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TMNT: Mutant Mayhem
#304

COWABUNGA

EXCLUSIVE LOOK AT CINESITE'S


B ODACIOUS NINJA TURTLES VFX

AND
UNREAL 5.2 REVIEWED • CREATE DYNAMIC F1 SCENES MORE!
DAVINCI RESOLVE TRAINING • PEDRO CONTI INTERVIEW
ISSUE 304
RENDER STUNNING ART TOYS • STYLISH ARCHVIZ KITCHENS
WELCOME
This month we have some real On top of that, we also have
inspiration for you! The Teenage a wonderful in-depth look at
Mutant Ninja Turtles have been virtual cinematography, a real
well-loved for a long time, but growth area. That’s not all, as
nothing looks quite like their we talked to Pedro Conti; one
latest movie, Mutant Mayhem, of our previous cover artists and
which showcases absolutely a veteran of the 3D art world.
stunning visuals. We caught up Plus, we have our usual range
with Cinesite, who spoke about of informative tutorials. Rob Redman, Editor
their work on the film. Enjoy the issue! rob.redman@futurenet.com

3D WORLD 3
3D WORLD ISSUE 304

ARTIST SHOWCASE THE PIPELINE 22


6 The Gallery 48 Build a stylish kitchen
Discover the best digital art Shaygan Shamlou returns with
from the CG community a stunning Scandinavian room

52 Add virtual lights with the


06 Relight Effect in Resolve
Learn how to perfect the lighting
in your scenes with pro training

56 Design art toy


product renders
Oscar Juárez shares his process
for producing pristine renders

FEATURES 62 Create a dynamic


Formula One scene
Accelerate your 3ds Max skills
22 Teen spirit with Paul Flower’s F1 workshop
Cinesite’s role in Teenage Mutant
Ninja Turtles: Mutant Mayhem 68 Develop a real-time
stylised portrait
32 Zooming in on virtual Check out Satoshi Arakawa’s PBR
cinematography pipeline for creating portraits
Explore the world of film and
games through the virtual lens
ARTIST Q&A
40 The art of Pedro Conti
The animation master talks about 72 Your CG problems solved
his career and favourite projects Pro artists tackle your queries

40

4 3D WORLD
32
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48 THE HUB
80 Meet the Artist: Tav Flett
The Lux Aeterna compositor tells
us about his life in the industry

REVIEWS
84 RailClone 6
iToo builds on its solid package

86 Group Test: Mobile


scanning apps
62 We check out the best options
for creating high-quality assets

92 Xencelabs Pen Tablet


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94 Unreal Engine 5.2


Why new features have an instant
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3D WORLD 5
The best digital art from
the CG community
CG art to inspire

FOURTEENTH
OF THE HILL
ARTIST
Maxime Schyns
SOFTWARE
ZBrush, Maya, Substance 3D Painter, Photoshop, RenderMan

All told, it took me approximately four weeks to put


this enchanting Witcher fan art character together. I
worked across sculpting, modelling, texturing, shading
and grooming, and was able to utilise my varied skill set to
create an attention-grabbing character. This project was
the first I used RenderMan as the render engine for, as I
usually go with Arnold. It was a bit of a different process,
learning how the shaders work.
What I enjoyed the most about this project was that
I took a realistic character and turned it into my own
style, 3D concepting a character almost from scratch. It
was a lot of back and forth, a lot of iterations to find the
stylised look I wanted, but that’s a process that I find very
rewarding in the end. I look at a lot of digital work, but I
have to admit that I’ve got a huge soft spot for traditional
art. Drawing and traditional sculpting are probably the
mediums that inspire me the most.

artstation.com/maxschyns

3D WORLD 07
CG art to inspire

THE SOURCE
A few years back, I barely knew how to use
3D, but now my work is being noticed and I’ve
finally dived into Unreal Engine 5. Originally I
wanted to learn just a little 3D to streamline my
processes, as before that I began working on art
for games so I could make some extra bucks. You
know, adult life began with bills and so on. I didn’t
take it too seriously in the beginning, but it’s cool
how things subtly pull you in, and suddenly it’s
your life. Don’t get me wrong, I’ve always loved
art and put in a lot of hard work to achieve results.
But as a kid, I thought I’d paint canvases and
wear berets (kidding!). It turned out even better
though. My message is to enjoy the process, and
the goals will guide you.

artstation.com/monsta

ARTIST
Dmitriy Bessonov
SOFTWARE
Unreal Engine, Blender, Photoshop

08 3D WORLD
CG art to inspire

3D WORLD 09
CG art to inspire

10 3D WORLD
CG art to inspire

UNDEAD BASED ON A CONCEPT


BY SEBASTIAN KOWOLL
(artstation.com/sebastiankowoll)

I enjoy creating organic and the UVs into multiple UDIMs. On this particular project, I
hard-surface assets including It required a bit of cleanup after had more artistic freedom with ARTIST
characters, creatures, costumes, wrapping, but it saved me tons of the look of the character’s skin, Fiona Ng
groom, props and environments. time while keeping things fairly and decided to paint several SOFTWARE
This spooky character took 12 clean and symmetrical. region masks in order to have Maya, ZBrush,
weeks to create and I employed I painted finer displacements the flexibility to dial each of Marvelous Designer,
plenty of unique techniques in Mari by mixing sets of their gloss values independently XGen, Mudbox,
throughout the process. textures from TexturingXYZ. during look dev. This allowed Mari, V-Ray, Nuke,
Instead of retopologising the I then exported the model and me to get instant feedback and Substance 3D
sculpt of the head from scratch, displacements into Mudbox to fine-tune the values to the exact Painter
I decided to use ZWrap to wrap add and refine details. Taking amount I want, all within Maya’s
a pre-existing topology from advantage of its powerful layer Hypershade, without the need
one of my base models onto the system, I was able to quickly of going back and forth between
sculpt. Before doing this, I made carve into and exaggerate the Maya and Mari.”
sure the topology was clean on pores and wrinkles, adjusting
the base model and unwrapped them non-destructively. fiona-ng.com

3D WORLD 11
CG art to inspire

M24 GRENADE AND CASE


I started out in 3D around 11 years ago and story. In this project I wanted to really push
have now been in the industry for about five myself into improving my quality in both ARTIST
years, working as a vehicle artist and now presentation, texturing and lighting in Unreal Tomas Tagesson
an external art lead. Hard-surface is what Engine 5. I’m super proud of the project and SOFTWARE
I’m most passionate about, as the shapes and happy with the final outcome. Maya, Substance 3D Painter,
textures always speak to me, especially old, Fusion 360, Unreal Engine,
worn objects as all the wear and tear tells a artstation.com/tomastage Marmoset Toolbag, ZBrush

12 3D WORLD
CG art to inspire

LUXURY BATHROOM
This luxury bathroom is a personal project aimed at enhancing my
artistic skills. Created in Unreal Engine using the Lumen workflow, it
features a variety of styles, with a focus on incorporating elements of
nature such as lush, green plants. The design seeks to seamlessly blend
opulence with natural aesthetics, offering a serene and luxurious
bathing experience. I’ve been part of the 3D industry since 2014 and ARTIST
worked on Pakistani animated movies, TV series, and architectural Ahsan Ali
visualisation projects using Maya and Unreal Engine. I truly enjoy my SOFTWARE
work and always strive to create amazing art for the industry. Unreal Engine,
Maya, Photoshop
artstation.com/ahsanali1414

14 3D WORLD
CG art to inspire

3D WORLD 15
CG art to inspire

COLOR OF LIGHT
This piece is one of my favourite artworks
ARTIST
I’ve had the chance to sculpt. When I found
Raphael Perroni
the original concept by Veronique Firsova,
SOFTWARE
I absolutely had to make it. I’ve always
ZBrush, Marmoset
adored animated movies and
Toolbag, Photoshop
wanted to bend this a little
more towards a Pixar art
style. The biggest challenge,
and also the most fun,
during the process was
her hair, which is wild and
long! Later I animated the
character using Mixamo,
which is when it really came
to life. I’m hoping to sculpt
more stylised characters
in the future and become a
character artist working on
this type of art.

rperroni.myportfolio.com

16 3D WORLD
CG art to inspire

HE-MAN
I always wanted to do an anime fight
ARTIST scene, and when I found these incredible
George Moïse He-Man and Skeletor models on CG Trader
SOFTWARE I was immediately inspired! Samurai Jack
Blender and Afro Samurai were my references.
One of the main challenges turned out to
be organisation. I realised I needed one
Blender project for each shot, and one for
each version of a shot! Then my scene kept
crashing. The problem turned out to be the
textures. I used a lot of Sketchfab scans and
some of the textures were way too big. I had
to go through every object and double-check
how big the textures were and create either
2K or 4K versions. Then it worked.

georgemoise.com

18 3D WORLD
CG art to inspire

3D WORLD 19
The Rookies

The Rookies is a platform to help


digital artists get discovered
without having to compete with
professionals for attention. You’ll
get to the front page of those
sites one day, but for now, we’ve
got your back and want to help
turn your passion for creative
media into a successful career.

WWW.THEROOKIES.CO

20 3D WORLD
LOVER
SOFTWARE ZBrush, Maya, V-Ray,
Nuke, SpeedTree, Mari, Marvelous
Designer, Photoshop, Substance
3D Painter, Yeti ARTIST David
YEAR CREATED 2023 Eisenstadt
LOCATION Canada
David is a zestful
Story is my primary intent artist who is avid for
in any piece. Here I wanted storytelling above all
people to view this image of else. He is happily in
Lover Boy and fully imagine his first industry role
the movie from which this as a look dev artist
still piece of art would have with DreamWorks.
originated. I also wanted the bit.ly/3qjOPZn
audience to feel his love and
yearning for this girl at which
he gazes, just through the
expression on his face.
Images courtesy of Paramount Pictures, Nickelodeon Movies, and Point Grey Pictures
Teen Spirit

22 3D WORLD
Teen Spirit

a journey
3D World takes
ork on
into Cinesite’s w
t Ninja
Teenage Mutan
Mayhem
Turtles: Mutant
eenage Mutant

T
Ninja Turtles:
Mutant Mayhem
has reinvigorated
the on-screen
adventures of the pizza-loving
heroes in their half shells. 3D
World speaks with Eric Cheung,
Cinesite’s animation supervisor,
and VFX supervisor Chris
Kazmier about the studio’s part
on the new, visually stunning
film. For Mutant Mayhem,
Cinesite’s artists worked in
collaboration with Mikros
Animation, taking on particular
sequences and scenes.

3D WORLD 23
Teen Spirit

With an origin in the comic book just by casting teenage actors to For the action and fighting style,
series created by Kevin Eastman play the heroes, but in the very it was all Jackie Chan-focused:
and Peter Laird in the early 1980s, visuals themselves,” he says. utilising props around which to
the Teenage Mutant Ninja Turtles “The character design we were gain advantage in a situation, and
have become an enduring set of working with was more youthful; showing real effort in the moves
characters across comics, toys, because the designs were slightly and choreography.”
animated TV series and feature skinnier versions of the Turtles than Cheung then goes on to
film versions and variations. Mutant audiences had seen to date. It was describe the kind of scope
Mayhem marks a particularly a kind of more teenage build. available to Cinesite to both stay
successful entry in the Turtles’ “When it came to the animation, ‘true’ to the Teenage Mutant Ninja
filmography with its dynamic we needed to embrace the overall Turtles aesthetic, and also where
animation and compelling story. feeling of adolescence that the they were able to elaborate and
Our conversation begins with filmmakers wanted to get across. iterate on it. “Mikros [the lead
Cheung addressing the degree to This meant the action choices were animation studio for the film] Above: The design
which the character designs from more naturalistic, keeping hand developed the visual style for of each of the
the original comics informed the gestures and cliche acting to the Mutant Mayhem and provided Turtles for the new
character design and animation minimum. One of the live-action textures and models for all of our film adopts a more
undertaken for the movie. movies that Jeff Rowe [director] shared assets,” he says. “Cinesite adolescent frame
“Mutant Mayhem seeks to stand referenced was Attack the Block, then used that information to
out by emphasising the youthful a sci-fi movie in which a group of recreate shaders and the final look Right: April O’Neil in
adolescence of the turtles, not armed teens fight an alien invasion. of the characters to match the mission mode

24 3D WORLD
Teen Spirit

3D WORLD 25
Teen Spirit

26 3D WORLD
Teen Spirit

LIGHT AND SURFACES


Eric Cheung explains the nuance and detail of lighting and
surface work undertaken by Cinesite for the film

“The team also constructed the newsroom and were careful to be creative allies to the ‘show
style’, and also added a DMP [digital matte painting] to the background. Superfly’s Lair was more
where the surfacing team had creative freedom, they worked closely with Paramount Animation’s
art team to really nail the look. Our use of the DMP department on sets to add all the fine line work
was a huge efficiency, instead of tasking the modelling department to keep adding curves as we
saw the sets in lighting. This was also apparent in the TCRI lab. We could go into tight shots and
really change the set if we needed to. Also, this applied to the complex lighting in the TCRI lab
where a CG renderer could not, so additional painting had to be done from the DMP department.
This ultimately added the hand-painted look to the sets that the art team really responded to.”

filmmaker’s pre-defined visual cartoon series was very influential Top: The Turtles, creative and we then created the
style and language. on the film itself. In the TCRI desperate to be model to final.”
“There were some characters, [Techno Cosmic Research Institute] accepted as normal Cheung and Kazmier then
props and locations only featured lab sequence, the original toy teenagers, find proceed to delineate how the film
in our sequences and we created Technodrome was an influence on themselves taking on has provided an opportunity for
those assets ourselves, guided by the set and acted as a reference for a mysterious crime Cinesite to continue refining its
the Nickelodeon art team, to match the surfacing.” syndicate workflow and pipeline. Cheung
the established style. Additionally, Cheung also adds: “As explains: “TMNT was animated
we received a couple of animation an animation supervisor, it’s Above (left): The on 2s mostly, where every pose is
sequences from Mikros early very rewarding to help create sets are notable for held for an extra frame, with some
on. We also did animation tests something that others can enjoy, their hand-painted exceptions. Animation on 2s has a
internally to ensure that we and especially rewarding to see appearance very appealing and traditional feel
matched the amazing work coming animators grow and succeed in to it, you can focus a little more on
from Mikros. We then showed their craft. Cinesite had completed Far left: A more spacing and really think about your
Jeff Rowe and [co-director] Kyler an NPR sequence with another traditional cartoon breakdowns. This style was chosen
Spears some iterations to get some Paramount Pictures film Paws of look characterises to give a more traditional cartoon
feedback. It went generally well.” Fury: The Legend of Hank. TMNT much of the action in look to the film, but it was the first
Kazmier augments Cheung’s allowed us to be a creative ally to the film time we adopted this workflow.
insights on the overarching stylistic Mikros and explore this style much Also, all the 2D line work was new
approach. He notes: “There was further. An example of this would to us, so Cinesite’s pipeline team
amazing attention paid to the be our Cynthia Utrom, the head had to develop a tool in-house to
colour palette of the toys, and also of the TCRI who’s trying to milk all meet this new way of working.”
the chunkiness of those toys. Even the turtles. The character design For their work on Mutant
the colour palette of the original of Cynthia came from Nickelodeon Mayhem, Cinesite’s team worked

