The 3D Art & Design Book Vol. 3
The 3D Art & Design Book Vol. 3
The 3D Art & Design Book Vol. 3
& Design
Boo
The
Volume 3
Inside
Photoshop
3ds Max Maya
Cinema 4D
ZBrush
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Welcome to
The
3D Art
& Design
The world of 3D art and design is vast and continuing to grow. Its an exciting place for an
artist to develop skills and techniques in order to ultimately express their artistic creativity. The
third volume of The 3D Art & Design Book not only assists in developing these areas, but also
provides inspiration the other essential ingredient. Whether you follow along with the tutorials
step by step, or simply use the ideas and techniques to create your own, original artwork, the
choice is yours and, either way, you are guaranteed to create something to be proud of. Split into
six key areas of art and design, the book explores character, architectural visualisation,
photorealism, environment, vehicle and animation. There is certainly something for everyone on
the pages within, and perhaps you will discover a passion for something you hadnt considered
before. If that wasnt enough, weve also included a free CD packed full of 3D models, video
tutorials and source les in order to help you complete many of the tutorials found in the book.
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The
3D Art
& Design
Imagine Publishing Ltd
Richmond House
33 Richmond Hill
Bournemouth
Dorset BH2 6EZ
+44 (0) 1202 586200
Website: www.imagine-publishing.co.uk
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Head of Publishing
Aaron Asadi
Head of Design
Ross Andrews
Production Editors
Hannah Kelly and Sarah Harrison
Senior Art Editor
Greg Whitaker
Design
Lauren Debono-Elliot
Photographer
James Sheppard
Cover image
Matthew Burke
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William Gibbons, 26 Planetary Road, Willenhall, West Midlands, WV13 3XT
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Disclaimer
The publisher cannot accept responsibility for any unsolicited material lost or damaged in the
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be reproduced in whole or part without the written permission of the publisher. All copyrights are
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This bookazine is fully independent and not affiliated in any way with the companies mentioned herein.
The 3D Art & Design Book Volume 3 2014 Imagine Publishing Ltd
ISBN 978 1909 758 933
Part of the
bookazine series
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08 of CG software
The evolution
Character
Photorealism
70
18
Create a portrait
Architectural
visualisation
24
48
77
26
52
78
30
56
84
37
Gallery: Equilibrium
63
Gallery: Butterfly
91
38
92
45
Gallery: Fatal
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161
154
178
171
Environment
Vehicle
Animation
131
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Evolution of CG software
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THE
EVOLUTION
OF
CG SOFTWARE
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Gary Yost
Fred Ruff
Rob Powers
Terrence Masson
Philip Losch
Chris Landreth
Tilo Khn
Tom Hudson
Greg Hermanovic
Kim Davidson
Jim Blinn
Will Anielewicz
Evolution of
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Evolution of CG software
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01
02
Kim Davidson
was hired by Omnibus
Computer Graphics in
1985 and went on to
found Side Effects
Software in 1987
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1972
1969
1968
CG software: a few
key events
1968
By the end of the Sixties it got advanced enough that people began
realizing it had potential outside the research lab Terrence Masson
Evolution of
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03
01 The procedural
version of PRISMS started
to see the light of day
around 1989, explains
Hermanovic. It became
popular because it
automated and visualised
what CG artists were
already doing blindly
02 PRISMS also included
Mojo, a morphing package,
as well as motion-control
interface Moca and ICE
04
04 SIGGRAPH 1993
1974
1972 The
University of Utah
Bump-mapping is
introduced by Jim Blinn
and Martin Newell
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1978
1975
11
Evolution of CG software
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04
05
Autodesk is
founded in CA
by John Walker
1980s
20 minutes of full 3D
CGI released within
Disneys TRON
1983
1982
06 Image from
Subconcious
Password, Chris
Landreths latest
short lm, which he
created using Maya
1983
05 An example of
plotter art by Will
Anielewicz, created
from 1976-79
1982
04 Interior Pool by
Ryan Montrucchio
and Will Anielewicz,
Geometry: Tasso
Ringas and George
Nikopoulos;
Software: Caustic
Visualizer for Maya
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I HAVE ALWAYS
THOUGHT OF MYSELF
AS AN ARTIST. THE
COMPUTER IS BOTH
MY BRUSH AND
COLOUR PALETTE
WILL ANIELEWICZ, software engineer,
Caustic Graphics Inc
1985
06
NewTek
founded by
Tim Jenison
Evolution of
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really did not expect Maya to still be in use,
reveals Anielewicz. Its been almost 30
years. I use it every day.
07
08
Omnibus caves to
crippling debt and
les for bankruptcy
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Side Effects
Software
established
1988
09 Right after the launch of Max at SIGGRAPH in 1996. From left to right: Jack
Powell, Don Brittain, Rolf Berteig, Mark Meier, Martin Doudoroff, Gary Yost,
Dan Silva, Kyle Peacock, Tom Hudson. Missing is Gus Grubba
1987
09
1987
1986
1986
In 1994, when we started writing code in earnest, our source code control/versioning system
was running over analog modems from a server in Don Brittains house, explains Gary Yost,
leader of the Yost Group. Within the rst two months of development it was obvious that dialup
was too unreliable for us to share code in this way. Incredibly, by September the developers had
almost given up work on 3ds Max. I had a conversation with Autodesks then-CEO Carol Bartz
in early October, saying that I thought wed have to give up the project unless we could gure out
something else to do, says Yost. Just that week, Gus Grubba found that the new Integrated
Services Digital Network (ISDN) system was being deployed nationwide and that it would
support what we needed. Between October and December we were able to get the brand-new
ISDN service and that solved the problem, enabling us to get on with development in earnest in
January. Whats amazing is that only seven months later, at SIGGRAPH LA in July, we unveiled
Max along with the Character Studio/Biped plug-in by Michael Girard and Susan Amkraut. Max
was kept secret until then and nobody expected us to ditch all of our 3D Studio DOS code.
Yost Group
formed with Gary
Yost at the helm
3D Art & Design
13
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10
11
1990s
1990
1990
1991
12
FastRay developed by
brothers Christian and
Philip Losch
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1994
LIGHTWAVE
14
1996
1996
1995
Can you tell us more about your time at the University of Utah?
What led you to first begin research on realistic rendering?
I was rst made aware of the UofU when my office mate at
Michigan showed me the PhD thesis of Utah student Gordon
Romney (in 1970) that had some early crudely shaded images. I
was fascinated by the images but the computers I had a UofM
were not capable of displaying shaded images. I continued to play
with line drawing for several years, but in 1974 I decided to apply
to UofU graduate school to join the crew making images there. I
had kept up with the developments at UofU during the intervening
years and was particularly intrigued by the work of Ed Catmull.
When I got to UofU I was surprised to nd that they didnt have
computers that could display shaded images either. All their
images were created by doing a time exposure of the computer
display slowly scanning out the results of their computations. I got
there just as they were getting the rst frame buffer from Evans &
Sutherland Computer Corporation, which could display a shaded
image on a TV monitor.
I started implementing Catmulls rendering algorithm and began
tinkering with it. I didnt have a long-term goal, but just began
tweaking various lighting and shading algorithms to make the
images look better. I guess thats symptomatic of my career I just
did what seemed interesting at the time and wound up being
involved in some of the most interesting projects.
What first led you to create realistic specular light models, bump
mapping and environment/reflection-mapping?
Environment mapping began as Martin Newells idea. We were
teaching the Computer Graphics course at Utah at the time. He
was a professor there and I was a teaching fellow, and we spent a
lot of time taking about rendering and geometry in preparing for
the lectures. I think we taught each other more than we ever
taught the students. He came in one day and told me he had been
thinking in the shower and said, What if were to take the
calculation for the lighting and, instead of doing the regular dot
product with the light source that would give you the colour of the
surface, what if you took the light and reected it backwards?
I rst thought of Bump-mapping while looking at my shoes.
They were made of leather but they had this embossed pattern in
the surface, and I was looking at the highlights on them and
thought what is making these things look bumpy is not the height
of the displacement but that the angle of the surface changes
from one place to the next. I realised I could nudge the surface
normal from one place to the next, plug that into the lighting
equation and that would be a good approximation of a more
realistic effect.
Did you expect 3D imagery and software to be able to reach the
heights they are at now in so relatively short a time?
Ive never used any commercial software, only seen it from a
distance. I come from an era where everybody did his or her own
programming. Having off-the-shelf software thats reliable
enough for non-programmers to use is an impressive feat. CG has
already gone way beyond anything I could have dreamed of. There
are two aspects to visual creative art: guring out what to draw
and guring out how to draw it. The second of these is what a lot
of people think about and teach, but the what to draw part is
more personal and subjective.
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1998
1998
13
Blender is rst
released to the
public by NaN
15
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Character
Bring your character
concepts to life
18
45
26
Create a portrait
Follow this ZBrush workflow to create a
3D interpretation of a character concept
24
26
30
37
Gallery
24
Equilibrium by
Daniel Arnold-Mist
38
45
Gallery
Fatal by
Adam Martinakis
18
38
30
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17
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Character
Artist info
Easy-to-follow guides
take you from concept
to the nal render
Adam Fisher
Personal portfolio site
www.asher.com.au
Country Australia
Software used
ZBrush 4R5
Expertise 3D character art for
the videogame industry
Create a
portrait
The Prisoner 2013
Follow this ZBrush workow to create a 3D
interpretation of a stylised character concept
Adam Fisher works as a 3D artist for the videogame and simulation industries
01
02
Control subdivision
When starting a sculpt its important to
keep the subdivision level low, especially
when blocking in proportions and main
shapes. You can then slowly subdivide
(Cmd/Ctrl+D) to add polygon density as
needed. Doing this helps prevent your
sculpts from looking bloated and gives you
more control over your mesh. If you are
working on a higher subdivision level and
need to make large changes to the mesh,
drop down to a lower subdivision level
(Shift+D) to enable smoother transitions
and easier control.
03
02
01
03
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Create
WorldMags.net a portrait
Concept
Were going to be making
an interpretation of Simon
Dominics concept. The
character has some strong
features that well focus
on, like his jaw, brows and
substantial scars.
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19
Character
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Make refinements
Create clothing and add details
04
Sculpt the scars In the concept this guy has some pretty gruesome scars. The
04
one over his left eye and upper lip are indented, so well start by using the
DamStandard brush to create the initial line and ow of the scar. Next well go back over the
line and include some irregularities, then by using small strokes and the ClayTubes brush we
can build up the scar tissue around the edges. The ClayTubes brush is great for these kinds
of details and well use it again for the small raised scars on his head, by blocking in the
rough ow and shape of the scar. To add some more irregularities well set the Intensity a
little lower. Using short strokes that alternate between Zadd and Zsub (holding Opt/Alt) we
can build up the grisly scar texture.
05
Its all in the eyes I like to apply some Polypaint to the eyes before I nish the
sculpting phase, to bring some life into the character as Im working on it. The
MatCap Ill be using is the zbro_EyeReection and can be downloaded from http://
luckilytip.blogspot.com.au. Select a base off-white tone and, with MRGB turned on, go to
Color>Fill Object. Next, choose the Standard brush, turn off Zadd and only have RGB turned
on. Well select a brush size that ts the size of the iris and paint the darkest outer-edge of
the eye. Next well choose a lighter saturated tone and paint in the iris, giving a slight taper
to the lower half. This enhances a concave effect around the iris. Add some lighter ecks to
the iris, then include a black pupil as well as some subtle veins and colour variation to the
sclera. To nish this element, well paint in some fake occlusion to give the eyes some
grounding in their sockets.
05
Standard brush
06 Use masking to pull out the
overlapping shapes
07 Position the SubTools then
06
06
07
Build the chain collar To shape the chain collar were going to use DynaMesh to
subtract and merge different meshes. Subtract one cylinder from another to create
the neck opening, then merge a cube and subtract another cube to produce the area where
the chain links in. To subtract one mesh from another in ZBrush, go to the SubTool palette,
move to DynaMesh (A) above the SubTool (B) you are going to use to subtract. The lower
SubTool (B) needs to have the Difference SubTool icon selected, which is the second icon.
Select the top SubTool (A) and go to SubTool>Merge>MergeDown to combine both
SubTools. To create the subtraction, hold down Cmd/Ctrl, then click and drag on the canvas
to re-DynaMesh.
07
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Create
WorldMags.net a portrait
Morph Targets and layers
The use of Morph Targets and layers can be extremely
benecial to non-destructively add detail. For example, you
can store a Morph Target then start to sculpt scars and if
you arent happy with a particular area, use the Morph brush
to paint back to the stored version of the sculpt. Layers can
be helpful for controlling tiny details like pores. By placing
the pore details on their own layer, you can increase or
decrease the amount that theyre visible, giving you greater
control over them.
08
09
08
10
09
10
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21
Character
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11
12
11
Apply and adjust the hair FiberMesh works by applying hair strands to any masked
area of a SubTool. To create the head stubble, well rst need to create a 054
black-and-white image in Photoshop to be used as a mask. We can then mask the area of
the head we want to add hair to and subtract the 054 shape using the created Alpha. Click
the Preview button under the FiberMesh palette. Under Modiers, change Length to 10 and
Coverage to roughly 70. Change the Width Prole to create thinner strands and the Base
and Tip colours should be a dark brown. Use the BPR Render (Shift+R) to test what this
looks like. Once youre happy with the results, go to FiberMesh>Accept.
12
Shape sideburns and eyebrows Mask the sideburns area and select
Lightbox>Fibers under the FiberMesh menu. This will provide some presets to choose
from and edit. For the sideburns we can use the Fibers196 preset. Set Length to 14, Coverage
to 10 and adjust the Width Prole. Turn the texture off and set the Base and Tip Color to
brown again. Click Accept and then mask the area for the eyebrows. This time well use the
Fiber160 preset and change Length to 110, Coverage to 2.25 and Gravity to -0.5. Well also
need to adjust the Width Prole, and change the Twist and Revolve to approximately 135.
Select dark brown for the colours and render to test the hair. When happy with the results
click Accept. Now we can use the Groom brushes to style the eyebrows a bit more and
really get them looking rugged.
13
Masking tips
There are some masking tools in ZBrush that can be used to
help speed up the workow and create some interesting
effects. Masking>Mask PeaksAndValleys can be used to
quickly create versatile patterns for texturing. In this case it
was used for Polypainting the chain. Masking>Mask By
Smoothness is also very useful for quickly painting edges
and dents, especially when working on hard surfaces. Play
around with the sliders to see what you can come up with.
13
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Create
WorldMags.net a portrait
14
14
15
16
Make render passes Once the lighting is set up, we can begin to render out the
different passes. The starting render passes I use are the main BPR Render, Shadow,
the Rim Lighting passes, Ambient Occlusion and Depth. The next passes I render are the
Cavity, using the SketchShade2 MatCap; a Specular pass, using the Basic material and the
Color set to black; then nally a Reection pass for the chains, using a combination of the
Reected Map and Chrome materials.
16
17
17
passes together
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23
Character
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Artist info
Easy-to-follow guides
take you from concept
to the nal render
Thomas Lishman
Personal portfolio site
Country UK
Software used
Expertise
Render your
characters skin
Learn how to use ZBrush to render your sculpts
01
01
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Render skin
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02
03
02
04
03
Lighting and passes I use a single light for each render, only enabling different ones
for rim and ll. My key light is set at 1.5 brightness with default settings. For my rim I
usually set a blue hue and to bring it to the back. I click once on the small preview sphere. I drag
and angle this so it creates a decent rim. Set this to about 3. I usually create a third, cool light for
ll, at about 1. I render each lighting pass out and export them via Document>Export Document.
