Cgarena Jun12 Mag
Cgarena Jun12 Mag
Cgarena Jun12 Mag
Interview
Jonatan Catalan
Photoshop
Making of
Carnivorous Plant
ZBrush
Making of Supermamika
3DS Max
Making of Piercings are Cool
Maya
Making of Aroma
Issue Contents
www.cgarena.com Page 2
Issue 3 Jun - Jul 2012
Industry News
CGArena
The animago AWARD is an international contest Autodesk, Inc. announced that Autodesk Smoke 2013
around 3D, animation, visual effects & interactive video editing software, a completely redesigned and
productions. Participants from more than 60 coun- repackaged pre-release version of the all-in-one video
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ation (DCC).
The three-month pre-release trial period will afford us-
Entries for the animago AWARD 2012 can be sub- ers the opportunity to not only experiment with the uni-
mitted until June 30, 2012. The animago jury of ex- fied editing and effects workflow, but also to provide
perts screens and evaluates all submissions from additional feedback to the developers. Smoke can
the fields of film, interactive and still image. The help editors simplify workflow, centrally manage me-
award ceremony on October 25, 2012 in historic dia, work interactively with high-res media throughout
Potsdam-Babelsberg is the undisputed highlight of projects and deliver high-end content on the most re-
the two-day animago AWARD & CONFERENCE cent generation of Apple iMac and MacBook Pro sys-
the 25th / 26th of October. CGArena is official me- tems. Autodesk anticipates Smoke 2013 will launch
dia partner of this event. September 2012 for $3,495 MSRP per license.*
UDK. James uses his 13 years of experience with Unreal Technology and
Global UDK Educator with Epic, to demystify custom UDK game creation
using UnrealScript. He starts by explaining how to update to a newer
revision of UDK, adding Pickups, adding an Announcer, Scaleform, Navi-
gation Meshes, Way Points, Upgrading the Task System, AI Overview, AI
and Kismet, and some final words. This training is an amazing resource
for those looking to customize their games using UnrealScript.
www.cgarena.com Page 3
Issue 3 Jun - Jul 2012
Interview with
CGArena
Publishing work in
Jonatan Catalan portals, forums,
create portfolio are
Q. Hello Jonatan, could you tell us a bit about yourself and
things you need to
your background in CG and from where you have taken get new projects
some training?
I was born in Valencia (Spain) in 1983, I grew up seeing the Disney animated films and my camera was
always in my hand, after seeing for the first time Pixar film Toy Story, I knew what I wanted to do.
At 18 years old I started to work on info-architecture, where I saw that lighting was my favorite part. In my
free time I worked on personal projects, to continue learning and to make me a website to see what lies be-
yond architecture visualization. Among the first jobs offers, I want to stress the start of a great collaboration
with the team of Maxwell Render, 8 years ago they offered me to be a beta tester, which certainly allowed
me to gain experience and evolve more with lighting and shading.
After 2 years working in various companies, I decided to start my own studio called Keytoon Animation Stu-
dio with 2 friends, Alex and Jaime Maestro Mateo, where my role was to take care of lighting and shading of
all projects as well as modeling environments. We were working for clients like Disney, Wildbrain, Mattel and
Paramount Pictures and created characters as Dr.Maxwell and his short “The Grandfather of Soul” which
was a finalist of Siggraph 2007, after this came the most ambitious project of my career “Alma” by Rodrigo
Blaas.
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Issue 3 Jun - Jul 2012
Interview with
CGArena
Jonatan Catalan
After 3 months of preproduction, the project “Alma” leaves the company and me as well, leaving Keytoon
after 3 years and starting a new period as a freelancer, which allowed me to open the Sitges Film Festival
and get the Goya nomination with “Alma”, as working primarily with the United States and very awesome
international studios.
One of the most important things is to have a good artistic eye, maybe learning an artistic career, practicing
by yourself at home, watching movies, comics...
I learned self-taught, so I can’t tell you which way is better because I don’t know the other way, but I can
tell you that by learning yourself, you are forced to try many ways to get to the same place, it gives you
more versatility, trying to reproduce anything you see interesting, looking for your own style and refinement
technically, you have to be very curious, analyzing the films you see in another way, watching very closely
the work of the director of photography, why they put this light here and leave this part in the shadow? Etc.
