Mat Van Den Art's Blog

Overlord

Posted in "M" Master Project Tools & Techniques by matvandenart on May 2, 2010

This project is entirely about mesmerism. The intention was to cause passersby to stop and stare up at the 50 meter wall on which the Overlord appears. He stares down at them, surrounded in a swirling reaction-diffusion fluid. He appears indifferent and his facial expression does not change.

The reaction-diffusion responds to the brightness of the pixels in the video as well as the motion from frame to frame. The motion creates ripples which propagate across the screen and influence the formation and destruction of the RD patterns.

Vodpod videos no longer available.

Robert Hodgins was able to prove the simple geometrical shapes if given generally recognisable properties can be perceived by human mind as data we can interpret in the real world. By assigning generally recognisable characteristics to individual particles we are able to simulate real-time informational flows.

Robert took information source and changed its visualization method relying on audience’s ability to interpret and understand the output information. This approach to data visualization explores human ability to recognize and process atypical/new information sources and interpret them into real-world understanding triggering possibility of new knowledge.

Stippling

Posted in "M" Master Project Tools & Techniques by matvandenart on May 2, 2010

Another example of innovative visualization of a data source is Stippling project. In this project Robert Hodgins uses innovative way of displaying interactive particle data maps driven by an black and white graphical data input. Hodgins used Processing programming language to achieve his artistic vision.  Single information threads were assigned to the individual moving particles which played role of visual data holders. General image motion was invoked by interaction of individual particles put in motion by external information feeds.

Vodpod videos no longer available.

Robert Hodgins was able to prove the simple graphic elements as dots if given generally recognisable properties can be perceived by human mind as data we can interpret in the real world. By assigning generally recognisable name and properties to particles we are able to simulate real-time informational flows. This idea was further explored by James Frost – film director – in his concept design for Radioheads music videoclip.

James Frost in House of Cards video clip used scanned information of a human face translating it into three dimensional placement of dots on computer screeen. Each particle rendered on the screen corresponds with a certain point of singer’s face. Human brain is able to link individual particles and interpret the dotted information as a human face again. Frost took information source and changed its visualization method relying on audience’s ability to interpret and understand the output information. This approach to data visualization explores human ability to recognize and process atypical/new information sources and interpret them into real-world understanding triggering possibility of new knowledge.

During the course of creation visual narrative for my MDes project I was inspired by upper mentioned artists and their individual innovative ways of data displaying and sharing. In the project I have been using statistical and mathematical data concerning the globalizatized capitalism to create new visual representation of the data combining statistical approach of Hans Rosling with interpretational approach of Christobal Vila and minimalistic style of James Frost .

Hans Rosling – GapMinder

Posted in "M" Master Project Tools & Techniques by matvandenart on May 2, 2010

With the advent of digital communication technologies, an enormous quantity of information can be stored and transferred. This incredible communication potential of integrated internet networking has created new opportunities for data/information to be generated, shared, transferred and new knowledge to be generated starting the new cycle again.

During the visualization research phase of the project I have been greatly influenced by a Swedish professor of international health Hans Rosling and his data visualization initiative called GapMinder. Rosling developedGapMinder as a personal initiative project which would help global governments to make more precise aid, development and financial decisions based on innovative ways of displaying statistical data.

To see GapMinder application click here

GapMinder simplifies the decision-making process on all levels of decision-making ladder  by  allowing instant access to the latest statistic information from various sources being displayed in the form understandable for human brain. Rosling’s approach to data visualization involves display not only economic information but also social and health related information comparison of which helps us to generate new knowledge.

Robert Hodgin – Flocking

Posted in "M" Master Project Tools & Techniques by matvandenart on May 2, 2010

Robert based this project on his previous experiments he has done with perlin noise flocking. All he wanted was a couple videos of flocking using a 3D crow (or is it a raven) he would provide. Simple enough. But given the tight deadline, the thought of doing a render and posting it and waiting for approval or changes and then implementing the changes then rerendering and reposting, etc… That process didn’t make sense for this project so we decided to deliver them an application instead.

Vodpod videos no longer available.

