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DOT BIG BANG LIVE COMPS


Find out how games dev tools Zero Density reveal the future of
are changing for the better ISSUE 286
compositing in game engines
WELCOME
COVER ARTIST
Young Im Chang
SOFTWARE
ZBrush, Maya, Arnold
Renderer, R3DS Wrap,
This issue we cover a lot of ground.
Mari 4.36, Marvelous
We take a good look at the visual
Designer, Substance
effects of Spider-Man: No Way
Painter, Photoshop
Home, delving in to see how some
of the incredible shots were put
together. Then we take a wider
look at the 3D industry as we
explore how premade assets can
be used to make projects more
efficient, removing the need to
model bespoke objects for each
and every scene.
The rapid progression that has
pushed the quality of digital
humans hasn’t abated yet, and this
month we show you how to create
your own in the form of three
tutorials. One of an adult male, one
a playful adult female and another
of a young child – a particularly
challenging subject but one which
we help you to master.
We also review the latest Apple
tech to help you decide if they are
worth your hard-earned cash.

Rob Redman, Editor


rob.redman@futurenet.com

3D WORLD 3
CONTENTS
3D WORLD ISSUE 286

ARTIST SHOWCASE THE PIPELINE 42


6 The Gallery 42 Create a beautiful
Discover the best digital art digital portrait
from the CG community Senior character artist Young Im
Chang teaches us how to create
40 Tech Focus: stunningly realistic digital humans
Modelling for creativity
Pedro Amorim offers expert tips 52 Light your C4D scenes with
custom HDRIs
50 Tech Focus: A quick and easy guide to
From VR to ZBrush creating your own HDR images
Check out the process behind
Simone Rizzo’s forest creature 56 Transform a photograph
into a realistic 3D likeness
FEATURES Nayoon Levitin provides a guide
to capturing a photograph as a
realistic 3D likeness
22 The future of 3D
visualisation 64 Sculpt a creature in ZBrush
Off-the-shelf assets are an Design, model and paint a
excellent, time-saving resource creature with Glen Southern’s
for creators, but do they have the workflow breakdown
potential to lead to a negative
impact on the industry? We 70 M
 odel a detailed,
explore the pros and cons of realistic character
these easy-to-access 3D models Upgrade your creature modelling
and produce ultra-realistic results
32 Multi-dimensional
Spider-Man ARTIST Q&A
An exciting look behind the
scenes of the hugely successful
No Way Home, with insight from 76 Your CG problems solved
the VFX team Pro artists tackle your queries

32

SCULPTING, TEXTURING,
HAIR GROOMING, LIGHTING
AND RENDERING – EVERY
ELEMENT IS ESSENTIAL

4 3D WORLD
56 x
THE HUB
SIGN UP! 82 Day in the life
For content direct to your
inbox,Voucher for Jmaes
subscribe to our Founder of vfxNova Victor Wong
trainingnewsletter
weekly course. blurb
at: has been a pioneer in the Hong
blurb blurb
bit.ly/3dworldnewsblurb Kong VFX industry

84 dot big bang


Discover the game project that
gives the opportunity for anyone
to become a developer

86 Photorealism under
the surface
Rebel Unit talk working on
Scandinavia’s heaviest VFX
feature in history

88 Pro thoughts
The impacts of real-time
compositing on the industry

x
REVIEWS
90 M
 ac Studio
76 We test, rate and review this
compact Apple workstation

92 S tudio Display
Find out whether this monitor is
right for you

94 C haos Cosmos
We deliver our verdict on this
V-Ray asset library

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3D WORLD 5
The best digital art from
the CG community

AFTER LEARNING BLENDER


AND ZBRUSH, I FOUND THAT
3D IS MY TRUE LOVE!

06 3D WORLD
CG art to inspire

THE PIRATES The original idea for this piece


came from a 2D design competition.
I work in game art design and love
illustration and animation, but
after learning Blender and ZBrush
ARTIST from CrazyJN, I found that 3D is
Gone_L my true love!
SOFTWARE I really wanted to go back and
Blender, ZBrush make my submission in 3D and
use 3D assistance to create the
character animations. I have also
planned to make my own hand
crafts in the future.

artstation.com/gangzzz

3D WORLD 07
CG art to inspire

DAVID LYNCH
XYZ – and controlled them using masks and Plus
Minus nodes in Maya.
When we have three displacement maps
connected together, values become a little different
This work was fun to do, and for more accurate compared to what we always use, so it took me a
ARTIST lighting results I used CAVE Academy 360 lighting couple of days to understand how to control three
Vahid Ahmadi tools, which features a beauty dish, softboxes and so displacements properly.
SOFTWARE on, helping you to gain a greater understanding of For albedo I used a ready-made texture with a
ZBrush, Maya, physical lighting tools. mixture of Polypaint on top of it.
Mari, Substance For skin pores I used the ZBrush displacement Hair and fuzz was made in XGen and everything
Painter, XGen, map for general wrinkles of the face, and then I used was rendered in Arnold.
Arnold Mari to make two displacement maps – one with
16K HD 3D Scan Store and the other with 16K HD artstation.com/vahidahmadi3d

08 3D WORLD
CG art to inspire

3D WORLD 09
CG art to inspire

ARCHER GIRL
ORIGINAL 2D CONCEPT BY RUI ZHANG

In ZBrush, I used the Dam Standard, ARTIST


Move, ClayBuildUp, Slash, Pinch and Arystan Aubakir
TrimDynamic brushes to refine the edges SOFTWARE
of the character, stylise the objects, and ZBrush, Marmoset
make the character’s shapes smooth. Toolbag 4, Photoshop
What I liked most about the sculpting
process were the little details like the
creases in the clothes, the accessories on
the belt, the stylised scuffs, the dirt on
the shoes… It all comes together to make
a pleasing final image.

artstation.com/h3ptapod

10 3D WORLD
CG art to inspire

I WANTED TO CAPTURE THE


SENSE OF WEIGHT, VOLUME,
AND OVERALL PERSONALITY
WITH THIS WORK

12 3D WORLD
CG art to inspire

PETER FISHMOUTHER
ORIGINAL 2D CONCEPT BY LABROS PANOUSIS

Having been inspired by Labros Panousis's art for a while, I wanted to


begin 2022 by sculpting Peter Fishmouther as a personal study.
I absolutely love the design and wanted to capture the sense of weight,
volume, and overall personality with this work. I used ZBrush to sculpt
this character from start to finish and rendered it in Maya Arnold.
ARTIST The sculpting process wasn't technically complicated, however
Girish Srinivasagopalan capturing the character’s personality was the biggest challenge.
SOFTWARE
ZBrush, Maya girishs.com

3D WORLD 13
CG art to inspire

PROJECT PANAMA
CAR MODEL BY LUIS LARA

The idea for this project came to mind when I saw a friend's picture in
Panama. I could imagine myself there, so I decided to recreate a similar
environment digitally to bring the audience the same feeling. Using her
photo as a starting point, I used perspective match in 3ds Max to give me
the reference needed for modelling the main elements in the scene. I also ARTIST
used Megascans from Quixel to add high-resolution textures and decals Jonathan M. Krauss
to the models. The HDRI works well in exterior lighting, so I used it to SOFTWARE
help me add subtle light variations. ZBrush, Maya,
Substance Painter,
theartofjk.com Arnold, XGen

14 3D WORLD
CG art to inspire

16 3D WORLD
CG art to inspire

HELGA
Usually I use Maya for my works, but this one I
better too, but I liked the procedural generation
of eyebrows/eyelashes in Houdini and the shading
system – so every software has its own pros and cons.
In recent versions of Arnold we have Light Mixer,
decided to create in Houdini too – so I’ve done every and I use it a lot. I create lots of different lights and ARTIST
step in both software, in parallel. In my opinion, test them in real time. Be aware: it increases render Kirill Klyat
Maya’s XGen grooming tool is a winner for this kind time even with a single light! So just turn it off before SOFTWARE
of task – more flexible, a better viewport (specular), the final render. Sculpting and rendering are my Maya, Mari, ZBrush,
and more predictable results. I used the ACES favourite parts, it’s pure creativity! Arnold, Houdini,
workflow and Arnold, so render quality was great XGen, Marvelous
in both cases. The retopologise process in Maya is artstation.com/kirillklyat Designer, PureRef

3D WORLD 17
CG art to inspire

DEMOGORGON
ORIGINAL 2D CONCEPT BY FLORENT DESAILLY
ONE TOO MANY PICKAXES
TOWARDS THE ABYSS
This was a very difficult challenge, but I was able to get through it thanks to the rigorous
mentorship of my artistic director Florent Desailly, who created and provided the concept that
directly led my sculpt. He helped me a lot and gave me very good advice while working on
this task. I did most of my sculpting work in ZBrush, then made my render shots in KeyShot,
and finally enhanced them in Photoshop. The most rewarding part for me is to have
ARTIST worked on my character's skin with alphas, a skin damaged with scars and weathered
Ornella Sessa with time. For me, when you create an imaginary creature it’s important to use
SOFTWARE references from a real animal to make it feel grounded.
ZBrush, KeyShot,
Photoshop artstation.com/ornella

18 3D WORLD
The Rookies

The Rookies is a platform to help


digital artists get discovered
without having to compete with
professionals for attention. You’ll
get to the front page of those
sites one day, but for now, we’ve
got your back and want to help
turn your passion for creative
media into a successful career.

WWW.THEROOKIES.CO

20 3D WORLD
THE “MARIE-LOUISE”
SOFTWARE Blender, ZBrush, Substance Painter, Marmoset Toolbag 4, Marvelous Designer, Photoshop YEAR CREATED 2021

ARTIST François Larrieu


LOCATION France
I am a 3D artist living in Paris, France. I am currently a final year student at New3dge and a contract artist
at Dekogon. I have always been quite self-taught and love to learn new things on my own. 3D is a profession
where you can improve to infinity – there is no limit, and that’s why I always try to achieve more.

The Marie-Louise is a fishing boat from This whole project is handmade and
Brittany. I went to Brittany a lot when I was entirely modelled in Blender, high-poly
little and I wanted to reproduce something is made in ZBrush. The piles of ropes are
that reminded me of my childhood. The Marvelous Designer simulations while the
references used during the modelling are stretched ropes are all handmade in Blender
real references of an existing boat called using the Curve system.
the Strinkerez Dour, to which I have made
modifications for a more personal aspect. www.therookies.co/u/francoislarrieu

3D WORLD 21
The FUTURE
IN
The future of 3D visualisation

the past decade there has been


a huge shift within the 3D
visualisation industry. It is the
move towards artists opting to
use off-the-shelf assets in their
projects rather than their own
custom-made work. In the same
way that the camera phone
has enabled everyone to be a
photographer (or at least attempt
it), pre-made assets have made
it possible for the masses to turn
their hand to 3D visualisation.
Putting cameras in the hands of
every individual has done huge
damage to the photography
market many of us once knew and
loved. People’s standards for what
constitutes a good photo has been
eroded for the ease of pressing
a button on a screen and seeing
instant results. So how does the
ease of access to pre-made assets
affect the world of 3D as an
artform? We’ll take a look at this
development, and what it might
mean for 3D artists and for the
industry as a whole.
Despite this shift taking root
in the past decade, its seeds were
sown a long time ago. One of the
forerunners was TurboSquid,
which started in 2000 with
a vision to sell 3D models to
everyone, everywhere. With a
searchable range of high-quality
models, it became possible for
artists to simply download these
models and insert them into their
scenes. Back in the early days the
breadth of assets was relatively
small, but over the years it has
only grown and in the present

of
day you can buy and download
pretty much anything you want.
TurboSquid, as an example, has
also diversified to include not
© Rhys Jones

only 3D models but also materials,


textures, media and scripts to
name just a few.
This incredible visual is enhanced by
a few plants dotted around the scene.
These off-the-shelf assets give a 3D WORLD 23
natural-looking feel to the space
The future of 3D visualisation

The value of this industry


became abundantly clear in 2021
when TurboSquid was acquired
by Shutterstock for a whopping
$75M. They’ve clearly tapped
into a growing market. Alongside
TurboSquid, we’ve seen the
likes of CGTrader, Evermotion
and Design Connected join the
ranks, amongst others. Each of
these come to the market with
a slightly different offering, but
all with the purpose of providing
off-the-shelf assets. Alongside
these repositories, we have also
seen well-known 3D modelling
packages and renderers release
collections of their content, with
user interfaces to make it as easy
as possible for artists to integrate
this content into their work.
An example of this would be
Chaos Cosmos (check out our
review on page 94) which gives
V-Ray users hundreds of top-
quality models, materials and
HDRI skies. And finally, well-
known individual artists have also
joined this growing phenomenon
with the likes of Bertrand Benoit
and Peter Guthrie selling models,
textures and HDRI skies.
The evidence of this ever-
increasing market begs the
question: where is it heading?
What does this mean for 3D
artists and for the 3D world
more broadly? What impact is
this drag-and-drop mentality
having upon the industry at the
moment, and if it continues, what
could the industry look like in
decades to come? These are really Let’s have a look at some of the Above: Every item opening spread on the previous
interesting questions and they’re advantages and disadvantages of in a scene like this page: there are three separate
not just theoretical. The very this cultural shift. could be downloaded. pots of plants/flowers. Imagine
fabric of what it means to create One of the most obvious This includes not just you’ve been given this project by
3D art is changing, something benefits of this shift is that it the models but also a client. You have to create this
that we, as artists, will do well speeds up the visualisation the textures. There room from architects’ plans and
to acknowledge and learn how process for artists. Take a look was a day when each you’re given all the details on the
we need to adapt to survive. at the foliage featured in the of these items would internal finishes and furnishings.
need to have been You’re also given a budget to work
made from scratch within. With a reasonable budget,
do you think you’ll be able to
Left: Off-the-shelf create those plants from scratch?
textures are becoming I doubt it. You might search your
increasingly existing vegetation library that
accessible in the 3D you’ve created over the years
world. Scenes like or you’ll download something
this can be created particular for this project.
in a fraction of the Either way, you’re very unlikely
time with today’s to devote the required time to
technology those elements of the scene. The
fruit and cushions were created
bespoke here, but for many similar

24 3D WORLD
types of projects these would have download individual assets that
also been off-the-shelf assets. could make up pretty much the CUSTOMISABLE ASSETS
To make visualisation profitable, entirety of this scene; the ruffled How to allow for greater creative potential
artists have got to look for these duvet, the drapes, the chair, the
time-saving techniques because as wooden floor, the books, the list
we all know, time is money. goes on. There was a day when If I was to envisage a bright future for pre-made
The next benefit is that it opens each of these items would have content, then it would be to see a rise in assets that
the door for more people to create been made from scratch, and can be customised once they’ve been purchased and
amazing art. In the early days of by a seriously talented artist at placed in your scene. Imagine a plant’s shape that
3D Viz, the learning curve was so that. Now, the requirement for can be defined by its age or a bowl of fruit that is
steep and the access to the tools learning the trade has in part been generated through user input. This idea is already at
was so difficult that it really was stripped away, making it possible work with software like the FloorGenerator by CG-
only open to the select few. As for anyone with a modicum of Source. Through an interface, users can customise the
software became easier to use technical know-how to get on size, shape and intricacies of individual floor boards.
(Above and left) © Vladimir Vitanov

and more ubiquitous, the number board and create amazing, high- Imagine the same but with any pre-made asset that
of people doing it increased. This quality images. you download. One of the immediate benefits is
growth has only accelerated since Our list is by no means that you would see a much greater degree of variety
artists can now buy and download exhaustive, but the final benefit I’d across people’s work. Even if a number of different
huge parts of their scene, only like to mention here is that it has artists download the same model, they may customise
needing to piece them together to created a whole new sub-industry it in such a way as to make it unrecognisable from the
make it look right. Take the above of work for artists. I’ve already same asset in another creator’s work.
image for example. You could mentioned the likes of Bertrand
The Matrix Awakens
Left: Any scene
can make use of
pre-made assets to
populate both the
interior and exterior
parts of the work

Right: In the

(Left, opposite and above) © Vladimir Vitanov


woods. Pre-made
vegetation brings
this scene to life

Below: The foliage


in the corner of
this visual gives a
soft touch to this
beautiful, sunset-
lit room

