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Editors letter
MARISA LEWIS
Junior Editor
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Contributors
TEODORU BADIU
Teodoru Badiu is an illustrator, character designer
and 3D artist based in Vienna, Austria. He works with
a wide variety of media to create his illustrations, from
photography to 3D.
MORTEN JGER
Morten Jger is a Danish CG artist who works as a
modeler in the heart of London. His images consist of
everything from realistic sculptures to stylized creatures
and characters.
RICHIE MASON
Richie J. Mason is a freelance character and asset artist
for videogames, movies and short films. Hes 30 years
old and lives in Cambridge, UK, and shares his ZBrush
sketchbook with us.
PIERRE ROGERS
Pierre Rogers is a freelance 3D character artist, designer
and instructor from Chicago, United States. He is driven
by his love for videogames, and an unhealthy amount of
energy drink.
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.
RUBEN ALVAREZ
Ruben Alvarez Arias is a freelance concept artist
currently based in the Netherlands, working on some
unannounced projects for the entertainment industry,
and teaching at the University Camilo Jose Cela.
EMILIE STABELL
Emilie Stabell is a CG artist from Denmark, currently
working at Media Molecule in Guildford. She specializes
in modeling, sculpting and texturing. She prefers stylized
work over realism, and loves working with color.
DJORDJE NAGULOV
Djordje Nagulov is a freelance artist currently residing
in Serbia. He is an experienced modeler who also does
some light rigging on the side for Loudworks. He shows
how to create realistic expressions.
NIELS PRAYER
Niels Prayer has worked as FX supervisor and creative
director at SUPAMONKS Studio since 2014, after working
at Illumination Mac Guff and Framestore in 2013. He lives
in Paris, France, and loves creating abstract pieces.
JOSHUA WU
Joshua Wu is a 21-year-old 3D character artist . He
studied at 3dsense Media School in 2014, and is now
working at Batavian Studio in Indonesia. In June 2015 he
won a Highly Commended Artist award from Autodesk.
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
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3DCREATIVE MAGAZINE | ISSUE 121
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Each issue the 3dcreative team selects 10 of the best digital images from around the world. Enjoy!
Warrior
Ahmad Samy Ismail
Year created: 2015 Software used: ZBrush, Photoshop
Web: artstation.com/artist/ahmad-samy
Credit: Based on concept art by Johannes Helgeson: helgesonart.tumblr.com
3DCREATIVEMAG.COM
Time Mage
Frederic Daoust
Year created: 2015
Software used:
ZBrush, KeyShot, Photoshop
Web: artstation.com/artist/fredericdaoust23
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Nautilus
Aram Hakze
Year created: 2015
Software used: ZBrush, KeyShot, Photoshop
Web: aramhakze.com
3DCREATIVEMAG.COM
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Ring
Martins Zeme
Year created: 2015
Software used:
3ds Max, Corona Renderer,
Photoshop, After Effects
Web: zemeart.com
3DCREATIVEMAG.COM
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LIGHTWAVE 2015
ESTDIO MAKAKO
555LAB
2015 NewTek, Inc. LightWave is a trademark of NewTek. All rights reserved. All other trademarks are the property of their respective owners.
NAOYA KURISU
MAURO CORVELONI
LIGHTWAVE3D.COM
The Artist
Ruben Alvarez
Mastering
concept design
3DCREATIVEMAG.COM
Kids like bubbles and Ruben likes sci-fi, so he mixed both ideas!
Artist history
Ruben Alvarezs career up to this point...
2008: Attended a summer term at Gnomon School of Visual
Effects after graduating in computer science in Spain.
2009: Moved to Australia, doing freelance graphic design while
improving his portfolio.
2010: First job! Became a concept artist for Sidhe in New Zealand,
working on Blood Drive for the PlayStation 3 and Xbox 360.
2011: Worked as a concept artist on several mobile platform
games for Gameloft in Barcelona.
2012: Art director for Arkalis Interactive, working on the Stargate
franchise in collaboration with MGM.
2013: Senior concept artist at Bee & Bird Animation Studios. Sadly
the project was canceled.
2014: Moved to the Netherlands to begin his adventure as a
freelance artist.
create. This makes me push myself to keep learning and designing original
content. Family, friends, movies, music you can always find inspiration in
the things and people that surround you.