Using Processing, Robert Hodgin started playing around with the flocking behavior to make it more customizable. The original version of the flocking experiment had very few controls and they had to be hard-coded. There was no run-time adjustment. This was the first thing addressed. Several new parameters were added. They included population density, gravity, drag, collision avoidance, flight range, camera position and tracking, and a few toggles such as tethering strings, floor plane, and bezier curves. Once the parameters were tweaked to the user’s liking, they need only to hit the spacebar and an image sequence of PNGs would start saving to the harddrive.

Once he had the exported image sequence, it was pretty easy to put it into a post processing application and work his magic. See one of the final spots below. Or you can view them on the Nervo.tv website. The birds where used in the top three spots.

Using Processing, Robert started playing around with the flocking behavior to make it more customizable. The original version of the flocking experiment had very few controls and they had to be hard-coded. There was no run-time adjustment. This was the first thing addressed. Several new parameters were added. They included population density, gravity, drag, collision avoidance, flight range, camera position and tracking, and a few toggles such as tethering strings, floor plane, and bezier curves. Once the parameters were tweaked to the user’s liking, they need only to hit the spacebar and an image sequence of PNGs would start saving to the harddrive.
Once he had the exported image sequence, it was pretty easy to put it into a post processing application and work his magic. See one of the final spots below. Or you can view them on the Nervo.tv website. The birds where used in the top three spots.

Vodpod videos no longer available.

Greg Judelman – Knowledge Visualization Thesis

Posted in "M" Master Project Tools & Techniques by matvandenart on May 1, 2010

With the advent of digital communication technologies, an enormous quantity of information can be stored and transferred. But with increasing possibility comes increasing complexity. As indicated by the dissatisfaction often experienced by users of information technology, current systems of accessing, organizing and navigating information are proving insufficient.

Visualization, the representation of information on an interactive map, is a strategy to make more efficient use of cognitive resources when processing complex information. The design of mapping systems which can not only present information but communicate knowledge, however, is lacking a comprehensive theoretical foundation. This would account for the following issues: the nature and structure of information and knowledge, the strengths and limitations of the cognitive and perceptual systems, the social context of knowledge work and visual discourse, the semiology of representation, and the implementation and assessment of interface metaphors.

This thesis explores aspects of these key areas and presents a state-of-the-art in visualization strategies which are classified according to three informational meta-structures: complexity (paths), context (relationships), and dynamics (change). Analysis of these systems facilitates the distillation of the following principles for knowledge visualization design: map, optimize, stabilize, adapt, and digitalize.

Similar Diversity

Posted in "M" Master Project Tools & Techniques by matvandenart on May 1, 2010

Similar Diversity is an information graphic which opens up a new perspective at the topics religion and faith by visualizing the Holy Books of five world religions. Communalities and differences of Christianity, Islam, Hinduism, Buddhism and Judaism are shown up in this datavisualization.
The visual’s basis is an objective text analysis of the Holy Scriptures, and works without any interpretations from the creators’ side. Despite – or even because of this abstraction, the artworks are not only working on an informal but also on an emotional level. The viewers should be inspired to think about own prejudices and current religious conflicts.

ll visuals are based on the real results of a text analysis which is realized with different tools.
The evaluation is done in the node-based programming tool VVVV, which can be downloaded free for non- commercial use. The so gained data is visualized with the open-source programming environment Processing. Processing is based on Java, what also enables the implimentation of an online application. It’s developed by Ben Fry and Casey Reas for students, artists, designers and developers to create images, animations and interactions. The software can be found at processing.org

The analysed wordcount is in total 2.903.611 (15.625.764 characters).
English translations of the Holy Books, downloaded as digital versions from the internet, were used for textual analysis. The creators cannot grant absolute correctness of analysis for several reasons.

As in Christianity, Islam and Judaism only one book is building the religion’s base, Hinduism and Buddhism are referring to several scriptures. In addition to that some of the books, like the Buddhist Pali Canon, are not completely translated yet. We were not able to consider all scriptures, the most spreaded ones were chosen.

