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3DWorld201310 PDF
3DWorld201310 PDF
SCULPT FACES IN
ZBRUSH
Master facial anatomy in a morning
PLUS! 60 minutes of expert video tips!
Creating zombies
Insider interviews: How Cinesite made
undead hordes for World War Z
MAYA TEXTURES:
STEP BY STEP
UV maps, baking and more!
SECRETS OF
CG CREATURES
Aaron Sims shares
his concept art
techniques
OCTOBER 2013
Highlights
Your cover stories this issue. Full contents: page 5
Issue 173 October 2013
@3DWorldMag
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Freelance 3D
artist Titouan Olive
shows how to make
your digital faces
anatomically correct
SCULPT FACES IN ZBRUSH:
60 TUTORIAL PLUS VIDEO
Using ZBrush, we guide you through the steps
to help you sculpt a realistic-looking face
Vault
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The veteran of movies such as I Am Legend
and The Incredible Hulk talks monsters
TRAINING
How Look Effects created its version of the
undead for zombie drama Warm Bodies
PLUS
Download videos and 60 Facial anatomy in ZBrush
43, 57 Print subscription offers
98 On the cover
tutorial files in three Using ZBrush, we take you through the key
stages of creating anatomically correct faces
simple steps
66 Fundamentals: Instancing
GO TO THE VAULT SITE We explain how instancing can give you power
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Studio: Logan
Project: Kira for Toshiba
Software: Maya, ZBrush, V-Ray, Houdini, RealFlow
and Flame
To promote the release of their new Kira laptop and
its honeycomb chassis, Toshiba approached Logan
to create an advert with a technical complexity that
would reflect the technology in its new machine.
“Logan was responsible for everything from
conception to realisation of the spots,” says VFX
supervisor Julien Brami. “Jens Gehlhaar, our
creative director, led the team working closely with
the agency on the designs and storytelling followed
by the live-action shoot and the post-production to
bring the concept to life
“The spot took about two and a half months to
complete and, including production and direction,
22 people. For the first two weeks, we focused
on the multiple designs (the hero bee, the queen
and the drones), design frames, storyboard,
pre-visualisation and preparation for the live action.
A lot of work was put in the animation research and
development of the bees, as we needed them to
communicate emotions and feelings without any
facial expression.
“The animation required the most effort: Maya
was the centrepiece. As we developed an array of
in-house tools for it, we were really efficient in
creating multiple versions of same shots per day,
without jeopardising any other tasks. Versions of
animations were key in this project, as we were in
constant collaboration with the agency. Feedback
from them was flowing, and we were able to
address all of the issues that arose.
“The biggest technical challenge beside the
animation was to blend perfectly CG and footage to
help the storytelling. A lot of work was done on the
plates, enhancements and CG additions to give life
and magic to the environment. The most difficult
shot was the time lapse, as we wanted to fake it as
little as possible in post. Jens Gehlhaar and the VFX
supervisor, Julien Brami, tried to find the best
solutions to achieve that in camera. We used a rig
of eight light sources, and a spotlight mounted on a
crane, everything controlled by a lighting control
console, the rest was timing and rehearsal.”
www.logan.tv
Se d in
yournwork
Email y
our ima
ges to
portfo
3dworldlio@
ma
com g.
Creating
realistic snow
accumulation
on all exterior
surfaces proved
challenging
We wanted to
show Science
Channel as the
home of smart
science fiction
Artist: Petr Vykoukal “My work usually starts in 3ds Max, where I try and product visualisations. This work can, at times, be
Title: Sweet Attack make some basic models and concepts of what I quite limiting creatively speaking, as we have to fulfil
Software: 3ds Max, V-Ray, Photoshop, ZBrush think I am going to create. Once I set the shapes the brief from the client, which can be quite tight, so
“This scene took me about five months to create, up, I work the camera angles and some basic I enjoy personal projects like this to really let my
working in my spare time, and it’s something I have lighting. Little by little as I progress, I add more personal creative juices flow.
really enjoyed doing. As scenes go, this is not a and more details, textures and shaders until I have As an artist I am fascinated by the whole 3D
particularly complicated one and as such the reached my final result. For Sweet Attack, I did the scene. I work using lighting and shading at the
progress being made on it each day was really main workings in 3ds Max and then completed the studio, so I’m most experienced with these aspects;
obvious and quite tangible. It was great to see the rendering in V-Ray before finally adding some details but I really enjoy modelling and experimenting with
image coming together bit by bit and knowing that in Photoshop and ZBrush. different types of rigs and texturing.”
each time I picked it up it was a little bit closer to “My day job is with a studio called Alien Studio. We [email protected]
being completed. do a lot of work for in advertising and things like www.petrvykoukal.com
www.3dworldmag.com
Community
Get inside the mind of a
CG artist as he reveals
his creative process
In Focus
David Domingo talks mapping and shading as
he reveals the creation of a very special robot
01 Modelling
Beginning with a simple hand-drawn
sketch, I add a proxy model to obtain the initial
shape. After this, I use reference photographs in
order to detail every part until I reach the hi-poly or
final model. It is important to use the tools available
to really do the job well. On occasion, it is best to do
a quick ZBrush model, and then do a retopology. In
this case, in parts such as the trousers, the gloves
and the vests. »
I don’t mind
admitting I’m really
pleased with the
final result
Send inrk
your wo es to
ag
Email your im
portfolio@
.
3dworldmag
com
Stage X
Xxxxxxx
02 UV mappingWith UVLayout, I open different and parts then group them
into six models for more comfortable texturing. I personally do not
organise or distribute the islands. What I do instead for texturing is to
take a render ID for each object and use it as a mask. This is so that I
differentiate between materials, metal, paintings and plastics.
03 Texturing
First of all, I work on the base textures that I will need later on: metal,
rust, leather, fabric, paintings, and so on. Afterwards, using render texture, I
extract the ID maps, AO, displacement, normal map and UV. In the end, it is all a
matter of painting and texture use. I always recommend using a tileable texture
base. In this case, there are nine textures in 8K, three of which are for the terrain.
The face reflection level was created The head monitor was tricky to map
before the emoticon was added as it was built up of different textures
UV AO NORMAL
BMP
DIFFUSE SPECULAR
04 ShadingFor each part of the model, I extracted the polygons that would be the
same material. Then, it was a matter of using the properties of each material,
specular and glossy, according to the finish I was looking for.
The compositing of
the model took a lot
of tweaking to get it
the way I wanted
05 Illumination
For the exterior lighting, I have used a direct light with
Sun and Sky in the environment and a HDRI for the GI, in order to
pick up the areas in the shade. It is no more complicated than this.
I always use a Physical Camera from V-Ray.
06 Composition
This is one of the most important steps. Playing with colour, saturation and contrast is essential. It is also
important to use all the maps available, using Render Elements from V-Ray – as is creating an atmosphere that will highlight
that may have gone unnoticed. In my
case, I was helped by Victor Loba. I
certainly owe him a dose of thanks for
the object and that will be in harmony with the story the illustration is telling. It is also useful to employ fog and noise. helping me improve.
Community
The best new animated
shorts from outside
the major studios
Short Cuts
How do you animate a whole pirate’s crew in
10 days? Kulsoom Middleton investigates
Pirate copies
With the concept set, Anomalia began
Vit al to design the main character of the
pirate. They worked with character
st atistics designer Jan Živocký, who gave them
Title: Booty Call
Duration: 04.14 several inspiring ideas before they ended
Website: www.anomalia.eu up with a pirate, called Babinsky. “At
Director: Kenny Roy
Production time: Preproduction: 3 months.
first, Babinsky looked like a wrestler
Production: 10 days. Postproduction: 2 months in underwear,” says Toušek. “But since
Software: Maya Babinsky was supposed to be a character
Synopsis: Pirate Babinsky is on a quest to steal
treasure from a ship. His greed leads to for the entire training, I wanted him
his demise to be strong, because I feel it’s easier
If you like this, watch… A Fox Tale,
Thomas Bozovic, Alexandre Cazals to practise weight and charismatic
personalities with a fuller character.”
WATCH
THE TRAILER
See the Pirate’s Crew
trailer in the Animations
section of the website
3dworldmag.com/
piratescrew
Key technology
Anomalia relied heavily mean the animation had a referenced file; not just multiple props in a scene,
The animation style was a departure on Maya’s referencing to be copied from one animation either. It will as Babinksy does several
from Toušek’s personal style, which pipeline to push small character to another,” actually include constraint times. When a new
tends to lean toward classical puppetry: rig updates to all the explains Kenny Roy. “A information; recreate rig update came from
“We gave animators space to improvise animators at once. “A little-known tool in Maya locators and all associated our rigger, I was able
and take their imagination through few times through the is Export Reference Edits. connections – perfect to sidestep technical
the roof. Just a couple days later, production we had rig It is a way of saving all of for when you have a roadblocks using this
somebody started to push the style updates that would the data associated with character manipulation unsung function of Maya.”
beyond what a real puppet can do; very
cartoony, rubbery, lots of smooth arcs.
