Documentos de Académico
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The
3D Art
& Design
TM
The world of 3D art and design continues to be one of best places in which to express
artistic creativity. As the possibilities are almost endless, 3D artists have the opportunity to
design and create whatever they want, as long as they have the inspiration. The 3D Art &
Design Book Volume 2 provides that inspiration with a variety of step-by-step tutorials and
comprehensive features covering six key aspects of a 3D artists portfolio. From characters and
arch-vis to vehicles and environments, these expert guides will help educate and inspire you to
create your best ever designs. And if that wasnt enough, weve also included a free CD packed
full of textures, 3D models, video tutorials and source les to help you nish many of the tutorials
found in the book.
The
3D Art
& Design
TM
Head of Publishing
Aaron Asadi
Head of Design
Ross Andrews
Production Editor
Dan Collins
Senior Art Editor
William Shum
Design
Rachel Shemilt
Photographer
James Sheppard
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The 3D Art & Design Book Volume 02 2013 Imagine Publishing Ltd
ISBN 978-1909372283
Part of the
bookazine series
IMAGINEER
OF THE YEAR
WILLIAM SHUM
A
ndr
zej
Syk
ut
08
50 3D art tips & tricks
Character
Architectural
visualisation
Photorealism
126 50 tips for ultimate 3D realism
16
24
82
30
Animate characters
in modo 601
88
Visualise architecture
using Blender
Create a high-res
creature
94
36
42
47
Gallery
48 Design striking
characters
54 Design and create an exosuit
61
Gallery
62
68
74
54
170
42
252
150
Environment
Vehicle
Animation
n
hli
Ju
en
Sv
&tricks
Pieces of expert advice to help
improve your work and your artistic
standing within the 3D community
n
bli
Go
50
3D art
tips
MINI
MOCKUPS
AND LETTERS
VARIED
PALETTE
Introducing
Our panel of experts
THE RULES
Learn
the basic
theories and
observe why they
work then learn
how to break
SHAPES
them
Colour
An
drz
ej S
yku
t
BALANCING
ACT
Cr
ab
I like triangular
compositions they are very
efective and always create
powerful pictures. Avoid
presenting characters in a T-pose
theres so much you can express
[with a] nice dynamic
posture try to push it.
Pascal
HINTS
OF HUES
Even if it is a very
colourful scene, its good if
the atmosphere tints the
whole scene colours at
least a bit just like in
real life. Carlos
Andrzej Sykut
PLAY
IT SAFE
COLLECT
INSPIRATION
Hy
pe
rac
tive
Alie
nC
arlos Orteg Elizalde
a
LAYER UP
Rendering and
postproduction
The most important rule is
knowing when to stop dont
destroy your ne work with
bad compositing or by
painting out nice details
Maarten Verhoeven
TIPS
AND TYPES
In Photoshop I tend to
create tons of layers any time I
need an efect and then erase it
where I want to tone it down. When
the comp becomes a bit messy I
create a copy of the collapsed
layers, but always make sure I
keep them around in case
theyre needed.
Pascal
LESS WORK
Promote yourself
Get feedback and get noticed
HONEST
COMMENTS
FEEDBACK
If you like
what youre
doing and want to
make a living out
of it, continue till
you get there
make it happen!
SHARING
YOUR WORK
Pascal Blanch
TOUGHEN
UP
COMMUNITY
SPIRIT
Portfolio tips
e
ald
liz
aE
os
Or
te
g
NEW
ADDITIONS
GET
FEEDBACK
PERSONAL
PIECES
11
SPECIALISE
IN A SECTOR
Rebeca Puebla
SHOWCASE
YOUR TALENTS
VW Passat Maurice
Panisch & Markus Hanke
FAN
OF FAN ART?
RE-CREATING AN
EXISTING CONCEPT
ADD YOUR
DETAILS
SIZE
MATTERS
Protect yourself
BACK UP
g
bu
y
d
La
An
dr
ze
jS
yk
ut
CREDIT
WHERE
ITS DUE
Mecha Rafael
Grassetti
BE
ORIGINAL
WORKING
FROM YOUR
OWN CONCEPTS
STORAGE
SOLUTIONS
Think ahead
Paul Hellard is editor of
CGSociety, manager of CGJobs and
is artist liaison at Ballistic Media
from his home in Melbourne,
Australia. With a varied career as
an artist, cameraman and
production manager in lm behind
him, Paul has a passionate interest
in the internet, cinema and digital
arts and is a font of CG knowledge.
What is an ideal size to work at to
ensure images are good enough
resolution for the web? And how
about for print?
I always urge artists to work on
their images at as high a resolution
as possible. You never know you
may create something that
everyone will want to see as a big
print! You can always save a 72dpi
RGB for uploading to your
CGPortfolio on CGSociety, and a
300dpi for that high-end art book
you submit to, like Exotique 7.
When it comes to working in RGB
or CMYK, whats best if I want to
submit to an online gallery? And
what about for a book?
The colours on display on a
computer screen are generated in
Red, Green and Blue (RGB) at 72dpi.
The pixel info in your image
instructs each pixel of the
computer screen to illuminate each
colour light to a certain strength.
These three colours mix to the
perfect value. Same with print,
though there is more information
for the book press, at 300dpi.
Why does my image look different
from one monitor to the next, and
then again in print? How can I
make sure my image will look as
intended when I submit it to an
online gallery or to a book/mag?
The quick answer is that monitor
gamma and colour settings vary
considerably. Studios should have
their monitors calibrated regularly.
For Ballistic books, we prepare all
received images on a monitor
with sRGB colour response and
a gamma value of 2.2. We then
convert them from RGB to CMYK
using the latest stochastic screen
processes for printing.
3D Art & Design
13
Character
Master the essential art of
the human form
16
24
30
74
Jos Alves
da Silva
Animate characters
in modo 601
36
42
47
48
54
61
62
68
74
Gallery
48
Gallery
19
30
54
16
We will essentially be
taking a simple 3D primitive
through the stages to a
complete polished bust
42
15
http://zhangchendaxiao.cgsociety.org
Zhang Chen
www.blog.sina.com.cn/cgradiation
Yang Guang
http://digitalia3d.teria.fr
Titouan Olive
TIPS
www.tiagoart.com
FOR
50
BETTER
Tiago Idalino
www.mohsen-fallah.cghub.com
Mohsen Fallah
http://matoh.cgsociety.org/gallery
Matej Hradsky
www.luissantos.net
Luis Santos
www.artofJos.com
www.behance.net/jorgepepelife
Jorge Lopes
www.ericspitler.com
Eric Spitler
http://d33mon.cgsociety.org
Dmitry Cheremisin
www.zigrafus.com.mx
Carlos Ortega
www.ardakoyuncu.com
Arda Koyuncu
www.metamesh.blogspot.co.uk
Alex Huguet
www.andrewhickinbottom.com
Andrew Hickinbottom
Andrew Hickinbottom
Character
CHARACTERS I
Whether theyre
realistic, stylised
or just plain out
there, heres some
advice to help
you improve your
CG characters
Getting started
01
Eric Spitler
02
Sketch
Retopologised in 3D-Coat
Blocking in PolyPaint
Sculpting
Titouan Olive
03
Arda Koyuncu
04
Detailing in
Photoshop
Titouan Olive
05
Lighting is one of the biggest
challenges, Olive says. I
usually render my images with
mental ray. I often use an HDR
Dome coupled with Final
Gather. I also create traditional
key and rim lights
17
Character
Important
rst steps
Carlos Ortega
Pick
the
right
software
Find the right tools that work for you
06
Mohsen Fallah
08
Mohsen Fallah
Luis Santos
09
In terms of textures, it depends on what Im trying to
make. Sometimes I use projection and paint over that;
other times I feel I should paint some skin tone. It
depends on what Im looking to create, says Fallah
Expert stylisation
12
13
14
10
Alex Huguet
11
Eric Spitler
07
19
Character
15
16
Yang Guang
17
Carlos Ortega
18
19
20
Arda Koyuncu
21
22
23
Luis Santos
24
Realistic skin
30
31
26
32
Eric Spitler
25
27
Tiago Idalino
28
29
Santos uses Mudbox for his textures due to the softwares ability to paint
layered textures in a Photoshop-like manner while also being able to keep
sculpting and texturing tied closely together
Tiago Idalino
Titouan Olive
21
Character
33
Light intensity will help pinpoint the parts of the character that you
want the viewer to see rst, and establish the path that their eyes
follow when interpreting the image. Intensity and sharpness between light
and shadow can also convey a darker or comic-book look, while softer
lights establish a cuter or lighter look. Jos Alves da Silva
34
Cheremisin is a fan of
MARI: Its easy to
implement the
process of projective
texturing; it allows
you to create shaders
and it contains a set of
masks. The benets
are innumerable
Dmitry Cheremisin
35
Carlos Ortega
37
38
Yang Guang
36
39
40
Rendering advice
41
Hradsky was
inspired by the
dirtiness of
Rangos textures
for this image. He
used overpainting,
gradients and
contrast on the
textures for the
nal version
Matej Hradsky
Dmitry Cheremisin
42
43
44
45
Carlos Ortega
46
47
Zhang Chen
48
49
50
23
Character
Niles Doubleday
Easy-to-follow guides
take you from concept
to the nal render
Artist info
Design and
model a robot
3D model. Well go through the basic workow I use
when hard-surface modelling in 3ds Max and then render
in KeyShot (look out for my mental ray tips on the
opposite page).
If youre already a modelling pro Ive included some
hard-surface tricks for 3ds Max, before we nish of with
a few quick steps to make your render pop in Photoshop.
Pre-production
Plan now, save time later the most important step!
This is what my initial
thumbnails look like not
exactly cohesive!
01Develop a concept
02Set up a scene
KeyShot
Photoshop
Concept
My initial concept
was a heavy,
low-to-the-ground
robot about two/
three-feet tall. I am
really playing with
the idea of a 20:80
ratio of detail versus
overall shape
25
Character
Begin modelling
Analyse the
blocked-out
model
Pick a core mesh and hide the rest of the model. Start to
detail out the mesh and get in some supporting edges so that it holds its shape when you
apply the TurboSmooth modier. When you approach subdivision hard-surface modelling, you will
spend a lot of time looking for pinching and odd shading. To help you spot these errors easily, apply a
base material with a high Specular and Glossiness setting. This material will enable you to get a better
idea of how the forms will look when rendered later on d.
e Support your
edges to get nice
clean bevels
Niles Doubleday
Ending edges on at
surfaces in the middle
of polygons is ne
07Constrain edges
Most important is the ability to easily move a vertex along an edge. Turn
on Edge Constraint under Constraints on the right, found in the Edit Polygon modier. In the
image I have a vertex that is interrupting a smooth ow on this bevel. To x this issue, turn on Edge
Constraint and slide it to one of the end vertices, then slide it back along that edge to the correct
location. Now itll be in line with the intended surface and wont create any odd bumps g.
Surface type
i
Alien spine
ZBrush,
Photoshop (2012)
An edge-supported mesh
with some larger detail added
large details
09Place
and new forms
27
Character
feedback and
11Get
adjust accordingly
After I
dened the face, it
became apparent that the
shape would be very
time-consuming to model in its
curved form while still avoiding
errors when subdividing. This is
a perfect case for the FFD
modier. To use it efectively,
model out your form at to a
world axis where you can get
the mesh to subdivide easily.
Next, reference that mesh and
drag it to the location its
needed. Once your at
unsmoothed mesh is in place,
use one of the FFD modiers to
bend it into shape. Last, go
back to your on-axis mesh and
use TurboSmooth l.
l
The last phase of modelling is where
you really get to add some life to the model. Take elements
that you think need another layer of detail, subdivide them, then
apply another Edit Poly modier. In the new modier, start adding
some insets, bolts or seams in key places. Another method is to
select a bunch of faces and Shift-drag them of of the mesh to
create a new sub element. Add a bit of thickness to this new
element to create a layering efect m.
12FFD modier
14
Set up a hierarchy
Rendering
in KeyShot
KeyShot, formerly known
as HyperShot, is a really
great piece of rendering
software. I like to use it
because it enables me to
focus on my model
without worrying about
spending lots of time
setting up an HDRI and
complex shaders. Im
actually using an old
version, so I have to break
up the diferent materials
into separate meshes to
import it into the
program. With the latest
version (a free demo is
available) you can import
your MAX le straight in.
This enables the material
IDs from 3ds Max to be
transferred and makes
material selection and
organisation very easy!
15
2e0a+
tion time
hours
cr
tion:
Image resolu25
,8
3,200 x 3
16KeyShot rendering
17Move to post-production
In Photoshop I start by
copying the base render onto a layer above the metal layer
and painting a mask where I want scratches, so the metal shows
through. Other important elements are Bloom and Sharpening. For
Bloom, copy the merged layers onto a new layer and use Levels to
drag the darks almost all the way to lights to clamp it. Use the
Gaussian Blur lter (6-10 pixels) then set the Blending mode to
Screen. To sharpen, copy the merged layers and apply a High Pass
lter with a low pixel count and set it to Overlay q.
q
3D Art & Design
29
Character
Software used in this piece
modo
ZBrush
Photoshop
Artist info
Richard Yot
dragon tamer.mp4
karate kid-2.mp4
Animate characters
in modo 601
Modelling
Textures
he modo 3D
modelling software
continues to go
from strength to strength.
Many new options are
featured but characteranimation tools are the most
signicant. Developer
Luxology has not contented
itself with just copying
features from established
applications, but has
approached the workow
from its own unique
perspective with the aim of
making the tools accessible
and enabling users to get
results very quickly.
Ease of use and quick
workows are at the heart of
modo, and in 601 there are
tools that enable novices or
those working to short
deadlines to set up
characters for animation
extremely quickly. It also
enables more advanced
users the ability to create
powerful custom rigs with
extremely complex and
versatile controls.
For those who have ever
spent frustrating hours
setting up a basic character,
modo 601 is breath of fresh
air. Bones can be placed
intelligently inside your mesh,
saving hours of time
tweaking them into place.
Binding and weight painting
is painless and you can use
the new Pose tool and the
Actors and Actions groups to
start animating without any
of the usual problems.
01Initial modelling
Concept
The concept was based on an
existing digital painting of mine.
There was a nice atmosphere
with a blend of spooky and funny
that seemed like a good starting
point for a simple short lm.
a Finding the initial forms is much easier in ZBrush, where you can
concentrate on design without worrying about topology
31
Character
06
Lay out the bones With the assets all created, it was
With the
introduction of bone-based deformers, modo has also
introduced several automatic binding algorithms as well as
allowing the paint tools to edit weight maps. Alternatively the
weights can be edited with the same Weight tool that is used to
crease SDS models. It is possible to create everything manually
using Weight Containers, Deformers and the Schematic View, or
to use an automated option and then edit the results manually. The
automated results were very good in this case and only needed
some minor adjustments to create nice deformations g.
Character design
problems and solutions
There is a big diference between stills and animation
when it comes to creating and preparing assets. When
working on a still it is possible to cut a lot of corners
topology doesnt have to be perfect, meshes can be very
dense, textures might not be seen close-up and so can
be lower resolution. When making an animation,
however, every stage of the process is going to take
longer: a mesh that needs to deform must have good
topology, an animated character must also have a
manageable mesh density for fast playback in the
viewport. Textures might need to be seen in close-up as
well as from far away, so every asset needs much more
thought and preparation for it to hold up under every
possible situation you might require in the animation.
This means that as well as all the time spent
animating and rigging, you generally need to allow for
more time when it comes to asset creation. This means
you get the best outcome that you are capable of. In this
case I spent just as long on the assets as I did on the
rigging and animating. Three weeks were spent building
the set and characters and another three weeks on the
actual production.
The Pose
tool is a really great feature for
anyone who needs to animate
a character quickly. It is
essentially a very exible and
powerful tool for posing your
skeleton without having to build
any rigging controls. I was able
to use simple kinematics to
rotate joints in the normal way,
and then by activating the Pose
tool I could have on-the-y
Inverse Kinematics (IK) in any
part of my skeleton. Its also
possible to add real IK and use
it in conjunction with the Pose
tool, but its not strictly
necessary. This tool saved me
many hours of rigging work,
making this a relatively
short-term project h.
Create the
set texture
Another nice
workow tool is the Actors and Poses feature, which
enabled me to store poses and recall them later. I dened actors by
selecting the rig for my main character and another one for the
dragon, then I could set up the key poses for the action and reuse
them in later sequences. This was particularly useful for repetitive
actions such as the wings apping. I was also able to set up smaller
selection sets as Actors, which I did on the hands so that I could
reuse hand poses throughout the animation i.
10
blocked out the next step was to create morph targets for
both the facial expression and for corrective modelling on some of
the deformed poses. With modo you can model and sculpt in pose
space, making the task of creating corrective morphs very
straightforward and in the Deformers List you can organise the
order in which morphs and bone deformers are triggered. This way
facial expressions can be red before the skeleton poses, but
corrective morphs afterwards. This gives animators a lot of
exibility with their use of morphs j.
33
Character
Character control
Fine-tune the rough animation
Richard Yot
Think pace
and contrast
k
Rufus modo (2011)
Vinyl monster
ZBrush, modo (2012)
11Morph fallofs
Most deformers can be attenuated with fallofs and this applies to morphs
too, adding another layer of control and subtlety. I was able to model quite extreme versions of
my characters expressions and then use Spherical Fallofs to modulate how and when they appeared
over his face. This enables for much subtler morph map animation and also for more movement. For
example I animated the gulp by creating a simple morph map of the throat but created the movement
by animating the fallof which made the throat move as it owed over the morph map k.
A virtual ppier
mach monster with
a big mouth and even
bigger tongue. Hes
not as scary as he
thinks, and being pink
doesnt help.
With most of the technical work done and the basic poses and
expressions blocked in, the most important part of the work could then proceed: the
performance. Animation is essentially about conveying emotions and maybe humour and its
important not to lose sight of this. Because modo enables such a rapid workow with the Pose tool
and the minimal rigging, I was able to spend more time working with the character and his emotions
rather than spending time on technical tasks such as building rigs or setting up IK l.
With this particular character design (although this is true of almost any
character), most of the expression had to be conveyed in the eyes. The big mouth lends the
design a lot of humour and quirkiness, but is limiting in terms of animation since it doesnt have the
realism of a less-extreme design. This meant I had to take great care animating the eyes and I used the
lower lids extensively to convey the characters emotions. I made a basic rig using locators and
direction constraints and another really simple rig to control the eyelids m.
5days
render tim
e
Resolution
1,920 x 1,08 :
0
Once the final touches are complete, its time to edit the film
n
35
Character
Maya
mental ray
Photoshop
Create a
high-res creature
Desert creature 2012
With this project we wanted to create something a little different, so we mixed a few
different creature styles together. We had a vision of a desert-dwelling creature, but a
Daniel Crossland is a senior character artist
desert from another world that was dry but cool
Artist info
Easy-to-follow guides
take you from concept
to the nal render
Daniel Crossland
Username: Pteropus
Personal portfolio site
www.dancrossland.co.uk
Country UK
Software used
ZBrush, Maya, mental ray,
Photoshop
Expertise Specialist areas
include character design,
concepts, high-detailed sculpts
and 3D modelling
Sculpting
Texturing
Lighting
We started by discussing
the direction for the
character and, knowing
Daniels designs, I knew it
was going to be something
unique. After exploring a
few ideas we both liked
the louse concept
03
02
Concept
01
37
Character
New topology
Transfer the sculpt to clean topology
d The model
with polished
major forms
e The nal
character pose
f The louse
after a
detail pass
04
05
06
Daniel Crossland
Create UV maps
Problems
and solutions
07
08
09
Bake maps Next I bake out the base maps that I will
h Additional features
i The ZBrush multimap
exporter at work
Corpus
ZBrush,
Maya (2011)
This piece
was created
for a 3D print.
