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2015 3D Art & Design Tips, Tricks & Fixes Revied Edition Blender From P 76
2015 3D Art & Design Tips, Tricks & Fixes Revied Edition Blender From P 76
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3D Art & Design Tips, Tricks & Fixes Volume 1 Revised Edition © 2014 Imagine Publishing Ltd
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
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
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
www.blog.sina.com.cn/
www.beezlebugbit.com
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
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
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
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
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
12
Fixes Tricks Tips
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
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
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
39
Use the Caustic Visualizer for real-time raytracing. This Maya
plug-in will dramatically speed up the lighting and rendering
© Andrew Hickinbottom
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
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
2 4
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.
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
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
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.
Where we started
and where we left
off in the last tutorial
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.
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.
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.
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
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
Easy-to-follow guides
take you from concept
Master ZBrush:
to the final render
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
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
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.
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.
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
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
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
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.
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
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
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.
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.
13
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.
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
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.
Tutorial files:
Here Gustavo displays some of the detailed anatomical ěũ#$#1#-!#ũ(,%#2
features that can be achieved with ZBrush
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.
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),
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.
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
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
Tutorial files:
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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
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.
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.
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.
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
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
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
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.
4 5
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
10
Tutorial files:
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ěũ4//.13(-%ũ(,%#ũĈē)/%
ěũ4//.13(-%ũ(,%#ũĉē)/%
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ZBrush
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.
Start simple
02 Start sculpting the feet It is
time to start defining the shape of
4 5 6
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
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).
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
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.
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.
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.
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.
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
1 2
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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1#ũ(,/.13-3ũ6'#-ũ"#2(%-(-%ũ
$-328ũ5#'(!+#2
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3'#ũ2314!341#ũ6.1*2
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."#+ũ6(3'ũ #33#1ũ#ąũũ!(#-!8ũ
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Tutorial files:
ěũũĊ"2ũ
7ũ2!#-#ũăũ+#2
ěũ43.1(+ũ2!1##-2'.32
Build fantasy
Easy-to-follow guides vehicles in
3ds Max
take you from concept
to the final render
I
n this tutorial, I am going to show you how to quickly them as an example from which to model the rest of ship.
Country UK
Software used Ċ"2ũ
7Ĕũı8 model a large-scale fantasy ship. The first step involves This will include not only its structure and style, but how it
Expertiseũ3#$-.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!
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.
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.
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.
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
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.
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.
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
79
Tricks
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
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
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
32 | A bit of improvisation
is part of the joy of
producing films
© 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
Blender
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.
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
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
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
88 O3D
3DArtist
Art & Design Tips, Tricks & Fixes
Fixes Tricks Tips
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.
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.
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.
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
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!
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
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
Tutorial files:
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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,
1 3
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
5 6
7 5 Re-time the
animation using 9
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
Tutorial files:
ěũ
8ũē,ũ2!#-#ũ$(+#2
ěũ("#.ũ#$#1#-!#ũē,.5
ěũ(-+ũ-(,3(.-ũ1#-"#1ũē,.5
ěũ#$#1#-!#ũ(,%#2ũ3.ũ42#
(-ũ
8
ěũĴ#13#7
.3(.-1(+Ĵĉũ
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.
Kick off!
A further breakdown of
the key poses in the
final animation
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.
5
currently have
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.”
UVLayout
Tutorial files:
ěũ+"8 (1"Ĵ-.ē. )
ěũ+"8 (1"Ĵ1#"8ē. )
Perfect UVs in
ěũ+"8 (1"ē45+
ěũ!'#*#1ĴćĈē/-%ũ3#7341#
ěũ!'#*#1Ĵćĉē/-%ũ3#7341#
ěũ("#.ũ343.1(+2
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.
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.
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.
Tutorial files:
ěũ("#.ũ343.1(+
ěũ43.1(+ũ2!1##-2'.32
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.
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
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.
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
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.
12
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.
13
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!
16
17
17
120
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
distorted textures and unrealistic poses in rule, delete them if you come across them.
the animation. Filippo Veniero Craig A Clark
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
© Craig A Clark
© José Alves da Silva
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
Topology glossary for 3D artists surfaces will render cleanly with no artefacts
© Richard Yot
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
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,
Tutorial files:
ěũ43.1(+ũ2!1##-2'.32
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
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.
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
16
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.
Tutorial files:
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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.
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
5 6
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
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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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.
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
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
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
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
17
Tutorial files:
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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.
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
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
7 8 9
3D-Coat
Understand
hard-surface Tutorial files:
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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
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Fixes
Tutorial files:
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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
Manual adjustments
Achieve unique deformation for animation
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
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.
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.
10 9
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.
Tutorial files:
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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.
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