3d Texture
3d Texture
3d Texture
OCULUS PAINTA
QUEST 3DCRAB
REVIEWED MODEL
PAGE 86 in Adobe
Photoshop
ISSUE 135
DISCOVER JUMP
ARTELLA
The project from the
INTO 3D
Learn the best way to
mind of Carlos Baena start your CG journey
MASTER ZBRUSH
MODELLING
Create stunning masks that you can 3D print!
Maarten VerhoeVen
artstation.com/mutte
Software ZBrush
ZBrush
for 3D
printing
Page 46
3
Future PLC Richmond House, 33 Richmond Hill,
Bournemouth, Dorset, BH2 6EZ
Editorial
Editor Rob Redman
[email protected]
Art Editor Newton Ribeiro
Production Editor Rachel Terzian
Staff Writer Brad Thorne
Acting Group Editor in Chief Claire Howlett
Senior Art Editor Will Shum
Contributors
Maarten Verhoeven, James Clarke, Dahlia Khodur,
Marta Macedo, Hector Moran, Glen Southern, Paul Flower,
Paul Hellard, Hannah Watts, Natalia Freitas, Pierrick Picaut,
Tom Goodchild, Stephanie Wagner, Bobby Beck,
Carlos Baena, Shawn Kelly
Photography
All copyrights and trademarks are recognised and respected
Advertising
Media packs are available on request
!ǝǣƺǔ«ƺɮƺȇɖƺ
ǔˡƬƺȸZack Sullivan
UK Commercial Sales Director Clare Dove
Advertising Sales Manager Mike Pyatt
Account Sales Director Matt Bailey
Account Sales Director George Lucas
Account Sales Manager Tom Walsh
International Licensing
3D Artist is available for licensing. Contact the Licensing team
to discuss partnership opportunities.
Head of Print Licensing Rachel Shaw
[email protected]
Subscriptions
Email enquiries [email protected]
UK orderline & enquiries 0344 848 2852
Overseas order line and enquiries +44 (0) 344 848 2852
Online orders & enquiries www.myfavouritemagazines.co.uk
Group Marketing Director, Magazines & Memberships
Sharon Todd
Circulation
Head of Newstrade Tim Mathers
Production
Head of Production Mark Constance
Production Project Manager Clare Scott
Advertising Production Manager Joanne Crosby
Digital Editions Controller Jason Hudson
Production Manager Frances Twentyman
Subscribe Management
Managing Director - Prosumer Keith Walker
!ǝǣƺǔ
ȵƺȸƏɎǣȇǕ
ǔˡƬƺȸ Aaron Asadi
example of how different areas their models. If you submit material to us, you warrant that you own the material and/
or have the necessary rights/permissions to supply the material and
you automatically grant Future and its licensees a licence to publish
of art come together, and on In our training section we cover everything from your submission in whole or in part in any/all issues and/or editions of
publications, in any format published worldwide and on associated websites,
page 46 we show you how to stylised character work, to 3D modelling for social media channels and associated products. Any material you submit
is sent at your own risk and, although every care is taken, neither Future
start your own. miniature design and creating a still life homage to nor its employees, agents, subcontractors or licensees shall be liable for
loss or damage. We assume all unsolicited material is for publication unless
Sometimes we can get your hero. otherwise stated, and reserve the right to edit, amend, adapt all submissions.
excited by starting something new, or discovering We are really excited to see your own images, so
options you didn’t know were there. However, be sure to share your work by emailing us at
knowing how to learn these new skills, or even get [email protected].
your head around where to begin, can be a
struggle all in itself. Luckily we have explored all
the available options to learning 3D, so head to Rob Redman, Acting Editor
Future plc is a public Chief Executive Zillah Byng-Thorne
company quoted on the Non-executive Chairman Richard Huntingford
London Stock Exchange !ǝǣƺǔIǣȇƏȇƬǣƏǼ
ǔˡƬƺȸ Penny Ladkin-Brand
(symbol: FUTR)
www.futureplc.com Tel +44 (0)1225 442 244
Sign up, share your art and chat to other artists at www.creativebloq.com
Get in touch... [email protected] @3DArtist Facebook.com/3DArtistMagazine
4
is issue’s team of pro artists…
6
What’s in the maga
News, reviews
& features
12 The Gallery
A collection of inspirational artwork
22 School’s Out
Self-taught creators share their advice for
starting out as a 3D artist and learning on
your own terms
30 MPC: Pokémon and a
menagerie of monsters
Two rigging leads at MPC discuss the work
that went into blockbuster movies Detective
Pikachu and Godzilla: King Of The Monsters
38 Animating in Artella
The founders of Animation Mentor tell us
all about Artella, a platform that enables
easy interaction between project
collaborators, even across the world
44 Technique Focus:
We’re All Mad Here
Discover Andrea Savchenko’s amazing
Alice In Wonderland image
We will start
82 Technique Focus: from a sphere in Maarten Verhoeven
Forgotten Yard
Girman Albert on the post-production
ZBrush and prep it takes us through the
process of creating a mask
work for his image to make a digital ready for 3D printing,
84 Subscribe today!
Save money and never miss an issue
print-ready file Page 46
46
86 Review: Oculus Quest HMD
We test out this untethered headset
87 Review: Light for Visual Artists
Check out this fantastic resource for CG
artists, teaching you how to effectively
utilise light in your artwork
98 Technique Focus:
Vampirelord
Yago de Amorim talks texturing his image
Community
Render a racing News: RizomUV
helmet with V-Ray 78 90 2019 update
Make board
SUBSCRIBETODAY! Grab five Turn to
g
game issues for just £5 in our special page 84
miniatures 68
summer sale! for detaaiils
8
Paint 3D objects
in Photoshop 52 30 MPC: Pokémon and a menagerie of monsters
YOUR MAGAZINE
Instant access to these incredible free gifts…
Step-by-step tutorials
Learn the latest techniques and tools from our industry experts
12
I’ve always been
inspired by famous
paintings. Sebastiano Farzad Maleki
Ricci is one of my artstation.com/komododragon
Farzad Maleki is a 3D character
favourite artists; I was artist from Sydney, Australia.
impressed by one of his He has been active in most
parts of the animation workflow
beautiful paintings and it since 2002.
Software ZBrush and KeyShot
inspired me to make Work in progress…
something similar in 3D. It
wasn’t easy, because I
never had a chance to see
the original painting
closely and photos were
my only reference
Farzad Maleki,
PERSEUS, 2019
13
Harnain Singh I was always amazed by
artstation.com/harnainsingh the game Battletoads during
Harnain Singh is an India-based
artist, working primarily in my childhood and wanted
digital art.
to reimagine a character
Software ZBrush, TopoGun,
Substance Painter, from the 8-bit sprite sheet
Marmoset Toolbag
days as a fully 3D
Work in progress…
character, in sync with the
quality of today’s next-
generation games.
The character was
fully conceptualised and
treated by me
Harnain Singh,
Battle Toad, 2019
14
I created Gobbs as a
promotional image for a
ZBrush course at
Rainbow Academy. It’s
based on a concept by
Simon Quemener. Our
goal was to create a
character with a worker’s
look and not a very
likeable attitude. I tried to
give him a stare that says,
“I don’t like you, go away.”
Maybe I have something
in common with him
Claudio Amoroso,
Gobbs, 2019
Claudio Amoroso
bit.ly/2XMuU4P
Claudio Amoroso works as a
3D modeller at Rainbow CGI.
Prior to that, he studied
traditional arts, played video
games and tried his best to
improve his skill set, which he
still does to this day.
Software ZBrush, Photoshop
Work in progress…
15
Bruno Camara
artstation.com/brunocamara
Bruno has over 12 years of
experience in the production of
digital creatures and characters.
Software ZBrush, 3ds Max,
Marvelous Designer,
Substance Painter, V-Ray
Work in progress…
This Undead
Warlord is my latest
fantasy illustration
of a movie-ready
character. The project
originated as an
exercise for students
at my previous
workshop
Bruno Camara,
Undead Warlord, 2019
16
This piece was
made for the personal
Oskr Segura
pigmalionanimation.com
challenge of adapting an
Oskr Segura is a 3D artist existing character that I
at Pigmalion Animation
Studio in Colombia. He has love in my own graphic
worked as CGI director on
several film projects.
style. I really enjoyed
Software ZBrush, Maya every single feature of
Work in progress… this project, from the
basic modelling to the
hair and rendering
Oskr Segura,
Harley Quinn, 2019
17
In depth
18
The image was
inspired by going to
aquariums with my
kids, so I decided to
create a picturesque
tunnel for the car. I
chose Porsche because Dmitriy Glazyrin
I really like this car and mondlicht-studios.de
19
InItIal concept
The image started with the
concept. I created a scene to
figure out how the idea will
look, where would be best to
place the car, and how I
should work with light,
perspective and details.
Small DetaIlS
Next I turned my
attention to the tunnel and
background. To create a
sense of reality, your story
should contain details,
which is why it’s important
to spend some time thinking
about small aspects that can
add life and dynamics to
your image.
20
First, I created the
model of the tunnel in 3ds
Max, then added the
atmosphere in Photoshop
to make the background
more interesting and
profound. I then added
the car and polished it in
Photoshop again
Dmitriy Glazyrin,
Underwater road, 2016
the car
After detailing the background I
added a car pass by pass, to make
it photorealistic. Then I retouched
the model in Photoshop to
improve the light, reflections and
some small details.
retouchInG
Finally, I spent some time generally retouching the image. I added a few adjustment layers to make each part of the image look like a consistent whole.
21
SCHOOL’S OUT
22
3D Artist has
gathered an array of
self-taught creators to
share their advice and
insights for learning on
your own terms
A
s 3D art becomes an increasingly
prevalent part of modern society,
the software behind it becomes
democratised; it’s now easier than
ever for someone to teach
themselves the processes and techniques
behind 3D artwork. Even so, knowing how to get
started can still be a daunting prospect. It is for
that exact reason that 3D Artist has assembled
three self-taught creators to tell their success
stories and share tips for how you can stay
ahead of the curve.
From practical advice on how to sharpen your
The Smoking Frog, an skills to encouragement on maintaining a healthy
image on which
Natalia Freitas was mindset, each artist has wisdom to share.
responsible for Whether you are just getting started on the road
sculpting, retopology,
UV mapping and to becoming a 3D artist or you’re stuck someway
texturing along, it’s time to get inspired.
23
SCHOOL’S OUT
GETTING STARTED
Natalia Freitas is an animator and artist from
Brazil. “I started my career as a traditional 2D
animator and illustrator,” she tells 3D Artist.
