3D Artist - October 2018
3D Artist - October 2018
SKILLS BLENDER
ENVIRONMENTS
Create a stunning medieval scene
REVEALED PERFECT
SUBSTANCE
LAYERS
21 unmissable tricks to help you
upgrade your art and workflow Next-level Designer materials
OXYGEN
oxygen.pt
Software 3ds Max, V-Ray,
Photoshop
3
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This issue’s team of pro artists…
6
What’s in the magazine and
News, reviews
& features Always keep in mind
the correct hierarchy
12 The Gallery
A hand-picked collection of phenomenal between light intensity
and inspirational artwork and colour temperature
22 Boost Your Skills in 3ds Max Oxygen teaches us to
21 amazing tips to help you speed up your optimise lighting setups
workflows and create better art Page 26
28 Subscribe Today!
Save money and never miss an issue
30 The Art of Digital Make-Up
MPC, Mr X Inc, Outpost VFX and
MastersFX on their make-up mastery
38 The Ripple Effect
Inside Splash Damage
43 Technique Focus:
Hollow King
Andrés Ríos on why staying organised is
key to his art
44 Creating Without Permission
KitBash3D on their incredible journey so
far and providing limitless creativity
51 Technique Focus:
Vintage Drive
Edward Price reveals his ZModeler tricks
85 Technique Focus:
Squirrel Phantom Beast 22
Keita Okada talks sculpting
86 Review: Redshift 2.6 for Houdini
A look at the latest update of the renderer
98 Technique Focus:
Piggy Knitted Toy
Simon Telezhkin on the magic of Houdini
The Pipeline
52 Step By Step: Create a large
medieval environment
in Blender
Rob Tuytel teaches us to re-create
19th century Dutch art
58 Step By Step: Texture
distressed clothing for
games and film
Triple-A texturing and UV tips from
We used tracking Michael Ingrassia
markers to add the 66 Step By Step: Master 3ds Max
panel lines 2019’s open shading language
Rainer Duda takes us through
indentation in CG creating a hyperreal wooden floor
MPC’s Guillaume Rocheron 74 Pipeline Techniques: Perfect
on mastering digital make-up layering in Substance Designer
Page 31 Eric Wiley’s guide to making beach
debris material
78 Pipeline Techniques:
Render with Redshift in Houdini
Stefan Kang on his optimum
settings for Redshift rendering
82 Pipeline Techniques:
30 Animate faces in iClone
Solomon Jagwe reveals his
ON SALE 94 Opinion
James Hattin
96 Industry Insider
Visit the 3D Artist online shop at David Sproxton
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for games and film for back issues, books and merchandise
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12
I made this work for
ArtStation’s Wild West
Challenge. I’m not a fan of
the wild west, but I wanted
to be involved, so I chose
the forest to be the main
character. My inspiration Anastasia Ermakova
was Ivan Shishkin and seriouscat.artstation.com
Anastasia is a 3D artist
Albert Bierstadt. While and she really loves to
working on this, I decided model environments
Software Unreal Engine,
that it would be cool to Maya, Substance Painter,
Substance Designer
show something Work in progress…
unexpected like a metal
pipe and flowing oil near
the native settlement. It
forces you to think why
and what is going to
happen in the future
Anastasia Ermakova,
The Price Of Progress, 2018
13
Farzad Firoozi
farzadfiroozi.me
3D artist and architectural
designer, who adores hard
surface modelling, texturing,
lighting and shading
Software 3ds Max, Corona
Renderer, ZBrush
Work in progress…
14
Federico Ciuffolini
artstation.com/fciuffolini
Federico is a 3D generalist of 15
years working on augmented
reality, virtual reality and
interactive applications
Software 3ds Max, Corona
Renderer
Work in progress…
15
This project was
created for a basketball
competition in Jakarta.
We were excited to make
this simple ad become a
more dramatic-looking
image. We used a lot of Apix10
details and lighting apixten.com
Apix10 Studio is a creative
experiments to make it studio based in Jakarta,
even more stunning Indonesia. Specialising in
production of high quality
commercial CG and photo
Apix10, based imagery
LA Streetball, 2018 Software Blender, Photoshop
Work in progress…
16
I did Blastoise and other Pokemon in
my style. In the beginning I just did
Magikarp but then I did more and more.
Blastoise was the last evolution of
Squirtle and I did all the starter ‘mon
from the first version of the game. So I
Mickael Lelievre
found that it was a really cool exercise
lelievremickael.artstation.com because, I needed to explore what
Mickael is a modeller for TAT
Productions in Toulouse. He is Blastoise is, how I can get him more
also a freelance sculptor
concept artist
realistic and if I can sculpt it my way but
Software ZBrush, V-Ray and still keep the soul of Blastoise
Photoshop
Mickael Lelievre,
Work in progress… Blastoise, 2018
17
In depth
18
The main bridge of the ship was the
most challenging area, it’s extremely Ian Stewart
cluttered and packed with detail. As I artstation.com/ianstewart1
wasn’t on a strict budget I went all out Ian is a senior 3D artist that
currently works at Foundry 42
on the detail and tried to make it as on Star Citizen
Software Amazon
close to the film as possible. I’ve lost Lumberyard, 3ds Max 2015,
count of how many times I watched Quixel Suite, Photoshop
Work in progress…
Alien, constantly pausing to take
screenshots for reference. When I
couldn’t get the correct angle or shot
to pick out key features I used the
video game Alien: Isolation which was
a huge help throughout
Ian Stewart,
Alien Fan Art – The Nostromo Bridge, 2018
19
PRIMITIVE BLOCKOUT
The first blockout was constructed
entirely using primitives so I could
block out key areas of interest, get
a feel for the space and size up the
area quickly. I will then create a
more detailed whitebox mesh
which is to the correct scale.
20
BOOST YOUR SKILLS IN 3DS MAX
CONTRIBUTORS
JOHN MALCOLM
3D modeller, CG artist
artstation.com/luxxeon
DANNY MCGRATH
Freelance artist for game assets/hard-surface
modelling/sculpting
artstation.com/dannymcgrath
MIKE JOHNSON
CG generalist/matte painter at Blur Studio
artstation.com/mikejohnson
OXYGEN
Architectural visualisation studio
oxygen.pt
BORISLAV KECHASHKI
Senior character artist at Ubisoft Sofia
artstation.com/b_kechashki
LUIS GARCIA
Freelance 3D character artist and graphic designer
artstation.com/luisgarcia_1
PETER ERMOLAEV
VFX FX artist
artstation.com/ermperson
22
BOOST YOUR SKILLS IN
3DS MAX
Learn top techniques for lighting your scene,
architectural visualisation, improving your
workflow and much more
3
ds Max is a huge piece of software so it’s no explorations of how to use 3ds Max for
surprise that it’s packed with little-known architectural visualisation. Creative studio
features that can really improve your Oxygen takes us through their lighting process,
workflow once you know about them. There are explaining how lighting is crucial for creating
always multiple ways to achieve a given result, mood and emotion in an image and
and the next few pages will help you to explore demonstrating how this can be achieved using
your options and discover techniques that are real-world references.
efficient for you. Seven top CG artists reveal some Artist Mike Johnson, also working on a
of their favourite tricks that will help you take your cityscape scene, shows us how he goes about
process to the next level. In addition to general dealing with perspective, working up his
tips and techniques we have two more detailed composition and modelling buildings.