Eventually it
will be cast
out in bronze
10
Paint the bases Painting the bases is pretty simple. I like to roughly match some basic
SSS colours so the model will give a good appearance of skin when I come to render. In
this step I block in Photoshop colour by lling with basic skin values using the Paint Bucket tool. In
this case the skin is quite cool, so I add a blue Overlay layer on top of my bakes from ZBrush and
balance them so theyre not too strong. I make a map for each slot that includes an epidermal,
subdermal, backscatter, Difuse and an Overall map. Making these basic block-ins will give me a
good idea of how to treat the skin and the feeling of the work before getting into ne detail j.
3D Art & Design
39
Character
Take the model and lay a foundation for the light rig
11
12
13
14
is an essential stage
an artwork, so be careful
hours
render time
Resolution:
4,000 x 3,000
15
Final
thoughts
16
17
41
Character
Sculpting
Texturing
Photoshop
Jamie-lee Lloyd
Personal portfolio site
jamie-leelloyd.blogspot.co.uk
Country UK
Software used
ZBrush, Photoshop
Expertise Jamie-lee is a
videogames character artist,
currently working for Rockstar
North. He specialises in
character design, digital
sculpting and real-time assets
Artist info
Easy-to-follow guides
take you from concept
to the nal render
Concept
b
3D Art & Design
43
Character
the mouth
03 Open
and make a pose
04 First pass
h
i
parts
06 Duplicate
and add a mesh
the
07 Complete
second pass
45
Character
Artist info
Gallery
Nathan Boyd
Work in progress
47
Character
Artist info
Easy-to-follow guides
take you from concept
to the nal render
Kurt Papstein
Username: Ikameka
Personal portfolio site
http://ikameka.blogspot.com
Country USA
Software used
ZBrush, Photoshop
Expertise Kurt specialises in
digital sculpting, creature
design, and all kinds of
character creation using ZBrush
Design striking
characters
Leona 2012
03
C
a Starting with a DynaMesh
sphere at a resolution of
12, we can proceed to
block in the character
KP_Bags.ZBP
KP_Buckles.ZBP
KP_PackBuckle.ZTL
KP_Polybag.ZTL
KP_Spacegirl.ZTL
Concept
I wanted to revisit an older
character idea to experiment with
some of the new features in ZBrush
4R4. Creating this character in 3D
has been a really fun challenge,
which has pushed me as an artist.
Software used
in this piece
ZBrush
Photoshop
49
Character
Piece it together
Use the Topology brush to build SubTools
09Edge looping
For this step, were going to use the outer PolyGroups to create
additional Edge Loops on the model for some mechanical details. By hiding the outer
and inner shells, we are left with the side PolyGroups. Once they are hidden, open the Edge
Loop drop-down in the Geometry sub-menu and click the Edge Loop button. By default it
will create four additional loops and PolyGroups. You can adjust this with the Loops slider.
Now we have new PolyGroups to mask with. You can inate them using the Deformation
menu or your brushes i.
Finish up
Weve now dened our mesh with additional Edge Loops, then
creased and nessed it into place with the Move brush and Clip Curve tool. Next well
start subdividing our mesh and smoothing some of the details out. You may notice some of
the creasing afecting areas you dont want it to, or that areas are just too crisp and
jagged-looking. Divide your mesh more so that the Smoothing brush will have a smaller
impact on your geometry. Begin brushing some of these imperfections out to make a clean
surface without destroying the form j.
Once were happy with the design and the overall shapes we
can commit to it. Turn DynaMesh of, and begin subdividing
the mesh if we need to. I will now add detail with the usual
sculpting brushes, as well as alphas. This is also a good time
to use some of our other Insert Mesh objects to add more
technical details, like plugs and straps.
h A combination of i Edge Loops are
Crease and
Uncrease when
hiding areas to
get hard edges
used to create
great additional
detail in your
base mesh
j A subdivided
51
Character
We now
have all of our meshes, complete
with subdivisions and creasing. They are
nally ready for some additional details,
so we will now go through each SubTool
one at a time to add any Mesh Insert
objects that they need. Things like rivets,
straps, buckles and plugs are perfect
candidates for this step. First you will
want to duplicate the surface that needs
these Insert Meshes and delete its
subdivisions. This will act as a temporary
surface to place your objects on. When
you are done, simply delete using Delete
Hidden in the Modify Topology
drop-down under Geometry k.
12Mechanical creasing
13Use alphas
Finishing touches
4
8
hours
crea
tion tim
Resolution e
1,252 x 2,016:
pixels
15Custom materials
53
Character
Design and
create
an
exosuit
Cricket Exo-Suit
2012
Photoshop
Artist info
Matthew Burke
Username: MBurke
Personal portfolio site
http://mburke.cghub.com
Country Texas, USA
Software used
3ds Max, Photoshop
Expertise Matt specialises in
mechanical design and
hard-surface modelling
55
Character
Concept
I was asked to create a new exosuit to show my
workow when designing mechs in my Exosuit series.
So my goal with this image is to apply similar elements
and style to one of my other concepts: Roach Exo-Suit.
01
your design
Matthew Burke
03
Lighting base
b
b Establish your material
57
Character
04
Complementary details
The trick to successful detailing and design
is guiding where and when the viewers eyes
will travel in the piece. Regardless of
whether its an epic environment painting, a
character, or even a simple prop asset,
having a clear read on the images ow is
often an overlooked step. Breaking a design
into both form and function will help its
readability; however, spacing the detail out
in breathable areas is just as important.
Complement the existing shapes and dene
a synchronised rhythm that enables a
smooth transition from one area to the next.
Here Ive tried to complement the
rounded shapes of the mechs top with the
contours of the drivers back. Move down to
the large, circular shape in the centre of the
design, then to the curved, moulded armour.
To illustrate this even further, in each of
these forms there are additional shapes
functionality in your
mech concept
f Diferent passes at
material renders
05
06
From our xed camera angle we will be rendering several diferent versions of our
model. Aside from our original nal geometry model, we will be rendering a base grey, a shiny
reective, a dark-grey matte and a bare difuse colour pass. These will be layered on top of
one another in Photoshop to give us control of all the aspects of our concept f.
07
Layer in Photoshop
Import all the TGA les into Photoshop and use Channels to select the ground plane
with the shadow on its own layer. Render the TGAs into the scene and remove the mech from
the background. Order your layers as follows: grey background; ground layer with shadow in
layer one; the original fully coloured render in layer two; layer three is your shiny reective
with 100% Opacity in the Overlay option; next its the dark matte for layer four at 35% in the
Multiply option; and layer ve is the shiny reective again, but at 37% with the Pin Light
option. Open the Difuse layer on top and separate each colour into individual layers g.
08
After adjusting all the layers to something that feels like a good starting point, grab
only the mech in Photoshop and hit Shift+Cmd/Ctrl+C to bring all the layers into one layer.
Once this is pasted into the top layer, go to your Filters tab and open Poster Edges in the
Artistic channel. Change the Edge Thickness to 0 or 1, the Edge Intensity to 1 and the
Posterization all the way to 6. Once these settings are applied, your details and line work will
be far more pronounced. You may want to lower the Opacity on the layer to around 20-30%,
so it doesnt overpower the image h.
59
Character
09
Using your Difuse colour levels that have been separated into layers, you can apply
a large photo material to each layer, giving it a new level of believability. Apply a low-level
metal texture to appropriate areas, then scratches and dents in others. Adjust the levels and
opacity of the layer until they are just right and you can barely even notice theyre on the
model. I get all of my photo reference from CGTextures.com its a resource that I cant
recommend enough. Apply warning stickers, logos and even overlay some mechanical
photos on areas that need some additional denition i.
3
0
+ hours
cre
ation t
Resolutio ime
9,722 x 5,4 n:
6
pixels 9
10
Polish to
perfection
Technique 1
Technique 2
CGTextures.com finds
CGTextures.com hosts many wonderfully high-quality
textures that can help you add detail to your artworks. Here
is a selection of images that Matthew nds useful when
bringing his exosuits to life!
Artist info
Gallery
Maciej Kuciara
Work in progress
61
Character
Photoshop
Concept
The idea behind this
illustration is to
create a unique
fantasy character
Ive decided to
concept a female
spirit of a tree. I want
to achieve a very
sculptural, stylised
look to the image,
inspired greatly by
ancient Greek
mythological
character sculptures.
62 3D3DArtist
Art & Design
Sculpt folds
and fabrics
Andrzej Kuziola is a freelance illustrator and 3D artist and he loves it! Besides
illustration and 3D work, he also writes tutorials and training material for artists
Artist info
Andrzej Kuziola
Username: ak666
01
02
63
Character
Principles of
good design
There are a few golden
rules that you need to
follow if you want to
create a really impressive
illustration. First of all you
need an interesting focal
point to pull in the
viewers eye. You also
need to design and place
elements in your image in
such a way that the
viewers eye will ow
around the various
details. Creating rhythm
and variety in your image
to keep it balanced is
important. Always think
about positive and
negative space, and also
about the relationship of
light and dark.
Activate the
DynaMesh function by clicking
its button. This creates a new
uniform topology with the
density dened by the
Resolution slider. Make sure
you always start with a lower
resolution and then adjust it to
achieve the desired result. Each
time polygons become
stretched after adjustments to
the mesh, recalculate
DynaMesh by hitting the
Cmd/Ctrl key and then
dragging the cursor onto an
empty canvas F.
D Use the body as a framework
for cloth anchor points
E Start shaping the dress with the
Move Elastic brush
F Always start with a lower
resolution and then adjust it to
achieve the desired result
Andrzej Kuziola
To create the top of the dress well use DynaMesh again, but in a slightly
diferent way than previously. Mask the area that you want to use for a new SubTool. Go to
SubTool>Extract, adjust Thickness and choose Accept Extraction. This is a good way to create a mesh
around a complex shape. Now start to reshape a new mesh, using the Move Elastic, Move Topological
and Standard brushes to add volume and block large folds. Remember that DynaMesh needs some
thickness. When you get artefacts after re-calculation, undo the action and work on the area with the
Inate brush G.
Create a curved tree trunk with ZSpheres, adjust its shape with the Move
Elastic brush, then transfer it to DynaMesh and start adding branches with the Curve Multi
Tube brush. This is a great tool for elongated, tentacle-like structures. Re-calculate the mesh often and
also use the Inate, Smooth, Move Topological and SnakeHook brushes. This sketch-like workow is a
good way to create designs and develop ideas straight in 3D without an initial sketch H.
Now well add a background that will play two roles. First it will
show the nal image proportions that will consequently help establish an efective
composition. Were also going to use the background plane as a basis for the hair but rst we need to
add some dimensionality to it. Use the Move Elastic brush to create a recess behind the character, then
move a part behind the head towards it and the bottom edge towards the viewer to create some
ground. After that, sculpt the whole plane with the Clay Tubes brush, then equalise it roughly with the
TrimDynamic brush and Morph Target I.
Now we can start sculpting the hair with a modied Slash 2 brush.
Sculpt the hair strands with loose and smooth strokes on a separate layer. Our goal is to create
an efect of hair lling the background and turning into it. We also want the hair to be tangled with the
branches. At the end, decrease the layers intensity and gradually work with the Morph brush to create
a smooth transition between the strands and the background material. For the loose hair strands,
append a sphere and move it to the head area, also using the DynaMesh and Curve Multi Tube
brushes. After that, atten the strands with the TrimDynamic brush and nish with the Standard brush
with Alpha 38 and Lazy Mouse options turned on J.
G Remember that DynaMesh
needs some thickness
H The Curve Multi Tube brush is a
great tool for elongated,
tentacle-like structures
I Open a new document with the
dimensions of the nal
illustration and then use
Transpose tools to adjust its size
to the dimensions of the canvas
J
3D Art & Design
65
Character
Crinkle and
fold effects
To create believable
wrinkles or folds you need
to keep in mind a few
factors such as the
interactions of folds and
the forces generating
wrinkles like kinetic
energy and gravity. You
need to know where to
place anchor points
areas of retention on a
body where wrinkle
systems will originate. I
highly recommend the
book Dynamic Wrinkles
and Drapery by Burne
Hogarth, where you can
nd all this information.
Its also a useful source
for great references.
K Increase the DynaMesh Density
to keep all the new details
L Increase LazySmooth,
LazyRadius and adjust LazyStep
for smoother results
M Use Alpha 38 for ner wrinkles
Finishing touches
24hours
cr
eation tim
e
Resolution
3,480 x 4,40 :
8
15 Facial expression
16 Apply materials
17 Create illustration
67
Character
Create a
mythical beast Fauno
2011
In this step-by-step guide I will offer an insight into my workow for the
Luiz Alves is a freelance 3D artist based in Brazil
personal illustration Fauno
Modelling
Texturing
Lighting
Initial concepts
From rough ideas to designing the model
B
01Seek inspiration
Now I have an
idea of what I would like to create, its
time to produce the base mesh. I tackle this by
starting with the face rst, poly by poly. By
drawing the basic face loops and following the
appropriate ow, it prevents any strange
deformations in the geometry B.
Artist info
Luiz Alves
ZBrush
Photoshop
V-Ray
69
Character
Build features
04Shape geometry
06Move on to maps
With my basic mesh nished, its now time for UV mapping. I organise
the UV maps and use the chequered map to indicate whether there is any deformation. In
order to economise the space in the UV area, I organise them into groups of similar sizes f.
h
g
07Sculpt stage
After modelling and mapping the base mesh, I export the OBJ le to ZBrush.
Before I start sculpting, I always check to see if the UVs are correct with the UV Check tool in
the Texture Map panel. This way it guarantees I wont have any map-related problems g.
10Strike a pose
11Illuminative advice
Now the lighting is sorted, I head back to ZBrush to paint the colour
map and create a cavity map. I use the Polypaint tool to paint my basic channel of colour map,
mixing a large number of alphas Ive created with skin variations and false shadows to raise areas on
the body. I use the cavity map with the colour map to gain more volume and detail on the skin l.
3D Art & Design
71
Character
13Get dirty
Its time to
start the nal textures.
Using the basic colour Ive
made a lot of layers in
Photoshop in order to add more
details with more denition. Ive
mixed all kinds of textures to
create cracks on the horns, dirt,
stains and Ive added the cavity
map so it doesnt look so clean.
All the maps are created at
5,000 x 5,000px m.
14Realistic skin
m
o
Luiz Alves
The goat-sucker
creature was my
submission for a
3D4ALL forum
challenge. I tried to
create something that
was fantastical but
that also carried a
strong resemblance
to a common animal
in our lives.
the
16Increase
size
The nal
render for this
illustration was
generated in 4,000 x
3,072px as an 8-bit
TIFF le. I prefer to use
a larger scale for the
nal render because
it makes it easier to
make selections
while compositing
everything and I
can see more details
than if it was a
medium-quality
image. If you look
closely, the medium
render always
produces a blur in the
ner details, whereas
this doesnt happen
often with the higher
quality render p.
17Furry problems
My nephew inspired
this piece. I realised
that the looks and
expressions of children
are something very
interesting. They carry
a feeling of pure joy
that we gradually lose
as we reach adulthood.
I tried to capture this
look in the bust to
make me always
remember what we
once were.
18Final touches
73
Character
LayeredFile_Satyrguy_abaker.tif
Merged_satyrFawnGuy_012.OBJ
Satyr_renderFile_01.PSD
Photoshop
Concept
The aim of this tutorial is
to create a fantasy
satyr-type character. I
want to create an overly
stylised face for a fantasy
genre that can be
rendered realistically and
create impact.
Artist info
Master Weta
character design
Andrew Baker is a senior character/creature designer at Weta Workshop Design Studio in New Zealand
Andrew Baker
Personal portfolio site
http://andbakerdesigns.
blogspot.co.nz
Location New Zealand
Software used
ZBrush, Photoshop
Expertise Creating and
conceptualising characters and
creatures for physical and
digital pipelines
Using
DynaMesh
wisely
I start using DynaMesh
on a very low level. In this
case I have it set to 48,
but depending on how
large your model is the
resolution will difer. At
the early stages its
almost like what you do
with sketching: blurring
your eyes to start
visualising where the
forms are, and quickly
laying down broad strokes
to nd the design.
DynaMesh is extremely
useful at this stage and
can be used in the entire
sculpting process.
However, I prefer to use it
as a base generator and
subdivide further. Later I
want to be able to
drastically pose this
character, so having a
lower subdivision level
helps with this.
A Using primitives with the Insert
and Move brushes to
manipulate my base
Traditionally, it
used to be quicker to start a 3D sculpture from a base
mesh you had already created. Ive always found this process a bit
limiting on a conceptual level, though, as you are technically
pushing and pulling a volumetric shape it feels constraining. All of
my design sculpting now starts from a sphere. With the use of
Insert Mesh brushes and DynaMesh I can experiment with
diferent shapes before locking into the base Ill use to nish the
sculpture on. Once Ive got enough primitives there to manipulate, I
use DynaMesh at a low level of 48 and start sculpting A.
02 Design considerations
03
75
Character
Top shaders
06
J
3D Art & Design
77
Character
Another hugely
innovative tool from ZBrush is
FiberMesh. This is a great
addition to the process as
things like hair really add a nice
touch to a character like this. By
simply masking of areas where
I want there to be hair, I turn on
the FiberMesh button and
begin to adjust to the diferent
hair Id like to add. I want some
variation in the hair around him,
but I want it to be quite thin,
sparse and wiry k.
12 Get creative
Paint-over
tips & tricks
Depending on how long I
have to get an image
done, I sometimes spend
a bit of time playing with
the hair and positioning
tattoos. These are often
things that can be
explored in 2D for
conceptual pieces, but it
never hurts to have
something 3D there for
the nal render. All of
whats been done so far
has been done very
quickly without getting
too consumed with
technical aspects. If its
not working in 3D, solve
the idea quickly in 2D by
doing paint-overs before
committing to the 3D
render. This can also be
really handy to show a
client for variations.
k Mask of areas on the head
where you want to create hair
M
m Use ZBrushs Spotlight to apply
the tattoo created in Photoshop.
Adjust the hue and opacity
before applying to the model so
it blends in correctly
Layering
your
shaders
14 A perfect comp
5
hours
cre
a
out layers
15 Render
for post
Once Ive
established my main light
source, and the shadow that is
created by looking at the BPR
render passes, I start to look at
what else I can take to
Photoshop to help this image
along. I render out a lot of
diferent light passes on the
various standard shaders
turned to black. I use the BPR
render passes, a cavity and
reection pass. For SSS I use a
standard shader set to red and
amp up the ambience. Then I
just need any shader that looks
like it might do something
interesting in Photoshop o.
tion tim
Resolution e
2,953 x 4,58 :
4
pixels
17 Post-production
79
Architectural
visualisation
Find inspiration in the world around you and
achieve some interesting arch-vis creations
82 Master arch vis
106
88 Visualise architecture
100
80 3D Art & Design
118
82
88
110
94
3D Art & Design
81
Architectural visualisation
Artist info
Lech Sokoowski
Username: lechu
Personal portfolio site
www.no-triangle.com
Country Poland
Software used Blender
Expertise Considered a 3D
generalist, Lech most enjoys the
compositing and postproduction
stages. He has worked as a
freelancer and as a 3D artist at
Evermotion. He currently runs
his own studio based in Poland.
Concept
The plan for this arch-vis project is to build a standard,
one-oor family house. These types of jobs are commonly
available in studios or as a freelancer, so once youve got the
hang of this house style, youll be able to apply what youve
learnt to more complicated buildings.
