EDITOR’S WELCOME What’s hot this issue SAVE UP TO 47% EDITOR’S When you sign up to a print subscription – turn to page 32. WELCOME This issue, create a warrior! We have a great selection of insights and training this issue, from our giant Fusion tips piece and a tutorial on modelling to 3D print. We also have a fantastic tutorial from Victor Hugo, showing his process for creating his stunning cover image. We love it so much we are giving all of you a poster to celebrate! Rob Redman, Editor rob.redman@futurenet.com SPOTLIGHT ON OUR CONTRIBUTORS Pietro Chiovaro Pietro is an Italian 3D artist who creates 3D assets and environments, and is currently working on an open-source game. pietrochiovaro.artstation.com Vito LaManna Vito has a following on YouTube for his Fusion training, and rightly so! You will find his fantastic Fusion tips piece on page 42. bit.ly/con-fusion Oscar Juárez Oscar is an archviz specialist, creating in many apps. This issue he is back as part of our Q&A panel, which you can find on page 72. www.fibrha.com Dora R. Fitzgerald Dora received an MFA in Film from Columbia University and a Ph.D from the University of Texas San Antonio. She teaches visual language on page 26. www.uiw3d.com Tom Box Founder of Blue Zoo, Tom discusses the studio’s AnimDojo programme to help budding animators level up their skills, on page 86. www.blue-zoo.co.uk Mike Griggs Mike Griggs is a 3D and visual effects artist with vast experience across the industry. On page 68 he explains how to use Dome lights. www.creativebloke.com EMAIL rob.redman@futurenet.com WEBSITE 3dworld.creativebloq.com 3D WORLD May 2018 FACEBOOK www.facebook.com/3dworldmagazine 3 www.youtube.com/3dworld TWITTER @3DWorldMag CONTENTS ISSUE 233 MAY 2018 FREE Learn Squared course on environment painting in Photoshop. See page 96 SHOWCASE Discover the best new digital art from the CG community, starting on page 8 FEATURES Exclusive behind-the-scenes access to the latest CG technology, film VFX and video game art 18 ANIMAL LOGIC: DOWN THE RABBIT HOLE 26 A PRIMER OF FILM GRAMMAR: CAMERA MOVEMENT We chat to Animal Logic about Peter Rabbit’s adventures on the big screen, and the VFX work that it took to bring him and his furry family to life In the final instalment of our visual language series, we take a look at the impact that camera movement can have on a scene 3D WORLD May 2018 4 www.youtube.com/3dworld TUTORIALS Practical tips and tutorials from pro artists to improve your CG skills TUTORIALS 48 CREATE THE VERTEX TROPHY Discover how to make a 3D-printable awards trophy 66 BOOTCAMP: WORLD MACHINE Create bespoke landscapes with ease using this software 68 BASICS: DOME LIGHTS Achieve efficient, realistic lighting with a Dome light ARTIST Q&A 42 20 HOT TIPS FOR BMD FUSION 9 72 YOUR CG PROBLEMS SOLVED Get expert advice from Vito LaManna on how to boost your productivity and creativity with Fusion Pro artists solve your queries INSIGHT 84 THE LIFE AND TIMES OF AN ANIMATRIK STUNTMAN Nickolas Baric discusses the world of performance capture 86 BLUE ZOO’S ANIMDOJO We chat to the co-founders of the online animation gym REVIEWS 90 ADAPTABLE MALE FIGURE 34 CRAFT STYLISED CHARACTERS 56 19 TIPS FOR GREAT POSER ART We take a look at this anatomy kit from 3dtotal Victor Hugo teaches us how to create his stunning cover characters inspired by Celtic culture Learn how to master Poser with top tips from Mat Broomfield on modelling, lighting and materials 92 3DTOTAL BOOK REVIEWS Two handy guides are put under the spotlight INSIGHT News and views from around the international CG industry 94 WACOM CINTIQ PRO 32 How does the latest model in Wacom’s Cintiq family fare? REGULARS 32 SUBSCRIPTIONS Save up to 47% by signing up! 70 BACK ISSUES Complete your 3D World collection with our back issues 96 LEARN SQUARED COURSE Receive a free video course 80 AXISVFX: DON’T WORRY, BE HAPPY 98 FREE DOWNLOADS Learn from axisVFX about their work bringing comic character Happy into the CG realm, for Syfy’s series about an ex-cop-turned-hitman’s crazy imaginary unicorn friend Images and video from our tutorial section 3D WORLD May 2018 5 www.youtube.com/3dworld ISSUE 234 NEXT MONTH Discover how small teams can create blockbuster-quality VFX ON SALE 18 APRIL SUBSCRIBE TODAY: WWW.BIT.LY/3DWORLD-SUBS - CONTACT US 3D World magazine Future Publishing Ltd Richmond House, 33 Richmond Hill, Bournemouth, Dorset, BH2 6EZ +44 (0) 1202 586200 rob.redman@futurenet.com 3dworld.creativebloq.com www.facebook.com/3dworldmagazine @3DWorldMag All contents © 2018 Future Publishing Limited or published under licence. All rights reserved. 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The manufacturing paper mill holds full FSC (Forest Stewardship Council) certification and accreditation Future plc is a public company quoted on the London Stock Exchange (symbol: FUTR) www.futureplc.com Chief executive Zillah Byng-Thorne Chairman Richard Huntingford !ǝǣƺǔˡȇƏȇƬǣƏǼȒǔˡƬƺȸ Penny Ladkin-Brand Tel +44 (0)1225 442 244 3D WORLD May 2018 EDITORIAL EDITOR Rob Redman rob.redman@futurenet.com PRODUCTION EDITOR Rachel Terzian DESIGNER Ryan Wells SENIOR ART EDITOR Will Shum GROUP EDITOR-IN-CHIEF Amy Hennessey CONTRIBUTORS Maya Jermy, Mat Broomfield, Sammy Maine, Oscar Juarez, Simon Edwards, Mike Griggs, Vito LaManna, Victor Hugo, Andrew Thomas, Adam Watkins, Ant Ward, Ian Failes, Dora R. 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DISTRIBUTED BY Marketforce, 5 Churchill Place, Canary Wharf, London, E14 5HU www.marketforce.co.uk Tel: 0203 787 9060 SHOWCASE The best digital art from the CG community 3D WORLD May 2018 8 www.youtube.com/3dworld SHOWCASE CG art to inspire MODERN DUTCH INTERIOR ARTIST Martijn Bayens SOFTWARE Blender, Unreal Engine 4 Martijn Bayens, currently studying gaming architecture and design, created this interior scene in 20 hours using only Blender and UE4. “The way I created this scene is actually simple,” Martijn says, explaining that he modelled the outer walls first before heading onto the interior walls, placing the windows, creating the floors and ceiling, and finally adding the extra details. “When the modelling is done I start up Unreal Engine – I always use my lighting template. “What I like the most about creating this project is that when I imported it in Unreal Engine, it looked very bad and you always doubt yourself, but after I added materials and built the lighting it looked very good and that feels great.” sneye.artstation.com 3D WORLD May 2018 9 www.youtube.com/3dworld SHOWCASE CG art to inspire MAËLYS, THE STEAMPUNK EXPLORER ARTIST Leandro Sakami SOFTWARE ZBrush, Maya, Substance Painter, Photoshop, Arnold Leandro works as an illustrator in Sao Paulo, Brazil, and based this charming CG explorer on concept art by Jérémie Fleury (trefle-rouge.fr). “Each accessory helps to tell the history of that character,” explains Leandro, talking about what he enjoyed most when creating this image. 3D WORLD May 2018 10 “I try to make the process as natural as possible,” he continues. “I choose the sphere, and model without thinking of the details, just to get a good shape and silhouette. I believe this stage is the most important and the most fun.” www.artstation.com/sakami www.youtube.com/3dworld SHOWCASE CG art to inspire SPHYNX CAT ARTIST Paco Rocha SOFTWARE Maya, ZBrush, Mari, Photoshop, V-Ray “I am inspired by nature’s designs,” says 3D generalist and concept artist Paco, who has 10 years of experience in the 3D industry, including work on Cartoon Network’s The Amazing World of Gumball. “These animals are so surreal,” Paco says of the inspiration for this work. “The way they look, their bodies, the wrinkles on the face! When modelling, I try to get the feline and mischievous expression in the eyes. “I want to understand the secrets [of nature]. It can be plants, faces, animals or rocks… and I use 3D to replicate and go deep into the subject.” www.artstation.com/paco_rocha 3D WORLD May 2018 12 www.youtube.com/3dworld SHOWCASE CG art to inspire UNDER A BLUE SKY ARTIST Sebastien Hue SOFTWARE 3ds Max, Mental Ray, Photoshop For the creation of this project, professional freelance concept artist Sebastien used the ‘Megastructure’ kitbash from Vitaly Bulgarov, “so the modelling was already done. All the rest took me around half a day to play and arrange the right frame with the kit models,” he explains. “Then maybe one to two hours in rendering and two days of compositing. “What I enjoyed in creating the scene was playing with day lighting – no dark mood and mysterious haze (which I truly love doing) – but simply creating an afternoon blue-sky scene, well-balanced and interesting to look at. I’m always inspired by industrial or technological objects and environments.” www.artstation.com/sebastienhue 3D WORLD May 2018 14 www.youtube.com/3dworld SHOWCASE CG art to inspire 3D WORLD May 2018 15 www.youtube.com/3dworld SHOWCASE CG art to inspire GIRL ARTIST Yuditya Afandi SOFTWARE Blender, Photoshop Student Yuditya Afandi started getting into 3D when he was only 14, and was introduced to Blender through the YouTube channel Blender Guru. Describing the process for creating this image, based on concept art by Yungun Y (artstation.com/artwork/ zwPA4), Yuditya says, “It’s all hand modelling. For the organic stuff I sculpted it first using the Dynamic Topology feature in Blender. The best thing about this is I can just sculpt freely without worrying about the topology, and to me that is a very artistic approach to block out a model.” yudit1999.wordpress.com 3D WORLD May 2018 DOWN THE RABBIT HOLE 3D World finds out from Animal Logic what it took to bring this much-loved bunny to the big screen in CG 3D WORLD May 2018 18 www.youtube.com/3dworld PETER RABBIT DIRECTOR Will Gluck ABOUT Based on the classic children’s books, Peter Rabbit follows the story of a family of rebellious rabbits and their comical feud with a vegetable garden owner RELEASE DATE Out now ill Gluck’s Peter Rabbit, based on the characters created by Beatrix Potter, is the latest movie to go the way of the CG/live-action hybrid. But just what is involved in making a film where most of your characters need to be added later? How do you plan, how do you shoot with live-action actors, and where do you start with animation? 3D World asked Animal Logic how Peter Rabbit was put together, from planning the shoot, to filming with stand-ins, building a whole raft of adorable CG characters and then animating them. It’s a lot W more work than you might think, and Animal Logic’s animated feature pipeline – recently boosted from its growing work on recent Lego-related films – came in incredibly handy. PLANNING FOR PETER Peter Rabbit tells the story of a group of rabbits and other animals who think they have overcome the dreaded Mr. McGregor (Sam Neill), only to find a new member of the McGregor family (Domhnall Gleeson) has taken up residence instead, and has become interested in their animal-loving friend Bea (Rose Byrne). 3D WORLD May 2018 19 Incorporating this ensemble of human actors was one of the first big challenges faced by the filmmakers, since the actors would regularly be interacting with Peter (voiced by James Corden) and his furry friends. Interestingly, Gluck mostly eschewed any kind of previs Trickster Peter leads his rabbit relatives on another excursion to the vegetable garden “[RENDERBOY’S QUICK VISUAL FEEDBACK] WAS A GAMECHANGER FOR THIS PROJECT” Simon Pickard, animation supervisor, Animal Logic www.youtube.com/3dworld Above: Rose Byrne as Bea with her rabbit friends. A whole host of techniques were used for rabbit stand-ins Right: In Sydney’s Centennial Park, a vegetable garden set is readied for filming for planning out scenes. Instead, the film was heavily storyboarded and, once shot, the director had artists do storyboarded drawovers of the planned CG characters into his edit. That didn’t mean scenes were not planned out during shooting, especially where significant rabbit and human interaction was necessary. Here, Animal Logic visual effects supervisor Will Reichelt worked closely with the stunts team and the actors to choreograph the action, sometimes with bluescreened performers pushing around sticks or stand-ins on set in Sydney, Australia and for some filming in the UK. One scene even includes a whole lot “IF DOMHNALL’S THROWING PETER, YOU REALLY WANT TO FEEL LIKE HIS HAND IS FULLY PRESSING INTO HIM” Will Reichelt, visual effects supervisor, Animal Logic of fisticuffs between Peter and Gleeson’s Thomas McGregor. “Domhnall was very much up for anything physical and threw himself right into it,” says Reichelt. “It really makes the sequence because you can see the effort and exertion. It really makes you feel like Peter’s kicks and punches are actually landing, and that’s even without having a guy in a blue suit shoving a stick in his face.” SHOOTING FOR REAL That brings us to the next big challenge: making sure the CG characters could be lit and integrated realistically into the live action scenes. That involved a significant level of skill from the visual effects team, but they were aided by the use of a proprietary on-set HDRI system for obtaining high-quality and largely automated image-based lighting data. The system used Indiecam’s nakedEYE VR camera. “The camera is designed to shoot 4K video, but we got them to reprogram it, to shoot HDRs,” explains Reichelt. “The idea was to try to come up with a system that 3D WORLD May 2018 20 www.youtube.com/3dworld was going to be less of a footprint, both physically and time-wise on set, but still give us what we needed. You would plonk it down, step away, and hit a button on an iPad and it would just capture all of the exposures that you need in basically 15 seconds as opposed to someone running in with a DSLR. “We were also able to set the height super low to the ground – about six inches off the ground – which meant we were able to capture something that was more accurate to where it needed to be in order to light the rabbits correctly,” adds Reichelt. “We could get it into little, tiny crevasses, like in the garden and wherever it needed to be, and not have to worry that we had some whopping great tripod with a DSLR on it.” MAKING RABBITS After the shoot, Animal Logic embarked on the weighty task of animating the rabbits, as well as several other animals including a fox, pig, hedgehog and even a rooster (which just happens to be voiced by Reichelt). A major effort became ‘finding’ the characters, STUFFIES, STAND-INS AND STICKS TO FILM SCENES WHERE CG CHARACTERS WOULD BE ADDED LATER, PETER RABBIT’S FILMMAKERS EMPLOYED VARIOUS KINDS OF STUFFIES AND STAND-INS HERO STUFFIE “This was a beautiful furred stuffie that cost a lot and was designed to be an accurate lighting reference,” outlines Will Reichelt. “It was actually furred with real rabbit fur that the props department sourced as a cured pelt that they then covered over the model. We would wheel that out for every setup to shoot HDRIs and other reference.” DIRECT INTERACTION When the actors needed to hold a rabbit, or be pushed and pulled by one, there were other options. One stuffie was more sandbag in nature and was covered in a bluescreened material. Another method was to have a bluescreen performer on set who would literally poke and prod at the actors with hands or sticks. KEBABS A series of rabbit outlines attached to sticks were utilised for camera framing. “We had what we called the kebabs,” says Reichelt, “A couple of sticks had foam core spheres stuck on them, and then wrapped around each sphere was a different sample of either fur or fabric, designed to represent the different types of fur across the different species we were featuring, as well as the clothes they were wearing.” 3D WORLD May 2018 21 www.youtube.com/3dworld FEATURE Down the rabbit hole 3 It was a challenge to ensure the CG characters were lit correctly and could be integrated realistically into the real world especially since they were animals with human traits. Artists had to work out whether the animals would remain quadrupeds or bipedal and how much range of emotion to give them. “Very early on we played with the idea of doing runs and walks as bipeds,” notes Animal Logic animation supervisor Simon Pickard. “And on the live action plates it just looked wrong, so in the film they very rarely walk or run on two legs. Whenever they need to get from A to B, we drop them into quads, and they become more realistic and more like real animals. Then they come back up, and start acting again. “We also started doing tests with very restrained facial animation,” continues Pickard. “Then, as the film opened up, we realised that we were probably going to have to push away from that a little bit more, and try and find this blend. James Corden, especially, has got so much energy and zest in his voice that the restrained kind of facial acting didn’t quite marry with his voice, so we started pushing a little bit 3D WORLD May 2018 22 www.youtube.com/3dworld more on the facial side. And it was finding that balance.” Animators studied hundreds of hours of rabbit reference, picking through footage to find little nuances, ear flicks and ticks that were layered into the animation. “Some things were actually too much, though,” says Pickard, “Like nose twitches, for example. If you look at a rabbit, it never stops twitching its nose. What we found was, when we started animating a performance like that, it just got distracting, and quite annoying. You were constantly looking at FEATURE Down the rabbit hole 1 2 THE TECH BEHIND THE BUNNY BUILT UP FROM MORE THAN 25 YEARS IN VFX AND ANIMATION, ANIMAL LOGIC’S BESPOKE TOOLSET WAS ESSENTIAL IN REALISING KEY ATTRIBUTES OF PETER RABBIT’S CG ANIMALS 1. FUR Peter’s fur was handled with Animal Logic’s Alfro tool, a grooming application that had been developed over several productions including Legend of the Guardians: The Owls of Ga’Hoole and Walking with Dinosaurs 3D. The tool is built inside the studio’s proprietary procedural animation and simulation engine known as ALF, where a feather creation pipeline, Quill, also resides. 2. CLOTHING Each rabbit wears a distinctively coloured jacket, and many other animals also sport clothing in the film. For this, Animal Logic relied on its Weave toolset. It works by overlapping curves and displacement shaders to represent a particular piece of clothing. Artists follow the shape of a sewing pattern during modelling that is effectively ‘stitched’ together to form the final article. 3D WORLD May 2018 23 3. RENDERING First developed at Animal Logic to render a couple of scenes in The Lego Movie, the studio’s proprietary path trace renderer Glimpse was significantly updated for subsequent Lego movies and other visual effects films. For Peter Rabbit, in particular, it was adapted to meet Alfro fur and hair needs and to accommodate scenes where scores of CG characters would appear altogether. www.youtube.com/3dworld FEATURE Down the rabbit hole challenge for Animal Logic. In recent times, starting with The Lego Movie, the studio has built and maintained its own inhouse path trace renderer called Glimpse. That work continued on Peter Rabbit, with Glimpse upgraded to enable physically plausible rendering of hair and fur via Animal Logic’s proprietary grooming tool known as Alfro. “Not only did we use it to create fur for the characters, but we also used it to create big swatches of CG grass as well,” details Reichelt. “There is a lot of digital grass in the film because we needed it to integrate the characters into the ground, for a start. There were also large swatches of the set that had been trampled too much and that had gone to a muddy sort of bog, which didn’t quite look like the beautiful, lush Lake District it was supposed to.” BRINGING IT ALTOGETHER Both Reichelt and Pickard nominate that fight scene between Peter and Thomas McGregor as the toughest of the film, but also the most pointed in showcasing the collaboration between all departments – from on-set shooting to animation and right through to the final rendering and compositing. Each shot in the scene was often filmed two to three times, once with ‘stuffies’ as stand-ins for Peter, then sometimes with a person off-camera prodding Gleeson with a stick to deform his skin or clothing as if Peter was pushing against him, and again with no stand-ins for a ‘clean plate’. “I was in the director’s tent so I could actually see what the shot would look like,” says Pickard. “It would be like, ‘Is that good? Did we get it?’ Sometimes you’d have to say no, and it was 50 people having to reset the shot for an invisible rabbit they couldn’t see at that point.” “It’s a massive amount of work even just to rotomate the humans, because you need to know what they’re doing in 3D space before you can even animate to it, and you have to get detailed right down to the finger joints,” adds Reichelt. “Those shots are absolutely brutal. If Domhnall’s throwing Peter up against a wall, you really want to feel like his hand is fully pressing into him and the fur is coming up around the fingers. It was a complicated back and forth from everybody, but I’m really happy with the way it turned out.” Top left: The Peter Rabbit model inside of Maya. Animal Logic shifted over from Softimage XSI to Maya on Peter Rabbit, the first time that they had solely used the software on one show Top right: Director Will Gluck (left) on the set with Domhnall Gleeson, who plays Thomas McGregor Bottom left: A scene inside the vegetable garden has Benjamin and Peter (James Corden) almost caught. One of the interesting references that Animal Logic looked to for Peter was Ferris Bueller Bottom right: Animal Logic occasionally had to deal with wet fur and clothing for their CG rabbits All images courtesy of Sony Pictures and © 2018 CTMG, Inc. All Rights Reserved. this nose twitching away, rather than getting into the subtleties of the facial animation.” Peter Rabbit was Animal Logic’s first project moving over from a Softimage XSI pipeline to Autodesk Maya. The animation team also took advantage of improvements made to the studio’s ‘Renderboy’ tool, which automates renders designed for reviews. Since many of the CG characters would be furred creatures, animators in the past have found it difficult to animate them and see the final results – “expressions can get lost by the time you render,” comments Pickard. But Renderboy provided the animators with quick visual feedback by showing the characters with fur, cloth, motion blur and image-based lighting, during the animation process without having to wait for a final render. “It was a game-changer for this project,” says Pickard. “The only issue was that they were so good it confused people at times, as they thought they were looking at a final-quality render.” The final look of fur for the CG characters, along with dynamic clothing made with a tool called Weave, remained a significant 3D WORLD May 2018 24 www.youtube.com/3dworld TAKE THREE : CAM ERA M OVEM ENT FILM G RAMM AR SE RIES 3D WO RLD Pixar’s Up, featuring a dynamic set of characters and a moving set in the form of a floating house. The perfect combination to display camera movement FEATURE A primer of film grammar: camera movement A PRIMER OF FILM GRAMMAR TAKE THREE: CAMERA MOVEMENT In the final instalment of our film grammar series, Dora Fitzgerald explores the impact of camera movement AUTHOR I Dora R. Fitzgerald Dora R. Fitzgerald received an MFA in Film from Columbia University and a Ph.D. from the University of Texas San Antonio. Her academic interests include film spectatorship and grammar, and race and representation in cinema. www.uiw3d.com n this third and final instalment of our visual language series, we will examine the function of camera movement. As much as anything you can do as a director, the movement of your camera through virtual space is your chance to covertly narrate your story. Because your camera movement speaks through space, and the audience is sometimes unaware of it, it is one of the most powerful cinematic devices you have at your disposal. Camera movement is one of the great narrative strategies available to filmmakers – whether animators or live-action directors. To be successful you must turn your attention to how camera movement speaks to its potential audience. As much as dialogue, voice-over or editing, camera movement can work to tell your story in compelling and deeply psychological visual metaphors. If the basic shot is how you pour your ideas or drama into the consciousness of your viewer, then camera movement is the locomotive that powers their experience. Paired with considered editing, and the knowledge that animation is not bound by the laws What does camera movement do? Remember that camera movement can approximate the moving gaze of a human eye. What does your camera movement express? How is the gaze of your camera assessing what lies before it? MISE-EN-SCENE AND THE LONG TAKE “CAMERA MOVEMENT CAN WORK TO TELL YOUR STORY IN COMPELLING AND PSYCHOLOGICAL VISUAL METAPHORS” 3D WORLD May 2018 27 of physics, there is almost nothing you cannot achieve. We will examine camera movement from sequences in Pixar’s Up. In this drama a lost old man grieves the passing of his wife, hunkering down in his home – the epitome of a grumpy old senior. That is until a sweet boy scout invades his life and together they embark on a fantastical journey, in a house that flies, courtesy of helium-filled balloons. They will travel far and have great adventures, but the real journey they take is the one that will open the old man’s heart again. In the first article of this series, we defined mise-en-scene as everything that is photographed in front of the camera as well as the actions of the filmic apparatus. www.youtube.com/3dworld FEATURE A primer of film grammar: camera movement When a director chooses to hold the duration of a shot, it is called the long take. The most elegant long takes are ones that travel gracefully over the scene, usually divulging visual information. Many times, a long take will take place at the beginning of a film and can serve as a type of establishment shot. Take a look at the beautiful long take at the beginning of Joe Wright’s Pride and Prejudice. Once Keira Knightley’s character crosses the bedsheets on the clothesline, the camera first follows her, then goes solo to enter the house to give us a brief but telling introduction to her sisters, before again teaming up with Keira outside the house to introduce her squabbling parents at the other end of the house. All without a cut. This same scenario is employed at the beginning of Tran Anh Hung’s The Scent of Green Papaya. At the other end of the spectrum is the fast-paced long take in Alfonso Cuarón’s Children of Men, in which Julianne Moore’s character is killed inside of a moving car. This scene is a marvel of fast-paced action without a detectable cut. In fact the action and camera work move so fast, it feels as though plenty of cutting has taken place. Take a look, it is on YouTube. This is what the long take can do at its best. In live action the long take must be painstakingly choreographed. In animation, it is simpler to construct but must still be planned out as to the effect you want to produce. Make no mistake, editing is a mainstay of cinema with its ability to change the rhythm of your work. But camera movement has a big place at the table also. It can move up, down or over an object, person or landscape. It can push The magical swish pan A swish pan can exhibit more action than a cut. Don’t neglect this dramatic camera technique and remember that the end of the swish does not have to remain in the same space or time as the originating shot. Fig 1.1: A camera tilt moves up and down and is often used to slowly reveal structures with great height, making that height more dramatic as the camera arcs upward. Image by Matt Tovar Fig 1.2: A camera pan works from side to side. It can travel across a room or a wide vista, slowly revealing the attributes of that location. Image by Matt Tovar 3D WORLD May 2018 28 www.youtube.com/3dworld or zoom, in or out, fast or slow, as the narrative demands. It lends the subjectivity of a human eye, the glance or gaze of your character or audience in a way no cut can. A beautifully rendered camera move at just the right moment can seduce your audience and leave them breathless. TILT AND PAN In addition to zooming or pushing your camera/lens in or out, you can obviously move up and down to tilt [Fig 1.1], or left to right in a pan [Fig 1.2]. Pans and tilts are shots that originate from a fixed position, usually approximating the movement of a human head in whatever direction. The tilt can be an exciting shot, since many times it can take the measure of a tall structure. Such is the case with the waterfall shot in Up. When Carl and his young accomplice Russell reach FEATURE A primer of film grammar: camera movement Paradise Falls, it is appropriate that we receive a lingering shot of the falls. This is supplied by a moving tilt that begins at the top of the falls [Fig 1.3] and ends at the bottom [Fig 1.4] where we are rewarded with a hint of a rainbow. Although his wife Ellie is no longer with him, Carl takes in the beauty of the falls for both of them. He speaks to the deceased Ellie at this point, letting her know that they’ve done it – they’re realised a life-long goal and Carl will savour it for both of them. Fig 1.3: Just like the tilt of a tall building, this tilt follows the direction of the water and slowly discloses the magnificence of Paradise Falls… “THE TILT IS AN EXCITING SHOT, AS IT CAN TAKE THE MEASURE OF A TALL STRUCTURE” THE MESMERISING SWISH PAN Later in the drama the importance of the swish pan is in evidence. A swish pan is simply a shot that has fast camera movement between two static shots. The result is a shot, then a blurred shot, then a shot. When Kevin the bird (who is actually a she) is being chased by the angry dogs through the jungle, Kevin reaches an impasse. The jungle appears to end and she is trapped by a wall of stone [Fig 1.5]. She looks up, but the height of the rocks is too high to scale. She looks over in a swish pan [Fig 1.6] to find only more insurmountable stone. Finally her gaze swishes again quickly to the left [Fig 1.7] to find an opening in the forest, and that is where she rushes to save herself. In this case the swish pan device is well used. It ramps up the dramatic tension enfolding the audience in the rush to escape the clutches of the dogs. The rush of the camera movement mimics the urgency of the bird to find an escape. The rhythm and timing of the sequence are enhanced by the choice to select camera movement rather that cutting. By its very nature this technique is used when the director tries to approximate a fast turn of the Fig 1.4: …until it reaches the bottom and we are rewarded with a misty rainbow Fig 1.5: We are looking through the bird’s eyes as she runs from a pack of dogs. She is headed towards a dead end… Fig 1.6: …she looks up then to the right in a swish pan, which discloses only more rock from which she cannot escape… Fig 1.7: …but a quick swish to the left reveals an opening, and the bird regains a fighting chance to escape. The swish pan has increased the tension here in a way that cutting could not 3D WORLD May 2018 29 www.youtube.com/3dworld FEATURE A primer of film grammar: camera movement Fig 1.8: In another example of a swish pan, our location is a darkened room. Any number of scenarios could play out here… Fig 1.9: …for any reason the eye of the camera (and usually the eye of the character) is swished or whipped around resulting in a visual blur… Fig 1.10: …to land on the other side of the room. A multitude of scenarios could work with the action of the swish pan in this room. Swish pans can also take us to other spaces outside the original set. Image by Matt Tovar head. The goal is always to reveal something more, something in the space that the looker has to assess quickly. Something has turned the eyes of the observer. Another example of this: in a darkened room [Fig 1.8] something has called attention to another side of the room. The gaze of the camera moves swiftly in a swish pan with eyes open [Fig 1.9] to land in another corner of the room [Fig 1.10]. What are the many varied reasons for this? Perhaps a sound called from the other side of the room, the sensation of another presence in the room, or perhaps wind is coming in from the outside chilling the room. There are myriad reasons for which a swish pan can be justified. The audience effect is always worth the effort. The swish pan can also serve as a magical device. Instead of cutting, a swish can be used not only to take us to another side of a room – it can instead move the audience to another time or place. The blur of the swish acts as a supernatural force to take us anywhere. A nice technique to have in your back pocket. THE DRAMATIC IMPORT OF SLOW AND FAST CAMERA MOVEMENT Rhythm and tempo take centre stage when we observe how the velocity of camera movement punctuates a narrative. The two examples mentioned earlier in Pride and Prejudice and Children of Men produce two completely different effects, exhorting us to be mindful of the speed of the camera. Witness in Up a fairly emotional scene in which Carl begins to have true affection for Russell. The camera movement is kept deliberately slow. In fact, the push in of the camera is painstakingly slow beginning with a full shot of both characters [Fig 1.11]. As their conversation takes an intimate turn, Carl realises that Russell’s father is too busy to make time for his son while the camera moves in for a closer shot [Fig 1.12]. The camera movement is so delicate here that you almost do not notice its movement. It has crept in so covertly and after a cut, we see an extreme close-up of Carl’s face as he listens to Russell [Fig 1.13]. CAMERA STABILITY: TRIPOD, DOLLY AND HANDHELD In animation a camera is not mounted on an actual dolly or “A BEAUTIFULLY RENDERED CAMERA MOVE AT JUST THE RIGHT MOMENT CAN SEDUCE YOUR AUDIENCE AND LEAVE THEM BREATHLESS” 3D WORLD May 2018 30 www.youtube.com/3dworld FEATURE A primer of film grammar: camera movement tripod obviously, but the effect that is created mimics these mainstays of cinema apparatus. The same is true of shots that are produced in animation that appear to be handheld shots. This is one area where animation utilises the visual techniques of traditional live-action cinematography. Why? Because they produce effects that are apropos to the narrative. Want a shot that is smooth and unobtrusive? Use a dolly or tracking shot and your result will be a smooth and detection-less ride through the space. A shot conducted with a tripod will result in the same outcome, except that a tripod is held in one space and cannot move as a dolly shot can. “HERE THE DIRECTORS HAVE CRAFTED THE SCENE WITH MORE TENSION BY ADDING UNSTEADY CAMERA MOVEMENT” But what if your desire is to have your camera make a statement – perhaps express the nervousness of a character, or to simulate a bumpy chase scene? This is the desired goal in the following sequence from Up. In one of the later chase scenes our party of four is running for their lives through a rocky canyon landscape. As we hear a soundtrack composed of music and shattering rocks, we feel the characters’ jarring escape which is echoed by camera movement that is not quite steady [Figs 1.14 & 1.15]. Here the directors have rightly crafted the scene with more tension and uncertainty by adding unsteady camera movement, very much like handheld if filming live action. The camera echoes the bumpy ride through the topology of the canyon, but especially echoes the shaky and uncertain outcome of the characters in this sequence. s Fig 1.11: Carl and Russell share a heartfelt conversation about Russell’s dad. They are filmed in a full shot… Fig 1.12: …which slowly, almost imperceptibly, pushes in to a medium shot revealing Russell’s pain and Carl’s dawning empathy for the child Fig 1.13: We move in quite close with an extreme CU of Carl intently listening to Russell’s story. The camera has done its job to expose Carl’s change of heart regarding the boy Fig 1.14: In a later chase sequence Russell is forced to navigate a rocky terrain to escape the villainous pack of dogs Fig 1.15: The gang traverse the bumpy environment, filmed by a bumpy, unsteady camera 3D WORLD May 2018 31 www.youtube.com/3dworld IN EVERY ISSUE… UNRIVALLED ACCESS From Pixar to ILM and Blizzard pros, the best artists write for 3D World IN-DEPTH TUTORIALS Discover the latest trends and software in easy-to-follow tutorials FREE RESOURCES Get videos, models, textures and project files with every issue to develop your CG skills PRINT DIGITAL PRINT & DIGITAL SAVE UP TO LUE B E S T VA 47% Based on a quarterly subscription UK EUROPE US REST OF WORLD £16.00 €28.00 $37.00 $39.00 £11.25 €15.00 $15.00 $15.00 £19.00 €35.00 $44.00 $47.00 SUBSCRIBE TODAY www.myfavouritemagazines.co.uk/3DWsubs Call: 0344 8482852 Overseas call: +44 344 848 2852 Terms and conditions: Prices and savings are compared to buying full priced issues. 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For full terms and conditions please visit: bit.ly/magtandc Offer ends 18 April 2018. 3D WORLD May 2018 32 www.youtube.com/3dworld GET A SUB FROM ONLY £11.25 SUBSCRIBE TO TUTORIALS Practical tips and tutorials from pro artists to improve your CG skills 3DS MAX | CORONA | ZBRUSH | SUBSTANCE PAINTER CRAFT STYLISED CHARACTERS Victor Hugo gives us an insight into his process for developing an original character, with a stepby-step guide from concept to post-production I ’ve been playing Horizon: Zero Dawn and it caught my attention how Aloy is such a great and strong character, just like another character I love, Lagertha ( Vikings). Having those two strong women in mind I decided to give it a shot and try to create my own strong female warrior! My initial idea was to create a Frank Frazetta tribute but with the characters swapped (strong woman with a guy holding her legs), but after some research development I thought it would be cooler to do something Celtic-related. Celtic women had way more freedom of activity and protection under law than other cultures, so a Celtic female warrior would be something fun to create and would have a lot of historical background to support my character. In this tutorial I’ll cover my approach and talk about things like knowing your foundations, expanding your mindset and working in a non-destructive way (especially for look development). I’ll also be doing the shading and rendering using Corona Renderer 1.7, which has some cool new features like hair and dedicated skin shaders. DOWNLOAD YOUR RESOURCES For all the assets you need go to www.bit.ly/vault-233-barbarian 3D WORLD May 2018 34 AUTHOR Victor Hugo Victor has worked for more than a decade as a 3D artist, and has worked for many companies around the world, including Walt Disney Animation Studios, Marvel Entertainment and Blur Studios among many others. www.vitorugo.com www.youtube.com/3dworld TUTORIALS Craft stylised characters READY FOR BATTLE I had a lot of fun creating this strong female character based on such an amazing culture like the Celtics TUTORIALS Craft stylised characters YOUR CHARACTER AND WHERE IT BELONGS 01FIND First and foremost, if you want to create a good character you need to place it somewhere. Where’s it from? Where is it going? What do they do? It’s easier to develop your character if you have a solid base. More important than details, having the overall is essential to build up a character and gather references. So with that in mind I knew that my character would be a strong woman (like a weightlifter or a CrossFit athlete), Celtic (so she lives in cold places and uses Celtic weapons, like an axe) and was definitely someone confident and empowered. I also thought it would be fun if she had an assistant, like a young shield bearer. It’s fun to imagine how they could interact on their adventures. Work from big to small First deal with the overall! Intricate details won’t matter if the initial look doesn’t sell. Remember, work from big to small. 02 FROM BIG TO SMALL When I start to create an illustration, a character or even a prop, I like to start by blocking all the major information, and from that I work on passes to add details. This mindset works on every development aspect. In ZBrush, you don’t want to start adding all those details if you don’t even have a proper base, right? So my first step was to find the characters and decide on a proper composition. For the characters I used some base meshes from older models as a 03 starting point and played with the proportions in ZBrush. After that I exported back to 3ds Max and roughly posed them in order to find a good composition. The goal here isn’t to have the ‘final look’, but to have a solid starting point. 03 MODELLING FRAZETTE Yes, I called her Frazette because of my discarded idea. I kind of liked the name! So, with a good starting point (composition and characters roughly blocked), it’s finally time to work on elements individually. Since Frazette is the main element of my illustration, I decided that everything else would be done based on her. I started on Frazette in the same way as the overall aspect (from big to small). I started with gathering references (and reading about them), and then I blocked out her armour and weapon. Since my goal was to create a strong female with a more grounded design, I tried to understand how certain elements work, for example: chest plates. I learned that chest plates usually have an angular design because the main goal is to deflect a blade hit. So, learning that kind of information helped me a lot when 02 3D WORLD May 2018 36 www.youtube.com/3dworld it came to blocking all the armour pieces in 3ds Max. This part of the process is pretty straightforward polygon modelling. Usually I start from a plane (arm and leg plates, shoes, belts) or extract the polygons from the body as a starting point (chest plate, shirt, waistband). After everything is blocked and I’m happy with the overall design, I do another pass and add secondary information (buckles, boot design, bracelet, armband and so on). 04 UVS When it comes to creating UVs, what I do to speed up the process is to create the seams in 3ds Max (sometimes I also use UVLayout), export to ZBrush using GoZ and then use ZBrush’s UV Master. It’s a quick and really effective pipeline. After that I organise the UVs into UDIM groups, separating them by similar materials (with a group for rubber/leather, another for metals, another one for fabric and so on). 