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3D Art
NE
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OF MODELS
TEXTURES
AND MORE

& Design
Volume 1

Unlock the full potential of 3D design New


Expert tips
for
to improve
your 3D
Master
the latest 2015
artwork software

Create
detailed
characters

3ds Max  Maya Blender  ZBrush Photoshop


Welcome to
3D Art
& Design
The world of 3D art and design has always been an exciting one, but it continues to reach new
heights year after year. Whether you‘re an animator, roto artist, video game artist or VFX creator,
advancements in the standard and availability of design technology have made the industry
more vibrant and accessible than ever before. Films like Gravity have set the benchmark for great
visual design, and games like Grand Theft Auto V and Destiny have proven that aesthetics are as
important on consoles as they are on the big screen.
With this in mind, we‘ve created a book that caters to your every need, featuring the most popular
industry-standard software. You‘ll learn everything from modelling, to rigging, to compositing, as
we walk you through ideas from conception to conclusion. Industry experts provide invaluable
advice on Maya, Blender, 3ds Max, ZBrush and more to bring your projects to life. Whether it‘s
creating game characters, animating movements, mastering arch-vis or rendering artwork, 3D
Art & Design Tips, Tricks & Fixes has fantastic step-by-step tutorials to suit your needs. On FileSilo,
you‘ll find free arch-vis models, sci-fi textures, artists‘ galleries, video masterclasses and all the
accompanying files to the tutorials in the book. Read on, and enjoy!
3D Art
& Design
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3D Art & Design Tips, Tricks & Fixes Volume 1 Revised Edition © 2014 Imagine Publishing Ltd

ISBN 978 1910 439 487


Part of the

bookazine series
Tips
10
18
50 tips & tricks in Maya
Model an exterior environment in Maya
38
22 Texture an exterior environment in Maya
28 Bring an exterior environment to life
32 Master ZBrush: model for games
38 Create 3D game assets
46 Perfect your anatomy skills
50 Sculpt the skeletal torso
54 Sculpt limbs in ZBrush
58 Sculpt the legs and feet
62 Create realistic ZBrush sculpts
68 Design a creature in modo
70 Build fantasy vehicles in 3ds Max

76
Tricks
78 50 top Blender VFX tricks
86 Fracture with Blender
88 Create fur in ZBrush
96 How to animate a jump
100 Animate action moves
104 Perfect UVs in UVLayout

10 106 Create an interactive character in Unity


110 Master 3D cloth effects

6 3D Art & Design Tips, Tricks & Fixes


Master the art of composing
great 3D projects from some
of the most highly-rated artists
in the industry

68 Fixes
120 50 hot topology fixes
128 Improve your characters
136 Blow bubbles using V-Ray Metaballs
138 Render glass objects
146 Clean up 3D models
150 Understand hard-surface retopology
152 Retopologise in Mudbox
156 Paint in Sculptris

120
70

100

3D Art & Design Tips, Tricks & Fixes 7


Tips Get to grips with a
variety of creative
software, and 70
master everything
from conception and
modelling to rigging
and compositing
10 50 tips & tricks in Maya
18 Model an exterior environment in Maya
22 Texture an exterior environment in Maya
28 Bring an exterior environment to life
32 Master ZBrush: model for games
38 Create 3D game assets
46 Perfect your anatomy skills
50 Sculpt the skeletal torso
54 Sculpt limbs in ZBrush
58 Sculpt the legs and feet
62 Create realistic ZBrush sculpts
68 Design a creature in modo
70 Build fantasy vehicles in 3ds Max

46 38
8 3D Art & Design Tips, Tricks & Fixes
Maya
ZBrush
Photoshop Combine a range of 3D software
3ds Max
modo
to create a game-resolution asset,
V-Ray then apply it to a fully rigged
videogame character

10

62

28
18
3D Art & Design Tips, Tricks & Fixes 9
Tips

50
MAYA
TIPS & TRICKS IN
Industry experts share their
Autodesk Maya tips, tricks
and techniques, helping you
master every aspect of this
versatile software, from
modelling and rigging to
scripting and dynamics

I
t’s quite surprising to learn that a lead Dragon Tattoo, Rise of the Planet of the Apes,
character artist, senior cinematics Thief, Game of Thrones and much more.
animator, freelance rigger and senior That’s why we’ve brought together a
software engineer all make use of the hand-picked selection of successful industry
same piece of 3D software. experts to reveal the tips they have used
Autodesk Maya is one of the most for the best results with Maya, from
powerful and highly customisable programs modelling and animation to
available today. It’s the Swiss Army knife of scripting, rigging and
CG software, the tool able to fully produce a dynamics. You’re
polished film or animation without ever guaranteed to learn
leaving the program. At the same time it’s something new!
user-friendly enough to be grasped by
beginners. Maya’s versatility means it has
been used in many different facets of the
industry, creating animations, VFX in film
and TV and even games. Titles include
Halo 4, The Girl with the
www.behance.net/mayamouse
Rigger, animator and lecturer in

Lead character artist at Crystal


www.warpeaceandpixels.com

Freelance 3D character artist

Director, BeezleBug Bit, LLC

Senior cinematics animator


Co-founder of Creature Art
www.matthieugarnier.com
Lead rigging and animation
Senior software engineer

VFX art director, Blizzard

Visual effects supervisor

www.blog.sina.com.cn/
www.beezlebugbit.com

Dynamics /Square Enix


www.digitaltutors.com
www.linkedin.com/in/

www.berubefilms.com

www.kishorevijay.com
www.chadvernon.com
www.dawidcencora.tk

www.bloopatone.com
Computer Animation

www.danroarty.com
Matthieu Garnier

Turuğshan Turna
Jonathan Berube

Freelance 3D artist

Senior art director


Will Anielewicz

Dawid Cencora
Delano Athias

Kishore Vijay

Freelance artist
and Mechanics
Chad Vernon
Jahirul Amin

willanielewicz

Dan Roarty
Lee Lanier
Eric Keller

marinefeng
Cinematics

Lifeng Xu
instructor

10 3D Art & Design Tips, Tricks & Fixes


Tips

I was introduced
to Maya in my first
year of college at
CDIS (now the Art
Institute) in
Vancouver over ten
years ago. I was
blown away with
the endless tools
and features it
had to offer
Oriental Delicacy By Dawid Cencora Dan Roarty
3D Art & Design Tips, Tricks & Fixes 11
Tips Tricks Fixes

maximise the details. Also, it’s good to keep


MODELLING that in mind that Boolean tools can
sometimes help create complex models

01  Study anatomy carefully. Learning


about the bones and muscles that
much more easily. Turuğshan Turna

affect the surface forms will help to sell the


idea that your characters have an internal
structure. This will inform your decisions as
08  A creative way to model a repetitive
shape along a path is by using the
Animation Snapshot command from the
you create the topology. Jahirul Amin Animate menu. By animating a piece of
geometry travelling along a motion path, the

02  The adjustment of overall shape and


structure is very important in the
coarse modelling stage. Getting the muscle
Animate Snapshot function will create a
duplicate copy of your model every other
frame. This can be a great way to create
anatomy correct at this stage is key for later chains, or street lights along your city street
rigging and painting skin weight. Lifeng Xu network. Jonathan Berube

03 
Use quads as much as possible. You may have to use the odd triangle,
but stay away from Ngons. Quads subdivide predictably, are easier to
envelope when skinning and give better results during the UV/
texturing process. Taking a model from a 3D package, such as Maya, to a sculpting
package, such as ZBrush, will also be a doddle if you’ve stuck to quads. Jahirul Amin

04  You might notice that when you


import very dense geometry your
scene will slightly lag due to all the geometry
09  A quick way to get a base mesh is
by using the Texture to Geometry
tool. Create a plane with the same aspect
currently shown in the viewport. If you want ratio as your projected image, assign the
to speed up your viewport turn on Backface texture to the plane, select your plane
Culling in your Shading options. This will geometry and go to Modify>Convert> Terra Incognita by Turuğshan
eliminate the drawing of backfaces in your Texture to Geometry. Browse your input Turna.“This project was
actually a simple scene that I
scene and greatly improve the overall speed image and then apply. Jonathan Berube began to create in order to
explore my lighting
of your viewport. Dan Roarty knowledge with Autodesk

10  Prepare for deformation, because Maya. Afterwards, it turned


into a classroom for

05  Use the Text tool to create some


curves and interesting shapes. Place
these curves in front of simple NURBS
good deformation is completely
reliant on a model with excellent topology.
Pass the model to the riggers at different
learning the amazing world
of Maya’s Cloth and Craft
Animation tools,” says Turna

primitives and project them on one or more stages of the development to enable them to
NURBS primitives from various angles. Use test it for deformation. If there are any issues, Our contributors reveal
these curves as trim edges to make holes or you can make the changes early on as how they got started
duplicate the surface curves and lift new opposed to on a final model. If it won’t be with Maya
surfaces between the curves. Eric Keller deformed, then you have more room to I’m self-taught. I learned Alias
manoeuvre regarding the topology. PowerAnimator in 1994 while interning Modelled in Maya, Happy
at Buena Vista Visual Effects at Walt
06  Leave the camera at a standard
focal length (35) or Orthographic
Jahirul Amin
Disney. PowerAnimator was the
precursor of Maya and shared many
Birthday Nana, is an
award-winning image from
Dan Roarty’s portfolio
view. Try to use perspective cameras with an
appropriate focal length. By modelling in
Orthographic view you lose the perspective
11  The Create Polygon feature is great for
retopologising a mesh inside Maya. I do
this by importing the high-resolution mesh
similarities. I learned Maya by using an
early beta copy while off-the-clock at
PDI/DreamWorks in 2000. Lee Lanier
present in a photo. Dan Roarty then making it live by selecting the magnet In 1982, I was one of the original
icon. From here I use the Create Polygon tool engineers at Alias Research, the creator

07  Design complicated models by


cutting them into smaller parts. My
aim is always to minimise the poly count and
and draw over the top of the high-res mesh
to create my new low-res version.
Dan Roarty
of Maya. My task was to prototype a
new artist workstation, the Alias Power
Animator. I started using Maya in
production at Industrial Light and Magic
in 2001. Will Anielewicz

12  It’s relatively easy to bring a


Photoshop shape or line as geometry
in Maya. Make a selection from your painted
My first introduction to Maya was when
I was still a student. I learned a bit of both
Maya and 3ds Max, but only some basic
shape and create a working path from it. manipulation with no greater depth. I
Export the path as an Adobe Illustrator curve worked mostly with traditional media
(AI curve), then import it into Maya and during my student and professional life,
start creating with it. Use the path as a base but I found many limitations. The effects
that I want to achieve are so much easier
for extrusions or as a Snap Align guide for
to accomplish with CG and Maya is such
existing geometry. This is a great method for a fine tool for helping me meet my
modelling 3D logos or accurate meshes. expectations. This is when I shifted my
Jonathan Berube focus to Maya. Lifeng Xu

12
Fixes Tricks Tips

Maya has been


Digital-Tutors’
most-watched
training, with
courses starting
over 13 years ago
Digital-Tutors

In his capacity as VFX art director at


Blizzard Cinematics, Jonathan Berube
uses Maya to work on sequences for
videogames such as StarCraft II

capabilities, it might be a good idea to create follow-throughs and push silhouettes for
RIGGING a footroll channel on your foot control, staging. These are key animation principles
instead of creating another object to control that are, ultimately, used to make character

13  Understanding the functions of your


body’s limbs and protrusions will help
to inform your decision-making during the
that feature. From an animator’s point of
view, being able to tweak the animation of a
character’s leg and foot roll all from one
performances more appealing. It’d be safe to
say that the more flexible our rigs are, the
higher the chances an animator has of
rigging process. What type of joint is the object means we don’t have to spend the enhancing the quality of a character’s
elbow? How does the shoulder work? How time selecting between two or more controls movements. Delanos Athias
many degrees of freedom does the wrist for the same outcome. Delanos Athias
allow? By answering these questions and
more, we can consider where we should
place our bones and how our digital 17  Automate what you can, but be very
careful with this, because we don’t
20  By understanding anatomy, we can
see what anatomical structures we
need to replicate faithfully and which will
characters should articulate. Jahirul Amin want to automate so much that we start to enable some rigging license. The spine, for
take control away from the animator. For example, has 24 bones. Do we need that

14  Stay organised. There really is nothing


worse than struggling to search for
nodes that are difficult to find because of
instance, if we’re rigging an aircraft that will
eventually fly through an environment, we
wouldn’t want animators to have to animate
many bones in the spine for our characters?
No. But we do need to know how it
articulates so we can mimic the movement
poor naming conventions. Remember: take the vehicle’s turbines when this can be that it creates. Jahirul Amin
the time to rename your nodes. It’ll save you handled easily with an expression. On the
a lot of time in the long run. Delanos Athias same note, we wouldn’t want to tie the
vehicle’s banking control to its side-to-side 21  Keep joints and controls clean. All rigs
should be able to revert back to the

15  Before you even touch the computer,


find out what the rig needs to do and
how the animator likes to work. Does the
translation. That type of automation would
be very restrictive. Delanos Athias
default pose by zeroing out the Translate and
Rotate values of the joints or the controls.
I’ve seen occasions where this is not the case

Standardising Rigs in
character need to run, jump over a fence and
then pull off a tornado-kick? Or does he
simply sit behind a desk and pick his nose? If
18  Look for ways to add controls that will
help animators loosen up their
characters. This can be done several ways,
and you can imagine the animator’s fury.
Rigging shouldn’t be rushed, because good
animation won’t come from a bad rig. Just as
Maya by Digital-Tutors
it’s the latter, then there will be no need to rig one of which would include setting up pliable modelling affects deformation, rigging
the legs as you won’t see them, for example. limbs that can be animated to enhance arcs, affects animation. Jahirul Amin
Jahirul Amin

16  Strive for efficiency. This concept is


important when designing control
objects. An example of this could be seen on
a foot control. If you add foot-rolling
19  Keep it simple. It’s easy for new technical artists to assume that all
control rigs must be highly sophisticated, however this mentality
can cause rigs to end up over-saturated with controls, making the
puppet very cumbersome to work with. Delanos Athias
3D Art & Design Tips, Tricks & Fixes 13
priceless tools available online courtesy of its
Jahirul Amin suggests performing the
actions being animated yourself. This
way you can better understand the
ANIMATION massive user base. You can easily look for
mechanics of the movement
planning tools, in-between tools, pose

22  Commands or selection sets for your


character that are often repeated can
be saved on custom shelves by simply
libraries, channel and curve filters, or
constraining tools. The Grease Pencil was
one such plug-in that is now available with
middle-mouse-dragging the scripts from the Maya 2014. Kishore Vijay
Script Editor onto your shelf. Kishore Vijay

23  The Graph Editor is your friend. Yes,


it may look scary at first. Yes, your
27  Groups are your friends. Grouping an
object before constraining the group
allows you to still offset the object while it’s
animation curves may look like a bad bowl of constrained. Constrain the character’s hand
spaghetti here and there, but learning to take to the prop, animate the prop and switch to
charge of the Graph Editor will pay dividends constraints or between IK and FK in one
later on. It enables you to make broad frame during a fast move, so it’s easier to
changes, create fluid arcs and tidy up any avoid pops. Kishore Vijay
troublesome issues. Jahirul Amin
Matthieu Garnier
combined Maya with
Photoshop and
rendered in V-Ray to 24  When gathering reference, don’t just
look at other animation references
28  You don’t need to figure out how to
send the next astronaut to Mars but
by having a knowledge of physics and
achieve this
atmospheric result but open your eyes to the real world. Go out, biomechanics, you can utilise the wisdom of
grab a pen, a pad, a camera and anything geniuses such as Newton and Borelli. How
that you can use to document movement does gravity affect an apple falling and
first-hand. By solely looking at animation therefore how many frames would it take to
reference from books or online, you are hit the ground? Where is the centre of
relying on someone else’s interpretation of gravity on that hammer I just threw across
what they saw. Jahirul Amin the room and how does this affect its
rotation in the air? Jahirul Amin

25  Use a polygon edge as an easy way


to attach an object to a surface as it
moves. Select an edge on a polygon surface 29  Set up your workspace efficiently.
Dual Monitors greatly increase your
and choose Modify>Convert Polygon Edges speed. You can tear off a panel and have a
to Curve. Add a locator and attach it to the floating viewport in your second monitor.
curve via a motion path with the Time Range Simply go to Panels>Tear Off or Tear Off
set to Start. Use a point or parent constraint Copy. You can also set up hotkeys for most
to attach an object to the locator. To make used functions: Windows>Setup/
the object move along the curve, animate Preferences>Hotkey Editor. Kishore Vijay
the U value of the motion path. As long as
the history connection between the
duplicated edge and the original polygon
surface remains, the attached object will be
30  A quick way to copy a pose from
anywhere in the timeline is to
middle-mouse-drag from the selected frame
stuck to the polygon surface. Eric Keller and set a key at a new frame. To scrub
through your animation, hit K and drag

26  Customise with plug-ins, scripts and


shelves. The most useful thing to
realize is that Maya is flexible and has tons of
anywhere in your window. You can also
change your preferences to increase the
height of the time slider and increase the Key
Tick Size (Window>Settings/Preferences>
Preferences>Time Slider). Kishore Vijay
Kishore Vijay’s animation workflow guide for pose-to-pose and straight
ahead blocking, as well as layering methods
1 In general, I block in most shots and start working in 2 When blocking in Step mode, make a selection set or a
31  When animating, you should be
acting out the movement and
feeling that emotional beat of the
pose-to-pose. I then begin working straight ahead through shelf button that selects all of your character controls and
certain actions. For short shots, ballistic actions or animation set a key on each pose. This is useful when you need to be character. You can’t do that by looking at
cycles, as well as for most lip sync work, I prefer to work in a able to make rapid changes depending on feedback. It also the screen all day, so stand up and
layered fashion. For example, for a dialogue scene that helps to set up a hotkey to switch between Linear and Step
perform the action. Understand where
needs many levels of lead and director approval, I would do modes as you block, to check for gimbal issues with
very detailed blocking in Step mode for all the body rotations, especially in the wrists or FK arms. Navigating to your body weight is, what’s leading and
animation, maybe blocking in key face poses. I would also Graph Editor>Curves>Euler Filter is a quick fix for Gimbal what’s following. Are your acting choices
animate the face in a layered fashion, treating the upper face flips, as is changing the rotation order. clear or could they be stronger? Is your
animation as a separate layer from the lip sync. I then break 3 Use 2D Pan/Zoom to focus on areas that you want to timing working? Questions like these
up the lip sync into the jaw-up and jaw-down movements, as polish without changing the perspective of your shotcam. should all be answered before hitting the
well as the in and out motions of the lip corners. First I lock
4 Add a reference movie, storyboard or 2D blocking of your computer. The last thing you want is to
down the timing and then begin layering in the mouth
scene to the imageplane of your shotcam or a secondary
shapes and more detail. realise 20 hours in that your animation is
camera for quick reference during animation.
not working. Jahirul Amin

14 3D Art & Design Tips, Tricks & Fixes


Fixes Tricks Tips

SHADING, LIGHTING & RENDERING

32 
It’s not mandatory that all lights cast shadows. In many cases, you
can activate shadows for the key light (the scene’s main light, which
is often the strongest) while leaving shadows off for fill lights
(weaker secondary lights). Activate shadows incrementally and test render at
each step. Multiple overlapping shadows often appear unaesthetic. Lee Lanier

33  When lighting, work with one light at


a time, creating, placing and
adjusting the key light before adding a
35  When modelling a head, it’s very
important to see how the forms,
wrinkles and overall structure of the face will
second fill light. Adjust this before adding a read under different lighting conditions and Eric Keller on his volume light method
third rim light. This method is more efficient angles. When I’ve created a head I’ll bring a
Using the volume light method for creating a custom Depth pass
than adding a whole bunch of lights at once version of it into Maya and test it under opens up a lot of creative potential when you import the pass into
and trying to simultaneously adjust them all. different lighting conditions in the viewport. your compositing program.
Lee Lanier You can do this by creating a basic For example, you can set the blend mode of the layer to Overlay,
directional light, turning on Shadows and place it above your beauty pass and then lower the opacity. This

34  Create a new render layer, turn off all


the lights, then make a volume light
with the following settings: Emit Diffuse and
viewing it in Viewport 2.0. It’s quicker than
rendering and also interactive, so you are
able to see how it reads while moving and
adds depth to the scene by brightening your area of focus and
darkening the surrounding area. This can be the subtle touch that
makes the image pop.
Specular: Off, Volume Light Dir: Outward, rotating the light. Dan Roarty If you animate the camera in Maya, try constraining the volume
light to the Aim Locator of the camera so that you can precisely
Emit Ambient: On, Shadows: off. Select your
control the illuminated area. This helps especially for creating
objects and apply a Lambert shader with the
Diffuse Color set to 100% white. Position
the volume light to surround your main
36  Use the Color Gain and Color Offset
attributes found in a texture’s Color
Balance section. You can tint, darken, or
complex rack focus techniques when you use the depth pass as a
way to generate DOF blurring. You can even have more than one
volume light as a way to create multiple areas of focus. Be aware
subject, then render an image sequence. lighten a texture by changing the Color Gain that if any objects in your beauty pass have Displacement maps
Import the images into your compositing or Color Offset. You can then layer two applied, you’ll need to apply those maps to the Lambert shaders on
the same surfaces in your custom render layer or the edges of the
program and use this as the source for textures by mapping the Color Gain of one
surface will not match in the composite.
ZDepth in your defocus effects. Eric Keller texture with a second texture. Lee Lanier

Little Dead Girl By


Lee Lanier

3D Art & Design Tips, Tricks & Fixes 15


Tips Tricks Fixes

SHADING, LIGHTING & RENDERING


37  To determine bitmap texture
resolution, consider the render
resolution and Texture Screen Size. If you’re
40  Automatically organise your
rendered images by using the
Keyword feature in the file name prefix field
rendering HD 1,080, yet the texture is on an of the Common tab of the Render Settings.
object that takes up a 100 x 100 section, you Artists often render many versions of a
can get away with a 256 x 256 texture. If the project and later have a difficult time figuring
object fills the screen, you’ll need a texture out which Maya scene file created a render.
that’s at least 2,048 x 2,048. Lee Lanier Will Anielewicz

38  Maya supports super-white values,


values over 1.0 on a 0 to 1.0 scale.
You can set any colour swatch that you want
41  Mental rays’ Final Gather is a great
global illumination (GI) optimisation
feature for secondary diffuse light. But there
to a super-white value by switching to HSV are two major rendering artefacts that often
and manually entering the V value. If you occur: Final Gather flicker and splotchy
render a Floating-Point format, such as gradations in soft lighting. I use a simple but
OpenEXR with a 16- or 32-bit mental ray counterintuitive approach with the Final
frame buffer, super-white values will be Gather Point Interpolation settings. I set the
stored in the rendered image, so keep this default value to between 100 and 300,
in mind while working on your colour depending on the extent of the artefacts,
swatch. Lee Lanier to blur the GI results. Will Anielewicz

39 
Use the Caustic Visualizer for real-time raytracing. This Maya
plug-in will dramatically speed up the lighting and rendering
© Andrew Hickinbottom

production workflow. The software provides a true viewport


preview of your Hypershade network, plus batch rendering as well. Details
about the plug-in can be found here: www.caustic.com/visualizer/maya
Will Anielewicz

Porsche 918 Spyder By


Will Anielewicz

16 3D Art & Design Tips, Tricks & Fixes


Tips

I love the career path that I’ve chosen. I enjoy the sense of Cyber Girl by freelance artist Dawid
Cencora. “If you’re working on a
accomplishment that comes with creating work that I love model which is going to be animated
you might want to make a basic rig on
base-mesh level to check if your
Lifeng Xu model will move correctly,” he says

SCRIPTING & DYNAMICS


42  Definitely learn Python over MEL.
Only learn MEL if some aspect of
the Maya-to-Python interaction isn’t fully
the fluid settings to create plumes of smoke
or fire from each polygon pebble. Try
animating settings for the pebble brush to
implemented. Chad Vernon create an animated emitter. Eric Keller

43  Never hard-code anything that ties


your tools to a specific pipeline or
workflow.  Don’t hard-code naming or file
48  Don’t repeat yourself. Logic,
equations, design and architecture
should each have just one place of origin.
path assumptions. These should all be Duplication makes code even harder to
accessible and easy to change. Chad Vernon maintain. Chad Vernon Chad Vernon created facial and deformation tools as a creature TD. He has a
B.A.S in Animation and VFX from Ex’pression College for Digital Arts

44  Some MEL codes might save you a


lot of time. For example, if you want
to select all faces within a UV shell without
49  nCloth can provide extremely
realistic folds and form for your
fabrics. Create the geometry of the tent or Global tips for everyone
opening the UV Editor, use this: drapery as if it were lying flat on a table.
Go full-screen! Sometimes working off your laptop might be a
‘polySelectBorder Shell 0;’ Turuğshan Turna Select the objects which are supposed to necessity. Maya has a pretty busy interface to begin with, which
collide with it and apply the Create Passive might make your laptop workflow difficult. Hitting Opt/

45  Look at other Python-based libraries


and resources besides ones tied to
Maya (such as Django and Stack Overflow)
Collider command to them. Select your
fabric mesh or tent, place above the collider
object, apply the nMesh command, create
Alt+Spacebar will hide all the window tabs away, just like how Tab
hides all the tabs in Photoshop. Jonathan Berube
To excel in any of these disciplines, you need to do one crucial thing:
for examples on good Python design and nCloth and press Play to initiate the practise. By practise, I do not mean spend ten minutes here and
implementation. Chad Vernon simulation. Duplicate the simulated mesh there or two hours, one day a week. I mean two to three plus hours a
day. There may be the odd person where everything just slots into
and enjoy a realistic folding pattern.
place and makes sense, but for the average person practise makes

46  Always separate user interface


interaction from actual tool logic.
Jonathan Berube perfect. When you get to that stage where you think everything is
perfect, keep striving to learn more and better yourself as well as
Tools should always be able to work without
the interface. Chad Vernon 50  Make particles chase an object
along a motion path. Attach a
polygon object to a motion path. Convert the
those around you. Jahirul Amin
Preparatory work is very important. It is a key component for my
work. During the observation stage, I focus not only on the effects of
aging on human anatomy, I also try to see an inner expression, as
47  Build creative fluid techniques using
paint effects. Select your surface and
make it Paintable. Apply to the surface using
object into a passive collider using
nDynamics. In the nRigid Attribute Editor
turn on Force Fields. Set the Force Field
well as how this is expressed over their facial emotions.
Lifeng Xu
Before starting work, gather as much reference as possible and talk
the Pebbles brushstroke found in the Fun Strength to a negative value so that it
everything over with your supervisor. Name every new object and
folder of the Visor. Convert the pebbles into attracts objects. Add the nParticle object shader. It’s important to keep order on the scene so you don’t get
polygons, then select the converted strokes and adjust the force field distance in the confused when there are many objects. Naming them correctly will
and turn off Primary Visibility on the Render nRigid settings. This method provides be helpful for anyone who takes over the scene later on.
Stats. Create a Fluid Container and add the significantly more intuitive and powerful Dawid Cencora
polygon pebbles as a Surface Emitter. Adjust controls. Eric Keller

3D Art & Design Tips, Tricks & Fixes 17


Tips Tricks Fixes

Tutorial files:
ěũććĴ +.!*(-%ē,
ěũćĈĴ3.6#1ē,
ěũćĉĴ'.42#ē,
ěũćĊĴ'.42#ē,
ěũćČĴ'.42#ē,
ěũćĎĴ'.42#ē,
ěũćďĴĄũ..1ē,
ěũćĐĴ 4-3(-%ē,
ěũćđĴ!13-"11#+ē,
ěũćĒĴ2(%-ē,
ěũĈćĴăũ-+ē,
The final environment once
modelled and arranged in Maya
Maya

Model an exterior
environment in Maya
With polygons as your bricks and mortar, learn to
use edge loops, lattice deformers and bevelling to grumpy old man running the tavern on the
create an exterior environment with character left; a loud, coarse woman selling her wares
two doors down; and a bloated lawyer with
his dusty practice across the street. By the

T
his will be the first in a three-part Museum in West Sussex. Being in these end of the final part, I’m aiming to have
series, first taking you through environments really helped me to get a feel created a kind of moving illustration, an
modelling, then texturing and for the kind of look I was after, as well as environment rich in latent life.
shading, before finally lighting, rendering providing me with a mental library of ideas Before embarking on a project of this
and adding life to an exterior environment. and images. nature, it’s very wise to keep the destination
In this first part we’ll look at how to model a Accompanying this tutorial you’ll find the of your work at the forefront of your mind.
stylised olde-worlde village that has been concept art I created afterwards. This is a Will it be for game, film or illustration? If
inspired in particular by places such as loose colour sketch of the final intended look your work is going to be for a game, then a
Rothenburg ob der Tauber, a town in that we’ll hopefully reach by the end of the low poly count is imperative and you’ll have
southern Germany. series. As you’ll gather when you see it, I’m to achieve detail through bump or texture
However, as Rothenburg isn’t exactly looking to give the piece a fun kind of feel. I maps, rather than through the modelling
around the corner, I took a few visits to my don’t want the lines to be too neat or process. If it’s destined for film, the
local answer to Bavaria’s finest. I spent uniform and there are some big, bold restraints on the poly count won’t be as
some time taking pictures in places such as colours to come. What I’m aiming to severe. However, it’s likely you’ll be required
Portchester Castle, the village of Wickham achieve is for you to be able to see this to achieve a photoreal end product, which
and the amazing Weald and Downland village as home to a range of inhabitants: a will bring projection-mapping techniques

18 3D Art & Design Tips, Tricks & Fixes


Fixes Tricks Tips

Lights and Normals


When modelling in Maya, I prefer to use Viewport 2.0 with the
Ambient Occlusion setting turned on. Primarily this enables me
to see how close objects are sitting against one another, but it
also adds a bit more depth to the models. I create two lights,
the first of which is a directional light with Depth Map Shadows
turned on. The other is an Ambient light, for which I take the
Intensity down to around 2.5. Throughout the modelling I
constantly play with the orientation of the directional light to
see how the various forms react to it. I also tend to duplicate
and mirror a lot of geometry over the scene, which causes the
Normals to become inverted. Having lights in the scene will
reveal these inverted Normals, but navigating to Normals>
Reverse for the inverted polys will get everything back in order
The concept art used as the basis for this project soon enough.

into play. As mentioned, I’m looking to Some of the building variations


created from the main house
create an illustration, so I’ve got a lot of
freedom regarding poly count. My approach
will therefore be to model as much as
possible rather than relying too heavily on
Bump or texture maps. Having the objects
physically there makes them interact with
light so much more successfully.
To create an overall feel of a living and
breathing space, it’s going to be important
to avoid too much uniformity. Time takes its
toll on buildings, as it does on faces, and on
no two houses in quite the same way. So, to
maintain believability, we’ll be looking to
inject unique personalities into those houses
as we would to characters. Having said that,
it would be suicide to redo topology for all
assets, so we’ll be creating some hero
assets for bricks, tiles and even whole
houses. These can then be reworked,
manipulated and lent some idiosyncrasies.
As far as technique goes, I’ll be doing
mainly box-modelling, working from a
simple cube, then creating extrusions and We’ll be building the scene loosely at first
adding edge loops where required. To speed using simple shapes and cubes to get an
up the process, as well as to add variation, idea of the entire scene. Set up your camera
we’ll be using many tools from the angle, take each building one by one into a
animation tool set such as lattice deformers clear scene and push each one further than
and non-linear deformers. the last. Once you’re happy with a reworked
Because our environment won’t need to building, bring it back to the main scene and
deform, we can afford to be a little less strict replace the dummy geometry. As you
regarding topology (only a little, remember). work, try to stick as close as possible to the
However, I’ll still be sticking to quads for two reference you’re using. It’s very easy to find
reasons. First, the models can more easily yourself muddled or unfocused if you lose
be taken into other packages such as sight of your destination. 
1
ZBrush later on, if desired. Second, quads One of our last steps will be to add some
can be subdivided very easily in order to add foliage to the scene in order to bring more
extra detail. character to the wood and masonry and to Rome wasn’t built in a day…
We’ll be doing a lot of hard-surface increase believability.  To do this we’ll be
modelling in this exercise, so take a look
around at your own environment as you
work to see how light interacts with objects.
using Maya’s Paint Effects. This much-
derided bit of kit is actually pretty useful for
what we have in mind here. It enables you
01  Import concept art and block out forms In the
Viewport panel, go to Panels>Perspective>New. Now go
View>Image Plane>Import Image and load the ‘supportingImage1.
Your monitor, your phone, your shelves – to build anything from grass to cosmic dust tif’ image. Under Attributes for the imagePlane1, check Looking
most objects will have slightly bevelled using paint strokes. Also, the fantastic Ivy Through Camera and Attached to Camera. Next, go to Panels>Tear
edges that pick up light in certain ways. Generator by Thomas Luft (download from Off to have this as a floating window to work with in your Maya
Ensure that you bring this particular reality http://graphics.uni-konstanz.de/~luft/ivy_ scene. Now begin using simple polygon cubes and cylinders to
into your work to add depth and a sense of generator) will enable you to get some nice block out the scene. Next, create a camera to work towards and
even more believability. effects very efficiently. reposition these basic shapes to match your reference image.

3D Art & Design Tips, Tricks & Fixes 19


Tips Tricks Fixes

2 4

02  Shape the tower Now export


out the tower geometry as an OBJ
and import it into a new scene. Create a
5

poly cube and scale it into a brick shape.


With the brick selected, go to Edit
Mesh>Bevel, increase the Segments value
to 2 and play with the Offset value to create
a softer look. Use the Insert Edge Loop tool
to provide more detail. Duplicate this brick a
few times and create a few variations by
pushing the points around. Start using
these blocks to build up the tower.

03  Use lattice deformers To help


speed up the process of creating
some edge loops. Select some vertices and
use the bend deformer to add some
curvature to the roof. You can find this tool
06  Create variations of houses Once you have the first
house complete, you can begin creating variations to fill
the environment. By using the main house as a base, you can help
unique bricks, navigate to Create under Create Deformers>Nonlinear maintain a similar feel to the piece as a whole. Play with the
Deformers>Lattice. Set the S, T and U Deformer. Take a simple cube once more to silhouette to make each house feel unique. Make some tall and
Divisions to 2 and go into Component create a roof tile. Duplicate the tile many thin, but others short and fat. Try to alter the shape of the door and
mode to push the shapes further. Try to times to create variations and then place window frames and use the wooden beams to give each house its
consider the structure as you build the them against the roof using the Translate own character.
tower up. Although we aren’t going for a and Rotate tools.
fully realistic tower, we still want to sell the
idea that it’s had to stand strong for years.
Make sure you analyse real buildings and
walls, taking notice of the formation of the
05  Create the main house To
build the wooden beams of the
buildings, a humble bevelled cube is the
bricks. Gathering and analysing reference is way to go. To form the variations, try using
important, as it will help inform and support the trusty lattice deformer once more.
your modelling decisions. Then, with the Interactive Split tool – or, my
favourite, the Split Poly tool – cut into the

04  Rooftops Once the tower is


complete, import it back into the
main scene and export out one of the
beams and push in the edges to add
grooves. The main body of the house also
begins as a cube, before being bevelled and
low-poly houses. Start creating the roof by cut into for the windows and door. Next,
taking a polygon cube and extruding out add some extra edge loops so you can ever
the faces to create an upside-down V so slightly push and pull the vertices to 6
shape. Bevel the edges and then insert break up the clean nature of the cube.

20 3D Art & Design Tips, Tricks & Fixes


Fixes Tricks Tips

07  Use a cobbled pavement You


can create a bevelled cobbled
stone from a starting poly cube. Duplicate
this stone to make four rows. After you
have done this, create some variation in
each cobble using the Soft Select tool.
These four rows can then be duplicated
many times over, with some small changes
made to break up the uniform appearance
that can otherwise occur. As you continue
to build up the floor in this manner, you 8
may find the scene file gets very heavy,
extremely quickly. If this is the case, then
alternative methods may be best advised.
These methods include creating a Normal
or Displacement map.
08  Add in some props A tower, some houses and a
cobbled street give us an environment, but to make this
town feel lived in, we need to add some props. These could be
market stalls, boot-scrapers, a horse trough and so on. Here I’ve
gone for a cart and some beer barrels, a pub sign in the foreground
Ivy Generator and some bunting running through the street. I found reference
You can download the Ivy Generator online to get some basic shapes and then pushed them further by
from: http://graphics.uni-konstanz. using the techniques mentioned.
de/~luft/ivy_generator. For each
house that would require ivy, I first
selected all the pieces and duplicated
the house. I then combined those 09  Build the foliage Natural elements will break up the
man-made structures and bring age to the scene. For the
grass you can use Maya’s Paint Effects. Just load up the Visor,
duplicated polys into one mesh by
going to Mesh>Combine. I then went under Window>General Editors, and scroll down to the Grasses
to Mesh>Triangulate and exported out tab. Have a play with the many variations of grass brushes until you
that model. Load up the Ivy Generator, find the option that suits you best. Once you are happy with your
import the model and select a point
where you would like the ivy to start strokes, you will need to convert them into polygons. Select all of
growing. Hit the Grow button and the strokes and go to Modify>Convert>Paint Effects to Polygons
watch as the ivy creeps out. When (Options), check Quad Output and hit Apply. Don’t delete the
happy, hit the Birth button to see the history on the grass mesh, as we can use the Paint Effects settings
ivy. Export this and then bring it back
into your Maya scene. 7
to add movement to our grass later on. The Ivy can be made with
the wonderful Ivy Generator by Thomas Luft.

10  Bring it all together Now that we have all our assets, it’s
time to bring them together. One by one, import each
house into the low-res scene that was first created. Spend some
time rearranging the houses as well as the props until you’re happy
with the composition. To help frame your work, turn on the
Resolution Gate to the camera. If you’re finding that the assets are
too heavy to manage altogether, try using Referencing. You can
think of Referencing as pointing to another scene file without
actually importing it. Any changes that you make to the referenced
file will also update in the file that already has the assets referenced
in it. It’s a fantastic way to work and I highly recommend anyone
not used to referencing to look into it. The next tutorial will show
10
you how to texture this environment in Maya.

3D Art & Design Tips, Tricks & Fixes 21


Tips Tricks Fixes

Tutorial files:
ěũũũ 8ũ/1.)#!3ũ"(1#!3.18ũ
ĸĥ/1.)#!3Ĵ#-5(1.-,#-3ĦĹũ
(-!+4"(-%ũ2!#-#ũăũ+#2Ĕũ3#7341#2Ĕũ
 2ũ-"ũ1#$#1#-!#ũ(,%#2 The final result of the
texturing and shading work

Maya

Texture an exterior
environment in Maya 3D brushes and paint pots at the ready: here we’ll cover a
linear workflow, setting up a look-dev environment, UV
unwrapping, plus texturing and shading

H
ere we’re going to add shaders, as the main scene. For this environment, we workflow. If you’re hoping to take your
well as UV-mapped and will be using area lights with the Decay Rate images into a compositing package, such as
procedural textures to the set to Quadratic, as this will create a more NUKE, working linearly just makes all the
environment we modelled in the previous physically correct light source. For the maths work correctly. Though it may fry
tutorial. The following ten steps will guide ambient lighting we’ll use an HDR image. your brain, it can also become your best
you through unwrapping UVs, setting up a HDRI Hub (www.hdri-hub.com) has kindly friend for life. Just note that there are many
linear workflow, creating an environment to supplied a range of images so we can test ways to approach a linear workflow in
test shaders and textures, then finally how our assets under a number of lighting Maya, such as plugging a mia_exposure_
to use a shader. conditions. Be sure to check out the photographic/simple node into the Camera
To maintain consistency between our website, as there’s a lot of useful stuff that Lens setting, or simply managing colour in
shaders, we’ll make a look-development you can pick up for free. the Render Settings. One of the important
environment, taking all our assets into this To get all the lighting to behave in a choices when setting up this workflow is
space, then testing the shaders and texture believable manner within the look-dev keeping full control, as opposed to Maya
maps there before dropping them back into scene, we’ll be implementing a linear making any decisions, which is especially

22 3D Art & Design Tips, Tricks & Fixes


Fixes Tricks Tips

key when it comes to gamma-correcting each building and the wooden beams, can A variation of
any images. This may be time-consuming, then be taken into a 3D painting program as HDR images to
check the integrity
but it’s time well spent. an OBJ file. I will be using MARI here, but of the shaders
As the camera is locked off, we can also anything like Mudbox or BodyPaint will be being used
go in and start optimising our main scene fine, or you can stick to a 2D package such
before shading and texturing the assets, as Photoshop if you prefer. If you’re taking
which will be advantageous in two ways. your UVs straight from Maya to a 2D
First, by getting rid of any objects that are package, you’ll need to create a UV
not seen by the frustum of the camera, we snapshot from the UV Texture Editor.
can speed up render time. Next, we’ll only For the textures, I’ve grabbed some of
need to shade and texture those objects the amazing references from CG Textures
that haven’t been deleted. If you can’t see it, (www.cgtextures.com) to project onto the
don’t spend any time on it. All this will geometry. I’m not going for a photoreal look
create a lighter, more manageable scene. here, but using images of the real world and
Once it’s cleaned up, we can start manipulating them will add a heightened
exporting out each house, castle and so on, sense of believability when working against
to bring them into a clean scene to unwrap the procedural textures. Once the Color
UVs where needed. As we are mainly map has been created (this will also be the
dealing with glorified cubes, we should be foundation for the Bump and Roughness
able to use Maya’s default UV-unwrapping maps if needed), we’ll take everything back
tools. Primarily we’ll be using the Planar into the look-dev scene.
Mapping tool, or the Automatic Mapping From here, it’s a case of setting up our
tool, then going into the UV Editor window shaders and then there will be some
and stitching the UVs together to give us as back-and-forth to refine the maps between
few UV islands as possible. Maya, MARI and Photoshop. We’ll create
You’ll find that many of the objects are the maps at a 4,000 resolution (4,096 x
also just modified duplicates, such as the 4,096), which is pretty large. This is
floor bricks and the roof tiles. As these because we can always make them smaller
duplicates have the same vertex count, we and get good results, as opposed to making
can UV a single brick and then copy those smaller texture files larger. This enables us
UVs over to every other brick. Sadly, using to pop higher-resolution maps on objects
Maya’s Mesh>Transfer tool will only enable that are closer to the camera, then use the
you to copy from a single object to another smaller maps for objects further away. You
object. Having to do this one brick at a time may find that some of the objects don’t
will drive any sane person mad, so need any texture maps, as they are so far
thankfully Oleg Alexander has created a away from the camera, making a coloured
neat little MEL script called oa Multi UV shader sufficient. of choice. It’s a monolithic shader that’s been designed to handle
Transfer 1.0.0.mel (download free from As we are creating a look-dev most architectural materials such as wood, glass and metal, as well
www.creativecrash.com). This script environment that’s designed to be as being an energy-conserving material. The shader also comes
enables you to copy the UVs over to physically accurate in terms of its lighting with a range of presets, which can be a great platform to further
multiple selected objects. setup, it makes sense to also use shaders refine from. Once we have some hero shaders that have been
The most important factor when that fall into this category. The mia_ procedurally created, we can duplicate them, then tinker with the
unwrapping models is that the 2D material_x will therefore will be our shader Color and Bump channels to add variation throughout the scene.
representation in the UV Texture Editor
looks very much like the 3D object. By this I
mean that the spacing between the edges
in 2D is similar to that in 3D. This will help
reduce textures stretching or compressing,
which can look pretty horrible and ruin an
image. This doesn’t need to be perfect, as
we won’t get up close to our assets, but it
does have to be competent. We can use a
simple chequerboard to assess the integrity
of our UVs.
There are many objects within our scene,
so to unwrap and then texture every one
would be a very time-consuming process.
This means for many of the objects, such as
the roof tiles, we’ll have to create procedural
textures. It’s amazing what can be done by
simply plugging some Cloud or Noise
nodes into the Color and Bump channel of a
shader. The objects that will need to be The environment as we
left it in the last tutorial
hand-textured, primarily the main body of

3D Art & Design Tips, Tricks & Fixes 23


Tips Tricks Fixes

Too many objects,


not enough time
You may find you have so many objects
and not enough time to give them
enough attention. In this case you can
start merging some of the objects
together to produce larger chunks. For
example, most of the houses are
comprised of three body parts. This
would result in needing three different
shaders and three different maps for
the Color, Bump and Spec. Instead, you
can just combine the three parts of geo
together by going to Mesh>Combine,
organising the UVs so there’s no
overlap and then exporting out that
combined object for texture painting.

house and also the roof tiles. Although you


may be thinking you’ll procedurally handle
1
the roof tiles, they shouldn’t take long to
unwrap and you can simply use the oa
Multi UV Transfer 1.0.0.mel script to copy
the UVs across. At least this will provide
you with some flexibility as you proceed.