Next export the AO and depth passes from Render>BPR Renderpasses.
04
ZBrush perspective
ZBrush doesnt use true to life perspective; instead its
quite distorted. Use low levels to zero for sculpting. When
rendering, amp up your Angle of View to get the best
possible result. Below the oor button is a Local
Transformations button, which when enabled will rotate
the camera around a certain point on the model. Try
disabling this when rendering as it will snap to the world
grid centre instead, enabling you to nd better angles to
view and render your scene.
05
05
Compose in Photoshop Open your passes in Photoshop, and copy and paste each
06
Photoshop Composition 2 For your AO pass you can try a few things. I usually
one into the rst pass. Hide all but ll. Now unhide the rim and set it to screen. This will
overlay it over your ll layer. Adjust Opacity and Color however you desire. Next unhide your ll
layer and bring it down to a low opacity, and change the colour with Ctrl+U to a cool blue. I
usually experiment with levels, colour ranges and opacity to try and nd something that looks
good. But if I dont have the time, default settings are usually best.
06
increase the levels and set it to multiply to darken those cracks and shadow areas, but I
also change the colour with Ctrl+U then click Colourize. You can use the AO pass to create
ambient lighting. Set your unaltered layer to Hard Light and reduce the opacity to 5-15%. The
best thing is to play around and push each pass to add realism. I take the depth pass, Ctrl+Select
the RGB layer in channels and invert that selection to use on the main render. I then use Lens Blur
and also add some small noise to really achieve that depth of eld.
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25
Character
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Artist info
Easy-to-follow guides
take you from concept
to the nal render
Chvon leo
Personal portfolio site
www.danroarty.com
Location Cape Town,
South Africa
Software used ZBrush
Expertise Chvon specialises
in creating believable
facial expressions
screenshots, as well as
Sculpt intense
facial expressions
Sculpt a character, building highly emotive facial
expressions using the optimal tools in ZBrush
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Facial
WorldMags.netexpressions
ZBrush screenshot of
nal sculpt
01
01
02
Start with ZSpheres ZSpheres can be used to create the basic structure of the
character. While this is not the only way to go about it, I prefer using them because they
provide a quick and exible way of building a custom, unique base mesh. When working with
ZSpheres, I set the Draw Size to 1, because this makes it easier to manipulate them without
affecting any adjacent ZSpheres. I start by making a neck and head from the base sphere, and
also create a shape that represents the chest. I then continue by adding the torso and arms. Once
I am happy with the structure of my ZSpheres, I navigate to the Tool palette and click Make
Adaptive Skin.
02
Form and proportion Once the base mesh is complete, the next step is to capture
the general form and proportions of the character. Proportions play a vital role in the
believability of a character and their expressions. Whether youre working on a photoreal or a
stylised character, your proportions need to be appealing to the eye. Having an amazing
expression and detail means nothing if your proportions are wrong, so spend some time on this
important step. Enable DynaMesh at a Resolution of 64, then tweak the proportions using the
Move brush, all the while adding and subtracting volume with the Clay Tubes brush. When
constructing forms, identify the bony landmarks on the body and use them as a guide.
03
03
Rene the forms Now that we have our general form set in stone, we are able to
increase the resolution and get to work on rening the character to give him a unique
identity. Use the Standard brush to dene areas where bone and cartilage protrude, as well as the
Dam Standard brush for creating creases/folds and the Clay Tubes brush, with a low Intensity
(3-6), for volumes. During this stage, focus on the planes and structure of the face. Dont go into
too much detail here, as well get to this in a later stage, once our character has been posed. Its a
good idea to retopologise your mesh now, as it makes posing easier and more efficient later on.
Anatomy
In order to achieve a believable humanoid character, complete with good expression and
personality, its benecial to have some understanding of basic human anatomy. When
solely relying on reference, without any basic understanding, you could easily fall into the
trap of thinking your anatomy is correct, when it could perhaps be slightly faulty. You dont
necessarily need to devote your life to understanding every bone and muscle in the body,
but understanding the forms and planes that these bones and muscles create can be key to
a believable sculpt. I encourage you to do some research on the subject as it will help you a
great deal on all further projects. There are many fantastic books available on the subject,
one of my favourites being Artistic Anatomy by Dr. Paul Richer.
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27
Character
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Workow efficiency
ZBrush is fully customisable and enables you to create a shortcut for almost all commands
offered. To apply custom shortcuts, hold Cmd/Ctrl+Opt/Alt and click on the function you
wish to create a shortcut for, followed by the key you want to allocate to the shortcut. I use
shortcuts for everything from brushes to creating polygroups. Try to create shortcuts for the
tools used most in your workow. Another efficiency tip is to store a morph target before
sculpting and utilise the Morph brush as an eraser, rather than the Undo command, as it can
become sluggish when working on dense meshes.
04
04
05
05
Establish the pose Body language is important when portraying emotion. As such,
its benecial to give the character a captivating pose. At this point in the creation
process you can turn off Symmetry. When posing a character, drop down to the lowest
subdivision available, then isolate and mask the polygroups of the parts that you need to pose.
Once youve properly masked the required body part, invert it and reveal the rest of the body.
You can then proceed to manipulate the part into the desired position using the Transpose tools.
During this process, be sure to observe the silhouette of the model from all angles by hitting the
V key on your keyboard. This switches to your secondary colour, which is black by default.
06
07
06
Block out the expression Now that the pose is properly established, use the Move
brush in conjunction with the Smooth brush to repair any errors that may have occurred
during the posing phase. Next, begin loosely blocking out the major inuence areas of the
expression, such as the brows and general shape of the mouth.
07
Sculpt the eyes and nose As mentioned earlier, we will be isolating areas of the face
while working on the expression. This is to ensure we get as much emotion in the eye
region as possible, without being distracted by the rest of the face. If we are able to properly
capture the details of the expression in each isolated area, the overall expression should be easily
readable. I rely mainly on the Move brush to shape the expression. Its best to tweak the brow
areas, raise the lower eyelids and focus on the areas directly around the eyeballs. Even the areas
under the eyes need to be given some form and denition. Its also important to focus on the
area between the eyebrows, known as the glabella, to ensure that the skin is folding or not, as
the case may be as it would in real life. If you want to convey extreme detail, then focus on all
areas of the nose, including the supra-alar crease, alar-sidewall, columella and nostrils, ensuring
all these different parts of the nose are reacting to the changes in the face.
08
08
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Facial
WorldMags.netexpressions
09
Polish things up In order to polish the model, increase the subdivision level and use
the Trim Dynamic brush, as opposed to the Smooth brush, which is far too destructive
on the forms we have spent so much time creating. Its at this stage that we can also look at the
expression as a whole and focus on getting all of the elements to work well with one another. Any
changes we make at this stage should be incredibly subtle. To view the before and after meshes,
rst store a morph target before sculpting. Then, by clicking the Switch button in the Morph
palette, you can view all the changes made and review their merit.
10
09
10
The clay
material
When creating the
material, I opted for a
simplistic approach. I
created a VRayMtl,
setting the Reection to
white, decreasing the
Glossiness and enabling
Fresnel Reections.
Fresnel uses the viewing
angle to determine the
amount of reection that
occurs on any given
material. This mimics
real-life reection
behaviour if you would
like more information on
this, I encourage you to
search for BRDF online.
For my specic material, I
wanted it to resemble
clay, so, I plugged a
ngerprint texture created
by Jeff Patton in as a
Bump map. I played
around with the Intensity
until I found something
that I was satised with.
Because I hadnt created
any UVs for my character,
I applied the texture as a
projection based on my
render camera.
11
11
12
12
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29
Character
Artist info
Easy-to-follow guides
take you from concept
to the nal render
WorldMags.net
Ben Erdt
Ben Erdt is a professional artist currently living in Amsterdam and working at Guerrilla Games
Make a concept
Develop who and what your character is
01
platform. Since hes extra-terrestrial, I wondered what if an alien race after their rst
contact with mankind became inspired by human history, especially by the stories about the
Knights Templar and the samurai. If they used their superior technology and created their own
group of protectors, what would a member of this group look like? I imagined them as characters
who are spiritual, intelligent and serene like a group of contemplative listeners but also as
powerful and unpredictable creatures. They have a monastic lifestyle dened by traditions and
strict rules. Only their strongest hatchlings are selected and Lukruk was one of the chosen.
01
Find energy
and flow
02
02
03
03
Imagine the body and armour Lukruks armour was designed to be functional and
built for protection, but its also supposed to have a bit of an elegant and ceremonial
touch that comes through the curved lines and shapes. Because I imagined the model having lots
of detail, I gured a more humanoid silhouette would be better to read. When putting on the
armour, the longer tail was supposed to be a mechanical extension that could be used as a
weapon. As a reference for his default facial expression and attitude, I referred to heads of birds
of prey such as eagles, hawks and falcons. For the hard-surface parts of the armour I specically
collected images of sports motorcycles, CNC machine parts and landing gear. These were
incredibly useful reference points when approaching design as functionality.
WorldMags.net
Sci-fi
WorldMags.net characters
Concept
Inspired by the unpredictable-looking
reptiles such as tegus and iguanas, the
spiritual feel of Gregorian chant, the armour
of the samurai, as well as the Knights
Templar, I decided to create Lukruk, an
armoured alien lizard knight.
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Character
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04
Work on the head Starting out in Maya, I always begin modelling the head because
its the most important part of the gure and can determine the look and feel of the
character. For example, a bulky head with a fat neck would make me expect an appropriate body
to support it. I start with the eyes rst, placing a polySphere at the position where the eyeball sits
and scaling it to t. For shaping the eye socket, I usually start with a single polygon and work my
way around the eyeball. When beginning work on a model, start simple, as too many polygons
can make any xes later on rather difficult and time-consuming.
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Model the body When modelling the body I followed the same approach as for the
07
Efficient topology To avoid inefficient geometry, the topology was created to look
head. I started modelling, then tweaking very rough representations of the features to
build the correct silhouette, shape and volume. In order to manage the amount of detail in the
original concept art, I broke it down to primary, secondary and tertiary shapes using colour
coding. During the modelling process, I needed to determine the large and small shapes, as well
as where they join or overlap one another without constantly referring back the original concept
work. The chest was one of the more complex pieces, so I wanted it to t as neatly as possible.
Since everything else was proportionally correct at the end, the chest was very easy to add in.
nice and smooth, with a maximum of two subdivisions, though most of the pieces
needed only one. The overall rule was to have complex forms and shapes with a decent amount
of polygons for each object. In effect this made life a lot easier for later unwrapping and texturing
all the pieces. Always try to stay as clean and efficient as you can and itll pay off later on.
07
WorldMags.net
Sci-fi
WorldMags.net characters
08
08
The model versus the rig Making sure that Lukruk wasnt only functional in design
but also in terms of articulation was a challenge, so I gave extra focus to areas that were
most visible and complex. One of the more complicated parts was the waist, as the tail, shield
aps and legs all come together in this region. To avoid individual armour parts touching or
interpenetrating one another, I used a basic proxy rig while modelling to ensure any changes
made improved deformation as well as design. Instancing geo here also served to improve
iteration times. To make the tail believable and to maximise the range of movement, its inner core
was based on a row of single vertebrae inspired by the chameleon one of the few lizards that
can completely roll their tails. This dynamic tail is key to Lukruks personality and body language.
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Sculpt skin details ZBrush was used for detailing the head. As for reference, I chose
images of crocodile skin to create a smooth transition between the separate scales and skin.
Greek turtles have a noisy scale pattern on their neck that I used for inspiration when sculpting the
softer skin parts on the characters face. I used the Clay brush to block out scales, then while sculpting
in the surface details I kept the design of his head in mind, making sure the details didnt overwhelm
the overall aesthetic. The Slash2 brush was used to sculpt in some overlapping scales, while the Slash3
and Dam Standard helped to emphasise the crevices in between. The Inat and Standard brushes add
more volume to the eshier areas, while hPolish was used to break some of the hard edges of the
scales. Once happy with the result, I rendered the Displacement map inside ZBrush. Here I chose an
8,000 pixel-sized map to have an opportunity for a higher-res detail pass in MARI.
10
Develop the tones Before jumping into MARI I wanted to make a colour concept for
the head to get a better idea of the possibilities therein. I rendered out basic passes AO,
Depth, Shadow and two Light passes using the BPR Render in ZBrush, just as a base to paint on
in Photoshop. Once they were composited I started to build up the skin, while each group and
layer represented a paint step for the skin. As a result I had a clean layer structure that was going
to be rebuilt in MARI to achieve the textured look.
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Character
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11
Sort and name the pieces In order keep the amount of potential issues low later on, its
important to keep a clean scene. I went through the scene hierarchy and deleted nodes
such as empty groups, duplicates, unused nodes and so on, to make sure there was no excess
left that could cause problems at a later stage. All geo objects were sorted according to the
design hierarchy of the character. For example, everything in the left arm was contained in a
Group node. Individual objects were then grouped separately according to their visibility, size and
shape hierarchy. Each group represented one quadrant in UV space, which was the foundation
for the UV-layout and texturing process.
11
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12
Collaboration is key
This project was a shared effort between several
people, with Amir Ronen performing rigging and
secondary animation, Colin Giles completing
primary animation and myself responsible for
design, modelling and texturing. We shared and
referenced the main rig as a master le that was
frequently updated with rigging information by
Amir. When Colin, the animator, started blocking
out the animation, I could work on the textures
and shaders. In order to stay on course, we had
regular meetings to discuss our progress, the
next steps in the work, and to discuss any
current issues that might have arisen.
Supplied with your free resources, youll nd
several video tutorials from Amir (www.
amirronen.com). Who generously provides an
in-depth look at his rigging workow.
WorldMags.net
Sci-fi
WorldMags.net characters
Prepare textures
Showcase
Artis
t
Ben Erdt
13
13
Cavity/Convexity maps in MODO Since I was going to texture the actual high-res
character mesh, I used Cavity maps as a guide for painting textures. These were baked
inside MODO using the Occlusion shader. They also helped to bring back some detail into the
Diffuse texture. In MODO I added the Occlusion shader to the Shader Tree and set it to
Concavity with a Max Distance of 60cm and a Spread Angle of 45 degrees. I created another
Render Output, set it to Diffuse Coefficient and made sure the Diffuse Amount inside the base
material was at 100%. The desired texture resolution for the particular object was set inside the
MODO Render Properties. Remember, baking these maps in MODO using the Occlusion shader
takes some time. On your disc youll nd a step-by-step video guide for baking Cavity maps.
14
14
Begin authoring textures After unwrapping the entire character model, I ended up
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Character
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Final words
Building a complex character such as Lukruk can seem
intimidating, but when you break it down and organise it
into many simple tasks it will feel much more achievable.
Be careful to never lose sight of the original design intent,
no matter how challenging the task is. For instance, I could
only texture Lukruk by splitting him into 50 textures, but I
still made sure that all of those textures were consistent
and re-enforced the original design concept.
