3D Artist Magazine - Create Realistic Wet & Dry Fur (Issue No. 9)
3D Artist Magazine - Create Realistic Wet & Dry Fur (Issue No. 9)
DR WHO
SPECIAL FX
How the new series' effects were made
Build a
ISSUE 09
9
classic car
771759 963007
ISSN 1759-9636
es
Learn NURBS modelling techniqu
£6.00
Create realistic wet and dry fur
09
pho into Poser
tos
Importing headshot
ma effects,
Plus: Prime Focus VFX – cine
• Latest review
PIXOLOGIC
ZBRUSH 3.5
All the new features revealed
ON YOUR
FREE CD
CREATE REALISTIC
WET & DRY FUR
www.3DArtistonline.com
iPad Kindle
Printed full colour large format book
The TM
Series
Discover more with the Book series’ expert, accessible tutorials for
iPad, iPhone, Mac, Android, Photoshop, Windows and more
Also in this series Now available on
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Marcos de Moraes
Sampaio
Personal portfolio site
www.msampaio.com
Country Brazil
Software used Photoshop
and modo
Cover artist
scenes guides to of the show – not to mention increasingly poor Greg Whitaker
images and artwork actors – eventually saw its demise. However, Advertising
Digital or printed media packs are available on request.
3 A CD packed full thanks to the marvel of CGI, the falling cost of Head of Sales James Hanslip
of creative goodness
☎ 01202 586423
[email protected]
4 Interviews with hardware and the increasing sophistication of Advertising Manager Hang Deretz
☎ 01202 586442
inspirational artists software, the decision was made to relaunch the [email protected]
in the industry and talk to The Mill, which had the challenge of Cover disc
6 The chance to see producing the VFX, on TV budgets, to make it Interactive Media Manager Lee Groombridge
Head of Digital Projects Stuart Dixon
Disclaimer
The publisher cannot accept responsibility for any unsolicited material
lost or damaged in the post. All text and layout is the copyright of
Imagine Publishing Ltd. Nothing in this magazine may be reproduced
in whole or part without the written permission of the publisher. All
copyrights are recognised and used specifically for the purpose of criticism
and review. Although the magazine has endeavoured to ensure all
information is correct at time of print, prices and availability may change.
This magazine is fully independent and not affiliated in any way with the
Rosie Tanner Sarah Slee John Hayes Christian Darkin companies mentioned herein.
If you see a blonde- Dancing through the John works as a Christian has been
haired woman lurking 3D garden, picking all character artist for getting to grips with
outside your uni, it’s your community Sega so he knows all the exciting new
our Rosie getting the stories, is pixie-like there is to know features of ZBrush 3.5
lowdown on the Sarah and her army of about games this issue. Sculpt like
latest CG courses gnome helpers character creation it’s 1999, Christian!
© Imagine Publishing Ltd
2009
www.3dartistonline.com
4 ● 3DArtist
© Imagine Publishing Ltd
No unauthorised copying or distribution
iPad Kindle
Printed full colour large format book
TM
Create
realistic
wet and
dry fur
The sculpting
tools used the most
for this project are
the Push, Smooth
and Move tools
Six-page step-by-step walkthrough guide
46
58
6 ● 3DArtist
© Imagine Publishing Ltd
No unauthorised copying or distribution
The Studio
74 Professional 3D advice,
techniques and tutorials
46 Behind the scenes:
Polar Bear
Almost all of the objects in the Time to get furry with this modo
401 tutorial set half-underwater
scene were made from primitives that
were converted to editable polygons 52 Step by step: Street Urchin
How to create a proto-superhero
Andrei Kashkin on the process for Lonely Driver. Page 74 in the form of a cheeky, streetwise
little youngster
Yoeusrtions
qu swered
an
? 56 I made this: Márk Mészáros,
El Chorro
Mad Max references ahoy, as we
visit the world of rusty battle cars
more inside…
Turn the page to discover the
interviews, reviews, industry
advice and more that we’ve
packed into this issue…
© Imagine Publishing Ltd 3DArtist ● 7
No unauthorised copying or distribution
20 Community
News, readers’ images and letters
from the 3D community
34 Feature: Dr Who
Forget plastic monsters, welcome
to the golden age of CGI
40 Interview: The
Neighbourhood
Arch vis? Advertising? TV and
product promotion? Yes to all!
46 The Studio
A world of tutorials and insights
into the most incredible images
iPad Kindle
Directory
Printed full colour large format book
TM
The definitive review listings for iPad, iPhone and Android apps
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TM
WELCOME TO
THE G A LLERY
Nine pages of great artwork from the 3D community
Bertolotti Simone
Featured artists
A highly detailed
I created this image because I wanted to test bedroom scene
with a great use
a V-Ray render engine and because I saw a of lighting
villain Zartan
Anders Lejczak
Wonderful WW2
aviation artwork
from this Swedish
digital artist
Jian Xu
Realistic and
Bertolotti Simone intricate portrait
brings some class
Personal portfolio site to these pages
www.imonfox.it
Roger Harris
Country Italy One furry friend
Software used CINEMA 4D, V- you wouldn’t want
Ray and Photoshop as a pet. Admire
from a distance
Email or post
Giorgia Baldissera
Personal portfolio site
http://giorgiabaldissera.
cgsociety.org/gallery/
Country Italy
Software used 3ds max, mental
ray, Photoshop, ZBrush
Work in progress…
12 ● 3DArtist
© Imagine Publishing Ltd
No unauthorised copying or distribution
Artist info
flintlock but then realised I
couldn’t stop there and soon I had
created an outlaw’s possessions
spread around the flintlock.
Creating a dirty, worn-out look is Sami Mustonen
always fun. Modelled in 3ds Max, Personal portfolio site
www.samimustonen.com
rendered with V-Ray, while Software used 3ds Max,
Photoshop
textures and colour correction Work in progress…
were made in Photoshop
Sami Mustonen Flintlock, 2009
Artist info
Dennis Mejillones
Personal portfolio site
My goal in creating this image was to create www.pixelrapture.com
Country USA
something that looked like it came right out of a Software used ZBrush, 3ds
Max 2009, Photoshop,
Blizzard cinematic scene. At the same time I rendered in mental ray
wanted a character that would look brutal and had Work in progress…
14 ● 3DArtist
© Imagine Publishing Ltd
No unauthorised copying or distribution
Artist info
Khurram Hamid
Alavi
Personal portfolio site
http://leviathon.cgsociety.org/
gallery/
Country Pakistan
Software used ZBrush,
Photoshop
Work in progress…
16 ● 3DArtist
© Imagine Publishing Ltd
No unauthorised copying or distribution
Artist info
Anders Lejczak
Personal portfolio site
www.colacola.se
Country Sweden
Software used Luxology modo
Work in progress…
Jian Xu
Country China
Software used 3ds Max,
ZBrush, Photoshop
Work in progress…
18 ● 3DArtist
© Imagine Publishing Ltd
No unauthorised copying or distribution
Artist info
Roger Harris
Personal portfolio site
www.rogerharris.net
Country England
Software used Luxology mod
o
401
Work in progress…
I had just received the upgrade to modo 401 and wanted
to try out the new replicator and fur features. This scene was a
novel way of doing it. The raptor, which is a base mesh from
DAZ 3D, has feathery fur added and the ground is covered in
thousands of replicated debris, like leaves, sticks and rocks
Roger Harris Utah Raptor, 2009
T
he CGSociety has revealed the winners of its most Jose Alves da Silva from Portugal won the Image Master
recent challenge, ‘Secret Agent’. There were over Award for his piece Mouse Love, based on a story of a lab
a thousand entries for the competition, which rat seeking revenge. Meanwhile, Aurelien Rantet bagged
offered digital artists the chance to win more than the Individual Video Master Award for ‘Run For The
$100,000 worth of hardware and software prizes. To be in Artefact’. The Team Video Master Award was given to a
with a chance of winning, designers had to create group for ‘Agent Omicron’; team members Goro Fujita,
characters and events that involved gadgets, guns, evil Kory Heinzen, Nico Sanghrajka and Ryosuke Fujita created
geniuses and espionage in some way. The finished piece an Eighties-style TV show with a jazz soundtrack.
could be in the form of a video or a still image. Judges for the contest included the president of the
There were many different categories for artists to enter CGSociety, Mark Snoswell, plus over 20 other industry
work into, including Lighting, Landscape/Matte Painting, types and past challenge winners. The many different
Modelling, VFX and Texturing; three of these categories prizes up for grabs were provided by a wide variety of
– Individual Video, Team Video and Image – were eligible companies, including BOXX, Autodesk, Wacom, NVIDIA,
for Master Awards. Maxon and ZBrush. To check out the
full list of winners, visit http://
features.cgsociety.org/challenge/.
Kerby decided to
create this image
New sites and changes to your to learn more
favourites – it’s all here! about ZBrush
Legal Tender
Learning
Textures and models
Get your fill of models, textures and
more
Digital-Tutors has a
software from these here parts fresh new range of
training videos in
Artist-3D store for you
For a good range of freebies, take a look at this website
CG tutorial site Digital-Tutors (www. as well as other new tutorials. You can even opt
Web: http://artist-3d.com/
digitaltutors.com) has new lessons for for a free trial to test out the service, which gives
Artist-3D provides designers with design software such as Toxik, modo, you access to 12 preselected courses. If you
free models, including big chunks Nuke, Maya and After Effects. You can get decide on an annual membership, then you’ll
of rooms and even a few room
scenes. The models vary greatly an introduction to channels in Nuke, browse save $140 over the monthly or semiannual
from Buddha statues and the tops of through new modelling features in modo 401 or subscriptions. Visit www.digitaltutors.com for
aerosol cans to a bejewelled crown. learn about channels and steam nodes in Toxik, more details.
In addition to that, there are lots of
textures, 3D wallpaper and free
software to browse through. Check
it out.
NASA
Space: the final frontier for freebies
Web: www.nasa.gov
If you’re looking for free 3D
models and textures with an
intergalactic theme, then you
might like to take a gander at
NASA’s website. Click on the
Multimedia tab for a drop-down list,
and there you’ll find the header 3D
Resources. There are base stations,
flight system supports, 70-metre
satellite dishes, plus textures from
planets such as Saturn, Venus and
Jupiter. What a discovery!
22 ● 3DArtist
© Imagine Publishing Ltd
No unauthorised copying or distribution
10
Software
shorts
Get the lowdown
on updates and
launches
Prehistoric
animals were
Maxi muscle
always a passion
of Lomaka’s She Freak V4 is available from
DAZ 3D. The muscle pack is
suitable for the Victoria 4.2 figure,
and her accompanying skin
textures will provide you with
BAMBOO
four body shapes and eight heads.
www.3dartistonline.com
© Imagine Publishing Ltd 3DArtist ● 23
No unauthorised copying or distribution
Picture
of the
month
Hail fellow 3D
enthusiast!
Let your eyes
feast upon
these, the
best images
uploaded to
the 3D Artist
gallery this
month
C
Pictures of
the week
HERE ARE THE LATEST IMAGES TO BE
AWARDED THE PICTURE OF THE WEEK
AWARD IN THE LAST MONTH
Steam Traveller
» Andrew Averkin
Andrew says: “An old
granddad who saw
probably the whole world.
I wanted to do this
monster long ago. In the
scene there are about two
million polygons; the
locomotive alone has
about one million
polygons. Rendering time
took about 12 hours at a
resolution of 2,700 x
3,600.”
We say: Excellent detail, a
great modelling job.
B
Longfellow House
» Dominic Davison
Dom says: “Rendered and composed in Vue. Plants and foliage from
Runtime DNA, Xfrog and Cornucopia3D.”
We say: Exquisite oil painting style with a great composition, leading
the eye all the way through to the neo-Georgian house.
Send your Digital Domain’s The Curious Case of Benjamin Button, etc, but
wondered which smaller companies are out there. Your
website www.3dartistonline.com. I would like to share my
latest work with you and hopefully you will find it interesting.
letters to… advice and assistance would be much appreciated. On and off, it took four weeks to work on this 3D artwork,
Email the team directly Stevie Isaac, by email which I called The Wise Alien Cherokee. I wanted to
with your letter demonstrate a cultural fusion between an alien race and
3dartist@imagine-
publishing.co.uk You don’t mention what this project is but if there is only yourself ours. A shared knowledge and culture. The software
Log in and leave your working on it and you need another person to help out, then I packages used were Hexagon 2.2, modo 401 and ZBrush 3.1.
comments on the forum would guess it is a low-/no-cost project. That being the case, Miguel Duque, by email
www.3dartistonline. then I can’t really see even a small company getting involved
com/forum
POST TO:
unless you are offering a fee for the work. If it is just personal Thanks for sending the image in Miguel, it’s certainly an
The Editor, 3D Artist, work, then your best bet is to advertise for someone to help out interesting piece and topical with District 9 in the cinemas
Imagine Publishing, and list what you need, specifically listing the software packages, recently. The modelling and sculpting are both good, while we
Richmond House,
33 Richmond Hill,
the nature of the project, the time involved and the ultimate also like the texturing. The headdress is great as well. The only
Bournemouth, purpose or reward. There are numerous website forums that you things you should look at a bit more closely are the hair,
Dorset can post on – try ours at www.3dartistonline.com, or CGSociety, eyebrows and chin, making them extrude from the surface a little
BH2 6EZ, UK
CGHub, CGArena or ones that are specific to the software you more realistically. The eyes could do with a bit more detail, but
are using. otherwise it’s a good effort.
