Professional Documents
Culture Documents
RizomUV
UNWRAPPING
CREATE FILMIC
ANIMATIONS
Master your texturing workflow Learn to set up cinematic medical shots
FREE
MODELS
INSIDE
PAGE 10
RN THE SECRETS OF
LINK
DISCOVER
RENDERING
WITH AN RTX
FTRACK PROJECT
MANAGER
TESTED
ANDREW
SINAGRA ON THE
Get behind the scenes on Laika’s VFX INDUSTRY
latest visual masterpiece
GAME ASSETS
Build your own game models ISSUE 131
Link, the Bigfoot has
been described by
some as a hairy
avocado on legs
Chris Butler
Writer, Director and Head
of Story at Laika.
The
Missing
Link
Page 22
3
Create stunning cinematic
medical animation,
starting on page 52
Editorial
Editor Rob Redman
rob.redman@futurenet.com
Art Editor Newton Ribeiro
Production Editor James Price
Staff Writer Brad Thorne
Acting Group Editor in Chief Claire Howlett
Senior Art Editor Will Shum
Contributors
Greg Barta, James Clarke, Jonatan Mercado, Kurtis Dawe,
Trevor Hogg, Pierrick Picault, Farid Ghanbari, Sebastian
Mundo, Quoc Anh Pham, Eric Cunha, Elizabeth Ku-Herrero,
Robert Smith, Rory Björkman, Rafael G. Moreno, Gustavo
Henrique, Chris Lambert, Gael Kuchenbaum, Jarl Midelfort,
Lasse Rasmussen, Cirstyn Bech-Yagher
Photography
James Sheppard
All copyrights and trademarks are recognised and respected
Advertising
Media packs are available on request
Commercial Director Clare Dove
clare.dove@futurenet.com
Senior Advertising Manager Mike Pyatt
michael.pyatt@futurenet.com
01225 687538
Account Director George Lucas
george.lucas@futurenet.com
01225 687311
International
3D Artist is available for licensing. Contact the Licensing team
to discuss partnership opportunities.
Head of Print Licensing Rachel Shaw
Licensing@futurenet.com
Subscriptions
Email enquiries contact@myfavouritemagazines.co.uk
UK orderline & enquiries 0344 848 2852
Overseas order line and enquiries +44 (0) 344 848 2852
Online orders & enquiries www.myfavouritemagazines.co.uk
Group Marketing Director, Magazines & Memberships
Sharon Todd
Circulation
Head of Newstrade Tim Mathers
Production
Head of Production Mark Constance
Production Project Manager Clare Scott
Advertising Production Manager Joanne Crosby
Digital Editions Controller Jason Hudson
Production Manager Frances Twentyman
Subscribe Management
Brand Director Matthew Pierce
!ǝǣƺǔ ȵƺȸƏɎǣȇǕ ǔˡƬƺȸ Aaron Asadi
A
s a 3D artist you pages to help you discover new directions where you is, as far as we are aware, correct at the time of going to press. Future cannot
accept any responsibility for errors or inaccuracies in such information. You
probably have a solid could head next. are advised to contact manufacturers and retailers directly with regard
to the price of products/services referred to in this publication. Apps and
websites mentioned in this publication are not under our control. We are
core of interest that We also talk to the team at Laika to get behind-the- not responsible for their contents or any other changes or updates to them.
ÁǝǣɀȅƏǕƏɿǣȇƺǣɀǔɖǼǼɵǣȇƳƺȵƺȇƳƺȇɎƏȇƳȇȒɎƏǔˡǼǣƏɎƺƳǣȇƏȇɵɯƏɵɯǣɎǝɎǝƺ
informs the tools you choose to scenes info on The Missing Link and take a good, companies mentioned herein.
learn as well as the techniques hard look at current rendering tech to help you If you submit material to us, you warrant that you own the material and/
or have the necessary rights/permissions to supply the material and
you automatically grant Future and its licensees a licence to publish
that lend themselves to your understand the state of the industry. your submission in whole or in part in any/all issues and/or editions of
publications, in any format published worldwide and on associated websites,
preferred area. That said, it’s Training is vital to help you put this inspiration to social media channels and associated products. Any material you submit
is sent at your own risk and, although every care is taken, neither Future
often valuable to spread your good use, but rest assured we have you covered. This nor its employees, agents, subcontractors or licensees shall be liable for
loss or damage. We assume all unsolicited material is for publication unless
wings, delve into different areas issue we show you how to master cinematic medical otherwise stated, and reserve the right to edit, amend, adapt all submissions.
and increase your knowledge and skill set. animations with Maya and Cinema 4D, create fabric
We aim to inspire you to learn more and discover simulations using Houdini, use Rizom to UV unwrap
new opportunities, so this issue we bring you a wide your models and even create a physically accurate fox
range of different inspiration and tutorials. We start using Ziva!
off with our gallery of the latest and greatest art from
the community, along with some technique focus Rob Redman, Acting Editor
Future plc is a public Chief Executive Zillah Byng-Thorne
company quoted on the Non-executive Chairman Richard Huntingford
London Stock Exchange !ǝǣƺǔIǣȇƏȇƬǣƏǼ ǔˡƬƺȸ Penny Ladkin-Brand
(symbol: FUTR)
www.futureplc.com Tel +44 (0)1225 442 244
Sign up, share your art and chat to other artists at www.creativebloq.com
Get in touch... 3dartist@futurenet.com @3DArtist Facebook.com/3DArtistMagazine
4
This isssue’s team of pro artists…
6
What’s in the magazine
News, reviews
& features
12 The Gallery
A collection of inspirational artwork
22 Travelling the world with Missing Link
We explore behind the scenes of Laika’s
latest CG-assisted stop-motion adventure
26 Framing the debate
We take a look at the current state of the
industry to see how progress is being
made for equality in the workplace
32 Rendering with GTX cards
Rainer Duda investigates rendering using
some of the latest rendering tech
34 Technique Focus:
A Home Up High
Chris Lambert shares his thoughts on
creating varied scenes with Unreal Engine 4
36 Technique Focus:
Dragon Head
Link has been
Shapiro Sergeyevich reveals his thoughts described by
on balancing detailing and sculpting
someone as a hairy
81 Technique Focus:
Alita avocado with legs
Gabriel Soares shows us the results of Chris Butler
post-production with Photoshop Writer, director and head
82 Subscribe today! of story at Laika, Page 22
Save money and never miss an issue 22
NEXT
The Hub
GET STARTED
S WITH TILTBRUSH 88 Community News
TO CREATE ART INSIDE VR, We concentrate on highlights from
W
WITH DAHLIA KHODUR our very own event; Vertex 2019
92 Industry News
YOUR MAGAZINE
Instant access to these incredible free gifts…
Step-by-Step tutorial
Master cinematic medical animations with this in-depth training
For g reat savings on all of our maga z ines, see t he en tire range
online https://GrafixFather.com
12
The goal was to achieve a
realistic look without
appealing to excess damage;
to make it interesting not by
showing it deteriorated but
used. Therefore, any wearing
that the textures displayed Rafael G. Moheno
had to be subtle. As you can bit.ly/2VJNfei
see on the wings in this Rafael began his career in 2D
classical animation in Mexico
image, realism comes from City. He is now a modeller and
a convincing result
Rafael Garcia Moheno,
The Outlaw Scout, 2018
13
My job now mainly
involves low-poly
modelling for games. I Quoc Anh Pham
love to challenge myself quocanh.artstation.com
15
Rory Björkman
artstation.com/bjorkman
Rory works at Brown Bag Films
in Dublin as a lead texture artist
on Disney’s Vampirina. He also
loves sci-fi and fantasy movies.
Software Maya, Substance
Painter
Work in progress…
The intention
behind this next-gen,
real-time game
character was
to push realism,
detail and quality
in video game
character art
Robert Smith,
Jonathan Ingram -
POLICENAUTS, 2018
17
In depth
TILING SAND
I created a tiling sand material
using Substance Designer. I often
set up my Substance Designer
work for vertex painting in Unreal
Engine 4 for smoother
texture transitions.
20
My first step when creating any piece is to
have a target atmosphere and mood by
blocking out lighting, fog and post-process
effects in Unreal Engine on an imported
World Machine terrain. After establishing
scale in the scene with a default human mesh
and some foliage, my workflow loosens as I
begin to place, scale and transform various
biome and architectural assets
Sebastian Mundo,
Bladespire Canyon, 2019
ROCK MATERIALS
I used a Substance Designer rock
material. This material was aligned
to world space in Unreal, enabling
it to conform to any model without
having to worry about the UVs on
the mesh, and it’s tessellated to
highlight material details and
height deformation. I applied this
to four or five different rocks
throughout the scene.
CAMERA POSITION
When creating a quick environment like this one, I usually work from a fixed camera angle and try to hide imperfections from kitbashing through fog and camera composition.
If the camera position in this type of scene is shifted or the atmospheric perspective removed, the illusion of the scene will begin to fall apart.
