3D World UK Issue 224 September2017
3D World UK Issue 224 September2017
3dworld.creativebloq.com
September 2017
#224
43
pages oF training
master hair
using maya
Easily CrEatE
photo-rEal
marvellous
use blender
for metal
materials
monsters
Expert techniques to sculpt, render
and composite amazing creatures
ISSUE 224
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FeatureS Exclusive behind-the-scenes access to the latest CG technology, film VFX and video game art
28 must-see animation
DreamWorks’ Shelley Page shares
her top animation picks
tutorial
56 create infernos in nuke
Paul Champion shares how
to composite fire effects
artiSt Q&a
74 Your cg problems solved
This month, grow a plant up
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colour grading solutions
48 concept mYsterious creatures 62 sculpt a goblin for 3d printing
Luca Nemolato shares his foolproof pipeline for Use a 2D illustration to create a one-to-one scale
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100 unreal engine 4.16.1
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SHOWCASE
CG art to inspire
Deep Hovel
ARTIST
Scott Stadick
SOFTWARE
Maya, ZBrush, Marmoset Toolbag,
AutoCAD, Quixel, Marvelous Designer
www.scott_stadick.artstation.com
AmbAssADor
ARTIST
Tristan Schane
SOFTWARE
ZBrush, Maya, Keyshot, Photoshop
www.tristanartform.com
eucAlyptus
ARTIST
Sam Nassour
SOFTWARE
ZBrush, 3ds Max, KeyShot
www.samnassour.com
HAngAr
ARTIST
Alberto Trujllo
SOFTWARE
3ds Max, Mental Ray, ZBrush
www.artstation.com/artist/atrujo
Zerit
ARTIST
Yannick Vincent
SOFTWARE
Maya, Mudbox, Yeti, Arnold
www.artstation.com/artist/yannickv
director
Jon Watts
synopsis
Peter Parker returns to
live with his Aunt May
and begins to embrace
his newfound identity
as Spider-Man
Web
www.spiderman
homecoming.com
bringi
n
spider-m g
homea n
All images © 2017 Marvel, Columbia Pictures Industries Inc & LSC Film Corporation
Trevor Hogg
speaks to th
webslinging e studios be
VFX of Spid hind the
er-Man: Hom
ecoming
FEATURE
Spider-Man: Homecoming
R
on the limitless outside to the inside of Grand
capabilities of an Central Station and lands on a
acrobatic gravity- dialogue scene where Michael
defying superhero Keaton is explaining something
and CG, Spider-Man: Homecoming to one of his co-workers,” says
places emphasis on storytelling Dominik. “The length of the shot
and character. The $175 million was a challenge as we had to have
co-production between Marvel enough frames for the animation
Studios, Columbia Pictures and of the CG background workers and
Pascal Pictures brings together the machinery. Multiple render
film-maker Jon Watts (Cop Car), passes were used to maintain
production VFX supervisor Janek flexibility in comp and also so
Sirrs (The Matrix) and the digital that potential re-renderings could
wizardry of Digital Domain, Luma be restricted to certain elements
Pictures, Method Studios, Sony that might have changed since the
Pictures Imageworks and Trixter. previous iteration.”
“A lot of the Sam Raimi films Luckily, ILM delivered a
were cartoonish and over the top,” big package of assets from The
says Kevin Souls, Luma Pictures Avengers. “It was extremely
VFX supervisor, who has worked helpful. It had full LiDAR scans
on four out of six solo movies and HDRIs of Grand Central
starring the famous wall crawler Station. This was the starting point
Spider-Man. “I feel like Spider- for our work on the sequence.”
Man: Homecoming is somewhat
subdued and tries to hold onto BuILdIng WAShIngton
realism as much as possible within Another tricky sequence was the
the Marvel Cinematic Universe.” Washington Monument scene, for
Achieving this realism, however, which Method Studios created a
is no easy feat. full CG environment. “What comes
with that is all of the foliage, trees,
devAStAtIng vFX
At the conclusion of The Avengers,
New York City is devastated by
an alien invasion. The subsequent i feel like spider-man: the gymnastic
massive clean-up effort serves as
the introduction for Spider-Man: homecoming tries to hold abilities of tom
holland enabled him
Homecoming and establishes the
motive for the primary antagonist
Adrian Toomes, otherwise known
onto realism as much as possible to perform backflips
and crazy stunts
as the Vulture (Michael Keaton). Kevin souls, VFX supervisor, Luma pictures
“We examined a lot of
references for how a building like water, crowds, vehicles, and traffic, Washington, DC. We had aerial
Grand Central Station could look because you aren’t allowed to film plates from 12 different positions
destroyed and what would happen in that part of the country,” states to build our background tiles. That
on a big destruction site like this,” Matt Dessero (Argo), who straddled gave us our matte painting but we
states Trixter VFX supervisor both the client and facility worlds still had to build all of the areas
Dominik Zimmerle. “There is by being the associate visual effects around the Washington
a lot going on. Excavators are supervisor, second unit visual Monument digitally.”
moving rubble piles and tearing effects supervisor, and Method A Golaem plug-in was created
down masonry, trucks are driving Studios’ visual effects supervisor. to allow for the creation of crowd
around, and dust is swirling up into “There was a lot of layout and simulations within Maya. “Custom
the air and is being washed down trying to be true to the land. I did code was written as I didn’t want
by workers with hose water jets.” the ground level acquisitions while cars to drive down a road and
The only practical element in Janek went up in the helicopter. follow each other. I wanted them
this scene was the foreground We had five days to cover all of to slow down when they hit a
Suiting up
method studios’ matt dessero explains the lighting
challenges that came with spider-man’s attire
heAdIng to BAttLe
The battle scenes for this movie
posed particular challenges. The
work shared between the LA and
Melbourne facilities of Luma
Pictures involved Spider-Man
running on rooftops in a suburban
neighbourhood chasing a van,
being grabbed by the Vulture, and
dropping into a lake, where he is
rescued by Iron Man.
“The majority of the Suburban
Chase was envisioned as all
plate photography; however, as
the sequence was being edited,
we replaced whole shots with
full CG representations of the
surroundings,” reveals Kevin.
“We had to do day for night to the
drone photography, and augment
it with digital props and trees.
Then there was the sheer diversity
of the lighting. Every shot was a
custom look,” he says.
Just as Spider-Man leaps onto
the roof of the van, he is grabbed by
the Vulture. “The neighbourhood
was built from above so we could
match up the houses and streets.
There were also large matte
paintings so when we were high
up in the air and the camera is
spinning around it felt as if we were
looking down on Queens.”
Spider-Man then lands in
front of a bridge with a big virtual
splash. “It involved complex matte
paintings for the environment and
bridge along with a day for night
colour correction to completely
restore the plate because we
wanted to hold onto the water and
some of the foreground.”
Brendan Seals was the primary
visual effects supervisor on the
ATM Sequence, says Kevin. “There
was a full acquisition of textures
and LiDAR, so we were able to
Spider-Man attempts to prevent build a virtual version of the bank.
a lift from falling using webbing The bad guys are using alien
inspired by polar bear fur weaponry so part of the fun of the
gravity gun was that they could
pick Spider-Man off of the ground
spider-man had to get punched hard and throw him around like a rag
doll. The overriding animation
capturing emotion
how motion capture and real life
materials added realism to the moVie
sequence with practical effects, the plane is at lower altitudes were City backgrounds,” remarks Theo. tony Stark serves
[such as exploding cement] we able to benefit from plates for The aerial dual high above New as a mentor to Peter
extensive previz and planning were the background. Spider-Man and York City is a personal favourite Parker, who wants
necessary. As a result, many of the the Vulture were always CG, and of Theo’s. “I’m excited to see the to be a member of
actions Spider-Man would need given the predicament and type of Plane Battle,” he says. “There are the Avengers
to perform in CG were known in combat, motion capture was rarely over 100 full CG shots with a lot
advance. This allowed us to rely on of assistance,” he adds. of close-up shots of Spider-Man.
motion capture for some of “We also worked on shots The biggest challenge was to do an Spider-Man
his performances,” says Theo. taking place atop of Avengers animated sequence with the goal of struggles to pull
As the Vulture attempts to Tower, where the VTOL is being it not feeling like that.” the Staten Island
hijack a vertical take-off and loaded. This required digital Spider-Man: Homecoming Ferry together
landing (VTOL) transport doubles of extras and New York
FYi is in cinemas worldwide now
plane owned by Tony Stark, he
encounters aerial resistance from
Spider-Man. “The Plane Battle
was maybe the most difficult, as
we had Spider-Man hanging on to
a large C-17-like plane travelling
between 280-500mph, while
being constantly attacked by the
Vulture,” remarks Theo. “The
cloaked plane was a particular
challenge as we needed to design a
system using feasible and currently
available technology as there
was a mandate from director Jon
Watts and Marvel to keep as much
of the story/tech as relatable as
possible. The vast majority of the
sequence was all CG. Only when
in-depth tUtorials
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FEATURE
Must-see animations
must- see
animations
DreamWorks’ Shelley Page reveals eight of her favourite
animation shorts, and talks to the directors behind them
reamWorks’ head shown at our studios in the USA admits she is is “always curious
author
D
of international but later, as the studio expanded to about the process behind the
outreach and more distant locations, I also took creation of these amazing works.” Shelley Page
international talent these screenings to our animators About to set off for the latest Shelley Page has
consultant, Shelley in Bangalore, India and, more series of graduation juries and been working in the
Page, is so passionate about recently, Shanghai. Some years ago, screenings in the UK, Europe and field of animation
animation that she founded Eye I was invited to make a special Eye further afield, Shelley says she is since 1982. Her
Candy to showcase the genre. Candy presentation at the FMX “excited about the great new films credits include
“The origin of the Eye Candy festival in Germany [now an annual I know I will discover for my next Who Framed Roger
Show was a series of regular part of this event] and since then I Eye Candy selection!” Rabbit? and all
screenings of the latest animation have presented my favourite films From student projects to the DreamWorks’
shorts, graduation films and TV of each year to festival audiences films voiced by Oscar-nominated Animation hits,
commercials, collected during and schools around the world.” actors, Shelley reveals eight of her including Shrek
my travels around the world Shelley talks about the story favourite shorts over the following Madagascar and
to present to my colleagues at of the making of each film before page. She also finds out how they Kung Fu Panda.
DreamWorks Animation,” says screening it, particularly when were made, and shares advice for www.dreamworks
Shelley. “At first these were only addressing student groups, as she budding animators. animation.com
.
suR sa tRaCe
DiREcToR: Axel De lAFFoReSt
he charming student for this film, the hardest part was shown in festivals like Très Court,
T
film, inspired by managing my time,” he recalls. Tournez Court and soon the
Robin Joseph’s A Axel used 3ds Max to create the Filmets Badalona Film Festival.”
