Best News and CG Artists; weekly review


It was an interesteeng week here at Enpower3D, here is weekly review of May 21-28 articles, including 3ds Max Design 2009 and Canoma3D modelling Overview:


CG Elite Artist - Thom Tenery (Oblivion Concept Artist)
Thom Tenery received a Bachelor of Science in Architecture from the University of Texas, Arlington, and studied illustration and entertainment design at Art Center College of Design. After several years designing architecture, he made the transition to games, at studios including SCE and id Software, where he worked on Doom 4; and then to movie concept work and illustration.

EVE Online - New Video Epic Battle at B-R5RB

Calling it "the most remarkable confrontation ever to take place inside a computer game," EVE Online developer CCP Games has released a new video recalling the battle at B-R5RB. Developer hyperbole aside, the January conflagration—which began with a missed bill payment—does shine a light on the story-generating possibilities of an MMO long known for its undeniable complexity.

Microsoft Goes Bigger With Surface Pro 3
Tablet that's a little larger and a lot more robust than most tablets on the market, making it suitable to use as a laptop. The specs are great, said Laura DiDio, principal of ITIC. "They fit with what business users want - a lighter, more agile and more powerful mobile device. With a screen size of 12 inches diagonally, instead of the 10.6 inches of previous models. It is also thinner, at 0.36 inches, and weighs a mere two pounds.

Autodesk ported FBX Review to Macs and iOS devices
Autodesk has ported FBX Review, its free tool for reviewing 3D assets, to Macs and iOS devices. The new versions preserve the features of the original Windows release, and add a few new ones for good measure. Fast, lightweight asset previews on the moveOriginally released last year, FBX Review imports data in standard 3D file formats, including FBX, 3DS, OBJ and Collada; and common mocap data formats.


Play Windows games on a Mac with Steam
Steam's new streaming service lets users beam games from one device to another in the home. Steam has released its in-home streaming feature, allowing users to beam games running on one PC to other computers on the same network. The service, which was previously in beta, means that gamers can have a 3D game running on a high-end PC in a back bedroom, and stream it to a relatively low-powered laptop in the lounge, for example.


Autodesk will release its own 3D printer
Autodesk will release its own 3D printer, as well as a software platform.
Autodesk has unveiled its own 3D printer, as well as a software platform called Spark that it hopes will be the Android of 3D printing. Autodesk is well known for its 3D-design software, but is now expanding into printing. But rather than simply release it's own hardware, both the "Spark" software platform and the printer will be open designs for anyone to use.

Canoma3D modelling
Create photo-realistic 3D models from 2D photos and illustrations, with the minimal tool sets and minimum user input. Realistic 3D modelling is a difficult skill to master. Those who take it on board to learn the esoteric skills of trueSpace, 3D Studio Max, and LightWave without tutoring or lessons, often find the going more complex and more time consuming than they first expected. Even texturing a box or positioning a light, or just plotting a camera move can take hours of endless fine-tuning and attention to detail.

3ds Max Design 2009 Overview
It’s a complex art that produces beautiful work. Sometimes, especially in film, the goal is for your work to be understated; to appear to be so natural that the audience just runs with the distorted reality you create like it never happened. Thus, I have a great deal of respect for animators, and gleefully attended Autodesk’s unveiling of a few updated tools - most interestingly 3ds Max. There were other products there for CAD and engineering work, but 3ds Max is used for game and film production.

Unity Technologies unveiled Unity 5
Unity Technologies has unveiled Unity 5, the next major update to its game engine and development toolset, adding physically based materials, real-time GI, 64-bit support and an extensive new audio-editing system. The upcoming release, described by the developer as a “massive update” was announced at GDC 2014. Physically based shading, real-time GI, and real-time lightmap previews. In his post on the company’s blog, Unity CEO David Helgason describes the biggest changes in Unity 5 as being those relating to lighting and shading.




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Unity Technologies unveiled Unity 5


Unity Technologies has unveiled Unity 5, the next major update to its game engine and development toolset, adding physically based materials, real-time GI, 64-bit support and an extensive new audio-editing system. The upcoming release, described by the developer as a “massive update” was announced at GDC 2014. Physically based shading, real-time GI, and real-time lightmap previews. In his post on the company’s blog, Unity CEO David Helgason describes the biggest changes in Unity 5 as being those relating to lighting and shading.

