free! 12 hours of video tutorials! learn zbrush, unity & more 25 unreal 4 techniques Make this pro game environment Free Videos • Models • Textures 8GB of t projec files t s i t r a s e m Ga 3dworld.creativebloq.com August 2015 #197 a e m o c e b e to c i v d a o pr on i t a m i n a s e m a g r froeate flawless scrneoawtu!re C n cycle animatio er t c a r a h c dReendtear rielaliisnticlsg!cloth e m i t l a e r gally n i r e d n e ic rStart using Phyinsg! r mode for you ender Based R assassin's creed Insider insights to video game world building free! iclone 5 Worth £69 make this imaGe ZBrush mecha Concept and model a warrior android for video games de Fr Vi ee Tu tS Se A S ge 6 n d pa o A rn to ! Editor’s Welcome Stop playing and start creating with an issue brimming with game art training SubScribe & SAVe up to 59% Now you can get the best of both worlds! Subscribe to 3D World and get both the print and digital editions. Turn to page 34! There’s never been a better time to break into the video games industry. Free software, crowd-sourcing and a growing indie scene means artists can scratch that itch and begin creating their own games. This issue we aim to make that a little easier, on page 42 Alex Dracott shares his 25 tips to master Unreal Engine 4, then on page 54 Riyahd Cassiem shows how to concept and model a game mecha character, plus we have pro tips for getting started with PhysicallyBased Rendering (page 68), rigging better animation cycles (page 64) and we take a look at an impressive Halo CG film. Finally, on page 20, we speak to leading artists at Ubisoft about the challenges of building incredibly realistic game worlds. Ian Dean, editor ian.dean@futurenet.com emAil 3dworld@futurenet.com webSite 3dworld.creativebloq.com fAcebook www.facebook.com/3dworldmagazine twitter @3DWorldMag 3D WorlD August 2015 3 3dworld.creativebloq.com CharaCter details Learn how to create accurate costumes for your character models, turn to page 72 Free softwar E, gEt iClone 5 today! Page 77 Issue 197 Contents digital subscriptions Our complete line-up for this month’s 3D World Get the latest magazine for free in our new offer or download a back issue on iPad and iPhone today! www.bit.ly/3dworld-app 6 Free downloads Get your hands on 8GB of assets via our Vault download system 8 artist showcase Discover the best new digital art and more from the CG world 17 community 18 ChIna CallIng Is the future of VFX Chinese? 18 ChIna CallIng 22 assassIn’s Creed syndICate The emergence of Chinese VFX studios The art of world building revealed 26 short Cuts: two worlds How the animated short was made 36 artist Q&a All your software queries solved Feature 42 unreal 4 teChnIques Create environments for games 53 tutorials Improve your CG skills 78 3d maker 8 artIst showCase Discover the most outstanding new creative work from the CG art community 22 world buIldIng Assassin’s Creed Syndicate’s stella art Explore 3D print art and trends 87 develop Theory, research and reviews regulars 7 next Month 34 subsCrIptIons 50 dIgItal-tutors vIdeos 77 Free! IClone 5 standard 98 dIgItal baCk Issues 28 gaMe CIneMatICs 42 unreal engIne 4 teChnIques Kazuyuki Ikumori discusses Deus Ex 3D WorlD August 2015 Discover 25 tips for lighting, texturing and rendering game environments in Unreal 4 4 3dworld.creativebloq.com Fr Tu d e ar lon n d t iC ta o ge 5 s 77 t n e ge l o pa ic rn to ee ! tutorials 54 Create a MeCha ConCept Concept and model a mecha female warrior in ZBrush 60 MotIon graphICs Learn to create unique motion graphics in 3ds Max and After Effects 64 anIMatIng For gaMes 64 anIMatIng For gaMes Animate a run cycle for a game character Create perfect run cycle animations for games using Maya 68 pbr teChnIques Get started in physically-based rendering with these core tips 72 Create a spaCe suIt Learn the new features of Marvelous Designer 4 to create realistic clothes 54 Create a FeMale MeCha ConCept 72 Create a spaCe suIt Riyahd Cassiem shows how to create a 3D sci-fi android design for video games Create a space suit in Marvelous Designer 4 3d maker ne 3d prw sectioint n 78 ColleCtable sCulpts id’s Brett Briley shares his models 80 3d prInt jewellery Small-scale modelling tutorial 83 stop-MotIon MasterpeICe The story behind the Chase Me short 84 MInIature ModellIng 78 ColleCtable sCulpts id Software’s Brett Briley shares his models 80 3d prInt jewellery 84 MInIature ModellIng Master the art of small-scale modelling Javier García Ureña’s insights and tips Javier García Ureña shares his models for Privateer Press and Corvus Billi develop 88 CreatIng an IndIe gaMe The art process behind indie game Glee Musketeers 90 MakIng halo: huManIty Meet the team of fans making a professional quality Halo movie 92 hoMe Made bloCkbuster 88 CreatIng an IndIe gaMe The art process behind Glee Musketeers 90 MakIng halo: huManIty 92 hoMe Made bloCkbuster Meet the team behind the Halo fan film How Alf Lovvold made a CG movie trailer Alf Lovvold shares his process for making a CG movie trailer reviews 96 3ds Max 2016 Can this year’s edition deliver the new features we’ve all wanted? 97 CadMouse It’s a mouse, but not as you know it... will this change how you work? 97 shaderMap 3 96 revIew: 3ds Max 2016 Can this year’s edition improve on 2015? 97 revIew: CadMouse 97 revIew: shaderMap 3 It’s a mouse, but not as you know it... 3D WorlD August 2015 The user-friendly texture app impresses 5 3dworld.creativebloq.com The latest edition of the user-friendly texture app impresses 100 My InspIratIon Simon Webber shares his career 8gb of video & files in the vault free resources Follow the link to download your free files www.creativebloq.com/vault/3dw197 Get a complete video course and project files! get your resources You’re three steps away from this issue’s video training and files… 1. 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Plus! there are more files, art and resources waiting online… video+models+textures create a game environment video character details high-res art mecha model video game animation video digital-tutors Download Alex Dracott’s video and resources to create his game environment in UE4 Follow this Marvelous Designer 4 tutorial Video Follow the workshop training to create professional motion graphics Files Download the training for this issue’s Artist Q&A tutorials artwork Download the extra tutorial images to accompany Showcase wiPs Download the artwork for Alf Lovvold’s homemade movie trailer Follow the video to animate run cycles Get the high-res art to follow the tutorial 3D WorlD August 2015 6 3dworld.creativebloq.com Get three complete video tutorial courses w e ib e t ! s c r g s u e ub bs to is ld-s su day e x t wor d to r n .ly/3 u it yo w.b w contact us 3d w o r l d Mag azi n e future publishing Quay House, The Ambury, Bath, BA1 1UA telephone: +44 (0) 1225 442244 email: enquiries@3dworldmag.com website: 3dworld.creativebloq.com facebook: www.facebook.com/3dworldmagazine twitter: @3DWorldMag editorial Pr o d ucti o n & d i str i b uti o n editor Ian Dean production controller Marie Quilter art editor Darren Phillips production manager Mark Constance production editor Felicity Barr printed in the uk by: group content editor Tom May William Gibbons & Sons Ltd on behalf of Future. commissioning editors Beren Neale, Julia Sagar distributed by: deputy commissioning editor Sammy Maine Seymour Distribution Ltd, staff writers Alice Pattillo, Jem Roberts 2 East Poultry Avenue, issue 198 next Month London EC1A 9PT, c ont rib utors Tel: 0207 429 4000 Aiman Akhtar, Cirstyn Bech-Yagher, overseas distribution by: Riyahd Cassiem, Chris Chui, Vikrant J Dalal, Seymour International Alex Dracott, Mike Griggs, Paul Hatton, Alf Lovvold, Bob MacNeil, Christiano Pires, ci r cul ati o n Kieran McKay, Wes McDermott, Kulsoom trade marketing manager Juliette Winyard Middleton, Rob Redman, Thiago Vidotto, 07551 150 984 juliette.winyard@futurenet.com Simon Webber, Alvin Weetman l i cen si n g Ma na geM ent international director content & marketing director Nial Ferguson Regina Erak regina.erak@futurenet.com head of content & marketing, photography, +44 (0)1225 442244 Fax +44 (0)1225 732275 Develop your hard surface modelling skills creative & design Matthew Pierce group editor-in-chief Dan Oliver sub scr i Pti o n s group art director Rodney Dive uk reader order line & enquiries: 0844 848 2852 a dve rtising overseas reader order line & enquiries: account manager Suzanne Smith +44 (0)1604 251045 +44 (0) 207 042 4122 suzanne.smith@futurenet.com online enquiries: advertising manager Sasha McGregor www.myfavouritemagazines.co.uk (0)1225 687675 sasha.mcgregor@futurenet.com email: 3dworld@myfavouritemagazines.co.uk Future is an award-winning international media group and leading digital business. 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Any material you submit is sent at your risk and, although every care is taken, neither Future nor its employees, agents or subcontractors shall be liable for loss or damage. 3D WorlD August 2015 7 3dworld.creativebloq.com showcase artist showcase The best digital art from the CG community get published email your Cg art to ian.dean@futurenet.com I often start with some simple sketches for setting up composition and lighting Visit the online Vault to download extra process art for these projects: www.creativebloq.com/vault/3dw197 3D WorlD August 2015 8 www.facebook.com/3dworldmagazine 3d world view “This piece is great fun and there are some subtle details in the finished render, such as the scratches on the snowmobile.” iaN deaN Editor the great esCape with tatra V855 artist Jan Hrebícek and Ondrej Cervinka software 3ds Max, ZBrush, V-Ray, Photoshop Drawing their inspiration from dreams, comic books and movies, Prague-based artists Jan Hrebícek and Ondrej Cervinka took around a year to complete this particular project. “I’m not a fan of sitting at a computer for whole days, so my main source of inspiration is travelling around on my motorcycle,” explains Ondrej. “It’s a cliché but after just one ride, I have a clear head and can think about anything I want. It’s relaxing and helps me to focus.” With Jan currently studying professional photography and Ondrej working as a shading/lighting artist at ProgressiveFX based in Prague, the pair are a force to be reckoned with. The Great Escape with Tatra V855 was the first project in which Ondrej used hand-painted textures in Mari and although it was a time-consuming process, both artists are happy with the outcome. “I often start with some simple sketches for setting up composition and lighting,” explains Jan. “Then I continue with modelling, lighting and texturing. Sometimes I like to jump around the workflow and skip certain parts to get an early preview of the final product.” Jan continues, “I usually start with references to shaders and atmosphere; my work is only about shaders, light and rendering.” See more on www.be.net/ondrejcervinka fyi and www.janhrebicek.com 3D WorlD August 2015 9 www.facebook.com/3dworldmagazine showcase I look at aspects such as mood and then I imagine what’s behind a pose, a specific lighting… and keep it simple and clean keeP it siMPle Jean Marcel has kept the topology nice and clean in his Batgirl model batgirl artist Jean Marcel software ZBrush, topoGun, 3ds Max, V-Ray, lightroom Superheroes often prove a great source of inspiration for 3D artists and Jean Marcel is just one of those artists who has turned his hand to a homage. “I’m a story lover, so I like to capture something that tells the story of the character,” he explains. “I look at aspects such as mood and then I imagine what’s behind a pose, a specific lighting… and keep it simple and clean.” Currently working on an animated feature in Brazil, the portrait took Jean around three months, working on it for a few hours a day. “It was all poly modelling,” he says. “I can only mention the steps sketch and retopology since I prefer dealing with form first and then when I’m pleased with it, move on to make it good for animation.” Translating a 2D character into a 3D one was the process that Jean enjoyed the most, making subtle changes throughout but never losing the original essence of the character. “I studied mesh flow, testing possibilities. What works and what doesn’t, in order to create the most ideal topology for her. I also studied new methods of texturing, how to achieve faster results without quality loss.” See more of Jean Marcel’s work at fyi www.artstation.com/artist/jeanmarcel 3d world view “Jean created this to improve his character modelling skills and here he's managed to make textures quickly, without quality loss.” feliCity barr Production editor 3D WorlD August 2015 10 www.facebook.com/3dworldmagazine showcase Trying to create a likeness is the most enjoyable aspect... But it’s also the most challenging part of it too portrait of riChard spriggs artist ian spriggs software Maya, Mudbox, Photoshop, V-Ray Working as a character modeller in the VFX industry, Ian Spriggs is a dab-hand when it comes to producing undeniable likeness. “Trying to create a likeness is the most enjoyable aspect of making a portrait,” he explains. “But it’s also the most challenging part of it too.” Working on films such as Crimson Peak, Warcraft, Pompeii and horror movie Mama, Ian creates his best work using photo references. “I will set up a space with as little shadow as I can since I will also be using these images to help with texturing,” he explains, adding: “I will take 20-30 images in 360 degrees of my subject in the pose and then an addition 20 or so in a T-pose.” Ensuring the focus length in Maya matches that of the camera, Ian then brings in a prerigged base mesh to begin the posing of the model. “Usually I will block out all the geometry I need, clothes, props, eyes and so on,” he says. “Once this is done I will import all my geo into Mudbox, along with the cameras I previously set up in Maya. I like to have my Maya file and Mudbox file in sync, it helps if I need to make changes on the fly.” Browse through the rest of Ian’s work at fyi www.iansprigggs.com 3D WorlD August 2015 3d world view “Ian was inspired by Turner, Vermeer and Rembrandt in producing this digital double – and its natural realism really does shine through.” darreN phillips Art editor 12 www.facebook.com/3dworldmagazine showcase Apart from merely achieving the likeness, I wanted to portray Dana Scully’s personality in my artwork daNa sCully artist Jeen lih lun software ZBrush, Photoshop, After effects, V-Ray “I had been working on this piece on and off for a few months in my spare time,” begins Cambridge-based artist Jeen Lih Lun. “I spent roughly three weeks sculpting in ZBrush to achieve the likeness and created the low poly model with UVs, two weeks setting up Maya skin shaders, creating the eyes, lashes, brows and textures, a week to create the hair using Maya nHair, and another week or so for clothing, peach fuzz creation and rendering.” Jeen is a character artist, who loves to capture the essence of the character’s disposition in her accurate renders. “Apart from merely achieving the likeness, I wanted to portray Dana Scully’s personality in my artwork,” Jeen continues. “I particularly enjoyed sculpting her face, modelling the eyelashes and creating the hair.” Working as a senior character artist at Ninja Theory, as well as experience with Unreal and Unity game engines, it’s sculpture, painting and photography that captures the special moments in life that inspires Jeen. Shunning ‘fancy techniques’ for this piece, Jeen says it was fairly standard practise throughout. “I spent some time experimenting both in Maya nHair and ZBrush FiberMesh, and then decided that I would prefer to apply nHair for the hair, and import FiberMesh from ZBrush for peach fuzz on the face and clothing.” See more character creations at fyi www.artstation.com/artist/jeenlihlun 3D WorlD August 2015 3d world view “With her smouldering looks, the popular pin-up from the 1990s is back. I love the realistic skin and Dana’s piercing eyes.” feliCity barr Production editor 14 www.facebook.com/3dworldmagazine 3d world view “Grant has taken Rafael’s Dragonfly model and has given it life by using great materials and lighting. The fire rings are particularly cool.” iaN deaN Editor masteriNg V-ray fiNale artist Grant Warwick software 3ds Max, V-Ray, HDR light studio, Photoshop Collaborating with Rafael Grassetti, Mastering CGI’s Grant Warwick created this impressive sci-fi inspired character, taking about a month to complete the project. “Grassetti designed the character and provided the model for me to unwrap, texture, shade and light,” Grant explains. “I utilised the 3ds Max render surface map tools to automate a lot of the texturing process. The entire workflow from start to finish is explained in the final lesson of Mastering V-Ray Course.” Running a full-time teaching business in Mastering CGI, Grant relishes the times when he’s able to work on ‘amazingly designed characters.’ “The most rewarding aspect though, has to be revealing all of the tips and secrets to my subscribers on the course,” says Grant. “After seeing the feedback from Mastering V-Ray and how I have managed to change so many lives it’s much more important for me to better myself so I can share with my subscribers,” he explains. “Earlier this year I managed to get one of my first subscribers a position as a senior 3D artist at Cream Studios due to his determination to learn from the course.” See more tutorials and final projects on fyi Grant’s site: www.masteringcgi.com.au The most rewarding aspect has to be revealing all of the tips and secrets to my subscribers 3D WorlD August 2015 15 www.facebook.com/3dworldmagazine CONTENTS Community News and views from around the international CG community 20 work in video games Character artist Tom Isaksen shares his tips 22 world building Assassin’s Creed Syndicate’s stella art 18 the big issue: vFX in China 26 short Cuts: two worlds 28 game CinematiCs Is the future of VFX Chinese? Be inspired by Andy Lefton’s artful short Kazuyuki Ikumori discusses Deus Ex GET publiShEd Email yOur CG arT TO ian.dean@futurenet.com Visit the online Vault to download extra process art for these projects: www.creativebloq.com/vault/3dw197 30 mad maX: Fury road How VFX studio Iloura created the toxic storm sequence for the latest movie 3D WorlD August 2015 17 3dworld.creativebloq.com 32 20 years oF FmX How VR stole this year’s FMX conference Communit y The big issue The big issue Is the future of 3D ChInese? As the CG industry in China is expanding rapidly, Tom May finds out where it’s heading… D oes the future of 3D lie in China? It’s been on the cards for a while but things are changing fast in the world’s second largest economy. Recently China launched the CG equivalent of Silicon Valley, The Jiangye Newtown Technology Park, to propel the industry forward. So far the regional government has bought 400 licenses of PipelineFX’s Qube! to manage rendering needs, and forged a joint venture with Original Force to provide renders, motion capture, colour grading and 3D scanning to customers across the globe. In total 100 companies are currently residing at the park, working across films, games, animation and new media. One of those is BaseFX, a Beijingbased digital effects house set up in 2006 with the aim of serving both Hollywood and the local Chinese and Asian industries. And things are hotting up for the company, which has a close relationship with ILM. “We’re currently finishing up Monster Hunt, the biggest VFX film completed here to date, with 720 photoreal character shots,” explains founder and CEO Christopher Bremble. “Last year we worked on Captain America: The Winter Soldier, Teenage Mutant Ninja Turtles, Transformers: Age of Extinction, Black Sails, True Detective, Agent Carter, and several local films including Breakup Buddies for Ning Hao. So 2014 was a great year for us and 2015 is looking just as good.” But working in China isn’t without its difficulties. “Budgets on Chinese films remain very challenged. Chinese films have a small number of territories to sell into and the domestic industry can’t afford films heavy on high-quality visual effects. So there are a lot of films with a thousand poorly done shots,” Christopher explains, adding, “The market place is more focused on quantity than quality, which is the inverse of the US market. That makes it hard to do business locally. The top companies, such as BaseFX and Technicolor, all rely on international clients/co-productions for a significant amount of their revenue.” 3D WorlD August 2015 18 3dworld.creativebloq.com There are also cultural differences when it comes to process. “In China, many artists are self-taught and like to handle a shot from modelling to final comp,” Christopher says. “That’s just not an efficient way to work most of the time. The generalist approach works fantastic for the brilliantly talented artists, but the majority of artists have In China, many artists are self taught and like to handle shots from modelling to final comp Christopher Bremble, BaseFX real weaknesses in some part of the pipeline, and those weaknesses come through when they try to work at the highest level.” That culture is changing fast, though, believes Longji Hao of OxygenTec, Pipeline FX’s main reseller in the region. “Most of China’s animation Chinese CG pioneers Original Force worked with The Third Floor to create the 3D for online MMORPG Asura indusTry insiders Thoughts & opinions from the experts Beijing-based VFX studio BaseFX supplied 350 shots for Pacific Rim under the supervision of ILM Christopher BremBle Founder and CEO www.base-fx.com companies are changing from a traditional model to streamlined development right now,” he says. But they’re not there yet, and Longji describes the current period as one of “transition”, in which “pipelines will need to be more simplistic and practical” for a little longer. For that reason, it would be brave for a foreign company to launch an offshoot in China right now, adds his colleague, QiHui Li. “For a purely foreign team in China, things would be difficult since they won’t understand the perspective of the Chinese and the business environment,” he believes. “It would be better to partner with a Chinese company first. Then they could both live and grow in the complex and expanding Chinese market.” But in all honesty, it’s most likely to be homegrown firms who end up dominating that enormous market. That’s certainly what Original Force believes, anyway. Founded in 1999, the company, which works on gaming, animation and CGI production, was invited in 2011 to spend two years producing the Dreamworks TV series, Dragon: Riders of Berk. “Then this April we revealed the first big screen project of our own,” says founder Harley Zhao. And it’s very much the way forward for the company as he sees it. “Outsourcing will be our steady foundation, but we’re also trying to turn ourselves from a purely outsourcing company into a one that can add to its brand value continuously,” he says. “We’ve established our creative production team in both China and LA, we have the best talents in the industry, and we’ve got the most incredible IPs in our hands,” Harley continues. “We’ve kept the dream in our heart from day one and are walking on our way to achieve it. Sooner or later, we will make the world know about the most amazing animation movies that were made by Original Force.” For more on The Jiangye Newtown fYI Technology Park: www.bit.ly/Jiangye 3D WorlD August 2015 19 “For expats looking to work in China, I’d firstly say that though there are definitely opportunities it remains a very different world from Western society and it takes a level of patience, humour and humility to be successful here. It also takes learning some Chinese, which can be a challenge. China is in the midst of an amazing transformation, with a deep sense of its history and a real hunger to move beyond the past. There are great opportunities for TDs, supervisors, and specialists in areas like massive or facial rigging, which haven’t been fully developed in China. I’ve been here 13 years and it’s home to me now.” 3dworld.creativebloq.com harley Zhao Qihui li CEO, Original Force www.of3d.com CG editor, OxygenTec www.oxygentec.com “There’s currently an enormous demand for TV cartoon episodes to fill the hours of airtime on children’s TV channels. Because of the strict central government regulation of overseas cartoons, demand for Chinese cartoon content has never dropped in the past decade. This means many investors are seeking opportunities to put money into local cartoon production, and are seeking to build their own licensing business in China; they’re all hoping to benefit from the long-term brand value of a character like Mickey Mouse.” “Although many problems and barriers exist in China, good companies continue to stubbornly survive. Development needs perseverance and patience; after all, this industry is a delicate balance between fine arts and science and technology artisanship. There is an old saying in China, ’constant dropping wears away a stone’ – or as you might say, ‘Rome wasn’t built in a day.’ So by introducing advanced foreign teams of artists into China and creating a better business model, we hope to drive the health and development of local 3D talent.” Communit y Industry interview industRy inteRview GET YOUR GAME FACE ON Character artist Tom Isaksen shares his advice for working in video games T Tom Isaksen Tom is a 3D character artist from Denmark with more than 15 years of industry experience. He is currently senior character artist at Ubisoft Paris. www.characterink.com he character designer for the famous action game Hitman, Tom Isaksen, says, “As an artist, more than anything, you have to understand how video games and real-time graphics work, it’s not enough to ‘just’ be great at sculpting or painting. You need to have a good understanding of the whole process.” With over 15 years in the industry and best-selling games to his name, his tips are golden to any wannabe game artist. After quitting his job, Tom pursued a career in 3D graphics and in 2000 graduated from Bournemouth University. “I spent some time teaching myself how to make low poly game characters,” he says, and this landed him a job with IO Interactive. Tom worked as lead character artist on Hitman Absolution, spending a year just developing the production pipeline for characters to improve quality from the previous games. “Regardless of platform and hardware changes you always need to improve graphics from previous games, so a lot of effort went into optimising/improving old tools and techniques while introducing new ones. 3D face scanning became a big factor in making the characters for the game.” Real-time rendering When creating a character, such as his new Sandtroopers Star Wars fan art (pictured right), Tom begins with research and concept art, then creates as detailed a character as he can, “millions of polygons – it’s only after the high polygon creation process the differences start to show,” he says, explaining his rendering approach: “Real-time rendering is still all about optimising your work, making the most of as little as possible,” he says. “Octane Render is almost like using a real-time game engine, but without having to cheat to achieve realism. I currently use it on all of my personal artwork, I like to be free of the restrictions of a game engine, while still having almost instant feedback on my work.” When it comes to succeeding these days, Tom has some sage advice for anyone wanting to get into the industry: “Today the industry is very specialised, but in order to be great you need to know how to push the quality to the limit and how to make sure your assets fit into the entire pipeline.” “I think it’s important to have a drive that will keep you pushing the quality of your work, always searching for new workflow optimisations and more render-efficient graphics, something you can only really do if you understand how the game engine works.” But most of all, “do it because it’s your passion and you’re prepared to work hard, it’s a competitive field where you always have to stay relevant. Be curious and constantly challenge yourself.” You can see more of Tom Isaksen’s personal renders and FYI art online at his website www.characterink.com Octane Render is almost like using a real-time game engine, but without having to cheat to achieve realism 3D WorlD August 2015 20 3dworld.creativebloq.com “I grew up with Star Wars and have always been a big fan, and with the new movie coming I thought it would be nice to take a moment to remember the original designs that, in my opinion, still stand the test of time” Communit y Industry interview industry interview SecretS of the world builderS Ubisoft share the lessons learned from moving Assassin’s Creed to Victorian London M Thierry Dansereau Thierry is art director for Ubisoft Quebec and has worked in gaming since 1997. His big break was Prince of Persia: The Forgotten Sands. quebec.ubisoft.com oving a well-known gaming franchise to a whole new world means even more attention on your environmental work than usual – everything will have to be spot on. So with Assassin’s Creed Syndicate moving to the open-world stealth series to Victorian London, how did Thierry Dansereau, art director at Ubisoft Quebec, cope with the high expectations? In a word: research. “We’ve spent months educating ourselves about Victorian London through history books, photo references, movies and old city maps,” Thierry explains. “We want to gather as much knowledge about the world we’re building, from architecture, to the city layout, to technology, to how people lived. We tried to learn as much as we can.” There were also references to draw from, as photography was starting to become popular in Victorian London, ensuring greater accuracy. Plus, Ubisoft invited historians – both in-house and external experts – to their studio to validate their ideas. The team also spent time in London to get a better sense of how the elements in the city relate to each other. “The atmosphere and the topography of the city, things that the maps and pictures can’t fully capture,” Thierry explains. “I’ve personally walked about 70km in London to feel the vibe as much as possible!” 