Global leader in color trends, science and technology. Through strategic acquisitions and innovations, we have expanded our color expertise to include insights from PANTONE®, Gretag Macbeth, and Munsell Color. Our comprehensive knowledge serves a range of industries that touch many of today’s consumer products, including packaging, apparel, footwear, electronics, cosmetics, home furnishings…
NVIDIA designs graphics processing units (GPUs) for the gaming and professional markets, as well as system on a chip units (SOCs) for the mobile computing and automotive market. In addition to GPU manufacturing, Nvidia provides parallel processing capabilities to researchers and scientists that allow them to efficiently run high-performance applications.
Lightmap “HDR Light Studio” is best known for creating studio style lighting – especially suited to reflective materials which are difficult to light. Procedural lights can be precisely controlled and positioned to create a wide variety of lighting effects – be it a perfect softbox or a soft reflected lighting effect.
Since 2005 Hum3D helps 3D artists from more than 80 countries save their time and create stunning works in the field of cinema, video games and visualization. At the store designers can find 3D models of any epoch. Hum3D studio successfully works with leaders of advertising and gaming markets.
Vizpark creates and develops powerful and easy to use 3d models and tools for architectural visualization. Before you decide to buy a product from VIZPARK, you can check out the free models to see how they work for you. These free models are meant to show which parts are included in a product (3d model formats, textures, scenes). This way you can check if your software is compatible with the VIZPARK products.
The Maxwell Zone website is a hub of useful information and content specifically created for Maxwell Render. You will find here a plethora of both free and paying content such as tutorials, materials, ready-to-render models and scenes, textures and anything else to make your rendering activities with Maxwell as pleasant, efficient and beautiful as possible.
3D Models and Textures for architecture and interior design.
Anita is based in Belfast, Northern Ireland and is the founder and owner of Anita Brown 3D Visualisation. With an Interior Design background, she has 5 years experience working with Maxwell Render and SketchUp to create visually captivating photo-real interiors for the Interior Design, Wedding Planning and Event Design industries. A selection of Anita’s photo-real interior renders were showcased at Grand Designs Live in London and she has had numerous expert articles published in 3D World Magazine.
Xpert Tip: Due to the various settings, available in Maxwell Render for Maxwell Grass, it’s possible to produce very delicate strands that look like fur, in no time at all. Perfect for cushions and rugs!
Artem came originally from the Film and TV industry. Throughout the years he has delivered creative solutions for some of the major brands out there, focusing primarily on the FMCG, F&B, Entertainment, Design and Marketing industries. Currently a Managing Creative Director at NiCE2 in Singapore, Artem is focusing on elevating brand experiences. He is actively working with AR, VR, 360, digital and other media platforms.
If you’ve got any questions regarding his visuals or techniques used – please feel free to ask – he is always open to sharing his experience!
Xpert Tip: From basic to complex. From generic to specific. Maxwell Render has an extremely logical material creation pipeline. This is unique among other render engines. The Maxwell Material Editor allows you to build materials layer by layer just like it would in real life. It, basically, encourages you to focus first on your main attributes, like color, or base roughness, and work your way up – by adding extra details, like scratches, decals, coating, cavity, dust, and what not.
Carlo Alberto Dana has had great interest in 3D CGI and architectural visualization ever since his architectural studies at Politecnico of Torino. In 2006 together with two partners he founded his Segnoprogetto S.r.l. company, specialized in advanced 3D visualization (still images – movies) and real time 3D web apps with AR & VR. He is also a co-creator of Udine 3D Forum in partnership with Confartigianato Udine since 2011 . The Udine 3D Forum is an event dedicated to all 3D, digital imaging, design, and 3D printing enthusiasts.
David started working in the world of Fine Arts over twenty years ago. Years later he decided to change the brushes for technology and become a 3D modeler. Over the years, he has taken a passion for modelling and has devoted himself completely to 3D world. David’s specialties are: modelling, texturing & lighting. He works in several sectors – animation, film, ArchViz, games and advertising.
Xpert Tip: I use the plugins for SketchUp and 3dsMax only for testing purposes, but I always do the final rendering within Studio because it provides full control of all the parameters, including textures and lighting. I would recommend users to give Maxwell | Studio a try, as you can import/export from most 3D platforms even if you don’t have the respective plugins.
Federico started his independent job experience in 2005 as a freelance designer. In collaboration with Alessio Zampolini, he founded his own design studio in 2009 in Florence, Italy. Un-real Studio creates original and innovative products, through the development of transversal projects connected to all the business sectors of design, retail, interior, communication. Un- real is also an Authorized Training Center which offers two different professional services – 3D computer graphics training and training to applications with high technological content such as parametric 3D modeling, advanced rendering, lights simulation, 3D animation.
Xpert Tip: I love the Maxwell “Multilayer” Material structure. With great simplicity, you can create a single material, with a different layer, where it’s possible to diversify the surface finishes, integrate some lighting, and control the holes, starting from a texture. A very useful way to obtain high-quality complex materials with a low impact on render times.
James co-founded Wonder Vision in 2010 after graduating in Product Design and Technology from Loughborough University.
James has always been a keen photographer, an interest that when married with Maxwell Render provides the perfect platform for creating Photoreal™ CGI across the Product, Automotive and Architectural sectors.
James is involved in the creative CGI production at the company and over the past 10 years has delivered CG campaigns for brands such as Triumph Motorcycles, Burberry, Sony Entertainment, Kenwood, Clarks, Lexus, Unilever and Ferrari.