First off, Unity 5 introduces support for physically based materials – flavour of the month in games tool development, given their recent inclusion in Substance Designer 4, Allegorithmic’s texture-creation package. The update will also introduce full deferred shading and baked reflection probes, and thanks to the integration of Geomerics’ Enlighten middleware – previously used in games like Battlefield 4 – real-time global illumination.



Thanks to another technology partnership, this time with Imagination Technologies, Unity 5 also supports in-editor real-time lightmap previews based on Imagination’s PowerVR raytracing technology. 
Better physics, better performance, better… trees? In the world of real-time physics, PhysX has been updated to the latest release, version 3.3; while the 2D physics system added in Unity 4.3 has been extended to include new effectors. Performance has also been substantially improved, thanks to full 64-bit support, a multithreaded job scheduler and loading and NavMesh optimisations. The features list also mentions integration with IDV’s SpeedTree vegetation-generation system – although we can’t actually find any more details on either company’s website.



Non-graphics-related features
Outside the art department, the Unity Cloud interstitial ad-exchange network, announced alongside Unity 4.3, will also make its official debut, and there is an extensive new set of audio tools.


Unity’s new WebGL add-on, developed in partnership with Mozilla, and available in early access in Unity 5. Unity 5 will also provide “early access” to the new new WebGL add-on, created in partnership with Mozilla, and enabling developers to publish games directly to modern web browsers without the need for third-party plugins.

Pricing and availability
Unity 5 is currently available to pre-order, although no release date has yet been announced. Unity Pro costs $1,500, and the Android and iOS publishing add-ons a further $1,500 each. There is also a free edition of the software with a limited feature set.






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3ds Max Design 2009 Overview


It’s a complex art that produces beautiful work. Sometimes, especially in film, the goal is for your work to be understated; to appear to be so natural that the audience just runs with the distorted reality you create like it never happened. Thus, I have a great deal of respect for animators, and gleefully attended Autodesk’s unveiling of a few updated tools - most interestingly 3ds Max. There were other products there for CAD and engineering work, but 3ds Max is used for game and film production. Those of you who know very little about the process are about to be treated with an overview of how game production works, and those who do will be able to find a quick change log of the new features in 3ds Max further below.

When you’re building a game, you need to plot out how your characters’ movements are going to be displayed. You start off with a basic skeleton which you map control points to. Then you can assign movements like walk cycles and the many, many nuisances of your character. Your character still needs a skin, so you export an ‘unwrapped’ 2D wireframe that you can work on in Photoshop. There are various techniques for adding some sort of texture to this image, like taking photographs of a person’s face from all angles and laying it out flat on top of your wireframe. Import this back into your modelling program and you’ve got yourself a character.

Once you’ve exported the lot, you plug them into your game engine and watch as the player moves around the game world. The engine seamlessly blends the multiple movement actions together in real time to create your masterpiece.



3ds Max Design 2009 has a new lighting analysis feature, which we saw being used to model the lights on a film set so that CGI shots would mimic the shadows and characteristics of the footage it was being composited with. There’s a new rendering system called Reveal that accelerates iterative workflows by providing control over what exactly is rendered in a scene, as well as a bigger materials library for texturing. And on the interoperability side of things, 3ds Max can now import geometry, materials, lights and cameras from Revit.

There’s even a few cool new navigation widgets that let you survey your scene that are being standardised across a large chunk of Autodesk’s software. They look like big buttons based on glorified jog dials that have been sectioned off into commonly used navigation tools, and are hugely intuitive for newbies -- one of them will even follow your mouse. And if it’s easy for newbies, it should also make it easier for CAD people to look around your models, and you to look around the CAD visualisations.

Of course, you should flip that last bit around if you’re a CAD-using designer looking at a model in 3ds Max.






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Canoma3D modelling

Create photo-realistic 3D models from 2D photos and illustrations, with the minimal tool sets and minimum user input.


Realistic 3D modelling is a difficult skill to master. Those who take it on board to learn the esoteric skills of trueSpace, 3D Studio Max, and LightWave without tutoring or lessons, often find the going more complex and more time consuming than they first expected. Even texturing a box or positioning a light, or just plotting a camera move can take hours of endless fine-tuning and attention to detail.

And the modelling side of 3D art and realisation is the most difficult, the most exacting of all the skills you have to master. To deal with this horrible brick wall facing those users that want to create and work with 3D, MetaCreations have come up with Canoma. It sets out to create photo-realistic 3D models from 2D photos and illustrations, with the barest of tool sets and minimum user input.