Immediately, during the dailies, others
started to enjoy this and soon enough Animator CVs Jan Živocký and rigger Victor Vinyals, “The lighting was straightforward as
Kenny Roy
we realised all of us were trying to push Since starting his
to produce the main character. He also well. The deck was put together as a
it beyond a standard CG style. It really career in 1988, Roy worked on animating two shots, and long tube with several segments, and
started to amaze all of us.” has worked worked after the Anomalia event was over, then we set up an overall lighting
on films such as
Garfield and King Toušek lit and rendered Booty Call. with several variations – key light
International schooling Kong. He founded Arconyx “I would dare to say that the lighting source coming from the lanterns in
Animation Studios in 2006
To set things up, Roy’s team of artists at www.kennyroy.com
could have been done before we one segment and no key light source in
his LA studio, Arconyx Animation animated the short,” admits Toušek. “It another segment, which was illuminated
Studios, created the modular set and David Toušek
could have saved us time and we could with dim area lights representing bounce
props, and the entire layout. “On any Educated in Denmark have had more time to experiment.” light coming from further away.”
production, the hardest job is always and the USA, Toušek Roy agrees that if they were to Maya was the animation software
teaches 3D animation
going to be whatever you are the most as well as acting as produce Booty Call again, he would take used on Booty Call: all of the animators
cramped for time to do. In our case, art director at his time to work on the look development knew Maya and the course was geared
own studio, Bohemian Multimedia,
many of the animators had never in Prague and establish a lighting rig that slotted towards taking technical skills to the
worked in a production pipeline before, www.3bohemians.eu into the shots more easily: “I would next level. “We also relied heavily on
so a large portion of time and energy Maya’s referencing pipeline to push
was put into conforming the dozens and small rig updates to all the animators at
dozens of shots: fixing rigs, rigging once, and it all had to work smoothly in
props, doing layouts for animators that “I feel it’s easier to practice weight and order for us to get anything done in such
had really novel ideas,” explains Roy. a short window,” says Roy.
Toušek was the executive producer,
personalities with a fuller character” For the lighting and rendering they
but also worked on the modelling David Toušek chose V-Ray for Maya. “Maya seems
together with the character designer, to be a dominant tool for animation
at the moment, and V-Ray is known
for its intuitiveness and quality of the
create a script that at the very least rendering,” says Toušek. “When I work
aligned the lights to locators in the sets with this tool, I’m really happy with how
– some of the animators rotated their artist-friendly the settings are. It is also
sets instead of their character, so our a physically correct renderer, but gives
lighting rig had to be manually aligned me enough room for stylisation. So I
with each shot.” can go into the animation and still take
The main focus of the course was on advantage of the lights, for example, to
the animation of the main character and [make the scene] mimic real-world light
overall atmosphere, so the modelling, quality and behaviour.”
set assembly, lighting and rendering, The concept of artists coming together
was kept really simple. “We had one and producing an original IP in an
modular set, several assets that are used educational setting is a new concept.
A team of only multiple times, almost no texturing, Now that Toušek and Roy have proved
16 artists were used just one normal map on the wooden that it can be done, they are already
to get Booty Call made deck... Everything else is only gradients,” using the production model to develop
explains Toušek. further events just like it.
orld War Z opens with a thrilling VFX Framestore, ILM and Centroid. Director Marc Forster
W sequence that shows a confused Gerry
(played by Brad Pitt) and family in the middle “Hundreds of different
wanted the film to seem real; like a documentary,
not like a VFX movie. He wanted the audience
of a traffic jam in Philadelphia. A massive rubbish to focus on the story, not the effects. Cinesite’s
truck busts through the traffic, wiping out a police motions were captured, environment team decided that to make the opening
officer a split-second after he tells Gerry to stay in shot convincing, they would base the CG as much as
his vehicle. Zombie mayhem ensues. from walks to runs to possible on reference photography.
This, and other key sequences in the film, used The opening sequence was actually shot in
environments created by VFX outfit Cinesite, which complicated vignettes” Glasgow, and then elements of Philadelphia were
worked on the movie for two years, along with Anthony Zwartouw, CG supervisor, Cinesite mixed into the footage. Cinesite took extensive
a handful of other VFX houses including MPC, reference photographs of buildings in and around
ZOMBIE PRE-VIZ
Stuart Haskayne, head of production at Centroid, talks
to James Clarke about the pre-viz for World War Z
performers climbing up ramps allowing us to create behaviours The lighting team worked For hair grooming, Cinesite acquired several licences
and nets. Complex crowd shots and animations in the crowd closely with the crowd and cloth of Peregrine Lab’s Yeti (www. peregrinelabs.com/
started with the layout, shape engine, which could then also teams to ensure the right level yeti) while it was still in beta stage. As the company
and speed of the crowd being be used to drive the physics of detail was used and to split developed the software, Cinesite offered direct
defined,“ explains Norman. simulations at the same time.” up the crowds in ways which feedback to help it craft the tools.
To create the hordes of MPC’s pipeline was adapted would allow them to render in “We created a similar asset management pipeline
zombies, MPC had to enhance to be able to promote single the most efficient way without as we did for cloth, which enabled us to get
its proprietary crowd system ALICE agents to the animation compromising the quality and characters from animation through hair and into
ALICE, which would usually department, then either keep look of the renders. lighting, with a lot of the manual labour taken out,”
be used to keep agents in the them as a hero or incorporate “Compositing supervisor says Zwartouw.
crowd apart, but here was them back into the crowd. Jonathan Knight and leads Lev “It was decided to only simulate hair that was
used to simulate streams of CG Kolobov and Jeremy Sawyer longer than a ‘bob cut’,” says Zwartouw. “The
zombies. “For the pyramids we Fashion values worked closely with our lighting shorter hair is, the stiffer it becomes, so
started with geometry that we For the larger crowds, MPC used team and discussed the best movement would be very minimal in those cases.
then populated with clips based its in-house cloth solver that ways to break down the many We developed the Cinesite curve cache tool which
on inclination using ALICE, works with ALICE. “We used passes and layers that made made handling and visualising hair inside of Maya
which enables our artists to nCloth for hero cloth sims or up the crowd,” says Norman. less heavy, but with keeping a lot of the original
curve’s attributes.”
Massive simulations
“The number of zombies made rendering tricky, Massive was used extensively in World War Z,
from characters walking along the street while
as well as the fact that any zombie could start off talking on a mobile phone and crossing roads,
to hoards of zombies chasing and attacking
in the distance but end up full-frame” thousands of civilians, to populating military
Jessica Norman, VFX supervisor, MPC personnel and refugees.
“Because the crowd in WWZ was to be used as
a horde of thousands but also to come as close as
manage crowd behaviour, motion where extra crowd cloth detail “We then set up standardised half-screen height, it was decided to create a tool
clip editing and blending and was needed,” Norman explains. Nuke templates that streamlined which enabled the Massive TDs to export portions
customised scripting for large “One of the biggest challenges the compositing workflow. For of the simulated crowd as animation rigs to import
groups of agents,” says Norman. for our lighting team was to the complex zombie shots, we into Maya; so the animation could be tweaked, the
Many of the shots also render the crowds of zombies. rendered deep passes to allow geo could be upgraded to a higher resolution and if
required MPC to leverage the The number of zombies made us to combine the different need be, high-res cloth and hair sims could be run,”
power of PAPI, its in-house rigid rendering tricky, as well as the layers of crowd more easily. explains Zwartouw.
body dynamic solver based on fact that any zombie could start Many live-action elements of Cinesite’s in-house shader assignment system
the Havok engine. “PAPI and off in the distance but end up smoke and dust were then enabled the artists to do the look development
ALICE are bridged together, full-frame as they advance.” added to help integration.” once for both digital doubles and Massive agents.
UR
START YO
FREE
TRTOIDA L *
AY
Jeremy
Kool
Jeremy is a 3D artist and
graphic designer from
Kool chose a fox as his main Melbourne, Australia.
character because of their www.thepaperfox.
“great personalities and easily blogspot.com
distinquishable features”
“I’m lucky to be I wanted to see if I could push the style further, so I than a week, and I ended up raising just over $105,000.
created a colour palette, remodelled the fox in a T-pose I also received a lot of attention from third parties
related to a very and started creating other animals in the same style. I interested in the project.
talented writer, my found creating the characters came very easily. Most of After being approached by multiple book and game
the challenge was to keep everything simple and maintain publishers during and after the crowdfunding, I knew
sister Amanda” interesting proportions. Before I knew it, I had a small I was thinking too small. If my sister and I were the
Jeremy Kool, director of collection of paper woodland creatures. only ones working on the project, it would be devoid of
The Paper Fox project animation, sound and interactivity – basically it would
Kicking off in style be a traditional book on iPad, which seemed like it
At this stage, I started thinking that this could be more would be a waste of the hard work we had put into it.
than just a folio piece, and tried to think of what I could We needed to think bigger.
use these creatures in. As I didn’t have any money to pay With some sage advice from my friend Joe Tabor,
people to work on it, I wanted to make sure I could keep who later became the producer on the project, we
it to a scope that I could handle as a solo project. Around created a pitch to Screen Australia to garner more
that time I had bought an iPad and I learned that there funding. This time we scoped the project to include
was a burgeoning market for interactive books. How hard much more animation, sound and interactivity.
could that be, I thought? We were lucky enough to get the grant and, at the
I’m lucky to be related to a very talented writer, my same time, signed a deal with a fantastic US publisher,
sister Amanda. I went to her with the characters and told Bento Box Interactive. We were off to the races! Now, we
her my plans for making it into an interactive book. She just had to make the app. Simple, right?
loved the characters, and as our tastes are very similar, we The first big hurdle was the choice of engine: all the
All the artwork shown quickly came up with a concept and outline for the story. artwork shown in the pitch was pre-rendered, so we
in the initial funding pitch I decided to crowdfund the project on Kickstarter, needed a solution that could deliver the same level of
was unrendered offering a copy of the app in addition to fine art prints of quality on handheld devices like the iPad. The shader set
the characters and scenery. This would not only pay for up for V-Ray wasn’t anything earth-shattering, but we
my software but also give me a decent insight into what were pretty sure that the iOS platform couldn’t handle it.
people thought of the concept. The crowdfunding was a Was it even possible to get something looking as good as
huge success. The target of $5,000 was reached in less we wanted?