Node 08 - Exhibition (2)

The large arc visual shows the 41 most frequent characters from different Holy Scriptures and their communalities.
The characters are aligned alphabetically on the x-axis. Their names’ and the arcs’ size is calculated from their total wordcount in all scriptures. According to that, characters which play a big role in several scriptures are displayed larger.

The colored segments of the arcs are showing the frequency of the word resp. the character in the particular Holy Books.

Below the names can be found bar charts which are breaking down the activities of the characters in detail. The verbs are gained by filtering them out of the texts, technically each verb straight after a character’s name is taken. In case of the word order “God loves” the verb “loves” is referred to the charcter’s name “God”. The hight of the rows and the font size show the frequency of particular activities.

bar chart

The numerous arcs connecting the names in the upper part of the visual symbolize similarities of the activities assigned to a character pair. An algorithm calculates the according activities of every couple. Based on these results, the different stroke sizes and shades of grey are calculated.

The numerous arcs connecting the names in the upper part of the visual symbolize similarities of the activities assigned to a character pair. An algorithm calculates the according activities of every couple. Based on these results, the different stroke sizes and shades of grey are calculated.

you in the holy books

Those five graphics are showing the positions and the frequency of the word “you” in the different Holy Scriptures. “You” acts in most cases as a request to abide codes of behaviour or moralities, and so aims most directly at the reader.

Each picture is read from upper left to down right, whereas the most upper left pixel represents the first word of each book, and the most down right pixel the last one. Every colored position (word) means the word “you”.

typo

The typographical elaboration shows the main characters, which were ascertained due to their entire appearance. Different sizes correspond to the total amounts of appearance in all scriptures, colored letters to the religions according to the leading part of the character.The graphical arrangement has been crafted in this case. The characters’ order contains in that case no information but was merely chosen by design principles.

Data Visualization Methods

Posted in "M" Master Project Tools & Techniques by matvandenart on May 1, 2010

Sketches

An example for a flipchart sketch used in a management meeting

An example of a flipchart sketch used in a management meeting

Sketches are atmospheric and help quickly visualize a concept. They present key features, support reasoning and arguing, and allow room for own interpretation. Sketches are heavily used by architects and urban planners for analytical and design tasks and to communicate ideas or visions. Another type are instant napkin sketches, for example to explain the way to a specific place, which is heavily used in Tokyo. In business sketches can be used to draw on flip charts and to explain complex concepts to a client in a client meeting.

Images

An image can trigger emotions (copyright www.2sekmanager.ch)

An image can trigger emotions (copyright http://www.2sekmanager.ch)

Images are representations that can visualize impression, expression or realism. An image can be a photograph, a computer rendering, a painting, or another format. Images catch the attention, inspire, address emotions, improve recall, and initiate discussions. Images are instant and rapid, instructive, and they facilitate learning. A subtype are visual metaphors. They support recall, lead to a-ha effects, and support reasoning and communication.

Knowledge Maps

Tubemap from www.vasp.ch

Tubemap from http://www.vasp.ch

Maps represent individual elements (e.g., roads) in a global context (e.g., a city). Maps illustrate both overview and details, relationships among items, they structure information through spatial alignment and allow zoom-ins and easy access to information. Maps generally have a scale that determines the size of an object represented on the map in relation to its actual size. Some maps are not scaled, for example the tube map that uses a visual system that distorts the real distances to obtain a more readable map. The features on a map depend on the map’s purpose: a road map displays roads, a tube map shows the tube system, and thematic maps represent thematic entities. Further examples of maps are inter-active satellite maps (Global Positioning System, GPS) – combined with superimposed layers of location based information (e.g., restaurants, shops, history of a building) – for car drivers or users of mobile devices.