21
TRAVELLING THE WORLD WITH MISSING LINK
22
Travelling the world with
MISSING LINK
Trevor Hogg tags along as Laika embarks on its most epic
adventure with the global exploits of Mr. Link
W
ith each project, the avocado with legs! A lot of people commented
stop-motion animation on how much they liked it. I began working with
ambitions of Laika get character designer Juliaon Roels as well as
larger in scope, and its fifth prolific illustrator and comic book artist Warwick
endeavour, Missing Link, is Johnson Cadwell. Between the three of us we
no exception. Desiring to meet his long-lost created a population for this whole world.”
relatives, a huge creature known as Mr. Link Sir Lionel Frost has an uncanny resemblance
(Zach Galifianakis) recruits fearless Victorian to Hugh Jackman, who provides the voice of the
explorer Sir Lionel Frost (Hugh Jackman) to squared-jawed, debonair explorer. “Hugh is
guide him as he leaves his Pacific Northwest definitely in there,” admits Butler. “I had him in
home for the fabled valley of Shangri-La. my head every time I wrote one of Lionel’s lines
“I remember saying at the start, I wanted this because he’s a leading man, charming and a bit
to be as if David Lean made Around The World of an eccentric. It was a pleasure, treat and
In 80 Days starring Laurel and Hardy,” privilege that we got Hugh to do the voice.”
chuckles Chris Butler, who serves as writer, An ancient map showing the way to
director and head of story at Laika. Shangri-La is in the possession of Adelina
“Traditionally, stop-motion can feel Fortnight (Zoe Saldana). “All three characters
small, because in the past you were work off of each other. Lionel is sharp-featured
limited by the size of your sets and whereas Link is all curves. I wanted Adelina to be
puppets and where you could set somewhere in the middle because she gets
the camera. I wanted to try to get caught in between them; she has a history with
away from that, and with the Lionel but sees how badly he treats Link at
digital innovations that are times. A lot of her design was based on the Gift
available to us we can open Girl illustrations of the time with that hairstyle,
up the sets and push down which is all elaborate, but she also has some of
the walls.” the sharpness in her jaw and nose Lionel has.
Missing Link marks the “There are certain things about all of our
second time Butler has characters that are the same, and it makes the
helmed a feature for Laika, whole world fit together,” explains Butler.
with his debut effort being the “There’s nothing worse for me when I watch an
zombie comedy ParaNorman. animated movie that you can tell the background
“There was a lot of asymmetry in characters are designed by someone different
All images © Laika Studios / Annapurna Pictures
ParaNorman so this became a lot than the foreground characters. That pushes me
more symmetrical. The shapes became out of the movie. I wanted there to be a stylistic
a lot cleaner and graphic. I knew at the start consistency, and that meant when it was time to
that it was going to be set in Victorian times, work with [visual effects supervisor] Steve
which was a period where there was a lot of Emerson in populating these massive crowd
dense patterning happening [in wallpaper and scenes we had a certain hook to hang on. There
textiles].” After dealing with different illustrators are certain shapes of noses and widths of eyes. I
and character designers, the filmmaker decided know I’m biased, but this is the best digital extra
to revisit his notebooks. “A long time ago I did a work that we’ve ever done. It’s seamless
simple sketch of Link, the Bigfoot character, that between puppets and CG characters, and
has been described by someone as a hairy certainly the crowd scenes are incredibly
23
TRAVELLING THE WORLD WITH MISSING LINK
24
SOME HAIRY
SITUATIONS
The environmental impact on the fur of
Mr. Link and the long hair of the Elder
Yeti required some digital assistance
sure what was reflecting on the surface was the Steve and the visual effects department are part
patterning that Chris was looking for.” of the movie from day one. They don’t come in
Some of the action takes place underwater. later to fix stuff. Because of that we can aim high
“The plankton was primarily done in 2.5D in and have a good idea of who’s doing what.
Nuke with a system that was set up by our “My hope is that we use whatever we can to
senior technical compositor Timur Khodzhaev.” make the image on the screen the best it can
All images © Laika Studios / Annapurna Pictures
“We knew that visual effects were going to be be,” says Butler. “In the past what has been
vital to make this story because we wouldn’t be rewarding for me is when the audience doesn’t
able to do it practically,” notes Butler. “I am not a quite know how you achieved something.”
stop-motion purist. My point of view is to take The film that began as a concept 15 years ago
what’s great about stop-motion, which is real and took five years to make has proven well
light on real objects and the tactility. But we also worth the wait for its creator. “I just want people
use whatever tools and innovations we can to to see Missing Link because in terms of pushing
expand the canvas. Right at the start our DP the boundaries of this medium it is the best thing
Chris Peterson, production designer Nelson we’ve ever done. I’m particularly proud of the
Lowry, Steve Emerson and I talked about what facial animation, we took it to another level. I Finishing details are tweaked into place on
Adelina Fortnight’s Gift Girl-inspired hair
we can achieve. It is integral to our process that want people to fall in love with the characters.”
25
FRAMING THE DEBATE: WOMEN IN THE VISUAL EFFECTS AND ANIMATION INDUSTRY
FRAMING
WOMEN IN THE VISUAL EFFECTS
AND ANIMATION INDUSTRY
We speak to women within visual effects and animation in the UK to
find out where the industry is at and where it’s going
W
hen we ask animation into making great games but, at least for visual opportunities and spaces for women to move
student Lacey Swinhoe, effects, as long as there are games that need it into in their careers. In a 2017 report by The
studying at Birmingham there should be places to fit into. A lot more Work Foundation, commissioned by the BFI, the
City University, what the women are in the industry, which is promising point is made that, “The lack of workforce
visual effects and for someone following the same road.” diversity is viewed as the biggest challenge
animation industry looks like to female students The lines between film and gaming, visual facing the film and screen industries…”
in 2019, she says, “It seems quite hard to break effects and animation are increasingly fluid. Geography can play its part in opportunity,
into, with the high level of skill and creativity put What might remain a little less so are the too. Again, quoting from the Work Foundation
26
A student working with
the Vicon motion capture
system at Birmingham
City University
27
FRAMING THE DEBATE: WOMEN IN THE VISUAL EFFECTS AND ANIMATION INDUSTRY
report of 2017, “56% of the animation workforce VFX supervisors and department heads in the
is based in London.” With that statistic in mind, industry, and a core part of that is by supporting
it’s fitting to bring in Leanne Loughran, talent training across all levels. The support of our staff
manager of Bournemouth-based Outpost VFX, is an intrinsic part of Outpost’s DNA.”
who says the company’s ethos is that, “We pride In terms of turning that spark that Leanne
ourselves on balance and fair support identifies into a creative flame, Lianne Forbes,
throughout an artist’s career. Being senior lecturer in Visual Effects at Birmingham
understanding of circumstances is key to this, as City University, says that, in terms of how BCU
well as encouraging women to return to the addresses the need to nurture and encourage
workplace after going on maternity leave. At women to pursue careers in visual effects and
Outpost we keep doors open for progression for animation, “I think that one way we try is
all of our employees, no matter the stage in their through example. We have two women teaching
career. As a member of Access: VFX, we push some of the big visual effects and technical
ourselves to be continuously improving on modules [for instance Dynamics in Houdini and
inclusion in the industry. Technical VFX roles in Rigging in Maya]. The university itself is part of
infrastructure, pipeline, engineering etc. tend to Athena SWAN [Athena SWAN was established
attract more men, and to combat that there in 2005 to encourage and recognise
needs to be more awareness of the commitment to advancing the careers of women
opportunities available so that people aren’t put in science, technology, engineering, maths and
into boxes. That initial spark needs to be ignited medicine (STEMM) employment in higher
at a school level, before young girls and parents/ education and research]. We also have several
guardians even look into degrees, funding and bursary options, along with a new
apprenticeships, work experience, career fund for female STEM students that Central
prospects. We want more women to become England Co-op has launched, which will
encourage women to study STEM-related
subjects such as IT, Engineering and Digital
Technology at Birmingham City University.”
Lianne goes on to explain some of the ways in
which the UK visual effects industry has
engaged with women who want to or are
working within it: “I do believe there is a lot still
to be done, but it is encouraging how many
more women you find now working in the field.
Back when I first started as a matchmove artist
[in 2003/2004], I was a rarity, as more females
RETURNING TO entered into 2D roles than 3D roles. That now
THE INDUSTRY has changed significantly, which is great to see. I
think more women are finding themselves
Leanne Loughran of Outpost VFX lays moving into management positions and are
out their commitment to supporting better able to influence and be role models,
women returning to work which hopefully is encouraging to women
looking to pursue these types of careers. It’s still
“It can be difficult for women who have left a challenge, and we’ve definitely got a long way
the industry to have children to return to to go, but we are on a better road now towards,
work. Visual effects moves so quickly that hopefully, achieving equality.”
parents may feel that even taking one year Glorija Apanaviciute, also a student at BCU,
out for parental leave is already too long out says of the challenges and the opportunities for
of the game. That’s why initiatives like Film women looking to work in the industry: “Female
London’s Return To Work scheme are so animators and visual effects artists need as
important. We recently had digital artist much support as male students.”