02  Unwrap the UVs Select the


first of the body parts for the
house and go to Modify>Freeze
Transformations. This will zero out the
Transform and Rotate channels, as well as
give us a uniform value of 1 for Scale. When
using some of the UV Projection tools, you
can get skewed results if you have values in
the Transformation channels. With that
2
done, select the geometry and go to Create
UV>Automatic Mapping. Next, go to
Plan your work… deleting them here, but you can always just hide those objects if Window>UV Texture Editor and let’s start
you think they may come in handy later on. Next, break up the sewing this back together so we have as

01  Optimise the scene First open


up the final scene from last tutorial,
‘00_final_modelling’ (available on FileSilo),
scene file by selecting the top group for each asset in the Outliner
and going to File>Export. Save the group as an MA file, open up the
first of those assets (starting with ‘houseA.ma’) and start thinking
few UV islands as possible. Before doing so,
go to Image>Shade UVs, which will help
reveal any overlapping UVs by going from
and start by getting rid of any objects that about what will need to be manually textured and what can be the blue (what we want) to a purple. Any
can’t be seen by the perspective camera taken care of procedurally. As we want to add cracks to the walls, red UVs will mean that they are inverted
(this will be our render camera). We’re we’ll definitely be UV unwrapping the main body parts for each and will need to be flipped back to blue.

24 3D Art & Design Tips, Tricks & Fixes


Fixes Tricks Tips

03  Clean up and re-check the


UVs Next select a row of edges
along one of the islands and go to
Editors>Render Settings and changing the Render Using to mental
ray. In the Common tab, switch the File Output Image format to
OpenEXR (exr) and the Image Size to HD 1,080. Pop into the
Visibility under Render Stats and enable
Emit Light under Light Emission. Back in the
Render Settings, just make sure that Final
Polygons>Move and Sew UV Edges. This Quality tab, select Production for the Quality, scroll down to the Gathering has also been enabled in the
should start bringing the individual islands Framebuffer and edit the Data Type to RGBA (Float) 4x32 Bit. Indirect Lighting tab. Last, select the
together without too much distortion. Next, open up the Render View window and go to Display>32-bit Perspective camera and go to the Attribute
Continue to do this until you have pretty floating-point (HDR). You may be told that Maya will update this Editor. Scroll down to the mental ray tab
much a single UV island (you may have the setting the next time it loads up. If so, save your scene file, close and click on the input for Lens Shader.
odd loose bits). Next, grab all the UVs and Maya down and reopen it. When the Create RenderNode window
scale them so they fit snugly into the UV pops up, under Lenses, select mia_
quadrant. Don’t scale this randomly on one
axis, as this will cause distortion.
Remember, we want to keep our 2D
05  Add the HDRI and lens shader Open up the Render
Settings, scroll down to Render Options in the Common
tab and uncheck Enable Default Light. Scroll over to the Indirect
exposure_photographic. You will probably
need to crank the Cm 2 Factor to
something like 10,000 to bring out the
representation as close to its 3D Lighting tab and click the Create button for Image Based Lighting. image. Please note that the current Gamma
counterpart as possible. Next, apply a new When the mentalrayIblShape1 attribute window appears, pick one is set to 2.2, which will give us a correct
Lambert material to the object and plug a of the provided HDRI files or any from your own collection and plug image in our Render View. When it comes
Checker node into the Color channel. Hit 6 it into the Image Name attribute. Here we’re going for ‘sky_cloudy_ to rendering the final EXR file, take this
on the keyboard to go into Textured mode free.hdr’ as this gives an even amount of ambient light without down to 1 and this will work correctly in a
and find the place2dTexture1 node that being too harsh. Still in that window, select Disable Primary comp package.
should have been created. If you can’t find
it, go into the Utilities tab within the
Hypershade window, select it and increase
the Repeat UV to be 20 and 20. If this looks
blurry in the viewport, you will need to
update it by scrolling down to Hardware
Texturing, found in the Lambert Materials
Attribute window, and setting the Texture
Resolution to Highest (256 x 256). Instead
of doing this, you can also just change the
Viewport Renderer to be in High Quality
Rendering or Viewport 2.0 mode. When
happy, you can then export out the
elements that will need texturing.

04  Set up mental ray With the


unwrapping complete, we can
start setting up our look-dev environment.
First we need to make sure mental ray is
installed. Go to Windows>Settings/
Preferences>Plug-in Manager and ensure
Mayatomr is loaded. Set this as the
5
renderer by going to Window>Rendering

3D Art & Design Tips, Tricks & Fixes 25


Tips Tricks Fixes

house from the front. With the light


selected, you can go to Panels>Look
Through Selected, to make positioning a bit
easier. Make sure to change its Decay Rate
to Quadratic and increase the Intensity to
something between 500 and 1,000. Scroll
down to the mental ray tab and check Use
Light Shape and Visible. If the render is
grainy, we can come in here and increase
the High Samples to something like 32.
Bear in mind that this setting could have a
big impact on render time.

07  Use texture-projection


methods in MARI So we’ve set
up our UVs where needed and created a
look-dev environment. Finally, we can start
texturing. We’ll take the OBJs that need
painting into MARI and from there use
Projection Brush to project through an
image. Using the texture library from CG
Textures, you’ll find a range of images for
Tudor houses, which acts as a great base.
You’ll should find cracks, colour variation
6
and some good old wear and tear. Use a
soft brush with a low opacity and build up

Turntables with HDRI 06  Use area lights to gain extra


coverage The HDRI with the
Emit Light attribute turned on is giving a
the texture while projecting through. This
method enables you to minimise the
patchiness that can occur when combining
If you’re looking to do a turntable render by animating the
HDRI, you will probably find that everything looks good in the pretty strong key light, so we can add one several different images together.
Render Settings window, but when you use the Batch Render, extra area light to act as a fill source coming
the HDRI doesn’t actually rotate, which is annoying. To counter
this, I prefer to simply select all the geometry and the render
cam (in this case, the perspective) and group them together by
from the opposite direction of the key light
source. Go to Create>Light>Area Light and
when it’s done, scale it up to be much
08  Create and apply the mia_
material_x Once the Color map
has been created, duplicate this channel,
hitting Cmd/Ctrl+G. Now simply animate that group 360
degrees and hit Render. larger. Here the light is positioned coming rename it ‘Bump’ and then desaturate it to
from the screen’s left when looking at the take out the colour. Create a new shader

26 3D Art & Design Tips, Tricks & Fixes


Fixes Tricks Tips

and add a Bump Shader Module to start


combining the different channels together.
The Specular maps will also come from the
Color map, so when all three are done we
can export them out as TIFF files. Go back
into Maya, open up the latest look-dev
scene and, in the Hypershade menu, go to
Create>mental ray Materials>Mia_
material_x. Open up the Attribute Editor
and edit the preset to Matte Finish. For all
our Color maps (including coloured
shaders), we’ll need to add a Gamma
Correction node. Click on the Input icon for
9
the Color node to open up the Create
Render Node window and, under Utilities,
create a Gamma Correct node. Edit the attributes so they aren’t carbon copies of 10
Gamma to 0.455, 0.455, 0.455 and then each other.
click the Input icon for the Value. Create a
File node and plug your colour texture into
the Image Name. 10  Make procedural shaders For
the roof tiles and floor bricks, here
we’re going with procedural textures. For all

09  Add the Bump and Spec Now


plug the Bump map into the
Standard Bump on the mia shader and the
these shaders, use the mia_material_x and
again starting with a preset push them
further. For the Color map, first add the
Specular map into the Roughness attribute. Gamma Correct node and plug a Noise,
Then it’s just a simple case of tweaking the Cloud or Fractal node into the value of the
settings and doing some render tests. Once Gamma node. By playing with the
you have done this, try taking all the maps attributes of each node, you can get great
into Photoshop so you can play with the results. You can plug in extra nodes within
Hue, Saturation and Contrast settings. Run them, such as a Ramp, to add further
a High Pass filter through the Bump map. variation. Once you have the Color map
Once this shader is done for the body of the finished, do the same steps for the Bump
house, we can reuse it for the rest of the channel, excluding the Gamma Correct
houses by simply changing the Color, Bump node. Finally, pop all the assets back into
and Spec maps and also adjusting the the main scene, ready to light and render.

3D Art & Design Tips, Tricks & Fixes 27


Tips Tricks Fixes

The following steps will Tutorial files:


guide you through bringing a ěũũũ 8ũ/1.)#!3ũ"(1#!3.18ũ
ĸĥ/1.)#!3Ĵ#-5(1.-,#-3ĦĹũ6(3'ũ
lived-in atmosphere to an ++ũ3'#ũ2!#-#ũăũ+#2ũ-"ũ,.1#

otherwise static environment The final image after adding all


Maya extra elements to the scene

Bring an exterior
environment to life
I
n the first two parts of this tutorial For the foliage we’ll be utilising the very minimal on-screen but they bring a lot
series we have modelled, textured and animatable parameters of Paint Effects to of character to the environment.
shaded an environment. In this final give the impression that the wind is gently Regarding lighting, I felt that last month’s
part of the series we’ll work to bring life to swaying the leaves. render was too sharp, so I wanted to soften
the scene by adding some animation and Another new feature that will serve to the air and round off a few harsh corners.
also including some new animatable assets. add more vibrant effects is the creation of We can achieve this using volumetric light
We’ll also lend the scene a real lived-in look the world beyond the street, as seen effects. Naturally, this adds a lot of time to
by dirtying it up and speeding up its aging through the gate in the tower. Here we’ll the render but I think the results are
process a little. use Paint Effects once more to make a field worthwhile when compared to using
So, what elements can we pick out in the of tall grass stretching into the distance. something like a ZDepth pass.
scene to inject a little reality? Of course, the Previously the street looked a little too Our last major addition will be to
bunting and the foliage are the ideal IKEA, so we’ll also add some grass introduce some clouds using the
features to work on. With the bunting we’ll between the cobbles and to the ground emfxCLOUDS tool by Emmanuel Mouillet.
be using Maya’s nCloth tools to create the using Paint Effects. We’ll also include a few This enables us to get a softer transition
illusion that there is a breeze blowing along loose stones on the street using basic between our CG clouds and the HDRI and
the street. polygonal modelling. These additions seem they can also be animated later.

28 3D Art & Design Tips, Tricks & Fixes


Fixes Tricks Tips

Testing out the volumetric lighting


effects to see what will work best

Where we started
and where we left
off in the last tutorial

Flags fly and grass dances… 1

01  Make the grass grow First, we


need to add in some detail to the
street, as it currently looks a little too clean
Sculpt Geometry tool, found under Mesh in the Polygons module,
to push and pull the geometry around. By simply duplicating,
to be real. Export out the ground from scaling, rotating and making small tweaks, you should be able to
where we left off last time (‘01_start.ma’) quickly generate a series of stones that you can scatter around the
as an MA file and open it up into a new scene. Once you have the stones positioned correctly, again export
scene. Go to Create>Polygons>Plane, use them out as MA files.
the modelling tools to roughly match it up
to the cobbles, then go to Create UVs>
Automatic Mapping. Next switch to the
Rendering module by hitting F6 and, with
03  Build up the background fields Like we did with the
grass, we can do the same again for the fields behind the
tower. First create some geometry to act as a paintable surface,
2

the plane selected, go to Paint Effects> give it some UVs and then, using a modified fieldGrass and Straw
Make Paintable. Now open up the Visor brush in the Visor, begin painting over the areas that will be seen
found under Windows>General Editors and from the main camera. The good thing about using the fieldGrass
scroll down to the Grasses sub-menu. To brush is that it also animates by default, so we can create some
add small pockets of grass between the minor movement in the background to keep the scene alive. Hit
bricks, I used the grassClump brush and Play to view the results yourself and once you’re happy, convert the
modified some of the settings until the right strokes to polygons and export them out.
results started appearing.

02  Convert Paint Effects to


polys and add stones Once
04  Prepare the bunting Now export the bunting from the
main scene into a new scene. To constrain the flags to
the string, we’ll need to add some extra edge loops so that when all
3

you have painted grass around the scene, the bunting elements are converted to nCloth, the flags won’t
select all the strokes and go to simply blow away. With the string selected, use the Insert Edge
Modify>Convert>Paint Effects to Polygons. Loop tool to add loops where the edges of the flags meet the string.
This enables us to render them in mental Next, select the string and go to Edit>Delete By Type>History.
ray. Export out the grass as an MA file and Select all the flags (one row at a time) and go to Mesh>Combine
we can add it to the main scene later. For so we have a single geometry. This will enable us to only require
the stones, take a simple polygon cube, add one nCloth node per flag set, as opposed to each flag having its
4
some extra divisions and then use the own node.

3D Art & Design Tips, Tricks & Fixes 29


Tips Tricks Fixes

nCloth caching
When testing out nCloth, make sure
your Animation Playback Speed is set
to Play Every Frame, Free. I use
playblasts to view the results during
testing and then use Caching to bake in
the results. To do this, with the
geometry selected, go to nCache>
Create New Cache (Options). Select a
directory to drop the files off and set
the File Distribution to One File or One
File Per Geometry if you have multiple
objects selected. Hit Create and you
should now be able to scrub through
the timeline freely. If you need to edit
the settings of the nCloth, you need to
5 go to nCache>Delete Cache and
resimulate the results.

05  Use nCloth for the string


Make sure you are in the
nDynamics module and, with the string
8

selected, go to nMesh>Create nCloth. You remainder of the bunting and export them
should see in the Outliner that a nucleus1 ready for the main scene. Repeat the
node has been created, as well as an method to make the pub sign swing.
nCloth1 node. Before playing with these
7
settings, let’s pin the string to stay in place.
Select the vertices on one end of the string,
go to nConstraint>Transform, then do the selected, go into Vertex mode on the string and select the points
08  Work with the ivy It can be
pretty tricky to get some
movement out of the ivy we created in the
same to the other end. Hit Play and you that are close to the points of the flags. Once you have all the first part of this series. To get around this
should see the string is now firmly pinned required vertices of the flags and the string, go to issue we can re-create the ivy using Maya’s
on both sides. Select the nCloth1 node and nConstraint>Component to Component. Now hit Play to test if the Paint Effects. One by one, export out each
go into the Attribute Editor. In the flags stay on the string or if they fall off. You can then experiment building that needs ivy, merge all the
nClothShape1 tab, from the Presets menu, with the Dynamic Properties of the flags to achieve the correct building parts together, then delete all the
select thickLeather. Experiment with the behaviour. I began with the silk preset and then decreased the parts that don’t have ivy growing on them
Dynamic Properties a bit to get the desired Mass to 0.1 for the final results. to make them lighter. Next, use Automatic
results for the string that is pinned down, Mapping for the UVs so you can use the
rather than flowing freely. I ended up
increasing the Stretch Resistance to 200,
the Bend Resistance to 70 and the Rigidity
07  Create some wind effects To add some life to the
scene, let’s get some wind blowing through the flags. We
could simply play with the various fields here and add them to our
house as a paintable object. With the Ivy
brush preset found under the plantsMesh
tab in the Visor, draw strokes over the areas
to 0.5. scene, but instead in this case I opted to use the Wind Speed of interest. You’ll find that the initial results
attribute that lives under the Gravity and Wind tab on the nucleus1 create very large leaves, so edit the settings

06  Constrain the flags Now


select the flag geometry and go
to nMesh>Create nCloth. To constrain the
node. By using this attribute I could affect all the cloth elements in
the scene in one hit. To replicate this, first we need to set the Wind
Direction to 0.2, 0.2 and -1. This pushes the cloth mainly in one
to get the best results. Once you’re happy,
with the outcome, save the preset and then
apply it to every other stroke being used. I
flags to the string, we’ll need to use the direction, but also gives some subtle movement from other angles. ended up taking the Global Scale down to
Component to Component constraint. In Now set some keys on the Wind Speed to adjust the amount of 0.25 and in the Creation menu, under
Vertex mode, select all the points at the top wind affecting the flags. Finally, increase the Wind Noise to 2 to Tubes, I decreased the Length Min to 0.125
of each flag then, with those points still add a bit more randomness to the wind. Repeat the steps for the and the Length Max to 1.

30 3D Art & Design Tips, Tricks & Fixes


Fixes Tricks Tips

10

Adding clouds
I wasn’t too impressed with using images for the sky, as I felt
they didn’t quite gel with the foreground elements. To
overcome this, I used the very awesome cloud-generator tool,
9 emfxClouds by Emmanuel Mouillet (www.emfx.fr). He has an
in-depth video on how to install and use the tool, so you should
be able to pick it up easily. I created a set of four clouds in a
clean Maya scene and then imported and duplicated them into
the final scene to fill the sky. To light these clouds, I decided to
use Light Linking so the image-based lighting node and the
directional light didn’t affect the clouds. Using the lighting
options within the tool was enough to create the results.

11

09  Add energy to the ivy To get


some minor movement from the
ivy we can use the Turbulence settings,
add a gammaCorrect node to the Scatter
attribute on the parti_volume1 parameters
and set the gamma to 0.455, 0.455 and
which you will find in the Behavior tab. I 0.455. We can now use the Value on the
changed the Turbulence Type to Grass gammaCorrect node to set the colour and
Wind, the Interpolation to Smooth Over the amount of light coming through.
Time and Space, the Turbulence Speed to
0.3 and the Turbulence Offset to 0.33, 0
and 0. I also increased the Gravity to 0.5 in
the Forces tab so the ivy hangs down
12  Finalise the effects and unify
the scene Open up the Render
Settings, scroll to the Features tab and,
slightly. If you edit the settings in the under Extra Features, make sure Auto
Attribute Editor, you will find that you can Volume is turned on. Hide the mentalrayIbl1
12
only edit one stroke at a time. Instead, node and do some test renders. Within the
select all the strokes and, in the Channel Render view, I’d advise using the Test
Box, open up the Ivy node in the Inputs and a new scene for testing. You can also export the flags and the sign Resolution settings under the Options to
scroll down to the Turbulence section to for testing. Create a poly cube and scale it so it surrounds all the speed up viewing the results. I was aiming
affect all the selected strokes. Make sure buildings. This will act as the volume for the effect. Next, create a for something quite subtle here, so I ended
you experiment to see what suits you and directional light and open up the Custom Shader found under the with my gammaCorrect Value set to H: 211,
create Playblasts to compare the results. mental ray tab. Click on the chequered icon to the right of the Light S: 0.176 and V: 0.072. I also set the
Once you have the desired results, convert Shader and plug a physical_light node into it. To begin with, set the Extinction 0.002 and the Nonuniform to
the strokes to polygons and export them Color values of the physical_light to something between 10 and 15. 0.545 on the parti_volume1 node and the
out ready to drop back into the main scene. Value to 12.5 for the Color on the

10  Use volumetric effects


Currently the air is very clean, so
11  Include more nodes Next, go to Windows>Rendering
Editors>Hypershade and create two nodes: a transmat from
the mental ray>Material tab and a parti_volume from the mental
Directional Light. Once you are happy with
the effects achieved, reveal the
mentalrayIbl1 node and tweak the settings
let’s add some volumetric lighting to spice ray>Volumetric Materials tab. Select the transmat1SG (the shading if needed. After you have finished this, it’s
things up. Create a low-resolution group) and middle-mouse-drop the parti_volume1 node onto the just a case of importing all these elements
representation of the houses and the tower volume shader attribute of the transmatSG1. Next apply the back into the main scene file and, again,
by using simple cubes. Export these objects transmat1 material to the cube, acting as the volume in our scene. simply tweaking the lighting until you get
along with the current lighting setup Select the parti_volume1 node and scroll down to Lights under the right outcome. Good luck with Maya
(‘mentalrayIbl1’) and the main camera into Light Linking, then drag and drop the directionalLight1 here. Finally and happy rendering!

3D Art & Design Tips, Tricks & Fixes 31


Tips Tricks Fixes

Easy-to-follow guides
take you from concept
Master ZBrush:
to the final render

model for games


Artist info

Spacegirl 2013
Gavin Goulden This is a high-poly model specifically created as a target for
Portfolio http://gavimage.com videogame-quality assets. The goal is to create a character that can
Software used ZBrush, 3ds Max
Expertise Character art,
fit in mainstream media, but with a retro feel thrown in for style
modelling, texturing, rigging
and sculpting videogame assets Gavin Goulden is a character artist at Irrational Games. He has worked on titles such
as BioShock Infinite, Dead Rising 2, The Bigs 2, F.E.A.R. 2: Project Origin and Damnation.

W
orking from Jorge Lacera’s concept already locked down in a big project, since you have I think time is better spent discovering the
here, the goal is to create a science- to share skeletons. Instead, I prefer to grab a character’s overall mood.
fiction heroine that’s relevant to the snapshot of the character that best conveys what Here we’ll be using ZBrush with some hard-
current market, but has a retro feel we can and who it is. surface modelling in 3ds Max. However, the
associate with our youths. Not every detail needs to be figured out, as following methods can be applied to any 3D
When working from a concept I prefer to keep usually this is something that the character artist program. I will be focusing on high-res modelling
the process organic and flexible. I rarely work from a can handle alone. A few extra bolts and panels using techniques geared towards baking down
formal model sheet as, usually, the proportions are won’t destroy the overall concept of the subject and Normal maps for videogame assets.

Troubleshooting
Highlight any areas that will require special attention

02  Identify key points There are defining aspects within a concept that help sell the mood
and idea of a character. In this case the mismatched armour pieces (contrasted against the
streamlined body armour), the tribal hairstyle and evidence of battle damage are all pieces of the
03  Define the
materials It’s very
important to separate the
character I absolutely need to emphasise to help translate the concept into a 3D model. different material types within
the character. The subject may
1 appear to be made of more or
less the same material, but

01  Plan your


workflow When I
receive a character concept I
you’ll see there are several
different layers. The character is
wearing a spacesuit that has
take a moment to analyse how flexible armour attached to it,
exactly I’m going to tackle the with heavier armour over it.
project on a technical level. Defining these elements will
Generally my workflow stays influence the character. The suit
the same from project to and flexible armour can be
project. I take simple steps like handled in ZBrush, but the
finding symmetrical details that heavier armour pieces will likely
can be copied, aspects that need extra work in 3ds Max.
may be exaggerated and
anything that can be a problem
1 Check the concept and spot
during production. Too many any trouble areas, specifically
fine details won’t translate well details that may not play well
with modern game engines
in a game, but luckily this
concept is simple and, other 2 Pick out key elements of the
character concept to help
than translating the model into translate it into 3D
a relaxed bind pose, I don’t 2 3 3 Break down your concept to
foresee any major issues. help define your workflow

32 O3D
3DArtist
Art & Design Tips, Tricks & Fixes
Tips

Learn how to
Sculpt characters to be used
Concept as videogame assets
Build a base mesh
The concept from Jorge Model hard surfaces to be
Lacera is exactly what I applied to models
need to get started. It has Use masks for detailing
enough detail to capture Prototype with ZBrush’s
Tutorial files: ShadowBox feature
the personality within the ěũũĊ"13(23Ĵ5(-.4+"#-Ĵ Manage your different layers
character and allows spacegirl.ZTL file within SubTools
room to play with details ěũ423.,ũ+/'2 Use NoiseMaker to generate
as I start modelling. ěũũ43.1(+ũ2!1##-2'.32 surface detail

3D Art & Design Tips, Tricks & Fixes 33


Tips Tricks Fixes

Problems
& solutions
Model the base mesh
Create a low-detailed model ready for sculpting
When the concept was
being defined for this
tutorial, I worked
alongside Jorge Lacera to
squash any issues that
04  Block in proportions The first step is to block in the major proportions of your character,
while not worrying too much about details and focusing on just getting the forms of an
idealised female correct. Usually I model the limbs and torso separately to make positioning them easier.
05  Get the correct
topology At this
stage I correct the posture of
could possibly come up
during production. The I try to keep the same number of edges on each boundary to make welding the connecting edges the character aiming for
hairstyle, in particular, together much simpler. straighter arms and spine, as
was chosen to avoid well as relaxed shoulders. I also
sorting issues, while the attach all of the elements from
suit design was kept
mostly symmetrical to previous steps and tidy the
enable a quicker sculpt. geometry across the entire
With the addition of model. Make sure the polygons
asymmetrical armour are equally distributed, the
pieces the suit is a much triangles are removed or
bolder statement. Since it
follows the proportions of isolated to areas that won’t be
a female human figure it’s sculpted over, and that there are
easier to work with and no open edges. The level of
removes some of the topology you need for a sculpt
guesswork. The main
issue with the workflow is is different to the topology
translating the model into required to achieve a
a bind pose (a T-pose at well-deformed mesh. The entire
45 degrees, upright but model should have the same
slightly relaxed), which is density of faces throughout,
more common and
easiest to work with. This whereas an animated model
process requires a good 4 5
generally has more edge loops
working knowledge of around the joints.
human anatomy. By

06 
creating a roughed-in
female base mesh (which Use temporary models To help speed up the
can be the base mesh development process, I like to use temporary models for
from another project) I details that will be defined later in the sculpting process. Other than
can begin to tweak the the head being brought in for reference, the best example for this
details to the model. project is the shoes. The heels that I add here quickly block out the
shapes that will eventually be there. This also saves me a ton of time
4 Block out your model with not worrying about modelling the boots right away. The key thing to
simple shapes – don’t get keep in mind is to avoid the small details at first; get the bigger
caught up in the details 6
shapes blocked in and just keep refining.
5 A good base mesh has equally
distributed polygons to avoid
errors when sculpting
6 Using temporary models can
really help speed up the
07  Prototype with
the ShadowBox
ZBrush has a feature called
Create custom Alphas
& layer on the details
sculpting process
ShadowBox which can form a
7 ShadowBox is a great feature Before starting a sculpt, I like to have a bank of assets that I
for quickly prototyping
model out of a cube using
hard-surface models masks. Going to Geometry> can quickly bring into ZBrush for detailing. For this project,
I’m using a few unique Alpha textures for bolts and
ShadowBox will approximate connecting ports throughout the spacesuit. The great thing
the geometry based on painted about this – and something that should be common
masks on each side of the practice – is that these Alphas can be saved into a library
ShadowBox cube. By painting for future projects, ultimately saving you time later on.
Creating these textures is usually a quick process. Simply
information on each axis you
make a black-and-white texture (usually white is the
are effectively cutting a model influencing area) saved as a PSD or JPEG and import the
out of a block of material. Using texture into the Alpha panel in ZBrush. Alphas can be used
this, I am able to shape the with any brush combination; in this case I’m using them
jetpack fins in a matter of with a Standard brush, with DragRect stroke active and
LazyMouse disabled.
seconds. The drawback is that You can also create a bank of models, like nuts, bolts,
this feature is destructive to the clasps and so on, that have universal use. These models
model’s topology, meaning that can be applied to your 3D application and brought into
it’s only useful for sculpting. You ZBrush or applied to the model using the MeshInsert brush.
The one issue with this workflow, however, is that the base
may need to retopologise after
model can’t have any subdivisions when the MeshInsert
major edits. Once you’re happy, brush is being used. It then becomes part of the model as a
click ShadowBox again to return whole and cannot be controlled separately.
7
to the normal editing mode.

34 3D Art & Design Tips, Tricks & Fixes


Fixes Tricks Tips

Sculpt the character


Build up your base mesh to achieve a high-resolution model

08  Shape the head A problem many artists face when


sculpting females is that they overemphasise details
when, really, the opposite is almost true. For idealised females it’s
safer to make details softer and subtle. Any blemish will stand out
and, therefore, either needs to be avoided or selectively chosen (like
a scar, mole or a tattoo). Here I spend more time modelling the base
mesh and making sure that it subdivides cleanly.

09  Add some hair This character has a ponytail of heavy


dreadlocks, so for the most part I mask off chunks of the
hair and increase the mass using the Clay Buildup brush. I repeat
8 Avoid excessive detailing when
sculpting female faces. It will
muddy up the model and make
this process for each major chunk of hair and then run over them her seem a lot less fair-skinned
with a Standard brush to create strands. Dreadlocks, however, are 9 Layer the hair with the Clay
usually coarser due to many frayed hairs. To create this effect I use Buildup brush and hone in on
the finer aspects
the Clay Buildup brush with a Spray stroke and an Alpha resembling
a pinhole. To complete the overall hairstyle look, I create separate 10 Keep it simple: the forms need
to be defined before the details
strands modelled in 3ds Max. These are just a few bent cylinders
bunched together, with the same detailing pass that is applied to the 11 Patching over seams with
8 separate models is a great way
main hair. to hide open edges

11

10  Rough in the anatomy Next I rough in the broader anatomical details for the model. In
general, this character is fully covered in skin-tight armour, so anything like finer muscle details,
bones and wrinkles are covered up. I focus on the major forms here, defining the bigger shapes like the
larger-scale muscle groups in the arms, legs and torso. This essentially acts as an underlying base for
her suit and helps mark where the armour plates need to go. Much like the head, I mostly used Move
and a low-intensity Standard brush for this part.

11  Cover seams and supporting geometry To hide the seam between the neck and body I
create a thin collar to cover up the open edges. The model blends in well with the body-armour
theme and helps hide the terminating edges in an elegant way. It also means it will bake down cleaner
and enable the final asset to be handled in separate elements (body and head) without too much work
10
going into painting out the seams and terminating edges properly.

3D Art & Design Tips, Tricks & Fixes 35


Tips Tricks Fixes

12  Mask out the body armour Once the body is


roughed in with major landmarks for the bone structure and Try working 14

musculature, I need to start the body armour. By hitting Ctrl you can
access the Masking tool. This means that anything painted will be
with layers
unaffected by geometry changes. To make the strokes crisper I hold A great way to preserve
down Ctrl again and enable LazyMouse in the Stroke panel. I then your model from major –
mark out the armour panels. Since this armour is skin-tight, I decide or possibly experimental
it’s best to leave gaps in the armour around areas that will need to – changes, is to create
layers. At the highest
deform. This will help avoid any awkward stretching during the
subdivision level, navigate
posing and animation stage. to the Layers panel and
click the + icon. This will

13  Use deformations With all of the armour pieces


masked out, it’s time to push the panels out from the
surface to help define the difference between them and the
add a new layer that holds
all your future changes
until the Rec button is
turned off. With Record
underlying spacesuit. Navigate to the Deformation tab and click on disabled, you can also
Inflat. With this enabled you can adjust the strength in a positive or control the visibility of the
negative direction either by manually adding a value or adjusting the layer to show the
differences before and
slider. I use a value of +2, which is just enough to push them off the
after the changes are
surface. The idea for this character is that the majority of the armour made. Once you are
is a flexible-but-protective material that’s attached to an airtight, happy with the
softer suit. To help show the varying materials, I add tighter fold information on the layer,

14 
work in between the armour’s panels. you can either keep it Build armour panels With the armour panels still
around (and possibly add
another layer to preserve masked out, I use Clay Buildup to add more depth in key
that change) or bake it areas. The aspects that I focus on generally follow the muscles
into the model itself. underneath. This is mostly to deform the model properly, but also to
In this project, the two make it relatable to the real world and for it to appear more
key stages where layers streamlined. Specifically the calves, forearms and elbows are
are needed are in
detailing the hair and the applied to. Once these areas are built up, I can then use the Trim
body armour. For the hair Dynamic brush to help define the sharper edges.
I was at first unsure if my

15 
technique would work, so Create the hands Using the same technique as before, I
using a layer enabled me
to simply delete the mask out the various elements of the hand. After separating
changes without the palm from the top of the hand, I next mask out the palm and
destroying the head create a ribbing effect by using the Standard brush with LazyMouse
model. For the skin-tight enabled. To help split the two halves I then run the Standard brush
12 armour, I was also unsure over the edge of the mask with the idea that the seam between the
whether its pattern would
work. Since this was fabric and the rubber grip will be noticeable. Once this is finished, I
modifying a surface that can mask out the knuckles and push out the armour pieces using
was better kept clean, I Clay Buildup and Trim Dynamic brushes. To get the right effect for
wanted to use layers as a the softer pieces I use a Standard brush with a low intensity for the
fail-safe to fall back on.
fabric’s folds.

13

12 To keep the mask clean when 14 Use Clay Buildup and Trim
painting, make sure that Dynamic brushes to create
LazyMouse is enabled within heavier armour pieces
the Mask brush
15 To be more practical, the hands
13 Use Deformation>Inflat to are lightly armoured for 15
push the panels off the model flexibility and to avoid distortion

36 3D Art & Design Tips, Tricks & Fixes


Fixes Tricks Tips

17  Make the most of


asymmetry At this
point in the process, as part
of the hard-surface modelling
phase, I create two separate
and visually distinct kneepads
and wraps for the upper-left leg
and upper arm. These are
subtle but significant details
that don’t play a vital part in the
building of the overall model,
but go that little bit further
towards selling the idea that the
gear she has acquired over time
16 is mismatched and has seen
battle. These small details are

16  Hard-surface modelling With the majority of the


sculpting done, I can switch back to 3ds Max to do some
polygonal modelling. I export a reduced version of the body as a
the kinds of important additions
that will bring a unique quality
and intangible depth to your
build to model over, then using Edge Extrusion I build out the character designs.
armour panels: shoulder pads, neck guard, chest guard, jetpack and
boots. With the models all created, I export them separately into
ZBrush and subdivide them a few times. Beyond this, everything
17
just requires surface details using Alphas.

The final touches 18

Make the last refinements to the mesh

18  Add some wear-and-tear Once the majority of the sculpt has been created, make sure
no major changes are going to happen; take feedback from friends and check this against your
reference multiple times. Once satisfied, you can jump into the finer details that will help add personality
to the subject on a second or third read. Since the character is a space explorer who has seen battle, I
want to add some dents and scratches to her armour. Using the Standard brush at a high intensity, with
LazyMouse enabled, I mark scrapes in selected areas. To help add edging that will bake down properly
to a Normal map, I then bevel the edges using the Trim Dynamic brush.

19

Watch your edge quality


When it comes to baking down high-resolution information
into a Normal map, it’s important to avoid incredibly sharp
edges. In general, it’s best not to use micro bevels (edges
that are very close to one another with minor height
differences) and to avoid pinching geometry in ZBrush.
Instead, the softer edges that are created during subdivision

16 I like to use traditional


polygonal techniques in order
19  Apply NoiseMaker for surface details ZBrush’s
NoiseMaker plug-in is a quick and easy way to add finer
surface detail to your models. Selecting Noise under the Surface tab
are ideal for games. This is because the information will be
translated into a straight line rather than a difference in
height. When the low-resolution mesh captures
to help keep hard-surface will open up the Noise Editor, where you can increase the Strength, information based on a ray cast, if the height differences
models clean are practically on top of one another, they translate as being
Scale and pattern being applied to your model. Once you are happy
17 Add subtle details to the flat in terms of depth. If the edge information is bolder and
character to throw off the with the noise information on the model, you can confirm the has more of a gradient from minimum to maximum, the
unrealistic symmetry change and return back to the ZBrush viewport. Once there, you information will be translated to a hard edge which, in
18 Applying isolated wear and can inspect your model further. If the detail isn’t up to your reality, is always rounded.
tear features can bring more standards, simply click Edit in the Surface panel and adjust the noise With this in mind, it’s best to use the Trim Dynamic
personality to a surface brush to help create broader edges or use wider bevels in
information as needed. The great thing about this tool is that the your 3D application that will translate properly when baking
19 NoiseMaker is used to create
noise isn’t instantly applied to your model, so in order to make it your Normal maps.
hair detail and pattern work on
the jetpack affect the geometry you will need to click on Apply to Mesh.

3D Art & Design Tips, Tricks & Fixes 37


Tips Tricks Fixes

Create 3D Easy-to-follow guides


take you from concept

game assets to the final render

Artist info
Spacegirl 2013
Gavin Goulden
Combining different materials and approaches to modelling, we’ll Personal portfolio site
make this character seem less streamlined and more authentic www.gavimage.com
Country USA
Gavin Goulden is the lead character artist on BioShock Infinite and has contributed art assets Software used 3ds Max,
to numerous titles such as Dead Rising 2, The BIGS 2, F.E.A.R. 2 and Damnation. Photoshop, CrazyBump,
xNormal
Expertise Gavin’s main focus is

H
ere you’ll learn all the necessary steps towards You’ll learn how to properly lay out your UV map for the on character art (modelling,
texturing and rigging) for games
completing this hero character for a modern-day best texel density, as well as how to produce the different on modern platforms
videogame. Over the next few pages I will share the textures involved to build a material, using both Specular and
key aspects of my everyday workflow, covering what makes Diffuse maps where necessary. We’ll start with a basic rig,
a quality low-resolution model, as well as golden topology using 3ds Max’s Biped system, then finally establish a pose
and mesh rules you can use in your work. that’s ready for a successful videogame artist’s portfolio.

Start the low-poly model


Shape a character model ready for further development
1
01  Use a high-res model as the guide The first step I
take when modelling a low-res character is to import a
crunched-down version of a high-res one. Usually this means a
model from ZBrush with reduced subdivision levels, but it could
also involve decimated or collapsed models from 3ds Max. This
serves as a guide to model over and doesn’t require a ton of
detail – essentially just mid- to low-frequency details – so the
silhouette stays the same. Part of this process will also require
picking details that can bake down easily. These can include
bolts, stitches, laces and other smaller extras. Follow along with
the tutorial files supplied.

Concept
This concept from
Jorge Lacera
(http://lacera.
blogspot.co.uk) is
great for showing
the colour palette
and material
variations that will
define the asset.
The previous
tutorial shows
Gavin Goulden’s
transition from
initial concept to a
high-poly model

1 Importing a reduced high-resolution model is a great starting point

38 3D Art & Design Tips, Tricks & Fixes


Fixes Tricks Tips

Learn how to
Create a low-poly model
ready for the very latest
videogame hardware
Properly unwrap a character
Build Diffuse, Normal, Tutorial files:
Specular and Emissive ěũ(%'ı/.+8ũ,."#+
textures for your model ěũũ(%%#"ũ-"ũ/.2#"ũ5#12(.-2ũ
Rig a character using a of the low-poly model
premade skeleton ěũ#7341#ũ,/2

3D Art & Design Tips, Tricks & Fixes 39


Tips Tricks Fixes

2
Make every
edge count
Unlike base meshes for
sculpting, consistent
mesh density isn’t as big
an issue. Here a mesh will
be heavier in focal areas
or places that need to
deform, like the face and
hands. When creating a
videogame character – or
really any asset for a
modern game – the key
thing to keep in mind is
that every edge serves a
purpose. The edge will be
used for proper shading
with Normal maps
applied, or for smooth
deformations during
animations – either by
directly being a major
edge loop around a joint,
or a supporting edge for
twisting. This way of
thinking should help you
keep an asset within
budget and make
reducing a model or
designating edges far
more straightforward.

02  Model with Edge Extrusion I usually follow the


Edge Extrusion method of modelling, meaning I shape
a polygonal grid, grab an edge, duplicate it and adjust it to follow
3

the lines of motion I want in the topology. In the initial stages I


try to find a symmetrical point to speed this process up. Here
the majority of the character is symmetrical, save for a few bold
areas that need to be modelled as unique elements. Starting
with a reduced version of my model, I split it in half by removing
all the faces on the right side of the X axis. Then, with the model
selected, I click the Mirror icon towards the top of the screen
and create an Instance mirrored on the X axis.

03  Use topology for deformation Always consider


the flow of your edge loops when modelling. Key areas,
like the knees, elbows, knuckles and mouth, generally require at
least two or three loops for proper deformation. This basically
means a loop devoted to each bone at a major joint, with one in
between for blending. Usually the more geometry included, the
better, but you should always consider budgets.

