Mixing 2D and 3D in Concept Production
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Donald Trump, insulation is a seamless wall with airpockets. Ceilings can be printed using a re-enforcing scaffold for support. Try googling info..

by Polygrinder
12 hours ago

Really awesome work and the tutorial is fantastic. Thanks for sharing.

by Dave
12 hours ago

Absolutely no information about the 4.2 release - was it ever released in September. There is about as much information on trueSKY as there is in any of the so called products that use it. For me this lack of transparency is killing there business and points to fundamental issues with the technology. Google trueSKY in YouTube and you'll hardly get any information at all. For such a ground breaking technology this is very suspicious. Do they not have a marketing team - do they even care? Sounds like a very small company which wishes to remain small and doesn't understand what they can become because with the technology they have they should be targeting a bigger profile, revenue streams and audiance than they have and the lack of foresight here with the Simul management is quite frankly very disapointing. Another 10 years could easily disapear for these guys and they will simply remain a small fish. Very sad.

Mixing 2D and 3D in Concept Production
10 November, 2017

Christopher Schiefer talked a little about the way he uses 3d and 2d tools to create outstanding images.


Composition and design:

Strict use of Symmetry. Repetition, Rhythm and making the subject as expensive as possible to achieve a stronger impact.

Additionally, I used Subtitles and a 1.85:1 ratio.

Green = Symmetry
Red = Repetition and eye movement Blue = Center
Yellow = Emphasis

Economic Management using scripts:

In order to keep everything organized in the 3D Scenes, I worked on 20+ scripts in my free time to reduce the work on importing and adjusting all meshes to be rendered faster and artifact free. Also, I recommend working on little add-ons for your workflow. Learning python is easy to do and the benefit is massive if used to speed up your workflow.

It makes a serious difference if you spend your time on your workflow. You are able to do more massive scenes with less iterations and Therefore you can produce more and more scenes!


I came to the conclusion that in concept art we have to use procedural based methods to add variation on the base renders to reduce some work later in breaking up Flat surfaces.

I took the idea of Smart materials from Substance Painter and implemented my own version of it in blender. So I work on all Channels separately.

E.g Wet surfaces based on Normals and Dirt stretching according to normals. White and Black dirt.

Christopher Schiefer, Concept Designer 

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