After completing a bachelor’s degree in fine arts
and classical animation, she spent some time
working as a freelancer. “While working as a
traditional animator, I saw people who could
model 3D props but couldn’t even draw a chair
being hired by studios,” she recalls. Freitas was
struck by the realisation that artistic talent was
no longer the be-all and end-all in the industry.
“I didn’t have a computer at the time,” Freitas You won’t be
continues, “but I got a second-hand one which
had Maya 2007 installed. I felt challenged and
amazing overnight if
started to learn 3D using online tutorials to you’re just starting
increase my chances of getting a job. After
studying a lot and gaining new skills, I fell in love out. It takes practice Watts created this
antique ring using
3ds Max, Substance
with 3D.” Since then Freitas has gained extensive
experience internationally, working as a 3D artist
and patience Painter, ZBrush and
Marmoset Toolbag 3
for the likes of Walt Disney in California, Sony in Hannah Watts
Vancouver and currently as lead texture artist at Senior artist, Coatsink
Mill Film in Montreal.
3D generalist, game art director and trainer Picaut was impressed enough to inquire about
Pierrick Picaut came to 3D with a technical the technique. “They told me they were using
background in 2D software. “I was a production McNeel Rhino, a NURBS-based software. So I
manager at a printing factory in the corporate got a copy and started making an Audi R8 based
goodies industry,” he recalls. After their supplier on André Kutscherauer’s book. It took me a year
started sending 3D-rendered proof pictures, to achieve, working daily on it.”
Hannah Watts, senior artist at indie game
publisher Coatsink, found her way into 3D during
SHARPEN Dare to be Digital 2013. “I was helping to make a
2D mobile game and I met a bunch of other
YOUR SKILLS game artists,” she recalls. “Some were students
The experts share their tips on how from other universities, some were young
self-taught artists can keep their skills professionals. It was from meeting and watching
ahead of the curve them work that I realised I knew nothing about
3D for games. We’d had a couple of lessons on
Whenever business is quiet, or he’s struck Maya for some of our modules, but mostly it
with inspiration, freelance artist Pierrick was about how to use the UI – there wasn’t
Picaut will start a new personal project. “I as much focus on game art production or
choose a project that I’m not 100 per cent modelling fundamentals.”
skilled in so that I have to push myself to Watts continued to absorb as much as she
learn new things,” he adds. Picaut also buys could from her fellow Dare to be Digital
courses online, on everything from character contestants, “mostly techniques like baking out
creation and anatomy to environment texture maps and UV unwrapping,” she adds.
creation. “You can find so many resources From there she joined Polycount and began
online that the only difficulty you will face is posting 3D tests, eventually embarking on
finding the motivation,” he says. monthly art challenges. “I would get really
Indie game artist Hannah Watts uses thorough feedback from other artists,” Watts
social media to keep up to date with artists recalls. “I was also watching tutorials on Digital
that inspire and motivate her. “It’s very Tutors and YouTube as I went.”
useful for seeing how others approach For the last three or four years Watts has
things,” she continues, “Sketchfab is similar been focused on realistic game props, teaching
in this regard. I love being able to zoom in herself PBR theory by reading all the
to other people’s models and check out documentation, alongside some good old-
their wireframes.” fashioned trial and error. “I improved my
Watts also spends much of her hard-surface skills by watching tutorials by
downtime watching tutorials and says that creators like Arrimus 3D,” she adds, “as well as
she listens to talks while she works at the dissecting similar models on Sketchfab.”
studio. “There’s such a wealth of information
on YouTube and Gumroad now that I’m ESSENTIAL SKILLS
always learning,” she says. “Anyone can learn 3D if they really want, even
someone with zero traditional artistic abilities,”
24
Watts used
Photoshop to
create the details
for this café till
3D render of a
wirephoto machine by
Watts, a device used
in the early 20th
Century to transmit
documents
A study of a radio
that Watts found
in an antique shop
25
School’S out
Freitas worked
on the look dev
(texturing,
shading,
grooming) and
lighting for this
Gypsy Queen
image
26
explains Freitas. She goes on to explain that
some degree of artistic ability will be beneficial,
but is hardly compulsory in the contemporary
3D industry.
“I think the ability to take feedback is critical,”
adds Watts. With the lengthy processes behind
3D art, it’s easy for creators to become attached
to their work. “Sometimes someone might give
good feedback that requires a huge change to
your model, which can be a pain if you’re quite
far along,” she continues. “Ultimately I’ve always
found that it’s worth it. If getting feedback from
Anyone can learn peers isn’t available, set up a framework for
yourself to self-critique all your pieces.”
3D if they really want, Organisation is an imperative quality when
even someone with working in the studio environment, or in any
scenario that involves deadlines. “We have
zero traditional servers of working files at Coatsink, and any
number of artists may touch your 3ds Max or
artistic abilities Photoshop files,” explains Watts. “It’s always
Natalia Freitas good practice to make sure you follow the
3D artist and animator naming conventions set by your lead, and to
make sure your scenes and layers are tidy.”
This image by There are a number of more solid skills that
Freitas, entitled can be of help when embarking on a journey into
B3LIEV3, is based
on a concept by
Giselle Ukardi and
MAKE YOURSELF the third dimension. “I’m always a strong
advocate for dabbling in more ‘traditional’ art as
has lighting by
Giorgio Lorenzetti
AT HOME a 3D artist,” admits Watts. “I paint a lot on the
Pierrick Picaut shares his advice for side and I’ve found that my eye for composition,
creating a perfect home workspace colour and taste has generally improved.” She
adds that painting from life and doing masters
Light it up studies has helped train her eye to dissect
Try to have as much natural light as reference imagery, a highly valuable skill when
possible, as long as it doesn’t reflect on creating realistic props and surface materials.
your screen. This will help you to be
aware of the time passing, and your mind TAKING SHAPE
and body will thank you. There’s no right or wrong way to teach yourself
3D art, but there are a number of different ways
Take a seat to go about it and each of our contributors had a
Make sure you get a really nice seat. different approach. Their unique experiences
Doing this has changed my life and my mean they have some words of wisdom for
back is happier for it. those looking to learn from scratch, or sharpen
their skills.
Make space “I am constantly doing personal projects, and
Get a large desk or table, it’s so important with each project and its challenges I always
to have empty space around you so that learn something new,” says Freitas. Despite the
you don’t feel claustrophobic. There also obvious benefits of understanding a range of 3D
needs to be some distance between you processes, Freitas highlights the importance of
and your screens. focusing on one specialisation and honing in on
what you are best at. “If you want to do
Seek clarity modelling then spend more time on that and
It’s important to get a good screen, don’t concentrate so much on texturing,
and I would definitely advise on using a shading, grooming and lighting,” she continues.
workstation computer. Laptops are not “Be exceptional in what you do. Collaborative
made for 3D. Only use a laptop for your work is also always great, so both sides can win.”
nomadic needs. Picaut stresses the importance of self-
confidence when taking the self-taught route.
Get inspired “Don’t be self-conscious about your skill level,
Surround yourself with anatomy figures, especially when looking at ArtStation feeds or in
books and art that you enjoy. This this very magazine,” he says. “The people
Based on a
concept by Carlos should stimulate your will to make art. featured here are a very small fragment of all the
Luzzi, Freitas was Also, make sure you uninstall battle.net 3D artists in the world.”
responsible for all
3D aspects of this and Steam. Like many newcomers, Picaut spent a long
Rhino Soldier time feeling as though 3D was an elite artform,
27
School’S out
I choose a project
that I’m not 100 per
This little bird was
created by Picaut
in just a few hours
cent skilled in so that
I have to push myself
to learn new things
Pierrick Picaut
3D generalist & game art director
28
FIVE ISSUES
£5 / $5 / €5 *
myfavouritemagazines.co.uk/summer192
ORDER HOTLINE 0344 848 2852
*TERMS AND CONDITIONS: ÁǝǣɀȒǔǔƺȸƺȇɎǣɎǼƺɀȇƺɯɀɖƫɀƬȸǣƫƺȸɀɎȒȸƺƬƺǣɮƺɎǝƺǣȸˡȸɀɎדǣɀɀɖƺɀǔȒȸדگǔȒȸÈkȸƺƏƳƺȸɀًדǣɀɀɖƺɀǔȒȸדڡƏȇƳדǣɀɀɖƺɀǔȒȸדڟǔȒȸȒɮƺȸɀƺƏɀȸƺƏƳƺȸɀِǔɎƺȸɎǝƺɀƺǣɀɀɖƺɀً
ɀɎƏȇƳƏȸƳɀɖƫɀƬȸǣȵɎǣȒȇȵȸǣƬǣȇǕɯǣǼǼƏȵȵǼɵ٫ȵǼƺƏɀƺɀƺƺȒȇǼǣȇƺǔȒȸƳƺɎƏǣǼɀِ³ƏɮǣȇǕɀƏȸƺƬȒȅȵƏȸƺƳɎȒƫɖɵǣȇǕǔɖǼǼȵȸǣƬƺƳȵȸǣȇɎǣɀɀɖƺɀِçȒɖƬƏȇɯȸǣɎƺɎȒɖɀȒȸƬƏǼǼɖɀɎȒƬƏȇƬƺǼɵȒɖȸɀɖƫɀƬȸǣȵɎǣȒȇ
ɯǣɎǝǣȇגƳƏɵɀȒǔȵɖȸƬǝƏɀƺِ¨ƏɵȅƺȇɎǣɀȇȒȇٮȸƺǔɖȇƳƏƫǼƺƏǔɎƺȸɎǝƺגƳƏɵƬƏȇƬƺǼǼƏɎǣȒȇȵƺȸǣȒƳɖȇǼƺɀɀƺɴƬƺȵɎǣȒȇƏǼƬǣȸƬɖȅɀɎƏȇƬƺɀƏȵȵǼɵِçȒɖȸɀɎƏɎɖɎȒȸɵȸǣǕǝɎɀƏȸƺȇȒɎƏǔǔƺƬɎƺƳِ¨ȸǣƬƺɀƬȒȸȸƺƬɎƏɎ
ȵȒǣȇɎȒǔȵȸǣȇɎƏȇƳɀɖƫǴƺƬɎɎȒƬǝƏȇǕƺِIɖǼǼƳƺɎƏǣǼɀȒǔɎǝƺ(ǣȸƺƬɎ(ƺƫǣɎǕɖƏȸƏȇɎƺƺƏȸƺƏɮƏǣǼƏƫǼƺɖȵȒȇȸƺȷɖƺɀɎِÈkƬƏǼǼɀɯǣǼǼƬȒɀɎɎǝƺɀƏȅƺƏɀȒɎǝƺȸɀɎƏȇƳƏȸƳˡɴƺƳǼǣȇƺȇɖȅƫƺȸɀ٢ɀɎƏȸɎǣȇǕȒȸ
א٣ȒȸƏȸƺǣȇƬǼɖƳƺƳƏɀȵƏȸɎȒǔƏȇɵǣȇƬǼɖɀǣɮƺȒȸǔȸƺƺȅǣȇɖɎƺɀƏǼǼȒɯƏȇƬƺɀ٢ǣǔȒǔǔƺȸƺƳƫɵɵȒɖȸȵǝȒȇƺɎƏȸǣǔǔ٣ِIȒȸǔɖǼǼɎƺȸȅɀƏȇƳƬȒȇƳǣɎǣȒȇɀȵǼƺƏɀƺɮǣɀǣɎيƫǣɎِǼɵٖȅƏǕɎƏȇƳƬِ
ǔǔƺȸƺȇƳɀבɀɎɖǕɖɀɎِחא
POKÉMON AND A MENAGERIE OF MONSTERS
POKÉMON
AND A MENAGERIE OF MONSTERS
Tom Goodchild and Stephanie Wagner
© 2019 Legendary and Warner Bros. Entertainment Inc. All Rights Reserved.
