An Interview with Janne Hellmann  About Janne Hellmann I 
am 30 years old and I have spent about half of my life involved in 3D. 
For a long time it was only a hobby. I served my apprenticeship as a 
carpenter but for a few years now I have worked as a freelancer on 
3D-Visuals.
 All of my abilities are self-taught because I have never been able 
to work through tutorials. I think I am a little bit too impatient so I 
just use trial and error.
 The Interviewcebas:What was your inspiration for these images?Janne: Itcebas:was for a job. My client has an online store for mechanical watches and
 had a photographer take pictures of his watches. The photos weren’t
 good enough so he decided to go another more flexible way. My client
 wanted to make an extraordinary online shop with a unique
 3D-configurator-system. With this system, you are able to configure
 your own watch. You can choose the hands, clock face, and the
 wristband. Then you get a realtime (prerendered) 3D-View of your
 selection and a 360°-turn with 8 singleframes so you could see your
 selection from every side. If you want to see it in action just click
 on the image below!
 
 Click on the image below to go to the website!
 
 
  What software did you use to create these images and why did you choose it?Janne: Thisis easy to answer. For about fifteen years, I never used any other
 renderers or other 3D-Software besides CINEMA 4D. I only ever wanted to
 do everything with CINEMA’s renderer. It worked fine, but if you truly
 believe this, I think perhaps you have never used blurry reflections or
 refractions, caustics or all of them together. Maybe all together with
 GI because you don't have enough time or you don't want to spend so
 much time. These nice effects that you have never used can help to
 create photorealistic images which is very sad I think.
 
 
 
 Then I saw something in a forum that was renderd with finalRender.
 Okay, I thought, nice, another renderer, like Maxwell and so on. But I
 decided to visit the finalRender website and what I saw there I
 couldn't believe. The renderings were so damn realistic. Some of these
 renderings had stamps with rendertimes on them. I took a look at the
 description of finalRender. The render speed... could it be true? No
 way! I thought that such a fantastic render speed would only be
 possible in 5 years, maybe, because the hardware would need a few years
 to become this effective.
 
 
 
 
  
 So I searched the web for finalRender and every time, I saw such
 wonderful rendertimes. I found out that Peter Hoffmann uses
 finalRender. I knew Peter from a forum I was always on. So I decided to
 ask him if all of this could be true. Sadly it took a few days until I
 got an answer. But in this few days I had already bought finalRender.
 :-)
 
 
 
 After a very quick installation, I started CINEMA 4D and took a look in
 the effects-tab under render settings. And there it was! finalRender
 Stage-2. What an impressive moment! Immediately I called a good friend
 so he could assist me with my very first tests. And we had so much fun.
 For about four or five minutes I wasn’t able to get one rational word
 out. Only stumbled thinks like "uuuhhh, ohhh, wwuuuhuuuuuu,
 yeeeehaaaaaaa" Okay, why? I created a cube with fillets. Cut a hole in
 it. Sunlight. Sphere inside. Diffuse reflections for the cube. Diffuse
 reflections and diffuse refractions for the sphere. GI. Started to
 render. And after three seconds it was ready! Three seconds! I had
 never seen this before in my life and these were only the standard
 render settings from finalRender. Then I took another look at the
 AdvancedRender for C4D using the standard settings. And what could I
 say? After 45 minutes I stopped rendering with an absolutely unusable
 result.
 
 
 
 And since this glorius day I have used finalRender every day for
 everything. And I must say it’s funny. A little bit dangerous too. The
 first thing I usually do is switch on GI because it’s so damn fast!!!
 But hey, you really don’t need GI in every situation. :-)
  cebas: How did you apply finalRender to achieve the desired effects?Janne:  In the majority of cases, I used fR-Materials or evenbetter, the new Architectural Material. With these materials, I have
 the possibility of adjusting them very exactly. Most of them are really
 simple to use. A little bit of bump, a little bit reflections. There
 are a few materials that are really complex, like the clockface in the
 image below for example. It was really hard to do because it has so
 many attributes. But with finalRender it was doable. The whole time I
 tried to keep the materials and the scene-setup as simple as possible.
 For a single image, it wasn't quite hard, but doing this for the
 360°-turnaround, was sometimes really nerve-racking and I had to fill
 the scene with some reFlection-planes and some additional specular
 lights.
  
