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Egzotik; Dünyanın En Güzel CG Karakterleri

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A

Tarafından düzenlendi

Daniel Wade ve Paul Hellard

Yayıncılar

Mark Snoswell ve Leonard Teo

 

Egzotik

Yayınlanan

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Ben seni sevmek için yaratılmışım

Photoshop

Raffaele Marinetti. İTALYA

[Ön meclis EXOTIQUE Yumuşak kapaklı baskı]

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Öğle yemeği

SİNEMA 4D. Gösterici, Photoshop Benedict Campbell. BÜYÜK BRITA [Arka kapak: EXOTIQUE Yumuşak kapaklı baskı]

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İlahi koruma

3ds Max, Photoshop

Hyung-Jun Kim, KORE [Ön kapak: EXOTIQUE Special Edition]

BALİSTİK /

İÇİNDEKİLER

ÖNE ÇIKAN SANATÇILAR

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Hu^

3ds Max, Photoshop

Hyung Jun Kim. KK ;


EDİTÖRDEN

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Daniel Wade I Genel Yayın Yönetmeni ve Mark Snoswell I Yayıncı

Dijital sanatçılar teknoloji meraklısı olmanın yanı sıra hayalperesttir. Egzotik karakterleri, çoğunlukla da kadın karakterleri hayal etmek için çok zaman harcıyorlar. En azından, yürüttüğümüz hemen hemen her giriş çağrısı için gönderilen çok sayıda karakterden çıkarabildiğimiz şey budur. EXOTIQUE, dijital sanatçıların hayal gücüne ve görünüşe göre görünüşte yetersiz yaratıcı yeteneklerine ve hayata geçirdikleri rüya karakterlerine saygı duruşunda bulunuyor. Sadece birkaç yıl önce bu kalitede bir kitap mümkün olamazdı; en azından burada gördüğünüz çalışmanın genişliği ve kalitesiyle. 2D boyama yazılımının herhangi bir geleneksel sanatçının kendisini hiçbir engel olmadan ifade edebilmesi için yeterince iyi olmasından bu yana muhtemelen altı yıl veya daha fazla zaman geçmiştir. Bununla birlikte, 3D yazılımı yalnızca son dört yılda, insan formunu herhangi bir gerçekçilik ve sanatsal yorum düzeyinde yeniden üretmenin mümkün olduğu bir noktaya ulaştı... ve bu da son bir veya iki yılda oldu Yaygın olarak bulunabilen 3D görselleştirme araçlarının gerçek anlamda gerçekçi cilt görselleştirme yeteneğine sahip olduğu ortaya çıktı. Bu yıl (2005) itibariyle neredeyse tüm 3D oluşturucular küresel aydınlatmayı (seken ışık aydınlatması), dağınık aynasal aydınlatmayı ve yüzey altı saçılımı desteklemektedir. Bunların hepsi, ciltle etkileşime giren çatışmanın inceliklerini gerçekçi bir şekilde yeniden üretmek için gereklidir. Son olarak teknik sınırlamalar kaldırıldı ve sanatçılar kendilerini hem 2D hem de 3D alanlarda sınırlama olmaksızın ifade etme özgürlüğüne kavuştu.

•Bu teknoloji harikadır ancak olağanüstü bir sanat eserini tasarlamak ve hayata geçirmek için yine de verimli bir hayal gücü ve keskin bir sanatsal bakış gerektirir. Gelişmiş 3D yazılıma sahip olmak, kimsenin çarpıcı ve duygusal görüntüler oluşturmasını kolaylaştırmaz. Sanatçının eserini tasarlaması, modellemesi, bestelemesi, dokusunu oluşturması, ışıklandırması ve render alması gerekiyor. Mümkün olan en iyi sonucu elde etmek için her şeyin iyi bir şekilde yürütülmesi ve uyum içinde çalışması gerekir. Şimdi. Daha fazlası “Daha önce hiç olmadığı kadar dijital sanatçı, çekici ve ilham verici bir görüntü oluşturmak için bir araya gelen tüm unsurların farkında olmalıdır. Doğal yetenek ve iyi bir gözün konu, ortam, ışık etkileşimleri ve teknikleri hakkında derinlemesine bir anlayışa sahip olması gerekir.