23
Kuker by
Borislav
Kechashki
01 QCLONE TRANSFORM
TOOLBOX
There is a handy little tool that few users are
changes can be easily applied to rather complex
looking meshes. Danny McGrath 05 MAXSTART FILE
This may seem like an obvious piece
of advice, but many Max users don’t know that
aware of that is buried away in the Edit
dropdown: the Transform Toolbox. This floating
dialogue contains many useful features like the
03 QUICK WORKING PIVOT
A great feature introduced in recent
versions of 3ds Max is ‘Place Pivot Surface’. This
the maxstart.max file can be leveraged to great
advantage. Basically it is the default scene that
is loaded every time, including scene resets.
ability to ‘get’ and ‘set’ an objects dimensions, can be quickly accessed from the right-click You can set up the perfect working environment
set and objects pivot, and rotate an object by a quad menu. This tools allows you to align the to suit your workflow and dive right into
angle based on presets. But the most useful one pivot dynamically in the viewport. It will respect creating without the time wasted on repetitive
– that can’t be achieved elsewhere in 3ds Max and follow the surface normals. Left-click to set. tasks at every boot.
– is the Quick clone (Qclone) tool. It allows you You can also make use of the snapping options For example, you can populate your material
to offset-clone an object exactly to the bounding for greater control of placement. Note that this editor with custom materials. Set your renderer,
box based on screen space. Very useful for will automatically switch 3ds Max to the your scene units, your viewport layout, etc. This
quickly arraying meshes for various modelling working pivot coordinate system. can be changed and stored at any time by
workflows or arranging modular meshes Danny McGrath simple overwriting the maxstart.max file. The
without having to manually snap the pieces. file is located in: Users/xxx/documents/
Danny McGrath
04 CUSTOM UI/HOTKEYS/
QUAD MENUS
3dsmax/scenes.
Danny McGrath
24
10 PLATE MATCHING AND
MODELLING
Mike Johnson explains his technique for getting perspective correct in a
skyline image and shares tips for modelling buildings
Roadwarrior 666 by
Danny McGrath
25
11 OPTIMISE YOUR LIGHTING
SETUP IN ARCH VIS
Rather than concentrate on settings or parameters, at Oxygen they follow an inductive
Waterfall by
Peter Ermolaev
26
Chromium Beat by
John Malcolm
Giant nomad by
Luis Garcia
Alien Marine
by Luis Garcia
16 EXPERIMENT WITH
MODIFIERS
Think outside the box. The modifier stack is a 19 KEEP IT ORGANISED
Keep your scene well-organised so that
spline or surface of your choosing. In my city
skyline project I used RailClone to create the
windows for certain buildings. I created a bunch
very parametric tool that can unlock new it can be handed over to another artist smoothly of different stylised window frames, plugged
strategies. Sometimes there are alternative and they won’t have to waste their time trying them into the RailClone Array 2S generator,
methods to create a shape that are not explored to understand where on the scene the specific then chose the spline for them to be generated
in the average tutorial. Experiment with objects are. It’s a good form to: around, and lastly told Railclone how high I
modifiers and play around with tools to unlock 1. Name your objects, because you don’t want wanted the windows to be.
potential and faster workflows. John Malcolm to have 100 objects on the scene with such Mike Johnson
27
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WDULII )RUIXOOWHUPVDQGFRQGLWLRQVSOHDVHYLVLWZZZELWO\PDJWHUPV2IIHUHQGV1RYHPEHU
THE ART OF DIGITAL MAKE-UP
30
THE ART OF
DIGITAL
MAKE-UP
Ian Failes explores the growing trend of
digital make-up effects, where actors’
performances are taken to new levels with 3D
B
efore the advent of digital visual effects,
practical make-up effects were almost the
only method available to bring a fantastical
creature to the screen, or to age and de-age
actors. Now, of course, monsters, hybrid-
humans and a whole cast of characters can be
achieved completely with computer graphics.
But a growing trend has been to actually
combine practical and digital make-up, often
augmenting an existing make-up appliance or
even removing part of a character’s face, to craft
even more compelling characters. Sometimes
this is done to preserve the essence of the This frame above shows Mr X’s animation playblast
for The Shape Of Water. Close approximation to Jones’
original actor, sometimes it’s for aesthetic and the suit’s dimensions were enabled via an
reasons, and sometimes it’s simply down to in-house scanning rig
logistics. 3D Artist asked several visual effects
studios, including MPC, Mr. X Inc, Outpost VFX
and MastersFX how they’ve each been handling
digital make-up effects on recent productions.
2
Kuze changed as we were in post and we ended
up replacing his body and most of his face in CG
We would very This would then drive the final Mummy face rig
that gave us control of additional subtle
to give him a lot more negative space than
originally anticipated, but the prosthetics and
precisely roto-animate movements such as muscle tension/release and
skin deformation.”
appliances really helped Michael to portray the the head, and then the Like Kuze and Ahmanet, Captain Salazar
physical stiffness of his damaged robotic body.”
The Kuze work highlights the importance of
tech animation team (played by Javier Bardem) in Dead Men Tell No
Tales was designed with some ‘negative space’ in
being able to meticulously track the existing
live-action performance when any digital
accurately 3D tracked the face in mind, while also featuring significant
scars. It meant MPC had to track the actor’s
make-up is going to be added. It’s something the sections of skin head – which was made up with practical
MPC also had to do for The Mummy, in which appliances and occasionally blue screen pieces
Sofia Boutella played title character Ahmanet. – and work out which parts of the face would
The tracking of her on-set performance to add in blend with CG.
mummy-like wounds and markings was aided by bridge of her nose and her eye sockets, at the “To do that,” explains MPC CG supervisor
the use of Nuke’s Smart Vector toolset. same time vectors would be generated in Nuke Mathieu Assemat, “we would very precisely
“This enabled us to generate better vector using the original high-resolution plate which roto-animate the head, and then the tech
data that we could use to drive our geometry in sometime required specific colour correction animation team accurately 3D tracked the
Maya though a new MPC in-house custom and additional mask creation to achieve cleaner sections of skin where we wanted to blend the
deformer,” says MPC CG supervisor Francesco results. Once the matchmove and the vector original footage and CG.
Pinto. “This allowed us to store the 2D screen- were ready for production, MPC’s techanim “The roto-prep department then re-built the
space coordinates into the vertices position of team used the OpticalFlow deformer in Maya background when we see it through the hole in
any desired mesh.” and some artistic fixes to transfer Sofia’s his head. It was then down to MPC’s lighters and
“The first step was matchmoving her skull,” expressive performance to a matching model of compositors to nail the lighting and blend it to
adds Pinto, “which included locking down the the actress’s face, without CG augmentation. the now cleaned plate.”