Benoit and Peter Guthrie, but for textures but is really obvious
these are only a couple of names for 3D models. This therefore
that would make a list containing makes artwork less unique
thousands of creators. Artists and therefore less impressive.
all around the world are making Related to this, art can begin
top-quality assets and selling to look stale and predictable. It
them at a profit. This is another reminds me of those homes that
way that artists can make money are ‘dressed’ by interior designs
and ensure that they continue just to get the house sold. Those
to grow and develop their skills; houses are obviously dressed by
whether those skills relate to a professional. They don’t look
modelling, texturing, unwrapping lived in, homely or particularly
or programming. natural. This is how art that relies
We’ve so far had a good look on a lot of pre-made assets ends
at some of the positive things up looking too. It’s not beneficial
about this culture shift in the 3D for artists in the long run and can
Viz industry. Before we make any have a negative impact on the
concluding remarks, let’s take a quality of the art being created.
look at some of the downsides. Next up, there is a reduction
First up, artwork from different and ultimately a loss of skill
artists ends up looking the same. within the industry. If artists
If you look close enough and don’t need to learn complex
© Rhys Jones

at enough work, you will start modelling techniques or texturing


seeing the same assets popping up and unwrapping workflows, then
everywhere. This is less noticeable why bother? Over time this will

3D WORLD 27
make artists ever more reliant and reduce the learning curve for
on others to create their assets
for them. This loss of skill in the
producing amazing art. It will be
those who are able to use their
GREAT-QUALITY
market only further perpetuates entrepreneurial skills who will 3D MODELS
all the downsides mentioned here. survive in this ever-changing What should I be looking for?
And finally, using off-the- industry. It’s also important that
shelf assets ends up reducing we look at ways to combat the
the market value of artwork in flaws surrounding the potential When you’re downloading 3D assets, you will need
general. This is often the most over-usage of pre-made assets. to make sure you’re selecting good-quality meshes
noticeable in the new home If you’re able to find ways to that are going to slot straight into your scene and not
segment of the visualisation compete with others, then you’ll cause you any problems. You don’t want your scene
market. Studios have formed to do well. If you can set yourself crashing, for example, because you’ve got meshes
create only this type of visual. apart from others and make your with errors in. TurboSquid have a really handy way
They use the same predictable work unique so that clients are of ensuring that the models you download have
camera angles, foliage in the front willing to pay more for it, then passed certain requirements. They call it ‘CheckMate

(Above and below) © Vladimir Vitanov


garden, and furniture on the you’ll also thrive. Pro’, but this list of requirements can be applied to
any 3D model you download. To start with, you’ll
want models that are created to scale. There’s no
“WHAT IT MEANS TO CREATE 3D use downloading a model only to find that it’s either

ART IS CHANGING… AND ARTISTS


modelled far too small or way too big; you want it to
slot in straight away. It also helps if the model itself

NEED TO ADAPT TO SURVIVE” is located at the origin. After that, you’ll be served
best downloading models that contain only quads
or triangles. This will ensure meshes are clean and
interiors. Every visual ends up will be rendered correctly. Finally, make sure your
looking the same and it is often models have clean UVs. By either using TurboSquid
terribly dull. Because assets can CheckMate Pro models or reputable suppliers, you’ll
be used across projects, work is ensure the models you’re downloading will work
finished in less time and therefore perfectly in your scenes every time.
the cost of it comes down. This
in turn forces out of competition
the one-person bands who simply
can’t compete.
In summary, off-the-shelf
assets are here to stay, there’s no
getting around that: they help to
speed up the creation process,

28 3D WORLD
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3D WORLD 31
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Right: Doctor Strange


(Benedict Cumberbatch) casts
a spell that causes Spider-Man
(Tom Holland) to enter the
Astral Dimension with assistance
from Framestore

Opposite: Spider-Man gets a suit


upgrade courtesy of Eldritch Magic

32 3D WORLD
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3D WORLD 33
Multidimensional Spider-Man

E V I S I T E Do looms large
L A I N S R tentacles, Electr ation… h of f t
h e scr
een
e co o l
V I L gets upgradedely keyframe anim
fl a s
t a big m hav
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happ e n in
S a n d man w r e d s il h o u et
te t h e
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e mec
h te e r e d been had es
t
o g ra p
h
an 3. “
We w
a r o u nd , th t h a n puppe a s if he had s s e o f him .” c ip a l p h ot id e r- M e y e lines
e r k becau in r
n in Sp
r -in fo
This tim l ra t h e h a r a c te re m a r for p r a n d
ig it a
be th a t c t h is ,” n il a b le
ed San
d m
had a
s t a vided
) a re d h a s to d into ’t be o Unava or tray t they t s p ro
Molina 2 . “ It n d p loppe g h I c ouldn d h o p o n s e . “ J o n Wat a n te d
r- Man iverse
a
n thou h Alfre hw ice an
d elstein t he w
Spide h at u n . “ Eve o w a tc C h u rc his vo ins Ed u t wh a
t o f t ls t e in f u n t W e u s e e x p la t in g o w o uld
pulled
ou t t Ed e it was nality. able t
o
cking ,” elf ac a n ce
r v is o r S co p r o t ocols , t h a t p e r so o u a m e ra blo c e o f hims c ia l p e r fo rm t a g e for
up e 19 e y c e n a s
VF X s o f C OVID - a n d assum le n g th , bu
t and
lo t o f ref e r w h a t the f n a m ocap nd -
s a
c a u se e role cale in inning us wit
ha well a y did o wa s h
set b e b a c k into th e a b le to s o m t he beg t ’s n t o d o, a s o t t h at t h e f S a n dman d on
g et b r a a o o e
Molina acles h ot . F nd th Sandm as also
a sh jority as bas
v e t h e te n t d u r ing a s e t e n tacle a e r e w c e . T he ma t h e f a ce w f r o m the
ha n h b e. Th n d s
h a d to a t t o happe le n g t h of t g y p e r fo rm a h e b o dy a n t v o ic e clip
n d .”
wa n t t
h set t h
e mazin so m e
bod n fo r t . We g
o by ha
don’t y o u would f r o m Th e A
d d a n imatio e n C h u rc h a t c h e d t h at
, e
s h ot t look wa n te key fra
m as Had we n t a
nd m
of t h e e.” if feren r. “ We Th om a to r s
it w ould b E le c t ro a d is W aegne e v e n if h e v o ice of a n im
how give h r t n th e
f u n to visor C ening nt nd the
It was super s happ iprese ADR a
2 f o r VF X a n d flashe e t h is omn e
s e mak
r- Man al pop becam can w
Spide lectric es . H e
v e t h ese e d o u r h e ro s k in g , ‘How
to h a un a
n’t aro t and
o wa s t a sho
Electr e lo o king a
. You ’r
t h re at

34 3D WORLD
Multidimensional Spider-Man

Top (left): Banding


together during the
2,500 visual effects shots
were created by Sony Pictures “IT’S NICE TO DO THOSE CALLBACKS
Liberty Island fight
created by Sony
Imageworks, Digital Domain,
Framestore, Luma Pictures, AND IT’S SO FUN TO SEE THE
Pictures Imageworks
are Electro, Sandman
Crafty Apes, Mr. X, Cinesite,
Gradient Effects, Folks VFX, REACTION OF AUDIENCES”
and Lizard SSVFX, MARZ and Perception.
An initial plan to introduce
Kelly Port, VFX supervisor, Marvel Studios
Above: The electricity Andrew Garfield and Toby
of Electro (Jamie Maguire during the third act is his Uncle Ben moment and him had a background on the Green
Foxx) was changed was shifted to the second act becoming Spider-Man.” Goblin and we knew a little bit of
from the original right after the death of Aunt May Being involved with all Sandman and Electro. Sometimes
blue in The Amazing (Marisa Tomei). “The fact that three versions of the cinematic you have too many individuals
Spider-Man 2 to it’s Ned Leeds [Jacob Batalon] franchise is Sony Pictures and not enough time to develop
the comic-book who doesn’t know how to make Imageworks VFX supervisor that one individual, but in this
accurate yellow portals,” explains Marvel Studios Chris Waegner. “I worked with particular case Jon Watts and
VFX supervisor Kelly Port. “Tom Sam Raimi and Marc Webb and Kelly Port were on the creative
is emotional and is up on the high the different actors. In a way it side making sure that everybody
school where he meets Andrew prepared me for the chaos of what had enough screentime.”
Garfield and Tobey Maguire; they was going to ensue. It’s such a Looking after the end battle
have a common bond, [which huge responsibility to the fans.” at Liberty Island was the
is the death] of Uncle Ben. In The large cast did not prove to be responsibility of Sony Pictures
a way it’s Tom Holland’s Peter unwieldy. “Maybe because these Imageworks. “Every time I finish
Parker origin story because this films have been made before, we a movie like this I’ll say, ‘I’ll do

3D WORLD 35
Multidimensional Spider-Man

“WHEN YOU HAVE A BIG BUILD LIKE THIS, YOU NOT ONLY
HAVE TO BUILD IT UP DIGITALLY, BUT ALSO KNOW THAT
YOU’RE GOING TO HAVE TO DESTROY THE WHOLE THING” Top (left): Sony Picture
Imageworks produced
Chris Waegner, VFX supervisor, Sony Pictures Imageworks a CG Spider-Man for
when the Wall Crawler
another one but don’t want to do When you have a big build like be 15 years later,” explains Port. does a high dive
the third act!’” laughs Waegner. this, you not only have to build it “We even had some leeway with
“But it keeps falling back on us. up digitally, but also know that their costumes.” The advances Top (right): Spider-Man
All of our Spider-Men and villains you’re going to have to destroy in technology have enabled the (Tom Holland) attempts
are together. It was nice that it the whole thing. You have to be visual effects to look cooler and to escape from the
was a contained environment sensitive to what is steel, wood, more photorealistic. “You want to Mirror Dimension with
as the action takes place around concrete and aluminium, so you’re make whatever things you can do the ancient relic
the island itself. In principal applying all of these material look better but also familiar, I felt
photography there wasn’t a ton properties in Houdini; that’s what like we had creative licence to do Right: New York City
of live-action set to reference. We gives the big destruction life.” that. Our decision was that they’re folds in on itself in
used things that they did build, De-aging was strictly done coming into this MCU world. the Mirror Dimension
like scaffolding, as our material to Alfred Molina and Willem When Electro [Jamie Foxx] is first courtesy of Framestore
and style guide for our gigantic Dafoe as both came from the introduced, he is actually blue like
environmental build. We built the Spider-Man 2 timeframe. “The from the Marc Webb film, and as
island, architecture and on top of other two Spider-Men came he charges up and gets full power
that we had to build the inside. from where they happened to the energy that is feeding him

36 3D WORLD
Multidimensional Spider-Man

I N G T HE ON
I G AT D I M E N S I nt
N AVR O R steals an ancietter
MIR an -M la t he
Spider tor Strange,
W he n c ension

o m Do ror Dim
relic fr e M ir
he s t h
unleas
ider-
the Sp
e q u e n ce s , p en
f the s wa s o
f a r of all o a n g e ch a se u n ,”
“B y t r f
c to r S wa s s o
a n a nd Do d n e s s and “ It ’s
M weir .
plete y Por t
to co m or Kell e
X s u per vis e n s ion . W
VF ror Dim
s t a te s A M ir e ’v e
reality
. h at w
a n ew e a of w hich is
w it h the id t r ange w
S
played o c t o r alked
efo re
in D n we t
se en b d in g s . Th e r ld
bu il o
tating re nt w
t h e ro a dif fe
g o in g into b e c a u se
about yon ,
d C an o g et
this
e G ra n ying t
like th is t r
r St ra n
ge keeps
D o c to an and
m S p ider- M e way,
box fr
o
c le s in th
s t a ting
ing ob s adap
throw M a n keep e he’s
ide r - s
but Sp becau
v ir o n m e nt b ly the
en a
to t h e w a s p ro b
a t we
a r t . Th wh e n
so s m r a t o r y and s .
m ost e
xplo e issue
p id e r-Vers e p
to S g to k
e
ran in s tr yin
u ’r e alway u e b ut stil
l
Yo
e t h in g uniq
it som r.”
familia
have it

3D WORLD 37
Multidimensional Spider-Man

was yellow. At the end battle,


we had fun with the idea of
introducing the Star Mask that is
from the comics.”
An iconic moment from the
comic books was recreated
when MJ (Zendaya) falls off of
a bridge and is saved by Spider-
Man portrayed by Andrew
Garfield. “It came from the previs
team,” reveals Port. “It ended
up changing a little bit. It was a
redemption for that character’s
initial mistake [that caused the
death of Gwen Stacy played by
Emma Stone]. A lot of people
thought she got webbed and
then broke her back because you
hear this crack. What actually
happened is she hits her head.
Like so many things, we were
going back and forth as to whether
certain characters should die or
not. That was part of the story
refinement process which is so
fascinating. Ultimately, it all has
to be about our Peter Parker (Tom
Holland). It’s nice to do those
callbacks and it’s so fun to see the
reaction of audiences.”
Digital Domain had to recreate
almost three miles of New York
City. “You hero out the sections
of the bridge where most of the
action takes place and as you get
further away from the camera
there is less and less resolution in
that geometry you’re building,”
explains Edelstein. “By the time
you get three miles away it’s
essentially a matte painting. As
you get closer, we used Google
Earth and Open Street data maps
to create buildings. There were
models from New York City many
years ago that we placed in.”
Recreating a portion of New
York City was no small task for
Edelstein. “Kelly and his team
went to the actual location and
did a LiDAR scan of the bridge
and some of the surrounding
areas. We lined that up with
the reference. There was also
some helicopter work so we did
a lot of photogrammetry of the
bridge and surrounding area.
We piled that all together and
our environment team built the
surrounding structures, landscape
and buildings while the modelling
team traditionally goes in and
builds the bridge asset. We would
texture and look development that

38 3D WORLD
Multidimensional Spider-Man

as a hero asset. Once you get all An ancient relic is central to task was the hybrid suit that Peter Left: Practical
of that together and have it as a the plot. “Everyone is trying to get Parker wears after the nanotech explosions and tossed
layout, depending on where you this thing,” observes Port. “What on Doc Ock travels onto him. vehicles were provided
look you have to load all of those does this look like? It started off “From the neck down Peter is CG by SFX supervisor
different assets and resolutions, being this complex thing that for the rest of the movie,” remarks Daniel Sudick
which is a manual process at that exploded into a giant puzzle that Port. “That is an enormous
point. It’s a lot of work.” Doctor Strange had to solve. We amount of time-consuming, Below and opposite:
always knew that it needed to be labour-intensive stuff which CG tentacles by Digital
DOCK OCK BATTLES SPIDER-MAN ancient, sophisticated, intricate, had to be perfect, otherwise it Domain replaced the
A major contributor was SFX and artisan crafted. Ultimately, it doesn’t look right. It has to be lit practical ones that
supervisor Daniel Sudick. “They was used to contain the spell and and rotoscoped into place. That’s were originally used
shot so much reference and all those ideas had to be refined. That one of those things which is an for Doctor Octopus in
of these awesome things for us was a process.” Another difficult invisible effect.” Spider-Man 2
to use,” states Edelstein. “Dan
crushed cars and bent them in
half. The shot where Doc Ock
throws a car into the water
“THEY SHOT SO MUCH REFERENCE AND ALL OF
was a practical one that got
thrown. We ended up removing
THESE AWESOME THINGS FOR US TO USE. DAN
the car itself but used the water
explosion that they did from the
SUDICK CRUSHED CARS AND BENT THEM IN HALF”
barrels. Dan threw cars through Scott Edelstein, VFX supervisor, Digital Domain
concrete barriers.”

©2021 CTMG. All Rights Reserved. MARVEL and all related character names: © & ™ 2021 MARVEL

3D WORLD 39
Realistic texturing
Modelling for creativity

Incredible 3D artists take us   behind their artwork

MODELLING FOR CREATIVITY If there is one thing I


would like my future self to keep in mind when it comes to
making a 3D scene, it would be to always keep the initial
blockout models as simple as possible as a way to not get
locked down to one single idea. Having an idea is great to
get you started and inspired, but quite possibly that idea Pedro Amorim
will morph over time into something you haven't originally artstation.com/pedro
considered. This way, if you need to delete or change certain Originally from Portugal
things, it won't be too difficult because there wasn't a lot of but currently living in
time invested. Still, it’s important to have in mind an idea Finland, Pedro works as
of how you would like the image to look, so you know what a senior hard-surface
to work towards. artist at Remedy Games.

