• No results found

Artist Issue 96 2016

N/A
N/A
Protected

Academic year: 2021

Share "Artist Issue 96 2016"

Copied!
100
0
0

Loading.... (view fulltext now)

Full text

(1)

Practical inspiration for the 3D community

FREE

5GB

OF VIDEOS & MORE

BUILDBETTER

CHARACTERS

Develop and refine an exciting

sci-fi scene in 17 expert steps

PERFECTYOUR

SHOWREEL

Represent yourself properly and

land your dream job today

Create your own UI

Enhance your workflow

Get started with scripting

(2)
(3)

your renders Page 42

(4)

W

henever I talk to people about Blender, I often hear the same things: “It’s confusing”, “The UI is hard to get used to” and “Is free software actually any good?” The list goes on. These are all valid comments – it can seem daunting at first glance, the standard UI is far from ideal and the idea that a free tool is as capable as other premium packages worth thousands of pounds often defies popular belief.

As creative people, we’re pretty good at refusing to take things at face value, but based on feedback I’ve had it certainly seems like a large proportion of artists

have turned their backs on Blender before really getting into the nitty gritty – both in terms of the software itself, and also the community. Take it from me: the Blender community is fun, collaborative and friendly. As for the software, there are loads of ways for you to tailor it to your own specific needs.

This is something we’ve investigated in our cover feature. We’re talking hotkeys, scripting, UI tweaks and plenty of other tricks that will get you steaming ahead in Blender, whether you’re a seasoned veteran or a complete beginner. If you’ve never tried Blender, just remember that there’s rarely a right or wrong way to create art – trying new things is absolutely essential.

Steve Holmes, Editor

Imagine Publishing Ltd

Richmond House, 33 Richmond Hill Bournemouth, Dorset BH2 6EZ

 +44 (0) 1202 586200 Web: www.imagine-publishing.co.uk www.3dartistonline.com www.greatdigitalmags.com © Imagine Publishing Ltd 2016 ISSN 1759-9636

Magazine team

Editor Steve Holmes

[email protected]

 01202 586248

Production Editor Carrie Mok Art Editor Newton Ribeiro de Oliveira Editor in Chief Amy Squibb Senior Art Editor Will Shum Photographer James Sheppard Publishing Director Aaron Asadi Head of Design Ross Andrews Contributors

Orestis Bastounis, Mike Centkowski, Paul Champion, James Clarke, Ian Failes, Tor Frick, Jarrod Hasenjager, Paul Hatton, Jonathan Lampel, Santiago Menghini, Adam Nordgren, Poz Watson

Advertising

Digital or printed media packs are available on request.

Head of Sales Hang Deretz  01202 586442 [email protected]

Account Manager Simon Hall  01202 586415 [email protected]

FileSilo.co.uk

Assets and resource fi les for this magazine can be found on this website. Register now to unlock thousands of useful fi les. Support: fi [email protected]

International

3D Artist is available for licensing. Contact the International department to discuss partnership opportunities.

Head of International Licensing Cathy Blackman

 +44 (0) 1202 586401 [email protected]

Subscriptions

For all subscription enquiries: [email protected]

 UK 0844 249 0472

 Overseas +44 (0) 1795 592951 www.imaginesubs.co.uk

Head of Subscriptions Sharon Todd Circulation

Circulation Director Darren Pearce  01202 586200

Production

Production Director Jane Hawkins  01202 586200

Finance

Finance Director Marco Peroni Founder

Group Managing Director Damian Butt Printing & Distribution

Printed by William Gibbons & Sons Ltd, 26 Planetary Road, Willenhall, West Midlands, WV13 3XT

Distributed in the UK, Eire & the Rest of the World by Marketforce, 5 Churchill Place, Canary Wharf, London E14 5HU

0203 787 9060, www.marketforce.co.uk

Distributed in Australia by Gordon & Gotch Australia Pty Ltd, 26 Rodborough Road, Frenchs Forest NSW 2086, Australia

+61 2 9972 8800, www.gordongotch.com.au

Disclaimer

The publisher cannot accept responsibility for any unsolicited material lost or damaged in the post. All text and layout is the copyright of Imagine Publishing Ltd. Nothing in this magazine may be reproduced in whole or part without the written permission of the publisher. All copyrights are recognised and used specifically for the purpose of criticism and review. Although the magazine has endeavoured to ensure all information is correct at time of print, prices and availability may change. This magazine is fully independent and not affiliated in any way with the companies mentioned herein. If you submit material to Imagine Publishing via post, email, social network or any other means, you automatically grant Imagine Publishing an irrevocable, perpetual, royalty-free license to use the material across its entire portfolio, in print, online and digital, and to deliver the material to existing and future clients, including but not limited to international licensees for reproduction in international, licensed editions of Imagine products. Any material you submit is sent at your risk and, although every care is taken, neither Imagine Publishing nor its employees, agents or subcontractors shall be liable for the loss or damage.

65 Pro Hacks for Blender

Page 36

Sign up, share your art and chat to other artists at www.3dartistonline.com

[email protected]

(5)
(6)

This issue’s team of pro artists

adamnordgren.se

Adam joins us for the fi rst time this month to show off his considerable modelling and materials chops in Blender. Jet fi ghters look amazing when they’re done as well as this.

3DArtist username adamnordgren

SANTIAGO MENGHINI

santiagomenghini.com

More and more fi lm-makers are relying on VFX for blood and gore nowadays, rather than pestering the makeup department. Santiago shows you how to accomplish this in Fusion on p64.

3DArtist username SantiagoM

TOR FRICK

torfrick.com

Tor is art director at MachineGames, the awesome developer behind Wolfenstein:

The New Order. On p82 he takes MODO

10 for a spin to try out the new game-centric features from The Foundry.

3DArtist username Snefer

HAN LAMPEL

jonathanlampel.com

Jonathan has taken time out of his busy schedule at CGCookie.com to show you how to use Blender to model and pose a dynamic sci-fi character. His tutorial is over on p54.

3DArtist username JonathanL

MIKE CENTKOWSKI

3dpromike.com

This month, Mike joins us from the Digital Media Arts College in Florida, USA. On p68 he uses a combination of ZBrush and iClone to speed sculpt a character and prepare it for animation.

3DArtist username n/a

PAUL CHAMPION

linkedin.com/in/pchampion

Compositing expert Paul has cast a critical eye over NUKEX 10 over on p80 and asks whether the new features are worth the upgrade. Also, he’s written some news!

3DArtist username Rocker

PAUL HATTON

cadesignservices.co.uk

As you know, 3ds Max 2017 was recently launched, bringing with it a wealth of new workfl ow features. Modelling has had a bit of a revival, and Paul shows off some of the new tools on p60.