32
FALLING SKIES: A
FORERUNNER IN DIGITAL
MAKE-UP FX
1 How ‘dMFX’ by MastersFX pioneered the art of taking prosthetics
to the next level for the series Falling Skies
1 Man in suit Actor Doug Jones performed the role of the alien
Cochise (among several other characters) on the TNT series in a full
or partial practical suit. By season four of the show, effects facility
MastersFX, headed up by president Todd Masters, implemented its own
digital enhancement process, called dMFX, to mix that practical on-set
work with tools that could add minor eye darts, slight breathing and other
nuances to the character, all via compositing, with 3D tracking still a
major part of controlling the right facial features to deform.
3 The best of both worlds “Under a few inches of foam rubber, Jones
could only take the performance so far, with the extra emotions
made possible with MastersFX’s dMFX techniques. “It is often the case
that productions will replace make-up effects in post-production,” notes
3
Banta. “We, rather, were defining and controlling the approach from the
onset as a hybrid of the two, ran by the make-up department. The
biggest advantage was that it was perfect reference. It is shot by the
shows’ director of photography, and lit with their lights. There is also a
performance authored in the moment, not months later.”
33
THE ART OF DIGITAL MAKE-UP
THE BEAUTY OF
DIGITAL MAKE-UP EFFECTS
‘Beauty’ visual effects is another area of digital
make-up effects that, while it might at first
appear to be simple, still requires meticulous
tracking, compositing and oftentimes 3D
manipulations. This kind of work was once kept
secret for many years in Hollywood productions,
since it tended to be used to remove facial
blemishes or wrinkles from actors’ skin. These
days the techniques for beauty VFX have
become extremely useful for ageing and
de-ageing characters as key story points, and
even for adding in blemishes and cuts and
bruises for key scenes.
Actress Sofia
Outpost VFX is one of the few studios Boutella prior to
specialising in this area. For the film Nocturnal any of MPC’s
digital make-up
Animals, director Tom Ford needed to portray effects work in
younger versions of actors Amy Adams and Jake The Mummy
34
MPC then set about
tracking the original
performance,
implementing extra
scarring and skin
pieces and simulating
hair for the Captain
Salazar character
THE SECRET TO
SALAZAR’S SKIN
Behind the digital make-up and hair for Captain Salazar
in Pirates Of The Caribbean: Dead Men Tell No Tales
35
THE ART OF DIGITAL MAKE-UP
A de-aged Amy
Adams in Nocturnal
Animals, an effect
achieved by
Outpost VFX
36
THE RIPPLE EFFECT
38
EFFECT
In a period of expansion and winning awards for its
working environment, Adam Barnes discovers what it is
that makes Splash Damage one of the best...
E
ach year The Sunday Times ranks what it got this growing passion together and you know
believes to be the best places to work for, each other really well. But when you start to
the top 100 companies that offer the scale a bit larger you start to lose some of that
perfect balance of fulfilling work, rewarding and we certainly felt those growing pains over
opportunities and a suitable working the years and made a few mistakes.”
environment. It’s a noteworthy achievement and If one thing became clear in our time at
in 2018 Splash Damage made its debut, ranking Splash Damage, it was that it is a studio full of
The studio has in at an impressive 47th. It begs the question: passionate people, to an extent that it felt as
worked with a number just what is it exactly that makes a company the almost like piety towards the developer. Jolly
of big franchises,
helping to add in best to work for? points to one particular example of the mistakes
multiplayer to the “When you’re small it’s quite easy,” says that were made being – as he calls it – hiring for
Batman: Arkham
series being Richard Jolly, one of the original founders of the skill rather than personality fit. In the earlier days
particularly significant studio beginning back in 2001, “because you’ve the company had the opportunity to hire a big
39
THE RIPPLEE EFFECT
E
name from the film industry, a crossover that, at Venter, “we train them on stuff that aren’t
the time, never happened. “He had worked on directly useful to what they do. I teach life
super high-profile films, and we said ‘wow, we’re drawing classes each week, anatomy and stuff,
getting guys from the movie industry, we’ve and a lot of people that come to these classes
finally made it!’.” aren’t even artists. By teaching people things,
After hiring him in, however, he simply did not you’re developing them. A programmer knowing
sit well within the company and it was clear that about art is good for the artist that he works
hiring for skill wasn’t the way that Splash with, because he understands what they want.”
Damage wanted to continue. “It was sad that There’s even a programme called Splash
you could start to lose your culture so quickly by Academy, where different disciplines are taught
not bringing in the right people and not growing any number of new skills – even having artists
the right way. We felt the effects of that for a learning maths that, Venter insists, helps with
long time, and that was the catalyst that made his day-to-day work.
us decide how to stop this from happening in the With all these opportunities to grow as an
future and ask how we could retain this friendly artist, it’s easy to see how Splash Damage has
feel that we had.” built such devotion into its employees. It’s the
Over the years the
The result, we’re told, was a setting in stone of opportunities to grow and a culture that rewards company has formulated
Splash Damage’s values, a term that Jolly those who do that seems to have left a mark on its own style in its visual
design, in particularly
himself jokingly scoffs at as “corporate bullshit”. its staff. “There was ultimately a transitional the character models
In fact, it’s something that Erol Kentli, lead artist period while these training sessions and
at the studio, is quite enthusiastic about. “I like one-to-ones were put in place,” explains Angelo
that this place actually has values,” says Kentli, Dal Pra, lead artist at the studio and another
“Splash Damage actually lives by its values, all company veteran. “That really helped us to bring
the hiring it does around them, our appraisals, everyone together to what makes Splash, Splash.
the whole culture is built around them. They’re The challenge is combining the art and the
not a token gesture, and that’s one of the technical to deliver a great gaming experience.
reasons that I joined the company.” So we could do the best art in the world, but if
By testing for particular traits in a potential we can’t build it then we can’t play it. If people
employee, Splash Damage can ensure it hires don’t understand art, don’t understand how to
personalities that are a good fit for the company, convey a message or an emotion, then it doesn’t
40
DEFINING THE
VALUES OF SPLASH
DAMAGE
What are the core tenets of the studio, and how
does it enforce them? Richard Jolly explains...
41
THE RIPPLE EFFECT
42
Andrés Ríos
artstation.com/artist/andresrios
Andrés is a freelance 3D concept
Incredible 3D artists take us behind their artwork artist/digital sculptor and has found
that 3D sculpting is a way to tell
TIMING Whatever that you’re doing, try to work without any distractions stories through his images
for at least one hour, this will help get your engine started and be more
Software ZBrush, Marvelous
focused. Every work is an experiment and learning experience. So, for Designer, KeyShot and Photoshop
each piece, I like to make early render tests and paintovers to get an idea
of how the light will affect the sculpture detail, the composition and so on. HollowKing,2018
43
TIMING
CREATING WITHOUT PERMISSION
CREATING
WITHOUT
PERMISSION
We caught up with KitBash3d co-founders
Banks Boutté and Maxx Burman to find out
how they’re fuelling the limitless creativity of
artists everywhere
A
matte painter and art director, Maxx concept art and design is a pure one, as Burman
Burman has worked on Iron Man 3, Halo, explains, “We looked at this global community
Far Cry and Game Of Thrones, as of artists who are building these worlds and
KitBash3d co-founder Banks Boutté explains to thought ‘what tools can we make to enable and
us, providing an adulatory introduction to his inspire them as they create?’.”
friend and fellow founder Maxx Burman.