I
f there’s something that summer movie from the games as he is locked off. The sort of
releases excel at it’s the pleasures of visual thing that we did notice, though, was that in the
spectacle and, for MPC, their 2019 projects, 1990s he was more of a short sphere and in the
Detective Pikachu and Godzilla: King Of The 2000s he is more of a bean shape.” Goodchild
Monsters, affirm this. acknowledges that the character’s detail and
Tom Goodchild knows all too well the nuance provided an immediate challenge at the
importance of nuance in crafting a character in start of his work on the project, saying that “the
the digital realm, and in speaking with him about earlier version didn’t read so much. We had to
Detective Pikachu he recognises the responsibility cherry pick [our reference material]. Even
of inheriting the mantle of a pop culture icon though there are many kinds of Pikachu we went
© 2019 Pokémon
with over 20 years of heritage behind it. with the more modern, and liberties were taken Final shot
Goodchild begins by explaining that MPC’s because we found 2D that doesn’t work with compositing the
live-action plate
creation of the yellow-furred detective “was very 3D. We tried to pose 3D to get the 2D look, with the animated
informed by the anime – we didn’t use so much but his arms might get longer. The rigging character
30
31
Pokémon and a menagerie of monsters
Realistic texturing
and rigging makes
the three-headed
Ghidorah believably
spectacular and
menacing
32
Live-action plate into which
Ghidorah will be composited
GODZILLA TM & © Toho Co., Ltd. © 2019 Legendary and Warner Bros. Entertainment Inc. All Rights Reserved
Performers at
work against
a bluescreen
thing and then it comes to us. We’re the bridge so we tend to be the “What we found with Pikachu was that if
point between assets (models, grooming) and
shots (animation, VFX) and so we tend to be the
jugglers of what both you try and lay him out anatomically
correctly, he’d be too rigid. As he’s bending,
jugglers of what both sides need: we play the
in-betweens. We do play a mediation role. Also,
sides need: we play we realise that we couldn’t bind him
anatomically, and so we made a volume for
sometimes, because we’re a very technical the in-betweens his head, chest and pelvis. We still wanted
department we have to interpret requirements: muscle for Pikachu’s anatomy. So, we built
for example, an animator might say ‘We think the animation version, [which was] too
we want a pivot here.’ And we’re like ‘Okay, you solid, and the volume version was too
want to hit this…’.” spongy. So, we used the volume version to
Looking to the future of rigging, Goodchild drive the anatomical version, and blended
explains, “I feel that the overall picture of rigging the two together.”
isn’t going to change at the macro level. The
33
Pokémon and a menagerie of monsters
© 2019 Legendary and Warner Bros. Entertainment Inc. All Rights Reserved.
© 2019 Pokémon
On the live-action
set, a Detective
Pikachu figure is
used for lighting and
position reference
In creating Pikachu
for the movie,
reference to the
legacy of Pokémon
media informed
the approach
GODZILLA TM & © Toho Co., Ltd. © 2019 Legendary and Warner Bros. Entertainment Inc. All Rights Reserved
On set, a model
of Pikachu was
used to assist in
determining light
and shadow
references for
texturing work
34
micro-level tools will change. When you get into
what the binding is, potential change [is going to
happen] there: more volume and layers of
binding rather than meshing.”
The conversation then turns from a diminutive
yellow furball to a three-headed monster as
Stephanie Wagner, Goodchild’s colleague in the
rigging team, focuses our attention on her
work on Ghidorah for Godzilla: King Of The
Monsters. Of the core approach to the aesthetic
In this frame from for Ghidorah, Wagner begins by explaining
the movie, the that “I did look at the old movies and other
influence of earlier
Pokémon projects video games – they were using puppetry and
can be seen people in suits. It’s good to understand the
history of a character. You’re trying to grasp
the range of motion, personality and movements
of the creature.”
Of the evolution in MPC’s work for Godzilla
(2014) and now for the new release, Wagner
says, “I think that overall, between the last one
and the new one, the [monsters] were more
hidden in the first. In this new one you’re going
to see the characters large on screen and
interacting. The creatures will be shown in close
It’s good to
understand the
history of a character.
You’re trying to grasp
Live-action plate and
partial practical set the range of motion,
personality and
against bluescreen
movements of the
creature
up and fighting, and that is why a lot of time
went into attention to the detail for close-up
shots.” Of the particular challenge in crafting
these monsters that will be so much more visible
this time around, Wagner notes that “work on
muscular aspects was a real challenge.”
Godzilla unleashes Echoing Goodchild’s observations in relation
his legendary
apocalyptic power to Detective Pikachu, Wagner notes that “rigging
is a little bit between departments and there are
a lot of challenges. We want to take the design
and work tighter through modelling and
communication in animation so that the model
does what’s needed. We also produce [game
engine] rigs for on-set.”
Regarding the kind of skillset that MPC look
for, Wagner explains, “What’s being looked for is
someone who can visually and technically solve
a problem. Rigging works with assets
(modelling) and shots (animation, TechAnim,
layout). Rigging works closely with modelling to
enable the static model to move once animation
animates the character. We look at the
anatomical concept and advise on how it has to
come together in order for it to move correctly. I
35
Pokémon and a menagerie of monsters
Ensuring believable
muscle movement for
Ghidorah’s head
and neck motion was
key to the rigging
department’s work
GODZILLA TM & © Toho Co., Ltd. © 2019 Legendary and Warner Bros.
Entertainment Inc. All Rights Reserved
do think a big chunk of our job and responsibility work with deformation rigging. We looked at
is being involved and communicating upstream I treated the neck in snake references… I treated the neck in motion
and downstream.”
Of the nuanced work required on the neck
motion similar to the similar to the snake, mimicking their muscle
movements in terms of muscle contractions,
rigging for Ghidorah, Wagner explains snake, mimicking their fleshiness and shaping of the neck by using a
36
AnimAting in ArtellA
AnimAting
in ArtellA
38
How three passionate
C ArtellA
arlos Baena, Shawn Kelly and Bobby
Beck are names synonymous with
animators opened happy creativity. Their enthusiasm
for clear animation education
their own school and
In January of 2018 the team launched a
rings happy bells to the global completely new platform to the community
created a platform community of new creatives. As founding
directors at Animation Mentor, one of the
of Animation Mentor. Born out of a
necessity to figure out a tool for long-
for collaborative most prolific global animation schools, these
guys are themselves graduates of celebrated
distance collaboration on the animation
animation projects art schools and top-tier studios, and each say
projects, Artella is a remote-distributed
pipeline tool. “Since Carlos, Shawn and I are
they never stop learning. partners at AM, we also partner in Artella.
We built that tool in a way that we could
leverage it for Animation Mentor,” Bobby
Beck explains. “We’re a small team with a
mighty vision, and we’re so happy to be able
to create one piece of great software that
can be used in multiple ways, for learning
and production.”
The new platform enables students to
interact with each other easily, wherever
they are on the planet. It allows them to give
each other feedback with integrated drawing
tools, downloadable recorded feedback and
a place to manage all their files and tasks/
assignments, all in the Cloud.
“Artella continues to evolve with each
project and from the feedback from the
hundreds of other projects being created
on the platform,” says Beck. “The platform
is node-based. Each component of the
platform is written in a way that it can
be turned on or off depending on the
client’s needs.”
The tool presently has a file management
module (pipeline), a feedback module with
Selections of concept media drawing tools, a messaging and
art for Carlos Baena’s
La Noria short film notifications module, and a community
module for making, viewing, filtering and
39
ANIMATING IN ARTELLA
ANIMATION MENTOR
Thistle One is an action-packed CG short
that highlights a moment in time.
DUEL
40
Start-up splash screen
for Artella online
The new mobile
interface for Artella
extends the value of
online production
41
AnimAting in ArtellA
lA nOriA
Carlos Baena spoke about using Artella in a
presentation in Turin for the VIEW
Conference 2018. He spoke passionately
about the creation of his horror-themed
animation short, La Noria. “The learning
curve of the students these days is so much
faster than when we started,” he says.
“A few of the animators on La Noria
were former AM students that wanted to
come back and collaborate on something
global,” Baena adds. “With the tools we
have today, it has become so easy to forget
the tech and be creative. Lately, they’ve
been finding wonderful new ways to
achieve entertainment in their shots.”
The process of generating colour arcs and
themes for the shots in La Noria were also
assisted greatly by the open forum format in
Artella. Animators and concept artists were
able to reach deep into their collective
creative minds to form some sensational
imagery, as shown here. While the ‘horror’
aspect was merely suggested, the reaction
of the vulnerable young boy character was
heightened by his surroundings, the house
interior and his toys.
Lighting in the short film played a big role
in the storytelling, and became another
character in itself. The small crew studied
the work of master cinematographers like
Roger Deakins, Conrad Hall, Vilmos
Zsigmond, Derek Vanlint and Hoyte van
Hoytema, as well as film-noir styles. Staircase render
They forced themselves to remove lights; for La Noria
try to tell more with less. “I have to give
big props to the lighters,” says Baena, “as
Character face
many of them were outside their comfort study in La Noria
level and worked very hard to do something
very special.”
