3D Environment/Character Model
3D environment/3D character modelling is a place of work i would like to work in when I'm older because out of all the 3d specialisms environment to me is much more rewarding and great to look at by the end render. When creating an environment you want to be looking at the composition and the lighting to allow the textures and models to look as realistic as possible. Character modelling can be good as well but personally i find making a environment either realistic or fantasy based is amazing. Mainly i look at 3D environments and characters in games but i also like to view other peoples 3D stills on CGsoceity such as Eugenio Garcia and Juan Siquier who have won awards for their work in the CG community.
Eugenio Garcia
All of Eugenio work is in lightwave 3d and throughout his work you can pick up that he has a certain style in a way its not fully realism because sometime it can look maybe too smooth and have a lot of ambient occlusion. The textures give off that aspect of realism he states that he does the textures in Photoshop adding slight bits of paints here and there to give it a unique look and make the textures his own.
Eugenio Garcia is a environment artist mainly for advertisement or for some competitions in magazines. Here is his about from his personal portfolio, "I'm a freelance Graphic designer and cg illustrator, graduated from, the Facultad de Artes Visuals, of Monterrey, Mexico I have 9 years on computer art and graphic design experience." His movement would be computer art and digital art looking at the software he uses ( Light wave 3D and Photoshop). The genre of the piece I would say is for realism I can tell that he would of looked at many reference pictures and drew out some perspective concepts for ideas. The composition of the image allows me to clearly see from the foregrounds through to the background with the focal point being the stairs as they seem to cover a large percentage of the image.
The main organisational features of this piece would be the arches, the stairs, the plant pots and the buildings on the left and right. The stairs draw your eye up them whilst looking at the plant pots towards the arches above and then after I end looking at the sides of the buildings and down the alley way to the back of the image. The lighting in this scene is very bright but doesn't affect the image also has the shelters feed through the light giving a glow/blur effect which I love and want to include this into my final idea.
All of Eugenio work is in lightwave 3d and throughout his work you can pick up that he has a certain style in a way its not fully realism because sometime it can look maybe too smooth and have a lot of ambient occlusion. The textures give off that aspect of realism he states that he does the textures in Photoshop adding slight bits of paints here and there to give it a unique look and make the textures his own.
From this artist I've taken ideas for my final project such as the way the scene makes start looking at one point and then travel through to the back of the scene. Also I like the presentation of the lighting and composition and the small amount of assets (plant pots and chair).
All of Eugenio work is in lightwave 3d and throughout his work you can pick up that he has a certain style in a way its not fully realism because sometime it can look maybe too smooth and have a lot of ambient occlusion. The textures give off that aspect of realism he states that he does the textures in Photoshop adding slight bits of paints here and there to give it a unique look and make the textures his own.
From this artist I've taken ideas for my final project such as the way the scene makes start looking at one point and then travel through to the back of the scene. Also I like the presentation of the lighting and composition and the small amount of assets (plant pots and chair).
Juan Siquier
Juans' work is all done in 3ds max and done by copying reference images and replicating the realism in 3ds max. The style of his work is to simply create realism. What i also like about his work is that he always models environments and replicates with such precision.
Juan Siquier is 3D environment artist from Spain, and mainly presents on CGsoceity. He mainly submits his work into the Exposé on CGsoceity usually getting quite successful. These are some of the awards he has won.
· 8 CGTalk Choice awards
· Master Award in ELEMENTAL Discreet Art Book
· Excellence Award in ELEMENTAL-2 Autodesk Art Book
· Excellence Award in EXPOSE-2 Art Book
· 4 times rank 1 in the Animago CG Contest
· 1 time rank 3 in the Animago CG Contest
This is a little bio from an introduction to an interview from - http://www.itsartmag.com/features/juansiquier/JuanSiquier-P1.html
"Juan Siquier is a self taught artist who was born in the small Spanish town of Albacete. His artistic talents are so varied we could call him a modern Renaissance man. He has been playing the guitar for many years in several bands, spent several years doing traditional and fine art and he has participated in some exhibitions around the world. Juan has dedicated years to comic drawing, web design, musical arrangements and composing soundtracks for other bands and for the theatre. At some point in the middle of the 90’s he discovered the computer world and then later the CG field in which he has been evolving in ever since.
His career in the CG world has been quite successful. In 2004 he was hired to be part of the feature film "Dear Anne, the Gift of Hope" in Milan. Just after that film was completed he moved to Luxembourg to work on the "Dragon Hunters" movie. Today he is involved in the making of an animation feature film called "The Missing Lynx" at the Kandor Moon studio located in Granada."
In one of the questions it talks about his views on Architecture visualisation in 3D which helps me understand better for my final project.
"There shouldn't be bad lighting, strange materials or anything unpleasant to the eyes; everything has to be clean and visible. There should especially not be cables, antennas or any area of the image that makes it unprofessional. And all the cars parked outside should be deluxe brands and glistening. On the other hand, I always create architectural designs from a purely artistic perspective; my intention is not to sell something. What I'm trying to get is an illustration so I focus on lights and shapes just as I would do if I wanted to create a painting or a photo. Even though I work on creating models of many buildings that doesn't make me an architect, I have never worked in this field. "
Christopher Brändström
Chris' work is mostly character models made in Zbrush,Mudbox and Maya and Mental ray or Vray for renders. His work is always something i would like to see in a game because of the great concepts of the design, but the models he makes high poly renders for galleries. The amount of detail he puts into his models is again something i want to incorporate in my work.
Making 3D environments or Characters also includes me to create concept work mostly matte painting for my environment ideas and normal photoshop paintings and drawings for my character ideas.. This is crucial for each piece i make as it shows how i thought of the idea and how i got to my final render. This is what i want to do as a full time career and I'll work towards this by always keeping up to date with the industry and seeing what other people have done so i can keep working towards this standard of realism in 3D.