40 3D
40 3D WORLD
WORLD
Realistic
Modelling texturing
for creativity

DIY TRIKE
Software 3ds Max, Blender,
Substance Painter, Photoshop
Year made 2022

3D WORLD 41
Create a beautiful digital portrait

Practical tips and tutorials from


pro artists to improve
your CG skills

IMPERIAL OFFICER
A personal character
inspired by the Star Wars
imperial officers

42 3D WORLD
Create a beautiful digital portrait

ZBRUSH | MAYA | ARNOLD RENDERER | R3DS WRAP


MARI 4.36 | MARVELOUS DESIGNER | SUBSTANCE PAINTER | PHOTOSHOP

CREATE A BEAUTIFUL
DIGITAL PORTRAIT
Learn how to make your workflow more productive with these
proven tips in Young Im Chang’s realistic character masterclass

Young Im Chang
I am a senior 3D character
artist working for the game
01PREPARATION
Before starting the project,
set up Maya and ZBrush to ensure
02 SCULPT PRIMARY FORM
WITH A BASE MESH
Using the base mesh, build the
industry in Korea for over 14 an easier transition between the primary shape, and then gradually
years. I enjoy creating portraits two programs. Create a Maya increase the subdivisions and
AUTHOR and characters in 3D. project and add folders in it by use, develop the form according to
bluehour.artstation.com such as folders for export OBJ files anatomical features.
and ZBrush. The base mesh in this tutorial

I
often receive emails from In Maya, set up a simple light is made up of two subtools, Head
students complaining about and a camera for a quick render and Eyeball, with clean topology
their difficulties when designing and store basic scenes. Make sure and UVs. The reason for using the
a character. They are tired of the the unit is set to centimetres in the base mesh is that a low-poly mesh
continuous modifications and preference settings. Open ZBrush is easier to handle for blocking out
the disparity between what they and set the camera value to 85 in the shape, and if you set the scale
expect and the actual result. I the Draw menu. of the base mesh to the actual size
also sympathise with their pain as Assign frequently used brushes in advance, it helps reduce errors in
a person who struggles alone to as hotkeys and customise UI icons sculpting and rendering.
complete their work. to operate efficiently, this speeds For example, many people are
So what is the most important up sculpting and reduces the unaware that eyeballs are almost
thing when it comes to creating inconvenience in transition. the same size regardless of race
a realistic character? Sculpting, However, the camera in ZBrush or age. The size of the eyeball is
texturing, hair grooming, lighting has some distortion, so it is approximately 2.4cm.
and rendering – every single necessary to go over the final shape Sculpting is commonly
element is essential. If we neglect through the Maya rendering results. performed based on reference
just one of them, our creation loses
its life, exposing the mistakes.
Sometimes, the little things
treated as insignificant become
breakthroughs in solving the
problems that frustrate us.
Let’s find out what we
shouldn’t miss by following this
proven pipeline in this character
masterclass tutorial, working from
the base model to the final render.
You can find the full video
lectures on the Wingfox website:
www.wingfox.com/c/8595

DOWNLOAD YOUR RESOURCES


For all the assets you need go to
https://bit.ly/3D-world-digitalhumans

01

3D WORLD 43
Create a beautiful digital portrait

02a

02b 03

images. Since the size of the Distancing Select the object and assign an same way, set the animation key of
eyeballs is the same, match the Another thing to aiStandardSurface shader. Replace the camera up to frame #5. Open
object’s eyes to each reference keep in mind when the material type to Skin in the Render Settings, and under the
image and measure the proportions sculpting is changing Presets. Click the surface radius, Common tab, the file path and
with the surroundings in order to the views to look at change HSV to ‘RGB, 0 to 1.0’. Set information are displayed at the
decrease the distortion. the model objectively. a value of 1 for red, 0.35 for green, top. Change the frame animation
When you focus on and 0.2 for blue. Change the Type format to name #framenumber

03 BUILD THE BONE


LANDMARKS FIRMLY
Personally, while sculpting, the part
only one place, your
field of view narrows
so that you cannot
to Random Walk 2, and adjust
the Scale value to 0.1. Go to the
animation frame and set the frame
extension. The frame range is 1
to 5 because we set the camera
key from 1 to 5 frames; it renders
I work hardest on is not the eyes, see the composition range 1 to 5. multiple camera angles at once.
nose and mouth, but the landmark as a whole. Change Click the box next to Render
features around the cheekbones:
superior arches of the forehead,
zygomatic bone, and the volume of
your perspective – for
example, looking from
a distance, looking
05 RENDER SETUP - PART 2
At frame #1, change the
camera view and press ‘S’ to set the
Sequence in the render menu.
Rendered images are created in the
image folder.
the temporal bone. upside down, or key. Move to the next frame, adjust You will need a viewer to open
The large frame of the head looking at the outer the camera view to a different EXR files. I'm using a free viewer
must be strongly built so that the outline of the shape. It angle, and enter ’S’ again. In the called DJV.
details can be stably placed in it. can prevent your vision
from narrowing.

04 RENDER SETUP - PART 1


It is necessary to check the
exact shape of the head through
the rendered result in Maya. Import
the head object from ZBrush and
scale check to actual size with the
measure tool.
Next, create a dome light in
the Arnold tab, connect the HDRI
map to its colour node, and then
rotate the light in order to capture
the proper light direction while
rendering with Arnold.
You can download HDR image
sources from Poly Haven or sIBL
Archive. All are free, high-resolution
images available for download.
04

44 3D WORLD
Create a beautiful digital portrait

While sculpting in ZBrush, you


need to continue rendering in
Maya and check how the actual
results look, making up for any
shortcomings. This process is
extremely important to increase the
quality of your work.

06 TEXTURE WITH
R3DS WRAP
I used TexturingXYZ’s ‘Male 40s
Multichannel Face #70’ map on this
project. Create a plane in Maya and
change the width and height to
the resolution of the TexturingXYZ
image. Then divide it to 150 and
normalize off. Then scale it into
position close to the image.
Import both sculptured head
and a plane into Wrap, assign the
TexturingXYZ image to the plane
and put the pins in the same place
on the visual editor viewport.
Next, open the SelectPointPairs
node to match the points of the
05 plane to the head. Make sure
each point number matches both
the image and the model. Click
Compute to start to wrap. Now
bring the wrapped plane into
ZBrush and do some cleaning up of
the twisted areas.

07 IMPORT TO MARI
Once cleanup is done, export
back to Wrap both the wrapped
plane and the head for the texture
projection. Add an Albedo map, set
the TransferTexture node and link
the plane and head.
Compute current frame to
project the image and repeat the
same process for the displacement
and utility map as well. Import all
06a 06b projected textures into Mari and
proceed to clean up. Create a
channel for Displacement and with
50% grey colour remove unwanted
parts such as eyebrows, eyelashes
and hair. Then paint out the region
just below the hair so that they
blend seamlessly.
Repeat the process for the
diffuse and utility map. Then add
a Copy Channel layer to split out
each of the R, G, B channels and
save them separately.

08 APPLY DISPLACEMENT
IN ZBRUSH WITH MAPS
Back in ZBrush, turn symmetry off
and shape the head to look natural.
Once the asymmetry work is
07

3D WORLD 45
Create a beautiful digital portrait

Step 8.5:
Inflate issue
When the displacement
map is applied, it swells
a little compared to the
original state. If you turn
off the layers, you can
see the swollen shape.
Hide all the layers
with displacement
applied and press
storemorph in the Morph
Target menu to store the 09a
previous volume.
Unhide all the RGB
layers, create a layer
and name it Morph.
Go down to
subdivision level 1 and
bring the Morph slider
all the way up so that
it will return to its
08a previous volume. With
this method, you can
complete, load the R channel apply the displacement
displacement map as an alpha. In map accurately without
the displacement section, select deforming the shape.
the map and change the intensity Finally, export out
values to see the effects on the the ZBrush displacement 09b
model. The texture slot must map at subdivision
have a texture turned on for the level 3, 32bit, EXR, 8K the intensity and apply DispMap on is the white part of the eyes, and
displacement map. size map. each layer. The values I used for R, it gets transparent to the iris part
Vary the depth of the surface G, B were 0.3, 0.2, 0.05. Once you using a ramp node. The cornea is
curvature shown in the R channel have applied all these displacement the clear part of the eye over the iris
texture so that it does not look like layers, mix the layers by tweaking and the caruncle is a red flesh at the
a shallow bump map. the intensity until the head looks inner corner of the eye.
When ready to apply as desired. Back to ZBrush, increase the
displacement maps, load the split- subdivisions of the eye parts and
out RGB channel displacement
maps into ZBrush.
Create three layers; each layer
09 EYE STRUCTURE
To create realistic eyes, we
need several meshes: a sclera, a
develop the form and add details.
Create textures through ZBrush
Polypainting. The iris can be
will contain the information of the cornea, a pupil, an iris, a caruncle, produced in the same way as the
R, G, B displacement maps. Tweak and a tear reflected line. The sclera skin as mentioned previously.

08b

46 3D WORLD
Create a beautiful digital portrait

The ‘Multichannel Iris #100’ map


from XYZ is used here.

10 SHADING
Back to Mari, create
additional textures using the utility
map. Create a rough map to use as
a weight map with the utilityG map,
to give a bit of micro-displacement
detail. Also, create a specular map
using the utilityB and make sure not
to paint the lips too bright to give it
a slightly dry look.
Plug in the created maps to the
appropriate node in the aiStandard
shader. When working on skin,
make sure to test the skin material
under various lighting conditions.
10a Use nodes such as aiColorCorrect
and aiRange to adjust the maps
until you get good results.

11XGEN FOR HAIR


XGen is a great tool, but there
are a few things to be aware of as it
is prone to errors. First, make sure
to setProject. It's also helpful to
know XGen's folder structure and
saving file path. In case of errors, it
is recommended to save the scene
files step by step frequently and
convert the guides into curves and
store them.
Also, when saving the ptex map,
be sure to press saveTexture under
the file texture tab in the painting
tool settings, and then save mask
maps to avoid texture path crashes.
Split the hair groom into several
different descriptions: eyebrows,
10b eyelashes, beard, peach fuzz, etc.
Most of the work in XGen is to
modify the guides.
When the hair is complex,
ZBrush's FiberMesh efficiently
handles the guide’s curves. You can
export the FiberMesh in MA file
format to Maya.
The aiStandardHair shader is
used for hair. Control the colour of
the root and the tip by connecting
the ramp node to the melanin
section. I refer to Arvid Schneider's
OSL Shader scripting method to
apply the melanin value randomly:
youtu.be/vBZ0WaOl_B8.

12 CLOTHES
Create costumes for your
character model with Marvelous
Designer, which is an excellent
software for clothes simulation.
Import a custom character body
11

3D WORLD 47
Create a beautiful digital portrait

and set the volume and points in


the avatar editor.
Create patterns, simulate them,
and fit the avatar by pulling the
garments until you get a satisfying
shape. Once the fitting is complete,
replace the avatar with a posed
body and change the object type
to Morph Target.
As the model's pose changes,
the pattern changes to match the
pose. Export patterns, optimise
them, add details and extract the
displacement map in ZBrush.
Create PBR textures for clothes
and other accessories using
12
Substance Painter.

13 FINAL RENDER
When all stages of
production are finished, bring all
the character components – a head
model, eye parts, costume – and
place them in their position.
Change the pose a bit and
adjust the gaze naturally by
applying the Aim in the Constrain
menu accordingly.
Set up lighting and a camera;
I set the camera (AA) samples to
6 to 10 for the final rendering – it
depends on your scene and the
machine you have. Specify the
required source map in AOV for the
post-work calibration.
Finally, we have reached the
final rendering. Click the square
box in the render sequence of the
render. All you have to do is select
a camera, specify the save path and
start rendering. The final result is
saved in the Beauty folder. If post-
work is required, it is available from
the AOV render source. •
13a

13b

48 3D WORLD
Create a beautiful digital portrait

WINGFOX
Wingfox.com is
an online learning
platform for digital art
under Guangzhou Goyor
Network Technology
Co., Ltd. It focuses
on design education
and cooperates with
outstanding artists
from all walks of
life, providing useful
content to everyone.

3D WORLD 49
From VR to ZBrush

Incredible 3D artists take us   behind their artwork

FROM VR TO ZBRUSH The creative process


started from reference, then I began the sketching
phase directly in Gravity Sketch. Once I got the
desired sketch, I made some simple volumes. I
then exported the creature to ZBrush and with
DynaMesh I sculpted the details I needed. Simone Rizzo
Retopology and UVs were also undertaken in artstation.com/simonerizzo42
ZBrush. I rendered everything in Blender with Concept artist raised in Italy, in
Cycles and did some compositing in Photoshop. love with cinema and art. He has
I believe that the process of sketching from VR dedicated himself to digital art
to modelling in ZBrush is a splendid and fast in recent years and is currently a
solution for creating concepts of creatures. concept artist at PIXOMONDO.

50 3D WORLD
From VR to ZBrush

CREATURE OF THE FOREST


Software ZBrush, Gravity Sketch,
3D-Coat, Blender, Octane Render, Photoshop
Year made 2022

3D WORLD 51
Light your C4D scenes with custom HDRIs

REAL WORLD LIGHTING


Using location captured lighting
can help even when rendering
against a flat backdrop

CINEMA 4D | THETA (FOR IPHONE)| PHOTOSHOP

LIGHT YOUR C4D SCENES


WITH CUSTOM HDRIs
In Part 3 of our tutorial series, Rob Redman demonstrates
how to create your own HDRIs ideal for your 3D scenes

T
hese days most 3D scenario shooting your own gun type setup I think this is the
software offers global HDRIs is a much better solution easiest way to light your scenes
illumination, and while and doesn’t have to be complex to match your plates.
there are plentiful resources for or expensive. There are many I won’t be dealing with the
finding good HDRIs to use, they ways of capturing these images, camera matching or tracking
can be a little one-size-fits-all. ranging from the cheap and easy footage in this tutorial, as that is AUTHOR
This isn’t always a problem, and if to the preventatively expensive a more complex beast I will deal Rob Redman
you are lighting a studio setup or and complicated. with on its own in a future issue. Rob has been a CG
a generic scene you will be fine. In this walkthrough I’ll show artist for over 20
However, you may be trying you my workflow for creating years, working across
to match lighting at a location to them, using an iPhone app and film, TV and print
better match your background a Ricoh Theta camera (other 360 DOWNLOAD YOUR RESOURCES projects, and is editor
plates, ensuring that your CG cameras are available of course). For all the assets you need go to of 3D World and
elements are lit consistently There are a few issues to deal https://bit.ly/3D-world-digitalhumans ImagineFX magazines.
with the talent and set. In this with, but for a one-man, run-and- robredman.co.uk

52 3D WORLD
Light your C4D scenes with custom HDRIs

01TAKE THE SHOT


Shooting with the Theta is very simple and all you
really need to do is set the bracketing to create the light
02 EDIT THE EXR
The first option is one done back at the computer. You can open up
the captured HDRI and then clone out unwanted areas (me) either manually
to dark range. Don't shoot from the same point as the or by drawing a selection and right-clicking, then choosing Content-Aware
camera used for the background plate, but from the main Fill. Either option is fine as we will be blurring the shot for lighting purposes
area where your CG elements will be in the final shot, for anyway. I prefer to take a broad approach and draw the selection. Photoshop is
more accuracy in lighting. You can see here that I'm in the pretty capable at this and the repetition of the filled areas won’t be a problem
picture, and we can deal with that in one of two ways. for this particular use case. Judge that on your specific shoot though.

03 STAND ALONE
The better alternative is to use
a light stand to mount your Theta,
then connect to it wirelessly to take
the shot. This is a great option if you
aren't using your mobile device for
other purposes. Just find a nearby
object to hide behind as you trigger
the shot. There will be times when this
isn't viable however, as you may be in
a location which means you have to
be in airplane mode, or you might be
using your phone for something like
operating a drone or a gimbal. It may
be the case that you don't have level
ground to place a stand, either on a
slope or maybe over water, in which
case use the cloning method.