B. yorumlama sanatımız tamamen görsel bir hikaye anlatmak ve izleyicide duygusal bir tepki uyandırmakla ilgilidir. Tüm harika hikayelerin karakterlere ihtiyacı vardır. EXOTIQUE, bilim kurgu, fantezi ve animeden fotogerçekçiliğe ve stilize gerçekçiliğe kadar türlerdeki dünyanın en güzel CG karakterlerini tek bir kitapta bir araya getiriyor. Gelecek yıllarda EXOTIQUE'un sanatın gelişimini ve dijital karakter sanatının dünyadaki en iyi örneklerini belgeleyeceğini umuyoruz.

~tie EXOTIQUE davetli sanatçıları her türden karakteri göndermeye davet etti. Aralarından seçim yapabileceğiniz gerçekten geniş bir stil ve konu kesiti sağlayan tüm türlerde toplam 300 giriş sunuldu. Sanatçı galerisine ek olarak, sekiz yüksek profilli sanatçının da belirli karakterleri nasıl yarattıklarına dair ek bilgi sağlaması nedeniyle şanslıydık. Öne çıkan sanatçılar arasında Linda Bergkvist, Liam Kemp, Pascal Blanché, Jason Chan yer alıyor. Fred Bastide, Olivier Ponsonnet, Jean-Yves Lelcercq ve Henning Ludvigsen.

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Kelebek

3ds Max, Photoshop

Hyung-Jun Kim, KORE

[sol]

Pembe Şeker

3ds Max

Olivier Ponsonnet. FRANSA

[Sağ]

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Uçmak

3ds Max, Photoshop Hyung-Jun Kim. KORE [solda]

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Yedi Ölümcül Günah: HIRS

Ressam

Marta Dahlig, POLONYA

[yukarıda solda]

Yedi Ölümcül Günah: Kıskançlık

Ressam

Marta Dahlig, POLONYA

[üstünde]

Yedi Ölümcül Günah: Şehvet

Ressam

Marta Dahlig, POLONYA

[sol]

Kısıtlamalar

Photoshop. Ressam

Jiansong Chen, ÇİN

Anlamıyorum]

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LİNDA BERGKVIST

www.furiae.com  enayla@ furiae, com

"Dijital çalışmamda beni en çok geliştiren şey, geleneksel tuval üzerinde yapmaktan çok çekindiğim her şeyi deneyebileceğimi fark etmemdi."

Linda Bergkvist, dijital tabloları EXPOSÉ serisinde Ustalık ve Mükemmellik ödülleri de dahil olmak üzere geniş çapta yer alan İsveçli ödüllü bir sanatçıdır. Linda aynı zamanda d'artiste Digital Painting'in de ortak yazarıdır; burada diğer üç sanatçıyla birlikte sanatına yaklaşımında kendi tarzını ve tekniklerini araştırmaktadır. Linda, mistik ortamlar ve çarpıcı karakterler içeren, çağrıştırıcı illüstrasyon stiline sahip bir sanatçı olduğu kadar bir hikaye anlatıcısıdır. Öğretmen olma niyetiyle İngilizce eğitimi almasına rağmen Linda, illüstratör olarak çalışmak için eğitimini yarıda kesti. Linda artık zamanını çizgi roman renklendirme uzmanı olarak, yerel bir üniversitede yarı zamanlı Photoshop öğretmeni olarak ve serbest çalışan olarak geçiriyor.