All 3D work in La Noria was done using
Maya 2012 and 2015, and everything was
run through Artella. Other software
packages used included Foundry’s Nuke,
Arnold Renderer, Peregrine Labs’ Bokeh and
Joe Alter’s Shave and a Haircut. These
companies were kind enough to sponsor the
La Noria film.
A few of the
animators on La
Noria were former
Animation Mentor
students that wanted
to come back and
collaborate on
something global
42
AnimAtion
mentors
43
LIGHTING
Andrea Savchenko
artstation.com/andreasav
Andrea is a student artist with
Incredible 3D artists take us behind their artwork a desire to make things people
have never seen before.
LIGHTING Take time to really study where the light sources are in the concept. Lighting is often
overlooked but it is the one thing that can make or break your final render. When creating my piece, I Software Maya, Mudbox,
Mari, V-Ray, Substance
thought about how things should be lit with every render, throughout the entire project. I also did not Painter, CrazyBump, XGen
hesitate to create artificial sources of lights and shadows to achieve the look I was going for. Creating
mesh lights, breaking light links, and creating artificial shadows have all helped in this piece. We’re All Mad Here, 2019
44
45
Expert advice from industry professionals, taking you from concept to completion
All tutorial files can be downloaded from: bit.ly/3DA-135
46
Create a
MAARTEN
VERHOEVEN
kitsune3Dprint
Kitsune, 2019
Discover how to bring digital dreams and nightmares into the physical
Bio
realm through 3D print and paints!
I’m specialised in digital
sculpting and concepting with
I 02
n this breakdown I’ll take you step by step along the path Sculptris Pro My favourite weapon of choice in
ZBrush, for 2D images as 3D
rapid prototyping. Being a of how I created a ‘kitsune’ 3D print, inspired by Japanese ZBrush for the past two years has been Sculptris
digital sculptor I work on folklore. I’ll try to give an insight into how I typically go Pro. It gives us a way to quickly develop shapes without
many different types of
projects including concept about these types of personal projects. So, let’s take a look being held back by geometry restrictions. Just try to get
sculpts, creatures, props, at how you can take your digital sculpts to 3D print. We your big shapes in at this stage, nothing too fancy, as it’s a
toys, collectibles and fine art.
will start from a sphere in ZBrush and prep it to make a blockout. We are looking for the big facial landmarks, ears,
Software digital print-ready file on a Form 2. Once the 3D print is snout, eye sockets. I never sketch out anything on paper.
ZBrush, Meshmixer, PreForm done we will take a quick look at how I paint and present For me personally as a 3D artist, it’s a bit of a waste of time
Learn how to my final small art pieces. when you’re working in a 3D package; why would you try
• Use Sculptris Pro to discover shapes in 2D? It will take up double the work
• Use ZRemesher
• Amp details
• Hollow out models
01 Start simple, be prepared For me, it’s always
important when starting on a new personal project
and not everyone can perfectly translate 2D to 3D.
02
Sculptris limitations
One little note when you start pulling out shapes.
While sculpting in ZBrush with Sculptris mode on, I
would suggest not going over 1 mil polys on a single
subtool, as I’ve noticed that it drag down your
sculpting abilities a bit and creates some lag on your
YOUR strokes. And to be honest, that’s the last thing we
FREE want while we’re trying to be fast in our shape
explorations. I would suggest to only use medium and
DOWNLOADS big brush sizes in the first stage, and later on you can
from bit.ly/3DA-135
• Tutorial screenshots refine spots on your sculpt if necessary.
47
CreAte A kItSune 3D PrInt
04
04 05
Create extra subtools the teeth are created by
inserting spheres with a primitive insert brush.
Very simply drag out the little spheres as a placeholder;
this doesn’t have to be perfect because we will modify
them and sculpt teeth out of these. Just use the Move
topological brush over them and place them at the right
spot. And if you feel that the topology gets too distorted
quickly, use Zremesher to clean up this little problem. the
good thing now is that you can go up in your subdivisions,
start polishing and add little details.
48
Zremesher
recognises shapes on
our sculpt and tries to
generate a polyflow
that respects these
volumes
49
CreAte A kItSune 3D PrInt
09
09 10
Boolean the back take the model back into ZBrush
and we can Boolean out the parts we don’t need.
We can just start with a sphere as a separate subtool and
turn on Live Boolean. now you can drag the shape around
and see what will be cut out once we make the Boolean
mesh. When we feel that a certain shape is working, use
the Boolean action and a new uMesh is created as a new
tool. Open it and check the edges; just to be sure I would
do a Close Holes action on it to make sure it’s solid.
Amp detail
A small trick that you can use to make your details
pop even more for 3D print is using ‘ryan’s tools 1.3’
by ryan kittleson. He has written a ZBrush plugin that
can help you with some detailing magic. there’s a
script in there called AmpDetail, just run the script and
it gives you a morph target and a custom brush. With
this brush you need to go over your model slowly and
it will push and pull all your details.
50
14 Paint it up the whole painting thing is still a bit experimental for me, projects like
these are tests and every new thing is a new lesson learned. We approach it like
sculpting, first painting the big shapes with a spray can or airbrush. We maximise the
usage of the black prime layer to let the copper and aluminium paints do their magic. I
would say start with dark paints and go lighter in steps. For the details I’m using acrylic
model paints and brushes. In the end just give it a few small pin washes to make some Maarten Verhoeven
details pop and add a gloss varnish to highlight certain bits, then seal it with a matt model Maarten is a freelance digital sculptor, concept
kit varnish. A quick tip: we can do a colour test in advance on the digital model with and VFX artist specialising in work for film,
Polypaint and render it up in keyShot as a guideline for the paint. commercials, prototypes and toys. Today he is
working as a freelance ZBrush artist, contributing
14
his skills worldwide to various companies,
publications and projects.
Kappa, 2019
ZBrush, KeyShot, Photoshop
A little classic kappa creature created with ZBrush and
keyShot. I made this after I took a trip to Japan, I always
like to be inspired by other cultures.
15
Corrupted, 2019
ZBrush, KeyShot, Photoshop
this image was created after seeing images of the
Vatican catacombs. I always like to create things that
evoke horror without jumping in your face.
15 Presentation this little guy belongs to a series that I’m working on. Presentation is
everything for me. I look for different materials to make the concept work, and I’m
going for a museum type of look. You don’t have to go far and wide to find materials, just
ONI, 2019
ZBrush, KeyShot, Photoshop
OnI was created in one day. I saw some images of a video
be creative. the stand is a ¤1 candelabra cut to size, and the eyelashes were bought from clip and this triggered my inspiration. I love creating
a make-up store for almost nothing. Just let your imagination run wild and step outside images of these mythical creatures.
what you do on a daily basis, get your hands dirty and create.
52
Paint 3D objects
DAHLIA KHODUR
Sea Crab Sailor, 2019
in Photoshop
Find out how to create a painterly effect of a plain 3D export by
Bio
I graduated as a graphic
colouring in Photoshop and painting over details
designer, however I pursued
my MFA in illustration and
I 02
fine arts and worked with n this tutorial we are going to cover how to paint a 3D Diffuse fill colour Now we are going to fill the base
production companies to exported model in Photoshop and apply it to the model colour of your entire model instead of painting it
create storyboards for
TVCs and animations. Now itself. Photoshop’s 3D section offers a wide range of piece by piece. You can do that by going to the Layers
I teach design, illustration, handy painting options to help make your model as realistic window and double-clicking on the ‘PS_3D_Default
and VR art at several
universities in Lebanon. as possible. The textured brushes are easy to use for giving Diffuse’ layer so another window will pop up. This window
your models that painterly feel, and the colour correction will be your main texture map that will be applied to the
Software
options push your design to a more illustrated look. Texture model itself. Get the paint bucket tool and fill the Diffuse
Photoshop CC
use in Photoshop’s Diffuse map will also be covered. Finally window layer with your chosen colour and press save.
Learn how to we will do a paint-over, once we have chosen the angle and Once you save the Diffuse window, the filled colour will be
• Import a 3D file to
Photoshop pose of the model, to combine the piece all together, which applied to the entire model back in your original document.
• Use a Diffuse map in this case will be a sea crab sailor.
• Edit light direction
• Use texture brushes
on a 3D model 01 Import 3D model to Photoshop First off, you need to
import your sculpted model into Photoshop. You
03 Paint with brush Dividing the window will be
helpful in case you want to strictly rely on your
Diffuse map. This can be achieved by going to Window>
• Apply texture to a can simply click and drag the OBJ file into the PS Arrange>2-up Vertical. You can use any brush you are
Diffuse map
• Colour correct
workspace, or go to File>Open and select your sculpt. A most familiar with and start applying the paint after you
• Paint over details new window will pop up asking you to set the dimensions make sure you select the 3D model layer. Be sure to vary
and resolution, so keep in mind that the higher the your colours and use more than one shade. The more
Concept resolution, the more lag you will experience. So to keep it at variety of colours, the more realistic the outcome. Here we
I have chosen a 3D print
model of an actual sea crab. a medium range, we will go for 2,500 x 3,500px, 300dpi are painting the base of the crab, the red shell and the
We will go for a more resolution. Next, Photoshop will ask you to change your mud-grey extremities directly on the Default Diffuse map
whimsical character and
transform it into an workspace from Essentials to 3D so you can access all of window, and you can see how it directly applies to your
adventurous sea crab sailor. the 3D painting options. main window of the crab.
01 03
02
53
Paint 3D objects in PhotoshoP
04
04
Infinite light and rotation You can freely rotate
your model to paint all the sides by using the
current View section in the 3D panel beside your layer
window, and the transform tool to rotate. once you
change the angle, you’ll notice that the light doesn’t rotate
with the model and stays in its neutral position. to fix this,
you can simply select the infinite Light layer in the 3D panel
until a lit sphere appears on your screen. select that small
sphere (the light source) and drag it downwards so you can
apply light on the bottom area of your crab, then switch
back to selecting the current View layer. that way, you can
see what colours or textures you add. if you want to paint
on the other sides, rotate the model then set the light
source according to the area you are working on.
07
07
Texture brushes Painting textures onto your model
is a vital step for extra realism. an advantage of
choosing Photoshop to paint your 3D model is that you can
make use of your favourite brush pack. For this model we
will go for a spotted scatter textured brush to apply it to the
shell since it’s a ragged, uneven surface. Using the eyedrop
tool, we choose the light orange colour and paint along the
back of the crab. For the legs we change the brush to a
more hard-edged scatter and paint along the shapes to
give it this very rough texture. the window on the top left
will help you get a better look of how your textures are
affecting the overall result.
3D print ready!
