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Editors letter
MARISA LEWIS
Junior Editor
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Contributors
MARCO PLOUFFE
Marc-Olivier Marco Plouffe is a Montreal-based character
artist and co-founder of Keos Masons. He has worked
previously for THQ, BioWare, Eidos and other companies
in the entertainment industry.
ELIJAH MCNEAL
Elijah McNeal is a freelance concept artist for games and
film. Since his beginnings on Star Citizen, hes contributed
to ten IPs, several of which are up for release in the next
two years.
JEREMY KOOL
Jeremy Kool is a CG artist, doodler and certified weirdbeard, with graphic design and illustration roots. Hes
currently based in Berlin and is working on his own iOS
app, The Paper Fox.
RAN MANOLOV
Ran Manolov is a 3D character artist from Sofia, Bulgaria,
currently freelancing and living in London. He was the
main digital sculptor of one of the heroes in the new
Batman v Superman movie.
ANDREW FINCH
Andrew Finch is a senior environment and lighting
artist at Codemasters Birmingham. He has eight years
industry experience and is now working on his tenth
professional game.
RORY BJRKMAN
With a background in traditional art and sculpture, Rory
Bjrkman is currently studying Media at the National
College of Art and Design in Dublin, focusing more on the
digital arts.
ARASH BESHKOOH
Arash Beshkooh is a freelance 3D character artist and
digital sculptor, aspiring to get a full-time job in the game
industry in the future. He puts his anatomical knowledge
to use sculpting a bodybuilder.
JAMES W. CAIN
James W. Cain is a 3D artist and sculptor with a focus
on 3D printing, primarily using ZBrush and MODO. Hes
a freelance graphic designer by trade, and is based in
Maidstone in the south east UK.
DANILO LOMBARDO
Danilo Lombardo is a 24-year-old self-taught CG
artist from Italy. Hes a lighting and texture artist and
environment modeler. He discusses how he created his
moody kitchen.
Junior Editor
Marisa Lewis
marisa@3dtotal.com
Sub-editor
Adam Smith
Graphic Designers
Matthew Lewis
Aryan Pishneshin
Advertising Manager
George Lucas
george@3dtotal.com
Studio Manager
Simon Morse
simon@3dtotal.com
Managing Director
Tom Greenway
Advertising
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Each issue the 3dcreative team selects 10 of the best digital images from around the world. Enjoy!
Queen Sindra
Antoine Collignon (Omegear)
Year created: 2015
Software used: ZBrush, Photoshop
Web: omegear.be
Scandilivian Design
Nitheesh K
Year created: 2015
Software used: 3ds Max, V-Ray, Photoshop
Web: brahma3d.blogspot.com
On the Waterfront
Cihan zkan
Year created: 2015
Software used: 3ds Max, V-Ray, Photoshop
Web: cozkan.com
3DCREATIVEMAG.COM
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Water Elemental
Rachel Cox
Year created: 2015
Software used:
ZBrush, 3ds Max, Photoshop,
3D-Coat, Marmoset Toolbag 2
Web: rcox.artstation.com
3DCREATIVEMAG.COM
15
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The Dreamcatchers
David Anastcio Ferreira
Year created: 2015
Software used: 3ds Max, V-Ray, ZBrush, NUKE, Photoshop
Web: cgmonkeyking.com
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Creature Bust
Chung Kan
Year created: 2015
Software used: 3ds Max, V-Ray, ZBrush, Mudbox
Web: chungkan.wix.com/portfolio
3DCREATIVEMAG.COM
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The Artist
Marco Plouffe
Epic ZBrush
creations
3DCREATIVEMAG.COM
Crab People This is an older sculpt, but Marcos always liked it because he didnt start out with any set ideas first
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Artist history
Marco Plouffes
career up to
this point...