Focusing heavily on buildings, architecture, interiors, and still life, Canoma uses a system called perspective projection. By super-imposing various wireframe shapes on the flat image, and pinning their vertices to the corners visible on the image, you gradually build up a full 3D realisation of your scene. In addition, by stealing parts of the image to use as textures, and duplicating where necessary, the end results look almost indistinguishable from the original - bar the fact that you can rotate it, zoom in, or export the whole thing in Web-ready VRML.


You start with a basic 2D image, centred in the main window. Seventeen basic 3D shapes or primitives are lined up along the bottom. On the simple side: cube, rectangle, pyramid and trapezium. On the more complex: staircase, curtain, archway and table. After a quick survey of your scene, you simply click on a shape to bring it into the workspace. You use the mouse to drag it out to scale, and then pull the corners of your object into alignment with its 2D equivalent for pinning. Once complete, you can choose to view the results as a 3D model, flat shaded or textured. Textures are built from instant snapshots of the image underneath each 3D shape. The results with Quick rendering are undetailed but functional. For a performance toll, the Quality setting adjust the output to compensate for brightness differences, as well as anti-aliasing and effectively minimising the seams on objects.



Multiple anglesOne picture may suffice for a very simple scene, but ideally you'll have multiple shots of your subject, taken from various angles, probably with a digital camera. This not only allows you to correctly texture map the rear of objects and deal with half-concealed shapes, but also makes the scene more realistic and accurate as Canoma uses the extra information to adjust its maths and establish the correct perspective.
When you bring in an extra picture of the scene, you're asked to roughly realign the current 3D models to its perspective. This not only helps you visualise the new angle, but means less work is necessary to configure the models. Canoma also uses this extra information to make corrections to the earlier structure.
Sometimes, however, especially on close-up shots, details are out of the frame and cannot be accurately pinned down. This is where beads' come in. They're not based on corners, but on vertices, which appear along a line and can be used to nudge out-of-shot objects into shape. 

Multiple shots can also be used to increase the quality of the textures. You can shoot from a variety of general distant views and then zoom in and take close-up shots of details. These can then be merged into the Canoma scene to increase the resolution of the textures, and to allow zooming into your image without too much degradation. For further detail, individual textures can be loaded into a 2D package such as Photoshop and tweaked even more. Saved changes are instantly updated back in Canoma.

The interface is typical MetaCreations, all graphic-designed and welcoming pastel colours. A suite of trackballs and directional arrows control the camera views. You can pan left and right, track in and out, and control the depth of field. A floating palette acts as a library of all your current images, while a toolbar holds a basic but uncluttered array of workflow tools.

Solo mode is on hand to single out models in complex scenes. The Glue tool makes for very precise alignment of objects. Stacking allows you to pile object on top of object. The Duplicate command is useful for saving time rendering similar landscapes, while the Mirror Textures effect cleverly duplicates material on to out-of-shot sides of objects to save you having to. Each item has in Information dialog with shortcut commands (rotate 90 degree around axis, and so on) for geometrically-precise manoeuvring.

When you aren't creating, you can animate. In a basic motion studio you can plan and direct flybys of your scene. You shift the camera (rotate, bank, zoom, or dolly) and create keyframes. Canoma fills in the motion in between.

While animations can be rendered out as QuickTime files, Canoma has a spread of export options for the 3D models it creates. VRML2 and MetaStream - MetaCreations own answer to VRML - are high up on the list, given the Web potential of this product, but users of Poser, Bryce 3D, and LightWave are catered for by the OJB format. Importing finished models into Poser, however, proves complicated (much copying of individual files into specific directories is required). The trueSpace SCN format is very well catered for - Canoma scenes are perfectly preserved in the Caligari 3D package. MetaCreations' mandate is to make every piece of its software as approachable, intuitive and as easy to use as possible. Sometimes it fails. Sometimes its enthusiasm for features clutters the interface. With Canoma however it has succeeded.

Quick and easyCanoma, as you suspect from its wafer-thin manual, is monumentally easy to use. In fact, its simplicity, pared down design and quick-fire results actually make it enjoyable to use. There's something intensely creative about wringing a 3D model from a 2D image. Breaking an image into primitives and trying to isolate the best combination of shapes to sum up a structure is taxing but very satisfying, exercising every last neuron of spatial reasoning in your brain.