Kroki

Sembolizmle dolu bir resim yapmak istediğimi başından beri biliyordum. Doğa ve insanın yok edilmesi teması olurdu ama güzellik kisvesi altında. Yeşilin, kırmızının ve altının sıcak, zengin renklerini istiyordum. Yaptığım ilk şeylerden biri çok hızlı bir renk testi yapmaktı. İlk taslakta kullanmadan önce denemek için aklımdaki renkleri bir araya getirdim. Burada komik olan şey, taslağın hayal ettiğimden çok daha karanlık çıkmasıydı, ancak tablonun 'sonuna' geldiğimde, başlangıçta aklımda olan renkleri kullanmaya geri dönmüştüm. İlk eskizdeki en büyük hata, Doğayı temsil eden karakterin bacaklarıyla ne yapmak istediğime dair hiçbir fikrimin olmamasıydı. Pozisyonları, ayaklarının şekli ya da nasıl denge kuracağı hakkında hiçbir fikrim yoktu. Bu bende resmin geri kalanında sorunlara neden oldu; burada, ilk eskizde, bacakları boyamayı nasıl 'gözden geçirdiğimi', onları nasıl yapacağımı düşünmek istemediğimi görebilirsiniz. İyi bir şey değil.

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-- --2TER TASARIMLARI

Karakter odaklı bir eser olduğundan kişilerin tasarımları ve □ görünümleri önemlidir. Bu nedenle, önce ■ : 'tablodaki yüzlerin belirsiz eskizlerinden, -' ve farklı versiyonlarıyla oynanmadan önce

■ -■=. (örneğin. Aradığım şeyi temsil edecek özellikleri ve küçük yollarla eylemleri gerçekleştirmenin yollarını bulmaya çalıştım. Bu şekilde istifa edebildim ve her iki güçlü karakteri de arayabildim 2" tüm resim boyunca beni destekle. Görünüşlerini hiçbir zaman büyük bir şekilde değiştirmeye gerek duymadım - bu yüzden ayakları gibi beyaz şeyler (ayakları boyamaktan nefret ediyorum) : ■-=- çok fazla sorun yarattı, yüzleri ve kıyafetleri değişmedi' T.

Eskizlerin basit yüzleri ile EE arasında - bitmiş tablonun tamamı kafamdaydı. Baştan beri saçında çiçekler, "i'ler, yılanlar ve yapraklar olacağını biliyordum, ama bu 'küçük' ayrıntılar aslında genel görünümde çivilenmesi hızlı eskizlerde çok başarılıydı.

İFADELERİ İYİLEŞTİRME

Bir karakterin gerçek tasarımlarını ve görünüşünü doğru yapmak bir şeydir. Aktarmak istediğiniz duyguya tam olarak uyacak dakika ve kesin ifadeleri elde etmek tamamen farklı bir şeydir. Resmin büyük bölümünde karakterin yüz hatlarını netleştirdiğimi sanıyordum ama sonuna doğru pek çok iyileştirmeye yer olduğunu fark ettim: ayrı ayrı iyileştirme. Yüzlere bu kadar uzun süre dokunulmadığından artık geri dönüp birçok ayrıntıyı yeniden işleyebildim. Doğa'nın dudaklarını ayırdım, onlara daha fazla hayat katmak için gözlerini yeniden boyadım ve artık çok daha fazla duygu gösterdiğini hissettim. Bunu, insan yüzünün yeniden boyanması takip etti ve ona daha rahat, şefkatli bir ifade kazandırmak için özellikleri dikkatlice yeniden düzenlendi. Bir de çil sorunu vardı. Benim de çillerim yok, bu yüzden görsel olarak nasıl 'çalıştıkları' hakkında pek bir fikrim yok, bu yüzden oturdum ve bunları anlamak için çilli insanların bir sürü resmine baktım. Bu değişiklikler çok küçük; bazıları bunları fark etmeyebilir bile ama benim için büyük fark yarattılar. Burada incelik anahtardır. Yüzlerde ve kostümlerde bazılarının asla fark edemeyeceği ayrıntılar var ama yine de önemliler. Çok fazla sevgi ve çaba harcadığımız bu küçük şeylerin birçoğunun, ilk bakışta görünmese de, yine de görüntüyü harika bir şekilde etkilediğini düşünüyorum.

