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3D WORLD 3
CONTENTS
3D WORLD ISSUE 286
32
SCULPTING, TEXTURING,
HAIR GROOMING, LIGHTING
AND RENDERING – EVERY
ELEMENT IS ESSENTIAL
4 3D WORLD
56 x
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86 Photorealism under
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88 Pro thoughts
The impacts of real-time
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3D WORLD 5
The best digital art from
the CG community
06 3D WORLD
CG art to inspire
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
artstation.com/h3ptapod
10 3D WORLD
CG art to inspire
12 3D WORLD
CG art to inspire
PETER FISHMOUTHER
ORIGINAL 2D CONCEPT BY LABROS PANOUSIS
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
WWW.THEROOKIES.CO
20 3D WORLD
THE “MARIE-LOUISE”
SOFTWARE Blender, ZBrush, Substance Painter, Marmoset Toolbag 4, Marvelous Designer, Photoshop YEAR CREATED 2021
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
of
day you can buy and download
pretty much anything you want.
TurboSquid, as an example, has
also diversified to include not
© Rhys Jones
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
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
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
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
r
O sca
g e t ting s Societ y
with fe c t
long Visua l Ef nations,
d m i
a n rds no ects tea mX
Awa isua l ef f dios V F ,
32 3D WORLD
ci n e matic
e
a ll of th r
to we av e
to g e ther fo
w r
g l e a rns ho W e b Slinge
H og fa m o u
s
ome…
Trevor o f a ay H
ations n: No
W
incarn Spide
r- M a
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
e r ? ’ L et ’s pu m a ke the c a u se
we
t t o e
O c k e n t ir v e n b et r a c te r s o t h at b g
Do c as this sh
o t e c h a t o d
happ e n in
S a n d man w r e d s il h o u et
te t h e
W e we r e
able
h a t we r e
a nd c O ck
( A lf
lef t a n d
pe loo
k s .’
l even
t s t
for D o ook t y ctrica en
acles ere in mic- b ese ele as Had
a n ic a l t e n t
a s t h e y w c o
a b li s h e d t h
y w a s Th om e r e
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
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
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
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
IMPERIAL OFFICER
A personal character
inspired by the Star Wars
imperial officers
42 3D WORLD
Create a beautiful digital portrait
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
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
44 3D WORLD
Create a beautiful digital portrait
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
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.
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
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
50 3D WORLD
From VR to ZBrush
3D WORLD 51
Light your C4D scenes with custom HDRIs
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
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.
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.
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
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
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
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).
60 3D WORLD
Transform a photograph into a realistic 3D likeness
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
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.
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).
66 3D WORLD
Sculpt a creature in ZBrush for C4D
3D WORLD 67
Sculpt a creature in ZBrush for C4D
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.
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.
3D WORLD 69
Model a detailed, realistic character
70 3D WORLD
Model a detailed, realistic character
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.
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
08
3D WORLD 75
Your CG problems solved
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
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.
01 02
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
3D WORLD 79
Your CG problems solved
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.
80 3D WORLD
Your CG problems solved
SOFTWARE: N/A
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
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”
3D WORLD 83
Robert Anderberg
INDUSTRY INTERVIEW
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
Photorealism
100 full CGI shots for the film
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
3D WORLD 87
Kuban Altan
Below: Real-time
compositing can make a
huge difference
to the look of a live
television show
PRO THOUGHTS
88 3D WORLD
will be able to make many more iterations
without waiting to see the results.
3D WORLD 89
Mac Studio
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
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
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.
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
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
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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CREATE A RENDER IN LOW-POLY NEW YEAR, NEW SKILLS HOW TO BECOME A MOBILE MONSTER BLADE RUNNER MEETS CG ANIME
Transform a 2D sketch into a
● Grow your CG toolset with our
● Learn how to sculpt incredible
● Delve into the stunning CG
●
low-poly 3D render software guide creatures with Nomad Sculpt animation of Black Lotus
● Beginner’s guide to kitbashing, ● We explore the gorgeous 3DCG ● Veterans of the Harry Potter ● We interview female artists
with advice from the experts visuals of anime film Belle movies take a look back at the working at top studios, including
● Behind the scenes on Pixar’s ● Learn how to speed up your game-changing franchise’s huge Aardman and Framestore, about
Automaton short workflow for personal projects impact on London’s VFX industry their experiences
● Model a mech in Part 1 of a new ● How to optimise game assets for ● We explore the exciting new ● Behind the scenes of No Time
tutorial series Unreal Engine tech that is changing how we work To Die’s action-packed VFX
● Downloads Free models and ● Downloads Free models and ● Downloads Free models and ● Downloads Free models and
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ISSUE 280 CHRISTMAS 2021 ISSUE 279 DECEMBER 2021 ISSUE 278 NOVEMBER 2021 ISSUE 277 OCTOBER 2021
CREATE STUNNING FAN ART THE VFX OF FOUNDATION STYLISED SCENES LUCA
This month’s cover artist breaks
● Get the lowdown on the Apple
● Work with toon shaders to
● We explore the gorgeous
●
down his workflow process TV+ sci-fi series Foundation produce an amazing stylised scene underwater visuals of Pixar’s Luca
● We explore Unreal Engine with ● Inside Blue Zoo: Part 5, exploring ● Inside Blue Zoo: Part 4, delving ● Inside Blue Zoo: Part 3, how
advice and tutorials from the pros the exciting future of real-time tech into lighting and comp workflows to overcome the challenges of
● Discover the incredible VFX of sci-fi ● Stage and compose a shot with ● The secrets behind the VFX of storytelling on a budget
blockbuster Dune Pixar’s layout artist Those Who Wish Me Dead ● Go behind the scenes of sci-fi
● Digital Domain talk creating ● Get started in VR: how to utilise ● We test, rate and review a range of drama Intergalactic
cinematic-quality TV series this immersive creative medium quality ultra-wide monitors ● How to sculpt fan art in Blender
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ISSUE 276 SEPTEMBER 2021 ISSUE 275 AUGUST 2021 ISSUE 274 JULY 2021 ISSUE 273 JUNE 2021
LOOK DEV LESSONS: NAIL YOUR STYLE MASTER YOUR CONCEPT ART ZBRUSH SCULPTING HEROES DUKES OF NUKE
Inside Blue Zoo: Part 2, a special
● Use Gravity Sketch to create
● Experts from the world of toy and
● Discover how Nuke is used by
●
behind-the-scenes look at the incredible sci-fi concept art figure creation reveal their tips and pros working on blockbuster films
company’s unique animated projects ● Inside Blue Zoo: Part 1, our new tricks for succeeding in the industry and AAA games to take their work
● Take a deep dive into the world of series exploring the workings of the ● VFX powerhouse Absolute deliver to the next level
indie film production renowned animation company a character modelling tutorial ● Behind the scenes of the beautiful
● Discover how the fantasy universe ● Behind the scenes of horror ● Explore the action-packed VFX of VR experience Baba Yaga
of videogame Unbound: Worlds drama Lovecraft Country Godzilla vs. Kong ● How to build an animated in-
Apart is brought to life ● Model photorealistic humans ● Create amazing scenes in Unreal game asset from scratch
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