Burman returns the favour by stating, “Banks EXPERT QUALITY ASSETS
is a producer who’s always been on the With software becoming increasingly easy to
frontlines of where entertainment is going, use and 3D art growing more accessible, the pair
producing things like the first-ever social media noticed a lack of consistency when it came to
created series and a lot of VR projects over the the quality of artists’ work, hence the premium
last couple of years. He’s always looking at nature of KitBash3d’s assets. “There were a lot
where entertainment and content is going.” of places that were open platforms where
The pair met when Burman was working on anyone could come on and produce a model.
Iron Man 3 and stayed in close contact for What we felt we really wanted to do was make a
several years. “We kept just checking in with premium asset, so that every time you open up a
one another and eventually found it was the KitBash3d kit you know you’re going to get
right time to step out of what we had been doing something of a specific quality,” admits Boutté.
and create our own path together,” says Boutté. Although the kits are of a premium quality,
“We saw technology and the world around us Burman and Boutté insist that they aren’t
changing in the same way and we really wanted reserved for only premium artists. “We have a
to do something.” ton of young artists who are just getting into the
“Digital worlds are only getting more industry who have found that with our kits they
prevalent and the amount of people creating can break them open really quickly and get the
digital content is just expanding at an amazing things that they are trying to create faster,” says
rate,” continues Burman. “We wanted to be at Boutté. “It’s crazy how diverse our customers
the forefront of this and one of the vehicles to do are. They’re almost evenly spread between
that is kitbash.” The ethos behind KitBash3d’s hobbyists, freelancers and the studio world.”
production of premium 3D assets for VFX, KitBash3d’s diverse range of kits are worked on
44
FREE
KITBASH3D
DEMO KIT
PAGE 10
45
CREATING WITHOUT PERMISSION
on by an ever-expanding team of around ten example, it’s not just ‘here’s a bunch of
artists, whom the founders have met at events references to copy’. We want them to study the
or had been suggested to them by the 3D architecture of the Wild West and find the
community at large. Burman adds, “Sometimes interesting shape language within that theme.”
we find portfolios online and just reach out to “With something like Future Slums or Utopia
the artist. We’ve hired people off ArtStation, but [both modelled by Mihailo Radosevic] you start
most of it has been through recommendations to get into a different process where you don’t
and word of mouth.” have something historical to base it off and that
A solid lineup of artists allows the founders to requires a lot more work on the design side,”
cater towards an individual’s strengths when continues Burman. “For the Fairytale kit
dreaming up the theme of their next kit. “One of [modelled byMatthew Paquin] we tried to base
the first things that we do is see what the it partially in reality and then stretch it. That was
modeller is actually interested in. Because if a tricky kit because we wanted to create
they’re really interested in a type of theme or something fantastical, that doesn’t exist in this
FIVE TIPS TO architecture then they’re going to do a much
better job of it,” explains Burman.
world, but in order to keep it grounded we
looked at a lot of towns in Austria, Germany and
BE A PRO He continues, “A really good example of this Belgium. We looked at the architectural style of
Go pro with Emmanuel Shiu, concept artist is our new Ancient Rome kit. Michal who those more medieval towns and pulled out the
(Blade Runner 2049) and host of KitBash3d’s modelled it actually studied Roman architecture common elements we liked, then exaggerated
How To Be A Professional Concept Artist in college and got his bachelor’s degree in it. them to create something a little more stylised.”
He’s extremely passionate about the subject
01 Be laser focused
Sharpen one knife. Many artists
think being a generalist makes getting
and because of that when he was designing this
kit every single thing was historically accurate.
He paid attention to how the Romans designed
PERFECT ART
Each artist is given three months to complete
their kit, with time dedicated to perfecting each
jobs easier. Imagine being an Olympic and built their buildings as well as the exact piece. “Before we start the kit we put together a
athlete. Would you have better success materials they used at the time.” big reference document that lays out the types
training for just one event or three? As a result of this attention to detail of pieces we’re looking for, basic shape
KitBash3d has been giving more language, the overall goal of the kit
design responsibility to the and a load of reference
artists, as Burman makes paintings,” explains Burman.
03 Get noticed
Having great work is useless if
no one sees it. Network on ArtStation
and social media. Post your work
strategically. Do you want potential
clients seeing your works in progress?
04 Practice deliberately
Don’t stop after posting your
portfolio online. Go into each training
session with a clear intention. How can you
improve quality and technique? Practising
on autopilot equals your craft dying.
46
A WHOLE NEW WORLD. A WHOLE NEW COVER
Sava Zivkovic on his Future Slums painting, his contribution to KitBash3d’s cover art series
47
CREATING WITHOUT PERMISSION
THE PERFECT
BLEND OF KITS
KitBash3d 3D supervisor Mike
Golden on how these fantasy
Victorian towers were built in
just one evening
ATMOSPHERE
After arranging the models to
match the idea that I had in my
head, the majority of my time was
spent nailing down the composi-
tion and lighting.
48
ONE-DAY CONCEPT
I was able to conceive, assemble,
and execute this image almost
entirely in 3D in a single evening.
QUICK TO USE
Without the KB3D kits, this
image would have taken ages to
design, model and texture, and as
a result, would probably never
have been made.
49
CREATING WITHOUT PERMISSION
Utopia’s cover
art was
created by
Leon Tukker
take one of those pieces all the way to For Burman the standout pieces
finals, setting our benchmark of what are more left of centre, “I always get
every piece will be before we carry it excited when I see people using our
across to the rest of the kit.” kits to create something more abstract
A lot of work also goes into the cover and not necessarily a straight-up city or
art that accompanies each new kit, each planet. Combining them to create more
being the work of a handpicked artist with an abstract compositions and crazy colours,
existing relationship to the subject matter. “I seeing how far you can push the style and
think a really good example of this is Jort van emotion by using the pieces as building blocks.”