Objects

Scan of and 3d prints can also be used in marketing

Scan of and 3d prints can also be used in marketing

Objects exploit the third dimension and are haptic. They help attract recipients (e.g., a physical dinosaur in a science museum), support learning through constant presence, and allow the integration of digital interfaces. Many cities have a wooden three-dimensional model of their city, but often only of their core cities. An impressive model is the model of Shanghai. The creation of such models is expensive and time consuming. Despite all the wonderful possibilities of virtual reality applications, the qualities of a physical model still attracts us more and are more suitable for gaining an overview and understanding spatial relationships. As soon as we need to work with the model and switch on or off different layers of information, a virtual model can become more powerful. Such a virtual three-dimensional model annotated with additional information (e.g., Google Earth) could be used to simulate all kinds of information (weather, history, people, cars, etc.) or to simulate temporal data, such as potential future development scenarios.

Interactive Visualizations

Boids AS3 Demo

Treemap tool. Download and test the tool from macrofocus.com

Interactive visualizations are computer-based visualizations that allow users to access, control, combine, and manipulate different types of information or media. Interactive visualizations help catch the attention of people, enable interactive collaboration across time and space and make it possible to represent and explore complex data, or to create new insights. Interactive geographic information systems are appreciated by the general user and have lately been used by companies or portals as an orientation layer to map additional information, such as hotels, cafés or instant mapping of the amount of rain that is falling, be it integrated into websites or into board computers of cars. The figure shows a tool to explore abstract data (i.e., budgets) with different filtering criteria. Sliders can be used to interactively filter the dataset. This kind of visualization allows to explore a larger amount of structured data. It is good for analytical purposes, but too complex for the communication to the general public or different stakeholders. Another subgroup of this type are interactive animations, fly-throughs, or movies that need a story board. Another example of interactive visualization is augmented reality, which means superimposing relevant information in real time on windscreens of cars or special eye glasses.

Thinkmap and Visual Thesaurus

Thinkmap is a SDK for customers who want to develop applications for using their own data. The company has developed a visual thesaurus. Just test it to find out how it works.

http://www.visualthesaurus.com/

http://www.thinkmap.com/

Christobal Vila – Nature by Numbers

Posted in "M" Master Project Tools & Techniques by matvandenart on May 1, 2010

Gianbattista Vico argued, knowledge invention involves not only ingenuity and imagination, but recollection. In my view, one of the primary functions of creative research is to study, document and valorise these periods in which the usual logic of combination is suspended.

Practice as research: approaches to creative arts enquiry, By Estelle Barrett, Barbara Bolt, 22p

What Vico says is that we do not need to search for new knowledge/information in new places but we can gain it by combining the information already available to us simply displayed in appropriate innovative form.

Cristobal Vila in his short film Nature by Numbers was able to interpret mathematical formulas of Fibonacci Series and Spiral, The Golden and Angle Ratios, The Delauney Triangulation and Voronoi Tessellations in the visual form assuring understanding by general public.  Vila was able to show the audience these formulas have reality beyond the minds of mathematicians. They present themselves in nature. Choice of innovative visualization method enabled Christobal Vila’s project to generate new awareness and possibly generate new personal knowledge for individual audience members.

Addition Subtraction

Posted in "M" Master Project Tools & Techniques by matvandenart on May 1, 2010

This project shows the ability of processing programming environment to process more than 20,000 particles which react to external forces and can be reborn locally if they should happen to stray too far. Into this mess of particles, you can place either an attractive force (gravity) or a repulsive force (orbital). The attractive forces pull every particle towards it based on the laws of gravitation. The repulsive forces spin either clockwise or counterclockwise and any particles nearby would be thrown away from the center of the rotating force.

This example could be used to visualize realtime interaction between digital environment and the audience portraying our ability to control one point in time but newer to control whole environment.

Vodpod videos no longer available.

Robert Hodgin – Solar

Posted in "M" Master Project Tools & Techniques by matvandenart on May 1, 2010

Solar is another project by Robert Hodgin where Robert uses grid of particles mapped on spheres motion of which is driven by steam of audio data. This project shows innovative of presenting data mapped to the particle position and driven by external data source.

Vodpod videos no longer available.

Rober Hodgin – Turbulence

Posted in "M" Master Project Tools & Techniques by matvandenart on May 1, 2010

Turbulence is another offshoot from the Magnetosphere project. Here, Robert Hodgin locking the particle positions onto the surface of a sphere. They are still free to move about and push on each other, but none can leave the surface of that sphere.