Photography is so helpful because it is very direct, just push a button and have the result in a frame, allows
you to do many tests much faster than in 3D, where you have a very slow process like lighting, rendering
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Issue 3 Jun - Jul 2012
Interview with
CGArena
Jonatan Catalan
and composition... this way you will understand much better how it works physically the light, how it works
the surfaces, the colors of daylight hours, the color is very important in nature and we have a lot of perfect
examples.
About the experience I recommend starting on a small studio where they do many projects of different
styles, working on Keytoon or as a Freelance has allowed me to change the style for each project, and to
take what I saw best of each one, to evolve my own style. If you enter in a long project, or in a studio with
a specific look, you can be very good at it, but you will not develop other styles, or know really if the style is
where you feel more comfortable.
Q. On what types of projects you like to work best – short films, commercials, promo etc.?’
Commercials are very interesting, because normally you always find something that you don’t know, let you
always learn new things but in a very short time, with timings extremely tight, it gives you the time to discover
how it works, to apply it and you will be feeling that you could have done better, but you must learn faster,
be more productive and work with new tools quickly.
I think the short films are my favorites, you have more time for R+D, development of the look is my favorite
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Issue 3 Jun - Jul 2012
Interview with
CGArena
Jonatan Catalan
part, think the best way to do the 3d with the 2d concepts, trying to make something new and interesting,
is really cool. You have a longer schedule enough to try to do things well and not so long to get tired of the
project. Also the short films always allow you a bit of investigation and do the things differently, in commer-
cials you don’t have the time needed, and the films can’t risk so much.
With Maxwell Render, I don’t care if I have the parameters in high or low, if antialiasing is correct, if the
samples of the reflections are well ... I work with the lighting how best I can and I don’t have to worry about
anything else. It seems that the other programs are evolving that way, the day that we forget the technique
and only have to think about the artistic part, everything will be better :)
In answer to your question, I prefer to change the word “tool” by “technology”, without the global illumination
technology could not do the things I do in the same way.
In my opinion, as I’m coming from the info-architecture field and I really like photography, I have that point
of view of realism, even working with cartoon that’s my favorite style, I always try to light as in reality, this
mix of styles I think that’s my strong point, my knowledge of shading and environments modeling, make the
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Issue 3 Jun - Jul 2012
Interview with
CGArena
Jonatan Catalan
entire production process and thinking about how I will work with lighting at the end, makes the result always
be better.
I think it’s a necessary part of a freelance artist, if they don’t know of you or your works, how they will call you
to give you a project or job? Publishing your work in 3D portals, specialized forums, create a blog or website
with your portfolio, etc. ... are things you need to get new projects and clients.
As you can imagine my favorite project is “Alma”, it was a great opportunity to learn and work with an amaz-
ing team, I learned a lot from Rodrigo Blaas and his vision, really “Alma” was an important point in my life
that made me see the things differently, I left my own company to change completely the way, I hope soon
to take me where I want to :)
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Issue 3 Jun - Jul 2012
Interview with
CGArena
Jonatan Catalan
Q. How do you feel as Lighting and Shading director when short film Alma got the international
recognition and awards in various festivals?
It’s very special, international recognition and awards at various festivals are really awesome, the positive
criticism from the people and encouragement they give, and be especially proud of the end result is a great
feeling.
As you know after a while at festivals, Guillermo del Toro and Dreamworks Animation offered to Rodrigo
Blaas to develop a film based on Alma, that’s really the best reward for me.
Q. You are not just lighting and shading artist but you are also doing texturing, props and sets mod-
eling… so are you really enjoying all this or is this necessary to become jack of all?
Absolutely! My favorite part is the lighting but I really enjoy the rest, to create a complete image for me is just
fantastic. Also when I model some props or environments, I always think the way as will look afterwards in
3D, the color and light are two different things, but in 2d are like only process.
I try to take that process both at the same time, working with flat colors and basic lighting at first, and then
evolve everything gradually adding detail in the beveled so that later shading works well, working with the
textures that improves the outcome of the surface with the lighting...
