3dcreative issue 90 - february 2013

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Issue 090 February 2013 Gallery - 10 of the best images from around the world! Concept Artist for IdSoftware Project Overview by Robert Craig Gallery Matthew Burke Modeling Futuristic Vehicles This issue texturing and shaders are the main subject matters covered by Arturo Garcia (3dsmax) and Renato Gonzalez Aguilante (Maya). The Submarine Pen Andrew Finch brings us the penultimate chapter of his Unreal Games Engine series, this time focusing on finalizing the lighting and adding details. NEW! Character Animation Brand new this month, Camilo Duarte Franco begins his Character Animation tutorial series with an in-depth look at the basic human walk. Back by popular demand and within the pages of this month’s 3DCreative we start off our all new series of ZBrush Speed Sculpts. Daniel Bystedt kicks things off with some handy hints about the creation of his fantastic Oger creature. Art Class Cover image by Daniel Bystedt NEW!

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3DCreative Issue 90 - February 2013

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  • Issue 090 February 2013

    Gallery - 10 of the bestimages from around

    the world!

    Concept Artist for IdSoftware

    Project Overview by Robert Craig

    Gallery

    Matthew Burke

    Modeling Futuristic VehiclesThis issue texturing and shaders are the main subject matters covered by Arturo Garcia (3dsmax) and Renato Gonzalez Aguilante (Maya).

    The Submarine PenAndrew Finch brings us the penultimate chapter of his Unreal Games Engine series, this time focusing on finalizing the lighting and adding details.

    NEW! Character AnimationBrand new this month, Camilo Duarte Franco begins his Character Animation tutorial series with an in-depth look at the basic human walk.

    Back by popular demand and within the pages of this months 3DCreative we start off our all new series of ZBrush Speed Sculpts. Daniel Bystedt kicks things off with some handy hints about the creation of his fantastic Oger creature.

    Art ClassCover

    imag

    e by

    Dan

    iel B

    yste

    dt

    NEW!

  • page 2www.3dcreativemag.com Issue 090 February 2013

    Contents

    EditorialWelcome to the February

    issue of 3DCreative! In this

    months magazine we have

    a fantastic array of artwork

    from some of the top digital

    artists around today. We

    see a few new faces in

    our tutorials section, and a

    few old ones too. With an

    inspiring Making Of and

    fascinating interview, you

    wont know where to begin!

    We have the next instalments of Arturo Garcia and Renato

    Gonzalez Aguilantes Beginners Guide to Modeling Futuristic

    Vehicles tutorials. As always, Arturo covers the key skills in

    3ds Max and Renato instructs in Maya. This month, they look

    specifically at texturing and shaders, both imparting some

    excellent tips on achieving that realistic futuristic render on your

    sci-fi vehicles.

    Andrew Finch starts wrapping up his Unreal Games Engine

    tutorial series on creating a submarine pen, with the second-to-

    final instalment on applying particle effects and completing the

    final polish. Dont miss the next issue for the final instalment in this

    fascinating and detailed series.

    Brand new this month, is the first in a series of tutorials on

    Character Animation by Camilo Duarte Franco. He starts his

    series off with an excellent tutorial that gives an in-depth look at

    the basic human walk, and how to transfer those observations into

    your CG model. Watch out for those useful little hints on creating

    realistic movement!

    Next in our series on Speed Sculpting with ZBrush is a fascinating

    one-off tutorial by CG artist Daniel Bystedt. Daniels tutorial gives

    us some handy hints on creating a realistic sculpt and divulges

    some of those universal sculpting tricks that can be used to create

    features on any humanoid model.

    Prepare to explore the processes behind the fun Art Class image

    featured in last months gallery, in our bright Making Of by Robert

    Craig, and find out more about digital artist Matthew Burke in our

    interview, as he talks us through his rise from a small town in Iowa

    to a successful position in the digital gaming industry. To cap it all

    off, this months gallery also features some amazing new artwork

    from some of our best artists, so prepare to be inspired!

    Contents Whats in this month?

    Matthew BurkeInterview - Concept Artist for IdSoftware

    The Gallery10 of the Best 3D Artworks

    Futuristic Vehicles3ds Max & Maya - Chapter 5

    Character AnimationChapter 1: Walking

    The Submarine PenChapter 8: Finalizing the Lighting

    ZBrush Speed Sculpting 2Chapter 1: Oger

    Art Class Project Overview by Robert Craig

    Sample ChapterDigital Art Masters: Volume 7 - Filip Novy

    About us 3DTotal.com Ltd Information & Contacts

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    Free Stuff!Wherever you see this symbol, click it to

    download resources, extras & even movies!

    Editor Jenny Newell

    Lead Designer

    Chris Perrins

    Layout Matthew Lewis

    Layla KhaniAz Pishneshin

    Content Jenny Newell

    Richard TilburyJessica Serjent-

    Tipping

    Proofing Jo Hargreaves

    Marketing Emma Handley

    Copyright 1999-2013 3DTotal.com Ltd. All Rights reservedAll products and websites created/published by 3DTotal.com Ltd including www.3dtotal.com,

    www.3dcreativemag.com, www.2dartistmag.com all physical books, ebooks, emags, video content, texture

    libraries and any future releases may not be reproduced in any form or by any means, without the prior

    written consent of the publisher.

    Image by Matthew Burke

  • Setting up your PDF reader For optimum viewing of the magazine, it is recommended that you

    have the latest Acrobat Reader installed. You can download it for free,

    here: DOWNLOAD!

    To view the many double-page spreads featured in 3DCreative

    magazine, you can set the reader to display two-up, which will show

    double-page spreads as one large landscape image:

    1. Open the magazine in Reader;

    2. Go to the View menu, then Page display; 3. Select Two-up Continuous, making sure that Show Cover Page is also selected.Thats it!

    Get the most out of your

    Magazine!If youre having problems viewing the double-page spreads that we

    feature in this magazine, follow this handy little guide on how to set

    up your PDF reader!

  • page 4www.3dcreativemag.com Issue 090 February 2013

    Contributors

    Contributing artistsEvery month artists from around the world contribute to 3DCreative, and

    you can find out a little more about them right here! If youd like to get

    involved in the 3DCreative magazine, please contact: [email protected]

    Andrew Finch Aged 30 and living

    in the great city of

    Birmingham, in the

    U.K. He has a degree

    in 3D Animation

    which inspired his

    passion for environment art. He now works as

    an environment artist at Codemasters. He says,

    Working in the games industry is exciting: you

    never know what the next project will be and

    theres always something new to learn. This

    helps to keep you creative and grow as an

    artist. [email protected]

    Arturo GarciaArturo Garcia is a

    freelancer living

    in Mexico, with 2

    years experience

    in modelling cars.

    He uses 3ds Max

    software, and his goal is to make models

    become as real as possible even confusing

    them with what is real!

    http://dessga.cgsociety.org/gallery

    [email protected]

    Image by Alexandr Novitskiy

    Camilo Duarte

    Camilo Duarte is a Character Animator

    from Colombia. His

    previous works include

    Star Wars: The Clone

    Wars Season 5 in

    Tokyo, and he has just finished the work on

    a Spanish feature film entitled: Justin and the

    Knights of Valour. He is currently waiting to start

    some new exciting projects around the world.

    http://www.camiloduarte.tumblr.com/

    [email protected]

  • page 5www.3dcreativemag.com Issue 090 February 2013

    Contributors

    Image by David Jankes

    Would You Like to Contribute to 3DCreative or 2DArtist Magazine?We are always looking for tutorial artists, gallery submissions, potential

    interviewees, making of writers, and more. For more information, please

    send a link to your portfolio, or send examples, to: [email protected]

    Daniel Bystedt Daniel studied CG

    at Digital Graphics,

    Nackademin in

    Stockholm, Sweden

    during 2007-2009.

    Currently he is working

    as Lead Modeler at Milford Film & Animation; a

    great Stockholm based 3D animation company.

    Recently he participated in the ZBrush 4R5

    beta testing and his final image is now used to

    promote the latest release of ZBrush.

    http://dbystedt.wordpress.com/

    [email protected]

    Matthew Burke

    Matthew Burke is a twelve year veteran in

    the gaming industry

    who is currently a

    senior concept artist

    at IdSoftware in

    Dallas, Texas. Primarily using StudioMax and

    Photoshop, Matthew Burke specializes in hard

    surface modeling and mechanical design.

    http://mburke.cghub.com/

    [email protected]

    Robert Craig

    Rob started his career

    at Electronic Arts,

    working first as an

    Environment artist

    and then going on to

    spend several years

    specialising in Lighting. Rob is currently working

    as an Art Director in the video games industry.

    In his spare time, he likes to stay busy with

    his own projects that allow him to stretch his

    imagination and try out new things.

    http://bob1982.cgsociety.org/gallery/

    [email protected]

  • CG Artist Matthew Burke gives us an insight

    into becoming successful in the world of

    computer games design. From factory work

    in Iowa to Terminator and Doom 4 in Texas,

    Matt takes us through some of the key

    moments of his life and career so far.

  • page 7www.3dcreativemag.com Issue 090 February 2013

    Matthew Burke Interview

    Can you tell us a little about your

    background and how you came to be where

    you are now?

    I was inspired to work in the computer games

    industry through a delicious combination of

    boredom and desperation.

    I grew up in a small town in northern Iowa, in a

    time before video games became popular. We

    only had two, sometimes three, channels on our

    color television, and so I found myself desperate

    for entertainment. I found drawing and creating

    artwork to be an inexpensive way to avoid

    boredom, and once I grew old enough to leave

    Iowa, I saw it as a potential way to escape

    a professional career in either agriculture or

    factory work.