3D WORLD 27
Teen Spirit

SPLINTER UNIT
Eric Cheung and Chris Kazmier talk through
a key action sequence in Mutant Mayhem full 2D FX team, which meant
bringing the software, Toon Boom,
Eric Cheung: “The Splinter rescue sequence was challenging, Chris Kazmier: “It was really animation that could be into the pipeline in our Linux
in that we had to find ways to incorporate interesting creative from a department side, whereas the other environment. This started off more
choreography to the fight scenes. We were provided departments’ challenges were to recreate the Mikros of a manual process but eventually
storyboards of the actions but were also given some creative look with only images to reference from. There were a became more automated as
control over the choreography. We researched and referenced lot of shader tricks being used in a very compositing- compositing artists received all of
a lot of Jackie Chan’s movies and took clips from that, and heavy show, not unlike Spider-Verse. Once that was the correct FX layers in the final
edited them all together to show Jeff and Kyler before figured out, then it was a matter of keeping up with comp automatically.”
implementing them into our shots. For example, his very first the schedule and delivery. Four Cinesite-group Another important dynamic of
contact with multiple guards consisted of at least eight clips locations were involved in the project.” the pipeline management process
from eight different Jackie Chan movies, and the animator that Kazmier is keen to identify
stitched those moves together, then the animator had to relates to managing asset ingestion
adjust those moves to work for a rat.” from another vendor. He explains:
“We use different software to
Mikros Animation for grooming, so
along with our CG supervisor they
were able to bring in guide curves
in Gaffer, Maya, Houdini and the tools were a version that from one grooming software and
ATrack. Additionally, because the ultimately became the next release, replicate the final groom from
2D line work was new to Cinesite, but I’m sure that the development within Houdini in order for it to
the team developed that tool team expedited what they could in work within Gaffer. They could also
in-house so as to be consistent order to help the show stay on sim the grooms within this process.
with the style of the project. track. Some of the tools were of Mikros had developed a very ‘show
Kazmier then adds: “We had to course the curve/line animation look’ way of rendering hair that our
bring some new ways into the tools that have been mentioned, dev team had to create on our side
pipeline that were being worked but some were under the hood of to match.”
on earlier than was expected by how to manage data more Animation has the capacity
the development team. Some of effectively. Also, we introduced a to energetically combine the

28 3D WORLD
Teen Spirit

photorealistic and a range of more that there are no perfect profiles Below: A sense of extensively to reference how it
abstract approaches, and our and sketchy lines on everything. imperfection informs was done. Another challenge we
conversation with Cheung and There is film grain, noise, lens the visual ‘noise’ of had to overcome was working
Kazmier turns to how the visual flares and dust on the lens, and the film with characters that had a lot of
palette of the film accommodates you also couldn’t pick any of the accessories, we had to constantly
that spectrum of choices. “Trying colours from a colour wheel. All Bottom: The entire manage belts, wristbands, straps,
to apply so many of these ideas,” mixed and smeared with usually film’s aesthetic crashing through geometry, but we
Cheung says, “such as the live- grey and a rough brush feel on the is intended to had an amazing shot finaling/tech
action camera language, the transitions. Exactly what a modern conjure the feeling animation team. So shout out to
teenage sketchbook look and renderer does not do, hence the of a teenager’s those guys!”
feel, and the point of view of a challenge in all departments on sketchbook Bringing our conversation to a
much younger take on the Turtles, the backend. In addition, we set close, Cheung makes a key point
proved to be quite a challenge. Or, up a 2D traditional FX department about the visual distinction of the
at least, a different challenge. within the CS FX department and project, appropriately emphasising
“We came up with the had a lot of hybrid looks, or just the energy that defines both the
description, ‘The look is like you pure hand-drawn FX that we could Turtles and, indeed, the animation
took some school notebook leverage in the final shots.” aesthetic that characterises the
drawings and shot them with a Cheung then adds: “On the new movie. “Mutant Mayhem has
high-end film camera using an technical side, it was dealing with a style all its own inspired by a
anamorphic lens and a full lighting strobing issues against moving teenager’s sketchbook,” he says.
crew’. The idea was they wanted to cameras, because this is our first “It was a design philosophy that
make it cinematic and widescope, film on 2s and camera movements production designer Yashar Kassai
but the detail and colours are off are on 1s, so we had to adapt and described to artists as ‘draw like
and imperfect. Imperfect meaning study films that have used NPR you’re 15!’”

3D WORLD 29
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3D WORLD 31
Zooming in on virtual cinematography

ZOOMING
IN ON VIRTUAL

Trevor Hogg examines the worlds of live-action, animation


and video games through a virtual camera lens
Image Courtesy of Sony Interactive Entertainment and Sucker Punch

ven with the console in their hands, and with that sort of world,” observes

E
dominance smartphones have led to Oscar-winning cinematographer
of digital the global proliferation of Greig Fraser who shot the pilot for
photography, cameras. As a result, the The Mandalorian, which sparked
there is still a criteria for what is considered the virtual production craze. “I
push to reflect the grounded to be believable and attainable don’t think every film in 25 years
philosophy from the film imagery is being redefined, will be a first-person shooter but
era – though this traditional and causing a reshaping of the we’re seeing that with films, like
approach is changing as cinematic visual language. The Revenant, which is immersive
several generations have “There’s got to be a knock-on and wide angle. I believe that
grown up with a video game effect from people growing up there’s going to be a place for a

32 3D WORLD
Zooming in on virtual cinematography

lot of different styles without a proficient in these programs where “FPV drones can fly through the Above: When you’re
shadow of a doubt.” they can experiment and play legs of people and into bowling learning how to tell
In the past, getting access to their heart’s desire,” believes alleys,” Fraser adds. “They can a story, Ira Owens
to camera equipment was an Fraser. “And then apply what do things that a camera has never points out that it is
expensive proposition, but game they’re learning to the real world, been able to do.” VR scouting film language, screen
engines such as Unreal Engine but they’ve also got a huge base is also an indispensable tool. direction, and the
and Unity are making the virtual of knowledge when they get into “You can be in a set months or camera that he kept
alternative an affordable and the virtual world, and know what’s years in advance without the set in mind when working
accessible option. “The best possible and what’s not possible.” being built, and be talking about on Ghost of Tsushima
training tool that I could possibly Tools in virtual cinematography what you would be exploring the
imagine would be someone being are appearing in the real world. day before the shoot. You can

3D WORLD 33
Zooming in on virtual cinematography

Image Courtesy of Warner Bros.


refine the parts of the set that
you need and what the shots are.
On the day, you are able to get
through the work quicker and
with more precision. And it costs
peanuts compared to a day on a
film shoot, where you’re spending
hundreds of thousands of dollars
every single day you’re standing
there. Of course, on the shoot
day everything decided on the VR
scout can change, but it provides
knowledge and information that
makes you more prepared.”
Image Courtesy of Warner Bros.

Visual continuity has become an


issue as a growing number of shots
are being digitally created and
augmented in post-production by
visual effects artists. “Everybody
has to understand the limitations
of their skill base,” states Fraser.
“The cinematographer has to
know instantly why it isn’t working.
‘The lens is too close. The lens is have films like WALL-E, for which we work hard to recreate them,” Top: Understanding
too wide. The light is too bright. Roger Deakins helped to supervise notes Ian Megibben, director of how lighting interacts
The backlight doesn’t match the the cinematography, that’s photography for lighting at Pixar. with the characters,
previous shot.’ As tricky as it might fantastic,” Fraser adds. “The level “It’s almost the opposite. The environments and
be, the best practices are keeping of precision and artistic choices on tools are so flexible that you have lenses is an important
the production designer and that film is fantastic. They made infinite possibilities. It’s more of part of being a
cinematographer involved in the such a clever decision to employ a study going, ‘How do we limit cinematographer, as
entire process as best as possible. someone like Roger, who all he all of those options so that we reflected by Greig
Up to now we’ve got through. Films has done for 30-plus years is shoot create a character out of it?’ The Fraser’s work on Dune
look good. Thankfully the directors scenes. It's the same for me over characteristics of the Lightyear or
have probably learned enough of the last 15 years. When you’re WALL-E lens, or whatever show Above: Greig Fraser
the visual language that they can trying to make a scene its best, we’re working on. If you use every scouts a location for
help with that. But in order to take hire those people who have done colour in the crayon box it can start the spice planet of
the pressure off the director there it before, because they can make it to lose its focus.” Arrakis featured in
should be a system worked out good quickly.” The type of movie being made Dune, which resulted
whereby there are reviews with the Nothing is free within the virtual influences the style of aberrations, in him winning
cinematographer.” realm. “Happy accidents are rare such as camera shakes. “WALL-E an Oscar for Best
Animated projects can benefit in a computer but is what helps to had a heavy documentary camera Cinematography
from the expertise. “When you ground some of the imagery, so shake feel, especially for the

34 3D WORLD
Zooming in on virtual cinematography
Image Courtesy of Warner Bros.

Above: Greig Fraser


incorporated virtual
production along with
location shooting for
The Batman

Visual appeal of Ratatouille “A lot of care and time was spent on


studying what makes food beautiful,”
Rats in a kitchen is not an appetizing premise outside of a
states Ian Megibben. “When it came to
horror film, but Ratatouille was able to defy expectations
the rats themselves, I remember spending
a lot of time getting highlights on their
whiskers just right for maximum appeal.
One of the shots that I worked on was the
aerial shot of thousands of rats running
everywhere through the kitchen. The
cheese has to have a certain glow to it, the
sauce has to have a sheen to it, and every
copper pot and pan needed to look like it
was expensive. There is a lot of beauty in
finding the artefacts of how something is
shot. Just the simple warm colour grading
Image Courtesy of Pixar

that the movie had was a great example.


Generally, CG can have a cold, grey and
lifeless quality to it, and every film we
work on we invest time inserting richness
and warmth, especially to the shadows to
create that appeal.”

3D WORLD 35
Zooming in on virtual cinematography

Ramifications
of WALL-E
At the time of WALL-E, Pixar was
moving towards a more realistic
virtual lens package

“Up until WALL-E our virtual lens was


just a lens that used field of view instead
of focal length,” explains Jeremy Lasky.
“You would say, ‘I want a 50-degree
field of view.’ And that’s what you got
and dialled in anything you wanted.”
However, filmmaker Andrew Stanton
wanted WALL-E to look like a lost sci-fi Image Courtesy of Pixar
movie from the 1970s that had been
rediscovered. A major point of reference
was Close Encounters of the Third Kind.
“I was looking at the aspect ratio,
lens distortion, lens breathing – which
is when you shift your focus – and the
amount or lack of depth of field you
get when putting something close,”
states Lasky. “We had never gotten
depth of field exactly realistic before;
flares are different in anamorphic and
I said to Danielle Feinberg [director of
photography for lighting, Pixar] and Jim
Morris [president], ‘I wish we could figure
out how to make this.’ Jim said, ‘Why
don’t we rent a 35mm camera and some
Panavision anamorphic lenses? I have a
buddy who is a DP, Marty Rosenberg, and
you can direct a shoot.’
“We set up in the atrium in our
building. Jerome Ranft, one of our
sculptors, made life-size EVE and
WALL-E models. We did charts and
tests. Then we took that to figure it out,
with software, how to make those lenses
work in our computer, and how we would
change those settings to get something
that we like. We could all look and say, ‘I
know that a real lens will do this, but in
CG that is unfortunate looking. Let’s dial
that down a bit.’ That’s something that
gave us the unique look to the lenses,
but based on the education of having to
shoot a real thing.” Image Courtesy of Pixar

36 3D WORLD
Zooming in on virtual cinematography

first third of the film, which


was designed to fit in the world
and look we were going for,”
notes Jeremy Lasky, director of
photography for camera at Pixar.
“Lightyear has camera shake too
but in a different way. It’s there all
of the time but subtle. It doesn’t
feel like we have lockset pixels
at any one time. There is always
a little adjustment happening
some place to keep the image
fresh. And when we put it in, we
wanted to make sure that the
animation quality of the camera
was consistent in the world with
the animation quality of the
characters and effects. Meaning if
you have camera shake on a film
like Toy Story, those characters
behave in a cartoony way; though
you want the shake to feel realistic,
you don’t want it to take you out
of the film by introducing a new
kind of motion you haven’t seen
somewhere else.”
Being a member of the 3D
story team on Star Wars: The
Clone Wars, where traditional

Images Courtesy of HBO


storyboards were replaced with
3D animatics, taught Ira Owens,
a cinematographer in the video
game industry, that wide shots
should be beautiful and epic,
medium shots have to be clear
and concise, and close-ups are
for punctuating the moment.
“Because gaming has changed so
“YOU HAVE INFINITE POSSIBILITIES… HOW Top left: Physical
sculptures of EVE and
much over the years to be more DO WE LIMIT ALL OF THOSE OPTIONS SO THAT WALL-E were shot in
cinematic in its storytelling, those
skills allowed me the opportunity
WE CREATE A CHARACTER OUT OF IT?” the atrium at Pixar in
order to do lighting
to cross that bridge of being Ian Megibben, director of photography for lighting, Pixar and camera tests for
in animation, which is primarily the movie
cartoony but has gotten a lot more
action oriented over the years,” game and can change the lenses game was cinematic and had Left: Roger Deakins
believes Owens. “When you’re quickly to see what looks good this tone and pacing that wasn’t was consulted on
learning how to tell a story there for different characters based on constant action,” observes Owens. how to shoot WALL-E,
is film language, screen direction, their appearance.” Storyboards, “There are moments to breathe. which was meant
and the camera. How does a long concept art and previously shot Now you watch the TV series, to feel like a lost
lens operate versus a wide lens? It live-action footage influence which has been beautifully done. sci-fi film from the
was a learning curve. I watched a camera and lighting decisions. “I Cinematography in games is 100 1970s that has been
lot of films and asked myself, ‘I like pull everything together before per cent being influenced by rediscovered
this shot. How did they get it?’ I I make any final decisions. Even live-action film and the marriage
would research that.” when I go through and do cameras is there now. If you’re using Above: The cinematic
The game controller becomes for a cinematic, there are a lot of Unreal Engine all of those bells storytelling of The
the camera that can pan, pitch different people who are part of and whistles are available. I enjoy Last of Us lent itself
and crane around a roughed- that conversation.” using these 3D tools not just in to being adapted into
out or completed setting. “I Storytelling has become more the practical sense of exploring a television series
work with the environment and sophisticated. “The Last of Us how we’re going to schedule this for HBO
lighting teams directly in the is a fantastic example where the and build it, but to figure out

3D WORLD 37
Zooming in on virtual cinematography

Above: House of the


Dragon was the first
to use the virtual

Image Courtesy of HBO


production stage at
Warner Bros. Studios
in Leavesden

the shots and pacing, being


intentional with my shot choices,
and also being clear on how I tell
the story.”
Virtual production has become
a victim of its own success. “It’s
being used so much, but where
is it being used in a way that
complements the story and
all of the elements? House of
the Dragon is beautifully done.
Personally, I always want to bring

Image Courtesy of Pixar


a grounded reality to the cameras.
Not everyone feels the same way.
Some people in video games
want to explore a more immersive
experience. There is certainly the
VR aspect as well. The God of War
series shattered any expectations
that it needs to be a cinematic Finding Dory in the correct perspective
cutscene that’s shot to shot. The A major challenge of shooting non-human CG characters is that the distance
God of War game is a continuous between nose and eyes is not the same as humans
shot every time; it’s a cinematic and
they pulled it off. It’s incredible and
immersive. There are opportunities “Imagine shooting a car, taking a wide-angle go between 16mm and 35mm. “We decided
to tell a story in a different fashion. lens and shoving it in there. All of a sudden, 16mm will be for when Dory is safe at the
"Technology allows a lot the hood of that car where the mouth is reef at home. You feel like you’re among the
more wiggle room, but still the becomes gigantic on the screen, the eyes characters. And when we go out into the
storytelling has to be grounded are tiny, and it doesn’t look like a character big ocean, especially when we get to the
in a reality. Games enable you anymore,” notes Jeremy Lasky. “It’s Marine Life Institute, we’re shooting in 35mm
to push what that is and how unappealing. For Finding Dory, I switched and it feels human scale, which makes the
you’re going to tell that story. the film back from 35mm to 16mm to see fish characters small. You’re in this mentally
What I’d hope that anyone would if it would help us to have a smaller piece different place as an audience member of,
have to say about being a 3D of film with smaller characters. It brought ‘Oh, wow. They’re in danger. This is not what
cinematographer is that our first everything into the right perspective I remember seeing before.’ It’s super geeky,
and foremost goal is to tell a story immediately.” The decision was made to but you want audiences to feel that stuff.”
in the most entertaining way.”

