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3D Creative December 2015

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124<br />

<strong>December</strong> <strong>2015</strong><br />

Issue 124<br />

+plus<br />

• Designing for videogames<br />

• Versatile ZBrush sketching<br />

• Creating textures for sci-fi spacecraft<br />

• Designing a fantasy character<br />

• Mastering displacement details<br />

• and much more!<br />

We take a look at the fun and<br />

striking artwork of freelance<br />

artist Dmitry Cheremisin


<strong>3D</strong>CREATIVE: 2005 – <strong>2015</strong><br />

It’s with heavy hearts that we’re announcing the end of 3dcreative<br />

magazine. From 2005 to the present, 3dcreative has aimed to<br />

deliver affordable, high quality resources and inspiration for <strong>3D</strong><br />

artists of all kinds – but with so many great <strong>3D</strong> resources readily<br />

available online, and inevitable piracy to contend with, we’ve<br />

decided it’s time to draw 3dcreative to a close.<br />

We’re very grateful to all the artists and readers who’ve supported<br />

the magazine, whether you’ve just discovered it or have been<br />

following from the early days. It’s been a great privilege for us to<br />

work with the hundreds of artists who’ve featured in 3dcreative<br />

over the last ten years. It wouldn’t have been possible without your<br />

kindness and contributions.<br />

Subscriptions to 3dcreative are now no longer available to buy.<br />

<strong>2015</strong> will be our last complete year of twelve issues, and we’ll<br />

release a final free issue in January 2016. You’ll still be able to find<br />

back issues in the 3dtotal shop, as well as our huge collection of<br />

eBooks and printed books, and we’ll continue to bring you brilliant<br />

<strong>3D</strong> content and tutorials for free via the 3dtotal website. Our sister<br />

magazine, 2dartist, is still available for anyone interested in 2D art<br />

and digital painting. With the door closing on one project, we’ll use<br />

our time to bring you bigger, better content with a renewed energy.<br />

Thank you again to everyone who’s supported 3dcreative, whether<br />

by buying it or being in it, and we hope you continue to support us<br />

as we go forward into exciting new projects. Stay creative!<br />

The 3dcreative team


3dtotal presents the new issue of 2dartist<br />

magazine, a downloadable monthly<br />

magazine for digital artists for only ₤2.99<br />

(approx. $4.79/€3.69).<br />

Visit www.2dartistmag.com to see a full preview of the latest<br />

issue, subscription offers, and to purchase back issues.<br />

Issue 119 | November <strong>2015</strong><br />

119<br />

Create a<br />

dynamic<br />

exosuit scene<br />

Learn how to create<br />

a sci-fi mech and<br />

pilot character<br />

plus<br />

• 10 of the best digital images<br />

• Embellished anatomy<br />

• Painting an<br />

experimental scene<br />

• and much more!


<strong>3D</strong>CREATIVE MAGAZINE | ISSUE 124<br />

Editor’s letter<br />

MARISA LEWIS<br />

Junior Editor<br />

Welcome to 3dcreative issue 124!<br />

Welcome to our last issue of <strong>2015</strong>, and our second to last<br />

issue ever! 3dcreative has enjoyed a brilliant 10-year run –<br />

thank you to every artist and reader who made that possible.<br />

This month brings you great interviews with the likes of<br />

Dmitry Cheremisin and Matthias Develtere, tons of tutorials<br />

covering modeling, texturing and rendering, and more<br />

besides! Whether you’re in the mood for characters, objects<br />

or vehicles, fantasy or sci-fi, we hope there’s something here<br />

to tickle your fancy.<br />

Keep on creating, and join us again in the New Year for<br />

3dcreative’s final outing!<br />

KEEP UP TO DATE<br />

WITH <strong>3D</strong>TOTAL!<br />

• facebook.com/3dtotal<br />

• facebook.com/layerpaint<br />

• twitter.com/3dtotal<br />

• twitter.com/layer_paint<br />

• youtube.com/<br />

3dtotalpublishing<br />

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• instagram.com/3dtotal<br />

• google.com/+3dtotalcg<br />

• 3dtotal.tumblr.com<br />

Contributors<br />

MATTHIAS DEVELTERE<br />

Matthias Develtere is a young new artist in this industry,<br />

with a burning passion to make unique and interesting<br />

designs, currently employed by MachineGames as a<br />

junior <strong>3D</strong> artist.<br />

VICTORIA PASSARIELLO<br />

Victoria Passariello creates hard-surface models<br />

because she loves robots and <strong>3D</strong>. She works at<br />

Perihelion Interactive making ships for sci-fi videogame<br />

The Mandate.<br />

DMITRY CHEREMISIN<br />

Dmitry Cheremisin is a freelance <strong>3D</strong> artist from Ukraine,<br />

with an interest in character art. An architect by<br />

education, he was attracted to computer graphics as a<br />

hobby which later became his profession.<br />

RUBEN ALVAREZ<br />

Ruben Alvarez is a Spanish concept artist working for<br />

the film and videogame industry, currently based in The<br />

Netherlands. He has worked for companies including<br />

Gameloft, Sidhe Interactive and Activision.<br />

RORY BJÖRKMAN<br />

With a background in traditional art and sculpture, Rory<br />

Björkman is currently studying Media at the National<br />

College of Art and Design in Dublin, with a focus on<br />

digital arts.<br />

ROUMEN FILIPOV<br />

Roumen Filipov is a <strong>3D</strong> generalist born in Bulgaria,<br />

currently living in Brazil. His specialty is making <strong>3D</strong><br />

characters for film and the advertising agency. Here, he<br />

sculpts a fun sci-fi character.<br />

ANDREW FINCH<br />

Andrew Finch is a principle environment artist for<br />

Microsoft’s Rare Studio. He has eight years’ industry<br />

experience and is now working on his tenth<br />

professional game.<br />

TANVIR ISLAM<br />

Tanvir Islam is a self-taught CG generalist from Dhaka,<br />

Bangladesh. He is the founder of Incubator Effects<br />

Studios, a group of CG generalists working on a variety of<br />

versatile projects.


Junior Editor<br />

Marisa Lewis<br />

marisa@3dtotal.com<br />

Sub-editor<br />

Adam Smith<br />

Graphic Designers<br />

Matthew Lewis<br />

Aryan Pishneshin<br />

Advertising Manager<br />

Kinnor Wroughton<br />

kinnor@3dtotal.com<br />

Studio Manager<br />

Simon Morse<br />

simon@3dtotal.com<br />

Managing Director<br />

Tom Greenway<br />

Advertising<br />

Media pack and rates are<br />

available upon request.<br />

Contact Kinnor Wroughton :<br />

kinnor@3dtotal.com<br />

International<br />

Translation opportunities<br />

and international licenses are<br />

available. Contact Melanie<br />

Smith: melanie@3dtotal.com<br />

Distribution<br />

3dcreative is an<br />

e-magazine distributed as a<br />

downloadable PDF and on<br />

digital newsstands.<br />

Disclaimer<br />

All artwork, unless otherwise<br />

stated, is copyright ©<strong>2015</strong><br />

3dtotal.com Ltd. Artwork that<br />

is not copyright 3dtotal.com<br />

Ltd is marked accordingly.<br />

Every effort has been made<br />

to locate the copyright<br />

holders of materials included<br />

in this issue of 3dcreative<br />

magazine in order to obtain<br />

permissions to publish them.<br />

Special thanks to <strong>3D</strong>Hype,<br />

Hiperia <strong>3D</strong> and Veegraph for<br />

supporting 3dcreative with<br />

banners. Contact Kinnor<br />

Wroughton if you would also<br />

like to show your support:<br />

kinnor@3dtotal.com<br />

<strong>3D</strong>CREATIVE MAGAZINE | ISSUE 124<br />

Magazine.<br />

Your<br />

Get the most out of it!<br />

If you’re having problems viewing the double-page spreads that we feature within<br />

this magazine, then follow this handy little guide on how to set up your PDF reader!<br />

Top tips for viewing<br />

For optimum viewing of the magazine, it is recommended that you have the latest version of<br />

Adobe Acrobat Reader installed. You can download it for free here:<br />

To view the many double-page spreads featured in 3dcreative magazine, you can set the reader<br />

to display “two-up”, which will show double-page spreads as one large landscape image:<br />

1. Open the magazine in Reader;<br />

2. Go to the View menu, then Page Display;<br />

3. Select Two Page Scrolling, making sure<br />

that Show Cover Page in Two Page View<br />

is also selected.<br />

Download resources<br />

Whenever you see this symbol, be sure to click it to<br />

download free resources to accompany that article!<br />

Visit http://www.3dcreativemag.com/resources_<strong>2015</strong>.html if viewing from a mobile device.<br />

For lots more tutorials and exclusive articles, visit:<br />

www.3dtotal.com<br />

3dcreative magazine is available as a downloadable PDF magazine. If you have an iPad or iPhone, you can drag your<br />

magazine into your iTunes library – it will automatically add the PDF to your bookshelf in your iBooks app!<br />

5


078<br />

<strong>3D</strong>CREATIVE MAGAZINE | ISSUE 124 Contents Issue 124<br />

008_ Art Gallery<br />

10 of the most inspiring <strong>3D</strong> images from the world of<br />

CG, hand-picked just for you!<br />

022_ Designing for videogames<br />

Matthias Develtere talks vehicles, environments and<br />

modeling techniques<br />

034_ Mastering stylized characters<br />

Dmitry Cheremisin shares his amazing work,<br />

inspirations and tips<br />

042_ Versatile ZBrush sketching<br />

Ruben Alvarez reveals his ZBrush works in progress<br />

with this peek into his sketchbook<br />

052_ Mastering displacement details<br />

Learn character detailing techniques from expert<br />

Roumen Filipov<br />

058_ Texturing sci-fi ships with MARI<br />

Rory Björkman shares his process for texturing a<br />

steampunk airship<br />

008<br />

068_ Creating textures for sci-fi spacecraft<br />

Learn how Victoria Passariello textures a sci-fi cargo<br />

ship with Photoshop and Substance Painter<br />

078_ Texturing assets with Substance Painter<br />

Andrew Finch walks us through his Substance Painter<br />

texturing process<br />

086_ Presenting assets in Marmoset Viewer<br />

Improve your real-time presentation with Andrew<br />

Finch’s help<br />

096_ Designing a fantasy character<br />

Discover Tanvir Islam’s in-depth character creation<br />

process for his image, Khlotharius<br />

6 | <strong>3D</strong>CREATIVEMAG.COM


096<br />

<strong>3D</strong>CREATIVE MAGAZINE | ISSUE 124 113<br />

022<br />

042<br />

058<br />

7


<strong>3D</strong>CREATIVE MAGAZINE | Art Gallery<br />

Each issue the 3dcreative team selects 10 of the best digital images from around the world. Enjoy!


