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Maya • <strong>3d</strong>s Max • Photoshop • Vue • Cinema 4D • ZBrush<br />

Creative<br />

guides for<br />

amazing<br />

3D <strong>art</strong><br />

INCLUDED INSIDE…<br />

• Ultimate guides to next-gen designs<br />

• Interviews and advice from professionals<br />

• Inspirational galleries from top <strong>art</strong>ists<br />

• Free disc packed with great resources<br />

3D <strong>art</strong><br />

02<br />

&design<br />

VOL<br />

Practical inspiration for the 3D community<br />

FROM THE MAKERS OF


3D <strong>art</strong><br />

VOL<br />

&design<br />

02


3D <strong>art</strong><br />

&design<br />

Imagine Publishing Ltd<br />

Richmond House<br />

33 Richmond Hill<br />

Bournemouth<br />

Dorset BH2 6EZ<br />

% +44 (0) 1202 586200<br />

Website: www.imagine-publishing.co.uk<br />

Editor in Chief<br />

Jo Cole<br />

Production Editor<br />

Jon White<br />

Design<br />

Charles Goddard<br />

Printed by<br />

William Gibbons, 26 Planetary Road, Willenhall, West Midlands, WV13 3XT<br />

Distributed in the UK & Eire by<br />

Imagine Publishing Ltd, www.imagineshop.co.uk. Tel 01202 586200<br />

Distributed in Australia by<br />

Gordon & Gotch, Equinox Centre, 18 Rodborough Road, Frenchs Forest,<br />

NSW 2086. Tel + 61 2 9972 8800<br />

Distributed in the Rest of the World by<br />

Marketforce, Blue Fin Building, 110 Southwark Street, London, SE1 0SU<br />

Disclaimer<br />

The publisher cannot accept responsibility for any unsolicited material lost or damaged in the post. All<br />

text and layout is the copyright of Imagine Publishing Ltd. Nothing in this magazine may be reproduced<br />

in whole or p<strong>art</strong> without the written permission of the publisher. All copyrights are recognised and<br />

used specifically for the purpose of criticism and review. Although the magazine has endeavoured<br />

to ensure all information is correct at time of print, prices and availability may change. This<br />

bookazine is fully independent and not affiliated in any way with the companies mentioned herein.<br />

3D Art & Design Volume 2 © 2011 Imagine Publishing Ltd<br />

ISBN 978-1-906078-9-73


02<br />

Your guide to what’s<br />

included in the book<br />

96<br />

34<br />

Create a<br />

magical<br />

3D lake<br />

6<br />

Environment<br />

Gallery ...........................................................................8<br />

Feature: The world in your hands ....................... 14<br />

Create a futuristic city ............................................22<br />

Create a beautiful landscape ................................28<br />

I made this: Meny Hilsenrad ................................32<br />

Creating a magical forest lake ..............................34<br />

Texture and paint environments ........................40<br />

I made this: Nikita Veprikov .................................44<br />

Model environments ............................................. 46<br />

Creating nature – plant modelling ......................52<br />

I made this: Rafal Waniek ......................................57<br />

FREE<br />

CD<br />

25 textures • Tutorial files • Podcasts<br />

Turn to page 258 for full listings<br />

Character<br />

210<br />

Gallery .......................................................................58<br />

Interview: Oliver Ponsonnet ...............................64<br />

Painting up a demon image .................................72<br />

Texture and light a beautiful girl..........................76<br />

Creating a savage warrior ...................................80<br />

I made this: Hodong La ........................................96<br />

Making of The Sky Fisherman ...........................98<br />

Create a sexy fairy woman ...............................104<br />

Portrait masterclass ............................................108<br />

I made this: Iker Cortázar ................................... 114<br />

Model a cute fantasy figure ................................116<br />

Build your own monster ..................................... 120<br />

Interview: Andrew Hickinbottom ....................124<br />

Create a futuristic bar scene............................. 130<br />

Create a friendly dragon .....................................134<br />

Add textures and light to objects .....................138<br />

I made this: M<strong>art</strong>in Ruizl .....................................142<br />

Create a Lovecraft legend .................................144<br />

Create Pixar-style <strong>art</strong>work ................................148


102<br />

SUBSCRIBE<br />

TO 3D ARTIST<br />

MAGAZINE<br />

Page 254<br />

234<br />

Architecture<br />

104<br />

168<br />

64<br />

The hottest 3D<br />

<strong>art</strong>ists show us<br />

how they create<br />

inspirational<br />

works of <strong>art</strong><br />

Gallery ........................................................................ 152<br />

Grand designs ..........................................................158<br />

Texturing and lighting architecture ...................164<br />

Creating a stylish museum building ..................168<br />

I made this: Viktor Fretyán ................................... 172<br />

Interview: Kuan Studio .......................................... 174<br />

I made this: Anton Cherenko ...............................179<br />

Creating a mansion ................................................180<br />

I made this: Luis Tejeda .........................................186<br />

Interview: F10 Studios ............................................188<br />

I made this: Arkin Esref ......................................... 193<br />

Transport<br />

Gallery ........................................................................194<br />

Interview: Daniel Simon ...................................... 200<br />

Creating a futuristic flying vehicle ......................210<br />

Get that post-apocalypse look ............................214<br />

Creating a magnificent Spitfire ...........................218<br />

I made this: Simeon Patarozliev .........................234<br />

Modelling a sports car..........................................236<br />

Lighting the Silver Arrow .....................................240<br />

I made this: André McGrail ................................245<br />

Building a concept car ..........................................246<br />

I made this: Neil Maccormack ........................... 252<br />

7


Environment<br />

Feature: The world in your hands ................14<br />

Create a futuristic city .....................................22<br />

Create a beautiful landscape .........................28<br />

I made this: Meny Hilsenrad .........................32<br />

Creating a magical forest lake ...................... 34<br />

Texture and paint environments ................40<br />

I made this: Nikita Veprikov .........................44<br />

Model environments ...................................... 46<br />

Creating nature – plant modelling ................52<br />

I made this: Rafal Waniek ...............................57<br />

8


Environment<br />

When I st<strong>art</strong>ed work on Interurban, my intention<br />

was to convey both the massive scale and the hustle<br />

and bustle of the sprawling cities of the future. Don’t<br />

look down<br />

Jacob Charles Dietz,<br />

Interurban, 2010<br />

Artist info<br />

Jacob<br />

Charles Dietz<br />

Personal portfolio site<br />

JacobCharlesDietz.com<br />

Country America<br />

Software used<br />

Poser Pro 2010, Vue 9 Infinite<br />

and Photoshop CS5<br />

Artist bio<br />

Jacob is an award-winning <strong>art</strong>ist,<br />

illustrator and matte painter<br />

specialising in science fiction<br />

and fantasy. Born and raised in<br />

Seattle, Jacob studied Visual<br />

Communications at The<br />

University of Washington before<br />

moving on to receive traditional<br />

fine <strong>art</strong>s training at Seattle’s<br />

School of Visual Concepts. He<br />

has always been fascinated by<br />

the fantastic worlds of comic<br />

books and classical paintings of<br />

the old masters, so he leverages<br />

both of these influences in his<br />

work making a one-of-a-kind<br />

style that can be seen in<br />

everything he does.<br />

9


Light played a key<br />

p<strong>art</strong> in the composition of<br />

this image – everything<br />

was assigned to guide<br />

your eyes from the bright<br />

centre to the darker sides.<br />

For the main illumination,<br />

I used a V-Ray Plane light,<br />

while a Target Direct light<br />

was used in order to<br />

simulate sunshine<br />

István Vastag, The Way I Feel, 2009<br />

Artist info<br />

István Vastag<br />

Personal portfolio site<br />

http://dy217.cgsociety.org/<br />

gallery<br />

Country Hungary<br />

Software used<br />

<strong>3d</strong>s Max, ZBrush, V-Ray,<br />

Photoshop<br />

Work in progress…<br />

10


Environment<br />

Artist info<br />

Lebedev Denis<br />

Victorovich<br />

Personal portfolio site<br />

N/A<br />

Country Russia<br />

Software used<br />

<strong>3d</strong>s Max, V-Ray, Photoshop<br />

Work in progress…<br />

It all st<strong>art</strong>ed when I watched<br />

the film Mary Reilly (1996). I very<br />

much liked a fleeting shot with<br />

an old watch, but gradually the<br />

idea and composition developed<br />

and I also wished to introduce<br />

some history into the interior<br />

Lebedev Denis Victorovich, Antique clock, 2010<br />

11


This was created for the NVArt 5 competition. It’s<br />

inspired by pictures by Syd Mead, who is a living<br />

legend of futuristic images. I used similar colours to<br />

try and convey the same mood as master Syd<br />

Christopher Czerwinski,<br />

Periodical Service, 2010<br />

Artist info<br />

Christopher<br />

Czerwinski<br />

Personal portfolio site<br />

http://hris.cgsociety.org/<br />

gallery<br />

Country Poland<br />

Software used<br />

CINEMA 4D R10.101, Advanced<br />

Renderer 2.5, Photoshop<br />

Elements 6<br />

Work in progress…<br />

12


Environment<br />

13


» Cirrus Minor<br />

Using stratified materials on the rocks nearest the camera, and then a<br />

moon and planet in the sky using MojoWorld<br />

14


Environment<br />

The<br />

world<br />

hands<br />

in<br />

your<br />

If you want to create<br />

your own CGI world,<br />

you need the right<br />

software. Duncan<br />

Evans investigates<br />

the best options<br />

© Edson Moraes<br />

Ever since there have been computers<br />

capable of creating semi-realistic-looking<br />

images, there have been software<br />

programs around to help create CGI landscapes.<br />

It really st<strong>art</strong>ed in the days of the Commodore<br />

Amiga, when terms such as ‘multimedia’ and<br />

‘information superhighway’ were fresh on<br />

everyone’s lips. Since then, the software has<br />

become ever more sophisticated and the images<br />

more natural with massed vegetation, stunningly<br />

realistic water, architecture and atmospheric<br />

conditions being added to the mix. In this feature,<br />

we’ll take a look at the main options for those<br />

looking to create their own piece of CGI heaven,<br />

from bargain-basement offerings, to those<br />

designed for pro studios.<br />

It wasn’t always the case, but it certainly is now.<br />

Vue from e-on software is the number one<br />

landscape creation program and not just for<br />

Hollywood studios. There’s a Vue for everyone as<br />

the range is split into Enthusiast, Artist and<br />

Professional categories. For enthusiasts there’s<br />

entry-level Vue 8 Pioneer (it’s actually free), three<br />

pack versions: Fantasy, Fairy Tale and Sci-Fi<br />

($49.95 each), and Frontier ($99). Artists get<br />

Esprit ($199), Studio ($399) and Complete<br />

($599), while the professional users can look at<br />

shelling out $895 on Infinite and $1,495 on<br />

15


Masses<br />

of trees<br />

If you want to cover<br />

your environment in a<br />

swathe of realisticlooking<br />

trees without<br />

having to go to the<br />

effort of planting every<br />

single one, then the<br />

best solution by far is<br />

to use Vue. However,<br />

you’ll need the version<br />

that actually uses the<br />

EcoSystem painter<br />

which st<strong>art</strong>s with Vue<br />

Studio. Large forested<br />

areas should generally<br />

have a limited number<br />

of different tree<br />

species – otherwise it<br />

won’t look realistic.<br />

The best way of doing<br />

this is therefore to load<br />

two or three varieties<br />

of the same tree into<br />

the EcoSystem and<br />

use the airbrush to<br />

spray the instances<br />

onto the terrain. For<br />

really thick jungle<br />

canopy, change the<br />

density setting so that<br />

they can stack up<br />

together or it will look<br />

more like a city park<br />

than a lush forest.<br />

» Woodland Waterway<br />

Featuring a bridge from<br />

Cornucopia3D, this Vue image<br />

uses a couple of terrains, lots of<br />

tree models and thick cloud cover<br />

xStream. In terms of functionality, the initial<br />

packages are fairly basic, concentrating on<br />

terrains and manual placement of vegetation.<br />

Frontier adds Poser support, while Esprit enables<br />

high-resolution renders, more import support and<br />

offers a content pack. Possibly the biggest Vue<br />

upgrade of recent years was the introduction of<br />

the EcoSystem tool that enables vegetation and<br />

indeed, any compatible objects, to be spraypainted<br />

onto the terrain surface. You only get that<br />

from Studio upwards but it really does enable<br />

complex environments to be created in a short<br />

© Dominic Davison<br />

» English Country Garden<br />

Vue master Dominic Davison<br />

creates the perfect English country<br />

garden with this classic scene<br />

© Dominic Davison<br />

timeframe when the alternative wouldn’t bear<br />

thinking about. The top-end package Infinite<br />

incorporates all the modules from the series and<br />

in xStream you have a version that integrates with<br />

mainline 3D apps like Max and Maya as well.<br />

The he<strong>art</strong> of Vue is terrain creation with a<br />

2D/3D sculpting interface that has seen plenty of<br />

improvement with recent releases. Like any kind<br />

of sculpting it takes a good concept and some<br />

practice to get a decent result. While the tools are<br />

quite good, there’s definitely room for expansion<br />

and improvement here so look forward to this<br />

being enhanced, especially with dedicated brush<br />

types, in the twice-yearly updates. For those<br />

seeking to re-create existing landscapes, then the<br />

ability to import 16-bit heightfield data from<br />

© Dominic Davison<br />

» Forever Autumn<br />

Using items from the Cornucopia3D store to create an autumnal feeling<br />

with an arching canopy of branches<br />

16


Environment<br />

© 20th Century Fox Film Limited<br />

Landscaping the movies<br />

Scott Brisbane of DreamWorks Animation increasingly uses<br />

Vue in his role as a matte painter<br />

Scott Brisbane graduated from USC’s School of Cinema-<br />

Television with a BA in Cinematography. He then studied<br />

matte painting at the Academy of Art University in San<br />

Francisco and was hired shortly after as a digital matte <strong>art</strong>ist<br />

at Matte World Digital. After creating matte paintings for<br />

The Last Samurai, The Alamo and Catwoman, Scott moved to<br />

DreamWorks Animation in 2005. His credits as a matte painter there<br />

include Over The Hedge, Flushed Away and Shrek The Third. He was then<br />

promoted to lead matte painter on Kung Fu Panda, the first film where the<br />

studio used Vue extensively, creating over 700 shots. In 2008, Scott has<br />

served as the matte painting supervisor at DreamWorks Animation for the<br />

studio’s first stereoscopic movie Monsters vs Aliens. This film allowed the<br />

matte dep<strong>art</strong>ment the opportunity to push the boundaries of digital<br />

environments in 3D. Under Scott’s supervision, the team of ten <strong>art</strong>ists<br />

delivered hundreds of shots with environments ranging from foreground<br />

buildings and distant city views to dimensional aerial cloudscapes. After<br />

completing Monsters vs Aliens, Scott left DreamWorks to work at Rhythm and<br />

Hues Studios on Land Of The Lost, The Wolfman and The Cabin In The Woods.<br />

» Avatar<br />

Scott joined Weta in the matte painting dep<strong>art</strong>ment as the senior painter where they worked on shots for<br />

Avatar, now available on Blu-ray/DVD. The floating mountains are only 3D to the mid-ground; the ones in the<br />

background are all matte paintings<br />

Scott moved over to Weta in 2009 as senior matte painter where Vue was<br />

used on James Cameron’s Avatar. He’s now back at DreamWorks, where he<br />

completed work on Shrek Forever After. Scott had this to say about using the<br />

program: “Vue is one of the most <strong>art</strong>ist-friendly tools I’ve ever used. It has<br />

become an essential package in my workflow for environment creation. In<br />

fact, as more and more stereo films enter production, I see Vue becoming an<br />

extremely helpful tool in creating those imagined worlds dimensionally.”<br />

For us, Digital Nature has a dual meaning. Firstly, it’s Vue’s ability<br />

to create Digital Nature scenery with all that Vue is renowned for and<br />

seen in major cinematic productions: windswept forests, cloud-filled<br />

skies and vast mountainous terrains. Secondly, even novice users can<br />

quickly create awesome renders. The path between one’s own<br />

creative Digital Nature and a visually satisfying render with Vue is<br />

very straightforward and unobtrusive Nicholas Phelps, president, e-on software<br />

external apps or USGS DEM data will be useful.<br />

It’s the kind of thing that made VistaPro popular in<br />

the first place. Also on this front, there’s a very<br />

handy ability to load a terrain picture as a bitmap,<br />

display it inside the Terrain Editor and then sculpt<br />

a landscape based on it.<br />

The interface has a more old-fashioned feel to it<br />

than, say, Bryce, but it works well and consistently<br />

with a four-pane display on higher-spec versions,<br />

or a single display on the Enthusiast options. The<br />

real quality of the program is in assigning<br />

materials to your terrains and whether they are<br />

regular or procedural. The infinite procedural<br />

terrains have the benefit of automatic subdivision<br />

closer to the camera for more detail, and render<br />

time-saving general detail further away. Getting<br />

into the he<strong>art</strong> of the program is creating the<br />

materials and mixing them, applying rules for<br />

greenery, snow lines, scale, etc.<br />

It’s the EcoSystem painter that really makes<br />

Vue invaluable for densely populated terrains.<br />

Any objects can be loaded into the EcoSystem –<br />

whether they are clumps of grass, trees or even<br />

buildings, and they can be painted singularly for<br />

» Peaceful Island<br />

Created with Terragen 2 and reflecting<br />

the <strong>art</strong>ist’s romantic mood at the time<br />

precision, or airbrush painted to cover your<br />

landscape en masse. This is the feature that the<br />

Hollywood studios love and you’ve seen it at work<br />

in everything from Pirates Of The Caribbean and<br />

Indiana Jones to Terminator: Salvation.<br />

When you throw in mist, atmospheric haze,<br />

low-lying fog, the different types of lighting with<br />

© Susanne Krings<br />

editable clouds and then the water simulation<br />

where surfaces can be smooth and lake-like or<br />

heaving like the Atlantic and you have<br />

unparalleled control for realistic landscapes. The<br />

caveat to this is that while it is easy to pick up and<br />

use, the results tend to be poor on close-up shots<br />

until you have mastered the technical aspects.<br />

17


Bryce 7 is a toolset inspired by <strong>art</strong>ists. Based on the input and<br />

direction of professional Bryce users and DAZ 3D community<br />

members, the Bryce 7 toolset is truly customised to fit the needs of its<br />

<strong>art</strong>ists. With updated lighting, rendering and export capabilities, as<br />

well as a brand new Instancing Lab that allows users to create even<br />

larger scenes that require less memory, Bryce 7 offers more options<br />

than ever before Dan Farr, CEO, DAZ 3D<br />

© Edson Moraes<br />

Then the results can be jaw-dropping. Vue also<br />

supports animation, and this is where studios tend<br />

to go for the xStream version. The animation<br />

wizard is a bit ropy but there’s Poser figure and<br />

animation support, atmospheric and individual<br />

object and camera animation. Objects can even<br />

be configured to react to the terrain.<br />

While there are certain areas that would<br />

obviously benefit from improvement, Vue has the<br />

kind of breadth that means it can do pretty much<br />

everything and you certainly get out what you put<br />

into learning it. That’s why it’s the number one<br />

choice for landscapes.<br />

For those looking to get powerful facilities and a<br />

good user interface, without having to spend very<br />

much, there’s a great alternative in Bryce.<br />

Originally launched in 1994 for the Mac, Bryce –<br />

named after the famous canyon in the US – rapidly<br />

overtook VistaPro in the landscape popularity<br />

stakes. A PC version came out in 1996 and by<br />

1999 the program had rapidly evolved with<br />

version 4 offering a sophisticated SkyLab for<br />

atmospherics, better textures and object import.<br />

MetaCreations sold it to Corel in 2000 where<br />

trees and a few improvements were added for<br />

version 5 in 2001. And after that helter-skelter<br />

development, it stagnated under Corel until DAZ<br />

3D bought the program and released version 5.5<br />

which allowed import of DAZ and Poser<br />

characters – thus expanding the range of the<br />

program. Finally in 2006, the basis of the latest<br />

version came out with Bryce 6.1 which improved<br />

the terrain editing, added HDRI lighting and made<br />

it take advantage of multi-threading and multicore<br />

CPUs.<br />

At the moment, a significant upgrade is in the<br />

final stages of development with Bryce 7 which<br />

will incorporate the Instancing Lab, new light<br />

» Venedig Kopie<br />

No post-work on this Vue image;<br />

Rudiger was aiming to simulate a<br />

painting style<br />

Essential<br />

links<br />

www.e-onsoftware.com<br />

www.planetside.co.uk<br />

www.daz<strong>3d</strong>.com<br />

www.rendernation.com<br />

www.xfrog.com<br />

www.cornucopia<strong>3d</strong>.com<br />

www.mojoworld.org<br />

An entire world<br />

Out of all the software applications, from dedicated<br />

landscapes, to general 3D, there is only one package<br />

that lets you create an entire world in one go and<br />

that’s MojoWorld. Creating a complex and<br />

interesting world is in fact so tough and time<br />

consuming that the author of the program<br />

types, more data exchange, improved SkyLab and<br />

Material Lab, p<strong>art</strong>icle animation and more<br />

rendering options. The Instancing Lab allows<br />

users to copy objects or create Instances, making<br />

it possible to create larger, more realistic scenes<br />

than ever before, using less memory. The new<br />

lighting includes Distant light, Parallel, Cluster,<br />

Dome and a series of 3D fill lights. The data<br />

exchange function means models and scenes<br />

from DAZ Studio can be imported more easily,<br />

while the Sky Lab gets a big<br />

upgrade with more tools and<br />

controls over cloud settings. Tools<br />

include Image Based Lighting<br />

(illuminating your scene or objects<br />

in the scene with images of light<br />

© Rudiger Wacknitz<br />

recommends st<strong>art</strong>ing with an existing planet and<br />

modifying it to your specifications. After that, set the<br />

camera down anywhere on the surface or let it loose<br />

and create an animation as you soar above the<br />

surface of an entire planet. Next up are entire solar<br />

systems apparently! Watch this space…<br />

18


Environment<br />

Importing characters<br />

While most software packages can import characters in a variety<br />

of formats, if you want to actually create characters and objects<br />

and put them into scenery, the fastest and easiest way is to use<br />

Bryce and DAZ Studio. Your DAZ characters and objects can be<br />

exported at the moment for easy inclusion into a Bryce scene, but<br />

this relationship will get even closer with the release of Bryce 7. Vue<br />

has a few tricks up its sleeve as well with the Enthusiast versions, so that<br />

Vue Frontier supports physically posing the Poser characters making<br />

animation a real possibility.<br />

© Bernie Stafford<br />

» Dawn Patrol<br />

Using an Anders Leczar model, rendered in Bryce for the clouds<br />

from the real world), added capabilities for HDRI<br />

images (saturation control, transparency and<br />

HDRI from inside), soft shadows for IBL, specular<br />

map settings and Powerful Sun options.<br />

So it’s all cooking in the Bryce world, but how<br />

easy is it to pick up and how good is it in practice?<br />

Well to answer the first question you need to go<br />

back to the beginning. It was developed on the<br />

Mac and ported to the PC and it’s had the same<br />

bizarre and idiosyncratic interface since. Let’s say<br />

that it’s full of good stuff, though vegetation isn’t a<br />

strong point, but you’ll need to learn the interface<br />

to use it. The best p<strong>art</strong>s of Bryce are the terrain<br />

creator – but note this is 2D with a 3D preview, the<br />

various sky types and the Material Editor.<br />

Back in the good old days, before the rise of the<br />

PC, the Amiga world gasped with amazement<br />

when the original Vista program brought CGI<br />

landscapes to the desktop. Using fractal<br />

technology, where previously blank polygons had<br />

ruled supreme, we marvelled at the swathes of<br />

© Lars Braad Andersen<br />

» Old Ironsides<br />

Created with a ship<br />

that Bernie Stafford<br />

modelled himself<br />

greenery. Surprisingly, the veteran software<br />

package is still around, and at $50 from<br />

VendorNation it would appear a worthy<br />

alternative. However, like giving a Lada a new<br />

paint job, it might look shinier, but it’s still pretty<br />

abject compared to a Jag. And so it is with what’s<br />

left of the VistaPro franchise. You can buy DEM<br />

map packs for it that look kind of realistic if you<br />

squint, but the basic interface is the same as 15<br />

» Countryroad Slope<br />

The aim here was to re-create<br />

the look and feel of a small<br />

countryside lane in a very hilly<br />

area of Western Jutland,<br />

Denmark, in midsummer<br />

© Susanne Krings<br />

» Blue System<br />

Radial lights were used in this<br />

Bryce scene (of which one has a<br />

violet tone) to add that additional<br />

ethereal tint to the mountains on<br />

the left<br />

years ago and the results simply don’t stand up to<br />

any modern alternative.<br />

Back to the modern world and there’s a brace of<br />

options for those that like to get their rendering<br />

fingers dirty. We’re alluding to Planetside’s<br />

Terragen 2 and Terragen Classic, which is a<br />

simpler version. Both versions can be downloaded<br />

and used free for non-commercial use but they do<br />

have limitations. These include rendering limited<br />

to 800 x 600 on Terragen 2, lower detail and antialiasing<br />

quality, a limit to three-object populations<br />

and no animation. On the plus side, you can get to<br />

try the products out for free before deciding<br />

whether to lay out $299 for Terragen 2, $399 with<br />

the animation module and $699 with XfrogPlants.<br />

The commercial versions also offer five additional<br />

render node licences, tutorial videos and no<br />

restrictions. Terragen Classic can be upgraded for<br />

commercial use for $99 – pitching it directly<br />

against Bryce and Vue Frontier. If anything,<br />

Terragen 2 is the spiritual successor to VistaPro,<br />

using complex fractal technology to render<br />

stunningly realistic landscape terrains right from<br />

© Bernie Stafford<br />

19


» Twomobo<br />

M<strong>art</strong>in Roes specialises in<br />

alien deserts with lots of detail<br />

and, of course, it just wouldn’t<br />

be a MojoWorld without some<br />

extra planets in the sky<br />

Realistic<br />

landscapes<br />

without hassle<br />

If there’s one strong point about Terragen it’s<br />

that anyone, once they figure out what does<br />

what, can create the most photorealistic terrains<br />

with the minimum effort. There is a steep<br />

learning curve just to get to grips with the<br />

program, and as a rendering engine it isn’t fast<br />

either, but the textured surfaces have a craggy<br />

and dirty look to them that makes a Terragen<br />

landscape distinct. Shots from a high elevation<br />

look like photos taken from an aeroplane<br />

window. Mastering the node-based shader<br />

network is key to creating variety and compelling<br />

realism in close-up shots.<br />

the st<strong>art</strong>. The interface, though, is something of a<br />

horror show for the newcomer, being a nodebased<br />

system where each element can be<br />

adjusted and tweaked as it feeds the next.<br />

The shader tree setup does allow for plenty of<br />

control and has a similar pipeline and technology<br />

to traditional 3D software. This is no accident as<br />

the founder of Planetside worked for awardwinning<br />

VFX studio Digital Domain, where the<br />

company developed its own proprietary terraingenerating<br />

software. Much of that technology<br />

went into Terragen 2 which was subsequently<br />

used to create landscapes for films such as The<br />

Golden Compass and The Wicker Man. It’s<br />

definitely worth looking at both versions of the<br />

software before deciding on purchasing either.<br />

The strong point about the program is the quality<br />

of the results, the weakest being the heightfield<br />

editing possibilities.<br />

© M<strong>art</strong>in Roes<br />

As Xfrog Inc was just mentioned as the main<br />

supplier for a massive set of bundles with<br />

Terragen 2, it’s worth elaborating at this point<br />

exactly what the company has to offer. Xfrog Inc<br />

provides DVDs containing highly realistic plants,<br />

trees, flowers and grasses as well as a plethora of<br />

objects suitable for use in landscape CGI. There<br />

are 29 DVDs of XfrogPlants alone, massive<br />

bundles and also a separate program – itself<br />

called Xfrog. This comes as a standalone app or<br />

as a plug-in for CINEMA 4D or Maya and is used<br />

for organic modelling and animation so you can<br />

create your own vegetation.<br />

Third-p<strong>art</strong>y object creation is in fact key to<br />

expanding your chosen landscape CGI program<br />

with all manner of flora, transport and<br />

architecture. As well as the Xfrog material, e-on’s<br />

Cornucopia3D store sells a massive amount of<br />

objects for all versions of Vue at a fairly low cost,<br />

Terragen 2 features industry-leading displacement rendering<br />

performance and flexibility, allowing realistic detail from orbit to<br />

centimetre scale. A sophisticated planetary atmosphere model allows<br />

creation of unlimited cloud types, while a global illumination lighting<br />

model optimised for large scales contributes to overall cloud and<br />

atmospheric realism. TG2 is uniquely capable of realistically<br />

rendering large-scale natural environments, freeing you from the<br />

limitations of ‘set-oriented’ scenes Oshyan Greene, business manager, Planetside Software<br />

20


Environment<br />

The sky’s the limit<br />

Most of the landscape-creating software can manage great-looking skies, but if you want complete<br />

control, you need Vue Frontier or upwards with the new Spectral 3 cloud system for layers of clouds.<br />

In fact, clouds now can even be independent objects that can be resized, rotated and rearranged just<br />

like any other object. The clouds themselves have their own internal density, which affects how light<br />

travels through them, detail can be refined for close-up views and cast realistic shadows over the<br />

ground detail. It means that you have total control over both the look and feel and the actual shape of<br />

cloud cover in all your outdoor scenes.<br />

© Rudiger Wacknitz<br />

Making it<br />

look real<br />

Gill Brooks is an established Vue <strong>art</strong>ist.<br />

Here she gives her insights into what<br />

makes for a superior CGI landscape<br />

» Waiting for Grandpa Kopie<br />

A fairly complex scene requiring accurate object placement and<br />

use of Vue’s EcoSystem function to populate the foreground<br />

while DAZ 3D is increasingly supplying more<br />

material for Bryce. Expect this to ramp up with the<br />

release of Bryce 7.<br />

To round things off, how would you like to<br />

create an entire world and then fly around it?<br />

That’s the promise made by MojoWorld 3 which<br />

comes in a variety of flavours from Focus to<br />

Standard and Pro versions and is compatible with<br />

both Windows and Mac.<br />

Focus comes in at just $49 but does little more<br />

than allow the user to plonk digital photos of<br />

themselves into strange new worlds. It’s the<br />

Standard edition ($199) with which you can begin<br />

to create your own worlds – though the planet<br />

» Winter Forest<br />

With temperatures above<br />

freezing point, fog and mist will<br />

appear when the relatively warm<br />

and damp air meets the frozen<br />

ground. This kind of weather,<br />

alternating frost and thawing, is<br />

quite common in Denmark<br />

© Lars Braad Andersen<br />

» Der Maierhof<br />

The Vue EcoSystem tool was<br />

used to populate the foreground<br />

with hay and a few poppies<br />

wizard is recommended when using the software<br />

the first-time round. There are still limitations here<br />

though, the most telling of which is that there are<br />

no trees supplied with this edition. To create trees,<br />

you’ll need to purchase the MojoTree ($69) add-in<br />

which can input individual trees or vast procedural<br />

forests. The Pro version ($479) includes the tree<br />

support and comes with more animation, 3D<br />

object file support and the MojoGraph which<br />

throws in a node-based shader editor similar to<br />

that which can be found in Terragen 2. Don’t<br />

expect to master MojoWorld quickly, though. Not<br />

only is the interface unlike anything you’ve ever<br />

used, even the author of the program concedes<br />

that three years after the initial release of the<br />

program, no one had yet fully exploited the<br />

possibilities it offered.<br />

Whichever app you decide to use, there’s little<br />

doubt that it takes considerable practice and a<br />

good sense of colour, lighting and composition to<br />

create something special. When you do, make<br />

sure you then share it with the world!<br />

© Steffi Goetz<br />

Realism<br />

If you’re trying to get a realistic render, then use<br />

photographs for reference. If using your own, try<br />

to create as near to the exact picture as possible.<br />

Notice how the light reacts with the objects in<br />

the photo – plants, buildings, people, etc. Try not<br />

to use any additional lights, but if you really<br />

must then use as few as possible and make sure<br />

you only have one shadow. All lights will cast<br />

shadows so if they are in varying directions<br />

you’ll get multiple shadows which is unrealistic<br />

in daylight scenes.<br />

Plan ahead<br />

In any type of scene, it’s always best to plan<br />

beforehand rather than just plopping things<br />

along the way. If you’re not using photo<br />

reference, then make a sketch – even the<br />

roughest sketch will help you plan.<br />

Trees<br />

If you plan on using trees close to the camera,<br />

try to use good-quality models rather than the<br />

native Vue trees. Even the HD are not really<br />

close-up quality due to the leaf planes. If you<br />

don’t own a program such as OnyxTree or Xfrog,<br />

there are plenty of models for sale at<br />

Cornucopia3D and other stores.<br />

Scale<br />

When you load a Vue terrain, remember it’s<br />

only 5.375yds high and 28yds wide. Mountains<br />

are somewhat larger! In any type of scene, make<br />

sure your objects are scaled to each other.<br />

Nothing’s worse than a small house with a giant<br />

standing in front of it – unless it’s a fairy tale.<br />

Post-work<br />

Don’t think that rendering is the end. Post-work<br />

not only enhances your image but also adds a<br />

personal touch. Even just a little lighting<br />

correction can go a long way to making an<br />

ordinary render pop.<br />

21


Create a<br />

futuristic city<br />

Cityscape 2008<br />

Use Maya to help create buildings in a city layout<br />

and then use Photoshop to paint in the details<br />

Marco Bauriedel specialises in shading, lighting, texturing and laying out render passes<br />

Software used in this piece<br />

Maya<br />

Photoshop<br />

3D <strong>art</strong>ists explain the<br />

techniques behind<br />

their amazing <strong>art</strong>work<br />

Artist info<br />

Marco Bauriedel<br />

Personal portfolio site<br />

www.marcobauriedel.com<br />

Country Germany<br />

Software used<br />

Maya and Photoshop<br />

Expertise Marco specialises in<br />

shading, lighting and texturing,<br />

laying out and seeing what can<br />

be created with render passes<br />

in Photoshop or Nuke<br />

This tutorial will lead you through the creation of<br />

a futuristic cityscape in a fantastical setting, as it<br />

doesn’t exist in reality these days. It depicts what<br />

can be achieved when technological advancements and<br />

the imagination are combined.<br />

Maya was used to create the basic geometry as well as<br />

some lighting references of a few of the buildings, the<br />

highway and the bridge. Photoshop was the tool of choice<br />

for more than 90 per cent of this image.<br />

The hardest task was to get all the details together and<br />

make them look integrated in the final piece. Maya helped<br />

a lot in order to find a st<strong>art</strong>ing point and paint on that in<br />

combination with photographs.<br />

I will be leading you through the whole creation process<br />

of Cityscape, but first I will st<strong>art</strong> off by describing how I do<br />

my concepts.<br />

22


Environment<br />

Modelling,<br />

composition,<br />

painting<br />

Concept<br />

Concepts get your<br />

imagination going and<br />

make the process more<br />

enjoyable than st<strong>art</strong>ing<br />

with little thumbnails and<br />

photographs on a blank<br />

canvas from scratch.<br />

A<br />

Save yourself some modelling<br />

time by using the model and<br />

maps created here<br />

Cityscape.mb<br />

wip_03.jpg<br />

IMG_6300.jpg<br />

IMG_6784.jpg<br />

IMG_7611.jpg<br />

IMG_7245.jpg<br />

IMG_5911.jpg<br />

IMG_6143.jpg<br />

IMG_6145.jpg<br />

01 Concepts on paper<br />

Drawing quick boxes with a ballpoint pen and filling it with<br />

rough lines that mark a composition helps tremendously<br />

to pick the basic scheme you want to go after. By using a<br />

ballpoint pen instead of a pencil, you force yourself to just do<br />

a new sketch when you mess up, which raises the chance of<br />

even more ideas coming up. St<strong>art</strong>ing with a horizon line (if<br />

inside the view) and putting focal points or vanishing points<br />

using the rule of thirds is the best way to go A.<br />

b<br />

c<br />

A These are some raw<br />

concepts on paper that help to<br />

find ideas quickly and efficiently<br />

b Here, grey values st<strong>art</strong> to<br />

mark depth in an early<br />

Photoshop sketch<br />

c This is the final concept with<br />

a basic atmosphere, which<br />

frames the idea pretty well<br />

02 Concepts in Photoshop<br />

It’s time to bring the chosen composition into Photoshop by<br />

scanning or just re-creating the sketch by eye with big<br />

greyscale strokes that st<strong>art</strong> to form shapes. In this phase, it’s<br />

important to go beyond rough line sketching and define a<br />

logical lighting situation and basic depth values in the image b.<br />

03 Finish the concept<br />

A colour scheme is then added to the sketch to support the<br />

lighting situation and basic mood. Always remember that the<br />

colour of the sky tints shadowed areas much more than lit<br />

areas. The further objects are in z-space, the more they<br />

seem saturated, coloured and valued like the sky at the<br />

horizon line.<br />

With these thoughts in mind, it’s easier to create your<br />

colour palette. As this project is a personal painting, I kept<br />

the freedom of developing the colour scheme away from the<br />

initial concept during the process towards the final piece c.<br />

3DArtist ● 23


Problems<br />

and solutions<br />

I wanted to quickly create<br />

some streets and a bridge for<br />

this concept, which would be<br />

lit and rendered to be even<br />

usable in a later, more detailed<br />

and more real version of the<br />

painting, and just fit in as a<br />

base. Modelling geometry in<br />

perspective onto your concept<br />

is a pretty quick way to add<br />

basic shapes with basic<br />

lighting. The hardest task may<br />

be to get the perspective and<br />

distance dimensions correct.<br />

A stretched-out highly<br />

subdivided ground plane is a<br />

great help for the perspective<br />

when adjusted to end on the<br />

concept’s horizon line.<br />

For the modelling, lock, key<br />

or bookmark your camera<br />

when the perspective is set so<br />

you don’t lose the settings<br />

when accidentally changing<br />

the camera’s view.<br />

St<strong>art</strong> modelling with very<br />

basic shapes that are aligned<br />

as well as possible, and use<br />

the power of Physical Sun and<br />

Sky for really quick render<br />

results that fit your concept’s<br />

time of day.<br />

Some coloured reflections<br />

may give great details that<br />

later help a lot to sell rather<br />

simple geometry or help add<br />

realism and lighting on top of<br />

objects placed in Photoshop.<br />

04 Camera alignment and scene setup<br />

After creating a simple camera in Maya, a background image<br />

is added by looking through the newly created camera,<br />

accessing the Space menu bar and importing the image<br />

plane as shown in the screenshot. In this case, the standard<br />

value of 35 in Focal Length works out pretty well, because<br />

my renders work with pretty rough alignments and no<br />

additional adjustments of the image plane were needed, as<br />

the major objects we want to create are in the centre of the<br />

image. To be sure the whole concept is in the camera view,<br />

choose Horizontal at Fit Resolution Gate d.<br />

D<br />

Modelling the scene<br />

How the basic scene was arranged in Maya<br />

05 Set the perspective and modelling<br />

A stretched-out ground plane marking a clear horizon line is<br />

a perfect base to get everything in place. The foreground’s<br />

stairs and two distant buildings are then modelled and<br />

aligned to fit in the camera’s view, and have a pretty logical<br />

distance in a perspective view. If this lines up, the other<br />

simple cube buildings, bridge, the bridge’s piers and spheres<br />

are created to roughly fit in a perspective view and more<br />

precisely fit in the camera’s view. For the highways, a cube<br />

is created and its faces are extruded over and over again<br />

and later smoothed to form the street’s shape e.<br />

f<br />

06 Lighting and shading<br />

At this stage two mia_materials are defined: one having<br />

a Glossiness of 1.0 for all spheres that will have sharp<br />

reflections, and the other shader having a Glossiness of just<br />

below 0.3 to receive rough reflections, which is also assigned<br />

to all other objects.<br />

To have more reflections going on, p<strong>art</strong>s of the city are<br />

duplicated towards the camera (marked red in the modelling<br />

screenshot). Then Point lights are positioned and coloured<br />

differently to have some variation. Additionally, the Physical<br />

Sun and Sky settings are used to roughly imitate the time<br />

of day and direction of the sun f.<br />

g<br />

e<br />

24<br />

d Import the image into the<br />

scene connected to a new<br />

render camera<br />

e This shows the modelled<br />

city in two perspectives and the<br />

top view of the streets with an<br />

extrusion example<br />

f Position the lights and create<br />

shaders for a basic composition<br />

g The final renderings as they<br />

were used to get the<br />

imagination going<br />

07 Render for Photoshop workflow<br />

For the rendering, the Production render preset is chosen<br />

and Final Gather is activated with a Filtering of 1.<br />

In addition to the Beauty render, the Occlusion pass always<br />

gives more depth. Sometimes it’s needed to tint it to a warm<br />

colour in postproduction before multiplying onto the Beauty<br />

pass for better integration into the image. One of the best<br />

things about 3D renders are masks for any geometry, which<br />

can be quickly rendered with surface shaders in any colour to<br />

extract any shape with the Magic Wand tool in Photoshop g.


Environment<br />

Painting in the main details<br />

How the concept was developed towards a painting<br />

08 Add first photographs<br />

The first step is to add photo material to the image that<br />

roughly fits the building’s shapes in the concept. The photos<br />

are stretched and cloned to fill up as much space as possible<br />

for a good painting base.<br />

Obvious perspective issues should be erased through<br />

image distortion as early as possible, and later painted out for<br />

a more realistic feel h.<br />

09 How to light the stairs out of a texture<br />

To create the stairs in Photoshop, a perspective-transformed<br />

marble texture is used to match the stairs’ shape. Then<br />

Occlusion-like shadows and core shadows are painted,<br />

followed by a screened mask for the lit areas that are later<br />

erased out on the shadow areas of the railings. Finally, the<br />

reflection of the railings is added to make the marble shiny i.<br />

10 Roughly integrate the renderings<br />

The renderings are layered on each other and then imported<br />

to the Photoshop painting. After that, the layer stack is<br />

positioned into the painting and the Occlusion is slightly set<br />

to Multiply on top of the geometry. With the help of the<br />

masks, separate adjustments are done and the whole<br />

geometry is cut out. Finally, details and more defined lighting<br />

are painted on top for rough integration j.<br />

h<br />

i<br />

h The first photo<br />

material added to fill the<br />

concept with a rough base<br />

to st<strong>art</strong> from more detail<br />

j<br />

i The process of taking a<br />

marble texture and creating<br />

a lit, shiny balcony out of it<br />

j The rough integration<br />

of CG elements into<br />

the painting<br />

k Grey values st<strong>art</strong> to<br />

mark depth in an early<br />

Photoshop sketch<br />

k<br />

11 Perspective orientation<br />

For help on the perspective, it’s great to have perspective lines.<br />

These are created with paths that stick to the vanishing points,<br />

and are then filled by choosing a small brush and pressing the<br />

little button marked in the screenshot below. You can see in<br />

the background that the balcony is gone for a wider view,<br />

which gives the whole image a more epic feel k.<br />

Lighting<br />

the sky<br />

It was especially hard to find a<br />

nice composition for the sky,<br />

as my intention was to support<br />

the city with huge beautiful<br />

clouds that had to fit into the<br />

lighting scheme at the same<br />

time. Luckily, halfway<br />

through the process of the<br />

image I was on a trip through<br />

Nepal, where some fantasticlooking<br />

clouds found their<br />

way onto my DSLR’s memory<br />

card (some are included on the<br />

CD). These had a lot of depth<br />

and made it easier for me to<br />

paint and adjust the light on.<br />

The lighting mood changed<br />

several times throughout the<br />

concept, because I tried many<br />

things. In the end I was most<br />

happy with a saturated low<br />

sun lighting, which in my<br />

opinion supports the sky<br />

details and gives more<br />

contrast. For the lighting in the<br />

city, a lot of painting light on<br />

top was used to get the overall<br />

lighting to work. I wanted to<br />

have both a great sky<br />

atmosphere and a little light<br />

from windows and lampposts.<br />

25


Artist<br />

Showcase<br />

Marco Bauriedel<br />

Born in 1982 in Germany, after st<strong>art</strong>ing out digitally in<br />

Deluxe Paint on an Amiga at the age of 12, I waited to<br />

discover my passion for <strong>art</strong> until turning 21. From then<br />

on, various fields of digital <strong>art</strong> were p<strong>art</strong>s of my studies,<br />

covering CGI, animation, digital painting, compositing<br />

and programming.<br />

Creating the sky<br />

How the sky was developed<br />

in the process of this painting<br />

l These were clouds added<br />

early on, which lacked depth,<br />

integration and detail<br />

m This shows slightly<br />

modulated clouds with a more<br />

detailed mid-ground city<br />

n The st<strong>art</strong> of the final sky<br />

composition with another<br />

concept idea added on top<br />

of the painting<br />

Jeep Planets Vue 6, Maya, Photoshop (2007)<br />

These planets were created for the KNSK agency at Albert Bauer<br />

Studios to show the versatility of a Jeep on any terrain. I was<br />

responsible for the CGI creation of the planets.<br />

l<br />

Montblanc Minerva Maya, Nuke, Photoshop (2008)<br />

Montblanc commissioned Albert Bauer Studios to create a<br />

virtual clockwork of the Minerva Watch to fly through in several<br />

animations. I was responsible for shading, lighting, rendering<br />

and compositing.<br />

12 Basic clouds<br />

The clouds seen here were the first ones that were added to<br />

the image. Most of them look like they were cut and pasted<br />

into the painting and lack depth and integration; however,<br />

a lot of recolouring and repainting was applied at this stage.<br />

Some more diffuse clouds at the horizon help to make the<br />

scenery look more believable, too l.<br />

13 Modulate the clouds<br />

Painting highlights gives more depth to these clouds but they<br />

still seem to be too evenly distanced, with a clear sky behind<br />

the front line of clouds, which seems quite unrealistic. At this<br />

stage, the sky and the whole image is tinted in a warmer<br />

mood. The streets are much more detailed now with a newly<br />

painted lighting onto the mid-ground buildings m.<br />

m<br />

15 minutes<br />

Render time<br />

Resolution:<br />

4,200 x 2,000<br />

26<br />

Audi Car Maya, Photoshop (2008)<br />

This is an Audi Q7 rendered for photo agency MAGROUND at<br />

Albert Bauer Studios. My job was to do all the CGI and a p<strong>art</strong> of<br />

the retouching in Photoshop.<br />

Quickly<br />

adding detail<br />

A great technique to add more<br />

detail to your painting may be<br />

to search for images with high<br />

contrast, like lit windows at<br />

night. Add them to your<br />

painting, using the Overlay or<br />

Screen blending mode. This<br />

way, I saved a lot of time when<br />

making the lights of the city.<br />

You can stamp things around<br />

to be even faster.<br />

n<br />

14 The final sky composition<br />

New photographs were now added, which I shot in Nepal<br />

(you can find some of these on the CD). As they are taking<br />

up more space in the sky, they seem much more epic.<br />

Additionally, gentle colour changes help to create interest.<br />

The final stages of the sky follow in the final section. In this<br />

version of the piece, another concept is added on top of the<br />

half-finished painting. I decided not to use the hangar<br />

concept either, and kept the undisturbed panoramic view<br />

later on n.


Environment<br />

Fine detail and finishing off<br />

How the finishing process developed the piece towards a better painting<br />

o<br />

15 Continue the sky composition<br />

As the sky’s composition is almost finished in this step,<br />

the whole image looks a lot less c<strong>art</strong>oonish and has<br />

a more realistic feel.<br />

The lighting and colouring is still too dreamy in this version,<br />

but the direction st<strong>art</strong>s to work. Details like the harbour piers<br />

and additional kicked highlights support this 0.<br />

16 Finalise the sky composition<br />

In this step, the sky is completely filled up with a new<br />

composition of clouds that work a lot better. The contrast in<br />

this version creates a more balanced image, but also a darker<br />

mood that kills some ambient sky lighting details on the city<br />

and the effect of depth. The sun seems distractingly bright<br />

right now, but the overall composition is working p.<br />

Compositing<br />

the layers<br />

Layers were used extensively<br />

to be as flexible as possible in<br />

the process. I mostly used<br />

adjustment layers that I later<br />

grouped with the changed<br />

pixels and duplicate. Then the<br />

duplicated group is merged<br />

and the old group is turned off<br />

visually to have a Photoshop<br />

file that’s easier to handle.<br />

p<br />

0 Here, we are st<strong>art</strong>ing to get<br />

somewhere with this painting<br />

p A high-contrast version of<br />

the cityscape with a bright sun<br />

q It’s getting too saturated and<br />

monochromatic in this rather<br />

flat version of the painting<br />

r The final cityscape painting<br />

with the final touch of colour<br />

variation and details<br />

17 Later that day<br />

When working for too long on a painting without a pause,<br />

you get that tunnel vision that pushes you further into a<br />

saturated colour scheme. This red sunset version with too<br />

few highlights almost looks monochromatic compared to the<br />

previous version and the final image. The ambient skylight<br />

painted onto the big clouds gives more depth nonetheless.<br />

Some little perspective corrections and the mid-ground city<br />

extension make the panoramic view complete q.<br />

q<br />

r<br />

18 Final cityscape painting<br />

And here is the finished painting. Opening some p<strong>art</strong>s of<br />

the sky again gives more colour variation and a more friendly<br />

mood. One of the most important final tweaks is the<br />

desaturation of the reds in combination with a bigger variety<br />

of colours and more ambient skylight details on the buildings’<br />

roofs and clouds r.<br />

27


Step by step:<br />

Create a<br />

beautiful<br />

landscape<br />

Flying over Crater Lake 2010<br />

Crater Lake is one of my typical digital<br />

illustrations purely done for fun, using a<br />

combination of ZBrush, Vue and Photoshop<br />

Peter Baustaedter is a digital matte <strong>art</strong>ist/environment designer<br />

The image Flying over Crater Lake<br />

was one I did for fun during time<br />

off from work. I was interested in<br />

experimenting with some digital sculpting<br />

software and a friend of mine who owns<br />

ZBrush let me play with it for a bit.<br />

I didn’t set out to make this image in<br />

p<strong>art</strong>icular; the idea just came to me while<br />

playing around.<br />

When I had a mesh I found interesting, I<br />

imported it into Vue and st<strong>art</strong>ed playing<br />

with different surface and lighting options.<br />

Initially I wanted to have a mysterious green<br />

Concepts<br />

Rough out ideas<br />

This was basically the st<strong>art</strong>ing point<br />

01 coming out of ZBrush. I had modelled<br />

this vortex and I wanted to use it to render<br />

through Vue. Initially I thought I would have a<br />

biomechanical feel to it or make it something<br />

quite sinister. But, as I progressed, things<br />

would turn out differently as you will see.<br />

Modelling,<br />

painting<br />

light shine up from the vortex that I had<br />

modelled. In the end, though, I went for<br />

something more realistic and less magical.<br />

Sometimes, 3D <strong>art</strong> is all about going with<br />

your instincts and experimenting.<br />

Once I had a render I was happy with, I<br />

jumped into Photoshop to tweak levels and<br />

colour, fine tune the atmosphere, plus add<br />

some clouds and some finishing touches.<br />

Since I need to follow precise instructions<br />

and direction in my day job as a matte<br />

painter, I always enjoy creating more<br />

organic images when doing personal work.<br />

28<br />

I didn’t set out to<br />

make this image in<br />

p<strong>art</strong>icular; the idea just<br />

came to me while playing<br />

around. Sometimes it’s all<br />

about experimenting


Environment<br />

Software used in this piece<br />

ZBrush<br />

Vue<br />

Photoshop<br />

3D <strong>art</strong>ists explain the<br />

techniques behind<br />

their amazing <strong>art</strong>work<br />

Once I had the geo formed in Vue, the fun really st<strong>art</strong>ed – playing<br />

around with different lighting and moods. Vue is a great tool and<br />

provides the <strong>art</strong>ist with many options for environments<br />

Artist info<br />

Peter Baustaedter<br />

Username: baustaedter<br />

Personal portfolio site<br />

http://fillingthedrywell.<br />

blogspot.com<br />

Country New Zealand<br />

Software used Vue Infinite 8.5,<br />

ZBrush 3.5, Photoshop CS3<br />

Expertise Peter specialises in<br />

environments/matte painting<br />

Once I had the geo formed in Vue, the fun really<br />

02 st<strong>art</strong>ed – playing around with different lighting and<br />

moods. Vue is a great tool and provides the <strong>art</strong>ist with many<br />

options for environments. This low-res image was the only<br />

image I saved during this phase out of many attempts.<br />

After exploring different lighting situations I<br />

03 ended up with one of my old favourites – straight<br />

daylight. This basic shader is based on Vue’s Square Rock<br />

with simple grass mixed in. I quickly modelled some<br />

background hills with the Terrain editor and placed some<br />

water into the bottom of the pit.<br />

29


Modelling<br />

How the elements were put together<br />

5 hours<br />

render time<br />

Resolution:<br />

2,500 x 1,406<br />

Here I deployed another one of my favourite elements – cloud shadows. They<br />

04 strengthen the spacial impact and – if placed correctly – help to create a focal<br />

point for the eye. Volumetric lighting was turned on so that the Spectral 2 clouds cast some<br />

nice shadows throughout the atmosphere.<br />

After various tries with procedurally placed<br />

05 EcoSystems, I decided to paint them by hand.<br />

Consisting of Vue’s Plum Tree and two other kinds of small<br />

shrubs, I painted an ecosystem to emphasise the weird<br />

topography of the crater/vortex. Here you can see my very<br />

simple setup and the final painted ecosystem.<br />

I usually like to ‘underexpose’ a bit so no p<strong>art</strong> of<br />

06 my render gets overexposed. I rendered this with<br />

Ambient Occlusion with the simple ‘final’ settings. Not very<br />

spectacular, but I personally like to do a lot of tweaking in<br />

Photoshop as I find that method much quicker.<br />

A great thing about Vue is that it can render a layered Photoshop file, containing<br />

07 useful passes and Alpha channels. This image shows the different layers I used to<br />

‘mix down’ a version of the render for me to paint on. Left to right show: Diffuse, Shadow,<br />

Reflection, Indirect Lighting and Atmosphere Gain channels activated step by step.<br />

A lot of things happened<br />

08 once I took the image into<br />

Photoshop. First, I flipped the whole<br />

render to make the composition<br />

more readable. I replaced the water<br />

with a photo I took and cranked up<br />

the spec of the water surface to<br />

boost realism. The background was<br />

cleaned up and trees cloned to break<br />

it up. Quite severe colour corrections<br />

and some painted-in atmosphere<br />

tweaks finished this step.<br />

30


Environment<br />

Artist<br />

Showcase<br />

Peter Baustaedter<br />

I have 15 years’ experience as a digital matte painter<br />

and concept <strong>art</strong>ist. Over the course of my career I’ve<br />

used countless applications to create digital imagery. I<br />

st<strong>art</strong>ed out with Deluxe Paint and Sculpt 3D on a<br />

Commodore Amiga in the late Eighties. Nowadays I<br />

mostly use Photoshop, Vue, Maya and Nuke to create<br />

my professional work.<br />

My most noteworthy recent project is James<br />

Cameron’s Avatar, for which I did countless matte<br />

environments of Pandora at Weta Digital.<br />

Lighting & rendering<br />

Applying the final touches<br />

The matte painter is coming through here I guess. I added a lot of clouds<br />

09 that I lifted from my own photographs. Vue’s clouds are pretty good, but for<br />

an illustration like this, photographic elements were the right choice in my opinion. I<br />

have a photo archive of about 15,000+ photos – many of which are of clouds. Some<br />

more atmosphere touch-ups finished this stage of the painting.<br />

Launch! Maya, mental ray, Photoshop (2007)<br />

Launch! was an image I made for my personal portfolio. It st<strong>art</strong>ed<br />

with a freehand sketch. Most of the elements in the final image<br />

st<strong>art</strong>ed out in Maya and were rendered through mental ray. None of<br />

those renders were textured though, so any kind of surface detail<br />

you see was added afterwards in Photoshop.<br />

Untitled Vue 7, Photoshop (2009)<br />

Usually after finishing a movie, I need to get it ‘out of my system’.<br />

That means quite often I do <strong>art</strong>work in the style of the project to try a<br />

few things I didn’t get to do during my work on it. So this is an Avatarinfluenced<br />

image – but has nothing to do with the movie – except that<br />

I used techniques and styles I picked up during production.<br />

Untitled Photoshop 4.0 (1999)<br />

I thought I would throw in an old-school illustration of mine. I was<br />

working on a matte painting that featured a lot of architecture and<br />

got tired of all the hard edges and surfaces. So I sat down and<br />

quickly painted this submarine alien – only featuring round and<br />

curvy shapes and no windows, roofs and doors.<br />

This is the final image. I added the birds as a foreground element, so now<br />

10 the flipped image makes sense – it can be nicely read from left to right and<br />

the birds lead you right into the he<strong>art</strong> of the image. I added a slight lens distortion<br />

with a chromatic aberration and some grain and just slightly blurred the background<br />

to slightly reduce the pixelated edge.<br />

An overall Vue…<br />

Flying over Crater Lake was a fun image to work on and it has encouraged me to get a<br />

ZBrush licence and get into sculpting some extreme environments to take them into<br />

Vue. I found I had to severely reduce the polygons of the mesh that came out of<br />

ZBrush. With the high-res model, Vue was just laughing at me – it was quite a few<br />

million polygons though. Vue’s 8.5 Terrain editor is very capable, but still can’t do<br />

things that a 3D mesh-sculpting application can do.<br />

One thing I noticed is that when taking sculpted geo into Vue is that a lot of detail<br />

seems to get softened. I guess I might have saved time to just sculpt the big features<br />

and then invested that time to tweak the rock shader some more, as I’m not too happy<br />

with the look of the rock faces. Hopefully this can be remedied in a future project.<br />

31


Meny Hilsenrad<br />

Artist info<br />

Incredible 3D <strong>art</strong>ists take<br />

us behind their <strong>art</strong>work<br />

Website<br />

www.studio-aiko.com<br />

Country Israel<br />

Software used <strong>3d</strong>s Max, V-Ray,<br />

Photoshop, After Effects<br />

Software used in this piece<br />

<strong>3d</strong>s Max V-Ray Photoshop After Effects<br />

32<br />

Classroom 2010<br />

Meny Hilsenrad, co-founder of Studio Aiko, a VFX studio specialising in<br />

CG production for commercials, games, music videos, architecture and<br />

more, explains how Classroom was created.<br />

The Classroom scene is p<strong>art</strong> of a video clip, which we wanted to make<br />

for a long time as an in-house project. I st<strong>art</strong>ed working on it and, as I<br />

progressed, things st<strong>art</strong>ed to go in different directions. The original plan<br />

was to make only the general camera angle that shows the entire<br />

classroom, but as I worked with the scene, I st<strong>art</strong>ed doing more and<br />

more tests for different camera angles and saw the potential in them.<br />

That’s how I st<strong>art</strong>ed working on the desks and the electrical equipment<br />

area – which eventually became my main concern in the project and took<br />

the most time to do!<br />

The lighting setup was a challenge,<br />

as I wanted it to work in all of the layers.<br />

The goal was to build the lighting in a<br />

way that would work for each camera<br />

angle simultaneously. It required lots of<br />

camera and lighting adjustments, as<br />

well as render tests and checking the<br />

results constantly in each camera


Environment<br />

Close to the end of<br />

the lighting setup of the<br />

daylight version, I st<strong>art</strong>ed<br />

doing different lighting tests<br />

– camera flash, nighttime,<br />

etc; after investing so much<br />

time in building the scene, I<br />

wanted to squeeze the most<br />

out of it! This extended the<br />

work much more than I<br />

expected, since it required<br />

lots of post-work, eg colour<br />

correction and extra<br />

render passes<br />

The work on the shaders and<br />

textures was a big challenge as<br />

most of them were made from<br />

scratch and some were handpainted,<br />

like the blackboard. Each<br />

appliance has a unique texture<br />

and shader that I made using close<br />

attention to reference pictures<br />

The most prominent thing in the scene is the amount<br />

of detail. To handle this, I divided the scene into three<br />

different layers of work: the general classroom angle, the<br />

desk area and the close-ups of the desks<br />

33


This picture represents a dreamlike,<br />

yet believable environment, with the<br />

purpose of leading the viewer to the<br />

world of fairy tales<br />

Drea Horvath Freelance digital environment designer<br />

3D <strong>art</strong>ists explain the<br />

techniques behind<br />

their amazing <strong>art</strong>work<br />

Creating a magical<br />

forest lakeElven Lake 2009<br />

Artist info<br />

Drea Horvath<br />

Username: Drea<br />

Personal portfolio site http://<br />

dreahorvath.darkfolio.com/<br />

Country Hungary<br />

Hardware used Intel Core 2<br />

Quad 9650, 8GB RAM<br />

Expertise Drea specialises in<br />

creating mostly large-scale,<br />

detailed, natural landscapes<br />

in e-on Software’s Vue, with<br />

p<strong>art</strong>icular strength in<br />

atmosphere and lighting<br />

My inspiration for making this scene came from<br />

viewing some wonderful oil paintings, and one in<br />

p<strong>art</strong>icular caught my eye. It depicted a lovely forest<br />

lake in the colours of fall (autumn), and although it was an<br />

illustration of a real place, it had an ethereal mood. Since I love<br />

tweaking Vue’s atmosphere engine, I decided to make a<br />

colourful, scenic, dreamlike, yet believable environment, which<br />

leads the viewer to the world of fairy tales. This is how Elven<br />

Lake was born.<br />

In this tutorial I will show you the step-by-step process of<br />

how to go about making this scene. You will get an insight into<br />

the way that I set the basic composition, use Vue’s procedural<br />

materials, create the ecosystem, and set the most important<br />

p<strong>art</strong>s of the scene: the atmosphere and the lighting, using<br />

