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MARISA LEWIS
Junior Editor
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Contributors
MIKE WINKELMANN
Mike Beeple Winkelmann is a freelance motion designer,
graphic designer and 3D artist from Wisconsin, USA. In
the latest issue, he shares his CINEMA 4D workflow and
inspiring artwork.
GLEB ALEXANDROV
Gleb Alexandrov is a digital artist, blogger, and founder
of educational website Creative Shrimp. He believes
every artist can make a living doing what they love, and
manages Creative Shrimp to help artists manage that.
JESSICA TC LEE
Jessica TC Lee is an experienced concept artist and
award-winning illustrator working in a game studio as
the leading concept artist, and is currently residing in
San Francisco.
DREA HORVATH
Drea Horvath is an environment artist, owner and
co-founder of D&D Creations, a studio specializing in 3D
Visualization and Audio Production. She creates matte
painting, animation and games environments.
MARIO ANGER
Mario Anger is an animator and learned his craft
traditionally with clay, stone, and pencil on paper. He
has worked in the film VFX business and currently works
as a modeler at Double Negative, London.
ROUMEN FILIPOV
Roumen Filipov is a 3D generalist born in Bulgaria,
currently living in Brazil. His specialty is making 3D
characters for film and the advertising agency. Here, he
sculpts a fun sci-fi character.
ARAM HAKZE
Aram Hakze is a visual effects artist from The Netherlands
who specializes in creating high-end 3D assets for feature
films, animations and games. He most recently worked
on The Jungle Book and Terminator: Genisys.
MARCO PLOUFFE
Marc-Olivier Marco Plouffe is a Montreal-based character
artist and co-founder of Keos Masons. He has worked
previously for THQ, BioWare, Eidos and other companies
in the entertainment industry.
JAMES SURET
James Suret is currently a full-time web developer and
freelance 3D artist, focused on creating detailed character
and creature sculptures. He also enjoys creating
illustrations and concept art from 3D renders.
SAMO KRAMBERGER
Samo Kramberger is a multi-talented freelance artist
from Slovenia, working as a designer, illustrator and
sculptor. In the latest issue, he shares his dark, clay
creations with us.
Junior Editor
Marisa Lewis
marisa@3dtotal.com
Sub-editor
Adam Smith
Graphic Designers
Matthew Lewis
Aryan Pishneshin
Advertising Manager
George Lucas
george@3dtotal.com
Studio Manager
Simon Morse
simon@3dtotal.com
Managing Director
Tom Greenway
Advertising
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Each issue the 3dcreative team selects 10 of the best digital images from around the world. Enjoy!
3DCREATIVEMAG.COM
Migration
Alexander Gluhachev
Year created: 2015
Software used: Blender, Photoshop
Web: artstation.com/artist/slir
3DCREATIVEMAG.COM
Make Believe
Daniel Ocean
Year created: 2015
Software used: Blender
Web: cgcookie.com/u/bpeders1
11
Desert Horse
Field Leisner
Year created: 2015
Software used:
ZBrush, KeyShot
Web: leizner.com
3DCREATIVEMAG.COM
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3DCREATIVEMAG.COM
Azid
Mohammad Hossein Attaran
Year created: 2015
Software used: ZBrush, Photoshop
Web: mhattaran.com
Sea Creature
Gary Foo Boon How
Year created: 2015
Software used: Maya, V-Ray, Photoshop, ZBrush
Web: graxious.deviantart.com
15
Infiltrator
Igor Sobolevsky
Year created: 2015
Software used:
ZBrush, KeyShot, Photoshop
Web: igoq.artstation.com
3DCREATIVEMAG.COM
17
Eleanor
Peyman Mokaram
Year created: 2015
Software used:
Maya, ZBrush, MARI, V-Ray, Photoshop
Web: peymanmokaram.com
3DCREATIVEMAG.COM
19
Toad
Romain Lavoine
Year created: 2015
Software used:
Maya, MARI, Arnold,
Photoshop, NUKE
Web: lavoineromain.com
3DCREATIVEMAG.COM
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Nadia
Rodrigo Paulicchi
Year created: 2015
Software used:
ZBrush, 3ds Max,
V-Ray, Photoshop
Web: rpaulicchi.wordpress.com
Mastering
artistic lighting
Gleb Alexandrov, lighting enthusiast and founder of Creative
Shrimp, shares his immersive images and advice for artists
stepping out into the online world
3DCREATIVEMAG.COM
The Artist
Gleb Alexandrov
Owner of Creative
Shrimp blog
creativeshrimp.com
Interviewed by:
Marisa Lewis
Gleb Alexandrov is a digital
artist, blogger, and the
founder of educational
website Creative Shrimp.
