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82 GHOST VFX’S R&D DINO
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54 RIG AND POSE A CHARACTER IN VR 60 MODEL AN ORIGINAL CHARACTER
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GOD PAN
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Baolong Zhang
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Maya, ZBrush, Photoshop,
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Spenser Morgan
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SHOWCASE
CG art to inspire
REDESIGN ALITA
ARTIST
Gabriel Soares
SOFTWARE
ZBrush, Maya, V-Ray, Photoshop
instagram.com/gabriel.soareszz
This project from art director and motion a bit of perspective using a 150mm focal
GAME BUILDINGS designer Gustavo Henrique is a simple yet
effective 3D design. “All constructions were
length. I also increase the aperture of the
lens to achieve a blur and give it the feel
ARTIST modelled in a very simple way,” Henrique of a miniature.”
Gustavo Henrique explains. “Most of my designs are simple Henrique gets inspiration from the
SOFTWARE but full of details,” he continues. “I always feedback he receives from fellow artists:
Cinema 4D, Photoshop, try to work with geometric shapes and “What inspires me most is to see people
Octane Renderer most of my models are made from a cube. I say that they are inspired by my projects.
use the Bevel tool to leave the edges of the The feeling is incredible and the desire
objects rounded and create the feeling that to keep on inspiring other people only
it’s something fluffy.” After modelling the increases. I believe recognition is very
scene, Henrique gets to work on the render valuable to artists.”
settings using Octane Render. “The first
step is to work on the camera settings. I get behance.net/guutv
WAVEN:
THE CRA SNIPER
ARTIST
Thomas Choux
SOFTWARE
ZBrush, Photoshop
artstation.com/veritaslemalin
TO THE MOVIES
pocket monsters to the big screen in Pokémon: Detective Pikachu
W
Pokémon: Detective
Pikachu started in
January 2017, the
original plan was
that principal photography would
commence in August 2017, but
that was later shifted to January
2018. “There is no version of us
making this movie without that
full year of prep, as Pikachu alone
took us six months [to develop],”
states production visual effects
supervisor Erik Nordby, who
previously collaborated with
filmmaker Rob Letterman on
Goosebumps. “Doing 60 characters
in any movie is an absolute
massive outlay of time, energy
and resources, and add to that the
necessary rounds of approval with
The Pokémon Company. We spent
four to five hours almost nightly for
about four to five months calling
Tokyo and also made trips there.
You can’t force the trust that allows
for compromises.”
HUMAN OR ANIMALISTIC
A decision needed to be made as
to whether human or animalistic
behaviours would be adopted
for characters such as Pikachu.
“We rooted our tests into those
two different worlds,” explains
Nordby. “Frustratingly, there are
actually very few animals of that
size. The wombat was the one that
came the closest, but there are a Above right: suit. We would take aspects of both, but Charizard was Framestore
lot of animals slightly smaller that Concept art by merge them into this hybrid and and both were shared. We would
moved quite quickly and had this Arnaud Vallett of present it to Rob and The Pokémon get to a point where the asset was
frenetic, jerky movements to them Morelull, a small Company. Once we had created a fully rigged, designed, textured
that felt animalistic. We would white Pokémon syngenetic version of the two sides and realised, and then we would
do full CG tests based on those that resembles a of the coin and put everything that package it up and ship it off to the
types of activity. We could find mushroom worked into one character, it was second vendor. Framestore couldn’t
something that you could point at definitely broken, but looked like it get the groom of Pikachu to look
and say, ‘That feels real because it’s Above left: Comic could accomplish everything that as realistic as MPC had done so
animalistic, but wouldn’t feel cute mime Trygve the character needed to accomplish they went back to the drawing
or believable that it could talk’, for Wakenshaw serves in the movie.” board, came up with something
instance. Then you would go the as a stand-in for Mr. that felt slightly more adaptive to
other way and end up with a short Mime, who is being SHARING ASSETS the environment, and that went
human walking around in a yellow interrogated MPC and Framestore divided the back to MPC. We would meet on
Pokémon character designs and set and talk it through. It ended up
assets, Image Engine served as being quite fortunate and was made
the third main visual effects, and possible because we had the time.”
“AS SOON AS YOU in total 1,534 visual effects shots
were produced. “We decided, PIKACHU DILEMMA
ALTER THE SILHOUETTE, like you typically do on movies of
this scale, to share assets but to
“Pikachu basically has a pancake
for a face,” notes Nordby. “The
YOU’VE TURNED YOUR BACK do it as infrequently as possible,”
states Nordby. “Even if it was in
big struggle early was how do we
get this character to emote? The
ON THE POKÉMON ITSELF” title only, we would have a lead
design or asset build house for
facial rig we kept building prior
to Ryan Reynold’s casting. It was
Erik Nordby, production visual effects supervisor each Pokémon. Pikachu was MPC a frustrating process because we
trail left behind by Gengar. looking at the way the cameras the puppeteers and the puppets. Right (top): Five
“Designing Gengar was different moved. We ended up meeting with The bulk of what we would do is blocks of London
than any character, only because the game creators. We built up the shoot a puppet pass and work out where shot for live-
you’re designing it in effects as sets based on a 2/3 scale version the blocking with the puppeteers. action plates
opposed to as a hard surface,” of a roundhouse in London and It would be stringent and adhere
explains Nordby. “We had all of hung a cable cam. Rob doesn’t like to a certain weight and speed of Right (bottom): A
these leftover layers that we had impossible cameras that move too all of the characters they would greyscale model of
built for the film and handed about quickly. We would go 10 per cent puppeteer. If we couldn’t shoot it Pikachu with Ryme
30 of them over to Framestore, beyond what a Technocrane could because the camera couldn’t move City situated in the
and they shot a lot of tests moving do with some of these moves, and fast enough or too quickly, we background. An
smoke through different forces. craft and choreograph the battle would go and reshoot it again; that electricity effect is
Not stuff we haven’t done before that was probably five minutes long, worked 80 per cent of the time.” added to Pikachu
but specific to the colour of that and found little moments that felt
character, which is purple. We the most cohesive to us and those INTERACTIVE LIGHT Below: Justice
didn’t do it any favours because were what ended up in the movie.” Cinematographer John Mathieson Smith, who portrays
we ended up sticking it in this (Logan) came up with a unique Tim Goodman,
extraordinary rock and roll scene POKÉMON PUPPETS way to achieve interactive lighting performs alongside
where there was a level of chaos in Three storyboard artists worked for all of the storefront signage a stuffie of Pikachu
the lighting rig. The breakthrough during the entire production found in Ryme City. “We ended
for that character was to allow it to of Pokémon: Detective Pikachu; up going to a street in London and Bottom: Bluescreen
constantly reveal itself through its however, previs was kept to a shooting a day of tests with 300 was utilised for
own smoke.” minimum. “Rob wants to shoot the extras,” recalls Nordby. “John the Torterra Forest
bulk of his films on location, which took it so seriously and hired these sequence by
PIKACHU VERSUS CHARIZARD means you often discover stuff on companies that have these boxes MPC, which was a
The big challenge going into the day,” remarks Nordby. “We had that get dropped off, and out of the technical challenge
Pokémon: Detective Pikachu was the boards, previs, and then we had box a massive robot screen pops to execute
tradition of Pokémon constantly
battling each other. “That’s the
world that has existed for 20 years,
and then this niche game came
along called Detective Pikachu
which our film is based on,” states
Nordby. “It doesn’t have any
battling. But we knew that there
would be this fan wish fulfillment
to see a battle. We have this great
moment in our movie where there
is a battle underground between
Pikachu and Charizard. We spent
a lot of time playing the game and
NOT SO HEROIC
THE NATURAL TENDENCY FOR CREATING HEROIC
POSES NEEDED TO BE CURTAILED WHEN DESIGNING
THE POKÉMON CHARACTERS
© 2019 Legendary and Warner Bros. Entertainment Inc. All Rights Reserved. © 2019 Pokémon
up with these over-the-top bright amount of work,” states Nordby.
LEDs for sporting events. John “You can’t get to that place until
would then program those with you have at least half of your
different content and flash that characters built. We had a lot
light all over the reflective surfaces of concepts that felt a little too
of London streets. John also did anemic and kept on saying that
massive wet downs so he would get we need hundreds of Pokémon.
a lot of that texture, colour and vibe But there’s no version of us being
in the reflections or on people’s able to pull that off in the time we
faces. Then we would reverse had. We ended up embracing the
engineer what that material was photography and utilising lots of
because John made sure he kept it long lenses. We had this 1970s feel
all. We would figure out what that to the world. A lot of out-of-focus
material was and would re-project background plates where you
that stuff onto our CG.” had a shallow depth of field. The
photography felt slightly cinéma
RYME CITY verité and voyeuristic, almost like
Populating Ryme City involved we had shown up with a skeleton
some retro filmmaking techniques. crew shooting Tim Goodman
“It was one of the last things that [Justice Smith] walking through
we ended up doing and world this world. Shooting on film was
building is such an enormous another big part of it.”
t’s probably not that THE ORVILLE’S OUT-OF-THIS- Phong Tran, “we always want to
I
surprising that just WORLD ENVIRONMENTS come up with a backstory as to
about every sci-fi or Seth MacFarlane’s The Orville why they are travelling to a certain
superhero show today follows the crew of the titular space location, and for the location itself.
utilises CG and visual vessel as they carry out missions It helps add a visual narrative as
effects. Indeed, some characters in space and on far-flung planets. part of the complexity of the shots.”
in these types of shows are often That premise immediately calls “Also,” says Tran, “the show is
entirely digital, while the locations for extensive digital environment obviously a homage to Star Trek. So
and environments in these series are work, and much of that is provided we also always need to respect and
regularly synthetic, or a mix of real by visual effects studio Pixomondo. honour, not necessarily the style,
locations and manufactured places. For the episode ‘Identity Part I’, but the charm of that show. So, that
3D World looks at The Orville, the Orville travels to the Kaylon adds to the overall design aspect of
Weird City, Doom Patrol and The homeworld, which proved to be a our environments – how we make
Flash, and talks to the visual effects complex mix of futuristic buildings it so that it still fits the humour and
studios involved (Pixomondo, and abundant alien life. the narrative of the show.” Below: The blue
FuseFX, Artifex Studios, Encore) “When we’re making an In the arrival to the Kaylon city, rivers of data that
about how their VFX brought these environment,” observes Pixomondo the Orville ship passes through a cross through the
sci-fi and comic-book stories to life. visual effects supervisor Nhat cloud layer and into an expansive expansive city
BATTLE TECH
THE TECHNOLOGY AND TECHNIQUES
BEHIND A LENGTHY BATTLE SEQUENCE IN A
RECENT EPISODE OF THE ORVILLE
A LAYERED
APPROACH
THE MANY LAYERS THAT
MAKE UP JUST ONE SHOT
FROM THE CW TV SERIES
THE FLASH, WHERE GORILLA
GRODD AND KING SHARK
4 5 FIGHT ON A ROOFTOP
2. Rooftop elements:
Weathered rooftop props
were modelled and positioned
for the fight to happen nearby.
