CGChosen No03 Characters June2007 PDF
CGChosen No03 Characters June2007 PDF
CGChosen No03 Characters June2007 PDF
characters
IN THIS ISSUE
the magazine completely free and can
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page 47 page 42
page 32 page 35
page CG Chosen magazine | June 2007
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Chosen Character Artist
Olivier Ponsonnet
“I don’t study CG or even arts. I’m totally self-taught. I’ve learned everything in books and
on the net. I always work freely, without methods or deadlines. I try several methods until I
get something interesting. It’s not uncommon to stumble on something completely different
from my initial idea. I try to create pictures with personality and style. I attempt to produce
pictures that make people feel something, like a mood or a feeling. I also search for aes-
theticism and beauty through all the female portraits that I create. Beauty is really fascinat-
ing, because it’s really fragile: a little something can make your character beautiful. That’s
what I try to inject into my images. I work with 3ds Max for modeling, shading, lighting and
rendering. For post-production and painting maps, I use Photoshop with a graphic tablet.”
www.reiv.fr re1v@free.fr
Wrestling Fighter
by Eduardo Martin Julve
32 page CG Chosen magazine | June 2007
CG CHOSEN Wrestling Fighter
Making Of
characters
by Eduardo Martin Julve
Concept
I have always been fascinated by those
amazing mexican figthers so I decided to
create a 3D charicature of one of them. The
image represents a photographic sesion of
one of the fighters, may be to get some pic-
tures for a magazine interview.
Three Lines
by Henning Ludvigsen
Henning Ludvigsen is a Norwegian digital artist with
basic traditional art education and with over 13 years
of experience in digital art, design, and illustration. He
is currently working as the Art Director at a computer
game development company in Greece, and is work-
ing on personal and external projects during his
spare time.
Line Art
I’ve always been fascinated by realism, and
because of this it is really important to me
that the base line-art sketch has got proper
proportions. I usually use the old trick by put-
ting a grid on top of a reference photo I’ve
shot, and then I copy the same grid onto a
blank canvas and start drawing grid by grid
from what I see on the reference photo. I
make sure to keep the grid on a separate
layer so that I easily can remove the grid at
a later stage, and also keep the drawing on
a separate layer underneath the grid. Still, if
you are focusing on mastering human anat-
omy, this is not the way to go as this is simply
more of a way to save some time and mak-
ing sure you get a result that is pretty close
to your reference photography.
Brush Usage The reason why I start off in grey scale tones
is because I prefer getting the shape up
porarily by pressing “Alt” while using the
paint brush) directly where I’m painting for
and running before having to even think mixing new values directly to get smooth
Personally I really like using hard edged about colours. Some like it the other way transitions. For example, if I have a dark grey-
brushes as they resemble the traditional around and start out with colours. However, scale tone, and then a brighter one next to
brushes in both the way of working and you should do what comes natural to you, this, I will colour pick one of these tones and
when it comes to the result. On this exam- and if you don’t know yet, why not give mix it with the other, and then colour pick
ple, the sample to the left is a basic soft both techniques a try? the new tone and paint with this one and
brush, the one in the middle is a hard edged continue like this until I have a smooth transi-
brush, and the one to the right is a textured As I go along using the new hard edged tion. This makes the painting look a lot more
pencil brush. brush, I simply go over the entire character interesting and dynamic than using the
keeping the flow of the brush low (2-15%). I smooth air-brush looking brushes.
For this painting, I exclusively used a hard colour pick (get the eyedropper tool tem-
edged brush (the sample in the middle).
To make a simple hard edged brush in Pho-
toshop, simply follow these settings:
Rough Colours
Having the grey-scale version of the char-
acter in a decent state, I spend some time
to find a colour-palette suitable for the skin
tones I would like this piece to have. Some
times I base this on previous paintings I’ve
done, other times I create completely new
ones. This time I wanted to use cold colours,
close to porcelain values, so I made a pal-
ette with skin tones with quite a bit of blue
and purple in it.
Rendering Colours
Once the rough colourized version is ready,
I change the brush mode back to “normal”
and start shading the entire piece all over
again, using the same hard edged brush
with low flow. When doing this, it’s really im-
portant to colour-pick where I am painting
as I go along.
Background 1: Make a new layer on top of everything. 5: Run filter: “Filter/Brush strokes/Spatter” a
couple of times to break up the noise pat-
The last thing I do is to add a noise grain on 2: Fill this layer with this value of grey: R=128, terns.
top of everything. This to make the piece G=128, B=128
look less computer painted, and to add 6: Run filter: “Filter/Blur/Blur”.
some imperfection to the values. If you look 3: Set the layer blending option from “Nor-
closely at a digital photo, you will see that mal” to “Overlay”. This will make the layer 7: Set the layer “Opacity” to 5-10%, depend-
there are not real clean values, each sur- with the grey scale fill appear 100% trans- ing on what looks best.
face usually has got some grain to it. parent.