3D WorlD August 2015 22 3dworld.creativebloq.com For other artists embarking on building a new world, Thierry has this advice to offer. “First find what’s cool about the world you’re trying to build, and how it relates with the interactive experience you’re creating. In our case, things like landmarks, railroads, the River Thames, gang ridden slums, were all things that felt cool and also serve a gameplay purpose. We built around these as ‘must haves’, which are strong world elements that are part of the core of the game, not just visually but also mechanically.” Thierry’s second tip is that contrast is essential. “It’s important to look further than just architecturally rebuilding a setting,” he explains. “The Industrial Revolution is loaded with contrasting Ubisoft’s team spent months researching Victorian London in order to build an accurate world how they built it Thierry admits there are more boundaries when creating a historically based environment You want to capture the differences in how people live in different parts of town, which areas were darker, poorer, richer, more crowded… themes and we pushed the differences into our seven districts as far as we could, while remaining as historically accurate as possible.” “You want to capture the differences in how people live in different parts of town, which areas were darker, poorer, richer, more crowded, traditional, industrialised, dangerous, commercial… and support all that with the appropriate architectural signature.” It’s easier to create contrast in worlds that are based on fantasy, he points out, since there are less boundaries than an historical setting. “However, the former can also be a challenge as it is easier to pull away too far from what is believable and create things that don’t fit in your game’s fantasy.” In contrast, for a historical open world game like Assassin’s Creed Syndicate, it’s important to nail down the small details accurately since the players already have a base of comparison and a preconceived idea of what to expect of 1868 London. “This probably makes the polish work a bit harder,” Thierry admits. “But at the same time, it can be more rewarding.” Ultimately though, he argues, “World design is world design, whether it is fantasy or a realistic setting. The goal in both cases is to create a rich and plausible world that players want to explore.” To learn more about Ubisoft Quebec, fyi visit www.quebec.ubisoft.com 3D WorlD August 2015 23 3dworld.creativebloq.com An open world environment the size of Assassin’s Creed Syndicate doesn’t come cheap, and a huge number of artists were needed to work on developing it, explains Jonathan Dumont, level design world director for Ubisoft Entertainment. “The number varied during the creation process, but at its peak we’d have close to 200 artists working on the game,” he explains. Modelling on the game was mostly done using 3ds Max, Lightroom, Photoshop and ZBrush. “For characters, we also used Photoshop and Lightroom along with 3D-Coat, xNormal and UV Layout. Our pipelines are well established with these software packages and fully compatible with our in-house game editor.” But despite all that, the artists still had to work their socks off, he adds. “The expectations were extremely high, the workload was enormous, and the teams were huge and located across the world,” says Jonathan. “You could compare the production of a game of this magnitude with a marathon.” If that sounds negative, though, it’s not meant to: as Jonathan feels very positive about the experience. “We had the chance to work on a brand with a tremendous fan base,” he enthuses, “and it’s very rewarding to know that our work will be in the hands of gamers on October 23rd, 2015.” Such passion is something he believes to be vital for anyone who wants to make it as an artist in the games industry. “Without passion, it’s very difficult to evolve your skills,” he reasons, “since it takes considerable efforts to keep progressing and challenging yourself.” “You also have to believe in yourself, to have ambition and to practise,” he adds. “Practise and practise as well as to stay humble, since there is always someone better than you.” Finally, Jonathan recommends you dedicate yourself to pushing your limits and learn to love working with others. “Today’s development teams are bigger and bigger,” he points out, “and you’ll have to work with a lot of different people. As an artist, you have to not only be able to work well with others, but to fully embrace the teamwork mentality.” AdvertoriAl Lenovo ThinkStation hardware Lenovo workstations: empowering 3D artists everywhere Introducing the best-designed workstations ever for 3D creatives D Mike Leach A graphics workstation evangelist with over 15 years’ experience, Mike works as a product technologist for Lenovo UK, specialising in Lenovo’s ThinkStation P Series and ThinkPad W Series products. www.lenovo.com The ThinkStation P series offers performance and reliability you need for professional work, at an affordable price igital artists need powerful and reliable workstations to work at their best, in an ever-evolving 3D industry. With this in mind, leading computer technology company Lenovo has built a brand-new product range – the Lenovo ThinkStation P series – specifically to accommodate the needs of 3D artists. “We’ve completely gone back to the drawing board and reengineered it from the ground-up,” says product technologist Mike Leach. “What we have now is the world’s best designed workstation.” Unparalleled usability Based on the latest Intel Haswell processors and powered by Nvidia Quadro Professional 3D graphics cards, the Lenovo ThinkStation P series is a market-leading workstation range. Designed for ease of use and with the user always in mind, the Lenovo ThinkStation P series has unparalleled usability, featuring a completely modular design, with red touch points highlighting every removable and serviceable item, including power supply, fan and hard disc drives. “You could strip the unit down to a bare, empty chassis in less than four minutes, with no training or tools,” Mike comments. “You don’t have to be a trained IT technician – anything with a red touch point can be easily removed and upgraded.” This easy-to-use, flexible system enables artists to add options as and when they are needed. These options include the ability to change power supply size with the Lenovo ThinkStation Flex PSUs. The Lenovo ThinkStation P Series also benefits from integrated card holders, in which graphics cards can easily be inserted and removed without the need for screws. There’s also a dedicated diagnostic USB port, whereby users can plug in any Android-based tablet or smartphone for system analysis, saving precious time and money on diagnosing errors. exceptional graphics capabilities The top-end Lenovo ThinkStation P900 can support up to a staggering four high-end NVIDIA Quadro graphics cards, delivering potential for over ten thousand GPU cores to the desktop, making this perfect for complicated GPU rendering and intensive real-time simulation tasks. Outstanding storage performance 3D projects are renowned for needing huge amounts of storage space, and the Lenovo engineers have considered this carefully. New FLEX features deliver a fully loaded experience, offering various benefits to 3D artists, including We’ve gone back to the drawing board, reengineering it from the ground-up the FLEX connector, a proprietary PCI-E slot to Lenovo that delivers high-performance connectivity. The workstations also come equipped with FLEX Drives, which support high-performance M.2 PCIe SSDs, to deliver extreme hard disc performance without sacrificing an I/O slot. Users can also benefit from more HDD without the need for more space. A newly designed HDD tray supports both 2.5” and 3.5” hard drives. And with one tray supporting two hard drives, users can add a staggering 14 drives on the Lenovo ThinkStation P900. a fully loaded experience With all of these features wrapped up into a sleek and stylish chassis, and products available from under £700 with up to five years’ manufacturer’s warranty available, it’s not hard to see how the Lenovo ThinkStation P series has become the most powerful, reliable and best designed workstation on the market. For the full range of Lenovo Fyi workstations visit www.lenovo.com 3D WorlD August 2015 24 3dworld.creativebloq.com Lenovo ThinkStation, powered by NVIDIA pushing power A workstation that won’t let you down Top speed and reLiabiLiTy A considerable upgrade, powered by the new Nvidia Quadro™ Kepler series of graphic card, the Lenovo ThinkStation P series is up 96 per cent faster than previous generations of workstation. And it won’t let you down when you need it – the ThinkStation P series is a whopping 56 per cent more reliable than the industry average. The ThinkStation P 900 delivers extreme performance perfect for rendering and simulation. It also boasts the highest storage capacity in the industry 3D WorlD August 2015 25 3dworld.creativebloq.com Communit y Short Cuts short cuts organic meets mechanical in a tale oF two worlds get published email your short to ian.dean@futurenet.com How hope and a heavy dose of Tatooine came to inspire Andy Lefton’s imaginative short, Two Worlds Andy Lefton Senior digital artist Andy currently works as a freelance 3D/VFX generalist. He has over 12 years’ experience in the broadcast, film and digital illustration industries. www.andylefton.com vital statistics teAM Writer, animator, effects and compositor Andy Lefton Music Thomas J. Peters Jeff Butta Sound design Lister Rossel Andy Lefton country USA SoftwAre After Effects Cinema 4D production tiMe Five years Finding hope in the bleakest of moments, Andy Lefton’s short has been almost a decade in the making, proving that his relentless faith (and a lot of hard work) can lead to great things. “I’ve always been influenced by post-apocalyptic and sci-fi themes, but with hope being the main catalyst,” Andy reveals. “The idea started out when I was a student in college. I wanted to create a diverse cast of characters and felt a relationship with a character that’s organic in nature and another that’s robotic in nature would be interesting. With all the pristine looking characters out there, I felt the opposite direction was the route that I wanted to take for this. Keeping the colour palette neutral and not too saturated helped to portray this world as desolate and barren.” Being the sole artist on the entire project posed challenges for Andy but he brought some talented folk onboard to assist with the sound design and score. “I went through many iterations of the set geometry, character look development and environment R&D. Bringing all of these together tallied over 100 shots and seven and a half minutes of animation and compositing, so this was the biggest challenge.” How long did the short take you to produce? The idea has been in my head for about a decade, but actual production was approximately five years on and off. I have other obligations in life, such as a full-time job and music. It was more of a part-time gig for me that eventually became a priority. Shelving the project With all the pristine looking characters out there, I felt the opposite direction was the route that I wanted to take with this 1 at times was quite disheartening – that’s when going freelance really gave me the opportunity to dive in full force. So that last year of production was the busiest and most satisfying. What 3D software did you use for the short, and why? Cinema 4D was my main 3D application. I’ve been using C4D for approximately 14 years and built everything from concepts, previz and animatics to final 3D output and rendering. GI was used via C4D’s AR renderer. Also integrating TurbulenceFD into the C4D pipeline was an asset on its own. What was the most impressive technical aspect of the project and how did you achieve this using 3D software? Creating emotion from characters that had limited capabilities. With L.O.I.D and Snibb not having a mouth, I relied on vocal expressions and eye movements to convey their messages 3D WorlD August 2015 26 3dworld.creativebloq.com and thoughts. Using morph targets and set-driven keys was a great asset in bringing these expressions to life. Did anything go wrong in production and what lessons did you learn? Of course, due to so much R&D being involved, but the entire process honed my abilities and knowledge. Textures were a challenge due to so much dirt and grime and I didn’t want to slap any old texture on, so working with UV layouts and painting up custom maps were always a task. Pacing the story overall was a challenge, too. I didn’t want to overkill on the pacing or want it to drag on, so finding that balance was a lesson learned. What’s next for you? Besides currently working as a freelance 3D and VFX generalist, I’m working on my next short. I’d also like to find more opportunities to work in film. Watch the full short at Fyi www.twoworldsfilm.com 1 There was a lot of R&D with the look of Snibb’s world. Ground shots had different texture shifts to keep continuity in the changing environment. 2 Snibb was unable to send a distress signal. Using C4D’s 3D pipeline into After Effects was invaluable for integrating screen and environment elements. 3 TurbulenceFD was used in multiple shots with L.O.I.D’s ship, the Lucky Strike, including some interior shots after colliding with space debris. 4 The pinnacle of the story sees Snibb and L.O.I.D bond and realise friendship is key to survival. We used a composer and the music really helped. 2 3 4 5 6 5 We meet L.O.I.D when he’s woken by the space debris collision. Set-driven animation was used in most head, neck, eye and finger movements. DeserteD LanD One of the biggest challenges was nailing down the environment look and how this setting would react to the barren and sometimes rough elements like wind, dust and so forth. Therefore creating a smooth pipeline with dynamics (cloth, hair, rigid), and being able to export the 3D data into After Effects was a necessity, so everything had to be organised accordingly for compositing. I built a multitude of 2D dust plates via Particular and also used some particle footage as foreground elements. Another technical asset used was set-driven keys on some of the characters’ movements and things like Snibb’s hover seat. 6 Rigid dynamics were a valuable tool for the random elements lingering around. I wanted to give a sense of occupancy, so creating things like simple mobiles, cloth flapping and plant life (food source) really helped to bring some life to the environment. 7 7 A vital part of the entire story was how the camera represented the characters. I had a limited amount of static shots. Even when the camera was still, I made sure to add the slightest amount of camera float. 3D WorlD August 2015 27 3dworld.creativebloq.com Communit y Industry interview industry interview When games become movies Kazuyuki Ikumori and the Eidos Montreal team behind Deus Ex: Mankind Divided’s CG movies talk perfect cinematics C KazuyuKi iKumori Chief creative director of Visual Works, Kazuyuki has many years experience creating CG cinematics and contributed to titles such as Final Fantasy, Tomb Raider, Hitman and Deus Ex as well as the groundbreaking movie, Final Fantasy: The Spirits Within. www.bit.ly/197-kazuyuki Jean-Francois Dugas Jean-Francois is executive game director at Eidos Montreal. He’s worked in video games since the days of the Nintendo 64 console and was game director on Deus Ex: Human Revolution www.bit.ly/197-Dugas reating a game is one thing, but selling the idea of that game to millions is another skill altogether. That’s why Square Enix has its own CG movie studio, Visual Works – creators of the cinematics for the forthcoming Deus Ex: Mankind Divided for Eidos Montreal. The team begin by understanding the game, discussing with the developer the key ideas, themes and story elements that need to be conveyed in the trailer. “A really in-depth understanding of the game universe and world really helps when making a cinematic,” says Kazuyuki Ikumori, chief creative director of Visual Works. “It’s vital that the cinematic team really understands the game and its feature set to ensure we can showcase them in the trailer.” The team work closely with the developer to grasp the core ideas for the game, and even help create models that will move from the cinematic and into the game itself, says Kazuyuki: “The game developers then usually provide us with the in-game models. These models can actually be work-in-progress versions that we work together on to finalise. So Visual Works actually made some adjustments to the character models that are then used in the game itself.” Working on cinematics as the game is still in development raises more problems, “it makes it very challenging to stay true to the game,” says Jean-Francois Dugas, executive game director at Eidos Montreal. “However, it is always our goal. And sometimes we need to make a decision for the trailer even before we’re ready to commit for the actual game.” The world of game cinematic creation doesn’t stand still. In his career Kazuyuki has seen many changes but new technology means real-time visuals and cinematics are getting closer, which means cinematic artists need to share assets and work closer with game developers. The team need to have an understanding of the game so they know what needs to be conveyed in three minutes 3D WorlD August 2015 28 3dworld.creativebloq.com cinematic tips Kazuyuki ikumori, chief creative director of Visual Works shares his key insights into creating game cinematics Facial animation tips We used displacement for facials to bring in the wrinkle expressions. It used to be hard for animators to manually animate and set the timing right for the detailed facial wrinkles during expressions but thanks to [Maya’s] Viewport 2.0, animators are now able to review them at nearly real-time. We used skin slide techniques to express a physical skin feel. Instead of moving the real mesh, we moved UV to create the fake map gaps. Q&a: Jonathan JacQues-belletête executive art director of eidos montreal What do you think makes a good video game cinematic? It’s highly related to your actual game. If you have a good game, there’s a good story, art direction, interesting characters, as well as a good sound score, then it should transpire in your trailer. If you manage to control these assets properly and present them skillfully in your trailer through a highly fined tuned combination of pacing, composition, reveals, action and dialogue then you’re on the right track for a powerful trailer that will resonate with your audience. VFX techniques To express and increase the volume of the dust in the air we used FumeFX. We also used Houdini for some heroic effects such as Adam’s titan shield, to express the fluid transformation of magnetic like substance. lighting aDVice At the beginning of production we considered several renderers. We were using mental ray before, but we used V-Ray this time to express the Deus Ex universe feel and develop a new pipeline. This has enabled us to use wider expressions including global illuminations, mesh lighting, volume lighting, which all be used to be difficult to use in our previous lighting pipeline. “It was never a problem if cinematics and in-game visuals were completely different before, but today, we need to create a consistent look. I would say this is the key change,” explains Kazuyuki, adding: “However, the ongoing improvements in the power of today’s gaming machines means that in-game models and visuals that derive from the ones we create for cinematics will only need very small tweaks one day. The gap between CG cinematics and in-game visuals is closing.” Jean-Francois Dugas agrees, saying: “In-game visuals are still limited by technical constraints because we stay in real-time – we need a good frame rate at any given time. For a cinematic, we can build a render farm to process all the data that is not restricted to real-time considerations.” There are tricks to merging in-game and cinematic visuals, though, “by using the same colour palette, world feel and atmosphere, the gap can be greatly reduced. Cinematics would give the impression of slightly more beautiful visuals, but we try not to be far from the impressions that are offered in-game,” says Kazuyuki. A really in-depth understanding of the game universe and world really helps when making a cinematic Kazuyuki Ikumori, Chief creative director, Visual Works Jonathan Jacques-belletête Executive art director of Eidos Montreal, Jonathan has over ten years’ experience in video games with titles including Deus Ex: Human Revolution and Far Cry: Instincts on his CV. www.jayjaybe.tumblr.com With so much effort involved, can Kazuyuki distance himself to settle on a favourite shot? “From a director’s point of view, the shot of Jensen’s Icarus wings shows the feel of Deus Ex and the scene is artistically the coolest,” he says. “I think it’s my best and also my favourite scene.” Jonathan Jacques-Belletête, executive art director of Eidos Montreal disagrees, “It’s by far the final shot when the titan shield spawns over the close-up of Adam’s face and hand. It’s a magnificent shot and creates a super strong signature for the product as a whole while being an exact promise for the game itself.” Even in a three minute cinematic, we can all have our moments. To learn more about Square Enix FYi visit www.square-enix.com 3D WorlD August 2015 29 3dworld.creativebloq.com What was the biggest challenge you faced with Deux ex? Getting the actual story and pacing right. The toughest things were not the actual 3D assets and rendering… the hardest thing has really been the preconception of the trailer. Making sure that it had the right tone, the right way of presenting the story, the right balance between action and slower parts and that it represented well the soul of the game and all its complex principal parts. We went through tons of storyboards and animatics to get there. Tons. Do you need to ensure that what you represent in a trailer is offered in-game? I believe that the biggest part of what you show in a trailer should be a very good representation of what you will offer in the game, either through the story, the visual design, or the gameplay itself. However, I’m perfectly fine with taking some liberties with certain things, but they must be very well calculated and thought out. The things that are not exact take-outs of the final game should still fit perfectly well within the overall mold and essence of the final retail product. People should be able to identify these ‘meta’ additions within the trailer and easily understand why they still fit in the overall narrative or presentation and why it was acceptable and even necessary to include them in the trailer. Communit y Industry interview There are more than 300 stunts in the film so VFX was used exclusively to achieve the unachievable industry interview While Mad Max: Fury Road features plenty of in-camera FX, the movie relied on CG to bring the most extreme sequences to life KicKing up a storm Tom Wood explains how Iloura created the challenging toxic storm sequence in the latest Mad Max movie F Tom Wood Tom Wood is VFX supervisor at Iloura, an animation and visual effects collective based in Australia. www.iloura.com.au ans of the original Mad Max films have been waiting decades for a reboot, bringing the benefits of new technology to the apocalyptic franchise. But the makers of Mad Max: Fury Road didn’t want the action to be overly CGI-dominated, explains Tom Wood, VFX supervisor at Iloura. “The approach from day one was to try to achieve as much as possible in camera,” he explains. “There are more than 300 stunts in the film so VFX was used exclusively to achieve the unachievable. This meant we made the storm and the citadel environment as stand-out VFX elements.” The toxic storm sequence (pictured above) first came to Iloura as an incomplete post-vis construction, along with some concept art from Method London. Working out of their Sydney studio, Iloura sourced huge amounts of real twister footage to specify the visceral effects that would make most impact on screen. “The main, large core of the twisters were 3D volumes, almost entirely shader based, allowing internal lighting,” Tom reveals. “These were then wrapped in multiple, dense particle simulations that connected to the ground and sky. Making the storm The sky was a 3D, animated matte painting created as numerous layers in Photoshop and assembled in Nuke, he says. “As the plates were shot in full sun, the vehicles were tracked and partially re-lit in CG to sit in the dark environment. The ground was often replaced to give greater speed and an undriven, clean look.” 3D WorlD August 2015 30 3dworld.creativebloq.com As the plates were shot in full sun, the vehicles were tracked and partially re-lit in CG to sit in the dark environment The epic storm scene before the VFX, and below as it appears on cinema screens soFtware release The Foundry releases Modo 901 neW release Modo 901 launched to a fanfare in San Francisco in May as artists from Wolverine, CoSA VFX and PlayStudios demoed the app’s new features… vieWporT TWeeks You can manipulate geometry and materials in a realtime setting that accurately displays lighting and shadows, BRDF materials, reflections, gloss, screen-space ambient occlusion, highquality transparency, anti-aliasing, supersampling and a number of 2D postprocessing effects. beTTer TexTures A new option in the Parametric Ink tool enables you to use surface parameters to vary the opacity of the applied paint, while a new texture switch node and wireframe shader extend texturing possibilities. Onto this, Iloura added layer upon layer of individual dust simulations. “Ground dust that looked like arctic ice racing close to the surface, rivers of dense dust up to window height, large, dense clouds of roiling dust the vehicles swept through, and a huge volume that gives a modulation to visibility into the distance. On top of these, we added CG and practical element grit and light variation to immerse the camera into the experience,” Tom enthuses. Lightning strikes were also added as light sources casting shadows onto, and lighting through, the dust layers. “These had a whole series of choreography passes reviewed by director George Miller to accent the action, building to the final ‘crash-endo’.” For more about Iloura and to see their FYi showreel visit www.iloura.com.au 3D WorlD August 2015 31 The film’s incredible explosions and fire were added digitally 3dworld.creativebloq.com rendering Modo 901 offers a new choice of BRDF material that better matches specular highlights on real materials, and offers control over blurry reflections. The material is compatible with the new advanced viewport. Communit y Industry event coMMunity news What’s caught our eye this month industry event 20 years of fMX Kerrie Hughes on how virtual reality stole the show at the 20th annual FMX conference A John Root John is a 20 year veteran of VFX, feature films and video games. He’s motion capture lead at Magic Leap and is also the co-founder of Virtual Reality Los Angeles. www.magicleap.com s experts, professionals and students gathered to discover the recent trends in digital entertainment at this year’s FMX, it was clear one thing was on everybody’s minds: virtual reality. A key focus this year, VR and virtual production dominated much of the conference. FMX welcomed VR pioneer and director of the Mixed Reality Lab at the Institute for Creative Technologies Mark Bolas, who discussed his influence on the development of the Occulus Rift and his ideas on VR, a place he calls “elsewhere.” In an engaging discussion with FMX associate and professor in the Department of Computer Science at New York University, Ken Perlin, Mark showcased his first VR attempts from over 20 years ago. John Root of Google-backed augmented reality company Magic Leap urged artists to be culpable, noting that the biggest obstacle currently facing VR is responsible content. “It’s very important that we create responsibly,” he said, pointing out that while VR is already in the front room of many homes, there’s no way to monitor it which presents a very immediate danger. “Be a good person and respect the human brain,” he added. Academy award-winning senior VFX supervisor and director at Weta Digital, Joe Letteri also presented to an overflowing hall on how Weta has implemented virtual production into its pipeline – it’s the ability to make films in a digital setting, in real time. Joe commented that virtual production is “still in its infancy” but that it will soon “define movie making.” 3D WorlD August 2015 32 Joe Letteri explained how Weta Digital had embraced digital production techniques for their mocap production Using The Hobbit’s fictional dragon Smaug and actor Benedict Cumberbatch as an example, Joe commented: “Even though more digital characters are being used, actors still play a pivotal role. Performance is key. Actors work in the moment, bringing drama to a scene that you would otherwise have to think about in a different way. But virtual production gives actors the ability to play a character that otherwise they couldn’t physically do.” the future’s bright While there’s still a long way to go with virtual reality, it’s clear that a key focus in the CG industry right now is this technology and it’s seemingly endless possibilities. And if this year’s demonstrations, including Crytek’s popular VR demo Back to Dinosaur Island are anything to go by, the future of VR looks to be very exciting. For more on FMX and to register for fyi next year’s show visit www.fmx.de 3dworld.creativebloq.com RecoRd bReaking mocap attempt Motion capture technology specialist Vicon, joined forces with Audiomotion Studios to set a new world record for the most people motion-captured in real-time: 19 people. The attempt, which featured two UK based hip hop dance crews, took place in Oxford on 9 March this year and was adjudicated by Gary Marshall, motion capture supervisor at Framestore, and The Imaginarium Studios’ Rebecca-Louise Leybourne. Go to www.bit.ly/197-vicon and watch the record breaking feat. RendeR faRms solved PipelineFX has launched Qube!Tube, a free online service providing training on using render farm management software. Visit www. pipelinefx.com/ qubetube to catch up on free resources, video training and tutorials to get the most from Qube! SUBSCRIBE to 3D WoRlD Read what matteRs to you when and wheRe you want Whether you want 3D World delivered to your door, device, or both each month, we have three great options to choose from. Choose your subscription package today… offER opEn to Uk & ovERSEaS REaDERS pRint fRom £27.49 digital fRom £19.99 Stay up to date with the latest news, trends and techniques, and get exclusive access to video tutorials, with every issue delivered to your door. 3D WorlD August 2015 Instant digital access on your Apple or Android device, our digital edition features interactive image galleries, movie trailers, behind-the-scene films and more! 34 www.3dworld.creativebloq.com GEt thE ComplEtE 3D WoRlD paCkaGE Never miss an issue, with delivery to your door and your device. 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Offer ends 15 August 2015. 3D WorlD August 2015 35 www.3dworld.creativebloq.com Artist EXPErt PANEL Q&A Cirstyn BechYagher Cirstyn is a freelance CG artist and educator, with over 15 years experience in 3D. Her clients include AMD and DAZ 3D. www.northern-studios.com Christiano Pires Christiano has been an audiovisual producer for nine years specialising in video editing, motion design and video direction. www.behance.net/christianopires Your software queries solved by our CG experts Kieran McKay Kieran works in the games industry as a professional 3D character artist. He’s currently based in the UK working with Sony/Guerrilla Games. www.kieranmckay.co.uk Mike Griggs Mike is a UK-based freelance 3D, VFX and mograph artist, who has been polishing pixels since 1995 for broadcast and commercial projects. www.creativebloke.com Rob Redman Rob runs a 3D animation and VFX studio, working for clients ranging from governments to rock stars. He’s also an industry commentator and trainer. www.pariahstudios.co.uk Get in touch EmAiL your quEstioNs to ian.dean@futurenet.com 3D WorlD August 2015 36 3dworld.creativebloq.com expert tip ciNEmA 4d | PhotoshoP How can I create neon typography in Cinema 4D? Setting the lamps Using Spline and Sweep create lamps and set them manually, changing their sizes to follow the 70 and S design. This way you can create a gradual and interesting look. Daniel Barrett, UK Christiano replies Working with neon lights in any 3D software demands special attention, especially when working with reflective materials. Having said that, it’s quite easy to produce a neon effect in Cinema 4D, and as I will show you, if added to a good If added to a good construction of splines and typography, and finished in Photoshop, you can get an interesting look construction of splines and typography, and finished in Photoshop, you can get a very interesting look. It’s important to observe the interaction between the real-life lights and the objects, so you can simulate the same effects on your material. Cinema 4D has one of the friendliest interfaces on the market, so applying a neon light to a scene is simple. The material sets and the lights that illuminate the final scene will give a special touch to your project. In my example, I’ve created some text in Cinema 4D, using a stylised font with the Text tool – unlike the other elements in the scene that were initially sketched in Illustrator and saved as Illustrator 8 – allowing you to create a series of elements to compose the final scene, and thereby saving you time. With the .ai elements imported in Cinema 4D, connect the splines to the extruded objects. To get some volume you can adjust Caps within the Extrude tool. The 70s typography was duplicated many times and interleaved between extrude and sweep to create volume and rounded contours, using a circle inside the sweep within the text to generate neon tubes on the typography shape. Change the caps to get different shapes and use materials with vibrant, reflective and specular colours. Use some material on the lamps and the tube around the 70s with the Luminance on. Light the scene using a three point light setup: Key light, Fill light, Rim light. Try different positions or use more than three points until you get the result you wish. When rendering, use the Standard setup with Ambient Occlusion and Global Illumination. Once the render is finished, take it to Photoshop and finish the composition with a few colour corrections to improve the glow. step-by step CreatIng neon art one creatinG the typoGraphy In Cinema 4D select Text on the top tool bar. Choose the size and style of the font, then type the text in the available space. The text will appear automatically on the main screen. two Get the neon effect Go to Materials>New Material. Click on the material, activate the Luminance and set the Brigthness between 200 per cent and 600 per cent. Adjust the cursor for the colour you wish, viewed in the preview window. On the material, go to Transparency and make the object 60 per cent translucent and 30 per cent reflective. Enable the Reflectance option. three LiGhtinG the scene Go to the menu and add three lights to the scene. Using the three-point-light technique, set the lights. When setting up the lights, go to Type>Area to adjust the Intensity values to get the result you wish. You can use another fill light, adjusting the parameters by clicking Shadow>Shadow Maps (soft) to diffuse the hard aspect generated from the other points of light. four render setup Use Ambient Occlusion and Global Illumination with the standard setup. Make a preview to check the light positions. Move the lights closer or further away from the typography to get the results you want. Once the render is finished, open it in Photoshop and finish with some curve layers to highlight the colours and the glow. 3D WorlD August 2015 37 3dworld.creativebloq.com expert tip Artist Q&A substANcE dEsigNEr How do I create a curvature map in Substance Designer? Soften a harsh map If anti-aliasing by scaling down isn’t an option, try putting a Greyscale HQ-blur from the library between the maps’ output and input nodes to soften it. Give it a low Intensity setting and a high Quality setting, bake it out, and load the tweaked bake to save resources, as Blur is a resource-expensive node. Emilio Londiono, UK Cirstyn replies Also called a convexity or concave map, a curvature map is a map that stores the peaks (convexities) and hollows (concaves) of a model. This rendered map lets you create a mask where a surface or texture would get more wear, tear, or dirt accumulation. On a monochrome map, white areas are where the model is the most bent, or curved – which is where it will get the most wear. Grey areas are typically even, and black ones denote dips or dents that accumulate dirt and debris. It’s easy to create curvature maps in Substance Designer because the application is built to be a one-stoptexturing stop. You can plug the rendered map straight into your node and use it to control how you dirty up your texture. As always, a good modelling routine lays the groundwork for great texturing, so remember some basics before importing your model; make sure it has a good, flat set of non-obstructed or mirrored UVs to work from or the bake may not come out right, with islands crossing or sitting on top of each other. If you’re a ready-to-render content creator, remember to save your model with normals, or you risk getting a blocky, practically unworkable map. After having created a new package for your resource in Substance Designer, right-click, and select Bake Model Information. As a curvature map is dependent on a normal map, select Normal Map from the dropdown in the Bakers tab, and remember to check your normal orientation based on your host application – in OpenGL(Unity) Z is up, whereas it’s Y in DirectX. Set the rest of your normal options, and when you’re Plug the rendered map into your node and use it to control how you dirty up your texture done, select Curvature map from the Bakers dropdown and set your algorithm to Per Pixel, as it will give more detailed results. I like rendering my curvature maps out in 4k, so I can shrink them down and get an extra, old school antialias, should I get jaggy edges. Select From Previous Baker in the Normal map dropdown, check your Normal Orientation so it matches your host application, and press OK. Voilá! Instant curvature map! Keep an eye on your normals, in particular if you provide readyto-render content. Erroneous normals can generate blocky maps, in turn generating stripey maps affecting your render, as shown 3D WorlD August 2015 38 3dworld.creativebloq.com modo How do I use different backgrounds for lighting and final render? expert tip Mix background elements Modo can support multiple environments, which can be animated. For example, colours can be changed during the course of an animation, or tie the position of the gradient to a Texture locator using the Input Parameter dropdown in the Gradient properties in the Shader Tree. Experiment with these features to create more interesting results. Suk Yin Chen, China Mike replies Modo’s render engine is versatlie: It enables the set up of complex shaders and camera effects which minimise the need to touch up the image in post. The ability to have multiple environments in an image or animation is easy to set up. In particular, when doing mograph work it can create new effects or make effects such as depth of field adjustments in post straightforward. Using different environments gives the opportunity to light with an HDR image, and use another environment for the render background, which could be interactive dependant on the parameters set up by the artist. To use two environments firstly create a lighting environment using an HDR image. Modo comes with a wide range of preset HDR environments. When selecting the environment image in the Shader Tree it can be rotated or moved using the Properties palette to adjust the look. When the scene is lit, select the Environment, right-click and duplicate. Delete the image from the new environment and then choose the type of environment that’s to be visible to the camera. For the new Environment object, which will be the background of the image, Modo’s powerful rendering and lighting tools can minimise any need to go to post-production Screen Y is used, meaning the gradient remains constant no matter what’s happening with the animation 3D WorlD August 2015 39 the ability to have multiple environments in an image or animation is easy to set up in its Properties, ensure only Visible to Camera is checked. In the Environment that contains the HDR image, uncheck the Visible to Camera option. For motion graphics a gradient can be a useful background. This is added in the Shader Tree (Add Layer>Processing>Gradient). Ensure the Gradient Effect is set to Environment Color then adjust the colour of the gradient in the Properties palette by using the Color Picker. Middle-click to create a new colour. When the gradient colours are set, set the input parameter to the desired choice. 3dworld.creativebloq.com The natural variation of grass is easy to simulate with Maxwell Artist Q&A expert tip Flat, curve or tube? Maxwell’s grass extension provides three different methods for generating the grass geometry at render time. They each have benefits so pick the type that suits your image best. Flat can still have bent fibres but each strand is a flat polygon – less detailed but very fast. Tubes are slow but perfect for close ups and curves are a good middle ground. ciNEmA 4d | mAXwELL rENdEr How do I get good ground coverage in C4D using Maxwell Render? Connie Ryan, US Rob replies The key to creating realistic grassy scenes is chaos. This doesn’t necessarily mean you can set a random figure for each attribute, but it does mean you should pay close attention to your settings. Luckily, the Maxwell Grass Extension (applied in Cinema 4D as a tag) has a number of ways in which natural variation can be achieved. Firstly, you can just type in the numbers and use the variation controls to add a bit of natural feel. If you don’t get the look you want, or if you’re trying to get a particularly stylised layout for your grass, there’s the option to load a map that drives functions for you. These range from density and length for standard types of grass control but you can go further and generate much more advanced maps. It’s outside the scope of what can be covered here, but you can create a swirl map in Photoshop step-by step DealIng wIth grass If you’re trying to get a particularly stylised layout for your grass there’s the option to load a map that drives functions for you that can be used to create very believable looking crop circles. It really is all down to variation. A lawn may look all neat and regimented with it’s mower stripes, but have a closer look and you will see that isn’t the case. There are variations not just in the individual blades but in the colour, species, curl, thickness, and how much light is transmitted through the blade. As with most of what we do in 3D it’s a case of choosing between style and realism. You may think realism needs the most reference and attention to detail but if you understand the world around you, you’ll be able to break those rules creatively but with purpose. Pay attention to the materials as well, not just the form. There isn’t space here to look at SSS but it’s an important part of the look. Download the scene file and investigate how I set mine up. 3D WorlD August 2015 one Ground LeveL The first thing you need is a surface for the grass to grow on. Use something flat and low poly or alternatively shaped and dense. Either is fine but make sure you apply a material to it, as that will help your render look its best. I’ve used an earthy material as I want to achieve a realistic look. two Just add water Right-click the object and choose MaxwellforC4D/Grass. You can also apply the tag to a null, growing grass across all children. Select the tag and in Display set to Enabled and 10 per cent (for an idea of your results with fewer overheads). Under Primitive set widths, heights and taper for each blade, along with variation. three imaGe controL Grass can be controlled with the attributes mentioned above or paint greyscale maps to drive things for fine control. An example would be a stripey lawn. Make a black and white striped image in Photoshop, possibly with noise along the change between black to white, and apply that texture in the Grass tag’s length map field. four varyinG the Grass Realistic looking grass is varied, not just in length but in colour, density and so forth. You can apply multiple grass tags to an object, making variations easy. Try inverting any density maps you might have to place each ‘species’ of grass in its own area, or blur that map to have a little bleed between them. 40 3dworld.creativebloq.com zbrush How do I add details to my ZBrush sculpt? expert tip Manage symmetry When making characters I almost always begin with symmetry. This usually speeds things up at the start. You can always break the symmetry later on, which instantly makes your sculpt feel more real, and then you can add the details. Dan Blazier, Australia Kieran replies This is a World of Warcraft fan art piece I made and the original concept is by Cole Eastburn. The design blew me away so I sculpted it in ZBrush. This was a huge project and I want to explain how you can take your sculpt even further with intricate details. The concept of this character is great because there are so many different surface types involved such as wood, stone, metal, fabric, skin and so on. I especially wanted to pay attention to the metals, the skin and the cloth materials because they are the largest areas of the model and would be the most defining and detailed features. While sculpting, I tried and tested many alphas and texture brushes until I finally got the results I was searching for. I needed to make sure you could point out and really feel the differences in the materials. One important part for me was to make sure that there was no symmetry in the model because gather lots of reference images when doing this kind of work... sometimes it’s good to create your own textures and brushes from them I wanted every part to feel real, like every scratch and dent in the armour and skin could tell a story. For the details I mainly used the Standard brush in ZBrush with many different alphas and I played around with strength, focal shift and brush sizes. I also used the Dam Standard brush with the Lazy Mouse turned on to do some deep cuts and swirls, which was really useful. Overall it is good to have a balance and a range of details with large, medium and small focussed areas. You should always gather lots of reference images when doing this kind of work and sometimes it’s good to create your own textures and brushes from them. Finally, I spent some time working on a lighting set-up that would show off the model and details best. ZBrush has powerful render settings and lights that you can easily control. One image was done in ZBrush and the other made in KeyShot for a realistic 3D printed style approach. Great attention was paid to the metals, skin and cloth materials as they’re the most defining and detailed features 3D WorlD August 2015 41 3dworld.creativebloq.com Alex Dracott shares tips and tricks for lighting, texturing and rendering in Unreal Engine 4 S ince public release early last year, Unreal 4 has set and raised the bar for third party engines. As of March it’s now free to use and there’s no better time to get creating on your own. Built from the ground up, Epic’s newest engine is capable of producing truly incredible visuals. Its deferred rendering, custom materials and advanced lighting techniques are perfect for pushing the engine – and your art – to the next level. I’ve worked professionally in Unreal 4 since its public release and have discovered some fantastic techniques for creating and presenting high-quality art in-engine. Here I share some of my personal tips and tricks I use on a day-to-day basis to help you light, texture, and render your own beautiful scenes within Unreal 4. In this issue’s online Vault you can find video tutorials as well as models and textures to get started in Unreal 4 today! For all the video and digital assets you need visit www.creativebloq.com/vault/3dw197 Author profile Alex Dracott Alex is a lighting, effects and environment artist working in the gaming industry. He has been working in the field for the past four years. digitaldracott.com 3D WorlD August 2015 42 3dworld.creativebloq.com 1 iMporTing TExTurES inTo unrEal 4 3 phySiCally-BaSEd rEndEring You can import textures via the Import button in the Content Browser. Unreal 4 supports a large variety of texture formats, from .tgas and .pngs to .psds and .jpgs. One important tip is to make sure normal maps are compressed as TC Normalmap to prevent visual errors in engine. Also be aware that if your texture dimensions do not follow the power of two, they won’t stream or have mipmaps. 2 SavE MEMory: ChannEl-paCk TExTurES One of the fantastic things about Unreal is the large amount of control you get to have by creating your own materials. When you’re creating multiple black and white masks for textures like roughness or transmission, you are able to save memory by hiding each mask into an individual channel of a texture image and then accessing each channel of that texture separately in your material. With the dawn of new rendering capabilities in new engines like Unreal 4, there has come the widely praised adaptation of physically-based rendering. This should definitely be worked with rather than against. Learning how to accurately represent the physical properties of materials with roughness and metalness masks can seem like a change from the way game engines worked last generation but can help keep materials consistent and believable across multiple lighting environments. Follow The video if you see the Play icon, click the link! 3D WorlD August 2015 43 3dworld.creativebloq.com unrEal inSighT Epic’s content examples Looking to learn more? Check out the great content examples from Epic in the Learn tab on the Unreal launcher. There are also some great free community examples on the marketplace itself. 4 4 TExTurE rEuSE Another fantastic element of Unreal 4’s Material Editor is that it allows for very intelligent texture reuse. This can not only save you memory, but also time. Sometimes a red channel from a rock albedo texture can make a great overlay for a roughness texture. A tiling cloud render texture from Photoshop could be useful for adding variation to a brick, but also to blend in a detail texture for some concrete. The possibilities are endless. 5 don’T MakE unnECESSary TExTurES Occasionally certain textures are not needed and can be left out to save memory. For 100 per cent nonmetal materials like wood or dirt, a metalness texture can be substituted in the Material Editor for a simple float constant with a value of 0. The same idea can be applied for multiple versions of the same material. Three slightly different coloured bricks don’t all need different normal maps, but could share one. 6 GeNerAtiNG mAteriAls Large collections of materials can be made by instancing a smaller set of base materials 6 Vertex material blending uSing MESh vErTEx Colour for BlEndEd MaTErialS Building a CorE MaTErial SET One way to save considerable time and work is by creating a basic set of materials that can be instanced out for different objects. When I start projects I create a base material for each type of object I’ll need. For example, if I was making a nature scene I would want base materials for terrain, props and foliage. There will always be outliers but it helps with the bulk of the process. onE add in TExTurE SaMplES Two BlEnd TExTurE pairS TogEThEr For this example we want to blend two different texture sets. Once I have created my blank material I import the texture sets as samples by dragging them from the Content Browser into my material. I also add in a Vertex Color node. Use HeightLerp functions to blend the first texture set. HeightLerps blend two textures based on an input and Heightmap. Connect the Vertex Color red channel to the Transition Phase. Lerp Nodes can be substituted for extra sets by connecting the alpha of the HeightLerp to the Lerp’s alpha. 3D WorlD August 2015 44 3dworld.creativebloq.com Online resources: EMBraCing ThE CoMMuniTy mAteriAl iNstANces These can be used to create a wide variation all from one base material The online Unreal 4 community is active and getting bigger and better by the day. Online sites like Epic’s Unreal forums and Polycount have incredibly large amounts of information and helpful members looking to share techniques. On top of the official documentation for UE4, large collections of tutorials can also be found on YouTube. Epic has also set up the incredibly useful UE4 AnswerHub site for those with specific technical problems to seek help from others as well as those looking to offer assistance. (https://answers.unrealengine.com) 7 7 iTEraTing Through MaTErial inSTanCES 8 MaTErial CoMMEnTS and organiSaTion 9 MaTErial funCTionS A great feature of a Material Instance of a base material is its ability to parameterise values that can be changed in real time. You can use these changes to rapidly test out many different values without having to recompile a material. Whenever I have a complicated material I always have a test material instance on the side. I use the test material instance to lock in more realistic base values for the final material. For very complex materials Unreal 4 brings some very welcome organisational tools to help. Selecting a group of nodes and pressing [C] puts those nodes into a comment, which can then be moved as a group and colour coded. The comments (and individual nodes) can have basic text explanations added to improve readability. creAtiNG GreeNery The forest was made mostly from five base materials, instanced out for foliage and key environment elements ThrEE hooking EvEryThing up four TESTing ouT ThE MaTErial For each pair of textures (diffuse, normal map) connect one texture to input A of a Lerp node and the other to input B. Ensure you’re consistent, so input A for each Lerp is always the same texture set. The output from each Lerp can be connected to the appropriate input for the base material. Click the Apply button and drag the material from the Content Browser to a tessellated mesh. Switch to the Paint mode in the editor by moving to the Paint Brush tab in the Mode window. After flooding the mesh black, paint red on the mesh and see the material change appropriately. 3D WorlD August 2015 45 Material functions can be thought of in the same way real functions work in code – repeatable operations that can be called multiple times to perform a specific set of instructions. They are made outside of a material in the Content Browser, but can then be called on their own to help simplify materials. They can contain their own set of inputs and can be a fantastic way to save time when repeatable operations need to be called. 3dworld.creativebloq.com Natural lighting SETTing up BaSiC ouTdoor lighTing CondiTionS unrEal inSighT Saving camera positions Unreal 4’s viewport camera positions can be saved by pressing [Ctrl] and any of the number keys. You can then recall that position by pressing the number again. onE rEfErEnCE While it often seems like common sense, I always try to find references for my work. Lighting is no different. It could be times of day or just colours and clouds, but it always helps. I personally love the program PureRef for gathering and viewing large image collections. Two adding lighTS and Sky For outdoor scenes I always start with a Directional light and a Sky light. I also drop the Sky light to a .5 intensity to start. Unreal 4 offers the option of starting scenes with the BP_Sky_Sphere blueprint which can be a great start/placeholder for a skysphere. 10 ThrEE EnvironMEnT fog The last step I take is usually adding fog, as almost all times of day have some kind present. I almost always start with the Exponential Height Fog actor and tweak it over time to match the time of day I am working on. If the scene includes long view distances I will include the Atmospheric Fog actor. This is where I usually add a postprocess volume as well. foliagE MaTErialS Foliage can be one of the trickiest things to ensure looks correct in any game engine. As of UE4 version 4.7, a Foliage Shading Model exists to help make that task easier. It is highly recommended as it supports sub-surface transmission, which most leaves benefit from. I also recommend adding sky light to your scene to help balance out some of the darker areas of a foliage mesh that could be in shadow. 3D WorlD August 2015 46 3dworld.creativebloq.com 14 let there Be liGht Lighting is absolutely key in setting mood and tone for your artwork and should never be undervalued 11 vErTEx ColourS Having access to vertex colours in materials is one of my favourite features in Unreal 4. They can be incredibly powerful when used creatively. From ambient occlusion to masking out wind and world offset for foliage, their versatility is incredible. They‘re particularly useful in blending tiling textures together. Vertex colours can be imported from outside 3D software or imported and painted in editor. 