The Making of “Nergal Underworld Hunter” by Kiarash Tamizkar

Kiarash Tamizkar is a 3D specialist from Iran. He is master of organic and hard surface modeling. At present, he is working for about 8 years as a 3D Artist. He was really glad to explain the workflow of “Nergal Underworld Hunter”. This is his second 3D character entry in META 2017. Here is the link: http://metalentsawards.com/en/contest/view/3605. Let us find out more through his educational tutorial here:

“Nergal comes from Babylonian mythologies. Underworld hunter, he can smell your fear and calling your death. I really designed so much different creatures and for every one of them, I create their own story.”

“As you know, I participated in this talent (META 2017) with two submissions (Nergal project) and another one (Atras robot project) so like before, I explained my workflow as I did in Atras project.”

“So for the first point of concepting, you should assign a story to your character. Who is he? Is he a bad guy or a good guy? In which environment or what situation he is living on? Is he a bloody killer and wild or what kind of attacking strategy he uses for his victims and so many questions like this defining who your character really is and how must he looks when you imagining him in your mind before you create him. All of this Specifications help you to gather different anatomies together and make a new creature that matches those aspects.”

“So I start to build a story about him and make him a mysterious, weird creature that looks weak, silent that live in darkness like shadows without any eyes or humanoid arms with 2 hands that for the first look seems to make him a good target for darkness hunters but it’s not true at all. He is really dangerous. He can see his victims in real darkness and smell their fear, he can feel them and run fast as possible as around them and when they distracted enough he will get close and open his abdomen and send out some poisons arms that make his victims Palsy then he will inject a poison Liquid into their body and after it he will suck all fresh flesh with that injected liquid. His skin is full of Deadly poisons and he smells like pepper.”

“So I start with Zsphere in Zbrush to forming the base mesh and turn it to mesh with adaptive skin and I always using move brush or snake brush for defining main body members volumes and dynamesh with low res for the first level of sculpting and clay build up brush and adding more and more res to dynamesh with respecting to adding big details to Tiny details. So after all this I will retopology my mesh and project old model details to the new one that is unwrap and divide enough to carry old model details and starting to adding more details to his body and after it poly painting and texturing and baking maps like normal maps displacement map and I also bake some additional map in substance painter, after it I send my model to substance painter and start to add more detail on his texture and bake some reflection map and roughness map and so on and after it all map and model imported into Keyshot for rendering and I used skin shader that have sss into it and rendered him also I have turntable animation in marmooset toolbag and for still render I send all its passes into Adobe Photoshop for final output and adding some effects and light and color corrections. I really tried to explain my workflow as briefly as possible so thank you, everyone, and have fun.”

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We thank you for sharing your digital artworks in Middle East Talents Awards 2017. Your creations are amazing and it will surely attract viewer’s eye. Keep learning and always step into your imagination as you design more beautiful pieces. Always remember that if your mind can conceive, you can bring it to life through digital artworks.

The Making of “My Tin Scrap Toy” by Zernan Suarez

 

Zernan Suarez is a 3D Artist from Philippines and currently working in Dubai, United Arab Emirates. For Zernan, art is part of his life and here at his personal touch in design, he strives to provide a concept with professional and personalized design solution. He understands that a home or business needs to be comfortable and attractive, and that these key ingredients must be reflected in each unique design style.

His entry in Middle East Talents Awards 2017 is “My Tin Scrap Toy” (http://metalentsawards.com/en/contest/view/3583). Let’s find out more about this digital artwork from his educational tutorial here:

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“I didn’t try any of the advanced technology toys like remote control cars… so I decided to make my own style of toy car made of scrap tin can, bottle cap, electrical plastic wire, tie wire, long bolt with nut and rubber, etc.”Ok, let’s start what I’ve got.”

REFERENCE

First, I began to collect the best possible reference | info, images, materials, etc. 

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MODELING

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“The most exciting part of the 3dmodel is to show it into pieces with detailed caption and some information. My basic tools and plugin that I use in modeling:  Follow me tools, Offset push and pull, Intersect and trim, Round corners and bevel edges, Artisan, and shape bender.”

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Exploded Parts . . .

OTHER ENTOURAGE

“Grass Vrmesh and free model from 3dwarehouse gallery.”

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“To add more drama you need to make something visible in the scenario…this is the main objective of visualization is to show the appearance of the object in the entire scene or atmosphere.”

