EXPLOREMY LIBRARY
Tech & Gaming
3D World

3D World

September 2020

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
Frequency:
Monthly
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13 Issues

in this issue

1 min.
welcome

It’s fair to say that the first half of 2020 has been a little unusual. What with lockdowns caused by the global pandemic, and the Black Lives Matter movement, things are in a moment of flux. What that means for us as a community of 3D and VFX artists is yet to be seen. Clearly the schedules of most, if not all, studios have been heavily impacted, with many productions stopping entirely. Other studios have flourished however, with new opportunities arising from turmoil. Some of you may already work from your homes or small studios, others may work as part of larger facilities and now find yourself at the dining room table. The jury is still out on whether the end result of all this change will benefit anybody, and if so…

1 min.
heist at the refinery

ARTIST Col Price SOFTWARE 3ds Max, Mental Ray, Photoshop This dynamic scene only took freelance art director and concept artist Col Price a few hours to complete. “I just like to sling stuff together when it's my own work,” says Price, “it's more about the action and story than anything else.” “The ship is a simple model,” he explains. “I don't use normal maps or anything. It’s all lit with one light source. I always prefer to do this, it gives me a better lighting pass and lets me add colour to the shadows. That way I can paint on the image in Photoshop, adding extra textures and details.” The explosion elements were made using an assortment of photographs taken by Price, mostly of fireworks. The reflections are taken from pictures he snapped on rainy days.…

1 min.
ember

ARTIST Sina Pahlevani SOFTWARE ZBrush, Maya, Arnold, XGen Character artist Sina Pahlevani worked on this image every day after work, completing it in around ten days. Rather than undertaking extensive planning, Pahlevani likes to develop his artwork throughout the process. “Most of the time I don't have a clear image in my mind, I just define the main story of my artwork. I might change things a lot during the process.” First, Pahlevani blocks out the character’s shape and silhouette in ZBrush. The second stage is adding further detail and enhancing the shape of the character, before it undergoes retopology, UV and texturing. “I do retopology and UV in Maya,” Pahlevani explains. “For the texturing part you might use Mari, Substance Painter, or ZBrush Polypaint.” The final stage of the pipeline involves setting up the…

1 min.
morrigan

ARTIST Ed Pantera SOFTWARE 3ds Max, ZBrush, Substance Painter, Marvelous Designer, Mari, Maya, Arnold, XGen, Photoshop, TopoGun Character modeller Ed Pantera wanted to recreate his favourite female characters from fighting video games. “I made Cammy from Street Fighter last year,” he explains, “then I planned to make Morrigan from Darkstalkers.” It took Pantera four months to create Morrigan in his spare time. Substance Painter was used for the majority of textures, with Mari and Texturing.xyz maps helping to create the realistic skin. Much of Pantera’s inspiration also comes from his favourite films, the likes of Star Wars and Blade Runner. “I like movies that are full of imagination and nostalgia,” he explains. “If I am touched by a character after watching the movie, I start to make something. 3D technology is so developed now, there is…

1 min.
water gun

ARTIST Tim Curry SOFTWARE 3ds Max, ZBrush, Substance Painter, Photoshop, Marmoset Toolbag Video game artist Tim Curry has worked in game development for eight years, taking on numerous job titles and responsibilities. “Making props is one of my favourite things about game art,” he adds. Many of Curry’s usual techniques were utilised on this piece. “The most noteworthy technique used was one I learned from Ranulf Busby,” he continues, “who shared how to use parallax in Marmoset Toolbag 3 to simulate the reticle movement of a holographic sight. It was very satisfying to see it work as I expected.” Finding a technical aspect with which to push forward his work is crucial to Curry’s approach. “I really like finding something technical to do, even if it's small,” he adds. “For this project, it was just the…

1 min.
portrait of j.r.r. tolkien

ARTIST Roger Magrini SOFTWARE ZBrush, Maya, XGen, Substance Painter, Arnold, Photoshop It took character artist Roger Magrini three months to complete work on this lifelike recreation of The Lord Of The Rings author J. R. R. Tolkien. “Everything was hand-sculpted and Polypainted in ZBrush on HD Geometry,” Magrini explains, “except for his pipe, I used Substance for that.” Magrini often uses his artistic experience to create 3D cartoon characters, but he also enjoys the challenge of photorealistic portraits such as this. “I enjoyed most of the process on this,” he says, “but the best part was creating his smile.” Magrini began by gathering as much reference as possible, all with different angles and lighting setups. “Likeness is like a puzzle,” he adds, “so you need reference to fill in the gaps.” Magrini sculpted the likeness…