Hong Dam join Outpost on the scheme after Of this march towards equality, Sue Lyster,
taking some time away from her career to executive in charge at ILM London, considers
raise her family. For Hong, it was a chance to the need to recruit and promote on merit but
explore a new career path and a way to get with “evermore understanding that women face
back into the industry, all with a paid different challenges to men at all stages: in
returnship, a mentor, training and hands-on education, recruitment and growth. The issue is
experience in our studio. complex, and it would be naive to think that it’s
It’s also imperative to support new talent. anything but a long game to bring about a VFX
Schemes like Access: VFX support the next workforce that truly reflects society, but we’re
generation of VFX artists with benefits such excited to get started.”
as a mentoring initiative. Mentoring can At ILM, a range of initiatives are in place to More talented women are
wanting to work in the
nurture emerging talent and help shape the cultivate increasing awareness around industry: Janete
artist that you are yet to be.” perceptions of and attitudes towards gender in Domingues completed
this project while studying
the visual effects community. Sue Lyster goes on Visual Effects at BCU
28
more and more talented women
are eager to join the visual
effects and animation industry:
this is a piece of work completed
by student shanna morris
a BcU
undergraduate
project by Beatriz
Jordao teixera
29
FRAMING THE DEBATE: WOMEN IN THE VISUAL EFFECTS AND ANIMATION INDUSTRY
30
to note how, “Firstly, through Disney, our crew never be diluted is an individual’s talent driving
have participated in training around unconscious their career progression. We have some talented
bias. I personally found that enlightening and women at Outpost creating high-end visual
eye-opening as to the prejudices that we all, effects across all disciplines, driven by passion
naturally, carry around and need to address. I’m – all while pushing themselves to create even
pushing to run the course again and make it better work for our clients. I also feel that the
mandatory for everybody. Changing our women I work with have an overwhelming drive
perspective and realising we are all, in a way, for success, from making the decision to step
part of the problem is the first step to success. into a predominantly male-dominated industry
It’s important that we push our female staff and daily overcoming such stereotypes. They are
forward. It’s our job to ensure their gender determined to produce amazing VFX work set to
doesn’t in any way impede them. UK VFX is a inspire the next generation.”
Sue Lyster is a key flourishing industry and therefore hungry for Sue Lyster brings the conversation to a fitting
member of ILM London’s new talent. The whole industry – separately and conclusion, drawing together many of the ideas
leadership team in unison – are actively engaged with education and issues currently moving in and around the
at all levels through school outreach, visual effects and animation communities (and
apprenticeships, internships and graduate across the broader screen media industries),
intakes, to ensure a healthy pipeline of talent for saying, “I think the stereotyping of women starts
the future.“ much earlier than their first step into the
Animator Cadi Catlow, now based in Belgium industry. We need to be working with
but with a long career in the UK, reflects that, universities, colleges and schools (and parents)
“There’s certainly a bit of a ‘boys club’ among to encourage them to support girls in their
some animators, which is tough to penetrate at ambitions. At ILM we are challenging our
times. I have missed out on work in the past education partners to disclose their gender bias
because the client has assumed a woman won’t and challenging them to embrace the problem.
want to animate explosions, car chases or crude We will never resolve this issue if the pipeline of
humour, and I have been on shoots where my talent coming into the industry is no better
technical requirements and input have been gender-balanced than we are. “
ignored until repeated by a male colleague. I also
used to have my own studio, and clients
sometimes preferred to address a male assistant
rather than myself when discussing projects. So
REALITY CHECK
I think there are still assumptions flying around Sue Lyster breaks down the importance
that damage female work opportunities, though of visual effects recruitment that
Leanne Loughran, VFX things are improving. supports female entrants
Talent Manager at “I think it is hard to stand out from the crowd
Outpost VFX
now too because the industry is drowning in Sue Lyster explains ILM London’s approach:
newcomers, but female animators starting out “We broadly focus our efforts in two
do seem to be supported and encouraged. There directions; recruitment and retention. We
are now more platforms for women to get their just need more women to enter the industry
work showcased and their views heard. One and then we need them to stay, develop and
thing I would like to say is that I find it sad that take on senior roles. In the area of
‘new and emerging talent’ only usually refers to recruitment we instigated a ‘blind’
young people aged 16-30. And that is especially recruitment process for our 2018 graduate
hard on women, because if they do decide to intake, which resulted in a 5% swing towards
have a family, they lose several years of the greater female representation. Our runners
narrow window of support. I would very much team (a key junior route into the industry) is
like to see ‘new and emerging talent’ expanded 50/50 male and female, and we ensure that
to include anyone wanting to start or retrain in our work experience slots are equally shared
the industry, whether they are 16 or 65.” between female and male applicants.
In terms of advice and encouragement that It’s important that young women see an
can be offered to women who are embarking on industry that looks like them, so we’re trying
their visual effects careers, Sue Lyster stresses to ensure that we have female
that it’s valuable to “know that the industry they representatives at recruitment events, on
want to join is pushing hard at the glass ceiling panels etc. We also hope to have more
on their behalf. I would encourage them to follow women training women. All our training
their dreams and passions. I would encourage materials are written and presented by
them to challenge prejudice when they men. It’s important to step back and realise
encounter it. “ that we present a very male face to the
Leanne Loughran emphasises the importance world. Changing that is key. Generally,
of the long view, saying, “The junior artists today females are over-represented in production
are tomorrow’s directors and supervisors. The and support roles and grossly under-
Cadi Catlow at work on a sky’s the limit, and it shouldn’t matter whether represented in creative and technical roles.”
stop-motion project you are male or female, what should matter and
31
BOOST RENDER TIMES WITH RTX
RTX
BOOST
RENDER
TIMES
WITH
Get more than five times faster render performance with Nvidia’s
Titan RTX in combination with the newest Octane release
R
endering has always been a hot topic
in the 3D and VFX worlds – especially
It is important to
the discussion about the hardware understand GPU EASY
and software combinations that give
benchmarks and COMPOSITING
artists a fast and flexible working
IN 8K
environment for interactive, real-time previews
and high-quality final frame rendering.
preferably to perform a A large video memory can boost
Regarding the hardware, Nvidia has made the
life of artists more pleasant by releasing graphics
benchmark yourself workflow in the composition
department on 8K timelines
cards with RTX hardware features nested in
large Turing chips – just like the Titan RTX, and others test graphics acceleration in 3D The project resolution in professional studios
nicknamed T-Rex, which was released in viewports based on OpenGL, just like the is way higher than just 4K. Usually 8K is set
December 2018 and leads the Titan family. professional benchmark solution SPECperf. as a professional studio standard, and that
Since then the card has been discussed RTX hardware requires different benchmark means workstations need extreme
controversially on the internet because of its solutions for a proper test case. One great processing power to let compositors work
price tag, which is double the price of the 2080 example comes from OTOY, the developer of on more than 30 million pixels per frame,
RTX Titan. On the other hand the performance the GPU rendering solution Octane. OTOY which is needed for accurate tracking and
gain was just 15 per cent better than the RTX released a RTX-specific benchmark solution keying. DaVinci Resolve 15 from Blackmagic
2080 Titan. In cases like this it is important to called OctaneBench RTX, which tests RTX cards Design supports RTX features in
understand GPU benchmarks and preferably to with experimental features such as ray-tracing combination with REDCODE RAW footage,
perform a benchmark yourself. There are hardware acceleration. The benchmark which can be viewed and colour-graded
benchmark tools that specifically test OpenCL performs in two modes: RTX activated and without lags by using T-Rex’s full Turing
performance, such as LuxMark, while some test deactivated. The results not only show detailed TU102 implementation.
only CUDA performance, like Arion Benchmark, insights of specific elements but also the
32
Nvidia’s golden
T-Rex is equipped
By performing OctaneBench, it with 72 RT cores,
576 tensor cores,
shows that with RTX on the 4.608 CUDA cores
on a full TU102
implementation
rendering performance with the besides being fast
as well, with a 24
Titan RTX is five times faster GB GDDR6
video memory
increased GPU rendering performance by using performance gain with activated RTX features is
RTX hardware features with the same card. By tremendous. By performing OctaneBench, it
using all the benchmark tools it is possible to get shows that with RTX on the rendering FAST INTERACTIVE
an idea of how the graphics card performs. Tools
like Arion Benchmark or LuxMark also enable a
performance with the Titan RTX is five times
faster than without RTX. Besides Octane, on 20
PREVIEW
performance test with hybrid modes by using March 2019 Autodesk released Arnold as an RENDERING
the CPU and GPU for a broader system open beta with GPU support. Arnold’s GPU The Arnold beta with GPU support
measurement. Benchmark tools like Cinebench support is based on the OptiX framework, which provides fast, interactive preview
R20, for example, do not test GPU performance, is part of the RTX platform and offers good rendering capabilities at high resolutions
focusing instead on just some CPU features that performance. If both renderers have polished
are needed to run Cinema 4D. implementations of the RTX features it will be a Arnold’s interactive preview rendering,
Another important factor of GPU big jump forward for GPU rendering. especially with the GPU rendering features
benchmarking is the graphics card driver and the At GTC 2019 there was some more good enabled, is most effective in terms of
actual settings. It is recommended to use the news. Clarisse iFX will support RTX with Clarisse interactivity when the rendered scene fits
latest driver with maximum performance 4.0 SP2, which will be released at the beginning entirely into the available GPU memory, to
settings. Usually Nvidia drivers have some of the second quarter of 2019. If artists want to avoid unwanted translation times by
presets to choose, but mainly for 3DMark. combine the power of the Titan RTX with a shovelling data forth and back.