38 3D WORLD
ON SALE NOW! PRINT AND DIGITAL EDITIONS AVAILABLE AT

Digital editions are also available on iOS, Android, and more


orn and raised in São Paulo, Brazil, struggles of daily life. He works The Wonder Years was created

B
Pedro Conti has had a long career in as a freelance visual development back in 2007 as a personal
the international animation industry. artist and runs the production project. It was special since it was
He has worked with many of the company Flooul Animation. the first project where I could
world’s biggest studios and names express myself in 3D. Sometimes
including Netflix, Walt Disney Animation and Your The Wonder Years image 3D can be very technical and
DreamWorks, and collaborated with artists such took CG forums by storm. How when you’re starting to learn,
as Katy Perry, Gorillaz and OSGEMEOS. did that help you break into it can be very challenging.
Conti specialises in character development, the 3D industry and were you This project was based on
lighting and rendering. The stories he tells through expecting such a response? my childhood. I used to have
his directorial work are told with a big heart and It’s surprising to hear about this relatives that lived in rural Brazil,
often explore topics we all can relate to through the project even after so many years. in a tiny city called Itobi, and I

40 3D WORLD
The art of

The animation specialist tells Paul


Hatton about his career path and
favourite projects

would travel there during the I still keep doing, even after in Brazil tend to have a friendly Main: A frame from
summer holidays. almost 20 years in CG. environment, which really helps Conti’s short film
This project had a surprising the artists evolve fast. Both these Tamo Junto (which
response. What I love about the What has working at Seagulls experiences completely changed translates to ‘We’re
3D community is how forums Fly and Techno Image taught my life. I made friends for a together’), set during
can really impact your life, you about the benefits of a lifetime in these companies and the pandemic
and after this project I had the team environment? met artists that are impacting our
opportunity to work at Seagulls I really loved the collaborations industry, even after many years.
Fly, an amazing studio that is one I had at these studios. I have I think the best way to evolve is
of the biggest in Brazil. I think no university degree so most of to be surrounded by talented
that personal projects are really my learning was through work people, and this environment
important and it’s something experience. The studios here really helped me to evolve fast.

3D WORLD 41
The art of Pedro Conti

42 3D WORLD
The art of Pedro Conti

Pedro Conti
Pedro Conti is a freelance 3D visual
development artist, character artist and
director working in the animation industry.
Alongside his freelance clients, he is also
ARTIST BIO the founder of Flooul Animation.
pedroconti.com

What is your favourite


Above: Tamo Junto,
Conti’s favourite project of all time, and why?
“IN MY LATEST SHORT FILMS
project so far, was My favourite project, so far, was AND PROJECTS I CELEBRATE MY
inspired by the city he a short film called Tamo Junto. I
grew up in, São Paulo, think this project was something
SURROUNDINGS THROUGH ART”
and his experiences I was trying to do since I started
living there with art. I wanted to be able to chance to explore screenwriting, I could and have one-on-one
share something personal that poetry and other forms of art that conversations. This is powerful
Left: The In My Heart people can relate to. I had many I’m not so used to expressing for me. I love to learn from
music video, with different ideas for short films but, myself in. As 3D artists we used people and sometimes having
music by Ron Artis II like a puzzle, I was always trying to be very confined but, at our conversations can really make
to balance the idea; how to core, we’re artists and to be me see things from different
produce, budget, and things like able to not label ourselves to perspectives. I think digital art
that. Producing personal projects a specific role is such a good can access so many different
in 3D is quite a challenging task, experience. If you want to layers of society that the variety
so this short film was done during express yourself in a different of people you get to meet is
the pandemic and was a way to way, just go for it. This project super interesting. To be able to
express my fears and also have was about that. work with local artists in Brazil to
an excuse to talk and collaborate big Hollywood productions really
with many artists. What has been the highlight of gives good life experience.
So, besides the filmmaking your career so far?
side of the project, to be able The most special moments for Give us an insight into what it
to connect with people through me are when I can access places was like to work at Walt Disney
art was a big goal. I also had the and people I never imagined Animation Studios.

3D WORLD 43
The art of Pedro Conti

Top: In Tamo Junto,


the main character
helps out his
neighbour during the
pandemic; the short
film addresses the
importance of coming
together during
difficult times

Right: The adorable


In My Heart music
video was produced
with a limited budget
and schedule,
presenting new
challenges

44 3D WORLD
The art of Pedro Conti

Working at Disney was a fun What was working on the


experience. I always wanted to animated short In My Heart
have access to a production of like compared to working in
KEY ADVICE this scale. I was always trying to big production studios?
learn how to do animation and In My Heart is an independent
Working in the CG and entertainment am still learning now. I had production with Hawaiian
industry, we feel inspired to produce always questioned how to musician Ron Artis II, directed
things we see in movies and games, but approach certain elements of by me and my good friend
sometimes it has been hard for me to animation, and to be able to see Fernando Peque and produced
deeply relate and connect to certain how things work on a big scale by us together with our
topics. I’ve been trying to push myself to was such a great opportunity. I talented friends and artists.
observe my own life and the things that I loved the experience and it gave The big difference between
love about the world around me. It can be me a lot of confidence to get small productions and large
a moment you see walking down the street, back to my personal project and productions is the freedom. I
fascinating people you meet, architecture, keep producing. I’m grateful for love this feeling of sitting with
or a conversation you have with someone. those days. friends and just going wild
These moments are golden and can exploring ideas and producing
often take your attention. Taking this as Can you tell us a bit more something for fun. I guess the
a source of inspiration is one of the best about the role you played coolest part is just to be able to
things I’ve experienced as an artist. We on Moana? do whatever you want. Ron gave
tend to look at and get inspiration from I worked as a look development us total freedom to explore.
what’s already been done, but taking raw artist, which means I was A challenge in productions
information from life and coming up with a responsible for working on like this is always the budget and
piece of art is a truly rewarding experience. textures, shaders, vegetation schedule, but sometimes this can
My latest short films and projects came and hair grooming for both lead to interesting results. For
from this exercise of looking at life around environment and characters. example, limiting the resources
me and trying to be grateful for the This was such a fun experience you have can give you room to
architecture and the people, and in turn because it’s a really big, broad come up with solutions that fit
celebrating my surroundings through art. range of tasks. I worked on very these aspects. So this film was
different sequences and also about how to make a three-
worked on Te Kã, the villain of minute animation with a limited
the film. budget and schedule.

Can you tell us a bit about your


motivation behind that project
and what led you to move
in this direction of making a
music video?
This project was such a fun
coincidence because I had no
connections at all with Ron Artis
II. One day I got a call on my
phone and it was him. He told
me he wanted to do a music
video and asked me if he could
share some music tracks with me.
I really love music and playing
guitar is such a big part of my
life, so when I listened to his
music I was really in shock.
A couple of weeks before
this call, I was telling my friend
Fernando about how I wanted
to do something with a flower
blooming from the concrete.
This image was in my mind for
quite some time. So in this call
with Ron, he told me he wanted
a music video with that idea. So
when I heard that, I knew I just
had to do the music video.

What software do you use and


have you added any new

3D WORLD 45
The art of Pedro Conti

Below: A gift Conti Right: One of Conti’s first 3D


created for the rapper renders, made back in 2007,
Emicida. His work titled The Wonder Years. It’s
had a huge impact on inspired by Itobi, where he
his life spent many holidays as a child

tools to your arsenal in of where you’re from. If you show


recent years? your potential you may be given
The tools that I use most are great opportunities. I think my
ZBrush, 3ds Max and Maya. In best advice is to focus on your
recent years I’ve started to use skills and share your passions
Substance Painter and Marvelous with people.
Designer. A couple of weeks ago
I’ve also begun experimenting What are you working on
with tiny things in Blender which at the moment? Do you see
I’ve really loved. yourself continuing in the
direction you’re going, or
What advice would you give to are there any plans to do
aspiring character artists? something different?
One thing I’ve been discussing For now, I’ve been a bit more
with friends and people around chill in terms of personal
me is not to be afraid of doing projects. I’ve been doing mostly
the things you really want to do. commercial work and just
For me, to be able to produce my experiencing life as it’s such a big
own projects is something I love, part of my inspiration. I have a
even if it’s an illustration or a tiny couple of short films that I wrote
project. Don’t be afraid to dream but I don’t know how to produce
big and go for it. Our industry them since they’re quite big. I’m
can be a lot of fun if you know also collaborating with some
how to navigate it. It’s such a artists I admire and just keeping
life-changing industry regardless things more chill.

46 3D WORLD
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3D WORLD 47
Practical tips and tutorials from
pro artists to improve
your CG skills

3DS MAX | CORONA | TOPAZ DENOISE | PHOTOSHOP

BUILD A STYLISH
KITCHEN RENDER AUTHOR
Shaygan
Shamlou
Discover Shaygan Shamlou‘s techniques for beautiful interiors Shaygan began
working as an

T
he attractive, minimalistic walls and light, wooden parquet When working on a new project, interior designer
or Scandinavian-style room floor are two of the elements of this I always refer to reliable references five years ago and
design is being used in style. The use of a special, stylish such as sources like Pinterest and has continued
houses across the world. It’s a style sofa with a more neutral colour is ArchDaily for a better view and his dream job as
that’s relaxing, and if the existing also effective. In this design, there a professional
elements are used correctly, it can is both a dining table and a small designer and
produce great results. sitting area with its own table for 3D artist.
In this small, modern kitchen, I storing small items. By managing DOWNLOAD YOUR RESOURCES bit.ly/3E10KOT
was trying to create a combination the placement of the furniture, you For all the assets you need go to
of three spaces within a single room. can get the most out of the least https://bit.ly/3dworld-cowabunga
The use of white, glossy chalk on the amount of space.

48 3D WORLD
Build a stylish kitchen render

01

02a 02b

03

understanding of my space. I always FloorGenerator plugin because it the tabletop, I used a plain but
use 3ds Max software and Chaos allows you to design it any way you slightly patterned cream-coloured
Corona’s powerful render engine to want. Inside this plugin, there are so marble for the design. The use of
build interior architectural spaces, many options for manual settings quality materials brings you closer
which can be used in any field, that you can get to know with a to natural rendering.
especially realistic architecture. In little experimentation.
this tutorial, I’ll help you make the
most of small spaces and using
minimalistic style. 02 WORK WITH QUIXEL
MEGASCANS MATERIALS
03 FIND COLOUR HARMONY
Tools that help you combine
colours can have a big impact on
I like to use quality materials that your final work. One such tool I

01 BUILD WALLS AND USE


FLOORGENERATOR
To start work on building the
feel natural. In the digital world
there are materials called PBR
(Physically Based Rendering), and
use a lot, the Color Hunt website,
helps with finding harmonious
colours. It enables you to choose
structure, we’ll use 3ds Max. the massive Quixel Megascans your own colours to produce a
To build the walls of the house library is a great place to source final result, and if you feel a colour
or room, I generally use the them. I used a black metal material isn’t a suitable match with another,
program’s default tools and for the legs of our dining table, you can change it. As shown in the
replace the window. The next key which is a good combination with screenshot, I used a black, yellow
step is to make the floor. I use the the surrounding white colour. For and two soft skin colours.

3D WORLD 49
Build a stylish kitchen render

04 LIGHTING AND
BACKGROUND
For the lighting of this scene, which
is a crucial in any render, I used a
Corona Sky light that was adjusted
with a Correction map. I lowered
some of the colour concentration
and made changes in the Corona
Sky settings. To make the scene
natural, I also used the backdrop
of a forest outside the window
that combines with the sunlight, 04
which gently shines into the room
from among the branches. For the
background, I used a photo with 4K
resolution, attributed to a simple
rectangular surface, but you could
also use a hollow cylinder to display
a backdrop.

05 READY TO BAKE
THE MATERIAL
Material is another vital aspect of
a good render. The first material
I made for the floor was for
the parquet design, for which I
compared several types of wood
using the MultiTexture Map plugin
in order to create an attractive 05
composition in Floor Generator.
The next material is the yellow
assigned to the flowers, chosen for
its harmony with black. That was
followed up by the fabric material
for the sofa and chairs.

06 CAMERA AND
LENS SETTINGS
The next step is to put the camera
in the right place and set its target.
For this, I usually use the Image
Comp Helper plugin, which allows
you to find the centre and golden
point of the frame. The plugin can
typically be used in any shot. It’s by
no means mandatory to use, but 06
will provide better results if you
do. In this frame, I also used the
Camera Clipping function, which
gives you the ability to place the
camera outside the house and
capture more angles.

07 DEPTH OF FIELD
Using a telephoto lens to
take zoom shots is common. In
this scene, I used two different
cameras and decided to render
two different, attractive shots. The
first point in this type of rendering
is the use of the ‘Depth of Field’
feature. When you place the
camera in Corona, this option is
07a

50 3D WORLD
Build a stylish kitchen render

07b

08
not active, meaning you have to I often use the ‘Noise level limit’
activate it and select the target. option with the percentage set
Your chosen object is captured in to between 2 and 4. In the rest of
focus, compared to other parts the tabs, Corona’s own settings
of the scene. The F-stop function are sufficient, so we won’t need to
determines the amount of image change them.
blur; the smaller the amount, the
more visible your target will be and
the rest of the image more blurred. 09 POST-PRODUCTION
The last stage of the project
is all about editing the final render.

08 RENDER OPTIONS
Finally, we reach the
rendering and related settings. In
I usually do this with Photoshop,
though you can also use Corona
itself if you wish. I work with LookUp
09a

the Camera tab, you can adjust the Tables (LUTs) a lot in the lower
resolution of your work; I generally layers of my photos, as they provide
use 4K for the main shot. The next good effects on the image’s colour.
option is to set the Image Aspect, The Camera Raw Filter plugin also
which should be between 0.75 and provides a lot of useful additional
2, compared to your camera frame. options. To finish up, I’ll use Topaz
In the Scene tab, your rendering Denoise to eliminate any extra
time should also be determined. noise from my work. •
09b

3D WORLD 51
Add virtual lights with the Relight effect in Resolve

DAVINCI RESOLVE

ADD VIRTUAL LIGHTS


WITH THE RELIGHT
EFFECT IN RESOLVE
Software specialist Natalie Barnard returns to teach you
how to correct lighting errors in your Resolve projects

52 3D WORLD
Add virtual lights with the Relight effect in Resolve

T
his exercise will be a the production process, or in this
continuation from our instance enhance an existing look
previous tutorial in the last with additional virtual lights. Even
issue on isolating backgrounds though Relight is computationally
using the Depth Map. In this intensive, render caching means
AUTHOR part we’ll use the Relight effect, you’re still able to enjoy smooth
introduced in DaVinci Resolve playback in your timeline.
Natalie Barnard Studio 18.5, to analyse a scene so In the shoot our interviewee
Natalie is an editor that three-dimensionally accurate has been lit with a high contrast
and trainer with virtual lights can be added. If ratio, so the key is bright and the
Team 2 Films. She you’re not sure what we mean yet, fill dark. The goal is to reduce the
is a certified DaVinci then keep on reading. lighting ratio by adding a virtual
Resolve trainer Thanks to the Relight effect fill light. Additionally, we’ll use the
who loves working we’re able to correct lighting background colour as motivation
on short-form mistakes that were made during to add a hue to the fill light.
narratives and
documentary films.
When not in front of
a computer, Natalie
loves spending time
out in nature.
team2films.com

01

02

01ADD RELIGHT EFFECT


From the Effects tab, you can
add the Relight Open FX effect to
02 RELIGHTING
PREVIEW
MAP
By default the Relighting Map
your node tree. You can apply it Preview is shown. The Open FX
to an existing node by dragging Overlay in the viewer shows the
it onto the node, or alternatively if location of your virtual light. Areas
you drop the effect onto an existing of the image that will be affected by
WATCH THE VIDEO connection in your node tree, the virtual light are shown in white,
To see a video version of this tutorial Resolve will automatically create and areas of the image where your
visit youtu.be/h9U3rrvGa40, a new node that already has the virtual light casts a shadow, the
or follow the QR code. appropriate connections ready- parts of the image that it will not
made for you to work on. affect, are shown in black.

3D WORLD 53
Add virtual lights with the Relight effect in Resolve

03 EXPERIMENT WITH
LIGHT POSITION
Take a moment to move the light
around your scene and see how
the Relighting Map is affected. The
circle affects the light’s distance
from the camera, while the star
controls the light’s location. For us,
it’s obvious that the Relight effect
has correctly understood the 3D
layout of the scene.