    After a few years of alternately traveling and

    working menial jobs (ironically in factory work),

    I managed to find a little stability in Texas and

    enrolled in the Art Institute of Dallas. After

    graduation I luckily managed to get a job at a

    small, local game company. They took a chance

    on a skinny Iowan artist and the rest is history.

    Did you go into the games industry because

    it was a local opportunity or was this

    something that specifically interested you at

    the time?

    The idea of working in the gaming industry had

    always been my long-term goal. But as a poor

    graduate supporting himself through bar tending

    and waiting tables, any career involving art

    would have been more than welcome.

    Youve worked on some prominent titles in

    the past, but which ones proved to be the

    most challenging and why?

    Regardless of the studio or team, there are

    always many challenges you face when working

    on a game. For me, the first game title I ever

    worked on has been the most difficult to date.

    As the first and only concept artist on

    Terminator: the Dawn of Fate, I struggled to

    find a respective place in the studio. I wasnt

    a very versatile artist at the time and I worked

    slowly, using mostly pen and paper. I rarely

    used thumbnailing and I struggled at mechanical

    design, which was in high demand with the

    Terminator license.

    After several months of failed attempts, I finally

    managed to find some success and with that,

    started losing that shroud of insecurity. With

    each additional approved concept came more

    confidence, and with more confidence came a

    willingness to stretch myself artistically.

    I think failure should be a prerequisite for

    success.

    Are you confident enough now to take on

    any challenge/subject or do you ever face

    projects that you feel place you outside your

    comfort zone?

    I wish I could honestly portray myself as

    someone who is capable of conquering any

    challenge, undaunted to the end, but I still

    suffer the perpetual doubt in almost every

    image I produce. To overcome this I rely on

    a small collection of friends who will give me

    honest feedback and critique before I turn in a

    completed piece. Once they have reassured me

    that its good, I can breathe again and move on

    to the next task, then start the process all over

    again.

  • page 8www.3dcreativemag.com Issue 090 February 2013

    Interview Matthew Burke

    Can you see yourself applying your artistic

    skills within another industry or do you think

    that the games industry is your nich?

    Even after all this time working in the gaming

    industry, I am not oblivious to how lucky I am

    to get to do what I do. Driving to work in the

    morning I remind myself to look at the dread on

    the faces of people going to real jobs and so

    never take what I have for granted.

    However, there are times that I imagine what

    it would be like to work in film. Who wouldnt

    want to see their vision come to life on a movie

    theater screen?!

    With regards to your Roach and Pest Control

    vehicles, did you get free reign to both

    design and model them?

    Yes! Both of those are personal works that

    allowed me to explore outside of the usual

    constraints of studio production requirements.

    Its liberating to take a concept as far as you

    would like without worrying about deadlines or

    design requirements. Most importantly, it allows

    me to traverse worlds outside of the project I am

    currently working on.

    The Roach design is the first part in a series

    of mechs Im designing, and the Pest Control

    Vehicle was a re-imagining of an interplanetary

    pest control service idea that Allan Ditzig, a

    good friend of mine, had several years ago.

    Whilst being a concept artist is a fantastic job,

    it is still a job. Having personal projects and

    interests on the side is a great way to maintain

    my passion. Its a good reminder as to why I fell

    in love with art in the first place.

    Do you favour a genre over any others and

    are there any areas you would like to explore

    more?

    Obviously, I love the tech; partly because it is

    such a delicate dance between reaching for the

    I love the tech; partly because it is such a delicate dance between reaching

    for the unimaginable and yet staying grounded and

    functional.

  • page 9www.3dcreativemag.com Issue 090 February 2013

    Matthew Burke Interview

    unimaginable and yet staying grounded and

    functional. I would happily spend the rest of

    my professional career working in this genre,

    but from time to time I get the itch to explore

    creature or character design, and maybe even

    try something whimsical and cartoony for a

    change of pace. Without a doubt though, I will

    always have a special place in my heart for

    sci-fi.

    As someone who has been in the industry

    for twelve years, what would you say have

    been the most significant developments

    over the years with respect to the games

    industry?

    Personally, I think the single most important

    development is the recent popularity of

    Kickstarter crowd funding. With Kickstarter,

    small teams of truly inspired people can

    potentially bring some refreshing new ideas to

    light and make some incredible games that are

    outside of the mainstream.

    Do you ever see yourself using Kickstarter to

    launch a personal project?

    Absolutely!

    What types of game have really impressed

    you the most over the years with respect to

    design?

    I think the best way to honestly answer this

    question is to list the games that I have faked

    an illness to stay home and play. These include:

    Shadow of the Colossus, The Elder Scrolls V:

    Skyrim, Red Dead Redemption, Knights of the

    Old Republic, Unreal Tournament, Fallout 3,

    Quake lll: Arena, Batman: Arkham City and, of

    course, World of Warcraft. At this point I would

    need to convince my boss that I have contracted

    the Ebola virus!

    As someone who obviously likes games, do

    you take inspiration from these with regard

    to your own work or are they simply a form

    of entertainment?

    Of course! It is not uncommon for me to take

    dozens of screen grabs of a game while Im

    playing for inspection at a later time. Seeing

    another artists world building or composition

    helps me approach a task from a different

    perspective or may inspire me to try something

    less conventional.

    Matthew BurkeWeb: http://mburke.cghub.com/

    Email: [email protected]

    Interviewed by: Richard Tilbury

    Seeing another artists world building or

    composition helps me approach a task from a

    different perspective or may inspire me to try something

    less conventional.

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    In this two volume series, Scott Patton shows the processes he uses to create a 3D character for feature films. The first volume explores Patton's fast and efficient method for concept sculpting, skipping the 2D sketch phase all together and designing the character entirely within ZBrush. He covers everything from blocking out the forms and fleshing out the muscles, to adding props, detailing with alphas and posing the character. The second volume covers methods for crcreating a final color rendering using ZBrush and Photoshop. Patton shows how he squeezes the most from ZBrushs powerful renderer to create both a wide and close-up shot of the character. He then shares creative Photoshop tips and tricks to quickly get to a finished piece of concept art from the ZBrush renders, covering topics such as adding and refining skin texture, hair, eyes, shadows and scars. Patton also discusses how to create backgrounds that enhance the character and ovoverall composition.

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  • This month we feature: Fernando Ometto | David Jankes | Khiew Jit Chun | Babak Bina

    Seid Tursic | Alexandr Novitskiy | Riccardo | Cornelius Dmmrich | Devis Buttazzoni | Henning Sanden

  • page 13www.3dcreativemag.com Issue 090 February 2013

    The Gallery 10 of the Best Please submit your images to the 3DTotal gallery!

    Oliver Twist Seid Tursic

    [email protected]

    (Below)

    After the Storm Henning Sanden

    http://henningsanden.com/

    [email protected]

    (Above)

  • Assassin David Jankes

    http://www.yeenke.com/

    [email protected]

  • page 16www.3dcreativemag.com Issue 090 February 2013

    10 of the Best The GalleryPlease submit your images to the 3DTotal gallery!

    Mr. Cobblepot Khiew Jit Chun

    http://jckhiew.cghub.com/

    [email protected]

    (Above)

    Strange Behaviour Riccardo

    http://kidqube.com/

    [email protected]

    (Right)

  • Tom Waits Babak Bina

    http://www.ocularite.com/

    [email protected]

  • page 18www.3dcreativemag.com Issue 090 February 2013

    10 of the Best The GalleryPlease submit your images to the 3DTotal gallery!

    Lemony Snicket Devis Buttazzoni

    http://cgartdevis.blogspot.it/

    [email protected]

    (Below)

    Bronze BustFernando Ometto

    [email protected]

    (Right)

  • Mercury Cornelius Dmmrich

    [email protected]

  • 1932 Lincoln KB Coupe Alexandr Novitskiy

    http://arttalk.ru/profile/Tigerfather

    [email protected]

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  • Futuristic vehicles are a common subject matter in the CG world. However, in this series we will be approaching

    creating futuristic vehicles in a slightly different way. Our two amazing artists have been provided with a 2D

    concept and technical drawing of a destructive deforestation vehicle. Over the eight-part series they will detail

    a step-by-step guide on how to turn this 2D information into an accurate and exciting 3D model, from the initial

    modeling phase through to the final rendering.

  • page 25www.3dcreativemag.com Issue 090 February 2013

    Beginners Guide to Modeling Futuristic Vehicles Chapter 05

    Chapter 05 Software used: 3ds Max

    Lets continue with the tutorial!

    The next step in our tutorial is to prepare the

    model for texturing.

    To do this, we use the UV Mapping tools in

    3ds Max. To explain this concept, I must first

    introduce the texture map. This texture map is

    the final paint or finish on your 3D piece, and

    is created on a flat 2D plane. The UV map is

    a template that maneuvers and edits this flat

    texture map and applies it realistically to the 3D

    contours of your sculpture.

    The simpler UV map (UVW) will serve in

    mapping the greater part of our project.

    To start, we first create a simple box primitive

    and assign the UVW Map modifier, found in the

    list of modifiers in the right-hand panel (Fig.01).

    We then apply a checker-patterned map (A),

    and under the Standard material settings for

    Diffuse Color, set the tiling to 5.0 (B). We can

    then activate the checkbox (C) in order to view

    the map on screen (Fig.02).

    Now look at some of the basic parameters of

    the UVW Map modifier (Fig.03). We can apply

    a variety of different types of mapping to our

    object, such as: Planar, Cylindrical, Spherical,

    Shrink Wrap, Box, Face and XYZ to UVW. Each

    of these settings is assigned preset coordinates

    that allow us to map objects en masse

    effectively.

