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GALLERY INTERVIEW
Showcase of latest 3d inspiring art Jason Busby
PHOTOSHOP 3DSMAX
Shutter Text Making of Italian Creek
AFTER EFFECTS Maya
Sweeping the Light Making of Cheese Platter
05 Interview
Jason Busby
14 Photoshop
Shutter Text
18 After Effects
Sweeping the Light
22 3ds Max
Making of Italian Creek
33 Maya
Making of Cheese Platter
43 Gallery
Showcase of latest 3d art
In the early days, the effort required to ‘clean up’ motion capture data often took as
long as if the animation was created by an animator, from scratch. In entertainment
applications this can reduce the costs of animation which otherwise requires the ani-
mator to draw each frame, or with more sophisticated software, key frames which are
interpolated by the software. Motion capture saves time and creates more natural movements than manual animation,
but is limited to motions that are anatomically possible. Some applications might require additional impossible move-
ments like animated super hero martial arts or stretching and squishing that are not possible with real actors.
AN INTERVIEW WITH
Jason Busby
Hi, my name is Leonard Halmrast. I have the privilege of doing this interview with Jason Busby, for CGArena. Jason
is known to most as Buzz from 3D Buzz.
Well, I’m the President/CEO of 3D Buzz, Inc., where I work hard to provide
the world with professional quality training in 3D, programming, and a lot more.
I live in Dickson, Tennessee, which is where 3D Buzz is based, along with my
lovely wife Angela and my daughters, Heather and Meagan.
Aside from my work - which pretty much consumes every aspect of my life – I
enjoy flying (I’m a private pilot), scuba diving, and going to the movies with my
family. I don’t get a lot of time to do these kinds of things, though; 3D Buzz
keeps me very busy.
Q. How did you get the idea to start something like 3D Buzz?
Several years ago I took on a job as the Director of Animation at The Renaissance Center, a local learning facility that
had started its own animation studio and training center. The classes we held were great, but I quickly became discour-
aged at how many students I had to turn away simply because they couldn’t afford to participate.
Things have changed a lot since then. The original idea for
3D Buzz didn’t really work out the way I wanted it to. We
had to start charging for our training, although we work
hard to make sure that it’s the very highest quality and the
most competitively priced training on the market.
AN INTERVIEW WITH
Jason Busby
Q. How could you best describe the 3D Buzz community?
3D Buzz’s community is one of the most helpful and learning-driven groups you’re going to find on the Internet. We
welcome newcomers openly and have a lot to offer those who are trying to get into 3D, programming, game design, etc.
3D Buzz has been operating since 2002, but it has only been a full self-sustaining business for about 2 years.
AN INTERVIEW WITH
Jason Busby
Seeing my students start to “get it.” That’s always been my favorite thing. I like knowing that we’ve got people who
come to us to learn their desired skills, and that they become members of the community as they become better artists,
developers, technical thinkers, or whatever they came to 3D Buzz to learn.
Most of my teaching experience comes from my time at The Renaissance Center. I tried to keep all of my classes engag-
ing and entertaining. I wanted students to feel challenged by what they were learning, but make sure they realized that
with enough perseverance, they could master the topic and it would become easy for them.
Q. Have any of the members of your site been able to learn enough skills to make it into the CG Industry?
We’ve had many students go to work for major studios. The names are far too many to list here. I often get emails and
AN INTERVIEW WITH
Jason Busby
PMs from members thanking me for the training videos we put together, because it was those skills that landed them
their new job.
Q. How do you and your team come up with the ideas of what kind of courses to teach in VTM form?
It usually starts with coming up with some skill or topic we want to cover, and just sort of grows from there. There’s
usually a lot of discussion and planning. Some ideas are so vastly different by the time they get recorded that they’re
something new altogether. It’s a bit of an organic process, I guess you could say.
AN INTERVIEW WITH
Jason Busby
Q. Can you tell us what is in your Mastering Maya – Advanced Digital Production online and how is this is differ-
ent from others?