04 LIGHT TYPES
There are three types of
virtual light that can be applied to
your scene. Firstly, the Directional
light is positioned outside of the
frame, and as a result can be set
up with less falloff than the Point
Source or Spotlight. Meanwhile, the 03
Point Source is great for positioning
a light close to objects within your
scene. The Spotlight is similar to
the Point Source, but the additional
on-screen control allows you to
manipulate its direction and focus.
In this exercise we’ll be using the
Point Source light. Take the time to
position it carefully in your scene; in
this instance we want to position it
close to the interviewee’s face, and
on the fill side. 04a 04b

05 ADJUST LIGHT AND


SURFACE PROPERTIES
The Light Properties and Surface
Properties can be adjusted to
fine-tune the characteristics of your
virtual light. In this instance, try
decreasing Contrast and adding
Glossiness and Specularity. It
will make the light less flat and
feel more dynamic. Do note that
adjusting the Glossiness property
unlocks the Specularity property. 05a 05b
Now our light is configured, we can
turn off the Relighting Map Preview.

06 APPLY LOOK
The Relight effect works
similarly to effects like the Depth
Map or a Qualifier, in that the effect
itself does not make any changes to
the image. The changes themselves
are made using other tools such
as the Primaries colour wheels; the
Relight effect has just created a
mask that will control where those
adjustments are applied. Increase
the Gamma and Lift to brighten the
subject’s fill side, and push Gamma
towards purple to hue the light to
match the background.
06

54 3D WORLD
Add virtual lights with the Relight effect in Resolve

07

07 FIX LIGHT SPILL


Our work is looking great
so far, but the Relight effect is also
affecting the background of the
shot. If this light were prepared on
set, the director of photography
would most likely have had the grip
set up a flag to prevent the fill light
from spilling onto the background.
In the previous exercise we used
the Depth Map tool to isolate the
08a interviewee from the background,
and we can utilise this matte once
again to flag our virtual light off
from the background.

08 CONNECT AND
INVERT THE KEY
Next, connect the Depth Map’s
Alpha output to the Alpha input
of the Relight node. Because our
Depth Map was set up for grading
the background, it’s flagging the
Relight effect off the interviewee,
rather than the background. Don’t
08b worry, that’s easy to fix; just go to
the Key tab in the centre toolbar
and invert the Key Input.

09 RENDER CACHE
Given that the Relight effect
is computationally intensive, you’ll
likely find poor playback with
high-resolution clips, which can
be fixed by enabling the Smart
Render Cache. If you followed
the first exercise on Depth Maps,
you’ll already have your render
cache turned on. If not, go to
Playback>Render Cache>Smart.
However, do note that if you make
any changes to the Relight node or
upstream nodes, then the node will
need to cache again. •
09

3D WORLD 55
Design art toy product renders

3DS MAX | CORONA | PHOTOSHOP

DESIGN ART TOY AUTHOR

Oscar Juárez

PRODUCT RENDERS
Oscar Juárez shares the best way to show off your models
Architect Oscar has
worked in the CG
field since 2010. He
runs Fibrha Studio
and has worked

A
s the world of creating
art toys has become
more and more popular,
When creating figures, many
views will be seen, and with that
come different approaches. Yes,
01EXPORT CORRECTLY
Once the model is done
the next logical step is to render.
with clients around
the globe. An eager
learner, Oscar is
an increasing number of people it may also lead to changes until But how? I work with ZBrush and currently focused on
are creating figures of their own. it fits the needs the artist first had it offers some styles and other creating art toys.
From sci-fi, anime, and wargame in mind for their image, but when options, but I’ve also worked fibrha.com
models to the more stylised the final figure is released it’s in archviz using Chaos Corona
figures, the widening variety on always totally worth it. for a long time, which is why
offer may never end. One of the most important I render in 3ds Max. The first
With all of this, many creators aspects of creating product step is exporting. It may look
are eager learners, which is why renders for our figures is to be complicated, but what I do is
we have so many more people able to set our work running, merge the whole model together
designing, modelling and printing but how? Renders can help with DynaMesh, then decimate it
their own figures. Some even launch pre-orders and see how and finally export as an OBJ.
put their products forward for the model is received on social
enthusiasts and collectors to buy.
It’s an exciting process, but it also
has its steps, and one I’m here
media. One image can be vitally
important, but keep in mind it
can also help us for marketing,
02 SOFTWARE SELECTION
As I said, I’ve been working
in archviz for over a decade and
to help you with is creating a fast stickers, packaging and so on. used V-Ray and Corona, hence
and easy 3D setup that will allow The process will be simple my experience in simplifying my
you to make product renders of and fast, so everyone can achieve workflow. Nowadays we have a
your own figures. their required results. Remember, whole host of render engines with
the render doesn’t always have to many different pros and cons,
be elaborate. Effects such as fogs but this time my focus is on 3ds
DOWNLOAD YOUR RESOURCES and rays everywhere can help Max and Corona so we can get
For all the assets you need go to in some situations, but with the the best results with the fastest
https://bit.ly/3dworld-cowabunga basic knowledge you can try out and simplest possible process to
many different methods. achieve quality renders.

01 02

56 3D WORLD
Design art toy product renders

3D WORLD 57
Design art toy product renders

04

03

Simple lighting
There are many ways
to light a scene, but
03 IMPORT THE MODEL
Correctly importing the
model makes the whole process
for a quick, simple so much easier, and the majority
product blank, a light of the time I use two file formats
at the top and side in my archviz work: OBJ and
is enough. Even only FBX. I’ve found they import the
a back light can add exact way they are exported in
a mysterious mood. ZBrush. In the File menu select
Always keep with Import and then Merge, which 05
the basic idea of will add the model into our file.
showcasing the figure,
but if you experiment
you may hit upon a
The technique of dragging into
the Viewport and placing works
too, but I’ve noticed some errors,
05 SIMPLE BACKGROUND
Now let’s create a simple
background for our figure. In
drag to create the main camera
for the final render. Set the Focal
to 90mm, check the ‘Automatic
happy accident. which is why I prefer importing 3ds Max go to Create and select vertical tilt’ option and set the
and merging. Splines. Here we need to pick camera a little closer to the point
Line, switch to a side view and of view. Now you can adjust the

04 LAYOUT AND
SAFE FRAMES
Now that we have the model
click to set the first point. Click
again so you have a corner
and select its point, then in the
background plane so that it fits
for our camera.

loaded, it’s time to configure our


Viewports so we don’t have to
worry about the framing. There
Modifier panel choose Fillet,
and click and drag so it creates
a curve. Now it’s just a matter of
07 TWEAK CORONA
Every render engine
has its own ways of improving
are plugins for 3ds Max that adding the Extrude modifier that performance. Corona is one of
help here, but this is the way to we’ll adjust later with the camera. the most ready-to-use engines
create a rule of thirds grid with no I’ve ever worked with, although
plugins needed. Press CTRL+B
and a new window will pop up. In
Layout, select the option that’s
06 CREATE
CAMERA
A CORONA
Keep in mind that rendering is
there are two options that I always
adjust. The first is in the Render
Setup of the Performance tab; in
divided vertically in two, and in like taking a picture, so every bit the Interactive Rendering section
Safe Frames check Action Safe. of knowledge you have about I always uncheck ‘Fast preview
You’ll want to set the Horizontal photography will help too. To add denoise during render’, which will
field to 66.0 and the Vertical to a camera, click the tiny camera only show how the denoiser works
0.0. In Title Safe, set Horizontal to icon in the Create panel and in our render. In the Scene tab
0.0 and Vertical at 66.0. select CoronaCam, then click and I also set the Denoising option

58 3D WORLD
Design art toy product renders

06 07

to Corona High Quality and the


noise value to 7%.

08 CREATE LIGHTS
We have the background
and the model, and we’re almost
ready to start rendering, we just
need the main soul of any render:
the lighting. First of all we need
to apply a simple material to the
whole scene so we can see the
results in no time; this is called
override rendering, and ignores
the materials and shows how the
light interacts. Once the material
is in the Render Setup, check the
‘Mtl. override’ box and place a
simple material in the next box.
Go to Create and select Corona,
then Corona Light and choose a
rectangular one. Place it over the
figure and hit Render.

09 CORONA LIBRARY
MATERIALS
As I said in the introduction,
the blank render doesn’t have
to be fancy or complex. In this
scenario we need to be able to
show off our figure, which is why
we set the light to cast shadows,
in turn creating volume. One
element that’s still missing are
the materials. From the get-go
we have plenty of different ones
to choose from in the Corona
Material Library, many of which
08

3D WORLD 59
Design art toy product renders

09 10

11 12

are useful having a UVW map elements that I use all the an extra approach. Remove the
in our model, while some don’t time: CESSENTIAL_Reflect, background stage and turn off
need it. In this case I selected a CMasking_WireColor and the top and side lights. It will be
wax material and tweaked it so it CTexmap. The first helps with interesting once you add a light
could let light pass through the the definition in the image, the in the back of the model. You
figure to add a nice effect. second if we need to remove the can add a new light or copy an
background as it gives us a mask existing one, place it in the back

10 RENDER ELEMENTS
There are extra elements
we can add to make the details
to focus solely on our figure,
and the last to add depth to the
edges in the figure.
and make it smaller. Set the Power
to 200 and see how it makes a rim
over the figure’s silhouette.
in our image pop. Remember
though, that doesn’t mean they
have to be exaggerated. In
this case we’ll set three render
11BACKLIGHT RENDER
The scene is ready to
render, but I want to suggest
12 CORONA VFB
We’ll work on the post-
production process in Photoshop

60 3D WORLD
Design art toy product renders

13 14
can upscale later. With the render Keep the file
elements added, we have enough as a master
to make a nice render. Once everything is
ready and the render is

14 POST-PRODUCTION
The post-production in
this image isn’t complex, as we
done, keep the file and
save it as a master. It
will save a lot of time;
only need to show our figure, its just a matter of adding
volumes and so on. After opening the model and making
the image in Photoshop, I minor adjustments for
modified the Curves for a brighter more renders.
image, then added the Reflect
element set to Soft Light with
a value of 23. I then added the
CTexmap with the Multiply blend
mode to create smooth shadows
on the edges of the figure. Finally,
with some extra effects such as
Color Lookup we can achieve a
better, more contrasted image.
The tuning can be different
depending on your preferences,
but this is what I usually do in fast
15 renders for art toys.

later on, but for now we can


tweak and add some looks to
the image within Corona. In the
13 FINAL RENDER
SETTINGS
The scene is ready to make some
15 ENHANCE IMAGE SIZE
Sometimes clients ask for
big image sizes, which used to
Corona VFB we have the Post renders, so let’s prepare the mean rendering at a larger size.
tab, where we can fix a wide final settings. As I said, Corona Now, thanks to AI, it’s possible
variety of options, with the most has had some of the most user- with tools like Topaz Gigapixel. It
important for me being the friendly settings on the market can be done in Photoshop too,
Exposure, Highlight Compress, since its early versions, although but Topaz has been part of my
White Balance and Contrast. let’s not get confused between workflow and I find it so useful.
The Corona VFB is a powerful friendly and easy. For the final Once the image is loaded, I set it
tool; why not try tweaking image we’ll set a value of 7% to scale at 4x and leave the rest of
several more of the fields to get in the Noise, and Corona High the options. The final quality is so
vastly different results to what Quality for the Denoiser, with a nice for use with social media, for
you initially envisioned? size of 2,500 x 2,500px that we clients, or to sketch over. •

3D WORLD 61
62 3D WORLD
Create a dynamic Formula One scene

3DS MAX | MUDBOX | PHOTOSHOP | LIGHTROOM

CREATE A DYNAMIC
FORMULA ONE SCENE
Paul Flower combines his passions for motorsport
and modelling as he creates a retro racing render

T
his is an image that I wanted
to create both as fan art and
as a tribute of sorts to the
02 BASE MODELLING
Start with a Plane that’s set
to See-Through under Object
late Roland Ratzenberger. Due to Properties. This allows you to see
the tragic events at the San Marino the blueprint, making it easy to
Grand Prix in 1994, his memory is move the edges and vertices, and AUTHOR
somewhat overshadowed and I match the image behind. Now Paul Flower
wanted to create a more positive convert the plane to an editable Born and based
image showing him at the wheel, poly. Dragging and extending in the UK, Paul
doing what I imagine he loved. This the edges and vertices, you can is a freelance
is also why I wanted to create a retro manipulate the plane to reflect the digital artist and
feel with the styling. representation in the blueprint. 3D modeller who
In this tutorial, you’ll be shown Remember to orientate between spends a lot of
how to set up and create a Formula the different views to create the 3D time in Hong Kong
One car using a range of tools model. At this point you should start and Macau. He’s
including 3ds Max, with techniques to see the 3D form take shape. particularly keen
that you can use on other models. on creating Formula
Among the advice here, I’ll show
you how, by using programs like
Mudbox, you can use various
03 CREATE SECTIONS
Try to divide the model into
sections that match the panel
One-related objects.
3dorigin.co.uk

functions and settings to pose


elements including the driver.
There are other techniques
that can help you take your model
a step further and truly bring it
to life. For example, setting up
and lighting the scene, rendering
the model with the aid of V-Ray,
and compositing the renders and
adding details in Photoshop.

01SET UP BLUEPRINTS
AND TEMPLATES
Before the modelling work begins,
it’s always best to find blueprints or
cross-sections of the vehicle you’re
making. Apply these to planes in
3ds Max as materials, and position
the planes so you’ll be able to
model in a 3D space between them
and view from all angles.

DOWNLOAD YOUR RESOURCES


For all the assets you need go to
https://bit.ly/3dworld-cowabunga

01&02

3D WORLD 63
Create a dynamic Formula One scene

lines of the car, for example


the nose cone, engine cover and
monocoque. Doing so will make the
final model resemble the actual car,
while on the contrary, making it all
in one piece and adding lines as a
texture or bump map is less likely to
achieve the results required.

04 MIRROR AND WELD


Once you have the shape
correct in editable poly, select the
complete element and drag to
clone it. Add a mirror modifier and
once again convert to an editable
poly. You need to position them
together and weld the vertices
down the centre to make it a solid
piece. Repeat this process for each
element of the model. 04

05 SMOOTH THE MODEL


Once the element is how
you want it in terms of shape, add a
MeshSmooth modifier, which will be
used for a detailed model. Doing so
helps remove blocky edges and is
more in-keeping with the smooth,
aerodynamic surfaces of an F1 car.

06 UNWRAP UVW
Add an Unwrap UVW
modifier to the element. You
06a

can do this before you add the


MeshSmooth modifier to make the
process quicker and easier, but it
may result in distorted textures,
hence why I did this afterwards for
this particular model.
There are different approaches
to UVW mapping, but I usually
select all the polygons, click the
Mapping tab, and then Flatten
Mapping using a 50-60-degree
angle threshold. This divides the
map up into decent-sized chunks,
which you can then use to divide
along panel lines or into better
whole sections. Use either the Quick
Peel or Relax option to flatten it out
more appropriately.

07 TEXTURING
Now it’s time to bring the
model to life, and one of the parts
I enjoy the most: texturing. Export
the element as an OBJ and import
it into Mudbox. Add a Paint layer
and export the Paint map into
Photoshop. This will give you an
unwrapped UVW as a mesh layer
in Photoshop. You can do this
to accurately lay out the texture
06b

64 3D WORLD
Create a dynamic Formula One scene

map. I’d recommend creating the


textures at 4,000 x 4,000px, which is
a good size for high-quality textures
and limits pixelation.

07a 07b
08 ADD DETAILS
In this type of model, it’s
recommended that you gather
as much reference material as
possible to aid with the details. In
this example, there are small details
such as the aerials, locking bolts on
the engine cover, and a drinks tube
for the driver to stay hydrated. All
these small details help make the
model feel real.
07c 07d The engine and some of the
internal workings are also added.
Doing so helps when positioning
the car for later renders as you never
know what can be seen through
the intake or the rear. It’s not a
necessity, however, if you know it
won’t be seen.