3DArtist username Phatton

JARROD HASENJAGER

artstation.com/artist/hasenjager

There are plenty of ways to achieve believable materials, but Jarrod is on hand to take you through his expert approach in Houdini. Be sure to check out his fantastic video tutorial on FileSilo, too.

3 Artist userna e Hasenjager

There a e so many professional GPUs out there now that you should be listening to people like Orestis before investing. He’s put the new PNY NVIDIA Quadro M2000 to the test on p78.

(7)

Incredible Creative Tools

Whether you need to pull a key, track objects, retouch images, animate titles, or create amazing 3D particle effects, Fusion has the creative tools you need! You get a true 3D workspace, the ability to import 3D models and scenes from software like Maya and 3ds Max, along with hundreds of tools for compositing, paint, animation and more!

Scaleable Studio Power

Fusion’s GPU acceleration gives instant feedback while you work, so you spend more time being creative and less time waiting! Fusion 8 Studio also includes optical flow and stereoscopic 3D tools, along with unlimited free network rendering and tools to manage multi user workflows, track assets, assign tasks, review and approve shots, and more!

For over 25 years Fusion has been used to create visual effects on thousands of blockbuster films, TV shows and commercials. Fusion features an easy to use and powerful node based interface, a massive tool set, true 3D workspace and GPU accelerated performance all in a single application! Now with Fusion 8 you can use the same powerful software to create your own blockbuster effects!

Hollywood’s Secret Weapon

Fusion has been used to create groundbreaking visual effects and motion graphics for Hollywood films such as The Martian, Thor and The Hunger Games, as well as on hit television shows like Orphan Black, Breaking Bad, Grimm and Battlestar Galactica! If you’ve ever gone to the movies or watched television, then you’ve seen Fusion in action!

Work Faster with Nodes

Fusion uses nodes to represent effects and filters that can be connected together to easily build up larger and more sophisticated visual effects! Nodes are organized like a flow chart so you can easily visualize complex scenes. Clicking on a node lets you quickly make

adjustments, without having to hunt through layers on a timeline!

www.blackmagicdesign.com/uk

For Mac OS X and Windows

For Mac OS X and Windows

FUSION ř

...

Free Download

FUSION ř STUDIO

...

£

735*

NEW FUSION

8

The world’s most advanced visual eff ects and motion graphics software!

(8)

ssues for £5

UBSCRIBE TODAY

Turn to

page 74

for detai

What’s in the magazine and where

News, reviews

& features

12

The Gallery

A hand-picked collection of incredible artwork to inspire you

22

7 Ways to Create the

Perfect Showreel

Framestore, Envy and MPC reveal what you can do to impress recruiters

30

Building Underwater Worlds:

The Art of Finding Dory

We chat with Pixar's John Halstead about the technical demands of the new movie

36

65 Pro Hacks for Blender

Discover the best ways to speed up your workfl ow and customise the software

74

Subscribe Today!

Save money and never miss an issue by snapping up a subscription

76

Technique

Focus:

Light House

Kless Gyzen talks about how he produces stunning art in Blender

78 Review:

NVIDIA Quadro M2000

PNY's latest professional graphics card is put through its paces

80

Review:

NUKEX 10

We get stuck into The Fo top-of-the-line composit

82 Review:

MODO 10

Tor Frick from MachineG the new game-centric re

85 Technique Focus:

The

Gumball Machine

Paul H Paulino explores

8 Technique Focus:

Ori

i hlights his ap ki

I like to spend

more time on

sculpting and less

time on setting the

scene up

Yanal Sosak reveals his

secrets for a faster Blender

NVIDIA

Quadro

M2000

Model and pose

a dynamic

character

Photoreal modelling

& materials in Blender

PAGES OF

22

(9)

The Pipeline

46 Step by step:

Photoreal

modelling & materials in Blender

Work from references to model, texture and render a jet aircraft

54 Step by step:

Model and pose

a dynamic character

CGCookie’s Jonathan Lampel builds an action-focused scene

60 Pipeline techniques:

Master

3ds Max’s new modelling tools

Get started with some of the marquee additions to Max 2017, including fast-form hard surfaces

64 Pipeline techniques:

Create a

customisable pool of blood

Utilise Fusion to master a useful effect for film projects

68 Pipeline techniques:

Create a

custom character for animation

Combine ZBrush with iClone to speed up your character pipeline

70 Pipeline techniques:

Build

bronze materials and shaders

Harness the power of Houdini and achieve your best-ever metals with Jarrod Hasenjager

The Hub

88

Community news

The BFX Competition gets underway for 2016 and Krita gets itself Kickstarted

90

Industry news

Autodesk reveals its Industry Collections – handy bundles of your favourite 3D apps

92 Project Focus:

Mirror's

Edge Catalyst

We speak to EA DICE and Geomerics about the challenges that real-time lighting presents

96

Readers’ gallery

The very best images of the month from www.3dartistonline.com

7 Ways to Create the

Perfect Showreel

John Halstead on how Pixar

built underwater environments

for Finding Dory Page 33

The aesthetic for the

movie is a caricature of

reality: it’s based in nature

but it’s cleaned up a bit

Visit the 3D Artist online shop at

for back issues, books and merchandise

70

30 22

60

9

Build bronze materials

and shaders

Master 3ds Max's new

modelling tools

68

Create a custom

character for animation

(10)

Free with

your magazine

Register to get instant access

to this pack of must-have

creative resources, how-to

videos and tutorial assets

Pluralsight video

tuition in Blender

Learn to animate a walk

cycle in under 3 hours

Premium HDRIs

from HDRI-Skies

5 amazing skies for you

to use in your work

CrazyTalk

Animator STD

Download a totally free

version from Reallusion

࠮  H^LZVTL [L_[\YLZ MVY `V\ [V make use of, courtesy of 3DTotal ࠮ )YVUaL TH[LYPHSZ HUK ZOHKLYZ PU

Houdini video tutorial

࠮ =PKLV N\PKL MVY NL[[PUN [OL ILZ[ V\[ VM KZ 4H_ Z IYHUKUL^ modelling tools

࠮ )SLUKLY ZJLUL MPSL HUK ?43 ZJYPW[ ࠮ :OV[ IYLHRKV^U VYPNPUHS WSH[L /+9

images and Fusion scene file to help `V\ MVSSV^ V\Y ISVVK WVVS [\[VYPHS

Plus, all of this

is yours too…

Log in to

www.filesilo.co.uk/3DArtist

Free

for digital

readers too!