<strong>3D</strong>CREATIVE MAGAZINE | ISSUE 124<br />

Submit your images! Simply email: marisa@3dtotal.com<br />

JetSpeeder Concept<br />

Piers Coe<br />

Year created: 2014<br />

Software used:<br />

Maya, MODO, Photoshop<br />

Web: pierscoe.com


<strong>3D</strong>CREATIVE MAGAZINE | Art Gallery<br />

Mr Fang<br />

Diego Sain<br />

Year created: <strong>2015</strong><br />

Software used: ZBrush, KeyShot, Photoshop<br />

Web: iusalab.com<br />

Rooster Dream<br />

Cristiano Rinaldi<br />

Year created: <strong>2015</strong><br />

Software used: MODO, ZBrush, Photoshop<br />

Web: simultan.it<br />

<strong>3D</strong>CREATIVEMAG.COM


<strong>3D</strong>CREATIVE MAGAZINE | ISSUE 124<br />

11


Alien Type X<br />

Shaun Sherman<br />

Year created: <strong>2015</strong><br />

Software used:<br />

Photoshop, ZBrush, KeyShot<br />

Web: shaunsherman.com<br />

<strong>3D</strong>CREATIVEMAG.COM


Mecha design<br />

Jonathan Renaux<br />

Year created: 2013<br />

Software used: ZBrush, V-Ray<br />

Web: jonathan-renaux.wix.com/jonathan-renaux<br />

13


<strong>3D</strong>CREATIVE MAGAZINE | Art Gallery<br />

Lobster<br />

JongJik Kim<br />

Year created: 2014<br />

Software used:<br />

Maya, ZBrush, NUKE,<br />

After Effects, Photoshop,<br />

mental ray<br />

Web: kimjj.net<br />

<strong>3D</strong>CREATIVEMAG.COM


<strong>3D</strong>CREATIVE MAGAZINE | ISSUE 124<br />

15


<strong>3D</strong>CREATIVE MAGAZINE | Art Gallery<br />

<strong>3D</strong>CREATIVEMAG.COM


<strong>3D</strong>CREATIVE MAGAZINE | ISSUE 124<br />

Meteora Security Guard<br />

Mark Chang<br />

Year created: <strong>2015</strong><br />

Software used: CINEMA 4D, ZBrush, Octane Render<br />

Web: artstation.com/artist/equinoz


<strong>3D</strong>CREATIVE MAGAZINE | Art Gallery<br />

Dark Mermaid<br />

Ashleigh Foo Chong<br />

Year created: <strong>2015</strong><br />

Software used:<br />

ZBrush, KeyShot, Photoshop<br />

Letting Machines Do All<br />

the Thinking [A Bad Idea]<br />

Robert J. Tiess<br />

Year created: <strong>2015</strong> | Software used: Blender<br />

Web: artofinterpretation.com<br />

<strong>3D</strong>CREATIVEMAG.COM


<strong>3D</strong>CREATIVE MAGAZINE | ISSUE 124<br />

19


African Elephant<br />

Stavros Fylladitis<br />

Year created: <strong>2015</strong><br />

Software used:<br />

ZBrush, Maya, V-Ray, Photoshop<br />

Web: stavrosfyl.artstation.com<br />

<strong>3D</strong>CREATIVEMAG.COM


<strong>3D</strong>CREATIVE MAGAZINE | ISSUE 124<br />

21


<strong>3D</strong>CREATIVE MAGAZINE | Designing for videogames<br />

videogames<br />

Designing for<br />

We catch up with MachineGames’ talented<br />

Matthias Develtere about his latest projects<br />

and best creative advice<br />

<strong>3D</strong>CREATIVEMAG.COM


<strong>3D</strong>CREATIVE MAGAZINE | ISSUE 124<br />

The Artist<br />

Matthias Develtere<br />

<strong>3D</strong> artist at MachineGames, Sweden<br />

develterematthias.wordpress.com<br />

Interviewed by:<br />

Marisa Lewis<br />

Matthias Develtere is a young<br />

new artist in this industry, with a<br />

burning passion to make unique<br />

and interesting designs.<br />

23


<strong>3D</strong>CREATIVE MAGAZINE | Designing for videogames<br />

Matthias Develtere is a <strong>3D</strong> artist currently<br />

working for MachineGames in Sweden, with<br />

credits including the acclaimed videogame<br />

prequel Wolfenstein: The Old Blood.<br />

3dcreative: Hi Matthias, thanks for talking to<br />

us! Please introduce yourself with who you are,<br />

where you’re based, and what you do.<br />

Matthias Develtere: So, my name is Matthias<br />

Develtere. I originally come from a very small city<br />

in Belgium that nobody’s heard of. From the age<br />

of 17 I was completely sure I wanted to become<br />

an artist.<br />

My first thought was to go for concept artist,<br />

but I discovered <strong>3D</strong> and found it much more<br />

interesting to make and design on the fly – by the<br />

time I make a 2D design I can have a decent <strong>3D</strong><br />

model already. So the decision was quickly made.<br />

So yes, I work and live in Sweden now, and work<br />

for the amazing talented studio MachineGames.<br />

Being 22 and working for such an amazing<br />

company is a dream come true.<br />

3dc: What’s your creative background and<br />

education like?<br />

MD: I went to a small digital entertainment and<br />

art school in Belgium, but that was the worst<br />

decision ever. They just wanted to rush out artists<br />

with as many skills as possible and that’s not<br />

how it should be. It’s way better to focus on one<br />

specific area, become an expert in it, and learn<br />

new stuff later. Of course it’s not a bad idea to try<br />

out different area’s to find your fitting expertise.<br />

So I just left and focused myself for six months on<br />

nothing else but making videogame art.<br />

3dc: What inspired you to get into <strong>3D</strong>? What<br />

inspires you today?<br />

MD: I got inspired by two amazing artists: Laurens<br />

Corijn and Tor Frick. Laurens Corijn was my <strong>3D</strong><br />

teacher and he had so much love for vehicles that<br />

I got interested in them. I became interested in<br />

Tor’s work just because of the artistic look of it.<br />

The most important thing was not to copy or<br />

mimic their styles, but to come up with my own<br />

unique style, and still to this day, this is what<br />

inspires me to become a better artist. Coming<br />

up with my own style and learning from the best<br />

artists in the industry.<br />

A <strong>3D</strong> model Matthias made for this magazine! Check out<br />

issues 113 and 114 to see how he made it © 3dtotal<br />

<strong>3D</strong>CREATIVEMAG.COM


<strong>3D</strong>CREATIVE MAGAZINE | ISSUE 124<br />

An Allied vehicle Matthias made for his sci-fi WW2 universe<br />

A Soviet Union vehicle Matthias made for his sci-fi WW2 universe<br />

3dc: What software do you use for your artwork,<br />

and why? Are there any plugins, techniques or<br />

underrated tools that you’d recommend?<br />

MD: I use a lot of different softwares. I don’t like to<br />

be pinned down to only one software package. I<br />

don’t believe that a software package makes you<br />

a better artist – it’s all about the artist and how<br />

much/how hard you work.<br />

The softwares I use are MODO, 3ds Max, Quixel<br />

SUITE, Substance Painter, Photoshop, KeyShot,<br />

and more. Before I worked in the industry I only<br />

used 3ds Max as a modeling package, but at the<br />

office we are using MODO, so I am trying to fit<br />

both into my pipeline.<br />

3dc: Tell us more about your typical <strong>3D</strong> workflow.<br />

MD: I don’t really have a specific perfect workflow,<br />

but it always starts with the same thing: searching<br />

25


<strong>3D</strong>CREATIVE MAGAZINE | Designing for videogames<br />

An Allied vehicle Matthias made for<br />

his sci-fi WW2 universe © ZeniMax<br />

Media and MachineGames<br />

An Allied vehicle Matthias made for<br />

his sci-fi WW2 universe © ZeniMax<br />

Media and MachineGames<br />

for reference for hours and hours, just to make<br />

sure I have everything figured out, so that in the<br />

middle of the project I don’t need to go back or<br />

remake pieces.<br />

Next to all of this, I am too lazy to make blockouts<br />

– not for professional nor free-time projects. Yes,<br />

this is a bad thing, but it just doesn’t work for me.<br />

I see concept art as a sort of blockout, and then<br />

you have to make that design better.<br />

To comfort myself I always start working on a<br />

really interesting area of a vehicle, a detailed part,<br />

and that way I’m pumped to keep working on it<br />

and can figure out the style I’m going for. So I start<br />

on one specific area of a vehicle and make that<br />

one as alpha as possible.<br />

Then I can bring my design over to the team and<br />

show them my vision of the vehicle, instead of<br />

having to say, “This is just a blockout, just imagine<br />

the details being there.” After that I really do a<br />

lot in post, for example: removing floating parts,<br />

fixing color schemes, adding AO, adding texture<br />

information, and so on.<br />

3dc: Vehicle designs are a huge part of your<br />

portfolio and something you really enjoy. What<br />

makes vehicles especially interesting to you?<br />

MD: I didn’t start making vehicles just because<br />

I liked them or anything like that, but because I<br />

was told it was the hardest thing in the hardsurface<br />

field. So I just went for it. When I told<br />

people I was working as a <strong>3D</strong> artist, they were<br />

super enthusiastic until I told them that I was<br />

making vehicles! Then I always got the reply, “Oh,<br />

just vehicles.” So that became my goal: making<br />

unique and interesting vehicles.<br />

To me, making vehicles in this breathtaking<br />

industry is the best job in the world. I always start<br />

with the same thought in mind: “This needs to be<br />

more than just a vehicle. Every flow and line has<br />

to be elegant and done with a lot of care. It might<br />

sound silly but I could be tweaking a couple of<br />

polygons for hours just to make sure they catch<br />

the light in the right way.<br />

Every line, every surface is designed with a<br />

purpose, and nothing is done without a reason. If<br />

an artist takes a minute to check out my vehicle<br />

then I’ve accomplished my goal.<br />

3dc: What do you think is the key to creating a<br />

strong vehicle?<br />

MD: Personally, I see vehicles as storytellers. Just<br />

think about it: the main character fills up just 20%<br />

of the screen, so the rest is the environment, and<br />

it doesn’t matter what sort of game you like to<br />

play, there will always be some sort of vehicle in<br />

there somewhere.<br />

<strong>3D</strong>CREATIVEMAG.COM


<strong>3D</strong>CREATIVE MAGAZINE | ISSUE 124<br />

An Allied vehicle Matthias made for his sci-fi WW2 universe © ZeniMax Media and MachineGames<br />

But what really comes up a lot is that most games<br />

copy the same vehicles all over the game and just<br />

give them different color textures, so it doesn’t<br />

look like you’re coming across the same vehicle<br />

over and over again.<br />

But vehicles should tell stories as well, just like<br />

characters, weapons and environments do.<br />

They can be so much more than just pathblockers<br />

or pieces of cover. They should give the<br />

player an insight into what is happening in the<br />

environment. The key to this is making them<br />

unique. You want to tell a story with them.<br />

Okay, maybe it’s not always easy to find unique<br />

ideas, but a good idea is to search for vehicle<br />

dioramas. Miniature model hobbyists put a lot<br />

of work into making their pieces memorable.<br />

Anybody can go to a store and buy a vehicle<br />

assembly box, but making it stand out is<br />

something different.<br />

Artist history<br />

Matthias Develtere’s career up to this point...<br />

Sep 2013: Made the decision to start learning/making a portfolio on his own<br />

Jan 2014: Finished his first portfolio piece and began making something new every month<br />

Sep 2014: Started working for MachineGames<br />

Jan <strong>2015</strong>: First time working for a magazine – 3dcreative, of course!<br />

May <strong>2015</strong>: Release of the first game Matthias worked on<br />

May <strong>2015</strong>: Announced as a new artist for VERTEX3 magazine<br />

Jun <strong>2015</strong>: Started working on his own sci-fi universe<br />

Sep <strong>2015</strong>: Made the decision to move on from vehicles to environments<br />

27


<strong>3D</strong>CREATIVE MAGAZINE | Designing for videogames<br />

TOP TIP<br />

Guide for beginners<br />

If you want to start getting into vehicles,<br />

don’t rush. Start with understanding flow<br />

and elegance. You don’t even have to<br />

start with SubD models, not at all. Just<br />

make some fast studies every day, just car<br />

bodies. Aim for 2500 triangles and try to<br />

catch the characteristics from that vehicle,<br />

because that’s something a lot of people<br />

miss. Start with this and it’ll get you further<br />

than working on a high-poly car for several<br />

months. Here’s an example of some of my<br />

old studies from three years ago.<br />

Here are some vehicles Matthias made back in 2013<br />

<strong>3D</strong>CREATIVEMAG.COM


<strong>3D</strong>CREATIVE MAGAZINE | ISSUE 124<br />

A vehicle made and designed for Wolfenstein: The Old Blood © ZeniMax Media and MachineGames<br />

The main chapter Matthias<br />

worked on during the<br />

production of Wolfenstein: The<br />

Old Blood was Chapter 6<br />

© ZeniMax Media and<br />

MachineGames<br />

29


<strong>3D</strong>CREATIVE MAGAZINE | Designing for videogames<br />

3dc: You recently worked on Wolfenstein: The Old<br />

Blood at MachineGames. Could you tell us more<br />

about that experience and what you took away<br />

from it?<br />

MD: This was the first professional game I worked<br />

on, so it was pretty interesting. I never thought<br />

there was so much communication going on<br />

between all the different departments! For<br />

example, if you want to place a box for cover, you<br />

have to talk to a scripter, an environment artist,<br />

a combat scripter, and so on. Making a game is a<br />

team event. There’s nothing more breathtaking<br />

than seeing things grow, from a sketch to a<br />

blockout, an architectural pass, a detail pass,<br />

a final pass. It’s just amazing seeing all these<br />

different iterations coming together.<br />

3dc: What are your goals and plans for the near<br />

future? Any new skills you want to learn, or new<br />

projects we should watch out for?<br />

These environments were team<br />

efforts. On this environment,<br />

Matthias’ job was to dress up the<br />

existing architecture © ZeniMax<br />

Media and MachineGames<br />

A hero asset Matthias made<br />

during the production of<br />

Wolfenstein: The Old Blood and<br />

learned a lot from © ZeniMax<br />

Media and MachineGames<br />

<strong>3D</strong>CREATIVEMAG.COM


<strong>3D</strong>CREATIVE MAGAZINE | ISSUE 124<br />

The main chapter Matthias worked on<br />

during the production of Wolfenstein:<br />

The Old Blood was Chapter 6 © ZeniMax<br />

Media and MachineGames<br />

TOP TIP<br />

Start with overpaints<br />

I search for some big images to see how the<br />

light reacts on them. Overpaints are super<br />

handy to do before starting modeling. They<br />

can help you get the flow correct, which<br />

works for low-poly and SubD but is super<br />

important for high-poly. Just observe how<br />

the flow of the vehicle goes, and that way<br />

you know how your loops are suppose to<br />

go. These days I don’t bother myself doing<br />

those on paper or in Photoshop, but I still<br />

do it in my head, without even noticing it.<br />

It’s the best way to start on your vehicle.<br />

You don’t want to notice in the middle of<br />

your project that the flow of the vehicle<br />

doesn’t match the ref and you have to<br />

restart. You can learn by drawing them over<br />

real vehicles, but that’s less safe of course.<br />

Never rush into it, start with a plan<br />

MD: In fact, yes, I’m going to put my vehicle work<br />

aside and start exploring some other areas, like<br />

environments. I just don’t want to get stuck only<br />

doing the things that I am comfortable with, so<br />

it’s time to move on now to something that is<br />

completely new. But hey, every environment<br />

needs vehicles, right?<br />

Of course, keep an eye on the project we’re<br />

cooking up at MachineGames, and the newly<br />

announced indie game Astroneer.<br />

3dc: Finally, and most importantly: what do you<br />

like to do in your spare time?<br />

MD: Apart from creating digital art, my interests<br />

go out to all kinds of technology. I always enjoy<br />

reading up on that – you can never learn enough<br />

and it can always be handy for later projects. Next<br />

to all this, I of course love to make personal work.<br />

3dc: Thank you very much for speaking to<br />

3dcreative today!<br />

MD: No problem, thanks a lot for the opportunity!<br />

I love working with you guys.<br />

The Artist<br />

Matthias Develtere<br />

develterematthias.wordpress.com<br />

31


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<strong>3D</strong>CREATIVE MAGAZINE | Mastering stylized characters<br />