Seagull on Mud 3D characters and 2D background Now working at Mikros
illustration, was a and is refreshingly modest about Animation, he still sees the student
challenge for then student film- the film, despite it being one of project Sur Sa Trace as one of his
maker Axel De Lafforest, and took Shelley’s picks. “I don’t think most satisfying to work on as a
six months to put together. “I had the animation is very good in my director “because I was alone to
created another short film before, film… There’s nothing technically make the decisions, and it was
but this was my first film in 3D so impressive about it,” he says. very clear in my head”. His advice
it was technically very difficult,” However, Axel is proud of his for budding 3D filmmakers? “Be
he says. “I had to create everything work, “I’m very glad my film was daring, then work and work again.”
some tHinG
DiREcToR: elenA WAlF comp LEAD: MAttHiAS BäueRle
ome Thing’s director, determined to help Elena achieve
S
Elena Walf also her vision. “It was very important
wrote, and animated to understand the level of detail
the film, and although Elena wanted to achieve. She was
she didn’t have much very specific about when and
experience making short films, her how a texture should move… We
illustration background helped her used TVPaint as our backbone
with the design. for animation and the colouring
Originally, Elena conceived process. Then we exported the
Some Thing – about a mountain colour mattes and all the outline
with a strange object – as a fairy layers and used Nuke as our
tale-like children’s book. “I guess weapon for applying and animating
that’s why the compositions the textures and final compositing.”
resemble the style of children’s Matthias also offers some tips on
books. It was very important for making your way in the industry.
me that everything looks kind of “Listen carefully to the stories that
hand-drawn,” she says. are growing inside your head. Keep
Matthias Bäuerle, who worked experimenting and check out lots
as comp lead on the film, was of different tools.”
asteRia
DiREcToRs: AlexAnDRe ARPentinieR // MAtHieu
BlAncHyS // lolA GRAnD // tRiStAn lAMARcA //
tHoMAS leMAille // JeAn-cHARleS luSSeAu
his short film set in space has won over
hearts and minds, not just with the quality
T of animation, but with its sense of humour,
something that was of great relief to one
its directors, Alexandre Arpentinier. “One
of the hardest tasks was to give a good rhythm to the
film, find a good end stop, and make good gags. It’s hard
© Andreas Felix / Filmakademie Baden-Württemberg
CitiPati
The team used a variety of tools to create Asteria,
including Maya for modelling, rigging and animation;
ZBrush and Mari for sculpting and texturing; Arnold
for rendering; Nuke and Houdini for compositing
and effects, Premiere for editing, and occasionally
DiREcToR: AnDReAS Felix Photoshop for testing or small alterations. But
Alexandre doesn’t think that one tool is more important
itipati, a tale about rate of 20-25 seconds per week,” than another. “There isn’t a single software or tool that
C
life and death explains Andreas. has helped us a lot during the production, but we think
from a prehistoric Andreas points to Phoenix FD it’s the combination of all the software that allowed us
perspective won the plug-in and 3ds Max’s Particle get good quality in every field,” he explains.
award for outstanding Flow when asked about his most
visual effects in a student project at useful tools. “As the film contains
the VES Awards 2016. over 300 FX simulations, about 85
Director Andreas Felix per cent were evenly split between
considers the film’s most impressive fluid simulations and rigid body
technical achievement to be the dynamics. Especially for doing a
secondary details added into the rig lot of secondary events and details,
of the main character, on top of the Phoenix FD proved to be easy to
base skeleton. “This was built using set up and recycle to create a large
CAT, a crude muscular system that body of sims in a short amount of
was attached based on a custom- time… The procedural toolset of
developed set-up using bones and Particle Flow allowed for easily
springs. As a result, not only did it creating small events like dynamic
facilitate geometric deformations gravel and debris and to add
on the character’s surface, but also detailed interactions with ease,
produced jiggling tissue in real which in turn could be fed into
time, and the ease of access allowed Phoenix FD to add more control
for any oddities to be fixed on a per and detail to the simulations.”
shot basis,” he explains. Andreas is not one to shy away
The creature’s tail movement from unconventional solutions.
was animated procedurally using “If you can offer a different solution
a set of noise controllers and out of the box, you may surprise
springs. “This saved a lot of time your superiors and colleagues for
in animation as well, which was good. It’s never wrong to be a little
crucial, as the schedule dictated bit rebellious, at the right time, of
having all shots animated at a course,” he says.
PoLes aPaRt
DiREcToR: PAloMA BAezA DFx TEAm: GilliAn
SiMPSon // SHivAni SHAH // ollie BRuMMell
irector Paloma Baeza started out as an
D
actress before moving into writing and
directing. Never one to shy away from a
challenge, for her, creating Poles Apart,
which stars Helena Bonham Carter and
Joseph May, was a new kind of experience. “I wrote,
directed and partly animated. Animating is the hardest
for me as I am very new to it… the biggest transition
was learning about animation in the technical sense -
animatics, the actual hands-on animating, as well as
time-scales and the precision involved,” she explains.
As with any new medium, mistakes happen. “Early
in the shoot we animated a long shot with focus
pulls and puppet rigs, but I foolishly didn’t get clean
background the separate focus pulls. This made good
rig removal and compositing very difficult. In the end,
we had to re-shoot this sequence, but we didn’t make
that mistake again!” says Paloma.
While Paloma prefers to focus on stop-motion, using
La PaRFumeRie
Dragonframe, the digital FX experts on Poles Apart
– Gillian Simpson, Shivani Shah and Ollie Brummell
were deep in other methods. “The CG icebergs were
De monsieuR
achieved using photogrammetry of the props made by
our production designer, which allowed us to replicate
an identical 3D asset that reduced time in modelling and
PomPone
sculpting, but also enabled us to create a range of diffuse
and light baked textures for the motion control shot
in particular,” explains Paloma.
T
from co-directors to realise the team’s vision. “We
Axel de Lafforest, wanted the 3D to look like 2D,” says
Florian Ratte, Yoann Camille. “Our main goal was to
Demettre, Camille have a very graphic render with a
Ferrari and Tanguy Weyland lot of patterns on the textures.”
follows the story of a perfume With the film winning awards
manufacturer in Paris and is at both the Panam Anim and the
influenced by the works of Roald Beijing International Film Festival,
Dahl. “We all had a different role to it’s no surprise all the former
play in the creation of the movie,” student directors are now gainfully
says Camille Ferrari. “I was in employed in the industry. As far
charge of most of the storyboard, as wider animation goes, Camille
texturing and editing. We all has some thoughts on the future,
directed it, but Axel was at the “I think 3D animation is the future
heart of the project, so he had of animation. 2D is very nice but
to write the basis for the story. it needs more money and more
Tanguy was our technical director, time for production. I don’t think
Yoann our lead modelling and we could have done a six or seven
Florian our lead animation.” minute 2D animation film in one
The team used 3ds Max mainly year. But I do sometimes work in
for the 3D, Mari for the texturing, 2D. Making a 3D movie doesn’t
Nuke for the compositing, and Avid mean giving up 2D animation.”
GaRDen PaRtY
DiREcToRs: victoR cAiRe // tHÉoPHile DuFReSne // vincent BAyoux // FloRiAn BABiKiAn // GABRiel GRAPeRRon // lucAS nAvARRo
arden Party’s photo- the realistic look we wanted, we and displacement maps from the
G
real animation of had to build a 3D scanner in our scans before moving into Maya,
amphibians has been garage, based on photogrammetry, where the maps could then be
showcased in many to scan 3D assets. It was a huge plugged in automatically.
festivals, and earned challenge for us,” says one of the Victor thinks the fast pace of the
a Grand Jury Prize at Nashville six directors, Victor Caire. “We industry means that new artists
Film Festival, as well as Shelley’s used the software RealityCapture have to stay focused. “The most
Eye Candy – Film of the Year 2017. to scan the objects, then all the important thing is to have good
The team used a wide range of scans were brought into ZBrush for composition and storytelling. It’s
software in production, but they remeshing,” he adds. not always about the software you
also had to craft a hefty piece of The team also developed a script use, think more about the result.
hardware. “In order to obtain in ZBrush to export colour, normal There’s always a way to do it.”
GoKuRsoama
DiREcToRs: clÉMentine FRÈRe // RoMAin SAlvini // AuRoRe GAl //
yuKiKo MeiGnien // AnnA MeRtz // RoBin MiGlioRelli
his Studio Ghibli- and rendering; Maya for rigging
T
inspired short film and animation and Mari was
follows the story of an used to paint the textures on
old woman and her the characters. Working in Mari
assistant just before was particularly useful. “I think
a mall opens. “We really enjoy the Mari was probably the most vital
contemplative quality you can find software to production because
in many Japanese animation films we were able to quickly and
like those of Studio Ghibli,” says easily update the textures of each
one of the directors, Clémentine character, even during the rigging
Frère. “However, stylistically we process,” says Romain Salvini.
wanted to stay away from being Romain believes that an
too anime-like… it was mostly a inquisitive mind is vital for success.
job of giving the environment that “You must be curious about new
abundant feel (of a mall) while still software and ways to make things.
keeping the characters silhouettes And keep watching movies,
stand out using colour blocking.” reading, looking for nice pictures,
The project used 3ds Max because these things can become
(V-Ray) for modelling, lighting an idea or reference for a project.”
HOW TO
SPEED
ANIMATE
Blue Zoo animation director Bader Badruddin
shares eight tips for producing characterful
work under severe deadline pressure
A
shows are often dream of working elsewhere.
associated with That’s no way to spend most of
cheap, low-quality the waking hours of your day: life
animation. With is short, so it’s better to embrace
budgets often 100 times smaller what there is than to focus on
than feature films and crazy what there isn’t.
deadlines, it’s understandable why What does that mean?
this happens. When working in TV Well, by drilling down and
animation, it would be simple to understanding the underlying
assume that it’s just impossible to basics and principles of
try and compete, and a futile effort animation, you can bypass a
to try and create animations that lot of the time spent tweaking
you’re proud of; so you might as the perfect animation, trying
well just get on with it as quickly to retrospectively fix animation
as possible without looking back. that’s fundamentally wrong
Most aspiring animators also from the start. We believe that
spend years and big sums of by using the right structure and
money training, with the aim of methodological approach, you can
eventually going to work in feature make fast turn-around animation
film animation. In reality, most of look great. It’s all about working
the jobs in the industry are in TV smarter, not harder; and getting Author
animation. So this results in a lot more out of the early first stage,
of people spending most of their rather than delaying the inevitable Bader Badruddin
career churning out animation and trying to fix things later. Bader is a series
animation director
at Blue Zoo, with
01
03
05
04
07
08
with detailed dopesheets (those Every shot is different, but down. Using an arc in the motion,
old classic animation sheets of this is a simple way of timing a take the hips down (or up) in a nice
paper that have notes and numbers standard dialogue shot that I found arc and watch how the motion is
scribbled all over the place, not works most of the time. My advice now more interesting.
some fancy part of a 3D package is to go grab a dopesheet and try
that shifts keys around). I decided and work with it and see how 08 have an acting liBrary
to animate one of my shots exactly things were done before computers One thing that’s always
as the dopesheet detailed. and playblasts came in. being told to animation students is
To my surprise, the scene to act it out and use video reference
worked pretty well! I only had 07 in BreaKDowns, go – but the truth is that TV schedules
to do some minor tweaks to it to somewhere else don’t really allow time to shoot
smooth things out, but overall the Often I would get asked in the reference material. So how can
timing was solid. studio to help out an animator with you get good acting?
