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3D World3D World

3D World November 2018

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.

United Kingdom
Future Publishing Ltd
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13 Issues


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editor’s welcome

Digital sculpting has many uses, from creating vinyl toys, to huge sets for TV and movie projects. We show you some of these projects as well as sharing some expert top tips to help you make the most of your own projects, using ZBrush. Elsewhere we delve into Cinema 4D R20 to find out if it’s a worthy upgrade.rob.redman@futurenet.comFREE Eclipse Charger, worth £69.99When you sign up to a print subscription – turn to page 26. ■…

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spotlight on our contributors

Gaurav KumarSince discovering ZBrush, self-taught sculptor Gaurav has slowly shifted from hard-surface modelling to purely sculpting and texturing characters. artstation.com/harrygkOscar JuarezOscar is an archviz specialist creating in many apps, but has a keen interest in Unreal. He shares some of his secrets on page 74. www.fibrha.comPietro ChiovaroPietro is an Italian 3D artist who creates 3D assets and environments, and is currently working on an open-source game. pietrochiovaro.artstation.comMaya JermyMaya is a 3D artist and animator based in the UK. She started her career five years ago remaking and animating characters for Oddworld. www.mayajermy.comIan FailesIan is a regular contributor to 3D World, and in this issue he has investigated how MPC creates creatures for the big screen. www.vfxblog.comMike GriggsMike Griggs is a 3D and visual effects artist with vast experience across the…

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DEAR FABRICIOARTISTPedro ContiSOFTWAREZBrush, 3ds Max, V-Ray, Ornatrix, Photoshop“It took me around three and a half days to create the whole piece from concept to final product,” says freelance director, CG supervisor and 3D artist Pedro Conti. This endearing image was a gift for his wife, who is 38 weeks pregnant with their son. The sculptures were based on their ultrasonography pictures and a little plush monkey from Pedro’s childhood.Pedro has 13 years of industry experience to draw from on personal projects like this: “I ran a company called Techno Image for seven years,” he reveals. More recently he has worked on Disney’s Moana and currently freelances for companies like Dreamworks, Universal Studios and Aardman. “I spent more time thinking about colours, layout and composition than on fancy 3D techniques with this image,”…

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creature tales how mpc crafts its characters

With films such as The Jungle Book, Alien: Covenant and Blade Runner 2049, MPC has established itself as one of the leading studios for delivering photoreal characters. Helping the studio achieve that status is a specialised group inside MPC called The Character Lab that’s behind so many of those photoreal assets.3D World asked several members of The Character Lab for their expert takes on modelling, rigging, grooming and lookdev from specific assets made for those recent films. Here they talk about the tools and techniques behind their work, and provide their practical tips for delivering the most photoreal creatures and characters possible.RE-IMAGINING AN ICONIC SPECIESMPC senior modeller Damien Guimoneau was responsible for the high-resolution sculpt of the terrifying CG Xenomorph that appeared in Ridley Scott’s Alien: Covenant. It was a…

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how to sculpt an alien

1. Dealing with damage: We needed to have damage variations for the Neomorph after it had been shot at. I created the bullet wounds on the Neomorph and tried to keep them connected, whilst keeping in mind that the creature was growing from baby to adult in seconds! In ZBrush the Morph target is extremely useful for this kind of thing, you can create all of the damage you want and also restore what you want to keep intact with the Morph brush. It was also interesting to create the thickness of the blood in this model, I then created a mask and passed it on to MPC’s texture artists2. When you need super-detail: This is the sculpt I used for the final displacement, showing the muscle fibre and bone…

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the key steps to planning a successful rig

The pangolin puppet rig made for The Jungle Book, with rigging overseen by Wagner1. Reference is key: Whenever I pick up a new character I start gathering a lot of references such as slow-motion videos, skeleton images, and learn about the species history and specifics on Wikipedia/YouTube. I have been looking at birds recently; I’m trying to gather a lot of knowledge about their anatomy and how it defines their motion, for example the role of the wishbone and how the pectoral muscles are involved in the lifting of the wings. I like to be informed when I start working on a character so I can rig it with confidence and also assist other departments like animation if questions come up.2. Some first steps: I start by placing skeleton geometry…