The Artist<br />

Dmitry Cheremisin<br />

Freelance<br />

artstation.com/artist/d33m0n<br />

Interviewed by:<br />

Marisa Lewis<br />

Dmitry Cheremisin is a<br />

freelance <strong>3D</strong> artist from<br />

Ukraine, with an interest in<br />

character art.<br />

Mastering stylized<br />

characters<br />

We take a closer look at the fun and striking<br />

artwork of freelance artist Dmitry Cheremisin<br />

<strong>3D</strong>CREATIVEMAG.COM


<strong>3D</strong>CREATIVE MAGAZINE | ISSUE 124<br />

Dmitry Cheremisin is instantly recognizable<br />

for his carefully crafted, stylized character<br />

designs. As well as freelancing, he’s been a<br />

judge at Blizzardfest and was a conference<br />

speaker at the NODE Forum for Digital Arts<br />

earlier this year.<br />

A model made just for fun<br />

3dcreative: Hi Dmitry, thanks for talking to<br />

3dcreative! Please introduce yourself to our<br />

readers with a bit about who you are, where<br />

you’re based, and what you do:<br />

Dmitry Cheremisin: Hello everyone! My name<br />

is Dmitry. I am 32 years old and I live in Kiev,<br />

Ukraine. I’ve worked in the gaming industry for<br />

seven years, but I’m currently a freelancer, as well<br />

as working on my own projects in my spare time.<br />

3dc: What was your artistic education like? How<br />

did you come to learn <strong>3D</strong>?<br />

DC: I’m an architect by education. However, I<br />

was always more attracted to computer graphics<br />

and video games. It was my hobby which later<br />

became my profession. I’m self-taught in <strong>3D</strong>.<br />

3dc: Who or what would you say are your biggest<br />

creative inspirations?<br />

DC: I’m inspired by videogames and anime for<br />

new projects. I like bright, colorful, memorable<br />

characters that don’t leave me indifferent. When<br />

I’m creating my own projects, I try to give the<br />

same qualities to my characters. It’s really very<br />

important to me. I like to convey the character’s<br />

personality, work on their accent details, and pay<br />

attention to detail. I set for myself several criteria<br />

for the final image and try to stick to them.<br />

35


<strong>3D</strong>CREATIVE MAGAZINE | Mastering stylized characters<br />

<strong>3D</strong>CREATIVEMAG.COM


This was Dmitry’s contribution to a Facebook<br />

contest by Serge Birault, the original concept artist<br />

<strong>3D</strong>CREATIVE MAGAZINE | ISSUE 124<br />

37


<strong>3D</strong>CREATIVE MAGAZINE | Mastering stylized characters<br />

3dc: Tell us about the software or tools that<br />

feature in your typical <strong>3D</strong> workflow.<br />

This is one of Dmitry’s earliest personal projects<br />

DC: 3ds Max, ZBrush and Photoshop are my<br />

main tools for work. For rendering, I prefer to<br />

use V-Ray. Depending on the task, this list can<br />

be changed and expanded. For example, I really<br />

like MARI for texturing. I prefer to use headus<br />

UVLayout for making UVs. Marvelous Designer is a<br />

great program for realistic simulation of clothing.<br />

Usually I use xNormal for baking textures, and<br />

finally NUKE for compositing.<br />

3dc: Skin and hair are always difficult to get right,<br />

but you do a great job on both. Could you offer<br />

any advice please for artists hoping to improve on<br />

these areas?<br />

DC: References are the key to success. I try to<br />

split complex tasks (for example, skin shaders)<br />

into more simple components and work on them<br />

separately. When I’m working on hair, I do the<br />

same thing – I break hair into separate strands<br />

and work on each separately. This approach<br />

allows me to work more quickly and efficiently.<br />

3dc: What do you think are the advantages and<br />

disadvantages of being a freelance artist?<br />

DC: Advantage: for me, it’s the freedom of choice.<br />

Disadvantage: lack of a team to work with. Live<br />

communication and exchanging experiences<br />

are very important elements of creative and<br />

professional growth.<br />

3dc: What do you feel is your biggest<br />

achievement so far?<br />

DC: I think I just figured out what I wanted to do<br />

in life and what I’d like to give a huge amount of<br />

time to. I think this is the most important thing:<br />

to find something for everyone and then work in<br />

that direction.<br />

TOP TIP<br />

Study your references images<br />

Here is a simple large-sized photo. I’ve<br />

added Photoshop’s High Pass filter to this<br />

image and made some simple adjustments.<br />

This helps me to see much more<br />

information than before, including a clear<br />

view of the pores and wrinkles’ structure.<br />

Now this image can be used as a stencil for<br />

sculpting or as base for custom brushes.<br />

You can always find more information in a<br />

reference image which might not be visible<br />

at first sight.<br />

<strong>3D</strong>CREATIVEMAG.COM


<strong>3D</strong>CREATIVE MAGAZINE | ISSUE 124<br />

Dmitry made this model very quickly in his spare time<br />

39


<strong>3D</strong>CREATIVE MAGAZINE | Mastering stylized characters<br />

3dc: What are you currently working on? Are there<br />

any new projects we should look out for soon?<br />

DC: Currently, I’m working on a new project. I<br />

want to learn a software that’s new to me, such<br />

as Substance Designer and Substance Painter.<br />

My goal is to create a believable character using<br />

game development technology (e.g. Unreal<br />

Engine 4). I hope I will finish it soon.<br />

3dc: Finally, what do you like to do in your spare<br />

time (if you have any)?<br />

DC: I pay attention to new technologies in the<br />

gaming industry; it’s important to be aware of<br />

new products. If possible, I play games too. I’d<br />

like to use new technology in my own work to<br />

improve its quality, and I spend a lot of time<br />

studying tutorials and learning new programs.<br />

TOP TIP<br />

Split complex things into simple ones<br />

This is my method for making skin shaders.<br />

A skin shader is a complex thing, so it’s<br />

better to split it into several simpler<br />

components and work on them separately.<br />

As you can see, I start from one element<br />

(subsurface scattering) and then step by<br />

step I add the other elements (specular,<br />

single scattering). By the end, I’ve achieved<br />

a very complex shader, but it was easy to<br />

do because I didn’t try to set up everything<br />

at once.<br />

<strong>3D</strong>CREATIVEMAG.COM


An elf girl, Dmitry’s latest project<br />

<strong>3D</strong>CREATIVE MAGAZINE | ISSUE 124<br />

41


Sketchbook of Damir G Martin<br />

The Artist<br />

The sketchbook of<br />

Ruben Alvarez<br />

Ruben Alvarez<br />

rubenalba.com<br />

Software used: ZBrush<br />

Concept artist Ruben Alvarez shares<br />

a behind-the-scenes look at his<br />

ZBrush sculpts<br />

<strong>3D</strong><strong>Creative</strong>mag.com<br />

Ruben Alvarez is a Spanish<br />

concept artist working for<br />

the film and videogame<br />

industry, currently based in The<br />

Netherlands. He has worked for<br />

companies including Gameloft,<br />

Sidhe Interactive and Activision.


<strong>3D</strong>CREATIVE MAGAZINE | ISSUE 124<br />

Find some sculpting<br />

inspiration in this month’s<br />

ZBrush Sketchbook…<br />

I am relatively new to using ZBrush as a tool<br />

to sketch and polish my designs. I knew about<br />

this software a long time ago but I never had<br />

the chance to give it a try. Soon I realized<br />

that ZBrush could be a key tool in my design<br />

process and I began to be more and more<br />

interested in knowing about it. It was a great<br />

surprise to find that introducing this software<br />

into my workflow was complementary to<br />

other concept art techniques that I use, like<br />

silhouette exploration, grayscale detailing and<br />

photo-bashing. It is a truly artistic software<br />

that merges computer graphics and traditional<br />

art, with the unique power of making your<br />

imagination and time fly!<br />

Ruben’s idea for Electric Lord<br />

was to create a character with<br />

rubber and metal armor to<br />

generate electric waves<br />

Inspiration and ideas<br />

Most of my inspiration comes from films, music,<br />

family, personal experiences, traveling… I<br />

think being a concept artist is a way of life. Your<br />

brain is always working and you spend a lot of<br />

time looking for a spark that switches on your<br />

inspiration. ZBrush helps you to relax in front<br />

of the computer and transform these sparks of<br />

inspiration into quick sketches that feed your<br />

design process.<br />

Mask detail using kitbashing and Insert Meshes<br />

43


<strong>3D</strong>CREATIVE MAGAZINE | The sketchbook of Ruben Alvarez<br />

ZBrush is not just used for creatures – you can also sketch environments with it<br />

Ruben mixed ZBrush and Marvelous Designer to create this fairy character’s clothing<br />

<strong>3D</strong>CREATIVEMAG.COM


<strong>3D</strong>CREATIVE MAGAZINE | ISSUE 124<br />

Ruben masked and extracted meshes from the body of the ogre to create armor plates and clothes<br />

45


<strong>3D</strong>CREATIVE MAGAZINE | The sketchbook of Ruben Alvarez<br />

Toolkit<br />

I don’t use a lot of tools in ZBrush during the<br />

sketching process. The most important brushes<br />

for me are the Move, Clay Buildup and Dam<br />

Standard brushes. DynaMesh is also a great<br />

feature that allows you to ‘generate’ geometry<br />

without losing mesh density. Sometimes I sketch<br />

using the kit-bashing method, by creating Insert<br />

Mesh brush libraries. With this special feature I<br />

can drag and drop previously-created geometry,<br />

adding richness to the sketch in a very simple and<br />

fast way.<br />

Sketch of a snake dragon with feathers instead of scales<br />

Sketching workflow<br />

Most of the time I begin with a Sphere and<br />

DynaMesh option activated. I sometimes use<br />

a human or animal base mesh to speed up<br />

the process if I’m designing a creature. The<br />

Move brush is perfect to look for new shapes<br />

and proportions. Once I am happy with the<br />

proportions I jump into adding some detail with<br />

Clay Buildup for major areas and Dam Standard<br />

for detail. I usually wait until the last moment<br />

to break Symmetry and add different details on<br />

certain parts.<br />

To finish my sketch I pose it really quickly and<br />

sometimes Polypaint it just to have a quick idea<br />

of the colors on the design.<br />

A different close-up pose for the snake dragon<br />

<strong>3D</strong>CREATIVEMAG.COM


<strong>3D</strong>CREATIVE MAGAZINE | ISSUE 124<br />

The first creature Ruben designed with ZBrush<br />

Ruben used kitbashing techniques to mix organic and hard-surface shapes in this design<br />

47


<strong>3D</strong>CREATIVE MAGAZINE | The sketchbook of Ruben Alvarez<br />

Ruben played around with organic shapes to create this deep-sea creature<br />

Anatomy practice, trying to find a nice and simple dynamic pose. Ruben<br />

wanted to create a more humanoid werewolf with less monster-like features<br />

<strong>3D</strong>CREATIVEMAG.COM


Would you like to see your sketches<br />

featured in 3dcreative magazine?<br />

We’re always on the lookout for talented artists<br />

and their artwork to adorn the pages of our<br />

magazines. If you think you have what it takes,<br />

please get in touch!<br />

All you need to do is email<br />

marisa@3dtotal.com with a link to your<br />

portfolio and some information about you.<br />

We look forward to hearing from you!


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<strong>3D</strong>CREATIVE MAGAZINE | Mastering displacement details<br />

The Artist<br />

Roumen Filipov<br />

roumenfilipov.com<br />

Software Used:<br />

3ds Max<br />

Roumen Filipov is a <strong>3D</strong><br />

generalist born in Bulgaria,<br />

currently living in Brazil.<br />

His specialty is making <strong>3D</strong><br />

characters for film and the<br />

advertising agency.<br />

Mastering<br />

displacement details<br />

by Roumen Filipov<br />

Roumen Filipov shows us how to add fine skin and clothing<br />

details to a character model, from skin pores to fabric stitches,<br />

<strong>3D</strong>CREATIVEMAG.COM<br />

using ZBrush and 3ds Max


<strong>3D</strong>CREATIVE MAGAZINE | ISSUE 124<br />

See how Roumen Filipov<br />

brings a character to life with<br />

small details…<br />

This is the third of a series of four tutorials<br />

covering the production of a stylized <strong>3D</strong><br />

character of a steampunk pest exterminator<br />

girl using ZBrush and 3ds Max, from the<br />

initial blocking to the final render and postproduction.<br />

In this third phase, we will sculpt<br />

the displacement details like pores and cloth<br />

wrinkles, then finish the texturing process<br />

using Photoshop, with some composite and<br />

mask blending tricks in 3ds Max.<br />

During the process, I’ll be showing how to<br />

reproduce fine details in ZBrush, then I’ll<br />

show how to correctly set up and export<br />

displacement and normal maps to reproduce<br />

the same information on a low-poly mesh in<br />

3ds Max. This tutorial will also show you how<br />

to quickly create textures and other maps like<br />

specular, bump and dirt masks in order to set<br />

up semi-realistic materials in V-Ray.<br />

Creating skin pores and wrinkles in ZBrush<br />

Now let’s have some fun!<br />

Sculpting the skin details: Now that<br />

01we have our model fully retopologized<br />

and with proper UVs, it’s time to send it back to<br />

ZBrush for some displacement detailing. I always<br />

start with the skin since it’s the most tricky and<br />

delicate surface to work with. At first, you should<br />

look out for imperfections left from the sculpting<br />

process and even re-sculpt some detail that has<br />

been lost in the new topology.<br />

Multi Map Exporter setup and differences<br />

between displacement bit depth<br />

Detailed cloth in ZBrush and stitch alphas<br />

As soon as I have my model subdivided and<br />

ready, I start to sculpt the most delicate wrinkles<br />

around the eyes, mouth, hands and neck. Finally,<br />

I use the Standard brush with the stroke on<br />

DragRect to spread some pores and very fine<br />

wrinkle alphas all over the body. It’s important to<br />

look very carefully at how you distribute the size<br />

and direction of pores. One thing that’s good to<br />

remember during this whole process is that every<br />

detail needs to be twice as strong as the other<br />

surfaces, because SSS (subsurface scattering)<br />

kind of ‘eats’ a large part of it, even with good<br />

reflections in the shader.<br />

Detailing cloth in ZBrush: Clothes are<br />

02 usually tricky to make. You’ll see a lot<br />

of artists using different workflows nowadays<br />

in order to avoid having to sculpt folds and<br />

wrinkles, but not all of them are very practical and<br />

production-friendly, so I keep with sculpting the<br />

old way. The secret for me is to always observe<br />

what places in the body inflict more tension on<br />

the cloth and try to sculpt all the folds coming<br />

from those spots. The result is always some kind<br />

of generic but believable fabric behavior over the<br />

body. If the character’s clothes are too loose and<br />

hanging from the body, I usually pose the base<br />

mesh first and then sculpt the folds according to<br />

the pose, but in this case, the generic cloth over<br />

the body will work fine, even in more extreme<br />

poses. The stitches are all made using the stitch<br />

brush with the alphas shown in the picture.<br />

Exporting Maps from ZBrush: I<br />

03 see a lot of people discussing correct<br />

displacement map exporting in ZBrush, and<br />

I’ll show you what I’ve found to be the best<br />

workflow regarding quality and rendering speed.<br />

53


<strong>3D</strong>CREATIVE MAGAZINE | Mastering displacement details<br />

Setup of VRayDisplacement in 3ds Max<br />

Before anything, the final result in 3ds Max will<br />

depend directly on how your mesh behaves.<br />

If you have many stars in your topology and<br />

some odd distribution of polygons, this may<br />

screw up the displacement. That’s why I always<br />

export two types of maps in TIFF format: 32-bit<br />

displacements with mid 0, and 16-bit with mid 0.5<br />

setup. The first is obviously much more accurate<br />

and I use it with VRayDisplacement modifier, but<br />

the second is for using a non-scale-dependent<br />

workflow with the displace modifier in 3ds Max. I<br />

also use the 16-bit version to help add details to<br />

the texture. In the image you can see my setup for<br />

exporting the maps and mesh.<br />

Using VRayDisplacement in 3ds<br />

04 Max: Now that our displacement maps<br />

are properly exported and our new meshes<br />

are imported in 3ds Max, it’s time to reproduce<br />

the sculpted details directly in the render. First<br />

you should check if all the vertices are split<br />

using the Unwrap UVW modifier – this method<br />

helps to avoid wrong distribution of details<br />

after subdividing the mesh. After this, add the<br />

VRayDisplacement modifier and follow the<br />

settings shown in the image. It’s important to<br />

apply the displacement map using a VRayHDRI<br />

shader, since it’s made especially for handling<br />

32-bit images, and make sure you set the Color<br />

Skin Polypainting in ZBrush<br />

Space option to ‘None’. Another important setting<br />

is to set the Texmap min and max to -1 and 1, in<br />

order to tell the displacement to add negative<br />

and positive deformation to the mesh.<br />

Painting the skin colors: I usually<br />

05 paint most of the textures directly<br />

in Photoshop, but for the skin I use a mixed<br />

workflow of Polypaint in ZBrush with some<br />

<strong>3D</strong>CREATIVEMAG.COM


<strong>3D</strong>CREATIVE MAGAZINE | ISSUE 124<br />

blending of detail maps in Photoshop. Start by<br />

going to the last subdivision of the body model<br />

in ZBrush and, with a very smooth Standard<br />

brush, start painting the basic color regions of<br />

the skin. When you’re finished, export the texture<br />

generated from Polypaint, reset the color and<br />

generate a surface noise using a slightly darker<br />

color. This noise will be added later in order to<br />

create an irregularity effect over the overall skin<br />

tone; you can even play with different hues,<br />

like more green and blue in some regions. This<br />

is more important to me than any of the detail<br />

painting because it removes the flatness of the<br />

skin, which can ruin even the most detailed and<br />

realistic models.<br />

Maps used to create the skin shader<br />

“We need more than a<br />

good texture to reproduce a<br />

believable skin shader in<br />

any renderer”<br />

Finishing the skin texture: We need<br />

06 more than a good texture to reproduce<br />

a believable skin shader in any renderer. In the<br />

image, you can see that I use an additional<br />

normal map and a grayscale bump to make the<br />

pores pop again after the light scatter, followed<br />

by specular map to control the shininess of the<br />

skin in certain areas. To finish the skin texture, I<br />

usually add the bump map along with the 16-bit<br />

displacement over the basic colors in order to<br />

force the pores and other sculpted details to<br />

come out. Since it’s a young girl, you don’t need<br />

to do a very contrasting texture – even a really<br />

smooth result still works in most cases. I’ll share<br />

the skin shader settings at the end of this tutorial.<br />

Texturing the eyes : Eyes are usually<br />

07 the biggest challenge there is when it<br />

comes to making cartoon characters. There are<br />

some things that I usually care about in order to<br />

achieve an organic and alive look when creating<br />

the eye texture:<br />

Maps used to create the eyes shader<br />

1. The iris border needs to be darker and with<br />

a smooth transition. Sharp and perfectly<br />

round always kills the look.<br />

2. You can try out higher IOR values in the<br />

external sphere material; sometimes this<br />

reinforces the depth of the character’s look.<br />

3. The sclera of the eye is never fully white. I<br />

always make a gradient of a bright yellow to<br />

a darker pink in the borders.<br />

4. I always make the specular map very<br />

saturated. More vivid reflections in the base<br />

of the iris help to bring the character’s gaze<br />

to life.<br />

5. Always use SSS for the eyes, since they’re an<br />

organic part too.<br />

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<strong>3D</strong>CREATIVE MAGAZINE | Mastering displacement details<br />