Building plans
Finished model of the building
Helpful modelling scripts
Software used
in this piece
Blender
83
Architectural visualisation
e
f
Ctrl+N to ip normals
Detailed modelling
Find a proper
detail balance
07Window details
08Scene-creation
tips
Although the
nal result would probably
consist only of one image,
its a good habit to
approach your scenes and
models globally. Your client
might want to see their
building from totally
diferent perspectives and if
your model lacks signicant
details at this point, you
might get into trouble.
Modelling everything from
scratch is time consuming,
so its common for
designers to reuse models
from past scenes or even to
buy some pre-made
objects online. There are
also many websites sharing
great models for free h.
09Model a door
85
Architectural visualisation
Final
touches
Angle proles are the
most important roof
elements, yet we still
need to add some details.
Using the very simple
techniques described
earlier, Ive created the
chimney model and some
additional roof details like
gutters to improve the
nal look. Ive also added
wooden nishings at the
bottom surface and edge
of the roof.
K The roof consists of two similar
models so we just need to
duplicate one weve created
L Cut tiles will have uncapped
surfaces, but well cover them
with other elements
l
Jewish Museum,
Berlin Blender,
V-Ray, Photoshop
(2011)
1. Tile model
used in this
project
2. The rst
Array modier
3. Rotate
the tiles
4. The second
Array modier
5. Apply the modiers
7. Delete
unwanted
elements
13Roof details
14Project options
15minutes
re
nder time
Resolution
5,000 x 2,50 :
0
Some elements of
this project are
not dened
o
n
As youll notice, were using the same, very basic techniques for creating
most of the elements. The tiles wont be an exception. Start from the simple cube model and,
by scaling and duplicating, create a few tiles of diferent dimensions and match them up. While in
Object Mode, join the elements together, zero the scale by pressing Cmd/Ctrl+A in the Scale options
and apply the Bevel tool in Edit Mode p.
Coming up next
In this tutorial youve hopefully learned some essential skills on how to approach and manage
a standard architectural rendering project. In the next couple well be covering the
environment setup, diferent types of vegetation, scene enhancements together with
Shaders, rendering and nal postproduction. Hopefully youll stay with us and nd out what
amazing things can be done using free and commonly available software.
O Bricks are just
simple cubes scaled
into typical proportions
P The elevation materials
placement is totally up to you
Q The geometry mostly consists
of very basic shapes
17Additional elements
87
Architectural visualisation
Visualise architecture
using Blender House stage two
2012
Starting from proper camera placement and setup, well create the buildings
Lech Sokoowski runs his own studio
surroundings, vegetation and the lighting environment
88 3D3DArtist
Art & Design
Camera setup
Shaders
Lighting
Camera setup
Good camera placement is essential
a
01Camera placement
02Camera
properties
The
image aspect ratio used is 1.6:1,
giving us a wider picture frame
to cover the whole building and
some surroundings. The
resolution Ive used for preview
purposes was 1600x1000.
Another very important factor
is the camera Focal Length. Ive
used the standard value of 35
as it is very popular in
traditional photography. I also
recommend switching on the
Compositing Guides to
ne-tune the camera
placement. Choices range from
standard Center-based image
subdivision to Golden or
Harmonious Triangles b.
89
Architectural visualisation
Building surroundings
With camera placed, well now add surroundings and place the final details
c Setting up the vertical lens shift
and
04Surroundings
building details
03Lens shift
Although
walls are simple
objects, they also have
some details and diferent shaders
05Additional renements
06Distributing objects
07Pre-made models
Interior design
Glass material for windows, plus curtain-making
i
Material system
In the previous steps Ive very
roughly described the Cycles
material system. This topic will be
covered more deeply in the next
part of this tutorial series, but
some basic understanding of the
shading system is required for the
next steps of this article.
Cycles uses a node-based
system for creating the materials
and currently it doesnt ofer any
pre-made setups or shaders its
up to us to build them from
scratch. This approach has both
advantages and disadvantages.
First of all, you have total control
over the shader. Most 3D
applications have material
systems supporting pre-dened
shader types such as Difuse,
Glossy or Translucent. Each of
these has its own specic values
and parameters. In Cycles, every
material you create can be freely
dened and changed using the
node editor. For instance, when
we choose the Glass type of
material, the node editor gives us
the freedom to delete the Glass
shader node and replace it with
Transparent or Emit shader
nodes. To create a physically
accurate glossy material, we need
to mix Difuse and Glossy
shaders, using a Fresnel node as
the input for the mixing value. It
may seem complicated, but once
you grasp how this system works,
youll love it. One drawback is the
lack of pre-made, useful materials
that could be quickly added to the
scene. This can be solved by
creating your own library of the
most used shaders and storing
them in one Blender le.
Step 1
Step 2
h
08Basic shaders
09Adding curtains
Step 4
Step 5
Step 7
Step 6
i Creating curtains in
step-by-step fashion
j The same method was used
to map and texture the
surrounding walls,
owerpots and terrace
10Quick UV mapping
3D viewport
Step 3
UV/Image editor
To
speed up the texturing
process well use the Cube
Projection technique to unwrap the
house walls. Cube projection works
quite well with architectural models,
but always check if there are no
visible seams in areas exposed to
camera. If this issue occurs, select
all of the faces directed towards the
camera and use either the normal
Unwrap or Project from View
option. Remember that you dont
need (and, except for game models,
barely ever should) to unwrap all
your geometry at one command.
Instead, select the faces you want
to texture and use the unwrapping
mode that works the best j.
3D Art & Design
91
Architectural visualisation
Environment
Illuminate the scene using sun and environmental lights
15 seconds using CPU
Before we create a lighting setup, lets learn how to preview our scene and render it in
real-time. Next to the Mode button in the bottom tab of 3D Viewport we have a Display Mode button. Choose the Rendered type
of display and after a few seconds you should see your scene with an ambient occlusion type of lighting being rendered in real time. If the
Rendered type of display is not available, check if youve chosen Cycles from the Rendering Engine tab located in the Info panel. You can
switch between CPU and GPU rendering modes in User Preferences>System options k.
l Change the Sun or
Environment emitting
values for ne-tuning
the lighting
Shaders
and
lighting
It can often happen that
a specic shader which
worked perfectly in one
scene doesnt seem to
look good when we try
to reuse it in another
project. This issue is
common to all 3D
applications and in fact
isnt even an error or
software failure. Just as
in real life, where we
perceive colours,
materials and surfaces
depending on the
environment in which
theyre located, the
same efect applies to
the digital world.
m If the sky sphere shader
seems too complicated,
check the tutorial les
for additional
information
Sun location
Lech Sokoowski
13Environmental setup
The default sky system looks nice, but doesnt have any settings
allowing its colour correction or image placement. We could replace the sky in a 2D application,
but this can be also done inside Blender. Create an Icosphere and delete its bottom part, subdividing
the object to half. Generate the UV map choosing the Cylinder type of Unwrap and load the panoramic
sky texture you nd most suitable. Rene the UV mapping so it covers the entire image and return to
Object Mode. Scale the sphere up and rotate it the way that gives the best sky look. Now create the
node material setup based on the attached image m.
Change ZBrush
(2009)
30minutes
Vegetation
Step 1
14
16
Final thoughts
Step 2
Step 5
Step 6
Step 3
Step 7
render tim
e
Resolution
3,200 x 2,00 :
0
Step 4
Step 8
15Grass distribution
To distribute grass in the scene wed use the same technique as with the
gravel in step 6. Grass modelling is fairly simple: create one strand and a UV map (simple
Unwrapping should work ne). Bend it using proportional editing and 3D cursor. Create up to ve
diferent strands and mix them together into up to four small, varying clumps you can also change
the scale of each strand. Take these strand groups and create bigger clumps these you can separate
to diferent objects and join them into a group. Use the Hair Particle system to distribute the grass o.
Only two 3D models were used to create
the foreground vegetation. Each model is
distributed as an instance
q A tree in the
foreground has
the displacement
modier applied,
adding some
irregularities
17Tree placement
Gaining some knowledge about proper scene management, lets now add
the vegetation to our image. We dont have to ll everything with trees as it is in real life having
the camera already set up, place the vegetation only where its necessary. Ive made an exception to
this, putting some trees out of view in order to achieve nice, deep shadows being cast on the lawn and
the back of the house. Using all the techniques described in this and the previous article, Ive created
the foreground to add more depth and harmony to the nal composition q.
3D Art & Design
93
Architectural visualisation
Apply the
finishing touches
House stage three
In the nal chapter of this three-part series, Lech Sokoowski reveals how to apply the
Lech Sokoowski is a 3D generalist based in Poland
nishing touches to your house-build project
94 3D3DArtist
Art & Design
Set up
Shaders
Materials
Rendering
Before
we begin
The Cycles rendering
engine difers quite a
lot from the old and
outdated Blender
Internal. It would be a
good idea to learn its
basic settings rst.
Software used
in this piece
Blender
2.62
Photoshop
02Basic settings
95
Architectural visualisation
04
Glass shader
Transparent shader
07Transparent shaders
Translucent shader
In summary
With the basic but solid knowledge of the most important
shaders and material nodes, you should now be ready to
build your own materials. Before you start, its important to
know exactly what you would like to achieve. Take a grass
strand for example. If we were to examine it close enough,
wed see that it has two diferent shaders Translucent and
Difuse mixed together. After even closer examination wed
notice that each strand has some value of Glossy shader
added but with quite blurry roughness. By examining the
world around you and applying CG terminology, you can
better understand the processes inside 3D applications.
In these few steps I wasnt able to cover all the aspects of
the shading system, such as light-emitting shaders or bump
mapping, but Ive prepared some basic shaders for your
personal use and further studies on the disc.
g Examples of three diferent types
of transparency shaders
h A more complex setup where
colours are used to control the
Fresnel efect
To enhance the materials even more lets now use a Light Path
node. Each of its pins, when plugged into the Fac slot of the Mix Shader, determines
what would happen to the second (bottom) shade. For instance, lets take two Difuse
shaders red and blue. Blue would be plugged to the upper slot and red to the bottom. If we
choose the Is Glossy Ray property and plug it into the Fac slot, the red Difuse shader will
now be visible in all glossy reections, but the basic material would still remain blue j.
11Border rendering
97
Architectural visualisation
Postproduction stages
Prepare your piece for rendering
Lech Sokoowski
12Material ID
Quite often
objects on nal
renderings have a diferent tint,
saturation or values than
expected. Masking them in
Photoshop may take time so
well use render layers instead.
In the Rendering panel, go to
the Layers tab and enable the
Material Index option. Now
open the Material panel, go to
Settings and change the Pass
Index to any suitable number.
Repeat this process for every
material youd like to have
masked out l.
Image showing the inside view of the conceptual project for a VFX
studio located in our city. Both the renderings and interior design
were created in our studio.
Final
touches
In these nal steps well
learn how to extract
Material ID passes and
use them in
postprocessing along with
some useful techniques
of turning your raw
rendering into a quality
nal image.
5hours
render tim
e
Resolution
3,200 x 2,00 :
0
5
3
4 Select background
and hit Cmd/Ctrl+J
5 Hide unwanted layers
By using a Z-Depth
pass right from Blenders node editor we can create
some perspective. Objects in the background will have a
tint similar to the colours of the sky and overall
illumination. A Z-Depth pass wont support the alpha
transparency applied on leaves for example, so apply
carefully so as not to generate any bordering issues p.
17Colour grading
Last
but not least is the
colour grading. I used various
adjustment layers, starting
with Curves and two Color
Balance layers to create both
warm cold tints and masked
them precisely. Next I added
a Vibrance layer to control
the images saturation. Final
touches involved creating an
additional Exposure layer to
brighten up the foreground
slightly and one more Color
Balance layer for the nal tint.
Last I merged everything
together and applied a Smart
Sharpen lter to enhance the
overall detail q.
Final
thoughts
99
Architectural visualisation
Artist info
Eugenio Garcia
Villarreal
Username: artecnl
Personal portfolio site
www.ickr.com/photos/artecnl
Country Mexico
Software used LightWave 11,
Photoshop, ZBrush
Expertise Eugenio is a 3D artist
specialising in environments,
texturing and product shots. He
uses a combination of 3D and
2D techniques in his work
Concept
This scene is inspired by vintage-style
bedrooms that heavily feature antique
materials such as worn wood, exposed brick
walls and aged paintwork. The idea behind this
project is to capture an image with a dramatic
mood through careful texturing, efective cloth
simulation and atmospheric lighting to create a
warm, lived-in environment.
ZBrush
Photoshop
Be practical
When I model objects for
a still image I try to add
details but not too
many, as I can do this
later on in Photoshop. An
example is the curtains: I
completed a simple spline
drawing, extruded in Y,
subdivided it and that
was basically it. Ill can
use the Liquify tool in
Photoshop to create the
organic cloth folds. With
time-saving tricks like
these you can be practical
and nish the job in a
fraction of the time, with
all the same results of 3D,
with respective limits.
A Create a basic sketch to nd the
right composition
b Models are kept very simple, as
shaders and textures will
improve them later
c The Spline Guide helps you to
bend, twist and change scales
02 Time to model
101
Architectural visualisation
Play with
contrast
For a long time contrast
has been used to make
images more interesting,
as it helps the eye to
explore the complete
image. Plain light is your
enemy! The use of good
contrast is eye-candy, as
it can be applied to light,
dark and colour
temperature, as well as
the concentration of mass
objects too. With this
scene I use contrast to
create depth and a warm
environment. You can
experiment with this in
3D using linear grading
lights. Textures will help
with this a lot too.
g UV texture sheets make the
texturing job very easy
07
Since I already
have my sketch, I just move the focal length of the camera
to 35mm. I want to make the chair and window my main objects,
so I move them to get a nice distribution. Good contrast in light/
temperature and distribution is needed. The brightest parts of the
image are less crowded and the dark areas have lots of objects j.
103
Architectural visualisation
As mentioned, contrast is
the key to a good image. I use basic area lights in this scene,
putting one in the window position and enlarging it to get the same
size. I also add a Linear Mode to the light with 300% Intensity and
enlarge the gradient. VPR is a good way to see the increase of the
light in real-time. Youll nd FPrime is also a handy real-time tool k.
13 Sculpt in ZBrush
l
k Linear light helps to create nice
contrast in the scene
Keep it
natural
In 3D we usually prefer to
be as clean and perfect as
possible, but we also
need to see the nature of
objects. Its the little
imperfections that make
an object real, such as
burnt marks in a wooden
plank, aged efects on
walls, rounded, cool, worn
objects and so on. Just try
to imagine the story of
every object and what
may have afected it over
time. Take the oor for
instance: think about how
many people pass over it,
where they put their feet
and work out where the
worn textures should go.
This will make your work
even more believable.
14 Colour correction
15hours
cr
eation tim
e
Resolution
7,534 x 3,304:
pixels
15 Matte-painting techniques
16 Final details
As in the
previous stage, I make another pass of photorealistic HDR
toning now. Using masks to bring more details in, I put some
yellowish colour in the light source and nally sign the image. This
project has been a great exercise in exploring light and texture. I
hope youll be able to apply these skills to your own projects q.
Render setup
For the nal render I use LightWaves
rendering engine with Adaptive Sampling set
to a level range of 12-12 with Classic
Reconstruction lter and a low-discrepancy
Sampling Pattern. The radiosity is Monte
Carlo with three bounces in the nal render.
The nal resolution of the image is 7,534 x
3,304 pixels, rendered using F9 and saved as
32-bit TGA les.
q
n Try to get some nice contrast at
this stage it will be the base of
all the nal details
105
Architectural visualisation
Tutorial les:
Tutorial screenshots
b
UV channel. This will be used to store
lightmap information inside Unity and it will
save you a lot of time later in the process.
Unity can generate secondary UV channels
for you during the import, but if you want
complete control I suggest spending some
time creating these yourself. I also suggest
making a separate low-resolution collision
mesh for the sake of optimisation. Unity
can generate collision geometry during
import too, but this will be based on the
imported mesh and will afect the
performance of your project.
Being limited to only the core tools in
Unity can actually be a good thing. Not only
do you have to change the way you work,
but you have to come up with alternative
techniques to solve problems. The lack of
global illumination makes it extremely hard
to create nicely lit scenes, but a custom GI
rig can certainly do the trick to solve this.
For this project the rig was made using a
bunch of dummy objects that were
snapped to the vertices of a dome in 3ds
Max. In Unity these dummy objects are
then given a shadow-casting Point light
component. By tweaking the Intensity,
Range and Color of these, a surprisingly
usable GI solution can be made. Combined
with coloured lights used to fake colour
bouncing in the scene, this method
appeared to work incredibly well.
With no way of faking the image efects
found in the Pro version, getting the most
out of the materials was a priority in this
project. For added depth, most of the
textures were given an Ambient Occlusion
pass inside 3ds Max. Some Normal maps
were also generated, but since the free
version of Unity doesnt support Directional
lightmaps, most of the Normal map detail
advanced features,
the free version of
Unity can produce
nice visuals
b A fake GI setup
makes it possible
to create realistic
lighting in the free
version of Unity
c Careful attention
107
Architectural visualisation
03
01
04
d Exporting the
entire model as
one chunk isnt
always the best
way, but somehow
it worked ne for
this project
e Creating custom
collision geometry
will make your
CPU happy
f Scale, automatic
secondary UVs
and collision
geometry can all
be found in the
Import settings
h Using a simple GI
rig, we can
produce at least
some semirealistic lighting in
the scene
02
05
06
07
Create a custom GI
rig in 3ds Max
To create a custom GI rig we only need
a half sphere and plenty of dummy
objects. After creating the sphere and
removing the bottom part, its just a
matter of snapping the dummy objects
to the vertices of the sphere. When all
dummies are in place, these should be
parented to the sphere before exporting
to FBX. In Unity the next step is to
disable the Mesh Renderer of the
sphere, select all the dummy objects
and give them all a Light component
with a Shadow Radius of 2. By adjusting
the Scale of the sphere, as well as the
Range and Intensity of the lights, we
now have a fully functional GI rig.
08
09
10
j Using Cubemap
Textures can
result in nice
reective surfaces
standard First
Person Controller
to enter our scene.
This is a good way
to scrutinise detail
l Lightmap UV
islands being
cleaned using the
Surface Blur lter
in Photoshop
m When exporting
the scene as a
Unity Web Player,
it can be viewed in
a web browser
m
3D Art & Design
109
Architectural visualisation
Artist info
Easy-to-follow guides
take you from concept
to the nal render
Pawe Podwojewski
V-Ray
Unfold3D
Photoshop
Build unique
arch-vis assets
Concept
The main idea is to create a plant model in a few
steps that will add extra detail to your arch-vis
scenes. The skills covered are designed to help
you build your own reference library of assets to
use time and again in your scenes and give them
a unique touch. To keep things efcient I will be
using techniques in 3ds Max and with plug-ins
that are available for free online where possible.
Create a plant model that can be easily reused in archvis scenes to enrich your environments
Pawe Podwojewski is an architect and CG artist, specialising in architectural visualisations
n this tutorial you will learn how to create realistic-looking plants with simple tools that will
enrich your arch-vis scenes and bring a unique touch to the nal output. We will go through
planning the model and learn how to model, shade, render and nally retouch our image. We will
also take a quick look at basic particle systems for extra details.
Creating nature in 3D is a great challenge, which makes it crucial to focus your early
stages on nding good references. We strongly recommend grabbing a camera even if its on your mobile
phone or another device and shoot photos. This will give you a much better understanding of the subject and you
will notice much more detail than when looking at images on the internet a.
a Create your own references. By shooting your
own photos you will remember more detail
Once you
have all your necessary photographs you can
prepare extra detail for the key elements. In this case,
the leaves will be in our focal point. We have taken two
samples of leaves and made a simple scan. Using
Photoshop in the next steps we will create all our
relevant maps. Good quality images will let you render
the created models even on close-ups, which may be a
very good way to frame your architectural scene and
focus the viewer on certain parts of the image c.