    Among the potential mapping mode

    preferences, there are a few modes that I use

    regularly.

    First, the Planar mode creates a flat gizmo on

    your object that makes it easier to see where

    to apply texture on flat objects such as walls or

    doors.

  • page 26www.3dcreativemag.com Issue 090 February 2013

    Chapter 05 Beginners Guide to Modeling Futuristic Vehicles

    the number of repetitions of a particular texture

    along their respective axes (C). The Flip and

    Real-World Map Size options, as their names

    suggest, allow you to rotate or resize the image.

    Map Channel allows us to use multiple layers

    of texture on the same object, and finally, the

    Alignment settings allow us to align the axes

    according to a number of set parameters (D).

    I have demonstrated how these settings would

    look when applied to number of basic objects in

    Fig.04.

    I will now move onto another modifier called

    Unwrap UVW. This modifier allows us to cut,

    manipulate or unfold any complex 3D object so

    The Cylindrical mode creates a tube-shaped

    gizmo that makes it easier to manipulate and

    thus texture cylindrical objects such as pens or

    tree trunks.

    Finally, the Spherical mode creates a gizmo

    sphere that is applicable to spherical and box-

    shaped objects such as balls or crates. This last

    mode is perhaps the most useful as it allows

    the mapping of a large number of objects with a

    variety of shapes (A).

    There is the option to change the parameters for

    each of these modes to make the generic gizmo

    more applicable, and thus more effective for

    our work (B). The U, V and W Tile functions set

    that it becomes easier to edit texture or paint

    finishes in Photoshop (Fig.05) (A).

    In the example, I created a box and applied this

    modifier (located in the list of switches above

    the UVW Map modifier). In addition to the input,

    we can now see many more parameters to set,

    starting with the selection of vertices, edges and

    faces (B1). Below this, you can see that you are

    also able to select by IDs and angles (2).

    Further down, there is the option to edit the

    UVs. This is where we are going to use the

    Unwrap function (3). Below this, Channel, Peel

    Seams, Projection, and Wrap and Set allow us

    to unwrap and develop an object quickly (4 and

    5).

    You may have already noticed that there is no

    gizmo. Instead, there are a number of green

    lines that indicate the cut markers on our object.

    If you open the UVWs Editor (Fig.06), you will

    see there are a number of new parameters

    to manage. There is not enough time here to

    explain them all, though I will try and cover the

    most used settings.

    Along the toolbar at the bottom left of your

    screen, you will find the following (from left

  • page 27www.3dcreativemag.com Issue 090 February 2013

    Beginners Guide to Modeling Futuristic Vehicles Chapter 05

    with. First, we create a rectangular box and

    apply a checkerboard material, as a square

    pattern works well with a box-type object. We

    can see that the grid map is different on each

    side of the box (Fig.07) (A).

    This is easily remedied by applying a UVW Map

    modifier across the box. First apply the Unwrap

    UVW modifier and open the Edit UVWs window.

    We see that the modifier has given a net image

    of the separate faces, but by clicking the Pack

    Custom button we can separate all the faces of

    the box, modify the number of repetitions and

    create a more uniform checkered pattern (B).

    Since we now have separate faces, it is easier

    to experiment with joining objects using the

    Unwrap tools. Move to the bar in the lower left

    corner and select the Vertices-Edge selection

    tool. This will highlight one or more vertices in

    to right): Individual, Face or Edge selection

    of Vertices and a white cube that indicates

    selection of vertices by element; then a selection

    of parameters that are very similar to editable

    poly, Grow, Shrink, Loop, Grow Loop, Shrink

    Loop, etc. (1).

    In the top left corner, there are parameters for

    move, rotate, scale, freeform and symmetry (2).

    Down the panel on the right, are different tools

    to manipulate the mesh, though not all the

    settings will be available to view. From the top

    down, all the buttons are as follows: Quick

    Transform allows us to align a group of vertices

    or edges; Stitch allows us to attach segments

    in four different modes; Explode makes a quick

    cut; and the Weld section allows us to weld both

    vertices and edges (3).

    The last area is a work space in the center in

    which we place all parts of our sculpture in

    order to export to a rendering program such as

    Photoshop (3).

    Now, its time to imagine how all of these

    settings and modes can be used in combination

    with a UVW map.

    We can apply different types of mapping

    according to the geometry that we are working

    blue. These indicate that in the objects 3D form,

    these edges will meet (C).

    You can move these different pieces together

    and either weld or stitch the vertices using the

    appropriate tools.

    To do this, select one of the edges and click the

    Weld/Stitch icon, then click on the second piece

    that will join with your first to attach them. Once

    the two parts are welded, they will be moved to

    the work area. Heres how the individual parts

    have been welded to create one unbroken

    object (D).

    Now we move on to the more interesting

    modifications. Select one of the teeth of the

    blade and apply a UVW map with a mapping

    box (Fig.08). Now use the Unwrap modifier and

    Explode the object to separate the parts (A).

  • page 28www.3dcreativemag.com Issue 090 February 2013

    Chapter 05 Beginners Guide to Modeling Futuristic Vehicles

    Now, by moving and welding different vertices,

    join various parts together to create a net (B).

    Leaving this aside for a moment, lets go to the

    shovel. The first job is to separate the groups

    of IDs and rearrange them into groups that face

    the same direction. We select one of the three

    forward-facing IDs, and then apply a Square

    Planar UVW map and collapse it. This is also

    done with the other three IDs (D).

    We now turn to the cover of the caterpillar. First,

    identify the flats, then assign IDs and a UVW

    modifier map to each. Attach them to form a

    single object, then use the Unwrap modifier and

    put all the UVW maps in order (Fig.09).

    For the body of the vehicle, we apply the same

    steps after assembling the various parts. First,

    separate the image into sections and apply a

    UVW map to each. Then select a section and

    apply the Unwrap UVW modifier. In the editor,

    we can see the section in terms of vertices only,

    so its easier to move and bend the individual

    objects. Fig.10 shows what happens if we join

    those sections together and apply Unwrap.

    Apply this technique to other parts of the

    vehicle, organize the parts, and then finally

    attach them together (Fig.11).

    To continue with the hydraulic cylinder sections

    (A), select each of the two ends in turn; apply

    UVW map with mapping box and Unwrap (B)

    (Fig.12).

    For the cylinder, again apply a UVW map and

    Unwrap modifier. Select the Seams tool and

    draw down the length of the cylinder to create

    the cut (C). Finally, order and attach all the

    pieces using the Weld or Stitch tool (D).

    We now start editing the exhaust pipe by

    selecting one of the pipes and applying the

    Unwrap modifier. As we have already edited

  • page 29www.3dcreativemag.com Issue 090 February 2013

    Beginners Guide to Modeling Futuristic Vehicles Chapter 05

    this piece, we can immediately use the Peel

    tool to unfold it and rank the pieces with Quick

    Transform (Fig.13).

    You can also unwrap the object by separating

    the object into smaller parts, flattening the

    mesh by applying face angle, then pulling all

    the objects together. So, in our example, if you

    select the faces of a section you can see that

    this separates into smaller fragments. With this,

    we use Projection and Planar Map, to make the

    image easier to organize (Fig.14).

    For the rest of pieces, we can apply some of the

    techniques that Ive discussed. Once everything

    is clustered together, we can separate the

    parts into groups such as arm, body, shovel,

    caterpillars and lower vehicle in order to render

    later in Photoshop (Fig.15).

    Arturo GarciaWeb: http://dessga.cgsociety.org/gallery/

    Email: [email protected]

  • Futuristic vehicles are a common subject matter in the CG world. However, in this series we will be approaching

    creating futuristic vehicles in a slightly different way. Our two amazing artists have been provided with a 2D

    concept and technical drawing of a destructive deforestation vehicle. Over the eight-part series they will detail

    a step-by-step guide on how to turn this 2D information into an accurate and exciting 3D model, from the initial

    modeling phase through to the final rendering.

  • page 31www.3dcreativemag.com Issue 090 February 2013

    Beginners Guide to Modeling Futuristic Vehicles Chapter 05

    Chapter 05 Software used: Maya

    Introduction

    In the previous chapter, we talked about how

    easy it is to get realistic results by creating our

    own textures in Photoshop. In this part of the

    tutorial we will put those textures into practice

    and begin to talk about shaders and how use

    them to make the texture really stand out.

    What is a shader?

    Shaders allow the artist/programmer to specify

    the rendering of a vertex or pixel in order to

    change the shading and lighting. Broadly

    speaking, the shaders are simple programs that

    transform a vertex or a pixel (called fragment

    by OpenGL).

    Each vertex in a primitive shape possesses an

    option called a Vertex Shader. Once the vertex

    is processed by the shader, the primitive can be

    assembled, processed and rendered as a series

    of pixels, which can in turn be processed by a

    pixel shader in the paint stage.

    The shaders replace a section of video

    hardware that is typically called Fixed-Function

    Pipeline or FFP. They replace both vertices of

    lighting and texture mapping on fixed, non-

    programmable hardware with a programmable

    to synthesize and applies ray tracing from the

    camera to the scene through the image plane.

    Intersections are calculated against different

    objects in the scene and the intersection that is

    closest to the observer determines the visible

    object.

    Alternatively, V-Ray and Arnold use Monte

    Carlo rather than Scanline. The Monte Carlo

    method is a numerical method that can solve

    mathematical and physical problems by

    simulating random variables.

    For our project we will utilize the mental ray

    rendering engine that is already incorporated

    into Maya for sheer convenience.