Global Radiosity.<br />

I will cover my render settings, I’ll reveal some tips and tricks<br />

for decreasing your render time, and finally I will show you a few<br />

steps for how to make your ethereal render look even more<br />

magical in Photoshop.<br />

Concept<br />

The idea was to create a lake<br />

surrounded by luscious<br />

woods. With the placement of<br />

a suitable building it became<br />

a fantasy environment.<br />

34


Environment<br />

EcoSystem,<br />

materials,<br />

lighting<br />

Vue’s default MetaWater, and I deleted the Foam layer.<br />

Following that, I placed terrains to the middle-ground and<br />

background; they gave the basic shape of the lake. Finally,<br />

I placed a smaller terrain to the foreground, right below<br />

the camera a.<br />

02 Adding rocks to the lakeside<br />

If I want to make a lake or a river in Vue, I often use EcoSystem<br />

Painter to paint rocks or plants to the ground to create the final<br />

shape of the lake or river. I apply this technique more often than<br />

painting a terrain map in Photoshop then importing it into Vue,<br />

because I find it easier, I save time and since I can paint and<br />

erase instances as I want, I have more control over the shape.<br />

So I turned the ground to an EcoSystem, added rock, deselected<br />

Dynamic Population and st<strong>art</strong>ed painting rocks along the side<br />

of the terrains b.<br />

B A top view showing the lake formed by the terrains and the<br />

painted rocks<br />

Software used in this piece<br />

Vue 8<br />

Infinite<br />

Photoshop<br />

CS4<br />

03 Materials – ground and water<br />

After making the basic composition, I continued my work with<br />

setting the materials. First, I modified the water material; in the<br />

Highlights tab I set Highlight global intensity to 69%, and<br />

Highlight global size to 76%. Then in the Transparency tab, I set<br />

Turn reflective with angle to 75%. These steps made the water<br />

surface more shiny and reflective; more realistic.<br />

For the ground I picked a soil material. I also changed the<br />

EcoSystem rocks’ material for a more realistic one I’ve<br />

purchased from Cornucopia3D c.<br />

01 The basic concept<br />

Unlike many 3D <strong>art</strong>ists, I never make a sketch before<br />

st<strong>art</strong>ing to compose a scene. Instead, I just place the<br />

terrains to the position I imagined, and the rest of the<br />

ideas come while working on the concept. Since I wanted<br />

to have a lake in this scene, I st<strong>art</strong>ed my work by adding<br />

a The very beginning – a main<br />

camera view of terrains placed to<br />

form the basic shape of the lake<br />

C A main camera view showing progress after the changes<br />

described in Step 3<br />

35


Problems and<br />

solutions<br />

The EcoSystem Painter had a<br />

bigger role in shaping the lake,<br />

because, as I’ve mentioned in<br />

Step 2, I find it easier and more<br />

controllable to paint the<br />

lakeside than to use a large<br />

terrain and spend more time<br />

in Photoshop and in the<br />

terrain editor. I knew exactly<br />

where I wanted to have the<br />

edge of the lake, so I painted<br />

rocks right there, then<br />

adjusted the smaller terrains<br />

next to the rocks. This is a<br />

great and easily applicable<br />

solution to create lakes, if you<br />

use similar EcoSystem on the<br />

surrounding terrains. If you<br />

use the same, dense-grass<br />

EcoSystem on each terrain,<br />

the multiple smaller terrains<br />

will look like one large terrain.<br />

Since I used a multilayered<br />

EcoSystem here with a dense<br />

grass layer, the terrains’<br />

underlying material was not<br />

too important either. I used<br />

the same rock material I<br />

added to the painted rocks,<br />

but I could have picked some<br />

soil or mossy rock too.<br />

Multilayered EcoSystems are<br />

useful if you want to have<br />

more control over the overall<br />

density of the different<br />

species, and their direction<br />

from surface. While the<br />

grasses’ and the bushes’<br />

direction is 100%<br />

perpendicular, the trees<br />

grow rather vertically.<br />

Assembling the scene<br />

Planting the foliage for the EcoSystem<br />

04 Creating the ecosystem – overview<br />

Since I wanted to paint the scene in the colours of fall<br />

(autumn), this season determined my selection of plant<br />

species for the EcoSystem. The foreground terrain has<br />

one grass layer, the middle-ground terrains have two<br />

layers (grass and bush), while the larger, background<br />

terrains feature a third layer of non-HD fall rural maple<br />

trees too d.<br />

05 EcoSystem - grass<br />

My first step of creating the EcoSystem was adding grass,<br />

as the first ecosystem layer. A fresh-looking, bright green<br />

grass wouldn’t fit this autumnal environment, so I chose<br />

Buffelgrass from the AsileFX Sample Grass Pack. In order<br />

to increase the brownish look, I added Dead Grass from the<br />

same pack too. Since I didn’t want the ground to be visible,<br />

I set the Density to 96%, I deselected Decay near foreign<br />

objects, I set the Direction from surface to 100%<br />

perpendicular, and then, to add some realism, I marked<br />

Shrink at low densities e.<br />

D A screen capture of the material editor that shows the three<br />

layers of the EcoSystem<br />

E A screenshot of the grass layer’s Scaling &<br />

Orientation settings, and a render that shows<br />

these settings in practice<br />

06 EcoSystem – bushes & non-HD trees<br />

For the bush layer I picked Nadina Domestica from the<br />

Incredibly Lush Autumn Shrubs collection, and Bush 1 –<br />

Crawling. To make this bush fit the environment, I went to<br />

the Materials tab under the preview screen and changed the<br />

colour of its leaves to something reddish. I set the Density to<br />

90%, and the Direction from surface to 96% perpendicular.<br />

I left everything else at default. I added another EcoSystem<br />

layer to the background terrains, and loaded Scott McEwan’s<br />

non-HD fall maple trees from his Rural Maple Tree pack. To<br />

achieve a dense forest feeling, I set the Density to 80, and<br />

I left everything else at default F.<br />

F This render shows how the<br />

scene looked after adding the<br />

bush layer and the non-HD<br />

maple trees<br />

36


Environment<br />

h<br />

i<br />

g This shot shows how the scene looked like after the EcoSystem painting.<br />

You can see how these plants and colours brought the scene to life<br />

j<br />

07 Manually placed HD trees<br />

While non-HD trees are perfect for filling the background,<br />

as we are getting closer to the camera, we need to pay more<br />

attention to details and quality. HD trees are much more<br />

detailed and elaborate than non-HD trees, so they are a great<br />

choice for closer views. I placed HD maple trees from the<br />

same pack to the middle and foreground, creating a<br />

somewhat dense forest around the lake g.<br />

08 The centre of attention<br />

The environment was st<strong>art</strong>ing to look pretty nice, although<br />

when I viewed it I didn’t know where to look, and the middle<br />

of the scene seemed so empty. When composing a scene, it is<br />

important to place an object, building, larger plant – something<br />

prominent – to the spot where you want to attract the viewer’s<br />

attention. In this composition I followed the Rule of Thirds, and<br />

placed this tiny elven house with a boat onto a small island<br />

with a layer of rocks and a layer of grass ecosystem. This<br />

definitely made the scene more pleasing to the eye h.<br />

09 Fallen leaves on the water surface<br />

To add more detail and to increase the autumn feeling,<br />

I decided to paint some maple leaves to the water surface,<br />

near the lakeside. I took my water, turned its material into<br />

an EcoSystem, and added two Autumn maple leaves I’ve<br />

purchased from Cornucopia3D. To avoid floating leaves,<br />

I set the Offset from surface to -2cm, I set their maximum<br />

rotation to 180%, then I st<strong>art</strong>ed painting the leaves on the<br />

water. As I was getting f<strong>art</strong>her from the edge of the lake,<br />

I decreased the brush flow and density i.<br />

33 hours<br />

render time<br />

Resolution:<br />

3,000 x 1,688<br />

h In this shot I highlighted<br />

the focal objects to emphasise<br />

their position<br />

i On this screen capture<br />

you can see how I painted<br />

a path of fallen leaves to the<br />

water surface<br />

j Side view and main camera<br />

view with the highlighted far<br />

background terrains<br />

10 No sky visible<br />

I wanted to achieve the feeling of being in the middle of<br />

the forest. For this, I needed to cover the whole sky with<br />

large, densely populated terrains placed to the far<br />

background. I used three horizontally stretched terrains<br />

with a single, dense (87%) layer of non-HD fall maple<br />

trees. The first terrain added more depth and density to<br />

the ground level, and the other two, larger terrains were<br />

rotated to cover the sky j.<br />

Lighting and rendering<br />

Atmosphere and lighting are the key elements in this<br />

scene. The soft, subtle lighting and misty atmosphere give<br />

the fairy-tale mood of the scene, and make it different<br />

from an ordinary shot of an autumn forest. You can use<br />

legendary creatures, buildings or other objects, but<br />

without the right atmosphere, the scene loses its purpose.<br />

Although photorealism was not my goal, I wanted to<br />

make the scene as believable as possible. When it comes<br />

to lighting, Vue’s Global Radiosity (GR) engine is the key,<br />

because – using photon calculations – it can mimic real-life<br />

lighting with reflected light. It is also essential to enable<br />

Indirect Skylighting to get colour-reflected light, and<br />

Optimized for outdoor rendering should be enabled if<br />

making a natural environment.<br />

There is only one disadvantage to GR: since it uses a lot<br />

of calculations, it consumes more system resources, thus<br />

it can increase render time. That’s why I reduced its quality<br />

to -2 while composing the scene – and to -0.5 for the final<br />

render, decreasing render time without visible quality loss.<br />

37


Lighting the scene<br />

To give depth and make it believable<br />

Drea Horvath<br />

I am a 23-year-old self-trained freelance digital<br />

landscaper living in Budapest, Hungary. I st<strong>art</strong>ed<br />

playing with Vue as a hobby about two years ago.<br />

It took a while to develop my skills to my current<br />

level, and to find the style that suits me best.<br />

Mostly I create large, complex environments, with<br />

powerful, dramatic atmospheres. Recently I joined<br />

iMU Studios’ THUNDER Throne Wars game project<br />

as an environment and level designer.<br />

In Perfect Harmony Vue 8 Infinite,<br />

Photoshop CS4 (2009)<br />

This render turned out somewhere between real and surreal, but<br />

I actually liked the result. The soul of the scene is the atmosphere;<br />

it’s powerful and dramatic, yet it reflects peace and harmony.<br />

11 Global Radiosity and shadow softness<br />

To make the scene look as believable as possible, it was<br />

clearly best to use Global Radiosity. I used a Gain of 2.0<br />

to add some reflected light, and I increased the Sky dome<br />

lighting gain to 0.30 to add some light being reflected<br />

from the sky itself, just like in real life. Since most of the<br />

sky is covered by trees, this value of 0.30 was enough.<br />

Pulling the light balance to Sunlight (70%) decreased<br />

<strong>art</strong>ificial ambient light, and the ambient light was set to<br />

come from the sky, instead of being distributed<br />

throughout the scene. Since the shadows don’t have such<br />

sharp edges in real life, I set Sunlight softness to 3.00°,<br />

then I found the best sunlight direction k.<br />

12 Sky, Fog and Haze<br />

Sky settings didn’t have a big role in this scene, so I left<br />

everything at default. Thick forest mist is a key element of<br />

such scenes. Sometimes it can be achieved by increasing<br />

Haze density, though in this scene I wanted to keep the<br />

colours as vivid as possible. So I ended up decreasing Haze<br />

density to 12%, and increasing Fog to 30%. To keep the<br />

warm reddish tones, I added a slight red tone to the fog<br />

colour (RGB 94 90 85). Since I wanted a somewhat<br />

powerful morning sunlight, I pulled up Glow intensity<br />

to 100%. For subtle rays, I used volumetric sunlight l.<br />

13 Adding more depth<br />

A very nice, mysterious forest mood can be achieved<br />

by increasing Aerial Perspective. It actually multiplies<br />

atmospheric values, making the scene look bigger. Here,<br />

my purpose was to add more depth and misty look, so<br />

I increased AP to 30, and added a fuzzy metacloud to<br />

enhance the effect. After global settings, the scene was<br />

ready to be rendered m.<br />

Bitmaps and<br />

procedural<br />

materials<br />

Besides using bitmaps to<br />

create materials, in Vue<br />

it is possible to apply a<br />

procedural method to<br />

create your own materials<br />

or use and modify presets<br />

as well, using fractals that<br />

are literally infinite.<br />

Procedural materials can<br />

be dependent on any<br />

aspect of the world that<br />

you create, such as<br />

altitude, slope, or height.<br />

In my scenes I use<br />

procedural materials for<br />

terrains and water, and<br />

plants have bitmaps.<br />

k Screen grab of the Sunlight<br />

softness and Lighting settings<br />

l Screenshot of Sky, Fog and<br />

Haze settings<br />

m The difference is significant<br />

Sanctuary Vue 8 Infinite, Photoshop CS4 (2009)<br />

My goal was to create a large jungle scene with realistic<br />

lighting and ascending morning fog. I populated the rest of the<br />

terrains with Alder, and for the foreground I used crawling<br />

bush and AsileFX jungle plants.<br />

k<br />

l<br />

Chasing Heights Vue 8 Infinite, Photoshop CS4 (2010)<br />

This render is a the result of some experimenting with rock<br />

materials and functions. The unusual POV, the fog and the subtle<br />

God rays add some drama to the image.<br />

m<br />

38


Rendering and post-production<br />

Creating and tweaking the final scene<br />

Environment<br />

n<br />

14 Final rendering<br />

Render settings are based<br />

on a sensitive balance<br />

between quality and speed.<br />

Anti-aliasing: 4/256 rays<br />

were used for both object<br />

and texture AA. With a<br />

quality setting of 45% this<br />

provided good results and<br />

reasonably fast render.<br />

Settings like motion blur,<br />

DOF and blurred reflection<br />

were disabled, as they didn’t apply to this scene and<br />

would have only increased render time. Advanced effects<br />

were left at the default 46%, as the GR and Atmosphere<br />

settings were tweaked independently. The scene took<br />

exactly 33h42’38” to render at 3000×1688 n.<br />

15 Post-production – corrections<br />

After finishing a render, my next step is always launching<br />

Photoshop and making some minor corrections (contrast,<br />

colour, levels etc) on the final render. It gives me more<br />

control over the final result, and some clever steps can do<br />

wonders to the image. My first step was adjusting the<br />

contrast in the most simple way, by hitting Auto Contrast.<br />

Then I duplicated the background layer, and applied Auto<br />

Color and Auto Tone on the copy, then changed its<br />

Opacity to 65%, where I liked the image the most. After<br />

merging the layers, I needed to reduce noise a bit o.<br />

16 Adding more magic<br />

The following technique is based on one of GeekAtPlay’s<br />

tutorials, and I apply it in 95% of my work. In a mysterious<br />

forest scene this method works very well, since it adds<br />

more magic to the render.<br />

Basically I duplicated the background layer twice,<br />

applied Gaussian blur with a 4.2px radius on the two<br />

copied layers, set the second layer’s blending mode to<br />

Multiply, and the third layer’s to Overlay. I adjusted their<br />

opacities to 20-20%, and got the result I wanted.<br />

I added a very little soft light with brush to the darker<br />

areas, and finally I added a new layer, rendered clouds<br />

(with foreground and background colour black and white),<br />

hit Difference clouds, set the blending mode to Soft light,<br />

and the opacity to 18%. With this step I added some very<br />

subtle, soft shadows to the picture p.<br />

n A screenshot of the custom<br />

render settings that I used for<br />

the final render<br />

o This is how the image looked<br />

after contrast and colour<br />

corrections. The changes are<br />

minor, but the picture looks<br />

quite different<br />

p Almost ready. You can see<br />

how the technique I described<br />

works on a fairy-tale-like render<br />

o<br />

q ...and here is the final image<br />

after post-work<br />

p<br />

17 Final steps<br />

I was just a few steps away<br />

from getting the desired<br />

result. Since the previous<br />

technique makes the<br />

colours more saturated, I<br />

needed to desaturate reds<br />

a bit. I adjusted Levels, and<br />

finally I used the Clone tool<br />

for minor corrections q.<br />

39


Easy-to-follow guides<br />

take you from concept<br />

to the final render<br />

Artist info<br />

Dmitriy Glazyrin<br />

Username: Glazyrin<br />

Personal portfolio site<br />

http://ujean-glazyrin.com<br />

Country Russia<br />

Software used <strong>3d</strong>s Max 2009,<br />

Photoshop CS4<br />

Expertise Dmitriy specialises in<br />

environments, 3D modelling,<br />

concepts and matte painting<br />

Step by step: Texture<br />

and paint environments<br />

Arctic Base 2010<br />

A symbiosis of 2D and 3D to produce a CG<br />

wintry landscape which is both technically<br />

complex and atmospherically evocative<br />

Dmitriy Glazyrin specialises in CG modelling and matte painting<br />

This tutorial will be focusing on creating an old arctic base<br />

from the very beginning: from concept through to<br />

modelling, texturing, composition and matte painting.<br />

I’ll show you how to use 2D elements to make the final scene more<br />

atmospheric and realistic. Additionally, throughout this walkthrough<br />

there will be an overview of <strong>3d</strong>s Max and Photoshop in the<br />

production of this project, as well as several of the style techniques<br />

that I employed to develop Arctic Base.<br />

There is a sample making-of movie file on the CD that shows a<br />

selection of short video step-by-step clips based on my workflow in<br />

Photoshop. A major p<strong>art</strong> of the video concentrates on how to mould<br />

hard landscaping like rocks into the desired shape.<br />

40


Environment<br />

Texturing,<br />

painting<br />

Software used in this piece<br />

‘Making of’ video<br />

<strong>3d</strong>s Max<br />

Photoshop<br />

Concepts<br />

Inspiration behind the image<br />

I wanted to create a fast motorcycle,<br />

01 which rushes through the icy wilderness. A<br />

powerful jet of snow from under the wheels shows the<br />

speed of this motorcycle. During the process, the<br />

emphasis changed to focus more on the base. While<br />

trying to establish a concept, I made a simple model of<br />

a motorcycle and pasted it into the photograph of a<br />

frozen landscape. I then st<strong>art</strong>ed to paint objects,<br />

though it was all very sketchy at this stage.<br />

With an idea for the final image, I made a<br />

02 simple rider for the bike as he was now a<br />

secondary character. The model was in need of a<br />

composition. I experimented with a variety of options<br />

as to what the base could look like. The best of these<br />

I rendered and finished with Photoshop.<br />

Next I thought of a story for the arctic base. I<br />

03 had the idea it could be an abandoned ship and<br />

ran with this. For many years great ships sailed ice drifts,<br />

cast anchor and worked in the frozen land, so it’s<br />

reasonable such a base might appear. Taking this<br />

inspiration as a basis for the ship, I made one<br />

comp<strong>art</strong>ment, which provided a guide for the rest.<br />

41


Artist<br />

Showcase<br />

Dmitriy Glazyrin<br />

I st<strong>art</strong>ed as a matte painter two years ago. Looking to<br />

bring something new to my style, I became acquainted<br />

with 3D and realised that, combined with 2D, it could<br />

make my work more interesting. I would no longer be<br />

limited to photographic references; I was now able to<br />

create whole worlds. Currently I work in the<br />

advertising field, where it is necessary to create mainly<br />

contemporary corporate work, but environments<br />

remain a passion in my free time.<br />

Modelling the textures<br />

Giving the scene the right look<br />

For this work, I<br />

04 pretty much painted<br />

wholly in Photoshop and<br />

textured mainly in <strong>3d</strong>s Max. I<br />

used simple textures such as<br />

VRayDirt. V-Ray Render<br />

Elements utilised to enhance<br />

this piece were Specular,<br />

Reflections and Lighting,<br />

among others. I always try to<br />

include a lot of passes in my<br />

work for tight, realistic detail.<br />

Praetorian <strong>3d</strong>s Max, Photoshop, Poser, ZBrush (2009)<br />

This is a personal image in which I was trying to visualise one of my<br />

favourite themes – the atmosphere of ancient Rome. For the base<br />

forms and buildings I used <strong>3d</strong>s Max. Textures p<strong>art</strong>ly were made in<br />

<strong>3d</strong>s Max, p<strong>art</strong>ly in Photoshop, using some stock photos and custom<br />

brushes. The Praetorian guard was made using Poser and ZBrush,<br />

while post-production of the final scene – colour correction etc –<br />

was completed with Photoshop.<br />

Tortuga <strong>3d</strong>s Max 2009, Photoshop, Poser, V-Ray (2009)<br />

This image took a lot more time than I intended, but now it’s finally<br />

done I can say it was great fun to do something piratey and to learn<br />

a lot of interesting details about that period. I wanted this piece to<br />

be complex in its composition and details, showing not just a single<br />

ship, but a busy port. Modelling was done in <strong>3d</strong>s Max, rendering in<br />

V-Ray and post-production in Photoshop.<br />

Here is an<br />

05 example of V-Ray<br />

Render Elements with<br />

processing in Photoshop for the<br />

final render. Remember that you<br />

can make your life easier by<br />

adjusting the highlights,<br />

shadows, reflections, etc,<br />

without wasting time on<br />

additional renders by taking<br />

advantage of built-in pass<br />

effects and layer adjustments.<br />

A very important<br />

06 thing when creating<br />

environments with an aerial<br />

perspective is to set the right<br />

depth, in order to add realism<br />

and to divide the scene along<br />

the lines of front, middle and<br />

long-range. To create<br />

perspective, I use V-Ray’s Z-<br />

Depth. In Photoshop, I invert<br />

the image, apply Screen<br />

blending and adjust Levels to<br />

obtain the desired result. I also<br />

play with the transparency of<br />

the layer to help with depth.<br />

42<br />

Persia Photoshop (2010)<br />

This image was made for a matte painting challenge for a Russian<br />

<strong>art</strong> society. The theme was ‘Prince of Persia’. I used pictures of a<br />

settlement in Morocco as the main inspiration.<br />

I always spend a lot of time<br />

07 carefully choosing the texture of the<br />

sky. A fellow modeller and friend of mine says,<br />

“The sky is the most important thing in a<br />

landscape”, and I wholehe<strong>art</strong>edly agree with<br />

him. A sky will determine the overall<br />

atmosphere, where shadows will manifest and<br />

how light will be distributed. In other words, it<br />

sets the pace for almost everything. Never rush<br />

when it comes to the sky.<br />

Sometimes I render the objects<br />

08 separately from one another and other<br />

times I do a scene in one pass; it all depends on<br />

the composition. For me, it’s a lot easier to work<br />

with separate objects in Photoshop. It may take<br />

a little more time in the production stage, but if<br />

you want to make adjustments at the end, it is<br />

infinitely easier as you have complete control<br />

over each and every element. Also, you do not<br />

have to put the whole scene in jeopardy.


Environment<br />

Lighting and painting<br />

Combining 3D and 2D elements<br />

First I cut elements from photographs in Photoshop,<br />

09 from the ground up to the sky. These textures were used<br />

to render and provided the basis for the entire scene, so they were<br />

approached very carefully. I merged them to form my base matte<br />

painting; sometimes it can be very difficult to find all the perfect<br />

textures you require in one stock image.<br />

Next I added the<br />

10 building, which was<br />

already rendered, applying<br />

elements such as Z-Depth,<br />

Lighting and Reflections, as<br />

mentioned earlier. I cloned the<br />

front rank bases, transformed<br />

them and added to the rear of<br />

the scene to bulk out the<br />

structure. I drew in some snow<br />

and highlights for the buildings<br />

too and placed these at the top<br />

of the layer stack.<br />

A clear demonstration on<br />

11 the creation of rocks in the scene<br />

can be viewed in a short video on the<br />

disc. I drew natural rocky formations<br />

and imposed the texture of the ice over<br />

them. I painted in light, shadows and<br />

glare from the ice floe to get the<br />

realistic feel I needed.<br />

15 hours<br />

render time<br />

Resolution:<br />

3,700 x 1,644<br />

After all of the<br />

12 objects had been<br />

incorporated, I created a light<br />

source for the picture – namely<br />

the setting sun. I made this on a<br />

black background in Photoshop<br />

and used Screen blending<br />

mode. The sun is not just a<br />

white circle; its rays need to<br />

immerse and bounce off<br />

objects in the scene. I reduced<br />

the contrast and saturation of<br />

these objects. For most of my<br />

environment works, I tend to<br />

use VRaySun and few other<br />

light sources.<br />

In the final stages, I drew snow in<br />

13 the air and behind the wheels of the bike,<br />

which boosted drama and movement. I then<br />

added some lights to the arctic base, but you<br />

could also include a flock of birds, more vehicles<br />

or other details to fill out your scene. Finally I<br />

performed some all-important colour correction<br />

and retouching, where I removed defects<br />

unintentionally created during production.<br />

43


One evening I was waiting for my good friend from a<br />

trip. It was dark and a little cold; the air was fresh.<br />

Looking up at the nearest house, I saw the moon<br />

showing from behind the house. One of the windows<br />

glowed with a warm light and I thought it looked<br />

really attractive. At that moment the idea for this<br />

picture came to me…<br />

Insomnia 2010<br />

Website www.veprikov.deviant<strong>art</strong>.<br />

com<br />

Country Ukraine<br />

Software used <strong>3d</strong>s Max, ZBrush,<br />

Photoshop<br />

Nikita Veprikov<br />

Artist info<br />

Incredible 3D <strong>art</strong>ists take<br />

us behind their <strong>art</strong>work<br />

When Displacement<br />

can’t give me the results I<br />

want, I use ZBrush – even<br />

for non-organic objects. It<br />

takes much longer, but<br />

gives you full freedom. I<br />

used it in this work for<br />

the balconies


To render depth, you need to<br />

add it on the Render Elements sheet.<br />

To create volume light you need to<br />

adjust light sources and volume light<br />

settings and then apply a black<br />

material for all objects in the scene<br />

before you render. The received<br />

image is worked on in Photoshop in<br />

Screen mode<br />

To reduce render<br />

time and have more<br />

control, I rendered the<br />

interior and exterior as<br />

separate scenes. Later, I<br />

composed them in<br />

Photoshop. This step also<br />

facilitated the lighting<br />

adjustment. Every scene<br />

has its own light sources<br />

and GI settings<br />

Environment<br />

Software used in this piece<br />

The volume light and<br />

depth I rendered in<br />

separate passes. This<br />

gives much more control<br />

over the haze and air; it<br />

allows you to make<br />

changes on the fly<br />

<strong>3d</strong>s Max Photoshop ZBrush<br />

45


This image was made as a<br />

personal project using models I<br />

had been making for work<br />

Stefan Morrell is a content creator and illustrator<br />

Software used in this piece<br />

<strong>3d</strong>s Max ZBrush 3.5 RayFire<br />

finalRender<br />

SE<br />

xNormal<br />

Photoshop<br />

CS4<br />

Model<br />

environments<br />

City Ruins 2010<br />

Artist info<br />

3D <strong>art</strong>ists explain the<br />

techniques behind<br />

their amazing <strong>art</strong>work<br />

Stefan Morrell<br />

Username: stefan-morrell<br />

Personal portfolio site http://<br />

stefan-morrell.cgsociety.org<br />

Country New Zealand<br />

Software used <strong>3d</strong>s Max 2009,<br />

ZBrush 3.5, RayFire, finalRender<br />

SE, xNormal, Photoshop CS4<br />

Expertise Stefan specialises in<br />

environment design, creation<br />

and rendering<br />

This image was a chance to use a few models<br />

that I’d been creating for my DAZ 3D<br />

storefront where I sell commercial 3D<br />

content. I used <strong>3d</strong>s Max for all modelling and UV<br />

mapping, and also used a <strong>3d</strong>s Max plug-in written by<br />

Mir Vadim called RayFire; finalRender was used for<br />

rendering and Photoshop for postproduction.<br />

The image only uses three buildings and a UFO<br />

model; these were instanced throughout the scene to<br />

build up the environment, proving that dozens of<br />

buildings are not required to create a cityscape. The<br />

image came together very quickly due to the models<br />

already being made for other projects; it was a nice<br />

deviation from working on a commercial models as I<br />

often don’t get the chance to use my own models in<br />

my <strong>art</strong>work – sometimes it’s been years between<br />

creating the models and using them in my own<br />

imagery. It’s handy having so many models that I can<br />

call upon at any time; always recycle your work!<br />

Concept<br />

I wanted a scene that was easy to read so<br />

the concept was kept basic: it’s a very<br />

formal composition using a slight camera<br />

tilt to work with the crashed UFO. I made<br />

no concept sketches, but played in <strong>3d</strong>s<br />

Max to find interesting shapes and angles<br />

that were visually pleasing.<br />

46


Environment<br />

Modelling,<br />

texturing,<br />

lighting<br />

a Here we can see the<br />

composition of the 3D scene<br />

without textures<br />

01 Composition<br />

I’ve always preferred<br />

compositions that are easy on<br />

the eye and where the viewer<br />

can quickly read what is going<br />

on, often using the ‘golden ratio’<br />

or divine proportion to help flesh<br />

out an image. My initial plan<br />

was a street of ruined buildings<br />

with a thick, oppressive<br />

atmosphere; the UFO being<br />

more of an afterthought when I<br />

realised the scene needed a<br />

focal point. I originally played<br />

with the idea of a boy looking<br />

down the street in the<br />

foreground, but I thought the<br />

UFO added a kind of lonely<br />

atmosphere that worked well a.<br />

47


Problems and<br />

solutions<br />

Having made many buildings<br />

over the years, I’ve come up<br />

with a workflow that’s both<br />

efficient and quick. Initially I<br />

use a simple plane and apply a<br />

texture to it, and then cut<br />

around the texture and<br />

extrude, inset, etc, to add extra<br />

detailing. This is a unique<br />

workflow in that my textures<br />

and modelling occur at the<br />

same time – most other people<br />

model first, then UV map and<br />

then texture. For my own<br />

work, I find doing everything<br />

at once is both faster and I can<br />

achieve more; it may require<br />

some additional UV mapping<br />

to tweak extrusions as you<br />

model, but overall it’s a very<br />

fast method for creating a<br />

building based on a photo.<br />

The major issue I faced in<br />

creating these ruins was<br />

keeping the poly count down<br />

while still allowing for plenty<br />

of visual detail. Once<br />

everything was done I spent a<br />

long night deleting polygon<br />

faces that the camera would<br />

never see. If the model was<br />

only for my own use, I<br />

wouldn’t have bothered with<br />

that step, but given these were<br />

intended to be commercially<br />

available I had to think of<br />

people using them on lower<br />

spec systems.<br />

c<br />

St<strong>art</strong> the modelling<br />

Build from photo references<br />

d<br />

b The first stages of modelling<br />

involved creating the façade<br />

02 Cutting based on texture<br />

St<strong>art</strong>ing from a good photo texture reference, I created a<br />

plane in <strong>3d</strong>s Max and cut out the major shapes of the applied<br />

texture map. At this early stage a simple Planar UV map is<br />

the best way to st<strong>art</strong>. Use the Preserve UVs option in Max to<br />

avoid destroying the UVs as you move edges and vertices<br />

around the model.<br />

Once the major cuts were in place around windows, doors<br />

and other major shapes, I then extruded windows etc to get a<br />

3D shape. All these extrusions required new UV mapping, as<br />

the Preserve UVs feature doesn’t work on extrusions b.<br />

48<br />

c This is one of the hi-res<br />

sculpts, as seen in ZBrush<br />

d A close-up of a destroyed<br />

concrete wall<br />

03 High-poly ZBrush modelling – 1<br />

To go alongside the regular low-poly assets, I also created<br />

several high-poly ZBrush sculpts of concrete debris. From<br />

these I generated a series of Displacement maps to be used<br />

on the final low-poly model.<br />

After laying out a good set of UVs, I sent the UV template<br />

to Photoshop and used photo references to get cracks and<br />

fractures in the right places. This image was then used as a<br />

Displacement or Alpha mask in ZBrush, and then another<br />

layer of sculpted detail was added on a new ZBrush layer<br />

using the original image as a guide. The final Displacement<br />

map also served as a great st<strong>art</strong>ing point for applying the<br />

coloured textures c.<br />

04 High-poly ZBrush modelling – 2<br />

For other high-poly assets such as this destroyed wall, I used<br />

brushes like HPolish (for chipped edging) and Mallet Fast<br />

(with very low strength settings). I enhanced the cracks<br />

using the Standard brush and, as with the previous step, I<br />

used Alpha maps of concrete cracks to ensure everything<br />

looked reasonably realistic. The model was subdivided to<br />

around six million polygons, with displacement generated in<br />

xNormal (www.xnormal.net) d.


Environment<br />

Lighting and rendering<br />

Global Illumination by way of Physical Sky controls is my<br />

most used method for outdoor lighting. It’s a very forgiving<br />

lighting type and perfect for outdoor scenarios. I also<br />

added a Direct light that throws a good deal of finalRender<br />

volumetric lighting into the scene. The Direct light was<br />

also used as it helped me see where shadows would fall.<br />

I paid special attention to sun placement so that the<br />

light cast shadows in an interesting way. finalRender also<br />

has a great feature called Detail Detection; with this option<br />

you can pick out all the small details via an Ambient<br />

Occlusion pass. I usually overdo this p<strong>art</strong> because I like the<br />

effect so much. In postproduction, I toned it back and<br />

masked out some areas of occlusion; I also used the Z-<br />

Depth renders to ensure the AO was only present in<br />

foreground elements – in this image that meant a subtle<br />

gradient mask from the foreground to the background.<br />

The same Direct light was used as a Sun light in the<br />

Physical Sky palette options. I’ll often use a compass<br />

helper to aid in positioning the lighting, but for this one it<br />

was enough to rely only on the single Direct light. This<br />

simple light setup made for a fairly quick rendering too.<br />

e<br />

4 hours<br />

render time<br />

Resolution:<br />

6,000 x 2,396<br />

e The three final buildings (the<br />

first two are now available at<br />

www.daz<strong>3d</strong>.com)<br />

f Here we see the model<br />

broken into its three main<br />

modular components<br />

g The UFO rendered with a<br />

finalRender Dirt shader<br />

05 Buildings<br />

Only three buildings were used in the entire image; I used<br />

instancing to duplicate them around the scene. Instancing is<br />

a great technique that I use all the time in rendering as it has<br />

such a low memory footprint. The road sections each<br />

building sits on were kept modular so I could fit them<br />

together in various configurations, and the final building was<br />

given the least amount of detail as it was only going to be<br />

seen in the distance e.<br />

06 Think modular<br />

Keeping things modular is a good idea as you can then create<br />

variations on the same theme by using one hero model. With<br />

the hotel building for example, I have four main sections; for<br />

many renderings I may only want to render the bottom<br />

section so any extra geometry in the scene is a waste of<br />

resources. With a modular approach to modelling, I can just<br />

delete p<strong>art</strong>s of the model that aren’t seen f.<br />

07 UFO<br />

Adding a crashed spacecraft gave the image some focus; this<br />

is a model that I quickly made in a few hours. The UV map<br />

was projected from the camera view to save time, and I<br />

applied only one texture map. It was only ever to be seen in<br />

the distance so I didn’t want to waste too much time on it.<br />

During postproduction I added small blue lights to give it a bit<br />

more punch, and during rendering, I focused on getting very<br />

strong highlights so the viewer would see it as a focal point g.<br />

g<br />

f<br />

49


Let’s break some stuff<br />

Now we come to the destruction<br />

Stefan Morrell<br />

I design and build environment and prop models<br />

for DAZ 3D, where I’ve been the top-selling <strong>art</strong>ist for<br />

several years. I also work as a freelance illustrator;<br />

recent clients include National Geographic<br />

magazine, where I was tasked with producing<br />

several pages of space-themed images.<br />

08 RayFire<br />

To make these buildings<br />

ruined I used a lot of manual<br />

modelling and a plug-in called<br />

RayFire (www.mirvadim.com),<br />

widely used in the<br />

entertainment industry, from<br />

game cinematics to movies<br />

such as 2012 – it’s the go-to<br />

tool for destroying and<br />

generally wreaking havoc on<br />

your models! I usually fracture the models first and then<br />

use RayFire’s PhysX connection to do the simulating; I also<br />

make use of additional demolition options that allow the<br />

models to break on impact. For this model I tried to keep<br />

things very low-poly, but with RayFire you can achieve<br />

some very detailed destruction H.<br />

H A before and after of a group<br />

of bricks randomly placed,<br />

and then as they appear<br />

after RayFire simulation<br />

Shuttle 43 <strong>3d</strong>s Max, finalRender, Photoshop (2010)<br />

Just another chance to create a magical environment. The<br />

character is a great way of framing an image and leading the<br />

viewer’s eye back into frame.<br />

i Detail of a manually destroyed<br />

wall created using basic poly<br />

modelling techniques<br />

50<br />

Flight to the Blue Tower <strong>3d</strong>s Max, finalRender,<br />

Photoshop (2010)<br />

A still from an animation that I’ve been working on featuring a<br />

flight through a sci-fi cityscape.<br />

The Neighbourhood <strong>3d</strong>s Max, finalRender,<br />

Photoshop (2007)<br />

Urban environments are always fun to work on and allow plenty<br />

of room for unique detailing. With this image I received a Master<br />

award in Ballistic Publishing’s ELEMENTAL book.<br />

09 Manual destruction<br />

Along with RayFire, I manually added some destruction;<br />

this takes a lot of time, but the payoff is some very specific<br />

destruction and optimised geometry. I used basic poly<br />

modelling techniques in <strong>3d</strong>s Max; because these were to be<br />

commercial models, keeping everything optimised was<br />

paramount. I first cut out a basic shape from the textured<br />

building façade and then duplicated a single brick around<br />

the broken opening (stopping occasionally only to move<br />

UVs around to avoid repeating textures). When placing<br />

these bricks I followed the applied texture map so the<br />

manually placed bricks lined up correctly. I also added<br />

many broken bricks that had been fractured in RayFire I.<br />

10 Rubble piles<br />

The biggest thing that will help sell a destroyed<br />

environment is bucketloads of detail. Adding lots of<br />

rubble piles and other debris is essential. The focus<br />

with these is creating a good silhouette. My images<br />

usually have a good amount of atmosphere so I<br />

know the piles will read better as they recede into<br />

the distance as long as the shape is interesting.<br />

Add pipes, steel reinforcing, chunks of concrete<br />

and brick – whatever you can – to sell the<br />

destruction, as these will also be seen close up. I<br />

use displacement for added detail j.<br />

Textures<br />

For the most p<strong>art</strong> I use my<br />

own photo-sourced<br />

textures that are tweaked<br />

in Photoshop; working<br />

from real-world photos is<br />

essential when doing<br />

realistic urban<br />

environments. In addition<br />

to this, I used a façade<br />

texture from www.<br />

cgtextures.com which is a<br />

fantastic online resource<br />

for CG <strong>art</strong>ists.<br />

j This image shows one of the<br />

final rubble piles


Environment<br />

Texturing the ruins<br />

Add a desaturated look to the buildings<br />

K This is one of the façade textures; a variation of this<br />

map with burn damage was used for the upper floors<br />

11 Building façades<br />

I tried to keep this texture as simple as possible and so the<br />

windows are just box shaped with a simple trim at the<br />

base of the map. This fitted in well with the theme and<br />

overall design of the building.<br />

Adding the concrete trim around the windows was an<br />

effective way to avoid matching up the brick pattern as it<br />

appeared in the inset p<strong>art</strong> of the windows k.<br />

M Image shows a close-up of the textured UFO; note the simple<br />

one-colour theme, letting the geometry carry the detail<br />

13 Texturing the UFO<br />

In keeping with the ’keep it simple’ mindset, the UFO was<br />

the simplest of all. The UVs were projected from the<br />

camera view and textured using a generic concrete image.<br />

All the glowing blue lights were added in postproduction<br />

to avoid extra render time and also to allow for more<br />

flexibility when deciding if I even wanted the lights M.<br />

14 Decals<br />

I often use decals to help break up repetition in textures.<br />

In the ruins, these are single polys representing bullet<br />

holes. I randomly distributed these across the model,<br />

initially using the Scatter option, but then using manual<br />

placement with some rotation etc. Even though they all<br />

used the same texture, they added a nice sense of<br />

randomness to the building and also helped to sell the<br />

idea of a war-torn, battle-damaged city n.<br />

L This image shows the Color map, Bump map, Opacity<br />

mask and Reflection mask<br />

12 Matching textures<br />

To go with the previous texture, I also used a tiling texture.<br />

This appeared at ground level and, as such, needed a bit<br />

more texel density to hold up in close-up shots. I used<br />

Photoshop Curves adjustments to match the tiling brick<br />

pattern to the original façade. It’s a good idea to have a<br />

collection of brick patterns saved in Photoshop that can<br />

easily be called upon. For every brick texture I’ve saved as<br />

a Photoshop pattern, I also create a Bump map. This again<br />

saves time when creating the final texture as the finished<br />

Bump map is just a Flood Fill away L.<br />

N Screenshot from <strong>3d</strong>s Max showing<br />

decals applied to the building<br />

Rendering<br />

the image<br />

Rendering was fairly<br />

straightforward. I tend to<br />

render out several<br />

elements (passes) so I<br />

have a lot of room to move<br />

in postproduction. Z-Depth<br />

is an essential ingredient in<br />

cityscapes and I use this to<br />

create atmospheric<br />

perspective, depth of field<br />

and also to paint in smoke<br />

behind buildings.<br />

I rendered the image at<br />

6,000 polys on a Windows<br />

7, 64-bit, i7 Quad core with<br />

12GB RAM.<br />

51


3D <strong>art</strong>ists explain the<br />

techniques behind<br />

their amazing <strong>art</strong>work<br />

Paweł has supplied three chair<br />

models with this tutorial. Add<br />

them to your model library to<br />

improve your arc-vis renders<br />

chair1.max<br />

chair2.max<br />

chair3.max<br />

Artist info<br />

Paweł Podwojewski<br />

Personal portfolio site<br />

www.podwojewski.org<br />

Country Poland<br />

Hardware used<br />

2 x Xeon quad 2.83 and<br />

16GB RAM<br />

Software used<br />

<strong>3d</strong>s Max, V-Ray 1.5 SP5,<br />

Photoshop CS4<br />

Expertise Paweł specialises in<br />

environment creation and<br />

exterior lighting setups,<br />

p<strong>art</strong>icularly for dusk/night<br />

Modelling,<br />

texturing<br />

Software used in this piece<br />

<strong>3d</strong>s Max V-Ray Photoshop<br />

52


Environment<br />

Creating nature –<br />

plant modelling<br />

Wisteria Floribunda 2010<br />

Focused on environment creation, this scene inspired new solutions in Paweł’s<br />

workflow to help him create a selection of plants for compelling arc-vis renders<br />

Paweł Podwojewski is an architect and CG <strong>art</strong>ist<br />

In this tutorial we are<br />

going to learn how to<br />

create highly detailed<br />

plant models using <strong>3d</strong>s<br />

Max, V-Ray and Photoshop<br />

as the base tools. I would<br />

like to show how easy it is to<br />

transfer the techniques to<br />

other plants, so you can use<br />

the skills to build up your very<br />

own library of models.<br />

The presented scene is the<br />

result of a collaboration with<br />

the Nadau Lavergne studio<br />

that designed the building.<br />

My task was to create an<br />

image that would be able to<br />

express the ambience<br />

created by various elements<br />

of the environment. From the<br />

very beginning the plants<br />

were the focal point of the<br />

scene. Because their type<br />

and position was clearly<br />

specified I had to work out<br />

some new techniques that<br />

allowed me to complete the<br />

task with accurate results. I<br />

wanted to make the scene<br />

unique – to brand the idea in<br />

the viewers’ memories.<br />

This tutorial will explain<br />

how using reference pictures<br />

and basic <strong>3d</strong>s Max<br />

techniques can create plant<br />

models just like those shown<br />

in the illustrations. We will<br />

also go through the V-Ray<br />

rendering engine and<br />

material options to polish up<br />

the image for the best results<br />

in Photoshop.<br />

A Gather your reference wisely<br />

The groundwork<br />

Source reference and create basic models<br />

B Each component of the model in this scene might require a different<br />

placement technique<br />

C These are the main elements that make up the planned object – to<br />

create a scene heavily populated with Wisteria floribunda<br />

A<br />

B<br />

C<br />

01 Plan the modelling<br />

The first thing we need to do is to find reference pictures<br />

that will allow us to understand the anatomy of a p<strong>art</strong>icular<br />

plant, which in this case is Japanese Wisteria (or Wisteria<br />

floribunda). Be sure to find pictures showing your focal<br />

object from different angles and scales; try to find shots that<br />

will be orthogonal to each specific p<strong>art</strong> of the plant, like the<br />

leaves or shoots. This process will aid you with the textures<br />

in the following steps and can also be a great help with the<br />

modelling process A.<br />

02 Basic shape definitions<br />

We are planning to create a pretty large scene including lots<br />

of plants. We need to think about the polycount in the first<br />

place to make sure that our workstation can actually<br />

manage with the size of the scene. It’s important to answer<br />

the question: which elements need more – and less – detail<br />

to make them work in regular shots, as well as close-ups? In<br />

this case we have four main objects: flowers, shoots, leaves<br />

and branches B.<br />

03 Choice of modelling techniques<br />

Once we have defined the necessary elements, it’s time to<br />

choose the modelling process. Most single components can<br />

be created using very basic techniques; in this instance, I<br />

chose Editable Poly. To make the plants more natural we will<br />

need a few variations of the same elements to make sure<br />

nothing is repeated. We’ll also need to use some extra tools<br />

to scatter single elements in a random way C.<br />

Inspiration & reference<br />

For this piece, I was quite simply inspired by gardens –<br />

canopies of Wisteria flowers are amazing! Once I’d seen<br />

the first reference pictures, I was sure this was going to be a<br />

very exciting project.<br />

53


Modelling the Wisteria<br />

This process is based on simple, efficient solutions<br />

04 Model the flowers<br />

In the presented scene we did not use blueprints; we simply<br />

focused on the reference images and tried to retain the<br />

general forms. The flower consisted of three elements.<br />

Create a simple plane object and add new divisions to obtain<br />

the low-poly shape of the main body. Follow the same<br />

procedure to prepare the petals and core. In the end, we’ll<br />

need a shoot that will connect the flower to the stalk. Copy<br />

the flower twice and change the geometry a little to give it<br />

more variety D.<br />

05 Prepare the geometry to multiply<br />

Once the main elements of the flower are done, apply a<br />

UVW map to each object. We used a simple box-mapping<br />

procedure. Create the necessary maps, shaders and apply to<br />

your models. Next, convert the geometry into Editable Poly<br />

and attach all the components into one object. Adjust the<br />

pivot; make sure the Z axis is placed exactly as shown in the<br />

example – this stage is very important, so take your time E.<br />

D Create the flowers using<br />

simple elements with<br />

Editable Poly techniques<br />

d<br />

E Be sure to pay close attention<br />

as to keep the correct order<br />

of actions<br />

e<br />

f<br />

F Note that having plants of<br />

different ages in the scene<br />

will produce a much more<br />

realistic finish<br />

g<br />

G Play with the general size<br />

and density in each group<br />

to achieve a more natural,<br />

random impression<br />

g<br />

g<br />

Problems &<br />

solutions<br />

The main problem when<br />

creating plants is the<br />

random impression<br />

required for all elements.<br />

We need to make sure<br />

the flowers, leaves, etc,<br />

will not appear<br />

countable in the end.<br />

Creating the Wisteria<br />

scene, I also needed<br />

very dense branches to<br />

cover the whole<br />

courtyard and climbers<br />

on columns.<br />

Each new model will<br />

require specific textures<br />

and mapping, which in<br />

some cases might be<br />

difficult to complete<br />

because of the lack of<br />

stock textures and the<br />

unusual geometry. The<br />

many repetition issues<br />

might discourage at first<br />

sight, but remember that<br />

once you go through the<br />

process you will gain a<br />

unique model that can<br />

be used in future<br />

projects, and will make<br />

your <strong>art</strong>work distinct.<br />

Overall the solutions<br />

are very simple. To<br />

spread the predefined<br />

components we will use<br />

the Advanced Painter<br />

script developed by<br />

Herman Saksono;<br />

branch creation will be<br />

solved with the Ivy<br />

Generator plug-in from<br />

GuruWare; and the rest<br />

will be covered by basic<br />

poly modelling and a<br />

little patience!<br />

e<br />

e<br />

06 Stalk and leaf creation<br />

In this step we will create the stalk object and some leaves.<br />

The actions in this step are pretty much the same as in the<br />

basic flower creation process. First, use a spline to draw the<br />

stalk and leaf. Copy them twice and tweak the size and<br />

shape slightly. You can create three different lengths of stalk<br />

to produce plants in various stages of development. Also,<br />

take care when adjusting the pivot points here f.<br />

07 Create groups of plants<br />

Using the Advanced Painter script spreads the leaves and<br />

flowers on the stalk. Set Advanced Painter to Randomizer<br />

mode, and select the correct object to Multiply. Be sure to<br />

check the Align Up-Direction is set to N, and remember to<br />

use stalks with different lengths. Once you have created<br />

similar groups to those shown, convert the objects into<br />

Editable Poly and attach them into one object. Once again,<br />

carefully adjust the pivots until it looks right g.<br />

Advanced<br />

Painter<br />

The Advanced Painter script<br />

is a very powerful tool.<br />

Among its many options you<br />

will find the Randomizer,<br />

Grass and Stone modes.<br />

Depending on your needs, it<br />

can be used to arbitrarily<br />

spread custom objects on a<br />

mesh surface or to apply<br />

predefined settings. It is a<br />

very accurate tool that allows<br />

you to, in fact, paint with<br />

objects in real-time – very<br />

handy when adding finer<br />

details to your scenes.<br />

Advanced Painter gives<br />

you control over the position<br />

and rotation of distributed<br />

objects so there are many<br />

ways to apply them, as<br />

demonstrated in this scene.<br />

54


Environment<br />

H<br />

J<br />

J<br />

i<br />

H Prepare a fake distribution<br />

object and set its properties<br />

to ‘Not renderable’<br />

I Painting the proxies, check<br />

the Bounding Box display<br />

mode to obtain more FPS<br />

in the viewport<br />

J Create some additional<br />

plants to make the scene<br />

more complex<br />

2 hours<br />

render time<br />

Resolution:<br />

4,050 x 2,880<br />

Ivy Generator<br />

Ivy Generator is a simple tool<br />

that can be used in many<br />

ways. We chose this plug-in<br />

as it is very efficient: it allows<br />

you to very quickly and<br />

easily generate ivy, and also<br />

gives control over physics,<br />

like gravity or adhesion. One<br />

of the top features is the realtime<br />

preview when ‘growing’<br />

the ivy. It’s also possible to<br />

adjust the level of detail to fit<br />

with your composition. Use<br />

this plug-in to create groundcover<br />

or all manner of<br />

natural environments.<br />

08 Branches and their distribution<br />

Using the great GuruWare plug-in Ivy Generator, we will<br />

now create the branches. In the scene we have some cables<br />

in the courtyard that the branches can follow. This might not<br />

be enough though to cover the whole sky, so we will create a<br />

fake distribution object. To do so, use the circle from the<br />

Splines rollout and convert it to Editable Poly. Place the ivy<br />

seed and use the provided settings. Repeat this action a few<br />

times until the density is thick enough. Place some branches<br />

on the ground and columns too. Remember to uncheck the<br />

leaf option in the ivy settings H.<br />

09 Establish the scene<br />

At this point all plants are ready to spread in the scene. Use<br />

the V-Ray mesh export option and create proxies from the<br />

predefined groups from Step 7. Once again, we will use<br />

Advanced Painter. Run the script and choose the flower<br />

proxies. Select the Instance cloning method and the<br />

distribution object from Step 8. Paint the flowers; tweak the<br />

rotation, position and scale in the Advanced Painter settings.<br />

Once your camera is set up in the scene, add some more<br />

groups to areas where they will be well exposed I.<br />

10 Additional details<br />

We will now add some extra flowers to make the scene<br />

more complex. We can use the geometry from Step 5.<br />

Change the shoots into stalks and add small leaves before,<br />

once again, tweaking the pivots to previous settings. In this<br />

scene, we’ve created a noisy terrain with the Push/Pull tool<br />

from Editable Poly rollout. Using Advanced Painter with the<br />

terrain as the distribution object, multiply the flowers in the<br />

lower areas. This way you can achieve some ‘flower carpets’,<br />

which should attract the attention of the viewer. J<br />

Using the Editable Poly modelling technique<br />

combined with the Advanced Painter script, it is<br />

possible to create very different types of plants… to<br />

build up your own collection of vegetation<br />

Applying the techniques<br />

to other models<br />

Using the Editable Poly modelling technique combined with<br />

the Advanced Painter script, it is possible to create very<br />

different types of plants. In this tutorial, we reveal the<br />

creation process of the Wisteria floribunda. The presented<br />

scene also contains a very specific moss terrain with<br />

production steps that were very similar. Once you<br />

understand how the script<br />

works, you are able to use it<br />

in many ways to build up<br />

your own personal collection<br />

of vegetation.<br />

For the moss creation, we<br />

st<strong>art</strong>ed with a single blade of<br />

moss. Once again, using<br />

many reference pictures, we<br />

were able to create the<br />

specific species of moss.<br />

The single blade with a<br />

properly adjusted pivot was<br />

multiplied over a hemisphere<br />

object. After the textures<br />

were applied, all<br />

components were attached<br />

into one object with a new<br />

adjusted pivot and exported<br />

using the V-Ray mesh<br />

option. The Advanced<br />

Painter script was used again<br />

to populate the new plant<br />

across the terrain.<br />

55


Textures, shaders and postproduction<br />

Proper textures and shaders will really bring your plants to life<br />

Texporter<br />

Texporter is a<br />

plug-in that helps<br />

you to create<br />

basic templates<br />

for textures.<br />

Please remember<br />

to keep the<br />

resolution ratio<br />

(width and<br />

height) the same<br />

as in the UVW<br />

you have applied<br />

to an object.<br />

Once the<br />

template is done,<br />

save it and paint the<br />

texture in your favourite<br />

software. In the end, the<br />

texture will perfectly fit<br />

your object.<br />

Utilise the Texporter<br />

script to produce masks<br />

for your textures<br />

k<br />

11 Paint the textures<br />

In the early steps we applied UVW box mapping to the main<br />

components, such as the flower and stalk. It’s a massive<br />

help to have reference pictures taken from orthogonal views<br />

for the elements you are about to texture. There is a great<br />

plug-in called Texporter (www.cuneytozdas.com), which<br />

may help when creating texture templates. Once the<br />

template is ready, you can simply copy a p<strong>art</strong> of the<br />

reference picture and fit it to the comp. In some cases it’s<br />

even better to paint the textures from scratch – as this will<br />

give you more control over the size and placement k.<br />

12 Create materials<br />

After your diffuse textures are done, copy the layers and<br />

desaturate them. Tweak the contrast and brightness to<br />

prepare the Bump, Reflection and Translucent maps in<br />

Photoshop. Once all the textures are set, choose the<br />

VRayMtl and organise the channels as shown. To get more<br />

control over the shaders’ behaviour, use the ColorCorrect<br />

parameters with all created textures L.<br />

Rendering additional<br />

channels & postproduction<br />

A standard Direct light with area shadows was used as<br />

the main light source, clipped with VRaySky in the<br />

environment and reflection override. In the<br />

VRayPhysicalCamera, enable the depth-of-field<br />

checkbox and set the correct focus distance. Add some<br />

extra channels in the VRay: Frame buffer, as follows:<br />

Alpha channel, Z-Depth, V-Ray raw reflection and the<br />

Reflection filter.<br />

In postproduction, control the reflection amount using<br />

the ref. filter channel. Apply a Lens Blur filter in<br />

Photoshop with a Z-Depth map. Finally, tweak the<br />

setting to achieve an extra stylish bokeh effect.<br />

Using additional passes, such as Alpha and Z-Depth channels,<br />

hone the lighting and other effects in postproduction<br />

k Use the orthogonal reference<br />

photos for texture creation<br />

L Control the shader’s<br />

behaviour using the<br />

ColorCorrect parameters<br />

L<br />

Paweł Podwojewski<br />

After several years of collaborating with<br />

architectural studios, in 2008 I decided to<br />

open MOTYW (MOTIVE). Working with<br />

clients all over the world, I have become<br />

very experienced in different types of<br />

projects. I’m always looking for a<br />

challenge in my work, to improve myself<br />

and to evolve.<br />

Housing in Bordeaux <strong>3d</strong>s Max, V-Ray, Photoshop<br />

(2010) An autumn dusk scene. I love to play with the<br />

atmosphere of my scenes; nearly every time I am<br />

surprised by the results.<br />

Winter in the city <strong>3d</strong>s Max, V-Ray, Photoshop<br />

(2010) An urban environment in the winter. I spent<br />

some time working on the street textures, painting a lot<br />

of Displacement maps to achieve this effect.<br />

56


I made Dawn on the Moon<br />

based on a rough 2D<br />

concept <strong>art</strong>work by Iwo<br />

Widulinski. The idea was<br />

to create a massive<br />

village drowned in green<br />

clouds and dust, with<br />

hundreds of small lights<br />

as the main light source<br />

and only sign of life.<br />

Dawn on the Moon 2010<br />

The idea was to create an alternative to the original Air Village fantasy<br />

scene, to show how much you can change in the scene just by changing<br />

the lighting and adding some details. I made the scene on the base of the<br />

Air Village model. It took me eight to twelve hours, I think, not including<br />

the render time, of course. After it was done we decided at Evermotion<br />

to use it as a promotional image for a training DVD.<br />

Website<br />

www.evermotion.org<br />

Country Poland<br />

Software used <strong>3d</strong>s Max, V-Ray,<br />

Photoshop<br />

Rafał Waniek<br />

Username: Edi<br />

Artist info<br />

There’s no special lighting with<br />

this one; moonlight being the only<br />

source. The atmosphere was made<br />

using environment fog, not only<br />

to create a volumetric lighting<br />

effect, but also because it can hide<br />

modelling imperfections<br />

All the base models were originally made<br />

for different scenes. Using the huts from the Air<br />

Village image, I added holes and rubble. I also<br />

tested out the Ivy Generator, which is a specific<br />

<strong>3d</strong>s Max script for creating the creeping plant<br />

Software used in this piece<br />

<strong>3d</strong>s Max V-Ray Photoshop<br />

For rendering, I usually use V-Ray because<br />

it is really fast and easy to use. However, it did<br />

take me about 14 hours to render this on a 16<br />

core machine, because of the resolution<br />

displacement (4,000), and lots of details<br />

Incredible 3D <strong>art</strong>ists take<br />

us behind their <strong>art</strong>work<br />

57


This character was<br />

created during beta testing<br />

for ZBrush 4. The look and<br />

style came by itself as I was<br />

exploring the new rendering<br />

features. I was interested in a<br />

hand-made, non-slick look –<br />

similar to stop-motion. This<br />

was also an attempt to test<br />

the potential of rendering in<br />

ZBrush. Modelled and<br />

rendered in ZBrush, with<br />

compositing done in Shake<br />

Yiannis Tyropolis, And how does that<br />

make you feel, hmm?, 2010<br />

Artist info<br />

Yiannis<br />

Tyropolis<br />

Personal portfolio site<br />

http://trungpad.cgsociety.org<br />

Country Greece<br />

Software used<br />

ZBrush, Shake<br />

58 ● 3DArtist


Character<br />

Character<br />

Work in progress…<br />

Interview: Oliver Ponsonnet ........................ 64<br />

Painting up a demon image ..........................72<br />

Texture and light a beautiful girl ..................76<br />

Creating a savage warrior .............................80<br />

I made this: Hodong La .................................. 96<br />

Making of The Sky Fisherman ..................... 98<br />

Create a sexy fairy woman .......................... 104<br />

Portrait masterclass ......................................108<br />

I made this: Iker Cortázar ..............................114<br />

Model a cute fantasy figure ...........................116<br />

Build your own monster ...............................120<br />

Interview: Andrew Hickinbottom ..............124<br />

Create a futuristic bar scene .........................130<br />

Create a friendly dragon ................................134<br />

Add textures and light to objects .................138<br />

I made this: M<strong>art</strong>in Ruizl ..............................142<br />

Create a Lovecraft legend ..............................144<br />

Create Pixar-style <strong>art</strong>work ............................148<br />

59


This is a personal<br />

project from a concept I<br />

created at university. I<br />

like horror films and<br />

tried to create a<br />

character for an<br />

animation short that I<br />

am working on in my<br />

spare time<br />

A. M<strong>art</strong>ín Puentes Rivera, Crazy<br />

Zombie, 2010<br />

Artist info<br />

A. M<strong>art</strong>ín<br />

Puentes Rivera<br />

Personal portfolio site<br />

http://www.maxanimator.<br />

com and http://www.<br />

triplekeystudio.com<br />

Country Spain<br />

Software used<br />

Zbrush, 3D Studio Max,<br />

Mental Ray, Photoshop<br />

60


Character<br />

Artist info<br />

Andrzej Kuziola<br />

Personal portfolio site<br />

www.kuziola.com<br />

Country Poland<br />

Software used<br />

Cinema 4D, ZBrush, Photoshop<br />

I created this illustration for the “Boiler Room” contest. My<br />

goal was to achieve a stifling-hot, anxiety filling atmosphere<br />

and also to refer to the vision of Hell where devils torment sinful<br />

souls. I was also inspired by human sacrifices made to Têixiptlas<br />

in ancient Aztec civilization. The idea of Pandemonium and the<br />

Diabolical Boiler God, hungry for innocent, cuddly teddy bears<br />

was born<br />

Andrzej Kuziola, Teddy Bear Snacks<br />

61


Artist info<br />

Andrew<br />

Hickinbottom<br />

Personal portfolio site<br />

http://andyh.cgsociety.org<br />

Country UK<br />

Software used<br />

<strong>3d</strong>s Max, V-Ray<br />

Work in progress…<br />

A French friend of mine, Serge<br />

Birault, does great pinup <strong>art</strong> that I’ve<br />

admired for a while. I thought I’d do<br />

a clichéd French girl as an homage/<br />

present to him<br />

Andrew Hickinbottom, Ooh la la, 2010<br />

62


Character<br />

Artist info<br />

Angel Gabriel<br />

Diaz Romero<br />

Personal portfolio site<br />

www.tiflos.com<br />

Country Spain<br />

Software used<br />

<strong>3d</strong>s Max, ZBrush, Mudbox,<br />

Photoshop<br />

Work in progress…<br />

Pirate Robot was born from a collaboration of<br />

ideas between Alicia Pereira and myself for a<br />

personal illustration. Using a simple robot I’d<br />

already made, I created an interesting pirate<br />

from it for a scene based around the idea of a<br />

universe without humans, just robots looking<br />

for treasure – and batteries to survive!<br />

Angel Gabriel Diaz Romero, Pirate Robot, 2010<br />

63


We talk to Olivier Ponsonnet, a community favourite, who creates videogames<br />

by day and moonlights as a CGI character portrait <strong>art</strong>ist by night<br />

Timeless<br />

beauty<br />

64<br />

Name Olivier Ponsonnet<br />

Job title 3D <strong>art</strong>ist<br />

Personal website<br />

http://re1v.free.fr<br />

Country France<br />

Software used <strong>3d</strong>s Max,<br />

ZBrush, Photoshop<br />

Expertise Real-time<br />

environments and characters<br />

Current employer<br />

Asobo Studio<br />

I try to create timeless illustrations.<br />

It sounds pretentious but that’s really what<br />

I try to achieve. I mix many inspirations from<br />

different eras so that my characters do not<br />

look too contemporary<br />

Olivier Ponsonnet specialises in real-time environments and characters<br />

Olivier Ponsonnet is a renowned<br />

master of the CG portrait in the 3D<br />

community. In stark contrast to the<br />

stunning portraits that don his portfolio,<br />

when he is not creating intriguingly<br />

beautiful characters that capture our he<strong>art</strong>s<br />

and inspire our own creative pursuits, he is<br />

working as a 3D <strong>art</strong>ist in the videogames<br />

industry. By day, he creates real-time<br />

characters and CG environments, from level<br />

design to the final visuals and yet, in his<br />

spare time, he still finds the motivation to<br />

produce wonderful portraits like these<br />

featured here.<br />

Having worked in videogames for around<br />

four years now, after what may seem an<br />

unexpected educational background for<br />

such an aspired 3D creator, Olivier has never<br />

regretted his decision to become a CG <strong>art</strong>ist.<br />

He has told 3D Artist that he will never tire<br />

of creating, and we certainly hope that he<br />

doesn’t. With an ever-impressive portfolio<br />

and a work-in-progress underway, Olivier<br />

will continue to inspire with his unique<br />

representations. Something of an enigma<br />

in the CG community, we wanted<br />

to find out more about the man behind the<br />

hauntingly beautiful faces…<br />

Can you tell us a little bit about your<br />

education and how it helped set the<br />

foundations for your career?<br />

Olivier Ponsonnet: I’m actually self-taught.<br />

Before working in videogames, I studied<br />

Computer Science at university. While I was<br />

studying, CG was my passion and I was<br />

doing it in my spare time. At the end of my<br />

course, I chose to work as a CG <strong>art</strong>ist and<br />

continued practising as a hobby in my free<br />

time. I might not have directly done <strong>art</strong> or<br />

CG as p<strong>art</strong> of my degree, but I think my<br />

studies helped me a lot in understanding<br />

the basic functions from a technical point of<br />

view; from how lighting works, to how it’s<br />

actually simulated and rendered, etc.<br />

When I was younger, I also had drawing<br />

lessons for some years, practising with many<br />

types of media, such as pencil, charcoal,<br />

acrylic, silk painting and so on – this all<br />

helped me to develop my <strong>art</strong>istic skills.<br />

A Flame<br />

“The ornamental<br />

elements provide<br />

extra narrative<br />

and encourage the<br />

viewer to look beyond<br />

the beauty that<br />

is portrayed”


