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CGArena

VOLUME 3, ISSUE 4 AUG - SEP 2008

Get Attention in the Computer Graphics Community

GALLERY

Latest 3d inspiring art

PHOTOSHOP

When cloning goes wrong

AFTER EFFECTS
Dispersion of Text

INTERVIEW
Kerem Beyit

3DSMAX

Making of Ford Focus

MAYA

Making of Sohrab

05 Interview
Kerem Beyit

21 Photoshop

When Cloning goes wrong

25 After Effects

Dipersion of Text

30 3ds Max

Making of Ford Focus

43 Maya

Making of Sohrab

58 Gallery

Showcase of 10 latest 3d art

Magazine Edited: Ashish Rastogi, India


Magazine Cover Image: Farzad Dalvand, Iran

Page 2

Issue 4 Aug - Sep 2008

industry news
Sea Level VFX Rises
with New Hires

Digital Anarchy Sells Visual Effects


and 2D Animation Product line

Top commercial visual effects and finishing boutique Sea


Level VFX has announced a slate of key new hires, including Executive Producer Steve Reiss and VFX Artists/
Supervisors Christopher Noellert and Glen Bennett.

Digital Anarchy, known for its high quality creative software in both the broadcast and Photoshop markets, has
announced today the sale of their full video product line
to Red Giant Software. For seven years, Digital Anarchy
has made a name for itself by delivering innovative software for visual effects, video editing and 2D animation
in the film and television industry. Effective, August 4th,
the company will transfer sales and support of 12 plug-in
products for host applications that include Adobe After
Effects, Apple Final Cut Pro, Avid systems and Autodesk
systems.

Chris and Glen represent an exciting new direction for


our company, stated Steve Reiss, Executive Producer, Sea
Level VFX. Because hes spent over a decade in Sweden,
Chris European footprint is huge, so hell definitely be
an asset as we continue to grow our client base internationally. Glens strong commercial and feature film background means he understands the rigorous demands of
big effects jobs. His diverse design background is evident
in his unique visual eye for the edgy yet beautiful. In addition, Chris and Glen will help to expand Sea Level
VFXs CG capabilities, which are currently being overseen by our longtime CG Supervisor, Steffen Schubert.

The sale of its video products will not affect Digital Anarchys Photoshop customers. Digital Anarchy has retained
its full Photoshop product line and will continue to provide the quality software and support that the company
is known for.

Training

Book

Maya Cloth for Characters - If your next CG production involves charac-

Page 3

ters, you should think about dressing them! Add realistic clothing to your CG
characters using Maya with Maya Cloth for Characters. Discover how the clothes
were built for an upcoming computer generated horror movie. With this book
you will learn everything you need to know to create a wardrobe for all of your
characters. Learn how to dress your characters and simulate pants, shirts, jackets, and much more. You will also gain an understanding of how to troubleshoot
and fine tune clothing to get the exact results you are looking for. ISBN: 978-09787806-1-6

Next-Gen Texturing Techniques - In this demonstration the instructor


starts off by explaining the very fundamentals of using Photoshop for texturing.
From there he goes into depth on how to set up your high res and low res meshes
for rendering Normal, AO, and other Maps. Once the scene and basics have been
defined its on to the entire texturing process of the self contained scene. The
Main textures created are a Concrete Texture set, Wood, Cloth, Grass, Ground,
and Metal. This video has almost 5 hours of teaching and demonstration that
will serve as the ultimate texturing resource.Price of the DVD is $64.95*.

Issue 4 Aug - Sep 2008

interview

AN INTERVIEW WITH
Kerem Beyit
Q. Hi could you tell us a bit about yourself and your
background in CG and are you self taught or taken
some training?
Im a guy whos been drawing since his childhood but
I started doing this professionally in 2004. Before that,
I was a graphic designer, because at the age 18 I wasnt
planning a career on illustration so I went ahead and
studied graphic design and once the school was finished I started working as a graphic designer but then
I realized that was not the thing for me and I started
drawing again. After a long period of practicing I came
up with my first digital tries, these first tries looked
horrible but I knew I would comeover the problems by
practicing more. I mean, I guess I can refer myself as a
self-thought artist.

