Professional Documents
Culture Documents
Luis Antonio
3DCreative interview this
talented Art Director .
Guang Yang,
Insun Kwon & more!
Gallery - 10 of the best images from
around the world!
Sector 21
Project Overview by Rudolf Herczog
Cyborgs
In this issue Andrzej Sykut will be looking at the human face and how to
add some sci-fi looking implants and glasses.
Sword Master 2
Gavin Goulden brings us the forth chapter of our Sword Master 2 series,
this time showing us how to unwrap our low poly games model .
Topology
Contents
Editorial
Contents
Luis Antonio
008
Luis Antonio
3DCreative interview this
talented Art Director .
018
Guang Yang,
Insun Kwon & more!
Gallery - 10 of the best images from
around the world!
Carlos Ortega
Christopher Brndstrm
Alex Novitskiy
Insun Kwon
Guang Yang
Rebeca Puebla
Sector 21
Project Overview by Rudolf Herczog
Sword Master 2
Topology
Gavin Goulden brings us the forth chapter of our Sword Master 2 tutorial
series, this time around Gavin shows us the unwrapping stage.
Diego Maia continues on from last issues introduction to Topology by
creating Limbs and Accessories in the second chapter of this four part series.
Cover image by Bruno Camara
James Jean-Pierre
Cyborgs
The Gallery
Khadyko Vladimir
Cyborgs
034
Chapter 2: Sunglasses
042
Armored Beasts
Chapter 1: Lizard
058
Mixing 3D and photography is a real skill and youve probably seen it attempted with varying results. In this series Andrzej
Sykut will be showing us how to achieve the perfect blend of 3D and photography with the coolest of subject: cyborgs. When
With all topics and skills there are core subjects that
approaching this task there is a lot to consider. Firstly you must think about the photograph and the lighting you want in your
image, then you have to think about how you will create the 3D in the image, and once the
youbest
have
this you
willworking
need toincreate
results.
When
3D, one of those
the same lighting on the 3D aspect as in the photograph... the list goes on and on. Tackling
this without
direction
would Diego
be Maia will
is topology.
In this series
of tutorials
character, whilst explaining the intricacies and
of this fundamental subject.
December Issue 076 Chapter 01 | Human Hand | This Issueimportance
Chapter 02
| Sunglasses
Next Issue Chapter 03 | Power Plugs | March Issue 079 Chapter 04 | Spy Snail
December Issue 076
This Issue
066
Sector 21
Next Issue
Chapter 03 | Cleaning up and Adjustments
Free Chapter
074
series our artists will be taking an animal and will show us how to
ZBrush is a formidable piece of software that is capable of so much. The possibilities are endless and
This
is more
than just
an artwork
the only restriction is your imagination. In this series our artists will be flexing
their
creative
muscles
to book.
Not only
does it feature full-color, fullshow us how to not only create the organic forms of their beasts but also the non organic
forms that
make up their armor and weaponry. In this series our artists will cover everything from concept through
to final illustration and will show us how to create some mind blowing
armored
of the
creation beasts!
process behind each piece
turn it into a ferocious armored beast and how to add armor to it.
Everything
Beautiful Is
Far Away
078
Swordmaster 2
by Marek Denko
Chapter 4: Unwrapping
Chapter 4- Unwrapping
About us
105
I hope you have all been enjoying following Gavin Gouldens steps
Topology
difficult, but with the help of these tutorials you can come up with some
be stunning
talking us results.
through the creation of his interesting
In this issue we will be looking at the human face and how to add
Editor
Layout
Content
Proofing
Simon Morse
Matt Lewis
Layla Khani
Az Pishneshin
Simon Morse
Tom Greenway
Richard Tilbury
Chris Perrins
Jo Hargreaves
Unwrapping
Lead Designer
Chris Perrins
Marketing
Tom Helme
Free Stuff!
Wherever you see this symbol, click it to
download resources, extras & even movies!
We also have a great Making of in this issue and some stunning gallery images.
Rudolf Herczog shows us how he created his amazing Sci-Fi image Sector 21,
animation.
and the gallery contains art work from some of the industrys most talented artists
including Christopher Brndstrm, Rebeca Puebla, James Jean-Pierre and Carlos
Many of you will be familiar with the work of Art Director Luis
Ortega.