Fabric textures used in<br />

the cloth shaders<br />

Texturing the clothes: The secret to<br />

08 making good cloth shaders, for me,<br />

is to choose a nice fabric texture as a base to<br />

create the bump and diffuse maps. I rarely add<br />

reflections to cloth, only if it’s really visible in<br />

the type of fabric I want to mimic. I usually run<br />

away from very flat and realistic cloth – I really<br />

try to give a quick and exaggerated look to the<br />

fabric, and also try to make the stitch texture not<br />

too tiled. I use many images to make the dirt in<br />

the clothes, but also some texture brushes in<br />

Photoshop with scatter and hue variations. For all<br />

the pockets and leather materials I use a similar<br />

workflow, but with a blurry reflection using the<br />

unsaturated texture as specular map.<br />

Texturing the spray tank models: I’ve<br />

09 developed a very quick shader workflow<br />

for scratched and worn-out metal. I know that<br />

I have to replicate the same shader with little<br />

differences through all the metallic objects, but if<br />

I had to paint all the diffuse, specular and bump<br />

textures for each one separately, it would take<br />

a lot of time. So I create a blend of two shaders:<br />

painted metal and rusted metal. For each slot, I<br />

create a composite shader with a base color using<br />

VRayColor, then tile metal textures with different<br />

opacity values on top of it. I use a normal map<br />

of random noise surface over the metal bump<br />

to make it look more irregular. To blend the two<br />

materials, I paint masks in Photoshop for each<br />

object, and then, if I want to apply the same<br />

shader to another object, I just change the mask<br />

and it works fine.<br />

Basic shader setup: These are some<br />

10 examples of how I set up some of my<br />

shaders mentioned before. The red one is my skin<br />

material; it’s basically a VRayBlendMtl composed<br />

of an SSS2 shader for the skin itself and a VRayMtl<br />

with black diffuse in additive mode for realistic<br />

reflections. I always use the GGX BRDF option<br />

in all of the shaders – this new V-Ray feature<br />

makes the specular more accurate and detailed.<br />

The blue material is the basic metal shader I<br />

use for all metallic objects. The last one is the<br />

Metal shader workflow of the spray tank<br />

Setup of the main shaders I used<br />

cloth shader with a falloff shader applied in the<br />

diffuse slot. I use the falloff between the texture<br />

and a brighter version of the same in order to<br />

mimic the roughness of the surface caused by the<br />

microfibers in the cloth, usually not present in<br />

leather shaders.<br />

<strong>3D</strong>CREATIVEMAG.COM


The Artist<br />

Roumen Filipov<br />

roumenfilipov.com<br />

TOP TIP<br />

<strong>3D</strong>CREATIVE MAGAZINE | ISSUE 124<br />

UV Master solution<br />

Sometimes, even with the correct<br />

setup, distortions may occur in some<br />

areas when you apply the maps in<br />

3ds Max. A workaround for this is to<br />

always unwrap the mesh again in UV<br />

Master, checking the ‘Use Existing UV<br />

seams’. This correctly recalculates<br />

the distance between the edges for<br />

displacement generation.<br />

NEXT ISSUE<br />

Roumen finishes the<br />

character with posing<br />

and rendering<br />

57


<strong>3D</strong>CREATIVE MAGAZINE | Texturing sci-fi ships with MARI<br />

Texture files<br />

Texturing sci-fi<br />

ships with MARI<br />

by Rory Björkman<br />

Discover Rory Björkman’s sci-fi vehicle texturing<br />

techniques in this detailed MARI tutorial<br />

<strong>3D</strong>CREATIVEMAG.COM


The Artist<br />

<strong>3D</strong>CREATIVE MAGAZINE | ISSUE 124<br />

Rory Björkman<br />

artstation.com/artist/bjorkman<br />

Software Used:<br />

Maya, MARI<br />

With a background in traditional<br />

art and sculpture, Rory Björkman<br />

is currently studying Media at the<br />

National College of Art and Design in<br />

Dublin, with a focus on digital arts.<br />

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<strong>3D</strong>CREATIVE MAGAZINE | Texturing sci-fi ships with MARI<br />

Explore MARI texturing with Rory Björkman…<br />

An overview of the MARI UI and palettes we’ll be using<br />

In this section of the tutorial, we’ll be looking at how to texture a sci-fi<br />

airship model using MARI.<br />

Overview of the MARI workspace: Before we begin, here’s a brief<br />

01 overview of the MARI workspace. You can click between the <strong>3D</strong><br />

painting view under the Ortho tab, and flat UV mode under UV tab depending<br />

on the need. If you cannot remember a button function, just let your cursor<br />

hover over the button for a few seconds and it will reveal its purpose in a<br />

small pop-up tab. In the top-left is the save button – remember to save often.<br />

Now let’s get texturing!<br />

Ambient occlusion: After importing the geometry, the first step for<br />

02 texturing our airship is generating ambient occlusion (AO). Select all<br />

of the mesh, and under the Objects menu, select Ambient Occlusion. Then<br />

under your Procedural tab in the main shader, select Geometry and then<br />

Ambient Occlusion.<br />

The AO may have hard edges which can be smoothened using the Blur tool.<br />

First right-click on your AO procedural layer, then ‘Convert to Paintable’ and<br />

use the Blur tool to soften any edges that are jagged. Be sure to save your<br />

project as you go.<br />

Texturing crevices: Now the AO is complete we need to go over the<br />

03 ship with the Brush tool. By pressing the ‘K’ key, you can access the<br />

brush sets. I find the Velvet Touch brush (under Organic Brushes) is good for<br />

soft organic build-up. To reduce the brush size, press the ‘R’ key and left-click,<br />

then push up and down or left and right according to the size and fall-off. For<br />

the brush opacity, press the ‘O’ key and left-click, and slide left and right. Use<br />

these tools to softly build up darkness in all the crevices on the ship.<br />

Creating the model’s ambient occlusion (AO)<br />

Using brushes to add texture to the ship’s crevices<br />

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<strong>3D</strong>CREATIVE MAGAZINE | ISSUE 124<br />

Making and adding the ship’s specular map<br />

Specular map: As we go we can create<br />

04 and add to our specular map. Firstly,<br />

under the Channel menu, create a new channel<br />

with the name ‘Specular’.<br />

Open this channel stack and drag it across to the<br />

left of the screen. Keeping this open, return to<br />

your Diffuse stack and duplicate our painted AO<br />

layer, then drag this layer across to the Specular<br />

stack. When you click the Specular shader again<br />

you will see what’s contained within it.<br />

Next, to increase the specular difference between<br />

objects, create a layer within the Specular stack,<br />

fill the entire surface with black and reduce the<br />

layer opacity to 50%. Next we need to create a<br />

mask stack to this layer.<br />

By painting on this layer with black or white paint,<br />

we can remove or add the black layer. Think of it<br />

as “the lighter it is, the more specular it is.”<br />

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<strong>3D</strong>CREATIVE MAGAZINE | Texturing sci-fi ships with MARI<br />

Texturing bronze parts: Now let’s bring some color into this ship. I<br />

05 have supplied all the textures used in this project in the downloads.<br />

Import the Bronze 2k texture with the image manager. Select individual<br />

components, create a new layer in our Diffuse channel and fill in the objects<br />

with the bronze texture.<br />

Making a rivet texture: For our ship to look as if it’s made of large<br />

06 steel plates, using a rivet or bolt texture along the seams will help to<br />

give the impression of material type and scale. Firstly, import the blue bold<br />

picture provided into Photoshop, and use the Select Color Range tool to<br />

select the blue parts. You can adjust the fuzziness to leave only the shadows<br />

from the bolts. Then right-click, Select Inverse and delete the blue.<br />

Next we can desaturate the color and place a small gray disc behind where<br />

the bolts were to fill them back in. Creating a small gray disc is easily done by<br />

making a circular selection and filling it with mid-gray paint. Then export this<br />

as a PNG to retain the transparency.<br />

Placing the rivet texture: Before we place the rivet texture created<br />

07 in Photoshop, we first need to apply the base metal texture. Import<br />

the ‘Plain Metal’ texture provided into the image manager, and on a new<br />

layer, use it to texture the main body of the ship. When this is complete,<br />

make another new layer and apply the rivet texture in such a way to create<br />

the effect of panels where you feel they fit best. You can adjust the size of<br />

a texture in the buffer window by holding Shift+Ctrl and left-clicking while<br />

dragging left to right. You can also change the color or tone of the texture<br />

being painted by changing the color in the swatch in the top menu.<br />

Additional metals: To create a variation of metal types, I think we<br />

08 should apply a lighter type of metal to the sides and front of the<br />

body, as well as more bronze on some of the smaller details. We can achieve<br />

Picking out the ship’s bronze detailing<br />

Creating a rivet texture with Photoshop<br />

Applying the rivet texture to a base metal texture<br />

<strong>3D</strong>CREATIVEMAG.COM


<strong>3D</strong>CREATIVE MAGAZINE | ISSUE 124<br />

Brightening some of the metal parts to add variety<br />

Adding more details to break up the plain metal texture<br />

this using the plain metal material again, making<br />

another layer, then adding an adjustment stack to<br />

that layer and selecting HSV. When you select HSV<br />

a new window will open and you can use the V<br />

slider to brighten the value of the metal.<br />

Detailing some more welds and bolts:<br />

09 To break up the plain areas a bit, and<br />

add some more detail to the ship in general,<br />

we can start to add some more bolt textures<br />

to the front of the ship and the fin. We can also<br />

start to apply some welded textures using the<br />

‘weld’ texture provided. Make sure to apply these<br />

textures on separate layers so that we can blend<br />

them later if it is necessary to, or use them for<br />

some specular masking.<br />

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<strong>3D</strong>CREATIVE MAGAZINE | Texturing sci-fi ships with MARI<br />

Transferring textures to the specular channel<br />

Adding textures to the ship’s engine<br />

Texturing the engine: Now we need to start filling in some of these<br />

10 white parts on the engine. I’ve supplied a texture called ‘old polished<br />

metal’ in the texture downloads to use on the main part of the engine and for<br />

the propeller strut. For the piping we can apply the copper texture supplied.<br />

By applying textures in separate layers and using an adjustment stack we can<br />

tune the lightness or hue of metals to slightly differentiate them if desired.<br />

Updating the specular map: Using the textures we have already<br />

11 painted from the diffuse channel, we can now duplicate them and<br />

drag them across into the specular channel stack. Then we need to apply<br />

an adjustment stack and desaturate the color, then depending on what the<br />

material is we can change its opacity to be darker or lighter in the specular<br />

channel. By using an adjustment stack on each layer, we can darken or<br />

lighten parts using the HSV value slider. Remember: the whiter, the shinier.<br />

Filling in the window textures<br />

<strong>3D</strong>CREATIVEMAG.COM


<strong>3D</strong>CREATIVE MAGAZINE | ISSUE 124<br />

Texturing the propellers and side engine<br />

Adding a wood paneling effect to the nose of the ship<br />

Painting the windows: Using the provided texture ‘dull window’,<br />

12 we can now start to fill in those windows. After importing the texture<br />

using the image manager we can fill in the window panes. If the texture looks<br />

a bit too dull or dark, we can boost the lightness by using an adjustment<br />

stack on the layer with the window texture.<br />

Wooden texturing: In keeping with the vintage theme and in the<br />

13 interest of variety of texture and materials, we can paint a nice<br />

section of wood paneling on the nose section. Using the wood texture, first<br />

paint the front’s side panels, before moving or baking the texture. Select the<br />