Character<br />

a<br />

65


c<br />

b A Fairy World<br />

“Created for a French contest, A Fairy<br />

World was inspired by butterflies,<br />

fireflies, royal clothing and coleopters”<br />

d<br />

How exactly did you teach yourself 3D?<br />

How did it st<strong>art</strong>, where did you get your<br />

learning resources and how steep was the<br />

learning curve?<br />

OP: Well, it was pretty simple. I was 13 years<br />

old, I liked to draw and I had a computer so<br />

I just tried to merge these two hobbies<br />

together. That’s why I bought my first 3D<br />

software: Voxel3D. It didn’t offer many<br />

possibilities, but I was really happy with<br />

it. A couple of years later, I st<strong>art</strong>ed using<br />

Amapi. I could create more complex objects,<br />

but the rendering p<strong>art</strong> of this software<br />

was extremely limited. That’s why I turned<br />

to <strong>3d</strong>s Max 1.0. In the beginning, I was<br />

just using it as a renderer with imported<br />

objects from Amapi, but I ended up using<br />

<strong>3d</strong>s Max for nearly all stages of my work.<br />

To st<strong>art</strong> with, my only resources were<br />

books. I bought two or three of these huge<br />

books describing every single <strong>3d</strong>s Max<br />

function. I learned the software from the<br />

literature and obviously by practising.<br />

Later, the internet really helped me to<br />

improve my skills with its CG <strong>art</strong>ist<br />

communities. My learning curve was pretty<br />

long: I began 3D quite young but I seriously<br />

practised for about ten years, accumulating<br />

both the technical and <strong>art</strong>istic know-how to<br />

allow me to create what I do now.<br />

…even when I create environments, I can’t<br />

do this without adding a character in the scene;<br />

I’m not interested in creating a picture without<br />

any characters<br />

Your portfolio contains a wealth of stunning<br />

portraits – realistically rendered, but also<br />

illustrative in style. Can you talk us through<br />

the work involved in the creation<br />

of one of your characters?<br />

OP: I do these portraits during my spare<br />

time. My goal is always the same and pretty<br />

simple: to create a beautiful character. To<br />

achieve this, I focus on both the technical<br />

and aesthetic aspects. I work hard at the<br />

technical p<strong>art</strong> (rendering, lighting, shading,<br />

etc) to make a believable character. I do like<br />

to test the latest revisions of 3D software<br />

with their brand new tools and features to<br />

get even more possibilities and this<br />

technical aspect remains a means to<br />

achieving the aesthetic p<strong>art</strong>. Overall, I’d say<br />

I pay way more attention to the aesthetic<br />

aspect than the technical one.<br />

I always try to create characters with some<br />

kind of timeless beauty. I avoid an overcontemporary<br />

look; I usually prefer more<br />

classical ones. Maybe this is because I just<br />

hope my <strong>art</strong>work won’t look too old too fast.<br />

What are the tools of your trade in terms of<br />

hardware and software, and how<br />

are they important to your workflow and<br />

content creation?<br />

OP: I mostly use <strong>3d</strong>s Max from the first poly<br />

to the final render. I sometimes use ZBrush<br />

when I want to create complicated organic<br />

objects, but most of the portraits I create are<br />

modelled with <strong>3d</strong>s Max solely, using polygon<br />

modelling and subdivision surfaces.<br />

c Vlad<br />

“Created as a sharp face<br />

with clean features;<br />

contrast was given by<br />

adding a red blood splat<br />

to the mouth”<br />

d Obsidian Eyes<br />

“This character’s beauty<br />

is deceiving; you are<br />

pulled in by her stare,<br />

but the dark elements<br />

warn you away”<br />

66


Character<br />

Opal Child<br />

1<br />

When I create a picture, a source of my motivation and<br />

inspiration also comes from other CG Artists. I saw a<br />

picture representing a girl with a simple bird by a Korean<br />

<strong>art</strong>ist. It was just great. That’s what inspired me to create<br />

this child and his pet.<br />

I really like this picture because it’s the only portrait<br />

I’ve done with two characters. It was quite challenging<br />

for many reasons: the first because the pet is a monkey<br />

and creating animals with fur is not my speciality. I also<br />

wanted the monkey to have something in the eyes as<br />

deep as the main character. Creating a child was also<br />

challenging. I tried to make a pure face with clean facial<br />

features, but not something completely smooth; I wanted<br />

to give her personality.<br />

67


e<br />

f<br />

68<br />

For texture painting, I use Photoshop with<br />

a Wacom tablet. I also use this software for<br />

compositing and postproduction. My<br />

hardware is quite common: Intel Core i7<br />

Processor, 6GB RAM, ATI 5850 video card,<br />

and dual monitor display.<br />

How long does it generally take to complete<br />

one of your character portraits,<br />

from concept to final 3D illustration?<br />

OP: It varies a lot. I’d say from<br />

two weeks to a couple of months. It depends<br />

on many things. It firstly depends on my<br />

inspiration or motivation. As you know, I<br />

work as a CG <strong>art</strong>ist in a videogame studio.<br />

All the portraits I do are non-commercial<br />

images created during my spare time, so it’s<br />

not always easy to find motivation after a<br />

day of work. The duration of the creation<br />

process also depends a lot on the quantity of<br />

things to create. Making ten characters is<br />

always going to take longer than making<br />

one. That’s also why I like doing portraits. I<br />

know I don’t have much time to create my<br />

illustrations, which is why I prefer to focus<br />

on something specific like a single face, and<br />

try to improve it as much as I can.<br />

How long have you been evolving<br />

your character creation techniques and<br />

how would you say they have changed<br />

over time with the various advancements<br />

in 3D software?<br />

OP: I’ve been evolving my character<br />

creation techniques for about eight years.<br />

Actually, 3D software advancements always<br />

make character creation easier in terms of<br />

technique: we now have realistic lighting,<br />

soft shadows, nice skin aspects with<br />

Subsurface Scattering – all of these tools<br />

make the technical p<strong>art</strong> easier. But in my<br />

humble opinion, the most important p<strong>art</strong><br />

remains the <strong>art</strong>istic one. I think that’s<br />

what really makes my latest creations<br />

different from my first ones and p<strong>art</strong>ly why,<br />

I guess, I create better characters now than<br />

I did eight years ago. The best way to<br />

improve is quite simple though and not<br />

really magic: observation and practice. I<br />

mean a lot of practice!<br />

When it comes to rendering, what passes do<br />

you render out and why are<br />

these so important to the final look of your<br />

3D illustrations?<br />

OP: I usually don’t use many passes. I try<br />

to keep my rendering pipeline as simple as<br />

I can. I use passes when I don’t have a<br />

choice. For example, when I create a<br />

character with hair, I have to use passes.<br />

I render hair and its shadows using the <strong>3d</strong>s<br />

Max Scanline renderer – because it’s way<br />

faster than using mental ray primitives and<br />

gives smoother results. I use mental ray for<br />

everything else. I then create three passes:<br />

one for the main render, rendered with<br />

mental ray, and two for the hair – the hair<br />

itself and its shadows – rendered using the<br />

Scanline renderer.<br />

In terms of postproduction, how much work is<br />

done on your 3D renders to take them from<br />

raw render to final illustration?<br />

OP: I only do pure postproduction in<br />

Photoshop. I mean, I don’t add any new<br />

elements, objects or details to my pictures<br />

at this stage, nor do I paint anything on<br />

them. I usually apply Color Balance and<br />

saturation filters to my illustrations to<br />

adjust the colour scheme and the mood<br />

of the picture. I also add Noise, Chromatic<br />

Aberration and Depth of Field (using the<br />

Z-Depth from <strong>3d</strong>s Max) to remove the raw<br />

look of the 3D render.<br />

For you, what is the most important p<strong>art</strong> of the<br />

creative process when producing one of your<br />

beautiful, elegant characters?<br />

OP: I think the most important stage is<br />

modelling the face. I can spend hours


Character<br />

g<br />

h<br />

moving vertices until I get some kind of<br />

harmony. I try to get a nice looking shape<br />

even without advanced lighting, with default<br />

lights in the viewport. I don’t try to push my<br />

render further until I have an aesthetically<br />

interesting face. Obviously, nice lighting and<br />

shading will also help to achieve a nice<br />

looking character, but the modelling really<br />

remains essential in my opinion.<br />

Your characters are all highly unique,<br />

seeming to pull elements from a variety of<br />

cultures and stories. Where do you seek your<br />

inspiration and how important is storytelling<br />

in your work?<br />

OP: As I said earlier, I try to create somehow<br />

timeless illustrations. It sounds slightly<br />

pretentious but that’s really what I try to<br />

achieve. I mix many inspirations from<br />

different eras so that my characters do not<br />

look too contemporary. As I want to create<br />

something that is believable, I often use<br />

classical or traditional clothes from many<br />

cultures as bases. I usually get this<br />

inspiration from classical painting books<br />

or from history of dress books. I also get<br />

inspiration from contemporary <strong>art</strong>ists,<br />

from comic books, or simply from people I<br />

see in the street – everything can be a<br />

source of inspiration.<br />

Obviously, nice lighting and shading will<br />

also help to achieve a nice looking character,<br />

but the modelling really remains essential in<br />

my opinion<br />

Your portfolio also demonstrates great skill<br />

with environment creation, p<strong>art</strong>icularly in the<br />

context of sci-fi and fantasy. With such a<br />

strong and varied skill set, why do characters<br />

capture more of your attention?<br />

OP: There are many reasons for that. The<br />

first and the most important is personal<br />

taste: a portrait talks to me a lot more than<br />

an environment. Second, even when I<br />

create environments, I can’t do this<br />

without adding a character in the scene;<br />

I’m not interested in creating a picture<br />

without any characters. As I don’t have<br />

e The Fall<br />

“Qualëphantus are<br />

creatures that travel<br />

from one galaxy to<br />

another, feeding on every<br />

life form they find…”<br />

f Moon Key<br />

“Aiming for a charming<br />

and elegant portrait – not<br />

realistic – all of Moon<br />

Key’s textures were hand<br />

painted in Photoshop”<br />

much time to create my pictures, I prefer<br />

to focus on characters.<br />

Your conventionally beautiful characters are<br />

often portrayed with a gothic and macabre<br />

twist, with recent works having turned<br />

darker. What does this stem from,<br />

and where do you see future works going?<br />

OP: Well, I don’t know. I use classical<br />

paintings as an inspiration. I like the<br />

aesthetic look of classical works, like<br />

Tiziano Vecellio’s portraits work with their<br />

bright skins, dark clothes and black<br />

g Mr Bone<br />

“In contrast to my other<br />

works, Mr Bone st<strong>art</strong>ed as<br />

a simple ZBrush test. The<br />

result was rendered in<br />

<strong>3d</strong>s Max”<br />

h Pink Sugar<br />

“Pink Sugar was<br />

something quite different,<br />

purposely made using a<br />

different colour scheme<br />

and blonde hair”<br />

69


i<br />

j<br />

70<br />

backgrounds. Maybe as I’m getting older,<br />

I also like more sober colours… I don’t know.<br />

I just try to make things that I like. And as<br />

I don’t know how I’ll evolve as time goes on,<br />

I can’t really say where my future <strong>art</strong>work<br />

is going. But I think that’s what makes the<br />

journey more interesting.<br />

Giving life to lifeless digital content<br />

is a skill all in itself. How do you give your<br />

characters the souls that we can clearly see<br />

in any of your illustrations?<br />

OP: To give them life, I first try to make<br />

them believable. That’s why I pay a lot of<br />

attention to clothing design, anatomical<br />

details, rendering and so on. When I have<br />

this base, two areas need more attention:<br />

the eyes and the mouth. Those p<strong>art</strong>s are<br />

not that difficult to produce – I mean from<br />

a technical point of view. You just have to<br />

be careful about topology in these areas, but<br />

it’s not that hard. The hardest p<strong>art</strong> is to get<br />

something beautiful and natural. It’s a very<br />

subtle process and one of the most<br />

interesting p<strong>art</strong>s of the creation – especially<br />

in the eye area, where you have to find the<br />

perfect balance between eyebrow shape,<br />

the eyes’ curvature, the position of the<br />

eyelids and so on, in order to create that<br />

lively and expressive look.<br />

With constant advancements in technology<br />

helping more people than ever create realistic<br />

looking characters, how do you keep an edge<br />

over them?<br />

OP: Well, I’m not sure. Maybe it’s just<br />

experience and practice. I mean, yes, it’s<br />

easier to create realistic looking characters<br />

technically, but it’s always difficult to create<br />

original and unique characters. My aim is<br />

not exactly to create realistic characters; I<br />

try to give them something more. I don’t try<br />

to reproduce what you could actually shoot<br />

with a camera.<br />

How different is your professional<br />

work to your personal portfolio and how<br />

does this balance out?<br />

OP: My personal portfolio is completely<br />

different from my professional work. My<br />

personal portfolio is mainly composed<br />

of portraits – simply because that’s what<br />

I like to make best. My professional work<br />

includes level building, environment<br />

creation and, more recently, real-time<br />

character creation. This is very different<br />

from my personal creations and how I find<br />

motivation to create CG after a day’s work.<br />

Can you tell us what you are currently<br />

working on at the moment, and if possible<br />

where the inspiration for the project originally<br />

came from?<br />

OP: I’m working on an underwater scene –<br />

a kind of mermaid portrait. However, I don’t<br />

want to create a happy mermaid with shiny<br />

scales and a shell bikini. I’d like to make<br />

something closer to the original mermaids,<br />

something more elegant but also darker.<br />

How about your future plans; what<br />

can we look forward to seeing next, and what<br />

projects would you most like to work on?<br />

OP: I really don’t know. I barely have time<br />

to create personal work, so I’d just like to<br />

finish my work on the mermaid, then think<br />

about what’s next. It will most likely be<br />

another portrait. I could do portraits for the<br />

rest of my life and not get tired of them. I<br />

may also try to create some 2D illustrations.<br />

I might not always know what the next<br />

project will be, but one thing that is for<br />

certain is that I won’t ever stop creating.<br />

i Inaë<br />

Made initially as a SSS<br />

test in <strong>3d</strong>s Max, Inaë was<br />

continued and rendered<br />

in mental ray<br />

j Red Opium<br />

“A vision of a female<br />

vampire, created in <strong>3d</strong>s<br />

Max 8, with all maps<br />

hand painted”


Character<br />

2<br />

Cold Blue<br />

The dress is based on a real dress I found<br />

in paintings representing Anne of Cleves.<br />

The original dress had more colour<br />

variety and a different colour scheme.<br />

I modified it to get something more sober<br />

and also a little more contemporary. The<br />

make-up matching the material colours<br />

is also there to break from the original<br />

classical look. The eyes are also<br />

interesting. The reflections are huge –<br />

completely exaggerated – but it really<br />

gives her something special, more depth.<br />

The composition and the pose are<br />

quite simple and don’t distract; you just<br />

focus on the character’s face.<br />

71


Step by step: Painting<br />

up a demon image<br />

Trick or Treat 2010<br />

Discover how to create a painterly image with<br />

vivid colours on the theme of Halloween<br />

Andrzej Kuziola specialises in modelling and character creation<br />

In this tutorial, I will be explaining how<br />

I created this Halloween-themed illustration.<br />

I am going to focus more on texturing, materials,<br />

lighting and postproduction than on modelling. The<br />

illustration was created mixing both 2D and 3D<br />

techniques. I feel more comfortable working this<br />

way as I have greater control over the process.<br />

My goal was to achieve a mixture of c<strong>art</strong>oon-like,<br />

exaggerated characters with a colourful, painterly<br />

look. I usually work mainly in dark, unsaturated<br />

colours so working with a new palette was a bit<br />

of an experiment and I was curious to see how it<br />

would look in the end. I was working with CINEMA<br />

4D and ZBrush for modelling and rendering, while<br />

using Painter and Photoshop for texturing and<br />

postproduction. I also used UVLayout to unfold<br />

the model and to create UV maps.<br />

Design inspirations<br />

The style for the scene<br />

72 ●<br />

I st<strong>art</strong>ed from a concept created in<br />

01 ZBrush and Painter inspired by disguised<br />

children walking from house to house and asking<br />

for sweets at Halloween. The idea here was to show<br />

a little girl asking for a treat and a big demon behind<br />

her who’s ready to play a trick on those who don’t<br />

provide any goodies.<br />

It was important to me that the girl<br />

02 should look sweet and innocent at first<br />

glance, p<strong>art</strong>icularly in comparison to the sinister<br />

looking demon. Look closer, however, and you realise<br />

that she is a she-devil – and that out of the pair, she is<br />

probably the one calling the shots.<br />

I wanted a very stylised look for the demon.<br />

03 I was going to try different approaches to<br />

achieve an interesting painterly effect despite it being<br />

done in 3D. I wanted to achieve this with lighting and<br />

hand-painted textures using RealBristle brushes.<br />

Everything was maintained in warm orange-red hues<br />

associated with hellfire.


Character<br />

Texturing,<br />

lighting,<br />

painting<br />

Easy-to-follow guides<br />

take you from concept<br />

to the final render<br />

Artist info<br />

Andrzej Kuziola<br />

Username: ak666<br />

Personal portfolio site<br />

www.kuziola.com<br />

Country United Kingdom<br />

Hardware used Mac Pro 2.66<br />

GHz Dual-Core Intel Xeon,<br />

7GB RAM<br />

Expertise Andrzej specialises<br />

in modelling and quirky<br />

character creation<br />

Software used in this piece<br />

CINEMA 4D<br />

ZBrush Photoshop Painter UVLayout<br />

73


Artist<br />

Showcase<br />

Andrzej Kuziola<br />

I am a self-taught digital <strong>art</strong>ist. I qualified in Dentistry,<br />

but no longer work in that profession. I am a freelance<br />

illustrator and 3D modeller now and I really enjoy it.<br />

Software such as CINEMA 4D, ZBrush and Photoshop<br />

help me to create realms that would otherwise exist<br />

only in my mind.<br />

P<strong>art</strong>henogenesis<br />

CINEMA 4D, ZBrush,<br />

Painter, Photoshop<br />

(2009)<br />

P<strong>art</strong>henogenesis is<br />

an asexual form of<br />

reproduction where<br />

growth and development<br />

of embryos occurs without<br />

fertilisation by a male.<br />

This is my dark and twisted<br />

interpretation of the word<br />

‘Newborn’, which was the<br />

theme for a contest. Polish<br />

<strong>art</strong>ist Zdzislaw Beksinski<br />

was a great inspiration<br />

behind this image.<br />

Materials and lighting<br />

Adding textures and setting the scene<br />

I st<strong>art</strong>ed the texturing process<br />

04 in ZBrush with PolyPaint. After<br />

establishing overall colours and painting<br />

cavities, I moved to Painter where I created<br />

proper textures mainly with Artists’ Oils before<br />

exporting them to Photoshop, where I made<br />

Bump maps by playing with Desaturate and<br />

Levels. I used this workflow with some<br />

modifications to texture all of the objects.<br />

For the girl, I painted a fleshcoloured<br />

map, which was placed in the<br />

05<br />

Color and Diffusion channels of the standard<br />

CINEMA 4D material along with modified maps<br />

in the Bump and Specular channels. The most<br />

time-consuming process was tweaking the<br />

Luminance channel, which consisted of a<br />

Subsurface Scattering layer in Dodge mode<br />

with another colour bitmap beneath.<br />

Teddy Bear Snacks CINEMA 4D, Photoshop, ZBrush (2008)<br />

Pandemonium, the diabolical Boiler God, hungry for innocent,<br />

cuddly teddy bears. I was inspired here by human sacrifices made<br />

to teixiptlas [cult effigies or impersonators] in ancient Aztec<br />

civilisation. This is another illustration created for a contest – this<br />

time with the theme of ‘Boiler room’. It won third place in the<br />

competition and was published in Expose 7.<br />

For the demon, I created a few<br />

06 different colour maps in Painter, which<br />

I used in the material’s Color channel, modifying<br />

desaturated versions in the Diffusion, Bump<br />

and Specular Color channels. I wanted the<br />

demon to look very stylised so I experimented<br />

here to achieve a look similar to a portrait that’s<br />

been painted with thick oil paints.<br />

To set up lights, I used low-poly<br />

07 meshes to speed up test renderings.<br />

I like to accentuate different shapes and surfaces<br />

so I used quite a lot of lights – mainly warmcoloured<br />

ones with Area shadows and Inverse<br />

Square Falloff applied. To illuminate the girl,<br />

I also used blue lights and placed everything<br />

inside a sphere as a Floor object so that the light<br />

bounced off the sides.<br />

74<br />

H2O CINEMA 4D,<br />

Photoshop, ZBrush<br />

(2009)<br />

This is my first illustration<br />

where, instead of the dark<br />

<strong>art</strong>s, I st<strong>art</strong>ed to create nice,<br />

cute female characters with<br />

bright colours. This<br />

illustration was selected by<br />

MAXON for promotion of<br />

CINEMA 4D. It was<br />

published in MAXON’s 2010<br />

calendar and you can find it<br />

in the gallery on the website<br />

www.maxon.net.<br />

When I was<br />

08 happy with the<br />

result, I swapped the models<br />

with high-poly meshes and<br />

rendered them in Advanced<br />

Renderer with Global<br />

Illumination, Ambient<br />

Occlusion and a separate<br />

Alpha channel for each object.<br />

I made different renders for<br />

the girl, for the demon and one<br />

for the background, which I<br />

filled with Fog material.


Character<br />

Postproduction painting<br />

Creating the colours and smoke<br />

Back in<br />

12 Photoshop, I looked<br />

to improve the composition<br />

and make it more dynamic by<br />

rotating and deforming the<br />

demon a little and st<strong>art</strong>ing to<br />

add details to the ground. I<br />

used custom brushes made<br />

from photographed<br />

scaffoldings. I wanted the<br />

demon to look like he was<br />

emerging from an abyss, so I<br />

merged him with the ground –<br />

with the help of the same<br />

custom brush and a series of<br />

layer masks.<br />

8 hours<br />

render time<br />

Resolution:<br />

2,788 x 3,920<br />

I combined all the<br />

09 renders in Photoshop<br />

and loaded Alpha channels<br />

into layer masks to separate<br />

the characters from the<br />

background. I also reduced<br />

the size of the girl to make<br />

the demon look more<br />

menacing and composed all<br />

his renders with layer masks<br />

to create the textured effect<br />

I was looking for.<br />

To strengthen<br />

10 the effect and make<br />

it even more interesting, I<br />

exported it to Painter where<br />

I overpainted the texture. To<br />

do this, I used the Soft Flat<br />

Oils brush from the Art Pen<br />

Brushes menu, Cloners and<br />

Artists’ Oils. I loaded colours<br />

sampled from the demon into<br />

the Mixer palette and used<br />

them extensively. This palette<br />

is very handy when you are<br />

working with Artists’ Oils.<br />

To clean and<br />

11 brighten the<br />

girl’s skin tone, I<br />

overpainted some<br />

p<strong>art</strong>s on a separate<br />

layer set to Lighten<br />

blending mode with<br />

Fill at 70%. I painted<br />

in eyes as well (it was<br />

much faster for me to<br />

do it in 2D). When I<br />

was happy with the<br />

result, I st<strong>art</strong>ed to<br />

detail the background.<br />

I painted in smoke to<br />

frame the demon’s<br />

head and make it a<br />

focal point.<br />

Modelling<br />

the scene<br />

For both characters, I<br />

st<strong>art</strong>ed from my<br />

standard human base<br />

mesh created in<br />

CINEMA 4D. Final<br />

form and details were<br />

done in ZBrush. I<br />

rapidly reshaped the<br />

base meshes with<br />

Move and Standard<br />

brushes and then<br />

detailed it. My goal was<br />

to create stylised,<br />

c<strong>art</strong>oon-like characters<br />

– correct anatomy and<br />

topology were not<br />

important for me here,<br />

so the process was<br />

very fast – p<strong>art</strong>icularly<br />

for the demon. I posed<br />

the characters with<br />

ZBrush’s Transpose<br />

tools and then added<br />

details with SubTools.<br />

Clothes and hair were<br />

made with the<br />

Retopology tool, while<br />

the horns, lollipop and<br />

jack-o’-lantern were<br />

created with meshes<br />

imported from<br />

CINEMA 4D.<br />

To add more<br />

13 contrast and rhythm<br />

to the illustration, I changed<br />

some colours from selective to<br />

complementary using a Hue/<br />

Saturation adjustment layer<br />

with a new layer mask. I then<br />

painted some strands of hair<br />

and made final tweaks to the<br />

image. Finally I added more<br />

smoke with the custom brush.<br />

This integrated all of the<br />

elements, created a more<br />

mysterious atmosphere and<br />

helped to lead the viewer’s<br />

eye through the picture.<br />

75


Step by step: Texture<br />

and light a beautiful girl<br />

Girl in Church 2010<br />

Aiming to create a sense of tranquillity, this<br />

image features a pretty girl inside a church<br />

Satoshi Ueda specialises in game graphics and concept <strong>art</strong><br />

The main tool used to model<br />

and build this scene was <strong>3d</strong>s<br />

Max and it was rendered in<br />

the standard mental ray. Photoshop<br />

was used for a final composite of the<br />

various render layers. The most<br />

difficult aspect of the image was the<br />

rendering time. Even though the image<br />

used the standard Hair and Fur<br />

options, it took a frighteningly long<br />

time to render the hi-res version – two<br />

whole days. In this tutorial we will<br />

discuss the volumetric lighting for the<br />

background, and the materials and<br />

textures used for the girl. The aim of<br />

the image was to produce a moviequality<br />

scene with a sense of serenity.<br />

Concepts<br />

Inspiration behind the scene<br />

76 ●<br />

In terms of modelling the figure, the idea<br />

01 was to create a sense of innocence. I carefully<br />

balanced the position of the eyes, nose and mouth to<br />

make her as attractive as possible. There was a<br />

tendency to go over the top and give her more animestyle<br />

features, but I didn’t want the image to become<br />

unreal. So, I’ve enlarged the eyes as much as possible,<br />

because that’s the main focal point, but not overdone<br />

them. As the overall theme is one of purity, the girl’s<br />

make-up has been kept to a minimum.<br />

I did practice render passes with mental<br />

02 ray and the standard Hair and Fur options<br />

in <strong>3d</strong>s Max just to see how well they performed.<br />

The challenge was to create really long hair that fell<br />

naturally. The hair itself was made from splines so<br />

that adjusting the hairstyle was relatively easy.<br />

To make streams of light work, a dim church<br />

03 setting was chosen for a background. This<br />

choice also affects the lighting because the only source of<br />

light comes from the window. The result is a stream of<br />

volumetric light positioned behind the girl, which just<br />

illuminates her face.


Character<br />

Easy-to-follow guides<br />

take you from concept<br />

to the final render<br />

Artist info<br />

Satoshi Ueda<br />

Username: Satoshi Ueda<br />

Personal portfolio site<br />

www.akatuki.biz<br />

Country Japan<br />

Hardware used Xeon CPU<br />

E5430 2.66GHz, 4GB RAM<br />

Expertise Satoshi specialises<br />

in game graphics and concept<br />

<strong>art</strong>, as well as writing guides<br />

Texturing,<br />

lighting<br />

Software used in this piece<br />

<strong>3d</strong>s Max ZBrush Photoshop After Effects<br />

77


Artist<br />

Showcase<br />

Satoshi Ueda<br />

Satoshi is a 3D <strong>art</strong>ist from Japan. He has worked on<br />

making models for the movie Resident Evil: The<br />

Umbrella Chronicles and Resident Evil: The Darkside<br />

Chronicles, for which he created the CG-illustrated<br />

packaging too. Satoshi also worked on the <strong>art</strong> direction<br />

and packaging for the XBOX 360 game, Bullet Witch.<br />

Textures and materials<br />

Creating the skin and clothing textures<br />

A biped frame<br />

04 was set to the model<br />

and posed – this made it easier<br />

to change the composition.<br />

The camera was then<br />

arranged, focusing on the girl’s<br />

face. Seams were put in the<br />

p<strong>art</strong>s that you can’t see to<br />

make it easier when it came<br />

to the UV unwrapping.<br />

Because p<strong>art</strong> of the shoulder<br />

was hidden with clothing, a<br />

seam was put there as well.<br />

The UV was then opened.<br />

Maxbook Girl <strong>3d</strong>s Max,<br />

V-Ray (2004)<br />

I made this for the cover<br />

of my book, <strong>3d</strong>s Max Super<br />

Technique. It is a practice<br />

model for those needing<br />

an image to use in V-Ray<br />

for the first time.<br />

Unwrap UV was guided. The<br />

05 photograph of the material collection<br />

was tiled using Photoshop and the texture was<br />

then created. A white, bright point was used<br />

on the tone curve to help make everything high<br />

key. Then in Photoshop, the Bump, Overall<br />

Diffuse colour, Unscattered Diffuse colour,<br />

Epidermal Layer Scatter colour, Subdermal<br />

Layer Scatter colour and Specular textures<br />

were all established.<br />

Rain Street Photoshop, RETAS STUDIO (2009)<br />

This is one still frame from an independent production animation.<br />

The girl in the centre is the heroine, wandering about a shopping<br />

area in the rain. Japanese company RETAS STUDIO made the<br />

animation software that was used for the expression of movement.<br />

The background was painted using Photoshop.<br />

The material of<br />

06 the skin uses SSS<br />

Fast Skin Material. Six kinds of<br />

handmade textures were used.<br />

Because a lighting sphere was<br />

used to light the environment,<br />

the Only Reflect Environment<br />

tab was activated. Also,<br />

because Exposure Control is<br />

being used in the scene, the<br />

Soft Screen compositing check<br />

was removed.<br />

78<br />

Prayer Photoshop (2006)<br />

Adult woman who is sending<br />

up a prayer. The painting<br />

was done using Photoshop.<br />

Power was put into the<br />

expression and a solemn<br />

atmosphere applied<br />

generally to the scene.<br />

In the Hair rendering options, I<br />

07 chose ‘mr prim’. Hairs were copied and<br />

duplicated and the settings finalised. On a test<br />

render, the rendering time took far too long, so<br />

as a compromise, the total number of individual<br />

hairs was reduced. Even then, it still took two<br />

days! When the rendering was finally done, a<br />

black material was applied to the body so it<br />

would be easy to process.<br />

The wrinkles and the drapes<br />

08 in the clothing were modelled inside<br />

Max. After trial and error, the Arch & Design<br />

material of mental ray material was selected,<br />

though I was tempted to use the standard<br />

material, Oren-Nayar-Blinn. It would have been<br />

easier to create a red dress because it’s so easy<br />

to overexpose white fabric, but that wouldn’t<br />

have fit in with the mood of the image.


Character<br />

Lighting the girl<br />

Creating the ambience of the scene<br />

Three lights were added with ray-traced shadows<br />

09 using Photometric Light. The lighting was created to give<br />

a backlit effect. The light in the back left was made the strongest;<br />

it is an image of the backlight. The two other lights were used to<br />

brighten up the foreground of the image, as it was too dark<br />

otherwise. They provide fill-in lighting.<br />

The camera was<br />

10 set up inside the<br />

church model, focusing on the<br />

girl, with the church window in<br />

the background. The HDRI<br />

map was made using<br />

Panorama Exporter. This map<br />

was then put on the sphere<br />

model. This map was also<br />

used for reflections when<br />

rendering with mental ray.<br />

mr Photographic<br />

11 exposure control was<br />

used (in Environment and<br />

Effects). The light and shade of<br />

the image were adjusted with<br />

the image control. With backlit<br />

images, it’s very easy for the<br />

foreground to become too<br />

dark. Even though a couple of<br />

front lights were used, the<br />

backlit light was permitted to<br />

blow out the highlights to<br />

produce a volumetric effect.<br />

48 hours<br />

render time<br />

Resolution:<br />

4,336 x 3,000<br />

Four individual<br />

13 render layers: volume<br />

light for the background,<br />

highlights on the fine facial<br />

hair, the girl and background<br />

of the image were output and<br />

composited in Photoshop. The<br />

final adjustments made to the<br />

depth of field were output with<br />

the lens filter using a ZMAP<br />

file. The background was<br />

already out of focus because<br />

it is distant from the viewer.<br />

The volume light<br />

12 is set to the backlight.<br />

Volumetric light is an effective<br />

means to producing an airy<br />

feeling. To edit it back in<br />

Photoshop, the rendering was<br />

done as a Monochrome map<br />

file and details tweaked to<br />

improve the depth of field.<br />

Modelling<br />

the figure<br />

From the st<strong>art</strong>,<br />

I wanted to base the<br />

central focus of the<br />

image around the<br />

serene girl as much as<br />

possible. Considerable<br />

attention was needed to<br />

create the model’s face,<br />

as I concentrated on<br />

getting the balance of<br />

eyes, nose, mouth and<br />

even the length of the<br />

eyelashes, just right. To<br />

give your character the<br />

most realistic hair at the<br />

rendering stage, set the<br />

Sampling Quality filter<br />

in mental ray to the<br />

maximum. If you want<br />

to shorten the rendering<br />

time, consider using a<br />

third-p<strong>art</strong>y plug-in,<br />

though, if you’re happy<br />

to wait, even the<br />

standard Hair/Fur<br />

functions can produce<br />

impressive results.<br />

79


Creating a<br />

savage warrior<br />

Warrior 2010<br />

How to create a warrior from a distant land with realistically exaggerated forms and<br />

brutal weapons, inspired by the style of Frank Frazetta<br />

John Hayes is a videogame character <strong>art</strong>ist<br />

P<strong>art</strong> one:<br />

Modelling,<br />

UV layout,<br />

sculpting<br />

Often the best looking characters<br />

comprise not only good modelling, but<br />

also sound textures and rendering.<br />

Indeed, the final step can be the most critical,<br />

though it depends upon a strong base model.<br />

We will st<strong>art</strong> with the concept and reference<br />

image collage to help create the personality,<br />

anatomy and costume detail. Concept <strong>art</strong> is<br />

often only used for the inspirational direction of<br />

the character, but it’s helpful to have lots of<br />

photo references. A good place to find additional<br />

The base shape<br />

Creating the basic torso<br />

free stock reference images is www.deviant<strong>art</strong>.<br />

com. Be sure to get a few anatomy photos as<br />

they’ll help make the character more convincing.<br />

The process I will be using is called ‘box<br />

modelling’, which allows for the overall form of<br />

the character to be rapidly created and then<br />

refined by several additional passes. Each<br />

subsequent pass will develop the overall volume<br />

and add detail where it is needed. At the same<br />

time, I will add polygons and edge loops for an<br />

even quad polygon distribution (except for the<br />

face and hands, which will consist of a greater<br />

amount of polygons).<br />

I will be using modo for much of the tutorial<br />

since I find its integrated modelling, sculpting<br />

and UV layout tools essential in speeding up the<br />

process. Finally I will use ZBrush to create the<br />

high-resolution detail model that will be used as<br />

a source for rendered textures. P<strong>art</strong> two of this<br />

guide will focus on creating textures and posing<br />

the model in Maya and modo and will finish with<br />

lighting and rendering in modo.<br />

80 ●<br />

a<br />

01 The base shape<br />

The character should face<br />

along the positive Z with the<br />

head in the positive Y<br />

direction. St<strong>art</strong> with a basic<br />

cube wider at the top than<br />

the bottom. It should be<br />

three polygon rows wide<br />

and three rows high. The<br />

middle row should be<br />

central to the X axis. This<br />

will form the basic torso A.<br />

A The side profile should<br />

suggest the waist and the<br />

side vertical cube rows are<br />

thinner in the middle<br />

B Angle the top and bottom of<br />

the cube to form the<br />

shoulder/trapezius and the<br />

crotch/buttock<br />

b<br />

02 Tackle the torso<br />

Adjust the side poly of the top row; where the arm comes out should be roughly square. The<br />

leg polygons at the bottom should also be roughly square with a smaller gap for the crotch.<br />

The arm and leg base polygons should be angled outward between 20-45 degrees B.


Character<br />

The final non-posed modo<br />

character model and the final<br />

ZBrush ZTool.<br />

Stock images used for<br />

reference and textures:<br />

For the body skin texture:<br />

http://senshistock.deviant<strong>art</strong>.<br />

com/journal/12576734/<br />

For Anatomy Reference Photos:<br />

http://mjranum-stock.<br />

deviant<strong>art</strong>.com/<br />

and http://vishstudio.<br />

deviant<strong>art</strong>.com<br />

3D <strong>art</strong>ists explain the<br />

techniques behind<br />

their amazing <strong>art</strong>work<br />

Artist info<br />

John Hayes<br />

Username: John-Hayes<br />

Personal portfolio site<br />

http://john-hayes.cghub.com<br />

Country USA<br />

Software used<br />

modo 401, ZBrush 3<br />

Expertise Videogame<br />

character <strong>art</strong>ist<br />

Software used in this piece<br />

modo<br />

Maya<br />

ZBrush<br />

Photoshop<br />

81


Artist<br />

Showcase<br />

John Hayes<br />

I am a videogame character <strong>art</strong>ist working in<br />

PlayStation 3 and Xbox 360 development. My<br />

background includes working at Capcom, Sanzaru<br />

Games, SEGA and Factor 5, where I have created<br />

characters for Iron Man, Golden Axe, Final Fight, Maximo,<br />

among others. Working on console games is exciting as I<br />

always learn new techniques and skills.<br />

Crimson Dynamo<br />

modo, Photoshop<br />

(2010)<br />

The Crimson Dynamo<br />

boss that appears in<br />

the Iron Man 2<br />

videogame, developed<br />

at SEGA for the PS3<br />

and Xbox 360. The<br />

model has fully<br />

<strong>art</strong>iculated weapons<br />

and tesla coil system, a<br />

complete cockpit<br />

interior and swappable<br />

armour plates. All<br />

modelling, UV layout,<br />

textures and rendering<br />

done in modo.<br />

03 Create the limbs<br />

With Symmetry X active, bevel out the arms and legs and scale the end polygons so that<br />

they taper. The arms should be made at about 45 degrees and the legs made to run straight<br />

down from the hips. Bevel out the top two middle polygons for forming the head. Using the<br />

Loop Slice tool, split each limb approximately in half and adjust to form knees, elbows and a<br />

rounder head shape c.<br />

c Use Loop Slice and Bevel<br />

tools to add more poly<br />

edges to the silhouettes<br />

d Once the bevels are<br />

adjusted, add edges at the<br />

foot bridge and heel, as well<br />

as the finger joints<br />

c<br />

04 Add in the feet<br />

and hands<br />

Make the wrist and ankle<br />

polygons slightly longer<br />

along the Z axis. Bevel the<br />

hand out to the fingertips,<br />

add two loop splits and<br />

bevel out a thumb at the<br />

side polygon twice. For the<br />

foot, bevel to the bottom of<br />

the heel and bevel out to the<br />

tips of the toes d.<br />

e The shoulder edges flow like<br />

a ‘cape’ from the bottom of<br />

the pectorals and then over<br />

the shoulders<br />

d<br />

The Twins Maya, modo, ZBrush, Mudbox, XSI (2008)<br />

The Twins boss characters I created for SEGA’s Golden Axe. The<br />

characters were modelled in Maya, hi-res sculpt created in ZBrush,<br />

Normal maps created in Mudbox, Ambient Occlusion in XSI,<br />

textures edited in Photoshop and modo used for UV unwrapping,<br />

texture clean-up and rendering. The character is roughly 15,000<br />

polygons with three 2,048 x 2,048 map sets.<br />

82<br />

Halloween Witch modo,<br />

Photoshop (2009)<br />

I made this character using<br />

modo’s modelling, sculpting,<br />

UV layout, 3D texture<br />

painting and rendering tools.<br />

Photoshop was used to clean<br />

up the renders, adjust the<br />

colour values and add<br />

highlights. I normally use<br />

several different 3D software<br />

packages in order complete<br />

a character, however since<br />

modo offered all the tools I<br />

needed, I used this as an<br />

opportunity to learn more<br />

about the program.<br />

e<br />

05 Round out the form<br />

Bevel the front polygons to form the face. Create a loop slice along the front arm that should<br />

flow along the pectorals and finger edges. Add another loop slice along the front leg, with<br />

the flow going around the back of the leg, over the shoulder and across the face. Add more<br />

edges around the shoulders so they form polygon loops. Repeat for the hips e.


Character<br />

Body details<br />

Honing the body features<br />

06 Define the<br />

face structure<br />

Add another loop to the<br />

head on either side of the<br />

centre line; this should give<br />

you four vertical poly rows<br />

on which to add facial<br />

details with four horizontal<br />

rows. Select two where the<br />

eyes should be and bevel<br />

inward. Next split the eye<br />

horizontally so each eye<br />

socket is four quad polygons<br />

and the edges help to form<br />

the bridge of the nose. For<br />

the mouth, bevel the centre<br />

two poly edges and the<br />

resulting polygons inward to<br />

form a poly loop f.<br />

f<br />

07 Add more facial edge loops<br />

Add edge loops around the mouth so they flow under the lip<br />

and over the bridge of the nose. Bevel the eyes in a few more<br />

times and build the edge loops so they form a ‘mask’ that<br />

connects both eyes. Once the loops are complete, you can<br />

add further edges for the smaller details such as nostrils and<br />

tear ducts g.<br />

g<br />

Action Center<br />

Using the Action Center is an important p<strong>art</strong> of modelling in<br />

modo. I prefer to use the Action Center set to Selection as<br />

the axis will often automatically align to an angle for the most<br />

accurate edits. Sometimes Selection does not meet my<br />

needs, so instead I align the work plane to Selection and then<br />

use the Action Center set to Automatic. Although the work<br />

plane will align to most selections, I get the best results by<br />

selecting the vertexes. The setting I use most often is Local<br />

to help me edit several separate elements simultaneously.<br />

f Bevelled base edge loop<br />

structure for eyes and<br />

mouth. The side of the head<br />

also has a bevel for the ears<br />

g The ears and nose tip are<br />

bevelled out. To add nostrils,<br />

bevel the edge on each side<br />

of the nose<br />

h Select a top and bottom and<br />

top edge on each fingertip<br />

side and use the Bridge tool<br />

to fill in. Fill the base<br />

between each finger by<br />

double-clicking the edge and<br />

using the ‘P’ key<br />

I Make the knee and elbow<br />

bumps by bevelling out.<br />

Edge loops in these areas<br />

are important for good<br />

deformation of joints<br />

i<br />

h<br />

08 Model the fingers<br />

To quickly create the fingers, add two edges to create four polygon rows, one for each finger<br />

up to where the base of each would be. Then make sure there are two edge loops for each<br />

knuckle row and for the bottom of each finger. When complete, select only the three edges<br />

between each finger polygon row and bevel the edge and delete the thin middle polygon; do<br />

not delete the end triangles h.<br />

09 Smooth the shape<br />

Add several more edge loops to create an even distribution<br />

of polygons over the whole body. Continue to add edges to<br />

minimise any angles as seen in the silhouette. At the same<br />

time, keep areas that are bony or close to a fold that is sharp<br />

and defined i.<br />

83


Half the work<br />

Make sure to use the<br />

Symmetry function as<br />

much as possible to cut<br />

your workload in half.<br />

Always have a centre<br />

polygon edge. If you find<br />

that it is not working<br />

properly, you can either<br />

delete half and use<br />

Duplicate/Mirror or use<br />

the Geometry/Symmetry<br />

tool to get it working again.<br />

Adding costume details<br />

The Frazetta style<br />

10 Exaggerate the muscles<br />

The Frazetta-like design influence I am attempting has<br />

exaggerated shoulders, rounded muscles and narrow joints.<br />

The deltoid muscle is larger than others, including the<br />

pectorals, giving the body a nice taper. The back latissimus<br />

and trapezius are large too. Adding crude costume detail<br />

and brutal weapons helps to complete the look j.<br />

j Using the sculpting tools<br />

beyond Vertex, Edge and<br />

Face Selection really helps to<br />

create organic forms<br />

k Once in place, edit the face<br />

geometry to make sure the<br />

eye spheres look natural<br />

with their poles near the<br />

centre of each opening<br />

l The feathers are made at<br />

the origin from a flat oval<br />

shape, with 35 instances as<br />

positions out the back<br />

j<br />

11 Eyes and hair<br />

The eyes are spheres, with their poles along the Z axis. A<br />

ponytail is a short bevel from the back of the head, the<br />

bevelled faces shaped into a circle, then bevelled straight<br />

back a few feet. The length is then loop split so that the<br />

polygons do not become long rectangles k.<br />

84<br />

k<br />

12 Create the headdress<br />

The bird skull originates from a cube, with two segments on<br />

the X axis, that’s subdivided once. Next two lower front<br />

faces are bevelled out for the beak, then the side face<br />

bevelled inward for the eye sockets. Finally the edges at the<br />

bottom, beak base and eyeholes are slightly bevelled before<br />

being subdivided again and finer details applied l.<br />

m<br />

m The Slice tool is used to cut<br />

the boot where straps would<br />

be on the wrapped leather.<br />

The edges are bevelled for<br />

thickness and finally the<br />

leather in between is<br />

bevelled out to folds<br />

n The shield is made from a<br />

sphere end pole and a few<br />

poly rows, which have been<br />

flattened slightly. Detail is<br />

added afterwards<br />

n<br />

l<br />

13 Fitted details<br />

The quickest way to add details such as belts, straps, boots,<br />

etc, is to either duplicate the base geometry and scale it out<br />

and modify, or just build an edge that defines the details.<br />

The final step is to remove any geometry not seen (eg feet)<br />

and to merge all the elements m.<br />

14 Weapons and<br />

small details<br />

Additional belts and a<br />

necklace are added, first by<br />

duplicating a polygon loop<br />

from the area, editing and<br />

finally using Thicken<br />

Polygon to create some<br />

volume. Necklace claws,<br />

armband spikes and a round<br />

belt buckle are added to the<br />

model. I also included<br />

several smaller buckles and<br />

detail shapes to the belt.<br />

This is a chance for you to<br />

get creative n.


Character<br />

Preparing for UV mapping<br />

Mesh subdivision and UV layout<br />

15 Break down the details<br />

Edges are bevelled on the cuff and belt. An extra row is added to the spike and claw tips to<br />

keep them sharp, as well as the various costume details. After defining the edges, each p<strong>art</strong><br />

is subdivided. The subdivision method Smooth with default settings is used on the body to<br />

keep the muscle planes relatively defined. For the other p<strong>art</strong>s, SDS Subdivide is used o.<br />

p<br />

o<br />

Frazetta finish<br />

17 Use UV Unwrap<br />

To get clean UVs, any existing UV map textures are deleted.<br />

The body geometry is then broken up into separate sections<br />

for unwrapping at the joins of different materials or sections,<br />

such as the cuff and loincloth leg seam. The edge for UV<br />

borders is placed in the least visible area (usually at the back<br />

or other hidden spots). Since the feathers are all instances,<br />

only the main source feather needs to be unwrapped q.<br />

To create a Frazetta-style<br />

warrior, there needs to be<br />

an exaggeration in the<br />

muscles that includes<br />

large shoulders, hands and<br />

feet. Additionally a<br />

costume should have<br />

several layers of detail,<br />

such as weapons, a<br />

fearsome mask, belts,<br />

trophies and, finally, some<br />

equipment pouches.<br />

During the process to<br />

create this warrior, it was<br />

important to make sure<br />

the early stages of the<br />

model were well<br />

constructed and clean<br />

since all the other steps<br />

are built upon them. Good<br />

polygon placement and<br />

edge loops help when<br />

adding finer details,<br />

sculpting and posing and<br />

will speed up the process.<br />

r<br />

16 Sculpting and<br />

clean-up<br />

Using modo’s mesh<br />

sculpting tools, I add muscle<br />

and detail definition, as well<br />

as wrinkles and folds on the<br />

loincloth, leather belts and<br />

boots. The purpose of the<br />

pass is to sharpen detail as<br />

well as cleaning up the edge<br />

geometry that might have<br />

clashing polygons or weird<br />

polygonal shapes. All the<br />

metal items such as<br />

weapons and buckles are<br />

left smooth p.<br />

o The body geometry under<br />

the belts, cuffs and boots is<br />

removed and the open<br />

edges merged<br />

p After using the Inflate tool, I<br />

use the Tangent Pinch tool<br />

to define the muscle<br />

q I use the Unwrap tool mostly<br />

set to Group Normal,<br />

followed by the UV Relax<br />

tool set to Adaptive<br />

r Scale the UVs evenly with<br />

the Action Center set to<br />

Local, Axis Auto<br />

s The focal areas of the head<br />

and hand UV shells are<br />

scaled up slightly to give<br />

them a better pixel ratio<br />

q<br />

18 UV Peeler<br />

For long, tube-like objects I<br />

prefer to use the UV Peeler.<br />

The arm cuffs, belts and<br />

ropes are all ‘peeled’ and<br />

then their UVs made flat<br />

along the U and/or V axis.<br />

The UVs are then re-packed<br />

onto a map to use the pixel<br />

space more efficiently r.<br />

s<br />

19 Pack the UVs<br />

After all the UVs are unwrapped, objects that reuse the<br />

same UV space are hidden. Next, a simple chequer texture<br />

is applied and I run Pack UVs. UVs are placed from largest<br />

to smallest and evenly flat UVs are placed next to each<br />

other. I keep some space between each shell to account for<br />

any pixel bleed s.<br />

85


Sculpting in ZBrush<br />

Creating a ‘ripped’ body<br />

20 ZBrush setup<br />

For export into ZBrush, all p<strong>art</strong>s are centred on the Z axis,<br />

combined into one mesh layer and its UVs are in 0-1 space.<br />

The model is saved as an OBJ and imported into ZBrush.<br />

Before any sculpting, I organise the p<strong>art</strong>s into separate<br />

SubTools, give them Morph targets and ensure any open<br />

edges are creased. I also organise the SubTool list with<br />

names and objects sorted according to their position in<br />

space, top to bottom t.<br />

22 Sculpt muscles<br />

Using the Standard brush with Z Intensity set to 10 and<br />

Focal Shift to -100, do an overall first pass over the body. I<br />

only use the Smooth brush to even out the surface, keeping<br />

the stroke edges and bump that lend to an overall fleshy<br />

feel. Keeping the brush stroke defined helps to provide the<br />

‘muscle fibre’ look v.<br />

t<br />

21 Overall body patterns<br />

I like to map out the muscle patterns, bumps and fibres to build<br />

upon. Using the Slash3 brush set to an intensity of about -30, I<br />

st<strong>art</strong> by tracing out the edges and creases for muscles and<br />

tendons, etc. When the first pass is done, I like to use the<br />

Slash2 and Slash1 brushes to add finer details and bumps u.<br />

u<br />

Top tips<br />

To get much better results,<br />

faster, I use the Alpha<br />

palette and masks as I<br />

work. Alpha is great for<br />

hiding p<strong>art</strong>s I’m not<br />

working on and helps to<br />

speed up my workflow, as<br />

well as improve general<br />

application responsiveness<br />

as I add subdivision layers<br />

to the SubTool. I find that<br />

using masks helps me to<br />

quickly add folds and<br />

overlapping detail just as in<br />

real sculpting. Pushing and<br />

moving the shape together<br />

helps to get a good flow in<br />

the model’s form.<br />

w<br />

23 Head detail<br />

For face detailing I like to have some photo references handy<br />

to help with the smaller, more subtle features. I try to get the<br />

eye area correct, then move on to the mouth. Lastly I work in<br />

the ear detail to complete the head w.<br />

v<br />

t I prefer to sculpt using the<br />

MatCap Gray material for its<br />

wide specular range and the<br />

fact it’s not translucent, so<br />

details and flaws are visible<br />

u Using the Slash3 brush in<br />

reverse helps to add raised<br />

details to the flesh<br />

v Using the Move tool, I adjust<br />

the muscle shape and flow<br />

w After overall sculpting I find<br />

using Alpha masks a very<br />

quick method for adding in<br />

wrinkles and folds<br />

x Hands can be tricky to get<br />

right. Work from the main<br />

joints out to the fingertips<br />

x<br />

24 Hands<br />

Hands tend to be somewhat<br />

bony, so I st<strong>art</strong> with defining<br />

the major joints on the<br />

fingers and the tendons on<br />

the back of the hand.<br />

Generally it’s good practice<br />

to get the knuckles looking<br />

correct and then the area<br />

around the thumb base. The<br />

last step is usually defining<br />

the fingertips x.<br />

86


Character<br />

Detailing the costume<br />

Adding surface properties and clutter<br />

z<br />

25 Hair and feathers<br />

For the ponytail, I first mask off the hair tie-downs and then use the Standard brush with<br />

Alpha 54 and brush along the length. After, I invert the mask and inflate the tie-downs. The<br />

feathers are treated in much the same way. Since all the feathers will use the same UVs and<br />

textures, we only need to sculpt one and duplicate y.<br />

aa 27 Leather and<br />

boot detailing<br />

For most wrinkles, I like to<br />

use Alpha 54 with the<br />

Standard brush. The first<br />

pass is to create the major<br />

wrinkles and the other<br />

passes are very light to<br />

smooth and blend. Finally,<br />

using Alpha 59 with the<br />

Brush Tip set to DragRect, I<br />

add a slightly cracked<br />

leathery surface aa.<br />

28 Shield and weapons<br />

For the weapons, I need to make the surface look like metal<br />

or wood. For wood I use Alpha 58 to help create the wooden<br />

grain and planks. The metal needs to feel like crude, beaten<br />

iron, so I use the tortoiseshell-like Alpha 25 with the Brush<br />

Tip set to DragRect. To create a beaten look, I mask off any<br />

non-metal areas and work from large to small bb.<br />

bb<br />

y<br />

y Sculpt the feathers using<br />

Alpha 54 for a subtle bump<br />

and then use the Slash brush<br />

to break up the edges<br />

z I use the Slash brush to<br />

quickly incorporate cracks<br />

and knit marks<br />

aa The Slash2 brush is used<br />

to break up the leather to<br />

simulate patches<br />

bb I made a mask using<br />

Alpha 58, inverted it and<br />

brushed over to create a<br />

wooden plank effect<br />

cc Draw simple scrollwork<br />

onto the surface, invert<br />

and then inflate<br />

26 Headdress<br />

As with the body, I do an overall pass on the headdress to<br />

rough out the shapes. When complete, I st<strong>art</strong> to add bonelike<br />

details. The skull should look old and worn, so using the<br />

Spray stroke with a Standard brush, I add a Bump texture to<br />

recessed areas and keep raised areas more smooth. Next, to<br />

add a more fibrous look to the bone, I use Alpha 54 to<br />

quickly brush in ridges and recesses z.<br />

Halfway there<br />

With the first p<strong>art</strong> done, the next step is to show how to<br />

use the hi-res model to render out Normal and AO maps<br />

to use as a base for Diffuse and Specular textures. I’ll<br />

import the model into Maya for some quick rigging and<br />

posing and back into modo for tweaks and final scene<br />

setup. Lastly, I’ll use the textures combined with<br />

advanced shaders to render out the image in a dramatic<br />

environment to complete this magnificent warrior.<br />

cc<br />

29 Final details: war wounds, weathering<br />

and battle damage<br />

Using the Slash1 brush, I add several scars and cuts to the<br />

body and the equipment. To add smaller details such as<br />

extra bits of wrapping, I mask off the desired location, invert<br />

and use the Brush tool with Alpha 45 to quickly add depth.<br />

When complete, I invert the selection and use the Move<br />

brush to tuck in and tidy the edges cc.<br />

87


P<strong>art</strong> two:<br />

Texturing,<br />

posing,<br />

rendering<br />

Often the best looking images are more than just<br />

rigid, ambient rendered models or grey ZBrush<br />

sculpts – they are fully surfaced, posed and<br />

rendered in their own environment that helps to<br />

suggest a mood or story. To help complete the savage<br />

warrior, we will need to create surfaces that look like<br />

worn metal, hard muscle and weathered bone. Then to<br />

bring him to life, we will give him an aggressive pose, in<br />

an unforgiving environment similar to warriors found in<br />

Frank Frazetta paintings.<br />

Continuing with the models created in p<strong>art</strong> one, I will<br />

use the hi-res model in both ZBrush and modo as a<br />

source to render and transfer highly detailed texture<br />

bases and masks to the lower-res modo model.<br />

The rendered maps will then be assembled and<br />

cleaned up in Photoshop and modo’s 3D Paint, before<br />

being used to help create several Diffuse, Specular,<br />

and Surface Shader effect maps. Next the model<br />

will be roughly posed in Maya before lastly importing<br />

into modo for composition of the scene, shader setup<br />

and rendering the final image. All the necessary files<br />

for this p<strong>art</strong> of the tutorial provided on the CD are<br />

listed here so you know what you need to be working<br />

with as you progress.<br />

The final modo render scene.<br />

For further images, see below<br />

Stock images used for<br />

reference and textures:<br />

For the body skin texture:<br />

http://senshistock.deviant<strong>art</strong>.<br />

com<br />

For anatomy reference photos:<br />

http://mjranum-stock.<br />

deviant<strong>art</strong>.com<br />

http://vishstudio.deviant<strong>art</strong>.<br />

com<br />

Environmental details: www.<br />

luxology.com/asset<br />

Background images: www.<br />

deviant<strong>art</strong>.com<br />

Rendering maps<br />

Creating maps from the hi-res model<br />

a<br />

01 Cavity maps<br />

in ZBrush<br />

I begin by rendering out<br />

as many detail and effect<br />

maps as possible. Since<br />

the hi-res sculpt has the<br />

same UV set as the<br />

modo file, I save Cavity<br />

masks and PolyPaint<br />

maps for each p<strong>art</strong> to<br />

help add more refined<br />

texture detail when recreating<br />

them later in<br />

Photoshop. The UV Map<br />

Size is set to 8,192 and<br />

each SubTool is<br />

subdivided enough to<br />

smoothly capture detail,<br />

before creating images<br />

A.<br />

Software used in this piece<br />

modo<br />

ZBrush<br />

Maya<br />

Photoshop<br />

A I used PolyPaint with Cavity<br />

masks and RGB set to 10 to<br />

evenly create a series of<br />

maps of the surface detail<br />

B A shade sphere created by<br />

bevelling all the edges and<br />

deleting in-between faces<br />

02 Render AO<br />

maps in modo<br />

I re-export the Level 1<br />

geometry and use<br />

Decimation Master to<br />

export the hi-res<br />

geometry into modo.<br />

The hi-res and lo-res<br />

geometry p<strong>art</strong>s are<br />

matched up into nonoverlapping<br />

sets. The<br />

render resolution is set<br />

to 4,096 x 4,096 and<br />

Render Output set to<br />

Ambient Occlusion,<br />

with Occlusion Rays<br />

raised to 300. All lo-res<br />

geo is enclosed in a<br />

quad ball cage with a<br />

small ground plane with<br />

no UVs B.<br />

b<br />

88 ●


Character<br />

89


Artist<br />

Showcase<br />

Axe Battler<br />

ZBrush, Maya, modo, XSI,<br />

Photoshop, Mudbox (2008)<br />

Tarik the Axe Battler created for<br />

the SEGA videogame, Golden<br />

Axe: Beast Rider released on the<br />

Sony PlayStation 3 and<br />

Microsoft Xbox 360. The<br />

character was modelled in<br />

Maya, hi-res sculpt created in<br />

ZBrush, Normal maps created<br />

in Mudbox, Ambient Occlusion<br />

in XSI, textures edited in<br />

Photoshop and modo used for<br />

UV unwrapping, texture cleanup<br />

and rendering. The character<br />

is roughly 15,000 polygons with<br />

three 2,048 x 2,048 map sets.<br />

03 Render Normal maps in modo<br />

All lo-res geo has a TextureRender material applied with Smoothing Angle set to 180 as well<br />

as a 4,096 x 4,096 blank texture with Effect set to Normal. The hi-res geo also has its own<br />

shader set to 180 to get an even surface. Duplicate Normal maps are rendered out at<br />

different distances to help patch out errors caused by surfaces crashing into themselves C.<br />

c<br />

d<br />

Ultimo Bust<br />

modo, Photoshop (2010)<br />

A close-up of a major boss in the Iron Man 2 videogame. In game, the<br />

character is about 600 feet tall and is comparable to a full and<br />

animated level; basically Iron Man is about the same size as two of<br />

the eyes. This surface of the model is supposed to look massive, with<br />

many small structures, weapons and details.<br />

War Boar<br />

ZBrush GoZ, modo (2010)<br />

A ‘Boar’ 101st Airborne<br />

Soldier, created using ZBrush<br />

GoZ and modo 401. Since<br />

GoZ really speeds up my<br />

workflow, I decided to create<br />

only a test bust before I<br />

proceeded with a full<br />

character model. The base<br />

model and details with UVs<br />

were created in modo, and<br />

then exported to ZBrush for<br />

detailing. I then used GoZ to<br />

transfer mesh edits and<br />

updates between modo and<br />

ZBrush for the hi-res model.<br />

90<br />

04 Projecting<br />

photos in modo<br />

To help the skin look more<br />

convincing I use modo’s<br />

Paint set to Image Ink to<br />

apply p<strong>art</strong>s of highresolution<br />

stock photos of<br />

models to create a colour<br />

skin texture. This will be<br />

used to add minor skin<br />

details and help add subtle<br />

skin colour variation to the<br />

final Diffuse, Subsurface<br />

and Specular maps D.<br />

05 Map assembly and clean-up<br />

All the rendered set maps for AO, Normal, ZBrush Cavity and Photo Color are assembled in<br />

Photoshop, and then the combined images for Color and Ambient Occlusion are reimported<br />

back into modo for UV seam and rendering error clean-up. Any rendering errors in<br />

Normal maps are patched with new rendered maps, as clean-up on a 3D surface is not<br />

possible with Normal maps E.<br />

e<br />

D Check that Symmetry is set to X when projecting<br />

images onto the geometry<br />

E Use modo’s Paint with Clone Stamp or a brush<br />

set to Procedural to clean up<br />

C I make sure that<br />

there are no<br />

overlapping UVs<br />

as they may cause<br />

Normal map<br />

rendering errors


Character<br />

Texture creation<br />

Making textures in Photoshop and modo<br />

06 Detailing Ambient Occlusion<br />

Using Photoshop, I combine the ZBrush PolyPaint and rendered Cavity maps as well as the<br />

desaturated Photo Color map to add more details to the rendered AO map. I also create<br />

Alpha channels with copies of the AO, adjusted lighter or darker to provide masks for<br />

additional detail. I will use the Photoshop Unsharp mask and High Pass filter to add more<br />

variations of Alpha channels to help emphasise detail areas F.<br />

f<br />

F I use Alpha maps as a mask to quickly add in<br />

highlights and shading to the Ambient<br />

Occlusion map<br />

G Using modo’s 3D Paint I add colour details<br />

such as war paint, fine detail decoration and<br />

scars/battle damage etc<br />

H Skin and leather are low in contrast, while<br />

metal is lighter and has a very high contrast<br />

I Black areas mask material effects, while white<br />

areas reveal them<br />

h<br />

g<br />

07 Adding colour<br />

The Ambient Occlusion is used with the Alpha map<br />

variations to add to flat base colours for the Diffuse map.<br />

Each flat colour is a new layer: tan for skin, dark grey for<br />

metal, brown for wood, and so on. Working dark to light, I<br />

load alpha selections to add shaded detail using separate<br />

layers for each pass, then import the flattened map into<br />

modo for further detail work G.<br />

08 Creating specular<br />

I use a copy of the un-flattened Diffuse map as the basis for<br />

the Specular map, with some shaded p<strong>art</strong>s around the eyes,<br />

mouth, hands and underarms inverted to increase spec in<br />

those areas. The overall shading is adjusted for each<br />

material type; flesh is closer to 50% in Hue with low<br />

contrast, metal is lighter with high contrast, while wood and<br />

cloth are darker with high contrast H.<br />

i<br />

09 Making material masks<br />

To apply different materials such as skin, metal, leather,<br />

wood and bone in modo, I quickly build black-and-white<br />

masks in Photoshop. Each mask will block out one type of<br />

material. I then import each into modo for edge clean-up<br />

and detailing I.<br />

91


Scene composition<br />

Laying out the scene<br />

k<br />

10 Camera angle and pose<br />

Frank Frazetta’s painting Death Dealer V provided inspiration for mood and composition, with<br />

its lower view angle and stark backdrop. I st<strong>art</strong> with simple polygon shapes as proxies to<br />

help position and pose a copy of the body mesh from P<strong>art</strong> one. I then use a low camera<br />

angle and the Deform/Flex tool to block out a pose that feels aggressive and dynamic j.<br />

j<br />

11 Create flow<br />

I use background props to help frame the character and add<br />

to the mood and atmosphere. Each of the elements is placed<br />

to help lead the eye to the main point of focus, as well as<br />

support the model’s pose. All the elements are at angles to<br />

keep everything dynamic k.<br />

j A strong, dynamic pose<br />

helps to lend life and<br />

purpose to the character<br />

k The props and camera angle<br />

are adjusted to best fit the<br />

pose and composition<br />

l Creating ivy vines in An Ivy<br />

Generator on the imported<br />

pillar base<br />

m Shapes in modo with several<br />

preset materials that help to<br />

quickly establish surfaces<br />

n Area lights are just enough<br />

to illuminate the model<br />

l<br />

12 Add the props<br />

With the basic composition established, I st<strong>art</strong> to replace<br />

the background proxy objects. The rocky base and columns<br />

have detail added with piles of rocks and clumps of grass.<br />

Lastly, I import and modify vines ‘grown’ in a freeware<br />

application called An Ivy Generator (see http://graphics.<br />

uni-konstanz.de/~luft/ivy_generator/) l.<br />

m<br />

13 Set atmosphere<br />

Using preset materials included with modo, I apply a Skin<br />

material to the body, Sandstone to the pillars and rocks, plus<br />

Wrought Steel to the weapons, then I turn to lighting. I<br />

switch off all lights, turn on Global Illumination, then import<br />

an HDRI image into the environment to serve as the primary<br />

light; it works p<strong>art</strong>icularly well with metallic reflections m.<br />

92<br />

Shader effects<br />

The shader networks in modo work from bottom to top,<br />

much like layers in Photoshop. By using layer masks it is easy<br />

to combine different software shader effects on top of one<br />

another. When setting up shaders, I like to have a reasonably<br />

finalised version of the lighting as well as a simple light setup<br />

with only Ambient Occlusion and the default light set to<br />

Sunlight, to make sure the shaders look accurate.<br />

14 Let there be light!<br />

With the HDRI image set up, I add a few lights to add colour and pick out form. To add dark<br />

blue to the shadows, I insert a low-angle Directional light that casts no shadow, a blue Rim<br />

light at the back and an Area light to emphasise and fill in the top half of the body n.<br />

n


Character<br />

An aggressive pose<br />

Posing the warrior<br />

15 Joint setup<br />

Bringing the warrior into<br />

Maya, I place the geo into its<br />

own layer and set it to<br />

Template. Next I quickly add<br />

the spine joint in the<br />

Orthographic side view up<br />

to the neck and head. I make<br />

joints for the legs and join<br />

them to the hip. In the<br />

Orthographic top view I<br />

create arms and join them at<br />

the shoulder scapula. The<br />

position of the joints should<br />

be close to the centre of the<br />

mass they’re located in o.<br />

o<br />

16 Skinning<br />

I use Bind skin with Max influences set to 1 so I can easily<br />

find any vertexes that don’t belong and fix appropriately.<br />

Next I use the Paint Skin Weights tools to quickly blend<br />

between joints, and adjust the weights slightly, testing the<br />

deformation by bending the joints p.<br />

p<br />

q<br />

Top tip<br />

Frank Frazetta’s paintings have lots of action and colour.<br />

Action shots require a dynamic pose, and I find that when<br />

deforming or posing geometry in modo, it’s helpful to use<br />

Morph maps to retain the original shape for additional<br />

editing or to try other poses. For a painterly look, all the<br />

textures use saturated colour rather then blacks and whites<br />

for tone and hue. For the skin, I used a saturated copy of the<br />

main Diffuse texture applied to Subsurface Color in the<br />

shader to bring out the skin’s tans, blues, greens and reds.<br />

17 Posing<br />

With the base object imported in for reference, I st<strong>art</strong> to<br />

pose the model, carefully checking from all angles, but<br />

mostly from the composition’s low camera angle. With the<br />

pose complete, I detach the skin, and make sure Bake<br />

History is active, then export both the posed and unposed<br />

mesh of the warrior as OBJ files q.<br />

18 Morph setup<br />

The unposed warrior mesh<br />

and the posed one are reimported<br />

into modo. I place<br />

the posed version in a<br />

background layer and create<br />

a Morph map for the<br />

unposed mesh and use<br />

Vertex Map/Transfer to<br />

apply the deformation of the<br />

background mesh onto the<br />

morph of the active mesh.<br />

When posing, ensure the<br />

Morph map is active R.<br />

r<br />

o I make sure the arm and leg<br />

joints have a bend going into<br />

positive Z, then add IK<br />

p Using the Paint Skin<br />

Weights tool to fix blending<br />

q Shifting the weight of the<br />

model to make it a bit<br />

more dramatic<br />

r The vertex deform data is<br />

transferred to the active<br />

Morph map<br />

s Using the Flex and Sculpt<br />

tools, I adjust the final pose<br />

and deformations<br />

s<br />

19 Tweaking<br />

The posing in Maya was<br />

rough and joint bends could<br />

look better. With the Morph<br />

map active, I adjust the<br />

deformation at joints and<br />

hips. I will also slightly ‘bulge<br />

out’ muscle, position the<br />

weapons and add a bit of<br />

variation to the costume<br />

feathers for a ruffled look s.<br />

93


Creating the surfaces<br />

Setting up advanced surface shaders<br />

20 Add textures<br />

I begin by adding modo’s preset materials to the character<br />

and separate each of them with a material group mask. I<br />

layer the shaders in order of inside to outside, major to<br />

minor. In order: Skin is first, followed by Leather, Metal,<br />

Gold, Wood and Bone. I turn off the visibility of any shader<br />

effects for each material and make sure they are all set to<br />

180 degrees Smoothing t.<br />

u<br />

94<br />

t<br />

22 Leather<br />

Leather is similar to the skin with a more matt finish to the<br />

surface and without Subsurface Scattering. To help<br />

emphasise a worn-out look I add the maps for Ambient<br />

Occlusion set to Roughness, and Diffuse set to Specular<br />

Color and adjust their values to get twice as much contrast.<br />

Finally I use a ramp set to Incident angle to get the slight<br />

‘peach-fuzz’ look to the edges v.<br />

t The group mask image is<br />

placed at the top of<br />

each group<br />

u A layer mask is applied to<br />

the base shader to mask out<br />

Subsurface Scattering for<br />

the hair and body paint<br />

v Creating an Incident angle<br />

ramp to add a slight fuzzy<br />

look to the leather edges<br />

v<br />

w Gold/Bronze metal is added<br />

over the top of the base<br />

metal for more variation<br />

x Using the Diffuse settings to<br />

control Subsurface<br />

Scattering colour<br />

21 The Skin shader<br />

The skin surface is made up of the modo Skin shader preset with Diffuse, Specular, Normal,<br />

Subsurface Color and Subsurface Amount textures. When applied, I adjust the high and low<br />

values and opacity of each layer if needed to get the rugged and colourful Frazetta look I am<br />

aiming for. Finally to add a bit more shading, an Ambient Occlusion map is put in the top<br />

layer at 50% Opacity with blending mode set to Multiply u.<br />

w<br />

23 Worn metal<br />

I wanted the metal to look very worn, similar to an old<br />

copper coin. Using the modo preset for Cast Steel as a base,<br />

I add the Diffuse, Specular and Normal maps and use them<br />

to drive other effects as well. The Specular map is also used<br />

for Roughness and Reflection amount with the high and low<br />

values to create a high, almost black-and-white contrast.<br />

The Diffuse map is used to control Specular Color w.<br />

x<br />

Use HDRI<br />

for lighting<br />

A good way to get<br />

convincing lighting is to<br />

illuminate the model with<br />

an HDRI image, with<br />

Global Illumination active.<br />

After a few adjustments,<br />

the result will provide an<br />

even, well-lit model. For<br />

this scene I wanted to add<br />

more colour and drama, so<br />

the HDRI image needed to<br />

have a black base where I<br />

introduced lights to add<br />

coloured shadows.<br />

24 Wood and<br />

bone textures<br />

The bone and wood needed<br />

to look aged. The bone has<br />

some Subsurface Scattering<br />

with the effect being much<br />

more desaturated than the<br />

skin, making it somewhat<br />

grey. The wood is not very<br />

glossy and has a more solid<br />

diffuse colour, as it needs to<br />

look hard and jagged x.