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Photoshop

Linda Bergkvist, İSVEÇ

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Uyan bebeğim!!

Photoshop

Jose Manuel Fernandez Oli, İSPANYA

[tepe]

John

Photoshop

Armin Stocker. AVUSTURYA

[üstünde]

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Varoluş

Photoshop

Jose Manuel Fernandez Oli, İSPANYA

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Elma Ağacının Altındaki Şarkılar

Photoshop

Linda Bergkvist, İSVEÇ [yukarıda]

Yabani çilek

Photoshop

Franz Steiner, ALMANYA

[tepe]

Carrie

Photoshop

Laura Hukuku, ABD

[üstünde]

* w

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Güzel Kfltor

Photoshop

Hoang Le

VİETNAM

Lon'lu Hanımlar* Photoshop Linda Berg* . İSVEÇ [sol serres

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Venedik Maskesi

Photoshop

Fan Yang. Amerika Birleşik Devletleri

[üstünde]

Şeytan

Photoshop

Fan Yang. Amerika Birleşik Devletleri

[üstünde]

Kraliçe

Ressam. Photoshop

Chao Chin Kung. TAYVA'.

korku]

TIQUE

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Egzotik

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Redyan

Photoshop. 3ds Max

Müşteri: Actoz yumuşak Soa Lee. KORE

[yukarıda solda]

Prenses

3ds Max

Olivier Ponsonnet. FRANSA

[üstünde]

Clio

Işık dalgası 3D. Photoshop Karl Poulson. ABD [solda]

Rüzgarla Gülümseyin 3ds Max. Photoshop İstemcisi: Actoz yumuşak Soa Lee. KORE [sağda]

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Hangzhou Photoshop'un anıları. Ressam Robert Chang. ABD /yukarıda;

Maskeli balo

Photoshop

Egil Paulsen. NORVEÇ

[sağ üst]

Bahar Yaprakları

Photoshop

Natascha Roeoesli, İSVİÇRE korkusu)

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Egzotik

Mamegal 2004

3ds Max. Karakter Stüdyosu.

Brezilya r/s. Sevişme Saçları

Koji Yamagami, Fasulye Büyüsü. JAPONYA [sağda]

Kırmızı Sera

Photoshop. 3ds Max İstemcisi: AR Stüdyosu

Soa Lee. KORE faboveJ

Luke 3ds Max Jiri Adamec.

ÇEK CUMHURİYETİ

[üstünde]

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ayak parmağı* BÜYÜK BRİTANYA

Egzotik

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OLİVİER

PONSONNE1

www.reiv.fr.stre1vQfree.fr

“Her şey ilham kaynağı olabilir: Sokakta gördüğüm biri, bir televizyon reklamı, bir film.”

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Olivier is a student living in Bordeaux, France and studying programming (medical imagery) at Bordeaux University. “CG is my passion,” he admits. “I don’t study CG or even arts. I’m totally self-taught. I’ve learned everything in books and on the net. I always work freely, without methods or deadlines. I try several methods until I get something interesting. It’s not uncommon to stumble on something completely different from my initial idea. I try to create pictures with personality and style. I attempt to produce pictures that make people feel something, like a mood or a feeling. I also search for aestheticism and beauty through all the female portraits that I create. Beauty is really fascinating, because it’s really fragile: a little something can make your character beautiful. That’s what I try to inject into my images. I work with 3ds Max for modeling, shading, lighting and rendering. For post-production and painting maps, I use Photoshop with a graphic tablet.”