I experimented with dopesheets a breakdown. This is what I would Well, I listen to the shot’s audio
for the duration of my stay on always tell them: don’t waste time a number of times, then pull out a
that project, and slowly over the trying to work out a complicated pose from my acting library. This
course of a few months, I began breakdown that may not work. isn’t a physical one or a premade
to anticipate some of the timings If you’re tight for time, take pose library on my computer
written down on the dopesheet. your two poses and get one pose (although these don’t hurt): it’s
What I found during this period smack in the middle that is a linear actually in my head. I spend time
was a pattern of timing that tweened pose. By flipping between outside of work studying people
worked as a guide and template, the three poses, you focus on the and films, learning more from
and has helped me speed up my main thing (usually the hips). If that than my own video reference
animation process so much that Pose A is leaning left, and pose B or an animation class. Learn to
I stopped relying on playblasts is leaning right, the breakdown observe and collect information
or real-time playback to see if my between those two has only two in your head so it’s accessible to
timings were working. options of where to go, either up or you when you need it.
wORLDS APART
Artists from MPC explain how they brought six worlds to life for a
spectacular Heineken ad. Tom May reports
PROJECT he beer industry project that the artists were keen three weeks on previz. “On the
T
TITLE has long sought to to get stuck into.” ship sequence, we had a very, very
Heineken: wow us with epic rough ocean in Houdini to make it
The Trailblazers commercials, from Spreading the load look a little bit more flashy, to add
the ‘surfing horses’ The amount of work meant it some waves going up and down,”
STUDIO film for Guinness in 1998 to the couldn’t be handled by one office, says Carsten. “But that was the only
MPC Advertising 2006 ad where a cast of thousands though, explains Carsten Keller, time that Houdini was used: 90 per
formed the shape of a Carling head of 3D at MPC Advertising. cent happened in Maya.”
SOfTwarE Draught drinker. But it’s unlikely “Along with London, three other Director Matthijs came over
Maya, Houdini, anyone will ever top Heineken’s facilities got involved,” he says. from Holland to get involved too.
Arnold, ZBrush, latest global ad, The Trailblazers, “Modelling, assets and texturing “We’d show him different options
internal tools for sheer scale and ambition. in Bangalore, compositing in for each shot and he’d choose the
Directed by Matthijs van Amsterdam, and other tasks were ones he liked,” explains Carsten.
DEvELOpmEnT Heijningen for Publicis Italy, it’s taken on by Los Angeles.” Each With the director having clear
LEngTh part of Heineken’s ongoing Cities morning, he would hold sessions views on what he did and didn’t
3 months campaign, which encourages men with each of the studios in turn like, progress was fast and smooth.
around the world to get the most in which they’d review the work “We found all the different camera
wEb out of their city by stepping out of each artist in real time, using angles and timings, all of the shots
www.bit.ly/ of their comfort zone. Taking the MPC’s bespoke internal software. very quickly; there wasn’t a lot of
mpcheineken concept to its logical extreme, the “So our modellers in Bangalore back and forth,” says Carsten.
one-and-a-half-minute commercial would show us their assets on With previz settled, it was time
transports four men on a night screen, and we’d point to a specific to move on to crafting the full CG
out in New York to a series of part of the image and be able scenes. And of all the shots in the
fantastical scenarios.
Working with footage shot in
Prague and Sofia, 70 MPC artists ThErE waSn’T a LOT Of back
worked for 90 days to create the
ad’s six worlds. 137 million polys
were used to create the space
anD fOrTh In prEvIz
station and 78.5 million for The Carsten Keller, head of 3D, MPC Advertising
Flying Dutchman ship, while 100
extras in the Roman scene had to to discuss it straight away,” he 90-second ad, the most challenging
be digitally transformed into an explains. “It was like we were all was an epic space battle.
army of 10,000. huddled together in a room.”
But despite the workload, when This kind of instant critique is Scaling up outer Space
the artists at MPC first heard a great way of reviewing work, The scene begins with the four
about it, they couldn’t believe their Carsten says, especially because partygoers thrust into a space
luck, remembers CG supervisor you can filter by, for example, station under heavy bombardment.
Christian Bohm. “It’s always a different disciplines. “You can say: “Eighty per cent of that shot was
good sign when you read the script ‘Today we only review animations, captured in camera, but we had to
and get excited as a team,” he or lighting and rendering.’... It’s a add the visors in CG,” says Carsten.
says. “A great concept and creative really powerful tool.” “And then we had to reflect these
idea make your work as an artist lighting effects in the visor, so it
much easier. So even though it Smooth previz became quite complicated.”
was obviously challenging, we had The project kicked off with three Next, the action moves to outer
a clear vision and it’s the kind of MPC artists spending around space itself, and MPC’s artists
main challenge was to give the Carsten. “On top of that, we had to above: the finished tricky tranSitionS
space station an epic sense of scale,” weather it with seaweed, coral and cityscape scene, One of the unique challenges the
says lighting TD Jessie Amadio. additional little damage effects on which was done with script posed was how to transition
“There was actually nothing in it; that was done in Houdini.” matte painting the characters from one world to
that shot to provide the audience But the biggest challenge, he another without it looking jerky or
with reference or scale,” she notes. says, was the moment the ship opposite right: the unnatural. One part of the solution
“So everything from the speed bursts through the water. “You city scene in new was to use natural elements to help
and size of the meteors to the focal have splashes, waves, water, rain, york was created transition between the scenes.
length of the camera needed to mist, fog, all of that reacting with after actors were So the characters travel through
be carefully created to maximize these moving parts on the ship. filmed against smoke in New York to smoke on the
the ship’s size. We experimented Water coming out of the hull of green screen Roman battlefield; from gusts of
with countless iterations until we the boat as well, because it’s kind wind and sea spray on the ship to a
found a combination that made the of hollow. We modelled barrels, blizzard on Everest.
ship look massive, but still nicely cannons and all of these things; The latter transition was
framed. We had a lot of flexibility inside the boat as well, so there was probably the most challenging, says
with the camera and layout, and proper interaction. You don’t even Carsten. “At the end of the ship
that had a huge impact on the see it in the ad but all these things scene, you had these waves, mist
perceived size of the ship.” have to be considered. It was very and gusts of wind coming from the
The artists also tried to ‘sell’ the complex from that point of view.” right, and we had to marry that up
scale of the ship by constructing it Christian worked with VFX with the Everest ridge,” he recalls.
with a high level of detail, she adds. supervisor Andreu Lucio Archs on “We’d shot the people walking on
“Plus we created a lot of little lights the ship sequence. “Although it was that ridge using a drone, so we were
to give the impression that a city no easy feat, the sheer volume of quite locked in to the movement
of people was living on board. We creative elements we had to create of the camera. This meant we had
ended up using a simple creative was really helpful to the success to marry up the ship sequence in a
‘trick’ to achieve this: we tiled of the final scene,” he says. “Every way that made sense, so it wouldn’t
an emissive image of apartment layer – from the water, foam and look like a jump cut. That took a lot
windows at night across the ship, rain to multiple layers of fog – adds of work: we went through about
to give the impression of a complex to the realism. The director was 10 continuity tests and it was only
cityscape. When you’re creating very open to different approaches signed off at the very last moment.”
such a large commercial, a simple and suggestions, so creatively it was Once the Everest sequence
solution is usually the best!” very fulfilling to work on.” begins, everything that you see
concept
mystical
monsters
Luca Nemolato shares his techniques
for creating impactful creature designs
for films, games and TV shows
t
his tutorial show you some Having set the features of
of my latest techniques for this creature with the written
creating realistic creature description, I started the
designs using the combination process by sketching on paper
of ZBrush, Marvelous Designer, and decided the best design
KeyShot and Photoshop. I use direction. With a stronger idea of
this pipeline in my everyday work what to do – I jumped into ZBrush
for movies, TV shows and video to flesh out the design in 3D.
games – and it never disappoints.
The inspiration for this creature
came from actual events that
happened in my life, so every DowNLoAD your resources
element of this design has an For all the assets you need go to
important meaning to me. I gave www.bit.ly/vault-224-character
myself a little fun brief: “Beautiful
TuTorials
Concept mystical monsters
sketch first
Drawing is a
fundamental skill that
any artist must have,
CG artists in particular.
03 DetAiLiNG
the BoDy
Now it’s time for the body,
I start to sculpt in more
details and to really finalise
the entire design. It’s
important to always model
with anatomy references in
front of you: that’s how you
make sure everything looks
realistic and anatomically
correct. At this stage I use
the Clay brush instead of the
Clay Tubes brush to build up
some of the forms, so that
my strokes are more delicate
and controlled.
05 creAtiNG
seAweeD hAir
Marvelous Designer is
typically used for clothing,
but I thought of using it in a
more creative way, using its
simulation power to create
seaweed hair. I simply create
strings of cloths, attach one
end of each string to the
head of my creature and
create a medium-strength
wind system. Once you let it
simulate, the strings of cloth
will interact and intersect; to
get the underwater effect just
quickly let go of the wind and
freeze the result right away.
06 DetAiLiNG the
seAweeD hAir
After creating different
patches of simulated
seaweed hair, I go back to
ZBrush, where I can start
the detailing process. With
the Pinch brush, I make the
end of each string pointy
and finish the detailing
with the Standard brush.
With the Move brush,
I make sure every patch of
seaweed hair is interacting
perfectly with the rest, and
that each part is attached
correctly to the head.
use nature
Look at nature for
inspiration, it’s the
best source you will
08 reNDeriNG iN Keyshot
With the ZBrush To KeyShot Bridge, I can
transfer my model into KeyShot to render with one
ever find for creating button. In KeyShot I create a new camera angle
realistic artwork, for my renders and, with minimum adjustments to
and was particularly my pose in ZBrush based on the new camera, I’m
important for my sea- ready to go. Holding [Ctrl] on my keyboard while
dwelling creature. dragging the skin material on my model, I keep my
textures from ZBrush intact. For my main lighting,
I use the Factory HDRI preset in KeyShot and a
simple top panel I place in ZBrush.
09 reNDer PAsses
iN Keyshot
My render passes consist of a
Shadow Pass, Spec Pass, Beauty
Pass, Rim Light Pass, SSS Pass,
Texture Passes, Thin Film Pass
and Alphas. The most important
is the Shadow Pass, realised with
a grey material on the model and
a top panel with a light material
in KeyShot; and the Beauty Pass,
realised with a skin material,
original textures from ZBrush and
the Factory HDRI preset for the
lighting.
10 comPositiNG iN PhotoshoP
Using Photoshop, I can merge all my
renders into one image, trying to find the
right balance between the different passes.
I place the Shadow Pass at the bottom
then apply the other passes on top,
lowering their Opacity and playing with the
brightness and contrast to blend them all
together. The Spec Pass should always be
on top of all the other passes, applied with
the Screen blend mode to just have the
light areas coming through.
11Photo-BAshiNG
To take the concept to the next level, I start the
process of photo-bashing, which is basically the process
12 DetAiLiNG the Photo-BAshiNG
I continue my photo-bashing process by blending a photo of an actress
over the face of my creature, using the Liquify filter (Filter>Liquify) to match
of blending photos with my 3D renders. I use photos of the position of the photo’s eyes and mouth to the face in my ZBrush sculpt.
people and animals to get realistic details, always making This way I’m able to obtain some subtle details that I didn’t have before, and
sure that the photos I use have lighting that follows what also to get better translucency in the skin. I also use the same photo-bashing
I established in 3D. The best way to blend the photos technique for the background: I blend together some underwater photos that
is to lower their opacity, then enhance the contrast and I then blur with a Gaussian Blur (Filter>Blur>Gaussian Blur).
erase what you don’t need.