Character<br />

Finishing touches<br />

Adjusting the light and rendering<br />

26 Tweaking light and shade<br />

A couple of additional Directional lights are added to illuminate the silhouette of the<br />

character and some p<strong>art</strong>s of the background. I also add a couple of small Point lights to fill in<br />

areas of shadow. With the final lighting in place I do another quick pass on the shaders for<br />

any elements that are not working well with the light. I also change the contrast of the<br />

surface shading by adjusting the opacity of the top layer AO maps and setting to Multiply z.<br />

z<br />

Highly<br />

detailed AO<br />

and masks<br />

25 Quick adjustments<br />

It’s now time to make final adjustments to the lights. At this<br />

stage, to speed up the renders, I hide everything except the<br />

main areas of focus such as the head, weapons and arms. I<br />

also use the proxy geometry for background elements to<br />

help speed up the renders in the Preview window y.<br />

y Toggling the shaders on and<br />

off really helps to speed up<br />

lighting adjustments<br />

z A Directional light is used to<br />

add more depth to the rocks<br />

and pillars<br />

a a The camera depth is<br />

matched up with the<br />

Depth output settings<br />

b b The final render<br />

before adjustments<br />

and colour balance<br />

c c Finally some minor light<br />

glow and rim light effects<br />

are added<br />

y<br />

aa<br />

27 Render settings<br />

I change the default render<br />

setting to 0.1 for Refinement<br />

Shading Rate and 1% for<br />

Refinement Threshold. I<br />

check lights have a Spread<br />

angle of 10%, leaving Depth<br />

Blur and Bloom to post. To<br />

help in Photoshop, I include<br />

outputs for Final Color,<br />

Alpha, Diffuse Coefficient,<br />

AO and Depth a a.<br />

cc<br />

When creating the warrior,<br />

it was important to st<strong>art</strong><br />

simple and make sure<br />

each stage was well<br />

thought out and carefully<br />

built. The model st<strong>art</strong>ed as<br />

a box, and a good<br />

silhouette shape was<br />

formed and posed. The<br />

scene composition was<br />

roughed out with primitive<br />

proxy shapes before<br />

adding rocks, leaves and<br />

other details. The lighting<br />

st<strong>art</strong>ed from one source<br />

and was tweaked before<br />

any surfaces were made.<br />

A good silhouette, clean<br />

textures and the use of<br />

various surface materials<br />

helped to bring this<br />

magnificent warrior<br />

inspired by Frank<br />

Frazetta’s work to life.<br />

bb<br />

28 Clean-up and colour balance<br />

I import all the rendered output into one PSD file. The first thing to do is clean up any rough<br />

rendering <strong>art</strong>efacts or edges. Next all images are separated from the black background and<br />

images of a stormy backdrop and a moon from deviantART are added. I then adjust the<br />

colour balance and hues to bring the foreground and background elements together b b.<br />

29 Post-processing and balance<br />

I use the various other render outputs as either overlays or<br />

Alpha masks to adjust the lighting and surface detail. I also<br />

tweak light and colour saturation to help emphasise the<br />

focal points. I overlay the Diffuse Coefficient pass to balance<br />

and fix blown-out colour, while AO and Depth are used for<br />

shading tweaks and to bring out outline details c c.<br />

95


I believe composition is<br />

very important, but my<br />

work doesn’t employ a<br />

difficult technique: I<br />

focus on story, message,<br />

mood and colour.<br />

When establishing the<br />

composition, I spend<br />

most of the time looking<br />

for the right feeling<br />

Using mental ray, I rendered all<br />

elements to st<strong>art</strong> and then made<br />

separate passes for Specular, Colour,<br />

Diffuse, Ambient Occlusion and Z-<br />

Depth. For the Z-Depth layer, I used<br />

the Lens Blur filter in Photoshop,<br />

where I also made use of the Color<br />

Balance tool and corrected the overall<br />

contrast. Working with an image of<br />

6,000 pixels, it was a very heavy file!<br />

Artist info<br />

Incredible 3D <strong>art</strong>ists take<br />

us behind their <strong>art</strong>work<br />

Hodong La<br />

Website www.hodings.com<br />

Country South Korea<br />

Software used <strong>3d</strong>s Max, Photoshop,<br />

mental ray<br />

96


Character<br />

Software used in this piece<br />

<strong>3d</strong>s Max Photoshop mental ray<br />

Discovery 2010<br />

This giant humanoid’s name is Roy and his mission is<br />

to find a way to heal a sick planet E<strong>art</strong>h. Exploring an<br />

unknown world, during his expedition, he discovers<br />

a blue life form on Mars, capturing a photograph of<br />

it to keep as a record.<br />

97


98<br />

Making of The<br />

Sky Fishermen<br />

The Sky Fishermen 2008<br />

The Sky Fishermen is a stylistic character model inspired by an<br />

evocative piece of concept <strong>art</strong> by Christopher ‘Stoph’ Green<br />

Akin Bilgic is a CG/VFX <strong>art</strong>ist<br />

In this tutorial, we’ll<br />

take an in-depth look at<br />

the character modelling<br />

workflow which I used to<br />

create The Sky Fishermen.<br />

Topics covered will include<br />

translating from 2D<br />

concept <strong>art</strong>, poly modelling<br />

in <strong>3d</strong>s Max, digital sculpting<br />

in ZBrush, as well as final<br />

integration and tweaks<br />

using Photoshop.<br />

The creation of The Sky<br />

Fishermen was a big<br />

challenge in my<br />

development as a CG <strong>art</strong>ist,<br />

and I’ll attempt to distil the<br />

successes and errors of the<br />

process so you can learn<br />

from my mistakes and<br />

apply the successful<br />

techniques to your work. If<br />

you have any further<br />

questions after reading this<br />

making-of, I invite you to<br />

contact me through my<br />

website www.cggallery.<br />

com, and I’ll do my best to<br />

answer any questions. I<br />

hope you can use these<br />

steps to create your own<br />

concept characters. Enjoy!<br />

A Stoph’s original<br />

concept <strong>art</strong><br />

B A reference image<br />

from iStockphoto<br />

C A quick paintover to<br />

gather my thoughts<br />

Concept<br />

Ideas and reference<br />

01 The concept <strong>art</strong><br />

The idea for The Sky Fishermen came from the work of the<br />

amazing concept <strong>art</strong>ist, Christopher ‘Stoph’ Green. I<br />

stumbled upon his <strong>art</strong> one day while browsing www.<br />

concept<strong>art</strong>.org – looking for good concepts to work from<br />

since I’m not much of a 2D <strong>art</strong>ist myself. I immediately fell in<br />

love with this concept and knew I wanted to try re-creating<br />

it in 3D. I contacted Stoph shortly after, asked for his<br />

permission, and he was more than happy to have me take a<br />

crack at it. The underlying concept for The Sky Fishermen is a<br />

story about two boys, Eli and Ardent, who ride the skies on<br />

their flying turtle, Artoise, hunting a menacing species of<br />

flying squid that terrorises their skies.<br />

b<br />

02 Gather reference<br />

One of the most important p<strong>art</strong>s of st<strong>art</strong>ing any model is to<br />

take a step back and gather enough reference to help inform<br />

your decisions as an <strong>art</strong>ist. For this project, I gathered as<br />

many sea turtle references as I could get my hands on. I<br />

gathered both real pictures, as well as reference of other<br />

<strong>art</strong>istic interpretations of sea turtles like the ones done by<br />

Pixar for Finding Nemo. For the boys I gathered reference of<br />

exaggerated children’s facial expressions, and for the hand<br />

poses, pictures of my own hands. Having the right reference<br />

is key to achieving good results.<br />

a<br />

c<br />

03 Plan your approach<br />

Software used in this piece<br />

<strong>3d</strong>s Max<br />

ZBrush<br />

Photoshop<br />

So now that you’ve got your reference, you might think it’s<br />

time to get modelling! But not just yet. I can’t express how<br />

much time you can save from the whole process if you just<br />

spend a bit of time planning your approach, identifying<br />

potential problems, and thinking of ways to be efficient. For<br />

this project, I saw that I had two children that (aside from a<br />

few pieces of clothing) could be made from the same base<br />

model – and the front and back flippers of the turtle are very<br />

similar so I could probably use an alpha to get them detailed<br />

quickly. Spending an hour to plan your approach can save<br />

you days of unnecessary work later on.


Character<br />

Modelling<br />

3D <strong>art</strong>ists explain the<br />

techniques behind<br />

their amazing <strong>art</strong>work<br />

Artist info<br />

Akin Bilgic<br />

Personal portfolio site<br />

www.cggallery.com<br />

Country USA<br />

Software used<br />

<strong>3d</strong>s Max, ZBrush, Photoshop<br />

Expertise<br />

Akin specialises in<br />

character modelling and visual<br />

effects, including lighting/<br />

compositing for film<br />

Name Christopher ‘Stoph’ Green<br />

Website www.stophdraws.com<br />

Country Australia<br />

Project title The Sky Fishermen<br />

Software Photoshop CS2<br />

About the concept image<br />

This was an entry for a character design challenge back in 2005. After being given the title ‘Sky Fishermen’, I<br />

somehow ended up with this quirky result. To be honest, creating the concept was quite simple in comparison to<br />

replicating its success, popularity and longevity – even to this day – in the rest of my work. I was honoured with<br />

Akin’s request to realise my concept in 3D and his faithful treatment of the characters is a true credit to his skill.<br />

99


St<strong>art</strong> the modelling<br />

Once we have our reference and approach – it’s time to model!<br />

04 Model the turtle base mesh<br />

I began the modelling process in <strong>3d</strong>s Max, as I find its native poly modelling tools are a very<br />

powerful and quick way to create a clean base mesh for use in ZBrush. I like to keep my base<br />

meshes fairly low-poly and loose – just enough to give me an idea of the overall form and<br />

proportions. I constantly referred to the concept <strong>art</strong> as a guide and made sure the base<br />

mesh would have just enough to work with once I took it into ZBrush for higher level<br />

detailing. The turtle base mesh was constructed from basic geometry using a spherical cube<br />

for the shell and extruded cubes for the fins and neck.<br />

D<br />

05 Sculpt the turtle<br />

Once I had the base mesh ready, it was time to take it into<br />

ZBrush to really st<strong>art</strong> bringing the turtle to life. I began with<br />

the turtle’s shell – heavily relying on reference images of sea<br />

turtles. Even though the concept is strictly fantasy-based,<br />

having realistic details helps to ground a concept and sell the<br />

characters’ believability. Most of the sculpting was done by<br />

hand at this point, using the Standard brush with Lazy<br />

Mouse to define the large scute edges, and Clay Tubes to<br />

create the lined ridge texture on the top of the scutes.<br />

E<br />

D St<strong>art</strong>ing to add some surface<br />

detail to the turtle. Take your<br />

time and experiment<br />

f Using the alpha on the<br />

right to lay down detail in<br />

a controlled and even way<br />

E Simplicity is the key here –<br />

add just enough form to block<br />

in loose proportions<br />

G The goggles, saddle and<br />

other prop models created<br />

in <strong>3d</strong>s Max<br />

100<br />

06 Turtle Alpha<br />

map creation<br />

For the flippers and neck, I approached<br />

the sculpting a little differently. I took a<br />

screenshot of the low-poly flipper base<br />

mesh in ZBrush, took that into<br />

Photoshop, and used it as a guide to<br />

hand-paint a black-and-white Alpha<br />

map. The reason for this was so I could<br />

use photo references to quickly find a<br />

way to create the intricate pattern I<br />

wanted. Once I was reasonably happy<br />

with the painted pattern, I took the<br />

image into ZBrush and used it as an<br />

Alpha map with the drag-rectangle<br />

stroke to lay the pattern down onto the<br />

higher-res mesh. Once the pattern was<br />

down on the flippers, I went back and<br />

added smaller details and irregularities<br />

so it didn’t look too flat or uniform,<br />

boosting realism. I also used the lines<br />

as a guide to build up bigger folds and<br />

creases as the appendages merged<br />

into the shell. The same technique was<br />

used for the head and neck areas.<br />

F<br />

G<br />

07 Model the props<br />

For the props, I stayed in <strong>3d</strong>s Max to model the high-res<br />

props that would be attached to the turtle’s body. I felt<br />

having the props on the turtle’s body early would give me<br />

some additional features to help judge proportions – and<br />

would especially help when it came to integrating the<br />

children. <strong>3d</strong>s Max’s poly tools are ideal for creating the<br />

precise, hard-surface shapes needed for the props. I made<br />

extensive use of renderable splines for creating ropes and<br />

trim to give additional detail to objects like the saddle and<br />

golf bag that holds the harpoons.


Character<br />

08 Prop integration<br />

To integrate the modelled props with the turtle, I brought in<br />

the lowest subdivision level of the sculpted turtle into <strong>3d</strong>s<br />

Max. Then, using the standard Transform tools, I moved the<br />

props into place – not worrying too much about an exact fit.<br />

Next I exported the props into ZBrush and made the final<br />

alignment with Transpose tools and heavily-blurred masking<br />

to ‘bend’ solid p<strong>art</strong>s like the pipes that hold the golf bag onto<br />

the shell. Once the props were positioned, the turtle was<br />

mostly finished and it was time to move on to modelling the<br />

kids – Eli and Ardent.<br />

H<br />

It helps save time and energy<br />

to keep a library of generic objects<br />

that you’ve made over time – no<br />

need to redo work you’ve already<br />

done! Also I used the same base<br />

model for both Eli and Ardent<br />

J<br />

I<br />

09 Model the kids base mesh<br />

I began modelling the children in <strong>3d</strong>s Max. I didn’t st<strong>art</strong> from scratch, since I already had a<br />

generic human base mesh that I had modelled from a previous project. It helps save time<br />

and energy to keep a library of generic objects that you’ve made over time – no need to redo<br />

work you’ve already done! Also in the interest of saving time, I decided that since Eli and<br />

Ardent had very similar anatomy and proportions, that I could use the same base model for<br />

both of them. Using Max’s basic tools like Soft Selection, I took my generic human base<br />

mesh and altered the proportions to better fit the look of the boys in the concept <strong>art</strong>. I then<br />

modelled the clothing and prop base meshes, taking note that the only differences between<br />

the two kids were their shirts, shoes and headgear. The same base mesh with a new set of<br />

clothing and props made them look like two different characters.<br />

H The props lined up<br />

against the turtle<br />

proxy mesh<br />

I The base mesh is the<br />

same, but clothes and<br />

expressions differ<br />

J The kids sculpted; one of<br />

the base meshes was made<br />

and the other duplicated<br />

10 Sculpt the kids<br />

Once the single base mesh with the two unique sets of<br />

clothing and props were ready, I took them into ZBrush and<br />

began sculpting the higher-res body. The idea was to get the<br />

high-res body sculpt as close to finished as possible, before<br />

duplicating the mesh into two unique copies with their<br />

respective clothing and props. This way I would only have to<br />

sculpt the high-res anatomy once – saving me countless<br />

hours. I relied heavily on anatomy reference when sculpting<br />

the body. I collected images from various sources across the<br />

internet and took pictures of myself to use as a guide. I knew<br />

the kids needed to look and feel real in order for the<br />

audience to connect with them. I sculpted as much detail as<br />

I could with the character in its symmetrical T-pose, taking<br />

advantage of ZBrush’s Symmetry stroke to again save time<br />

and effort. I’m not going too in-depth about the sculpting<br />

process here, but to be honest, there really is no secret trick<br />

to this phase – 90 per cent of the workload is being done<br />

with the Move, Standard, Pinch and Inflate brushes. It just<br />

takes a lot of time, hard work and tons of reference.<br />

101


Showcase<br />

Akin Bilgic<br />

I’m a modeller/VFX <strong>art</strong>ist currently freelancing and<br />

living in San Francisco, CA. I’ve been drawn to CG and<br />

VFX ever since I was a kid, mostly inspired by films like<br />

Jurassic Park and games like Myst. Since then, the goal<br />

has been to create the visuals for tomorrow’s great films.<br />

102<br />

Artist<br />

Leftovers Lounge <strong>3d</strong>s Max, ZBrush, Photoshop (2010)<br />

A collaboration with my friend Guillermo M<strong>art</strong>inez (http://<br />

billybobm<strong>art</strong>inez.blogspot.com/) for a graphic novel anthology.<br />

Guillermo came up with the concept and I modelled the characters.<br />

Time Trap <strong>3d</strong>s Max, ZBrush, Photoshop (2009)<br />

A collaboration with Lior Arditi (http://lioration.cgsociety.org). I<br />

came across his work one day and, like The Sky Fishermen, I fell in love<br />

with his concepts and asked if I could try modelling some of them.<br />

Rockstar Self<br />

Caricature <strong>3d</strong>s<br />

Max, Brazil r/s,<br />

Photoshop<br />

(2006)<br />

I decided to<br />

create myself as<br />

a 3D caricature<br />

back when I was<br />

19. The image<br />

was made using<br />

<strong>3d</strong>s Max and the<br />

Brazil rendering<br />

system.<br />

K<br />

11 Pose the kids<br />

Once the high-res body sculpt was ready, I<br />

used ZBrush’s Transpose Master toolset to<br />

put the boys in their respective poses. The<br />

pose is a very important aspect of a sculpt –<br />

it says a lot about the character – so I<br />

wanted to make sure they were just right<br />

before moving on to other p<strong>art</strong>s. Things to<br />

look for when posing your character are<br />

silhouettes, readability from a distance,<br />

conveying weight and motion, and how you<br />

can convey that person’s personality<br />

through their posture. A good way to clearly<br />

analyse your characters’ silhouettes in<br />

ZBrush is to switch the shader to Flat Color.<br />

The facial expressions were also finalised<br />

during this phase – mostly by using masking<br />

and the Move brush to change their mouth<br />

shapes, as their eyes are covered by a<br />

helmet and goggles.<br />

K Ardent posed over the proxy turtle shell<br />

L Consider clothing material dynamics to get<br />

realistic results<br />

M<br />

L<br />

12 Sculpt the clothing<br />

After the poses were complete, it was time<br />

to sculpt the high-res clothing and<br />

accessories. It’s important that you sculpt<br />

clothing after the posing phase, because the<br />

pose will greatly affect how clothes fold and<br />

wrinkle. Hard-surface objects like the shoes<br />

were modelled in <strong>3d</strong>s Max, while softer<br />

objects like the shirts, trousers and gloves<br />

were sculpted in ZBrush. This project was<br />

only the second time I’d attempted to sculpt<br />

realistic clothing, so it took a bit of trial and<br />

error to get a result I felt was believable. It<br />

helps to give a lot of thought to the specific<br />

material of the clothing, as that tends to<br />

dictate how the folds and wrinkles occur.<br />

For example, for Eli’s trousers, I decided<br />

they were probably jeans, which are fairly<br />

heavy and have larger, less frequent<br />

wrinkles. For Ardent’s shirt, the opposite: a<br />

thin cotton T-shirt material with lots of<br />

creases being affected by everything from<br />

the belt around his waist to the wind. Again,<br />

lots of time, hard work and references led to<br />

the final result.<br />

13 Final integration<br />

Up to this point, the kids and<br />

the turtle have been kept in<br />

separate files for the sake of<br />

viewport interaction and<br />

cutting down on saved file<br />

size. Now it’s time to bring<br />

them all together and st<strong>art</strong><br />

looking at the model as a<br />

whole, instead of the sum of<br />

many smaller p<strong>art</strong>s. This<br />

phase is mostly about<br />

tweaking proportions and<br />

making sure the scale of<br />

details match between all<br />

the elements. Again I<br />

heavily rely on ZBrush’s Flat<br />

Color shader to check my<br />

silhouette and make sure<br />

everything reads clearly and<br />

isn’t visually confusing.<br />

M Integrating the kids with<br />

the turtle and the props –<br />

making sure everything<br />

works together


Character<br />

Finalise the model<br />

Almost there, time to wrap it all up!<br />

14 Final polish<br />

With the kids and turtle finished and in place, I gave the entire<br />

model one final polish pass. During this step, I tweaked<br />

proportions, slightly altered poses and cleaned up any areas I<br />

might have overlooked. At this stage it’s no longer about the<br />

model looking like the concept <strong>art</strong> – it’s about the model<br />

feeling and conveying the mood of the concept <strong>art</strong> – even if<br />

that means making alterations that deviate from the original<br />

concept. I pushed Ardent’s pose a little further to really sell<br />

the mid-throw moment, and arched Eli’s head and posture<br />

back so it would read better in 3D space. Once it had passed<br />

this phase, the modelling was finished.<br />

N<br />

N Make sure the <strong>art</strong>work<br />

conveys the essence of<br />

the original concept<br />

O A few render passes from<br />

ZBrush composited<br />

together in Photoshop<br />

P The 3D print done by<br />

Offload Studios – it looks<br />

stunning in real life<br />

Q The final sculpt<br />

O<br />

15 Lighting/rendering/compositing<br />

To showcase the finished model, I decided to explore<br />

ZBrush’s material capture system to create the final renders<br />

and composite them in Photoshop. This phase was really<br />

just a lot of experimentation and trial and error. I would<br />

render the model with different MatCaps, bring them into<br />

Photoshop and layer them atop one another with different<br />

blending modes to see if any interesting results occurred. I<br />

got an interesting look that showed off the details by mixing<br />

a Clay and Copper render. I enhanced it by giving it a soft<br />

gradient background to simulate a lighting stage and added<br />

a bit of specular bloom to really make it pop.<br />

Q<br />

16 3D printing<br />

the model<br />

After the 3D model was<br />

complete, I had the great<br />

pleasure of having the<br />

fantastic Offload Studios<br />

offer to create an 18-inch tall<br />

physical 3D print of the<br />

model. Offload’s team took<br />

care of everything for me –<br />

making sure my source files<br />

worked with its printing<br />

technology and even baking<br />

an Ambient Occlusion map<br />

to help highlight smaller<br />

details (its printers can print<br />

textures as well). The<br />

studio’s work is truly<br />

amazing and it’s been<br />

awesome to be able to see<br />

and touch something I<br />

created solely on the<br />

computer. Be sure to check<br />

out the rest of the<br />

company’s work at<br />

www.offloadstudios.com.<br />

P<br />

10 minutes<br />

render time<br />

Resolution:<br />

4,000 x 3,600<br />

Final thoughts<br />

And there you have it! I’d like to thank<br />

you for reading, and thank 3D Artist<br />

magazine for allowing me to share my<br />

work with you. Once again, if you have<br />

any further questions about this tutorial<br />

or any of my work, please feel free to<br />

contact me through my website (www.<br />

cggallery.com) and I’ll try my best to<br />

help out. Happy creating!<br />

103


Step by step:<br />

Create a sexy<br />

fairy woman<br />

Sexy fairy 2009<br />

Software used in this piece<br />

<strong>3d</strong>s Max<br />

Photoshop<br />

BodyPaint<br />

ZBrush<br />

Mental Ray<br />

104 ● 3DArtist<br />

The biggest<br />

challenge was to give<br />

a sensual tone to the<br />

scene and make the<br />

hair of the character.<br />

The idea was it would<br />

be beautiful, flowing<br />

and sensual, with a<br />

natural tone<br />

Kleber Darcio Lorenço Silva<br />

specialises in modelling, texturing,<br />

concept <strong>art</strong> and composition


Character<br />

Concepts,<br />

modelling,<br />

lighting<br />

Concepts<br />

The inspiration behind the scene<br />

Easy-to-follow guides<br />

take you from concept<br />

to the final render<br />

Artist info<br />

The concept for<br />

01 the fairy was inspired<br />

by the models of the Victoria’s<br />

Secret lingerie fashion show.<br />

The idea was to give the<br />

character an air of sensuality<br />

and beauty. Transmitting this<br />

concept to a virtual character<br />

was a big challenge. The<br />

problem is that actual models<br />

are gorgeous and know how to<br />

work the camera with their<br />

eyes and sensuality. The<br />

virtual character would have<br />

to convince the viewer without<br />

any of these advantages.<br />

Kleber Darcio<br />

Lorenço Silva<br />

Personal portfolio site<br />

www.kleber<strong>3d</strong>.com<br />

Country Brazil<br />

Hardware used Intel Core<br />

i7-860 (2.80 GHz), 4GB DDR3<br />

Expertise Modelling, texturing,<br />

concept <strong>art</strong>, lighting and<br />

composition<br />

T<br />

his tutorial will explain the process I used to<br />

create this character. The model was made<br />

from a base mesh of an old character that I’d<br />

made previously. The technique used was poly by<br />

poly with added detailing using ZBrush. The model<br />

was exported to ZBrush, refined, then brought back<br />

to <strong>3d</strong>s Max to continue the process of creation.<br />

ZBrush wasn’t used to model the character as such,<br />

more to add the details. The biggest challenge was<br />

to give a sensual tone to the scene and make the hair<br />

of the character. The idea was it would be beautiful,<br />

flowing and sensual, with a natural tone. The<br />

renderer used for the scene was Mental Ray FG,<br />

especially in the swimsuit. I used a SSS shader to<br />

create the skin and various maps were used to create<br />

layers compositing such as diffuse, specular and<br />

reflection. Photoshop and BodyPaint were used to<br />

paint the texture of the fairy, Photoshop did all the<br />

background work and BodyPaint was used to paint<br />

the details directly on the character.<br />

The image was designed to<br />

02 mix beauty with a nice 3D<br />

fantasy environment. One of the<br />

challenges was to make the scene with<br />

beautiful shades of colours, making it<br />

visually surreal and highlighting every<br />

detail of the character. The lighting was<br />

to simulate a studio light made by a<br />

photographer. The image had to present<br />

cold tones mixed with vibrant colours of<br />

the wing and butterflies.<br />

The choice of the<br />

03 background of the<br />

scene was set to look like the<br />

fairy was sitting posing for a<br />

photograph, but with a surreal<br />

touch. So, this was simulated<br />

by an <strong>art</strong>ificial forest, with<br />

a ray of sunshine shining<br />

through the trees to give an<br />

air of fantasy. It also created<br />

volumes of light where the<br />

butterflies were flying.<br />

3DArtist ● 105


Artist<br />

Showcase<br />

Kleber Darcio Lorenço Silva<br />

I have been working with 3D for some time, and have<br />

always focused on quality and detail. I have focused<br />

primarily on modelling, then renders so I could finish<br />

a scene completely. I have worked on large projects<br />

and am very happy to work for the love of 3D.<br />

Modelling the fairy<br />

Creating the picture<br />

04<br />

The model was made from the<br />

base mesh of an old character I had<br />

already made. The technique used was poly<br />

by poly, refining the model. The character was<br />

placed in the pose bones so it could be<br />

manipulated. ZBrush was used to define and<br />

add details to the mesh of the character. This<br />

created more definition and subtlety in the<br />

expression of the character.<br />

05<br />

The hair used the technique of<br />

planes combined with textured hair<br />

and fur using <strong>3d</strong>s Max. The planes had the<br />

colour and texture of hair and a map in the<br />

alpha channel opacity of the tips. In the more<br />

voluminous areas, hair planes were used more.<br />

The individual hair and fur was mostly used in<br />

the loosest of threads.<br />

Wonder Woman <strong>3d</strong>s Max, Photoshop, BodyPaint, ZBrush,<br />

Mental Ray (2009)<br />

A character created for studies that’s my personal vision about<br />

Wonder Woman. I hope you like it. Modelled in Max, ZBrush, also<br />

BodyPaint, Photoshop. Rendered in Mental Ray. The hair was made<br />

in hairfx combined with textured planes.<br />

Robot <strong>3d</strong>s Max, Photoshop, BodyPaint, ZBrush, V-Ray (2009)<br />

A character created for the client Potugal. Modelled in <strong>3d</strong>s Max<br />

with help from BodyPaint and Photoshop. Rendered in V-Ray.<br />

07<br />

The fairy wings<br />

were made with the<br />

same technique that was used<br />

in the hair. They were planes<br />

onto which the texture was<br />

painted. Then the opacity and<br />

translucence was set in the<br />

shader. The blue colour<br />

contrasts with the colour tone<br />

of the scene, highlighting the<br />

character and breaking the<br />

cooler tone of the scene.<br />

06<br />

The clothing<br />

items were created<br />

to be sensual but not vulgar<br />

as the fairy would have to be<br />

sensual. I created the cloth with<br />

a golden glow that involved the<br />

lighting of the scene. The<br />

clothing model was made upon<br />

the body of the character data<br />

and the details such as<br />

deformation and folds were<br />

added in ZBrush.<br />

Lady-bird <strong>3d</strong>s Max, Photoshop, BodyPaint, ZBrush,<br />

V-Ray (2009)<br />

A character created for animation. Modelled in <strong>3d</strong>s Max, ZBrush,<br />

also BodyPaint, Photoshop. Rendered in V-Ray.<br />

08<br />

The expression of the character had to be sexy, but<br />

would have to be pure and delicate, with a more serene,<br />

beautiful and engaging tone. The structure made in <strong>3d</strong>s Max had<br />

assistance from morphs where various expressions were made by<br />

adding some expression combinations. So I experimented with<br />

nervous eyes contracting, her mouth open, eyes closed, but the<br />

final image was the serene expression you see.<br />

106


Character<br />

Volumetric lighting<br />

Refining the scenery and lighting<br />

The lighting was done to highlight the curves of the<br />

09 character and to make the scene more fanciful. For this<br />

a key light interacts with the ambient light that falls on the trees<br />

along with the butterflies. The key light is set to let the strongest<br />

points of light mark the silhouette of the character. The sidelights<br />

give more depth to the skin tones and the clothing. Colour and light<br />

are two powerful tools that help enhance the mood of a scene that<br />

has been established by the composition, camera angles and<br />

characters. Firstly you see the result of light being reflected from<br />

a surface up to the eyes. The colour is a quality of light taken from<br />

a surface, based on the frequency range.<br />

To generate the<br />

10 lighting three<br />

Photometria lights were used:<br />

the key light, front light and side<br />

light. These provided the<br />

ambience for the scene. Each<br />

light colour was set to match<br />

the colour palette of the scene.<br />

The lights had an important<br />

function because in nature,<br />

light flows, revealing and<br />

concealing areas. The light<br />

shines, reflects, refracts, reacts<br />

and diffuses into the air. The<br />

light is warm or cold, high or<br />

low, near or far, bright or dark,<br />

strong or mild. In the digital<br />

world lighting is a matter of<br />

calculation. Normal alignment,<br />

G-buffers and Z-buffers<br />

determine the display of light.<br />

Where the calculation misses<br />

the mark, the <strong>art</strong>ist has to<br />

compensate and correct. The<br />

temperature of light is a<br />

technical aspect that can affect<br />

the emotion of your scene.<br />

Essentially the temperature of<br />

light is a physical aspect of the<br />

light source which affects the<br />

colour of the light. However, it<br />

is not the same as using colour<br />

filters on lights to create colour.<br />

1 hour<br />

render time<br />

Resolution:<br />

1,800 x 1,013<br />

The character’s shader was made with the SSS Fast<br />

11 Skin in Mental Ray. The skin needed to have the exact<br />

brightness to make<br />

it both realistic and<br />

fanciful, then working<br />

with lighting shader<br />

to achieve that result.<br />

Maps were used to<br />

work together to result<br />

in uniformity between<br />

the dermis, epidermis<br />

and subcutis skin layers<br />

and the specular and<br />

reflection aspects.<br />

The backdrop was all done in 3D. The vegetation<br />

12 was created in <strong>3d</strong>s Max and rendered with Mental Ray.<br />

Once completed the background image was placed in the<br />

composition. The layer was designed to merge with a colour<br />

palette to create a more pleasant scene in accordance with the<br />

skin tones of the fairy. Making the character was the highlight<br />

of the scene.<br />

The lighting plan<br />

The greatest difficulty in creating the image was deciding<br />

which technique would be better for the hair. The textures<br />

were made and painted in Photoshop with an extra touch<br />

in BodyPaint. The lighting was done with a keylight and<br />

side lights, with the toning following the colour palette.<br />

The best option for this was to use Photometria lights<br />

before rendering the scene with Mental Ray.<br />

To create the final<br />

13 image I separated<br />

z-depth maps for depth and<br />

occlusion maps to define<br />

shadows and contacts were<br />

rendered. These were then<br />

composited in Photoshop. The<br />

fairy character was actually<br />

rendered separately and then<br />

the two images were<br />

combined with a colour map<br />

being used to match the<br />

ambience between the two.<br />

107


Software used in this piece<br />

Modelling,<br />

painting<br />

Poser<br />

DAZ 3D<br />

Vue Pro<br />

Studio<br />

Photoshop<br />

Apophysis<br />

This tutorial describes the<br />

working process behind my<br />

portrait, Pardon. I used several<br />

objects and textures from the library in<br />

DAZ Studio 3. In addition to Photoshop, I<br />

utilised Photoshop’s virtualPhotographer<br />

filter and the Rons Pinstriping brushes. For<br />

editing in Photoshop, I also used a Wacom<br />

tablet. At the beginning of my <strong>art</strong> projects, I<br />

often only have a rough idea of the final<br />

result, without any exact vision. My policy is<br />

more intuitive than conceptual. I experiment<br />

with a range of varied equipment before I<br />

decide upon a definite procedure. However, in<br />

the interests of establishing a chronological order<br />

to my workflow, I will waive some of the<br />

experimental steps in this guide. As with all of my<br />

portraits, the gestures and, above all, the facial<br />

expression and look in the eyes are the most<br />

important elements for me. From the st<strong>art</strong>, I had<br />

quite a clear impression of what I was trying to<br />

achieve with the image, even if the picture itself<br />

was not already formed in my head – this aspect<br />

evolved as the project progressed.<br />

108<br />

Portrait<br />

masterclass<br />

Pardon 2010<br />

In this portrait, expression and gestures are of<br />

great importance when it comes to depicting a<br />

realistic face with a touch of fantasy <strong>art</strong><br />

Majorgaine is a freelance illustrator<br />

3D <strong>art</strong>ists explain the<br />

techniques behind<br />

their amazing <strong>art</strong>work<br />

Artist info<br />

Majorgaine<br />

Personal portfolio site<br />

www.renderosity.com/mod/<br />

gallery/browse.php?user_<br />

id=443303<br />

Country Germany<br />

Software used<br />

Poser, DAZ Studio, Vue Pro<br />

Studio, Bryce, Apophysis,<br />

Photoshop<br />

Expertise Majorgaine<br />

specialises in portraits and<br />

landscapes, as well as fantasy<br />

and sci-fi styles


Character<br />

Building up the portrait<br />

Arranging the scene in DAZ Studio<br />

a<br />

02 Choose your character and<br />

the textures<br />

Now you have to pick a character and a texture from your<br />

library. Proceed as the following: Poses>(choose the<br />

character you want) Tosca>Farissa>Poser<br />

MATS>2BrowsBrown. For changing the eye texture, go to<br />

Poses>Tosca>Farissa>Poser MATS>3Eyes b.<br />

01 Figure loading and morphing<br />

The first step is to open DAZ Studio and load Victoria 4. Next you have to load the morphs<br />

of the figure. For this, we used the Poser library, which you can find in DAZ Studio. When you<br />

install DAZ Studio, search for all the compatible folders and it should appear in the content<br />

column. To use the Poser library, go to Figures>DAZ-People>Victoria 4.2. Then go to<br />

Poses>DAZ-Victoria 4>Morph Injections>INJ Morphs++ V4 A.<br />

A Load the figure and the<br />

morphs into DAZ Studio<br />

b Choose the character and<br />

the textures of the figure<br />

c Modify the character of<br />

the figure<br />

d Dress the model and add<br />

hair and jewellery<br />

Problems and solutions<br />

C<br />

To be able to work with DAZ Studio, you have<br />

to st<strong>art</strong> by equipping the library with objects<br />

and textures. The figures get loaded morphs<br />

and, from that point, you can alter the face<br />

and body. If you have Poser, you can use its<br />

library within DAZ Studio, which is what we<br />

did for this piece of work.<br />

The library contains figures (people,<br />

clothes, hair, etc) as well as poses and<br />

textures and lighting scenarios, which can<br />

be adapted to the p<strong>art</strong>icular scene. The main<br />

job is nevertheless the editing of the<br />

rendered picture in Photoshop. Because<br />

we’re not only trying to make the image as<br />

03 Modify the<br />

character<br />

The next step is to remodel<br />

the face. For this, go to the<br />

scene and choose the<br />

figure’s head by opening the<br />

folder until the head appears<br />

(or select by clicking on the<br />

face). Zoom in on the model.<br />

In the Parameters palette,<br />

it’s possible to modify<br />

p<strong>art</strong>icular features for<br />

expressions and visemes<br />

(facial cues which represent<br />

speech sounds) c.<br />

detailed as possible but also give it a touch of<br />

fantasy, we use a graphics tablet which<br />

enables us to work in great detail. In<br />

addition, we use Photoshop’s extensive tools<br />

such as colour adjustment, the amendment<br />

of contrast and posterisation, layer options,<br />

and the different brushes and filters.<br />

Of special importance is to work with<br />

transparent layers. It is worth noting that<br />

this tutorial refers to the p<strong>art</strong>icular objects,<br />

textures or Photoshop plug-ins within our<br />

library, so you’ll have to use similar items<br />

from your own libraries and a little intuition<br />

to complete this exercise.<br />

B<br />

04 Add clothing, hair and jewellery<br />

Next you can choose hair, clothing and accessories from the<br />

library and adjust to the figure. For the dress, follow:<br />

Figures>V4 Morphing Clothes>Fantasy Dress>Fit to<br />

blMilWom_v4b, 2. For the hair: Figures>AprilAoife>Aoife><br />

Victoria4>Fit to blMilWom_v4b, 3. For the jewellery:<br />

Figures>DAZ’s Victoria Clothing>V4_FantasyCollarBig>Fit<br />

to blMilWom_v4b, 4. And finally, for the crown and earrings<br />

(first choose the figure’s head), then go to:<br />

Props>Chex>Psyche Jewels>Crown and Earring L d.<br />

d<br />

3DArtist ● 109


Objects and<br />

textures used<br />

We used the following<br />

objects and textures<br />

within the scene.<br />

From DAZ 3D: Victoria 4.2<br />

Base, Victoria 4.2<br />

Morphs++, V4 Morphing<br />

Fantasy Dress, V4 Fantasy<br />

Collar, Aoife Hair, V3<br />

Fantasy Collar Set, Once<br />

Upon A Time: Camelot,<br />

Farissa for V4<br />

From Renderosity:<br />

Psyche Jewels<br />

Finalise the scene<br />

Pose and light your model<br />

05 Texture clothing, hair and collar<br />

Now take the textures for the dress, the hair and the<br />

jewellery from the library. Beforehand, make sure you have<br />

clicked on the p<strong>art</strong>icular object you want to texture. For the<br />

dress: Poses>V3MorphingFantasyDress>Camelot<br />

Guenivere. For the hair: Poses>AprilAoife>2M Blonde and for<br />

the collar: Poses>V3FantasyCollarSet e.<br />

F<br />

06 Pose the model<br />

Before posing the model, choose a camera perspective for<br />

the final scene with the default camera. Select a pose from<br />

the library which is as close as possible to what you have in<br />

mind, then adjust the pose until it fits your scene. If you can’t<br />

find one that’s appropriate, pose the figure yourself. For this,<br />

use the controller on the Parameters palette. You’ll find that<br />

for every p<strong>art</strong> of the model there are the options: Twist,<br />

Front-Back, Up-Down or Bend, Twist, Side-Side f.<br />

e Changing textures of the<br />

clothing, hair and collar<br />

f Change the camera<br />

justification and pose the model<br />

g Choose and edit lighting for<br />

the scene<br />

h The render setup for the<br />

final render image<br />

07 Choose and edit the lighting<br />

The basic lighting for this image was reused from an earlier<br />

project. For this portrait, we modified the lighting until the<br />

face was best illuminated. Now you have to choose each and<br />

every light in the scene layer and modify it in the Parameters<br />

palette for Intensity, Color and Shadow Type (note the Deep<br />

Shadow Map has a much shorter rendering time). You can<br />

also adjust the distance and rotation of the<br />

light. To check the lighting effects, do<br />

several trial renders g.<br />

E<br />

08 Render Settings and rendering<br />

After posing the figure, choosing the camera perspective and<br />

finishing the lighting, the image can be rendered. For the<br />

rendering options, go to Render>Render Settings. Here you<br />

can adjust the format and size of the picture. For this portrait,<br />

we choose 3,000 x 3,000 pixels. Check New Window to<br />

render the picture in its own window. We also switched the<br />

rendering option from Fast-Time Renderer to Software<br />

Renderer for the final rendering. All other adjustments can be<br />

seen on the screenshot h.<br />

h<br />

G<br />

110


Character<br />

Painting in the details<br />

St<strong>art</strong> to edit with Photoshop<br />

09 Load the basic render<br />

into Photoshop<br />

The basic render you just completed<br />

in DAZ Studio and saved as a PNG<br />

file, has to be loaded in Photoshop<br />

(File>File open>Folder>Image<br />

(Pardon basic render)>Open. Next<br />

you need to cut the image with the<br />

Crop tool. Create a new layer and<br />

name it ‘Background layer’. Now you<br />

have to pull this layer with the cursor<br />

under the Layers palette, before<br />

choosing the colour for the<br />

Background layer and fill using the<br />

Paint Bucket tool I.<br />

i<br />

11 Paint the hair<br />

One of the most complex and<br />

detailed steps is editing the hair. To<br />

manage a look that is as natural as<br />

possible, you have to draw single<br />

wisps of hair on special layers. For<br />

this, initially use a brush size of 3-<br />

5px, and after choose the basic<br />

colour of the existing hair with the<br />

Eyedropper tool. Now you have to<br />

draw several wisps of hair line by<br />

line. Afterwards, add shadows and<br />

then highlights to the hair with a<br />

brush size of between 1-2px. At<br />

the end of the process, hair which<br />

is not needed can be erased on the<br />

basic layer with the Eraser tool k.<br />

10 Adjust the contrast<br />

The next step is to increase the contrast to give the<br />

portrait more brilliance in colour. At first, you’re only<br />

doing this for the basic layer – the one that the portrait<br />

is on – so select this layer again. Proceed as follows:<br />

Image>Adjustments>Brightness/Contrast and increase<br />

Contrast to 17 j.<br />

Where to find the objects<br />

and other equipment<br />

Objects and textures for the DAZ Studio or Poser<br />

library can be downloaded from www.daz<strong>3d</strong>.com,<br />

www.runtimedna.com, www.renderosity.com or<br />

www.xurge<strong>3d</strong>.com. DAZ Studio itself is a freeware<br />

program and can be downloaded from its website.<br />

Rons Pinstriping can be bought from the<br />

MarketPlace at Renderosity.<br />

J<br />

K<br />

12 Edit the eyes and lips<br />

Now you can edit the eyes and the lips. For this, make three<br />

separate layers (using the process described in Step 9). On<br />

the first two layers, change the eye colour, for example, from<br />

green to blue – for this, use a hard brush with a small<br />

diameter. Choose a colour and an in-keeping blending mode<br />

(in this case, Hard Light). The same steps can be performed<br />

for the lips layer, but this time with Soft Light blending l.<br />

i Create a new layer and tint it<br />

j Adjust the Contrast for<br />

greater colour intensity<br />

k Paint more detailed hair on a<br />

separate layer<br />

l Edit lips and eyes on<br />

different layers<br />

m Create a new layer to<br />

paint shadows for the dress<br />

and jewellery<br />

L<br />

m<br />

13 Separate layer for shadows<br />

To gain a greater 3D effect, make a separate layer for<br />

the small shadows, which are cast on the skin by<br />

jewellery and clothes. With the airbrush (Diameter<br />

approximately 200), you have to hem the jewellery and<br />

the clothes on this layer. For this, choose a colour which<br />

is similar in shade to the figure’s skin, but darker in tone.<br />

Then, add a Hard Light blending mode. Colour which<br />

was accidentally drawn over the edges of the clothes<br />

can now be removed carefully using the Eraser with a<br />

low-diameter brush m.<br />

111


Artist<br />

Showcase<br />

Keep on painting<br />

Continue to add painted details<br />

Majorgaine<br />

Born in 1962 and raised in East Berlin, I acquired all my<br />

<strong>art</strong>istic knowledge and skills through self-study since I<br />

refused to study <strong>art</strong>s because I opposed the ruling<br />

regime. Today, I’m a freelance illustrator and graphic<br />

designer. Since 2004, I’ve delved into the digital <strong>art</strong>s,<br />

especially renderings.<br />

112<br />

Porcelaine Poser,<br />

Photoshop (2010)<br />

This portrait is made<br />

with Poser 7 and<br />

edited with<br />

Photoshop. It shows<br />

the contrast of skin<br />

shining like chinaware<br />

and the various violet<br />

colour tones.<br />

Can’t Fight This<br />

Feeling Poser,<br />

Photoshop (2008)<br />

This is an image made<br />

with Poser 7 and<br />

edited with<br />

Photoshop, showing<br />

the DAZ Michael 4<br />

figure. The tattoo is<br />

completely made with<br />

brushes in Photoshop.<br />

White Elf DAZ Studio, Photoshop (2008)<br />

This is a simple render with DAZ Studio 2. The whitening effect was<br />

achieved in Photoshop with the Levels Eyedropper option.<br />

n<br />

15 Paint the glove<br />

Now create a new layer for drawing<br />

the glove. First of all, choose a basic<br />

colour for the foreground of the<br />

glove. The Opacity of the glove layer<br />

should be made approximately 75%<br />

to let the edges of the hand shine<br />

through – that way you avoid<br />

drawing over the edges. It’s<br />

convenient to make the Background<br />

layer invisible during this step. With<br />

lighter and darker tones and the<br />

airbrush, you can add depth and<br />

light afterwards o.<br />

p<br />

17 Merge layers and<br />

adjust colour<br />

To be able to work any further on<br />

the image, you have to merge all<br />

the layers together now. It’s<br />

advisable to make a copy<br />

beforehand to save any previous<br />

work for a possible re-edit. To<br />

merge the layers, go to: Layer><br />

Merge Visible and keep on<br />

working with the one layer. Next<br />

decrease the yellow tones of the<br />

picture by 40% (Image><br />

Adjustments>Hue/<br />

Saturation>Edit>Yellows) q.<br />

14 Edit the shoulders<br />

Since DAZ Victoria 4’s armpits are set too high, they<br />

have to be edited to increase realism. For this, use the<br />

following tools: Healing Brush (Diameter around 100)<br />

and airbrush (Diameter around 300). First of all create<br />

a new layer. With the Healing Brush, hit Opt/Alt and a<br />

relevant p<strong>art</strong> of the skin, then draw over the p<strong>art</strong>s that<br />

need correction. With the airbrush, you can level the<br />

differences in the colour n.<br />

q<br />

o<br />

n Edit the model’s<br />

shoulders and armpits<br />

with the Healing Brush<br />

o Create a new layer<br />

for painting the glove<br />

p Editing the eyes<br />

and lips and painting<br />

the lashes on another<br />

new layer<br />

q Combine all the<br />

layers and adjust the<br />

yellow tones<br />

16 Re-editing<br />

the eyes<br />

Before the next step, change<br />

the background colour once<br />

again. Now create a new layer<br />

to give the eyelashes more<br />

density. The colour should be<br />

nearly black and the Diameter<br />

of the hard brush 1-2px. Also<br />

add shadow and light effects<br />

to the eyes and lips on the<br />

basic portrait layer using the<br />

Dodge and Burn tools p.


Character<br />

Refining the portrait<br />

Add finishing touches to your image<br />

18 Use the<br />

virtualPhotographer filter<br />

For the next step, we use the<br />

virtualPhotographer filter, which is not<br />

a basic inclusive of Photoshop but a<br />

third-p<strong>art</strong>y plug-in from optikVerve<br />

Labs. With this, we achieve a soft<br />

shine effect and a higher brilliance of<br />

colours. To keep the sharpness of the<br />

face, you have to double the layer<br />

beforehand (Layer>Layer Duplicate).<br />

After using the filter, the face can be<br />

erased to make the unfiltered layer<br />

shine through r.<br />

r<br />

19 Hem the image with<br />

the airbrush<br />

The next step is to hem the whole image with a soft<br />

airbrush. The Diameter of the brush should be about<br />

1,000 and the colour the same as the background.<br />

By choosing the soft airbrush, you’ll gain a covering<br />

effect on the outer edges of the picture, but a<br />

transparent effect on the inner edges. You can do<br />

this step on a separate layer and merge this later<br />

with the one below s.<br />

T<br />

21 Layer for applications<br />

One of the last steps is to add some applications. We use Rons<br />

Pinstriping, which has to be installed additionally to the included brush<br />

presets. From those, we choose the Fitting Brush application and firstly<br />

put them on separate layers to individually resize and erase what’s not<br />

needed. After this, all are merged in one layer (make the basic layer<br />

invisible for this). In Layers, apply an Exclusion blending mode u.<br />

20 Readjust the colour<br />

and light<br />

After this, decrease the yellows<br />

again by about 40% to make it less<br />

dominant (see Step 17). Afterwards<br />

re-illuminate the whole picture with<br />

the rendering filter: Filters><br />

Rendering Filters>Lighting Effects><br />

Flashlight. Make the diameter larger<br />

than the picture, the centre as the<br />

middle of the face, all colours white,<br />

Intensity 13, Gloss -33, Material 100,<br />

Exposure 0 and Ambience 18 t.<br />

27 minutes<br />

Render time<br />

Resolution:<br />

3,000 x 3,000<br />

S<br />

22 Frame and signature<br />

Next, delineate with the Rectangle Marquee tool on<br />

a new layer. To make a thin frame, use the Subtract<br />

from Selection option. This way, you’re able to<br />

delineate a second rectangle inside the first and<br />

then colour the space in between with the Brush<br />

tool. Lastly create another layer to add your<br />

signature with the graphics pen v.<br />

U<br />

r Use the<br />

virtualPhotographer plug-in<br />

for a soft shine effect<br />

s Hemming the image with<br />

a large airbrush in the<br />

background colour<br />

t Colour adjusting once<br />

again and more lighting<br />

effects with Flashlight<br />

u Create a new layer and<br />

use Rons Pinstriping brushes<br />

v Create a thin frame and<br />

write the signature<br />

v<br />

113


Easy-to-follow guides<br />

take you from concept<br />

to the final render<br />

Artist info<br />

Carlos Ortega<br />

Elizalde<br />

Username: carlosortega<strong>3d</strong><br />

Personal portfolio site<br />

http://stroggtank.cgsociety.org<br />

Country Mexico<br />

Hardware used Intel Core i7<br />

920, 6GB RAM<br />

Expertise Carlos specialises<br />

in 3D modelling, UV mapping<br />

and texturing<br />

Supplied on the disc is the<br />

model of the bow with UVs<br />

in OBJ format.<br />

tesalia_bow_<strong>3d</strong>a.obj<br />

Software used in this piece<br />

Maya Photoshop mental ray<br />

116


Character<br />

Step by step: Model<br />

a cute fantasy figure<br />

Tesalia 2010<br />

A young female centaur visiting the ruins of her<br />

birthplace Arkadhia, an ancient mystical city<br />

Carlos Ortega Elizalde specialises in modelling and texturing<br />

Modelling<br />

T<br />

esalia was created from scratch in Maya and<br />

rendered in mental ray. I created her as one of<br />

the two main characters for an animated story<br />

which I’m still developing. I went for keep-all elements in<br />

a stylised fashion, keeping c<strong>art</strong>oony proportions without<br />

being too childish. One thing I took a lot of care with was<br />

the modelling. As this is a female character, the<br />

silhouette had to be thin and delicate, but balanced and<br />

solid at the same time. The armour, weapon proportions,<br />

facial expressions and colour palette had to reflect the<br />

attitude of the character: cute, pure and delicate, yet<br />

dangerous, agile and strong. The final rigging was one<br />

of the most difficult tasks, as it was tricky to manage<br />

extreme positions in face and body and avoid a harsh<br />

look at the same time. At the end of the project, the rig<br />

could have used a bit more cleaning, but that stage was<br />

enough for the still images purpose.<br />

Concepts<br />

Inspiration behind the scene<br />

I created the original model about six<br />

01 years ago in Carrara 2, as one of my first 3D<br />

works since centaurs are one of my favourite fantasy<br />

characters. Back then, my skills were pretty low,<br />

so this year I decided to model the character again<br />

with more style and detail.<br />

I changed some things from my original<br />

02 concept like thinner proportions and a<br />

different hairstyle. I did a quick sketch in Photoshop to<br />

block the main proportions of the body and the zones<br />

the armour would cover, as well as the basic colour<br />

palette, which consists of a dark magenta and white.<br />

Most of the inspiration I had for the armour<br />

03 ornaments were the beautiful floral graphics<br />

created in the Arts and Crafts movement and, in a<br />

special way, one of the pages of The Centaur, which has<br />

beautiful decoration. This helped me to enforce the<br />

pure and elegant nature I wanted for my character.<br />

3DArtist ● 117


Artist<br />

Showcase<br />

Creating the model<br />

How the centaur girl was created<br />

Carlos Ortega Elizalde<br />

I’m a graphic designer and 3D <strong>art</strong>ist from Guanajuato,<br />

Mexico. I currently work as a tutor in the media<br />

dep<strong>art</strong>ment in Guanajuato University, focusing on<br />

Motion Graphics and 3D <strong>art</strong> most of the time. I’m also a<br />

freelance 3D modeller although I often find that personal<br />

3D design work is almost a full-time job in itself.<br />

Using my sketch as reference,<br />

04 I imported it into Maya as an image<br />

plane to maintain proportions. Since this was a<br />

new version of my character and not a different<br />

one, I used only my old model’s head as a<br />

reference, though many of the details were<br />

refined later to suit the new style.<br />

The human torso was probably<br />

05 the p<strong>art</strong> on which I spent the most<br />

time. It had to have nice topology and decent<br />

anatomy, but still be recognisable as p<strong>art</strong> of<br />

a stylised, c<strong>art</strong>oony character. I went for an<br />

athletic and slender body, trying to mix it with<br />

an elegant, cute and attractive look.<br />

In the Ice Zone Maya, Photoshop, mental ray (2010)<br />

The Echidna, all-terrain vehicle in a mission through the Ice Zone.<br />

This model was created for an online speed modelling contest.<br />

4 hours<br />

render time<br />

Resolution:<br />

3,150 x 4,200<br />

Fulgencius the Wise<br />

Maya, Photoshop (2009)<br />

Fulgencius, aka The Wise.<br />

He might be wise, but he<br />

has a terrible memory.<br />

Tonight is this 200-year-old<br />

wizard’s birthday p<strong>art</strong>y, but<br />

he can’t remember where<br />

it’s taking place!<br />

The legs were modelled extruding from the waist edges<br />

06 of the torso. I modelled the whole horse body almost as an<br />

animal counterp<strong>art</strong> of the human torso, aiming to produce delicate<br />

but athletic legs. I created the horse body so it could be recognised<br />

as ‘female’ just from looking at the animal p<strong>art</strong>.<br />

End of the Year Maya, Photoshop (2009)<br />

This images shows a weird New Year’s p<strong>art</strong>y taking place in a<br />

space-based environment, attended by just a robot and an octopus.<br />

118<br />

The hair consists of flat polygonal<br />

07 planes. I st<strong>art</strong>ed using a cylinder to<br />

recreate the mane and tail’s volume, then<br />

I extracted several strands to get a nice density<br />

of thin planes. I sculpted them by moving<br />

vertices by hand and using modifiers like<br />

Bend and Twist on each strand.<br />

To refine the detail in the hair,<br />

08 I inserted several edge loops in each<br />

stripe of hair, then moved some of the new<br />

edges outwards and others inwards, to<br />

reinforce the simulation of the hair density<br />

in each strand and the flow of each stripe.