What first inspired you to How did you break into Where do you draw your Of which piece of work What is your favourite or
become a 3D artist? the industry? inspiration from? are you most proud? most-used 3D software,
It’s partially due to I worked my butt off for As many places as I think it would have to be and why?
laziness, to be honest! the year I was at the possible: books, art the character of The Paper I use Maya for modelling,
My goal as an artist is to Academy of Interactive galleries, nature, games. Fox. The reason being: but render in V-Ray, which
create original, inspirational Entertainment in Australia. I’ve found in the past that I set myself a challenge I love. It took a while to
pieces as quickly and In addition to the school if I’m just paying attention that I wasn’t sure I could learn, but I find that V-Ray
effectively as possible. 3D work, I asked my lecturer if to video games, for accomplish – to create gives me great, fast results
art allows me to focus on he could tell me where my example, my artwork will a near photo-realistic every time. If your models
the creative aspects of weakest points were in my simply be a sad photocopy papercraft look in 3D. I aren’t lit and rendered
the artwork and not have folio, so I could improve from that world. think my proudest moment nicely, it’s the equivalent
to worry about spending those areas. During that was when people around of putting a beautiful
hundreds of hours learning year, I built up a folio of the world contacted me sculpture in a dark room
how to render, light and work and luckily Krome asking what kind of paper with a dim bulb.
colour by hand. hired me later that year. I used!
CREATURE OF HABIT
Jeremy Kool shares his working process for creating
the woodland creatures in the Paper Fox app
Amanda
1 stag for The Paper
Fox interactive book, I
3 I created a coloured
set of tiling paper
6 these creatures
in a game engine,
Kool start by box-modelling textures using a base using multiple tiling
Jeremy’s sister has in Maya, using reference texture I created from textures isn’t optimal.
been a technical writer images for proportions. royalty-free paper To get around this, I
for 15 years and has The models are very images. To finish the use Maya to bake the
written three novels. low-poly with hardened illusion of paper, I multiple textures into
She is currently normals. This helps created a normal map one texture sheet. For
working on her fourth imitate the flat planes of using Nvidia’s Photoshop each shader applied, I
folded paper, and also plug-in from the same set the ambient colour
allows the models to be set of textures. This to V:1.000 and the
used on low-powered normal map creates diffuse value to 0.000.
mobile platforms. the subtle detailing This ensures no lighting
that helps sell the information will be baked
After the main form hand-crafted look. in. I then use mental
2 has been modelled,
I spend a great Rendering the animal
ray’s batch bake to bake
the light and colour into
deal of time adding
imperfections. As I’m
4 portrait, I use V-Ray
with a very simple
one map.
Seamless planning
With the characters and first environment modelled,
textured and light-baked, our animator Ian Bright set
to work on rigging the characters and animating the
first scene. The first scene came together better than
expected, with Ian going over and above in the animation
department and giving us new sense of confidence on
bringing life to the world of The Paper Fox.
That confidence was soon to be rocked as we quickly
realised there was a big gap in our overall plan: we had
scoped the artwork, storywriting, animation, mini-games,
music and sound effects, but we hadn’t worked out who
would put all these elements together. We needed to
actually script the app together.
This being my project, I stepped up to the plate.
Nothing drives innovation like necessity, so I started
scouring Unity forums for a way I could put this together
myself without having to learn how to code. This was
certainly the most stressful part of production, because it
The characters were was the biggest unknown.
animated and rigged At this point I discovered PlayMaker, a great visual
after the lighting and scripting plug-in for Unity. It was a complete life-saver
environments had for someone with limited code knowledge, or none in
been finalised my case. I was able to start moving cameras, triggering
animation and sound effects and, after two or three
Particles and effects weeks, I had a working first scene.
were added once the Once all the scenes were assembled, it was a matter of
scene had been completed polishing the visuals, adding particles, layering in the UI,
music, SFX, voiceover track and finally the mini-games.
After around nine months of full-time production
following on from nine months of pre-production, the
app was released on the App Store in late April 2013. It’s
very difficult for me to separate the stress of production
from the genuine love I have for the world we’ve created.
There were times when I was working 12 hours a day,
seven days a week, which doesn’t make for a healthy
lifestyle. That said, I’m extremely proud of The Paper Fox,
and think the level of quality can rival projects with larger
scopes and much bigger budgets.
And I’m sure that, given some time and (hopefully) mild
success, I’ll be excited to delve back into the world of The
Paper Fox again.
ET NO
S W
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How many people work in the studio? What do you bring to the CG industry?
There are usually 10 artists that work in As someone who has spent many years
the studio and a few others that are more creating effects for both make-up and
freelance, as the workload increases. The CG, I feel I approach the design process
number goes up and down depending on in a unique way that has helped many of
the projects we’re working on. the films I designed on. I do my best to
communicate with the director or team
How have you developed? by explaining the thought process behind
As someone who has worked in design the design, what it really means and how
for so many years, I realised early in my it will work within the real world.
career if you want to stay current in your With the help of my talented team,
industry, then you have to constantly we often do motion studies to help
reinvent yourself. Adapt what you know illustrate the design. This ensures the
to the current, and always try harder to design works before production even
outdo yourself. begins and [avoids] the possibility of
having to redesign something because it Which piece of work would you say the story and script to make the film the
wasn’t thought out. you’re most proud of? best it can possibly be. We are currently
There are so many projects that I’m working on a great script that I know will
What work do you take on? very proud of, and all for many different excite people. Hopefully we’ll be starting
I take on anything that’s given – even reasons. But the one I really feel I had production sometime later this year.
the projects that are different from the a lot to offer in many capacities was my
status quo, or similar projects to ones that short film Archetype. It embodies the The artist
I’ve done in the past. I’m always up for a aspect of so many things that inspired me What is your favourite or most-used
new challenge. as young man, such as Star Wars. A robot 3D software?
that’s in no way human, yet you feel for it. Having a background in practical effects,
What’s the next step for you and Aaron Sims set up his and sculpting in clay for so many years
your company? What’s the latest with the Archetype company in 2005 and really makes me enjoy ZBrush. It is my
The next step for my company is to feature film? has contributed designs favourite 3D program when it comes to
continue evolving the art process and how Making movies takes a lot of time – years for, among other movies, modelling and virtual sculpting. Before
we execute it by creating and developing in some cases. It takes even longer if the X-Men: First Class, Clash that I was a huge fan of Softimage – but
new tools that help us design and create concept isn’t well known, like Archetype. of the Titans and The now I mainly use Macs, and unfortunately
effects, and to create our own IP. This is an original idea and with that Amazing Spider-Man they never made it for that platform. Also,
comes the risk of whether or not people it seems everyone uses Maya within the
The work will go see the movie – if they’re not industry, and so I have embraced it as
What was the first piece of commercial familiar with the notion, there is a chance an animation program.
work the studio did? they won’t go.
The first job at my company was the film The good thing about films like Describe your ethos in 10 words.
I Am Legend (the 2007 sci-fi movie Archetype, and taking the time to make I’m a passionate artist for the entire
directed by Francis Lawrence). it, is that it allows us to really focus on process of film-making.
“I believe the most 80s and 90s, we only had for someone who loves
important thing in pen and paper, paint or sculpting, it’s the closest
designing any character clay to create the designs. thing to designing in
for the film industry is I’m really dating myself, clay. ZBrush is my
designing it in a way that aren’t I? go-to software.
everyone will understand “However, I feel this “What’s also great
how and what they are benefited my creative about designing in 3D
making. This means process by learning the is being able to make a
designing the character more traditional way of library of your work that
exactly how it will look in designing. Then, it was you can come back to
the movie by making it as just creating any design for designing on some
real as possible. from scratch. There is other project later – this is
“With all the great 3D nothing like sculpting in important for me and my
technology available and real, physical clay. But team of artists. Building
programmed with the these days there’s rarely a library of humans,
artist in mind, designing the time or the need. creatures, robots and
has become an easier “Today we have 3D so on makes it easier to
task than it was many software like ZBrush get lots of concepts out,
years ago. When I first and Mudbox, which isn’t without starting from
started designing in the really like clay at all – but scratch every time.”