MODELING

I’m not a big fan of box modelling. I hate to start with a bo* and then add details until I get what I want. I always start from a simple quad. I then extrude its edges to get a rig of quad this is the start of the character’s eye. With a few more edges cuts and extrusions I get a correct eye area. Separately I do the same thing with the mouth area and then connect the two zones. I model the nose, extrude the edges of the bottom of the mouth area to get the chin. I finish the rest of the head, trying to keep a sort of concentric topology around the opened areas This helps a lot when modifying the character’s expression I separately model the ears with the same technique (quad plus edges cuts and extrusions), and put everything togethe' I finally apply a meshsmooth modifier to my model.

color

Bump

Specular

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Bump and Specular

Transparency


FINAL TOUCHES

-A-c sage s the mapping. I usually apply a simple cylindrical "ç to the model and if there’s too much overlapping ~ If» coordinates to get something cleaner. The first is -3 . paint is the diffuse map. Its global tint obviously ~ ' :ne character’s ethnicity or suntan, but also on the

• r.-«ter used. I use the mental ray Fast Skin Shader to ■e sFjse and soft appearance of skin, and put my diffuse Taemerall diffuse channel. In this case, the skin colors -Æ zfiassical. but if you plug it into the unscattered diffuse

your map’s going to be almost grey. Test both.

- an see the diffuse map is really classical. You just : add sregularities and spots to get something natural.

: r r scale version of this map as a base for the diffuse c nap to create an irregular base. Skin is also slightly - so use the specular map as a reflection map which r - particularly reflective on the lips and around the - sentty on the rest of the face.

The eyes are made of two concentric modified spheres. The inner one has a sub surface scattering material with the diffuse color of the eyes. The second sphere has a water-like material (reflective and fully transparent). I also add a sort of tear line that has the same material. It’s a renderable spline placed along the junction of the ocular globe and the lower eyelid. This really gives a nice final touch to the eyes. You can also add a slight bump to its material with a simple noise map to deform the reflections. Eyebrows, eyelashes and hairs are using the same technique. They are basically modified polygonal planes or cylinders with a simple material. I paint a transparency map, and plug it into the transparency channel. Note that the material has an IOR set to 1. I invert this map and use it as a bump map to get some kind of volume effect. I also use it in the specular channel to get specular reflections only on the opaque parts of the mesh. For the hairs, if it’s not dark. I also paint a diffuse color map with dark roots and brighter points. I finally set my lighting up generaHy with one main light and two backlights. I also place big white and self-illuminated boxes (the output value of the diffuse color set higher than 1). These boxes are only visible through reflections in order to get bright reflections, particularly on the lips and eyes.

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Hope

Photoshop, Painter

Client: Giomind

Cho Kyoung-min, KOREA

[above]

Goddess of moonlight

Photoshop. Painter

Client: Giomind

Cho Kyoung-min, KOREA

[left]

Follow me

Photoshop, Painter

Client: Giomind

Cho Kyoung-min. KOREA

[right]

TKXJE

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The Next Prey

Photoshop. Painter

Linda Tso. NEW ZEALAND [ above]

Waterfall Fairy

Photoshop, Painter

Chris Young. GREAT BRITAIN f top right]

Redemption Painter, Photoshop Jason Chan. USA [right]

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SoftimageIXSI, Photoshop Sang Hyun Bang. KOREA [above left]

Healer Elf

Maya. Photoshop

Client: NAKO Interactive Seok Chan-yoo. KOREA [above right]

Tears

3ds Max. Photoshop Client: Actoz soft Soa Lee. KOREA

[right]

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Valkyrie

3ds Max, Photoshop Pascal Blanché. UBISOFT. CANADA

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Temptation of Darkness

3ds Max. Photoshop

Soa Lee. KOREA [above left]

Knight Mage

Maya

Client: NAKO Interactive.