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Issue 3 Jun - Jul 2012
Interview with
CGArena
Jonatan Catalan
Q. What advice would you give a lighting artist on how to make a shot look right in these different
scenarios: bright sunlight, underwater and a lightning storm?
Bright sunlight - In this kind of lighting the most important are the colors, with warm and pleasant tones,
there are times when the color is more important than light, and in this case with a direct light and some
rebounds to help is enough, but you need to work with good colors to get the right feel.
Underwater - The atmosphere is the key, good depth, volumetric lights, particles and dust, some nice caus-
tic ... the color here is important too, whenever you do something in nature you realize how complex it is to
make it with all the details, a good idea is to see many pictures to see references of color and atmosphere.
Lighting Storm - I love this kind of lighting, very dramatic, desaturated, marking the outline of the characters
... is truly cinematic, it’s a good chance to play with the black areas, the shadows are not our enemies! Many
people think that good lighting is where you see the whole picture well and without shadows ... I think the
other way around, playing with shadows is fun and having this type of lighting, we have a very strong key
light to mark the important and the shadows will do the rest.
Q. What kinds of details do you look for in the way light interacts with surfaces of CG creatures and
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Issue 3 Jun - Jul 2012
Interview with
CGArena
Jonatan Catalan
objects that tells you if it’s working well or not?
I love to illuminate characters, highlight the details of the model or the feel from the acting of the animator.
Following the instructions of the director, is very important to go in the right direction and a very funny pro-
cess
Here it is important to have knowledge of shading, sometimes you need to adjust some of the subsurface
scattering parameters to highlight the rim or backlight, working with the specular or glossy for direct light ...
having a base of traditional lighting will help you know how to highlight the character or object in the best
way to perform well in the picture.
Q. On Facebook we often see the cartoons of animators/artists saying all work and no pay or less
pay. Are you agreeing on this?
Well it is a sensitive issue, there are times when circumstances are in a job where you find it difficult to leave,
you have not a portfolio that allows you to get better jobs, or want to try other projects ... if you can keep your
economy with a stable job, and in your free time you want to help a team of people to cooperate in a very in-
teresting project, I think the opportunity may be good, maybe with that, you can get better jobs and projects.
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Issue 3 Jun - Jul 2012
Interview with
CGArena
Jonatan Catalan
But you can’t live working for free, there are people who abuse that, and it seems that people who start or
want to work in 3D, must have to start working for free, and that is wrong.
However, we can decide to do it or not, if you think you cannot work for free for 4 months (for example) and
that does not interest you personally or professionally, do not start the project.
Q. Do you feel your life is more or less stressful than people in non-artistic careers?
Depends on the project, in commercials when you work 20 days without rest, making a minimum 16h per
day, sleeping 5h more or less, finishing your day when the sun rises ... you may sometimes hate this work,
but it is also our vocation, I could not do crazy deadlines if I don’t like my work, I know that is not the best
way to work, but sometimes you have to do it.
Q. What would you suggest to someone wanting to become part of this industry? What are the es-
sential skills to focus on when one starts?
I think the motivation and illusion are the key, if you have it is easier to evolve in this industry, of course you
need to have artistic abilities, but the motivation will make you learn much faster.
Be humble and good partner is very important to work as part of a team, you can be very good artist, the
best in the world, but if you cannot work in a team you will be fired no later than a month. The beauty of this
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Issue 3 Jun - Jul 2012
Interview with
CGArena
Jonatan Catalan
work is to see how all the pieces come together, see the result of work of the whole team, there is no room
for people who think it is the most important piece of the puzzle.
To learn in this industry is so important to know that our entire business is not new, perhaps the technology
itself yes, but the artistic base existed many years ago, you can start to see black and white movies to see
the performance of the actors, photography, composition. .. Disney movies will teach you what it really is
animation, you really need to look back to move forward, and of course you need to know what tools and
techniques are used now, but will always be a step in working as an animator, illuminator, modeling ... and
people are working on that many years ago in different fields : )
Now I’m working on the preproduction of a children’s TV series as lighting & shading director, and in another
very interesting project but I can’t give more details for now, I can only say that the way I chose when I left
my company and I started to work as freelance, is coming to an end, and the next step is near ;)
Web: www.jonatancatalan.com
www.cgarena.com Page 14
Issue 3 Jun - Jul 2012
Tutorial by DangMyLinh, Vietnam
CGArena
Software:
Making of Photoshop
2D
Carnivorous Plant
I want my character to have a layer of skin and eyes are clear and
highly detailed sparkling makeup on his face.