05 THE ARMOUR In ZBrush I used the Flatten brush to break the clean shape of the armour and the Slash3 and Clay TUTORIALS Craft stylised characters 05 brushes to add some damage to it, but I knew that creating the armour design in ZBrush definitely wouldn’t be the best solution. Since I was creating the design at the same time, my solution was to sketch the design in ZBrush using a polypaint brush, export the sketch as a texture, and from that create a vector and apply some layer effects in Photoshop to transform it on a displacement map. By working that way I would have a non-destructible art that could be easily replicated and adjusted. At one point I wanted to move the chest plate design a few centimetres up, and it would be really painful to move or scale things if I had just modelled them straight in ZBrush. After finishing all the details and the design, it’s time to create textures! My main texture tool is Substance Painter. I really like how you can do things procedurally or non-destructive in it. I usually start working from zero. As much as presets are great time savers, it tends to look too generic since it’s a multi-purpose material, so I like to build up my materials from scratch in Substance Painter. When you are creating your material try to always have a Non-destructive There’s always going to be changes during your project, so keep it nondestructive as much as you can. A little more work might end up being a life saver at some point. reference and make sure you understand your material. The armour, for example, is a multilayered shader, since we have the base metal, damages (edge wear, surface scratches) and aging features (leaking marks, stains, dust). When I’m satisfied with the actual look of it, I export the maps using the Corona Preset, which exports all of the necessary maps ready to use in Corona. Well, sort of. Remember when I said ‘multilayered’? I always avoid using textures straight from Substance Painter. What I do is extract the textures without the dust layer, extract the dust mask from Substance Painter as a texture and use it as a CoronaLayeredMtl alpha. I think it looks more natural to have dust acting as it would in reality (a material layered over other material). Software like Substance Painter came to make our life easier, not lazier. Another thing that I do is fine-tune my shaders using the CoronaOutput map. It’s a really powerful tool if you need to finetune your maps, especially if you use it with Corona’s Interactive Render. It’s almost real-time tuning, depending on your PC specs! 3D WORLD May 2018 37 www.youtube.com/3dworld 06 THE SKIN For the skin I use pretty much the same process that I described for the armour. Keep it non-destructive and you’re safe to tweak it as much as you like it. Sometimes we note something later down the road and we feel like, ‘oh man, I’m going have to redo a lot to fix this… nah, I’ll leave it like that, it’s a small thing’, but imagine if you did that five, ten times? The small thing becomes a big thing and you sacrificed your work because fixing something would mean doing it all over again. So always try to keep things non-destructive. Try to look at references so you can see colour zones, like reddish tone for the cheeks, nose and finger tips, yellow on the forehead and collarbone, blueish for the eye bags area and so on. You can also add a tileable skin texture to blend all the colours and a procedural texture from Substance to add an extra variation on the skin tones. I like to say that I am an SSS enthusiast. When I heard that Corona had a new skin material, I definitely needed to check it out! It turns out that it feels like a volumetric scattering shader, but it is still optimised to be artist- TUTORIALS Craft stylised characters friendly and with good render times. It’s a really straightforward shader with two specular channels and three subsurface scattering layers. All I had to do was plug my Diffuse texture in the overall Color, my Glossiness texture in the Glossiness slot and tweak the SSS colour and radius. It doesn’t take much to get a good-looking SSS for your character skin! Frazette has some dirt on her face and fingernails, so I employed the same technique that I used on the armour: export the clean shader, export the dirt alpha and apply it as a CoronaLayeredMtl alpha for the dirt texture and her body paint. Research Understand what you’re creating. It’s easier to build things if you know how they’re made, especially when it comes to look development. 06a 06b 07 CLOTHING Frazette has two types of clothing: the leather and the torn cloth on her hip. Since her trousers and top are made of a tight cloth, I was able to sculpt the folds in ZBrush. For the torn cloth piece I used 3ds Max Cloth Simulation with some wind in order to give it a more natural look. The edges are an opacity texture and I also added some micro fur using Ornatrix, the best 3ds Max grooming solution in my opinion. Since her cloth has a lot of leather, I tried to add some colour and glossiness variation between the pieces. Also, for the trouser stitching I used ZBrush to make the seams and Substance Painter to paint the stitches. For the stitches I usually create a new fill layer and use a stitch brush on the mask, so I can fine-tune the stitch colour after. All the design details were done in Photoshop and then applied in Substance Painter using the Projection tool. 08 HAIR GROOMING I first considered making an undercut hairstyle, but when I was searching for references I found some pretty awesome mohawks, which I thought would be a better way to add a fierce and strong personality to my character. When grooming I first try to break the hair in parts (shaved part, mohawk and transition area) and work each part as a different object. It’s easier to manage that way. When creating the hair using Ornatrix, I start by moulding an overall shape CLEAN DIRTY 07 using Ox Edit Guides, define some big clumps using Strand Groups and the Ox Strand Clustering modifier, medium clumps using Ox Hair Clustering and smaller groups with another Ox Hair Clustering. I usually add some frizz, length variation and multiply some strands to create even more variation. The hair shader is pretty straightforward. It’s CoronaHairMtl with three different variations: rootto-top colour variation (Gradient Ramp map using WU as coordinate); clumps colour variation (mix your base colour with a brighter gradient map, with a noise texture as mask); and strand colour variation (random melanin parameter on hair shader). IMPORTANCE OF THE EYES 09 THE I read once in a tutorial made by a great artist called Jose Alves da Silva that you should spend some good time working on your character’s eyes, because “it’s all in the eyes.” You can convey how someone’s feeling by the look in their eyes, so never underestimate the importance of your character’s 3D WORLD May 2018 38 www.youtube.com/3dworld eyes. What I always do is make sure that the iris has specular on the lower part, some nice reflections on the cornea (especially on darker areas like the upper part of the iris and pupil) and tint the pupil instead of using pitch black. For the inner geometry I used two materials: for the sclera I use CoronaSkinMtl for some quick SSS, and CoronaMtl for the iris. For the outer part it’s simply a CoronaMtl with refraction and reflection (like a glass) with very little glossiness on the reflection (so it won’t look 100 per cent like glass and also adds a specular highlight). 10 POSE THE MODEL Sometimes our first idea isn’t the best one, so we need to keep experimenting and trying new things. I do this with every step of the process, including posing. I know a thing or two about rigging, but it’s time consuming and I don’t really enjoy it. My main solution is to use an autorig tool called LH AutoRig. It’s a pretty good rig, especially if you’re working with still images. For skinning I like to use BonesPro, as it speeds up the skinning process TUTORIALS Craft stylised characters 08a 08b 09 a lot. This process usually takes one hour, which is much faster than starting a rig from scratch and is easier to tweak than when using ZBrush’s Transpose tool. When I’m fully satisfied with the pose, I send it to ZBrush so I can fix proportions and bad-looking joints. 11ENVIRONMENT It’s pretty common nowadays to use scanned textures in order to achieve better results in less time, and thanks to new technology it’s becoming common to use scanned people and objects to speed things up. For the ground I used a base model from Quixel Megascans and created new textures to fit my needs (it had a forest appearance, and I wanted a winter mountain look). Even being a really good model, the scan itself will look ‘too 3D’ if you don’t add more details, so for that I decided to scatter some smaller rocks across the surface using Corona Scatter, some moss using Ornatrix, snow using CoronaDisplacementMod and hand-placed tuft grass, bigger rocks and bushes. 10 For the scattered rocks across the surface, I first duplicated the geometry and deleted everything from except from the top surface. I made that by creating an top light map in Substance Painter and using it as a texture map input for the Vol. Select modifier. After that I used that surface as a Corona Scatter distribution object and then used a distribution map to create small groups of rocks, instead of having an even distribution. For the snow I started with the same process as the scattered rocks (optimising the geometry using a map generated in Substance Painter) and then I used the CoronaDisplacementMod with the Water Level option enabled. This way only the displaced geometry will appear, leaving the rest invisible. It’s a quick way to have naturallooking snow over an irregular surface, as a different geometry and a different shader. 12 LIGHTING AND RENDERING For the lighting my goal was to achieve a cold sunny day. There’s also a variant version of the image 11 3D WORLD May 2018 39 www.youtube.com/3dworld TUTORIALS Craft stylised characters featuring blizzard weather, but we decided to go for the sunny day instead (it had better contrast for the cover layout). I used two light sources: a desaturated orange/ yellow main sun light and a blueish rim light, both with Corona Light but using different Directionality values (0 for the rim light and 0.55 for the sun), so I could have a nice and soft rim light and an HDRI as an environment light. When using HDRI, try to use a CoronaOutput and play with Gamma values. It’s pretty cool how many different results you can achieve by only changing that one value. Corona has an amazing tool called LightMix which gives us freedom to fine-tune the lighting after (and during) the render. It’s easy to set up (you just have to press a button) and it’s really powerful, so always use this tool to your advantage. Don’t forget to create some render element passes like RGB masks – they’re really useful in post-production. Rendering nowadays is really artist-friendly, and Corona does a great job in making that part good to go, so I honestly don’t even click on the Performance tab. 12 BLIZZARD VARIANT AFTER 13 POST-PRODUCTION I usually break up my postproduction into three separate steps: fix what’s wrong, equalise the image and then do the colour grading/post VFX. It’s pretty common to spot something interpenetrating or floating after you do your final render, so take some time nitpicking it. After that, zoom out, take a step back and look at the overall. Is your work equalised? Is there any colour jumping out from your palette or something that could use more contrast (usually metals)? Ask for a friend with fresh eyes to evaluate your work, they might be able to spot things that you never noticed. The next step is the colour grading: I usually play around with curves, selective colour and vibrance/ saturation. As always, try to have a reference for this. The last step is to add lens effects like light reflection, sun glare, vignette and grain. Those things help to blend your image and give it a more natural look. BEFORE 13 3D WORLD May 2018 40 www.youtube.com/3dworld TUTORIALS 20 hot tips for BMD Fusion 9 20 HOT TIPS FOR BMD FUSION 9 Master the software and boost your productivity with these top expert tips AUTHOR C Vito LaManna Vito is an Italian artist, born in Germany and now living in Japan. He has been in the CG industry since the pixel graphic era. Vito’s expertise ranges from modelling and animation to concept art, art direction, supervision and compositing. www.con-fusion.net ompositing is a very powerful process that can really take your imagery to the next level, and is essential for the VFX pipeline. Tasks that may take days to accomplish in 3D can be achieved in only a matter of hours in post. Although visual effects look incredibly creative, there is an even greater technical aspect to it that is not visible to the eye. This is why many users who come from After Effects will find Fusion to be technically daunting. Fusion is made for technical accuracy. It will not give you a one-button solution. The user has to take the tool as a technical foundation to build upon with their own creativity. Once understood, it will change the way you work and express yourself forever. It will cultivate your creative thinking like you have never imagined. To help the new user get started, I have put together a large amount of tutorials. You can get all of this content by supporting me on my Patreon page (www.patreon.com/vito). DOWNLOAD YOUR RESOURCES For all the assets you need go to www.bit.ly/vault-233-barbarian 3D WORLD May 2018 42 www.youtube.com/3dworld TUTORIALS 20 hot tips for BMD Fusion 9 CREATE AND COMPOSITE Fusion is a powerful tool for creating and compositing in 2D, 3D and VR 3D WORLD May 2018 43 www.youtube.com/3dworld TUTORIALS 20 hot tips for BMD Fusion 9 02 WORK IN FLOAT AND LINEAR COLOUR SPACE 01KEEP YOUR FLOW TIDY A nodal-based workflow is highly efficient and fast, but this really depends on you keeping your nodes organised. This is especially important when you continue working on a project weeks later, or when working in a team where someone else has to continue with your flow. Divide everything into logical sections, and assign colours. Hide the instance links with Right-Click>Show Instance Links. Use the Wireless nodes whenever you can. Fusion uses 16/32-bit colour depth and linear workflows. This is a very technical topic and needs further research from the user. Simply speaking, 16/32-bit float gives you more colours to work with. Working in linear colour space and float is essential as it gives more realistic results with certain effects like bokeh, glow, depth of field, motion blur and directional blur. Keep in mind that 32-bit float needs more processing power and is in most cases overkill. VERSIONS AND KEEP CLEAR NAMING CONVENTIONS 03 SAVE Sometimes, when I work on a project for too long, it becomes much easier to make mistakes without even noticing, and I can start to make things worse. This is why I save many versions of my work with movie previews that have the same version number associated with the comp file it originates from. By doing so, you can watch the different versions to discover where you went wrong. The nice thing about Fusion is that you can then open that version alongside the newest version, and easily copy and paste nodes from earlier versions into the newest one. Not having a clear naming convention can make this easy step a total nightmare. 04 UTILISE REPLICATE 3D TOOL 05 DOUBLE RESOLUTION You probably already know that you can use the Replicate 3D tool to replace particles with any object. But there is another very neat feature. You can actually replace particles with lights using Replicate 3D. Keep in mind that scattering a high amount of lights will cause the renderer to fail, or make processing extremely slow. When using Lights make sure to set the decay type to Quadric. Head to youtu.be/mCe3ZPG6OyY for extra help. 3D WORLD May 2018 Render in double or even higher resolution than your final output. When resizing down your image, Fusion will perform sampling which can recover or make unwanted pixels disappear. With tools like Volume Fog, Volume Mask, Ambient Occlusion or even Relighting, this will give you inaccurate edge sampling. Resizing down can help fix those issues almost completely. It is not a technically accurate method, but it can save a lot of time. 44 www.youtube.com/3dworld TUTORIALS 20 hot tips for BMD Fusion 9 07 THINK OUT OF THE BOX, BE TECHNICALLY CREATIVE 06 DO BREAKOUTS INSTEAD OF CACHE TO DISK A breakout means to save out a sequence from a logical point in your composition, preferably the parts that are render intensive. Saving them out as an EXR sequence will speed up your workflow. Tools like Trails are actually meant to be saved out. I use the Cache to Disk option only for quick temporary tests as I don’t find it reliable enough. Once I have something I am satisfied with I will write out a sequence. In Fusion, every tool has its purpose, and every tool has been developed for that purpose with technical accuracy. However, that does not mean you have to always stick to that. Sometimes you can achieve unique effects by utilising tools that were meant to be used for totally different purposes. Did you ever think of using Motion Blur to create Volume Rays? Experiment with other creative ways you can use the various tools. DISCOVER ALPHAMULTIPLY ALPHADIVIDE 08 AND If you are coming from Adobe After Effects, you might know this as PreMultiplication or Straight Alpha. It is essential to understand this at least on a basic level in order to avoid outlines or edge problems when it comes to colour correction. To divide the alpha, you can use the Boolean tool, the AlphaDivide Tool, or check PreDivide right inside the Color Corrector. To multiply the alpha back, use the AlphaMultiply tool, the Boolean tool, or the MatteControl tool. You can find a recommended video for this over at: youtube.com/ watch?v=Q9c-uLcuVk8. 09 USE A DIGITAL PEN 10 100 PER CENT FUSION Although it is possible to work with the mouse, using a digital pen lets you not only work faster but also to navigate more comfortably. The problem with the mouse is that navigating involves middle and left-click, which is not only hard on your wrists but can lead to accidental node disconnection. Just make sure your pen has two customisable buttons. Additionally, if you are left-handed, you can move and dock your UI control panel to the left side. 3D WORLD May 2018 Give yourself a challenge by creating something entirely inside Fusion. Create your own render passes using Fusion’s sophisticated 3D system. This will improve your understanding of what to tweak to improve the look. Furthermore, due to Fusion’s 3D limitations, you will find that a simple approach can create great results. Whenever you face a limitation in Fusion, try to figure out how to fake it. Remember these four words: limitation leads to innovation. 45 www.youtube.com/3dworld TUTORIALS 20 hot tips for BMD Fusion 9 12 WORK WITH VOLUME FOG 11BITMAP MASKS With the Volume Fog tool, you can create realistic fog inside Fusion in real time. All you need is a World Position pass in 32-bit float, and the original camera. Keep in mind that imported data might need axis conversion due to the different world up axes. Things become really fancy once used with light. Need clouds? Simply hook a Merge3D tool with lights and camera into the Volume Fog tool, add noise, then switch on Lighting. One thing that separates Fusion from other applications is the way it handles masking. Combined with a nodal-based approach, masking in Fusion becomes incredibly powerful. You can derive masks at any point, and combine it with other masks while staying non-destructive. You may notice that sometimes masks are being clipped at the borders – to avoid that, swing over to the Image tab of the Bitmap Mask tool and set the clipping mode to Frame. PERSPECTIVE CAMERA 13 TOCONVERT 01 02 14 LINK AND ALIGN TO OBJECTS 15 COLOUR BANDING REMOVAL In Fusion you can perform an align and link by simply piping your child object to the parent object. As you can see in the screenshot above, I am aligning a sphere to the spotlight. The sphere will then follow the spotlight. It is important that you keep the sphere’s position offsets to zero. This can be useful if you want to have a light disc at the light’s position for example. 3D WORLD May 2018 There are two ways to set your camera to match the perspective view. One is to drag and drop the camera directly from the tool panel into the main viewer. This will create a new camera matching the current perspective view. If you already have a camera, but you want to match it to a perspective view, simply rightclick inside the viewer and then choose Camera>Copy PoV to> Camera. In order for this to work it is necessary to be in a Merge3D which has the Camera already introduced. Every digital artist at some point or another has had a beautiful encounter with banding artefacts. For example, bandings are the individual steps you see in a gradient. It is a miss-assumption that this is due to a low bit depth, as it even occurs when working in 32-bit in linear colour space. It could just be the result of a display phenomenon, or a real colour accuracy issue. Either way, these bandings can be eliminated by introducing a fine noise or dithering. 