WorldMags.net
WorldMags.net
Gallery
Equilibrium was
created with the idea
that mechanical parts
could form into a living,
breathing life form. I
tried to convey the
innocence and
vulnerability of a young
girl in the piece
Artist info
Daniel Arnold-Mist
Equilibrium, 2012
Daniel Arnold-Mist
Daniel started creating 3D
images when he was just 13
years old
Personal portfolio site
www.liquidminduk.cgsociety.org
Country China
Software used Maya, 3ds Max,
V-Ray
Work in progress
WorldMags.net
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Character
Artist info
Easy-to-follow guides
take you from concept
to the nal render
Christopher Velez
Username: Polydude
Personal portfolio site
www.nethub.cghub.com
Country LA, United States
Software used Maya,
V-Ray, Photoshop
Expertise Photoreal and
stylised character creation
WorldMags.net
Mesh shatter
your characters
Polyman
2013
Concept
For the concept I have chosen
a pose that I think gives a
sense of balance and weight to
the scene. I also wanted it to
add a sense of vulnerability to
the character.
WorldMags.net
Mesh shatter
WorldMags.net characters
WorldMags.net
39
Character
WorldMags.net
Getting started
Focus on topology flow
01
Observe the geometry We begin by taking a close look at how topology can affect
the overall appearance of your character. In the top left-hand portion of the
accompanying image, youll notice a general face mesh with edge loops dening the facial
features: eyes, nose and mouth. On the top right-hand side, we have another example but with
edge loops that have simple cross sections. Also notice the triangle shape I added on the
forehead to demonstrate how topology will transfer over in the end. The bottom row is the result
after using the topology technique, revealing how edge loops dene the ow of geometry.
02
Model setup and detach edges Lets jump right into making a mesh shattered
model. For this tutorial well be using the Polyman scene thats provided on the disc.
Import the scene le called Start into Maya, and hide the platform on a separate layer so the only
thing visible is the base mesh. Now switch to component mode and select all the edges that
make up the model. In your modelling menu click on Edit Mesh>Detach Component to detach all
the selected edges, then Mesh>Separate, forcing each face to split apart.
02
01
03
03
Add thickness Now that we have all of the faces separated, we are able to focus on
adding thickness to each face for an improved appearance. Adding thickness creates a
better visual sense of angle and direction. Start by selecting the individual faces that make up our
model and then select Extrude from the Edit Mesh menu. Once the extrude manipulator
appears, select the standard Scale manipulator and begin to scale inwards until the desired
thickness is achieved. There are undoubtedly other ways of adding thickness, but this method
often delivers the most interesting results in my opinion.
WorldMags.net
Mesh shatter
WorldMags.net characters
04
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More on randomising
07
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Character
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08
08
Create a vacuum effect Now were almost done with our model, its time to add
oating pieces of geometry above Polymans back. Start by selecting some of the
geometry we peeled back in the previous step and make duplicates. Move the new geometry up
so they oat just above the back of our model. Do the same for the other side. Continue building
up on the oating pieces so that you form a pyramid shape. Make sure you randomise the
oating pieces by scaling, moving, and rotating each piece.
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10
Generate oating debris Now we will focus on the nal part of the modelling
process. Add some debris to the scene by selecting areas of the model that are
damaged. In this case well focus on the arm again. Select a few random pieces and duplicate
them. Begin to move the pieces around the damaged area and make sure you randomise the
rotation of each piece of debris. Remember that rotating debris in the direction of the vacuum will
help give the image a better sense of direction and momentum.
11
Mesh shatter the platform As for the platform upon which Polyman sits, I added a
bevel to the edges and performed the same steps covered in the rst part of the tutorial. I
scaled down the geometry so the pieces appear evenly spaced like tiles. I also added a cube
inside the pieces of geometry to make the platform appear solid. The platform was made small
so that it accommodates Polymans body, but it still adds to the scenes sense of vulnerability.
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Mesh shatter
WorldMags.net characters
Showcase
Artis
t
12
Set up your lights Now that the model is complete, we can start setting up the lights
for the scene. I used V-Ray for this scene but you can replicate it with a similar setup in
other render engines. I added two area lights; one in the front and a rim light in the back. The rst
light has a light-grey colour with an intensity value of 20. The second light has a sky-blue colour
with an intensity value of 16. I tend to keep the lights at a far distance, as I nd that adding
distance to my lights yield better results for the shading in my scene.
Christopher Velez
Married to Technology
Maya (2013)
This particular character
is based in the future,
where cybernetic
modications are
mainstream. In this
narrative, she has
a cybernetic
implant addiction.
12
13
Material settings
Persian Princess
Maya (2013)
13
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Character
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14
Render settings Lets take a look at the primary settings I use for my renders. I have
provided detailed screenshots of my settings with the disc. Start by selecting the V-Ray
tab. Sampler type is set to Adaptive DMC; Antialiasing is set to Lanczos for sharper details;
Adaptive DMC is set to 1 min and 8 max; Threshold is .005. Next we move onto the Indirect
Illumination tab. Turn on Ambient Occlusion; set the Primary bounce to Irradiance Map and
Secondary Bounce to Light Cache. I didnt use any render passes, but V-Ray makes it very easy
to set up render passes if you choose to use them.
15
Final touch ups Head into Photoshop for some nal touch ups. First add some Motion
Blur to the oating debris. Use the Lasso tool to make selections around several oating
pieces of debris, then apply Filter>Blur>Motion Blur. Set the angle to -81 for an almost vertical
blur and a Distance to 17 pixels. I like to randomise the blur in the image; some oating parts
were blurred and some were not, just to give the appearance of random velocities. For more on
touch ups, see the boxout at the bottom of the page.
15
3hours
creation time
Resolution:
2,000 x 1,254
14
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Artist info
Gallery
Adam Martinakis
Work in progress
WorldMags.net
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WorldMags.net
Architectural
visualisation
Create stunning arch-vis artwork from
exteriors to interiors
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Gallery
Butterfly by
Thiago Queiroz Lima
67 Gallery
Contemporary Living Room by
Jonathan Beals
64
46 3D Art & Design
52
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67
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Architectural visualisation
WorldMags.net
Artist info
Easy-to-follow guides
take you from concept
to the nal render
Christopher Velez
Username: Polydude
Personal portfolio site
www.nethub.cghub.com
Country LA, United States
Software used Maya,
V-Ray, Photoshop
Expertise Photoreal and
stylised character creation
Build a wooden
interior
Discover all of the techniques and resources behind
establishing a simple neo-classical interior
WorldMags.net
Wooden
WorldMags.net interior
Making a scene
Use a real-life reference to create an arch-vis interior
Simple geometry coupled
with uncomplicated lighting
can often yield great results
01
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Architectural visualisation
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Geometry vs textures
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Wooden
WorldMags.net interior
Simple lighting
There are no doubt thousands of ways to light a scene
using 3ds Max and V-Ray, from High Dynamic Range
Imagery (HDRI) to IES lights but the key is simplicity.
Understand how your scene should look. Should the lights
be focused? Should they be coloured? Should they appear
in reections? All of the best images can typically be
created with less than ve lights.
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Patch things up
When in Photoshop,
continue to rene the raw
render by correcting errors in
the Patches group. This is
used for chopping out
elements that simply dont
look right, such as the image
and reections in the photo
frame. Weve also applied a
crop to the image at this
stage, having decided upon a
more effective composition.
This is quite simply a black
layer hiding elements that are
no longer required. Rendering
at higher resolutions can be
very helpful once you arrive at
this step.
12
Make nal
adjustments Now
11
08
09
10
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12
Apply some nal colour adjustment layers and tweak the effects in
your Global group
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Architectural visualisation
WorldMags.net
Easy-to-follow guides
take you from concept
to the nal render
Gustavo hln
Personal portfolio site
www.gustavoahlen.com
Software used Cinema 4D,
ZBrush
Expertise Founder & Creative
Director at Enginetion.
Professional 3D/VFX designer,
Matte painter for lms, games
and advertising
WorldMags.net
01
01
03
02
02
Work on
proportions
03
In this particular project we should use Type=Bezier and Intermediate Points=None. If you try
different types of Intermediate Points youll notice that other options will increase the number
of polygons. We should keep the number of polygons as low as possible, so we can
manipulate our piece without problems or make any changes easily. If you use other types of
intermediate points, youll increase the number of polygons and the manipulation will be
impossible. This is why I prefer to use the Subdivision Surface object to increase the number
of polygons in the nal step.
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Architectural visualisation
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05
04
06
04
Model the chair legs Add a cylinder (Radius=10; Height=353; Height segments=4)
and position it below the seat rim previously made, using the accompanying image as
reference. Make this cylinder Editable and, using Extrude and Bevel, get a similar shape to that of
the image. The process used here is better explained in the accompanying video tutorial. Once
youve nished the legs, import this piece into a Subdivision Surface object. By applying Bevel you
can add more edges near other edges to keep the original shape without getting a deformation.
Add a Symmetry object to create two legs.
05
Add bevels to the frame Convert the seat frame created in Step 3 to Editable then,
using Edge mode, go to Select>Loop Selection, pick the edges of the seat frame and
deselect the ends (holding Ctrl). Now you can just drag and drop to get a good bevel. Next, using
Loop Selection and Polygon mode, you need to extrude the shape around the surface while
trying to get a low relief.
06
Create the chair cushion Now we need to create a spline around the seat frame. I
used the same process as in Step 3, but in this case I used Mirror to duplicate the
selection to the other side of the X axis with the following parameters for the Mirror: Co-ordinate
System=World, Mirror Plane=ZY. Once you get the separated splines with the same shape on
each side of the X axis, you need to join the vertex using Join Segment, which will enable you to
close the spline. Add Extrude NURBS, then drag and drop the spline into it. Set Extrude NURBS
Movement (0; 40cm; 0), but dont use caps.
07
Close up the holes Now convert the previous Extrude NURBS to Editable mode and
use Close Polygon Hole. You also need to close the upper hole (see the accompanying
image). If you close the bottom hole youll notice how the Subdivision Surface object added in the
next step will deform the base. You can close the bottom hole with Subdivision Surface
unchecked, then add a bevel in the bottom edges to create two edges. This means that the
Subdivision Surface object cant deform the cushion.
08
Complete the cushion Add another Subdivision Surface object, then add it to the
Extrude NURBS that we created earlier. Doing this will round the surface. However,
before heading to the next step, uncheck Subdivision Surface. Now, using Loop Selection and
Edge mode, you need to add a bevel. This way the Subdivision Surface object cant deform the
model. Switch to Polygon mode and select the polygon that you have created using Close
Polygon Hole and move it upwards. Activate a Subdivision Surface object, then use Top view to
help follow the shape of the seat frame.
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Architectural visualisation
WorldMags.net
Artist info
Easy-to-follow guides
take you from concept
to the nal render
Srgio Merces
Username: smereces
Personal portfolio site
www.sergiomereces.com
Country Portugal
Software used 3ds Max, V-Ray,
Forest Pack, Photoshop
Expertise 3D visualisation
production, specically exterior
and interior renders
Make
atmospheric
renders
Gardenian House
2013
WorldMags.net
Atmospheric
WorldMags.net renders
Concept
For this project and for all my projects in general I always
take the time to search for references for my main idea, as
this will help with the process of modelling, creating
materials and understanding lighting.
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57
Architectural visualisation
WorldMags.net
01
Exterior and
interior modelling
02
01
02
Create the
terrain To create
03
03
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Atmospheric
WorldMags.net renders
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Architectural visualisation
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08
Model the trees I like to use SpeedTree to model my trees. Begin by creating the
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Srgio Merces
Srgio is CEO and lead 3D artist at Merces
Arch-Viz, an award-winning 3D
visualisation studio based in vora,
Lisbon. The studios work can be seen
globally in many industries and markets.
The team applies the most advanced
techniques in all its works, always striving
to make unique works of art. You can learn
more at www.new.sergiomereces.com
WorldMags.net
Atmospheric
WorldMags.net renders
11
Lighting setup For this scene I used only one main light
for the entire scene illumination, VrayLights planes for
the house interior and spherical VrayLights for the Chinese
lanterns. These lights have a warm temperature to create a nice
contrast between the cool exterior blue of the environment and
the warm yellow colours of the interior. For the main light
create a VrayDome light with a HDRI map in this case well
use one from www.3docean.net/user/paguthrie. To adjust the
light use V-Ray RT and a material override to test and adjust as
necessary. In my case I needed to adjust the HDRI map
settings, as you can see in the accompanying image.
12
Light the environment For the environment we will be using the HDRI map that we
used for the main illumination. In this case well use the HDRI map for both the light and
the environment. Place a copy of the HDRI map into the 3ds Max Environment Map Slot, then to
ease the adjustment process, press Alt+B to open the viewport conguration and set it to Use
Environment Background. Using this we can now adjust the background and compose our
environment to nd the settings that best suit your scene.
12
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13
13
V-Ray RT
Creative Hub 3ds Max, V-Ray, Forest Pack, Photoshop
(2012)
A 3D visualisation of a creative hub building, designed for an
architectural project.
To rene your composition I really recommend using V-Ray RT to preview and adjust the
scene illumination. V-Ray RT is a brilliant feature which enables you to adjust the lighting in
real-time, giving you full control of it and letting you test many possibilities until youve found
the desired illumination for your scene. I use V-Ray RT to create and preview my scene
materials too, and to see how they will interact with the scene illumination. This is an
important step in attaining the best and most realistic look from the materials.
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Architectural visualisation
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Post-production
Bring your render to life in Photoshop
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Adjustments For the adjustments we should create a new Exposure adjustment layer
to x some of the gamma, as in this instance the RAW render image came out a bit
darker than expected. We also want more light in the shaded areas to create a nice balance in the
nal image. Next, create a new Curves adjustment layer and adjust the Blue Channel to maintain
a nice balance between the blues and reds. We then need to add a new Levels adjustment layer
to edit the overall levels of the image to create a slightly more dramatic tone.
17
Effects and nal adjustments Well do the nal adjustments in the overall colours of
the image by painting some yellow tones in. Add a layer in the Effects folder and set it to
Overlay, then paint with yellow and orange tones to make a really nice balance between the
yellow lights and the blue colour of the environment. The nal touch will be to add some
environment effects such as fog to give some depth to the image. Use the VrayZDepth pass in
Screen mode and add a Levels adjustment layer. On this layer we need to create a Clipping Mask
to control the fog depth and intensity of the VrayZDepth pass.
17
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WorldMags.net
Artist info
Gallery
Work in progress
WorldMags.net
63
Architectural visualisation
WorldMags.net
Artist info
Easy-to-follow guides
take you from concept
to the nal render
Srgio Merces
Personal portfolio site
Location
Software used
Expertise
WorldMags.net
01
Post-production
WorldMags.net
02
01
03
02
03
2D elements The
integration of 2D
elements is key to create a
credible atmosphere. Having
formed the idea of the
composition in your head,
make a quick composite in
Photoshop to test if it works.
Id make three or more tests
of different compositions to
see what works best for the
idea. Once you have the
desired layout, save the 2D
elements in PNG format to
take them into After Effects
and create a new composition
to place them all. We will
apply this composition as a
layer in the project. Apply a
small correction in the sky,
creating a mask in the
desired zone, as you can see
in the screenshot.
04
04
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Architectural visualisation
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05
06
05
Use environment
effects In order to
06
WorldMags.net
WorldMags.net
Artist info
Gallery
Jonathan Beals
Username: thebeals
Personal portfolio site
www.jdbeals.com
Country USA
Software used 3ds Max, iRay,
mental ray, Photoshop, After
Effects
Work in progress
WorldMags.net
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WorldMags.net
Photorealism
If you want to make your digital art as realistic
looking as possible, youre in the right place
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Gallery
Then Flying The Youth by
Leng Shang-Peng
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Gallery
Photorealistic CGI by
Set Visions Imaging Studios
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Photorealism
WorldMags.net
Concept
I didnt use any concepts
but rather relied on
real-world reference that I
gathered as inspiration
and visual aid to create
my nal artwork.