could simulate additional passes certain things with CG or matte- Above: Worms, VFX was tasked with generating
of moving worms that would help painted elements as required. simulated in Houdini, a wide mix of characters and
sell the overall movement and The drinking sequence though envelop a character character augmentations.
intelligence of the worm swarm. was literally a guy with a green during one of Weird One character, Mr. Nobody,
There were further additions along glove pouring whiskey into the City’s oddball episodes is described as a ‘living shadow’.
the way of some hero worms that sink. We painted out the gloved “From the beginning, production
would tumble off the pile, and some hand, recreating the glass bottle Below: The Smart wanted to follow what was done
clumps of wriggling worms along behind. For the sink hose we did Home gets drunk in the comics for Mr. Nobody,
the soil animated to match the a complete CG replacement, and on whiskey. Here, how he’s broken into pieces,” says
behaviour of the practical worms looped our rigged hose around the Artifex painted out Encore VFX creative director and
used earlier in the episode.” bottle where the hand had been. certain elements and visual effects supervisor Armen
Then there were gags that the We let the practical bottle lead the augmented others Kevorkian. “It was important that
visual effects studio aided with animation. And then the vomiting
completing for inside a ‘Smart sink was a mixture of stock
House’, where the artificial elements and simulation, with the
intelligence gets out of control. surrounding sink matchmodelled
One moment sees the house even to catch some FX spray droplets to
get ‘drunk’ on whiskey as a bottle help tie everything together.”
seems to magically pour down a
sink. “Most of the Smart Home BRINGING THE DOOM
gags were achieved practically TO DOOM PATROL
with filament wires tugging on Perhaps equally as weird and
things,” notes Geddes. wacky is Doom Patrol, a series
“We would based on the DC Comics superhero
paint out wires, team, which streams on DC
and augment Universe. For this show, Encore
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E
a film seems that is synonymous with science
to come along fiction and fantasy movies:
that galvanises Industrial Light and Magic.
audiences and, ILM’s work for Endgame was
in doing so, proves a useful hubbed at their studio in San
reminder of the visual power Francisco, with ILM’s other
and emotional impact that a studio sites also aiding on the
film spectacle first experienced project. Environment, lighting,
on the big screen can have. In animation, texturing and
spring 2019, Avengers: Endgame compositing all synthesised to
satisfied this tradition and, create the worlds, characters and
appropriately enough, the movie drama of the movie.
2) Increasing 1
detail of digital
costume and fur
modelling for
Rocket Raccoon
3) Final shot of
fully rendered
and lit Rocket
Raccoon,
composited
with live-action 3 2
background plate
Above: The more Considering the fundamental we wanted to take it in terms of would capture markers – fidelity
cerebral Hulk challenges for ILM in their work this cerebral Hulk. We had to get was very good but needed a big,
represented a for Endgame, Dan Snape (one of that perfect blend.” Certainly, that dedicated face team to hammer
major challenge two visual effects supervisors on perfect blend is evidenced by the away [at the mesh]. On this project,
for ILM the movie) explains, “For ILM, very first appearance of Hulk in the we wanted to have more control for
the big challenge was going to be movie – we see him situated in the animation and so we worked with
Hulk; especially knowing what most familiar of places: a café. a new toolset. We took the solve
[the reaction to] Thanos had been Discussing this combination and compared that solve with the
in Infinity War. Hulk was where of vividly realised visual effects proprietary Medusa capture [which
and animation in the context of provides hi-res 3D facial capture]
an utterly recognisable location, of [Mark] Ruffalo. This meant we
Michael Lum (one of two animation could retain the structure and
“TO CAPTURE THE TRUE supervisors on the film) notes
that, “The café shot was very
integrity of the model. Because
we wanted intact modelling, we
MEANING OF RUFFALO’S unforgiving: it was a static camera.”
Of the production process for
developed the Ransack tool that
enabled the retarget to be faithful
SMILE TOOK REAL STUDY” ILM, Michael explains, “We had
to develop a new pipeline: what we
to the character. Rather than it just
being a point cache, the animator
Michael Lum, animation supervisor, ILM had previously was a solver that would get the shapes with the
animation curve already on them. a key issue with this work was For Dan and his team, to have Above: ILM’s
An artist would spend a day or reconciling the real-world, on-set all of the digital characters lit layout for a
two to ingest the face-cap data. actor sizes and proportions with by the same sunlight source was Spider-Man
Sometimes we’d apply data and the digital clothing. Of Iron Man’s more manageable and resulted close-up amid
you’d get the motion but it wouldn’t time suit, for example, Dan recalls in a particularly believable sense the ravages of
look like Hulk, so we’d redo his team often returning to the of place and action. Dan explains the Endgame as
animation of the face-cap solve to problem of “where his head and that rendering was done using Thanos’s hordes
make this work. Also, new tools arm movements are different to Katana: “We needed to build close in
came in to beef up the mesh cache.” their final appearance, you have an environment that was going
Michael Lum adds, “To capture to work out where you pin the through an environment team
the true meaning of Ruffalo’s smile tracking to with digital suits.” rather than through a generalist
took some real study. We had to team,” Dan explains. “This time
pay attention to how much a smile BATTLING A VISION / we needed an environment team
tapered, for example.” RENDERGAME to render as one and so there was
In addition to ILM’s strikingly For Endgame, Dan says, “We knew much more front-end work. The big
nuanced work on Hulk was their that the end battle would be heavy challenge of the battle meant that
realisation of the time suits for on crowd interaction so we needed our environment team was making
characters’ journeys into the to try and get all of the lighting and these quick 3D mockups to get the
quantum realm. Dan notes that rendering happening together.” mood and feel; not only to inform
RENDERING
THE GAUNTLET
MICHAEL AND DAN FOCUS ON
THE DRAMATICALLY POWERFUL
SCENE IN WHICH HULK PUTS
ON THE GAUNTLET TO BEGIN
THE MISSION OF CONFRONTING
THANOS ONE MORE TIME
Right: Howard
Ungerleider had to
create a precise
sniper laser sight
beam from a quarter
mile away that
needed to go through
a bullet hole in a
glass window
least to get it done, while we were Then there were a few smaller wire
“SEASON TWO WAS VERY working between eight and ten,”
reveals MacLean. “It was fast,
paint outs that Technicolor did.”
Delivering the show in 4K
MUCH ABOUT SHOWING THE hard and exciting because the
only type of visual effects that
meant that the DI could not be
relied on to get rid of matte lines.
GODS IN THEIR TRUE FORM” we didn’t have on the show was
a normal explosion, but we did
“On Highwaymen we were 4K
HDR and built a gauntlet system
Christopher Byrne, executive producer/director explode a carousel in space. We had where we check the blue channel,
blood, muzzle flashes, CG creature expose up and down two stops, and
integration, full CG environments, examine each corner of the frame
Above: For the that’s the value of having [Mr. X crowds, and spear replacements.” to make sure that it’s perfect,”
forest battle scene VFX supervisor] Chris MacLean, In total there are about 1,200 shots. remarks MacLean. “All of that
with Mad Sweeney [Tendril founder and director] “Of the bespoke stuff there was takes time and with the speed
(Pablo Schreiber), Chris Bahry, and [Production 626. There were a whole bunch of we were going it was definitely a
the Phantom camera Design International owner/ eye fixes and flies that got added challenge to get it all done.” A trio
was utilised for slow- partner] Howard Ungerleider on for Laura Moon [the deceased of renderers were employed by
motion shots while a your team as you embrace what wife of Shadow Moon] and for Ian Mr. X. “We had Redshift, Mantra
lot of blood and spear they’re bringing to the party.” McShane because he didn’t wear and RenderMan and modified
augmentation was “For an episode you would want any eye contacts, so every shot that some of the submission scripts to
provided by Mr. X something like 12 to 15 weeks at we saw Ian was a visual effect shot. help us with managing the image
Above: Original
photography of Argus
(Christian Lloyd) and
New Media (Kahyun Kim)
lens grids for everything. We had things that populate the map. If you
to be ready for anything that could look at old Wisconsin postcards
HYBRID ENTITY become a visual effect. On the or greetings from Washington
research side of it, we had a great postcards it’s always about the
THE GREEK DEITY OF SURVEILLANCE KNOWN visual language setup with Bryan biggest ball of twine in America
AS ARGUS (CHRISTIAN LLOYD) GETS A MODERN- Fuller in the first season, which we or that funky weird thing like
DAY UPDATE FOR AMERICAN GODS latched onto and carried forward.” the House on the Rock.” The CG
In order to provide the viewer a animation needed to be seamlessly
A high-resolution digital double was made of sense of where the action is taking married to the live-action
Christian Lloyd as Argus. “Christian was sitting in place, a CG topographical map was photography. “As the camera dives
the chair, and that was important because to get animated by Tendril along with down from the clouds it accelerates,
proper performance and interaction with actors you a miniature toy car version of the and that helps us as the crane shot
have to give them something to react to, otherwise, Betty (1966 Cadillac Fleetwood rotates into position. The map for
it will feel phoney,” notes Mr. X VFX supervisor Chris 60 Special Brougham) driven by episode 201 was completely created
MacLean. “We maintained a lot of prosthetic and Shadow Moon (Ricky Whittle) with inside of Maya, and a lot of Nuke to
then added all of these eyes all over him.” his employer Mr. Wednesday (Ian composite and blend the layers.”