26 l 3DArtist
© Imagine Publishing Ltd
No unauthorised copying or distribution
Balanced contents
I received the latest issue on Friday 11 September. It’s great
being a subscriber, and it didn’t disappoint! Not to spoil
things too much, issue 7 is a great issue featuring some
fantastic-looking articles and disc content. The disc features
some great Blender tutorials, which provide fantastic hints,
tips and tricks for this great piece of software. There are also
some WW1 Navy Battleships (cool!) and some furniture
models (unfortunately, the furniture models are saved in
.max, format. Shame on you 3D Artist!).
This issue feels far more balanced, with less focus on
Autodesk products. The content is more varied, with modo
getting a good slice of the mag and featuring in both a full
article and a tutorial. Carrara and Poser also feature in
tutorials, which is fantastic. The Community section is as
useful as ever, featuring an article on earning extra cash from
your creations. The Reviews and Workspace sections also
have some interesting-looking reviews and articles.
All in all, this is a great-looking issue and I have enjoyed
the Blender tutorials. It’s great to see this superb piece of
software getting some recognition. Great work guys!
Homunculus, on the forum
28 ● 3DArtist
© Imagine Publishing Ltd
No unauthorised copying or distribution
Bringing VFX
into focus Vancouver has benefited from a favourable
currency rate, strong tax credits and a long local
history of feature film production, so we’ve seen
a surge in film and TV production spending in
British Columbia
Mike Fink is CEO and senior visual effects supervisor of Prime Focus VFX
M
Company Prime Focus ike Fink is CEO and senior visual Bank of America while going to school at
Founded Frantic Films VFX, effects supervisor of Prime night to get my MBA. I eventually quit both to
recently rebranded to Prime
Focus, was founded in Focus VFX, based in Canada. go to art school. That was a long time ago.
Winnipeg, Manitoba, He’s been doing visual effects for 32 years, Before Prime Focus, I was a senior visual
Canada in 1997. Prime Focus
was founded in Mumbai, starting at a time when there were no effects supervisor on The Golden Compass,
India in 1997 classes, online courses or even books and won an Academy Award, a BAFTA award
Company website dedicated to VFX. Coffee-table books on and a VES nomination. I was also a visual
www.primefocusworld.com
Country LA, New York City, visual effects just didn’t exist. Fink’s first job effects supervisor on movies like Braveheart,
Vancouver, Winnipeg, in the industry was as an electronic X-Men and X2.
London, Mumbai, Goa,
Hyderabad, Bangalore,
consultant on The China Syndrome,
Chennai produced by Michael Douglas who also 3DA: We understand that you’ve just
Expertise Previsualisation, starred alongside Jane Fonda, in which he moved into a new purpose-built office in
animatics, equipment hire,
visual effects, video and helped build a nuclear reactor control room Vancouver, British Columbia. What can you
audio postproduction, digital and a computer. The movie was released in tell us about the facility?
intermediate, digital asset
management and 1978 and chronicled the story of a near MF: While we’ve seen feature film
distribution, R&D software meltdown of a nuclear reactor. The movie production languishing stateside, Vancouver
development
was released the same week that the Three has benefited from a favourable currency
Client list Major film studios
– 20th Century Fox, Mile Island meltdown accident happened, rate, strong tax credits and a long local
Miramax Pictures, and it was exactly as depicted in the movie – history of feature film production, so we’ve
Paramount Pictures, Warner
Bros., Summit Entertainment a strange case of life following art. This was seen a surge in film and TV production
and, of course, clients across Fink’s first movie experience and was an spending in British Columbia. When we
the entire Bollywood market
ideal one, because it was on budget, on decided to expand, it made sense to establish
Software used Autodesk
Maya, Autodesk 3ds Max, schedule and everyone was terrifically Vancouver as the primary visual effects
eyeon Fusion, Deadline, collaborative. The experience there facility for Prime Focus in North America.
Krakatoa, Flood, Awake,
CLEAR, Terragen, V-Ray, immediately seduced him into filmmaking. The new Vancouver studio is now four
FumeFX, Adobe CS4 times larger, and can house 150-200 artists
3D Artist: What were you doing or where
were you working before Prime Focus, and
A Mr Magorium’s Wonder b To create a more magical
what education or training have you had Emporium. The original film ending for the film,
relevant to this kind of work? production was never Frantic reconstructed the
designed to use VFX, it was scene using particle and
Mike Fink: Before The China Syndrome, I all puppetry and in-camera fluid simulation in almost
was a teacher and administrator at CalArts, effects. After viewing the every shot. The artists
original, final scene, the added 3D birds, ample
and before that had been a portfolio director decided to call in amounts of pixie dust and
manager in San Francisco for a division of the VFX cavalry a sunny, holographic light
© Imagine Publishing Ltd 3DArtist ● 29
B No unauthorised copying or distribution
C D
and support staff. It’s located in the city’s shots and sequences on the movie. At that
thriving downtown district, and has all the point, Frantic didn’t have a Vancouver office
fixings: the most up-to-date technological – it was just using production offices for
pipeline, a 50-seat screening room with whatever show it was working on. After X2,
stereoscopic 3D viewing capabilities, Frantic rented out a small space in
luxurious client meeting rooms and Vancouver, mostly to handle
individual studios for our different VFX previsualisation work, and that grew with
departments. We also have ultra-high-speed the addition of VFX supervisor Chris Harvey,
data connections and Polycom video who was fairly well known in the Vancouver
conferencing connecting the Vancouver market. During that time, Chris Bond was
studio with Prime Focus offices – and our spending so much time meeting with
clients’ facilities – worldwide. filmmakers and studios in LA that he moved
there, and that started the LA facility.
3DA: Additionally, why Canada? You have Of course, there are a lot of attributes about
offices in Winnipeg but also in LA, so why Vancouver that make it an attractive place to
go to Vancouver? do film, and I mentioned some of that above.
MF: Frantic Films VFX was founded in Canada offers tax rebates, has a long history
Canada by Chris Bond, who is now president of being a hotbed of CG development,
and senior visual effects supervisor for Prime stemming from companies like Alias,
Focus VFX. He lived in Winnipeg, so that’s Houdini, Discreet Logic and so forth. So
where the company was based. The story, there’s already a pretty wide talent pool in
however, of how Frantic set up the Vancouver Canada, and Vancouver is overall just a
office is that there was a small group from beautiful city. People like working here.
Frantic working on The Core for visual effects The Vancouver office will be
supervisor Greg McMurray in Vancouver, interconnected to Prime Focus’s network of
E F
technical VFX services to the However, the main thrust and growth of
our company in North America is the
entertainment industry Vancouver studio, which is the primary
visual effects production centre for Prime
Focus North America. We’re building up
technical VFX services to the entertainment lighting and rendering, compositing, effects Vancouver’s abilities in every aspect,
industry, and have dedicated departments animation, previsualisation and simulation. including effects animation, simulation,
for 3D, 2D, matte painting, effects animation, Los Angeles focuses on matte painting and animation, lighting and rendering,
creature and character animation, R&D and digital environments, lighting and compositing and stereoscopic filmmaking.
other digital departments. In addition, we rendering, previsualisation, compositing, And we are all linked by Prime Focus’s
offer software packages such as Deadline, 3D, lighting and rendering, effects animation Global Digital Pipeline, which allows
our render management tool, and Krakatoa, and simulation. When Prime Focus acquired seamless working practices across the
our high-volume particle renderer. Frantic, it also acquired Hollywood’s Post international facilities.
Logic Studios, so our LA office also has digital
3DA: What functions do your other offices intermediate, colour correction and digital 3DA: You were originally called Frantic
around North America serve? postproduction capabilities. Films VFX, so why the change of name?
MF: Winnipeg deals primarily with R&D and What’s been great about Rob Hummel MF: Prime Focus acquired the VFX and
software but also production, mostly coming on board for Prime Focus as CEO of software/R&D portions of Frantic Films in
compositing, as well as effects animation postproduction for North America is that he 2007 (however, the live-action portion was
and simulation. and I are able to bring the capabilities of not acquired and is still in operation). Prime
Vancouver incorporates matte painting Frantic Films VFX and Post Logic together. Focus simultaneously acquired Post Logic
and environments, character animation, We’re in the same building in Hollywood Studios at that time as well.
Because Prime Focus was made up of a
number of businesses and brands in
numerous locations with differences in
C The pleasant d Wireframes and live- E Frantic’s Vancouver and F Ken Nakada, one of the
environment at the action compositing for G. Winnipeg facilities industry’s leading vision, culture, sector disciplines and ways
Vancouver office for I. Joe: The Rise of Cobra, handled the bulk of the matte painters, of working, it was necessary to unite these
Prime Focus VFX, the summer action flick. 334 VFX shots for oversaw about 30
formerly Frantic Films. The final sequence Dragonball Evolution, with matte painting shots companies under one single brand with one
This is one of a number of featured a high speed VFX supervisors Chad from Frantic’s set of values, one clear brand position and
Prime Focus sites around aerial chase © 2009 Wiebe and Mike Shand Hollywood studio
the world Paramount Pictures. All overseeing the work one strategic vision. We launched under one
Rights Reserved global brand name, which was Prime Focus,
© Imagine Publishing Ltd 3DArtist ● 31
No unauthorised copying or distribution
G A VFX shot that Frantic H In the John Woo epic Red I Frantic was responsible for J A combination of matted K The basic geometry for
contributed for the Cliff, Frantic got involved 123 shots in a pivotal and elements on geometry, the White House in a fast
Superman Returns film. for the second part of the frenetic five-minute fully rendered geometry action flyby shot. By
This shot used the film, working on the sequence in which the and matte painting. Prime building virtual elements
company’s proprietary massive naval battle, film’s characters stand Focus also created missile for almost the entire scene
fluid mechanics system to which involved hundreds atop a raft on turbulent trails and built a complete the action was created at
generate the effect of burning CGI wooden 100 per cent CGI sea. CGI version of the White a speed that would have
boats with crews Picture courtesy of New House and the Potomac been practically
Line Cinema River for G.I. Joe impossible to film
32 ● 3DArtist
© Imagine Publishing Ltd
No unauthorised copying or distribution
J K
No more
rubberformonsters
new
the
DOCTOR WHO
Meleah Maynard talks to Will Cohen, Jean-Claude
Deguara and Nicolas Hernandez of The Mill about their
visual effects work on Doctor Who
W
hen BBC One relaunched the long- awards the following spring, including Best
running sci-fi program Doctor Who in Drama Series.
2005, no one expected it to be the Despite this success, shortly after the second
hit it has become, with an average of eight to series was announced Eccleston quit the show
nine million viewers per episode. The much- citing fears of being typecast. His replacement
loved show, which was cancelled in 1989 after David Tennant became the tenth Doctor, starring
suffering from poor ratings for some time (in first in 2005’s Christmas special ‘The Christmas
part due to bad time slots), was at first intended Invasion’ before joining Rose for another year of
to be educational when it aired in 1963. adventures until she left the series at the end of
The plan was to have Doctor Who, a Time the season. Her replacement Martha Jones
Lord from the planet Gallifrey, travelling through (played by Freema Agyeman) starred alongside
time in his ship, the TARDIS, which would turn Tennant throughout the third series.
into something appropriate for the period of each While continual shifting of main characters
episode – a pyramid, say, or a Trojan Horse. would be next to impossible for most shows,
Budget realities, however, meant the vehicle Doctor Who’s plot line that the Doctor can
needed to take one form, a Sixties police box, regenerate into a new form when mortally
and stick to it. The ongoing explanation for this wounded makes these switches more palatable.
was that the TARDIS’s chameleon circuit had Eccleston’s transformation into Tennant
malfunctioned so it was no longer able to happened in the season finale, aptly called ‘The
change form. Parting of the Ways’.