07e 07f
09 SCENE MODELLING
This render didn’t require
too much scene modelling except
for elements such as the tarmac,
white line, curb, tyre barrier, and
even a wall to help with creating
realistic reflections and setting the
location. In order to help make
these small but important details,
07g 07h use substance maps alongside
VRayBlendMtl with mask maps to
Large textures create the dirt and colour variations
Creating large- found in the tarmac and curb.
scale textures at
approximately 4,000
x 4,000px, or as large
as you can, allows
10 REFLECTING REAL LIFE
To show that the car is
moving, you want to replicate
the model to retain movement. It’s tempting to add
high-quality textures, too much, but when you look at
limits any pixelation, actual images of a moving car, they
and reduces post- don’t show that much movement as
production touch-ups. the camera keeps the car in focus
unless it’s at high speed. You want
to preserve the details in the model
here, but do remember that it still
09 requires some artistic licence when
balancing with real life and what you
would expect to see.

11 CREATE MOVEMENT
To create the desired
movement, animate the wheels
to roll forward along with the car
moving a short distance. Add
a physical camera to the scene
and turn on the motion under the
camera parameters. Doing so can
render the motion blur. You can
11

3D WORLD 65
Create a dynamic Formula One scene

12

14

later overlay this render to the lit. Turn down the sun and dome
unblurred render to create the lighting to make sure that it doesn’t
desired motion. overpower the model.

12 HDRI ENVIRONMENT
Add a V-Ray Dome light to the
scene and bring in an HDRI map to
14 RENDER SETTINGS
Depending on your machine,
you can use V-Ray to render the
a VRayBitmap. Also set the Mapping model. In this example I tried
Type to Spherical, which sets the to render to a fairly large scale,
tone and reflections for the scene. approximately 6,000 x 4,000, and
There are plenty of free HDRI maps set a 180-minute render time for the
available online. A dusky racetrack overall image.
version was used in this example In the Render Setup window
as it kept the tone of the lighting under the Global Switches tab,
darker and more in-keeping with tick Override Depth and set the
the retro feel desired. Minimum transparency to 50 and
the Maximum level to 100. Also set

13 LIGHT THE SCENE


In addition to the V-Ray dome
light, two VRayLight Planes and
the Light Cache Subdivs to around
3,000. You can play around with
these to get your desired results.
VRaySun were also added to the
scene. This combination helps with
the realistic shadows and ensures
the key areas of the model are
15 CREATE THE DRIVER
You can create the driver’s
overalls using the same method 15&16

66 3D WORLD
Create a dynamic Formula One scene

“I WANTED TO
CREATE A MORE
POSITIVE IMAGE
SHOWING HIM
AT THE WHEEL,
DOING WHAT
17 I IMAGINE
HE LOVED”
overlays when we move on to the
post-production process.

18 RENDER DETAIL
You can render key sections
such as the driver using the Region
render in the Render window. This
creates a render of higher quality
for that particular section. I also
use the Render region section to
improve texture, for example on the
driver’s gloves, as the colour can
block out some of the texture. In
this case, you can re-render just the
texture pattern on the gloves, which
can then be faded in on top of the
original gloves to make the texture
19 more noticeable.

as the car. It doesn’t need to be


100 per cent correct at this stage,
nor does it need to be a high-poly
Camera
experimentation
Always explore
the overalls and gloves to make
them more realistic. The stamps
that I used to create the overalls
19 IMAGE EDITING
Once you have all the relevant
renders completed, it’s time to
model. Once you have created different camera were the 50 Seam Brushes Without compile them together. To do
something close to what you want, angles and fields Stitches (4K)+Alpha -Vol 04, created this, use Photoshop. Import all the
Unwrap UVW the driver, export the of view. You’d be by OMiD Mousakhani, and the 20 renders in order with the ambient
model as an OBJ and import into surprised how often Folds VDM Brush for ZBrush Vol.2 occlusion versions above set to
Mudbox. This step could also be you find a new made by VK GameDev. Multiply. You should start to see the
done in ZBrush. dynamic angle just by image come to life.

16 DRIVER DETAILS
In Mudbox create a new
moving the camera
around the scene. 17 RENDERING
When it comes to rendering,
I always like to render out multiple
Add the motion blur render
along with the high-quality render
sections that you may have created.
Modelling layer and, using the Wax passes: a clean standard render, an Finally, add a Curves or Levels
or Grab and Positioning tools, ambient occlusion version (which adjustment layer to make sure that
manipulate the driver to how you’d enhances shadows), a cloud texture your colours pop. To really add the
like. Now increase the subdivisions (for the car to render an overlay retro feel, you can import the final
and, using the Repeat tool and as additional reflections), as well render into Adobe Lightroom, add
appropriate stamps, you can add as renders of varying brightness. a preset you like and adjust the
clothing creases and stitching to These will all be used as different lighting. With that, you’re done! •

3D WORLD 67
Develop a real-time stylised portrait

MAYA | ZBRUSH | SUBSTANCE PAINTER | MARMOSET TOOLBAG | PHOTOSHOP

DEVELOP A REAL-TIME
STYLISED PORTRAIT
Character artist Satoshi Arakawa demonstrates how he created
a stylised portrait in real time using PBR materials

T
his tutorial will demonstrate
how to create a stylised
portrait from a concept
illustration (concept art by
Nutsa Avaliani). The goal is to AUTHOR
create something that is stylised
in nature while utilising PBR Satoshi Arakawa
materials to give it a realistic feel. Satoshi Arakawa has
The real challenge is to add a been a character
fluffy look to the softer materials, artist in the industry
without having to rely on actual for over 15 years. He
fur strand geometry like in film or enjoys various forms
offline rendered pieces. of character art,
So we will focus on how to from high-fidelity
accomplish this using techniques realistic, to low-
applicable in a real-time setting. 02 poly stylised.
We will begin in ZBrush to sculpt
something that will work well
with our low-poly techniques in
01BLOCK OUT
THE BASIC SHAPES
The first step is to block in your
03 MODEL THE CAP
The easiest way to
accomplish this is to create a basic
bit.ly/47zkQ0c

Substance Painter and Marmoset. shapes to get a feeling for how you shape of the cap that is perfectly
will translate the concept into 3D. round. Use Maya or 3ds Max to
Before even tackling the details, it’s model something like this. Once
important to establish your forms or you have your round cap geo, you’ll
the details won’t really be effective. want to use radial symmetry in
DOWNLOAD YOUR RESOURCES In order to match the forms you see ZBrush. Because the pattern on the
For all the assets you need go to in the illustration, use DynaMesh cap is complicated, we want to take
https://bit.ly/3dworld-cowabunga or the move tool – these will prove a shortcut here and only sculpt a
to be the most useful tools at this section of it.
stage of sculpting. Now you need Using radial symmetry set
to block in very basic shapes of all to something like 8, we can
the elements; try not to match the accomplish this by only sculpting
concept too closely at this juncture. 1/8th of the cap. For the fluffy
ball at the top, you can up the

02 SCULPT THE FACE


Although the focus for this
tutorial will be the soft materials,
symmetry number and only sculpt
a fraction of the surface.

the face is still the focal point. In this


case achieving a cute, adolescent
face can be quite challenging. Make
sure you have a lot of reference on
the age group you are trying to
achieve. With a young face, you will
want to keep details rather soft and
the anatomy more round to really
sell the youthful vibe. Slowly build
up your forms using a brush like
Clay Buildup. You can add some
subtle details like pores at the end.
01 03

3D WORLD 69
Develop a real-time stylised portrait

04 SCULPT THE SCARF


For something like a scarf
where you don’t necessarily see the
entire flow in an illustration, it is a
balance of matching what you see
while filling in the areas that aren’t
visible in the concept with a cloth
flow that makes sense. Having a lot
of references at this stage will help
immensely. Once you are happy
with your foundational sculpt, you
will want to retopo your mesh to
give you a cleaner geometry to work 04 05
with, while also being able to lay out more depth. Once you get your
some quick UVs on your mesh. This main folds in, you can refine and
is important for the next step. move on. In a lot of cases too much
detail is not necessary as you can

05 CREATE THE KNIT


ON THE SCARF
Lay out your scarf UVs in a relatively
easily add more micro-details in
Substance Painter later.

straight manner so you can apply


a pattern in ZBrush that will follow
the folds of the scarf. You’ll want
08 KEEP CONSISTENCY
WITH THE CONCEPT
Once you have all of your elements
to create a tiling knit alpha in detailed in, it’s a good time to
Photoshop that can be used in make adjustments to match the
ZBrush. Once your alpha is ready, concept. Inevitably you will have 06
use Noisemaker under the Surface some deviation from the original.
menu and select your alpha. Using Some details just won’t translate
the sliders, you can adjust the tile well from 2D to 3D because the
rate and the strength of your alpha. illustrator wouldn’t be able to
When you are ready to apply it foresee certain issues. The key is
to the mesh, make sure you have to make sure you are maintaining
enough subdivisions and that you the proper proportion and focal
apply it on a layer so you can easily points established by the concept.
adjust the strength afterwards. In fact, this is something you always
want to do as you are refining all

06 DESIGN THE HAIR


We will redo the hair later
at the low-poly stage, but this
the elements. Constantly having
the sculpt next to the concept and
comparing the differences is vital.
07

step can be an effective precursor


to knowing how the hair will flow
and to give you an easier frame of
reference to match your concept
09 THE LAYERING
TECHNIQUE
This is the main technique you will
illustration. Block in major forms use to achieve the soft feeling of
with DynaMesh and once you have the knit materials. It is a commonly
that established, sculpt in medium used method in games. The idea
chunk volumes. Finish with some is to duplicate the knit geo and to
fine detail strands using either Dam expand it out slightly. Pushing the
Standard or Slash3. duplicate geo using vertex normal
in Maya is an easy way to expand

07 MAKE THE SWEATER


Sculpting the child’s sweater
is relatively straightforward. The
the mesh evenly across the entire
surface. You will want to do this a
number of times in order to get a
08

main challenge of the sweater layering of duplicate meshes that


is to match what you see in the incrementally expand away from the
concept. It also serves as a good base geometry.
frame of reference for matching
other elements. Sculpting actual
folds comes with practice; having
good reference images helps
10 TEXTURE LAYERING
Layering the geometry gets
you about halfway to your goal.
immensely too. You still want to There are two keys to texturing the
make sure you sculpt the main folds layers: alpha and value. You will
at a low density to easily achieve want to alpha more heavily as you
09

70 3D WORLD
Develop a real-time stylised portrait

go outward, and you will want the show where the skin is the thinnest
texture value to become brighter as and where light would penetrate
well. By using an AO or cavity map more easily. Utilise a detailed
generated from your knit normal normal texture to add a bit more
map, you can create an alpha map pore information, and use a fuzz
for the knit areas. As you create map in order to imitate the small
new textures for each layer, you hairs on the surface of the skin. You
can simply increase the levels in can also add occlusion and cavity
your alpha to mask more out. And maps to break up the surface values
for the albedo, simply increase the and specularity.
brightness subtly.

10
11 TEXTURE THE FACE
You can texture the face in
13 MATERIALS AND
TECHNIQUES FOR THE EYE
For our next step, creating the
Substance Painter or Photoshop. eye, you want the eyeball and two
While it might be easy to get carried duplicate meshes layered on the
away with details for a realistic face, eye. The second ball will become
for a stylised portrait focusing on the cornea. The third ball will be
colours is more effective. Using where you can texture a shadow
references that give you a good from the upper eyelid. You want to
example of colour zones of the face create normals for the eye to have
is best practice and will produce the iris bump in, and a normal for
a better result. Layer reds, blues, the cornea to bump out. You can
purples, pinks, and whites to give also create a thin layer of geo to
a good variation to the skin. Using mimic the surface between the eye
splatter shaped brushes to add and the surrounding eyelid skin.
these colours can work very well.
11 Finish with some details like freckles
for some added effect. 14 TEXTURES AND HAIR
Hair can be done using cards.
Use your decimated ZBrush geo as

12 MATERIALS
FOR THE FACE
In Marmoset use the skin shader
a guide to place your cards. Texture
a few strands by painting them in
Photoshop. Using a brush with a few
to mimic subsurface scattering. dots as the shape can work wonders
You can soften the details on the when painting hair. In Marmoset,
face along with assigning a colour, set your hair shader’s reflection
which you will see in the transition model to Anisotropic. This will give
from light to dark on the face. A you that halo-type highlight in your
translucency map can be used to hair. If you texture all your cards
12 in the same direction, you can set
the Anisotropic angle; or if you
have unique flow or differing card
directions, you can paint a flow map
using Substance Painter

15 LIGHTING AND
FINAL TOUCHES
Lighting will make a huge difference
in your attempt to match a concept.
13 14 Still, it’s best not to overcomplicate
it. The foundation to most strong
lighting scenarios is a basic three-
point composition.
A key light to create your main
focus, a fill light to soften the
shadows, and a rim light to enhance
the shadowed side from the back.
You can add a couple of extra lights
to enhance specific focal points
such as the eyes or hair. Utilising
Marmoset’s depth of field and a
well-placed background image can
help finalise your render. •
15

3D WORLD 71
Practical tips and tutorials from
pro artists to improve
your CG skills

Glen Southern
Glen runs SouthernGFX, a
small Cheshire based studio
specialising in character and creature
design. Wacom ambassador, VR Artist,
accredited ZBrush lifelong maker.
youtube.com/c/SouthernGFX/videos

Paul Hatton
After graduating with
a first-class computer
science degree, Paul Hatton has spent
nearly two decades working within the
3D visualisation industry.

Mike Griggs
Mike Griggs is a digital
content creator with over
two decades of experience creating VFX
and CGI for a wide range of clients.
www.creativebloke.com

Substance 3D Modeler is a
Pietro Chiovaro
powerful tool for VR sculpting
Pietro is a freelance 3D
artist and YouTuber. An
expert in the creation of game assets SOFTWARE: SUBSTANCE 3D MODELER
and environments, he shares many of
his creations on his channel.
www.pietrochiovaro.com IS VR SCULPTING STILL
RELEVANT, AND WHERE
IS IT BENEFICIAL?
Jamie Davidson, Cornwall

Glen Southern replies

Sculpting in virtual reality process feel more natural and intuitive.