 cebas:
 What features helped you achieve your goal and why?Janne: Ithink it’s the amazing quality. With finalRender, you have the
 possibility to adjust the quality very very exactly. It’s simply
 amazing. The fantastic speed, especially with GI was also helpful. With
 this, you develop a real play instinct because it’s so fast.
 
 
 
 
  
 One thing I really noticed was the quality of the bump. This is really
 amazing. It is so clear and accurate. It makes it a lot of fun to use.
 In most cases, you can’t tell if it's only a bump or if it’s modeled
 and with this, you can save a lot of time.
 
 
  cebas: What was the most difficult aspect of this project and how did you solve it?Janne: Themost difficult aspect was absolutely the plane objects of the
 clockwork. If you have nice round, organic, objects, you'll get very
 nice reflections but if you have lot's of plane objects, it's really
 hard. In one view, everything is quite perfect. It looks like metal. In
 the next view, where the object just turned two or three degrees, it's
 black because there isn't anything to reflect.
 
 
 
 One way to solve this problem is to use blurry reflections but in some
 cases you can’t use them because the metal must be blank. Here you
 could go several ways.
 
 
 
 
  
 One way is to place a plane in front of the clockwork. Give it a
 finalRender-Object-Tag and tell it to only be visible to reflections.
 It is important that you define a texture in the illumination channel.
 This will result in some nice reflections. This way is good if you have
 clockwork with many diffuse reflections. If you had one with clean
 reflections, it might be better to use only a white self-illuminated
 plane. If you are careful not to make the plane too big, it is possible
 that there would be some reflections from the side and this could
 produce some really good results.
  cebas: Can you take us through a step by step overview of your workflow and pipeline?Janne:  The best thing at this job was that I was able to deconstruct every single watch!
 My workflow changed from watch to watch once I found the perfect
 procedure. I shot many photos in the same position. I removed some
 pieces and shot a photo, removed some pieces, shot a photo and so on.
 Then I printed every photo out to DinA4. With this, I got a nice little
 flip book. Every single piece I removed, I put into a little bag and
 numbered the bag. Then I numbered the sheet with the photo. Every
 single piece got it's own number and I added this number on the sheet
 too.
 
 
 
 
  
 I scanned every single piece of the clockwork and underlayed the
 scanned images in MOI. MOI is a very simple but accurate and powerful
 Nurbs-Modeller.
 
 
 
 
  
 Then I took a digital measuring slide and started to measure a piece. I
 then assigned my measurment to my model. After finishing a piece of the
 clockwork, I imported it into CINEMA 4D. It's better to give every
 piece it's own color because when you have about 106 pieces, it is
 possible that you could lose control. :-)
 
 
 
 
  
 
 
 Another very very important thing is that you work with extreme
 accuracy. If you aren't accurate, you will have many problems doing
 something like clockwork. If you have 106 pieces that aren't exact you
 can imagine what would happen.
 
 
 
 
 
 
 
 
 
 
 
 I've modelled the watchcase with CINEMA 4D because in the majority of cases I needed some smooth organic shapes.
 
 
 
 Most of the wristbands were devloped in CINEMA 4D too. I even decided
 to model the stitching because if my client ever wanted to make a
 poster or do something else with these nice watches, I can easily
 create absolutely perfect images without having quality losses.
 
 
 
 After modeling, it was best to create a scene set-up. The most
 important thing was the light-setup. A good way to do this to light the
 untextured model. This allows you to see how the light works and if the
 shadows are good.
 