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Magazine!
feature in this magazine, follow this handy little guide on how to set
up your PDF reader!
Luis Antonio
3DCreative interview this
talented Art Director .
Guang Yang,
Insun Kwon & more!
Gallery - 10 of the best images from
around the world!
Sector 21
Project Overview by Rudolf Herczog
Cyborgs
Sword Master 2
Gavin Goulden brings us the forth chapter of our Sword Master 2 tutorial
series, this time around Gavin shows us the unwrapping stage.
Topology
Thats it!
www.3dcreativemag.com
page 3
Contributors
Contributing artists
Gavin
Every month artists from around the world contribute to 3DCreative, and
Gavin Goulden is a
you can find out a little more about them right here! If youd like to get
involved in the 3DCreative magazine, please contact: simon@3dtotal.com
Goulden
character artist for
Irrational Games
working on Bioshock
Infinite. With 6 years
games industry
experience, he has contributed character and
environment art assets to multiple titles including
Dead Rising 2, The Bigs 2, Damnation and
FEAR 2.
http://www.gavimage.com/
gavin@gavimage.com
Andrzej
Bruno
Sykut
Cmara
When it comes to
Bruno Cmara is a
of a generalist, but
in the CG industry
for 6 years as a 3D
and post-production/
generalist. He has
http://bruno-camara.blogspot.com
world. http://azazel.carbonmade.com/
bruno999@gmail.com
eltazaar@gmail.com
Diego
Rudolf
Maia
Herczog
Diego Maia is a
Rudolf Herczog is a
freelance 3D modeler
currently works as a
freelancer. He has a
years.
http://maia3d.blogspot.com/
maia3d@gmail.com
http://www.rochr.com
rudy@rochr.com
www.3dcreativemag.com
page 4
A small selection of VFS Animation & Visual Effects alumni credits include | 2012 | Zeke Norton, Previsualization Supervisor | Jamie Bowers, Texture Artist |
Christine Peterson, Digital Compositor | Anuj Patil, Senior Technical Director | Alice in Wonderland | Ken Kaiser, Animator | Veronica Marino, Compositor | Phan
Wiantrakoon, Animator | John Iskandar, Visual Effects Artist | Jacob Curtis Miller, Digital Artist | Geeta Basantani, Digital Matte Painter | Andrew Lawson, Character
Animator | Assassins Creed: Brotherhood Zack Mathew, Animator | Wilson Mui, Team Lead Animation | Avatar | Michael Cozens, Lead Animator | Tamir Diab,
Technical Director | Patrick Kalyn, Animator | Chrystia Siolkowsky, Motion Editor | Ben Sanders, Animator | Alfredo Luzardo, Layout Technical Director | Aaron
Gilman, Character Animator | Jami Gigot, Texture Artist | Bioshock 2 | Jacob Palmer, Animator | Bobs Burgers | Tammy Dubinsky, Animator | Nathan Keane, Animation Effects | Jake Biberdorf, Animation Supervisor | Coraline Brian Demoskoff, Animator | The Dark Knight | Gia Sadhwani, Digital Effects Artist | Freddy Chavez,
DMR Compositor | Pietro Ponti, Lead CG Lighting Artist | Dead Rising 2 | Fredrick Fass, Animator | Dead Space 2 | Wayne Gonsalves, Environment Art Lead |
Despicable Me | Justine Codron, Lighter | District 9 | Neill Blomkamp, Director/Co-Writer | Shawn Walsh, Visual Effects Executive Producer | Samson Wong, Matchmove Artist | Robert Bourgeault, Lighting Lead | Richard Sur, Lighting Technical Director | Paul Copeland, Visual Effects Artist | Julianna Kolakis, Creature Texture