12 dETail diffuSE and norMal ovErlayS 13 TExTurE BlEnding in MaTErialS 14 knowing your lighT TypES Because you can customise texture UV tiling rates you can increase the details of a material by blending in a secondary set of textures, usually diffuse or normal maps, then tiling them at a higher frequency on top of base textures. Diffuse detail can be applied with various techniques, such as the Overlay Blend Function, while detailed normal maps can be applied by adding the red and green channels to the base as normal. Want to combine textures in the material editor but only familiar with Photoshop’s blend modes? Epic has it covered. Along with many useful material functions, they included the majority of blend modes that all Photoshop users are familiar with. From Overlay to Linear Dodge, they can be found in the Palette window inside the Material Editor. They can be particularly great for adding detail and variation to your materials. developiNG skills This forest was one of Alex’s first big personal projects in Unreal 4 and really helped him push his skill set and learn the engine 3D WorlD August 2015 47 Unreal offers four different types of lights to use in the environment: Directional, Point, Spot, and Sky light. Directional lights are great for outdoor areas or any kind of extreme singular light source. Point lights are omnidirectional and Spot lights are similar but have their limits defined by a cone. Sky lights can be used to add ambient light to your environment by capturing distant parts of your map. They also support custom Cubemaps. 3dworld.creativebloq.com 15 feature Become a Modo master 15 adding EnvironMEnT fog To your SCEnE While close up fog can always be created with particle effects, Unreal 4 offers two other ways to add fog to your scene. AtmosphericFog reacts to directional lighting angles and intensity to create fog based on actual scattering of light in the atmosphere. Exponential HeightFog gives a bit more colour control and allows you to add a simpler fog effect that becomes less dense in higher parts of the map and denser in lower parts. 16 CrEaTing ClEvEr lighT ShafTS Light Shafts or ‘god rays’ can be a powerful visual tool and are created by particles in the air being lit by specific light sources. In Unreal 4 they can be created in a few ways. The most common way is by enabling them from the properties of a Directional light. They can also be made using geometry and clever materials. Epic’s blueprint example project contains a good example of how someone could go about doing this. 17 Taking high-rESoluTion SCrEEnShoTS While custom resolution videos can be rendered out of Matinee, there is a quick and easy way to take high-resolution screenshots straight from the editor. By clicking the little downward arrow in the top left of your Viewport you can reveal a little drop down menu. At the bottom of that you can open up the High Resolution Screenshot window. From there highresolution shots can be captured and sent to your project/saved/Screenshots folder. Get iNspired Alex’s process for making this environment can be found in the accompanying video, including all assets 18 19 16 18 creAtiNG God rAys These can be cheesy if overdone so add subtly with an artistic touch Colour CorrECTion and look-up TaBlES Using post-process volumes, final render colours can be tweaked and adjusted based on artistic preference. While options exist for basic settings like contrast and colour tinting, custom colour correction can be done using colour lookup tables. These tables allow for complex colour transformation and can be made with a base file available on Epic’s Unreal 4 documentation site and Photoshop – or other image adjusting software suites. 3D WorlD August 2015 48 19 EdiTing BlooM and lEnS flarES Image bloom and lens flares post processing has become popular in games and 3D and can be enabled and customised in UE4 using post-process volumes. Bloom can be highly customised in almost every sense. Size, colour, intensity, and threshold can all be tweaked and even be used to mask in dirt textures to mimic dirty lenses. Similarly, imagebased lens flares can also be enabled and their shapes and intensity adjusted. 3dworld.creativebloq.com 22 liGht fuNctioN A tool used for flickering candlelight patterns to stained glass window colouring on the ground CliCk To PlAY video www.bit.ly/197-unreal-1 CliCk To PlAY video www.bit.ly/197-unreal-2 CliCk To PlAY video www.bit.ly/197-unreal-3 CliCk To PlAY video www.bit.ly/197-unreal-4 CliCk To PlAY video www.bit.ly/197-unreal-5 CliCk To PlAY video www.bit.ly/197-unreal-6 CliCk To PlAY video www.bit.ly/197-unreal-7 CliCk To PlAY video www.bit.ly/197-unreal-08 CliCk To PlAY video www.bit.ly/197-unreal-9 CliCk To PlAY video www.bit.ly/197-unreal-10 CliCk To PlAY video www.bit.ly/197-unreal-11 21 20 20 CrEaTing dEpTh of fiEld Unreal 4 supports both gaussian and custom shaped bokeh depth of field. Both of these options exist within the settings of Post Process Volumes. It should also be noted that while bokeh sprite weighting exists to help with blurring thin objects in front of distant objects and vice versa, problems can sometimes still occur. Care should be taken when applying depth of field to foliage and other similar shots. 21 22 lighT funCTionS 23 SavE yourSElf TiME By Copying and paSTing 24 viEw ModES and BuffEr viSualiSaTionS 25 pErforManCE TipS One fun feature when lighting in Unreal 4 is the support of light function materials. These materials act as masks for the light and can be used to make anything from custom colour variation in a light to cloud shadows on the ground. They are made by setting the Material Domain to Light Function in the Material Editor and can be used on spot, point, and directional lights. One fantastic trick to know about Unreal 4 is that any object in a level can be copied and pasted directly into another level within the same project. It will appear with the same properties and in the same location. What’s even better is that anything copied from Unreal can be pasted into a text document. That text can then be copied and re-pasted into another Unreal 4 level. Knowing what makes up your image is an integral part of working in any 3D engine and working in a deferred renderer like UE4 allows for some useful view modes. Pressing [Alt] and [1-8] switches between various view modes like Unlit or lighting only but if you click on the View Mode button in the Viewport you can view individual buffers. This can be useful for seeing level wide ranges of material inputs, like roughness. auTo ExpoSurE and EyE adapTaTion Auto exposure control is on by default and simulates eye adjustment to bright or dark areas. The effect is awesome but can create constantly changing visual variables that are hard to stay consistent within. Adjustments to the exposure range can be made in the settings of post-process volumes and can be disabled by setting the minimum brightness equal to the maximum. Exposure bias can be used to adjust base exposure settings. 3D WorlD August 2015 49 While Unreal is incredibly powerful, not every workstation is created equally. If you are running into performance problems in-engine, the first place to turn is the Engine Scalability Settings within the Setting button on the Editor Toolbar. Turning down some options like anti-aliasing can really speed things up when working. Another trick is to organise large groups of assets into folders in the world outliner. You can then toggle their visibility to help with performance. 3dworld.creativebloq.com ee ho ur so fv ide o .cr nlo ea ad tiv y eb ou lo r f q. re co e m tra /v in au in lt/ g 3d at w1 97 fr ov w D er w ow 6 w Master the pro gaMe pipeline Download these three FREE video courses to get started in video game CG T ogether with Digital-tutors we’re pleased to present three full video courses that cover creating content for games, from modelling in Zbrush and texturing in substance Designer to developing assets for unity. the three tutorial courses include over six hours of easy-to-follow video, instructions from the author to guide you through these beginner courses, and all the resource files you need to complete them. these video courses are Free to all readers for a limited time. to take advantage of this free offer, simply visit the Vault at www.creativebloq. com/vault/3dw197. For more CG art training visit www.digitaltutors.com artist profile Lee Magalhaes Lee graduated from the Istituto Europeo di Design (IED) in São Paulo with a bachelor’s degree in Digital & Virtual Design. He is currently a freelance 3D artist and has worked on a variety of projects in the industry. He focuses on character art, anatomy, and digital sculpting. www.bit.ly/197Magalhaes Create a Fantasy Creature From ConCept art in Zbrush in this advanced Zbrush tutorial you will tackle a concept by the awesome anthony Jones and work towards an extremely detailed and precise sculpture of his unique creature design. While focusing on matching the concept, you’ll learn how to pay special attention to the anatomy and proportions of the creature, as well as any underlying and perhaps undefined details that will need to 3D WorlD august 2015 50 be filled in later. that being said, there will be a plethora of topics covered from polypainting to highfrequency detailing, such as the creature’s skin pores and detailed scales. by the end of this extensive video tutorial course you should be more comfortable with advanced workflows that will get you professional results fast and with greater efficiency. www.youtube.com/3dworld artist profile Joshua Kinney download The videos www.creativebloq.com/vault/3dw197 Joshua has devoted his life to creating games, as well as teaching others to build their own fantastic video games. At DigitalTutors, he has taught for CryEngine, Unity, UDK and Unreal Engine 4. www.bit.ly/197joshua Game asset proDuCtion pipeline in unity in this series of unity tutorials you’ll learn to create an asset in a step-by-step process and explore the entire 3D game asset production pipeline for unity. starting with general set up tips for creating game assets in a content creation package like 3ds max, the video will then reveal how to create a high-poly asset using 3ds max and Zbrush. then you’ll learn how to quickly model and unwrap the uVs for a game resolution mesh in 3ds max. you’ll learn how to bake out our essential maps needed for texturing in substance painter. once in substance painter you’ll master basic texturing and how substance painter can save time with its multi-channel painting capabilities. Finally, learn how to create loDs and a custom collision mesh to take full advantage of unity’s optimisation features. digital tutors Creative and tech training Digital-Tutors develops awardwinning training solutions for emerging digital artists and designers using a unique teaching approach designed by university educators and industry professionals. Recognised as the largest resource for online creative and tech training, DigitalTutors delivers fun project-driven training for students, hobbyists, and professionals using the latest creative software. Training is available for creative subjects and software in 3D animation, video and VFX, game development, design, CAD and web. For more information visit www.digitaltutors.com artist profile Eddie Russell introDuCtion to materials in substanCe painter materials in substance painter live at the heart of the texture painting process so mastering them is important to your success in this powerful texture painting application. in this course you’ll get started with this substance painter by learning how materials can contribute to multiple texture channels inside our substance painter project. you’ll explore two different methods of applying a material. next, you’ll learn how to customise materials to your own needs by adjusting their parameters. Finally, you’ll learn how to save your customised materials as well as bring in custom substance materials from substance Designer. after finishing this training, you’ll have a great understanding of how to create impressive textures for your own assets. 3D WorlD august 2015 51 www.youtube.com/3dworld Eddie has been with DT for over four years, teaching creative artists to expand their knowledge on everything from design and illustration, to hand painting beautiful textures for their models. www.bit.ly/197-eddie Contents TuTorials Practical tips and tutorials from pro artists to improve your CG skills 60 motion graPhics How to achieve dynamic VFX in 3ds Max For more on your free downloads & video training turn to page 6 geT your resources You’re three steps away from this issue’s video training and files… 54 create a female mecha concePt 64 animating for games 68 Physically-based rendering techniques 72 create a sPace suit Riyahd Cassiem shows how to create a 3D sci-fi android design for video games Animate a run cycle for a game character 1. Go to the website Type this into your browser’s address bar: www.creativebloq.com/vault/3dw197 2. Find the Files You want Search the list of free resources to find the video and files you want. 3. download what You need Click the Download buttons and your files will save to your PC or Mac. Discover map creation guidelines for the metal/roughness workflow in Substance 3D WorlD August 2015 53 www.youtube.com/3dworld Create a space suit in Marvelous Designer 4 TuTorials Create a mecha concept ZBrush 4r7 | Keyshot 5 | PhotoshoP Cs6 Create a female meCha ConCept Riyahd Cassiem shows how to create a 3D sci-fi android design for video games using 3D and 2D techniques I ArTisT profile Riyahd Cassiem Riyahd works as an independent freelance digital artist creating visual effects, motion graphics, 3D character sculpting, illustration and concept art. He uses a mixture of 2D and 3D techniques in his workflow and enjoys working in the fantasy and science fiction genres. www.riyahdart. blogspot.com n this tutorial I will go through some of my workflows and techniques for creating a female android character illustration using ZBrush, KeyShot, and Photoshop. I use a mixture of 2D digital painting and 3D sculpting techniques to create the illustration. This character was part of a personal project to explore mecha design through the female form. I focused on conveying a strong yet feminine character through the illustration while integrating mech design elements. I draw reference and inspiration from fashion, robotics, military gear, biology, nature, human anatomy and other fictional sources, as well as comics, games and characters from films like Tomb Raider, Kill Bill and Sin City. This helps bring more depth to the concept, incorporating different design elements into the character. I use my previous mecha designs as inspiration, using the workflow and techniques I learned from each piece to develop my ideas. After compiling references, I create a few concept sketches using digital painting and photo compositing techniques within Photoshop to work out the overall design, form and values of the character. The concept is used as a guide to develop the design. I start in ZBrush with a base mesh, blocking out the character and different elements, looking for interesting shapes and angles to develop the design further while maintaining good space relationships and proportions. I use various tools and features in ZBrush, such as the Extract function to create parts of the mecha design. After sculpting is complete I use the KeyShot Bridge feature to export my sculpt form ZBrush into KeyShot for lighting, material set up and rendering. I apply materials and textures to different parts of the model to help distinguish material differences and contrast in values. I experiment with different environment HDR light set-ups to create interesting contrasts in light and shadow. I export the renders from KeyShot into Photoshop for post effects and to enhance the final output. I use these tools and techniques to help explore creative solutions while creating my designs. So, follow my process and try the techniques for yourself to create your own concept. For all the assets you need go to creativebloq.com/vault/3dw197 Use references Tomb Raider’s Lara Croft, Ripley from Alien, Motoko from Ghost in the Shell, Beatrice from Kill Bill and Nancy from Sin City all came to inspire the concept character 1 RESEARCH AnD REfEREnCE Topics covered Concept design Character design 3D sculpting Digital painting Compositing I begin by researching subjects that relate to the concept I’m trying to flesh out. I draw reference from various sources from western to eastern, as well African design aesthetics. These references help me to better understand the concept I’m trying to create and makes the process easier to work on. I also use my previous mecha designs as inspiration, using the work flows and techniques I learned from each piece. 3D WorlD August 2015 54 2 START To ConCEPT I start to create concept sketches using digital painting and photo compositing techniques within Photoshop. I start by establishing a strong silhouette then work out the additional character assets, forms and values. once I’m satisfied with the overall concept sketch, I then repose the character symmetrically using the Puppet Warp and digital painting tools accordingly, to serve as a reference guide when digitally sculpting. www.youtube.com/3dworld The femAle form This character was part of a personal project to explore mecha design 3D WorlD August 2015 55 www.youtube.com/3dworld TuTorials Create a mecha concept Adding exTrAs sculpTing secOndAry Arms One use THe TrAnspOse TOOl I duplicate the original set of arms then scale and position the second set into place using the Transpose tool. I isolate one of the arms to work on separately and mirror later. I begin to sculpt on the hands with the Move, Clay and Inflate brushes to make the hands composed of three fingers instead of five. The DynaMesh button is used to merge the digits together. 3 BASE MESH BloCKIng I start off in ZBrush with a figure base mesh, then import the concept sheet into lightbox via the Texture tab menu. The lightbox tool enables me to use the reference sheet as a guide to block in the general proportions. I use the lasso tool to select parts of the mesh, combined with the Move, Snake Hook, Clay, and Inflate brushes, and the Transpose tool to refine the forms of the character. The aim at this stage is to capture a readable silhouette. TWO Adding surfAce deTAil I subdivide the model and sketch out cut lines onto the surface of the mesh with the Dam Standard brush. The Lazy Mouse feature is used for smoother line control when sculpting the cut lines. The sketched out cut lines serve as a guide for the paneling of the outer shell for the arms, with the masking tools and Extract feature for extracting masked selections. THree creATe And duplicATe You could also use polygroups and the Panel Loops feature to create a similar paneling effect. I created the finger parts by using the same technique; isolating one finger and working out the design for the one digit then duplicating, scaling and positioning the others accordingly. 4 ISolATIng PARTS I start to isolate different sections of the character with the Paint and lasso tools. I then create individual polygroups out of the selections by pressing [Ctrl] + [W]. Duplicate the mesh to save the original base then select the groups Split button to separate the polygroups into separate tools. This allows me to work on each part individually. The extra set of arms is added by duplicating the original set then scaling and positioning into place using the Transpose tool. 3D WorlD August 2015 56 5 ASSET BloCKIng I block out some of the character’s assets with basic primitives then use the Insert Cube and Cylinder brushes with the Transpose tool to create the different character elements, such as the headphones, sword, guns and tactical pouches. I continue to follow the layout from the concept sheet for asset placement. My goal is to maintain good proportions and space between the different elements while using the current assets as place holders. www.youtube.com/3dworld experT Tip Creating straps I make some of the straps that wrap around portions of the model by selecting an IMM Curve Strap brush with the curve function active. Then draw a stroke across the surface holding the shift key until the line extends outside the mesh to wrap the stroke around the surface. 6 ASSET ExTRACTIon I create some clothing and assets using the Paint or lasso selection tools. Start by selecting a part of the mesh then select the Extract feature in the Subtool menu to extract a piece of the model. I experiment with the Thickness slider for the desired result working my way through the design and extracting the different elements. The Move brush is used to shape certain elements into place and the Smooth brush to smooth some of the hard edges. I use a few basic brushes for sculpting the different surfaces of the character experT Tip 7 BASE SCulPTIng After blocking out all the assets I select the primary forms (torso and head) to start sculpting on, working back and forth between the different parts of the character. I continually look for interesting shapes and angles to help develop the form, with the concept sheet as a guide to sculpt from. I begin working on the shape as a whole, focusing on the silhouette and then breaking it down into smaller parts. This workflow helps manage the complexity of the character. 8 SCulPTIng SuRfACES I use a few basic brushes for sculpting the different surfaces of the character. using the Move, Clay, Hard Polish, Trim Dynamic and Dam Standard brushes. The Move brush is used to move portions of the sculpt and the Clay brush to add or subtract masses from the model. The Hard Polish and Trim Dynamic brush allows for sculpting smooth flat surfaces. The combination of these brushes help to create the various hard or soft surface effects for the character. 9 SuRfACES ConTInuED I use the Dam Standard brush for sketching in cut lines onto the surface. I use some of the Insert brushes, like the Insert Cylinder brush, for cylinder bases for joints or mechanisms. The Trim brushes cut out angles or curves from your sculpt. Experiment with the different brushes and settings within ZBrush to get a feel for what the tools can do. It helps to have an organised library of custom tools and brushes to draw from when sculpting. 3D WorlD August 2015 57 www.youtube.com/3dworld Frame mesh lining I use the Frame Mesh feature to create additional border lines to the design elements. I select the Frame Mesh feature with Poly Groups active. Choose the Curve Tube brush then select a highlighted border line to create the edge lining mesh. TuTorials Create a mecha concept sculpTing guide sculpTing THe fAce 10 MECHA SCulPTIng I sculpt parts by working out how different sections fit together and the function of the character elements. The underlying anatomy structure and reference sheet guides the flow of the outer shell panelling and I use the extract technique for overlaying panels on the model. I try to get a visual rhythm and balance using shapes – a visual language. I do this by repeating shapes and patterns throughout the character to make a more unified design that’s easier to read. One BlOcking OuT I sculpt the face by blocking out the primary forms. I begin sketching out lines on the surface with the Dam Standard brush to indicate the panel separations. The sketched outlines are used as reference for painting masked selections on to the surface of the model. These masked selections create polygroups by pressing [Ctrl] +[W] to create a polygroup from the selection. 11 DETAIl THE CHARACTER TWO using pOlygrOups I press Group Split button in the Subtool menu tab to split the polygroups into separate tools and use the Group Loops function to smooth the edges on the separate parts and the Move brush to modify the edges. I also use the selections to create extracted panel parts on the surface of the mesh using the extraction method. I create character details like the bolts, zipper, and straps with the IMM brushes. They save time by using pre-existing objects as brushes to add mechanical detail elements to the design. The addition of the Curve function tool allows the mesh to be replicated along a curved stroke. I also use the Curve Tubes brush to create line detail on certain parts of the model. I use these details to add areas of interest and help accentuate the lines to the character design. 12 REfInEMEnT I create recessed surfaces by painting mask selections, then use the Inflate slider in the Deformations tab to raise or lower the surface. The Move Transpose tool is an alternative for more intuitive control. I refine the overall shapes and lines of the design with the Move brush for modifying proportions. The Smooth brush will soften areas of the sculpt and the Dam Standard brush, with the lazy Mouse feature active, refines the surface cut lines. THree WOrk in sTAges I work on each part individually by subdividing the separate subtools and begin to sculpt in the surface details with the Clay, Hard Polish and Dam Standard brushes. I focus on balancing the hard surface effect and organic lines of the design. 13 oRgAnISE THE SuBToolS Before posing the character I organise the subtools by grouping certain parts together and using naming conventions. I try to maintain a consistency for the subdivision levels for the different tools to avoid slow down when posing with the ZBrush Transpose master plug-in. Try to keep the subtool meshes clean at the lowest subdivision level. The ZRemesher feature can be used to remesh surfaces and maintain good topology for the meshes. 3D WorlD August 2015 58 www.youtube.com/3dworld experT Tip KeyShot editing HDRI In KeyShot I use the Edit HDRI feature to modify the environment light set-ups. I create additional light sources by creating Pins in the Pins tab menu, experimenting with different settings for the desired effect. 14 PoSE THE CHARACTER The character’s posed using the Transpose Master plug-in in ZBrush. I press the TPoseMesh button to activate posing and merge the subtools into one. I use different polygroups from the organised layering process for isolated mask selections and the Transpose tool to move or rotate different parts of the character until satisfied. I use the Blur Mask function located in the Masking tab to create soft mask selections for more surface control when posing. experT Tip Blur Mask selections I use the Blur Mask feature to create soft selections when moving or rotating objects with the Transpose tool. I Press Ctrl and click on a masked selection to blur the mask. You can press Alt and click on the mask to sharpen the selection. 15 ExPoRTIng To KEySHoT I use the new KeyShot Bridge feature to export my sculpt from ZBrush into KeyShot for material set-up and rendering. As well as the ability to retain the ZBrush MatCap material information when exporting, KeyShot allows me to work out and visualise different materials, decals, textures, and environment lighting set-ups for the character to render. I apply different materials by dragging a material from the Material tab onto different parts of the model. 17 MovE To PHoToSHoP I export KeyShot .tiff renders with alpha and object colour passes to assist selections in Photoshop and test background variations with environment renders. The renders are used for compositing with various layer blending modes and transparency settings. I then modify and manipulate the pose using Puppet Warp and the liquify tool. Additional environmental, texture, decal and lighting effects are added with paint brushes and layer blending modes. 16 ExPERIMEnT WITH lIgHT With the Environment tab I explore HDRI environment lighting set-ups. I select a thumbnail from the Environment tab and drag into the background to apply the environment to the scene, then experiment with settings for brightness and contrast, looking for interesting light set-ups to complement the character and background. To rotate the background I press Ctrl and drag left or right to rotate the environment. I play with materials and light set-ups to see what works. 18 fInAl TouCHES Depending on the mood I wish to create, I import some grunge textures to overlay parts of the design with layer blending modes and add to the worn feel. I refine the image by painting in additional, texture, dirt, scratch, shadows and highlights. I modify the values and colours using Color Balance and levels Adjustment layers to create added contrast to the image. finally, lens correction, blur, noise and sharpen filters are applied to finalise the image. 