Xpert Tip: When using additive layers for low roughness clear-coat effects (plastic, wooden floor, etc.) it is important to set the proper reflectance falloff for the material. Once you have set the roughness for your additive layer, you need to enable the Force Fresnel checkbox and set the Nd to a realistic value. For most acrylic clear-coats a good setting for Nd is 1.491.
After graduating with a 1st Class degree in Product Design and Technology at Loughborough University Joe co-founded Wonder Vision. Since then Joe has been pushing the boundaries of photorealism across the product, luxury and automotive sectors.
Wonder Vision is a rapidly growing team of creative artists setting the standard of CGI production. Driven by a shared vision and desire to craft stunning CGI, Animation and VR experiences that engage and inspire.
As Creative Director at Wonder Vision, Joe has delivered stunning Photoreal™ projects using Maxwell Render for brands such as Triumph Motorcycles, Burberry, Puma, Foster + Partners, Sennheiser, Adidas, Joseph Joseph, Velux, Ferrari and Thomson Reuters. and Ferrari.
Mattia is an Architect working as a freelance artist since 1999 for small studios providing wide-spectrum task-based visualization digital services ranging from archviz, to custom 3d modeling, to survey and reconstruction. He initially used LightWave but eventually switched to Modo in 2005, and he has been using Maxwell Render since the beta version. He currently uses Maxwell extensively on almost every project he works on and he has completed around 400 projects so far with the software.
Being “physically correct” does not mean you can’t use some tricks, right? Architectural Photography itself makes wide use of light sources that actually do not belong to the project, especially when shooting in interiors to fill the shadows or produce highlights on shiny materials. As digital photographers, we have some additional freedom degree and can actually use invisible emitters. A typical situation when you would use them is when you are dealing with a night interior where the primary light source are ceiling spotlights, that cause a lot of noise.
Michel Manfredi is a professional photographer with more than 25 years of experience in general image (photography, graphics, 3D …). He describes himself as a 3D photographer.
In his work, Michel applies lighting techniques used in “classical” photography. He has worked for major luxury brands and advertising agencies, in the fields of automotive, jewelry, cosmetics.
Michel lives in France, in La Rochelle, a beautiful seaside town on the West coast. He offers his services remotely to agencies, photographers, and more. He also offers custom Maxwell Render training to Cinema 4D users.
With a background in graphic/UI design, Mihai started diving into 3D and rendering over a decade ago and has been doing product and archviz for a number of years. He is a Maxwell user since its early beta days in 2004. From 2009-2015 Mihai worked for Next Limit Technologies where he was responsible among other things for quality control and testing of Maxwell Render, and collaborating closely with the development team on the implementation of new features and workflows. Now he runs the site MaxwellZone – a hub of useful information, materials, models and other goodies related to Maxwell Render.
Xpert Tip: In the real world, almost no material is only diffuse. It always has a bit of reflective specs, or wider soft reflections. Use an additive layer to mimic this and play with the roughness and layer weight parameters.
Mirče studied architecture where he discovered his passion for visualizations. He tries to take the skills learned from archviz to the field of product visualization and lately also VR. Mirče has 10 years of experience and has worked on a variety of projects, some of which can be seen on his website.
Raul Valverde is a multimedia artist based in New York. His projects are mostly context-specific and often involve the use of appropriation, illusion and irony.
Raul Valverde received a BFA from Complutense University, Madrid, an MA from London’s Central Saint Martins College of Art and Design, University of the Arts, and an MFA from SVA, New York. Since 2011, Raul Valverde teaches new media, video and photography at the Fine Arts Department of the School of Visual Arts in New York City.
Rob is Creative Director at a boutique VFX and animation studio, working across print, film and TV. As well as being a regular writer and contributing editor at 3D World and 3D Total, he is also often found presenting at various events, such as FMX and THU.
Roch is an experienced user who has been working with Maxwell Render since 2005. He is part of the Maxwell Render beta testing team. Roch is also a certified trainer and a well-known face in the French Maxwell Render community.
Tobias Nientiedt is an international awarded art director and CGI artist from Hamburg, Germany, where he is Head of CGI at Scholz & Friends, the largest German advertising agency network. After studying Communication and Media Design at the Marquardt Advertising Academy in Dortmund, he began his career as an art director specializing in CGI and image creation at a number of agencies such as Ogilvy & Mather or Leo Burnett.
Tobias is more passionate about images and creation than technology. CGI is simply his preferred tool to realize his ideas independently, quickly and effectively, in particular Maxwell with its easy to use and physically correct approach. Tobias sees himself less as a 3D operator and more as a creative with the skills to successfully execute his ideas.
Xpert Tip: I find the “ghost material” very important – to be able to have an emitter that has no influence on other emitters or objects (like shadows for example) when you switch it off via Multilight. In this way, I can render especially cars in one rendering and do all exposures I need afterwards via Multilight.
Toni is an extremely talented and experienced CGI/3D Artist dedicated to Architectural visualization and Product visualization. He is an expert modeler and texture artist and his main tools are 3ds Max and Maxwell Render. Toni lives and works in beautiful Barcelona, Spain, and provides visualization services as well as distance/online training.
Wieger is the lead artist and founder of FISK-imaging – a boutique post-production studio. The studio specializes in high-quality CGI and Photoshop work creating stills, matte paintings, fluid simulations and animations. Wieger has more than 25 years of experience in the field of digital imaging and post-production. He has worked for many international companies, photographers and artists over the years and has become one of the leading artists in the business.
FISK-imaging also organizes workshops, training and seminars in collaboration with its business partners.