The particles, even when being dynamically modified with audio, really just want to find their place and stay put. There isn’t much activity. The problem according to Hodgin has been remedied by adding a rotation velocity.

Vodpod videos no longer available.

Face Anatomy Sculpting

Posted in "M" Master Project Tools & Techniques by matvandenart on October 21, 2009

This 60 minute tutorial explains how to sculpt the anatomy of the human face using ZBrush’s innovative ZSpheres and advanced Digital Clay system. Most of the major muscles of the face are covered with an emphasis on those most responsible for the form and function of facial expressions.

This tutorial focuses on the arm and shoulder region of the body. Ryan focuses on the primary muscles responsible for form and function. Many muscles are simplified for presentation.
The Ecorche is sculpted in ZBrush 3. The musccles are created using ZSpheres and ZBrush’s sculpting brushes.

ZBrush is the industry leading application for digital sculpting, a rapidly growing sector of the 3D industry. While sculpting in ZBrush artists work with highly advanced digital clay that consists of millions and millions of polygons. However, when artists need to transport those milions of polygons to other 3D applications it is necessary to engage in the polygon economy and start redistributing the wealth. This tutorial will show the artist how to retopologize a model in ZBrush as well as how to reproject the sculpting details from one model to another.

Creature Design

Posted in "M" Master Project Tools & Techniques by matvandenart on October 21, 2009

n this tutorial Alex will show his techniques for designing the texture style for a creature head. Using a new model made for this tutorial based on a personal sketch, the creature’s skin detailing and style is designed in both 2D and 3D. With a 2D grayscale drawing, little information exists for how the creature would look once textured. Using Photoshop we can quickly develop a variety of looks which can be photo-realistically previewed in both Photoshop and Maya.

By layering specular, reflection and ambient occlusion passes out of Maya, the textures can be designed photorealistically in Photoshop while being projected onto the surface and rendered from different angles in 3D. This approach allows a texture artist to show a supervisor various approaches to a creature’s texture design in little time. Once a look is approved, this technique makes the process of developing the final textures quick and straight forward.

This “making of” demonstration and lecture began with the decision to create a new still image and record the entire process. Using Maya, UVlayout, ZBrush and Photoshop, “Smile” was created in ten hours over the course of a couple evenings. Observe and listen as Alex shares his workflow, thought process and techniques, covering everything from creating a base mesh and laying out UVs to creating a final comp in Photoshop.

Trin was started to create a high-res 4k still image, yet evolved to become a looping ten second animation rendered in vertical HD at 1200×1920 to be displayed on a wall-mounted digital display. Starting from a personal sketch, Trin was created in twenty hours using Photoshop, Maya, Zbrush, UVlayout, Bodypaint and Mental Ray. The entire process was recorded and is demonstrated using timelapse footage, where I explain every step with an emphasis on both the technical and aesthetic thought processes. The process covers everything from orthographics to shaders, lighting and compositing.

These chapters represent a technical overview of how the image ‘Fume’ was created using Maya, ZBrush and Photoshop. In contrast to some of my other work on Gnomonology and The Gnomon Workshop, Fume was created without any initial design direction. There was no sketch to develop, as was the case with Jester or Trin. Therefore this tutorial demonstrates a slightly different workflow as I allowed a design to evolve organically. The actual creation of Fume was not recorded, therefore these lectures are all created in realtime as I explain, in detail, the process of creating the image. ‘Fume’ has been toprow plugged at cgtalk, zbrushcentral, 3dtotal and was a ‘daily deviation’ at Deviant Art.

This ‘making of’ demonstration and lecture began with the decision to take a personal sketch, develop it in 3D and produce a lifesize print. This would require the development of high-resolution detail and textures that could hold up to a 4000×6000 pixel render, effectively making Jester a film-res character. Using Maya, UVlayout, Zbrush, Bodypaint and Photoshop, ‘Jester’ was created in 60 hours. Observe and listen as Alex shares his workflow, thought process and techniques.