9LHKVU`V\Y[HISL[

download on your

(11)

Get started

Everything you need to

know about accessing

your FileSilo account

01

Follow the instructions on screen to create an account with our secure FileSilo system. Log in and unlock the issue by answering a simple question about the magazine.

02

You can access FileSilo on any computer, tablet or smartphone device using any popular browser. However, we recommend that you use a computer to download content, as you may not be able to download files to other devices.

03

If you have any problems with accessing content on FileSilo take a look at the FAQs online or email our team at the address below

[email protected]

Unlock the entire 3D Artist FileSilo library with your unique Web ID – the eight-digit alphanumeric code that is printed above your address details on the mailing label of your subscription copies. It can also be found on any renewal letters.

Already a print subscriber?

Here’s how to unlock FileSilo today…

The home of great

downloads – exclusive to

your favourite magazines

from Imagine Publishing

Secure and safe online access, from anywhere Free access for every reader, print and digital Download only the files you want, when you want All your gifts, from all your issues, in one place

Over 50 hours

of video guides

The very best

walkthroughs around

More than

800 textures

Brought to you by

quality vendors

Hundreds of

3D models

Vehicles, foliage,

furniture… it's all there

Subscribe today & unlock the free

gifts from more than 30 issues

Access our entire library of resources with a money saving

subscription to the magazine – that’s more than 400 free resources

Unlock

every

issue

M

M

o

o

r

r

e

e

th

a

a

n

n

4

0

0

0

0

0

r

r

e

a

s

s

s

o

o

n

n

s

t

o

o

o

s

s

u

u

u

b

s

c

c

c

r

r

i

b

b

b

e

e

More

added

every

issue

(12)

Have an image you feel passionate about? Get your artwork featured in these pages

Create your gallery today at www.3dartistonline.com

Work in progress…

Jordan Soler &

Felix Ferrand

artstation.com/artist/lartichau

Software ZBrush, Arnold Felix and Jordan work together. They found a perfect balance and complete each other

(13)

This time we wanted

something different – a new

challenge. Creating an animal

was so much fun to do but also

very challenging! It was such a

good way to learn more about

sculpting and grooming

Jordan Soler & Felix Ferrand,

Sleepy Bear, 2016

(14)

This was born from

the desire to explore my

low-poly style and push

it further. I was thinking

about exploring low poly

on the edge of toy/

product design for a

long time now, and it

has finally happened

Mateusz Szulik,

The PolyWood: Deer, 2016

Work in progress…

Software 3ds Max, V-Ray Mat is an art director, illustrator and 3D artist living with his family in Poland

Mateusz Szulik

(15)

I was inspired by the

movie Salem’s Lot. The

two front fangs of the

vampire in this movie

caught my eyes as they are

distinct from other vampire

movies. Therefore, I

decided to do a new

version of a vampire and

add in my own fantasies to

give the vampire a

different image

Chen Binqi,

Vampire Pirate, 2016

15

Work in progress…

Software Maya, ZBrush Binqi is an art lead in Singapore. He was previously character lead at Ubisoft Shanghai

Chen Binqi

(16)

Work in progress…

Khiew Jit Chun

bit.ly/1jyFXUe

Software Maya, ZBrush, V-Ray, Photoshop

A modeller and digital sculptor, Khiew Jit Chun works on VFX features and animations

This is my entry for

THU Reborn. I wanted to

portray a scene where,

after the war, the THU

world is in peace. This old

warrior doesn’t have to go

to war anymore, instead

he spends time with his

grandchild – protecting

and guiding them towards

a better future

Khiew Jit Chun,

(17)

I was always interested in

sci-fi and art environments.

This image started as a

lighting study, but after a

while it became something

bigger. All of a sudden, a sort

of story started to emerge

Tamas Medve,

Infestant, 2016

17

Work in progress…

Software 3ds Max, Photoshop An architectectural illustrator, Tamas has worked on some notable architectural projects

Tamas Medve

(18)

In depth

This is a model that I

designed, created, textured,

rigged and animated over the

course of various projects while

attending Ringling College of Art

and Design. My goal was to

create a robotic character

designed to have interesting

mechanical movement

Dylan Collins, Eggsterman-8R, 2016

Dylan Collins

bit.ly/1VfnXBd

Software Maya, Substance Painter, Substance Designer

Work in progress…

Dylan loves designing and building game worlds to excite players’ curiosity

(19)
(20)

PLANNING

ABOVE I started by drawing out plans for the chicken robot and gathering relevant references. I

created a model sheet with back, front and side views as well as diagrams of how the legs would extend to give me an idea of the form and function of the model. I also created a painted three quarter view to get an idea of the different materials on the model. I created an isometric drawing of the environment the chicken would be in. These drawings gave me a plan for when I was ready to start making it in 3D.

Upon creating the model, I

decided to explore bringing it

through the full process by

setting up a rig, creating

animations and getting it into a

game engine. Currently, I’m

working on building out a

scene for this character to

navigate, and I’m interested in

one day developing it into a

fully playable game

Dylan Collins, Eggsterman-8R, 2016

MODELLING

ABOVE The upper half of the image shows the general process of modelling. First, I started blocking out the proportions and broad first

read details with simple geometry. From there, I started refining the forms to define functionality better. I increased the size of the fork to make it seem like it could support the weight of the chicken better. Finally, I added smaller third read details. I added a rim and spout to make the lower body read more as a measuring cup, as well as some dents to suggest battle damage.

MATERIALS

ABOVE For me, an essential part of creating materials is defining

what different large sections of the model are made of. For instance, I knew I wanted the head to be made of plastic, but I wanted the white part to be smooth and reflective, while the red, painted parts would be a little more rough. I also mixed a variety of different metal types on the model, such as a brushed aluminium on the measuring cup and steel, nickel and copper on the spoons and forks. I tried to pay a lot of attention to the roughness map while working. I gave different overall values to the separate pieces of the mesh to build interesting contrasts in reflectivity.

LIGHTING

RIGHT A key aspect of

integrating the model into the kitchen environment is the lighting and composition of the shot. I wanted to accentuate the silhouette of the chicken and make it the focal point. The upper middle image shows a simplified depiction of the pattern of light and dark. I wanted the chicken to have a dark shape punctuated by the bright light behind. To achieve this, I added some shafts of light behind the chicken. The shafts are made with a simple plane that adjusts its position based on viewing angle through the spline thicken material function. There’s a good example of how to use this in the Unreal Engine blueprint examples level. To get variation in the light shafts, I combined different grey masks. The light shape mask is applied to the plane, and ensures that the light fades and softens towards the edges. The light ray mask is multiplied on top to cut shafts of light into the overall shape.