Character<br />

Refining details<br />

Finishing touches and the environment<br />

The last step for this character was to model the<br />

09 armour and bow. I st<strong>art</strong>ed with all the armour plates,<br />

most of which consisted of extracted geometry from the<br />

body, then tweaked and refined them to fit the way I needed.<br />

I modelled several pieces of ornamentation to use later as<br />

accessories for the armour.<br />

The basic bow shape was created from a cylinder,<br />

10 extracting the top face and tweaking the verts as I<br />

progressed. The bow’s decoration was added later as separate<br />

geometry, using some of the pieces I’d previously created. The<br />

rest of the accessories consist of earrings, an arm bracelet and<br />

a diadem for the head.<br />

Colours and<br />

materials<br />

I painted all textures by<br />

hand. I didn’t want to<br />

create realistic skin or<br />

hair (just personal taste),<br />

so I only painted different<br />

skin tones and very<br />

subtle moles in the skin<br />

map, while for the hair, I<br />

painted colour variations<br />

as well as an Alpha map<br />

for the tips of the hair. I<br />

used the misss_fast_skin<br />

shader for the skin, an<br />

Anisotropic shader for<br />

the hair and a Blinn<br />

shader for the armour. I<br />

kept my palette to a few<br />

colours – the dark<br />

magenta with gold hints<br />

to suggest royalty, but<br />

included some wear in<br />

the armour to prove this<br />

girl knows how to handle<br />

herself in battle.<br />

I created a rig for the face<br />

11 and body to get several<br />

expressions and poses, from which<br />

I picked a couple to render inside an<br />

environment as still images. The<br />

environment which I decided to<br />

create was the ruins of the main city<br />

where the whole story plays out,<br />

adding a more ‘solid’ context for the<br />

viewer from a still image.<br />

Taking inspiration from some Ancient Greek ruins,<br />

12 I modelled a series of arches and columns, in which I<br />

sculpted some damage using Subdivision surfaces. I duplicated<br />

the arches section to get a decent set of architecture that could<br />

resemble the ruins of a once powerful ancient city.<br />

The final touches<br />

13 regarding the modelling<br />

of the whole scene was the<br />

addition of plants and flowers.<br />

The ground is a simple plane<br />

deformed with Maya’s Sculpt<br />

tool. The grass, plants and<br />

flowers were created using<br />

Paint Effects and then<br />

converted to polygons.<br />

119


Step by step: Build<br />

your own monster<br />

Frankenstein’s Monster 2009<br />

My primary goal was to create a portrait that<br />

would have some sort of impact on the viewer<br />

Anto Juricic specialises in character modelling and texturing<br />

T<br />

he saying ‘a picture is worth a thousand words’ was<br />

my primary guideline on this project and I hope this<br />

image can say a few words. It was a big challenge for<br />

me at that time to overcome technical challenges because<br />

this was one of my first Maya projects, but even more<br />

challenging was to create something that would touch the<br />

viewer. I have always wanted to model Frankenstein’s monster<br />

because he’s a classic character with such a strong story, so<br />

this was a great opportunity. Many great <strong>art</strong>ists have done<br />

their versions of this subject and they did great work, which<br />

makes my job more difficult. I thought the best way to reach<br />

the viewer was through facial expression and the look of his<br />

eyes that would tell the story about a sad, lonely monster.<br />

With that in mind, I planned how to achieve my goal. The first<br />

thing was to split all the work into different tasks: sculpting a<br />

base mesh, retopology, making a high-definition sculpt with<br />

new clean topology, making clothes, posing, unwrapping,<br />

texturing, lighting, rendering and, finally, compositing.<br />

Concepts<br />

Inspiration behind the scene<br />

With every personal project I do,<br />

01 I am trying to learn something new through<br />

creation rather than using the same workflow over<br />

again. This time I decided to take a more <strong>art</strong>istic<br />

approach and use digital sculpting as much as<br />

I could. The quickest way for me was to make<br />

a simple ZSphere bust model in ZBrush.<br />

After extending a few spheres from the<br />

02 central one to shape the shoulders, neck and<br />

face, I converted the ZSpheres to geometry. This<br />

made my first base mesh, which I would use for<br />

sculpting a generic human bust. The best tool for<br />

shaping geometry at this stage is the Move brush, and<br />

for higher levels I mostly used the Clay Tubes brush.<br />

After making the basic bust shape, the next<br />

03 task was to make a new topology that I could<br />

use later for texturing and rendering in Maya. I used<br />

ZBrush retopology tools for the task and reshaped the<br />

new topology to create the overall monster shape.<br />

120


Character<br />

Save yourself some modelling<br />

time by using the ZBrush<br />

model and maps.<br />

Franky posed.ZTL<br />

Easy-to-follow guides<br />

take you from concept<br />

to the final render<br />

Artist info<br />

Anto Juricic<br />

Sculpting,<br />

modelling,<br />

lighting<br />

Maya<br />

Personal portfolio site<br />

anto-toni.cgsociety.org<br />

Country Bosnia and<br />

Herzegovina<br />

Hardware used Dual core<br />

2.21GHz, 2GB RAM<br />

Expertise Anto specialises<br />

in character modelling<br />

and texturing<br />

Software used in this piece<br />

ZBrush<br />

Silo Photoshop UVLayout<br />

121


Modelling the monster<br />

Bringing out the details<br />

The best advice I can give regarding sculpting is to<br />

04 not rush in too soon with the details. Overall shape and<br />

form is more important than skin pores and a few wrinkles, so<br />

make sure that you have used every polygon before stepping up<br />

to next SDiv level. Again, for this step I used the Move brush, Clay<br />

brush and custom Standard brush.<br />

Shave and Haircut is also powerful<br />

07 for simulating dynamics, so first I<br />

simulated some freefall of hair over the head<br />

geometry. Combing hair was really fun with the<br />

many brushes integrated in this tool and I found<br />

that using the Translate and Puff Hairs Up<br />

brushes alternately worked best for me.<br />

After a couple hours of sculpting, I was happy with<br />

05 the results and I added some clothes which I modelled in<br />

Silo. Making the facial expression really gave life to this work and<br />

for that task I mostly used Move and Nudge brushes and<br />

Transpose tools for posing. I also added some simple geometry<br />

for the eyes and metal p<strong>art</strong>s on the neck.<br />

I have tried a few different solutions<br />

06 for hair and the one that works best for<br />

me is the Shave and Haircut plug-in for Maya.<br />

If you are working in <strong>3d</strong>s Max, that plug-in is<br />

already implemented as the hair and fur system.<br />

Basically, workflow is simple: I made a scalp<br />

geometry which I populated with hairs.<br />

Artist<br />

Showcase<br />

Anto Juricic<br />

I am a self-taught and highly<br />

motivated 3D <strong>art</strong>ist<br />

specialising in modelling and<br />

texturing. I’m very passionate<br />

about modelling and<br />

texturing characters and<br />

creatures. I currently live in<br />

Bosnia and Herzegovina and<br />

I work in the Prime Time<br />

production studio in Sarajevo<br />

as a character modeller.<br />

The Incredible Hulk<br />

ZBrush, <strong>3d</strong>s Max,<br />

Photoshop (2008)<br />

This was one of my first<br />

fully completed 3D<br />

renders and I still like it<br />

today. The main goal<br />

was to test and set up<br />

a pipeline and workflow<br />

for future works. I made<br />

the base mesh in <strong>3d</strong>s<br />

Max, sculpted in ZBrush<br />

and rendered back in<br />

<strong>3d</strong>s Max.<br />

Rendering of hair was a bit difficult and after much<br />

08 trial and error I decided to render hair with Maya<br />

software render, which is quite fast for this task. I also rendered<br />

one additional pass to improve the overall look of the hair, by<br />

adding ambient occlusion rendered with mental ray.<br />

Obama Maya, ZBrush, Photoshop<br />

(2008)<br />

This was my first Maya render. I chose<br />

Mr Obama because of his characteristic<br />

facial features. I’m fairly happy with the<br />

likeness, but mostly I am satisfied by the<br />

overall look, especially the lighting and<br />

shading. I reused this lighting later on the<br />

Frankenstein’s Monster image.<br />

The Greatest ZBrush (2009)<br />

This is a digital sculpture, made entirely<br />

in ZBrush, which served as a great<br />

opportunity for practising the anatomy<br />

of the male torso. I also tested some new<br />

features in ZBrush 3.5 R2 on this project<br />

and it was great fun.<br />

122


Character<br />

Textures and lighting<br />

Getting the right look and feel<br />

After completing all the geometry,<br />

09 the next step was to make clean UV<br />

coordinates. For that task I used the headus<br />

UVLayout application, which is great for making<br />

fast and clean UVs on organic models. This task<br />

is important because texture relies on the model<br />

using these coordinates.<br />

To achieve a realistic kind of look, I planned to use<br />

11 mental ray for rendering, and its great Fast Skin shader.<br />

This shader comes with many slots for textures that need to be<br />

fed in, in order to create real-looking skin; but I decided to use only<br />

the main ones such as overall colour, front and back scatter,<br />

specular and bump.<br />

My goal was to make the monster<br />

10 look more alive. To do so, I used a few<br />

different face photographs and projected them<br />

directly onto the geometry inside ZBrush using<br />

the ZApp Link plug-in. After that, I hand-painted<br />

some missing details in Photoshop. I repeated<br />

the whole process for the clothes.<br />

Biggest challenges<br />

Among all the technical challenges that I came across<br />

in this project, making the facial expression was the most<br />

difficult since I did not do any concepts or previsualisation.<br />

To make this image look realistic I needed<br />

a good understanding of how human skin reacts to light<br />

and to translate this to the mental ray skin material. Also,<br />

different light types react differently with this material and<br />

I recommend area lighting as the best solution. For<br />

creating hair I used the Shave and Haircut plug-in. For<br />

rendering hair I used Maya, which does so really fast.<br />

Basically, I imagine lighting as painting<br />

12 the image with light, so every light in my<br />

scene has some colour and purpose. Most of the<br />

lights in this scene were area lights, because they<br />

can produce very accurate shadows and a soft<br />

feel. Also, area lights react with the specular<br />

component of the Fast Skin material; so the bigger<br />

the light, the wider specular reflections, giving you<br />

great control over the final look of the skin.<br />

45 minutes<br />

render time<br />

Resolution:<br />

3,000 x 3,000<br />

After numerous<br />

13 render tests, I<br />

rendered a few different<br />

passes: main beauty pass,<br />

extra reflection pass and<br />

ambient occlusion. The most<br />

important thing about<br />

compositing different passes is<br />

to understand that everything<br />

that emits or reflects light<br />

should be layered over diffuse<br />

in additive or screen mode; and<br />

passes that subtract light, like<br />

shadows and occlusion, should<br />

be multiplied.<br />

123


a<br />

124<br />

I enjoyed modelling characters much<br />

more than environments or props, and I<br />

gradually improved to go on to be a<br />

character specialist at everywhere I<br />

have worked since


Character<br />

We talk to Andrew Hickinbottom, a lucky-in-freelance character modeller<br />

currently getting creative under the bright city lights of London<br />

b<br />

Perfect<br />

pinups<br />

My predominantly pinup-themed personal work is an<br />

outlet for when I want to create something easy on the eye<br />

and different to most of the work I get paid to do<br />

Andrew Hickinbottom is a freelance character modeller<br />

Name<br />

Andrew Hickinbottom<br />

Job title Character modeller<br />

Personal website<br />

http://andyh.cgsociety.org<br />

http://andyh.cghub.com<br />

Location UK<br />

Expertise Characters<br />

Software <strong>3d</strong>s Max<br />

Client list Coca-Cola,<br />

International Olympic<br />

Committee, Comcast,<br />

Panasonic, SEAT,<br />

Imagination Games,<br />

Actimel, Haven Holidays<br />

All images<br />

© Andrew Hickinbottom<br />

A Suzie Kickin’ Back is an<br />

illustration of my Suzie<br />

character lazing about<br />

b Bunny Girl is one of my<br />

most successful personal<br />

pieces to date<br />

Andrew Hickinbottom recently<br />

made the big move to London, and<br />

things are looking up. With so<br />

many major production companies in the<br />

big city, he’s always bumping into people<br />

who’ve been working on high-profile<br />

projects that he’s long admired, which<br />

makes life a lot more exciting and has, in<br />

turn, given his <strong>art</strong> a new lease of life. With a<br />

lot more work going around in London<br />

compared to back in his hometown in the<br />

Midlands, he is currently freelancing as a<br />

character modeller for regular clients, such<br />

as Nexus Productions, where he models,<br />

UVs and occasionally textures characters.<br />

Before, he worked remotely from<br />

Birmingham – the move means he can now<br />

work on site, and be inspired by all the<br />

capital has to offer the 3D <strong>art</strong>ist!<br />

How did the contract at Nexus come about –<br />

can you tell us more about the projects you’ve<br />

been involved with there?<br />

Andrew Hickinbottom: One of the 3D leads<br />

had been trying to get me to work with them<br />

for some time after seeing my stuff on the<br />

internet. I did some character modelling on<br />

a Coca-Cola advert a few years ago, then an<br />

Olympic Committee ad, and now they are<br />

regular clients. Nexus does work for<br />

advertising mainly, but has done title<br />

sequences for TV and film, music videos and<br />

short films as well. The company has a large<br />

collective of award-winning directors and<br />

can produce content in differing styles: 3D,<br />

2D, live action, stop motion, etc.<br />

You worked on a high-profile project at the<br />

London-based Superfad in December. Can<br />

you tell us more about that?<br />

AH: They needed me to create a stylised<br />

likeness of Shakira for a SEAT car advert.<br />

Getting Shakira’s likeness, and the overall<br />

level of stylisation approved was tricky. I<br />

liked the end result, but after all that work,<br />

you only saw her for a few seconds, and<br />

somewhat small on the screen – I guess it’s<br />

because there was just so much crammed<br />

into the advert and my character was just a<br />

small p<strong>art</strong> of it.<br />

Have you worked in any other cities, either<br />

here in the UK or abroad?<br />

AH: I did a small job in Valencia for a month<br />

in January, which was nice – that’s the<br />

f<strong>art</strong>hest I’ve travelled for a job. Some work<br />

in Japan would be good though!<br />

As a freelance <strong>art</strong>ist, how do you find work?<br />

Do you find it or does it come to you?<br />

AH: I’m quite fortunate: virtually every<br />

freelance job I have done has landed in my<br />

lap. I have yet to chase down ideal clients.<br />

It’s something I intend to do in the future.<br />

b<br />

125


d<br />

e<br />

c<br />

126<br />

What was the pivotal moment when you<br />

knew that character modelling was your<br />

thing? How did it all st<strong>art</strong>?<br />

AH: At the first studio I worked at many<br />

years ago I was the texture specialist, then I<br />

gradually found out that modelling was my<br />

most useful skill, having been doing it as a<br />

hobby since my late teens. I enjoyed<br />

modelling characters much more than<br />

environments or props, and I gradually<br />

improved to go on to be a character<br />

specialist at everywhere I have worked<br />

since. I’ve always admired aspects of<br />

character design – ever since I watched<br />

c<strong>art</strong>oons as a kid.<br />

What software have you mastered in your<br />

career so far as a character modeller, and why<br />

have they been your tools of choice?<br />

AH: <strong>3d</strong>s Max, pretty much. I’ve used Maya,<br />

Softimage and LightWave in various<br />

capacities during my many years at<br />

different studios, but I’ve been<br />

using Max the longest, and I can’t<br />

really imagine using anything else<br />

at the moment. It’s nicely laid out,<br />

quick, easy to understand and has<br />

some great modelling tools –<br />

especially the new graphite modelling<br />

tools in Max 10.<br />

You’ve also recently st<strong>art</strong>ed using ZBrush<br />

and V-Ray. How’s that going and what<br />

kind of new possibilities are they bringing<br />

to your work?<br />

AH: It took me a while to get used to<br />

ZBrush’s unusual interface and I have only<br />

learnt the basic tools so far, but it’s certainly<br />

a powerful program. It’s all too tempting to<br />

go nuts and ramp up the detail, creating a<br />

clichéd dragon monster or old man, but I’m<br />

going to strive to keep my simplistic style<br />

Once I have st<strong>art</strong>ed and got past the<br />

difficult “Is it going to work?” p<strong>art</strong>, I get swept<br />

away and won’t stop until it’s finished!<br />

and take advantage of ZBrush’s mesh<br />

manipulation and refining tools, rather<br />

than going down the realistic route.<br />

Sculptris is a good alternative to ZBrush,<br />

and it’s free. V-Ray is great – especially for<br />

lighting – although I’m still pretty new to it<br />

right now.<br />

Your pinup characters are possibly what<br />

the 3D community know and love you most<br />

for. Would you be happy to tell us a bit<br />

about your workflow when creating a 3D<br />

character illustration?<br />

AH: My predominantly pinup-themed<br />

personal work is mostly an outlet for<br />

inspirations that gather in my head, and for<br />

when I want to create something easy on<br />

the eye and different to most of the work I<br />

get paid to do. If I see some <strong>art</strong>work that I<br />

admire, or if I see things in real life that<br />

inspire me, I try to create an illustration or


Character<br />

Trixie is a kinky<br />

character<br />

inspired by<br />

Shane Glines’<br />

retro pinup<br />

c<strong>art</strong>oon girls<br />

Trixie<br />

I wanted to make a character in a similar style to Shane<br />

Glines’ or Bill Presing’s pinup work: nice and simple,<br />

quite shapely, and in a retro kind of way. Some retrostyled<br />

c<strong>art</strong>oon <strong>art</strong> doesn’t really translate well to 3D as<br />

the shapes are abstracted depending on the camera<br />

angle, pose and composition.<br />

I built the model fairly quickly without much detail,<br />

focusing on the simplicity of the shapes and the appeal.<br />

The lighting was very ordinary: just a Key light, a Back<br />

light and an Ambient light to flatten the scene. Her PVC<br />

clothes used a simple raytraced shader to reflect a<br />

bright white plane I positioned off-shot to get the white,<br />

shiny areas.<br />

I’m really pleased with the results, and I think it’s my<br />

best work so far. It reflects what I’d like to see in CG<br />

more: more innovation with the look and style of 3D<br />

characters. No super-realistic lighting, dynamic hair or<br />

advanced shaders, just nice, simple characters. Getting<br />

a flat, illustrative look without cheap use of a cel-shader<br />

is quite fun and can be approached in so many ways.<br />

1<br />

character based on these different<br />

influences. I have to act quickly, though,<br />

because I sometimes lose the drive to do<br />

unpaid personal work when the initial<br />

spark has gone from my mind. However,<br />

once I have st<strong>art</strong>ed and got past the difficult<br />

“Is it going to work?” p<strong>art</strong>, I tend to get swept<br />

away and won’t stop until it’s finished!<br />

How do you keep yourself motivated until that<br />

point? Any tips for those struggling to see a<br />

project through to completion?<br />

AH: I find it useful to keep a note of ideas<br />

that spring into my head wherever I am – a<br />

text file on my phone usually does the job. I<br />

add things to it if I get sudden ideas. Taking<br />

pictures can be useful for reference if I see<br />

anything that can help, such as<br />

composition, interesting people or lighting<br />

schemes. Keeping inspired is definitely the<br />

key! I’m always looking around on sites like<br />

CGTalk and CGHub for new and exciting<br />

<strong>art</strong>ists to be inspired by.<br />

The dynamic poses of your c<strong>art</strong>oons are what<br />

bring them to life. What kind of research do<br />

you have to do and references do you need in<br />

order to pull this off?<br />

AH: Looking at the posing and construction<br />

theories of good old c<strong>art</strong>oons – Tom & Jerry,<br />

Bugs Bunny, etc – help you understand how<br />

they simplify the forms of the characters to<br />

create clear poses. Model sheets for<br />

animated films are good reference as they<br />

show varying poses and expressions. Pinup,<br />

glamour and adult photography/<strong>art</strong> in<br />

general is good reference, too – having some<br />

dodgy pics can genuinely be ‘reference’,<br />

despite the old joke!<br />

Your work is popular with CG publications,<br />

like the Ballistic Publishing titles. Can you<br />

tell us what kind of benefits having your<br />

work printed in the likes of EXPOSÉ can<br />

bring about?<br />

AH: Surprisingly, as far as I’m aware, I have<br />

not had any job offers directly connected to<br />

my work being in print yet. Nevertheless,<br />

it’s cool seeing your work on paper,<br />

especially when you are among so many<br />

great <strong>art</strong>ists in the same book. I suppose<br />

having your work in books and magazines<br />

can only be good for exposure and getting<br />

your work circulated and known among<br />

potential clients.<br />

Are you working on any new personal<br />

projects at the moment? Can you tease us<br />

with any info on these?<br />

AH: Since moving to London I have had<br />

quite a few ideas for personal work, but I<br />

don’t have much time to work<br />

on anything. I recently<br />

made a new character<br />

that was inspired by<br />

random girls who<br />

I’ve seen around<br />

London in nice<br />

weather. It’s a bit<br />

more of an ordinary,<br />

slice-of-life piece rather<br />

than a pinup.<br />

As far as future projects go, I<br />

would like to do a very simplistic,<br />

flat, illustrative piece that pushes<br />

the look that I adopted for my<br />

Trixie character. I would also be keen<br />

to do something that encourages me to be<br />

bolder and more daring when it comes<br />

to my proportions, compositions and<br />

colour choices, and of course, I have my<br />

long un-worked short film. I’m not sure<br />

if I want to pick up the pieces and carry on<br />

with it or not.<br />

c Grannies was my<br />

honourably mentioned<br />

entry for the CGTalk<br />

‘Spectacular’<br />

competition<br />

d Family characters made<br />

for the board game Beat<br />

the Parents<br />

f<br />

E Suzie & the Lil Nipper is<br />

a Gil Elvgren-inspired<br />

illustration of my<br />

ongoing Suzie character<br />

f This figure was created<br />

as a collectible vinyl toystyle<br />

soldier design<br />

127


Thom Yorke<br />

2<br />

A website of which I’m a member (www.b3ta.com)<br />

does weekly challenges where you are given a subject,<br />

and invites people to Photoshop them in creative ways.<br />

One week the theme was: ‘Photoshop Thom Yorke from<br />

Radiohead’. I thought I’d enter and try my hand at<br />

caricature for the first time.<br />

As the image challenge only runs for a week, I had to<br />

work fast. It was quite fun to do as I was only creating<br />

this one image – no body was modelled, no morph<br />

targets or rig, just quick, dirty modelling and plenty of<br />

cutting corners. I experimented with mental ray for the<br />

first time on this image and tried using Final Gathering<br />

and Subsurface Scattering.<br />

I’m pleased with the results, and it was a special<br />

project for me as I had to work quickly, didn’t have time<br />

to obsess over every detail like I usually do, and it was<br />

my first attempt at a caricature.<br />

made are about five years old now – I’m<br />

worried that they may look quite dated.<br />

Maybe it’s time to do something new.<br />

This was my first attempt<br />

at a caricature: Thom<br />

Yorke from Radiohead<br />

We would love to know more about the<br />

short film – can you tell us how this<br />

st<strong>art</strong>ed, where you’re at, and how you’d<br />

like to see it go in the future?<br />

AH: I had an idea for a simple short film<br />

featuring my office girl, bunny girl and<br />

office nerd characters shortly after I<br />

made them. I had the whole thing<br />

storyboarded, laid out, modelled, lit<br />

and ready to go about three years ago. I<br />

fine-tuned the composition, pacing<br />

and story through animatics and<br />

storyboards. When I got to the<br />

animation stage, I realised I lacked<br />

the experience to make it look as good<br />

as I wanted. I would have liked to do<br />

the whole thing myself as a challenge,<br />

but it’s an impossibility. I may revisit<br />

it, but I would have to find an<br />

animator who is motivated, talented<br />

and, above all, someone I know well<br />

and trust. The three characters I<br />

What kind of resolution do you work in, and<br />

how does your hardware handle the job? Can<br />

you tell us a bit about your current setup?<br />

AH: To be honest, due to the non-realistic<br />

nature of my work, and the fact that I don’t<br />

use advanced rendering and shading much,<br />

I don’t really need a very powerful<br />

hardware setup. However, I recently<br />

replaced my four-year-old computer, so now<br />

things are a lot faster to work with, and it<br />

encourages me to use V-Ray more as the<br />

render times are drastically reduced. My<br />

output resolution varies, but I usually make<br />

my images big enough for print, should they<br />

ever appear in a book or magazine at some<br />

point. I rendered my Trixie character out in<br />

a huge resolution, though, as I intend to do<br />

some large posters, canvases or prints for<br />

sale in the future.<br />

At the end of last year you went travelling<br />

around Japan and then spent some time in<br />

Valencia. How important is it as a visual<br />

creative to experience the world?<br />

AH: Well, I was in Valencia to work, not for a<br />

holiday, but yeah, it’s important to take a<br />

break and recharge your creativity if it gets<br />

in a bit of a slump, as mine often does. You<br />

see a lot of interesting things travelling, and<br />

sometimes you get ideas. Being away from<br />

computers for a while also helps!<br />

Can you tell us about your inspirations and<br />

what influence can you see in your own work?<br />

AH: I love the work of Shane Glines. I find<br />

the streamlined construction, retro stylings<br />

g<br />

g Maid with Love was<br />

inspired by visits to<br />

maid cafés in Tokyo<br />

h Tokyo Girl was<br />

inspired by Harajuku<br />

teen fashion<br />

i Debbie was inspired by<br />

random girls that I’ve seen<br />

around London this summer<br />

128


Character<br />

h<br />

Taking pictures can be useful for reference if I see anything that<br />

can help, such as composition, interesting people or lighting schemes.<br />

Keeping inspired is definitely the key!<br />

and the flow of the shapes on his characters<br />

really fascinating. Bill Presing, Dean Yeagle<br />

and oldies such as Dan DeCarlo and Gil<br />

Elvgren are some of my main influences too.<br />

I have many influences and a number of<br />

favourite <strong>art</strong>ists.<br />

Your main inspirations are 2D, so how about<br />

3D <strong>art</strong> inspirations – who do you tend to<br />

follow/admire most in the 3D community?<br />

AH: Although a lot of my design<br />

sensibilities and inspirations stem from 2D<br />

<strong>art</strong> and illustration, I do admire some 3D <strong>art</strong>.<br />

Like most 3D <strong>art</strong>ists, I find Pixar a big<br />

influence – especially its human characters,<br />

as seen in films like The Incredibles. Certain<br />

films click with me design-wise, eg Cloudy<br />

with a Chance of Meatballs. I loved the loose,<br />

rubbery and c<strong>art</strong>oony look of that – they<br />

really pushed it and made it stand out.<br />

Generally, though, I tend to follow a handful<br />

of 3D <strong>art</strong>ists in the community – the majority<br />

of stuff I like is from random <strong>art</strong>ists.<br />

What’s next for you – or what would you like<br />

to see on the cards for 2011?<br />

AH: More illustration/print work. I find it<br />

more satisfying being in creative control<br />

over the character, the composition, the<br />

theme and the overall design treatment. It’s<br />

less technically minded and meticulous<br />

than making characters for animation too;<br />

if it looks good for the purpose of a still<br />

image you can cut corners and generally<br />

work faster. I intend to improve my<br />

drawing as I feel it would make me a better<br />

<strong>art</strong>ist. I’ve been attending the great Dr<br />

Sketchy burlesque life drawing classes in<br />

London because they’re a bit more<br />

relevant to my pinup work, and just<br />

because they’re fun!<br />

I would like to get my website back<br />

online, and perhaps put some prints/<br />

posters up for sale. After seeing the results<br />

of a recent 3D print of my Trixie character I<br />

had made, I would love to get a collectible<br />

figure/sculpture made for sale at some<br />

point in the distant future. Generally, I<br />

can see things being more exciting and<br />

fulfilling in the future now I have moved<br />

to London. I’ve just got to focus and<br />

stay productive!<br />

i<br />

129


Step by step: Create<br />

a futuristic bar scene<br />

Space Drink 2009<br />

This image was originally created for the<br />

competition called Uplift Universe, organised by<br />

CGSociety.org. I wanted to make a cheerful and<br />

humorous picture with humans and aliens<br />

Michal Suchánek specialises in character modelling<br />

Nobody can doubt my inspiration for this picture. When I was creating<br />

the first concept I was thinking about old pin-up pictures and the light<br />

humour of retro-futurism. I’d had enough of classic tough women in<br />

rough poses; I wanted to do something more light and, more importantly,<br />

something funny. I st<strong>art</strong>ed work on this picture because of an ongoing<br />

competition on CGSociety website. About a year later I did a makeover for this<br />

image. I made it modern and the dress of the waitress more detailed, and I<br />

added some new details like poker chips. From the beginning I tried to figure<br />

out an overall colour for the picture and a light composition. Sometimes it was<br />

not easy. When I was creating the image I was working primarily with <strong>3d</strong>s Max<br />

and ZBrush, and the final scene was rendered in V-Ray. An important p<strong>art</strong> of<br />

my work was also Photoshop. I adjusted the colour shades, cleared small<br />

imperfections and, for a greater sense of authenticity, I added the effect of<br />

chromatic aberration in some p<strong>art</strong>s of the image.<br />

Concepts<br />

Inspiration behind the scene<br />

130 ●<br />

I wanted to evoke the atmosphere of a<br />

01 familiar environment despite the fact that the<br />

image’s story takes place in space. There are no hightech<br />

machines, but I placed some classic cigarettes<br />

and traditional paper playing cards. I like the fun idea<br />

of smoking aliens playing poker.<br />

An inspiration for the waitress in Space<br />

02 Drink were the images of pin-up girls from<br />

the Fifties. I like their funny atmosphere. One of the<br />

best illustrators for me is Gil Elvgreen. It was important<br />

to me that the girl should create a pin-up feeling,<br />

despite the fact that she is not a typical pin-up girl.<br />

I wanted to make aliens on the scene with<br />

03 their own characters. Most of my time spent on<br />

the piece was to create an appearance of the three small<br />

aliens. I tried to make them funny; each of them has its<br />

own p<strong>art</strong> in the picture. No more slimy, scary monsters<br />

that the entire internet is full of.


Software used in this piece<br />

Character<br />

<strong>3d</strong>s Max<br />

V-Ray<br />

ZBrush<br />

Photoshop<br />

Easy-to-follow guides<br />

take you from concept<br />

to the final render<br />

Artist info<br />

Modelling,<br />

styling,<br />

lighting<br />

Michal Suchánek<br />

Personal portfolio site<br />

www.michalsuchanek.cz<br />

Country Czech Republic<br />

Hardware used Intel Pentium 4<br />

CPU 3.4GHz, 2GB RAM<br />

Expertise Michal specialises<br />

in character modelling<br />

131


Artist<br />

Showcase<br />

Michal Suchánek<br />

I st<strong>art</strong>ed working with 3D when I was about 17 years old.<br />

I liked the whole technique, which was something<br />

completely new for me. Back then 3D <strong>art</strong> was not so well<br />

known in the Czech Republic. What I know now I got<br />

from books, tutorials, the internet and many, many<br />

hours of hard work.<br />

Modelling the figures<br />

Creating the aliens and girl<br />

Mountain Patrol <strong>3d</strong>s Max<br />

2009, ZBrush 3.5,<br />

Photoshop CS2 (2009)<br />

The story behind Mountain<br />

Patrol is: “The two longtime<br />

companions patrol the border<br />

of Windy Mountains. They are<br />

looking out for their enemy, but<br />

nobody has shown up for a very<br />

long time.” The truth is that I<br />

was little bit tired of making<br />

girls. I wanted to do something<br />

different, but I still didn’t want<br />

to make some dull depressive<br />

fantasy picture. I tried to make<br />

it realistic and funny.<br />

Rocket Girl <strong>3d</strong>s Max<br />

2009, ZBrush 3.5,<br />

Photoshop CS2 (2009)<br />

After I finished Space Drink<br />

I wanted to make another<br />

picture with a pin-up girl<br />

theme. My inspiration for<br />

this picture was a comic<br />

Rocketeer and the classic<br />

style and humour of pin-up<br />

girls. There is not as much<br />

stylisation as you can see<br />

on the Space Drink waitress,<br />

but I think there is a<br />

humorous retro feeling.<br />

04<br />

First of all I st<strong>art</strong>ed modelling the<br />

girl. I used an old head model for her<br />

face, that I modified according to the needs of<br />

the new image. This old base mesh was<br />

creating with the Box Modelling method. For<br />

making the best expression in the face I used<br />

reference photos from the internet.<br />

05<br />

The girl’s body is modelled in<br />

standard “Da Vinci pose”. I prefer to<br />

pose models inside of ZBrush after years of<br />

modelling and rigging in Max. I think this is a<br />

faster way than rigging the whole mesh. I<br />

unwrapped the UVs of models (head and<br />

body) in Max and then I imported them to<br />

ZBrush where they were ready for creating<br />

normal maps.<br />

8<br />

hours<br />

render time<br />

Resolution:<br />

2,786 x 3,744<br />

06<br />

Let’s see our<br />

first alien called<br />

Bob. I st<strong>art</strong>ed preparing a low<br />

polygon head and body. This<br />

alien was the funniest for me,<br />

because I love his expression.<br />

Closer <strong>3d</strong>s Max 2009, ZBrush 2, V-Ray, Photoshop 7 (2006)<br />

An older image where I first tested the ZBrush. A lot of people tell<br />

me the main character looks like Angelina Jolie. Well, they are right,<br />

but it was probably more of a coincidence than deliberate.<br />

132<br />

07<br />

I modelled only Bob’s hands and<br />

upper body; the rest of the body is not<br />

visible. The posed low poly mesh from ZBrush<br />

was exported back to <strong>3d</strong>s Max.<br />

08<br />

The other two aliens were<br />

created through the same method as<br />

Bob. Drunken Lou and Pink Greedo also have<br />

only the upper half of the body. I unwrapped<br />

the UVs in Max and then I posed models in<br />

ZBrush. After that I modelled props, such as<br />

cards and cigarettes.


Character<br />

Adding fine details<br />

Refining the models and setting the light<br />

09<br />

In this p<strong>art</strong><br />

I modelled basic<br />

meshes representing the<br />

background of the image.<br />

I made some stuff like bottles<br />

and glasses, and then I<br />

st<strong>art</strong>ed experimenting with<br />

locations for the props, light<br />

direction and colours. I also<br />

tested different sizes of the<br />

characters’ meshes. After<br />

I decided on a final<br />

composition and a setup,<br />

I st<strong>art</strong>ed work on textures.<br />

11<br />

At the beginning of sculpting it is important to focus<br />

only on the shape. Details can be added later. An accurate<br />

silhouette and natural shapes are important for a natural look of<br />

characters. A stylisation, expressions of all characters and their<br />

colours are important for the overall feeling of the picture.<br />

10<br />

Time for adding some details! Every character<br />

has three textures. I used the ZBrush’s Zmapper tool for<br />

normal maps. Diffuse and specular maps was hand-painted in<br />

Photoshop. Their resolution is about 4,000 pixels. The hair of<br />

the girl is also textured planes. This solution was easier for<br />

me than using the Hair and Fur modifier.<br />

12<br />

Skin imperfections, wrinkles and skin pores are aspects of realistic and believable<br />

characters. Originally I wanted the pink alien Greedo to just have one eye, but during the<br />

process of making the picture I st<strong>art</strong>ed to add other eyes. Now he has five! I like the idea that<br />

every eye looks elsewhere.<br />

Retro colours<br />

and lighting<br />

13<br />

After refining the models I exported all<br />

the normal and displacement maps from<br />

ZBrush. I used V-Ray SSS shader with a combination<br />

of <strong>3d</strong>s Max’s standard Oren-Nayar-Blinn material for<br />

the skin of the aliens and the girl. The view in space<br />

and the smoke in the background were both matte<br />

painted in Photoshop.<br />

Space Drink was rendered in<br />

V-Ray, and I used a V-Ray Light<br />

with V-Ray shadows for the main<br />

light source. There are two<br />

coloured additional V-Ray lights<br />

with less intensity and one strong<br />

back light. I like to use coloured<br />

boards to help light the scene by<br />

the appropriate colour. There are<br />

two boards in this scene: the blue<br />

one is on the left-hand side and<br />

the yellow one is placed on the<br />

ground. The whole scene was then<br />

rendered into two layers – the first<br />

one is the foreground which holds<br />

the aliens and the girl, and the<br />

second layer is simply the<br />

background of the interior. A<br />

composition of the layers and a<br />

final retouching – which included a<br />

colour saturation, a bloom effect<br />

and increasing highlights – was all<br />

done in Photoshop.<br />

133


Step by step: Create<br />

a friendly dragon<br />

The Final Warning 2009<br />

Blending attitude and kindness with a menacing<br />

and powerful appearance in a stylised character<br />

Carlos Ortega Elizalde specialises in 3D modelling, UV mapping and texturing<br />

T<br />

his tutorial focuses in the creation of a stylised<br />

dragon character. I like to retain the personality of<br />

the character if I’m happy with the original concept<br />

in the first place and I always try to emphasise clean<br />

modelling, although good skills like texturing, UV mapping,<br />

and a basic colour and lighting theory are very helpful if not<br />

essential to achieve a solid result. One of the main<br />

difficulties in the process was the rendering; it was intended<br />

to be in mental ray directly in Maya, but after many poor<br />

results I decided to compose the final image in Photoshop<br />

from different ZBrush renders. This was also a good choice,<br />

since I was able to retain full detail from the sculpting,<br />

avoiding the use of displacement maps. The original<br />

purpose of the image was just creating a plain model for an<br />

online forum challenge, but after more dedication it led me<br />

to the creation of a more solid character with some untold<br />

story behind the final piece.<br />

Concepts<br />

Inspiration behind the scene<br />

134<br />

I always st<strong>art</strong> my personal projects with<br />

01 some quick sketches (in digital or on paper),<br />

to block overall proportions of characters in this case.<br />

I try different complexions, attitudes, expressions and<br />

poses. I decided in this case to go for a roguish-looking<br />

dragon, menacing but appealing in some way.<br />

My original idea was to put the dragon<br />

02 at a cliff’s edge, about to commit some kind<br />

of prank, maybe steal some sheep or burn an old<br />

village just for fun. I focused more on the facial<br />

expression to re-create the dragon’s intention, along<br />

with his hands and legs in a position that could<br />

suggest he was planning something.<br />

I love to work and experiment with different<br />

03 colour palettes, even more when I’m working<br />

with fantasy or stylised scenes. I often try to avoid the<br />

colours I frequently expect in a determined situation (a<br />

green dragon, for example) when sometimes it isn’t the<br />

best solution; other times it leads to a very unique result<br />

even nowadays, when it’s pretty impossible to create<br />

something 100% original.


Character<br />

Save yourself some modelling<br />

time by using the posed<br />

dragon character in OBJ with<br />

UVs created here.<br />

the_final_warning.obj<br />

Modelling,<br />

sculpting<br />

Easy-to-follow guides<br />

take you from concept<br />

to the final render<br />

Artist info<br />

Carlos Ortega<br />

Elizalde<br />

Username: carlosortega<strong>3d</strong><br />

Software used in this piece<br />

Maya ZBrush Photoshop UVLayout CrazyBump<br />

Personal portfolio site<br />

http://stroggtank.cgsociety.org<br />

Country Mexico<br />

Hardware used Intel Core 2<br />

Duo, 2GB RAM<br />

Expertise Carlos specialises<br />

in 3D modelling, UV mapping<br />

and texturing<br />

135


Artist<br />

Showcase<br />

Carlos Ortega Elizalde<br />

I’m a graphic designer from Guanajuato, Mexico.<br />

I st<strong>art</strong>ed working with 3D about 6 years ago, using<br />

Carrara Studio and now Maya for the last two years.<br />

I currently work in the media dep<strong>art</strong>ment in the<br />

Guanajuato University, Mexico, doing motion graphics<br />

and 3D <strong>art</strong>. I’m also a freelance 3D modeller, although<br />

3D is almost a full-time hobby.<br />

Modelling the dragon<br />

Working on the creature’s body shape<br />

Fulgencius The Wise<br />

Maya, Photoshop, mental<br />

ray, UVLayout (2009)<br />

Fulgencius, also known as<br />

‘The Wise’, is actually not<br />

that wise – he is a 200-<br />

year-old wizard with a<br />

poor memory.<br />

When it comes to personal 3D<br />

04 work, I rarely create reference images;<br />

I prefer to use the original concept or even<br />

nothing at all, since I already know what I want<br />

him to look like in 3D space. I often st<strong>art</strong> from a<br />

2x2x2 polygon cube and from the nose area,<br />

moving the existing vertices to match the<br />

concept I have.<br />

Hands, wings and legs were made<br />

07 the same way, st<strong>art</strong>ing from a six-sided<br />

cylinder and then sewn to the main mesh.<br />

Dorsal spikes were created by extracting the<br />

matching faces and then extruded outwards.<br />

Fangs and horns were modelled from a cube.<br />

Once I’ve blocked the main<br />

05 shapes, I st<strong>art</strong> to add and tweak<br />

more geometry using the following Maya<br />

tools: InsertEdgeLoop, SplitPolygon, Extrude,<br />

SlideEdge and MoveComponent, among<br />

others. I kept using the Extrude tool over the<br />

neck edges, moving the resulting vertices over<br />

the torso, and then extruding and tweaking<br />

again until the tip of the tail.<br />

Right from the<br />

06 planning stage,<br />

the character was never<br />

intended for animation. So,<br />

to avoid the use of<br />

BlendShapes or a face rig to<br />

achieve the desired expression<br />

later at the posing stage, I<br />

modelled the face as I wanted<br />

in the final image directly as<br />

I was moving forward.<br />

The Zcuintli aka ‘Yellow Dog’<br />

Carrara 5 Pro, Maya, Photoshop (2008)<br />

Autonomous racing vehicles modified to watch the city limits and<br />

the military facility’s boundaries. They were also modified to carry<br />

a human pilot, but their free will caused many accidents. The<br />

machines still do their job by themselves. Workers only ride them<br />

for maintenance purposes.<br />

136<br />

Back To The Past Maya,<br />

mental ray, Photoshop<br />

(2009)<br />

St<strong>art</strong>ed as a speed modeling<br />

exercise as an homage to one<br />

of my favourite sci-fi<br />

machines, but after adding<br />

the rest of the details I ended<br />

up with this stylized version<br />

of the famous time machine.<br />

Once the model was finished, I did<br />

08 the UV unfolding in UVLayout. In this<br />

case I tried to keep as few shells as possible.<br />

The whole process didn’t take much time; even<br />

with tricky p<strong>art</strong>s such as the armpits, the<br />

distortion was pretty low. Final touches like the<br />

shells layout and UV mirroring were made back<br />

in Maya´s UV editor.


Character<br />

Lighting and colour<br />

Getting the right look and feel<br />

4 hours<br />

render time<br />

Resolution:<br />

3,000 x 4,000<br />

I imported the<br />

09 model into ZBrush<br />

for detailing. Although the<br />

topology wasn´t that even, the<br />

result was satisfying. I only<br />

used the Standard brush to add<br />

wrinkles and folds. Most of the<br />

scales were created using<br />

custom alphas, keeping them<br />

exaggerated in some p<strong>art</strong>s and<br />

subtle in key zones like the face.<br />

Once done, I exported a 4k<br />

displacement map.<br />

Normal<br />

mapping<br />

Due to some hardware<br />

limitations, I wasn’t<br />

able to render a proper<br />

normal map from<br />

ZBrush, so I used<br />

CrazyBump to quickly<br />

generate one from the<br />

displacement map.<br />

I extracted the blue<br />

channel to simulate<br />

a cavity map over my<br />

main texture and<br />

enhance the contrast of<br />

the scales and wrinkles.<br />

As for the lighting, the<br />

fact I rendered three<br />

different light sources<br />

in ZBrush helped in the<br />

composition to<br />

simulate a key, rim and<br />

fill light. The final touch<br />

was to correct colour<br />

with Curves to gain a<br />

warm tone, levelling up<br />

the blue in the shadows<br />

and an orange/yellow<br />

in midtones.<br />

Using an UV template from Maya<br />

10 as a guide, I painted the base colours in<br />

Photoshop, using a basic round brush to create<br />

different tones while staying in my chosen<br />

palette. The displacement map helps in many<br />

ways to shade specific areas in the body. The<br />

stripes, eyes and extra scales are hand-painted.<br />

I posed the character inside Maya to match my sketch, but the dragon<br />

11 looked kind of weak, so I decided to pose him into a gallant flying position.<br />

The result was this roguish dragon leaving his crime scene with a satisfied attitude.<br />

The posed OBJ was imported as a 3D layer into ZBrush at the lowest level.<br />

Back in ZBrush<br />

12 I exported several<br />

renders from ZBrush using<br />

different MatCaps, various<br />

light sources, a ZDepth and<br />

a flat colour pass, previously<br />

setting my canvas to a pretty<br />

high resolution. All those<br />

renders gave me full control<br />

over the final image<br />

composition later in Photoshop.<br />

In Photoshop,<br />

13 I composited the<br />

ZBrush renders, masking the<br />

proper areas of the different<br />

layers to gain the desired<br />

volume. I wanted a warm<br />

atmosphere ,but also a<br />

painting-like mood. I painted<br />

extra shadows and put smoke<br />

from stock brushes. Finally I<br />

added subtle motion blur in<br />

the wings and depth of field in<br />

the completed scene.<br />

137


Step by step:<br />

Add textures and light<br />

to objects Flight of the Raven 2010<br />

Jade Raven was originally designed to be a subject in my<br />

book, 3D Modeling in Silo, which came out in October 2010<br />

Antony Ward is a game developer and animation expert<br />

W<br />

hen designing Jade Raven, the<br />

Rocket Girl, I had to find a<br />

concept that fit in with what had<br />

to be covered in the book. She needed to be<br />

both organic and have hard surface elements,<br />

plus I didn’t want to go down the route of the<br />

cyborg, or mutant hybrid, which has been<br />

done many times before. Instead I wanted<br />

the character to be almost normal in<br />

appearance, but with an added something.<br />

In the end I decided to take inspiration from<br />

the past, rather than the future and give<br />

her everyday clothing and a powerful<br />

rocket pack, all styled with a retro twist.<br />

Once the main model was complete, I<br />

only had a short amount of time to get<br />

her ready for the cover, so I opted to<br />

output a quick Maya render and add in<br />

most of the details in Photoshop during<br />

postproduction. It’s this process, and<br />

the shortcuts I used, which I will share in<br />

this tutorial.<br />

Designing the Raven<br />

Retro Fifties inspiration<br />

138<br />

Because the purpose of this character’s creation is for a<br />

01 tutorial, her initial design has to cover both organic modelling<br />

and hard surface modelling. She also has to be visually appealing so<br />

the reader would actually want to recreate her.<br />

To cover organic<br />

02 modelling we make<br />

sure we first create a full figure,<br />

which can be reused on<br />

numerous future projects. We<br />

then strip her down and dress<br />

her in loose clothing, which will<br />

initially be modelled, and then<br />

have more refined cloth details<br />

sculpted in later.<br />

So the reader also experiences Silo’s hard surface<br />

03 modelling tools, we add a simple rocket pack to her back, a<br />

helmet and also a pistol for her to hold.


Character<br />

Modelling,<br />

rendering,<br />

lighting<br />

Easy-to-follow guides<br />

take you from concept<br />

to the final render<br />

Artist info<br />

Antony Ward<br />

Username: Anchuvi<br />

Personal portfolio site<br />

www.ant-online.co.uk<br />

Country UK<br />

Hardware used<br />

Core 2 Duo 3.16GHz<br />

8GB RAM<br />

Expertise Antony has expertise<br />

in game <strong>art</strong>work and animation,<br />

character and vehicle modelling,<br />

and rigging<br />

Software used in this piece<br />

Silo Maya Photoshop<br />

139


Artist<br />

Showcase<br />

Antony Ward<br />

I’ve been working in the games industry for close to 16<br />

years now and have been freelance for the last three.<br />

During this time, I have worked for some of the biggest<br />

companies in the industry and have experienced<br />

nearly all areas of game development, with character<br />

modelling, animation, MEL scripting and rigging<br />

being my areas of choice.<br />

04<br />

Materials and textures<br />

Giving the character the right look<br />

Before st<strong>art</strong>ing work,<br />

mock up a background image<br />

plane so you can get a proper feel for the<br />

scene, and how it should be lit. We know<br />

we want her to be up in the air, which<br />

means a bright scene, with plenty of<br />

clouds and blue sky behind her.<br />

The next job is to nail the<br />

05 lighting and the camera position.<br />

Having these and the background in place will<br />

help dictate the final look and feel of the<br />

image. It’s also important to add lights to the<br />

base of the rocket as we will later be painting in<br />

the flames, which naturally emit light.<br />

Athria Silo, Maya,<br />

Photoshop (2009)<br />

I decided to brush up on my<br />

game <strong>art</strong> skills and create a<br />

real-time character from the<br />

ground up. I wanted to<br />

create someone with a<br />

futuristic feel; Athria was<br />

born. She was built in Silo<br />

and then made ‘game ready’<br />

in Maya with all texturing<br />

done in Photoshop.<br />

Red Sonja<br />

<strong>3d</strong>s Max, Silo, Maya,<br />

Photoshop (2008)<br />

For this image, I took an<br />

existing 2D concept and<br />

brought her kicking and<br />

screaming into 3D, using<br />

similar methods I adopted<br />

for Flight of the Raven. I was<br />

looking to develop my highresolution<br />

modelling skills<br />

and this seemed like a<br />

natural step forward.<br />

06<br />

Next, set to work on the main<br />

colours for each element. Her body will<br />

be the trickiest p<strong>art</strong> as we’re looking to create<br />

more natural skin tones, so we’ll work on these<br />

first. We opt to use Maya’s misss_fast_skin_<br />

maya shader to achieve a subtle Subsurface<br />

Scattering effect.<br />

07<br />

Now move on to the rest of her<br />

clothing, first blocking in the main<br />

colours you want before adding subtle<br />

reflections to her visor and metallic areas. To<br />

add more detail, we also apply basic tileable<br />

Texture and Bump maps to her jeans and<br />

jacket, to give them more of a denim and<br />

leather appearance.<br />

Kila Maya,<br />

Photoshop (2004)<br />

Kila is one of the characters I created in my first book, Game<br />

Character Development with Maya. This was back before Normal<br />

maps and sculpting became commonplace in the games industry<br />

meaning the model and textures were among some of the key areas<br />

to focus on.<br />

140<br />

08<br />

The final step is to apply a rim<br />

lighting layer to the materials. As this<br />

scene is shot in the sky, you want to add lots of<br />

ambient lighting, which the Rim light does<br />

perfectly. It also helps to pick out details<br />

previously lost in the shadows.


Character<br />

Lighting plans and rendering<br />

Apply the finishing touches<br />

3D Modeling In Silo shows in detail how to<br />

create Jade Raven from concept to final<br />

model. The book is published by<br />

Elsevier and is out now.<br />

8 hours<br />

render time<br />

Resolution:<br />

2,480 x 3,508<br />

Next we render a<br />

10 full-scene Ambient<br />

Occlusion pass, also including<br />

the main lighting from her<br />

rockets. Because she’s in flight,<br />

we place a basic Polygon plane,<br />

which isn’t rendered, beneath<br />

her so the photons can reflect<br />

back up onto her lower half.<br />

This adds much needed depth<br />

and detail to the render.<br />

Rather than try to achieve a final render in Maya, we wanted to have complete<br />

09 control over how each element looked. To do this, render out various layers of the image,<br />

which you can then combine in Photoshop and tweak as much as you like.<br />

Postproduction work<br />

Once all the layers are in Photoshop, it’s time to st<strong>art</strong> work refining and tweaking the<br />

colours, as well as painting in more detail. We focus on the hair first, almost completely<br />

redoing it, as the 3D model is too flat. This also enables you to add more depth and<br />

highlights around the edges. Next, move on to her body and clothing, repainting her lips<br />

and eyes before adding the seams into her jeans and jacket. The final steps are to<br />

enhance the background and tweak the overall shading and lighting.<br />

Once applied, the<br />

11 Ambient Occlusion<br />

pass will darken the existing<br />

rim lighting, so you need to<br />

next render a rim lighting layer<br />

which will brighten everything<br />

back up. To do this, simply<br />

make the existing Rim light<br />

white and turn the materials<br />

black, using the resulting<br />

image as a mask.<br />

Finally you have to decide on which areas you need to mask off and create masks for<br />

12 these. The whole body is an obvious choice and enables you to isolate the character renders<br />

from the background, but you can also add a mask for her skin so you can work on it separately.<br />

With all the layers rendered, it’s time to bring them<br />

13 into Photoshop and organise them into separate layers.<br />

The character’s now ready for final editing adjustments.<br />

141


M<strong>art</strong>in Ruizl<br />

Artist info<br />

Incredible 3D <strong>art</strong>ists take<br />

us behind their <strong>art</strong>work<br />

Website<br />

www.m<strong>art</strong>inruizl.com<br />

Country Czech Republic<br />

Software used Maya, ZBrush,<br />

Photoshop<br />

The main Area light acts<br />

as a kitchen window in this<br />

scene, along with some extra<br />

Rim lights. I also used an<br />

HDR environment for<br />

reflections and lighting<br />

One of the most important things in this image is the octopus’s<br />

skin. I have tried to create a wet, fleshy and jelly-like skin by painting<br />

the main colour texture in ZBrush and sending this texture – with a<br />

slight colour temperature offset – to the Epidermal, Subdermal and<br />

Color slots of the mental ray Skin shader<br />

Bon Appétit 2010<br />

The idea behind the image was quite simple: to create an interesting and<br />

simple render, and then print it out on the canvas to give the picture to my<br />

girlfriend’s mother. She has a whole new kitchen, and since she really likes<br />

seafood I wanted to create something that she could look at while she is<br />

enjoying her meal!<br />

Software used in this piece<br />

Maya Photoshop ZBrush<br />

142


Character<br />

I chose to use mental ray’s<br />

Bokeh shader for the depth of<br />

field effect – I like it, but the<br />

render time was hell!<br />

143


Software used in this piece<br />

ZBrush Maya Photoshop<br />

Easy-to-follow guides<br />

take you from concept<br />

to the final render<br />

Artist info<br />

Modelling,<br />

sculpting,<br />

texturing<br />

Chris Nichols<br />

Personal portfolio site<br />

www.porkpiesamurai.com<br />

Country Canada<br />

Hardware used Intel Core i7<br />

920, 6GB RAM<br />

Expertise Chris specialises<br />

in characters and creatures<br />

144


Character<br />

Step by step: Create<br />

a Lovecraft legend<br />

Cthulhu 2009<br />

I wanted to create something squid-inspired<br />

because I like the texture and to play with scale and<br />

colours to make a dynamic image<br />

Chris Nichols specialises in modelling characters and creatures<br />

I<br />

n November of 2009 I was asked by Pixologic to<br />

present at the Vancouver ZBrush User Event and had<br />

some ideas to make my own version of HP Lovecraft’s<br />

Cthulhu. I had done a sketch a while ago and dug it up to<br />

consider modelling it. I wanted to show off some of the<br />

strengths of the latest version of ZBrush, namely a few of<br />

the brushes and tools and the amount of polygons it can<br />

handle. I had about three weeks in all to model/texture and<br />

render the scene ready for the event and wanted to try out<br />

some things I hadn’t indulged in before, such as ZBrush’s<br />

Polypaint for texturing and Decimation Master for<br />

exporting hi-res meshes that have been modified to retain<br />

their high level of detail while being under a million<br />

polygons. All in all I was presented with some interesting<br />

challenges, but enjoyed the project thoroughly.<br />

Concepts<br />

Inspiration behind the scene<br />

To get a good idea of the design<br />

01 possibilities I collected as much reference<br />

material as possible, firstly of <strong>art</strong>ists’ interpretations<br />

of Cthulhu, as I wanted to see what had been done<br />

already. Next I collected pictures of squid and various<br />

other cephalopods to give me some ideas for shapes<br />

and textures.<br />

St<strong>art</strong>ing with simple sketches, my<br />

02 version of Cthulhu begins to take shape until<br />

I’m happy with the overall look of the design. I’m not<br />

too concerned about the colours or surface textures<br />

as this point, but just want a good idea of what I’m<br />

about to model.<br />

I st<strong>art</strong>ed out by quickly modelling a head and<br />

03 body that I was going to use in ZBrush. I could<br />

have used a generic base mesh, but wanted to make sure<br />

I had edge loops in the right places so I could get the<br />

necessary details into the face.<br />

145


Artist<br />

Showcase<br />

Chris Nichols<br />

Growing up in Australia, I began 3D back in 2004 after<br />

completing graphic design school, and worked on<br />

short films and TV shows locally. In 2007 I moved to<br />

Vancouver and have worked as a modeller/texture<br />

<strong>art</strong>ist at such studios as Bardel Entertainment, Spin<br />

VFX and CIS Vancouver.<br />

Creaturing the creature<br />

Cthulhu st<strong>art</strong>s to take shape<br />

Exporting the geometry to<br />

04 ZBrush to st<strong>art</strong> the sculpting, I got<br />

the head to a point where I felt there was a<br />

sense of completeness without getting into<br />

too much detail with the face. Next I imported<br />

the body base mesh and st<strong>art</strong>ed fleshing out<br />

the main forms just I like did with head, keeping<br />

everything symmetrical.<br />

The Merc Maya, ZBrush, Photoshop, mental ray (2009)<br />

I made this as a model/texture study and to test out Shave and a<br />

Haircut, a hair plug-in for Maya. I modelled all the geo out in Maya<br />

first, UV’d the meshes and sculpted the face expression and the<br />

skin details in ZBrush. Rendered in mental ray.<br />

When I had a complete mesh I<br />

05 exported the model back to Maya and<br />

rebuilt the animation mesh over the top. This can<br />

take a bit of time to refine the edge loops, but in<br />

case I wanted to animate it later I went ahead and<br />

retopologised the mesh then UV’d it.<br />

Rock Lizard Maya, ZBrush, Photoshop, mental ray (2009)<br />

I made this as a texturing exercise inspired by photographs of<br />

Galapagos iguanas. I spent a long time painstakingly laying out each<br />

scale much of the time, but learned a lot about texturing and setting<br />

up shaders.<br />

146<br />

Gunslinger Maya ,<br />

ZBrush , Photoshop,<br />

mental ray (2008)<br />

This is the first character<br />

I modelled. It was really<br />

used as a learning project,<br />

that began back in 2006, to<br />

understand the modelling<br />

and texturing process. I kept<br />

going back and redoing<br />

p<strong>art</strong>s of him until I finally<br />

finished it off in 2008.<br />

I exported the new base mesh into<br />

06 ZBrush and accepted the option to<br />

transfer the details from the old ZBrush model to<br />

the new animation mesh. So I then had my UV’d<br />

animation mesh with all the levels of detail from<br />

my ZTool transferred across so I could continue<br />

refining the model.<br />

Using Transpose in ZBrush,<br />

07 I st<strong>art</strong>ed to manipulate the model into a<br />

menacing pose and commenced sculpting all the<br />

fine details into the skin surface. I sculpted a lot of<br />

the rough bump details using the clay brush and<br />

went over with alphas for the finer detail.<br />

Beginning with<br />

08 Polypaint in ZBrush,<br />

I used different alphas to build<br />

up my colours and surface<br />

texture, referring back to<br />

my various references of<br />

cephalopods. St<strong>art</strong>ing with<br />

the head, I worked out the<br />

patterns and colours that<br />

would cover Cthulhu.<br />

Screenshots, colour-corrected<br />

in Photoshop, helped decide<br />

the scheme.


Character<br />

Refining the detail<br />

Making the monster come alive<br />

Once the<br />

09 creature was<br />

painted to a certain level<br />

of detail, I st<strong>art</strong>ed using<br />

ZAppLink to export<br />

screenshots into Photoshop.<br />

Using photos and different<br />

brushes, I refined the surface,<br />

giving it a higher res of detail<br />

using the Polypaint work as a<br />

guide. ZAppLink exported the<br />

changes back to ZBrush.<br />

After the creature<br />

10 was complete, I began<br />

texturing the eyes using the<br />

same technique as before. The<br />

fingers, toenails and rocks were<br />

mostly painted with Polypaint<br />

and ZAppLink, and the texture<br />

maps were refined further in<br />

Photoshop with numerous rock<br />

and stone overlays.<br />

2 hours<br />

render time<br />

Resolution:<br />

2,000 x 2,554<br />

Now that the creature<br />

11 was modelled and<br />

textured, it was time to set up<br />

a render in Maya. I exported<br />

out the posed model, base and<br />

anything else at a high<br />

resolution using ZBrush’s plugin,<br />

Decimation Master. This<br />

condenses the creature mesh<br />

from 17 million polygons to<br />

500k for export.<br />

In Maya I set up the scene, imported the decimated<br />

12 meshes and creating shaders for all the geo. I used a simple<br />

rig of about three area lights and one spotlight, an IBL node with an<br />

HDRI mapped to it, and three colour cards for reflections.<br />

UV map<br />

details<br />

Cthulhu UVs were all in<br />

one map for this project<br />

as I wanted to do 80 per<br />

cent of the painting<br />

inside ZBrush. To get<br />

crisp enough details I<br />

recommend blocking out<br />

the main colours with<br />

Polypaint, but this leaves<br />

you with a fairly low-res<br />

texture. I set my<br />

document size to<br />

4,480x3,360 and<br />

zoomed right into the<br />

area I wanted to refine.<br />

Clicking ZAppLink will<br />

export the screenshot to<br />

Photoshop where it can<br />

be edited at high res and,<br />

once saved, project<br />

those details onto the<br />

mesh. This way you’re<br />

only limited in detail to<br />

whatever your UV map<br />

is set up as.<br />

The skin<br />

13 material<br />

was set up using<br />

mental ray’s SSS<br />

shader and the colour<br />

map was converted<br />

into multiple skin layers<br />

such as epidermal,<br />

subdermal and overall,<br />

which were used to<br />

create a translucent<br />

slimy skin. I then<br />

rendered out six<br />

passes, diffuse,<br />

reflection and multiple<br />

speculars and then<br />

comped them all<br />

together using<br />

Photoshop.<br />

147


Easy-to-follow guides<br />

take you from concept<br />

to the final render<br />

Modelling,<br />

lighting,<br />

texturing<br />

Artist info<br />

Software used in this piece<br />

Daniel Schmid<br />

<strong>3d</strong>s Max mental ray Photoshop<br />

ZBrush<br />

Username: DanielVFX<br />

Personal portfolio site<br />

http://danielvfx.cgsociety.org<br />

Country Mexico<br />

Hardware used<br />

Dual Xeon quad-core<br />

2.33GHz 8G RAM<br />

Expertise Daniel’s work<br />

includes shading, texturing and<br />

rendering. He is a co-founder of<br />

Exodo Digital Workshop


Character<br />

Step by step:<br />

Create Pixar-style<br />

<strong>art</strong>work Well Done 2010<br />

Create a c<strong>art</strong>oony character with vivid colours, which is both<br />

charming and visually appealing to the viewer<br />

Daniel Schmid specialises in lighting, rendering, shading and texturing<br />

T<br />

his is a quick tutorial based on the<br />

creation of the image Well Done. The idea<br />

came from our concept <strong>art</strong>ist at the<br />

company, Salvador Ramirez (http://www.<br />

reevolver.deviant<strong>art</strong>.com). The minute I saw the<br />

concept drawing I st<strong>art</strong>ed to visualise it in 3D.<br />

Designing the girl<br />

Inspiration behind the scene<br />

Soon I had fellow workmate, Omar Sealtiel (http://<br />

omarsealtiel.blogspot.com), interested in<br />

modelling the character so I could work on the<br />

textures, shading, lighting and rendering.<br />

My main focus was to experiment with lighting<br />

techniques I hadn’t previously tried. I wanted to<br />

achieve a Pixar look, and also to give the viewer a<br />

pleasant image full of bright colours and with a<br />

good composition. I dedicated a lot of time to the<br />

smallest details such as lighting tone, texture<br />

quality and overall mood so the image could<br />

ultimately exude a warm feeling.<br />

On a visit to the school where my sister<br />

01 teaches, I notice how nice it is to see the kids at<br />

play and enjoying themselves. It makes me think to<br />

myself, “If this works for real life, it could make for a fun<br />

digital painting as well!” Once back home, I draw this<br />

little girl from memory.<br />

I use primary colours and funny<br />

02 proportions to enhance the cuteness of the<br />

character. I also search for references that I correct later<br />

to give me a nice guide so that I can paint the textures as<br />

clearly as possible. The overall aim is to make her look<br />

interesting and mischievous.<br />

I end up with this beautiful girl with pigtails<br />

03 who I feel is reminiscent of Pixar-like<br />

characters. All she needs is to be given a few <strong>art</strong>icles<br />

that will tell us something about her and make her look<br />

more natural – hence the star on her forehead and those<br />

yellow rubber boots. Concept complete!<br />

149


Artist<br />

Showcase<br />

Daniel Schmid<br />

I have worked as a 3D <strong>art</strong>ist for nine years in several<br />

animation studios in Mexico. In the last few years, I<br />

have specialised in lighting, shading and rendering.<br />

Now I work as CG leader giving the final look to work at<br />

Exodo Digital Workshop of which I’m a co-founder.<br />

Creating the model<br />

How the figure was created<br />

Character model by Omar Sealtiel<br />

For the hair, I use planes to<br />

05 define the primary locks. After this, I<br />

add smaller planes ready to st<strong>art</strong> populating,<br />

repeating this process over and over until the<br />

point in which I use renderable splines to add<br />

finer details to certain areas, eg the pigtails.<br />

04<br />

To properly define volume, I<br />

model from general to specific; this<br />

way, I can draft the main attributes of the<br />

character. As the goal is to produce a still<br />

image, I model the character in her final pose.<br />

The downside of this is that this makes the<br />

texturing process more complicated.<br />

La Hacienda <strong>3d</strong>s Max, V-Ray, Photoshop (2004)<br />

The inspiration for this scene came from stepping into Guillermo<br />

Fernandez de Castro’s lithography shop one day, and thinking it<br />

would make a nice render. This scene took about two months to<br />

complete, because I was only using my free time to work on it.<br />

The Barren Citadel <strong>3d</strong>s Max, Photoshop, mental ray (2008)<br />

This was the result of an eight-week matte painting workshop I took<br />

with David Luong. All the city was modelled and roughly textured in<br />

<strong>3d</strong>s Max. The final matte has four passes: Global Illumination,<br />

Ambient Occlusion, Z-Depth and Volumetrics.<br />

06<br />

After I’ve polished the loops of the<br />

basic model topology and creases in<br />

the cloth, I export the character to ZBrush. There,<br />

I minimise the perfection by reducing the model’s<br />

symmetry, giving a more organic look. I export<br />

from ZBrush with three subdivisions.<br />

07<br />

The model of the background<br />

needs to be simple yet visually<br />

appealing. My colleagues and I think through<br />

the elements of the scene for a good<br />

composition. After a few tests, we decide to go<br />

with a wooden floor, a simple wall, a bureau<br />

and a make-up box.<br />

Magma Memories Photoshop (2010)<br />

This is the first from a series of three matte paintings I have to<br />

complete this year. I’m trying to experiment in natural landscapes<br />

and then hope to move on to urban landscapes. This is my first<br />

matte painting in which no 3D was used at all, just pictures.<br />

150<br />

08<br />

The background<br />

is quite easy to<br />

model as the furniture topology<br />

is fairly simple. The model is<br />

made using primitives. For the<br />

edges, I use a Bevel profile, and<br />

likewise for the make-up box.<br />

As for the concertina supports<br />

of the box’s lid, I use a shape<br />

with an extruded spline.