Night Rider
by Hyun-hee Lee
www.digieyes3d.com digieyes@msn.com
Modeling
I was thinking of using ZBRUSH for face mod-
eling. But I used MUD BOX instead.
Face Material
Mapping
I used BODY PAINTER for mapping tasks. It
has lots of functions which are similar to that
PHOTOSHOP has. Especially using PSD file is
very convenient.
2 Material Structure
DOF
I present here Dof PRO setings I used to add
depth to my picture (to the right). It may be
useful for you.
Rendering COmpositing
I used MENTAL RAY to render the char- Lastly, compositing. I separated layers and similar to Camera. Once again, I realized
acter and environment. I think MAYA rendered, and composited in PHOTOSHOP. that, in 3D Illustration, Program Test is as im-
8.5’s MENTAL RAY had been improved To out-focus Luminance Depth image, I portant as concept or idea sketch.
a lot with rendering. It felt so much fast- used a PHOTOSHOP filter called DOF PRO.
er than before, which helped me to do The End
lots of tests. I am satisfied with the result. It has a feeling
Introduction
This is a commissioned piece made for a
client who wanted to portray a holy war-
rior in the ancient armor to face the evils of
today.
Line Art
The character anatomy was started as
a quick gestural sketch. I made sev-
eral of these staying extremely loose
in line value. I was blocking in basic
shapes keeping the armor and the
weapon in mind and trying to strike a
good balance of the character in his
pose and a sense of equally distribut-
ed weight. This way the character got
looking stronger and more grounded
- less awkward or off-balance.
Lights and
Shadows
I had chosen this almost papyrus back-
drop to work from because it suited
best of all to the client’s archival sub-
ject matter. The natural brownish tone
was perfect as I usually like to
start working from a neutral
brown to begin adding my
glazing of colors after.
Colors And
Reflections
I like to block in my backdrops keeping in
mind the basic sense of character lighting
that I have worked out previously. From
there I played on metallic reflections to help
immersing my subject into the scene.
Lightning
I made some minor changes to the
lighting, because ultimately I wanted
the picture to be “readable” easily
from a distance. I wanted it to have
a strong silhouette value because it
was planned as the cover of a book
which I want to have some shelf
presence feeling. Sometimes you
have to bend the rules a bit to make
everything come out right.
Final
Composition
Because of subject matter requests I want-
ed to break the backdrop up with a horizon.
And what could be better than a vague city
panorama? As the warrior had to be a holy
fighter I decided to add some light beams
coming through the clouds to add to his
presence, as well as to lead the viewer’s
eye to the main character in the painting.
The superimposed ancient text is there to
add a visual balance to the composition.
Overall I hope it has come together to be a
moving piece of art that has a slightly differ-
ent feeling then all the other fantasy paint-
ings in style and execution.
Soa Lee
Interview with
I am a CG illustrator residing
in Korea. I have held an art
director position for game
designs and animation 3D
Illustration projects retained
by companies such as ELSA,
LG, Actoz. Currently, I am
working as a freelancer who
are willing to retain projects
that shares interests and vi-
sions with mine.
www.soanala.com soanala@naver.com
Do you have any favorite art- Did you try painting in 2D? Why
ists whose creative level you do you prefer 3D?
tried to attain while starting in
I was not in love with 3D as a tool be-
CG?
cause of its artificial looking nature. How-
ever, I couldn’t give up on 3D because
I developed an interest in CG when I
of its versatility to be used in animation
saw an animation named Akira by Det-
productions. I always remind myself the
suka Osamu. I was impressed by the de-
benefits of 3D to create moving models.
tailed expressions and the movements
I feel that 3D characters are alive. Like a
even though they were created long
doll, characters await me to brush their
time ago. Thereafter, I fell in love with
hair and make them move. They are al-
the genre of animation as I was exposed
ways ready to pose differently, make dif-
to more animations. I started to develop
ferent facial expressions or change their
interest in CG around this time because I
hair style. In 3D, the more jobs you do,
heard that I could created my own ani-
the more data you have, which broad-
mation by myself using CG techniques.
ens the possibilities. That’s the biggest at-
Thus, I would venture to say my CG ca-
traction to me. Of course being able to
reer was inspired by Japanimations such
easily copy is a very useful too.
as Akira or Gong Gak Raiders.
