Professional Documents
Culture Documents
3DCreative (101) 2014 Jan
3DCreative (101) 2014 Jan
101
Sketch How to
photograph
stylized textures
characters Photographer Scott Davis shares
his tips for capturing images ideal
Cézar Brandão shares how to
for texturing
create a ZBrush sketchbook full
of artful characters
Break into
Sculpt the concept
creepy art industry
creatures 22-year-old Aaron Sims Company
artist, Luca Nemolato explains his
Fabrizio Bortolussi offers
insight into his pipelines for amazing career success
creating bizarre beings
+plus
• 10 of the best digital images
• Post-production in Maya
• Create hyperreal scenes
• ZBrush characters and scenes Learn efficient
prop sculpting
• Photoreal post-production
Joseph Harford reveals top tips
• and much more! for efficient ZBrush sculpting
and creating foliage
How to become a
master modeler
Senior Artist at Lucasfilm Industrial Light & Magic,
Marco Di Lucca, reveals his envious career highlights
and tells of how he developed his 3D talents
3DCREATIVE MAGAZINE | ISSUE 101
Contributors
JOSEPH HARFORD PATRICK EVRARD
British 3D artist, Joseph Harford has years of experience Patrick Evrard is a passionate 3D artist during the day,
in the games industry and is now director of Airship and he likes to put those skills to use after hours to create
Images, a triple-A game outsourcing company. He is a variety of unique and inspiring characters. This issue, he
passionate about learning, teaching and anything 3D. shares his tips and tricks for post-production.
2 | 3DCREATIVEMAG.COM
3DCREATIVE MAGAZINE | ISSUE 099
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jess@3dtotal.com
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© Luca Nemolato
3DCREATIVE MAGAZINE | Break into the concept art industry
The Artist
Luca Nemolato
Web: lucanemolato.com
Interviewed by:
Emalee Beddoes
Luca Nemolato has a very impressive resume Luca Nemolato: Hi Emalee, thank you for having LN: I was 16 when I found out about digital tools.
for a 22-year-old! He started on his artistic me here. I come from a fine art background; I I was really inspired by Nico Di Mattia, an artist
journey while studying painting, sculpture and studied painting, sculpture and architecture in an really famous around the internet. His speed
architecture at art school in Italy. It was while Italian fine art school from 2004 to 2010. paintings on YouTube were the inspiration that
studying traditional art that he began to teach made me start. I was finally able to study a digital
himself about digital tools, experimenting During the school years I also started to teach painting process, and by slowing down his videos
with Photoshop, ZBrush and Maya. myself about digital tools such as Photoshop, I started to learn how to properly paint in digital.
ZBrush and Maya. I was fascinated by the idea of
Inspired, Luca moved to Los Angeles to study using technology to create art. When I finished Then I discovered ZBrush and artists such as
creature and character design and modeling school, I moved to Los Angeles to attend some Aaron Sims, Neville Page and Jerad S. Marantz.
at the Gnomon School of Visual Effects, from courses at the Gnomon School of VFX. There, I That opened up a new word of possibilities to me.
amazing artists such as Jerad S. Marantz and studied creature/character design and modeling; I started to constantly look, draw and sculpt from
Mark Dedecker. learning from great artists such as Jerad S. their artwork (other great inspirations to me were
Marantz and Mark Dedecker. Carlos Huante and Jordu Schell). I never stopped
After graduating, Luca submitted his work to the practice of learning from other artist’s work – I
Aaron Sims, making an immediate impression Then I had the chance to submit my artwork to still collect artworks and books from my favorite
that landed him a position as an intern. Aaron Sims and from that moment on I started artists and I always try to gain knowledge and
Storming through the learning phase of his my professional career as an intern at the ASC. inspiration from them.
role, he quickly began producing concepts I quickly made it through the learning phase
and models. It wasn’t long before Aaron Sims and started producing some good concepts and 3dc: I spotted that you trained as a tattoo artist.
offered him a full-time position. Luca tells us models, so Aaron Sims offered me a full-time Has this influenced your artistic style?
about these whirlwind few years… position there.
LN: I trained as a tattoo artist in Italy and I
3dcreative: Hi Luca, thanks for talking to us – it 3dc: Despite being only 22, you’ve been dabbling attended an apprenticeship at a tattoo studio in
sounds like you’ve had an exciting couple of with digital art since you were 16! What and who Hollywood. I’ve always been fascinated by the
years! Could you tell us about yourself and how have inspired and influenced you along the way? idea of art without boundaries. It is so amazing
you came to be a concept artist at Aaron Sims? how much you can learn from using tools that are
Luca imagined the idea of an alien prisoner that was being tortured and tested © Luca Nemolato
7
“You should definitely begin your
3DCREATIVE MAGAZINE | Break into the concept art industry
3DCREATIVEMAG.COM
3DCREATIVE MAGAZINE | ISSUE 101
Artist history
Luca Nemolato’s career
up to this point...
2011: Start of internship at ASC
specializing in 2D/3D concept art,
modeling and texturing
Being able to work with all kinds of media is fundamental for improving your
art; being versatile is always an advantage. But you should definitely begin
your career doing something that you enjoy, then with time you will be able
to expand your knowledge. Don’t try to do everything at once as this will just
be frustrating.