WorldMags.net
Realistic human
WorldMags.net portrait
Artist info
Easy-to-follow guides
take you from concept
to the nal render
Dan Roarty
Username: droarty
Personal portfolio site
www.danroarty.com
Location Redwood City, CA, USA
Software used Maya, Mudbox,
V-Ray, Shave and a Haircut,
Photoshop, Knald
Expertise An artist specialising in
realistic 3D heads and portraits
Make a realistic
human portrait
Freckles in a Blanket 2013
01
02
03
Block out meshes and UVs With your reference gathered, start blocking out the
base meshes in Maya prior to sculpting. I had a basic head mesh that I had previously
created, which I am able to reuse when creating a new project. I spent time ensuring that the
head reacted well to sculpting and also deformed properly when adding facial expressions. Now
lay out the UVs to ensure no overlapping and proper distribution of UV space among the
polygons. You can test how the UVs respond by applying a basic checker texture in Maya. We
can worry about creating the blanket later on, as well be creating it using a 3D scanning
approach. With your head mesh ready with UVs, lets export that and the blocked-out blanket
geo as an OBJ to bring into Mudbox.
03
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Photorealism
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04
05
Create pores and wrinkles When creating the pores and ne wrinkles, we will need
to subdivide the model to a high enough division to accept the sculpting information. I
subdivided mine up by ve. Next, create a layer called Pores and select the Pores stencil that
comes with the Stencil brush in Mudbox. From here you can use the Sculpt brush and start
applying it to the entire head. With the pores complete, create a new layer called Wrinkles and,
using the Knife brush, start dening the lips, the areas under the eyes and other areas that may
have visible wrinkles. For the nal touch, make a Bumps layer and use more of the provided
stencils in Mudbox, applying each to the model to get the look were aiming for.
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Scan and retopologise the blanket For my blanket I wanted to try something new,
so I used the free 123D Catch software by Autodesk on my smartphone. I asked my
wife to wrap the blanket around her in the proper pose, and I used the software to capture 360
degree images of her before using the program to create a very basic 3D mesh. It worked
extremely well. From here I retopologised the model, scaled it and further sculpted and
manipulated the geometry to t with my head mesh in Mudbox.
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Sculpt back and forth
When sculpting the head in Mudbox its okay to go back
and forth throughout the process. When youre at the
rendering stage, you might notice that the shape of the face
or expression isnt quite reacting the way you were
intending with a skin shader applied. As such, I usually bring
my sculpted head into Maya, apply a skin shader and try
different lighting conditions to see how natural it feels. If I
notice areas in the face that arent reacting correctly to
lights and shadows, this usually means there is further
renement to be made to the expression or shape.
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Use Knald for reection For my Reection and Gloss maps I used a newer piece of
software called Knald (www.knaldtech.com). Among other features, Knald enables you
to take maps and generate them into others. To start, save out a hi-res version of your head from
Mudbox and then a lower subdivision (2 or 3 should be ne) without the pores and wrinkles
present. Next, use XNormal or Mudbox to extract a normal map at 4,096 x 4,096. With the
map baked, lets open Knald and play with the settings so there is enough detail present in the
maps. We can then save out both an AO map and a Concavity map at 16-bit TIF format.
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Styling
the hair
When styling the hair its
important to take your
time. Ill occasionally do
quick test renders to see
how the hairs are
clumping together to get
an idea of how it may look
later on. I created two
separate passes of hair
for this project one for
the majority of the hair
and the other for
individual strands that fall
in front of her face. By
creating additional hair
selections you can control
them later on with Maya
Hair. I tend to turn off the
Shave and a Haircut Hair
Visibility tab and just
focus on the strands, as
thats what I will
ultimately be using. For
the eyelashes I use the
same approach as that of
the eyebrows.
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Shape the eyebrows For the eyebrows, import your low-res head mesh into a new
scene and apply your Colour texture to it to act as a guide for styling the eyebrows. Well
want to create curves to act as our eyebrows later that sit on top of the head mesh. To do this,
lets make our head live by selecting it and then the magnet icon in Maya. With our head live, use
the EP Curve tool and draw the specic eyebrows you want. Take your time with this and ensure
that parts are elevated above the mesh by moving the curves after youve created them. With
the adjustments made we can save these out as an eyebrow group for later.
Model and texture the eyes When modelling the eyes I use a simple approach that
has always worked for me. I break down the eyes into three separate parts: the lens,
sclera and pupil. For the lens, I create a sphere and ensure there is a bulge outwards such as in a
real eyeball. For the sclera it is a concave sphere with the centre hole cut out for the pupil. The
pupil itself is just a standard plane that sits directly behind the sclera and is completely black. The
sclera is the only piece that I texture with a colour map that you can nd provided with this book.
Next I will show you the specic materials I use.
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Render setup
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The hair shader When rendering the hair I found it best to take the curves we created
earlier and apply them to a Maya Hair system. First lets create our hair system by
creating a basic polygon cube and selecting Hair>Create Hair. Next, select your curves group and
go to Hair>Assign Hair System>hairSystemShape1. This will apply your hair system to your hair
curves. Play with the specic settings for how you want the hair to look. To select a V-Ray Hair
shader, select your hair system, go to the top and select Attributes>V-Ray>Hair Shader. Now
select VRayMtlHair3. You can see the settings used in the screenshots supplied with the book.
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put in has nally paid off and now its time to play
around with some colours and values. At this stage I did some
minor touch-ups and colour adjustments. One thing I found
useful to do is to play with some overlays using your render
elements. There is no right and wrong way of touching up your
photos. Ideally you will have done most of your hard work
before rendering, so you wont have to worry about adding too
much at this stage. For this project, I darkened the lashes and
played with the levels to nd the exact look I was after.
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I integrated MARI and Photoshop to
Artist info
Easy-to-follow guides
take you from concept
to the nal render
Gallery
Leng Shang-Peng
Website www.power3d.cc
Country China
Software used Maya, Silo,
ZBrush, MARI, Photoshop,
NUKE
Bio Once a CG supervisor at 37
Digital in Shanghai, Leng now
works in 3D tool development
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Design a
stunning dress
Lady in Red 2013
Use Marvelous Designer to
create beautiful images of
owing fabric
Sander Boerejn is a 3D artist with a
background in mechanical engineering
Artist info
Easy-to-follow guides
take you from concept
to the nal render
Sander Boerefijn
Username: SanderB
Personal portfolio site
www.3dvance.nl
Location The Netherlands
Software used Marvelous
Designer, 3ds Max, Adobe
Photoshop
Expertise 3D generalist,
architectural visualisation
78
n this tutorial we are going to create a dynamic dress design with the software
program Marvelous Designer (MD). Marvelous Designer is primarily focused on cloth
simulation and is mostly used for the creation of clothing and furniture pieces. It has even
been adopted by studios as prominent as Weta, for use on the production of The Hobbit.
Throughout each step of the dress creation in this tutorial I will cover the basic
functionality of MD right through to some of the more in-depth aspects. We will discuss
everything from creating the patterns and the sewing and draping of the fabric to the
physical properties and animations. At the end of the tutorial I will also reveal the scene
setup in 3ds Max for the nal render. The great thing about MD is that you dont need a
fashion design background to follow this tutorial or to create any kind of clothing. Theres a
lot of creative fun to the process! Be sure to check the disc for some accompanying video
les that will go into more detail on several of the steps discussed.
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Concept
I wanted to create a
beautiful, dynamic and
owing dress one that
almost seems to have a
life of its own. The image
was inspired by a variety
of fashion photography.
01
Explaining avatars In real life fashion design, designers use a mannequin or dress
form to drape and size their designs. In MD this mannequin is named an Avatar, which
can be seen in the left 3D window. You can pose this avatar in MD using X-ray joints, but for this
tutorial we are going to use a custom avatar. We need an avatar in both a T-pose and a nal pose,
both of which we will both import as an .obj. We want to start with a T-pose avatar so it is easier
to drape the initial clothes before animating. However, before we import it we want to make a
backup of the bounding volumes (A-BV) and arrangement points (A-POINT) of the default
avatar. This way we can reuse them with our imported avatar later on.
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Sew the undergarment Before we can drape the garment we must rst use the
sewing tools to connect all the pieces together, as you can see in the image. Ensure that
the crossed line is always on the same side of the sewing line on both pieces. If the seam is
reversed you can x it by right-clicking on the sewing line with the Edit Seam Line tool and pick
Reverse. Sometimes its hard to see if the seam is correct but the 3D window will help.
05
Drape, simulate and adjust in real time When we press the sync button the
patterns will appear in the 3D window but need to be set in place. For this we are going to
load the bounding volumes and arrangement points we saved earlier. Now we can select a pattern
piece and click on the arrangement point where it should be placed. Once the pieces are in place
and all seams are correct its time to start simulating. Once the clothing has settled we can identify
if there are some places that need to be xed by either changing the 2D patterns or by dragging the
clothing around in the 3D window in real time. Another helpful tool here is to use the Strain Map
mode, which indicates which parts of the clothing are too tight or too loose according to colour.
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05
Start on the bottom half Start by creating a polygon circle by left-clicking in the 2D
pattern window. Fill in a radius of 3500.00mm and delete the right half so a semicircle
remains. Split the straight line into seven uniform lines and split the resulting middle line again in
two uniform lines. Grab the point last created and hold Shift to drag it to the left. While holding
down the Shift and left button, click on the right button to get a popup to enter a value. Fill in the
amount of half the length of the seven lines length. Now create a new circle using the line length
and place it right in the middle of the three middle points. Now we can use this circle to trace
around and then delete it. On one of the outer sides we want to leave out a part of this pattern so
the edge of this layer will try to curl a little. Copy, mirror and then paste this part to create a full circle
again. Sew it together, and then onto the lower edge of the undershirt. Simulate it falling into place.
06
Particle Distance
Its a bit of an odd term for what it denes, but the Particle Distance value determines how
dense your mesh will be. This value is the average distance between vertices in millimetres. So
a lower Particle Distance will increase the amount of vertices and with it the detail. Be careful
that you dont go too low. Set the Particle Distance to your desired mesh complexity.
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07
Wrap the top section Before we wrap the top part of the dress, we want to create two
internal lines in the undershirt to attach the draping layers and the drapes of fabric. Freeze
what we have created so it wont interfere. Create a rectangular pattern piece and sew it to the line
we just created on one end. In the settings for the piece set the layer property to a value higher than
the underskirt so it will fall on top of it. Now we can use pins, created by holding W down in the 3D
window while clicking, to pin the long part into place. We need to move the pins around to make
new pins while wrapping the piece around the body. At the end remove all pins, except maybe a
few important ones, and simulate it into place. You might need to drag the pattern piece around to
get it placed as you wish. Lower the Particle Distance to give it some more detail.
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Animate layer one Now that we have set the physical properties we can start animating
the draping layers using the Wind option. Activate this from the Environment dropdown.
Select the Wind icon and in the properties set the Strength to a slightly lower amount and enable a
Frequency that causes the wind to start and stop over set periods of time. Set the wind to Spherical
and place it just underneath the avatars feet, causing it to blow the dress upwards. Click the Simulate
button and see if you are happy with the result. If not, tweak the settings. You can also use the mouse
to drag the dress in the direction you want it to go. Once you are satised with the way it looks, stop
the simulation. At this point we want to disable the wind again and start increasing the Particle
Distance of the dress to create more detail.
10
Start on the other draping layers Once the rst layer is done save the le and
export what you have to .obj. Create a new avatar that includes the rst draping layer.
This way it doesnt need to simulate the rst layer again and our second layer wont go beneath it
when we simulate it. We can create the next layer quite simply by using the pattern of the rst
layer once we have imported the new avatar. This routine will be duplicated for the third layer
once the second layer is completed.
11
Animate the second layer For the next layer we will follow a similar routine as we did
when animating as the rst. However, we need to raise the wind settings so the upper
layers will oat higher. We also need to add pins to the end of the ngers to prevent the next
layers from going through the hands. This part of the creation process can require some
tweaking of settings and pulling of cloth to achieve the desired result. If youre using the advanced
version of MD you can just let it simulate and then afterwards select the specic frame you like
best. Lower the Particle Distance to make the simulation go slower and create more detail.
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Finalise the dress Once you are nished animating a third and nal layer, you will need to
complete the top part of the dress. In the avatar properties set the Skin Offset to 1 and make
sure the wrap part is on a higher layer value than the third draping layer. Simulate the wrap part so it
will fall over the third layer. Next, add the other layers and switch the avatar to the rst posed one.
13
Export to 3ds Max To export the dress we need to order the 2D patterns nicely in a
squared shape, because its from this that we will generate the UVs. In the export .obj
options use unied UV coordinates to export the cleanly laid out UVs. Use the same scale as you
will use in 3ds Max. In my case I am using cm. After importing the dress into 3ds Max, add
ProOptimizer modiers to the separate parts to lower the vertex count if needed.
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32hours
creation time
Resolution:
6,000 x 3,500
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Photorealism
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Artist info
Easy-to-follow guides
take you from concept
to the nal render
Yasin Hasanian
Personal portfolio site
www.superhero.cgsociety.org
Country Iran
Software used Maya, ZBrush,
MARI, Shave and a Haircut,
Arnold, Photoshop
Expertise Yasin specialises in
texturing, shading and lighting
with a solid knowledge in
modelling and sculpting
Create hair
and fur
Cold as Lava
2013
Build a concept
Dissect the fur structure and analyse photo references
01
01
02
02
03
03
Some facts
about tigers
Tigers can be up to three
metres in length and
weigh as much as 330
kilograms. One of the
most interesting
characteristics about
them is their striped
pattern, which is unique
from one to another, just
like human ngerprints.
Their pattern acts as
camouage, helping them
to successfully hide in the
wild from predators. Also,
not all tigers are orange in
colour. Due to a mutation
in colouring, there are
tigers that feature black
stripes and blue eyes.
One signicant advantage
that the tiger has is their
eyesight. They can see
just as well as humans
during the day. However,
at night, they are able to
see six-times what a
human can.
Analyse the references After nalising the sculpt, take some renders into ZBrush to
come up with a sense of how to lay the fur on the tiger and what is required for each
part of it. As you can see in the accompanying image, there are ve main hair types and seven
hair systems. Each of these hair types require a different hair system, so the whole project can be
easily managed. For example, the cyan area has a distinct sharp type of fur, while the green area
has a soft-looking fur type.
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Hair
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Concept
The main inspiration
for this work was
nature! Tigers are one
of my favourite
animals and two of
their visually striking
characteristics are
their eyes and fur.
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Photorealism
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04
04
Begin your pre-vis Often you are required to give quick feedback to your client or to
make sure youre on the right track, which means visualising how the work, in this case
the fur, is roughly going to look. Before the introduction of FiberMesh, there was no easy way of
going about this. For example, completing this phase directly with Shave and a Haircut could
denitely take a lot more time and was prone to errors. Now you can quickly apply some fur with
FiberMesh, groom it and render it through BPR to evaluate its different aspects.
05
Optimise FiberMesh In situations where there are multiple fur types or sections on
05
07
07
06
06
Start generating bres Based on the outlines we came up with in Step 5, we can go
over the model and mask each region in turn to grow bres from. Usually, on the
FiberMesh Modiers tab, its best to zero out any sort of randomisation at the start to avoid an
unwanted result and to build up the look manually. Since were still on the prototyping stage, the
idea is to work as fast as possible without worrying too much about details. After accepting each
of the FiberMesh sections, we can groom them with GroomHairLong. Although the fur isnt
actually long, this brush is perfect because it enables more control along each strands length.