Spline Warper tool on the top and drag a rectangle around the shape. Using<br />

the frame that appears, drag the texture to fit the general shape of the nose<br />

by pushing and pulling on the frame edges. Then hit ‘B’ to bake the texture<br />

in place.<br />

The propeller and side engine: Using the texture ‘round metal’,<br />

14 we can paint the propellers now. As this texture is very brown, I will<br />

Adding dirt and grime build-up gives the textures more depth<br />

use an adjustment stack to desaturate it to be almost gray, and darken it just<br />

a little as well. Next, for the side engine section, we can paint the inside of it<br />

using the ‘mesh’ texture. At this point we may fill in the rest of the side engine<br />

using the ‘plain metal’ texture. We can update our specular map with these<br />

textures as before.<br />

Adding dirt and grime: As a finishing touch it’s always good to<br />

15 add some wear and tear to a vehicle like this. First make a new layer<br />

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<strong>3D</strong>CREATIVE MAGAZINE | Texturing sci-fi ships with MARI<br />

using the grime textures provided, and go around<br />

the ship and paint the leak stains and dirt buildup<br />

in places where you would expect to find it.<br />

The key to this is not to overdo the dirt unless that<br />

is the look you are going for.<br />

Adding dirt to the specular channel:<br />

16 Before merging our diffuse textures we<br />

must first duplicate and drag our dirt and grime<br />

textures into the specular channel. We want these<br />

textures to be dull and non-reflective, so we must<br />

apply an adjustment stack and by using the HSV<br />

adjustment we can reduce the value until the<br />

grime texture is almost black. At this point it’s safe<br />

to select all of the layers and export them to your<br />

desktop. I would recommend renaming them.<br />

TOP TIPS<br />

Selecting individual parts<br />

To select the individual parts of<br />

a piece of geometry, first set the<br />

Selection mode to Face and also<br />

enable the Smart Selection mode.<br />

This is very useful for masking.<br />

Once you have a piece of geometry<br />

selected this way, you can right-click<br />

to access a menu which will enable<br />

the option to Hide Unselected and<br />

isolate the piece of geometry.<br />

Using Smart Selection mode<br />

UI tips<br />

When you open a channel stack, you<br />

can either drag the window near the<br />

edges of the workspace and a slot<br />

will automatically open, or you can<br />

simply click the little pin tab on the<br />

top-right of the box to temporarily<br />

tack the window anywhere within<br />

your workspace.<br />

Try using the pinning function<br />

Adding our dirt textures to the specular channel<br />

Making normal maps: We can make<br />

17 our normal maps by using the diffuse<br />

textures. First we need to create a new channel<br />

for the normal map, then duplicate the diffuse<br />

textures and drag them into the normal channel.<br />

As the diffuse textures are all separate, we will<br />

need to select them all and merge them into<br />

one. Then by adding an adjustment stack and<br />

selecting ‘Height to Normal’, we can right-click<br />

and export this layer to the desktop and rename<br />

it accordingly. Now the texturing is done and the<br />

model is ready for rendering.<br />

<strong>3D</strong>CREATIVEMAG.COM


<strong>3D</strong>CREATIVE MAGAZINE | ISSUE 124<br />

Finishing off the texturing process with normal maps<br />

NEXT ISSUE<br />

Rory Björkman shares<br />

his mental ray<br />

rendering workflow<br />

The Artist<br />

Rory Björkman<br />

artstation.com/artist/bjorkman<br />

67


<strong>3D</strong>CREATIVE MAGAZINE | Creating textures for sci-fi spacecraft<br />

Texture files & UVs<br />

Creating textures for<br />

sci-fi spacecraft<br />

by Victoria Passariello<br />

Victoria Passariello shares a range of techniques for creating<br />

textures with Photoshop and Substance Designer<br />

<strong>3D</strong>CREATIVEMAG.COM


<strong>3D</strong>CREATIVE MAGAZINE | ISSUE 124<br />

The Artist<br />

Victoria Passariello<br />

vitrux3d.com<br />

Software Used:<br />

3ds Max<br />

Victoria Passariello<br />

creates hard-surface<br />

models because she loves<br />

robots and <strong>3D</strong>. She works<br />

at Perihelion Interactive<br />

making ships for sci-fi<br />

videogame The Mandate.<br />

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<strong>3D</strong>CREATIVE MAGAZINE | Creating textures for sci-fi spacecraft<br />

Discover new Photoshop<br />

texturing techniques from<br />

Victoria Passariello…<br />

Hide the seams between panels and try to not make cuts in visible areas<br />

In this second part of my tutorial series, I will<br />

show you the texturing process I usually use<br />

in my projects. I will show step by step how<br />

I cover the different stages in creating the<br />

textures of a model, starting by establishing<br />

the colors, followed by adding damage and<br />

weathering, and finally adding some dirtiness.<br />

I will also share the hand-painting techniques<br />

I use in Photoshop, as well as how to obtain<br />

certain effects using texture maps. I will also<br />

cover a very basic explanation of how to<br />

use the Metal Weathering filter in Substance<br />

Designer to make dust.<br />

I approach this process using the PBR system’s<br />

Metalness/Roughness workflow. I am going to<br />

explain the very basic principles of PBR, but<br />

if you want to read the full theory, you can<br />

download the free Comprehensive PBR Guide<br />

from Allegorithmic.<br />

I hope you find my techniques and methods<br />

useful to use in your own projects.<br />

Making UVs: To make the UVs I use<br />

01 UVLayout. I’ve been using it for about<br />

six years now, as it gives me the necessary tools<br />

to makes UVs easy and quick. Feel free to use<br />

the software of your choice to make the UVs –<br />

the important thing to take into account in this<br />

process is to hide the seams as much as possible.<br />

Try to make cuts between panels and inside<br />

grooves. Try not to make them in the middle of<br />

a visible area unless you don’t have any other<br />

choice; in that case, you will need to work that<br />

area in detail in the texture to cover up the seam<br />

as much as possible.<br />

Using checker maps: Another<br />

02 important thing to take into account<br />

when packing the UVs is to keep all the islands<br />

totally vertical or horizontal, because it will<br />

make the texturing process easier when painting<br />

or using tile maps of panels and straight lines.<br />

Always avoid any oblique islands. You can check<br />

by using a checkered map on the object.<br />

Texture sheets: Feel free to make two<br />

03 or three texture sheets for the ship. You<br />

can divide it as you want, for example, one texture<br />

sheet for the front section and one for the rear<br />

section. For the purposes of this tutorial and to<br />

keep things easy, I keep the whole ship in a single<br />

4096 x 4096 texture sheet and the cables in one<br />

1024 x 1024 texture sheet.<br />

Make sure to keep all the islands in the UVs 90 degrees straight<br />

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<strong>3D</strong>CREATIVE MAGAZINE | ISSUE 124<br />

Victoria creates one texture sheet for the ship and one texture sheet for the cables<br />

Rendering the UV template, mask and AO map<br />

Rendering out the maps: Before starting to paint the textures, I<br />

04 render out all the maps I’m going to need. The first one is a template<br />

for the UVs, which I’ll use in Screen blending mode in Photoshop as a<br />

reference for the different objects’ placement.<br />

Inside 3ds Max, apply an ‘Unwrap UVW’ modifier to the object and open the<br />

UV editor, then under Tools > Render UV Template, a new window will appear<br />

with the options for your render. Just put the correct size of the map and<br />

click Render.<br />

The second one I always make is a mask map, which I use in Photoshop’s<br />

alpha channel to make quick and easy selections of the areas I need. I’ve<br />

got this map in the same window as the UV template, but this time I change<br />

some parameters to get the black-and-white image and save it as a TGA file.<br />

Finally for the ambient occlusion (AO) map I use Faogen, a software that<br />

make AO maps very quickly and accurately. Feel free to use the software of<br />

your choice to make AO maps – the important thing is to have the occlusions<br />

very visible in the map.<br />

BPR Metalness/Roughness workflow: For this project I’m using<br />

05 PBR rendering with a Metalness/Roughness Workflow. I need three<br />

maps for this:<br />

1. Albedo map, where the colors represent the albedo for non-metallic<br />

materials and reflectance values for metals.<br />

2. Metallic map, where white represents metal and the black represents<br />

non-metal.<br />

3. Roughness map, where white represents rough surfaces and black<br />

represents smooth surfaces.<br />

To learn more about the characteristics of each of the maps and take a<br />

deeper look at the PBR workflow, you can look at the Comprehensive PBR<br />

Guide by Allegorithmic.<br />

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<strong>3D</strong>CREATIVE MAGAZINE | Creating textures for sci-fi spacecraft<br />

Keeping that knowledge in mind, I start to build<br />

all the maps simultaneously in Photoshop,<br />

adding details, damage, dirt, and so on, step by<br />

step in different layers while constantly checking<br />

the process in Marmoset Toolbag 2.<br />

Establish the different colors: To start<br />

06 the texturing process, I first establish<br />

all the colors of the ship. I create a base layer<br />

of solid color that is the base color of the ship<br />

(in this case, blue). On top of this one, I start to<br />

create more solid color layers with all the different<br />

colors, and mask the desired pieces of the ship (I<br />

use the mask map I previously made in 3ds Max<br />

to help me select the areas and mask them). I<br />

basically make variations of blue, some black<br />

pieces and some different tones of gray.<br />

To learn about the PBR Metalness/Roughness workflow in depth,<br />

look up Allegorithmic’s comprehensive documentation<br />

The colors in this case represent the paint on the<br />

metal, so the roughness map should be the same<br />

in all the colors, even though I prefer to add some<br />

variation to break the homogeneity.<br />

Establish the different colors of the ship and add some variations in the roughness map<br />

The metal map is all black for now since I haven’t<br />

established any raw metal yet.<br />

Add metal textures: Once I set up all<br />

07 the colors, I move on to add the metal<br />

textures. I choose one metal map from www.<br />

textures.com as my base metal and duplicate<br />

it to fill the whole canvas. I use it in Overlay<br />

blending mode to get a very subtle effect.<br />

On top of this, I add a scratch map (also found in<br />

www.textures.com, and modified by me) at 60%<br />

opacity so the scratches are not very strong and<br />

evident in the render.<br />

In the roughness map, I desaturate the metal<br />

texture and use it in Multiply mode. I also move<br />

the arrows inside the Blending Mode option<br />

window so only the darker tones remain visible.<br />

I want the metal texture to be dark here, so these<br />

areas look shinier. For the scratch map, I invert<br />

the colors so they become black and use it in<br />

Multiply mode.<br />

I use a similar process for the metalness map to<br />

make it white (suggesting the metal underneath<br />

is the paint colors) and I duplicate the scratch<br />

map several times in Screen mode to get them<br />

very white.<br />

Adding the panels map: To add even<br />

08 more variation to the different colors, I<br />

add a panel texture from Total Textures v7: Scifi.<br />

I use it in Overlay with a very low opacity and<br />

modify the Levels to add more contrast. I only use<br />

this map in some blue areas, so I make a mask to<br />

specify it.<br />

For the roughness map, I desaturate the map<br />

and use it at very low opacity, tweaking Levels<br />

for more contrast. The metalness map remains<br />

unaffected by the panels. I also convert the<br />

desaturated map into a normal map to create<br />

more distinctions in the render.<br />

At this point you should feel that the ship is made<br />

of metal and has been painted, and the damage<br />

should look natural. If it doesn’t, go back and play<br />

a bit with the albedo, roughness and metalness<br />

maps, changing the values and balance of colors,<br />

and so on. In this tutorial I’m showing you the<br />

final result, my final colors and roughness values,<br />

but they took me a lot of time and testing until<br />

they looked good and natural. Feel free to change<br />

them as much as necessary until they give you a<br />

great result.<br />

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<strong>3D</strong>CREATIVE MAGAZINE | ISSUE 124<br />

Add metal textures and scratches. Darker in the Roughness map<br />

to suggest a smooth material and Lighter in the Metalness map to<br />

suggest the metal underneath the paint colors<br />

Add an extra panel map to get<br />

more variations in color and<br />

roughness/smoothness<br />

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<strong>3D</strong>CREATIVE MAGAZINE | Creating textures for sci-fi spacecraft<br />

Paint some areas of glow to add more visual interest to the model<br />

Paint the peeling on the borders of the panels and in other exposed areas<br />

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<strong>3D</strong>CREATIVE MAGAZINE | ISSUE 124<br />

Create a solid color and mask the areas of the decals. Play with the blending options to get a nice wear effect<br />

Making the emissive map: Once I’ve<br />

09 got all the colors, panels, metal and<br />

scratches, the ship’s starting to take shape in<br />

terms of shaders/materials. It looks metallic and<br />

a bit damaged.<br />

Before I continue adding the peeling, dust<br />

and rust, I’ll first create the emissive map. The<br />

emissive map always adds that extra layer of<br />

detail and visual interest to the model, creating<br />

areas that emit light. I always like to add some<br />

lines and dots here and there, and it also looks<br />

good to paint the windows and engines and<br />

make them glow.<br />

To make the emissive map, I create a black solid<br />

color as the base layer, and on top of this one I<br />

add the emissive color layer (in this case, blue).<br />

This blue layer has a mask where I start to paint<br />

all the areas I wanted to glow. (I use the UV<br />

template in Screen mode as a guide to paint.)<br />

Adding peeling to the borders: Finally,<br />

10 the peeling, my favorite part. I need to be<br />

extra careful when making the peeling because I<br />

always add too much and then the model starts<br />

to look super destroyed; I end up deleting a lot<br />

of what I had already painted. (In any case, my<br />

models always look destroyed!) So whatever the<br />

goal you want for your model, whether you want<br />

it to look old and damaged or only have a bit of<br />

peeling damage, this is a very fun step.<br />

Nowadays there are some techniques to obtain<br />

this effect quickly: for example, using curvature<br />

maps or Substance Designer. However, I’m still a<br />

big fan of painting by hand because I like to have<br />

full control of what I want to do and where exactly<br />

I want to do it. Using one technique or another<br />

will alway depends on your time constraints. In<br />

this tutorial I will share how I do this completely<br />

by hand.<br />

For the albedo map, I create a dark-gray solid<br />

color layer and use a dry brush to start masking<br />

the borders of the panels. Remember that the<br />

value of gray determines the reflectance of the<br />

metal in the metalness map. I want the peeling to<br />

look bright, but not much, so I test some different<br />

gray values until I get the result I want.<br />

In the roughness map, I use a very dark-gray<br />

because I want the surface to look smooth, since<br />

it’s the raw metal that’s been revealed underneath<br />

the paint. Finally, for the metalness map, I use a<br />

very light-gray, almost white.<br />

Even if I use PBR and start using real material<br />

values, I change them a bit to fit my own tastes.<br />

Decals: After the hard work of painting<br />

11 all the peeling, let’s take a rest to add<br />

some decals, like the yellow bands on the sides<br />

and some logos. As usual, I create a solid color<br />

layer (yellow this time) and mask in the areas<br />

where I want the bands and logos to be. To give<br />

the worn feeling of the yellow paint, I modify<br />

some blending options in the Layer Style window.<br />

In the roughness map, I use a light-gray to get<br />

a rough result. As I said before, it needs to be<br />

tested several times to get the desired result. The<br />

metalness map remains unaffected.<br />

75


<strong>3D</strong>CREATIVE MAGAZINE | Creating textures for sci-fi spacecraft<br />

Make different adjustments to a texture to use it as rust<br />

Adding rust: For the rust effect, I want<br />

12 to add some orange/reddish patches<br />

around the model, but I don’t want to paint<br />

them by hand, so for this one I use a burnt<br />

texture from Total Textures v19: Destroyed &<br />

Damaged. At first glance, the chosen map doesn’t<br />

have the characteristics I want, but with a bit of<br />

manipulation in Photoshop I obtained exactly<br />

what I’m looking for.<br />

Generate a dirt map in Substance Designer using the Metal Weathering Filter<br />

I first copy the map around all the canvas, then<br />

put it in Color blending mode and play with the<br />

blending options inside the Layer Style window.<br />

At this point I’ve got the reddish patches I want,<br />

but they’re missing contrast, so I make some<br />

Levels adjustments and it’s done. I copy the same<br />

layer with all its blending adjustments (without<br />

the Levels adjustment) to the roughness map, but<br />

I need it to be white so I desaturate the map and<br />

set it to Color Dodge mode.<br />

For the metalness map, I again copy the layer<br />

with its blending adjustments, but this time I use<br />

it in Subtract mode to have it in black. It is almost<br />

invisible to the eyes if you look at the metalness<br />

map, but the rust texture is there doing its job.<br />

Dirt pass: I don’t paint the dirt by hand,<br />

13 and I don’t use any texture for it either.<br />

On this occasion, I use Substance Designer to<br />

generate the dirt. In Substance Designer, I first<br />

create a Metalness/Roughness Graph. I add a<br />

<strong>3D</strong>CREATIVEMAG.COM


<strong>3D</strong>CREATIVE MAGAZINE | ISSUE 124<br />

Use the dirt map generated in Substance Designer in Multiply mode for the albedo and inverted in Screen mode for the roughness<br />