Seok Chan-yoo. KOREA

[above]

Jericho Cross

Photoshop

Farzad Varahramyan,

High Moon Studios. USA lleft]

Enemy of God Cover Art

Photoshop

Client: Phoenix Publishing Kerem Beyit. TURKEY [right]

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EXOTIQUE

Simone Linsell Fairy

Photoshop

Edward Draper. GREAT BRITAIN [top]

Darjaleene

Painter, Photoshop

Katarina Sokolova, UKRAINE

[above]

Sinner

Painter

Hong Kuang, SINGAPC Ç

[right]


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Atalanta’s Proposal

SoftimageIXSI, Photoshop Bryan Eppihimer. USA [above J

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Witch

Painter. Photoshop Wei Wang. CHINA I above]

Essventacha Sadensa - _

Photoshop

Friedric Petrequin.

Heavydarkness Studio. FR« fright]

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HENNING LUDVIGSEN

www. henningludvigsen. com

henlu@online.no

“It was in Athens I realized that I’d been working for ten years without doing what I really wanted to do in life—paint.”

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SKETCHING

Henning grew up in Holmestrand, a small town in the south of Norway. In Norway, art school can be joined at quite an early age, and this is where he learned the basics of traditional art. “The Amiga was the first computer which opened my eyes to digital art,” explains Henning. “I realized the tremendous opportunities available when working digitally. After ten years of working my way up through the ranks of the ad agency industry, I got the opportunity to use my skills in computer game development. With this opportunity, came an invitation to move to sunny Greece, which I immediately accepted. It was in Athens I realized that I’d been working for ten years without doing what I really wanted to do in life—paint.” Since 2004, Henning has focused on developing workflow skills and creating fantasy-related 2D art. He is currently working as the Art Director of a Norwegian/Greek computer game development company in Athens.

I started off by making a simple sketch. As a fan of reaftsr I used a grid on top of the reference picture I was looking • while painting. I copied the same grid onto a blank cam^i and then drew a rough and simple base. I did this to awoc major proportional mistakes at an early stage in the process s I could easily see where a line in the photo broke with the gr As soon as I had a decent looking sketch, I got rid of the gnr and added a simple greyscale background to the paintr:. I kept the sketch in a separate layer on top of the others Next I got some rough shapes up to catch the overall fee r For some reason, I always start off with the eyes. If the e>« don’t feel right, it can break the piece. One reason for hav a greyscale background is that I can toggle easily betweer black and white while applying shadows and highlights, ar: not be limited by working from one side of the black or wtv greyscale range. It is only at this stage in the process tte I apply rough shades with a semisoft brush set to medium. T-other reason why I work with grey tones in the beginning that it allows me to focus on getting the shape up and runnrç before even thinking about colors.

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CKJNG-IN COLOR

a ?ouch greyscale version was ready, I merged the c rase layer with the sketch. I then applied some very use colors using the brush tool with Color mode ’.hen the basic colors were applied, I began adding

"iwe details—still pretty rough, but I usually prefer :     messy brush strokes before working my way

-nt details. While I still had a lot of detailing to do,

ting features in the girl’s face. From then on,

-z te ordinary hard-edged brush on Normal mode only, -w jsng sharp brushes with dense spacing feels closer

the ‘old fashioned way”. This painting was an in using hard-edged brushes, and it was my s =c away from smooth, airbrush-style paintings. I am z oefever in using reference pictures for paintings, don’t think the human mind can emulate realism

- Tugb to compete with the real thing. When making ’ is I normally use friends as reference models, and :.er i a challenge to make the art resemble the model as -5* as possible, like with this painting.

DETAILS

Still using the hard-edged brush, I went over the entire piece area by area applying more details and correcting the skin tones. When the base colors are placed, I prefer to mix colors as I go along and directly onto the piece. This makes it all more fun, and the end result looks more natural. Knowing that skin has all kinds of colors depending on the area of the body, I made sure that areas like the nose, the bits around the eyes, shoulders, neck, and forehead got a vague tint of red. In other places, the skin might be thinner and should appear more blue or grey. Even green and yellow are colors I use for skin tones, and in the shadows purple and blue made sense because I wanted to use cold ambient light. At this stage, I added the metal gauntlet and applied smooth and rough metal shading. I wanted the gauntlet to look feminine and delicate, which is why I painted the hand first, and then replaced it. I painted the gauntlet a little thicker to give the metal the right build and thickness. The hair started to shape up at this point, and I went on from here until I felt that the painting was done. On ths occasion I stopped earlier than usual to maintain the feefeng and impression that this is a traditional painting with human artistic errors, and not a typical digital painting.