3dc: You work in both 2D and 3D to create concepts. What software do you
work in?
LN: I usually start my concept directly in ZBrush, but sometimes I start with
a sketch on paper or in Photoshop, to figure out the overall idea before
going to ZBrush. After the concept phase is over, I create some fast textures,
usually painting directly on the model and then detailing the maps using
photos in Photoshop. The last step is to pose the model before rendering
using KeyShot or V-Ray. Then I compose all the different render passes in
Photoshop, and there the real magic starts.
LN: Finding myself working with some of my idols has been a blast. I
TOP TIP
remember my first day of work at ASC; I was so intimidated that I wasn’t able Re-light the image in Photoshop
to focus on what I was doing. I was too nervous. At the same time I was so A cool trick to use in Photoshop to relight your image is to create
excited, I felt so full of energy, I was totally feeding from the presence of these a new layer on top, fill it with black, and then blend this layer
great artists around me. I realized even more how lucky I was when I started with the ones underneath using a Color Dodge layer. The black
to get their trust, so they let me stand behind them in order to learn from tones will become invisible and you will be able to re-light the
observing what they were doing, and this was priceless for me. image by painting the areas you want with white. Then if you
need to erase light, you will just need to paint the areas you
3dc: Lots of our readers are in the position you were in two years ago. What want to erase with black. This is a really useful trick when the
advice would you offer to an artist trying to get their first break and land a job light on your image is getting messy.
or an internship at a big company?
LN: My advice is to believe in yourself and never let yourself down. Work
hard to achieve your objectives, work on refining your skills every day, and if
you fail once just try again and again until you are able to make it. Be ready
to work for free at the start. Most of the time this is how it works for proving
yourself and getting into this business. Give your best on each work that you
do. Every day remember that there is someone better than you, ready to take
your spot – this will push you to give 100-percent every time.
3dc: Your career has come really far over just a few years. What are your big
The re-light trick in Photoshop is great when the light
plans for the future? of your image is getting messy
3DCREATIVEMAG.COM
“Work hard to achieve 3DCREATIVE MAGAZINE | ISSUE 101
This is one of Luca’s first 3D concepts, created using the combination of ZBrush and Photoshop © Luca Nemolato
LN: Well in this business it is hard to have plans LN: Well this is a really hard question, working like to work on would probably be Constantine.
for the future; with the big changes that are on re-makes is never easy, and it’s always hard To be able to work on a show so full of creatures
occurring in the entertainment industry today it to make a good one especially when the original would be really awesome, I enjoyed watching the
is hard to plan something. But for sure what I will project is already a masterpiece. For sure, I would first and I would love another one.
love to do is to start to teach and work more on really love to work on a movie like District 9; I
video games. For teaching, I’m thinking about loved the designs in it and I would like to prove 3dc: We discussed your previous career in
DVDs – my free tutorials around the web got myself on a show like that. Another movie I would tattooing, which has fed into your digital art
good attention by the public so I hope that will
happen also for the DVDs. Then looking how far
video games are going, I’m getting really excited
TOP TIP
about the possibilities of working on a big triple-A
Photo-bashing on texture maps
console title, this time from the beginning to the
Photo-bashing is usually used on the final image to obtain a more realistic result. However,
end of the project.
I started to photo-bash directly onto the texture maps of my models. The process is pretty
simple; the first step is to paint basic colors on the model in ZBrush, then, on this basic
3dc: If your work at ASC so far has been very
texture map, photo-bash photos such as animal skin and patterns in Photoshop. I usually
much based in sci-fi and horror, were you always
blend the photos with a Soft Light blending mode, but other kinds of blending modes can
a fan of these genres or has it come with your
work too. Then I will use this texture map to create an Intensity mask in ZBrush and create
interest in CG?
the surface details on my models.
3DCREATIVEMAG.COM
3DCREATIVE MAGAZINE | ISSUE 101
Luca developed this image from 2D sketch while considering the Luca realized this concept entirely in Photoshop using
background story and function as he was sculpting © Luca Nemolato a photo reference of an actor © Luca Nemolato
13
Master modeler:
Marco Di Lucca
Senior artist at Lucasfilm Industrial Light & Magic, Marco Di Lucca, talks about
himself, his career and how he has developed his awesome talents
The Artist
Marco Di Lucca
Web: facebook.com/
marcodilucca
Interviewed by:
Emalee Beddoes
Marco Di Lucca’s career began in Italy where he Digital in New Zealand on Peter Jackson’s positions working on incredible films such as
worked in small post-production companies remake of King Kong. X-Men: The Last Stand, Avatar and Noah…
for several years, mainly doing commercials,
music videos, motion and 3D graphics for His 3D career has led Marco on a long journey 3dcreative: You have had an incredible career so
TV shows. In 2005, he eventually realized his around the globe seeking out exciting new far. What would you say have been your proudest
teenage dream to work in the movie industry opportunities, offering him fantastic life moments to date?
when he landed a job as a 3D modeler at Weta experiences, not to mention the enviable
3DCREATIVEMAG.COM
3DCREATIVE MAGAZINE | ISSUE 101
“I am particularly proud of time and experience there on certainly the best get in touch with the awesome guys at Luxion
having landed my first VFX project I have worked on to to date: Avatar. who kindly gave me a fully-working license for
job in the movies at Weta some time – and that’s when I actually started
Digital in New Zealand” 3dc: We’ve been amazed by your incredibly working on the self-portrait.