Painter | Jelmer Boskma, Modeler | James Stewart, Creature Supervisor | Derek Stevenson, Matchmove Lead | Drag Me to Hell | Thomas Schelesny, Visual Effects
ANIMATOR
LIGHTING TD
SENIOR LIGHTER
KEVIN MAH
TAMIR DIAB
PIPELINE DEVELOPER
PIPELINE DEVELOPER
PEDRAM DARAEIZADEH
WILL TOWLE
CAMERA TRACKER
CAMERA TRACKER
SERGUEI KALENTCHOUK
HENRY SOUTH
JOSHUA HERRIG
VISUAL EFFECTS COORDINATOR
VISUAL EFFECTS COORDINATOR
DIGITAL COMPOSITOR
DAVID YABU
LEAD ANIMATOR
DAPHNE DE JESUS
TRANSFORMERS:
DARK OF THE MOON
JAMIE BOWERS
LOUIS COX
ANTHONY DI NINNO
MATCHMOVE TD
HENRI TAN
KELSEY AYUKAWA
ANIMATOR
PREVIS ARTIST
HENRY PENG
THOR
ANGEL VILLASENOR
ROTOSCOPE ARTIST
JAMES MCPHAIL
ABDULLAH ECIRLI
DIGITAL COMPOSITOR
JELMER BOSKMA
SCOTT JONES
CHARACTER MODELER
STEREO COMPOSITOR
TEH-WEI YEH
YUTA SHIMIZU
ROTO/PAINT ARTIST
KIERAN TETHER
DIGITAL ARTIST
DIGITAL ARTIST
BRIAN ZHENG
MODELLING ARTIST
ANIMATOR
JOOYONG LEE
JUSTINE CODRON
ROTO/PAINT ARTIST
LIGHTING ARTIST/TD
BILL WATRAL
SHAUN ROTH
DIGITAL COMPOSITOR
EFFECTS ARTIST
FAST FIVE
ANIMATOR
JULIEN STUART-SMITH
SAMSON WONG
MATCHMOVE ARTIST
SARA HILMARSDOTTIR
ADAM MARISETT
COMPOSITOR
CAPTAIN AMERICA:
THE FIRST AVENGER
CARS 2
RICHARD SUR
INTEGRATION ARTIST
INTEGRATION ARTIST
TWILIGHT: BREAKING
DAWN - PART 1
GEETA BASANTANI
CAROLYN WONG
ANIMATOR
CHELSEA WHITTET
REX FANG
ALAN FREGTMAN
RIGGER
LIGHTING LEAD
BORAE CHO
PIRATES OF THE
CARIBBEAN: ON
STRANGER TIDES
MIKE RHONE
TEXTURE ARTIST
RIGGING LEAD
CG MODELER
CG MODELER
CHUN-PING CHAO
HARRY POTTER
& THE DEATHLY
HALLOWS PART 2
SOFUS GRAAE
DAANISH WAIN
BIREN VENKATRAMAN
ANIMATOR
ANIMATOR
STEPHEN KING
MATT WEAVER
DIGITAL PAINTER
2D ARTIST
SHERRIE LAW
VINAY MEHTA
Supervisor | Dragon Age II | Nathan Zufelt, Senior Cinematic Animator | Family Guy | Michael Loya, Storyboard Artist Fast Five Rommel Shamoun, Compositor |
Anthony Di Ninno, Animator | Fringe | Bob White, Visual Effects Artist | Scott Dewis, CGI Supervisor | Futurama | Claudia Keene, Prop Designer
| Gears
of War 2 |
COMPUTER
GRAPHICS
STUDENT AWARDS
Scott Dossett, Senior Animator | Halo: Reach | David Helsby, Animator | Matthew Turner, 3D Artist | Rajeev Nattam, 3D Artist | Happy Tree Friends | Brad Rau,
Animator | Harry Potter and the Half-Blood Prince | Pietro Ponti, TD Generalist | Gia Sadhwani, Digital Effects Artist | Teh-wei Yeh, LightingSCHOOL
TD | Kieran Tether,
OF
LEARN
ATtheVFS.COM/ANIMATIONVFX
Digital Artist | Harry Mukhopadhyay, Lead Effects Technical Director
| Harry MORE
Potter and
Deathly Hallows Part 1 | Henry South, Digital Artist
THE| Horton
YEAR Hears a
2010 & Effects
2011
Who! | Brent Wong, Lighting Technical Director | Arun Ram-Mohan, Lighting Technical Director | How to Train Your Dragon | Tyson Erze, Visual
Artist |
cgCOACH
Jiyoung Lee, Texture Artist | Fredrik Nilsson, Animator | The Illusionist | Yann Tremblay, Senior Animator | Iron Man 2 | Teh-wei Yeh, Digital Artist
| Stephen King,
Animator | Simeon Bassett, CG Sequence Supervisor | Nicholas Markel, Previsualization Supervisor | Kieran Tether, Digital Artist | Joshua Herrig, Lead Lighting
www.3dcreativemag.com
me for an interview.
page 9
Interview
Luis Antonio
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page 11
Interview
Luis Antonio
itself?
experience?
www.3dcreativemag.com
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an artist.
entertainment.