It's also quick. Arranging a townscape or standard interior shot into 3D can take minutes. However, using Canoma is a real skill. You develop your own techniques and, after time, you find yourself quickly reducing images into primitives and negative space, and you find your pinning and beading skills rapidly improving. At the same time, Canoma learns more and more about your scene. You have to use less and less pins as the program leaps ahead and guesses accurately where your shape will lie.

However, there are things it can't do. The absence of anything close to a curve or a sphere is irritating and left unexplained. Anything organic or naturalistic is practically out of the question. There are objects in the primitives selection with editable polyline contours - essentially allowing you to add points to their surface to create objects like cars, or signs or even people - but the detail you can achieve is disappointing. If you think back to 3D action games about three years ago, you should have a good idea of the quality.

Also, for a 3D package, the animation features are very basic. Disappointingly, you can't add acceleration or deceleration, or any kind of dynamic features to your motion. Neither are there provisions for scaling keyframes. Having said that, there's some scope for unique visual effects, such as changing the field or view and warping a still image with bizarre fish-eye lens distortion.






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Autodesk will release its own 3D printer

Autodesk will release its own 3D printer, as well as a software platform.

Autodesk has unveiled its own 3D printer, as well as a software platform called Spark that it hopes will be the Android of 3D printing. Autodesk is well known for its 3D-design software, but is now expanding into printing. But rather than simply release it's own hardware, both the "Spark" software platform and the printer will be open designs for anyone to use. 

CEO Carl Bass told the BBC the aim is for Spark to be an "operating system" for 3D printing, in the hopes that other manufacturers will use it the way Android is used across smartphones. He compared the Autodesk printer to the first Google Nexus phone, saying his firm was trying to "kickstart" the market.

"Spark will be open and freely licensable to hardware manufacturers and others who are interested," said Bass in a blog post. "Same for our 3D printer – the design of the printer will be made publicly available to allow for further development and experimentation."




The Autodesk printer uses a different technique than most on the market. Rather than use an extruder - melting plastic and spraying it via a nozzle to create the desired shape - it will use stereolithography, which uses lasers to harden layers of plastic resin.

That means the Autodesk printer can make more complicated items, and also lets it use a wider range of materials, whereas most 3D printers are limited to a single type of plastic. "The printer will be able to use a broad range of materials, made by us and by others, and we look forward to lots of exploration into new materials," Bass added.

Bass said Autodesk was working with hardware makers to "integrate the Spark platform with current and future 3D printers", but didn't name any companies.

The Spark platform and the 3D printer will be both be available later this year, but Autodesk didn't reveal specific dates or pricing.



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Play Windows games on a Mac with Steam

Steam's new streaming service lets users beam games from one device to another in the home.


Steam has released its in-home streaming feature, allowing users to beam games running on one PC to other computers on the same network. The service, which was previously in beta, means that gamers can have a 3D game running on a high-end PC in a back bedroom, and stream it to a relatively low-powered laptop in the lounge, for example.

Autodesk ported FBX Review to Macs and iOS devices


Autodesk has ported FBX Review, its free tool for reviewing 3D assets, to Macs and iOS devices. The new versions preserve the features of the original Windows release, and add a few new ones for good measure. Fast, lightweight asset previews on the moveOriginally released last year, FBX Review imports data in standard 3D file formats, including FBX, 3DS, OBJ and Collada; and common mocap data formats.

As fits a games-focused tool, assets can be viewed in a DirectX 11-based viewport, complete with dynamic tessellation, image-based lighting and all the standard texture maps; and animation playback is supported. Navigation follows similar conventions to Maya, but the UI has been specifically designed for use with touchscreen controls.
Support for ZIP files and geometry cache data.

Features new to this release - as well as the Mac versions, they’re in the new 1.2 release for Windows - include support for ZIP files containing separate models and textures, eliminating the need to bake texture data. Users can also now change the focus of the perspective camera by double-tapping or double-clicking. And if you’re working on a desktop machine, you also get support for geometry caches, including both Maya and 3ds Max’s native caches and data in Alembic format.

Available now for free on all platformsBoth the Mac OS X and iOS versions of FBX Review are available as free downloads from Apple’s App Store. You’ll need to be running OS X 10.8 or higher for the desktop version and iOS 7 or higher for the mobile version.