46 www.youtube.com/3dworld TUTORIALS 20 hot tips for BMD Fusion 9 17 CACHE ON DEDICATED SSD 16 SPEED UP RENDERING So you’ve built your own monster workstation, and now you’re waiting for your first Fusion test render. But, despite all that heavenly potential power, your CPU usage is stuck at 30%, while Fusion is struggling to get that bloody frame rendered. You can increase CPU usage by activating Simultaneous branching and increasing the ‘frames at once’ count. Setting it to 10 will render ten frames at once and therefore tickle out most of the CPU. Fusion automatically caches your images and sequences to disk. This happens on the fly. Therefore, the first time you play your sequence, it is slower. Cached frames are indicated by a green line inside the timeline. In order to speed up caching and your footage loading times, set your cache path to a dedicated SSD drive, from the Path Map menu in Global and Default Settings. SPEED UP PREVIEW FOR 18 ANIMATION FEEDBACK Sometimes you just want to see the rhythm and timing of the animation, but caching takes a lot of time. You can speed things up substantially by using the Prx (Proxy) button next to the play controls. Deactivating HiQ will speed up the preview even more. As the quality drops drastically, this option is obviously only to be used for animation previews. Make sure to also keep in mind that some tools like the Directional Blur will look very rough if not in HiQ mode. 19 INSTALL REACTOR 20 CHROMATIC ABERRATION Recently the WSL (We Suck Less) forum members (steakunderwater.com) released a Fusion tool called Reactor. Reactor enables you to install all available tools, fuses and even comp files, sort of like a Content Browser. As a result, searching for tools online becomes a thing of the past. With Reactor, you can also sync your installed fuses and tools across several machines. Head to their website to install it. 3D WORLD May 2018 Computer-generated images can often look artificial. It is very common to use a Chromatic Aberration tool to make an image look more natural and realistic. However, there is the tendency to overuse it. So keep in mind, subtlety goes a long way. The Chromatic effect is also very nice for creating stars or flares. A recommended tool for Fusion is the XfChroma Fuse by Stefan Ihringer (available through Reactor). s 47 www.youtube.com/3dworld TUTORIALS Create the Vertex Hall of Fame trophy 3D WORLD May 2018 48 www.youtube.com/3dworld TUTORIALS Create the Vertex Hall of Fame trophy THE AWARD The finished Vertex Hall of Fame award trophy, 3D printed in two parts by Shapeways BLENDER | NETFABB | ZBRUSH | MESHLAB | UPLOAD TO SHAPEWAYS CREATE THE VERTEX HALL OF FAME TROPHY Andrew Simon Thomas shows us how to create a 3D-printable awards trophy by smashing an object in Blender AUTHOR Andrew Simon Thomas Andrew Thomas is a community manager at Shapeways. andrewsimonthomas.com I n this step-by-step tutorial I’ll be showing you my process for creating the trophy for the Vertex Hall of Fame awards. The trophy will be based on the exploding cube that is the logo for the Vertex conference (www. vertexconf.com). The Hall of Fame award, the first of its kind from the event and sponsored by Bluegfx, was presented to the president of Pixar and Walt Disney Animation Studios, Edwin Catmull, at the Vertex conference in London for his outstanding contributions to computer graphics and animation. 3D WORLD May 2018 49 In this guide I will be detailing my process from designing the original concept to creating a final 3D print of the trophy to be awarded at the event. This trophy will have two parts, a top and bottom. After I have finished designing the two parts in Blender I am going to run them through a few easy, automatic tools in Netfabb, ZBrush and MeshLab, and then adjust the scale as necessary on Shapeways. Finally we’ll have an amazing, 3D-printed trophy ready to be awarded at Vertex! DOWNLOAD YOUR RESOURCES For all the assets you need go to www.bit.ly/vault-233-barbarian www.youtube.com/3dworld TUTORIALS Create the Vertex Hall of Fame trophy A SENSE OF SCOPE FROM THE CLIENT 01 GET Since I’m making this trophy for the Vertex Hall of Fame ceremony, I need to get a solid understanding of the client’s goals. I ask as many questions as I can including their vision for the trophy’s size, material and quantity needed. VISUAL RESOURCES 02 GATHER To get further inspiration and ideas for the trophy I made a Pinterest board to collect images of other existing designs. These images give me lots of ideas and now I’m ready to get started. Design for material If you know what material you want to make your physical model into, you can cut out a lot of trial and error. Know your material beforehand to help streamline the design process! 02 03 SKETCH IT OUT I make some quick sketches to brainstorm my design. I knew that I was going to be making something inspired by the logo for Vertex, so my sketches were to help me understand how the exploding cube would go onto the base of the trophy. I decide to emphasise the shape by placing it on top of another identically sized one. The sketch doesn’t need to be perfect, just enough to get you oriented on your goals for the model. 04 SET PREFERENCES If this is the first time you are opening Blender you may need to change some of the initial settings. Set your preferences in Blender by going to File and selecting User Preferences. On the Input tab I like to switch Select With to the Left mouse click option, and I also select Emulate Numpad. 04 05 05 ACTIVATE CELL FRACTURE 08 CREATE THE BASE Also in the User Preferences window I go to Add-Ons and search for cell fracture, then click the box to activate Object: Cell Fracture. This will add a new Cell Fracture tool in the Tools menu left of the 3D view. 06 SET SCENE UNITS TO REAL WORLD This next step is very important. For 3D printing we always want to make sure we know what units we are designing in. To do this I find the Scene icon tab in the Properties Editor and change the Unit Presets to centimetres. 07 CHANGE SIZE OF CUBE Blender always opens up with a cube. Open the N panel by hitting the N key. Set the dimensions of the cube to 10cm (it’s easy to rescale afterwards if needed). 03 3D WORLD May 2018 50 www.youtube.com/3dworld Duplicate the initial cube and move the new one down underneath the original, so that they are touching flush. This will become the base of the trophy. THE PEG FOR THE BASE 09 CREATE Open the Add options at the bottom or by hitting Shift+A. Go to Mesh. Create a cylinder, change the dimensions so that it’s 2cm and place it halfway in between the cubes. You can use the Translate options at the top of the N menu and input -5 in the Z axis to be precise. This cylinder will be a peg to insert the top of the trophy into the bottom. 10 SUBDIVIDE TOP OF TROPHY Select the top cube by leftclicking it and in the header toggle TUTORIALS Create the Vertex Hall of Fame trophy 06 07 09 08 from Object Mode to Edit Mode. In the Tool menu on the left, click Subdivide to add more subdivisions to the cube. In the header you can return back to Object Mode. 11SET NEXT MATERIAL SLOT When using the Cell Fracture tool it can be useful to make the internal faces a different colour than the outside of the object. To do so easily I am going to make a new material with a slightly different diffuse colour. In the Properties 10 Start your measuring early Make sure you have a strong sense of the scale you’re working in. Certain materials work best at certain sizes, so it’s important to integrate material into your thinking as early as possible. Editor go to Materials (it’s the circle icon) and add a new material slot by clicking the + icon. Once the new material slot is created I click the colour region in the Diffuse settings and choose a similar but slightly different colour. PENCIL TO CONTROL 12 USE THE FRACTURES I could just run the Cell Fracture tool as it is to break off pieces of the cube randomly, but I’d like to have a little more control over where the 11 3D WORLD May 2018 51 www.youtube.com/3dworld pieces are broken. I only want to break off the corner so that I can have the smaller pieces break first and then the bigger ones radiating outward. There are a few ways to do this, but the coolest is to use the Grease Pencil to draw some lines and indicate the direction of the cracks. To do this I set up the Grease Pencil by choosing the Grease Pencil tab at the bottom of the left-side menu. I select the Draw options and set the Stroke Placement to Surface. TUTORIALS Create the Vertex Hall of Fame trophy 12 13 14 15 16a 13 DRAW THE GREASE PENCIL To draw I hold down D and left-click on the cube, drawing lines around one corner and some small dots radiating out. By trying a few times I figured out that shorter lines gave me a more random break when I ran the Cell Fracture tool. 14 RUN CELL FRACTURE Now I go back to the Tools tab, scroll to the bottom of the menu and click Cell Fracture. In the pop-up window I choose the tab for Grease Pencil as my Point Source. I also make sure that I set Material to 1 in the Mesh Data section and check that Next Layer is selected under Scene. When I’m happy with the settings I click OK at the bottom and watch as it runs in real time, cutting out the chucks of the cube with booleans. Use the best tool for the job This tutorial jumps between different 3D software because we always want to use the best tool for the job. Remember the 80%/20% rule – 80 per cent of the time you’re only using the most basic tools, but for that other 20 per cent of the time, one software might be stronger than another. Be software agnostic (especially if it’s free) and use the one that’s quickest and easiest for that task, because there is no one software that does everything perfectly. MOVE FRACTURED PIECES PLACE 15 INTO Once it’s done I go to Next Layer in the header (it’s the greyed-out dot) and inspect the now cut-up cube. I move and rotate the pieces out from the box (to move, click on one of the coloured axes of the gimbal and drag in that direction), to create a hole in the corner and iterate with different placements of the parts until I’m satisfied. I make sure that no single part is free floating or could easily break off, and try to imagine what these pieces would look like if they were exploding off the cube. THE TOP AND BASE OF THE TROPHY 16 EXPORT Once I’m done I need to export both the base and the top of the trophy as separate parts. To do this 16b 17a 3D WORLD May 2018 52 www.youtube.com/3dworld I hold B and drag a box around the parts I want selected. Then I go to File, choose Export and select Wavefront (OBJ) as my file type. I make sure that Selection Only is checked off so that I don’t export everything in one file. I export both the top and bottom with the cylinder separately to their own respective files. TO NETFABB TO REPAIR 17 IMPORT I have made the file but it currently has lots of issues with the geometry, so it isn’t quite ready for 3D printing. One of the best tools for fixing meshes for 3D printing is Netfabb, and the basic version can do a pretty great job. I import the top of the trophy into Netfabb and go to the Repair tool by clicking the red + icon on the top of the menu. TUTORIALS Create the Vertex Hall of Fame trophy 17b 18 19 21 Once in the Repair tool I can see that all the edges of the trophy are yellow, meaning that they are disconnected. To fix this I click the Repair Scripts tab and then click the button to execute. HOW TO USE THE TOOL 18 REPAIR When the script is done running all those yellow edges turn black, showing me that the mesh is fixed. I click Apply Repair and select Remove Old Part, and I’m automatically returned to the original view. Now that the mesh is repaired I can export by right-clicking, choosing Export and selecting OBJ again. The file name will be the same but will now say (repaired), which is useful as I can save it as a new file. 19 IMPORT TO ZBRUSH Explore Blender Now I import into ZBrush. I import both the top and bottom of the trophy as different tools by clicking on the primitives in the top of the Tool menu and then choosing to import. 20 MAKE NEW SUBTOOLS I choose one of the tools and import the other as a new subtool, so that they can both be on-screen at the same time, which will enable me to check that they are still the same scale. It may seem a little silly that you need to activate specific tools in Blender before you use them, but keep in mind that there are lots of extra tools out there to make your job easier. Explore Blender’s additional tools and check out what’s available online. LIVE BOOLEAN ON THE BASE 21USE Now I need to cut out the hole in the bottom of the trophy by using the cylinder. I could have done this boolean in Blender but I really prefer the new Live Boolean tool featured in ZBrush 4R8. I select the subtract icon for the cylinder that’s beneath the Base subtool. I then activate Live Boolean at the top of the menu and can see a rendering of the results. When I’m happy I go to the Boolean tool option in the Subtool menu and click the button to make a boolean. The new mesh is created as a new tool which I then export out. 22 MAKE THE PEG SMALLER Now I go to the cylinder subtool, and using the Deformation menu I shrink it down ever so slightly by playing with the Inflate slider, dragging it in the negative direction. This will make it fit easier into the base of the trophy with some epoxy to glue them into place. The slightly smaller cylinder then gets merged into the same subtool as the top of the trophy by using Merge Down. Remember, you should always make duplicates of the subtools you are merging in case you want to go back to the original one. DYNAMESH TO COMBINE PARTS 23 USE Now I want to combine all the parts together into one solid part so it can be hollowed out. ZBrush has a really powerful way to do 22 3D WORLD May 2018 53 www.youtube.com/3dworld TUTORIALS Create the Vertex Hall of Fame trophy 23 25a 24 25b that with DynaMesh. In the Tools menu I go to Geometry and choose DynaMesh. I bring the resolution up to around 400 so that no details are lost and double-click. I can tell it worked because the density of the mesh went way up. REDUCE THE MESH WITH 24 DECIMATION MASTER To reduce the density of the topology back down I go to the ZPlugin menu at the top and choose Decimation Master. I leave the settings as they are and first run the Pre-process Current button. Once that runs I click Decimate Current and the number of faces is significantly reduced. 25c TO MESHLAB HOLLOW 25 TOIMPORT Print to iterate I could upload and print now, but to lower the costs I can make both the top and bottom hollow by using MeshLab. I import the top model into MeshLab and select the Edit icon, then choose Hollow. Meshmixer will process for a bit and then give me some options to make the mesh hollow. This is great because it reduces the amount of material needed to print. Changing the offset distance at the top will change the thickness of the walls. I also add holes by clicking Generate Hole and dragging the holes around to the bottom of the trophy, so that they will be out of sight when 26a One of the best parts about designing for Shapeways is that you can produce 1 or 1,000 prints. Keep in mind the overall number of prints you’ll be making, and design so that you can easily order more, or make small iterative changes later on. 26b 3D WORLD May 2018 54 www.youtube.com/3dworld assembled. Once I’m happy I accept and export the hollowed model. I can do the same for the base. 26 UPLOAD TO SHAPEWAYS Next I go to my Shapeways account and click Upload. I choose my units as millimetres and wait until the upload process is complete. If I need to change the size of the model I can just rescale at the top. I can choose to resize by per cent or by the dimensions. In this case I decided I want to rescale by 1,000 per cent so that the finished models are both 100mm and stack up to 20cm. Once I’m happy with my materials (I choose x and y) I click Add to Cart and order to my door! s TUTORIALS 19 tips for great Poser art SETTINGS FOR BETTER REFLECTIONS 01 TWEAK Noise in the light or shadows or on reflective surfaces may simply be the result of insufficiently high pixel samples in your Superfly render settings, but it may also mean that certain render settings need to be selectively increased. Sometimes tweaking these can save overall render time whilst producing the improvements you seek. In this image, we can increase the Glossy bounces setting to account for the reflective floor and mirror without cranking up the overall pixel samples beyond 50. If we felt it necessary to add realism to the bath water, we could increment the Volume parameter, and may even activate Caustics, although these three can greatly increase render times. 3D WORLD May 2018 56 www.youtube.com/3dworld TUTORIALS 19 tips for great Poser art 19 TIPS FOR GREAT POSER ART Poser is a fantastic tool for creating character-based art and animation. Improve your results with these tips AUTHOR Mat Broomfield Mat began as a technical journalist over 30 years ago, and is very passionate about creating 3D art, particularly in Poser. Artwork by Jura11 T he Poser software is, in my opinion, greatly underrated. With version 11, its PBR Superfly engine enables it to create tremendous realism across a wide range of areas, rendering directly in-program without the need to rely on exporting, thirdparty plugins, or integrating into high-end programs for materials and lighting that obey physically correct laws. As with any tool, with great power often comes a bewildering range of options, parameters and tweaks that can quickly overwhelm even experienced users. In this collection of 19 tips, I’ll be revealing some quick and easy methods that you can use 3D WORLD May 2018 57 www.youtube.com/3dworld to improve the quality of your renders. Some of these tips will highlight invaluable technical tweaks that you can use under the hood to improve overall performance and render quality. Others will be more prosaic working practices that can elevate even basic pieces by considering a few simple compositional techniques. Sometimes, a new way of looking at a familiar program can creatively enervate you, and lift your art and animation to the next level. So, whether you’re a Poser beginner, dabbler or a longtime pro, you’re certain to find something here to help you greatly improve the quality of your renders. DOWNLOAD YOUR RESOURCES For all the assets you need go to www.bit.ly/vault-233-barbarian RENDERING TIPS TOP ADVICE TO HELP YOU SPEED UP YOUR RENDERING AND ACHIEVE GREAT RESULTS g Indirect Activatin tions illumina t details brings ou dows a sh e th in 03 OPTIMAL RENDER SETTINGS Choose the Superfly rendering engine and select GPU rendering. Rendering with Branched Path Tracing turned off (for additional render stability), and a setting of just 5 Pixel Samples is enough to assess colour, lighting and general form of even 4K images in just a few minutes. Then you can ramp up the settings as needed. I find that a setting of 40 overall gives great results, and sometimes you can get away with as little as 30 or even 20. 04 SPEED UP YOUR TRANSPARENCY RENDERS Rendering transparency can bring Poser’s Firefly or Superfly rendering engines to a grinding halt, increasing rendering times from minutes to hours. Nowhere is this more apparent than when using multi-layered transparency effects such as DAZ’s more recent hair creations (yes Genesis 3 can be converted to fit your earlier figures!). For Superfly test renders, you’ll want to either hide these hair figures or set the max transparency in the render settings down to just 1 or 2. When you come to final render, you’ll want to bump the minimum up to 8 or even 16 in order to ensure that transparency looks good. 3D WORLD May 2018 58 www.youtube.com/3dworld The same light source can produce differing shadows according to the object’s distance from the receiving surface 02INDIRECT LIGHTING If you are still using a version of Poser older than 11, be sure to check the Indirect illumination option for richer shadow detail when creating Firefly renders. Be aware however, that trans-mapped hair or other transparent/ reflective surfaces can reduce your renders to a snail’s pace that takes many hours, even days for a single HD scene. In general, using less shadow blur works well with bright sunlight and objects close to the surface they are casting on, whereas grey days, interior lighting or objects further from the shadows they are casting all produce softer shadows. Artwork by erogenesis 05 INCREASE BUCKET SIZE You can significantly improve rendering speed by increasing the bucket size on the Superfly render tab if you are using your GPU to render. The bucket speed determines the number of pixels that the program will render simultaneously, and the number of cores on your graphics card will determine the bucket size your card can manage. Try 128 and increase in increments until performance starts to degrade. 