SKETCH + IDEA
COLOR + LIGHTING
Trick: Create a black color layer on the top, add mode Color. It’s
useful for you to check the contrast of your painting. Identify the
light source, and have quick painting.
Orange- yellow- green tones, a very good tone that I use, it’s
cold enough, but also hot enough, and very easy to combine.
Trick: To make clear your object, the color in the dark, I always use high color saturation, will make the block
look like the light running through it, it looked bright and clear. I think this is the most important things!
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Issue 3 Jun - Jul 2012
Tutorial by DangMyLinh, Vietnam
CGArena
The blend brush is really useful, not too smooth like air brush, it’s still keeping some detail on the surface,
that’s what I want (download brush at the end of this making).
And I think this is also good for pre-defined curls that you
want to draw.. Exactly this hair is not good. But I just want to
show the way I use to draw hair. Ha-ha!
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Issue 3 Jun - Jul 2012
Tutorial by DangMyLinh, Vietnam
CGArena
DETAIL
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Issue 3 Jun - Jul 2012
Tutorial by DangMyLinh, Vietnam
CGArena
Sparkling effect
www.cgarena.com Page 20
Finally, draw a simple detail in the background and in front .I like dew drops
detail, simple but effective!
I filmed my work process. Sorry about the brush, I don’t know what happen
with it. You can watch it on below link:
Video - http://www.youtube.com/watch?v=rRxa_gMNTo4
Brush - www.cgarena.com/freestuff/ezine/files/brush_DangMyLinh.rar
Blog: http://dangmylinh-art.blogspot.com
Email: [email protected]
Issue 3 Jun - Jul 2012
Tutorial by Catalin Obreja, UK
CGArena
Software:
Making of ZBrush
3D
Supermamika
CONCEPT
Once I saw the actual photos of the real life Super Mamika
I knew I had to make a 3d version; the randomness and
quirkiness as well as the expressive face fascinated me.
MODELING
If you want you can see a short clip I made using Xoliul
Shader in 3DS max with the final 5k poly model.
http://www.youtube.com/watch?v=M19Bagb7MGg
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Issue 3 Jun - Jul 2012
Tutorial by Catalin Obreja, UK
CGArena
Making of Supermamika
DETAILING
Most of the work was involved around the facial detail, especially the wrinkles, respecting certain guidelines
for creases. I did in fact cheat a bit by using masks from real photo references.
Masking by hue/intensity/saturation + brushes gets you quick details that you can keep or work on after-
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Issue 3 Jun - Jul 2012
Tutorial by Catalin Obreja, UK
CGArena
Making of Supermamika
wards. It’s a great way to get good results from textures rather than using alpha masks that are restricted
by size.
TEXTURING
Applying some textures by projection after you build the initial model can help you visualize the details you
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Issue 3 Jun - Jul 2012
Tutorial by Catalin Obreja, UK
CGArena
Making of Supermamika
want to keep and how they would look, and doesn’t get into over-detailing your model, and lose a lot of time.
After the detail sculpting I textured the model mostly by projection from Photoshop, but most of the depth
comes from the details.
Going through tutorials made by Cesar Dacol Jr. helped me alot, and I would recommend him to everyone,
especially the “Sculpting Wrinkles in ZBrush” tutorial.
The low poly map Projection was done using X-normal on the topology built in Topogun.
RENDERING
The scene was taken into 3DSmax, and this particular image I decided to render it in Random Control Arion.