detailed photoreal self-portraits. How long do
Marco Di Lucca: Well yes, I’ve been fortunate to they take to create? I was particularly interested in their awesome
fulfill my dream and get to work at the major VFX translucent shader and during that time the
houses out there. It’s been a long path, though if MDL: My self-portrait is a very casual work that I Luxion team was working on the new release
I look back I certainly had to go through difficult happen to work on. The projects are done in my (V4) and luckily again they accepted me in their
moments and make hard life choices. Honestly spare time so during evenings and weekends beta team. I collaborated closely with their chief
though, when I look back I have no regrets – well, mainly, and it probably takes me, between other scientist, Henrik Wann Jensen, who was probably
okay, perhaps if I could go back and change a few things that I’m working on in that very same spare more excited than even myself to see the fruit
things, I would have left Italy much earlier. time, about four months. It might sound a lot but of his years of research on skin shading getting
I tend to be very critical of my own work and so used to produce photorealistic skin rendering. His
Overall though, I am proud of the decisions I’ve I’m never completely happy about this or that enthusiasm therefore helped me stay motivated
made – no matter how tough they were. I am particular part and so I keep on tweaking it until I during those months.
particularly proud of having landed my first VFX am satisfied.
job in the movies at Weta Digital in New Zealand 3dc: Your personal work reference sources from
and all the friends that I made down there – it still 3dc: You worked closely with KeyShot when sci-fi to classical sculpture. What, would you say,
has a special spot in my heart. creating your self-portrait. How has this software are your key influences?
changed your workflow?
It was an amazing life experience firstly, and then MDL: I would say that my sources of inspiration
a huge step forward career-wise having had the MDL: You are correct – I did use and I do mainly have changed over the years, although I have
chance to work with and be inspired by so many use Luxion KeyShot for rendering. I came to know certainly always been interested in sci-fi and
talented and devoted artists. And then ending my about it about a year ago and I was fortunate to fantasy. One thing though that is common across
3DCREATIVEMAG.COM
3DCREATIVE MAGAZINE | ISSUE 101
Unlike Dead Christ, here Marco aimed to try and replicate the actual sculpture as close as he could, starting from a
very simple mesh. You can see here the various stages it went through © Marco Di Lucca
19
3DCREATIVE MAGAZINE | Master modeler: Marco Di Lucca
3DCREATIVEMAG.COM
3DCREATIVE MAGAZINE | ISSUE 101
21
3DCREATIVE MAGAZINE | Master modeler: Marco Di Lucca
those different worlds – and always was – is my I know it sounds crazy being Italian myself and missed out all those years when I still lived in Italy
inclination towards realism and the fascination having been surrounded and exposed to so much but I am doing my best to make up for that now.
about the human body. Classical art, primarily art, but the way I explain that is that I wasn’t
sculpture,and then drawing and painting, weren’t completely aware of what my artistic inclinations To answer your question completely, my key
part of my life, at least not until a few years ago. were when I started working with 3D. I feel that I influences when it comes to classical arts are
MDL: I would say that the more I got into fine arts,
the more I got interested in the human form as
a way to express emotion. It’s an ongoing thing
and I am sure it will keep evolving and changing
throughout the years to come.
MDL: Well, honestly, I don’t really see the MDL: Ha! Good question! Well I was initially set 3dc: Thank you very much for taking time out of
connection between making a self-portrait and by my parents (mainly my father) to be either your busy schedule to take part in our interview!
becoming a good artist. Sure, most artists (and a civil engineer or an architect since he was a
traditional artists as well) at some stage of their house builder and he wanted one of us (I have
lives make at least one self-portrait, but I don’t one brother but I was the choice in that case)
23
3DCreative magazine | issue 101
a r B r a n d Ao
CEz
y g uru , Cézar
m
l T u to rs’ anato ZBrush
Digita p
is
ens up h how he creates
ã o, o
Brand o explai
n nd
etc hb o ok t
b o th stylized a
sk re
a ra cte rs that a t
ch c
to m ic a lly corre
ana
The Artist
Cézar Brandão
Web: branduarte.cghub.com
Software Used:
ZBrush
26 3DCreativemag.com
3DCreative magazine | issue 101
27
Sketchbook of CEzar BrandAo
Materials
To sketch, I just use ZBrush and Photoshop – TOP TIP
that’s all I need. ZBrush now gives me all the
freedom to do whatever I want and I don’t need
Starting out
This is what I tell my students when they ask for advice as artists
any other software for sketching anymore. After
just starting out. They always ask what they should do to put their
that, I like to finalize the image in Photoshop and
name out there. I always tell them that there are no secrets to
add some graphic designs in the background,
that, you just have to do what you love to do and be persistent.
change colors and so on. When I’m doing
Don’t be afraid to show your work, do something different, and
production work or functional models though, I
try to be different from other artists.
use 3ds Max, Maya, Topogun, xNormal, UVLayout,
Photoshop and ZBrush.