While CG tentacles were planned for, the McShane) in the backseat. “The A miniature town was
additional eyes were a late request by the task was how can we come up with constructed by the art department
production. The eyes came after we hummed and a style that makes the map feel led by production designer Rory
hawed over what we could do to make this character practical and of the world of the Cheyne (The Colony). “There’s a
look crazy and add production value to the show, which is full of Americana?” big speech by Mr. World [Crispin
sequence,” states MacLean. “The blend points were remarks Bahry. “The frame that Glover] at the beginning of 208
important especially with all of the deforming and everyone loved had the cigarette where he walks through an Ed
bouncing around he was doing. It all boiled down butt, stains, and painted lacquered Wood-style miniature set. One of
to the prep, lighting and look development. They wood. From there it was, ‘What’s the invisible visual effects we did
wanted six weeks to do that, we said nine and ended the story?’ The story comes from was there was an awning that got
up doing them in 11.” all of the little Easter egg-type knocked off and we had to put it
QUANTUM TRANSFORMATION
IN THE SEASON TWO FINALE PRACTICAL LASER
EFFECTS TRANSFORM TECHNICAL BOY INTO
QUANTUM BOY
“When Technical Boy [Bruce Langley] refresh rate on the laser, reverse those two
is standing inside of the tunnel, we’re and keep going down incrementally until
offsetting the cycles of the laser with we discovered what people would normally
different degrees in the lens of the camera,” call a flaw in what was going on,” remarks
explains Production Design International American Gods executive producer/director
owner/partner Howard Ungerleider. “It Christopher Byrne. “As we approached
takes a solid laser effect and creates this parity with the numbers this flicker
banding. We did a scan effect into a huge became a beautiful arcing ribbon of light
mirror overtop with a three-dimensional encircling him.”
scan coming down, so when the camera “For the most part he was kept practical
shoots it it looks like he’s standing inside of a aside from some of the piping on his outfit
transporter on Star Trek.” where we added quantum strobe lights
To the naked eye it looked like Technical to zip up and down,” states Mr. X VFX
Boy was standing in a traditional laser supervisor Chris MacLean. “That was kept
cone. “We kept playing with the math on subtle because we didn’t want to take away
the camera, lower the shutter, raise the from the character and his performance.”
Below (middle):
Bilquis, otherwise
known as the Queen
of Sheba, has a
crown placed upon
her head
“It was a unique project in that there was you’re seeing is from Shadow’s point of
a live-action sequence that was shot but view. It’s like an acid trip. He’s walked into a
needed to be transformed into something parallel dimension and doesn’t know what is
totally surreal,” states Tendril founder and going on.”
director Chris Bahry. “Calling it rotomation A series of shots were selected from the
is almost funny because what we ended up Hall of the Gods sequence. “We tried to
doing was so much more than that. It’s all grab a close-up and a wide of each of the
carefully tracked object geometry, camera characters, and did our art on top of those
match moves, and sophisticated Houdini and established a look,” explains Bahry. “The
particle effects and composites that ended idea was to get a global overall feel but then
up resulting in the final look.” Mr. X built the give each of the characters an individual
Hall of the Gods background interior as a style. We transcoded all of the ALEXA raw
model. “They rendered a panoramic series footage to EXR DWAA files so they would
that we were able to load up in Nuke and be lighter weight. It’s ten minutes long and
build a camera aligned panorama of the everything was finished 4K, so it was a huge
interior from. We would position and rotate amount of footage.”
that background in-between the live-action All of the silhouettes of the characters
foreground that had some prop elements were rotoed out of the background of
and columns, and the far background which every shot, as well as their eyes. “In the © Images courtesy of Starz, Amazon Studios, Fremantle, Christopher Byrne, Mr. X and Tendril.
KITBASH
ON THE GO
Adam Dewhirst demonstrates how to
kitbash on the iPad Pro using Shapr3D
Adam Dewhirst
Adam Dewhirst is a build supervisor for
Double Negative London. He has over 15 years
of experience in VFX spanning games, film,
PART
AUTHOR
TV, commercials and children’s television.
www.instagram.com/dewhirstadam
1/2
A
t Vertex 2019, I gave a I use Shapr3D on my commute
demo on how to create on the train. I doodle on the sofa, I
a city in a day using new jot down quick ideas in meetings.
and innovative techniques. A Anywhere I can take my iPad, I can
large part of that talk was about be producing 3D geometry – in
the resourcefulness of using that sense it’s much more useful
kitbashing. Kitbashing is nothing to me than Maya could ever be,
new, but making perfectly usable, because it’s incredibly portable.
pipeline-friendly kitbash pieces This tutorial is the first in a two-
on an iPad is! In this tutorial I am part series recapping the core
going to show you how to make elements of my talk at this year’s
three kitbash pieces in Shapr3D Vertex festival – this part will cover
on the iPad Pro. the creation of kitbash pieces on
Shapr3D is fast becoming the iPad, and the second section
one of my favourite tools to bash will show how I use those pieces
out ideas and produce useful to create vast skyscrapers and
pieces of kit. It’s fast, clean and cityscapes in a matter of hours.
its interface is very intuitive; this
is definitely the direction I see
KITBASH ON AN IPAD
the 3D industry moving to – not
A free version of
larger, more powerful machines, DOWNLOAD YOUR RESOURCES
Shapr3D is available,
but more accessible, more usable For all the assets you need go to
while the Pro version
software, available in VR and AR, www.bit.ly/3DW-249 costs $20/month
and on mobile and tablet devices.
use the ‘through a cylinder or also need to increase my rotation Quick object. I'm also going to set the
cone’ type – this is very easy, simply angle, as it no longer completes adjustments diameter to a nice round number
select this type in the settings, and just one 360, but many; I'm If you select the centre (4mm). Selecting this circle shape
then highlight your cylinder. It will entering an angle of 3,000 degrees. dot of your closed I can push it through the object,
pop blue and you should see a shape, you can snap it subtracting the middle.
white dotted line running through
it – this is your construction axis. 14 Next I want to add some
loops at the end to attach our
piston to whatever mechanism it
anywhere on the grid
without having to use
the transform tools. 16 I chamfer the edges of
my looped end cap, then
14a
12b 13 14b
15 16
17
cubic mesh. Once this is done, I
want to move my rectangle up to 21 Let’s add some vents! In one
of the side views, draw out
18 19 20
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TUTORIALS
Rig and pose a character in VR
FOLLOW
THE VIDEO
www.bit.ly/3DW-249
Martin Nebelong
Martin is a freelance artist living in Denmark, and has made it one
of his trademarks to explore new frontiers in artmaking. He does
this daily as the artistic director of MasterpieceVR.
AUTHOR www.artstation.com/martinity
S
ince I started exploring VR had quite some time to get
3D creation, I dreamt of acquainted with the software. In
the day where I would be this tutorial I’ll briefly go over the
able to do all steps of the creation creation of a character in VR using
process in VR. To me, it’s a more a combination of MasterpieceVR,
intuitive and fun process than its Medium and a bit of Quill. I’ll also
‘old-school’ counterpart. And talk a bit about UV unwrapping
as VR as a platform is starting to and texturing.
mature, so are the tools. I’ll then cover the process
You’re now able to not only of rigging and skinning that
sculpt and draw in VR with tools character in Motion, and later
such as Oculus Medium, Gravity I’ll pose the character. Finally I
Sketch, Quill and MasterpieceVR, will talk a bit about the export
but you can also animate with workflow and setting up the scene
Tvori, Quill and AnimVR. The in Blender.
latest new software is the recently
released Masterpiece Motion,
which enables you to rig/skin
and pose most characters with DOWNLOAD YOUR RESOURCES
minimal effort. For all the assets you need go to
I work part-time for www.bit.ly/3DW-249
MasterpieceVR and have
01 CONCEPT
I start out with a loose
concept for the character. To
3D reference
As is true with all
artistic work, you
challenge myself a bit in the rigging shouldn’t shy away
phase, I make sure to have more from using reference.
than just a basic humanoid, with In Masterpiece and
challenges in the form of a cape, Medium you can load
flowing cloth, a weapon and armour in 2D or 3D references.
parts that I’ll need to add extra You can find lots of free
rigging for. 3D-scanned humans
For the character I chose to do on sites like Sketchfab,
a female medieval-style warrior. or you can buy higher-
Having just watched the latest quality models and
episode of Game Of Thrones, import them. 02
that seemed like a fitting theme.
I decided not to go for an overly
advanced hairdo; I plan on
exploring the hair tools in Blender
at a later point. So much to learn!
02 BASIC BLOCKOUT
The first stage of sculpting is
done in MasterpieceVR, but could
have been done in Medium, ZBrush
or in your tool of choice. In this case
I use MasterpieceVR since I’m most
comfortable with the tools. 03
Using the basic clay tools in
MasterpieceVR, I rough out the elements. There’s no layer system two layers. I also adjust the overall
form based on my concept sketch. I in MasterpieceVR (yet) – it’s being shape of the character.
make sure to focus on large shapes worked on, as it’s an important When you import meshes to
first, and then smaller shapes element in more complex scenes. Medium, you convert them to ‘clay’.
and indents later in the process. Clay to mesh is a way to I might have set the detail level a bit
I have mirror on and use mostly circumvent that limitation. low, and I lost some definition in the
the round clay tool and the square character’s face. I probably would
tool when I need more definition
and clean cuts. Make sure to
set your resolution as high
04 MEDIUM
TOUCHUPS
Once I’m satisfied with
have amped up the detail level to
maximum with that in mind.
03 REFINE
Once I’ve blocked out the
shape, I start smoothing out the
biggest strength). I use the Move
tool for clothing details like folds, by
duplicating the cloth layer, moving
consider in terms of optimisation.
First, the models will be quite high
res, and using decimation and/
rough edges. As I go along, I areas of the duplicate around and or a high-poly/low-poly workflow
convert clay to mesh to separate then merging and smoothing the is recommended. I decimate
01 the model from around 1 million
polygons to around 120.000.
For a model like the one we
have here, it’s a good idea to
separate hard-surface elements
from organic elements, and to
separate overlapping objects since
they’ll be difficult to separate in the
weight painting phase. I did this
‘housekeeping’ in ZBrush, but it
could be done in Blender or most
other 3D packages.
06 UNWRAPPING
To be honest, manually
unwrapping a model has never
been my cup of tea. I know some
04 05
06 07 08
09 10 11
people enjoy it, and I wish I was I use a tool called Substance Topology sure some of you out there will be
among them. A nice manual Painter Live Link, which completely In this tutorial thinking, “What is Martin doing?”
unwrap is still by far the best you automates the task of getting a I decimated my I think it’s one of the strengths of
can get. Recently though, I found model and textures from Substance high-poly model. If creating in VR, that almost anyone,
a new automatic unwrapper, called to Blender, Maya, 3ds Max and you need smoother with no prior training or experience
Ministry of Flat. You load in an OBJ, others. For models with even deformations, you in the matter, could go in and do
and push a button. After just 21.08 more texture sets than in this case, should probably look things that would previously have
seconds, I got the unwrap result you this is a life-saver! I can’t wait for into doing a proper taken years to master.
see in the screenshot, from a pretty automation like this to be built into retopologising of You can switch between adding
complex mesh of around 120.000 the programs. your mesh. If time or removing bones through the tool
polygons. RizomUV is a good is of the essence, or palette in your left hand.
choice for more manual control, and
Blender should work well too. 09 IMPORT THE
MODEL TO MOTION
For easy importing to Motion,
if you only need one
pose like here, an
automatic solution 11 HANDS
I’ve tried rigging hands and
07 TEXTURING
Texturing was done in
Substance Painter, on one object.
you can import the model directly
through Masterpiece Studio, or
place the model in your import
like decimation or
ZRemesher in ZBrush
works just fine.
fingers manually on a few occasions
before, and it’s usually accompanied
by what feels like a marathon of
Usually you would want to have at folder which is usually located mouse-moving. In VR though, it’s
least a few different objects for a in your documents/masterpiece possible to place bones correctly on
model like this, but for simplicity’s motion/directory. From within the first try, due to the real sense of
sake I kept everything together. Motion, you’re greeted by a depth you get in the headset. You
I won’t go into detail about the welcome screen from where you can also have the option of mirroring
texturing in this tutorial, as the focus import models or open projects. bones in Motion, so that you don’t
is on rigging/skinning/posing. By the way, you can import FBX have to do double the work.