3D WorlD August 2015 59 www.youtube.com/3dworld experimenT Values and materials I like to create variations of the design and experiment with different values, materials and environment settings before deciding which route to go. I use the KeyShot Bridge feature to bounce between ZBrush and KeyShot to refine the design. This allows the concept to be developed further. In ZBrush I create a few additional character assets and test different object placements. In KeyShot I create iterations by dragging the materials onto specific parts of the character, while trying to maintain a balance in contrast and value and working out material differences between objects. The same technique is used to experiment with different background HDRI environment light set-ups. I create test renders in KeyShot and do quick composites in Photoshop to see which variations may work for the final illustration. TuTorials Create motion graphics follow the video if you see the Play icon, click the link! 3ds Max | after effects Create motion graphiCs in 3ds max Vikrant J Dalal explains how to produce motion graphics to achieve dynamic visual effects I ArTisT profile Vikrant J Dalal Vikrant has eight years’ experience in the VFX industry and graphic design. He started his own VFX studio called Project01 Design Studio which provides VFX, graphic design and tutorial services. project01studio. blogspot.in n this tutorial we are going to take a look at how you can make motion graphics, like the kind we see in television commercials. There are a number of software packages which can give this kind of effect, including Maya, Houdini and Cinema 4D. However, we are going to use 3ds Max as our main application because it offers many effective and simple options to achieve our desired result. For the compositing I will use both 3ds Max and After Effects, working mainly with manual animation, for example Path Follow Animation, Rotation and FFD Modifier. Before you start work you should be clear about the kind of effect you are wanting to create. Then you can find the best options to create any effect and make it more dynamic. It’s important to have a good working knowledge of 3ds Max as you never know which tool you are going to need. Motion graphics is a very interesting subject because you can’t define just one process to create it – it very much depends on your own understanding of using tools and techniques. As much as you will use your creativity and tools, you will find very dynamic and varying types of effects each time. For all the assets you need go to creativebloq.com/vault/3dw197 click to PlaY video www.bit.ly/197-3dsmax-1 ExpErt tip Try to master different modifiers and tools Have a good knowledge of your 3D application. If you’re using 3ds Max then learn each modifier, modelling, lighting, material, dynamics and animation tool. Your project will be on time, with good results. click to PlaY video www.bit.ly/197-3dsmax-2 1 SCEnE SET-uP Topics covered Modelling Animation Lighting Rendering Compositing Before starting work on any effect you should know how many elements you will require. It will help you to create this effect with a good output – and on time. For this effect we’ll need four types of elements: Tentacles, Base, Small Objects inside the Hole and Background. So initially make a rough setup of the whole scene. Make a base with a hole in the centre and add some objects around that hole. Then add rough splines to the base. 3D WorlD August 2015 60 2 SPlInE SET-uP After finishing your rough scene set-up start working on the final shot. First create different shapes of splines which we will use for a path for the animation to follow. But remember every spline should look like it is coming out from the centre hole of the base. Make lots of variations in spline shapes, for example some should go backwards, some should come towards the camera and some should swirl around each other. www.youtube.com/3dworld ue 15 o w ’ s l 20 ll nt ia ly Fo r a tor 15 Ju k u Vi t t sale x n n E 98 , o s Is 1 xxxxxxxxxxe Toxxxxx xxx xxx xxxx xxxxxx xxxx xxxx xx xxxxxxxxxxxx xxx TenTAcle Timings It’s important to use different timings for each of your tentacles in order to produce an effective end result 3 TEnTAClE MODEllIng now it’s time to create tentacle models which will follow the path. This is a very simple procedure, just create a Cone with a large number of segments and on top of that add a noise modifier to create the uneven surfaces of the tentacles, which will help when we use Path Deform. Create more tentacles with this same procedure for all the splines. You can use more modifiers if needed to create better effects or to match your requirements. 4 TEnTAClE AnIMATIOn Select one tentacle and go to the Modify panel, then select Path Deform Binding modifier and click on the Pick Path button. now select one path and click on Move to Path button. Animate the Stretch Parameter to move the tentacle onto the spline. Make some modifications in the Rotation and Twist Parameters to make the tentacle look more dynamic. use the same procedure for all tentacles with different timings and you will achieve a good animation. 3D WorlD August 2015 61 www.youtube.com/3dworld TuTorials Create motion graphics 5 MODEl ExTRA OBjECTS After finishing the tentacle set-up, it’s time to work on additional object modelling to sell the scene. I make a base with a hole in the centre and then add some small objects around that hole – like pieces of flat wood, and I position these around the hole. Then I animate this base and the small objects to support the tentacles’ motion. Finally I add a plane in the background to define the scene. CrEating ElEmEnts lEarn how to makE your own ElEmEnts 6 AnIMATE ExTRA OBjECTS It’s time to animate the new objest to fit with the tentacles’ motion. Select the base and assign a Cylindrical FFD modifier. using FFD points animate the hole in Final Output as shown above. Selecting the small objects and using Rotation, animate them in such a manner that they will look like a flower is opening its petals. Adjust the keys according to the tentacles’ keys, this will synch the two and help the tentacle motion to look more dynamic. 7 ADDIng TExTuRE It’s time to add some texture to each element in the scene. Start with the tentacles and create a gradient texture with different colours for each one, then assign these textures on top of the tentacles. use a concrete texture for the base and a dark wooden texture for the smaller pieces and a green forest image for the background. You can refer to my 3ds Max files for a better understanding of this process, at www.creativebloq.com/vault/3dw197. In this tutorial we have learned how to create motion graphics but you should use this guide to make your own elements. So use different animation, shapes and textures. You can also add more dynamic elements to make it more attractive. 8 lIgHT AnD REnDER SET uP After texturing it’s time to add some lights to the scene. I have used one target spotlight and one VRay Dome light. You can see the parameters of both the lights in the image (there’s a hi-res in the online Vault). For rendering I use V-Ray with Indirect Illumination. Before pressing the Render button, set the Output Path and then go to Render Element and add a V-Ray ZDepth pass. now select the Render button and check the results. 3D WorlD August 2015 62 9 COMPOSITIng ElEMEnTS We can now composite all our elements. So open After Effects, load the layers into the timeline and assign some effects. Add Color Balance, some Sharpen and Defocus, then modify to suit your requirements. You can use your own effects or parameters to make it better. In short, give it a more realistic look. We now have our motion graphics visual effect. You can experiment by adding or modifying tools to create your own. www.youtube.com/3dworld TuTorials Create a video animation Maya AnimAting for video gAmes Thiago Vidotto shows how to animate a run cycle for a video game character T he animation on a video game character is one of the main elements that defines its personality, so it should be created with extra care. The run animation is usually the most played in a game. It will repeat its loop several times and a single mistake, even if it’s subtle, will be noticeable. This tutorial will look at the animation of a run cycle for a character I made for the game Dota 2, covering the creation of the main pose, the inbetweens and the refined version. I will discuss common mistakes and ways to speed up your process, as well as highlighting the importance of testing in game, because an animation in Maya over a clean canvas works differently when surrounded by other elements. For all the assets you need go to creativebloq.com/vault/3dw197 ArTisT profile Thiago Vidotto Thiago is a Brazilian self-taught generalist artist who has been working as a freelancer in video game art for more than five years. www.tvidotto.com ExpErt tip Silhouette Always check if the silhouette works. When working in Maya you can preview your model in black by pressing [7] on your keyboard, or by adding a Surface Shader to it. 1 source references Topics covered Ground references Main poses Inbetweens Working with Graph Editor Refining animations The use of references is really important when animating a character. even if the character is a crazy new creature it will always follow some rules of physics and it’s still possible to relate it to real, living animals. In this project I used footage of bears and large felines running to serve as my references. I wanted to keep the character looking like a bear but with some more agile movements based on tigers. 3D WorlD august 2015 64 2 anIMaTe The rIg The rig should be simple and easy to animate. not all game engines support blend shapes and sometimes the same result can be acquired with bones, so unless you know exactly how much further you can go I would suggest keeping it to just animated bones with a maximum of three bone influences per vertex on the skin. avoid any kind of muscle simulation that is not based on bones. www.youtube.com/3dworld coming To life Animating a video game character helps define its personality Follow The video if you see the Play icon, click the link! 3 anIMaTe In splInes usually when it comes to animation curves the best approach is to use the stepped Tangent mode, avoiding inbetweens created by the computer. however, most of the time in game animation this leads to more rework and a frustrating moment when passing everything to spline. By working straight onto spline it is possible to have a better usage of the ground reference and preview if the loop is working. 4 grounD reference When animating a run cycle it’s important to know exactly the speed your character is going to move at in the game. after this, I build a ground reference that moves at the same speed but in the opposite direction (going backwards), allowing me to animate without the paws sliding. If the speed is unknown a good trick is to animate the ground with a random speed and export with the model to test in the game. 3D WorlD august 2015 65 www.youtube.com/3dworld managing CyClEs Ensure cycles loop smoothly Most of the cycles in the game are going to repeat until another animation is triggered, therefore it’s extremely important that the last key’s values exactly match the first key’s values and share the same tangent angle. An easy way to copy a key is to set the Time Slider on the frame you want to copy, click with the middle mouse button on the Time Slider at the frame you want the new key and press [S]. To make the keys share the same tangent angle at the start and end of the loop, I select both of them and flatten the tangents. In the Graph Editor go to Tangets>Flat, or click on the icon shown on the image. Then using the Shift button I select one side of both tangents and move them together. It’s important to consider both keys as being one and keep a smooth in and out tangent to make the loop unnoticeable. TuTorials Create a video animation animatE thE CharaCtEr ChECk list following thE ControllErs CliCk To Play video www.bit.ly/197-maya-1 5 creaTe soMe WeIghT I like to start the animations with the body movements. Depending on how this is done it will create a completely different weight feeling. It’s like a bouncing ball; the way the character bounces back from the ground and the time it spends squashing down dictates the feeling of weight. I want to make it look heavy so I increase the contrast on the vertical movement and make him spend more time on the ground before coming up again. onE CEntrE of gravity (Cog) Start animating the COG as it will affect most of the other controllers. A bad animated centre affects your entire model. two limbs and spinE It doesn’t matter if your character runs or flies, the way it moves is extremely important and the active limbs and spine should come after the COG. CliCk To Play video www.bit.ly/197-maya-2 CliCk To Play video www.bit.ly/197-maya-3 6 paW placeMenT after setting up the ground reference and the body’s vertical movement, I start blocking the paws. This is always a trial and error process and it usually requires some adjustments to the loop’s length. If the loop is too long it will require the character to spend too much time in the air and that will affect the weight. on this project I set my loop to last 24 frames with only four frames without any contact with the ground. 7 geT a squasheD pose another important animation rule that can be compared to a bouncing ball is the squash and stretch happening on the entire body. at the moment as the character touches the ground it starts to squash in an overlap motion, first with the front legs, then the body and ending with the back legs and tail. It is still not necessary to worry about the graph editor, what is more important now is to get a good contact and squashed pose. thrEE sECondary animations Parts that do not affect the movement and are influenced by other parts can be animated at the end, like the tail or ears. ExpErt tip Overlap test method A good way to check if your overlap is working is by previewing the animation backwards; the tip of the tail should be directing the movement like a snake moving. CliCk To Play video www.bit.ly/197-maya-4 8 sTreTch your characTer now it’s time to block the other two main poses: the moment were the character is leaping forward and the fully stretched pose where it is completely in the air. It’s really important to follow the references and keep the poses consistent. If on landing the right paw lands first, it will also be the first one to leave the ground. avoid over stretching the legs and never let the elbow or knees bend on the wrong side. 3D WorlD august 2015 66 www.youtube.com/3dworld AS THE BALL HITS, IT RECOILS AND BECOMES SQUASHED ExpErt tip Start over Sometimes trying to fix an animation may not be the best answer. Try deleting all the keys on that controller and start again. CliCk To Play video www.bit.ly/197-maya-5 CliCk To Play video www.bit.ly/197-maya-6 9 Break The syMMeTry It’s important to always break the symmetry on the poses and make the actions happen at different moments. for example, when one paw is hitting the floor, make sure to create a key on the other paw in a different position. after the four main poses are blocked, I then check from multiple angles to see if the poses are looking good and also have a strong silhouette. CliCk To Play video www.bit.ly/197-maya-7 10 InBeTWeens placeMenT after the poses are blocked we can start adding the inbetweens. There are no rules about the frame placement or quantity. I try to keep the inbetweens every two to four frames but some exceptions happen. The important thing now is not to worry too much about the placement of the keys but focus on the weight and on a clean movement. The extra keys are going to be cleaned later. CliCk To Play video www.bit.ly/197-maya-8 11 TaIl overlap 12 cleanIng The keys 13 The loop 14 exTenDIng The cycle I work following the hierarchy of bones, starting with the base of the tail and creating the movement reacting to the body. Depending on the rig, it may be necessary to counter-animate the rotation on the first bone of the tail to make it move smoothly. after the first controller is finished we can move to the next one, always making sure the movement is like a whip. It’s important never to allow the tail to become straight so always try to keep it as c and s shapes. for the loop it’s important that it’s continuous and looks like one big animation when repeated. for this to happen you need all the keys from all the controllers to be the same on the first frame and the last frame. They must also have the same tangent so there is no contrast on the speed when it loops. now it’s time to delve deeper into the graph editor. Don’t worry if it looks a little confusing, we are going to work on isolated keys and controllers with the aim of making everything work smoothly. Make some playblasts and keep watching the animation – one part of the character at a time. This way you will be able to spot any issues and know the frame in which it is happening in. It is possible to make the cycle more organic by extending it but that usually leads to much more work. By modulating it is possible to extend the cycle by repeating part of the loops and at the same time we make animation longer in other parts. This is what I did with the tail with the use of animation layers. 3D WorlD august 2015 67 www.youtube.com/3dworld brokEn tangEnts Know when to use them Usually all movements have a certain amount of deceleration and acceleration when changing direction. This is known in animation as ‘easy in’ and ‘easy out.’ That is why almost all tangents are going to be continuous in the keys. The exception to this rule is when something external acts to change the movement direction. In these cases the broken tangent can be used to make the change of speed more distinguishable. This can be applied on the step action, which can be compared to a bouncing ball; the moment the paw hits the floor is the moment with the highest vertical speed (y axis) and it suddenly comes to a stop on the next frame. It’s really simple to break the tangents. Inside the Graph Editor, select the key, then click Tangets>Break Tangents, or on the icon shown on the image. After that you will be able to move the tangents independently. tutorials Master PBR textures ArTisT profile Wes McDermott Technical artist Wes strives to improve his work by finding a balance between technical knowledge and artistic skill. He works for Allegorithmic as the community manager and Substance ninja. www.allegorithmic.com Winged Throne room This impressive render was created by Anton Cheikin and Ekaterina Stoycheva SubStance DeSigner | SubStance Painter | bitmaP2material 3 learn how to master PBr textures Wes McDermott talks through the map creation guidelines for the metal and roughness workflow ExpErt tip Create PBR materials The Base Material node in Substance Designer can be used to quickly create PBR materials from base values or through user-defined maps. The node contains measured data as presets for common metal and non-metal materials. Topics covered Base Colour maps Roughness maps Metallic maps Ambient lighting P hysically-based rendering, or PBR, is a method of shading and rendering that provides a more accurate representation of how light interacts with surfaces. It can be referred to as PhysicallyBased Rendering (PBR) or Physically-Based Shading (PBS). The metal/roughness workflow is defined through a set of channels, which are fed as textures to a sampler in the PBR shader. The maps specific to the metal/ roughness workflow are Base Colour, Metallic and Roughness. The PBR shader will also utilise Ambient Occlusion, Normal and possibly Height for parallax mapping, but these maps are not specific to the metal/roughness workflow as they’re also used in the specular/glossiness workflow. In the metal/roughness workflow, the reflectance value 3D WorlD August 2015 for metals are placed in the Base Colour map along with the reflected colour for dielectrics and the reflection at grazing angles is handled by the BRDF. A metallic map is utilised, which works like a mask to differentiate metal and dielectric data found In Substance Designer there’s several PBR utility nodes providing presets for real-world values in the base colour map. The dielectric F0 (fresnel zero angle) values are not authored by hand as the shader handles them. When the shader sees black in the metal map it treats that corresponding 68 www.youtube.com/3dworld area in the base colour map as dielectric and uses a four per cent (0.04) reflectance value. This four per cent value covers most common dielectric materials. It’s important to note that all values, such as dielectric F0, metal reflectance and brightness ranges for albedo colour, are derived from actual measured data. In Substance Designer, there’s several PBR utility nodes providing presets for real-world values. Here we’ll cover each map type used in the metal/roughness workflow. Each will be presented with a set of ranges and guidelines for authoring. For a more in-depth look at the theory of PBR and the metal/rough and specular/ glossiness workflows, visit this issue’s Vault. For all the assets you need go to ceativebloq.com/vault/3dw197 AmbiEnt lighting OnE AmbiEnt OcclusiOn The Ambient Occlusion (AO) map defines how much of the ambient environment lighting is accessible to a surface point. It only affects the diffuse contribution and should not occlude the specular contribution. Engines like Unreal Engine 4 have an option for screen space reflection to simulate local reflections. The best combination is AO with screen space reflections. bAsE cOlOur mAp twO using AO mAps The Base Colour map is an RGB map that can contain two types of data; reflected colour for dielectrics and reflectance values for metals. The colour that represents dielectrics represents reflected wavelengths that we see. The reflectance values are present if an area is denoted as metal in the metallic map, such as white (1.0). The Base Colour map should be set to be interpreted as sRGB. In Substance PBR shaders, ambient lighting is multiplied by the AO. The AO map is supplied by a texture sampler in the PBR shader. It’s an optional channel. The AO shouldn’t be baked into texture maps, only supplied as its own channel to the shader. Exceptions can be microocclusion that can’t be computed by the shader from the AO map alone. thrEE AO mAps & substAncE In Substance Designer, AO can be baked from a mesh or converted from a Normal map using the integrated baking toolset. In addition, there is an Ambient Occlusion node for converting height to AO. Bitmap2Material 3 can be used to generate AO from a source image as well. The Ambient Occlusion map should be interpreted as linear. bAsE cOlOur mAp sEttings DiElEctric F0 FOr mEtAl wOrkFlOw The Base Colour map contains both metal reflectance values and diffuse reflected colour. Base colour should be devoid of lighting information with the exception of micro-occlusion. Dark values (dielectric reflected colour) should not go below 30 sRGB (tolerant range) – 50 sRGB (strict range). Bright values (dielectric reflected colour) should not go above 240 sRGB. Reflectance for raw metal is going to be high in the range of 70-100 per cent specular, which we can map to 180-255 sRGB. 3D WorlD August 2015 Some metal/roughness implementations such as those found in the Substance toolset and Unreal Engine 4 have a specular control, which allows the artist to change the constant F0 value for dielectrics. In Substance, this output is labelled as SpecularLevel and is supplied by a texture sampler in the metal/roughness PBR shader as shown here. It represents the range of 0.0 - 0.08. If you need to manually set the F0 for a dielectric, you can do so using the SpecularLevel output in the Substance graph within Substance Designer. This output can be utilised in UE4 for authored substance materials to have full control over dielectric F0 in engine. 69 www.youtube.com/3dworld tutorials Master PBR textures mEtAllic mAp bAsics This defines areas of a material that denote raw metal and is a greyscale map. It describes to the shader which areas in the base colour should be interpreted as reflected colour (dielectric) and which areas denote metal reflectance values shown here. In the metallic map, 0.0 (black - 0 sRGB) represents non-metal and 1.0 (white - 255 sRGB) represents raw metal. mEtAl surFAcEs AnD tExturing mEtAllic mAp sEttings Metal surfaces have two important aspects as it relates to texturing. These are that their reflectance values are going to be high, so around the range of 70-100 per cent specular – and some metals can be corroded. If a metal is corroded or has a paint layer, then it should be treated as dielectric. The Metallic map should be set to be interpreted as linear. Black (0.0) is non-metal and white (1.0) is metal. There can be transitional greyscale values to account for oxidation. If the Metal map has values lower than 235 sRGB, then the reflectance value needs to be lowered in the Base Colour map. This will account for a dielectric layer, such as dirt or dust, that might be semi-occluding the raw metal. Painted metal should also be treated as non-metal. whAt’s rOughnEss? The roughness map describes surface irregularities that cause light diffusion. The reflected direction varies based on the surface roughness. Rougher surfaces have larger, dimmer looking highlights and smoother surfaces keep specular reflections focused, appearing brighter. rOughnEss sEttings With roughness, there’s no right or wrong. The artist has full creative control. To start with, roughness is the surface detail maps, such as Height and Normal. The Normal or Height map will often contain key surface details that should also be represented in the Roughness map. The Roughness map should be interpreted as linear. 3D WorlD August 2015 70 www.youtube.com/3dworld rOughnEss mAp bAsics In this map, black (0.0) represents a smooth surface and white (1.0) represents a rough surface. The Roughness map is the most creative and allows you to visually define the character of a surface and to tell a story. The condition of a surface tells a lot about the environment it is in and further relates to the overall design of the assets and the worlds that you are trying to create. nOrmAl mAps & pbr The Normal map is used to simulate surface detail and their usage is the same in PBR as it is in non-PBR workflows. However, since the Normal map simulates surface detail, it can be beneficial to have the surface details from the Normal map also affect the Roughness or Glossiness maps as well, as shown in my image here. nOrmAl mAps AnD substAncE DEsignEr tExEl DEnsity A Normal map can be baked in Substance Designer from a mesh using the integrated baking toolset. In addition, there is a Normal node for converting height into a normal map. Bitmap2Material 3 can be used to generate a normal from a source image. You can paint height data using vector or bitmap painting tools in Substance Designer and use the Bevel node to quickly create hard surfaces as normal data such as panels and doors. Height data painted in Substance Painter can be exported as a Normal map. The Normal map should be interpreted as linear. Substance Designer also supports custom tangent basis plug-ins and ships with MikkTSpace. A result of using the metal/roughness workflow is a white edge artefact. This fringe is apparent in the transitional areas between materials where it goes from a dielectric to a bright metal due to texture interpolation. With metal/roughness, the base colour contains a brighter value for the metal reflectance that is interpolated with the non-metal diffuse colour, producing the white edge. EDgE ArtEFActs is thE surFAcE mEtAl? The document resolution and texel density have a direct impact on the visibility of edge artefacts. For example, if you use a Hard Edge brush to create the transitional areas between metal and non-metal, a low document resolution will still soften the edge and exacerbate the artefact. This low-resolution issue is also caused by UVs that are not scaled to provide an adequate texel density based on the document resolution. Providing a good texel density for UVs is the best method for minimising any edge artefacts, as shown here. 3D WorlD August 2015 It can be helpful to break down a surface into the metal or non-metal categories. I will often begin the texturing process by examining the material and asking myself if what I’m creating is metal or not. Through this you can derive some guidelines for the texturing process, as covered in this tutorial. In the image here you can see a chart summarising the guidelines to follow for a metal or dielectric surface. With metal/rough, you only need diffuse reflected colour and metal reflectance as dielectric F0 is not authored directly. 