04 EXPORT THE HDRI


Once any edits are done it is time to get the image out to your 3D
software. There are differing opinions on this, but I'd suggest blurring the
05 SCENE BASICS
At this point I like to set up a basic scene to get
things started. This mech is here as a placeholder for
image for use as a light source as it can prevent artefacts and is easier for the now, along with a floor and a sky object. The floor has
GI to use for good, clean results. Once you are happy export the image and a simple material applied, while the mech has a more
be sure to save as a 32bit OpenEXR (which it should already be from your reflective material with some Fresnel for falloff. This is
Theta) – a JPG or PNG will not have the values that GI can use to effectively really just to test the material in the most basic way, so I
light your 3D scene. can check things are working as I expect.

3D WORLD 53
Light your C4D scenes with custom HDRIs

06 SKY MATERIAL
Next up is to get our HDRI
onto the sky object. Double-click
in the material manager to create a
new object, then either double-click
the material to open it as a floating
window, or work in the attributes editor,
depending on your preferred layout
and workflow. You can add the HDRI to
either the colour or luminance channel.
Both work fine but I use luminance, as
it feels more logical to me. Deactivate
the reflectance channel as we don't
need it. Rename the material and
then drag it onto the sky object in the
objects manager. You can see and
place the HDRI by rotating the sky in
the scene in a shaded view.

07 RENDER SETTINGS
Open up the render settings and change the
type to Physical. Next go to effects and add a global
08 ADD A CAMERA
At this point I generally like to throw a camera in there to see how
things will look, check out depth of field results and make sure there are no
illumination effect. Click on it and set the primary type oddities rearing their ugly head. Add a camera to the scene, then target the
to irradiance cache and the secondary to QMC, and set mech. Set your aperture to the correct amount and change your focal length,
your gamma to 2.2. I also added an ambient occlusion ideally to what you shot your plate with. For me that was an 80mm in full frame
effect, just to see how it looks. Now when you render you equivalent at f1.2. Make sure you're looking through the camera, then render
will see the results of your sky material. again to make sure you are satisfied with the results.

09 EXPOSURE AND TWEAKS


You may be happy with the
outcome at this point, but there will
be scenes where the exposure doesn't
look right. Cinema 4D's physical
camera has exposure settings so you
can activate them and adjust to taste,
but sometimes that will blow out the
sky or make it too dark compared to
the rendered elements. If this is the
case, you can go into the sky material
and under the illumination section
you can tweak the amount of GI the
material produces. You can also adjust
the saturation of the GI. I increased this
for just a little more colour, but tweak
this to suit your needs and tastes. Then
all that is left is to do a final render. •

54 3D WORLD
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3D WORLD 55
Transform a photograph into a realistic 3D likeness

MAD MOUSE
A 3D recreation of a
stunning photograph by
Lídia Vives, award-winning
fashion photographer

56 3D WORLD
Transform a photograph into a realistic 3D likeness

ZBRUSH | MAYA | R3DS WRAP | MUDBOX | XGEN | MARVELOUS DESIGNER | V-RAY | PHOTOSHOP | PUREREF

TRANSFORM A
PHOTOGRAPH INTO A
REALISTIC 3D LIKENESS
Nayoon Levitin demonstrates how to reimagine a portrait
photograph as a detailed, expressive 3D render

AUTHOR
Nayoon Levitin
With a background
in computer
science, fine art and
graphic design, I am
currently in my final
term as a student
at Think Tank
Online. Learning
a new medium is
challenging, and I
enjoy sharing my
journey in order to
help other artists
achieve success.

T
his image was inspired
by Lidia Vives’ work ‘Mad
Mouse’. You can check it out,
01COLLECT
REFERENCE IMAGES
The most challenging part of this
It is important to study the facial
structure before the setup of a
base mesh in ZBrush. Line up the
artstation.com/
nayoon

along with her many other creative project was capturing the likeness. reference images using guides in
photographs, on her website Since the concept has a very strong Photoshop. Draw a few lines to see
(lidiavives.com/pop/mad-mouse). expression and the pose is not where the plane changes occur and
The main focus of this project neutral, it can be hard to accurately where the face features line up. Pay
is to study anatomy and facial maintain the correct anatomy. attention to negative spaces on the
expression, and be able to sculpt When tackling a project like this, profile views.
details as realistic as possible. make sure the reference images
We will cover how to capture
a photograph as a realistic,
expressive and detailed 3D
are in high resolution (the higher,
the better) and in multiple angles.
Consider the lighting (shadows can
02 START WITH A
BASE MESH
You can start a base mesh from
likeness, from initial base mesh to be helpful to determine the shape scratch in ZBrush or purchase one
final render. Let’s get started! of certain areas). online. However, if you purchase a
A software like PureRef can be base mesh, make sure the topology
useful to collect all images in one is clean. Since Mad Mouse has a
place. Sort the images by category strong expression, it was necessary
DOWNLOAD YOUR RESOURCES so it is easier to navigate. Collect to modify the topology. Change
For all the assets you need go to images that are shot with a high the topology on the forehead to
https://bit.ly/3D-world-digitalhumans focal length lens. For example, red support the expression. Import
carpet images are great. the head mesh to Maya and

3D WORLD 57
Transform a photograph into a realistic 3D likeness

retopologise using the Quad


Draw tool.

03 LINE UP A BASE MESH


WITH REFERENCES
When setting up a ZBrush scene,
make sure the focal length is 85 or
higher and sculpt in perspective
mode. There are two different
methods to line up the base mesh
with the reference images.
The first method is to use
Spotlight in ZBrush. Import the
image in texture and turn on
Spotlight. Adjust the size of the
reference image to match the
base mesh. Once the alignment
is done, save the camera. To save
camera views that are aligned with
the reference image, click Draw>
Channels>Store camera. Tip: Save
as project in order to save the
cameras. Saving as ZTool will not
save the cameras. However, once 02
alignment is done, no need to save
as project.
The second method is using
the See-through tool in ZBrush. It
is located on the top right. Place
an image behind ZBrush, scroll
See-through between 1 and 100
and line up the base mesh with the
image behind. Use this method to
do a quick check while sculpting.
Save the camera with this method
using Store camera if needed. The
base mesh should stay at the lowest
polycount while lining up.

04 KEEP TWEAKING
THE ALIGNMENT
Be aware that everything looks
03 & 04
absolutely terrible for a while and
that is perfectly normal. The goal
at the beginning stage is to get
the shapes and silhouette of the
mesh to look like the reference
image, so check all the angles.
You will be able to tell if the base
mesh matches the concept image
by zooming out far throughout the
alignment process while working on
different angles.
The base mesh will not line
up perfectly so think about
the location of the eyes, nose,
mouth and ears, and don’t worry
about matching them exactly
to the image. Nobody’s face is
symmetrical. You will eventually
break the symmetry to add details.
Placing the eyeballs and painting
in iris colour using Polypaint in
05a

58 3D WORLD
Transform a photograph into a realistic 3D likeness

ZBrush will help to tell if the face is


looking the way it is supposed to.

05 RETOPOLOGISING
UV MAPPING
AND
Import an A-pose base mesh
to Marvelous Designer as an
Avatar. Use a shirt from Modular
Configurator as a base shirt and
modify to fit the concept blouse.
Once the head base mesh is in
a good shape in ZBrush, export the
head to Maya and retopologise if
needed and then UV the head. To
UV clothing, you can use a great
tutorial on ArtStation by Derrick
Sesson (‘Marvelous Designer
Retopology Toolkit for Maya’). This
tool is helpful with retopologising
the clothing imported from
Marvelous Designer (artstation.
com/artwork/ELRLJ8).

06 WRAP AND
TRANSFER DETAILS
R3DS Wrap was used to transfer
the skin details and will speed up
the process. To get realistic skin,
textures were purchased on the 3D
Scan Store website. Their textures
are scanned from human models
so the skin looks realistic. When
picking a texture, consider the skin
colour and age of the person, so
that it will match the look of your
concept (bit.ly/3JNTTcO).
Mudbox was used to transfer
all the maps. Select UVs & Maps>
Extract Texture Maps>New
Operation Target Model, which
is the one that was sculpted in
ZBrush; Source model is the one
that was wrapped in Wrap3D.
After transferring the maps,
make corrections on the skin in
Mari. Some pore details around the
05b eyes and nose area can get messy.
Use the Paint Through tool to make
the changes.

07 POSE IN ZBRUSH
There are many ways to pose
a mesh. However, the simplest
and quickest way was to do it in
ZBrush. Polygroup the mesh. Up
the resolution of the mesh before
posing. Mask and move using the
Rotate tool and the Move tool.
When you are moving body parts,
make sure to place a pivot on joints.
Think about how the body parts
move. Use anatomy references to
see where the joints are; it doesn’t
06

3D WORLD 59
Transform a photograph into a realistic 3D likeness

have to be accurate, but it will


help you to retain the overall shape
of the mesh.
Don’t worry too much about
messing up the mesh. You will have
to fix it anyway in Maya and ZBrush,
so focus more on matching the
pose as much as possible.

08 USE BLEND SHAPE AND


DELTA MUSH
Once the pose is made, export
the mesh to Maya and use Blend
Shape and Delta Mush tools to
fix the volume and shape issues 07
caused from posing. Export the
neutral pose and modified mesh
to Maya. Select the neutral mesh
and then modified mesh. Go to
Deform>Blend Shape. Select the
modified mesh. In the Channel
Box/Layer Editor Blend Shape = 1.
Select Deform>Delta Mush.
Choose the modified mesh. Use
Envelope to change the strength
of the Delta Mush influence and
smoothing iteration.
Fix further in ZBrush any issues
caused from posing and continue
to sculpt and refine the details.

09 SCULPT IN ZBRUSH
There are a few brushes you
can use to sculpt an organic mesh:
ClayBuildup, Standard, Move,
Dam Standard, hPolish, Elastic and
Inflate. The Dam Standard brush
is great for folds and wrinkles. The
most important thing to remember
while sculpting a head and hand
is that the skin is quite bumpy and
uneven. The skin is sitting on top of
bones, muscles and fat, so try not
to make the surface too smooth.
Daniel Boschung has a website
that shows close-up skin details of
08
different people. The great thing
about his website is that you can
zoom in very close and see micro
details. It is very helpful to see skin
texture in different areas and also
the directionality of pores and
wrinkles (danielboschung.com).

10 MAKE HAIR IN XGEN


Draw lines of the hair flow on
the concept image. This will help
with where to place the guides
in XGen. Once the shape of the
head mesh is good, duplicate
faces in three sections: head
scalp, eyebrows and eyelashes.
Separating them will give you more
09

60 3D WORLD
Transform a photograph into a realistic 3D likeness

control over making hair in XGen.


Make sure the UV is in 0-1 UV space.
Use the guides to generate the first
clumping map. Add at least two
more Clumping modifiers to refine
the hair.
Once Clumping is working, add
Noise and Cut modifiers to change
the texture. Explore other modifiers
if necessary for your character.
After adding hair on the
eyelashes, add mascara crumbs by
creating a small geo and use the
MASH network in Maya to scatter
over the eyelashes.

11BACKGROUND AND
RENDERING SETUP
A few backgrounds were created
during the process. However, these
backgrounds didn’t feel right with
the concept, so the background
from the photograph was used to
composite the renders together.
Remove the model using
Content-Aware Fill under Edit in
Photoshop. It doesn’t have to be
perfect in the middle since the
mesh will cover the area.
Create a render camera and set
up a resolution that matches the
concept photo (width and height)
and turn on the Resolution Gate.
Insert the background image
using Image Plane (View>Image
Plane>Import).
Line up the mesh to the concept
image by moving the camera. After
setting up the camera, make sure
to lock it (View>Lock Camera) and
move the viewport by holding \ on
the keyboard.
10

11

3D WORLD 61
Transform a photograph into a realistic 3D likeness

12 LIGHTING
Three different HDRI are
used to achieve the look of the
photograph. Several V-Ray Rect
Lights were also added. Each
light was linked to an individual
mesh to give more control over
brighter and darker areas. Light
linking can be found under
Windows>Relationship Editors>
Light Linking>Object-Centric.

13 SHADERS IN MAYA
Create textures in Mari
and use V-Ray Al Surface to add
textures for head, hand, teeth,
tongue and body. Use V-Ray mtl
for the rest. The face is made with
three different shaders, layered by
lipstick, eye shadow and skin.
To achieve a natural look of the
skin, VRayAlSurface was used. Make
sure to change the SSS mix amount
to 1 for light scattering to work.
12

13

62 3D WORLD
Transform a photograph into a realistic 3D likeness

V-Ray was used to render the


scene. Since the blouse is see-
through, model a bra and use V-Ray
two-sided material to make the
blouse transparent.

14 ADD EXTRA DETAILS


Not having enough details
will make the 3D model look CG
and not realistic. However, too
much detail can overwhelm the
viewers and move their eyes away
from the area of focus. Remember
when adding extra details, they
should be subtle and support the
hero area/asset without disrupting
the focus and storytelling.
To make the Mickey ears
texture, create a height map
using Substance Designer. How
to create the map can be found in
the tutorial video ‘Creating Velvet
Texture in Substance Designer’ by
Filip Hodas (www.youtube.com/
watch?v=BHdyCygAUik). Use
the height map in Maya as V-Ray
displacement.
Use the Layered Shader node
to add the dust on top of the tie
shader. Make sure to lower the
intensity of the dust colour so it is
subtle on the black tie.

15 FINALISE THAT 5%
  When the project is close
to the end stage, it requires
some minor fixes before we’re
finally finished. Make sure not to
14 underestimate this final, crucial
step. Use the History section A|B in
the V-Ray Frame Buffer window to
compare the current rendering and
the previous ones. Tip: Right-click
over the saved image to note the
changes you made, so you can go
back to the settings that look best.
Making a 3D character is not a
linear process. Once the rendering
starts, you will need to go back and
forth between ZBrush and Maya in
order to refine details on the face
and clothing.
ZBrush tends to make the skin
details more pronounced. However,
subsurface scattering during
rendering will lose some of the
details if it’s not sculpted enough
in ZBrush. From this point on, you
have all basic meshes and setup is
done. Now, it is all about fixing and
adding more details and constantly
comparing to the concept and real-
world references. •
15

3D WORLD 63
Sculpt a creature in ZBrush for C4D
ZBRUSH

SCULPT A CREATURE
IN ZBRUSH FOR C4D
Design and craft a creature from a simple
sphere with ZBrush’s handy tools

Glen Southern
Glen runs SouthernGFX, a small
Cheshire-based studio specialising
in character and creature design.
He has been using and training
AUTHOR ZBrush in the UK for over 20 years.
www.southerngfxcreativecourses.com

64 3D WORLD
Sculpt a creature in ZBrush for C4D

T
here are so many ways that you Anyone who has dabbled with motion
can start a creature design in 3D, graphics will be familiar with C4D – it’s
and in recent years we’ve even been around as long as ZBrush and has a
had the ability to create using an iPad massive worldwide following.
or in VR. The granddaddy of digital In this tutorial I’m going to look at
sculpting is ZBrush, having started how to sculpt and paint a creature, and
way back in the late 1990s, and it’s still we will use this model in later issues
the best option out there if you want to do things like rigging, lighting and
to sculpt extremely high-polycount rendering in Cinema 4D. Whilst ZBrush is
creatures. Quite recently, ZBrush (and an amazing package, it isn’t a one-stop
Pixologic, who create the program) were shop. It can be used for sculpting, some
bought by Maxon who are most famous low-poly modelling, UVing, texturing
for creating and developing Cinema 4D. and even baking out things like Normal
and Displacement maps. In this tutorial
we will be mostly focusing on the initial
sculpt, how to do a basic unwrap and
also how to use Polypainting to get the
first pass of the vertex painting into a full
texture map.

DOWNLOAD YOUR RESOURCES


For all the assets you need go to
https://bit.ly/3D-world-digitalhumans

3D WORLD 65
Sculpt a creature in ZBrush for C4D

Variety is the
spice of life
I painted a basic
creature and then
added in a few
different paint jobs to
show variety, sexual
dimorphism (male and
female differences)
and even age.
Changing the colours
can really radically
alter the look of the
creature. 01BEGIN WITH ZSPHERES
To get started, an especially useful tool for creature
work is ZSpheres. They are little red spheres that you
02 ACTIVATE SYMMETRY
With symmetry turned on, you will only need to
make one side and ZBrush will flip it over to the opposite
string together to make a sort of armature that then side. This is the same with ZSphere. To activate symmetry
becomes the geometry. Find them in the Tool menu and just hit X and the default symmetry is turned on across
drag one out into the main document window, and press the X axis. As you draw out new spheres they will be
T to make it live and active. If you mess up use Ctrl+N to mirrored, unless you are drawing them out directly on the
clear the screen and start again. centre line (the dot will be green if so).