Incredible iterations
Aaron Sims reveals the early concept work that he did for The Incredible Hulk
“Every project has its own until I felt it was close face to the length of hair
challenges, but the most to a Hulk-like body. From to the exact shade of his
challenging piece had to there, it was making skin. Then I also had to
be The Incredible Hulk. many variations until we incorporate how much
The reason why this was got something that was of the actor we wanted
such a challenge is that working for the director. to see within these
whenever you design a Then I focused on the designs. I must have done
character that’s so well head. This was the most hundreds of versions. I
known, you have to be time-consuming part – started with modelling
sensitive to the fan base, mainly because this is in ZBrush; would bring it
while making something where the character really into to Softimage to do
that works for the film, is. The face, the eyes – it’s my render passes; then in
and feels fresh. It took what makes the Hulk, Photoshop I’d composite
hundreds of designs to the Hulk. This is where them together and do
get the final version. the personality of the my tweaks. I would add
“For the Hulk, I started character comes through. layers of photos for pores,
in ZBrush with a base “Focusing on the Hulk wrinkles, hair, etc, to help
human I had made, and was a process of finding contribute to the realism.
began to change the the right look from the After a lot of hard work,
“When I first saw proportions of the body structure of the head and we finally found our Hulk.”
“Tethered Islands is a alien races, and this is an To create this, I used the
project we are working example of one of them. same process of sculpting
on internally. We plan I started with the idea the forms and details in
on creating a short film that I wanted this guy to ZBrush, then bringing it
to generate interest, be able to create a lot of into Softimage to render
with the hopes it will get emotion and be able to out my passes; and in
developed into a feature. be expressive through his Photoshop I composited
“In the film, there are dialogue, while remaining them together, and added
lots of different types of relatable to the audience. photo layers.”
I had never seen anything like it, from The industry “The film industry is
the characters and aliens, to the distant What studio’s work do you most admire?
worlds and spaceships. Star Wars was the I’m a huge JJ Abrams fan. His studio Bad always changing. When
first film that took me on a journey to a Robot produces amazing and inspiring
galaxy far, far away. work. I’m also a fan of the pioneers at I started in the 1980s,
ILM for really blazing the trail for what we
What’s your favourite CG animation? see on the screen currently. most creature effects
CG is one of those things that seem to In fact, both ILM and Weta have
always get better. As audience members, always pushed the envelope in VFX work. were done with make-
we are always amazed when we first see They are responsible for some of the
something new; but we soon become most incredible and memorable VFX, and up and puppets”
jaded when we see new effects that make have so many talented artists that are
the ones from before look less convincing. continually creating really amazing work.
Still, for me, the first Jurassic Park started in the 1980s, most – if not all –
‘T-Rex in the rain’ scene continues to What advice can you give to aspiring 3D creature effects were done with make-up
amaze me; but there are too many artists looking to break into the industry? and puppets. It was Jurassic Park that
favourites now to list. The only advice I can give is that you must changed everything, opening up a new
work hard and then put your work out world of what one could do with VFX,
What’s your favourite video game? there for all to see. If you have talent, and but it also helped begin to eliminate the
I’m a big fan of first-person shooter others see it, there is a good chance you need for animatronics and puppets - and
games, especially if I’m fighting aliens or will find work. There is a lot of competition even some makeup effects.
monsters. Halo, Mass Effect, and Gears of Vampires, monsters in the movie industry, and being a CG It is really hard to say what will happen
War are just a few that I enjoy playing, as and aliens are the some artist is very much a freelance business, so with VFX artists and companies. Many
well as the back-stories. of the main products of keep in mind that work may come and go. companies are going out of business, and
Aaron Sims’s CG studio Always remember that it is difficult work outsourcing is becoming more prevalent.
Who’s your favourite artist? and you will spend long hours in the office, Right now the VFX community is coming
I really don’t have a single, favourite artist. but it’s worth the time and effort. together to bring attention to how artists
There are so many that I like, for many are frequently overlooked, even though
different reasons. But I would mention How has the industry has changed since they [make] enormous contributions to
both HR Giger, for his inspiring Alien you first started? major blockbusters. I hope more attention
design; and Syd Mead, for his amazing The film industry is always changing, and will be paid to this portion of the industry
outlook on the future. always will continue to evolve. When I in the very near future.
TRY IT
FOR FREE
TODAY!
ComputerArtsreadersknowdesignmaersThat’swhywe’vecompletely
reinventedourdigitaleditionasafullyinteractiveiPadexperiencewith
impeccableusabilityThere’salsoadditionalinteractivecontent
suchasimagegalleriesandbonusvideoswhichbringthe
motioncontentfeaturedinShowcasetolife
TRYITFORFREETODAYWITH
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Freelance 3D
artist Titouan Olive
shows how to make
your digital face
anatomically correct
60
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Zbrush Maya
Video Guide
ZBrush
Anatomy
FOR
ZBrush
TIME TAKEN
Five hours
TOPICS COVERED
tStudying facial
anatomy
tProportions and
basics shapes
tBlocking out the
main muscles
tSculpting the head
tRefining each
muscle
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Understanding face Download Titouan Olive’s guide
anatomy can give great to facial construction
Secrets of
results – just like this www.3dworldmag.com/vault
issue’s cover image!
Draw a mask,
Sculpt the main inverse it and extrude
elements of the face very your selection to
roughly at this stage create the neck
Video 3 you need it. When the shape is Video 4 neck. Once it’s done, hold [Ctrl]
Shaping the face basically sculpted, switch to the Building muscle and click and drag on the canvas to
Once the main shape is roughly nose and sculpt the nostrils and At this stage, the goal is still to build erase completely your mask and to
adjusted on the skull, you can the main cartilage areas. the main foundations and to keep as be able to sculpt everywhere. Use
start to shape the eyes and the Look at the skull under your many shapes as simple as possible. the Smooth brush to soften your
nose. The skull will help you to mesh and see how the bone Since it’s hard to imagine a head work and the Move brush to improve
sculpt each of these elements structure has changed, if indeed without a decent neck, it seems the main form. Block out the main
more accurately, so keep an eye it has changed at all. If you obvious and indispensable to study muscles – those are very strong
on it through your mesh as you observe the nasal area, the those muscles in this training too. and pretty massive to sustain the
sculpt. You can add more volume bone here is very short and so, The neck plays a very important head, so keep that in mind during
to the eyebrow areas with the obviously, the nostrils and the role and puts the head into action. your work. Their role is also to move
Standard or Clay Brush – or your tip of the nose are made with The muscles of the neck also have a the head – that’s why their visibility
preferred sculpting brush; it’s cartilage and muscles only. strong impact on facial expressions. changes as the head moves. The
totally up to you. Now sculpt the shape of the Draw a mask under the head neck muscles are more obvious when
We are now going to sculpt mouth and block out some of (hold [Ctrl] and simply draw on your it’s turned than what it is faced
closed eyes in order to see the surrounding muscles. Don’t mesh). Invert your mask by holding forward, for example. Things should
more clearly the eyelid area. Use waste your time on details: rough [Ctrl] and clicking on the canvas. go pretty fast at this stage: don’t
the Pinch brush on this part if shapes are enough at this stage. Use the Move tool to stretch down waste your time on complicated
your selection and to shape the shapes, and keep it simple.
Sculpt each
muscle one by
one, taking their
Draw the direction into
muscles around account
the eyes and
around the
mouth, and then
refine them
Video 8 to increase the resolution using the Video 9 area. A rectangle area will appear
Muscle definition slider under the DynaMesh button Beautiful eyes in green. When you release the
and refinement and update your mesh. ([Ctrl]-click Let’s refine the eyelids at this mouse button, anything outside
Draw the muscles on the chin and and drag on the canvas.) stage. To do this, import a sphere this area becomes hidden –
on the jaw, bearing in mind this is a In some cases, you might also as a new subtool using the unless you also hold down [Alt],
strong muscle that has to be able to want to activate Lazy Mouse. This Append button. Then hide the which will make the selection red
move the lower jaw and to be able to function helps a lot when you face and select the skull. Now and hides whatever is inside the
chew food. need to sculpt very smooth and place your sphere in the orbital selection area. When it’s done,
Continue to work on the skull and accurate lines. To do this, the only hole inside the skull. Check your hold [Ctrl]+[Shift] and click on
temporal areas. The muscle on the thing you have to do is press [L] on mesh and adjust the eyelids on the canvas to make the whole
frontal area is very shallow since your keyboard. the sphere. It’s a great way to head visible. You can now delete
the underlying skull is very close. Check the placement for each get the right shape. the sphere since this one won’t
However, the temporal area is slightly muscle and the shape of the bones You can isolate the eye area, to be useful anymore. Refine the
deeper and a little bit stronger. of the spine at the base of the neck. enable it to be easier to work on, muscles around the eyelids by
Now focus your work on the neck I slightly refine the lips at this stage by holding the [Ctrl]+[Shift] keys drawing circular lines and giving
and refine the main muscles. If you and I also make some adjustments and drag and drop onto the eyes them more volume.
feel you lack polygons, don’t hesitate on the neck.
Fundamentals
Scene layout
FOR
Any 3D software
TOPICS COVERED
tGenerating
instances
The fundamentals
tExternal instances
tCreating variety
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tScreenshots
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Mike Griggs explains how intelligent cloning gives
com/vault you power over thousands of objects
ou need to make a scene of a are just ethereal ghosts in the amount displaying the light characteristics of a
Y woodland glade as a backdrop for
a new animation your company is
of resources it uses on your computer.
Incredibly complex meshes such as forests
scene that much quicker.