The Mastering Maya: Advanced Digital Production class is the only online course or training DVD set that walks you
through the entire production of a digital short from concept to final result. It currently includes 19 different lessons
ranging from concept art and storyboarding through dialog recording and capture, modeling, texturing, rigging, ani-
mating, lighting, rendering, compositing, and final video compilation. We’re teaching it as part of a six-month online
class, provided we don’t need to extend the class session a tad; it will depend on how long the curriculum turns out to
be as it is recorded.
Q. What advice would you give to future wanna be CG artists and freelancers out there?
Know going in that this is hard work and don’t let yourself get discouraged. The tools get better and faster every year, but
there’s no such thing as instant gratification. The skills that will impress an employer come with time and dedication.
It’s too easy to glance around at various works on the web and start to think that you don’t have the chops to compete.
Every single breathtaking image you’ve ever seen produced in 3D was created by people just like you, and if you take
the time to really learn this stuff and are patient with yourself, you have every opportunity to join the ranks of the CG
industry.
Thank You for your time in answering these questions for us, and we shall catch up with you again at 3dbuzz.com
Your Mission
Create an image which justify the theme of Animals out of the Zoo using any masking techniques. You are allowed to
search for any images, painting, matte paintings to use in the images, use can also create any part of the scene in 3d or 2d
but in final image ratio of masking must be higher. and blended properly with other things in the scene. This Challenge
is a Work-In-Progress Challenge -- all contestants are required to post their work-in-progress images for community
to critique/comment in order to qualify.
2.) Entrants will retain all rights to the Work. In addition, the Company
will not sell for profit any materials or demo reels containing images or
animations submitted by the Entrant.
3.) The Company, in exchange for this release, will provide a credit for the
Work within the material in which the Work is used.
4.) Submissions must be the sole Work of the entrant and not require ap-
proval of any other entity.
5.) Entrants will not receive financial remuneration for their Work.
All Three Winners will get a copy of Fluid Mask 3 worth $239 USD
Fluid Mask 3 - Fluid Mask 3 is designed for photographers, image editors, graphic designers and all those who take
digital image editing seriously. In a streamlined interface and workflow, Fluid Mask 3 instantly shows key edges in the
image and provides comprehensive easy to use tools that work with difficult-to-see edges and tricky areas like trees &
lattices.
Sponsor
photoshop
Shutter Text
In this tutorial we are trying to create a shutter text effect using layer styles, pen tools and color blending. This is just an
explanation of the simple technique, so you can create unlimited effects on this base.
Step 1: Like always create the canvas, if you are using CS3 then you have noticed that Adobe categorized the Presets
because those are fillinf lots of space. Btw, fill the canvas with the radial gradient tool. I will not explain more than this
or increase the number of steps explaining this.
Step 2: Select Freeform Pen Tool (Shift + P) and draw your shape or write your text as per your choice. Make sure
in the menu bar you select the second one called paths. This is not necessary that you use Freeform Pen Tool, you can
also use Pen tool and create the shapes by clicking and dragging the mouse. But always remember not to use too many
points.
Step 3: Once you have a nice curve or text, create a new layer. Then click on the paintbrush tool (B) and choose a thin,
hard brush. In this case I choose the 5 px Diameter brush.
Step 4: Now switch back to the PEN tool. Then right click and select “Stroke Path”. Choose “Brush” in the dialog box
and make sure there is a tick next to “Simulate Pressure”. This is important as it will give your curve tapered ends!
Step 5: Now you have your white line right click on the same layer and go to the blending options by double clicking
on the layer. On your left select Outer Glow. Now you can adjust your glow, play around with the colors & sliders.
Step 6: Firstly duplicate your text layer twice by going to Layer > Duplicate Layer. Select both duplicate layers and
press Ctrl + E to combine them. Now drag your new combined layer below your main text. You should now have 3
layers, a background, your text and the combined layer of text.
Step 8: Now we add some particles. To do this create a new layer then select a tiny paint brush, make changes in the
scattering settings - and just paint some dots on of different colors and reduce the opacity. You can also change the
whole look of the image by creating a gradient on a new layer, keep this layer on top and change the blending mode to
Color. Keep experimenting and Enjoy!