13 PAiNtiNG
To perfectly blend
the photos and my 3D work
together, I start painting on
top of my photo-bashing:
this way I’m able to add more
details and fix artifacts. To
blend everything even better,
I can paint shadows with a
dark colour and light areas
with a light colour on a Soft
Light layer. The last pass here
is to paint in some foreground
details to frame my creature,
and some atmospheric effects
using a large soft brush.
software woes?
14 ADD eFFects
To make the painting
feel less ‘3D’, I use some
Which software you
choose use is not
important, think of
dust and bubbles photos. software as a tool to
You can easily find photos help you achieve your
with this kind of effect final result.
online: you need them to
be on a black background
so that you can blend them
using a Screen layer, which
eliminates the background
and leaves you just with the
details you want.
15 FiNALisiNG
the imAGe
The image is basically completed, so
I flatten down all the layers. The last
steps now are to use Unsharp Mask
(Filter>Sharpen>Unsharp Mask) to
make the image sharper; before I
apply a Radial Blur (Filter>Blur>Radial
Blur), which I focus on the centre
of the image. This helps to focus
the attention of the viewer on the
creature, and also to make the image
more dynamic. You can also play with
applying a Gradient Map to
the image to lend more colour
to your shadows.
follow
The Video
www.bit.ly/vault-224-character
Composite
large-sCale
explosions
Paul Champion shares his pipeline for making
explosions using V-Ray for Nuke and NukeX
imProveD PiPeline
Paul Champion For the tutorial, Steven v-ray for nuke enables compositors
Based in Dorset, UK, Paul Knipping of Applied Houdini has to work with volumetric data,
is a VFX/3D instructor and provided 72 .vdbs for the Vault. minimising send backs
freelance artist, writer and Each .vdb contains (density)
technical editor, who enjoys containing smoke, (velocity),
Author collecting film posters and (heat) where the fire is, and
urban art in his free time. (temperature) how hot it is.
www.bit.ly/paulcha The grids are 300 voxels max
in the Y direction to bring down
the voxel count and file size, while
C
reating and compositing still providing decent resolution.
explosions is usually a task The provided .hipnc file shows
for two different artists a preview of the .vdb colouring
or studio departments. In this in Houdini and the .mov file is
tutorial, I will blur that line by using a quick and dirty Quicktime
V-Ray for Nuke plug-in. Instead of movie preview of a playblast
working with rendered explosions of the aforementioned .hipnc.
from a VFX application, I’ll instead Steven’s ‘Volume V - Combustion
show you how to use .vbd files Simulation’ video tutorial on his
exported from Houdini. website covers how to make this:
The advantage of this workflow www.bit.ly/stevenknipping.
is it allows compositors to work The Vault also includes a high-
with the explosion’s volumetric res mortar explosion simulation
data with tools to change the as a Houdini file worth $200 and
look and orientation of the asset, an exported .vdb sequence –
without having to send back to provided by Maik Donath, owner
the VFX artist or department for of Insect Digital Alchemy
changes. As a workflow note, to (www.digital-alchemist.com).
introduce Nodes into the Node
Graph, place the mouse cursor
in the Node Graph workspace,
press [Tab] and type the Node’s DownloAD your resourCes
name then hit [Return]. To open a For all the assets you need go to
Node’s Properties Pane, double- www.bit.ly/vault-224-character
click the node in the Node Graph.
03renDering
ProPerties
With the cursor over the
Viewer Pane, press [Tab] to
switch from 3D view to 2D.
Scrub through the Timeline
to see the explosion smoke
plume. In VRayVolumeGrid1’s
Properties, switch to the
Rendering tab. The options
in this tab control how the
VRayVolumeGrid effect is
rendered. Set Render preset
to Fire/Smoke.vdb from
Houdini. This will introduce
fire. In Smoke, set Simple
smoke factor to 0.6 to adjust
the Smoke Opacity.
region of
interest
Nuke’s Region of
Interest Tool is a
valuable timesaver.
It renders a specified
area in the viewport.
This is especially
useful for quick
feedback such as
working on look-dev
for your explosion.
04 Fire set-uP
Go to the Fire tab, which controls the emissive
colour (fire) of the volumetric shader and the light
05 Fire Fine-tuning.
Fire Color and Opacity/Intensity in the Fire tab has
a gradient for controlling colour and a curve for setting
emitted by VRayVolumeGrid. The Physically based intensity or opacity. Click Expand (bottom right) to get
parameter can produce either an artistic look (value 0) a larger window. From the left, leave slider 1 as is. Select
or realistic physically based intensity (value 1). A higher slider 2 and put it at 10. Right-click the slider>Change
value means strong brightness for the hot parts of the Selection Color and choose an Orange shade. Put slider
fire. Set Physically based to 0.8. Set fire multiplier to 1. 3 at 15, with its Hue at 39. Put slider 4 at 25. Hit Play.
06renDer the
exPlosion
To make the Nuke
network lighter, render
the explosion as a .tiff
sequence. Pipe a Write Node
to VRayRenderer1. In its
Parameters, set channels to
rgba. Click the folder next to
the file and choose a folder
to render to. Append the file
path with Explosion.###.tiff
(filename/frame padding/
file format) and click Save.
Set compression to none and
click render. In the pop-up
Render dialogue, change the
Frame range to 1-72; click OK.
Fire tab
lights section
These settings control
how fire casts light
on other objects in
the scene, as well as
on VRayVolumeGrid’s
smoke. For example,
Light Power on Self
affects the illumination
on the smoke.
09Position
exPlosion
the
In the Crop1 parameters, set
r to 1920 and t to 1080, and
enable reformat. Open the
Transform1 Node’s Properties
and either reposition the
backplate manually with
the Transform Handle or set
translate x to -1110; translate y
to -560; scale to 0.6; center x
to 1500; center y to 1000. Add
a Transform after Premult1
and view Merge1. Reposition
manually with the Transform2
Handle or set translate x to
315; translate y to -568; center
x to 1044; center y to 928.
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myfavouritemagazines.co.uk/summer17
Sculpt a
goblin for
3D printing
Framestore’s rishikesh Nandlaskar
shares how to make a 3D collectible
mushroom goblin in ZBrush
t
he concept for my project, compositing in Photoshop to
Mushroom Goblin, comes get the final render.
from a drawing by my
friend Adrian Smith. I have been
working on making this concept
into a 3D printed collectible for DownloAD your resources
the site Industria Mechanika, For all the assets you need go to
which you can find online at www.bit.ly/vault-224-character
www.bit.ly/goblin224.
01a
02 03
04 05
05 sculpt
DetAils
seconDAry
Secondary forms help to add details
Master in ZBrush. I define the seams
of the UVs where necessary in Maya,
and then in ZBrush press Unwrap,
a pose for illustrative purposes.
Posing will help you realise if you
need to make any further changes
to the existing primary forms by keeping the existing UVs, and it’s to the proportions – do so now if
giving it a more finished look. done. ZBrush does the relaxing of necessary. After posing there will
So when you zoom out, the primary UVs quite effectively, especially if be areas to clean up. Next, you can
forms should read neatly, and when the seams are defined properly. move onto adding more details.
06 07
08ADD DetAiling
where neeDeD
For detailing, again it’s important
to retain the secondary shapes and
any detailing should complement
the forms instead of just using of
random alphas. I use the DragRect
stroke with alphas created by Kris
costa, Rick Baker and some I made.
You can Google search to get
alphas from these amazing artists.
09polypAint in zbrush
Polypaint inside ZBrush is an
amazing tool that helps to quickly 08
paint over your model in layers. I
use the Spray stroke and Alpha 07
in ZBrush to paint the basic colours
to get the overall character covered.
Then I keep adding layers of colours
and strokes until I feel that it’s close
enough to the concept artwork.
10 extrAct mAps
Multi Map Exporter in ZBrush
helps to extract different maps as
required. I usually extract some
basic maps such as diffuse, specular,
SSS, displacement and normal
maps. These maps can be then be zbrush material
used to plug into the various render Many ZBrush artists 09
engines. I use V-Ray for this. use MatCap Shaders
while sculpting in standing up and in this case, the camera angle. That way, you will
11 set-up in mAyA
Using a real-world scale
for your models helps you to get
ZBrush. This is fine but
it’s a good idea to keep
shifting to ZBrush’s
lighting, exposure, and other factors
need to be adjusted accordingly.
I don’t recommend using
get quicker results. However, if your
machine is powerful enough, then
you should go for displacement
accurate results when rendering. default material. This displacement maps if your machine maps. For this project, I have varied
But sometimes you have to deal helps to play with the is not super-powerful. Instead, it’s subdivision levels from subtool
with scaled-down models for light around the model better to export a decent high-res to subtool exported as per the
specific needs. My goblin character to read the form better model from ZBrush and use normal distance from the camera, which
is around two feet tall when than with MatCaps. maps, especially if it’s for a fixed is fixed in Maya.
10a & b 11
13 compositing
I do various render passes in
Maya with V-Ray. Image 13 shows
me. This way of working often leads
to happy accidental results that I try
and embrace if I can.
some passes rendered out for
this illustration: Diffuse, Specular,
SSS, ZDepth, fur pass and it’s
good to have a selection pass,
14FinAl renDer
Once I am happy with the final
look of my piece, I usually export
which is helpful to select regions a high-res .tiff file as the master file.
in Photoshop. Play around with the Then, with all the Layers merged,
Layers in Photoshop and try to go I try to colour correct a bit more to
through and check all the filters enhance the overall look. Usually
(I use Dissolve, Multiply and Overlay this means playing around with
between different Layers) to get the colour balance settings in
the desired output. It’s fun. For Photoshop until I’m totally happy
me, there is no specific method to with my project.
13 14
follow
the video
www.bit.ly/vault-224-character
Redshift
Create photo-
real interiors
in redshift
Dave Throssell of Fluid Pictures
shares how to create a realistic
room scene using Redshift
h
ere at Fluid Pictures, we so most of this will be applicable
have generated literally to a Maya front end too, but the
thousands of animated main focus is on how you should
sequences over the years. In this approach any project like this from
tutorial, I hope to give you some a creative standpoint, and where
pointers as to how to bring your in the pipeline you should be
project to a successful conclusion. maximising your efforts.
The project I have chosen to share
was a test piece for a client –
we wanted to create something
that was a realistic render of a DownloAD your resources
room, but was more European For all the assets you need go to
than the usual Californian www.bit.ly/vault-224-character
modernist environments.
inDoor ArT
Building realistic interiors is all
about knowing where to focus your
attention and add detail
03 MoDel siMPle
GeoMeTry
Get a primitive cube and start
to model the base geometry
of the architecture. In this
case, it is a traditional two
room ground floor North
London house. Decide where
the windows should be and
make sure you’ve got all the
major bits of architecture in
place. If you’re having internal
lighting (I’m not), then get
stand ins for those, too.
resist texture
temptation
Don’t be tempted
to use 3D textures.