2009: Join Campus
Ubisoft (3D art school)
2010: Beta-tester for
Pixologics ZBrush
2010: Character artist
at THQ
2011: Character artist
at BioWare
2012: Digital sculptor for
McFarlane Toys
2012: Character artist
at Eidos
2015: Artist and cofounder of Keos Masons
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The Artist
Marco Plouffe
marcoplouffe.com
keosmasons.com
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2014 NewTek, Inc. LightWave is a trademark of NewTek. All rights reserved. All other marks are the property of their respective holders.
Italian digital artist Lorenzo Zitta knows how to create thought provoking still
images with LightWave 11.6. Whether the still is computer-generated with
LightWave, an artful arrangement of digital photos, or a combination of the two,
the composition of the scene with its attention to detail and unusual merging of
objects demands a closer look.
Thanks to LightWave, I can quickly test many different approaches for my projects.
I love bringing models into Layout and switching on Radiosity, then start working
on shading and lighting, bringing in more elements, and testing and improvising
to get the look I want. - Lorenzo Zitta.
[ DOWNLOAD AURASMA FROM YOUR APP STORE AND SCAN IMAGE ABOVE ]
The Artist
Elijah McNeal
Stellar
sci-fi concepts
3DCREATIVEMAG.COM
Elijah drew one of his friends inside of a mecha suit. She wanted a drawing, so he threw her in a robot!
Artist history
Elijah McNeals career up to this point...
2014: Began work as an outsource artist; worked on Gears of War 4 and other great titles
3DCREATIVEMAG.COM
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A fun idea practicing painting, since Elijah mostly spends his time on line art and modeling designs
Elijah created this sculpt for a class he took with ZBrush Workshops some time ago
Another asset for Elijahs personal IP. This is the primary assault craft used by the Rainmaker Squadron
This is a drone the Rainmakers use for unmanned surveillance and assault
3DCREATIVEMAG.COM
The Artist
Elijah McNeal
artstation.com/artist/el1j4h
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The Artist
The sketchbook of
Ran Manolov
Ran Manolov is a 3D artist with an eye for detail and
unusual characters. He shares his ZBrush sketches and
clay sculpts with
us in this months Sketchbook
ag.com
3DCreativem
Ran Manolov
ranmanolov.wix.com/portfolio
Software used: ZBrush
Ran Manolov is a 3D character
artist currently freelancing and
living in London. He was the
main digital sculptor of one of
the heroes in the new Batman v
Superman movie.
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Materials
I find myself first in ZBrush, sketching and
exploring. The interface is complicated, but once
you make your own menus and shortcuts, the
only thing you think about is the sculpt. I often
use Maya, to block out the props and all the
hard surfaces that I need for my projects; its new
modeling tools are really powerful. I use 3D-Coat
for retopology and UVing. I love the simplicity
of that program everything is like a game. For
texturing purposes, I use MARI, as the control it
gives you is unbelievable.
Sketching workflow
As an artist with a traditional background, I like
to use ZBrush to sketch my initial ideas as it feels
like real clay. Then its a matter of using just 2 or
3 brushes: Standard, Clay and Dam Standard.
Using reference is important as well; my father
taught me anatomy and my mother taught me
to observe. I always aim for my works to be
convincing but stylish at the same time.
As an illustrator and 3D character artist,
I couldnt resist making a sculpt of Don Quixote
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A character for a scene that I had in my mind, Ameenah and the Kid,
of a meeting between a mythological creature and a tribal kid
3DCREATIVEMAG.COM
TOP TIP
Use detail wisely
They say, The devil is in the
details! and dont get me
wrong, I love details myself. But
a detail in the wrong place, or
when unconvincingly made, is
worse than having no detail at
all. Many people are tempted
to cover everything with highfrequency details and they then
believe that their work is good.
My advice is to take the time
to observe, study the form and
then look to proceed.
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The Artist
Ran Manolov
ranmanolov.wix.com/portfolio
3DCREATIVEMAG.COM
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The Artist
Designing a
mobile app
Jeremy Kool
society6.com/jeremykool
Software or media used:
Maya, V-Ray, Unity, Photoshop
Jeremy Kool is a CG artist,
doodler and certified weirdbeard. Hes currently based in
Berlin and is working on his
own iOS app, The Paper Fox.
