Professional Documents
Culture Documents
Chapter 01 page 03 - 28
Modelling the Interior
Chapter 02 page 29 - 37
Sculpting a Gargoyle in ZBrush
Chapter 03 page 38 - 58
Texturing
Chapter 04 page 59 - 67
Lighting & Rendering
Chapter 05 page 68 - 76
Post-Production in Photoshop
Chapter 1
Modelling the Interior
Fig 01
Created In:
3ds Max
Chapter 1
In this first part of the tutorial well take care of
all the modelling tasks, and well end up having
all the geometric elements ready for texturing in
the next part.
Lets start by creating a new arc shape (Fig.01).
Set Creation Method to Center-End-End, then
click and drag to create the arc itself.
Fig 02
Fig 03
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mesh (Fig.07).
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Fig.13.
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(Fig.19).
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side (Fig.25).
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shown in Fig.31.
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(Fig.57).
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Gothic Church
Interior Creation
Luciano Iurino
For more from this artist visit:
http://www.pmstudios.it
Or contact:
iuri@pmstudios.it
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Page 28
Chapter 1
Chapter 2
Created In:
ZBrush
Introduction
For my portion of this multi-artist effort, I was
called upon to produce a tutorial that explained
how to create a high quality gargoyle that
would grace the side of one of the columns in
the architectural scene. When I first looked at
the concept art provided by Richard Tilbury, I
was instantly excited because of the style and
emotion he wanted to convey with the sculpture
and overall scene. I recognised right away that
this was going to be a big anatomy exercise
and it was going to further my knowledge of
musculature and inherent forms. The legs and
ZSpheres
Free movie 01 download here
Rough Blocking
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Chapter 2
Primary Blocking
Free movie 03 download here
In this session, work an iteration up and start
laying in more structural elements, like facial
Upper Body
Blocking
Free movie 04 download here
Continue to lay in more primary forms for
the upper body muscles. I would suggest
exaggerating the transitions and lines of the
muscle at first and then toning them down
later on in the process. Give the hands some
attention as well and start to block in the
individual fingers and thumbs, and cut in palm
muscles and tendons. Hands can be quite
difficult so we will spend a good amount of time
refining then later on in the project.
Extrude the arms, chest, shoulders, back, and
abs using the Clay and Inflate brushes. Its
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Chapter 2
Lower Body
Blocking
Free movie 05 download here
Head Refining
Upper Body
Refining:
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Chapter 2
Fig.09).
Lower Body
Refining:
Free movie 08 download here
Feet Refining:
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Chapter 2
Hands Refining:
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Chapter 2
Head Detailing:
Free movie 11 download here
Time to add some more details to the head!
Lets add things like crows feet wrinkles next to
the eye, folds across the nose, small muscular
bulges around the mouth, eye bags, forehead
wrinkles, brow definition, and so on.
We havent spent a lot of time on the horn area
yet, so lay in a mask around the horn (holding
the ctrl key), invert it (ctrl key on the canvas),
and then begin to inflate the skin surrounding
the horn. Inverting the mask again, lay in some
cuts on the horn using the Dam standard brush.
Its important to do all this with symmetry turned
off, to give your sculpt a more random look.
Do a bit more cleaning up on this area and then
work on getting the horn design to transition into
the rest of the head by laying in more lateral
wrinkles that circumscribe the horn. Then its a
matter of cruising around the rest of the head
and finding areas that need fine wrinkles and
design clarification. This is when your sculpt can
really come alive so I encourage you to spend a
good amount of time honing the head. However,
try to stay away from noodling or overworking
noisy (Fig.12).
Final Detailing:
Free movie 12 download here
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page 35
Chapter 2
Adding Veins:
Free movie 13 download here
For veins its back to the bodybuilder references.
Start a new layer in ZBrush and use the
StandardTwo brush (also created by Fatmir
Gjevukaj). It can also help to use the lazymouse
feature to keep the strokes smooth. Pen
pressure is also important when youre doing
vein work.
Smooth out some parts of the veins, as they
dont completely protrude all over the surface.
Since this character is pretty ripped musclewise, youll probably end up with lots of veins,
but I think that works well. Dont forget about the
forehead, temples, ears, or the neck, which is
where youll find some really good vein action
going on.
At the end of the vein process, tone down the
layer to about 0.75 (down from the default of
Final:
millions of polygons!
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page 36
Chapter 2
Jesse Sandifer
For more from this artist visit:
http://www.jessesandifer.com
Or contact:
jessesandifer@gmail.com
Chapter 3
Texturing
Created In:
3ds Max
Chapter 3
In this part of the tutorial well cover unwrapping
and texturing techniques, and as usual well use
3ds Max for the 3D stuff and Photoshop for
the texture creation. Well also use the 3DTotal
textures collections as a starting point to create
the textures for our scene.