They are too obvious,
especially to your
fellow professionals.
04 sTArT liGhTinG
Add a white diffuse material to your walls and set
up your lighting. My scene doesn’t have any additional
05GloBAl illuMinATion seT-uP
You’re not going to get anywhere without being
able to the bounce light in the room. In the past, you
interior lighting as it is supposed to look ‘off your phone’ either had to simulate each area of light falling into the
real and not ‘shot like a movie’ real. I start with a HDR room, or turn on global illumination and sit back for a
sky dome and a small area light for the sun to achieve long wait. Now you can switch on Redshift Brute-Force GI
sharp sun shadows. Engine and get good results in a fraction of the time.
06 MoDel FurniTure
You need some
furniture, so head to your
web-based CG model shop,
or make them by hand. Just
create the major components
that you know you’re going
to need. Don’t go mad with
detail and texturing just yet,
but if you do build anything
properly, make sure there
are no problem polygons
flickering away.
Tweak first
An hour spent
tweaking GI settings
will save you ten
hours rendering. But
you’ll still have render
multiple times till
you’re happy.
09 eVeryThinG
ADD DeTAil To
Kiss your weekend goodbye
and keep adding detail. Use
your reference to see what
should be lying under the
table. Texture the spine of
every book, add rounded
edges to everything. You
might not see it, but you’ll
know the detail is there. Keep
going till you run out of time,
money or willpower. 10checK reFerences AnD reliGhT
So all is looking good. Check your
reference again and make sure the colour
balance looks convincing. Think about
exposure. If you are shooting on a phone, it will
vary the exposure as it looks into the light. Do
you want to simulate that here, or in the grade
afterwards? Render some low-res tests.
Keep focus
Don’t always add
blur and grain. Not
everything needs to
look like it was shot on
8mm film stock, and
modern cameras do a
great job of keeping
things in focus.
15coMPosiTinG
The aim of this project is to see what could be
achieved in a single pass. But with Redshift, you are able
16ADjusT GrADinG
Your final render should be a thing of beautiful reality, and the last thing
to do is adjust the grade and add any effects. You should have thought long
to split up the render into its various components, so and hard about your digital cinematography so changes should be minor,
you can render out passes and then composite, adding but this is where you can push that big filmic grade, or in our case start to
subtle grades and effects as you do so, although at the desaturate and get a low-tech look. I don’t feel the need to add grain, video
moment, you can’t create custom AOVs. streaks or the appearance of a rolling shutter as I am replicating a phone
camera. Just a few tweaks on the levels and you’re done.
Rob Redman
Rob is a 3D artist, creative
director working across TV,
film and print. He is also the new editor
of this very magazine.
www.pariahstudios.com
Paul Hatton
Paul leads a studio of
visualisers based in the UK.
He delivers a host of projects including
video and interactive environments.
www.cadesignservices.co.uk
Francis-Xavier Martins
Francis-Xavier is a character
artist and CG generalist
based in Brighton, with over a decade of
experience in video games, media and TV.
www.polyjunky.com
realistic-looking plants that grow up
the side of buildings are simple
Pietro Chiovaro to create using x-particles
Pietro is an Italian 3D artist.
He creates 3D assets and
environments, and is currently working
on an open-source game.
sOFTWarE: x-parTIClEs | CINEma 4d
www.bit.ly/PietroChiovaro
HoW Do you groW
Syawish A Rehman
A motion graphics and VFX
a plant up a Wall?
artist from Pakistan with nine Marta Black, New Zealand
years’ experience, Syawish loves motion
graphics and making video tutorials. Rob Redman replies
www.bit.ly/syawish
Modelling a static plant that best tool for the job is X-Particles, which
has the appearance of having has a huge number of useful tools and
grown in situ isn’t too hard, but creating a options for you to play with.
rig that will animate that growth is a little I will use a single particle system, but
more complicated. Of course, the system you could go in deeper, adding branches
that I’ll show you here can be used and or spawning emitters to add complexity
frozen to generate static plants too, and and realism. A single emitter, based on
there is something to be said for using geometry selections for ‘roots’ is a good
this method. As it’s procedural, it means place to start, with some modifiers added
GET IN TOUCH you can adapt and iterate, using settings
to create endless variations, rather than
to control growth direction and patterns.
To start with, you need a scene to work
having to manually adjust vertices. in. I’m reusing a section from an old scene
EmaIl yOUr qUEsTIONs TO So how can it be done? You could use but you can use almost anything – as
[email protected] any number of tools, but in my opinion, the long as you have something to emit your
EXPERt tiP
MiX uP youR woRkFlow
Don’t get bogged down in specific workflows. Mix and match to stay fresh and grow
your skill set. Most tools in Cinema 4D work very well together, including third party
options, so don’t be afraid to investigate and expand your toolset.
01CREAtE An EMittER
With an XP system added to your
scene, create an Emitter, set to Object,
02 Add ModiFiERS
Add a FollowSurface modifier from
the Modifiers list and drop the object in
with the geometry you want the plant the field that you want the stems to grow
growing from added to the field and the along, adjusting the settings to suit your
selection added to the Selection field. You needs. Follow with a Turbulence modifier
also need to set the Emit From setting to to get some controlled movement in the
Points. In the Emission tab, set the Mode growth. Once you’re happy, add a Trails
to Shot. Change the Speed to a suitable Generator and drop the Emitter into it, so
setting and add a little Variation so they it knows what to trace. Now you can tweak
don’t all grow at the same speed. with more of an idea of the finished look.
This question has one very Second, it is not just great for colour Finally, it’s a node based system. Most
obvious answer for me: DaVinci grading, but is also brilliant as an editor. software within the 3D field has adopted
Resolve. There’s no doubt about it, it just I now use DaVinci Resolve as my go-to this type of system in some shape or form.
has to be DaVinci! Let me tell you why I editor for pretty much every project This gives you the ability to apply a whole
think it’s so great for colour grading. (unless it needs VFX and then of course host of colour corrections and grades
First, it’s completely free. And I’m I’ll use After Effects and only export to within each node, enabling you to stack up
talking totally free – there are no adverts, DaVinci for the colour grading part of the as many adjustments as you like. You can
no subscription fee and no one-off cost. workflow). The editing tools are extensive, also adjust how these nodes blend and
You just download it and you’re good to and intuitive. Being able to not only edit respond to each other.
go. Before I get carried away, I should my projects but then colour grade and I would definitely recommend
recognise that there are a few limitations export them is a big plus for me. downloading DaVinci Resolve and having
to the software. However, these can be Third, it’s an incredible colour grading a play. Best of all, it’s available on both PCs
removed by purchasing the software and tool. It really is. I really hope they keep and Macs, which helps to keep everyone
in reality, I think there will only be a very it free because it’s so brilliant. The tools happy! See my video for some more
small subset of users that will need the are so unbelievably powerful that I can’t information on the basics of using DaVinci
advanced features anyway. believe they don’t put a price tag on it. Resolve for editing and colour grading.
EXPERt tiP
EXPoRting youR FilES
When exporting your files under the
Deliver tab, you will need to make
sure that your timeline work area is
set to exactly what you want to export,
otherwise you might end up with
unwanted footage in your media file.
This work area is located right at the davinci resolve has four main areas: media,
where you import files; Edit, where you can
top of the timeline and you can easily edit your footage; Color, where you colour
drag this area to adjust it. grade; and deliver, where you export your files
FOllOW
THE vIdEO
www.bit.ly/vault-224-character
sOFTWarE: maya
There are two methods to Before you do that, however, you might which way you do it, since you can always
make a disintegration effect. need to redo the UV mapping – I find that invert the settings from inside the 3D
You can use an nCloth simulation – which, camera projection works best to do so but application you’re using (I’m using Maya).
as you might imagine, is resource-heavy that’s not always an option, especially on Once you have the map of how the
– or you can use particles and opacity a complex mesh. A better solution to this mesh will disappear, you also need a
maps. The second method is very easy problem is to take your mesh into a texture map to generate particles. In Maya, you
to simulate and doesn’t require too many painting tool such as Substance Painter can use a monochrome map to generate
resources from your machine. Although and outline the parts of your mesh that you particles: white for where the highest
the particles generated do require some want to disintegrate first. This helps you number of particles will be generated
resources, it’s nothing compared to the understand how the map will react to your and black for where no particles will be
nCloth simulation’s required power. mesh and then you can take it into After generated. As your mesh is disintegrating,
For the second method, in short, you Effects or similar and animate the map. You you need to make sure that some particles
need to prepare a monochrome map of have to take it from all black to all white or are generating at the points that are
how you want your mesh to disappear. the other way around – it doesn’t matter disintegrating. You can use the map that
EXPERt tiP
nAME tHE iMAgE SEquEnCE CoRRECtly
I’d recommend using an image sequence instead of videos for the opacity and
particle maps. Maya’s strict about that, so try and name it in the following fashion:
[ImageName].[Number].[Format]. Also bear in mind that if you can’t do this with your
animation software, you can use Photoshop.
01diSintEgRAtion
CREAtE A
MAP
You need two different maps to control
02 CREAtE A PARtiClES MAP
The second map you need is
what I call a particle map. It’s basically
the disintegration. First, you need just the portion that’s disappearing, not
an opacity map to make the object the portion that has disappeared or the
disappear. I’m using a book for my object. portion that is yet to disappear. Take two
Animate this map using software such as copies of the opacity map, put one on top
After Effects to go from total white to total of the other, paint the top one black and
black. If you’re using After Effects, use start it a few frames after the bottom map.
Turbulent Displace to add more realism You should have a pretty cool map.
to the burning marks.
EXPERt tiP
MAkE it diFFEREnt
If you want a more homogeneous effect, you can delete
the image texture and set a Roughness value between
0.000 and 0.500 in the Glossy Shader.
sOFTWarE: BlENdEr
HoW can i create a FOllOW
Metal painteD Material? THE vIdEO
www.bit.ly/vault-224-character
Edward Green, USA
Pietro Chiovaro replies
I created this material for a the Mix Shader. Next, link the Texture fix all the different values. In the image
short movie that I’m making, I Coordinate with the Musgrave Texture texture, import an image that gives some
used it for a gate and other environment (linked in Vector) and this one with the more imperfections to the material,
objects, so I think it is the perfect material first colour Gamma. Then you can link the something that will be overlaid onto the
for answering your question. First, create a Texture Coordinate to the Image Texture material (in this case I use a Smudge
new material slot in the Node Editor panel (in UV if you have mapped the object), and texture). In Mix Shader, set a value of
in Blender, and start adding these nodes: then link this one to the, Glossy BSDF in 0.300, while in the two colour Gamma, set
a shader Glossy BSDF, a shader Diffuse Roughness and the second colour Gamma. a value between 0.100 and 0.300. In the
BSDF, the converter Math, the input Next, link the two colour Gamma using converter Math, change the operation
Texture Coordinate, the internal texture the Math Converter. The second to last in Multiply and in the Musgrave Texture,
Musgrave Texture, a Mix Shader, two connection that you have to do is between fix these values: Scale: 50.000, Detail:
colour Gamma and the Material Output. the Math Converter and the Displacement 15.000, Dimension: 0.000, Lacunarity:
After you’ve added these elements, you of the Material Output. Lastly, connect the 0.000, Offset: -87.500 and Gain: 0.000
can start creating the final material. Mix Shader to the Material Output. and change the Type to Multifractal. Then
First of all, mix the shader Glossy Once you have finished linking every you can start the rendering phase and
BSDF with the shader Diffuse BSDF using element of the material, you can start to eventually see the final result.