Welbergen who did the Space Colony cover, half It is clear that for Boutté and Burman the
of the [modelling] references were his concepts KitBash3d journey is only just beginning, but
anyway,” explains Burman. “It was the same they’ve already learnt some valuable lessons.
with Leon Tukker when he did the Utopia cover. Yes on a technical level I’ve learnt what I like and For Burman those lessons have been all about
We were looking at his paintings as a reference don’t like, but more so than that I’ve learned how taking a step back from his artist role. “October
before we even built the kit. So when it came I like to be treated as an artist and we strive to last year I was doing all the covers for all the kits
time to do the cover it was a natural fit.” create that environment for all of our artists.” myself. Banks was telling me we could never
Despite being a quicker process than creating grow this with me in front of that computer for
the models themselves, KitBash3d’s cover art A CELEBRATED COMMUNITY one or two weeks out of every month,” he says.
does present its own challenges. Burman states, In its short lifespan KitBash3d has birthed a “The process of letting go and giving the
“We really want artists to create a piece of vibrant community of artists that use the kits to spotlight to other artists, trusting them to do
artwork that represents their sensibilities but bolster their own creativity and create something better than I ever could has been an
also showcases the kit. It can be a tough thing as astonishing new environments and concepts. amazing experience. It’s been so much more
an artist to have a lot freedom and not much Boutté has fond memories of the first time an fulfilling to be able to step back and enable other
direction. Then within that freedom to try and artist blew his mind using one of their kits, artists to do their best work, then watch as they
balance showcasing the kit and inspiring “When we launched we held the KitBash3d come back and blow us away,” he concludes.
everyone with which worlds can be created with Festival. Emmanuel Shiu came on and did a set For Boutté discovering a global community of
these pieces, that’s a big challenge.” where he came and broke open all four of our passionate 3D artists has been the ultimate
For Burman, running the art side of KitBash3d launch kits together and bashed his own space lesson, “This is my first opportunity to see how
is an opportunity for him to use everything he’s station with a full armada of ships. He took Art technology can bring us together on such a
learned throughout his career, but it isn’t just the Deco buildings, turned them on their sides and massive scale and it’s amazing to be a part of
techniques that he deems so important. “My used the antennas from the Neo-Tokyo kit to that. On our show we have the same people
goal is to give artists the creativity, freedom, make cannons. That was the first time I saw show up in the chat week to week and we get to
appreciation and ownership of their work that I someone create a world completely of their own know these people, their goals, trials, stumbles
always wanted when I was working as an artist. from our elements.” and their successes all together.”
50
Edward Price
brightsplashes.com
Edward is a digital artist creating a
Incredible 3D artists take us behind their artwork wide range of visuals using 3D
software, photography and
MODELLING This is a personal project for a 1960s racing car created in illustration techniques
ZBrush with everything built using the ZModeler tool – the ZModeler is
Software ZBrush, 3ds Max, V-Ray
fantastic at creating elements with lots of detail and accuracy – highly and panocapture.com
recommended! The completed models are then exported to 3ds Max as
FBX files and rendered in V-Ray. VintageDrive,2018
51
MODELLING
Expert advice from industry professionals, taking you from concept to completion
All tutorial files can be downloaded from: filesilo.co.uk/3dartist
52
Create a large medieval
environment in Blender
Learn how to re-create a 3D image in the style of 19th century
Dutch romantic art and built a beautiful scene using Blender
M
edieval scenes are a very common genre in
games and CG artwork. We often see the
characteristically shaped houses, characters and
objects in beautifully designed scenes. Nevertheless, the
renaissance genre, which became world famous in the 17th
century thanks to famous European painters, can hardly be
found in today’s 3D environments.
Sunny Town Square is a mix of renaissance architecture
combined with a 19th-century street environment. It is a
lovely combination to see large and stately buildings in a
dilapidated state. The city is overtaken by time and leaves
its scars behind.
This tutorial shows how to approach the creation of a
large environment scene, looking at what is important to
take into account and where the challenges are. Making
large environments is like a long journey, and I like to
explain how you get the finish line. I’ve also started a free
cc0 texture platform, check it out at texturehaven.com.
53
CREATE A LARGE MEDIEVAL ENVIRONMENT IN BLENDER
03
02
YOUR
FREE
DOWNLOADS
from filesilo.co.uk/3dartist
• Tutorial screenshots
54
04
Visit a location
There is nothing as inspiring as visiting a location.
Through the years I have visited dozens of locations,
this helps in the development of 3D scenes. Studying
buildings and looking at all the details often creates
06
new ideas. Take your camera with you and take
pictures of striking details.
07
55
CREATE A LARGE MEDIEVAL ENVIRONMENT IN BLENDER
08 09
10
56
13
12
Texturedistressed
clothingforgames
andfilm
Following on from part on of our tutorial in issue 122, learn
how to unwrap UVs and texture character clothing
W 02
e are continuing our three-part series on the Cut shirt seams To begin, select Edge Mode on the
skeleton, props and environment for this pirate right-side panel. Select the edges of the shirt
scene. As you recall in part one, we left off by manually. By using this method, we will have much better
completing our Pirate Prisoner’s clothing mesh and ZBrush control over the UV unwrapping. We’re going to create a
detailed sculpt. We then decimated our meshes and slice up the side of the shirt, then under the armpit, down
exported the OBJ files making them ready for UV layout. the sleeve and through the wrist cuff. Once complete, do
So that’s where we will begin with part two. the opposite side of the shirt the same way. This will
Now, we will unwrap all of the asset UVs and set up the separate the shirt into two pieces, the front and the back.
appropriate UDIM file sets to prepare our meshes for
02
smooth importing into Substance Painter. Once in
Substance, we’ll assign base materials to each of our
meshes and begin adding layers of dirt and grunge details
to give our character’s clothing the worn, aged and
distressed look you would expect of a century-old
weathered skeleton, left to rot by his captors.
59
TEXTURE DISTRESSED CLOTHING FOR GAMES AND FILM
04
YOUR
FREE
DOWNLOADS
from filesilo.co.uk/3dartist
• Project files
• Video file
• Tutorial screenshots
60
06
07
61
TEXTURE DISTRESSED CLOTHING FOR GAMES AND FILM
62
12
63
TEXTURE DISTRESSED CLOTHING FOR GAMES AND FILM
Michael Ingrassia
Game artist for 18 years specialising in AR/VR
content for game studios and theme park clientele.
Currently developing unique VR experiences
combined with motion simulators, ride systems
and robotics.
15 Export alpha channel Continue adding alpha stamps throughout your map. In case
you removed too much material, simply change your alpha stamp colour to white
and stamp to add more ‘shirt’ back to your shirt. Once you are finished stamping, the last
step is to combine the alpha with your colour map. Copy the alpha with Ctrl+A to select all,
then Ctrl+C to copy. Open a new copy of PrisonerClothing_1002_C.png. Go to the
channels and Add Alpha from the drop-down menu. Ctrl+V to paste your alpha. Now save
your file (Ctrl+S) as a Targa file 32 bit with Alpha Channels button selected.
16 Final inspection and review Well, there you have it. Marvelous Designer combined
with ZBrush and textured with Substance Painter make a winning combination of
production tools to turn out awesome high-calibre distressed clothing.
I’ve certainly adapted these tools into my daily workflow and hope you benefit from
using them the same way.
Lost Legends: The Pharaoh’s Tomb, 2017
Maya, ZBrush, Substance Painter
Virtual reality escape room adventure I designed and
developed for a client. The Pharaoh’s Tomb is one of two
puzzle rooms that players encounter in the adventure.
17 Support videos Wow… this was a monster of a tutorial to create. When I first came
up with the concept, I knew conveying all the information necessary would be
challenging, but fitting every setting and detail into the printed page is one of the more Return To Hogwarts, 2018
Maya, ZBrush, Substance Painter
difficult parts of creating effective tutorials. Therefore, I gave you a bunch of support
A personal work that my team of interns and I assembled
videos to help demonstrate some techniques that were too difficult to put into words. If as part of an elaborate Kings Cross Station experience to
you would like additional help and step-by-step training please check out our video course push my studio production pipeline in virtual reality.
online at: 3DTrainingWorkshop.com.