Depending on your software, instances
about to create. It has to have lush verdant can be rendered in not much more time can be animated via deformers or can
trees that the camera will move through, than if you were rendering a single tree. populate the surface of large meshes
but the 3D supervisors want a first look at Getting to grips with the instancing quickly if they are selected as the generator
a rendered scene by tomorrow morning. characteristics of your 3D software can of the instances’ position in your scene.
Thing is, you’re on set and all you have is unleash huge benefits to you as an artist When using crowd generation software,
your laptop. You tell him you will have it laid both in terms of efficiency in scene building instances can travail terrain quickly or be
out and rendered in an hour. and render time, as you minimise the given rudimentary intelligence about how to
Instancing, an amazingly powerful load on your computer. An instance of a act with their new terrain and each other.
feature of 3D software, is known by other 3D mesh requires a fraction of the RAM Variety can also add flavour to your
names such as proxies or referencing. and other computer resources that a full work. Why have a city of one building when
In essence, instancing creates multiple duplicate of an object requires. Render time three distinct meshes will give much more
clones of a 3D object, the layout of which reduces exponentially when using instances character as they are cloned over your
is controlled by the artist. These clones compared to duplicates, as the renderer street map? Instancing can give you the
appear fully formed at render time but as far only has to load a mesh once, which allows power of a god to build complex scenes in
I N A S S O C I AT I O N W I T H
www.mediadesignschool.com as the 3D software is concerned the clones it to get to its main job of calculating and your 3D software.
Instancing software
Most 3D packages use instancing at the core of their pipelines,
and render applications like V-Ray have render proxies which
allow you to only bring in geometry at render time while being
represented by bounding boxes or similar while you’re in your edit
view. The new player on the instancing software block is Clarisse
iFX by Isotropix: this 3D layout application takes instancing to a
new paradigm with the ability to allow you to edit your instances
directly within your Preview/Render View.
Video Guide
Maya /
Photoshop
Texturing
FOR
Maya 2014
TIME TAKEN
Two hours
texturing process
TOPICS COVERED
tUV mapping
tOcclusion and
diffuse map baking
tTexture painting
tTexture detailing
tSpecular and bump Antony Ward uses a sci-fi mech model to present
map creation
a complete guide to adding surface information
here is no denying that a beautifully constructed can be daunting, but they needn’t be. Over the course
T model can be both impressive and inspiring. The
ability to create something from a handful of
of this tutorial, we will explore how to take a model of a
futuristic space dock loader and fully texture it, readying
vertices and polygons is a true skill. it to be rendered.
DOWNLOAD VIA What some artists struggle with is the idea of taking You will explore UV mapping, texture baking and
3D WORLD VAULT this model a step further, bringing it to life with colour, generating a basic texture pass before you go further
tVideo tutorial surface detail and specularity. The thought of painting and spoil the clean, showroom finish with dirt, damage
tProject files texture maps, especially if your 2D skills are a little rusty, and the odd splash of alien ooze.
tScreenshots
www.3dworldmag.
com/vault Video 1
Choose your route
Having your model built is only the
first stage, and unfortunately you
can’t rush ahead and begin painting
your textures just yet. Before any
paint, dirt, rust or alien fluids can
be applied, you must first add UV
mapping data to each model. This
will help dictate where each pixel will
lie across the surface of the model,
so you know exactly where you are
going to be painting.
Before you begin to UV the model
you have a decision to make. To
Smooth Mesh or to Smooth your
mesh? A tricky but crucial decision.
Using the Smooth Mesh option
will give your model the illusion that
is has been subdivided – much like
Do you rely on when using Subdivision Surfaces.
Smooth Mesh, or This route will also keep the polygon
Smooth your model count low and manageable.
and increase the Applying a Smooth operation to
polygon count? your model effectively bakes these
subdivisions into the topology. This
approach will make UV mapping
About the author easier, but at the cost of increased
Antony Ward has topology and a much larger file size.
been provoking
pixels since the For the purposes of this tutorial we
early 1990s. He will focus on the Smooth Mesh route,
has worked for
some of today’s top studios as it’s a little trickier to work with
www.ant-online.co.uk when UV mapping.
98 MINUTES
OF VIDEO
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to adding textures and maps
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Video 4
Video 3 UV shells
Unfolding UVs With the process repeated for each element of the
Let me guess: your UVs aren’t unfolding model, you now need to arrange the UV shells so
as planned and instead are deforming in they fit neatly onto each texture page.
an unpredictable and horrible way? This is For something like the Loader, you can’t fit
down to the use of Smooth Mesh, which everything onto a single page as there wouldn’t be
Maya currently doesn’t play well with when enough space to correctly texture each element.
generating sensible UV layouts (among A sensible option would be to multiply the texture
other things). There is however a quick way page into two and assign the torso to one page,
to get around this problem. and the limbs to another.
With the initial UVs applied, before you If you want to be more economical you could
use the Unfold UVs tool, duplicate the simply work on one set of limbs, duplicating and
model and move it to one side so you can mirroring them when you’re finished. This will save
focus on it without getting distracted by the on texture space, and time, but it’s always good to
rest of the Loader. try and make each side even a little unique.
What you can do now is apply a single A good rule to work to while organising your
Smooth to the model, effectively following UV shells is to apply a checkered texture and then
our earlier Plan B. try and keep each grid section uniform in size and
Baking just a single subdivision into the shape to ensure even page distribution.
mesh will give you more topology to play
with, meaning the Unfold UV tools will start
to behave.
At this stage you could choose to keep
the subdivided model and delete the lower
version, but if you want to retain the more
economical option simply use the Transfer
Attributes tool to copy the fixed UVs from
this model back to the original.
Generate UVs on a
high-res model and use
Transfer Attributes to
copy them back to the
low-res version if you
have problems
Expert tip
Once you have a
finished texture you can
then copy it to other body
parts. This method is
much faster than creating
unique textures for each
separate body part
Bake the subdivisions into each model
before you begin baking your maps
Video 5 maps are also handy to use as a guide while you the limbs. This means you only have two models
Baking maps are painting later, as a texture page with lots of in this scene now but don’t worry, this file can be
You are going to linger in Maya for a little longer elements can sometimes be difficult to navigate. treated as temporary – so don’t overwrite your
now, and make Photoshop wait its turn. While Let’s focus on the torso from here on so we existing save!
you have the model ready, with its UVs neatly aren’t repeating the same steps over and over. Baking maps won’t currently work correctly on
organised, it makes sense for you to let Maya Each stage you do to the torso can be transferred a mesh with Smooth Mesh enabled (that’s another
generate a few starter maps for you. easily to the limbs. limitation), so you will need to quickly bake the
Baking out occlusion and diffuse maps will To make your life easier, combine all the subdivisions. You can do this by performing Modify
speed up your workflow while also adding more elements which will be on the torso texture page, > Convert > Smooth Mesh Preview to Polygons on
depth and realism to the textures. These starter so you have a single model. Also do the same for each model.
Video 7
Applying colours
For the next stage you are going to bake
out the colour information from the model
into a diffuse map.
On a fresh version of the model, work
your way around applying colours to each
part. These only need to be basic shaders
at this stage as all we are after is the colour
information. We shall add the detail in a
later stage in the process.
Remember while you are doing this you
don’t need to limit yourself to each model.
Use a texture Experiment by applying colours on a per-
bake set with a polygon basis. This enables you to include
surface shader extra details which may be tricky to try and
to bake out an draw in by hand later.
occlusion map
Supporting files
Visit 3D World Vault
3ds Max / V-Ray
to download videos
for V-Ray and Maya,
“How do I create a volume light effect
scene files for V-Ray
and screenshots for
using V-Ray and 3ds Max?”
all three Q&As Hannah Rigby
www.3dworldmag.com/vault
James Cutler replies: parameters, set the type to Inverse Square. If the
To generate volume light, you must use a direct light light decays too fast, you can tweak this by adjusting
source. 3ds Max standard directional lights work the Start Parameter.
well – but you can also use V-Ray plane lights by 3ds Max standard light multipliers do not behave
increasing the directional parameter. in the same way that V-Ray lights do. When using
Start by adding a target directional light into your Inverse Square falloff, the multiplier must be set to
scene and position the light source and the target so a very high value in order to appear within the scene.
that the light passes through the opening or window. A good value to start from is 800, as this roughly
The target must go beyond the floor or wall so that equals a standard V-Ray light. The multiplier is also
the volume light continues throughout. Avoid angling affected by the start decay parameter. The lower
the direct light towards the camera otherwise you the decay, the lower the multiplier needs to be. You
may end up with a washed out render due to the may end up setting the light multiplier up in the
volume light covering the camera. thousands to get the correct illumination in
The volume light will be contained within the accordance to the decay.
direct light’s hotspot beam and falloff field. If you Under shadow parameters, turn on atmosphere
set the falloff field to be much greater than the shadows and area shadows. This softens them as
hotspot beam, the volume light will start to lose the shadow moves further away from the casting
density quite rapidly and fade out the further it object. Increasing the subdivisions here will also
travels from the centre of the light. If you want an improve the shadow quality and reduce noise.
even distribution of light, it is best to keep the falloff Go to Environment Effects and add a V-Ray
field value close to the hotspot beam value. Environment Fog to atmosphere effects. Under
By default, 3ds Max standard lights do not V-Ray Environment Fog nodes, add the Direct Light.
have any attenuation applied, so the light has Turn off Use All Lights so the volume light effect is
continuous luminosity. This is incorrect. Light should only applied to the lights you choose.
start to lose luminosity by dispersing the further it In the general parameters, you can either set the
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6 MINUTES
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FAKE GLOBAL ILLUMINATION BY USING FOG EMISSION Using scattered GI can lead to
01 long render times. As an alternative you can adjust the fog emission colour to generate self-
illumination to affect surrounding objects.