But more importantly in the field of GPU powerful CPU, the best decision would be to Usually at production-level rendering,
rendering performance is the choice of the take a closer look at Pixar and their RenderMan procedures such as object subdivision and
best-matching GPU renderer for your graphics XPU rendering features, which combines CPUs displacement techniques are used to
hardware. At GTC 2019 many developers and GPUs for hybrid rendering. The GPU produce highly detailed assets as rendered
announced that their 2019 releases will include features will include RTX support in terms of output. But often this scene data can
RTX support. This means that development with hardware ray-tracing acceleration as well. exceed the available GPU memory of
RTX features is just at the beginning and As we can see, it is rather tough to judge a lower-level graphics cards, meaning there’s
meaningful performance gains by using all RTX card in terms of its price/performance ratio the requirement for and use of professional
features of the respective graphics card like the because RTX has just started, but what the graphics cards with large frame buffers,
Titan RTX will take a couple of months. Arnold beta and Octane have delivered is a huge such as the Titan RTX with its large 24 GB
There is one renderer that is already equipped performance gain through the 72 real-time video memory.
with RTX support – Octane 2019.1, and the ray-tracing cores.
33
detaiLing
Chris Lambert
bit.ly/2Y9Fmko
Building a story through an
Incredible 3D artists take us behind their artwork environment is what artist
Chris loves to do.
detailing Software UE, Blender,
I wanted to take advantage of vertex painting in Unreal Engine. I knew I would have a lot of assets to create, so Substance Painter, Mixer,
cutting down on unique meshes but creating colour variations would help me limit repeating assets. In Substance World Machine, Photoshop
Painter I created a complete material for the doors, for example, then made three colour variations, set up a
three-way vertex blend in UE (blending the base colour), then painted each mesh with a single click. AHomeUpHigh,2019
34
35
ScuLpting
ShapiroSergeyevich
artstation.com/b_e_l_i_a_l
Shapiro is a junior 3D
Incredible 3D artists take us behind their artwork artist at Sperasoft game
studio, located in Saint
Sculpting Petersburg, Russia.
This image was based on the work of concept artist Johan Grenier. When creating the high-poly model, I Software ZBrush, Maya,
was inspired by the works of my favourite artists, Ben Erdt and Jason Martin. Thanks to their creations, I Arnold, Photoshop
was able to find a balance in detailing and sculpting this model. Much of my attention was concentrated on
obtaining my desired result. DragonHead,2019
36
ESSENTIAL ART
RESOURCES
Exclusive videos and
custom brushes are
available with your
digital editions!
iPad is a trademark of Apple Inc., registered in the U.S. and other countries. App Store is a service mark of Apple Inc.
38
Rig an umbrella
with Vellum
Learn how to utilise Vellum tools
to create a versatile dynamic
umbrella asset rather than using a
traditional rig
F
or this tutorial we will learn the basic concepts
behind the Vellum tools that were introduced in
Houdini 17, and we will use these concepts to create
a sunshade umbrella asset. The more usual approach for
this kind of asset is to create a traditional rig without
simulation, or just have the fabric simulated. However, if
we use the Vellum tools as much as we can, the umbrella
will be more versatile and will behave more dynamically.
Additionally, it will be ready to be deployed in any kind of
scene, even if the purpose is a realistic set dressing or a
storm scene with blowing winds.
39
RIG AN UMBRELLA WITH VELLUM
01
YOUR
FREE
DOWNLOADS
from bit.ly/3DA-131
• Tutorial screenshots
40
04
Firstly we should create
the frame. The best
approach for this is to do the
modelling procedurally
41
RIG AN UMBRELLA WITH VELLUM
08
Vellum Drape
Instead of the Vellum Solver node, it’s better to use
Vellum Drape node for an asset that has draping steps
in its node network. It has additional dedicated
functions, as well as the ability to be independent to
the timeline and get only the draped geometry.
42
12
14
14 Crazy parameter ranges It’s likely that the result isn’t
too good. With Vellum, we need to use crazy
numbers for the physical parameters of the objects. For
example, the default value of stretch stiffness is 10 billion,
which is still a bit stretchy. On the other hand, the bend
stiffness with the 0.1 default value is still too much – I used
0.0002 for this umbrella, otherwise it was too rigid. When
we are satisfied with the physical behaviour of the fabric
and the frame, we can easily write out different simulation
caches with the Vellum I/O node, such as an open-close
cycle – just animate the hub up and down. Another
interesting option is to use the wind parameter on the
Forces tab in the Solver node.
43
RIG AN UMBRELLA WITH VELLUM
15
GAEL
KERCHENBAUM,
JARL MIDELFORT
AND LASSE
RASMUSSEN
One Of Us - Fox, 2018
Bio
Build dynamic
Gael is a creature artist
specialised in modelling,
texturing and look
development. Jarl is an
animator with years of
experience in rigging,
T
his tutorial is an overview of the different topics undocumented species, find one that is very close. Keep in
simulating real life-muscles
covered by technical animation for production. In mind that almost all mammals share roughly the same
• Rig building for creatures
• Introduction to Ziva
this tutorial, we will review some of the key anatomy – only the proportions are different.
Dynamics specialities that are needed to build a creature in a modern
Concept
Gael, Jarl and Lasse explain
the workflow they used to
production environment. Keep in mind that this is not a
one-person job. In professional VFX studios, the work
covered by this step-by-step tutorial is often, if not always,
02 Skeletal system creation in ZBrush Start by
building the skeletal system of your animal. You
want to build it bone by bone. Do not focus on the topology
make a creature at One Of
Us, using a modern done by several artists. One has to be in charge of the yet. What matters is to get an accurate anatomy.
production pipeline modelling, working hand in hand with the rigger or Depending on the time you can spend on this aspect, you’ll
environment. In this step by
step, you’ll learn how to
character FX artist, who will be in charge of the muscle want to add some details on the bones. Focus mainly on
model a creature from the system. We also need animators to put our creature in the areas where you’ll need to connect the muscles later
inside out and how to rig and motion. The whole workflow takes time, but it can give you on. It is important to be able to locate their origins and
animate for Ziva Dynamics.
amazing results, on par with techniques used by some of insertions, as it will also be a technical requirement for the
the most highly respected VFX companies in the world. setup of Ziva. Keep a clear naming convention to prepare
the work for the rig.
YOUR
FREE
DOWNLOADS
from bit.ly/3DA-131
• Tutorial screenshots
46
Make sure that the volumes of muscles are accurate by the initial value from 5 to something between 0.1 and 0.5.
using dissection pictures. You don’t need to add details. You don’t want to end up with too many polygons, but it is
important to maintain the shape of your object. Then, use
47
BUIlD DYnAMIc crEATUrES WITH ZIVA
05
05
Model the outer skin This step is really the one
where your model starts to take shape. First of all,
merge all of the bones and muscles into one SubTool.
convert that one into DynaMesh to generate a continuous
mesh. Add a bit of thickness with your preferred brushes;
you’ll need to make it look as close as possible to your hero
reference. Keep in mind that there are some areas where
you’ll need to add fat, so you’ll not end up with too much
muscle definition. Once satisfied with your creature, export
it and do a manual retopology following the usual needs of
topology for animation.
48
09
11
11
Plan the animation When starting to animate creature
locomotion, you first need to choose which type of
locomotion you are animating, for example a walk, trot or
gallop. Once you’ve decided on the type of locomotion, you
can then determine the amount of time it takes to complete
a single cycle. This will dictate the number of frames from
one ‘contact’ pose of a given paw to the next matching
contact pose of the same paw. For an introduction to cycle
animation in general, have a look at richard Williams’s
12
Animator’s Survival Kit, and for more practical workflows
for quadruped animation in Autodesk Maya, check out
Daniel Fotheringham’s Quad Blog, which also contains lots
of useful reference analysis for quadruped locomotion:
danielfotheringham.com/quad-blog-beta
49
BUIlD DYnAMIc crEATUrES WITH ZIVA
13
13
14
Create a base ‘vanilla’ cycle Start the actual
animation with a simple, single ‘vanilla’ cycle. Each
foot will come into contact with the ground once, with the
first and last frame having an exactly matching pose. With
an in-place cycle (where global/body/torso controls are
not translating forward/backwards at all), the key thing is
that the amount of forward/backward translation for all
paws is consistent and matching exactly. This means the
amount that each paw travels backwards across each
frame should be exactly the same as all the other paws.