06 SEND TO THE QUEUE In addition to its network rendering, you can instead send multiple renders to the render queue (Render>Send to). This is a great way to set up renders before you go to bed, however, it is somewhat twitchy about being paused if you require your processor for other tasks. I find that the best workflow is to only send jobs to the queue when you do not require your computer for anything else that night. Then it’s simply a matter of loading jobs to Poser, choosing camera angles, clicking the Send to Queue button, and going to bed. 3D WORLD May 2018 59 www.youtube.com/3dworld TUTORIALS 19 tips for great Poser art MODELLING AND POSING HOW TO PERFECT YOUR MODELLING SKILLS AND CREATE REALISTIC CHARACTERS WITH PLENTY OF DETAIL The tiny details make all the difference. By all means start with off-the shelf poses, but then take the time to adjust them precisely to your scene. Off-the-shelf poses tend to work well when the figures are not interacting with anything other than the ground. However, you’ll want to carefully adjust the bends and angles of hands, fingers, feet, toes and any other body parts that interact with objects. Nothing spoils the illusion of reality quicker than stock hands that don’t interact properly, or feet floating off the ground. Ten minutes of extra work makes a world of difference. Artwork by Ladonna SCENE INTERACTION 07 CONSIDER 08 REMOVE OR ADD CLUTTER Artwork by erogenesis Keeping the near distance uncluttered can focus the viewer’s attention and avoid confusing figure profiles and distracting shadows, especially when background scenery is naturally busy (flora, textured walls or complex landscape topography). When it comes to scenes without distant backgrounds, adding clutter can create intimacy, and provide subtle additional threads to the narrative of your image, encouraging the viewer to explore beyond the central tableau. Carefully arranged clutter can lead your viewer’s eye around your image, creating a living narrative that has the central figures as the focal point. 3D WORLD May 2018 60 www.youtube.com/3dworld TUTORIALS 19 tips for great Poser art IMPORTANCE OF THE EYES 09 THE Artwork by Ghostship Aim to create a connection with the character’s eyes. The focal point for eyes can tell a story in its own right. Sometimes eyes that don’t meet another person’s, or that don’t look straight at the camera, can speak volumes. At other times, a direct gaze bespeaks honesty, openness or confidence. Convert your characters to Superfly-ready materials with Snarly Gribbly’s superb EZSkin script, which can be found at cgbytes.com/store/sku/54044_ EZSkin-3. Once you’ve run this, you can then replace the eye material nodes with Ghostship’s eyes (bit.ly/2FrNfer), which creates much better realism. You can always swap your previous irises back into the material nodes if you need specific colours. 10 VARY SKIN TONES Create skin types for different ethnicities (or levels of sunburn) by altering the base colour or the subsurface colour. In an ideal world, you’d digitise real people and use those photos to create skin of the precise colour you need, but that takes a huge amount of work and time to accomplish. I created a pale skin base, and can create a range of different tones, from red-head white, rosy pink to Latino tan, by changing the base colour. You’ll sometimes need to give an extra tweak to mouth, lips and nipple bases to create a consistent appearance. 3D WORLD May 2018 61 11CONSIDER THE BODY WEIGHT Most off-the-shelf models come with morphs for shape and muscularity, but none have settings for interaction with other objects (the ground, couches and chairs, etc). Sinking a character’s feet slightly into the ground or their buttocks into a chair will avoid that floaty look caused by simply dropping to the ground or resting on a surface. Use the Morph tool or magnets to deform the skin or couch surface to give the illusion of weight. www.youtube.com/3dworld TUTORIALS 19 tips for great Poser art LIGHTING HOW TO USE POSER FOR EFFECTIVE LIGHTING, DEPENDENT ON YOUR SCENE 12 MAKE USE OF AREA LIGHTS 13 CHECK OUT EZDOME 14 DON’T BE CONSTRAINED BY REALISM 15 UTILISE GOBOS FOR SHADOWS Sometimes less is more. A single overhead or frontal area light will often provide sufficient soft lighting with no other lights needed. The more lights in a scene, the more the rendering engine has to calculate and the greater the likelihood of unwanted noise artefacts. The softness of an area light’s shadows are proportional to its scale. In the past, you’d mess about with infinite lights, having to make building parts invisible to simulate internal overhead light arrays. Now you can simply insert a single area into the room at a scale of say 1,000%, and a brightness of 300% is a great size for lighting a large room or hall. When it comes to lighting outdoor scenes, Snarly Gribbly’s free EZDome program (snarlygribbly.org/snarlyspace/ezdome.html) is a versatile replacement for the old Firefly IBL system. It uses smart image-based lighting (sIBL) images which include the sun’s location. You can convert standard HDRI images to sIBL using sIBL Edit – which is also free. EZDome will add an sIBL or HDRI to a full or half sky dome, and can then be set to automatically add a shadow-casting light that will be applied at the correct point in the scene. This is a great and easy way to add realistic 360-degree lighting to a scene. Even though you may be using Poser’s powerful Cyclesbased renderer, if your scene is better served by highlighting and accenting with lights that could not exist in the real world (such as spot whose origin is inside the visible scene yet has no visible source to the viewer), then don’t be such a slave to realism that you sacrifice the effect you are seeking. One subtle effect for creating drama is a low-level, upwards-facing spot attached to the figure’s head (think of the old campfire horror-story trick with a flashlight). Turned bright, the effect is stark, but turned very low, it’s a great way to add some subtle fill-in colour to a dark scene. 3D WORLD May 2018 Use gobos or billboards to cast shadows rather than depending upon expensive geometry. The old Firefly way of simply plugging an image directly into the light’s colour channel no longer works. In Superfly, the easiest way is simply to create a semi-transparent plane and attach it in front of the spot that you want to affect (much as a photographer would use a gel). However, using this slightly more sophisticated setup (thanks to piersyf for the original), you can extend the effect to create stained glass and projector effects. You can use a mix of greyscale or coloured imagery to add interest and realism. 62 www.youtube.com/3dworld TUTORIALS 19 tips for great Poser art MATERIALS USE THE POWER OF POSER’S NODE SYSTEM TO CREATE REALISTIC MATERIALS 16 DISPLACEMENT 17 CYCLES 18 HAIR GLOSS 19 GRASS CREATION Superfly uses a different displacement engine to Firefly (vertex displacement rather than micro polygon). With Superfly, the more polygons, the greater the displacement resolution. Before you can even apply displacement, you’ll have to open the object’s properties tab and increase subdivision to 3 or even 5. There is an option with a multipart model, such as a human figure, to subdivide only the parts that you need extra resolution on (the face for instance). This avoids creating unwieldy numbers of polygons that will needlessly degrade your system performance. Subdivision is also a great way to smooth jagged bends on older figures. Don’t feel the need to create Cycles node rigs just because they are part of the Superfly PBR engine. These can be complicated to set up, and there are still imperfections and unpredictabilities in Poser’s implementation of certain features, such as transparency and displacement. The Poser surface root node does an excellent job of approximating many Cycles features for a fraction of the effort, complexity and rendering time. That said, notwithstanding the occasional feature that was not ported over, you can copy Cycles materials from Blender across to Poser if you find any that you like. If you are repurposing hair materials intended for the default renderer for use in Superfly (almost all off-the-shelf products), you’ll usually need to reduce the glossiness, reflection or specularity. These will usually be plugged into the ALTERNATE specularity channel. Lips and fingernails will also commonly need reworking. Expand Anisotropic nodes and look for values labelled ‘Glossiness’ or ‘K’s’. These can usually be reduced to 0.1 or less. The easiest solution is simply to delete anything plugged into the alternate diffuse or specularity channels. You’ll probably want to reduce any primary specularity or reflection values too. 3D WORLD May 2018 Importing polygon grass is expensive on your memory budget, and using the hair room to grow it is even more costly on your processing, especially during render. If you are using the Firefly renderer, there’s thankfully an easy technique you can use to effectively create ‘fur’ grass or carpet. Simply attach a noise node to the displacement input. If you use a Clouds node in the Diffuse input, or a carpet pattern, this is a great way to transform bland polygons. For carpet combine the noise with a greyscale bump map using the Blender node if you want to give it deep pile sculpting. s 63 www.youtube.com/3dworld 3D WORLD Reader survey FREE 3D Art & Design Annual! After completing the survey, you’ll receive a digital copy of The 3D Art & Design Annual as a thank you for your feedback. WORTH £15 Free digital edition! Complete our reader survey at http://bit.ly/3dw-survey We love 3D World but we know that there may be things you’d like to see more of, or see done differently, so please take part in the survey and let us know what you want. At the end of the day this is your mag and we want to make it as good as it can possibly be. Rob Redman, Editor rob.redman@futurenet.com 3D WORLD May 2018 64 www.youtube.com/3dworld FOLLOW THE VIDEO www.bit.ly/vault-233-barbarian 3D BOOTCAMP WORLD MACHINE This amazing application enables artists to create bespoke landscapes in minutes C reating a convincing landscape for a scene can be a hugely involved process, especially as it often tells a lot of the story itself. Landscapes are complex, whether you’re working on a film or a game, and are only truly believable when they feel like they have literally evolved over millions of years. World Machine is a brilliant standalone piece of software that enables the artist to design a landscape scenario that they wish to see, and then export it to a digital content creation application or game engine – with height and texture maps or as 3D geometry – to create a convincing base for a scenario. Using World Machine, the artist has complete control over the shape of the landscape, with islands or mountain ranges at either end of a slider, but it is in the natural weathering tools where World Machine really comes into its own. Erosion is added via a range of nodes which work with the landscape generation nodes to create convincing, geologically correct formations in a matter of minutes. As World Machine is an artist-driven tool it means that landscapes that would not be achievable on Earth can be created, which allows World Machine a freedom that some other landscape tools, which are 3D WORLD May 2018 66 based on real mapping data, simply cannot match. While the software’s user interface and initial workflow can be somewhat daunting to the new user, the basics are reasonably straightforward when the learning materials have been absorbed. World Machine is in active development, with a range of UI enhancements and speed improvements featured in the latest batch of releases. World Machine has a variety of reasonably priced tiers, which includes a free version to allow artists to experiment with this compelling and rewarding application. Here we detail some of its many useful features. www.youtube.com/3dworld AUTHOR Mike Griggs Mike Griggs is a 3D and visual effects artist with vast experience across the industry, as both a creator and a technical writer. www.creativebloke.com TUTORIALS World Machine 01 A SIMPLE WORLD 02 CREATE THE BASIC LANDSCAPE 03 THE WATER LEVEL 04 USE NATURAL EROSION 05 CREATE TEXTURES 06 BUILD THE LANDSCAPE World Machine opens with a default world system consisting of three elements, each within their own labelled group. The first is an Advanced Perlin node that is used to create the landscape. This is connected to a Terrace filter which creates banding of rocks, and can be adjusted. Finally there’s the Output, which is a Height Output node – this final node generates a black and white image file which can be used in other applications to create a landscape. The World Machine UI can be confusing for the uninitiated. To make things clearer, go to the Views menu and add an additional window which can be moved to the side of the main window. This allows a much better view of the 3D scene, which is really useful as the landscape is developed. The Terrace filter can be set to a more smoothed setting, and the Advanced Perlin has many parameters that can be adjusted. World Machine enables the artist to arbitrarily set a water level, which is essential for creating coastlines. While water does not get exported by World Machine as an element, being able to visualise it is a hugely valuable tool for the artist. To view the water level, make sure that the ‘Show’ Water Level button is activated on the left-hand side of the UI. Then use the slider to adjust the height of the Water level to suit. There are a wide range of creative tools within World Machine for creating landscapes. The Natural tools such as erosion and the new coastal erosion nodes are where the real strength of World Machine lies. They can create highly realistic detail based on the underlying geometry, which when combined with the selection tools can create very convincing details incredibly quickly. If they are available, make sure to try the built-in presets for each Natural node. One of the most confusing elements about getting to grips with World Machine is how to create a coloured texture map to work alongside the height field. There are a range of options, and one of the easiest is to use the Basic Coverage node which is available in the Macros pallet. This node creates a four-colour texture based on the landscape, and you can then output that to a Bitmap Output node to create a texture map. 3D WORLD May 2018 When the landscape is at a point where seeing it in more detail would help, or it is time to export the height and texture maps, the landscape needs to be ‘Built’. This is analogous to rendering, where World Machine takes all the elements in the scene and combines them into final outputs. Depending on the complexity of the scene this can take a while; use the Worlds Extents and Resolutions tools and ‘Estimate build time’ button to see how long a build will take. s 67 www.youtube.com/3dworld 3D ESSENTIALS DOME LIGHTS One of the best ways to light a scene realistically is to use a Dome light I f you’re new to CGI, you may feel that there are far too many tools to choose from in a dizzying array of software. This series aims to break everything in CGI down to the very basics, so that every artist can be armed with the knowledge of which tool is best. We continue our look at lighting this issue by exploring Dome lights. The use of Dome lights has been one of the greatest advancements in CGI creation over the past decade. Bathing a scene from every direction used to be computationally intensive, but with advances in both hardware and software, the Dome light has emerged as an efficient way to start lighting a scene. This is because a Dome light can embed an image-based light image (IBL, also known as HDRIs). This is a single image of a real environment or one created by an artist which, when mapped into a Dome light, instantly re-creates the lighting environment. These images are usually saved in a 32-bit format that captures nearly the full range of available light, and allows lighting to be created with a rolling falloff with no ugly clipping or banding. As the images have a full range of captured light they can be adjusted either with more power or less to help set the desired mood of the image. While there are applications that can create IBLs, there are 3D WORLD May 2018 68 countless images available that re-create everything from a rocky vista to a photography studio. Dome lights are also highly computationally efficient, which means it can be a good idea to use a spherical camera in an existing scene to create a HDRI map of the background. Placing that in a scene creates no loss of light fidelity, but enables the artist to concentrate on the primary geometry with little slowdown. The biggest caveat with using Dome lights is that they solve so many problems that it can be easy to neglect other light types. This can be a mistake, as adding extra light to highlight key objects will always make a scene feel more alive than just using a Dome light. www.youtube.com/3dworld AUTHOR Mike Griggs Mike Griggs is a 3D and visual effects artist with vast experience across the industry, as both a creator and a technical writer. www.creativebloke.com TUTORIALS Dome lights 01 WHAT IS A DOME LIGHT A Dome light in its simplest form is a light object that surrounds the scene in a constant white light from all directions. As soon as a Dome light (Skydome or Environment are other commonly used terms) is placed it creates an instantly pleasing soft ‘studio’ look, which would be hard to re-create with any other type of single light object. Be warned that not all applications show the Dome light as a visible object, especially when it is for a third-party render solution. 02 COLOUR A DOME LIGHT While Dome lights are most commonly associated as a base for image-based light sources, this doesn’t mean that there aren’t other ways to light a scene with them. One of the easiest and most powerful ways for a creative effect is to use a ramp or gradient texture to feed in a range of colours into the Dome light, to produce a more interesting look. As the Dome light is a physical object in the scene it can be rotated to easily adjust the look you are after. USE A SPHERICAL CAMERA While there are dedicated applications that can make HDRIs, it is a great idea to make them yourself from existing scenes. This is because using one Dome light instead of a range of lights and background imagery is much less computationally intensive and therefore offers huge advantages in terms of viewport speed. If you are using a render engine with a live preview this too has benefits, allowing many more iterations for animation and story development driven by an efficient and convincing lighting setup. 03 USE IMAGE-BASED LIGHTING Using an image with a Dome light is a really effective way to add a much more realistic look to a scene. High Dynamic Range images which contain a full 32 bits of colour data are the best format to use with a Dome light, as they allow exposure to be adjusted without any clipping. Otherwise, the coloured areas in an image can either go to white or black as there is not enough colour data, which can in turn create some ugly, unwanted image artefacts. 3D WORLD May 2018 04 ELIMINATE THE BACKGROUND While many HDRIs come with additional background images, it is still a good idea to ensure that the HDR is invisible to the alpha channel and potentially to the camera itself. This means that the Dome light is only lighting the geometry and creating interesting reflections rather than getting in the way where it is not needed, such as skies. Also, not having the background enabled can save on render speed, as the computer only needs to render the areas that are visible. s 69 www.youtube.com/3dworld BACK ISSUES Missing an issue of 3D World? Fill the gaps in your collection today! ISSUE 232 APRIL 2018 THE MILL NYC TEACH MAYA HAIR OCreate a photoreal furry monster with a tutorial from The Mill OPart 2 of our film grammar series, analysing the two-shot OExpert tips for hard-surface modelling in 3ds Max OLearn the secrets of some of the most visually impressive titles O Downloads Free video training, files and morel ISSUE 231 MARCH 2018 MASTER HOUDINI: MODEL A ROBOT ISSUE 230 FEBRUARY 2018 ILM MODELLING MASTERCLASS ISSUE 229 JANUARY 2018 UPGRADE YOUR ZBRUSH SKILLS ISSUE 228 CHRISTMAS 2017 BLENDER MASTERCLASS OGo behind the scenes of The Shape of Water’s incredible VFX OPart 1 of our film grammar series, exploring framing and composition O15 expert Houdini tips, with advice on character and terrain creation ODiscover the secrets behind Thor: Ragnarok with Framestore O Downloads Free video training, ODarrell Abney of ILM teaches how to sculpt a detailed alien pirate ODiscover how ILM brought The Last Jedi’s visual effects to life OChris Nichols gives his thoughts on the future of digital humans OExplore Massive’s horse and rider crowd simulation software O Downloads Free video training, OZoic Studios reveal Firefly secrets in our 15th anniversary special OSculpt incredible environments in VR with Oculus Medium and Quill ODesign a video game character with attitude in our tutorial OExplore the amazing VFX behind Blade Runner 2049 O Downloads Free video training, OSpeed concepting – learn how to create creatures in Blender, fast OHow Google Spotlight is changing the way VR narratives are produced OTips on how to land your dream job, with advice from industry experts OHow to sculpt a robot in virtual reality with Oculus Medium O Downloads Free video training, files and morel files and morel files and morel files and morel CATCH UP TODAY! Visit Google Play, Apple Newsstand and Zinio stores to download a back issue of 3D World to your tablet or computer. 