03 WORK UP AND DOWN THE SPINE


Think of the first sphere as either the hips or
the chest. Work both up and down towards the head
04 KNOW YOUR ANATOMY
Designing and building creatures is all about knowing anatomy. This
is a mash-up between a human and a newt-like amphibian, so you have to
one way, and towards the tail the other way. I am using choose which characteristics to sculpt in. After you have worked all the way
reference and the creature is called a ‘Deep One’ from down the tail, go back and start adding the arms and legs. The anatomy will
H.P. Lovecraft mythology. The creature needs four limbs be similar to a human but the back legs need to be more stylised, like a dog
and a long, fast tail. Add the spheres in draw mode (Q) with flippers! You need to make sure you have good reference; to make a
and to move, rotate and scale change to W, E or R. believable creature, base it on something real.

05 PREVIEW YOUR GEOMETRY


We are using ZSphere to make out the body plan
of this creature, but at some point we will have to convert
06 ADD ZSPHERE FINGERS AND TOES
You can add hands and feet later but it is good practice to add the
digits as ZSpheres if you can. It can be a little fiddly to get the smaller digits
this ZSphere model to true geometry to sculpt on. Think correct but it is well worth taking the time to learn how to do it. Add ZSpheres
of ZSpheres as an armature that you start with and then that represent every bone in the hand and foot. The feet are amphibian-like
add clay to. You need to make sure all the limbs are there so they need to be elongated. Add the ZSpheres, move them into place and
and that they are the correct length; you will be doing all then add the next one. This way you can slightly pose the fingers as you are
the secondary detail later. Hit A to preview the geometry. going with a little bend at every joint.

66 3D WORLD
Sculpt a creature in ZBrush for C4D

07 PREVIEW WILL SHOW YOU POLYGROUPS 08 CONVERT TO GEOMETRY


You can use the A key to preview the model you
are creating, and then if you press Shift+F, you will see
When you have created the full creature in terms of bones you can
convert it to geometry and then begin the initial stages of sculpting. Under
that the model is comprised of a range of different the tool menu you will find a panel called Adaptive Skin. Open this up and you
colours. These are called Polygroups and are generated will see there are a few parameters that you can change. For now just use the
from each ZSphere. You may need this later on and you default settings and the Make Adaptive selection. You will notice that a new
could redo it at a later stage, but it is good to know what base model appears at the top of the tool panel, and this is the one that we
it is like from this point. will be sculpting on.

09 DYNAMESH AND ZREMESH


There are lots of ways to approach sculpting but
one thing is for sure, you will be using DynaMesh and
10 START THE PRIMARY SCULPTING
There are hundreds of brushes in ZBrush but you only really need to
use a few to get great results. To begin the sculpting process choose the
ZRemesher a lot. DynaMesh averages out the polygons ClayBuildup brush from the Brush menu. You can hit B and see all the available
across the surface and stops stretching. ZRemesher brushes and then pick the letter of the type you want, so in this case use C.
makes a good underlying mesh that you can more easily This activates the correct brush and you can begin building up the muscle
control. Both methods have their advantages but for now layer of the creature. Change the focal shift down to a low number and keep
go to ZRemesher and click 5 (for 5,000) and hit remesh. the draw size quite small for now. Start with thread and work backwards.

11SMOOTH WITH SHIFT


Work down the neck and onto the chest area
and don’t forget to constantly use reference. Look for
12 LEGS AND TAIL
Work along the body, down the tail and the rear legs to the elongated
toes. Look for big groups of muscles like the thigh area and build them up
creatures or people who have the type of anatomy you accordingly. There should be big bands of muscle going down the tail to
need. Add good definition and muscle groups, but give it maximum support and help to drive the creature through the water at
remember this is just an initial sculpt so we don’t need great speeds. Sometimes it helps to change the material to see the creature
any detailing – just the basic forms. After the chest and in a different way. If the model is stretching at all it might be time to turn on
deltoids (shoulders) work down each arm to the hands. DynaMesh and even out the geometry. To repeat this just use Ctrl+Tap.

3D WORLD 67
Sculpt a creature in ZBrush for C4D

13 CHECK ALL AROUND THE MODEL


One tip would be to keep rotating the model in all directions so that
you don’t miss any areas. There are lots of anatomical landmarks on the
14 USE SHADOWBOX TO MAKE THE FIN
To make the fin along the back use a tool called
ShadowBox found in the Tool menu. This basically allows
underside of the creature so focus on the abdomen, the groin area and even you to draw a mask with Shift on two or more sides of
the inside of the legs. The legs are powerful muscles so make sure you reflect a box, and it projects that mask into geometry. Draw a
that in the sculpting. Don’t focus on details yet, rather look for large groups of spiky line that matches where the spine of the creature
muscles and build them up. Start using the Move brush, the Inflate brush and would be. To complete it turn ShadowBox off and you
if needed the Flatten brush. can now sculpt details into this new subtool.

Create
Normal maps
Because we have a
UV map done we can
easily create Normal
maps, which will
be how we add the
surface detail when
we go to programs
like Cinema4D later.
There is a Normal
Map panel and you
can use the default
settings to create a
full Normal map for
15 ADD SPIKE DETAILS
The spikes might be a little soft and need to be
sculpted a little. Make sure symmetry is on (X) and then
16 GET READY TO MOVE ONTO DETAILING
It’s time to clean up the mesh a little now. You
can ZRemesh it again to clean the geometry up a little
the body. Make sure use a combination of brushes like ClayBuildup, Dam more, or you can work all around the creature with the
you are at the lowest Standard to add score lines, Flatten and also Move. Pull Smooth feature (hold Shift). Make sure you have added
subdivision first. out each spike a little then smooth it back with Shift to enough muscle definition, because from this point on we
make it look tighter. Work all the way from the back to will start to think about surface detailing and won’t be
the front. changing the muscle groups at all.

17 DAM STANDARD TO ADD CREASES


The Dam Standard brush is great for adding score
lines or creases into the model. This can be done around
18 A NEW PERSPECTIVE
It’s important to make sure that the creature
looks good from all angles and that you check it with
the head and especially around the eyes. Add more lines perspective on and off. Hit P to turn perspective on
around the ribs and belly area and anywhere that the and off and you will see the difference it can make.
creature might have skin folds, like the groin area. Add Perspective on is how we would see the creature in the
marks down the tail and align the back and front of the real world, so rotate all around it and take a look to see if
creature’s knee area. it looks odd in any pose.

68 3D WORLD
Sculpt a creature in ZBrush for C4D

Best Preview
Render to get
more maps
If you hit BPR on
the top right of the
document window
you can render your
creature out and even
save it if needed. In
the render panel you
can now take a look
and see what maps

19 DETAILING BEGINS
We can start detailing once we are happy that the
model is all good in terms of shape, limb length and
20 POSE IT TO ADD LIFE
The one problem with modelling in a symmetrical
way is that the real world generally isn’t symmetrical and
have been generated
to use in programs
like Photoshop. The
overall volume. The shape needs to look good from all creatures are the same way. You can leave the posing to really useful ones are
angles, so keep checking before detailing. Use the Dam the very end, but you might like to try moving the arms the Alpha maps, the
Standard brush to add lots of wrinkles and creases on and legs into a more dynamic pose by using masking to Shadow maps, Ambient
the hands and feet. This can be tricky, so use Ctrl+Shift protect other areas as you move parts. We’ll be doing a Occlusion and even a
to hide parts of the model if needed. full tutorial on exactly this subject in an upcoming issue. Floor map if needed.

21ZREMESH AND POLYGROUP


Duplicate the model. ZRemesh the lower one in
the Subtool stack. Subdivide it back up to a few million
22 UV MASTER TO UNWRAP
In the ZScript menu you can find the UVMaster
script. Open this up and choose Polygroups and then
polygons and then use Project in the Subtool panel to Unwrap, and the model will be unwrapped allowing you
project the detail back on. Now delete the one above to create texture maps. If you wish to see it unwrapped
as we don’t need it anymore. Use the masking tool (Ctrl) then go to the UV menu and look for Morph UV. Hit this
to add polygroups to the main areas of the body which and you will see your model unfold itself. Return it to
helps with UV unwrapping. normal if it looks okay.

23 ALPHA BRUSHES FOR SURFACE DETAIL


One thing that really makes a model pop is detailed
skin textures. To do this use the pre-made ones that
24 PAINT TO FINISH
Our final step for this walkthrough is to finish up with some added
colour, really bringing our beast to life. Using some cool alpha brushes and
come with ZBrush. Use the Standard brush and add an the colour wheel you can paint your creature to suit the design you are going
alpha that looks like scales. Set the stroke mode to ‘Drag for. Make the underside lighter – this is called ‘countershading’ in nature and
rectangle’, and now you can pull out large patches of is found on fish, reptiles and some mammals. Pick colours to suit your desired
surface detail onto the model. You can also download look but also add in blues, greens and reds as an undercoat, then build up on
new alpha brushes form Pixologic. top of them. •

3D WORLD 69
Model a detailed, realistic character

LITTLE HMONG HARVESTER


Inspiration for this 3D interpretation
comes from a photograph taken by
Malcolm Fackender

70 3D WORLD
Model a detailed, realistic character

MAYA | ZBRUSH | MARVELOUS DESIGNER | XGEN | MARI


SUBSTANCE PAINTER | ARNOLD | AFTER EFFECTS | PHOTOSHOP

MODEL A DETAILED,
REALISTIC CHARACTER
Follow character artist Houra Ershad’s step-by-step process for creating
this stunning render, with tips for clothing, textures and lighting

Houra Ershad
I'm a 3D character artist with a background in industrial design. I used to work as a 3D
modeller for companies involved with cement factory pipelines, but that wasn't what I
wished for. Being introduced to digital sculpting enabled me to pursue a career which
brings together something from all I love to do.
AUTHOR www.artstation.com/houra

T
his project was my third
complete character, and
my second in which I
01MODEL THE
HMONG BASKET
For the woven surface of the
focused on texture projection for basket, the idea was to use MASH
skin and creating realistic eyes. In to distribute a single piece as a
the first project, I did all textures base on a plane. First I added a
hand painted/sculpted and the Bend modifier to a plane to make it
character had closed eyes, so I a closed cylinder. Then I scaled it to
didn’t need to learn about how match its diameter and height with 01a
to apply skin textures in Mari or the width and height of the basket
to create eyes in 3D. My second in the concept photo. After that, I
project challenged me in so many re-expanded the scaled plane and
ways, learning how to model and applied the MASH distribution. I
texture eyes, likeness sculpting made the upper border the same
and grooming long, wavy hair. way by repeating a single piece,
For this project, I tried to find and the lower border with sweeping
solutions to all the errors I had two bunches of cylindrical strands
made before and do my best to in different directions, and
not repeat them. My main goal combined all of these together.
was to make everything as real as Then I bent the whole combined
I could, and I think what helped item again to a cylinder shape.
to achieve this was constantly Next, I used a Lattice deformer
checking and comparing the to deform the cylinder to the
model, forms, shapes and colours unique shape of this basket (elliptic
01b
in every individual part of the on the top section and rectangular
scene with the concept, as well at the bottom). I modelled a simple
as closely following reference woven plane for the bottom of the
photos that had similar elements. basket. Then I did more precise
Over the next few pages I will reference photo comparisons and
share my process for achieving sculpted variations inside ZBrush.
this final, realistic render.

02 MAKE THE OUTFIT


The jacket was made double-
sided to match real life. I wanted to
DOWNLOAD YOUR RESOURCES get as many wrinkles as possible,
For all the assets you need go to especially at the seam areas, so I
https://bit.ly/3D-world-digitalhumans tried to play with all the materials
that the program provides to
01c

3D WORLD 71
Model a detailed, realistic character

04

02a
Adding wear find the best for my purpose; hand, it gave me kind of blank areas Then I added one other for the
I baked curvature setting the particle distance to a and I used them to my advantage strong rim being cast from the
maps for almost all very small number should help too. to fill them with the exact wrinkles back-right side of the character.
the elements in the Marvelous Designer always gives a that are on the kid’s clothes in the I tried to match the length
scene (except the pretty good result when it comes to reference photo. of the shadows to what I see in
character's skin) the simulation of natural wrinkles. The scarf was made of a single the reference, playing with the
and added as a layer But since the size restriction of the piece, and since wrapping a long direction of these two lights. It still
in Mari. I then tried garment in my character’s case piece around the neck would make needed a lot of refinement, but
to play with the made the fabric lightweight and a big intersection in the area, I since textures are so dependant on
layers mode or add not affected by gravity, no matter decided to make the end part of light, I decided I would tweak this
adjustment nodes to which type of fabric I used, I had the garment (on the left shoulder) after texturing.
it, to enhance the worn to sculpt almost 80 per cent of the just by shaping a subdivided plane
quality of the objects. wrinkles manually. On the other and then giving it thickness.
05 WORK ON THE
SECONDARY FORMS
03 POSINGFor the posing, 5 Advanced
Skeleton was the simple but very
Here I imported the character’s
body to ZBrush and cleaned up the
broken forms affected by posing,
handy rigging and skinning system then re-sculpted the areas in need
that was used (animationstudios. (mostly parts that stayed outside of
com.au/advanced-skeleton). It the clothes, also a bit on the form of
is free and its auto skinning works the shoulders).
well. You may need to do a bit of The eyes were the only part
manual clean-up though, but the of the character with completely
skeleton system does the main job. hand-sculpted and painted
I left the eyes in their neutral textures. I modelled a base mesh
positions (looking forward) at this in Maya and sculpted the textures
stage, since I needed eyebrows and further in ZBrush.
lashes to be done to help me with I should mention that this wasn’t
visualising the expression. where the sculpting manipulation
of the body (specifically the face)

04 PRIMARY LIGHTING
I started with one main light
above the head of the character,
finished. I was constantly changing
some of the shapes after every
test render to get closer to the
tilted slightly down to the face to reference, and it continued even
achieve the direction of the main after finishing the hair. The direction
shadows in the reference photo. of the eyes and shape of the eyelids
02b & 03

72 3D WORLD
Model a detailed, realistic character

04a 04b
had a very specific look and feel to
it, and I wanted to mimic that.