How to distress
your road sign
Cinema 4D
“How do I make a material with clean areas THE GRUNGE LOOK Now apply your
and rust without painting it all by hand?” 03 base material (the sign) followed by
the rust. Then in the rust material load your
Oscar Benton new alpha and see it turn grungy.
Rob Redman replies: and scratching away at the uppermost to reveal what opacity for your alpha, generally with black being 0%
There are many occasions when we need to create lies below. That is all an alpha channel does. The opaque and white being 100%).
a material that not only serves a single purpose but great thing about this is that there are limitless One thing to certainly remember here is that
must be easily adaptable, or have multiple states. opportunities for creativity here. You can add as alphas aren’t just useful for diffuse/colour channels.
If you can get into the habit of creating your many extra materials as you need to on an object, You can make use of them for all manner of things.
materials in this way then problems like making an each with their own alphas, so if you wanted to add One good trick is to make a shiny material, with
object that has both paint and rust, or some other some mouldy-looking dribbles, where rain has some fresnel reflection, high specular and then
surface, becomes much easier and also has the collected you could do that with a separate material, paint an alpha for wetness. This could be a puddle or
benefit of allowing you to save a huge amount of leaving everything below untouched. some kind of wet patch on an otherwise dry
time hand painting. This kind of layering approach makes any given pavement, or if you created some slight animated
In this example you will learn how to create two model much more versatile, as you can swap out bump you could use it to drive rain falling on a
materials and mix them up as you see fit by using a layers, or turn them on and off. window, or hitting the surface of a pond (with the
third. I’ll show you how to take this road sign and Creating an alpha itself is pretty easy. You can UV bump making ripples).
texture it so it appears to have had a few years of the object if needed but for a simple piece like this
service, rather than having a too-factory-fresh look. just screengrab a front view and use that as a guide 3D World technical editor Rob
The key to this is pretty simple. You just have to to paint out areas in an image editor. The best way is Redman is a CG artist has worked
imagine the object with one material, like the ‘no to take a grab in wireframe mode, so you can see with clients from governments
entry’ decal here, then think of it as just a sheet of where details are, then change the image to to movie studios
rusty metal. Now think of layering one over the other greyscale (which will give you 256 levels of variable www.3dworldmag.com
www.futureilluminatepanel.com
TRAINING Questions & Answers
Expert tip
Increasing the
stickiness of your
nCloth is a great way
to get the stream to
stick to objects, like
the bottom of your
dog’s chin
nCloth is an excellent
tool to use when
creating realistic
looking drool
CONTROL THE
03 NPARTICLES
Set the mesh as a goal
object for the nParticles,
drive the GoalU and GoalV
values with Creation and
Runtime expressions to
move the nParticles along
the surface. Release
according to the required
criteria, then control
RadiusPP with a ramp.
Games
3ds Max /
ZBrush
Modelling
FOR
t3ds Max
tZBrush
tPhotoshop
TOPICS COVERED
tSilhouettes
tAsset development
tSub-divisions
tActivating NURMS
tUnwrapping UVs
DOWNLOAD VIA
3D WORLD VAULT
tComplete video
from Digital-Tutors:
Game Asset
Production Pipeline
tProject files
www.3dworldmag.
com/vault It’s crucial that you work
quickly with game assets
while maintaining quality
154 MINUTES
OF VIDEO Using NURMS will
Download Digital-Tutors’ make your model mushy
video from 3D World Vault
www.3dworldmag.com/vault unless you enable the
Smoothing Groups
option under Separate
By. This will ensure your
edges stay sharp based
on the smoothing
groups you have set up
If you forgot to
activate Symmetry
before you started
sculpting, you can
use Smart Resym to
get that symmetrical
detail back very quickly
and with relatively
good results
it in 3ds Max by activating NURMS. This mesh. All you have to do from here is
also gives you a preview of what the optimise the model by removing
model will look like when it’s subdivided unnecessary polygons and edge loops
in ZBrush. from the base mesh. To help save time
This is a good point to import Now it’s time to unwrap the UVs of during the unwrapping
each piece of your asset into ZBrush the game mesh. Texture space is just stage, you can delete
as separate subtools. Once everything as important, if not more, as polygon one half of a
is in ZBrush, it’s a good idea to count. It is possible to save space here symmetrical element
reconstruct the subdivisions using by using symmetry and mirrored and delete duplicate
the Reconstruct Subdiv tool. Each elements. By deleting polygons that objects. Once those
time you use this tool, it will create are symmetrical and mirrored pieces have been
a lower subdivision level while retaining elements, you can cut down the unwrapped, then you
your current subdivision level as amount of unwrapping that has to can reapply symmetry
the highest. be done. and duplicate your
Once you’ve finished sculpting the Once everything has been objects again
detail, you want to get that high-poly unwrapped, you need to line up the
mesh back into 3ds Max for baking. game mesh and the high-poly mesh in
The problem is that 3ds Max will have 3ds Max and use Render To Texture to
a hard time displaying all of those bake your maps. When baking maps,
vertices on screen at once. The you should do small-scale tests and To help reduce any
Decimation Master plug-in in ZBrush check for any errors before moving on ray miss errors during
allows you to reduce the number of to painting the final diffuse map. the baking process, you
polygons in your model without losing Whatever game asset you are can separate the pieces.
too much detail. Once all of the creating, it’s worth taking the time to This is called exploding.
subtools have been decimated, you will figure out a workflow that will work It’s a great way to
need to export them as .obj files into best for the challenges you must ensure you get the
3ds Max. overcome throughout the duration of best bake possible
Because you’ve already created the our project. With this, you can have
base mesh, you have a really great more fun than frustration taking on
start on creating the game resolution these modelling challenges.
PRICE
£14.65 per month
OPERATING SYSTEM
Windows / Mac OS X
By selecting points on the
FEATURES moving foreground, and then
tCreate complex deleting them, Warp Stabiliser
graphics with layer- VFX does a better job of
based effects stabilising the background
tRefine Edge to add
transparency to
difficult masks, such
as hair
tLive Cinema 4D pipeline
to render 3D models
After Effects CC
inside After Effects The update to Adobe’s leading compositing tool is more than a
tWarp Stabilizer VFX
to track effects into motion graphics package. Christopher Kenworthy gets stuck in…
moving footage
t3D tracking to add
objects and text to ome people call After Effects the could drop 3D text directly into their have them update immediately in your
moving shots S Photoshop of the video-editing
world, but it does more than
scenes. It was then possible to fly an
After Effects camera through a basic 3D
After Effects timeline. In practical terms,
this means that creating complex text
DEVELOPER manipulate your images. You can use scene. In this release, this concept has animations is much easier, if you know
Adobe After Effects to create movie-style visual been taken much further by introducing your way around Cinema 4D. It also
www.adobe.com effects, perform colour correction, create a direct pipeline to a 3D package. means that you can import models you’ve
title sequences and motion graphics, Cinema 4D Lite is now bundled with purchased online, and render them within
and even add 3D models to your scenes. After Effects, meaning you can create After Effects. This saves on render time
The new release will feel familiar to 3D scenes or models in Cinema 4D, and and enables you to make adjustments to
current users, but it has a much richer set
of 3D tools.
The interface in After Effects is similar
to that in Premiere or Photoshop. By
combining layers with different blending
modes and applying filters and masks, you
create your final output. Getting to grips
with the basics of After Effects is quite
simple, but becoming an advanced user
takes some training, and this is even more
About the author noticeable with the integration of more
Christopher
Kenworthy has
complex 3D.
worked as a 3D layers have been available in After
writer, director Effects for many years, and motion Add semi-transparent
and visual effects
artists for the past 13 years. He graphics designers have made great use edges to a mask, and then
has worked on a feature film, of the ability to arrange 2D layers in 3D animate the transparency
several music videos and many
commercial projects. space. In the previous release, raytraced over time
www.christopherkenworthy.com 3D text was introduced, so that users
POWERFUL RESULTS
Multi-pass rendering can be controlled
directly in After Effects, so that you
can control aspects of the image, such
as shadow, specular highlights and
reflections individually. Imagine you’ve
created a 3D scene in Cinema 4D, with
text floating over a floor. From After
Effects you can blur the reflection, darken
the shadows and colour the highlights.
The level of control used to require
complex renders was extremely
time-consuming previously.