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Hair
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08
Prepare the mesh After youre nished creating all FiberMesh elements, proceed to
09
Move to the texturing stage At this point you can begin building up the textures.
make a series of adjustments on the sculpt to make the head read better, then retopologise it
with the ever-useful ZRemesher by holding Opt/Alt to preserve asymmetry. This step could have been
completed sooner in the process, but due to a high probability of model changes in the prototyping
stage, its much better to complete it at this step. Please note that you can simply skip this step if you
are following the tutorial using the tiger ZTL le provided.
08
Most of the time its good to paint textures in a 3D texture-painting application, such as
MARI or BodyPaint, in conjunction with Photoshop. Send 2 subdiv levels of the tiger head, both
low and high, to MARI (or your program of choice). Work on the low level to block out the
colouring and switch to a higher level of subdivision to work in the ner details. All the textures
here were hand painted in layers, leaving enough freedom in case of a texture alteration.
09
10
Volume illusion
10
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Hair
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Yasin Hasanian
Yasin was born in Iran in 1990. He has had a
great passion for both the art and science
behind CG since he was 14 years old. He
holds a bachelors degree in Computer
Science and has been working as a
freelance CG artist in the industry for over
ve years. Yasin has created work for major
clients, but he still wishes to one day land a
job at a big studio.
Maya was used for the base mesh and scene setup,
ZBrush for sculpting and Photoshop for texturing.
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Artist info
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Set Visions
Imaging Studios
Gallery
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Photorealism
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Bring still-life
objects to life
Afternoon Siesta
2013
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Artist info
Easy-to-follow guides
take you from concept
to the nal render
Still life
Sofian Moumene
Concept
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Photorealism
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01
Search for
reference images
02
01
02
The Marvelous
Designer drape
The drape you see here was simulated in Marvelous
Designer, which is great for creating different types of cloth.
I exported the objects that I knew would interact with the
drape from 3ds Max in DAE format. This included the
background wall, the table and the ceramic wine pot. Next I
created a rectangular sheet of cloth in Marvelous Designer,
at 200 x 80cm. I clicked on the red Sync button to
synchronise the 2D viewport with the 3D one. This way, if I
modied something in 2D it would be visible in the 3D
version as well. I went to Environment>Gizmo>World
Co-ordinates Gizmo in the top toolbar to change the object
axis in a more controllable mode. Next I moved the cloth
above the imported objects and pushed the Simulate
button to see the cloth falling on the objects. I started
pulling and arranging the cloth as I wanted in order to get a
pleasant shape, then selected the cloth and lowered the
value for Particle Distance from the right-side Properties
menu to get a more detailed mesh for the cloth. I exported
the resulting mesh as an OBJ and imported it in ZBrush to
retopologise it with the QRemesher, because the mesh
from Marvelous Designer had jagged edges. I quickly
applied QRemesher with the Same option ticked so I got a
similar number of polygons after the remeshing. I also made
a UV with UV Master and exported the mesh in 3ds Max.
Start modelling
Use a variety of tools to model objects
03
03
whole scene and build just two walls one in the front
to form the background of the still-life subject and the one on
the left, where you can also put a small window to use as the
main light source. The oor isnt visible in the nal image, but
its important to include it to obtain more natural light bounces.
04
04
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Still life
05
05
06
Make the gs For the gs you should use the references you gathered in step one,
paying close attention to them as you model. Start drawing the contour on the reference
image with the Line tool and use the Lathe option to convert it into a 3D shape. Next, apply an
Edit Poly to rene the shape and make two versions of the g one cut in half and one whole.
After this step is done, just grab the unwrapped UVs and export them as OBJs to ZBrush to
create the tiny details. These can be used later back in 3ds Max as Displacement maps. In
ZBrush you can use the Spotlight tool to project a photo of half a g on the 3D model and then
apply the Mask by Intensity option from the Masking dropdown menu. To nish this step, grab
the Inate brush, paint the unmasked areas of the g and replicate all the details from the
reference. Clear the mask and sculpt in some extra details where needed.
06
Add the pear To model the pear, you can use the same workow as for the gs: rst
drawing half of the pear in 3ds Max with the Line tool, then applying the Lathe option to
convert it into a 3D shape. Again, you can rene the fruits shape with an Edit Poly modier and at the
end make it into a UV. In ZBrush, paint the textures (which can also be used for the shading process)
and then use the masking tools in ZBrush to achieve the ner details and shape.
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10
For this, youll once again need to use the Line tool for
the outlining, along with the Lathe modier. Add another Edit
Poly modier to model the handle and the neck of the canister.
Apply the TurboSmooth and Noise modiers to add some
small imperfections to the glass. For the ceramic canister, use
the same method but at the end add a Displacement map to
mimic the horizontal marks left on the clay.
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11
Lighting test Its a good idea to complete some different experiments with various
HDRIs for the reections and lighting. As we know that the main light source is coming
from the little window in the upper-left corner that was made during the modelling process, we
just have to nd the right HDRI for the reections.
11
12
Dene the light sources Try to avoid lling the scene with lights and use as few light
sources in the scene as you can. In this example, only two V-Ray Dome lights coupled
with an HDRI and a V-Ray rectangular light have been used. When youve decided on which
HDRI to insert, just create a V-Ray light source and select the Dome type, load the slot with the
chosen HDRI and then experiment with the Intensity multiplier. As we dont need the light from
the HDRI, just the reections, we can deselect Affect Diffuse from the options rollout. Now
move to the exterior of the room, just outside of the small window on the left of the scene, and
try making a plane-type V-Ray light as the main light source. Experiment a little with the position
and intensity to quickly nd a satisfying result that looks natural.
12
13
Texture the gs and pears This is the rst stage where well take advantage of
ZBrushs Spotlight tool for texturing. First download some high-res photos of cut-in-half
gs and whole gs, then start projecting with Spotlight onto the 3D model. Here the 3D g
model was subdivided into around three-million polys to obtain a crisp texture, because the
resolution of the PolyPaint depended on the number of polygons. The best part of the Spotlight
feature for texturing is that you dont have to worry about the seams. Next, transfer PolyPaint to
the texture by going to the Texture Map rollout and using New from the PolyPaint option. You
can texture the pear using a similar process. The shader for the cut-in-half g here was VraySSS2
along with the potato preset, because its close to the result we want to achieve once the scale
has been altered. For the pear, a simple VrayMtl was added with the Translucency set to Hard
Wax, with some Bump and Translucency maps made from the Diffuse map in ZBrush.
13
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Still life
14
Make the grape shader To create the shader for the grapes, you can simply apply a
V-Ray Blend material and combine it with two VRayMtls. The rst layer you can see here
was matte, opaque and with a lighter colour. The second layer has a more glossy and translucent
nish. Try mixing this with a dust-like texture map, which you can download from Shutterstock,
or another resource site.
15
Build the shader for the glass container To nish the glass container, rst make a
16
Finish with a metal shader Make one version of a metal shader and then modify it
simple glass material. Here a VRayMtl was used with a little greenish fog (Fog Multiplier
= 0.15) and for the dusty effect another dust texture was loaded into the Refract slot with a value
of 20. You can also add a Bump texture to obtain some ner details, enhancing the imperfections
of the glass. The ceramic canister material can be achieved by creating another VrayMtl and
setting the Diffuse and Fog colours to reddish hues, with the Fog Multiplier set to 0.1.
14
according to each object (plate, cup, knife). Extract lots of ambient occlusion and Cavity
maps from ZBrush using the Multimap Exporter, then use these to blend the different materials
with the help of a V-Ray Blend material to create the dirt in the small details on the plate and
knife. Try mixing several textures in a Composite map to nish the cup.
15
16
Work in reverse
In my opinion the best way to learn something is to reverse-engineer it. Supplied with this
book you have the full scene at your disposal, so study the shaders, textures and the models.
If you have any questions please dont hesitate to contact me.
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Environment
The range of environments that can be created
in 3D is vast, and waiting to be explored
100 Build a city in 60 minutes
Create massive 3D urban environments
for your 3D productions
106
131
Gallery
Seedy City by
Zhang Chen
124
131
98 3D Art & Design
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EnvironmentWorldMags.net
Artist info
Easy-to-follow guides
take you from concept
to the nal render
Brooks Patrick
Username: bwpatrick
Personal portfolio site
www.facebook.com/cityengine
Country USA
Software used Esri CityEngine
Expertise Specialist in the
modelling of urban environments
for planning and urban design
Build a city in
60 minutes
CityEngine Sci-Fi City
2013
01
02
100
Master the
city tools
01
02
WorldMags.net
CityEngine is a powerful
product that can build
amazing cityscapes.
Digging into any new
software can be tricky at
rst, however, the more
you use it, the easier the
functionality becomes.
The CityEngine Resource
Center is a great place to
start as you take on the
learning curve and get
used to the application.
There are example cities,
tutorial videos and data
templates available,
which will help you to
better understand and
use the software.
WorldMags.netBuild a city
Tutorial screenshots of
the various settings used
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EnvironmentWorldMags.net
Generate a city
Set up your first procedural scene with the City Wizard
03
04
Procedural
modelling
and GIS
CityEngine is not only
capable of creating
realistic urban designs
entirely within the tool,
but also based on
imported real-world GIS
datasets. Try generating a
few cities using the City
Wizard, and for those
who want to dive in,
download and open some
of the example cities from
the CityEngine Resource
Center or import
real-world GIS data from
a city near you.
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05
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WorldMags.net
WorldMags.netBuild a city
Concept
The procedural methodology enables your city models to
remain exible throughout the whole production process,
giving you the option to even separate tasks among
different artists (layout, mass modelling, faade, roof
library creation and so on).
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08
Open the example NYC 2259 Remember those example projects you chose to
download in the Welcome Wizard? Now its time to assign rules from the sci- project
named Example_NYC2259_2012 in the city we just created. If you missed downloading the
example during the Wizard, you can access it (as well as many others) from the example gallery
on the CityEngine Resource Center. Once you have downloaded the example, you can begin
importing the project (File>Import>Project>Existing Projects into Workspace). The example will
appear in the form of an archive le, so choose this option and select the le from your download
location. You can now click Finish.
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Adjust the sci- building height When the new rule is assigned, the model will
automatically regenerate those typical buildings as sci- structures, but you may need to
adjust their height. This can be achieved using the same process from Step 7 by selecting a
building and altering the parameters of choice in the Inspector. You will also notice that this
specic rule has different attributes than the Textured City rule set, including the ability to adjust
the level of detail for a higher polygon count.
WorldMags.net
WorldMags.netBuild a city
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1hour
creation time
Resolution:
4,000 x 3,200
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12
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105
EnvironmentWorldMags.net
Use
modular
textures
Artist info
Easy-to-follow guides
take you from concept
to the nal render
Tor Frick
Personal portfolio site
www.torfrick.com
Country Sweden
Software used MODO,
Photoshop, UDK
Expertise 3D generalist, with a
focus on hard-surface
modelling and environments
WorldMags.net
Modular
WorldMags.net textures
01
Start with a basic shape I start by blocking out the rough, basic shapes of the model.
There is quite a lot of iteration required on these main shapes until I get something that I
think will read well. Once I have the main shapes locked down I do a blockout of some of the
mid-sized shapes to see what kinds of details Ill need, such as the antenna and entranceway. At
this stage its also a good idea to get a mental picture of what will be needed from the textures, as
it really helps to plan ahead when producing a modular asset like this.
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02
02
03
Divide modular
and unique areas
03
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Map the modular textures When creating a modular environment, a lot of the time
will be spent making UVs. I try to save as much time as possible. For instance I might
unwrap one of the plates rst, then as I copy them out to create the hull Ill shift the UVs around
so that I get good usage out of the texture. The same goes for circular shapes. I unwrap one circle
rst and cut that into pieces, so all the UVs are almost nished from the start.
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06
08
Start building
unique elements
08
WorldMags.net
Modular
WorldMags.net textures
Showcase
Artis
t
Tor Frick
09
09
Make the shaders I opt for the relatively expensive shaders, going for looks and speed
more than pure performance. For all the metal, I go with a pretty complex vertex-blending
material, where I can scrub off the paint and add rust with two separate channels. No specic blend
masks are needed for this, I just use the Diffuse texture, since the ambient occlusion and rust in them
work as a natural blend. The last thing to be added is a cracked Normal/Blend texture to make the
paint-aking more realistic. I also experiment with the parameters as much as I can so that the shader
can be more controllable with instancing.
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10
Paint the tower Since all the materials are based on the same master shader, I can
easily tweak colours in real-time until I nd something Im happy with. After tweaking the
colours I start using the vertex painting to scrape off paint in natural locations and add rust in
areas where you might expect it. Make sure you paint all the mirrored surfaces to distinguish
them as much as possible from one another. You can get away with a lot of very aggressive reuse
of textures as long as you hide it with clever UVs and mask the different variants.
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EnvironmentWorldMags.net
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Build out the ground area For the next stage I can
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110
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Modular
WorldMags.net textures
14
Use a simple lighting setup The lighting setup for this scene is very simple, as I only
want to use a single dominant light for the Sun and then some basic spotlights to
highlight some of the shapes and ivy clusters. In general, I feel that the larger the scene is, the
less there is a requirement for attention to detail. This means I can focus more on the big picture,
rather than spend a lot of time ensuring every single small asset really pops.
15
Add a backdrop When constructing the backdrop I make sure to have a separate
window open at all times with a view of the shot of the tower. This way I can make certain
that I work on the right elements and dont get bogged down working on details that wont even
be seen in the nal render. In this case Ill reuse the same rocks that I used up-close and just
rotate and scale them until I get the shapes I need. The only new asset Ill make here is a simple
sloped ground mesh, for covering larger pieces of ground. You can recycle the same tower a
couple of times in the background, to give a greater sense of scale and distance.
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With hindsight
Taking a look at the scene afterwards, there are several things that I realise should have been
done differently. For example, several of the elements of the unique assets could have either
taken more advantage of the unique texture space, or have been converted to modular
parts. Also, I could have either merged my two metal plate/trim textures, or extracted more
unique parts out of them. Like Ive previously mentioned, never be afraid to go too modular,
you never know what it could do for your scene!
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EnvironmentWorldMags.net
Artist info
Easy-to-follow guides
take you from concept
to the nal render
Stefano Tsai
Username: StefanoTsai
Personal portfolio site
www.stefanotsai.idv.tw
Location UK
Software used 3ds Max
Expertise Speed modelling to
quickly visualise ideas,
particularly with regards to
mechanical design
Create a
videogame
environment
Engine room 2013
WorldMags.net
Videogame environment
WorldMags.net
Concept
Here you can see a quick concept of an engine room. This
room was built into the rock to give the inhabitants some
natural protection. They used lasers to cut through the rock,
then installed the reactor engine inside, which is why the
walls are so at.
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Showcase
Artis
t
Stefano Tsai
Blocking out
the key
elements
01
01
02
02
Colour the white box Use different colours to aid with your thinking when separating
the primary, secondary, path and background elements. The primary and secondary
elements are key for the environment, so everything else should be built around and support
them. Here weve used yellow as the primary elements, orange as the secondary and blue as the
path for the players. This is the quickest way to understand the space of the environment and the
relationships of its various components.