Andy Halls
andyhalls123@yahoo.com
Step 2: Select the pen tool and create a shape of your choice
but try to keep the shape bigger the size of the layer because
when we apply the 3d stroke and bend the stroke then enough
size of the stroke makes it watchable.
Now you need to make the changes in the settings on the regular time intervals. At 2:00
At Time 8:00
Step 4: Now apply the Effect > Trapcode > Shine and choose the
following settings. Shine is a fast light effect plug-in. The effect
looks very much like volumetric light, but is actually a 2D effect.
There are special controls to make shimmering lights and numerous
coloring modes.
Step 5: Duplicate the layer and change the color in the shine plugin,
you can also make some changes in 3dstroke too for making little
different. You can also apply the Glow on both the layers. That’s it,
hope this is useful for someone. Don’t hesitate to email me.
Suzane Smith
suz.smith@hotmail.com
I’ll explain creation of my last picture Italian Creek. I wanted to show you my techniques and procedure. I’ll take it
almost step by step and I’ll focus on most interesting parts of production.
Inspiration
I want to create some environment scene in short time, but in quiet high quality. I was surfing the web for some inspira-
tion and I found some great photos, but the best photo found by my friend. It’s photo made by Sanja Veletanlic. I didn’t
want to change anything in the scene accept lighting and then some details because of time.
Blocking
First of all I prepared lines in original photo in Photoshop for better orientation, after that I’ve created a camera in max
and set up resolution aspect same as in original, then I applied photo with perspective lines as a viewport background in
camera view. So my scene was ready for blocking part. This is one of the most important parts in creation of “copy” of some
photo. I built the whole scene with simple boxes with their approximate position and orientation. Then I tweaked the
whole scene because it wasn’t
very accurate, because I didn’t
know lens of camera etc. so
I fixed for example sizes of
steps and pavements. A lot of
problems with the houses in
background, but I’ve tweaked
it and faked it a bit. I don’t
know why but I wasn’t able
to hit correct distances etc,
but from camera view every-
thing is all right :).
Modeling
this scene was difficult. Actually there are only modified basic primitives. After elementary modeling I added some
irregularities to the scene by using Noise modifier, damaging corners of houses, deforming surface of pavements etc.
In scenes like this organizations is very important. For example using layers, I got used to use script written for Blur
Studios for layer management, it’s called the Onion (http://www.scriptspot.com/3ds-max/theonion). This script is like
an upgrade of standard layer manager. You can create sub layers, give layer alternative materials or properties and many
other useful things. I really recommend this script. I think we can close this chapter about modeling, it wasn’t too in-
teresting, but we are going to move to chapter about texturing and this will be much more interesting.
Texturing
I think texturing was the most interesting part of production. I want to create really complex realistic looking textures.
I used a lot of textures from mainly from cgtextures.com and from my own photo library. I paid most attention to
textures which take most space in render. My final resolution was about 3000px so I must prepared suitable textures.
Texture size should be two times bigger than its space in render. I tried to adjust resolution for almost all of my textures
with my sample mapping reference (made by loocas duber - http://www.duber.cz/dump/uv_map_reference.jpg). If
reference was sharp in render, resolution was right so I start to create final texture. In pictures you can see examples of
some interesting textures.
I used almost same technique, some base texture of surface, mostly desaturated or with very low saturation, then I was
adding lot of other layers to achieve some irregularity, these textures maybe of little different color. After creation of
some surface I add details and lot of dirt, because buildings are quite old. Finally I add color layer with some suitable
blending mode and adjust levels etc. When I’m satisfied then I create other maps for material of the object, especially
bump maps. I used finalRender R2 for rendering all materials and those are based on fR-Advanced material. Materials
in scene are really really simple, nothing complex.
