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Inspiration Training<br />
Olivier Dubard uses<br />
SketchBook Pro to<br />
flesh out a concept<br />
he initially made in<br />
3D, using a toon<br />
shader to generate<br />
the outlines.<br />
Olivier’s video on<br />
environment shows<br />
you the ropes, to help<br />
you decide if it might<br />
be a career for you.<br />
During the pre-composition<br />
stage, Olivier uses Nuke to<br />
control colour and focus.<br />
Olivier goes through<br />
every main stage of an<br />
environment project,<br />
including creating<br />
custom textures in Mari.<br />
Environment Creation<br />
for Film and Cinematics<br />
MAKe A SCeNe Master the basics of producing scenes and backdrops<br />
for films and video games, with pro environment artist Olivier Dubard<br />
ZBrush gives Olivier<br />
the toolset he needs<br />
to make pristine<br />
objects damaged and<br />
imperfect, which adds<br />
to their authenticity.<br />
Publisher The Gnomon Workshop Price $49 per month (subscription) Format Streaming video Web www.thegnomonworkshop.com<br />
aking CG characters might<br />
be the glamour roles in<br />
M visual effects and games,<br />
but there’s plenty of<br />
creative opportunity in the more<br />
niche areas, too. Those fantasy and<br />
sci-fi backdrops and props don’t<br />
design themselves, you know.<br />
In this brisk video on environment<br />
creation, Olivier Dubard offers a broad<br />
introduction to a specialism he excels<br />
at. In a little under two hours, he goes<br />
through every stage in a single project,<br />
taking an atmospheric alleyway from<br />
concept to final rendering. Covering so<br />
much territory in relatively little time<br />
inevitably means that some technical<br />
detail is lacking: although you’ll pick up<br />
some useful tips, it’s better to think of<br />
this video as a career overview.<br />
Olivier mixes 2D and 3D skills<br />
according to the needs of the brief<br />
rather than following a strict pattern.<br />
An environment that features in a shot<br />
Topics covered<br />
n Gathering reference<br />
n Concept art<br />
n Modelling and layout<br />
n Texturing<br />
n Lighting and<br />
LookDev<br />
n Pre-compositing<br />
n Matte painting<br />
Length<br />
111 minutes<br />
Rating<br />
★★★<br />
with lots of panning, for example,<br />
might require more 3D objects than a<br />
scene intended for a static shot, where<br />
more 2D painting could be called for.<br />
Particular points of interest in this<br />
project include the use of 3D at the<br />
initial concept stage, where a toon<br />
shader applied to a roughly blockedout<br />
scene gives Olivier the perspective<br />
lines he needs to start painting and<br />
photo-bashing with precision. And<br />
artists who associate ZBrush with<br />
character sculpting might be surprised<br />
to see Olivier using the software to<br />
craft hard-edged objects later on:<br />
working on them in ZBrush enables<br />
him add the imperfections that<br />
convince the viewer the parts are real.<br />
Yet while there’s much you’ll find of<br />
use here, you may well end the video<br />
wishing Olivier had shared more of his<br />
knowledge. This feeling is exacerbated<br />
by the frequent musical interludes that<br />
alternate with the narration.<br />
Artist profile<br />
Olivier<br />
DubarD<br />
Olivier is an environment artist<br />
who specialises in film and<br />
cinematics. With a background in<br />
comic books and illustration, he<br />
attended the Gnomon School of<br />
Visual Effects in Hollywood, and<br />
now handles different aspects of<br />
production, from concept to the<br />
final photo-real CGI image. He’s<br />
also created digital environments<br />
for the film industry, working<br />
on blockbusters<br />
such as Star Trek<br />
Beyond, The Hunger<br />
Games series and<br />
Terminator Genisys.<br />
www.olivierdubard.com<br />
August 2017<br />
97