EXPERt tiP
don’t bE too tRAnSPAREnt
Unless you have a very powerful
machine, avoid playing with the
transparency option on the shader,
it’s very expensive and can be faked
by having fewer hairs and a smaller
radius towards the tip of the hair. Good
lighting will also help emphasise the
transparent look you are going for.
If you have sculpted your long this was done, I ZRemeshed each piece Shave and a Haircut. For the former,
flowing hair in ZBrush, a topic I and made sure they were all cylindrical no select the edge loops that run down
covered in issue 215, and you want to get it matter what size they were. I deleted the the hair pieces and convert them into
into another program such as Maya or 3ds caps of the cylinders and made sure the curves using the Modify>Convert>Poly
Max to render as real hair, here are a few roots were well embedded into the scalp. Edges to Curve command, then go to
steps you can follow. I’ll be using my Loish I then exported a very low -res Curves>Rebuild>Rebuild Curves Options
model as an example. I recently updated version of the scalp, this was created by box and change the span number to make
her and this is how I did it. ZRemeshing the original and deleting the curves uniform. Then use those curves
First I got all the pieces and strands the faces I didn’t want hair generated on. to generate a new XGen description.
flowing uniformly from the scalp to the When this was done, I exported each hair Alternatively, you could use the Hair
shoulders. All the straps created with piece into Maya and named them, for from Mesh option in Ornatrix, select each
the Curve brush were fine, but the larger example, front section, strands, and so on. cylinder or combine a group of them and
pieces I broke up using the Slice Curve In Maya, there are several options then use the modifiers to determine the
brush and DynaMeshing with the group for hair generation. You could use radius, curl and length variation of each
option on. This way, I was able to control XGen, the old nHair system, or third group. Add a shader and do some test
the direction and flow of the hair. Once party plug-ins such as Ornatrix or renders, then modify until you’re happy.
indsustry insight
WONDerFuL WOrLDS
Trevor Hogg discovers how VFX play a supporting yet vital role in blockbuster Wonder Woman
ith the second film featuring production designer,” explains Bill. “She could augment, and add waterfalls and
industry insight
OperATIOn BLenDer
Steve Jarratt investigates how the latest Blender short, Agent 327: Operation Barbershop,
works as a test bed for the open-source software
ack in 2014, the Blender “With this movie, we wanted to make a the Cycles render engine, it was optimised to
B
Institute developed Blender statement about the quality that the studio give render times acceptable for a short film
Cloud – a subscription service wants to work on,” says producer Francesco production,” Francesco comments. In fact,
that provides users with Siddi, “and give a glimpse of the characters Cycles now renders scenes with hair and
collaborative tools and acts as that populate this long-established universe.” motion blur ten times faster.
a repository for training and open-source Operation Barbershop is also a test In addition to the improvements to
assets, which subscribers have direct access bed, both for the existing technology in Cycles, a large amount of development time
to. As a paid-for service, Blender Cloud is Blender and as way of determining what also went into the Depsgraph dependency
instrumental in generating the funding for new technology needs to be added. “Blender graph project. “The character rigs reached
the Institute’s short films, replacing the sale has been the rock solid foundation of our a high level of complexity, making it
of DVDs, which are now almost obsolete. pipeline for years,” says Francesco, “and challenging for new animators to quickly
The latest Blender short, Agent 327: in this project it was no different. The become productive,” says Francesco.
Operation Barbershop, is a significant fact that Blender enables us to work from “Depsgraph is the new core of the animation
milestone for both the app and for Blender storyboarding all the way to final render is system, which provides dramatically
Animation Studio, the production arm of the a real productivity boost,” he explains. improved performance of animations with
Blender Institute. The three-minute film is One of the key developments during complex rigs. Finally, cloth simulation tools
proof of concept, and is being used to seek production was to implement high-quality also got an important upgrade. This allowed
funding for a full-length feature film starring hair rendering with motion blur – work us to introduce believable cloth behaviour
the aforementioned spy – a character who which was started during the making of the on top of several animations.” Both the new
is based on the cult comic books by Dutch previous Blender short, Cosmos Laundromat. dependency graph and cloth tools will be
artist, Martin Lodewijk. “While this feature was already available in rolled into the anticipated Blender 2.8.
with this mOvie, we wAnted tO mAke A stAtement ABOut Attract, the production tracking software
the quAlity thAt the studiO wAnts tO wOrk On was developed by Francesco during the
2012 production of Tears of Steel. Attract
Francesco Siddi, producer, Agent 327: Operation Barbershop
enables the team to know the status of the
production process at all times. “It manages
However, after a decade of such sequences, shots, tasks and their deadlines
productions (Agent 327 is the studio’s ninth and assignees. Attract is integrated with
short) Francesco states that it’s no longer Blender, and it keeps the edit at the centre
a matter of new features, but of maturity. of the process. This way, when there
“In a production scenario, we look into are changes to the film – shots added,
collaboration, flexible workflows, and so removed, cut, reviewed – they get reflected
on. even if it looks like some development automatically in Attract. Attract will become
happens for a production corner case, that’s available as a service on Blender Cloud very
not necessarily true. So much effort is being soon,” explains Francesco.
placed in designing solutions that benefit It is clear that the aim of the Agent 327:
the largest use cases possible, and it could Blender’s developers have continued to refine and optimise Operation Barbershop short was to focus on
be argued that with the open channels that the app’s dependency graph, speeding up the whole process asset management and pipeline integration,
Blender has with its huge community, this with the aim of scaling up the animation
has never been an issue.” render manager Flamenco and Attract: process for feature-length production.
For future projects, Francesco explains a production tracking system. “Managing the growing complexity of
that the Blender team will need more “Like all the tools we make at the studio, the project in terms of assets, as well as
advanced asset management tools to Flamenco is free and open-source software, keeping the render times under control, was
handle the ever growing complexity of with an open and extensible architecture, very important for this project,” explains
characters and environments. These tools allowing any software to be used with it. Francesco. “This allowed us to reach the
will also need to integrate with production Flamenco can be used to manage computing style we were after, and that’s something
management and render tools. This means clusters of hundreds of machines and it’s we are really proud of.”
that development work has also focused on available as standalone software, as well as View Blender’s Agent 327: Operation
the Blender Institute’s pipeline tools: on the Blender Cloud,” says Francesco.
FYI Barbershop at www.agent327.com
industry Project
wHALE oF A TIME
Léa Cousty shares her pipeline for creating her stunning one-minute animated film Sur Ecoute,
including how she successfully mixed 2D and 3D techniques
éa Cousty is a 21-year-old The main technical challenge was to the representation of the 2D line disappears
L
student in 3D animation create something that looked 2D without because we only use volume. As a huge fan of
at Supinfocom Rubika, in using toon shaders or self-shadowing and this graphic style, I wanted to make a movie
Valenciennes. integrate the 2D background. The schedule keeping this code from the 2D design to the
In her fourth year, she was of the production was also a big challenge. final look dev. It creates a contrast between
tasked with directing a one-minute film on “In the first version of the storyboard, I was the flatness of the sea, the 3D and the white
her own, and the short Sur Ecoute, which supposed to do a shot with the mouth of the lines I’ve drawn on characters, the clouds
uses a split screen to show the story of a whale completely open, jumping into the and waves in the sea,” she says.
whale and a fisherman, is the result. “It’s camera,” says Léa. “I didn’t have time to Léa was inspired to use what she calls
been very tough but I’ve learned a lot doing create a whale’s mouth just for one shot. I “flat staging” by several films, and French
everything by myself,” says Léa. had to reconsider the staging of the movie to comics. Her inspiration includes Song of the
Léa used Photoshop for the initial shorten the modelling and the rigging step.” Sea by Tomm Moore, The Peanuts Movie,
design, Toon Boom Storyboard Pro for Equaeur - The Lava by Kadavre Exquis and
storyboarding and Maya for modelling, 01 Pre-production Juste de l’eau by Carlos De Carvalho.
animation, shading, lighting and rendering. Léa knew that she wanted to Although integral to Léa’s film, the
For texturing, she used Substance Painter concentrate on lines in the design of the splitscreen element was one of the
and Photoshop, Nuke was used for the film. “I already knew that I wanted to play most challenging aspects. “I started my
compositing and Avid Media Composer with the line of horizon, the line of the storyboard and discovered how hard it was
for the editing. The film also has a fitting whale’s belly, the line of the fisherman’s to stage a splitscreen. First, you have to
soundtrack, and Léa used Reaper for beard and the line of the splitscreen during make sure that the audience is able to see
the sound design. the writing,” she says. “In a 3D production, the action in both screens. Due to this
01a
01b 01c
02
constraint, my shortest shot runs for 2.5 had them on my 2D animatic thanks to my month. “I had never used this software
seconds, which is pretty long for dynamic storyboard,” she explains. before, but it took me two days to learn how
staging. The second important thing to to handle it,” explains Léa, who adds that
know about splitscreen is that it doubles 02 Modelling Substance Painter is well suited to this type
your work in animation, layout, lighting and Léa says that the fact that you never of short production as it makes it quick to get
compositing for shots using splitscreen. It’s see the fisherman’s legs during the film to your desired results and “there’s a lot of
something you have to keep in mind when meant that “the modelling part was pretty things done in a procedural way”. Substance
you choose that cinematographic process. easy”. However, the modelling challenge also helped her to maintain better control of
Consider that my short film is composed of lay in fitting the 3D models with the 2D the placement of lines on her characters and
15 shots, but if you count splitscreen too, I reference and making good topology of the make them very straight, she says.
had 23 shots to produce.” fisherman’s beard in order to stretch and once Léa had finished texturing, she
Léa did her storyboarding using Toon squash it during the animation step. “I didn’t decided to render the film using V-Ray.
Boom Storyboard Pro “because it’s the use any bump, displacement or normal “I plugged the diffuse and reflection map
best software I’ve ever known to make maps,” says Léa. “Everything was done in exported from Substance Painter into a basic
a storyboard”. She found that having a Maya.” This part of process took two weeks. V-Ray material,” she explains. However, she
storyboard helped her to develop the action didn’t go crazy with the reflection map.
and made animation easier. “I know good 03 texturing “I only used reflection on the fisherman’s
animators in my class who lost so much time Texturing took place mostly in suit and on the eyes of characters to give
trying to find their key poses when I already Substance Painter and took roughly a them life,” she explains.
04 Knowing your mind keep in mind that whatever happens, or whatever your
one of the most important issues that
Léa learned to deal with during the making
teachers say, it’s really up to you, even if you are young
of this film was when to take her teacher’s Léa Cousty, director, Sur Ecoute
advice. when she began her film, it became
obvious that the art direction and staging directing their very first film is to keep in she also reinforced the rim light because she
of the film were influenced by cartoons. mind that whatever happens, or whatever knew she wanted realistic sunset lighting.