71 www.youtube.com/3dworld TuTorials Create a space suit ArTisT profile Chris Chui Chris Chui is a freelance character designer specialising in cloth simulation and apparel design. He works with both digital and physical cloth, tailoring custom apparel during downtime. www.mxnarch. artstation.com Topics covered Initial concept phase Marvelous Designer features Modelling with MD imported geometry 3D WorlD August 2015 72 www.youtube.com/3dworld Marvelous Designer 4 | 3Ds Max | PhotoshoP | Corona renDerer Create a spaCe suit in Marvelous Designer 4 Chris Chui talks through the essential features he uses in Marvelous Designer 4 to create complex clothing Follow the viDeo if you see the Play icon, click the link! W hen creating complex characters it’s important to optimise where time is spent. This ensures we get the best outcome in the least time. For me it’s essential that my characters are realistic and believable, while also having an appealing design. Marvelous Designer is my main tool and allows me to create believable designs in a comparatively short time. Marvelous Designer is a software that enables the simulation of cloth in a way that is easy to learn and mimics real-life garment making. Its revolutionary method of dealing with what essentially is a complex area of 3D has lead to its massive success. The release of Marvelous Designer 4 was a game-changer that has enabled me to create character designs faster than I ever could before. These features ranged from simple bug fixes to massive overhauls in how it deals with geometry. Tasks such as editing one side of a symmetric pattern would require building one half then copy and pasting it over and over again to update a change. This one new feature enables users to have a clone pattern that mimics all changes and updates automatically. However, the biggest change is the one everybody has been anticipating since the release of the first Marvelous Designer. The software previously produced triangle meshes as they are better for cloth simulation. However, this meant 3D packages would struggle to subdivide and edit these meshes. Marvelous Designer now supports simulation and exporting quad meshes which has enabled not just smoothing, but the easy editing on a polygon level for a boost in detail. The best part is I now spend less time with laborious tasks and more time trying new design options. It allows me to get more content to my clients for review and in shorter time too. Marvelous Designer is a software I use everyday and I could not produce the characters I do without it. For all the assets you need go to creativebloq.com/vault/3dw197 ExpErt tip Shortcuts are your friend Make yourself familiar with these handy shortcuts: Space bar – Simulate toggle G – Internal Polygon/Line [Ctrl]+[D] – Sync toggle M – Free Sew 1 CreATe MooD boArDs The success of a new project can be dependent on the references you gather, therefore I always grab references for anything I’ll need to design. In this case it’s the overall suit style, specific helmet designs, shader reference, decal reference and even fabric samples and patterns. I create a mood board with everything on a single page where I can draw ideas from without scrolling through folders. It takes a bit of time initially but it will pay off. 3D WorlD August 2015 73 2 explore IDeAs In 2D If you’re stronger in 3D than 2D you may dread drawing, but it’s important to explore ideas. I’m not concerned with the realism of my sketches, but the flow of the design. I use lots of strong angled lines in my designs so I employ what fashion designers do and just draw line art. After I have a few iterations in the design I’ll do another variation in a different direction. once I have a winner, I draw in the wrinkles of fabric and very primitively add in shadow. www.youtube.com/3dworld TuTorials Create a space suit Quick fixES troublEShooting fixing fAultS EArly CliCk to PlaY viDeo www.bit.ly/197-designer-1 3 JuMp InTo 3D eArly once I’m comfortable with where the concept is heading I’ll jump into 3D – and often this is quite early. Marvelous Designer is amazing as I can make a very basic suit in little time and this serves as a base to design over. not all ideas in 2D translate to 3D, so here I weed out problem areas as they arise. I’ll build suit parts as fast as possible, temporarily ignoring all good modelling practices. I can throw away parts that don’t work without having spent ages on its construction. onE StrAin mAp ViEw 4 pose your CHArACTer I make sure when I’m designing in 3D to have a basic pose on the character. This doesn’t need to be the most exciting pose, but it definitely helps with selling the character to both yourself and the clients. often the biggest hurdle in 3D is keeping yourself motivated with the design you’re working on. A pose can be the thing that makes a huge difference in the way you feel about your character and the direction it’s heading in. CliCk to PlaY viDeo www.bit.ly/197-designer-2 It’s easy to make small errors when tailoring a rough suit for the concept stage. One way to troubleshoot this is to enable the Strain Map View. Without this view it can be hard to locate the problem. CliCk to PlaY viDeo www.bit.ly/197-designer-3 5 syMMeTrIC pAsTIng two Spotting problEmS Look for the Strain Map under the Surfaces tab or press [Alt]+[6]. This will highlight areas of great strain in red. The red highlights an area where the seams don’t line up and are causing the side to pull. thrEE All fixEd With the error fixed, most of the garment should appear green unless deliberately stretched. Now you’re good to go and any problems that may have caused a headache later on have been solved. one of my most frequently used features in Marvelous Designer is symmetric paste. The way this works is one pattern will have a symmetrical twin, which when edited the other twin will reflect any change you make. Complex pieces like the main torso can be halved and sewn together. once happy with the piece you merge it with the symmetric Merge option. Make sure that centre line is straight or you might end up with errors. CliCk to PlaY viDeo www.bit.ly/197-designer-4 sewing one edge to multiple edges is always a pain because of the maths involved in balancing both lengths. now Marvelous Designer has the 1 to n feature, which balances lengths automatically. In Free sew Mode define the edge you wish to sew to multiple edges and when defining the remaining edges hold shift. The seams will go green indicating you are in 1 to n mode. CliCk to PlaY viDeo www.bit.ly/197-designer-5 7 lAyer ClonIng when making something like a puffer jacket, or the shoulder padding in my case, I used the layer Clone feature. If you wanted a duplicate layer on top of an existing piece you would have to copy, paste and re-sew all seams. This is now a one-click solution via the layer Clone feature. It makes sure all seams and inner lines are automatically sewn together. It also offsets the new piece conveniently so you don’t need to re-position it. 3D WorlD August 2015 6 1 To n sewIng 74 8 DeAlIng wITH lAyers when editing multiple inner lines on a pattern, Marvelous Designer now uses a layer system similar to Adobe Illustrator. previously, if an inner line was occluding another it became very difficult to access the line below. To combat this, right-click and look for order and choose one of the various options according to your needs. www.youtube.com/3dworld ExpErt tip Stick with what you know MD has a great setting where you can set the viewport controls to mimic the style of your favourite 3D apps. Find it under Settings>User Settings> ViewControls> User Preset CliCk to PlaY viDeo www.bit.ly/197-designer-6 9 superIMpose To sAve TIMe The new superimpose feature is where you can essentially take a part and have it pasted onto a surface without simulation. This might seem a small feature but when you have several parts to position on a complicated garment it’ll save time and headaches. The superimposed parts will follow the surface of the part it’s pasted to. This might help in a situation with a curved sleeve without going through the steps of freezing the piece and guiding the new piece in place. Is symmetric merge option CliCk to PlaY viDeo www.bit.ly/197-designer-7 10 THe press Tool To mimic how fabric bends at a seam, Marvelous Designer has introduced a feature which simply requires both pieces to be selected with the tool. This is the only new feature I don’t use too often. This method affects all your seams uniformly but in most cases you may only need a few seams to bend. I prefer to select seams manually and apply a numerical value in the fold angle. This gives me freedom to specify the degree of bendiness or even an inverted bend. CliCk to PlaY viDeo www.bit.ly/197-designer-8 uSE SnApShotS Check your concept CliCk to PlaY viDeo www.bit.ly/197-designer-9 11 wHen To use QuADs The Quadrangulate feature all Marvelous Designer users have been asking for has finally been implemented. This is obviously the biggest gamechanger as most applications will support quad meshes far more than the previous triangle mesh output. Though quads are readily available, I like to stick with a triangle mesh right up until export time. I have experienced different results with quad mesh simulations versus triangle mesh simulations. 12 exporTIng THe MesH when exporting and finalising a mesh into your chosen 3D package be sure to take note of the export settings you apply. with 3ds Max I often need to change it to cm to match my scene scale. I always have Multiple objects, Thin and unified uv Coordinates ticked. This ensures separated pieces, single layered geometry and a matching uv scale. 3D WorlD August 2015 75 www.youtube.com/3dworld As you’re modelling it’s often a good idea to take a screenshot of your character so far and explore more ideas in Photoshop. This is a really good way of exploring alternative versions or trying out a big change. I also draw in details that otherwise would take a long time in 3D. This can be colours and decals. Don’t forget to open up your previous concept and take a look at how it has changed. If it has lost the essence of the concept, this is going to be a very quick way to figure out why. Often this will be the moment where you improve the design by choosing elements from the old design and the new. TuTorials Create a space suit 13 HArD surFACe MoDellIng 14 overCoMe uv MAppIng when geometry is finished it’s key to go back over the rough geometry modelled in the concept phase. It’s vital to model these parts properly as subdivision surfaces to increase the smoothing required during render time. I use 3ds Max for my modelling because of its great modelling tools. For Max users there is a good feature often overlooked; under the Modifier list there’s a space for shortcut buttons. use this feature to set up any shortcut buttons you use. A technique using Zbrush can solve dreaded uv mapping. Zbrush handles unwrapping objects very well with little to no stretching. If your object is relatively complex it will need seams created in Max first. use the unwrap uvw Modifier and the point To point seams tool under peel to draw seams. Then export your objects into Zbrush and select uv Master under Zplugin. Tick use existing uv seams and click unwrap. This gives great uvs and saves lots of time. ExpErt tip Keep on saving A good rule of thumb is when you see something you like, hit [Ctrl]+[S]. Countless times I’ve reverted back to an earlier version that looked better. 15 renDerIng I’ve made the switch from v-ray to Corona as the realism in usually obtained much faster. The renderer is still in its infancy but for most projects I think it’ll be perfect. It’s in the latest trend of unbiased renderers being developed, which uses Cpu instead of gpu. I use Corona Interactive to get fast feedback as I develop shaders and lighting. It’s great as the preview is exactly what you get in the final render, as they both use the exact same rendering engine. universAl meThod This texturing method can be utilised in any render engine. The concept is much like a mask in Photoshop 16 proCeDurAl TexTures For texturing in Corona I procedurally create shaders that can be dragged onto any surface. I use Invert normals with the CoronaAo map for surface wear. use a mask to blend the paint material with a steel material to get a worn paint effect. be sure to put a noise map in the Max Distance to break up uniformity. This should sit in the mask slot of a blend material. For a stronger effect add an output map to the CoronaAo and push the contrast in the curves. 3D WorlD August 2015 76 www.youtube.com/3dworld w re w. s lu al d spx .a aD ar lo nd d/3dw wn ta at: e5st Do e 5 S reent/iclon F e on or m/ev iCl Fion.co w AdvertoriAl Promotion Free! iClone 5 Standard worth £69 Get a free version of iClone 5 Standard and begin your game career today T his issue 3D World has partnered with Reallusion to offer every reader a free copy of iClone 5 Standard edition, so you can create game animations. As a real-time animation suite, iClone 5 Standard aims to offer an easy route into video game and film animation, offering the chance to create character animations for games and previz. The Standard edition comes with the option to create custom 3D head models from photos, as well as custom cloth designs with CloneCloth. It includes the option to morph and deform characters and create basic facial and body motion edits (bone level facial deformation), to enable you to quickly produce bespoke, animated characters. You can move, copy and delete key frames and edit multiple cameras, as well as gain access to Reallusion’s live market place to download extra content. This is the basic edition but you can upgrade to iClone 6 Pro and access more powerful tools and features, such as ultra-realistic renders using the Indigo Render plug-in, and advanced developer tools such as the 3ds Max plug-in (base model G6 character creation). Designed with DirectX 11 architecture in mind, iClone 6 requires an up-to-date 3D gaming computer in order to make your animations fly. Once running, you’ll have access to new features such as Substance Materials, as well as real-time cloth simulation using PhysX. Register before July 31st, 2015. To get your FREE copy of iClone 5 Standard, go to: www.reallusion.com/event/iclone5std/3dw.aspx 3d World August 2015 77 www.3dworld.creativebloq.com 3d printing 3d maker Exploring the best 3D print art, technology and trends get published email your Cg art to ian.dean@futurenet.com Visit the online Vault to download extra process art for these projects: www.creativebloq.com/vault/3dw197 3D WorlD August 2015 78 3dworld.creativebloq.com “RAGE from id Software was the most fun [to work on] since I was given quite a bit of creative freedom to explore the characters, and I had a very solid and talented team to work amongst, which always makes things fun,” says Brett Briley interview it’s not all doom Veteran video games artist Brett Briley shares his passion for 3D printing with Ian Dean T Brett Briley Brett has worked in video games since 1999, on major titles such as Doom 3 and RAGE for id Software. www.bbriley.com The nine-inch-tall Clover Bust (opposite page) is one of Brett’s current models available from his website hough Brett Briley began his career as a merchandise artist at Disney, he has spent the last 16 years working in video games after he attended the E3 Expo and thrust his portfolio at anyone who would pay attention. Is it just as easy to catch a break for an artist fresh from college today? “I think there is always a possibility of someone breaking into the games industry by attending a conference, especially if you have the portfolio someone is looking for,” says Brett. “Having the opportunity to meet with fellow artists and possible employers is more effective than sending your work into the internet void.” The video games industry is a hard place to work and stress takes its toll as companies chase bigger profits and success. “Stress from worrying about creating the next big thing or stress from trying to keep that next big thing going… They constrain creativity by trying to keep that big thing going, continuing expansions to that success, leaving little chance of new creative directions to happen. Too many times I have 3D WorlD August 2015 seen a great team break down due to both of these things, and once it seeps in, there is little chance to get out of that hole,“ admits Brett. To de-stress, Brett is turning his hand to 3D printing. “In my free time, I am working on personal projects like traditional sculpting, Talking with others whose prints you appreciate is a big help, as they can guide you around pitfalls or creating my next monster or character to make into a 3D print,” he explains. This means he can explore his love of character design, and Brett has some advice to artists working on their own creatures: “I would say that giving that extra subtle care and detail will help push the character from good to better,” he says. “Also, to realise that art is never ending, and you should always expect to learn from everything that you do,” he continues. 79 3dworld.creativebloq.com Brett’s interest of 3D printing stemmed from his day job. Having been asked to create some collector figures for a special edition of a game, he was impressed with the results. “Unfortunately, that [project] didn’t pan out, but seeing it intangible from my computer to seeing it as something tangible on my desk got me hooked on all the possibilities, and I just kept going.” So what advice does Brett have for newcomers to the 3D print scene? “Be aware of your costs and understand the benefits or limitations of the various printers,” he explains. “Size, details, and weight will affect the cost quickly. Decide the level of detail you want to get from your print, keeping in mind that after clean-up some of those high level details would mostly disappear. Also, decide if your model is hollow or solid since a hollow cast is cheaper comparatively but might not be what you want ultimately. Talking with others whose prints you appreciate is a big help, as they can guide you around pitfalls you want to avoid,” Brett concludes. Download images of Brett’s models Fyi creativebloq.com/vault/3dw197 3d maker 3D print jewellery 3d print tutorial 3D print your own jewellery Learn the art of creating personalised jewellery as Aiman Akhtar takes you through the process of making a stylish dancer pendant R Artist profile Aiman Akhtar Aiman is a freelance 3D artist, specialising in characters and based in Los Angeles, California. He’s also a beta tester for Adobe’s 3D print tools and continues to experiment with the technology. His resolution for 2015 is to become a 3D printing expert. www.aiman3d.com esearching 3D printing for jewellery was a whole new chapter in my odyssey. It’s one thing to make a New Year’s resolution to 3D print something completely new each month, it’s another to keep it! In a previous issue’s coverage for the 3D Printer World expo, I met and had a chance to interview some exceptionally talented artists that have been using 3D printing to create jewellery unlike anything I’ve seen before. You can learn more about their art, process and backgrounds following my own jewellery tutorial. My jewellery story is relatively recent. I was never exposed to jewellery growing up as earrings, necklaces and pendants were a decidedly girly thing and I was a boy. The closest I got was rebelliously wearing a beaded choker in high school, because I thought it made me look cool – it didn’t. A few years back I decided to propose to my then girlfriend and started researching 3D WorlD August 2015 80 wedding rings. I saw all sorts of people from all over the world, really talented craftsmen and craftswomen that made exceptionally unique and beautiful pieces. A shift occurred in my mind and I started thinking of jewellery as little pieces of wearable art. Now this was I didn’t want to make anything cheesy or obvious and started thinking about things I really enjoy something I could get into! I collaborated with a jeweller to design a one-of-a-kind engagement ring and learned all about the various gradings of silver and platinum, the four Cs for picking a good diamond: cut, colour, clarity and carat – and the lost wax casting process. The ring turned out amazing 3dworld.creativebloq.com Aiman plans to spend the next year prototyping more dancer pendants and finding buyers for his wearable art ue 5 l 201 ow ll n’s ia ly fo ma tor 5 Ju ai t tu sale 1 x n n e 98 , o s Is 1 moDel anD print a piece of jewellery: 3D printeD Dancer penDant manufacturing with matter Software: ZBrush | KeyShot | Photoshop Find a local printer to get your work made For my final output I worked with Matter, a Brooklyn-based manufacturer that specialises in small-scale jewellery production. I was impressed with their excellent website design, clear pricing and professionalism. They’re a small business, but they’ve built a great service around 3D printing in wax, molding and rapid casting. The process starts by signing up and uploading a 3D model or photos of an object you want digitised. Then my favourite part, using their interactive materials guide to choose a base metal, surface finish and plating: see www.matter. io/materials/?ref=header_nav. You are then quoted a price for one sample order or batch production costs for 10, 20 and up to 100. Add it to your cart and your order is off to production. Manufacturing made easy and accessible to individuals. download the model www.creativebloq.com/vault/3dw197 and on a summer vacation snorkelling off a beach in Costa Rica, she said yes. So naturally, when I started thinking about what to 3D print for this article I gravitated a full 180 degrees away from the jewellery I saw as commonplace, kitschy and gaudy. I didn’t want to make anything cheesy or obvious and started thinking about things I really enjoy. I was into sculpting and had spent years studying human anatomy, posing, shape and form, but there wasn’t a clear direction. My now wife suggested taking a break and going out to see a contemporary dance take on the Phantom of the Opera classic. Seeing the masterful leaps and graceful elegance that allowed the dancers to tell stories with their bodies, the idea hit me. I came back home and gathered a gigabyte worth of dancer photos off Pinterest and then got to sculpting. For your model and files visit fyi www.creativebloq.com/vault/3dw197 one Back to Basics, shape anD form two Detailing anatomy I start with a mannequin in ZBrush and pose it based on dancer references I’ve found. At this stage all I’m focusing on is the gesture or form lines of the movement. These create a dynamic and appealing pose, which is even more important because of how small the final output will be. Once I have the pose blocked out, I begin sculpting in a first pass, adding volume and realistic human proportions but still limiting my focus to the large primary shapes. Next I sculpt in the anatomical details while observing good reference. I want to walk the line on being anatomically accurate but also beautiful, just like the sculpted and toned bodies of professional dancers. This works too well and before long I have a sculpt that is far too realistic in its detail. Realising the scale this would be printed, I use a Smooth brush and start taking away detail. I add hair, shoes and a ring for the necklace to loop through. three refine sculpt four prototype I know from previous experience that printing at two inches or less would be severely limiting in terms of what I can sculpt. For example, I have to turn the hands into fists, which hurt the gesture. I decimate the model and export it out as an .stl, then upload it to Shapeways to run their print test for stainless steel. It brings up some thin wall issues on the model’s hair as well as the thumb. I go back to ZBrush to refine the model: I inflate the thin areas. I use an earlier version of the model with less material to order some test prints from Shapeways so I can test various materials and sizes. The right is polished flexible plastic and the left is stainless steel. Both are too grainy but holding these in my hand was useful to decide the final size, as well as improve the flow lines. Back in ZBrush, I change the position of the ring and also raise the free arm to create a more dynamic pose. I then export the model. five chain anD accessories six presentation anD marketing I visit some local hobby stores to find chains for the dancer pendant, however, they are all too clunky and large. They don’t enhance the focus, but rather take away from it. I decide instead to order professional quality sterling silver chains from www.sarraf.com. They have a wonderful selection of chains in various material finishes and styles. I decide on the .9mm round snake chain, which at 16 inches was the perfect length to showcase the pendant. I create a beauty render of the final sculpt through KeyShot to create a custom rose gold material, the intended finish for the piece. After receiving the completed order in the mail from Matter.io I carefully check the quality, add the chain and take presentation photos. From talking to several jewellers, I’ve learned the trade is equal parts craft and marketing. I shot using a high-quality DSLR camera in RAW mode and made final adjustments in Photoshop. 3D WorlD August 2015 81 3dworld.creativebloq.com 3d maker 3D print jewellery 3d print jewellery designers Aiman gathers insights from jewellery makers to help you to make a success of your art igor Knezevic Product & concept designer/architect and exposure through selling at retail stores, but my main way to sell is through my own online store and Shapeways. I make extensive sketches, though once I start working in 3D this is used only as a reminder of my original ideas. Working digitally in full 3D is, for me, a process of exploration, especially if one is using parametric workflow. You need to give up some of the control and embrace randomness. It is more like playing jazz, you improvise as you go. Sometimes you fail. Actually, failure happens a lot. Then you repeat. Keep trying. Remember that you are creating real physical objects. Such objects need to be durable, have a good finish and they need to function properly. Photo by Jennifer-Pan jenny wu Architect/partner at Oyler Wu Collaborative I have been using 3D printing for the past 10 years, mainly for architectural model making and as a faculty member at Southern California Institute of Architecture. I see the potential of jewellery as being architecture on the body. About a year and half ago I started sketching some ideas and decided to 3D model it digitally as a quick way to prototype the pieces. I 3D printed them to see how they would fit and look. In December 2014, I attended Art Basel Miami and brought a few of the prototype necklaces with me. By wearing them around Miami that week, I received so much attention with them that I decided to design a collection of my own called LACE by Jenny Wu. I started selling on www.jennywulace.com in October of last year. I returned to Miami and debuted the collection in my own pop-up shop at Aqua Miami. The response was overwhelming. 3D printing technology is finally at the point where we can prototype the necklaces in metal, especially the interlocking pieces. We hope to launch that at the end of the year. We are also working on a wedding band collection as well as pieces for men. My advice for aspiring jewellery makers is prototype, prototype, prototype. I think the success of any piece, beyond its aesthetics, is to test run it so that you can foresee any issues with them. tomas wittelsbach Independent jewellery designer/sculptor My inspiration when I was young was Lalique jewellery and I started sculpting odd organic objects and little characters. Then, when I was nine or 10, I saw alien and told my mother: “See I’m not crazy, other people make things like I do. I’m not sick.” Thus, I was introduced to my major inspirations Geiger, Moebius and Beksinski. I was lucky enough to meet all three and work with two of them. I started as a traditional sculptor doing large abstract bronzes then transitioned to costume design and sculpting in Hollywood/union local 755. In 2007, I left Hollywood and decided to try making jewellery. I went to Chicago and met with Jason at Casting House – they were the first casting facility that said yes we can make that. So I started House of Wittelsbach and began selling my pieces online and at boutiques. Having your pieces in stores is important so people can actually hold and look at them, but I’m a great sculptor and a crappy salesman. My advice is to make the pieces however you can. Design for the machines you have access to. If you can only print at 50um don’t put more detail in as it won’t show. No one cares if you tell them there should have more stuff going on. Design smart. People should be able to hold the piece and be excited about it. Print, print, print. Only by printing will you know what actually shows up and how. louis benowitz CAD artist, president of RP Wax I began in the jewellery business in 1979, then started travelling overseas, buying loose gemstones and making custom pieces to sell directly to retail buyers. I really enjoy the challenge of going from a 2D concept to a finished 3D fine-made piece of jewellery. I first heard about 3D printing around 1999. By 2004 I had completely retooled my business to take full advantage of the CAD/CAM process. By trial and error, I found the best machines and best process for the highest results to make custom jewellery designs, which is quite difficult as the machine manufacturers often provide misleading information regarding the machine capabilities, actual model 3D WorlD August 2015 82 cost and if models can be directly cast. I started RP Wax in 2004 and market directly to designers, manufactures and retail stores through www.rpwax.com. Plan ahead for the production process when building 3D models. There may be shrinkage in casting depending on the process and metals used. Finishing removes metal, it makes the piece smaller on the exterior and larger on the interior. Prongs need to be a certain diameter for different stone sizes, stone materials, shapes, etc. Everything doesn’t work the first time. Research and development is not eliminated by using 3D printed models, rather it streamlines the process and allows for a better final product. 