3D WORLD May 2018 70 www.youtube.com/3dworld ISSUE 227 DECEMBER 2017 LEGENDARY LIGHTING ISSUE 226 NOVEMBER 2017 HOME GROWN VFX ISSUE 225 OCTOBER 2017 WETA’S SECRETS ISSUE 224 SEPTEMBER 2017 MARVELLOUS MONSTERS OTake your studio-style renders to the next level with these lighting tips OGet an exclusive look at Blue Zoo’s new 3D projections OMake stunning animations with Cinema 4D MoGraph ODiscover the secrets behind 3D scanning with Pixel Light Effects O Downloads Free video training, OWe chat to Hollywood artists about their beautiful short film The Ningyo OExplore the technologies that have transformed the rendering process OUse Unreal Engine to create stunning interiors OReceive a step-by-step guide to sculpting a pin-up character in ZBrush O Downloads Free video training, OWe explore the secrets behind War for the Planet of the Apes OLearn how to create rich game worlds using ZBrush and UE4 ODiscover how to simulate a Ghost Rider transformation OWe hear from BioWare about the creation of Mass Effect characters O Downloads Free video training, OExpert techniques to sculpt, render and composite creatures ODiscover the VFX secrets of the new Spiderman OClever ways to speed up your animations OElevate your arch-vis with photoreal renders O Downloads Free video training, files and morel files and morel files and morel files and morel ISSUE 223 AUGUST 2017 DISCOVER A VIRTUAL FUTURE ISSUE 222 JULY 2017 BECOME A PRO GAMES ARTIST ISSUE 221 JUNE 2017 BECOME A VFX KING ISSUE 220 MAY 2017 EXPLORE SCI-FI IN ZBRUSH OHow VR is shaping all aspects of the CG industry OWe go behind the scenes on Transformers: The Last Knight OLearn how to make a bang with Michael Bay-like explosions OImprove your textures with tips for creating tiles and cloth O Downloads Free video training, OPro game artists reveal how to break into the industry OExclusive look at Star Citizen’s new characters, our cover stars OUE4: make your mark in dynamic and responsive environments OTricks to sculpt killer characters faster in ZBrush O Downloads Free video training, OHow ILM battled hair and water to make the latest Kong OLearn how to enhance your environments in Unreal Engine 4 OCreate a bubble with rainbow effects in Houdini 16 OBlender tips: build creative characters faster O Downloads Free video training, ODiscover the VFX secrets behind Ghost in the Shell OUpgrade your futuristic ZBrush characters with pro advice OEmbellish your models with our texturing pipeline for Quixel OSculpt an ibex in just one hour with our speedy sculpting tips O Downloads Free video training, files and morel files and morel files and morel files and morel APPLE NEWSSTAND www.bit.ly/3dworld-app GOOGLE PLAY www.bit.ly/3dworld-digital ZINIO www.bit.ly/tdw-zinio 3D WORLD May 2018 71 www.youtube.com/3dworld ARTIST Q&A Practical tips and tutorials from pro artists to improve your CG skills Maya Jermy Maya is a 3D artist and animator based in the UK. She started her career five years ago remaking and animating characters for Oddworld: Abe’s Oddysee – New ‘n’ Tasty. www.mayajermy.com 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. www.facebook.com/FibrhaStudio 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 Pietro Chiovaro Pietro is an Italian 3D artist who creates 3D assets and environments, and is currently working on an open-source game. pietrochiovaro.artstation.com SOFTWARE: ZBRUSH 4R8 HOW CAN I CREATE PIPES, WIRES OR CABLES IN ZBRUSH? Mark Bailey, Leicester Maya Jermy replies GET IN TOUCH EMAIL YOUR QUESTIONS TO rob.redman@futurenet.com Pipes are probably one of the easiest hard-surface models you can create in 3D, and are super easy to produce in ZBrush. I used to go back to 3ds Max for all kinds of hard-surface modelling, and would then import the modelled part into ZBrush for fine detailing. I was one of those students who thought they needed a separate piece of software for hard surface, another one for organic sculpting and others for texturing, retopology, rigging and so on. As a result, my PC suffered an overload of programs that I barely used. I would look at other artists’ lists of software skills, and I felt 3D WORLD May 2018 72 that I had to know them all to become a better artist. It was my very own corner in an artistic hell. It took a while for me to understand that it is best to master two or three very useful pieces of software in order to improve my skills. This has since saved me some serious money, released more space on my PC, and granted me the glorious feeling that I actually know what I am doing. Learning the Insert Curve in ZBrush had my mind blown. It was a great relief having finally realised that I no longer had to spread another process across several programmes. Yes, it sounds silly, if www.youtube.com/3dworld ARTIST Q&A Your CG problems solved EXPERT TIP TAPERING Selecting Stroke>Curve Modifiers>Size enables one end of the curve to taper, which you may find useful when creating stuff like blades of grass or tentacles. STEP BY STEP BUILD A CG PIPE WITH ZBRUSH 01 CREATE THE BASE SEGMENT 02 TEST THE BRUSH We need to start by building a single segment of geometry which will then be multiplied. I used a basic cylinder, deleted the caps and shaped the tube to my liking. Next, position it so that one end of the tube points up and the other one down, so that ZBrush can assign the start and end of the link. Hold down the Shift key and click anywhere on the canvas. It is very important to have it straight for correct projection. Open the Brush palette and press the Create InsertMesh button located at the very bottom of the pop-up window. This turns your geo into a functioning brush. Open a test model, like a cube, make it a PolyMesh 3D, and then delete all subdivisions. Open the Stroke and Brush tabs and drag them to the dock. Navigate to Stroke>Curve and activate the Curve Mode. Drag out your selected InsertMesh. 03 WELD SEGMENTS 04 ADJUST AND SAVE My example wall of a quick InsertMesh test not ridiculous, but it seriously helped my workflow. I am sure that every artist has some sort of software or tool epiphany in their career. Insert Curve was one of mine. What Insert Curve does is take your 3D model and, based on its position on the canvas, assigns one side of it as a start of the curve, and the other side as the curve’s end. When creating a chain, it multiplies the model as many times as it can fit in on the curve, and attaches the beginnings to the ends, link by link. It is very simple and will make even more sense when I show you how to quickly make your own pipe, step by step. As you can see, the geo segments follow the curve but they are not connected. To fix that, you need to activate the Weld Points from the Brush>Modifiers menu, and then click back on the curve. ZBrush will automatically recognise the points and weld them for you. Hover over the pipe to see the start and end points. You can then drag any of them in order to reposition the curve. 3D WORLD May 2018 73 Now that we’ve created our initial pipe, we can finish it off with a few tweaks to suit the look you are after. If you want to change the size of the segments, just scale the brush and then click on the curve again. To save out the brush for future use, simply go to the Brush tab, then Alt-click on SelectIcon to create an icon for the brush. Finally click Save As to choose the folder you want to save the brush in. www.youtube.com/3dworld ARTIST Q&A Your CG problems solved SOFTWARE: 3DS MAX | V-RAY CAN I CREATE ASPHALT DETAILS USING 3DS MAX? Heather Louise, Perth Oscar Juárez replies Creating photorealistic images always pushes us to have more detail in every scene. Back in the days when I created the asphalts for exterior images I used to start simple and then later add the details in Photoshop, but as time went by I realised it was easier (at least for me) to have all those details in the rendered scene so I could focus more on other elements. Here’s how I go about it. STEP BY STEP ADD ASPHALT DETAILS USING UNWRAP UVW OUR POLYGON AND CREATE GUIDELINES 01IDENTIFY Our first step will be identifying the polygon we need. In this case I selected only the section of the asphalt polygon we will be able to see, however you can also select the entire thing and apply this tutorial to one big piece in case you need more than one image. Once we have our desired polygon we need to get our guidelines. Get some reference points to make the right slices (selecting Vertex and using QuickSlice). I used a part for the façade so I could have a guide to add the pedestrian cross lines. I then divided the street into three (selecting Edge and using Connect) because I wanted the street to have three lanes. 02 ADD UNWRAP UVW MODIFIER Now that we have our polygon with our guides it’s time to add our Unwrap UVW modifier. This will give us an image so we can add the details we need in Photoshop later. First we need to select our polygon and name it, let’s call it Street. Once we have the name in our modifier list let’s type UN and we will see how Unwrap UVW will be shown. After that select it and click Open UV Editor, and this will show us the options we have for our Unwrap UVW. Select the Polygon option and then select all (press Ctrl+A in case you have isolated the polygon), and then select Flatten Mapping in the Mapping menu and set .01 in Spacing. This way the editor will set the whole polygon in order to fit the image we will work on later in Photoshop. Next select Tools and Render UVW Template, double the width and height and press Render UV Template. Finally save the image and we are ready to edit. 03 EDIT BASE IMAGE It’s now time to add all the elements our street needs. Let’s go to Photoshop, open our base image and name it BASE IMAGE. This will be our map, and the slices we made are going to tell us where everything is – in this case the pedestrian crossing lines and each of the lanes we set. I set a base asphalt image, then set the lines for each side of the street and a second layer of asphalt so that we could have an irregular look in certain places. I set my second layer to Overlay and the Opacity to 86%, and then I played with a mask to erase in places I considered I would need it. After that I added another layer with the lines dividing the lanes, and finally our pedestrians’ crossing. I played with the blending modes and added a mask for a more irregular look, and now we have our image ready. IMAGE AND FINAL DETAILS 04 PLACE It’s time to place our image, so go back into 3ds Max, create a new material and set the image we just edited in Photoshop. Don’t forget to uncheck the Use Real-World Scale option so that we can see it properly in our material sphere. Now select our polygon, assign the new material to it and press Render. Now the detail we added to our texture in Photoshop should be visible – in my case you can see the guidelines are visible in the texture, and that’s because I had all my layers with some opacity. To delete it, we need to go to Photoshop again and add a new layer over the base image, and then fill it in full black. Overwrite it and it will be automatically updated in Max. Press Render again and it’s done. Adding details in the 3D model can save us lots of time in post-production phases 01 3D WORLD May 2018 74 www.youtube.com/3dworld ARTIST Q&A Your CG problems solved FOLLOW THE VIDEO www.bit.ly/vault-233-barbarian 02 03 3D WORLD May 2018 04 75 www.youtube.com/3dworld ARTIST Q&A Your CG problems solved Using this method, the balloon form will extrude up but the masked areas will stop it rising up and in between the ropes ARTIST Q&A Your CG problems solved SOFTWARE: ZBRUSH HOW CAN I GIVE THE IMPRESSION OF A BALLOON EXPANDING OUT BETWEEN ROPE RESTRAINTS? David Roberts, Sussex Simon Edwards replies If the aim were to create an animated moving sequence of such an object as this, I would be recommending physical simulation using dynamic forces and simulated cloth. However, here we are simply creating one still image. To achieve the look required I will describe a quick and easy solution of manually deforming one object with reference to another. I am a 3ds Max user so I started by building the two balloon objects within that program. The balloon is a simple sphere, with the default 32 segments, deformed into an elliptical shape and with an inlet spout added by using the scale tool and an Edit Poly modifier. Once satisfied with the form, I added a Lattice modifier from which a new object representing the constraining net could then be extracted. Both of these objects were exported as a single OBJ file which was later imported inside ZBrush. It is from this point that the exercise here begins as I explain a method of extruding the underlying balloon object outwards and squeezing in between the rope netting object. STEP BY STEP DEFORM ONE OBJECT AROUND ANOTHER USING A ZPROJECT BRUSH 01SET UP THE SUBTOOLS To begin, import the OBJ into ZBrush from the Tool menu. Next drag it onto the screen and click on the Edit Object button. Expand down the SubTool menu, then go to Split and select the Group Split option. This will split the two objects previously created in 3ds Max into two separate subtools. Now turn on Ghost Transparency and make sure that the balloon object subtool is selected. 02 ZPROJECT BRUSH Expand down the Geometry menu and click on the Divide button four or five times until the ActivePoints count reaches somewhere around the 150,000 level (probably around five SubDivisions). Make sure the Smt button is off when you do this so as not to deform the shape by smoothing. Choose the ZProject brush with a Freehand Stroke selected. Switch Rgb on and both Zadd and Zsub off. EXPERT TIP HIDE PARTS OF A SUBTOOL OBJECT If you try painting with the ZProject brush whilst all of the ropes are fully visible, those ropes in front and around the backside of the active subtool will both be painted onto the surface. Hide areas of the subtool by holding Shift and Ctrl on the keyboard (with the left mouse button depressed) and stretching a green rectangle over. Areas outside the rectangle will disappear. 03 PAINT THE SUBTOOL MASK 04 DEFORM THE BALLOON Viewing from above and with the rope subtool selected, hide one half of the rope object. Now paint over the balloon where the ropes are visible and you will see that the balloon will become black where the subtool above is positioned (the ropes). Carefully paint with the brush, whilst rotating the balloon and also continuing to hide and make visible areas of the ropes, until the whole balloon has been painted in. 3D WORLD May 2018 77 When fully painted go to Tool> Masking>Mask By Color and click on Mask By Intensity. Go to Tool>Polypaint and switch off Colorize. You will now see that the painting you have done with ZProject has become a Mask. Go back to Mask and click on BlurMask. Now choose the Standard brush, switch off Rgb, switch on Zadd and start painting over the balloon subtool. Once complete you can reduce the SubDivisions down to a lower level in Geometry and export as an OBJ. www.youtube.com/3dworld ARTIST Q&A Your CG problems solved FOLLOW THE VIDEO www.bit.ly/vault-233-barbarian SOFTWARE: TERRAGEN 4 HOW CAN I CREATE A REALISTIC MOUNTAIN IN TERRAGEN 4? You can export the terrain, heightfield, geometry, skybox/spherical panorama for HDRI, camera, lighting etc in other software like Maya or 3ds Max Dan Armfield, Las Vegas Pietro Chiovaro replies Terragen 4 (planetside.co.uk) is arguably one of the best pieces of software currently available for the easy creation of realistic CG scenery. Today I will show you how to create a simple environment like the above in just 25 minutes. First of all, at the beginning of the creation of a new environment, we have to delete the default terrain and add a new one. For this scene I selected the Power Fractal option. Once we have done this, we can set a value for the Seed to generate a different terrain. Now we can set our base colour. To do this, we have to open the Shaders panel (at the right of the Terrain panel), and select the default base colour. We can then fix many values from the panel below. In this case I just changed the main colour, selecting a brownish one. After that I created two surface layers. In the first one, I selected ‘Limit maximum altitude’ and fixed a value of -125 for the Maximum Altitude option, and chose a greenish colour. In the second surface layer, I selected ‘Limit minimum slope’ and fixed a value of 20.25 for the Minimum Slope Angle. In the latest surface layer, I left the default colour as it was and tweaked the Coverage value. At this point we have to create our lake, and to do that we have to simply create a new Water Object. For this lake, I fixed a water level value of -515. The next step is to create the clouds and fix the lighting. First of all we have to select the Atmosphere panel, and here we have to add a Cloud layer. For this scene I selected the High-level: Cirrocumulus option. Here I just changed the Coverage value and the Variation value, set to 1.3 and 0.75 respectively. And finally I fixed the sunlight (in the Lighting panel), decreasing the Heading value to 207 and increasing the Angular Diameter to 2.3. We have finished the scene creation process, so now you can change the camera position as you prefer, start the rendering process and then watch the final result. EXPERT TIP KEEP TRYING Many of the values of the scene, like for the clouds, the lake and the lighting, depend on the scenery we have generated, so it’s important to try out different values in order to achieve the best result. 3D WORLD May 2018 78 www.youtube.com/3dworld ESSENTIAL ART RESOURCES Exclusive videos and custom brushes are available with your digital editions! iPad is a trademark of Apple Inc., registered in the U.S. and other countries. App Store is a service mark of Apple Inc. Try out a digital edition for FREE today! Just search for ‘ImagineFX’ on these selected platforms… INSIGHT News and views from around the international CG community EXCLUSIVE REPORT DON’T WORRY, BE HAPPY We talk to axisVFX, who were tasked with bringing Happy from the pages of Grant Morrison’s graphic novel to the Syfy screen e’re living in the golden age of television. Networks are taking more chances and most notably, experimenting with their source material. Happy! is one such show pushing the boundaries of entertainment. Based on the brutal graphic novel by Grant Morrison, it tells the story of an alcoholic ex-cop turned hitman Nick Sax and his imaginary friend, Happy the unicorn. axisVFX was tasked with taking Happy from the confines of his 2D pages and into a fully fledged 3D character in the real world. “They were looking for a company that could bring an animation style that is slightly cartoony, a little bit of Roger Rabbit-ness to it, and bring it to life in a visual effects world,” explains axisVFX executive producer Paul Schleicher. “This project really is a hybrid between animation and visual effects. The animation styles are not as naturalistic as a lot of other types of visual effects projects, so that really spoke to our strengths.” The team quickly got to work on the pilot, allowing time to iron out any kinks when it came to creating Happy. “As he’s an imaginary character, he does all kinds of wacky things,” explains axisVFX co-founder and VFX supervisor Grant Hewlett. “He can change his outfit in the blink of an eye, he can be wet, he can be W dry, he can be dirty, he snorts cocaine, he does all kinds of stuff, so having all of those variations was pretty challenging.” POST PILOT Proceedings began with showrunner Brian Taylor’s very basic storyboards for placement, which the axisVFX team then embellished, leaving the animators some space to also come up with their own ideas. The pilot was incredibly well received from both Taylor and the network, with only a few minor issues to resolve. “From a lighting and compositing point of view, most of the things we worked through were stuff like getting the right kind of focus in the shots,” continues Hewlett. “A lot of dramas tend to be quite shallow focus so when for instance, they’re following Sax on quite a long lens and Happy’s meant to be next to him – what they found on the pilot was perhaps their focus was so shallow that there wasn’t really room to put Happy in that focus area. With the wrong kind of focus when you composite him, it really doesn’t look right. There was a lot of sensitivity to that and a lot of our work went on getting that focus right on a lighting and compositing side.” Hewlett also explains that one of the team’s biggest issues was Happy’s size. “He changes size really but he’s roughly about the size of Sax’s head, everybody established. If he isn’t that sort of size 3D WORLD May 2018 80 The project is described by axisVFX as a hybrid between animation and visual effects www.youtube.com/3dworld INDUSTRY Happy SMILE FOR THE CAMERA axisVFX CG supervisor Sergio Caires crafted a tool that streamlined the workflow “Sergio is involved in a lot of the tools within Houdini that make it very easy to just create scenes automatically,” says axisVFX co-founder and VFX supervisor Grant Hewlett. “When we drop Happy as a digital asset within Houdini, and we have a shot output mode, it knows where to look for the camera. It knows where to look for the animation for him, it knows where to look for the light rig for that shot – so a lot of that set-up work is automatic.” 