Some of the worlds most exciting 3D artists share their top tricks and pro tips to help you master modeling and become an all-round better artist
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Some of the worlds most exciting 3D artists share their top tricks and pro tips to help you master modeling and become an all-round better artist
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There are no shortcuts when it comes to becoming a great 3D artist. It takes talent, determination and hundreds and hundreds of hours of hard graft. Not only do you need the same artistic chops as a sculptor or a painter, but you need to know the software pretty much inside out too. But all thats not to say that you cant learn from other people, and the insights and tricks and yes, even shortcuts, that theyve discovered through their hours of hard graft. We rounded up some of the best artists in the business, to let you in on their best modeling secrets.
'To model use the fewest tools you can Luca Nemolato
Tip 1: Helping hands
Tools like the Select N Edge feature in Mayas Bonus Tools (and similar operations on many modeling packages) can quickly create complex surfaces such as cloth folds on dense meshes, baskets or similar objects, or a complex set of wires. Best of all, if you keep a tube shape you can unfold its UVs with a couple of clicks. Carlos Ortega Elizalde
Use shortcuts when you can, remembering that you can always tweak and edit them to suit
Tip 2:Deform for detail
You can create complex objects very quickly using deformers and selections. By making a tileable surface it is only a matter of adding a couple of bend deformers to get a complex-looking but attractive object. Carlos Ortega Elizalde
Tileable surfaces are a great way to get details into your work
Carlos Ortega Elizalde is a big fan of the Select N Edge feature to bring detail into your models © Carlos Ortega Elizalde
Tip 3: Keep it simple
To model use the fewest tools you can. I usually use just the Standard brush, Clay brush, Clay Tubes brush, Move brush and DamStandard brush. I build my forms and structure with the Clay Tubes and I cut into the clay with the DamStandard brush to define the shapes. Luca Nemolato
Modeling can be complicated enough, without overcomplicating it using tools you dont need
Beast is a personal piece which Luca Nemolato sculpted in ZBrush © Luca Nemolato
Tip 4: Cap holes with quads
In ZBrush, when you use Close Holes (in the Modify Topology menu) to cap a hole in the geometry, it will create a cap made of triangles. These triangles are not the ideal surface for sculpting. You can quickly convert them to quads by Ctrl+Shift+clicking on the cap polygroup to isolate it, going to the ZRemesher menu, enabling the FreezeBorder option and pressing the ZRemesher button. The cap will now be mostly made of quads. It is not perfect, but much better than the triangles! José Alves da Silva
Sometimes the quick fix is the best option
José Alves da Silva created this illustration to promote the Trojan Horse Was a Unicorn festival © José Alves da Silva
Tip 5: Terrain tricks
When you begin modeling an object, use Edit poly mode because if you use Edit Mesh you dont get important tools to work with and it can give you bad results when you render the image, such as wrong face normals, undesired edges on the faces and so on. A great tool that I use often in 3ds Max is the Populate Terrain script (www.populate3d.com) to fix the faces of the terrain and other objects from the clients AutoCAD files. Sérgio Merêces
If youre coming up against a problem time and time again, there may well be a script for it
Tip 6: Organic issues
ZBrush is an amazing tool when it comes to sculpting organic models. Today, for something like rocks, I just go directly into ZBrush and sketch my model from a basic sphere or ZSpheres, then DynaMesh it every now and then till I get strong base shapes, and then after I have cleaned the topology, I continue adding details to the model. I make sure I use Layers in ZBrush because it offers a great way for a non-destructive workflow. After Im done I decimate the final objects and bring it into 3ds Max/V-Ray to populate the scene. Toni Bratincevic
Modeling different objects is best done in different apps
Tip 7: Dont obsess about topology
Aside from in-game assets, dont obsess over topology unless your model is going to be rigged. This can become a huge waste of time. Many artists use ZBrushs decimation master or ZRemesher to create final assets when in a hurry. There are no topology police. Just know how to create good topology for the situations when it matters. Alex Alvarez
No topology police, promises Alex Alvarez
Maya, mental ray, Paint Effects, Onyx and ZBrush were used by Alex Alvarez for this woodland scene. It uses 110 million polys © Alex Alvarez
Tip 8: Do obsess about topology
Organic models (especially faces) benefit from good topology. How you structure the edge flow of a mesh can really help with skin deformations and morph targets. Radial edge loops from the eyes and mouth are the main points of reference on a face model. Use the nose and cheeks as convergence areas for these rings and avoid visible triangular polys wherever possible. Andrew Hickinbottom
Facial topology is an area worth spending extra time on
Tip 9: Strike a pose
When youre posing a character, particularly a pin-up, think about the silhouette and the line of action throughout the pose, and the simpler and clearer the better. Find appealing shapes, angles and curves on the model and enhance them with the posture. Tilting the hips and putting the weight on one leg creates an S-curved body, which is ideal for an archetypal pin-up pose. Andrew Hickinbottom
When youre modeling people, dont forget how important their pose is going to be
Kitty Kay is a personal piece from Andrew Hickinbottom, and its brought alive by the skill of the modeling © Andrew Hickinbottom Unit 3 agendasmrs. colville's math classes.
Tip 10: Think ahead
I use simple cubes to arrange the volumes in my scene while adjusting the camera angle to my satisfaction. After doing this I start modeling the dominant objects, and then the medium and small models. When Im working on a project that has realistic qualities, I try not to compromise on the amount of details Im creating. Because this modeling stage can take a long time and be very exhausting, I try to work smart and to cover only the areas that I will definitely see in my camera angles. Meny Hilsenrad
Detail and realism were key when Hilsenrad and Studio Aiko worked on the miCoach project for Adidas
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More to think about
Of course, those are just a few of the ways these particular professional artists speed up their workflow, streamline their processes and cut to the chase. You probably have your own ways, and as long as youre working hard and creating work that you think is the best you can do, then really, anything goes. Because ultimately, if youre trying to raise your game and create stunning models, then the only tip worth listening to is to keep trying. And then try again, even harder.
There are no topology police. Just know how to create good topology for the situations when it matters Alex Alvarez
Related links check out the sites of these popular artists!
Carlos Ortega Elizalde
Luca Nemolato
José Alves da Silva
Sérgio Merêces
Toni Bratincevic
Andrew Hickinbottom
Alex Alvarez
Gnomon School of Visual Effects
Meny Hilsenrad of Studio Aiko
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