Interview with Mike.vyzn

Tell us a little about yourself, who are you and what do you do?

My name is Mike Obrycki & I create 3D renders.

Have you always been into digital art? Did you do anything before getting into 3D?

I got into digital art this year and have been learning blender for about 5 months now. Prior to this, I was doing a great deal of photography and videography. Before that, I was an audio engineer & music producer for about 10 years or so.

Wow, you’re doing great for only been doing this for 5 months. Do you think your background in photography and video has something to do with your fast progression?

I think photography most definitely helps when it comes to understanding composition, color, exposure & post processing.

What is your biggest source of inspiration for your renders?

The outside world and nature are some of my biggest inspirations. I also find a lot of inspiration from Pinterest. I always feel like I’m creating places I’d want to go to.

Most of your works feature cosy forest scenes. Are they based on places you’ve visited before or are they all places you’d like to visit?

Most of my renders are not based off of places I’ve been. More so places I make up in my head. Places I’d want to be.

What do you find the most challenging when creating your renders and how do you overcome this challenge?

The most challenging part of the render for me, is getting past the blank canvas stage. But just continuing to create and push past that, enjoying the process is really helpful. Once I get things blocked out it’s pretty smooth sailing from there.

I am sure a lot of people will recognize the “blank canvas” stage. How do you push through it? Do you start modelling something or place assets at random until you find something that clicks? What’s the best way to enjoy the process and not make it feel like a chore?

Usually to get through the blank canvas stage, I either model an asset or download an asset just to get something in the scene to get my brain moving and a vibe started then I tend to do a lot of sculpting which can really go any direction. That’s where I can start to think how the environment might look around the asset if I was there in real life.

At this stage there’s really no “right” or “wrong” , I just enjoy the process and see where it takes me even If I have to restart a few times, it’s really what starts to set me in the right direction and is the biggest factor in pushing me past the blank canvas stages.

To avoid feeling like a chore I like to put on some good music and just enjoy the sculpting process and I know in the back of my mind once I get that worked out everything else starts to fall together. Reference images can be really helpful for environment ideas.

Do you make assets yourself or do you get them from a marketplace? For free assets, which site would you recommend?

I model my own assets at times if I want to take the time and I’m inspired to do so and also download assets as well. It’s about 50/50. Sometimes it’s nice to just throw in an asset and work around it but there’s also a great feeling of accomplishment when I model it all myself. Sometimes I will download an asset to use as a placeholder to build my environment around then replace it and model something myself after I get the environment all set up.

Cgtrader, sketchfab and BlenderKit have some pretty good assets for free.

If you had to give just one art advice, what would it be?

My biggest advice is don’t compare yourself to others. Make the art you like to make and enjoy the process. Everybody is at different steps in their journey and we are all our own artists.

Don’t let the validation of others,or the lack of, deter you or influence your art. Just keep creating and stay authentic. & practice practice practice. It every render you make is gonna be amazing, no matter how experienced you are. You can learn something from each render though!

Where can we find your work and how can people get in touch with you?

You can find my work on Instagram @mike.vyzn for my 3D renders and @mtocreations for photography

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