Although some of the actors who have starred After series three, it was announced that once
as the Doctor over the years have been more series four was finished, the show would be
popular than others, Christopher Eccleston, taking a break in 2009. Instead of the usual
who became the ninth Doctor when the episodes, Doctor Who would return in four
» The Last of the Time Lords
To create the aged Doctor who 2005 series kicked off, was an specials to be broadcast throughout the year.
appears in ‘The Last of the Time immediate hit with fans and critics. Tennant, who played the Doctor through the
Lords’ episode, The Mill used its
own in-house facial mocap In addition to winning the TV completion of all of the specials, will be replaced
system. It also created its own
hardware, which consisted of a Choice/TV Quick Award for by Matt Smith when the series returns in 2010.
head-mounted camera that could
give instant feedback on
Best Actor that year, Unlike the old series, in which stories were told
performance Eccleston, his likeable human in a serialised format, the newly launched Doctor
travelling companion Rose Who features 13 45-minute episodes that are
(played by Billie Piper) and meant to stand alone (or occasionally as two
Doctor Who all won awards at parts). Rubber monsters and the trashy special
the UK’s National Television effects of the past have been replaced with
Awards. The show also state-of-the-art CG created by The Mill, a
won two BAFTA London visual effects house.
Key people
Will Cohen
Group director for Film
Nicolas Hernandez
CG supervisor at The Mill
Jean-Claude
Deguara
Joint head of Film/TV and
3D at The Mill
Standout episode
Bridgestone Gecko 2009
Blending computer graphics animation with
We have worked with Bridgestone Australia
live action is a tricky challenge
for over tem to attempt
years on its Gecko character,
producing much of their television and
advertising
Critics had very positive thingsmaterial.
to say We’ve delivered
about the the
Gecko into his own unique 3D environments,
effects used to create the Adipose, short, white,
animated and integrated into live action, blob-
like aliens that appeared in the
printed onto ‘Partners
mugs in Crime’
and mousemats, ten-
episode in the fourthstorey
series.billboards and everything
A departure from in-between,
Doctor
so recently we were excited to be involved in
Who’s usual offering of scary, imposing
a project that rebranded Bridgestone
monsters, the
Adipose were smallAustralia
and looked across a itsbit likeretail chain. We
entire
marshmallows. They werewere made from
commissioned human
to create body
a series of TV
» Partners in Crime
This turntable of the Adipose
fat after a companyspots
calledwith a softer, warmer feel with a
Adipose Industries began
human touch to place the Gecko within
mother ship was modelled in Maya marketing a dubious-sounding
inviting real-world diet pill with claims
situations.
that ‘the fat just walksWorking
away.’under And,the indirection
fact, it did
of in the
23 29 21 3 8 21 16
November October June January June March March
1963 1966 1969 1970 1974 1981 1984
THE
DOCTORS William Patrick Jon Pertwee Tom Baker Peter Colin Baker
OF DOCTOR Hartnell
(the first
Troughton
(the second
(the third
Doctor)
(the fourth Doctor) Davison
(the fifth
(the sixth
Doctor)
WHO: Doctor) Doctor) Doctor)
36 ● 3DArtist
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Standout episode
Blending computer graphics animation with
called ‘42’ (which, perhaps not
coincidentally, was the answer to Life,
the Universe and Everything, according
live action is a tricky challenge to attempt to Douglas Adams’s book The
Hitchhiker’s Guide to the Galaxy), The
Mill used Maya to make the freighter
ship SS Pentallian, which was textured
in Photoshop.
The Doctor, along with his then
companion Martha Jones, have 42
minutes to save the crew and their ship,
which is hurtling through space toward
a fiery star. The star was created using
Maya 2D fluids driving a displacement
on the star’s surface. The corona effect
was made with the Stroika particle
plug-in. “We rendered out 40,000
elements for this,” Deguara explains.
“Then we composited those in Shake as
» Gridlock » 42 a single 1,000-frame sequence, which
Matte painting made in CINEMA 4D. This matte painting The SS Pentallian was modelled in Maya and textured using Photoshop. For the flaming
was in 2D, which allows for 3D-style camera moves star, artists used Maya 2D fluids driving a displacement on the sun’s surface was used in 20 shots.”
Mudbox for displacement. Nuke and Hernandez explains: “We created our were worried about marketing the show,
Shake were used for compositing. own in-house muscle system that we because everyone had a huge affection
Although CG-heavy characters used to create the facial rig. Then we for the first show and its rubber
appeared regularly on the show, the TV captured David Tennant’s performance monsters,” Cohen recalls. “Nobody knew
and Film team can name several that they and transferred the data onto the facial what it was going to be like to try to make
think stand out from the crowd. Among rig, giving us almost 90 per cent of the a show in today’s world of Harry Potter
those are the Pyroviles, humanoid-like facial animation.” that could stand up to what children are
creatures with a rock-based form that Having been with the show since its watching on their TV and videogames.”
appeared in ‘The Fires of Pompeii’ relaunch, The Mill has seen budgets for Making the budget stretch over an » Tooth and Claw
Photorealistic fur on the
episode in series four. “The rocks were digital effects go up every year as it entire series can be tricky, but over time werewolf was made with
Maya’s Shave and a
rigged to move over the lava skin and not became apparent to everyone that the team has worked out a system for Haircut plug-in
collide with each other,” Hernandez impressive CG was part of Doctor Who’s balancing CG-heavy episodes with others
explains. For a later scene where the renewed success. “We started out doing that rely more on matte paintings than
character shatters into tiny pieces, artists it at a cost of about £700,000 out of love effects. “We talk a lot so we know where
achieved the effect using a combination for the show,” says Cohen. By the end of we’re saving money and where we’re
of rigid body particles and hand the fourth series the budget had swelled spending it on something people can
animation. FumeFX was used to make the to £2,000,000, with The Mill working on really sink their teeth into,” Cohen says. » Planet of the Dead
Pyroviles breathe fire. several episodes at one time. Budgets for “It is amazing because we’ve had to This stingray concept was
created in Photoshop. “In-
In an odd twist, the Doctor himself the one-hour specials are handled master making monsters, animation and house concepts help us
with modelling and
becomes a creature in the ‘Last of the separately, with the last two coming in at compositing; it’s like working on a whole rigging,” says Cohen
Time Lords,’ the season finale in series about £650,000. “I think at first they new TV show every month.”
three. With the Master in power and the
human race enslaved, the Doctor appears
as an aged prisoner in this episode. The
The Mill has seen budgets go up every year
old Doctor, as the character is known,
was the first character on which The Mill
as it became apparent that impressive CG was
used its in-house facial mocap system, as part of Doctor Who’s renewed success
6 27
December May 1996
BBC released the
6 7 1989
The show was TV movie Doctor 26 March to
December September discontinued Who as a co- 18 June
production with
1986 1987 US TV network 2005 2005 show is relaunched 2010
Fox
with new CGI by The Mill
» Pyrovile concepts
An early concept of
the rock-based
Pyrovile aliens made
in Photoshop
25 December 2006
the specials have been written,
or co-written in some cases, by 2005:
Russell T. Davies, who will be ‘Doctor Who: Children in Need’,
leaving the show in the capable seven-minute special, aired
hands of new executive 18 November 2005
producer and head writer ‘The Christmas Invasion’,
Steven Moffat in 2010. A 60-minute special, aired
Scottish television writer and 25 December 2005
producer, Moffat is a longtime
fan of Doctor Who and has ‘Attack of the Grask’, 14-minute
already written several interactive episode, aired
episodes of the new series. 25 December 2005
38 ● 3DArtist
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iPad Kindle
Printed full colour large format book
TM
Watching
out for
Duncan Evans talks to Ben Davies, MD of The Neighbourhood, about cutting across
traditional boundaries, covering everything from games products to architecture
I
t was while working as creative development, but as the company grew
director of Manchester-based each director took on a more specific job
Smoothe, a company dedicated to the role. While the remit of the company was to
Company The Neighbourhood
Founded 4 July 2006
property industry, that Ben Davies be creative across a wide range of
Company website decided to branch out, both in terms of disciplines, underpinning it was the fact
www.the-neighbourhood.com setting up a new company and for having that all the directors have some sort of
Country UK a much wider remit. Together with Jon background in architecture, whether
Expertise A creative production
studio specialising in directing and Humphreys (creative director), Jon Hey (art practising it, studying it at university or
producing intelligent and director) and Tim Woods (technical working within an architectural
memorable promotion across Ben Davies, director), Davies left to set up their new visualisation studio.
architecture, design, broadcast
and advertising MD of The company, The Neighbourhood. It’s that background that gives a lot of the
Client list Sony PlayStation, CBBC, Neighbourhood Davies and the other directors focus on workforce at The Neighbourhood a three-
Channel Five, Renault, TBWA,
Make Architects, Heston leading the company and projects dimensional approach to all the subjects
Blumenthal, Manchester United creatively, technically and artistically. they cover, whether they are faithful
Football Club, Visa, New York
Bagel Company, Urban Splash, When they founded the company, they all representations and visualisations or
Derwent London, LOVE worked on every aspect of the projects and surreal and conceptual.
© Imagine Publishing Ltd 3DArtist ● 41
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3D Artist: What was the philosophy 3DA: Whereabouts are you based and
behind the new company? what was the reason for that?
Ben Davies: We wanted to create BD: We are based in Manchester’s Northern
something much more than just another Quarter. The reason for that is because
creative services company; we truly believe Manchester is our collective home and a
in working with rather than for our clients – great creative environment.
there’s a really big difference there. We try
not to limit ourselves to one particular 3DA: Is there a particular style or ethos
sector or approach. that you bring to your projects?
In terms of our artistic approach, we BD: We will usually start with an obvious
always start with the project and the client question by asking ‘what’s the story?’ and
and then have a good think about what we look for a hook or a vibe. We consider many
are trying to communicate. What are the things to form a melting pot of different
main messages we want to get across, to ideas, from information about the product
whom and what challenges are we facing? and the client, the market, the competition,
Like with communicating or marketing the budget level – they all go into the mix
any product, there are a whole range of with things we have seen lately that we
creative options available to communicate love, new tools, new ideas, things we have
the messages, and we try not to restrict been talking about for a while, things we
ourselves to a particular approach. wish we had done on other projects, ideas
Sometimes we may conclude that the best from the worlds of advertising, broadcast
way to get messages across is through and visual design, and the occasional wild
photorealistic CGI, but just because this is card or hunch! Sometimes something will
possible, it doesn’t mean that we should do jump out very quickly, whereas sometimes
it on every project. It’s all about the ideas – it will take longer. Sometimes it’s something
then we like to build worlds and tell stories that one person will passionately believe in
about those ideas! Create your own and develop, and sometimes it’s more of a B
opportunities. Take risks. Have fun! team brainstorm.
budgets to develop the creative ideas that mechanisms in the studio to develop skills,
experiment with ideas and work together
people have in the studio well as a team. We call these initiatives
Neighbourhood Learn, Neighbourhood
Watch and Neighbourhood Play (there’s
C more about those on www.the-
neighbourhood.com). These initiatives are
all about looking at everything within our
studio and culture in terms of beyond that
of the financial payoff, and all about us and
our team.
Of course, we need to have a sound
commercial business that is robust and
profitable and all of those things, but as part
of that we place a great deal of importance
in investing in our people and our ideas,
and hopefully we have created an
environment where people want to be.
Neighbourhood Play is a really important
aspect of our studio, which is all about
dedicating time and budgets to develop the
creative ideas that people have in the
studio. We believe strongly in the value that
self-generated work can bring to a creative
42 ● 3DArtist
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3DA: Who are, or have been, some of your developed for the print campaign and an became a container
main clients? outline idea for a television advert, and for its projects.
h
BD: Sony PlayStation, CBBC, Channel Five, developed these into a treatment and We’ve also
Renault, TBWA, Make Architects, Heston ultimately a finished television advert with collaborated on a
Blumenthal, Manchester United Football the agency (LOVE Creative). It was very easy couple of recent projects with the respected
Club, Visa, New York Bagel Company, Urban to work with such a global brand, as we had design and branding consultancy
Splash, Derwent London and LOVE Creative. a direct route to the key decision makers, Elmwood, to bring aspects of its
who enjoyed and valued our ideas. communication to life in illustrated and
3DA: You have worked with Sony Europe animated form in order to extend its
and on the PlayStation brand. What did 3DA: What agencies have you worked with campaigns. We’ve also worked on several
that involve and how easy was it to work and what were those projects about? projects with LOVE Creative, our close
with such a global brand? Was it BD: We’ve worked with quite a few now. For neighbours and all-round good eggs.
restrictive creatively? example, we recently completed a new suite
BD: We’ve completed a number of different of showreel material for the Manchester 3DA: Can you give us some idea of what
projects with Sony now, often in office of global advertising giant TBWA to type of work you do in the television and
collaboration with other design or help it create a distinctive offer for its own broadcast fields, specifically with CBBC
advertising agencies. In the case of our promotional material, which avoided the and Five?
recent television advertisement for Sony usual showreel clichés. It was quite a BD: For CBBC we completed four idents that
PSP, we took the new strapline – Your Whole responsibility to be given to help it the BBC commissioned as part of the
World In Your Hands – initial assets communicate its own offer to the world, rebrand of the channel. This presented us
since we designed a branded space that with the unique challenge of animating four
scenes each in a two-second time frame –
our shortest running time to date!
g
For Channel Five, having worked as part
of the team helping to develop the channel’s
recently launched new identity, we were
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We are looking to
create a vibrant
studio that encourages
rather than stifles
creativity
success of the project. It is vital to keep an
open mind, to look at the bigger picture, to
test and challenge the brief (no matter how
well developed it may appear to be) and to
ensure that what we propose has the
highest chance of success.