(21)
(22)
(23)

Discover how to help kickstart your career in 3D by

putting together a strong showreel with your finest work

T

he showreel or portfolio is the fi rst thing that employers will look at and is “most certainly someone’s calling card when it comes to getting a job,” says Amy Smith, global head of recruitment at Framestore (framestore. com). That doesn’t mean that CVs, work experience and recommendations aren’t important, but as Smith notes, “We always appreciate recommendations from our existing team but we don’t give recommendations any kind of preferential access to roles: we always come back to who has the best showreel at the end of the day.”

At Envy (envypost.co.uk) most of the junior artists taken on are “home-grown from our runner contingent of 40 plus,” explains head of client services Tom Morgan. “Runners intending to pursue a career in 3D/VFX build relationships with members of staff they wish to train with (via our internal academy). These runners clock up training hours and eventually move into a junior

position [at] our VFX MCR or Media Logistics department, where they continue training but at a more advanced level. When a 3D junior artist position arises we therefore recruit for this internally not externally.” Showreels are valuable at both stages of selection, and artists continue to produce them even as their career develops.

“The showreel is essentially an artist’s shop window,” explains Omar Morsy, global head of talent acquisition at MPC (moving-picture.com). “It determines whether or not we will engage further so, on that basis, it is fair to say that it is the most important aspect of an initial

application.” Morsy notes that MPC does consider the “education of junior artists and we

are cognisant of the course content from most of the major schools within Europe and North America. We can often benchmark students based on the schools they have attended but we always approach a reel with an open mind, regardless of its origin.”

23

WAYS TO CREATE

THE PERFECT

(24)

7 WAYS TO CREATE THE PERFECT SHOWREEL

1

If there’s one thing that everyone agrees on, it’s that showreels should be kept pretty short. For Smith, “A showreel shouldn’t be more than two minutes long but can be shorter if necessary. There have been cases where we have hired people who have only had one piece of work on their reel (it has to be really good if that’s the case!) but most reels will have three to four strong pieces at a junior level.”

Morgan agrees, explaining: “I like showreels to be one to two minutes in duration that use the time effectively, showing me what you can do. I am not that concerned with the number of projects included but at the same time I don’t want to be bombarded with a series of disjointed fast cuts. Keep it simple, do it well.”

And despite industry-wide agreement that short and sweet is better, Morgan says he still comes across reels that are too long: “If it’s more than two minutes I don’t watch until the end (maybe missing the crescendo of a reel). The showreel is not dissimilar to a TV ad… you have a short space of time to sell yourself. Be succinct but creative with the time.”

For Morsy, though, even the two-minute window seems to be too big a number. His first rule of creating a showreel is simple: “No longer than 90 seconds”.

KEEP IT

SHORT

2

It’s entirely likely that the pieces you want to include in your reel are projects you’ve worked on with other people, and that’s absolutely fine as long as you make it 100 per cent clear what your input was, with whatever captions, credits and breakdowns you need to do that.

Emeric Renard, who is currently working with the MPC Academy Lighting Team in Montreal, explains that the reel he brought to his Skype interview for his position “was made of sequences from my graduation short called ‘Reminiscence’, and a few other projects I’ve been working on through my training. I only selected the few I thought worthy of being shown… As I decided to make a lighting, shading and compositing reel, I paid particular attention to these aspects in my projects, and stated which software I used and my contribution to [every] single project.”

“We do want to see what you have done in a shot,” Morsy explains further, “so captions highlighting [these aspects] are essential within the shot.”

And of course, as your career progresses, your showreel is likely to start featuring examples of professional work, and then it becomes even more important for you to say – and be honest about – what your involvement was with each shot. “Obviously taking credit for someone else’s work is a big ‘no no’,” continues Morsy. “Please be aware that your reels may be viewed by

supervisors and heads of department who worked on the same movies and shots, so honesty is the best policy. It’s always best to make it clear what your work is on each shot if created by multiple artists.”

EXPLAIN YOUR

CONTRIBUTION

John’s reel consisted of two pieces. This is TRON: Recreated, “inspired by Tron: Legacy”

(25)

25

The people who will be watching your showreel are always very busy, so Morsy is clear in that you should put “Best work first – engage from the start”. He also advises that you should “Keep it relevant. If you’re applying for an animator role don’t throw in a load of FX shots just because you have them [and] omit the work you’re not totally happy with. Three or four shots would be an average amount of shots to include, but there is no hard and fast rule for this. Often one or two expertly-crafted shots will be enough to showcase a candidate’s ability.”

Morgan is quick to advise graduates to make sure their reel includes more than just “module-based work. Include work you have created in your own time… we want to see more than just academic-related work.”

Smith also suggests applicants skip work they’re not sure of. “This sounds very cynical,” she admits, “but we will always work on the

assumption that the least strong piece of work on your reel is indicative of your ability rather than the strongest piece.”

Envy’s Eric Pronk suggests you “end on a strong shot as well,” because essentially you’re making a film, and while the first moments set the tone, it’s the last moments that the audience goes away talking about.

3

PUT THE BEST

WORK FIRST

Though there are other video hosting platforms out there, it’s essentially a slugging match between YouTube and Vimeo. Katie German, an FX artist at the MPC Academy, says: “I shared my reel through Vimeo. An effective system to monitor views and lack of advertisements influenced the decision.”

When Caspian Graca Da Silva – who has now been at Envy for two years – was sending out his showreel, he uploaded it to YouTube and “also created my own website portfolio to house all the tests and look development work that I did during my course”.

Smith explains that she has to “share showreels with our hiring managers, many of whom are working on Linux. So having a streamable (rather than downloadable) reel that works across platforms is hugely important.” So, either Vimeo or YouTube is fine, though the former can come across as being more professional as it has privacy settings and freedom from ads.

YOUTUBE VS VIMEO

Which video platform is the better option for uploading your all-important reel?

(26)

4

Given that the big companies get so many applicants, the challenge is certainly to stand out from the crowd. But don’t be too wacky. There are times, explains Smith where “music choice can detract from the work or even be potentially off ensive in some cases, so a simple reel that highlights the work and has an email address at the end is by far our preference.”

“For entry-level artists,” says Morsy, “one of the biggest mistakes is attempting to showcase all their work without the thought of who they are showing it to. At MPC we have department-specifi c artists so when applying for roles, it helps to have a focus toward a specifi c area.”

Kumar Abhinaw John, who is now at MPC Academy Matchmove, explains, “As I was applying for the matchmove department I made sure I included shots that showed a wide range of my matchmove skills, including tracking a camera with really shaky footage, working on a heavily distorted plate with motion blur and so on. I made sure they were not just the same type of shots or easy ones.”