    Getting Started

    To activate the shaders, open Maya and go

    to Window > Settings Preferences > Plug in

    Manager. A new window will open, which shows

    the plug in called Mayatomr.bundle. Check that

    the boxes next to Loaded and Auto load are

    ticked (Fig.01). You do not need to repeat this

    process every time you open Maya.

    We will now make a test scene to see how our

    shaders work.

    First we create a sphere (Fig.02), and then

    choose a light by clicking Create > Lights >

    Directional Light. This will be the rim light, so

    post this new light behind our sphere. You can

    make it a little more powerful by changing the

    Intensity settings to 1.8 in the Attribute Editor

    shape. With the introduction of shaders, we

    have the option to control the vertices in order to

    get any effect.

    In simpler words, the shaders are algorithms

    that specify how a surface responds to light,

    or a function that calculates the effects of light,

    (these can be shaders for lights, cameras,

    materials, shadows, etc.)

    Currently, the shaders are not only for lighting

    and shading, as their name suggests, but also

    serve to create rich graphical effects such as

    animations, particle effects, etc.

    Which one is the best render to work with?

    This will depend on the render engine. Today,

    the 3D industry offers many types of software

    depending on your requirements:

    - RenderMan (Pixar)

    - mental ray (Autodesk)

    - Arnold (Solid Angle)

    - V-Ray (Visual Dynamics)

    Choosing your engine relies heavily on which

    is more comfortable for you, and the types of

    settings you are likely to be working with. For

    example, RenderMan and mental rays Scanline

    option uses a raytrace render, which determines

    the visible surfaces in the that scene you want

  • page 32www.3dcreativemag.com Issue 090 February 2013

    Chapter 05 Beginners Guide to Modeling Futuristic Vehicles

    At this point, we are only using simple light

    settings to quickly test the shaders. So in the

    Render Settings folder, use only the following

    parameters (Fig.07).

    Quality Tab

    - Max Sample Level: 2

    - Anti-aliasing Contrast: 0.500

    - Multi-Pixel Filtering > Filter: Lanczos

    (Fig.03). Next, open the Shadow tab and find

    the section entitled Raytrace Shadow Attributes;

    here, check the box next to Use Ray Trace

    Shadows (Fig.04).

    Now we will create a fill light and a kick light. For

    this, we follow a similar process to adding a rim

    light, but instead choose an area light from the

    list: Create > Lights > Area Light. Once created,

    boost the Intensity to 15 in the Attribute Editor

    and change Decay Rate to Quadratic (Fig.05).

    Next, duplicate the area light by selecting it,

    pressing Ctrl + D and lowering the intensity of

    this new light to 10 (Fig.06).

    Common Tab

    - Enable Color Management: On

    - Default Input Profile: Linear sRGB

    - Default Output Profile: sRGB

    - Enable Default Lights: Off

    Indirect Lighting Tab

    - Image Based Lightning: Create (Fig.08)

    - Final Gathering: On

  • page 33www.3dcreativemag.com Issue 090 February 2013

    Beginners Guide to Modeling Futuristic Vehicles Chapter 05

    This will create a sphere that will cover our

    entire scene. Select this sphere and move to

    the Attribute Editor. Under Image Name, click

    on the folder icon and search your HDR image

    (Fig.09).

    Developing the Shaders

    If we check our initial plans for the model, we

    can see that we need three main materials to

    render: one metal, one glass and one brushed

    metal material (Fig.10). In order to get these

  • page 34www.3dcreativemag.com Issue 090 February 2013

    Chapter 05 Beginners Guide to Modeling Futuristic Vehicles

    results, we need to establish a base material.

    In this case, we will use a shader that occurs

    in mental ray entitled mia_material (Fig.11).

    Mia_material has the ability to replicate almost

    all materials that surround us, from a simple

    Lambert to the most complex metal.

    Metal Shader

    The metal shader can be seen in Fig.12 and to

    create it we first start with the main metal and

    then begin to change some of the settings to

    create a specific effect. Select the sphere and

    assign a new mia_material (Fig.13). Within the

    Attribute Editor, assign the following parameters

    under the mia_material1 tab (Fig.14):

    Diffuse Color

    Click the checkbox button to load your texture.

    Reflection

    - Reflectivity: 0.9

    - Glossiness: 0.4

    BRDF

    - Use Fresnel Reflection: On

    - If you want modify the parameters, go to

    Refraction and play with Index of Refraction

    (Fig.15).

  • page 35www.3dcreativemag.com Issue 090 February 2013

    Beginners Guide to Modeling Futuristic Vehicles Chapter 05

    Brush Metal Shader

    The brush metal shader can be seen in Fig.16

    and to create it, first, we need to create a map

    for the brush strokes. In Photoshop, add noise

    to your canvas and apply Motion blur to create

    the thin lines (Fig.17). The map should typically

    vary between mid-gray and white. Apply this

    map to the re-color option at a scale that is

    suitable to depict brushing. Then, again in

    Attribute Editor, set the following parameters:

    - Diffuse Color: White

    - Diffuse Weight: 0.0

    - Metal: On

    - Glossiness: 0.80

    - Anisotropy: 0.1 and use the rotation to align

    the highlight properly in the map.

    Glass Shader

    The glass shader can be seen in Fig.18 and the

    settings are as follows:

    - BRDF: BRDF Fresnel must be on

    - Index Of Refraction: 1.6 / 1.5

    - Diffuse weight: 0.0

    - Reflectivity: 1.0

    - Transparency: 1.0

    Conclusion

    It is important to always guide yourself with

    reference images. Make sure to notice how the

    light hits the material, and how much is reflected

    off. Also consider how much of the environment

    is reflected on the object, and how the hue or

    color of the environment impacts the light quality

    on the object. These are key aspects to consider

    when trying to create realistic shaders.

    In the next chapter we will continue lighting our

    scene and begin working towards the render

    in post-production. See you in the next issue,

    thanks for reading.

    Renato Gonzalez AguilanteWeb: http://www.vimeo.com/renatogonzalez

    Email: [email protected]

  • modo image by Teodoru Badiu www.theodoru.com

    Meet modo.

  • In this six-part series, digital artist Camilo Duarte Franco breaks down six of the most

    common and popular styles of character movement. Over the next few issues, you will

    encounter detailed industry-verified techniques that explain a variety of realistic character

    walks, from rigging simple animations to more complex character-prop interaction. Look

    out for the accompanying videos that demonstrate some of the software processes and

    prepare to discover a ton of tips and techniques to apply to your own artwork.

    C H A P T E R 0 1Walking | February 2013 | Issue 090

    C H A P T E R 0 2Walking up Stairs | March 2013 | Issue 091

    C H A P T E R 0 3Walking to Running | April 2013 | Issue 092

    C H A P T E R 0 4Running and Jumping | May 2013 | Issue 093

    C H A P T E R 0 5Sneak Movements | June 2013 | Issue 094

    C H A P T E R 0 6Pushing Weight | July 2013 | Issue 095

  • page 39www.3dcreativemag.com Issue 090 February 2013

    Character Animation Chapter 01 Walking

    Chapter 01 Walking Software used: Maya

    Planning

    As a professional animator, I can talk with some

    authority about some of the basic movements

    inside animation productions.

    On a large-scale animation, you can use tools

    or cycles to develop a generic walk, stop or run,

    though if you want to add a little personality

    to your shot, you have to understand whats

    happening inside the curves.

    First, it is important to have a clear idea of the

    process of movement, so I begin researching

    types of movement and the specific influences

    it has on body shape and muscle so as to make

    the movement as realistic as possible.

    Personally, I prefer to make a video and

    interpret the mechanics in the pose, such as the

    relationship between the legs and hips. After

    that, we can cast some poses and play with the

    timing to add personality to the walk.

    You need to consider the following, when

    designing your character:

    important to recognize the relationship between

    the legs and upper chest, and how it rotates and

    shifts when accelerating and decelerating.

    When working with a character, make sure to

    pay attention to its anatomical design. You may

    find that the proportions are not the same as the

    human figure you have made a reference sheet

    of. This means you have to adjust in each of the

    poses.

    Now, with the character in Maya, make a quick

    keyboard shortcut that selects the whole body

    (Fig.02). This will make it quicker and easier to

    1. Where is the character coming from, and

    where are they going?

    2. What is the goal of the shot?

    Once this is determined, you can begin to form

    an image of the way your character will walk.

    First, create a good reference sheet composed

    of three or four movement shots in order to

    understand what is happening in the hips when

    walking.

    You can now begin to sketch out the basic line

    of action; this is an imaginary line that links the

    feet, hips, shoulders and head (Fig.01). It is

  • page 40www.3dcreativemag.com Issue 090 February 2013

    Chapter 01 Walking Character Animation

    center of the contact point in each pose, as any

    misalignment will cause your character to be off

    balance.

    Next, create basic rotations in the upper chest.

    From observation, I have noticed that the chest

    rocks in sync with the lower body. To create a

    realistic walk, therefore, include a main rotation

    on the frame of your character (Fig.04).

    You should also consider the shoulders; these

    should be thought of as the brows of the body,

    and the arms, and should be modified so as to

    get a nice arc in the movement later. Also, add

    manipulate the image. Locate the Script Editor

    > Edit Clear History, then choose and select the

    keyboard controls you plan to use and drop to

    the main shelf to create a button.

    Blocking Process

    I tend to start the process with the hips and legs.

    Block the translations and rotations on the hips,

    specifically using X rotation, as we will use this

    to play with the balance in the body. You can

    tweak this curve to create an acceleration and

    deceleration effect (12) (Fig.03).

    Find the point of gravity of your character. It

    is important to get as close as possible to the

    X rotations in the head as this will complement

    the full body swing and make the whole

    animation more natural.