Create realistic
wet and
Polar Bear
dry fur 2009
B
T
his tutorial is all about modo, because that’s the only to a real polar bear all the time and know if you are moving in
modelling, texturing and rendering software used to the right direction. Remember that your work will only be as
create this image. Photoshop was only used in good as your references A.
postproduction. This tutorial aims to go through all the steps
taken to create Polar Bear, focusing on the creation of the fur. 02 modo’s sculpting tools
3D artists explain the Its purpose is to give the readers a full insight into how an Before you start it’s a good idea to get familiar with modo’s
techniques behind image like this is created, which tools are used the most and sculpting tools, so open a new modo file, create any
their amazing artwork
also give nice tips about how to solve some of the most geometric form, subdivide it a few times by pressing Shift+D
frequent problems that occur while creating a piece like this. and play a little with them. You can find the sculpting tools
Artist info
I hope this also shows that there are no big secrets in by pressing F3. The sculpting tools used the most for this
creating complex images. It only takes a lot of observation, project are Push, Smooth and Move. To get the sculpting
patience and care about details, and a piece of software with tools to work on a mesh, you have to select the desired tool,
good tools that gives the freedom to create. select a brush shape and then change the Paint mode to
Mesh. Remember that you can also control the brush size
01 Know your challenge and offset the amount using the mouse/tablet buttons B.
Marcos Sampaio The first thing to keep in mind in any 3D project is that you
Personal portfolio site
need the best references you can get. Google makes this 03 Create a low-poly base
www.msampaio.com step really easy, since you can get lots of references of polar Starting from a cube, use the Extrude tool (select a polygon,
Country Brazil bears in high resolutions there. point or edge and press X) and the transformation tools
and
Software used Photoshop It is also good to have your best reference images open (press W for Move, E for Rotate and R for Scale) to model a
modo
Expertise Marcos focuses
on during the whole project so that you can compare your work rough low-poly shape of a polar bear in a standard pose. In
print media, bringing to life
from
anything his clients want, A
istic
cartoon characters to real se is
erti
landscapes. His real exp le
being versatile and fast, whi s
still
he work exclusively with
Concept
I wanted to create a scene
that was half-underwater.
When I decided it was going
to be a swimming polar
bear, the blueish, cold mood
really felt perfect for it.
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Modelling,
Texturing,
Rendering
Photoshop modo
C F
this step you don’t have to worry about creating edge loops
or adding detail C.
C This image shows three d This image shows all three E Image showing the creation F The polar bear before and G The model and the UV map
steps of the base mesh creation subdivision levels and their of the edge loops for the eyes after this last refinement with used to paint the textures
detail amount the right topology
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H The Flex tool being used to I Image of the model with the J The two mesh layers and the K The fur being set in the right L Image of the Fur Length
pose the model uniform fur around it two material layers direction with the Move tool being set
K
© Imagine Publishing Ltd 3DArtist ● 49
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Showcase
Think about 13 Set the colour and the clumps
Artist the animal
swimming,
how the water
Go to your shader tree and add two new image map layers to
your Fur Material. Set the first one as diffuse colour in the
Effect column in the shader tree. Now press F3 and open the
Sculpt tools. You will find the Paint tools there, too. Select the
Marcos de Moraes Sampaio would drag the Airbrush, brush shape and your diffuse colour texture in the
I started learning 3D at college and have since fur and how its shader tree. Now you can paint the colour of the fur just like
graduated as an architect. Before my graduation I
working in the advertisement industry in Brazil for
shape would be you created the fur shape. The second image will be set as
Fur Clumps and use the Hair Tools again to create clumps
6B Estudio, one of the leading 3D and illustration affected by it wherever you find necessary M.
studios. I’ve been lucky enough to learn from the
best professionals in the market. 14 Refine the fur using generic settings
The settings for the direction, length and clumps were
mapped and image based, but the other settings should be
set in the Fur Material properties tab. This way they will be
applied to all the fur in a uniform way. The most important
thing here is to set a low value to the Max Segments option
to render it more easily. As for the other settings, just keep
making render previews and try to match your references N.
N
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P Rendering
An important trick is
rendering the fur in at least
three rendering passes. This
will make your fur a lot
smoother. You can change the
number of render passes by
selecting the Render icon in
your shader tree and going to
the Channels tab. The number
of frame passes is the last
option on this tab. You can also
smooth the fur by adding
subsurface to its material. Just
make sure your Scattering
Distance is set to 0. Finally,
keep in mind that rendering
fur usually requires high anti-
aliasing settings in order to get
rid of noise.
10
amount of fur, the best way to create the caustics is by
adding a black-and-white image with the shape of the
caustics to the light material. You can do that just by hours
selecting the desired image in your computer folder, dragging
to modo and dropping it in your light material P.
Render time
Resolution:
17 Set the lighting 3,821 x 2,281
Lighting is a tricky subject because if you do it wrong it can
ruin even the best models. On the other hand, by setting up
the lighting wisely you can improve the quality of your work a R This image shows the render
lot, so take your time and try lots of different light settings. of the head and body separated
before postproduction
For this project, I used basically two main lights coming from
both sides of the back of the bear. This created a bit of a
dramatic mood, and also brought out the shape of the body
and the shape of the fur Q.
18 Last considerations
The head was rendered separately from the body. This
avoids issues with a lack of memory and also allows us to
turn off the image that generates the caustics when
rendering the head. You should also keep in mind that some
things are easier done in postproduction, like colour
adjustments, underwater volumetric lights and correcting
some minor imperfections to the fur, so you don’t have to
spend too much time tweaking these effects in modo R.
P This image shows the image Q This is the top view of the
that I used to generate the model, which shows the lights
caustics that I used
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52 ● 3DArtist
© Imagine Publishing Ltd
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T
his tutorial will explain the workflow I used to model
and texture Robin the street urchin, step by step. This is
Nicolas Garilhe for people who want to learn how to make low-poly
Personal portfolio site
characters for next-generation videogames. This model was
http://wix.com/guedin/ done for an internet competition in which I was asked to create
portfolio/ a character with a maximum of 10,000 triangles and with the
Country France
use of real-time shaders.
Software used 3ds Max 2010,
ZBrush 3.1, 3D-Coat V3, I used 3ds Max 2010 for the modelling, sculpted the high
Photoshop polygons with ZBrush and the textures were done with
Expertise Nicolas is a character
modeller for videogames Photoshop and 3D-Coat V3. The topic was to pick a superhero
from a comic book and imagine him in a different time period. I
took Robin because I thought a young character would stand
out from the pack of muscular superhero archetypes, ie The
Incredible Hulk and half-naked girls in tight suits. I hope this
tutorial will teach you something or show you some tricks that
you’ll find useful.
Design concepts
Inspiration behind the figure
04 When I start
Montreal, where I participated in the creation of an a
amateur videogame. Now I’m looking for my first character I always
professional job in the videogame industry. create a base mesh of the basic
body, even if he will eventually
have clothing. Building the
clothes over the form of the
Sélène 3ds Max body is easier than starting
2009, ZBrush 3, them from scratch. The head,
3D-Coat V3, gloves and shoes will be
Photoshop CS3 exported in different subtools.
2009
With this model I
wanted a character
with an original
concept. I was inspired
by medieval knights
and samurai, and I
tried to stay away from
heroic fantasy clichés.
Looking at the final
image, the viewer can’t
really decide if the
character is from the
past or the future
54 ● 3DArtist
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11 The first thing to do is to fill the texture sheet with all your base colours on a single layer. Doing so
will allow you to easily select these areas with your Magic Wand tool. Next, do a lot of tests on the
chosen colours using the Hue/Saturation tool with the aim of making them all work together.
13 For the
rendering
stage, I used mental ray.
The lighting is just a
simple three-point light
setup. I did a separate
render for each light and
overlaid them in
Photoshop. I used
separate layers for each
Artist info
Username BlackSheepInc
Personal portfolio site
tart.com
www.blacksheepinc.devian
El Chorro
2009
of the cars
I have always been an admirer
of cou rse, the Mad Max
in Fallout and,
I had bee n plan ning to mak e my
trilogy.
Den ko’s
own for ages, but I saw Marek
on I
buggy and it gave me the inspirati
e one . Wh y a ‘69 Dod ge
needed to mak
Day tona ? It is one of my favo urite
Charger
cars and I like old muscle cars !
The clouds, depth of field and sky replacement were
done in Photoshop from real pictures taken in my
garden. Colour correction and the light chromatic
aberration was done in Lightroom. Only 28 layers
were used.
Mitchell-Netravali
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58 ● 3DArtist
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Part one o
Part tsw
sue
next i
Easy-to-follow guides
take you from concept
to the final render
Artist info
Maya
T
here’s any number of tutorials for modelling cars available on the internet, for purchase
on CDs and DVDs and in books and magazines. There are also many technical Lance Hitchings
approaches to car modelling: box modelling, poly-by-poly modelling, subdivision
modelling, etc. In this tutorial, we’re going to try an approach that doesn’t see a lot of use:
Username lhitch
NURBS modelling.
Personal portfolio site
One of the things that makes a car so beautiful to look at – and such a challenge to model – is www.hitchingsdesign.com
the long sweeping curves used in their design. When using more common techniques like box Country USA
or poly-by-poly modelling, the placement by hand of every single vertex makes it very difficult Software used Maya
to achieve these curves without ripples, bumps and other distortions. Expertise Lance excels at
photorealistic images,
By building a template of the car in either CV or EP curves and then constructing NURBS particularly of hard-surface
patches from those curves, we can achieve beautiful curves. We’ll use a bevelling technique to objects. Most of his projects
are product illustrations
hold all of the seams, creases and corners of the model when we do the final smoothing.
Getting started
Prepping the files
01 As with any
modelling project, the
first step is always to collect
sufficient imagery. Attempting
to find images from every angle
and of every detail will make
your work a lot easier later on.
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06 I’ve gone ahead and built the rest of the curves. These are preliminary ones.
The curves that will be used to build the NURBS patches will be built from these
ones. Building the final curves will require many of the preliminary ones to be used several
07 Now we begin
times, and many of them will be cut into smaller curves. building the final curves. To demonstrate this
process I’ll work on the bonnet, since it’s a pretty simple shape and
only uses four NURBS patches. This is the exact same process we’ll be using to
build the curves, and then the NURBS patches for every mesh object in the
bodywork of the car. In this first image, we see the preliminary curves that we’ll
be using.
08 In order to build the types of curves we’ll be using, you’ll need to be able to
perform basic curve operations: attaching and detaching curves, reversing curve
directions and rebuilding curves. The first step is to build curves with precise shapes. Using
our preliminary curves, we’ll begin cutting them apart so that we have all the curves we
need. Here, we’re cutting the curve at the front of the bonnet. With your cursor over the
curve, click the RMB to bring up the contextual menu and select Curve Point. Now click
and drag on the curve to place the point where you want to cut the curve. Hold down the
Shift key to place more than one point.
09 Once all the points are placed, choose Edit Curves>Detach Curve
to break the curve into separate pieces. Here are the ten curves I’ll
need to build the bonnet after they’ve been cut apart and the excess discarded.
© Imagine Publishing Ltd 3DArtist ● 61
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11 Using the Move tool, you should be able to hold down the C key to snap the point to the
curve, and then simply drag it to the end of the curve. However, in my experience this only works
12 Here’s the result of closing up the end points on all the
curves. At this point, I usually select all the curves and in
either the Attribute Editor or the Display menu I turn on Show CVs.
about once in 15 or 20 attempts. So I find that it’s quicker just to manually move the point in all three As you can see in the figure, the curves have different numbers of
axes, using huge magnification. The point is correct in the in the Y and Z axes, but still needs to be spans and run in different directions. Before using the Loft or
moved slightly in the X axis. You can tell when the magnification is big enough because the tool handle Boundary tools, you must ensure that parallel curves have an equal
gets huge. number of spans and run in the same direction.
13 To rebuild the curves, choose the Edit Curves>Rebuild Curves option box. Rebuild type is
uniform; Parameter range is 0 to #Spans; Keep Ends; and set the Number of spans to whatever
14 Working with the preliminary curves, I’ve built the rest
of the final curves for the entire car. I’ve colour-coded the
curves so each colour represents what will eventually be a single
is appropriate for the curve that you’re rebuilding. Just make sure that the curve parallel to it is rebuilt to mesh. Remember that each set of curves either contains four
the same number of spans. Use Edit Curves>Reverse Curve Direction to make sure that all parallel curves representing the four sides of the NURBS surface or else
curves run in the same direction. The screenshot shows the curves after they’ve been cleaned up. contains two parallel curves that will be lofted in a straight line.
