Interview with Krzysztof M. Kundzicz from Evermotion

Interview with Krzysztof M. Kundzicz from EvermotionIn this interview we were asking questions the founder of Evermotion, Krzysztof M. Kundzicz. The questions were pointed on the group, they products but also on the future of this fabulous group of CG artists. Evermotion was founded in 1998 in the Polish city of Bialystok. From that time the portal unites CG fans and Professionals and become one of the largest CG resource sites in the world. They are well known for their high quality models from the Archmodels series where they already broke the release of more than one hundred different packs. Moreover Evermotion started the developing of their renderer with the name NOX render and recently started a new website “http://evervfx.com” with a showcase of services which they can provide.

We would like to say a big thank you to Evermotion and his stuff for answering all our questions and making able this interesting interview.

Moreover Evermotion by this ocasion started a promo with us where you can get 100 Partner Points by any order at Evermotion. If you want to know more about the condition to get 100 Partner Points folow this link.

 

Q: Evermotion as a group exists from 1998. What was behind forming this kind of group focused on 3D graphic?

A: The willingness to create animation arts led us to create Evermotion. Each of us is passionate about movies or 3D film effects. The desire to exist in the industry was quite strong, and in fact it never weakened.

 

Q:  What changed most in Evermotion as a group and what in the scale of products and services you offer since you started?

A: Our collections are the base of financial background. Services are a fairly new market for us, but we also try to cut off some of that pie. We constantly improve the qualifications of our team, so the technical level of our products all the time climbing to the top. We also create animations to mainstream games. We serve fairly large companies with global reach, this allows us to accumulate funds to finally create our own 3D movie.

 

Q: What was the break-point for Evermotion in enforcing itself in the market?? How hard it’s to break in to the CG world?

A: Each day is a breakthrough for us and every day is a fight for customers. We have to widen the offer all time to satisfy most of 3D graphic designers. But the most crucial moment in the company was realizing how much savings we bring to companies buying our models. For example - if realistic high poly model of the tree is 2 days of the work, and the customer can buy it from us for about 25 euros, where he will find so cheap labor, who wants 25 euros for 2 work days? : D   For us it's not only to earn the money on the sale of 3D objects, but above all bring real savings to our customers.

 

Q: At Evermotion website you wrote that you looking for people to your redaction team. It’s really enough for you that the future redactor has some time and know English? What are your another exceptions?

A: We are looking for talented freelancers in every area - 3D modelling, rendering, animation, the creation of tutorials, etc - whatever our community expects.

 

Q: You are offering a large scale of products from model collection to software. How big is your team for this segment?

A: We have several wonderful and talented artists working on site and several freelancers - together we try to give something to our community - but do not measure our successes or failures of the market shares - just want to work honestly at your brand.

 

Q: Your products are available in all kind 3D applications, do you need that the members of your team know different kind of 3D applications or you have specialist for single software?

A: Each of our graphic moves smoothly in 3D software - but everyone has their favorites, so you do not "strangling" preferences we let them free to specialize in software or technique.


 

Q: How long does it takes to put together this kind of product, for example Archmodels? Do you have a team of people just for this product line?

A: It depends on the topic of collections, and also the complexity. Creation of collections of food takes very long time, and only one person specializes in that. Testing shaders to create a model which look really appetizing, takes many hours. Such models are easy to destroy - and when they are no well-made they look like plastic food. That kind of collection arises even a few months, while the furniture and chairs are made fairly quickly. Sometimes during converting models, work people who specialize in specific software.

 

Q: Do you use by making your products certificated Hardware for 3D applications like Precision Workstations from Dell?

A: We have, of course, Dell stations - but are tailored to our needs and requirements of the D-tech.

 

Q: On the market are a lot of companies offering similar products like you. Where do you see your competitive advantage?

A: We focus primarily on the quality and width of the offer. Every now and then we get an idea how to improve our models and our customers reduce the time spent on the execution of the visualization. We introduced a uniform studio for testing shaders, and try to eliminate problems arising from the scale of objects, to could say someday that our models are "put and render".

 

Q: What are your plans to the future?

A: We want to introduce more "off“ and artistic activities, give our community more contests. We would like to develop our rendering engine NOX, and we are working on our artistic videos which I hope in next 1,5 years will see the daylight  J

Courtesy of Evermotion

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