Page 5

Issue 4 Aug - Sep 2008

interview

AN INTERVIEW WITH
Kerem Beyit
Q. So, you are a freelancer, please tell us what difficulties a freelancer have to face in getting the work and why you
chosen to become a freelancer?
The difficulties a freelancer faces arent that many, on the contrary a freelance career provides you with the opportunities
like a relaxed working environment in the comfort of your house and the chance to work on very different areas unlike
in-house workers. On the other hand, it does have the handicap of the unstable income, though this can be overcome
by reaching an established level and a certain number of clients, therefore, people who are thinking about a freelance
career must venture to face difficulties in the first couple years. Besides this, if you try and get to know your clients very
well and fully comprehend the task they ask from you and do your best on each project with respect to deadlines you
will build your reputation and reach more clients. I worked in-house positions before but it didnt take long before I
decided it wasnt for me. A freelance career is the best thing that could happen to a self indulgent guy like me.

Page 7

Issue 4 Aug - Sep 2008

interview

AN INTERVIEW WITH
Kerem Beyit
Q. What software program(s) do you use for your illustrations and why?
I would use Photoshop 3.0 in my graphic designer days and when I started doing illustrations it felt comfortable to
start with a familiar program so I went on with Photoshop. Now, Im using CS2, Ive tried the CS3 as well but it lost
me time to learn all the new features so I am continuing on with CS2.
Other than this, I use Vue 6 xStream when I want to use an environment for the background, its really quality stuff
and quite useful for saving time.

Q. How much you enjoy creating an illustration for the book covers, comics and magazines? Which type of instructions you receive from the client?
Ive always liked doing book covers but lately I havent had the chance to make time for book covers because Im working on a comic book project.
The jobs I take usually involves illustrations for web sites, and character design and promotional illustrations for video
and online games. Instructions depend on the clients, some of them give very exact descriptions while most leave it up
to me but if were talking about book covers they usually ask me to follow up a certain scene and composition and I try
my best to visualize it. When it comes to character design basically its enough for me to know what kind of feeling
the characters are supposed to have to them, of course I get very precise requests as well, there are many clients who
decribe everything from armour to weapon of choice. They even send some reference pictures for me to look at. This is
not problematic for me at all because no matter what, I create the character in my own style and add those requested
features harmoniously with that style.

Page 8

Issue 4 Aug - Sep 2008

interview

AN INTERVIEW WITH
Kerem Beyit
Q. In your portfolio we can mostly see the fantasy illustrations; there is any specific reason of creating fantasy illustrations?
Fantasy art is a genre that has always affected me since my childhood, it would be crazy for me to come up with an
anime style after seeing all those Frazzetta covers
I also like doing sci-fi illustrations but unfortunately I dont frequently get the chance to do them because I have a fantasy-emphasized portfolio therfore the offers I get are usually
in that direction, this is a vicious circle and it seems to be continued this way. I am not complaining of course, I enjoy
doing fantasy art very much.
Q. Please tell us something about your latest work Blue and how you create these dragons? Before creating anything you done some research and pencil drawing or directly on the digital canvas?
Blue is one of the many illustrations in my dragon series, while working on that series I did as much research as I possibly could because I didnt really care for my previous dragon designs, therefore dinosaur anatomy, reptile texture, solid
dragon artworks (especially from Lockwood) have been great sources of reference for me. I started the series by sketching all of the pieces first and I applied color on the lineart, its rare for me to start working directly on digital canvas.

Step 1: In this tutorial we


are going to color a dragon portrait. Like I always
say, its impossible to make
a good painting without a
good sketch, thats why if
your drawing is not as strong
as youd like, you should go
ahead and buy a sketchbook
before taking up photoshop
or tablet or any other stuff
like that.

Page 10

Issue 4 Aug - Sep 2008

interview

AN INTERVIEW WITH
Kerem Beyit
Step 2: Here, I create the background with my flame brush, the drawing is in the multiply layer. First I form a dark background and then
lighten the parts around the portrait with the same brush, this will help
us see the figure clearer in the future.
Step 3: Using my texture brushes, I apply texture to the background I
created, though I am careful not to apply at the same intensity around
the figure. The best way is to open a new layer and go crazy with the
texture (apply it as much as you want) then erase the parts that are too
much.

Step 4: I start filling inside the figure very roughly, first I apply
base colors and give the lightening effects with lighter volumes of
those colors.

Page 12

Issue 4 Aug - Sep 2008

interview

AN INTERVIEW WITH
Kerem Beyit
Step 5: After painting the figure completely, I apply texture on it and
erase the parts I dont like by using the borders of the figures layers
which I select by clicking Load Selection.
Step 6: I apply dodge on the picture of which the texturing stage is
over with after merging the layers. Dodge is tool that should be used
wisely, I advice you to work it by making light touches.