You can even 3D print directly using the 3D Utilities
option in the 3D drop-down menu. once you hook up
your computer to a 3D printer, Photoshop will
automatically scan and you can choose from the
presented options, such as calibrating the printing
plate, loading, removing, or even changing the
filaments. next you go to the Properties panel and
select 3D Print settings, where you can set the size of
your print and of course choose the level of detail you
want to go for, then go forth with the 3D printing
pipeline process. just don’t forget to tick the support
structures options so the small and thin details of your
print won’t break!
55
Paint 3D objects in PhotoshoP
11
11
Legs and rough detailing one thing that would
definitely grab attention from the audience is the use
of unusual colours in a known organic subject. our sea
crab here looks a little too real and there is no clear interest
yet. to change that, you can add bright colours on small
details so it would pop and not end up looking like any
other simple 3D model. We choose a nice shade of blue
and start to apply it to the small bumps and spikes on the
legs and also the shell and claws. Remember that you can
go as wild as you want with your colouring! the blue could
even be replaced by bright orange, just make sure your
colours still fit with the general palette and do not look too
off and distracting from your main focal point.
exporting options
there are several ways to export your painted 3D
model from Photoshop. You can go to 3D>export 3D
Layer and choose between Dae, Flash 3D, Google
earth, stL or obj. these formats will help you edit
your model later in other 3D programs. if you choose
to export with the background and painted details,
you have the option of exporting it as any 2D image
format. save your PsD file before you export so you
can preserve the painted editing capabilities.
56
15 Paint-overs and light source People love funny characters, so why not pimp up our
little sea crab? that’s why we are going for a stranded sea crab sailor. the tattoo
and the little band-aid on his shell are a great addition to his look. next, we will give him a
sailor hat; here you can download any stock photo of a hat and then paint over so that it
looks as if it really belongs to our character. a tip is to always think of your light source and
on what direction is it casting, that way the shadows added will make it more believable. Dahlia Khodur
the shadows in this case will be painted on the right side while keeping the left side a little I graduated as a graphic designer and pursued
illuminated. studying surfaces really helps in expanding your knowledge on how light my MFA in illustration and fine arts. I work with
affects shadows. production companies to create storyboards
for TVCs. Currently I am a design, illustration
15
and VR art instructor at several universities
in Lebanon.
16
Frida, 2018
Photoshop
Frida is a tortured artist living in juvenile prison but always
trying to escape. her main hobby is “artistic vandalism”
as she describes it, and painting on shoes.
16 Shadows, peak points and highlights our final step is to add the shadows on the
ground and the water drops on his skin. before editing, the shadows were
automatically generated on a flat ground. to edit this and make the shadow more
believable, you can erase some parts of the shadow to go along the dimensions of the
rocks as you can see in the preview. that way the shadow will cover the rocks in a more Joe’s Fish, 2018
Photoshop
believable mapping. You can paint some small waves crashing on the rocks beside him so
a painting done to spread awareness of the garbage crisis
that the white brush strokes on the skin and highlights, resembling the ocean spray, fit in our oceans. his face reflects utter surrender to his
with his setting. these details add to the 3D model’s believability and the strokes will give situation, clear by the way he accepts trash as his home.
it a more painted feel rather than presenting a lifeless model under direct light.
57
Special offer for readers in North America
Subscribe to
Save
up to
65%
USE
CODE
db65crv
AT CHECKOUT
Does not apply
to digital only
subscriptions
myfavouritemagazines.co.uk
Voucher Code: db65crv (online use only)
Terms and conditions: This offer is available to all new subscribers. Applies to print and bundle subscription only for Imagine FX, Computer Arts, 3D Artist, 3D World, Net and Web De-
signer. Voucher code db65crv provides a further 12% discount on my favourite magazines online sale pricing. The Code can only be redeemed online via https://www.myfavouritemaga-
zines.co.uk. Prices and savings quoted are compared to buying full-priced print and bundle issues. You will receive 13 issues in a subscription year. You can write to us or call us to cancel
your subscription within 14 days of purchase. Payment is non-refundable after the 14 day cancellation period unless exceptional circumstances apply. UK calls will cost the same as other
ɀɎƏȇƳƏȸƳˡɴƺƳǼǣȇƺȇɖȅƫƺȸɀ٢ɀɎƏȸɎǣȇǕȒȸא٣ȒȸƏȸƺǣȇƬǼɖƳƺƳƏɀȵƏȸɎȒǔƏȇɵǣȇƬǼɖɀǣɮƺȒȸǔȸƺƺȅǣȇɖɎƺɀƏǼǼȒɯƏȇƬƺɀ٢ǣǔȒǔǔƺȸƺƳƫɵɵȒɖȸȵǝȒȇƺɎƏȸǣǔǔ٣ِIȒȸǔɖǼǼɎƺȸȅɀƏȇƳƬȒȇƳǣɎǣȒȇɀȵǼƺƏɀƺ
ɮǣɀǣɎيɯɯɯِƫǣɎِǼɵٖȅƏǕɎƺȸȅɀِ
ǔǔƺȸƺȇƳɀِחאٖזٖב
Create a 3D renDer from a 2D ConCept
60
Create a 3D render
MARTA MACEDO
Drive, 2019
from a 2D concept
Learn how to sculpt, light, shade and render a cartoon-style character
Bio
I’m a 3D character artist with
based on an illustration
a traditional background,
always interested in
I 02
exploring new techniques n this tutorial you will discover how to translate a 2D Details After blocking out the main shapes
or software to integrate into concept into a 3D render, capturing the storytelling of the character, start by adding detail
my workflow to create
captivating characters and behind it and exploring the best techniques and the in ZBrush. It is essential to gather good references
compelling images. key elements that will make a beautiful image. beforehand. In this process you can DynaMesh the
Software We will be using ZBrush for sculpting details, making subtools to have more geometry and start sculpting
ZBrush, Maya, the retopology and UVs in Maya and learning how to details using mainly the ClayBuildup, hPolish, Dam_
Arnold, Photoshop use Substance Painter in order to improve the look dev Standard and Move brushes.
Learn how to of your characters with awesome textures. Then back
• Create a character
from a concept
• Sculpt details in ZBrush
in Maya with all the materials assigned, we will light up
the scene and render the final image using Arnold. 03 Hair and jacket details For the hair use Orb_Cracks
to sculpt the details and the CurveTube brush to
add more hair clumps that fall from the head. For the
• Make textures in
Substance Painter
• Bake maps
• Light a scene in Maya
01 Basic shapes in ZBrush The first step in creating a
character is making the overall shapes based on our
concept. Make sure you block out all the shapes with
jacket you can use Dam_Standard, LES_ClothSeam_1 and
the Inflate brush to sculpt the folds, and then use the
Stitches3D brush, with a small size, in the areas that have
• Achieve better results simple geometry and low subdivisions, using the Move stitches. In the end use IMM Zipper to ‘close’ the jacket.
with a good pipeline
brush and Transpose Line. In this phase you can use The collar and sleeve details will be done later with
• Create compelling images
symmetry; later you can give some asymmetry to your textures and bump maps. Don’t forget to name and
• Render with Arnold
character to give it a more realistic and dynamic look. separate different objects by subtools.
Concept
01 03
I chose this amazing concept
from Gabriel Soares, a
cartoon version of Ryan
Gosling in the movie Drive, to
improve my workflow, learn
new software and master
modelling, textures and light.
02
Speed up retopology
If you have a high-poly model too heavy to handle and
you want to speed up retopology, use GPU Cache.
Import your high poly to Maya and after selecting the
object go to the top Cache>GPU Cache>Export
YOUR Selection. Choose Current Frame in the Options and
FREE save it. Import that object again in Cache>GPU
Cache>Import Selection and you can now work with a
DOWNLOADS live model with zero polygons that has the same
from bit.ly/3DA-135
• Tutorial screenshots geometry as before.
61
Create a 3D renDer from a 2D ConCept
04
04
Model the car in Maya Since the car has more
hard surfaces and less details it’s easier to model it
in maya by using polygons, extrudes and connections. this
way you will achieve a cleaner mesh and basic forms,
resulting in a topology ready for the UV mapping process
later. You can always add more details in ZBrush with
subdivisions. With the car try to keep the edge flow of the
character by making the edges smooth and stylised.
62
08 11
63
Create a 3D renDer from a 2D ConCept
12
eye glow
12 Car materials the car has different materials to work
on. So for the seats, you can use an artificial Leather
material. as for the wheel you can start with a rubber tire
smart material and change the colour and settings, and
finally for the car structure you can use a Steel painted
material, for example. to make the belt use a fabric
Stretchy Sci-fi smart material to begin with and add a
different fabric pattern with a fill layer to imitate the
texture of a car belt, and then change the colour. You
can always create your own materials and save them.
64
Change focus distance
Don’t forget to check your Camera Settings to define
your focus distance in order to recreate human sight.
the default in maya is 35mm, but you don’t want your
character to have a fisheye perspective. So to fix that
change the value to between 50mm and 70mm using
the focal Length slider.
65
Create a 3D renDer from a 2D ConCept
16 Camera and AOVs after setting up the location of the camera, go to Camera
Settings and enable Dof in arnold. to determine the focus Distance between
the face and the camera enable object Details in Heads up Display and copy that
number. prepare your render aoVs in the render Settings by selecting the ones you’ll
need in the final render and use render Setup to set up your own, including ambient
occlusion and Wireframe. Marta Macedo
I’m a 3D character artist with a traditional
16
background, always interested in exploring
new techniques or software to integrate
into my workflow and create captivating
characters and compelling images with a
good storytelling.
17
68
Make board
HECTOR MORAN
VARGAS (HEC)
game miniatures
Miniatures for Men In
Learn how the miniatures for Men In Black/Ghostbusters:
Black/Ghostbusters: Ecto-terrestrial Invasion were created
Ecto-terrestrial
Invasion, 2019
M 02
iniatures for board games and collectors have Group the body Once the rough shapes of the
Bio been booming thanks to advances in 3D body and the head are in place, the fingers are
Originally from Mexico, printing and crowd-funding platforms like merged to it, and I start grouping segments of the body
Hector studied computer Kickstarter. In this tutorial you’ll learn how two of the based on joint areas. The torso is split into upper, lower,
animation in the US, then
moved to Europe to work in miniatures for this game were created. This project pelvis and neck. I make mask selections on the face that
the games industry. After consisted of 21 figures based on concept art by Derek will later become radial eye and mouth loops. The whole
seven years of studio work he
started working as a full-time Laufman. While the IPs involved are separated by time body gets grouped in a way that will facilitate good results
freelancer and has been doing of creation and different visuals, they are both for the ZRemesher feature to provide a workable base
so for around seven years.
humorous takes on the paranormal subjects of aliens mesh for subdivisions.