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The Den The Paper Foxs den, made with Maya and Unity
The Owl The Owl from the interactive book The Paper Fox. Maya, V-Ray, Photoshop
3DCREATIVEMAG.COM
The Paper Fox titular character from the interactive book, The Paper Fox
The Artist
Jeremy Kool
society6.com/jeremykool
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DESIGNING A
MOBILE APP
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In my opinion, tutorials covered in this issue are incredibly
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The Artist
James W. Cain
jameswcain.co.uk
Software Used:
ZBrush, Form 1+ 3D printer
James W. Cain is a 3D artist
and sculptor with a focus on
3D printing. Hes a freelance
graphic designer by trade,
based in the south east UK.
Preparing 3D
sculpts for print
by James W. Cain
Before taking your 3D sculpt to the printing stage, there may be some
fixes and precautions to consider. You dont want treacherous bubbles
and structural issues to ruin a good sculpt! James W. Cain walks us
through prepping a ZBrush model for SLA printing
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Fixing holes and ensuring overlap to avoid the bubbles mentioned earlier
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Creating a flat area in the neck of the blouse for the join
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TOP TIP
DynaMess
There are a two things to bear in mind when using
DynaMesh Shell. The first is that its VERY resource-hungry,
so from the point that its initiated it will take a while to
complete the process. The second is to remember to turn
off the Project feature in the DynaMesh settings, otherwise
DynaMesh will try to project details onto the outside AND
the inside of the mesh, resulting in a mess of geometry if the
walls are too thin.
The results of DynaMesh Shell with Project switched on
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TOP TIP
Creating keys for joins
Creating keyed parts can be useful for joins that dont have the added luxury of gravity as
support. To do this, I DynaMesh everything together, then split each part I want to key into
different Polygroups (you can also use the Slice Curve brush to great effect here). I then
split the part off the mesh using the Tool > SubTool > Split Functions, use Close Holes and
re-DynaMesh to get watertight parts. I then select the new Polygroup created by closing
the hole, move it and scale it inwards, re-DynaMesh and smooth the result. I use the Insert
Cube brush to make the key and re-DynaMesh. Then I duplicate the part, inflate it, move it
below the main part I want to subtract from, select DynaMesh Subtract and merge the two
together. Re-DynaMeshing then creates a keyed join between the two SubTools.
3DCREATIVEMAG.COM
The Artist
James W. Cain
jameswcain.co.uk
NEXT TIME:
6 x texture files
1 x HDRi
1 x Maya swatch
The Artist
Rory Bjrkman
artstation.com/artist/bjorkman
Software Used:
Maya, MARI, Maxwell Render
and Photoshop
With a background in traditional
art and sculpture, Rory
Bjrkman is currently studying
Media at the National College of
Art and Design in Dublin, with a
focus on digital arts.
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and delete all of the unnecessary geometry. By pressing 6, you can preview
the texture. Thats it instant rocks!
04
Image-based lighting (IBL): In the project files for this tutorial you
will be able to download this outstanding extra-large HDR image,
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Maxwell Sky
05
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scene with foliage. Its time to add some trees into our scene. For this theres
no better place than Xfrog. As this is a desert environment, Ive chosen the
Queen Palm set which you can download for free from the Xfrog website
(xfrog.com/product/TR19.html). You can choose to download the models
in multiple formats, but Maxwell is not one of those formats, so I will supply
the Maxwell Materials for this tree in the downloadable project files. Next,
place the trees into the scene to fill any spaces in the composition and apply
the materials as labeled.
07
Exporting for MARI: For painting our model in MARI, we first need
to make and lay out the UV tiles. MARI supports multiple UV tile
layouts, so I will separate the model into its material components, i.e. metal,
wheels, paint surfaces, and so on. This will make it easier to select objects,
paint objects of the same material, and apply an overall dust texture later.