Chris Bending is a lead crowd TD at MPC London now, but when he was a student, he put together a showreel that demonstrated this approach: “I created a crowd sim tool for Maya so my reel was mostly showing how the tool worked.” An artistic reel might have been an obvious approach, but Bending’s showed MPC how his career might develop. And so it has.

BRAND

YOURSELF

7 WAYS TO CREATE THE PERFECT SHOWREEL

“The showreel that I presented to MPC was for FX,” explains German. “Created mainly in Houdini, it features a viscous FLIP fluid simulation of hot caramel being poured over a cold chocolate ball and melting”

REEL TO REEL

FX artist Katie German talks us through the showreel that got her a place at the MPC Academy in Montreal

“A showreel’s goal is mostly to advertise how you think as an artist and problem solver,” says German, as well as “how much attention to detail is given.” Here, she set herself the problem of melting chocolate, and solved it

As well as showing your work, you also need to show what work you’ve done, so break that down into plates, show your wireframes or whatever you need to do. Here German “also shows each layer of effects created by themselves”

For pieces for the reel “Buddy up with friends who work on complementary tasks you don’t do,” says Renard

(27)

27

5

What your showreel needs to do is convince prospective employers that you are up to the challenge, which means producing something professional. Danny Bodell is a VFX MCR assistant at Envy, and when he put together the reel that got him the job his focus was something that “had a commercial feel to it”. It was a mix of 2D/3D animation, compositing and motion graphics, and he “wanted to make it clear I knew basic and advanced techniques in certain applications, that I understood good composition and the competitive standard of work needed to make it as a digital artist.”

So, assuming your work itself looks good, and the credits or captions explain what you’ve done, the big questions is… to soundtrack, or not to soundtrack? For Morgan, “The best showreels always have a great soundtrack… even on a subconscious level music is extremely eff ective when used well.” But for Morsy, “My team sit in an open plan offi ce so we don’t listen to the music – it’s the visuals we are concerned with. I would advise to spend your time tightening up a shot as opposed to working on fi nding that perfect piece of music.”

So, do what feels right to you musically, and remember that professional doesn’t have to be fancy. “The production value really doesn’t matter to us,” says Smith. “A fancy name card or clever music choices won’t make any diff erence if the quality of the work isn’t there.”

PRODUCTION

VALUE

German’s was an appealingly short-and-to-the-point reel, running to 42 seconds. The second asset was “a pyro simulation for fire and smoke: a small transformer explosion, composited over footage”

German explains that it’s very easy to find assets and work through tutorials for your reel work, but you need to go further and do more. “Not doing so will only hinder professionals from assessing your true skillset,” she adds

“Usually,” German notes, “demo reels include disclaimers in case any part of the work features was not created by the artist in question. However, as I created all the parts of mine, I did not include such a [disclaimer] in the credits”

Renard also advises to “work on as many personal projects as possible” to create more choice for the reel

(28)

7 WAYS TO CREATE THE PERFECT SHOWREEL

6

So, how can you make sure that your showreel stands out from all the others out there? The answer is not to depend solely on your showreel – the whole package has to shine. Smith notes that “a CV that demonstrates a real commitment to and passion for the industry can really support an application.” Morgan goes further, saying “I select candidates who not only have great showreels but also have experience in a client-facing

environment. Working in a pub, restaurant or retail environment whilst paying the bills for uni/ higher education goes down very well in my book and is something I actively look for on a CV. It’s all about showing you are a well-rounded candidate.” He says Envy is looking for “individuals with a rare balance of technical ability and ‘soft skills’ (communication, initiative, decision-making ability and so forth).”

Morsy explains that he spends a lot of time visiting universities and he looks for “engaging artists who are passionate about what they do, who are prepared to go the extra mile to perfect their work. We will give feedback on the work and look for artists that can take that advice on board and come back to us with improvements and showcase their development.” He also notes that if you’re prepared to move, that’s a big plus, adding that MPC is currently looking for artists to join the team in Montreal, and that talent@ moving-picture.com is the email address for interested applicants.

STAND OUT

7

Once your showreel is complete, the next challenge is to get it onto the screens of the people that hire people.

“DVDs and USB delivery of showreels is outdated,” says Morgan. “I think I’ve received one DVD so far this year. It’s all about eff ective communication; how easy can you make it for me to view your showreel? One click via a link in an email to a Vimeo or YouTube account is always preferable over USB/DVD.” Smith is more hardline, saying “Defi nitely don’t send us a hard-copy reel please!”

For John, the best strategy for sharing his work was YouTube, where he uploaded his VFX and 3D generalist showreels. He also put them both on a website he’d created for himself.

“The biggest mistake people make is to assume that they only need one showreel that will suit every application,” says Smith. “Someone might be applying to multiple companies at the same time, particularly when just starting. But every company is diff erent and every company takes on slightly diff erent styles or kinds of work… At Framestore we do a huge amount of VFX work – CG integrated into live action plates – as a result we are looking for photoreal, real-world examples on reels where possible.” So when you come round to sharing your reel, make sure you’re off ering what people are looking for.

SHARING

Keep it short – aim for 60-90 seconds

---Put your best work up front

---Save your second best (or your most complicated) for last

---Caption images to explain what you did

---Use wireframes/cutaways/different angles to explain the work

---Put in – but don’t rely on – music and fancy production values

---Send it wide, but hone it accordingly

---Share it on Vimeo or YouTube

---Make sure your CV is as polished and shiny as your showreel

Find a way to demonstrate your ‘soft skills’

THE ULTIMATE

SHOWREEL

CHECKLIST

Renard says it’s important to highlight which parts are your work if you work on projects with others

John thinks his reel was helped by “knowledge in every department for [a smooth] pipeline” Caspian Graca Da Silva’s next showreel may show off

some of the work he did for Channel 4’s Dispatches Danny Bodell’s 60-second reel was on Vimeo as “it’s simple and it looks more professional than YouTube”

(29)
(30)

THE ART OF FINDING DORY

Over 103,000 storyboards and 1,300 shots were made during production of Finding Dory

(31)

W

hen Pixar released Finding Nemo in 2003 it found itself with an instant classic on its hands and the movie has proved to be one of the most popular of the studio’s feature fi lms to date. Finding Dory, directed by Andrew Stanton and co-directed by

Angus MacLane, has already proved hugely successful, having enjoyed a terrifi c

opening weekend in North America. The new movie tells the story of Nemo’s sidekick, the memory-challenged Dory, as she sets out on a journey to seek a way home.

The fi lm marks yet another instalment in Pixar’s evolution of its application of digital toolkits. 3D Artist recently spoke with Pixar about what it took to dive back into a sea of creative possibilities, revisiting characters, creating a gang of new ones and building environments that seem so very real.