“Naturally, teachers and students started your teacher says, it’s really up to you, even She coloured the light in orange and the
slowly to give me the ‘cartoon’ label,” says if you are young, inexperienced and might shadows in blue directly in Maya.
Léa. “That’s the reason why teachers never make some bad choices along the way.” “I’ve heard some people prefer to render
stopped telling me to use Toon Shader or more passes and be able to tweak shadows
self-shadowing during the production, 05 Lighting and light colours in the compositing step,”
even when I had been saying that I wanted For lighting, Léa started with a three- says Léa. “They are probably right, but to
realistic lighting since the beginning!” point light rig, tweaking them one after the me, compositing also means being in a rush.”
Léa is quick to note that she’s not blaming other. She advises against creating them all Léa explains that seeing as she’d already
her teacher for this. “we were 50 students at the same time. “I reinforced the backlight done the colourboard in pre-production,
with 50 different short films and it’s hard because I wanted a sort of halo surrounding tweaking the colours at the compositing
to follow everyone’s work. Léa continues: the 3D – it helped me to integrate the 2D stage would have meant postponing the
“The best advice I could give to a student backgrounds,” she says. Léa explains that work she was able to do at this point.
06a
06b 06c
06 Layout
For Léa, the layout step was one of
the most challenging parts of the project.
“The 2D look of the film comes from camera
settings,” she says. For shots under the
cabin, her focal length was at 50. For shots
outside, she was near to 200. “I needed to
kill the perspective created by the 3D if I
wanted to have the flat look of 2D. The cabin
is also very little and it’s hard to shoot under
a little space,” she explains.
07 Animation
Léa had prepared her key poses
during the storyboard process. “I recorded a
lot of video references during the summer to
find expressive and funny key poses. During 07
the animation step, I also remembered my
classmates looking at me like I was crazy remember that the average render time for an animated
because I needed to act out the movement
I was trying to recreate in animation. I
sequence must not exceed five minutes per frame
Léa Cousty, director, Sur Ecoute
worked on 2 shots every day.” It took Léa
one month to complete the animation step.
“I started by creating key poses and stayed without being afraid of render times. of both techniques is to paint a quick sketch
in the step mode until I had a key every two I always keep in mind that the average of the future background you use as a proxy
frames. This helped me avoid spending too render time for an animated sequence must for the lighting step. It will help you to
much time cleaning my curves and helped not exceed five minutes per frame. Sticking check if your work in 3D still fits with the
me in the polishing stage of my animations.” to this rule helped avoid interminable render background you’ve chosen to use. when the
once Léa switched keys in spline mode, her times,” Léa explains. time comes to paint my final background,
animation was practically over, and it was I just had to follow my previous sketch as a
time for rendering in V-Ray. 08 compositing base to recreate something more polished,
“Most of the time, I didn’t have a The most challenging part of the sensitive and shaded.” The watercolour look
background to render because everything compositing step was integrating the 2D comes from Léa’s Photoshop brushes, which
was in 2D,” says Léa. “This enabled me to backgrounds with the 3D characters and are Kyle T webster’s and can be bought
push the look dev of my 3D character further props. “The best way to help the integration online at www.kyletwebster.com.
08a
08b
“once I was in Nuke, I used the Lightwrap
node and the Glow node to blend
everything,” says Léa. “It can give a kitsch
effect to the final look dev but it fitted pretty
well with my artistic direction. The hardest
shot to compose was the first because I had
to track the 3D camera to recreate the same
movement on my 2D background.”
09 Adding effects
“I don’t have any experience in 2D
animation, but I wanted effects that seemed
2D,” says Léa. “I drew a line with a Kyle T
webster’s brush in Photoshop, saved it as a
.png and plugged it in the colour of a simple
V-Ray material assigned to a basic plane in
Maya. I rigged the plane and added a bend
deformer. I based the amplitude on a wave.
Léa then did the same thing for the 09a
lighting dots, painting them in Photoshop,
plugging them on the colour of a plane, top: one shot before and
duplicating them and constraining each after compositing
plane to the line with a follow. After that,
she moved each dot a little bit from the line. Middle: the difference
She then rendered her png sequence with between the rendering and
Maya in 1080p 25 because it gave her bigger compositing phases
flexibility to adjust the size of the 2D effects
according to the shot she was compositing. Above and left: sur ecoute
“I added effects in Nuke and integrated it has been selected for the
with a Lightwrap and a Glow node.” Acharya tulsi short Film
You can watch Léa’s short film at: Festival 2017
FYI www.bit.ly/leasurecoute 09b
siggrAph preview
DISCoVeR THe
SCIeNCe beHIND
THe PIXeLS
Mike Griggs reveals the talks not to miss as part of this year’s
exciting SIGGRAPH Technical Papers Program
T
CGI and digital content devices that capture micro-motion or are
creation industry will be able to capture 3D fluid flows [Imaginative
turned towards Los Angeles imaging session] and a printing technique
this summer, when the 44th that uses embedded magnetic flakes to
Conference on Computer Graphics and create printed pictures that change with
Interactive Techniques – otherwise known the lighting [Fabricating look and feel
as SIGGRAPH 2017 – takes place. session]. Then there’s fabrication being
As one of the biggest shows in the extended to composite objects such as
industry, with exhibition stands and wires plus fabric and to moving objects
representatives showing the latest [Fabricating curves, surfaces and volumes
announcements from Autodesk, Maxon, The and Dynamic fabrication sessions] and the for the perceived quality.” For more
Foundry, AMD, and NVIDIA amongst many use of immersion into water to capture a insight into this area, see the Deep image
others, SIGGRAPH is a must for CG artists. 3D shape [Reconstructing 3D surfaces from processing, Speech and facial animation,
points, lines, images and water session]. Learning and analysis for geometry and
44 years of excellence The work on sound also expands, with Learning to move sessions.
The reason that SIGGRAPH has garnered sound spatialisation and the simultaneous
the respect of the CGI community over its synthesis of motion plus sound for complex Advances from the community
44 years, is that it focuses on the science and objects. This year, one of the papers is not When looking back over the past 44 years
collaboration that is so vital to the industry. about images at all, but is all about audio of SIGGRAPH, Marie-Paule mentions the
SIGGRAPH is packed with many areas to narration editing, which is an excellent satisfying problem-solving that has been
experiment with the latest technologies, complement to the other papers in the addressed by the community. “Looking
see presentations on how some of the Speech and facial animation session.” back, synthetic images have reached a level
most cutting-edge VFX and animations of realism that was difficult to expect some
were created and also discover, through Cutting edge techniques explained decades ago. The most satisfying, for me are
Technical Papers presentations, the science Machine Learning is one of the hot topics the advances in geometric modelling and
behind the pixels. These papers have earned in every branch of computer science at in animation/simulation methods, such as
SIGGRAPH the deserved reputation as one
of the most esteemed and influential forums
for research in the world. I was surprIsed, and excIted, to see the extensIon of
This year, from 439 submissions, the
SIGGRAPH 2017 Technical Papers Program
cInematography technIques to Vr VIdeos
Marie-Paule Cani, chair of the SIGGRAPH Technical Papers Program
has accepted 127 papers to be showcased.
The chair of the Technical Papers Program,
Marie-Paule Cani has noticed new areas the moment, and computer imaging is no modelling developable surfaces (used for
of research which excite her, even with a exception in unleashing this transformative garments or architecture), and animating
maturing and broadening of the scope of technology. Marie-Paule has noticed a trend very soft materials, such as hair, sand or
the papers. She explains: “In addition to in this area: “The most noticeable trend this liquids. The most impressive advance is
the continuation of research in geometric year is the use of deep learning to generate probably the fact that the introduction
modelling and animation, rendering and new content from images, videos and speech of expressive modelling and animation
imaging, I was surprised, and excited, to see to shapes or motion. Deep neural networks techniques have progressively widened
the extension of cinematography techniques are trained to generate the final content the access to visual content creation and
to VR videos [People power session]. I’m presented to the users, and are responsible editing to more diverse sets of users, while
their combination with novel fabrication The papers at SIGGRAPH offer Above: One Below: how ‘dip
methods are reviving – and fully revisiting – an incredibly wide range of topics, presentation is on transform’ can aid
the area of computer aided design.” meaning that attendees can gain some how users can guide reconstruction of
really valuable insights into areas which colourisation 3D shapes is one
First time at siggrAph? they may not otherwise discover. “Don’t of images paper’s topic
For those who are new to SIGGRAPH and expect to get all the technical details
want to see as many presentations as they of a paper during a presentation, and
can, the sheer amount of papers on offer can look for inspiration from a diverse set
be overwhelming. Marie-Paule offers some of presentations,” advises Marie-Paule.
advice: “My tips are to look at the Technical “Attending sessions from a different
Papers video trailer [which is available at: sub-domain may be a good idea, since our
www.bit.ly/siggraphtrailer] to get an field is often advancing thanks to cross-
initial idea of this year’s content, and to fertilisation, for example, editing or transfer
attend the Technical Papers Fast Forwards techniques first introduced in imaging later
session on Sunday, July 30, from 6 to 8pm, inspiring those who developed in shape
in South Hall K. Finding what to see among modelling,” she adds.
more than 160 papers, often presented SIGGRAPH 2017 runs from 30 July to
within three sessions in parallel is not easy.”
FYI 3 August. Visit s2017.siggraph.org
aniMating keYs
learn how to set up character
animations in Maya
author
Mark Masters
mark has long been
interested in animation.
His passion meant that
he made an impact on
the industry quickly,
working for Pluralsight
T
his issue, we’ve joined forces with useable insights into how to best approach as an animation and
Pluralsight (formerly known as Digital- their character animations. rigging instructor. He
Tutors) to offer you a comprehensive Character animation can be a daunting currently works at
video training course that you can download task to undertake but this detailed, easy-to- steelehouse Productions
from our online Vault – for free. Simply visit follow course makes the process intuitive as a 3D animator.
our online content downloads page at and rewarding. After completing this six-hour www.bit.ly/markmast
www.bit.ly/vault-224-character to get all course, even absolute beginners will feel
of the files you need. confident animating in Maya.
In this course, brought to you by Mark
Masters, anyone wanting to make the step For more high-quality video training,
from stills to animation will gain useful and
FYi visit Pluralsight at www.pluralsight.com
indsustry insight
Qube! AIds
PsYOP’s VR Push
Geraint Evans discovers how the flexibility of PipelineFX’s Qube! helps create VR content
he award-winning creative efficient manager was needed. This is where “Its extensive Python API gives us
t
agency, Psyop, which has PipelineFX’s Qube! comes in. practically unlimited flexibility when it
offices in New York and LA, The render farm manager allows Psyop comes to integrating software with the
has drawn over 600 million to efficiently use its resources as it produces render farm,” he explains.
views for its Clash of Clans
ads. In part, this is down to its new VR and
360-degree content, with PipelineFX’s qube!’s extensive python api gives us almost unlimited flexibility
render farm manager Qube! proving crucial.