As you can tell by looking at or OBJs with textures, but I find that
the UV layout from Ministry of Flat,
you can see that the unwrapper
prioritises keeping the UV islands at
it’s a bit easier to see what you’re
doing with just a grey material. 12 RIGGING ACCESSORIES
I knew from the get-go that I
should include at least a few items
straight angles. This is very useful
in making sure the flow of your
textures is correct.
10 DRAW IN THE
MAIN BONES
I usually start drawing bones from
that any automatic humanoid rigger,
like Mixamo or the like, would
struggle with. The shoulder pads,
the pelvis and upwards first, and cape, cloth pieces, weapon and
12 13 14
my knowledge. Meshes that are Unskinned areas where the auto-skinning has no way Go to the Skinning Tools category
posed prior to rigging are also Under the skinning of knowing how to treat a shoulder and select the Add brush.
difficult to handle automatically. settings in Motion, pad versus a more organic shape. In my sculpt there’s several areas
For each of these items, I draw you have a toggle to I broke up my model before that need tweaking. The arms need
in bones, beginning from the ‘highlight unskinned importing it. So, shoulder pads are to have a sharper deformation area
parent bone that would have the areas’. This is useful one group, soft cloth another etc. around the joints. The auto-skinning
most influence over them. So, for and ensures that you To select a group to skin, hit the has applied a smoother weight
shoulder pads, the shoulder bone, don’t end up further ‘A’ button on your right hand while map across the arm, which makes it
for the cape, the upper back bone down the line and hovering over the group. If you have appear a bit rubbery. I set the Add
and so on. realise you have to go many groups, you might need to try brush to a fitting strength of around
back a few steps. a few times to select the right one. 30 or so and set the brush falloff to
13 AUTO-SKINNING
Once you’re satisfied with
the layout of bones, jump into the
After selecting the right mesh, do
the same with the bone you want to
influence that element.
around 0.30. This will ensure that the
transitions I paint in don’t have any
jarring edges.
Skinning tab and hit the Auto-Skin
button. Per default, the program
uses a simple and fast approach,
but you can also control more
15 POSE TO DEFORM
To spot errors in the weight
map, you can pose the model while
17 SMOOTH WEIGHT MAP
Using the Smooth tool you
can make a more seamless blend
advanced parameters if you’re not you work. This allows you to better between elements. You can achieve
happy with the automatic result. see, for example, if too much of the same effect by tweaking brush
In cases where the auto-skinning the upper body is connected to strength and falloff and then
doesn’t work well for you, you can the upper arm, if the neck bone manually painting in transitions
use a voxel-based approach with deforms the character’s head and between bones, but smoothing
low or high detail depending on so on. Note that when the model is works just as well and takes less
your setting in the Auto-Skin tab. posed, it can be difficult to select time in most cases. An area where
individual parts of the model. If you this is especially useful is for the
14 SELECT BONE
AND GROUP
When the auto-skinning is done,
find that this is the case, use the
‘reset to bind pose’ button.
cape, where the effect of the bones
I placed in it shouldn’t be too strong
but blend more together.
usually you’ll need to go in and
tweak the weight map for individual
bones and elements – especially for
16 REFINE WEIGHT PAINT
As you pose your model,
areas that need manual weight 18 FINAL POSES
In the Posing tab of Motion,
more complex models like this one, painting should become apparent. you can save several poses that
15 16 17
18 19 20
21 22 23
you can then switch between to tiles and surrounding grassy hills. Importing great overall. I still use an NVIDIA
see how the mesh looks in various Quill is free when you buy an Oculus armatures card too, for when I use Octane or
deformations. If you want to pose Rift headset, and it should work Most 3D programs other CUDA dependent systems.
your mesh with lights, shadow and for Vive too through a program have their own default The new system has made me
an environment, I recommend called Revive. An alternative to way of handling the more positive towards Cycles,
you check out Tvori which is an Quill is AnimVR. importing of models which I initially found to be too slow
animation software for VR. You can I keep this rather simple, as I and armatures. In compared to real-time viewers like
even export directly from Motion to know that I’ll be toning down the Blender, you should EEVEE and Marmoset Toolbag.
Tvori if you like. environment through shadow and turn on ‘ignore leaf Going from a quad core setup to 24
You could also do the pose in camera blur. bones’ and ‘automatic cores has made a big difference in
another program, like Blender or bone orientation’ Cycles, which can utilise both CPUs
other common 3D programs, as you
export both armature and mesh 21 IMPORT THE POSED
CHARACTER
to ensure that the
armature translates
and GPUs.
19 EXPORT
Once the setup of the
character is finished, it’s time to
step. This scene contains the
materials for the model.
I load in the exported FBX from
was a bit rough around the edges,
Photoshop comes to my rescue. For
a project like this, where I ultimately
export the mesh. If you pose a Motion and replace the T-posed only need one good pose, there’s
mesh and export it while it’s posed, character from Substance with this no need to spend too much time on
the character will retain that pose, new one. I can then easily apply the details in 3D.
which is useful for cases where you Substance Painter texture to the I paint over some of the most
just want to quickly skin and pose a posed model and voila, the scene is obvious shortcomings and adjust
character and then use that pose in now ready for the finishing touches. light and effects until I arrive at
a still image. All exports by default a final result that I’m happy with.
end up in the Motion export folder.
If you reset to the bind pose and
export, you can do your posing in
22 RENDER WITH CYCLES
I recently got a new rig,
through a partnership with AMD
The face gets a makeover, as it was
initially a bit too low res for what I
wanted to achieve.
your 3D tool of choice. – an AMD Ryzen Threadripper If I knew I’d be reusing the
2970WX with 24 cores (48 virtual) character, I would probably have
20 SCENERY IN QUILL
For the environment around
the character, I use Quill to quickly
with a Radeon VII GPU. Part of the
deal is that I should express my
honest opinion about the products,
spent more time in the initial work
with the model, and have worked
on both a high-res and a low-res
mock up an area with some big floor and so far my experience has been version of the model. s
ZBRUSH | KEYSHOT
MODEL AN
ORIGINAL
CHARACTER
Maya Jermy takes us through the ups and downs
of working on projects with no base reference
W
hen modelling a out plan can be very relaxing. You
character, it won’t learn to decide when your piece
always be based off a is finished, and believe me, that
sketch or a full design. Sometimes is the hard part. It is easy to fall
you just get an idea and want to into a trap of polishing it off for
AUTHOR
start modelling as soon as you months. You can ask any artist,
have a spare moment. Working in and they will all tell you about that Maya Jermy
the film or games industry usually particular project in their portfolio Maya is a 3D artist
means there is a sketch, an idea they are not happy with or could and animator
ready to be explored, but there never even finish because “it based in the UK.
might be times when you have to needed improving.” That can be She started her
make your own. Starting off with linked to not having had a proper career five years
your own initial sketch or drawing design in the first place. ago remaking and
can prove very helpful along Now, let’s focus on actually animating characters
the way, as it keeps you from creating a little piece without any for Oddworld: Abe’s
deviating from your goal. design whatsoever, and see what Oddysee – New
One of the problems I face as trouble lies ahead. I start off with ‘n’ Tasty.
an artist is the urge to implement a general idea that popped into artstation.com/
a lot of changes. Once I change my head when I was preparing mayajermy
one thing, I find another that dinner. Completely out of
could be improved or replaced, nowhere I thought, “Hey, I haven’t
and so on. In the end, my final modelled a cat before”. So, here
product does not really resemble I am making a stylised/cartoon
the original idea at all. That could Sphynx. I do not want to sketch
be fatal for the project. If we it out, because my drawing skills
cannot stick to the initial design are a bit limited. I will however use
and follow it through, we might reference material if necessary,
end up being fed up with the because my character is based on
progress and never finish it. an existing animal. Sounds like a
Saying that, I do not mean we plan, so let’s get started.
should always only work with a
design and never try changing it.
I actually encourage it. This free-
flowing stream of ideas can lead DOWNLOAD YOUR RESOURCES
to some fantastic pieces of art, For all the assets you need go to
and it can benefit creativity. Not www.bit.ly/3DW-249
being tied up to a fully thought-
01 PRIMITIVES
I remember when I was first
learning how to design a character,
my tutor talked about breaking
down the silhouette to the most
basic shapes. This is how you can
easily block out the character. Of
course you can use ZSpheres to
do it quickly, or pull shapes with
Sculptris mode, but you can still just 01 02
use the basic primitives you Append
or Initiate and start with that.
02 BASIC BLOCKOUT
Primitives are a very simple
way to tell if your proportions are
good, and if things need adjusting
before the next step. Never skip the
first blockouts, because you cannot
create nice detail when the basic
shapes are not there. Bring all the
tools to as low polycount as you
wish to work with. At this stage you
do not need much density.
04 MERGE VISIBLE
This is a good moment to
merge the tools into one. Simply
press Merge Visible and DynaMesh
the model. From this point we get 04 05
to apply another layer for the big
shapes, so activate the Sculptris Plan ahead centre of the face into focus. When build something based off an
Pro mode and turn that blob into a Even if you do not thinning out the ears, make sure the existing reference and tweak it to
curvier and smoother sculpt. use any sketches Backface button is on, as you do not our liking. If you notice, my cat does
or designs for your want to be pulling on the outer side not have the fifth toes, or thumbs. It
05 BIG SHAPES
Gradually start adding
more volume to the model, block
work, try to plan
the workflow itself,
and make a list
of the ears when building definition
for the inner ear.
does not need them. As a creator,
you get to choose which features
deserve the attention.
out secondary shapes and keep
checking proportions. I like to use
this stage to sculpt the face, again
of attributes or
milestones. Think
about the purpose
07 SHAPE THE EARS
Make the ears oversized as
a stand-out feature, to add some 09 PREPARE FOR
RETOPOLOGY
starting with the big shapes and of the model and quirkiness to the cat. You do not Retopology is a very individual
slowly making my way through to how you are going to want to be making big changes case per artist; everyone has their
the details. Do not focus on little achieve your intended once the topology is established, preferred method and software. I
wrinkles and skin texture yet. goal, so you do not get as it could lead to unfortunate am going to stick with ZBrush 2018
lost on the way. geometry stretching later on. and show you how very few tools
06 EXAGGERATED FEATURES
Don’t be afraid to be bold
and exaggerate the features.