3D WORLD May 2018 81 www.youtube.com/3dworld INDUSTRY axisVFX Top left: Showrunner Brian Taylor provided very basic storyboards for placement Top right: One of the biggest issues was Happy’s size AxisVFX had to provide huge variations of Happy so he could change his outfit, snort cocaine or get wet in the blink of an eye “EVEN THOUGH HAPPY LOOKS LIKE QUITE A SIMPLE CHARACTER, HE’S ACTUALLY GOT QUITE A LOT OF ENGINEERING WITHIN HIM” Paul Schleicher, executive producer, AxisVFX then your idea of where he is in depth is going to be way off,” he explains. STREAMLINING THE APPROACH After the show was greenlit, animation supervisor Friedl Jooste says it was clear that axisVFX had to scale up its animation team. “There was a big man hunt to find all the right people, which was really tricky because you had to find people with experience in cartoony-type animation,” he says. In the end, around 130 artists across axisVFX’s locations in Glasgow, London and Bristol worked on the show’s eight episodes. Working to a traditional TV schedule – tenweek blocks from edit to delivery – axisVFX delivered roughly 900 shots, starting in September 2017 right up until the end of January 2018. “We made up what we called the ‘Happy animation survival kit’ for all animators when they started, and it basically listed a lot of the rules and things that Brian didn’t like,” adds Jooste. With such a huge volume of shots, the teams had to have a specific, streamlined approach to keep up with the demand. “We had to know the character, know the animation and know how to get it from tracking the shot to out the door as quickly as possible,” says Schleicher. CG supervisor Ross Gilbert was one team member at the forefront of this pressure, explaining that they often had to think on their feet when they would run into problems. Working with Houdini, the team were able to craft these tools as and when they needed them. “The reason Houdini was so good is because it is such an open box,” says Gilbert. “We wrote a custom tool for Happy to allow artists to be able to actually render iterations of their lighting over and over again. I think some of the tools we wrote helped us to buy more time in lighting, which means it looks better – basically because you don’t have to wait so long to start a render, and you can actually spend that time making it look better.” FUR DENSITY Happy is made up of 12 million strands of hair, so Gilbert and his team created a tool that would enable him to be his long and 3D WORLD May 2018 82 stretchy self without revealing any sort of bald spots. “The tool could alter the density of his fur, so if he’s very small in a shot, we could go for a low-density fur and have a much faster render,” adds Gilbert. axisVFX also created an automatic shader and reflection pass that made it very easy to not have to think about some of the usual CG concerns. The team were able to simply click, drag and drop, and then comp would have their shader pass. “There were a lot of utilities that we made like that to speed up the interchange between 2D and 3D,” says Gilbert. “It meant renders didn’t come back that often because comp had the light groups that they needed to balance renders more efficiently on their side. We didn’t do as many renders as we might’ve done if we didn’t have some of the foresight we had in order to split things out, so comp could do a lot more.” “Houdini is such a robust tool,” adds Schleicher. “We had lighters handling multiple shots, and we were able to publish light rigs and shader sets and move assets around with none of that confusion you might get with Maya and Arnold and something a bit more fiddly. We’ve all worked in those pipelines and it was a breath of fresh air to use something a bit more robust. Before that, we did actually look into using Clarisse for a while but it didn’t really www.youtube.com/3dworld INDUSTRY Happy The team built a custom tool for Happy to allow artists to render iterations of their lighting over and over again Happy is made up of 12 million strands of hair and went through roughly 90 versions of fur before his final version meet our needs at that point. It’s a greatlooking package but Houdini did it for us.” BELIEVING IN HAPPY While Happy embodies a very cartoon-like characterisation with his blue fur and bright pink horn, he was a still a photoreal and believable addition to the show’s weird and wonderful world. Taylor presented axisVFX with realistic references, such as horses’ hair, in order to create the balance between the two, and Happy went through roughly 90 versions of fur before that balance was achieved. “A lot of our comps were really well integrated, like highly photoreal, but then when you see the final grade, he’s almost sort of hyperreal. From the cartoon, you need to know that he’s imaginary the whole way throughout,” says Gilbert. “He’s got all of the earmarks of a photorealistic creature: he’s got dynamic fur; he’s got top-of-the-range hair model shaders; he’s got subsurface scattering; he’s got really detailed textures – all the things you would find on a photoreal chimpanzee,” explains Schleicher. “And the rigging around his eyes – if you pull his eyes up to a massive size, all of his eyelids and everything will follow that and all of his fur will work with dynamics. Even though he looks like quite a simple character, he’s actually got quite a lot of engineering within him.” Happy is voiced by Patton Oswalt, and Jooste says that one of the most important aspects in creating the character was ensuring that Happy delivered Oswalt’s lines in the right way. “A lot of it was looking at shots to see if there was anything distracting in it,” he explains. “You want to suck the audience into what the character is saying and feeling and sometimes over animating takes that away from it. There was a fine balance of finding out how can we make him look really cartoony and fun but at the same time, we want the audience to really listen to what Happy is saying.” Despite the project’s enormous undertaking, with Happy appearing in some 100 shots per episode, the team at axisVFX says that working on the character enabled them to create a number of tools that they’ll be utilising in the future, allowing them to continue to flourish in the hybridisation of visual effects and CGI. “I don’t suppose we’ll be asked to do any more blue horses, but we’ve developed a lot of processes and tools and clearly doing anything with huge amounts of animation isn’t going to be as scary,” says Hewlett. “No two projects are alike. It comes down to that confidence,” adds Jooste. “We know that we can succeed in long-form projects.” Find out more about the studio’s work FYI at www.axis-vfx.com 3D WORLD May 2018 83 WHAT HAPPY MEANS FOR AXISVFX EXECUTIVE PRODUCER PAUL SCHLEICHER EXPLAINS HOW THIS PROJECT HAS PUSHED THE COMPANY FORWARD “We’ve got a really strong animation pedigree, [and] we’ve built a very class visual effects team. So for us, this is a culmination of a few years’ work, that is paying dividends in producing a really great show that leverages both our animation and our visual effects capabilities,” says Schleicher. “The coming together of animation and visual effects is a really interesting space; there’s lots of challenging shows out there nowadays that are looking at graphic novels or other types of source material that are not traditional. We could be live action one minute and we could be fully CG the next – there is this sort of hybridisation of techniques that is becoming more commonplace in all types of exciting content, predominantly in television because there’s this huge boom in it. It’s very exciting to be able to do what we do best collectively and get involved in all that.” www.youtube.com/3dworld INDUSTRY Nickolas Baric PRO THOUGHTS THE LIFE AND TIMES OF AN ANIMATRIK STUNTMAN Actor and stuntman Nickolas Baric talks about the art of performance capture remember the first action film I saw back in the Eighties. It was Superman II, and I was hooked on the genre from then. The seed for my love of action was planted at an early age, as I became obsessed with TV series like The A-Team, Fall Guy and Six Million Dollar Man – to name just a few. However, the reality of one day working in Hollywood seemed like just a pipe dream. I was stuck in a blue collar job which was immensely laborious, but it paid the bills. My shifts were spent staring at papers flying out of a printing press at 50,000 copies an hour. I’d think to myself, “There has got to be more to life, right?” Then, one day, I came across an advert for a stunt training program. Soon after the program was finished, I realised the real work had just begun. I got my feet a little wet, but it didn’t make me a real stuntman, not yet. So I started at the bottom and worked my way up. I went to acting school, pursued work in all levels of film and squeezed in all the experience possible. All the while, I’d train in as many different skill sets as possible: martial arts, weapons, wire work, gymnastic training and all types of outdoor recreation. This led me to become the all-round performer I am today. 20 years later, I’m a full-time stuntman, actor and motion capture performer extraordinaire. I It may surprise some to hear that motion caption capture is the most physically demanding of these disciplines. But, it’s also the most fulfilling. I’ve worked with four different mocap studios – performing stunts, choreographing fight scenes and acting my heart out. Most frequently, I collaborate record movement. It was just bizarre, but in the best possible way. Animatrik made me feel welcome, collectively working to make the experience as smooth and troublefree as possible. The team are adept at keeping performers in check and on track throughout a shoot. “YOU NEED TO LOOK BEYOND THE EMPTY MOCAP VOLUME AND VISUALISE THE FICTIONAL ENVIRONMENT, ADOPTING A WHOLE NEW PERSONA. THE MORE YOU’RE ‘IN’ THIS UNIVERSE, THE BETTER YOUR ‘CAPTURE’ WILL BE” Nickolas Baric, stuntman and actor with the games team at Animatrik. Headquartered in Vancouver, Animatrik is home to the largest independent mocap stage in North America. From Gears of War to Deadpool, motion capture has its own ‘cool’ factor that makes a stuntman’s life all the more exciting, original and super fun. My first motion capture performance was the most tiring day of my life. It was a DreamWorks Interactive project called Medal of Honor, the first instalment in a now hugely popular first-person shooter series. The experience was strange at first. I had to wear a tight black leotard covered in tiny reflective balls. You get out onto the volume, which is a floor at the studio, surrounded by optical tracking cameras to 3D WORLD May 2018 84 “Just act natural,” they said. I was in good company, working alongside a collection of veteran mocap actors who filled me in on all the technical processes. It took almost no time to adapt to the Animatrik stage, because that’s what we do as stuntmen. Every performer needs the ability to adapt, to improvise on the fly. That day, we recorded hand-to-hand combat, weapon kills, sprinting and more. Each action had to be performed at different angles, at different speeds – though we can only bend out of shape so much when landing and reacting. After eight hours, the experience can completely wipe you out. Flexibility, stamina and endurance are key, as is a highenergy attitude. www.youtube.com/3dworld INDUSTRY The life and times of an Animatrik stuntman Nickolas Baric is an actor, stuntman and motion capture performer. From watching superhero movies to starring in them, Nick has performed across TV, film, games and beyond. Nickolas has performed in blockbuster hits from Deadpool to Elysium From all the gags we perform to the range of unique apparatus, motion capture is a whirlwind of activity. The cameras move digitally to provide extra space for actors on stage and reduce potential hazards. We’ll shoot as much as we can back to back, interacting with imaginary characters. We’ll carry out tactical manoeuvres in every direction and perform gun hit reactions from every angle. There’s so much repetitive work throughout the day to craft a wide variety of scenes – for gameplay, stunt action, cinematics and more. When working on Gears of War, Microsoft’s cinematic director had me running up a steep incline to replicate 200mph gale force winds… while strapped into a heavy harness, 20-pound vest and snow boots. My endurance was killed that day. But it goes to show anything is achievable in motion capture, so long as you’re creative enough. Creativity is made all the more important by fast turnarounds on a mocap set. The goal is to complete shots as quickly as possible, and setup is minimal. Only battle scenes that require major choreography or aerial rigging for wire works require preparation. In other words, it’s rare for a stunt sequence to be rehearsed ahead of time. Performers must be ready for immediate action and reaction on the fly, in every scene. There’s only one limitation in the motion capture world – and that’s your 3D WORLD May 2018 85 own imagination. You need to look beyond the empty mocap volume and visualise the fictional environment, adopting a whole new persona. The more you’re ‘in’ this alternate universe, then the better your ‘capture’ will be. I can’t imagine what the next level will be – technology evolves much too fast to predict nowadays. Eventually, we won’t be able to tell the difference between reality and CGI, which is both amazing and scary. I’m looking forward to consistently bringing a high level of creativity, diversity and energy to every upcoming project. Here’s to the future. Find out more at FYI http://bit.ly/nickolasbaric www.youtube.com/3dworld INDUSTRY AnimDojo Badruddin holds a live session for the AnimDojo students 3D WORLD May 2018 86 www.youtube.com/3dworld INDUSTRY AnimDojo EXCLUSIVE REPORT INSIDE THE ONLINE ANIMATION GYM We talk to co-founders Bader Badruddin and Tom Box about how AnimDojo is helping budding animators to get industry ready ou have a great showreel on your hands, you’ve graduated from university with a decent grade, and yet you still can’t bag a job in the animation industry. It’s an all-too-common situation that continues to affect budding animators from all over the world, and Blue Zoo cofounder Tom Box and animation director Bader Badruddin decided it was time to do something about it. Thus, AnimDojo was born. “The simplest way to explain AnimDojo is that it’s an animation gym, there to complement someone’s education,” Box says. “We’re not saying don’t go to university and do AnimDojo. We’re saying do that and then you can join our gym.” Box is a regular industry panellist and says a recurring theme that stretches across almost every discussion is that recruiters often worried about how many applicants they were seeing were actually job ready. “Out of all the applicants who applied for animation positions, less than 10 per cent of them were employable even though they’d just been to university and finished a degree in animation,” he says. “We really thought about what we could do to try and help those people with the knowledge we have and how we approach animation.” With that, Badruddin held a two-hour masterclass and during that class, most Y attendees said they felt they had learned more in those two hours than in their entire university course. Box thinks this is down to Badruddin actually animating in real time in front of the students. “Most animators are afraid of animating in front of an audience in case it goes wrong,” Badruddin explains. “For me, that is where I get to show my problem-solving skills and where animators will really learn what it’s like to be animating. It’s not always perfect. They watch me, I make mistakes, things go wrong. It not only shows them the practical way of doing something but that if something doesn’t work, how do I solve it?” PRACTICE MAKES PERFECT After the success of this touring masterclass, Badruddin and Box wanted to come up with a way to open it up to even more people. So instead of holding a thousand more classes, they decided to merge their expertise into their self-described animation gym. At the start, the pair asked everyone at Blue Zoo what they would do if they could create their own course. A lot of the feedback made its way onto AnimDojo, with the main aspect focusing on completing short exercises rather than a six-month vanity project. “If you’re an artist, you don’t get good by painting an oil painting masterpiece on your first day. You get A LIFE OF ITS OWN Now with two batches of AnimDojo students, Badruddin says that the site is starting to become more self sustaining thanks to the enthusiasm of past participants. “There are students who have had more one-on-one intense 3D WORLD May 2018 87 training with me, so we have more senior students who have been helping out the new students,” he explains. “We’re adding more features and we’re starting to bring in new animators to help out.” www.youtube.com/3dworld INDUSTRY AnimDojo good with 15-min speed paintings and life drawings, so we tried to run with that ethos,” Box says. “For AnimDojo we’re very clear, you’re not going to make some big beautiful animation. You’re going to make lots of short little things that could make a beautiful showreel in itself, but you’re not going to have a big final piece. 90 per cent of the jobs out there are not in feature animation. The majority are in long-form TV series, adverts and online content. That requires a different workflow and mindset because you’re animating five to ten seconds a day rather than having three weeks for one shot. We’ve tried to cater for the real market rather than the idealistic job,” In order to make AnimDojo as successful as possible, Box and Badruddin utilised research in cognitive psychology to design a programme that fits with how the human brain learns. “The basics are if you read something ten times, you’ll remember it for 24 hours but after that it won’t store for long-term memory,” Box says. “The way the brain works is fetching stuff from memory, not restoring from memory. We thought we needed to design this around trying to fetch something.” ANIMATOR’S CHECKLIST After applying these evaluations to the tasks, Badruddin then created the AnimDojo animator’s checklist. “All the exercises rely “THE MAJORITY OF THE JOBS OUT THERE ARE IN LONG-FORM TV SERIES, ADVERTS AND ONLINE CONTENT. WE’VE TRIED TO CATER FOR THE REAL MARKET RATHER THAN THE IDEALISTIC JOB” Tom Box, managing director and co-founder, Blue Zoo on students having watched videos,” he explains. “The moment they join, there’s this video saying watch this first and then come to this session. You can attend the live sessions but you’ll not get what you’re supposed to be getting out of it if you haven’t done the checklist, because we’ll be using words you won’t have heard of before. We worked really hard developing that so it’s simple to remember, but it’s also required to be a review, asking students “what’s wrong with the post?” and they have to explain why it’s not working. That’s the cognitive side of it.” Badruddin likens the checklist to a cooking recipe, explaining that if you don’t follow it, you’ll undoubtedly get lost. “I think a lot of places that teach animation treat it so theoretically it’s overwhelming. You must feel the essence of the pasta, you put it in there, you boil it… it’s a similar approach. You follow the six steps one by one, and if you follow them you should end up with animation that is not going to be 100 per cent feature-quality perfect, but is 75 per cent there and that’s when the polish comes in. 3D WORLD May 2018 88 “It’s so easy to get lost in the polish when you haven’t even set up the foundations. The six steps are just the foundation and when the students who went through the programme followed the steps and the recommended training, they are the ones who have improved most. To give an example, the very first person who went through the programme, she used to animate about 80 frames in four days, she couldn’t get a job after her internship. I proposed she do a four-week programme and by the end she started to do 290 frames in two days.” Box and Badruddin also developed Mojo, where the more comments a student posts on others’ work or the more they post their own work, the more Mojo points they get. Then, at the end of each week, the people with the most points bag themselves a free review session with Badruddin. It’s the AnimDojo way of motivating and rewarding those who participate in the community. “Critiquing is left out of education,” Box says. “They construct how to make your animation better, not how to make you a www.youtube.com/3dworld INDUSTRY AnimDojo Left: Badruddin says that these live sessions enable him to show students how to correct mistakes in real time Below: A character created by Badruddin during one of his live sessions AnimDojo graduate Chester Sampson says the exercises themselves isolate specific parts of the process such as posing, timing and breakdowns ANIMDOJO IN REAL LIFE YOU CAN STILL COMPLETE THE COURSE EVEN IF YOU DON’T HAVE MUCH SPARE TIME better person at reviewing your animation. We really wanted to get people to critique; if you don’t critique someone else’s work then you don’t develop very quickly. It’s hard to critique your own work because you’re so close to it. If you critique someone else’s work, that gives you very good analytical skills of reviewing something you’re not very close to.” GETTING JOB READY When hiring new animators, Box says that it’s difficult to know what the animator’s actual skills are just from watching their reel, as it’s tricky to know what they’re like outside of their comfort zone. “It’s very uncomfortable for us when we employ someone without knowing their raw skills because we’ve only seen what their tutored work has been,” he adds. “When we look at starter hire, we’re not in the position to give them three months’ training when they start so they’re up to speed when running. We thought with AnimDojo, it’s a way of allowing them to speed up in their own time.” In fact, Box and Badruddin have seen such improvements on AnimDojo, Blue Zoo refunds the cost of the course if the student ends up getting hired at their studio. 