Metal Weathering filter and only choose the Base<br />

Color input. I link a white color to the Base Color<br />

input and link the ship’s ambient occlusion map<br />

in the Ambient Occlusion input. That’s all I need<br />

here to generate the dirt, so, in the Effect rollout<br />

of the Weathering filter, I play with the Dirtiness<br />

parameter until I’ve achieved a nice result. I<br />

export the Base Color output here and am ready<br />

to start working in Photoshop once again. (See<br />

image 13a.)<br />

color to it. I also add it in Multiply mode to the<br />

metalness map.<br />

For the roughness map, I need to invert the colors<br />

of the map, so the black dirt becomes white and I<br />

use it in Screen blending mode. (See image 13b.)<br />

The Artist<br />

NEXT ISSUE<br />

Victoria Passariello<br />

renders the ship in<br />

Marmoset Toolbag 2<br />

Now I’m back in Photoshop with the new dirt<br />

map. It looks nice in Multiply mode, but the<br />

dirt wouldn’t be black, so to add some color to<br />

the new map I apply an orange/brownish solid<br />

Victoria Passariello<br />

vitrux3d.com<br />

77


<strong>3D</strong>CREATIVE MAGAZINE | Texturing assets with Substance Painter<br />

Model file<br />

Texture files<br />

The Artist<br />

Andrew Finch<br />

andrewfinch.carbonmade.com<br />

Software Used:<br />

3ds Max, ZBrush, Photoshop,<br />

Substance Painter, Marmoset<br />

Toolbag 2<br />

Andrew Finch is a principle<br />

environment artist for<br />

Microsoft’s Rare Studio. He has<br />

nine years’ industry experience<br />

and is currently working on his<br />

eleventh title.<br />

Texturing assets with<br />

Substance Painter<br />

by Andrew Finch<br />

Learn how Andrew Finch uses the powerful texturing<br />

software Substance Painter to add realism to this<br />

<strong>3D</strong>CREATIVEMAG.COM<br />

battle-worn Viking shield asset


<strong>3D</strong>CREATIVE MAGAZINE | ISSUE 124<br />

Discover Substance Painter<br />

with Andrew Finch…<br />

In this tutorial I will guide you through the<br />

process of creating a Viking shield inspired<br />

by the TV show Vikings. In the last tutorial<br />

we UV mapped a low resolution mesh of the<br />

shield and baked the high resolution data to<br />

a normal map. We also set up the Substance<br />

Painter project ready for us to begin texturing.<br />

In this tutorial we will use Substance Painter to<br />

texture the Viking shield to almost completion<br />

using a lot of the powerful tools it has to offer,<br />

such as the Substance materials to generate<br />

wear and tear. We will also explore painting<br />

the PBR textures and adjusting an already<br />

existing normal map. At the end of this fourpart<br />

tutorial series all the assets we create will<br />

be imported in Marmoset Toolbag 2 and set<br />

up in a quick scene to show off our model; but<br />

instead of rendering out still images for your<br />

portfolio, I will show you how to use the new<br />

Marmoset Viewer tool to create an interactive<br />

portfolio piece, which is a new very impressive<br />

way to display your artwork to potential<br />

employers, giving them the ability to examine<br />

your asset interactively.<br />

Updated base layer: In the previous<br />

01 chapter I showed you how to import an<br />

already existing texture to use as our base layer. I<br />

thought this texture was a little too plain-looking<br />

and so I decided to add some detail and color;<br />

most Viking shields have a pattern on them, so I<br />

added a red background and a white outline to<br />

the wooden cross shape. I think this looks much<br />

better and traditional. All of the other elements<br />

that make up the shield will be textured using<br />

Substance materials. These materials utilize<br />

texture maps to define how they behave and are<br />

very powerful and quick at producing realistic<br />

seamless textures.<br />

Geometry Decal tool: We will be<br />

02 using the masking tools a lot during<br />

the texturing phase and Substance Painter’s<br />

Geometry Decal tool makes creating masks very<br />

easy. You have many options for selecting areas<br />

to mask in or out such as UV islands, elements or<br />

polygons. You can drag and select elements in the<br />

<strong>3D</strong> viewport or 2D viewport, and press F1, F2 and<br />

F3 to switch viewport modes. If you’re working on<br />

a complex shape that’s hard to select, use the 2D<br />

UV window to easily select the UV islands.<br />

You are also given a grayscale slider to pick<br />

the color of your masked areas; the same rules<br />

apply as any other mask texture, where black is<br />

removed and white is drawn.<br />

The base layer is an already existing diffuse texture from Photoshop<br />

Substance Painter’s intelligent masking tools easily mask out unwanted areas<br />

Baking out textures to take full advantage of the Smart Material capabilities<br />

Baking new texture: Smart Materials<br />

03 are a group of folders and layers used to<br />

create advanced effects for your textures. In order<br />

for these materials to work correctly they require<br />

certain textures; AO maps are used to tell the<br />

material where dirt can build up, for example. A<br />

new texture which you can bake out in Substance<br />

Painter is the curvature map, which gives curved<br />

edge information to the material. This is good<br />

for wear and tear – areas that will be subject to<br />

weathering and general use. Under the TextureSet<br />

Settings, click Bake Textures and you’re presented<br />

79


<strong>3D</strong>CREATIVE MAGAZINE | Texturing assets with Substance Painter<br />

with a new window to choose what new textures<br />

you want to bake. Make sure ‘Curvature’, ‘World<br />

space normal’ and ‘Ambient occlusion’ are ticked.<br />

After pressing Bake Textures your project will be<br />

updated with these new textures. The normal<br />

map will have changed to use the new normal<br />

map, so make sure you re-apply your baked-out<br />

normal map from 3ds Max.<br />

Smart Materials: Substance Painter’s<br />

04 Smart Material library has some very<br />

useful materials for us to use to begin our<br />

texturing. These materials not only paint the<br />

diffuse color, but they affect the PBR and normal<br />

maps, making sure they full integrate with<br />

your model’s textures. These materials are fully<br />

customizable, allowing us to produce unique<br />

tileable textures. To apply a Smart Material, just<br />

select Smart Material in the layers tab. The library<br />

is then visible for you to select the appropriate<br />

one; in this case, I’m texturing the metal hand<br />

guard, so I use the ‘Steel Scratched’ material<br />

as this has a nice metal surface with plenty of<br />

scratches and dents which fit this element.<br />

Smart Material properties: To access<br />

05 the properties of a Smart Material,<br />

look for a mask with a red line under it, which<br />

indicates it has layer options. Click the layer and<br />

the generator is now visible, where you can adjust<br />

dirt level, dirt contrast, and grunge. Each Smart<br />

Material has different setups and generators so<br />

feel free to play around with them to get used<br />

to what they do. Note the Image Inputs contain<br />

an AO map and a curvature map to generate the<br />

details such as scratches and dirt.<br />

Substance Painter’s default library of Smart Materials is a useful starting point<br />

Exposed Smart Material properties for customization of the textures<br />

Remember to use the masking tools to remove<br />

unwanted areas the new material is affecting. By<br />

default all of your model will be textured using<br />

the new material until told not to.<br />

Gold ring: The texturing process can<br />

06 really now start to speed up by using the<br />

mask tools and the Smart Materials. Just quickly<br />

dragging and dropping the materials into the<br />

layer stack quickly applies excellent textures to<br />

the asset. Here I drag the Gold Armor material for<br />

use on the ring that holds the leather together.<br />

This spot of color and reflective highlight will<br />

really stand out among the darker wood and<br />

leather. I adjust the settings slightly just to make<br />

sure that I had something unique compared to<br />

the default settings. We can paint an extra layer of<br />

dirt onto these areas at a later stage.<br />

Leather straps: I use the Smart Material<br />

07 ‘Leather Rough’ to use as a base for the<br />

texture. To get a good worn-edge look I use a<br />

‘MG Metal Edge Wear’ filter – I find this gives me<br />

Texturing different elements now becomes a quick process<br />

the best results for edge wear using both the<br />

with heavy use. I’m not heavy with the default<br />

curvature and AO maps. This is a good base but I color of the leather, so to make it look more<br />

feel it could be improved more, so I paint in more natural I edit the base color and edge damages<br />

edge wear using a white noisy brush in the mask color. I use a lighter beige color to help it stand<br />

layer to paint in areas that would be worn away out from the wooden panels behind it.<br />

<strong>3D</strong>CREATIVEMAG.COM


<strong>3D</strong>CREATIVE MAGAZINE | ISSUE 124<br />

The heavily worn leather strap using curvature map and hand painting<br />

The thick protective leather surrounding used the same techniques as the straps<br />

Outer leather surrounding: I will use<br />

08 the same techniques here as we did with<br />

the leather straps, to texture the leather outer<br />

surrounding. I use the leather Smart Material<br />

with the ‘MG Metal Edge Wear’ filter applied,<br />

with slightly different settings which are shown<br />

in the image above. I tweak the colors again<br />

now to something that is more suitable for the<br />

shield. The curvature map plays an important<br />

part here to really get the worn texture down, so<br />

that it matches the ZBrushed creases and curves<br />

featured in the material.<br />

81


<strong>3D</strong>CREATIVE MAGAZINE | Texturing assets with Substance Painter<br />

Varying the wood color: The wooden<br />

09 parts of the shield are looking a bit too<br />

samey, so to fix this I use Photoshop to edit the<br />

base wood texture we originally brought in as<br />

our starting layer. I make the texture lighter in<br />

color. Back in Substance Painter, I import the<br />

new texture and apply it as a new fill layer to my<br />

stack. I then apply a black mask layer to make<br />

it invisible. I can now use a white noisy brush to<br />

gently draw in some highlights to the wood. As<br />

this is a fairly noisy surface you would expect a lot<br />

of variations in color and dirt.<br />

Hand-painted dirt: Now all of our<br />

10 Smart Materials are placed, we need<br />

to start to bed them in more so they look more<br />

natural. We do this by painting in details such as<br />

weathering and dirt. So on a new empty layer, I<br />

use a black noisy brush and lightly paint in dirt<br />

build-up behind the nails and in the creases.<br />

Don’t be scared to add too much, because if it<br />

looks too heavy when we are done we can always<br />

reduce the opacity of the layer or use a mask layer<br />

to soften the effect.<br />

Painting dirt build-up: On a new layer<br />

11 I continue to build up the layers of dirt,<br />

painting in all of the corners and crevices. I keep<br />

certain areas more clean, for example where<br />

the shoulders or forearm would be continually<br />

rubbing the surface. I like to keep each element’s<br />

painted dirt on separate layers, so I can use the<br />

layers’ opacity to tone the effect down if it’s too<br />

heavy without affecting the whole shield.<br />

Coloring the dirt: Doing the same<br />

12 process as above, I paint some dirt<br />

detail on the metal hand guard areas, particularly<br />

around the nails. As this is a metal surface, I can<br />

add some color to the dirt layer to represent<br />

rusting. I keep the color dull so it doesn’t stand<br />

out too much from the rest of the shield. I also<br />

add some larger patches of rust color on the<br />

spherical surface just to vary the diffuse coloring.<br />

Stitching mask: I feel it would be an<br />

13 easier process to paint the stitching in<br />

Photoshop rather than in Substance Painter,<br />

where I’ll have more control over such a finicky<br />

process. Using the UV texture and the normal<br />

map texture as a guide, I use the normal map<br />

texture to show where the height data is for each<br />

stitch so the textures line up correctly. I paint a<br />

black-and-white mask of stitching, making sure<br />

the stitches are untidy to look more natural. I save<br />

the texture out.<br />

Imported layer mask: Import the newly<br />

14 created mask texture into Substance<br />

Painter and select it in the Textures tab of the<br />

Using a second pre-made texture to add variations to the wood texture<br />

Hand-painted dirt and grime to really weather and age this asset<br />

Continual build-up of painted dirt layers on the wooden panels<br />

<strong>3D</strong>CREATIVEMAG.COM


<strong>3D</strong>CREATIVE MAGAZINE | ISSUE 124<br />

Metal dirt layer with an element of rusting<br />

Stitching detail for the leather straps will<br />

add a focus area of detail to the shield<br />

Using an imported texture as a layer mask<br />

Dirtying up the stitching to match the dirt on the leather straps<br />

Shelf. Create a new fill layer and add a black<br />

mask, then right-click on the mask and select<br />

‘Use texture as mask’. Select the stitches mask we<br />

just imported. You should now see the stitching<br />

appear on the leather straps as intended. Adjust<br />

the layers color and PBR values to look natural<br />

with the rest of the shield.<br />

Dirty stitching: The stitching stands<br />

15 out too much from the leather strapping<br />

because it is too clean. The stitches need to be<br />

dirtied up to match the weathering and wear on<br />

the leather straps. On another new layer, paint in<br />

some dirt but try to match the patches that are on<br />

the straps so it looks consistent. The straps really<br />

add something different to the shield with their<br />

organic shapes and details. I want to add more<br />

details to the rest of the shield to finish off and get<br />

the asset into Marmoset Toolbag 2, which I will<br />

cover in the next chapter.<br />

The Artist<br />

CHECKOUT CHAPTER 04 ON PAGE 086<br />

Andrew Finch renders the final shield asset…<br />

Andrew Finch<br />

andrewfinch.carbonmade.com<br />

83


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<strong>3D</strong>CREATIVE MAGAZINE | Presenting assets in Marmoset Viewer<br />

