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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.