Character<br />

Finishing the design<br />

Giving the character the Pixar look<br />

My main goal in this image is to work with the skin<br />

09 shader and this is what I dedicate most of my time to.<br />

I’ve discovered from previous projects that there must be wellestablished<br />

lighting before testing the shaders. This is why I build<br />

a rough lighting setup before anything else.<br />

I always thought the lighting of the piece should be subtly<br />

10 contrasted; this way I can get delicate light bouncing in p<strong>art</strong>s<br />

where visual attention is critical. The lighting setup is the basic threepoint<br />

light formula: a light simulating the sun, a Fill light in the left side<br />

and a Back light simulating the reflection off the wall.<br />

3 hours<br />

render time<br />

Resolution:<br />

2,688 x 3,500<br />

After I define the<br />

11 scene’s mood with a<br />

basic lighting setup, I focus on<br />

the skin shader. I use the SSS<br />

Fast Skin shader, which can be<br />

found on Zap Andersson’s<br />

blog (http://mentalraytips.<br />

blogspot.com). This shader<br />

gives you more control over<br />

reflections and also the<br />

material specularity.<br />

When I’m happy with the overall look of the shader, I<br />

12 proceed to texture the most complicated elements of the<br />

scene such as the sweater, the bag and the skirt. This means I can<br />

get a rough idea of how all the elements are working together and<br />

also check if some tweaking is needed in the texture values or the<br />

lighting setup.<br />

Colours and<br />

materials<br />

After I texture the background, I work on the paintbrush in her hand. For this I create a new file so I can<br />

13 control the lighting and rendering parameters properly. The last step is to gather everything in Photoshop in three<br />

layers: the character, the background and the brush. With a few final tweaks, I have the result I want.<br />

The biggest challenge for me in<br />

this image is to achieve the look I<br />

have visualised with the combined<br />

effects of the lighting, skin shader<br />

and the character’s clothes. If we<br />

look at the original concept <strong>art</strong>,<br />

one of the main characteristics of<br />

the little girl is her multicoloured<br />

sweater. As a result, its modelling<br />

turns out to be a significant<br />

element as I don’t want it to look<br />

too rigid or heavy. This is why I<br />

decide to go to town with the<br />

knitting texture. I achieve this with<br />

a good Bump map and some fine<br />

tweaking in the Diffuse channel.<br />

151


Artist info<br />

Murea Radu Iuliu<br />

Personal portfolio site<br />

www.sensestudio.tk<br />

Country Romania<br />

Software used<br />

<strong>3d</strong>s Max 2009, Vray 1.5,<br />

Photoshop CS5<br />

Artist bio<br />

The goal of this rendering was to<br />

relate to the viewer and also to<br />

express movement. This is<br />

gained through the use of the<br />

sky that gives a lack of balance<br />

to the image therefore<br />

accentuating the feeling of<br />

movement and also throw the<br />

beam of red light representing<br />

the traffic that shifts the centre<br />

of attention onto the building.<br />

Image name Concert Hall<br />

152


Architecture<br />

Architecture<br />

Grand designs .................................................158<br />

Texturing and lighting architecture ..........164<br />

Creating a stylish museum building ..........168<br />

I made this: Viktor Fretyán ...........................172<br />

Interview: Kuan Studio .................................174<br />

I made this: Anton Cherenko .......................179<br />

Creating a mansion ........................................180<br />

I made this: Luis Tejeda .................................186<br />

Interview: F10 Studios ....................................188<br />

I made this: Arkin Esref .................................193


Artist info<br />

Adam Grania<br />

Personal portfolio site<br />

http://eden-<strong>3d</strong>.cgsociety.org<br />

Country Poland<br />

Software used<br />

<strong>3d</strong>s max 2010, Vray, Photoshop<br />

Artist bio<br />

While browsing the internet, I<br />

came across a photo of a temple<br />

in Chicago. It was a marvellous<br />

harmony of composition that<br />

immediately got my attention.<br />

Being aware that modelling such<br />

a beautiful temple wouldn’t be<br />

an easy task, I decided to give it<br />

a try. It turned out to be a<br />

tremendous adventure, a trial of<br />

skill and patience which was<br />

worth all the time and effort.<br />

Image name Bahai Temple<br />

154


Architecture<br />

Artist info<br />

Dennis Kaya<br />

Iversholt<br />

Personal portfolio site<br />

http://latter.cgsociety.org<br />

Country Denmark<br />

Software used<br />

<strong>3d</strong>s Max 10, Vray and<br />

Photoshop<br />

Artist bio<br />

Since I have always been<br />

fascinated by New York I<br />

decided to create the 43rd street<br />

with a view towards the Chrysler<br />

building and Grand Central.<br />

Image name NYC 43rd Street<br />

155


A project I’ve been working on for some time,<br />

which I modelled using tourist photos<br />

Rudolf Herczog,<br />

Fisherman’s Bastion, 2010<br />

Artist info<br />

Rudolf Herczog<br />

Personal portfolio site<br />

www.rochr.com<br />

Country Sweden<br />

Software used<br />

CINEMA 4D, Maxwell Render,<br />

Photoshop<br />

156


Architecture<br />

Artist info<br />

Derek Jackson<br />

Personal portfolio site<br />

www.djillustration.com<br />

Country UK<br />

Software used<br />

formZ, Maxwell Render,<br />

Photoshop<br />

I wanted a vertical composition to give a sense of height and<br />

stacking, hence the portrait format. I also placed the pivot axis of<br />

the building centrally in the image to enforce the sense of<br />

mathematical geometry. Maxwell’s Shift Lens was used to reduce<br />

the amount of foreground yet keep the vertical lines parallel<br />

Derek Jackson,<br />

Hover Competition, 2010<br />

157


Grand<br />

designs<br />

158<br />

Wholey Building<br />

© Desmone & Associates Architects


Architecture<br />

Disregarded by 3D purists as being feature-light,<br />

Google’s SketchUp Pro is taking swathes of new<br />

creatives into the 3D world. Poz Watson discovers why<br />

architects and interior designers are leading the charge<br />

As everyone reading this magazine knows, 3D<br />

software is incredibly complex and can take years to<br />

really master. And that’s fine if you’re a modeller or an<br />

animator, you work full-time in one program and you have the<br />

opportunity to learn all of its little software tricks at the same<br />

time as you learn your craft. But what if you’re a creative that<br />

doesn’t work full-time in the 3D space, but instead needs to<br />

dabble in it to serve the needs of your wider job? What if you’re<br />

an architect? Or an interior designer? The complexity of 3D<br />

software slowed the migration of these types of creative<br />

profession to computer design for many years, despite the fact<br />

that doing things digitally was obviously going to have major<br />

advantages. But as well as the years of study it took them to<br />

learn how to create buildings, they often didn’t have the<br />

time to master the likes of <strong>3d</strong>s Max too. But then<br />

came SketchUp… and everything changed.<br />

SketchUp is designed for 3D modelling<br />

just like <strong>3d</strong>s Max, Maya or Blender, but it’s<br />

mainly used by interior designers and<br />

architectural illustrators, as well as set<br />

designers and hobbyists, rather than<br />

animators. It is extremely scalable, so it’s<br />

just as good at redesigning your kitchen<br />

as it would be to plan an extension, a<br />

small local development or even to model<br />

an entire city. But most interestingly,<br />

SketchUp, despite its power and<br />

potential, is not a 3D program aimed at<br />

3D experts. Instead, it’s designed to be used by those who<br />

want to model as a means to an end, and who don’t have the<br />

time to truly conquer NURBS and polygons. Architect and<br />

illustrator Lewis Wadsworth (http://lewiswadsworth.net)<br />

puts it simply: SketchUp has “an utterly transparent interface.”<br />

And that being the case, its users are free to concentrate on<br />

what they want to design and build.<br />

SketchUp began life as a general-purpose 3D creation<br />

package, with the USP that it was easier to learn and st<strong>art</strong><br />

using than any of the others. It was created by @Last Software,<br />

but when the developer released a plug-in that enabled it to<br />

work with Google E<strong>art</strong>h, the attention of the giant search<br />

engine was well and truly grabbed. Google bought the package<br />

in 2006, and released the current version – SketchUp 7 – in<br />

2008. It comes in both Pro and free varieties, and the former<br />

retails for £354/$495. It also comes with LayOut, which allows<br />

you to create 2D documents and presentation, and Style<br />

Builder, which enables you to customise your display styles<br />

within the program. There are many other differences between<br />

the two versions, including Pro’s ability to generate reports and<br />

export models in a greater range of file formats, but the free<br />

version remains a great package for students or those just<br />

getting st<strong>art</strong>ed.<br />

But despite SketchUp Pro’s high-end features, its users<br />

continue to be impressed by its straightforwardness. “There<br />

are only a little over two-dozen primary modelling tools,”<br />

explains Wadsworth, “Draw an edge, endpoint to endpoint,<br />

with a tool that looks like a pencil; connect three or more<br />

159


Thiel Chapel<br />

© Desmone & Associates Architects<br />

Go global with<br />

Google E<strong>art</strong>h<br />

Being p<strong>art</strong> of the Google family means that<br />

SketchUp integrates happily with Google E<strong>art</strong>h,<br />

allowing you to utilise a world of data into your<br />

own projects. Architect Lewis Wadsworth<br />

explains that the combination is “very useful<br />

for conceptual work. It’s simple to import a bit<br />

of the virtual globe, terrain and satellite-photo<br />

texture into SketchUp, if I don’t have enough<br />

survey information for a project or if I need a<br />

site model fast.”<br />

Wadsworth made use of Google E<strong>art</strong>h on a<br />

project he calls Stormhouse, which won the<br />

2009 BSA Unbuilt Architecture Award. As a<br />

structure located on Deception Island, just off<br />

the coast of Antarctica, Wadsworth obviously<br />

couldn’t visit himself and “could only find some<br />

dated surveys of the site, so the immediate<br />

local terrain you see in the rendering is in fact<br />

largely imported from Google E<strong>art</strong>h into<br />

SketchUp.” Alternatively, as with 3D<br />

Warehouse, you can turn your hand to a bit of<br />

geo-modelling, and use SketchUp to create<br />

elements to be included in Google E<strong>art</strong>h. The<br />

world is your oyster after all…<br />

edges, and bang, you get a surface! Hit that<br />

surface with the Push-Pull tool and you turn it into<br />

a volume… Draw an edge on a surface in<br />

SketchUp and it splits it into two surfaces… Push<br />

two objects up against each other and they<br />

become one object.”<br />

Argentine Ricardo Cossoli is a p<strong>art</strong>ner in Three<br />

Dimensions (http://threedimensionsarg.<br />

blogspot.com), a company set up in 2008 to<br />

provide high-end architectural images for real<br />

Larger projects always st<strong>art</strong> with SketchUp,<br />

are pushed to SketchUp’s polygon limitations,<br />

and are then taken into a program like <strong>3d</strong>s Max<br />

to add some of the more CPU-intensive items<br />

such as vegetation, cars and high-poly items<br />

Stormhouse<br />

© Lewis Wadsworth<br />

estate and construction. He is a big fan of<br />

SketchUp too, and says, “We always try to make<br />

the best quality images possible, regardless of the<br />

size of the project, whether a small cottage or a<br />

large ap<strong>art</strong>ment building… and we use SketchUp<br />

for everything from design to modelling an entire<br />

project, not using any other modelling program.”<br />

Using SketchUp end-to-end isn’t an option for<br />

everyone though, and many companies and<br />

individuals use it as one component p<strong>art</strong> in their<br />

workflow. For instance, Adam Warner, a freelance<br />

Palazetto<br />

© Lewis Wadsworth<br />

designer who<br />

specialises in<br />

architectural<br />

illustration, explains, “Larger projects always st<strong>art</strong><br />

with SketchUp, are pushed to SketchUp’s polygon<br />

limitations, and are then taken into a program like<br />

<strong>3d</strong>s Max to add some of the more CPU-intensive<br />

items such as vegetation, cars and other highpoly-count<br />

items. At times, I also use Rhino to<br />

make more organic-looking elements.”<br />

So why is SketchUp so loved, given that most of<br />

its users admit that they have to use other<br />

programs as well to get their work done? Greg<br />

McHugh, from a home furnishings and interior<br />

design firm in Washington state (www.ksfhome.<br />

com), says simply: “I hate changing software – but<br />

the first date with SketchUp won me over. It was<br />

so easy to learn and very intuitive.” Tim Sloat,<br />

senior designer at Lowney Architecture, tells a<br />

similar story: “We began playing with it four years<br />

ago when looking for an alternative to Revit’s<br />

clunky concept design tools and it quickly became<br />

the concept and schematic design tool of choice.”<br />

But simplicity alone is not enough to account<br />

for the app’s success. As Wadsworth notes,<br />

SketchUp backs this up with “a sort of intelligent<br />

second-guessing. The application only presents<br />

you with the tools that are applicable to the job at<br />

hand.” And of course, in a depressed economy,<br />

ease of use equals speed of use, which means it<br />

160


Architecture<br />

costs less. McHugh’s firm is a small one, and it<br />

recently p<strong>art</strong>nered with a medium-sized<br />

architectural firm on the pitch for the $13 million<br />

expansion of the Lucky Eagle Hotel. “We<br />

p<strong>art</strong>icipated in a competitive design contest<br />

against a much larger architectural firm. I<br />

produced interior room designs with SketchUp<br />

and Artlantis. I collaborated with another designer<br />

at the architectural firm which had just introduced<br />

its staff to SketchUp. He primarily focused on the<br />

building exterior. We produced some very<br />

impressive presentation materials in a three-week<br />

period.” Needless to say, they won the bid.<br />

Of course, the great thing about working with a<br />

program like SketchUp is that you can tailor it<br />

precisely to your needs by making use of all its<br />

Ruby Scripts and plug-ins. “If you combine the<br />

native tools with several of the great scripts<br />

written by talented developers on the SketchUp<br />

forum, you have a pretty powerful arsenal of<br />

modelling tools at your disposal,” notes Warner.<br />

But perhaps the real reason that SketchUp has<br />

become the de facto tool of architects and set<br />

designers alike is that by being first and foremost<br />

3700 Bigelow Blvd<br />

© Adam Warner/Desmone & Associates Architects<br />

an intuitive program, its users can forget about<br />

how they create things, and concentrate solely on<br />

creating them. Wadsworth says, “If I have an<br />

architectural project in mind, the first thing I do is<br />

open up SketchUp on a PC and st<strong>art</strong> modelling<br />

stuff. I almost said ‘sketching stuff’, but really with<br />

SketchUp the one is the other. The software’s<br />

name is not inappropriate.” Sloat adds that the<br />

program is “unbounded by the need for constant<br />

technical input (like most BIM programs require)<br />

for free-flowing idea generation.<br />

“It’s powerful enough to do professional work<br />

but not so powerful that it bogs down one’s ability<br />

to get fast and ‘friendly-looking’ results.”<br />

SketchUp on the job<br />

Architectural firm Lowney explains how it used SketchUp to<br />

design a new Safeway store in Oakland, California<br />

Oakland Safeway<br />

© Tim Sloat/Lowney<br />

Architecture<br />

Lowney Architecture (www.lowneyarch.com) is a full-service architectural<br />

company based in Oakland, California. Senior designer Tim Sloat has been<br />

with the firm for five years, and works closely with the boss Ken Lowney, and<br />

the architects to “tackle the concept and schematic design” of their projects.<br />

The firm specialises in commercial and mixed use projects, as well as<br />

restaurants, and one of its largest clients is the grocery retailer Safeway Inc,<br />

which has employed them to “design new stores and expansion/remodels in<br />

more urban areas and in communities especially sensitive to the need for<br />

creating architecture that relates directly to the community.”<br />

Oakland Safeway<br />

© Tim Sloat/Lowney Architecture<br />

The design for the new Oakland Safeway (pictured) was primarily created<br />

in SketchUp. Expressing his views on the app, Sloat says, “It allows us to<br />

quickly experiment, explore and experience design possibilities in three<br />

dimensions, almost as easily as drawing by hand. The intuitive and immediate<br />

connection between the tip of a pen and one’s mind is something that CAD<br />

technology has been striving towards for years for the every-day architectural<br />

designer; SketchUp has come the closest yet to re-creating that experience.”<br />

And that ease of use was needed, given that Lowney “not only constructed the<br />

proposed project in SketchUp, but also used surveys, aerial imagery and site<br />

visits to construct the immediate surrounding context.”<br />

Lowney also uses Revit for site plans “and for studying the complicated<br />

grade and floor level changes as they related to the project along its block-long<br />

length. Sloat admits, “Workflow is a challenge between Revit and SketchUp<br />

[since] we can easily export 3D information from one into the other, the state<br />

of that information is not always ideal.” The team also made use of <strong>3d</strong>s Max<br />

and Google E<strong>art</strong>h.<br />

The creation of images to show the community was vital throughout the<br />

project, and Sloat notes, “Our SketchUp-generated walk-through movies are<br />

our most powerful presentation tool when it comes to communicating the<br />

experiential aspects of our designs to clients or the public.” The proposed<br />

design has been well received and is currently “in the process of being entitled<br />

for construction by the city.”<br />

161


Office Interior © Tim Sloat/Lowney Architecture<br />

And what Sloat calls “friendly-looking” results are<br />

crucial in a situation where you’re showing your<br />

designs to a wide variety of people – the clients,<br />

the planning officers, the public – not all of whom<br />

may be familiar with the process. “When I worked<br />

for other architects,” says Wadsworth, “I found<br />

clients could be intimidated by utterly realistic<br />

images. They became agitated over carpet<br />

colours or curtain patterns, and couldn’t see past<br />

such triviality to the more important design<br />

considerations. That doesn’t seem to happen with<br />

SketchUp’s more ‘painterly’ images.”<br />

And as well as being easy to design with,<br />

SketchUp is also easy to present with, so those<br />

friendly images can be produced on a regular<br />

basis. Sloat adds, “With easy-to-apply and edit<br />

textures, simple but effective ‘face me’<br />

components and seemingly unlimited<br />

combinations of ‘styles’ that we can tailor<br />

to the project and client, it’s easy to go<br />

straight from designing to presenting.<br />

The scene tabs facilitate easy 3D<br />

presentations to clients, with the ability<br />

to manually explore the model in<br />

perspective 3D during meetings.”<br />

And this ease has meant that some<br />

users don’t even follow the usual<br />

model of rendering their sketches<br />

into ‘finished’ 3D models.<br />

Sloat explains, “SketchUp uses lines as a means<br />

of expressing edges and design compositions<br />

much the same way one might use lines drawn<br />

with a pen. However, once transferred to a true<br />

rendering program, all these lines, and the design<br />

information they might have been suggesting are<br />

invisible and only the faces matter. So suddenly, a<br />

building design that relied on lines as a shorthand<br />

for window mullions or expansion joints in plaster,<br />

etc, becomes a muddy mess. “The lighting might<br />

be more realistic and the glass might actually<br />

reflect like real glass, but the building must be<br />

modelled to a much more detailed level at this<br />

stage if it is to achieve legibility.”<br />

Of course, once you have put the detail in, your<br />

SketchUp designs can be rendered in the<br />

3D Warehouse<br />

Beach Hut © Adam Warner<br />

162<br />

Victoria © Greg McHugh<br />

Cork Factory Restaurant<br />

© Adam Warner<br />

The world is a big old place, isn’t it? And if you<br />

don’t have the time or inclination to model all<br />

the buildings that surround the building you’re<br />

designing, for instance, then just head on over<br />

to Google’s 3D Warehouse. There you’ll find<br />

thousands of 3D models that you can<br />

download and use in your work – everything<br />

from detailed real-world landmarks to more<br />

generic components to all the trees, waterfalls<br />

and scenery decoration that your he<strong>art</strong> could<br />

possibly desire.<br />

3D Warehouse was designed for the<br />

purposes of collaboration, so if you’ve created<br />

something you’re proud of then you can also<br />

upload your own models to share with other<br />

people. And if Google deems them good<br />

enough, your models could be included on the<br />

3D building layer of Google E<strong>art</strong>h. So, whether<br />

you want to search or upload, http://sketchup.<br />

google.com/<strong>3d</strong>warehouse is the place to go.


Architecture<br />

Concert Hall<br />

© Ricardo Cossoli<br />

Delahouse<br />

© Ricardo Cossoli<br />

Savoy Restaurant<br />

© Chuck Sanders, John<br />

Bettis and Luca Paganico<br />

traditional way and some fantastic results created,<br />

which is what most users do. Arc-vis pro Cossoli<br />

says, “To render all of our images we now use<br />

V-Ray but st<strong>art</strong>ed working with a free program<br />

called Kerkythea and, briefly, Twilight Render (for<br />

beta testers), but we decided to stay with V-Ray<br />

because of the successful integration between the<br />

programs, when you need SketchUp to be the end<br />

software.” Warner is a fan of V-Ray (www.vray.<br />

com/vray_for_sketchup) too: “I use V-Ray for all<br />

of my rendering. I couldn’t be happier with the<br />

results I get from it.” Other users opt for<br />

Shaderlight (www.<strong>art</strong>vps.com) or LumenRT<br />

(www.e-onsoftware.com/products/lumenRT).<br />

Become a SketchUp Pro<br />

If you want to learn more about SketchUp, the first place to head is http://<br />

sketchup.google.com. If you don’t already have the program, you can easily<br />

download the free version here, and there’s all the information you need to get<br />

st<strong>art</strong>ed, although it’s fairly self-explanatory. Once you’re up and running, you<br />

can find out more about the app from the official site’s blog (http://<br />

sketchupdate.blogspot.com), including its training information. If you then<br />

Despite the affection the architectural<br />

community clearly feels for SketchUp, there are<br />

features that many wish it had. McHugh admits,<br />

“It’s still difficult to create more organic 3D items,<br />

such as rocks, plants, sculpted, free-flowing<br />

items,” and Cossoli concurs with this, noting that<br />

if there were “more modelling tools then you could<br />

avoid having to use so many plug-ins, though this<br />

is just personal taste.” Warner echoes this plea,<br />

and also adds, “Support for proxies, better<br />

animation controls, higher polygon count and<br />

p<strong>art</strong>icle systems” to the wish list.<br />

For Wadsworth, there is another problem:<br />

“SketchUp was the first program I used that had<br />

Despite the affection the architectural<br />

community clearly feels for SketchUp, there<br />

are features that many wish it had. McHugh<br />

admits, ‘It’s still difficult to create more<br />

organic 3D items, such as rocks, plants,<br />

sculpted, free-flowing items, etc’<br />

real-time shadows – in other words, you could<br />

take lighting into consideration while developing<br />

your design, and instantly see the results in the<br />

application window. But the SketchUp developers<br />

haven’t really updated the function since I first<br />

learnt the program, eight years ago.” Other<br />

programs have pushed this technology<br />

dramatically forward, and Wadsworth wishes<br />

“Google would deal with this, or dump the whole<br />

‘real-time’ shadow idea in favour of a quick<br />

rendering system that would generate shadows<br />

from multiple light sources. For my work, I really<br />

don’t need reflections, raytracing, global<br />

illumination or anything like that. I just want to be<br />

able to place some light sources in my SketchUp<br />

model to see how the lighting affects my design<br />

and where the shadows fall.”<br />

So while some programs may hungrily add<br />

features with every new release, SketchUp’s<br />

appeal to the architectural audience seems to lie<br />

in its continued simplicity. And with rendering<br />

tools, connection to Google E<strong>art</strong>h and Warehouse<br />

3D and the vast array of scripts available online –<br />

might its charms begin to appeal to the wider 3D<br />

community? Perhaps.<br />

want to venture further afield, http://sketchucation.com has plenty of info,<br />

and www.pushpullbar.com is a more general architectural forum that has<br />

some keen SketchUp users. More of those keen users, as well as some great<br />

tutorials, can also be located at www.sketchup<strong>art</strong>ists.org. If you’re tutorialmad,<br />

then more can be found at www.googlesketchuptutorials.com, www.<br />

architectionary.com/SketchupTutorials and www.sketchuptuts.com.<br />

163


Easy-to-follow guides<br />

take you from concept<br />

to the final render<br />

Artist info<br />

Viktor Fretyán<br />

Username: Radic<br />

Personal portfolio site<br />

radicjoe.cgsociety.org<br />

Country Hungary<br />

Hardware used<br />

Intel Core 2 q9550, 8GB RAM<br />

Intel i7-860, 8GB RAM<br />

Expertise I mainly work on<br />

architectural visualisations<br />

Software used in this piece<br />

Materials,<br />

lighting<br />

<strong>3d</strong>s Max Photoshop After Effects<br />

V-Ray<br />

164


Architecture<br />

Step by step: Texturing<br />

and lighting architecture<br />

Normafa House 2009<br />

It’s an interesting challenge to make an image<br />

that shows off a building’s interior and exterior<br />

Viktor Fretyán has experimented with 3D <strong>art</strong> since<br />

school and specialises in architectural visualisation<br />

T<br />

his image is p<strong>art</strong> of a set of renders on a<br />

detached house in Budapest, Hungary. It is<br />

designed by Satoshi Okada and is under<br />

construction at the moment. Since this was an<br />

assignment, it means I had a deadline and had to follow<br />

certain requests and guidelines. Consequently, the end<br />

result was not satisfying enough for my taste and I<br />

decided to make my own version of the rendering. In this<br />

tutorial, I will explain how the materials for the surfaces<br />

were applied and how the lighting was set up. I think it is<br />

always an interesting challenge to make a successful<br />

image of a place that shows off both an interior and<br />

exterior at the same time. The composition, the lighting<br />

and the materials are quite dramatic. I’m looking for this<br />

kind of drama in most of my work. I love to play with light<br />

and shadow, as well as with the colour of the light.<br />

Design inspirations<br />

The style for the scene<br />

Satoshi Okada is a Japanese architect<br />

01 who designed the Forest Refuge known by<br />

almost everyone thanks to Alex Roman’s<br />

interpretation. I was really excited when I got the<br />

chance to work on his new design. As an architect, the<br />

topic is always important; I have to like the design too<br />

in order to make nice renders.<br />

As I said before, this image is not p<strong>art</strong> of<br />

02 the renders I delivered to the client. As often<br />

happens, clients prefer a more generic, less dramatic<br />

look regarding lighting and composition. Clients always<br />

seem to have a different taste in renders and, trying to<br />

figure out what it is, I can rarely satisfy my own<br />

expectations for the project.<br />

This project was anything but subtle.<br />

03 I mean, since the architecture was so pure,<br />

I decided to make the greenery as spectacular as possible.<br />

Every little spot of the image has something on it. There<br />

are no clean or empty surfaces in the scene. I wanted<br />

every image to be really vivid.<br />

165


Artist<br />

Showcase<br />

Viktor Fretyán<br />

I am a 26-year-old architect from Budapest, Hungary.<br />

I st<strong>art</strong>ed using 3D many, many years ago when I was<br />

in elementary school. I experimented with small<br />

animations, effects and building primitive models.<br />

Years later, while studying at university, I found it was<br />

actually a good way of making money so I st<strong>art</strong>ed to dig<br />

deeper into arc-vis territory.<br />

Material surfaces<br />

Adding textures and materials<br />

There are no<br />

04 complex materials<br />

in the scene. I used only one<br />

concrete material, although it<br />

appears as if there are more,<br />

but those scratches were done<br />

externally in Photoshop. It has<br />

a VRayDirt map in the Diffuse<br />

slot which has a Radius of 3<br />

metres. The same map was<br />

used for Reflection and Bump<br />

in greyscale too.<br />

Row House <strong>3d</strong>s Max,<br />

V-Ray, Photoshop (2009)<br />

This is a small, personal<br />

practice piece I made over<br />

a weekend and it included<br />

four renders of Tadao<br />

Ando’s first realised project<br />

in Azuma, Japan. I love the<br />

raw concrete material and<br />

it features everywhere on<br />

these renders. I enjoyed<br />

working on this project<br />

especially because I did it<br />

in only a few days.<br />

The floor was<br />

05 made in the same<br />

way. It has a slightly higher<br />

IOR setting to get more<br />

reflections and the VRayDirt<br />

is only set to 1.5 metres. The<br />

same bitmap is used again<br />

for all slots. I used colour<br />

correction to adjust the map.<br />

In waiting... <strong>3d</strong>s Max, V-<br />

Ray, Photoshop (2009)<br />

This is one of my favourite<br />

renders. It is the main aula<br />

[atrium] of the Exchange<br />

Palace of Budapest. I was<br />

working on that project for<br />

quite some time. The<br />

modelling p<strong>art</strong> was insane<br />

as you can see on the render.<br />

This altered version of the<br />

original render tried to<br />

capture the feeling of a child<br />

dragged through a museum.<br />

KUMU Art Museum of<br />

Estonia <strong>3d</strong>s Max, V-Ray,<br />

Photoshop, After Effects<br />

(2010)<br />

This is the project I am<br />

currently working on. I<br />

st<strong>art</strong>ed months ago, but I<br />

just can’t seem to finish it<br />

because the building has so<br />

many great views. This will<br />

be my most grandiose work<br />

once it’s finished. I would<br />

like to render daylight and<br />

night shots as well as<br />

interiors and exteriors with<br />

different seasons.<br />

A typical dirt map is set like<br />

06 this. I added the dirt map to every<br />

material’s Diffuse slot. I used to render a<br />

separate ambient occlusion layer, but that<br />

meant every object had the same radius<br />

of dirt; this way, I can control each one<br />

individually. Obviously, a 6m-high plane<br />

wall needs a completely different radius<br />

to a 15cm-high vase on a shelf.<br />

The curtain is<br />

07 made from a<br />

translucent material. It is set<br />

in the simplest way it can be:<br />

using Hard Wax mode. It is<br />

similar to using a two-sided V-<br />

Ray material. It isn’t as nice,<br />

but much faster and, for these<br />

purposes, it is perfect.<br />

My final advice<br />

08 regarding materials<br />

is always use Fresnel<br />

Reflections. If you do just a<br />

little research into everyday<br />

objects around you, you’ll<br />

figure that nothing has a<br />

constant reflection but<br />

depends on the angle you<br />

look at it. And I don’t only<br />

mean water or glass, but even<br />

plaster walls or fabric.<br />

166


Architecture<br />

Lighting the scene<br />

Balancing the interior and exterior<br />

First, we need<br />

09 a global diffuse light<br />

(sky light). That was achieved<br />

by simply adding a map to our<br />

environmental override in the V-<br />

Ray render window. It’s a simple<br />

bitmap I downloaded from<br />

CGtextures.com. Note that this<br />

is not a light source, so it doesn’t<br />

produce any shadows.<br />

Now put in the main light source that<br />

10 stands in for our sky here. It is going to be<br />

a VRayPlane positioned above our scene facing<br />

down and tilted a bit towards the camera.<br />

Attached to it, there is a VRaySky which is put<br />

in the Reflection/Refraction override.<br />

12 hours<br />

render time<br />

Resolution:<br />

2,250 x 3,000<br />

Modelling<br />

the scene<br />

As you can see, there are<br />

no complicated models<br />

in the scene (except for<br />

the trees which are not<br />

modelled by me). I am<br />

really bad at this and<br />

everything you see in<br />

this image is made from<br />

primitives with the<br />

fewest and most basic<br />

of tools. Even the leaves<br />

on the ground were<br />

scattered manually<br />

instead of using the<br />

Scatter tool. I always<br />

want to get over this p<strong>art</strong><br />

as soon as possible. This<br />

is probably one of the<br />

main reasons I stick to<br />

architectural renders: the<br />

geometry is always the<br />

least complicated, as<br />

opposed to a car or<br />

anything more organic.<br />

The three lamps on the ceiling will provide the main light in the room.<br />

11 For these, I used VRaySpheres as lightbulbs. We need some supporting light<br />

sources from each side. I used small VRaySpheres with a Radius of 0.1 metres. I also<br />

needed three VRayPlanes to light the ceiling around the wooden walls on the left.<br />

And here is the result of the lighting. It’s a bit bright, but that’s okay since<br />

12 the override material is white so, once it’s all textured up, it will be balanced<br />

out. I p<strong>art</strong>icularly love the night shots because of this ambivalent lighting: the blueish<br />

outside colours complementing the warm colours of the interior and vice versa.<br />

This shot of the house from another angle provides an alternative<br />

13 perspective and is a good example of the balance between the two colours<br />

– the warm and the cold – and how well they can work together.<br />

167


Step by step:<br />

Creating a stylish<br />

museum building<br />

KUMU Art Museum 2010<br />

I was<br />

mesmerised by<br />

this museum<br />

some years ago<br />

and, ever since,<br />

I knew I had to do<br />

my own version<br />

of it in 3D<br />

Viktor Fretyán specialises<br />

in architectural rendering<br />

168


Architecture<br />

Easy-to-follow guides<br />

take you from concept<br />

to the final render<br />

Artist info<br />

Design inspirations<br />

The style for the scene<br />

Modelling<br />

Viktor Fretyán<br />

Username: Radic<br />

Personal portfolio site<br />

radicjoe.cgsociety.org<br />

Country Hungary<br />

Hardware used<br />

2 x Intel q9550, 8GB RAM<br />

1 x Intel i7-860, 8GB RAM<br />

Expertise Viktor’s passion is<br />

architectural rendering. That’s<br />

more or less the only p<strong>art</strong> of<br />

3D he considers himself good at<br />

The first step is always to do some<br />

01 research: I gathered every photo that I<br />

could find of the building from the internet. Some<br />

of them were quite influential, but most of them<br />

were just to gain a sense of the building’s<br />

geometry. In the end, out of about 150 photos,<br />

only a few were useful.<br />

Software used in this piece<br />

<strong>3d</strong>s Max Photoshop After Effects<br />

V-Ray<br />

I<br />

think a major change has happened over the<br />

last two years in the field of architectural<br />

visualisation. After the first appearance of Alex<br />

Roman’s renders, the landscape of this industry has<br />

been totally reshaped. I knew that if I wanted to make<br />

something significant, I’d have to work harder than<br />

before to get any recognition. Therefore, instead of<br />

making one scene and shooting renders from<br />

different angles, I tried to make every render<br />

individual. I considered this to be ten different projects<br />

rather than just one, since each shot differs not only in<br />

lighting and composition, but in almost every other<br />

aspect too. The most interesting render out of the<br />

bunch is probably the above scene with the snow. As<br />

you read through this tutorial, you will find there are<br />

no secret tools – no surprises coming up. In fact, this<br />

is a good example of making something look great<br />

with the simplest of tools!<br />

While doing research over the internet, I came across the<br />

02 website of two students (Ankit Surti and Samuel Gwynn), who had<br />

already modelled the building in <strong>3d</strong>s Max some years ago. Contacting them,<br />

they kindly agreed to help by supplying all the information needed to st<strong>art</strong> the<br />

work, including the official drawings, which they’d acquired from the architect.<br />

Don’t ever be scared to ask fellow <strong>art</strong>ists for favours.<br />

In terms of colour<br />

03 mood, I loved this<br />

photo and wanted to make a<br />

render with the same feeling.<br />

It’s as if you can virtually smell<br />

the rain. I always aim to create<br />

renders that move the viewers<br />

inside emotionally.<br />

169


Artist<br />

Showcase<br />

Viktor Fretyán<br />

I have a very strong passion for architecture and have<br />

never really tried any other areas of 3D. I love renders<br />

with an <strong>art</strong>istic touch. Technical achievements alone<br />

are not enough for me. I prefer the work of <strong>art</strong>ists who<br />

create a balance with colours, light and shadow.<br />

Modelling the building<br />

Constructing the shapes<br />

I st<strong>art</strong>ed with the main volume of the building,<br />

04 which is the green metal wall, drawing a spline of only<br />

two vertices which were set to Bezier Corners. Having switched<br />

to Adaptive Interpolation, I moved it to fit the plan, converted it<br />

into editable poly and used Slice Plane to cut it as needed.<br />

On the other<br />

05 side, it was quite<br />

similar, except it wasn’t<br />

curved. I created rectangles<br />

for the outline of the wall and<br />

the windows, then converted<br />

them into splines and<br />

attached them. After that, I<br />

converted it into editable poly<br />

again and added a Shell<br />

modifier. The horizontal joint<br />

lines of the building’s metal<br />

cladding were formed with a<br />

Displacement modifier.<br />

KUMU, Main Lobby <strong>3d</strong>s Max, V-Ray, Photoshop (2009)<br />

I decided to showcase portfolio images all taken from this p<strong>art</strong>icular<br />

project. This was actually the first render I took. I loved the colour<br />

balance between the cold blue coming from above and the warm,<br />

yellowish light from below.<br />

KUMU, Spring, Daytime<br />

<strong>3d</strong>s Max, V-Ray, Photoshop<br />

(2010)<br />

What I especially liked about<br />

this shot is the composition.<br />

The horizon line is kept very<br />

low, making the building look<br />

like it reaches very high and the<br />

camera correction also adds to<br />

that feeling. The aeroplane that<br />

curves across the sky adds a bit<br />

of dynamism as well.<br />

I modelled the<br />

06 details as precisely as I<br />

could – even the ones I knew<br />

wouldn’t be visible from such a<br />

distance. I did everything using<br />

only standard primitives or<br />

splines converted into editable<br />

poly images. The tools I used<br />

the most at this stage were<br />

Lathe, Sweep, Symmetry, FFD<br />

Box as well as the editing tools<br />

for editable poly.<br />

For the railing<br />

07 in front, I used splines<br />

again. I quickly outlined the<br />

posts, extruded the p<strong>art</strong>s,<br />

chamfered the edges a bit and<br />

attached them into one<br />

editable poly. I made sure to<br />

watch the position of the<br />

pivot, so that I didn’t have<br />

trouble offsetting the railings<br />

when using the Spacing tool<br />

along another spline.<br />

KUMU, Fall, Late Afternoon<br />

<strong>3d</strong>s Max, V-Ray, Photoshop (2010)<br />

This is where I tried to achieve the atmosphere I referred to in Step<br />

3 with that evocative photo of a field. I was aiming for a very bleak<br />

image with the sun almost set and just moments away from the<br />

breaking of a storm.<br />

170<br />

The leafless tree models st<strong>art</strong>ed<br />

08 out as single boxes. Just by pulling<br />

vertices and extruding polygons, in a few<br />

minutes, I had created three kinds of branches.<br />

Applying Turbosmooth and scaling and rotating<br />

them several times, I ended up with some<br />

natural-looking winter trees.


Architecture<br />

Refining the details<br />

Bringing it all together<br />

2-3 hours<br />

render time<br />

Resolution:<br />

4,037 x 2,659<br />

The terrain was<br />

09 modelled using a simple<br />

plane that was distorted with FFD<br />

Box to follow the slope. I cut the<br />

holes in it by simply using the<br />

Boolean tool and adding a subtle<br />

Noise modifier before turning it into<br />

editable poly again. I used the Soft<br />

Selection controls to pull up vertices<br />

near the walls.<br />

This might be disappointing for some, but the<br />

10 snow effect was achieved using a 2D Displacement<br />

modifier, rather than a p<strong>art</strong>icle system like PArray. I took<br />

a snapshot of the viewport from the top and drew a very<br />

large bitmap. Next, I applied it to the terrain by using a Planar<br />

UVW Map modifier.<br />

Another problem that can occur when glass panels<br />

12 are lined up is the reflection breaking at the edge of<br />

each panel. To tackle this, I selected every second panel in a<br />

chessboard pattern and rotated them a little in all directions.<br />

There’s a little trick to doing glass that not many people<br />

11 use. I just added a little Noise Bump and simulated the<br />

double glazing by cloning the glass and pulling it back a few<br />

centimetres. I then applied a different glass material to it with the<br />

same settings, but a slightly altered Noise Bump.<br />

Lighting the scene<br />

For the main light source, I used a<br />

VRayLightDome. Usually an HDRI might<br />

be used in the Map slot, but this time I<br />

just used a darker blueish colour.<br />

I set the Multiplier to 1.5 and made<br />

it invisible as to not affect the reflections<br />

(for which, I put an HDRI in the<br />

Reflection Override slot). The<br />

Environment Override was also checked<br />

in with a black colour to ensure the<br />

background didn’t affect the lighting.<br />

As for the rest of the scene, I used<br />

smaller VRayPlanes and VRaySpheres<br />

with a warm orange colour.<br />

13 Modelling a<br />

window is one of the<br />

easiest tasks, but can add a lot<br />

of realism when done right. I<br />

found a drawing of a section of<br />

a window and drew the outline<br />

with a spline. Once I’d applied<br />

a rectangle with a Sweep<br />

modifier, it was ready.<br />

171


Viktor Fretyán<br />

Artist info<br />

Incredible 3D <strong>art</strong>ists take<br />

us behind their <strong>art</strong>work<br />

Username: Radic<br />

Personal portfolio site<br />

http://radicjoe.cgsociety.org<br />

Country Hungary<br />

Software used <strong>3d</strong>s Max, V-Ray,<br />

Photoshop<br />

As always, the<br />

modelling p<strong>art</strong> was<br />

the least interesting<br />

for me. I constantly<br />

find myself browsing<br />

through free 3D<br />

libraries on the<br />

internet just to get<br />

over this p<strong>art</strong><br />

172<br />

Living Room<br />

by Night 2008<br />

This image isn’t the newest from my<br />

portfolio. Nowadays, I’m more interested in<br />

the architecture itself rather than the interior<br />

decoration. This is from a previous era when<br />

my main interests in renders were smaller<br />

interiors, such as this one.<br />

The composition is always interesting for me.<br />

In fact, it is one of the most important aspects of<br />

rendering. I wanted to create a nice living space that<br />

is both in order and a mess at the same time


Architecture<br />

Back when this render was<br />

made, I considered it my best so far,<br />

so I decided to make a really highresolution<br />

render. The final image is<br />

10,000 by 4,000 pixels, which really<br />

helped bring out all the details<br />

The lighting of this image is also interesting because there are<br />

several light sources in the scene to make it really vivid: the TV itself<br />

and its backlights, the small reading lamp, the IES light sources<br />

from the left, and a warm, diffuse light from the right<br />

Software used in this piece<br />

<strong>3d</strong>s Max V-Ray Photoshop<br />

173


We talk to Luis Linares of Kuan Studio about the philosophy of his new architecture<br />

company, based in South America<br />

A Interior Bridges<br />

“Watching a classic movie<br />

in a modern space”<br />

Company Kuan Studio<br />

Founded May 2009<br />

Company website<br />

www.kuanstudio.com<br />

Country Uruguay<br />

Software used <strong>3d</strong>s Max,<br />

V-Ray, Photoshop,<br />

After Effects and AutoCAD<br />

Expertise 3D animation<br />

Client list Images of products for<br />

a design studio in Barcelona,<br />

Spain, architects in Switzerland,<br />

architects and real estate group<br />

investors in Panama, architects in<br />

Uruguay and Argentina<br />

Currently, we focus on architectural visualisation<br />

and products in 3D, but our next step is audiovisual<br />

postproduction and videogames<br />

Luis Linares is the co-founder of Kuan Studio<br />

It was as recent as 2009 that three men,<br />

Agustín Gutiérrez, Rodrigo Peña and<br />

Luis Linares, decided to get together<br />

and form Kuan Studio in Montevideo,<br />

Uruguay. The name Kuan comes from the<br />

Chinese classic text of the I Ching, meaning<br />

contemplation, with which the team feel an<br />

affinity. It was their common vision and the<br />

same passion, which is excellence in the<br />

visual communication of projects, that<br />

brought them together to form Kuan.<br />

Contemplating the project and listening<br />

to the client are key elements at the studio,<br />

as they share opinions in order to reach the<br />

best <strong>art</strong>istic result. To achieve this, they<br />

concentrate on taking care of details and<br />

have a deep sense of loyalty and a<br />

responsible commitment to the job. Each<br />

member of the team has a specific role on<br />

each project: the project manager is<br />

responsible for each project to assess and<br />

follow up to the final product, and is also the<br />

174


Architecture<br />

The name Kuan comes<br />

from the Chinese classic text<br />

of the I Ching, meaning<br />

contemplation, with which<br />

the team feel an affinity<br />

Advertising office<br />

This is a personal project inspired by the<br />

Facebook offices, with which we were very<br />

pleased. We looked at all the details in the<br />

modelling phase, from the smallest to the<br />

largest, working on all the vegetation in <strong>3d</strong>s<br />

Max and V-Ray.<br />

We sought the light that you get from a<br />

cloudy sky, with little direct sunlight on the<br />

scene. We decided that we wanted the<br />

interiors of the offices seen through the<br />

windows to appear relaxed, because this is<br />

an advertising agency and did not need to<br />

be formal.<br />

In postproduction, the details in different<br />

p<strong>art</strong>s of the building and the environment<br />

are greatly enhanced. Through Photoshop<br />

we retouched the grey walls of the building,<br />

the colours of the vegetation and overall<br />

image to get a result that blends serenity<br />

and simplicity in architecture.<br />

175


B Shower Spa<br />

“Refreshing the mind and<br />

body in a concrete setting<br />

(Mediterranean client)”<br />

C<br />

D<br />

176


Architecture<br />

visible face to the client; the <strong>art</strong> director is<br />

responsible for lighting as well as the<br />

realisation of the scene in each project;<br />

there’s the animation and modelling<br />

manager; and finally, the postproduction<br />

manager is responsible for giving the final<br />

touch to each image.<br />

What are the main services that Kuan<br />

Studio offers and the areas of CGI that you<br />

cover?<br />

Luis Linares: Currently, we focus on<br />

architectural visualisation and products in<br />

3D, but our next step is audiovisual<br />

postproduction and videogames.<br />

Who are some of your main clients?<br />

LL: We are currently designing a catalogue<br />

of bathroom <strong>art</strong>ifacts for a recognised<br />

European brand. We have had clients in<br />

Panama for important real estate projects,<br />

such as luxury residential buildings and<br />

large commercial spaces. We are now<br />

entering into the Swiss and German<br />

markets; however, any clients require<br />

confidentiality, so we’re only able to name a<br />

few here.<br />

Do you tend to work more in industry<br />

visualisation, commercial or residential, or<br />

is it an across-the-board approach?<br />

LL: We work on every scale across the<br />

industry and we take each project as a new<br />

and unique challenge.<br />

What is the most interesting or rewarding<br />

residential project you’ve worked on?<br />

LL: The House in Switzerland, because in<br />

this p<strong>art</strong>icular image we wanted to transmit<br />

E<br />

a warm and comforting mood in the house<br />

we were in charge of visualising.<br />

What software tools do you regularly<br />

employ and why?<br />

LL: As a first phase, we primarily use<br />

AutoCAD to model different p<strong>art</strong>s. Next, we<br />

use <strong>3d</strong>s Max for complex modelling. As an<br />

engine for rendering, lighting and<br />

texturing, we use V-Ray. For postproduction<br />

we use Photoshop and After Effects.<br />

How many people typically work on one of<br />

your projects, either in-house or externally<br />

where necessary?<br />

C Close-up Spa<br />

“Close-up of the good<br />

life… enjoying the<br />

peaceful nature of the<br />

sea (Mediterranean<br />

client)”<br />

D Mediateque<br />

“Montevideo’s cultural<br />

reflections at dusk”<br />

E Loft<br />

“Mixing materials for a<br />

unique modern style of<br />

living in a house in<br />

Punta del Este,<br />

Uruguay”<br />

We work on every scale across the<br />

industry and we take each project as<br />

a new and unique challenge<br />

177


The House in<br />

Switzerland<br />

The House in Switzerland is<br />

a project that we loved and<br />

enjoyed throughout the<br />

production process. From<br />

the exchange of ideas with<br />

our client came the goal of<br />

creating a warm mood using<br />

the wood as a motivator of<br />

the scene.<br />

There are specific design<br />

elements that were<br />

modelled exclusively for the<br />

scene, which help to<br />

enhance the atmosphere in<br />

this image. We wanted to<br />

convey the cold<br />

contemplated from a warm<br />

place using multiple items<br />

such as wood that<br />

symbolises the warmth and<br />

serenity; also fire and the<br />

stove that further reinforce a<br />

pleasant atmosphere.<br />

Postproduction was the<br />

most important stage to<br />

generate this space, since<br />

colour corrections, contrasts<br />

and effects allow us to<br />

illustrate the idea of the<br />

desired space.<br />

We had a good impact abroad and good<br />

reviews of our work for the time the studio<br />

has been open<br />

F<br />

LL: There are three people who work at<br />

Kuan full time, and we all p<strong>art</strong>icipate in all<br />

the stages of creation. If there’s a bigger<br />

project or we have several projects at once,<br />

we hire external contractors.<br />

Can you give us some idea of the actual<br />

production pipeline for producing an image<br />

or set of images for a client?<br />

LL: We want our customers to feel at ease<br />

and comfortable. This working<br />

methodology is based on practicality and<br />

efficiency to achieve the best results in a<br />

timely manner. It st<strong>art</strong>s with the modelling<br />

process, where we send previews to the<br />

client to make the necessary corrections to<br />

get the best result in the final product. Once<br />

the previous images are approved, we begin<br />

the final rendering of images and/or videos.<br />

What kind of work have you been doing<br />

recently in the animation and product<br />

visualisation fields?<br />

LL: In the visualisation of products, we have<br />

been commissioned for modelling and<br />

rendering a catalogue of bathroom <strong>art</strong>ifacts<br />

in Barcelona, Spain. Also, we are in<br />

preproduction stage for an independent 3D<br />

animation film.<br />

The building and visualisation industries<br />

have both been affected by the global<br />

recession. Has your country and your type<br />

of work been affected as well?<br />

LL: We are a new studio so we have not felt<br />

the crisis as others may have, and we had a<br />

good impact abroad and good reviews of our<br />

work for the time the studio has been open.<br />

What are your plans and ambitions for the<br />

company in the future?<br />

LL: Our plans and ambitions are to continue<br />

growing on a worldwide scale and enlarge<br />

our clients’ portfolio, and to grow as an<br />

architectural visualisation and<br />

postproduction studio.<br />

G<br />

F House<br />

“Cooking and living<br />

with style in San<br />

Sebastian, Panama”<br />

G Bridges Building<br />

“Modern style of living<br />

in San Francisco”<br />

178


Architecture<br />

The GH House 2010<br />

This was my entry for the GH House Archviz Challenge on<br />

www.ronenbekerman.com. GH House was designed by Ronen<br />

Bekerman at the Israeli firm, Dunsky Kornhauser Architects,<br />

and was provided for p<strong>art</strong>icipants to place in a context of their<br />

choice. The environment was at the discretion of each <strong>art</strong>ist;<br />

we just had to keep the basic house geometry.<br />

Artist info<br />

Anton Cherenko<br />

Personal portfolio site<br />

www.cherenko<strong>art</strong>.blogspot.com<br />

Country Ukraine<br />

Software used <strong>3d</strong>s Max, V-Ray,<br />

OnyxTREE, After Effects, Photoshop<br />

The first step was to find an<br />

interesting point of view. The GH<br />

House architectural design was<br />

great in that there were many good<br />

views to explore and choose from,<br />

but I wanted to find a unique angle,<br />

one that would distinguish my<br />

image from the others<br />

Software used in this piece<br />

Onyx<br />

TREE<br />

After<br />

Effects<br />

<strong>3d</strong>s Max V-Ray<br />

Photoshop<br />

In order to achieve a more<br />

realistic view of the water’s surface,<br />

I created ripples originating from the<br />

boat and lamps. First, I made a plane,<br />

converted it to editable poly and<br />

changed the vertex locations for<br />

my canal form<br />

The trees and bushes were<br />

generated using OnyxTREE’s TREE<br />

STORM plug-in for <strong>3d</strong>s Max, which were<br />

converted to V-RayProxies to make my<br />

work with the scene and image render<br />

possible, as far as memory resources<br />

were concerned<br />

Incredible 3D <strong>art</strong>ists take<br />

us behind their <strong>art</strong>work<br />

179


Creating<br />

a mansion<br />

Mansion At 6 Evan Way 2010<br />

This was created as a photorealistic<br />

detailed rendering to aid in the sale of<br />

the largest home on record for its area<br />

Ryan W Knope is a freelance 3D <strong>art</strong>ist with 13<br />

years’ experience in the visualisation industry<br />

3D <strong>art</strong>ists explain the<br />

techniques behind<br />

their amazing <strong>art</strong>work<br />

Software used in this piece<br />

<strong>3d</strong>s Max<br />

mental<br />

ray<br />

Grass-<br />

O-Matic<br />

Photoshop<br />

CS4<br />

Artist info<br />

180<br />

Ryan W Knope<br />

Username: RWKnope<br />

Personal portfolio site<br />

www.ryanknope.com<br />

Country US<br />

Software used <strong>3d</strong>s Max 2010,<br />

mental ray, Grass-O-Matic,<br />

Photoshop CS4<br />

Expertise Ryan makes a living<br />

largely from his architectural<br />

and interior visualisation<br />

business in Denver<br />

This rendering was especially important because of its<br />

high profile. It is very close to Washington DC and, at<br />

38,000 square feet, it was an important property<br />

bound to interest those wielding great power.<br />

With that in mind, the architect had very stringent ideas of<br />

how it should look in both building materials and the general<br />

feel of the rendering. Larry Link Jr is an old-school architect and<br />

used a lot of terms that I had not heard before – many dating<br />

back to Greek and Roman architecture.<br />

One of the biggest difficulties was figuring out the pipeline to<br />

implement all of the greenery around the estate. This was<br />

accomplished by using several MAX files that were rendered<br />

out and the layers blended in Photoshop. The rustication<br />

around the garage also proved quite time-consuming, as some<br />

of the areas didn’t work out right with Bump maps and<br />

Displacement maps would have been far too heavy during<br />

render time. For that reason, I decided to place each stone<br />

block individually, which sounds laborious, but in the end, it<br />

looks much better on the final render.<br />

The most interesting p<strong>art</strong> of the project was that Link was<br />

still designing it as I was creating it, which could have led to a<br />

logistical nightmare. In this case though, it was satisfying to<br />

help shape the building and offer my thoughts and opinions<br />

during the creative process.


Architecture<br />

Modelling,<br />

texturing,<br />

postproduction<br />

Information about the home:<br />

Developer/Owner representative: Michael Sotir<br />

Tel: 443-392-6752<br />

Estate Home with great bones and classic new architectural plans. Builder is in place to finish home to new owner’s desires. Enough space to satisfy all client needs.<br />

a Use renderable splines, boxes and Edit Poly to define the<br />

structure. Try to confirm a camera early on<br />

Concept<br />

The concept for the mansion came directly from the architect,<br />

Larry Link Jr. A solid early plan and viewpoint was defined by<br />

the sketches. This made it much easier for me to lock in the<br />

framework from the very beginning.<br />

01 Boxing out the structure<br />

Boxing out the structure and defining a viewpoint was my first step. This boxed-out structure<br />

mainly consists of renderable splines for the walls and roofs. An Edit Poly modifier was used<br />

to pull the walls to the desired height. Boxes were added for the chimneys and patio elements.<br />

The goal at this stage was to get approval of the overall shapes, size and positioning. Once<br />

approved, I then moved on to the detailing and refining. I also defined a camera angle. This<br />

allowed me to work on the foreground and side landscape while Link was still designing<br />

other elements of the home a.<br />

181


182<br />

Problems and<br />

solutions<br />

The most problematic<br />

modelling element was<br />

placing the vegetation and<br />

grass. I quickly realised my<br />

machine had a very difficult<br />

time dealing with more than<br />

one grass mass at a time.<br />

Each grass area had to be<br />

separated and placed into a<br />

different scene. This eased the<br />

tension initially, but then I had<br />

to place the trees into the<br />

respective grass scenes to get<br />

the shadows to work properly.<br />

Each tree was between<br />

750,000 and 1,000,000 polys or<br />

more. The grass was even<br />

heavier with geometry.<br />

Rendering the grass with<br />

the trees took a lot of patience.<br />

A bunch of render settings had<br />

to be refined because of the<br />

model densities and proxies<br />

used. In the end, I had to buy<br />

2GB RAM to solve the issue,<br />

because I was not willing to<br />

sacrifice sampling values.<br />

b Place boxes to get window<br />

location and size approval<br />

c Roof, window and pillar<br />

creation process<br />

d Use splines, Edit Poly and<br />

the Spacing tool to add the<br />

roof rake<br />

c<br />

b<br />

Beyond the walls<br />

Adding in the main features<br />

02 Cutting out the windows<br />

Next it was time to cut out the windows. This was a bit<br />

tedious, because there were so many. Thinking about my<br />

workflow, I preferred to send Link a screenshot showing the<br />

windows as boxes through the wall. This showed location<br />

and I could get approval without having to cut them out. This<br />

was both good and bad, because once I had the boxes in<br />

place, it was too easy to use ProBoolean rather than cutting<br />

them properly in Edit Poly. About 95 per cent of the windows<br />

were cut using ProBoolean without flaws. The remainder had<br />

to be fixed and welded, with some re-cut in Edit Poly.<br />

ProBoolean still saved me time, but use it carefully b.<br />

03 Windows, pillars and roof<br />

The window mullions, casings and sashes were created using<br />

renderable splines. The stool and apron were created using<br />

Chamfer boxes. An Arch & Design material was applied that<br />

included the Round Corners value activated in the Special<br />

Effects Material tab. I used a box for the glass panes. Next I<br />

placed these sets around all of the other open window gaps.<br />

Some I kept as instances and some I did not, but I kept track<br />

of which were real windows and made tweaks to differently<br />

shaped windows. Pillars st<strong>art</strong>ed as splines and were lathed.<br />

The roof began as renderable splines for each section. Edit<br />

Poly was added and the roof pitches created by pulling the<br />

top set of vertices c.<br />

04 Roof rake and frieze<br />

For the roof rakes, in Edit Poly’s Edge Mode, I began by<br />

extracting lines from the top of the exterior walls. From there<br />

I created several ridges via renderable splines on the top and<br />

bottom of the rake bounds. The white backboard also st<strong>art</strong>ed<br />

as a renderable spline, with vertices edited to match the<br />

existing depth. I drew a profile shape for the tooth detailing,<br />

then added another Edit Poly modifier, extruded the shape<br />

and capped the object. Next I copied a previous spline and<br />

matched it to the contour of the walls so that I could use the<br />

Spacing tool to populate the tooth along the spline without<br />

having to place each one. For uniform architectural features<br />

such as railings/beams the Spacing tool is a great device for<br />

saving time d.