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MASTER 3DS MAX 2019’S OPEN SHADING LANGUAGE
T
he goal of computer generated imagery is to prepared in order to have a proper base for an advanced
re-create natural environments with rich details and shader setup. The tiles of the mosaic parquet will be
the simulation of physically plausible interaction composed of polygonal sticks in their original size to create
between light and matter in digital scenes. The most 16 by 16cm tiles. The shader work starts by using OSL
important aspect of this, after physically based rendering, nodes for the initial colour definition and the per instance
is probably feature-rich textures. In this tutorial you will variation of the hue. To break the continuity of the pattern,
learn how to utilise the capabilities of OSL in 3D Studio OSL code will help to create a gradient which will visually
M li i l ki and
Max to create a realistic-looking dh il used
heavily d mosaic i h tiles
separate the il from
f eachh other.
h Y ill als
You will lso learn how
pparquet floor. All details including scratches, colour to use procedural noises for the creation of intteresting-
vvariation and many more will be created with looking wood patterns which are derived from m photo
pprocedural textures. references. It is important to use a varriety of
The start of this tutorial different noise patterns to break the
wwill cover how the procedural look. At the end, you will
uunderlying learn techniques to bleend and mix
ggeometry different noises tog gether for a
mmust be working visual composition.
c
66
01 Prepare the mosaic parquet floor First, create proper 01
and orange. The OSL colour node will go into an OSL Lift/
Gamme/Gain Node as input.
Now it’s time to read out all the individual IDs with an
OSL Node Handle. Besides this node there must be also an
OSL Random by Index node created. The ladder input will
be the OSL Handle node. The range will define the colour
variation across the individual wooden sticks. Therefore the
Random by Index Node output must lead into the gamma
input of the OSL lift node.
67
MASTER 3DS MAX 2019’S OPEN SHADING LANGUAGE
04
YOUR
FREE
DOWNLOADS
from filesilo.co.uk/3dartist
• Project file for 3D Studio
Max 2019: 3DA_OSL.max
• Tutorial screenshots
68
06
07
The result will be multiplied
with the second wood pattern
which is properly masked
and coloured
69
MASTER 3DS MAX 2019’S OPEN SHADING LANGUAGE
10
70
There are plenty of
other details like the
wood patterns that must
be included in the
reflection roughness
as well
71
MASTER 3DS MAX 2019’S OPEN SHADING LANGUAGE
13
SUBSCRIBE TODAY
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FREE
resource
downloads Practical
eve y issue piration for 3D
insp
entthusiasts and
prrofessionals
Perfect layering in
ERIC WILEY
artstation.com/wiley3d
Bio
Eric is a senior environment
Substance Designer
I
artist at Blizzard n this tutorial we will be learning various methods of multiple material types per object, because of this it will be
Entertainment and lives in
Irvine, California with his wife layering height maps in Substance Designer and the especially important to keep our masks updated and
and corgi. techniques I use for masking layers. While Substance organised throughout the layering process. This tutorial will
Designer excels at natural materials it can be very primarily focus on building your height map and creating
challenging to create and layer complex man-made objects masks which you can then use to create your Albedo,
convincingly while also trying to keep any clipping and Roughness, Metallic and Normal maps later on. For this
stretching to a minimum. tutorial I am assuming that you have an intermediate
I will show how I created this beach debris material understanding of Substance Designer and are familiar with
entirely in Substance Designer. I will cover shape creation, blending and the Tile Sampler node.
tile sampler layering and how I use flood fill and masks to
create or avoid overlap. I will also dive into how I layer
different types of objects and how I blend each layer.
Although it is more time-consuming, combining more
01 Create your object graphs Looking at reference,
I chose about 30 pieces of debris to build for this
material, each within its own sub graph. This will allow for
YOUR simple layers one by one is the best way to avoid the
intersecting height map issue that might turn most people
more flexibility down the road if I want to go back and add
details to a specific part. It also keeps our main graph
FREE away from attempting a graph like this. cleaner. At this stage I am thinking about how the height
DOWNLOADS One of my main goals is to keep the placement as maps relate to each other and also making sure I create a
from filesilo.co.uk/3dartist
procedural as possible and only hand-place select graphs variety of types and sizes. I’m not going to go too deep into
• Tutorial screenshots
• All final textures in 2K
when we need to. Unlike most natural materials we will creating shapes here, but my favourite tools are the Shape,
have many more types of objects and even some with Transform, Curve and Bevel nodes.
74
SUBSCRIBE TODAY! Turn to page 28 to learn more
02
04
75
TECHNIQUES
05
76
09
12
11 Making everything work together Once you’re
happy with your height map you can make everything
gel together by making the sand or dirt creep up the objects
and gather in the crevices.
I really like using Dust node for this but you can also use
the HBAO or Normal to Height HQ nodes. Combine this
mask with your original sand layer mask to create sand that
is collecting in all the cracks and corners.
REDSHIFT, HOUDINI
DOWNLOADS
from filesilo.co.uk/3dartist
01 Material setup Let’s start by setting up a simple
material before we move into rendering. Here, I’m
creating a displacement material using a colour layer to get
already generated a custom attribute to control your
effects. I often like to do this because I can create my own
custom RGB layer and output it into the AOV map. This
• Tutorial screenshots
the vein details on the surface. way the compositor will be able to further control the
78
01 02
79
TECHNIQUES
04 05
ICLONE
Animate faces
SOLOMON W
JAGWE
sowl.com
Bio
in iClone
T
Ugandan 3D artist and his tutorial covers my workflow of how I use iClone an affordable solution, to get their dream off the ground,
animator based in the USA, to create both facial and body animations for the and take it from paper to the screen.
with over 15 years’ experience
creating content for games, characters in my Ugandan/African animated
01
cinematics, simulations and children’s TV series, The Adventures Of Nkoza And Nankya. I Prepare your character and environment In
virtual reality apps.
have had this dream since I was a kid growing up in order for your custom character to work well in
Uganda, of bringing my stories to life using animation, but I iClone and 3DXchange, it is crucial that you prepare your
didn’t have the funds and team to pull it off. I tried for character model to have all the required blend shapes/
several years to bring the idea to life with the help of morphs for the facial animation to work.
friends, family and my two close 3D artist friends Bruno Reallusion has done an awesome job of providing detailed
Ssekandi (Uganda) and Nateon Ajello (USA), but the steps on how you can prepare your character. Visit their
progress was slow going, because we all had other YouTube channel for that insight. I also exported the set
responsibilities including family obligations. It wasn’t until I where the character was going to be animated, including all
started using iClone, that I truly felt I had finally found a the props they would need to interact with, such as the
program that made it possible for me to realise that dream. phone for Nankya to call her grandpa.
Being able to bring custom characters into iClone, using
YOUR 3DXchange, opened the animation possibilities to me.