We don’t like to see the same thing over and over again, so when
someone creates something different it will call attention to
Sketching workflow
you, so do what you love to do. This can be anything: monsters,
I try to use the George Bridgeman techniques
superheroes, robots, aliens, girls, and so on – just do what you This is an old
for my anatomy and in ZBrush. I use a lot
love to do, do something different and do it with passion. sketch of a girl,
of DynaMesh so I don’t have to worry about
and was my
topology – I can just keep on creating. It’s the
second attempt
same whether I want to quickly create armor, a
at sculpting a
helmet or anything else – I just grab a sphere,
female
DynaMesh and keep sculpting, or I use Extract
and DynaMesh. I like to play a lot with silhouettes
This piece was
in my images, so I always select a material in
created with
ZBrush, apply black and play around with that
the memory of
silhouette to create the clothing or hair.
a Californian
girl in mind,
from when I
lived there. I
miss that place!
28 3DCreativemag.com
3DCreative magazine | issue 101
29
Sketchbook of CEzar BrandAo
30 3DCreativemag.com
3DCreative magazine | issue 101
31
Sketchbook of CEzar BrandAo
“I like to play a lot with silhouettes in my images, This one is special to me. It was originally
so I always select a material in ZBrush, apply just a sketch and I was afraid of showing it,
black and play around with that silhouette” but when I posted it online people really
enjoyed it!
32 3DCreativemag.com
3DCreative magazine | issue 101
33
Would you like to see your sketches
featured in 3dcreative magazine?
We’re always on the lookout for talented artists
and their artwork to adorn the pages of our
magazines. If you think you have what it takes,
please get in touch!
Each issue the 3dcreative team selects 10 of the best digital images from around the world. Enjoy!
Guardian Evok’im
Zachary Schwartz
Software used:
3ds Max, Octane, Photoshop
Web: raelsatu.cghub.com
3DCREATIVEMAG.COM
3DCREATIVE MAGAZINE | ISSUE 101
37
3DCREATIVE MAGAZINE | Art Gallery
Farewell My Concubine
Gangqiang Yu
Software used:
3ds Max, Maya, ZBrush, Photoshop
3DCREATIVEMAG.COM
3DCREATIVE MAGAZINE | ISSUE 101
Footprint
Qinchuan Luo
Software used:
ZBrush, 3ds Max, Mudbox, V-Ray, UVLayout,
Photoshop, Multi-Scatter, Photoscan
Web: weibo.com/u/2947521072 39
3DCREATIVE MAGAZINE | Art Gallery
General Shellshock
Koen Koopman
Software used:
3ds Max, Mudbox, After Effects, Photoshop, V-Ray
Web: tubuh.nl
3DCREATIVEMAG.COM
3DCREATIVE MAGAZINE | ISSUE 101
Banana Slug
Kurt Papstein
Software used:
ZBrush
Web: ikameka.blogspot.com
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3DCREATIVE MAGAZINE | Art Gallery
3DCREATIVEMAG.COM
3DCREATIVE MAGAZINE | ISSUE 101
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3DCREATIVE MAGAZINE | Art Gallery
3DCREATIVEMAG.COM
3DCREATIVE MAGAZINE | ISSUE 101
City Life
Benoit Regimbal Cote
Software used: 3ds Max, mental ray, Photoshop
Web: milkpresso.com
45
3DCREATIVE MAGAZINE | Art Gallery
Corridor
Joey Lenz
Software used:
Maya, mental ray, Photoshop, NUKE
Web: polyplant.co
3DCREATIVEMAG.COM
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47
3DCREATIVE MAGAZINE | Art Gallery
Goblin
Zsolt Vida
Software used: ZBrush, Maya, V-Ray, Photoshop
Web: vizso.cghub.com
3DCREATIVEMAG.COM
3dtotal presents the new issue of 2dartist
magazine, a downloadable monthly
magazine for digital artists for only ₤2.99
(approx. $4.79/€3.69).
Visit www.2dartistmag.com to see a full preview of the latest
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34
pages o
tutoria f
96
inside!ls
Issue 096 | December 2013
Master
fantasy
scenes
YongSub Noh explores
atmosphere and depth
Tips for
portraying Learn to
emotions paint with
photos
Francisco Albert demonstrates
how to successfully capture anger
Donglu Yu reveals
how to capture mood
Generate
ideas in
Photoshop
Kick-start the creation process
and learn to paint with ease
Joseph Harford
Web: josephharford.com
airship-images.com
Software Used:
ZBrush
51
3DCREATIVE MAGAZINE | Learn efficient prop sculpting
TOP TIP
FibreMesh settings
FiberMesh settings are often misunderstood. To get a
hair that tapers from root to tip, rather than adjusting
the ScaleTip which only scales the last vertices, we want
to create a custom WidthProfile.
3DCREATIVEMAG.COM
3DCREATIVE MAGAZINE | ISSUE 101
We need to select our leaf SubTool and position The posed leaf, and the process used to create the thorns.
If you like, another ZRemesher could be done at this point
it on the canvas how we want it to stick out when
we draw it on objects – in this case looking down
the tip of the leaf with the root in the distance.
