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ISSUE 06 JULY 2006

CGArena
Get Attention in Computer Graphics Community

GALLERY INTERVIEW
Showcase of latest inspiring art Soa Lee
PHOTOSHOP 3DSMAX
Vanishing Point Making a 3d Virtual Beer
AFTER EFFECTS MATCHMOVING
Sky Replacement Introduction of Boujou
COMPOSITION 3D CHALLENGE
Create Depth in a Scene Haunted
contents

05 Interview 10 3d Challenge
Soa Lee Haunted

14 Composition 16 Photoshop
Create Depth in a Scene Vanishing Point

20 Matchmoving 22 After Effects


Introduction of Boujou Sky Replacement

29 3ds Max
Making a 3d Virtual Beer (Part 2)

38 Gallery
Showcase of latest inspiring art

Magazine Designed, Written & Edited: Ashish Rastogi, India


Magazine Cover Image: Dmitriy Kuznetsov, Russia
Challenge Sponsors: Vertus, Duber Studio, Di-o-matic, ambientLight
Source Videos provided by Artbeats

Page  Issue 06 July 2006


industry news

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Buzzword of the Month

Maquette - A maquette is a small clay sculpture of a movie character, typi-


cally an animal or other creature. It is a tool that helps all people involved with
the film visualize the three dimensional shape of that character. Puppetry ex-
perts use maquettes in the design of an animatronics, and digital effects artists
can scan their image into a computer to re-create them as computer graphics.
A maquette helps bring consistency, along with model sheets, among the draw-
ings of the same character by different animators.

Maquettes can also be painted to establish color schemes for an animal, as was
the case for Jurassic Park and The Lost World, where nearly every dinosaur
was first made as a maquette before being built as an animatronic or computer
generated figure.

Page  Issue 06 July 2006


interview

AN INTERVIEW WITH
Soa Lee
Q. Hello Soa, could you tell us a bit about yourself?

Hello, I’m 3D illustrator, and lives with my husband in Korea. Nice to meet you Ashish.

Q. In terms of CG, How did it all begin for you?

My main interest was western painting (Fine art) in university years. But I also had an interest
in Cell animation and when go on vacation; I began to make money from short animations. I
heard words which make animation as more inexpensive and easy if use 3D tool. I began to learn
because that is good for profile that can make all character and background alone and also do
animation.

Q. How long have you been in CG and what is your current job?

9 years will go by this year. At early years I did


modeling and animation according to Korea’s
situation. However, was interested in illustra-
tion and gradually learning 3D, but when
working for game company, I have an oppor-
tunity to utilize 3D to illustration.

3D illustration’s possibility was felt, and


started painting 3D illustration as a freelanc-
er since that time I am doing this.

Q. Tell us something about your latest work


“Taurus”, are you going to create all the zo-
diac signs?

Yes. :) Zodiac series have a large meaning of


bold challenge to me. 3D illustration is little
completion work number than letting effort
and time up to now. It makes the scene where
the animation is possible and the fact that it

Page  Issue 06 July 2006


interview

AN INTERVIEW WITH
Soa Lee
plans from the point which wears
out only it does not have big merit
all it expresses to, the production
time is long is a weak point.

Do planning 12 constellations;
also I planned to use these series
making as training tool for my-
self. Make various individual and
express within proper time. Tau-
rus is one of mythology of Zodiac.
It is the most dynamic scene.

Q. In brief tell us about the


making of Taurus, and how you
achieved such a wonderful fluid
simulation?

I wanted to express skin form


more realistically than old meth-
od. I wanted to study V-ray prop-
erly and used in rendering. After
the drawing of Europa, I made
cattle, waves, droplet etc. To-
tally, waves are texturing victory.
I made Shader of lapping waves
using Raytrace and Noise map.
My husband made Droplet simu-
lation by Real Flow in advance,
then I composite the scene with
the waves.

Page  Issue 06 July 2006


interview

AN INTERVIEW WITH
Soa Lee
Q. These days many artists moving to Maya and Zbrush for 3d work, there is any reason that you are sticking with
3dsmax?

It’s Simple. Because more comfortable with max. Also, most of Korea’s game production is produced by 3D studio max,
and when working with game company 3Dsmax is more efficient.

On former days, I envied Maya’s mental ray, animation, and effects. However, latest 3D studio max’s rendering func-
tion shows excellent performance. I want to exhaust force in creative thing than learn new program. However, learning
new programs can be very helpful in creation of new scenes. For example, Z-brush will be very useful in giving details
to the models.