02 Import character into 3DXchange Once you
FREE Using the iClone facial animation tools, I was able to create
convincing dialogue for my series. In this tutorial I am using
have a custom character with all the morphs
needed for the facial and body animations, export your
DOWNLOADS the little girl called Nankya, as the case study. The character as an FBX file, and import it into 3DXchange. You
from filesilo.co.uk/3dartist
workflow is applicable to other characters. I am hoping can use FBX 2011 or 2012. You need to have the 3DXchange
• Tutorial screenshots
that this process helps others out there who are looking for Pipeline Edition to get the best results.
82
02
05
83
TECHNIQUES
06
85
MODELLING
Industry experts put the latest workstations,
software & 3D printers through their paces
86
E SS E N T I A L MAIN Hydraulx used Redshift to help them render VFX
for the film Rampage. Read more at bit.ly/2OiOzkC
Essential info
Price $500
Website redshift3d.com
CPU i7 or Xeon equivalent, 3.0GHz
OS Mac OS 10.11 / Windows 7 / Linux
GPU NVIDIA with CUDA compute capability
5.0+ and 8GB VRAM recommended
RAM 16GB recommended
Summary
Features
Performance
Design
Value for money
Verdict
The performance is 5+ stars for Mantra users. We
expect that v3.0 will get the fifth star when it arrives
87
CREATE THE IMPOSSIBLE
w w w. p h o t o s h o p c r e a t i v e . c o . u k
Available
from all good
n
newsagents and
supermarkets
ON SALE NOW
PHOTO EDITING DIGITAL PAINTING PH T TOOL GUIDES BEGINNER TIPS
W
ith The Rookies receiving a total of 9,971 film or videogames industry and eventually towards
digital projects created by 2,914 students from sculpting his own characters and creatures.
more than 87 countries worldwide, choosing Winner in the Visual Effects category, Asad Manzoor,
this year’s winners for the Autodesk-sponsored awards has also learnt a valuable lesson from the experience,
was no small task. “It always seems so cliche to keep “I’ve learned to not be precious about my work. I’d often
saying that the quality and standard of entries keeps spend so much time on one piece that before I’d know it,
getting better, but it simply keeps happening,” says a month would go by, and I’d have nothing to show for it.
co-founder of The Rookies, Andrew McDonald. Setting strict personal deadlines and releasing shots even
The judging panel was tasked with picking a winner for if I didn’t love them forced me to grow faster.” For
the following: Feature Animation, Digital Illustration, Manzoor, the win has cemented his love of seeing a
Visual Effects, Game Development, Virtual Reality, 3D project through from beginning to end. “I’d probably
Motion Graphics, Architectural Visualisation, Product enjoy being a CG generalist or a concept artist, pretty
Visualisation, Film of the Year, and Game of the Year. much any role that allows for as much creative freedom
“It was really eye opening to see the variety of artists as possible,” he adds.
around the world,” says this year’s Feature Animation There’s no doubt that taking the first tentative steps
winner Alvaro Zabala, discussing what he has learnt from into the 3D industry can be a daunting time, as winner of
the experience. “Every one of the Game Development category
them had a different approach to We are still constantly Peyton Varney admits, “It’s exciting
each project and I realised that blown away with the and scary. I think any career involving
one method is not necessarily art can be hard because, at least for
better than the other.”
quality and diversity of me, my art is an expression of who I
The deserved win is sure to new talent am and a part of me that I am sharing
boost Zabala towards his goal of Alwyn Hunt, with the world. The realisation for
becoming a character artist in the co-founder of The Rookies Varney has been that even after his
90
Peyton Varney aims to
capture moments in his
work, with sights, sounds
and smells of the
outdoors often helping
him to generate ideas
91
INDUSTRY NEWS
Innovate
The latest release
UK backs
of RenderMan
adds advanced
lighting technology
ColorwayAR
used on films like
Incredibles 2 21-month industrial
research project into
next-gen immersive tech
goes ahead
Foundry has unveiled details of
ColorwayAR, a 21-month industrial
research project supported by Innovate
UK, which will allow artists to streamline
their pipelines by viewing objects in
augmented reality (AR) before they
produce a physical prototype. The
Footsoldiers, one of the world’s largest
independent footwear design
consultancies, will also be involved in the
project. The technology will allow
product designers to create interactive
HAVE YOU HEARD? Cebas started a new season of webinars hosted by established FX experts on 24 August
92
Method Studios
acquires
Atomic Fiction
Atomic Fiction will join Method
Studios, Deluxe’s global VFX brand,
as part of a strategy to deepen the
company’s talent base
Since its inception in 2010, Atomic Fiction has built a
reputation for creating high-quality VFX, with studios
in Montreal and San Francisco.
Ed Ulbrich, president of Deluxe VFX and VR/AR
for Method Studios says, “When we started talking
we learned what a great culture they’ve built, and our
vision resonated with them as well.” Ryan Tudhope
who, along with
Atomic Fiction co-founder Ryan Tudhope will co-founder Kevin
continue to lead the Montreal team creatively. Fellow Baillie, will now
report to Method
co-founder Kevin Baillie will take on the new role of Studios’ Ed Ulbrich
creative director and senior visual effects supervisor.
Software shorts Bringing you the lowdown on product updates and launches
Flowbox 1.7 Unity 2018.2 Unreal Engine 4.20
Flowbox has a spent hundreds of The latest update introduces a 4.20 combines the latest real-time
hours working with Roto artists range of improvements, including rendering advancements with
across the globe, resulting in an 2D Sprite Shape, which gives improved creative tools, making it
intuitive and comfortable new interface designers the power to sculpt and bend worlds easier for developers to ship blockbuster games
complete with industry standard and internally using a visual layout tool. There’s also a new 2D across all platforms.
engineered solutions such as rotoDraw and animation system that makes it easy to create Elsewhere there are upgrades to the UE4
rotoSnap. It also includes the Integrated Mocha animated characters. Personal licences are free, Datasmith plugin suite, such as SketchUp
Planar Tracker. A Flowbox licence is available for Plus licences cost $25 per month and Pro support, making it even easier to prepare CAD
$37 per month. licences are priced at $125 per month. data. Unreal Engine is free to use.
DID YOU KNOW? Nikita Diakur’s groundbreaking CG film Ugly is now online and can be watched on Vimeo
93
OPINION
R
emote VFX work is mostly egalitarian – almost any time and place wasn’t ideal. I left there very broken from
trained artist can do it, but the unique rigours and an artistic standpoint… but also ready to learn, look at my
quirks of the career may not be right for everyone. own work critically, and accept new information from
Ready to work alone in a dark room with no one around to people. I logged a decade of experience before I broke out
support or talk to you? Let’s break down some of the skills of being a ‘mid-level’ artist in both skill and mindset.
you’ll need to thrive in this space. Once an artist has the required skills and experience in
Visual effects is an interesting field. Even when seated the craft, it’s time to think about the considerable
in an office full of people, most of your fellow employees technology needed to execute remote VFX work.
plug in their headphones and work on making the magic Many of the artists at VFX Legion have very capable
that we all see on the screen. How is it any different at machines at their disposal. Most have their own software
home or in a private office? licences as well. A professional remote artist will bring his
Like cooking, studying a new language and any other or her own set of tools into the equation.