3dc: Could you tell us about your education at Gnomon School of Visual
Effects, and what you learned in your time there?
RA: I wish I could have spent more time at Gnomon back in 2008. It was my
first time ever overseas! I was there for one term and I have to say that it was
the best summer I had in my life. Not because of the beach or the California
weather, which was amazing, but the time I spent in front of a computer
listening and learning from amazing and skilled teachers. At that time I
didnt know you could make concept art a professional career, and Gnomon
showed me the path. I attended six classes at the school in total, all of them
related to concept art: production design, environment design, imaginative
landscapes, and so on.
I remember feeling my jaw drop watching Jerad Marantz just making a
silhouette! This was the moment I knew what I wanted to do for the rest of
my life. Can five minutes change your life? The answer is YES! At the end of
the term I won the Best of Term contest, and most importantly I decided to
become a concept artist.
3dc: Tell us more about your specialisms and favorite subjects to create.
RA: I dont consider myself specialist on one certain concept art subject. I like
variety and Im curious about different process and techniques. I like using
ZBrush for creature concept art but I dont want to forget MODO or SketchUp
when I design environments, vehicles or props.
Keeping my mind active with a variety of subjects helps me to stay focused
and be creative. I think the specialty of a concept artist is to be creative, no
matter the subject, no matter the tool.
I really enjoy sci-fi, mainly because its a difficult matter. Nobody knows how
the future or unknown civilizations (buildings, creatures, transportation)
are going to be. This is pure joy for a concept artists brain!
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This creature concept was Rubens first piece after learning ZBrush
The Artist
Ruben Alvarez
rubenalvarezdesigns.com
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The Artist
Teodoru Badiu
Crafting vibrant
cartoon characters
We chat to Teodoru Badiu about his instantly recognizable creations,
his 3D process, and his abiding love for toys and cartoons
3DCREATIVEMAG.COM
Imaginary Friends: Bob and Roy A 3D illustration based on the theme of kids and their imaginary friends. Created with MODO
3DCREATIVEMAG.COM
Tin Timber: Magic Blue Forest A MODO illustration from Teodorus Blue Magic Forest series, with AO, depth of field and minor color adjustments added with Photoshop
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TB: Even if my characters are designed for illustrations in the first place, I
always consider the possibility to animate them or to turn them into toys
eventually. With that in mind, I always model my character as perfectly as
possible, considering topology, polygon count, quads and watertightness.
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Pets and Monsters: Candy Dream Character designs and 3D illustration based on
Teodorus character sketches. Modeled, textured and rendered with MODO
3dc: What is one key piece of advice that you would pass on to
other artists?
TB: Everybody has to make his own mistakes and learn from that.
Thats the way. There is no way around despite all the dos and
donts. Jump in! Do your thing! Forget about what others think or
say about your work. Believe in yourself and in what you do and
never give up.
3dc: Finally, and most importantly: what do you like to do in your
spare time?
TB: Unfortunately theres no switch that can turn the creative
mode on or off. It is who I am. I have thoughts about what I could
do next or how I could achieve something all the time, but I cant
say that it drives me mad when I am not able to do it right away.
Thats why I choose to spend as much free time as possible
working. If Im not working, I hunt for vintage toys at the local flea
markets, go to see a movie, or go out in the city for a walk with my
dear wife.
The Artist
Teodoru Badiu
3DCREATIVEMAG.COM
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The Artists
character
concepts
Morten Jger
Emilie Stabell
Software:
ZBrush, Maya
Software:
ZBrush, Maya
mortenjaeger.com
emiliestabell.com
Guam Bay Chamorra Village A personal project focusing on design and color Emilie Stabell
Skips Leg Day An alien bounty hunter and his sidekick that started as a drawing on a napkin Morten Jger
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Final lighting setup In order to achieve the look we had to add a lot of smaller complementary lights, totaling seven lights
3DCREATIVEMAG.COM
More is more After testing the lighting we decided to add all of our best characters
Render elements A selection of the elements we used to create the final image
49
The Artists
3DCREATIVE MAGAZINE | Having fun with character concepts
Morten Jger
mortenjaeger.com
Emilie Stabell
emiliestabell.com
3DCREATIVEMAG.COM
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The Artist
The sketchbook of
Richie Mason
This month we pay a visit to Richie Masons
wonderful world of battling robots, sci-fi suits
and alien mutants
ag.com
3DCreativem
Richie Mason
artstation.com/artist/richenks
Software used: ZBrush
Richie J. Mason is a freelance
character and asset artist for
videogames, movies and short
films. Hes 30 years old and lives
in Cambridge, UK.
