Digital Mayhem 3D Machine Techniques: Where Inspiration, Techniques and Digital Art meet
Inspire your own creativity with Digital Mayhem 3D Machine Techniques. Compiled by Duncan Evans, founder of 3D Artist Magazine, this book is the next installment of the Digital Mayhem series. Explore, page after page, spectacular machine images created by the industry’s top talent.
With over 500 stunning images, Digital Mayhem 3D Machine Techniques is not your basic software manual. It is where technique and inspiration meet – a detailed and innovative guide to great machine images. Each chapter contains vibrant images and an explanation of the artist’s workflow, including a step-by-step tutorial to help you achieve similar results. From pre-viz to post production, this book takes you through the whole process of creating your very own machine masterpiece!
- Get inside the minds of the artists with breakdown overviews and supporting imagery to explain what went into their piece.
- Expand your digital canvas to include a variety of software techniques, tools and workflows.
- Visit the companion website for additional resources to help you develop your machine technique skills.
later on. 54 DIGITAL MAYHEM MACHINES STEP 9 LOCK THE COMPONENTS STEP 10 FIRST TEST DRIVE Create a “Madcar” Helper object on the Pivot position of the chassis. The size is not important this time, it is just an object where most MadCar Dynamic Settings are reachable. In the options of that object, ensure the “Gravity” setting is 9.81 m/s². Then click on “Lock components” to connect all structural part together and to check and ﬁnalise the helper setup. Now comes the fun part of creating a
SECOND TEST DRIVE After the ﬁrst test drive it may be necessary to optimise the physical behaviour of the car. This can easily be done with the “Damper” Settings Tools. It’s a really cool feature as it even visualises the changes of the settings. You can clearly see what happens if you change any of the damper settings. This setting alters the whole behaviour of the car as every behaviour while braking, turning, etc. depends on how the suspension works. After tuning the damper and Madcar
too, I moved on to the UVs. At this point I had a reasonably good idea of how much detail I needed, and which areas required more care. The side view after the basic structure was put together. I split the vehicle into six areas of roughly similar volume: front, main, rear, framework, wheel and another one for all the small details. I kept the riﬂe separate as well, since it was going to also be used as an independent asset. Each became a UV tile, and had a 4096 x 4096 texture. It is very
adding the model and painting the sky. A clay render to test the angle of the lighting, plus minor retouching of the backplate. Quick paint-over in Photoshop (2 hours) to test the ﬁnal composition and colour correction. Final render before post production of colour correction, cropping, vignetting and chromatic aberration. Then all the passes were composited together. There was some minor colour correction of the various elements to make them ﬁt together, and a few small lens ﬂares were added
render with added rust and wear and tear in the metal so it didn’t look new. The dust and dirt layer gave the render a much more realistic feel. To ﬁnish the image, ﬂying dust clouds were painted over the background behind the vehicle to add some depth, wash out some of the detail and help to highlight the silhouette. Dust clouds were also added over the back of the vehicle to help blend it into the scene and bring the illusion of some sense of movement to the scene. Then a Hue and Saturation