February 5th, 2018
As millions of gamers are taking their first steps in virtual reality (VR), we want to find out more about the people creating awesome VR experiences. This is why we'd like to introduce Oliwer Svensson (@oliwervik) to our 3D designer community. Oliwer is the Art Director at SVRVIVE – an independent VR game development studio known for making great games with immersive environments. In this interview, he shares his insights on developing transformative games, 3D modeling and the VR industry.
January 26th, 2018
Dekogon Studios is a collective of top artists in the gaming industry. We got the chance to talk to its founder, Clinton Crumpler, who told us what Dekogon is focused on now and shared some insights about the 3D modeling industry.
April 24th, 2017
Could you, please, briefly introduce yourself.
My name’s Nicole, I’m a CG character animator with a background in music. I just finished working on Raising a Rukus, a VR film at The Third Floor, that was released March 27. I've also animated at Penrose VR, Nickelodeon, and did both Disney and Pixar’s summer animation internships while I was a student at Academy of Art University. In my spare time I’ve been working on my own indie short films and TV shows, and playing music in my band.
March 20th, 2017
Elizabeth Henning from University of Virginia is awarded CGTrader scholarship
In the fall of 2016 CGTrader has started its first ever CGTrader Essay Competition inviting students from the U.S. to submit their essays on the topic “The Future of Virtual Reality: On the Footsteps of Changing the World or on the Brink of Failure?”. Out of all the submissions, CGTrader representatives has chosen the submission by a 19-year old Elizabeth Henning from Virginia Beach the best essay and awarded $1,000 in cash prize.
March 20th, 2017
An essay by Elizabeth Henning, CGTrader Scholarship winner
Virtual reality is defined by Merriam-Webster as “an artificial environment which is experienced through sensory stimuli (as sights and sounds) provided by a computer and in which one's actions partially determine what happens in the environment”. While it is considered a recent phenomenon, the concept has been around for much longer than most people would think, dating back to the 1950s. “Virtual reality” was applied in different ways: flight simulators for the military, special effects in Hollywood blockbusters, and additional products for video game consoles such as Nintendo’s PowerGlove.