60 ●
62 ● 3DArtist
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Filling it in
Building the NURBS surfaces
Expert tip
Use bevels to hold your
edges and corners when
smoothing. These low-res
meshes that we’re creating
are designed to be
converted into smooth,
high-res meshes using the
Smooth function. One of
the issues with this
method is that it rounds
off corners, even corners
15 Now we start building the NURBS surfaces. The bonnet you wish to keep. We’ll
itself is made from three NURBS patches, and then there’s a overcome this by running
little skirt that sits between the bonnet and the windscreen made a bevel along every edge
16 It’s important to
from a single surface. All of these surfaces were built using the leave the history connected to all of
and corner we wish to
hold. This works just as
Boundary tool. For the first patch, I selected curves 1, 2, 3 and 4 in the NURBS surfaces. In this step, curve 7 is used to build
well if you’re using the
that order. Choose Surfaces>Boundary with the default settings. the NURBS surface for both the front window (along with 1, 2 and Sub-D method to smooth.
The other surfaces are built from curves 3, 7, 6 and 5; from curves 6) and the rear window (along with 3, 4 and 5). As you can see, this
You can also do this by
6, 8, 9 and 10; and from curves 13, 12, 11 and 14. curve should be straight instead of curved.
using the Insert Edge Loop
tool to place a couple of
edge loops right next to
the desired edge, but this
is an imprecise method.
The Bevel tool allows you
to make every bevel the
exact same size on your
entire model, giving you
uniformity and
consistency throughout,
which is the sign of a
‘model’ professional.
17 The curve has been straightened out here, and because
the history for both windows was still connected, the shape
of both windows was corrected by straightening a single curve. As 18 Here, I’ve gone ahead and built the rest of the NURBS
surfaces that will make up the car body. Again, I have
you build the entire car body out of NURBS surfaces, you will find colour-coded each group of NURBS patches to represent the single
many surfaces that need to be corrected by tweaking the curves mesh object that they will eventually form. Now we’re starting to
and many of these will share a common curve. see a car!
23 Finally, you need to select and bevel all the edges in your mesh
that will be creases in the body panel. I generally set the width for
24 One of the benefits of using NURBS patches to build your meshes is that you
wind up with great topology. This helps when bevelling because the Bevel tool
hates poles (vertices with five or more intersecting edges) and intersecting edges that are
these bevels to a value twice as large as the bevels that run along the seams, as at acute angles. But no matter how well you plan out your curves and the resulting NURBS
I want the creases softer and the seams sharper. surfaces, sometimes you’re going to end up with bevels that have really wonky results.
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27 Here I’ve gone ahead and converted the rest of the NURBS surfaces to polygon
meshes, combined the meshes into single objects, extruded the seams and
bevelled the seams and creases. This shows the topology from the front. At this point, I like
to assign an orange-coloured blinn material to all of the meshes. Because the blinn displays
in the viewport with a glossy sheen, this technique really helps me to spot any ripples,
distortions or blemishes in my meshes.
Because the
blinn displays in the
viewport with a
glossy sheen, this
helps to spot any
ripples, distortions
or blemishes
Finishing up
Smoothing the poly meshes
30 Here is where all of the hard work will pay off. As I said, these low-res polygon meshes
were designed to be smoothed into the final high-res meshes. We’ll use the front bumper
31 With the mesh selected, choose the Mesh>Smooth
option box. I used two levels of divisions to really smooth it
out, and I turned off Preserve: Geometry Border to ensure all the
here so that we can really see the effect of the final smoothing. Notice the bevels that we’ll use to hold borders are smoothed as well. The result is shown with the
the seams, creases and corners. This step shows the mesh. wireframe turned off.
NEXT
MONTH
Now that we have got the
body panels finished, the
hardest part is out of the
way. Next month we will
model the rest of the
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Famous
attempt on
Doc Hilary’s
life 2009
The image was made for CGS
ociety’s
Secret Agent CGChallenge. Brie
f research
on the topic brought me to som
e cliched
images with beautiful agents,
extremely
tough-looking bosses as assassin
ation
targets and guns, guns, guns and
lots of
guns. I knew I had to make my
image look
different. So I came to this idea
of a fat
agent and a rather innocent-loo
king
gentleman as the target of his
sick effort.
The picture tries to depict the
secret agent
in his mad attempt on Doctor
Hilary’s life.
He finds the doctor sitting in his
armchair,
reading a book and drinking win
e. It’s the
right moment for the agent to
activate his
robot friend who could easily
slip into the
room unnoticed and drop few
drops of
poison to his drink. He’s controll
ing the bot
from a safe distance.
Step by step:
Create a
female tomb raider
Dungeon Warrior 2009
Create an atmospheric, subterranean image
with a slender female warrior
Paul Francis is currently working as a lead artist
I
’m a classically trained artist, but over time and this image is entirely made up of
I found that when it came to CG I had begun commercially bought elements. It’s not
to forget the basic rules and my work was everyone’s cup of tea, but it’s a quick and
getting weaker. This was an attempt to reverse effective way to produce a lot of work. The trick
that trend. I wanted to produce an image that is to make it look different to all of the other
demonstrated the importance of tonal value badly lit out-of-the-box Poser stuff out there.
and to use chiaroscuro to enhance the effect of The Firefly render engine within Poser is a
3D volume. I used to be a real-world modeller in revelation to me now that I have learnt to use it
special effects at Shepperton Studios, but properly, as I really like the soft, illustration-like
despite that I find modelling anything but the images it can produce but, as ever, the correct
simplest of things on a PC just gives me a lighting is absolutely crucial to getting an
headache, so I started using Poser a while back acceptable final image.
Design concepts
Rough ideas for designing the model
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Composition,
Lighting,
Rendering
Poser Photoshop
Easy-to-follow guides
take you from concept
to the final render
Artist info
Paul Francis
Username StormdrainGFX
Personal portfolio site
http://paul-francis.cgsociety.
org/gallery/
Country England
Software used
Poser, Photoshop
Expertise Figure work,
landscapes, visualisation
Character construction
How the elements were put together
04 The next step was to give some foreground interest or the main figure would just be
staring vacantly into space, which is a common mistake that is often made with Poser. I had
this creepy doll model that I just had to use, which renders really well.
to 3D. Although this screenshot shows a strong relationship
between the foreground and the main figure, I wanted a longer
focal length to add solidity to the main figure.
08 My favourite bit –
greebles and nurnies! The
floor in the foreground is far too bare, so
it needs some detailing in there to break
up the surface and add visual interest.
Fortunately, I have some broken-up bits
06 This
the
is
camera angle and
final
of rubble and stuff that I keep for just
this purpose, so I’ve scattered a few
instances of it around.
composition, with
quite a long focal
length on the camera.
This has the effect of
making the main
figure more massive
in relation to the
foreground figure,
07 The next stages are to add
in the detail on the character. If
I was a modeller, this would take me
which otherwise weeks, but thanks to the range of
might dominate the commercially available models it can be
picture; a simple but much quicker, and is a godsend if you
effective device – ask get a rush commission. I’ve loaded up a
Steven Spielberg! load of fantasy clothing and hair here.
Artist
Showcase
Stigmata Eterna Poser, Bryce,
Photoshop (2008)
The first picture where I bit the bullet
and got to work on a basic 3D render
with Photoshop. I had previously
been a die-hard ‘it has to be rendered
Paul Francis Barbarian in one go’ fundamentalist; all I can
Poser, Photoshop, say is that I’m now selling work
I have a degree in Fine Art Vue (2009)
as a landscape painter. whereas I wasn’t previously!
This was used as the
I’ve been making CG box art for a new trading
imagery since about 1998. card game called Time This One’s Still Alive
I used to be an SFX model Wars. Being able to Poser, Photoshop (2009)
maker (Red Dwarf, etc) as isolate the Poser figures This shows what can happen if Photoshop
well as a photographer. It from the Vue brushes take over your life… this had
has all given me a pretty background meant it multiple masks to isolate the figures from
could be die-cut to each other as well as the background;
solid grounding in what
stand up as part of the there’s about seven FX layers, apart from
makes a good computer- point-of-sale packaging, the different treatment of the figures within
generated picture. so it’s now real 3D! each layer. Part of the Time Wars TCG set
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4hours
render tim
e
Resolution:
2642 x 3000
09 The hardest part of all with Poser – getting the lighting right. In this
case, I’ve used four lights: an image-based light to provide overall
illumination, a Rim light to help define the character against the background, a
looking too bad. The shaded areas
really help to make the lit areas stand
out and give the whole composition
Specular light to pick out texture detail and a warm Spot light. some depth, which is what I was after.
Making a
mask in Poser
Producing a mask in Poser… the
only way I am aware of is to
cheat! I deleted all the lights then
produced a low-quality render.
This is then exported as a PNG
to Photoshop where the whole
image is darkened and the
contrast boosted, both to the
maximum. As the background is
transparent it isn’t affected, and
a new white layer can then be
dropped in behind. The whole
thing is then merged and
converted to a negative image. A
bit long winded but it works, and
a mask is essential for
11 I then produced a mask in Poser (see the boxout
for how to achieve this). The mask is then used in
Photoshop to isolate the foreground elements of the Poser
postproduction effects work or render from the background, which means I can paint
compositing Poser renders. separate effects behind and in front of the figures, taking
control of individual elements.
12 Here, I added smoke behind the figure as well as in front, and will add the light rays next.
These were painted by hand as well as using some FX brushes I’ve built up over the years. The
transparency had a bit of tweaking done to make it more subtle, too.
and to make it less distracting, use the Burn brush. The final
step is to merge all the layers and make a slight adjustment
to the colour balance to warm it up.
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Concept
A The concept behind the picture is to show
loneliness and a set of obstacles that are hindering
the driver’s way. To bring this idea to life, I used all
possible means to define the objects, style and mood.
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Create a rainy
and windswept
service station
Lonely Driver 2008
In this work I wanted to obtain the
3D artists explain the maximum realism and dramatic nature
techniques behind
their amazing artwork to show emptiness around the driver
Andrei Kashkin is a freelance 3D artist
Artist info
T
he idea of creating a highly detailed image of a car on a road had been in my mind
for a long time. So when I had some free time, I started to work at once. First of all,
in any artwork the aim is to portray the idea and mood. Just the mood creation by
Modelling, making atmospheric effects was the work’s most interesting and most difficult part at the
Lighting same time. Lonely Driver is the result of my experiment. The main task of the project was to
Andrei Kashkin use many programs, plug-ins and styles of work to improve my skills. One requirement that
Texturing I put to myself was to make a scene that’s possible to animate. I used 3ds Max and
Personal portfolio site
http://xmyth.cgsociety.org/ Photoshop as the main software for creating the work, as well as Vue xStream, the
Country Ukraine AfterBurn and Onyx Storm plug-ins and V-Ray. I have tried to pay attention to each creative
Software used in this piece Software used 3ds Max, part of the piece and will tell you about some of the difficulties that I faced and decisions
Photoshop, Vue
Expertise Andrei specialises in that were made along the way, as well as mentioning any special features during the
Photoshop 3ds Max Vue
the conceptual design of project. Hopefully, you will draw something interesting from this article for yourself!
environment modelling, lighting
and texturing
d 04 Start modelling
I start to model the main objects from primitives, such as
boxes, planes, cylinders, etc. Then they were converted to
editable polys and edited using Edit Geometry commands
like Slice Plane, Cut, Weld, Chamfer, Connect and others. To
achieve a natural look for the man-made objects, I applied
chamfers along their corners and either altered the vertices
manually or using the Noise modifier.
G
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Textures
there
Bitmaps were made for almost all of the objects –
90 in the scene (including Alpha, Bump and
were over
s in
Specular maps). All textures were made from photo
om,
m Photoshop (some textures were from CGTextures.c
et).
while others came from pictures found on the intern
14 Asphalt materials
It’s necessary to give special attention to the wet asphalt, as
there were two types used in the scene. As a basis I took
materials from www.vraymaterials.de, but they did need to
be altered in order to achieve nice results in the conditions of
the given illumination. Cracks on the road were made by
displacing the texture with cracks.
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16 HDR sky R
To create an HDR sky, an atmosphere was loaded in Vue
from a standard collection. I wanted the sun to be behind the
clouds and close to horizon line so that the scene was
illuminated with soft shadows. All the necessary parameters
were set in the Atmosphere editor. When I achieved some
nice results, I exported the sky in an HDR file.