Step 7: Now we can use highlights, first I paint the big parts that
should get light with a small soft round airbrush. You dont have to
choose a very light color, you can always go back and use dodge tool
for increase the light volumes.

Page 13

Issue 4 Aug - Sep 2008

interview

AN INTERVIEW WITH
Step 8: Now I paint the sharper parts with a thin hard round brush
and a lighter volume. You dont have to apply highlight to the whole
figure, the important thing is to illuminate the parts you want to emphasize..
Step 9: After the highlighting stage, I apply fog to the front and behind of the figure, this will fix the attention only on the face and will
help you not waste time with lower parts of the painting.

Step 10: Lastly, I use dodge to shine up the highlight brightness values, I play with brightness contrast and color correction values as well,
lighten the background a bit more with my fire brush and since the
creatures neck seems too bulky, I finish the illustration by making it
more curled.

Page 14

Issue 4 Aug - Sep 2008

interview

AN INTERVIEW WITH
Kerem Beyit
Q. Please tell us about your hobbies and average daily day?
My hobbies are the kind of hobbies that support my profession, I watch an immense amount of movies (good cgi movies being my favorites), read lots of comic books and novels, and I have a thing
for McFarlane toys. In a typical day, if I
have an assignment I start by working
on it, towards 8 p.m. I start feeling my
arms and my body telling me to rest so
I stop working and watch a movie or
two, play pc games, sometimes go out
with my friends and in the morning I
pick up where I left off and start working again.

Q. What advice you like to give the


upcoming artists, how they can create
beautiful illustrations?
They should accept that theres no magic
wand in our field of work, the best way
to create good illustrations is to work
hard and consistent, if you dont have
a good sketch, if your figure has anatomical mistakes, if your composition
doesnt work no matter how masterfully
you color it, the end result will just be
off. Thats why my advice to upcoming
artists is that they should master the
basics on paper and then skip to digital media. Practice is a very, very crucial
factor.

Page 17

Issue 4 Aug - Sep 2008

interview

AN INTERVIEW WITH
Kerem Beyit
Q. Hows the computer graphics industry in the Turkey, you guys have any support from the government?
Haha, thats a good one. No, the government in Turkey doesnt support CG industry because it simply cant. In order
for our government to support these kind of things, they should first and foremost deal with their basic problems,
something I dont see happening in the next 10 years. In Turkey, there isnt a developed entertainment system to talk
about and the biggest reason for that is the economical handicap. For this sector to grow and survive, an avarage person
should have their basic needs met (subsistence, health, education, culture level) and till these things can be provided for
everyone, I dont think there will be an entertainment sector in my country, and when theres no sector, CG industry has
no choice but to stay weak and be made up of individual attempts. The biggest source of entertainment in Turkey is the
TV and its being kept alive by very low-quality, cheap productions. CG industry in Turkey consists of advertisements
made for private sector and 3rd class animations and special effects made for dreadfully bad tv series.
Thanks for reading about me and my greetings to everyone.

Portfolio: http://kerembeyit.deviantart.com/
Page 19

Issue 4 Aug - Sep 2008

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photoshop

When Cloning goes Wrong


Have you ever wished you could have a clone of yourself to do homework while you hit the skate park or went out with
your friends? Cloning is the creation of an organism that is an exact genetic copy of another. This means that every
single bit of DNA is the same between the two! And if by mistake anything done wrong then results can be dangerous
or hilarious. And mistakes are quite possible, we are humans after all. So, in this tutorial I will explain how I created a
hilarious animal cloning effect using Photoshop.
The steps I used in this tutorial is very simple, no different or special technique used just the difficult part is to find the
perfect pictures for the cloning otherwise if you have a photography skills then you can shoot yourself in your nearest
zoo. Just try to match the positioning of the heads of the animals.
I searched the Google (my best friend even when I am feeling lonely then I Googled myself ) for the pictures and find
the following Chameleon and Elephant pictures. Chameleon picture is quite small but works for me.

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Issue 4 Aug - Sep 2008

photoshop
Step 1: Open both the pictures in Photoshop and think about replacing a chameleons head with the elephants head.
For doing this I start creating a selection around elephant head and cut the head and placed in the chameleons image.