(VR) offers a range of unique It gives the artist a spatial understanding
and valuable benefits that traditional 3D where you can physically move around
sculpting methods, and even physical your virtual sculpture, just like you would
sculpting, may not provide. Here are some with real clay. This helps you understand
reasons why sculpting in VR is useful. the 3D space better, making it easier to
GET IN TOUCH Firstly, it’s an immersive experience. VR manipulate your creation.
allows you to step into your artistic world, Scale and proportion is handled
EMAIL YOUR QUESTIONS TO providing a heightened sense of presence. differently than in desk-bound programs.
rob.redman@futurenet.com This immersion can make the sculpting In VR, you can adjust the size of your

72 3D WORLD
Your CG problems solved

EXPERT TIP
SCOPING IN AND OUT
There is no hierarchy or scene menu in
Modeler just yet. I’m sure it’s coming, but
for now you have to rely on something
called scoping in and out of an individual
model part in the scene. It takes a
while to get the hang of it, but it soon
becomes second nature.

sculpting tools and the sculpture itself


more intuitively, ensuring your creation STEP BY STEP SUBSTANCE 3D MODELER
has accurate proportions.
Freedom of Movement is a big
advantage. 3D sculpting might limit your
physical movement by the fact that you’re
stuck looking at a 2D screen, but in VR you
have the freedom to sculpt from any angle,
and even create large-scale sculptures
without needing the physical space that
a real-world sculptor would need. Real- 01 02
time feedback in VR allows you to see the
results of your sculpting immediately in
the virtual space you’re occupying. You
can instantly assess how changes affect
your work, leading to a more efficient
creative process.
This one doesn’t apply to 3D modelling,
but unlike working with real clay or other
physical materials, VR sculpting doesn’t
create a mess. You don’t need to worry
about cleaning up, storing materials, or 03 04
dealing with physical limitations. Another
benefit when compared to physical
sculpting is that VR often gives you access
to advanced tools. VR sculpting software
01THE SOFTWARE
Substance 3D Modeler is the direct
descendant of Adobe Medium, which was
03 EXPORTING YOUR
FINAL MODELS
Most of the models that you’ll create will
often provides options impossible in the originally owned by Facebook under the be heading for another package to be
real world, like instantly duplicating and Oculus banner. Medium was the software retopologised, UV unwrapped, textured,
mirroring parts of your sculpture, or even that got voxel sculpting off the ground and possibly moved on to an animation
using tools that manipulate the physics of and what brought most people into VR package. Modeler gives you a wide range
your sculpting materials. sculpting. The team that made Medium of common file formats that you can use
Collaboration and sharing is another moved to Adobe, and have been working when exporting, and also decimates
one of the standout features in VR. under the new leadership to craft Modeler the model to a lower polygon count if
Some VR sculpting software can enable and absorb it into the Adobe Substance required. You can even generate the UV
collaborative work where multiple artists ecosystem. Modeler is available as part of mapping right there inside Modeler from
can virtually work on the same project the Adobe Substance 3D plan. the Export panel.
simultaneously, even if they’re physically
distant or remote. Additionally, you can
easily share your sculptures with others
for feedback or showcase; art direction
02 DESKTOP AND VR
One of the biggest changes in VR
sculpting over the last few years is the
04 VIEW RENDER
Although there’s little in the way
of rendering capability in VR, there is a
in VR is time-saving and efficient in lots rise of programs that can be used both way to show your models in a better light,
of cases. Overall, VR sculpting offers an in VR and also back on the desktop. With and with shadows too. When you take
innovative and dynamic way for artists Modeler you simply take your headset off your headset to review the finished
to create, experiment and explore their off and the software reverts to a desktop model, you can use a View mode from the
artistic vision, while leveraging the view, and you can use a wide range of interface that gives you a basic rendered
benefits of digital technology and an tools and features on the desk. To dive and lit view. It just helps to push the
immersive environment. Let’s take a look back in, just put the headset back on. realism that little bit further.
at Substance 3D Modeler as an example.

3D WORLD 73
Your CG problems solved

SOFTWARE: BLENDER

HOW DO I MAKE BRAIDED HAIR IN BLENDER?


Helen James, Wrexham

Paul Hatton replies

Getting hair right is tricky, sucked some of the life out of the creative The tool we use here takes all the hard
and the challenge becomes process. Nino listened to artist’s feedback work out of creating braids by requiring a
even greater when that hair needs to be and introduced a second, far quicker and single curve that is then used to drive the
animated. Hair grooming tools in the likes more responsive iteration. It integrates braid. This curve can be edited in Sculpt
of Houdini have become so advanced well into Blender’s existing tools, but isn’t mode using any of Blender’s brushes.
that the only limit seems to be an artist’s quite as effective at animating braids. Our answer can only cover the basics of
abilities. Blender contains an improving Braids are a complex structure formed getting you set up and pointing you in the
set of grooming functionality as well, but by the interlacing of three or more strands direction of a few helpful workflows. To
as the question focuses on braids we’ll of material. We see this most often in get to grips with this tool, just play around
take a more specific approach. hair, but any type of flexible material can with it. All the parameters are in one place,
To help answer this one I’m indebted be braided, including textiles and wire. and as the braids update interactively
to Nino (AKA DefoQ) for Braidify, a free Re-creating braids in 3D without the you’ll be able to see exactly how your
tool developed alongside some incredibly help of a plugin would be tedious and creations respond to different settings.
helpful training videos. The first iteration cumbersome, with each strand needing to Braidify is simple and straightforward,
was impressive, great for creating braids be created individually before interlacing but don’t be fooled into thinking it lacks
and animating them, but was highly them. This leaves the potential for clashing functionality and capability. The braids
processor intensive. Making changes to high, with an additional challenge around you can generate are realistic, predictable
the output was, at times, rather slow and making any changes to the braid paths. and suitable for production-quality work.

74 3D WORLD
Your CG problems solved

STEP BY STEP CREATE WITH BRAIDIFY

01 02

03 04

Creating braids couldn’t be


simpler with Braidify. It’s easy
01GET SET UP
Download Braidify from Nino
DefoQ’s website, which you can find
03 CUSTOMISE YOUR BRAID
Before proceeding, in Output
Attributes type “OurUV” to make
to set up and quick to generate at ninodefoq.gumroad.com. At the sure that the correct UVs are being
even complex braids. time of writing, there are two versions pulled through. Then, the cool thing is
available; for the sake of simplicity, that this tool lets you generate either
you’ll want the performance-updated realistic or anime-style braids. In the
one. With your scene open and your Geometry Nodes modifier Properties,
EXPERT TIP attachment object selected, which is you’ll find a checkbox that allows you
probably going to be your character’s to switch between the two different
CHANGE THE ATTACHMENT OBJECT
scalp, go to File and Append, then states. With the realistic version
The Attachment object can be changed at select your Blender file and navigate selected, you can amend the realistic
into the NodeTree folder before hair properties. You can increase the
any time by going into the Geometry Nodes
selecting Braidify. With that done, Realistic Hair Amount to create a
modifier Properties and using the Object you’ve now successfully appended the thicker style of hair, and change the
tools that you’ll need to get going. thickness of each hair too.
Picker to select a new object. You’ll see
your curves jump onto the new object and
your braids will be generated in their new 02 CREATE YOUR CURVES
Select your attachment object
and create a new curve of the type
04 FURTHER CUSTOMISATION
One thing you’ll want to tweak
is where the hair comes out of your
location as well. Empty Hair. In Sculpt mode, create attachment object. In a real braid this
a new curve and sculpt it into the area is particularly complex because
shape that you want the braid to take. hair is originating from a broad area
Now switch back to Object mode, and the distribution is incredibly
go to Properties, and create a new random. This tool gives you a Hair
Geometry Nodes modifier. Change Starting Noise strength parameter
the type to Braidify and a braid that lets you make this either more or
should appear in the location of the less chaotic. Don’t forget that more
curve that you created. Move back strands can be added at any time by
into Sculpt mode once again to adjust going into Sculpt mode and adding
the shape of your curve. additional curves.

3D WORLD 75
Your CG problems solved

SOFTWARE: NUKE
WHY DO MY RENDERS LOOK DIFFERENT
IN SEPARATE PARTS OF NUKE?
Douglas Mannings, Lancaster

Mike Griggs replies

One of the toughest elements Nuke is a piece of content creation A great example is how the humble
about learning new creative software that, in many ways, can do too Nuke Viewer node works. The Nuke Viewer
software is plodding your way through the many things. It’s imperative to cover as node is the only node that appears when a
essential elements to give a foundation much of the basics as possible, as they can new Nuke comp is created, and therefore
for doing the fancy stuff. This becomes lead to potential time-sucking ‘gotchas’ it’s easy to ignore, but that does the
even more frustrating if the software is later down the line. The fantastic thing node a disservice for its importance. For
already in a skill area the artist knows, and about Nuke is that thanks to its nodal example, most new Nuke artists wouldn’t
understands the underlying knowledge of architecture and ability to open up nearly know the Viewer is an item in the Panels
the task or brief at hand. That often means every available parameter for adjustment, tab of the overall Preferences.
finding a tutorial on a specific process it can mean there are too many choices Artists can become a bit confused
can actually hamper more than help the for new artists, or those used to similar with the Viewer node as each can display
overall software experience. software that hides a lot of the complexity. different variations of the same footage.

76 3D WORLD
Your CG problems solved

EXPERT TIP
MORE THAN ONE SOURCE
Using two Viewer nodes can be a great way of looking at multiple
versions of the same shot, for example, a specular pass loaded
into Viewer2 to compare with the main beauty pass. Making extra
Viewers is a handy way to work with a lot of footage.

STEP BY STEP SET UP TWO VIEWERS IN NUKE

01 02

03 04

01INITIAL SCENE SETUP


This tutorial was created in Nuke 14
and is aimed at new users using the OCIO
03 VIEW BOTH
NODES TOGETHER
To view both nodes concurrently, click
and ACES 1.2 config Project settings, and drag the Viewer2 window to the side
Nuke provides many which are accessed with the ‘S’ key. A of the main view display. This will create
ways to keep a Node render sequence of EXR files has been a dotted outline denoting where and
Graph organised loaded into Nuke and connected to the how much of the screen the Viewer will
default Viewer node. That node is set to occupy. When the Viewer occupies half of
use the sRGB (ACES) View Transform, the the screen, let go of the button, and the
default for the OCIO config. Viewer2 screen should appear beside the
Viewer1 screen.

This happened to me recently when I


02 ADD AN ADDITIONAL
VIEWER NODE
There is a range of options to add a 04 ORGANISE THE SCENE
As you can now see, when placed
grouped a range of renders in Nuke. The second Viewer node into Nuke, either side by side the two viewers can show
colour settings in the View Transform of through the toolbar by pressing the drastically different colour profiles for
the Viewer in the group were different Tab key in the node graph and typing the same render. Like most things in
from the Viewer in the main node graph. “Viewer”, through the main application Nuke, these nodes can be relabelled,
Still, I quickly realised that it was the Viewer Viewer menu, or with the shortcut CTRL+I. which in this case means denoting Viewer
node, which meant seconds of confusion Connect the new Viewer up to the EXR 1 with its task of displaying colour in a
rather than hours of panic. This quick Render sequence, and set the View standard 8-bit fashion that’s suitable for
tutorial for artists new to Nuke will set up a Transform of the second node to a suitable social media, while Viewer 2 can be used
simple two-viewer comp, showing how one HDR-ready Transform such as the P3-D65 to preview HDR workflows on HDR-
render can be used to create an sRGB and ST2084 100 nits (ACES). equipped monitors.
HDR workflow concurrently.

3D WORLD 77
Your CG problems solved

Perfect visual sync in


Blender is simple, and
takes just five minutes
with this process

SOFTWARE: BLENDER

HOW DO I SYNC MUSIC


WITH BLENDER?
Raphaëlle Abras, Paris

Pietro Chiovaro replies

With the advent of web 3.0 light by right-clicking on the parameter


and new, better-performing and choosing Insert Keyframe. EXPERT TIP
virtual reality headsets, entertainment Moving to the Graph Editor panel, we
is changing, and it’s not uncommon to have to select the animated parameter, EXPERIMENTING
produce virtual gigs you can enjoy from in this case Power, and click on Channel
home. In this tutorial, I’ll show you a simple followed by ‘Bake sound to f-curve’. Now
The key part of this process is to
way to get parameters from any audio to select the audio you want to use, and once transform the audio with parameters
produce lighting and movement effects done you’ll see a curve, which is the song
that sync with music in Blender, without converted into a graph.
that change in relation to the beat and
the need for any external software. Depending on the song, you may need flow of the music. This can be applied
In this render, I first created a simple to increase the effect of this curve, which
stage using basic shapes, then assigned can be done by again hitting Channel and
to different kinds of objects, particle
some materials, and lastly added lights Un-Bake Curves. The curve will now be systems, lights or specific elements
and the crowd. As soon as you have your editable, allowing us to press ‘S’ and ‘Y’ to
environment, we can focus on the process scale it and increase the effect; I suggest
of a shader – such as emission,
of getting the data from an audio file. scaling up around 10 times the default. colours or displacement – that can be
Let’s start animating a light of any kind; To finish, we have to add the actual
spot light, point light, sun light, and so audio. Head to the Video Sequence panel
animated in the timeline. Have fun and
on. In this case I decided to just use point and, always starting from frame 1, add the experiment with it!
lights. Add your light, head to the Editor same sound you used for the light. If you
panel and select it. We need to insert a now click play, you’ll see the light emission
keyframe at frame 1 of the Power of the increase and decrease with the beat.

78 3D WORLD
The number one destination
for digital art news,
views and how-tos
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www.creativebloq.com
News and views from around the
international CG community

Flett has been part of the Bristol VFX scene for eight years, and
enjoys the balance it brings to both his personal and work life
MEET THE ARTIST

Tav Flett
Learn how the compositing supervisor got his start in
VFX and what his work at Lux Aeterna entails

s a compositing supervisor, working on a feature film for Disney in months I decided that I needed to be closer

A
Tav Flett is instrumental in London and recommended I apply for a two- to my fiancee in Bristol, and I moved back
managing the compositing week work placement. I think I impressed to the UK as a freelancer. I worked across
pipeline of Bristol-based the team during my placement, because they a number of Bristol-based studios before
studio Lux Aeterna. With asked me to leave education and join them finally finding a home at Lux Aeterna.
over 10 years of experience working for on a full-time basis.
industry giants like Walt Disney and After consulting with my lecturers, I How do you keep things fresh?
Aardman Animations, he’s brought new was able to work at Disney four days a week I find that taking on as much variation in
tools, techniques and ideas to his projects, alongside my studies, commuting back and work and projects as possible always keeps
particularly when it comes to colour forth between Bristol and London. Despite things interesting. I tend to get bored doing
science and compositing workflows. all the travel that was involved, I managed the same job over and over, so getting out of
After working freelance with the to balance my time and graduated with a my comfort zone, whether that’s learning
company for three years, leading on titles first-class honours degree in media practice new software or doing stints at other
like Netflix’s Our Universe, Flett joined Lux with animation. studios, is a great way to learn new skills and
Aeterna as a permanent member of staff in During my time in London, I worked as stay relevant. This industry really is moving
February 2023. He sat down with us to talk a junior compositor on projects like Tim faster and faster these days, so it can be a
about his origin story, career highlights, and Burton’s stop-motion classic Frankenweenie, challenge to keep up.
the challenges of running a VFX pipeline. however once that project wrapped I was
at a loose end. Luckily, through some of my What’s your day-to-day life like?
Can you tell us about your path into contacts on Frankenweenie I was able to My day-to-day life is actually pretty chilled,
the VFX industry? secure a compositing position at a company apart from delivery weeks. Work at Lux
I started out at the University of the West called Telegael, located on the west coast Aeterna usually revolves around meetings
of England in Bristol, studying audio of Ireland about an hour west of Galway. with the team in the mornings to get up to
production. My girlfriend, now wife, was Having worked there for a number of speed across however many projects we

80 3D WORLD
Meet the artist

Our Universe images courtesy of Netflix


Netflix series Our Universe has been one of Flett’s favourite projects
to date, as he helped to produce a number of shots for the series

Lux Aeterna VFX is


By working across studios large and small, Flett based in the heart of
believes artists can gain greater perspective and the Bristol, opposite the
ability to be more hands-on across different disciplines BBC’s studios

have in the studio at the time. That’s where


we figure out with production, and the other
supervisors, the most economical way to
approach shots while still delivering quality
and meeting clients’ demands. The rest of
the day is usually split between comping
sequences and directing traffic.

Can you tell us a bit about your


current studio setup?
Our studio currently runs on a lot of
different software as we have quite a wide
range of media we work with. For our
VFX pipeline, we use Nuke as our main
Image courtesy of Walt Disney Pictures

compositing package, Maya for 3D, and


Houdini for simulations. The bulk of the
lighting is done in Maya with Houdini.
We also use a mix of Arnold, Redshift, and The contacts made while
occasionally Mantra for rendering. working on Frankenweenie
For the graphic side of things we opened doors for Flett
predominantly use Adobe Creative Suite

3D WORLD 81
Meet the artist

Flett is a compositing supervisor with


experience spanning over 12 years

and Cinema 4D. It can be tricky keeping


the pipeline consistent through so many
different software packages, but having
ACES and OCIO now commonplace in most
software applications does make things
considerably easier.