    At the end of this process, check that the

    character has enough spacing for his body

    shape, and then play with the timing to make the

    walk more unique (Fig.05), (Video.01 02).

    Spline Process

    As a lot of the bodys movement is grounded

    in the hips, it is good practice to start here

    and move to extremities later. Add in the little

    rotations on the hips (translate Y), fix the pops

    in the knees and check the curves to ensure the

    movement is smooth.

    When working with the hips on a character,

    you can use translate Z to create the effect of

    acceleration, and translate Y to smooth out the

    ups and downs.

    If you copy the pattern of movement in translate

    Y on the hips to the upper chest, and offset the

    movement by one or two frames, you can mirror

    the movement and create the smooth ripple

    of movement that naturally occurs in the body

    (Fig.06).

    You can add slow ins and outs in the shoulders

    and arms to create contrasting curves to the

    hips and upper chest.

    Working specifically on the steps, you need

    to hone the foot and toe rolls. The subtlety of

  • page 41www.3dcreativemag.com Issue 090 February 2013

    Character Animation Chapter 01 Walking

    movement here will depend on how many keys

    you add in each time frame.

    Try to capture the weight in the foot before the

    roll and move them forward, though be careful

    with the momentum when the foot is in the air.

    The curve of movement should be clean. I tend

    to create a motion track in the feet to control the

    highest keys and smooth out the movement.

    The toe roll works in the same way, though

    focuses on movement at the start and end of

    the step. The amount of keys depends on the

    shoe or how fleshy you want the foot to appear

    (Fig.07).

    Fig.08 depicts the contact pose after the

    pass position. Take two or three frames for

    this movement, depending on the effect you

    want. Its not advisable to take a single frame,

    as it can look too fast for natural movement.

    Taking your time and allowing the character to

    amble or lope in a natural fashion will make the

    movement more realistic.

    Finally, you can add more details such as head

    accents, eye darts and some finger overlapping.

    These will add a few unique traits to your

    characters movement and should match the

    impression you are trying to impose (Video.03

    05).

    Camilo Duarte FrancoWeb: http://www.camiloduarte.tumblr.com/

    Email: [email protected]

    Credits and thanks to:

    Josh Sobel

    Bonnie Rig V1.0

    http://www.joshsobelanimator.com

    Brian Horgan

    Ghost Script

    http://www.graphite9.com

  • chapter 08 - finalizing the lighting

    In the modern world so many things seem to become popular and then disappear just as quickly as they arrived, however the games industry has proven

    itself to be ever present and continues to develop and thrive. For any CG artist the games industry continues to be the most obvious and abundant form

    of employment, but taking the step from a modeler to creating a games level at a professional standard is no easy task. In this series of tutorials industry

    professional Andrew Finch will be talking you through how to make a very cool playable games level using the Unreal Development Kit. Whether you are

    looking to create a cool portfolio piece or just looking for a fun project to try, this tutorial series is perfect for you.

  • page 45www.3dcreativemag.com Issue 090 February 2013

    The Submarine Pen Chapter 08 Finalizing the Lighting

    Chapter 08 Finalizing the LightingSoftware used: UDK, 3ds Max and Photoshop

    Welcome to the eighth part of my tutorial series

    in which Im guiding you through the process of

    creating an environment using UDK software.

    This is an intermediate-level tutorial and so you

    should have at least a basic working knowledge

    of this software.

    This tutorial is about the process of creating an

    entire environment, therefore I wont be focusing

    on producing an amazing asset, but rather just

    giving a broader overview of the whole process.

    In the last chapter, we completed a first pass of

    the lighting to give us an idea of the colors we

    will be using to illuminate our scene. We also

    placed decals around the environment to help

    add that extra level of realism and break up

    repetition in the textures.

    In this chapter I want to continue by adding the

    smaller details to transition this environment

    from a mediocre scene to a professional-looking

    portfolio piece. To achieve this, I will look into

    adding extra lights to highlight areas of the

    environment that I want to show off. So lets get

    started!

    As I said earlier in this project you should create

    all of your own assets to be placed in the scene.

    Due to the time restrictions on this project Im

    having to use assets already available in the

    UDK library.

    Fig.03 gives an idea of the final lighting scheme

    in the scene with all light assets in place. In

    order to maintain the atmosphere, I have only

    placed enough assets to light the darker corners

    and cast some interesting shadows.

    You can see I have placed three lights along the

    bridge in the foreground. Ive placed these here

    as I think it will warn the player of a potential

    walkway and also indicate the height of the

    bridge from the submarines perspective.

    Realistically, a work environment has more than

    one kind of light. For example, an office has

    strip lights that flood the room, but also desk

    lamps or even PC monitors that add small pools

    of light. The same principle goes for our sub pen

    Fig.01 shows three assets I have set up in

    advance and prepared to be placed in the

    scene. These assets also have an illuminating

    element, so when they are placed in the scene

    each object will emit a small amount of light;

    however, these alone wont be enough to

    illuminate the scene so I will later boost this with

    extra omni lights.

    Fig.02 shows the light asset placed in the

    scene. I have tried to imagine where lights

    would be placed in real life and placed the

    objects accordingly; places such as doorways,

    hazardous spots or walkways are usually most

    appropriate. Its also best to keep it simple

    when placing lights as you dont want to over-

    complicate the scene.

  • page 46www.3dcreativemag.com Issue 090 February 2013

    Chapter 08 Finalizing the Lighting The Submarine Pen

    environment, as we have sunlight cascading

    through the entrance and small light assets

    placed around the scene. I also want to add a

    strip light along the higher parts of the level. This

    will help create bigger shadows on the floor and

    lower parts of the level.

    Fig.04 shows the strip light asset in the UDK

    library as S_L_Light_SM_fluorecent01b.

    Fig.05 shows the strip light placed around

    the scene. I have placed the strip light assets

    behind the wire assets in order to highlight the

    wire and create some interesting silhouettes. It

    was difficult to see the wire before this light was

    placed, though now it springs to life and adds

    some real depth to the composition, which is

    very important when trying to create a realistic

    element in your artwork.

    The last light I will place in the scene is a floor

    light that is attached to a wire. Fig.06 shows this

    light asset.

    Fig.07 shows the light asset placed in the

    scene. You can see that Ive placed it directly

    on the floor and behind the wire mesh fence.

    Ive done this for the same reasons that Ive

    placed the strip lighting behind the wire assets.

    The floor light will illuminate the scene from

    behind the fence, casting some nice shadows

    and adding an extra layer of depth to our

    composition.

  • page 47www.3dcreativemag.com Issue 090 February 2013

    The Submarine Pen Chapter 08 Finalizing the Lighting

    Fig.11 shows how I then continue to place

    similar sized omni lights over the other light

    assets around the scene. In this image, I want

    the lights on the platform to have a warmer color

    so as to distinguish them from the lights placed

    Fig.08 shows the scene with all the light

    assets placed in the scene and a new light

    bake. In my opinion, the environment is now

    looking a little bit too warm and over-lit. A

    submarine pen is supposed to be a cold and

    dangerous environment, but this lighting setup

    is contradicting that. To remedy this, we can

    select and delete the red and orange omni

    lights as they are no longer needed. I think the

    light assets will provide us with enough light to

    illuminate the scene.

    Fig.09 gives an impression of the environment

    with an updated light bake. The image now

    looks a lot darker and colder and fits with the

    atmosphere I am aiming for.

    The scene is still a little too dark, though

    this is easily resolved by boosting the light

    being emoted by the light assets and letting

    the LightMass (bounce lighting) calculations

    illuminate the darker areas of the environment. I

    much prefer the overall impression of this image

    when compared to Fig.08.

    To boost the light emitted from the light assets,

    we can place a simple omni light just in front

    of the light asset. Shown here in Fig.10, the

    omni light has a small radius and a colder blue

    coloration. Keep in mind when placing the light

    that the LightMass calculation will bounce the

    emitted light around the nearby area and help to

    illuminate the dark corners, so dont worry if the

    radius of the omni light is smaller than you think

    it should be.

    on the walls. By keeping the brightness and

    radius settings the same, I ensure that these

    lights are not too warm, but just warm enough to

    give the desired effect.

  • page 48www.3dcreativemag.com Issue 090 February 2013

    Chapter 08 Finalizing the Lighting The Submarine Pen

    The longer strip lights have a larger surface area

    of light so this needs to be replicated in the omni

    lights we place. I increase the radius of the omni

    lights to accommodate the size of the assets

    and also double the brightness to emulate the

    power of the light being emitted from florescent

    tubes. Fig.12 shows the larger omni lights

    placed in the scene.

    This is the same room that originally contained

    the large red omni light that was deleted earlier.

    I still want this room to have a red hue, so as to

    distinguish this area as one of danger, so I give

    the smaller omni lights a red coloration. I also

    make the radius of the lights larger as I want

    them to be more noticeable and have a greater

    impact on the environment (Fig.13).

    To further more add interest to our environment;

    I decide to add some lights under the ground.

    In Fig.14, you can see how I have placed

    eight small, orange omni lights along the pipes

    running underground.

    I then change the color to help distinguish

    them from the lights placed above ground. This

  • page 49www.3dcreativemag.com Issue 090 February 2013

    The Submarine Pen Chapter 08 Finalizing the Lighting

    serves the same purpose as the strip lights, by

    giving the scene an extra layer of depth that was

    already present, though not discernible due to

    the previous placement of light.

    Fig.15 17 show the final scene with the

    lighting now complete.