Step 2: Now I have to resize and position the elephants head according to the scene requirement but before doing
this I converted the elephant layer into Smart object, so when I resize then overall quality of the image dont go down.
(Layer > Smart Objects > Convert to Smart Objects)

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Issue 4 Aug - Sep 2008

photoshop
Step 3: After resizing and positioning, I rasterizing the elephant layer and try to match the color with the chameleons
image. For this I choose Image > Adjustment s > Color Balance and try to match the colors as much as possible.

Step 4: As you can see the chameleon is


overlit, so I pressed the Ctrl + L for Levels
and brighten the elephant head, so matched
with the other image lighting.
Step 5: Now the only part left is blending,
so I created a layer mask on the elephant
image and choose a soft brush and start removing fixing the areas. I removed the chameleons face which is showing outside the
elephant head.

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Issue 4 Aug - Sep 2008

photoshop
Step 6: Then create a new layer and choose a Clone Stamp Tool, in the settings I checked the Align and choose
Sample All Layers. This is necessary to select if you are taking source of cloning from the below layers. I cloned various areas and blend the skin texture.

Step 7: Now everything start looking perfect except the difference in the skin, so I create a another layer, choose Clone
stamp tool and start painting the skin scales on the elephant head, later I reduced the opacity of that layer to 65%, so
everything start blending and my final image is ready.

Now you can create unlimited combinations like


this, just need to choose the right images and little bit playing with the normal tools. Thanks for
reading, hope you have enjoyed this explanation
of the technique.

Andy Halls, USA

andyhalls123@yahoo.com

Page 24

Issue 4 Aug - Sep 2008

after effects

Dispersion of Text
Welcome everyone in the world where we make the beautiful things more beautiful. In this tutorial we will create an
effect that you have created several times but mostly in 3d i.e. dispersion of name in sand. But in this tutorial we try to
do this effect in after effects using Trapcode Form. Trapcode Form is an intelligent particle system which is very strong
and gives wonderful results in short span of time. Without wasting more time on theory lets move on to practical.
Step 1: Create a new composition (Ctrl + N)
Step 2: Select a text tool and create the text you like to disperse.
Step 3: Create a new composition (Ctrl + N) again and then create a Solid Layer. Now we have to create an animated
mask. For doing this select the mask tool and create a rectangle mask as per the size of the text, so mask covers the
whole text. Apply Blur & Sharpen > Gaussian Blur to blur the edges of the mask from all sides, you can also use feather
option of the mask.

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Issue 4 Aug - Sep 2008

after effects
Step 4: Animate the mask, moving from right to left or from which side you like to start the dispersion. There is no
fixed rule for this. Infact there is no fixed rule for anything, always some way around to do the same thing.
Step 5: Create new comp-sized solid (Ctrl + Y). Note that this solid should never be moved from center to move the
form around. Instead, use the controls inside the effect. Solid layer doesnt matter.
Step 6: Apply Trapcode>Form to the solid (named White Solid 1)
Step 7: Now you have 3 compositions. Drag both the previous compositions (text and map) in this new composition
and hide the visibility of those 2 compositions.

Step 8: Now change the settings in the Form plugin as shown in the below images

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Issue 4 Aug - Sep 2008

after effects
Explanation of Settings:
Size X, Y and Z- Sets the size in X, Y and Z axes correspondingly. The X and Y dimensions correspond to the size of
the form horizontally and vertically, while the Z value determines its depth. So, set this according to your effects size.
But remember bigger size required more particles to fill and that means more rendering time.
Particles in X, Y and Z - Sets the number of particles used to generate the form along the X, Y and Z axes. Be careful of
high Z values, because the Z value essentially replicates the grid, strings, or sphere, and can cause very slow rendering.
Layer Maps - Layer Maps enables the pixels of another layer to control various aspects of the particles in the grid. Note
that any layer used as a map must be pre-composed or pre-rendered to be used as a source for Form. In general, best
results are obtained if the size of the layer map equals the size of the particle grid
RGBA to RGBA - which maps color to the particle color and the alpha channel to the particle opacity across the
grid
XY - maps the current frame from the source Layer onto the XY plane on the particle grid

Step 9: In Disperse and Fractal Strength choose the


animated layer map for control the effect on XY axis.
Now move down to the Disperse and Fractal Field
settings and changed according to the dispersion you
are looking. I

I animate the Fractal field values on 0sec (0) and 5sec (75) for giving some movement of the particles like in air. I also
increased the Twist value to give some twist to the text.
Twist = 0

Twist = 5

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Issue 4 Aug - Sep 2008

after effects
Now play the effect and you are done. You can also reverse the effect by reversing the Fractal field values and animated
mask.