You can, however, ZRemesh or
DynaMesh the model at various
stages, to even out tessellation.
and a bit of time and patience
can achieve the results I am after.
Nothing beats auto retopology
Cartoon characters often stand tools that do the job for you. But if
out with specific features that
capture their personality or nature.
Make those cheekbones pop and
08 PAWS AND TOES
Define the paws and toes.
Making a cartoon character allows
you want to do it yourself to have a
better understanding and control
over the process, this is one of the
reduce the jawline to push out the a lot of creative freedom. We can ways you can do it in ZBrush.
06 07 08
12
10 11 13
10 DYNAMESH
Duplicate the mesh and
DynaMesh it so we have an even-
Topology by
stencil?
Depending on the
an A-pose, or in this case, make it
symmetrical. Notice that the cat’s
tail is non-symmetrical and curled
13 ZMODELER
When you are mostly happy
with the way ZRemesher handled
ish tessellation. DynaMesh will model, the project up a bit, which is not the end of the the new topology, you can activate
most likely undo a lot of detail, so and its purpose, your world, but ZRemesher will try to the ZModeler. I work a lot with
you can take this step to reproject topology can vary mirror it. What should you do when just five simple actions: (polygon)
it back on to make sure ZRemesher significantly. There you realise it too late? The best delete, (edge) collapse, (edge)
follows the curves better. might be times when option would be to redo the tail. insert, (edge) bridge and (point)
your fully finished Option two could be ZRemeshing stitch. They are very easy to use, but
11 ZREMESHER
ZRemeshing your model
can take a few attempts. You
model will have to be
retopologised again
because it does not
it without symmetry (personally,
would not recommend that).
Option three involves masking
you can find your own combination
that suits your workflow.
polygons. I always leave more other subdivision levels (you can Cat eyes but they can be easily added to the
density on the face and bendy parts skip some if there are many), until Having a bunch of main mesh if need be.
of the model, so the stretching is you get to the final level. useful models ready in
not that obvious when animated.
16 SKIN FOLDS
your personal library
makes things a lot 18 SIMPLE SKIN DETAIL
Let’s say this is the model
15 PROJECT DETAIL
When retopo is done, you
might notice that the shape is not as
Skin folds can seem tricky, but
there are so many ways of sculpting
them. I used the Standard brush
easier. I chose one of
the cat eyes from my
library and imported
we are happy with. It doesn’t need
much else other than small details
for the mini wrinkles. We are not
defined as before, that the cat looks with gentle help from DamStandard it into the scene making a realistic animal, so the
thinner in places. That is absolutely for deeper creases. Create the folds to replace ZBrush amount of detail we add should not
fine, because the next stage will around the areas where skin is most placeholders. It saved outshine the style.
help us regain the silhouette. Bring loose: neck, arm and leg bends, me a lot of time.
up the hidden original mesh and
bring its subdivision to the lowest
level. Now we start the projecting
paws, stomach. Add a little gravity
to it, but just a little because we are
not trying to create fat folds.
19 POLYPAINT
Pick a base colour like a light,
pink-ish salmon shade, and RGB Fill
game. It is useful to project details Object. You can paint on a bit of
from the lowest subdivision so the
model does not get too distorted,
resulting in messy stretching. Use
17 TONGUE, CLAWS
AND TEETH
We can now define more detail
natural skin shadows and highlights,
and put the accent on the areas we
want to stand out. Or, use Mask By
the Move, Inflate and Smooth and add parts like claws, teeth and Cavity for quicker results.
brushes to bring the new mesh as tongue. Use primitive shapes to
closely in shape as possible to the
original sculpt, then hit Project.
Continue projecting details from
create them. Tiny objects do not
require much polygon density. I like
to keep them as separate subtools
20 UVS
Open ZPlugin>UV Master
and click Work On Clone to
14
15 19
16 17 18
24 ENVIRONMENT,
LIGHTS AND RENDER
ZBrush automatically transfers the
Polypaint information into KeyShot,
but we want to apply a skin material
to the cats, which will erase all the
Polypaint information. Reapply the
textures with the maps saved out
earlier. Choose the background
colour, place the camera and lock it.
KeyShot provides a variety of HDRI
environments you can use to help
light your scenes. Save and render
your scene. s
24
3D ANIMATION BASICS 05
For the next instalment of our Basics series,
we look at soft dynamic animation
I
f you’re new to CGI, you may the flapping skin of a gargoyle Soft-body dynamics can also
feel that there are far too to its hair. Hair systems are seen be a bit more confusing for the
many tools to choose from in as separate from soft-body uninitiated versus rigid-body
a dizzying array of software. This dynamics, but the underlying dynamics, as understanding the
series aims to break everything processes are the same, which constraining items (the holders
in CGI down to the very basics, is the creation by digital content for a flag for example) and how AUTHOR
so that every artist can be armed creation software of effectively a to apply them is not always a Mike Griggs
with the knowledge of which tool set of ‘springs’ that control the flex straightforward process. Mike Griggs is a 3D and
is best. This month we look at soft of a mesh. This system of springs Clothing simulation software visual effects artist
dynamic animation. also works with splines, hence why is a recent example of software with vast experience
In last month’s Basics we dynamic hair is also controlled by that depends upon soft-body across the industry, as
explored rigid-body dynamic soft-body dynamics. dynamics – the soft-body both a creator and a
animations, which are great for As is always the case, there is dynamics are used to hang the technical writer.
when hard surfaces are needed not one standard way of creating clothing items on the subject and www.creativebloke.com
to be destroyed or worked soft-body dynamics or hair are then moved via a walking cycle
with. Of course, this hits a brick across all digital content creation or similar. Another key element of
wall (excuse the pun) when applications. As with rigid-body soft-body simulations is if and
‘soft’ objects are needed to dynamics, much of the underlying how an object should tear. When
be manipulated. science is the same though, understood by an artist, soft-body
Soft-body simulations are much and once the tools have been dynamics can lead to convincing
more useful for organic objects understood, consistent results can animations and a great skill set for
– controlling everything from be maintained. any 3D artist to possess.
CLOTHING SIMULATORS
Creating clothing is a complex task for many artists. It has
become easier in the past couple of years thanks to dedicated
clothing creation applications and processes that work in terms
of clothing patterns, which then enables soft dynamic systems
to automatically hang onto a chosen model. This has led to
the development of more complex clothing and soft-bodied
objects, as this technology enables artists in ways that were not
possible before without a huge investment of time. One of the
key products in this sector is Marvellous Designer.
3D BOOTCAMP
V-RAY NEXT
V-Ray has been a mainstay of computer rendering for over a decade, and its
latest release, V-Ray Next, puts it at the forefront of rendering technology
F
or over two decades, Chaos reliable, having produced imagery improvements, bucket rendering
Group, the team behind from archviz and car advertising for GPUs, GPU volume rendering,
V-Ray, have worked to make through to feature film work, a new adaptive dome light, and
sure that their product is one of including Thanos in Avengers: full PBR material support.
the most well regarded in the Infinity War by Digital Domain. Another piece of great news
industry, by developing options for All of this work meant that Chaos is that the Cinema 4D version AUTHOR
V-Ray to work with a wide range of Group received a Sci-Tech plaque of V-Ray is now owned by the Mike Griggs
digital content creation software, in the 2017 Academy Awards. Chaos Group, which means it Mike Griggs is a 3D and
both in the media and design field. After reaching such a pinnacle, should soon see parity with other visual effects artist
V-Ray works with CAD software many would have taken the easy versions of V-Ray. Chaos Group with vast experience
such as Rhino, SketchUp and route, but instead the team has have introduced first-party cloud across the industry, as
Revit, as well as packages such as been busier than ever with the rendering with Chaos Cloud, which both a creator and a
Autodesk Maya, Houdini, 3ds Max release of V-Ray Next, the latest comes with 20 free credits to get technical writer.
and Blender. V-Ray also works with iteration of V-Ray. an artist started. The ecosystem www.creativebloke.com
finishing products such as Nuke V-Ray Next offers vastly that V-Ray offers is unparalleled by
for film and animation work and improved render times, no any other 3D rendering software,
Unreal for real time. matter which creation software and with the improvements that
V-Ray also has a reputation is used. Featured highlights with V-Ray Next provides for artists, the
for being robust, efficient and V-Ray Next include IPR preview future is as bright as the past.
© Chaos Group
01 V-RAY SCENE INTELLIGENCE
V-Ray Next introduces V-Ray Scene Intelligence, which can
automatically analyse the scene to optimise rendering. The new
02 FAST IPR WITH AI DENOISING
In V-Ray Next, IPR has been completely redesigned to provide
faster feedback and continuous updates. A new NVIDIA AI Denoiser
Adaptive Dome Light uses Scene Intelligence to speed up the instantly removes noise while updating lights and materials, providing
rendering of image-based environment lighting (which can be up even faster look development. Plus, the new Debug Shading tools
to seven times faster in some cases). Plus, the sampling is more allow artists to quickly isolate and fine-tune any selected material,
accurate and also removes the need for portal lights to illuminate texture or object. Viewport IPR also adds support for Playblasts,
interior scenes. making it easier to create high-quality previs and animation tests.
© Chaos Group
© Chaos Group
Simon Edwards
Simon works freelance at
3DArtvision. He has worked
professionally both as an architectural
visualiser and 3D artist for 20 years in
Holland and the UK.
www.3dartvision.co.uk
Paul Hatton
Paul Hatton has spent
the last 15 years studying
and working in the 3D visualisation
field, focusing primarily on still and
moving images.