Duplicate the SubTool so we have the original Quickly adding multiple subtools is a breeze with InsertMesh
in case we need it, and make sure the original
is hidden. On our duplicate, Ctrl+Drag from the Now, switching to the Transpose Move tool, push and pull the stem into a curved shape.
bottom to the middle of the plant to mask that Ctrl+Click outside the mask to invert it, drag the Duplicating and slightly adjusting the sizes
area, then Ctrl+Click on the mask a few times to selection downward. Invert the mask, switch quickly gives us a more complex plant.
soften it. The lower the subdivisions, the more the to the Rotate tool and angle the plant about 15
mask will feather. degrees to the side. Now, again at the lowest
subdivision, using the Move Topological brush, 09 Adding FiberMesh hairs to the stems
A final touch to add to the stems of
The softer the mask, the softer the bend when rotating
53
3DCREATIVE MAGAZINE | Learn efficient prop sculpting
TOP TIP
Surface noise secrets
Surface noise is such a quick way to create extremely
complex detail. It’s particularly useful for creating rocks,
stones and wood. Select a tool, or create one in the
rough form of a rock, and then click Tool > Surface >
Noise to enable surface noise. Turn the scale all the
way up. Now the trick here is to adjust the noise profile
similar to the width profile in FiberMesh. You want
some flat areas and some peaks, but don’t try to get
everything in one. We can apply multiple surface noises
to simulate various scales of detail.
3DCREATIVEMAG.COM
The Artist
Joseph Harford
Web: josephharford.com
airship-images.com
Perfect post-production
in Maya
Patrick Evrard reveals his industry secrets for capturing the perfect final image, walking
us through rendering and post-production on a stylized witch character in Maya. This
tutorial offers a useful look at the key methodologies and tools needed to effectively
turn your character into a portfolio image; moving from final texture tweaks and
developing a background to creating render layers, before making final tweaks during
the post-production stage
The Artist
Patrick Evrard
Web: patrickevrard.com
Software Used:
Maya, Photoshop
Wait. There’s
more!
CHAPTERS 01 – 07 CAN BE
SEEN IN ISSUES 094 – 100
3dcreativemag.com
3DCREATIVE MAGAZINE | Perfect post-production in Maya
The final image from the last tutorial, with additional notes
3DCREATIVEMAG.COM
3DCREATIVE MAGAZINE | ISSUE 101
These are three main renders used for the rehearsal image
This image shows the corrections that were Let’s start with the corrections of the general rehearsal image. Normally I
needed for the witch would just scribble some notes on it, but on this occasion I write it cleaner so
everybody can read it. The thing I like about this is that you have a check list,
and once that’s done you should be finished.
First off, here are the three renders I use for this: the background, character
and hair. I will write the corrections according to those. Besides the renders,
I also have some quick color changes and extra layers to see if it can add
something extra to the image. A good example is the smoke which could be
created in 3D, but can also be applied from photo references.
04 The witch corrections: Let’s begin with the witch as she is the main
character of the image. For her, there are some modeling issues that
are mainly due to the default skinning. This can be fixed by adjusting the
skinning or by deleting history on the objects and remodeling it. Because the
pose is locked, the skinning doesn’t matter that much anymore.
There are also ropes that should be aimed more towards the ground due to
gravity. The modeling issues are written in blue. As I looked at the velvet and
the ropes, I thought some extra fur might enhance the worn factor. So I’ll try
this as it will also break the line of her silhouette (written in red).
59
3DCREATIVE MAGAZINE | Perfect post-production in Maya
the face. I will paint this in Photoshop, this way I and some can just be quickly fixed in Maya. Besides the texturing there is also the lighting
can quickly adjust it. Some parts of the metal on the staff didn’t come that could be more accentuated. I would like a
Renders with and without area lights, which can be blended in Photoshop
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These are the settings for the hair These are the settings for the hair rendering
rim light on the left and a bit more on the right – I will do this by blending
different renders in Photoshop. I can render different images with and
without lights and use them in Photoshop to find the right mix. These are the
08 Hair – rendering the differences: As I mentioned before, I
rendered the hair on a totally separate renderlayer because there is
too much difference between the masterlayer render settings and the lights.
corrections I had with the witch.
There are two main differences to get better results with Maya hair in mental
07 The hair settings: Moving on to the hair, there is little wrong with
this section. In the previous chapter, I talked about how to create the
curves for the hair – so here are the settings for the hair itself. There are a few
ray. First is to render from ray-tracing to rasterizing mode. To get cleaner
results I change the visibility samples to 8 and 4.
important settings that will define the hair, such as Clump Width and Hair
Width, where you have to find the right balance. The Maya Hairs Multi-streak
can really help to give volume to the hair.
09 Hair – rendering the spotlights: The second thing is to use
spotlights with Depth maps instead of area lights because they
tend to give a lot of noise within the hair. I’ll try to match the position and
the color of the area lights. For these I use mental ray’s detailed Depth map
For shading I tend to keep everything pretty dark. I do avoid lowering the shadows, with the settings shown here. I want the shadows to appear a bit
opacity though because it adds a lot of render-time and even noise. soft, because hard shadows look really unreal.
Using Depth map shadows give better results for rendering hair
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12 Adding fur II: Fur is situated in the rendering tab and can be added
by clicking Add Fur. If you don’t see it, it might be that you have to
enable it in the plug-in manager. This will give the default white fur. I change
it to one of the presets that I think best fits the characteristics, though there
are quite a few of them, and you can save yours here too.