I did not use any SSS map, just a subsurface modifier from the renderer. The passes were actual different
renders but with different light settings (around 15 min/ render on I7+gtx480), plus ambient occlusion, Fres-
nel and roughness.
www.cgarena.com Page 26
Render Passes
from Arion
Render Passes
from VRay
Issue 3 Jun - Jul 2012
Tutorial by Catalin Obreja, UK
CGArena
Making of Supermamika
I love Arion and Fryrender as they give you a good idea of what you`re doing really fast, changing light
intensity& color, gamma mapping on the fly on a high res image, as long as you`re willing to wait on long
render times for the final shot.
COMPOSITING
The extras from composting involved adding more detail in the eyes, making eyelashes (the alpha mapped
ones from the low poly model did not look too great ), using dodge burn on some contours and adding some
filters and correcting some edges
http://www.youtube.com/
watch?v=OLCD-GN8dJI
Web: http://www.catalin.obreja.in-
vitro-freelancers.com
Email: [email protected]
www.cgarena.com Page 30
CG Store Corner
CGArena
www.cgarena.com/store
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(Beta), Clusterizing for All fragments, Tesselation for Voronoi fragments, Dead
Objects feature for Sleeping objects with ability to Revive by Velocity, Biped and
CAT support for Kinematik objects.
As most of my ideas, the one about a tough little fish with piercings came at random. Fishhooks seamed as
a logical substitution for jewelry a fish would use. I grabbed a piece of paper and sketched the shape of my
fish. It turned out to be a mix between a piranha and... Hmm. Well, I don’t really know what sort of a fish it
is, but it’s tough and stupid.
MODELING
I usually start modeling by roughing out the shape in ZBrush and then retopologize, but since this was such
a simple concept, I decided it would be faster to go straight to some old fashion poly modeling. Before I
imported the sketch into 3DS Max for reference, I colored it gray in Photoshop. I find it easier on the eyes
than staring at a big area of white. Since this character has such big bulging eyes, I started modeling from
there. Building the mesh from a plane into an eyelids using Freeform extend tool. It’s a fast way to build
www.cgarena.com Page 37
Issue 3 Jun - Jul 2012
Tutorial by Darko Vucenik, Croatia
CGArena
SCULPTING
www.cgarena.com Page 38
Issue 3 Jun - Jul 2012
Tutorial by Darko Vucenik, Croatia
CGArena
All materials but one is scanline materials. Default Scanline Renderer is now days often considered obso-
lete but I still find it perfectly fine for more than just rendering masks and other such simple stuff. I love its
speed. You can see the main setting of the body material in the picture (A). It is quite simple. What makes it
look good are the reflections. Instead of achieving the shiny, fishy look by pumping up the specular values,
it’s better to combine HDR image and speculars. So the texture I painted for reflections is used as a mask
where light areas are more and dark less reflective. What is seen through light areas is an HDR image
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Issue 3 Jun - Jul 2012
Tutorial by Darko Vucenik, Croatia
CGArena
Although there are more than 3 lights in the scene, they are mimicking standard three-point light setup. Light
E is the key light. Four lights marked with D are the fill light. By creating four instances of the same light,
closely spaced, I am faking an area light. Lights A, B and C act as the back or rim light. All lights are target
spot lights using shadow maps. They have the shadow map sample range set to 30. Such a high value
makes shadows blurry. Blurry shadows helped suggest murkiness of the water.
Ready for rendering. The final image was rendered 6000 pixels wide and it took three and a half minutes.
There were 3 passes rendered. Beauty pass, zdepth pass used to achieve gradual fading of the fish in un-
derwater depth and slight depth of field effect. Material ID pass that I ended up not using at all. Additionally
falloff pass was rendered to help accentuate the rim light. Finally I switched to mental ray to do the ambient
occlusion pass.
COMPOSITING
Photoshop was used for compositing. I started by adding a gradient ramp in blue tones for the background
behind the beauty pass render. Multiplied the occlusion pass over the beauty. Next, I painted some wavy
light blue tones to indicate the surface of the water. I overlaid some textures with caustic looking patterns to
add more interest to the water. To
create the tiny bubbles, I traced the
shape of several actual bubbles
from an underwater photo and then
converted that shape in a custom
brush that allowed me to simply
spray them wherever needed. To
achieve subsurface scattering look
on the fins and tail, I masked them
off and increased their saturation
and brightness. To enhance the rim
light, I sprayed some blue tones
using falloff pass as a mask. I du-
plicated that layer and blurred it to
get the glow effect. Next came the
blue fog using the z depth channel
as a mask and finally to finish the
picture some depth of field using
the lens blur filter again with zdepth
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pass. A bit of playing with exposure and that is it, the picture is finished.