06 TEXTURES
(DISPLACEMENT, COLOUR & ROUGHNESS)
The displacement for the face and
body was a mixture of XYZ maps
and some added layers in ZBrush,
like tiny wrinkles and moles or scar-
shaped marks. I tried to bring down
the intensity of it so it could be
believable for a 3-4 year old child.
The face and body colour
included these layers: XYZ texture
projection; a layer for the veins
around the eyes; four different
layers to add four different
splashed dots to the burnt areas of
the face and body; and some HSV
nodes with painted mask added to
manipulate the colour tones in the
specific areas of the face or body.
For example, to add a more green
tone to the forehead, or redness to
the cheeks.
For the ground, I projected
the reference photo on it for basic
colour and information about the
position and placements of the
glossy or rough areas. Later I added
a luminosity node to this layer and
used the exported result mixed
with a displacement map to build
up the roughness map in Maya.
For the jacket, I exported the
layers related to sheen colour and
layers holding the strains separately
in order to give me more control
later in Maya, using it in a Layered
Shader node.
05

3D WORLD 73
Model a detailed, realistic character

06a

06c

06b
The basket colour was a base
tileable texture and many layers
of painted strains on top, and two
layers of different colours for mud.
The mud layers were also exported
separate from the other layers for
greater look-development control.
For the face roughness I made
an RGB map and put the inner side
of the eyelids, lips, and some areas
of the face each in one channel, and
used this map in combination with
XYZ maps coming from Mari. 07a

07 XGEN WORKS
There are four XGen
collections in the scene: head,
scarf, basket and pants.
The head collection includes
seven descriptions, three for the
forehead, one for brows, one for
peach fuzz and two others for
upper and lower eyelids.
Splitting the forehead hair into
three descriptions helped me to
build more exact forms, existing
in the concept without needing to
paint maps to separate the regions
of the hair. The modifiers for this
description were two layers of
clumping, one noise to give the hair
volume in the middle of the length.
One other noise gives the tips a bit
of fluff, and a third one to build the
flyaway hairs.
To make the flyaways I used a
very efficient method, developed
by Jesus Fernandez (youtube.
07b

74 3D WORLD
Model a detailed, realistic character

com/c/JesusFernandez14) to add the saturation and contrast inside Polypaint


some sliders for Mask, Frequency Mari by adding HSV nodes to With this project I tried
and Magnitude to give greater some of the layers in the texture. to be completely free
control over strays. I then reset all the lights of the and do some of the
The scarf included three scene again according to the new steps my way. I used
expressions: one for general fuzz; textures, to achieve the amount ZBrush’s Polypainted
the second was made up of guides of contrast and saturation in the projection of the
shaped like knots and placed one reference photo (especially on the reference photo a
by one; and the third one for the face of the character). lot in the process of
scarf’s end threads. I added an texturing in Mari.
amount of offset and curl to the
first clumping modifier of the last
description, to make the threads
09 COMPOSITING
At this level I already had the
lights and colours of the scene as
twist along each strand. close as I could get to my original
concept. So I did very few changes

08 FINALISE THE LIGHTS


Performing test renders
at this level resulted in an overly
for the compositing, which was
just adding Specular pass to some
areas of the face (tip of the nose,
contrasty and saturated image, under the eyes and cheeks) for the
and the scene’s lighting made it still images in Photoshop. I applied
difficult to judge. So I set only a a Zdepth pass to the final video and
low-contrast HDR, turned the other all the still images, then to finish I
lights off and tried to manipulate added the background. •

08

BEFORE FINAL CORRECTIONS AFTER FINAL CORRECTIONS


07c 09

3D WORLD 75
Your CG problems solved

Practical tips and tutorials from


pro artists to improve
your CG skills

Antony Ward
Be it game development,
rigging or recording in-depth
courses for his YouTube channel, Antony
boasts experience in most areas of 3D.
www.antcgi.com

Mike Griggs
Mike Griggs is a digital
content creator with over
two decades of experience creating VFX
and CGI for a wide range of clients.
www.creativebloke.com

Glen Southern
Glen runs SouthernGFX, a
small Cheshire-based studio
specialising in character and creature
design. He has been using and training
ZBrush in the UK for over 15 years. SOFTWARE: CINEMA 4D | INSYDIUM FUSED
youtube.com/c/SouthernGFX/videos

HOW CAN I CREATE A BESPOKE


TREE WITH CINEMA 4D?
Pietro Chiovaro
Pietro is a freelance 3D
artist and YouTuber. An
expert in the creation of game assets
Ben Helms, Devon
and environments, he shares many of
his creations on his channel.
www.pietrochiovaro.com Mike Griggs replies

Creating natural plant life Taiao enables artists to create natural


within Cinema 4D has in the networks. This is most obviously seen in
past required the use of a few dedicated plants and trees, which are available as
and expensive plugins, or finding the either base templates or pre-existing plant
correct textured asset. Many of these setups, fully loaded with all the geometry
systems are set by the definition of what and materials required to get an artist up
a tree or plant ‘should’ be, which makes and running in seconds.
these assets and plugins effectively one- As the Taiao toolset has been built
hit wonders. for use only within Cinema 4D, it uses
Insydium, the creators of the Fused set a standard set of instruction sets – for
of plugins for Cinema 4D, have realised example ‘Instance/Render Instance/Multi
that a bespoke plant life system could Instance’ for geometry replication – and
have a wide range of creative benefits for can also work with other tools whether
the artist, especially when combined with created by Insydium or native to Cinema
their pre-existing X-Particles, TerraformFX 4D with the familiar Object Manager -
GET IN TOUCH and MeshTools plugins, and have realised Parent/Child relationship.
this with the release of Taiao – a new For many artists who just need a
EMAIL YOUR QUESTIONS TO toolset for creating procedural plant and quick plant or tree blowing in the wind
rob.redman@futurenet.com tree networks. animation, Taiao will become their go-to

76 3D WORLD
Your CG problems solved

EXPERT TIP
ANIMATE THE TREE USING FORCES
The Forces tab of the ‘toPlant’ object allows animation such as
wind to be quickly applied. When the ‘Enable’ box is ticked, the
default animation sets the tree moving as if in a gentle breeze.
Increase the Wind Strength to create hurricanes or storms.

STEP BY STEP DESIGN A TREE WITH INSYDIUM’S TAIAO

01 02

Taiao from Insydium


allows Cinema 4D artists
to easily create procedural
plant and tree systems 03 04

01SET UP THE SCENE


This tutorial is created in Maxon
Cinema 4D R25 with Insydium Fused 2022
03 CREATE LEAVES
When the trunk and branches have
been created, a leaf layer can be added
Q1. To make a plant in Taiao, first access using the ‘Add Part’ dropdown. Leaves in
it from the Insydium menu, where there Taiao initially look like rectangles. Using
is a range of choices. There are three the Leaf Shape options in toPlant>Plant
resource. It has a dedicated ‘Forces’ tab main creation options: ’toPlant’, ’toTree’ Layers>Geometry, a profile can be created
that enables an artist to dial in natural and ’toGrass’. For this tutorial select the using a spline curve. The ‘Main’ section
wind-driven motion with a simple tick in a generic ‘toPlant’ object, which will be of this attribute’s palette has controls for
checkbox, and these forces can then be added to the scene’s Object Manager. setting different parameters such as leaf
modified in order to suit the requirements Make sure to save the scene to a chosen curl and variation.
of the shot. file directory.
While the presets of existing plant life
will be really useful for artists, creating
a bespoke tree can be managed easily 02 BUILD THE TREE
To make the trunk and branches
04 ADD MATERIALS
While there is a range of preset
trees and plants that come with Taiao,
within a Taiao ‘toPlant’ object in the Plant of the tree, with the ‘toPlant’ object for this tree the materials were added
Layers tab, where trunks, branch layers, selected in the Object Manager and in from the Cinema 4D asset library, as they
leaves and flowers can be added and the ‘Plant Layers’ tab, use the ‘Add Part’ were not explicitly shaped to any specific
modified at an artist’s whim. dropdown to first add a trunk and then geometry. The materials are then added
As ever, Insydium make their Fused as many layers of branches as you deem to the respective tree geometry via drag
collection a near essential purchase for appropriate; in this example three are and drop in the Plant Layers>Materials
any Cinema 4D artist wanting to take their created. There are many options in the tab. The material for the trunk and
creative toolset to the next level, with a Main attributes tab to adjust both the branches does need to be applied to each
range of powerful, easy-to-use tools and trunk and branches to the required shape. branch layer.
plugins available.

3D WORLD 77
Your CG problems solved

EXPERT TIP
YOU CAN KEEP ADJUSTING AS LONG AS YOU
NEED TO, EVEN CHANGING COLOUR!
The power in this system is that you can keep adjusting
at any time. Mess with settings like length, twist,
clump, thickness, and you can even keep on changing
the colour using the normal painting tools in ZBrush.
78 3D WORLD
Your CG problems solved

SOFTWARE: ZBRUSH
HOW DO I GENERATE HAIR AND
BEARDS USING ZBRUSH?
Emma Lodge, UK

Glen Southern replies


STEP BY STEP ADD FIBERMESH AS A BEARD TO A HEAD SCULPT
Hair, beards and fur have
always been a hot ticket item
for CG artists. Programs like Maya, Cinema
4D, Blender and 3ds Max have all featured
the ability to add hair either natively or via
a plugin for quite some time now. A lot of
people seem to forget that ZBrush has a
feature called FiberMesh that enables you
to make really realistic hair and therefore
beards. You can’t do any animation with
the hair once you have made it (at least
not inside ZBrush), but you can export it
to other programs as geometry and then
even convert that geometry to curves to 01 02
guide hairs.
The module for creating hair is found
in the Geometry panel. The process is
quite simple but has lots of parameters to
configure once you have created the hair
(we will do a beard in this exercise). After
masking out the relevant areas, FiberMesh
uses that mask as a guide of where to
place the roots or hair follicles. You can
literally start with nothing and make the
hair from scratch, but Pixologic were kind
enough to give us a whole load of pre-
made hair and fur types, and they can be 03 04
accessed from the top of the FiberMesh
menu. It helps to use one of these pre-
made types and simply adjust the colour,
length, twist, thickness, taper and amount
01ADD A MASK
TO GUIDE THE BEARD
The first step is to decide where the beard
03 COMB AND GROOM THE
BEARD AS NEEDED
At this point you can start to comb and
of hairs to your liking. is going to go. Add a mask in ZBrush by groom the beard to the style that suits
Once you have one of the pre-made holding down CTRL as you draw on the your model. To access all the grooming
hair samples selected in Lightbox, you model with the Standard brush. This will tools hold down B for Brush, the G for
can apply it to the head. You need to apply a mask anywhere that you paint. Groom and all the brushes will be isolated
remember that what you see from now The beard will only add hair where you from the main pack. Now just try a few
on is an approximation or preview of the have masked; the mask is where the roots different brushes to see what effect they
hair you are trying to make. Once you are, so the hair flows from this area. have on the beard.
have finished all your tweaks you need to
remember to hit ‘Accept’, and that then
makes the final version. This is created as
a Subtool below the model you did the
02 CHOOSE A TEMPLATE STYLE
OR START FROM SCRATCH 04 BPR RENDER TO SEE THE
FINAL RESULT
Once you have a mask defined you can go Now hit Accept and the beard will become
masking on. After it’s been applied you into the FiberMesh panel that you can find a new Subtool underneath the head sculpt
are able to assess the modifiers in the under Geometry tab in the Tool panel. that you created it on. You can still mess
same panel. Use Lightbox>Fibers to access the pre- with the beard even now and the normal
This is where the fun begins as there made templates for all types of different manipulation tools like Move will work on it
are more settings here than I can describe. hair and beards. Choose something that if needed. Now use the BPR render button
Pay particular interest to the ‘coverage’ hangs down already and is a little wispy. to see how the beard looks rendered. To
which gives you the volume, the colour When you have chosen the one that works make it more convincing, make sure you
for both root and tip, the length and also best for you, go to Modifiers and adjust a are using a Skin Shader material or it may
the gravity – unless you want fly-away hair few parameters. look odd.
that is!

3D WORLD 79
Your CG problems solved

SOFTWARE: SUBSTANCE DESIGNER


HOW CAN I CREATE A
PARQUET FLOOR MATERIAL WATCH
THE VIDEO
USING SUBSTANCE DESIGNER? https://bit.ly/3D-world-digitalhumans

Judith Smith, Toronto

Pietro Chiovaro replies

I will show you an easy and colour to the substance. A Blend filter is with the second Levels filter. Now we can
powerful way to create the key element that will help us to mix the link this Levels filter to the Roughness and
a parquet material using Substance two noise generators. Height output of the material.
Designer. This material is only composed Next we have to link all of these Now we can focus on the parameters,
of a few elements, but the end result can elements together. First of all, we need so starting with the Brick Generator, I set
be incredible. For this type of substance, to mix the Directional Noise with the these values for the Brick size: X 2 and Y
I selected the Physically Based (Metallic/ Brick Generator using the Blend filter. 8. Then I set the Bevel to X 0.08 and Y 0.2,
Roughness) Graph Template and In particular we have to link the Brick and the Slope to X -0.15, Y 0.09. I also set
deleted the Metallic output since it is not Generator to the Foreground input of Variation to 0.08 since in real life nothing
necessary for this material. the Blend filter, and the Levels filter of the is perfect, and lastly I set the Offset to
Now we can start to add the nodes Directional Noise to the Background and 0.72. Regarding the Levels filter linked
necessary for this material, so from the Opacity input of the Blend filter. Now we to the Directional Noise, I decreased
Substance Designer library we need: the can link the Blend filter to the Gradient the contrast of the noise and made it
Directional Noise, and the Brick Generator Map, and consequentially we can link this brighter. For the Levels filter linked to the
pattern (these two are the main elements filter to Base Color output. Roughness and Height output, I slightly
of the texture), the Height to Normal Then we can link the Blend filter to increased the contrast.
World Units filter (required for the creation the Height to Normal values (or just the The last step is to set the Gradient Map
of the normal map – alternatively you can Normal filter) and link it to the Normal colour – for this project I created a shade
use the Normal filter), two Levels filters, output, and last but not least we have to of brown a bit brighter at the beginning of
and a Gradient Map filter that will give repeat this process linking the Blend filter the gradient.

The Directional Noise let me add


the imperfections in the shape of
the parquet, and add the wood vein

80 3D WORLD
Your CG problems solved

Buying a portable device is a great


investment for a travelling artist,
but with so many to choose from,
which is better suited for you?

SOFTWARE: N/A

WHICH IS BETTER FOR AN ARTIST


WHEN TRAVELLING, AN IPAD PRO
OR A MOBILESTUDIO PRO?
David Green, Cork

Antony Ward replies

You’re a digital artist who paint, sketch or sculpt on the go, then to all your desktop applications, then I
not only works with painting I would recommend the iPad Pro. It’s a would look at the MobileStudio Pro. Yes,
applications, but you also sculpt from time great device for thrashing out ideas and it’s bulkier and not as easy to work with on
to time too. You use a beefed-up desktop you can quite happily sit with it in your lap the go, but you can take your work with
which is perfect for this kind of work, while on the sofa, sat on a train or even you and continue in the same operating
especially when paired with a graphics by a pool. The downside would be that it system and applications.
tablet, but what about those times when uses a unique operating system, so there Now these are just some general views
you want to work away from the desk? would be a bit of work involved in getting and obviously there are more factors to
Well, these days you have a lot of options any work you do back onto your desktop consider, but once you nail down the
to help unshackle you from your office, the and into your commonly used apps. device’s intended use and look at what
problem is they can be very expensive. So Alternatively, if you’re looking for more best suits your needs, it will make the
which device do you invest in? of a mobile office which gives you access choice a little easier.
For me, the more artist-friendly and
compact options would be either Apple’s
iPad Pro or Wacom’s MobileStudio Pro. EXPERT TIP
Now these are two different beasts so we
can’t compare them directly, so what you
need to do is decide how you are going to
WHAT ABOUT BATTERY LIFE?
use them – this will then help you decide Battery life does play a huge role in these devices and in this respect the iPad Pro
which is the right option for you.
If you’re looking for something which
wins out. With the MobileStudio Pro I do find that I keep it plugged in, not just to
is light, easy to use and will allow you to keep the power topped up but to also improve its performance.
3D WORLD 81
News and views from around the
international CG community

vfxNova is known for its work


on blockbuster movies and
acclaimed TV series, as well
as creative art installations
A DAY IN THE LIFE OF…

Victor Wong
After launching Hong Kong’s VFX industry, the award-winning
director has wowed audiences on Asia’s biggest productions
NAME
Victor Wong grew up in a family and colleagues, or sometimes ancient Chinese paintings to life

I
that ran a shop from my dreams! Then I answer using a new fluid dynamics system.
JOB TITLE selling traditional email for vfxNova, Tokyo Toys, my
Visual effects supervisor, papercraft work company specialising in creating 11:00am Now we check in
cross-media artist, in Hong Kong collectibles from Japan (working with clients to discuss our latest
NFT artist and acquired a DIY skill set. with the creations of Osamu progress: overnight tests (usually
After obtaining an engineering Tezuka is a lifelong dream come these are particle simulations or
STUDIO degree from the University of true!), and for my personal work shots with lots of elements), new
vfxNova digital Washington in Seattle, I trained in fine art with my robotics and AI concept discussions, and shot
productions Ltd to find solutions by research and painting creation, ‘A.I. Gemini’. reviews. We also have a campus
analysis. Then I set up my own in mainland China, so I’ll check in
LOCATION VFX company in the early 90s 09:30am Off to the studio, where with that team as well to see how
Hong Kong and began developing a cultural I hold a daily brief with project they’re progressing (they work on
vision to pioneer emerging digital supervisors to review production a lot of wire removal for martial
ABOUT creative media and explore new challenges and solutions. We arts films!). I finish with a call to
Victor’s artistic creations artistic potential for film. Today, always have to put our brains our partner in Los Angeles, Butcher
include visual effects, I’m known for intertwining together to create things that have Bird Studios, to talk about creature
painting, digital technology and beauty for both never been done before. Maybe we design for a new horror feature. In
animation, sculpture and my VFX and my new media art. need to develop hundreds of CG between meetings, I tend to flowers
public installations. structures that recreate a portside in our studio’s mini-garden.
08:30am I wake up and go out for city from 1860s China, create a
WEB breakfast while reviewing social full-sized hot air balloon to fly 13:00pm I generally take lunch
www.vfxnova.com media. I’ll also outline ideas from people virtually over a 360-degree in my private office so I have time
late-night discussions with friends LED view of Hong Kong, or bring to play music and daydream. This

82 3D WORLD
A day in the life

BE CURIOUS
AND BE PREPARED
Learn the importance of “how things work”

How did you get started in CG and VFX?


