… Read the rest
I was privileged to attend the Star Trek : Destination London convention last weekend, which was remarkable in that all five captains of the franchise attended this one event. As you can imagine it was a large scale convention, held at the London Expo centre and it was a very busy, entertaining and informative day!
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54 Pages of Insightful Interviews and Fresh Inspirational Artwork
BRYCE ● VUE ● TERRAGEN ● POSER ● MOJOWORLD ● CARRARA ● DAZ STUDIO ● CINEMA 4D ● 3DS MAX ● BLENDER ● LIGHTWAVE
Of particular interest to me was that some of the production staff were present, including Ronald D Moore who was a co-executive producer of Star Trek: Deeps Space Nine (DS9) and the Executive producer of the rebooted Battlestar Galactica series (BSG). It was rare access to a high powered producer of two critically acclaimed shows, so I grabbed the microphone during his talk and posed him the following question, which was suggested to me by Jens Reinhart (interviewed in issue 21):-
“If you had the capability of today’s Computer Graphics providing the visual effects for past series such as Deep Space Nine, how would you have done things differently on the show?”
I added the example that the visual effects for the Galactica space scenes were much more natural than those used in the Star Trek franchise.
Tony Hayes has spent a long career in photography spanning many different aspects of the industry, including recording the building of sets for the motion picture “Superman” . Tony progressed into digital art, having most success with 3D Studio. He enjoys creating his portfolio and viewing the work of other like-minded artists. We originally interviewed Tony in issue 8 of 3D Art Direct Magazine.
3DAD: You mention in your website bio of starting photography at the age of five!… Read the rest
Suzi Amberson is from sunny Phoenix, Arizona. She worked in the Insurance industry for 24 years before discovering a passion for digital art. Once Suzi realized she was not following her intended path she took a huge leap of faith and left the Insurance business to pursue her enthusiasm for creating 3D art.
Suzi is a self-taught artist. She started out with Poser 6 in 2007. Her CG toolbox has expanded over the past few years and now includes Poser Pro 2012, Photoshop CS5 Extended, a Wacom Intuos 4 tablet, Marvelous Designer 2, Hexagon and Bryce as her tools of choice.
She entered her first official art contest in 2009 over on the Daz3D website. The challenge was to create an image in the spirit of the infamous fantasy artist, Frank Frazetta. The final judging was conducted by Frank Frazetta Jr. One of her entries took third place and fuelled her desire to pursue 3D art as she sought to add interest and depth to her spectacular body of work.
We interview her for Session 4 of the podcast which you can
Read Issue 19 : Explore Digital Artwork from 8 Featured Artists and How to Add Realism to Your 3D Digital Models
The problem with virtual models can be that they’re too perfect, too abstract, so how do you overcome this?
Going back to Industrial Light and Magic’s (ILM) early history may provide an answer. When they started out, they had to innovate because the budget for the original Star Wars movie was relatively small. So they employed “Kit Bashing”, using pieces from hundreds of plastic models to build the needed Star Destroyers, Y-Wings and so on for the movie. The bare surfaces of the base models were jammed with pieces of model kits and even the odd plastic soldier – anything to break up the flat planes.
Allegedly, Industrial Light and Magic model-makers originally created the term “greebles”. There’s also an equivalent geeky sounding term banded about “nurnie”.
So “Greebles” were used to make physical models look less bare. Model-makers, whether working with physical models or virtual for that matter, run into the same problem – and can employ the same solution. It’s basically saying they fix the issue by “gluing lots of junk to bare surfaces”.
Issue 19 includes a resource list of Greeble plug-ins for popular 3D art applications to “unperfect” the surface of your virtual models and give them additional realism.… Read the rest
The third session of the 3D Art Direct Podcast is here, complete with an interview with Daz Studio artist Robert Caswell.
You can download the podcast to your computer or listen to it here on the blog. Additionally, you’ll be able to listen to this session and subscribe via iTunes.
I’d like to introduce Rob Caswell, a DAZ 3D Studio artist who grew up during the space race and spent his time watching the Apollo moonshots as well as bat girl on TV, and then managed to avoid these distractions just enough to gain a degree in astronomy. We originally interviewed him in issue 13.