03
03
Car Study 3ds Max (2013)
A study of a futuristic cars front panel, here tested with two
different tones.
Clear up all the important spots for NPCs or story Theres nothing more
important than understanding story and how players react with NPCs in the
environment. Its hugely benecial to place these into the 3D scene so you can see all of their
relationships with the space surrounding them. Here you can see weve put down all of the NPC
locations, game save spots and medical kits, in order to gure out where the focal point for the
scene will be. This information is going to really help when lighting later, as it can be used to lead
players into the specic areas you want them to go.
WorldMags.net
Videogame environment
WorldMags.net
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04
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Build up the secondary elements Treat this stage as a chance to extend the
primary elements. Imagine that youre the engineer and need to work out the way to
connect these heavy-duty machines. You can pick a few features from the primary elements and
then use the same language to put them together. This can be approached structure-wise or you
can extend some support units. For example, if you have a big engine unit, you should have a
generator and batteries to make the system work. After youve built all the elements you want,
you can model the structure to support their weight and place them into the environment. Here
weve used a steel hull to hold them all together.
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Use the viewport lights to review Different colours and tones can tell a story all by
themselves. For example, here bold yellows, reds and blues have been used for lighting.
Place yellow Omni lights from the top and middle to light up the primary elements. Try to think
about the real source of the lights. Here we can presume there are some lamp stands near the
machines to help workers and strong lights from the ceiling to illuminate those ceiling machines.
However, remember that if you show everything, youre really showing nothing, so dont be afraid
of darkness. You need a contrast of lights. Here weve left some darkness between the main
platform and the lower deck, then placed some red Omni lights. Red gives off a dangerous mood,
as we want players to feel as though theres something even more dangerous than mechanical
machines down there. This is the best way to give players another layer that they can see and
feel but cant reach. Blue is often used because it has a more articial feeling. This could make
players feel as though there are computer monitors nearby. This hints to the player that there is a
control room above this area, for instance, which could be their next destination.
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Videogame environment
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Further detail and scale We have built a lot of large and impressive machinery here,
but this is potentially a bad thing, as the player may not feel as though they belong. The
main reason for this is because they dont have anything to interact with in the environment. You
need to provide some small details to make players feel as if theyre part of the world; they need
to feel they can interact with the environment and feel that the scene was built around a human
being. You could include a computer monitor or lamps; anything that the player feels they can
reach out and touch. This helps promote a sense of scale and sells the reality of the scene.
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Play around
and show
opportunity
to your lead
Dont forget to show
multiple versions of your
concept. You can easily
drop another version of a
reactor, a turbine
generator or even play
around with the
composition of the
elements. Most of the
time your rst version
isnt your best, so youll
need to adjust it. It can
make huge difference
spending just another 30
minutes moving things
around or changing their
proportions. You dont
need to model your scene
precisely. This process is
more about putting down
ideas and developing
them with your lead than
making the perfect
models. Its meant to be
quick and rough; more
like a pencil sketch than
the nal inking.
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15
8hours
creation time
15
Resolution:
6,000 x 3,840
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EnvironmentWorldMags.net
Artist info
Easy-to-follow guides
take you from concept
to the nal render
Dark Hoffman
Personal portfolio site
www.darkgrax.com
Location USA
Software used Vue Innite,
Photoshop
Expertise Concept art,
designing props, environments,
matte paintings
Build matte
paintings
Neverland 2013
Here we will look at how Vue and its
various options can be used to create
matte paintings for lm or TV
Dark Hoffman has been a digital matte painter in the
lm and commercial industries for over a decade
WorldMags.net
Matte
WorldMags.net paintings
Concept
The image of Neverland is
an iconic one used in lm,
television and on the
stage. The purpose of this
exercise is to create a look
for the island that can be
used as a matte painting
for a blockbuster or a TV
series. First we will create
the look of the island in
Vue and then take it into
Photoshop for postproduction work.
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EnvironmentWorldMags.net
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Matte
WorldMags.net paintings
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06
Shape the mountain Start adding terrain from the Terrain Library. When youve
brought one into your scene, double-click the object and a new window will open where
you can edit the terrain model. Click the left-hand buttons, jumping from dunes to mountains
until you get a good shape. In the EcoSystem editor I also added three default plants date palm
(25% Presence) old eucalyptus tree (25% Presence) and a coconut tree (50% Presence).
05
07
Apply materials The centre of Neverland has a mountain with snow that goes down
to grass and rock using a mixed material. You can play with which material you want to
be used most. Here I made one island that I then used for various areas of the main island,
meaning I didnt have to populate the main terrain with an EcoSystem and slow down the render.
I named this island Neverland Cove and saved it as a separate scene so when I need it, I can
merge it into the main scene. Be sure to delete the Sun and ground that wont be needed.
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07
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Matte
WorldMags.net paintings
Final touches
Input the finishing elements and move to post-production
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The Golden Hind from Poser. You can use any ship from
Cornucopia 3D or Poser, or any 3D model you have access to. I
brought it in with textures and baked it, so it was compressed, then
placed it in the cove. This is the only element in the scene that
wasnt created in Vue. It can also be added later with Photoshop.
12
Take the image into Photoshop Now you can bring in the image rendered out from Vue
and do some retouching in Photoshop. First lets play with the levels to bring some of the blacks
in and help with the contrast. Desaturate the image a little, about 25%, then add a bit of colour back,
mainly the blues. Following this, add a dark vignette around the image to add some depth and make it
feel like its out in another universe. All this will help sell the fantasy element of your image.
40hours
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13
creation time
Resolution:
5,500 x 3,700
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EnvironmentWorldMags.net
WorldMags.net
Underwater
WorldMags.net renders
2013
Easy-to-follow guides
take you from concept
to the nal render
Artist info
Create
underwater
renders
Diving with sharks
Iliya Atanasov
Professional portfolio site
www.pixelhunters.com
Country UAE
Software used ZBrush, Maya,
V-Ray, Digital Fusion
Expertise I am a CG generalist
with a strong sense of the
details that make a difference
Concept
The idea behind the image is to
re-create one of those moments
when a diver can get too close
to a huge monster: the great
white shark. I wanted to achieve
a scary, photoreal look, but at
the same time to have this
dreamy stylised feel, as its also
heart-stopping moment to swim
with a shark.
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EnvironmentWorldMags.net
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02
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ZBrush tips
03
126
WorldMags.net
Underwater
WorldMags.net renders
04
Create curve ow Go to the Effects section in Mayas Dynamics menu and click Create
Curve Flow. Basically this is directional emitter, where the particles are following a path from
point A to point B. With ve sections of control curves, you will be able to make certain points with
wider diameters where the sh can ll the space more as well as some areas where the stream is
thinner, so smaller amounts can pass. Set Control Resolution to -6, Manipulator Resolution to -2 and
Emission Rate to - 250 to provide enough particles for the stream to look busy. You can play back and
stop at around the 50th frame, so enough sh are populated all along the path of the curve.
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EnvironmentWorldMags.net
08
Texture the shark model Choose a VRayBlendMtl for the shark and the
VRayFastSSS for the base material. It isnt compulsory to use an SSS, however, so feel
free to experiment with basic VRayMtls, along with Maya Blinn material. Were simply using the
VRayFastSSS because it produces the best results for this scene. Well intentionally make the
scatter colour very red, as this colour will begin to disappear underwater within a depth of ve
meters. If we go to ten meters, there will be no red at all, but because this is an artwork we can
still give it a slightly red tint. For the Diffuse Color well use the texture as it is with a Diffuse
Amount of 0.4, but for Sub-surface Color you can make the texture much more saturated with
clearly saturated reddish parts around the tummy and the mouth. Also try setting the Scatter
Radius to 2.5 to exaggerate the effect a little more.
09
Add Bump and Reection maps Use a normal Bump map to establish some
thinner details. For the second layer of the VRayBlendMtl, use a VRayMtl with a black
diffuse colour, a small amount of Reection and a Highlight Glossiness of around 0.846. This
layer will help replicate the feel of wet tissue. For the teeth material, again use an SS shader with a
marble preset, some reddish tint for Sub-surface Color and an orange Scatter tone. Make sure
the Scatter Radius is pretty small. The eyes are easy to create, as they are just reected black
surfaces with a high reectivity applied to them.
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WorldMags.net
Underwater
WorldMags.net renders
11
Move to V-Ray Applying a V-Ray dome light can achieve an overall bluish atmosphere.
Setting a low Intensity of 0.4 can give the feeling of the dimmed underwater mood were
looking for. Add two rectangular lights to brighten the shark with bluish tints and a white tint
along both sides of the nose. The top one (Intensity 40) simulates the Sun light over the ocean
surface, while the left one is more like a video light (Intensity 20). Light the corals behind with
four more lights. This makes the tips of the corals much brighter than the lower parts.
12
Adjust the lights Now turn on Global Illumination, putting the Primary bounces on the
Irradiance map and Secondary bounces on the Light cash with relatively small
subdivisions (500). This is because, in this scene, we dont need such well-dened thin shadows.
If you want to use real caustics, with rays emitting from the rectangular Sun light, this next part
will be tricky. The huge numbers of small sh involved would be almost impossible to render, but
theres a trick. Make a Directional light and project a Procedural Noise texture on the Color
attribute. Now apply a white Lambert material to all the objects to achieve the caustic pass,
which well later use for compositing. Make sure you render the ocean separately from the rest of
the scene, as V-Ray currently doesnt support the Maya Ocean shader.
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Make the nal passes The RenderID pass is needed to gain access to the different
parts of the image. If you want to make certain rocks or the teeth a slightly different tint,
you can Chroma Key it, create an Alpha and use this for correcting these parts in the compositing
stage. The Z-Depth pass is used for achieving volume or depth in your image. This will make
some parts of the scene seem foggy, which is very normal for underwater scenes. Visibility in
water normally only extends to between 5 to 20 meters.
15
Apply Sun rays To produce the rays coming from the Sun light, you can use a separate
pass with Spot lights. For the Color and Intensity attributes, apply a Procedural Noise
texture and turn on the Fog setting. Also activate Shadow for some added atmosphere.
15
11 Start setting up the lighting
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Showcase
Artis
t
Iliya Atanasov
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16
Merge the layers Well be using Digital Fusion to composite the different passes.
Create a blue gradient thats darker at the bottom and brighter at the top. Next add the
water surface and apply a Polygon Mask to it, with large Feather setting. Add the shark, sh and
corals, then multiply these with an AO pass on top and a small Transparency setting. Compose
the caustic layer on Hard Light mode and use Luma keys to take the darks from the Alpha out of
the image. Merge the Reection pass on-screen with a 0.3 Blend and the Specular pass on 0.3.
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Use the Z-Depth pass Apply the Channel Boolean tool to add the Z-Depth to the Z
channel, so that you can use the Fog and Depth Blur tools. Apply a couple of fog layers
with different tones to match the lower dark layers of the water. Compose the rays on Screen
mode, as well as all the particles and bubbles. Apply Directional Blur on some parts of the sh
and the tail of the shark to simulate movement. Every diver wants to swim in clear blue water, but
most of the time the ocean is very murky and greenish, so experiment with different levels of
shadow and green contrast to achieve the nal look.
More dimensions
16 Move to Digital Fusion to
WorldMags.net
Gallery
Artist info
WorldMags.net
Zhang Chen
Zhang is a 27-year-old student
from China. He has been a 3D
lecturer in Beijing for six years
Personal portfolio site
www.cg-zhang.cghub.com
Country China
Software used Maya, ZBrush,
mental ray, Photoshop
Work in progress
WorldMags.net
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WorldMags.net
Vehicle
From complete cars to ghter jets, have some
fun with 3D vehicles
134 Model a complete car
A showroom render of a classic roadster:
the AC Cobra
141
141 Gallery
No More Gas by
Colie Wertz
149 Gallery
AEG27Cern 05 by
Luigi Memola
161 Gallery
Waldo by
Moran Tennenbaum
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134
149
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Vehicle
Artist info
Easy-to-follow guides
take you from concept
to the nal render
Aldo Vicente
Username: AldoVicenteCG
Personal portfolio site
AldoVicenteCG.Wordpress.com
Country USA
Software used Maya, mental
ray, Photoshop
Expertise Modelling, textures,
materials and lighting
WorldMags.net
Model a
complete car
67 Shelby Cobra 2014
A showroom render of a classic roadster: the AC Cobra,
popularly known in the United States as the Shelby Cobra
Aldo Vicente works as a 3D artist in marketing and freelance
Concept
I wanted to make an
image that looked like a
car advertisement,
striving for a certain
level of realism balanced
against a focus on visual
interest and appeal.
WorldMags.net
f you want to learn the process of modelling a complete car in Maya, building realistic
materials and lighting, then rendering out passes to composite and enhance a nal
image, youre in the right place. Here well look at how to deconstruct and then
reconstruct a complex vehicle body quickly and accurately. This super-efficient modelling
method, combined with mental rays powerful tools, make this pipeline surprisingly fast
and very fun. Well be using the 67 Shelby Cobra as our subject, but most of this tutorial can
be applied to any type of car, so feel free to follow along with your favourite model. Well be
covering a lot of features and methods, but wont always have room to cover every detail in
each one, so I always encourage exploring and experimenting beyond the bounds of the
steps. The tools and techniques used here are some of my favourite, but Ive seen a lot of
different methods used to achieve some great results. Remember that its all about
exploring, learning and having fun to nd the workow that makes the most sense to you.
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Vehicle
WorldMags.net
Make preparations
About line
structure
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Begin modelling
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04
Line up in the Side view Create a box with two vertical subdivisions, two horizontal
subdivisions and one depth subdivision. In the Side view, the bottom edge of the box
should line up with the base line of the car; the middle edge loop should line up with the shoulder
line and the top edge should line up with the belt line of the car. At this stage simplicity is key, so
strive to establish these lines accurately, but with a conservative use of vertical edge loops. Once
these edges have been created in the Side view, just line them up in the Top view.
05
Adjust for the Top view In the Top view, the centre edge loop is the A-line, so delete
the right-side geometry and work on the left side. Create an edge loop to make the hood
and the deck crease and then make another edge loop to establish the rim line. We can line these
edges up in the Top view as we create them. Make an edge for the windshield line and one for the
deck line. With the lines in the Top view done, nish lining up in the Side and Perspective views.
05
WorldMags.net
Tweak the front and back For the front, we can use the edge loop from the shoulder
line to make the top lip of the grill, then well create a second edge loop to create the lower lip
of the grill. This new edge loop will also serve as the rocker panel line on the sides of the body, as well
as the bottom rim of the trunk in the back of the body. Finally we can address the subtle taper that we
see in the Front view, where the car is wider at the shoulder line and more narrow at the base.
07
06
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Model the
Shelbys fenders
08
Rene the body With the key lines established, we can continue adding edge loops
to help rene the geometry. First make any edges needed to extract the doors, hood,
trunk and grills. Next we can focus on rounding out the surfaces between key lines. Mayas
Sculpt Geometry tool is our friend in this step, but remember to keep it simple. Ultimately well be
smoothing our geometry to get the nished roundness, so we only need enough mesh density to
get our model looking polished in Preview Smooth mode.
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WorldMags.net
Notes on
modelling
Feel free to mix and
match parts to create
your favourite
combination. Here I opted
for bigger, more stylish
fenders from a reference
image. The Cobra has a
one-piece body, but most
modern car bodies are
comprised of separate
panels. If youre following
along with one such car
type, I would highly
recommend breaking
these panels up into
separate meshes: front
bumper, bonnet, front
wing, quarter panel and
so on. Also, name
everything and keep the
display layers, hypershade
and outliner organised.