Architecture<br />

28 hours<br />

render time<br />

Resolution:<br />

5,000 x 2,988<br />

e<br />

d<br />

05 Quoining the corners<br />

The quoin stones st<strong>art</strong>ed off as a box, which I then extruded,<br />

bevelled and scaled to create the front block detailing. The<br />

blocks were then alternated in size to create the necessary<br />

pattern. These blocks needed to share the same colour as<br />

the main stucco finish, so I copied the stucco material and<br />

added a rough stone texture to the Bump map slot. Box<br />

UVW mapping was used. For the corner stones, the objects<br />

were instanced and rotated. The reverse joints were<br />

instanced and mirrored e.<br />

06 Constructing the chimneys<br />

The chimney construction was pretty straightforward,<br />

though slightly different from the average design. The<br />

chimneys were created fairly fast by blocking them out with<br />

basic objects, such as Chamfer boxes, cylinders and<br />

renderable splines. Once massed, vertices were moved to<br />

Edit Poly. An Arch & Design material was applied with a<br />

Bump map in order to simulate stucco. This material also<br />

had the Round Corners option applied, saving me from<br />

having to chamfer all of the edges f.<br />

07 French doors<br />

Making sure that the distance from the camera was kept in<br />

mind, the doors were created as simple, yet effective<br />

objects. The hole was cut into the wall via Edit Poly, then the<br />

doorframe and detailing were added with different size<br />

renderable splines. The doors themselves st<strong>art</strong>ed as boxes<br />

and the holes cut using, once again, Edit Poly. The hole<br />

edges were then chamfered and boxes with the<br />

windowpanes inserted. Chamfer boxes were used for the<br />

shutters, box mapping added and an Arch & Design material<br />

applied. The material has a Diffuse and Bump map and both<br />

maps were given a Blur of .01 g.<br />

e Boxes are extruded to<br />

define shape, adding a<br />

bevel and a lip<br />

f Construction of the chimney<br />

was quick with Edit Poly and<br />

basic objects<br />

g Basic construction used<br />

because of distance and<br />

shadowed areas<br />

f<br />

g<br />

183


Lighting and<br />

post-lighting<br />

The lighting rig st<strong>art</strong>ed out<br />

with a mr Sun and Sky.<br />

Final Gather and GI were<br />

set up, although I noticed<br />

some areas needed some<br />

fill lighting. Fill lighting was<br />

used in and over the patio<br />

above the garage to help<br />

simulate the <strong>art</strong>ificial<br />

lighting from inside that<br />

room. mr’s Photographic<br />

Exposure control was set<br />

to Daylight Clear Sky. This<br />

same lighting rig was<br />

utilised for each scene file.<br />

I also set up an Ambient<br />

Occlusion pass. This<br />

greatly increased the<br />

realism of the shadows<br />

and detailing in the model.<br />

Once rendered, I painted<br />

in a lot of shadows and<br />

highlights for realism.<br />

To create an even softer<br />

lighting feel, I added<br />

softened white highlights<br />

in Photoshop.<br />

Block it out<br />

Finish the mansion’s masonry<br />

08 Applying the rustication 1<br />

The rustication began as copied quoin blocks. I placed each<br />

block one by one in horizontal rows until I could instance<br />

them up. This went along pretty quickly until I got to the<br />

arches. The arch rustication had to be edited quite drastically<br />

in Edit Poly. I used Slice Plane to cut through the object,<br />

adding more segments to deform. Once I had the left side<br />

complete, I then instanced to create the right side.<br />

Around the circular patio balcony above the garage doors<br />

it took longer, but the same methods were used. I placed<br />

actual geometry as I didn’t want to use render-hungry<br />

Displacement maps, unless as a last resort h.<br />

09 Applying the rustication 2<br />

Before rendering the final passes, I processed all of the<br />

scenes at a high resolution and lower sampling rate (1/4) to<br />

make sure that everything lined up perfectly. It is too easy to<br />

nudge a camera or move something by accident. Once I<br />

confirmed all locations and objects as matching, I set up the<br />

render settings and rendered the scene out at a lower<br />

resolution (1/3 final size).<br />

For the final render, I used a sampling rate of 4/16, with<br />

BSP2 on. Final Gather and Global Illumination were used<br />

because of interior and overhanging porch areas i.<br />

I placed actual geometry as I didn’t<br />

want to use render-hungry Displacement<br />

maps, unless as a last resort<br />

h<br />

i<br />

Ryan W Knope<br />

I st<strong>art</strong>ed 3D in late 1996. This developed<br />

into an obsession over the next year or two,<br />

which turned into a money-making career<br />

before I had graduated from high school.<br />

From there my love for the <strong>art</strong> has never<br />

faltered. My freelance visualisation<br />

business has been going strong for about 13<br />

years, and over the last two years it has<br />

gone international.<br />

Sumiyoshi Master Plan<br />

<strong>3d</strong>s Max 2010, Photoshop CS4 (2009)<br />

Created for Ecocentrix, Sumiyoshi is a ‘Luxury Living<br />

Community’ that has now been constructed in Japan.<br />

The World Has Moved On<br />

<strong>3d</strong>s Max 2010, Photoshop CS4, ZBrush (2009)<br />

A fun project for a contest. It won second place. It’s<br />

based on a town in Stephen King novel, The Gunslinger.<br />

184


Architecture<br />

j<br />

10 Combining the renders in PS<br />

Once rendered, the different images needed to be brought<br />

into Photoshop to be lined up and blended using layer masks.<br />

For the blending, I put the main house in first, then began<br />

adding the tree layers. Since there were areas of similar<br />

colour, I inverted some layers to check the hard-edged<br />

bounds, painting on the mask accordingly, then inverting<br />

back to normal. With all of the rendered layers in position, it<br />

was time for postproduction detailing j.<br />

k<br />

h Quoin blocks are resized to<br />

fit the smaller areas and<br />

cover upper patio walls<br />

i Render settings that I used<br />

were not far from defaults<br />

j Some of the different render<br />

sets to be combined prior<br />

to postproduction<br />

k The areas applied with<br />

Dodge and Burn tools, plus a<br />

grass detail overlay<br />

l Various items of<br />

postproduction added as<br />

finishing touches<br />

Smoke<br />

Smoke usually does not<br />

rise straight up as there is<br />

often some wind that<br />

whisks it away. Originally, I<br />

had the smoke going<br />

straight up and the<br />

architect gave me a lesson<br />

on how straight rising<br />

smoke is indicative of old<br />

city slums, where less<br />

wind tends to be present.<br />

Hardly befitting when it<br />

came to this multimilliondollar<br />

property!<br />

11 Postproduction 1<br />

Once I blended the layers, I created copies of the original<br />

layers and turned them off, saving them just in case<br />

something went wrong with my edits; you can never be too<br />

careful! Next I began to use Dodge and Burn tools in<br />

Photoshop. I used varying intensities and shade values. I tried<br />

to accentuate the highlights and darker spots.<br />

St<strong>art</strong>ing the vegetation, I sent the architect the thumbnail<br />

shrub library, so that he could begin picking bushes and<br />

flowers. I began placing each bush, keeping them on different<br />

layers and assessing shadows and highlights. Around a lot of<br />

the trees I added some taller grass stock from the vegetation<br />

library for variation and realism k.<br />

l<br />

l<br />

As Humans Control Nature<br />

<strong>3d</strong>s Max 2010, Photoshop CS4 (2009)<br />

This project st<strong>art</strong>ed as a contest image and then became an<br />

obsession for two months. The inspiration was my terrarium.<br />

12 Postproduction 2<br />

For the chimney smoke, I began with a smoke stock image<br />

which I found online. I had to mask the image, blur and<br />

reduce the opacity. Lastly I set the blending mode to<br />

Multiply. Next I added detail to the yellow frieze with a blackand-white<br />

pattern. This layer’s blending mode was set to<br />

Overlay. Including people was a question from the st<strong>art</strong>. In<br />

my opinion people can ruin the integrity of a rendering. For<br />

that reason I decided to only place them on the upstairs patio<br />

at 75% Opacity. This gives an element of scale, but they<br />

don’t detract attention from the property l.<br />

l<br />

185


Luis Tejeda<br />

Artist info<br />

Incredible 3D <strong>art</strong>ists take<br />

us behind their <strong>art</strong>work<br />

Username: <strong>3d</strong>luis<br />

Personal portfolio site http://<br />

luistejeda.tutorial-lab.com/<br />

Country USA, Spain<br />

Software used <strong>3d</strong>s Max, V-Ray,<br />

Photoshop<br />

I chose to make a combination<br />

between wood and metal with no brick,<br />

trying to get a modern look for the house.<br />

I added a red tree to add distinction to all<br />

the dark green vegetation<br />

It took me about<br />

three weeks to<br />

finalise the image.<br />

I used <strong>3d</strong>s Max, V-<br />

Ray and Photoshop<br />

for the final<br />

retouching. I used<br />

a free plug-in called<br />

Ivy Generator to do<br />

the growing ivy on<br />

the wall<br />

186<br />

For the final composition, I rendered in different<br />

passes. The most important ones were occlusion,<br />

reflection, refractions, Z-Depth, specular, shadows<br />

and, of course, the render ID with which you get more<br />

precision to separate different p<strong>art</strong>s of the rendering<br />

by selecting a colour


Architecture<br />

For the lighting I used VRaySun and<br />

a V-Ray camera. I think for exterior shots<br />

like this one you can achieve better<br />

results. I used V-Ray displacement for the<br />

grass, then in Photoshop I duplicated the<br />

layer, made it darker and erased some<br />

p<strong>art</strong>s to make grass patches<br />

Peaceful<br />

House<br />

2009<br />

This image was an entry for a contest where<br />

postproduction wasn’t allowed. I elaborated a<br />

lighting scheme that would accentuate<br />

different areas. With some postproduction,<br />

I later added details for more realism.<br />

I wanted to make the scene inviting to this<br />

beautiful house at a certain time in the day. There’s<br />

something very serene about a sunset and I wanted<br />

to capture this feeling<br />

Software used in this piece<br />

<strong>3d</strong>s Max V-Ray Photoshop<br />

187


We talk to Nick Homer about running a small architectural<br />

visualisation company in difficult economic conditions<br />

a<br />

Pressing<br />

keys<br />

all the right<br />

188<br />

Company F10 Studios Ltd<br />

Founded 2008<br />

Company website<br />

www.f10studios.co.uk<br />

Country UK<br />

Software used <strong>3d</strong>s Max,<br />

V-Ray, Photoshop<br />

Expertise Architectural<br />

visualisation<br />

Client list LCE Architects,<br />

Blue Edge, West Pier Trust<br />

…to see very positive images of<br />

it in full glorious colour, as it used to be<br />

in its heyday, was a very welcome change<br />

Nick Homer is the managing director of F10 Studios<br />

It’s unusual for anyone to st<strong>art</strong> a<br />

business in the middle of a recession,<br />

but that’s exactly what Nick Homer<br />

did with F10 Studios, an architectural<br />

visualisation firm on England’s south<br />

coast. By st<strong>art</strong>ing out when times were<br />

hard, though, Nick was able to run a costconscious<br />

business, ensuring low<br />

overheads and great value for customers.<br />

F10 Studios is based in the he<strong>art</strong> of<br />

Brighton, right in the thick of the vibrant<br />

and creative North Laines area. The core<br />

team is made up of only three people, but<br />

there’s a large network of reliable modelling<br />

and visualising freelancers, so the team can<br />

expand when needed without the<br />

overheads, and risks, that have been very<br />

apparent over the last year or so. If F10<br />

needs other skill sets, it can call upon some<br />

of the many other local creative companies<br />

on the doorstep.<br />

What are the main services you offer and<br />

areas of CGI that you cover?<br />

A A golden hallway in a hotel<br />

designed by LCE Architects<br />

b Hotel concept in an urban<br />

setting from LCE Architects


Architecture<br />

b<br />

189


West Pier<br />

In April 2009, F10 Studios was approached by Brighton’s<br />

West Pier Trust to graphically restore the pier and provide<br />

visualisations that illustrated the pier in its heyday. F10’s brief<br />

was to capture the true beauty and romanticism of the much<br />

loved piece of seaside architecture as it was in 1920. Creative<br />

director Glen Bruckland said: “The first challenge was piecing<br />

together the original plans and drawings, some dating back to<br />

the 1860s. Some of these prints had not seen the light of day<br />

in years, and the job of pulling all the information together was<br />

a huge task in itself. Fortunately local structural engineering<br />

firm HOP was also able to provide several digital drawings,<br />

which assisted with the main structural modelling.<br />

In order for the images to be convincing, a high level of<br />

detail was essential. The West Pier Trust also provided plenty<br />

of reference photography from the Twenties, which was vital<br />

for adding all these details. In all it took over a month to<br />

model, with detailing going down to individual nuts and bolts.”<br />

Rachel Clark, general manager of the West Pier Trust, said:<br />

“Being able to preserve and show off to a new generation this<br />

wonderful p<strong>art</strong> of British architectural history is extremely<br />

important to us. The stunning visuals produced by F10 have<br />

done just that, and we are looking forward to working with<br />

them on future projects to help our cause.”<br />

190<br />

Nick Homer: We aim to go the extra mile<br />

with both stills and animations, creating<br />

compelling imagery that assists architects<br />

and developers all the way from concept<br />

design through to successful bid<br />

applications and marketing tools.<br />

Is there are p<strong>art</strong>icular style or philosophy that<br />

you bring to your projects?<br />

NH: Understanding the key messages and<br />

working out the most effective approach<br />

to each individual project is vital.<br />

We love to create punchy dynamic images<br />

that stand out and grab your attention. To<br />

make images convincing, the difference is<br />

c<br />

in the detail, and we strive to add as much<br />

as possible in the timeframe.<br />

Who are – or have been – some of your main<br />

clients over the years?<br />

NH: Our team has many years of experience<br />

working with many UK and international<br />

architects like Fosters, and has been a<br />

helping hand in some very high profile<br />

wining bids such as London 2012 and<br />

Glasgow 2014. We have also worked together<br />

with LCE Architects on a number of projects.<br />

What is the most interesting/rewarding<br />

architectural visualisation project you’ve<br />

worked on?<br />

NH: Our work last year with the West Pier<br />

Trust, recreating the West Pier in Brighton,<br />

was a very interesting and rewarding project.<br />

It needed to be a very detailed model,<br />

so there were plenty of 3D challenges like<br />

modelling from 100-year-old design<br />

sketches and worn-out black and white<br />

reference photos, and creating many<br />

weathered materials – quite complex V-Ray<br />

blend materials were extensively used.<br />

The reaction that the set of images<br />

received from people, who were very<br />

passionate about the pier, was incredible.<br />

I think people are so used to seeing colour<br />

photos or paintings of it burning down or in<br />

tatters, that to see very positive images of<br />

it in full glorious colour, as it used to be in<br />

its heyday, was a very welcome change.<br />

The goal was to help regenerate interest<br />

in the Trust’s plight, and we feel we did.<br />

What software tools do you regularly employ<br />

and why?<br />

NH: <strong>3d</strong>s Max and V-Ray are our primary<br />

weapons of choice and everything we do is<br />

created by them – maybe with the odd help<br />

from another plug-in or two.<br />

We have all been using Max for many<br />

years, and so it is second nature now. Like<br />

most software, it likes to throw in<br />

challenges from time to time, but on the<br />

whole it is a very good bit of kit, and with V-<br />

Ray on top, which has established itself as<br />

the de facto standard in arch vis rendering,<br />

we find we have a very effective tool set.<br />

How many people typically work on<br />

a project, either in-house or externally?<br />

NH: A project can range from one person for<br />

a day or two for a quick CGI, through to<br />

collaboration between ten of us and other<br />

companies in the area, lasting a month or<br />

two. There are many creative companies<br />

based around us, so there are always


Architecture<br />

d<br />

A project can range from one person for a day<br />

or two for a quick CGI, through to collaboration<br />

between ten of us and other companies in the<br />

area lasting a month or two<br />

e International fountain<br />

design project<br />

f<br />

c Busy at work in the F10<br />

Studios office, where a<br />

small team means low<br />

overheads and costs for<br />

the client<br />

d A mixed use architectural<br />

visualisation theme for<br />

Blue Edge<br />

f A private residential project<br />

showing the latest design<br />

thinking in terms of<br />

materials and style<br />

191


opportunities to bring different specific<br />

skill sets on board.<br />

We work very closely with our neighbours<br />

Blue Edge (blue-edge.co.uk), as their skill<br />

sets complement ours very nicely – with<br />

them producing a broad range of visual<br />

solutions that our 3D content can be used in.<br />

Can you give us some idea of the actual<br />

production pipeline for producing an image<br />

or set of images for a client?<br />

NH: The process can vary depending on the<br />

client and the stage of the design process<br />

that we get involved in, but the basic formula<br />

Undoubtedly there has been a slowdown,<br />

although there is still plenty of work out<br />

there. F10 was set up at the beginning of the<br />

recession, and keeping overheads down was<br />

always a priority<br />

g<br />

is to st<strong>art</strong> with understanding the key<br />

messages. From that we can decide on<br />

exactly what the views are of, and so what<br />

needs to be modelled. There is no point in<br />

modelling things we don’t see, so it’s very<br />

important to get this signed off straight away.<br />

We then take the client’s 2D Cad files and<br />

import them into <strong>3d</strong>s Max. Plans, elevations<br />

and sections are positioned in 3D, and a 3D<br />

model built up from these. We stay in close<br />

contact with the architect during this<br />

modelling process, as quite often designs<br />

are not final or are incomplete, until we<br />

have all structural design signed off.<br />

h<br />

While working on the lighting and<br />

materials, and with all views signed off, we<br />

can st<strong>art</strong> adding the extra design details<br />

into the 3D model. When all this is complete<br />

we render the scene out, using V-Ray<br />

elements so we have total control when we<br />

are in Photoshop. We will always do<br />

a load of elements, in p<strong>art</strong>icular a good<br />

selection of Multi-Matte elements for<br />

individual object control, an AO pass,<br />

depth, and also various lighting. Reflect and<br />

refract ones are always handy.<br />

Have you been involved in any, or would<br />

you be interested in working in, the Gulf<br />

states, which house a number of very highprofile<br />

projects?<br />

NH: We have done some big exciting<br />

international projects, but not in the Gulf<br />

states yet. We would love to get involved<br />

in projects out there with other worldleading<br />

architects.<br />

The building and visualisation industries<br />

have both been affected by the global<br />

recession. Have you noticed any kind of<br />

slowdown, and what have you done to<br />

counter this downturn?<br />

NH: Undoubtedly there has been a<br />

slowdown, although there is still plenty<br />

of work out there. F10 was set up at the<br />

beginning of the recession, and keeping<br />

overheads down was always a priority. In<br />

this competitive market this means we can<br />

keep costs low without sacrificing quality,<br />

which seems to be a winning combination<br />

with our clients.<br />

g A concept hotel designed by<br />

LCE Architects showing a<br />

luxury development fitting<br />

into the natural environment<br />

h National Park, design<br />

led by Mark Keville of<br />

LCE Architects<br />

What are your plans and ambitions for the<br />

company in the future?<br />

NH: We want to continue pushing ourselves<br />

creatively and technically, and improving our<br />

work so our reputation continues to grow.<br />

We would love to get involved in<br />

supplying architectural work to the<br />

documentary or film industry. If there’s a<br />

film being made that is set in Brighton 100<br />

years ago that needs some scenes set on the<br />

West Pier, then we can definitely help with<br />

that right now!<br />

192


Arkin Esref<br />

Architecture<br />

Artist info<br />

Incredible 3D <strong>art</strong>ists take<br />

us behind their <strong>art</strong>work<br />

Website<br />

www.arkinesref.com<br />

Country UK<br />

Software used <strong>3d</strong>s Max 2011,<br />

V-Ray, Photoshop, ZBrush<br />

Times of day<br />

are always<br />

important in<br />

visualisation. I<br />

really enjoy<br />

sunrise and<br />

sunset, so I went<br />

for a morning feel<br />

with the Sun<br />

slowly rising<br />

and casting a<br />

warm<br />

glow<br />

Quite a bit of<br />

time was spent<br />

thinking how<br />

the actual site<br />

would work;<br />

where rebars<br />

would go; where<br />

they would be<br />

stored; what I<br />

could add to the<br />

scene to make it<br />

a little more<br />

convincing,<br />

etc…<br />

Software used in this piece<br />

<strong>3d</strong>s Max V-Ray Photoshop ZBrush<br />

Construction site at sunrise 2011<br />

I was surfing the internet as usual looking for inspiration when I came across images of<br />

construction sites in Dubai. They showed modern towers going up in a desert environment, and I<br />

instantly thought to myself, ‘I’d really like to do an image of this.’ So I began to gather reference<br />

images and analysing construction sites – the feel, the atmosphere, etc. I felt that creating a<br />

morning image would be best suited to representing the calm before the scene becomes a busy,<br />

sprawling construction site…<br />

193


Transport<br />

Interview: Daniel Simon ..............................200<br />

Creating a futuristic flying vehicle ..............210<br />

Get that post-apocalypse look .....................214<br />

Creating a magnificent Spitfire ....................218<br />

I made this: Simeon Patarozliev .................234<br />

Modelling a sports car .................................. 236<br />

Lighting the Silver Arrow .............................240<br />

I made this: André McGrail ..........................245<br />

Building a concept car ..................................246<br />

I made this: Neil Maccormack ..................... 252<br />

194


Transport<br />

Artist info<br />

Chris Skinner<br />

Personal portfolio site<br />

www.skinnercreative.co.uk<br />

Country UK<br />

Software used<br />

Blender & Photoshop<br />

Artist bio<br />

This was my entry for the 2010<br />

NVART Competition held on<br />

cgsociety.org. The theme was to<br />

create a futuristic vehicle<br />

inspired by the work of concept<br />

designer Syd Mead who is<br />

famous for designing vehicles<br />

for films such as Aliens, Blade<br />

Runner and Tron.<br />

Image name Orion 5<br />

195


Artist info<br />

Carlos Ortega<br />

Personal portfolio site<br />

www.zigrafus.com.mx<br />

Country Mexico<br />

Software used<br />

Maya, mental ray, Photoshop<br />

Artist bio<br />

Inspired by Syd Mead work, I<br />

wanted to portray a warm and<br />

quiet sci-fi scene, having as a<br />

main character a vehicle,<br />

something huge and heavy that<br />

can look protective and safe at<br />

the same time.<br />

Image name The Flea<br />

196


Transport<br />

Neil Maccormack<br />

Personal portfolio site<br />

www.bearfootfilms.com<br />

Country Switzerland<br />

Software used<br />

LightWave 10, Photoshop<br />

Artist bio<br />

The image was made as an entry<br />

for the CGtalk Syd Mead<br />

competition, the theme being to<br />

design and render a Futuristic<br />

Vehicle in the same style as Syd<br />

Mead <strong>art</strong>work so that was my<br />

goal. I used LightWave 10 to<br />

model and render the image<br />

and then painted over some<br />

areas in Photoshop.<br />

Image name Trakker<br />

Artist info<br />

197


Artist info<br />

Paul Wesley<br />

Personal portfolio site<br />

www.paulwesley.in<br />

Country Dubai<br />

Software used<br />

<strong>3d</strong>s Max, Vray, Photoshop<br />

Artist bio<br />

The concept behind this piece<br />

was to design a futuristic<br />

automobile that was equipped<br />

with ammunition and had<br />

defence capabilities. Keeping<br />

this in mind, I went with a look<br />

and feel that decidedly looked<br />

futuristic but at the same time<br />

incorporated elements from<br />

current or yesteryear vehicles.<br />

Image name Karmelion<br />

198


Transport<br />

199


Company Cosmic Motors<br />

Founded 2005<br />

Company website<br />

http://danielsimon.com<br />

Country Born in Germany, lives<br />

in California<br />

Software used Autodesk Alias,<br />

Autodesk Maya, mental ray,<br />

Bunkspeed Move, Photoshop<br />

Expertise Vehicle<br />

concept design<br />

Client list Disney, Marvel,<br />

Bugatti, Puma, Rocket<br />

Racing League, Honda<br />

Cosmic Motors © Daniel Simon Studio<br />

200<br />

All Cosmic Motors images featured are from the book Cosmic Motors by Design Studio Press<br />

(ISBN 978-1-933492-27-8). Copyright Daniel Simon (www.danielsimon.com)


Transport<br />

We talk to Daniel Simon, a vehicle concept designer using<br />

3D to stunning effect in his hyper-real visions of a parallel universe<br />

mechanics<br />

A concept designer creates products<br />

that do not exist, yet makes people believe<br />

that they could. It’s about sparking dreams<br />

and fantasies in others – and what would<br />

the world be without that?<br />

Daniel Simon – vehicle concept designer<br />

a Cosmic Motors Gravion Racer 25<br />

“Pilot LaGata Donner posing with her<br />

winning turbine-powered circle racer”<br />

201


When I render, I imagine being in a pricey<br />

rental photo studio. I choose my angles, lenses,<br />

colours, materials, backgrounds, etc wisely.<br />

My life is too short to render images that<br />

no one will remember tomorrow<br />

b<br />

202<br />

Daniel Simon visualises vehicles<br />

of all kinds for feature films in<br />

Hollywood. Prior to his move to<br />

California to work as a vehicle designer on<br />

such blockbusters as Tron Legacy for Walt<br />

Disney Studios, and The First Avenger:<br />

Captain America for Marvel Studios, Daniel<br />

worked for a number of years for<br />

Volkswagen Design and its related sports<br />

car brands, Bugatti and Lamborghini,<br />

as an exterior designer.<br />

Other clients have included Puma, for<br />

which he designed a global print ad for<br />

c<br />

futuristic soccer boots. He also successfully<br />

launched his own fantasy label in 2005,<br />

Cosmic Motors, which is a ‘virtual studio’,<br />

so to speak. It’s all about the lifestyle: palm<br />

trees, blue sky and seductive pilots. But it’s<br />

not all glamorous: to bring his visualisations<br />

to hyper-reality he relies heavily on 3D<br />

software and spends a fair portion of his<br />

time indoors behind a monitor, where he<br />

envisions a fantastical parallel world.<br />

You design stunning vehicles and work with<br />

beautiful women. What aspects of your job do<br />

you enjoy the most, and why?<br />

Daniel Simon: We all look for balance in<br />

our lives. Mechanical beauty and female<br />

attraction is haunting me all day, so I try<br />

to combine it in my work. Nothing<br />

extraordinarily new, I guess, but it’s<br />

challenging. It’s not easy to stay away from<br />

cheesiness and remain classy. But after<br />

months behind a computer it’s a relief to get<br />

outside in the sun and do a production shoot<br />

with a real model.<br />

What does working in concept design mean<br />

to you?<br />

DS: It’s being out of your comfort zone<br />

almost every day. A concept designer<br />

creates products that do not exist, yet makes<br />

people believe that they could. It’s about<br />

sparking dreams and fantasies in others –<br />

and what would the world be without that?<br />

So, it’s not about creating production data<br />

(although if it comes to manufacturing a<br />

vehicle for a movie then very much so), but<br />

more about a spiritual impact. Your <strong>art</strong> will<br />

be seen by a widespread audience from all<br />

cultures. There is no package to st<strong>art</strong> from,<br />

no pedigree, nothing. You can get lost with<br />

so much freedom!<br />

A concept designer questions everything<br />

in the beginning of a project and does<br />

extensive research. It’s fun to know a little<br />

about everything – aircraft, ships, cars,<br />

space, manufacturing, architecture,<br />

animals, anatomy, history, fashion,<br />

photography, colour… I love this variety and<br />

could never go back to a job that handles<br />

only one of these things.<br />

What are your general feelings about 3D<br />

modelling and rendering for concepts?<br />

DS: CGI is just a tool for me. Like a pencil.<br />

But no one talks about their tool as much as<br />

3D <strong>art</strong>ists about their software. Sure, it is an<br />

interesting subject, but don’t over-hype it.<br />

It’s a tool and they change every year. Let<br />

software engineers (and God bless them)<br />

talk about it. For <strong>art</strong>ists, all that matters


d Cosmic Motors Camarudo<br />

Mono Sport Pod<br />

“Made for impoverished racers,<br />

this cockpit is a practical mix of<br />

used spaceship p<strong>art</strong>s”<br />

Transport<br />

e<br />

is what you do with it. Your eye, your feel<br />

for proportions, perspective, dynamics…<br />

It’s the creative mind piloting the tool.<br />

The same applies to rendering: for me,<br />

rendering is photography. Everybody can<br />

take boring photos with a badass camera.<br />

I get so tired of seeing another picture of<br />

a HDRI rendered sphere or bauble – who<br />

cares? It’s amazing technology and I am still<br />

blown away by it, but why post it on a blog?<br />

I don’t get that. Say something with your<br />

rendering! Think about the lighting, the<br />

colour temperature, the mood, the angles…<br />

When I render, I imagine being in a pricey<br />

rental photo studio. I choose my angles,<br />

lenses, colours, materials, backgrounds, etc<br />

wisely. My life is too short to render images<br />

that no one will remember tomorrow.<br />

How did the Cosmic Motors book opportunity<br />

come about, and how long did it take to<br />

produce, from the galactic story and concepts<br />

to the 3D and hyper-real illusions?<br />

DS: In 2005 the president of Design Studio<br />

Press, Scott Robertson, saw my website<br />

and dropped me an email saying, “Let’s<br />

make it into a book.” I fell off my hammock<br />

on a Brazilian beach when I read it. I flew<br />

to LA. We polished the concept of it and<br />

all was done in 2007.<br />

f<br />

b Cosmic Motors<br />

Nembiquarer<br />

“An exhausted<br />

stewardess taking off<br />

after a long day on board<br />

this lavish business truck”<br />

c Cosmic Motors<br />

Nembiquarer<br />

“This cutaway drawing<br />

reveals the truck’s tight<br />

interior due to its<br />

military pedigree”<br />

e Cosmic Motors Galaxion<br />

5000 Gangster Coupe<br />

“A streamline limo,<br />

refurbished by heavily<br />

armed gangsters prone<br />

to style”<br />

f Puma ad campaign<br />

“The design brief from<br />

the client asked for<br />

experimental-looking,<br />

full-leg soccer boots”<br />

203


Cosmic Motors<br />

“COSMIC MOTORS is an independent manufacturer of<br />

vehicles of all kinds, located in the centre of the Galaxion<br />

galaxy. CoMo, as it is affectionately referred to by its fans,<br />

was founded by the famous Redooa brothers in the Galaxion<br />

year 8966-B.<br />

“CoMo soon became a shooting-star company among the<br />

big established vehicle makers in the Galaxion system and<br />

countless record-breaking CoMo vehicles steadily caught the<br />

attention of the public…”<br />

Daniel Simon’s passion for car design, jet engines, aircraft<br />

graphics and scantily clad female pilots is clearly visible in this<br />

collection of fantasy vehicles. They are all 3D-built from<br />

scratch, rendered to perfection and accompanied by hyperprecise<br />

design drawings and sketches.<br />

This volume only scratches the surface of many of<br />

Daniel’s ideas, so it’s no wonder that work on a second<br />

book just st<strong>art</strong>ed.<br />

Cosmic Motors, 176 pages, is published by Design Studio<br />

Press in hard and soft cover, and is available to order at<br />

www.designstudiopress.com<br />

Cosmic Motors book cover<br />

Order at www.designstudiopress.com<br />

Hardcover: ISBN 978-1-933492-28-5<br />

Paperback: ISBN 978-1-933492-27-8<br />

g Cosmic Motors Ice Train<br />

at Factory Facility<br />

“This composite of render,<br />

photograph and Photoshop<br />

painting emphasises the titanic<br />

size of the Arctic machine”<br />

204


Transport<br />

h Cosmic Motors Camarudo<br />

Mono Sport Pod<br />

“Built for junior racers to<br />

compete for lucrative spots in<br />

more powerful racing classes”<br />

In total, work on Cosmic Motors took<br />

about seven years – two years full-time.<br />

It took forever! It was both fun and torture.<br />

But I wanted the book to be more than a<br />

quick brain f<strong>art</strong> – it had to be a timeless,<br />

quality showcase.<br />

Scott, a concept designer himself,<br />

became a good friend and an endless<br />

source of inspiration.<br />

What work is involved in the creation<br />

of your hyper-real concepts, and how long<br />

does the production of one of these images<br />

generally take?<br />

DS: For each Cosmic Motor I would say oneto-six<br />

months per vehicle. It’s not about the<br />

modelling – that’s the fast p<strong>art</strong>. It’s the<br />

design work. Some are easy; some drive me<br />

crazy. I do many revisions, render daily, try<br />

different versions, go back to the drawing<br />

board… For example, I’m still not happy<br />

with the Gravion Racer on the cover: there<br />

is something weird about it in front view,<br />

so I am still fine-tuning it. Also, I don’t reuse<br />

p<strong>art</strong>s or download stuff. Everything is built<br />

from scratch to fit perfectly into the design<br />

look. The extensive research also takes up<br />

quite some time.<br />

Per published vehicle I would have<br />

about five unpublished, different versions.<br />

Then, to render one image I need a few<br />

days to find the right angle and lighting.<br />

All maps are custom-made; logos have to<br />

be designed. Graphics take days to finish.<br />

If it includes a real human model, add a<br />

week or so for costumes, location and<br />

postproduction. Most images are 10,000<br />

pixels in true resolution, which equates<br />

to about 66 megapixels, so there’s lots of<br />

work to do.<br />

On a feature film it’s different: it’s all<br />

about speed. Sometimes I have a day for<br />

a model, sometimes up to two months.<br />

How long did it take for you to perfect<br />

your technique?<br />

DS: I wish it were perfect. I am learning<br />

every day, but sometimes I get stuck with<br />

old techniques. It was 2003 when I st<strong>art</strong>ed<br />

3D modelling. I built a teapot in three days<br />

and I immediately saw the power of the tool.<br />

At that time I was a car designer at<br />

Volkswagen, dealing with full-size clay<br />

models. I was dependent on modellers –<br />

extremely gifted talents – but I struggled<br />

with the process. 3D software was a<br />

blessing for my creativity.<br />

What hardware and software is essential to<br />

your workflow, and why?<br />

DS: I rely on Autodesk Alias on a Windows<br />

7 workstation, 64-bit, dual quad-core<br />

processor, 16GB RAM and a Quadro FX4600<br />

graphics card (it will be fun reading this<br />

again in a few years!). I model NURBS. For<br />

creative lighting and rendering I like mental<br />

ray through Autodesk Maya. For<br />

fast visualisation on productions I run<br />

Bunkspeed Shot and Move. I also run a Mac<br />

for administrative work. But basically, I hate<br />

computers – I’d rather be the singer of a<br />

famous band – but hell, I was born with a<br />

thrill for design, so I guess I’m stuck behind<br />

a 30-inch monitor trying to model and<br />

machine my ideas. Bummer!<br />

You seem to be happy in the old-school world<br />

of drawing as well as the computer world of<br />

3D modelling. Can you tell us more?<br />

DS: A pencil is a great tool to throw ideas<br />

out quickly – I am not even saying on<br />

paper; could be digital. I believe somebody<br />

who can draw can work more efficiently<br />

in 3D. Most people rely on happy accidents<br />

on the screen, but I am not a fan of that<br />

(although some accidents I’ve had have<br />

led to cool results).<br />

In my work on movies I’ve found that<br />

every director is different, so it’s great to be<br />

able to make adjustments with either more<br />

205


206<br />

i Cosmic Motors<br />

Detonator Mk2 No6<br />

“Built for bike fanatic droids and<br />

unsuitable for humans – the posing<br />

cosmic siren is misleading”


Transport<br />

I am fascinated by Daniel’s mastery<br />

of detail that is complemented by a<br />

thorough facility in three-dimensional<br />

realisation of his stunning designs<br />

Syd Mead – <strong>art</strong>ist, futurist, illustrator and conceptual designer<br />

207


k<br />

Cosmic Motors © Daniel Simon Studio<br />

l<br />

j<br />

208<br />

sketches or more 3D to get the best design<br />

results for the director.<br />

Can you tell us how you got into feature film<br />

work, and how your earlier experiences<br />

helped pave the path to these opportunities?<br />

DS: In 2005 I quit my comfortable design job<br />

at VW to move to Brazil to work on my own<br />

designs, which later became Cosmic Motors.<br />

I felt it was the right time in my life to take<br />

two years off and work on my dream. After I<br />

finished, I moved back to Berlin and opened<br />

a design studio there, Daniel Simon Studio.<br />

Well, two weeks after the opening, I closed<br />

it to follow the irresistible call of director Joe<br />

Kosinski and production designer Darren<br />

Gilford, to design vehicles for Tron Legacy.<br />

I’ve lived in Los Angeles ever since and work<br />

with great people.<br />

What was it like working as vehicle designer<br />

in LA on Disney’s Tron Legacy?<br />

DS: I can only say this for now: I guess I<br />

will be proud of no more than three movie<br />

projects before I die, and this is one of them.<br />

In the feature film design world many<br />

things get changed before they hit the<br />

theatre, for various reasons. But the work<br />

on this one was different. We can talk about<br />

it after its release. It will look incredible!<br />

Continuing the feature film theme, you’re<br />

currently working on The First Avenger:<br />

Captain America. What are your<br />

contributions to this title and how long do<br />

your roles on movies like this tend to last?<br />

DS: Most feature film projects in<br />

Hollywood hire about a dozen freelance<br />

concept <strong>art</strong>ists – preferably members of a<br />

local union – so-called concept illustrators.<br />

There is so much talent! I am finding my<br />

niche amongst them as a specialist for<br />

vehicle design. I hope I can contribute to<br />

projects using my experience from the<br />

automobile industry and my quiet, nerdy<br />

interest in all sorts of vehicles. I like to stay<br />

on board from the first concept phase to<br />

final set build supervision, which is about<br />

six-to-twelve months. Sometimes I get<br />

hired for one week only, to spark ideas.<br />

I’m never really done with a movie though<br />

until it’s released.<br />

j It’s all about the lifestyle:<br />

cool machines, palm<br />

trees, blue sky and<br />

seductive pilots<br />

k Cosmic Motors<br />

Nembiquarer<br />

Luxury Truck<br />

“The front wheels –<br />

housing propellers<br />

– can swing forward<br />

and pull the truck out<br />

of the swamps”<br />

Now you’re working on feature films, what’s<br />

happening to Daniel Simon Studio?<br />

DS: It’s idling in the Galaxion Universe.<br />

Your work has also been featured in<br />

numerous <strong>art</strong>, design, automobile and<br />

lifestyle publications, both print and online.<br />

How important is it to promote your work in<br />

this way, and what other marketing tricks<br />

do you employ?<br />

DS: Private me is rather humble, but<br />

publicity gets you jobs. Through my<br />

website happened the book, through<br />

the book happened Tron. Try to be unique<br />

in some way and promote that. Accept<br />

small steps but always think quality.<br />

My local hometown paper interviewed<br />

me first, a year later Playboy magazine<br />

called. And I try to be present online –<br />

producing a book trailer for YouTube was<br />

surprisingly successful.<br />

l Scene of St<strong>art</strong>ing Grid<br />

Preparation<br />

“Hand-drawn with ball<br />

pen and shaded in<br />

Photoshop– a fun<br />

exercise between<br />

computer hours”


Transport<br />

m Cosmic Motors Camarudo<br />

Mono Sport Pod<br />

“Brunella XII is the most<br />

successful semi-droid on<br />

planet Oosfera”<br />

You toured through Japan last year with a<br />

series of lectures in Tokyo, Osaka and<br />

Nagoya on car, graphic and computer design.<br />

What was this experience like and how did it<br />

come about?<br />

DS: Everybody should travel to Japan. Every<br />

inch of that country is designed. I felt like<br />

I was on another planet. You think you are<br />

advanced? Yeah, right – welcome to Tokyo.<br />

And the lectures were incredibly different<br />

to Western events; so much etiquette, so<br />

much bowing! And people are very humble<br />

and disciplined. You can find some of the<br />

best designers there and nobody shows<br />

it off. Love it!<br />

In your lectures you talk a lot about<br />

proportions and design language. Can you<br />

tell us more?<br />

DS: Proportion is everything. That’s the <strong>art</strong>,<br />

and a thin line. Our eyes are so trained over<br />

the years to unknowingly find something<br />

attractive, or not. Between a beautiful face<br />

and an ugly face there might be only 3 per<br />

cent difference. It’s the same with cars.<br />

A qu<strong>art</strong>er inch here or there will make you<br />

think, “Ooh, how sexy!” or, “Oh, it somehow<br />

looks lame and fat.” And then you model<br />

something on the computer and st<strong>art</strong><br />

fiddling with volume that you scale up<br />

Each decade of the last 100 years has<br />

been defined by what manufacturing<br />

process was used in the making of vehicles,<br />

and that reflects in the design. Knowing<br />

all those subtle differences is only the<br />

beginning of a creative adventure<br />

and down 20 per cent or so. The freedom<br />

can lead to terrible proportions. The same<br />

applies to shape language. It’s so subtle.<br />

A certain type of radius decides if a vehicle<br />

looks Forties, Sixties, or Nineties. The way<br />

panels connect; how p<strong>art</strong> lines run over<br />

surfaces; if glass is flat, bent, or even has a<br />

crest line. Each decade of the last 100 years<br />

has been defined by what manufacturing<br />

process was used in the making of vehicles,<br />

and that reflects in the design. Knowing all<br />

those subtle differences is only the<br />

beginning of a creative adventure.<br />

When your work on Captain America comes<br />

to an end, what’s next for Daniel Simon and<br />

Cosmic Motors?<br />

DS: Los Angeles is fast. You never know.<br />

For years I’ve worked on the launch of a<br />

scale model collection for Cosmic Motors,<br />

but I’ve never found the time to bring it<br />

to the market. This city hits you every<br />

morning in the face with irresistible job<br />

opportunities. There are so many movie<br />

directors out there I want to work with.<br />

And then there is the next book…<br />

You come across as an <strong>art</strong>ist who<br />

has fulfilled many dreams in his career<br />

already. But are there any new aspirations<br />

for the future, or childhood dreams yet<br />

to be realised?<br />

DS: If I design vehicles all day I’d better<br />

know how to fly them, so next should be<br />

a pilot’s licence. That can’t be so hard.<br />

Maybe a helicopter licence one day, too.<br />

As for the work, well, my own movie.<br />

Some day.<br />

209


Step by step:<br />

Creating a<br />

futuristic<br />

flying vehicle<br />

Future Flier 2010<br />

<strong>3d</strong>s Max<br />

Software used in this piece<br />

V-Ray<br />

Photoshop<br />

CS4<br />

Unfold<br />

210<br />

The mass of the<br />

aeroplane is quite<br />

simple so that the<br />

geometry of this<br />

type does not cause<br />

problems, even for<br />

beginners at model<br />

building<br />

Michal Kwolek is an experienced<br />

professional <strong>art</strong>ist who specialises<br />

in 3D modelling and texturing


Transport<br />

Concepts,<br />

modelling<br />

Concepts<br />

The inspiration behind the scene<br />

Easy-to-follow guides<br />

take you from concept<br />

to the final render<br />

Artist info<br />

Michal Kwolek<br />

Username: kreska90<br />

Personal portfolio site<br />

www.kwolek.org<br />

Country Poland<br />

Hardware used Intel Core 2<br />

Quad 2.40GHz, 8GB RAM<br />

Expertise Michal specialises<br />

in 3D modelling and texturing<br />

The first stage was<br />

02 to work on the shape<br />

of a simple sketch, made in<br />

Photoshop, viewed from the side.<br />

The dimensions weren’t exact –<br />

it was more important to get the<br />

lines of the vehicle sketched out.<br />

At this stage I did not care about<br />

details – it was all about creating<br />

the right shape of the car so that<br />

when it came to modelling, it<br />

would be much easier to keep<br />

the form in the right shape.<br />

Formula 1 cars<br />

01 of the Sixties were<br />

characterised by simple and<br />

beautiful shapes. The typical<br />

car shape looked like a long tube<br />

with a hole in the front. When<br />

working on the Future Flier craft,<br />

I wanted to re-create this basic<br />

shape. The first step of the work<br />

was therefore to collect<br />

reference material for vehicles<br />

from those years. When I had<br />

the necessary pictures, I could<br />

st<strong>art</strong> the modelling process.<br />

T<br />

his tutorial<br />

shows the<br />

process of creating<br />

the Future Flier image from<br />

conception to a final render. The concept<br />

was based on the form of old F1 cars. The image has<br />

been completely modelled, lit and rendered in <strong>3d</strong>s<br />

Max 2008 using V-Ray. The postproduction work<br />

was done in Photoshop. The modelling work was<br />

established quite quickly, in less than two weeks.<br />

The mass of the aeroplane is quite simple so that<br />

the geometry of this type does not cause problems,<br />

even for beginners at model building. Similarly, the<br />

hangar and equipment were very straightforward.<br />

After creating primitive models, the poly modelling<br />

for the detail p<strong>art</strong>s was simple. The plane materials<br />

are standard materials in <strong>3d</strong>s Max. The most<br />

difficult p<strong>art</strong> of the project was the lighting and<br />

rendering, mainly because a few test renders were<br />

needed to get the exact glow and desired effect.<br />

After an initial vehicle concept I decided to draw a more accurate version.<br />

03 The base for the simple model was constructed mainly from primitive shapes<br />

in 3D, then this model was rendered and composited in Photoshop. Here I have also<br />

modified the vehicle to fit the proportions of the interior elements. The modelled ship<br />

now has the look of the original concept drawing.<br />

211


Artist<br />

Showcase<br />

Michal Kwolek<br />

Michal was born and lives in Poland, and is 32 years<br />

old. He’s been a computer graphics professional for<br />

eight years, previously interested in it as a hobby. For<br />

six years he was working for an advertising agency<br />

using 2D graphics. Currently he is working in the studio<br />

as the general graphic <strong>art</strong>ist. He mainly deals with<br />

modelling and texturing, though from time to time<br />

does simple rendering and animation.<br />

04<br />

Modelling the vehicle<br />

Creating the sleek lines of the craft<br />

I made a model of the ship using<br />

the poly modelling method. I st<strong>art</strong>ed<br />

from a simple tube shape with a small amount<br />

of polygons. The tube was converted to<br />

polygons on the object and I removed the field<br />

along the y-axis. Next I added the modifier<br />

‘Symmetry’ to the shape of the tube. Now,<br />

the shape of the two halves was a mirror so<br />

the second half was a reflection of the first.<br />

Modifying the first section modified the second<br />

as well. This allows you to obtain a symmetrical<br />

shape which saves a lot of modelling time.<br />

05<br />

When I was happy with the<br />

balance of the preliminary modelling<br />

of the ship, it now looked liked a perfect tube.<br />

At this stage the most important point was to<br />

capture the correct proportions. I then cut a<br />

hole in the middle and modelled the edges so<br />

that they formed a basic cockpit outline. Then<br />

the front and ends of the hull were modelled<br />

so that the geometry bent inwards into a<br />

distinctive air inlet shape.<br />

Kids <strong>3d</strong>s Max, V-Ray, Photoshop CS3 (2008)<br />

The work of Kids was created for a competition organised by the<br />

Polish portal, max<strong>3d</strong>.pl graphics. This work took first place. I really<br />

like this picture; it brings much joy to me, especially the modelling<br />

of the kids and their parents. It was completely created in less than<br />

two months. It also qualified for a CG Gallery Choice Award.<br />

Minotaur <strong>3d</strong>s Max, V-Ray,<br />

Photoshop CS3 (2009)<br />

Minotaur was formed in a free<br />

moment at work. The model took<br />

quite a long time, probably nearly<br />

three weeks. Originally intended<br />

to be a hero without a shirt, it was<br />

to be realistic. But I went away<br />

from that approach to a more<br />

c<strong>art</strong>oon style. Unfortunately,<br />

because a realistic weapon<br />

remains, it detracts from the<br />

whole image. Maybe someday I’ll<br />

improve it and make the Minotaur<br />

a realistic figure.<br />

Andrew <strong>3d</strong>s Max, V-Ray, Photoshop CS3 (2007)<br />

Reviewing the work of Daniel Frost, I had the idea of making a<br />

steampunk plane named Andrew. It’s an amazing idea with large<br />

chimneys on a plane – I like this type of invention. Creating it in 3D<br />

(originally it was a simple bar sketch) was a pure pleasure. The<br />

background and water were created in Photoshop. This image<br />

qualified for a CG Gallery Choice Award.<br />

06<br />

In the next stage I created the main elements of the ship. Not bothering too much about<br />

the details, I focused on the shape of the vessel and the proportions between different p<strong>art</strong>s.<br />

All the elements still used the same Symmetry modifier so that only half of them had to be modelled,<br />

with the other side being created automatically. When I decided that it had the correct proportions, it<br />

was time to st<strong>art</strong> the fine-tuning.<br />

07<br />

When I was aligning the engine<br />

I didn’t really care about the technical<br />

validity of the construction, I just wanted you<br />

to be able to see it at first glance. Therefore<br />

I modelled a simple block, pistons and valves.<br />

All kinds of tubes, ropes and cables made lines.<br />

It has (like the hull) been completely treated by<br />

the Symmetry modifier to make it faster and<br />

easier to finish.<br />

08<br />

When the ship was initially in place<br />

it had metal-strut feet, but at the last<br />

minute I decided to put them on wheels, which<br />

were modelled from cylinders. The cylinders<br />

were distorted at the bottom edge so as to look<br />

as if they were subjected to a load. The chassis<br />

design of the undercarriage is a typical light<br />

aircraft arrangement. I made it with appropriately<br />

matched tubes that look like pistons.<br />

212


Transport<br />

Adding fine details<br />

Refining the model and adding textures<br />

Having the basic<br />

09 vessel and cockpit<br />

completed, it was time to add<br />

the details inside it. First of all<br />

I modelled a simple chair and<br />

then the handlebars for the<br />

steering control. These were<br />

placed inside the cockpit.<br />

Then I added seals around the<br />

windows and small air vents<br />

in the hull rear. All these<br />

elements were modelled with<br />

simple shapes and applied<br />

with symmetries.<br />

Initially I wanted to present the vehicle in a neutral<br />

10 environment. With time, however, I decided the hangar<br />

would be more to the point. I modelled it with a cube, thicker<br />

layers of gauze and I added an undulating shape of the roof, the<br />

whole thing slightly asymmetrical so that sides were not very<br />

equal. The side structures were done with lines, giving them<br />

a proper thickness and rendering options.<br />

Lighting<br />

the image<br />

I wanted to present the<br />

scene at a certain time<br />

of day with the sun<br />

slowly setting<br />

westwards. A V-Ray<br />

light to simulate sunlight,<br />

using a spherical shape,<br />

and a light orange-pink<br />

colour was created<br />

outside. The hangar<br />

doors were fixed open<br />

so that this sunlight<br />

could then come in from<br />

outside. I used the<br />

interesting shapes of<br />

the structures and<br />

accessories to create<br />

chequered shadows<br />

around the hangar.<br />

The aircraft was also<br />

illuminated with spots<br />

of light arranged around<br />

the area where it rested<br />

so that it was nice and<br />

bright, despite the<br />

sunlight outside. I also<br />

tweaked the reflections<br />

on the paintwork so<br />

that they had a more<br />

realistic effect.<br />

10 hours<br />

render time<br />

Resolution:<br />

4,000 x 2,250<br />

The UV maps were prepared for the<br />

12 vehicle using the Unfold program and<br />

exported. Mapping was prepared only for those<br />

elements on the side nearest the camera. Knowing<br />

that the ship would only be visible from one side<br />

helped simplify the UV mapping. The walls of the<br />

hangar, as well as smaller items of equipment,<br />

possessed a simple map that was added directly<br />

in <strong>3d</strong>s Max. Then I was ready to take on the UV<br />

texture making.<br />

The modelling of this scene ends with creating the<br />

11 hangar interior. It needed barrels, bottles, boxes of<br />

tools and such elements. I wish I had the room to include<br />

a convincing character as well, but the perspective would<br />

have looked off with someone in it. Most of the objects were<br />

created from simple solids subject to minor modification.<br />

Besides those, I had taken a cable to connect things up and<br />

use fuse boxes and all kinds of electrics. That concluded the<br />

modelling process.<br />

The textures were<br />

13 prepared in Photoshop,<br />

mainly for the vehicle itself.<br />

A 4,096 x 4,096 resolution<br />

texture map turned out to be<br />

high enough. So I prepared a<br />

Diffuse, Bump and Specular<br />

channel render. Other textures<br />

were already lower resolutions,<br />

but this didn’t matter as they<br />

were in the background.<br />

The floor needed a higherresolution<br />

texture as the<br />

camera was positioned quite<br />

low and close to it. Most of the<br />

textures I got free from<br />

cgtextures.com.<br />

213


Step by step: Get that<br />

post-apocalypse look<br />

Open Road 2009<br />

Software used in this piece<br />

LightWave<br />

3D<br />

modo<br />

Photoshop<br />

214<br />

Create a barren<br />

post-apocalyptic<br />

scene – featuring a<br />

Mad Max movie style<br />

vehicle – finished<br />

with a grungy<br />

concept <strong>art</strong> look<br />

Waldemar B<strong>art</strong>kowiak specialises<br />

in modelling and texturing


Transport<br />

Easy-to-follow guides<br />

take you from concept<br />

to the final render<br />

Artist info<br />

Design inspirations<br />

The style for the scene<br />

Waldemar<br />

B<strong>art</strong>kowiak<br />

Username: mancubus<br />

Personal portfolio site<br />

www.mancubus.glogow.org<br />

Country Poland<br />

Hardware used Quadcore<br />

Q6600 2.7GHz, 8GB RAM<br />

Expertise Waldemar specialises<br />

in modelling and texturing<br />

The idea is to build a post-apocalyptic style car, like you might see<br />

01 in the Mad Max movies, or Fallout computer games. It needs to be<br />

rough, dirty, put together from different p<strong>art</strong>s – look mean. Most of the p<strong>art</strong>s<br />

need to be rusty, weathered and damaged, showing it has been built from<br />

junk and that it has a long history on the road. We chose the cliché setting –<br />

on some desert road, which highlights that there are few to no survivors left.<br />

Texturing,<br />

lighting<br />

I<br />

n this tutorial, the main goal is to create an<br />

image, which has the feeling of 2D <strong>art</strong>, but uses<br />

3D tools. You can find a lot of shiny, brand new,<br />

realistic car renders out there, but we want this <strong>art</strong>work<br />

to stand out from the crowd. We feel that concept <strong>art</strong><br />

really complements the rusty pick-up truck in a postapocalyptic<br />

environment better than any other style. To<br />

create the image, a combination of 2D and 3D skills will<br />

be used. The car will be modelled with a large amount<br />

of detail, using LightWave 3D and modo. We want to<br />

design a truck that looks as if it could actually have<br />

been built in reality, but give it an illustrative finish. For<br />

lighting, rendering and compositing, LightWave 3D will<br />

be used to match the background. To get the 2D feel,<br />

multiple passes will be composited and then combined<br />

with overpaint techniques, using photo textures,<br />

procedurals and hand-painted elements. Finally, all the<br />

layers will be composited in Photoshop.<br />

For the base, we used a<br />

02 combination of two popular pick-up<br />

trucks: a Dodge Ram and a Ford F-150. Using<br />

p<strong>art</strong>s from both of them, the car was<br />

customised to make it less recognisable. Of<br />

course the car also needs custom tyres and<br />

a different engine that will stick out from the<br />

car body. We opted for a pick-up truck for<br />

the vehicle as it will be able to carry a greater<br />

amount of armour, fuel and equipment. Plus<br />

the survivors can load various objects/<br />

resources, which they may discover in this<br />

unfriendly environment.<br />

You can’t have a post-apocalyptic<br />

03 vehicle without weapons. Militia in some<br />

countries use pick-up trucks as weapon bases/<br />

fighting vehicles called ‘technicals’. While looking<br />

for references, we found the big, mean Russian<br />

Kord machine gun that seemed perfect for the<br />

main gun. Then, you can go on to look for other<br />

details and references like rucksacks, fuel<br />

canisters, pieces of armour, etc. This research p<strong>art</strong><br />

is very important, and the amount of time you<br />

spend on planning your piece at this stage will<br />

definitely pay off later.<br />

215


Artist<br />

Showcase<br />

Waldemar B<strong>art</strong>kowiak<br />

I’m a 3D <strong>art</strong>ist from Poland. I have a generalist<br />

background, which allows me to do a wide range of CG<br />

work from drawing concepts, lighting and animation<br />

to composition. My favourite areas of 3D <strong>art</strong> would be<br />

modelling and texturing. For my day job, I create<br />

realistic assets, but in my spare time, I like to create<br />

more stylised <strong>art</strong>works, like this one.<br />

Incident Zero LightWave<br />

3D, ZBrush, Photoshop,<br />

Fusion (2009)<br />

This is my admission for<br />

the Polish CGTalk contest.<br />

I tried to achieve a more<br />

illustrative look than a 3D<br />

render. The story behind it<br />

feels like a cheesy, B-class<br />

sci-fi movie. In a desert<br />

laboratory, while<br />

researching a new<br />

bioweapon, something<br />

has gone terribly wrong.<br />

A squad of special forces<br />

soldiers is sent in to rescue<br />

surviving scientists and to<br />

retrieve research data. I was<br />

trying to get a book cover/<br />

poster look.<br />

04<br />

Material surfaces<br />

Adding textures and materials<br />

The texturing process for this<br />

project was quite unique in that the<br />

decision was taken to hand paint most of the<br />

textures instead of using photos. We did use<br />

some pre-made textures (predominantly from<br />

www.cgtextures.com) for the base and to add<br />

a touch of realism, but the main p<strong>art</strong> of the<br />

texturing was done using a Wacom Intuos<br />

4 tablet. St<strong>art</strong> by painting the base colours<br />

for the various p<strong>art</strong>s.<br />

05<br />

After applying the base colours<br />

to the p<strong>art</strong>s, break them up with<br />

some procedurals. Procedurals add some<br />

variations to the colours and change the tones.<br />

Next, create a mask to get rid of the paint from<br />

the metal p<strong>art</strong>s and to show the grey steel<br />

underneath; you want to achieve a weathered<br />

look. You can also add some grunge or noise<br />

to make it more interesting.<br />

06<br />

Now, it’s time<br />

to add the rust to the<br />

plates. To get this effect, we<br />

used a combination of photos<br />

from CGTextures and handpainted<br />

stains of darker rust.<br />

You want to end up with<br />

different variations and stages<br />

of decay for different p<strong>art</strong>s.<br />

Don’t forget to add rust to the<br />

rest of the metallic p<strong>art</strong>s of the<br />

car. Try to keep the rust to the<br />

seams and on the most<br />

exposed areas where there<br />

is little to no paint, by using<br />

previously created masks.<br />

Greed LightWave 3D, modo, Photoshop (2008)<br />

This is turntable sculpt from my demoreel called Greed. The life of<br />

a noble knight that fought many battles and monsters, completing<br />

numerous quests and dangerous tasks, finally comes to an end.<br />

He was defeated by his own weakness – greed. After slaying the<br />

monster and returning with the treasure chest, he gets stuck in the<br />

swamp. With the chest full of gold, he was too heavy to move, and<br />

st<strong>art</strong>s to slowly sink in the swamp. Refusing to let it go, he dies from<br />

exhaustion, but still holding his treasure.<br />

216<br />

07<br />

Next, make<br />

scratches in all<br />

the metal textures. On the left<br />

side of this image, you can see<br />

the clear metal, while on the<br />

right, you can see it with a<br />

Scratch map applied. Paint all<br />

the edges with a grungy<br />

brush, and make them<br />

brighter than the rest of the<br />

surface. This enhances<br />

specular highlights, and also<br />

defines the shapes better. You<br />

can also paint drips onto the<br />

rusty surfaces under bolts,<br />

which combined with<br />

Ambient Occlusion, creates<br />

a great grungy look. You may<br />

need to paint extra highlights<br />

on the cloth surfaces to make<br />

the wrinkles more visible.<br />

08<br />

The last p<strong>art</strong> of this stage involves painting dust<br />

textures. To do this, you’ll need to use a combination<br />

of procedurals and grungy brushes. Try to add more dust on the<br />

lower p<strong>art</strong>s of the car, and less on the top. The most dusty p<strong>art</strong>s<br />

are, of course, the tyres, so they will need extra layers on the<br />

treads. We included quite a lot of dust to tone down the colours<br />

and make the car blend better with the background. Also, this is<br />

the time to add the important small details for the finishing touch<br />

– such as bullet holes, scratches, leaks, etc.


Transport<br />

Lighting the scene<br />

Creating the environment<br />

Before you st<strong>art</strong><br />

09 to work on the<br />

lighting, you need to find a<br />

fitting background. We did<br />

many tests with various photos<br />

and tried many angles to<br />

effectively blend the car into<br />

the environment. We also<br />

wanted to show the empty<br />

road to bring a sense of<br />

loneliness and isolation to<br />

the scene.<br />

1 hour<br />

render time<br />

Resolution:<br />

4,096 x 2,444<br />

When happy with the<br />

10 final staging of the car, try<br />

to get the light to match the<br />

background and get the same<br />

ambient lighting on the car. Firstly<br />

work on matching the light angle and<br />

brightness, so you can then work on<br />

matching shadows. Try working with<br />

black-and-white images, so the<br />

colours won’t be a distraction, and<br />

concentrate on the contrasting and<br />

corresponding shades of grey.<br />

Once the car is<br />

12 incorporated into<br />

the background, split the<br />

rendering into separate<br />

passes such as Occlusion,<br />

Shadows, Reflection/<br />

Specular, Color passes for<br />

different p<strong>art</strong>s of the scene.<br />

By rendering everything<br />

separately, you give yourself<br />

more freedom within the<br />

composition. This is<br />

p<strong>art</strong>icularly important as we<br />

are going for a very stylised<br />

and unique look, which avoids<br />

a straight CG render feel.<br />

Combining and blending all<br />

of your passes in Photoshop<br />

is the key.<br />

When you have the car angle sorted out and the<br />

11 strength of the light matching that in the environment, you<br />

can st<strong>art</strong> working on the final composition. Don’t worry overly<br />

about the environment itself at this stage, as you’ll be heavily<br />

overprinting it later. In LightWave 3D, use Camera Projection to<br />

project the background image onto the ground plate to easily<br />

match the shadows.<br />

Modelling the scene<br />

While modelling, the biggest challenge we faced was the<br />

placement of the details. We wanted to create the feeling<br />

that everything had a purpose and had been placed there<br />

for a reason. Knowing that the final object would be quite<br />

heavy, we st<strong>art</strong>ed with a proxy model of the car and<br />

placed all the proxy details on it. The base car was<br />

modelled from two different trucks and later armour<br />

layers and details such as screws were added all over –<br />

modo’s Mesh Paint tool is excellent for doing this. We<br />

modelled all the details as separate pieces (engine,<br />

rucksacks, guns, ammo boxes, etc) and replaced the<br />

proxy models with finished ones. The model ended up<br />

quite heavy, but with a highly detailed final result. Many<br />

polys could have been removed by replacing them with<br />

various textures (tyre thread, for example), but we wanted<br />

this model to be able to withstand close-up scrutiny.<br />

Once all your passes are rendered, work in Photoshop<br />

13 to combine them in the right way. At this stage, you can<br />

also st<strong>art</strong> working on the background to give it a more painterly<br />

finish. We have painted some city buildings in the distance to add<br />

a little story to the image. Paint the car render itself to fix any<br />

errors and to increase the concept <strong>art</strong> feeling, while also trying<br />

different colour gradings to experiment with the mood.<br />

217


Software used<br />

modo 401 Photoshop ZBrush<br />

3D <strong>art</strong>ists explain the<br />

techniques behind<br />

their amazing <strong>art</strong>work<br />

Artist info<br />

Dieter Meyer<br />

Username: Deetz<br />

Personal portfolio site<br />

www.cg-<strong>art</strong>works.com<br />

Country Canada<br />

Expertise I have been<br />

modelling highly detailed<br />

aircraft for over three years to<br />

use in my aviation <strong>art</strong>work<br />

Creating a<br />

magnificent<br />

Spitfire<br />

Spitfire Mk5B 2010<br />

218


Transport<br />

Model and render a realistic<br />

Spitfire for an animation or for<br />

compositing in your <strong>art</strong>work<br />

Dieter Meyer specialises in aircraft modelling<br />

The Spitfire first flew in 1936 and made its combat<br />

debut in 1939 defending a Royal Navy base in the<br />

Firth of Forth, Scotland. Since then, it has been<br />

regarded as one of the best fighter aircraft ever built.<br />

This <strong>art</strong>icle will focus on the modelling of a Spitfire Mk5B.<br />

This project will require a high level of skill and a good<br />

knowledge of working in modo. However, most 3D<br />

packages offer the same general methods, so this tutorial’s<br />

workflow can easily be applied to other software. There is a<br />

great deal of work to modelling an aircraft and I may not be<br />

able to cover every aspect of the detailing process. I will be<br />

covering the major sections of the aircraft and the general<br />

process I follow in creating highly detailed models.<br />

The greatest challenge you will face on this project is the<br />

ability to keep the model entirely in SubD without the need<br />

to freeze the mesh. The benefit, of course, is you can<br />

control the subdivision level at render time for a higher<br />

or lower level of detail depending on your needs. It also<br />

allows for a much easier UV mapping process.<br />

In the second p<strong>art</strong> of this tutorial, we’ll cover all the<br />

aspects of UV mapping and texturing the Spitfire.<br />

219


St<strong>art</strong>ing the model<br />

Creating the fuselage<br />

Modelling<br />

a Box out the fuselage<br />

using a cylinder with six<br />

segments and eight sides<br />

01 Box out the fuselage<br />

The first step is to box out the basic fuselage by making<br />

a cylinder with six segments and eight sides. Make sure<br />

its centre is zero on X and delete the two cap faces. Give<br />

it a basic oval shape and extend it from the base of the<br />

spinner to the end of the fuselage; don’t worry about<br />

the rudder yet a.<br />

02 Adjust to fit blueprint<br />

Your next step is to begin adjusting the vertices so they<br />

line up with our blueprint. Press Tab to enter SubD mode.<br />

The nose of the Spitfire is nice and flat so we’ll line up the<br />

top of the cylinder here. Take the first set of vertices and<br />

make them into a circle to match the spinner b.<br />

03 Continue matching adjustments<br />

Now continue the process down the length of the fuselage<br />

st<strong>art</strong>ing with the side profile and then switch to your top<br />

view and adjust the width of your edge loops. Next we’ll<br />

need to add five edge loops at the tail to create the base<br />

of the rudder and begin adjusting the vertices vertically<br />

to match the drawing.<br />

04 Refine the rudder base<br />

Here we’ll continue to refine the base of the rudder<br />

by adding three more edge loops to help control the<br />

thickness. We don’t want a bulky looking base here;<br />

b<br />

d<br />

b Use the conveniently flat<br />

nose of the plane to line up the<br />

top of the cylinder<br />

c Add extra edge loops with<br />

Alt+C and Free mode selected<br />

d The cockpit area after<br />

adjustments to produce<br />

smooth, realistic edges<br />

c<br />

it needs to finish off looking fairly sharp. Use the Edge<br />

Slide tool to move the edge loops and pay attention to<br />

how they match the flow of the fuselage. Everything must<br />

taper to the rear nicely c.<br />

05 Onto the cockpit<br />

The last area to deal with will be the cockpit. St<strong>art</strong> by<br />

adding an edge loop at the rear of the cockpit. Bevel the<br />

two faces that make up the cockpit inward and down and<br />

delete them. Next we’ll add more edge loops to sharpen<br />

the surrounding area of the pit. You will need to arrange<br />

the edges after the bevel so they provide a continuous<br />

flow with no triangles d.<br />

Artist<br />

Showcase<br />

Dieter Meyer<br />

I grew up in South Africa before moving to the UK<br />

and finally to Canada. I’ve always enjoyed drawing<br />

and sketching and using an airbrush to create<br />

<strong>art</strong>work, but it was around 2000 when I st<strong>art</strong>ed using<br />

Photoshop and 3D software to create digital <strong>art</strong>.<br />

P-47D Thunderbolt modo 401, Photoshop (2010)<br />

Modelled and rendered in modo 401 with all of<br />

the textures created in Photoshop. This was an<br />

interesting project for me as I had not done a bare<br />

metal finish on an aircraft before.<br />

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Transport<br />

Those distinctive wings<br />

Giving the Spitfire its edge<br />

08 Add the distinctive curve<br />

Now we’ll add more edge loops along the X-axis to give<br />

the wing its curved shape. Use the Loop Slice (Alt+C) in<br />

Free mode with a count of 2 to add the edge loops. Use<br />

the top view to ensure the rear edge lines up with the<br />

aileron edge on the drawing; we’ll use this later when we<br />

cut out the control surfaces. Move the vertices on the top<br />

edges upwards to give it a rounder shape g.<br />

Included on the CD is the full<br />

Spitfire Mk5B model for<br />

modo 401 so you can study<br />

the finished result.<br />

e<br />

f<br />

06 Create the wings<br />

Begin by adding a cube with three segments on the Y. Use<br />

the top view for initial placement and then the front to get<br />

the needed angle, and then scale the end down using the<br />

Action Center>Selection option. Do the same for the rear<br />

of the wing, making sure it’s very thin. Remove the faces<br />

that are adjacent to the fuselage e.<br />

07 Hone the wing shape<br />

Move the front top and bottom edge backwards to give<br />

the wing’s edges a round form. Next we’ll add some edge<br />

loops to st<strong>art</strong> creating a better wing shape. Use Alt+C for<br />