In the Maya mesh settings, I use the smooth setting with a value of 2, with
Preserve > Selection Borders checked. In the UV layout panel, under the UV
Texture Editor Grid Options, set the length and width to 10, and the number
of subdivisions to 2. This should enable you to preview the full set of UV tiles
for MARI.
Preparing UVs, smoothing our mesh and exporting for texturing in MARI
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Applying a
carbon fiber
texture to our
vehicle
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Creating an Emitter
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The Artist
Rory Bjrkman
artstation.com/artist/bjorkman
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3DTOTALPUBLISHING
ZBrush is a powerful program offering digital artists of all levels intuitive and
inspiring workflow solutions for 3D models and 2D images. Following on from the
success of other ZBrush titles such as ZBrush Character Sculpting: Volume 1, this
new book focuses on the design and creation of a variety of character
and creature sculpts by world-class artists including Mariano
Steiner, Maarten Verhoeven, Caio Csar, and Kurt Papstein.
Topics covered by the panel of industry experts
include alien concepts, quadruped designs,
and inventive creatures, while a collection
of speed-sculpting tutorials offers
fantastic insight into working quickly
with this revolutionary sculpting
software. Aimed at aspiring and
experienced modelers alike,
ZBrush Characters & Creatures
is a go-to resource for those
looking to learn tips, tricks,
and professional workflows
from the digital art masters,
taking you from concept to
completion across a variety
of imaginative projects.
Scene file
Models
Textures
Cars in Marmoset
Toolbag 2
by Andrew Finch
The Artist
Andrew Finch
andrewfinch.carbonmade.com
Software Used:
3ds Max
Andrew Finch is a senior
environment and lighting artist
at Codemasters Birmingham.
He has eight years industry
experience and is now working
on his tenth professional game.
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The finished car with multiple material IDs prepared for Marmoset Toolbag 2
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Rendering out the UVs for guidance during the texturing process
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FBX export of the vehicle imported into Marmoset Toolbag 2 ready for scene setup
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TOP TIP
Applying sky textures
If you dont like the preset skies or
theyre just not working with your
scene, you can use your own sky
textures. If you have your own library
of HDR skies, you can select Image
instead of Preset and navigate to
your own sky image. This is a better
way of getting a scene that gels
together more naturally. There are
plenty of HDR skies available on the
internet for free or to purchase.
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Post effects and rendering the scene for your portfolio images
15
TOP TIP
Post-processing in Marmoset
Toolbag 2 and Photoshop
Heres the post-processing methods I use in
Marmoset for this image. I tweak the Exposure,
Contrast and Saturation slightly. I also like to
Sharpen my images slightly. There are lots of
effects in here to play with, but my advice is to be
subtle with them as they can also ruin the image
if pushed too far. Marmosets post-process tools
are good but I dont rely on them entirely for my
final image, I finish off my images in Photoshop
because the tools available there are much more
powerful. Once Ive rendered out my image, I
usually bring it into Photoshop for some further
edits such as more color balancing and effects
like lens flares and screen dust in this image.
These can either be painted in yourself or there
are brushes available to make the process quicker
Adding post-process effects gives your images that
final layer of polish and a more professional look
3DCREATIVEMAG.COM
The Artist
Andrew Finch
andrewfinch.carbonmade.com
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2dartistmag.com
NEXT MONTH
Sculpt realistic anatomical details
SLA printing on the Form 1+
Create a real-time scene
Informative new interviews
10 of the best 3D images from
around the world
Plus much more!
The Artist
Arash Beshkooh
arash-bsh.cgsociety.org
Software Used:
ZBrush
Arash Beshkooh is a freelance
3D character artist and digital
sculptor, aspiring to get a fulltime job in the game industry
in the future.