“I was really excited. My fi rst duties were to sit down and anticipate some of the technical issues,” explains John Halstead, supervising technical director on the fi lm, adding that part of his excitement was on account of coming full circle: “My fi rst fi lm at Pixar was Finding Nemo and, so, I was hired onto Finding Dory.”

3D Artist talks to Pixar’s John Halstead to fi nd out

what it took to fi nd Dory and chart a course

through territory both familiar and new

31

Pixar has captured the beauty of light passing through water worlds using RIS technology Katana was crucial to the speed of rendering and realism of the aquatic environments

(32)

The scale of the water was a challenge. John says that “RenderMan figured out how to render it all”

(33)

33

An adventure movie through and through, and one that’s woven through with humour and sentiment, Finding Dory elegantly combines both high stakes and jeopardy with quieter, more lyrical interludes. For the team at Pixar a key, overriding aesthetic touchstone in shaping the storytelling was the trade-off between a sense of realism and something more heightened in the creation of the environments that Dory adventures through: the reef, the open ocean and an aquarium.

Halstead sets the scene for the work that he and his team embarked on. “I’ve been on Finding Dory for about three and a half years,” he begins. I started in November 2012 and the entire production’s been going four years. My job was advocating for resources and working with our fantastic studio tools department.” Halstead also defi nes the key parameter that he and his team worked to, noting that “We really tried to adhere to the fi rst fi lm as closely as possible: any time we diverged from that we’d pull it back.”

For its work in the production’s pipeline, Halstead’s team deployed RenderMan RIS, Presto, Katana and USD. The value of Katana on Finding

Dory was that it off ered virtually real-time

feedback that gave the crew the opportunity to quickly review the rendering of any given frame during production. Further refi ning the work of Halstead’s crew was the integration of USD (Universal Scene Description), which provided them with a scalable system for authoring, reading and streaming time samples.

RenderMan has been iterated many times since the late Eighties and its latest version now lets the studio spend less time doing the heavy lifting of creating invisible light sources and, instead, more time fi nessing the artistry of its work. RenderMan’s

department that handled the humans and the school of fi sh. There’s the simulation department and they handled the clothing, and there’s our eff ects department and lighting and, fi nally, rendering. There were 1,300 shots in the fi lm.” He adds that, “Early on we made a ton of shots and probably 100 shots got cut.”

Every animated movie presents technical challenges in how best to capture reality and Halstead discusses the specifi c, technical challenge that the aquarium settings meant for the production, “The scale and complexity of the aquarium – rendering all of the glass and water in the fi lm – was a challenge.”

Subtleties are a vital characteristic of the visual palette in Finding Dory and Halstead goes on to talk through how his team achieved an authenticity in the creation of water ripples, splashes and bubbles: “The aesthetic for the movie is a caricature of reality: it’s based in nature but it’s cleaned up a bit. You can look at the reef and you’ll see the same form and colour palette that’s familiar from the first movie, but we did add some new elements and then, when we get into the aquarium, there is a little added sophistication and intensity in the rendering.” Halstead also cites a particular aspect of the production on the fi lm, “There are some specifi c challenges to the scale of the water that we’re rendering for Dory.”

Finding Dory off ered Halstead and his team the

opportunity to work with both established and new tools in their part of the pipeline. In doing so, it let the team build yet further on all of the production work that the studio has worked on over the past three decades.

Halstead off ers an insight into the toolkit: “We have a number of fl agship techniques in the

John Halstead, supervising TD

We added three new

technologies to our

pipeline: two of those

were built in-house

RIS technology now takes care of the creation of both direct and indirect light (light refl ected off a given surface).

Halstead breaks down the work on positioning that the technical team were focused on for the production. “In terms of the team that I was responsible for, [it] spanned departments starting in layout, that [helped with] camera and staging, and character (for building the puppets that our animators use),” he says. “We have a crowds

(34)

pipeline and on Dory we added three new technologies to our pipeline: two of those were built in-house and the other is Universal Scene Description, and this is something that allows better interoperability between in-house and non in-house.” Halsted also notes that “The third new thing we added was Katana. Katana is our shading and lighting tool and allows for live rendering, updating and feedback in seconds rather than in minutes. In comparing Finding Dory to Inside Out, we now have a pipeline run with USD.” Digging deeper into the USD it’s worth nothing that it supports just a small number of combine operators, in terms of layering, for scene data. USD helps composed scenes remain understandable. It’s a less is more kind of philosophy.

Finding Dory is notable, too, for being the fi rst

Pixar production to completely implement RIS technology, and Halstead is keen to address how it benefi ted the production. “Our pipeline revolved around the fact that our water was small and so… some of the techniques that we’d use on large scale water eff ects don’t apply as much,” he explains. “On a smaller scale, the splashy parts have a glassy, silvery quality to them and the transition between splashes and non-splashing parts of the water is very smooth. To render that we used RenderMan RIS, which provided more accurate rendering of how light behaves in the real world: there’s a ton of refl ection and refraction. We started being able to treat bubbles as a more physical eff ect. The renderer would throw rays at it and [we’d] build up light within the splash.”

For Halstead, there’s a benefi t off ered by the RenderMan iteration that other tools just do not provide and he describes how “New RenderMan really played a big role in the rendering of the aquarium, for compositing small water with larger water. Computers like to work with hard and fast

rules… We’re spending less time on technical heavy lifting. In order for artists to work more quickly, artists can just grab small simulation domains. Compositing simulation domains as an implicit fi eld gives our artists fl exibility.”

The marine life in the fi lm showcases a really diverse array of materials, and Halstead explains the longstanding tradition at Pixar of referring to reality to create an animated version of it that might just play with that reality a little. This fi delity to the essence of real landscapes and creatures proved an interesting challenge for Hank the Octopus. Halstead explains further: “Hank was a

Developed by Pixar, USD enriches data communication between applications

character that Andrew Stanton wanted in the fi lm from the start,” he tells us. “One of the things that’s amazing about octopuses is how fl exible they are. Hank was certainly the most challenging character: how do you make an octopus that’s appealing and can deliver a performance? We spent a lot of time doing research and looking to nature for inspiration. Octopuses are so complex that it’s daunting just to break down what you see.” Halstead talks a little more about Hank’s arm rig that was built for the performance, describing it as a “sophistication that we needed to achieve and there was a huge challenge in terms of how to best use the rig. The Hank shots typically took three times as long to animate as other characters. When the artists were initially blocking out a shot they’d turn off Hank’s arm and just draw it in and this got them to get a buy off [on a shot].”