Oscar Juárez
Oscar is a 3D generalist
based in Mexico City. He has
been running Fibrha Studio since 2010
and specialises in archviz rendering,
animations and Unreal Engine. SOFTWARE: MARVELOUS DESIGNER
www.facebook.com/FibrhaStudio
Pietro Chiovaro
HOW CAN I CREATE A
Pietro is an Italian 3D artist
who creates 3D assets and
REALISTIC CANVAS SACK?
environments, and is currently working Bradley Wilkins, Dublin
on an open-source game.
pietrochiovaro.artstation.com
Simon Edwards replies
Being a 3ds Max user I have objects around in real time. And with their
previously created fabric new version 8 release, there has been
objects using the 3ds Max Garment Maker an extra tool added where you can add
with a cloth modifier attached to it, adding further detail by sculpting creases and
additional detail with ZBrush if necessary. folds manually by pulling, pinching and
Garment Maker is a quick and relatively smoothing indentations into the meshed
easy method to build with and cloth is object following the simulation, in much
perfectly acceptable for simple draped the same way as might be done in ZBrush.
cloth objects. But when simulating cloth This example shows a simple
around an object, such as a figure where rectangular shape being folded and
the cloth is sewn back onto itself along a sewn back onto itself to form a canvas
seam, the subsequent cloth objects have sack. In order to make it look like there is
a limited ease of manipulation or constrain something inside the sack I have created a
when being formed and shaped during the simple elongated sphere object to act as a
GET IN TOUCH simulation process. mass inside. The object must be exported
Now though I pretty much build all as an OBJ to later import back into
EMAIL YOUR QUESTIONS TO fabric objects using Marvelous Designer, Marvelous Designer. It will be imported as
rob.redman@futurenet.com which allows you to pull and move fabric an ‘avatar’ – avatar objects in Marvelous
EXPERT TIP
IMPORT INTO CENTRE
When importing an OBJ avatar you can click on ‘Align Bottom to Ground’. This will
ensure your object will be imported into the centre of the base plain.
SOFTWARE: BLENDER
Your first thought might be, Even though adding this type of effect might get there by creating everything
“Why would I want to get dirt might be ‘faking’ it, I think we need physically accurately in our 3D software,
into the crevices of my models?”. It may to remember that what we’re actually with accurate values for materials and
seem a bit odd. Maybe you’re thinking concerned about most of the time is lights. We might then take the render out
that you want your model to be as clean as really the perception of the viewer. We of the software and leave it at that. And I
possible. Or maybe you just want to rely on want them to look at our work and think, suppose if you’re getting incredible results
the lights in your scene rather than faking “Is that real?” or “You didn’t create that like that then great, but I think we would
it. These are interesting considerations, did you?”. These would be some of help ourselves out by using a few tricks
but I would argue that if you are aiming for the highest forms of praise that we as here and there to get a quick win. One of
realism then you need to consider not only visualisers could receive. those quick wins is using a dirt map, which
the difficulty of light to get into crevices, In my opinion, I don’t think it really simulates shadow and dirt when two faces
but also the dirt that can build up in them. matters how we get to that point. We of objects are sufficiently close together.
EXPERT TIP
MAKE EXTENSIVE USE OF DIRT MAPS
The more you look at objects, the more you’ll see that where objects join together,
there is dirt! This can be in the form of shadows, but it is also these crevices that
really attract dirt and grime. By adding in these fine details your models will take on
an extra level of depth and realism.
Adding realism to our scenes to renders in post, or if it’s better to have has a different set of requirements. So, it
can be achievable using several them 3D within the renders. For sure I can doesn’t hurt to know how to do the same
different methods, and over the years I say that my answer would be that whatever work in different ways, with alternative
have seen a lot of topics talking about suits you the most is the right choice, and methods. Here I will demonstrate how to
whether or not it’s better to add effects we have to remember that each project do it in Corona Renderer.
01 02 03 04
Here I will show you my working filter. Now we have to link the Blend filter terms of the parameters, for this material
process for the creation of a to the input of the Gradient Map, to the we have to set a value between 2 and 4
simple and realistic cloth material using Height output and the second and third for the Height Depth of the Height to
Substance Designer. For this type of Levels filters. The second Levels filter is Normal World Units filter and a Surface
material, I selected the Physically Based related to the Roughness output and the Size of 1,000 for the other parameters. I
(Metallic/Roughness) Graph Template and third to the Height output of the material. suggest that you experiment changing
deleted the Metallic output since it isn’t Another connection that we have to do the Scale, Opacity and Disorder values of
necessary for this type of substance. using the Blend filter is with the Height to the Levels filter.
At this point we can start to add the Normal World Units, and this one can be For the Crystal noise I used these
nodes useful for this material, so from the linked to the Normal output. Lastly we parameters: Scale 2 and Disorder 0.59. For
Substance Designer library we need: the can link the Gradient Map to the Base the Weave 2 generator I set the Scale up
Crystal 2 generator noises and the Weave Color output. to 64 and 0.05 for the Disorder parameter.
2 pattern (these are the base elements of The last connection that we need to Concerning the Gradient Map, you can
this material), the Height to Normal World set up concerns the Base Color output. In select the colour you prefer.
Units filter, three Levels filters, one Blend
filter, and a Gradient Map filter that I will
use to give colour to the material.
Now it’s time to link all of these
EXPERT TIP
elements together. First of all, we need
to link the Weave 2 noise to the Opacity
POST-PROCESS CHANGES
of the Blend filter. Then we have to link After you have exported the textures from Substance Designer, you can change the
the second Crystal 2 noise filter to the
first Levels filter and link this filter to the
base colour in the shade editor of the software you are going to use. In Unreal Engine
Background input of the previous Blend 4 you just have to modify the Hue value of the texture.
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INSIGHT
News and views from around the
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EXCLUSIVE REPORT
MPC MAKES A
YOUNG ELTON JOHN
We go behind the scenes at MPC for their John Lewis Christmas ad featuring the life of singer Elton John
f you need to show a younger major music moments in his life. Scenes Edwards and the make-up and prosthetic
I
version of an actor or a of Sir Elton made use of a stand-in actor, teams decide on which stand-in actors
character in a particular but were then completed with a computer- might be a good match to Elton. As much
project, there are several generated model of the musician to provide a as possible, in-camera approaches were
ways that can be done: you final photoreal replica. tried first. “Hair, props, make-up, anything
can simply hire a different actor to play the 3D World asked MPC visual effects that could be done for real was the anchor
role; you could use archival footage; or, as is supervisor Kamen Markov and head of 3D that would help us sell anything we created
becoming increasingly more common, you Anthony Bloor, who worked with agency digitally,” notes Markov.
can use computer graphics and compositing adam&eve/DDB on ‘The Boy and the Piano’ “Initially we were then planning to do
techniques to generate a completely commercial, about what it took to bring as much as possible with digital make-up,
synthetic version. Elton and the ad to life. tweaking proportions in comp and only
That’s what visual effects studio MPC adding small details in CGI. As the project
did for the Christmas 2018 John Lewis & PREP AND SHOOT evolved we realised that while this was a
Partners commercial, which follows the MPC’s role in the John Lewis Christmas good and proven approach, it was going to
journey of Sir Elton John from the point he advert began early, even being involved in be limiting. We wanted to maximise the
received his first piano and through various the casting stage by helping director Seb use of existing technology to achieve the
Left: A young Elton John plays during the commercial Below: Having crafted digital actors Bottom: The commercial follows the
– MPC utilised a 3D model and various compositing previously, MPC was in the box seat musician’s career from the day he
techniques to deliver the synthetic musician for crafting a realistic Elton John receives his first piano
Left: Original plate for a concert Below: Digital set extensions made up a significant Bottom: MPC’s CG A HISTORY OF DIGITAL
shot, and the final environment part of the commercial’s concert scenes Elton John model HUMANS AT MPC
MPC HAS BECOME ONE OF THE
GO-TO STUDIOS FOR CRAFTING CG
ACTORS. HERE’S A LOOK AT SOME
OF THEIR LANDMARK PROJECTS
1. Terminator: Genisys
The 2015 film included a scene of
Arnold Schwarzenegger as the
Terminator battling a younger version
of himself. MPC took old prosthetics
and extensive reference to build their
digital version.
each scene was shot in a separate set with I wanted to think about the transition 2. Blade Runner 2049
none of the time jumps possible in-camera. between the locations as the unsung hero, MPC resurrected the replicant Rachael
Says Markov: “I have done similar projects doing the heavy lifting without taking away as if she were the character played by
before, and having the editor on set is the from the big star of the show. For that reason Sean Young in the 1982 Blade Runner.
single best investment I can think of to receiving compliments about that part of our A stand-in, digital scans, extensive
help achieve a successful film with this work feels particularly satisfying.” reference and meticulous VFX artistry
type of story-telling approach. We shot all played a part.
the storyboard sequentially as much as we AWARD WINNER
could and every take was instantly added Markov and Bloor, along with Philip
to the edit and roughly tested for timing, Whalley and Andy Steele, recently received
lip sync and camera position. Key elements a VES Award for Outstanding Visual Effects
from one set were measured and matched in a Commercial for the John Lewis ad,
with tracking markers to the next scene to recognising the significant work that went
provide spatial continuity.” into making it. Markov reflects that it was
In post-production, a smoothness to the an incredibly highly scrutinised commercial
transitions was one of the key requirements. too, partly because of it being part of the
The plates were stabilised and aligned to Christmas series of spots, and because of the
each other and, when necessary, a set, light, involvement of Elton John.
or shadow extension was applied. “After “I believe I speak for the whole team at
that, a refined original camera move was MPC when I say that we couldn’t be more 3. The Boy and the Piano
re-applied in order to preserve the original excited and thrilled to have worked on this A CG model of a younger Elton John,
speed and energy as intended from the DOP project,” he says. “To receive the kind of in addition to extensive compositing
and the director,” notes Markov. “We were positive reaction and more amazingly, have techniques, enabled this John Lewis
very clear that this was an essential part of the public not notice our work in such a post- Christmas commercial to be made,
the story-telling, but it should not under any production heavy commercial, is one of the following the renowned musician
circumstances feel obtrusive or distracting. best compliments we could ever ask for.” throughout his career.
INDUSTRY INSIGHT
uilding lifelike CG including Sony Imageworks, Pixomondo, enough to hit film and episodic deadlines.
B
characters can be a Mr. X and more – visual effects teams are “Previously, we were using cloth solvers on
painstaking process filled flexing their creative muscles to see what top of rigged muscles to drive our creatures,
with time-consuming can be achieved. For Danish studio Ghost but it was very difficult to get realistic skin
corrective shapes, tricky VFX, they chose to test the limits of Ziva by sliding and muscle excitation that way. The
guesswork and costly throwaway results. building a dinosaur from scratch. skin always looked rigid straight out of
But, as the entertainment industry continues With contributions to numerous feature simulation, and running a fat pass over the
to push the envelope, the demand for films and TV shows, from Rogue One to muscles was a challenge,” says creature TD
plausible creatures is at its highest. Ziva Black Panther, Ghost VFX prides themselves Madhav Shyam.