Click to Play

Click to Play

Before conclude I like to say in this Form plugin there is one Displacement feature which works like same as in 3d, so
I applied a face map (black and white with grey values) and I get a decent output which I can used to create a effect of
zooming camera into face like you have seen in Matrix. Hope you enjoy this small tutorial.

by Suzane Smith, Canada


suz.smith@hotmail.com

Page 28

Issue 4 Aug - Sep 2008

To find out more about nPower CAD Translators for Maya Visit us at www.nPowerSoftware.com

s
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g
in
k
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by O x H | d3 (Baiculescu Ovidiu Nicky), Italy


Email: nicky@nik.ge

3ds max

Hi there! Few weeks ago I decide to model a new car, since my last few experiences were Challenges (on CGArena)
and Animations by myself.. So this time I wanted to make my model little bit different than the others I used to
make.
For the first time I looked after a blueprint, eventhough the top view was missing in my blueprints
collection. So here are the main steps of this making
of, like to mention this is not a step by step making.
I am explaining how I created this image and what
process followed.
For the blueprints its important to have them FIT
together, otherwise you will have some troubles on
building over them.

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Issue 4 Aug - Sep 2008

3ds max
Modeling the Car

I started with a
plane that I converted into a editable poly.

Then I moved on until I reached the shape that I considered pretty much similar to the blueprint. I advice you to set up
WELL all the blueprints, I dont have the TOP one, so I had to invent it :-)

Page 32

Issue 4 Aug - Sep 2008

3ds max

Page 33

Issue 4 Aug - Sep 2008

3ds max
Often I applied a Mesh Smooth Modifier to see how the model appears once it would be done.

The door cut out is important to be done


when you are sure that the shape of your model
has reached its position.

Page 34

Issue 4 Aug - Sep 2008

3ds max
Front Lights
This was made in different moments of rendering setup... the left one is at the begining and the right one at the end.
(Note the difference!)

Backlights
This was rendered at the very begining with the Mental Ray shader, which I changed into Vray for the final version.

Page 35

Issue 4 Aug - Sep 2008

3ds max

Page 36

Issue 4 Aug - Sep 2008

3ds max
As you can see my model is made of 2 SIDES (instance Mirrored) that I never WELD together..I also had some rendering problems that forced me to render into different images (.tga) and modify in Post Production.
And the final model looks like this:

The rims are pretty simple, u can follow many tutorials and lot of 3d models over the web. I just tried to make the same
one as from the blueprint, but I changed pretty much.

Page 37

Issue 4 Aug - Sep 2008

3ds max

The car material is a Shellac


Made of 1: carrozzeria base and
2: brillantezza (see the images)

Door

Hood
Page 38

Spoiler

Car
Issue 4 Aug - Sep 2008

3ds max
Environment

Vray Parameters

Page 40

Issue 4 Aug - Sep 2008

Light Setup
Scene Setup

Thats it! For any question and comments


please dont hesitate to email me on nicky@
nik.ge

O x H | d3 (Baiculescu Ovidiu Nicky)


Website - www.nicky.orgfree.com

by Farzad Dalvand, Iran


Email: far_pars@yahoo.com

Making of Sohrab

maya
Hi everybody; my name is Farzad Dalvand from IRAN. During last decade I have been working in Aria Animation
Company (since the company foundation) and I am doing different work in different projects, as a character artist,
animator in chief, background artist...
Introduction
The character you seen in the picture is one of the most famous Iranian historical characters named Sohrab and he is
the son of Rostam, the greatest Iranian hero.
In the story Rostam (the father) kills sohrab (his son) as an unknown enemy and this is one of the most tragic legends
of Iranian culture. The original tragedy belongs to 7000 years ago.
Concept
This character concept artist is my friend and colleague Mr. Farhani, and the concept was used as a good reference and
blueprint. For texturing and detailing on armor and belt I used the Old Iranian books and painting as reference.
Modeling
This character has been modeled using polygon method, this
is one of the favorite and predominate methods for 3D artists. In this method after constructing half of body pieces on
a low poly, I used mirror tool for completing the character
body. I used many tools for modeling such as extrude, bridge,
bevel, inset edge loop, cut face and fill hole... Polygon modeling in Maya is really wonderful, because there is no limitation
for doing anything and each tool has many options for doing
good work.