With Finding Dory, John Halstead and his crew had the opportunity to meet the challenge of a sequel to a phenomenal success: being both familiar and new in the right combination and, like last year’s Inside Out, this latest movie gives Pixar the chance to continue refi ning nuances and subtleties in its work.

Pixar movies are precision-built creative endeavours and this distinctive storytelling is present in every part of the frame, from character design to animation through to the environments and the way light moves. How timely, then, that 2016 marks the 30th anniversary of Pixar’s fi rst short fi lm, ‘Luxo Jr’.

With Finding Dory, Pixar has clearly made a rich return to familiar waters whilst also managing to steer an exciting new course to someplace new. With evident satisfaction, Halstead sums up the creative journey by suggesting that, “I think a refi nement [of Finding Nemo’s aesthetic] is a good way to describe it”.

BUILDING UNDERWATER WORLDS

John Halstead, supervising TD

RenderMan really

played a big role… We’re

spending less time on

technical heavy lifting

(35)

35

FINDING DORY IN NUMBERS

The key statistics behind the prod

PEOPLE IN TECHN

ROLES WORKING A

OF A PRODUCTION

CREW ACROSS

VARIOUS DISCIPLINES

TOTAL OF

SHOTS IN THE FILM

THE LATEST VERSION

OF RENDERMAN

RS OPENING WEEKEND

ILLION

MILLION

(36)

PAGES OF

22

(37)
(38)

65 PRO HACKS FOR BLENDER

02

 

LEARN YOUR HOTKEYS

Left-hand keyboard effi ciency is key to working fast, especially in Blender.

Brennan Letkeman

03

 

STARTING UP

Go to File>User Preferences>Input>and check Emulate 3 Button Mouse and Numpad. Go to System and change dpi to 65, which gives you more space, and tweak the Solid OpenGL lights to make the shadows in the viewport more

prominent. Then activate plugins like F2, Node Wrangler, LoopTools and Extra Objects, and download sculpt plugins such as Bevel Curve Tools Master and Blender Sculpt Tools Master.

Yanal Sosak

04

 

COLOUR BALANCE

The colour management tab is a quick and great tool for both colour balancing and grading. Use the built-in scopes to get a better idea of the actual colour balance of the image.

Daniel Vesterbæk Jensen

05

 

QUICK PREVIEW

Enable the Node Wrangler add-on, then on the Node Editor, press Cmd/Ctrl+Shift+left-click on any node to attach a viewer node for a quick node preview while a real-time render is enabled in the viewport.

Reynante Martinez

06

 

INTERIOR LIGHTING

For interior rendering, ambient occlusion is the most important setting that you absolutely need to understand correctly in order to get better ambient illumination.

Joan Savalli

07

 

DEFAULT ADD-ONS

Make use of the many add-ons included in Blender by default. You can activate them in File>User Preferences>Addons. My favourite ones are Node Wrangler by Greg Zaal, Bartek Skorupa and Sebastian Koenig; and Pie Menus by Sean Olson, Patrick Moore and Dan Eicher.

Rico Cilliers

08

 

LAYER MANAGEMENT ADD-ON

A great add-on for organising your scene is Layer Management. It not only gives you the option of customised layer names but it also lets you select items by layer. This is great if you have a very dense scene scatter across many layers.

Wing Wai Sze

09

 

OUTPUT AT 100 PER CENT

Most of us forget that the default value of Blender output is set to 90 per cent, which might degrade the quality of your output render.

Mrityunjay Bhardwaj

10

 

EDIT MODE BOOLEAN

This tool can be accessed via the Faces menu while in Edit Mode, or with Cmd/Ctrl+F to quickly go to the menu, and selecting Intersect (Boolean). It basically lets you use the Boolean modifi er’s Diff erence mode in the edit; it can save lots of time without going through the modifi er.

Wing Wai Sze

11

 

BREAK COMPLEX THINGS DOWN

Isolating individual components of the main scene into separate scene(s) will enable you to treat each piece as independent work. It is also a good idea to learn how to reuse assets by linking, kitbashing or using plugins such as AssetManager.

Jüri Unt

12

 

MANUAL MATCHMOVING

Don’t be afraid to matchmove an object by hand. This is something I do all the time at work. An actor will be holding an object that we need to add VFX to, so I quickly model the object and line it up with the plate, not worrying about lenses, perspectives or anything.

Sean Kennedy

13

 

SET KEYS FOR MATCHMOVE

Once it’s lined up, I set keys for position, scale and rotation, then go through the shot manually animating it to match as best I can. I know some of you are cringing, but you’d be surprised at how well this works. I’ve used it on everything from a supervillain’s weapon to the entire interior of a vehicle.

Sean Kennedy

14

 

POLYS AND PERFORMANCE

When working on a large project with extremely high-poly models, performance becomes an issue. One simple hack to improve performance is to disable Outline Selected in the N panel in the 3D view.

Rico Cilliers

15

 

FREE RENDERING

Use Sheep It to render. Sheep It is a free distributed render farm for Blender that means you can render anything for free.

Mrityunjay Bhardwaj

01

USE RANDOM COLOUR

SCRIPT TO CREATE ID MASK

Although Blender has its own ID Mask

method you can’t use it in other image

editing software (like Photoshop or GIMP),

but you can make use of this amazing

script by EugeneKiver. It creates proper

ID maps for you (blendswap.com/

blends/view/66370).

(39)

39

GETTING THE MOST OUT OF BLENDER –

FROM BEGINNER TO EXPERT

If you’re just starting in Blender, what do you think is a good way to learn more?

Tutorials are great, of course, but I’ve always approached tutorials as a small stepping stone for a bigger project. I’ve always had something in my head that I wanted to achieve, and then pieced together diff erent tutorials on how to achieve individual details and components rather than just following “Oh, today we’re going to learn about this thing you probably don’t care about” blindly.

And then once you’re more experienced?

You’ll pick up hotkeys, you’ll pick up

methodologies as you go (and realistically, just make up your own) and they’ll become increasingly comfortable and effi cient with time.

Whether you’re just starting in Blender or are already a power user, industrial designer Brennan Letkeman outlines helpful ways of getting the most out of the software

Blender usually has fi ve ways to do basically any single task, so you’ll arrive at the ones you prefer and link up nicely with each other.

What are the core parts of Blender you think an experienced artist should master?

Learn lighting, texturing and rendering. If you ever watch VFX breakdown videos – the ones about how they made your favourite big-budget Hollywood movies – you’ll notice that the models and geometry are actually really basic. Around 80 per cent of what makes a movie animation cool and realistic is lighting, materials, particles, getting depth of fi eld and physical camera eff ects right. A bad model with great rendering is better than a great model with terrible rendering.