VFX, created by Sci-Tech Oscar winner on being champions of innovation. With And according to Shyam, even the
James Jacobs and Vancouver-based Ziva audiences expecting more realism every day, best-looking models can come up short
Dynamics, has quickly become an industry Ghost VFX saw the incorporation of muscle- if their deformation and motion aren’t
standard for making more realistic CG driven characters as an essential strategy correct, especially in small details like how
characters in less time by combining the to expand (and test) their technical abilities a creature’s movement causes the skin to
effects of real-world physics with the rapid – leading them to Ziva VFX and the creation fold and slide, or how its weight causes the
creation of soft-tissue materials. of their very own dinosaur. fat and muscles to bounce and jiggle – all of
By mirroring the properties of nature, which are crucial to selling the realism of a
the Ziva method helps artists produce CG A NEW APPROACH CG character.
characters that move, flex and jiggle just as In general, the Ghost VFX team were Once Ghost VFX discovered the Ziva
they would in real life, removing the most looking to build a creature/character method, they were excited to test its
challenging steps from the rigging process. pipeline that would hit two goals: produce capabilities. “It was especially important
And as Ziva technology continues to spread the high-quality, ultra-realistic results they for us to showcase visible muscle-driven
into studio pipelines around the globe – needed and let them preview and iterate fast deformations and skin sliding,” says
animation director and VFX supervisor Since Ziva VFX is designed for both full blocking out the skeleton as a model in
Claus Kogsbøll. “The dino R&D project and augmented adoption, the Ghost VFX Maya and built simple muscle shapes on
was the perfect opportunity to simulate a team were able to integrate the tool into top. Parallel to the muscle setup, they began
character asset that had all the fine details their existing pipeline with no changes. to sculpt the dinosaur’s skin in ZBrush.
we wanted.” Instead, they focused on devising a more They brought the sculpt into Maya and
collaborative and iterative approach to wrap-deformed it to the muscles using
SETUP AND MODELLING characters. “We were Ziva VFX’s built-in
From the start, the team knew they wanted already using Alembic toolset, then brought
to create a creature without fur, so the exports, so it was all it back into ZBrush for
deforming skin details would read as clearly quite straightforward,”
“ZIVA MAKES IT EASIER further sculpting. This
as possible. They decided on a dinosaur says creature TD Andzej FOR US TO REPLICATE back-and-forth process,
– but then had to choose which species Zmitrovic. “The only which included both
would best fit their needs. “A raptor was too change we made to
NATURAL-LOOKING MUSCLE, the skin layer as well
small, and a Tyrannosaurus rex just felt like our workflow was to FAT AND SKIN” as the fat and fascia
something you’ve seen before,” says Shyam. accommodate more time Madhav Shyam, creature TD meshes, continued while
Eventually they decided on the Allosaurus, for the back and forth they started rigging
which is closer to the size of a T. rex but with between modelling and the model and doing
the longer forearms of a raptor, and began rigging to get the best simulation deformation tests. From that point on, part
collecting skeletal and muscular references. output possible.” of the team focused on refining the Ziva
They also studied up on present-day animals setup and animation, while others fine-
with similar anatomical structures, like the MUSCLES, SKIN, FAT AND FASCIA tuned the detailing of the model and
ostrich, which bears some resemblance to a After their physiological research for the worked on creating textures and shaders
dinosaur’s legs and feet. dino was complete, the Ghost team started for rendering.
Ghost VFX began their simulation create realistic muscle excitation. The skin TIP 1: QUALITY MODELS
testing using Ziva VFX 1.2, which meant solver would then need to be run on top of ”Build the model and Ziva setup to
they were required to simulate a fascia the deformation setup to create movement replicate actual anatomical movement
pass. Once they switched to Ziva VFX and jiggle with the help of the cloth solver. as accurately as possible. Setting
1.4 (released in June 2018), this step was “With Ziva, we can do all of that under time aside at the beginning to make a
omitted, allowing the fat zTissue node to the zTissue node,” says Shyam. “Ziva is quality model is really going to reduce
create internal pressure without the need designed to mimic real-world tissue physics, the number of fixes you might have to
for an individual fascia layer. “The fat pass which makes it easier for us to replicate make when transferring Ziva setups to
helps preserve and transfer volume through natural-looking muscle, fat and skin without multiple animation sets,” says Lasse
the creature much more easily than with our having to build multiple deformation setups Hansen, creature modeller.
previous method,” says Shyam. For research and correctives. With Ziva, you get a lot of
and development purposes, the team secondary animation for free which saves TIP 2: MUSCLE EXCITATIONS
iterated each individual pass approximately artists a huge amount of time.” “Start the muscle simulation with a
eight times. slight excitation on all the muscles,”
The entire learning and simulating phase A DINO IS BORN explains Madhav Shyam, creature TD.
for the muscle pass took three-and-a-half In spring 2018, two months after setting This makes it easier for the zTissue
weeks for the Ghost VFX team to complete. up their initial Ziva VFX licence, Ghost to simulate the muscles realistically.
Their artists were able to master the tool VFX completed their Dino R&D project. Make sure to build a setup to counter
within that time frame, and found the According to the team, the results of this the excitation on muscles like the
Line-of-Action Node, Mesh Analysis and experiment are their most notable and triceps, which are often contracted in
Check Intersections tools to be particularly remarkable character work sample thus far, their default pose.”
useful. They were also able to develop in- and the Allosaurus is a main feature in the
house tools, using Ziva Python Scripts, to opening scene of their 2018 studio reel. TIP 3: VOLUME VARIATION
support and transfer Ziva muscle setups “We’re extremely happy with the result,” “When simulating the fat geometry,
between multiple characters and iterations says Kogsbøll, “especially with the fat use significant volume variation
– a capability that proved particularly compression and sliding on the stomach, legs between the different parts of the
advantageous during R&D. and neck of the dinosaur. There’s even subtle body,” says Shyam. “This helped us
breathing animation coming through in the preserve volume in certain areas, like
THE ZIVA METHOD areas around the shoulder blade and chest.” where the thigh meets the stomach
Before Ziva VFX, says the Ghost team, Following the completion of their dino, and the tail. The combination of the
using traditional cloth solvers for a muscle/ Ghost VFX incorporated the Ziva method muscle and fat simulation will help
skin simulation required multiple setups across their entire character pipeline, you accomplish different simulation
and corrective blends to achieve realistic continuing to use the tool for a variety of full effects in different areas, like jiggle
skin sliding and muscle deformation; it also and partial simulation projects, including on the calf muscle and the sagging or
required muscle geometry to be rigged and the creation of anatomical limbs for wrinkling of the neck tissue.”
blends to be attached to that rig in order to Syfy’s Krypton television series.
ON SALE
NOW
EXCLUSIVE REPORT
eadquartered in the Seattle making something fun. With the reveal of with me and build a prototype, we pitched
H
metro, an area that is home to its first title due in early 2019, we spoke to V1 it around and landed a great publishing
some of the oldest and most Interactive’s founder and creative director relationship with Private Division, part of
famous game development Marcus Lehto about assembling a team, Take Two Interactive. After we landed the
studios in the world, V1 using technology like motion capture in publishing deal, the studio quickly took off
Interactive is relatively small by comparison. order to balance the scales, and getting back and grew rapidly.”
With a staff count of around 30, it’s a to his roots. Cutting-edge technology proved crucial
fraction of the size of some of its peers, and it “After developing games for over two to creating the studio, as Lehto explains: “As
will soon be stepping into a very competitive decades and helping build major franchises a small studio our efficiency as developers
field dominated by big budgets and long- like Myth, co-creating the Halo universe, is key, so finding tech that got the job done
running franchises. which is now over a 5 billion dollar industry, right was very important to us.”
But what V1 Interactive lacks in size, and kicking off Destiny, I decided that I “With only two animators and one tech
it makes up for in experience. Each team wanted to get back to the root of what makes artist for the animation team, we needed to
member was specifically recruited for their creating games so rewarding. A small team find ways to achieve large volumes of high-
job and comes with years, and in some cases of dedicated professionals, all of whom are quality animation that suits the animation
decades, of experience. Each step in the hands-on making something fun together,” direction of our project quickly,” says Lehto,
process has been finely honed using cutting- explains Lehto. explaining why they chose mocap over
edge technology in the hands of people “It all started with a core idea I had,” traditional animation methods. “There is
that know exactly how to use it, and at the he continues. “With the help of a few still a lot of hand-keying that goes into our
heart, the developers have a shared goal of dedicated students willing to take a leap animation, but utilising a mocap system like
V1 Interactive live and work by the The small team is comprised of industry More information
mantra:“if we’re not having fun, veterans such as Lehto and Mike Gutmann and can be found at
then we’re doing something wrong” promising upstarts like Joe Arroyo and Julia Li v1interactive.com
PRO THOUGHTS
raditionally, the best-quality hand controller. It’s easy to develop for, but a firm favourite at Immersive. For starters
T
VR experiences have been there are a few clumsy aspects; for example, it’s well designed, both to look at and wear.
limited to PC-driven tethered any apps that are side-loaded directly onto It’s comfortable, quite light, and it’s also
headsets such as the HTC the device are hidden away in the very un- easy to use: you just put it on and away you
VIVE or the Oculus Rift. But user-friendly ‘Unknown Sources’ section of go, without having to rely on external apps
now, standalone headsets are launching the device library. It’s also surprising, given or even the hand controller – there’s an
thick and fast. Let’s dive in and compare the the similar design to the Rift, that the Go option to control the headset through gaze
pros and cons of three of the main players. doesn’t have 6DOF capabilities. activation and a button on the headset.
The screen quality is great – crystal-clear
THE OCULUS GO THE VIVE FOCUS visuals with good colours, and the tracking
At around £200 all in, this headset is much The standalone version of the HTC VIVE is is impressively accurate. The only drawback
more affordable than others. The screen is striking, but it’s divided the team here. Some is the battery, which doesn’t last as long as
also good quality, it’s roomy and comfortable like it, some think it looks like some kind of you’d like. But other than that, this headset
to wear, and it doesn’t overheat in the same alien. It’s also not universally comfortable more than keeps up with the VIVE. Now we
way a phone-powered headset does, which and I wasn’t the only one who actually just need more content.
is a definite advantage. Battery life is good found it hard to get the screen to focus! But
too. The hand controller makes it easy to like all VR headsets, this will come down to THE VERDICT
point and click to operate once the headset personal comfort/preference. As it stands, all the headsets have similar
is set up – and all of these things mean it’s Once it’s on, the headset is well balanced capabilities and demonstrate the progress
great for consumer use at home. and it’s quick and easy to access great the VR industry is making in terms of
However, for something sold as content – the undeniable advantage of its creating standalone experiences that
standalone, it’s disappointing that you have VR brand heritage. The in-built speakers measure up to PC-powered ones. The
to download the Oculus app to your own are very good, and the controllers are simple Oculus Go is the cheapest and accordingly
smartphone to set up the headset. This to use. That said, I can’t find a way to use it offers more limited functionality, while
doesn’t help the user experience – and without the controller, which is irritating. both the VIVE and the Neo are more or less
neither does the fact that the headset is so Like all things VIVE, the visual quality is on a par in terms of high-quality visuals
completely excellent and the tracking accurate. It’s got and tracking. The VIVE has more readily
tied to a load of exciting content that’s immediately available content, but the Neo scores highest
the available and will please its fanbase. At over in terms of physical design and comfort.