Alphas and maps<br />

The Artist<br />

Andrew Finch<br />

andrewfinch.carbonmade.com<br />

Software Used:<br />

3ds Max, ZBrush, Photoshop,<br />

Substance Painter, Marmoset<br />

Toolbag 2<br />

Andrew Finch is a principle<br />

environment artist for<br />

Microsoft’s Rare Studio. He has<br />

nine years’ industry experience<br />

and is currently working on his<br />

eleventh title.<br />

Presenting assets in<br />

Marmoset Viewer<br />

by Andrew Finch<br />

Andrew Finch demonstrates how to render a real-time<br />

asset from Marmoset Toolbag 2 to the interactive<br />

<strong>3D</strong>CREATIVEMAG.COM<br />

Marmoset Viewer


<strong>3D</strong>CREATIVE MAGAZINE | ISSUE 124<br />

Take your asset presentation<br />

to the next level…<br />

In this tutorial I will guide you through the<br />

process of creating a Viking shield inspired by<br />

the TV show Vikings. In the previous tutorial<br />

we textured the shield using Substance Painter<br />

and some of its powerful tools. We looked at<br />

not only hand-painting details but using Smart<br />

Materials and importing custom textures to<br />

aid in the texturing process. Not only was the<br />

diffuse texture created, but the Substance<br />

Painter helped create the PBR textures.<br />

In this final chapter we will export all of the<br />

assets from Substance Painter and import<br />

them into Marmoset Toolbag 2. We will<br />

create a small scene in Marmoset to display<br />

our work and also explore the new feature<br />

Marmoset Viewer. This will enable us to export<br />

an interactive display of our artwork that<br />

can be uploaded to galleries. This new way<br />

of presenting your work is becoming really<br />

popular and would definitely make your work<br />

stand out from the crowd.<br />

Stencil masks: No well-used Viking<br />

01 shield should be without some blood<br />

stains, old and fresh. To get a realistic blood stain<br />

would be quite difficult to do by hand-painting,<br />

especially for this art style, so we’ll use decals<br />

or stencils as masks to paint the details. I use<br />

the www.textures.com texture library as they<br />

have some very good blood splatter decals.<br />

Once I have a few variations I’m happy with, I<br />

turn them into black-and-white masks and make<br />

sure they are square textures as they work better<br />

in Substance Painter. Import the blood splatter<br />

decals and select them in the Texture tab. Drag<br />

this stencil texture to the stencil section of the<br />

brush properties and it will now be overlaid over<br />

the viewports.<br />

Dried blood splatter: I prefer to use<br />

02 the 2D viewport for this as it gives better<br />

precision when painting. I’m starting with dried<br />

old blood so it’s darker in color. It also has no<br />

shine to it, so its roughness value should be quite<br />

high. I add a levels modifier to the layer and<br />

change it to affect roughness only; this gives me<br />

better control and can be easily adjusted later<br />

on. I also add a second levels modifier that only<br />

affects the base color to give me better control<br />

over the color of the dried blood later on if it<br />

doesn’t quite look right.<br />

Fresh blood splatter: On a second<br />

03 layer and using a different stencil, I add<br />

some fresh blood to the shield using the same<br />

techniques as above. As I want some blood on<br />

the leather corners, I paint this in the <strong>3D</strong> viewport.<br />

Painting blood detail onto the shield using a stencil mask<br />

Dried blood splatter painted onto the shield<br />

Fresh blood splatter to contrast with the dried blood<br />

I also add two more levels modifiers to give the look fresh. Continue to paint the blood around<br />

blood a more vibrant red color, and also a lower the shield but don’t go too overboard with it, or<br />

roughness value so it’s more reflective, making it it’ll hide the other nice details in the shield.<br />

87


<strong>3D</strong>CREATIVE MAGAZINE | Presenting assets in Marmoset Viewer<br />

Filling in the cracks: The painted-on<br />

04 stencils can look a little flat and fake.<br />

This is because the normal map detail from the<br />

wood is showing through the blood decal too<br />

much; as blood is quite thick, you would expect<br />

it to fill in the cracks more, so to fix this we need<br />

to adjust the imported normal map. Substance<br />

Painter uses height maps to add to the normal<br />

map but this wont allow us to remove details<br />

from the normal map that we imported at the<br />

start. In order to paint into the normal map<br />

itself you need to add the normal map to the<br />

material. In the TextureSet settings next to the<br />

channel section, click the ‘+’ sign to get a lot more<br />

channels that we can add to our material. Select<br />

normal map. You will now notice a Base Normal<br />

has been added to the layer and a ‘nrm’ tab has<br />

appeared on the material. Now we can make<br />

edits to the actual normal map and subtract the<br />

detail away.<br />

Normal map wood damage: At the<br />

05 top of the layer section, select normal<br />

from the drop-down list so that we can only paint<br />

in the normal channel and not affect the other<br />

channels accidentally. Create a new layer and<br />

turn off all except the height channel. Now when<br />

you paint on the model you will notice you can<br />

add or subtract height data from the normal map.<br />

I feel the damaged part of the handle is a little<br />

flat, so I paint in some random brushstrokes to<br />

carve away at the wood. You can add scratches or<br />

blend out any detail you feel is too heavy around<br />

the asset.<br />

Completed texturing of shield: This<br />

06 now completes the methods I use to<br />

texture the shield. You can keep painting in details<br />

where you feel it is needed. This image shows<br />

the back view of the shield, which I think is quite<br />

successful at showing a damaged, weathered and<br />

well-used Viking shield. The gold ring and stitched<br />

leather really add a nice hint of detail. These<br />

assets are now ready to be exported to Marmoset<br />

Toolbag 2.<br />

Exporting the textures: The export<br />

07 process in Substance Painter is very<br />

simple. Select File > Export Textures and you will<br />

be presented with the export window. Here you<br />

can say where the files will be saved to; the size of<br />

the exported texture maps and the format of the<br />

textures. I use TGA for my format and a resolution<br />

of 2,948.<br />

Filling in the wood detail with blood to stop the ‘painted-on’ effect<br />

Painting in new normal map details into the wood damage<br />

There is also a list of all the textures that will be<br />

exported: Base color, Height, Roughness, Metallic<br />

and Normal. Hit export and Substance Painter will<br />

export the textures quickly. We can now move on<br />

to presenting our work in Marmoset Toolbag 2.<br />

Completed model in Substance Painter, ready for export<br />

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Exporting the textures out of Substance Painter ready for Marmoset<br />

Importing the shield mesh and normal map into Marmoset Toolbag 2<br />

Mesh and normal in Marmoset: The<br />

08 first thing to do in Marmoset Toolbag 2<br />

is import the shield mesh, which should be the<br />

same FBX file you used in Substance Painter.<br />

I then drag the normal map into the surface/<br />

normal map slot of the material. I like to do this<br />

first as it will show up any problems. Sometimes<br />

the normal map can be flipped if you notice any<br />

issues. Select one of the Flip options to correct<br />

the map – in this case I flip the normal map<br />

on the Y axis. Now it looks as it did before in<br />

Substance Painter.<br />

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Importing the metallic map: Next up<br />

09 in the material is the Metallic map. I like<br />

to leave the diffuse (base color) until last as I don’t<br />

want it to distract from any of the other textures.<br />

Drag the metallic map into the Reflectivity slot<br />

and change the type from Specular to Metalness.<br />

This is setting up the material to use the PBR<br />

textures we exported from Substance Painter.<br />

Importing the roughness map:<br />

10 Drag the roughness map into the<br />

microsurface/gloss map slot. You may notice<br />

that it looks a little odd or dark and patchy. This<br />

is because Marmoset Toolbag 2and Substance<br />

Painter use these maps a little differently. To get<br />

to the same result, each engine has their own<br />

way of dealing with textures, so it’s something<br />

you have to get used to in the games industry.<br />

The simple fix for this is to invert the texture<br />

(Marmoset have kindly added an ‘Invert’ check<br />

box to do this). Another important step to make<br />

sure this material is working at its best is to<br />

change the Reflection type to GGX, as this gives<br />

much better results to the final image.<br />

Importing the diffuse texture: Now<br />

11 that the PBR side of the material is set<br />

up and working correctly, we can drag the diffuse<br />

(base_color) into the albedo map slot. Now we<br />

have our completed textured shield in Marmoset<br />

Toolbag 2 looking just like it did when we<br />

exported it from Substance Painter. Now we can<br />

edit the scene to get the best possible results for<br />

our presentation.<br />

Adding a sky light: It is important to<br />

12 select the right sky light background,<br />

not only for looks but because the asset’s lighting<br />

comes from these HDR backgrounds. We need to<br />

make sure we select a background that lights the<br />

shield correctly but also isn’t too distracting from<br />

our artwork. Marmoset Toolbag 2 comes with a<br />

free library of backgrounds to choose from, so go<br />

through them all and see what differences they<br />

make. For this image I choose ‘Castle Sunset’.<br />

Now that we have a backdrop selected, I click<br />

on the image where I would like the main light<br />

source to come from. I pick a central position<br />

which emits an orangey sunset light. I also turn<br />

the brightness down to 0.5 and increase the<br />

Child-Light Brightness to 5.0 so the orange light is<br />

more dominant.<br />

Placing point lights: Even though<br />

13 Marmoset Viewer allows the user to<br />

rotate the lighting, this isn’t always obvious, so to<br />

make sure that no area of the mesh is in darkness<br />

we will add some extra lighting. It won’t be too<br />

bright as that would look strange, but just enough<br />

to illuminate the detail. Click Scene > Add New<br />

Adding the metallic map to the material<br />

Adding the roughness map to the material<br />

Adding the diffuse (base color) to the material<br />

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A suitable sky that shows off the asset in the right light<br />

Placing point lights to add fill and rim lighting to ensure there are no dark spots on the mesh<br />

Light and a point light will be placed in the center<br />

of the viewport. We can now move this light into<br />

position behind the shield and slightly to the side.<br />

I give it a dull reddish color to match the sunset<br />

light, with a low brightness of 12 (just enough to<br />

highlight the surface) but this also depends on<br />

how far away you place the light from the shield.<br />

I add a second point light, this time at the front<br />

of the shield, and with a blueish color to contrast<br />

the red.<br />

Curve editor: Only some of the effects<br />

14 can be seen in the Marmoset Viewer<br />

for performance reasons, but one of the effects<br />

that can be used is the Curve Editor to colorcorrect<br />

and balance the scene. To do this I first<br />

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change the background to black so I don’t get<br />

affected by the background image. Select the<br />

Main Camera in the scene viewer, and under<br />

Post Effects/Color, select ‘Curves’. This opens<br />

the Curve Editor window, which works the same<br />

as Levels in Photoshop. I adjust the red, green<br />

and blue channels individually to get the desired<br />

effect: I add more red in the highlights and less<br />

in the shadows, and do the opposite in the blue<br />

channel, leaving the green roughly as default.<br />

This helps push the reds in the blood and paint<br />

and the blues in the metal and darker areas.<br />

Final scene: To finish off the scene,<br />

15 I switch the background image back<br />

on but give it a slight blur. I feel the black is<br />

too simple and I like the subtle colors coming<br />

through, which really help make it look more<br />

photorealistic. Blurring the background keeps the<br />

viewer’s eye on the asset and our artwork. In the<br />

Render tab I enable Ambient Occlusion and set<br />

it to maximum, and make sure Local Reflection,<br />

High-Res Shadow and Front Face Shadows are<br />

all enabled. These settings won’t make it through<br />

to Marmoset Viewer but will make our rendered<br />

images look higher quality. Before we export,<br />

position the camera the way you want the viewer<br />

to be first presented, with the shield as shown in<br />

the image.<br />

Exporting to Marmoset Viewer: Now<br />

16 the scene is complete, click File > Viewer<br />

Export and you are presented with the Marmoset<br />

Viewer export window. Fill in all the fields to make<br />

sure your artwork is presented professionally,<br />

then browse to the location you want the export<br />

to go to. I keep all settings as default but make<br />

sure Auto Play is enabled and click Export.<br />

Marmoset will now package up the scene and<br />

export two files ready to be uploaded to the<br />

internet. Here is the official link to guide you<br />

through presenting your viewer work on websites.<br />

Using the Curve Editor to color correct the scene<br />

Final view before exporting to Marmoset Viewer<br />

The share section is most helpful, showing<br />

you how to add it to portfolio galleries such as<br />

ArtStation. You can also get the embedded code<br />

to link to your uploads. You can view the finished<br />

asset in Marmoset Viewer here, or visit my<br />

profile to see the asset and more single images.<br />

This now concludes my tutorial on making<br />

a Viking shield and exporting it to the new<br />

Marmoset Viewer. I hope you have found it useful,<br />

exploring the new software now available to<br />

us artists. Substance Painter really does make<br />

texturing easy, and the Marmoset Viewer is a great<br />

way to quickly and professionally present your<br />

work in a real-time engine.<br />

Exporting the finished scene to the Marmoset Viewer<br />

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YOU CAN VIEW THE<br />

FINISHED ASSET IN<br />

MARMOSET VIEWER<br />

BY CLICKING HERE<br />

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The Artist<br />

Andrew Finch<br />

andrewfinch.carbonmade.com<br />

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The Artist<br />

Tanvir Islam<br />

incubatorfx.com<br />

facebook.com/tanvirmni<br />

Software Used:<br />

ZBrush, Mantra<br />

Tanvir Islam is a selftaught<br />

CG generalist from<br />

Dhaka, Bangladesh. He is<br />

the founder of Incubator<br />

Effects Studios, a group of<br />

CG generalists working on<br />

versatile projects.<br />

Designing<br />

a fantasy character<br />

Tanvir Islam shares the ZBrush modeling and Houdini rendering<br />

techniques behind his epic character design, Khlotharius<br />

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Get an insight into Zeno<br />

Pelgrims’ workflow…<br />

Designing some early motifs<br />

The purpose of making Khlotharius involved<br />

a few things, including testing my character<br />

rigging pipeline and transferring the whole<br />

light and shade pipeline from Maya to<br />

Houdini’s Mantra renderer. In this tutorial I<br />

will try to explain how I started in ZBrush and<br />

ended up rendering in Mantra.<br />

Concept: Blizzard Entertainment’s<br />

01 characters have always inspired me,<br />

and I’m a big fan of all The Lord of the Rings films,<br />

so whenever I plan a character these kinds of<br />

detailed ideas pop out from the back of my head.<br />

Keeping that in mind, plus collecting some shape<br />

references and design motifs of ‘elements’ such<br />

as wind and fire, I created these motifs. They’ll<br />

be used to design the armor details later. For<br />

the character himself, I collected some anatomy<br />

references from the internet, using Google and<br />

Pinterest. I tend to use my memory for anatomy<br />

sculpting for a little stylization, but whenever I get<br />

confused I turn to references.<br />

Starting from a sphere: If it’s a<br />

02 personal project I always start from a<br />

DynaMesh sphere in ZBrush. Using the Standard,<br />

Move, Snake Hook, Inflate and Smooth brushes, I<br />

create the basic form of the figure, as pictured.<br />

Building a base mesh up from a sphere<br />

Further sculpting: In order to build up<br />

03 secondary forms, I love to use the Clay<br />

Buildup brush in combination with Alpha06. By<br />

using this technique, I create all the necessary<br />

secondary forms, like bony landmarks and<br />

muscle fibers.<br />

Adding more form with Clay Buildup<br />

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The sculpted mesh so far<br />

Retopology: Now it’s time to do the<br />

04 topology. For topology I primarily use<br />

ZBrush’s ZRemesher for the body, then take the<br />

mesh into Maya. But before exporting, under the<br />

‘Export’ section of the Tools menu, deselect ‘Grp’.<br />

Setting the scale in Maya: Now I’m<br />

05 importing into Maya, one of the most<br />

important steps to do is setting the scale of the<br />

mesh. If the figure is six feet tall, then we should<br />

scale it to that measurement. I usually set the<br />

unit of measurement to feet and scale the figure<br />

to match the height I’m looking for. If I don’t do<br />

this step now, I’ll have trouble getting perfect<br />

displacement effects, lighting and rigging later.<br />

Making polygroups: Now I bring the<br />

06 retopologized mesh back into ZBrush<br />

and assign some polygroups for later use of<br />

the hide/show function and UV mapping. Make<br />

sure you also store the Morph Target. The model<br />

is now ready for adding micro details like skin<br />

wrinkles and pores!<br />

Retopologizing the mesh with ZRemesher<br />

Making sure we set the correct scale in Maya<br />

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The model split into polygroups<br />