Simon Blanc of Blur Studio, shows you the tools he used to create his ZBrush work No More Wine. Follow along step by step asSimon creates his base character from ZSpheres then continues to sculpt and paint.

more wine

In this tutorial Jose Drust, Senior Character Artist at Vicious Cycle Software, shows you how to bake your ZBrush materials into a texture map.

matcaps

Character Texturing

Posted in "M" Master Project Tools & Techniques by matvandenart on October 21, 2009

BEHIND THE SCENES (BTS) is a new and exciting DVD series developed to showcase the creation of a game cinematic sequence. The series follows a team of artists as they demonstrate their production techniques from concept phase to final rendered animation. In this chapter of the BTS series Ben Neall explores the many aspects of texture creation for the main character Geo. Some of these aspects include techniques such as UVing, Projecting, Texture Painting using 2D and 3D softwares, as well as overviews of shader and render setup. Ben also shows techniques to help the artist in the visual development stage, using compositing software to make real-time decisions. The viewer will also see actual production meetings in which the design and creation of the textures are discussed.

In this DVD, Ian textures and completes the game cinematic character he modeled in Character Modeling for Production. In this lecture, he shows different techniques to UV map objects of various complexities quickly and efficiently using 3ds Max’s UV tools and DeepUV. Ian covers both hand-painted and image-based methods to create textures for the character. From there he uses various ZBrush plugins to both block-in and finalize textures and he uses BodyPaint to fix seams and to begin new textures. Ian demonstrates a variety of other techniques incorporated in the Max > ZBrush > BodyPaint pipeline and shows you how to enhance the hair created in his first DVD, and take it to a more finalized level. Finally, Ian shows how you can reuse your rigs from character to character using Biped, and how to use Adobe Photoshop® to add an extra level of professionalism to your final models before submitting them to a client. In this DVD Ian uses: Max, DeepUV, PolyBoost, ZBrush, ZappLink, Zmapper, BodyPaint and Adobe Photoshop®.

Character Modeling

Posted in "M" Master Project Tools & Techniques by matvandenart on October 21, 2009

Richard Smith guides you through modeling a Next-Gen game character. Richard starts with a rough concept design and then creates a low-res base mesh. From there he sculpts each part in ZBrush with special attention paid to creating realistic clothing folds. Once each part is completely sculpted Richard retopologizes it inside of Maya using a plug-in called Nex. Finally, using XNormal he creates the normal map and then sets everything up in Maya.

BEHIND THE SCENES (BTS) is a new and exciting DVD series developed to showcase the creation of a game cinematic sequence. The series follows a team of artists as they demonstrate their production techniques from concept phase to final rendered animation. This chapter in the series focuses on the creation of the character Geo, a seasoned veteran of numerous infiltration missions. Cajun Hylton takes the viewer step-by-step through the 3D modeling process, from simple proxy to final model using Maya and ZBrush. The viewer also gets to go behind the scenes and witness actual production meetings that discuss the design and creation of the character.

n this DVD, Ian shows you the tools and techniques he uses to quickly create a full character model in 3ds Max, leading you through the basic character production pipeline used at Blur Studio. He takes you through the process of building clean geometry using Max’s built-in toolset as well as using the PolyBoost plugin. Ian shows how to easily enhance objects with ZBrush, and how to quickly find the form and detail of your character. From there he demonstrates how to bring the geometry back into Max to make it animation friendly by retopologizing. After the model is finished, Ian covers how to set up hair using Hair FX as well as how to set up lights, cameras and a simple rig using Biped to pose and render the character. Finally, using Adobe Photoshop®, Ian discusses how to present the character in a professional manner. This DVD is intended for artists with a basic understanding of polygon modeling in Max, but is useful to anyone regardless of skill level or software. In this DVD Ian uses: Max, PolyBoost, ZBrush, BodyPaint and Adobe Photoshop®.