3D Art & Design
111
Architectural visualisation
Begin the
modelling with
simple geometry
The stalk
after unwrapping
Create several
copies of the leaf
for a more random
and natural look
Lets start this step with a plane and a texture showing your
plant reference. Weve used splines to build the base structure. This is a crucial step that will
determine the nal plant appearance. Please be careful to work in real-world units to keep the proper
scale of elements. Its very important for physically-correct light distribution while rendering and
rening the scene with Particle Flow. Try to build a low-poly mesh and keep the MeshSmooth as a
modier. This will let you easily edit the model in the next steps when you decide to change, for
example, the composition. Relatively low- or mid-poly models will be easier to use in more complex
scenes and will also save memory while rendering. Remember, your workstation processing power is
always limited and we are working on details that should be easy to use and not stress your GPU d.
Pawe Podwojewski
An architect by profession and 3D artist
by passion, Pawes designs and
concepts are inuenced by architecture
from various industries, including
retail, residential and commercial and
urban planning. In 2009 he started
CGWorkshop.org, an online service that
provides training for CG artists in the
form of video tutorials and workshops.
Once the
leaf models are nished we can
spend time placing them on the
plant. In this example we have
spread the leaves manually. To
prevent them from looking too
similar you can use a simple FFD
3 x 3 modier. A couple of mouse
clicks will rene your general
model look. On some leaves we
also want to add some dust and
seeds, which we can do using the
PArray particle system. Create the
PArray object and choose the leaf
model on which you want to create
particles. Play around with the
particle type, amount and size until
youre happy with the result. Set
the particle percent for the
viewport display to 100 to be sure
of the result. You can decrease this
value later to increase viewport
performance. This is also a simple
way to create water droplets h.
Use shortcuts
When you really dont
have time and you
desperately need a plant
model, use the free Ivy
Generator (www.
guruware.at). By
adjusting the settings, you
can achieve naturallooking plants in seconds.
j A quick plant creation using the
Ivy Generator
k Play with MassFX and create a
realistic ground
09Use shortcuts
10Final details
Housing in France 3ds Max, V-Ray, Photoshop (2012)
113
Architectural visualisation
11Stalk shading
Resolution
versus
quality
13Leaf shaders
n tim
Resolution e
4,200 x 2,80 :
0
With physical DOF its much harder to work with masks in Photoshop
since a lot of elements are out of focus and the edges are blurry. What we can do in this case is
basic colour correction by tweaking the colour balance and contrast. Its best to use Curves for this
purpose. Use the Raw Reection Render element with Reection Filter as a mask to better control the
amount of reectivity on the leaves and other selected objects. Also use the FastSSS2 channel to
increase the translucent efect on stalk. You can add some noise for extra photorealism at the end r.
115
Architectural visualisation
Artist info
Easy-to-follow guides
take you from concept
to the nal render
Sonia Foltarz
Personal portfolio site http://
crystalisedheart.deviantart.com
Location Gdynia, Poland
Software used Photoshop
Expertise Sonia specialises in
computer graphics and concept
art. She loves drawing cartoon
character designs in 2D
Concept
My idea is essentially an
iceberg that combines
both architecture and
nature in an abstract way.
Re-creating this in 3D is
going to be quite a
challenge, but the nal
results should make it look
even more fantastical!
Create a concept
Define your ideas in Photoshop
a
01
02
03
117
Architectural visualisation
Artist info
Easy-to-follow guides
take you from concept
to the nal render
Pawe Podwojewski
Personal portfolio site
http://be.net/simonhc
Location Gdask, Poland
Software used
3ds Max, V-Ray, Photoshop
Expertise Pawe specialises in
lighting, compositing and
optimising scenes
V-Ray
Photoshop
Concept
Sonia created lots of quick
drawings in search of the best
concept. The nal sketch was
a fusion of a few very diferent
ideas that she explored. The
concept looks very complex at
rst glance and shows lots of
details, which is why its crucial
to plan your 3D project from
the beginning especially the
modelling stage.
his tutorial will show you how use 3ds Max, V-Ray
and Photoshop to build a scene from a supplied
concept. Following the art provided by the designer, we
will create an abstract iceberg structure that combines
architecture and nature. This fantasy structure will be an
exciting challenge, because the irregular forms and complex
geometry will compel us to nd ways to optimise our scene.
Well use Normal Bump maps to enhance the impression of
detail in our architectural elements, saving time, poly count and
Problems &
solutions
The composition of this
concept sets the ground
on one level, which means
we have far fewer
elements to build the 3D
impression with than in a
regular architectural
scene. We need to nd
other elements to build
our atmosphere and to
give of the solid
impression that a 3D
render should provide. If
not, the render will be just
a normal, at picture. I
decide to focus on the
shader, lighting with
volumetric efects as well
as adding a couple of
elements in the
foreground to better
describe the distance
between the viewer and
the ice structure.
Modelling ice isnt that
simple in 3ds Max, either.
We dont have precise
sculpting tools and the
vertex-by-vertex
poly-modelling method
would take forever. A
reasonable way is to adjust
some modiers to speed
up the process, while
keeping interesting results
and getting close to the
concept. Procedural maps
and displacements will
enhance the model.
01
Prepare the scene The initial stages of this project are crucial, so we need to divide
the concept into parts to simplify the workow. I decide to focus on the main shape of
the iceberg, the interior arcades and the spiral staircase. Making a plan and a list of elements
will help you to get the job done and not fall into limbo. Start with simple shapes such as a
couple of polygons, to try to t the scale and shape to the iceberg concept a.
02
Find the best scale Analyse the concept and look at the single elements. Our main
elements are the iceberg, interior arcades and spiral staircase. To achieve the best
results when rendering, we need to properly scale the scene to get a physically correct
response from the rendering engine. Its not easy to judge scale when working with an
abstract concept like this, although the arcades can give us an idea of what scale we should
use. For instance, assume that one level of arcades will have a height of four metres b.
b
a Start with simple geometry
to get the right scale
following the concept art
03
119
Architectural visualisation
Begin modelling
With the planning done, we can now build the main elements of our scene
04
05
The other
important elements to focus
on are the arcades. We have
plenty of them visible in the
concept sketch, so I start by
modelling one module in
high detail. After a rough
calculation, the scenes total
poly count will be at around
100 million, so to combat
this I use VRayProxies to
spread the modules, or
optimise them. I nd
optimised geometry better
because theres more
control in the nal model
and the opportunity to
adjust every single element,
if needed e.
e
Use VRayProxies
Scenes with plenty of elements usually mean trouble. Using
more RAM means longer save times. Also problems with
the viewport will often result and cause you issues. There
are solutions that will let you avoid all this trouble, though, if
the scene is suitable.
In cases where we deal with lots of elements that are
copied and scattered all over the scene, like trees or the
same type of detailed windows, we can use VRayProxies. A
proxy in its simplest term is a preview of a mesh that is
saved outside the current le. Whats important is that the
mesh, while rendering, will be loaded only once even if in
the viewport you have billions of proxies. The only
disadvantage is that the preview of the VRayProxy is not as
accurate as regular geometry, so to change the proxy you
need to edit the source geometry rst and export the mesh
as a proxy again. From the other side, when you wish to
change all the elements at once, all you need to do is load a
diferent mesh and its done!
VRayProxies have given artists a lot of freedom. Since
these options were added, the creation of grass, pebbles,
whole forests and more has become much easier, enabling
artists to strive for far better results.
06
08
Fracture &
demolition
When working with
architectural visualisation,
in most cases we dont
need much destruction in
our scenes. Most likely our
clients will require a clean
environment, but there are
situations where some
damage can be expected.
3ds Max is a very powerful
tool for this and in recent
versions weve been given
the MassFX simulation
system, which enables a
very quick and easy way to
collide rigid bodies.
RayFire and FumeFX give
advanced smoke and
fracture efects, although
for most arch-vis stills,
simple scripts will also do
the job. Today,
workstations are very
powerful, but its crucial to
keep scenes optimised. Its
very easy to go too far with
details and for the
geometry to lose focus on
the atmosphere. The
battle between light and
shadow is what makes
images truly unique.
09
Give your
structure space
10
complete this task manually, but again time is always precious so I decide to dig out
some handy scripts. This time Ill use a script called Fracture Voronoi (www.scriptspot.
com/3ds-max/scripts/fracture-voronoi), which can be found and downloaded for free from
ScriptSpot. The rst step is to create a plane object, then set the dimensions to t the camera
angle and canvas size. Set a reasonable segment count for the plane and run the script. First
copy the code from the ScriptSpot site, open the MaxScript window, paste the code, save the
script on your drive, then hit the Run Script button and choose the previously saved le. A
pop-up window will appear with your script options, so set the element count to divide the
selected object into as many pieces as you wish j.
3D Art & Design
121
Architectural visualisation
12
Apply some
environment lights
11
Motion in
still images
Still images have obvious
limitations: we can only
view the scene from a
certain perspective and
we have no power to look
around the details. The key
is to bring life to the image,
so the viewer remains
attracted to the focal
points that the artist
intended to expose. This
means less work can be
applied in the artwork, but
the impression will be the
opposite. Motion in
images with walking
characters and moving
vehicles can bring a lot of
information about world
structure, physics, time
and can also provide
information out of context.
Taking our iceberg as an
example, the extra ying
pieces of ice make us feel
we are dealing with
vertical movement. Its just
a captured moment, but
also provides clues about
what could happen in the
next second. This is all
about telling a story and
the quality of the image or
the techniques may play a
secondary role, if the shot
is planned well.
13
Particle efects
To represent broken
ice ying around the scene
Ill create a blizzard system.
Set the Particle Type to
Triangle and adjust the
Speed to Camera Shutter. If
the speed is too high, the
particles will be blurry. The
broken ice surface needs
some debris pieces, so using
MultiScatter I spread three
types of crystals regularly
across the whole surface m.
Find the
right lighting
14
15
16
Prepare the PSD le After creating the postproduction sketches and nal rendered passes, I start
to organise the layers. On the very bottom lands the
RawReection pass, which becomes my base. Above, I add a
masked-out Atmosphere pass, placing the rays and light
around the iceberg and setting this to Screen mode. Using
WireColor on the very top for a quick selection will help, but
keep this invisible for the nal save. Use Calculations and the
ReectionFilter pass for creating the mask, which can be
used to control the Transparency and Reection levels of the
ice, combined with the RawRefraction pass p.
17
q
3D Art & Design
123
Photorealism
Use our step-by-step guides to achieve what is,
for many, the ultimate goal in 3D art and design
126 50 tips for ultimate 3D
realism
132
143
144
156
150
125
Photorealism
ULTIMATE
3D REALISM
Fool the eye and wow your viewers with our top tips from
industry pros on how to achieve realistic 3D images
Realism is often the ultimate goal of the 3D artist; to render something as close to life as possible and
showcase your individual talent as well as the power and potential of CGI software. Here we compile
a selection of tips from pro 3D artists to help you create your most realistic images ever.
50
R
O
F
S
TIPFECT 3D
PEORTOREALISM
PH
Ultimate 3D realism
Good textures and materials make the
model more expressive, bad ones destroy
even the most gorgeous geometry
Dmitriy Glazyrin
MODEL FROM
REFERENCES
01
02
03
04
05
ARTIST PROFILE
Marek Denko
Website: www.
marekdenko.net
Bio: Marek fell in
love with computers
in 1991 with his rst
Atari 800XL. In
2007, together with
Peter Sanitra, he
established the
creative studio
NoEmotion (http://
noemotion.net).
Website: http://
lebedev.cgsociety.
org/gallery
Bio: After forgetting
his childhood
passion for drawing
for many years,
Denis returned to
the art world and
began exploring the
many possibilities of
3D art in 2009.
Jacinto
Monteiro
Website: www.
metrocubicodigital.
com
Bio: Jacinto
graduated as an
architect in 2002. In
2007 he radically
switched profession
and has now been a
3D arch-vis artist for
ve years.
Denis
Osmanbegovic
Website: vema3dart.
blogspot.com
Bio: Currently
working at Cryptic
Studios in California,
Denis is an
environment artist for
videogame projects
including Star Trek
Online and
Neverwinter Nights.
Pawel
Podwojewski
Website: www.
motyw.com
Bio: Pawel has been
involved in the
development of
designs and
concepts in the eld
of architecture for
various industries. In
2009 he started CG
WORKSHOP online.
Massimo Righi
Website: http://
massimorighi.com
Bio: Massimo is a
freelance 3D artist
based in Italy, often
working in
collaboration with his
wife Silvia Puli. They
are often involved in
various projects
within the games and
lm industries.
Emre Salihov
Website: www.
be.net/emresalihov
Bio: Emre is a
22-year-old artist
from Sweden. As a
child his favourite
toys to play with
were LEGO cars. He
claims he found his
calling in life when
Autodesks Maya fell
into his hands.
3D Art & Design
127
06
07
08
09
10
11
12
13
14
16
Pawel Podwojewski
17
[V-Ray] is a quick renderer with easy-to-use tools. You have a virtual camera, which has
the same options as a real one. Sometimes I check the settings of the camera on the
reference images (you can check it in Image Properties) to get an idea about physical
conditions and [then] apply them to the VRayPhysicalCamera. Dmitriy
If you are doing one-man projects and want quick, accurate and good results, then
V-Ray is what I would choose. I like mental ray as well but it requires lots more
preparation and clicking of buttons to achieve what you want. Emre
I prefer to light in 3ds Max and mental ray. mental ray is a really powerful renderer
with some pretty easy-to-tweak options. Also, 3ds Max comes with a pack of arch and
design materials for mental ray with a couple of presets that are easy to change. Denis O
V-Ray is the best. Sometimes I use HDR images, other times the VRaySky method,
sometimes just a semi-sphere for the sky with only a sphere light. Jacinto
TEXTURES AND
MATERIALS
Dmitriy Glazyrin
Photorealism
Ultimate 3D realism
18
19
20
21
KNOW YOUR
RENDER PASSES
Massimo Righi
22
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24
25
26
g Sometimes it is much
faster and easier to add the
desired [background]
elements in postproduction,
but to speed things up I
often use the Z-Depth
[pass] to control the DOF
129
Photorealism
Emre Salihov
28
29
THE ART OF
COMPOSITING
31
32
33
Pawel Podwojewski
30
Dmitriy Glazyrin
Denis Lebedev
Ultimate 3D realism
Massimo Righi
35
Dmitriy Glazyrin
36
37
38
39
40
41
k
Denis Osmanbegovic
PERFECT POSTPRODUCTION
42
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47
48
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49
46
50
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131
Photorealism
Concept
Artist info
ZBrush
Photoshop
Dmitry Denisov
Personal portfolio site
www.dmi3ryd.com
Country Moscow, Russia
Software used
ZBrush, Photoshop, modo
Expertise Character
modelling, texturing and
technical visualisations
Learn to create
photoreal 3D
Macro ladybird shot 2012
C
A DynaMesh and the ready ladybird model with retopology
B Good retopology. Blue lines show a polygon ow
C Presets of the water drops and a very simple leaf mesh
133
Photorealism
06Create textures
E
D The Unfold tool with cutting
edges and UV packing set to 0,
1, 2 values
E ZBrush sculpting using brushes,
alphas and normal baking
09Air particles
lighting &
10HDRI
camera settings
Add a directional (main) light source and place it in accordance with the
HDRI map. All you need to do is gather specular and difuse reection to one point. Place it over
the ladybird and turn on Volumetric Efect. This efect will be rendered separately from the main stage,
as it will be much faster K.
135
Photorealism
Portrait of a man
ZBrush, modo (2012)
Organise your Shader Tree and create groups for all the models parts.
Remember that you can always add a Render Output for each part to help you in postproduction. Choose all textures, set None to Antialiasing and Texture Filtering to Nearest. This is
important as it gives more sharpness to our textures. Use Indirect Illumination type Monte Carlo and
change Indirect Rays to 1,024. Set Antialiasing to about 256 or 512 samples, Mitchel lter, Renement
Shading to 0.1, Renement Threshold to 0.3 and Ray Threshold to 0.01. Turn on DOF, set FStop to 8,
Iris Blades to 5 and Edge Weighting to 50%. Check the screenshot for all the settings. This will be a
rst render pass with nal colour and AO, but without Specular and Reection passes L.
L
M
The inspiration for this picture came from the Pixar movie, Up
Q Chromatic aberrations
A still from the movie created for a Kaspersky Promo for Windows 7
15+
hou
creation ti rs
me
Resolution
3,000 x 3,80 :
0
137
Photorealism
mental ray
Photoshop
Modelling
Texturing
Lighting
Eric Cain
Username: cain3d
Easy-to-follow guides
take you from concept
to the nal render
Artist info
Achieve ultimate
3D realism
I began to make that the focus of the production, I wanted
to create the camera and have it look as lifelike as possible.
There is a huge industry in commercial art, which many feel
is less creative than original art, but the skill required to
create 3D images so accurately that they can pass as real, is
just as artistic as any other.
This tutorial will take you through my workow and
design process from start to nish for this camera
production. We will go through modelling techniques,
applying UVW mapping, texturing, lighting and nally the
postproduction stages.
a Gathering as much
139
Photorealism
03Find symmetry
After
modelling that 12-sided
section of the bayonet, I used
symmetry on the X-axis to create the
full 1/3 section (24 sides). Then,
using the Symmetry Rotation tool, I
duplicated twice more, reverting the
top bayonet shape back to the
original 72 sides. The next step is
using symmetry on the Y-axis to
create the bottom bayonet, again 72
sides. This completes the base for
the double bayonet on the front. Of
course there are many more things to
model but this is just to illustrate the
importance of working smart.
Planning your process will really help
you see opportunities to use
shortcuts, such as symmetry c.
04Create text
Be resourceful
Many people have a
morning routine, perhaps
cofee and a paper. My
routine is checking my
favourite online 3D sites
and forums for the latest
news in the industry, new
techniques, inspiration
from the work of other
creatives and so on. Being
a 3D artist requires you to
be both proactive and
resourceful. In 3D there is
so much to learn and the
industry is constantly
evolving, so you cannot
rely on a class or a book to
teach you all you need to
know, and you can never
stop learning. You have to
be able to research, nd
tutorials, experiment and
gure out how to solve
diferent problems and
apply new techniques
with each new project you
work on. Also, you have to
be open to criticism.
Without feedback how
will you be motivated to
keep pushing yourself to
the next level?
c You can use symmetry to
build the front structure
f Create a screenshot
g
e
f
05Place wires
After having
everything blocked in and all
the locking loops in place, its now time
to start applying the Turbo Smooth
modier to everything. Depending on
the distance from the camera, you can
sometimes set the Iterations at 1 or 2,
but because this is a very close shot,
everything has three Iterations applied
so we will not see any faceting e.
06Apply UVWs
The next
stage was adding UVW
mapping to the capture lens. Since the
text around this lens is straight on, we
can select Planar under the Parameters.
Make sure you are looking at your object
in the front view, and not the perspective
view, to take your screenshot. This
screenshot will serve as the template for
the next section, as you move this
element into Photoshop f.
3.5hours
render tim
e
Resolution
5,124 x 2,939:
Attention to detail
When creating real-life objects in 3D, its extremely important to focus on the details at all
levels of the design and production. The original block-out must be sized and scaled correctly
and the smallest details have to be included in the model work. Textures are also key, so it
wont matter if the model is perfectly clean, if the textures dont look real then the efect will
be lost. The lighting and staging help to create the nal trompe loeil!