Autodesk’s Wes Adams demonstrates the original version of FBX Review to Windows Phone Central. Autodesk has just released new versions of the free asset-review tool for Mac OS X and iOS devices.




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Microsoft Goes Bigger With Surface Pro 3

Microsoft just debuted its Surface Pro 3


Tablet that's a little larger and a lot more robust than most tablets on the market, making it suitable to use as a laptop. The specs are great, said Laura DiDio, principal of ITIC. "They fit with what business users want - a lighter, more agile and more powerful mobile device. With a screen size of 12 inches diagonally, instead of the 10.6 inches of previous models. It is also thinner, at 0.36 inches, and weighs a mere two pounds. 

The Surface Pro 3 will sport such business-essential software as Photoshop, which has been adapted to be compatible with the device's hardware.Its chief selling point, though, is the Surface Pro 3's ability to serve as both a laptop and a tablet, Microsoft said. Users can write on it with a pen like they would with an old-school pad and pen; they can secure it on their laps to work while en route to a meeting; or they can use it as they would a laptop.

To that end, Microsoft made a number of tweaks, including upgrading the kickstand so it can accommodate a range of angles, all the way back to 150 degrees. Earlier iterations only offered the user two different slants. It is also offering an updated cover that is thinner to protect the screen. Finally, the keyboard has an improved trackpad. For business users, these tweaks could add up to a potent argument to make the shift to a Surface Pro.


Microsoft Surface Pro 3
The new kickstand means it can be better incorporated into an office setting, he added.
Pricing for the Surface Pro 3 line, which will include five models, begins at US$799. The entry-level version will have 64 GB of storage, 4 GB of RAM and an Intel Core i3 processor. The top model will market for $1,949 and come with 512 GB of storage, an Intel Core i7 processor and 8 GB of RAM. The specs are great, Laura DiDio, principal of ITIC, told TechNewsWorld. "They fit with what business users want -- a lighter, more agile and more powerful mobile device." That said, it is by no means certain that the Surface Pro 3 will be any more popular than its older siblings have been.


The first Surface was introduced with a splash in 2012, but it went on to post lackluster sales. The second model came out last October and received an equally tepid market reception. Microsoft made much of the Surface Pro 3's ability to go head to head with the MacBook Air during the demo, but that might have been a waste of time, DiDio suggested. "Microsoft just doesn't have the same cachet as Apple." Microsoft has gotten something of a bad rap for its hardware, and in the case of the Surface, it isn't deserved, Charles King, principal analyst with Pund-IT, told TechNewsWorld. "Obviously, the Surface has not performed as well as Microsoft had hoped it would," he said.



Microsoft is taking something of a risk with this design, King added. "Not everyone thinks bigger is better for a tablet," he noted. On the other hand, "maybe the market does need a new approach or style," King said. Is the Surface Pro 3 different enough from other products to make a difference? "You can argue form factor differences and so on, but a two-pound, 12-inch Surface Pro looks a lot like many Ultrabooks out there," King said.
"Boldness comes at a price," he noted, "and with this device, Microsoft is now a direct competitor with many of its PC OEM partners."




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EVE Online - New Video Epic Battle at B-R5RB

Calling it "the most remarkable confrontation ever to take place inside a computer game," EVE Online developer CCP Games has released a new video recalling the battle at B-R5RB. Developer hyperbole aside, the January conflagration—which began with a missed bill payment—does shine a light on the story-generating possibilities of an MMO long known for its undeniable complexity.



"The battle of B-R5RB raged for over 20 hours, involved tens of thousands of players, and witnessed the destruction of over 3,000 ships, including 75 Titans," reports CCP in the video below. "One third of all Titans ever lost in the 10-year history of EVE: Online."


As is often true with most skirmishes and conflicts, there are usually two sides to every story. Perspective and context with regard to these kinds of massive battles is just what I hope to see surface in the upcoming history book of EVE being produced by Andrew Groen. Perhaps there's a quirky story or two about that day that hasn't been told yet. You can hear Groen talk with a pair of veteran EVE alliance and fleet leaders in a recent episode of the Three Moves Ahead strategy gaming podcast.





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CG Elite Artist - Thom Tenery (Oblivion Concept Artist)



Thom Tenery received a Bachelor of Science in Architecture from the University of Texas, Arlington, and studied illustration and entertainment design at Art Center College of Design. After several years designing architecture, he made the transition to games, at studios including SCE and id Software, where he worked on Doom 4; and then to movie concept work and illustration.