S The fog is
17 Rain creation
concentrated near The rain was made using 3ds Max’s Particle Flow. A drip
the ground system was bound with gravitation and wind force. All
2
parameters of the forces were set experimentally. For the
t Pure render splash deflector, I used the UOmniFlect deflector containing
without fog,
hours rain and the objects in the scene in low quality without small details
Render time postprocessing (to decrease the count of polygons in the deflector). The rain
consisted of 5,000-7,000 droplets,
Resolution: which were rendered as spheres
Rendering 3,388 x 1,542 with motion blur in a separate pass.
The Advisors
Lance Hitchings John Haynes
www.hitchingsdesign.com [email protected]
Lance is our Maya John works on
use?
t the software you an
master and in this issue characters for games at
k? Contact us d
of getting shadows to issue he tackles the
Chasing shadows
How do I create
transparent shadows
and other effects using
ray tracing for
shadows?
In the pursuit of photorealistic materials. This produces unrealistic as well as a directional light. The glass pig
images, everything seems to results; where shadows disappear when and the left sphere are mia_materials
come down to light and shadow. seen through refractive surfaces, using a couple of different glass presets.
The use of Global Illumination reflections disappear if they are in shadow, The middle and right spheres are blinns
and image-based lighting can produce and transparent shadows just look wrong. that use a Sampler Info node to control
realistic renders, but this effect can fall These are ray tracing issues, corrected reflectivity and transparency. The tabletop
apart if your scene contains direct lighting by adjusting the Raytrace values within the is a mia_material using the thin glass
A combined with reflective and refractive Render Settings and the Attribute Editor preset and the table legs are mia_
for the shadow-casting lights. materials using the chrome preset.
To get transparent shadows, we’ll need We’ll start with ray tracing turned on in
to be using a transparent material and a the Render Settings with the default
shadow-casting direct light with Use Ray values. The tops of the chrome table legs
Trace Shadows turned on under the look okay and we can see some
Shadows>Raytrace Shadow Attributes tab transparent shadows, but none of the
in the Attribute Editor. glass objects seem transparent A.
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C
D
Trace Depth values in the Render Settings Shadow settings. This needs to be done in shadow cast by the glass pig in particular
under the Raytrace tab. Make sure you use two places. seems pale and washed out C.
enough rays to pass through all sides of all First, again in the Render Settings under
objects, including multiple objects that are the Raytrace tab, we need to increase the 04 The final fix
stacked up in front of one another. Shadows value enough to ensure that the The problem is caused by using the Simple
Now all the glass objects are transparent shadow rays are passing through enough Shadow Method under the Shadows tab in
and refracting properly, but there are still surfaces and bouncing off enough the Render Settings. Simple shadows are
some problems. The shadows disappear surfaces to capture all of this detail. quick and work great with ordinary opaque
when seen through the glass table, and Second of all, in the Attribute Editor shadows, but not so great with
there are no reflections on the chrome under the Shadows>Raytrace Shadow transparent shadows. Change the Shadow
table legs when seen through the table Attributes tab of the shadow-casting light, Method type to Segments, which works
glass or where they fall into the shadow increase the Ray Depth Limit to the same much better with transparent shadows. If
cast by the table glass B. value as Shadows in the Render Settings. you decide to render your scene using
Both of these adjustments are required in image-based lighting, make sure that the
03 Turn up the shadow rays order to get the shadows and reflections Reflections, Refractions and Max Trace
These problems are fixed, not by adjusting to render correctly. Depth values under the Final Gather
the Reflective or Refractive settings as you However, even though they are now Options tab match those under the
might think, but rather by adjusting the visible, they don’t look very realistic. The Raytrace tab in the Render Settings D.
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Learning about
modelling
Can you give me some hints
and tips on hard-surface
modelling techniques?
When modelling hard
surfaces, it is important that
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Using windowpanes in smart locations around the room can help greatly in
lighting and composition
© Imagine Publishing Ltd 3DArtist ● 83
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Falling dominoes
I do not own the latest MoGraph module, so how do I
animate a circle of falling dominoes using the Dynamics
module in CINEMA 4D?
First of all, I’d strongly suggest to be grouped as their children and will follow them. simulation we also need to add some dynamics
anyone interested in creating dynamic That will provide for a cleaner and faster quasi-objects to the scene, like the Gravity object
interactions of the kind to upgrade to dynamics calculation and will also let us adjust and the Solver object. Last but not least, all the
the latest release of the program (11.5) the simulation easily if the need arises. For invisible object doubles and the ground object
and get MoGraph, as it offers some new and example, it will come in handy if the fallen need the Rigid Body Dynamic tag added to them.
much more elegant tools for the purpose. If it is dominoes do not lie exactly on the ground object
not possible, follow this short tutorial. It is but levitate slightly over it. Instead of fiddling with Initial unstable position
intended not only for the users who own the various dynamics parameters and thus risking
Dynamics module and do not own the MoGraph losing control over the simulation, we will simply The first domino should be initialised in an
unstable position in order to start falling as
module, but also for all the numerous ones that resolve the problem by lowering a bit of the soon as the simulation starts. It will become
are still using a version of CINEMA 4D older than invisible double of the ground object, while unstable once it is rotated around its lower
the latest release, regardless of whether they own keeping the visible ground in place. edge for such an angle that the gravity vector
MoGraph or not. We will set up a simple scene, Next, we need to create additional dominoes. through its mass centre hits the ground outside
containing a set of upward-standing dominoes If you do not own the MoGraph module, you can the footprint of the domino. In this particular
case, 20 degrees should be enough.
arranged in a circle on a ground surface and with use the Duplicate function for that. For a correct
If all the dominoes are unstable even before
the first one in an unstable starting position. dynamics simulation, you need to set the initial they were hit, check that they are initially
We’ll start by creating a ground object, a position of the dominoes exactly on the surface positioned exactly on the ground’s surface. You
domino object and invisible doubles for both of of the ground object, with only the first one in an can also run a simulation with all of them
them. Why do we need the doubles? The actual unstable position. That position will then be set vertical and slightly above the ground; once
they fall steady on the ground, set their position
dynamics simulation will take into account only as the start-up position for the main simulation. as initial.
the invisible doubles while the visible objects will And, of course, before we start any dynamics
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01 General setup
Open a new scene and choose any
atmosphere. Now increase the light balance in
the Atmosphere settings towards sunlight to
get the full reflection of the wetness. Load a
new rock, edit the object (Cmd/Ctrl+E) and
check Dynamic subdivision. Use a quality
boost of 1 to make it look smoother and reduce
the bump settings in the Material Editor. Also
darken the colour of the stone because wet
stones look darker.
Wet stones
you have several ways to achieve this. You
could add the Wet Mud material layer to the
original stone’s layer. The easier way is to
adjust the lighting of the stone’s material.
Choose the Highlights tab in the Material
I want to create a scene with lots of stones Editor and increase the Highlight global
intensity to 100% and the Global size to (in
in the foreground, which looks like it’s been this case) 23%. This last setting determines
how shiny you want the stone.
raining because it’s going with a stormy sky.
How do I get wet stones?
Creating wet-looking rocks or stones in Vue Piles collection from Cornucopia3d.com. Even with a
can be achieved in a number of ways. Before more detailed-looking stone, this is still only part of
you begin you need to choose the right what we really want to achieve. To make the stone
atmosphere, as this will affect the look wet, we can combine or mix the materials with
appearance of the rocks just as much as the rock another object. We can also add material layers such
material itself. Lighting is obviously important, as Wet Stones to our original object layer, which can
because you will need to get the reflection of the give interesting results. If you want to create a stone
wetness. So increasing the sunlight levels in the with only half of its surface appearing wet, adjust the
Atmosphere editor is important, or adding extra
spotlights on the stones is also worth considering.
Influence of altitude slider, which is accessible by
clicking the Influence of environment tab.
03 Create lots of wet rocks
When you have your finished stone,
you can now use this model as part of an
Basically, anything to highlight the shininess of the I have found the easiest and quickest way of ecosystem. Right-click the object and choose
stone is favourable here. achieving wet-looking objects is to simply adjust the Save Object. Now you can use this object as
Ideally, you will need to change the material of the highlights and shine of the stones themselves. This is part of a rock ecosystem. Remember in an
default rock provided in Vue. Go for a material with a a method usually applied to water surface properties, ecosystem that objects generally all have their
default material. You cannot edit ecosystem
smoother appearance. There are a number already but can be just as effective on other materials. From
components individually, but you can access
preloaded in Vue. For this tutorial the rocks/stones your own experiments you will find your own personal their material via the material browser.
are fairly close to the main camera, so I required more preferences, as there is usually more than one way of Experiment with different rock materials to get
photorealistic textures and materials. I chose the Rock doing things in Vue. interesting results.
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in digital form
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Combining ZBrush
modelling with the rendering
tools of a traditional 3D
application is the most
common workflow for most
users, with normal mapping
used to retain ZBrush’s
detail without its crippling
polygon count
ZBrush 3.5 $595 There’s more new brushes in version 3.5 along with a whole new way of starting your
ZBrush creations
S
ince its introduction, ZBrush has disappointments have been the shapes before you start sculpting their
been an instant hit with almost compromises modellers have had to make details. They allow you to draw rough
everyone who used it. Its organic, when taking their work from ZBrush into shapes with spheres connected by bones,
intuitive tools completely revolutionised more traditional 3D applications for and then, by manipulating the bones, refine
organic 3D modelling, and the ease with rendering and animation. your object before you convert it to polygons
which it handled models with millions of In version 3.5, ZBrush’s interface has for sculpting.
polygons converted seasoned professionals become marginally less cluttered. It’s still ZSpheres II takes this a stage further,
and newcomers alike. packed with tiny icons, buttons and menus, allowing you to sketch additional detail on
Since then, updates have been slow to but there’s now a quick button that allows top of the spheres without losing their
appear but generally massive. The program’s you to switch instantly between layouts for editing functionality. In other words, you can
architecture has allowed enthusiasts to write sketching, modelling and painting, making draw the arms and legs of a creature with
add-ons to push the program on between the most common tools a little more easily ZSpheres, then sketch in muscles and shape
updates, and the program’s only real available. There’s also a handy lightbox at with the new tools. As you work, you can
the top of the screen that allows for quick then return to the underlying ZSpheres and
Version 3.5 is not short on new access to recent models. move them, changing the pose, altering the
features. The most instantly Version 3.5 is a free upgrade for current scale or adding new limbs. The detail you’ve
users, but it’s not short on new features. The created will then adapt to the changes. The
impressive of these is the most instantly impressive of these is the new toolset is a great addition, allowing you
upgraded ZSphere tool upgraded ZSphere tool. ZSpheres are to work on your initial shapes much more
ZBrush’s primary tools for sketching out freely than before.
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www.pixologic.com
Essential info
● $595 US
OPERATING SYSTEMS
● Windows 2000/XP SP2 / Vista
● Mac OS X 10.5 or later
Features................................9/10
Our verdict
You can also paint onto ZSpheres, which surface textures) to your models in a very
lets you start to colour your object before
you even finalise its shape.
adaptable way. Noise can be fine-tuned
using a graph, and you can even colour the
Ease of use.......................... 8/10
Several new brushes have been added, bumps or dents you create with the Noise Quality of results .............9/10
and the most significant of these are the
Planar brushes. Basically, these flatten areas
tool automatically. Crucially, the noise isn’t
actually applied to your geometry until you
Value for money.............. 8/10
to a given angle, allowing you to sculpt sharp want it to be, so you can build, for example, a
edges for the first time and build hard- rough skin texture but still sculpt and smooth A package that’s
edged objects in the same way you build the geometry to remodel the figure changed the game for
organic shapes. underneath without damaging the noise
This tool is useful but it’s not perfect. It texture. Once you’re happy with the look, organic modellers. 3.5
takes a little getting used to, and unless your you can bake the noise onto your mesh continues to stretch
models have a very high level of subdivision ready for export.
you don’t get crisp edges. However, the Overall, ZBrush 3.5 adds some powerful what’s possible
9
improvements in the LazyMouse tools do let functions and the program remains an
you create brushstrokes with more evenness almost essential part of the toolbox of any Final
Score
and precision than before, so sculpting man- serious artist. It hasn’t quite cracked hard-
/10
made objects has become easier. edged modelling with the Planar brush but
The new Noise tools are very effective. it’s on its way, and the noise and ZSpheres
They let you add controllable noise (rough tools are superb additions.
