Interview with Vendor of the Month: 2nd_World
Renderosity: How did you get into creating and selling digital assets?
2nd_World About 5 years ago I learned about Poser and played around with a trial of a very old Poser version. I loved it from the first moment, but I thought the amount of models included was a little limited. I bought models and I started to build some simple 3D models for my scenes like a wall or a table. This was so addicting that it didn't take long before the models became more complex. One year and a lot of modeling later, I felt the quality of my models had became high enough to sell them, this was when I started selling as Vendor 2nd World. My first models aren't available any more but they looked quite nice if I may say so myself.
When you are working on a project, what are you trying to achieve?
2nd_World I always try to to give my models and scenes a high level of realism and a lot of cool moving parts, realistic movement brings a model to life. Models like a car or a motorcycle take 2 to 3 weeks to build, and only within the last day's of work when the textures get added and the model is rigged (the parts get to move) then you slowly get to see the final result. That moment is incredibly satisfying.
Can you describe your basic workflow for us? What hardware/software do you use to create your scenes?
2nd_World A new project begins with a simple drawing, images/blueprints from the internet or photos I've made. But before I start I try to imagine the end result, this should give me enough inspiration to start. After that I use 3D studio Max for modeling, Photoshop for the textures and just upgraded to Poser 11 for the rest.
I always use Poser's standard FireFly renderengine for my images.
Realism attempt in Poser
I'm very impressed with the level of detail in your scenes? What research do you do and how do you achieve such realistic results?
2nd_World To me the realism of a model is in the small details. This has a limit of course, I can't give an airplane all the nuts and bolts it originally has. But I can give itworking doors, landing-gear, elevators, ailerons, flaps, rudder, airbrakes and so on ;)
I start with a lot of research when it comes to the technical stuff, the parts have to make sense and I love technical stuff. But at the end, the textures are just as important of course. Sometimes this takes a lot of tweaking, rendering, tweaking and rendering...I'm quite a perfectionist in the things I do and go on until I'm completely happy with the result.
Metro and subway station
How has Renderosity made a difference in your work?
2nd_World Well... Renderosity is my work. A few years ago I still had a job as a salesman next to the 3D modeling but the company went from bad to worse and we all lost our job. For me, this was an incredible opportunity to let me start for my own, and that is exactly what I have been doing for the past three years.
This wonderful community has made this possible, so thank you all!
Do you have any advice for a beginning vendor at Renderosity?
2nd_World Well yes. Be critical about your own work and ask yourself how happy you would be if you'd bought your own product. And of course make the things you enjoy yourself, If you're only producing for the money your work will miss that extra bit of effort.
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People seem not to comment any more. I apologize for being late. I have a number of Second World's unique items. Most work out of the box in Daz Studio. Of course, feel free to bring your own shaders for an even better look. The surface tab is my best friend. Things like the tram system and the airport are especially nice. Thank you for your work obviously hard work.