The whole goal of realistic 3D art is to create something that looks like a photograph.
When I was in school at the Art Institute of Dallas, the senior modelling instructor, Micheal
Eudy (aka Polygrinder), always said, Your work is only as strong as your weakest part. This
really taught me that you have to show the same care for creating a small background
element that you would show when creating the hero piece. You cant skip over even the
smallest detail! Getting most things right wont prevent the viewer from nding the one aw
you didnt x, so its worth spending some extra time to work out the kinks.
141
Photorealism
Final rendering
Bring your model to life with postwork
Eric Cain
I used the Z Depth pass to create the auto-focus look that a real camera
would give when taking a photograph. I wanted to achieve a very subtle auto-focus with a slight
blur efect to draw attention the camera. Under Render Setup, add Z Depth and make sure to have
Elements active. Choose your minimum maximum Depth for the focus area. To get an absolute
amount without having to render, you can get out the Tape Measure under the Helpers menu and
measure it from your camera m.
15Final composition
143
To create hair
I used the Shave And
A Haircut Maya plugin. For the growth of
the hair, I copied the
geometry of the cat,
removed the parts
where I didnt want
any hair and also
created a Density
map in ZBrush
o.com
Website www.texelstudi
sia
Rus
Country
a,
Software used ZBrush, May
Photoshop
elling,
Bio Pavel specialises in mod for
ders
texturing and creating sha es
lms, commercials and gam
Pavel Kondratenko
ZBrush
Maya
Photoshop
The main point of this work was to study the SSS material in mental ray
and to model wrinkles in ZBrush. The modelling part was rather quick. I
mainly used ZBrush, including retopology work. Afterwards, all the
models were imported into Maya where I set up the lights and the default
materials for the skin, eyes, fabric and gold. The last step in 3D was the
creation of the fur on the cats body. To achieve this I used the Shave And
A Haircut Maya plug-in. The nal composition was made in Photoshop.
Artist info
Visualise realistic
products in modo
Luxurious Fountain Pen 2012
01Cone-like cylinder
I always like to start my modelling with the parts that look hardest to model that way,
its always downhill from there. When you look closely at the nib its just a cylinder curve-sliced to the desired
shape. Start of by dragging out a 20-sided cylinder. The dimensions of my original mesh were out of scale (1,400mm
tall and a radius of 190mm) but dont worry about that now, you can scale it down later on. Select the bottom ngon and
scale it uniformly to 220% on XYZ a.
In Left
view select the Curve Slice tool
(in the Mesh Edit tab). Draw a curve
through the nib. In Wireframe view youll
see the tool has produced extra points in
our geometry to hold the curvature of our
slicing. We dont need these points as
well be Subdividing the mesh so it cant
have ngons. Go to Info & Statistics,
expand Vertices By Polygon, hit + next to
the 2 value then Delete. All the unwanted
vertices are gone. Now delete the extra
polys were left with B.
Grab three
polys on each side of the mesh.
Hit R for the Scale tool, set the Action
Center to Local and use the blue handle
to atten the surface of (ensure your
Negative Scale is unchecked).
Now hitting Alt/Opt+C, add three
edge loops in the middle section and one
at the bottom. Draw out a circular shape
for the tip and connect it to the base
mesh. You can do it by using the Edge
Extend tool or using the Pen tool C.
b
c
Modelling
Materials
Lighting
Artist info
Easy-to-follow guides
take you from concept
to the nal render
Concept
Software used in this piece
modo
Illustrator
Photoshop
Wojciech Portnicki
Username: Wojtek
Personal portfolio site
www.behance.net/auror
Country Poland
Software used
Illustrator, Photoshop, modo 501
SP6 (64-bit)
Expertise Product visualisation
and hard-surface modelling
3D Art & Design
145
Photorealism
the
05Bevel
spine edge
While in Polygon mode hit the Thicken tool (in the Basic Tab).
Thicken your mesh inwards by a value you think is best for a fountain pen nib F.
3hours
render tim
e
Resolution
3,200 x 2,40 :
0
Loop Slice to
08Use
sharpen edges
Think about
topology
Think beforehand about
your mesh in terms of the
proper topology. You need
to have enough polys in
places like the centre of
the nib, to properly hold
the shaped hole. When it
comes to drilling holes in
surfaces in Subdivision
mode, it comes down to
this: draw a shape with the
same number of edges as
the hole that its going to
sit in. Only then will the
Bridging work.
Now using
Loop Slice add an extra loop in the nib and then using the
Edge Extrude tool drive it into the mesh (so theres a nice indent
between the golden and silver part of the nib). While in PSub mode
(Shift+Tab) use the Edge Weight tool for all the edges you want
sharper. In Vertex Map view you can see the changes made while
edge-weighting J.
j
3D Art & Design
147
Photorealism
Final touches
Apply materials, lighting and rendering
Select all
the polys on your nib you want to be gold and create a new
material (M) for them. Do the same with polys that will be silver.
Now drag and drop the default Gold and Silver materials (from
Assets) inside the gold and silver areas on your model. You can
add your own black and white images to these materials and use
them as bump maps. Be sure to use your UV, I used some default
Illustrator patterns for my nib engravings L.
If youre happy with your model and your materials, its time
to set the camera for your shot and light your pen. With this
particular project it was super easy. After trying many diferent
light setups I was most satised with a default 3 Point Beige 01
Environment from modos Assets. I only used Reection Rays with
the GI turned on. I unchecked everything else from my
environment. If you choose to you can add a secondary
environment that is only Visible to Camera and set up a suitable
colour gradient for your render background M.
A very slight
depth of eld efect for your camera is a nice touch to the
nal render, but it involves some more tweaking of the Render
Settings. What youll denitely need to do is crank up the
Anti-aliasing samples and the blurry reection rays in the material
settings for the Gold and Silver materials. Also lower the
Renement Shading Rate to 0.1-0.3px. Lower the Shading Rate to
0.1-0.5px for your Base Shader. This should help with the noise
resultant from the Depth of Field camera setting N.
Artist info
Gallery
Taha Alkan
Username: tahaalkan
Personal portfolio site
http://tahaalkan.cgsociety.org
Country Turkey
Software used Maya, ZBrush,
mental ray, Photoshop
Work in progress
149
Photorealism
Texturing
Lighting
Rendering
Artist info
Easy-to-follow guides
take you from concept
to the nal render
Yasin Hasanian
ZBrush
Photoshop
mental ray
Achieve realistic textures, materials and lighting for a tasty digital dish
Yasin Hasanian is a CG artist and freelancer
Build a concept
Find examples to inform your works realism
a
01Gather references
The plan
My inspiration originates
from how elegant
close-up shots of fruit or
other food can be. Usually
fruits treat light in
diferent ways. Some
absorb light, some reect,
some refract and most
combine all these at once.
03Start to model
The modelling
stage was a pretty
straightforward process.
Hard surface objects were
created in Maya whereas
natural ones were
sculpted in ZBrush. For the
strawberry I decided to
create a few seed brushes
in ZBrush, which are
included on this issues
disc. You can use these
brushes to stamp seeds
onto the surface of the
strawberry on a diferent
layer and they can save a
lot of time c.
151
Photorealism
e
Say Cheese to The World Maya, ZBrush, BodyPaint 3D,
Photoshop, mental ray (2010)
I Used to be a Hero
Maya, ZBrush,
mental ray,
BodyPaint 3D,
Photoshop (2012)
05Edit lighting
The model is Ophelia Overdose. Maya was used for the base mesh
and scene setup, ZBrush for sculpting, Photoshop for texturing and
nal touches, mental ray for rendering and compositing in NUKE.
Problems
and some
solutions
In order to get a decent
look for the cloth piece I
decided to simulate it
with nCloth by simply
colliding the dish to the
cloth. After that I took it
to ZBrush to add
high-frequency details,
such as the vertical
pattern and pitch fuzz
pores. One thing to bear
in mind about the
peaches is that there is
another layer of
geometry around them.
This represents the
water coat layer on any
wet surfaces. That layer
also maintains the
curvature at the contact
areas to catch nice
highlights. To create
that layer, in ZBrush I
combined all medium
resolution peaches
together and sculpted
the layer in a way that it
could represent a water
shell around them.
To handle objects
that need some sort of
surrounding, repeating
pattern, I often use
Radial Symmetry. Later
when Im satised with
the look I add another
layer and deform the
object to suit the piece.
This method usually
saves a lot of
headaches, not to
mention time.
Add textures
Complete your lighting, move to materials and shading
h
Shader setup
Note that when you plug SSS shaders in to mia_materials, the difuse weight is exactly the
same as that of the SSS shader. To get best results, turn of any specularity feature on the
actual SSS shader because that is supplied by mia_material. As I said earlier, be aware that
any colour values must be gamma corrected. However, remove those nodes in the images to
reduce the complexity of the networks you are viewing.
Whenever I deal with objects that have cracks, dips, pores, wrinkles or other
imperfections, I switch my model to the highest level and create textures based on the mask
and ambient occlusion. Both of these will come in handy with texture painting, clearly and
easily dening shapes.
In order to achieve the pitch fuzz efect on a suitable object, such as the piece of cloth, I
applied a high-frequency displacement map to simulate pores at render time. In this case I
chose to use displacement maps because light can interact with them much better than with
bump or normal maps. Also dont forget to amplify roughness in mia_material on particularly
rough objects.
j
153
Photorealism
6
hours
re
nder tim
Render setup
Resolution e
1,232 x 1,400:
13Avoid shortcuts
In
my experience you can
achieve burnt highlights by
either not following the LWF,
with the help of lens shader
(that doesnt grant you the
freedom you have in post) or
tweaking light and material
attributes too much. As a result
its best to render out 32-bit
images. We see those
highlights in so many situations
during our day, its best to have
them in our work as well.
Simply play with the image
levels and experiment m.
Difuse
Indirect
Composited SSS
Incandescence
Refraction
Reection
Specular
AO
ID
Observation
Its necessary to observe objects in reality as much as you
can and work from their surface properties for inspiration.
Notice how dirt in diferent climates changes and where
scratches occur on varying surfaces. This way you can
extend your knowledge to create new stuf yet have it look
convincing and real because it draws from genuine sources.
m
k Sometimes translucency is very
sensitive to light changes. As its
a fake approach, often it
requires experimentation
Conclusion
It wasnt possible to cover everything in this short tutorial,
so I basically tried to demonstrate the key stages of the
process. I hope you have grabbed something from this
tutorial to take forward in your work.
15Go to postproduction
Artist info
Gallery
Rod DeWeese
Username: RDeWeese
Personal portfolio site
www.rdeweese.com
Country US
Software used
3ds Max, mental ray, Photoshop
Work in progress
155
Photorealism
RolexYachtmasterIIMaterials
(LWO les)
Tutorial screenshots
B Modelling is
completed and
geometry frozen
for rendering and
exporting
01Prepare to model
157
Photorealism
03
04
05
06
c A simple scene
D Shading in
LightWave try to
keep it simple
E Major render
settings in
LightWave
grouped together
F Using Deep
Exploration to
export the watch
07
H Working on the
model in KeyShot
I Working with
shaders inside
of Bunkspeed
J Adding realism
through grading
08
09
10
159
Environment
Whether theyre realistic or fantastical,
develop your environments with our tutorials
162 20 steps to better
environments
184
162
169
From planning to
rendering and postproduction, you will learn
all the techniques
160 3D Art & Design
176
161
Environment
20 steps to better
environments
Consumed
2012
Artist info
Toni Bratincevic
Username: InterceptoV
Personal portfolio site
www.interstation3d.com
Location California, USA
Software used
3ds Max, Photoshop, ZBrush,
V-Ray RT
Expertise Toni works with
environments professionally,
and is currently focusing on
character modelling in his spare
time to introduce more variety
into his portfolio
163
Environment
Concept
Software used
in this piece
01
Scene blocking After gathering my various pencil sketches together, I set up the
basic layout of the scene and stage the camera. This step takes me around ten
minutes. Im not wasting time keeping topology clean and making good UVs. At this point Im
starting most of the objects from a simple box and using poly-modelling tools like Cut,
Extrude, Bridge and Connect. Im aiming to model all objects that will serve as starting points
for the high-poly modelling. Its also during this stage that I dene the basic camera position
so that Im building the scene based on what I see. I will also establish the basic composition
during the process a.
02
Basic lighting Next I establish the overall lighting of the scene. Although some
artists tend to create lighting in later stages, I usually decide to work on it as soon as I
create the layout. Lighting along with camera view will dene what parts of the scenes are
more visible, what will be in focus and what I should concentrate my time modelling and
texturing. This basic lighting is done with a couple of V-Ray area lights. One light uses a
warmer tone and serves as a primary to illuminate areas where the character should be, while
others are used as ll lights with cooler colours b.
03
3ds Max
Photoshop
ZBrush
V-Ray RT
Always be
prepared
The rst steps are usually
the most important when
creating an image
especially one that is more
complex. These are the
stages where everything is
established in a broad
sense: the composition,
distribution of objects,
forms, basic light setup
and colour correction for
the nal image. Its
essentially a simplied
draft version of what the
end result will be. After
this point its just a matter
of being patient and
detailing all the objects,
textures, materials and
light to bring the image to
the nal version. If you
dont feel comfortable
with the layout youve
completed and you cant
imagine it as a nal work,
then try starting from
scratch and beginning
everything again in a
diferent way. Imagine this
process as paving the way
to the nal product after
which you only need to
take steps forward!
Detailed modelling
Re-create your models from the initial layout to perfect the level of detail
04
06
Shape rocks
05
In ZBrush I start
with a Cube3D made into a
mesh by pressing Make
PolyMesh3D. I subdivide it a
couple of times while having
Smooth turned of for the
rst two levels of
subdivision. After that, using
the hPolish, Clay Buildup,
Pinch and Dam Standard
brushes, I sculpt a couple of
variations of stones that I
use around the scene. UVs
are also done in ZBrush
using the UV Master tools. I
use the Decimation Master
plug-in for ZBrush to
optimise meshes and reduce
mesh complexity. Once the
objects are decimated I
export them as OBJ les and
merge them all into a 3ds
Max le where I can
continue texturing f.
f
H
08
G
07
Set dressing Objects used for set dressing are relatively simple to model. Some of
them are created by drawing a prole curve and using the Lathe modier to revolve it
around its axis, like a few bottles and a teapot. Other objects are created from a simple box
and extruding and cutting the mesh to make the shapes needed. At this point I also create
simple UVs using the UVW Map modier with box mapping. These objects are later merged
into the original layout scene and distributed around the image to add complexity where
needed g.
165
Environment
09
10
11
12
Model with displacement While most of the objects in the scene are created using
2D Displacement in V-Ray?
Although nice efects can be achieved with 3D Mapping
Displacement mode in V-Ray, whenever I can I try to use
the 2D Displacement feature, which is much faster and
more predictable. It can also produce more detailed
displacement than the other two methods, and is especially
useful for surfaces that are relatively at like a grass eld or
tileable ground covered with small stones. The limitation of
2D Displacement is that it can only use Displacement maps
that are based on the UV space of the object, which means
3D textures like noise cant be used. In this case the 3D
method is the only way to go.
L
i Model only one section of the clock and
from JokerMartini.com
13
14
The power
of procedural
While painted bitmaps can
be used to produce ne
details on objects, its not
efcient to paint every
single texture for all
objects in the scene.
Because of this, a lot of the
time I try to use tileable
textures with additional
dirt layers placed in a
procedural way to
randomise the visual
appearance. To achieve an
greater level of texture
complexity, I rely on these
maps: Noise Texture,
Fallof, V-Ray MultiSubTex,
Composite and Cellular.
m The procedural approach
using the Vertex Paint
modier to add dirt
Photoshop. A scratch
mask is used to mix the
aluminium material in the
VRayBlendMtl settings
15
o
p
16
167
Environment
4
+
crea
tio
Reso n time
5,000 lution:
p
wideixels
17
Raw render
or postproduction?
Q
18
19
hour
s
20
t
Final compositing The nal image is rendered in OpenEXR format so that I dont
lose any information from the colour values, like TGA or PNG formats do. This is
then taken into Fusion where I apply several colour corrections to get the values I want. I also
use masks in combination with colour corrections to darken parts of the image in the
foreground while areas around the clock and the character are corrected to be more visible
and to attract attention from the viewer. While doing post work I tend to ip the image often
to get a fresh perspective. The nal image is actually a ipped version of the original t.
Viktor Fretyn
Website
rg
http://radicjoe.cgsociety.o
Country Hungary
, V-Ray,
Software used 3ds Max
Photoshop
ed in
Bio Viktor is a 3D artist bas
Budapest, Hungary
3ds Max
V-Ray
Photoshop
169
Environment
Software used
in this piece
Distribution
Lighting
Rendering
Vue
Underwater landscapes
Aquatic Vue
Artist info
Underwater
landscapes
Easy-to-follow guides
take you from concept
to the nal render
Conrad Allan
Personal portfolio site
www.extremeprojects.com.au
Country Australia
Software used Vue
Expertise Using World
Machine to create highly
realistic terrains for projects
and creating environments in
Vue for matte paintings and full
3D animations
01Animation preparation
We need to
prepare a grass le before we can use it in
our main scene. Add an Acacia Tree Seedling
plant and turn on the Timeline (F11). You can
cancel out of the animation wizard, but this wont
help us. Make sure your current time is set to 0
and drag the wind control (the blue triangle next
to the plant) so it is just out of its middle point a.
Now we have
our initial plant and animation start
position, move the Time slider to 3 seconds and
drag the blue triangle even further to create our
maximum bend in the grass. Make sure to drag
the triangle in the same general direction, as we
dont want to have the grass bend back on itself or
turn in a diferent direction.
Next, go to 6 seconds on the Time slider and
copy the initial frame setting to the end. With the
plant selected, hit Cmd/Ctrl+Shift+B to open the
Animation toolbox and set the Repeat Mode to
Loop. Finally save your object as a VOB le b.
Open up a new
scene and add a standard terrain. Well
need to smooth it out by using the Difuse and
Wind erosion efects.
Were going to take a diferent approach to
normal for creating our underwater terrain. Load
the material Old Rock and in the Bump tab, enable
Displacement. If you render now youll notice the
terrain should look something like the image for
this step. Now is a good time to play with the
depth of the bump to increase the displacement
and the smoothing slider. Try setting the Depth to
0.4 and Smoothing to 50% c.
3D Art & Design
171
Environment
04Coral ecosystem
Add another
ecosystem layer, ensuring it is below the previous one
in the list. Add the animated grass object we created earlier,
setting the Scale to 0.8 and Density to 100%. For scaling, set
the Overall Amount to 0.5 and the Maximum rotation to 0
degrees. We need all our instances to line up. Also, change
the Direction From Surface to 50%, this will make the
instances tilt a little with the terrain.
Finally, ensure the Presence tab of this layer is set to the
maximum. For the desired efect we want this grass to
appear at all heights and slopes e.
f
H Using a hyperblob, we can
create brain coral by controlling
and ltering a standard
density fractal
I Mix materials to create brighter
areas at the tips of the coral
L By setting the lighting model to
Global Radiosity we can control
it better
M In the Sky, Fog and Haze
settings we can control the light
to darken areas of our image
06Create currents
07Distribution of seagrass
Underwater landscapes
9hours
render tim
e
Resolution
2,828 x 3,88 :
6
Next, jump
over to the Hypertexture Material and load a
mixed material with Old Rock and Old Limestone. Enable
Inuence of Environment and change the settings so that
the limestone material appears on the at, higher surfaces
of the sphere. Itll require a little tweaking but the result
should be that the white limestone is on the top ridges of
the Coral i.