The main things to change are the scale and the density. I am not going for a
furry coat so I keep the density pretty low – this will add a few hairs here and
there. I even turn the baldness down, this way I have even less. This can be
painted in or can be driven by a black-and-white image.
There are quite a lot of presets that can help you on your way
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topology. If my mesh is too deformed, I just mask the canvas – this way For this I usually hide everything except the DynaMesh and the retopologized
ZBrush will retopologize the entire object, giving me clean topology again. one. I select the retopologized one and then click Project All. I add some
subdivisions by pressing Shift+Ctrl+D and retopo again. I’ll do this until they
For sculpting, I’ll sculpt until I am happy with the base form. I usually use both have roughly the same polycount. Then I don’t need the DynaMesh
the Clay Tubes with the DamStandard brush, together with Trim Dynamic to object anymore so I delete it. On the other one I can now subdivide even
sketch out the rock. more and add some extra details. I also add some textures using Spotlight.
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23 Combining in Photoshop –
background: So let’s complete
this image by bringing the final renders into
the different renders in and added them on top
of each other. Because I feel some parts are too
dark, I screen her on top of herself and mask out
The next step is to merge and copy again using
Shift+Alt+Ctrl+E. On this layer I will use a high
Photoshop. Start by creating the background. the parts I don’t want. pass filter (Filter > Others) and put this on Overlay
which will sharpen the image. I merge and copy
For this I will blend the different layers together I also use two types of over-paints: one normal, everything again and put the layer to Soft Light
using Overlay or Multiply, or just masking parts. just making small corrections and adding the with a low opacity to add some contrast.
Because some of the textures are stretched, I add highlights; and another that I put a soft light on
an extra rock texture on top of the background to tweak the lighting. The smoke and fire are The last thing I do is merge and copy again and
and stamp it wherever I feel the render could use textures from www.cgtextures.com that I put on try out the Lens Correction filter to add some
it. I am actually using the same techniques as I screen and change the hue. vignetting and a subtle chromatic aberration.
used in the texturing chapter earlier.
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67
3DCREATIVE MAGAZINE | Post-production
Perfect post-production
for character
in Maya
images
The Artist
Patrick Evrard
Web: patrickevrard.com
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more!
CHAPTERS 01 – 07 CAN BE
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69
The Artist
Dan Roarty
Web: danroarty.com
Software Used:
Mudbox, Maya, V-Ray, Knald,
Photoshop, Shave and a
Haircut
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Rendering out your ZDepth layer as 16-bit enables you to adjust the levels further in Photoshop
The red halo around his head will represent what is out of focus; you may need to make adjustments
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How you determine your brightness and contrast is all up to you. Try saving out a few different
13 Chromatic aberration: The last step
that I think helps to sell realism is to fake
a little bit of Chromatic Aberration. To do this,
versions of your image with multiple brightness and contrast settings and see how the image looks
create a copied flatten layer of everything in your
on different computer monitors
scene. Now select your flattened layer and go to
channels. Select the Red channel, and using the
arrow key, move it to the right by pressing the Left
arrow key once. For the Blue channel move it to
the Right.
You don’t want to overdo the chromatic aberration but it does help to sell the realism
The Artist
Dan Roarty
Web: danroarty.com
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TOP TIP
Keep improving and try new things
There is something to be said about following a certain recipe or approach to creating realistic images and portraits. With all that being said,
technology is ever-evolving and with that comes new software and approaches of tackling artistic challenges. I have outlined the ‘current’
approach I take when creating realistic portraits, but I am still constantly looking for new ways of making my images look better and for software
that can aid me in creating better images. Having a recipe is always good for getting the basics down but always be willing to try new approaches
to creating art pieces and don’t get to comfortable with the same old way or you won’t improve.
3DCREATIVEMAG.COM
3DCREATIVE MAGAZINE | Master photography for texture mapping
The Artist
Scott Davis
Web: facebook.com/pages/
Scott-Davis-Independent-Films-
Photography/172224689595225
Software Used:
3ds Max, ZBrush, V-Ray,
Photoshop
Master photography
for texture mapping
by Scott Davis
Mastering texturing is an essential part of any 3D artist’s skill set, but it is far from
simple! An amazing model can be ruined by poorly captured tileables, while simple
sculpts can be brought to life with great texturing. To help you on your journey
to texturing perfection, professional photographer Scott Davis explains some of
the factors to consider when building your own texture library, including lighting
conditions, scale, lens distortion, resolution and camera attributes
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TOP TIP An underexposed image is much darker and it becomes difficult to see the scene
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3DCREATIVE MAGAZINE | Master photography for texture mapping
If the subject matter is non-moving – such as with If you are using a DSLR, then a little research
a brick or wooden block – then hand-held should on your particular lens will tell you the best TOP TIP
be fine, but if your preferred subject involves settings for sharpness and you might even find Always use the best settings avail-
movement – such as with grass or sand on a information on how to avoid lens distortions such able on your particular camera.
beach - then a tripod or a much higher shutter as chromatic aberration. This means that if you’re shooting
speed is always recommended. in JPG you should opt for jpeg-fine
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(a) The bad example: using a tilted angle warps the texture
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Coming next
issue...