TEXTURING MATERIAL – Mapping

“In this simple tutorial showing that the exploded material are on top of the exploded model projected on the center part, just 1 click on the paint dropper, then 2 and 3.”

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SKETCHUP SCENE LAYOUT

“Entire 3d model scene layout with texture and sun shadow setting.”

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LIGHTING TEST“I use always Clay render using override material for checking of sun lighting and drop shadow softness, and also after you can save the IR and LC to load and use it for final renderings.” (save parsing time)

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TEXTURING SAMPLE“I think this is the tricky part in all Vray Material by adding reflection, balancing parameters, add some filters in the material. In this simple tutorial, I want to show you how to separate some parts of non-reflective material using dirt map.”

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ENVIRONMENT SUN SETTING

“From default setting, I adjust only the sun size 1 to 5 to make shadow not too much sharp.”

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OTHER PARAMETERS

“From default setting, I adjust only DMC sampler, Output, IRR and LC.”

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RAW RENDER OUTPUT

“Final image resolution is 3000 × 1949 pixels. My computer is very slow and it took me about 9 hours to render the scenario.”

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POST PROCESSING

“Post processing was performed only in Photoshop with too much trial and error masking and layering.”

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“Here’s my collection of crop image to highlights the scene and add more drama.”

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“Here’s my individual layer | masking of different texture.”

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“Adjusted Brightness | Contrast | base on my preferences.”

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“My tin scrap toy ENTRY”

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We thank you once again for participating in Middle East Talents Awards. Your artistic skills are great especially when you create scenes with dramatic lighting that makes your piece more awesome. Keep the value and spirit within your artworks as it will inspire more digital artists. Indeed, this educational tutorial is valuable to the current and future generation.

The Making of “Atras” by Kiarash Tamizkar

Kiarash Tamizkar is a 3D specialist from Iran. He is master of organic and hard surface modeling. Currently, he is working for about 8 years as a 3D Artist. He also works in several fields in CG such as environment modeling, architecture, civil engineering build process animations, creature concept and modeler, vehicle and robotic characters and machines modeling.

His META 2017 3D character entry is “Atras” (http://metalentsawards.com/en/contest/view/3631), the future military robot. This is one of his favorite characters which he did recently. It is a very complicated character that took him one month to create. Atras consists of 466 subtools that he created all in Zbrush and 3D Max and he used them as mechanical parts in his body. This concept is from the Kiarash Tamizkar and he spent day and nights for this concept design.

He was really glad that he can explain the workflow about “Atras” modeling. Let’s find out more here:

“First of all, I started with my Atras concept design. Why Atras? Why this style? What was I looking for when I sculpted his basic volume in Zbrush? The answer is justice. I was looking for a character that could be brave and fearless and kind and also a cruel killer to fight against tyranny and injustice. I needed to show people something that is powerful and inexpugnable so it has to be a warrior and also in this modern world that is full of technologies a high tech robot can be my answer to all my quests. So I started to imagine him and sculpting a basic volume. You as an artist have to know everything about anatomy especially human anatomy and if you are a hard surface modeler you have to study about mechanical parts like robotic arms or machineries functions and try to design logic parts not make your model full of causeless parts.”

“So I start my main pose with Zsphere in Zbrush and then using adaptive skin to make it a mesh then with dynamesh at a low resolution try to sculpt body parts with respecting to human anatomy. In this step, I used several Zbrush abilities that are awesome like clip curve or trim curve brushes to clear my volume surface and turn it more hard surface looking or using dam standard brush or trim dynamic brush for edges and also using select lasso brush to give different polygroups to my model after all this. In next step, I start to pull out parts from the main volume. For this, I used masking and extract some parts and also using panel loops and then split some other parts then I started to create my own insert mesh brushes, so I started to create some mechanical part in Zbrush with (Zmodeler and shadow box) and some other parts in 3d max and then make them insert brush and used them to add detail to my model..”

“And finally optimizing model and exporting Atras to Keyshot for render and for color corrections and adding some effects to final render like sharpness I used Adobe Photoshop. So you can see my results here as images below.”

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We thank you for participating in Middle East Talents Awards 2017. Your contribution to the META community is great and useful. We are glad that you shared your masterpiece and will look forward to see more creations from you. Keep improving your artistic side and grab more inspiration as you explore the world of digital arts.