Software and ghosts. We’ll cover the full process with two of the
ZBrush, Marmoset, KeyShot
Learn how to
• Use groups for ZRemeshing
figures from scratch. The main focus is on matching
and interpreting concept art in an appealing and
effective manner. Characters in cartoony styles can be
03 Refine Once the basic DynaMesh of the body is
turned into a subdivision mesh, it’s easier to refine
the forms. Before subdividing the ZRemeshed body I
with better results
deceiving in that they look simple and easy, but it takes inspect it for problematic geometry that I could quickly fix
• Refine a base mesh
some practice to become proficient at matching art with the ZModeler tools. The refinement is mostly done by
• Match the character to refs
styles and interpreting or designing on the fly any using the Damian and Orb Cracks brushes to create deep,
• Pose the character
• Refine the pose to
aspects that are not fully shown in the concept art. sharp cuts and crevices. This specific art style calls for a lot
match concept of sharp, chiselled shapes, so the Pinch brush and the
• Refine and finalise for print
• Present renders to client 01 Start with the body I start out in ZBrush by first
placing the concept art into the grid as a model
sheet. I then mould a DynaMesh sphere into the rough
hPolish brush are also pretty handy for that.
03
Concept
The idea is simple. I’ve been shape of the head. The body gets pulled out of the head,
able to match required art first with the neck, then the torso. The rough shapes of the
styles of projects before, so
the plan here is the same: take arms and legs are done next. For hands I sculpt one single
Derek Laufman’s concept art digit that later gets duplicated and merged with the body.
and match it as close to 1:1 on
the main angle while making 01
all other angles look good.
69
Make Board GaMe Miniatures
throughout the
04
05
05 06
Colour testing as i go through modelling the
remaining pieces i start assigning Polypaint colours
based on the concept art. the focus is on getting all the
pieces in place for a complete t-pose character that can be
further refined in pose. this goes especially for the
smoke-like shapes coming out of his head. those start out
as dynaMesh blobs that are symmetric and will be
completely reshaped after posing.
Getting it right
When it comes to sculpting miniatures, toys and
collectibles you start stepping out of the usual
character artist comfort zone, which often ends in
t-pose. it’s one thing to match concept art or model
sheets, it’s another to take one key illustration, often in
a 3/4 angle pose, and to interpret that and fill in the
blanks for all other angles and design gaps. this side
calls for deeper knowledge of anatomy, body
dynamics, silhouette, drapery, 3d composition etc. if
you work from t-pose bases, one very important thing
is that your sculpts don’t end up looking stiff or lifeless.
70
08
08
Clean up and refine the next step after the round
of transposing is all about cleaning any bad
deformations that happened while posing the model. i
keep checking things with the concept by switching it on
with the grid. it becomes a lot like tracing the drawing
carefully while making sure that the model still functions
on all other angles. the most important part to clean up
and refine first is the naked body. as long as the basic body
looks good in pose, with a great silhouette and no clipping
issues or bad deformations, things are on track.
71
Make Board GaMe Miniatures
11
11
12
Print prep Most of these Ghostbusters/MIB miniatures
were approved on first showing. in the case of this
Grunt character he was approved on the first go. the last
step in this case is to create a single-piece merged stL
export that will go to the manufacturer for production. this
is done by making a Boolean union of all the subtools and
decimating that to under 1 million polygons for an stL
export at the required scale. For demonstration i still made
a mock breakup to show how this piece would usually be
split. once the piece is cut, decimated and scaled it’s ready
for export.
72
14 Rinse and repeat the same process that was shown here for the Grunt is the
process used for all 21 miniatures on this project. the human characters used a
modified version of male and female base meshes i had in my library. the outfits, hair and
props were all created from scratch. some characters were quick to make in about a day,
others took a couple of days. the four Ghostbusters share outfits and props with new
parts made for hair, and in the case of the MiB new weapons were built when needed. Hector Moran Vargas (HeC)
Hector is a freelance character artist. He works for
14
video games, cinematics, toys, collectibles and
miniatures. His first miniatures were for Kingdom
Death and recently he completed the full set of all
the figures for Street Fighter: The Miniatures Game
and the full set for MIB/GB: Ecto-terrestrial Invasion.
15
15 Presentation i made two types of presentation renders for these, one type in grey
tones with keyshot and the full colour one done with toolbag. i put all of that
together in Photoshop with logos and set it aside for publishing when the client gives the Black Betty Miniature, 2016
Photo of painted miniature
go-ahead. as soon as that clearance is obtained and the project becomes public, i blast
original miniature that i designed, sculpted and produced
the images out on art communities, social media and my websites. this project came my in partnership with Painting Buddha. the boxart paint job
way from idW after they saw my work for Street Fighter: The Miniatures Game. one project shown here was done by Ben komets.
leads to another, and if you make good work, more opportunities will keep coming up.
ZBRUSH 2019
Retopology
GLEN SOUTHERN
www.southerngfx.co.uk
Bio
Glen runs SouthernGFX, a
techniques in ZBrush
small Cheshire-based studio
O
ne thing that all 3D sculptors or 3D modellers have retopologising using the ZSphere tool, which gets a little bit
specialising in character and
creature design. More to master is how to retopologise a model they have more complex. All three methods have their uses and you
recently he has been creating created. Having a highly detailed model is only part can choose the one you need depending on the type of
in the VR space working with
companies like Oculus of the process, and if you want to get that model out of project you are doing.
Medium and Gravity Sketch ZBrush and over to an animation package you are going to
in the UK.
need a lower-polygon version of your model. That version
also has to have topology that is good for rigging and will
deform well enough to perform the required action. Even if
01 Start with automatic retopology The quickest
and most simple way to retopologise a model is to
use ZRemesher. It is as simple as telling ZBrush how many
you are making static items like rocks and trees, you will polygons you want and clicking the button. Find it in
need good topology and accurate UV mapping to give you Tool>Geometry>ZRemesher. The input number is in 1,000s,
good texture maps. so if you put 5 you will get roughly 5,000 polygons. It takes a
Lots of programs have features now that allow you to minute to calculate based on how many polygons you are
create good underlying topology from a high-resolution starting with. The results are often great for models that
mesh. We are going to look at ZBrush in this tutorial and don’t need specific edge loops, like inanimate objects. The
look at the different ways that you can take your model and edge loops might not be where you need them, so we can
‘retopo’ it. Firstly we will look at a very simple method of address that in the next step.
YOUR auto retopology using something called ZRemesher. It is
DOWNLOADS
FREE now in its third iteration and the later version that came
with ZBrush 2019 is more advanced and better at doing
retopology on hard-surface models. Then we will explore
02 ZRemesher guides To control the edge loops a
little bit more you can use ZRemesher guides to tell
ZBrush where to put specific loops. Type B, Z, R to access
from bit.ly/3DA-135
how to use the Topology brush, which lets you draw your the ZRemesher Guide brush. Now with a small brush size
• Tutorial screenshots
new mesh on top of your sculpt. Lastly, we will look at draw rings around areas where you would like more
74
suBsCRIBe ToDay! Turn to page 84 to learn more
01 02
accurate loops. Focus on areas like the eyes, the mouth, the
03
ears and anywhere you might want a targeted loop. Once
this is done you can change settings in the ZRemesher panel
to improve things. The Adaptive sliders give you more
regular shaped polygons. The Curve Strength slider makes
ZBrush stick more closely to your guides.
75
TECHNIqUES
05
05 06
Use a ZSphere to retopologise The next
method to try is the ZSphere retopology method.
Make sure that your model is the active one in the SubTool
panel. Use Insert to append a ZSphere (the red ball icon)
below your model. Now look at Tool>Topology. You must be
in Draw mode for this next step (q). When you click on Edit
Topology the model changes to a state where you can add
topology lines and build up your new low-polygon model.
The model we are using is asymmetrical, but you can easily
do a symmetrical retopo by hitting X on the keyboard to
activate symmetry mode.
07
07 08
Good edge flow We can now begin to build up a
set of geometry with good edge flow. Wherever you
can see a need for animation be sure that you are making
the correct judgment about laying down edge loops. Make
sure to follow muscle rings around the eyes and mouth. If an
eye needs to blink then the topology needs to be made to
work just as a real eye would. Use Move mode as needed
where topology hasn’t been laid down in the correct place.
Projecting detail
Once you have a new model with good topology you
can subdivide it and project the high-resolution detail
back on. Make sure the new topology is in the same
subtool as the high resolution but underneath it in the
stack. Now subdivide it and use Project All from the
Projection panel and the bottom of the Tool panel.
Repeat that process and project again until you are at
a high enough level to carry all the required detail. If
you use Solo on the sidebar you can switch between
each model and see if they look exactly the same.
SIGN UP TO THE
SD RY
AY
NE VE
ED E
W OUT
SIGN UP NOW!
bit.ly/3DANewsletter
TECHNIQUES
Render a racing
PAUL FLOWER
www.3dorigin.co.uk
Bio
Born and based in the UK, I
helmet with V-Ray
am a freelance digital artist
I
work as a freelance artist on various small projects, map and make sure it’s as clean and as flat as possible, to
and 3D modeller who travels
to Hong Kong and Macao. mostly creating and texturing 3D assets using my ensure textures cover the model without stretching. I chose
software of choice, 3ds Max. to export these into Mudbox and added a higher subdivision
This image took about a week to complete and was a so that I could create more detailed creases and dents using
personal project. As a fan of Michael Schumacher since the Wax and Grab tools available in Mudbox.
1991, I wanted to create something a bit different to my
usual renders of themes such as vehicles or race cars. I
wanted to make an image associated with racing,
something with more abstract elements that highlighted
02 Clothing The balaclava was modelled based on
the style Schumacher used, and in a way that would
make it easier to get it to fall right when adding the Cloth
Michael and F1, but without turning it into an on-the- modifier, by modelling a more flat back and the face up.
track scene. I also wanted it to look a bit dreamy or Similarly this was done with the gloves, but the hat was just
fantastical in post-production. created in a traditional pose. I created Unwrap UVW maps
for all three and made materials in Photoshop based on the
YOUR
and resource materials I could gather. Starting with the main
focus of the image, Michael Schumacher’s helmet was 03 Cloth modifier Having modelled the balaclava
and gloves, I wanted these to look more realistic and
78
suBsCRIBe ToDay! Turn to page 84 to learn more
01 02
03
04
04
V-Ray Fur Once the gloves and balaclava were in
a position i liked, an edit Poly and FFD modifier
were applied to edit any collision between the front and back
side of the cloth. Once that is done, and to add more realism,
select the seams/edges and create a new object from them
so it is independent to the original model.
next, add a V-Ray Fur modifier to the newly created
edges to create threads on the balaclava and a fluff-like
seam on the gloves.