CHAPTER 02 will cover
converting photographs
into tileable textures
3dcreativemag.com
The Artist
Scott Davis
Web: facebook.com/
pages/Scott-Davis-Inde-
pendent-Films-Photogra-
phy/172224689595225
83
Exclusive FREE Digital Art Masters: Vol 8 article + 20% discount code
101
Sketch How to
photograph
stylized textures
characters Photographer Scott Davis shares
his tips for capturing images ideal
Cézar Brandão shares how to
for texturing
create a ZBrush sketchbook full
of artful characters
Break into
Sculpt the concept
creepy art industry
creatures 22-year-old Aaron Sims Company
artist, Luca Nemolato explains his
Fabrizio Bortolussi offers
insight into his pipelines for amazing career success
creating bizarre beings
+plus
• 10 of the best digital images
• Post-production in Maya
• Create hyperreal scenes
• ZBrush characters and scenes Learn efficient
prop sculpting
• Photoreal post-production
Joseph Harford reveals top tips
• and much more! for efficient ZBrush sculpting
and creating foliage
How to become a
master modeler
Senior Artist at Lucasfilm Industrial Light & Magic,
Marco Di Luccia, reveals his envious career highlights
and tells of how he developed his 3D talents
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3DCREATIVE MAGAZINE | Sculpt creepy creatures
The Artist
Fabrizio Bortolussi
Web: fabriziobortolussi.com
Software Used:
ZBrush, Photoshop
If you like
creatures...
Check out the back issues of
3dcreative for even more!
3dcreativemag.com
Fabrizio ‘Digitalfreaky’
Bortolussi shares his creature
creation pipelines…
In this tutorial we’re going to design a small,
evil and horror-styled creature called The
Biter. We will use ZBrush for the sculpting,
texturing and rendering while we will add the
final touches using Photoshop.
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3DCREATIVE MAGAZINE | Sculpt creepy creatures
Checking over the sculpt to make sure it’s ready for subdivision
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As you can see I just add two lights and with some
AO we have a clean and nicely shaded render.
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The Artist
Fabrizio Bortolussi
Web: fabriziobortolussi.com
91
3DCREATIVE MAGAZINE | Forge impressive hyperreal scenes
Forge impressive
hyperreal scenes
Hard-surface texturing and shading specialist, Gustavo Groppo shares how he creates
incredible hyperreal scenes using ZBrush, 3ds Max and After Effects
3DCREATIVEMAG.COM
3DCREATIVE MAGAZINE | ISSUE 101
The Artist
Gustavo Groppo
Web: gugroppo.com
Software Used:
ZBrush, 3ds Max, V-Ray,
After Effects
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The textures I use to create a slightly used look PolyPainting the clown’s skin texture
On my work I usually unwrap most of the models, After Effects for the first adjustments. I usually
but in this one I wanted to follow an optimized render the image as a 32-bit openEXR file to get
workflow, so all the texturing maps are planars, more color depth and make the post-production
boxes and procedurals. accurate. This way I can play with a great range of
color corrections.
07
Recreating a realistic light
Post-production: When everything
scene using V-Ray lights
was rendered I brought the image into
95
3DCREATIVE MAGAZINE | Master
Forge impressive
hyperreal scenes
hyperreal scenes
3DCREATIVEMAG.COM
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The Artist
Gustavo Groppo
Web: gugroppo.com
97
ZBrush characters
and scenes
Moisés Ojeda walks us through how to apply traditional 2D character illustration skills
and techniques to 3D, creating stylized characters within a full scene
The Artist
Moisés Ojeda
Web: vimeo.com/moiojlo
Software Used:
ZBrush, Photoshop
The image Wish to Learn was a final exercise I started with a simple sphere. I got the general
for a ZBrush course that I attended in head shape using the Move brush and DynaMesh
Barcelona. So my goal was to use as many for remeshing (1).
ZBrush features as possible.
After that, I applied ZRemesher. That step is
Also, I was looking for some cartoon-style important because the more ordered the mesh
characters of different ages to complete my is, the more comfortable your work will be. In
reel (www.vimeo.com/70333582). As I have this case, I didn’t focus on carrying out a correct
a 2D illustration background, I was aware the animation topology, because my goal was to
final image had to work in this context. have an illustration (2).
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After that, I increased the Twist slider value in Z (2), and the Inflate Balloon
slider value in X, Y and Z (3). Finally, I increased the Size slider value in X in
order to make the image a little bit flatter (4).
After adding some details, I duplicated the braid SubTool in order to get a
longer one. I merged and welded these SubTools (5). To get the other half-
braid I used the Mirror deformation option on a duplicated one (6).
If you are trying to repeat these steps and it doesn’t work, you should try
scaling your cylinder.
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103
In order to get a warmer 2D illustration render I avoided using realistic
materials. Therefore, I applied the GW_SkinCore material to all the scene
elements to get that effect.
Later on, I exported color, shadow and alpha render passes to Photoshop,
corrected the colors and played with Photoshop’s layer blend modes.
It has been a ZBrush course final exercise, and so it has been my first ZBrush
illustration. It has allowed me to realize how powerful this software is. I hope
to keep on learning in order to get better and better works.
I’d like to thank the 3DTotal team for promoting my work, Toni Mena for
conducting the ZBrush course at FX Animation Barcelona 3D School,
Illustrator Sergio Sempere (Sempereman) for his suggestions through the
process, and my parents for supporting me.