Learn to sculpt
muscle groups
by Arash Beshkooh
Some knowledge is timeless and essential to any artists toolbox, no
matter what medium or software you use. Human anatomy is one of
those subjects! In this tutorial, digital sculptor Arash Beshkooh covers the
prominent muscle groups every character artist should remember
3DCREATIVEMAG.COM
Bad topology, like you see in these areas, will be a big problem later in the sculpting process
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Outlining the muscles surrounding the rib cage
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The Artist
Arash Beshkooh
arash-bsh.cgsociety.org
NEXT TIME:
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PBR maps
for game assets
by Andrew Finch
Environment artist Andrew Finch guides us through creating a single videogame asset
with 3ds Max and Marmoset Toolbag 2, including physically-based rendering (PBR)
techniques that are up to speed with the latest gaming technology. In this part, we
learn how to convey different metal surfaces and realistic weathering effects
3DCREATIVEMAG.COM
The Artist
Andrew Finch
andrewfinch.carbonmade.com
Software Used:
Marmoset Toolbag 2,
Photoshop
Andrew Finch is a senior
environment and lighting artist
at Codemasters Birmingham.
He has eight years industry
experience and is now working
on his tenth professional game.
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The first gloss map imported into Marmoset Toolbag 2 as a guide for reflectivity intensity
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Bringing in the rust detail to show variation of reflectivity on the same surface
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Layers of detail
Decals will have a different reflectivity value that helps break up the surface
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Note how the specular map is much darker than the previous map
Grime and dirt are nice subtle details to build up for a photorealistic quality
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Streaks and grime applied to the rest of the generator metal surface
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The streaks are now affecting the way the reflectivity of the generators metal surfaces
Weathering the flat surfaces to fill out the blank areas of reflective detail
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The Artist
Andrew Finch
andrewfinch.carbonmade.com
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NEXT TIME:
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3DTOTALPUBLISHING
AVAILABLE NOW!
The Artists
thestompinground.co.uk
Software Used:
3ds Max, Photoshop
Create appealing
3D illustrations
4 Rooms is a brilliant series of illustrations in an isometric style. Creative duo The Stompin
Ground share the process behind the project, from a 2D concept to a final image
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Furniture details
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The Artists
The Stompin Ground
thestompinground.co.uk
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Atmospheric
interiors in 3ds Max
Danilo Lombardo breathes new life into everyday subject
matter with this dark and detailed scene. Read on for an
insight into his 3D workflow
3DCREATIVEMAG.COM
The Artist
Danilo Lombardo
danilolombardo.artstation.com
Software Used:
3ds Max, ZBrush, UVLayout,
V-Ray, Photoshop, Fusion
Danilo Lombardo is a 24-yearold self-taught CG artist from
Italy. Hes a lighting and texture
artist and environment modeler.
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Some models have a clean topology and some are the result of decimation inside ZBrush
You can do very basic image editing in 3ds Max using the Color Correction
node in the Material Editor, which can save you going into Photoshop
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Translucency settings for the leaf material, and painting black/white masks in 3ds Max;
the white area is where the VrayBlendMtl blood material will show up in the render
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A scene like this can quickly become confusing , so I like to divide each object per material using the diffuse color in the final file
The first Fusion node contains only the diffuse color pass; the last node contains the final compositing. In between is all the work done to achieve the final look
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The Artist
Danilo Lombardo
danilolombardo.artstation.com
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TOP TIP
A sense of scale
From an environment artists point of
view, one of the key factors is scale.
Its really important to convey scale
and keep proportion in mind while
working on a scene. I usually have a
human model in the scene to check
that every aspect of it is somehow in
scale with a human figure. Working
in a realistic scale is a must regarding
realistic lighting behavior. You should
not underestimate lighting and color,
especially while doing cinematic
environment work. Lights create
mood and can really tell a story.
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20% OFF
Cricket Exo-Suit
by Matthew Burke
The Artist
Matthew Burke
Software Used:
3ds Max, mental ray, Photoshop
3DCREATIVEMAG.COM
3DCREATIVEMAG.COM
Diffuse Color
3DCREATIVEMAG.COM
Charlie Bowater
Concept Artist
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I enjoy flipping through 3dcreative magazine. It is full of useful tutorials,
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