Page  Issue 06 July 2006


interview

AN INTERVIEW WITH
Soa Lee
Q. If you could invent your dream job, where would
you work & what would be your job title?

I do not want to do other job because I have two eyes


and hand yet. However, might become painter of oth-
er style if did not choose CG. Sometimes, become a
painter rather if think this work will bring harmful
electromagnetic waves and wrist pain from computer.

Q. What’s the most useful thing you have learnt in


3d?

When the character that I made moves, I thank that


3D is my tool. It is really impressive.

Q. What are your hobbies?

Sometimes, I play computer game. And when leave


computer, I read book or watch a movie. On former
days, I had a hobby that called ‘Playing piano’, but when
I move in the new residence I cannot bring the huge
musical instrument. Going on shopping with husband
also could be hobby?

Q. What advice would you give to aspiring artists?

Why are you doing CG, let’s consider from time to time what is having and doing target. To master the CG, you need
a lot of efforts and time. Sometimes work hard to get the satisfactory results but can become short passion. Prepares
endure and start your work if your passion was prepared.

Thanks a lot Soa for taking out sometime for us from your busy schedule.

My pleasure.

Page  Issue 06 July 2006


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composition

Create
Depth in a
scene

To make the 2D plane of your pho-


tograph spring into life you’ll need to
create a convincing sense of depth. To
do this you’ll need to lead the viewer’s
eye into the picture by manipulating
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Page 14 Issue 06 July 2006


photoshop

Vanishing Point
Cloning away things in perspective was one
of the hardest removal tasks of all. Luckily,
this incredibly cool filter in Photoshop CS 2
not only simplifies removing things in per-
spective, it actually makes it fun.

Before

After
Page 16 Issue 06 July 2006
photoshop
Step One

I started with the photo of Garage and my goal is increase the number of lamshades and add CGArena logo.

Step Two

Bring up Vanishing Point by pressing Ctrl + Alt + V or Filter > Vanishing Point. The Create Plane Tool should be se-
lected by default. If not, select it. This will allow you to draw your Vanishing Point grid. It works like drawing a square,
so start by clicking on one of the corners of what you want to outline. Drag and click on all 4 corners to create the
grid.

The bounding box and grid change colors to indicate the plane’s current condition. If your plane is invalid, move a cor-
ner node until the bounding box and grid are blue.

Page 17 Issue 06 July 2006


photoshop

Step Three

Drag the handles to increase the width and height of the grid. Now select the Stamp Tool and use the Stamp Tool just
like you would if you weren’t in Vanishing Point, Alt + click on the area you want to sample, then click on the area you
want to edit. If required Set “Heal” to “On” to allow the Stamp Tool to work like the Healing Brush tool.

Remember to Option/Alt-click several times to keep the retouch looking random, and to keep from “repeat” cloning.
When it looks good to you, click OK in the dialog. Since the cloning will appear on a separate layer, you can adjust it
or easily erase any extra areas Now you cloned the Lamp shade, lets move forward.

Step Four

Now drag the layer of your artwork that you want to add in the scene or type text. Remember to Rasterize the layer
before proceed. Press Ctrl + A to select the new layer and Press Ctrl + C to copy the layer. Now hide the visibility of
this layer and add a new blank layer.

Step Five

Now select the main background layer again and then Filter > Vanishing Point. Press Ctrl + V to paste the artwork
and now when you move the artwork inside vanishing point then it automatically aligns with the perspective.

Step Six

Now we will create a floor perspective grid so that we can add/edit anything on the floor too.

Step Seven

Press Ctrl and drag the grid from the center as shown in the following image and your floor grid also start to come
out.

Page 18 Issue 06 July 2006


photoshop

Step Eight

After creating the floor Press OK and follow the same procedure as done for adding the artwork. And when done re-
duce the opacity and if required also change the mode.

And that’s about it. Pretty cool feature. In fact, this is one of those filters that’s so amazing, you can wind up spending
hours cloning away things that have no business being cloned away. Don’t say I didn’t warn you.

Page 19 Issue 06 July 2006


matchmoving

Source Video: Artbeats

Introduction of Boujou
In this issue we will like to understand the interface of the 2D3 Boujou. If this is not installed on your system then
download a Demo version from the 2d3 website (www.2d3.com), the demo version is fully functional except you can’t
export the data.

