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!
(Check out our Cloud VDBs seen in this render here)
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.
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.
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.
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)
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.
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.
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.
At some point all rendering will be in real-time, I’m looking forward to that.
Thank you! You can find me on Facebook, Instagram, Threads, ArtStation and Twitter.
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!