79
Techniques
05
05 06
Materials i used various V-Ray materials for this
image. i tended to use preset VRayMTL materials
with a base map/bump map and reflection map that i
created in Photoshop to fit the corresponding model’s uVW
map. To get a mixed texture like that on the helmet, create a
VRayBlendMtl with two VRayMtl maps, one with helmet
paint (base material), the other a lacquer coat material to
create a realistic finish to the helmet. Then create a VRayMtl
for the silver lines and a mask of the silver lines on the
helmet. Finally create an overall VRayBlendMtl, add the
helmet material as the base, the silver lines as the first coat,
and add a mask to Blend Amount at 100. see the screenshot
for the helmet settings.
Textures
A key factor when creating any model is the
textures. Getting them to react with lighting and
your chosen renderer, along with creating clean
bump, displacement and reflection maps, really
makes the difference between a flat render and
having realistic depth in an image.
www.bit.ly/3dworld-app
NEWSSTAND FOR IOS
PRINT www.myfavouritemagazines.co.uk/3dwsu
Girman Albert
behance.net/MUSICANT
Girman is a 3D designer
Incredible 3D artists take us behind their artwork from Ukraine. He is
proficient in 3ds Max,
PoSt-Production For the post-production I used three layers, RGB Color, VRayReflection and Photoshop, V-Ray and more.
VRayShadow, with screen overlay. When the image was ready the most difficult thing was trying to
Software 3ds Max,
make it more realistic, for this I used layers with smoke, particles and glow. On certain areas during V-Ray, Photoshop
post-production, I made the lighting darker so that it would look more natural. Lastly I used colour noise
and chromatic aberration, which gave the picture a realistic look. Forgotten Yard, 2019
82
83
FIVE ISSUES
£5 / $5 / €5 *
myfavouritemagazines.co.uk/tda/summer192
ORDER HOTLINE 0344 848 2852
*TERMS AND CONDITIONS: This offer entitles new subscribers to receive their first 5 issues for £5 for UK readers, 5 issues for €5 and 5 issues for $5 for overseas readers. After
these issues, standard subscription pricing will apply – please see online for details. Savings are compared to buying full priced print issues. You can write to us or call us to cancel
your subscription within 14 days of purchase. Payment is non-refundable after the 14 day cancellation period unless exceptional circumstances apply. Your statutory rights are not
affected. Prices correct at point of print and subject to change. Full details of the Direct Debit guarantee are available upon request. UK calls will cost the same as other standard
fixed line numbers (starting 01 or 02) or are included as part of any inclusive or free minutes allowances (if offered by your phone tariff). For full terms and conditions please visit:
bit.ly/magtandc. Offer ends 31st August 2019.
84
WITH EVERY
SUBSCRIPTION
YOU’LL…
ىReceive 13 issues
in a year
ىHave access to
free resources
Grab an
annual
subscription
to 3D Artist
myfavouritemagazines.co.uk
Terms and conditions: Annual subscription is based on myfavouritemagazines.co.uk offer pricing. You will receive 13 issues in a year. You can write to us or call us to cancel
your subscription within 14 days of purchase. Payment is non-refundable after the 14 day cancellation period unless exceptional circumstances apply. UK calls will cost the
ɀƏȅƺƏɀȒɎǝƺȸɀɎƏȇƳƏȸƳˡɴƺƳǼǣȇƺȇɖȅƫƺȸɀ٢ɀɎƏȸɎǣȇǕȒȸא٣ȒȸƏȸƺǣȇƬǼɖƳƺƳƏɀȵƏȸɎȒǔƏȇɵǣȇƬǼɖɀǣɮƺȒȸǔȸƺƺȅǣȇɖɎƺɀƏǼǼȒɯƏȇƬƺɀ٢ǣǔȒǔǔƺȸƺƳƫɵɵȒɖȸȵǝȒȇƺɎƏȸǣǔǔ٣ِIȒȸǔɖǼǼ
terms and conditions please visit: www.bit.ly/magterms.
85
OCULUS QUEST HMD
E SS E N T I A L
OculusQuestHMD
The latest untethered headset has a lot to offer many users
W
hether or not you have used the of 1,440 x 1,600 per eye is increased, allowing
previous incarnation of the gamer- for a much more immersive experience.
centric HMD, the Go, you will be Although the Quest isn’t really aimed at the
pleasantly surprised by the Quest. digital content creation market, there are still
From the well thought-out packaging design, many useful apps and tools to help the working
through to the materials chosen for various artist, although you will find yourself drawn to
TOP The design of the Quest is sleek, with a look and feel
parts of the device, everything feels good to the experiences like Vader Immortal, which really that is comfortable and robust for most heads
touch and comfortable, for most people. The showcase the power of the device.
ABOVE The hand controllers work well, with excellent
head straps for the Quest have changed to a Tilt Brush is the most creative app available tracking at almost any angle or position
rubber-type strap system, which while soft and right now, which allows you to paint in 3D space,
grippy does take a bit of tweaking to get a good with animated strokes and varied environments,
fit. This is fine for most but if you share with
friends and family there will be some inevitable
which really go to show the potential for
creatives (we’d love to see Quill on the Quest).
Essentialinfo
adjustment needed. What is actually a really exciting use for the Website www.oculus.com
Overall the fit is good and, even with the Quest is for liaising with clients, either locally or Price £399 £499
built-in tracking cameras and having all remotely. You can output your 3D scenes from Monitor 1,440 x 1,600 per eye
processing components in the front, the HMD Maya or Cinema 4D etc as VR scenes, or even Audio Built in positional audio
isn’t too front-heavy and playing a title like Beat simple spherical renders, the type of which you Other features Easy account, headset and
Saber isn’t much of a discomfort for extended see commonly now on platforms like Facebook. controller setup
play (which is about a maximum of three hours Load these up in the Quest or on an online
in real-world terms). platform that you can share, send the link to a
Setup is a breeze, with a very useful guardian client (or show them directly if you meet
system allowing you to define the safe zone, physically) and get immediate feedback. Summary
preventing you from walking into furniture or the This is not only an efficient way to gain Features
wall. A nice touch is that you get to see your feedback but can also work as an novel and Performance
room through the headset each time you turn it exciting way to talk to a client, offering that extra Design
on, to confirm the safe space but also to help unique perspective, and there’s nothing like an Value for money
you feel centred in VR. excited client to help grease the wheels.
Once you are in VR space you will find that Overall the Oculus Quest HMD is an
the experience is far superior to previous efforts, excellent update, where the incremental Verdict
including the Rift, as the barndoor effect is hardware changes are more than the sum of The Quest is a VR solution that has a lot to offer all
considerably improved and the screen resolution their parts. users, from casual gamers to 3D content creators.
86
LIGHT FOR VISUAL ARTISTS
E SS E N T I A L
LightforVisualArtists
A fantastic resource for CG generalists and lighters
T
here are many resources out there that communicate your message more effectively
aim to help digital content creators than you did before.
improve their understanding of basic You may not get to learn how to mix paint,
principles, right through to mastering their or discover how to set up an area light with
chosen tools. Light for Visual Artists, by Richard soft shadows, but you will certainly have an
Yot, differs slightly in that it aims to give a understanding of how to manipulate your
TOP The cover mayy be less than inspiring,
p g, but the content is
fundamental grounding in the subject, but also viewers into understanding the emotional fantastic, informative and clearly put together
allows readers to apply the knowledge in a content of a shot or still frame. This isn’t just
ABOVE Split between information and exercises, you’ll gain
software-agnostic way. true of narrative projects but any area of CG or a clear understanding of light and how to apply it
The cover design may be a little uninspiring, VFX that you might look at.
but that really shouldn’t put off potential readers From birth we develop a connection with light
as, once you start turning the pages, the quality
is evident for all to see. Good-quality paper stock
and artistic language that helps us immerse
ourselves in film, TV and illustration, building an
Essential info
with well-designed layouts, illustrated by clearly understanding of the fundamental language Website www.laurenceking.com
reproduced imagery, are the standard here. used to direct our attentions and expectations, Price £16.98
The book is broken down into logical sections, so that we can follow subtext more easily. If you Pages 176
with each narrowing in on a specific element of have never studied this field this book will reveal Images Full colour
light and its use in the visual arts. To start with a lot of what you intuitively know, and Richard
the book talks about the science of light, what it Yot takes you on a bit of a journey of discovery.
is and how we visualise it. This is basic science You won’t find much in the way of step-by-
but important, as it is often overlooked by step tutorial-style content here, but that isn’t the
people writing for an artistic community. aim and if it was included it would make the
Throughout the pages of this book it is clear book obsolete. There are other sources for that Summary
that much thought has been given to the reader, information, so head to YouTube to find what Features
no matter what discipline they are in, from fine button to press in your chosen application. Performance
artist to CG animator. It’s this, as well as the Keep this book to learn how to use light to tell Design
author’s clear expertise and authority in the a story, understand how to effectively Value for money
subject, that makes this book so compelling. communicate a message, and how to give depth
Littered by many examples, as well as to any kind of renders you might create, from a
graphical representations, the depth of simple product visualisation to a chase Verdict
information is impressive and once you take sequence through a sprawling metropolis in the A fantastic book that will help any digital artist to
it all in you will have a firmer grasp of how to next big blockbuster movie. increase their skill at using light in their projects.
87
Looking for work?
Thousands of active global
job vacancies
Get latest
jobs direct to
your inbox
with custom
alerts
lovedesignjobs
lovedesignjobs
powered by
www.lovedesignjobs.com
Looking for Staff? Call James on his bat-phone TODAY on 07973 290 109 or email him on [email protected]
The inside guide to industry news,
VFX studios, expert opinions
and the 3D community
I look forward to
helping grow both
Blue Zoo’s UK
and international
presence
Alison Warner,
managing director, Blue Zoo
To advertise in The Hub please contact George Lucas on 01225 687311 or [email protected] 89
Community news
R
izom-Lab has released the first major update of the the company’s products are used in pipelines across
year for its standalone uV mapper, RizomuV. “we VFX houses, game studios, freelancers and hobbyists.
started developing RizomuV 2019 in 2018,” says they are a vital part of the toolkit for modellers and
Cirstyn Bech-yagher, product manager at RizomuV. sculptors, as well as texture and CAD artists. the
“one of our biggest and best development tools is our company’s mission is to create the ideal uV mapping
community. we ran a poll with user-suggested features, toolset for any pipeline.
which we then worked on implementing.” the team Among the updates in RizomuV 2019 is a new script
at Rizom-Lab realise ease and quality of life are as launcher panel, which allows users to load and store
important a feature as continuously improved tools, relevant scripts after using the LuA scripting tool. there
hence their dedication to inviting input and discussion is also the addition of a growing script library, including a
from the community. starter script that lets users select an
since 2017 RizomuV has been edge, and leaves the script to find
speeding up users’ uV mapping
processes by providing automatic
More than ever, similar edges, unwrap and pack them.
elsewhere there are point-snapping
as well as manual uV unwrapping ease of texturing improvements for vertices, edges,
and an easy-to-use toolkit to go
with it. it is the brainchild of Rémi
demands a solid polygons and island selections to
vertices located on an island’s border.