© Imagine Publishing Ltd 3DArtist ● 91
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Tapping the small circle at the bottom of the screen There’s a choice of Pencil, Paintbrush, Airbrush and There is a layer system – either three or six layers –
brings up the menu system, offering a choice of Fill Flood can, plus predesigned brush types that but how they work is about as basic as it could
tools, layers and colours can be edited possibly be
I SketchBook is a
t might seem a strange departure for are no blending modes for the layers; the
Autodesk to be making iPod Touch/ content from one overlays the next. That’s a
iPhone apps, but with the popularity of
the devices and the eminent suitability for
missed trick. The layer manipulation is also
basic and the program isn’t that responsive.
portable sketchbook
porting the original SketchBook application As far as operating SketchBook goes, it’s for drawing and
over, maybe it’s not such a surprise after
all. There’s certainly a big price difference
been well thought out, presenting a
fullscreen view with just a tiny circle near the
painting
when you go mobile, down from the $100 bottom. Tapping this brings up the operation
asking price for the desktop program to menu with access to the colour wheel, tools www.autodesk.com
$2.99 or £1.79 for the Mobile version. and functions. What you can’t see are the iPhone 3G or 3GS, iPod Touch
SketchBook is, as the name suggests, a short cuts where tapping in corners of the
Features of site................. 6/10
Our verdict
handy, portable sketchbook for drawing and screen can operate an Undo/Redo
painting. The four main drawing tools are the command, fit to screen and clear the current Ease of use.......................... 8/10
Pencil, Airbrush, Paintbrush and Fill Flood layer. Now, it’s hard work to accurately draw
can. There’s also an Eraser to complement anything at 100% on the screen with your Quality of results............. 6/10
the Undo/Redo function and the Layer finger, so thankfully the double-finger spread Value for money. ............. 8/10
Delete option. On top of this, there are basic or contract operates the zoom. It also
brush effects to mimic oily textures, chalky facilitates moving the screen around once
effects, sponges and crayons. Brushes can you have zoomed in as well. This is quick Slick but not
also be edited inside the app. Don’t get too
excited and think that this is mobile Corel
and easy to use.
Images can be saved and exported and
particularly
Painter, though, because it isn’t. The effect is even loaded into the desktop version of comprehensive
still basic: there’s no impasto and the colours SketchBook. There’s two versions of the sketching and
don’t have wet or dry characteristics or Mobile app – one is a free, cutdown app,
merge to form secondary colours. It’s still while the other is the full-featured one for a painting package at
painting how it was done on computers 20 paltry £1.79 ($2.99). As with all sketching a low-cost price
years ago. and painting programs, a lot depends on
7
One of the clever aspects of the program your innate ability and here it’s compounded
is that it supports layers and also photos can by the fact that you have to use your finger Final
Score
be imported from the library straight onto to do it. While the painting effects are still
/10
any of them. There are three layers as nothing special, consider this a sketchbook
standard, or six if you have the 3GS iPhone. with colour and fill facilities and the minimal
What’s let this down somewhat is that there asking price will seem very fair indeed.
92 l 3DArtist
© Imagine Publishing Ltd
No unauthorised copying or distribution
Sprucevale $16.95
level setting
D
esigned by Howie Farkes, Sprucevale is a
standalone extension of the location he
www.daz3d.com
began with Stoney Creek. This is where The creek looks
nice, but it doesn’t
the creek rises, deep in the Harpwood Mountains,
Features................................ 7/10
Our verdict
extend any
so it’s a lot more wild as a setting. Essentially, further than the
there’s the creek running down the centre of the trees where the
water is first
Ease of use.......................... 6/10
scene, with boulders to the left, a footpath to the
right and pine-covered mountains in the distance.
visible
Quality of results ............ 8/10
This is a DAZ 3D Carrara scene file with three because here’s the main problem. There are Value for money...............9/10
different flavours for your use. There’s a standard masses of trees and leaves and stones, which make
scene setting with a neutral atmosphere, a sunset it look fantastic, but the price is a very high
version with weak and pale light coming through overhead. On one PC test the regular and sunset Masses of detail
the trees on the horizon, as well as a foggy version. scenes were very slow to navigate, while the foggy
It comes in PC and Mac versions. version was completely unresponsive. You’ll need a require a computer
The key to any scene like this is how flexible, beefy graphics card to handle this. Equally, 2.75GB with decent specs to
how much detail and how much depth there is in it. of RAM wasn’t enough to render beyond a modest
Well, there’s room to place figures in the creek, on 1,000px-tall resolution. You’ll need a system with
get the best results
the boulders and, thankfully, along the path. You more RAM than that to get a high-res render.
8
can elevate the camera and move into the scene a If you want to be picky then you could argue that
little way. However, there’s no heading off into the the atmospherics aren’t visually striking, with the Final
Score
woods because the stream finishes just about sunset being pretty weak, but what you do get
/10
where you can see it, and the mountains here is a photoreal location with masses of detail
themselves don’t extend to the floor. This is to keep that can be explored to a reasonable, if not
the detail and rendering down to reasonable limits extensive, degree.
W
hile the first two Scooby-Doo live
Features................................5/10
Our verdict
5
Scooby and the human characters, but not a huge
amount or to any sophisticated degree. The humour Final
Score
has a diluted feel also, relying on simple slapstick,
/10
and with an actual running time of just 76 minutes
the mystery is over as soon as it’s begun. One for the The rest of the CGI effects are nothing earthshaking, but they
kids rather than general family entertainment. tend to work well within the parameters of the setting
© Imagine Publishing Ltd 3DArtist ● 93
No unauthorised copying or distribution
D
on’t be fooled by the back- theme. From starting simple with that any novices who pick it up won’t
cover blurb. Husband and snowmen, to moving into luscious be novices when they’ve finished.
wife team Vladimir and Ami lakes and futuristic spaceports, it’s all The book is very well presented –
Chopine may come across, possibly about location, location, location. A you won’t go more than a page or two
somewhat inaccurately, from this simple look around the Vue interface without encountering a large, full-colour
cheerily brief write-up as dyed in the leads on to chapters covering terrains, image of either what you’re supposed
(organic) wool AD&D role players, water, objects and much more. The to be doing in Vue or the object or
hardcore cat lovers and post-Cold language is fairly simple and informal, effect your actions will produce. In
War hippies, but they know a good making it easy to follow, and the logical addition, there are some truly lovely
amount about Vue, even if they do organisation of chapters and the effects renderings from a collection of artists
come up with subheadings like ‘The they cover creates a progression that show exactly what’s possible with
Laws of Digital Nature’. through more advanced skills. environmental design in the program.
In actual fact, most of this book And while this book pitches itself at This, combined with the lively, clear
deals with exactly that, so together novice and intermediate users and writing style, ensures that Vue 7: From
AUTHORs
l Ami Chopine and
with the book’s From The Ground Up even boasts glibly at one point that The Ground Up is an instructional,
Vladimir Chopine title, it almost forms a comedy pun of “Luckily, you won’t have to be worrying inspirational title with plenty of useful
PRICE truly geeky proportions. Vue is most too much about the math”, its ending info presented in a transparent,
info
l £24.99
commonly used for creating 3D chapters deal with such niceties as encouraging way. This is an ideal
PUBLISHER
l Focal Press environments, and throughout the running Python scripts to add in starting point for those interested in 3D
ISBN number book a lot of the tutorials and artwork objects for you, so the book’s reach is environmental design, and a must-have
l 978-0-240-81226-7 by invited modellers runs along this quite broad and will certainly ensure for intermediate Vue users as well.
94 l 3DArtist
© Imagine Publishing Ltd
No unauthorised copying or distribution
F
or digital artists and 3D
modellers, the fantasy genre
provides a great deal of bread-
FANTASY SUBJECTS
and-butter work. From mythical Fairytale fantasy
beasts to romantic maidens and describes the
majority of the
heroic warriors, film and videogames artwork, but a
have a never-ending need to be few other genres
do make a brief
supplied with pointy-eared denizens. appearance
Keeping an eye on what’s current
helps you pick up the latest trends or
prevent your concept art and renderings
from becoming stereotypical. This
collection from Ilex is packed with
inspirational material, some previously
published, some from the artists’
personal portfolios. Mainly a blend of
traditional and digital paintings, it also
showcases a decent amount of concept
AUTHORS
● Aly Fell and Duddlebug art from games like World of Warcraft.
PRICE The subject matter is mainly drawn
info
● £20
from Tolkien-esque fairytale fantasy. ELF MAIDENS ACTION SCENES
PUBLISHER There’s nothing here to expressly help What kind of fantasy art book would The book includes a chapter on action
● Ilex Press
this be without a chapter dedicated to scenes that showcases some fantastic
ISBN NUMBER
create fantasy-based 3D models, but the obligatory elven princesses and battlefields in a range of styles and
● 978-1-905814-52-7 the eye candy will keep you entertained. warrior queens? fantasy sub-genres
L
et’s talk about programming
environments and middleware
pipelines, shall we?
For hobbyist 3D users, this is perhaps
the most terrifying part of the whole
PIXELS AND
business, while for experts it can be a POLYGONS
matter of professional life or death. Learn how OpenGL
starts off with
Understanding the way 3D programs simple pixel and
are built enables you to understand polygon-based
models using anti-
how they can be bolted together and aliasing and basic
produce the effects you want. depth effects
OpenGL is the powerhouse behind
many 3D apps, and it manages how
they interact with hardware and each
other. It’s made up of over 250 basic
commands, but within this seemingly
small set of programming rules there
can be almost infinite variations
depending on what information you
build into the code. Learning how this
AUTHOR
● Dave Shreiner underlying code works will enable you
PRICE to do this more effectively.
info
● $59.99 US
While certainly not necessary for the COLOUR MAPPING
PUBLISHER enthusiast, this is an in-depth and
● Addison-Wesley
Discover how to work with objects, Learn how texture and environment
extensive guide for those that really do materials and lighting in order to mapping combine with underlying
ISBN NUMBER create effective colour shading in the wireframes to create smoother, more
● 978-0-321-55262-4 need to know how OpenGL works. OpenGL environment realistic renderings
© Imagine Publishing Ltd 3DArtist ● 95
No unauthorised copying or distribution
iPad Kindle
Printed full colour large format book
TM
098 News
Industry news
The Berlin Express
arrives in Paris
Len Krenzler
d,
g the industry are covere Personal portfolio site
The hot topics concernin ming CGI work and the www.actionart.ca
including a rep ort on boo alls
with a Chance of Meatb
visual effects in Cloudy
a b c
O
ver the last year, animation, visual effects director of Happy Finish, explains why this is the a Happy Finish works closely
with photographers to create a
and CGI budgets have taken a hammering case: “CGI can achieve high standards of photorealistic finish
thanks to the global economic recession, photorealistic quality within a reduced budget.
b The use of CGI in advertising
with the knock-on effect being a lower volume of Another benefit is CGI’s multichannel uses, allowing cuts down production costs, as
work for specialist agencies around the world. for one project to be used for print, web, moving locations and sets are not
needed
However, this appears to be a taking a positive images and interactive material. These multichannel
C Happy Finish is a collective of
turn if reports from one of London’s most possibilities are especially useful for companies who artists and the best person for
established retouching and CGI collectives is are increasingly looking for returns on investment each job is selected individually
anything to go by. Happy Finish (www.happyfinish. focusing on the web.”
net) has seen a recent surge in its creative CGI work, Waplington is also keen to assert that the rise in
which – hopefully – indicates a boost in the global advertisers turning to CGI production will not affect
economic recovery. the photographic industry, as the agency works to re-
The collective, which has been in existence since create the visual style of the original photography in
2003, only launched its CGI unit, Happy Finish CGI, in its CGI enhancements. CGI is increasingly becoming
October 2008, but it has since recruited a number of a standard part of the workflow, especially when it
high-profile clients to add to its impressive portfolio comes to cutting production costs.
of commercial photography and retouching. Happy Finish works as a collective agency with
Despite a necessary cut to advertising budgets award-winning retouchers and 3D artists who can be
during the credit crunch, Happy Finish has seen a selected by the client to suit their needs. More
dramatic rise in interest, as advertisers want to information on the agency can be found on its
benefit from new technology to create more website, which includes samples of work as well as
impactive results. Stuart Waplington, managing progress shots.
98 ● 3DArtist
© Imagine Publishing Ltd
No unauthorised copying or distribution
StudioGPU ships
Spaghetti tornado
e
S The workflow is
oftware developer StudioGPU For more information, see www.nvidia.com.
has announced the release of
MachStudio Pro 1.2, a real-time similar to a virtual f
3D workflow and rendering package,
which aims to help speed up the
real-time 3D studio
workflow of 3D artists. The package environment
uses the power of off-the-shelf GPUs to
enable real-time performance on home rendering for a realistic finish and
desktop systems, bringing professional custom configurable anti-aliasing for
results to everyone. high-quality results.
