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AXYZ Studios: innovation, the convergence of games and architectual visualization, and populating stadiums with 3d models of people
14 Feb 2018
AXYZ Studios: innovation, the convergence of games and architectual visualization, and populating stadiums with 3d models of people
Interviews
News
Gone are the days of simple cutouts of people in
static architectual visualizations!
AXYZ Design studio is the leading innovator
in archviz, bringing high-end dynamic assets and software to professional
architects, the movie industry and everyone in between. In this interview, Diego Gadler, the CEO of AXYZ Design, shares his insights and experience in archviz, the blurring lines between games, VFX and archviz, and the huge potential of ANIMA – the first and widely used crowd simulator.
Tell us a bit about yourself and AXYZ Design.
I started working on CG during my studies in Argentina. I
got my degree at FADU UBA university of Architecture at Buenos Aires in 2000. Back then Argentina was in the middle of a big crisis, which eventually turned into an economical crash. Like many Argentinians who had Italian or
Spanish parents and a double citizenship, I decided to move to Italy and look for
better job opportunities.
I got great professional experience in a visualization
company located in Siena, Tuscany, where I discovered a passion for
photography. I remember taking tons of pictures of tourists visiting Piazza del
Campo that we later cut out and pasted in Photoshop to populate renderings.
Rigged 3D models by AXYZ Design
This was a repetitive and very exhausting task, especially when
clients decided to change perspectives and choose a new view point for the
project. We had to repeat the cutting and pasting process again and again...
One weekend, instead of going to Piazza del Campo again, I
stayed at home trying to model a 3D human figure. After many attempts, I perfected
my first workflow to produce high quality 3D human assets in a reasonable
period of time. In 2004, I opened the AXYZ online shop and started my business.
What makes your
assets stand out?
Since the beginning, AXYZ has been very innovative. At that
time there were no similar products or solutions on the market, and Metropoly
quickly became the industry standard.
The product was conceived to fulfill the real needs of many
people working on visualization. Moving cameras and repeated rendering was now
possible. The final result was a perfect integration of the 3D human figure
with the scene and lighting.
Some years later, I started a new project called ANIMA. In
2011, AXYZ once again became the first company in the market to offer a unique
tool for the archviz maker: crowd simulation. 3DWorld magazine has also defined
ANIMA as the first commercial product of this type, many years before the Autodesk
Populate tool.
Metropoly characters in 'New York Intersection' by Egor Goray and threedex.com, 2014
We wanted to always be one step ahead of everyone, and released
the first collection of scanned people way back in 2012. Offering scanned data back
then was considered “futuristic”!
Finally, last November, we released a new version of ANIMA,
which offers the first crowd simulation solution for the Unreal Engine and allows artists to
populate their scenes with stunning numbers of 3D moving people in very little
time.
Innovation and research of new techniques and solutions always keeps us “one step ahead”.
How does a high
quality asset, like a car or a person, impact the visualization?
I believe that the human figure is very important in
architectural visualization. It communicates scale, activates our senses and
perception of "inhabiting" a space.
During all of these years I've been looking for an answer as to
why, when we look at an architecture magazine like Domus, El Croquis, or
Architectural Review, human presence is almost non-existent. Every picture in architectural
photography seems unnatural, almost as if the photographer wanted to achieve something
artificial when capturing reality.
On the opposite side, CG artists are all trying to mimic
reality, and to do it right, they need to show realistic people. Our daily
mission is to develop reasonably priced and simple to use 3D people assets.
Scene by Mirče Mladenov
What problems do people face when using your assets in archviz?
Probably most of the support issues we get every day are related to
technical aspects. For this reason, we prioritize the development of ANIMA. The
tool aims to allow “non technical” artists to populate a scene with ease.
Archviz has many
subtle elements, and in some sense, resembles making a scene for a movie. What
do many novice architects or designers miss when working in this area?
Yes, every image an artist creates should be able to tell
something. When we look at a rendering, we should be able to see a story. And
to tell a story we need to have a method.
As in writing, you need to adhere to the rules of grammar,
and to see that each word and sentence, when joined together, create a nice story.
The same is true for a picture: you cannot populate it by simply copying and
pasting objects.
Every time we place a tree, a vehicle, or a 3D people in our
scene, we should try to make it speak and help us express something in our final
image. At the end, it's all about communication.
Novice visualizers often forget about this.
What do successful
architects and design studios do, as opposed to bad ones in terms of archviz?
The main different is how those successful CG artists are
able to write their own stories in their own style.
All of us use the same combination of tools, more or less.
The market has many good renderers and great assets accessible to everyone, therefore
the right way to make better images is to try to and add extra value based on
our artistic talent, to wake the senses of the person looking at our images.
'Working Hours' by Reinaldo Handaya
What major trends do
you see in archviz?
I think Archviz is evolving in two main areas:
On one side, we have an explosion of techniques and
technological improvements. In the last 2 or 3 years, the borders between
Archviz, VFX and Gaming have blurred and disappeared. There is a nice interchange
between these historically separate CG disciplines that makes the actual
panorama very interesting. Many Archviz artists are using gaming technologies
like Unreal Engine or Unity to develop interactive and immersive experiences for presenting and exploring a building. Game studios are working with architects to
develop more realistic and credible scenarios for games, while VFX compositing
and simulation techniques can be found in many Archviz videos.