Luis Antonio
back on track.
Do you have any big future projects lined up
http://artofluis.com/
few years?
facaelectrica@gmail.com
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Lantern
Khadyko Vladimir
work_3d@yahoo.com
(Left)
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10 of the Best
The Gallery
Broken Marionette
Rebeca Puebla
http://rebecapuebla.com
rebecapuebla@hotmail.com
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MNU Soldier
James Jean-Pierre
http://www.jjp3d.com
james@jjp3d.com
Predator
Insun Kwon
http://insunkwon.com
insunkwon@gmail.com
10 of the Best
The Gallery
Office Farhan
Faraz haider
s.f.haider@hotmail.com
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page 30
Meet modo.
Chapter 4 - Unwrapping
In 2006 3DTotal created some groundbreaking
training that quickly made a name for itself as
one of the best 3D training resources available;
that series was called the Swordmaster! Well
five years later the Swordmaster is back
and better than ever. In this series industry
professional Gavin Goulden will be talking you
through how to take a concept and turn it into a
top quality character ready for use in a game.
From basic modeling through to sculpting and
texturing, Gavin will cover every step in great
detail so that even an inexperienced 3D artist
will be able to comfortably follow this series.
Mixing 3D and photography is a real skill and youve probably seen it attempted with varying results. In this series Andrzej
Sykut will be showing us how to achieve the perfect blend of 3D and photography with the coolest of subject: cyborgs. When
approaching this task there is a lot to consider. Firstly you must think about the photograph and the lighting you want in your
image, then you have to think about how you will create the 3D in the image, and once you have this you will need to create
the same lighting on the 3D aspect as in the photograph... the list goes on and on. Tackling this without direction would be
difficult, but with the help of these tutorials you can come up with some stunning results.
December Issue 076 Chapter 01 | Human Hand | This Issue Chapter 02 | Sunglasses
Next Issue Chapter 03 | Power Plugs | March Issue 079 Chapter 04 | Spy Snail
Introduction
For this tutorial I wanted to try a workflow that
only recently became possible. The task was to
add a mechanical element to a photographed
face. This can be approached in many ways, but
all these ways have one thing in common: you
have to match the camera and geometry. This is
a hard thing to do and usually takes a lot of time.
But does it have to? I think not.
Here is my idea. While shooting the base plate
for the project, why not shoot a few more snaps,
every 5-10 degrees around the head and feed
them to the Autodesk Photo Scene Editor. If we
do this, magic happens. We get a 3D model of
the face with textures derived from the photos,
and whats most awesome is that we get
properly positioned and matched cameras for
each snapshot, which means the whole job just
became much, much easier to do. So lets take
a look through the steps I used to achieve the
final result.
Concept Phase
Since cyborg faces have been done to death
I decided to try something not too glamorous,
but maybe more usable in real life. Hence the
glasses, as they present their own challenges
due to refractions. Glasses do not make a
cyborg, but some implants do. I struggled to
okay.
that.
Shoot
I asked my brother to shoot the images of my
www.3dcreativemag.com
page 35
Reconstruction
Modeling
Lighting/Reflection
and Environment
Reconstruction
modeled shapes.
www.3dcreativemag.com
page 36
Rendering and
Compositing
www.3dcreativemag.com
page 37
Andrzej Sykut
For more from this artist visit:
http://azazel.carbonmade.com/
Or contact him at:
eltazaar@gmail.com
focalpress.com
ZBrush is a formidable piece of software that is capable of so much. The possibilities are endless and
the only restriction is your imagination. In this series our artists will be flexing their creative muscles to
show us how to create not only the organic forms of their beasts, but also the non-organic forms that
make up their armor and weaponry. Follow the creation process from initial concept through to final
illustration and find out how to create some mind-blowing armored beasts!