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3DCREATIVEMAG.COM
The Brute of
the CNRs, more
robotic than
man, but his
fabric clothing
gives him more
of a human feel
Sketching workflow
When sketching something out I like to sometimes
use a mesh bomb technique for creatures. By using
a DynaMesh sphere and placing random inserts, then
DynaMeshing them into one and polishing it out, you
come out with some very unique creases and shapes.
When sketching hard-surface models, I use the Clay
Buildup brush to draw out the shapes and the MAHcut
brush for definition. Then I use Clay Polish to give a good
base for armor.
55
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The Artist
Richie Mason
artstation.com/artist/richenks
3DCREATIVEMAG.COM
116
plus
VIBRANT
SPEED PAINTINGS
Freelance artist Afanur Rashid shows us his stunning speed paintings
drawn from detailed sketches in 30 minutes or less
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.
Troubleshooting
for the Form 1+
by James W. Cain
Check out
issue 116 to see this
tutorial series from
the beginning!
An example of a
catastrophic print
failure caused by
lack of supports and
too much stress on
the printer
Its not glamorous but a simple dust cover can make all the difference in maintaining your printer
Its not glamorous but a simple dust cover can make all the difference in maintaining your printer
63
My printing platform. Note how scratched it is, but it still prints perfectly
This ball bearing in the tray rail got cured resin inside it and got stuck as a result
5. Resin
Mostly the resin can just sit in the tray in the
printer when not in use. Ive found it necessary
to filter the resin after two or three prints,
however. This is because you get a build-up
of cured bits, hair, dust and other mystery
Shining an LED light near the bottom can reveal any dust and liquids
65
An example of a blowout
3DCREATIVEMAG.COM
An example of a print skipping or misplacing a layer, most evident here on the supports
The Artist
James W. Cain
jameswcain.co.uk
The final Gibson Girl, printed and painted. (She now resides at 3dtotal HQ thanks James!)
67
3 D T O TA L S A N AT O M I C A L C O L L E C T I O N :
NEW FIGURES COMING SOON
Affordable anatomical reference figures for
traditional and digital artists, including male and
female planar models and the impressive biosuit
figure designed by Alessandro Baldasseroni!
ORIGINAL MALE
AND FEMALE
FIGURES STILL
AVA I L A B L E F R O M :
S H O P. 3 D T O TA L . C O M
Texture files
Scene files
Real-time environment
assets with ZBrush
by Matthew Johns
The Artist
Some choice examples of my collected reference images, courtesy of Dollar Photo Club
01
02
3DCREATIVEMAG.COM
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04
DynaMesh can change the topology of your model at the click of a button
05
While still very low detail, the sculpt is starting to take shape
06
With a little smoothing and varying intensities and sizes, the custom brush can do a lot of the work
07
08
The bright colors indicate areas that will remain seamless (red)
and those areas that will attract the mesh seams (blue)
Setting the material type to be a Crytek Shader is very important at this stage, as its the format that the engine understands
3DCREATIVEMAG.COM
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10
Organizing your Photoshop files with groups makes saving individual textures much easier
11
12
The CryEngine
shader dialogue box,
showing the texture
inputs in their
appropriate slots
13
3DCREATIVEMAG.COM
The Total Illumination settings, located at the bottom of the Environment tab
14
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Using color correction and other subtle effects can really transform the image
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The Artist
3DCREATIVEMAG.COM
TOP TIPS
Choose a higher screen resolution
When capturing an image at your usual
screen resolution in the CryEngine, it may
result in some small aliasing issues. These
can be reduced significantly by setting your
screen resolution in the top-right corner of the
CryEngine to be double, or even triple the size,
then capturing the image and reducing it in
Photoshop to remove the aliasing.
Adding in extra shadow effects with the
console commands
At such a high screen resolution, especially
while using jittering, the shadows in the scene
may seem a little low-resolution. Type e_
ShadowsMaxTexRes and raise the value here;
I use 4,096 for my render. I also increase the
jittering effect to around 60 to achieve really
high-resolution soft shadows.
Perseverance!