This is my first project where I tried to use NodeJoe plugin. It’s awesome upgrade for materials in max. With NodeJoe,
it’s really easy to create complex materials and mainly it helps to orient in maps of our material. In picture you can see
tree of one most complex material used for cubes on pavement. I must point out that I’m using Color correct map,
which is coming with finalRender, it allows you to control a lot of parameters of map directly in max such as brightness,
contrast, RGB values or HSV etc.
Lighting was very simple. As sunlight I used finalRender RecLight. The color was light orange, because I want to
achieve warm sunset mood. Then I adjusted size of light, it caused little more blurred shadow. I also used skylight with
physical sky and GI. For nice shadow from tree I used plane with opacity map. That’s all about lighting, simple as I said.
More interesting part was rendering, I used pretty same technique as Tim Jones on DVD series about Environment
creation from Gnomon Workshop (http://thegnomonworkshop.com/dvds/tjo01.html).
I rendered background houses and the rest alone. I’ll explain my passes. Main was keylight, there was skylight and
GI turned off and RecLight has a bit bigger multiplier, about 2. All passes were saved in 32bits with alpha. This is
important; when you save in 32bits you can later adjust intensities of light, colors etc in large scale without damaging
image. Then I rendered only ambient, it was skylight and GI, last pass was fog, with this I created little mood and fog
for background. I rendered whole image with all the lights together and it took about one and half hour in 1000x863.
Hardware was Core2duo 6600 and 2GB RAM; I must thank my friend Loocas Duber who borrowed me his computer
for that when he was at Siggraph. So it’s time to put all passes together.
Post Production
I want to try Eyeon Fusion for postproduction. I briefly wachted tutorial and try it. I’ll explain it shortly. If you want to
learn Fusion better, you should download learning videos from eyeon’s website. I imported all passes to Fusion and also
imported sky image. I applied Color Correct node on every footage and adjusted all parameters. Then I used Merge
nodes to merge all image togehter. I also add Glow node to Keylight footage and finaly Hotspot node to simulate de-
cent volumetric light. Above all nodes I applied final Color Correct and adjusted final look of image. You can see whole
tree of nodes in picture below.
Conclusion
First Prize
Quidam + Low Poly Access Plugin
worth USD 678
Cheese Platter
Making of
Introduction
References
It is always good to have more than one reference to look at when modeling and texturing. Try to find ones that you can
purchase and have it in front of your face when modeling and texturing. This is because the pictures you grab online
can have bad lighting, be pixilated, or not contain enough details.
Modeling
For the crackers, I modeled it in Polygons and extruded. I modeled only one side, not two because you are not going
to see it.
For the cheese cubes, I basically modeled one good one in Polygon with rounded edges, and UV mapped it. Then I
duplicated and shaped them
with a lattice individually to
make them look less uniform
and less perfect. Then when
I placed them, I rotate each
cube so the camera can see
one side of the textures. This
will save you time instead of
modeling, uv mapping and
texturing them individually.
However, there is more than one way to balance the noise without having such insane numbers for the scale conver-
sion. You can play with the numbers of the samples of the lightmap in addition to the minimal numbers of the scale
conversion.
Overall is a tint.
Primary specularity is where I put the specular map I created using different size brushes, and then tinted it very light
blue in the color gain of the strawberry primary specularity.
Secondary specularity is where I put a black and white noise map to break the highlight of the strawberries.
Secondary Specu-
Epidermal and Back Bump Map lar Map
Diffuse and Subdermal Scatter Color Map Primary Specular Map
For the Blue Cheese Skin, I used a Lambert, and played around with the translucent values. Same thing for the brie
cheeses.
For the wrapper, I used a two-sided shader and plugged in the front and back color map.
For the tray, I used a metal texture from www.cgtextures.com and plugged it into the diffuse and reflectivity attribute
of the MIA material.
HDRI, 1 Area Light, emit photons with a yellow and orange color for the
photon color and light color. If you want to show emotions and make it
appetizing, don’t use white light. Render with Global Illumination, Caus-
tics and Raytracing on.
The more translucent an object is, the more you will lose the shadows to
show depth. But don’t let that frustrate you; as this is where post produc-
tion work with an occlusion pass comes in.
Post Production
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