He has a popular space on DeviantArt, with the moniker as “Arcas-Art”, that includes a well written blog and gallery of renders created with DAZ 3D Studio and post processing with Photoshop.
Rob has a good grounding in multiple visual art zones, including science fiction & fantasy illustration for paper and pen RPGs, computer game art and comic book lettering.… Read the rest
Poser at 70% Discount : Version 8
(only valid from the 7th June 2012 to 7th of July 2012)
- Poser 8 has a tweaked interface, a huge degree of user control and a vast range of models and props. It is a valuable upgrade from Poser 7; especially with a cleaner and easier to use interface.
- It comes with eight poseable figures, four male and four female.
- There is a tremendous amount of control where entire bodies can be customised to different weights and sizes, to fine control over individual muscle groups.
- Even details such as eyes now have full control parameter wheels – including iris size, iris shape and more.
- Because hair sculpting has always been a tricky procedure, Poser comes with a few premade hairpieces that have their own controls to set length, fullness, and so on. These can even be animated, so hair can blow back and forth in the virtual wind for a more realistic result.
- A huge range of props – more than 2.5GB-worth – now accompanies the figures.
- Plus a new Wardrobe Wizard allows legacy clothing to be used with the latest figures.
Creating digital art, although rewarding, can be a solitary experience – it’s just you and your workstation . All those hours can be burned away and you may have your next masterpiece ready to upload, but there hasn’t been another human soul in the process.
So what about collaborating with another artist on a project? This offers the advantage of bringing together additional strengths to a creation. For example, one artist may be excellent with landscapes or starscapes, another may have good experience with Poser figures – so combining this example of skills could really generate something eye-catching.
For issue 17, my assistant editor Mickey Mills spotted an excellent collaborative project entitled “ExtraSolar” by Björn Malmberg and Ryan Malone and a great interview ensued. Initially the partnership was to just last with one image, but they soon recognized a lot more scenes and stories could be created under the umbrella of “ExtraSolar”, the project was named by Björn. The joint venture between Björn from Sweden and Ryan from North Carolina in the States worked well, with both having similar mind-sets on where they wanted to go with the artwork. The only real challenge was the six hour time difference, prompting them to work on weekends, rather than work day nights.… Read the rest
Virtual Victoria Keeps Turning Heads
Most 3D digital artists encounter the Victoria 3D figure developed by DAZ 3D early on in their careers. It is often a landmark moment when artists realize the capabilities of 3D art, when being able to introduce dynamic human figures into a scene, that gives an image so much more impact.
The life-likeness of human figures in 3D graphics was a thorny issue in the beginning. A human figure doesn’t bode well for limited processing power and pixels—too many complex joints, curves and blemishes to deal with. However with the advent of Poser, the first kernel of it developed by Larry Weinberg in the late 80s, a digital manikin maker was suddenly available for the amateur artist. It added a great element of fun into imaging—especially with all the clothing and scene props you could integrate with a figure. Nowadays, Victoria offers thousands of add on (DAZ 3D quotes 10,0000) clothing and props items.
It’s a widely supported model that deserves its high popularity. But aside from Victoria’s sassy visual appeal, why has she kept turning heads and how was she initially developed?
Born Just Before the Millennium
Fabrice Delage is known for his persistant objective in trying to gain photo realistic character portraits from using Poser, Vue and Photoshop. We originally interviewed Fabrice in issue 3 back in September 2010 and included some of his best work from his portfolio at the time alongside the interview. We’ve reproduced the article in full here for you to learn a little more about Fabrice and his portfolio.
Let us know what your favourite image is from Fabrice’s portfolio and let us know of other artists that you think manage to obtain photo realism with their images. You can check Fabrice’s current gallery at Renderosity.
… Read the rest
3DAD: How long have you been involved with digital art? What were the beginnings?
FD: I started with 3D seven years ago. I already used 2D at work and since I love doing portraits, I wanted to create my own images. The idea of using 3D for portraits came quite naturally. I started with Poser 5 and was really satisfied with this program.
3DAD: Did you work with paints or photography before going digital?
FD: I do a lot of sketching and painting.
3DAD: Who were your first mentors or artists that inspired you the most as you started out?
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