    This scene is still not complete, as I want to

    add finishing touches such as: lens flares,

    color balancing and depth of field, to add that

    extra level of realism. I will go through all those

    processes in the next and final chapter of this

    tutorial series.

    Until next time, try experimenting with different

    lighting setups and see how changing a few

    settings can really change the mood of your

    environment. Thanks for reading!

    Andrew FinchEmail: [email protected]

  • LIGHTING TECHNICAL DIRECTORTAMIR DIAB

    PIPELINE TECHNICAL DIRECTORBORAE CHO

    COMPOSITORJOSE JULIAN KARAM LOPEZ

    PREVISUALIZATION SUPERVISORNICHOLAS MARKEL

    SENIOR RIGGERGIORGIO BERTOLONE

    DIGITAL COMPOSITORFRANK AKRONG

    ROTO ARTISTROTO ARTISTROTO ARTISTCHRYSTIA SIOLKOWSKY

    DIGITAL COMPOSITORJUSTINE CODRON

    VISUAL EFFECTS SUPERVISORGEOFFREY HANCOCK

    GENERALIST TDEMANUELE BIGNONE

    DIGITAL ARTISTSANTHOSHI BALASUBRAMANIAN

    SENIOR ANIMATORMIKE DHARNEY

    ANIMATORANIMATORANDREW PARK

    PAINT/ROTO ARTISTABEL VARGAS

    ANIMATORPHAN WIANTRAKOON

    ANIMATION SUPERVISORDAPHNE DE JESUS

    EFFECTS ARTISTBILL WATRAL

    COMPOSITORCOREY COATES

    ANIMATORJUANI GUIRALDES

    ANIMATORROLAND VALLET

    ANIMATORANDREW LAWSON

    CREATURE TECHNICAL DIRECTORSCOTT JONES

    ANIMATION SUPERVISORSENIOR ANIMATOR AARON GILMAN

    COMPOSITOR SAPTARSHI CHAKRABORTY

    CG SEQUENCE LEAD PIETRO PONTI

    TEXTURE ARTIST JAMIE BOWERS

    JUNIOR COMPOSITOR MOISES FLORES CABRERA

    VISUAL EFFECTS ARTIST JOSE YAPOR

    ANIMATOR JOHN WONG

    CAMERA TECHNICAL DIRECTORCAMERA TECHNICAL DIRECTORCAMERA TECHNICAL DIRECTOR LOUIS COX

    DIGITAL COMPOSITOR GIANCARLO D'ERCHIE

    SENIOR ANIMATOR AMY LU

    PAINT/ROTO ARTIST MARCELA A. SILVA

    WITNESS CAMERA OPERATOR JAMES ROBERTS

    VISUAL EFFECTS ARTIST GIA SADHWANI

    PREVIS ARTIST MATT WEAVER

    or Digital Paint Artist

    SENIOR DIGITAL PAINT ARTIST ADAM BRADLEY

    SENIOR PAINT ARTIST CESAR RODRIGUEZ BAUTISTA

    LIGHTING TECHNICAL DIRECTOR MATT WHEELER

    SENIOR LIGHTING ARTIST JUSTIN HAMMOND

    DIGITAL PAINT ARTIST ALEX BERSON

    CHARACTER RIGGING SUPERVISOR GERARD VAN OMMEN KLOEKE

    LIGHTING TECHNICAL DIRECTOR KIERAN TETHER

    PAINT/ROTO ARTIST MICHAEL PLOTNIKOV

    LEAD ANIMATOR STEPHEN KING

    PREVISUALIZATION ARTIST JOSH LANGE

    DATA I/O ADMINISTRATOR MARY-MARGARET CONLEY

    COMPOSITOR ROMMEL SHAMOUN

    LEAD ANIMATORSENIOR ANIMATOR CEDRIC LO

    DIGITAL COMPOSITORARTHUR LOBO

    COMPOSITORJOOYONG LEE

    | Jessica Chan, Animator | John Wong, Animator | Serguei Kalentchouk, Character TD | The Twilight Saga: Eclipse | Shawn Walsh, Visual Effects Executive Producer | Brian Harder, Creature Rigger | Veronica Marino, Matte Painter/ Compositor | Robert Bourgeault, Lighting Lead | Ori Ben-Shabat, Compositor | Jacob Curtis Miller, Lighting Artist | Derek Stevenson, Matchmove Lead | Thor | Daphne De Jesus, Roto/Paint Artist | Anna Tonrungroj, Roto/Paint Artist | Eric Petey, Animation and Rigging Lead | Rex Fang, Animator | Kristin Sedore, Senior Lighter | Toy Story 3 | Daniel Holland, Sets Artist | Tristan Ikuta, Simulation & Effects Artist | Bill Watral, Additional Simulation & Effects Artist | Transformers: Dark of the Moon | Serguei Kalentchouk, Rigging Lead | Jooyong Lee, Roto/Paint Artist | TRON: Legacy | Craig Calvert, CG Supervisor | Brenda Li, Roto/Paint Artist | Jose Julian Karam Lopez, Digital Compositor | Christopher Ahrens, Lighting Artist | Alberto Landeros, Digital Compositor | True Grit | Tom Piedmont, Roto/Paint Artist | Uncharted 2: Among Thieves | Mike Yosh, Lead Animator | Up | Bill Watral, Visual Effects Artist | WALL-E | Daniel Holland, Production Artist | Bill Watral, Effects Artist Mark Shirra, Layout Artist | Warhammer 40,000: Dawn of War II | Nathan Hocken, Lead Animator | Ian Cumming, Senior Artist | Claire Roberts, Artist Christine Hubbard, Artist | Allan Dilks, Artist | Watchmen | Shawn Walsh, Visual Effects Supervisor | Lon Molnar, Visual Effects Supervisor | Sean Lewkiw, Technical Head of 3D | Ty Duperron, Modeler | Pearl Hsu, 3D Artist Matthias Lowry, Digital Compositor | The Wolfman | Karin Mattsson, Animator | Joshua Herrig, Lighting Artist/Look Dev Artist | Zombieland | Mike Rhone, Visual Effects Artist to name a few. A small selection of VFS Animation & Visual Effects alumni credits include | 2012 | Zeke Norton, Previsualization Supervisor | Jamie Bowers, Texture Artist | Christine Peterson, Digital Compositor | Anuj Patil, Senior Technical Director | Alice in Wonderland | Ken Kaiser, Animator | Veronica Marino, Compositor | Phan Wiantrakoon, Animator | John Iskandar, Visual Effects Artist | Jacob Curtis Miller, Digital Artist | Geeta Basantani, Digital Matte Painter | Andrew Lawson, Character Animator | Assassins Creed: Brotherhood Zack Mathew, Animator | Wilson Mui, Team Lead Animation | Avatar | Michael Cozens, Lead Animator | Tamir Diab, Technical Director | Patrick Kalyn, Animator | Chrystia Siolkowsky, Motion Editor | Ben Sanders, Animator | Alfredo Luzardo, Layout Technical Director | Aaron Gilman, Character Animator | Jami Gigot, Texture Artist | Bioshock 2 | Jacob Palmer, Animator | Bobs Burgers | Tammy Dubinsky, Animator | Nathan Keane, Animation Effects | Jake Biberdorf, Animation Supervisor | Coraline Brian Demoskoff, Animator | The Dark Knight | Gia Sadhwani, Digital Effects Artist | Freddy Chavez, DMR Compositor | Pietro Ponti, Lead CG Lighting Artist | Dead Rising 2 | Fredrick Fass, Animator | Dead Space 2 | Wayne Gonsalves, Environment Art Lead | Despicable Me | Justine Codron, Lighter | District 9 | Neill Blomkamp, Director/Co-Writer | Shawn Walsh, Visual Effects Executive Producer | Samson Wong, Matchmove Artist | Robert Bourgeault, Lighting Lead | Richard Sur, Lighting Technical Director | Paul Copeland, Visual Effects Artist | Julianna Kolakis, Creature Texture Painter | Jelmer Boskma, Modeler | James Stewart, Creature Supervisor | Derek Stevenson, Matchmove Lead | Drag Me to Hell | Thomas Schelesny, Visual Effects Supervisor | Dragon Age II | Nathan Zufelt, Senior Cinematic Animator | Family Guy | Michael Loya, Storyboard Artist Fast Five Rommel Shamoun, Compositor | Anthony Di Ninno, Animator | Fringe | Bob White, Visual Effects Artist | Scott Dewis, CGI Supervisor | Futurama | Claudia Keene, Prop Designer | Gears of War 2 | Scott Dossett, Senior