10Optional details
Its
time to dive into the Atmosphere
settings. Firstly, change the Lighting
model to Global Radiosity. Bump down
the Sky Dome Lighting Gain to -0.10, this
is so we avoid ooding the scene with
light. Change the Light Balance to around
60%, as this again will help control where
our light is coming from a little more.
Last, in order to ll out the dark areas,
bump the Global Radiosity Gain up to 0.5
or 1.0 depending on your preferences.
This will cause light to bounce onto other
objects and will pick up the diferent
colours rather than being at light l.
Ocean
rendering
quality
173
Environment
Final touches
Depth of field and render settings
Conrad Allan
15Hyperblob
materials
Change the
material mapping
for the cylinder to
World-Standard, as
this will give
variations when we
duplicate the cylinder.
We need to improve
the bump for
Hypertexture Material.
In the Bump tab
change the Bump to
-25. Finally, duplicate this object so
there are a couple of iterations on the left and right
of your image frame and at diferent distances from the
camera. Each instance should look diferent o.
the
14Displace
hyperblobs
We
need to add some framing to
our scene. To do this, add a
cylinder and Ctrl/right-click
on the Metablob icon again
to create a hyperblob.
Accept the change of
material, well use this as our
default material. In the
material Colour &
Density settings,
enable Use
Distance Field, set
it to 95% and the
Overall Density to
2. This will take
some tweaking
depending on your
particular version
of the fractal n.
Use Z-depth
post rendering
Underwater photography is
not generally strong in depth of eld
or focal efects, but if used properly,
the depth of eld will add a nice,
slight distance blur.
p
To do this, select the camera and
change the Blur to 7%. Make sure to check the Focus
distance as this will set the origin from where the depth of
eld will begin processing p.
Alpine Matte Painting Vue, Photoshop (2011)
Created as proof that the book Realism In Vue, for which I was the
editor in chief, teaches some great techniques.
Now were
nally ready to begin our render. To speed up render
times well be using a custom version of the Preview Render
settings. Select User settings in the preset box and load the
preview URS le. Check Enable Super-Sampling and also
Depth of Field, setting the algorithm to Fast Hybrid 2.5D with
1 or 2 passes. In the Anti-aliasing area check all four boxes
and click the Edit button. Change the Texels per ray to Min 3,
Max 8 and the Quality to 60%. Finally, set your resolution
and hit render q.
Artist info
Gallery
Dennis Kaya
Iversholt
Dennis is a 32-year-old 3D
generalist working at Cadesign
in Aarhus, Denmark
Personal portfolio site
http://latter.cgsociety.org
Country Denmark
Software used 3ds Max, V-Ray,
Mudbox, Photoshop
Work in progress
This is the type of scene I wanted to create for years. My initial idea
was to create a present day or futuristic scene, but as I started modelling
the character I changed my mind and made this scene, which is
Dennis Kaya Iversholt, Neon City, 2012
inspired by New York in the 50s
3D Art & Design
175
Environment
Create a desert
landscape
Mars Desert 2012
Artist info
Easy-to-follow guides
take you from concept
to the nal render
Eugenio Garcia
Villarreal
Username: artecnl
Personal portfolio site
www.ickr.com/artecnl
Country Mexico
Software used
LightWave, ZBrush, Photoshop
Expertise Eugenio is a texture
and environment artist with
experience working in the
advertising industry. He is a
co-founder of D10 Studio.
ZBrush
Photoshop
Concept
Films and comics such as John Carter of Mars and Roger
Dean landscapes, plus Earth-based deserts and the Red
Planet itself, inspired this scene.
Modelling
Texturing
Retouching
a
NASA/JPL-Caltech/ASU
01Research
177
Environment
d
c
03Use 3D blocking
your
06Arrange
layout object
light and
07Final
render
To achieve
the lighting you want, use a
distant light tinted to orange at
150%, enabling you to get a
nice exposure. The render was
done in FPrime with Monte
Carlo Radiosity at 100%. Use
the Backdrop gradient to get a
suitable atmosphere of colours
bouncing on all the geometry.
For this project doing a
large-scale render (10,000 x
3,500px) enables you to add
little details in the matte
painting stage. It also means
you can crop parts of the image
if you need to redo the
composition for any reason g.
Once
you have the nal render, the
next task is to get nice textures to use
in the nal matte painting. These are
easily obtained from CGTextures
(www.cgtextures.com). Since were
creating a Mars-inspired desert
landscape well need mostly red,
jagged rocks. Some are used in modes
and others are colour-corrected to
match the render colours. Use masks
and grunge brushes to give
natural-looking edges. While on the
site, look for good sand, water,
caustics and sky textures h.
e Transforming random
Guanajuato Alley is
one of my rst
images combining
3D and 2D
techniques. Inspired
by the old colonial
city in Mexico, it
was created with
box-modelling
techniques and
simple UV mapping.
The original sky was made using base colours of the render, but I decided
to change it to a greenish colour later on. It is composed of real photography of an afternoon
sky in Overlay mode to have a nice fusion. The moon is a simple texture with Screen mode, masked to
show only one side it was later cloned to have the two-moon efect j.
3D Art & Design
179
Environment
hou
render rs
time
Reso
10,000lxution:
3,452
water and
12Insert
plants
Overall thoughts
Once your image is nished, a good way to get feedback is
to use forums and 3D gallery sites. Try not to take criticism
personally instead use it to let you grow as an artist.
Remember to do what you enjoy too.
k Comparison of the base 3D
model and the mix of
textures and this base
Use Photoshop to
add your winding
plant textures
13Begin to retouch
Now we can work on ambient details, such as fog, to add depth, detail and
emphasise the scale efects. Adding some clouds in the ground helps make some sand storms.
To achieve this efect simply add some volumetric light on the top-left side, use the Selection tool with
a white colour combined with the Overlay mode and Gaussian Blur m.
The nished image
= Result
Once youre happy with the nal result, atten the PSD. Mirror the
image again and add more highlights with the Burn tool. Use the Sharpen tool on some
foreground rocks to get a nice crisp efect. Now your Mars desert should be complete o.
181
V-Ray
Photoshop
3ds
Max
Ive tried to capture some sort of greyness of life. As a man gets older
and older as he starts to burn down, slowly. Tired of the world and its
ridiculousness, looking around and seeing things that Ive never noticed
or needed to notice before as life goes on day after day and the priorities
of everyday life are changing. Just for the record, this is not meant to be
some sort of protective image of mothers or old architecture, but the
coalition/composition of slightly contrasting elements that do exist
together and create special places.
Marek Denko
I used VRayEnvironmentFog
directly in the render, so the
render time was a little higher,
but it was completely worth it.
No extra plug-ins were used
Artist info
Environment
a
b
branches will often take some time but, as always with 3D work,
patience is king.
As the Tree Editor is node-based, the main workow evolves
around the creation and connection of nodes. These nodes have
their own separate settings and can either be adjusted using
numerical input, sliders or by applying curves. At rst these
curves can seem a little daunting, but once you understand the
basic principle behind them, you will start to wonder how you
managed to work without them. Not only do curves give you full
control over the placement of leaves and branches, but you can
also use them to control scale based on their placement on the
branches and so on.
The Tree Editor has its limitations though and cant, in its
current state, be compared to dedicated programs such as
SpeedTree. As it comes free with Unity, the Tree Editor is still an
extremely powerful addition to the toolset and the more time you
Trees are
generated by going to the top
menu bar and selecting GameObject>
Create Other>Tree. We now have a tree
trunk in our scene and the Tree Editor is
open in the Inspector panel. Before we do
anything else, we should also add a
capsule collider to our tree in the
Component>Physics>Capsule Collider
menu. This is not only good for collision,
but it also makes it easier for us to set the
height of the tree. In this scene were also
adding a human reference model for
realistic measurements A.
Being
node-based, the Tree Editor is
extremely intuitive. By selecting nodes
from the Node view, we get access to their
individual settings such as Scale, Materials
and Distribution across the trunk or
branches of the tree. The root node also
gives us access to advanced quality
settings such as leaf translucency, shadow
quality and ambient occlusion. Most of the
settings are curve-controlled, which
means more power and control Bc.
03Add branches
g
view. A branch appears on the trunk, but
lets add a bunch more by increasing the
frequency and changing the Distribution
mode from Random to Whorled. This will
place the branches in circles around the
trunk and we can choose how many
should be in each circle using the Whorled
Step slider. We will also use curves to
control the Distribution, Growth Scale,
Growth Angle, Crinkliness and the Seek
Sun settings d.
more branches,
04Apply
twigs, and leaves
Our tree is
pretty much done, but we can still do some nal
adjustments by transforming the individual branches and leaves.
Before doing these nal tweaks though, we should always save a
master version of our tree and work on copies. For this tree, some
of the branches are moved around and edited for a more random
look. Finally, we will add a Wind Zone to our scene by clicking the
Create Wind Zone button found in any of the nodes g.
3D Art & Design
183
Environment
Futuristic
cityscapes
Artist info
Easy-to-follow guides
take you from concept
to the nal render
Neil Maccormack
his tutorial will demonstrate how to go about creating a large-scale sci- scene, using LightWave 11 for the main
3D part and then Photoshop as the post-production and painting program.
The idea is to create a conceptual design for a oating city and then model, texture, light and render it all out ready
for post-production in Photoshop. We will add in other 2D elements along the way with some basic matte-painting
techniques and make nal retouches to complete the scene.
Creating a
large-scale scene can seem daunting at rst,
but as long as you stick to some basic rules then it
neednt be. First of all, know your layout format. I was
working within the restrictions of the magazine
pages, so I knew the dimensions of the image would
be portrait rather than landscape. Second, I always
try to frame the image using something to draw the
eye to a focal point, so make sure you decide where
you want the eye to focus. Finally, try to create depth
in the image by placing your objects in such a way so
that they fall back into the image, giving depth and
retaining the interest of the eye a.
b A background
is painted in
Photoshop to
use as a
backdrop.
Nothing but
basic brushes
and a few
overlaid texture
images are
used for this
Next is to
decide on the background of the image. As
this is to be a oating city I know the background will
be the sky, but rather than just use images of clouds, I
want to create a painting in Photoshop that is
moodier and slightly more stylised. I create a basic
painting, using a muted colour palette and some
overlaid textures, to paint the image at the
dimensions required. I then take this into the
LightWave Layout to start setting up my scene b.
Start by setting
the camera options to the same dimensions
as the background image. Im using some placeholder
or low-res objects from my personal asset library to
make some test renders to gure out the best angles
and placements until Im happy with the overall
composition. Normally this process takes some time,
and many renders are done in low resolution to nd
something suitable c.
a An early
attempt to
create the right
composition
using some
basic geometry
c At this stage it
isnt necessary
to do too much
modelling: use
low-res objects
and renders to
nalise your
basic layout
Futuristic cityscapes
Concept
The concept for this
image is to design a ying
or oating city with
water and forest features.
We will be aiming to relay
a sense of gargantuan
scale and futuristic design
in the nal illustration.
Software used
in this piece
Photoshop
LightWave
185
Futuristic cityscapes
Environment
The city modelling is done in a similar way to the platforms. I use the
platforms in a background layer as a guide and create a at poly, which is then divided into
uneven squares using the Knife tool. Squares outside of the boundary of the platform are deleted and
the others are then bevelled up to create the buildings. These bevelled buildings can then be knifed
horizontally and vertically to create random sections, which can then be highlighted and bevelled
again. The more times you can do this the more geometry can then be generated, and the more detail
you will appear to have e.
Backgrounds
Normally I like my images to have a certain style or look,
but in a studio environment this isnt always possible. In
early versions of the image I tried to use diferent skies and
diferent cloud images before deciding to paint my own.
Existing cloud and sky images have an advantage of there
already being an evident light source (the sun) so you can
match the 3D lighting with that of the background image.
There are many ways to model trees, so in order for this tutorial to be
usable in versions other than LightWave 11, Im going to map tree images to at polygons.
Again, with the platforms and buildings in the background layer, I use the Spray Points tool to create
points where I want the trees to be. Each point will then represent a tree. I create a very simple at poly
and a planar UV map for this poly and, with the points in the background and the poly in the
foreground layer, I use the Point Clone Plus tool to create the trees. We now have multiple tree objects
all cloned so we can texture them using one UV map g.
Futuristic cityscapes
08Basic texturing
Clip Maps
Creating trees using the Clip
Map process can be an easier
low-poly alternative to using
actual tree objects. Keep an
alpha image of your tree
texture available to map to
the object properties in the
Clip Map section. Alternate
ways could be instancing in
LightWave 11 or using a point
cloud and then clip-mapped
hypervoxels to create the
various foliage.
09Scene layout
187
Futuristic cityscapes
Environment
Neil Maccormack
I set the
Image World environment to
be the same as the
background image. This way
the colour of the bounce light
takes on the colour of the
sky, which is what happens in
reality. Try to adjust and play
with the brightness and
ofset the background image
for diferent results.
Alternatively, if you have a
sky HDR image, use it as the
Image World source instead
of the 2D painting. As long as
the image matches the
background pictures lighting,
it will give great results k.
Finlake
LightWave,
Photoshop
(2012)
A conceptual piece
for a clif-based
landing port.
The same methods
in this tutorial were
used for this piece,
including the same
lighting and
methods for
creating the
background
Global
Illumination
Sometimes using GI at
all isnt an option due to
high render times.
Alternatives can be to
fake the illumination by
creating a light dome of
luminous polygons all
facing inwards, with the
background mapped as
a texture. As this scene
isnt animated you can
cache radiosity, so you
dont have to render it
every time.
A design for a oating ship. Neil wanted to frame the image by using
near-camera objects to create a natural frame. The foreground
objects dont need to be too detailed here, as the eye doesnt really
concentrate on them; its simply a way to highlight the focal point
m
Trans LightWave, Photoshop (2012)
With this image there isnt really much to do before postproduction, but one thing to look out for is to ensure your nal image has an Alpha map when
rendered. The Alpha map is very valuable in Photoshop as it will enable you to select certain parts or
objects of the image that you can paint or alter in Photoshop without disturbing other parts of the
image. Once you render out the nal image in LightWave you can save the Alpha map separately from
the Image Viewer window just to be sure you have this m.
Futuristic cityscapes
2
0+ hours
crea
tion tim
Resolution e
3,000 x 3,80 :
0
o
Non-destructive
layers can be altered
without harming the
original render
15Matte-painting techniques
A little sunshine
Sun rays can be done in your 3D package. LightWave uses
Volumetric lights in order to do this. The process involves
cloning your 3D scene, matting everything in black and
enabling the Volumetric light so you only render the light to
a black background. This can be composited over the top
in Photoshop or your compositing package.
17Final touches
To completely nish the image I want to add in a couple of sun rays in the
middle of the image to try to show the sun shining from above, through the gaps in the
platforms. I paint these rays with a large round soft brush in yellow then set the layer to Divide, which
turns them a slightly bluish hint which works quite well but isnt enough. So I duplicate the layer and
reduce the second layers opacity slightly to portray the efect q.
3D Art & Design
189
Environment
a
A quick search on the Unity Asset Store and Google will give
you access to some of these features, adding to the already
robust toolset.
01
03Initial sculpting
Picking the
Raise/Lower Terrain brush, we can
now start sculpting our terrain and, based
on the brush settings, the terrain object
can slowly be shaped to our liking.
Pressing Shift while sculpting lowers the
terrain and adjusting the opacity afects
the strength of the brush. To be able to see
depth and details in our terrain better, its
also a good idea to add a shadow-casting
light in our scene c.
04
05
06
191
Environment
Vue 10 Frontier
Free terrain and materials
from D&D Creations
Tutorial les:
The atmosphere le Drea
used in her scene:
Abandoned_atmo.atm plus
tutorial screenshots
Concept
When I rst saw some
top-down reference
photographs of ruins and
clifs overgrown with
vegetation, I had a
specic workow in mind
to get the best results in
3D using Vue.
Design an epic
Vue
landscape
Abandoned
Artist info
Easy-to-follow guides
take you from concept
to the nal render
2012
Drea Horvath
Username: Drea
Personal portfolio site
www.dreahorvath.com
Country The Netherlands
Software used
Vue, Photoshop, Filter Forge
Expertise 3D artist Drea
specialises in creating detailed
and realistic landscapes using
Vue. She has particular strengths
when working with atmospheres
and lighting
Photoshop
Filter
Forge
193
Environment
How to
achieve
realistic
lighting
Realistic lighting is one of
the most important
factors in a scene.
Lighting can make or
break a scene, whether
its a realistic, fantasy,
surreal or sci- landscape.
Even if you look at the
most surrealistic image
possible, if the lighting is
bad it can make you
question what youre
looking at. The Global
Radiosity lighting model is
the only model that
perfectly imitates realistic
lighting with indirect light
and colour-reected light.
This means the only light
source you need to use to
light up the whole scene
is the Sunlight.
D How the scene looks after
loading materials and water
e I paint the EcoSystem onto the
rocks using the new EcoSystem
Painter in Vue 11
f Settings for the roots layer of
the EcoSystem on the ruins
g Settings used for the Variable
Density of the bush layer in the
Function Editor
05Overgrown clif
07Insert bushes
Use static
plants for
more
realism
i
h
08Global Radiosity
09 Atmospheric efects
Professional versions of
Vue ship with a huge
library of detailed
SolidGrowth plants and
you can also browse
hundreds of other plants
available for purchase, like
those on the Cornucopia
store: www.
cornucopia3d.com.
These are prefect for
distance shots, but due to
lower-quality Alpha
mapping on their leaves,
theyre not suitable for
close-up views. This is
why many studios pick
static plants, such as
Xfrog (http://xfrog.com)
or SpeedTree (www.
speedtree.com) models.
However, you cant edit
them in Vues Plant Editor
and they tend to render
very slowly.
I want a sparse, low fog layer over the river in the background, so to
begin I add a stratus cloud from AsileFXs Spectral v2 Clouds Low Altitudepack. I set the
Altitude to 27m and the Height to no more than 75m. I increase the Detail amount and the
Altitude variations, then set the Density to 29%. In the clouds Material Editor I set the Volumetric
colour to white j.
11
Get ready to render After tweaking the atmosphere to a point where it can be considered
ready, its time to take a few steps to speed up the rendering process without any virtual
quality loss. In the Atmosphere Editor I reduce the Lighting Quality to -0.5, then open the clouds
Material Editor and in the Lighting & Efects tab disable all four options. In the Light Editor I also
reduce the Shadows Softness Quality to -1 k.
k
h Settings in the Light tab,
activating Global Radiosity in
the Atmosphere Editor
195
Environment
4-5hours
cre
ation t
Resolutioinme
3,000 x 3,80 :
pixels 0
12 Render settings
14 Post-production in Photoshop
When a render is
done, I always load the image into Photoshop for a little
post work. With this project I adjust the contrast, make the
highlights more powerful with Levels adjustment layers and
further enhance the image with Curves. To help the vegetation
look more realistic, I slightly saturate the green and yellow tones
on the leaves n.
Post-production enhancements
Its a never-ending controversy among Vue users whether to use any post work on renders
or not. In my opinion, what counts is the end result and the process of creation is not
supposed to stop when the picture is rendered. Tools such as Photoshop dont just enable
you to enhance your render, as you can use them for xing minor issues as well. For example,
in this scene I used the Clone tool to cover some areas with grass. I also use this a lot to hide
oating roots, x materials and artefacts on rocks, or to remove sharp lines where two
materials meet. Its possible to x these issues in Vue, but leaving some xes for post work
saves a lot of time.