More ambitious users can drop
3D objects into a filmed scene, and
composite them so they appear to be The complexity of learning Cinema 4D may You can affect
part of that scene. This is a mainstay of selectively add effects
visual effects work, and by connecting the make After Effects training much more to shadows, highlights
applications in this way it has been hugely and reflections, or any
simplified. It takes only a few minutes complicated for new users other part of the
to track your scene, create a camera, multi-pass render
and drop in a 3D object. Adding shadow, Despite the apparent hassle of switching you have handheld footage of somebody
reflections and other details that make between applications, the pipeline works dancing in front of a wall, you select the
this look realistic takes more time, but a effectively, and rapidly becomes an tracking points of the moving subject, so
process once reserved for experts is now efficient way to work. that only the background is stabilised.
available to all After Effects users. A much simpler effect is Warp Stabiliser This is a small feature, but one that
The benefits of this pipeline are VFX, which can remove camera shake makes the Warp Stabiliser more practical.
enormous for advanced users, but the from handheld footage. You have the With a few tweaks, you can also use
complexity of learning Cinema 4D may option to smooth footage or stabilise it Reverse Stabilisation. Although the
make After Effects training much more completely, but in this new release you workflow is somewhat complicated, this
complicated for new users. Powerful can now delete unwanted track points, enables you to add paint or graphics to
results are possible, however, even if you so that After Effects knows which part an image. First, you stabilise the image,
just get a basic grasp of Cinema 4D Lite. of the image to stabilise. If, for example, add whatever imagery you want, then »
Cinema 4D Lite is
packaged with
After Effects CC
and has a familiar
feel, with similarly
coloured 3D arrows
DIFFERENT STROKES
Although After Effects comes with tools
for removing greenscreen from shots, the
real challenge comes when you want to
isolate an element that was shot without
a green screen. One of the most common
requests from clients is to separate a
foreground actor from a background, or
add a new sky to a shot. This is possible
with masking tools, and the job has been
made much easier with the new Refine
Edge tool.
Although you can apply Refine Edge
to any mask, its real power comes when
combined with the Roto brush, which
is a semi-automatic way of selecting a
Software
Environment
creation tool
PRICE
$1,295
Upgrade from
Vue 11, free
Upgrade from
Vue 10, $459
OPERATING SYSTEM
Windows / Mac OS X
MAIN FEATURES
tReal-time terrain
modelling
tEnvironmental and
atmosphere effects
tEcoSystem technology
for easy scene
population
tOver 550 material
Image by Cean Herzfield
presets
tUpdated user interface
WEBSITE
e-on Software
www.e-onsoftware.com
BIG IMPROVEMENTS
The Material Summary page is one that
has needed an update for some time.
It displays every material in the scene godsend to be able to flick back and see to the render they select and set the Vue 11.5 offers
which, when working on large projects, different versions and see the scene as it camera to that! And for personal projects a complete toolset
can be a huge amount. Up until now we has progressed. where I want to test out a few different for creating
were restricted to a single line, making The improvements we get this release angles, if I lose the exact settings of and rendering
it cumbersome and slow to use. While are fabulous. Each render in the stack my favourite camera position it can be exceptionally rich
the World Browser is still the best way now contains all the data for the camera; really frustrating. and realistic natural
to select and edit materials, the Material that is, focus, field of view, position, Another added feature to the Render environments
Summary window is starting to develop rotation – the list goes on. From a Stack is the ability to combine an area
into a more useful function. workflow perspective this is fantastic. I render with the full version and then
Improvements have been made to often hear clients ask for multiple angles merge the two into a third, combined,
the Render Stack in Vue, and from all which used to result in the scene having image in the stack. This new feature
the 3D programs I’ve used, I think it is a list of cameras just so I didn’t lose improves working time-flow no end.
now one of the best. It is an absolute the one they liked. Now I just go back In the same spirit of post-render
improvements, e-on has provided a really welcome. Last in the list of updates experienced Vue user, but are no less
new post-processing feature which is worth noting are the World Browser and appreciated for that.
essentially a Curves module for colour camera management improvements. Vue When I first picked up the update, I
and contrast. It’s similar to the rest of 11.5 brings camera attribute locking – wasn’t expecting much. I thought it would
the filter graphs in Vue so is a little this includes animation key frames – and simply be a list of tweaks and fixes that
tricky to use but it is a nice addition and optimisations to the World Browser for wouldn’t be worth the time. I was wrong.
enables you to stay immersed in Vue large scenes. This includes the ability to Vue 11.5 is a very welcome update and it
during the draft stages, saving time filter the materials seen. These updates appeases all crowds. As far as value for
and money. will most likely only be of interest to the money goes, if you’re a hobbyist, you may
e-on has recognised, with the still want to wait for Vue 12 for the new
changes to the Render Stack and post- features; but if you’re in a professional
processing options, that its users have I thought it would be a list of studio environment or plan to use Vue
been looking for a way to do basic edits on a weekly basis, Vue 11.5 is a worthy
to renders easily, so it wasn’t necessary to tweaks and fixes that wouldn’t be upgrade. I also recommend purchasing
export to a third-party program just for a the e-on maintenance package, as this will
simple image tweak. These changes are worth the time. I was wrong get you all the way through to 12.5.
VERDICT
PROS
t Solid workflow improvements
t Tweaks to features added in Vue11
t Value for money, if used regularly
CONS
t No major new features added
This upgrade t Particles, while easy to use, is not a useful
introduces a number feature for large production pipelines
of enhancements such
Image by Carlos A Silva
Plants Kit 1 is an
excellent foliage plug-
in for the creation of
trees for landscapes
Plug-in
Foliage creator
PRICE
£126 / $193 / €149
OTHER EDITIONS
Free version available
PLATFORM
3ds Max or Cinema
4D (version tested)
on Windows
MAIN FEATURES
t Integrated tree
creator for core
software
Plants Kit 1
t Trees can be Laubwerk offers a new way of adding extra
customised
t Works with variety of trees to your renders says Mike Griggs
renderers
t Integrates with
application’s workflow reating realistic foliage for your quantity. Each tree can be configured
t Range of trees
available
C renders is always a daunting
prospect. Even if you go for stock
to times of year and age via drop-down
presets, and there is control over details
models, this can be problematic, not to such as branch thickness and subdivision
MANUFACTURER mention expensive as not all stock models level or leaf amount. Each tree can be Each tree can be highly customised
Laubwerk are created equal. Laubwerk is a developer double clicked in the browser or added giving you great control over the type of
www.laubwerk.com that hopes to make your CG landscape as a Tree Object, which you can then foliage and overall tree appearance
gardening easier when selecting trees associate a tree from the Laubwerk
with Plants Kit 1 for 3ds Max and now browser with. You also have options
Cinema 4D. for how you want your tree to appear you need to share files with clients or other
Instead of just being a content folder of while you are modelling – from puffy artists. Viewport performance does take
meshes and models, Plants Kit 1 is a plug- simple polygon shapes, through wire- a massive hit, however, and the only thing
in that creates a dedicated menu in which frame to full geometry. This allows great you would be easily able to manipulate is
you can access the Plant Browser directly viewport performance while your working, the tree’s materials.
About the author
within the Cinema 4D application. especially as trees are usually instanced or At the time of testing, a Mac version
Mike Griggs Plants Kit 1 is great fun to use, turned in to V-Ray proxies. was being written that will hopefully be
is a freelance although you might find yourself initially available in the autumn. If you do a lot of
concept 3D,
VFX and motion disappointed with the limited number TREE BROWSER arch-viz work, or are just in need of some
graphics artist of tree options when you first look at Laubwerk supports V-Ray in Cinema 4D as easy to use trees for your scenes, Plants
working across TV, exhibition
and digital design the browser, it soon becomes clear that well as the native standard and physical Kit 1 is an excellent and easy to use way of
www.creativebloke.com Laubwerk have gone for quality above renderers. This means that you can really adding natural variety to your work.
get the most from the software.
There has been a great deal of thought
going into the development of this
software. A particularly good feature is
the drop-down menu at the bottom of VERDICT
the Tree Browser window. It asks which
renderer you would like to choose, then PROS
supplies the correctly formatted materials tExcellent integration into host app
for your renderer of choice. Laubwerk tHigh-quality models when rendered
is also clever in the way that you add tTrees are easy to customise
additional trees, as it will ask when you
loading each tree in if you want it to CONS
use the same materials for any of the tSmall selection of starter trees
same species in your scene or add new tOnly supports V-Ray as an external render
materials for that specific tree. tHeavy meshes for non-Laubwerk users
Alongside a standardised naming
convention, this means that if you wished An excellent plug-in, but it lacks variety in
to switch from Standard rendering to its plants other than trees. A few bushes
V-Ray halfway through a project, it’s really or grasses would be good
The menus and interface of the app enables you to chose and easy to reassign materials. Trees can also
view your tree from more than one angle at once be turned into editable polygon objects if RATING
Unfold 3D is a fast
and easy unwrapper,
and currently the only
standalone capable
of unwrapping 1
Software million+ tris or polys
UV mapping
PRICE
€299
OTHER EDITIONS
1-seat Networking, €699
5-seat Networking,
€2,800
25-seat Networking,
€8,750
Additional seat, €580
OPERATING SYSTEM
Windows / Mac OS X
MAIN FEATURES
t UV unwrapping
t Automatic unwrapping
t Cutting
t Welding
Unfold3D 8
t Stitching Its developer says it’s the fastest UV mapper around. Cirstyn
t Island editing
functionality Bech-Yagher puts it through some thorough tests to find out
t Density painting
t Packing
hen 3D World last took a look at the market. Some features, like the new don’t want to tweak the layout, and save
DEVELOPER
Polygonal Design
W French UV mapping veteran Unfold
3D from Polygonal Design, we had
alignment and straightening tools are on
par with UV Layout’s, and probably a little
the template out.