Sculpting Realistic Detail

Posted in "M" Master Project Tools & Techniques by matvandenart on October 21, 2009

In this new series from Aaron Sims, he reveals his process for building the 3D world of his project Tethered Islands. In this lecture, Aaron demonstrates his techniques for sculpting character textures using ZBrush. Aaron shows the basics of using sculpting tools, and covers how to use alpha textures for applying detail to a character. This DVD contains a library of over 150 pre-made alpha textures which are available for your own projects. Aaron also illustrates how to make your own custom alphas using Adobe Photoshop®.

more alphas can be found on http://gnomonology.com/prod/19/25

In this tutorials, Cesar Dacol Jr. gives us a master class on how to sculpt realistic skin details such as wrinkles, warts and skin bunching by hand. As a veteran of the visual effects industry, Cesar passes along techniques used by make-up effects artists for decades. Using Layers, Morph Targets and ZBrush’s sculpting brushes he uses a complete sculpting workflow for designing details in a traditional sculpting workflow with all the advantages of digital clay

Z brush can be however used to sculpt even more detail using the new tools available in the latest version.

zbrush

Using Photos as Displacement

Posted in "M" Master Project Tools & Techniques by matvandenart on October 21, 2009

In this tutorial we will be taking a look at how we can use Photos as mask to build controlled displacement on our model inside of ZBrush. We will be using textures, alphas, ZBrush deformation tools and 3D layers. The Final 3D ZTool and images will be provided with the tutorial.

ZBrush Texturing

Posted in "M" Master Project Tools & Techniques by matvandenart on October 21, 2009

This tutorial examines using ZBrush’s ZProject Brush to quickly capture our model’s texture from photographic reference. It looks at ways to capture texture information from the canvas as well as from SubTool to SubTool. It also looks at how to use ZAppLink to mirror a texture.

Sculpting Clothing

Posted in "M" Master Project Tools & Techniques by matvandenart on October 21, 2009

In this tutorial Richard Smith demonstrates how to sculpt amazingly realistic folds in clothing using ZBrush. He covers the fundamentals of direction and weight as well as gathering reference. This tutorial documents the entire process for sculpting the jacket of Richard’s latest character, Bad Girl. It is an absolute must-have for anyone wanting to learn how to create more realistic clothing for their characters.

Zbrush

Posted in "M" Master Project Tools & Techniques by matvandenart on October 21, 2009

ZBrush is a digital sculpting and painting program that has revolutionized the 3D industry with its powerful features and intuitive workflows. Built within an elegant interface, ZBrush offers the world’s most advanced tools for today’s digital artists. With an arsenal of features that have been developed with usability in mind, ZBrush creates a user experience that feels incredibly natural while simultaneously inspiring the artist within. With the ability to sculpt up to a billion polygons, ZBrush allows you to create limited only by your imagination.

3D TOTAL community developed an ebook featuring the proper use of Zbrush’s modeling tools to create various versions of human head.

The similar approach is available at the gnomonology web site featuring 4 chapter tutorial from Rick Baker creating the sculpture of an African Woman. This demonstration is a four hour timelapse of the entire making of the African Woman by Rick Baker. There is no audio. Rick begins with a simple humanoid torso basemesh from which he sculpts the woman. The final result consists of several subtools that originate from mesh extractions.

This digital sculpture of Jonas Thornqvist’s troll model contains the body, eyes, teeth and clothes. It also includes all the displacement maps needed to render it in MAX, Maya, XSI. The Troll model was modeled using 3ds max and further enhanced in Zbrush. The displacement texture was exported from Zbrush and reimported into the 3ds max which is the chosen software for rendering.

Rabbit Holes

Posted in "M" Master Project Tools & Techniques by matvandenart on October 21, 2009

An entirely new print medium, RabbitHoles 3D Motion Holograms portray 3D action on 2D surfaces and no stereoscopic glasses are required to see them. This patented technology is aptly named for its immersive and awe-inspiring ability, for its experiential and story-telling nature, for generating and triggering wonder. RabbitHoles are truly a tool for image-makers and marketeers that is exponentially more effective than 2D print at attracting and retaining viewer attention.

RabbitHoles are technically speaking the new technological/evolutional step from classic painting on canvas. 3D artists were not able to properly present their designs using classic presentation media unless using video format. This has now changed by the evolution of 3D motion holograms.

It will be interesting to follow the development of the media and its potential influence of the world of film.