    A small selection of VFS Animation & Visual Effects alumni credits include | 2012 | Zeke Norton, Previsualization Supervisor | Jamie Bowers, Texture Artist | Christine Peterson, Digital Compositor | Anuj Patil, Senior Technical Director | Alice in Wonderland | Ken Kaiser, Animator | Veronica Marino, Compositor | Phan Wiantrakoon, Animator | John Iskandar, Visual Effects Artist | Jacob Curtis Miller, Digital Artist | Geeta Basantani, Digital Matte Painter | Andrew Lawson, Character Animator | Assassins Creed: Brotherhood Zack Mathew, Animator | Wilson Mui, Team Lead Animation | Avatar | Michael Cozens, Lead Animator | Tamir Diab, Technical Director | Patrick Kalyn, Animator | Chrystia Siolkowsky, Motion Editor | Ben Sanders, Animator | Alfredo Luzardo, Layout Technical Director | Aaron Gilman, Character Animator | Jami Gigot, Texture Artist | Bioshock 2 | Jacob Palmer, Animator | Bobs Burgers | Tammy Dubinsky, Animator | Nathan Keane, Animation Effects | Jake Biberdorf, Animation Supervisor | Coraline Brian Demoskoff, Animator | The Dark Knight | Gia Sadhwani, Digital Effects Artist | Freddy Chavez, DMR Compositor | Pietro Ponti, Lead CG Lighting Artist | Dead Rising 2 | Fredrick Fass, Animator | Dead Space 2 | Wayne Gonsalves, Environment Art Lead | Despicable Me | Justine Codron, Lighter | District 9 | Neill Blomkamp, Director/Co-Writer | Shawn Walsh, Visual Effects Executive Producer | Samson Wong, Matchmove Artist | Robert Bourgeault, Lighting Lead | Richard Sur, Lighting Technical Director | Paul Copeland, Visual Effects Artist | Julianna Kolakis, Creature Texture Painter | Jelmer Boskma, Modeler | James Stewart, Creature Supervisor | Derek Stevenson, Matchmove Lead | Drag Me to Hell | Thomas Schelesny, Visual Effects Supervisor | Dragon Age II | Nathan Zufelt, Senior Cinematic Animator | Family Guy | Michael Loya, Storyboard Artist Fast Five Rommel Shamoun, Compositor | Anthony Di Ninno, Animator | Fringe | Bob White, Visual Effects Artist | Scott Dewis, CGI Supervisor | Futurama | Claudia Keene, Prop Designer | Gears of War 2 | Scott Dossett, Senior Animator | Halo: Reach | David Helsby, Animator | Matthew Turner, 3D Artist | Rajeev Nattam, 3D Artist | Happy Tree Friends | Brad Rau, Animator | Harry Potter and the Half-Blood Prince | Pietro Ponti, TD Generalist | Gia Sadhwani, Digital Effects Artist | Teh-wei Yeh, Lighting TD | Kieran Tether, Digital Artist | Harry Mukhopadhyay, Lead Effects Technical Director | Harry Potter and the Deathly Hallows Part 1 | Henry South, Digital Artist | Horton Hears a Who! | Brent Wong, Lighting Technical Director | Arun Ram-Mohan, Lighting Technical Director | How to Train Your Dragon | Tyson Erze, Visual Effects Artist | Jiyoung Lee, Texture Artist | Fredrik Nilsson, Animator | The Illusionist | Yann Tremblay, Senior Animator | Iron Man 2 | Teh-wei Yeh, Digital Artist | Stephen King, Animator | Simeon Bassett, CG Sequence Supervisor | Nicholas Markel, Previsualization Supervisor | Kieran Tether, Digital Artist | Joshua Herrig, Lead Lighting Artist/Look Dev Artist | Ben Sanders, Animator | Allen Holbrook, Animator | King of the Hill | Michael Loya, Director | LA Noire | Upinder Dhaliwal, Motion Capture Data Editor/Cinematics Editor | Legend of the Guardians: The Owls of GaHoole | Tim Rowlandson, Animator | Mars Needs Moms! | Shraga Weiss, Character Modeller | Kirk Chantraine, Motion Capture Technical Director | Joel Pennington, Motion Capture Technical Director | Mass Effect 2 | Kolby Jukes, Principal Artist | Brian Sum, Concept Artist | Bartek Kujbida, Senior Cinematics Animator | Megamind | Rani Naamani, Animator/Character Lead | ModNation Racers | Eric Gabas, Senior Environment Artist | Monsters vs. Aliens | Jiyoung Lee, Texture Artist | Night at the Museum: Battle of the Smithsonian | Nicholas Augello, Technical Animator | Adam Yaniv, Animation Supervisor | Zeke Norton, Previsualization Supervisor | Rex Ahn, Pre-Visualization Lead | Joshua Herrig, Lead Lighter | Ben Sanders, Supervising Animator | Ai Saimoto, Lighting Lead | Percy Jackson & The Olympians: The Lightning Thief | Dave Mah, Animator | Ryan Lim, Concept & Creature Artist | Richard Sur, Lighting TD | Julien Stuart-Smith, Look Development | Jeffrey Burt, Lead Layout Artist | Piranha | Lon Molnar, Visual Effects Production Executive | Christopher Buzon, Tracking/Lighting | The Princess and the Frog | Claudia Keene, Key Assistant Animator | Rango | Cedric Lo, Lead Animator | Scott Jones, Creature Lead | Kieran Tether, Digital Artist Red Dead Redemption Josh Lange, Senior Animator Rio Graham Silva, Character Animator | Rock Band 3 | Mike Krentz, Artist | Scott Pilgrim vs. the World | Joel Meire, Animator | Shrek Forever After | Javier Solsona, Character Technical Director | Tom Piedmont, Rotoscoper | SpongeBob SquarePants | Andrew Overtoom, Animation Director | Star Trek | Teh-wei Yeh, Digital Artist | Nicholas Markel, Previsualization Supervisor | Kieran Tether, Digital Artist | Aruna Inversin, Digital Compositor | Star Wars: The Clone Wars | KahJeng Cheong, Cloth Simulation Artist | Jim Hatibarua, Animator | Ivy Ho, Lighting Technical Director | Cedric Lo, Animation Supervisor | Brandon Chien-Chia Huang, Animator | Starcraft II: Wings of Liberty | Alvaro Buendia, Cinematic Artist | Sucker Punch | Ben Dishart, Senior Surfacing Artist | Jeff Tetzlaff, Model/Texture Lead | Tuba Yalcin, Effects Technical Director | Jeffrey Burt, Lead Layout Artist | Ferda Guray Ayaokur, Track/Matchmove Artist | Tangled | Lino DiSalvo, Supervising Animator

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    WRECK-IT RALPH

    THE TWILIGHT SAGA:BREAKING DAWN

    PART 2

    WATCHED A BLOCKBUSTER LATELY?

  • This four-part tutorial series focuses on creating a realistic and detailed sculpt within a set time limit. Artists are given a time limit of three hours and

    a base mesh, and over the series, strive to demonstrate some of the best methods of creating a perfect humanoid portrait. Each tutorial will cover a

    different character from concept to post-production, and aim to pass on some useful techniques to aid you in creating your own speedy 3D images

    (perfect for portfolio building!). There are no set specifications, and artists are free to be as creative as possible under the set time limit, so stand by for

    some interesting outcomes in this fascinating series.

  • page 53www.3dcreativemag.com Issue 090 February 2013

    ZBrush Character Sculpting 2 Chapter 01

    Chapter 01 Software used: ZBrush

    Introduction

    When doing a speed sculpt its important to

    work on the big shapes and be loose and

    experimental. This allows you to make a whole

    bunch of character or creature concepts for

    a client (or yourself) in a short period of time,

    without getting stuck on details.

    For this image, even though it wasnt important

    to add details like small wrinkles and pores, I

    found that I had the time to do so later on in my

    3 hour limit. The majority of time (2hrs 45mins)

    was spent on modeling; the rest, and more, (1hr

    10mins) was spent on the render.

    Rough Modeling

    I start the model by loading the DefaultSphere

    from LightBox (hotkey ,). I then pull this

    sphere a little with the Move brush, just to get

    basic shape to start off with (Fig.01). To avoid

    stretching, I convert the image to a dynamesh at

    a fairly low resolution (40), since I only want to

    work on the big forms at the beginning.

    I start blocking out something that resembles a

    humanoid skull and chest. I find it useful to use

    the Trim Dynamic and Clip brushes at this early

    stage to get some coarse features in the model.

    jaw stand out, I mask it off with the Mask Lasso

    brush while looking at the model from the side. I

    then pull out the jaw with the Move brush.

    Dont forget that you can move the faces in the

    brushs direction by pressing the Alt button while

    moving. I do this quite often as you dont have to

    rotate the model around when using this feature.

    Its also good to work with the Standard brush at

    a low Z intensity (Fig.03).

    Refining the Features

    At this time, I feel that I have the general form of

    the character pretty much complete, so I want to

    progress a bit in the subdivisions.

    I now start scribbling out some features on the

    face with the Dam Standard brush (Fig.02).

    These are used as a kind of sketch just to get

    my ideas flowing. I dont intend for these sketch

    carvings to stay there forever, so I can smooth

    them out later with the Smooth brush.

    I also find it helpful to suggest the eye sockets

    and the cheekbones early on. When I started

    I didnt really have any idea of what kind of

    character I wanted, but now there is an idea in

    my head that he should be an ogre-like brute.

    I continue working on the profile of the character

    with the Move brush. In order to make his lower

  • page 54www.3dcreativemag.com Issue 090 February 2013

    Chapter 01 ZBrush Character Sculpting 2

    and place it on the figure correctly (Fig.05). Its

    helpful to activate Transparency when doing

    this. The Transparency button can be found in

    the lower right side of the document.

    When the eyeball is in place, it is easier to

    sculpt the eyelids. Fig.06 shows the highest

    and lowest point of the upper and lower eyelids

    (marked with arrows). I then use the SubTool

    Master (ZPlugin > SubTool Master > Mirror) to

    mirror the eye to the other side of the face.

    I continue to refine some of the details. Fig.07

    shows a few of the bone structure adjustments:

    1. The flat part of the frontal bone.

    2. A simplified diagram of the nose.

    3. Fat pockets above the upper eyelid that I

    First, I re-dynamesh the model (Ctrl + drag

    on the document) and subdivide it into three

    sections. When working with DynaMesh, I

    usually set Blur to 0 in order to keep the texture

    of the model fairly rough.

    In Fig.04 I have marked in red the T overlap

    in the upper part of the eye socket. This is

    something easily over-looked as the fat and

    tissue in this area hides the bone structure; but

    I find it useful to exaggerate this at the start of a

    model to get the correct proportions. I also add a

    small ear and more fat hanging from the jaw.