After graduating from college, I started a
computer graphics workshop in Hong Kong
with a Mac II doing photo-retouching. In
1991 I purchased a 4D35 Silicon Graphics
Computer Workstation installed with
SOFTIMAGE 3D and created Hong Kong’s
first 30-second full CGI TV commercial. Since
then, I’ve created animation, CG or VFX
work for over 1,000 TV commercials and 120
feature films! Now I’ve expanded into the art
vfxNova worked on visual world, but I still apply many of the techniques
effects for the action movies I honed for VFX, ranging from LED motion
Rise of the Legend (above) and sculptures to AI-influenced robot painting.
The Bravest (below)
Your work spans paintings, sculptures, tech-
art, animation, film and AI. How does this
inspire your VFX work? Do you think digital
artists should explore all forms of art?
“VFX is art”. I’ve promoted this idea since the
early 90s here in Hong Kong, when we began
applying CGI to realise the aesthetics of our
imaginations. However, to create superb
visuals, we do need some artistic ground
truth, whether from paintings, sculptures,
new tech effects or historical findings. It is
important for us to understand the reasons
“WE’VE DEVELOPED A NEW AI ALGORITHM behind art’s beauty. For example, the
semi-reflective, semi-transparent pigment
THAT WILL ADJUST LIGHTING BASED ON treatment that da Vinci applied to Mona
Lisa’s eyes teaches us how to create a realistic
MUSIC PLAYING ALONG A 200M STREET” rendering of a CG character’s eyes.

What advice would you give to those just


starting out?
exercises a completely different part of which indicates the health of Hong As a VFX artist or CGI animator, you must
my brain and helps me work through the Kong’s businesses. I call this ‘FinArt!’ do more than sit in front of a computer; you
day’s creative missions. You might hear must also reach out to the real world. Being
me playing a Beatles tune on my upright 15:00pm On-site visits are next. Now curious about “how things work” is the
piano or strumming a classic rock song we see if our modelling of lighting for a foundation of becoming a great animator
on one of the guitars from my collection. new installation we created with giant or artist. For instance, I love recreating the
My current favorite is a 1918 Gibson L-1 colourful, translucent butterflies (some dynamics of natural lighting in CG, but I’ve
Archtop Acoustic that sounds amazing the size of a small car!) is correct. It’s also continued to learn about lighting in the
even though it’s a hundred years old! like the Tanis map room scene, where physical world, having spent the last two
Indiana Jones holds up the Staff of Ra decades photographing objects, people and
14:00pm Now I get to work hands-on and the sun sends a beam through it. At landscapes with a pinhole camera.
with colleagues (we have around 150 night the butterflies will light up with
artists at vfxNova) and experiment thousands of LEDs. We’ve developed What do you enjoy most about your role?
with new art creations. Right now, a new AI algorithm that will adjust Creating or understanding something that
we’re working on a major installation lighting automatically based on music I haven’t thought about, encountered,
for HKSB that will involve huge playing along the 200 metre-long street. experienced, or imagined before! If you
LED screens with art created by AI take a walk around vfxNova, you’ll notice
algorithms influenced by the ebb 17:30pm It’s time to take happy hour that we’re always experimenting with new
and flow of financial data. I wanted with colleagues, friends and clients. technologies. A modified 3D printer might
something that would combine I love taking the occasion of eating be extruding an exotic shape, and then a
Chinese natural philosophy with together to build better relationships. few feet away you might notice a Chinese ink
market progress. The result is the first Then it’s back to the studio for late-night painting in progress, with an AI creating the
Chinese ink painting directly tied to the inspiration. I try to finish by midnight. brushstrokes. This is also my role: pushing the
performance of the Hang Seng Index, Or 1am. Or 3am. boundaries of not just our work but our art!

3D WORLD 83
Robert Anderberg

INDUSTRY INTERVIEW

dot big bang: democratising


game development
We sat down with the CEO of ControlZee, Robert Anderberg, to discuss the
multiplayer project that is rewriting what it means to be a game developer

ot big bang is an online


multiplayer gaming
d platform looking to
take game development
by storm. Created by
California-based company ControlZee,
the project is striving to open up game
development to anyone that has access
to a browser and an internet connection,
for free – effectively democratising the
development of video games.
It started in 2016 as a hobby project
that veteran gamedev Robert Anderberg
and artist Jon Stockwell worked on in
their spare time. Now, just six years later,
the company has 19 employees, has been
through several successful rounds of
funding, and has 1.1M plays on the Hub
World welcome area, which launched in
October 2021.
Robert Anderberg, CEO of ControlZee,
answers our questions.

What does “the democratisation of


game development” mean? And why is
it important?
In short, democratising game development
means creating game development tools
that anyone can use, and making those tools
available everywhere, for anyone!
Right now, game development feels
out of reach for most people. It feels
like something you need a lot of coding
knowledge to know how to do. It’s better

84 3D WORLD
Robert Anderberg

than it used to be, of course – tools have always believe that unless you’re creating a new game engine from scratch that’s
come up over the last few years that make it AAA games or doing low-level console perfectly matched to the capabilities of the
easier to develop a game. But we wanted to optimisation, then you aren’t a ‘real’ browser. That way anyone can build games
go a step further, and create tools that could developer. But honestly, none of that is true. that run at 60fps, and feel really solid with
be used by anyone, on any system. We’ve seen some incredible titles over the no lag or issues – just fun.
Accessibility in game development is last decade that boast simple graphics and
always going to be vitally important. The amazing gameplay (like Minecraft) that Why is it important that we provide
more people we can empower to create have been super successful. gamers with the opportunity to try
games, the more diverse and inclusive the Additionally, web browsers have become game development themselves?
industry becomes. extremely capable over the last few years, Allowing players to also create games
and we’re now in a position where you can gives them an opportunity to learn and
How does dot big bang make game create very impressive, solid games in a understand the development process. Game
development more accessible? browser. Which, ten years ago, would have development is also a fantastic place to learn
dot big bang runs in a web browser, so it’s sounded impossible. a variety of skills, from allowing people to
accessible in places and on systems that express their creative ideas, to storytelling,
other game development tools aren’t. In What are the challenges of browser- programming, 3D modelling and working
addition to Windows, Mac and Linux, the based development? in teams.
whole platform will run on Chromebooks, Browsers do, of course, have limitations.
shared computers, phones and tablets, with Mainly in the amount of access you get What do you foresee the results being
no install required to get started. to the capabilities of the device they’re from widespread game development?
running on, and in performance, compared The game development industry is
How is browser-based development seen to a native application. currently only accessible to people who
in the industry? If you tried to take the same approach have the right equipment, skills, funds and
For the most part, it’s seen positively. as you would developing a native game on backing to create games. We hope that by
But I’d be lying if I said it was entirely console or PC with a browser, you’d likely providing excellent tools that run on a huge
positive. There is disdain for browser- make something that feels slow and glitchy. range of devices, many more people will be
based development. Some developers will So we took a different approach. We built able to create games, and the industry will
become more inclusive and diverse.
It won’t be as easy as just providing the
Left: The full release tools. We’ll also need to provide guidance
is set to also include for those who’d love to take the plunge
easy-to-sculpt terrain into development, but don’t know where
building, in full 3D to start. That’s where education comes in.
We’ve actually started developing a formal
Below: Users can build syllabus for schools, and currently have over
their own game worlds, 500 educators signed up to our programme.
and with multiplayer It’ll use dot big bang as a classroom tool to
editing friends can join teach children game development!
to collaborate on these You can try dot big bang’s public alpha
FYI at dotbigbang.com. Head to
worlds together
dotbigbang.com/education to sign up for
info on the education programme.

3D WORLD 85
Photorealism under the surface

Opposite: This challenging


PROJECT INSIGHT project resulted in the small
team of four delivering around

Photorealism
100 full CGI shots for the film

under the surface


Norwegian post-production agency Rebel Unit talk collaborating
on Scandinavia’s heaviest VFX feature in history

orwegian natural disaster The main challenge for Theo and his industry-standard formats like openEXR
movie Nordsjøen (‘The North
N
team involved creating photorealistic CGI and Alembic.”
Sea’) has been acclaimed for six minutes of film with such a small As a small team, Rebel Unit prefer to
for its visual effects. With a crew. “One of the ways Fusion helped us out keep their workflow toolset as lean as
¤6.5million budget, the film was with the atmospherics and particles,” possible, yet capable of the level of output
is Scandinavia’s heaviest VFX feature in says Theo. “It meant we didn’t have to run demanded from feature film productions.
history, and while digitally composed, the a full simulation, export and render the “We are big fans of free and open-source
themes portrayed in the movie tell a story pipeline. It’s sort of a hybrid thing, semi software,” says Theo. “Our main VFX
of a reality that is far from virtual. real-time and game-engine like, but also 2D pipeline consists of Linux workstations,
Directed by John Andreas Andersen and comp wise.” a cluster of nodes running Proxmox and
(The Quake, King of Devil’s Island) and With a small VFX team, strong rendernodes as LXC containers. We also
with cinematography by Pål Ulvik Rokseth, teamwork was required to ensure the use Afanasy/CGRU for distributing Fusion,
the film was produced by Fantefilm Fiksjon

“WE WERE A SMALL CREW OF FOUR


and distributed by Nordisk Film Norge.
The film opens on Christmas Eve

WORKING ON THE PROJECT FROM START TO


1969, as the government announces the
discovery of the world’s largest offshore oil

FINISH. IT WAS A CHALLENGE”


platform. The thriller explores the all-too-
real consequences of 50 years of offshore
drilling, and the results are disastrous.
Theo Flo-Groeneboom, founder and VFX Theo Flo-Groeneboom, founder and VFX supervisor, Rebel Unit
supervisor at Bergen-based Rebel Unit, led
a project to create all of the CGI underwater
scenes, from the sinking lifeboat to the
robot searching through the wreckage for delivery looked both flawless and realistic. Nuke, Blender and Houdini outputs. Not to
survivors. Theo and his team utilised Fusion “This definitely marked a new high in forget DaVinci Resolve for editorial work
Studio to create the larger-than-life 3D terms of the amount of output we pushed and finishing. We prefer to keep the amount
effects featured in the film. Lasting eight ourselves to deliver,” says Theo. “We were of tools we use quite limited, as we focus
months, the team at Rebel Unit delivered a small crew of four working on the project on having a tight integration and workflow
around 100 shots of full CGI, equating to six from start to finish. It was a challenge.” between them.”
minutes of footage. A project with this level To ensure that their output and When it came to creative inspiration,
of ambition wasn’t without its challenges. workflow were seamless, the team at Rebel Theo and his team worked closely with the
“One of the biggest we faced was Unit adopted a firm quality control process. film’s director John Andreas Andersen and
ensuring consistency in quality and output. This included regularly updating edits DoP Pål Ulvik Rokseth, in addition to the
Fusion’s standalone nodal approach meant with temporary shots all the way through production and editorial teams. “We would
we could duplicate the same content across to using contact sheets to check for visual bounce ideas back and forth to see what
multiple shots,” reveals Theo. “It’s easy to consistency and technical issues. would work in the cut before starting full
set something up and tweak the variables on Rebel Unit composited 2D elements in production,” explains Theo. “Early on we
a shot-by-shot basis using a ‘master’ list. Nuke, while Fusion remained pivotal for had some creative talks about the overall
“For example, we used a master template all 3D effects. “I’ve been using Fusion since vision and looked to classic masterpieces
composition for all of the atmospheric 2003 and continued to incorporate it into like The Abyss, Leviathan, Deep Rising and
effects, from depth fog particles to floating the workflow when I founded the studio in Sphere. But we also had access to hours
and small interactive particulates. 2016,” explains Theo. “It was instrumental of deep water robotic footage taken from
“Once the master shot was locked down, in creating the soft, dreamy underwater the North Sea itself. It was a good mix of
we populated all of the other shots with the aesthetic. Especially any aspects relating to creative choices and hard realism.”
exact same setup, only changing the camera 3D, particle effects and atmospherics. Released in Norway on 29 October 2021,
and the geometry for the scene. It made it “Furthermore, we were able to get most
FYI as of 11th January 2022 Nordsjøen is
very easy to tweak effects across many shots of our crew up to speed in Fusion thanks to now widely accessible across Apple TV,
at the same time.” its intuitive toolset, and because it adopts Google Play and ViaPlay.

3D WORLD 87
Kuban Altan

Right: A node graph in


Zero Density’s real-time
compositing software,
Reality Engine

Below: Real-time
compositing can make a
huge difference
to the look of a live
television show

PRO THOUGHTS

Welcome to the golden age of


real-time compositing
Kuban Altan, VP of R&D at Zero Density, reveals how real-time compositing
will change the future of how we make entertainment

ack in 2016, Zero Density


was a tight-knit team with “WE WILL SEE THE END OF MASSES OF
B a very big idea. There were
less than ten people working EQUIPMENT BEING USED TO CREATE LIVE
on the company’s NAB
booth that year, but they wanted to demo
something that had never been done
BROADCASTS OF PRODUCTIONS”
before. Their aim was to show that node-
Kuban Altan, VP of R&D, Zero Density
based compositing could work in real
time, all with just two things: software
and a computer. start-up was a huge undertaking, but before will the future bring as more companies
“It’s important to understand that at long, the Zero Density team began to see enter into virtual production’s golden era?
the time, game engines were starting to the results of their labour: their NAB demo Kuban Altan reveals his predictions.
render more photorealistic graphics than was surrounded by curious onlookers.
broadcast engines, which were all based “People would ask us where we kept the POST WILL ALWAYS HAVE ITS PLACE
on code built back in the ‘90s and early racks of other equipment needed to run the Real-time compositing has many benefits. It
‘00s,” reveals VP of R&D at comp and green screen keying!” means directors can see and edit photoreal
Zero Density, Kuban Altan. Altan continues. “Together, 3D graphics directly on set, so if they want
“Everyone in the industry our team had shown that to change the colour of a backdrop or
was asking the same real-time compositing make rain that lasts all day – it can be done
question: how could was possible without interactively even during the shoot. This
my $50,000 broadcast high-tech processing makes for a far more collaborative workflow
render engine provide power, and it was one as everyone can make key decisions fast,
worse graphics and of the most memorable and get instant feedback on what the final
photorealism than a moments of my career.” result will look like.
$500 PlayStation?” Of course, a lot has That said, I don’t believe real-time
According to Kuban, happened since Zero compositing will eliminate post-production
that seemed like a Density’s 2016 NAB demo. anytime soon. This is particularly true
question Zero Density’s Today, almost everyone has when it comes to the film industry, where
team could help answer. heard of virtual production, workflows and budgets favour long post-
They decided to code something and many artists have worked on a production work. The most important thing
new by downloading Unreal Engine’s virtual studio set. The idea of compositing to remember is that even if you’re shooting
source code and modifying it for real-time, real and photoreal virtual worlds together in real time, final adjustments can always
node-based compositing. Doing this all as a in real time is no longer so radical. But what be done in post, and real time means artists

88 3D WORLD
will be able to make many more iterations
without waiting to see the results.

MORE ARTISTS WILL LEARN


UNREAL ENGINE
With UE5 around the corner and the
promise of better rendering, we’re seeing
more 3D artists than ever before starting to
use Unreal Engine. This comes with huge
benefits, like the numerous tools creators
can benefit from – including our real-time
compositing software Reality Engine,
which uses Unreal Engine as its renderer.
For anyone curious to learn about real-
time compositing, I would recommend
downloading the free community edition of
Reality Engine and heading to our YouTube
channel for some quickstart videos to begin
experimenting with.