I hope you found this tutorial helpful and you learned some useful tricks to
use in your own work.
The Artist
Moisés Ojeda
Web: vimeo.com/moiojlo
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The Artist
Marek Denko
Web: marekdenko.net
Software Used:
3ds Max , V-Ray, Photoshop,
eyeon Fusion
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Story and Inspiration The textures were created and adjusted in Adobe Bridge and Fence
My intention was to capture the grayness of life. Photoshop, whilst the color corrections were I dug out some reference pictures from Google
Getting older and older, we start to slowly burn done in both Photoshop and eyeon Fusion. and then moved on to modeling. I used Path
down, tired of the world and its overwhelming Deform modifiers on the upper main bridge
futility. But as life goes on and priorities change, Modeling structure and placed the columns equidistantly.
we see things that we have never noticed before To begin with, I created the base scene with proxy Creating details was straight forward using lots
and life has new meaning. geometry including boxes, cylinders and other of displacements to create a rough, aged look. I
primitives to block out the composition and set also used numerous Boolean operations to give
The main inspiration for this work was a up the temporary lighting and mood (Fig.01). the column edges and main structure a damaged
photograph I took on a trip to a beautiful castle After establishing the camera angle, I started to effect (Fig.02).
near Prague. Using this image I did a quick work on the elements.
paintover in Photoshop, adding the bridge and a The fence was quite an easy model to create.
few other elements. While creating the proxy scene, it is very I started with a few primitive objects and then
important to maintain the correct proportions copied them, using a lot of Boolean operations to
Software Used and give the composition depth, which was my create the detailed damage around their edges.
The main tool I used was Autodesk 3ds Max 2012. main concern – I wanted to create something I tried to avoid repetition and so created a lot of
For the rendering I used Chaos Group’s V-Ray. static and hypnotic. uniquely destroyed fence elements (Fig.03).
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Castle Wall
Creating the castle wall was quite fun. Some parts
were built brick by brick, using a lot of variation
within the texture and geometry detail to achieve
the best results (Fig.09). Again, I destroyed
several parts of the wall with Boolean operations.
I also applied hue and saturation variations on
the brick textures, which helped.
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Woman
The main reference for the figure was my wife, who was kind enough to
pose for me with our baby buggy. I used 3ds Max to create the model and
photographic textures for displacement, which worked out pretty well in the
final pose (Fig.10).
Using V-Ray as a render engine gives limited but powerful options for base
shaders. I mostly used VrayMtl shaders and standard stuff like masked
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reflections, fresnel and bump maps, etc. I also of these parameters everything was affected. It using both Fusion and Photoshop. The Fusion
used the vray2side material for the grass to give it was all about how light travels through fog, how output can be seen in Fig.14. The Photoshop
a translucent look, but that’s pretty much it. different angles impact upon this and how light version, which became the final image, is Fig.15.
intensity is affected.
Lighting and Rendering
As it is an exterior scene with lot of fog, I used I used V-Ray as my render engine, as well as I used Fusion for the first step of post-production
a directional light with very soft shadows to an irradiance map and Light Cache for global as it has better tools for color correction with
simulate a foggy, overcast, early morning light. illumination – so nothing special to mention 32-bit formats. As I was doing lots of corrections,
I set the color of the sunlight to a saturated here. I rendered the image at 5000px wide, which I needed to keep the color information perfect
orange, which I balanced out later during post- took about 15 hours. I used a distributed render without any bends and washed out, clamped
production. Another obvious source of light is on four machines so the test renders and final areas. I then finalized the image in Photoshop,
the sky itself and for this I used a Skylight dome renders were done pretty quickly. The final render making slight color changes as well as adding the
with a slightly blue tint. To create the foggy was saved as 32-bit OpenEXR format. No extra sky layer.
atmosphere, I used V-Ray fog, which was quite a render passes were used.
challenge and cost a lot of render time. It took me a few months to finish this piece as I
Post-production Touches was busy with other aspects of life, but I always
Finding the correct balance of visibility, light The raw render seemed washed out (Fig.13), but enjoy working on my personal artworks. Thanks
intensity and light angle in the fog was quite a this was easily fixed in post-production by adding for reading!
drawn-out process, as every time I changed one color corrections to the sky and some light rays
113
Under the Southern Highway © Marek Denko
“An integral part of my own
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has always been admiring
and scrutinizing the work
of others. Getting to
see brilliant works of
art broken down and
explained step-by-step is
always a pleasure, and a
captivating glimpse into
the minds and processes of
the artists behind them.”
Charlie Bowater
Concept Artist
The classic Digital Art Masters series returns with another volume chocked
full of brilliant digital art, image breakdown tutorials and unique,
never-before-seen images.
Digital Art Masters: Volume 8 is not your typical digital art gallery book. While it does
showcase stunning work from 50 of the best international artists, it also includes detailed
tutorials explaining how each image was created. Each artist offers insight into their
workflow and the methods they employ when it comes to creating a professional piece,
from the early concept stage through to the final product. In addition, this year’s volume
boasts a selection of unique, never-before-seen images for your viewing pleasure. If you’re
looking to be inspired and learn something at the same time then Digital Art Masters:
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