Hydrophobia
In a dark corner of industrial Manchester,
Jon Denton speaks to the water-obsessed
creators of Hydrophobia
I
n the rapidly evolving world of videogame art,
studios battle it out to achieve greatness in very
specific areas. Epic’s latest iteration of Unreal 3 is
Dark Energy is an offshoot of
Blade Interactive, which made
its name on a successful series
leading the way in its lighting tech, for example, It almost seems
of snooker sims and is now
ready to create a fully fledged
while Avalanche’s proprietary engine allows its
forthcoming Just Cause 2 to feature the largest open-
otherworldly, as if
www.darkenergydigital.com
adventure scale environments ever imagined on a games
console. Just under the radar, though, there’s a small
something so
Project: Hydrophobia
Description An episodically British outlet tucked away in an inconspicuous part consistent with our
delivered action game for the Xbox
360 set on a sinking ship. Players
of Manchester, determined to show up the rest of the
world by grabbing hold of one of gaming’s last Holy
own reality
shouldn’t be possible
must negotiate not only a terrorist
uprising, but also the incredibly Grails – water.
detailed and dangerous water that
fills every inch of the
environments, which is setting the
Yes, the team at Dark Energy have been hard at
work on the near-future, aquatic thriller, within the digital
standard for H2O in videogames
Country UK
Publisher Dark Energy
Hydrophobia, for some time. It only takes a few
seconds inside the watery world to see just how
walls of a videogame
Software used 3ds Max, ZBrush, much work has gone into creating
Photoshop
genuinely believable H2O. The way b
the water interacts with the
Key people
100 ● 3DArtist
© Imagine Publishing Ltd
No unauthorised copying or distribution
a You can see how the concept art has translated to b You’ll find innovative c The game’s enemies aren’t d It’s an unfortunate fear E The action takes place
water that not only moves correctly, but is lit in a ways of negotiating the particularly inspiring to look to have on board a on a city-sized ship
convincing fashion. Getting the reflection and terrain and getting the at, but show suitable floating city targeted called The Queen of
refraction of light proved one of the toughest better of your enemies volumes of menace by terrorists, really… the World
challenges for the team
102 ● 3DArtist
© Imagine Publishing Ltd
No unauthorised copying or distribution
in place and a level builder that can turn around been put in.”
environments in days rather than months, this has It almost sounds like BioShock in reverse.
freed up Dark Energy to concentrate on creating a Certainly the idea of a richly detailed submerged city
look and style to its game to try and separate it from has echoes of Rapture and its gloriously detailed
the pack. Easier said than done, of course, as Switzer underwater civilisation, and that’s by no means a
agrees: “Initially, the toughest task was trying to bad comparison. Still, Switzer is keen to reinforce
convey to the player that while they were on a ship, the originality of his team. “From the outset, we
they were also part of a giant floating city. In episode made a conscious effort not to be influenced by other
one, we’re mainly in the lower decks of the Queen of games, as we wanted to create a unique look that the
the World with no connection to the sea outside, so it player hadn’t seen before in a game. Our main
was important that the player had subtle reminders influences have been taken from real life – we’ve
of where they were, while maintaining the balance looked at hundreds of photos of ship interiors, for
between ship and city. example – so we’ve picked up on details such as how
“With Hydrophobia being set in the near future, we the ceilings are constructed, where the wiring
were also very careful to balance the tech level of the shows and doesn’t show, what materials are used on
environments – so while we’ve included gadgets the floors and walls, and so on.”
such as flexible digital display screens, we’ve been Nevertheless, it’s not the wiring on the walls or
very careful not to take things too far. It’s very the cracks in the ceiling that will attract players’
important to keep the player grounded in reality, so eyes when knee-deep in Hydrophobia’s murky
each environment will have something that makes depths. Seeing and feeling the force of the water as it
the player think, ‘yeah I recognise where that’s come creates chaos throughout the game world feels
from,’ and then we give it a little twist to update it a revolutionary for anyone who has seen 3D gaming
little. And because the Queen of the World has been grow up in the last decade. In an industry where
in service for ten years by the time we join the action, faceless corporations dominate the shop shelves and
we also had to balance the feel that you were in an technological advancements themselves, it’s
environment that has been lived and worked in for a heartening to see a small British team doing such
decade, without taking it too far and looking like the great work, powered by technical skill and ambition.
whole place was in a state of decay. The texture detail And if InfiniteWorlds doesn’t make it into most major
level in many areas is really quite detailed, and the game releases after Hydrophobia, we’ll eat our
end result really shows the time and effort that has sodden, water-soaked hats.
h The concept work for i Kate Wilson is an j It’s not all doom and gloom. Although
the protagonist Kate engineer on the ship, who most of the game is set in the bowels of
has made it into the has to tackle her demons, the Queen of the World ship, there are
final product pretty her surroundings as well outdoor environments that allow the
much intact as her enemies artists to flex their more colourful muscles
D
3D Artist: What kind of course did you do at
About aniel de Albuquerque Moreno was born in
Rio de Janeiro and developed an interest in university, or training did you do?
the insider animation from an early age. He used to play Daniel Moreno: I graduated in Design in 2004 at PUC-
Job 3D character animator/ a lot of games and watch a lot of cartoons and Rio (Bachelor’s degree) but before that I took about
effects animator
animated films. Between 1999 and 2000 he went to ten courses at Gnomon School of Visual Effects (2000).
Education Bachelor degree in
Design at PUC-Rio. Courses at Los Angeles, CA to study at the Gnomon School of Along with those, I read several books on the matter
the Gnomon School of Visual Visual Effects. He took several classes there, and studied and practised constantly.
Effects
Company website
including Character Animation, Character
www.laruccia.com.br Construction and so on. Back in Rio de Janeiro, he 3DA: For today’s generation of students, what is the
Personal website worked at Parafernália/Artefato Digital for two years, kind of educational grounding they should be
www.danmoreno.com creating TV commercials and the opening credits to looking to undertake to get a first job as a character
Biography Born in Rio de
Janeiro, character animator O Caminho das Nuvens. In 2004 he joined the team at animator, or is the entry level a less specific role?
Daniel Moreno graduated in Black Maria Films and moved to Sao Paulo to work on DM: I think courses are a great start, and you should
Design and studied at Gnomon
in LA. He worked at many
TV commercials and music videos. After that it was take one if you have difficulty walking your own way.
production houses doing TV time to get his hands dirty in the world of feature film Courses are really a great short cut. I can’t really tell
commercials, feature films and animation. This was a new Brazilian 3D film called O you a lot about university training, as the only one I
music videos
Grilo Feliz e os Insetos Gigantes, or The Happy Cricket had was in Design (not Animation). Anyway, most of
and the Giant Insects. The movie premiered in the learning is done by you alone. There is no easy
January 2009. After the feature film work ended, way, no simpler way than getting your hands dirty.
Moreno joined the team at Laruccia Animation You have to practise a lot until you have
Studios, where he creates character animation, breakthroughs in animation.
effects and scripts for television commercials, music
videos and TV series. 3DA: What is your current or most recent role and
how did you get it?
a DM: Right now I am a character animator at Laruccia
Animation Studios, but I also like the effects and
scripting part so I help on these areas, too. The way I
got in Laruccia was the same way as everybody else’s
– I sent in my reel and got an interview.
2009 The Happy Cricket and the Giant A Courtesy of Start B Courtesy of Start C Courtesy of Start
Insects, 3D animation feature film Desenhos Animados Desenhos Animados Desenhos Animados
2004 Macuna, music video
2002 O Caminho das Nuvens
104 ● 3DArtist
© Imagine Publishing Ltd
No unauthorised copying or distribution
c D E
much more time to do each process, therefore it has a and movement constantly. The trajectory of the
F
higher quality of animation. There is the animatic, hands, the formed arcs, acceleration, deceleration…
which gets broken down in pieces for scene planning. it’s a long list. And every day you animate based on
Then the animation begins, and then it is reviewed observations and references. There is also a lot of
for approval. The acting of characters is carefully physics, balance and weight (action and reaction).
watched by the directors. They usually go through You must have a good understanding in several areas.
your animation frame by frame (so you should look at
your animation this way, too). 3DA: If there was one feature missing from current
software apps that you’d like to see implemented to
3DA: What software packages and tools have you help the animator, what would it be?
mainly used for feature animation and general DM: Well, I would like to see interactive hands and
character animation? foot collision with the ground and obstacles.
DM: For character animation, I use Autodesk Maya Something difficult to do is interaction with both
for both feature film and TV commercials. I find it other characters and objects. It would be much faster
very flexible and customisable. The tools it provides if the geometry could detect and fit accordingly.
G are all that is needed for animation.
3DA: Do you have a personal philosophy or
3DA: Do you think there is a shortage of skilled approach to life and try to bring that to your work?
digital artists doing animation and did you find it DM: I believe you should not rush things. Everything
difficult getting into the industry? comes at its time. Both knowledge and quality of
DM: There is a shortage of skilled digital artists, work improves taking a good deal of time in each
especially in animation. In Brazil there’s even less animation. So do not rush. Take your time and
people doing it! It is probably easier to get into the experiment with it.
animation industry here than it must be in Europe,
for example. Also, people usually take a six-month 3DA: Professionally, what’s the most satisfying
course and want to get their first job really soon. It project you’ve worked on and why?
does not happen this way. You have to mature your DM: I believe it was The Happy Cricket 2 movie. I
knowledge and practise a lot before you land a job in spent a lot of time animating it and improved my
a studio. And when you are mature enough to deal animation a lot by experimenting and seeing what
with production issues, works best. There is nothing better than practice. It
H
it is probably the time was a really great school for me. We were on schedule
to apply. every month and it was really fun to do.
3DA: What are the key 3DA: What would be your dream project to work on?
skills needed by a DM: My dream project would be working on a bigger
E character animator? feature film. The bigger studios are doing excellent
DM: I believe every jobs technically and artistically, so it makes me want
animator must be a to be part of their great movies. They are really
good observer. You getting the quality sky-high. And it would be great to
need to study shapes have your name on these great productions.
D Courtesy of Start
Desenhos Animados
E Courtesy of
Lightbox Studios You have to mature your
F Courtesy of Black
Maria Films (Brazil)
G Courtesy of Start
Desenhos Animados
knowledge and practise a
H Courtesy of I Courtesy of Start lot before you land a job in
I
Laruccia Animation
Studios
Desenhos Animados
a studio
© Imagine Publishing Ltd 3DArtist ● 105
No unauthorised copying or distribution
P
ortsmouth University is one of
the top university destinations,
situated on the south coast of
England. With close links to
Southampton and Bournemouth, this
is a perfect place to study – particularly
if you are a fan of the seaside!
Based in Hampshire, this old naval
port is full of history and home to
Nelson’s flagship HMS Victory. There
are plenty of bars and restaurants to
keep the social student occupied, while
Portsmouth Football Club will appeal
to the sports fans.
Portsmouth University has a great
reputation for up-to-date industry-led
courses and the BSc (Hons) Computer
Games Technology course is no
exception. The syllabus includes
training on game design, three-
dimensional graphics, animation,
game programming, virtual reality and required in the industry as well as
project planning. console development.
The course is also designed to give On top of their specialism, students
students options to specialise in a also undergo training in game design
specific area. The first specialist area is and project management – the latter a
game graphics, in which students skill that the industry is particularly
discover how to use the industry- crying out for. Portsmouth University
standard software tools and develop prides itself for its fantastic
their character building and animation relationships within the games
skills. The second area of specialism is industry, which means the course
game programming, where students remains relevant and up to date. These
learn the programming languages links also mean there are lots of
opportunities for students to gain
experience within the videogames
industry, too. and students can enjoy a wealth of
The BSc (Hons) Computer Games facilities, including the University
Technology course is a big draw for Library, which received an £11 million
both UK-based and international extension three years ago.
students and offers exciting There are plenty of sports clubs,
opportunities for students all over the music events and recreational groups
world. The university has been listed to keep the most active student
as the fifth most popular destination amused, making Portsmouth a great
for EU students and tenth most popular place to both study and live.
for non-EU students. For more information on the course
The university is split into two and Portsmouth University, head to
campuses (Guildhall and Langstone) www.port.ac.uk.
Course details
Tel +44 (0)1642 342639
Web www.port.ac.uk The course enables you to develop skills
that are sought-after in the games industry,
Duration Three to four years
Fees From £3,070 a year
ENTRY REQUIREMENTS
240 points to include two A-levels or one Double
Award A-level or equivalent. A-level Computing
making this a really valuable course
is preferred Rory Butchart 2009
106 ● 3DArtist
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No unauthorised copying or distribution
B C
F G
d Dirty Bathroom e Los Hornillos Palace Entrance Hall f BackAlley g The Aggressor
» Josh Short » Josh Short » Jack Marshall » Nicholas Tenhue
Time taken: About one day Time taken: About two weeks for the whole level Time taken: Six hours (whole level) Time taken: Five days
3ds Max and Photoshop 3ds Max, Photoshop and Gavin Wade’s GET EditWorld, 3ds Max, Photoshop 3ds Max 2009, Photoshop CS3 and
“This image was created as “This is an in-game screenshot of part of a larger level “A multiplayer level called ZBrush 3.1
part of the third year’s created to test a game engine for my major project.” BackAlley for the game “Creating this real-time character in
Imaginary Worlds and Quake Wars: Enemy Territory made such a short amount of time was a
Architecture unit.“ in EditWorld.” real test of endurance!”
108 ● 3DArtist
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H I