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3D World

3D World Christmas 2019

3D World magazine is the world's biggest-selling monthly title for the 3D artist covering all aspects of the CG creation, inclduing animation, visual effects, vidoegames and architectural visualisation, and includes expert training in apps such as 3ds max, Maya, Cinema 4D, ZBrush, LightWave, Vue, Photoshop and After Effects. Every issue the magazine features an artist showcase, making of features and reviews of new products.

Country:
United Kingdom
Language:
English
Publisher:
Future Publishing Ltd
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13 Issues

In this issue

1 min.
spotlight on our contributors

Adam Dewhirst Adam Dewhirst is a veteran visual effects artist. On page 40 he explores the possibilities of using your iPad as a mobile studio. www.instagram.com/dewhirstadam Adam Barnes Freelance writer and editor Adam Barnes takes us into the exciting world of Dreams for the PS4 over on page 18. www.adambarnes.info Antony Ward Antony has worked for many of today’s top VFX and game studios. This month he demonstrates how to create stylised 3D portraits. www.antcgi.co.uk Alejandro Treviño Self-taught independent 3D artist Alejandro Treviño showcases the process behind his amazing Laser Cowboy image on page 62. aendom.com Ian Failes Ian is a regular contributor to 3D World, and in this issue he takes you behind the scenes on the hit movie, Abominable. www.beforesandafters.com Mike Griggs Mike Griggs is a 3D and visual effects artist with vast experience across the industry, which he shares on pages 68-71 in…

1 min.
3d world

EDITORIAL EDITOR Rob Redman 3dworld@futurenet.com PRODUCTION EDITOR Rachel Terzian DESIGNER Ryan Wells STAFF WRITER Brad Thorne SENIOR ART EDITOR Will Shum EDITOR-IN-CHIEF Claire Howlett CREATIVE BLOQ EDITOR Kerrie Hughes CONTRIBUTORS Cirstyn Bech-Yagher, Adam Barnes, Pietro Chiovaro, Maya Jermy, Ian Failes, Haimeng Cao, Mike Griggs, Antony Ward, Orestis Bastounis, Alejandro Treviño, Adam Dewhirst, Georgina Hurcombe, Kylie Eaton COVER IMAGE Antony Ward ADVERTISING Media packs are available on request CHIEF REVENUE OFFICER Zack Sullivan UK COMMERCIAL SALES DIRECTOR Clare Dove ADVERTISING SALES MANAGER Mike Pyatt ACCOUNT SALES DIRECTOR Matt Bailey ACCOUNT SALES DIRECTOR George Lucas ACCOUNT SALES MANAGER Tom Walsh INTERNATIONAL LICENSING 3D World is available for licensing. Contact the Licensing team to discuss partnership opportunities. HEAD OF PRINT LICENSING Rachel Shaw licensing@futurenet.com SUBSCRIPTIONS EMAIL ENQUIRIES contact@myfavouritemagazines.co.uk UK ORDERLINE & ENQUIRIES 0344 848 2852 INTERNATIONAL +44 (0) 344 848 2852 ONLINE ORDERS www.myfavouritemagazines.co.uk GROUP MARKETING DIRECTOR, MAGAZINES & MEMBERSHIPS Sharon Todd CIRCULATION HEAD OF NEWSTRADE Tim Mathers tim.mathers@futurenet.com PRODUCTION HEAD OF PRODUCTION US & UK Mark Constance PRODUCTION PROJECT MANAGER…

1 min.
perseus

SOFTWARE ZBrush, KeyShot Freelance creature and character artist Farzad Maleki spent a total of 400 hours, over four months, creating this piece of Greek mythology in 3D. Although his passion lies in sculpting, Maleki is skilled in lighting, texturing, animating and rendering. “I'm inspired by old paintings and sculptures,” he says. “What really attracts my attention is how they created the world's greatest artwork using only simple tools and their patience.” Maleki used ZBrush to create the clothes, which did not require many wrinkles or a huge amount of depth. “Boolean was a very useful technique for making some holes and wrinkles,” he adds. What Maleki enjoyed most was the composition stage, creating the scene in a way that showed principles of design such as balance, movement, rhythm and harmony. He also wanted…

1 min.
undead warlord

SOFTWARE ZBrush, 3ds Max, Marvelous Designer, Substance Painter, V-Ray, Photoshop By day Brazil-based character artist Bruno Camara provides digital creatures and characters for film and video game companies overseas, as well as teaching online workshops. Previously he has sculpted for collectible figurines. Camara’s fantastical imagery is heavily inspired by legendary artists such as Frank Frazetta. “I always start by sketching everything in ZBrush,” Camara explains. Keeping a scale of around 180cm, he employs 3ds Max for complex shapes and intricate mechanical elements. It is this part of the project that Camara enjoys most, “things start to look the way you imagined,” he adds. A Marvelous Designer simulation allowed Camara to achieve the natural look of the Warlord’s cape. After the sketch, Camara will retopologise everything using ZRemesher and 3ds Max. “I also work on…

1 min.
cletus

SOFTWARE ZBrush, V-Ray Next, 3ds Max, Substance Painter, Forest Pack, Ornatrix, After Effects, Marvelous Designer Freelance character developer Kevin Beckers spent two weeks on this otherworldly image. “I don't think I did anything particularly unusual,” he tells 3D World. “I used each software as intended, grooming with Ornatrix, clothes with Marvelous Designer, etc. No special tricks.” The fun nature of Beckers’ image helped to make the artistic process enjoyable. “I liked the pig a lot, it made me smile,” he adds. “I was hoping to achieve that hot, dusty summer day feeling.” “I tend to rely on concept art from the client or I assemble a mood board full of ideas,” says Beckers. He then blocks out rough shapes in ZBrush. “If it's an entire scene I will take it into 3ds Max and…

1 min.
the birdkeeper

SOFTWARE 3ds Max, ZBrush, Corona Renderer, Photoshop This image took Ubisoft RedLynx artist Tomi Väisänen just two weeks to complete. “I started working on this image in early July and spent a couple of days just modelling the main character,” he explains. “After that I focused on creating a simple kitbash set for all the props scattered around the scene. There are books, candles, etc, you name it.” Initially Väisänen planned to create simulated clothes for his main character, “that turned out to be quite a mess to fit in place,” he adds. “As the character sits in a wheelchair, there would be lots of interaction with the cloth and its surroundings so I just box modelled it. A pretty brute-force approach but it worked fine.” Compositing was the most enjoyable part of the…