When sculpting your mesh, arranging the
scene, creating the textures, or even applying
the final adjustments to your image in
Photoshop, there is always the possibility that
the result will not look as youd hoped. I had
many tried and failed experiments with the
rock sculpt, as well as the correct choice for
my final lighting in the image, and at times
considered the image finished. At this point,
Ill stop work, have a break and a lovely cup
of tea, and return to my computer with fresh
eyes to have another go. Being willing to
always push yourself to better your work, and
maintaining a positive outlook is the secret to
progressing your skills and creating work that
you can be the most proud of!
79
121
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I recommend 3dcreative magazine with a clear conscience.
In my opinion, tutorials covered in this issue are incredibly
helpful in their own way, very informative and whats
important, easy to follow.
3dtotal customer
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Scene files
The Artist
Pierre Rogers
sketchzombie.com
Software Used:
ZBrush
Pierre Rogers is a freelance
3D character artist, designer
and instructor from the
United States.
Sculpt a sci-fi
cartoon character
by Pierre Rogers
01
02
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03
04
05
06
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09
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Put some effort into developing a stage, but dont overdo it or it will steal focus from our characters!
10
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The Artist
Pierre Rogers
sketchzombie.com
3DCREATIVEMAG.COM
91
The Artist
Djordje Nagulov
nagulov.artstation.com
Software Used:
ZBrush, 3ds Max
Djordje Nagulov is a freelance
artist currently residing in
Serbia. He is an experienced
modeler who also does some
light rigging on the side.
Create realistic
facial expressions
by Djordje Nagulov
Wrinkle depth and density give a face character, but can also pile on the
years. Pay attention to their direction, especially around the eyes
01
02
03
04
When we look down, the head tilts forward and our chin nearly touches the
clavicles. Pretty much all forms at the front disappear behind compressed skin
05
06
3DCREATIVEMAG.COM
Lifting the edge of the eye socket along with the eyebrows
is a beginners mistake. Bones of the skull dont move!
07
08
Not lifting your eyebrows when looking up tends to produce a very deliberate
glowering expression. Mr. Right is getting real tired of Mr. Lefts paranoia
09
Even the nose gets involved when the eyes close tight. The nostrils rise along with the cheeks, creating wrinkles down its length
95
10
When sculpting a smile, check from below often to ensure the lips are
properly sliding over the teeth, and note that the ears also rise slightly
11
TOP TIP
The wonders of the Move
Topological brush
In ZBrush, using the regular
Move brush works fine for most
situations when areas or even
entire parts of the mesh need to
be shifted around. However, tricky
sections such as the eyelids or the
mouth, where two topologically
separate shapes touch, are
much easier to manage using
a special variant of the Move
brush called Move Topological.
In short, this brush calculates
whether the shapes under the
cursor are actually connected or
merely close to each other. In our
example, we can see on the right
how the Move Topological brush
understands that the upper and
lower lip are separate entities.
3DCREATIVEMAG.COM
Since this brush does calculations to decide which vertices to move, it tends to
get sluggish when faced with dense meshes. Low subdivisions work best
TOP TIP
Polygrouping to victory!
ZBrush has a neat feature called polygrouping,
which allows the user to quickly create differently
colored selection sets. These groups let us easily
isolate or mask different parts of the mesh we
want to work on, but their true usefulness comes
to the fore when dealing with difficult-to-reach
areas such as the inside of the mouth or the folds
of the eyelids. Creating polygroups works best at
the lowest subdivision level since youre dealing
with the least amount of polygons. Extra tip:
use Ctrl+Shift+S and Ctrl+Shift+X to grow/shrink
polygon visibility, and Ctrl+W when youre happy
with the selection to make a polygroup.
97
12
13
Take care to rotate the jaw correctly the pivot should be somewhere in front of the ear and under the zygomatic arch
3DCREATIVEMAG.COM
The Artist
Djordje Nagulov
nagulov.artstation.com
99
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.
The Artist
Niels Prayer
nielsprayer.com
Software Used:
Houdini
Niels Prayer has worked as
FX supervisor and creative
director at SUPAMONKS
Studio since 2014, after
working at Illumination Mac
Guff and Framestore in 2013.