Additionally the backwards translation for each paw as it
contacts and slides on the ground will be a linear animation
curve (no ease in/out). Make sure you get things like foot
splay in at this vanilla stage, as this will save you a lot of
time later on.
50
16
16
Simming the muscles Once you’re done with the
animation, you’ll need to simulate the muscles and all
the geometry made for Ziva. Make sure to run a few
frames of simulation every now and then to double-check
that things are working. Try to script as many repetitive
tasks as possible, such as naming new nodes and attaching
zlineOfAction nodes to the bone geometry. You can find
examples of how to do this on the Ziva community forum
(community.zivadynamics.com). For the muscle settings,
we recommend lowering the default values a bit on the
muscles around the belly and chest area, and upping the
values on the areas around the legs.
17
17 Simming the fascia This part should be simulated as
Ziva cloth. Make a fixed attachment to attach areas
where the skin will stick closer to the underlying anatomy,
and a sliding attachment in areas where you want to see
skin sliding. To create the attachments, you can get a
selection using the proximity selection tools available in
Ziva. To help improve stability, you should turn off gravity
when fixing the fascia. With this method of creating the
fascia, there might be areas where you see a lot of tearing.
Try painting on a bit of deltaMush to relieve this.
18 The fat and skin You should simulate the fat and skin
pass on a higher amount of substeps in order to
increase the amount of high-frequency details. Since the
default settings for the soft tissue in Ziva are meant for
muscles, lower the Young’s modulus and mass density to
make it feel more natural (bit.ly/2HutVxA). When
18
connecting the fascia and the fat or skin, you’ll want to
have the fat following the fascia quite tightly. Have the skin
riding on top of the fat, using a combination of fixed
attachments in areas where there’s bony landmarks, and
sliding attachments in others where you want to see the
skin sliding around and wrinkling. Upping the default tensile
and shear stiffness a bit should get you some nice wrinkling
in the skin when it compresses, as well as sliding over the
fat in areas where you’ve painted sliding attachments when
it gets pulled, adding to the realism of the character.
one of us studio
This project was made for One Of Us. We are thankful
to the company, who gave us the permission to share
our production workflow. This project is thanks to all
the team of artists involved. We’d like to say a
particular thank you to ceylan Shevket Jawara, who
was our supervisor, to Andrea Umberto Origlia who
took care of the groom, Justin long and Boyan Baynov
for the look dev, rachel Ward and cédric de la Forest
Divonne for their work on the animation of the shots.
52
Depict cancer cells
Learn how to make high-resolution medical images that recreate the
look of cells under a scanning electron microscope
T
his is a medical illustration from 3FX Inc. for the Besides the final image, we will discover how to make
2019 American medical journal that we will cover, the cancer cell appaear landed on a surface, exactly like
step by step, to show the science focusing on the SEM images, by using the collision option in Paint Effects.
cancer cell and how to make it visually interesting with CGI. We will use Cinema 4D to create the base shape of the
We will also look at using simple techniques to create division with a nice displacement, since Cinema 4D’s
quick environment volume effects and some floating Displacer Deformer is one of the best and fastest. We will
objects to represent the inside of the human body. also use it to create the middle division effect, as the new
We will use several tools, mostly in Maya and Redshift, Cinema 4D Volume Builder makes this straightforward.
to create all the details with an organic look and feel. Some To achieve this medical look and feel we fill focus on the
details can be provided by geometry and some by material, material and texture to get the best subsurface scattering
displacement, bump and Fresnel effects. Here we will effect, mixing it with an SEM (scanning electron
focus on all the aspects of one medical illustration and run microscope) effect. We will learn how to play with lights
the process in the fastest way by combining all the various and illumination colour to illustrate the material in a
abilities in Maya and Redshift. different way, instead of making a Vertex map. We will also
Maya Paint Effects has significantly more abilities than learn the best way to set up the lights to show as much
many people think. It is not just about flowers and trees. detail on our model as we can.
You can create lot of different customised shapes with At the end we will learn how to use the Redshift render
different settings. We will create the cancer cell tentacles engine, which is GPU-based, to very quickly export the
and spikes just by applying and tweaking Maya’s Paint final image in high resolution. We will mix different native
Effects, which is completely procedural and controllable Redshift nodes, like RS Fresnel and RS Bump, to achieve
and can even be animated. the medical rendering result quickly.
53
DEPICT CANCER CELLS
01
Learn how to
• Build a cell in Cinema 4D
• Add details using Maya
03 Secondary details in C4D Displacement Deformer
Cinema 4D Displacer Deformer is really handy and
fast. The fact we are able to see the result in Viewport is
Paint Effects
great. To achieve nice bumpy details on the base geometry,
• Render with Redshift
assign the model Displacer Deformer with three different
Concept noise scales. We can also have different types of noise,
Learn how to create images of
cells in the body that appear
depending on individual artistic decisions. At this moment,
as though they are being we need to play with noise types and scales to get the
viewed through a scanning desired details.
electron microscope.
UV map
It is important to have a UV when you create textures.
For example, the SEM effect won’t work well if you
don’t have UV on your object. Thankfully the Maya
UV editor is one of the most powerful, with a unique
toolkit. Since we are not assigning any bitmap images,
we just need a simple UV that we can use to create
that base on-camera, by selecting the object and
going to the UV menu, then selecting Camera-Based.
04
YOUR
FREE
DOWNLOADS
from bit.ly/3DA-131
• Tutorial screenshots
54 54
05
The camera angle and
image ratio is more about
individual artistic
decisions, but usually a
high focal length gives you
a better perspective
55
DEPICT CANCER CELLS
09
Render passes
One of the best ways to save time when you are
rendering is to create render passes. Imagine that you
have already rendered out your image or your
animation sequences and then you realise you need to
tweak the colour on some parts of your images. You
probably need to re-render whole image. But with
render passes you can mask the adjustment layer in
composition software and change it in just a few
minutes. Redshift’s AOV manager is great to create
whatever passes you need.
Faster UV mapping
CIRSTYN BECH-
YAGHER
with RizomUV
Sportster, 2019
The demand for realism never stops. This means that our textures
Bio
need a solid foundation in the form of UV maps
A Norway-based freelancer
for many years who uses 3ds
I 01
f you Google UV mapping, it will tell you it’s one of the UI basics Let’s get to know the UI first: from left to
Max, ZBrush,
Substance, Quixel, Corona least popular tasks in 3D. But with the new tools that right on top are the settings for seams, unwrapping,
workflow and has done have come out in recent years, UV mapping is far from island layout, packing properties, island groups, texture
everything from providing
content to DAZ 3D to ads for the tedious process it used to be, which is good news for multiplier and projections. On the default left is the Edit
AMD. Longtime writer and your bakes and textures. In this walkthrough, we’ll see how toolbar, and on the right are tools dependent on your
gamer. Currently working
at Rizom-Lab to use RizomUV’s UV mapping tools to take even more of selection mode, as well as tool tips. At the default bottom
the pain out of unwrapping. We’ll use a hard-edged model of the screen is the stats window, the colour bar for
Software
– a motorbike – as our example; It’s partly CAD generated, showing stretch, topo, material ID or texel density. On the
RizomUV, 3ds Max,
Substance painter with all the cloned and fiddly parts you’d find in a model bottom right are the transform, grid, UV tile and multi-tile
Learn how to like this, including topology issues. settings. The UI is currently not dockable or detachable.
• Perform fast unwrapping As a UV mapping workflow is pretty much select, cut,
• Use keyboard shortcuts
• Quickly cut edges
unwrap, optimise, stack, pack and export, we’ll focus on
how to let RizomUV do the heavy UV-lifting. We’ll start by
setting up preferences and look at RizomUV’s utility
02 Keyboard shortcuts Working in RizomUV is
significantly faster if you know some of its most
common shortcuts: F1 is vertex , F2 is edge, F3 is polygon
• Use the UV tools to help
with messy geometry functions, before showing you which tools to use for and F4 is Island Select mode. F focuses the view to your
• Use the magic UV wand speeding up your unwrapping workflow. We’ll cover how selection. E sets the active viewport to fullscreen. Select
• Stack, pack and export
to select and cut multiple islands at once, use edge loops shells manually or by hovering over them. I isolates your
Concept on triangulated meshes, use automatic unwrapping selection, while H hides part of the mesh. Press Y to bring
Most of us know UV mapping settings, as well as using a magic polygon selection wand, the rest of the model back up in both cases. Use U for
basics by now, but we don’t
always know how to speed up before we take a quick look at stacking and packing. unwrapping, C to cut, W to weld, O to optimise, G to group
our workflow so we can get and P to pack.
back to being creative. 01
YOUR
FREE
DOWNLOADS
from bit.ly/3DA-131
• Tutorial screenshots
58
59
FASTER UV MAPPING WITH RIZOMUV
04
61
Faster UV Mapping with rizoMUV
10
62
14
17
66
Create fantastical
KURTIS DAWE
Chicken Dragon,
hybrid creatures
2019
Learn how to develop an original concept for a creature inspired by
Bio
real life using these sculpting, texturing and lighting techniques
Kurtis is a character artist at
02
EA Vancouver, who thrives on
I
n this tutorial we will go through steps focused on
overcoming challenges and
seeking new adventures. creating an original concept’s sculpt, texture and lighting.