Despite the well-implemented new
www.polygonal- some reservations giving it an enthusiastic more intuitive to use. Version 7’s welding features and improvements, Unfold 3D is
design.fr thumbs up. For its eighth incarnation, the and über-strict mesh hygiene issues also not without flaws: the largest being the
developer has fixed a lot of those issues, seem to have been resolved, as you can million+ triangle or quad import function,
in addition to adding a few new aces up now import items version 7 wouldn’t, which can cause lag and churning when
its UV mapping sleeve. Unfold3D 8 sports like objects with 3+ neighbouring polys, cutting into, or unwrapping a mesh of that
a much more forgiving import function, butterflies, or non-convex n-gons. It still size, especially a complex one, wasting
a blisteringly fast, overhauled, 64-bit won’t allow relative vertex numbering, and potential time saved. Developer Polygonal
unfolding core, updated select functions, Unfold 3D would probably benefit from is currently working hard to fix this.
multi-UV grid tools and several other some import troubleshooting tools like UV One feature is sorely missed: an option
tweaks and touches. Layout’s Weld/Clean/Detach Flipped UV’s to select shells via Group or Material.
If you’re working with low to normally but bar that, the import improvements Currently, you can only select manually per
dense meshes, Unfold 3D is true to its over version 7 are significant. island or area in the user interface, which
word, and unwraps significantly faster than In addition to the speed-optimisation gets old fast if you’re working on large
most other standalone UV mappers on and import-fixes, the easy-as-ever models with 6,000 shells.
interface sports some new workflow
features, such as Select Borders, which
Unfold 3D can will select all the border-edges on a shell,
unwrap and pack and Select Similar Islands, which will
average-sized meshes select other shells with the same topology. VERDICT
like this in minutes, Used with the existing Select Island UV
but you may need to and Copy Edge Selection tools, these PROS
group and arrange your tools make hard-edged UV mapping in t Fast and easy to use
shells manually particular a lot easier, enables you to t Major core overhaul
define cuts or layouts on one island, and t Significant bug fixes
then copying them onto similar geometry,
before stacking and packing them. CONS
Together with the new Multi UV-Grid t Poly-heavy meshes can cause instability
functionality, which enables you to stack t Could use some additional tools
About the author
or render on an underlying square on a t Only video documentation
Cirstyn Bech- 0,9 grid, rather the standard 0,0 add-to
Yagher is a long- square/render/hide/repeat process many If you’re in the market for a speedy UV
time freelancing
all-rounder, UV mappers still sport, you can save time mapper with an intuitive learning curve,
doing anything in creating and rendering templates as Unfold3D is definitely worth checking out
from project management to
modelling, rigging and texturing
well. All you have to do is select the shells
www.northern-studios.com on the square, select Pack, provided you RATING
EST. 2013
FEATURED SPEAKERS
app was not available on TestFlight for compared with iOS, both domestically
internal testing; we were able to push “There were only two days in which the and internationally – we are now much
out new builds almost daily. Our shortest less enthusiastic about the platform.
client turnaround time was three hours,
app was not available on TestFlight for The final product, Play Fanta: Saving
from receiving the feature request to internal testing” Brian Kehrer, creative technologist, Psyop the Source, was simultaneously released
delivering it to the client. for iPhone, iPad, and Android phones
We achieved all this by having the and tablets. At the same time we also
entire development team, creative decided to integrate Google Analytics
director and artists in the same room at The character bios directly into the app in order to receive
the same time, which allowed us to very were a late addition to comprehensive analytics of how the app
rapidly iterate on the app. In addition the project. Interactive was being used. User engagement times
to scheduled feedback sessions, it was development practices were relatively high, with the average
simple to get really quick clarifications. allowed us to stay user session (from app open to app
This immediate availability saved us without losing control of pause) lasting 13 minutes while viewing
huge amounts of time. the code base 20 pages.
The software design was highly
data driven, allowing each animated
element to be independently versioned.
This slowed down the initial setup, but
revisions could be made immediately.
Because the app is rendered in real time,
results were instantaneous, improving
both quality and speed by reducing lost-
in-translation errors.
Lessons learned
There were a few major takeaways for
us. As a result of rapid iteration and
continuous feedback, we dramatically
reduced the amount of unpleasant
production surprises, which in turn
reduced the number of late nights. There
was virtually no engineering crunch.
Based on the enormous difficulty of
testing the dozens of variants of Android
hardware and software – as well as
shockingly low download figures when
The Boneys
Krentz says that director Jonathan
Levine clearly enjoyed this opportunity
to really explore the visual effects
process. “We had a great pipeline and
workflow set up, so that he would make
comments on grey-shaded Boneys for
blocking and animation purposes.”
Concept artist Peter Konig provided
the initial creature design, from which
renowned make-up effects artist Adrien
Morot built a maquette that would later
also prove useful for onset lighting
reference. “At the same time, our lead
Vit al s t atis tics character/art designer Jelmer Boskma
Title: Warm Bodies
The Boneys in Warm Released: 4 June (USA), 17 June (UK)
created the model in ZBrush, and once
Bodies are stripped- Formats: Blu-ray/DVD that was approved we began texturing
back killing machines Distributor: Entertainment One/ and adding detail,” says Krentz.
Summit Entertainment
Watch out for... The Boneys falling “Jonathan specifically didn’t want to
through the airport’s glass ceiling, the have any recognisable clothing on the
showdown when the humans, fleshy
zombies and Boneys collide, and the Boneys, so we came up with the idea
numerous decayed city shots. and look of the clothes starting to merge
Key technology
Around 85 of the was done through a handle the large amount “The EXR approach
with the organic matter of what was left 350 shots in the film series of blend shaders, of textures we had for the allowed us to just load
of their bodies.” involved the all-CG mixing multiple layers of creatures, so they could bits of texture at render
Boneys. “We worked specular/reflection and hold up in close-ups. The time, and then unload
Mocap versus keyframing with Maya and V-Ray, fast SSS. The general main creature alone had them once that area
The original intention was to utilise using a combination of look of the Boneys didn’t 65GB of data, with around had been rendered. In
motion capture as much as possible. GI and direct lighting, call for much in the way a third of that for each of the end we were able to
“It’s easy to assume that motion capture mixing a light rig to of subsurface though, the supporting ones. Every render up to 20 creatures
will just work, but when things get represent the on-set since they had to appear texture was a 4K tiled – with all their textures,
moved around and changed, you then lighting with V-Ray’s dry and more or less EXR, with 16 UV tiles (and displacement and motion
end up having to go and re-do the dome light,” says Dmitry non-scattering. The tricky around 290 files total) for blur – in just one shot on
mocap multiple times, or else just spend Vinnik. “The shading part was to be able to each creature. one layer.”
the time keyframing instead,” says CG
supervisor Dmitry Vinnik.
“When animation notes were pouring
in for every Boney in every shot on easier to manage. “Deformation or
a daily basis, there was no way to simulation of skin is easier to handle “We had a great pipeline and workflow
effectively motion-capture, and we on the skinnier meshes than on meshes
ultimately came to the conclusion that with larger volumes,” explains Vinnik.
set up, so that [director Jonathan Levine]
keyframing was the more efficient way “We did, however, create a wide range of could make comments” Dmitry Vinnik, CG supervisor
of handling it.” blend-shaped poses for extra control in
The biggest challenge then proved situations where the skin sliding would
to be giving the Boneys an appropriate be apparent – something that was easier
sense of menace, despite their rather than running a full sim.” In the first part of the fly through the
fragile appearance. “To compensate we camera pans across the airport grounds,
had the animators add more weight Flying through the city past a building covered in digitally
in the movements,” says Krentz. “Our Beyond the swarms of ravenous Boneys, added shattered glass panes. “In the
biggest breakthrough with reference for Look’s workload also involved ensuring second part, we had a digital forest in
the animators was telling them to look that the live plates – shot in Montreal – addition to the cityscape. In the third
at the movement of the T-1000 in the were given a suitably post-apocalyptic part the shot goes over a zombie wall,
second Terminator movie.” makeover. This involved several hero “The city was textured where we had to hook up with the plate
However, the director’s desire for a shots in addition to extensive matte very roughly for the matte again. Here we modelled and extended
creature with a dried-up, almost skeletal painting work, including a fluid, painters to take over. We the city in the background and used
appearance did make the relationship accelerated camera sweep through the painted over everything, that to create a matte to seamlessly
between the Boneys’ underlying city. The trick, says Vinnik, was to split it continually improving until blend with the live plate. It was the most
structure and overlaid skin remains down into three separate parts. the end of the deadline” difficult shot of the entire production.”
In contrast to other zombie-infested
Hollywood movies, Warm Bodies is
a film that wears its visual effects
enhancements lightly. But it’s the way
that Look’s work is used in service of the
story rather than as obvious eye candy
that ultimately makes both the CG and
the film itself so satisfying.
“This film was especially pivotal for
Look,” admits Krentz. “We hadn’t really
done any character animation work
before, so this was a new experience for
us. We’re very proud of the work, and
to have helped Jonathan tell such an
unusual story.”
www.lookfx.com
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