This Issue Chapter 01 | Lizard
The Idea
The main idea for this tutorial was to come up
with an armored creature of some kind, so I
decided to create a reptilian beast that lived a
long time ago, in a fantasy kind of era where
there were few resources and constant conflict.
The beast wasnt very intelligent and basically
lived by fighting for food. He was always one of
the first on the battlefield and his armor wasnt
particularly strong or thick because of the lack
of resources and the fact that the lizards cant
forge metal. It was basically made of things he
found or collected from dead enemies.
With this idea in my head I started to sketch
some rough ideas (Fig.01). I created some
messy silhouettes and then the character began
to form out of these.
Generally the first sketches you make are
the most clich ones. The more options and
variations you sketch, the more interesting and
original they become. In Fig.02 you can see the
option I chose as the concept for my character,
which I then developed into the final concept
shown in Fig.03.
www.3dcreativemag.com
page 43
Chapter 01 | Lizard
Armored Beasts
Modeling
Then it was time to start the hard work. For the
modeling I separated the character into three
main parts: the head, body and props. Before
anything else though, I started on the main base
from (Fig.06).
new topology
5. Turn Symmetry on (if needed) and click on
www.3dcreativemag.com
page 44
www.3dcreativemag.com
page 45
Chapter 01 | Lizard
Armored Beasts
www.3dcreativemag.com
page 46
www.3dcreativemag.com
page 47
Chapter 01 | Lizard
Armored Beasts
The Armor
I thought this metal armor would be useful as
the lizard would have to defend against frontal
attacks. It would be very old and worn, with
pieces of chains and wires around. The fastest
way to create it was with ZBrushs ShadowBox.
This is the quickest way to model using
ShadowBox:
1. Create a Sphere (Sphered3D primitive)
and tap the T key to edit
2. Click Tool > Make PolyMesh3D to
transform it from a primitive to polymesh
3. Now click Tool > Subtool > ShadowBox
4. Hold Ctrl and click and drag on the canvas
to clear the mask and erase the sphere
5. Now you have what you need to start
working in ShadowBox.
With a resolution of 300 for ShadowBox
(ReMesh Resolution parameter) and the X
axis symmetry turned on, I drew the mask to
generate the armors base (Fig.20).
to improve the curvature. Then with the Slash1
www.3dcreativemag.com
page 48
Shield
as the contour
www.3dcreativemag.com
page 49
Chapter 01 | Lizard
Armored Beasts
Leather Straps
(Fig.29).
www.3dcreativemag.com
page 50
Weapons
There are many weapons on this character,
consisting of the secondary ones that hang
on him and the main one he uses to attack.
The secondaries are the remains of weapons,
swords and broken spears of past battles.
For the swords I made one complete sword
and from it created some variations. I used
ShadowBox to create the base mesh (Fig.31)
and used Symmetry to create them. Once they
were made I used the Move and Polish brushes
to detail them. I created variations using clipping
brushes to break them into different parts.
To cut any object in ZBrush using Clipping
brushes, do the following:
1. With your object on the screen and in Edit
mode (T key) hold Ctrl + Shift.
2. The Brush and Stroke palettes have now
changed. Choose a Clipping brush like
ClipCurv and a stroke, like Curve.
3. Still holding Ctrl + Shift, click and drag to
start drawing the cut.
4. To make a curve just tap the Alt key. When
you have finished, release Ctrl + Shift to
cut the mesh.
I used the same method for the spear (Fig.32).
There is also a broken axe, which again I
created by using the same method as before.
www.3dcreativemag.com
(Fig.34 35).
page 51
Chapter 01 | Lizard
Armored Beasts
dragon.
www.3dcreativemag.com
page 52
(Fig.40).
Weapons
areas.
zbrush/downloadcenter/library/). On the
Rendering
For the final image I wanted a very dark mood,
with low light, as if he were in a cave. Nine
render passes were used: Color Pass, Ambient
www.3dcreativemag.com
page 53
Chapter 01 | Lizard
Armored Beasts
Color Pass
The first pass I exported was the Color pass,
which is where all the colors were. To do this I
simply applied the Flat Color Standard material
to the entire scene. By just using this material,
I would have lost the metal shaders, so I kept
the matcaps of the weapons and all metal parts
by going to Color > Fill Object, with only the M
(Material Channel) button on (Fig.45).
