Interview with Professional 3D Artist Ryan Silva

One of my favorite artists is Ryan Silva. His style is very unique. He creates 3D environments that are gritty, grimy, super detailed and I love everything he makes.

I interviewed him to learn more about his process, favorite plugins, the way he uses VDBs in his work and his thoughts on AI. Let’s dig in!

Pixel Lab VDB 3D Artist Interview Ryan Silva

(Check out our Cloud VDBs seen in this render here)

Tell us about yourself! What do you do?

My name is Ryan Silva. For the last 3-4 years I’ve been splitting my time between the roles of freelance Video Editor and 3D Generalist.

What is your background? How did you learn motion design/3D art?

I was a fledgling musician for 6 years, became an audio engineer and learned video editing and photography along the way. Video editing led me to motion graphics, which eventually took me to 3D programs like Cinema 4D. Although I was using C4D professionally, it took me about 4 years of learning and futzing around before I could make the art I saw in my own head.

Pixel Lab VDB 3D Artist Interview Ryan Silva

What type of work do you like to create?

Environmental Concept art generally. Specifically, anything that allows me to endlessly fixate on details. Haha. The first thing I tried to create in 3D was the obligatory back alley in a rainy city (Noir or Cyberpunk if you like).
 
One of the first things I noticed (while walking around in the city I live in) was just how many layers of grime, graffiti, and debris build up over time. As well as the non uniformity of sidewalks and roads. I found that a challenge to recreate, and it took me a couple years before I could make something I was happy about.
 
I also enjoy making medieval and fantasy art. I spent much of high school playing Dungeons and Dragons so I did a lot of time gazing at wonderful art by guys like Jeff Easly and Larry Elmore.

What software and plugins do you use most?

For concept work my work flow is like this: Cinema 4D is where I build the scene and model assets. I also use pre-made models from Kitbash3d and Quixel. I then export individual assets to Quixel Mixer, re-texturing and adding details.

Then back to Cinema 4D where I use Octane Render to light and render and add fog/mist if needed. Finally in post, I import about 8-10 rendered layers to After Effects and do my color and post effects work there.

Tell us about how you use The Pixel Lab VDB assets?

For city scenes I use the VDB clouds for the sky, as well as for interesting mist at the ground level. Fire and smoke VDBs for medieval and fantasy work.

(Check out our Atmospherics VDBs seen in this render here)

What is your process for using VDBs in your designs?

I usually don’t start placing VDBs until near the end of my process, unless it’s a foreground element. In those cases I’ll use a low res VDB to make sure I can still evaluate things quickly.
 
Before I render I lower the step length setting for each and export masks for each. Then in After Effects I take those masks and add more detail using noises.

Is there anything you don't like about VDBs?

File management can be intimidating for some of the high res VDB animations. Thankfully for most of my work I’m only using one frame of animation, but if you need detail and are impatient with simulating it yourself, it’s the only way.

Pixel Lab VDB 3D Artist Interview Ryan Silva

Any tips for people who haven't used VDBs yet?

Learn your render software’s volume settings, think about if the volume is going to soak up light or block it and learn how to translate that in your settings.
 
(Learn more about VDBs in this article)

What are your thoughts about the future of our industry?

I feel we are in the middle of major reckoning, I’m not sure where it’s headed but I would like to see more unionization in the CG based industries.

What are your thoughts on AI? Is it going to take all of our jobs?

Pragmatically yes, I think AI will slowly start to replace certain roles in the pipeline. I think there are places where AI will quickly be utilized, like when the task is purely mechanical, and doesn’t require an artist to make creative decisions. Unfortunately, where that line is drawn will be made by investors not artists.

On a personal level I don’t have any issues with people using AI to make art, I do think it’s a little too soon for people to start monetizing generative art.

For me, the biggest bummer is having to label my artwork with “No AI Used”, it just reads so preachy. Thing is, I want potential clients to understand what I can do for them, so unfortunately it’s a necessity.

Pixel Lab VDB 3D Artist Interview Ryan Silva

What makes you most excited about the future of our industry?

At some point all rendering will be in real-time, I’m looking forward to that.

Pixel Lab VDB 3D Artist Interview Ryan Silva

Where can we find out more about you and follow you?

Thank you! You can find me on Facebook, Instagram, Threads, ArtStation and Twitter.

Pixel Lab VDB 3D Assets

I hope you enjoyed this interview with Ryan. If you want to use the same assets that he uses in his renders, check out our VDB Packs!

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