Step 1: When you first open the Boujou then you will see big icons on toolbar, Taskview sidebar on the left and di-
vided into the Toolbox and the Artifact Tree. Below is the History toolbar and below this there is Timeline like many
animation packages and on right Workspace Overlays Sidebar controls which overlays are displayed in the workspace.
2D, 3D and Graph view overlay controls.

Page 20 Issue 06 July 2006


matchmoving

Step 2: Go to Window > Use Large Icons to uncheck, so small icons


shown in the interface and more space for you.

Step 3: To import any sequence or movie in the Boujou, click on the


Import Sequence icon on the left taskview sidebar. Import Sequence
Dialog box will open and now you can browse for desired sequence.

Preview button must be pressed to view the preview of selected file.


When you press the open button another dialog box will be shown
where you change the Start or End frame of any image sequence or
movie.

Move Type will be selected according to the footage and we already


explained this in the previous issue. Name the sequence and Press
OK. Now sequence will be shown in between of the interface. Now
you can scrub the timeline to view the sequence or play the sequence
from the controls in the toolbar.

When you scrub or play the sequence then Boujou will cache the
sequence in memory for faster viewing and total memory used can be
seen in the status bar.

When you run the simulation you can see the progress and estimate for simulation completion in the summary window,
below the image sequence. And on which frame simulation is calculating can be seen on the top of image sequence.

Before closing this chapter please press a 3d button in top toolbar and you will see an interface like perspective view of
any 3d package. Here all the simulated 3d points are available for viewing and for making adjustments.

So now you understand the interface…and we will start the matchmoving in the next issue.

Page 21 Issue 06 July 2006


after effects

Sky Replacement Source Video: Artbeats

Click on image to play the video

Sky replacement can be from simple to complex according to the complexity of the scene and in this tutorial we will
try to understand the basic principle of achieving this effect.

Step 1: As always create a new composition and import your footage in which you like to replace the sky. Place the
clip in the timeline.

Step 2: Import the sky image of your choice and drag over the video.

Step 3: Select Sky layer and apply a Effect > Transition > Linear Wipe

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after effects

Step 4: Change the Transaction Completion percentage according to the area of vertical sky requirement. And feather
the edges otherwise trasaction will be very sharp and noticeable.

Step 5: Now if you scrub the video then video is moving but the sky doesn’t
move and that looks really bad. So select a video layer and open a Motion Con-
trols dialog box Window > Tracker Controls and choose your video in Motion
Source, this will create a tracker point on the composition window.

Page 23 Issue 06 July 2006


after effects

Step 6: Choose any noticeable point in the video which is available in whole footage and drag the tracking point
to that location and all this need to be done on the first frame of the video. When you move the tracking point then
it automatically zoom the area, so you can place the tracking control at exact point. Leave the settings in the motion
control dialog box to default and Press Analyze Forward Button.

But if there is no point which is available in whole footage then select Options in the motion control dialog box and
change the confidence to Extrapolate Motion and press OK, so motion tracking is continue after selected point gone
out of focus.

When tracking is completed then press the Edit Target button in the Motion control dialog box and check Sky layer
is selected there. Now press Apply and it will open another dialog box and select X and Y as Apply Dimensions and
press OK. Now if you scrub the video then sky also moving with the footage. Sometimes sky needs to move on few
positions when the sky image is small.

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after effects

Step 7: Now the sky replacement is completed but you have notice that few objects are hidden inside the sky. So now
we will fix that.

Final Step: Duplicate the video layer and place over the sky layer. Apply Effect > Keying > Color Difference Key and
select Key Color as your sky layer. In few circumstances you don’t have to do anything else otherwise just tweak the
settings in the Color Difference Key and voila now everything is fine and perfect.

Page 25 Issue 06 July 2006


your mission

In May, your mission was to create a image on “Autumn” theme and sponsored by Realviz,Vertus,
GPUTech, AmbientLight, Duber Studio and Redway3d. These are the winning images...
...........................................................................................................................

Francisco Morales Aviles, Mexico


paco_morales01@yahoo.com

Aleksandar Nikolic, Serbia


na2spr@yahoo.com
Raul Fabian, Romania
raulfabi@yahoo.com
3ds max

Making a 3D virtual Beer (Part 2)


By Paco Morales, Mexico
paco_morales01@yahoo.com

We already covered following topics in the June


issue...

Modeling the Bottle

Modeling the Bottlecap

Modeling the Label

Modeling the Lemon

and cover the following topics in this issue...