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Artist history
Gleb Alexandrovs career
up to this point...
2013: Won first place in the Her
Majestys Air Fleet competition.
2013: Created a blog and started
recording tutorials for artists.
2014: Won a Render of the Year
award on BlenderNews.org.
2014: Artwork published in the
Digital Mayhem: 3D Machines
Techniques book.
2015: Participated in creation of
Pro-Lighting: Skies trailer for
Blender Guru.
2015: YouTube channel reached 1.5
million views.
2015: Invited to Blender Conference
2015 as a speaker.
3DCREATIVEMAG.COM
Her Majestys Zeppelins Glebs first image in Blender, and possibly his most popular one.
Its featured in books and magazines and won an award on Blender News last year
3DCREATIVEMAG.COM
Big City Sensory Overland It took Gleb nearly a month to get from the initial idea to the final image, and he was caffeinated the whole time
29
The Fog All-devouring fog is actually a good thing. It helps you to create awesome ambient lighting!
3DCREATIVEMAG.COM
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The Winter Morning Sometimes you hurry to make a photo, only to discover later
that it didnt capture subtle color nuances of the ice. In 3D, you are in control
Complexity of Light You notice the dazzling complexity of the lighting. You stop. And the whole world stops
The Artist
Gleb Alexandrov
creativeshrimp.com
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Creating striking
designs daily
3DCREATIVEMAG.COM
The Artist
Mike Winkelmann
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3DCREATIVEMAG.COM
BREATH CONTROL This image used a plugin called x-particles for CINEMA 4D
to make a bunch of glowy strands going through a frosted sphere
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GAUSSIAN HARVEST In this image, Mike imagined a weird sci-fi future in which people harvest giant glass balls
3DCREATIVEMAG.COM
BOXXX-3W Just a simple sci-fi box that can float over people
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CHILI CHEESE DOG Here, Mike was playing around with a CINEMA 4D plugin called DEM Earth, and some lasers
3DCREATIVEMAG.COM
TINCT FORMATION DISCOVERY The large shard formation in this scene was modeled with ZBrush
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The Artist
Mike Winkelmann
beeple-crap.com
3DCREATIVEMAG.COM
43
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NAOYA KURISU
MAURO CORVELONI
LIGHTWAVE3D.COM
The Artist
The sketchbook of
James Suret
Freelance artist James Suret shares a sample
of his sinister ZBrush monsters and mechs
3DCreativemag.com
James Suret
artstation.com/artist/zerojs
Software used: ZBrush
James Suret is currently a full-time
web developer and freelance 3D
artist, focused on creating detailed
character and creature sculptures.
He also enjoys creating illustrations
and concept art from 3D renders.
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Toolkit
I used to generate the basic 3D form of a model
in traditional 3D modeling software and then
import into ZBrush for sculpting, but now I can
work from start to finish in ZBrush thanks to
the many improvements that have been made.
I sometimes use KeyShot for ZBrush to create
quick professional quality renders; other times I
create several renders in ZBrush and composite
them in Photoshop.
Sketching workflow
When I am creating a character based on human
anatomy, I start from a pre-made base mesh
and then change the proportions and add to the
form. However, if I am creating a character from
my imagination I start by creating a ZSphere
skeleton, then pull out the rough form using the
Move and Inflate brushes. From there I mostly use
the Clay and Dam_Standard brush to build up the
definition, separation and form of the character.
During this process I use DynaMesh to re-create
the mesh and increase the polygon count. After
posing the character using the Transpose tools,
I then use several Alpha materials to add finer
surface details such as wrinkles and pores.
A scene showing an alien creature
tending to her newborn baby
3DCREATIVEMAG.COM
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TOP TIP
Tell a story
When sculpting a character
or creature, its important to
create a pose that brings it to
life. Try to imagine what the
character would look like if it
was in a game or movie and
how it would move or stand.
Try creating a pedestal base for
the sculpture that incorporates
the environment the character
would be set in.