Remember to delete any
unneeded history and
click Freeze
Transformations on
Geometry whenever
appropriate. This should
keep the scene neat,
crash-free and far easier
to work with.
3D Art & Design
137
Vehicle
WorldMags.net
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11
et a suitable
curves away from the eye, or into direct light. The Bias value
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Make the
right passes
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Vehicle
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Gallery
Artist info
Colie Wertz
Colie has worked with lm VFX
for 17 years and is developing
content with 3D Systems, Inc.
Personal portfolio site
www.coliewertz.com
Country USA
Software used Maya, V-Ray,
MARI, Photoshop, Procreate
Work in progress
WorldMags.net
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WorldMags.net
Vehicle
Artist info
Easy-to-follow guides
take you from concept
to the nal render
Build a vehicle
game asset
Ready to roll out 2013
Rainer Duda
Username: Rainerd
Personal portfolio site
www.rainer-d.de
Country Germany
Software used 3ds Max,
Photoshop, xNormal
Expertise Rainer specialises in
creating assets for videogames,
including building maps and
texturing the nal result
01
Prepare the scene Before the actual modelling process starts, prepare the scene with
three grids, which will hold textures that cover the different views of the car from the
blueprint (2001 Dodge Charger blueprint from www.the-blueprints.com). Well need these
guides to constrain all the proportions while constructing the vehicle chassis. This scene setup is
actually quite simple. First we can just place a grid in the scene, scale it to a rectangle and unwrap
it via a UVW Map modier along with a planar projection. An Unwrap UVW modier enables us
to open the UV Editor and place the patches correctly. Duplicate this grid twice and match the
UV sets to their corresponding places on the blueprint. For the front, scale the grid to a box and
then place all of the sets next to one another in the correct order.
01
02
Get the grid working Now, with the template build container set, its time to model
the left side of the car. For this, use a grid with just a few subdivisions, convert it to an
editable poly and place it parallel to the reference plane. Start moving the outer points along the
silhouette and the middle points to t the front and side shape. If the resolution of the grid is too
low, then some more edges in between using the Connect Edges function in the Modier panel
will help. Take care that even in the silhouette you have a nice edge ow. For later use, its best to
place some cuts on the position where the door is situated. After selecting the edges from the
cut, its necessary to delete the polygons between the chamfer edges, as well as to extrude the
open edges just a bit inside.
03
03
02
Add depth After the silhouette is looking good, its time to start adding some depth.
To do this, select the corner edges on the outside of the silhouette and extrude them
towards the centre of the grid. As a result, a rough half body should now be visible. The new
available points next to the centre of the grid need to be scaled up a little bit, as the car is bigger
in the middle than on the outside. Now we can go one step further and add some more edge
rows and chamfer to rene the depth of the car. This occurs by moving the points along the
silhouette according to the top reference plane on the ground.
WorldMags.net
Build a vehicle
WorldMags.netgame asset
Concept
If you dont have any self-produced concept
art or designs, blueprints are another great
option. For a quick and easy start we will take a
blueprint of a 2001 Dodge Charger from www.
the-blueprints.com.
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143
Vehicle
WorldMags.net
04
04
Complete the body To nish the body, return to the Mirror function in 3ds Max and
use it to duplicate the rst half of the mesh to the opposite side as a copy. Both of these
pieces will need to be attached afterwards. Only the open edges at the middle of the car should
be left after this. A quick and easy x is to continuously select two vertices and weld them
together. With this ow path, we can adjust some points after welding to t the silhouette even
better than before. Its important that we have a nice edge ow on the car, as this will help us
later on at the high-poly-modelling stage.
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06
WorldMags.net
Build a vehicle
WorldMags.netgame asset
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Choice of
coverage
The newest version of
Epic Games UDK
supports collision
geometries that are
stitched together as well
a prex like UCX instead
of MCDCX. The latter
was used when Unreal
Engine 3 was released,
but it still works ne. If
there is no time to spend
building a collision
geometry, or its simply
not that important, there
is another solution you
can opt for. UDK offers
built-in tools to create
collisions inside the static
mesh viewer. Users can
choose between simple
collisions up to convex
shapes. The same built-in
feature actually exists for
the creation of a UV
channel for a Light map.
This shows how theres
no need to struggle with
3ds Max if youre
unfamiliar with it.
09
10
Export and map-generation xNormal takes lowand high-poly meshes as separate inputs, which is
good for us because at the moment we only have the low-poly
version. Whats important at this stage is that we dont export
the whole vehicle at once, but rather its various units. To do
this, split the complete vehicle into parts to be on the safe side
and to obtain proper maps. At the end youll have the body, one
wheel from the front, one from the rear, both mirrors, the
bumper, one turbine and an exhaust pipe. All of these parts
need to be centred in the 3D world. In addition well keep
another version of the complete low-poly vehicle as well.
Unfortunately we have to explode the turret to make it work
properly. This means all the parts that arent overlapping need
to be detachable and separated from the main mesh and as
such can be exported separately. Furthermore, low-poly parts
for the map-generation need to have just one smoothing group.
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Vehicle
WorldMags.net
Maximise
on polygons
For this vehicle we built a
high-poly directly in 3ds
Max. However, youll nd
there are certain
limitations when working
with a large number of
polygons, as if the
number is too high or
your machine too slow, it
simply wont be possible
to work in a simple
manner without any
crashes and distractions.
As a consequence, users
can switch the whole
high- and low-polybuilding process to
ZBrush. Pixologic has
implemented a highly
useful function to render
decent Normal maps, but
alternatively its also
possible just to create a
high-poly mesh and use it
in combination with
xNormal and a low-poly
object from 3ds Max to
achieve the same result.
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Include ornaments for the nal touch Add some details around the car to make it
feel a little more unique. To build these ornaments, add a few boxes in a row and
subdivide them to build very rough formations such as leaves and square-shaped owers.
Adaptations can be made by moving vertices and splitting edges, plus extruding along paths.
After that its easy to duplicate them in one direction as much as is needed to build longer chains.
When the various ornament chains are complete, a Path Deform modier combined with a path
can be used to adjust the positions of each chain. The overall resolution must be increased by
using a Turbo Smooth modier.
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12
Prepare to export
the vehicle mesh
13
WorldMags.net
Build a vehicle
WorldMags.netgame asset
14
15
Name of the game We can now begin setting up xNormal. Move to the Baking
options to create Normal and Occlusion maps by activating the relevant ags. To increase
the quality of the projected details, its recommended to set the Antialiasing to 4x. If polygons
within the UV channels are too close, a higher Edge Padding number will cause overlaps. A value
of 3 pixels or even less is reasonable, but here weve opted for 4. Last, the Output Resolution
needs to be set, as well as the format, which we can set to TGA. If the vehicle is for an in-game
cinematic, we can use a larger resolution such as 2,048 or more.
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147
Vehicle
WorldMags.net
Move to post-production
Build texture maps in Photoshop and finalise your asset
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two new maps; one to keep the diffuse and the other for
specular information. For this vehicle, the diffuse will contain
just a few variations and mostly dark colours with only a few
details. For both maps we can use some rusty, dirty and
bare-metal textures from portals like www.cgtextures.com and
overlay them where it makes sense. Reduce the visibility of the
respective layers and make intensive use of the Eraser Tool to
add some variation to the specularity. With a combination of
brushes and tones try to add a Mad Max-like look to the vehicle.
18
Mapping alternatives
If youd rather not use xNormal for this process, then no
worries. You can easily use the 3ds Max built-in map
generation tool named Render to Texture. This needs a
low- and high-poly too, but there are several options that
need to be set, such as using the existing UV channel
instead of an automatic unwrap once selecting a low-poly.
When a high-poly is selected, the low-poly will be equipped
with a projection cage. That cage needs to be reset to work
properly and must be close to the high-poly.
WorldMags.net
Gallery
Artist info
WorldMags.net
Luigi Memola
Born in Mexico, Luigi was
adopted by Italian parents, who
gave him a passion for art
Personal portfolio site
www.luigi-memola.com
Country Italy
Software used Rhinoceros 4,
KeyShot, Photoshop
Work in progress
WorldMags.net
149
Vehicle
Artist info
Easy-to-follow guides
take you from concept
to the nal render
Peter Blight
Personal portfolio site www.
peterblightconceptdesign.com
Country Australia
Software used
Bunkspeed Pro 2014
Expertise Peter Blight is a
freelance Vehicle Concept
Designer specialising in sci-
WorldMags.net
Create
Bunkspeed
renders
Adaptive Field Tank
2013
Bunkspeed
Pro 2014 60-day
trial with
the disk
WorldMags.net
Create Bunkspeed
WorldMags.net renders
Concept
I conceived the Adaptive Field Tank as
a vehicle that bends the rules of
physics in cyberspace to generate
eld-linked treads only where it
contacts the ground. This frees up the
body to be as aerodynamic as possible
for something covered in weapons,
at least! Its a jet/tank hybrid, with a
dash of Japanese magnetic levitation
thrown in for good measure.
WorldMags.net
Vehicle
WorldMags.net
01
01
02
02
03
03
WorldMags.net
Create Bunkspeed
WorldMags.net renders
Decal use
Sometimes decals will
appear to be oating over
the surface of an object
rather than stuck to it.
This is caused by the
scale of the objects in the
scene being too small,
and is easily rectied. In
the quick menu panel in
the top of the screen,
ensure the Selection Tool
is set to Model and that
the sub-selection is also
Model. Select the Object
Manipulation Tool and
click the Scale icon. Hit
Ctrl+A in order to select
all, and then scale the
scene up several times
using the manipulator
inside the viewport before
re-applying the decal.
04
04
05
05
Environment setup In the File Library tab, go into the Environment sub-folder and
grab the Studio 008 HDRI. Drag it into the viewport to assign it to the scene. Click on
the little wireframe planet icon for the Environment settings and set Gamma to 4 and brightness
to 0.77. The Bunkspeed site has a huge number of HDRIs to choose from, though I found this one
to be the most appropriate for a cyber tank. If an HDRI has a weird ground but a decent sky, you
can create simple geo in Bunkspeed to block it out and assign a ground texture.
06
Rendering The
most satisfying part
is render time, especially
when using Bunkspeed PRO
2014s new Fast mode.
Accurate is almost as quick,
depending on whether you
want to see more accurate
glows/reections etc. I
recommend using Fast
regardless just to bang out a
bunch of stills to decide on an
angle before setting up an
Accurate render at full
resolution. After youve
picked the optimal angle,
hover the mouse over the
oating menu towards the
top of the screen and click the
camera-shutter icon Render.
Set it to render to 3,000
pixels wide, the Render Mode
to Quality, and the Number of
passes to 1,500. Output as a
.PNG in order to avoid
compression artefacts, and
youre good to go!
06
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153
Vehicle
Artist info
Easy-to-follow guides
take you from concept
to the nal render
Ben Simonds
Personal portfolio site
www.bensimonds.com
Location London
Software used
Blender, GIMP, Photoshop
Expertise Modeller, 3D
generalist and VFX artist using
a range of software
WorldMags.net
Model a
fighter jet
Aerial Pursuit 2013
Learn how to build a dramatic scene featuring a
realistic ghter jet being hotly pursued by the enemy
Ben Simonds is a 3D artist at Gecko Animation
Begin modelling
Block out the fighter jet with simple placeholder geometry
01
01
02
Snapping
surfaces
03
02
03
WorldMags.net
simple geometry
02 Using a Mirror modier to
Model
WorldMags.neta fighter jet
Concept
A modern ghter jet
bursts out of the
page, pursued by
enemy jets, as a
missile streaks by in
the foreground and
explosions punctuate
the distant sky.
WorldMags.net
Vehicle
WorldMags.net
04
05
04
UV unwrapping
06
05
06
WorldMags.net
Model
WorldMags.neta fighter jet
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08
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07
Drawing
textures in
Blender
To create the impression
of complex panels and
rivets over the surface of
the jet, I partly used a
Displacement map.
Rather than laboriously
painting this in GIMP, I
opted to model the
outlines of the panels with
curves in Blender. I used
the exported UV
co-ordinates I created
earlier as a guide and laid
out the scene from a
top-down perspective. I
used an Orthographic
camera to render a
texture that perfectly
matched up with the jets
UV co-ordinates. This
could later be combined
with my other textures.
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157
Vehicle
WorldMags.net
Realistic surfaces
Apply Blenders node materials ready for rendering
11
shader for the body of the ghter jet, then take the
Diffuse BSDF shader and begin incorporating your textures.
Combine these with Color Mix nodes before plugging them
into the Diffuse Shader node. Join the camouage texture with
the decals texture, then add in some further details using the
seamless grunge textures. Because the different textures use
various UV co-ordinate sets, you can include some Attribute
nodes (into which you can enter the name of the UV set you
wish to use). Plug the Vector Output of these into the Vector
Input of the image textures to let them know the correct UV
co-ordinates to use. For the seamless textures, use the Image
Texture nodes blended box-mapping feature to apply the
textures without the need for UV co-ordinates.
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Displace elements
WorldMags.net
Model
WorldMags.neta fighter jet
Showcase
Artis
t
Ben Simonds
14
14
Link the jet into a new BLEND File To create the nal image, start a new BLEND le
to work on lighting and to render the jet in. To link the jet into this new le, assign all of the
objects making up the jet into a single group, then link this group into the new BLEND le. This
enables us to go back and modify the jet in its original le and have the nal scene update
automatically when we reload it. It also enables us to create a couple of duplicates of the jet to
act as the other ghters in the scene.
Abandoned Warehouse Blender, GIMP (2011)
An abandoned warehouse full of rubble. Modelling was completed
in Blender, textures in GIMP and rendering in V-Ray.
Fourarmed II
ZBrush, Blender
(2010)
15
15
Build up smoke trails To add some extra intensity to the image, you can include some
smoke trails created with Blenders smoke-simulator tools. These have to be rendered
with Blenders older render engine Blender Internal which supports volumetric materials.
Render these effects in separate scenes, then link in objects like the jet to act as masks (using the
Mask Layers options when rendering).
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159
Vehicle
WorldMags.net
Post-production
Simulating explosions
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Position the lights The lighting in this scene is pretty simple. We used a HDR sky map
to provide some global illumination lighting and a sun lamp for the main directional
lighting. We also added a large at cube below the jet (out of shot on nal image) and assigned a
light-blue Emission material to it. This provides some lighting from below to mimic reected light
from the clouds. You can also try adding a bright-orange point light on the damaged wing, just
where the smoke is supposed to be pouring out, to create an orange glow on that side of the jet.
17
Rendering and
nal composition
17
in Photoshop
WorldMags.net
Gallery
Artist info
WorldMags.net
Moran Tennenbaum
A 2D turned 3D artist, Moran
specialises in environments,
props and characters
Personal portfolio site
www.morantenn.com
Country USA
Software used Maya, ZBrush,
Photoshop, Mudbox, xNormal,
V-Ray, NUKE
Work in progress
WorldMags.net
161
Vehicle
WorldMags.net
Artist info
Easy-to-follow guides
take you from concept
to the nal render
Jonathan
Williamson
Personal portfolio site
Country
Software used
Expertise
Create professional
wireframe renders
Make professional-looking wireframe renders in
Blender using its Cycles feature
01
01
WorldMags.net
Wireframe
WorldMags.net renders
02
Set the render engines for each scene Once both scenes are created you need to
specify which render engine to use for each one. The rst scene, which will be used for
actually rendering the model, should be set to Cycles. The second scene, which will create the
wireframe render, should be set to Blender Render (also known as the Internal Engine).