Loop Slice and change the count to 5 with Symmetry<br />

enabled. Repeat this process for the tailplane f.<br />

g<br />

09 Join wings to the fuselage<br />

Extrude the edges adjacent to the fuselage to get the basic<br />

wing fillet st<strong>art</strong>ed. You will need to add edge loops as you<br />

go and continue to refine the shape. The wings will not<br />

join to the fuselage but sit against it. Once you have made<br />

the fillet, add a small bevel to the edges that are nearest<br />

the fuselage to simulate the folded steel h.<br />

h<br />

e Boxing out the wings and<br />

tailplanes, using various views<br />

f Adding edge loops and<br />

making the leading edge of<br />

the wings round<br />

g Adding more edge loops<br />

to form the curve of the wing<br />

h Placing the wing fillet<br />

to sit flush with the fuselage<br />

Towards Kharkov modo 401, Photoshop (2010)<br />

This image uses my previously made Marder III H, made in modo<br />

401, and depicts the advance on Kharkov in early 1943. The<br />

backplate is a combination of photographs I took with a lot of<br />

painting in Photoshop.<br />

Alfa Romeo 12C modo 401, Photoshop (2007)<br />

This is the Alfa Romeo I made for the combination render with my<br />

Macchi 205. modo 401 being the software of choice with Photoshop<br />

used for textures. This was an interesting project for me, learning about<br />

race cars from the Thirties and Forties – very powerful!<br />

221


Organising<br />

your meshes<br />

As you model aspects of the<br />

aircraft, you may find it’s hard<br />

to see which piece is which.<br />

An easy method to organise<br />

your meshes is to right-click<br />

on the layer and choose Fill<br />

Colour or Wireframe Colour to<br />

better distinguish them. This<br />

can be done without creating<br />

separate materials, making it<br />

very handy.<br />

i Cutting the ailerons<br />

(wing-flaps) into the wings<br />

j Using the Bridge tool<br />

to add faces to the aileron<br />

l Filling in the gaps on the<br />

wing created by the aileron<br />

m Sharpening up the cut-out<br />

area of the wing<br />

Rolling and climbing<br />

Cutting in the control surfaces of the wings<br />

10 Form the ailerons – P<strong>art</strong> 1<br />

In order to cut out the aileron, first we’ll need to add<br />

two more edge loops that will form the sides of the<br />

aileron. Once they have been added, select the faces that<br />

make up the aileron and Cut>Paste them to a new layer by<br />

using the shortcuts Ctrl+X to cut, N for a new layer then<br />

Ctrl+V to paste i.<br />

11 Form the ailerons – P<strong>art</strong> 2<br />

Now select the edges of the aileron and bridge them so it’s<br />

a solid piece. Make sure to deselect the vertical edge on the<br />

aileron or it won’t work. Use the Bridge tool with three<br />

segments as we’ll need to join the vertices onto the trailing<br />

edge of the aileron. Use the Join option rather than Join<br />

Averaged so the trailing edge remains exactly in place j.<br />

12 Form the ailerons – P<strong>art</strong> 3<br />

The last step before returning to the wings will be to<br />

add four more edge loops to give the aileron some nice,<br />

crisp edges on the sides. Take the front upper and lower<br />

edges and pull them back to give it a rounded front much<br />

like the wing k.<br />

k Refining the aileron’s shape using edge loops<br />

13 Close the gap<br />

Using the same technique for the aileron, we’ll close the<br />

gap in the wing and then join the vertices on the trailing<br />

edge. Next an edge loop that surrounds the cut-out area<br />

will need to be added. C is the shortcut for the Edge Slice<br />

tool we’ll use. Once this has been added, join the two<br />

vertices on each corner l.<br />

14 Sharpen up<br />

The last step for the cut-out area will be to add one more<br />

edge loop with the Edge Slice tool (C) at the corners in order<br />

to make them sharp. The same process will be used to<br />

complete the tailplanes at the back of the aircraft m.<br />

i<br />

l<br />

j<br />

m<br />

222


Transport<br />

n Creating the wheel<br />

bay reference meshes<br />

Wheel bays<br />

We have to put the wheels somewhere!<br />

The Symmetry option<br />

Many 3D modellers like to work with half of the object and<br />

then duplicate and join the edges. I prefer to see the entire<br />

shape take form and frequently use the ‘X’ Symmetry<br />

option. Even after I have finished an object, sometimes<br />

I may need to go back and edit the surface. The Symmetry<br />

option makes edits and modelling certain areas a snap.<br />

p<br />

15 The shock process<br />

This step is one of the more difficult tasks of making<br />

a SubD aircraft. It will require more patience and work<br />

to get it absolutely right. Begin by creating a six-sided<br />

cylinder on a new layer, but don’t add any depth. Then,<br />

using the Polygon Pen tool, trace out the area where the<br />

shock will lie. These two meshes will be used as the<br />

shapes to trace onto the wing n.<br />

16 Position your meshes<br />

Arrange the cut-out mesh in blue as shown. Use the Edge<br />

Slide tool to arrange the edges on either side of the cutout<br />

mesh so they won’t intersect. With the cut-out layer<br />

underneath your wing layer, select first the wing layer<br />

then the cut-out mesh layer. Then opening Geometry><br />

Boolean>Drill, use the Stencil option and Last Selected<br />

as the drive mesh o.<br />

17 Going full circle<br />

Hide the cut-out mesh layer. Select the faces that make<br />

up the stencil area on the wing and Cut>Paste them to<br />

a new layer; these will be used later when we make the<br />

landing gear. Connect the vertices together to form<br />

a complete circle. You will also notice that the top of<br />

the wing received the stencil – this can be deleted by<br />

using Backspace p.<br />

o<br />

o Adding the stencil of the<br />

wheel bay to the wing mesh<br />

p Cleaning up the vertices<br />

to form a complete circle<br />

q Finishing off the wheel bay,<br />

adding caps and sharpening<br />

corners with edge loops<br />

q<br />

18 Mould the edges<br />

Now we’ll add edges to the corners of the circle and<br />

edges to where the shock will lie using the Edge Slice<br />

tool (C). Once this is finished, double-click the outline to<br />

select the stencil and extend it inwards and downwards<br />

(using Z) very slightly, then finally down until it’s deep<br />

enough to hold a wheel.<br />

19 Final wheel bay touches<br />

Use the Bridge tool and Edge Slice tool to connect the<br />

edges together to form a cap on the wheel bays. As<br />

always, add edge loops to sharpen those edges on the<br />

corners. Use the drawing provided to edit your shape<br />

so it matches the circle of the wheel bay q.<br />

223


Cockpit<br />

Let’s add a frame and some glass<br />

Problems<br />

and solutions<br />

One of the difficulties of<br />

working with SubD is that in<br />

order to refine a specific area,<br />

you may need to add a ton of<br />

edge loops. If your model is<br />

one piece, it may lead to an<br />

incredibly high-poly SubD<br />

model. When I model an<br />

aircraft, I use the major seams<br />

on the body panelling to<br />

break the model up, which<br />

allows me to better control<br />

the density of my mesh.<br />

r Isolating the cockpit area in<br />

order to cut out the windows<br />

s Cutting out the rear<br />

window of the cockpit<br />

t Box modelling the canopy<br />

area using edge loops to refine<br />

u Adding depth to the canopy<br />

using the Edge Extend tool (Z)<br />

20 Place your window cuts<br />

First we need to add some edge loops to control the mesh<br />

when we make our cuts for the window opening. Using the<br />

Slice tool (Shift+C), add two cuts, one to the nose at the<br />

seam of the engine and then another in line with the<br />

aerial. Select the faces in between and Copy>Paste to<br />

a new layer r.<br />

21 Adding depth<br />

Now we can position the edge loops around the window<br />

area to be cut out. Use the Edge Slide tool with Duplicate<br />

on to position the new edges. In Polygon mode, Copy><br />

Paste the faces that make up the window to a new layer,<br />

then extend the edges of the opening inward to give it<br />

depth. Once again, add edge loops around it and the<br />

corners to sharpen the shape s.<br />

22 Begin the canopy<br />

Now we can get st<strong>art</strong>ed on the actual canopy for the<br />

Spitfire. We’ll st<strong>art</strong> off with a basic cube with two<br />

segments added in X, Y and Z. Place the cube into<br />

position and move the vertices to the general shape.<br />

Now we’ll begin refining the shape by adding edge loops<br />

to isolate the frame and window area t.<br />

23 Divide the canopy<br />

The next p<strong>art</strong> of this construction will require us to<br />

separate the front and sliding section of the canopy for<br />

further refining. Select the faces that make up the front<br />

area and Cut>Paste them to a new layer; make sure to<br />

name it accordingly. Now we can continue on the front<br />

section without having to add unnecessary subdivisions<br />

to the rear section.<br />

24 Focus on the details<br />

Once we have refined our canopy to something close to<br />

the real thing, we need to separate the glass areas onto<br />

new layers and give the canopy frame some depth so it<br />

doesn’t look too thin and unrealistic. I select edges and<br />

use the Edge Extend tool (Z) to do this a few times,<br />

constantly keeping in mind that I want the edges of the<br />

canopy nice and sharp u.<br />

Keep it plane and simple<br />

Although I may not have been able to show how to create<br />

every element of the Spitfire here, for all elements the<br />

construction is the same. St<strong>art</strong> with a cube or cylinder<br />

as a base and avoid adding segments initially as this just<br />

creates problems. Building from a very basic primitive will<br />

help you see where edges should go in order to refine your<br />

mesh. Pay close attention to the flow of the aircraft and try<br />

to use as many reference photographs as you can to help<br />

with modelling accurately.<br />

s<br />

r<br />

t<br />

u<br />

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Transport<br />

v<br />

Wheels and whatnots<br />

Adding the final details<br />

28 Get in a spin<br />

Since we’re going to show the Spitfire in flight, we’ll need<br />

something to act as the propeller blades and the spinner<br />

cover. Using the front view, create a disc that matches the<br />

diameter of the blades. Use the cylinder primitive; just<br />

don’t extend it to give it any depth. Lastly, create the<br />

spinner, from the front view, by creating a cylinder with<br />

eight sides and three segments and scale the edges to<br />

match the drawing y.<br />

29 Spit-fire power<br />

The last details to add are the cannons, named aptly for<br />

their explosive power on the Mk5B and some intakes.<br />

Use a cylinder for the cannons, deleting the rear face that<br />

extends into the wing. For the intakes, we’ll use cubes and<br />

control the round edges by placing edge loops slightly<br />

away from the edge z.<br />

HALFWAY<br />

THERE…<br />

Now that we have a<br />

Spitfire ready to fly, the<br />

second half of this tutorial<br />

will show you techniques<br />

for UV mapping, texturing<br />

and lighting your new<br />

aircraft. We’ll then place<br />

it in a scene and really give<br />

it some life! There will be<br />

final scene files in modo<br />

plus OBJ models so you<br />

can texture using your<br />

preferred program.<br />

w<br />

v Adding the wheels to the<br />

wings using a cylinder, torus<br />

and a disc<br />

w Using the cut-out mesh to<br />

model the wheel bay doors<br />

x Creating the plane’s rudder<br />

st<strong>art</strong>ing off with a cube<br />

x<br />

25 The wheels on the plane...<br />

The drawings provided don’t really show the detail in the<br />

wheel or shock. For this tutorial, we’ll use a cylinder, torus<br />

and a disc. Let’s st<strong>art</strong> by making a torus for the tyre and<br />

delete the inner faces. The disc, after a few bevels will<br />

be the rim of the wheel. The cylinder will be the shock.<br />

Visit the website provided to add further detail to this<br />

area of your model v.<br />

26 Add the wheel bay doors<br />

Now we’ll use the cut-out mesh we removed earlier from<br />

the wing to make the wheel bay doors. Use your drawing<br />

and delete the areas that aren’t needed. Use your Edge<br />

Slice tool (C) to add extra edge loops as shown and then<br />

use Polygon Thicken to give it some depth. Add two edge<br />

loops to sharpen it up w.<br />

27 Rudder time<br />

To make the rudder, st<strong>art</strong> off with a cube. Align the cube into<br />

position and scale down the rear edges until they’re almost<br />

touching. Then begin to add edge loops using Loop Slice<br />

(Alt+C) and refining the position. We’ll need to sharpen the<br />

corner near the top the same way as the aileron corners x.<br />

y<br />

z Adding the cannons and intakes to the Spitfire<br />

y Adding the propeller<br />

placeholder and spinner<br />

225


226<br />

Included is a selection of files<br />

to guide you through the<br />

tutorial, plus a cool skyscape<br />

and an active propellor.<br />

spitfire_MkVb_textured.lxo<br />

spitfire_MkVb_textured.obj<br />

sky.jpg<br />

prop blur.psd<br />

Spitfire textures and UV maps


Transport<br />

Texture, render and composite<br />

the Spitfire model mid-flight onto<br />

an authentic sky backplate<br />

Dieter Meyer specialises in aircraft modelling<br />

Now that you are halfway through this<br />

tutorial covering the creation of a Spitfire<br />

Mk5B, it’s a good time to look at what<br />

you’ve done. So far I have showed the workflow for<br />

the modelling process using modo 401. In the<br />

second p<strong>art</strong> I’ll cover the aspects of UV mapping the<br />

Spitfire, prepainting the model in modo and then<br />

perfecting the textures in Photoshop. The last stage<br />

will concentrate on lighting and rendering the<br />

Spitfire, before compositing the final renders to a<br />

backplate in Photoshop.<br />

The hardest p<strong>art</strong> of this section will be the UV<br />

mapping. You’ll find that modo has excellent UV<br />

mapping features and, once they are<br />

understood, it will make the process very<br />

easy. I generally create three or four highresolution<br />

maps for a model, but for the<br />

purposes of this tutorial, we will create<br />

a single 4,096-pixel map that will hold all<br />

of the UVs.<br />

Textures will be created in Photoshop<br />

with additional textures downloaded from<br />

www.cgtextures.com. Further reference<br />

material for the Spitfire can be found at<br />

www.supermarineaircraft.com and<br />

http://spitfiresite.com.<br />

227


UV mapping<br />

Getting st<strong>art</strong>ed with UVs in modo<br />

01 Mesh layers<br />

As p<strong>art</strong> of my workflow, I initially created and named<br />

several mesh layers for the model. As we progress<br />

through the tutorial, we will combine the different layers<br />

into a single mesh with one UV map. Areas that have been<br />

UVed will be assigned a new material to keep things as<br />

organised as possible a.<br />

UV mapping,<br />

texturing,<br />

rendering<br />

02 Preparing a new UV map<br />

Switch to the UV tab, on the top tool bar. If you can’t see<br />

your model in the right view pane, just press ‘A’. Hide all<br />

layers except for the one you’re currently working on – in<br />

this case, the fuselage. On your Lists tab, select UV maps<br />

and then New Map, type in ‘Fuselage’ and hit Enter.<br />

a<br />

03 Project from View<br />

Select the brace on the cockpit and press ‘H’ to hide it for<br />

now. Hit ‘3’ for Polygons and, in the top view, select all of<br />

the polys on the right side. Switch to the right view and<br />

then select Project from View. Hit the left square bracket<br />

(ie ‘[’) to highlight polys not currently selected and click<br />

Project from View again b.<br />

04 Adjusting the UV map<br />

Select the left side of the fuselage and scale it in the V to<br />

–100%. Because the fuselage is rounded, we’ll need to<br />

adjust the UV border to compensate or our textures will<br />

look stretched. We don’t want to do it for both UVs though,<br />

so select both and then activate Fit UV’s with the Keep<br />

Proportion option. Now select the UV Symmetry: V.<br />

05 Continue to adjust the map<br />

Areas in red indicate that the map is intersecting with other<br />

p<strong>art</strong>s of the map. In some cases, this is okay, but not for the<br />

fuselage. St<strong>art</strong> by selecting the edges at the nose and pull<br />

them forward until there is no more red showing. Do the<br />

same for the rudder. It may be easier to select the edges<br />

in the model pane and move them in the UV pane c.<br />

b<br />

c<br />

a Organising the mesh layers<br />

b Mapping with the Project<br />

from View option<br />

c Adjusting the edges to avoid<br />

stretching and overlapping<br />

Artist<br />

Showcase<br />

Macchi 205 modo 401, Photoshop (2009)<br />

Created entirely with Subdivisions, the Macchi 205<br />

proved to be quite a challenge in terms of modelling,<br />

but, in contrast, was really fun to texture.<br />

228


Transport<br />

UV Unwrap tool<br />

UV mapping without Project from View<br />

06 Exhaust ports<br />

Using the Unwrap tool is a great way to UV map rounded<br />

or more complex areas of a mesh – eg the Spitfire’s<br />

exhaust ports. In Edge mode, select the edge of one of the<br />

exhaust ports as shown in the screenshot. Set the<br />

Iterations to 2,000 and use the Cylindrical projection d.<br />

07 Multiple objects<br />

Since we have six exhaust ports, we don’t want to have<br />

to UV map each one individually. Select the exhaust port<br />

polygons in the UV pane and Ctrl+C to Copy. Then select<br />

the next exhaust port in the model pane. Back in the UV<br />

pane, Ctrl+V to Paste the UV map, then move it over<br />

slightly to the right. Repeat this step until all of the ports<br />

are mapped e.<br />

08 Sewing edges<br />

After you have unwrapped the aerial, it will split in half,<br />

so you’ll have to sew the sides back together. To do this,<br />

select the edges on one portion of the UV map. The<br />

corresponding edges will turn blue for the matching side.<br />

Use Selected to sew the blue edges to the ones you have<br />

selected. Or use Unselected to move the highlighted<br />

edges towards the blue unselected edges.<br />

d<br />

09 UV Unwrap<br />

After you’ve sewed the aerial together, use the UV Relax<br />

tool to edit the UV shape. Select the polygons of the UV<br />

map, with Iterations at 100 and in Unwrap mode, click on<br />

the UV pane to edit the map. It should now be more linear<br />

in shape rather than warped-looking. Rotate the map to<br />

a vertical position f.<br />

e<br />

f<br />

d Using the Unwrap tool on<br />

the Spitfire’s exhaust port<br />

e Creating UV maps for<br />

duplicate objects<br />

f Using the UV Relax tool to<br />

adjust the UV map’s shape<br />

Humber MkI modo 401, Photoshop (2009)<br />

I wanted to st<strong>art</strong> adding some armoured vehicles to my collection<br />

and thought this little armoured car would fit well.<br />

Me-262 modo 401, Photoshop (2008)<br />

The only jet in my collection of CG aircraft. Modelled in modo and<br />

textured in Photoshop. The diorama base represents the area in which<br />

this plane is stored outside.<br />

229


UV Relax<br />

Sometimes the first attempt at<br />

relaxing the map doesn’t<br />

work. With Interactive<br />

checked, you can continue to<br />

adjust the UVs. Each time you<br />

click on the map at a vertex<br />

point, a blue square appears<br />

that can be moved around.<br />

These areas are also pinned<br />

and allow you to edit the<br />

specific section without the<br />

entire shape moving.<br />

h Setting up the new paint file<br />

in modo prior to Photoshop<br />

i Adding the basic camouflage<br />

pattern using the Hard brush<br />

j St<strong>art</strong>ing to add the correct<br />

base colours, panel lines<br />

and rivets<br />

h<br />

Painting in modo and Photoshop<br />

Adding a little colour<br />

10 Exporting the UV map<br />

Finish UV mapping the model using the techniques<br />

explained. Refer to the files provided as a guide for the<br />

different areas to see how to go about laying out the UVs.<br />

The next step is to export your map as an EPS to open in<br />

Photoshop. Go to Texture>Export UVs to EPS and give the<br />

file a name of your choice g.<br />

11 Setting up a new texture<br />

Before doing anything within Photoshop, paint in basic<br />

colours in modo to get everything lined up. In the Paint tab,<br />

go to Utilities>Add Color Texture, then name the file and set<br />

it to 4096 x 4096 pixels. If you haven’t given your model a<br />

new texture yet, do so now, then drag it into the new<br />

Material group h.<br />

12 Painting in the base colours in modo<br />

Now, under Paintbrush, select the Hard brush. At this point,<br />

you can choose any colour you like as it will be replaced<br />

later in Photoshop. Using the reference image provided, you<br />

can paint in the basic camouflage. No need to worry about<br />

the underside as that remains a single colour. Painting in<br />

modo also allows you to paint across separate UV maps i.<br />

g The finished UV map ready to export as an EPS<br />

13 Setting up your files in Photoshop<br />

Open the UV map as an RGB at a size of 4096 x 4096<br />

pixels. Next open the colour map saved from modo.<br />

Ctrl+click the layer to create a selection and then Copy and<br />

Paste it to the UV file, keeping the UV layer on top. You<br />

may need to invert the UV layer so that it’s white to make it<br />

a little easier to see.<br />

14 Painting in the base colours<br />

in Photoshop<br />

Now that we can see where our camouflage is going in<br />

relation to the UV map, we can st<strong>art</strong> adding base colours.<br />

For the panel lines, use a 1px black line. To create the rivets,<br />

use a hard-edged brush. In the brush options, under Brush<br />

Tip Shape set Spacing to 300%. Click once to begin and<br />

Shift+click to finish j.<br />

j<br />

i<br />

230


Transport<br />

Texturing<br />

Adding the dirt and light maps<br />

Riveting stuff<br />

When a real aircraft has rivets inserted, the steel of the<br />

body is distorted. In addition to the regular rivets and panel<br />

lines, try painting in some slight deformations with a soft<br />

brush and very low opacity to create interesting<br />

undulations in the bodywork. Another step is to duplicate<br />

the rivets and panel lines and add a Gaussian Blur to<br />

feather them out, thereby creating more subtle<br />

undulations to the surface. If the rivets are raised, then<br />

switch the colour so the area around them is depressed.<br />

k<br />

15 Dirt maps<br />

At this stage, we want to break up the clean look of the<br />

aircraft by adding some dirt maps. I find that the site<br />

www.cgtextures.com is a great place to st<strong>art</strong> when<br />

looking for textures. I tend to use a dirty, bare metal steel,<br />

placed on top of my layers and set to Multiply. You can<br />

then play with the opacity to see what suits you best k.<br />

16 Diffuse amount<br />

Organise your layers in Photoshop so that all of your colour<br />

layers are in a single group. Duplicate the group and call it<br />

‘Diffuse Amount’; this will control the light saturation of the<br />

colour map. Add a new Hue/Saturation adjustment layer,<br />

with Saturation at -100. Hide the camouflage as both<br />

colours will receive the same light saturation. Reduce the<br />

opacity on the other layers as well l.<br />

17 Specular map<br />

I like to create Specular maps with high contrasts between<br />

white and black. I usually use a few dirt maps with<br />

different opacity levels layered on top of one another.<br />

Here I’ve also painted in some areas where I think there<br />

should be more spec – for instance, where the aircraft<br />

would see greater wear and tear m.<br />

18 Reflection map<br />

White being the most reflective colour, we now need to<br />

alter the various areas that will be reflective. Tyres, for<br />

instance, should have no reflectivity, whereas the metal<br />

body should have a good deal. We will control the actual<br />

reflectivity later in modo. Overall though, the painted<br />

reflectivity should be kept fairly dark.<br />

19 Bump map<br />

The black panel lines should have the opacity reduced so<br />

that when they are placed in the Bump channel, they are<br />

not too deep and look trenched. This also applies to the<br />

rivets, which are only going to be visible on close-up<br />

renders. Give the background a medium grey shade<br />

and make sure any Bump layers correspond n.<br />

l<br />

m<br />

n The Bump map showing a<br />

close-up of the rudder fabric<br />

k Bare metal texture<br />

added, set to Multiply with<br />

48% Opacity<br />

l Diffuse Amount map after<br />

desaturation and altering the<br />

opacity levels<br />

m Specular map with several<br />

layers of dirt maps added<br />

231


30 mins<br />

render time<br />

Resolution:<br />

3,888 x 2,592<br />

o The texture maps once<br />

added to the material<br />

p Adding the sky image<br />

for lighting reference<br />

q Preparing the Spitfire<br />

to render in layers<br />

r Rendering the Spitfire<br />

Rendering<br />

Bringing the Spitfire to life<br />

20 Assembling the textures in modo<br />

In modo, if you haven’t done so already, assign the Spitfire<br />

a material with a unique name. Expand the Material group<br />

and use the Add Layer tab, then scroll down to Image Map<br />

and load one of the textures that you created. Do this for<br />

each map thereafter until all of the textures are loaded o.<br />

21 Adding the sky<br />

We now have to decide on how to light the Spitfire. We’ll<br />

use our backplate as reference in modo. In the Shader<br />

Tree, expand the Environment group. Use the Add Layer<br />

tab to load the ‘sky.jpg’ image. In the Texture Locator tab,<br />

change the Projection Type to Front p.<br />

22 Boosting the lighting<br />

We already have a Directional light, but we’ll add two<br />

Area lights to help fill in some of the darker areas. The<br />

first will be positioned below, to create simulated light<br />

bounce from the clouds, and the second as a light fill<br />

opposing the Directional light. Set to Physical Sun with<br />

London as a location and set the time to 17:30 with the<br />

North Offset at 150.<br />

23 Adding render outputs<br />

The Spitfire will be rendered in layers. Expand the Render<br />

group and use the Add Layer pull-down to add a new<br />

render output and set it to Ambient Occlusion. Do the<br />

same to add Reflection Shading, Specular Shading,<br />

Transparent Shading and Diffuse Shading (Total). In<br />

the Render properties, enable Indirect Illumination q.<br />

24 Rendering<br />

Hide the sky layer for now. Rendering will be done in two<br />

stages. The Spitfire first, then without moving your render<br />

camera, the propeller place holder, which will be used in<br />

Photoshop when we add the propeller blur. The default<br />

options will be okay, but Antialiasing can be turned higher<br />

to 32 samples/pixel if you prefer r.<br />

Target the lights<br />

To make it easier to keep the Area lights concentrated on<br />

the Spitfire, create a locator by going to New Item>Locator.<br />

Select the Area light and then the locator and, in the<br />

properties of the light, select Set Target. Now when you<br />

rotate the lights, they will move wherever the locator<br />

moves. Just add the locator to your Spitfire group.<br />

p<br />

q<br />

o<br />

r<br />

232


Transport<br />

Compositing in Photoshop<br />

Adding the Spitfire to your backplate<br />

25 Opening the rendered files<br />

The next step is to add a mask to all of the layers.<br />

Ctrl+click the Alpha layer to select it, then Ctrl+C (Copy).<br />

In the Channels tab, create a new layer and Ctrl+V (Paste)<br />

the Alpha in. Deselect the layer, then Ctrl+click to reselect<br />

the Alpha channel. Click on any layer and then hit Add<br />

Layer Mask s.<br />

26 Adding the prop blur<br />

Open the render of the prop place holder and Copy and<br />

Paste it onto the Spitfire. Next, open the file ‘prop blur.<br />

psd’ and drag the prop group onto the Spitfire. Now use<br />

the Distort option (Edit>Transform>Distort) and use the<br />

prop place holder as a guide. The last thing to do here is to<br />

erase some of the prop that sits over the spinner t.<br />

27 Layer blend modes<br />

The final step before we composite our Spitfire onto the<br />

photo backplate is to adjust the layer blend modes for the<br />

various render outputs. Ambient Occlusion is set to Multiply<br />

to remove all white areas, while Reflection, Specular and<br />

Transparent layers are changed to Screen in order to remove<br />

the black areas. These can now be fine-tuned to your<br />

personal taste u.<br />

28 Compositing the Spitfire<br />

Create a new group for all of your layers and call it<br />

‘Spitfire’. Open the ‘sky.jpg’ image, then drag and drop<br />

your Spitfire group onto it. Resave this as a PSD file to<br />

continue the work. Now add a Photo Filter adjustment<br />

layer with Density set to 25%; this will help blend the<br />

Spitfire into the environment v.<br />

s<br />

u<br />

29 Motion details<br />

To give the Spitfire a sense of motion, we can incorporate<br />

some vapour trails and exhaust fumes. Using a fine brush,<br />

add a few streaks onto the wingtips and perhaps add a<br />

little motion blur (Filter>Blur>Motion Blur). The same<br />

process can be used to add exhaust fumes w.<br />

t<br />

v Adding the Spitfire<br />

to the sky backplate<br />

s Creating the layer masks<br />

t Adding the propeller blur<br />

to the Spitfire<br />

u Adjusting the layer<br />

blending modes<br />

Keeping it real<br />

When creating textures in Photoshop, try to use as much<br />

real-world reference as you can. The key is to alter and<br />

blend them in such a way as to – in essence – produce<br />

your own unique textures. Sometimes it may not be<br />

necessary to create a very worn aircraft, but adding a<br />

slight touch of wear and tear can make all the difference.<br />

w Adding some extra details to the image for authenticity<br />

233


Artist info<br />

Incredible 3D <strong>art</strong>ists take<br />

us behind their <strong>art</strong>work<br />

Simeon Patarozliev<br />

Personal portfolio site<br />

www.spatarozliev.co.uk<br />

Country Bulgaria<br />

Software used <strong>3d</strong>s Max, V-Ray,<br />

Digital Fusion, mental ray<br />

In terms of composition,<br />

the image is fairly simple.<br />

I wanted to give the car<br />

more space to breathe and<br />

was wondering if I should<br />

remove the opening in the<br />

wall, but without it, the<br />

image lost a lot of depth<br />

and the background itself<br />

became too uniform<br />

234<br />

The Getaway<br />

Vehicle 2010<br />

A bank robbery that didn’t go as smoothly as<br />

planned… I focused on keeping the image simple<br />

in its modelling and lighting, but maximising the<br />

impact of intriguing details such as the bloodspattered<br />

loot. I first used another car’s blueprints<br />

to set basic proportions, then a lot of references.<br />

The lighting was done using the plug-in, Sm<strong>art</strong><br />

IBL. In general, the scene includes a HDRI, a direct<br />

light acting as the sun, and subtle V-RayShadows


Transport<br />

My modelling techniques aren’t anything new<br />

to the CG world: I use both box and poly modelling.<br />

I st<strong>art</strong>ed the car’s main body from a simple box and<br />

detached all the p<strong>art</strong>s at the end. The fenders were<br />

made using the poly modelling technique, as was<br />

most of the other geometry you can see. Modelling<br />

this vehicle was an interesting creative process<br />

Rendering with V-Ray, I used Irradiance Map, plus Light Cache.<br />

I also added an Ambient Occlusion pass made in mental ray and<br />

used simple masks to adjust the colours and the contrast<br />

<strong>3d</strong>s Max<br />

Software used in this piece<br />

V-Ray<br />

Digital<br />

Fusion<br />

mental ray<br />

235


Step by step:<br />

Modelling a<br />

sports car<br />

DX-8 FEV 2010<br />

With the popularity<br />

of the electric vehicle<br />

gaining traction,<br />

I decided to create<br />

a unique vehicle,<br />

something that will<br />

appeal to everyone<br />

Billy Cheng specialises in hard surface<br />

modelling and mechanical design<br />

236


Transport<br />

Easy-to-follow guides<br />

take you from concept<br />

to the final render<br />

Concepts<br />

The inspiration behind the scene<br />

Artist info<br />

Billy Cheng<br />

Username: extreme88<br />

Personal portfolio site<br />

http://www.projectreality.<br />

com.au<br />

Country Australia<br />

Hardware used Intel Core 2<br />

Quad 2.66GHz, 4GB RAM<br />

Expertise Hard surface<br />

modelling is the area that<br />

I specialise in, including work<br />

in vehicle and mechanical<br />

(robots) design and creation<br />

01<br />

My aim for this project was to create a concept car like no others.<br />

In order to do this, I needed to gather reference material similar to<br />

the style of car I am after. One of the best sources of inspiration for concept<br />

cars can be found at www.carbodydesign.com. The image above contains<br />

some of my favourite designs.<br />

Concepts,<br />

modelling<br />

Software used in this piece<br />

<strong>3d</strong>s Max<br />

02<br />

After studying numerous vehicle designs from around the<br />

globe, I st<strong>art</strong>ed to piece together what my electric car might look<br />

like if it had a Lamborghini Reventon head, Ferrari 458 back and a Citroen GT<br />

Concept side. The image above demonstrates the confluence of different<br />

vehicle p<strong>art</strong>s pieced together in Photoshop.<br />

D<br />

ue to increasing concern over the<br />

environmental impact, demands for electric<br />

vehicles are increasing every year. This has<br />

encouraged me to st<strong>art</strong> this project. My goal was<br />

to create a concept car that is appealing and unique<br />

but not too futuristic. Traditionally, the process of<br />

modelling a popular vehicle that exists on the market<br />

becomes easier when reference and blueprint<br />

materials are commonly available on the internet.<br />

Without the use of these essential elements, it is<br />

difficult to model any object. This tutorial will detail<br />

the workflow and techniques used to create my<br />

concept car. The concept drawing created in<br />

Photoshop will be used to assist with the modelling<br />

process. In terms of modelling, I will introduce a brief<br />

of how to create the body in <strong>3d</strong>s Max using poly<br />

modelling techniques. The final stage of the tutorial<br />

describes how V-Ray will be used to light the scene.<br />

03<br />

I had hundreds of different car arrangements in my<br />

mind. I even incorporated references from nature (like<br />

the shape of an eagle) and combined them together using the<br />

photo confluence technique mentioned in step 2, before I came<br />

up with the design in the picture above.<br />

237


Artist<br />

Showcase<br />

Billy Cheng<br />

I am a 3D <strong>art</strong>ist / freelancer from Sydney. I have been<br />

in the 3D industry for almost five years. The services<br />

that I provide include product visualisation, vehicle<br />

and character creation, and interactive 3D applications.<br />

Modelling the vehicle<br />

Creating the stylish look of the car<br />

05<br />

04<br />

The first thing<br />

we need to do is to<br />

create a set of blueprints from<br />

the concept drawing. Highquality<br />

blueprints are an<br />

essential element when it<br />

comes to modelling. This will<br />

not only help visually, but the<br />

accuracy of your model will<br />

increase tremendously if you<br />

can see precisely what you<br />

are modelling.<br />

Traditionally, if you are<br />

modelling a car where references<br />

and blueprints are easily accessible, you could<br />

draw quick wireframes on them using<br />

Photoshop to get a better understanding of<br />

how the topology might flow from different<br />

angles. But in this instance, we don’t have the<br />

luxury of this, therefore we will need to create<br />

a spline cage (like the one shown here) and use<br />

this to sketch some quick wireframes.<br />

Giant Robot <strong>3d</strong>s Max, Photoshop (2009)<br />

This piece is a hybrid between a Transformer and a Gundam type<br />

of robot. I worked on this in my spare time. It consists of 2.12 million<br />

polygons. All components were modelled in <strong>3d</strong>s Max, rendered<br />

with V-Ray, and Photoshop was used for post-work.<br />

06<br />

From my<br />

experience, by<br />

drawing some quick wireframe<br />

using photoshop on the spline<br />

cage in different perspectives<br />

like the image above, allows us<br />

to use it as a guide which will<br />

result in a quicker and more<br />

efficient modelling process.<br />

MRH Helicopter <strong>3d</strong>s Max, Photoshop, BodyPaint 3D (2009)<br />

This model was p<strong>art</strong> of an interactive training application I did for<br />

a client. All major components, like the engine and other internal<br />

mechanisms, were modelled as well. The final product consists of<br />

over 500 individual components. It was created in <strong>3d</strong>s Max and all<br />

textures were created using BodyPaint 3D and Photoshop. It was<br />

rendered in V-Ray and Photoshop was used for post-work.<br />

238<br />

Scooter Transformer<br />

<strong>3d</strong>s Max, Photoshop,<br />

BodyPaint 3D (2009)<br />

This piece was inspired<br />

by the Transformers movie;<br />

I created this based on a<br />

scooter I worked on for a<br />

client. I thought the design<br />

of the scooter looked pretty<br />

cool, so I decided to move it<br />

to the next level and created<br />

a Transformer scooter bot.<br />

07<br />

Using wireframe<br />

as our guide, st<strong>art</strong> by<br />

using the poly modelling<br />

technique to follow the contour<br />

of the spline cage as closely as<br />

possible, to create the initial<br />

shape. While I am constructing<br />

the car, polygon by polygon, I<br />

will constantly be looking at all<br />

viewports to make sure I am<br />

moving the polygons exacting<br />

where I want them to be.<br />

08 Without<br />

worrying about the<br />

windows at this stage, we are<br />

focusing mainly on the main<br />

body. Make sure the flow of<br />

your model matches what is on<br />

the blueprint – especially areas<br />

like doors and hood, where<br />

they will be separated from the<br />

main body at a later stage.


Transport<br />

Getting the overall look and feel<br />

Refining the model<br />

09<br />

In the initial stage<br />

of the modelling<br />

process, it is essential to keep<br />

the doors and the main body<br />

as one single object to ensure<br />

the topology is consistent<br />

throughout the entire model.<br />

Once the overall shape is<br />

blocked out, the next step will<br />

involve the detailing of the<br />

current shape.<br />

10<br />

It is vital to get the general proportions correct before<br />

we add edge loops to detail the model, because it could<br />

get arduous trying to change the overall shape once you have all<br />

the details cut into the high poly object.<br />

11<br />

Now it comes to the<br />

p<strong>art</strong> where areas like<br />

the doors and hood will be<br />

separated from the main body.<br />

We do this by selecting the<br />

door area with the poly<br />

selection tool. Then, under<br />

Edit Geometry, click Detach to<br />

create a new object, as shown<br />

to the left.<br />

38 mins<br />

render time<br />

Resolution:<br />

1,200 x 648<br />

12<br />

After separating<br />

all required body<br />

p<strong>art</strong>s, it is time to add<br />

elements like windows, grill,<br />

wheels, headlights, back lights<br />

and interior. The final result is<br />

shown in the image here.<br />

The lighting plan<br />

The lighting setup for this scene consists of a target direct<br />

light for the simulation of the sun. It is set to a relatively<br />

low value and a V-Ray dome light is used for ambient to<br />

add a bit of mood to the scene. For example, I usually set<br />

the ambient dome light at a qu<strong>art</strong>er of the value of the<br />

target direct light. Finally, open up the material editor and<br />

put VRayHDRI into your diffuse slot, then locate your<br />

HDRI and select spherical environment as your map type.<br />

Once this is done, put it inside ‘GI environment (skylight)<br />

override’ under V-Ray Environment. With the help of the<br />

right HDRI image, you should be able to get a realisticlooking<br />

render using this setup.<br />

13<br />

Lastly and also<br />

most importantly, I<br />

want to emphasise the<br />

significance of the headlights,<br />

which are like the eyes of a<br />

vehicle – in my opinion, they<br />

will be the first thing that<br />

attracts people’s attention. To<br />

achieve realism in any image,<br />

the key ingredient is detail. The<br />

image here shows a cluster of<br />

elements such as the reflector,<br />

glass cover and light bulb,<br />

which were all modelled as<br />

separate elements.<br />

239


Step by step:<br />

Lighting the<br />

Silver Arrow<br />

240<br />

Mercedes Benz W154 2009<br />

Learn how to dramatically pose and light a 1938<br />

Mercedes Benz W154 racing car to make this – and all<br />

your future vehicle projects – really shine<br />

Djordje Jovanovic 3D <strong>art</strong>ist<br />

In this tutorial, you will discover the<br />

best workflow for creating your own<br />

virtual studio environment for lighting<br />

a reflective industrial model – in this case<br />

a 1938 Mercedes Benz W154 racing car.<br />

The studio is made up of a light setup<br />

which consists of two different light sources,<br />

custom reflection cards and a background/<br />

base. <strong>3d</strong>s Max is our main app with a V-Ray<br />

plug-in used as the renderer. We will be<br />

using a standard VRayLight as our main<br />

(diffuse) light source, then adding a few<br />

standard Omni lights and assigning them to<br />

our custom reflection cards. We can use this<br />

combination to accurately place reflections<br />

and separately control the intensities for<br />

diffuse lighting and reflections. In<br />

postproduction, you can use Photoshop to<br />

add some depth of field (DOF) to the image<br />

and do some colour correction.<br />

The major advantages of this setup is that<br />

the diffuse light and reflections have<br />

separate controls and the whole thing can<br />

be set up fairly quickly. The major difficulty<br />

will be the placement of the reflection cards<br />

because it can take some time to find the<br />

spots where reflections will be most<br />

effective. I found some interesting studio<br />

images and light setups on the internet that<br />

I’d never tried before; these are always good<br />

for inspiration or to use as reference. Similar<br />

inspirational images are shown in Steps 1-3.<br />

Software used in this piece<br />

<strong>3d</strong>s Max<br />

V-Ray<br />

Photoshop<br />

Inspirations<br />

Find a cool concept<br />

This image provided some ideas for the overall<br />

01 mood I was looking for. I liked the relationship of the car’s<br />

semi-reflective surface with the dark background in terms of<br />

contrast. The position of the main light source, directly over the<br />

car, which created a big shadow also appealed to me.


Transport<br />

Lighting,<br />

rendering<br />

© Porsche AG<br />

Easy-to-follow guides<br />

take you from concept<br />

to the final render<br />

Artist info<br />

Djordje<br />

Jovanovic<br />

I liked the reflective properties of the car paint<br />

02 surface in this image and, similarly, the colour of the<br />

paint. I also liked the intensity of the reflections, the level of<br />

glossiness and overall gradients across the whole surface as<br />

well as the diffuse light in the scene.<br />

Almost symmetrical reflections were a fairly<br />

03 obvious choice considering the camera position. I did<br />

the frontal view like this image, but I wanted to go with an even<br />

wider lens – closer to the car – in order to accentuate the Silver<br />

Arrow’s front grille and the wheels.<br />

Personal portfolio site<br />

djordjejovanovic.com/blog<br />

Country Serbia<br />

Software used <strong>3d</strong>s Max,<br />

V-Ray, Photoshop<br />

Expertise Hard-surface and<br />

environment modelling,<br />

texturing and lighting<br />

241


Lighting and rendering<br />

Set up your virtual studio<br />

We’ll kick off with<br />

01 the main subject – the<br />

Mercedes Benz W154. Next<br />

we need some kind of a base<br />

on which the car will stand,<br />

for which you can use a<br />

simple plane. And, lastly, of<br />

course we need the camera. I<br />

like to use VRayPhysical<br />

Camera because it has realworld<br />

parameters (eg F-stop,<br />

Lens focal length, Shutter<br />

speed, Color balance, etc).<br />

The parameters that differ<br />

from the default values are:<br />

Focal length 21.0, F-number<br />

2.0 and Shutter speed 20.0.<br />

Also make sure your<br />

environment background<br />

colour is set to black.<br />

Modelling<br />

the image<br />

The whole car was built in<br />

<strong>3d</strong>s Max 2009 using<br />

standard poly modelling<br />

techniques. I st<strong>art</strong>ed with<br />

the front of the car body,<br />

which was the trickiest<br />

p<strong>art</strong>. The major challenge<br />

here was to create a lot of<br />

precise details (air vents)<br />

on a surface that is curved<br />

in all directions, while<br />

maintaining the surface<br />

continuity. Once that was<br />

done, everything else was<br />

a breeze. I then quite<br />

quickly created the interior<br />

of the car, the suspension<br />

and the wheels. The tyres<br />

and the front air vent were<br />

the only other p<strong>art</strong>s which<br />

demanded a bit of extra<br />

detailing work.<br />

VRayLight with Diffuse<br />

settings gives us the overall<br />

mood of the image<br />

The main light source in the scene will be the<br />

02 VRayLight placed directly above the car; the Type is set to<br />

Plane. The light area should be slightly longer and wider than the<br />

car and have its colour set to pure White. In the light Options, make<br />

sure that Affect specular and Affect reflections are unchecked,<br />

while Cast shadows and Invisible are checked. This way you’ll have<br />

a light source that emits diffuse light and casts shadows, but<br />

doesn’t create any reflections or specular highlights on the car. Play<br />

with the intensity until you are happy with the mood.<br />

Creating the first reflection<br />

card for the front reflections<br />

To add some reflections we first need to add a<br />

03 simple plane. This one is placed directly in front of the car<br />

and tilted slightly forward. The plane has a VRayMtl applied to it.<br />

Diffuse color is set to White and there’s a JPEG added to the<br />

Opacity slot, which is just a basic black-to-white linear gradient. All<br />

the other material parameters are set to their default values.<br />

242


Transport<br />

Now we need a<br />

04 standard Omni light<br />

placed between the card and<br />

the car. On this one you need to<br />

make sure that the shadows are<br />

turned off. The most important<br />

thing to set here is the Include<br />

options. You need to include<br />

only the reflection card to this<br />

light. This way the light will only<br />

cast its rays onto the card,<br />

which will then reflect back to<br />

the car, giving us independent<br />

control over this reflection.<br />

Artist<br />

Showcase<br />

Djordje Jovanovic<br />

As a son of a photographer, I became involved in visual<br />

<strong>art</strong>s from an early age. I’m currently working as a<br />

freelance 3D <strong>art</strong>ist specialising in hard surface and<br />

environment modelling, texturing and lighting.<br />

Custom Humvee <strong>3d</strong>s Max, V-Ray, Photoshop (2010)<br />

I always had a fascination with old, rusty mechanical stuff, like<br />

construction or military machines and vehicles, so wanted to create<br />

something on the subject. This customised Humvee was made to<br />

satisfy that desire and learn new techniques along the way.<br />

Modelled from scratch in <strong>3d</strong>s Max and rendered with V-Ray.<br />

Next we need to add two more reflection cards, using the same process as Step 3.<br />

05 These two planes should also be placed above the car and rotated slightly downwards.<br />

However, these planes should be placed more towards the rear of the car. The camera is set to use a<br />

wide-angle lens which produces distortion; by moving the planes closer to the back of the car, we are<br />

able to minimise these effects and ensure reflections are almost flush to the car’s body.<br />

The camera is set to use a wide-angle lens which<br />

produces distortion; by moving the planes closer to<br />

the back of the car, we minimise these effects<br />

Hudson <strong>3d</strong>s Max, Maya, mental ray, Photoshop,<br />

BodyPaint 3D (2010)<br />

My desire for creating old mechanical stuff wasn’t quite satisfied<br />

with Custom Humvee so I decided to make some more. This time I<br />

had a great time modelling the old Hudson steam locomotive in <strong>3d</strong>s<br />

Max, rendering it with mental ray inside Maya and painting textures<br />

in BodyPaint 3D and Photoshop.<br />

For the final step of this lighting stage, we need to create two more Omni lights. Place<br />

06 them just above the car in the middle of the scene. Set them up as per Step 4, but include the<br />

left card to one light and the right card to the other. This way you will have separate intensity controls<br />

for each card. By this point, you’ll be able to see the effect of the gradient in the Opacity slot; it creates<br />

a nice fading-out reflection instead of a solid white line.<br />

Hiroshi Sambuichi <strong>3d</strong>s Max, V-Ray, Photoshop (2009)<br />

While browsing through a local bookstore, an image of a Japanese<br />

interior stuck in my mind. I noted the name of the architect and, a<br />

few months later, when I finally found some free time, I created this<br />

image. It’s an interior of a rural Japanese house designed by Hiroshi<br />

Sambuichi. I created all the geometry from scratch in <strong>3d</strong>s Max and<br />

rendered using V-Ray.<br />

243


Add some depth<br />

How depth of field was created<br />

To quickly add a DOF effect to the image, we<br />

01 first need to render out a Z-Depth pass. A Z-<br />

Depth is a greyscale image, similar to an Alpha channel<br />

that is a graphical representation of a scene’s depth. Go<br />

to Rendering>Render Setup>Render Elements and add<br />

‘Vray_Zdepth’ to the list. Next time you hit Render, you’ll<br />

get a Z-Depth pass alongside the standard RGB pass.<br />

Depending on your scene size and default<br />

02 <strong>3d</strong>s Max units, you might have to play with the<br />

Z-Depth Min and Z-Depth Max values in the Z-Depth<br />

parameters fly-out menu. Basically you need to get a<br />

whole range of greyscale tones st<strong>art</strong>ing from white and<br />

ending in black, while maintaining the visibility of the<br />

whole car geometry.<br />

There are a few solutions for adding<br />

03 DOF in post. I like to use the DOF PRO plug-in<br />

for Photoshop by Richard Rosenman, mainly because<br />

of its speed, quality and the options you get. Adding<br />

DOF in Photoshop is as easy as loading your original<br />

RGB pass, st<strong>art</strong>ing the plug-in, loading the Z-Depth<br />

pass and playing with the size and shape options.<br />

244<br />

Textures<br />

This image is almost<br />

texture free. The one<br />

texture I did use was to<br />

create details on the<br />

tyres. It was a standard<br />

black-and-white image<br />

used as a Bump map.<br />

Lighting<br />

issues for<br />

3D vehicles<br />

Depending on the effect<br />

you’re attempting, you<br />

can run into a lot of<br />

different issues when<br />

lighting a car. However,<br />

there are some universal<br />

things that need to be<br />

taken into consideration.<br />

The first is the key<br />

relationship between the<br />

subject and its<br />

environment in terms of<br />

space, composition,<br />

colour and contrast. Next<br />

is the position of the main<br />

light source and the<br />

shadows, which can make<br />

the difference between a<br />

dramatic or peaceful<br />

scene. Then there are<br />

reflections. The position<br />

of the reflections across<br />

the car body, their<br />

intensity and shape can<br />

make or break an image.<br />

Finally the body paint<br />

material is also an<br />

important factor that can<br />

affect all lighting aspects.<br />

DOF in Photoshop is as easy as loading your<br />

original RGB pass, st<strong>art</strong>ing the plug-in, loading the<br />

Z-Depth pass and playing with the options<br />

Focus on postproduction<br />

Apply finishing touches<br />

Usually when<br />

01 working on this kind of<br />

mechanical-based image, I try<br />

to do as much as possible with<br />

the 3D software, leaving very<br />

little to do when it comes to the<br />

postproduction stage.<br />

However, sometimes I do play<br />

a bit with the image in<br />

Photoshop to enhance a model<br />

and its environment. In this<br />

case I just toned down the<br />

saturation a little in the Hue/<br />

Saturation options and then<br />

tweaked the Curves<br />

adjustment very slightly.<br />

1.4 hours<br />

render time<br />

Resolution:<br />

3,500 x 2,161<br />

There’s a cool<br />

02 plug-in for Photoshop<br />

called 55mm Digital Optical<br />

Filters developed by Digital Film<br />

Tools. This plug-in allows you<br />

to do many things, but I use it<br />

mainly for its Chromatic<br />

Aberration tool. In optics,<br />

chromatic aberration (also<br />

called achromatism or<br />

chromatic distortion) is a type<br />

of distortion in which there is a<br />

failure of a lens to focus all<br />

colours to the same<br />

convergence point. Adding this<br />

kind of subtle distortion can<br />

add an extra layer of realism to<br />

a 3D illustration.


With my lighting I used the<br />

new SLIK kit from Luxology, a<br />

kind of content pack with premade<br />

studio lights and tons of<br />

options to set up any type of<br />

real-world photography<br />

lighting. This, mixed with<br />

global illumination, gives a<br />

professional-looking render<br />

Suzuki Intruder<br />

250LC 2010<br />

Transport<br />

I’ve created the bike for a portrait piece I’m working<br />

on which will include the bike’s owner – my<br />

beautiful girlfriend – on the bike in the desert. Since<br />

it’s the first finished piece and turned out better<br />

than expected, I decided to render out a product<br />

style shot using the new SLIK kit from Luxology.<br />

Software used in this piece<br />

modo<br />

Photoshop<br />

André McGrail<br />

Artist info<br />

Username: Verasl<br />

Personal portfolio site<br />

http://andre.phaedra.co.nz<br />

Country New Zealand<br />

Software used Modo401,<br />

Photoshop<br />

Incredible 3D <strong>art</strong>ists take<br />

us behind their <strong>art</strong>work<br />

The entire bike is<br />

made in SDS subdivision<br />

in modo, giving it the<br />

ability to be rendered<br />

close up by automatically<br />

adding polygons; it also<br />

ensures there are no very<br />

sharp edges, getting rid<br />

of the CG look<br />

I wanted it to resemble a<br />

professional photoshoot, so spent a<br />

lot of time moving lights so<br />

reflections look sleek and simple,<br />

to bring out the bike’s shape<br />

245


Building a<br />

concept car<br />

Sting Ray 2010<br />

Artist info<br />

246<br />

3D <strong>art</strong>ists explain the<br />

techniques behind<br />

their amazing <strong>art</strong>work<br />

Tyree Ross<br />

Username: Officialist<br />

Personal portfolio site<br />

www.tyediad.com<br />

Country USA<br />

Hardware used Intel Core 2<br />

Duo E8400 3GHz, 8GB RAM<br />

Expertise Tyree specialises<br />

in 3D concept <strong>art</strong><br />

This tutorial will show how the Sting Ray<br />

was created. My thought process behind<br />

the idea was to create something that was<br />

on the border of reality and fantasy, yet still with<br />

a designer edge to it. The idea was to create<br />

something fresh and completely original. The<br />

biggest challenge in modelling a concept design is<br />

knowing where to begin. This tutorial will assume<br />

that you are already familiar with the basic<br />

modelling nomenclature of <strong>3d</strong>s Max. I will give a<br />

broad overview of the steps used to create the Sting<br />

Ray. While creating the vehicle, I used the box<br />

modelling technique with editable polygons. The big<br />

challenge faced in the completion of this image was<br />

welding the vertices. Although it is tedious, it has a<br />

rewarding feel when you reach your final render.<br />

Correct geometry is so important when modelling<br />

vehicles. <strong>3d</strong>s Max was the software used for the<br />

modelling, along with mental ray renderer.<br />

My thought process behind the idea<br />

was to create something that was on the<br />

border of reality and fantasy, yet still<br />

with a designer edge to it<br />

Tyree Ross specialises in 3D concept <strong>art</strong>


Transport<br />

Modelling,<br />

texturing,<br />

rendering<br />

01 Drawing the blueprint<br />

The first step is having your idea on paper. Draw as much<br />

detail as you need to help you model your design. The<br />

template doesn’t have to be detailed, but have just enough<br />

detail to get you the basic shape of the concept vehicle.<br />

The template or drawing will be the top and side portion<br />

of the tutorial a.<br />

02 Digitise your drawing<br />

Scan your blueprints into your computer using Photoshop<br />

or any other software that you have to scan your images.<br />

Try to save them with the same measurements: it will make<br />

it easier when you import them into <strong>3d</strong>s Max. I used Adobe<br />

Illustrator to redraw the design, just to make sure that the<br />

curves were neat and precise b.<br />

03 The setup<br />

St<strong>art</strong> off with two planes. The first plane will be in the top<br />

viewport. This will be for your top blueprint material. The<br />

second plane will go in the right viewport for the side view.<br />

This plane will have the side-view material . Be sure to make<br />

the material active in the viewport. In the Hierarchy tab,<br />

check all boxes to keep the planes from moving during your<br />

modelling. Once the planes are set up to your liking, add<br />

cylinders where the front and back wheel would be and lock<br />

them into place as well c.<br />

Software used in this piece<br />

<strong>3d</strong>s Max<br />

mental ray<br />

B The blueprints need not be detailed. The idea is to concentrate<br />

on achieving the shape<br />

a One plane will be in the top; place the second plane in<br />

the right viewport<br />

C Adding cylinders is completely optional. When dealing with<br />

distinct shapes, use extra references<br />

247


Modelling the car<br />

Box modelling is the best approach<br />

30 minutes<br />

render time<br />

Resolution:<br />

3,000 x 2,100<br />

Problems<br />

and solutions<br />

I found that welding and<br />

chamfering are very powerful<br />

in modelling. Welding vertices<br />

can be so helpful in making<br />

complex shapes, but at the<br />

same time troublesome in<br />

lining up the vertices. After<br />

a few models you will get the<br />

hang of it. Later I found out<br />

that using the scale tool while<br />

having two vertices selected<br />

will bring them closer<br />

together. That alone cut my<br />

work down by hours. Once<br />

I was introduced to chamfer,<br />

I was amazed that the look<br />

that I have been wanting for<br />

so long for the 3D images was<br />

right under my nose. It is a<br />

process like any other<br />

technique. It has its own<br />

separate properties to get use<br />

to. As always, practice makes<br />

perfect. Detail, in my opinion,<br />

will make or break your<br />

image, aside from the design.<br />

The more detail you have, the<br />

better. People will always<br />

remember the detail you put<br />

into your work.<br />

04 Sculpting<br />

In the top viewport, make a box with four segments. They<br />

will be divided by height and width. Convert the box to<br />

an editable poly. Use polygon mode to st<strong>art</strong> shaping the<br />

wheel well. Try to st<strong>art</strong> at the bottom of the wheel-well<br />

and work your way around the cylinder, extruding the<br />

polygons. Once the wheel-well has been created, extrude<br />

the wheel-well to st<strong>art</strong> shaping the front end d.<br />

05 Basic shape<br />

Once you have extruded the polygons to the second wheelwell,<br />

st<strong>art</strong> extruding the top and side of the vehicle. Be sure<br />

to wedge the vertices together as you get closer to the rear<br />

of the vehicle. It should stop just behind the back wheel.<br />

In the middle of the base, extrude inward to create the<br />

opening for the pedals. Also, model the base of the vehicle<br />

to make the seating area e.<br />

d Be sure to stay true to the blueprints<br />

e Model wisely with the polygons. Less is more and more<br />

can be a headache<br />

06 Cut and weld<br />

In the front of the vehicle, cut two polygons<br />

in half. By doing this, we are outlining<br />

where the glass and the vehicle meet.<br />

Perform the same for the rear of the body.<br />

By doing this, you are defining where the<br />

glass ends and the vehicle begins for the<br />

rear wheel. We will cut the shape of the<br />

grill and both lights in the same manner.<br />

With the polygon mode, extrude the grill<br />

and lights inward. Select all of the polygons<br />

in the light casing and copy them f.<br />

248<br />

f Basically you are outlining<br />

where details will be added later


Transport<br />

g<br />

Lighting and rendering<br />

Lighting is very important when rendering your image.<br />

Too much light can make the materials look cheap. If there<br />

is not enough light, you will not see all the hard work and<br />

detail that was put into your model. Not to mention, too<br />

much light can make your render time longer. In the<br />

rendering settings, I make sure that my Gather points<br />

are set anywhere from 750 to 1,000 and check global<br />

illumination. Use a Skylight setting of 1.5 – without this the<br />

scene will be very dark. You can also add other lights such<br />

as spotlights and omnis. I try to use three lights in some<br />

renderings. Only one light will be used for ray-trace<br />

shadows and the others will be at a lower intensity<br />

to assist with the lighting.<br />

h<br />

07 Detach and attach<br />

Select all the polygons that would make the glass and<br />

detach them. Select the glass again; with all polygons<br />

selected, extrude slightly. From the corners of both<br />

headlights toward the wheel-wells, detach and drag the<br />

inner edges downward to connect the vertices. Now that<br />

all three sections are separated and edges are connected,<br />

chamfer all edges and corners to define the Sting Ray.<br />

Chamfer the edges within the extrude as well. For the<br />

finishing touch, extrude two edges toward the back wheelwell<br />

and connect the vertices g.<br />

08 Custom chrome wheels<br />

St<strong>art</strong> off with a Gengon and make sure that it has fillets at<br />

each corner. Convert it into a poly and extrude all sides by<br />

polygons. Extrude a second time and move them forward<br />

slightly. Extrude a third time and chamfer the edges.<br />

Create a cylinder and convert it to a polygon. Select all<br />

vertices in the middle of the cylinder and scale down<br />

slightly to create the rim. Pull back the outer edge of the<br />

cylinder and chamfer the edges. Scale both objects to<br />

create a realistic custom wheel h.<br />

09 Simple tyre tread<br />

For the tyres, create a plane with sections ranging from<br />

six to eight. Convert it to a poly. Extrude the polygons to<br />

your desired tread. On both ends of the extruded poly,<br />

bring the vertices out to create a slope in the tread. From<br />

here, copy the tread 25 to 35 times, and group or attach<br />

them together. Now bend them in a 365° angle. Take the<br />

outer vertices and scale them downward and add a vertex<br />

weld to your modifier stack i.<br />

g Detaching and welding<br />

is tedious, but when it is<br />

completed it is worth it<br />

h The best p<strong>art</strong> of this method<br />

is the flexibility you can have<br />

with the design<br />

i Space the first copy just<br />

right. When it’s duplicated,<br />

it will flow with the bend<br />

j Cylinders, tubes and boxes<br />

were all used to make the console<br />

i<br />

10 Final details<br />

Make a box with three sections on the top portion to<br />

create the seat. Convert the box to a polygon and bevel<br />

each square individually. Raise each polygon slightly to<br />

form the cushions and add cylinders to each connecting<br />

corner. Repeat the same steps for the back cushion. Take<br />

three polygons from the back of the seat frame and<br />

extrude them to wrap around the tyre. Delete the middle<br />

polygons on both sides and reconnect them to make an<br />

opening. The steering wheel, buttons, monitors, light<br />

bulbs and gas pedals were all made with basic shapes j.<br />

249


Applying textures and materials<br />

Applying textures is where everything comes together<br />

Overall<br />

material<br />

All of the interior textures<br />

were multi/sub-object<br />

materials. Although it<br />

saves space in the<br />

material editor, the<br />

polygons will shift once<br />

you smooth it. The tyre<br />

material is a standard<br />

material with a dark grey<br />

diffuse and low Specular<br />

and glossiness setting.<br />

k Set the value of the shellac<br />

colour blend to 85<br />

11 Making car paint<br />

Make a shellac material. For the base material, the<br />

Specular level is 120 and glossiness is 60. Go to the<br />

diffuse and choose falloff. Set the first colour to black<br />

and second colour to dark grey. Change the falloff type<br />

to perpendicular/parallel. Change the line to a curve to<br />

where the two endpoints touch the left and top line. Go<br />

to the parent and go into the shellac material and change<br />

it to a ray-trace material. Change the diffuse to black;<br />

Specular level is 160 and glossiness is 90. Go to Reflect<br />

and choose falloff and falloff type Fresnel k.<br />

12 Tinted glass material<br />

St<strong>art</strong> off with a standard material. Change the shader<br />

parameters to Phong and check ‘2-sided’. Change the<br />

diffuse colour to black. Specular level is 100, glossiness<br />

60 and soften is 0.4. In Extended Parameters choose<br />

In; Amt is 100, Type is subtractive and Index of Retraction<br />

is set to 1.32. Reflection Dimming is checked, with the<br />

Reflection level set to 3.95 l.<br />

Artist<br />

Showcase<br />

Tyree Ross<br />

I have been drawing since the age of ten and a<br />

graphic <strong>art</strong>ist for seven years. I was introduced to 3D<br />

<strong>art</strong>istry six years ago. In college I fell in love with <strong>3d</strong>s<br />

Max. Since then, I have been self-taught with<br />

my modelling.<br />

The Boss <strong>3d</strong>s Max (2010)<br />

The Boss is my interpretation<br />

of a concept Harley-style<br />

motorcycle. It was built with<br />

two motors, dual exhaust and<br />

wide tyres for handling.<br />

l<br />

m<br />

l You can change the colour<br />

in the diffuse map to achieve<br />

different effects<br />

m Set the refraction in the<br />

falloff to 1.5<br />

13 Chrome paint material<br />

The chrome material is similar to the<br />

car paint material except for a few<br />

things. Your base material is a raytrace<br />

material. Shading is Phong, the<br />

diffuse is black, and your falloff<br />

material in the reflection slot is set to<br />

a light grey (and the bottom colour is<br />

white). Specular level is set to 100 and<br />

the glossiness is set to 70. The shellac<br />

base is a standard material with the<br />

Specular level at 100 and glossiness<br />

at 20. The shellac blend is 50 m.<br />

250


Transport<br />

Lighting and rendering<br />

The lighting process is always trial and error<br />

n The box will only render as a<br />

reflection on the vehicle<br />

14 The illusion of light<br />

Create a box the same width as the vehicle and raise it<br />

above the vehicle. In Object Properties, uncheck ‘visible to<br />

the camera’, ‘receive shadows’ and ‘cast shadows’. Make<br />

a material to apply to this box to give the illusion of light<br />

shining down. Create a standard self-illuminating material<br />

of white, with an output of 3.0 RGB in the colour field n.<br />

15 Using the skylight<br />

Add a skylight to the scene from the lights menu. Without<br />

the skylight, the scene will not be illuminated. Set the<br />

multiplier to 1.5, with the sky colour set to white. The<br />

placement of the skylight does not matter as long as it<br />

is in the scene when it is time to render o.<br />

16 mental ray setup<br />

Choose mental ray as your renderer. Under the Indirect<br />

Illumination tab, enable Final Gather and set the rays per<br />

FG point to 1,000. Set the FG Point Interpolation to a radius<br />

of 15.0 and a min of 0.1. Also enable the Global Illumination<br />

and set the maximum photons to 500. For the Renderer<br />

tab, change the samples per pixel to a max of 16 p.<br />

o Multiplier settings, along with the global illumination,<br />

can be increased to make the scene brighter<br />

p Get the right settings in the mental ray engine<br />

to produce a quality finish to the render<br />

Studio<br />

appearance<br />

To achieve the studio<br />

appearance, draw a line in<br />

the right or left viewport.<br />

This line will be in an L<br />

shape. Once the line is<br />

drawn, select the joining<br />

vertices and apply a fillet.<br />

The fillet will allow the<br />

corner of the line to curve.<br />

Apply a lathe to the line<br />

and set the lathe to max.<br />

This will create a wraparound<br />

scene to help with<br />

lighting and reflections of<br />

reflective material.<br />

Tear Drop <strong>3d</strong>s Max (2010)<br />

The Tear Drop was a concept based from the Sting Ray. It has<br />

speakers behind the seat and a dual exhaust for life in the fast lane.<br />

Breezer <strong>3d</strong>s<br />

Max (2007)<br />

A futuristic zipline<br />

car. It is built<br />

for speed with a<br />

streamlined look<br />

and is lightweight<br />

due to its size.<br />

251


Neil Maccormack<br />

Artist info<br />

Incredible 3D <strong>art</strong>ists take<br />

us behind their <strong>art</strong>work<br />

Website<br />

www.bearfootfilms.com<br />

Country Switzerland<br />

Software used LightWave 10,<br />

Photoshop CS4<br />

Decide what the main focal point of<br />

the image is and stick to it. Don’t try to<br />

give the viewer the whole story; let them<br />

imagine some things for themselves<br />

Software used in this piece<br />

LightWave<br />

Photoshop<br />

Carrier 2010<br />

I wanted to create an image that was inspired by classic sci-fi movies,<br />

and what better way to portray that than by having a large, looming<br />

spaceship landing on a dusty, rocky planet? The concept was to evoke<br />

the idea that the landing could be happening on E<strong>art</strong>h in the future, or<br />

maybe on some far, remote planet… I mixed some realistic elements<br />

with futuristic ones to increase believability.<br />

Only include detail<br />

where you need it. The<br />

background ships are lowpoly<br />

and low-res; I didn’t<br />

need them to be high-res<br />

because they’re only<br />

featured to give an idea<br />

of depth<br />

252


Transport<br />

To create the notion of scale<br />

and size, I painted some small<br />

characters in the foreground.<br />

This helps the viewer believe<br />

that the ship is huge in<br />

comparison, adding to the<br />

grandeur of the image<br />

253


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The world’s best cre<br />

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Photoshop Tips,<br />

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The essential guide to Photoshop<br />

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The iPad Book<br />

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Complete Photography<br />

Handbook vol 1<br />

With fantastic shooting ideas and<br />

a wide variety of practical tips,<br />

this tome is the only resource for<br />

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SRP: £12.99<br />

iPhone Tips, Tricks, Apps<br />

& Hacks vol 3<br />

Get the most out of your iPhone with<br />

this fantastic bookazine detailing all you<br />

need to know. Slick, accessible – a must<br />

for all.<br />

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Prices may vary, stocks are limited and shipping prices vary<br />

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Photoshop Image Editing<br />

vol 1<br />

Improve your photos with this guide<br />

to image-editing skills, from cloning<br />

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SRP: £12.99<br />

Photoshop Creative<br />

Collection vol 6<br />

256 pages of excellent creative<br />

Photoshop tutorials featuring<br />

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guides.<br />

SRP: £12.99<br />

How It Works<br />

Book Of Space<br />

Feed your mind and fuel your<br />

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to space and the universe from<br />

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ative bookazines<br />

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Digital Photographer’s<br />

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A beautifully crafted guidebook<br />

to getting the most from wildlife<br />

and landscape photography work<br />

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SRP: £12.99<br />

Beginner’s Photoshop vol 3<br />

This third volume covers over 50 new<br />

inspirational Photoshop projects in<br />

an easy-to-follow format, complete<br />

with over an hour of video tutorials on<br />

the disc.<br />

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iLife Genius Guide vol 2<br />

Comprehensive 208-page tutorial<br />

guide to help you master the<br />

complete suite of Apple iLife apps<br />

including iPhoto, iMovie, iDVD, iWeb<br />

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The Mac Book vol 6<br />

256 pages of practical and creative<br />

tutorials and in-depth features that<br />

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LEARN TO CREATE STUNNING WORKS OF ART LIKE THESE<br />

OVER 250 PAGES OF TUTORIALS, INTERVIEWS AND GALLERIES<br />

3D <strong>art</strong><br />

&<br />

design<br />

FROM THE MAKERS OF<br />

Volume 2 £14.99 ISBN 978-1-906078-9-73<br />

3D <strong>art</strong> & design volume 2 is the ultimate guide to creating incredible works of <strong>art</strong>. Covering<br />

characters, environments, architecture and transport, there is something for everyone<br />

interested in 3D designs. The step-by-step guides will take you through the processes to<br />

produce amazing images, and the inspirational galleries will show you what can be done in the<br />

likes of Maya, <strong>3d</strong>s Max and ZBrush. We also speak to some of the world’s finest 3D <strong>art</strong>ists<br />

and design studios to get the lowdown on how they construct their award-winning creations.<br />

9 7 8 1 9 0 6 0 7 8 9 7 3

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