04  Apply geometry to support Normal maps


Another important aspect to focus on when building
your model is whether or not you have enough geometry to
support an effective Normal-map bake. The best example to 2 Mirroring a model can save a
ton of time when creating a
give, without destroying your model’s budget, is to consider low-resolution asset
keeping all your round or cylindrical objects as round as 3 By using the Edge Extrusion
possible. As simple as this may sound, many artists mistakenly method, you can easily
control the flow of your
try to bake a perfectly round bolt down to a five-sided cylinder, model’s topology
for instance. Though this may solve any potential budget
4 Keep the overall shape of your
problems on the production, the result of your bakes will be model in mind with regards to
warped. This is because too few vertices would be trying to sell baking Normal maps. A few
more edges could make or
the illusion of a complex shape. break the quality of your asset

40 3D Art & Design Tips, Tricks & Fixes


Fixes Tricks Tips

Unwrap & bake


Prepare your model for texturing by making a UV map

05  Unravel & re-stitch This stage is tedious, but


absolutely necessary to get right. I prefer to use the
Unwrap UVW modifier, isolating areas and map planar elements,
then stitching them together within the UV Editor. When
unwrapping, the key thing to keep in mind is readability. Beyond this,
you need to consider the real estate your character is taking up.
Avoid stretching and keep a consistent texel density, which can be
tested by applying a chequer material to your model. Carefully
consider the placement of your seams and try to keep them hidden
or have them follow a natural line.

06  Manage your models To speed things up I try to


duplicate assets as much as possible. For this
character the hands and boots only need to be created once.
Consider modelling just one, unwrapping it fully and then baking
textures and duplicating it afterwards. Once your model is
ready, split it up into different elements to quickly get the
portions separate for cleaner bakes. Try to avoid overlapping
geometry or including pieces that may catch conflicting
information during the bakes. A good example for this character 5

is separating the shoulder armour from the body, as you don’t


want model information from the body captured onto the
armour and vice versa. 07  Generate Normal & AO maps There are various
ways you can bake down Normal and Ambient Overlapping
6
Occlusion texture maps. To avoid bogging down my machine I
use xNormal, which is an application made to generate a series
UV islands
of textures without using a viewport. Simply navigate to the A smart way to optimise
High Definition tab, load the models you wish to use as a target, the real estate that your
then navigate to the Low Definition tab and select the low-poly model takes up in your
models you need to generate textures for. You can set the UV map is to overlap UV
islands. If a model is going
Raycast limit, which is the maximum distance the program will to appear exactly the
search for high-resolution detail, as well as which type of edge same in the final result,
information you would like (preserving Smoothing Groups or why bother giving two
not). Once everything is ready, navigate to the Baking Options exactly-the-same pieces
texture real estate?
tab, select the type of maps you need, the size and the
Instead, stack these UV
destination for the saved files, then click Generate Maps. Your islands up and give the
chosen textures will be generated quickly. new space to other
elements that could
benefit from more pixels.
7
For this character, the
hands, boots and armour
pieces were not made to
be unique. To avoid errors
while baking I grabbed the
overlapping island and
offset the UVs by 1. This
positioned the UVs in
exactly the same place,
where the texture was
tiled, and avoided any
conflict when I was
generating the Normal
texture maps.

5 Use a chequer material to test


texel density, stretching and
placement of the seams
6 Split your model apart for
cleaner bakes when
generating Normal and
Ambient Occlusion maps
7 xNormal is a great application
for quickly generating Normal
texture maps

3D Art & Design Tips, Tricks & Fixes 41


Tips Tricks Fixes

Texture the character


Produce a basic texture set for your model

08  Use baked maps as a guide When the Normal


and Ambient Occlusion maps have been made,
compile them into one PSD using the Alpha textures generated,
with the bakes as a mask. This achieves various islands of
information for the textures. Use the ambient occlusion
information as a rough guide to paint details that will line up with
the high-resolution model or Normal map information. Keep in
mind that too much baked-in lighting information will conflict
with real-time lighting – use baked-in shading wisely!

9 8

09  Create Cavity maps Open up CrazyBump, which has a full free demo (www.
crazybump.com), and load your final Normal map. Once this is loaded, you will be able
to tweak the settings in the Displacement, Occlusion and Specularity slots. I usually try to generate
a tight Occlusion map for cavities and a Specularity map for highlights, which are then multiplied
or overlaid on top of my Diffuse map. Since the Ambient Occlusion map takes care of broader
details, the Cavity maps are intended to pop out smaller aspects.

10  Apply Light maps Another step that I take to help the texturing process is to bring the
Normal-mapped model into a scene with a basic Omni light rig. Using the Render to
Texture panel (press 0 in 3ds Max), you can render out a simple Light map. This will generate a
texture, showing Normal-mapped detail reacting to the lighting coming from above. This texture,
set to a very low-opacity overlay, helps ground the character in the world of the game, as well as
enhance depth for the final Diffuse texture map.

8 Use subtle Ambient 11


Occlusion maps as a guide for
large-scale details
9 CrazyBump can generate
Cavity maps that will help pop
out details in the texture
11  Paint the base colours Now block in bigger details
with colours to match the provided concept. These define
the different materials within the texture without going into too
10 Used subtly, Light maps can much detail. I don’t worry about dirt or grime at this stage,
help ground your character in focusing only on low-frequency readability and using broader
the game world
strokes that can be seen at a distance. This character mostly
11 Start texturing your character
with basic colours and worry
uses a colour scheme of three tones to prevent any of the details
10
about the details later becoming confusing.

42 3D Art & Design Tips, Tricks & Fixes


Fixes Tricks Tips

13

Defining different materials


Part of what makes an interesting character is the breakup
of materials. This can be as subtle as a button on a shirt, or
as extreme as chrome armour over a matte surface. This
character has great material variations throughout her
costume – namely the different types of armour paired
with a spacesuit material with low reflectivity. To ensure
the material is of the best quality, define specularity as well
as diffuse information, rather than simply adjusting the
reflectivity of a surface after the fact. One map should
12 inform the other and each is equally important.

12 Apply small details to give the


character life. Wear and tear
12  Refine & add details Start breaking up the model
with smaller elements, like icons, decals, dirt and so on.
This is where surface-level details come into play, to flesh out
13  Build a Specular texture Often a Specular map is an
afterthought, but this shouldn’t be the case, as the
reflectivity of a material will help sell the differences within a
can really evoke a story in the
viewer’s mind the model’s history. The majority of the model can be surface. While producing a Diffuse texture you should also be
hand-painted using a hard round brush, with the help of Light creating a Specular map in tandem. Separate materials should
13 Produce a Specular map in
tandem with your Diffuse and Cavity maps. You can add a metal overlay to the lighter have an obvious difference in value. Generally the closer to
map to sell material variations armour, to help break up the surface. The Diffuse texture map is white the texture is, the more reflective it becomes. Therefore,
with a range of values
intended to be the base colour of the surface without any white represents chrome and black represents matte. When
14 Use a viewport shader to help
preview your work in a near
lighting being added to it. Applying too much detail as a result of creating a Specular map, remember that some details will exist
game-engine environment lighting effects can make the material seem flat. there that shouldn’t in the Diffuse texture.

14  Review your work


To preview my
progress, I use XoliulShader 2
(available from http://
viewportshader.com). It’s
free, easy to set up and is
accurate to how a game
engine will display your work.
Open the Material Editor, set
the material type to Xoliul and
load in the textures you need.
Now apply the Diffuse,
Normal and Specular maps,
as well as a quick Glow
texture. You can also add rim
lights, reflections and tweak
how the material renders in
your final shader. At this point
I also enable reflections, a
subtle rim light and load in an
Environment map, provided
with the shader, to control
what’s being reflected in the
14
final material.

3D Art & Design Tips, Tricks & Fixes 43


Tips Tricks Fixes

Rig & weight the model


Make a quick skeleton to pose your character

15  Use a Biped skeleton 3ds Max has a great rig


perfect for characters like this, called ‘Biped’. Locate the
Biped option in the Create>Systems tab. After selecting this,
16  Adjust the bone position It’s unlikely that the Biped rig will fit perfectly to your
character, but that’s okay. You can easily adjust the placement of bones by first navigating
to the Motion panel and clicking on the Biped Figure Mode icon (a stick man). Select the bone
change the viewport to Front, then click and drag. This you wish to change and either move, rotate, or scale it into place. For this character I had to make
generates a Biped rig that you can then fit to your character minor adjustments, like the position of the shoulder. The major changes I needed to make,
model. Once the Biped has been placed, adjust different mostly due to the stylisation of the character, were the placements of the hands and fingers, the
parameters within the rig itself, like the amount of fingers, spine hip position, the length of the legs and the position of the head.
bones and toes. This character uses five fingers, three spine
bones and just one toe for the boots.

15
17  Mirror the Biped skeleton When adjusting the
position of the bones within your Biped rig, you only
need to worry about one side at a time. Since this character is
symmetrical, you can easily mirror the information from one
side to the other, which crucially saves a lot of time. Select all of
the bones making up the adjusted half of your model, then
navigate to Copy/Paste in the Biped menu. Create a new copy
collection, click Copy, then Paste Opposite while in Posture
mode. This will instantly copy the adjusted bone position to its
symmetrical counterpart.

18  Apply some weight Now you need to bind your


model to the newly created skeleton. Disable Figure
mode, select your character model and use the Skin modifier.
Once this has been added, go to Advanced Parameters and
change the Bone Affect Limit (that will influence a vertex) to a
number no greater than 5 (the default is 20). This helps keep
the influences on a vertex cleaner, but is also more true to a
16
videogame environment. Generally the more influences a
vertex has, the more calculations that will need to happen.
Some hardware will even have rendering issues with vertices
that have too many influences – so keep it simple and don’t use
more than you need.

19  Manually modify the influence Once you’ve


applied the Skin modifier, you’ll also able to tweak the
influence a bone has over a given vertex. A good way to do this
is to rigidly weight a vertex to the nearest bone and smooth out
the transition from there. When adjusting the character’s arms
you can weight all vertices for the upper arm to its relevant
bone and the same for the forearm. After this you can select a
loop of vertices at the elbow and blend them to the opposite
17
bone within the Weight tool’s options (the wrench icon).

19
15 Use the preset Biped system
for achieving a quick
character rig
16 You can easily change the
bind position of your
skeleton’s bones by entering
Figure mode and manually
moving bone objects
17 Use the Copy/Paste feature
within the Biped menu to
mirror changes you make, for
interesting bone positions
18 You can use the Skin modifier
to bind your model to the
Biped skeleton
19 Using the Weight tool, you
can manually adjust how
18 much influence each bone has
on a vertex

44 3D Art & Design Tips, Tricks & Fixes


Fixes Tricks Tips

Consider 20  The Skin Wrap modifier Another invaluable tool


that you can use to bind your model to a skeleton is the
Skin Wrap modifier, which basically enables a model to follow
the scope another weighted surface. I find that this is extremely useful for
elements that could take a long time to get right, like belts or straps
When working on your
character it’s important to that are layered over the core character. With the Skin Wrap
consider what the project modifier applied, select the target surface and then click Convert to
actually requires. For Skin to copy the skin information from the target surface. You can
example, this model is then adjust the Skin modifier on its own if any additional cleaning
intended to be just a
up is required.
portfolio piece with only a
simple pose. This means
that the total triangle
count within the model
can be a little higher, so
long as it improves the
visual quality. This means
the textures can be
created at a higher 21
resolution than normal

21 
and the rig only needs to
be able to achieve a few
Make tests with interesting poses With your rig
basic poses, with minimal selected, you can enable Autokey towards the bottom
distortion. Unless you are of the screen and move the bones of your character to
intending to fully animate automatically save a keyframe within an animation. I try to save
the character, you can a few extreme poses that will test the limits of the rig. For the
save time by weighting it
to favour your own most part, poses produced during exercise are good references
specific requirements. 20
to follow. A jumping-jack pose, for instance, will test how the
model will deform during common animations.

22 23

22  Manipulate the character’s skeleton Similar to the test animation for deforming
the model, you can also set up animations to switch between various poses. By scrolling
ahead in the timeline, you can create a few poses that can then be manipulated later, all without
destroying the bind pose of your character (that will be frame 0). When posing your character,
you can also adjust its weighting as needed, based on your requirements for the final render.

23  Set up the final render Once you’ve settled on a suitable pose, it’s time to create a
more advanced setup to finish. Often I find applying a three-point lighting setup using
separate Omni lights – a strong key light, a fill light acting as ambient bounce and a back light
– produces the strongest results.

Your game-art portfolio 20 The Skin Wrap modifier can


quickly weight things like
straps to a character’s body
Always consider legibility when building renders for your 21 A swift animation using active
portfolio. The point is to display your work in a way that poses can help test the limits
doesn’t obscure details or deform your asset. Dropping of your rig
your character out of a bind pose, even a small amount, can
22 You can create a variety of
help add personality to it and still show it off in a less poses by saving keyframes on
confusing way than, say, an action pose. In the same vein, your skeleton
you should also consider a lighting setup that doesn’t
obscure your character in shadows or coloured light, but 23 By using XoliulShader 2 again,
you can apply a three-point
still brings out detail with light and shadow. lighting setup to achieve your
final result

3D Art & Design Tips, Tricks & Fixes 45


Tips Tricks Fixes

Tutorial files:
Here Gustavo displays some of the detailed anatomical ěũ#$#1#-!#ũ(,%#2
features that can be achieved with ZBrush
ZBrush

Perfect your anatomy


skills My tried-and-tested workflow for sculpting
realistic details in ZBrush

W
hether you’re a digital sculptor, where you can to allow focus. Anatomically, subdivisions of the model, far easier. From
illustrator or designer, this is a the skull is the part of the skeleton that forms personal experience I’ve learnt that by
great chance to enhance your the shape of the head and supports the reading books on anatomy, as well as
skillset as I guide you through creating a structure of the face. It’s important to note drawing sketches of bodies in different
human skull from scratch. By completing that a human skull is in fact formed of eight positions, you can gain greater control over
these few steps, you’ll quickly form an bones, called ‘synarthrosis joints’, including basic shapes. Through this careful study we
understanding of the basic primitive shapes skull bones (known as ossa cranii) and facial can increase the overall level of realism in our
you can use to create a detailed and bones (ossa faciei). sculptures. Each human skull is different
believable model. The bones of the skull are divided into two according to the variations of its bone
I highly recommend that you do a little groups: the neurocranium (frontal, parietal, structure; many factors, including age, origin
homework on human anatomy before temporal, occipital, sphenoid, ethmoid) and and gender, affect how a skull is shaped. This
following these steps, as it will help to equip viscerocranium (lacrimal, vomer, maxilla, means if you choose to use a different
you for any problems you may come across zygomatic, nasal, mandible, inferior reference image than the one supplied, you’ll
during the process. By studying anatomical turbinate). It’s important to consider get a totally unique result.
references, we can understand how the technical descriptions to understand a little In this tutorial we’ll start with a simple
human body is formed, the parts it’s made more about the separation between the sphere in ZBrush, then flesh it out step by
up of and the interplay between them. It’s bones you’ll be modelling. It will also make step, using several of my preferred brushes
also always advisable to fragment your work the final steps, where you’ll be shaping the and tools in ZBrush.

46 3D Art & Design Tips, Tricks & Fixes


Fixes Tricks Tips

This image is supplied with the tutorial for you to


use as a reference to guide your sculpting

Grasp the complexity of the


human skull

01  Start with basic shapes To begin


we need to add a simple sphere in
ZBrush and activate Edit mode. Navigate to
Texture>Image Plane>Load Image and
import the image used as a reference in this
tutorial, named ‘Reference Skull.jpg’. Now
move the sphere above the front view of
the reference skull.

02  Adapt the sphere Looking at


the frontal view, we’ll convert our
primitive sphere to a Polymesh by going to
The bones of the skull have been
separated by colours here, to
perfectly present their divisions
Tool and selecting Make Polymesh3D. Next
go to Transform>Activate Symmetry and
1 Starting the sculpt 2 Adapting the
select the Move brush with a high Draw from a primitive primitive object to
2
Size. Using the background image as a shape helps the frontal view to
reference, activate the Transp option maintain a more begin working on
(Transparency). Now we need to adapt our organic workflow the facial features
sphere to the skull using the Move brush.
A good tip is to alter the brush’s size
according to the scale of the reference.

Study the anatomy of the skull


Take a quick look at the supplied images (skull references) to
familiarise yourself with the symmetry of each shape.
Obviously, when we start this kind of work, we can choose
different approaches that can make our workflow more
effective, based on the result we are looking to produce. Usually
when we begin an anatomy-based project, we’re looking to
achieve a balance between accurate and believable symmetry.
This is also the case when approaching the human skull. I
recommend enabling Symmetry only during the first steps, then
disabling it later on to get some disproportion and realism.

3D Art & Design Tips, Tricks & Fixes 47


Tips Tricks Fixes

05  Make the cavities Now convert


the model to DynaMesh mode
and deactivate Symmetry. I’ve chosen to
use an approximate resolution of 400 with
a Blur value of 0. Now we can apply the
InsertCylinder brush to subtract from the
sculpt. While applying the brush, hold Opt/
Alt to subtract from the mesh. This saves a
lot of time going back and forth to the ZSub
option. Apply the brush all the way through
the model to carve out the mouth cavity
and the mandibular notch, as shown in the
image. After this we can release Opt/Alt,
then adjust our inserted shape by using the
Scale, Rotate and Move options under the
Transform menu. Next hold Cmd/Ctrl-click,
3
then drag and drop twice on the
background layer.
4
Useful tips for
sculpting in ZBrush 06  Define the edges Once the
cavities are shaped out, we need
to redefine the edges of the mandible and
When adding and subtracting meshes reactivate the Symmetry option. In this case
from a model, try converting the I start sculpting with the brushes (Clay
sculpting to DynaMesh mode.
Previously you couldn’t subtract any Buildup or Standard) used previously. Using
shape from the model without the Opt/Alt key to subtract from the mesh
converting it, but with DynaMesh you will help when you have to sculpt with the
can use the Blur option to smooth edges Smooth brush. Also try subtly flattening the
as surfaces. I find this is really useful
whenever I’m combining an object model’s surfaces by carefully applying the
between the edges. A quick way to Polish brush.
convert the application mode to

07 
DynaMesh is to hold Cmd/Ctrl-click, The mandible’s cavity To start
then drag and drop on the background. with the cavity of the mandible,
This will be subject to the previous
resolution assigned. we’ll use the same method of subtracting
objects as mentioned in Step 5. Insert an
object through the mandible (InsertSphere),

03  Develop the digital clay


Looking at the side view (the left
side of the skull), continue applying the
5 but be careful just to go through the
mandible and not through the skull. This is
because we will later be altering the interior
Move tool to adapt the clay to the reference of the palate.
image. In this case I also use the ever-useful
Clay Buildup brush to add or subtract clay 6
according to the requirements. I highly
recommend using the Smooth brush to
clear up any imperfections while holding
3 Adapt the the Shift key. This is a great method for
primitive objects getting the best-possible finish.
to the side view

4 Slowly build up
the definition of
the shapes
04  Flesh out the form This step is
vital for defining the shapes,
because we need to begin dividing the 7
5 Create cavities mesh and increasing the number of
throughout the polygons to get a detailed sculpt. Go to
model using the Geometry>Divide to control the subdivision
DynaMesh option
level according to what you want. After
6 Modify the doing this, redefine the clay using the Clay
cavities while Buildup or Standard brush. For my sculpt, I
paying attention
prefer using the Clay Buildup brush to
to the views and
smoothing the define an approximate model of the
surfaces as edges reference image. I can then clean it up with
the Smooth brush. This rough model is a
7 Give shapes to
the mandible and really useful starting point to build out the
subtract objects final model.

48 3D Art & Design Tips, Tricks & Fixes


Fixes Tricks Tips

Authentic reference
is the key!
I recommend using various reference
images from books on human anatomy
or the internet. This enables you to get
all the different angles and sides
accurate, because you can find all the
little nuances that can be included.
Sometimes you may need to get a real
bone to follow the details perfectly, such 9
as faceted angles. A real bone can be
8 rotated so you can appreciate its finer
points. Small details like these can be
learned when you try to sculpt from

08  Detail the palate, mandible &


edges Now we can try to refine
the skull from the bottom view. This aspect
images of real bones. Getting a feel for
the texture is also crucial.

will only improve with practise and by the brush size. I highly recommend taking
studying skull references from all angles. into account the Z Intensity of the brushes
As we are mainly focusing on the front and at every step of this process. If you use a 8 Hollow out the
side views, by applying the techniques in high level of intensity it won’t enable you to mandible, palate
and the bottom of
the previous steps you can create the work as you’d wish to and your results will the skull
bottom of the skull using brushes (Clay be slightly obscured. While still using the
Buildup or Standard) with Stroke> Standard brush, try building up the small 9 Sculpt the teeth
10 and bear in mind
Freehand set. In this particular case we’ll irregularities in the skull and over the teeth,
the symmetry
need to rotate the skull to get a good view as you can see in the screenshot. between them
from all sides, so I recommend activating
10 Place the teeth
Alpha 50 while sculpting and following the
references around it. 12  Apply the final details To finish
the model, we now need to create
the subdivisions in the skull to get an even
where they
belong and try to
adapt the shapes

09  Sculpt the teeth Save the skull


as a Tool and create a new
document using the supplied image
higher level of detail. We can begin by
adding these subdivisions using the
Standard brush with a small size and the
11 The roots of the
teeth have a
certain effect on
(Reference Skull.jpg) or another image of Alpha active (I’m using Alpha 59). Be sure the mandible and
maxilla bones
teeth that you may prefer. Add a cylinder or to apply with a low intensity, but feel free to
sphere, then change this primitive shape to activate any other Alpha that you feel could 12 The subdivisions
a Polymesh object. At this stage we can work better. If you find that the subdivisions of the bones that
increase the subdivision levels to better you’ve made are too big, a good tip is to make up the skull
are important for
approach the sculpting. Select the Move use the Pinch brush to close or approximate achieving a truly
11
brush to get an approximate shape for the the lines. detailed result
first tooth and then start to model it. When
the tooth is done, go to SubTool>Insert and
add what you’ve sculpted. You can then do
the same for the rest of the teeth.

10  Insert the teeth Once all the


teeth are finished we’ll need to
insert them into the skull. For this step, save
them as a Tool by going to Tool>Save as
and name it ‘Teeth’. Open the Skull tool we
created earlier and choose the reference
image being used as the background. Go to
SubTool>Insert and choose the Teeth tool.
After inserting this, try to adapt the size to
the mandible and make any other changes
that you feel necessary. Checking the
symmetry is very crucial at this stage.

11  The maxilla & mandible Maxilla


and mandible are the technical terms
for the areas overlying the teeth, which
produce some irregularities in the bone. To
sculpt these, we must use the Standard 12
brush with Alpha 50 activated to control

3D Art & Design Tips, Tricks & Fixes 49


Tips Tricks Fixes

Tutorial files:
ěũ(-+ũ
ũ,."#+
Follow Gustavo’s instructions and ěũ#$#1#-!#ũ(,%#2
you should end up with a ěũ43.1(+ũ2!1##-2'.32
medically accurate torso model

Sculpt the The anatomical master


Gustavo Åhlén reveals his
simple guide to sculpting a

skeletal torso human vertebrae, hips and


ribs in ZBrush

T
he following is a process that will While most of the spine is separated by occur at the bottom of the torso and are not
help artists, sculptors, designers intervertebral discs, the sacral region – attached to the sternum. Understanding
and those without any knowledge which occurs in the bottom of the spine such anatomical connections is key to
of the topic to sculpt the column within the pelvic cavity – consists of five following this tutorial.
vertebrae, ribs and hips of a human fused bones without any intervertebral It’s also important that you also pay close
skeletal structure. discs between each. Similarly, the attention to the boxouts throughout these
As always, I recommend reading books coccygeal region consists of four vertebrae pages, as here I will offer details on the
on human anatomy to perfect your skills, also has no discs. If you refer to the processes utilised. Before you begin the
but for now I’ll clarify the key anatomical reference images you will see this unique tutorial I also highly recommend practising
elements. These technical details always section of the spine without separations at with primitives in ZBrush. This way you’ll be
help us to better understand how joints the base. able to grasp the correct use of ZBrush’s
work when embarking on a sculpt like this. With regards to the ribs, they are tools and increase your knowledge with
The spine is composed of various hinged classified in four distinct sections: the regards to sculpting the clay into different
parts connected together called vertebrae. cervical rib, which is located at the top of angles. This is especially vital when working
The column is separated into five regions: the torso; the true ribs, which are the first with complex models like skeletons.
cervical (seven vertebrae, C1-C7), dorsal seven ribs attached to the vertebral column If necessary you can find good websites
region (12 vertebrae T1-T12), Lumbar (five and, through the intervention of the costal with 3D models of vertebrae to guide you
vertebrae, L1-L5), sacral region (five cartridges, with the sternum; the false ribs, through the steps. Hopefully after following
vertebrae S1-S5) and coccygeal (four which are the five sets of ribs below the this process, you’ll have all the skills you
vertebrae, unstable). true ribs; and finally the floating ribs, which need to build your own skeleton torso.

50 3D Art & Design Tips, Tricks & Fixes


Fixes Tricks Tips

Use this reference image to position the hips


and ribs on the column vertebrae

Find your way around


the human spine

01  Start with ShadowBox These


first few steps are really important
to grasp, as we will repeat the method
detailed with slight variations throughout
the tutorial. Go to Lightbox>Tool, select
Shadowbox128 and select Edit to make an
editable piece. ShadowBox enables us to
view reference images from different angles
This image can be used as a reference guide to the creation of the column vertebrae. You can find it in high-res in our tutorial files
and then use these images to create a quick
and easy rough sculpt.

Explore the human


spinal column 02  Utilise ZBrush’s SpotLight
feature Here we will use
ZBrush’s SpotLight feature to add in our
The process of selected reference images. Navigate to
recognising the Texture>Import, then load any of the
different parts of skeletal reference images you’ve chosen.
the spinal column is
fundamental to You can import different images in one
understanding the step, then go to UV Map and hit Morph
various connections UV. This enables us to paint the textures
between them. over ShadowBox. Next go to Texture, select
Usually I would
the desired texture and choose Add to
suggest checking
the angles of each SpotLight. You can then position the texture
vertebra to get a over the desired plane. Use the options in
1
correct fit, because SpotLight to resize the image as you wish.
when we create the
complete spine we
need to separately
account for the
position of each
vertebra. These
separations will be
fixed with the
vertebral discs.
Always keep in
mind that these
discs are compressed and expanded
according to the movement generated
by the human body. Also, remember
that not all spines are identical and we
can find small variations in each
vertebra. However, in this tutorial we’ll
be working with a general example, just
for the sake of simplicity.

1 ShadowBox is a useful tool when sculpting


from reference images

2 ZBrush’s SpotLight helps us to transfer 2


images to ShadowBox

3D Art & Design Tips, Tricks & Fixes 51


Tips Tricks Fixes

Flatten forms with


Trim Dynamic
Sometimes we need to flatten rounded
shapes and a very useful tool for this is
the Trim brush set to Dynamic. Apply
this to flatten the ribs after creating
them with ZSphere. After using the
Smooth tool we can get rounded shapes
that make us lose our desired sculpting.
The Trim brush set to Dynamic can be
used again to flatten these forms.
Remember to change the Intensity
values to get a flattened shape without
losing what you’re looking for. The
Intensity setting enables us to make
changes while keeping the original form.

3 4

5
05  Redefine the shapes
Deactivate ShadowBox by going
to Geometry>ShadowBox. We must now
smooth and refine our current vertebra. Use
different brushes for this – such as
Standard, Clay Buildup and Move – with
Stroke Freehand active. Refine the edges of
the vertebra and try to get a result similar to
the screenshot. The Move and Move
Topological brushes are useful for this. Use
Clay Buildup to get an approximate shape
and then use Smooth to clean up the
model. Always keep in mind the intensity of
each brush throughout the process.

03  Paint some textures on the


ShadowBox This step is key in
06  Sculpt the cervical vertebrae
section For the cervical
vertebrae we need to make two holes – as
the creation of each vertebra. After indicated by the red circles in the
positioning the selected texture on accompanying screenshot. Do this by
ShadowBox in the correct position for the selecting Insert Cylinder and using the
back, right or bottom view, we need to DragRect Stroke. Hold Opt/Alt and add the
3 SpotLight and
deactivate Zadd, Zsub and activate RGB. cylinder in the shape that you want to make
ShadowBox are
commonly used Select the Standard brush with Stroke set to a hole. Align this second shape to the
tools in the digital DragRect. Now go to the Polypaint tab and correct position. Now hold Cmd/Ctrl, click,
sculpting process select Polypaint From Texture. After this, hit drag and drop your model into an empty
4 Using Lasso Mask Z to hide the options for SpotLight, then space without 3D models. You need to drag
and ShadowBox drag and drop in the middle of the texture and drop twice and the second shape will
enables us to to paint the textures over the ShadowBox. be subtracted from the main shape. We will 6
create 3D shapes
from relatively Keep editing until you achieve a similar now follow this same process in the next
simple textures result to the screenshot. few steps.

5 Get refined forms


from primitive
shapes using
Smooth tools
04  Get the 3D shapes After
painting each texture on the
ShadowBox’s three planes (back, right and
07  Model more vertebrae and
duplicate them Now we need
to create the lumbar vertebra (five copies),
bottom), go to Brush and select Lasso the thoracic vertebra (12 copies), the
6 It’s a good idea to
subtract – rather Mask. Try to position any plane in a perfect cervical vertebra (c3, c4, c5, c6), c1 (Atlas),
than add – shapes frontal view, then activate Symmetry while c2 (Axis) and c7. Check out the vertebra
to achieve the keeping in mind the correct axis of the reference images to get a good idea of
result you want
symmetry (z, x, y) according to your where to sculpt and align each vertebra
7 You should use selected side. Now hold Cmd/Ctrl and try accordingly. Note that you can sculpt just
SubTools to to cut the shapes following the edges of the one vertebra for the lumbar, one for thoracic
duplicate each
textures above any plane. You can delete and one for c3, c4, c5 and c6. Use
vertebra and
streamline the areas by holding the Opt/Alt key while Duplicate in SubTools to make more copies
7
whole process you’re applying the Lasso Mask. of each one.

52 3D Art & Design Tips, Tricks & Fixes


Fixes Tricks Tips

8 9 10 11

8 Sculpt in the
vertebral discs
using the axis (red
shape) as a
08  Create the column Now we
can sculpt the sacrum using
ShadowBox and the same processes
column using the frontal and side views as
guides. By applying different brushes, we
need to get an under relief (vertebral discs)
vertebral guide mentioned through Steps 2 to 5. After this, below the level of each vertebra. Check out
9 Aligning each create the centre of the column using the red paint in the accompanying image to
vertebra enables ZSphere. Go to SubTool>Insert and add a use as a guide, as these are the all-
us to get a good new ZSphere. Position this in the middle of important vertebral discs.
final angle
the sacrum, activate Symmetry, then Draw
10 Sculpt the centre
to create the
joints between
and apply over the ZSphere. You’ll see how
a small red ball begins to protrude over the
ZSphere. Now we need to use Move with a
11  Build the ribs Go to
SubTool>Insert, select ZSphere and
change its position to over the first thoracic
each vertebra
small Draw size to drag this new red ball, vertebra, below the c7. Use the same
11 ZSphere enables following the shape of the spine in the process as in the first seven steps and don’t
us to get floating accompanying image. forget to activate Symmetry. I recommend
forms without
having to rely on inserting 12 ZSpheres and carrying out the

12
other SubTools

In this step we
09  Align the vertebrae After
achieving an approximate model
of the spine using ZSphere in the previous
same process for each one. After this, we
need to make an Adaptive Skin, delete the
current SubTool and insert (SubTool>Insert)
need to use
ShadowBox and step, go to Adaptive Skin and increase the the new 3D mesh with a high subdivision
position the hips 12 Density value to get a smooth shape. Now level. By using various brushes as in step 5
over the sacrum
select Make Adaptive Skin to create a new we can create a convincing sculpt of the
3D mesh where we can select primitives. ribs. Using SubTool>Merge Down, we can
Symmetries adjacent to the spine Go to SubTool, delete the current SubTool
created with ZSphere and insert the new
also merge all the SubTools.

When modelling the spine, take into


account the angle of the ribs and hips to
the spine to keep an appropriate ratio.
3D mesh with a high subdivision level. After
this we need to use the reference image
‘Reference Column single.jpg’ supplied to
12  Shape the hips The easiest way
to build up the hips is to use
ShadowBox and follow the processes
These may vary depending on the age
of the person and their bone structure. centre each vertebra as a SubTool. mentioned above. Apply the Move brush
There isn’t a perfect symmetric and then subtract shapes by inserting a
measure, so we can only work with
approximations. The angles pictured
here will help us find common
10  Sculpt the vertebral discs
After centring each vertebra
according to the reference image, try to
cylinder (similar to Step 6). This way you
can drill holes in the bottom. I also
recommend grabbing the Move Topological
symmetries in our work, which are
important to keep a correct proportion. adjust each one while considering the and Clay Buildup to add new clay, get an
They also enable us to understand the different angles, then begin to sculpt the approximate shape and then apply Smooth
precise joining between the ribs and the vertebral discs by using the ZSphere as an to the hips. By hitting Opt/Alt we can add
hips over the spine. However, if aiming axis. In the first instance, activate or subtract clay. Position the hips over the
for realism, remember that actual
skeletons aren’t perfectly symmetrical. Symmetry and then apply the Move brush sacrum and try to attach the bone
to get an approximate model. Rotate the structures by adding and subtracting clay.

3D Art & Design Tips, Tricks & Fixes 53


Tips Tricks Fixes

Although consisting of predominantly Tutorial files:


straight lines, the skeletal arms and ěũ1,2ũĜũ-"2ũ ."#+ē. )
hands are full of complex joints
ZBrush

Sculpt limbs Here Gustavo Åhlén,


presents a simple guide
to help artists to improve
in ZBrush their skills

C
ontinuing this series on sculpting use of the various tools we’ll be applying. great reference material if you want to
skeletal anatomy, here you will Firstly, we’ll give a brief overview of the expand your knowledge and improve your
learn how to accurately produce bones of the arms and hands, to better art. Reference images will provide you with
CG human hands and arms from scratch. understand the approach to creating them. a far greater understanding of the joints
The techniques used will help you to The human arm consists of three bones: between the groups of bones, and to better
understand the different ways to replicate the humerus, ulna and radius. The hand is visualise the various angles and rotations.
these human parts and significantly made of 54 bones, which in turn are A fundamental point to remember
increase your anatomy skills. separated into three distinct groups: before we progress is to consider the
It’s always advisable to learn this process metacarpals, which form the core of the proportions of each bone. You can base
step by step and to not attempt the entire hands, the phalanges or ‘finger bones’ and your works on models or perform sketches
tutorial in one go. More often than not, the carpals. on paper to get a better understanding of
these skills are best acquired after hours of The carpal area is an anatomical the scale of each bone.
practice and a lot of trial and error. Just assembly that connects the hand to the When using a frontal view as reference,
persevere and stay confident until you get forearm. Although this is a complex area, it’s important to understand that although
the results you’re looking for. we won’t be referring to each individual we can’t see it, the hand bones are not fully
Reference to the ZBrush manual is highly bone of the carpus in these steps. However, extended and are in fact slightly contracted.
recommended to understand the correct the internet and anatomical books supply To fully appreciate this quirk, we should use

54 3D Art & Design Tips, Tricks & Fixes


Fixes Tricks Tips

Use this
image to
position the
hand and
arm, using
the scale as Use this image as a reference for sculpting the
reference hand, taking note of how contracted it is

Here you can see different views of the


bones that make up the human arm Polygroups
Polygroups is a useful sub-palette in
ZBrush that enables us to combine
polygons using different procedures,
such as: Auto Groups, UV Groups, Auto
Groups With UV, Merge Similar
Groups, Merge Stray Groups, Groups
By Normals, Group Visible, Group
Masked, From Polypaint, From Masking
and so on. I have used Group Masked
as well as Group Visible to separate the
carpals, metacarpals and phalanges in
different Polygroups. This enables us to
split them into SubTools if we want to.

side views as a reference. Although, the main ZSphere. When this new sphere 1 Use ZSphere to
more variety we have in terms of reference starts to appear, go to Move (keyboard create the hand’s
images, the more accurate our models will shortcut: W) and adjust it until the joints basic shape
eventually become, so try to find various begin to appear. Now, over a new joint, 2 The simple
skeletal poses to inform your work. draw another sphere and do the same step skeleton for the
Finally, the ZBrush Polygroups function is for each finger. You’ll have to keep in mind hand is the first
an essential function for separating our that each finger will start from the main step before we
convert it to clay
models, because it enables us to split the ZSphere you originally made. Also pay
skeleton into different parts as SubTools, or attention to the brush’s size, as this will 3 Using frontal and
combine them. You can learn more about define the width of the fingers. Note that side views helps
us to control the
Polygroups by checking out the boxout later you’ll be able to see the joints that are being length between
on in this Masterclass, where we will cover created in a lighter grey than the rest. the joints
how to best apply them in your work.

Create arms and hands 03  Refer to the side views In the
previous step we were working in
a frontal view, but now we need to move
2

01  Start with a ZSphere To begin


we need to add our first tool, which
in this case is a ZSphere, so go to the Tool
these joints using the side views. This
process will alter the length between the
joints, so try to get similar proportions to 3

tab and select it. Now click on the the reference image you’ve picked.
background (the work interface) while you Remember, you need to change from Draw
drag and drop over it. In order to make this to Move mode using small values of Draw
ZSphere editable, we need to activate Edit Size, because if you have high values you
mode (keyboard shortcut: T). Now go to will inadvertently modify other joints. Keep
Texture>Image Plane>Load Image to open this in mind when you need to move closed
the reference images you’ve sourced for joints. For further advice for moving the
accurately sculpting the hand. joints, check out some of the accompanying
boxouts throughout this tutorial.

02  Add the hand bones Now it’s


time to draw the metacarpals and
fingers. For this we need to change the
1

brush’s size, moving to smaller values and


drawing a new smaller sphere over the

3D Art & Design Tips, Tricks & Fixes 55


Tips Tricks Fixes

4 5

Save Adaptive Skin until last


When using primitive forms on a project like this, we often turn
them to PolyMesh 3D, because it’s the best mode to sculpt
these kinds of meshes. In this particular case I avoided
activating Adaptive Skin until the last step, before converting it
to Polymesh. This way we can return to the original ZSphere to
make new changes in the joints. To do this, just go to
Tool>Adaptive Skin and select Preview.

4 Convert the
model to
Adaptive Skin to
04  Convert to Adaptive Skin
After we have the skeleton of the
hand, we can see a preview of the model by
reference images close at hand, pick the
Move Topological brush and attempt to
achieve an approximate re-creation of what
8

begin sculpting
converting our skeleton to Adaptive Skin. you see. The Move Topological brush is
5 The Deformation Hit A on the keyboard, or go to Tool> preferable because it moves the mesh
options are very
useful to create
Adaptive Skin. It’s vital that you change the separately from the rest of the polygons.
changes in the Density values, because this will increase or You can experiment with the Draw Size to
unmasked areas decrease the subdivision level (SDiv). In this understand the differences between the
case we’ve opted to use a Density of 5. Move and Move Topological brushes. Next
6 By using various
Intensity values in Now we need to mask all by holding Cmd/ you can use the Clay Buildup brush with a
our brushes, we Ctrl and clicking in an empty space. Now low Intensity, such as 20, to gain better
can maintain unmask the joint areas by holding Cmd/ control over the clay.
greater control
over the mesh Ctrl+Opt/Alt and unmask the areas as you

7 You’ll need to use


a wide range of
can see highlighted in the screenshot.
07  Include small details This step
will require a combination of
08  Apply more ZSpheres Open
brushes and
values to build up
the correct details
05  Define the basic shapes Now
we can inflate the unmasked
areas to begin sculpting the joints, which
brushes. Clay Buildup is used to get an
approximate shape; Smooth is used to
smooth the mesh; Slash3 will create
a new empty document. In this
step we need to make different SubTools for
the bones of the arms, namely the
are more bulky than the rest of the skeleton. separations between the bones (joints); humerus, ulna and radius. For the humerus,
8 Use ZSphere to
create separate To do this, go to Tool>Deformation and Pinch can reduce the space between these load a reference image, then go to
SubTools for each increase the Inflate levels. It’s also a good separations; and hPolish will flatten the Tool>ZSphere and add a ZSphere. Change
arm bone idea to increase the clay in suitable regions. curves or irregular meshes. Try to the size of the ZSphere and draw over the
After this we need to unmask all, holding experiment with hPolish to test this brush, reference images, following the same steps
Cmd/Ctrl and clicking over the background holding Opt/Alt to flatten the mesh under previously used. Now, to create the ulna
while dragging and dropping. or over the current mesh. Opt/Alt will and radius bones, go to SubTool>Insert,
reverse the current option that’s selected load a new ZSphere and repeat the

06  Sculpt the hand Now we are


ready to begin building up the
main mesh of the skeleton. With your
(Zadd or ZSub). After sculpting, you can
convert the model in Polymesh 3D by going
to Tool>Save As.
previous process. Remember to use
separate SubTools for the various bones of
the arm.