In the next step to add the details, I subdivide the polygons for better results. For this step I increased the number of
polygons very carefully, because the character must be animated and very hires character cannot be used in animation.

Page 44

Issue 4 Aug - Sep 2008

maya

For modeling the spear I used primitive cylinder and extrude it several times and shaped it to my favorite form, and for
blade I used curve and extrude it after that with moving the points and edges I shaped it.

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Issue 4 Aug - Sep 2008

maya
UV
In my idea this step is very important but not interesting for me. For doing the UV I used the UVLayout software, this
software is very useful and very easy to use. For body I just divide it to several pieces and then find symmetry for pieces,
it is very important to decide which segment must be split in UVLayout.

Page 46

Issue 4 Aug - Sep 2008

maya
Texturing and Shading
This is my favorite step, because the Photoshop is unbelievably powerful and empowers your creativity without any
limitation. In this step after painting all the details in different layers, I merge all as a diffusion layer and desaturate it
for bump and specular layers with some difference.
For armor I used the base metal texture and add dirt on it with alpha channel. I used 2k textures for this character.

Page 47

Issue 4 Aug - Sep 2008

maya
Lighting
Because I constructed Sohrab for movie project, I also used other persons ideas. For better depicting of the special
background of this character which is the burned city, I had to do lighting with a high awareness about the background.
So the orange & blue colors, is mainly used in the lights and the background picture is used as image based lighting.
In lighting the scene, a Directional orange light with shadow map is used as a key light and 5 point light in different
position and color are used as fill light.

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Issue 4 Aug - Sep 2008

maya

Also for better coordination between background


and foreground, image based lighting is used. Practically, to made image based lighting, a hemisphere
is made and picture of background, is mapped on it
as texture material.
And then, with using final gather and global illumination my favorite picture hammered out.

Directional Light

Point Light

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Issue 4 Aug - Sep 2008

maya
Rendering
Mental ray is my favorite render engine, and all pieces of character must be prepared for mental ray rendering. The
render setting is changed several times for getting better result. This picture is rendered in 3 pass (Ambient occlusion,
Alpha, shadow).

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Issue 4 Aug - Sep 2008

maya
Background
The 2D background designed by Mr.Farhani, But it must be emphasized that because of too much camera moving in
this part of the movie the final background in the movie would be a complete 3D scene.

Concept 2D Background

Final 2D Background
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Issue 4 Aug - Sep 2008

maya
Compositing
The final composite is done in Aftereffects, to achieve a good balance between the background and the character, the
color and level of picture was repeatedly changed.
I hope youve enjoyed and found it helpful. Best regards. With special thanks to CGArena for its great impression on
the Digital Arts development in the world.

Page 56

Issue 4 Aug - Sep 2008

gallery

Jack
Robin Benes, Czech Republic
tes@tes3d.com
3ds Max, ZBrush, Brazil, Photoshop

Frog Toy
Daniil V. Alikov, Russia
gigapixel@mail.ru
Maya, Zbrush

Old Elf
Thaddeus Mitra Maharaj, Trinidad and Tobago
chindiangallery@hotmail.com
Maya

Warhammer Chaos Warrior


Zsolt Berghammer, Hungary
bzsoltcg@gmail.com
3ds mx, ZBrush, Photoshop,

Old Man
Karan Shetty, India
karan.crazymonkey@gmail.com
Maya, Zbrush, Photoshop

Portrait
Mayuresh.J Salunke, India
mjsalunke@gmail.com
Maya, Zbrush, Mudbox

House
M.Serhat Uzel, Turkey
serhat_uzel@yahoo.com
3ds Max, Vue 6

Sophie
Federico, Italy
federico.ghirardini@gmail.com
3ds max, Mental Ray, Photoshop

Medkova
Fabio M. Silva, Portugal
fabiomsilva@fabiomsilva.com
3ds max, Photoshop

Entrance
Walid Layouni, Tunisia
walid.layouni@hotmail.com
3ds max, Vray, Photoshop

Old House
Darshan Mehta, Canada
dari1974@gmail.com
3ds Max 9

T-Rex
Yin Shiuan, Taiwan
milo701212@yahoo.com.tw
Maya, ZBrush, Photoshop

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