Artist info
Gallery
Lee Griggs
Work in progress
197
Vehicle
Inject some movement into your 3D projects,
whether on land or in the air
200 Model vehicles for
animation
212
A space-opera-inspired mash up of
different vessels
214
200
219
226
199
Vehicle
Model vehicles
for
animation
Sunbeam Rapier Mark IV
2013
Software used
in this piece
Maya
Tutorial les:
The project_rapier folder
consists of Maya scene les
and reference images
Video references
Tutorial screenshots
Artist info
Easy-to-follow guides
take you from concept
to the nal render
Jahirul Amin
Personal portfolio site
www.warpeaceandpixels.com
Country UK
Software used Maya
Expertise Jahirul is an expert
animator and rigging genius
About When Jahirul isnt
teaching computer animation
at the NCCA at Bournemouth
University, hes running an
independent animation and
design studio to provide various
solutions for his clients needs
3D Art & Design
201
Vehicle
Concept
The Rapiers of the Sixties were built by hand and
therefore have an almost organic look to them. This ts
in perfectly with my modelling techniques of manually
pushing each point around to get things feeling right.
Reference
Always draw guide lines
over the references in
Photoshop to help match
up the position of the
front, side and top images
in Maya. Make sure that
all the planes are the
same size to ensure the
references input to Maya
are at the correct scale,
otherwise your references
will be randomly sized.
Go to Create>Polygon Primitives
and create a plane. Under its inputs in the Channel Box,
take down its Subdivision Width and Height to 1. Now position and
orient it against the side of the car. Go into Edge mode and use the
Extrude tool found under Edit Mesh to begin blocking out the main
base. Use large shapes to ll out the silhouette as much as possible
with as few polys as you can. Personally, Im a big fan of edge
modelling, but I see no reason why you couldnt use a boxmodelling technique to rough out the form if preferred c.
Lights,camera, reaction!
a Bring in your key reference
b Free up some working space by
pushing aside the reference
c Extrude the edges to rough out
the base
d Add more detail to the base
e Make sure you centre the pivot
on the X plane before
duplicating the model
f Block in the door and roof using
the Edge Extrude method
g Extrude a face along a curve to
quickly form the window rims
203
Vehicle
bonnets
09 Apply
& bumpers
your tyres
11 Attach
& hubcaps
205
Vehicle
Rig vehicles
in Maya
Sunbeam Rapier
Mark IV 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
Tutorial les:
Maya scene les
Video tuition
Tutorial screenshots
207
Vehicle
02
Create a NURBS
circle and rename it fpTyre_ctrl. With the control
selected, hit Cmd/Ctrl+G twice to create the control hierarchy.
Rename the topmost group fpTyre_ctrl_ofset and the next group
down fpTyre_ctrl_sdk. Select the fpTyre_ctrl_ofset node, position
it at the same place as the fpTyreSpin_ctrl but then pop a 0 into its
Translate Y channel so it sits under the tyre. If you need to edit the
shape to make it more easily selectable, go into Control Vertex
mode and edit its shape. Now parent fpTyreSpin_ctrl_ofset under
fpTyre_ctrl. To tidy things up, select all the locators, the suspension
curves, the fpSuspension_dist and the fpTyre_ctrl_ofset then hit
Cmd/Ctrl+G. Rename this new group fpSuspension_rig_grp. In
the same manner, create the suspension setup and controls for the
remainder of the tyres. Create a NURBS circle and rename it
fpTyre_ctrl. With the control selected, hit Cmd/Ctrl+G twice to
create the control hierarchy. Rename the topmost group fpTyre_
ctrl_ofset and the next group down fpTyre_ctrl_sdk. Select the
fpTyre_ctrl_ofset node, position it at the same place as the
fpTyreSpin_ctrl but then pop a 0 into its Translate Y channel so it
sits under the tyre. If you need to edit the shape to make it more
easily selectable, go into Control Vertex mode and edit its shape.
Now parent fpTyreSpin_ctrl_ofset under fpTyre_ctrl. To tidy things
up, select all the locators, the suspension curves, the
fpSuspension_dist, the fpTyre_ctrl_ofset and hit Cmd/Ctrl+G.
Rename this new group fpSuspension_rig_grp. In the same
manner, then create the suspension setup and controls for the
remainder of the tyres.
04
spin control
05 The hierarchy for the main
tyre control
05
209
Vehicle
Using the CV Curve tool with its Curve degree set to 1 Linear, draw a
square around the car. You can use Snap to Grids and draw down from the top view to get a
clean rectangular shape. Rename the control main_ctrl. Create another control using the CV Curve
tool. This time make it a unique shape that can be easily read as a path follow control. Rename the
control attachToPath_ctrl. For both controls, make sure their pivots are at the world centre and then
go to Modify>Freeze Transformations. Parent main_ctrl under attachToPath_ctrl. With attachToPath_
ctrl selected, hit Cmd/Ctrl+G and rename that group main_ctrl_ofset. Create another rectangular
control in the same manner as the main_ctrl but make it larger. Rename this control globalSRT_ctrl
and with it selected, hit Cmd/Ctrl+G twice. Rename the topmost group globalSRT_ctrl_ofset and the
next group down globalSRT_ctrl_sdk. Parent main_ctrl_ofset under globalSRT_ctrl.
06
07
08
09
10
Create a new control curve and name it autoJitter_ctrl. Dont create the
_sdk and _ofset setup for this, as it will just be a placeholder for some custom attributes.
Position the control above the body_ctrl and parent it under the body_ctrl. Highlight all the Translate,
Rotate and Scale attributes in the Channel Box and go to Channels>Lock and Hide Selected.
Naming conventions
Before beginning a project, I like to establish some naming
conventions that will be used throughout. This will help
ensure consistency as well as clarity for all involved. Here is
a breakdown of some of the naming conventions used in
this tutorial:
geo = geometry, ctrl = control, loc = locator, grp = group, f =
front, r = rear, d = driver, p = passenger.
11
12
14
13
To have the
wheels spin automatically with the forwards and
backwards translation of the car, go to Window>Expression Editor
and create the expression that you can nd on the disc at the back
of the bookazine.
15
To set up the
drag and overlap, create the expression found on the free
disc at the back of the bookazine. Load it up and nd the PDF le
that contains what youre looking for. Afterwards, create another
expression for the jitter attributes, which can also be found on the
disc. Rename this expression autoJitter_expr and you should be
good to take the car out for a spin. Happy rigging!
controls in action
211
Vehicle
Texture a realistic
vehicle
First
import all the references and the textures
well be using into the Image Manager, so
that everything is one click away. To get
the most out MARI, always make sure that
every piece youre about to texture has
some UV co-ordinates. MARI is designed
to work with multiple UDIMs: in this
tutorial well use ve tiles a.
04
05Apply displacement
For
more control of the displacement,
instead of drawing lines in MARI, create a
new channel, ll it with a 50% grey and
then use the Camera-layered Painting
Unproject function. In this way MARI
creates a PSD le with a screenshot of
your viewport and sends it directly to
Photoshop. Create the displacement lines
using paths and reproject them onto the
model using Camera-layered Painting
Project from the same menu. You can also
preview the displacement in the MARI
viewport using Displacement or Bump
shader modules e.
213
Vehicle
Model
a
luxury
car
Jaguar xkx concept
The objective was to design a concept car inspired by the
Jaguar E-Type, and give a rebirth to the original brand
Hussain Almossawi and Marin Myftiu A graphic designer and architect
respectively, both 3D and car enthusiasts
Artist info
Easy-to-follow guides
take you from concept
to the nal render
Hussain Almossawi
Marin Myftiu
Username: mossawi09
Personal portfolio site
www.skyrill.com
www.marinmyftiu.com
Country Bahrain/Albania
Software used
3ds Max, V-Ray, Photoshop
Expertise Hussain is a graphic
designer and currently
completing his masters degree
in Industrial Design at the
University of Alberta. Marin is
an architect in his nal year at
the Polytechnic University of
Tirana. They both have their
diferent interests, but what
brings them together in this
project is the love of 3D and
cars. Together they have been
able to come up with a great
collaboration for you to follow.
V-Ray
Photoshop
Concept
Modelling
Lighting
215
Vehicle
Finding the
best angle to render your car in can be a tough
challenge, you could be doing your creation an injustice by
rendering it at a bad angle. Place three cameras at diferent
heights, and animate them to revolve around the car,
rendering at very low quality which will give you a good idea
of the best angle(s) to work with e.
e
f
08Render in V-Ray
Rendering
in high quality can always be
tempting, but using a really low quality to
give you a good sense of how things are
looking and turning out is a big time-saver.
Setting your Image Sampler to Fixed with
low values, and lowering all the sample
sizes on your Materials, Lights and Render
settings speeds things up when you come
to testing h.
09Add materials
h
The main
matte material for the car was
made using a V-Ray Blend Material. The
main idea is using the base material and
coat material, with similar settings, but
having slight diferences in the reective
settings, to enable the light to spread
better on the matte nish i.
Hussain Almossawi
Love Potion
3ds Max,
Photoshop (2009)
A poster that
visualises the
metaphor of love
being medication for
the ailing heart. This
poster was selected
as a Daily Deviation
on deviantART on
28 March 2009.
A lifetime without
love is of no
account, love is the
water of life, drink it
down with heart and
soul! Rumi.
217
Vehicle
Add atmosphere
Time to give your car that finished shine
the
11Perfect
headlights
These
lights are sometimes the
trickiest to create. Often
they just dont get the right
kind of exaggerated
reections to make them
stand out in a studio
environment. We used
about ve passes over the
original render, along with
the reection on the cover
by adding a gradient to
make it stand out more k.
the
12Polish
surfaces
The
brake lights in the back of
the car were repainted in
Photoshop with a much
stronger red. The
reections on the side
windows where smoothed
out, and some of the cuts
where cleaned up if they
had any noise. Exaggerating
some parts and making
everything crisp is essential
for presenting your work l.
45
minutes
render time
Resolution
4,000 x 1,304:
Marin Myftiu
219
Photoshop
com
Website www.kollected.
Country Australia
tal ray,
Software used Maya, men
Photoshop
VFX
Bio Nick has worked in the his
runs
industry for 12 years. He
ney
own design studio in Syd
Nick Kaloterakis
Detail, detail,
detail. In my experience
the more you have to feed the
eye, the more wow factor it
brings and makes a huge
impact at the end result
Artist info
Vehicle
Artist info
Easy-to-follow guides
take you from concept
to the nal render
Istvan
Personal portfolio site
www.behance.net/
chaotic_atmospheres
Country Switzerland
Software used ZBrush,
Photoshop, Illustrator, Vue
Expertise I use 3D as a way to
create nal artwork; Im not
necessarily specialised in any
eld, I tend to switch between
techniques and software to
create the objects I need to
nish my illustrations.
Software used
in this piece
ZBrush
Photoshop
Illustrator
Vue
Concept
The concept originated with a mothinspired battleship model that I originally
created to ght in the game EVE Online.
Based on its success I decided to create
other battleships using the same
workow, to start a small eet!
3D Art & Design
221
Vehicle
The Group
Loops
method
Watch the details but dont worry about the battleship yet!
Use photo references to decide what
techniques to employ and how they
should best be used
b
Group Loop
method
Hard cut
method
Transforming vehicles
The Lucanus has two modes: an attack mode with open wings, deployed weapons and a
threatening appearance, and a cocoon mode where the ship is curved into its shell. This
makes it strong and stealthy. As the attack mode is fully open, its easier to start by creating
the battleship in this mode and then fold it into a cocoon after.
To switch to cocoon mode, I move all loose items (wings, clamps, weapons) with the
Transpose tool to the nearest surface of the battleship. I then use the deformers
(Deformation tab) on exible areas like the wings so that they curl around the ship. I nish
the placement of the wings with the Move Elastic brush.
Hard-surface modelling
Pick from several tools to produce consistent results
f
e
223
Vehicle
1
0+ hours
crea
We want
the new jaw to be lled with a bunch of circular saws. The
MicroMesh function in ZBrush is perfect to obtain many recurring
items without weighing down your model. Open the new tool we
created, select only the part where you want the saw detail and
hide the rest of the object. Now create a new SubTool from the
visible section normally it should look like a skin that is placed just
above the model. In the Geometry tab, click on MicroMesh to
select the object that will replace each polygon of the mesh i.
The size of the MicroMesh
object depends on the size
of the polygon it replaces
tion tim
Image resolu e
tion:
6
and
10Masks
deformations
Mask
each part of the model with the
Mask By Smoothness function
(Masking tab) with a low range
and a high fallof. This will mask
a thin line along the edges of the
model. Then, with the Grow,
Blur and Sharpen Mask options,
widen the mask until it becomes
thick enough around the edges.
Then use the Inate deformer
(Deformation tab) to slightly
lower the unmasked parts into
the structure. This gives us a
structure in two levels that can
be textured independently with
your brushes j.
,000 x 3,500
with custom
11Detail
brushes
We can now
use custom brushes (supplied)
to add detail between the two
parts separately masked. The
contour will be made of rigid
plate steel and the inside will be
made of thin strips. The wings
should look like they are made
of small plates that slide when
they close. For all these details,
use the default brushes in
ZBrush (mostly in the Scales
and Pattern directories).
Choose one where the ow
matches what youre looking
for and change the Alpha to
images created in Illustrator or
Photoshop (les supplied) k.
Create a
mask with
Illustrator
Render in ZBrush
Use BPR to capture lots of vessels for a space opera mash-up!
n
Lucanus: 1/5
Picked
colour
Lucanus: 5/5
Lucanus: 5/5
Normal
map
Lucanus: 2/5
Moth: 3/4
Moth: 2/4
Moth: 4/4
We want to create a
scene with several starships, but ZBrush doesnt enable
BPR with multiple objects. There are several possibilities to
overcome this drawback, however. The easiest way is to merge the
nal battleship and append it several times on the same tool, but
that requires a powerful computer.
Instead, make a BPR of your battleship and, in Photoshop, put
the render on your background, estimating where to place the
second most important battleship. Go back to ZBrush for the BPR
and repeat the operation as many times as necessary to gather all
the ships you want for the nal illustration n.
Group 1
Group 2
Group 4
Group 3
With light
efects
I want the hull of the battleship to reect the lights from the
reactors of small starships that revolve around the main
ship. To do this, I realise a BPR with the NormalRGB
MatCap included in ZBrush. Once in Photoshop, I can then
create a Radial Gradient placed on the light source (the
reactor of the small starship). I select a colour range on my
NormalRGB render (Selection>Color Range) by clicking on
a point that should have a reection. I add a mask to my
gradient with this selection. This way the gradient will
appear only on the faces pointing in the same direction.
Merged nal
illustration with
all corrections
Lights and
efects
First group of
battleships
Second group of
battleships
Third group of
battleships
Background
battleships
Merged
background with
colour correction
15
Without light
efects
Lucanus: 3/5
Group 5
Gradient and
mask
Planet extra
texture
Stars
Vue background
render
the nal
16Apply
touches
Choose the
nal look for your image,
deciding whether it will be cold
or warm, fuzzy or sharp, dirty
or clean. Add a few layers of
real photographs to give a little
substance to the image (dust,
starry background, lasers,
ares and so on). The
Distortion tool, like Puppet
Warp in Photoshop, is very
useful to give curvature to the
trails of reactors, for example.
Once the composition is
complete, atten the image,
nalise the colours and perfect
the general appearance using
Photoshops post tools p.
225
Vehicle
porsche_911_3DArtist.blend
textures.zip
reference.zip
Plus tutorial screenshots
b
it will look toy-like. For simple pieces well
use the Solidify modier; for more complex
objects well extrude edges by hand.
Its very important to save often,
especially before making a radical change.
Backups use space on the disk, but they will
enable you to save valuable time.
Another very important aspect is the
creation of good car paint, as luxury cars
have three-layered paint with iridescent
reections. Our car-paint material will
consist of a Difuse shader mixed with a
Glossy and another Glossy material that
will simulate the iridescent reections.
Chrome or shiny materials are composed of
a Glossy shader with a diferent roughness
index and two colours blended.
We want a car with a racing look to it, so
were going to add a stripe on the hood and
the side. Lighting is also crucial: well use a
big ll light on the car, two front lights (one
with warm light and one with cold) and a
series of emitter oors that will inuence
only the reections of the car paint.
Well use a three-quarter view of the car
with the headlights turned on as the main
image because it gives an overall
impression and is a good way to emphasise
the beauty of the car. During rendering well
save glossy reections, ambient occlusion
images and, with the node editor, create a
JPEG with the reections generated by the
headlights. These images are then
combined in GIMP.
01Blender windows
The rst
step is to set the reference images
in various windows. Open your reference
photos (supplied on the disc) in GIMP and
make sure they are horizontal and aligned
with the oor. Enable the rulers in GIMP
and cut the images so that the height and
width of the car are the same in the front
and rear view. It would be nice to have a
picture from the top, but if you dont have
one we will need to study the diferent
views to understand the structure of the
car. Youll nd reference images are
supplied with this tutorial, so theres plenty
to work from d.
b In this wireframe
render the
subsurface level
has been reduced
to make the
mesh structure
more evident
c A wireframe
render of the
interior view
d Reference setup
d
3D Art & Design
227
Vehicle
Model the tyres
Well use two modiers to model the
tyres in Blender: Array and Curves. From
the top view prepare a slice of the tyre
with a tread pattern, apply the Array
modier to obtain copies, add a Bezier
Curve of the size of the tyre and use it as
a base object for the Curves modier.
Now apply the modier and extrude the
side vertex until you have the correct
width of tyre.
Choose
the side view, add an empty
section at the centre of the wheel, move the
cursor to the empty area (Shift+S then
select) and add a circle. The wheel has ten
spokes, so well use a circle of 80 vertexes
(three for each spoke and ve between
each spoke). Model a single spoke and
then, with the Spin modier, well create the
necessary copies. Remove the double
vertices and proceed with the extrusion e.
Add
another circle in the central part of
the wheel, scale the vertices to the centre
g
and extrude. Apply some extra cuts to
create the holes for the pins. To make round
holes, select vertices and hit Shift+Opt/
Alt+S. Enable Boltfactory in Blenders
Addons (go to File>UserPreferences>
Addons> Boltfactory) and place the wheel
axles. Well use a cylinder for the disc brake
and then shape the brake caliper. To model
the clamp well enable a Mirror. The holes
in the discs will be added with a texture f.
04
e Modelling the
f Creating the
h
wheel interior
g Final modelling of
the wheel
h Be sure to follow
Using the
same procedure as the previous
step, well model the side of the car now,
including the rear bumper and doors. Be
sure to keep the diferent parts separate so
any changes that need to be made will be
far easier and save time. Right now its
important to create the shape of the car
the details will be added later. Once
youve nished the body, extrude the edges
of the meshes to create thickness and
activate the Subsurf in Viewport to check if
Texture advice
Textures can make a big diference to a
3D scene, meaning with a simple stripe,
our car has a racing look. I used the
symmetry of the car to unwrap the
model in a very easy way. Simply go to
the side view, select the parts of the
body and, in Edit mode, hit U then select
Project From View. This way I can
quickly apply the texture to the model.
07Add details
Now weve
nished the outer body, well add
more details including door handles, rear
wings, the plates, the front vent, the
exhaust system and front and rear lights.
The front lights are composed of a glass
with a mesh inside a reective material and
a spherical light. The rear lights are made of
small emitter spheres (LEDs) on a Reector
plane. The correct placement of these
elements is essential, so at this stage
paying close attention to your reference
material is vital j.
On a
new layer well now begin to
model the interior of the car. Start from the
basic plan, then the central transmission
tunnel. Well model the seats in another le
and then import the mesh. Add the
dashboard, the gear lever, the rear-view
mirror and all the details on the inside of the
doors. Assign a red material to the interior,
apply black to the plastic and give grey to
the aluminium surfaces k.