2018 marked their first AnimDojo hire in the form of Chester Sampson. “AnimDojo was very different to my previous academic experience; being given short, focused exercises that can last anything from an hour to a couple days vastly contrasted the weeks and sometimes months given to complete my university assignments,” Sampson explains. “What helped me the most while doing AnimDojo was following along with Bader’s animation process through his lessons and livestreams. Being given a real adaptable process for approaching animation improved my confidence considerably and allowed me to realise that animation isn’t as complex as I had always assumed. This translated into massive speed and quality improvements allowing me to feel more comfortable in animating more creative and ambitious work, as well as giving me a basis to critically analyse my own work and make any improvements.” With their second hire already on the cards, it seems that throwing their students in the deep end has secured phenomenal results for the Blue Zoo studio. “The worse you are, the more we want you to take part in AnimDojo,” says Badruddin. “We know our system works and we don’t care about what your animation looks like. We care more that you improve as an animator. We always have to repeat that. We’re trying to make you a better animator, not your animation better.” Find out more about the programme at FYI animdojo.com 3D WORLD May 2018 89 One of the key aspects of the AnimDojo programme is to allow students to fit it into their busy, daily lives. Box remembers one student – a single parent. “He needed a lot of help to get his animation skills ready and he’d done his university course and was working another job in a restaurant. I thought, this guy is never going to be able to do a course where it’s three to four hours max,” he explains. “Other courses say if you do our course, you’ve got to spend ten hours a week for eight weeks then review you at the end. That doesn’t work with a lot of people. It’s not very inclusive for people who don’t have much time and the cost as well. We looked at how we could turn that model on its head, so if you’ve got one hour a week, you can still do this. If you’re £40,000 in debt, we don’t want to charge much money. We can make it more of a mass market than an elitist course that costs £10,000. We looked at what makes courses expensive, and that’s the staff costs of having all these amazing animators do mentoring, so you don’t need someone to mentor you.” www.youtube.com/3dworld REVIEWS We explore the latest software and hardware tools, to see if they are worth your time or money AUTHOR PROFILE Rob Redman Rob is a 3D artist and creative director, working across TV, film and print. When not in the studio he is often found presenting at various events, or editing this magazine! www.pariahstudios.co.uk FEATURES Multiple parts Adaptable for different tasks Large enough to read easily ÉCORCHÉ REFERENCES This is the unsung hero of references for 3D artists. It’s a planar reference, which just happens to be a massive help for techniques like box modelling, or even point-to-point polygon modelling. This kit only offers limited écorché (the head) options, but they’re still well worth investigating. Adaptable male figure PRICE £198 This reference model is one of the most thoughtfully developed and covers many bases | COMPANY 3dtotal | WEBSITE www.3dtotal.com account for certain tricky areas to master. The kit, which stands at over a foot tall, is cast in smooth resin, which is well finished – even if there are a couple of lines that could do with a little trimming (an easy job with a craft knife). The sculpted details are captured well and the transfer to casting has kept a great definition of detail. The real benefit of this kit is that it comes with multiple options to enable the artist to focus on a particular task, from muscle deformation to skeletal details. These are themed around arm and hand poses, often tricky to get right. There are also two torsos, which really complete the posing, as so much of what f there’s one piece of advice that all 3D artists, no matter which field they are in, should be given it’s to learn how to work from references, preferably anatomical human references. This builds many skills, from learning about silhouette and form, to understanding light and shadow, as well as surfaces and materials. All key to a good skill set for a 3D artist. The problem is choosing which references to invest in. You could create your own, but selecting something pre-made is usually better and there are many options available to choose from. One of the best is this multipart kit from 3dtotal which, although not cheap, is thoughtfully developed to I 3D WORLD May 2018 90 www.youtube.com/3dworld happens when an arm is moved has an effect in other areas. This in itself shows a good level of thought from the designers, as does the fact that the pieces connect via socket and peg, with magnets fitted to keep things from moving. These small details are what make this an attractive option for anyone looking for references that cover écorché, skin, bone and particularly muscular details. A few minutes’ clean up time after opening the model and you’ll be set. If you often need anatomical references then this is a fantastic resource that has been thoughtfully developed with the artist in mind. VERDICT REVIEWS The ultimate concept art career guide AUTHOR PROFILE Rob Redman Rob is a 3D artist and creative director, working across TV, film and print. When not in the studio he is often found presenting at various events, or editing this magazine! www.pariahstudios.co.uk The ultimate concept art career guide PRICE £20 | PUBLISHER 3dtotal | WEBSITE www.3dtotalpublishing.com dtotal has a long history of publishing high-quality art books, training materials and in more recent times, art equipment. This book heads off on a slight tangent, in that it doesn’t teach any one given topic nor does it highlight any stand-out projects. Unusually this book instead covers many aspects of a working creative professional’s career, and it’s done in such a way that makes for varied and interesting reading. It’s an easy-read guide that has been broken down into different sections that explain the career path, but also into sub 3 SUMMARY THE ULTIMATE CONCEPT ART CAREER GUIDE This book aims to give you insights as well as guidance to help you further your career. sections where you will find interesting ‘day in the life’ examples from top artists, nice infographics that help things feel light and some spotlights on key artists’ careers. It’s a great resource for those with an interest in a creative career, but it won’t land you your next job. No book can do that for you, but this one has many great tips to help you on your way. Insightful content and great production make this a worthy purchase for those with an interest in a creative career. VERDICT BEGINNER’S GUIDE TO ZBRUSH A complete guide to understanding the popular 3D application, written by some of the best ZBrush trainers out there. Beginner’s guide to ZBrush PRICE £30 | PUBLISHER 3dtotal | WEBSITE www.3dtotalpublishing.com clearly with high-resolution images, and each chapter can be read as a standalone piece of training or as part of the whole. The projects used to demonstrate the processes are all high quality and you will find plenty of inspiration as well as instruction. By the end of the book you should have a very thorough understanding of ZBrush, both as a collection of tools but, more importantly, as a workflow and production tool for creating your own projects. One of the best ZBrush training books out there. n recent years if you wanted to learn a new skill you could turn to YouTube or Vimeo to find a plethora of video tutorials, and while that has its place you simply can’t beat a thoughtfully and well-presented written tutorial. There’s something about following a printed article that helps it stick in the mind, especially when the trainers are of the calibre found in this book. A beautifully designed volume, this guide takes you through the application in a logical sequence, building on what you learned before. All the information is presented I 3D WORLD May 2018 VERDICT 92 www.youtube.com/3dworld ;9@0::<,:-69 BIG SAVINGS ON OUR BEST-SELLING MAGAZINES :(=, :(=, :(=, :(=, :(=, :(=, myfavouritemagazines.co.uk/spring182 Order Hotline 0344 848 2852 *TERMS AND CONDITIONS: The trial offer is for new UK print subscribers paying by Direct Debit only. Savings are compared to buying full priced print issues. You can write to us or call us to cancel your subscription within 14 days of purchase. Payment is non-refundable after the 14 day cancellation period unless exceptional circumstances apply. Your statutory rights are not affected. 3ULFHVFRUUHFWDWSRLQWRISULQWDQGVXEMHFWWRFKDQJH)XOOGHWDLOVRIWKH'LUHFW'HELWJXDUDQWHHDUHDYDLODEOHXSRQUHTXHVW8.FDOOVZLOOFRVWWKHVDPHDVRWKHUVWDQGDUGÀ[HGOLQHQXPEHUV VWDUWLQJ RU RUDUHLQFOXGHGDVSDUWRIDQ\LQFOXVLYHRUIUHHPLQXWHVDOORZDQFHV LIRIIHUHGE\\RXUSKRQHWDULII )RUIXOOWHUPVDQGFRQGLWLRQVSOHDVHYLVLWELWO\PDJWDQGF2IIHUHQGV$SULO REVIEWS Wacom Cintiq Pro 32 AUTHOR PROFILE Glen Southern Glen runs SouthernGFX, a small Cheshire-based studio specialising in character and creature design. He is a Wacom Ambassador for the UK and Ireland. www.southerngfx.co.uk FEATURES 32-inch 4K display A premium 4K display, complete with world-class colour performance of up to 99% Adobe RGB USB-C connectivity Use of a single cable between the PC and the pen display reduces desktop clutter ExpressKey remote Fully customisable shortcut keys are always at your fingertips with this functional remote Pro Pen 2 8,192 levels of sensitivity, tilt-response and virtually lag-free tracking allow for precise brush simulation Cintiq Pro Engine Transform your Cintiq Pro 24 or 32 into a powerful standalone creative pen computer with the Wacom Cintiq Pro Engine creative PC module HARDWARE REVIEW Wacom Cintiq Pro 32 An advanced, 4K creative pen display, combined with the Wacom Pro Pen 2, offers an experience designed to enhance every creative breakthrough PRICE $3,300 | COMPANY Wacom | WEBSITE www.wacom.com display, the Pro 32 provides plenty of work space, allowing users to display important toolbars without eating into that precious screen space. Unlike the Pro 24 (another new release) and previousgeneration Cintiqs, which came in touch and non-touch variants, the Cintiq Pro 32 comes with touch functionality as standard. Despite the larger screen, the Pro 32 is only 8.5cm wider and 4cm taller but uses a smaller bezel, meaning more screen space without taking over too much desk. Both Cintiq Pro models come with Wacom’s Pro Pen 2, featuring 8,192 levels of sensitivity, plus tilt-response for a more natural and virtually lag-free drawing experience. The displays also come with the ExpressKey Remote, a s those who have had the chance to use one of Wacom’s large-format pen displays will understand, it is clear to see why the products are used in studios around the world. Wacom’s previous flagship model, the Cintiq 27QHD, provided artists with an impressive 27 inches of screen space at a resolution of 2,560 x 1,400 pixels. As the push for Ultra High Definition content increases, however, artists are beginning to need more resolution and screen space than ever before. Introducing the Cintiq Pro 32. The latest model in Wacom’s Cintiq family features a 4K UHD display spanning an impressive 32 inches, with a resolution of 3,840 x 2,160 pixels. With four times the pixels of a standard 1080p A 3D WORLD May 2018 94 www.youtube.com/3dworld controller that houses the buttons and touch ring commonly found along one edge of the earlier Cintiq models. The separation of this remote from the main body of the display allows for seamless switching between left and right-handed modes, and the non-slip backing means the remote can be placed anywhere on the face of the device, with magnetic strips down either side to hold the remote in place when the display is positioned vertically. In order to rotate the display more freely, the optional Ergo Stand is required. This allows the display to be set vertically like a standard monitor, and horizontally at standing height or desk level. Out of the box, the back of the display features two flip-out legs to support the REVIEWS Wacom Cintiq Pro 32 8,192 levels of pressure sensitivity and unparalleled tilt recognition means that every stroke is naturally precise device at a 20-degree angle to the desk. When used in a bright studio environment, glare may present an issue. Compared to the 27QHD, which has a more reflective screen coating, the Pro 32 has taken steps towards solving this issue with an etched glass screen that diffuses those harsh reflections. This is also helped by turning off room lighting and using a desk light, or by using the Ergo Stand to angle the device away from the light source. Towards the rear of the display, there is a panel which can be removed to reveal the various ports and sockets used to connect your display to your work machine. These include: -1x HDMI -1x DisplayPort -1x USB Type-C -1x USB 3.0 -1x Power socket Located around the side edges of the display are four USB 3.0 ports, with two on either side for device connectivity such as charging the ExpressKey Remote. There is also a 3.5mm headphone jack on the left side and a SD card “WITH FOUR TIMES THE PIXELS OF A STANDARD 1080P DISPLAY, USERS CAN DISPLAY IMPORTANT TOOLBARS WITHOUT EATING INTO PRECIOUS SCREEN SPACE” The use of the USB-C for this generation greatly reduces cable clutter, as both the display signal and USB connectivity can be run through one cable. Unlike the Cintiq MobileStudio Pro, the Pro 32 does not feature any external USB-C ports, which will be welcomed by those who are unprepared to upgrade all of their devices to USB-C. The Cintiq Pro 32 offers a large screen size, with the resolution perfect for displaying UHD content. The extra space is also ideal for users who require specific toolbars and custom user interface layouts without limiting canvas or viewport size. Additionally, there is also the option to transform your Cintiq Pro into a powerful standalone creative pen computer with the Wacom Cintiq Pro Engine PC module. slot at the right, both located under the USB ports. At the top edge of the display is the power switch and LED power indicator. On the top left above the screen, there is a series of touch buttons that enable you to call various functions from your machine such as the on-screen keyboards, access Wacom settings or enable and disable the touch function. There is also a button that enables toggling between the display input mode for the device which was absent from the 27QHD, meaning cables no longer have to be swapped between machines. In the studio, we have a USB-C enabled laptop plugged in via the included USB-C cable, with a workstation plugged into the display through a USB 3.0 and DisplayPort cable. This means machines can be swapped with the press of a button and with no rummaging around under the desk. 3D WORLD May 2018 VERDICT 95 www.youtube.com/3dworld EXPANSION OPTIONS In addition to the Ergo Stand, which allows the display position to be adjusted to the user’s preference, another add-on available for the Cintiq Pro 32 and 24 is the Wacom Cintiq Pro Engine module. By removing the rear panel, this module slots directly into the device’s connectors, transforming the display into a powerful all-inone workstation computer. The specifications for the two variants of the Pro Engine module are as follows: Configuration 1 CPU: Intel Xeon E3-1505M V6 GPU: Nvidia Quadro P3200M 6GB GDDR5 RAM RAM: 2x16GB STORAGE: 512GB SSD PCIe Gen3 (M.2 2280) OS: Windows 10 Pro for workstations Configuration 2 CPU: Intel Core i5-7300HQ GPU: Nvidia Quadro P3200M 6GB GDDR5 RAM RAM: 1x16GB (with option to expand) STORAGE: 256GB SSD PCIe Gen3 (M.2 2280) OS: Windows 10 Pro FREE LEARN SQUARED COURSE ENVIRONMENT PAINTING IN PHOTOSHOP Download a free video course on environment design EXPERT ADVICE Learn about perspective, light and defining shadow in this free course U TUTOR Maciej Kuciara Maciej Kuciara is a concept designer and a member of the Art Directors Guild (IATSE Local 800) working in both films and video games in Los Angeles, California. Some of his work include Ghost in the Shell, Captain America: Civil War, Guardians of the Galaxy and the critically acclaimed PlayStation exclusive, The Last of Us. www.kuciara.com nderstanding perspective – the ability to represent the illusion of three-dimensional space within a two-dimensional surface – is essential to the arsenal of any concept artist. In this tutorial, we’ll get familiar with the process by studying a variety of techniques that will give you the fundamentals of designing environments. We start first by creating objects using 1-point, 2-point and 3-point perspective so we can get acquainted with the procedures. We will then move to a deconstruction technique. This reverse-engineering method will enable you to learn how to extract the perspective grid from a photo or illustration. Then comes the process of adding light and defining shadow to our line art constructions. Using the same perspective techniques we studied at the beginning, we will learn how to place our light and create shadows to give more depth to our paintings. Finally, I will show you how to create sketches from beginning to end using what we’ve learned so far. You will quickly understand that the magic happens when simple rules are layered on top of each other to create complexity, and thus, gain the confidence to push yourself and dive deeper into the world of environment design. Let’s go. Co-founded by Maciej Kuciara (CEO), Learn FYI Squared is a new form of art education, powered and curated by industry-leading artists. Its pedagogical approach aims to facilitate one’s artistic development by demystifying the process of learning both foundation and advanced skills. Begin your journey at www.learnsquared.com FREE DOWNLOAD! Get your video course: www.bit.ly/vault-233-barbarian 3D WORLD May 2018 96 www.youtube.com/3dworld IN THE VAULT VIDEO & FILES FREE RESOURCES FREE This issue we have a free video course from Learn Squared, teaching Photoshop environment concept workflows Follow the link to download your free files www.bit.ly/vault-233-barbarian GET YOUR RESOURCES You’re three steps away from this issue’s video training and files… 1. GO TO THE WEBSITE Type the following into your browser: www.bit.ly/ vault-233-barbarian 2. FIND THE FILES YOU WANT FROM THE LIST Search the list of free resources to find the video and files you want STEP IMAGES 3. DOWNLOAD THE FILES YOU NEED Click the Download buttons and your files will save to your PC or Mac LEVEL UP YOUR GAME HEROES In this tutorial Victor Hugo shows you his process for creating stunning characters, like Frazette, our cover star, using Autodesk Maya and Corona Renderer. PLUS There are more files and resources waiting online… VIDEO: Get the video tutorials for a selection of this issue’s training VIDEOS FILES: Download the high-resolution tutorial assets for all of our training VIDEO + STEP IMAGES BOOTCAMP – WORLD MACHINE CREATE ASPHALT MATERIALS In this issue’s bootcamp, Mike shows you how to use World Machine, the terrain generator. Oscar Juarez demonstrates how to create realistic road materials using UV unwrapping. 3D WORLD May 2018 98 www.youtube.com/3dworld 9000 9001