3DCREATIVEMAG.COM
The Artist
James Suret
artstation.com/artist/zerojs
3DCREATIVEMAG.COM
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The Artist
Sculpting in
polymer clay
Freelance artist and sculptor Samo Kramberger
shares a selection of his traditional clay works
3DCREATIVEMAG.COM
Samo Kramberger
samokramberger.com
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3DCREATIVEMAG.COM
The Artist
Samo Kramberger
samokramberger.com
The Artist
Roumen Filipov
roumenfilipov.com
Software Used:
ZBrush
Roumen Filipov is a 3D
generalist born in Bulgaria,
currently living in Brazil.
His specialty is making 3D
characters for film and the
advertising agency.
Model a stylized
female character
by Roumen Filipov
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ZRemesher configuration
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Examples of deformations
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The Artist
Roumen Filipov
roumenfilipov.com
NEXT ISSUE
Join Roumen as he
continues modeling
and UVing in
3ds Max
67
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Scene files
Create a forest
scene in Vue
by Drea Horvath
The Artist
Drea Horvath
dreahorvath.eu
ddcreations.eu
Software Used:
Vue, Photoshop, Filter Forge
Drea Horvath is an
environment artist,
owner and co-founder
of D&D Creations, a
studio specializing in 3D
Visualization and Audio
Production. She also
creates environments for
matte painting, animation
and games.
71
Exporting the height map of the basic (path) terrain in TIFF image format in Vues Terrain Editor
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3DCREATIVEMAG.COM
Top: Setting up the path terrains height and material distribution maps in Photoshop
Bottom: Importing the height map into Vues Terrain Editor
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Top: general settings of the twigs ecosystem layer (left) and density
settings of the pebbles (right). Bottom: Variable density of the twigs
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General settings of the ground cover ecosystem layer, including the relative presence of the species
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3DCREATIVEMAG.COM
Side view of the scene with the largest background terrain highlighted, demonstrating the actual scale of the scene
TOP TIP
Basic rules of composition
Even with perfect lighting
and excellent render quality,
bad composition can ruin
the overall perception of
an image. One of the most
important guidelines is
the rule of thirds, which
means positioning the main
element(s) in the scene offcenter. If you look at my render, the path is positioned a bit near the right side instead of the
center. Leading lines are also easily recognizable on the image; instead of a straight path, the
path naturally leads your eyes from the left to the right, then back to the center. The third rule
I would highlight is framing; notice how I place firm trees to each side to form a natural frame.
Demonstrating the rule of thirds; the image is divided into nine
equal segments. The blue dot indicates the position of the path
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TOP TIP
Bringing the scene into life
I have seen several perfectly realistic
and high-quality environment
renders, but in some cases I still
couldnt help feeling that something
was missing. Realism can be a good
challenge, but if you want your
render to leave a bigger impact on
the viewers, triggering emotions, I
highly suggest adding an object or
two that brings the scene to life. I add
a rabbit I downloaded from http://
tf3dm.com/3d-models/animals,
and some butterflies by my fellow
artist and modeler Oli Lucianus
Pfeiffer. Without these extra models,
the scene would look empty, and
probably wouldnt leave as much of
an impression.
3DCREATIVEMAG.COM
Tweaked fog, haze and global settings in Vues Atmosphere Editor. With
these settings I created a mildly foggy landscape with more depth
14
Screenshot of my render settings and anti-aliasing settings for large
resolution soft AA strategy and advanced effects quality boost
15
Top: Adjusting colors, highlights, contrast, clarity and vibrance in Photoshops Camera Raw Filter
Bottom: Final enhancement in Filter Forge
TOP TIP
Effective resource handling
If you work with heavy meshes or
relatively large-scale ecosystems,
you might eventually get a warning
that your system is about to run
out of resources, and you will
notice Vue not working smoothly.
To prevent this, it helps if you
change the display option of
small-scale ecosystem instances
to None. You can also put large,
populated background terrains
and less important objects on a
separate layer, and hide the entire
layer in the viewport. Another
effective solution is to change the
display mode of heavy objects to
Wireframe Box after placing them
in the scene.
The Artist
Drea Horvath
There are several options to display the ecosystem
population in the viewport. By selecting None, the
instances appear as dots
dreahorvath.eu
ddcreations.eu
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3DCREATIVEMAG.COM
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The Art
of Loish
+plus
The Artist
Mario Anger
marioanger.com
Software Used:
ZBrush
Mario Anger is an animator
and learned his craft
traditionally with clay,
stone, and pencil on paper.
He has worked in the film
VFX business and currently
works as a modeler at Double
Negative, London.
