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3D Artist - Zbrush

3D Artist magazine is one of the best creative magazines that are available in market. 3D Artist contains the tutorials, tips, how to, concepts etc. 3D Artist magazine is made by the one of the best creative peoples. The main idea or the mission behind the 3D Artist is to spread and focus on creative stuff.

3D Artist magazine is one of the best creative magazines that are available in market. 3D Artist contains the tutorials, tips, how to, concepts etc. 3D Artist magazine is made by the one of the best creative peoples. The main idea or the mission behind the 3D Artist is to spread and focus on creative stuff.

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We’ve been working<br />

hard on developing new<br />

facial rigging, modelling<br />

and blend shape setups<br />

Chris Uyede, head of modelling<br />

Elba), whose fierceness was communicated via an<br />

enlarged body and, in particular, a skull twice as<br />

big as a normal Bengal.<br />

The assets team relies on a collaborative<br />

pipeline to push models through. Modellers,<br />

riggers, texturers, groom artists and later<br />

animators and effects artists can all work<br />

separately on what’s called an ‘animated<br />

character package’. During the process, artists are<br />

always looking to add in elements from real life<br />

with the aim to give their assets some grounding.<br />

The rigging process, in particular, reflects that<br />

real-world approach in that it uses physically<br />

correct modelled bones and has checks and<br />

balances to accurately cause skin and muscle<br />

deformation. “We most recently created what we<br />

just call the muscle primitive,” says head of rigging<br />

at MPC, Tom Reed. “It’s a toolkit for impacts and<br />

flesh protections that was made for The Jungle<br />

Book but instantly rolled out for Terminator:<br />

Genisys and other films.”<br />

“We have daily sessions twice a week here to<br />

talk about all the developments,” adds Reed.<br />

“We’re constantly trying to make sure the<br />

technology evolves and is not forgotten, and that<br />

new techniques get shared. One of the strengths<br />

of how we approach the department as a<br />

centralised team means we can really get this<br />

stuff used everywhere straight away.”<br />

Terminator: Genisys was certainly one of the<br />

benefits of that desire to keep on top of the tech,<br />

but it was also one of MPC’s most difficult<br />

challenges, since it required the creation of a fully<br />

photorealistic digital human. Not only that, it was<br />

a human whom millions around the world<br />

instantly recognise: Arnold Schwarzenegger. And<br />

just to make it even harder, it had to be Arnie as he<br />

appeared in the original Terminator film in 1984.<br />

Although the actor is, of course, still alive, the<br />

assets team did not have a way to scan and<br />

photograph Schwarzenegger as he was 30 years<br />

ago. However, they did have access to a scan of a<br />

bust made of the actor at the time and they could<br />

take advantage of some facial motion capture<br />

acquired using MOVA technology and scans of<br />

the on-set stunt stand-in.<br />

Ultimately, these inputs served just as a base<br />

for intricate sculpting and modelling carried out<br />

by the assets department. Even then, and as<br />

MPC always does, it had to be adapted to the<br />

various shots required. “You couldn’t just make<br />

one model to work in every shot,” notes MPC<br />

lead modeller and texture artist Klaus Skovbo.<br />

“We ended up with a very hi-res mesh and any<br />

changes we did in the sculpt could be carried into<br />

the mesh.”<br />

With its ‘digital Arnie’, MPC also embarked on a<br />

heavy R&D effort into a FACS (facial action coding<br />

system) approach to replicating face and mouth<br />

shapes. “We’ve been working hard on developing<br />

new facial rigging, modelling and blend shape<br />

setups here,” says Uyede.<br />

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