56 3D Art & Design Tips, Tricks & Fixes


Fixes Tricks Tips

10

09  Convert the ZSpheres to


Adaptive Skin Now we need to
convert each SubTool into Adaptive Skin
11

(keyboard shortcut: A). Go to


Tool>Adaptive Skin and increase the
9
Density setting in each SubTool to get a
better quality before sculpting on the clay.
9 Getting a rough Ideally you should get something similar to
mesh for the final
model using
the screenshot, without a defined mesh
Adaptive Skin and overlap.
12
10 Backfacemask is
a useful tool that
enables us to 10  Refine the arm bones After
converting these bones to
protect the mesh
while we sculpt
Adaptive Skin, we need to sculpt the clay
using brushes, such as Clay Buildup with
Mask the meshes so
Backfacemask active (go to Brush>Auto
they separate into
11 Converting the
SubTools into Masking>Backfacemask). It’s advisable to different SubTools
Polymesh 3D hold Opt/Alt while you are sculpting, in
enables us to get As I mentioned previously within this
better control
order to subtract the clay (ZSub) using low three SubTools into Polymesh 3D, go back
tutorial, if you want to separate the
over the meshes values of Intensity. The hPolish brush can to the first Polymesh you created and insert mesh into SubTools, start by masking
help you to get a flatter mesh to produce a the other two new Polymeshes by going to the area that you want to split, such as
12 Position the the metacarpals or phalanges. Next, go
more defined model. After this we can use SubTool>Insert.
bones of the arm to Tool>Polygroups and select Group
and hand over the Smooth brush while holding Shift to
Masked. You can either apply Invert
your reference
images. Don’t
forget to check
smooth the mesh using low values of
Intensity. Repeat this for each SubTool. 12  Refine the positions, scales
and angles With your reference
images still close at hand, load the two
Mask to separate the other areas, or do
this manually. Once you’ve separated
the metacarpals and phalanges into
the scale
different Polygroups, you can convert
11  Convert your SubTools to
Polymesh 3D Now convert each
SubTool into Polymesh 3D. For this it’s
tools (the hand and arm), select one of
them, then go to SubTool>Insert and load
the other tool as a SubTool. Next rotate the
this mesh to PolyMesh 3D and then go
to Tool>SubTool>Split and select
Groups Split. Now select the SubTool
important to rename each SubTool: hand and arm, attempting to find a good fit and click Close Holes.
‘humerus’, ‘ulna’ and ‘radius’. If you hit Make between the two. Simply follow the
Polymesh 3D over a SubTool, this will then reference images carefully, taking into
create a new mesh called PM3D_humerus, account the positions, scales and angles
or whatever name you have given to your that are used and noting that the hand and
SubTool. Automatically, this will change to arm are not extended but have a slight
the new mesh created as PM3D. You need bend. Activate Symmetry to produce the
to return to the original tool where the three other hand and arm. You can now export
SubTools were and convert these to the project as an OBJ file and open it in any
Polymesh 3D. Once you’ve created the 3D software.

3D Art & Design Tips, Tricks & Fixes 57


Tips Tricks Fixes

Tutorial files:
ěũ (-ũ(,%#ē)/%
ěũ4//.13(-%ũ(,%#ũĈē)/%
ěũ4//.13(-%ũ(,%#ũĉē)/%
ěũ.7.43Ĉē)/%
ěũ.7.43ĉē)/%

Gustavo’s final work helps to better


understand how to sculpt the
human legs and feet

ZBrush

Sculpt the legs and


feet Use ZBrush to create the lower half of the human
body in this detailed anatomy tutorial

I
n this final section of my ZBrush cuboid and navicular), metatarsus (first, that we have separated in SubTools.
anatomy masterclass I will reveal the second, third, fourth and fifth metatarsal Throughout this masterclass you will find
workflow steps for creating a digital bone) and phalanges. boxouts where I have included detailed
sculpture of the skeletal legs and feet. When we start to sculpt, we need to pay explanations about the processes used in
First, a medical introduction to the legs attention to the femur head (upper each step. I also recommend that anyone
and bones of the lower half of the body, as extremity) and the lower extremity as well reading this tutorial also pick up some
understanding the structure and anatomy as the extremities of the tibia and fibula. books on human anatomy to gain a better
of the bones is integral to the process of The femur head is the joint with the hip and understanding of how the skeleton works.
re-creating them in ZBrush. the lower extremity is the joint with the Finally, you can improve your final model
The legs are made up of the femur, or the tibia. Understanding these joints is really by adding more details and activating
thighbone, which is the area between the important because you need to know the alphas in the brushes to add irregular
pelvis and the knee. The patella is the knee correct rotations and how they connect the surfaces. I recommend the use of hPolish
cap, the tibia is the larger of the two bones joints. Reference and medical information brush, because sometimes we get rounded
below the knee cap, and the fibula is the can be found via the internet, where you models and a good way to flatten these
smaller of the two leg bones located below can get a better idea about each joint and areas is the use of this brush. The most
the knee cap. The feet are constructed in how these bones work. By using the important steps are detailed in this
separate sectors by the following bones: brushes Move or Move topological you can masterclass, but you can improve the final
the tarsus (talus, calcaneus, cuneiformes, approximate the joints between each bone model according to your personal tastes.

58 3D Art & Design Tips, Tricks & Fixes


Fixes Tricks Tips

This image is used as reference to sculpt the feet


following the different views

How proportions, scales and


angles shape our model
When we start a new sculpture in 3D, we should pay attention
to the proportions, scales and angles because it lets us gain
better control over the individual shapes. When we talk about
proportions, we must take into account the length and width as
well as the thickness. Sometimes it may be the case that we
make a model with the proper
length but with the wrong
thickness. When we are sculpting
a small part of a model and not
the complete piece, we can
sometimes lose the proportions
as linked to other parts. A good
way to get around this is to sculpt
the smaller parts while using the
larger model as a reference.
This image can be used to position the feet and
legs using the scales as reference

Start simple
02  Start sculpting the feet It is
time to start defining the shape of

01  Start with ZSphere The first


step is to attach our first tool as
ZSphere. Go to Tool>ZSphere. After
the toes. For this, we need to change the
brush size using small values and try to
draw a new small sphere over the main 1 ZSphere is used
selecting ZSphere we need to do a left-click ZSphere. When this new sphere starts to to start the model
of the skeleton
over the background (work interface) while appear, go to Move (shortcut, W) and try
you drag and drop over it. Convert the to move it to where you would find the 2 The skeleton for
ZSphere into an editable object by joints. Now, over this new joint, draw a new the feet is the first
step before
activating Edit (shortcut T). Go to Texture> sphere, and do the same step for each toe.
converting it
Image plane and finally Load Image to open Remember that each toe originates from
the reference image of the feet included the main ZSphere created in Step 1 and the 3 Using frontal and
with the cover disc. This will aid you when brush size will define the width of each side views help us
to control the
sculpting anatomically correct shapes. section of the toe. length between
2
the joints
1
03  Use side views as reference
In the previous step I have used a
frontal view as reference, but now we need
to move these joints using the side views to
ensure we are sculpting the correct
proportions. This process will change the
length between the joints. Try to get a
similar model as in the image used for
reference. You need to change from Draw
to Move using small values of draw size,
because if you have high values of draw size
you will modify other joints. Keep this in
3
mind when you need to Move closed joints.

3D Art & Design Tips, Tricks & Fixes 59


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4 5 6

7 After the sculpting you can convert the feet


into Polymesh3D. Apply DynaMesh to add
more details and correct imperfections
(closing holes). Save the feet by selecting
Tool>Save As.

8
08  Create a ZSphere for the
legs Now, create a new empty
document. We need to create different
background. Do this at the same time that SubTools for the bones of the legs: the
you drag and drop. femur, patella, tibia and fibula. To create the
femur, go to Tool and select ZSphere and

06  Sculpt the feet It is time to


sculpt the feet. Using the
reference images, use the brush Move
load the reference image. Draw the
ZSphere over the image. Change the size of
the ZSphere positioning it over the

04  Convert to adaptive skin


After creating the base sculpt of
our skeletal feet we can view a preview of
Topological to get an approximate clay to
the reference before sculpting it. Using
Move Topological enables us to move the
reference images and follow the steps
previously used. Next create the tibia and
fibula bones. Go to SubTool>Insert and load
the model by converting our skeleton using mesh separated from the rest of the a new ZSphere, following the same process
4 Convert the Adaptive Skin (shortcut, A or go to polygons by areas according to the draw as for the femur. To create the patella bone,
model to adaptive Tool>Adaptive skin). It is really important to size. It is important to test it to understand insert a Sphere.
skin to start
sculpting details change the values of Density because this the differences between the brushes Move
will increase or decrease the subdivision and Move Topological changing the draw
5 The Deformation level (SDiv). In this case I have used size. Then, we must use the brush Using the options
options are really
useful to create
Density=5. Now we’ll mask all by holding ClayBuildup with a low intensity, such as of deformation
changes in the Cmd/Ctrl and clicking in an empty space. 20, to gain better control over the clay. Now
unmasked areas You then need to unmask the areas of the finally we need to smooth it. The options of Deformation
joints, holding Cmd/Ctrl+Opt/Alt and (Tool>Deformation) are really useful to
6 Different brushes quickly convert meshes, because in
and values of
intensity allow us
to get a better
unmasking these areas as you can see in
the screenshot. 07  Add small details Here we use
several brushes; ClayBuildup: used
to get an approximate shape, Smooth: used
some cases we have big scales. A
good tip to decrease the scale of the
model is using Size into Deformation
control over the keeping the 3 axis (x,y,z) to decrease or

7
entire mesh

Using different
05  Define basic shapes Now we
need to inflate the unmasked
areas to start sculpting the joints, which are
to smooth the mesh, Slash3: used to create
separations between the bones (joints),
Pinch: used to reduce the space between
increase the scale of the shape
proportionally. If we import a tool with a
brushes is key to big scale and we use the common Scale
very often bulkier. For this go to Tool> these separations, hPolish: Used to flatten (Key=E) to reduce it, sometimes we
achieving a great
final result Deformation and increase the levels of the the curves or irregular meshes. When using need to rescale a lot of times, reducing
Inflate feature. This is a good option to hPolish, try to test this brush while you hold the piece very slowly in the process.
8 Use ZSphere to That is why I highly recommend the use
increase the clay in the unmasked areas. Opt/Alt to flatten the mesh under or over
create separated of Size into Deformation to resize the
SubTools for each Afterwards, we need to unmask all, by the current mesh. Opt/Alt reverse the piece quickly.
leg bone holding Cmd/Ctrl and clicking on the current option selected (Zadd or Zsub).

60 3D Art & Design Tips, Tricks & Fixes


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Bone expansion
and contraction
After you have converted the skeleton
with ZSphere in Polymesh3D, you can
stretch or contract the bones of the feet
and legs. A good tip to modify these
rotations while maintaining the original
length is using Move while you are
holding Ctrl as you can see in the image
below. There is also another very
interesting option available when
holding Opt/Alt. If you are working with
ZSphere and you drag over the
background while you are holding Opt/
Alt you will move the complete model.
Check out how Length 1 stays the same
length while we rotate the bones.

9 10

09  Convert ZSphere in


Adaptive skin Convert each
SubTool in adaptive skin (shortcut, A) and
will change to the new mesh created as
PM3D_femur. You then need to go back to
the original tool where the three SubTools
go to Tool>Adaptive Skin. Increase the are located and convert them as Polymesh.
density to get a better quality in each Once you’ve created the three SubTools as
SubTool before you start sculpting on clay. Polymesh3D, you can open the document
You will get something similar to the previously saved for the feet and insert
accompanying current image without a each SubTool (femur, patella, tibia and
defined mesh and overlap, but don’t worry fibula) like you’ve previously done.
about it, because we have separated the
bones in SubTools. In this case I have used
Adaptive skin ‘Density=5’. 12  Positions, scales and angles
Once we have opened the feet
document and we have merged it with the

10  Sculpt the legs Now we can


start to sculpt the mesh. In this
case I have used ClayBuildup and I have
SubTools of legs, we need to rotate the feet
and leg bones to ensure that they have
maintained a good fit between them.
11
activated BackfaceMask from Brush>Auto Before you do this, remember to take into
Masking>BackfaceMask). I recommend account the positions, scales and angles
holding Opt/Alt while you are sculpting to used in the reference images. In order to do
subtract the clay (ZSub) using low values of this, you can export the project to OBJ,
intensity. hPolish can help you to get a open it into any 3D software and activate
flatter mesh for a more defined model. the symmetry to create the other leg. Once
After this we can use Smooth brush by you have completed doing this, it is finally
holding Shift and smooth the mesh using time to render.
low values of intensity. Carry out this
process for each SubTool. 9 Adaptive skin 11 Converting the
enables us to get SubTools in

11  Convert SubTools in Polymesh


Convert each SubTool in
Polymesh3D. Rename each SubTool as
an approximate
mesh to the final
model from
ZSphere tool
Polymesh3D
allows us to gain a
better control
over the meshes
femur, patella, tibia and fibula. Hit Make
Polymesh3D over a SubTool to create a 10 It is important to 12 Carefully consider
clean the curved position, scale
new mesh called PM3D_femur according areas using the and angle when 12
to the SubTool name. Automatically, this hPolish brush adding the feet

3D Art & Design Tips, Tricks & Fixes 61


Tips Tricks Fixes

Easy-to-follow guides
take you from concept
to the final render Create realistic
ZBrush sculpts
Artist info

Samurai 2013
Hasan Bajramovic Build a realistic samurai warrior with highly detailed armour
Hasan Bajramovic is a CG artist specialising in character work, from concept to texturing and rendering
Username: hbajramovic

H
Personal portfolio site ere I will showcase my design and creation existing tools can assist your workflow, as well how helpful
www.hbajramovic.cgsociety.org
workflow in ZBrush and 3ds Max. While sculpting primitive tools in ZBrush can be used to make some of the
Country Bosnia and Herzegovina
Software used ZBrush, 3ds Max, the character from scratch in ZBrush I’ll explain the character’s elements.
V-Ray, Photoshop workflow and techniques that I use on a daily basis. I’ll cover Last I’ll explain how to set up lighting and rendering inside
Expertise High-resolution the various ZBrush tools that can help with your creative 3ds Max and V-Ray, as well as some shaders. We’ll be
character texturing and sculpting
process, such as ZRemesher, which can hugely speed up forming all the armour in an unsymmetrical pose that might
your topology work. You will also learn how simple prove difficult for some, but a little patience and
techniques such as masking and extracting meshes from perseverance will carry you through to a great result.

Sculpt the head and helmet


Start from the top and work down

01 Block in and sculpt the face Using an existing base


mesh, block in the features and proportions that best
suit your design. Good reference is key here, as it will help you
Other types
of knots
when establishing the proportions of the sculpt. I can’t stress
Alternative knots can be
just how important it is to make sure you set up the proportions formed using ZSpheres
correctly. I usually spend 90 per cent of my time blocking out and Adaptive Skin. I
1
major shapes, and 10 per cent of my time detailing. prefer to find good
reference for these and
you can even search for
02 Start on the helmet Append a Sphere tool to your
sculpted head and slice it using the Clip brush. Move
the resulting shape around a bit to match the shape of the skull.
videos on YouTube to see
how some of them are
tied. Follow these steps
Now you can append a Cylinder tool and position it on top of the and try to match the
helmet. This is where the Radius Symmetry function comes in shape with your
ZSpheres. Once this is
handy. You should subdivide your mesh and sculpt in all the done, activate Adaptive
details with the Clay brush. Details like embossed clouds can be skin and if the knot has
added using a custom Alpha with a Standard brush. Form the gaps you can use the
lower part of the mask by appending another sphere and shape MoveTopology and Inflat
it with the Move and Clipping brushes. Now mask an area brushes in the
2 Deformation palette.
around it to make separate panels with the Extract tool.

03 Tie knots for the armour Next make a custom


InsertMesh brush that you can use throughout the
project for the knots. Start by selecting the Ring3d tool and
adjust its SDivide and LDivide settings under the Initialize menu
to something like 8 x 8. You don’t want to have too many
subdivisions on these rings, since there’s going to be a lot of
them. Turn the ring into a Polymesh and then drag out a straight
Transpose Curve to make it straight. By holding Cmd/Ctrl and
clicking on the middle circle of Transpose you can produce
copies of the ring. Arrange these in a similar manner to the
screenshot, then append a Cylinder3d tool and move it into
position. Merge these into one tool and click the
3
InsertMultiMesh button in the Brush menu.

62 O3D
3DArtist
Art & Design Tips, Tricks & Fixes
Tips

Tutorial files:
ěũũ.4Ħ++ũăũ-"ũ2-Ħ2ũ!423.,ũ
IMM brushes that he uses to
create knots and screws

Learn how to
Sculpt a head to scale
Make photorealistic and
detailed armour
Sculpt and tie knots
Set up lighting and materials
Prepare an expert render

Concept
I wanted to create a
realistic samurai
warrior wielding two
swords. He has a
dynamic yet calm
stance typical of
samurai demeanour.

3D Art & Design Tips, Tricks & Fixes 63


Tips Tricks Fixes

Construct the armour


Focus on shaping each element of the character’s armour

04 Sculpt the mempo (face mask) Begin masking


the parts of the face that we previously created. Once
happy with the shape that you’ve achieved, extract the mask as
a mesh by hitting the Extract button located in the SubTool
palette. Now you have your basic form, enable DynaMesh and
shape the mesh with the Move and TrimDynamic brush. You
can then add some creases and dents with the DamStandard
brush. I like to hit ClayPolish every now and then, since it
polishes up the surface effectively. Once you’re satisfied with
the outcome, try to keep things optimised by activating
Decimation Master and reducing the polycount on the mesh.

05 Pose the body You can pose the sculpted body


using a combination of ZSphere rigging and Transpose
masking. I personally like to combine both of these techniques.
For the ZSphere rig, start off by selecting a ZSphere and loading
up your mesh under the Rigging rollout. Once loaded, continue
adding and linking ZSpheres until you create a basic skeleton.
Once you’re happy, click Bind Mesh and move ZSpheres into a
decent position. Click Make Adaptive Skin to build the posed
mesh and return to your tool. You can now complete some
6
tweaks by masking, and then applying Transpose and the
Move brush.

06 Work on the lower body Just like in the previous


steps, mask the legs of the character and extract them.
Convert the extracted mesh to DynaMesh and move it around
until you get the desired shape. After you’re happy with the
overall form, start adding some wrinkles and folds but don’t
overdo this, since you still need to create the armour around the
legs. You can always return to this step and apply more details
after sketching in all the leg armour. This way you will know
where all the cloth compression is occurring.

07 Build the leg armour The leg armour is made using


the same techniques as the previous steps: mask,
extract, convert to DynaMesh and then block out the basic
shape. When you’re pleased with this element, use the IMM
Knot brush that we created for use on the helmet to add some
details to the armour. Add the ropes using the ZSphere
technique from the beginning of the tutorial and apply some
7
details to them using a DamStandard brush.

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08 Add the missing lower body armour Since


there are eight identical parts to this armour, we’ll
create one and then position copies of it around the character.
Begin by appending a Box tool and trimming it down to shape.
Grab the Move brush to rearrange the upper section and form
the arcs seen in the screenshot. Use the CurveTubeSnap brush
to create the outer part of the pad. Add the cloud pattern with
the Standard brush and a Rectangle stroke, then place knots
with the custom Knot brush and copy the created shape five
times with the Transpose tool. Play with the pattern of the knots
and arrange them as you like. Now copy this SubTool eight times
and place it around the thighs. Try to bend them a bit using the
8
Transpose and Move brushes while masking certain areas off.

09 Build the torso amour The same method as


described in the previous steps can be used for the
section of armour covering the character’s torso. Start by
masking the body to create the base of the armour and move it
around until you get the shape desired. You can repeat this step
if you want to add more layers. Next, create another custom
Knot brush, the same way we did in the previous steps, and use
it to apply detail wherever you deem it necessary.

10 Attach armour to the arms Now mask out parts of


the forearm and extract them, but be sure to leave an
opening on the lower side. Using the TrimDynamic and Clipping
brushes, make some tweaks to the extracted mesh and apply
knots with the custom brush. Insert rivets by appending the
Ring3d tool and positioning it accordingly. Next mask the upper
part of the fist and go through the same steps until you get the
correct shape. Append the chainmail (you can find an IMM
Brush with it on the ZBRushCentral IMM Brush repository) to
your model and move it around to match the shape of the folds.
This can be tricky because of stretching and distortion, so take
your time. You can add all the other details using a combination
9
of these techniques.

11 Sculpt the sword


Again, the same rules
and techniques apply for this
10

element. Begin by appending


a Cylinder primitive for the
handle, then add a small
curvature to it with Move
brush and mask it off to
develop the pattern on it.
Extract this and, with the
MoveTopology brush, bring
the pattern closer and make it
overlap. Repeat the masking
and extracting for other parts
of the handle as well. For the
hilt we can use Shadowbox
and simply draw out the
shape with masking tools.
Append a box primitive and
adjust its size so it looks Don’t be afraid to experiment
similar to that of the blade. ZBrush is such a powerful software, but you shouldn’t be
Now begin sculpting the blade afraid to experiment with its tools. All of the elements
with the TrimDynamic and created in this tutorial can be made with a range of different
Clipping brushes. Spend time techniques. Try to find the one that suits you best and don’t
let ZBrush scare you! Let your imagination run wild and play
getting the curvature of the with all the tools. That’s the best way to improve.
11
blade to look just right.

3D Art & Design Tips, Tricks & Fixes 65


Tips Tricks Fixes

Review your work


Take a break and analyse what’s been achieved

12

Try not to hide behind 12 Be critical At this stage don’t be afraid to be your own worst critic. Have a look at the
work you’ve done so far and make adjustments if needed. I do this all the time and you’ll
the small details notice that I change things during the sculpting process. This is the main reason we’re using
ZBrush: it enables you to experiment and make flexible adjustments to a model.
Details are always great, but it’s never a positive thing to get
distracted by high-frequency detail at the expense of basic
form and shape. This can happen to all of us and it’s
something that we should try to resist. Practise sculpting
human anatomy and forget about the high-frequency
details, just get the basic shapes and volume right first. Try
importing your work into Photoshop and flipping it
horizontally to get a fresh look of your model. You can get a
totally new outlook on your sculpt this way.

13 Topology and UVs Major parts of the sculpt can be


retopologised using ZBrush’s ZRemesher. All you have to
do is select the SubTool, open the ZRemesher rollout and select
the polycount that you want. Before hitting the ZRemesher
button, duplicate your SubTool. This way you can project the
details onto newly created topology. If you need more control
over the edge flow, use the ZRemesherGuides brush on the
mesh and create some guides. UVs are the easiest thing to
create in ZBrush, just open the Plug-in menu and hit UV Master.
You can then hit Unwrap and ZBrush will do the job for you. If
the process requires better UVs, we can go in and tweak things
manually, but for the purposes of this tutorial the results are
13
more than acceptable.

66 3D Art & Design Tips, Tricks & Fixes


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Rendering and postproduction


Develop textures and finalise the model

14 Make textures Create an account at http://


CGTextures.com, if you don’t have one already, and
browse through its collection. Most of the textures there are
tileable and you just have to load them up. Here you’ll find
textures for leather, metal scratches and other types of fabric.
You can achieve great results by layering these with the
Composite shader inside 3ds Max. For the face you can stick
with ZBrush and build up the colour levels slowly. Remember,
bony areas have a more yellowish tone. Other areas have a
14 combination of purple and red tones. Use a Color Spray stroke
and adjust the colour variation to your own taste. Now extract
Normal and Displacement maps from ZBrush.
15

15 Set up your materials Create a VRayMtl for each


group of materials or fabrics being used. Load up all the
textures that you created and adjust the Specular/Reflection
values. You might also want to open some reference images
when creating these. The key to creating good-looking materials
is in simply observing your reference and experimenting with
different values until you’re happy. Samples of some of these
materials can be seen in the screenshot.

17

16 Begin lighting and rendering For rendering we’ll use 3ds Max and V-Ray, but the
same principles can apply to every software out there. We’ll create three V-Ray lights but
any other area light could do the job. Position them similar to the screenshot and experiment with
the Intensity settings until you achieve the results you desire. Assign V-Ray as the renderer and,
under the V-Ray tab, go to the Environment rollout add some HDRI maps for added reflection. I
usually go with Adaptive DMC 1x11. Now we can hit Render.
17 Final compositing For the last touches and
compositing of your image, you can use Photoshop or
any other application that enables you to retouch the image.
16
Start by adding some adjustment layers and tweak the Levels of
the final render. To bring out or tone down certain colours you
can use the Selective Color adjustment layer. Also try adding
some gradients with different blending modes and see what
kind of results this gives you. Now is also a good time to go in
and paint out any mistakes manually. 

Final thoughts
It’s a good idea to make iteration renders of your model. Try
to build up all the materials one by one. Use free open-
source HDRI maps to add great-looking reflections to your
metal materials, as well as some environment lighting.
Don’t rush things, sleep on it and come back the next day to
have a fresh look. Never be afraid to make adjustments in
Photoshop and look at your renders as raw materials that
need to be polished up.

3D Art & Design Tips, Tricks & Fixes 67


Tips Tricks Fixes

Tutorial files:
ěũ43.1(+ũ2!1##-2'.32

modo

Design a creature
in modo How can modo be used for designing
and concepting a character?

W
hen it comes to creating use the Geometry to Brush feature to sculpting doesn’t depend on topology, so
quick-turnaround concept create a spike to be applied anywhere on you can create any amount of detail
images for design purposes, the mesh as a sculpted detail. modo’s without needing to consider the underlying
modo is a very good solution. It’s even painting tools will then be used to paint topology of the mesh; second, this method
used by Industrial Light and Magic for this the texture maps and finally the scene will enables you to apply complete 3D shapes
very task. The workflow in modo enables be lit using softbox assemblies. as a brush. For instance, you could easily
fast modelling, lighting and rendering, which modo offers several flavours of use this technique to apply fully formed
is why it’s a great visualisation tool. sculpting. Geometric sculpting can be ears to a head.
The program’s excellent modelling used as a regular modelling operation, as it The program’s interface is split into
toolset, combined with a very powerful affects the geometry directly. Sculpting various tabs, each of which enables a very
integrated renderer and one of the best with Multiresolution is suitable for focused workflow dedicated to the task at
real-time preview engines on the market, high-detail geometric sculpting with hand. This means you can work in an
makes modo perfect for visualisation jobs. multiple levels of detail. Additionally there efficient manner at each phase of the
An artist can create work very quickly, are two types of image-based sculpting: process, without being distracted with
from model to final render, all in one place. one uses standard greyscale Height maps unnecessary interface clutter.
With the built-in painting and sculpting and the other Vector Displacement maps.
tools concept work can also be carried out Each approach is suited for different
from start to finish within modo itself. purposes, so the type of sculpting should
In this project we’ll explore the creation depend on what you are trying to achieve.
of a creature character. We’ll start with In this case I’m opting for Vector
some very basic subdivision modelling, Displacement sculpting, because it offers
then Vector Displacement sculpting. We’ll two important advantages: first the

68 3D Art & Design Tips, Tricks & Fixes


Fixes Tricks Tips

1 2

01  Create the basic mesh Start with a simple sphere to


create the basic mesh, then delete the bottom half and cap
the open end with a polygon. Next, bevel this in a couple of times to
03  Make a spiky brush Create a
spike by drawing out a simple
cone and then use the Bend tool to give it a
Working with
RayGL & Preview
leave a large Ngon on the underside of the mesh. Now turn on X more horn-like shape. In the Paint tab go to modo has a couple of methods for
Symmetry and bevel out some small limbs. The topology isn’t the Utilities panel and select the Geometry real-time raytracing that are perfectly
important because the Vector Displacements aren’t affected by it, To Brush command. Set the mode to Vector suited to the processes of sculpting,
so you can keep the modelling very simple. Displacement, the Axis to Y and save the painting textures and lighting. You can
image. You can now use the spike as a use the Preview window to see live
updates from your camera view. Also,
02  Unwrap UVs For Vector Displacement sculpting and
painting the textures, the mesh is going to need to be
UV-unwrapped. The seams should be in places that aren’t going to
three-dimensional brush by applying it with
the Emboss tool as an image brush.
to keep the application responsive, you
can turn off Displacements or the
Global Illumination option.
Alternatively you can work in the
be visible, because they can cause problems with the Vector
Displacements. Select a loop of edges on the underside of the
model and then a line coming halfway up the back. Now define the
04  Sculpt the character Now you
can use the sculpting tools to add
the details to your character, so add the
viewport with RayGL, which also offers
many levels of control in Preferences
(such as disabling GI or reflections),
seams with the Unwrap command and use the Relax command to spikes to its back and any other fun details and with the right combination of
even out the UVs. you like. Your resolution is controlled by the settings it can be tailored to be very
size of the Image map, so the larger you responsive. This enables a decent
texture-painting experience in a
3 make your Vector Displacement map, the raytraced viewport.
finer the detail you can add. Vector
Displacements aren’t limited to depth or
topology, so you can pull any shape out.
06  Lighting & rendering In the
Shader Tree, set a white material in

05  Paint the texture The next step


is to paint the textures on the
character. Create a new transparent PNG,
the Environment slot, turn on Global
Illumination with Irradiance Caching, apply a
reflective material to your character, and
switch to the Brushes panel, select a hard then add a couple of softboxes from the
4 round brush, Ctrl/right-click to resize the standard content (found under Assemblies).
brush and then paint the eyes. You can layer Position the softboxes to create some nice
transparent images in the Shader Tree much reflections on your glossy character and
like a Photoshop document, so it’s best to then you’re ready for your final render. With
use several PNGs, one for each type of large light sources like these, the default
detail. Use Symmetry to save some time. render settings will work well enough.

3D Art & Design Tips, Tricks & Fixes 69


Tips Tricks Fixes

Concept
This craft is a kind of Chinese-style battleship, with the
wings, cannons and sails based on Chinese temples. I
imagined that there would be steam engines inside.

Learn how to
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Tutorial files:
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Build fantasy
Easy-to-follow guides vehicles in
3ds Max
take you from concept
to the final render

Fantasy Ship 2014


Learn from engineers and find a quicker and
Stefano Tsai more efficient way to build a fantasy vehicle
Stefano Tsai is the owner of Stefano Tsai studios. He works in game and
Username: 3#$-.2( film design, creating concepts and working on the actual production process
Personal portfolio site
666ē23#$-.32(ē("5ē36

I
n this tutorial, I am going to show you how to quickly them as an example from which to model the rest of ship.
Country UK
Software used Ċ"2ũ 7Ĕũı8 model a large-scale fantasy ship. The first step involves This will include not only its structure and style, but how it
Expertiseũ3#$-.ũ2/#!(+(2#2ũ(-ũ thinking like an engineer, looking for efficient ways to build connects with neighbouring sections. Remember to follow
5(24+ũ,#!'-(!+ũ"#2(%-Ĕũ1. .3ũ the ship. After that, we’ll focus on modelling. For this, I will along yourself using the project files provided to get the most
"#2(%-ũ-"ũĊũ/1#5(24+(23(.-
explain how to get the initial parts built, and then how to use out of this tutorial!

70 3D Art & Design Tips, Tricks & Fixes


Fixes Tricks Tips

01 Be efficient Split off the ship’s main hull and think like
an engineer – how can we build this ship? If you think of
building the ship as one big project then it’ll end up seeming like
a lot of work and it’ll be difficult to make any changes. We
should keep it as simple as possible. Section off different parts
of the ship into different groups and – as you can see from the
image – models with the same colour are instanced, so you
have full power to change them with minimum effort. Don’t
build the whole ship in one go, but build the parts separately.

02 Block out the main areas Add the secondary


blocking details on the hull and apply different colours
to help differentiate each group. In my project, I added the main
bridges, master poles, extended the structure and added
cannons. To make the process simpler, reuse assets as much as
you can. For example, the purple blocks in the image are all the
same asset. Extend the secondary blocking on the main hull
1
and like before, reuse the same models as much as possible.

03 Include wings For


our fantasy ship,
there is no way that it would
work without wings. It is the
element that really makes this
stand out as fantasy. Don’t
make them too big or too
realistic, but try to keep them
looking quite fantastical. Be
careful not to make them too
large, otherwise they will
dominate the ship and cover
the main hull, which will ruin
the overall effect (unless
you’re designing a fast
vessel). Switch into Clay
mode to see the ship in one
solid colour, as this way we
can see the entire model
2
clearly without obstructions.

3D Art & Design Tips, Tricks & Fixes 71


Tips Tricks Fixes

04 Build wooden structural frames To make things


more believable and to have something to show later
on when we open up the panels, let’s build up a structure inside
the middle section of the hull’s blocking. We need to consider
where exactly the decks are going to be and where we’re going
to place the windows and extended platforms, so this means
we need to leave them some space. Thinking things through
like this will emphasise the believability of our fantasy ship.

Learn to recycle and reuse


elements of your work
To save time and speed up progress, remember that you
can take elements that you have already used and place 5
them in other parts of the ship. You can simply resize or
reshape them and they’ll feel completely new. For instance,
the middle section of the hull was repeated and re-used
most as its structure can be easily extended to other parts
of the ship. For the interior of the ship, cannons, steam
05 Place the planks on the ships With the main wooden beams and posts ready, let’s
start placing planks along them. Remember that these sections need to be tiled, so they
can’t be overlapped – everything has be to placed inside their boundaries. We can also add stairs
engines, platforms and so on can all be easily copied and and some windows frames to bring in the sense of scale. It’s details like these that really
placed around where you feel they make most sense.
emphasise the sheer size of the ship. The bigger it is, the more imposing and impressive!

06 Step back and


check the design
It’s always advisable to check
how the overall look is
panning out throughout the
process. Reveal all of the
middle hulls to see how
everything looks together. If it
looks too straight and formal
then the surface is continuing
without a break. To add
interest, take one of the upper
decks, copy it and turn it into
a duplicate version. Push it
out a bit further to make an
extended structure. These
new platforms are good areas
to place cannons, as they can
6
get a better shooting angle.

72 3D Art & Design Tips, Tricks & Fixes


Fixes Tricks Tips

07 Add functional mechanisms After checking all of


the connected parts, go back to complete the
mechanical joints, including the mechanisms for both side sail
7

wings and for the main sail wings. These need to be connected
with the mechanical parts and should lead to the central
system. In this case, the central area will be the ship’s keel. The
keel area has plenty of equipment from the front to the end of
the ship, so it’s essentially the nerve centre of the ship. You
want to add many details to make it feel functional.

08 Finish the rear towers For rear towers I won’t be


creating a semi-open structure, so there is no need to
work on the interior parts of the ship for these elements.
Instead, I focused mainly on the exterior details of the towers. I
used images of Chinese temples as my reference for the shape
of the towers. To make them feel larger and more imposing, I
created an extended structure with parts that hang out. This
way, the tower seems to get bigger as it gets taller, and it gave Focus detail in specific areas
me more space to add some beautiful Chinese roof details.
Remember that this is fantasy; while we want things to feel We can’t put details everywhere on the ship, as it’ll get too noisy and it’ll take too much
believable, they don’t always have to be physically accurate. time. Instead, we need to pick a few key areas. To do that, create highlight details for the
chosen areas, and in others dial the detail back – you want the eye to naturally fall on your
focal points. On my ship, I spent time adding details to the stern tower, the bow, the
8 propellers and master cannons. These elements really emphasise the ship’s fantasy style.

09 Complete the bow Generally, this is the most armoured part of the whole ship as it
needs to be built for combat collision. For dynamics, if you want the shape to be
stronger, you need to keep it as simple as possible. As such I didn’t got crazy with the design
here, then added some metal decoration onto its surface. Something fierce-looking works best!

Stefano Tsai
Stefano Tsai is a concept designer and 3D
artist. He has worked in the game and
entertainment business since 2001, and
even though he has spent over a decade in
the industry, he continues to adapt and
develop his work to take advantage of the Factory production line of scout robots Factory production line of enforcement vehicles
latest technological innovations. He is 3ds Max (2013) 3ds Max (2013)
currently working as a freelancer on An automatic machine for producing military robots. You A comfortable and cosy production line in a factory,
various film and videogame projects. can see how friendly the employees are. building law-enforcement vehicles.

3D Art & Design Tips, Tricks & Fixes 73


Tips Tricks Fixes

10
10 Give it power The wings and the propellers are the source of power for the ship.
Obviously we can’t get reference for these from real ships, so we need to look elsewhere.
The surface of each of the propellor blades needs to be huge to push the ship forward and to
maintain a reasonable rotation speed – you don’t want it to spin like a mower! For our fantasy
vehicle, it makes more sense for it to move more subtly. Aesthetically, its size can make it a key
element of the ship. Don’t be shy about making it much bigger than you think it needs to be!

11 Include weapons There are three cannons on this ship – one is on the top deck, another
one is mounted on the wall, and the biggest one is near the bottom of the ship. Let’s focus
on the biggest one, as it is the main weapon and it’s much larger than the others. It can be seen
much more clearly and it should be the most advanced equipment on the ship. Put the effort into
these big cannons, as they can be seen much more clearly than other two.

12 Work on the rear The rear of the ship is the biggest target for the enemy, as this is
where the officers and the commander rest. Naturally it makes sense to have lots of
heavy armour to surround it and to protect the high-ranking officers. I added some decals and
decoration on top of this armour to enhance the fantasy feel. I also added some communication
equipment and large, armoured windows to show that this is the control tower. Make the tower
appear stronger, tougher and well-built so it feels ready for heavy duty work.

11

12

Car study 3ds Max (2013)


This was a study project for the front panel of a car. For the image,
I tried out two different colour casts, which gave the image a
different kind of tone.

74 3D Art & Design Tips, Tricks & Fixes


Fixes Tricks Tips

13 Focus on the front bow Approach the front part of


the ship as you did the back: it also needs to be ready for
strong impacts. I installed a few scattered structures for
13

pre-crash purposes, so that when it happens it’ll reduce the


damage to the main hull. The same goes with armour – keep
spreading the same style of armour protection boards around
the ship. You want your ship to feel menacing and ready to take
on whatever is thrown at it!

Try out different looks


Once you’ve built up the basic shape of the ship, don’t be
afraid to try out other compositions. This is just the start of
the process and the idea is to explore your idea and to
refine it. In my project, I quickly grabbed the upper decks
and duplicated them to create decks below the ship’s main
hull. It’s not very precise, but it gives an idea of how it will
look straight away. If you like the new idea, it’s so easy to
go back and modify the model to include it.

14 Check for overall 20hours


balance Check the creation time
model to see if everything is
balanced. At this stage, I
Resolution:
realised that the main mast 6,000 x 3,377
near the rear tower was too
close and covered up almost
70 per cent of visibility, so I
deleted it, and then added
more details on the other
masts to make them appear
stronger and to make them
easier for the crew to climb
up. For the crew’s safety, I
also built a few small
platforms along each mast. I
also added a small rudder-
esque wing at the ship’s end
to give it more control. Look
around to see if everything is
well balanced and if not, start
14
playing with new ideas.

15
15 Materials, lighting
and render This
image only focuses on the
modelling process in relation
to the concept and we didn’t
spend any time on proper
unwrapping, textures or
lighting. You can see a quick
result on the left, where we
have only applied box
mapping and a few materials
such as wood, metal and
fabrics. I used V-Ray 3.0 and
an image-based method to
create a quick previs image. I
also applied an AO layer in
Photoshop. To finish up the
image, give the materials a
slightly rough texture and
make the colours and lights a
little more lively.

3D Art & Design Tips, Tricks & Fixes 75


TricksUse industry-
standard software
to produce realistic 106
3D effects, animate
interactive character
models and create
perfect hair and fur
78 50 top Blender VFX Tricks
86 Fracture with Blender
88 Create fur in ZBrush
96 How to animate a jump
100 Animate action moves
104 Perfect UVs in UVLayout
106 Create an interactive character in Unity
110 Master 3D cloth effects

110

100 104
76 3D Art & Design Tips, Tricks & Fixes
Blender
Maya
UVLayout When working on an exterior
Unity
ZBrush
scene, start with a schedule,
3ds Max because making a scene with
environments takes time

88
3D Art & Design Tips, Tricks & Fixes 77
Tricks

50
78 3D Art & Design Tips, Tricks & Fixes
TOP BLENDER
VFX TRICKS
How you can use this open-source software
to produce industry-standard results
W
finished result.

effects – the Blender way.


Blender for years, or just
hether you’ve been using

improve both your workflow and the

group of Blender VFX masters to reveal


it up today, there are millions of tricks

That’s why we’ve gathered together a

of experts discuss how they produce 3D


and tweaks to the 3D process that will

their tips on everything from modelling to

or simply quicker. So, read on as our roster


suddenly feel inspired to pick

matchmoving. As you’ll find, there’s always


a way to do something a little better, easier,
JEREMY DAVIDSON
Website: www.jezdavo.blogspot.com.au
Area of expertise: Environment art

ROB TUYTEL
Website: www.blenderpedia.com
Area of expertise: Environment art

KJARTAN TYSDAL
Website: www.kjartantysdal.com
Area of expertise: Modelling, texturing
and lighting

NICOLÒ ZUBBINI
Website: www.nizuvault.wordpress.com
Area of expertise: Environment art

SEBASTIAN KÖNIG
Website: www.3dzentrale.com
Area of expertise: Modelling,
matchmoving and compositing

FRANCESCO SIDDI
Website: www.fsiddi.com
Area of expertise: Layout and animation
Tricks

MANUEL PETER
Website: www.manuel-peter.com
Area of expertise: Modelling and texturing

3D Art & Design Tips, Tricks & Fixes


© mango.blender.org

79
Tricks

05 | Detail is important of course, but balancing


the level of detail you include is also key

MODELLING AND ”Work at the correct level of detail.