£500, it’s pricier than the Go, but I can see it The headset you prefer will ultimately
having a strong future as a gaming console. come down to personal preference –
essentially which headset you’re happiest
THE PICO NEO to wear for any length of time. For the team
The Pico Neo was the first all-in-one at Immersive, the consensus is the Pico
headset to offer high-end 6DOF Neo. Let’s see what the next generation of
capabilities without any wires, and it’s standalone headsets bring.
HARDWARE REVIEW
4K MONITOR
GROUP TEST
t’s 2019, and it’s now safe high-end displays with 144Hz recommendations that all
FEATURES
4K resolution
(3,840 x 2,160)
2x Thunderbolt 3
ports
Adaptive Sync
support (via
DisplayPort /
Thunderbolt)
hen Asus launched similar and give you a very it a doddle to glide through cursor on a black background,
FEATURES
4K resolution
(3,840 x 2,160)
Inputs:
2 x DisplayPort,
1 x HDMI
BenQ SW271
PRICE £979 | DEVELOPER BenQ | WEBSITE benq.com
The wire remote sits in the base
and lets you flick through settings
without reaching for the screen
lthough BenQ may once out at the front so you won’t white points from 5000K to did we actually get the stated
FEATURES
DCI-4K resolution
EIZO ColorEdge CG319X
PRICE £3,999 | DEVELOPER EIZO | WEBSITE eizo.com
(4,096 x 2,160)
9ms response time IZO is perhaps the most 99% sRGB, 99% Adobe RGB brightness isn’t much higher
24-bit colour
lookup table (LUT)
E premium display brand in
the world, and its screens
are a common sight in top-end
and 98% DCI-P3 are as good
as it gets for display accuracy.
As with other EIZO 4K displays,
than competitors. But that said,
the subjective image quality
is dreamy, whether using the
video, photography and 3D the CG319X offers a slightly default REC.2020 colour space
Built-in hardware studios where it has earned a stretched 4,096 x 2,168 DCI-4K or the comparatively more
calibrator reputation for consistent high resolution, in line with video washed-out look of sRGB.
quality in image reproduction. standards. Unlike competitors, The only quibble is caused
Inputs: The ColorEdge CG319X is its EIZO has ignored the trend by the CG319X’s Digital
2 x DisplayPort, flagship product, a 31.1-inch, towards bezel-free, lightweight Uniformity Equalizer (DUE)
2 x HDMI 10-bit HDR 4K monster that hardware, with a good inch setting, which is buried in an
offers exceptional colour of plastic surrounding the administration menu. When
accuracy at an exceptionally screen and a decidedly chunky enabled, the brightness
high price. feel to the display that serves uniformity across the panel
The high price is justified by to remind that it’s a serious shows brightness variance
a select few features that round product. With a 9ms response well under 2%, which is about
off an incredibly solid display. time, gaming performance isn’t as good as it gets, but the
It has a 24-bit colour lookup even a remote consideration. contrast is then reduced to
table (LUT), which is on another A great deal of thought has 800:1 and the brightness drops
level compared with the 12-bit gone into every aspect of the a bit. It seems you can’t have
or 14-bit LUT in competing CG319X. Its built-in hardware both at the same time.
colour-accurate displays, calibration tool that pops down We were highly impressed
making it capable of unrivalled from the top of the bezel is by the CG319X, and its
visual accuracy. Or it is if you’re programmed to require a 30- technology is clearly a cut
willing to spend a bit of time minute warm-up period before above any standard IPS
tweaking the numerous colour kicking in for the best accuracy. screen, but it’s not obvious
settings that are neatly laid out Navigation through the menus that it’s really worth such
in the CG319X’s menu system. is straightforward. There large expenditure over other
are only a handful of clearly colour-accurate screens.
labelled colour presets, in both The Asus ProArt PA32 is just
HDR and non-HDR versions, one alternative that is just
with three more slots for stored as brilliant for 3D work, and
user configuration. although it too is not cheap, it
1500:1 (measured) contrast still costs significantly less than
is excellent, but the 350 cd/m2 the EIZO.
Expertly designed in
almost every way, as
you’d expect from a
premium display
VERDICT
T
1 x DisplayPort,
1 x Mini DisplayPort, 272P7VPTKEB is more of redundant these days. But accuracy result of 1.89 isn’t
1 x VGA a general-purpose PC with four digital connectors as especially good and the 269-nit
display than the other colour- well, you won’t go short when brightness is the lowest result.
accurate monitors we’ve picked connecting multiple devices. But we can forget all that.
in this lineups, which are Image quality is what These are just numbers from
specifically aimed at designers matters, and thanks to the a colorimeter test, and when
and creatives. And for that general advantages of IPS working with this screen, you
reason, it’s also considerably technology, the Phillips does do have to look hard to see
less expensive. not disappoint. We measured anywhere it really falls down.
It has a standard, almost full sRGB coverage and 78% Not everyone wants to
corporate design, although Adobe RGB coverage – not pay the high premium for the
the built-in pop-up spectacular results but nothing exceptional colour accuracy
webcam is a neat that would cause issues. that the other displays offer.
addition. Instead of As an example of a more If you don’t need that level of
the various colour spaces entry-level IPS 4K display, the accuracy, an affordable 4K IPS
provided on colour-accurate 272P7VPTKEB is still completely screen like the 272P7VPTKEB
screens, the list of preset suitable for all kinds of 3D work, will not hold you back, and
colour modes here are generic even though it doesn’t achieve it may make better sense to
names like ‘movie’. the great colour accuracy our plough the savings into a
Although the build quality is testing demonstrated with different workstation upgrade.
generally top notch, we found the other screens. Brightness
it amusing to see a VGA port at deviation across the panel is VERDICT
REVIEWS
4K monitor group test
FEATURES OVERALL
4K resolution
(3,840 x 2,160)
VERDICT
Colour-accurate displays are
5ms response time just one niche in today’s wider
monitor market, alongside
Built-in KVM switch other very specific display
types, such as ultra-wide
Inputs: and gaming panels. You
1 x DisplayPort, pay a real premium to get
1x Mini DisplayPort, the best possible colours,
2 x HDMI and although this is not
something everyone needs for
3D, it is certainly something
that should be considered
desirable. You’ll be able to
instantly see the difference
with a high-end display, and
The VP2785-4K it makes it easier to apply
presents a beautifully subtle adjustments to RGB
bright, crisp image levels or getting brightness
absolutely right.
The most high-end
screens, such as the EIZO
CG319X and Asus PA32UC,
cost as much as an entire
ViewSonic VP2785-4K
PRICE £959 | DEVELOPER ViewSonic | WEBSITE viewsonic.com
workstation and could be
justified as a long-term
investment in accurate colour.
Spend a bit less at
the mid-range price point
occupied by the BenQ SW271
and ViewSonic VP2785-4K,
iewSonic’s previous can not only switch the on- clear picture, the colours look and you get a smaller screen,
V efforts at colour-accurate
panels have sometimes
missed the mark in some areas
screen image from your laptop
to a desktop workstation but
also use the same peripherals
good and it generally ticks the
right boxes. The OSD is well
laid out and easy to navigate,
with image quality that isn’t
quite as vivid as the high-end
displays but still packed
compared with rivals, but to control it. and we got some good results with features. This is a good
the VP2785-4K is by far the Although the physical from our testing. compromise to get a display
company’s best monitor yet, design looks good, ViewSonic In particular we measured that won’t decimate your
offering full sRGB and (stated) has made some questionable superb screen uniformity, wallet but still gives you
99% Adobe RGB and 95% design decisions that detract well under 1%, and great a whole ton of features to
DCI-P3 coverage. The result from the VP2785-4K. Instead of accuracy, with a Delta E under adjust image quality.
is a great all-round image that the simple click-in procedure 1. Likewise, brightness of 374 Arguably, the real winner
absolutely ticks the boxes for attaching the stand to the nits and contrast of 750:1 of this group test is the
for 3D work at a relatively screen, as used on nearly every are excellent, although the general advantages of IPS
reasonable price point. other PC display, here you’ll Spyder 5 colorimeter tests technology, as demonstrated
Contrasting with some of need a Philips screwdriver. demonstrated the Adobe by the Phillips Brilliance
the larger 31-inch panels, the Power is delivered by an RGB coverage came in slightly 272P7VPTKEB.
VP2785-4K is a very lightweight external brick rather than under ViewSonic’s claims, with Given that general-
27-inch screen, almost bezel a standard kettle lead, and Adobe RGB coverage of 84%. purpose 4K IPS displays
free, with only a small lip at the possibly due to the thin and We’re a little ambivalent look absolutely great, even if
bottom that accommodates light build, the overall plastic about the VP2785-4K. While your budget can’t stretch to
touch-sensitive OSD controls construction just doesn’t feel it costs just a bit less than a high-end colour-accurate
and a power button. particularly solid, with a screen BenQ’s SW271, and beats it monitor, an upgrade from any
The built-in KVM switch is that wobbles fairly easily. in terms of brightness and older 720p or 1080p non-IPS
also a marvellous idea. USB Once you’re past the initial contrast, we preferred both the screen to 4K is an absolute
peripherals connected directly setup process, though, the image quality and build quality no-brainer, especially when
to the VP2785-4K can be used VP2785-4K delivers in most offered by the BenQ. they can now be had for
to control multiple devices areas. The image quality is around £399.
connected via USB-C, so you really good, with a bright and VERDICT
ISSUE 247 JUNE 2019 ISSUE 246 MAY 2019 ISSUE 245 APRIL 2019 ISSUE 244 MARCH 2019
THE VFX BEHIND DUMBO CONSTRUCT ARCHVIZ BUILDS ALITA BATTLE ANGEL HOW TO MAKE CEL-SHADED ART
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OHow to create realistic lighting for hits and the challenges the artists OZiva Dynamics talk their approach OLearn how to succeed in a career
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ORender a photorealistic bull based OGo behind the action-packed ODelve into the world of fractals and OTop film studios reveal their secrets
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