His diverse list of clients includes Universal Pictures, Walt Disney Pictures, Warner Bros. Pictures, Activision Blizzard Inc., the Syfy channel, Playboy, Wizards of the Coast and and Tor Books, while his recent projects include sci-fi drama Oblivion and the as-yet-untitled Tron: Legacy sequel.


I had the opportunity to touch nearly every aspect of the film's visual design, but the bulk of my work for Oblivion involved developing the Sky Tower, including Jack's Workshop and the stripped down Mech variant of the Drone. It was a designer's dream getting to develop this remarkable piece of architecture.


For more Conceptual Art from Thom Tenery, visit his official site thomlab.com or you can visit his blog.




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TurboSquid Featured CG Artists (VKModels, aLDime_Art, Zonah)

VKMODELS
VKModels is a 31-year-old graphic designer who has worked as a freelance 3D modeler for seven years. His TurboSquid catalog features models of toys, furniture, vehicles and human body organs. VKModels pays close attention to detail and tries to offer quality models at a fair price, helping customers save many hours of work.

Building Collection from VKModels

ALDIME ART
aLDime_Art is a professional in CG (TV, Multimedia, GameDev, ArchViz) with more than 10 years experience. His basic rules in modeling are realism, real word size, true topology, clean geometry, HQ materials and texture.


Country-house from aLDime_Art

ZONAH
The artist behind Zonah has been modeling for over 3 years. He specializes in creating architectural visualization and furniture models. He is very passionate about 3D modeling and works arduously to improve his artistic skills.

Furniture Pack from Zonah



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CG Artist - Nikola Dechev

3D Artist rated Diamond level at TurboSquid, Nikola Dechev from Sofia (Bulgaria) is an high end developer of stunning-edge 3D designs. Working with 3D modeling, animation and design, he uses 3D Studio Max, Adobe Photoshop, After Effects and Flash for his projects. You can see his portfolio at CGSociety - Nikola Dechev. Here you can see few, of his large collection of 3D Models (157 3D Models), and more than 60 of them have CheckMate and CheckMate Lite Certification which stands that they are professionally checked to meet industry standards and that they are ready and reliable, models with highest quality.







You can also visit TurboSquid pages, where Nikola is rated Diamond level, which means that he made the most of his 3D Models, by selling his work, which means that he obviously have some of the best 3D projects, and CheckMate and CheckMate Lite Certification for more than 60 of his models is a good proof of his stunning-edge work!



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TurboSquid Featured CG Artists (Chaja, Fabelar)



If you're working on a project that needs a lots of details, which includes to have many objects in scene, then you'll be working your ass out.. That is why there are 3D model collections. It doesn't matter if it's for a single project, or if you're working on couple of similar projects, the main reason for 3D Model collections is that you can save huge amount of your time and money. It may look expensive to buy a collection, but if you do the math, you can save more than 50% for buying a collection pack. So in both ways, from artist and your point of view, it is a win - win situation. In this post two artists are represented with their 3D Models Collection from the TurboSquid page.

Household collections comes from artist chaja and car collections from artist fabelar.
  • Artist No.1 - chaja with household collection packs and many more (1242) on artist page:

  • Artist No.2 - fabelar with car collection packs and many more (692) on artist page:


Note: Click on artist name directs you to the main products page of that artist.
          Click on photo directs you to the product displayed on that photo.

Special Note for CG Artists: Join the Enpower3D Community at Google+ for promotion on Enpower3D site, tips & tricks, hints, work showcase, community comments and much more. Enjoy!




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The 3D Studio Featured CG Artists (Jinlong, RyanN)

You know that little things that make your life look a little bit prettier? Today's post is about artists with their little-big 3d products from the 3d studio. Jinlong & RyanN, both artists with beautifull work in creating misc 3d models.

Note: click on artist name directs you to artist products page (all 3d products by author)
         click on photo directs you to that artist product (exact 3d product)
  • Artist No.1 - Jinlong with beautiful food misc stuff and much more 3d products:

  • Artist No.2 - RyanN with huge miscellaneous 3d products (222) and here are some of them:


Remember that by leaving comment you are helping the 3D Community. Also, if you're CG Artist, join the Google+ Community - Enpower3D for experience exchange, tips and tricks, and promotion on this site!




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