    In order to sculpt the area around the eye, I

    always bring in a sphere to help me get the

    correct shape. I add the Sphere 3D (Tool >

    Subtool > Append) into the model, scale it down

    sculpt with the Clay Buildup brush.

    4. Wrinkles radiating from the mouth can be

    found above and below the mouth on

    an old human being, but here Ive only

    sculpted them above the mouth.

    5. Wrinkles going around the mouth are

    mostly seen on the lower jaw but can

    also be found less pronounced above the

    mouth.

    6. Fat that builds up on the neck tends to

    create folds that encircle the neck. These

    are created when a person tilts their head.

    The characters face feels a little bit empty at

    this point, so I decide to give him a bit more

    character by adding some teeth with the

    Curve Tube brush. As you only can work with

    the insert brushes on a subtool with a single

  • page 55www.3dcreativemag.com Issue 090 February 2013

    ZBrush Character Sculpting 2 Chapter 01

    subdivision, I switch to the eye subtool when I

    add the teeth.

    After the base geometry is in place I start

    pushing the teeth around with the Move brush to

    get a better shape. You can also mask off one

    tooth at a time and use the Scale Transpose line

    (hotkey S) to flatten them. To get a sharper

    look I add some finish with the Trim Dynamic

    brush (Fig.08).

    As Im feeling indecisive about how I should

    tackle the big features in the face, I decide to

    add some more wrinkles with the Dam Standard

    brush (Fig.09). I always do this on a separate

    layer so I can turn the layer off and protect

    the wrinkles when I want to work on the basic

    shape. Its also good practice to add a new

    layer, sculpt and then merge with your old layer

    if the sculpting turns out well. This is a good way

    to give yourself more scope to experiment and

    correct your work.

    After adding all of the wrinkles, I start to add

    volume to the area between the wrinkles to give

    them a much fleshier feel. This is easily done

    with the Standard brush on a low Z intensity

    (Fig.10).

    I want to create a quick pose for my character

    in order to break up the symmetry. To do this, I

    use the Transpose Master and activate Layer so

    that the new pose will be put on a separate layer

    for each subtool. I go to ZPlugin > Transpose

    Master and press TPoseMesh to create a new

    tool for posing.

    When posing any kind of head I usually just use

    the Mask Lasso tool to mask off the head and

    rotate it with the Rotate Transpose line (hotkey

    R). I drag out a transpose line from the middle

    of the head and then move the transpose line

    by dragging the line (not the white or red rings)

    to the position where the head meets the neck.

    Now I can rotate the head by dragging the white

    ring on the transpose line that is in front of the

    head.

  • page 56www.3dcreativemag.com Issue 090 February 2013

    Chapter 01 ZBrush Character Sculpting 2

    When I am done with posing, I select TPose

    > SubTool (ZPlugin > Transpose Master) to

    transfer the pose to the model. After the pose is

    done I add some asymmetry in the face with the

    Move brush (Fig.11).

    Adding the Detail

    Since I have some time left on my 3 hour limit,

    I decide to do some skin detail. I create two

    separate passes on two different layers that I

    will later combine.

    The left-hand figure in Fig.12 shows the skin

    wrinkles on the character. I do a new version

    of the Standard brush (Brush > Clone) and use

    alpha 58 for the alpha slot. I then set the stroke

    to Spray with a low value on Stroke > Flow and

    set the Brush > Orientation > Spin Rate to 10. I

    use this brush to sculpt the small skin wrinkles.

    Its a pretty fast way of adding skin structure, but

    make sure you apply this effect evenly.

    The right-hand figure in Fig.12 shows some

    skin bumps. To make these, I created a new

    version of the Standard brush (Brush > Clone)

    with alpha 47 in the alpha slot. I set the stroke to

    Spray with a low value on Stroke > Flow and a

    high or top value for the Stroke > Placement.

    Adding Color

    Now that the sculpting is done, I want to do a

    quick polypainting on the character. I change

    my brush to Standard, turn off Zadd and turn on

    RGB. These buttons can be found in the middle

    upper part of the UI. I create a new layer and

  • page 57www.3dcreativemag.com Issue 090 February 2013

    ZBrush Character Sculpting 2 Chapter 01

    paint it with a gray color. After that I switch to

    black and start to add some value to different

    parts of the face (Fig.13).

    To add some grime in the skin I import a

    concrete texture (Texture > Import) and bring

    it into a spotlight (Texture > Add to Spotlight).

    Before I start painting, I increase the spotlight

    radius to make it easier to see my model when

    painting. After that, I increase the contrast in

    the image by dragging the Contrast icon on the

    spotlight wheel (Fig.14).

    To go into Paint mode in spotlight, I press the

    hotkey Z on the keyboard and paint the concrete

    on a new layer (Fig.15).

  • page 58www.3dcreativemag.com Issue 090 February 2013

    Chapter 01 ZBrush Character Sculpting 2

    After doing the concrete painting, I turn off

    spotlight (Shift + Z) and return to my base layer.

    Now I change Brush > Alpha and Texture >

    Polypaint mode to 2 (Colorize) and paint the

    base paint layer with color (Fig.16).

    As ZBrush only has Normal blending mode on

    Polypaint layers, I need to create a mask based

    on my concrete layer and paint the darker color

    on a new layer. To do this, I turn on the eye

    icon on the concrete layer, click Tool > Masking

    > Mask by Intensity and create a new layer

    (Fig.17). The masking will be on the new layer.

    After this is done I turn off the concrete layer,

    activate Rec on the new layer with the intensity

    mask and paint it in a dark color. I fine-tune this

    tone by dialing down the layer opacity until I find

    a level I like (Fig.18).

    Daniel BystedtWeb: http://dbystedt.wordpress.com/

    Email: [email protected]

  • Designing New WorldsThis brand new series focuses on designing an alien world, from concepts to final illustrations. Gerhard Mozsi kicks off by looking at characters.

    Harpoons and Spear-based WeaponsIn the final part of our Weapon Design series, Daniel Baker talks us through how to design a sci-fi harpoon.

    Custom Brushes for CharactersWeve reached the penultimate part of this series, and Bart Tiongson delivers this scary-looking Yeti, whilst talking through his processes.

    Digital Painting MagazineIssue 085 January 2013

    The GalleryAndrey Pervukhin,Edvige Faini,plus more!

    InterviewAndree Wallin

    ArticlesSketchbook ofAekkarat Sumutchaya

    Cover Im

    age by Ignacio Bazan Lazcano

    A brand new series by Ignacio Bazan Lazcano, walking through how to

    paint a complex scene, step-by-step.

    NEW!

    NEW!

    3DTotal presents the new issue of 2dartistmagazine: a downloadable monthly magazine for concept art, digital & matte painting for only 2.99 (approx $4.79 - 3.69)

    visit www.2dartistmag.com to preview the latest issue, subscription offers and to purchase back issues.

    OU

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  • Robert Craig gives us a closer look at the creation of last issues playful gallery image Art

    Class. Taking us from the initial idea through to polishing and post-processing, Robs detailed

    demonstrations are chocked-full of useful tips for creating your own Art Class-inspired scenes.

    I keep the modeling fairly simple, using basic poly modeling and

    subdivision techniques.

  • page 63www.3dcreativemag.com Issue 090 February 2013

    Art Class Making Of

    Art ClassSoftware used: Maya

    Introduction

    After coming up with the initial idea for a scene,

    I like to first do some work on developing the

    overall look and composition of the image in

    Maya. The aim of this phase is to block out the

    shapes, camera and lighting early on and get

    these elements working together nicely.

    This part is the equivalent to a 3D sketch for

    me, and although many of the elements will be

    replaced later on, I find it valuable to work out

    the composition and experiment a bit with a

    simple version of the scene.

    Also I find that by working like this, I have a

    better idea of my scene before getting into final

    details. That way I can better choose which

    areas benefit the most from extra attention to

    detail, and avoid wasting time creating things I

    later find I dont need.

    Part 1: Drafting the Shapes

    First off, as Im making an indoor scene, I block

    out the walls with a basic elongated cube shape

    and create a new camera positioned inside it.

    Next I create some basic poly shapes as a quick

    way to visualize the main forms inside the room

    (Fig.01).

    At this stage I already have a few ideas for the

    objects Id like to see in there, such as a black

    board, desks, chairs and toy boxes. I quickly

    make some basic low poly representations of

    those objects as a starting point to work out

    the overall weights and masses of the scenes

    composition (Fig.02).

    Usually I just start with whichever primitive

    is closest in shape to what I want to make,

    subdivide it a bit, then move points and extrude

    faces until I have a reasonable representation of

    the shape I want.

    I like to stay low poly for this stage so that I can

    play around with scale and form pretty quickly.

    Once I feel like I have a decent arrangement,

    I usually add some lighting to start to get a

    feel for what part the lighting will play in the

    composition.

    Initial Lighting

    Although a lot of artists I know prefer to leave

    lighting until the latter stages of a project, I firmly

    believe in lighting early. The reason for this is

    that having a decent idea of what the lighting

    is doing can be a big help when it comes to

    working on other parts of the scene.

    If you were to fully model a scene and be tied to

    a layout that you dont want to change, it can be

    harder to find a light angle that gives the perfect

    shading to the scene and draws attention where

    you want. Its nice to establish your lighting

    early and then have the chance to work objects,

    layout and camera into the lighting, rather than

    the other way around.

    At this stage Ill use a simple lighting setup to

    allow for quick iteration and fast render times

    (Fig.03). Later on Ill replace most of this

    lighting with something a bit more complicated,

    but at this stage Im just trying to work o