PREPARING ASSETS 06 Depending on the importance of
each prop, set or environment, more or less
”Work at the right scale level. At work will be required. Often multiple levels
01 the beginning of a production the of detail are required for each object to
basic measurement unit is established. In speed up render times and decrease scene
Blender the convention usually used is 1m = complexity.” Francesco Siddi
1 Blender Unit.” Francesco Siddi
”Try using a graphics tablet for
”Determine the importance and 07 modelling organic forms within
02 cost of everything. When that’s not Sculpt mode. Especially since Dynamic
04 | Thinking ahead to the next stage in the possible, keep everything flexible and divide Topology is available in Sculpt mode, a
process, and the next person, will benefit everyone objects smartly. Avoid making textures and tablet can lead to a much better workflow.”
06 | Dirt maps can make an image,
Dirt maps that need redoing from scratch if Manuel Peter
but they are a lot of needless work some piece of the environment is moved.”
if you don’t end up using them
Nicolò Zubbini ”Make sure you grasp and master
08 the Library Linking tools.
”Work together with the layout Understand the concept of proxies: in
03 department to decide the best Blender you can link objects or groups in a
approach for producing assets for scene and override some of their
challenging shots. In a full city skyline shot, components locally.” Francesco Siddi
consider how many buildings actually need
to be 3D and how many can be a matte ”Keep linked sets clear of
painting, for example.” Francesco Siddi 09 transformations and avoid scaling,
rotating or moving linked sets or props
”Making complicated models for unless really necessary. This makes the
04 animation can be tricky, so start work of environment artists much easier. In
07 | Manuel Peter used a graphics tablet to help simple, stay organised and try to consider fact, in the environment-creation file, they
him create this chameleon the stages that come after the modelling. can link the camera from any shot and see
Make sure that the rigger and texturing what’s visible through it.” Francesco Siddi
artists are involved in the modelling
decisions.” Kjartan Tysdal ”Add a global parent for cameras
10 with motion-tracking data in order
”Equalise your textures and to modify them and place them correctly in
05 materials (set a standard for the sets.” Francesco Siddi
Brightness, Contrast, Min/Max values)
otherwise shaders are unpredictable, ”Adopt and follow a proper naming
unreliable and the lighting phase will be a 11 convention for assets and groups in
mess. Good equalisation is mainly objective, the scenes.” Francesco Siddi
but it also depends on preferences and the
lighting setup, so discuss this with your ”The layout system in Blender is
team and agree in advance.” Nicolò Zubbini 12 basic, but can be enhanced with

80 3D Art & Design Tips, Tricks & Fixes


Fixes Tricks Tips

15 | Even straight lines aren’t always straight lines, as Rob Tuytel’s work shows

some scripts. These will ensure you’re using skylight (360 HDR images come
assets at the right level of detail in different recommended for the skylight). Thanks to
parts of the scene. For example, assets can the Cycles render engine it’s possible to
be made at different resolutions to render create photorealistic scenes with these
19 | Raise the roof and you’ll reduce the noise
faster if they’re in the background or out of settings.” Rob Tuytel
focus.” Francesco Siddi
”With VFX, interiors must be
18 convincing. Take a look at a random
CREATING room. What do you see besides the wall,
ENVIRONMENTS floor and roof? Interior design is a complex
area, so study a room before modelling it.”
”When working on an exterior Rob Tuytel
13 scene, start with a schedule,
because making a scene with buildings and ”I often see artists designing a
environments takes a lot of time. If you’re 19 complete room, then closing the
unorganised you’ll lose the overview and scene by adding walls everywhere, even the
end with an incomplete scene.” Rob Tuytel areas that aren’t visible to the camera. This 22 | It’s the incidental
details that often make
increases noise! Sometimes I even remove the biggest impression
”Modelling environment scenes the roof, which helps a lot.” Rob Tuytel
14 starts outside, not behind your
computer. Observing objects and analysing ”For interior shots, remove a
them is the first thing to do when you start 20 window’s glass so there’s an empty Blender dos and don’ts
working on a new scene.” Rob Tuytel hole in the room out of sight. Next, add a
light source outside the room. This will blur DO: DON’T:
”If you’ve been working on a scene the edges of the scene. You could also “Take photos of every “Do not use the num-pad to
15 for weeks, you’ve used the right achieve this with the compositor.”
structure you see that looks switch between side views
interesting and use these when navigating 3D space.
textures and details, but it still doesn’t look Rob Tuytel photos as textures. This will Instead, use the Opt/Alt key
realistic, then avoid straight objects. Nothing help you understand and while rotating the view to
in nature is perfectly straight.” ”Even with a high sample rate, you’ll create realistic materials.” snap to view to the closest
Rob Tuytel 21 find there’s still noise in the scene Manuel Peter axis.” Daniel Kreuter
and it may be tricky to remove. There is a “Make sure that the models “Don’t avoid the Node Editor.
”It’s so important to use good function in Blender called Clamp, so try you share with the team are It looks confusing at first, but
16 textures. The model you created experimenting with this to reduce a lot of clean and always usable.” you’ll come across it often
Francesco Siddi and it’ll help you a lot to
can look stunning, but if you haven’t used the noise.” Rob Tuytel
“Learn hotkeys to massively improve your work in many
the right textures, it will never look realistic. ways.” Daniel Kreuter
speed up your workflow.”
If you’re just starting out, buy a good ”Try to work with Normal, Specular
camera and begin making your own 22 and Occlusion maps. This is extra
Jonathan Lampel “Don’t be lazy. More
flexibility in assets will
“Know your budget for detail.
textures. You will need these but you won’t work, but the result is visible most of the ultimately cost you less time
If you’re doing background
find them on the internet.” Rob Tuytel time. Any tiles on a floor without extra detail, don’t prepare a and ensure a higher quality
tweaking will look flat and unrealistic, for translucent or SSS shader.” finished product.”
”Try using one light source as instance. Adding some Bump and Specular Nicolò Zubbini Nicolò Zubbini
17 sunlight and a bit of environmental will show a very nice surface.” Rob Tuytel

3D Art & Design Tips, Tricks & Fixes 81


Tricks

RIGGING AND ”Save as much time as you can, movement will still be fresh in your mind 29 | Work
ANIMATING 26 wherever you can. Some studios and you’ll be cleaner in your posing.” over actors’
performances
can afford to have one animator working on Jeremy Davidson for quick and
easy results
”Try to think of the animators as three seconds for eight months, in others
23 children: when given a new toy, you have to do the best you can. Learn tricks
they’re likely to break it. Have a go first and that save time but won’t diminish quality. In ON-SET AND TRACKING
if you can’t break it, they’ll have no chance.” small team/huge deadline scenarios, it
Jeremy Davidson doesn’t have to be perfect, it just has to look ”Use the actors’ performances
perfect.” Jeremy Davidson 29 when and where you can. On
”Don’t forget physics. Ignore them ‘Tears of Steel’, a few shots featuring
24 a little, but don’t forget. Balance, ”Always get another pair of eyes on holographic humanoids were animated with
weight and momentum are three things an 27 your completed work. Animator or the filmed shot as a viewport background.
animator must understand.” not, having another person look at your We matched up the camera and then the
Jeremy Davidson work at various stages will help highlight key poses of the actors. With a bit of
things you’ve been blinded to from polishing afterwards, we had animation
”My advice from experience is not scrubbing the timeline for hours. Take the sequences that could be used in the
25 to rely on pre-made rigs. When criticism, constructive or not, and filter out completely CG environments very quickly,
making a rig for a character, ensure that the tweaks you need to make and make such as the jump cut in the starting
you’re building it specifically for that them. Your work will be all the better for it sequence that reveals the couple on the
particular character. A pre-built rig will work in the long run” Jeremy Davidson bridge are projections.” Jeremy Davidson
to a point, but even the most generic biped
will need some degree of customisation ”Don’t be afraid to start from ”Tell your actors where the CG
work done by you, let alone worrying about 28 scratch. Sometimes spending 30 elements will be (when you can).
extra limbs, tails, pistons, jackets, heads or hours on a shot trying to fix something you The more you can line up CG elements with
lampposts growing out of who knows can’t seem to get right is just a waste of the eye-line of the actors, the more you can
where.” Jeremy Davidson time. Start over and try again, the convincingly tie the real and virtual footage

82 3D Art & Design Tips, Tricks & Fixes


Tricks

together. You’ve got to think backwards a to them gave me a very solid animation
25 | Custom-built rigs will
little bit. Adding moving pieces to where base to work with… This saved me days of always result in better
they’re focusing their attention will give work. We were lucky to have crisp 4K animation for your creations
them something to draw their attention to, if footage to work with… but sometimes it’s
that makes sense.” Jeremy Davidson good to have a bit of foresight when filming
and placing tracking markers where you’ll
”Conversely, tell your CG need them.” Jeremy Davidson
31 characters where the actors are.
If the actors are touching the characters, ”Most packages use automatic
make them react. The more you can tie the 34 feature-detection and track a lot of
footage world to the CG world, the more different feature points simultaneously…
believable your world will become, thanks to Blender’s approach to matchmoving is
seamless VFX footage.” Jeremy Davidson supervised tracking. Track one marker at a
time to make sure it doesn’t jump or slide
”When an actor is interacting with away. You can centre the view to it by hitting
32 any CG elements you can animate L on the keyboard. The longer and the more
the CG to react to them, but it’s more accurate your tracks, the better the result.
difficult to animate the actor. In ‘ToS’, there’s Often you don’t need more than 10 to 15
a shot… [with] old Thom hugging the robot’s markers for a solid track.” Sebastian König
head. We worked out the size of the head
from the model file, made a wooden box, ”To solve a 3D camera, the tracker
painted it green and then gave it to Ton 35 needs as much perspective
Roosendaal to hold while Derek hugged it.” information as possible. Try and ensure that
Jeremy Davidson you cover the foreground, midground and
background with your tracks, as well as all
”Use tracking markers. There were the areas of the frame. If you have markers
33 countless shots in ‘ToS’ where a that leave the frame, for example in a long
robotic hand was grabbing Thom’s face dolly shot, ensure that you don’t have
while talking. Creating tracking objects in multiple markers leaving the frame at the
the scene and then IK’ing each of the fingers same time.” Sebastian König

Always get another pair of eyes on


your completed work
Jeremy Davidson

32 | A bit of improvisation
is part of the joy of
producing films

3D Art & Design Tips, Tricks & Fixes 83


Tricks

Rob Tuytel talks compositing in


this Dutch Windmills scene
01 One of the most important things when you start compositing is
to have a solid 3D scene and models. You can’t make something
nice when you don’t have a good foundation.
02 Before you even touch the compositor, you need to know what
kind of mood you’re aiming for in your final scene (also shown).
This makes your work much easier than if you’re just guessing
which handles to pull.
03 Start with some mist by adding a Map value node. Use the Z
buffer (indicating the depth in the scene), combine this with a Mix
node and put the original image in the mix.
04 To blend the sky and scene together, you can use a Glare node
and select Fog Glow. Pull the threshold down to put some glow in
41 | Starting with a
the scene, but use this gently. preset can be a lifeline
05 Add a Color Balance node. This will generate the mood of the if you’re on a tight
deadline
image: cold, warm, happy or sad.
06 As you can see in this alternative rural image, understanding
colour management – so you can work with RGB curves and the
Color Balance node – will get you exactly the feel you’re after. ”To get the most accurate tracks, in blend things together. It’s also possible with
07 Bring depth into the scene by adding light layers. In this cottage
36 some cases you can try to use mist, but again be careful not to overdo this
example you can see it’s a good way to create the illusion of depth Affine Tracking with a larger pattern area. as it’s easy to get carried away” Rob Tuytel
in the scene. Try it by highlighting an element in the foreground, Even though this is a little bit slower than
midground and background.
regular point-based tracking, this so-called
08 To finalise the scene, enable Defocus in the camera and change planar tracking is capable of tracking even EFFECTS
it to f/stop with a value of 5.6.
the biggest and fuzziest features and is
extremely accurate.” Sebastian König ”Using Quick Smoke can greatly
1
41 speed up the setup time when
creating smoke FX. Select your Emitter
COMPOSITING object, then hit Spacebar and type ‘quick
smoke’. This will create a flow for your
”Even though Blender’s compositor Emitter, a Smoke domain and a Volume
2 37 has improved a lot in the past year, material with Voxel data texture. This makes
3 it can still take a lot of resources and CPU a fantastic starting point for tweaking your
power to edit 4k composites with multiple smoke effect further.” Kjartan Tysdal
layers and effects. To speed things up you
can disable all the little thumbnail previews ”Adding generic smoke elements
and collapse or disconnect the composite 42 can add a lot of subtle atmosphere
output during editing.” Sebastian König and life to a shot. Render image sequences
of slow smoke with simple lighting and a
”Node trees can grow very large. To proper Alpha in Blender, then use them as
4 5
38 ensure they remain organised and smoke plates. You can put the pre-rendered
legible you should use Frame nodes to smoke plates onto planes in your scene,
create visual groups and give them names. render them separately on their own render
Insert Reroute nodes to make the direction layer and throw them into the composite.”
of the node connections easier to Kjartan Tysdal
understand and maintain a tidy node tree
layout.” Sebastian König ”The Cell Fracture add-on can
43 achieve a great destruction effect,
”Don’t overdo it with effects like but the edges of the fractured objects may
39 lens distortion, dispersion, glare or look too clean. To enhance this look we can
vignetting. While they can work really well add a few SubSurf, Smooth and
6 7
in some cases, they are often rather Displacement modifiers. Use a Subsurf, set
distracting and can easily look cheap and to Simple with 2-3 subdivisions, add a
amateur. Often it’s not the big effect but the Smooth on top of that, then place a subtle
subtle use of visual ingredients that make a Displacement with a procedural texture to
convincing and interesting composite.” randomise the vertices.” Kjartan Tysdal
Sebastian König

40 ”To blend a scene with its sky


background, first you need to make
Don’t overdo lens
8
an Alpha mask of the scene and blur that distortion
out, or could also use the Glare node to Sebastian König
84 3D Art & Design Tips, Tricks & Fixes
Tricks

48 | If you want to reuse certain parts


of your Cycles material, then group
those nodes together and copy/paste
that group into other materials

© mango.blender.org
”Rendering two or more multiple rendering engines. You can, for
Sebastian König’s guide to the
44 overlapping smoke volumes is not example, use Cycles for your main scene
supported in Blender and will produce and then render FX with Blender Internal in
matchmoving process artefacts. However, you can create a a separate scene. Go into Blender’s
separate Master Volume specifically for node-based compositor, add a Render Layer
“Open Blender and switch to the Motion Tracking Screen layout.
Bring the cursor into the main window and hit Opt/Alt+O. This
rendering. This master box will have a node by hitting Shift+A and selecting
brings up the File menu, where you can choose and load the Normal Volume material, but it will also Input>Render Layer, then change it to
footage that you want to track. have one voxel data texture per smoke something other than your current scene.
“Hit Cmd/Ctrl and select LMB to place a marker. Choose a domain. The trick is to make sure the Now if you hit f12, Blender will render both
point with enough contrast for a good track. If you need to, you mapping co-ordinates for the voxel data your current scene and the scene you
can hit S to scale the marker. Hit Cmd/Ctrl+T to track forward or texture are set to Object and assigned to the assigned in your Render Layer node.”
hold Opt/Alt and the arrow keys to track frame by frame. You
Domain object.” Kjartan Tysdal Kjartan Tysdal
need at least eight continuous tracks to solve the camera.
“For a good solution, you have to have two initial frames to
provide the perspective information, the so-called keyframes: A ”A single BLEND file can contain ”The Attributes node is useful if you
and B. You can set these on the current frame with the hotkeys Q 45 multiple scenes, which means you 49 want to assign specific UVs or
and E. Blender also needs the camera data, mainly the sensor can do all your FX work separately… Each Vertex Colors inside of your Cycles material.
size and focal length. Now you can hit Shift+S to solve the scene can contain its own objects, but you If you want a texture in Cycles to use the UV
camera. If you have a good solution with an Average Solve Error
can also link objects from other scenes to co-ordinates from a specific UV map, go to
below 1, select three markers on the floor of your scene and
choose Set Floor in the Reconstruction menu. Back in the Default have the same objects instantiated into two the Node Editor, add it by hitting Shift+A
screen layout, select the Camera object, go to the Constraints or more scenes… You can bring single then selecting Input>Attribute. Write the
panel and add the Camera Solver constraint. Now you should see objects over from one scene to another by name of the UV map you want to use and
the 3D markers in the 3D viewport. Press 0 to look through the hitting Cmd/Ctrl+L and selecting Make plug the blue Vector Output into the Vector
camera and Opt/Alt+A for playback. If all goes well, the camera Links/Object to scene.” Kjartan Tysdal Input of your texture. If you want to assign
will now be moving according to your footage, which you can
vertex colours, make sure your object has
display by activating Background Images.”
them painted, write the name of the colour
SCRIPTING, RENDERING into the Attributes node) and then plug the
AND MORE yellow Color Output into the Color Input of
your shader.” Kjartan Tysdal
”Take advantage of Blender’s
46 powerful Python API and extend its ”Blender is constantly evolving. If
functionality by merging tools together. This 50 you run into a problem and Blender
enables you to automate repetitive tasks, just doesn’t do what it should, or even
integrate it with other tools in the pipeline or crashes, try to simplify your scene until you
even work around technical issues.” get to the core of the issue. If you can redo
Francesco Siddi the problem with a simple example file or
even find a way to make Blender crash
”Use a tool like Blender Aid (www. every time, congratulations, you have found
47 atmind.nl) to keep a project free a bug! Now you should go to the Blender
from conflict, outdated or broken library Bug tracker www.blender.org/
links.” Francesco Siddi development/report-a-bug and see if
others have already reported it. If not, it’s
”You can render multiple scenes by time for your first Bug Report. Briefly
48 using the node-based compositor. describe the problem so that developers
This makes it possible to render with can reproduce it.” Sebastian König

3D Art & Design Tips, Tricks & Fixes 85


Tutorial files:
ěũũ+#-"ũăũ+#Ĕũ3#7341#2Ĕũ$1!341#ũ
2#04#-!#ũ-"ũ2!1##-2'.32

Blender

Fracture with Blender


Learn how to create a physically correct fracture ěũ 1%(-ũ– this is the gap between the
various fragments.
simulation using free software ěũ'82(!2 – this enables you to assign a
different mass proportional to the size of

I
f you woke up this morning with the Preferences>Add-Ons, then search for and each chip.
desire to smash something, this is the turn on Cell Fracture. Here are the main ěũ )#!3 – this takes care of calculating the
tutorial for you. With a new addition for options on offer: centre of each piece.
Blender 2.65, you can break objects in a ěũ.(-3ũ.41!# – this defines the basic ěũ!#-# – you can determine in which layer
realistic manner and create physically points for the creation of the Voronoi to put the chips and whether to create a
correct animations. pattern. You can use the mesh vertices or new group.
The Cell Fracture add-on is based on an the vertices of a child mesh, a particle After creating the pieces, we’ll use the
algorithm to create a Voronoi pattern system, or draw by hand the points with Blender Game engine to simulate a
(http://en.wikipedia.org/wiki/Voronoi_ the Grease Pencil tool. collision with a bullet and see how to use
diagram), used together with the new ěũ#!412(5#ũ'33#1 – this enables you to the Logic Editor to realistically animate the
Boolean Modifier to generate the fragments recursively fracture with an algorithm to impact. For this tutorial we’ll be using, as
of the object. The Blender Game Engine obtain smaller fragments. usual, only open-source software: Blender
uses the chips as rigid bodies and creates Mesh Data has many options: 2.65a for modelling and rendering as well
very realistic animations. To activate the ěũ 3#1(+ – you can assign a different as Inkscape and GIMP for textures and
add-on, open Blender and go to File>User material to the edge of the fracture. post-production work.

86 3D Art & Design Tips, Tricks & Fixes


Fixes Tricks Tips

03  Begin fracturing In Object


Mode, select the cup and move it
to another level (M). Drawing with the
Grease Pencil, break the lines of entry and
the exit point of the bullet, then add some
extra points that will form the other chips.
Each point is the centre of a chip. Enable the
Fracture add-on and select Cell Fracture.
Set the Point Source to Grease Pencil,
1
Recursion to 2, Material to 1, Margin to
0.000001 and Group Name as ‘fract’.

2
02  Textures & materials We’ll use the Cycles render
engine now, so choose a nice texture for the cup (here
we’re using the Blender logo), select the cup and in Edit Mode 04  Set up the game engine We
should have the cup divided into
unwrap the mesh. Don’t forget to use UV as the texture co-ordinate. fragments on a new layer. Select all the
Add a second material to the cup to be used as cell add-ons for the chips, move them to the main layer, pick
sides of the shards. Blender Game as your render engine and
Game Logic as the layout of the windows.
We need to freeze the fall of the fragments
before impact with the bullet and enable the
impact to its passage. Select a chip and set
the logic nodes as shown, then grab all the
chips (Shift+G>Group), hit the spacebar and
search for ‘copy logic brick to select’. Use
the same settings for the straw.
5

05  Adjust your settings Select


the bullet, then in the Physics
panel tick Actor and in the Game Logic
window add a new property: ‘trigg’ (it’s a

01  Begin modelling We’ll use


simple objects for this tutorial: a
cup to fracture, a bullet to simulate the
variable used by logic nodes to unfreeze the
animation). Add a motion node, as shown,
to move the bullet along the X-axis against
impact and a drinking straw in the cup to the cup. In the Game menu, tick Record
5
make the scene more interesting. Add a Animation and then click Start Game
circle (Shift+A>Circles), then in Edit Mode Engine. Blender will simulate the impact and
Extrude (E) to model the cup. You can record all movements as IPO curves.
model a bullet in the same way (with a circle Simulation troubles
and extrusion) as well as the straw
(Shift+A>Cylinder). Simply place the straw
inside the cup and proceed with your
Here are some problems that may arise:
ěũũ $ũ3'#ũ""ı.-ũ #'5#2ũ231-%#+8Ĕũ-"ũ(-23#"ũ.$ũ3'#ũ!4/ũ(3ũ
2'.62ũũ!4 #Ĕũ3'#ũ-.1,+2ũ.$ũ3'#ũ,#2'ũ1#ũ(-5#13#"ēũ
06  Rendering & post work Select
the Cycles renderer and go back
to the window’s default layout. Choose a
lighting setup. Add a set of white light ěũũ $ũ3'#ũ. )#!3ũ'2ũ5(2( +#ũ!1!*2ũ$3#1ũ3'#ũ""ı.-Ĕũ!+.2#ũ3'#ũ%/ũ good frame from the animation, set the
emitter planes above the scene and two #36##-ũ3'#ũ51(.42ũ/(#!#2ũ42(-%ũ3'#ũ 1%(-ũ/1,#3#1ēũ camera and enable the new motion blur for
lights at the side (one warm and one cold). ěũũ $ũ3'#ũ 4++#3ũ".#2-Ħ3ũ,.5#ũ++ũ3'#ũ!'(/2Ĕũ2(,/+8ũ1#/+!#ũ(3ũ6(3'ũũ Cycles. Press F12; wait until the end of the
2/'#1#ũ$.1ũ1#!.1"(-%ũ3'#ũ-(,3(.-ũ-"ũ3'#-ũ4-".ũ3'#ũ
Don’t forget to set Ambient Light in the 1#/+!#,#-3ũ$.1ũ1#-"#1(-%ē render. Save the image and open it in GIMP
World panel to 0. for post-production (Levels and Curves).

Ċũ13ũĜũ#2(%-ũ(/2Ĕũ1(!*2ũĜũ(7#2 87
Tips Tricks Fixes

Create fur
Easy-to-follow guides
take you from concept
to the final render
in ZBrush
Cold as Lava 2013
Artist info

FiberMesh is just one of ZBrush’s many powerful options, so here


we’ll use it to make a truly photoreal and captivating image
Yasin Hasanian is a freelance CG artist working professionally in the film and game industries
Yasin Hasanian
Personal portfolio site

T
www.superhero.cgsociety.org
hese steps will take you through how to create are otherwise much more tedious. One of these game-
Country Iran decent-looking fur with the help of ZBrush. We’ll do changing features is FiberMesh, which opens up a whole
Software used Maya, ZBrush, this by utilising FiberMesh in different stages of the host of options for producing brilliant results beyond just hair
MARI, Shave and a Haircut, pipeline, using it in conjunction with other software, and fur.
Arnold, Photoshop
Expertise Yasin specialises in including plug-ins such as Shave and a Haircut. Regarding other tools that will be used for this project,
texturing, shading and lighting Obviously, ZBrush is a program that’s constantly evolving Maya will be used to set up the scene, Shave and a Haircut
with a solid knowledge in
modelling and sculpting with each release. It’s become a game-changer for a lot of us for the fur, MARI for textures, Arnold for rendering and
by offering optimum methods of accomplishing tasks that Photoshop for post.

Build a concept
Dissect the fur structure and analyse photo references

01 Gather reference images Either you


are working on something imaginary, or Some facts
you’re working on something that exists in real
life. For the former, it’s not necessary to find
about tigers
reference images, as they may not even exist and Tigers can be up to three
so you are basically sculpting and evolving your metres in length and
ideas in a program such as ZBrush. For the latter, weigh as much as 330
kilograms. One of the
it’s recommended that you gather as many photo most interesting
references as you can. Good photo references are characteristics about
those that help you throughout the pipeline them is their striped
stages. They will hint as to whether the fur in area pattern, which is unique
1
X is generally soft, tough, short, long and so on. from one to another, just
like human fingerprints.
Their pattern acts as

02 An overview of sculpting The final


Ztool for this tiger has been made
available with the tutorial, so we won’t go over the
camouflage, helping them
to successfully hide in the
wild from predators. Also,
not all tigers are orange in
minute details of how it was sculpted here. In colour. Due to a mutation
general, the head was made in ZBrush from in colouring, there are
scratch with DynaMesh. One thing that you have tigers that feature black
to make sure of, however, is that if you start your stripes and blue eyes.
modelling completely inside ZBrush and plan to One significant advantage
that the tiger has is their
send the meshes later to another program, such eyesight. They can see
as Maya, check your mesh sizes as soon as you just as well as humans
have blocked out the general shapes in Maya. during the day. However,
This means you won’t have to alter the sizes later at night, they are able to
see six-times what a
when it comes to rendering, as this tends to human can.
2
become problematic in complex scenes.

88 O3D
3DArtist
Art & Design Tips, Tricks & Fixes
Fixes Tricks Tips

Learn how to Concept


ũũ.1*ũ6(3'ũ( #1 #2'ũ(-ũũ
/1."4!3(.-ũ#-5(1.-,#-3
The main inspiration
ũũ #3'."(!++8ũ//+8ũ1#+(23(!ũ
'(1ũ3.ũũ2!4+/3 for this work was
ũũ.1*ũ6(3'ũ%1..,(-%ũ nature! Tigers are one
142'#2ũ3.ũ1#ăũ-#ũ8.41ũ,."#+ of my favourite
ũũ.1*ũ6(3'ũ3'#ũ'5#ũ-"ũũ animals and two of
(1!43ũ/+4%ı(- Tutorial files: their visually striking
ũũ#-"#1ũ$41ũ6(3'ũ1-.+" ěũũ(%#1Ĵē93+ũ-"ũ2!1##-2'.32ũ characteristics are
ũũ-+82#ũ/'.3.ũ1#$#1#-!#2 .$ũ2(-Ħ2ũ2#33(-%2 their eyes and fur.

3D Art & Design Tips, Tricks & Fixes 89


Tips Tricks Fixes

Lay the foundations


Pre-visualise fur in order to get quick feedback

03 Analyse the references After finalising the sculpt,


take some renders into ZBrush to come up with a
sense of how to lay the fur on the tiger and what is required for
each part of it. As you can see in the accompanying image,
there are five main hair types and seven hair systems. Each of
these hair types require a different hair system, so the whole
project can be easily managed. For example, the cyan area has
a distinct sharp type of fur, while the green area has a
soft-looking fur type.

4
05 Optimise FiberMesh In situations where there are
multiple fur types or sections on a character, there are
essentially two ways of organising FiberMesh elements to
separate them. The first method is to make polygroups on your

04 Begin your pre-vis Often you are required to give quick feedback to your client or to
make sure you’re on the right track, which means visualising how the work, in this case
the fur, is roughly going to look. Before the introduction of FiberMesh, there was no easy way of
sculpt for certain regions that have different types of fur and
then, when the FiberMesh is created, the fibres actually respect
the polygroups, so you can further manipulate them separately.
going about this. For example, completing this phase directly with Shave and a Haircut could The second method is just making the FiberMesh sections one
definitely take a lot more time and was prone to errors. Now you can quickly apply some fur with by one, which may not be as fast as the previous method but
FiberMesh, groom it and render it through BPR to evaluate its different aspects. enables you to focus better on certain areas.

90 3D Art & Design Tips, Tricks & Fixes


Fixes Tricks Tips

06 Start generating fibres Based on the outlines we came up with in Step 5, we can go over the model and mask each region in turn to grow fibres from.
Usually, on the FiberMesh Modifiers tab, it’s best to zero out any sort of randomisation at the start to avoid an unwanted result and to build up the look
manually. Since we’re still on the prototyping stage, the idea is to work as fast as possible without worrying too much about details. After accepting each of the
FiberMesh sections, we can groom them with GroomHairLong. Although the fur isn’t actually long, this brush is perfect because it enables more control along each
strand’s length.

07 Groom the fibres into a


pattern While grooming the
fur in this stage, the most important
factors you need to be aware of are the
direction of the fur, its coverage
(thickness), the length and the density
covering a given region. These key
factors will really help you sell the piece
to the client. The Groom brushes, such
as GroomHairLong and
GroomHairLengthen, handle the
direction and length, while density and
coverage should be taken into account
in the FiberMesh Modifiers tab.
GroomHairLengthen is pretty much a
Move brush, so you can use this brush
to manipulate the hairs or make them
7
longer as desired.

08 Prepare the mesh After


you’re finished creating all
FiberMesh elements, proceed to make
a series of adjustments on the sculpt to
make the head read better, then
retopologise it with the ever-useful
ZRemesher by holding Opt/Alt to
preserve asymmetry. This step could
have been completed sooner in the
process, but due to a high probability of
model changes in the prototyping stage,
it’s much better to complete it at this
step. Please note that you can simply
skip this step if you are following the
8
tutorial using the tiger ZTL file provided.

3D Art & Design Tips, Tricks & Fixes 91


Tips Tricks Fixes

09 Move to the texturing stage At this point you can begin building up the textures. Most of the time it’s good to paint textures in a 3D texture-painting
application, such as MARI or BodyPaint, in conjunction with Photoshop. Send 2 subdiv levels of the tiger head, both low and high, to MARI (or your
program of choice). Work on the low level to block out the colouring and switch to a higher level of subdivision to work in the finer details. All the textures here were
hand painted in layers, leaving enough freedom in case of a texture alteration.

10 MARI performance tips


If you are experiencing any
lag or difficulties when working with
MARI, try decreasing the Frame
Buffer size. Moreover, in normal
texture painting you don’t really need
to paint in 16- or 32-bit buffers, so
try switching to a lower Depth Buffer
in order to free more resources on
your graphic card. Caching layers
have a red sign that indicates they
are static and not in use any more.
You can always un-cache them later
in case you need them.

Volume illusion
If you are working on a furry creature based on reference
images, always be mindful of the volume and shape of
what you are sculpting. For example, if you match your
sculpt completely to a reference image on the silhouette
and later decide to add fur to it, you will most probably get
incorrect results. This is because you’re adding another
layer of silhouette on top of the character, making it look
fuller. Sometimes you might be able to cope with this later
by an overall negative inflation. 10

92 3D Art & Design Tips, Tricks & Fixes


Fixes Tricks Tips

Further refine the fur


Make FiberMesh ready for Shave and a Haircut

11 Continue building FiberMesh elements


The second version of FiberMesh regions can be created
with Shave and a Haircut in mind. Here the accurate
appearance of the fibres is imperative. In contrast to the
previous type of fur, here we want to exhibit less density and
use more precise grooming. For the previous version of fur,
most of the time was spent in the FiberMesh Modifiers tab,
whereas here the time is spent on grooming. The guideline for
this round is still the Step 5 figure, with perhaps some minor
alterations after the prototyping stage.

12 Layer the fibres Some areas on the tiger fur have a


layered FiberMesh set up for higher fidelity in the look
development, as well as to have Shave work as expected.
Without this, Shave doesn’t really know how distinct the two
fur types should be, resulting in a uniform interpolation
between the strands. An example of this layered style took
place on the tiger chin – one layer with a dense, short
FiberMesh and one with less-dense and longer elements.

13 Adjust the grooming brushes As you are


grooming the fibres while some other objects are visible
in ZBrush, you might have noticed the fibres do not fully
respect your brush movements and end up with a scraggly
look. This is because grooming brushes have the Front Collision
attribute active by default. To disable this, go to the Brush
palette>FiberMesh and zero out Front Collision Tolerance. This
slider keeps away the fibres to penetrate into the object’s
surface. In fact, Preserve Length in this tab tells ZBrush to treat
any mesh the way a FiberMesh is treated, provided that it is
11
enabled on a brush.

12

13
Shave and a Haircut tools
S&H offers a bunch of brushes to comb the hair, but here
the only brushes I used were Translate, Scale and, where
the strand moved inside the geometry, Stand. Aside from
the brushes, the Shave selections came in handy when I
wanted to accurately comb the fur, by switching to
Component mode, clicking on a selection mode and
manipulating the guides one by one or as a chunk. Still, a
major drawback of S&H is the limited Undo feature. As
such, if you plan to do a major combing, save your scene!

3D Art & Design Tips, Tricks & Fixes 93


Tips Tricks Fixes

Fit the pieces together


Prepare the tiger fur ready for rendering

14 Set up the scene in Maya


Now send all the parts to
Maya to prepare them for rendering
and export out all the FiberMesh
elements to serve as guide curves for
Shave. In order to convert the fibres
to curves, you can use this script:
tinyurl.com/TDAHairAndFurScript.
This is why the second version of
FiberMesh elements were quite
sparse. For each section of the fur,
extract a root geometry from the
low-res head, grow Shave out of it,
then comb the Shave with the curves
created out of each corresponding
FiberMesh. Additionally, you can
make Control maps, such as Density,
14
to further refine the Shave nodes.

15 Add whiskers
Regarding the
whiskers, you can totally
rely on FiberMesh from the
start. Toggle the Brush Size
to Dynamic mode, move to
the highest subdiv level and
begin masking strong little
dots on the places you want
the whiskers to grow out of.
Next, preview them and,
back in the Modifiers tab,
tune it in a way that only
one strand per dot grows.
Afterwards, give them a
Profile of 6 and Segment of
10 because we’re going to
render them directly and
not convert them to guide
curves. To finish this step,
groom and export these
15
elements to Maya.

Yasin Hasanian
Yasin was born in Iran in 1990. He has had a
great passion for both the art and science
behind CG since he was 14 years old. He
holds a bachelor’s degree in Computer
Science and has been working as a
freelance CG artist in the industry for over Miss Mutation Maya, ZBrush, mental ray, Say Cheese to the World Maya, ZBrush, Shave
five years. Yasin has created work for major Photoshop (2011) and a Haircut, mental ray, Photoshop (2010)
clients, but he still wishes to one day land a Maya was used for the base mesh and scene setup, Sculpting and most of the textures were made and
job at a big studio. ZBrush for sculpting and Photoshop for texturing hand-painted using just the mouse

94 3D Art & Design Tips, Tricks & Fixes


Fixes Tricks Tips

Render and post work


Modify your shaders and set up the final render in Arnold

16 Set up the shaders Here the Arnold aiHair shader


was used for the fur. The same colour texture that was
painted in MARI was assigned to both the Root and Tip slots,
16

however, each was controlled with Remap HSV nodes. Set the
Ambient Diffuse to 1 so that the shader takes the lighting
direction into account. Although the physical range for Indirect
Diffuse is from 0 to 1, a value of 2 has been used here for
artistic purposes. Only the primary specularity was used with
low Strength and Glossiness to maintain the shader’s energy.

17 Begin the render There’s only one Skydome light in


the scene with an enhanced HDRI texture, meaning
both the Diffuse and Reflection were altered. All the Shave
nodes had a Min Pixel Width of 0.3, with the default Arnold
Transparency Depth of 10, which is enough to provide a soft
look in certain areas. A stand-in of the high-res tiger head with
pre- and post-render scripts was used to get switched with the
low-res version for rendering, which saved time by skipping the
displacement tessellation process.

Arnold and fur rendering


Arnold is an amazing renderer that’s optimised and
powerful. Arnold works well with fur/hair and its IPR even
supports node initialisation. For example, you can simply
launch IPR and create your shaders, assign them to Shave,
tweak them and it just renders it simultaneously. To control
fur rendering artefacts, you can either decrease them by
increasing the AA samples or Min Pixel Width. However,
increasing MPW too much increases render time, as the
renderer has to shoot more transparency rays.

17

3D Art & Design Tips, Tricks & Fixes 95


Tips Tricks Fixes

The finished jump in action

Tutorial files:
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ěũ#$#1#-!#ũ(,%#2

Maya

Animate a jump
in Maya A giant leap for geek-kind: Jahirul Amin
helps you animate a jump

I
n this tutorial we will be creating a the same techniques apply to any 3D with arm rotation to work out which
jump animation. This will involve package of choice. Second, I will begin the rotation is going to work best. For what it’s
acquainting ourselves further with many animation process using the pose-to-pose worth, I’ve set my rotate order as ZXY on
of the principles of animation that you will method, so my Default Out tangents are the upper arm control. Last but not least, as
have read about previously. The jump itself set to Stepped in my Animation far as admin goes, we have very kindly been
will only last a few seconds, but achieving Preferences. Third, I have the legs set to IK given permission to use and tell you about
that brief movement in CG will necessitate to enable us to have the feet planted on the the fantastic bhGhost onion-skinning tool
a sensitive and skilled handling of timing, floor, but the arms set to FK to take created by Brian Horgan. Please check it
spacing, weight, drag, overlap, moving advantage of its naturally occurring arcs. out with his other impressive tools at
holds, squash, stretch, anticipation and arcs. There’s an issue with the FK arms, because www.graphite9.com.
As a result, it’s a great exercise to flex your as we are using rotations at some point we As usual, at this point in the tutorial, I’m
animation muscles. could hit gimbal lock. This is where two going to wax lyrical about the beauty and
Before the fun starts we need to go axes sit on top of each other, leading us to importance of getting good reference.
through the admin. I’m working in 25 lose one axis. If you want to do your best to Unfortunately we weren’t able to reproduce
frames per second using Maya, although minimise this sticky situation, get familiar the reference used in this article. However,

96 3D Art & Design Tips, Tricks & Fixes


Fixes Tricks Tips

do take a very good look at Eadweard


Using the onion-skinning
Muybridge’s Human and Animal Locomotion features of the bhGhost tool
(1887) and there is reference aplenty on
the net. During this exercise more than any
other, I found myself getting up out of my
chair to replicate the movement and
jumping across the rug myself. This enabled
me to really get a feel for where the weight
came from during the movement, as well as
which parts of the body led and which
followed. Doing so also enabled me to see
the subtler parts of the movement; for
example the foot rolls back to anticipate the
body moving forward. So I thoroughly
recommend that you to take a jump – in the
nicest possible way, of course.
One way to approach this exercise would
be to animate a ball doing the jump, as the
jumper is really only a bouncing ball with
limbs, and the axis of the ball can easily
represent the hips of the character. This
obviously will be a rather rudimentary start
that will require refining.
However, the ball will still provide us with
the key poses we need, the arc that we’ll
work along, as well as indicating very
clearly where we need squash and stretch.
The timing will need a lot of work
afterwards, as the ball basically travels
much faster than our Box Boy model. The
spacing is very helpful though, as we’ll see
that it’ll be bunched up at the apex of the
arc, but more spread out as the arc Spline and work from the core out: hips, legs, spine and neck to length as he might in a more cartoon-style
descends on either side. arms. In Spline mode, we’ll be adding in-between poses, which will piece. Creating these extreme poses and
I took an animation of a ball bouncing also involve adding anticipation, drag, overlap and so on. At some playing around with the silhouette of the
from Maya into Kinovea and drew over it to stages we’ll also be keying every one or two frames for a variety of character means that we are adding more
position the limbs, head and neck. You’ll reasons – one of which is that as the legs are in IK, we’ll have to contrast and overall appeal to the animation
find a video supporting this tutorial (02_ force the arcs. in its entirety.
bouncingBall_kinovea.mp4), which shows Now let’s have a look at squash and stretch. As mentioned, the Staying with adding appeal to your work,
exactly how I did this. bouncing ball will help us to know when to squash and when to it may sometimes be necessary to push
Now I’d like to focus on a few aspects of stretch our jumping Box Boy. Because I have chosen to go for a some poses beyond the boundaries of
the process. We’ll start our animation in semi-realistic look to the jump, as opposed to a more cartoony realism: the reason for this being that what
Stepped mode to set clear and readable option, it’s not the form of the character itself that’s being either can seem extreme in a frozen frame may
poses without getting bogged down in how squashed or stretched, but the poses which they’re going to make. look totally natural in motion. For instance,
we’ll transit from one pose to the next, as So Box Boy’s spine is compressed into a C shape before jumping as the jumper hits the ground his knees
this can confuse the issue. We’ll remain in and when recovering from the jump, then stretched high when bend but his head really pulls back in order
this mode until we’re happy with the timing. transitioning between those two positions. His form is being to keep the arc and the motion flowing
Then we’ll change our animation curves to pushed to its limits, but importantly he is not gaining or losing smoothly. The same concept has been
applied to the fingers that whip back and
Working over the bouncing ball
forth as Box Boy lands and brings his arms
animation to use as reference gradually back to hanging by his sides in the
standing pose.
Finally, we’ll turn to Moving Holds. While
2D artists have the luxury of holding a
frame without losing their audience’s belief,
any break in motion in 3D will mean that
our character dies and the illusion is broken.
To make Box Boy hit the ground without
stopping dead, we’ll use Moving Holds. This
is the name given to the technique where
the character’s movement continues in a
very subtle way, such as the chest rising
and falling with breath, or the arms slightly
swaying by their side.