3dworld.creativebloq.com Photo by Leticia-Llesmin I was born in Croatia, studied architecture in Vienna, Austria and came to the USA in 1999. I create jewellery because it is the perfect design area to explore new methods and try to find a new aesthetic, which makes sense for novel parametric and generative design tools. Only after I researched the material properties of SLS nylon printing did I understand that 3D printing is not only for prototyping, but can be used to make quality final objects. The greatest thing about 3D printing is that objects can be customised and improved without huge investment in production costs. It definitely helps with creating the best possible design for the customer. It’s great to get confidence Stop-motion animation Chase Me was created from 3D printed models 3d Maker 3d print project aDoBe gets 3D FrienDly New features for Photoshop CC 3d print projeCt Frame By 3D-PrinteD Frame French animator Gilles-Alexandre Deschaud on the painstaking process of making his new film, Chase Me W Gilles-AlexAndre deschAud Gilles has been working in the VFX industry as a digital artist and animator for eight years, experimenting with various techniques using a hybrid of 2D mediums, such as painting and drawing, combined with 3D animation. www.chasemefilm.com hen CG animation first captured everyone’s imagination, some thought the analogue days of snapping frame after frame of solid scenes were over, but with his groundbreaking film Chase Me, Gilles-Alexandre Deschaud has married the latest technology with the best tradition – 3D printing a stop-frame film. “I was experimenting, mixing digital with more traditional arts like 2D, street art, stop-motion, and sculpture,” Gilles-Alexandre says. “I liked how digital art could embrace other mediums and make something totally different.” Armed with a 3D printer, he enthuses: “At the beginning, I wanted to do just a test of 1015 seconds of animation. The further I got into the 3D printing world, the further I fell in love and wanted to do something bigger.” In Chase Me, a young ukulele-strumming girl is pursued through a shadowy forest by an ominous shade, the mystery intensified by the grey textures designed and printed by Gilles-Alexandre: “Stop-motion gives a lot of texture to the film. I liked including the striations of 3D print, which change frame by frame, as well as the imperfections that give Gilles-Alexandre found animating and painting the tiny models to be the most challenging 3D WorlD August 2015 it even more life. It’s hard to have those kinds of effects in CG. Stop-motion animation also gives a lot of richness; I have a few involuntary shifts between each frame that I really love. My 3D animation is nothing like what I got after printing my poses. I even painted some models frame by frame and you can see the brushstrokes change,” he explains. “I exclusively used resins created for the Form 1+ 3D printer. All the resins I used behaved similar to ABS filaments. At a few points I was able to slightly bend some parts in order to assemble sets, which were composed of several prints – generally of around 20-30 – adhered together.” Calm under pressure A single frame took eight hours to print and nearly two hours to clean all the supports, so Gilles-Alexandre needed to be patient: “If you break the part or remove a piece of the print instead of supports, you have to start all over. I spent approximately 20 minutes per print removing unnecessary pieces, putting a hidden frame number on the print and generating supports for the 3D printer. Multiply that time by 2,500 models – that’s a huge task.” The most challenging part was animating and printing the tiny models: “I couldn’t print too small or I would lose a lot of detail. On the other hand, if I printed too big it would have taken forever to finish. Artistically, the most stressful thing was to not really know how the film would look at the end. I was completely new to 3D printing before and Chase Me is the first project of its kind.” To see the Chase Me trailer and making of Fyi the project visit www.chasemefilm.com 83 3dworld.creativebloq.com Print to 3d PdF The new PDF format has launched for Photoshop CC with the aim of making your life easier. The Print to PDF feature runs a 3D model through the 3D print pipeline where it’s then automatically checked and repaired. So could this be the end of stressful prints? Print to sVx Produce high quality, full colour, sliced 3D models using this new SVX format. Designed for colour printers, this feature will verify and update your files when converted to SVX. 3d hub suPPort Finding a local printer service to produce your 3D masterpiece will now be easier in Photoshop CC. A searchable 3D Hubs option will enable you to find a local printer service and send your files at a click, via a worldwide network of providers. tinkerine dittoPro You’ll now be able to print directly to a Tinkerine Ditto 3D printer from Photoshop CC. Simply download the new printer profile from www.photoshop.com and away you go. 3d Maker Artist interview artIst IntervIew modelling miniature marvels Creating 3D printed miniatures is a labour of love for artist Javier García Ureña. Here he shares his advice and techniques javier García Ureña Javier is a freelance CG modeller and 3D print artist who creates game miniatures for Corvus Billi and Privateer Press. www.bit.ly/197-javier Learning ZBrush on my own and reaching my dream job, fighting to make a living from my art skills, that’s what I’m most proud of Copyright by Corvus Belli F or some artists the path to a career is a straightforward one, but for Javier García Ureña it’s been a long journey. As a child Javier loved to draw, but… “my father told me to study something useful at university, so I studied physics and ended with a specialisation in theoretical physics, nothing to do with arts,” says Javier. However, the call of the artist continued to persist and he took freelance illustration jobs and soon decided to risk all and “leave a good stable job to follow a dream.” After teaching himself digital art from online tutorials he soon discovered ZBrush. “That program changed the way I work,” he says. “Digital scultping freed my mind.” Learning the software wasn’t easy, but as Javier says, “there’s nothing more difficult than quantum mechanics,” so mastering ZBrush “Working for Corvus Belli is great because I’m an Infinity player and it’s great to sculpt the miniatures you are playing with… and even earn money doing that!” proved a success and with it a role at Corvus Belli, home to the wargame Infinity. Working at a company that creates detailed miniatures for wargames has meant Javier has needed to grasp the thorns of 3D printing. Going to print location Spain software ZBrush projects Infinity Warmachine 3D WorlD August 2015 It’s all a matter of scale With modern and affordable 3D printers you can print almost anything. There are printers that can translate nearly any little detail to the final 3D printed model with endless possibilities, so what rules has Javier discovered to aid his modelling? “Any crazy design could be printed, but as I mentioned before the scale is important. When designing a model for 3D printing it’s very important to have in mind how big you are going to print it. For example, if you are going to print a warrior with a spear you have to be careful how thick the spear is compared to the rest of the sculpt, if you are going to print it 3cm tall maybe the spear will be too fragile and could break easily once printed.” “Having in mind the relation between proportions and scale is very important when designing a character. Very detailed designs are not suitable for small scales, but they are great for bigger ones.” Pro advice Copyright by Privateer Press. vital statistics “When I was learning ZBrush I found that some of the miniatures used for wargames were 3D printed. I started to investigate and I realised it could be possible to print my own projects,” explains Javier. “Soon I learned how to get the files ready for printing and I printed my own models with different companies, trying to find the best – and cheaper – results. When I was ready, I showed my work to a couple of companies and I got my first job with Corvus Belli. I learned a lot during my first projects, they were also newbies on 3D printing and we’ve grown up together.” Now Javier has turned full-time freelance and balances work at Corvus Belli with projects for Privateer Press, creating digital sculpts and 3D printed miniatures for the tabletop game company, and the hard work has paid off. But what has he learned about character modelling for 3D printed miniatures? “When you model characters for 3D printing you must have in mind a lot of things: level of detail, molding, how to breakdown the sculpture, which 3D printer to use…” explains Javier. “I learned how much detail to sculpt by trial and error. I’ve tried lots of 3D printers until I found which ones give the best results for the scales I use for work, trying to find which one translates the 3D file more accurately.” The size the sculpture is going to be printed at is very important when you detail it, explains Javier: “If it’s going to be a 30mm tall miniature you have to put in less detail, making it bolder and deeper so it can be readable on the 3D printed model. Bigger scales mean more detail and it can be less bold and looser.” “Every project I do for Privateer Press is more challenging and tests my skills, I’m improving a lot with them and also having so much fun!” 84 Javier has some advice to aspiring modellers, including testing out different printers via online services to find the one that suits you, and considering your materials. On a practical level, Javier offers some modelling tips: “All pieces (subtools) must overlap so when you get the model ready for printing the mesh is closed and watertight. Be careful with details and scale. Balance is also important so check it out before printing, you don’t want a sculpture falling down and breaking the first time you put it on the table. Finally, try to keep a low polycount.” So does Javier regret turning his back on physics? “To be a self-taught artist was my greater goal,” he says. “Learning ZBrush on my own and reaching my dream job, fighting to make a living from my art skills, that’s what I’m most proud of.” See more of Javier’s 3D prints and models FYi at www.javi-ure.deviantart.com 3dworld.creativebloq.com Copyright by Corvus Belli “ZBrush has a lot of tools that enable you to sculpt hard surface and organic shapes so it’s great for any kind of project.” “For modelling I use ZBrush exclusively. It’s one of the most powerful sculpting software, and the most used in the industry.” [ Artist in residence ] “Working for Privateer Press is great – I love that game; and sculpting iconic characters like Victoria Haley was awesome.” Copyright by Privateer Press “I always start sculpting the model in a basic T-pose. It’s important to remember that all the pieces of the model must overlap, if not, when you try to get it ready for printing, holes and ‘shells’ could appear inside the model and it wouldn’t be suitable for 3D printing. I always try to be as accurate to the concept as possible. Once I get the T-posed character accepted by the art director, I start posing it using ZBrush’s Transpose Master. It’s important to have a low number of polygons because Transpose Master works better with a low polycount. Having a few subdivision levels helps a lot with this, keeping detail on the higher levels enables you to pose it easier. Once the model is posed I add the final details. Some companies need the model breakdown to get the different pieces ready for production. I always do the breakdown using ZBrush’s DynaMesh feature. The DynaMesh Boolean operation merges all subtools in a watertight and closed mesh; these are the two most important things to have in mind when getting a file ready for 3D printing. I also check there aren’t any holes or shells inside the pieces. Then I decimate the mesh as much as possible to reduce the polycount. After this, I export it to Netfabb (www.netfabb.com) using a 3D print exporter plug-in. Once in Netfabb it’s easy to get it ready for 3D printing.” Copyright by Privateer Press artist process “There are lots of software out there for getting your models ready for 3D printing. I use Netfabb. It has a free version that offers enough to get everything ready for printing, and it’s very easy to use.” 3D WorlD August 2015 85 3dworld.creativebloq.com Vote voTe now! We invite you to join us for the CG Awards 2015, a celebration of the most amazing art and technology that has been created over the past year in the world of animation, computer hardware and VFX The caTegories The 3D World CG Awards 2015 will feature the following: creaTive awards Technology awards • Best VFX feature film scene • New application of the year • VFX short film of the year • Software update of the year sponsored by • Plug-in of the year • Software innovation of the year • CG animated feature of the year • Hardware innovation of the year • CG animated short of the year • 3D print innovation of the year (new) • Best CG commercial campaign • Arch-viz animation of the year communiTy award • Arch-viz still of the year • Live Event of the year • CG video game of the year: in-game • 3D World Hall of Fame • CG video game of the year: promotion Vote now at www.thecgawards.com sponsored by Contents our awarDs Develop Theory, research and reviews plus industry insights from today’s experts Best in class Awarded to products that excel in their class. editor’s choice Awarded to great products that are highly recommended. 88 creating an indie game The art process behind Glee Musketeers 90 the making of halo: humanity The team behind the ambitious Halo fan film share their production art and insights 92 home made blockbuster trailers 96 review: 3ds max 2016 97 review: shadermap 3 98 my inspiration Alf Lovvold reveals how he made his own CG blockbuster movie trailer Can this year’s edition improve on 2015? Get published email your CG art to ian.dean@futurenet.com Visit the online Vault to download extra process art for these projects: www.creativebloq.com/vault/3dw197 The user-friendly texture app impresses 3D WorlD August 2015 97 review: cadmouse It’s a mouse, but not as you know it… 87 twitter.com/3DWorldMag Simon Webber on the art that inspired him develop Video game project video game project One For All PlayStudios’ Bob MacNeil explains the making of the indie video game The Glee Musketeers T Author profile Bob MacNeil Senior art director at PlayStudios and New Jersey native, Bob is an illustrator, painter and director. www.taminglight.com Author profile Alex Patanjo Alex is a CG supervisor, and has worked as a technical director/ FX artist for The Orphanage, ILM and Dreamworks Animation. www.bit.ly/197-alex he thing about ‘casual gaming’ is you have no option but to be original and eye-catching. These games, readily available to players via a simple download, offer fans a chance at total control of their entertainment with little to no cost commitment. To the developers, a fresh approach to the content they design is mandatory for attracting players who aren’t necessarily considered serious gamers. The Glee Musketeers is a concept of my own, which takes players on a journey to 17th century France. For years, we were led to believe the Musketeers were the suave, sword fighting protectors of the king. In reality, they were a ragtag group of theatre performers who loved the stage. Unfortunately, the stage did not love them. Imagining designs for these sympathetic characters, I found myself referencing everything from the Muppets to the Three Amigos. From that research I then dreamt up a character roster that was ready for a command performance. Early drafts of Porthos were created to establish a visual direction for the game. Typically, the graphic designs would be created first to establish the visual direction of the other remaining game assets. However, since this game is character driven, I decided to tackle them first. Because these characters were meant to be comical and ragtag in their appearance, the first designs Author profile Aybars Turan Aybars is a lead 3D character artist based in San Francisco. He uses his fine art background to imbue his sculpts with life and realism. www.bit.ly/197-aybars The Musketeer characters were intended to be comical and ragtag in appearance 3D WorlD August 2015 88 twitter.com/3DWorldMag seemed safe and uninspired. Therefore as a result, they ended up being discarded. the king’s men Unusually, the game also required the characters to perform multiple in-game dance routines. It was decided early on that real-time 3D would be the most efficient way to work with the limitations presented, such as the developer design specs, mobile device limitations and allowable data footprint. Character designs were refined further to work better as dimensional characters, but it was important the asymmetric proportions were retained. To add a further level of complexity, I envisioned the game to have a DIY feel, making it seem more handmade and not as polished as most casual games. I worked with CG supervisor Alex Patanjo and lead 3D character While high res models were created, these were reduced in poly count for the game. The poly limit the team had to work with for low res output was around 1,000 tris per character artist Aybars Turan to bring the Musketeers to life. Alex and Aybars had developed a pipeline for completing the game that leveraged three separate tools: ZBrush, Modo and Mari. Aybars started out with ZBrush using ZSpheres and created base meshes for the characters. ZRemesher helped to produce a decent topology as well as any additional details on the Musketeers that the designs dictated. Once the sculpting was completed Aybars moved over to Modo for retopology (poly reduction). With Modo’s retopology tools he was able to create nice edge loops and clean mid-res topology quite easily. After the hi-res topology was finalised, the UVs were generated, with the headus UVLayout. Normal maps were then baked from high levels in ZBrush to StrictLY come riggiNg How the Musketeers found their groove Another challenge the team faced was to animate the three heroes performing a variety of dance steps for an interactive bonus game. In lieu of custom rigging, we decided to use Mixamo’s online auto rigging system. Aybars felt Mixamo provided the easiest solution for a decent rigging and animation set-up. However, because the Musketeers had such a stylised look, auto rigging presented some challenges. Fortunately, with the wonkiness of the characters, these issues were easily corrected with slight manipulations. There were no facial riggings so Aybars attached facial expressions as morph target animations, and further crunched size with three-fingered skeletons. The team sourced dance animations from Mixamo’s online catalogue, breathing life into the characters. mid-res topology. The final count for the high-resolution poly characters weighed in at about three million polys each. For the next stage, because of mobile restrictions, low-res characters had to be produced alongside high-res counterparts so they worked in-game with the limited bandwidth. The poly limit we had to work with was around 1,000 tris per character, so each Musketeer had to be reduced drastically. Using Maya, Aybars removed things like eyes and mouth geometry from the high-res models and substituted them with planes that would have facial features painted on later. He deleted loops and made sure the characters had enough geometry around their joints to have a nice range of articulation while they moved through their various dance steps. He easily unwrapped the UVs once again in headus UVLayout and moved onto texturing. The final polycount came in under an astounding 950 polys, while the asymmetric qualities I had in mind from the concept stage were maintained. Mari was used by Aybars Turan for texturing the low polygonal models, based on concept art by Bob MacNeil. The ability to paint on 3D objects and UVs with a layered Photoshop system proved essential it’s a pretty story The game’s stylisation as a whole was very illustrative so we wanted more of a 2D styled drawing than a 3D shaded look. Alex started to R&D surfacing methods and shading and found solutions that offered suitable results, but ultimately conflicted with the Unity environment. With Mari, he was able to create procedural base textures that felt as if they were illustrated. He mimicked my painting style using brushes and techniques similar to the ones I employed in Photoshop. 3D WorlD August 2015 89 twitter.com/3DWorldMag He also painted separate mouth and eye expressions onto the facial planes created in Maya to use with blend shapes during animation. The texture size per character was 512x512 – the most optimal in achieving the level, quality and size needed. The last stage for the team was to design and build the fruit objects for the bonus game. These juicy bonuses would serve as the targets players interact with. They had to have a decent level of quality so players could differentiate between the variety proposed in the game’s scope, but also be efficient enough not to disturb the already tight data budget. Aybars used the same techniques, but also incorporated ZBrush’s Decimation tool to reduce the end polycount. The original concept presented challenges, especially in the restrictive environment we had to work in. However, with the help of Alex and Aybars the three of us produced final results that stayed true to the illustrated aesthetic. We were given a data cap of 8MB for the final game footprint, (which included all game assets, VFX and sound) and produced well under their designated umbrella by handing off a game that came in around 4.9MB in total. For more on PlayStudios’ work FYI visit www.myvegas.com develop VFX project VFX project Making Halo: Humanity Director Robert J Merritt shares the secrets of creating the ultimate Halo fan film with Ian Dean A Author profile Ian Dean 3D World editor Ian has been writing about video games, film and digital art for over 15 years and has edited eight magazines on the subjects. www.3dworld. creativebloq.com big fan of Microsoft’s Halo, Robert J Merritt found the closing moments of Halo 4 raised more questions than answers, and sort to solve its cliffhangers himself, with a little help from his friends. “Master Chief begins to question his humanity. He’s attempting to uncover the meaning of being human and he struggles to cope with the death of his companion, Cortana,” says Robert. “This is the beginning of an exciting and unexpected journey, for all of us.” The original idea for Halo: Humanity came from co-director and writer Dayton Neuburger. It was a film he had even intended to create in his own backyard, but soon realised he wanted to make something bigger. “Dayton proposed the concept of a fan film centred around Chief and we all got goosebumps and decided to pursue the idea as doggedly as possible,” recalls Robert. The goal of the project is to create a film fans can enjoy: “This film really is for them. Many Halo fans have wanted an actual film that involves more of Master Chief, and we certainly intend to cater to that desire,” enthuses Robert. “Those of us working on this film obviously love Halo, but we also love filmmaking and video games in general. We are using our experience, and working professionally on Humanity, to make photoreal, quality assets,” reveals Robert, adding: “No Halo fan film has managed to take themselves this seriously yet. It’s what the Halo universe deserves.” The events after Halo 4 are new territories for Master Chief and the team want to take advantage of the undiscovered stories yet to be told. Unlike past Halo fan films, this one delves into the character of Master Chief rather than just what he does. Lacaux, Joshua Towns, Leonard Hemby, Onyx Lee and Richard Coleman onto the film. “All are incredibly talented and dedicated CG artists, passionate about what they do,” says Robert. “Togrul was actually involved with the Halo 2 Anniversary cinematics by Blur Studios as a freelance artist, while Milorad has significant experience with V-Ray and 3D work for commercials. We’ve also brought Fan power The founding members – Dayton and Robert – are joined by Zack Smith and Martyn Tranter and were all active in the Machina community for years, telling new stories within the Halo universe. Once the concept was created the team started scouring the internet for artists to help realise the film in the best way possible. This led to bringing Togrul Alekperov, Milorad Petkovic, Matthew Hasbrouck, Christophe in concept artist Jason Brown (SkribbliX), storyboard artist C.J. Franks and music composer Maria Rubel of Dreamsfall Music.” Finding the right people wasn’t easy: “We’re facing a huge galaxy of challenges and finding CG artists was difficult as it’s such a demanding art. Since there is such a huge weight of lore behind Halo, we needed people who could really invest their time to make our Halo: Humanity aims to be the most professional fan film yet made 3D WorlD August 2015 90 twitter.com/3DWorldMag Humanity is aimed at Halo fans and the creators are eager for it to reach as many of them as it can A team of experienced artists were recruited to bring Dayton Neuburger’s idea to life assets as accurate as possible. We really wanted people who were as passionate about Halo as us and able to put in the effort.” It’s that attention to detail that made Dayton’s original story so compelling: “It gripped us all; Master Chief was trained to be a war machine throughout the duration of his life. Cortana’s purpose was to maintain the social efficiency of Master Chief. After her death, his emotional response asks the question ‘who is the machine?’” The story focuses on Master Chief’s search to find a way to bring back Cortana, a quest that sees chinks in Master Chief’s armour emerge and the character unravels as his human side emerges and he confronts his loss. At the same time, the UNSC is searching for Master Chief to bring him back into action. Halo to the chief Chaos Group, the creators of the rendering engine V-Ray, started helping Robert and the team in January. “V-Ray is the fastest and most efficient photorealistic rendering engine for producing the best results,” says Robert. Video Copilot, an online VFX suite, is also providing help with stock footage for compositing. They too came on board in January. At the same time, Shotgun Software began providing crucial production organisational software. “Our creative crew are spread out throughout the world and we needed a reliable way of updating each other on changes and work in progress. We are eternally grateful for their contributions and could not make this movie without them,” shares Robert. For all of the 3D work most of the team uses Maya. When it comes to compositing and editing they are avid users of Adobe’s After Effects and Premiere, and for graphics they are using Illustrator and Photoshop, “so it’s Adobe city,” Robert explains. cortana trap “The Halo universe is so vast, and finding a part that’s untouched and creating a story we envision will please fans, has been really rewarding. Halo’s stories have always been creatively portrayed and we want to emulate the same level of creativity in our own way.” However professional the team’s approach, Humanity remains a non-profit project created by the fans for the fans, and Microsoft is in no way affiliated with the project, nor do they endorse it. “We are heavily following their Game Content Usage Rules to stay in their comfort zone,” says Robert who reveals that, “we are making this knowing that they can take all of our ideas and use them however Director Merritt’s enthusiastic creative backers Dayton T. Neuburger is the project’s founder, co-director, editor, lore enthusiast and writer. He loves Halo, philosophy, music and storytelling. Milorad Petkovic, 3D artist, is from Serbia and lives and works in Belgrade. He has very extensive experience in the VFX Industry. they please. We completely respect their rights to their IP.” The biggest challenge was getting the project known and funding came from a Kickstarter campaign. “All we ask of our audience is for their support and excitement,” says Robert, adding: “We’re extremely grateful to the fans and want to make an amazing movie for them.” To see Humanity’s progress visit FYI www.halohumanity.com inside tHe longsword Recreating the UNSC’s star fighting craft Togrul Alekperov was tasked with creating the Longsword. It took nearly 10 weeks to model and eight hours a day before it was finished – both inside and outside. “A job like that could potentially be completed faster depending on how much time you are donating to it, and how much money you have to throw at the problem. However, we were proud to show off his handiwork as a treat for all our Kickstarter supporters,” says a proud Robert Merritt. 