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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.

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