 
 
 
  
 The lighting in my watch-scenes is pretty simple. There are only 4
 Omni-Lights with area-shadows and a HDRI-Map mixed up with another
 image for the reflections. Thats all. In some cases I added some
 additional specular lights for the wristbands and a few
 reflection-planes for the clockwork.
 
 
 
 After that I could start to create some nice little materials.
 finalRender has everything you need. It is really a pleasure to create
 some materials with it. It's really fast and clean. The new
 Architectural Material is great!!
 
 
 
 Fast interpolation for Reflections and Refractions. My dreams have come
 true. Now you have everything you need to create real looking materials
 in a fraction of the time it took before.
 
 
 
 
  
 I decided to create the clockfaces in CINEMA 4D too. Normally, you
 would take something like Adobe Illustrator I think but I don't have it
 so the easiest thing for me was to do it in CINEMA 4D.
 
 
 
 
  
 You could work in Photoshop also by creating everything as real
 objects, laying them on top of each other, and rendering it in the
 topview. Using this method, you are able to create textures in every
 size you need and you are able to create bumpmaps, specularmaps, and so
 on. Just give it the material you want; a light grey material for bump
 for example or a nice colored one for colormaps. Another nice thing is
 that you can continue to work on the created objects. With this
 procedure, you can be sure that your texture fits your object.
 
 
 
 
 
 
 
 
 
 
 
 
 
 Rendering was a very intresting part too because I had to render most
 pieces as single-images. After rendering, the images were put together
 online in the shop. It was a very clean and accurate collaboration
 between me and the advertising agency and this fact I have to owe to
 finalRender.
  cebas: What was the most fun or rewarding part of this project for you?Janne: OhClick on the image below to see a larger imageman, I really wouldn't be lying if I said that the whole project was
 really fun. And this project was the start for me and finalRender. I
 bought finalRender only a few days before I started on the watches and
 that means I only got a few days to learn fR. But it was absolutely no
 problem. The learning curve of finalRender is really great! You can get
 very very nice results in a very short time. If you have an idea,
 you’ll be able to realize it with finalRender. Sure, it was a litte
 risky to start a really big project like this with a new software that
 I had never used before but retrospectively, it was the best decision I
 could have made. If you "must" learn a new software, you will do it.
 
 
 
 But I think the most fun is to see the increase of the quality. When I
 take a look at my first watch-renderings, it’s terrifying and I thought
 the first renderings were really great. And many others thought it too.
 But when I take a look at the actual and final renderings of the clock,
 it’s really great. I learned so much during this project.
 
 
 
 But ok, you asked about the rewarding part.
 
 I think it was the wristbands because it was a lot of fun to create
 them. I got really nice, realistic results, and it was a pleasure to do
 that. One nice thing was the diversity of the wristbands. It was really
 a lot of fun to see the inventory grow.
 
 
 
 
  cebas: What was your deadline for this project and how did finalRender help you achieve it? Janne: Icebas:didn't have a fixed deadline for this project. My client attached
 importance to the quality, not to time, which is really rare! But, I
 must say that the workflow with fR is really great and it helped me a
 lot as did the render speed combined with the amazing quality.
 What projects can we expect from you in the future? Janne: Thewatches will grow. My client will change his range of products and that
 will mean there will be some new watches. Then there will be many
 Arch-Viz images, most of which I do for a carpenter. I will also be
 doing more product shots.
 
 
 
 At the moment, I am also creating a new free model-database with the
 focus on quality. There will be many fR-optimized models with most of
 the models able to be used in Arch-Viz. All of these models will be
 ready to use in C4D. Just download, load it into CINEMA 4D, place it
 and render it. If you want to visit the site, just click on this link www.cg-vitality.de
 
 
 
 It will take some time for the site to be fully complete because I have
 a lot to do. If you don't care to visit day after day, you can
 subscribe to my newsletter. That way you will be notified when I launch
 the site.
 
 
   cebas would like to personally thank Janne Hellmann forparticipating in cebas' "The Making of..." Artist Interview Series.
 Stay tuned for more inside information from some of today's most
 talented artists.
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