“One of our big challenges lately has been
when it comes to integrating software with the render farm
Alon Gibli, head of pipeline, Psyop
rendering 360-degree and VR content,”
says Andy Jones, Psyop’s head of VFX. “The
number of assets that need to be loaded VR experiences alongside traditional That flexibility is crucial, as the
is often much larger than for a typical animated and live-action projects. “What company tries to marry the diverse needs
shot.” With such a strain on Psyop’s render drew us to Qube! was its open architecture,” of the various software it works with. “We
farm, which can scale up to 500 nodes, an says Alon Gibli, head of pipeline at Psyop. have developed tools that rely on Qube!
Left: the commercial hog Below: For the viewer needs Below: Creating Vr content
rider 360° was released in to see in all directions, an usually means processing
november 2016 and has over enormous number of pixels three times more data than
51 million views on youtube are required traditional animation
to perform a variety of essential pipeline application gives us a lot of control over “Render management is a crucial task,”
tasks,” says Alon. “using the configuration how data moves through the pipeline, and says Jean-François Panisset, Psyop’s CTO.
options provided, our artists can easily helps us avoid file server bottlenecks,” says “We’re very happy for Qube! to take care
open their rendered images in a pipeline- Alan, before praising Qube! on its unique of it for us, so that we can dedicate our
aware RV session directly from Qube!’s suitability. “Although most render managers resources to solving new technical problems
WranglerView,” he explains. can handle these jobs to varying degrees, for which solutions can’t be purchased off
As well as its open architecture, Psyop Qube! is one of the few that tracks software the shelf.” With Qube! providing the muscle,
has found Qube! to be particularly good at instances and agenda items independently.” the emmy-winning team at Psyop are free to
managing workflow, as the team tend to This power and flexibility makes Qube! focus on more VR and 360-degree creative
rely heavily on in-batch rendering rather the ideal solution for Psyop as it looks to content in the future.
than generating standalone archives. “The scale its rendering pipeline to meet the Find out more about Qube! by visiting
ability to use scripted logic from inside the demands of VR and 360-degree video.
FYI www.pipelinefx.com
softwarE rEVIEw
unreal Engine
4.16.1
AuthoR PRoFIlE
Andrew Entwistle
Andrew Entwistle is a
freelance artist with over
10 years’ experience.
He is currently
collaborating with PRIcE Free, with royalty fees | coMPAny Epic Games | wEbsItE www.epicgames.com
Paul Gerrard to create
bespoke concepts..
www.aentwistle-art.com
fEaturEs
In VR editor tools
Multi-platform support
Photo-real character
rendering
t
the latest version of Unreal creating cut scenes, animatics documentation to breakdown
Engine has the addition of or even presentations. Until the processes and techniques
some notable key features, 4.16, Matinee felt like a buggy used to create photo-real
EPIC softwarE which were highlighted as part external plug-in, but it now captivating characters.
of the GDC 2017 presentation. feels part of the software. The
unreal Engine has grown This makes for a very solid way camera sequences and virtual eDitor
from strength to strength update with something in there cuts can be laid out visually is For VR users, the in-VR editor
and updated numerous for all types of artists. reminiscent of an editing suite, has become one of the main
features after listening to Since version 4.11, the user which makes for a far more features of the release. Anyone
its user base. For many experience has become a lot enjoyable user experience. working in this environment
studios it has become the smoother, and this current knows that when building in
go-to game engine. release builds upon this. One photo-real characters VR, it is essential you remain
updating software can of the most obvious changes is For the artist or curious gamer in VR for as long as possible
be a pain but rest assured, that the experimental features that has always wondered for testing. By being able to
this is one of the most in previous versions have how to create photorealisic access your Content Browser
comprehensive ugrades become key components in characters for games, this menu and even make edits to
to date so is certainly their own right. release can answer a lot of Landscape, you can remain in
worth it. The Sequencer cinematic those questions. Epic Games VR to make changes. This saves
feature has come on in leaps has kindly released a photo-real a lot of time and hassle.
and bounds since earlier character model using the UE4 The inclusion of subdivision
revisions, and can be used for Skin Shader, along with online surfaces is fantastic and the way
the user can manipulate in VR programmer-written bespoke cannot see why anyone would
to make big, bold changes and in-house engines. not want to give Unreal Engine’s
set dressing is a benefit to the With so many features and latest release a try.
artist. However, whether these support for outputting to every
tools can offer the dexterity
and precise nature required still
platform, it becomes obvious
why development studios have
onE of tHE most obvioUs cHAnGEs is tHAt wHAt
remains to be seen. adopted it as their preferred wErE PrEvioUsly ExPErimEntAl fEAtUrEs HAvE
However, from a level design
standpoint, there are key
game engine. Furthermore
it is now creeping into film
now bEcomE kEy comPonEnts
benefits of blocking out initial studio pipelines, since it can
layouts to get a true feel for the be additionally customised via All in all, whether you’re
worlds you want to create, all open-source C++. a seasoned professional or
whilst immersed in VR. With such a large thriving an avid enthusiast looking
online community, an enormous to learn new skills, this is a
free tutorials amount of learning resources very comprehensive update
This is serious professional with countless free tutorials with plenty of supporting
grade software that in the and samples at your disposal, marketplace material.
past was only accessible in coupled with the fact you can
development studios via download it completely free, I VERdIct
HarDWare reVIeW
AuTHoR PRofIle
MSI WS63 7RK
James Morris PRICe £1,982.74 plus VAT | CoMPANy MSI | WeBSITe www.msi.com
James has been writing
about technology for
T
two decades, focusing he relentless development
on content creation of processing power
hardware and software. means that portables now
He was editor of PC Pro boast very credible workstation
magazine for five years. abilities, and a great example
www.tzero.co.uk is MSI’s new WS63 7RK.
The WS63 7RK is a 15-inch
laptop, yet it’s less than 2cm
thick and weights just 1.8kg.
Inside is a high-end Intel Core
i7-7700HQ processor. This is
a quad-core CPU with Hyper-
Features Threading, so provides eight
threads, although it’s not the
2.8GHz Intel Core i7- fastest in the latest Intel
7700HQ Kaby Lake mobile
range. It runs at
16GB 2,400MHz DDR4 2.8GHz with
SDRAM a top 3.8GHz
Turbo mode and
NVIDIA Quadro P3000 all four cores are able to
graphics with 6GB GDDR5 operate at 3.4GHz.
memory The Core i7-7700HQ is
partnered by a healthy 16GB
256GB Toshiba M.2 NVMe of 2,400MHz DDR4 SDRAM,
solid state disk although the system supports
up to 32GB. Another powerful SATA hard disk, which is about ago. However, the OpenGL
inclusion is the NVIDIA Quadro 20 times slower than the score of 105.02 is ahead, and
P3000 graphics (see left), which SSD, but is decent for mobile SPECviewperf 12.1 scores
can deliver desktop levels of mechanical storage. are in a different league. The
professional 3D acceleration. The keyboard is a WS63 7RK managed 94.33 in
gpu joy This works through an excellent comfortable chiclet-style 3dsmax-05, 95.95 in catia-04,
IPS screen with a 1,920x1,080 unit, and the large single- 65.3 in maya-04, and 103.1
NVIDIA QuADRo P3000 Full HD resolution, although piece touchpad sits sensibly in sw-03 – all scores that are
a UHD 3,840 x2,160 option is beneath the spacebar, slightly two or three times faster
The NVIDIA Quadro P3000 also available. The colour to the left, reducing the than the Dell laptop.
is exclusively for laptops. fidelity and viewing angles are chance you’ll accidentally Overall, the WS63 7RK is very
This capable GPu sports also commendable. brush it when typing. There’s impressive. It only managed
1,280 CuDA cores, making a comprehensive range of a little over two hours in the
it almost as capable as sensible Design ports, including three USB 3.0, Create test of PCMark 8, and
the previous-generation Storage is very impressive for USB 3.1 Type C, HDMI and you’ll get a similar amount of
desktop K4200. Its such a slim notebook. The Mini DisplayPort. So there are time when creating 3D content,
memory allocation is even operating system and main options for attaching external but the WS63 7RK should
better, with 6GB of GDDR5 applications are stored on a storage and extra monitors. manage three to four hours of
on a 192-bit bus providing 256GB Toshiba M.2 NVMe solid Although the Intel CPU more modest usage. With its
168GB/sec of bandwidth. state disk, which can achieve is very capable, it doesn’t supreme portability, but lots
So the P3000 will be able an extremely rapid read rate represent a leap forward in raw of power when you need it,
to handle large textures of over 2,300MB/sec for fast processing power. The Maxon this is a potent laptop for 3D
and complex models boot and software loading Cinebench R15 rendering professionals on the move. It’s
with ease. times. Mass 3D asset storage score of 614 is similar to the not enormously pricey either.
is supplied by 1TB HGST Dell Precision M5510, which
Travelstar Z5K1000 5,400rpm we reviewed almost a year VeRDICT
Issue 222 july 2017 Issue 221 june 2017 Issue 220 may 2017 Issue 219 aprIl 2017
Become a pro games artist Become a vfx king explore sci-fi in zBrush improve your vr game models
● Pro game artists reveal how to ● How ILM battled hair and water ● Discover the VFX secrets behind ● How Epic Games’ VR games artists
break into the industry to make the latest Kong Ghost in the Shell created Robo Recall
● Exclusive look at Star Citizen’s new ● Learn how to enhance your ● Upgrade your futuristic ZBrush ● Pro advice for getting more
characters, our cover stars environments in Unreal Engine 4 characters with pro advice from Substance Designer
● UE4: Make your mark in dynamic ● Create a bubble with rainbow ● Embellish your models with our ● Learn how to texture realistic
and responsive environments effects in Houdini 16 texturing pipeline for Quixel skin using our tips for Mari
● Tricks to sculpt killer characters ● Blender tips: build creative ● Sculpt an ibex in just one hour with ● Master Cinema 4D’s new
faster in ZBrush characters faster our speedy sculpting tips Voronoi fracturing tool
● Downloads Free video training, ● Downloads Free video training, ● Downloads Free video training, ● Downloads Free video training,
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Issue 214 December 2016 Issue 213 nOVember 2016 Issue 212 OctOber 2016 Issue 211 september 2016
the Blizzard vfx pipeline real-time cinematics game art skills animation special
● Blizzard shares its Houdini pipeline ● Unity share the making of their ● Eidos Montreal’s modeller shares ● Discover Laika’s innovative stop
for making CG foliage animated short, Adam her 3ds Max knowledge motion and CG hybrid technique
● Master the ultimate ZBrush ●Ninja Theory and Epic Games ● Learn the pro tips to master ● Learn animator Keith Lango’s secrets
character sculpting workflow reveal real-time cinematography Substance Designer for a better, faster workflow
● Learn to use photogrammetry ● Finesse your ZBrush modelling ● Follow Naughty Dog’s VFX ● Master the art of facial rigging
techniques in your projects workflow workflow for Unreal Engine in Maya
● Discover the VFX behind Marvel’s ● Render a windy beach house in ● Get started in Amazon’s new game ● Set up perfect displacement maps
Doctor Strange 3ds Max and V-Ray engine, Lumberyard in Modo and ZBrush
● Downloads Free videos and ● Downloads Free videos and ● Downloads Free videos and ● Downloads Free models, videos,
resource files set-up files set-up files material textures and set-up files
free
Video & Free Download a complete
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