Modeling the Salt Shaker

Modeling the Waterdrops

Texturing

Lighting and Rendering

There is more to building a convincing beer than


just revolving a spline. It is the small details that
bring credibility to your renders, and this tutorial
aims to give you a step by step guide to do just
that. While specific to 3dstudio max, most of the
techniques can be applied to most other 3d apps.

Page 29 Issue 06 July 2006


3ds max
Modeling the Salt Shaker Step 2: Select the Salt Shaker and convert into edit-
able mesh. Select the plogygons from where you want
Step 1: First, we do the shapes of the saltshaker, with to sprinkle the salt and negative extrude the polygons
(splines), one for each thing. around -1 mm.

Because, they have different material.

1 - the cap of the Salt Shaker


2 - another for the crystal
3 - And finally for the salt.

We can take as reference the one that this drawn. Trace the
shapes but we should not close them so when we apply a
modifier this is going to weld them in its open extremes.

Once they finished the silhouettes, we apply the modifier


for each silhouette, with the same values of the window.

Page 30 Issue 06 July 2006


3ds max

Step 3: Bevel the selected polygons with -1 mm. Modeling the Waterdrops

Step 1: Create a cube and delete the below polygons


as shown in the image.

Step 2: Move th vertices to form the shape like the


following image.

Step 4: Now again extrude the polygons with -3 mm and


delete the polygons.

Page 31 Issue 06 July 2006


3ds max

Step 3: Uniform scale the top and bottom vertices and Step 5: Unhide the shape of the botttle. and select the
move the middle vertices to create the shape of water- segments where you want to place the waterdrops.
drop.

Step 6: Invert the selection and delete them. Now we get


the area where we want to place our waterdrops.

Step 4: Apply the meshmooth modifier to form the


shape of waterdrop.

Page 32 Issue 06 July 2006


3ds max

Step 7: We get the following shape with Interpolation Step 9: Collapse the mesh and delete the bottle. Apply
steps settings to 2. But we need to increase the steps to meshmoth on the waterdrops.
place our waterdrops.

Step 8: Apply the Scatter Compund Object and play


with settings to scatter the waterdrops all over the bot-
tle.

Page 33 Issue 06 July 2006


3ds max

Texturing

Step 1: I used Vray material for the label and other parts of the bottle. Used diffuse (composite maps) with masks for
each color.

For reflections I use falloff with Fresnel white to bitmap image (scale greys) because label is reflective. And apply the
UVW mapping.

Step 2: For bottle use the following settings.

Page 34 Issue 06 July 2006


3ds max

Step 3: For Lemon texture used an bitmap in the diffuse Lighting and Rendering
channel and bump map too with UVW mapping.
Step 1: I used one Vray Light in the scene and enable the
global illumination with HDRI. And for reflection too
used HDRI.

Step 4: Used the foillowing settings for the Salt Shaker.

Page 35 Issue 06 July 2006


3ds max

Step 2: Used vray for the renderer too and following are
the settings.

Hope you enjoy this tutorial and if you have any queries or
suggestions then please mail me.

Page 36 Issue 06 July 2006


3D Objects, Textures, E-books, Free digital Art Magazines,
you will always find a way to be inspired in the :
IT’S ART STORE

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gallery

Daemon
Dmitriy Kuznetsov, Russia
daemon3d@mail.ru
Softimage XSI, Photoshop, ZBrush 2

Page 38 Issue 06 July 2006


gallery

Wolfsschanze
Stanislav Klabík, Czech Republic
S.Klabik@seznam.cz
3dsmax, Maxwell, Photoshop

Page 39 Issue 06 July 2006


gallery

Pressure and Stress


Akira Hanzo, Romania
akira_hanzo@yahoo.com
3dsmax

Page 40 Issue 06 July 2006


gallery

Pricilla
Eldy Tendero. Saudi Arabia
tribal_tuesday30@yahoo.com
3dsmax 7, Vray, Photoshop

Car
Shaikh Azam, India
the_punisher_840@hotmail.com
Photoshop

Page 41 Issue 06 July 2006


gallery

Dragonflies
Antje Darling, USA
antje@antjesgraphics.com
Poser5, Photoshop

The Dark Knight


Patrick Beaulieu, Canada
squeezestudio@hotmail.com
3dsmax 8, Mentalray, Photoshop

Page 42 Issue 06 July 2006


gallery

Suraagh Rasaan (The Detective)


Snehal S Gopal, India
thecggod@gmail.com
3dsmax 8, Zbrush, Photoshop

Page 43 Issue 06 July 2006


submission

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