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3D World3D World

3D World October 2016

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

access_time1 min.
welcome

SUBSCRIBESubscribe to 3D World and get both the print and digital editions. Turn to page 28 for the latest offers!There’s always something new to learn when it comes to game art. This issue we cover everything from 3D printing game models to mastering VFX with Naughty Dog’s Fabio Silver. Plus, turn to page 68 to start our six-part series on learning Amazon’s new Lumberyard game engine.ian.dean@futurenet.com ■…

access_time1 min.
spotlight on our contributors

Laura GallagherLaura is lead character artist at Eidos Montreal and has worked on the Deus Ex games for eight years. On page 22 she shares her process for modelling a working 3D printed prosthetic arm, based on her in-game model worn by lead character Adam Jensen. www.bit.ly/laura-gallagherFabio M. SilvaFabio has been in the CG industry for five years focusing on VFX for games, and currently works for Naughty Dog. He has contributed to titles such as Ryse: Son of Rome, Killzone 3, Killzone Shadow Fall and Uncharted 4. Follow Fabio’s VFX workflow on page 56. www.fabiomsilva.comKimmo KaunelaKimmo has worked in CG for six years, creating environment art and indie game assets. This issue, on page 40, Kimmo reveals his workflow for creating a real-time environment for video games and VR…

access_time7 min.
showcase

GET PUBLISHEDEmail your CG ART toian.dean@futurenet.comVisit the online Vault to download extra process art for these projects: www.bit.ly/vault-212-gameTHE FOREST SNOW SCENEARTIST Jacob NorrisSOFTWARE Substance Designer, UE4, ZBrush, Maya, PhotoshopEnvironment artist Jacob Norris has worked at Naughty Dog, Kojima Productions and Insomniac Games, and in his spare time he creates tutorials. Forest Snow Scene is his latest project and he has developed his own ‘blueprint’ for creating the procedurallygenerated trees inside Unreal Engine.“Some people say it’s similar to SpeedTree. Basically I can easily just drag a spline out using my blueprint inside of Unreal Engine and specify the bark texture, branch type, number of branches, branch angle, wind speed, tree twists, and a lot more to list,” explains Jacob, who says a similar pack is available on the Unreal Marketplace that…

access_time8 min.
deus ex: mankind divided

Deus Ex: Mankind Divided is the latest game in the sci-fi role-playing series set in the distant future that explores the impact of advanced technology on the human condition. The game tells its narrative through the art, which meant the Eidos Montreal art team needed to create a complex future world that’s relatable and realistic.The solution was to aim for what art director Jonathan Jacques-Belletête calls the “graphic novel look.“ The game presents a stylised world that lives on its own rules. It’s not realism, but hyperrealism.“Visuals in a game are not only about illustration but about communication,” explains Jonathan. “A lot of the industry is still about making things look pretty in a technical way [such as realistic shiny metal surfaces], but what happens is you only communicate reality.…

access_time8 min.
modelling complex geometry

ARTIST PROFILELaura GallagherLaura is lead character artist at Eidos Montreal and has worked on Deus Ex: Human Revolution, Tomb Raider and Deus Ex: Mankind Divided. She also teaches character modelling at NAD, School of Digital Arts, Animation and Design. bit.ly/laura-gallagherThroughout my years of experience, working in video game studio settings and teaching to hungry young 3D artists as a lecturer at NAD Center in Montreal, I’ve developed some personal rules I like to abide by. The three most important ones are…Abuse the stackThat includes the 3ds Max modifier stack but also stacks of other programs like Photoshop or ZBrush layers. Don’t be afraid to try new combinations of modifiers or blending modes on different levels; you never know when some unintended-yetawesome interaction will reveal itself.Commit as late as possibleOr indeed,…

access_time12 min.
the pro guide to texturing

01 URBANGenerally, when I want to create a substance, I start with a list of the materials involved and make a quick base for each of them. I find that the materials themselves aren’t actually as important as the transitions and masks used to put them together, so I spend most of my time working on that.I then break down the way they blend into a few categories. When blending almost any materials together, they will fall into one or more of the following: weathering, height or environment. Each of these requires some information in order to blend the materials properly. This information could be something like a Curvature map, Ambient Occlusion map or a Height map. An example of each would be: weathering – paint on metal that is…

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