Add surface noise to the skin before beginning to sculpt details<br />

Some of the brush settings used for sculpting details<br />

Adding surface noise: Before going<br />

07 into some of the finer details, I distort<br />

the model a little bit with some surface noise. I<br />

start with the higher noise scale and the lower<br />

strength. Each time that I apply the surface noise<br />

to the mesh, I lower the noise scale and increase<br />

the noise strength.<br />

It’s best to start with a lower subdivision and<br />

increase it each time you add more noise, but<br />

this might inflate the model. So, in some places, I<br />

make use of the Morph brush and masked areas.<br />

To break up the secondary forms more, I use the<br />

Inflate brush with Alpha63 and Depth Gravity<br />

Strength set to 60.<br />

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The custom brushes used for<br />

The finished skin details<br />

The model’s UVs in Maya<br />

Sculpting skin details: For skin pores,<br />

08 wrinkles and cross-hatching detail, I use<br />

the Dam Standard and Pen A brushes with ZSub<br />

on, and the Standard brush with Color Spray<br />

settings using various alphas. With the help of<br />

the brushes pictured, and some custom alphas, I<br />

create all the skin details.<br />

Exporting UVs into Maya: For the UVs,<br />

09 I have the help of ZBrush’s UV Master<br />

plug-in. Under the UV Master settings, I turn on<br />

the polygroups which I created before. This gives<br />

me a decent UV. I export the low resolution mesh<br />

into Maya, making sure to deselect ‘Grp’ under<br />

the Export menu, as I did previously in step 4. If<br />

you don’t do this, the model will be exported in<br />

chunks. In Maya, I arrange it into four UDIMs (UV<br />

tiles) with some UV changes.<br />

After this, I export the model back into ZBrush. As<br />

there are no changes made to the mesh, keeping<br />

the tool open in ZBrush at its lowest subdivision<br />

and simply importing the UV modified mesh into<br />

ZBrush will do just fine.<br />

Sculpting the armor: There are a few<br />

10 awesome techniques for creating hardsurface<br />

accessories, which wouldn’t be possible<br />

or efficient without ZBrush. I’ll try to explain a few<br />

of them. To start with, we need a base, which can<br />

be extracted from the body as follows.<br />

First we need to duplicate the SubTool and mask<br />

the area to extract the mesh from. Use Ctrl+W<br />

to assign a polygroup. Now we need to smooth<br />

the jagged line of the polygroup border. For<br />

this I use the Smooth Groups brush from the<br />

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Modeling and detailing an armor piece<br />

Adding some motif details to the armor<br />

Smooth brush collection in the Lightbox. Draw<br />

around the jagged polygroup border and hide<br />

the other polygroups. Under Tools > Geometry<br />

> Modify Topology, press ‘Delete hidden’, but<br />

before applying this remove or freeze all the<br />

subdivision levels. Now use ZRemesher with its<br />

default setting. Next, choose the ‘Half’ preset<br />

under ZRemesher and press it several times to<br />

get the polycount you think is suitable. Adjust it<br />

according to your needs.<br />

From the Stroke menu, under Curve function,<br />

select ‘Border only’ and press Frame Mesh. This<br />

will give us a guide curve at the border. Select<br />

the Curve Tube brush, click on the existing guide<br />

curve and apply DynaMesh. Smooth the jagged<br />

polygroup border and apply DynaMesh as we did<br />

above. Unwrap using UV Master, and now we have<br />

a clean base to which we can add detail. I select a<br />

white color and fillObject.<br />

Detailing the armor: No we can<br />

11 Polypaint the mesh using the Surface<br />

Noise function, with custom image along with<br />

UV enabled. We are going to use Surface Noise<br />

just to extract color from a custom image. Set the<br />

Strength to 0, Mix Basic Noise to 0, Color Blend to<br />

1 and the color to black. Now apply the noise to<br />

the mesh.<br />

I apply a mask based on color intensity and<br />

hit Ctrl+W to make a polygroup. I duplicate the<br />

SubTool, hide the other polygroups, and then<br />

press delete hidden. I use ZRemesher with its<br />

default setting and extrude with ZModeler. Now<br />

I’ve got something with much better topology.<br />

I use Crease Polygroup, subdivide twice, then<br />

Uncrease All. Finally, I subdivide again to get a<br />

cleaner edge.<br />

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Creating a stitch using a torus<br />

Creating a cloth with stitch detailing<br />

With the help of this technique, I create all the<br />

armor pieces.<br />

Making a stitch: First we need to create<br />

12 a Curve Insert brush with stitch mesh.<br />

Start with a poly converted torus and shape it<br />

into the letter ‘C’. Align it in a way that looks like<br />

the letter ‘I’, or based on your needs. If it’s lying on<br />

a surface, then align it that way. From the Brush<br />

menu, select ‘Create InsertMesh’. From the Stroke<br />

menu, choose Curve Mode. Now we have a stitch<br />

that can be applied to the character’s clothes.<br />

Creating cloth: Now I’ll create some<br />

13 fabric. First I do the ‘Group by normals’ to<br />

separate the facing surface by polygroup. I divide<br />

it and hide the other groups, then shrink the<br />

visibility. I use the Curve function’s ‘Frame Mesh<br />

by Border’.<br />

This way I get the guide curve a little inside the<br />

surface, which is the perfect area to place the<br />

stitches. Later it will be used to create stitches<br />

with the Curve Insert brush. With the Insert brush,<br />

click on the guide curve. Under the Brush menu,<br />

use the ‘Imbed’ slider to set the height of the<br />

Insert Mesh placement. Use the ‘CurveStep’ slider<br />

to set the distance in between each stitch.<br />

Now with more work we can bring out a nice<br />

stitch detail. Under Curve Function, you can use<br />

Smooth to remove distortion on the guide curve.<br />

If any weird result appears after changing the<br />

CurveStep value, try pressing Smooth once and<br />

then click on the guide curve using the Insert<br />

brush. You have to be careful because it also<br />

changes the placement of the guide curve just a<br />

little bit.<br />

Final accessories: The belts are created<br />

14 using the CurveStrapSnap brush, and<br />

the chain accessories are created with the help of<br />

various Insert brushes. The hood and clothes are<br />

created using Maya’s nCloth, then brought back<br />

into ZBrush for detailing. I use the Surface Noise<br />

function with a custom alpha image. To UV map<br />

all the belts, strips, armors and cloth, I follow the<br />

same procedure I used for the body.<br />

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The model with final details added<br />

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Exporting displacement maps<br />

Moving into Houdini<br />

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Setting up shaders in Houdini<br />

Displacement output: This character<br />

15 has four UDIMs so we have to follow a<br />

special workflow to output any map from ZBrush.<br />

We have to create polygroups based on these<br />

UDIMs. From the Polygroups rollout, press ‘UV<br />

Groups’. Now every time we output any map, we<br />

have to show only one of these polygroups at a<br />

time. At this point I am more concerned about<br />

displacement. I output all the displacement maps<br />

using the settings shown.<br />

“I assign Houdini’s<br />

mantraSurface shader to<br />

the body and make a special<br />

network to use the four<br />

UDIMs’ displacement maps<br />

with the shader. For this we<br />

will have to double-click on<br />

the mantraSurface to get deep<br />

into the shader and find the<br />

displacement section”<br />

Exporting into Houdini: With the help<br />

16 of a special workflow for UDIM in ZBrush,<br />

I output all the maps. I want to check if all my<br />

displacement details have came along nicely in<br />

Houdini, so I export all the meshes into it. I create<br />

some basic lighting to check the displacement<br />

and also create a Mantra PBR.<br />

Houdini shaders: I assign Houdini’s<br />

17 mantraSurface shader to the body and<br />

make a special network to use the four UDIMs’<br />

displacement maps with the shader. For this we<br />

will have to double-click on the mantraSurface<br />

to get deep into the shader and find the<br />

displacement section.<br />

I create the five nodes shown in the image,<br />

and connect them accordingly. Under the<br />

default displacement section which comes with<br />

mantraSurface, you will find textureDisp already<br />

connected to luminanceDisp, RGBDispChannel<br />

and texture_value. Disconnect them from<br />

textureDisp and connect them with the ‘add’<br />

node which we created just now. I also change UV<br />

Transform’s ‘Translate x’ value based on the UDIM<br />

number. I use a value of 0 for the first, 1 for the<br />

second and so on.<br />

Testing the displacement: As the<br />

18 scale of the model is based on realworld<br />

scale, I’ll have less trouble getting the<br />

displacement and detail which I already achieved<br />

in ZBrush. Here you can see the settings for the<br />

displacement, and test renders of the model with<br />

and without displacement.<br />

Texture painting: I texture the body<br />

19 using a mix of image projection and<br />

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Setting up the displacement<br />

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Starting to paint texture onto the model<br />

hand painting with the various masking features<br />

that ZBrush provides. While texturing I use<br />

ZBrush’s skinShade4 shader. For image projection<br />

I use ZBrush’s Spotlight function. First we have to<br />

import a texture from the Texture menu. Select<br />

the texture and press ‘Add to spotlight’. The<br />

Lightbox might pop out at this point, but turn it<br />

off. Now we’re in texture placement and editing<br />

mode, so place and edit the texture using the<br />

circular manipulator.<br />

Adding more realistic detail to the skin<br />

Now we need to use two important shortcuts:<br />

Z and Shift+Z. Shift+Z will enable and disable<br />

Spotlight mode. After turning Spotlight on, the<br />

‘Z’ key will switch between image-editing and<br />

painting mode. For the Standard brush, we must<br />

enable ‘RGB only’ to project color. If ZAdd/ZSub<br />

is enabled it will project detail as well. This way I<br />

project images to most of the areas of the body.<br />

Using the Standard brush with the Color Spray<br />

setting and Alpha58 (or a custom alpha), I use<br />

the ‘C’ key to color-pick from existing projected<br />

textures and fill the white gaps. This way I get a<br />

vibrant color effect from the brush, which is like a<br />

real skin texture.<br />

Texture detailing: Now with more of<br />

20 a careful painting approach, I will finish<br />

the texturing using various different alphas<br />

and colors. While painting these areas I will<br />

choose darker colors to paint the cavity areas,<br />

compared to the areas of relief. For this, I lower<br />

the subdivision level and apply the option ‘Mask<br />

by cavity’, then blur the mask once, then sharpen<br />

it again. Then I go to the highest subdivision and<br />

start painting.<br />

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Painting hard surfaces: For hardsurface<br />

texturing I use ‘Mask by cavity’<br />

21<br />

the same way, but in addition to that I use two<br />

extra brushes. I use the TrimDynamic brush with<br />

RGB turned on, which constrains the painting at<br />

the edges only. With this we can get a torn edge<br />

effect. I also use the Pen A brush, which helps to<br />

create lines from thin to thick, and is good for<br />

scratch effects.<br />

Color maps: Later on I’ll use these maps<br />

22 as masks for creating layered shaders.<br />

Pictured, you can see the color maps for the body.<br />

For the specular map, I combine the desaturated<br />

color map with the displacement map, then paint<br />

and adjust a few areas in Photoshop.<br />

Area lights: For the lighting setup, I<br />

23 use four area lights. All the area lights’<br />

attenuation is on, and the sampling quality is<br />

increased for a quality render. One environment<br />

light uses an HDR image (the yellow box).<br />

Further shader setup: I double-click<br />

24 the mantraSurface shader that I created<br />

for displacement and open up the inside network<br />

section. I follow the same workflow here for the<br />

UDIM that I followed for displacement, but this<br />

time I connect the ‘add’ node to the surface<br />

model’s ‘sss_clr’.<br />

Further test renders: These are a few<br />

25 settings I use for the mantraSurface<br />

shader to create skin for the body. Pictured are<br />

a skin shader test rendered with the color and<br />

Texture painting for hard-surface accessories<br />

The model’s map so far<br />

A simple area light setup for the model<br />

More mantraSurface shader setup<br />

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<strong>3D</strong>CREATIVE MAGAZINE | ISSUE 124<br />

Testing the skin shaders with a new render<br />

Rendering settings and results<br />

displacement maps only, and finally a skin shader<br />

rendered with the color, displacement, specular<br />

and attenuation color maps.<br />

Rendering cloth and accessories:<br />

26 See pictured here the render settings for<br />

the metal and leather surfaces, and also some<br />

close-ups of the rendered surfaces, including the<br />

stitched border detailing and elemental motifs<br />

designed at the beginning.<br />

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<strong>3D</strong>CREATIVE MAGAZINE | Designing a fantasy character<br />

Adding facial hair: For the beard I<br />

27 separately output the face as a null to<br />

use it as reference to the fur node. Now I create<br />

a geometry node, and under it, I reference the<br />

‘OUT_beard’ using the Object Merge node. In<br />

this part I minimize the area more, just to keep it<br />

where the beard should be. I paint unnecessary<br />

areas and delete based on color.<br />

Creating the beard<br />

I create a point node to add the normals so that<br />

the curves align with the surface’s normal. I create<br />

a scatter node to scatter points on the surface.<br />

Then I duplicate the lines using ‘Copy SOP’ on this<br />

surface. At the end, I add a Curve Groom node,<br />

which will later be used as a guide curve. After<br />

adding Curve Groom and grooming the curve, the<br />

beard looks more flowing and natural.<br />

“With the combination of<br />

fur and cloth displacement,<br />

a nice soft cloth effect<br />

is achieved”<br />

Using fur nodes: Let’s create a fur node.<br />

28 Under the skin tab I choose the ‘OUT_<br />

beard’ as skin mesh and Curve Groom as a guide.<br />

I hide the guides I created before and set the fur<br />

parameters as shown in the image. I use the color<br />

map for the tip and root color of the fur material,<br />

then set the reflection settings as pictured. The<br />

results are shown in the test render.<br />

For the eyebrows and eyelashes, the same<br />

technique is used, but for the cloth and<br />

armor padding, no guide is needed – just fur<br />

with a different appearance setting. With the<br />

combination of fur and cloth displacement , a<br />

nice soft cloth effect is achieved.<br />

The final render: For the final image, I<br />

29 don’t do any pass rendering, just some<br />

simple color corrections and some iris blur for<br />

close-ups in post. These renders are straight out<br />

of Houdini Mantra.<br />

The Artist<br />

Tanvir Islam<br />

incubatorfx.com<br />

facebook.com/tanvirmni<br />

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<strong>3D</strong>CREATIVE MAGAZINE | ISSUE 124<br />

Using fur nodes<br />

to add softer hair<br />

and fabric<br />

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113


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