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Jumat, 24 Januari 2014

Making Of 'Captain Bonecrusher'

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Hello, my name is Luis Arizaga. First of all, I would like to thank Lynette and the 3DTotal team for inviting me to create the making of 'Captain Bonecrusher' for the 3DTotal website.

Introduction - The Original Idea & Character Concept

I usually start with lots of research that I have been collecting over time. My idea for this piece was to create a future mercenary belonging to a group of warriors where people have assimilated cyborg technology. His body and clothing had to reflect all of these elements.

I firstly developed the character by drawing the concept, since both proportions and a character's silhouette are key factors in character creation (Fig.01 - concept).

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Fig. 01

Modelling

I used the traditional method of polygon modelling with simple geometric forms, using move, vertex, cut edges, and so on, creating a basic model which I felt defined the right body proportions. I then improved each part with more detail in certain areas. I usually start with the head first and then work on the body - this way I achieve a better idea of my creation. I also had to constantly keep in mind the kind of character I was trying to create, and the polygon topology I created was important since it was very useful for achieving a pose even when not animated (Fig.02 - head render test; Fig.03 - arm and body render test).

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Fig. 02

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Fig. 03

I spent quite a lot of time with the mechanical arm since it's a very important part of the body. The arm was inspired in Katsuhiro Otomo's design for Tetsuo in Akira (Fig.04 - Tetsuo's arm reference © Katsuhiro Otomo; Fig.05 - arm render test).

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Fig. 04
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Fig. 05

I created the pose using Daniel Maritinez's fast "rig" system (http://www.daniel3d.com/), which you can use to turn a biped into bones. From here I modelled the clothing and weapons in accordance with the pose, moving into ZBrush to correct some parts of the body's anatomy - very quickly - for the final pose (Fig.06). ZBrush is a very good tool for any modelling work.

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Fig. 06

I then did a quick simulation of cloth falling with the character's trousers, leaving a fixed row of vertexes which were subjected by the belt. After doing this, I modelled the belt over the top. I did the same thing for the flag, but added a wind element which worked over the simulation, and I then turned the planes of simulation, which I was interested in, into geometry by stopping and collapsing them in the modifier stack (Fig.07 - basic model without materials).

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Fig. 07

I used the basic Max tools to unfold the UVs. Good UV-mapping was important because it allowed me to work with programmes in which I could paint the textures directly over the 3D model, as well as giving me the opportunity to use image editors without causing too much trouble.

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Texturing

For the texturing stage of creation, I took some pictures as references and painted the textures manually using Photoshop's default brushes, or new brushes of my own creation (Fig.08). In this way, I gave my work a personal style. For the ripped parts of the cloth, I painted maps in greyscale for the material's opacity map (a strong black gives more definition and is what you see in the render) (Fig.09 - cloth map).

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Fig. 08

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Fig. 09

I used an Ambient Occlusion map (AO) to get that dirty and the old-looking texture for the materials, and also to achieve a sense of depth (Fig.10).    

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Fig. 10

It's very easy to obtain a good AO map if you have unfolded the UV coordinates correctly and you have prepared the scenes before. I rendered to texture with each object using Mental Ray, and the steps I took were as follows:

  1. I hid all the geometry elements that could affect an AO map improperly - in this case, the planes behind the character

  2. I added an activated skylight in the scene without any other light (Fig.11)
  3. I added an Ambient/Reflective Occlusion map from Mental Ray in the self-illumination map of a standard blinn material; I used these materials in the "material override" option of the render engine - Final Gather and Global Illumination were deactivated since the default options gave pretty good results (Fig.12 - 13)
  4. By clicking on "render to texture" I created a map double the small size for texturing I was to use, rescaled it in Photoshop, and finally added a noise effect (Fig.14).

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Fig. 11

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Fig. 12 & 13

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Fig. 14

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Illumination, Render and Shader Parameters

I rendered the final scene with V-Ray because I find it to be a very easy and comfortable working tool. Its production results and speed are also the perfect choice for this kind of scene!

I usually do a fast illumination setup with the combination of HDRI and 3 lights. For Captain Bonecrusher I used a plane that surrounded the character, which allowed me to create more bounces of light over him (Fig.15 - scene light setup; Fig.16 - render parameters).

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Fig. 15

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Fig. 16
  The materials are related with the render motor, so i will explain them here.

The illumination was very important for the material aspects, such as the skin and a good metal simulation. Based on the HDRI lighting I achieved some very convincing results, such as the metal reflections - such realism shows in the whole scene (Fig.17 - metal material parameters; Fig.18).

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Fig. 17

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Fig. 18

Post - Production

For the final image, I composed it in a simple way in Photoshop:  adjusting levels, making colour corrections, and using Z-depth rendering for the depth of field effect. I then worked on the main areas with additional layers for glows, blurs and some sharpening (Fig.19 - final image).

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Fig. 19 - Final Image

3D-Environment-Lighting

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