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1 3

See the forest and


the trees
Getting an animation like this right is a
time-consuming process. Sometimes
you may feel like you haven’t moved on
very far at all and no forest is visible for
all the darn trees. However, a simple
solution is to save multiple files
throughout the process. This means
you’ll be able to compare your before
and after shots and perhaps give
yourself some pleasant surprises.

spread apart further either side of the apex


as he pushes off and lands. Delay one leg
and offset the arms slightly so we don’t
have any twinning issues. At this stage you
2 get a huge C-shape running down the spine, can already start to indicate the effects of
up the neck and head, then swing the arms drag on the fingers and toes as he begins to
out as we prepare to push him off. For the fall, if you wish .
stretched pose, try to straighten the leg and
start bringing those arms through. Have the
back straighter. Doing this will produce a
nice visual contrast to the C-shaped
04  Make a safe landing As he
lands, have him go down as you
would squash the bouncing ball. Really
squashed pose. compress his body to take the impact and
push the spine into a strong C shape to
Prepare to lift off…
03  The apex & landing Once he is
off the ground and in the air, try to
once more contrast with the previous
stretched pose and its straight spine. Going

01  Loosen things up Open up


00_start.ma (supplied) to find the
Box Boy rig and a rough environment. The
think about what is leading and what is
following. Rotate the core (here, the hips)
as you would the bouncing ball and think
from these bigger to smaller shapes and
back again will also add to the appeal of the
animation. Really push these early poses,
environment is in a layer called about how the speed of him reaching the making sure they are as clear as can be.
‘environment_geo’ so we can show and apex of the arc should be the same as the Spend time making your poses fully
hide it if needed. Let’s create our first pose speed of him coming back down again. readable and, if needed, create a playblast
and make the character a little more As a result, the spacing should be more and draw over it in Kinovea (www.kinovea.
comfortable. Relax his arms and fingers, bunched at the peak of the jump and org) so you are not restricted by a rig.
add a slight angle to his hips and oppose
1 Get him a little that angle in the shoulders. Move his hips
more prepared to rest slightly over one leg and rotate his
for the occasion head so it seems as if he is looking at the
2 The squashed gap in front of him. Also, put a slight angle
and stretched in his feet and bend in his knees – otherwise
poses as Box Boy they’ll feel too tense.
lifts off

3 What goes up
must always
come down
02  Create the squash & stretch
poses Now we’ll create the first
two of our extreme poses: squashed and
4 The landing stretched. Begin with the squashed pose 4
squashed pose by really compressing his body down. Try to

98 3D Art & Design Tips, Tricks & Fixes


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5 6

7 5 Re-time the
animation using 9

05  Rework the timing So far, if we


follow the timing set by our
bouncing ball animation, everything will be 6
the Graph Editor

Adding some
a bit too fast. Since we are using Stepped anticipation will
enable the
Motion Trail a vertex
mode, we can easily go into the Graph
audience to
Editor or the Dopesheet and start pushing prepare for the When we create a Motion Trail on a
these keys around in order to re-time the action they’re control, we want to make sure that it’s
about to see creating the trail from the correct place.
shot. When you are all set, select all the
For example, if we make the trail for the
curves in the Graph Editor for every control 7 Arcs are hips, it will work fine as we want it to
and go to Tangents>Auto or Spline. Also go stunning as well happen from the control’s centre.
to Window>Settings/Preferences> as naturally However, if we create it on the foot
occurring control, we don’t get the right result. As
Preferences and change the Default Out – make sure you we use the Roll attribute on the foot, the
tangent to Auto or Spline in the Animation get them in geometry actually pulls away from the
tab. If you hit Play now you may have quite control and so the trail is incorrect.
8 Hiding parts of
a flat, weightless animation. Luckily for us a colleague of mine,
the geometry
Constantinos Glynos, has kindly created
can help you
a Python script, CG_VertexMotionTrail_
06  Anticipation & weight Once
the main poses are in, we can
start adding some anticipation. Place a key
9
focus closely

Use the tools to


V2.py (supplied), that will enable you to
create a Motion Trail on a selected
vertex. I like to view the arcs being
check your arcs
between pose A and B, then slightly lift the created in places such as the tip of the
character up on the balls of his feet. Have 10 Just a small fingers or the end of a toe, so this tool
movement can enables me to do that with more
him bring his arms up also, ready to swing 8 help keep the accuracy and confidence.
them back into the extreme, squashed character alive
pose. Then, as he lands on the other side of
the jump, push him down further than the fixing one area can lead to issues in another. added drag to the fingers so they flow into the path of action. Also
squashed pose and as his hips lift up have Having the ability to hide parts of the add some drag and overlap to the toes as they go through the
his spine continue to go down. The geometry can really help you focus on the jump. Then on the land, have them slam down in a couple frames
opposing action here will help soften the areas that need cleaning up. For example, to help bring some weight and impact to the landing.
potential rigidity of him standing up as one you may want to get the spine working well
lump mass. without viewing how the arms are affected.
Then you can unhide the arms and focus on 10  Use Moving Holds Right now, when our character hits
his final pose, he stops dead. This really appears very CG,

07  Arcs, arcs & more arcs At this


stage, we should really start
thinking about getting our arcs as clean as
them, knowing that the spine is how you
want it. If a Hide/Unhide feature is not part
of the rig, you can generally achieve the
so to reduce this we’ll add a Moving Hold. To do this, copy the
same pose another ten frames ahead, then make some minor
changes but try to have the movement flow in the direction of the
possible. Again, we’ll work from the core same effect by selecting the geometry that pose before. If the arm is swinging from left screen to right screen,
outwards, as changes to that region will you want to hide and go to continue that movement from left to right. I have made this quite
have a knock-on effect on all four limbs and Create>Sets>Quick Select Set. You can subtle, but feel free to experiment and see what works best for you.
the torso. Try to mimic the parabola that we then easily find that geometry in the
would expect to see on a bouncing ball. To Outliner and hit Cmd/Ctrl+H to hide the
help with this, select the root_ctrl and go to pieces. When you want to reveal them
Animate>Create Editable Motion Trail. again, select them from under the set in the
Once you have the hips worked out, move Outliner and hit Shift+H.
to the feet. As they are set to IK, you will
most probably need to set quite a few more
extra keys to reduce the linear transition
from one key to another. This will be
09  Drag & overlap To make the
jump more fluid, let’s apply some
drag and overlap. Start by adding some
created by default. delay to the spine, neck and head. Offset
each section by a couple of frames and you

08  Focus in on areas Animating


the entire character at once can
sometimes become overwhelming and
should quickly get a more natural-looking
animation. Work your way down the arms
to the hands. For this exercise I’ve also
10

3D Art & Design Tips, Tricks & Fixes 99


Tips Tricks Fixes

Tutorial files:
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A final render including 2!1(/3
some of the key poses

Maya

Animate action moves Hong Kong GUI: we combine bouncing, walking, lifting and
jumping together in a 540-degree martial-arts kick!

O
nce you’ve had the chance to addition of limbs – not to mention the spin Kinovea (www.kinovea.org) to make your
experiment with the animation of – will give us plenty to get our teeth into. life easier.
various different basic character As ever, the initial work must be devoted Normally I would enthusiastically
movements, you should feel brave to reference. There is an abundance of encourage you to try the moves you’re
enough to experience the creation of an excellent reference online, so when you find intending to animate. However, in this case
action move: the tornado kick. some examples that you like, make sure it may not be such a wise idea if procreation
This 540-degree move, practised in you analyse them over and over. It’s a very interests you in any way. So in place of this
Taekwondo and other martial arts, sees the complex move and you’ll need to focus I’ve provided some 2D references that can
body at its finest. It is, without doubt, a very carefully on weight-shift, the spacing of the be taken into Maya (supplied). This is
challenging piece to animate, but it brings feet as they move through the air, as well as essentially a series of loose drawings using
together the work that we have already the natural arcs and flow. a stick man, which can mainly be used to
done to a pretty impressive crescendo. Listen to martial-arts trainers online figure out your timing.
There’s so much here: timing, spacing, talking about the move: how weight shifts When it comes to the poses, these can
anticipation, weight, path of action, arcs and which parts of the body lead and which be pushed further to make the whole piece
– you name it! The poses are very dynamic follow. I guess you’ll always be in a race more dynamic and appealing. In the
and there are opposing tilts between hips against the clock when animating, but it’s drawings, the key poses are in red and the
and shoulders, as well as twists in the spine. always worthwhile prepping thoroughly, as breakdown poses are in green. The images
We will be using the principles of the once you’ve started the animation process, also each have a frame number to help you
bouncing ball, so our timing for this piece having to go back on yourself is even more work out where to put the initial poses –
can be established using the ball as the hips time-consuming – not to mention although this rough timing can very likely
of this character. However, the obvious dispiriting. Make use of tools such as change, so keep it flexible.

100 3D Art & Design Tips, Tricks & Fixes


Fixes Tricks Tips

My decision is to go IK, as my major


priority is to get the feet touching the floor
without having to counter-animate. The
price of this decision is having to force the
arcs and getting the legs to follow the hips,
even if it means sometimes animating the
legs frame by frame. You have to weigh up
your own personal pros and cons, but I
think opting for IK legs results in less
arduous reworking.
Now let’s get the admin out the way so
we can start animating. I’ll be working in
PAL (25fps) and as I’m animating using the
pose-to-pose method to begin with, I’ll set
my Default Out tangents to Stepped.

Kick off!

01  Use references Open up ‘01_


start.ma’ (supplied) to find Box Boy
in his default pose. Let’s start by bringing in
our reference so we can work alongside it in
Maya. Go to Panels> Orthographic>New>
Front to create a new camera. Call this
‘referenceCam’ and in the active viewport
go to View>Image Plane>Import Image and
select ‘frame_01.jpg’ from the Reference
Images folder that accompanies this
tutorial. Under Image Plane Attributes, edit
It’s all in the arcs! the Display to Looking Through Camera
and also check Attached to Camera. Now
Because there’s so much going on in this provided by the FK mode and manually translate the reference camera away from
piece, it becomes imperative that we move the controls to enable the legs to the main scene and then set the view as a
decide which kinematic mode the limbs will follow the rotation of the hips. Whereas if floating window by heading to Panels>
be in, before starting. You should find arms we use FK, we’ll be obliged to counter- Tear Off.
fairly straightforward to animate. The hands animate the legs, as any changes to the hips
do not make contact with anything, but will result in sometimes undesirable
only follow the motion of the rest of the changes to the legs.
body, so forward kinematics will enable us A third option would be to use FK/IK
to use the naturally occurring arcs. Your blending, but if there are no features in the
decision about the legs is harder, however. rig that enable us to match the positions
Your first and last poses have the feet in and orientations of one mode to another,
contact with the floor, which would suggest this could lead to popping. Of course, you
1 Pre-planning your
animation can save all IK, while the fact that the legs often follow could wing it and do it by eye, but I’m so
the guesswork later the hips suggests FK. If we opt for IK, we’ll obsessive about avoiding any popping that 1
on in the process have to add the natural arcs that are I’d advise against this.

A further breakdown of
the key poses in the
final animation

3D Art & Design Tips, Tricks & Fixes 101


Tips Tricks Fixes

2
Tools & scripts
I am using the bhGhost tool, created
by Brian Horgan. This tool can be
found easily at www.graphite9.com.
This is precisely what I will use to
check how one pose leads into the
next through the various blocking
stages. To check the arcs of a
selected vertex, I use ‘CG_
VertexMotionTrail_V2.py’
(supplied), created by Constantinos
Glynos. By default, Maya doesn’t
3 enable you to motion-trail a vertex,
but this tool will do just that.

02  Add key poses I’ll now scroll


through the timeline and put in all
animation. My main aim here is to check
that the poses are clear and readable or if
the key poses using the red images from
the reference as a guide. I’m mainly looking
to ensure I put in all the contact poses for
the action is too fast, too slow or possibly
just right. I like to stand back from my
monitor when doing this, as I think it reveals
06  Adjust the legs & feet In this
move the big arcs will be created
by the legs, so as I am working in IK mode
the feet as they shuffle around, to get a quite a lot that we just can’t see with the for them I will most probably end up setting
better balance. I’ll also want to make sure screen right in front of us. In doing so, I find a key on nearly every frame, especially
that they are following the translation and that in my animation I need a few extra when the legs are in the air. Be sure to
orientation of the hips as the body spins. At frames on each spin, as they occur too fast create motion trails – not on the controls,
this early stage I want to make sure I get and cause some popping – especially when but on a vertex on the model, such as the
2 The many key
some interesting and strong poses the legs cross for the first time. To add the ankle or the end of the foot. This will create poses used in this
happening, as well as to play with opposing extra frames, I select all the controls and an honest representation of the arc being complex shot
lines, such as those created by the hips and open up the Dope Sheet, which you can created by the leg’s swing. Also, as the feet
3 The various
shoulders and the reverse C-shape in the find under Window>Animation Editors. In will be pivoting from the toe or the ball, it’s
breakdown poses
spine. At this stage, try to consider which the Dope Sheet Summary bar at the top I important that when this happens there is to finish the initial
body part is leading and which will be grab all the keys that I need to move along no popping. I like to create a locator at the blocking process
following. Later on we can think about in order to give me the extra frames and point where the foot will pivot from, then
4 If the animation is
delaying some body parts to loosen the push them to the right. use that as a guide to position and orient not clear and
move up. the foot. If the foot slides around, we will readable, look at
retiming what you

03  Insert breakdown poses For


the second pass through I’ll start
05  Work from the core Once you
are happy with the timing, select
all the animation controls and convert the
lose believability in our animation.

5
currently have

Work from the


adding in a breakdown pose between each tangents in the Graph Editor from Stepped core outwards,
implementing the
key pose. Adding these poses will enable us to Auto or Spline mode. As always, I begin
principles applied
to better anticipate how the animation will from the core outwards when refining, so to a bouncing ball
look when we transition from Stepped my first port of call will be the hips. For this
tangents to either Spline or Auto. As the move I’m mainly using the root_ctrl for 6 Focus in on the
arcs and check the
character is spinning and we are working translating the character up, down and 5 movement when
with the legs in IK mode, we’ll also start rotating him, then the hip_ik_ctrl to get Box Boy pivots
creating the arcs that we can then finesse some extra rotation in the hips, if needed. I
later on in the process. Focus on the path of start by going through and deleting any
action for each limb so they flow from one keys that are not doing much for the
frame to the other without any sudden animation or are adding too much noise.
popping. We can also begin to indicate We can then go through and try to mimic
principles such as drag on the hands and the motion and arc we would expect to see
toes, as well as anticipation of the on a bouncing ball. Also, you can add extra
movements to come. keys if you need to get the arcs flowing well
in other areas, as Box Boy shifts his weight

04  Get the timing right Once all


the main poses are in, I’ll go
through and create a playblast of the
about. Remember, it’s all in the hips, so
getting this as refined as possible will be
crucial for all the other elements.
6

102 3D Art & Design Tips, Tricks & Fixes


Fixes Tricks Tips

7
Reference
Some people will sometimes frown
upon the use of reference and will tell
you that a good animator should be
able to work without it. However,
everyone from the early Disney
pioneers to the brains behind Avatar
have used reference. Whether it’s
photographic reference that you will
draw beside, or mo-cap reference that
you can take into a 3D scene –
whatever will get you to your goal in the
most-efficient manner and give you the
best results, do it. Be flexible and in the
words of the mighty Bruce Lee: “Be like
water, my friend.”

07  Animate the spine, neck &


head We’re starting to work up
the torso, so as all the upper limbs are
make sure the arms hit the pose a few
frames later and also have one arm hit the
final pose a frame or two before the second
8

children of the spine we’ll start there. Again, arm does.


begin by cleaning up the curves and getting
rid of any keys that aren’t helping. Push the
shoulders and hips to really get some
striking poses from the opposing lines.
10  Keep on moving As we hit the
final frames, we’ll want to keep the
motion and the character alive. To do so,
Also, add twist to the torso, orient the chest we can employ the technique of using
in one direction, the hips in another and the Moving Holds. For the hips, the upper-body
head in a third direction. This will add and arms, I’ll add a small amount of motion,
further interest to the poses and make continuing through to the final frame of the
them more dynamic. Try to delay the neck animation. It’s important to keep this
and head slightly, making sure the path of motion, moving in the direction that the 9
action on the head is smooth and clean as body is travelling. The change in movement
it swings. from the final pose to the final frame may
be barely noticeable, but the difference

08  Work those arms When


dealing with the arms, I like to
work on them separately as I can really
between subtle movement and no
movement can be huge to the naked eye.
You’ve now got all you need for great work.
fine-tune one arm without the other Good luck and happy animating.
distracting me. I use selection sets to hide
some of the geometry and focus on those
arcs once more. Although the arms will Show & tell
follow the torso, we will still need to go in
I like to focus on a particular aspect
there and clean out some of the poses as without my mind being side-tracked.
they may be jittery in places. Also, make For example, when cleaning up the
sure to edit the spacing, as in some spine, I don’t want to look at the arms
instances we will want to ease in and out of or even the legs. To help, I use selection
sets. Simply grab all the geometry that
the key pose to reduce what could be some you want to hide and go to Create>
very quick movement in a small number of Sets>Quick Select Set. By the end of
frames. This applies, for example, when the the animation I have a selection set for
right arm reaches the peak of its move. each part of the body. To select the
geometry in the set, either go to the
Outliner and open the specific set you

09  Add drag & break up


the timing At this stage I want
to make the motion as smooth as can be,
want to hide/reveal or go Edit>Quick
Select Set to pick the group.
10
as well as to begin offsetting some parts so
we don’t come to the final pose and hit it as
one lump. I’ll delay the arms by a couple of 7 Use contrasting 9 Add some drag to
frames from the spine and in the odd shapes in the the hands and
torso. Add strong fingers to create a
frame. I’ll then push the lower arm further
twist poses natural animation
back than naturally possible to really help
8 Work on each arm 10 Apply a subtle
sell the drag. I’ll delay the hands and also
really push the fingers back to help sell the individually and amount of motion
further refine to the final frame
path of action that they’ll be following. To those naturally to keep the
loosen up the approach to the final pose, I’ll occurring arcs character alive

3D Art & Design Tips, Tricks & Fixes 103


Tips Tricks Fixes

UVLayout
Tutorial files:
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Perfect UVs in
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ěũ!'#*#1Ĵćĉē/-%ũ3#7341#
ěũ("#.ũ343.1(+2

UVLayout How can I work with UVLayout


to create effective UVs?

U
VLayout is a very powerful tool one box and finally pack groups using the double-clicking on the geometry to mark it
that enables you to quickly and tile options. The videos in the source files (double-click Shift+G will deselect the shell).
easily create high-quality UVs with discuss basic primitive unwrapping, working Select all the small parts, click H and then G
low distortion. The application can work as with the Copy option and unwrapping a to hide the selection (2). Now it’s time to
a standalone program or as a plug-in with a ladybird and creature head. make seams for unwrapping. Use C to make
primary 3D application. UVLayout also a selection, W to deselect edges and make
enables you to work with polys and
subdivision surfaces. UVLayout is the best
tool I’ve used for this task and I hope to
01  First steps First we’ll load the
‘ladybird_noUV.obj’ (supplied) in
UVLayout. For more comfortable work with
seams for future unwrapping (3).
Depending on what you’re creating UVs for,
you can create one large UV map with
show you why. Download a trial for the the model, hit Space+MMB to move and distortion or use small UV pieces with no
software at www.uvlayout.com. separate all parts to a different position (1). distortion. Right now, we can make UVs for
This short tutorial will take you through Our model is symmetrical and we’d like to future projection painting with a large
the steps to help you work with the activate it, so go to Edit and press the Find amount of UV shells. With this object, the
UVLayout interface and main hotkeys, place button. Click LMB in the centre of the model head seams are the hardest part of
seams to create low-distortion maps, create and hit Space to activate Symmetry. This unwrapping (4). Once you’ve finished, drop
a UV map and apply it to objects, cut or will greatly decrease the selection time and all of your geometry to the UV Editor using
weld shells in the UV Editor, group parts to improve your workflow. Using the G button, the D button.

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1
05  Make final adjustments To
make all of the UV shells local size
in Move/Scale/Rotate, click the Local
button. On the top of the main menu find
the Send button and click it. Return to modo
and click Import From UVLayout. To finish
up, we can create a UV map wire and
render it. This may be helpful if you’d like to
manually draw textures. In the main menu
open the Edit tab and click on the Auto Fit
button. Find Render and open it. Check the
2
AA Lines, disable Outline, choose the
resolution you need and click the Save
3 button. If you’d like to make a wire, for
example with a 1.1 value, drop any unused
shells with Shift+D, click the Auto Fit button
and render it.

02  Unwrap geometry Now to


unwrap our dropped geometry (1).
I recommend you use one global direction for more comfortable
projection painting and future texture editing (1). Now we need to
Press 2 or E to go to the UV Editor. As we
have a small quantity of shells, we can
manually unwrap each of them. Move the
separate all the parts and pair them up. For example, we can
combine all the legs into one UV square, as well as the head, eyes,
whiskers and so on. This can improve image quality because we
06  Use tricks and hotkeys If you
have a large number of UV shells
and you need to separate different parts to
cursor under each shell, hold F until you like have more space for textures. Combining texture parts can improve other places, you can split the panels. For
the result, and all areas will turn green. As your workflow and make the process more comfortable. Now we example, in the left screen you can choose
we activate Symmetry after unwrapping, have four squares with ready-to-pack shells (2). the UV Editor, and 3D view from the right
alignment will become accurate. If you have screen. This increases your workflow and
problems with incorrect or very strong
distortion, try to use Shift+F. This option first
stretches geometry after unwrapping. To
04  Re-scale and pack Now we’ll create four packing
groups. Drag a selection under the first square, go to the
main Pack menu and select New Group. To see a difference, drag
makes work more comfortable. Under
Display, find the green button Split Pane.

move the shell press Space+MMB, to rotate one of the four green arrows with Cmd/Ctrl+RMM and you’ll see a
hit Space+LMB and press Space+RMB to result. Do the same for all the groups. As you can see, when you Most-used hotkeys
zoom in. drag the green arrow, UVLayout tries to find the best way to pack
Here we’ll focus on a couple of useful UV shells. In the Pack option click Delete All to remove all your ED mode
C – cut
tricks. You can manually cut and weld shells groups. If you have a large amount of UV shells, a better way is to Shift+C – UV space
using the C and W buttons. To cut an edge, use the option Fit To Sqr, which you can find in the Move/Scale/
UV Editor
simply move the cursor under and press C. Rotate tab. This will bring all the shells according to the UV square F – flatten shell
If you start to do this in the centre rather and fill the maximum UV space. Click the Rescale button to make all L – lock shell
than from the border, for example, this will shells one size. After that, try to repeat the option Fit To Sqr, or you M – magnet selected edges
create a loop. Hit Enter to separate a part, can manually select and scale each group. Enter – split or attach shell
Shift+I – straight to line
but if you don’t like the result, try to cut R – convert to rectangular
some edges to improve shell tension. Use 4 5 – paint expand
magnet (M) to snap one part to the other B – flatten brush
then press Enter to merge to one shell, then P – pin border
hold F to relax the new geometry (2). Shift+P – unpin border
3D mode
T – change texture type
03  Unwrap all the details
Continue with other parts of the
ladybird until you see ‘Nothing in ED’ in the
+,- – change tiling texture
Global keys
Home – centre screen on selection
editor. In the 3D Editor press T twice to H – hide tool
place your texture and + to increase tiling. G – paint selection
This will need to align the textures correctly.

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Tutorial files:
ěũ("#.ũ343.1(+
ěũ43.1(+ũ2!1##-2'.32

The character Lola 3000 explores


a game environment
Unity

Create an interactive
character in Unity
Why stop at a rendered image when you could play as your character?

D
o you like to just watch or do you Masterclass is designed to be 3D then set up some of the materials and
like to play? Now that hardware package-neutral, so whether you use 3ds shaders so that you can get your character
and tools are up to the job of Max, Maya, Blender or any of the many looking its absolute best. After that, we will
rendering 30 times a second instead of all supported modelling programs, you should create an avatar to match your character
night, more and more CG artists are find what you need to turn your character rig and set it up for animation using a
searching for ways to interactively engage model into a player in your scene. Don’t third-person controller with the Unity
with their artwork and character creations. worry if you’ve not created any scenes sample assets. We’ll then load in a custom
In short, more artists are looking to make though – there are plenty of environments animation and set up a BlendShape layer in
games. Why stop with a rendered image or and kits available either for free or paid on order to further customise the character.
a video when you could play as your the Unity Asset Store. The Unity sample We’ll also add lights and effects to the
character and get inside your own worlds? assets will provide all the animations environment for a real-time, post-
This tutorial is designed to run you needed for controlling the character and processed finish. You will need an install of
through the steps of importing, animating you can, of course, add your own. Unity – either the free or the Pro version
and controlling your character as a player We’ll begin with the steps you can take – and the sample assets, available for free
in Unity. By the end, you should have a to prepare and rig your character before from the Asset Store. All you need to do to
great starting point for a game or an adding BlendShapes, verifying and then get started is obtain your Unity ID,
interactive demo featuring your work. This importing your rigged file into Unity. We’ll download and get stuck in.

106 3D Art & Design Tips, Tricks & Fixes


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Building your scene –


workflow inside Unity

Go from your character to an 1


interactive player

01 Prepare your model Unity is a


real-time platform, so keeping your
polygon count in check is important. Name
your materials and textures sensibly and use
normal maps for extra detail. There are no
polygon limits, but the more you use, the
less memory you have to use on effects, the
environment and other characters. Aim for
between 5-25,000 polygons, depending on
platform, and try to reduce polygons where
necessary. Place your textures in a folder
called Textures within your Unity Assets
folder and repath them before exporting.

02 Rig your character This stage


depends on your 3D package, skills
and time available. Once your model is
prepared in a T-pose, you can either create a
bone hierarchy from scratch by using your
package’s built-in tools to generate skin to a
skeleton by assigning skin weights, or use an
automated solution like Mixamo Autorigger.
For example, in Maya you would use Human
IK, 3ds Max uses Biped/CAT and a skin
modifier, while Blender relies on Rigify. For
more info on preparing your character,
Another
consult the Mecanim section of http://docs. perspective – edge
unity3d.com/Documentation/Manual for detection with
2 depth of field
an in-depth guide to the process.

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03 Set-up BlendShapes Decide


which part of the character needs
morphing and set up appropriately. This
06 Prepare materials Select your
character and check the associated
materials in the Inspector – these should
means using BlendShapes in Maya or Unity, have been created in the Materials folder.
Morpher in 3ds Max or Shape Keys in Each material has a dropdown for a Shader.
Blender. This is often used for phoneme Choose one – such as Bumped Specular – so
shapes when animating a talking face and you can define a base colour (tint), specular
works by assigning morphed shapes of the colour and the texture maps for the diffuse
same number of vertices to a target. You can (Base RGB), gloss in the Alpha channel and a
then blend between separate versions to Normal map to add surface detail. Reflective
obtain different shapes without animating a materials can also have a cubemap assigned
complex bone hierarchy. for reflections, which you can render once in
Unity or real-time for dynamic reflections. 6

04 Verify and export This stage is


important to minimise the need for
troubleshooting when you set up your model 07 Create an avatar Once imported,
apply a Mecanim avatar to your
later. Remove unused meshes and irrelevant character model. This maps your skeleton to
assets like lights or cameras from your an avatar to use with any human animation.
scene, or simply use the export selected. Select the model’s FBX file in the Project
Use the FBX file format if you can to enable pane, then select the Rig tab and Humanoid
file portability and simplicity. If you have your for Animation Type. Click Configure to create
own animation clips, be sure to check the and configure. If your rig is all good it will
Animation check box in the Export dialogue. show in green, otherwise revisit your bone
Reimporting your exported model into the hierarchy and re-export to more closely
3D package is often a good way to verify match the avatar. Test your skinning in the
your model before bringing it into Unity. Muscles tab by dragging the sliders to 7
preview. Click Done when finished.

05 Import your model Drag your


FBX file into the Project pane if it
hasn’t been picked up automatically. Select
Unity Asset Store
your model in the Project browser and set up As well as the sample assets needed for
the options in the Inspector panel. Leave this Masterclass, you can browse and
most of these as default, but check the Scale make use of a library of paid and free
assets to work with your project. From
Factor as scale can vary hugely depending scripts to shaders and animations to audio,
on units used in your package and export you can download and contribute to the
settings. Click Apply and drag the model into Unity Asset Store to add to the parts that
the scene. Create a 1-metre cube to enure other projects couldn’t reach. Check it out
at www.assetstore.unity3d.com.
the scale is correct, then adjust accordingly.

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08 Apply a controller Unity sample


assets are all you need to control
your player. Drag the Third Person Character
11 Add environment, lights and
settings To immerse yourself in the
game, add other primitives to your plane to
prefab from the Sample Assets>Characters create a greybox environment, import your
and Vehicles>Third Person Controller> own environment artwork, or obtain props
Prefabs folder into your scene. In your and environments from the Unity Asset
hierarchy delete the Ethan node under Third Store. Imported artwork needs to have
Person Character. Drag your Character node Generate Colliders checked and applied in
8
on top of the Third Person Character node, the Inspector, so your character can walk on
which already has all scripts and parameters the surface. Create a directional light from
assigned. From Cameras>Prefabs, drag the the Create button at the top of the hierarchy
Free Look camera rig into the scene, add and and adjust the parameters in the Inspector.
position a plane game object, and press Play.

09 Animate your character You


can replace the animations from the
12 Polish with image effects Unity
Pro includes several of image effects
that improve the look of your scene. Drag
Character animator with an imported the tab out to preview to separate the Game
animation. Select your Character Root node view. Select the Main Camera node under
9
and open the animator from the Window the Free Look Camera Rig. In the Inspector
menu. Select Grounded State to open the click Add Component>Image Effects>
Blend Tree for when your character is on the Camera>Depth Of Field to retain focus on
ground. Select the Blend Tree and click the your character, but also blur the background
little circle next to an animation to choose to mimic a wide aperture. You can add as
another. Press Play to preview then stop and many others as your frame rate can handle,
make your adjustments as necessary. so try a vignette or ambient occlusion.

10
10 Use BlendShapes and tweak
your character Create an
animation in your source package which
Export your project
blends two or more meshes, as outlined in Once you’re ready, you can output your
the step 3. Re-export your mesh and include project to a wide variety of platforms.
Animation>Morphs in the FBX dialogue. In Out of the box, Unity Free can export to
PC, Mac, Linux, Web browser, iOS and
Unity create a new layer in the animator
Android. There are optimisation
window, set Blending to Additive and considerations for each, but Unity
Weight to 1, then drag in your clip from the makes it easy to manage these all
Project window. Create an empty state and within one project – as the tag line goes,
Ctrl/Right-click>Make Transition to build once, deploy anywhere. For
further documentation and resources,
transition to and from the clip. Set a take a look at the corresponding blog at
Condition with Forward set to Greater than http://blogs.unity3d.com.
11
0.5 for the To transition, and Forward set to
Less than 0.5 for the From transition.
12

3D Art & Design Tips, Tricks & Fixes 109


Tips Tricks Fixes

3D artists explain the


techniques behind
their amazing artwork Master 3D
cloth effects
Artist info

Juraj Talcik
& Veronika
Modern interior 2013
Demovicova
When you want to create beautiful
Personal portfolio site
www.jurajtalcik.com arch-vis interiors filled with custom-made
Location Bratislava, Slovakia
Software used 3ds Max, furniture and materials, Marvelous
Marvelous Designer, ZBrush
Expertise This duo specialises
Designer can help with a few tricks
in high-end interior
visualisation and dabbles with Juraj Talcik and Veronika Demovicova are
all kinds of other 3D projects creative partners with architectural backgrounds

*Your exclusive free trial allows you to learn the tools and tricks of
Marvelous Designer without any time restrictions. However, please note that this
exclusive, never-ending trial for 3D Artist readers does have export/save limitations. For a
limited trial with export/save functionality, you can download from www.marvelousdesigner.com.

110 O3D
3DArtist
Art & Design Tips, Tricks & Fixes
Fixes Tricks Tips

Tutorial files:
ěũTutorial screenshots

Learn how to
Create your own bespoke
cloth assets
Optimise meshes

I
t’s been few a months since we won a licence for
Concept Marvelous Designer in a competition held by CLO Virtual
Fashion. It’s now integrated into our everyday workflow.
The goal in this tutorial is We now use it inside almost every commercial project that
to create a high-quality comes along, creating custom and unique models from
bed with a voluminous reference furniture that we enjoy – such as contemporary
duvet filled with wrinkles
and details. We want to brands like Poliform, which was a reference for the bed model
avoid the age-old look of a used in this scene.
blanket thrown over the This tutorial will teach you how to create a single asset from
top, which you so often scratch, showing you each step necessary to complete the task.
see in arch-vis scenes. You’ll be taken all the way through to the final optimised mesh,
which will be ready to add to an arch-vis project.

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Create a simple bed


Begin by modelling the bed before taking it into Marvelous Designer

1
02 Import into Marvelous Designer Once we’ve
finished modelling the necessary parts of the bed’s
structure, we can export them into Marvelous Designer. This will be

01 Make an initial Avatar We’ll start the process by


adding the first Avatar – which is what the base mesh used
for simulation is known as in Marvelous Designer terminology. It’s
done step by step for each modelled part, in any order you prefer.
Select each part individually and save it in an OBJ format with a
respective name – such as ‘bedframe.obj’, ‘mattress.obj’, ‘BackPart.
very important to model using real-world units, because the obj’ and so on. This will help keep things organised. Also, keep in
simulation is physically based on the real-world properties of mind that we’re using centimetres for modelling, exporting and
fabrics. We’ll model our bed according to the size of a Poliform bed, importing alike, so no unwanted scaling should occur.
which will be our reference for this tutorial. However, you can use
any bed reference you prefer. In this case we’ll be box modelling
with the Edit Poly tools in 3ds Max. We also use the Quad Chamfer
modifier plug-in from Marius Silaghi (€40 EUR from www.
03 Create the first pattern We’ll begin with the easiest
part: the mattress cover. Rather than creating a simple
square-cut cover, we’ll opt for an inset square that will generate nice 1 The selection of outer edges to
mariussilaghi.com/products/quad-chamfer-modifier). Though this folds at the vertical corners of the mattress. After drawing the be chamfered before applying
plug-in will help us during this part of the process, it’s not strictly pattern with the Line tool, select the neighbouring edges at the the Smooth modifier
necessary. It’s important to have a mesh with a few smooth corners and sew them together using the Segment Sewing tool. 2 Export from 3ds Max into
iterations, to avoid visible faceting on the simulated cloth from the Synchronise the pattern into the Avatar window and position it over Marvelous Designer
underlying base mesh. Marvelous Designer handles detailed the Avatar, with the white face of the cloth facing away from it. This
3 The Avatar window next to the
Avatars well, so it’s better to go higher than regret it after the will keep proper normals, which are very important. Setting the Pattern window with the table
simulation is done and artefacts have appeared. Particle Distance to 15 will keep preview simulations fast. showing Particle Distance

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Get ready to simulate


Master cushioned effects with Marvelous Designer

04 Shape a cover
The simulation will be
done in multiple steps to help us
achieve the exact look we’re
after. First, let the pattern simply
fall on the mattress. After it
settles, pause the simulation,
select four outer edges that
aren’t sewn and give them
elasticity to tightly wrap the
mattress. Lower the Bending
value for a softer look and raise
the Shear value to create
smaller wrinkles. For the final
simulation, change the Particle
Distance to a lower value and
let it compute for a while, until
4
it settles.

05 Replicate cushion effects The back elements of the


bed frame are sewn together from two pieces of leather.
Pay attention to the sewing order so that after synchronisation all
the lines between the cloth pieces remain parallel. Notice the edges
of our pattern are curves, rather than straight lines, in order to
naturally follow the shape of the underlying Avatar. You can start
adjusting your cloth values from the Leather preset.

06 Master a bed frame Using the same process as


before, this time we’ll work with multiple pattern pieces.
The left and right pieces are identical, but the middle piece is only
scaled. Synchronise and position the pattern pieces around the
Avatar, making sure the sewn lines are parallel. The same leather
material is used for the bed frame. Simulate the Particle Distance
value at 15 first, pause the simulation, then change to a lower value
(3) for the final simulation.

4 This table shows the exact


values we’re using for our fabric
07 Make your
second Avatar
Your finished, quality simulation
cover simulation will run forever by default, so
5 The upper-left window shows you’ll need to pause it once it
how to position patterns after looks settled and acceptable.
synchronisation, before you hit
the Simulation button. The Remember, you’re looking to
table shows the values used for achieve the greatest realism
the leather material possible. Now you’re ready to
6 Observe the position of the export the mesh back into your
patterns around the Avatar 3D application. However, make
sure you export only the
7 The assembled mesh from
simulated parts, shown inside simulated cloth, and not the
3ds Max original Avatar.

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Optimise & simulate


Using the new Avatar we can proceed with new cloth simulations

08 Enhance your mesh At this stage we’re going to


re-evaluate our newly assembled mesh at two levels for
two different purposes: the final mesh and a new Avatar for
10 Add in some
essential physics
Pressure is a new feature
upcoming simulations. Here we’re using the ZBrush plug-in shipping with Marvelous
Decimation Master, but if you don’t have ZBrush there are other Designer and is a little tricky to
tools available, such as the native 3ds Max ProOptimizer Modifier. use, compared to what you
Make sure you check the Keep UVs option, as these have been might be expecting. This option
generated by Marvelous Designer so you don’t want them to be lost behaves a bit like helium and
in the process. First, decimate to 15% and save this as your final doesn’t keep its form, so you
mesh of the bed frame, then decimate to a super-low 1%, which can have to force it to take the
be used as the new optimised Avatar. Even applying such a low desired shape using various
decimation will preserve a surprisingly high level of detail and keep tricks. Remember to always
the simulations running fast. start with low values so your
mesh doesn’t fly away. You can

09 Make the inner layer The bed cover is made of two


primary layers: inner inflated, which is responsible for the
voluminous effect; and a segmented-looking outer, which will create
add Pressure to all of the
inner-pattern pieces, but getting
the correct values will require
the wrinkles. Again, these details are essential for getting the close attention.
realism we’re after. At this stage we’ll also create the inner layer by
drawing a square pattern, duplicating it 162 times and sewing all the
8 Shots before and after the
neighbouring edges. This is an easy but tedious process that decimation. The compression
requires a lot of patience. can be visually lossless
9 Notice the parallel lines of the
sewn edges and take care to
avoid mistakes in the flow of
their connections
8 10 A table chart showing the exact
values for the inner cloth

Produce UVWs from


Marvelous Designer
One of the brilliant aspects of Marvelous Designer is that it
automatically generates nice UVW sets, so there’s never
any need to unwrap the meshes manually. This is fortunate,
as it would be impossible at their size. The program creates
UVWs of a corresponding size to the pattern, so for
example if you create 2 x 2m square pattern you will get a
respective UVW of the exact same size. You can also
choose the Unified UVWs option in case you want all the
patterns in the Pattern window to share the same scale of
the UVW set. This is a very helpful feature if you plan to
apply the same material to all the patterns in the Pattern
window, otherwise you’ll end up with a different scale in the
9 10 blanket and pillows, for instance.

Juraj Talcik &


Veronika Demovicova
Juraj Talcik is big fan of architecture,
contemporary design, technology and
videogame development. He owns a
boutique company oriented towards
marketing contemporary architecture. White interior 3ds Max, V-Ray, Marvelous Forest Cabin 3ds Max, V-Ray, Photoshop (2011)
Veronika Demovicova shares a love for all Designer, Photoshop (2012) This was Talcik’s first exterior project and he still thinks
kinds of design and is currently on her way An architectural visualisation by Demovicova for a of it fondly, even though he feels it shows its age and
to finishing an architectural degree. modern apartment renovation project lower skill level at the time

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Simulate & adjust


Achieve realistic results to complete your design

12

11 On the left we have the sewing


flow. The table on the right
shows Seam Line values for the
selected outer edges
12 The exact values used for our
bed cover’s outer layer
11 13 The red dots represent pins on
the bed cover

11 Set the outer layer of the bed cover First, create two
rectangles, each of a slightly larger size than the underlying
grid of the cover’s inner layer. We won’t sew these together, but
rather to the outer edges of the grid instead. Next, adjust the
selected edges in the Seam Line properties and set the Fold Angle
to a value of 360. This should create a nice seam along the sides of
the bed cover.

12 Set your cloth values The most important values here


are Stretch, Bend and Shear. You’ll notice that all of these
options can be set using two axes: along the width and length.
Unless you have a very specific design reason to set them
asymmetrically, just use the same value in both axes. We’ll keep the
mentioned values low to provide the wrinkly, used look we’re aiming
to achieve.

13

Fabric materials 13 Simulate the bed


cover element
After letting the bed cover fall
Though the internet is full of various ready-to-use, tiled on the mattress Avatar, we’ll
textures these days, resources of quality fabric textures are pause the simulation and select
still scarce. However, a new trend has recently emerged for parts of the bed cover using the
modern companies to provide samples of their products in Pin tool. Press W twice on the
digital form. The Republic of Fritz Hansen (www.
keyboard and click at various
fritzhansen.com) lets you download quality 3D models set
chosen spots, then move them
up with materials; Poliform (www.poliformuk.com) gives
Country house 3ds Max, V-Ray, Photoshop (2012) you low-quality AutoCAD models; and German fabric around like you are dragging a
This project features the duo’s ongoing effort to successfully producer JAB (www.jab-uk.co.uk) has uploaded a huge bed cover and resume the
create custom 3D foliage, in this case grass and trees. Using library of extremely high-res textures to its website. There simulation. Continue until you’re
bespoke models never fails to add a unique feel to a piece! isn’t a better source for amazing textures than this! satisfied with your resulting
messy look.

3D Art & Design Tips, Tricks & Fixes 115


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Finalise your mesh


Optimise and apply your newly made assets

14 Boost the quality


Once you’re completely
satisfied with the look, leave
14

only a minimal amount of pins


on the model (or, preferably,
none at all). The cloth will settle
to a much more natural state,
while retaining the overall look.
We’re leaving two pins in here,
just to keep those distinct
corners. Set the Particle
Distance as low as your
computer enables you to go
without crashing or freezing;
we’re setting it to 5. Now let the
simulation run for a while.

Set Particle
Distance as low
as you can

15
15 Fluff up the pillows
The golden rule with
Marvelous Designer is to only
ever simulate one thing at a
time. Export the simulated
cloth, decimate it in ZBrush,
reassemble it in your host
application and finally import it
as a new Avatar. Pillows use the
same values as the cover but
thankfully they are much easier
to create. Inner Pressure is
gradually lowered in order to
create the depressed or partially
deflated look.

How to fill
an open
wardrobe
We often get asked
questions about our
wardrobes. It’s very easy
to create: simply draw
some basic rags on the
doll Avatar. This is a very
intuitive process. Then
just swap the doll for a
clothes hanger and use
pins to keep it hanging
there. You can even find
some ready-to-use cool
clothes in the free
Marvelous Designer
repository. In a few hours
you can have a full
wardrobe with a unique
look and high reusability!

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16

17

17

16 Complete the assembly We can now merge all the


exported cloth parts from Marvelous Designer back into our
3D application. They should fit together straight away, so we can
delete the internal (pressurised) parts of the pillows and bed cover,
since it won’t be visible anyway and will save a huge number of
polygons. If you apply various colours to the patterns in Marvelous
Designer, it will generate different IDs for them and you’ll be able to
easily select and delete them.

17 Final decimation Now all we want to do is adjust the


pillows and bed cover. Using Decimation Master in ZBrush is
a good way to do this. We find 15% a great value for visually
retaining detail while making the mesh substantially lower.