Ambient Occlusion
For the Ambient Occlusion I also used the Flat
Color Standard material, but with all the textures
- Strength:1
- Rays: 100
- Res: 4000
- Angle: 360
- Blur: 2
- VDepth: 0
- LDepth: -1
- Gamma: 3
And thats it. The resulting image is in Fig.46.
Then in Photoshop I used Levels to highlight a
few details.
www.3dcreativemag.com
page 54
Main Light
The Main Light pass was a simple sun light
coming from the right. I used a white light so
I could change the color in Photoshop at will.
I set Intensity to 0.7, Ambient to 0 and the
BasicMaterial as a matcap.
I turned Shadows on in the Render palette and
the BPR Shadows option and set them like this:
- Strength: 1
- Rays: 100
- Res: 4000
- Angle: 20
- Blur: 6
- VDepth: 0
- LDepth: -1
I clicked the BPR button and made the Main
Light pass (Fig.47).
difference is that the light source was behind the
more (Fig.49).
Specular Pass
- Intensity: 100
- Softness: 4
- Depth 1: -0.22
- Depth 2: 0.16
www.3dcreativemag.com
page 55
Chapter 01 | Lizard
Armored Beasts
SSS
little more.
layer mode.
layer option.
there.
Final Composition
www.3dcreativemag.com
page 56
Bruno Camara
For more from this artist please visit:
http://bruno-camara.blogspot.com/
Or contact him at:
bruno999@gmail.com
www.3dcreativemag.com
page 57
With all topics and skills there are core subjects that
must be considered and understood in order to get
the best results. When working in 3D, one of those
is topology. In this series of tutorials Diego Maia will
be talking us through the creation of his interesting
character, whilst explaining the intricacies and
importance of this fundamental subject.
This Issue
Chapter 02 | Limbs and Accessories
Next Issue
Chapter 03 | Cleaning up and Adjustments
www.3dcreativemag.com
page 59
(Fig.12).
www.3dcreativemag.com
page 60
www.3dcreativemag.com
page 61
www.3dcreativemag.com
page 62
Diego Maia
http://maia3d.blogspot.com/
www.3dcreativemag.com
page 63
SynthEyes 2011
Match-moving,
Set Reconstruction,
and Stabilization
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Sector 21 Making Of
Sector 21
Software used: Cinema 4D
Inspiration
The idea for this scene came when I was
going through a few web pages showing old,
abandoned industrial photos, which is often one
of my primary sources of inspiration. I came
across an old steel plant and a shot of a huge
blast furnace covered with bolts and pipes.
Ive always loved making scenes with loads of
detail work, so I thought it would be cool to use
the furnace as a large platform-like, hanging
structure and place it into a fairly cramped city
environment. This would blend both industrial
and futuristic elements. Inspired by what some
parts of the world would be like in terms of
air quality, I decided to turn it into a sort of air
filtering machine and add a number of vents to
both the machine and its surroundings, as well
as adding a few characters, mainly for scale
purposes but also to add some life to the scene.
Modeling
With any scene I work extensively from primitive
objects and build all the models from smaller
parts. I used the same technique here and
started out with a torus object as a base, which
(Fig.01 02).
www.3dcreativemag.com
page 67
(Fig.03 04).
Making Of
Sector 21
www.3dcreativemag.com
page 68
Sector 21 Making Of
Post-production
Once in Photoshop I started out by doing a
few initial color corrections then applied a few
textures to add a little bit more detail, mainly
to the plating of the base. With the help of an
alpha mask, I also added the sky which could be
seen in the small gaps at the top. Then I used
a copper texture for the areas next to the fans
on the outer walls. Although I wanted the image
to be slightly monochromatic, I also wanted
to add a little bit of color in certain areas; not
much, but just enough to break the uniform look.