The first 3D program I learned was 3DS Most of my characters are focused
Max. I learned Maya when I was work- on “beauty.” Traditional techniques
ing at an animation company and simi- using Nurbs methods allowed me to
lar interface and usage of 3DS Max ap- create female character with beau-
pealed to me. Recent advent of great Now the advancement of 3D tools and my tiful face and great skins. However,
renderers such as V-ray, Mental Ray and technical expertise allowed me to 3D im- wider range of projects require me to
Brasil and the heavy reliance of Korean ages that I find myself satisfied with. resort to sculpting programs. Ability
CG industry over Max make me reluc- to use brush with tools such as Mud-
tant to give up on them. 2D painting techniques are more versatile box or Zbrush enables me to be more
and intuitive when you are performing ini- technical and versatile. Thus, I try to
What are your main techniques of tial concept stage. I must accompany 2D apply sculpting modeling techniques
modeling characters? What do you sketch work as the advanced 3D skills re- to wider range of projects.
think is the most complicated in quire more creativity. 2D is also very useful
when you are presenting the concepts and Where do you get ideas for your
modeling characters? ideas of the projects to the clients. amazing 3D artworks?
Most of my characters are focused on What software are you using and
“beauty.” Traditional techniques using My ideas begin with what I want to
Nurbs methods allowed me to create why? see or do. Staying with this allows me
female character with beautiful face to retain the passion and concentra-
and great skins. However, wider range tion required to complete arduous
of projects require me to resort to sculpt- projects. Ideal project environment
ing programs. Ability to use brush with become available when my expec-
tools such as. tations are shared by the clients. I try
to do some sketches of the first impres-
sions from the theme presented by the
clients. Thereafter, I build database
and idea from the compiled ideas or
web searches. Sometimes, I get ideas
from unexpected sources. Some
great ideas and images pop up while
I am watching TV, reading books and
listening to music and I compile the
sketches and notes. These become
a great treasure when I am searching
for ideas.
Why do you prefer creating female I want the character to display how I male characters. If I lose interest in beau-
characters? understand her emotion and thoughts tiful objects, my images will change. I just
as well as her body. Female is my main don’t know when that will be.
subject not because I feel more com-
I guess the way I look at woman can be
fortable with it over the male subject. It Tell us about your recent Grace of
a little different from how male artists do.
is because the female subject interests the snow artwork.
When an artist draws a woman, it’s usu-
me the most, more than any other sub-
ally ‘a woman you want to see’. I do too,
jects. For now, that is.
but the difference is that I add ‘a woman
who represents me’. It gives me catharsis.
The female character has my Utopia. Also, Your female characters are quite
attractive. Are you base your char-
acters on real people?
Interview with
Marta Dahlig
www.marta-dahlig.com | marta@marta-dahlig.com
see the keyhole under her breast? There image commissioned by ImagineFX magazine
are keys lying all around her, being obvi-
ously thrown away, as they did not fit. She
is however, holding the last of the keys in
her hand. Has she tried to put it in the key-
hole yet? If so, is she happy because it fit,
or is her smile a sad one, as she finally lost
all hope for finding happiness? Or maybe
she is yet to try opening the lock, anxious
of the result?
I leave the final interpretation up to you. :)
62 page image “Red Rider“ by Hyun-hee Lee | digieyes@msn.com CG Chosen magazine | June 2007
Eduardo Martin Julve
Valle Paraiso Kids Gallery
http://www.theposmaker.com | du@theposmaker.com
http://www.theposmaker.com | edu@theposmaker.com
http://chokmah.cgsociety.org | floriandelarque@hotmail.fr
http://www.digieyes3d.com | digieyes@msn.com
http://www.digieyes3d.com | digieyes@msn.com
http://jackzhang.cgsociety.org | zhangziwen1101@hotmail.com
http://jackzhang.cgsociety.org | zhangziwen1101@hotmail.com
www.klicek3d.com | klicek@o2.pl
http://fox.cgsociety.org | piterfox@poczta.onet.pl
suresh3dartist@gmail.com
suresh3dartist@gmail.com
GALLERY
74 page image “Poporu” by Dean Holden | holdeen@naver.com CG Chosen magazine | June 2007
Silvia Fusetti
God’s Mastiffs Gallery
www.aivlis-home.com | silvia@aivlis-home.com
www.aivlis-home.com | silvia@aivlis-home.com
http://www.munozvelazquez.com | munozvelazquez@gmail.com
http://www.munozvelazquez.com | munozvelazquez@gmail.com
http://www.munozvelazquez.com | munozvelazquez@gmail.com
www.estudiomanga.com.br | contato@estudiomanga.com.br
www.estudiomanga.com.br | contato@estudiomanga.com.br
projects@tascha.ch | www.tascha.ch
projects@tascha.ch | www.tascha.ch
www.yeliseyev.ru | nik@yeliseyev.ru
www.yeliseyev.ru | nik@yeliseyev.ru
Nikolay Yeliseyev
yeliseyev.ru
nik@yeliseyev.ru
Olivier Ponsonnet
reiv.fr
re1v@free.fr
Silvia Fusetti
aivlis-home.com
silvia@aivlis-home.com Sincerely yours,
Gleb Kobzar (SpWaR)
Suresh kumar Sergey Guziy (Stryker)
suresh3dartist@gmail.com
Thus, you shouldn’t worry that unrelated information would appear as a search result (unrelated
sites are excluded from the search).