14 Our ongoing simulation. Since 16 Use the Editable Mesh Select


it will run forever by default, ID tool to pick inner faces in
stop it once you like the result one click and delete them
15 Pillows can get away with 17 The white-shaded view
having very simple, square confirms there there are
patterns, as shown here no artefacts

3D Art & Design Tips, Tricks & Fixes 117


Fixes Apply the finishing
touches and learn
to perfect your hard 128
surface projects
120 50 hot topology fixes
128 Improve your characters
136 Blow bubbles using V-Ray Metaballs
138 Render glass objects
146 Clean up 3D models
150 Understand hard-surface retopology
152 Retopologise in Mudbox
156 Paint in Sculptris

120

118 3D Art & Design Tips, Tricks & Fixes


modo
V-Ray
Maxwell Rend
er
Quick fixes to lend the finishing
3D-Coat
Mudbox
touches to your work and
Sculptris increase the believability
of your 3D scenes

150

156
136

138
3D Art & Design Tips, Tricks & Fixes 119
Tips Tricks Fixes

50 HOT
TOPOLOGY FIXES
Expert modellers share their tips, advice and tricks
that will help you master this most fundamental of
procedures. Read on to find out how you can finally
perfect your organic and hard-surface projects

OUR EXPERTS
I
t’s common in many tutorials for
authors to assume the reader already
knows how to do certain tasks. One of Jahirul Amin
the often-skipped-by tasks in 3D tutorials is Website: www.warpeaceandpixels.com
Area of expertise: Maya generalist with a main
the challenge of creating clean, efficient focus on character setup
topology – a daunting task for someone Preferred topology tools: Maya
relatively new to 3D. While instructing
Toni Bratincevic
someone to ‘retopologise your model’ may Website: www.interstation3d.com
be seemingly obvious to many, for others it’s Area of expertise: Environment modelling and
a frightening concept. texturing for illustrations and cinematics
Preferred topology tools: ZBrush and 3ds Max
So what is topology? Why do you need
your topology to be clean? How does the Matt Brealey
topology of an organic model differ to that Website: www.badgrenola.com
Area of expertise: Hard-surface modelling,
of a hard-surface one? How can you particularly product design
efficiently create clean topology in your Preferred topology tools: modo
models to become a better artist? We’ve
Craig A Clark
brought together a hand-picked selection of Website: www.scorpiocgi.co.uk
successful artists that have been perfecting Area of expertise: Photorealistic modelling
their topology for many years for a variety of Preferred topology tools: LightWave, Bandsaw,
Band Glue, Add Edges and New Dimensions 2
organic and hard-surface projects. Here
they reveal the whats, whys and hows of José Alves da Silva
achieving great topology. Website: www.artofjose.com
Area of expertise: Designing and illustrating
stylised 3D characters
Don’t put Preferred topology tools: TopoGun and ZBrush

triangles or Ngons Filippo Veniero


Website: www.ifilgood.it
on curved surfaces Area of expertise: Modelling and texturing
Preferred topology tools: Blender and Bsurfaces
and don’t use GPL (Blender add-on)

triangles or Ngons on Richard Yot


Website: www.itchy-animation.co.uk
Since this mesh is not going to be
deformed, the topology does not
need to be too clean. There are
deforming areas. Area of expertise: Designing characters with a
quirky twist
poles in the face but these will
not be seen in the final render
Richard Yot Preferred topology tools: modo and TopoGun © Richard Yot

120 3D Art & Design Tips, Tricks & Fixes


Fixes Tricks Tips

3D Art & Design Tips, Tricks & Fixes 121


Tips Tricks Fixes

What makes good


(and bad) topology?
When I first began modelling, For organic models, or any
[01] due to a lack of knowledge about
the importance of topology, everything
[04] other models that need to
deform, clean topology is essential in order [03] Achieving good
became rubbery and forms did not hold. For to help the geometry to deform in a topology at an early stage
can guarantee a truly
example, elbow regions simply caved in controllable and predictable fashion. This successful result
when I came to articulate them. I discovered assists in avoiding unsightly creases and © Filippo Veniero
that it all comes down to anatomy and how frustrating geometry-rendering issues.
the skin flows. Jahirul Amin Craig A Clark

Modelling objects with clean When texturing, it’s extremely


[02] topology in mind will consume
more time, but with practise you will
[05] important to have excellent
topology. This makes creating UV maps so
become faster with every new model. much simpler. Particularly, when it comes to
When I use RenderMan, most of the objects render time, bad topology can cause any
are made with render-time subdivision in number of annoying and hard-to-eliminate
mind, so I try to keep my objects clean, shading issues that you should aim to avoid
without any Ngons and only a few triangles. if at all possible. Matt Brealey
Toni Bratincevic
Always make sure to keep an

[03] Good topology is the basis of a


successful model. Texturing
[06] eye on the general balance of
polygons across your model as a whole.
and animation would be difficult in a model Remember to often for polygons with fewer
with disorganised vertices – leading to than three vertices. As a general ground
© Richard Yot

distorted textures and unrealistic poses in rule, delete them if you come across them.
the animation. Filippo Veniero Craig A Clark

[01] A deformation head slightly exaggerated


to test for any deformation issues
© Jahirul Amin

122 3D Art & Design Tips, Tricks & Fixes


Fixes

[07] In 3D sculpture, if the edge


flow follows the surface, your
strokes will be in the same direction as the
edge structure. This ultimately enables a
cleaner result and therefore the need for
less geometry to achieve a perfect finish.
José Alves da Silva

[08] The model’s edges define its


overall form. By placing edges
at the specific areas that establish the
character’s silhouette, you will need a lot
less geometry in order to define a model
overall, which is crucial for optimisation.
José Alves da Silva

[09] Bad topology is very likely to


cause rendering artefacts or
unpredictable deformations that are hard to
control. Problem areas are typically found
where deformations are prominent, such as
the mouth, shoulders or hips. Curved and
branching surfaces can also be problematic.
Richard Yot

[10] As a general rule, don’t put


triangles or Ngons on curved
surfaces and don’t use triangles or Ngons
on deforming areas. Richard Yot

[11] When modelling for animation,


take extra time to make a study of
anatomy and make sure to pay a lot of
attention to the areas around the eyes and
lips. Filippo Veniero

[12] Ngons can disrupt poly flow,


giving you little control over the
normals of your surface. However, this can
[05] While test
renders will help,
be useful to balance good topology and a applying final
materials can aid you
low poly count. Matt Brealey in getting rid of any
final smoothing errors
© Matt Brealey
© Thomas Lishman

[11] Accurate facial


features are an
essential part of
communicating a
character’s emotions
© Filippo Veniero

3D Art & Design Tips, Tricks & Fixes 123


Fixes

[15] With time and patience, your


retopology work will get faster
© 33ũ1#+#8 [13] For topology, how you use your tools is more important than which ones you choose © Toni Bratincevic

Get to know your tools


& applications
ĺĉćĻũ1#3(-%ũ""(3(.-+ũ
polygon loops with
[13] Retopologising can be done in
almost every modelling tool
available today, but getting the right
[19] The open-source Blender
add-on Bsurfaces (www.
bsurfaces.info) is a really handy tool for
-"26ũ(-ũ (%'35#
© 1(%ũũ+1* technique is more important. Learn where modelling and retopologising. It enables you
to allow triangles and how to terminate to combine the use of freehand lines to
some edges. Toni Bratincevic efficiently and quickly reconstruct an
existing model. Used in conjunction with

[14] Personally, modo’s Topology Pen


has made a big difference to my
workflow. The tool places modo as the first
Blender’s Shrinkwrap modifier, it does a
great job of making the retopologising
process easy. Filippo Veniero
option for this task and enables the very

Dos & don’ts


quick retopology of any organic model.
Richard Yot [20] I use BandSaw EX (http://
tinyurl.com/BandSawEX) [in
LightWave] to speed up the retopologising
Jahirul Amin and Matt Brealey offer bite-sized
advice for good topology: [15] When I switched from Maya to
modo I found that a lot of the
tools used to control or alter the topology of
process. It’s almost identical to LightWave’s
own Bandsaw, but it has the added benefit
of being able to specify edge loops to be
Do! Don’t! my objects were a little bit closer to hand inserted an absolute distance from an
ěũũ+-ũ'#"ũIJũ(3Ħ++ũ25#ũ8.4ũ3(,#ũ ěũũ313ũ6(3'ũ-ũ(-!1#"( +8ũ"#-2#ũ (namely the selection tools, falloffs and so existing edge. This means you can add in
in the long run. (Matt Brealey) mesh. (Matt Brealey)
on). This alone greatly sped up my even loops regardless of the variation in
ěũũ/+(3ũ8.41ũ. )#!3ũ4/ũ(-3.ũ 2(!ũ ěũũ1#3#ũ#"%#2ũ3'3ũ#-"ũ(-ũ3'#ũ
primitives and merge those middle of existing polygons
modelling process. Matt Brealey polygon size. Craig A Clark
together first. (Matt Brealey) (Matt Brealey)
ěũũ18ũ3.ũ*##/ũ8.41ũ/.+8ũ!.4-3ũ2ũ
low as you can for as long as
you can. (Matt Brealey)
ěũũ#ũ$1("ũ3.ũ"#+#3#ũ2#!3(.-2ũ-"ũ
remodel them if needed.
#5(-%ũ3'#,ũ24 ı23-"1"ũ6(++ũ
[16] ZBrush has introduced new
ways of retopologising an object,
where you can directly paint edges of
[21] To make changes to existing
topology, 3ds Max has a set of
polygon modelling tools. I export the model
ěũũ2#ũ ..+#-ũ3..+2ũ2/1(-%+8ũ3.ũ only make things worse later! polygons on the object without the need to to 3ds Max using GoZ, make the changes
'#+/ũ8.4ũ).(-ũ,#2'#2ũ3.%#3'#1ũ (Matt Brealey) precisely define edges. I found this and then use GoZ once more to bring it into
(but always clean up ěũũ5#ũ3..ũ,-8ũ#"%#2ũ technique particularly fast, but noticeably ZBrush again. José Alves da Silva
afterwards). (Matt Brealey) converging on a single vertex.
less precise than working with ZSpheres.
ěũũ-+8ũ24 "(5("#ũ6'#1#ũ8.4ũ-##"ũ (Matt Brealey)
to on the model. (Matt Brealey)
ěũ #1-ũ-3.,8ēũ(Jahirul Amin)
ěũũ#ũ+98ũ-"ũ3'(-*ũ3'#ũ1(%%#1ũ.1ũ
animator can/should fix a bad
Toni Bratincevic
[22] In Maya, to speed up the
retopologising process, I use a
ěũũ3(!*ũ3.ũ04"2ũ-"Ĕũ($ũ-##"#"Ĕũ
the odd triangle here and there.
model. (Jahirul Amin)
ěũũ *#ũ3'#ũ$!#2ũ1#!3-%4+1ũ(-ũ
shape as this can cause
[17] QRemesher [in ZBrush] can
automatically redo your mesh
topology. This is practically very useful for
fantastic and free MEL script called
xyShrinkWrap (http://tinyurl.com/
Shrink3D). With this, you can shrinkwrap
(Jahirul Amin)
ěũũ ##/ũ8.41ũ$!#2ũ.$ũ-ũ#5#-ũ2(9#ũ 3#7341#ı231#3!'(-%ũ-"ũ(2ũ31(!*(#1ũ when you don’t have sharp edges on hard one object onto another, enabling you to get
throughout where possible. to envelope. (Jahirul Amin) surfaces. Things like rocks or a tree trunk your low-poly retopologised mesh to really
(Jahirul Amin) ěũũ""ũ"#3(+ũ3'3ũ(2ũ-.3ũ-##"#"ēũ can be retopologised with QRemesher in a sit on your high-res sculpt as you work.
ěũũ#23ũ.43ũ3'#ũ"#$.1,3(.-ũ2ũ8.4ũ (Jahirul Amin)
matter of minutes! Toni Bratincevic Jahirul Amin
go if the model is to be ěũũ2#ũ%.-2ũ4-+#22ũ8.4ũ1#++8Ĕũ
animated. Pass the model to the really have to. (Matt Brealey
rigger early on, let him pop
2.,#ũ).(-32ũ(-ũ-"ũ2##ũ'.6ũ(3ũ
will deform. (Jahirul Amin)
and Jahirul Amin)
[18] When exporting your model from ZBrush to TopoGun, divide
it into PolyGroups, as this will enable better access to the
model. The PolyGroups will be accepted as Groups in TopoGun and you
ěũũũ8.41ũ!'1!3#1Ħ2ũ'#"ũ(-ũ3'#ũ
earlier stages. (Jahirul Amin) can hide parts of the original during retopology work. José Alves da Silva
124 3D Art & Design Tips, Tricks & Fixes
Fixes

[24] Example of the mesh density of a character for


film: a retopology sequence of Captain Bunny’s head
© José Alves da Silva

Topology in practise
[23] Getting clean topology together for [29] Mobile game
character topology. Notice
characters is a relatively simple process. the loops at joints and
how the vertices
Just start with loops around the mouth and the eyes, contribute to the keep the
character’s silhouette in
[23] and then you can steadily build out from there. the low-poly version
© Richard Yot © Character by José Alves da Silva
Richard Yot Courtesy of Nebula Studios

[24] In film, acting takes into


account a lot of subtle [28] If you’re retopologising over a
sculpt, you simply need to keep
secondary movements. Opening the mouth
is not a simple rotation of the jaw. All the
your quads as even as possible. It’s best to
develop a couple of different techniques
Unleash the magic
facial and neck muscles that contract and
extend have to be taken into account. You
designed to increase or decrease geometric
detail in any areas of your sculpt that may
of TopoGun
have to create an edge layout that will need it. Richard Yot Discover the widely used application that’s
enable these muscle structures to deform ideal for retopology tasks…
naturally, or the animator will see their
creative options greatly reduced. Creating
this edge structure is very time-consuming
[29] For videogames, retopology is
like a puzzle. Your challenge is
to find the best way to describe a surface
TopoGun (www.topogun.com) is a standalone resurfacing
and map-baking application available for Windows, Mac OS
and Linux. The resurfacing functions in TopoGun are aimed
at modifying and/or re-creating the edge flow of 3D
because it’s usually quite dense and should while using the least amount of polygons
models. The impressive software uses the industry-
follow anatomical structures with precision. possible. Most of the time you will have to standard OBJ file format as well as its own XML-based
José Alves da Silva include the detail of several different objects format. Available in 32- and 64-bit versions, it can handle
in a single shell, such as having a character’s high-res 3D data, with the poly count limit being set by the

[25] There will be a lot of situations


where environment models
need to have clean topology, like plants,
belt, buckle and jacket in the same mesh. All
this detail is then recovered by using
projection and creating Normal maps.
available RAM on your system.
3D artist Richard Yot has used TopoGun extensively for
retopology, describing it as “an excellent tool. For
retopology I would say the application is very important,
trees and deforming objects. For example, José Alves da Silv because the tools make a big difference to how fast you can
having a metal object that you know will be work,” he says. “Slow and cumbersome workflows will just
deformed because of impact will require
you to model it with clean topology.
Toni Bratincevic
[30] Keep everything in quads and
triangles, but try to hide
triangles in occluded areas. Use Ngons only
make the task tedious.”
“TopoGun is the fastest software I have found for
complex retopology,” agrees José Alves da Silva. “ I use it in
when working with environment models. projects with lots of polygons and that might need a lot of
readjustments along the way. TopoGun offers you loads of

[26] You must carefully investigate


the anatomical model before
Toni Bratincevic
tools to create new geometry on top of the original objects.”

attempting to create clean topology on


organic meshes. Do not use unnecessary
vertices; look at some videos on how the
[31] Remember to look at anatomy
and use muscle flow as a guide
for your edge loops. Block out the initial
parts of the model will have to move. form and get the topology nailed as soon as
Filippo Veniero you can. In Maya you can use the Sculpt
© José Alves da Silva

Geometry tool to even out and smooth the

[27] In general, any organic models


intended for animation will
edges. Jahirul Amin

require much cleaner topology. The quality


of the topology work done early on will
affect the other artists working with the
[32] When working with
hard-surface objects, make
sure to follow the guidelines of the model José Alves da Silva used TopoGun for retopologising this
model further down the pipeline. and try to reduce the number of vertices. model of a head
Matt Brealey Filippo Veniero
3D Art & Design Tips, Tricks & Fixes 125
Fixes

© Craig A Clark
© José Alves da Silva

Topology ready for animation. Notice how the edge


[34] Retopology of a hard-surface model sculpted in loops closely follow the muscular structure
ZBrush. The doubling of edges at the hard corners © José Alves da Silva
keeps the surface sharp after subdivision

Retopologising an Organic or hard surface?


organic mesh
Jahirul Amin offers a step-by-step
breakdown of his retopology method for
[33] For working with hard-surface
models in LightWave, first set
your base geometry surface to a darkish
[39] Always try to keep edge loops
consistent in size, so that when
it comes to subdividing, the UV maps are
an organic mesh in Maya and ZBrush
grey, with a Specular value of around 70% kept proportional. If you only have edge
Jahirul Amin uses ZBrush and Maya to retopologise the and a Gloss of around 30%. This creates a loops on one side of a sharpened edge, the
model of a head here, but the following steps can be nice, broad, specular highlight on a dark UV will be dragged across that edge, as
adapted for your own workflow too:
background, which is incredibly useful for opposed to remaining in a more even
1 Create a sculpt in ZBrush using the 1 seeing just how smooth your poly flow is. position. Craig A Clark 1
DynaMesh base mesh generation tool.
Craig A Clark

2
[34] When dealing with
hard-surface models, I try to
[40] Tearing occurs when the edge
flow around the torso runs at
an angle, as the muscles of the external
2 Bring the sculpt into Maya and reduce the poly count, if avoid retopology wherever possible by obliques and the latissimus dorsi do. This
required, using Mesh>Reduce. Create a single poly and modelling them old-school. First I create the could cause the mesh to rip apart when
begin edge-extruding around the sculpt. polygons in 3ds Max, then I crease the twisting, which would be particularly
3 Continue to extrude edges 3 edges by using tight edge loops in order for distressing, naturally. To prevent this
outwards and also insert edge them to subdivide as effectively as possible. occurring, you may want to consider not
loops. Make the sculpt a live José Alves da Silva following accurate anatomy as closely as
object so you can snap the
usual. Jahirul Amin
points to the mesh.
4 Work the mouth using the
same method. You can also
4 [35] For a model comprised of
hard-surface meshes, I’ll break
it down into simple primitive shapes. I can [41] I regularly use the Stencil tools in4
modo in order to combine
hold the V key to point-snap to
the vertices. then start trying to think about how these several more complex shapes together. This
5 Combine the mouth with the
shapes could be connected together, while is because they provide a good starting
eye region and continue to work maintaining an acceptable poly flow. point from which to build a larger model.
on the scalp to finish the head. Matt Brealey Make sure you clean up the mesh
6 You can leave the model thoroughly after you’re done, though.
5

6
there, if you wish. However, I
want to experiment with adding
further detail, so I can reduce
[36] Keeping your polygons roughly
equal in size as much as
Matt Brealey

the amount of Displacement


maps required.
possible creates a nice and clean model
that’s easy to work on and much easier to
texture later on. Craig A Clark
[42] Try to place the edge loops at
the extents of muscle groups
and along the length of muscle fibres
wherever possible, because muscles are
7 The edge loops are
following not just the
muscle groups but also
[37] GroBoto (www.groboto.com/
v3) can produce really clean
geometry from its hard-surface models. The
what are responsible for most deformations
that happen during character movement. In
most models you won’t be able to avoid
the skin flow. This should only drawback is that it’s currently limited in some stars, so always choose a
help create wrinkle lines the kinds of shapes it can generate. non-deforming area in which to place them.
that behave in a more However, it has a lot of potential for the José Alves da Silva
believable manner.
future. Richard Yot
8 Once I’m happy, I will 7 You don’t need to worry about7
then take the
retopologised mesh into
[38] If you don’t have enough
topology around the elbows,
[43] clean topology if you are only
going to be modelling static environments
ZBrush and push the form
about to test how it will you will not be able to maintain the shape that will be rendered in raytracers like
hold up to deformation. 8 when the arm bends. Jahirul Amin V-Ray. Toni Bratincevic 8

126 3D Art & Design Tips, Tricks & Fixes


Fixes

[45] Combining different shapes to


see how they could work together
© Jahirul Amin
[47]
© Richard Yot

General rules [47] For animated models,


deformations should be tested
to make sure there is no pinching in visible

for topology areas. The topology should always be


planned around those sections that will
need to be deformed. Richard Yot

[44] As a broad, general rule when


working with models for
animation, and specifically with organic [48] On character models, plan your
edge loops to follow the muscle
meshes, incorrect topology in specific areas structures. Add a higher polygon density
such as joints and faces can make it around the face and hands. These are two
impossible for them to deform them in a of the areas that typically need more detail.
realistic way. Matt Brealey José Alves da Silva
[47] In this example the mouth needs to deform widely, so good
edge flow is needed around it to avoid pinching
© Richard Yot
[45] Make sure to find out about the
poly-count limit on game
models before you begin your work. Ensure
[49] On models that are
symmetrical, be careful if
working on half and then mirroring to give
that the topology is clean so that it will the full model. You don’t want to end up
support the Normal map without any with duplicated geometry. You can end up
issues. Jahirul Amin with a slight offset, making the duplicates
quite tricky to eliminate. Craig A Clark

[46] It can get incredibly difficult to


manage a project’s poly flow if
your model is subdivided inefficiently. [50] One of the recurring issues in
students’ work is building a
Always try to use the absolute smallest character without first thinking of what
amount of polygons possible to create your would lie under its skin. The result is often a
model, albeit while still at the detail level you square-ish shape, which lacks an edge flow
require. Matt Brealey that would allow deformation. Jahirul Amin

The output from GroBoto is dense, but the

Topology glossary for 3D artists surfaces will render cleanly with no artefacts
© Richard Yot

Our experts have compiled a list of common terms associated with


topology tasks to help you on your way…
Polygon: A closed path composed of a finite single corner of the edge in a polygon, triangle
sequence or segment (a triangle, quadrangle or Ngon.
or Ngon). Poly flow: The way of settling the polygons in
Quad: A polygon with four sides. Also defined the model. Smart poly flow depends on what
as a closed path composed of four segments you are modelling, as often models will have
(the most common in CG). specific needs.
Triangle: The simplest geometry that defines Poly count: Poly count represents the number
a surface. Results from the connection of of polygons used to define the surface of one
three vertices. Also defined as a closed path object or the whole scene.
composed of three segments (used in Wireframe: A visual presentation of a
low-poly meshes). three-dimensional object (by drawing lines at
Edge loop: A set of connected edges across a the location of each edge).
surface. Usually the last edge meets with the Edge: A line segment joining two adjacent
first again, forming a loop. vertices in a polygon.
Non-planar polygon: A polygon in which the Face: The 3D surface resulting from the
vertices do not belong to the same plane connection of three vertices.
Non-manifold geometry: An area for which Mesh: A 3D object made of vertices, edges
there is no distinction between an ‘internal’ and faces.
and ‘external’ surface (like the Klein bottle). Star: A vertice linked by edges to five or more
Ngon: A closed path composed of more than vertices resulting from the connection of more
four segments, or a polygon with more than than four polygons.
four edges. Shell: A single continuous mesh. A mesh can
Vertice: A point in 3D space. be made of several shells.
Vertex: A corner point of a polygon or a single Normals: The direction in which a face is
point in 3D space. This can be used to define a pointing, enabling light to hit the surface.

3D Art & Design Tips, Tricks & Fixes 127


Fixes

Improve your
characters
Blossom girl 2013
Achieve simple, striking and stylised character designs using modo and Photoshop
Richard Yot is an illustrator specialising in making quirky characters and worlds with unique approaches

I Start with the head


n this tutorial we’re going to cover the steps towards
achieving a stylised portrait that can be used to
present, for example, a striking and effective
character concept.
The main consideration for an image like this is first and
Sculpt & add topology
foremost design. The piece needs to convey the
personality and appeal of the character, so anything else
should be secondary.
This means that lighting, environment and staging should
all serve the purpose of conveying and enhancing the main
character. As such these aspects should all be kept simple
as it’s main function is to avoid distracting the viewer from
the subject itself.
Approaching this project from a design point of view
simplifies the whole approach to the image-creation
3
process. It also means that a few changes may be needed
as the project matures and the final result takes shape.

03 Tweak the mesh


Only the areas of the model that are essential to the 1

design need to be created. In terms of topology it’s vital With the topology
that the face is modelled to a high enough standard to rebuilt around the main
show off the expression, but in other areas the modelling form of the head, the finer
can be less rigorous. details can be added. This
approach is a mixture of
retopology and modelling,

01 Define the form of the head Working with your


initial sketch as a reference, add a sphere and set it to
where the main forms are
retopologised over a sculpt,
Multiresolution mode with six subdivisions to create a very but all the tweaking is done
high-resolution mesh. We’ll use the Sculpt tools to shape with traditional modelling
the head, but at this stage things can be kept very loose, so methods. At this point the
just think of this as a 3D sketch that’s more convenient to eyes are modelled and
work from than a 2D image. Once the rough form is finished, shaped and we have the
we can sculpt the nose and lips. final form of the mesh. It’s
best to work on one half of
the model, then add in a
Retopology 2
mirrored instance via the
Many artists are uncomfortable with the idea of Topo tab .
retopologising a model, fearing that this means doing a job
twice. However, this is a short-sighted view, especially when
modelling your own designs. Retopologising over a sculpt
ends up saving a huge amount of time. The reason for this is
02 Begin retopologising With the main form of the
head fleshed out, it can now be retopologised. 1 The initial forms are
sculpted for the topology
Because this element will need to show a facial expression,
that this workflow enables you to break down the process
into two logical steps: the sculpting stage is solely for it’s important to get the topology around the mouth and the 2 The main loops are
creating form and the topology stage can be used for edge eyes right. The main loops that surround the eyes and the modelled around the mouth
flow. Trying to do both together is far more difficult. The mouth are tackled first and then the rest of the topology is and eyes first
other big benefit is that it frees you from requiring any 2D built around them. The mouth is very important because it
reference in the viewport. Also, retopologising in 3D is much 3 One half of the mesh is live,
faster than working from viewport-based 2D references. requires a wide range of movement, so it needs some wide the other half is an instance
loops around it to enable smooth deformations . that updates in real-time

128 3D Art & Design Tips, Tricks & Fixes


Fixes

Tutorial files:
ěũ43.1(+ũ2!1##-2'.32

3D artists explain the


techniques behind
their amazing artwork
Artist info

Richard Yot
Personal portfolio site
www.itchy-animation.co.uk
Country London, UK
Software used
modo, Photoshop
Expertise Character design
and illustration

Learn how to
Design a character
Sculpt a base mesh
Retopologise
Model with modo
Handle UVs
Sculpt facial details
Paint textures
Retouch in Photoshop

3D Art & Design Tips, Tricks & Fixes 129


Fixes

Finalise the basic figure


Add details and insert more elements into the scene

04 Shape the expression Once the model is


complete, the instanced side can be deleted and
the final geometry mirrored over. Apply a new Morph map
from the Vertex Map List to be used to shape the
character’s facial expression. The lopsided smile is made
with the Soft Select Move tool and moving vertices with the
Transform tool creates the wink. You can speed up the
modelling process by having Select Through active, which
will let you quickly move one vertex and then another
without dropping your tools .

4 The facial expression is


created as a Morph map
4 using the standard
modelling tools

05 Add the UV maps Prior to any texture painting,


the UVs need to be created. In modo this process is
5 Define the seams as edge
selections and run the
Unwrap tool
relatively straightforward: simply select the edges that will
define the borders of the UV map and run the Unwrap tool 6 The details are sculpted in
in the UV viewport. It’s usually worth experimenting with Multiresolution mode with
modo’s Sculpt tools
the different settings in the Unwrap tool to get the best
possible projection. Unwrapping heads is generally best 7 A mask is painted to define
done with Spherical mode, but in some cases Cylindrical 6 a more glossier material for
might work better. Testing each axis is worthwhile in order the lips
to get the best possible projection. Running the Relax tool
after unwrapping is usually a good idea .

06 Sculpt with Multiresolution In order to add


details with Multiresolution sculpting, the mesh
must be in Catmull-Clark Subdivision mode (hit Shift+Tab to
do this). For the head, set the highest subdivision level to 6,
which creates a total of just under seven-million polygons.
This amount enables very fine details to be sculpted onto
the model. With a female face it’s best to concentrate
details only in certain areas such as the lips, eyes and nose,
leaving the rest of the face smooth .

07 Texture paint the face With the details sculpted,


texture maps can then be painted with modo’s Paint
tools. In this case we’ll use the Airbrush to paint some
colour onto the nose and cheeks and a harder brush to paint
the lips. Also paint a black-and-white mask to define the
glossy parts of the lips, then apply this as a group mask in
the Shader Tree to add a glossy material to the lips. Finally
some translucency was added to the materials, using the
7
colour maps painted for the skin and lips .

130 3D Art & Design Tips, Tricks & Fixes


Fixes Tricks Tips

Concept
The idea is to create a
stylised female character
portrait. I came up with
three sketches of very
different characters. The
most appealing one was
chosen as the basis for the
finished image. I create my
sketches in Photoshop with
a standard brush.

3D Art & Design Tips, Tricks & Fixes 131


Fixes

08 Build the jacket


Showcase
8

Artist
By roughly
extruding and shaping a
cube we can shape the basic
form of the jacket, then
retopologise it for better
Richard Yot edge flow. The folds can be
An illustrator specialising in making quirky added using Multiresolution
characters and little worlds for them to live in, sculpting and the jacket is
Richard likes giving his CG work some of the UV-ed and textured with
charm of hand-made things. He uses Image maps. To evoke the
photorealism with a twist to achieve endearing, feel of fabric, a Bump map
yet slightly imperfect results.
along with Anisotropic
Reflections can be applied.
Controlling these is
dependent on a good UV
map, so the care we took
Al Dente modo over the topology will pay
(2011) off at this stage .
This guy has far too

09 Model the eyes


many teeth and not
enough brains.
When shaping the
When creating this
character Richard head mesh, some
attempted to placeholder spheres are
replicate the look of positioned to guide the
modelled resin, to contouring of the eyelids. To
give him a repulsive
look. He likes giving create convincing eyes you
real-world effects will need to model a cornea
to his renders and an iris as well as the
eyeball. You can start with a
standard sphere, then rotate
it by 90 degrees and delete
the triangles at the pole.
Inside the hole, use a disc
for the iris and model a
hemisphere around that for
the cornea. Inserting these
details will enable the
proper reflections and
refractions to occur,
resulting in very lifelike and
9
appealing eyes .

10 Texture the iris


The Model Maker modo (2012) The best way to create the iris
This character is another stylised design. The painted-wood
aesthetic was intended to complement the form of the facial
texture is to paint one in Photoshop. You can start by
features. The naive suggestion in the eyes adds even more to filling in a dark brown and then paint streaks of a lighter
the character’s charm shade in a radial pattern coming from the middle. Break
these streaks up and vary the patterns you paint. Add some
lines in a more saturated shade at the halfway point to
simulate the patterns commonly found on the iris. Also use
10
this map in the Subsurface slot for translucency.
Paper Monster
modo (2011)
A faux papier-mâché
Character design tips
8 Good topology is crucial on
monster created as Producing interesting characters requires some individuality
part of a series for a the jacket so that the
on the part of the artist. In order to make something original, materials can be mapped
children’s book. you need to work on developing a personal style, so that easily with clean UVs
Richard enjoys your characters become distinct and have a chance of
achieving a mixture standing out from the crowd. 9 The iris and cornea are
of 3D and 2D. The Your sketchbook, whether physical or digital, is the best modelled, as well as the
playful juxtaposition way of getting noticed. If you regularly try out new ideas in eyeball, to ensure that light
of low- and your sketchbooks and try to push your designs, you will soon reflects correctly
high-tech features is find plenty of original material for later development. The
an appealing part of crazier you can be in your sketchbook the better – even if 10 The iris can be hand-painted
this style you need to tone some of the ideas down later. in Photoshop using radial
strokes from the centre

132 3D Art & Design Tips, Tricks & Fixes


Fixes

Apply hair and background elements


Complement your figure with extra features
11 12

11 Construct the hair A simple hairstyle, such as the


one used here, can be created relatively easily. Keeping
elements such as the hair as simple as possible helps to
speed the whole process up. Copy and paste the polygons 12 Shape the parasol You can shape the character’s
parasol with a hemisphere and then arrange the ribs
11 A simple hairstyle such as
this is easily created with
modo’s Fur Material
that the hair should grow from into a new layer, then apply a around a radial array. The Work Plane in modo can be
black material to them. Add a fur layer and adjust a few activated in order for you to comfortably work at the angle 12 modo’s Work Plane makes it
settings; for instance increase the number of segments to that the umbrella will be occupying in the 3D space. Paint easy to work at difficult
20 to ensure there is enough curvature. The Density and some folds on a Square map with a radial pattern in angles in the 3D viewport
Length should also be increased, but reduce all the Jitter Photoshop and apply these as a Bump map to add to the 13 A tree can be created in a
settings to ensure more even growth. To finish this element, fabric material. To finish, add various maps to define the couple of minutes using the
increase the Flex and Root Bend settings to give the hair diffuse and translucent tones. Sketch Extrude tool
some weight, then set Specularity to 100% to create a
bright highlight. 13

Hair advice for modo


If you have created hair guides or custom curves to act as
guides, there are a couple of very important settings that are
needed to ensure the hair follows the guides correctly. In the
Fur Material tab make sure the guides are set to Range and
that the Guide Range Distance is set to a high value,
otherwise the guides will have no effect. Finally, be sure to
create enough segments for your hair to follow the guides
accurately. To soften the look of the rendered hair you might
need to render multiple frame passes.

13 Model the trees The tree elements are a breeze to


create in modo: simply start with a flat polygon at
ground level and use the Sketch Extrude tool to create an
organic trunk. Branches can be pulled out from polygon
selections using the same tool. With Select Through
activated, you can pull new branches out without dropping
the tool. The whole process can be completed in a couple of
minutes. Use the Scale and Spin settings on the Sketch
Extrude tool to add variety to the branches.

3D Art & Design Tips, Tricks & Fixes 133


Fixes

Make the final touches


With the character complete it’s time to bring everything together

14 Build the leaves The easiest way to create a canopy


of leaves is to use particle clouds distributed among
the branches of the trees. Once these are placed, you can
model a few leaves and make a group out of the leaf
meshes. Next, add some Replicator items that will use the
leaf groups to duplicate the leaves into the particle clouds.
You can add some colour variation very easily by using a
gradient set to Particle ID to give each leaf a slightly
different colour from the others .

15 Apply the blossom The blossom can be created in


a similar way to the leaves, with the main difference
being that the shape of the flowers can be driven by Stencil
maps. In Photoshop the blossom shape is painted on a
transparent background, which can be used as a Diffuse
map. The transparency can also be used to drive a Stencil
map, which will define the shape of the petals. The flower 14
can be spread with particle clouds and Replicator items.

14 The leaves are replicated, with


particle clouds controlling their
distribution among the branches

15 The blossom shape is


hand-painted in Photoshop, with
the transparency serving as a
Stencil map 15

134 3D Art & Design Tips, Tricks & Fixes


Fixes

16

16 Lighting & rendering With all of the modelling and


texturing complete, the scene is ready for final
16 The lighting and render
settings are finalised in
modo’s Render tab, with the
lighting and rendering. The main light is a simple Directional
live Preview providing
Light with a faint yellow tone to simulate sunlight. An Area real-time feedback
Light is placed to the right to create some reflections in the
clothing and eyes. The parasol is backlit with a Spot Light to 17 After you have finished,
some final retouching and
enhance the translucency. In terms of rendering, the scene colour correction can be
is straightforward since it’s set outdoors and lit mainly with done in Photoshop
direct light. The global illumination will render cleanly on
default settings.

Using the
Shader Tree
In modo’s Shader Tree
there are several ways to
apply materials to a mesh,
either with Polygon Tags,
Item Masks or even
Selection Sets. If you want
16
a simplified workflow you
should exclusively use
Polygon Tags to apply

17 Retouch in Photoshop
materials. This feature has
With the high-resolution the benefit that materials
render complete, some final touches can be added can be reapplied
in Photoshop. With the default brush tool, apply some throughout the scene and
retouching around important areas, such as the eyes and objects can be duplicated
without losing their
lips, to enhance the rendered details. You can retouch the materials. Item Masks and
skin using an airbrush to even out any CG harshness. Add Selection Sets can then be
some glowing layers (use a solid black layer and set its used without any materials
blending mode to Linear Dodge) and paint subtle airbrush for things such as item
level Alpha channels, and
highlights in them over the hair and clothes. Finally, use without affecting the
some basic Color Balance adjustment layers to warm the predefined materials.
17
image and control the contrast.

3D Art & Design Tips, Tricks & Fixes 135


Tips Tricks Fixes

Tutorial files:
ěũ!#-#ũăũ+#2
ěũ("#.ũ343.1(+
ěũ43.1(+ũ2!1##-2'.32

Blow bubbles using


V-Ray Metaballs V-Ray, 3ds Max

How can I simulate a bubble-blowing The final touch will be the material and
understanding how a bubble should look.
effect using V-Ray and 3ds Max? As bubbles typically show a colourful, oily
effect – much like a rainbow due to how the

S
imulating liquid behaviour in 3D parameters impact on the final result of inner and outer walls interfere with each
applications can be a complex task your Metaballs to allow you to create other – you will learn how to create this
and usually requires external plug-ins. dynamic things, such as soap bubbles, as effect using a V-Ray material. You will also
These plug-ins are typically full of advanced explained in this tutorial. set up the Reflection and Refraction values
controls for simulation that at first glance You can also use Metaballs to create to determine how the bubbles interact
can be daunting. However, for more simple cellular-type structures, and not only that within an HDRI environment.
simulations, V-Ray Metaballs is a great but you can use textures to modify the look
alternative, as you can get satisfactory
results in relatively little setup time. It is very
well integrated into 3ds Max and is
of the Metaballs to create a much rougher
surface. Metaballs are seen in the viewport
along with the particle system so you can
01 Set up particle emission Go to
the Create panel. Under Particle
Systems, drag a PF Source into the 3ds Max
supported by particle systems and forces easily see how it affects the movement of viewport and set the size to 10mm by
that can be used together to generate a the Metaballs at a glance. You also can get a 10mm. Bubbles will spawn from the entire
realistic simulation. really good idea of what the end result will surface area. Open the Particle View and in
As part of V-Ray 3.0, Metaballs are a new look like without experiencing any viewport the Render Parameter set the Type to None,
feature available via a simple user interface lag or high-memory consumption, which is as you will be rendering Metaballs and not
found under the Create menu. Simply put, a bonus, as the complete isosurface is particles. In the first Event, click Birth and
Metaballs are geometric shapes that interact calculated at render time. set the Amount to 50. Select Speed and set
with one another, depending on threshold In conjunction with 3ds Max’s particles it to 200mm. Click Shape and set the Size to
values set via the various different system, you have full control over speed, 1.27mm – however this is not a true
parameters. As an example, two shapes can direction and obstruction. In this tutorial, reflection of the size of bubble, as later on
be pulled together to form a new isosurface. Metaballs spawn from a source at speed you will see how Metaballs parameters also
If you repeat this over a much larger and as they travel, they break apart forming affect size. Enable Scale and set the
simulation, you will start to form a type of perfectly round bubbles that drift delicately Variation to 15% so that you achieve a
blobby liquid. The Size and Smoothness through the air. varying range of bubble sizes.

136 3D Art & Design Tips, Tricks & Fixes


Fixes Tricks Tips

1
02 Control acceleration and
distance In Particle View at the
bottom there are various operators, tests
05 Make the bubble material
Start with a V-Ray material and set
both the Reflection and Refraction to pure
and flows that affect the particle behaviour. white. Untick Fresnel Reflections, as you will
Click and drag a Keep Apart operator and control this via the Falloff map. Set the
position it between Rotation and Shape. Refractive IOR to 1.001. In the Reflection,
This particular operator applies a force to add a Falloff map, set the Type to Fresnel
the particles that affects how they separate and set the Override IOR to 4. In the Outer
by controlling Speed and Acceleration. The slot, add a Gradient Ramp and set the Type
bubbles will spawn as a large isosurface and to Normal so that it is affected by the
then start to separate, much like what camera angle. In the Ramp, Ctrl/right-click
occurs when blowing bubbles. To spread and choose Load Gradient. Locate and
the particles apart, increase the Core Radius select the Rainbow Gradient.dgr file from
to 100mm. Increase the Acceleration Limit the files supplied with this tutorial.  
to 1,500mm so that particles spread out

2
quite quickly after they spawn.
06 Add HDRI lighting Add a V-Ray
light, set the Type to Dome and

03 Link Metaballs with the


particles In the Create panel, go
to the V-Ray dropdown list and add a
increase the Multiplier to 30. Tick Spherical
(full dome) and increase the Subdivisions to
128. Add an HDRI to the Texture slot and
VRayMetaball object to the scene. Under create an instance over to the Material
Positive Particles add the PF source. There is Editor. Find the FeldBergheim2_small.hdr
also an option to add Negative particles that from the support files and set the Mapping
work against the Metaballs. This is useful if Type to Spherical. Then lower the Inverse
you wish to obstruct Positive particles with Gamma to 0.7 to boost contrast. Instance
Negative ones. Tick Use Particle Size to the HDRI to the environment and set it as
disable so that in Particle View you have full the Viewport Background. Add a V-Ray
control of the size as well as the variable Physical Camera and adjust the position and
scaling. Under Preview, enable Use and the exposure to suit. Enable DOF and set
Shaded, then set the Display Resolution to the White Balance to Neutral. When setting
50 to improve viewport display. up the V-Ray Render settings take into
consideration any DOF as it will require

04 Define the behaviour Lower


the Threshold to 0.2 – higher
values will reduce the size of the bubbles, as
higher AA settings.

the surrounding particles will force them to Metaballs viewport


become smaller. The Step Length can be left display quality
at the default value of 1.0 as the isosurface
for the bubble is quite simple, but for The Display parameter enables you to
3 see Metaballs in the viewport. Higher
more-complex fluids you may wish to lower numbers give a more accurate view, but
this value. Note that lower values will also slow down viewport performance.
increase render times considerably, but it is As Metaballs spread further away from
unavoidable if artefacts start to appear in the source, you may see them
disappear in the viewport, but don’t
the render. Enable Smooth Field Bumps and worry – they are still there, this is just
set the Radius to 9 and the Smooth due to the display resolution. Increasing
Expansion to 1.0. This will remove any stray the resolution temporariliy gives a more
particles and smooth out the majority to accurate result, but avoid scrubbing the
4 timeline, as it may be slow to update.
form perfect bubble-shaped spheres.