There are countless ways to create a nice image and I hope you enjoyed this little overview of how I made
this one. This little fish was a very fun project.
Email: [email protected]
Issue 3 Jun - Jul 2012
Tutorial by Yasin Hasanian, Iran
CGArena
Software:
MODELING
www.cgarena.com Page 43
Issue 3 Jun - Jul 2012
Tutorial by Yasin Hasanian, Iran
CGArena
Making of Aroma
LIGHTING
Usually before I do the shading or texturing I do the lighting, this way you can first be sure of the lighting to
a large extent then base your shading stage on that. I just assigned a gray non-reflective mia_material as a
material override to all the objects on a different render layer and then adjusted the lighting. There are two
area lights in the scene, one serving as a portal key light simulating the light coming from the window and
the other is the kick light providing nice speculars as well. There is also an IBL having an HDRI photo of a
kitchen connected to it.
TEXTURING
Generally texturing was hand-painted in Photoshop and in some cases I used ZBrush with the help of auto
masking by cavity to add details for instance the peaches have two texture sets, one for their shell and one
for their meat. Main textures I created were diffuse, glossiness, bump/normal, displacement and others ac-
cording to the need. For instance the strawberry also has epidermal and diffuse-weight maps. It has sepa-
rate textures for its seeds as well.
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Issue 3 Jun - Jul 2012
Tutorial by Yasin Hasanian, Iran
CGArena
Making of Aroma
SHADING
This is where the fun begins! All the materials are mia_material except some mix8layers like ones for the
peaches and the strawberry. Be aware that mix20layer does not work with the newer versions of Maya any-
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Issue 3 Jun - Jul 2012
Tutorial by Yasin Hasanian, Iran
CGArena
Making of Aroma
more. Most organic objects in the scene own an SSS shader built-into their mia_material. You can do this
by plugging the output of SSS to the additional color slot of mia_material and diffuse weight would act the
same as the diffuse weight in SSS shader.
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Issue 3 Jun - Jul 2012
Tutorial by Yasin Hasanian, Iran
CGArena
Making of Aroma
RENDERING
Both Final Gather and Global illumination was used mainly because it is a close-up interior shot and there-
fore requires specific bounces of photons around. The scene got rendered in passes to have maximum con-
trol over the final look with the help of 32 bit EXR files. The passes were then assembled in Nuke to make
use of 32 bit data and then passed to Photoshop for final touches.
POST-PRODUCTION
In Photoshop I adjusted all objects each by each with the help of material ID pass. And then applied bunch of
layer adjustments to eventually bring all the tones together. As a tip, almost every time increase the contrast
of your rendered shots because human eye seeks for contrast to define objects from one another. Last of
all I added grain, CA and depth of field to finalize the piece. (Next Page)
Working on this was really delicious ;). I hope you found something useful from this making-of, please don’t
hesitate to ask me any question you might have.
Email: [email protected]
www.cgarena.com Page 47
Andrius Balciunas, Lithuania
[email protected]
3ds Max, Mentalray
Victoria Passariello, Venezuela
[email protected]
3ds Max, Vray
Evi Account, Persia
[email protected]
Maya, 3ds Max, ZBrush, Mental Ray
Cihan ÖZKAN, Turkey
[email protected]
3ds Max, VRay
Daniel Fonseca de Moura, Brazil
[email protected]
3ds Max, Vray
Jordi Gonzalez, Spain
[email protected]
Photoshop
Yaroslav Primachenko, Russia
[email protected]
3ds Max, ZBrush
Aleksandr Kuskov, Ukraine
[email protected]
Maya, Mental Ray
Ahmed Salim, Egypt
[email protected]
3ds Max, ZBrush
Vadim Valiullin, Russia
[email protected]
3ds Max, Photoshop
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