Software We will focus on techniques that will speed up
ZBrush, KeyShot, Mari,
productivity and procedures that I have used in the visual
Photoshop effects industry working as a character artist.
Learn how to
• Create an original sculpt
• Form emotive eyes
• Apply realistic textures
01 Reference Gathering lots of references might be the
most important step. I like to focus on anatomy
traits that I find interesting. In this case I’ve chosen the frill
Concept and eyes from a chicken, the jaw and some facial features
Discover how to create an of a crocodile, the beak of a cassowary mixed with hawks
original creature with a basis and eagles. For the skin texture I chose a mix of crocodile,
on real animals and creatures,
texturing and lighting it to
cassowary, frog and chicken. It is very important to gather
appear like a living creature solid references and to base the sculpt on reality as much
very quickly. as possible, although in some cases you’ll obviously have to
veer from a reference and make creative choices.
04
68
09 10
The eye quills also help to
draw attention to the eyes,
which I usually consider the
focal point
69
CREATE FANTASTICAL HYBRID CREATURES
14 Exporting to KeyShot Export your high-resolution meshes from ZBrush. You can
usually get away with exporting a mesh that is around 15 million polys – anything
more than that will start causing crashes. Export all the components and import them all
into KeyShot. I generally use a HDRI globe and a couple of pin lights to mimic a 3-point
lighting setup. I used a SSS material and played with the subsurface translucency until it
looked right. Then you can start loading the textures in. You can easily create a Kurtis Dawe
Reflectance and Bump map in Photoshop using a Displacement map from ZBrush or a https://www.artstation.com/kurtisdawe
Diffuse map If you need them. For the eye, I broke it into two objects – the inside of the eye Kuretis is currently working as a character artist at
and the outside of the eye. I like to model the pupil in and delete the black part out. I give EA Vancouver
the inside of the eye a Regular Plastic shader with a roughness of 1.3, and I give the outside
a Basic Glass shader with refraction. This really helps to bring the model to life.
14
Viper Dragon
This model, created using Zbrush was made to be
3D printed and then cast as a resin model for
collectors.
15
Robot Chicken
This robot chicken model was created for the Robot
Chicken The Movie project in Zbrush.
15 Rendering It’s going to take a lot of trial and error in KeyShot. I encourage you to try
many different lighting setups and HDRIs to get the best result. Once you are happy
with everything, you can export your render by clicking the Render button at the bottom
Dumbo
While working at MPC London, Kurtis had the
chance to work on Dumbo.
of the screen. Select any render layers you would like and click Render.
Subscribe to
today
Celebrate 10 years of 3D Artist
with this exclusive subscription offer
Receive an additional
10% off a print or bundle
subscription and a download
RIWKHÀUVWHYHULVVXH
Save
37%
Use code
Order hotline +44 (0) 344 848 2852 and quote 3DAOS 3DAOS
Online at myfavouritemagazine
myfavouritemagazine.co.uk/3DAOS
co uk/3DAOS at checkout
Terms and conditions *Savings based on USA newsstand price of $14.99 for 13 issues compared with $136 for a subscription. You will receive 13 issues in a year. You can
for an extra
write to us or call us to cancel your subscription within 14 days of purchase. Payment is non-refundable after the 14-day cancellation period unless exceptional circumstances
apply. Your statutory rights are not affected. Prices correct at point of print and subject to change. Full details of the Direct Debit guarantee are available upon request. UK calls
ZLOOFRVWWKHVDPHDVRWKHUVWDQGDUGÀ[HGOLQHQXPEHUV VWDUWLQJRU LQFOXGHGDVSDUWRIDQ\LQFOXVLYH RU IUHH PLQXWHV DOORZDQFHV LI RIIHUHG E\ \RXU SKRQH WDULII )RU IXOO
terms and conditions please visit: bit.ly/magtandc.2IIHUHQGV0D\
10%
saving
Expert advice from industry professionals, taking you from concept to completion
All tutorial files can be downloaded from: http://bit.ly/3DA-131
BLENDER
72
sUBsCrIBE ToDay! Turn to page 82 to learn more
01 02
01
03
EEVEE Introduction EEVEE is Blender’s real-time
render engine built within Blender using OpenGL. It is
focused on speed and interactivity while achieving the goal
of previewing PBR materials. It’s designed to be a viewport
engine but also offers high-quality output for the final render.
In order to achieve those high-quality final renders, we need
to understand how to fake the diffuse lighting and the
specular lighting, which is achievable using light probes.
We’re going to inpsect the three probes Blender has.
73
TECHnIquES
05
05
Reflection Plane probes The Reflection Plane
probe essentially captures the whole scene with a
flipped camera. using reflection planes is really tough on the
render time because the scene needs to be rendered as
many times as there are reflection planes in the view. unless
Screen Space Reflection is enabled, Reflection Plane probes
only work on specular surfaces that have their roughness
around 0. In order to see the effect of the probe and the
surface on the floor texture, you should uncheck the ‘show
data’ box.
74
09
09
10 11
Probe settings: resolution The specular light
probes don’t have this resolution option because
they do not work based on samples per grid. Spatial
resolution for irradiance volumes is determined per probe.
The local volume is divided into a regular grid of the
specified dimensions. One irradiance sample will be
computed for each cell in this grid. You can think of this
option in the same way as the samples in Cycles, where
more samples will record the light in a more accurate way
because there will be less distance between each sample. In
the screenshot you can see 5 x 5 x 5 resolution.
Create a stylised
PIERRICK PICAUT
p2design.eu
Bio
Pierrick is a 3D freelancer and
tree game asset
a Blender Foundation-
certified trainer, working for
the independent game studio
ATYPIQUE Studio W
hen it comes to creating assets for games,
there are tons of things to consider and
different ways to proceed, whether you’re
01 Sculpting the tree My software of choice for
sculpting is ZBrush, but I used to use Blender a lot
before and it would also work perfectly well. The first step is
making realistic assets, stylised ones or hybrid pieces. to create a basemesh. I used ZSphere for this project. This
To make assets for Noara: The Conspiracy, we at enables you to generate a tree shape very rapidly by
ATYPIQUE Studio tended to work on a very stylised basis extruding different portions of the tree and moving them to
using a PBR workflow. The PBR behaviour enabled us to get a torturous yet appealing silhouette. You could use
YOUR get very good results without having to handpaint as much Blender Skin Modifier the same way if you want to sculpt in
76
suBsCriBe today! turn to page 82 to learn more
01
02
03
03
Retopology and UVs As this game asset won’t
be deforming, we don’t need to have the best
topology ever with the most accurate polyflow. in this regard
we can first use the Decimation Master to reduce our
polycount to an affordable level for your baking software,
then duplicate this decimated subTool and run a ZRemesher
with a very low resolution. My target is around 1,000
polygons for this model. Once ZRemeshed, export both the
decimated and remeshed model. Feel free to edit the mesh
and get rid of some edge loops in Blender by using the
Dissolve edgeloop function. We now need to create our
uVs, separating the roots and main branches from the trunk.
Add a material to your low-poly tree and add a texture to it. i
used the checker texture to see if i had any distortion on the
texture. i then arranged my uV island in a square or
rectangular shape so that it would be easy to organise on a
multiple tree texture atlas.
78
05
05
06
Texture painting Once all your textures are
generated, export your low-poly mesh as an OBJ
and create a new document in substance Painter using the
shader profile specular PBR. Load all your textures in the
texture set list. To create the base colour, set three fill layers
with three levels of brown and add a black mask to each of
them. Add a colour selection filter to each mask using the
object normals texture. set the hardness to zero and pick a
colour for the surface of your tree. As the OBJ normals give
you a face orientation, this will naturally shade your base
colour as if there was directional lighting. Then add the
curvature texture to another fill layer set to overlay, and the
AO set to multiply, which will bring contrast. using other fill
layers and painting masks, you’ll be able to add colour
variations. Finally, paint some thin highlights using the same
technique on the detailed part of your model, while for
sculpting, check your model from afar to see if these details
will be seen in the game view.
