we all know which one carries real artistic and human value.
What advice do you have for someone who wants to become an artist or vendor?
This is something people ask me all the time. And I always prefer to be brutally honest rather than politely misleading.
If this is something you're truly passionate about – if you’re willing to pursue it no matter what, even at the cost of sacrifices, long hours of study, and a lot of frustration – then go for it. Because that passion is the only thing you really need to succeed.
But if your idea is to cut corners, steal textures from other artists, or offer low-quality content, then you’re wasting your time. You might fool a few people and make some quick money, but in the long run, you’ll destroy a reputation you haven’t even built yet. And in the end, you’ll be the only one who loses.
So, if you want to become a real artist but don’t even know the basic tools yet – don’t worry. Take control. Take risks. Work your butt off and study. No one is born knowing everything. You have to learn. And you have to learn properly. Stop watching “quick and lazy” tutorials on YouTube or pestering other artists for shortcuts. Sit down, invest in quality online courses, and commit to doing it the right way.
Once you make that decision, you’ll find that even if you know nothing today, in a short time you’ll have the technical confidence to let your artistic voice shine. That software that used to frustrate you will become your brush – and it will help you express the beauty you carry inside your heart.
Any other comments you have for the community?
To the community as a whole, I’d just like to remind you that even though we can’t see each other through this screen, we are all real people behind our avatars and usernames. And the more we stay connected on a human level, the better this space becomes for all of us.
Give feedback. Ask questions. Interact with your favorite artists. That kind of engagement brings real benefits – better products, discounts, gifts – and you’ll see your favorite creators grow and bring you even better work each time.
Learn, observe, stay humble, and support their efforts. Piracy is just a click away – but you’re smart enough to know that every time you choose that route, you’re damaging the possibility of better content in the future. Pirating from an independent artist is not the same as stealing from a massive corporation. If a small artist can’t pay their bills at the end of the month, they might disappear – and that means you lose too.
This is a symbiotic relationship: vendors and customers both play a vital role in the ecosystem. We each have responsibilities, and together, we all benefit.
From the bottom of my heart, thank you to everyone who believed in me, supported my work, and gave me a chance to keep growing. This is just the beginning – I’ll keep giving my best, and I hope to keep surprising you with every new creation.
Muchas gracias! Let's keep creating!