McLaren MP4

by Daniel Jensen

Wing Wai Sze

used Cycles’ material node system for the armour finish

(40)

65 PRO HACKS FOR BLENDER

BLENDER HOTKEYS

Rotate view along the y axis (relative to the current view)

In Object Mode this selects and renders the desired area only.

Fill a hole with a custom mesh.

Convert a triangulated mesh to quads.

Triangulate a mesh.

In Edit Mode, a brush tool to select vertices, edges or faces. In Object mode a way to select one or more objects with a brush tool.

Shortcut for adding a level of subdivision surface (modifi er) to a selected object.

Join the selected objects to the active object.

HOLD CTRL WHILE MOVING, ROTATING AND SCALING

Enables you to use the snap tool easily without having to toggle the button in the viewport.

Starship Adamant

by Daniel Brown

Starship corridor

by Daniel Brown

Reynante Martinez utilised The Cycles Material Vault’s Concrete02 material on

(41)

41

16

 

EDITOR SHORTCUTS

For quick access to Blender’s various editors, without the need to press the header icons, use the following keyboard shortcuts: ěũ'($3śĉũ$.1ũ .%(!ũ"(3.1 ěũ'($3śĊũ$.1ũ."#ũ"(3.1 ěũ'($3śČũ$.1ũ83'.-ũ.-2.+# ěũ'($3śĎũ$.1ũĊũ(#6ũ"(3.1 ěũ'($3śďũ$.1ũ1/'ũ"(3.1 ěũ'($3śĐũ$.1ũ1./#13(#2ũ"(3.1 ěũ'($3śđũ$.1ũ("#.ũ#04#-!#ũ"(3.1 ěũ'($3śĒũ$.1ũ43+(-#1 ěũ'($3śĈćũ$.1ũĵ ,%#ũ"(3.1 ěũ'($3śĈĈũ$.1ũ#73ũ"(3.1 ěũ'($3śĈĉũ$.1ũ./#ũ'##3 Reynante Martinez

ĈĐ

 

FIND ADD-ONS

You can learn to write your own, of course, but for most modellers you’ll fi nd a huge library of things people have written to solve specifi c challenges they faced. From automating rote tasks to creating cool new features, add-ons can improve basically anything.

Brennan Letkeman

Ĉđ

 

USE SHIFT+G TO SELECT SIMILAR

This could be a huge timesaver for you as you can select regions with a similar nature (like material, perimeter, normal and so on) rather than selecting each of them individually.

Mrityunjay Bhardwaj

ĈĒ

 

TWEAK AUTOSAVE INTERVALS

You can easily set Blender’s autosave intervals and save versions (BLEND1, BLEND2 and so on) by going to File>User Preferences and clicking on the File tab. I have my own autosave interval permanently set to two minutes, and my save versions set to three.

Rico Cilliers

ĉĈ

 

NOISY RENDERS

Sometimes Cycles just can’t clean up noise. I like to create a patch for compositing. I choose a frame where there is noise and let it render with unlimited samples. Then I save as an EXR. On an empty layer, create a small plane, subdivide and shrinkwrap it to the object so it covers where the render noise is happening. Project the clean frame rendered, make the shader an emission set to 1.0 and render with an alpha channel.

Sean Kennedy

ĉĉ

 

MAKE THE MOST OF MODIFIERS

Be more fl exible, work faster and smarter by utilising modifi ers. Explore each of the available modifi ers to better understand how they can benefi t you in your daily workfl ow.

Jüri Unt

ĉĊ

 

KEEP IT CLEAN

Complex meshes almost always need some cleaning at the end. Everyone should know about Blender’s clean-up tools. These can be found in Edit Mode at the bottom of the 3D View: Mesh>Clean up.

Daniel Brown

ĉČ

 

G0 STRAIGHT INTO SCULPTING

Sculpting characters regularly, I like to spend more time on sculpting and less time on setting the scene up, and creating light and materials. For a quick lighting setup, I open up a new Blender scene and I create the lighting on three layers: a layer for the main lights, a layer for the key lights and a layer for the rim lights.

Yanal Sosak

ĉĎ

 

TEST LIGHTS

I use a default sculpt for testing the lights. The size of the sculpt is important – you will have to use that size for the rest of your sculpts in order to tweak the lights less.

Yanal Sosak

ĉď

 

NODE WRANGLER

When working with nodes use Node Wrangler to optimise your workfl ow. A hotkey list can be found in Add-ons in User Preferences.

Daniel Vesterbæk Jensen

ĉĐ

 

USE VERTEX GROUP TO SAVE

YOUR SELECTIONS

Sometimes you may want to use some regions of your mesh more often and you don’t want to select them every time, so you can use vertex group to save selected regions.

Mrityunjay Bhardwaj

ĉđ

 

EXPAND AREAS

Shift+Space with your cursor in any given area will fullscreen it (and Shift+Space will enable you to go back). It is super useful if you need a lot of working space in either the 3D view for modelling or the node area for setting up nodes. I like keeping things as clean as possible, so I use this refl exively. This feature is also very handy for viewing renders.

Brennan Letkeman

ĉć

ADAPT THE UI

I have favourite tools that I fi nd are

indispensable. I’m a hard-surface modeller,

so for UI setup, I use Snap To Grid in the 3D

window, and always use MatCap shaders

and screen space ambient occlusion to

make geometric details pop so I can see

where my details are good and

where more work is needed.

Daniel Brown

'#ũ31-04(+(38ũ.$ũ'4,-ũ-341#ũ 8ũ 1(384-)8ũ'1"6)

References

Related documents

(Painvin, et al, 1979) During the first stage of the ‘triple jump,’ students received the problem description and requirements. No more than fifteen minutes were needed to determine

The present systematic review found limited evidence to suggest that acute exercise or exercise training has a significant effect on energy or macronutrient intake. However,

Trţište se oblikuje prema potrošačima, pa sukladno s tom informacijom je obraĎen utjecaj akcije „Kupujmo hrvatsko“ na potrošače, kakvo stanje u svijesti

Thanks to the anisotropic optical properties of reactive mesogens and of the polymer films formed by them, licrivue® can be used in a wide range of optical elements. Don’t

If you took an approved leave of absence from a Municipal Pension Plan employer, you may be able to increase your pensionable service by purchasing the leave time for which you

To point out the advantage of the HiFlexRP with regard to performance, Table 7.3 depicts a comparison with related work, which provides timing information on rekeying costs based

Одредити интензитет вектора положаја материјалне тачке чије су координате (1,4,-8). Израчунати пређени пут и средњу брзину аутомобила.. Аутомобил

Rule 14.04 - A lawyer who accepts the cause of a person unable to pay his professional fees shall observe the same standard of conduct governing his relations with paying