3D WorlD August 2015 the humanItY team 91 twitter.com/3DWorldMag Togrul Alekperov is a self-taught 3D artist with over eight years’ experience in CGI. He specialises mainly in environment creation and visualisation. Zack Smith is one of the writers, an actor and lore specialist for the film. C.J. Franks is an experienced storyboard artist, illustrator, and graphic design specialist whose work spans films, book covers, and comics. Maria Rubel from Dreamsfall Music is a self-taught composer, who specialised in writing hybrid orchestral music for films and video games. Martyn Tranter is the project’s lead graphic designer. He is a fan of video games and movies. Joshua Towns, character rigger, was responsible for rigging the characters as well as skinning and rig improvements for the project. Onyx Lee (Keyi Li), is a medical animator dreaming of making space operas. Matthew Hasbrouck, 17, home-schooled, self-taught 3D artist, carpenter, firefighter, snowboarder… He’s always looking to gain new experiences. develop Project insight project insight Create a Hollywood trailer Alf Lovvold shares his process for putting together a blockbuster movie trailer I Author profile Alf Lovvold Alf is co-founder of Gimpville, a small Norwegian-based VFX house doing a mix of feature film work, such as Kontiki, Trollhunter, Headhunters, Ragnarok and The Wave (Norway’s first destruction movie), and VFX/animation for various commercials and short films. www.alflovvold.com really like to throw things together quite quickly to get them up and running and then send them off for further refinement. However, after several years of creating content for customers at my studio Gimpville, I finally decided to create my own little project. Turns out it kind of snowballed – a lot. starting point The project itself started as a series of tests to acquire knowledge and see how much I could throw at the engine before it kneeled down. As I discovered, it handled a large amount of geometry really well and I found myself detailing up various shots to an extent I’ve not done before. The helicopter crash sequence was a testbed to utilise new skills. I found that having certain goals forced me to use various new approaches and to do things that actually worked out quite nicely in the end. Tools of The Trade I’m using Redshift for Maya, a GPU based physical render engine that’s pretty awesome. It’s really fast and nicely integrated into Maya. It makes it possible for a one-man team to create quality content but not be limited by dreadful render times. The helicopter sequence attracted some attention, which I was really overwhelmed by. It gave me the energy to follow up with new shots that eventually led to my most complex sequence yet – the car chase. I was in for some work. Early shots were one-offs with the camera constrained to a few angles. In the car chase sequence I would shoot from all angles and this required an extensive set to follow up earlier shots, with regards to richness. After I planned the route the car would drive, I sketched out a draft of how the city and street would be set. I tried to balance it out with narrow streets to get a sense for the speed, and larger shots to establish the setting and show some scale. The narrower segments required less set dressing than the large shots, reducing the overall time to detail the set. As I was used to a lot of previz work, I handled this project like The hardware was pushed to see how much could be rendered at a decent speed, so we see the detailing of the background with all 3D objects and no matte paint or 2D cards 3D WorlD August 2015 92 twitter.com/3DWorldMag I would in my day job. Therefore I used a mix of assets we already had at Gimpville, though I also invested in various more detailed assets such as the Humvee, city blocks, tanks and so forth. I could of course have done all the assets myself but then I’d probably have never been able to actually finish the project. Being just one guy, I prioritise getting the whole thing produced over getting some custom made assets done. sTeP BY sTeP A large root hand punches up from underneath the asphalt in the chase sequence Working in Maya First I prevized the whole sequence using Maya’s Camera Sequencer, which is a really nice way of editing work directly in Maya instead of playblasting a bunch of shots and then editing in post. It can be helpful if you plan ahead and put some thought into the edit while using the sequencer. However, since I was skipping all over the timeline with various shots it needed to be delegated into various cameras and render jobs. I used Deadline as a render manager. As I was doing this project using only one computer it acted as both a manager and a render slave. Each camera is therefore an own job and when updates occur on various shots I got new dailies the morning after. This really helped to push the project along the way as I saw new render updates and not just plain and uninspiring playblasts. Cameras were set up with noise to mimic live ProCess: CreaTe a TraIler Alf Lovvold shares his planning and production tips action photography and also add a dynamic feel. I tried to get a cinematic quality and feel to the camerawork, which I really enjoyed doing. After the main shots are set up and the animation itself was roughed out I experiment with a lot of camera placement to add a type of live action GoPro/ Stickycam feel to some shots, which was a cool contrast to the more controlled dolly and followcar camera set-ups. When the sequence was roughly prevized I created an early sound effects pass in After Effects to get more feel for the sequence. It also helped with the motivation as the sound design of a shot/sequence is really important and helps it to come alive. car animation Once previz was locked I started refining the car animation. I rigged the car with basic controls and also added a lot of noise controls to try to get a lot of secondary animation and a jiggly feel without having to manually keyframe the extra touches. Objects like mirrors, exhaust, doors, turret and so forth had pretty much a random noise making them jiggle and therefore appear dynamic. The Humvee followed an animated path created back at the previz stage. I experimented with a couple of automated solutions for driving the car rig/suspension but didn’t quite get it right so in the end I stuck to my original set-up. The army guy in the turret was rigged using Maya’s AutoRig and constrained into position. I also added noise to his spine with a controller to make him bounce around. His hands were constrained to the turret. Most assets underwent a custom-dirty texture treatment and were optimised with regards to handling/rendertime. Pretty much all of the static items were exported as proxies to be able to keep things one sCrIPT Always have some sort of underlying idea written down. I will often try to break it down and simplify it. It’s easier to build upwards than downwards. TWo sIMPle sTorYBoardInG Needles to say, even if you are not a storyboard artist just doing basic layout and shot planning will help a lot when trying to tackle them in 3D. Even if it’s just sketches. Three BloCKInG/PreVIZ/edIT Always block out your shot/sequence with low-poly geometry. I often use objects as simple as cubes to get a feel for the timing and not the actual asset itself. It helps me focus on the timing/ motion rather than giving the OCD a chance to kick in. foUr fInalIse hero asseTs It goes without saying but always prioritise the assets that are important for the shot/sequence and work your way down. fIVe deTaIlInG IT UP Finished with all important assets and the shot/sequence are basically done? Then putting a few hours into adding details will make all the difference. sIX renderInG/PosT WorK Give yourself time to do proper post work – don’t underestimate it! seVen soUnd desIGn Ensure the sound design fits well with the pictures up on the screen. eIGhT PrePPInG MaTerIal Gathering all relevant accumulated material from the project, like those early tests and research, can help you do a nice breakdown and really get the most out of the project and all the hours put into it. nIne GeTTInG eXPosed Feeling happy with the results? Do dare to contact publishers and media alike, though keep the request succinct. Ten relaX Sit back and enjoy the fruits of your labour. Hopefully it will gain noise and lead to other exciting stuff. 3D WorlD August 2015 93 twitter.com/3DWorldMag develop Project insight This shot in the sequence underwent a lot of custom treatment in terms of detailing and animation QUicK tips Get the most from your project as lightweight as possible, and were only called in at render time. It also helped with the placement of the assets as the whole car chase sequence was actually one big file. It’s not until I started doing minor adjustments per shot near completion that I divided it into various sub-scenes. city building I used Maya’s scene assembly tools to work with the big chunks of city blocks. The blocks use GPU cache so I could easily detail them with various assets and keep a good frame rate. At render time I called the proxy and the same set-up is utilised with the metro. For the crowd I used stock characters from Mixamo with all kinds of animation, such as running, walking and falling. I was also fortunate enough to use Golaem Crowd for this project, as it’s a non-profit personal project. I ended up between a mix of Golaem agents, which followed a target, and some custom placed agents. Golaem is a really nice system, though to be able to get this produced I only tapped into it lightly. 3D WorlD August 2015 For minor physics stuff I used Maya’s native Bullet Physics plug-in, which works nicely. For the more detailed physics I used FractureFX, which I’ve come to love during production – it really works well and is quite easy to get into. Being able to do various takes and export directly to Alembic is just awesome. Well, at least for a sim light guy like me. I also used FractureFX for a lot of the fracturing of various assets. Generally I tried to use Alembic imports for all the second animated assets and physics stuff to make sure the main work file was as lightweight and tech-free as possible. Foliage was created with Maya’s native Paint Effects from various default presets to custom tweaks. Some ivy was generated with Ivygen and then all of these assets were exported into proxies for placement in the main scene. I decided to produce the project in 1440p to really push both myself and the hardware. It was really nice to work oneto-one with regards to screen space. Rendertime varied from two minutes per frame up to 20 94 twitter.com/3DWorldMag 1 Always block out sequences with simple geometry 2 Keep it simple 3 Keep it tidy. Keep the sequence in one file as long as possible and use logical naming conventions – it will deinitely benefit you later on in the project 4 Keep assets in separate files, plan ahead and have them ready for set dressing 5 Keep most tech in separate files, keeping a clean main file 6 Use proxies whenever possible 7 Get the full project working in the edit before starting detailed work 8 Don’t be afraid to learn new things, mix it in with the old knowledge 9 Don’t be afraid to fail. You will – then solve it 10 Putting time into comp work will lift the quality over the raw render so don’t skimp here 11 Do not underestimate the importance of sound design 12 Get the most out of the hours put into the project by keeping material underway in the project for further breakdowns 13 Do not rush when you near the finish line 14 Spend some time planning where you will be exposing the work 15 Have fun and don’t be too serious. Build connections and meet people 16 Render straight to .avi for best results One of the trickiest pictures of the sequence was the entrance of the big root hand. A lot of work went into getting the richness in the details minutes per frame for the denser shots, rendering on four GPUs. I tried to keep as much as possible in the beauty pass and fall into the big “I’ll fix it in post” trap, but it worked out pretty well. The whole project was comped in Fusion. I simply love Fusion and am really happy that Blackmagic has taken over the development and is pushing it out to the masses. On roughly two thirds of the shots I added some smoke or impact cards from Maya via Fusion’s camera import. I also exported out both placeholder geometry and the cards from Maya in order to get them positioned right. I rendered out custom Maya fluid passes. Although it slowed down progress and really doesn’t look as good as just using cards for a lot of the smoke and impacts, it’s a great thing to use for minor things like turret impacts, blood spray and so forth. For some early shots I used an extra world position pass to add extra fog via Fusion’s Volumetric Fog nodes. However, I ended up mainly relying on a good old z-depth pass and some holdouts for certain elements of the shot. From Fusion, all shots were exported to ProRes clips for further work in the edit, which were mainly done in After Effects. I spent a lot of time making the cut work. Also, since I was doing the sound design myself, it goes without saying that this was a big undertaking. My main goal with this project was to make a rich-in-detail sequence with a cinematic feel – not ‘real’ in the sense of live action, and fInallY... Having certain goals made me force myself to use various new approaches, to do things that worked out quite nicely but at a kind of high-end cinematic style. I also find it funny to spoof big blockbuster film trailers, hence the title and other elements that kind of pokes a bit of fun. The big challenge was to deliver all this content single handedly. I had to make some smart choices and cut some corners, but in the end it worked. For Alf’s Hollywood trailer go to fYI www.vimeo.com/129346968 3D WorlD August 2015 behind the scenes video www.vimeo.com/129344367 95 twitter.com/3DWorldMag In order to stay motivated and complete a project like this you need help and support. A big thanks goes to Ådne Lyngstad Nilsen for creating the custom sound score. I also want to thank my family for helping me through months of late nights. Finally, it’s great to receive encouragement and kind words from ‘the internets.’ develop Software review Software review 3ds Max 2016 Review Price £3,100 (one-time licence). Ongoing subscriptions are available. | comPany Autodesk | website www.autodesk.co.uk M author Profile Paul Hatton Paul Hatton leads a studio of visualisers based over on the East Coast in Great Yarmouth. He delivers a whole host of projects including video and interactive environments. cadesignservices.co.uk/ services/3d-studio any people were understandably frustrated with Autodesk for releasing 2015 and taking away some beloved features, only to introduce others which could be accessed through plug-ins already on the market. Even messing with the Layer Manager and removing the Plus button was criticised. Let’s see how the 2016 version shapes up in comparison… Some people believe Autodesk release a bad version of their software to then release a later version which performs better by comparison. I think this is a little harsh but understand the frustration. To be fair to the 3ds Max development team, they’ve been through a lot of changes in recent years and at the release of 2015 had many features they wanted to integrate but for various reasons were not able to. I feel with 2016 we’ve seen the result of a lot of hard work and the culmination of their desire to release some truly impressive features. The most exciting feature to note is the all new Max Creation Graph (MCG). They claim this is “a completely unique method for customisation and tool creation 3ds Max 2016 really does deliver in terms of providing new features that will actually integrate into your production workflow This tool enables studios to develop their own bespoke solutions to common tasks within 3ds Max.” It’s a node-based scripting environment that allows artists in all industries to create custom scripted tools, all without having to write a single line of code. Every studio has unique challenges and requirements and this tool enables studios to develop their own bespoke solutions to common tasks. It’s a very powerful solution, especially as it can all be done inside their bespoke node-based interface. Even better, these tools can then be packaged and shared with others – either in the same studio or all around the world. I really like the way they’ve set the workflow up and I’m looking forward to using it in the production environment. I imagine it’ll be different for everyone but my next favourite feature that has been introduced is the Camera Sequencer. It enables you to sequence multiple camera shots while providing the functionality to adjust their timing and how they flow. I’ve always thought setting up animations was a bit disjointed in 3ds Max so I’m glad they’ve addressed it. The tool works quickly and efficiently for an initial implementation. I’m looking forward to its further development in future versions of 3ds Max. From a quick investigation of the many other features introduced there seems to be something for most people, which is good. The development team are so pleased with the range of tools that they are now calling it The Biggest Max Ever. Though we as the users should be the judge of that! The UI seems to change with every release and 2016 is no different. This will either frustrate you or be a good thing depending on whether you’re an if it ain’t broke, don’t fix it kind of guy. Overall a good release. Last year my studio stuck almost entirely with 2014 due to the annoyance of 2015, but I think we’ll now adopt 2016 more quickly. Main Features Camera Sequencer to layer multiple shots together OpenSubDiv support so you can utilise smoothing tools developed by Pixar Max Creation Graph to create bespoke tools with no programming required Multi-touch support which is great if you’re using it on a tablet The Plus button is back for the Layer Manager Verdict The hisTory of 3ds max 3ds Max has been around in some shape or form since 1990 when it was simply called 3D Studio. It made the move from MS-DOS to Windows in 1996 and has been improving ever since. In recent years there has been a huge push to deliver tools that can be utilised within the arch-viz and entertainment industries. 3d World August 2015 96 twitter.com/3DWorldMag Hardware review 3Dconnexion CadMouse price £95 | compAny 3Dconnexion | website www.3dconnexion.co.uk Main Features Adaptive scroll wheel QuickZoom function Favourite commands with the mouse gesture Left click, right click and middle click! S o here it is. The world’s first CAD mouse! Proceed with caution though. It may have warmed my hand for the last couple of weeks, but it has by no means warmed my heart. To get started you need to install some software that’s available for free from 3DConnexion’s site. Once up and running, the first thing that hit me was that there are three main mouse buttons. This took my hand a while to get used to, but I have to say that it feels nice. The best feature is the gesture button. It gives you four options that you can access by gesturing with the mouse, and they’re software dependent, which is great. My only niggle is the button position, which is positioned just above the scroll wheel; meaning I have to move my whole hand to access the button. If you want a mouse which does a little bit more than your standard mouse then this is the product for you Moving onto the scroll wheel. It’s smooth and built well. It responds predictively and has a nice inertia effect when scrolling in browsers. Also worth mentioning is the QuickZoom function that lets you zoom in and out of your geometry with a single click of a Author profile Paul Hatton Paul Hatton leads a studio of visualisers based over on the East Coast in Great Yarmouth. He delivers a whole host of projects including video and interactive environments. cadesignservices.co.uk thumb button. Delightful! All in all, the CadMouse is a well-built and useful mouse, but it doesn’t really do much more than you can achieve with a simple mouse and a few keyboard shortcuts! Verdict Software review ShaderMap 3 price $49.95 ($29.95 for an upgrade) | compAny Rendering Systems Inc. | website www.shadermap.com Main Features Fast and easy Bitmap to renderable map generation Fast and easy model to map generation Extendable to create your own version via SDK S haderMap is one of those little 3D toolbox utilities that have been around a while. Starting out as a bitmap to map generator in around 2008, version 3 finally lets you bake maps from models, among other new features, tweaks and bug fixes. If you’re a texturing enthusiast on a budget and need an application to generate renderable maps from bitmaps and models alike, you may want to give ShaderMap 3 a go. As it is a map-generator only, it has less functionality than the Quixel or Substance family, but what it lacks in extended functionality, it makes up for in ease of use. Newcomers to ShaderMap and map-generation in general will be happy to see it autocreates maps when you load a bitmap, and that working with version 3’s new model-import is simple. Author profile Cirstyn Bech-Yagher The new model-based baking and normalpainting options are the main features in v3 Experienced users will be happy to see it still autocreates Normal, Displacement, AO, and Specular on bitmap-load, and you can render these out from a model and its cage in the Project Grid. Following the trend of on-Normal painting in applications like nDo and the 3d World August 2015 97 Substance family, ShaderMap now also offers a basic Normal painting tool, enabling users to detail their Normals in various ways. Overall it’s a solid, not-tooexpensive release; worth a check. Verdict twitter.com/3DWorldMag Cirstyn is a freelance CG artist and educator, with over 15 years’ experience in 3D. Her clients include AMD and DAZ 3D. northern-studios.com catch up today! Visit Google Play, Apple Newsstand and Zinio stores to download a 3D World back issue to your tablet or computer. Back issues Missing an issue of 3D World? Fill the gaps in your collection today! Issue 196 July 2015 VFX Special 40 years of ILM, plus discover the VFX of Avengers: Age of Ultron Model Star Wars inspired spaceships Master the new modelling tools of Maya 2016 Create an epic sci-fi environment in Modo Downloads Video tutorials, project files, resources and more! Issue 195 June 2015 Photoreal portraits Create a lifelike portrait with effective modelling & rendering Sculpt armour in ZBrush Meet Chappie: how Image Engine brought the robot to life Industry experts advice for kickstarting your career in CG Downloads Free book, video tutorials, project files, resources and more! Issue 194 May 2015 Make a Star Wars movie Issue 193 April 2015 ZBrush Anime skills Create your own VFX movie Master mech modelling in Cinema 4D and ZBrush Star Trek interview: Pierre Drolet talks building starships The ultimate guide to lighting and rendering a complex illustration in LightWave Downloads Video tutorials, project files, resources and more Master the art of modelling an anime style character ZBrush 4R7: why the latest release is an essential upgrade Create a collectible action figure 10 years of CG in anime: meet the directors who are creating the leading 3DCG Downloads Video tutorials, project files, resources and more Issue 192 March 2015 Model magical ZBrush Creatures Create our cover character. Complete tutorial with video and model! The ultimate guide to mastering Maxwell Render Big Hero 6: discover Disney’s latest software Matte painting for video games Downloads Video tutorials, project files, resources and more Google Play www.bit.ly/tdw_google 3D WorlD August 2015 98 3dworld.creativebloq.com Apple Newsstand www.bit.ly/3dworld-app Issue 190 January 2015 Create ZBrush robot Art Issue 191 February 2015 Master 3D print modelling Model a robot toy for 3D printing and finishing tips 25 Modo tips to reinvent your sculpting Star Wars VII: what the industry really thinks Speed up your workflow with Maya’s Polygon tools Downloads Video tutorials, project files, resources and more Issue 189 Christmas 2014 Create Photoreal Vehicles Issue 188 December 2014 Master Pixar’s renderMan Get started in RenderMan 19 with this official Pixar tutorial Learn to use Bifrost and nParticles in Maya 2015 for realistic rain Model a lifelike cityscape using CityEngine Discover the character VFX behind Guardians of the Galaxy Downloads Video tutorials, project files, resources and more Give your car V-Ray renders an artistic angle Learn to blend photography and ZBrush models How to model a complex Modo environment The VFX of Star Wars: Discover new photos and interviews Downloads Video tutorials, project files, resources and more Unleash your modelling skills to create a killer sci-fi predator Learn to use 3ds Max to create your own film 25 Maya tips for making game environments The ultimate guide to the 3D printing phenomenon Downloads Video tutorials, project files, resources and more CG AWArDS SPECIAl! 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Issue 185 September 2014 Modo 801 modelling Issue 186 October 2014 Create award-winning animation Issue 187 November 2014 Expert renders Master an advanced setup in V-Ray for perfect renders ZBrush 4R7: discover new tools that will reshape your art The making of The Lord Inquisitor using Crytek’s Cinebox Develop your LightWave modelling skills Downloads Video tutorials, project files, resources and more Issue 184 August 2014 Master Maya 2015 Design and build a high-poly Wolfenstein mech model Learn how to build your very own video game Discover the rise of real-time tools in video game creation Find out how to give depth to your matte paintings Downloads Video tutorials, project files, resources and more Model a perfect cartoon figure for use in animation Learn how to design dynamic heros and villains Sculpt DC Comic’s supervillain Catwoman in ZBrush Ed Hooks on how to make every performance matter Downloads Video tutorials, project files, resources and more Zinio www.bit.ly/tdw-zinio 3D WorlD August 2015 99 3dworld.creativebloq.com Use Bifrost and Bullet for explosive CG results Add Fracture FX and Pulldownit to your workflow Find out how MPC created the VFX in Godzilla Discover Weta Digital’s motion capture secrets Downloads Video tutorials, project files, resources and more develop My inspiration My inspiration Simon Webber The experienced creature artist shares his rise to the big screen L pany. All Rights Reserved. Simon is a seasoned creature designer and concept artist. His work has contributed to feature films such as Pacific Rim, World War Z and Godzilla. www.imdb.com/ name/nm0916443 © 2013 The Jim Henson Com ARTIST pRofIle Simon Webber ike many people currently working in film design, I grew up on a steady diet of sci-fi and fantasy and would spend my time seeking out and soaking up everything I could find relating to science fiction, film effects, creatures and characters. From Ray Harryhausen’s stop motion epics featuring Talos and the Cyclops and the cutting edge animatronics of Jim Henson’s creature shop, through to the highend optical and compositing effects of ILM – I was an addict. I’d spend every penny I earned on back issues of Cinefex and a multitude of more obscure film and special effects magazines trying to glean whatever insight I could into the world of effects and film. Any money remaining would buy materials to try out the techniques. This was before the internet when information was more Adopting a digital pipeline has allowed me to be more prolific and collaborative hard-won – there was no one-stopshop for the answers (Google), and you had to be committed to finding answers yourself. I may not have been as talented as some of the other aspiring artists and designers out there but I made up for it with drive. I lived and breathed creatures and characters. I was that kid who would play with the cardboard box rather than its contents (unless the box had a Star Wars logo on it), because it afforded my imagination more opportunities than the toy inside. When I finished school at 15 my family moved up north. This subsequent setback lead me to attend art college, a fine art BA (Hons) course, and following that a course in model design. As it happened Steven Spielberg was shooting his next project, Saving Private Ryan, next door to my university campus and I managed to get a job working for one of the special make-up effects designers on the film. It’s still one of the best projects I’ve been involved with and was my first real gig in FX. After 12 years in make-up effects, I had worked with many people who had initially inspired me but felt things were becoming repetitive and the hours increasingly anti-social. During one particularly gruelling location shoot I started to question my career direction. I didn’t feel I was enjoying the work as much and wanted to be more creatively involved at a design level. I had a competent grasp of Photoshop but that was my only digital knowledge. I decided to get a copy of ZBrush after being inspired by Aaron Sims, who also came from a make-up effects background and honed his traditional skills in the practical world before moving to digital. At first I was a bit of a monkey with a typewriter but excited by the potential of these new tools and the design opportunities it could offer – that drove me to learn more. 3D WorlD August 2015 100 I found digital tools expanded the rate I could learn at artistically and there was a genuine willingness to share techniques among the digital communities, in particular on ZBrush Central. The guys at Pixologic couldn’t be more helpful. Seven years on I’m still as excited by this new digital toolset and my focus has shifted to being more involved in larger storytelling aspects and the creature/character design work I’ve always enjoyed. Adopting a digital pipeline has allowed me to be more prolific and collaborative and there’s no 3am starts. Also, coming onboard earlier in the development process is more enjoyable than during production when the clock is really ticking. With a wealth of free online resources readily available, now is a good time if you want to do this. You just have to be committed and put in the legwork. For more on ZBrush Central FYI visit www.zbrushcentral.com twitter.com/3DWorldMag One of Simon’s many inspirations have been Jim Henson’s characters 9000