02
03
Create wireframe material for second scene Next its time to create the
wireframe material in the second scene, (which should be the one set to Blender
Render). The rst step (and most important part if youve chosen to link your objects) is to
change what the active material is linked to. Materials can either link to the data of an object, or
to the object itself. When the link is set to Object, you can use a separate material for each
instance of that object. In this case, Im setting the link to Object. Now you need to make a new
material, since changing the link to Object has emptied the active Material slot. On this material
set the type to Wire and the Diffuse colour to black. You should also enable Transparency and
increase Z Offset to something around 0.01.
04
03
05
05
Render both
scenes Once the
04
06
06
Composite the
two renders
together Finally, to put it all
WorldMags.net
163
WorldMags.net
Animation
Allow your 3D art to truly come to life by
learning how to animate
166 Animate a dialogue shot
Create seamless and believable Maya
dialogue shots in 12 easy steps
171 Gallery
CTN Animation Expo Kirk & Lucy by
Angel Navarro
185 Gallery
General Shellshock by
Koen Koopman
171
166
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185
186
172
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165
Animation WorldMags.net
Animate a
dialogue shot
Artist info
Easy-to-follow guides
take you from concept
to the nal render
Digital-Tutors
Personal portfolio site
Expertise
WorldMags.net
Animate
WorldMags.net dialogue
01
02
02
Act out the scene Animators are actors. The best way to get ideas for the scene is
to get in front of a camera and act out the shot. Dont be shy or feel awkward all
animators do it. Try to become the character during the acting process. Play the audio in the
background and play out the scene over and over again. When you think that you have got the
shot, play back the video that youve captured to double-check. Only stop when you are entirely
happy with your performance. A good rule of thumb for this is to force yourself not to settle for
anything less than 15 to 20 minutes in front of the camera. This technique will help you to really
get into the acting of the shot, and give you plenty of different options to pick between.
03
03
WorldMags.net
167
Animation WorldMags.net
04
Create
breakdowns The
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05
05
06
06
Animate the eyebrows Its important to have strong eyebrow poses to sell the
facial animation. Dont overdo it by having the eyebrows moving during every single
word. Instead, nd a few important eyebrow shapes that you want to hit during the dialogue. In
the ogre animation there are really only two main eyebrow poses: frowned and surprised. Its
how you transition between the two that helps sell the animation.
WorldMags.net
Animate
WorldMags.net dialogue
07
08
08
Add in blinks When adding blinks to your facial animation, make sure that you
arent adding them just because you think the characters eyes must be getting dry. If
you want to add in blinks with the correct timing you need to think about the emotional state of
the character. Is he angry? Sad? In our animation, the dialogue has a concerned tone to it, so the
characters blinks can be minimal. In this shot there are a total of three blinks; the rst is during
the head turn at the beginning, the next is when the character looks up at camera, and the nal
one is when he bobs his head. Remember that you can also use the controls under the eyelids
to be able to really make each blink feel eshy and tactile.
09
09
WorldMags.net
169
Animation WorldMags.net
Animation tutorials
Find hundreds of full-length tutorials to help you become a
better animator and learn todays leading creative
applications at www.digitaltutors.com. You can join
thousands of artists by becoming a member and learn
using the same training used by top schools, studios and
artists all around the world.
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12
WorldMags.net
Gallery
Artist info
WorldMags.net
Angel Navarro
A Spanish character artist living
in Sweden, he has a passion for
animation and characters
Personal portfolio site
www.angelnavarroart.com
Country Sweden
Software used MODO 701,
ZBrush, Maya, Photoshop
Work in progress
WorldMags.net
171
Animation WorldMags.net
Concept
In this tutorial we are
going to shatter a
pre-fragmented
character by geometry
using mParticles and a
little ADM (Advanced
Data Manipulation) in
3ds Max 2014.
WorldMags.net
Shatter moving
WorldMags.net characters
Artist info
Easy-to-follow guides
take you from concept
to the nal render
Shatter moving
characters
Ice Man Shatter
2013
Anselm von
Seherr-Thoss
Username: 3delicious
Personal portfolio site
www.incendii.com
Country USA
Software used 3ds Max 2014,
RayFire (optional)
Expertise Anselm has worked
on VFX for the likes of Avatar
and Star Trek: Into Darkness
Prep work
We need to fragment and prepare our character before we pipe it into PFlow
01
01
02
02
03
WorldMags.net
03
Fragment the
snapshot with
RayFire Select the snapshot
and start RayFire. If you dont
have RayFire open the second
step as a MAX le, you will
nd the character already
broken up in there. In RayFire
load the character into the
Impact Object group and
open the Fragmentation tab.
Choose Voronoi Uniform as
the Fragmentation Type and
around 1,500 fragments, then
hit the Fragment button. Your
result should look like the
thumbnail in the screenshot.
3D Art & Design
173
Animation WorldMags.net
04
05
04
Bring in the fragments Add a Birth Group from the depot and connect it to the root
event. Add all your fragments into the Birth group and hit Update Particles from
Objects. This will make every fragment a particle and will also inherit shaders and mapping.
When you set your Display Node to Geometry you should see the fragments as particles.
05
06
07
06
Lock the particles to the moving character When you scrub the timeline you
will notice that the particles are just standing there. In order to make it move like the
original character we need to unhide it again and in the PFlow create a Lock/Bond test. Pick the
character as Lock On Object. Set it to Lock To Surface and Animated Surface. Now scrub and the
shapes should somewhat follow the characters walking motion.
07
Get physical In order for mParticles to work we need an mpWorld and an mpShape.
Drag an mpWorld operator into the ow and hit Create New Driver. This will add a
helper in the world centre called mParticle World. Make sure this has Ground Collision and
Gravity active. Next make an mpShape, which will make every particle a PhysX shape that can
collide with other shapes. Adjust this to Convex Hull and set the Display to Wireframe. You can
see that some shapes will overlap due to the Convex nature of the shape. We can counteract this
by adjusting the Weld Threshold value and Interpenetration tolerance (see Avoid PhysXplosion).
Avoid PhysXplosion
When you scrub the timeline you will see that the particles
just fall down and some might bounce out of the shape.
This is because there is potential shape interpenetration.
The engine tries to separate those shapes causing an
explosive motion, so to counteract this its important to play
with the Weld Threshold and Interpenetration Tolerance in
the mpShape and the Sub Samples in the mpWorld. Lower
Restitution and Friction values can cure the spasms. Its up
to you to nd the best working path depending on what
look you are after.
WorldMags.net
Shatter moving
WorldMags.net characters
08
08
09
Turn off PhysX features Drag an mpSwitch under mpShape and check Speed and
Rotation to match and follow legacy operators. This will keep them in place despite the
Lock/Bond operator telling them otherwise. Or, you can check Turn Off Simulation and PhysX will
be turned off and will kick in when told to. This can result in explosive behaviours, but it is faster.
09
Create the trigger geometry We want the fragments to fall eventually, so an easy
way is to include geometry that surrounds the particles at some point and triggers an
event change when they are inside the trigger object. For this I just hand-animated two spheres that
trigger the arms and a plane that triggers the remainder top down. You can alter the timing as you
like using your own geometry; just make sure it surrounds the particles you want to trigger.
11
10
10
ADM inside object trigger Data Test This the only time we are going to utilise ADM.
Add a Data Test under the mpWorld, then open the Data view and drag a Select Object
sub-operator into the view. You need this OP every time you want to select something from your
scene. Add all your trigger geometry, then drag a geometry sub-operator into the view and connect
it. Your trigger objects are geometry, so this is the OP of choice. Set it to Inside Object and this will
test if a particle is inside the objects or not. Create an Output Test into the view and connect it.
11
WorldMags.net
175
Animation WorldMags.net
12
PhysX with a spin As the particles from the rst event are loose, the Lock/Bond
should not just fall down and collide with the ground, they should have some spin to
them. Drag a Spin operator above the mpWorld in the second event and play with the Spin
amount you like to achieve the desired effect. In order to make mParticles obey legacy
operators we need an mpSwitch, so drag a second mpSwitch right under the Spin and set it to
obey the legacy spin.
13
Tame the overall effect Some particles might spin a lot and some might bounce
based on your Restitution and Friction settings in the mpShape and mpWorld helper. To
tame this behaviour its always good to have a little Drag introduced. mParticles has its own
Drag operator for this, so drag an mpDrag under the mpSwitch. Check that you want to apply
Drag to Angle and Rotation and play with the Amount value until it eventually suits the effect
that youre looking for.
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14
Reduce unwanted jumping or PhysXplosion There are a few factors that can
cause undesired behaviour in your mParticles usually Restitution/Friction and
Subframe Factor/sampling. A lower sub-stepping might cause less chaotic bounce but less
accuracy along the way. The Sleep Threshold is also worth playing with, as it takes particles out
of the simulation until they are hit by another particle, so raising the thresholds for Energy and
Bounce will tame particles once landed. There is no magic number here to x everything, just
nd a good balance of all these different values.
WorldMags.net
Shatter moving
WorldMags.net characters
15
1hour
creation time
Showcase
Artis
t
Resolution:
1,280 x 720
15
Bonus round
You could also use the PFlow Baker script (www.scriptspot.com/3ds-max/scripts/
PFlow-baker) and bake the particles into meshes. Then you can pipe those into a new
particle system where you spawn smaller debris from the falling pieces. Adding more detail
by emitting from the baked particle surfaces like this can really enhance the overall effect.
You will nd a bonus max le with baked out particles and additional debris with the disc.
Constructor - A Particle System 3ds Max 2010, PFlow
Toolbox#2/3, V-Ray (2010)
You can watch this video in motion at: www.vimeo.
com/14597952. The high-res model was pre-fractured with
deconstructor by Marc Lorenz then passed on to Particle Flows
BirthGroup and triggered with a deector.
WorldMags.net
177
Animation WorldMags.net
Artist info
Easy-to-follow guides
take you from concept
to the nal render
Jonathan Cooper
Personal portfolio site
www.gameanim.com
Location Canada
Software used
MotionBuilder
Expertise Making interactive
characters and worlds ever
more believable
compatible with
MotionBuilder 2010
onwards
Blend cycles
WorldMags.net
Master
blend cycles
Assassin Sprint 2012
Concept
Starting with a longer
shot of a mocap actor
running, were going
to be extracting a
section in order to
create a perfectly
looping cycle. This
can then be used for
animating a game
character, such as
Connor Kenway.
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01
01
02
03
Use all of the volume Unlike stationary actions, running requires you to maximise
the use of the mocap volume the space the cameras can record as even large studios
typically have only enough room for a dozen or so footsteps. Ensure your actors run diagonally
across the volume for maximum recording distance, having them run out of the space before
decelerating if possible. This minimises wastage of mocap data when on a budget and gives you
as wide a range of footsteps to choose from as possible. However, Its easy to reposition and
realign performances, as we shall see later.
03
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Blend cycles
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04
Convert to the control rig Once your mocap is delivered, the real fun begins! Before
we can edit anything in MotionBuilder, we must move the motion from the skeleton to the
control rig. Do this by selecting Bake(plot)>Bake(plot) to Rig from the large blue character button. You
may also want to deselect Constant Key Reducer in the Options box to retain maximum delity. Hit
Ctrl+A to display the control rig in the viewport if it isnt visible already. Get into the habit of plotting
between the rig and skeleton often, for an easy before/after comparison between changes.
05
05
04
Enable the Story mode In order to broadly manipulate the motion, well use
MotionBuilders Story mode. While mostly used for editing cinematic cutscenes, Story
mode is also a powerful blending tool. Open the Story tab in the Navigator and turn Story mode
on if it isnt already. Right-click the space to the left of the timeline and choose Insert>Character
Animation Track. Choose your character from the Character dropdown menu, then right-click in
the empty timeline next to your newly created character track and select Insert Current Take.
06
06
07
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Animation WorldMags.net
08
08
09
09
10
10
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Blend cycles
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11
12
11
13
12
Blend the motion back onto itself With passingpose 2 (frame 8) as our desired start frame, shrink the
clip start to reect this. Now right-click the clip, select Copy,
move the timeline slider to exactly after the clip, right-click the
track and select Paste. We now have two identical clips
immediately following one another. Ignoring forward
movement for a second, jump into the Front view via Ctrl+F.
Select the second clip and drag its start half-way across the
original. The X shape in the Story tab shows the original clip
blending back across the keys prior to its rst frame.
13
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Animation WorldMags.net
14
15
0?
15
Clean up the foot Plot from the Story to the rig and back while deleting old clips to
produce one clean clip, which you should reposition back at the origin. Plot the Story edit
onto the rig one last time and turn off Story mode. Youll likely have some lateral foot-sliding
remaining that occurs across the blend, so eliminate this by modifying the offending keys,
ensuring you dont change the initial or nal pose. Cleaning up the minor foot-sliding is easy with
MotionBuilders FCurves. In the Front view, select the left foot controller and open the FCurves
window in Navigator. Select the Translation X curve and modify the foot inwards before it lands.
16
17
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17
Gallery
Artist info
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Koen Koopman
Username: TBKoen
Personal portfolio site
www.tubuh.nl
Country The Netherlands
Software used 3ds Max,
Mudbox, After Effects,
Photoshop, V-Ray
Work in progress
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Animation WorldMags.net
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Animate
WorldMags.net vehicles
Animate
vehicles
One giant leap
for car-kind 2013
Artist info
Easy-to-follow guides
take you through the
creation process
Jahirul Amin
Personal portfolio site
www.warpeaceandpixels.com
Country UK
Software used Maya
Expertise Jahirul is an expert
animator and rigging genius
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Animation WorldMags.net
Animate
vehicles in Maya
H
01
02
02
03
before we start
02 Framing the shot
03 Creating camera bookmarks
03
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Animate
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Move from A to B
04
04
Apply guide curves Before I begin animating, I like to create a curve to help me gure
out the path the object will follow. Go to Create>CV Curve Tool or Pencil Curve Tool and
make sure the Curve degree for either is set to 3 Cubic. Navigate to the top view and create a nice path
from the top-right corner of the environment and over the bridge. If youre using the CV Curve Tool,
make sure you make several clicks from start to nish, enabling better editing of the curve. Now tweak
the vertices, as theyll currently be at on the surface. Once youre happy with this, use the cars
globalSRT_ctrl to position and rotate it in the direction of the curve.
05
05
06
07
06
07
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Motion trails
Whether youre animating
a character or a
hard-surface object, youll
want to make sure the
arcs created are appealing
to the audiences eye. Ive
supplied a script created
by a colleague,
Constantinos Glynos,
called CG_
VertexMotionTrail_v2.py.
This enables you to take a
selected vertex and create
a motion trail from it. Here
Ive checked that the trails
created by the tips of the
cars wings owed.
08
08
09
09
10
10
11
Place the driver To have this car with either blackedout windows or no driver would look odd, so pop BoxBoy
in to let him take it for a spin. We can use this to our advantage,
as it enables us to replicate the bumpy ride. By adding some
delay and overlap to the upper body and the head, we can sell
the idea of this car careening around and slamming down. You
dont have to spend too much time here as the motion of the
car is fast, but even these small details help add some reality to
the animation. Youll also have to use the Elbow attributes in the
IK hand controls to stop the elbows from popping about.
11
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Animate
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12
13
12
13
14
15
14
15
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191
tri Spe
al ci
of al
fe
r
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