Can you walk us through a typical


piece from concept to final render?
Generally, a sequence will start with the In total, the Lux Aeterna team comped over 700 high-end
concept art and storyboards that one of VFX shots when working on the Our Universe series
our in-house artists will devise with the
director to try and realise their vision. Once
these have been nailed down, we’ll review Unlike previous studios I’ve been What are the current trends within
the boards as a team, bearing in mind the employed by, the work at Lux Aeterna the industry?
budget, and try to devise the best way to tends to be less prescribed, which means Along with the evolution of AI and newly
approach it. There are lots of different ways that I can get hands-on experience in areas integrated AI tools into Nuke’s standard
to approach a single problem, so this is outside of compositing, like production workflow, and the ongoing discussion
actually a critical step in the process. management, concept art, title graphics, art around work-life balance, the move to ACES
Once we’ve settled on an approach, direction, and research and development. colour space over the past few years has
depending on the type of shot, we’ll either Add that to larger projects we work on like made a huge difference.
speak with the directors and DPs on the best Our Universe, where everyone’s chipping in As more vendors, such as the likes of
way to capture footage in the case of live and cross-pollinating skills and ideas, and it Netflix, have requested that companies
action, or we’ll start to previs and blockout can be a very exciting place to work. adhere to the standardised colour space,
shots in the case of CG. We repeat these it’s meant that post houses now don’t have
steps through 3D and then 2D until the What are the biggest challenges in to do as much work for tasks like grading,
director’s happy and will hopefully sign off. the VFX pipeline? resulting in a faster workflow and fewer
It’s a slow, iterative process, but you can’t In any VFX pipeline, technology plays a complexities when it comes to compositing.
rush it, or it’ll come back to bite you. massive part in ensuring the best work is Having a standardised production, from
delivered. Vendors are always asking for shoot through to post, has made my
What’s the best thing about working higher-quality work, and with 4K rapidly workflow much smoother and quicker.
in-house at a VFX studio? becoming the standard resolution now,
I would describe the working culture at Lux render farms are getting overloaded because What advice would you give to
Aeterna as creatively open. The ethos of of the increasing file sizes. As a result of people who are trying to progress in
BDH, the studio’s former name, always had a this, trying to complete the work to a high the VFX industry?
strong sense of family, which has very much standard in such a short space of time can Gain as much experience as possible in as
carried through to Lux Aeterna. There’s be very challenging. many different areas of work as you can.
also good work-life balance and we’ll often Luckily, we have an excellent R&D Working in both big and small studios will
socialise outside of the studio, like going to team whose job is to stay on top of all help to round out your experience. In larger
the pub or watching the rugby. technological advancements, particularly studios, your role is much more prescribed,
Being able to stay in Bristol is also a huge AI, which can help speed things up. Since but you have exposure to larger production
bonus as it’s such a creative place. The city the introduction of text-to-image model lines and workflows. In the smaller studios,
is continuing to attract a lot more talent and Stable Diffusion, we’ve been able to ease the you have the ability to be much more hands-
bigger projects from out of London, without load thanks to its ability to generate quality on across different disciplines, picking up
the same levels of pressure that jobs in the textures, matte paintings, and concept art skills and knowledge that span the entire
capital can have. incredibly quickly. studio offering. Working across both

82 3D WORLD
Meet the artist

DEVELOPING A
UNIVERSAL PROJECT

“I really enjoyed the work we did on


Our Universe,” says Tav Flett. “I’ve
worked on lots of exciting projects
recently, such as Star Wars: Visions
for #ardOan and .ucasƂlO, and
also Tiny World for Apple TV. But
Our Universe was truly something
different, marrying the epic sciƂ
imagery you’d see in something like
2001: A Space Odyssey with the
grounded, intimate moments found
in the best nature documentaries.
“Engaging as a collective to
develop a new language of visual
storytelling, which worked in both
a dramatic and factual manner, was
really satisfying. It was also the result
of a strong collaboration between
Lux Aeterna, BBC Studios and
0etƃix. The BBC in particular gave
our team lots of creative freedom,
and I loved working with the series
directors Stephen Cooter, Alice
Jones, and Naomi Austin.”

gives you great perspective, helping you to


understand how different applications and
deliverables are applied across the VFX and
creative workflow.

Is there a dream project that you


would like to work on?
I’d probably have to say at the moment I’m
really enjoying a lot of Denis Villeneuve’s
films. Not only are they beautifully shot
with immaculate VFX work, but the stories
Image courtesy of Universal Content Productions

and concepts have a lot of depth; they’re


not just about people being thrown through
buildings. I always enjoy working on
projects that have something to contribute,
rather than those that are simply about
making money. Flett served as a digital compositor
You can find out more about Lux for black comedy series Happy!
FYI Aeterna’s work by visiting lavfx.com.

3D WORLD 83
We explore the latest software and
hardware tools to see if they are

Justin Siemt (artstation.com/justin_siemt) / Abenstein, Maximilians am See


worth your time or money

AUTHOR PROFILE
Paul Hatton
After graduating with
a first-class computer
SOFTWARE REVIEW
3D generalist Justin
science degree, Paul

RailClone 6
Siemt put RailClone
Hatton has spent
to good use in his
nearly two decades
archviz work
working within the 3D
visualisation industry.
PRICE £195/$275 | COMPANY iToo Software | WEBSITE itoosoft.com/railclone
PROS

R
ailClone first hit the 3D For this latest release there multiple parts, even if they’re
Great support and marketplace in 2010, has been a particular focus the same component.
development making it possible to on exterior road and street- Another nice addition to
create procedurally driven related assets. I’m especially this modifier is related to the
Ever-growing and models. Artists were already excited by the road library, faces that are left after slicing
improved asset library in full flow with duplicating because this will make setting through an object. It’s now
and instancing tools, but up roads and their associated possible to treat these faces
the concept of using set line markings an absolute with separate Material IDs,
CONS parameters in order to breeze. That has historically ensuring that they are properly
generate models wasn’t in been a time-consuming task to represented in the final image.
Only works many people’s minds. get right, with artists having to These new improvements to
with 3ds Max At the time it was a game rely on masks and complicated RailClone’s slicing capabilities
changer, and it continues to maps to achieve anything that help it to further integrate into
Rivals chomping largely dominate the market. In comes close to realism. an artist’s workflow.
at its heels the past 13 years, RailClone has Meanwhile, the new RC Aside from the more
evolved with the ever-changing Slice modifier now makes it feature-focused additions and
needs and requirements of a even easier to divide up your improvements, it’s also a relief
MACRO NODES fast-paced and demanding existing meshes for use within to see that the RailClone Style
industry. In this latest release RailClone. This modifier means Editor will now remain on top.
When working with users get a major overhaul that users can link to the The annoyance of having to
RailClone nodes it can get to the asset libraries, an all same sliced component from open and close this during a
pretty cluttered. Macro new RC Slice modifier, and an anywhere within their node workflow was a big bugbear for
nodes aim to solve this improved workflow for their graph. This has the obvious many artists. No more though,
problem by enabling node graphs. benefit of not having to create with the always-on-top editor.
artists to copy and paste The power and flexibility
entire graphs into macros. of parametric modelling is
If you’re struggling to multiplied tenfold when it’s THE VERDICT
conceptualise what this then partnered with excellent
looks like, in essence assets; an area RailClone has RAILCLONE 6
it’s pretty much a case
of grouping a collection
of nodes into one single
Macro node.
devoted a lot of time to over
recent years. Artists can now
enjoy a much larger array of
libraries to choose from when
8.0
OUT OF 10
RailClone has supplanted itself into the workflow of many
artists, and this latest update will make it even easier to
create dressed scenes. If you’re wondering what all the
fuss is about, then take their Lite version for a spin.
setting up scenes.

84 3D WORLD
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Mobile apps for 3D scanning

GROUP TEST

MOBILE APPS FOR


3D SCANNING
Create assets for your visualisations, videos and games with
no-stress workflows and incredible results
REVIEWED BY PAUL HATTON

here’s no getting or room that you want a 3D and tablets has only further from strength to strength and

T away from it. Asset


creation is easier
than it has ever
model of, then the rise of 3D
scanning apps will save you
countless hours and make the
extended the capabilities
of small devices to deliver
incredibly accurate scans.
bigger players in the market,
such as Epic Games, have
entered the fray.
been. That is, assuming you modelling of complex objects I first came across the In this review we’ll take a
have access to a physical something no longer restricted creation of 3D models from look at some of the biggest
version of the asset that you to more advanced artists. photos when Bertrand Benoit apps out there. Each targets
want to replicate in 3D. If What was initially possible with posted some images on his itself towards specific areas
you don’t, then this group expensive laser scanners has blog. It opened my eyes up of the market, but the same
review won’t help you in increasingly found application to the possibilities, and to the rules always apply: have even
those circumstances. Sorry. within the mobile market. The required attention to each lighting, minimise reflective
If, on the other hand, you rise of LiDAR in some of the step of the process. Over the surfaces, and capture the best
have access to the object most recent mobile phones years, mobile apps have gone quality photos that you can.

86 3D WORLD
Mobile apps for 3D scanning

RealityScan helps to

RealityScan 1.1
PRICE 10 free scans per month / Pro £19/$25 monthly / £145/$180 annual | COMPANY Epic Games | WEBSITE unrealengine.com/realityscan
guide the user through
the scanning process

Epic Games marked a defining


year in 2021. Through the “ITS FEATURES MAKE THE SCANNING
introduction of MetaHuman
alongside the acquisition of
PROCESS FEEL PRETTY SEAMLESS” FEATURES
Capturing Reality, Epic Games
displayed its intention to make Android and iOS
it as easy as possible to create maintaining an even gap Inexperienced users will
assets for Unreal Engine. between my photos. particularly appreciate the AR guidance
MetaHuman has gone from Alongside this, the AR support offered by the app.
strength to strength and now guidance proved particularly One of the downsides In-app cropping
enables artists to deliver not helpful in that it told me is that it’s strongly tied into functionality
only realistic-looking humans, exactly where I needed to take Sketchfab. You not only need
but ones that are animatable. extra photos. It highlighted an Epic Games account to use FBX and USDZ
The acquisition of Capturing problem images with a red RealityScan, but you then need export options
Reality and its associated 3D outline, which meant I could a further Sketchfab account
scanning technology has also address problems in the to be able to access and Sketchfab
delivered incredible results. coverage and a lack of overlap download your models. I would integration
RealityScan is free to use and in the photos. This feature is prefer to have stayed within
the resulting models are not fairly common to scanning the RealityScan framework to
limited to use only in Unreal apps, but in RealityScan there access my models. Users are
Engine, unlike MetaHuman. is the additional feature that also limited to just 10 uploads
The first thing I was it gives you a brief note to per month before having
impressed by was the visual explain how you can fix the to pay for a pro or premium
feedback in the camera view. problem images. account. This takes a bit of a
VERDICT
As I took photos, the 3D The process of capturing shine off the ‘free’ app.
location of those photos was
being overlaid live onto the
camera view. This made it
incredibly easy to see where
photo scans truly felt like a
team effort between me and
the app, almost like my hand
was being held throughout
All in all, this is a brilliant
scanning app. It’s easy to
use, intuitive and the features
that it offers make the overall
9.0
OUT OF 10

gaps were in the photo the process to ensure it was scanning process feel pretty
coverage, and whether I was as pain-free as possible. seamless and simple.

3D WORLD 87
Mobile apps for 3D scanning

The MagiScan app is best


used to capture scans of
smaller objects
MagiScan
PRICE Free with limited scans and features / Premium £7.50/$9.50 monthly / £48/$60 annual | COMPANY MagiScan
WEBSITE magiscan.app

MagiScan allows its users to slowly though, otherwise you’ll is able to do without paying
scan objects up to 1m in size. only capture blurry photos that for the premium version. This
It is, therefore, not suited will be useless for creating an begins by limiting the camera
FEATURES towards scanning larger accurate scan. mode to 45 photos rather than
objects or rooms, but excels Another nice feature is the 200 with premium, the Upload
Android and iOS in scanning objects such as ability to upload photos to the Photo option is restricted,
furniture, sculptures, food or app that have been created and no more than three scans
Camera mode general set-dressing items. using an external camera can be created before you’ll
To carry out the scanning, such as an SLR or drone. This have to part with some cash.
360-degree MagiScan offers the traditional is perfect for more advanced The premium version not only
compass mode photogrammetry approach of users who want much more reduces and removes these
enabling the user to move their control when capturing the restrictions, but also gives you
Upload photo device around and selecting photographs. This workflow high-priority processing.
functionality when photos are taken. This enables the user to make use MagiScan succeeds at
puts the power in the hands of of a polarising filter that helps providing the necessary
the user, which in some ways is to eliminate reflections from workflows for multiple types
important, but also means that objects, and any amount of of photogrammetry and 3D
getting the required coverage post-processing can be carried scanning, and is one of the
can be problematic. out on the photos before most affordable ways to create
In recognition of this they’re uploaded to the app. 3D models. See if it fits your
problem, and to make it easier It’s free to download, but workflow by making use of
for the user, MagiScan offers seriously limits what a user the three free scans.
a video-like option to capture
the photos. It involves moving
VERDICT the device around an object
while the app automatically
“ANOTHER NICE FEATURE IS THE
8.0
OUT OF 10
takes the photos it needs to
ensure good coverage. This
is a great feature and works
surprisingly well. Make sure
ABILITY TO UPLOAD PHOTOS CREATED
USING AN EXTERNAL CAMERA”
you move around your object

88 3D WORLD
Mobile apps for 3D scanning

Qlone
PRICE £19/$25 for Android app / additional cost for exporting | COMPANY EyeCue Vision Technologies LTD | WEBSITE qlone.pro
FEATURES

Android and iOS

Qlone, in many ways, is a Considering most scanning AR functionality


standard 3D scanner app, and apps don’t require a mat, “IT ADOPTS A
yet there are some things that Qlone should look to address Mesh-editing
make it stand out. Where other this quickly. The downside to VIDEO-LIKE MODE tools
apps have focused only on
perfecting the photography
scanning without a mat is that
processing moves from the WHERE THE APP HTML export
and scanning process, Qlone
has also given its efforts to
device to the cloud. If security
is an issue for you, the Android
TAKES THE PHOTOS (iOS)

developing and providing


additional tools such as built-in
option would be better.
The actual process of
AS THE USER
editing and a functionality
for AR animations.
scanning an object is pretty
seamless and effective. It
MOVES AROUND
In terms of workflow, one
of the main differences about
adopts a video-like mode
where the app automatically
THE OBJECT”
Qlone is the requirement to takes the required photos as
VERDICT
print out and use an AR mat. the user moves their device
The most recent iOS version
has the option to scan without
a mat, but that is not possible
with the Android alternative.
around the object.
The overlaid dome provides
instant feedback on where
photos have been captured
texture-editing tools. These
are by no means as advanced
as the likes of ZBrush or 3ds
Max, but will be useful for
7.0
OUT OF 10

The requirement of a mat and which areas will require making simple corrections
does make the scanning some attention. This ensures, prior to exporting. Getting
workflow a little clunky and as much as possible, that consistent textures is difficult
limited. Users must have the resulting model will be using photogrammetry, but the
access to a printer and the size fully covered and takes the built-in blurring and painting
of the printout is limited to its guesswork out of the process. tools help to overcome these.
format. For most people this If your first attempt is not as Qlone is a comprehensive
will be A4, although for some successful as you needed, then 3D scanner that is being
it could be A3. you can carry out a second advanced all the time. It’s a
Either way, the object to scan and try merging the two shame the iOS and Android
be scanned must not only results together. versions are different, but the
fit onto the mat, but also Once the scan is complete, features contained in both Qlone overlays a dome to
cannot be taller than the Qlone will then offer some provide the necessary tools to offer feedback on where
AR dome overlaid onto it. rudimentary sculpting and get great results. your scan needs attention

3D WORLD 89
Mobile apps for 3D scanning

The editing tools available


in Widar are nifty, though
not at the same level as a
dedicated program Widar
PRICE Five models free per month / Pro £8/$10 monthly / £55/$70 annual | COMPANY WOGO, Inc.
WEBSITE widar.io