5 6

3D Art & Design Tips, Tricks & Fixes 137


Tips Tricks Fixes

Easy-to-follow guides
take you from concept
Render
glass objects
to the final render
Artist info

Benjamin Brosdau
Ajax 2013
Personal portfolio site
Learn to render in a minimalistic environment to showcase
www.benjaminbrosdau.com
Software used Maxwell
a range of transparent and translucent types of materials
Render, 3ds Max Benjamin Brosdau lives and works in Berlin. He is the technical director for Pure Rendering
Expertise Benjamin has been
using CG for over a decade
and specialises in lighting

H
ere we will discuss the various
aspects of shading, lighting and
rendering a glass Greek bust with
Prepare the scene
Maxwell Render. We’ll be using a variety of Set up the measurements and units
different transparent and translucent
materials to produce the most realistic
result possible.
There are a number of important aspects
01 Establish your scale First we need to check that
we’re working inside a plausible unit system. In this
case we’ll be using a centimetre-based system (cm). Inside the
to keep in mind when setting up the scene, Maxwell Material Systems we will need to input different
such as keeping an eye on the correct values in cm, so having things matched up will help simplify
scene scale and using realistic values for and streamline the process.
the camera. Moving on we’ll briefly go over
the few objects that the scene consists of,
before placing the first light sources and
working on the shaders for the bust. 1

The goal here is to layer crystal glass


over the tinted and sandblasted materials,
then finally build the required shader
structure for a material made to resemble
02 Import and check the geometry
As it’s a highly detailed object, the
bust has a very dense mesh, which results in a
translucent jade. The settings for the final high poly count. Maxwell relies on closed
rendering output, and some quick tips on surfaces for faithful reproduction of
cutting down render times, will be translucent (SSS) materials, so an STL Check
discussed last. modifier should be applied immediately after
importing. Scale the figure to be around 50cm
tall to make it roughly human size. Don’t forget
Notes on realistic to reset the scale afterwards (Hierarchy>
scale and cameras Reset>Scale) so modifiers like UVW Map will
show the correct results. 2

When working on projects such as this,


it’s of great importance that you use
realistic sizes, since they’ll provide values
that we can easily relate to in the real
3
03 Add surroundings and camera After merging
the surroundings – a sweep background and a set of
nicely folded drapes – it’s time to search for a good angle. This
world. This is especially true when
working in Maxwell Render. With regards is of course a matter of personal taste, but in this case a slightly
to camera settings, Maxwell uses a lower angle seems preferable, since it gives the bust a dramatic
camera model with values that can also appearance. Maxwell makes use of the standard 3ds Max
be found on a real camera. Here, an
Aperture of 11 was used to provide a camera, so no special type of camera is required. Here we’ve
greater depth of field, with the Shutter settled on a Focal Length of 85mm, which is a classical portrait
Speed and ISO (film sensitivity) also set focal length. The camera’s target, and therefore plane of focus,
to realistic values. However, in theory 1 Setting the preferences inside 3ds Max is placed directly on the bust’s eyeball. Common values from a
these can be set to anything you want – photographic standpoint apply in Maxwell as well, so an
2 Applying an STL Check modifier detects no
for a still image at least – so long as the errors, so the model is in good shape
result looks correct and believable. Aperture of 11, along with a Shutter Speed of 1/250s at an ISO
3 The general layout of the bust of 200, present realistic values.

138 O3D
3DArtist
Art & Design Tips, Tricks & Fixes
Fixes Tricks Tips

Concept
The concept is based on a
classical Greek bust of
Ajax, a mythological
Greek hero. The 3D scan
used for the model was
kindly provided by Torolf
Sauerman (666ē
#5.+43(.-ı.$ı%#-(42ē"#).

Learn how to
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. )#!32ũ42(-%ũ51(.42ũ#Ăũ#!32 Tutorial files:
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3D Art & Design Tips, Tricks & Fixes 139


Tips Tricks Fixes

Use shaders and create light sources


Apply the initial shaders and develop the lighting environment

04 The Maxwell Material philosophy Contrary to


traditional render engines, it’s important to
understand that Maxwell uses a concept that relies exclusively
on the assumption that all light is either reflected or refracted.
As you can see, there’s no Diffuse or Specular colour options. If
you see a red sphere, it’s because red is being reflected back
into our eyes. The settings are plentiful, but in this tutorial we’ll
pay our closest attention to the Transmittance and Attenuation
settings (the ability to let light through); the Nd value, which
can be regarded as the IOR; and of course the Scattering and
Roughness parameters.

05 Produce a HDR environment It’s preferable to


start working with a HDR lighting system on a diffuse
surface, to be quickly able to gauge light intensities and angles.
Don’t forget to set the standard Environment Type to None.
Usually we’ll add light sources (emitters) to boost particular
features on a model or scene. Adding a HDR dome light is very
easy in Maxwell; just go to Image Based under the Environment
tab and you’ll see the different options available to you. Here
we’ve used a HDR (included with the issue) depicting a studio
light setup and made sure all the channels use the same file by
leaving the Use Background checkbox ticked. With the
Intensity set to 4, and a default material applied to all objects,
we can start our first rendering. Notice how we didn’t need to
4 5
input any values for the render setup whatsoever.

6
06 Specific settings for the glass Firstly we’re looking for a crystal glass effect, so to
do this we need to alter various settings in the material. Mainly we’re looking after four
settings that will control the appearance of the glass: Transmittance, Attenuation, Nd value and
Roughness. The test object has varying thicknesses to show the effects. Note how both Reflect
slots are set to black but Force Fresnel is checked. This way we can make sure that the Fresnel
curve is accurately driven by the Nd value alone, instead of the colour selectors.

7
07 Make changes to
the sculpture
After adjusting the Maxwell
Material and its various
settings for the glass, we can
start applying the shader to
the sculpture and hit Render.
Although we haven’t
discussed any materials other
than the glass itself, these are
all are supplied with this issue
and are ready to use in your
own project.

4 The Maxwell Material with


default settings
5 The result of the first render
6 Settings and their effect on
the look of the material
7 The first serious test render
using a clear crystal glass on
the sculpture

140 3D Art & Design Tips, Tricks & Fixes


Fixes Tricks Tips

08 Add emitters
and Multilight
The look of the HDR image
09 Separate sections for different shaders The
effects of additional emitters and using the Multilight
function are clear steps forward, but due to the busy nature of
alone seems alright, but certain the sculpture, it’s still a little hard to read. To solve this problem,
areas still need more definition we’ll select the polygons that make up the face, neck and base,
and contrast, especially then apply a duplicate of the glass material to them. The only
considering the goal of a thing we’ll change in this material is setting the Roughness to
jade-like material. Emitters in around 15-20 to give it a frosted appearance. Now the rays will
Maxwell are geometric objects be diffused more evenly and we can read the facial features
(such as planes, but they can with less effort.
be anything) to which an
emissive material has been
applied. Here we decided on a
light from behind and to the
right of the camera, as well as
another one to the far right,
which acts as a sort of rim light.
By enabling the Multilight
option in the general settings,
we are able to control the
intensity of the emitters during
or after the rendering.

Render the
surfaces 9

Having worked with


highly reflective and
refractive objects, it
10 Finalise the crystal glass So far we have dealt with
a perfect kind of material without any flaws. This is
easily achievable in CG, but in reality nothing is ever perfect, so
becomes obvious that we
actually cannot light we can add some extra realism if we introduce an effect called
those surfaces, but rather dispersion. Light consists of different wavelengths and it so
they are defined by their happens that refractive materials will split these wavelengths
reflections and
refractions. In much the into visible colours, much like a prism will do. High-quality glass
same way that you can’t will actually reveal very little of this effect, but it’s there. The
light a chrome sphere, setting to adjust this feature is called the Abbe number.
you can only place Anything between 25 and 60 is a realistic value. The lower the
objects that show up as 8
value, the more pronounced the effect becomes.
reflections. The more
diffuse a surface
becomes, the easier it is 10
to read the contours,
which is the main reason
why we split up the bust
into two sections. Using a
plain and simple
background for glass
objects is always a good
idea, to keep strange and
hard-to-read refractions
to a minimum.

8 Adding more emitters


enables greater control over
the model’s definition
9 Using a rougher glass material
for the face of the bust
increases readability
10 Adding dispersion can help
sell the viewer on the
believability of the shot

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Tinted glass and frosting


Alter the look of the sculpture with advanced shading effects

11 Transmittance and
Attenuation
So far we’ve covered
transparent glass but have
only brushed over settings for
controlling a sandblasted or
tinted look. For a tinted result
we’ll change the transmission
colour, though it’s best to
avoid a full numerical value of
255 in any of the settings. We
don’t need to give it any kind
of reflective quality, since the
colour is coming from within
the object. The Attenuation
Distance controls how far a
ray can penetrate an object
until it’s lost half of its energy.
This means a high
Attenuation Distance looks
lighter and less colourful.
11
11 Gradually increasing the
Attenuation Distance setting
while maintaining the
transmission colour
12 Slowly increasing the
12 Produce a sandblasted look
Creating a frosted or sandblasted look is
easily done. This can be achieved by increasing the
13 Make the most of the features
By applying the previously mentioned settings on the actual
sculpture, we can reveal some very nice results. Since the richness of
Roughness changes the look, Roughness of the material. The higher the the colour is controlled by how deep a ray can penetrate a surface, the
which will become
increasingly opaque Roughness, the more diffuse the look. Typically various angles and features on the bust create a wide range of different
13 This is an example of using a
Roughness values vary between 10 and 30 but in colours on the surface. For the purpose of this example we settled on a
reddish type of tinted and some cases a higher value can help to decrease Roughness of 25, an orange transmission colour and an Attenuation
sandblasted glass
render times. Distance of 30cm.

12

142 3D Art & Design Tips, Tricks & Fixes


Fixes

Glass effects
Frosted glass can exhibit
a very interesting
aesthetic, especially when
combined with colourful
attenuation. Moreover,
the effect is easy to
achieve and looks
sophisticated in arch vis
scenes. During a
production, corners are
often cut to reduce the
rendering time associated
with frosted glass.
13

3D Art & Design Tips, Tricks & Fixes 143


Tips Tricks Fixes

Replicate a jade effect


Showcase
Benjamin Brosdau
Create a shader that resembles jade

Having spent more than 12 years in the field of


computer visualisation, Benjamin Brosdau has
gathered a wide set of skills, although he
specialises in the field of arch-vis and
photorealism in general. Over the years a lot of his
works have been published and awarded prizes
in many places, such as the CG Choice Gallery or
Ballistic Publishing’s Exposé books.

14

14 Adjust Scattering and Asymmetry A few more settings are required to control the
effect of translucency, particularly in the Scattering Coefficient and the Scattering
Asymmetry options. By increasing the Scattering to anything above 0, we can start to introduce
Chesterfield Project Glassware 3ds Max, Maxwell more and more particles inside the volume that the rays can interact with and change direction,
Render (2010) giving a translucent effect. An Asymmetry setting of 0 means that a ray has an equal possibility
A detailed close-up view of the props created for the to be directed in any direction; a positive value increases the likeliness of a ray coming back out of
Chesterfield project Brosdau worked on. It features a clear
the volume, giving a brighter, denser look, while a negative value does the opposite.
crystal glass with mapped sandblasted decorations

15

Matrix Kitchen 3ds Max, Maxwell Render (2010)


This is a personal project of a photorealistic kitchen, created
using Maxwell Render and 3ds Max

Glassware 3ds Max,


Maxwell Render
(2009)
A personal project
15 Translucency and coatings After we’ve created a nice translucent base material for
the sculpture, we are obviously missing the reflections on the surface that are typically
associated with jade, since it’s most often polished. This is where the coatings come into play.
dedicated to product Adding a coating creates a very thin transparent and reflective layer above our scattering
shot renderings. Props
such as these are ideal
material, giving the impression of a very shiny surface. We can control the reflection’s intensity
for arch-vis with the Nd number. For this example we want to bring the Thickness way up to avoid colour
shifting in the coating.

144 3D Art & Design Tips, Tricks & Fixes


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Refine the realism


Tweak scattering and transmittance to bring out even more detail
16
16 Layer multiple BSDFs using maps We have the
basic jade aesthetic at this stage, but we’re still missing
variation across the surface. To add this we need to determine
the transmittance with a simple map created in Photoshop. To
go one step further we’ll create another BSDF with the exact
same settings above our first one, except for the fact that we’ll
use slightly offset values for the Scattering and Transmittance.
You can also control the visibility of this effect by mapping the
opacity of the second BSDF with a black-and-white map,
resembling some loose cloudy shapes. This ensures that we
can see the second BSDF only in certain places.

17 Finalise the look We are basically done at this point,


but just need to set off the final render in the desired
resolution, as well as set a time or Sampling Level limit. Don’t
forget to leave Multilight enabled and hit the Render button.
Now you can take a break until the render has finished. Once in
Photoshop we can work on the contrast a little more and
sharpen the image to finish.

17

Notes on translucent objects


14 The effects of altering the Using the various settings that are available, it’s possible to
Scattering Coefficient and create almost any kind of solid translucent material while
Asymmetry settings maintaining a very realistic look. The key is to only adjust
15 The effect of scattering on the
one setting at a time and remain firmly within the realms of
left and scattering with plausibility. As you might have noticed, translucent
coating on the right materials can be very slow to render depending on the
settings. It’s therefore a good idea to keep an eye on the
16 Using two map-controlled
BSDFs creates more details benchmark on your machine to arrive at a good solution. As
a rule of thumb, the more diffuse a surface is, the faster it
17 The final look of the jade will render when you’re finished.
shader on the Ajax bust

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Tips Tricks Fixes

Tutorial files:
ěũ2#ũ,#2'ũĸ Ĺ
ěũ., (#ũ,#2'ũĸ Ĺ
ěũ43.1(+ũ2!1##-2'.32

We’ll be taking our decimated


sculpt from ZBrush into 3ds
Max to achieve a clean
working mesh

ZBrush, 3ds Max

Clean up 3D models
ZBrush sculpts are beautiful and fun, but now we need to turn that
mesh into something an animator can work with

I
n a clean and optimised mesh, save you hours of time. As someone who thorough. Likewise, 3ds Max’s Help
polygons should serve one of three has often turned a cinematic mesh into a documentation gives an in-depth look at
functions: to hold the form for lighting videogame-oriented one, I find being able each facet of the program, as well.
and a silhouette; to properly deform for to quickly increase or decrease its
animation; and to support the textures resolution is very important. As such I try to How to retopologise ZBrush
(though this is more of a concern in keep each vital section of my model very models with 3ds Max
low-res game meshes). independent. This way, if I’m optimising an
The character featured in this tutorial will
be made with videogame specifications in
mind, although cinematic meshes should
arm, for instance, I’m not having to worry
about that loop taking an important line out
of the leg or face.
01  Check your settings Before
beginning work on the character,
there are a few vital points that need to be
follow a lot of the same rules. Throughout this tutorial I will be covered. First of all, Symmetry is an
I’ll be taking you through my pipeline, explaining some of 3ds Max’s tools and essential feature, but turn off Slice Along
which I have found to be very efficient and why I use them in certain scenarios versus Mirror as this can leave floating verts along
gets great results. Specifications are always others. For further explanations of each tool the central line. Also get acquainted with
changing in a videogame environment, so mentioned, 3ds Max’s ToolTips system in the Graphite Modeling Tools section and
having a mesh with a flexible topology will the Graphite Modeling Tools panel is very use the high-res model as the live surface.

146 3D Art & Design Tips, Tricks & Fixes


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1 2

3 4 5

Activating the X-Ray display (Alt+X) on the the high-res version. As I add more should reflect that. 3ds Max has a tool
high-poly model will let us see through it geometry I try to keep my topology even called Viewport Canvas that enables you to
while modelling. This is a great way to make and straight. Whenever things start to get paint directly on the model. I use this to
sure we’re focused solely on the new mesh. jagged or sloppy-looking I simply hit my sketch out my main flows before I start. 
mesh with the Relax option in the Edit

02  Make an initial block-in of


the body I always start a new
mesh with a simple poly flow that can be
Geometry rollout. This will indicate any
areas that have warped too far. Elements of
the mesh where polygons are too stretched
05  Block in the face I start the face
model with two rings of eight
polys, plus a box. These will be my starting
achieved immediately in a few or warped will need attention. As long as points for the mouth: one eye and the nose.
straightforward steps. This will save many you haven’t strayed from this topology so I warp these shapes to my high-poly
headaches further down the line. Because far, the SwiftLoop tool should never create a surface, using the Conform brushes again,
of how the segments of the body fit triangle or Ngon on this mesh. so now my main areas of focus have their
together, we’re able to increase and basic topology. By switching between the 1 To begin, activate
Symmetry, but
decrease the resolution of individual parts
without having to worry about the loops
getting too dense in another section.
04  Sketch out the face The face
is a difficult area to model, as
there are lots of flow changes for the
SwiftLoop tool and the Conform brush I’ll
add more definition to my shapes. This
means that I can also keep an eye on how
uncheck Slice
Along Mirror

Animators that have worked with my purposes of animation. If you follow the my edges are lining up on each section of 2 Laying the
foundation of my
meshes have all agreed that this is flow of wrinkles on an elderly person’s face, the face, so when the time comes they will zombie model
animation-friendly and my students find you’ll clearly see where the control lines connect easily.
them easy to rig. should go. Make sure the flow of the 3 Using the
Conform brushes

03  Refine the shape Once the


quick layout is done, I start using
muzzle goes all the way around the chin, as
a lot of people bring it over the top of the
chin by mistake. Look at the lines on
06  Fill in the gaps At this stage I’m
more or less connecting the dots
with the Extend and Step Build tools. These
4 The Viewport
Canvas in action
the Conform brushes in the Freeform tab. someone’s face when they give a big smile options make retopologising complex areas
5 Always use broad
These act like the ZProject brush in ZBrush and notice how the line goes from above very easy. I pull out edges and fill the gaps strokes at this
and vacuum-form my low-poly model to the nostril to behind the chin. This model with the Step Build tool, or lay down verts early stage

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7 8 9

that get filled in with the Extend toolset. As


I mentioned in the introduction, if you hover
over a tool in the Graphite Modeling Tools
08  Build up the hand I need to
extrude out the three polys and
scale them down width-wise. There should
Choose when the
time is right
panel, the ToolTip will drop down and give a be five polys in an arch, which will be the
very lengthy description of the tool. I use four fingers and the pad between the How and when to use triangles in
6 Connecting the
models is something people will argue
these options to continue the masses of the thumb and forefinger. I extrude this set out about until the cows come home. I
blocked-in masses
face and head, while keeping the topology twice, with Local Normal turned on in my believe as long as you use them
with the various
Freeform tools of the sketch in mind. Extrusion settings. The thumb will come carefully and they don’t disrupt the
out of the side of the first extrusion and the mesh for animating or lighting, go for it.
09
7 Getting hands Don’t put any triangles in until you are
right is a tricky
process to master 07  Approach the hands Hands
are a fun problem to solve, as
thumbs move in different ways and deform
fingers will come out of the tips of the
second extrusion.
finalising your mesh. If you are trying to
increase or decrease the resolution of
your model and there are triangles,
8 Notice the they will disrupt your rings and loops.
nesting that
occurs with the
wrist. The hand
a lot of mass. I have never seen two artists
approach hands the same way, and I handle
them differently every time I model. All of
09  Clothing characters The most
important thing when two
meshes overlap is that they share the same
This will cause you to fight for good
poly flow and force you to fix issues
rather than just quickly and efficiently
should always be the end caps on my model’s limbs should topology wherever they are close to each knock out a mesh. Triangles are very
a step down from dangerous and often feel like the only
still be at eight sides, currently. Eight edges other. If they don’t overlap vert-for-vert, the
the wrist
can be 2 x 2 polygons but for this instance, body mesh will penetrate through the option in certain scenarios, but do not
Using the body
fall into the habit of using them just
9 I’ll make them 3 x 1. This gives me three clothing mesh when animating. Working on
topology to because it’s convenient. They should
polygons to extrude fingers from – which the body first is best, because all of the poly be used carefully to solidify forms and
ensure the
usability of the isn’t the average hand of a human, zombie flow is laid out at this point. I start by enhance parts for animation.
trouser elements or not. grabbing the polygons that represent where

148 3D Art & Design Tips, Tricks & Fixes


Fixes Tricks Tips

the trousers would be, then hold Shift and


slightly move or scale them just enough to
make a copy. Now I have a separate mesh I
can begin defining it into a set of trousers.

10  Complicate the clothing I’ve


decided to give my zombie an
open shirt. This will show overlapping
meshes that share topology where they are
close, but become different as they
separate. To start this mesh I’ll begin with
the same steps used for the trousers. Now
that I’ve made a skin-tight shirt for the
model, I can open up the front and use the
Step Build tool in Freeform to quickly sketch
out the hanging shirt pieces. Depending on
the type of project you’re working on,
clothing can be handled in a number of
ways. Very low-res videogames may have
one-sided polys. Some projects will need
the sleeves to be capped, while others may
need a Shell Modifier to thicken up the
whole mesh. For this stylised project I will
be modelling the backside to the shirt, but
leaving anything hidden by the body open.

11  Add triangles & finalise At this


point the mesh is almost done, but I
still want a few special edges for UV seams
and around the joints. For the UV seams I
10
like to put a line diagonally around the
shoulder. This acts like the seam of a shirt
when unwrapping. If an area has too many
loops around it, I will often use triangles to
11
Use ZProject to
pinch off a bit of poly flow by making a ring double-check
selection. I then deselect the area I want to Before I unwrap my mesh I take my
keep and use the Collapse function to pinch mesh into ZBrush and use the ZProject
two lines into one. After this is done I can function to make sure it’s perfectly
1 approach the character’s joints. For lined up with my original sculpt.
ZProject vacuum-forms one mesh to
cinematic animation, there are more another and its settings can be found
complicated rigging systems that will help in your SubTool menu. Be careful: this
these areas deform, but for videogames we option will project any visible
have to be a bit more careful. I like using the information to the selected SubTool.
With this technique you’re able to
trick of placing a triangle where a joint
transfer sculpture data as well as
hinges. The point of the triangle should texture information. Usually I will do
closely line up to where the bone will pivot this to completely replace my original
from and the triangle should open up sculpt mesh. This results in my lowest
towards wherever the joint is collapsing. subdivision in ZBrush being my
retopologised mesh. 

12  Check deformation for free


with Mixamo Mixamo (www.
mixamo.com) offers an amazing service
that enables you to upload your character
and put a quick rig on it. The process is 10 Adding more
extremely fast and is completely free. I’ve complexity to the
clothing elements
adopted it as a quick way of testing my
work before I pass it to the next person in 11 Triangles in
the pipeline. On top of rigging your mesh, certain locations
make rigging
there are a number of animations you can
much easier and
apply to it and see what your character will even help deform
look like when it moves. Mixamo is great the model
for making prototypes to show your boss or
12 Mixamo is great
clients, and it helpfully imports directly into for testing out
12
most 3D packages. your prototypes

3D Art & Design Tips, Tricks & Fixes 149


Tips Tricks Fixes

3D-Coat

Understand
hard-surface Tutorial files:
ěũ#.#+(7ũ(-)ũ. )ē
#!(,3#"ũ(-)ũ423

retopology How can I easily retopologise a


hard-surface model in 3D-Coat?

W
ith auto-topology resources at and controlled workflow, along with the the folder icon to navigate to the location
our fingertips, manual use of the H key to auto-select mesh of the base mesh. Once loaded, the mesh
retopology is still far from a islands to separate or hide pieces. This will will show up in viewport looking a bit
lost art form. With the increasing popularity establish a clutter-free viewport, so we fuzzy and surrounded by the
of hi-poly sculpting and its integration into can approach each section without our Transformation tool (the fuzzy look is a
pipelines throughout many new and old reference mesh or previous pieces pre-voxel mass preview). Simply hit the
mediums, retopolgy follows right along for blocking our view. Apply button in the Tool Options dialog
the ride. 3D-Coat is a prime candidate in Given that the target model is a hard box. Do not upscale the mesh, voxels grow
your toolbox of retopology resources, surface, there is further opportunity for massive in detail the larger they are and
offering a fine selection of tools to get the more additional UV seams than normally you run the chance of a crash.
job done with ease and control. Each tool seen on organic models. This provides It’s best to allow for a moment for the
has its strengths and weaknesses and all more freedom to block out topology as mesh to be voxelised, if you will. Import
except the Cap tool can be used exclusively individual shells. your mesh as a Voxel to retain the ability
to complete an entire project, enabling you a We will get things started by opening to hide and isolate geometry islands within
variety of means to find what flavour suits 3D-Coat, then selecting Voxel Sculpting the mesh. Now that the mesh is loaded,
you best. from the intro splash screen. Next select we are ready to start.
In this tutorial I will cover the means of
importing and retopologising a detailed 1
hard-surface mesh using 3D-Coat. I’ll
make heavy use of the Retopo Groups and
VoxTree palettes to establish a smooth

150 3D Art & Design Tips, Tricks & Fixes


Fixes Tricks Tips

The VoxTree palette


Be sure you make use of the VoxTree palette. If this isn’t open
already you can find it under: Windows>Popups>VoxTree. This
palette has all our mesh islands separated and easily selectable
by hovering the mouse over the mesh and hitting H to auto-
2 select the mesh island. You can isolate by Opt/Alt-clicking The
visibility Eye icon, and repeat to reveal all.
In addition to the VoxTree, you can make use of the Groups
palette, which works exactly like Photoshop layers. The left-most
button adds a new group ready to add topology. If the Groups
palette isn’t visible, go to Windows>Popups> Groups.
ěũũ2#ũı(2ũ-"ũ/!(38ũ3ũ3'#ũ3./ũ.$ũ3'#ũ6(-".6ũ3.ũĂũ#!3ũ3'#ũ
visibility of the Retopo geometry.
ěũũ.5#1ũ3'#ũ,.42#ũ.5#1ũ-"ũ'(3ũ#+#3#ũ3.ũ1#,.5#ũ4-6-3#"ũ
Points/Faces points.
3 ěũ(3ũ3'#ũ2!ũ*#8ũ3.ũ#-"ũ3..+ũ!3(.-2ē
ěũũ2#ũ3'#ũ142'ũ3.ũ,.5#ũ-"ũ2,..3'ũ%#.,#318ũ 8ũ'.+"(-%ũ'($3ē

01  First step With our mesh loaded,


before diving in it’s important to
grab some topology reference, which is
Enter. This is 3D-Coat’s bridge technique
that’s great for handling cylindrical objects. 4

essential for the face portion of our base.


Anatomical topology is an industry standard
with appropriate loops around the eyes,
03  Utilise symmetry Approach
the hair like most pieces using the
Strokes brush, along with Points/Faces to
nose and mouth. We’ll start with the eyes, get down some initial geometry. Use the
making sure Symmetry is activated by
hitting the S key, or simply clicking the
Symmetry menu, turning on X-axis
Add/Split tool to fill in any gaps, making
sure to follow the creases. The strands of
hair are done on a separate group with
05  Last but not least Continue to create new groups and
isolating mesh islands as you approach the many pieces
located in the neck and shoulders. You should use the Add/Split
Symmetry and turning off Show Symmetry Symmetry turned off. Do this by hitting the tool to flesh out these due to the need for precision, given their small
Plane. Using the Strokes brush, draw S key or clicking Symmetry menu and size with bevels. You should also be ensuring that your shells are
complete ovals lining the eyelid. No need to turning off symmetry on the X-axis. intersecting and leaving no gaps.
be perfect, you can always use the Brush
tool or Ctrl/right-click to adjust points. Next,
intersect to create quads, then when done
hit Enter and use the Cap tool to close the
04  Rinse and repeat Now
approach the mask and rinse and
repeat the same method of the previous
06  Wrap it up Upon completion of all the pieces, be sure to
check your work to ensure a gap-free end result. Turn off
the visibility of the Root in the VoxTree palette, leaving only Retopo
eye cavity. The Strokes tool is fast and easy, steps. Establishing the loops for the circle shells visible to check work and make the necessary tweaks. Next
but doesn’t always deliver perfect results, so design next, use the Split Rings tool to add we’ll apply more symmetry, as the current symmetry is virtual.
take this time to block out the rest of the additional loops quickly. Next, fill in the rest Under the Commands section of the Retopo tools, hit the Symmetry
face using the Points/Faces, or the Add/ using the Strokes tool, placing edges along button, with the virtual Symmetry still on. Also, be sure that the
Split tools. angle shifts of the contour of the shape, visibility of the asymmetrical hair strands group is off prior to
while making sure to place geometry along applying Symmetry. Last, open the Retopology Menu and export

02  Extrude a cylinder After


making sure to create new Retopo
Groups to organise your shells, move to
the bevels. the results.

tackling the tubes in the character’s neck.


Use the H key to auto-select the mesh
island and Opt/Alt-click the respective
Visibility eye icon in VoxTree palette. Use
the Strokes tool and, while dragging in
empty space across the tube, create a cross-
section loop. After placing a few of these
5
loops, draw a line along the tube and hit

Ċũ13ũĜũ#2(%-ũ(/2Ĕũ1(!*2ũĜũ(7#2 151
Fixes

Tutorial files:
ěũTutorial screenshots

Concept
This bust was created in Mudbox 2014 from a very simple
base mesh (a modified default Basic Head). By exploring
Mudbox 2014’s various retopology tools, we can produce
impressive meshes with animation-ready edge flow.

152 O3D
3DArtist
Art & Design Tips, Tricks & Fixes
Fixes

Easy-to-follow guides
take you from concept
to the final render Retopologise
Artist info

in Mudbox
Craig Barr Old Man Bust 2013
Personal portfolio site
www.area.autodesk.com/
blogs/craig
This simple bust of an elderly man was created to
Country Canada illustrate the benefits of Mudbox’s new options
Software used Mudbox and
mental ray for Maya Craig Barr is a technical specialist for Autodesk – Modelling and Animation
Expertise Modelling, sculpting
and texturing

A Automatic functions
utodesk Mudbox 2014 provides a
powerful and easy-to-use
retopology solution. It’s now easier
than ever to create freely without worrying
about the underlying topology or structure
Begin with the default settings
of the geometry. You simply sculpt, refine
and generate a new retopologised mesh.
Here we’ll examine how easy it is to
create a mesh retopology with Mudbox.
01  Select your mesh
In Mudbox the mesh
that’s currently active is
This workflow enables a very fast and considered selected for
simple automatic retopology solution, as most operations you can
well as a curve-guided approach to define a complete. You can activate
specific edge flow for a mesh. a mesh by simply Ctrl/
In this specific example we’ll look at the right-clicking over it.
different options available to produce the Inversely, you can Ctrl/
mesh retopology of a bust; in this case that right-click and pick Select
of an elderly man. Model (or swipe down in
the Marking menu) to select
1 Use the Marking menus in the Mudbox viewport the current model. You’ll
to greatly speed up your workflow find this is a useful operation
2 The default settings for automatic retopology if you’re working with
3 A new model output with automatic retopology
several objects at once in
1
(Left: top subdivision Level 5; right: base Level 0) the viewport.

2
02  Set a Target Base
Face Count Go to
Mesh>Retopologize>New
03  Examine the results By default, the Sculpted
Detail option will be toggled on and transferred to
this new mesh. The result is a quadrangulated mesh with
Operation. By default Use subdivision all the way up to the top level, so step down to
Curves… is selected, but this Level 0 with the Page Down key. You can also hit the W key
will be ignored if no curves to see the wireframe of the base retopologised mesh.
are associated with the
mesh. Set a desired Target 3

Base Face Count (in this


example we’re using the
default of 3,000) and hit
Retopologize. The process is
quite fast and, depending on
the density and complexity
of the mesh (as well as the
hardware you’re using), you
should have your result
within a few minutes.

3D Art & Design Tips, Tricks & Fixes 153


Fixes

Manual adjustments
Achieve unique deformation for animation

04  Use Mudbox’s


Create Curve
As part of a computed
Repairing bad geometry
When using data from scans or other sources, the
retopology operation, you geometry can be low quality. Mixed topology and unwanted
can draw curves as holes and artefacts are a few issues that are traditionally
constraints to make a mesh time-consuming to clean up. Luckily Mudbox provides
more ideal for deformation. simple tools to deal with bad geometry. Under the Mesh
menu you’ll find a very efficient solution. Reduce Mesh
Go to the Curve Tools tray provides clean mesh reduction, while preserving the volume
and select the Create Curve of the mesh accurately. Hit the Delete key to remove faces
tool. Draw on the original and pick the Patch tool to fill unwanted holes. Other tools
mesh to see how the such as Fair Selection (which relaxes a selection based on
curvature follows the surrounding faces) and Tighten Selection (which flattens
the faces) are quick ways of keeping the mesh clean.
surface and becomes live
(these curves will follow
4
additional sculpting).

5 6

05  Capture more details The Create Curve brush’s Size value matches the density
of the curve. For finite details (wrinkles, scales and so on), use a very small, tight
brush. Hard Constraint curves will follow details at the highest level of subdivision. Holding
4 The Steady Stroke tool helps

5
create smooth curves

Use a small brush size to


down Cmd/Ctrl triggers the Erase Curve tool, which will cut and create new curve capture more finite surface
detail for guided retopology
segments, while Shift accesses the Smooth Curve tool. This is useful for cleaning up
6 The orange highlight previews
unwanted jiggles or the overall curvature. the attached curves

06 
7 Make a layout strategy to help
Mirroring and attaching curves Now turn Mirroring on to create symmetrical define the edge flow
curves. This is useful for outlining the eyes as well as joining large features like the
8 Use Curve Loops to define a
eye mask and mouth. Start drawing at the top of the large features and, as you near the line centre line and the neck. Go
of symmetry, an orange line will appear previewing a connection. Simply let go and the to View Cube>Right and
7 select Orthographic to freely
curves will join. Now Ctrl/right-click on the curve and select Close Curve. place the neck curve

07  Review your progress Define the loops within the eye sockets with Mirroring on,
then add a simple mask around the eyes and a generic loop to help define the
nasolabial fold. Form a shape around the mouth, draw a curve around the outer edge of the
face and use the orange preview line for connecting. Also define lines at the corners of the
mouth and eyes to establish edges for deformation.

Use curves to create edges 8

08 
If you have a specific area where you require defined edges,
you can easily draw and define a curve as a Hard Constraint. Apply Curve Loops Now select Curve Loops In
Curves do not need to be closed loops and can sit anywhere the Curve Tools tray. This tool is very handy for
on the mesh. Intersecting other curves is a great idea for creating curves that flow across the surface with a single
areas like the corners of the mouth or eyes, as it can help click. They can be applied by snapping to axes planes, or by
define good edge flow for animation. Placing open curves as
Hard Constraints with a very small brush is an excellent way slicing freely across the surface. You can use these curves to
to define features such as wrinkles. define straight edges, lines of symmetry or for the quick
creation of repeated Curve Loops.

154 3D Art & Design Tips, Tricks & Fixes


Fixes

Refine the flow 3


ren
minu
tes
Finish with constraints and further details d e
Reso r time
1,800 lution:
09  Control the topology flow Now go to Mesh>
Retopologize and select New Operation. Mudbox
enables us to define curves as topology constraints: Hard
x 2,21
6
Constraints (red curves) are used to define areas where
specific edges are required, while Soft Constraints (orange)
are used for suggesting the direction of the edge flow. By
default the curves will appear as orange Soft Constraints,
but in the viewport you can Ctrl/right-click on one to define
its Constraint type. Ctrl/right-clicking on a curve also
enables all curves on the mesh to be defined as a Constraint
type (select Make All…) or to be excluded from the
operation completely (select Do Not Use). For this example,
we’re defining most curves as Hard Constraints.

10 9

10  Target Base Face Count Now we can set the


target resolution of the new mesh. Mudbox can 11  Tweak Face Uniformity By default Mudbox
retopology will output a mesh with uniform quads. Powerful 3D
output very low base meshes, so feel free to explore
different Face Counts. The program can also handle very
Adjusting the Face Uniformity slider enables you to
influence how much the face size will vary across the
painting
dense meshes, so there’s no need to reduce beforehand. For generated mesh. The more the slider is adjusted towards Mudbox is a powerful and
the guided retopology output of this bust, we’re using a Optimized (or 0), the more accurate the reproduction of the easy way to paint on
ultra-high-res and detailed
Target Base Face Count of 5,000. shape of the output mesh, but with non-uniform faces. This meshes, with or without
is especially useful for models that have plenty of finite UVs. Impressively, if you
detail, like wrinkles, warts, spikes, scales and so on. sculpt up a mesh without
any UVs, you can take

12 
advantage of UV-free
Transfer the details The checkboxes at the bottom painting with PTEX. The
of the dialog box specify details that can be great thing about this
transferred from the original sculpted mesh to the newly workflow is that all of your
generated mesh. By default, Sculpted Detail is toggled on. paint is accurately
This setting will subdivide the new mesh to the top level of transferred to your newly
created retopo-mesh. It’s
subdivision in order to preserve sculpted detail. Turning this always easier to lay out
11
toggle off will only generate the base mesh. The Sculpt UVs on a lower resolution
Layers option from the original mesh can also be toggled. mesh. So, feel free to
Turning on Paint Layers will transfer all of these per-channel sculpt and paint to your
heart’s content and worry
to the new mesh. The new mesh will be prepared as PTEX about UVs later. Moving
and the textures converted accordingly. Other options to paint layers to a UV
consider include: Posing Information – to bring all stored version of your mesh is as
poses over; Freezing – to bring over areas defined as Frozen simple as a couple of
for additional sculpt adjustments; and Curves, which is very clicks in the Extract
12 Texture Maps window.
useful for painting and sculpting on the new mesh.

13  Final retopology When editing in Mudbox, the


9 Curves are defined as Hard
and Soft Constraints for
guided retopology original mesh is not affected and an entirely new
10 Mudbox can output very low
model is created. The new model is displayed for
or dense meshes based on the examination once the operation is completed. Under the
Target Base Face Count
Object List tab, you will find all operations saved for further
11 Mesh retopology output with adjustment and use. As the operation is fast and your
uniform faces
operation settings are stored, you can adjust, remove or add
12 Mudbox retopology also more curves to the mesh, change constraint types and run a
allows for the transfer of
specific data retopology operation again with different settings. The
13 The new retopology using
Target Base Face Count and Constraint settings will provide
13
curves as guides the biggest difference in retopology results.

3D Art & Design Tips, Tricks & Fixes 155


Tips Tricks Fixes

Tutorial files:
ěũũ.3'ũ3'#ũ16ũ-"ũ3'#ũ/(-3#"ũ
(*(-%ũ,."#+

Sculptris

Paint in Sculptris
How can I use Sculptris to paint a character model?

N
ot yet fully developed, but still full Even Sculptris’ Color Picker is stunningly
of magic, Sculptris’ Paint mode rudimentary, where you can pick the hue
follows in the footsteps of its and brightness on a colour wheel, while a
glorious Sculpting section. Here we’ll take slider adjusts the saturation. I’m not
a brief look at the very basic features you’ll particularly thrilled about this feature, but it
want to use. Remember that Sculptris is still does the job for our purposes here. Holding
primarily a 3D sketching tool and as such down C enables you to pick a colour from
the Paint mode mainly sticks to the your already painted sculpture. This also
essential functions. goes for Alpha values should you complete
Case in point, the three brush modes: any material blending, which is where
Paint (D), Bump (B) and Flatten Bump (F). Sculptris’ power kicks in once again.
While the program does have a kind of Another highly useful aspect of Sculptris
smoothing/blur mode that acts equally for is its ability to combine colour- and
Paint or Bump modes by holding down bump-painting via the Options panel, as
Shift, it’s best to use this carefully, as UV well as its use of Alpha masks, which I’ll
tiles may cause trouble. You can adjust how cover last. Supplied with this issue you’ll
the brush acts via the Options panel. The find the medieval soldier bust that we’ll be
fourth button you’ll find in the Brush section using to guide you through the painting
1
of the interface is the Fill (F) feature. potential of Sculptris.

156 3D Art & Design Tips, Tricks & Fixes


Fixes Tricks Tips

01  Head into Paint mode As soon


as you hit Paint on the interface, the
pictured dialogue box pops up. 99.9% of the
05  Use some material magic
The two little dots around the
material icon let you step through the
time it’s best to immediately crank the material slots, so go to the second and pick
Resolution slider up to 2,048. Tight a metallic material. The Edit feature enables
Mapping often seems like a risky business, you to paint on that. Go over all the rivets on
as it can lead to some problems on the UV the helmet with it, then go to the third slot
map, potentially scattering it into smaller and pick a glossy translucent material to
pieces. Tight Mapping also instigates a paint on the eyes. Also faintly apply this to
much longer process, which is reason all the reddish areas on the skin.
enough to go for another option. 4

Give it some puff


02  Fill it up Once in Paint mode, the
sculpture will be unpainted, so pick
a skin tone – bearing in mind this example is 06  Alphas and bumps Pick a Brush Alpha with Stippled
Noise, then in the Options panel set Brush Spacing to
quite cartoony – and hit F to fill the whole around 90% and toggle on Combine Color and Bump. Select your
model. This sculpture has three individual chosen hair tone and start adding stubble. You can hit X and pick a
geometries: head, eyes and helmet. Hide colour for the Inverse brush to add pores.
the head and eyes by holding down H and
clicking on them. Now pick a colour for the
helmet and fill it. Cmd/Ctrl+H will reveal
everything again, but keep the helmet and
head hidden for now, so you’re free to fill in Hiding geometry doesn’t entirely
protect it from getting some artefacts
the eyes. of whatever you apply to adjacent
areas or fill actions, so you may have to

03  Time to paint Now it’s time to


use the Paint Brush (B), so pick a
colour for the hair and apply your chosen
clean up a little afterwards. I would
suggest only filling during the very
early stages when corrections are easy.
Masking is more reliable in this regard,
tone. The Brush settings work exactly like but it’s somewhat sensitive to crashing. 5
the sculpting brushes. In Paint mode we can
also make good use of masks. In the
Options panel you can set the Brush 6
Spacing to 5%, which only matters while the
Airbrush mode is off. It is advisable to keep
Surface Angle Falloff off at this point.

04  Apply more details Having


applied the base coat, we can
start to bring in some details. To flush the
skin a little, pick a skin tone and tweak it
towards red with some more saturation.
Lowering the strength of the brush helps to
carefully redden the nose, cheeks, chin, ears
and around the eyelids. Painting the iris with
some imagined lighting is fun and you can
finish by detailing the rivets on the helmet.

3D Art & Design Tips, Tricks & Fixes 157


of al
r
al ci
fe
tri Spe

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