Hello and thank you for accepting this interview.
Can you introduce yourself ?
Hi, my name is Zoran Gorski a.k.a. kizo. I'm a 35 years old designer doing 3d visualization for a living. Located in a small town of Rovinj (Croatia) where I live with my wife and kids and run Arscom Studio (www.arscom.hr) together with my partner Omar Skomersic. I consider myself very lucky as I manage to live doing what I like.
Hello and thank you for accepting this interview.
Can you talk about your career?
For me it all started from the early days. I was always drawing, painting and trying out various traditional art forms. When the time came I chose the architectural education but soon realized that's not what I really like so I finished my education as an industrial designer. After working in the industry for several years in several Italian studios I decided to go back to my quiet hometown and start my own business.
3D was mostly my passion but as things evolved it turned out there was quite some work in the 3D architectural visualization field so I focused on that mostly. As commercial projects always impose some restrictions, I made some personal work mostly by participating in online 3D contests and the results I had opened more job opportunities.
Thanks to internet and online collaborations I managed what I hoped for.....so we have requests and jobs from all over the globe while still living in a quiet small place.
Can you name a few projects on which you worked?
Talking about commercial work I divide it in 2 categories depending on the main goal of the product. The first (which I prefer) is work for investors...so producing marketing material as this offers us the possibility to push the visuals much further. The second category is architectural concepts usually done for architecture competitions. Here the work flow and goal is different.
But my personal stuff is what I like more.
What was your work flow up to now? What softwares can you use?
My main 3D app is CINEMA 4D by MAXON. All modelling and scene setup and texturing (bodypaint 3d) is done with it and rendered with VRAY for CINEMA 4D or THEA RENDER.
I occasionally use Maxwell or Fry. For some specific tasks we use NURBS modellers and mudbox for sculpting.
The work flow is a standard one. Depending on the input type, we either start from 2D CAD data or some provided base 3D models. After the scene setup the rendering part takes over and gets polished by some post on the obtained material.
How did you hear about Twinmotion®2?
I was informed by Ronen Bekerman a good friend of mine that watches the 3d scene very closely.
I was so intrigued by the presentation you provided. I must admit you did an excellent marketing job, the teasers and the anticipation is very well planned. I couldn't resist so I contacted your team to become a Beta Tester.
And what was your impression after your first day of use?
As usual my curiosity made me start using Twinmotion®2 without going through the documents provided and to my joy I managed to import some of my stuff with textures without any issues.
Also the parameters I found seem very self explanatory. This made me go and try to import inside Twinmotion a current project I worked on.
The 1st day I had my first house textured and I could walk around it :) (Ok I had to read the manual to get some better understanding) but this impressed me very much.
IMO the concept you developed is the right choice.... The app is very user friendly and offers a lot of power with simple control panels.
What do you think of the object library included with the software?
In all my works I always use a lot of vegetation so I was eager to see some in my first Twinmotion®2 scene. Having the assets library ready and using the "brush tool" to place the models on my terrain made it fast and fun. I used only the provided models and they were more than enough to get what I needed.
As it is always the case with assets, the more the merrier, so having this strong base I can only assume that the future will be much richer. I’m already considering the possibility to make some content to be used with Twinmotion®2.
What about import / export with Twinmotion®2?
As I mentioned, I had no problems importing my 3D models from CINEMA 4D to Twinmotion®2. I used the suggested .fbx file format and that worked nicely so I got the model with my diffuse maps already in place.
I had to optimize my scene, so I connected objects that share the same material and I also reduced the maps to a smaller size. This made my work inside the editor much faster.
What does Twinmotion®2 bring to your work and your projects?
Well it’s definitely a revolution in my current work flow and also it makes me question some aspects of it, like the number of images and the price of a single image or animation.
For example, having images at 3000px rendered under one second or 60 sec. animation rendered at 1280x720px @ 30 fps (1800 frames!) in 5 minutes or less makes a drastic change compared to the production times I'm used to.
Consequently the prices and number of material produced have a whole new dimension. I think this will make my clients happy and also provide more work for us. Especially interesting is the possibility to output the standalone where the customer can explore the project in real time!
What are in your mind the strengths of Twinmotion®2?
IMO the biggest strength is the well thought concept and the ease of use. Together with the "render" times this is a killer combination for any production environment. The asset library helps getting the job done even faster!
are the new features you would like to see in the future in Twinmotion®3?
What I’d like to see is some better navigation options, maybe also the possibility to navigate with a game controller, as I’m also a fresh user and I yet have to see trough experience. Still what’s provided for now gives me enough control.
advice would you give to new users of Twinmotion®2?
No special advice other than TRY IT! Among all the pros I mentioned, I have to say it’s also great fun to use.