‘taught’ skill, VFX artistry requires training, For much of what Legion does, having a
learning and practice. The best place for solid state RAID or M.2 drive on the
this is at a studio with other people motherboard is the holy grail to
that you can instantly see, hear working at speeds much greater
and collaborate with. than are possible in a facility.
Human-to-human Most artists also have at
connection is the best way least one strong Nvidia
to learn the art of visual graphics card to take
effects. Finding a place advantage of the CUDA
to hang your hat for a cores in Nuke and
while and pick up some Maya, as well as speed
tricks is always the best up renders in Redshift.
way to go. Once you For artists that remotely
have a reasonable skill connect via Teradici or
set, that’s when you can Remote Access, a beast
look out for remote of a machine isn’t really
opportunities. needed – but a solid
There’s a sophomoric internet connection is.
hurdle that exists in almost Artists out in the world
every artist’s way, and in my should always be able to move
experience, it takes six to ten years of around a bunch of files or active video
experience to really get over it. Here’s an streams from thin or zero clients.
example: a supervisor suggests the best way to Not everyone is cut out to be a remote artist.
accomplish a task, but the cocky artist tunes out and There’s a level of organisation and self-starting that is
considers his or her own way to do it. If the end result is needed to keep someone on task.
the artist locking eyes with the supervisor and saying, “Oh, The transition from a facility – with a screening room, a
I know a better way. I’ll do it my way,” then that artist isn’t supervisor nearby and the chance to iterate until the shot
ready for remote work. is right – can be daunting.
Almost all artists go through this stage, unless they are Remote jobs require more finished work out of the gate,
brought up from early in their career in a larger shop with a and there are fewer rounds of notes and less ‘exploration’
positive culture. The shop-hopping, junior-artist-turned- of ideas. There simply isn’t the bandwidth and schedule
mid-level-artists tend to get cocky with their skills and much of the time. Much of the work that is handled
knowledge. This is the wall that one must get over to work remotely benefits from a solid understanding of what
well with other people, including supervisors and facility needs to be done, and an exacting implementation of a
owners. Experience is great, but humility is even better. given technique.
My own experience was landing at ILM while still full of Like any job, remote work has its own obstacles and
myself. I had weekly ‘talking-to’s by my compositing limitations. But for the right artist – a resourceful,
supervisor. I lacked the kind of humility that they embrace boundlessly-motivated VFX machine who can contend
there, and it wasn’t until very late in the project I started to with the emotional and technological demands of the gig
truly ‘get it’. I regret little in my life, but being cocky at that – it can bring immense rewards and satisfaction.
94
QUALITY. INNOVATION. RESPECT
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INDUSTRY INSIDER
David
Sproxton
How the cofounder helped
shepherd Aardman into one of
Job title Cofounder and
executive chairman, the top stop-motion studios
Aardman Animations
W
Location Bristol, UK hen David Sproxton started Aardman with
Website Peter Lord in 1972, they had already been
aardman.com
collaborating on animation at school. Soon,
Biography Beginning with
Morph, David has helped their stop-motion Plasticine sensation Morph would be
mould Aardman Animations instantly recognisable around the world.
into a behemoth.
Since then, Aardman, with Sproxton taking on the role of
Portfolio highlights
• Early Man, 2018
executive chairman and producer on the studio’s releases
• Shaun The Sheep Movie, 2015
– including Chicken Run, The Curse Of The Were-Rabbit,
• The Pirates! Band Of Misfits, Arthur Christmas, The Pirates! Band of Misfits and Shaun The
2012 Sheep Movie, has become one of the premiere stop-motion 01
• Arthur Christmas, 2011 outfits, while also dabbling in CG animation.
• Shaun the Sheep (TV), Aardman’s most recent release was Nick Park’s Early
2007-2010
Man. Sequels to Shaun The Sheep Movie and Chicken Run are
• Flushed Away, 2006
• The Curse Of The
currently underway, which, says Sproxton, points to a new
Were-Rabbit, 2005 resurgence of stop-motion animation.
• Chicken Run, 2000 “I think more stop-frame films have been made now, in
• The Wrong Trousers, 1993 one particular year, than have almost ever been made in
• The Amazing Adventures of any other time in the history of cinema. It has had this
Morph, 1980
curious revival with Laika, ourselves, Wes Anderson and a
lot of independent filmmakers.”
Sproxton credits a few technological advancements with
this mini-revival. Although stop-motion can still be a
particularly laborious frame-by-frame process, it no longer
needs to be done on film. Digital SLR cameras and
dedicated stop-motion software aid greatly in shot
production. “Practically, it’s a lot easier to do it now with
computers,” Sproxton says. “There was a real cost of entry
when it was film. And I think audiences have been keen to
go back to the handcrafted feel, something they maybe
even think they could do at home themselves.”
That doesn’t mean Aardman ignores the power of CG in
their stop-motion films. Quite the contrary, as they learnt 02
on Early Man. “We thought maybe about half the shots
would need some form of CG enhancement,” says
Sproxton. “But I think just about every shot has some kind ADAPTING TO THE
of compositing element, whether that’s blue screen or
adding in background plates and skies.”
TOOLBOX
Early Man also employed digital effects to add in crowds, David Sproxton says director Nick Park
lava flows and explosions. learned to love digital on Early Man
Other Aardman projects have also employed 3D Tools such as digital SLR cameras and stop-motion
printing, while the process of storyboarding at the studio software like Dragonframe have been around for a
has also largely moved onto tablets instead of paper. while. As have tablets for drawing and
“Digital is a fantastic toolbox,” notes Sproxton. “Putting storyboarding, but Sproxton admits on Early Man
in digital skies can really change a mood, for example. I that director Nick Park was initially hesitant to
mean, we had hand-painted skies in Chicken Run. It was adopt them.
pretty much all done in-camera. “He still loves drawing,” says Sproxton. “A lot of
“It probably makes you plan better, but you sometimes our artists still draw on paper and some of them
can get quite locked in. will scan stuff in, but increasingly they go straight
“Now we kind of budget on every shot having some kind into a tablet. With Nick, it took him a little while,
of digital effect. but now of course he loves it because you can just
“There’ll be an order of magnitude, but we plan for every erase stuff and change it, and you don’t have to
shot there being something, and we may save money by repeat drawings.”
actually letting us plan for that.”
96
03
04
02 An animator readies
stop-motion puppets for
filming during production on
Early Man
97
MODELLING
Simon Telezhkin
bit.ly/2KHUv4g
Simon was committed to
Incredible 3D artists take us behind their artwork learning CG and worked
in 3D for a few years, now
MODELLING This image was part of my mission to teach myself Houdini. I thought it would be cool to utilise he is enjoying retirement
the knowledge I’ve gained from Entagma to create something meaningful and not just an abstract piece. In Software Houdini, Nuke
the future I hope to do a lot more with these newly acquired skills. Personally, I would recommend every 3D
artist learn some basic programming. With just a little bit of knowledge you can incorporate amazing PiggyKnitted
techniques you would have never thought possible. Toy,2018
98