On the other side, Archviz is getting more mature and
becoming a real Industry. To go from being a simple group of freelances to
becoming architectural visualization professionals, you need training in business
management and be aware of legal terms and issues, contractual relations and
copyrights. Nowadays, it is super easy to share images, 3D assets and
animation on the internet. At the same time, it is very hard to protect your work
and trademarks.
ANIMA 2.5 Demo Reel
Do you have any tips
for someone who might be interested in creating assets for archviz?
What I can say for sure is that any asset you want to create,
you should create with passion. We usually start modeling things that we love:
someone draws cars, people or animals, while others create architecture and
buildings.
In my case, I drew human
figures ever since I was a boy and, after 40 years, I'm still drawing human figures.
In the end, our job is basically a mix of hobby and
business.
You have recently
released a new version of Anima, tell us what it does.
ANIMA 2 came to the market in June 2016 and, after several
updates, has been acclaimed as the best solution for easily creating stunning
3D character animations in very little time.
Since version 2.5, ANIMA became the go-to software used
to populate scenes, mainly due to the introduction of Metropoly Ready-Posed
model support for still imagery. ANIMA users don’t have to worry about material
conversions, texture optimization and can save time on other routine tasks.
ANIMA automatically manages all of this and supports most widely used render
engines available in the industry, such as: V-Ray, Corona, F-Storm, Octane,
Arnold, Redshift, Thea, Mental Ray, Maxwell.
In November 2017, we released ANIMA 3, the first Archviz
population tool available for Epic Unreal Engine, 3ds Max and Cinema 4D to help
architects, designers and 3D professionals bring hundreds of realistic 3D
characters into their scenes.
Crowds demo by AXYZ Design
Archviz used to be
very static. With ANIMA, populating beautiful moving archviz projects is almost as easy as playing a game of Sims. Do you see more architects
producing dynamic archviz projects?
Yes, ever since 2011 and with the first release of ANIMA, I
was convinced that Archviz animation was the future. The key was creating simple-to-use
3D Human animation software, with which any artist, no matter how new and
untrained, could in a couple of minutes generate scenes which would have taken
multiple artists weeks to accomplish in the past.
Maybe it was a bit early at that time to imagine any archviz
artist doing animations, but now, with real time renderers, fast processing
CPUs and GPUs, animation is within anyone's reach.
The market yearns for animations and VR experiences,
so it is time to calm your “anima” (Latin for
soul) and prepare for the future! Since the release of ANIMA 3, and
with the introduction of the plugin for Unreal Engine, producing “traditional”
animation or modern immersive VR is at your fingertips.
ANIMA V3
We’ve seen some cool
visualizations with 3D characters and crowds moving, clustering, climbing
stairs, riding escalators, avoiding each other, and navigating difficult
terrain. How much research went into simulating the character movement? What
variables come into the AI simulating character movement and interaction?
Research is the base and starting point of every project,
it's part of our daily work. Experimenting and programming for hours just to throw
away tons of lines of code later is necessary and natural.
In our project we found everything on two types of research.
On one side, there is a formal and scientifically based research, full of
formulas, algorithms and abstractions. On the other side, there is an empiric
approach, based on the study of environments, using photos, videos and artistic
freedom.
Our end goal is to create visually attractive simulations,
and the best thing after a long period of research is when all those ideas start taking shape, you get the first encouraging results and say to yourself: ‘Yes,
this is going to work!’
How many different
characters and motions are available in Anima?
All of our Metropoly collections are already available in
ANIMA. We have more than 1,000 characters with infinite color variations. More
quality 3D people characters are coming along this year.
Besides, it is always possible to import your own custom
models and animate them with ANIMA.
TimeRide VR Breakdown
How important is
physically based rendering (PBR) in archviz?
PBR is
widely used in the gaming industry and has become the standard. We are also already working with PBR materials in ANIMA. It's the right way
to go if you want to “standardize” 3D content creation, ensuring that models
look the same with any rendering engine and in any lighting conditions.
Having said this, the main advantage of using PBR is that it limits
variables when creating Archviz projects. Without a PBR workflow, we would
need to go back to material edition each time we change lighting conditions,
and tweak them to adapt and respond correctly to the new setup.
With PBR materials we only need to concentrate
to the lighting setup. Our favorite tool for content creation is Substance Painter.
What unexpected uses
of Anima have you seen until now?
ANIMA was born as a simple population tool for Archviz.
However, we have a wide variety of clients from the diverse CG industries.
Something that has been great news was the use of ANIMA in Netflix’s “Cable Girls” for populating the backgrounds.
Another surprising use of our software was in the
development of TimeRide VR, a 15-minute tram ride through the old town of
Cologne at the beginning of the 20th century, before both World Wars.
TimeRide VR Cologne by Imagefilm
What was the largest
crowd ever rendered with the help of Anima?
There are two amazing projects that make us feel proud of
our work and products. The first one is the "Adidas -- Brazuca" Spot
done for Brazil World Cup by the talented team at STOPP! The second one is the
work of Luxx Studios for the VFX in the movie Independence Day: Resurgence, populating
Washington Memorial park with thousands of our animated 3d people.
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