Fig.01
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Chapter 3
Chapter 3: Texturing
Fig.03
Fig.04
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Chapter 3
Fig.05
Fig.06
Fig.07
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Chapter 3
Chapter 3: Texturing
Fig.09
Fig.10
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Chapter 3
Fig.11
Fig.12
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Chapter 3
Chapter 3: Texturing
Fig.15
Fig.16
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Chapter 3
Fig.17
Fig.18
should go (Fig.18).
Fig.19
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Chapter 3
Chapter 3: Texturing
Fig.21
Fig.22
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Chapter 3
Fig.23
Fig.24
Fig.25
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Chapter 3
Chapter 3: Texturing
Fig.27
Fig.28
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Fig.29
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Fig.31
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Chapter 3
Chapter 3: Texturing
Fig.33
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Fig.35
Fig.36
Fig.37
in Fig.37.
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Chapter 3: Texturing
Fig.39
Fig.40
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Fig.41
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Chapter 3: Texturing
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Fig.53
Fig.54
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Chapter 3
Chapter 3: Texturing
Fig 57
Next time well see how to improve our shaders
and set the lights and rendering options with
Mental Ray.
Gothic Church
Interior Creation
Chapter 3: Texturing
Luciano Iurino
For more from this artist visit:
http://www.pmstudios.it
Or contact:
iuri@pmstudios.it
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Page 58
Chapter 3
Chapter 4
Lighting & Rendering
Created In:
3ds Max
Chapter 4
In this forth part of the tutorial well set up the
scene for the final rendering. Well end up
having different passes for compositing. First of
all, lets take care of the light rig.
Fig.01
Fig.02
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Fig.04
Fig.05
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Fig.06
Fig.07
Fig.08
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Fig.10
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Fig.12
Fig.13
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Fig.18
Fig.19
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Fig.22
Fig.23
Gothic Church
Interior Creation
Luciano Iurino
For more from this artist visit:
http://www.pmstudios.it
Or contact:
iuri@pmstudios.it
www.3dcreativemag.com
Page 67
Chapter 4
Chapter 5
Post-Production in Photoshop
This the final part of the series will show how
the various render passes are composited in
Photoshop to create a final render. An account
of some of Photoshops tools will show how
versatile this approach can be and show the
value of multiple passes for post production.
Created In:
Photoshop
Introduction
Rendering into render passes makes it possible
to modify tones, colours and certain effects in
the rendered image using Photoshop. Usually
the most basic passes rendered for an image
are as follows (note that the names might be a
little different in certain software programs):
Final Render or Final Colour: This pass
is the render containing all the final effects,
lighting, etc., which we will use as a
reference for putting all the passes together
Colour or Diffuse Colour Shading: This
contains the colours of the materials in the
scene, and the shadows (it can be unshadowed, though), but it contains no other
effects. The diffuse colour pass can be Direct
or Indirect, or Total or Un-shadowed; the
Diffuse Shading Direct contains the diffuse
amount and the raytraced shadows of direct
lights as well as the diffuse colours in the
scene. Diffuse Shading Indirect besides
the colours contains indirect lighting and its
diffuse shadows, and the luminous material
lighting, too (in case of Global Illumination).
Diffuse Shading Total contains direct and
indirect lighting and their shadows
Specular or Specular Shading: This
contains the specular effects of the materials
in the scene caused by the lighting
Ambient Occlusion: This contains the
ambient occlusion effect; it displays the
areas hidden to the ambient light shaded; It
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Monitor Calibration
Before starting the work, its strongly
other things
lighting effects
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Chapter 5
Fig.02
Fig.03
Existing Passes
We have the following passes:
Colour pass (Fig.03)
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Fig.04
Fig.05
Fig.06
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Chapter 5
Fig.08
ZDepth (Fig.07)
Fig.09
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Chapter 5
Fig.10
Step 2: Fine-Tuning
Fig.11
Fig.12
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Chapter 5
Fig.14
Step 3: Adjusting
Colour and Depth of
Field
After making corrections to ensure the tonal
values show on both the dark and light parts of
Fig.15
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Fig.16
Fig.17
Fig.18
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Chapter 5
a glowing feel.
Richard Tilbury
the mask.
A new layer set can be created by clicking
In this example, the composition of the image
Interior Creation
Zoltan Korcsok
Layer palette
Conclusion
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Gothic Church
Page 76
http://trurl.cgsociety.org/
Or contact:
zoltankorcsok@gmail.com
Chapter 5
: volume 4
Introduction:
Introduction: