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VOLUME 2, ISSUE 3 APRIL 2007



                          CGArena
                          Get Attention in Computer Graphics Community




GALLERY                                                         INTERVIEW
Showcase of latest 3d inspiring art                                  Pete Draper
PHOTOSHOP                                                          3DSMAX
Removing flash highlights from textures                  Making of Bobby Bubble
AFTER EFFECTS                                                  NIGHTMARE
Driving Effect Through Audio                                       3D Challenge
contents




             05 Interview                                     12 3d Challenge
             Pete Draper                                      Nightmare


             19 Photoshop                                     23 After Effects
             Removing Flash high-                             Driving effects through
             lights from textures                             audio


             26 3ds Max                                      32 Gallery
             Making of Bobby Bubble                          Showcase of latest 3d art




                                Magazine Designed & Edited: Ashish Rastogi
                                   Magazine Cover Image: Patrick Beaulieu
         Challenge Sponsors: Corel, Realviz, Pixologic, Skymatter, The Best 3D, Kurv Studio, Daz3D,
         3d.sk, Environment-textures.com, Zoo Publishing, Strata, Vertus, ambientLight, Hyperfocal De-
           sign, female-anatomy-for-artist.com, human-anatomy-for-artist.com and Its Art Magazine

Page                                                                                   Issue 3 Apr 2007
industry news

        Gromit animators sign Sony deal                            Malaysia to set up Animation Centre

The Bristol-based com-                                                         SCIENCE, Technology and Innova-
pany had been looking                                                          tion Ministry will set up an animation
for a new Hollywood                                                            centre in Cyberjaya by year-end to help
partner after its asso-                                                        young graduates participate in the ani-
ciation with US studio                                                         mation industry, said its Minister, Da-
Dreamworks came to an                                                          tuk Seri Dr Jamaluddin Jarjis.
end in January.
                                                              “At the moment, they do not get many opportunities to
Wallace and Gromit                                            get into the animation industry. The Government is still
creator Aardman Animations has agreed a three-year            working on the cost to set up the facility,” Jamaluddin
deal with Sony Pictures.                                      told reporters after launching the Malaysian Indian ICT
                                                              conference organised by Multimedia Development Corp
“We couldn’t be more excited about working with the           and MIC business bureau in Kuala Lumpur.
entire Aardman team,” said Sony co-chairman Amy Pas-
cal.                                                          Jamaluddin said the government was also considering
                                                              giving start-up grants to the young graduates depending
Aardman co-founder David Sproxton said: “We are de-           on their project proposals. “The grants aim to encourage
lighted to find a partner in Sony that shares our vision.”    their (young graduates) participation in the field and to
                                                              develop the local animation industry,”


                                      source: www.bbc.co.uk
                                                                                              source: www.bttimes.com.my



  Buzzword of the Month
Anaglyphic Process - The anaglyphic process is a method by which the eye perceives
two-dimensional film images as being three-dimensional, havind depth as well as width
and height. To create this illusion, an image is superimposed on top of its own likeness,
but one is printed in red and the other in blue green. If the viewer wears glasses with a
red filter in one lens and a blue-green one in another, the image appears to be three-di-
mensional; without the glasses the audience sees no 3-D effect.

Spy Kids 3D was commercially successful in theaters using anaglyph paper glasses in
2003. The DVD did not sell or rent well, due to video retailers not wanting to deal with
the paper glasses. Polar Express, in 2004, used the superior IMAX polarized method for 3D.

In recent years computer technology and professional skills have made it practical to convert still images, movies 
video to 3D.


Page                                                                                         Issue 3 Apr 2007
interview

                                             AN INTERVIEW WITH
                                                  Pete Draper
                                     Q. Hi could you tell us a bit about yourself and how long have you been in CG
                                     and what is your current job?

                                     Hello, I’ve been in CG since the late 1980’s to early 1990’s so roughly about 17
                                     years or so… that really does sound like a long time when you think about it!!
                                     (What have I done with my life?! Hahaha!) My current title is “Director of Vi-
                                     sual Effects” which covers the full gamut of CG production from concept, on-set
                                     supervision through to managing the animation team, animation and technical
                                     direction, and final delivery.


                                     Q. Were you trained in 3D or self taught and what software program(s) do you
                                     use for your CG and why?

                                     I’m 100% self-taught, the main reason for that there were very little CG courses
                                     around at the time I started getting into animation. I literally stumbled upon it
                                     when I was at university doing another (unrelated) course, and managed to bag my
way into the animation lab and use their facilities. I think the only book I ever bought was one of the early New Riders’
“Inside” series for the DOS version of 3D Studio, which I still have to this day. I do envy the students going into higher
education these days because of the amount of facilities available to them, yet I very much doubt I would get a job these
days with the reel I produced off my own back in the ‘90s as the bar has been raised so high now, even for junior posi-
tions. You now really need to stand out from the rest as they’re churning out thousands of animation students each year
and there simply isn’t the work for everyone as the industry reached maturity in early 2000.

Software-wise, my weapon of choice is 3ds max,
mainly due to the amount of exposure I’ve had with
it. However I use other packages as and when nec-
essary; once you’ve learned one, you’ve pretty much
got it covered once you get to grips with the (unfa-
miliar) interface and workflow as they’re almost the
same with regards to feature set… it all just depends
on what pipeline the facility you’re working at is
based on. Apart from animation tools, I tend to use
Combustion, Photoshop, Painter  ZBrush… plus
other animation plugins for 3ds max that boost its
feature set beyond the core program, such as After-
burn, the excellent Particle Flow boxes and some in-
house custom tools I’ve developed over the years.


Page                                                                                            Issue 3 Apr 2007
interview

                                              AN INTERVIEW WITH
                                                   Pete Draper
Q. Tell us about your book “Deconstructing the Elements”, do you planning any other book?

 It burns really well on a fire :-) Hahahaha! Yeah, it came about purely by chance after I was approached by Focal Press
(my publisher). I was freelancing at the time, so the original idea was a book on just that – Freelancing with 3ds max,
though after submitting the initial proposal and having it approved I had a change of heart and decided a different ap-
proach was needed. The way I tend to work is to grab reference material and inspiration “on the fly” by working out in
my head how I’d create something in CG when I’m out and about, for example a nice cloud formation, an interesting
texture or object, how certain things move or deform and so on, and then break it down into its core components in my
head, what procedurals I could use, what modifiers and other features, and if I could simplify or automate the process.
So from the get-go, the book became one about teaching people to become more observant and to be more critical of
their reference material and more intuitive about the construction process; in fact I intended it to be less of just another
tutorial book and more about the reference analysis which I feel very strongly about. I’m currently considering writing
a third edition after being approached by the publisher to update it for the final time before a new volume is written. I
haven’t made any official decision yet due to my schedule, but it’s definitely on the cards. I’ve also got ideas and initial
conceptual scenes for some heavy video tutorials along the same lines, so that may become a set later on if I decide to
develop things further…




Page                                                                                             Issue 3 Apr 2007
interview

                                              AN INTERVIEW WITH
                                                   Pete Draper




Q. How much it is difficult to achieve natural effects in comparison to other effects and give some important tips
to the readers on how to achieve realistic looking effects in 3ds max and which things to remember?

They’re one, if not the most difficult type of effects to produce as virtually everyone is a critic when they see something
like this on the screen. The reason behind this is that we see these types of effects every day in our daily lives, from
the flame that heats your breakfast, to the cup of tea before bed, so were are used to how they appear. Anything to the
contrary stands out as being fake. The key to getting the effect right is to be observant, studying tons of reference mate-
rial and breaking down the effect into its core components. Ensure your visual scale sizes are correct, especially when
it comes down to texturing and lighting as these dictate scale and can immediately make or break a scene. Take care
when compositing; even the basics such as matching your black and white levels can make a ton of difference. I could
go on and on (and on) but there are only so many hours in the day…!! I think someone wrote a book about it once…
hahaha!



Page                                                                                             Issue 3 Apr 2007
interview

                                              AN INTERVIEW WITH
                                                   Pete Draper
Q. Do you find that people in the industry said…Max is for games and Maya is for movies? How much you think
this is true.

I don’t really find that it’s true to be honest; it all depends on which company you work for and what you feel most
comfortable with. Personally, I prefer 3ds max as it’s the software I used when I first started out in the industry, that’s
pretty much it. The majority of 3D software apps out there nowadays are so similar they are all pretty much generic
apart from a few separate tools, so it could be said that Maya is for games and Max for movies as both are making good
headway into “each other’s” territory…




Q. What qualities or education required becoming a Visual Effects Director / Lead Visual Effects Artist?

Experience mainly, knowing exactly what you and your artists will need when it comes to wrangling with the assets
in post, ensuring you’ve got everything noted down with respect to camera settings, position, on-set lighting, tracking
 lighting helpers etc, clean plate passes, advising how vfx shots should be filmed so it makes life easier for everyone
back at the facility, and advising of how a stage should be lit to complement an effect that isn’t (currently) there, which


Page                                                                                             Issue 3 Apr 2007
interview

                                              AN INTERVIEW WITH
                                                   Pete Draper
can be the most challenging to explain! Oh yeah, and trying not to get in everyone’s way on set! Away from set as the
lead effects artist I’m designing tools and visual styles for key / hero shots, ensuring that the style and quality of work
is maintained throughout and liaising with other key HoD’s. Again, experience really comes into play with this mainly
having a good eye for detail, especially when replicating natural phenomenon, knowing the tools you are using inside
out and spotting any problems early on so you can advise a solution; again, it’s simply about experience…




Page                                                                                             Issue 3 Apr 2007
interview

                                              AN INTERVIEW WITH
                                                   Pete Draper
Q. Which area of 3d do your really enjoy doing?

 I tend to do a lot of particle  fluid work more than anything these days, yet I do find material  shader develop-
ment enjoyable to be honest. But then there are days where I find that modeling is my thing and I am perfectly happy
building stuff. I guess that’s the way I’ve developed my skills over the years as I’ve always been a bit of a generalist as I
worked for small companies and did the occasional bit of freelancing when I started out which I think, for me anyway,
is a good thing as I’ve been able to cover the majority of the software so can mix and match features from all corners
to get the result I need. Saying that, I’m also starting to get back into 2D work and find that thanks to an old friend’s
new site (www.happytoast.co.uk) he’s given me the inspiration to put pen to paper once again for fun for the first time
in years and develop a new style which I may take further as a personal project. I’ve also had the opportunity to meet
some key 2D designers including JAKe and trusty friend Curtis Jobling who have added to the inspiration.




Page 10                                                                                             Issue 3 Apr 2007
interview

                                              AN INTERVIEW WITH
                                                   Pete Draper
Q. What are your hobbies and where you see yourself after 5 years?

I’m starting to get back into running after several years sat on my apse in front of a computer and am looking forward
to getting back onto a bike. Apart from that, the usual… socializing, meeting new people and boring them to death
with CG speak, traveling to far-flung climes and boring them to death too. You know the usual...! I like my movies
– the more abstract, thought provoking and challenging the better, plus those which are shot differently with good
composition and editing; Children of Men immediately springs to mind – have a look at the cinematography, grad-
ing, composition and length of shots and try to envision the amount of prep and planning that some of the shots took,
especially towards the end of the film. I must admit though going to the movies can be more of a critical experience
than an enjoyable one as I tend to still be in VFX mode where I tend to look for matte lines, bad keying and tracking
problems which is wrist-slappingly wrong and it ruins the experience. I really need to stop doing that, but it’s a force of
habit that a lot of effects artists I know suffer from too…!

Q. On which projects you are working these days, and which project you enjoying the most.

At the moment I’m working on nu-
merous (undisclosed, sorry!) projects
including a clean-up VFX job on a
feature, documentary, titles  com-
mercial work and we are ramping
up for production on a vampire hor-
ror-comedy feature slated to be shot
in April which I’m looking forward
to as the script calls for some really
interesting and challenging shots of
various people being taken out in
various gory ways! Should be a fun
shoot to work on!


Thanks a lot Pete for taking out
sometime for us from your busy
schedule.

No problem :-) it makes a change
from working through my lunch
break…!



Page 11                                                                                            Issue 3 Apr 2007
challenge
CGArena is proud to present “Nightmare” (3D and 2D Challenge), 21 Mar 2007 - 15 May 2007,
sponsored by Corel, Pixologic, Realviz, Skymatter, Hyperfocal Design, 3d.sk, ambientLight, Zoo
Publishing, Strata, Vertus, TheBest 3D, Kurv Studios, Daz 3D, Environment-Textures.com, Female-
anatomy-for-artist.com, human-anatomy-for-artist.com and ITs Art Magazine. We want different
ideas and approaches in a more creative way.




Your Mission

Create an image which justify the theme of Nightmare in Image. This Challenge is a Work-In-Progress Challenge
-- all contestants are required to post their work-in-progress images for community to critique/comment in order to
qualify. Last date to enter in this challenge is 20th April 2007 after this no registration for challenge will be allowed.


How the Challenge will be Run
This challenge will be a WIP (Work in Progress) Challenge. Each challenger is required to submit Work In Progress
(WIP) images, from the initial concept sketch to the final render. to the post production on regular intervals. The pur-
pose is that everyone can learn from each other, offer feedback and critiques.
1. Enter the Challenge by registering yourself on CGArena forum.
2. Submit your work in progress images in forum on a regular basis. otherwise will be disqualified.
3. Participate in the community by critiquing other challengers works in the respective threads.
4. Not allowed to change the concept once decided or posted the sketch in the forum and no image will be allowed to
removed from the forum once posted.
5. Submit your concept sketch within 15 days from the date you register for this challenge.
6. Submit your final entry till 15th May 2007, midnight 00:00 GMT.
7. There will be 3 winners in the 3D category and 1 winner in the 2D category. CGArena, Sponsers decision will be
final and no participant allowed to contact sponsors regarding the challenge or asking reasons for disqualifications.
8. You can use any software that you like but no premade models or softwares like Poser, Bryce are allowed to use (3D)
in the challenge.
9. You are allowed to use any type of post -production in the final image to make image better and richer.
10. You are allowed to enter into one category (3D or 2D) and after entering cant be changed.


Terms and Conditions
1.) Entrants agree to give permission to all the sponsors to use all
or any part of the artwork entered in this contest, (hereinafter, the
‘Work’) in the Company’s demonstration tapes (reels), promotional
materials (ads, PR, etc.), booth graphics and presentations for the
promotional purposes.

2.) Entrants will retain all rights to the Work. In addition, the Com-
pany will not sell for profit any materials or demo reels containing
images or animations submitted by the Entrant.

3.) The Company, in exchange for this release, will provide a credit
for the Work within the material in which the Work is used.

4.) Submissions must be the sole Work of the entrant and not re-
quire approval of any other entity.

5.) Entrants will not receive financial remuneration for their Work.


Note: You are required to submit work in progress images, obtain feedback and give feedback to other challengers.


Final Image Size
- Your final image dimensions should be print resolution. Do not send in a low-resolution.

- A guideline is minimum 1200 pixels wide and/or 1024 high, JPG, 300 DPI.

- Send your final image in zip or rar format with your complete shipping address, telephone number in a text file on
email address mentioned below with subject “Nightmare Challenge Final Image”.

                               nightmare3D@cgarena.com - 3D Challenge Participants

                               nightmare2D@cgarena.com - 2D Challenge Participants
3D Category

First Prize - $3850 USD

Strata CX Suite - $1784 USD
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1 Year Corporate Membership at 3d.sk + Environment-Textures.com and One month corporate
membership at Female-Anatomy-for-Artist.com + Human-Anatomy-for-Artist.com- $551 USD
Save thousands of dollars on human photo references every month. Gain the access to huge source of more than 72.600
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Pixologic Zbrush 3.0 - $499 USD
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Hyperfocal Design Night Skies Collection + 5 HDRI Skies - $394 USD
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Kurv Studios Gift Coupon- $300 USD
Dedicated to quality in video training KURV studios were formed to fill a void in the computer graphics and game
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Skymatter Mudbox 1.0 (Educational Version)- $299 USD
Mudbox is the first advanced, high resolution brush-based 3D sculpting software that is built from the ground up to
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A Downloadable PDF Magazine CG creatives around the globe. 3DCreative Magazine will focus on techniques,
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Realviz MatchMover SD 4.0 - $680 USD
REALVIZ MatchMover SD is the professional way to track 3D camera data and motion from videos and film se-
quences, providing the ease of automatic tracking, with the precision control matchmoving professionals demand.

Daz 3D Carrara Pro 5.1 - $549USD
Sporting an elegant and simple-to-use interface, Carrara 5 provides multiple 3D modelers, an advanced terrain mod-
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6 month Corporate Membership at 3d.sk + Environment-Textures.com and One month corporate
membership at Female-Anatomy-for-Artist.com + Human-Anatomy-for-Artist.com- $395 USD
Save thousands of dollars on human photo references every month. Gain the access to huge source of more than 72.600
photos updated 29 x per month. Average photo is 3000 x 2000 pixels so there is enough detail for the production of
3D characters for cinematic sequences as well as next generation game characters. Texture Source Photos, Modeling
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ambientLight Multibay Texture Bundle - $130 USD
Multibuy Offer includes our entire range of Texture Packs. All of our packs are at a minimum of 1024 pixels square
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Hyperfocal Design Night Skies Collection - $99 USD
Our sky HDRIs use only the best quality digital optics for crisp, clean images - we don’t use mirror balls or distorted, low
quality fisheye lenses. Due to the huge resolutions achieved, these images are amongst the only HDRIs available that
can be used for background images  reflections as well as lighting. They provide maximum flexibility for your virtual
camera and scene, allowing long zooms and extreme detail in reflection close-ups.



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3 month Corporate Membership at 3d.sk + Environment-Textures.com and One month corporate
membership at Female-Anatomy-for-Artist.com + Human-Anatomy-for-Artist.com- $259 USD
Save thousands of dollars on human photo references every month. Gain the access to huge source of more than 72.600
photos updated 29 x per month. Average photo is 3000 x 2000 pixels so there is enough detail for the production of
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Reference Photos, Animation Reference Photos and Movies, Details of Eyes, Faces, Hands etc. you will get everything
here.

Hyperfocal Design Night Skies Collection - $99 USD
Our sky HDRIs use only the best quality digital optics for crisp, clean images - we don’t use mirror balls or distorted, low
quality fisheye lenses. Due to the huge resolutions achieved, these images are amongst the only HDRIs available that
can be used for background images  reflections as well as lighting. They provide maximum flexibility for your virtual
camera and scene, allowing long zooms and extreme detail in reflection close-ups.
1 Year Subscription for CG Gallery + 6 months Its Art Magazine - $30 USD
Wonderful Magazine which available in the English and French Language. And CG Gallery is a computer graphics
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istered members, have ability to publish and make their own Gallery, add friends, write comments and publish their
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TheBest 3D PD Particle - $19 USD
PD Particles is a software program for sketching, doodling, painting and drawing with particles. It is loaded with fea-
tures made for professionals, yet priced low enough for artists, students and hobbyists at all levels. If you like to draw,
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2D Category Prize - $1052 USD

Corel Painter X - $419 USD
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Kurv Studios Gift Coupon- $200 USD
Dedicated to quality in video training KURV studios were formed to fill a void in the computer graphics and game
development industry. No matter who you are, from student to Hollywood visual effects guru, if you are interested in
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training DVD’s of your choice from the Kurv Studios store.

Vertus Fluidmask 2.0 - $199 USD
Fluid Mask is a highly advanced software tool designed to make life easier for everyone who creates cut outs. Built as a
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Save thousands of dollars on human photo references every month. Gain the access to huge source of more than 72.600
photos updated 29 x per month. Average photo is 3000 x 2000 pixels so there is enough detail for the production of
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here.

1 Year Subscription for CG Gallery + Its Art Magazine - $40 USD
Wonderful Magazine which available in the English and French Language. And CG Gallery is a computer graphics
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work and synchronise their CG Gallery Portfolio with their own website.
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                                               SPONSORS
3D Category Judges     http://forum.cgarena.com/viewtopic.php?p=21110#21110




    Steven                                                                     Sushant
   Stahlberg                                                                   Dholakia




    Lukasz                                                                     Anselm V.
   Szeflinski                                                                 Seherr - Thoß




2D Category Judge    http://forum.cgarena.com/viewtopic.php?t=2146#21958




                                                              David
                                                              Revoy
photoshop




      Removing
     flash high-
     lights from
       textures

Using digital cameras to grab textures from real life introduces a whole new set of problems. Let’s say you find a won-
derfully filthy concrete wall in a dark parking garage, which would work perfectly in the gritty urban setting of your
game, and want to take a picture. The problem is, that due to the lack of light (and a tripod), you need to use the flash.
Knowing that the flash may cause bright flaring reflections if you take the picture facing the wall straight, you shoot at
a slightly odd angle. While the results are now bright and crisp, there is still a very visible gradient-like highlight in the
middle of the picture, reducing the usable area of the texture.

What many people would think to do in this situation, would be to:

* Create a selection with a gradient tool, and adjust the luminosity of the selected area, or

* Painstakingly Dodge the edges of the picture, until the overall luminosity of the texture is evened out

However, both these approaches mean a lot of work, and do not always provide perfect results unless you’re willing to
spend hours.

This is where the High Pass filter comes in handy. Which is underrated by many 3d artits and today we will remove the
flash highlights from our textures or digital photos using Filter  Other  High-Pass




Page 19                                                                                            Issue 3 Apr 2007
photoshop
Step 1: Open an effected image/texture, duplicate the image and apply a High Pass filter with a large radius on dupli-
cate image. The rule of thumb is that the radius of the filter should be larger than any detail you want to preserve. Since
in this case the detail to be removed (the highlight) is almost the size of the whole picture, feel free to use a radius well
above 70. Note that the larger the radius, the longer it takes to process - just as with Gaussian Blur.




Step 2: As you can see, the High Pass filter not only reduces brightness differences, it also reduces the contrast of the
image, paling the colors. Please choose Edit  Fade High Pass and select Luminosity in the mode. If you find the effect
of the high pass filter too drastic, you can reduce its Opacity.




Page 20                                                                                           Issue 3 Apr 2007
photoshop




Step 3: Since a lot of contrast was lost in the process, finalize the picture by increasing the contrast (or adjusting the
Levels, depending on the case) until it looks good, then Fade the contrast effect once more with Luminosity to retain
the coloring of the original image. See the difference? Feel the difference of not having had to do extra work?




The same rules apply for so called detail textures (a fine example of them can be found in games that use the Unreal
engine.) Since the very purpose of detail textures is to add small, sharp details to textures up close, they are obviously
ideal targets for the High Pass filter. Because the details needed are indeed very small, feel free to use High Pass quite
harshly with small radius values.


                                                                                                           - Andy Halls
                                                                                               andyhalls123@yahoo.com

Page 21                                                                                         Issue 3 Apr 2007
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after effects




                                                                    Driving Effect through
                                                                            audio

If you are trying to get the effect to blink on and off or increase or down repeatedly. Doing this repeatedly gets rather
boring after a couple of minutes and trying to get the blinks to correspond to instruments from theaudio track can be
very difficult. It can be done, but you have to drop a ton of Markers and make sure you’ve got rhythm. But you can do
this very easily through After Effects Convert Audio to Keyframes feature.

Convert Audio to Keyframes does generate keyframes based on an audio layer, and while those keyframes can be tied
to other layer. Using the audio levels from a specific layer, you can link and control various parameters from effects
within After Effects.


Step 1: In After Effects import your video file and add it to your Timeline.

Step 2: Right click on your video footage and select Keyframe Assistant  Convert Audio to Keyframes.




A Null Object with the name ‘Audio Amplitude’ will appear. Select the Null Object layer and press ‘U’ on your key-
board to show the changed parameters of that layer.




Page 23                                                                                        Issue 3 Apr 2007
after effects




Step 3: Now you can apply any effect to your video footage layer. Like I applied a Trapcode Starglow effect on the
video. Choose the settings you are looking for... outside the scope of this tutorial.




Step 4: We can now decide which parameter we want to link to our audio. I chose to let the Streak Length react on
the audio. To do this we need to set an expression for the Streak Length.


Page 24                                                                                   Issue 3 Apr 2007
after effects
Step 5: To set an expression for the Streak Length or whatever parameter you want to use, just ALT + Click on the
stopwatch icon in the timeline which is located at the left of the parameters name.




Step 6: Now the way to link this parameter to the audio is click on the ‘Pickwhip’ icon (the icon which looks like a
Twirl) and hold it and drag it to ‘Both Channels’ slider parameter. The screenshot below will explain it better.




You just linked the Streak Length parameter to the audio of your video footage. So if the volume of your video footage
increases, so will the Streak Length. Of course you could also apply this same technique to the Boost Light parameter
and so on.



                                                                                                     - Suzane Smith
                                                                                             suz.smith@hotmail.com




Page 25                                                                                      Issue 3 Apr 2007
3ds max




            Making of
          Bobby Bubble
          By- Patrick Beaulieu, Canada
          Email: squeezestudio@hotmail.com




Page 26                                      Issue 3 Apr 2007
3ds max

Introduction

Hi everyone, my name is Patrick Beaulieu, (AKA squeezestudio) here my making off Bobby Bubble. You will find below
several details on the creation of this small a little insane character. Without waiting more, here’s the making off!!!


Concept

My idea principal for the creation of Bobby Bubbles was to make a clam in an oyster. After several test and small fast
sketch, I finally decided to make a small beast in the place. The sketch being a pretty very important of creation... I have
to try to determine the majority of the elements in my sketch. My principal interest was the silhouette of the person.
Bobby being very simplistic like character, the silhouette is very important to arrive as a beautiful result. Thus I have
to try to find an installation interesting, to stress the large mouth and his facial expression. Its merry look was also an
element which I wanted to integrate in my image. Just like the majority of my other characters, I tests always to make
pass an expression in my character. For most of the time of the funny expression or `’ crackpot’’. I have also work on my
sketch in only one catch of sight, that is to say the catch of sight of my final image. I have to create this character to
make still image and not an animation thus the creation of all the sight, the model sheet and all was not at all necessary
for me for the realization of this character.




The modeling was a very fast phase, my small sketch was
just enough precise to indicate all the elements to me to
create for my character. I have to model the whole start-
ing from an eye, like has the practice. I work for most of
the time in symmetry or with one to mirror in authority.
I have to start with the body, thereafter the teeth, the
tongue and I have to finish the whole with the bubbles.


Page 27                                                                                           Issue 3 Apr 2007
3ds max

For the bubbles, I have to use spheres with which I made Booleans to withdraw the interior when the bubbles were
penetrated. As regards the tongue, I did it enough low poly, and in second headlight, I have to bring it in Zbrush to
make displacement. I have to use those quads for my modeling, question of making a modeling cleaner. I have also to
model the dribble which runs top of its mouth.

My technique to model is very simple, I quite simply extrude the edges of cage of polygon. The edges that I selected to
make my cage of polygon are the lines principal of the character. (The turn of the eyes, it tower of the mouth, profile
and the silhouette of face). Once all my extruded polygons made for the character, I can easily adjust the proportions
of the personage very easily with a minimum of vertex has to manage.




Page 28                                                                                       Issue 3 Apr 2007
3ds max

Once the shape of the character was adjust perfectly, I close again my modeling quite simply, finally having a clean
mesh. For certain areas like the dimensions of the mouth, and the edge of the lip I have to place several edge to bring
more closer to give an effect more sharp in my modeling.

As regards the installation, after having to close again my modeling and having made the complete character, I then
made the final improvement to make it more symmetrical.


Lighting

The lighting was one of the fun phases; my intension was to create a beautiful environment to light and alive. For my
lighting, I have to use the render passes. First of all with Vray, I made a passes of GI, therefore a very simple passes of
lighting giving tone of shade here and it all depend on the modeling. Thereafter I made a passes with a spot (Vray)
place behind of the character to make an edge light all the back of Bobby. The option to use the passes is very simple,
I often lost too much time parameterize my lighting and the intensity of my lighting whereas with the render passes, I
do not have to find ideal place or to place my spot, just adjust the whole in compositing. Really faster and gives a perfect
control on lighting.


Texturing, Rendering, Post Production




The largest stage of production for the creation of Bobby Bubbles was the compositing. I have to use the render pass to
their maximum; I have to use several layers to get the final result. All the process was done in Photoshop.




Page 29                                                                                           Issue 3 Apr 2007
3ds max




Page 30             Issue 3 Apr 2007
3ds max
I have to create alpha for each part of my character, (body, interior of mouth, tooth, tongue, dribbles, bubble). Once in
Photoshop, I have to use each one of these alpha to make my selections in Photoshop to adjust each one of the part to
select separately.

To texture the character, I have to use that procedural texture coming from 3Ds max. (falloff, noise, etc). I render each
one of his passes with an ambient shader, therefore no light affected texture was intact. Once in first, I have to compos-
ite all these passes from beginning by the passes of GI, thereafter the passes of texture procedural in multiply, software
light and screen. Then with the wire I have to use shag fur to make a light layer of hair on the character. I put some hairs
to dirty the character and to add a little detail.

For the majority of all render pass, I render in Scanline. Only the pass which required one render in Vray are the GI
and my principal light. All the others passes, specular, bump, color, etc… Scanline! (As regard the question of speed).
I render the tongue through the skin shader of mental ray, with some adjustment here and…)

I always make my render of large quality when I make a personage, the whole in order to take part has review or books,
therefore render at 5000 pixel by 7000 pixel. For this reason I tests to optimize my times of renders for the passes which
does not require a more simplistic lighting.

I have to work on the colors in Photoshop much on my principal passes of colors, I also used brightness contrast to get
the desired result. As regards the colors, I wanted to have colors for my background very different from my character
for seeing the silhouette. The background was entirely created in Photoshop.


Conclusion

I hope that you will appreciate the making of bobby Bubble. If you have question concerning the making of or any other
question, do not hesitate to mail me on the following address: squeezestudio@hotmail.com.

To see my other work, go on www.squeezestudio.com




                                              By- Patrick Beaulieu, Canada
                                              Email: squeezestudio@hotmail.com




Page 31                                                                                          Issue 3 Apr 2007
gallery

          Warrior
          Vaclav Krivanek, Czech Republic
          vkrivanek@gmail.com
          3ds Max 9, Mudbox, Photoshop




Page 32                                     Issue 3 Apr 2007
gallery

                    Fury
                    Robin Benes, Czech Republic
                    tes@tes3d.com
                    3ds Max, Vray, Zbrush




Page 33                                 Issue 3 Apr 2007
gallery




          Locke
          Eduardo Oliden Hermida, UK
          eduardo@3dmind.org
          3ds Max 9, Vray, Photoshop



Page 34                                Issue 3 Apr 2007
gallery

                    Another Warrior
                    Akira Hanzo, Romania
                    akira_hanzo@yahoo.com
                    3ds Max




Page 35                            Issue 3 Apr 2007
gallery




                    Blue Dream
                    Ali Jalali, Iran
                    alicgworld@gmail.com
                    3ds Max, Vray


Page 36                        Issue 3 Apr 2007
gallery
                    Hagakure
                    Ales Zvolanek, Czech Replblic
                    ales_zvolanek@yahoo.com
                    3ds max, Vray, Photoshop




Page 37                       Issue 3 Apr 2007
gallery




Damned Flesh
JAKC, Spain
jakcdesign@gmail.com
3ds Max, Brazil, Photoshop




Page 38                      Issue 3 Apr 2007
gallery




                    Leon
                    Lautaro Gonzlez, Argentina
                    tarolp@gmail.com
                    3ds max, Vray, Photoshop




Page 39                                          Issue 3 Apr 2007
gallery




Pelican
Karen Abramyanc, Israel
orion_7st@yahoo.com
Modo, 3ds max, Vray




Page 40                   Issue 3 Apr 2007
gallery




                    Kakashi
                    Fabio M. Silva, Portugal
                    snake.silva@gmail.com
                    3ds max




Page 41                                        Issue 3 Apr 2007
submission

     How to send
     in your images...
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     in E-Zine and on website - here’s how to get yours noticed

BY EMAIL
Send the images on ezine@cgarena.com and include the following details
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Upload Images through Website
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Estudo 3D

  • 1. VOLUME 2, ISSUE 3 APRIL 2007 CGArena Get Attention in Computer Graphics Community GALLERY INTERVIEW Showcase of latest 3d inspiring art Pete Draper PHOTOSHOP 3DSMAX Removing flash highlights from textures Making of Bobby Bubble AFTER EFFECTS NIGHTMARE Driving Effect Through Audio 3D Challenge
  • 2. contents 05 Interview 12 3d Challenge Pete Draper Nightmare 19 Photoshop 23 After Effects Removing Flash high- Driving effects through lights from textures audio 26 3ds Max 32 Gallery Making of Bobby Bubble Showcase of latest 3d art Magazine Designed & Edited: Ashish Rastogi Magazine Cover Image: Patrick Beaulieu Challenge Sponsors: Corel, Realviz, Pixologic, Skymatter, The Best 3D, Kurv Studio, Daz3D, 3d.sk, Environment-textures.com, Zoo Publishing, Strata, Vertus, ambientLight, Hyperfocal De- sign, female-anatomy-for-artist.com, human-anatomy-for-artist.com and Its Art Magazine Page Issue 3 Apr 2007
  • 3. industry news Gromit animators sign Sony deal Malaysia to set up Animation Centre The Bristol-based com- SCIENCE, Technology and Innova- pany had been looking tion Ministry will set up an animation for a new Hollywood centre in Cyberjaya by year-end to help partner after its asso- young graduates participate in the ani- ciation with US studio mation industry, said its Minister, Da- Dreamworks came to an tuk Seri Dr Jamaluddin Jarjis. end in January. “At the moment, they do not get many opportunities to Wallace and Gromit get into the animation industry. The Government is still creator Aardman Animations has agreed a three-year working on the cost to set up the facility,” Jamaluddin deal with Sony Pictures. told reporters after launching the Malaysian Indian ICT conference organised by Multimedia Development Corp “We couldn’t be more excited about working with the and MIC business bureau in Kuala Lumpur. entire Aardman team,” said Sony co-chairman Amy Pas- cal. Jamaluddin said the government was also considering giving start-up grants to the young graduates depending Aardman co-founder David Sproxton said: “We are de- on their project proposals. “The grants aim to encourage lighted to find a partner in Sony that shares our vision.” their (young graduates) participation in the field and to develop the local animation industry,” source: www.bbc.co.uk source: www.bttimes.com.my Buzzword of the Month Anaglyphic Process - The anaglyphic process is a method by which the eye perceives two-dimensional film images as being three-dimensional, havind depth as well as width and height. To create this illusion, an image is superimposed on top of its own likeness, but one is printed in red and the other in blue green. If the viewer wears glasses with a red filter in one lens and a blue-green one in another, the image appears to be three-di- mensional; without the glasses the audience sees no 3-D effect. Spy Kids 3D was commercially successful in theaters using anaglyph paper glasses in 2003. The DVD did not sell or rent well, due to video retailers not wanting to deal with the paper glasses. Polar Express, in 2004, used the superior IMAX polarized method for 3D. In recent years computer technology and professional skills have made it practical to convert still images, movies video to 3D. Page Issue 3 Apr 2007
  • 4.
  • 5. interview AN INTERVIEW WITH Pete Draper Q. Hi could you tell us a bit about yourself and how long have you been in CG and what is your current job? Hello, I’ve been in CG since the late 1980’s to early 1990’s so roughly about 17 years or so… that really does sound like a long time when you think about it!! (What have I done with my life?! Hahaha!) My current title is “Director of Vi- sual Effects” which covers the full gamut of CG production from concept, on-set supervision through to managing the animation team, animation and technical direction, and final delivery. Q. Were you trained in 3D or self taught and what software program(s) do you use for your CG and why? I’m 100% self-taught, the main reason for that there were very little CG courses around at the time I started getting into animation. I literally stumbled upon it when I was at university doing another (unrelated) course, and managed to bag my way into the animation lab and use their facilities. I think the only book I ever bought was one of the early New Riders’ “Inside” series for the DOS version of 3D Studio, which I still have to this day. I do envy the students going into higher education these days because of the amount of facilities available to them, yet I very much doubt I would get a job these days with the reel I produced off my own back in the ‘90s as the bar has been raised so high now, even for junior posi- tions. You now really need to stand out from the rest as they’re churning out thousands of animation students each year and there simply isn’t the work for everyone as the industry reached maturity in early 2000. Software-wise, my weapon of choice is 3ds max, mainly due to the amount of exposure I’ve had with it. However I use other packages as and when nec- essary; once you’ve learned one, you’ve pretty much got it covered once you get to grips with the (unfa- miliar) interface and workflow as they’re almost the same with regards to feature set… it all just depends on what pipeline the facility you’re working at is based on. Apart from animation tools, I tend to use Combustion, Photoshop, Painter ZBrush… plus other animation plugins for 3ds max that boost its feature set beyond the core program, such as After- burn, the excellent Particle Flow boxes and some in- house custom tools I’ve developed over the years. Page Issue 3 Apr 2007
  • 6. interview AN INTERVIEW WITH Pete Draper Q. Tell us about your book “Deconstructing the Elements”, do you planning any other book? It burns really well on a fire :-) Hahahaha! Yeah, it came about purely by chance after I was approached by Focal Press (my publisher). I was freelancing at the time, so the original idea was a book on just that – Freelancing with 3ds max, though after submitting the initial proposal and having it approved I had a change of heart and decided a different ap- proach was needed. The way I tend to work is to grab reference material and inspiration “on the fly” by working out in my head how I’d create something in CG when I’m out and about, for example a nice cloud formation, an interesting texture or object, how certain things move or deform and so on, and then break it down into its core components in my head, what procedurals I could use, what modifiers and other features, and if I could simplify or automate the process. So from the get-go, the book became one about teaching people to become more observant and to be more critical of their reference material and more intuitive about the construction process; in fact I intended it to be less of just another tutorial book and more about the reference analysis which I feel very strongly about. I’m currently considering writing a third edition after being approached by the publisher to update it for the final time before a new volume is written. I haven’t made any official decision yet due to my schedule, but it’s definitely on the cards. I’ve also got ideas and initial conceptual scenes for some heavy video tutorials along the same lines, so that may become a set later on if I decide to develop things further… Page Issue 3 Apr 2007
  • 7. interview AN INTERVIEW WITH Pete Draper Q. How much it is difficult to achieve natural effects in comparison to other effects and give some important tips to the readers on how to achieve realistic looking effects in 3ds max and which things to remember? They’re one, if not the most difficult type of effects to produce as virtually everyone is a critic when they see something like this on the screen. The reason behind this is that we see these types of effects every day in our daily lives, from the flame that heats your breakfast, to the cup of tea before bed, so were are used to how they appear. Anything to the contrary stands out as being fake. The key to getting the effect right is to be observant, studying tons of reference mate- rial and breaking down the effect into its core components. Ensure your visual scale sizes are correct, especially when it comes down to texturing and lighting as these dictate scale and can immediately make or break a scene. Take care when compositing; even the basics such as matching your black and white levels can make a ton of difference. I could go on and on (and on) but there are only so many hours in the day…!! I think someone wrote a book about it once… hahaha! Page Issue 3 Apr 2007
  • 8. interview AN INTERVIEW WITH Pete Draper Q. Do you find that people in the industry said…Max is for games and Maya is for movies? How much you think this is true. I don’t really find that it’s true to be honest; it all depends on which company you work for and what you feel most comfortable with. Personally, I prefer 3ds max as it’s the software I used when I first started out in the industry, that’s pretty much it. The majority of 3D software apps out there nowadays are so similar they are all pretty much generic apart from a few separate tools, so it could be said that Maya is for games and Max for movies as both are making good headway into “each other’s” territory… Q. What qualities or education required becoming a Visual Effects Director / Lead Visual Effects Artist? Experience mainly, knowing exactly what you and your artists will need when it comes to wrangling with the assets in post, ensuring you’ve got everything noted down with respect to camera settings, position, on-set lighting, tracking lighting helpers etc, clean plate passes, advising how vfx shots should be filmed so it makes life easier for everyone back at the facility, and advising of how a stage should be lit to complement an effect that isn’t (currently) there, which Page Issue 3 Apr 2007
  • 9. interview AN INTERVIEW WITH Pete Draper can be the most challenging to explain! Oh yeah, and trying not to get in everyone’s way on set! Away from set as the lead effects artist I’m designing tools and visual styles for key / hero shots, ensuring that the style and quality of work is maintained throughout and liaising with other key HoD’s. Again, experience really comes into play with this mainly having a good eye for detail, especially when replicating natural phenomenon, knowing the tools you are using inside out and spotting any problems early on so you can advise a solution; again, it’s simply about experience… Page Issue 3 Apr 2007
  • 10. interview AN INTERVIEW WITH Pete Draper Q. Which area of 3d do your really enjoy doing? I tend to do a lot of particle fluid work more than anything these days, yet I do find material shader develop- ment enjoyable to be honest. But then there are days where I find that modeling is my thing and I am perfectly happy building stuff. I guess that’s the way I’ve developed my skills over the years as I’ve always been a bit of a generalist as I worked for small companies and did the occasional bit of freelancing when I started out which I think, for me anyway, is a good thing as I’ve been able to cover the majority of the software so can mix and match features from all corners to get the result I need. Saying that, I’m also starting to get back into 2D work and find that thanks to an old friend’s new site (www.happytoast.co.uk) he’s given me the inspiration to put pen to paper once again for fun for the first time in years and develop a new style which I may take further as a personal project. I’ve also had the opportunity to meet some key 2D designers including JAKe and trusty friend Curtis Jobling who have added to the inspiration. Page 10 Issue 3 Apr 2007
  • 11. interview AN INTERVIEW WITH Pete Draper Q. What are your hobbies and where you see yourself after 5 years? I’m starting to get back into running after several years sat on my apse in front of a computer and am looking forward to getting back onto a bike. Apart from that, the usual… socializing, meeting new people and boring them to death with CG speak, traveling to far-flung climes and boring them to death too. You know the usual...! I like my movies – the more abstract, thought provoking and challenging the better, plus those which are shot differently with good composition and editing; Children of Men immediately springs to mind – have a look at the cinematography, grad- ing, composition and length of shots and try to envision the amount of prep and planning that some of the shots took, especially towards the end of the film. I must admit though going to the movies can be more of a critical experience than an enjoyable one as I tend to still be in VFX mode where I tend to look for matte lines, bad keying and tracking problems which is wrist-slappingly wrong and it ruins the experience. I really need to stop doing that, but it’s a force of habit that a lot of effects artists I know suffer from too…! Q. On which projects you are working these days, and which project you enjoying the most. At the moment I’m working on nu- merous (undisclosed, sorry!) projects including a clean-up VFX job on a feature, documentary, titles com- mercial work and we are ramping up for production on a vampire hor- ror-comedy feature slated to be shot in April which I’m looking forward to as the script calls for some really interesting and challenging shots of various people being taken out in various gory ways! Should be a fun shoot to work on! Thanks a lot Pete for taking out sometime for us from your busy schedule. No problem :-) it makes a change from working through my lunch break…! Page 11 Issue 3 Apr 2007
  • 12. challenge CGArena is proud to present “Nightmare” (3D and 2D Challenge), 21 Mar 2007 - 15 May 2007, sponsored by Corel, Pixologic, Realviz, Skymatter, Hyperfocal Design, 3d.sk, ambientLight, Zoo Publishing, Strata, Vertus, TheBest 3D, Kurv Studios, Daz 3D, Environment-Textures.com, Female- anatomy-for-artist.com, human-anatomy-for-artist.com and ITs Art Magazine. We want different ideas and approaches in a more creative way. Your Mission Create an image which justify the theme of Nightmare in Image. This Challenge is a Work-In-Progress Challenge -- all contestants are required to post their work-in-progress images for community to critique/comment in order to qualify. Last date to enter in this challenge is 20th April 2007 after this no registration for challenge will be allowed. How the Challenge will be Run This challenge will be a WIP (Work in Progress) Challenge. Each challenger is required to submit Work In Progress (WIP) images, from the initial concept sketch to the final render. to the post production on regular intervals. The pur- pose is that everyone can learn from each other, offer feedback and critiques.
  • 13. 1. Enter the Challenge by registering yourself on CGArena forum. 2. Submit your work in progress images in forum on a regular basis. otherwise will be disqualified. 3. Participate in the community by critiquing other challengers works in the respective threads. 4. Not allowed to change the concept once decided or posted the sketch in the forum and no image will be allowed to removed from the forum once posted. 5. Submit your concept sketch within 15 days from the date you register for this challenge. 6. Submit your final entry till 15th May 2007, midnight 00:00 GMT. 7. There will be 3 winners in the 3D category and 1 winner in the 2D category. CGArena, Sponsers decision will be final and no participant allowed to contact sponsors regarding the challenge or asking reasons for disqualifications. 8. You can use any software that you like but no premade models or softwares like Poser, Bryce are allowed to use (3D) in the challenge. 9. You are allowed to use any type of post -production in the final image to make image better and richer. 10. You are allowed to enter into one category (3D or 2D) and after entering cant be changed. Terms and Conditions 1.) Entrants agree to give permission to all the sponsors to use all or any part of the artwork entered in this contest, (hereinafter, the ‘Work’) in the Company’s demonstration tapes (reels), promotional materials (ads, PR, etc.), booth graphics and presentations for the promotional purposes. 2.) Entrants will retain all rights to the Work. In addition, the Com- pany will not sell for profit any materials or demo reels containing images or animations submitted by the Entrant. 3.) The Company, in exchange for this release, will provide a credit for the Work within the material in which the Work is used. 4.) Submissions must be the sole Work of the entrant and not re- quire approval of any other entity. 5.) Entrants will not receive financial remuneration for their Work. Note: You are required to submit work in progress images, obtain feedback and give feedback to other challengers. Final Image Size - Your final image dimensions should be print resolution. Do not send in a low-resolution. - A guideline is minimum 1200 pixels wide and/or 1024 high, JPG, 300 DPI. - Send your final image in zip or rar format with your complete shipping address, telephone number in a text file on email address mentioned below with subject “Nightmare Challenge Final Image”. nightmare3D@cgarena.com - 3D Challenge Participants nightmare2D@cgarena.com - 2D Challenge Participants
  • 14. 3D Category First Prize - $3850 USD Strata CX Suite - $1784 USD Includes all four Products: Strata 3D CX 5.1,Strata Live 3D,Strata Live 3D PDF, Strata Foto 3D . Strata is used by a veritable who’s who of clients and some of the most talented artists in the world. And Strata 3D technology has been used for industry changing projects such as MYST and MTV.com, and by corporations such as Sony and Warner Bros. 1 Year Corporate Membership at 3d.sk + Environment-Textures.com and One month corporate membership at Female-Anatomy-for-Artist.com + Human-Anatomy-for-Artist.com- $551 USD Save thousands of dollars on human photo references every month. Gain the access to huge source of more than 72.600 photos updated 29 x per month. Average photo is 3000 x 2000 pixels so there is enough detail for the production of 3D characters for cinematic sequences as well as next generation game characters. Texture Source Photos, Modeling Reference Photos, Animation Reference Photos and Movies, Details of Eyes, Faces, Hands etc. you will get everything here. Pixologic Zbrush 3.0 - $499 USD Create models with unparalleled detailing capabilities. Even medium to high-resolution models respond instantly to sculpting actions, constantly rendered and shaded in real time. ZBrush 3 offers revolutionary new modeling, surfacing and texturing techniques. Hyperfocal Design Night Skies Collection + 5 HDRI Skies - $394 USD Our sky HDRIs use only the best quality digital optics for crisp, clean images - we don’t use mirror balls or distorted, low quality fisheye lenses. Due to the huge resolutions achieved, these images are amongst the only HDRIs available that can be used for background images reflections as well as lighting. They provide maximum flexibility for your virtual camera and scene, allowing long zooms and extreme detail in reflection close-ups. Kurv Studios Gift Coupon- $300 USD Dedicated to quality in video training KURV studios were formed to fill a void in the computer graphics and game development industry. No matter who you are, from student to Hollywood visual effects guru, if you are interested in learning to create mind blowing 3D graphics you have come to the right place. Under this prize you can choose any training DVD’s of your choice from the Kurv Studios store. Skymatter Mudbox 1.0 (Educational Version)- $299 USD Mudbox is the first advanced, high resolution brush-based 3D sculpting software that is built from the ground up to address the needs of the professional digital sculptor. Designed by production artists for production artists, Mudbox introduces new ideas and combines familiar concepts in fresh ways to offer a unique solution for high-end commer- cial modeling and design. 6 months 3D Creative Magazine Subscription - $24 USD A Downloadable PDF Magazine CG creatives around the globe. 3DCreative Magazine will focus on techniques, tutorials, interviews, articles, project overviews and galleries.
  • 15. Second Prize - $1853 USD Realviz MatchMover SD 4.0 - $680 USD REALVIZ MatchMover SD is the professional way to track 3D camera data and motion from videos and film se- quences, providing the ease of automatic tracking, with the precision control matchmoving professionals demand. Daz 3D Carrara Pro 5.1 - $549USD Sporting an elegant and simple-to-use interface, Carrara 5 provides multiple 3D modelers, an advanced terrain mod- ule, high-level texturing, ultra-fast hybrid rendering, and a complete animation toolset. Whether employed as the cen- terpiece or as the 3D workhorse within the designer’s creative suite, the highly-affordable Carrara 5.1 lavishes speed and power that enables users to create more freely and deliver high-caliber results under even the tightest deadlines. 6 month Corporate Membership at 3d.sk + Environment-Textures.com and One month corporate membership at Female-Anatomy-for-Artist.com + Human-Anatomy-for-Artist.com- $395 USD Save thousands of dollars on human photo references every month. Gain the access to huge source of more than 72.600 photos updated 29 x per month. Average photo is 3000 x 2000 pixels so there is enough detail for the production of 3D characters for cinematic sequences as well as next generation game characters. Texture Source Photos, Modeling Reference Photos, Animation Reference Photos and Movies, Details of Eyes, Faces, Hands etc. you will get everything here. ambientLight Multibay Texture Bundle - $130 USD Multibuy Offer includes our entire range of Texture Packs. All of our packs are at a minimum of 1024 pixels square and are hand edited so that they tile perfectly, whatever application you use them in!. This pack includes Plant Trees, Natural, Sky, Architectural, Roads textures. These textures are beautiful and of high quality. They do tile seamlessly and they, together with the included bump maps, are a great help in making images look more realistic. Hyperfocal Design Night Skies Collection - $99 USD Our sky HDRIs use only the best quality digital optics for crisp, clean images - we don’t use mirror balls or distorted, low quality fisheye lenses. Due to the huge resolutions achieved, these images are amongst the only HDRIs available that can be used for background images reflections as well as lighting. They provide maximum flexibility for your virtual camera and scene, allowing long zooms and extreme detail in reflection close-ups. Third Prize - $407 USD 3 month Corporate Membership at 3d.sk + Environment-Textures.com and One month corporate membership at Female-Anatomy-for-Artist.com + Human-Anatomy-for-Artist.com- $259 USD Save thousands of dollars on human photo references every month. Gain the access to huge source of more than 72.600 photos updated 29 x per month. Average photo is 3000 x 2000 pixels so there is enough detail for the production of 3D characters for cinematic sequences as well as next generation game characters. Texture Source Photos, Modeling Reference Photos, Animation Reference Photos and Movies, Details of Eyes, Faces, Hands etc. you will get everything here. Hyperfocal Design Night Skies Collection - $99 USD Our sky HDRIs use only the best quality digital optics for crisp, clean images - we don’t use mirror balls or distorted, low quality fisheye lenses. Due to the huge resolutions achieved, these images are amongst the only HDRIs available that can be used for background images reflections as well as lighting. They provide maximum flexibility for your virtual camera and scene, allowing long zooms and extreme detail in reflection close-ups.
  • 16. 1 Year Subscription for CG Gallery + 6 months Its Art Magazine - $30 USD Wonderful Magazine which available in the English and French Language. And CG Gallery is a computer graphics orientated pictures portal where You choose what gets on front page. It’s completely maintained by its members. Reg- istered members, have ability to publish and make their own Gallery, add friends, write comments and publish their work and synchronise their CG Gallery Portfolio with their own website. TheBest 3D PD Particle - $19 USD PD Particles is a software program for sketching, doodling, painting and drawing with particles. It is loaded with fea- tures made for professionals, yet priced low enough for artists, students and hobbyists at all levels. If you like to draw, this is for you. 2D Category Prize - $1052 USD Corel Painter X - $419 USD New Corel® Painter X—the world’s most powerful Natural-Media painting and illustration software—features unique digital brushes, art materials and textures that mirror the look and feel of their traditional counterparts. Setting the standard for digital painting and illustration, the Corel Painter X digital art studio introduces new composition tools, unparalleled performance, and the all-new RealBristle painting system that models traditional brushes like never be- fore—right down the individual bristles on the brush! Kurv Studios Gift Coupon- $200 USD Dedicated to quality in video training KURV studios were formed to fill a void in the computer graphics and game development industry. No matter who you are, from student to Hollywood visual effects guru, if you are interested in learning to create mind blowing 3D graphics you have come to the right place. Under this prize you can choose any training DVD’s of your choice from the Kurv Studios store. Vertus Fluidmask 2.0 - $199 USD Fluid Mask is a highly advanced software tool designed to make life easier for everyone who creates cut outs. Built as a plug-in to Adobe Photoshop, Fluid Mask is the new next-generation cut-out tool. Behind the product is breakthrough technology that mimics the way the eye, optic-nerve and brain perform visual processing. It offers an intuitive, accurate and fast approach to cut outs. 1 month Corporate Membership at 3d.sk + Environment-Textures.com and 1 month corporate membership at Female-Anatomy-for-Artist.com + Human-Anatomy-for-Artist.com- $132 USD Save thousands of dollars on human photo references every month. Gain the access to huge source of more than 72.600 photos updated 29 x per month. Average photo is 3000 x 2000 pixels so there is enough detail for the production of 3D characters for cinematic sequences as well as next generation game characters. Texture Source Photos, Modeling Reference Photos, Animation Reference Photos and Movies, Details of Eyes, Faces, Hands etc. you will get everything here. 1 Year Subscription for CG Gallery + Its Art Magazine - $40 USD Wonderful Magazine which available in the English and French Language. And CG Gallery is a computer graphics orientated pictures portal where You choose what gets on front page. It’s completely maintained by its members. Reg- istered members, have ability to publish and make their own Gallery, add friends, write comments and publish their work and synchronise their CG Gallery Portfolio with their own website.
  • 17. TheBest 3D PD Artist - $39 USD PD Artist is a paint toolbox, powered by Project Dogwaffle. The current version 1 is based on a subset of PD Pro 3. It’s a great companion to your existing popular paint shop or photo image editor. 6 months 2D Artist Magazine Subscription - $24 USD A Downloadable PDF Magazine Concept Art, Digital Matte Painting creatives around the globe. 2DArtist Maga- zine will focus on techniques, tutorials, interviews, articles, project overviews and galleries. SPONSORS
  • 18. 3D Category Judges http://forum.cgarena.com/viewtopic.php?p=21110#21110 Steven Sushant Stahlberg Dholakia Lukasz Anselm V. Szeflinski Seherr - Thoß 2D Category Judge http://forum.cgarena.com/viewtopic.php?t=2146#21958 David Revoy
  • 19. photoshop Removing flash high- lights from textures Using digital cameras to grab textures from real life introduces a whole new set of problems. Let’s say you find a won- derfully filthy concrete wall in a dark parking garage, which would work perfectly in the gritty urban setting of your game, and want to take a picture. The problem is, that due to the lack of light (and a tripod), you need to use the flash. Knowing that the flash may cause bright flaring reflections if you take the picture facing the wall straight, you shoot at a slightly odd angle. While the results are now bright and crisp, there is still a very visible gradient-like highlight in the middle of the picture, reducing the usable area of the texture. What many people would think to do in this situation, would be to: * Create a selection with a gradient tool, and adjust the luminosity of the selected area, or * Painstakingly Dodge the edges of the picture, until the overall luminosity of the texture is evened out However, both these approaches mean a lot of work, and do not always provide perfect results unless you’re willing to spend hours. This is where the High Pass filter comes in handy. Which is underrated by many 3d artits and today we will remove the flash highlights from our textures or digital photos using Filter Other High-Pass Page 19 Issue 3 Apr 2007
  • 20. photoshop Step 1: Open an effected image/texture, duplicate the image and apply a High Pass filter with a large radius on dupli- cate image. The rule of thumb is that the radius of the filter should be larger than any detail you want to preserve. Since in this case the detail to be removed (the highlight) is almost the size of the whole picture, feel free to use a radius well above 70. Note that the larger the radius, the longer it takes to process - just as with Gaussian Blur. Step 2: As you can see, the High Pass filter not only reduces brightness differences, it also reduces the contrast of the image, paling the colors. Please choose Edit Fade High Pass and select Luminosity in the mode. If you find the effect of the high pass filter too drastic, you can reduce its Opacity. Page 20 Issue 3 Apr 2007
  • 21. photoshop Step 3: Since a lot of contrast was lost in the process, finalize the picture by increasing the contrast (or adjusting the Levels, depending on the case) until it looks good, then Fade the contrast effect once more with Luminosity to retain the coloring of the original image. See the difference? Feel the difference of not having had to do extra work? The same rules apply for so called detail textures (a fine example of them can be found in games that use the Unreal engine.) Since the very purpose of detail textures is to add small, sharp details to textures up close, they are obviously ideal targets for the High Pass filter. Because the details needed are indeed very small, feel free to use High Pass quite harshly with small radius values. - Andy Halls andyhalls123@yahoo.com Page 21 Issue 3 Apr 2007
  • 22. www.cgarena.com CGArena brings you latest news and happenings 24 hours a day. Plus, join in our interactive forums to showcase your work, and get attention in the computer graphics community Email: contact@cgarena.com
  • 23. after effects Driving Effect through audio If you are trying to get the effect to blink on and off or increase or down repeatedly. Doing this repeatedly gets rather boring after a couple of minutes and trying to get the blinks to correspond to instruments from theaudio track can be very difficult. It can be done, but you have to drop a ton of Markers and make sure you’ve got rhythm. But you can do this very easily through After Effects Convert Audio to Keyframes feature. Convert Audio to Keyframes does generate keyframes based on an audio layer, and while those keyframes can be tied to other layer. Using the audio levels from a specific layer, you can link and control various parameters from effects within After Effects. Step 1: In After Effects import your video file and add it to your Timeline. Step 2: Right click on your video footage and select Keyframe Assistant Convert Audio to Keyframes. A Null Object with the name ‘Audio Amplitude’ will appear. Select the Null Object layer and press ‘U’ on your key- board to show the changed parameters of that layer. Page 23 Issue 3 Apr 2007
  • 24. after effects Step 3: Now you can apply any effect to your video footage layer. Like I applied a Trapcode Starglow effect on the video. Choose the settings you are looking for... outside the scope of this tutorial. Step 4: We can now decide which parameter we want to link to our audio. I chose to let the Streak Length react on the audio. To do this we need to set an expression for the Streak Length. Page 24 Issue 3 Apr 2007
  • 25. after effects Step 5: To set an expression for the Streak Length or whatever parameter you want to use, just ALT + Click on the stopwatch icon in the timeline which is located at the left of the parameters name. Step 6: Now the way to link this parameter to the audio is click on the ‘Pickwhip’ icon (the icon which looks like a Twirl) and hold it and drag it to ‘Both Channels’ slider parameter. The screenshot below will explain it better. You just linked the Streak Length parameter to the audio of your video footage. So if the volume of your video footage increases, so will the Streak Length. Of course you could also apply this same technique to the Boost Light parameter and so on. - Suzane Smith suz.smith@hotmail.com Page 25 Issue 3 Apr 2007
  • 26. 3ds max Making of Bobby Bubble By- Patrick Beaulieu, Canada Email: squeezestudio@hotmail.com Page 26 Issue 3 Apr 2007
  • 27. 3ds max Introduction Hi everyone, my name is Patrick Beaulieu, (AKA squeezestudio) here my making off Bobby Bubble. You will find below several details on the creation of this small a little insane character. Without waiting more, here’s the making off!!! Concept My idea principal for the creation of Bobby Bubbles was to make a clam in an oyster. After several test and small fast sketch, I finally decided to make a small beast in the place. The sketch being a pretty very important of creation... I have to try to determine the majority of the elements in my sketch. My principal interest was the silhouette of the person. Bobby being very simplistic like character, the silhouette is very important to arrive as a beautiful result. Thus I have to try to find an installation interesting, to stress the large mouth and his facial expression. Its merry look was also an element which I wanted to integrate in my image. Just like the majority of my other characters, I tests always to make pass an expression in my character. For most of the time of the funny expression or `’ crackpot’’. I have also work on my sketch in only one catch of sight, that is to say the catch of sight of my final image. I have to create this character to make still image and not an animation thus the creation of all the sight, the model sheet and all was not at all necessary for me for the realization of this character. The modeling was a very fast phase, my small sketch was just enough precise to indicate all the elements to me to create for my character. I have to model the whole start- ing from an eye, like has the practice. I work for most of the time in symmetry or with one to mirror in authority. I have to start with the body, thereafter the teeth, the tongue and I have to finish the whole with the bubbles. Page 27 Issue 3 Apr 2007
  • 28. 3ds max For the bubbles, I have to use spheres with which I made Booleans to withdraw the interior when the bubbles were penetrated. As regards the tongue, I did it enough low poly, and in second headlight, I have to bring it in Zbrush to make displacement. I have to use those quads for my modeling, question of making a modeling cleaner. I have also to model the dribble which runs top of its mouth. My technique to model is very simple, I quite simply extrude the edges of cage of polygon. The edges that I selected to make my cage of polygon are the lines principal of the character. (The turn of the eyes, it tower of the mouth, profile and the silhouette of face). Once all my extruded polygons made for the character, I can easily adjust the proportions of the personage very easily with a minimum of vertex has to manage. Page 28 Issue 3 Apr 2007
  • 29. 3ds max Once the shape of the character was adjust perfectly, I close again my modeling quite simply, finally having a clean mesh. For certain areas like the dimensions of the mouth, and the edge of the lip I have to place several edge to bring more closer to give an effect more sharp in my modeling. As regards the installation, after having to close again my modeling and having made the complete character, I then made the final improvement to make it more symmetrical. Lighting The lighting was one of the fun phases; my intension was to create a beautiful environment to light and alive. For my lighting, I have to use the render passes. First of all with Vray, I made a passes of GI, therefore a very simple passes of lighting giving tone of shade here and it all depend on the modeling. Thereafter I made a passes with a spot (Vray) place behind of the character to make an edge light all the back of Bobby. The option to use the passes is very simple, I often lost too much time parameterize my lighting and the intensity of my lighting whereas with the render passes, I do not have to find ideal place or to place my spot, just adjust the whole in compositing. Really faster and gives a perfect control on lighting. Texturing, Rendering, Post Production The largest stage of production for the creation of Bobby Bubbles was the compositing. I have to use the render pass to their maximum; I have to use several layers to get the final result. All the process was done in Photoshop. Page 29 Issue 3 Apr 2007
  • 30. 3ds max Page 30 Issue 3 Apr 2007
  • 31. 3ds max I have to create alpha for each part of my character, (body, interior of mouth, tooth, tongue, dribbles, bubble). Once in Photoshop, I have to use each one of these alpha to make my selections in Photoshop to adjust each one of the part to select separately. To texture the character, I have to use that procedural texture coming from 3Ds max. (falloff, noise, etc). I render each one of his passes with an ambient shader, therefore no light affected texture was intact. Once in first, I have to compos- ite all these passes from beginning by the passes of GI, thereafter the passes of texture procedural in multiply, software light and screen. Then with the wire I have to use shag fur to make a light layer of hair on the character. I put some hairs to dirty the character and to add a little detail. For the majority of all render pass, I render in Scanline. Only the pass which required one render in Vray are the GI and my principal light. All the others passes, specular, bump, color, etc… Scanline! (As regard the question of speed). I render the tongue through the skin shader of mental ray, with some adjustment here and…) I always make my render of large quality when I make a personage, the whole in order to take part has review or books, therefore render at 5000 pixel by 7000 pixel. For this reason I tests to optimize my times of renders for the passes which does not require a more simplistic lighting. I have to work on the colors in Photoshop much on my principal passes of colors, I also used brightness contrast to get the desired result. As regards the colors, I wanted to have colors for my background very different from my character for seeing the silhouette. The background was entirely created in Photoshop. Conclusion I hope that you will appreciate the making of bobby Bubble. If you have question concerning the making of or any other question, do not hesitate to mail me on the following address: squeezestudio@hotmail.com. To see my other work, go on www.squeezestudio.com By- Patrick Beaulieu, Canada Email: squeezestudio@hotmail.com Page 31 Issue 3 Apr 2007
  • 32. gallery Warrior Vaclav Krivanek, Czech Republic vkrivanek@gmail.com 3ds Max 9, Mudbox, Photoshop Page 32 Issue 3 Apr 2007
  • 33. gallery Fury Robin Benes, Czech Republic tes@tes3d.com 3ds Max, Vray, Zbrush Page 33 Issue 3 Apr 2007
  • 34. gallery Locke Eduardo Oliden Hermida, UK eduardo@3dmind.org 3ds Max 9, Vray, Photoshop Page 34 Issue 3 Apr 2007
  • 35. gallery Another Warrior Akira Hanzo, Romania akira_hanzo@yahoo.com 3ds Max Page 35 Issue 3 Apr 2007
  • 36. gallery Blue Dream Ali Jalali, Iran alicgworld@gmail.com 3ds Max, Vray Page 36 Issue 3 Apr 2007
  • 37. gallery Hagakure Ales Zvolanek, Czech Replblic ales_zvolanek@yahoo.com 3ds max, Vray, Photoshop Page 37 Issue 3 Apr 2007
  • 38. gallery Damned Flesh JAKC, Spain jakcdesign@gmail.com 3ds Max, Brazil, Photoshop Page 38 Issue 3 Apr 2007
  • 39. gallery Leon Lautaro Gonzlez, Argentina tarolp@gmail.com 3ds max, Vray, Photoshop Page 39 Issue 3 Apr 2007
  • 41. gallery Kakashi Fabio M. Silva, Portugal snake.silva@gmail.com 3ds max Page 41 Issue 3 Apr 2007
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