Arquier, who started Rizom-Lab in canvas to speed up Grid snapping distance can now be
2016. the company takes its
name from a perpetually growing,
your workflow. That’s viewport zoom grid or absolute
distance based. FBX enhancements
underground root system called a where we come in mean that island Groups, uDims, tile
rhizome, reflecting Rizom-Lab’s Cirstyn Bech-Yagher, geometry and island properties are
own refusal to stop growing. product manager now saved into FBX files.
90
similar island stacking changes ensure that RizomuV Rizom prides itself on being light and fast, alongside RizomUV takes a traditionally
scary and slow process and turns
now takes the current island selection as a working set, its ability to auto-unwrap. it into an intuitive and rewarding
which means that the first island selected is now the when asked what sets RizomuV apart from its one that is fun to do
reference island and destination position. in addition to competition, Bech-yagher adds: “we have some of the
this, both viewports can now display either Flat or flattest and fastest algorithms around, together with a
unflattened or Both Flat and unflattened islands. tools super-friendly ui. Besides, our developer has worked
and commands will be applied to what is currently with uV mapping algorithms for almost 20 years, so if
displayed in the viewport under the user’s mouse pointer. there’s something he knows how to do, it’s how to get
Finally, in-panel statistics island, group and tile selection it flat, and fast.”
are now displayed condensed and in colour. After a short vacation the team at Rizom-Labs will
According to Bech-yagher the scripting panel and the begin fleshing out features for the upcoming autumn and
growing library of scripts are the most significant updates winter releases. “one thing we’ve learned is that we need
to RizomuV. “one of our scripts lets you make a single to take a look at how we can improve the workflow for
cut, and the script will then copy the cuts to matching what’s called ‘dirty’ or ‘messy’ geometry,” explains
geometry, unwrap and pack it for you,” she explains. Bech-yagher, “which typically is a mix of subD and CAD
updates such as RizomuV 2019 are increasingly mesh, and that mix of tris and quads doesn’t always play
important as the market for uV mapping applications nice together. i’m sure we’ll ask our community what
grows ever more demanding. “with the emergence of they’d like to see as well.”
tools like the substance suite and Quixel’s megascans RizomuV 2019 Rs, Vs and sDK updates are free for
tools a few years ago, texturing has gone through a currently licensed users. new users can purchase a
fantastic revolution,” says Bech-yagher. “However, not all variety of licenses, ranging from student licenses at a
uV problems can be solved with a triplanar map, and now 70% discount, indie pricing at a monthly cost of ¤14.90
more than ever, ease of texturing demands a solid canvas and annual rates of ¤149.90, as well as Pro and sDK
to speed up your workflow. that’s where we come in.” licensing. Find out more at www.rizom-lab.com.
91
industry news
Blue Zoo
DNEG is currently
in production on
highly anticipated
launch rights
films such as
Dune, Wonder
Woman 1984 and
company
Fast & Furious 9
DNEG appoints
fantastic Blue Zoo team and tasked with
setting up a brand-new division within
the company. It comes at a time where
Chas Jarrett
the UK animation industry is looking
extremely positive with the UK Tax
Credit in place and the Young Audience
Content Fund launching, and I look
forward to helping grow both Blue Zoo’s
The Oscar-nominated senior VFX supervisor joins UK and international presence as a
Have you Heard? Epic Games has acquired Maya plugin Shave and a Haircut and will make it available for free on GitHub
92
Technicolor opens
pre-production
studio in LA
Facility will be dedicated to creating a
seamless pipeline for projects
Technicolor has announced the opening of a studio in
Los Angeles that will oversee the pipeline from
concept art and visualisation through virtual
production, production and into final VFX.
The pre-production studio is headed up by Kerry
Shea, an industry veteran with over 20 years of
experience. “Filmmaking has reached an inflection
point, one in which storytellers can redefine what is The pre-production
studio can work
possible on set and beyond,” says Shea. “I am seamlessly with any of
passionate about the increasing role and influence that Technicolor’s visual
effects brands, MPC
the tools and craft of visual effects can have on the Film, Mill Film, MR. X
production pipeline, and in creating more efficient and Technicolor VFX
workflows that create memorable stories.”
Software shorts Bringing you the lowdown on product updates and launches
3ds Max 2020.1 Autohedge X-Particles
Autodesk’s latest update to 3ds Happy Digital’s latest offering The latest release from
Max focuses on enhancing gives users a faster, easier way INSYDIUM introduces the
workflows. Users can now easily to make hedges for their xpDynamics Tag – fully integrated
customise, merge and visualise shortcut keys with environments. The plugin for V-Ray for 3ds into the X-Particles system, it works with fluids,
a new hotkey system, and there is also the ability to Max instantly fills any mesh with a realistic smoke, fire and constraints. Dynamic Objects
extend your viewports across multiple monitors. hedge, with a variety of sizes and shapes can also be controlled and art-directed using
There are also updates and improvements to the available to choose from. Autohedge can be X-Particles emitters, modifiers and data
Chamfer modifier, giving users a more predictable picked up for a special introductory price of mapping. X-Particles can be purchased for
modelling tool. $149 or $19 a month. £540 at insydium.ltd.
DID YOU KNOW? Industry pros Mike Golden and Hrvoje Cop have launched a CG podcast called Wrong F-ing Question
93
project focus
Crafting a
photoreal
baby in CG
Website
ambassadors.com Will Jeffers and Vincent
Location Netherlands, USA Lammers of Ambassadors
discuss this challenging project
Project Zeker zijn van een
eerlijke toekomst
Project description A
c
television spot for a political
campaign by the socially reative production studio Ambassadors took on the
democratic party, De Partij challenge of creating a convincing cG baby and 01
van de Arbeid, called Zeker
zijn van een eerlijke toekomst. womb interior within the confines of a 40-second
This translates as ‘be sure of a tV spot. “this project for Dutch political party partij van de
fair future’.
Arbeid came to us from our long-time friends at N=5. they
Studio Ambassadors
developed a concept for a film about an unborn baby that
Company bio Ambassadors
is a creative production studio is contemplating life and its future,” reveals creative
with a team of over 80 artists, director Vincent Lammers. the team at Ambassadors
creatives, directors, designers
and producers crafting the were tasked with telling a compelling story with just one
finest creative content in character, in one tiny environment.
advertising, film and art.
Established in 2007 and with the team were incredibly conscious that adapting this
three studios across script could land them squarely in the uncanny valley. “the
Amsterdam and New York,
Ambassadors works to live cG team love to keep on top of developments in feature
up to its name as VfX,” head of 3D Will jeffers explains. “the human face is
ambassadors of craft.
so infinitely detailed and full of subtleties, particularly in
Contributors
movement, and we relished the opportunity to test out
• Will Jeffers, head of 3D
some high-end techniques.”
• Vincent Lammers,
creative director jeffers and the team were inspired by some of
Hollywood’s most forward-thinking VfX. “reading about
how Digital Domain textured thanos led to us using
texturingXYZ multi-channel micro displacements for the
Mari bump and displacement texturing,” says jeffers. “the
work that Image engine did on the Logan digi-double gave
us some great ideas for the Yeti groom and eye shading.”
Despite the enjoyable process of testing the latest
cutting-edge techniques, the team remained conscious of
the complex technical rabbit hole that photoreal digital
humans present. “We were aware from the start that if the
character started getting creepy we would push it towards 03
cuteness,” adds jeffers. “It was most important to us and
the client that the baby could tell the story and give a
relatable performance.”
the baby’s facial rig is a fAcs-based setup; having seen
NaviGatiNG the
Kite & Lightning’s talk on real-time facial capture at uNCaNNy valley
siggraph, Ambassadors were keen to try these techniques
on their cG baby. “It quickly became apparent that this Ambassadors’ head of 3D, Will Jeffers,
approach wasn’t capturing the subtleties we wanted for explains how to avoid an unsettling look
the pared-down performance of the spot,” jeffers to your digital humans 04
94
We were aware from
the start that if the
character started getting
creepy we would push it
towards cuteness
02
03 T
he eyes also use maps
from TexturingXYZ and
some layered up SSS and
refractive shaders
04 T
his project allowed the
team to try new techniques
from realistic rigging to
texturing, shading and
high-detailed sculpts
06 A
mbassadors consists
of a team of over 80 artists,
creators, composers,
directors, designers
and producers
95
NEVER MISS AN ISSUE!
Issue 134
Expert artists give their top Houdini
tips, MPC discuss their character
work, and we explore the role of CG
artists in the advertising industry.
Issue 135
Discover the best way to learn Issue 129
3D, get exclusive access to MPC Get advice from top artists on
creating breathtaking artwork, and
in part 2 of our series, and master go behind the scenes of Alita: Battle
ZBrush for 3D printing prep. Angel and Wonder Woman.
https://apple.co/2P5fKzf
CATCH UP ON ANY ISSUES YOU’VE MISSED BY DOWNLOADING
OUR DIGITAL EDITIONS http://bit.ly/2P4dkAR
http://bit.ly/2SgJniW http://bit.ly/2P58gMI
texturing
Yago de Amorim
artstation.com/yagute
Yago specialises in
Incredible 3D artists take us behind their artwork modelling stylised
characters for animation.
TexTuring After using Maya to open the UV maps, I painted a base texture for the skin using ZBrush and
Software Maya,
worked the leather textures and metals in Substance Painter. Then I worked on the textures in Photoshop, ZBrush, Substance
before using the layered texture to compose the maps within Maya. This allows me to see a preview inside Painter, V-Ray, Photoshop
Maya’s viewport, giving me a better sense of how it works in 3D. I used VRayAlSurface for the skin and
VRayMtl for the other objects. Vampirelord,2019
98
9000