Once that was done it was time to add some
(Fig.12).
www.3dcreativemag.com
page 69
Rudolf Herczog
For more from this artist visit:
http://www.rochr.com/
Or contact him at:
rudy@rochr.com
! tion
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In this two volume series, Scott Patton shows the processes he uses to
create a 3D character for feature films. The first volume explores
Patton's fast and efficient method for concept sculpting, skipping the
2D sketch phase all together and designing the character entirely
within ZBrush. He covers everything from blocking out the forms
and fleshing out the muscles, to adding props, detailing with alphas
and posing the character. The second volume covers methods for
creating a final color rendering using ZBrush and Photoshop. Patton
cr
shows how he squeezes the most from ZBrushs powerful renderer to
create both a wide and close-up shot of the character. He then shares
creative Photoshop tips and tricks to quickly get to a finished piece of
concept art from the ZBrush renders, covering topics such as adding
and refining skin texture, hair, eyes, shadows and scars. Patton also
discusses how to create backgrounds that enhance the character and
composition.
overall
ov
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Tutorials
Swordmaster 2
3dsmax & Maya
Chapter 5 - Texturing
by Gavin Goulden
The Cyborg Projects
Chapter 3 - Power Plugs
by Andrzej Sykut
Sculpting Armored Beasts
Chapter 2 - Chicken
by Jose Alves da Silva
Topology
Chapter 3 - Cleaning up
and Adjustments
by Diego Maia
Interviews
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Chapter 4 Unwrapping
In 2006 3DTotal created some groundbreaking
training that quickly made a name for itself as
one of the best 3D training resources available;
that series was called the Swordmaster! Well
five years later the Swordmaster is back
and better than ever. In this series industry
professional Gavin Goulden will be talking you
through how to take a concept and turn it into a
top quality character ready for use in a game.
From basic modeling through to sculpting and
texturing, Gavin will cover every step in great
detail so that even an inexperienced 3D artist
will be able to comfortably follow this series.
Swordmaster 2
Chapter 4 Unwrapping
Chapter 4 Unwrapping
Fig 01
Introduction
In this chapter we will be covering the creation of
a UV map for our character. A nice clean unwrap
is usually an overlooked part of the process that
is extremely important to our final product. With a
well laid out UV map you can benefit from texture
resolution and cleaner texture bakes when
creating Normal and Ambient Occlusion maps.
To begin, analyze which parts of the low poly
mesh can be unwrapped once and mirrored for
optimal UVs. In earlier steps we also covered
instancing objects for this reason, such as the
bullets and shoulder pad panels. In an ideal world
Fig 02
Fig 03
www.3dcreativemag.com
page 79
Chapter 4 Unwrapping
set the tiling to 25 x 25. Having more checkers
visible to you just makes it easier to visualize
Swordmaster 2
Fig 04
Fig 05
Fig 06
www.3dcreativemag.com
page 80
Swordmaster 2
Chapter 4 Unwrapping
Fig 07
Fig 08
www.3dcreativemag.com
page 81
Chapter 4 Unwrapping
Next we will tackle the torso. At this stage split
the body down the middle, unwrap half of it,
Swordmaster 2
Fig 10
Fig 11
Fig 12
www.3dcreativemag.com
page 82
Swordmaster 2
Chapter 4 Unwrapping
Fig 13
Fig 14
Fig 15
www.3dcreativemag.com
page 83
Chapter 4 Unwrapping
Moving over to the left shoulder pad you
basically repeat the process. First break off the
Swordmaster 2
Fig 16
Fig 17
Fig 18
Fig 19
www.3dcreativemag.com
page 84
Swordmaster 2
Chapter 4 Unwrapping
Fig 20
Fig 21
Fig 22
Fig 23
www.3dcreativemag.com
page 85
Chapter 4 Unwrapping
The pelvis armor is similar to the torso piece
we covered earlier. Split the model in half and
Swordmaster 2
Fig 24
Fig 25
Fig 26
www.3dcreativemag.com
page 86
Swordmaster 2
Chapter 4 Unwrapping
Fig 27
Fig 28
www.3dcreativemag.com
page 87
Chapter 4 Unwrapping
Next up is the lower leg armor. Follow the same
technique as in the earlier steps. Analyze the
Swordmaster 2
Fig 30
Fig 31
Fig 32
www.3dcreativemag.com
page 88
Swordmaster 2
Chapter 4 Unwrapping
Fig 33
Fig 34
www.3dcreativemag.com
page 89
Chapter 4 Unwrapping
Next, tackle each finger individually. Apply a
planar projection to the underside then spread
Swordmaster 2
Fig 36
Fig 37
Fig 38
Gavin Goulden
For more from this artist visit:
http://www.gavimage.com/
Or contact him at:
gavin@gavimage.com
www.3dcreativemag.com
page 90
OUT NOW!