Abstract images
with Houdini
See how Niels Prayer uses Houdini and Mantras FX-based
tools to create this atmospheric abstract piece, Storm
3DCREATIVEMAG.COM
Particle system generation to create an abstract and organic shape fitting the framing questions
01
02
03
04
05
Creating extra details: For this type of image, I like to play with
contrast of shape, textures and materials. I felt my composition was
a little simple at this stage, so decided to generate some particles around
Adding some spheres at the beginning of the trails
3DCREATIVEMAG.COM
Convert the curve trails into polygons to add more details at rendering time
my main shape, using spheres added with a Copy SOP, to get better framing.
Later, to contrast with the solid aspect of the trail flower, I put a glass shader
on these spheres to add something light and fragile.
06
Using Pyro FX: Now the fun part! Smoke! Since the beginning, I
knew I wanted a dark, cloudy atmosphere for this image. To create
these cloud shapes, I used Houdinis Pyro FX, which is a really powerful tool.
With a little tuning, you can make something really cool with a lot of control
over your shape. I had two emitters (standard sphere) with a lot of turbulence
at emission. On my Pyro FX, I had a lot of swirl with a large amplitude to get
those nice rounded shapes. Of course, I put a heavy density in my smoke, to
get a really opaque aspect later in lighting.
07
Shading and lighting: For the lighting, I used two kinds of lights.
First I set my environment with an HDRI map using the environment
light tool. With that, I got an initial mood for the scene, ready to adjust
details. I added an area light to the top-left to reveal a lot of specular on my
trails and spheres, and to get really good shadows in my smoke clouds.
For the shading, I used Mantra surfaces for every shader. I created a metallic
one for the flower trail, with a little noise added in the Displacement and
105
Roughness to obtain a really interesting render. As I mentioned earlier, I used a glass shader
on the levitating spheres, and finally a Billowy Smoke shader for the clouds, with a colored
ramp in the density attribute.
08
Compositing and post-work: Final step, compositing! For the background, I used a
custom HDRI map, really blurred to give a cloudy sky feeling in the scene. I put a glow
on the really bright specular and desaturated the overall image a little bit. With the depth of
field, I got a lot of nice bokeh in the front. In combination with a little flare, I used God Rays on
the smoke to give a final stormy effect. Playing with the contrast and the size of the depth of
field, I adjusted the final mood of my scene to get this stormy abstract effect.
The Artist
Niels Prayer
nielsprayer.com
3DCREATIVEMAG.COM
NEXT MONTH
Informative new interviews
Design a stylized character
Sculpt the female face
Inspiring ZBrush sketches
10 of the best 3D images from
around the world
Plus much more!
Reptilian creature
concepts in ZBrush
Learn some time-saving ZBrush sculpting tricks from Joshua
Wu and his awesome mutant raptor design
3DCREATIVEMAG.COM
The Artist
Joshua Wu
artstation.com/artist/joshuawu
Software Used:
ZBrush
Joshua Wu is a 21-year-old
3D character artist working at
Batavian Studio, Indonesia.
109
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03
04
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06
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08
3DCREATIVEMAG.COM
The Artist
Joshua Wu
artstation.com/artist/joshuawu
115
20% OFF
Lindford
by Mathieu Aerni
Discover the processes behind a stunning 3D masterpiece with a sneak-peek
look inside the pages of Digital Art Masters: Volume 9. Learn how Mathieu Aerni
crafted his fantastic character in 3ds Max, ZBrush, MARI, Ornatrix and V-Ray
3DCREATIVEMAG.COM
The Artist
Mathieu Aerni
mataerni.com
Software Used:
3ds Max, ZBrush, MARI,
Ornatrix, V-Ray
The horns evolved into ram-like horns to look more impressive and realistic
3DCREATIVEMAG.COM
I textured this character in MARI, using several pass of detailing. Here you can see the texturing process on the horns
I used a V-Ray SSS2 material for the face and a V-Ray Standard
material for the horns, which were combined using V-Ray Blend
Hair
The hair was done in 3ds Max using Ornatrix. One
of the keys to making the hairstyle look and feel
natural is the balance between order and chaos.
Theres a natural direction to hair, but if each
surrounding hair followed that direction, the
result would look like a cheap wig.
3DCREATIVEMAG.COM
Subscribe today
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I enjoy flipping through 3dcreative magazine. It is full of useful tutorials,
features, artist interviews and inspiring artwork every month.
- Andrew Hickinbottom, freelance artist
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Review: X-Particles 3
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