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3d art

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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

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