2dartist
Interview
A.J Trahan
Articles
The Gallery
David Smit and Nadia Karroue continue their cool series by showing us
how they tackle the illustrations of their new world.
Character Portrayal
www.2dartistmag.com
visit
to download the free
lite issue, the full issue, subscription offers and to purchase back
issues.
Chapter 4 Unwrapping
In 2006 3DTotal created some groundbreaking
training that quickly made a name for itself as
one of the best 3D training resources available;
that series was called the Swordmaster! Well
five years later the Swordmaster is back
and better than ever. In this series industry
professional Gavin Goulden will be talking you
through how to take a concept and turn it into a
top quality character ready for use in a game.
From basic modeling through to sculpting and
texturing, Gavin will cover every step in great
detail so that even an inexperienced 3D artist
will be able to comfortably follow this series.
Swordmaster 2
Chapter 4 Unwrapping
Chapter 4 Unwrapping
Fig 01
Introduction
In this chapter we will be covering the creation
of a UV map for our character. A nice, clean
unwrap is usually an overlooked part of the
process that is extremely important to our final
product. With a well laid out UV map you can
benefit the most from texture resolution and
cleaner texture bakes when creating Normal and
Ambient Occlusion maps.
To begin, analyze what parts of your low poly
mesh can be unwrapped once and mirrored
for optimal UVs. In earlier steps we covered
instancing objects for this reason, such as the
Fig 02
Fig 03
www.3dcreativemag.com
page 93
Chapter 4 Unwrapping
properties will be available to you so that you
can alter the checkers appearance. I usually
Swordmaster 2
Fig 04
Fig 05
Fig 06
www.3dcreativemag.com
page 94
Swordmaster 2
Chapter 4 Unwrapping
Fig 07
Fig 08
aside (Fig.07).
From here, either relax the UVs of the island or
grab the outer edge UVs, expand the selection
scale, shrink the selection each time and repeat
the process. This is a manual way of spreading
out the UVs and making sure the original shape
of the island remains intact (Fig.08).
www.3dcreativemag.com
page 95
Chapter 4 Unwrapping
Next we will tackle the torso. At this stage split
the body down the middle, unwrap half of it,
Swordmaster 2
Fig 10
Fig 11
Fig 12
www.3dcreativemag.com
page 96
Swordmaster 2
Chapter 4 Unwrapping
Fig 13
Fig 14
Fig 15
www.3dcreativemag.com
page 97
Chapter 4 Unwrapping
Moving over to the left shoulder pad you
basically repeat the process. First break off the
Swordmaster 2
Fig 16
Fig 17
Fig 18
Fig 19
www.3dcreativemag.com
page 98
Swordmaster 2
Chapter 4 Unwrapping
Fig 20
Fig 21
Fig 22
Fig 23
www.3dcreativemag.com
page 99
Chapter 4 Unwrapping
The pelvis armor is similar to the torso piece
we covered earlier. Split the model in half and
Swordmaster 2
Fig 24
Fig 25
Fig 26
www.3dcreativemag.com
page 100
Swordmaster 2
Chapter 4 Unwrapping
Fig 27
Fig 28
www.3dcreativemag.com
page 101
Chapter 4 Unwrapping
Next up is the lower leg armor. Follow the same
technique as in the earlier steps. Analyze the
Swordmaster 2
Fig 30
Fig 31
Fig 32
www.3dcreativemag.com
page 102
Swordmaster 2
Chapter 4 Unwrapping
Fig 33
Fig 34
www.3dcreativemag.com
page 103
Chapter 4 Unwrapping
Next, tackle each finger individually. Apply a
planar projection to the underside then spread
Swordmaster 2
Fig 36
Fig 37
Fig 38
Gavin Goulden
For more from this artist visit:
http://www.gavimage.com/
Or contact him at:
gavin@gavimage.com
www.3dcreativemag.com
page 104
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