SIGN UP TO THE
SD RY
AY
NE VE
ED E
W OUT
SIGN UP NOW!
bit.ly/3DANewsletter
POST-PRODUCTION
Gabriel Soares
artstation.com/gabrielsoaresz
Gabriel Soares is a professor of
Incredible 3D artists take us behind their artwork online and face-to-face digital
painting, with experience in
POST-PRODUCTION I put the render in Photoshop and applied some traditional clay sculptures.
digital painting tricks on textures, skin, clothes and hair. Doing post- Software ZBrush, Maya,
production in Photoshop helps me finalise my concepts faster – it would V-Ray, Photoshop
take weeks with different software. This way I can produce more
concepts in less time. Alita, 2019
81
Subscribe to
today
Celebrate 10 years of 3D Artist – with every
H[FOXVLYHSULQWVXEVFULSWLRQ\RX·OOUHFHLYHD
GRZQORDG RI WKH ÀUVW HYHU LVVXH
see where
3D Artist
started!
Print
Special offer to
celebrate the
10th anniversary
of 3D Artist
Take out a print
subscription for
just £10 for 3
PRQWKV
2UGHUVHFXUHO\RQOLQHWRUHFHLYH\RXUJLIWDW
myfavouritemagazines.co.uk/3DA10
2UFDOO0344 848 2852DQGTXRWH3DA10
Terms and conditions: 7KLV RIIHU HQWLWOHV 8. VXEVFULEHUV WR SD\ MXVW IRU WKH ÀUVW PRQWKV VWHSSLQJ XS WR IRU PRQWKV DIWHUZDUGV 3OHDVH SURYLGH D YDOLG HPDLO
DGGUHVV GXULQJ WKH VXEVFULSWLRQ SURFHVV WR EH VHQW D GRZQORDG RI WKH ÀUVW HYHU LVVXH 3ULFHV DQG VDYLQJV TXRWHG DUH FRPSDUHG WR EX\LQJ IXOOSULFHG SULQW LVVXHV <RX ZLOO
UHFHLYH LVVXHV LQ D \HDU <RXU VXEVFULSWLRQ LV IRU WKH PLQLPXP WHUP VSHFLÀHG DQG ZLOO H[SLUH DW WKH HQG RI WKH FXUUHQW WHUP <RX FDQ ZULWH WR XV RU FDOO XV WR FDQFHO \RXU
VXEVFULSWLRQ ZLWKLQ GD\V RI SXUFKDVH 3D\PHQW LV QRQUHIXQGDEOH DIWHU WKH GD\ FDQFHOODWLRQ SHULRG XQOHVV H[FHSWLRQDO FLUFXPVWDQFHV DSSO\ <RXU VWDWXWRU\ ULJKWV DUH
QRW DIIHFWHG 3ULFHV FRUUHFW DW SRLQW RI SULQW DQG VXEMHFW WR FKDQJH 8. FDOOV ZLOO FRVW WKH VDPH DV RWKHU VWDQGDUG À[HG OLQH QXPEHUV VWDUWLQJ RU RU DUH LQFOXGHG DV SDUW
RI DQ\ LQFOXVLYH RU IUHH PLQXWHV DOORZDQFHV LI RIIHUHG E\ \RXU SKRQH WDULII )RU IXOO WHUPV DQG FRQGLWLRQV SOHDVH YLVLW ZZZELWO\PDJWHUPV 2IIHU HQGV 0D\
83
Industry experts put the latest workstations,
software & 3D printers through their paces
ftrack Review
ftrack enters the online ‘lite’ review market with this newsystem
E
very CG artist knows the pain of trying to This ease of use is extended to those who
keep track of design changes that are need to approve shots. Called ‘collaborators’,
buried deep within email chains with a their interface is subtly different and only
subject line like “Client Meeting 12 Dec”. Large enables access to the elements that need to
VFX and CGI studios have appreciated that be approved, which can be easily done via the
this is a problem for a while and have switched large ‘Reject’ or ‘Approve’ icons in the middle
to using tools such as ftrack as a result, which of the player.
keeps a record of project management and There are a number of online tools similar
asset development, as well as handling all to ftrack Review currently appearing on the
internal and external review systems. market, but ftrack Review stands its ground,
While undoubtedly powerful, ftrack’s which is impressive for an initial release. It is
previous range of options could be a daunting helped by its easy-to-use and stable interface,
proposition for smaller studios or standalone as well as the fact the ‘less is more’ paradigm,
freelancers who want to keep track of their prevalent throughout ftrack Review, is
work only, without all of the other project underpinned by the fact the full version of
management tools (and expense) that ftrack Studio (which will bundle ftrack Review)
software like ftrack offers. To meet this is there if and when a project scales up.
demand, ftrack has now released a ‘lite’ Even if ftrack Studio is not needed, the team
version – ftrack Review. at ftrack have ensured that ftrack Review feels
It is a standalone online review system that like an application that will easily collate and
gives artists the ability to create online clarify feedback on a CG artist’s work, and will
repositories of work, such as shots and stills, banish the pain of change control to the past.
and share these with other artists working on It is certainly worth a look for projects of any
the project. This software also enables clients size. (Please note: this review was performed on
to collaborate and approve or reject shots a beta version of ftrack Review – features and UI
through an easy-to-use player and online elements in the final release may be slightly
notation system. different to those reviewed.)
It has two distinct areas. The ‘library’ Mike Griggs
enables users to collate assets into projects,
and then when the ftrack review system has
encoded them to play back easily online, the Less is more
assets can be added to a ‘review’. A review When first loaded, the ftrack Review UI
enables users to comment and notate using can seem to be lacking in tools. That is
shapes, comments and online doodles directly because ftrack Review works best when
onto the player, as well as supply multi-page filled with content. The UI is simple to
PDFs when required. learn and well thought out. Having the +
These changes are tied to the timeline, button in the same place, whether it is for
enabling the user to start inline conversations a new user or project, makes working in
around the comments, and due to the clean ftrack Review seamless. With excellent
ftrack Review interface and the helpful and consistent browser support (we
methodology of adding distinct colours to tested in Safari, Firefox and Chrome)
users as they are added, it is easy to see who ftrack Review just works!
has added what comment and when.
84
E SS E N T I A L
It is helped
by its easy-to-
use and stable
interface
Essential info
Price from £7.50 per month
Website ftrack.com
Graphics card any
Memory any
OS any
Processor any
Summary
Features
Performance
Design
Value for money
Verdict
An excellent entry. Easy to use and reliable, with a great
playback and approval system and fair pricing.
85
MASTER ARCHVIZ
WITH 3D WORLD
We uncover the latest trends and key techniques
SUBSCRIBE
to receive KitSound Harlem
Wireless Headphones!
VI O RAINING
WI H HIS ISSU
www.bit.ly/3dworld-app
NEWSSTAND FOR IOS
PRINT www.myfavouritemagazines.co.uk/3dwsubs
I really just
wanted to ride the
roller-coaster!
Adam Wutke,
Visual effects supervisor. ILM
094 Insider
Ntropic’s Andrew Sinagra discusses
88 the state of the industry.
To advertise in The Hub please contact George Lucas on 01225 687311 or george.lucas@futurenet.com 87
Community news
V
ertex 2019 took over the olympia, London on 8 workshop to showcase how his team achieved digital
march for a day of industry expertise from across face replacements for netflix’s teen drama the
the world of 2D and 3D art. our second year saw innocents. Christian manz, Framestore’s joint overall
a mix of inspiring keynote talks and encouraging portfolio supervisor of Fantastic Beasts: the Crimes of
review sessions from the world’s best creatives. the expo Grindelwald, shared his experience working on the
floor enabled visitors to get hands-on with the likes of creative VFX for the film. milk’s CG supervisor James
maxon, oculus and wacom, as well as chewing the fat Reid and head of pipeline Benoit Leveau, meanwhile,
with studios like Framestore and sumo Digital. explained their water simulation work on Adrift.
iLm visual effects supervisor Alex wuttke kicked off Closing out the main stage, scott eaton reflected on
proceedings with a talk on designing dinosaurs for ten years of projects in art, design and VFX, dishing out
Jurassic world: Fallen Kingdom, before Rare’s art director advice for staying creative as an artist. Between his funny
Ryan stevenson took attendees anecdotes, scott covered his process
behind the scenes of sea of
thieves in the Project Room. next,
Our second year for idea generation, concept
development and, critically, execution.
Glen southern of southernGFX saw a mix of inspiring He also shared behind-the-scenes
took attendees through the history
of VR creation tools before keynote talks and sketches, wiPs and amusing stories
from some of his most interesting
donning a headset and
demonstrating their effectiveness
encouraging portfolio projects through the years.
our dedicated archviz area saw top
when building high-quality review sessions agencies and artists reveal how they
creatures and environments.