Widar is a lightweight app that the app to decide when I’m in some basic adjustments, but
packs a punch on features. a new, overlapping location. are by no means extensive
It behaves very much like I ended up taking a series enough to correct any major
FEATURES a social media app, with of photos that weren’t usable, errors in the scan.
editing and composition but it was easy to delete those One feature I loved was
Android and iOS functionality that would be before the processing and the Compose tool, which lets
at home in any photo-editing creation of the model. As with users make changes to the
3D model editing app. Don’t let that fool you any 3D scanner, it’s definitely scene as a whole and add in
though. It has fully functional easier and more predictable to other objects if required. I
Post-production photogrammetry and LiDAR put your object on a turntable was particularly impressed by
lighting capabilities, and can create 3D and your camera on a tripod. the ability to add lights to the
models that can be tweaked Once the 3D model had scene. These could be moved
either in-app, or more reliably been generated I entered and parameters such as colour
in a separate DCC. into the editing tools. There and brightness adjusted.
The app’s photogrammetry are a few simple tools such as Again, you’ll get much better
side adopts a video-style erasing geometry, cropping results with a dedicated
approach to moving around the scene and even post- renderer, but for simple edits
the object and taking photos processing tools on the on the fly this is impressive.
automatically. I wasn’t a huge textures. There’s also a set of Widar would benefit from
fan of this implementation sculpting tools, but I’d prefer improvements to its capturing
because it takes photos at to do this in ZBrush on my functionality to make it more
regular intervals, rather than primary machine rather than automatic, but its functionality
when it determines you’ve on a mobile device. All of these for editing and composing set
moved your device into a new tools are helpful for making it apart in many regards.
VERDICT location. I felt under pressure
to make sure I’d moved my

8.0
OUT OF 10
device enough and to have
it sufficiently focused on my
subject in time. It is possible
to adjust the length of those
“I WAS IMPRESSED BY THE ABILITY
TO ADD LIGHTS TO THE SCENE”
intervals, but I much prefer for

90 3D WORLD
Mobile apps for 3D scanning

3D scanning on devices functionality for capturing scanning app functionality.


such as phones and tablets the photos. All three of the RealityScan offered next to
has been available for a other apps used this type nothing in terms of additional
while. It has only gained of capture technology, and features, while Qlone and
the traction it has in recent MagiScan opted for providing Widar provide additional
years because it now not the most comprehensive set editing tools. For serious
only delivers on the level of of options for photo capture, users, these are far too
quality required, but also fits video capture, and even photo rudimentary for anything
into a broader ecosystem of uploads from external sources. particularly meaningful, but if
tools that are suited towards In that regard, MagiScan is you’d like the ability to make
both traditional workflows probably the best option if changes to your scanned
and the emerging game you want all that functionality models and their textures then
engine market. in one place. those apps are good options.
Advances in mobile tech, I was highly impressed
including camera capabilities by RealityScan’s additional SUMMARY
and LiDAR, has meant that guiding tools, which helped I think my favourite app was
what you hold in your hand me to get all the necessary RealityScan but, to be fair, all
has enough hardware and photos, and correct issues the apps we’ve looked at in
processing power to deliver with any unsuitable ones. this group review will serve
incredible results. Meanwhile, I was probably you well. Each app performs
In this conclusion we’ll place least impressed with Widar, its core functionality solidly,
the four apps side-by-side to which felt like it was forcing but the implementation of the
get a feel for how they stack me to be quicker than I tools varies quite considerably.
up against each other. We’ll wanted and lacked any The way they ‘behave’ goes
break the conclusion down intelligent functionality to a long way to determining
into sections so we can clearly determine when a photo how enjoyable they are and
see how they each perform. should or shouldn’t be taken. whether they’ll fit into your
workflow. Take a couple of
USABILITY EXPORTING hours and give them all a spin,
The app I found the most All of the apps export to that’ll be the best way to get
usable was RealityScan, the major formats, so you’re a feel for them.
closely followed by Widar. unlikely to have any problems
RealityScan was intuitive and with getting the model into
the workflow through the a format that you can use “THE WAY THEY ‘BEHAVE’
various steps seemed simple
and understandable.
beyond the scanning app.
It’s with the exporting that
GOES A LONG WAY TO
There are simpler apps
that, in one sense, would be
most of these apps sting you
financially though.
DETERMINING HOW
easier to use, but RealityScan
contained some proper
Qlone has decided to
charge per export, which is
ENJOYABLE THEY ARE”
professional and advanced perfect for light usage, but
tools, and yet it was simple to the subscription model of
use. The implementation of Sketchfab with RealityScan
Widar is well thought through. might be better for more
Each section of functionality models, alongside the
contains its own set of additional functionality that
dedicated tools, and so the Sketchfab will provide you
interface never manages to through its subscription.
become too cluttered.
ADDITIONAL
CORE FUNCTIONALITY FEATURES
Interestingly, out of the apps To try and set themselves
we reviewed, RealityScan apart, each app provides
was the only one that didn’t complementary features
contain the video-style that go alongside the core

3D WORLD 91
Xencelabs Pen Tablet Medium Bundle

AUTHOR PROFILE
Paul Blachford
Paul is the Art Editor for
MacFormat magazine,
the leading publication
covering all things
Apple in the UK.

PROS

Stunning build quality

Wireless or
wired connectivity

Fuss-free setup

Class-leading
drawing experience

CONS

Complex interface

Steep learning curve

PACKAGE AT HARDWARE REVIEW


A GLANCE

The Pen Tablet Medium


comes with a host of
extras, including a
Xencelabs Pen
Quick Keys remote, one
Thin Pen (12g) and a 3
Button Pen (17g), both
with 8,192 levels of
pressure sensitivity. It
Tablet Medium Bundle
PRICE £330/$420 | COMPANY Xencelabs | WEBSITE xencelabs.com
also has wi-fi or USB-A

W
connectivity, with a hen it comes to For £330.00 you get a accessories like a second thin
USB-C adaptor supplied, fully featured medium-sized graphic tablet pen and spare nibs will cost
and up to 16 hours of graphics tablets, (measuring 320.5 x 232.5 x you extra.
battery life. Xencelabs is on a tear right 8mm), a Quick Keys remote The Xencelabs Medium
now, and it’s easy to see control, two styluses (the 3 Tablet Bundle’s pen case is,
why. The company’s Pen Button Pen and the Thin Pen, ahem, a case in point. Not
Display 24 has wowed with which features two buttons), only does it contain the two
its incredible build quality and a pen case, which comes aforementioned pens, it also
and cool set of features. with all kinds of add-ons and has 10 spare combo nibs, six
Now it’s the Xencelabs Pen accessories. An equivalent standard nibs and four felt
Tablet Medium Bundle’s Intuos Pro tablet from Wacom nibs. Plus a Bluetooth dongle,
turn, and it also stacks up would cost a similar price just a nib extracting ring and a
superbly in our testing. for the tablet alone, while the USB-C adaptor inside.

92 3D WORLD
Xencelabs Pen Tablet Medium Bundle

Main: The Pen


Tablet Medium
“THE INITIAL SET-UP WAS Bundle makes for
a solid package
PAINLESS, THE DRIVER Below: The case
COMES WITH PRESETS FOR keeps everything

ALL THE MAJOR APPS” in place, including


the spare nibs

Images courtesy of Xencelabs


As for the pens, both have The advantage of having are customisable with eight contact. Pressure sensitivity
an eraser button on top and these functions on a separate different colours. There are is easy to judge, and easily
offer up to 8,192 levels of controller becomes obvious also small programmable repeatable, which makes for
pressure sensitivity, along when you use it. Whether buttons along the top. a natural experience.
with 60 degrees of tilt, making you’re left- or right-handed, Set-up is painless. The This is a stunning piece
it easy to turn doodles into the controls can be moved to driver comes with presets of hardware, and proves
gorgeous graphics. exactly where you need them, for major apps that support that Xencelabs is a serious
Going hand-in-hand with minimising the risk of covering tablet input and we never contender. The bundle is great
the tablet and pens is the up the buttons when drawing. suffered any lag while using it, value, while the build quality
Quick Keys remote. This marks or instances of unregistered and design are exceptional.
a key point of difference in UNDER PRESSURE
Xencelabs’ and Wacom’s The Medium Tablet measures
tablets, as while the extra 8mm thick and is just a little
function buttons and controls larger than a sheet of A4 THE VERDICT
of Wacom are built into the paper. It has a sturdy metal
tablet, Xencelabs’ are largely base and rubber feet, plus XENCELABS PEN TABLET MEDIUM BUNDLE
separate. On the Quick Keys
remote you’ll find a jog wheel,
eight programmable buttons
(with up to 40 presets) and an
a palm rest so your wrist
always remains comfortable
during long working sessions.
The drawing area is framed
9.0
OUT OF 10
This is possibly the best tablet on the market, suitable for
enthusiasts and professionals alike. The Pen Tablet Medium
Bundle impresses in not only quality, but value too, and
extends Xencelabs’ impeccable product range.
OLED display for ease of use. by four corner LEDs, which

3D WORLD 93
Unreal Engine 5.2

AUTHOR PROFILE
Paul Hatton
After graduating with
a first-class computer
science degree, Paul
Hatton has spent
nearly two decades
working within the 3D
visualisation industry.

PROS

Free standard licence

Excellent tool for


virtual production

Massive worlds are


even easier to create
SOFTWARE REVIEW
Includes native Apple
Silicon support

CONS Unreal Engine 5.2


PRICE Free Standard licence | COMPANY Epic Games | WEBSITE unrealengine.com
Complex interface

U
Steep learning curve nreal Engine (UE), is introducing new features generated across a surface,
now at version 5.2 and including Procedural Content and then letting the software
continues to be a force Generation Framework (PCG) do all of the hard work. This
to be reckoned with. It took and Substrate. These sit with a type of technology is perfect
ML DEFORMER Epic Games eight years to number of feature refinements for creating forests or any type
CHANGES move from version 4 to 5 and and stability improvements of landscape and, in the case
it has continued to favour to keep the whole, complex of UE, any type of world.
At present, Unreal point iterations rather than machine moving smoothly. Unreal Engine actually
Engine relies on an full version updates. In this review we’ll take a introduced some scattering
offline solution for its So even though we’re look at two major toolsets that capability a number of releases
ML Deformer. In version reviewing 5.2 this time round, provide foundations for further ago with a Procedural Foliage
5.2, Epic Games is don’t be fooled into thinking improvements, as well as Volume. Although there are
making moves to give that this is just a minor update. seeing whether the new virtual similarities between the two,
artists the tools they Epic has packed a lot into production tools are anything the new PCG framework
need to enable this this release and provided the to write home about. Let’s provides a much greater level
simulation to be carried necessary foundation for even jump straight in. of functionality and has the
out in the engine. This greater and more substantial potential for being extended
will speed up workflows developments in the future. PROCEDURAL CONTENT on in future releases.
for cloth simulation UE and Unity continue GENERATION FRAMEWORK Once you have the PCG
artists and simplify the to trade blows, with both of If you’re used to any type framework set up, the workflow
creative process. This is them boasting the latest and of scattering tool such as is straightforward and intuitive.
carried out using Chaos greatest features that set MultiScatter or Chaos Scatter, Static meshes can be dragged
caching and includes them apart from the rest of then you’ll be familiar with the and dropped from the Content
training capabilities. the pack. This release features concept here. Scattering is the Browser straight over to the
an expansion to UE’s existing process of selecting assets, scatterer. Multiple meshes can
ground breaking toolset while setting rules for how they’ll be be added to create a massive

94 3D WORLD
Unreal Engine 5.2

Main: Environment
artist Riley Lewand
created his vibrant
cyberpunk bar in
Unreal Engine

Left: The Mimic


House, made by
Alan Andrade, used
Unreal Engine’s
Nanite technology

Below: Andrade
made his own
master shader for
the project

amount of variety within a some of the issues it has you’ll


single world.
As with other scattering
be able to make use of it
straight away.
“SUBSTRATE DELIVERS WHERE
solutions, you’ll need to keep
an eye on your hardware SUBSTRATE
THE EXISTING EDITOR LACKS”
resources. Static meshes, This feature was actually
especially vegetation, can introduced for early testing
contain millions of polygons, back in version 5.1 and is a a Substrate workflow at this With that in mind, stage
which results in an unwieldy new modular workflow for point in time. operations have improved via a
amount of data for your authoring materials. This new iOS app offering intuitive
scattered worlds. Always addition will be particularly VIRTUAL PRODUCTION TOOLS touch-based capability,
make sure that you know the pleasing for material creators UE 5.2 sees virtual production including colour grading and
limits of your hardware and that need to create layered tools continue to evolve. This light card placement. Being
the data contained in your materials. Substrate delivers is a key part of the product, so able to control these through
static meshes before you where the existing material it’s vitally important it keeps an iPad means filmmakers can
go experimenting with the editor lacks, primarily in improving. Development quickly set up the look and
scattering parameters. its limited ability to create is often driven by actual feel of their scenes, as well as
One of the neat things complex layered materials. production contexts where make changes easily on the
about the PCG framework As with any multi-layered tools are stress tested under fly. Production workflows look
is that it includes a run-time material, artists will need to intense conditions. It’s these almost unrecognisable from
component, which allows it to keep a careful eye on the where any lack of functionality a decade ago and it’s largely
respond to either gameplay nodes that they are creating. becomes apparent and new due to the innovation of real-
or geometry changes. Users Ensuring strict creation and features suggested. time engines including UE.
of Unreal Engine need models naming conventions will help
to allow for interactivity, and to keep everything organised
that is precisely what this and workflows light. THE VERDICT
framework enables. It’s also worth noting that
This feature is still in an even though Substrate is still UNREAL ENGINE 5.2
experimental phase so you
might want to wait a little while
longer before integrating it
into your production workflow,
in an experimental phase, it
performs incredibly well in
terms of its speed, stability
and realism. There is therefore
8.0
OUT OF 10
UE continues to go from strength to strength with new
and improved features that are instantly useful. PCG and
Substrate enable creators to make complex scenes in a
fraction of the time and enable a greater level of realism.
but if you learn to manage little concern with adopting

3D WORLD 95
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• Learn to capture and edit epic • All the details on what Unity’s • Journey into the awesome world • The tricks behind Pop Paper
practical effects with InCamera latest acquisitions mean for you of fan art with six pro artists City‘s unique 3D world revealed
• Expert advice for grading video • Visit the future for the lowdown • MPC on their dirtier, grittier • Expert advice on creating
footage using DaVinci Resolve on the VFX in The Peripheral Westeros in House of the Dragon stylised worlds using Blender
• Discover how Fusion can make • Discover how to level up your • Spend the day with animation • Insight on the evolving tech
your special effects pop old assets for Unreal Engine 5 supervisor Liz Bernard powering digital humans
• Guillermo del Toro on his award- • Dive into the new tools in • Find out what the Unreal Engine • Discover the top plugins to level
winning Pinocchio adaptation ZBrush 2023 with our expert review 5.1 update brings to the table up your Unreal Engine projects
• Downloads Free models and • Downloads Free models and • Downloads Free models and • Downloads Free models and
textures, files and more! textures, files and more! textures, files and more! textures, files and more!

ISSUE 294 JANUARY 2023 ISSUE 293 CHRISTMAS 2022 ISSUE 292 DECEMBER 2022 ISSUE 291 NOVEMBER 2022
ACTION-PACKED STYLISED 3D DISCOVER AMAZING ANIMATION MASTER NARRATIVE BLENDER SCENES ADD MORE STYLE TO YOUR SCULPTS
• Get the inside dope from DNEG • Delve into the creation of • Pro tips on composition and • How to design amazing stylised
Animation on Entergalactic Skydance Animation’s Luck lighting for story-driven images characters with basic techniques
• Discover the secrets behind a • Master golden hour lighting for • Behind the otherworldly VFX of • Learn expert tips and techniques
hilarious Star Wars fan film atmosphere in your scenes Stranger Things season 4 for upgrading your old art
• Learn all about the history and • How Prehistoric Planet is • How MPC transformed Pinocchio • How the unique creatures of sci-
techniques for 3D scanning bringing dinosaurs back to life into a live-action adventure fi horror film Nope were realised
• Create atmospheric sci-fi cities • Design and sculpt custom toys • Review round-up of the market- • We interview Aardman about
in Blender and Photoshop for 3D printing in ZBrush leading scattering tools new technological developments
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DESIGN ART TOY RENDERS CREATE A STYLISH KITCHEN SCENE adapt all submissions.

Oscar Juárez shares his process for making Follow along as Shaygan Shamlou shows you
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