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3d art

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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.

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