Jellyfish Pictures’ head of 3D
from the world’s create the best architecture in the
business. Jeff mottle of CGarchitect
Dave Cook took to the 3D best creatives gave attendees some food for thought
88
Our Ask an Artist area once again
proved popular, with attendees
troubleshooting their artistic woes
with leading creatives
89
Community news
90
Alex Wuttke of
ILM discusses
his work on the
design of
Jurassic World:
Fallen Kingdom
Vertex 2019
combined the
authority of 3D
Artist with
CreativeBloq.
com and fellow
magazines 3D
World and
ImagineFX
Attendees immerse
themselves in
Oculus Medium’s
creative tools at the
Oculus booth
91
industry news
Outpost VFX
Chaos Group has compiled a
gallery of samples to help you see
how render times and credit costs
launches
vary by scene. Find out more at
chaosgroup.com/cloud/scenes
new facility
The studio’s first
international location will
service clients in the film,
TV and creative sectors
Outpost VFX, currently headquartered
in Bournemouth, UK, has announced the
launch of its first international studio in
Montréal, Canada. “In response to the
ongoing boom in highly creative HETV
and film projects, the time felt absolutely
right to open another facility to continue
to provide exceptional service to our
clients” explains Duncan McWilliam,
founder and CEO of Outpost VFX. “With
its generous film tax relief system,
rendering service
our first overseas studio. After more
than 12 months of careful planning it’s
fantastic to finally realise our goal of
opening a facility in Canada.”
The expansion means that the team
The new service provides unlimited rendering will be better positioned to service
power for artists and designers clients across multiple time zones, and
they intend to use this opportunity to
open avenues for talent-sharing between
Chaos Group has launched Chaos Cloud, an “Chaos Cloud simplifies this process, reducing it to the UK and Canada.
intuitive new cloud rendering service designed to a single button inside the world’s most popular VFX producer Becca Scott has joined
help artists and designers visualise anything, renderer. with so many artists and designers Outpost VFX as head of production for
from anywhere. with one click, users can now already using V-ray, the benefits of the cloud can North America and is heading up the
render immediately, enabling them to work and now be accessed by the widest group possible.” new studio in Montréal. Joining Scott is
hit deadlines faster than ever before. Chaos Cloud is the result of five years of VFX supervisor James Rustad, a
“Artists love the idea of throwing hundreds of research and development and an extensive beta seasoned creative lead with extensive
computers at a job but dislike the hidden costs program that saw users render 6 million frames experience of creature work.
and challenges that come with traditional cloud and over 500,000 jobs over six months. thanks Outpost VFX will operate from a 555
rendering services,” says Boris simandoff, Chaos to these tests, artists can now easily render an square-metre facility and is hiring for a
Cloud director of engineering at Chaos Group. entire animation in the time it would usually take number of positions across art and tech.
to render a single frame, without having to track
assets, manage licenses or set up virtual
Behind the scenes machines. the service also removes the need to
Several smart features are hard at work in pack scenes – a laborious process that required
Chaos Cloud, removing the complexity of artists to manually assemble bitmaps, scripts and
cloud rendering. SmartSync technology plugins every time they rendered to the cloud.
ensures that data only needs to be Chaos Cloud is available now and accessible
uploaded once. Then only the parts of a via a button within V-ray for 3ds Max, Maya,
scene that change will need resyncing, rhino, Cinema 4d, revit, Modo, Houdini (beta)
ensuring quick iterations as you work. All and sketchup (next and 3.6 editions). Pricing for
data uploaded through Chaos Cloud is Chaos Cloud is all-inclusive, customers purchase The new venture follows sustained growth that’s
stored in its secure SmartVault database. packages of Chaos Cloud credits. More seen its Bournemouth base grow to 150 employees
information can be found at chaosgroup.com.
Have you Heard? Unity Technologies has released a PDF guide to capturing objects and materials using photogrammetry
92
Panel considers
gender equality
In honour of International Women’s
Day 2019, the panel asks how we can
positively impact gender balance
Animated Women UK, ACCESS:VFX and Animation
UK hosted a panel focusing on the recent diversity
statistics from UK Screen and Animation UK, which
reveal that the VFX industry is just 27 per cent female
and the animation industry 40 per cent female. Taking
place at The Mill, discussions aimed to formulate an
achievable framework for reaching a gender balance.
Discussions revealed that the industry has
improved its gender parity, but panelists agreed that
the industry needs a variety of perspectives,
experiences and vantage points and must strive for Details of ACCESS:VFX’s
greater inclusion regardless of age, sexual orientation mentorship programme can
or gender. For more on Animated Women UK head be found at accessvfx.org/
blog/mentors
to animatedwomenuk.com.
Software shorts Bringing you the lowdown on product updates and launches
Arnold 5.3 Quixel Mixer 2019 Houdini 17.5
Autodesk has unveiled Arnold 5.3 This is the biggest ever update for This update introduces Procedural
with Arnold GPU in a public beta. Mixer, and it introduces the Mask Density Graph (PDG), which is
The highly anticipated release Stack, which enables a slew of designed to enhance the
provides artists with a taste of GPU rendering for a material-authoring workflows, procedural software’s procedural architecture. There have
set number of features and the flexibility to choose material creation, stylised textures, scan-based also been a number of enhancements to key
between rendering on the CPU or GPU. Arnold 5.3 PBR materials from photos, terrain creation and features, such as FLIP Fluids, volumes,
is available as a standalone subscription or as part much more, all in a simplistic package. If you destruction tools and several more. For further
of the Autodesk Media & Entertainment Collection. want more information on Quixel Mixer then details and all the available pricing options visit
Visit arnoldrenderer.com/news/arnold-5-3-gpu. head over to quixel.com. sidefx.com.
DID YOU KNOW? Allegorithmic demoed a new version of Substance Painter at Game Developers Conference 2019
93
INDuSTRy INSIDER
Andrew
Sinagra
Ntropic’s creative director
discusses his diverse career
A
Job title Creative director at
Ntropic and co-founder of ndrew Sinagra wears two hats of sorts: creative
NIM Labs director at Ntropic, where he is focused on
Location Los Angeles, USA commercials and music videos; and co-founder of
Website NIM Labs, where he’s helping studios to stay on track and
Ntropic.com
nim-labs.com be profitable through NIM, the world’s first studio
Biography Andrew Sinagra is management platform.
creative director at Ntropic,
where he has worked for over
15 years and is focused on What’s your job and how did you break into the industry?
commercials, music videos I broke into the industry through the 3D forums. I used to
and direct-to-client work. He
is also co-founder at NIM spend a lot of time there talking to people in the industry.
Labs, the world’s first studio One day, someone put up a rendering request for a
management platform.
chess-style video game and I offered to help. It became a
Portfolio highlights
considerable amount of work, so I enlisted one of my
• Agents Of SHIELD trailer
(2013) classmates. We ended up starting a business called Digital
• Ryse: Son Of Rome E3 Art & Motion, focusing on commercials, concert graphics
premiere (2013) and video game renderings. But since my heart was set on 01
• Scandal promo (2012) feature films, I enrolled at the Vancouver Film School. Then
• Lincoln MKZ advert (2012)
I worked on a CGI feature Robots From Mars. It was never
• Live Free Or Die Hard (2007)
released, but it taught me a lot about film production.
• Justin Timberlake – What
Goes Around… Comes
Around (2007) What’s the most enjoyable part of your job?
• Underworld: Evolution I love telling stories and being able to bring them to life. I’m
(2006)
always looking for meaning in each action. Seeing a project
• My Chemical Romance – The
Black Parade (2006) go from words on a page to images on a screen is probably
the most satisfying part of the job.
94
Seeing a
project go from
words on a page
to images on a
screen is probably
the most
satisfying part of
the job
02
04 05
08 W
ith Ntrpoic, Andrew has
worked with huge clients,
such as EA and Xbox
95
Images of the month
01 Lady Eden
House
by Sérgio Merêces
3DA username
smereces
Sérgio Merêces says: “This was a
personal 3D render image that I
made between my daily work for
clients, to have a break from the
regular work pipeline and do
something that I enjoy a lot – which
is to produce a 3D render without
having boundaries in my creativity.”
We say: There’s a lovely ethereal
quality to this piece, which gives it
the feeling of a traditional painting.
The colours and light help sell this
magical mood.
02 Gateway To
Paradise
by Yones Bana
3DA username
Yones
Yones Bana says: “This scene is part
of a ZBrush educational package that
I produced last year. First, I made the
low-poly model in 3ds Max, then
added details in ZBrush and finally
rendered in V-Ray.
We say: We really like the
combination of well-observed
real-world elements and an overall
feeling of something more obscure
and abstract. The mood and 01
modelling combine very well, and
the contrast between the two make
this a great image.
03 Spiderman
by Limkuk
3DA username
Limkuk Art
03
96
02
04
97
detaiLing
Gustavo Henrique
behance.net/guutv
Gustavo is as an art
Incredible 3D artists take us behind their artwork director and motion
designer on 2D and 3D
detailing advertising projects.
I added many details while being careful not to pollute the scene with too many elements. I had a lot of Software, Photoshop,
control over which elements were highlighted through the colours I used. I used a large area light on the left Octane Render, Cinema 4D
and a studio background, nothing more. The beauty of the design is all in the colours and lighting, it was all
done very carefully. The biggest secret to achieving a good result in any project is to treat it with care. TreasureShop,2019
98
9000 9