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3d art

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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.

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