WE’LL SEE THE END OF RACKS


OF HARDWARE
Finally, while I don’t believe we’ll see the
end of post-production, we will see the end
of masses of equipment being used to create
live broadcasts of productions like sports
or live events. Soon, more manufacturers
will develop their IP into GPU code rather
than develop physical boards or boxes. That
means as an industry, we’ll be focusing
on software rather than on hardware;
connecting nodes in the compositor rather
than cables in the rack.
Find out more at zerodensity.tv and
FYI youtube.com/c/zerodensitytv

3D WORLD 89
Mac Studio

We explore the latest software and


hardware tools to see if they are
worth your time or money

AUTHOR PROFILE
Matt Hanson
Matt has been a
technology journalist
for well over a decade,
writing for publications
such as T3, MacFormat HARDWARE REVIEW

Mac Studio
and Creative Bloq.
He’s a senior editor of
TechRadar, where he
can be found writing
about and reviewing
laptops, computers, PRICE From £1,999 / $1,999 | COMPANY Apple | WEBSITE apple.com
monitors and more.
creativebloq.com/

T
author/matt-hanson he Mac Studio With an M1 Ultra installed, the Those claims are certainly
is Apple’s latest Mac Studio is one of the most impressive, but not only is the
workstation aimed powerful machines Apple has M1 Ultra incredibly powerful,
at creative professionals. ever built, coming close to but it’s also incredibly efficient.
PROS Looking a bit like a Mac mini rivalling the most expensive Again, according to Apple,
that’s hit the gym, the Mac Mac Pro configuration, all the M1 Ultra offers 90% higher
Very powerful Studio is an impressively while keeping the overall size multi-thread performance
compact PC that comes of the machine small enough compared to a 16-core PC chip
Compact design with a huge amount of to fit on a desk. But is Apple’s whilst using the same amount
power. Remember the latest machine really a viable of energy.
Plenty of ports hugely powerful M1 Max that purchase for most creative It can also offer faster GPU
powered the MacBook Pro 14- professionals? We tested it to performance than the highest-
Silent in use inch and MacBook Pro 16-inch? find out… end PC GPU, while using
Well, the Mac Studio comes 200W less. What this means in
CONS with one as well, offering you FEATURES practice is that running costs
the kind of performance that’ll The biggest feature of the are lower (especially important
make light work of even the Mac Studio is the raw power it in these times of rising energy
Expensive most intense projects. provides, especially with the bills), and the M1 Ultra also
Still not enough power? M1 Ultra. According to Apple, runs cooler. This means it’s
Non-upgradable Well, the Mac Studio can also the Mac Studio with the M1 nearly silent in use, without
be configured to come with Ultra offers 3.8 times faster the need for fans to spin up
Overkill for many people the brand-new M1 Ultra chip. CPU performance compared to keep it cool, and it’s also
This is essentially two M1 Max to the most expensive 27-inch allowed Apple to make the
chips connected together via iMac. Additionally, it also offers Mac Studio so compact.
a low latency, high bandwidth 90% faster CPU performance
connector, turning them than the Mac Pro with a 16- PERFORMANCE
into one large M1 Ultra chip, core Intel Xeon processor, We ran several creative apps
which offers double the cores, and up to 60% faster CPU on the Mac Studio, and they all
memory and bandwidth of the performance than a Mac Pro performed exceptionally well.
already uber-powerful M1 Max. with a 28-core processor. In Photoshop, for example,

90 3D WORLD
Mac Studio

“IT’S ONE OF THE NICEST LOOKING


WORKSTATION PCs AROUND, AND ITS
COMPACT SIZE REALLY IS REMARKABLE”
we loaded up high-resolution there’s another two USB-C
photos in a few seconds, and ports, and an SD card slot,
applying effects and filters was making this a great choice for
instantaneous. The ‘Neural photographers. Having the SD
Engine’ cores of the M1 Max card slot and USB-C ports at
and M1 Ultra also allow the the front means they are easy
Mac Studio to make use of to access on a desk, though
the artificial intelligence (AI) the power button being at the
and machine learning tools of back is a bit fiddly. There’s also
Photoshop. These tools can Wi-Fi 6 and Bluetooth 5 for
help make what were once wireless connections.
tedious and time-consuming It’s one of the nicest looking
tasks quick and simple, and workstation PCs around,
Photoshop is a great showcase and its compact size really is
for what AI and machine remarkable, considering what
learning can bring to creative the Mac Studio is capable of.
workflows. So, the fact that the
Mac Studio can utilise these SHOULD YOU BUY IT?
(and do them well), is a big There’s a lot to love about
selling point. the Mac Studio, particularly
The Mac Studio also its excellent performance
coped well with us editing a and compact design. If you’re
complex video project in Final after a powerful and petite
Cut Pro, with certain scenes workstation for doing your
incorporating multiple 8K creative work on, you’re not
sources. All while remaining going to find a better machine.
basically silent in use, and it But is it a product we’d
also rendered our 3D footage unanimously recommend to
in Houdini incredibly quickly. people? The answer is no.
This is a niche device aimed at
DESIGN quite a specific audience. If you
The Mac Studio’s chassis is a do heavy creative work and
single aluminium design, with want a small workstation, this
a square footprint of 7.7 inches is absolutely the right product
and a height of 3.7 inches. for you.
It can easily be picked up in However, if you don’t need
Above: If you go for the Mac Studio with the M1 Ultra chip, with a 20-core CPU, 48-core GPU, a single hand, and the size the kind of performance on
64GB unified memory and 1TB SSD, the asking price jumps to a huge $3,999 / £3,999. While the means it won’t take up much offer here – and many people
new M1 Ultra may be tempting, it offers a level of performance that not everyone will need room on a desk. simply won’t – then you’d be
Apple has also adorned better off buying something
the Mac Studio with a very more affordable, such as the
good selection of ports: four Mac mini. If you’re looking for
Thunderbolt 4 ports, a 10GB something to work on while
Ethernet port, two USB-A you travel, a laptop, such as the
ports, an HDMI port and audio 14-inch MacBook Pro, may also
jack on the back. On the front, be a better bet.

THE VERDICT

9.0
APPLE MAC STUDIO
The Mac Studio is one of the best creative workstations you
can buy right now, especially if you’re after high performance
in a small form factor. Saying that, it’s overkill for most
OUT OF 10
people and is certainly not cheap.

3D WORLD 91
Studio Display

AUTHOR PROFILE
Matt Hanson
Matt has been a
technology journalist
for well over a decade,
writing for publications
such as T3, MacFormat
and Creative Bloq.
He’s a senior editor of
TechRadar, where he
can be found writing
about and reviewing
laptops, computers,
monitors and more.
creativebloq.com/
author/matt-hanson

PROS

Nice design

Can charge your devices


HARDWARE REVIEW

Studio Display
Good image quality

CONS

Need to spend extra for PRICE From £1,499 / $1,599 | COMPANY Apple | WEBSITE apple.com
height adjustment

A
No HDR pple’s Studio Display for a monitor, the Studio surround sound setup, it offers
was launched Display comes with a built-in an impressive level of sound
Limited to 60Hz alongside the new webcam and studio-quality that you wouldn’t expect from
Mac Studio, with both mic array. These days we’re built-in monitor speakers.
Webcam issues products aimed at creative increasingly relying on video
professionals. While the calls, so having a high-quality PERFORMANCE
Mac Studio handles the webcam and microphone The Studio Display offers a
computing side of things, the is extremely important, decent level of performance
Studio Display, as the name especially for people who are with bright and vivid image
suggests, is the screen. working remotely. quality, and viewing angles
A good monitor is an The webcam is boosted by were particularly good. If you
essential tool for creative the inclusion of the A13 Bionic want a monitor to show off
professionals, especially those chip, offering a feature known your work to lots of people
working in visual mediums, and as ‘Center Stage’, which uses at once, this is useful, though
there’s some stiff competition artificial intelligence to keep the glossy finish of the
out there. So is the Studio you centred when using the screen meant that distracting
Display worth it? webcam – even if you move reflections were an issue.
around. The A13 Bionic also But the performance of the
FEATURES works with the built-in speakers Studio Display didn’t wow us,
As the price hints at, this isn’t of the Mac Studio to offer which is a shame considering
your standard monitor, as special audio via Dolby Atmos. the steep asking price. The
Apple has packed it with some While this doesn’t compete lack of HDR support is baffling,
interesting features. Unusually with a physical Dolby Atmos to be honest, with cheaper

92 3D WORLD
Studio Display

Left: The Studio Display has a ‘boxy’ yet stylish look Above: Some may find the ports a bit lacking

“IF YOU WANT TO ADJUST THE HEIGHT You can also configure the
Studio Display to come with
YOU’LL NEED TO PAY AN EXTRA £400, A a nano-texture glass, which
helps eliminate glare and
PRETTY SUBSTANTIAL EXTRA COST” reflections, but it will cost an
additional £250.

SHOULD YOU BUY IT?


especially when it’s off, you hidden costs that usually come The Studio Display is an
can see just how reflective the included in the price in rival interesting product from
display is. Along the top of the products, and that’s true with Apple, but one we feel is a
screen are vents for keeping the Studio Display. While the little bit of a misfire. The lack
monitors supporting it. The the Studio Display cool, and Studio Display does come with of HDR and high refresh rate
Studio Display also has a max on the back are the ports. This a stand, it only allows you to support is a blow, and the
refresh rate of 60Hz, and while is where the Studio Display’s adjust the display by tilting it. limited port selection means
this is pretty standard, there minimalist design arguably You can also choose to swap this is a monitor that won’t be
are a growing number of goes too far, as rather than a the stand for a VESA mount, appealing to many people.
monitors that support higher, range of inputs we’d usually which is useful if you want to Image quality is decent,
such as 120Hz and above. see in a monitor, such as HDMI attach it to a wall or already but for the full effect you’re
The webcam quality has and DisplayPort, there’s just have a stand, but many other going to want to invest in
also come under scrutiny. four USB-C ports, and only one monitors come with both the nano-texture screen. The
While we found that it was fine of them is actually the input. options, which makes Apple’s added AI features are nice, but
in brightly lit situations, many If you’re planning on forced choice between the two inessential, and they only work
people have noticed that the plugging in a MacBook or a feel a little tight. with modern Apple devices.
quality can be quite poor. Mac, this won’t be an issue, If you want to adjust the If you’re a content creator
Apple has stated that this is and a nice feature is that the height of the monitor – and that is fully invested in the
a software issue and a fix is Studio Display will also charge why wouldn’t you? – then you’ll Apple ecosystem, then we can
underway. While it’s not a deal your device while it’s plugged need to pay an extra £400, a imagine the Studio Display
breaker, it’s still disappointing. in. The other USB-C ports pretty substantial extra cost being a decent investment – as
allow you to plug peripherals for something that, once long as you have the cash. For
DESIGN in, essentially turning the again, comes with most other other people, though, there’s
The design is reminiscent of Studio Display into a USB-C monitors for free. better alternatives out there.
the 24-inch iMac from last hub which is handy.
year, but without the choice But if you have a device that
of colours. As you’d expect, uses HDMI for its video output, THE VERDICT
it’s stylish and minimalist, with then you’re going to need an

6.0
straight edges, and it does adaptor, which isn’t included. APPLE STUDIO DISPLAY
make us think how nice it The Studio Display is an interesting screen for creatives,
would have been to see a 27- PRICE and its image quality is decent, but it doesn’t live up to its
inch iMac in this design. One of the biggest criticisms potential. Lack of HDR, limited ports and an underwhelming
OUT OF 10
We had the standard screen people have with Apple is the webcam means the asking price will be too high for many.
without nano-texture, and fact that there are sometimes

3D WORLD 93
Chaos Cosmos

AUTHOR PROFILE
Paul Hatton
After graduating with
a first-class computer
science degree, Paul
Hatton has spent
nearly two decades
working within the 3D
visualisation industry.

PROS

Easy to use

Excellent quality

Free

CONS

Greater range needed


Images © Chaos

Only limited customisation


of models available

V-Ray is required
SOFTWARE ADD-ON REVIEW

IMPORTING HDRIs

Cosmos includes a
collection of HDRIs that
Chaos Cosmos
PRICE Free | COMPANY Chaos | WEBSITE cosmos.chaos.com
you can use in your scene.
When you download the

I
asset and then import it, n recent years there has in conjunction with V-Ray, so The Cosmos library is really
you’ll find it appear as been an increasing trend you won’t be able to make use simple to use – the standard
a light in your scene. By in the 3D industry to utilise of this content collection if process of downloading assets
selecting the light and and take full advantage of you use a different rendering and then importing them into
going to its parameters off-the-shelf assets, with package. In that regard, this is your scenes has been replaced
you can make all the developers providing new a way for Chaos Group to tie by a custom-built browser
normal light adjustments tools that make it easier than you in even further to the which works directly inside
that you would expect. ever to download and insert V-Ray ecosystem. your 3D software. This greatly
If you want that same assets into your scenes. One That being said, Cosmos speeds up the process of
HDRI to appear in the of those examples is the integrates seamlessly into a populating your scenes.
background of your scene, Chaos Cosmos asset library. variety of software packages The browser is simple, too.
then you’ll need to add it In essence, Cosmos is including 3ds Max, Cinema 4D, As you’d expect, it includes
in using the ‘Environment an easy-to-use collection of SketchUp, Maya, Rhino, Revit a search feature that lets you
and Effects’ dialog box smart content that spans a and Vantage. This is one of the drill down and return only the
(3ds Max). variety of categories including major benefits of Chaos; no assets you’re interested in. You
models, materials and HDRI matter what software you use can further refine the results
skies. It’s worth noting that all you’ll likely be able to utilise with filter settings. If you just
of these assets will only work Cosmos with it. want to browse the assets then

94 3D WORLD
Chaos Cosmos

Below: Cosmos makes populating a vast Left: Even close-up Cosmos


scene an absolute breeze with a wide models and materials stand
variety of drag-and-drop models up to scrutiny

“IF YOU’RE AN EXISTING V-RAY USER


THEN MAKING USE OF COSMOS IS A
BIT OF A NO-BRAINER”

you can do that by selecting the various rendering options If you’re not a V-Ray don’t come in as 3D models
specific categories. These V-Ray provides. When inserting user you’ll need to find an but as references to proxy files.
assets seem largely made up and navigating through your alternative content browser This means you can’t directly
of third-party content, so you viewport you’ll experience a solution. On the other hand, if edit them. Thankfully, Cosmos
may be familiar with some of lower level of detail, ensuring you’re an existing V-Ray user does enable you to ‘Merge’
them already. that your scenes don’t get then making use of Cosmos these proxies into your scene
One of the areas that bogged down. But as soon is a bit of a no-brainer; the through the Asset Editor and
Cosmos really shines is in its as you hit render, all of that assets are completely free then fine-tune some of the
smart capabilities, which is beautiful high-definition after all. Give it a whirl and see settings there, such as the
something that we’re coming detail will come back and be if it fits into your workflow. As model’s materials.
to increasingly expect; we want displayed in your final images the models are V-Ray Proxies In the future, as new assets
the software we interact with and videos. you’ll need to make sure you’re are added to this handy library,
to work no matter what device All models are render-ready familiar with how they work, Cosmos will no doubt become
we’re using it on. An example and render consistently across otherwise things might get a a one-stop shop for many
of that would be with music, all V-Ray rendering options, little confusing. The models V-Ray users.
where we want to be able to whether that be on the CPU,
play our favourite music on GPU or even in Vision or
our phones, computers and Vantage. This is particularly THE VERDICT
smart speakers. helpful if you’re presenting

8.0
Cosmos is smart in the your work in multiple different CHAOS COSMOS
sense of delivering the same mediums. You can be sure that Cosmos is a great first step in the right direction for Chaos
content across applications, your assets will look the same if Group. It represents a shift in the industry that has been
but tailoring that content to you’re creating high-end static gaining ground in recent years – making the creation process
OUT OF 10
suit the exact output. This is visuals or delivering something as quick and straightforward as possible.
played out in the viewport and more interactive.

3D WORLD 95
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ISSUE 280 CHRISTMAS 2021 ISSUE 279 DECEMBER 2021 ISSUE 278 NOVEMBER 2021 ISSUE 277 OCTOBER 2021
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