We
will use Cycles as the render
engine, so rst open the node editor to set
the materials. The car paint will be a mix of
Difuse and Glossy shaders, both mixed
with a Glossy with violet hues. Wheels and
aluminium details are a Glossy material. For
the seats well use a red velvet with a black
reection. The plastic material is a mix of
two Difuse and a Glossy shader with a
Noise texture as a Bump map l.
10Time to render
After
assigning the materials, well create
the scene for rendering, using a classic
studio setup with a rear plane and
three-point lighting. The plane will be
l
slightly shiny to give reections on the oor. The upper ll light
doesnt inuence the Glossy channel, so well use other lamps only
for glossy reections. The front lights are both warm and cold lights
to make the image less at. Well need extra channels for the
post-production stage, so go to the Layer menu and enable the AO
and Glossy direct channels. After rendering, open the image, the
Glossy channel and AO pass in GIMP, and overlay them to obtain
the nal result m.
i Car body meshes
j Mesh details
k Detailing the
interior elements of
the car
l A map of the
car-paint material
m
3D Art & Design
229
Animation
Get to grips with 3D animation with these
practical step-by-step guides
232 Learn to animate a
bouncing ball
252
240
236
Joint placement is
the most important part
of creating a rig
231
Animation
A
Learn to animate a
bouncing ball
Jahirul Amin guides us through the essential first
steps of animation: the bouncing ball
An object at rest will stay at rest and a moving object will keep
on moving in the same direction and at the same speed, unless
something comes along to change that uniformity. F= ma, or in
other words, when a force acts on a mass, acceleration is
produced. The degree of that acceleration will depend rst on
the magnitude of the force that hits the object, and second on
the mass of the object being hit. For every action there is an
equal and opposite reaction.
01Animation preferences
Open up
the scene le bb_start.ma and go to
Window>Settings/Preferences>Preferences.
In the Preferences panel highlight Settings
and change the Time to PAL (25 fps). I work
primarily in PAL but you will need to adjust
your settings in accordance with your
regional requirements. Next highlight
Animation and change the Default in tangent
and Default out tangent both to Spline. Next
highlight Time Slider and change the
Playback Speed to Real-time [25 fps]. When
changing your animation time units, you will
nd that Maya will either compress or
expand your current Playback Range, hence
the importance of checking these settings
before you start animating. Set the Start
Time of your Playback Range to 1 and the End
Time to 80 D.
A A nal render of
C A screenshot of
my referencing
process using the
free Kinovea
ball animation
preferences are
set accordingly as
your rst priority
3D Art & Design
233
Animation
f
02
03
E Setting keys on all
the individual
channels enables
you to have less
clutter in the
Graph Editor
F The Playback
controls are as
youd expect, but
try to use the
shortcuts to be
more efcient
shufe around
your keys, use the
Dope Sheet
04
h
Editors>Graph Editor. Navigation in the
Graph Editor is the same as in the 3D
Viewports. Use Opt/Alt and the third
mouse button to pan, then hit Opt/Alt
again and Ctrl/right-click to zoom in and
out. On the left you will see the object you
currently have selected and all the channels
that have keys on them. Running up the
vertical we have the value of the attributes,
while the horizontal displays the time. Make
sure you have the Move tool activated and
select a key. By clicking the third mouse
button and dragging you can reposition that
key in both value and time. You will also
notice that two tangent handles are
editable for each key, enabling you to easily
control the spacing and behaviour of the
movement while preserving your timing G.
05
Even timing
When blocking out a shot, I always
time out the poses in multiples of two
frames. This enables me to have the
ability to go in and add a breakdown
pose bang in the middle of my two key
poses. For example, key-pose 1 will be
on frame 1 and key-pose 2 will be on
frame 17. They are 16 frames apart so I
can go in and add a breakdown pose at
frame 9. We can then go in and add
two further poses between frames 1
and 9 (frame 5) and frame 9 and 17
(frame 13). When it gets to the nal
clean-up of the animation, the timing
may alter, but I nd this a good start to
the initial blocking stage.
06
07
08
09
10
by editing the
diferent tangents
l Apply some
m Some subtle
235
Animation
Realistic character
rigging
In this tutorial we will cover the creation
of a joint structure for a biped character and
its importance in getting good deformation
a A rendered image
of a series of
poses using the
nal rig
b A draw-over to
2 x thoracic
joints
2 x lumber joints
Broken
hierarchy rig
FK spine
(maybe add an
IK spline later)
Maybe add
rib joints?
Independent
shoulders
Independent
hips
FK/IK legs
and arms
b
into segments, namely the torso, neck and
head, arms, legs and nally hands. The
body will later be fused together using
orient and point constraints. The reason for
this approach is rst to make the rig more
manageable and more easily editable,
simply because each part is smaller and
separate. Also, by having the ability to turn
the weighting of the orient constraints on
and of, we can play more freely with the
behaviour of each segment, which can
produce interesting results.
Throughout the process we shall be
setting ourselves some guidelines to
maintain consistency in the rig. First, it will
be desirable to have the Rotate Z as the
forward-driving motion for each joint, using
the Orient Joint tool. By so doing, the
animation curves on the graph editor will be
easily understood by an animator. Second,
to position the joints, we can translate in X,
Y and Z for the parent joint of the joint
chain, but for all children joints we will only
use the Translate X, which is also the length
of the joint. To rotate the joints, we will use
Joint Orient in the Attribute Editor in order
to keep the Rotate channels and Translate Y
and Z at 0, enabling an easy passage back
to the creation pose. Last, its advantageous
to use naming conventions, as these will
02
Root and hips Using the Joint tool, create a single joint in
the side view and hit Enter. Rename the joint root_jnt and
increase its Radius in the Channel box to make it larger. Holding
down the V key, point snap the root_jnt to the same position as the
c
3D Art & Design
237
Animation
d
e
f
d A side view
breakdown
for the spine
e Highlight the
independent spine
and torso
f A perspective
g A breakdown of
i Checking the
consistent
behaviour in the
orientation of the
leg joints
j Creating the
nger joints
03
04
05
h
scapula geometry. Parent the l_scapula_jnt
to l_shoulder_jnt. Now select spine_end_
jnt and duplicate it twice. With both
selected, hit Shift+P to bring them out from
their current hierarchy. Rename the two
joints l_shoulder_root_jnt and r_shoulder_
root_jnt h.
06
k Component By
Type and Local
Rotation Axes
m The weighting
for the orient
constraints
Select the l_toes_jnt and use the tool again, only this time set
Orientation to None i.
07
08
09
upper_leg_jnt and go
Skeleton>Mirror Joints (Options). Set
Mirror across to YZ, set Mirror Function to
Behaviour, search for: l_ and replace with: r_
then hit Apply. Repeat this step for l_
shoulder_jnt, l_clavicle_jnt and l_hand_jnt.
Parent l_shoulder_jnt and l_clavicle_jnt
under l_shoulders_root_jnt. Do the same
for the right shoulder. Select neck_a_jnt
and duplicate it. Delete all the child joints
and rename the single joint neck_const_
jnt. Parent neck_a_jnt under neck_const_
jnt. In the Outliner, select spine_end_jnt, hit
Cmd/Ctrl, select neck_const_jnt, go to
Constrain>Point then Constrain>Orient.
Now select l_hand_jnt and duplicate it.
Delete all of its children and rename that
single joint l_hand_const_jnt l.
10
239
Animation
Learn to animate
a walk cycle
C
frame to get your curves moving well. For
example, well be using IK for the legs to
keep them planted on the oor, but the
disadvantage of IK is that it works in a linear
fashion from A to B, so no arc is created. As
a result, theres no choice but to go in frame
by frame and create some arcs. Fear not,
though, the arms will be easier: well use
forward kinematics, which uses rotation, to
create some natural arcs. As you rene,
dont be too precious about making
changes; sometimes you can delete whole
sections and re-work them to produce
some delectably clean arcs.
Before beginning the animation, be sure
to check your Animation Preferences.
A A nal render of
B Analysing your
reference is the
essential rst step
C A screengrab of all
the key poses
created for the
nal animation
241
Animation
E
Open up
the supplied scene le: 00_
boxBoyRig.ma and lets begin by bringing in
our reference. Go to the Panel bar on the
Viewport and create a new camera by going
to Panels>Orthographic>New>Side. In the
new cameras Panel bar go to View>Image
Plane>Import Image and select frame1.jpg
from the Source Images folder. Next go to
the Attribute Editor for the camera and
scroll to the imagePlane1 tab. For Display,
check Looking Through Camera. Go down
to Image Plane and check Attached To
Camera and then turn on Use Image
Sequence. Translate the camera out of the
way from the main action and split your
layout into two panes side by side, enabling
you to work with your reference D.
02Contact pose
Now move
to frame 7 to create the rst passing
pose. The front leg should now be directly
Go to frame 4
for the down position. Have the
hips go down as the weight is taken onto the
leg and make sure the forward foot is at on
the oor. Use the Roll attribute on the back
foot to bring it onto its toe ready to come of
the ground. Add more drag to the hands as
they try to catch up with the rest of the arm.
Use the reference images as a guide but
push this further if you wish to do a more
exaggerated walk. Again, we need to mirror
the pose at frame 16 G.
05
Playblast away!
Playing back your animation in the
Viewport is never the best way to
check for timing. Depending on how
heavy the scene is, it may play too slow
or too fast. A Playblast will create a
quick video of your animation, enabling
you to view it at the correct speed.
Throughout the animation process,
from blocking to the nal polishing
pass, its vital that you Playblast your
animation often. To do so, hold the right
mouse button over the timeline and
click on Playblast. You can also bring up
the Frame Count to give you an
indication of the Viewport playback
speed. To do so, go to Display>Heads
Up Display>Frame Count.
D Taking reference
E An illustration
highlighting the
areas of focus
moves forward,
ready to get into
the contact pose
I
J
Go to
Window>Settings/Preferences>
Preferences and highlight Animation in the
left column. Go to the Tangents tab and
change the Default Out tangents to either
Spline or Auto. Whenever we add a new key
now we will get the interpolation in the
curves. Now we start rening and again
well start at the core and work our way out.
Use your Graph Editor as much as possible
from now on and massage each curve. We
want to end up with hips that create a gure
of eight as the bodys weight shifts from one
leg to the other. At this stage you should use
motion curves as much as possible. Select
the hip_ik_ctrl, go to Animate>Create
Editable Motion Trail and use it as an
accurate guide to create transition from one
leg to the other J.
06Step on to spline
Getting
the spine to work well shouldnt
take too long. We mainly want to focus on
getting the movement clean without any
jerkiness. Take out the majority of the key
frames that are not adding too much and
really smooth out the curves. Also add
some twist to oppose the hips and gradually
increase the amount of twist to propagate
up the spine. Moving to the neck and head,
add delay to these parts so they feel as if
they are always playing catch up. An easy
way to do this is to take the keys for the
neck and head and shift them back two
frames. Select the keys for the head and
shift them back a further two frames L.
Start the
rening process from the shoulder
and work your way to the hands. Select the
controls and create the motion trails to help
you make those arcs that naturally occur as
we rotate our joints. Add some subtle
movement to the ngers so they dont feel
rigid. Shift keys back to add delay to the
lower arm and the palm. This makes the
walk more uid and less mechanical. From
this point its a case of going through again
with a nal level of polish. Check each curve
for every control and ensure the transition in
and out is smooth. This will reduce any
popping as the cycle loops. Finally, the basic
backbone of a generic walk should be there
so try giving it some personality M.
L
Getting personal
By the end of the tutorial you should
have a fairly generic vanilla walk. From
here, you can start adding in some
personality, because as Samuel L.
Jackson would say: Personality goes a
long way. See what happens if you
bring the feet up higher on the up pose.
Does it make the character feel
angrier? What happens if you reduce
the swing on the arms and rotate the
head lower? Does he seem depressed?
Go ahead: experiment a little and make
your walk a Royale with Cheese!
K
I Cleaning and rening the
243
Animation
Animate a character
lifting weights
b
height of his box belly button. However, as
Box Boy lifts the ball, the centre of gravity
shifts but has to remain over his base of
support, otherwise in reality hed fall at on
his box bottom. So, to get a successful
animation that conveys the lifting of a
heavy weight, we will have to demonstrate
an understanding of how the centre of
gravity travels. This ground work will ensure
that we can achieve the most realistic
results possible.
We also need to keep Newtons Third
Law of Motion in mind. If every action has
an equal and opposite reaction, then in
order to move a heavy object, the force
exerted on the object must be greater than
the force exerted by that object. The ball in
our example is very heavy, therefore the
efort exerted by Box Boy must be seen to
be very great in order to convey that sense
of weight.
Now to the all-important gathering and
analysis of reference. Once you nd solid
reference, watch it over and over again to
get a good feel for the motion of the body
and the mechanics of lifting a heavy weight.
Analyse the arcs in the back and the
wave-like motion that runs from the hips
and up the spine as the weight moves
upwards. Observe how the weight is taken
not just by the arms, but by the whole body.
Note which parts lead or follow.
Observing power-lifters is extremely
useful, as those guys really know what
theyre doing when it comes to lifting. Rob
Orlando from Hybrid Athletics (www.
hybridathletics.net) has kindly allowed us
b Analysing and
used throughout
this tutorial, which
you are free to
experiment with
3D Art & Design
245
Animation
f
d
d Take your
references into
Maya to view
e Animating to
camera enables
you to cheat
f Loosen up the
character and
make it seem
more relaxed
g Consider the
centre of gravity of
the character
01
02
Create>Camera>Camera and
rename that new camera renderCam.
03
part is leading or
following moves
Expect the
unexpected: using
anticipation
Anticipation lets the audience know
that something is about to happen.
Before a pitcher releases the ball, he
pulls his arm back. A car rolls
backwards ever so slightly before it
pulls away. In essence, anticipation
ensures that your point wont be lost as
the audience will be ready.
see so lets make sure it has some interest. Start adding in the rst
set of key poses, using the reference as a guide to help with the
timing. Analyse how one hand moves faster than the other and
observe the slight roll of the ball towards the character as he begins
to weigh up the challenge f.
04
05Move up slightly
06
07
08
09
10
j Capture the
wave-like motion
of the body
during the lift
k Convert the
interpolation of
your curves from
Stepped to Spline
as you add poses in
between
m Check to see if
m
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247
Animation
How to animate
a jump
Animation
D
Prepare to lift of
01
stretched poses as
Box Boy lifts of
F What goes up
must always
come down
G The landing
squashed pose
03
04
02
05
H Re-time the
animation using
the Graph Editor
I Adding some
anticipation will
enable the
audience to
prepare for the
action theyre
about to see
J Arcs are
stunning as well
as naturally
occurring make
sure you manage
to get them in
K Hiding parts of
the geometry
can help you
focus closely
06
07
08
Focus in on areas
M Just a small
movement can
help keep the
character alive
K
to issues in another. Having the ability to
hide parts of the geometry can really help
you focus on the areas that need cleaning
up. For example, you may want to get the
spine working well without viewing how the
arms are afected. Then you can unhide the
arms and focus on them, knowing that the
spine is how you want it. If a Hide/Unhide
feature is not part of the rig, you can
generally achieve the same efect by
selecting the geometry that you want to
hide and go to Create>Sets>Quick Select
Set. You can then easily nd that geometry
in the Outliner and hit Cmd/Ctrl+H to hide
the pieces. When you want to reveal them
again, select them from under the set in the
Outliner and hit Shift+H K.
the path of action. Also add some drag and overlap to the toes
as they go through the jump. Then on the land, have them slam
down in a couple frames to help bring some weight and impact to
the landing L.
10
09
M
3D Art & Design
251
Animation
Tutorial files:
Maya .ma scene files
Video Reference .mov
Final animation render .mov
Reference images to use in Maya
CG_VertexMotionTrail_V2 script
Kick of!
01Use references
Open up 01_
start.ma (supplied) to nd Box Boy
in his default pose. Lets start by bringing in
our reference so we can work alongside it in
Maya. Go to Panels>Orthographic>New>
Front to create a new camera. Call this
referenceCam and in the active viewport
go to View>Image Plane>Import Image and
select frame_01.jpg from the Reference
Images folder that accompanies this
tutorial. Under Image Plane Attributes, edit
the Display to Looking Through Camera
and also check Attached to Camera. Now
translate the reference camera away from
the main scene and set the view as a
oating window by going to Panels>Tear
Of d.
a A nal render
including some of
the key poses
breakdown of the
key poses in the
nal animation
d Pre-planning your
animation can
save all the
guesswork later
on in the process
253
Animation
e
03
Once all
the main poses are in, Ill go
through and create a playblast of the
animation. My main aim here is to check
that the poses are clear and readable or if
the action is too fast, too slow or possibly
just right. I like to stand back from my
monitor when doing this, as I think it reveals
quite a lot that we just cant see with the
screen right in front of us. In doing so, I nd
Once you
are happy with the timing, select
all the animation controls and convert the
tangents in the Graph Editor from
Stepped to Auto or Spline mode. As always,
I begin from the core outwards when
rening, so my rst port of call will be the
hips. For this move Im mainly using the
root_ctrl for translating the character up,
down and rotating him, then the hip_ik_ctrl
to get some extra rotation in the hips, if
needed. I start by going through and
deleting any keys that are not doing much
for the animation or are adding too much
noise. We can then go through and try to
mimic the motion and arc we would
expect to see on a bouncing ball. Also,
you can add extra keys if you need to get
the arcs owing well in other areas, as
Box Boy shifts his weight about.
Remember, its all in the hips, so getting this
as rened as possible will be crucial for all
the other elements h.
g
when the legs are in the air. Be sure to
create motion trails not on the controls,
but on a vertex on the model, such as the
ankle or the end of the foot. This will
create an honest representation of the arc
being created by the legs swing. Also, as
the feet will be pivoting from the toe or the
ball, its important that when this happens
there is no popping. I like to create a locator
at the point where the foot will pivot from,
then use that as a guide to position and
orient the foot. If the foot slides around, we
will lose believability in our animation i.
f The various
breakdown poses
to nish the initial
blocking process
g If the animation is
core outwards,
implementing the
principles applied
to a bouncing ball
i Focus in on the
h
In this
move the big arcs will be created
by the legs, so as I am working in IK mode
for them I will most probably end up setting
a key on nearly every frame, especially
Reference
Some people will sometimes frown
upon the use of reference and will tell
you that a good animator should be
able to work without it. However,
everyone from the early Disney
pioneers to the brains behind Avatar
have used reference. Whether its
photographic reference that you will
draw beside, or mo-cap reference that
you can take into a 3D scene
whatever will get you to your goal in the
most-efcient manner and give you the
best results, do it. Be exible and in the
words of the mighty Bruce Lee: Be like
water, my friend.
07
When
dealing with the arms, I like to
work on them separately as I can really
ne-tune one arm without the other
distracting me. I use selection sets to hide
some of the geometry and focus on those
arcs once more. Although the arms will
follow the torso, we will still need to go in
there and clean out some of the poses as
they may be jittery in places. Also, make
sure to edit the spacing, as in some
instances we will want to ease in and out of
the key pose to reduce what could be some
very quick movement in a small number of
frames. This applies, for example, when the
right arm reaches the peak of its move k.
10Keep on moving
As we hit
the nal frames, well want to keep
the motion and the character alive. To do
so, we can employ the technique of using
Moving Holds. For the hips, the upperbody and arms, Ill add a small amount of
motion, continuing through to the nal
frame of the animation. Its important to
keep this motion, moving in the direction
that the body is travelling. The change in
movement from the nal pose to the
nal frame may be barely noticeable,
but the diference between subtle
movement and no movement can be huge
to the naked eye. Finally, good luck and
happy animating! m.
m Apply a subtle
amount of motion
to the nal frame
to keep the
character alive
3D Art & Design
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