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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.