How to portray
facial expressions
by Mario Anger
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The orbicularis oculi (blue), zygomaticus major (green) and risorius (yellow) used for smiling
87
The frontalis (yellow), depressor anguli oris (green) and platysma (blue)
3DCREATIVEMAG.COM
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The corrugator (red), levator palpebrae superioris (yellow),
levator labii superioris (green) and orbicularis oris (blue)
15
The Artist
Mario Anger
marioanger.com
89
3 D T O TA L S A N AT O M I C A L C O L L E C T I O N :
NEW FIGURES COMING SOON
Affordable anatomical reference figures for
traditional and digital artists, including male and
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Scene file
Modeling mechs
in SketchUp
by Jessica TC Lee
The Artist
Jessica TC Lee
jessicatcl.com
artstation.com/artist/j03150315
Software Used:
SketchUp, KeyShot,
Photoshop
Jessica TC Lee is an experienced
concept artist and awardwinning illustrator working in
a game studio as the leading
concept artist, and is currently
residing in San Francisco.
Click here
to download
SketchUp Make
for free
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Hidden joints: After finishing most parts of the front portion of the
mech, I start to think about the joints between the main body and
the front legs. These joints are hidden from a three-quarter view beauty shot,
but are essential to the mechanism of the front legs.
I block in some cylinders and boxes to settle the mechanism, which should
allow the legs to move both up and down, left and right. Then I detail the
shapes of the parts to make them more than just primary shapes (fig.09a). A
small trick I use here to get a bevel corner on an irregular shape is by using
the Intersection Faces tool and sealing the holes later (fig.09b).
10
Back legs: Its time to get to the back legs. There is a lot of fine
tweaking to the model and I dont follow exactly how the original
sketch looks, especially with the ankle parts. I rearrange how the panels are
overlapping each other, so I can get a look as close to the sketch as possible
while not making the legs too thin and narrow. This is a situation I often
encounter when interpreting 2D design to 3D; the width of a part of a sketch
on paper is often not really the same case when its modeled.
I adjust the proportion of the back legs because I imagine this mech has a
strong jumping mechanism that resembles a hunting animal. I start to have
a rough idea about the exact usage of this mech; more for scouting in a small
area. In many cases, a design that mimics a function in nature is usually
appealing because of its relatability.
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3DCREATIVEMAG.COM
NEXT ISSUE
Jessica finishes the
mech with KeyShot
and Photoshop
The Artist
Jessica TC Lee
jessicatcl.com
artstation.com/artist/j03150315
103
The Artist
Aram Hakze
aramhakze.com
Software Used:
ZBrush
Aram Hakze is a visual
effects artist from The
Netherlands. He most
recently worked on
The Jungle Book and
Terminator: Genisys.
Mysterious monster
designs with ZBrush
Visual effects artist Aram Hakze reveals the process
behind his towering Lovecraftian horror, Nautilus
3DCREATIVEMAG.COM
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Use the Move, Snakehook and Curve Tube brushes a lot in the beginning stages
105
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The Artist
Aram Hakze
aramhakze.com
3DCREATIVEMAG.COM
The Artist
Marco Plouffe
marcoplouffe.com
keosmasons.com
Software Used:
ZBrush
Marc-Olivier Marco
Plouffe is a Montrealbased character artist
and co-founder of Keos
Masons. He has worked
previously for THQ,
BioWare, Eidos and
other companies in the
entertainment industry.
Sculpt a detailed
ZBrush mech
Marco Plouffe gives us an insight into his dynamic mech
design, W.A.S.P., made with ZBrush, KeyShot and Photoshop
3DCREATIVEMAG.COM
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Cutting the model into pieces and starting the polishing phase
3DCREATIVEMAG.COM
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Working on some
smaller parts
separately
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Examples of render passes these took 6-10 minutes each without Area or Object Lights
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The Artist
Marco Plouffe
marcoplouffe.com
keosmasons.com
119
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NEXT MONTH
Model and UV a character in 3ds Max
Hard-surface sci-fi designs
Informative new interviews
Inspiring ZBrush sketches
10 of the best 3D images from
around the world
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3DCREATIVEMAG.COM
The Artist
Hasan Bajramovi
hbajramovic.cgsociety.org
Software Used:
3ds Max
Hasan Bajramovi is a
freelance 3D artist specializing
in high resolution modeling
for cinematics and games.
His skills include texturing,
lighting and rendering.
3DCREATIVEMAG.COM
Simple compositing on the final image to adjust the contrast and brightness
Hasan Bajramovi
3DCREATIVEMAG.COM
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