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Golden Talon

Photoshop

Henning Ludvlgiien. NONWAY

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bn

e

Max. Photoshop Lee. KOREA

/

Sophia

3ds Max, Photoshop, Paintshop Pro

Soa Lee. KOREA

[above]

Inaé

3ds Max

Olivier Ponsonnet. FRANCE

[right]

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ana-83.jpg

ana-84.jpg

ana-85.jpg

The Crane

Photoshop, Painter

Mark Jordan. SLOVENIA

[above]

Papillon

Photoshop

Egil Paulsen. NORWAY

[above]

Devastation

Painter

Anry Nemo. RUSSfc

[right]

ana-86.jpg

ana-87.jpg

ana-88.jpg

Tala: Boss

Photoshop

Art Director Farzad Varahramyan

Steve Jung. High Moon Stix&os. USA [top]

Cassidy Sharp: Boss

Photoshop

Art Director: Farzad Varahramyan

Steve Jung. High Moon Studios. USA

[above]

Elven Warrior

Photoshop, Painter

Cho Kyoung-Min. KOREA

[right]

ana-89.jpg

ana-91.jpg 

Torturess

Photoshop

Andrew Dobell. GREAT BRITAIN

ana-92.jpg 

Elene

3ds Max. Photoshop

Soa Lee KOREA [atxtve]

When the Wind Blows

Photoshop

Christine Griffin. USA

[nght]

*

1 A

ana-93.jpg 

EXOTIQUE

Naga Dance

Photoshop

Camille Kuo. Ta,

[right]

Mark Jordan SLOVENIA /abo*e/

Archer

Photoshop. Painter

Chris Young. GREAT BRITAIN [above]

ana-94.jpg

ana-95.jpg

ana-96.jpg

ana-97.jpg

Dark Fire

Painter. Photoshop

John Dickenson.

Carbon Canyon Studios.

USA

[above left J

Cardil Shan Imadril

Photoshop. Painter

Oliver Wetter. Fantasio Fine Arts.

GERMANY

[above]

Shinsengumi

Photoshop

Leung Chun Wan.

HONG KONG [left]

Queen of the Eternity

Painter

Hong Kuang.

SINGAPORE

I right]

ana-98.jpg

ana-99.jpg

1-2-3 ftatoshop

Francesco Perez USA [above]

White Buffalo - Reeve

Photoshop

Gez Fry. JAPAN

[above]

Winter Photoshop Gez Fry fright]

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White Buffalo - Kay Photoshop Gez Fry. JAPAN /above/

Memories Lost

Photoshop

Hoang Nguyen. USA

[above J

Swordsman

Photoshop

Leung Chun Wan. HONG KO.

fright]

BDOIKME

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ana-104.jpg

LIAM KEMP

www.this-wonderful-life.comUam@this-wonderful-life.com

“I didn’t know anyone who knew anything about 3D and I had no Internet access, so all my learning was done the hard way.”

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After leaving school, Liam envisaged a career in illustration. This proved to be more difficult than he’d anticipated, and after a couple of years with little success he decided it was time to learn how to use a computer. “My next door neighbor had 3ds Max (but didn’t know how to use it),” explains Liam. “He showed me some of its capabilites, which I was sufficiently impressed with to want to start learning how to use the program myself. I didn’t know anyone who knew anything about 3D and I had no Internet access, so all my learning was done the hard way. I even learned nurbs before I knew how to model wrtT polygons! Within a couple of years I Tad made two animated shorts: ‘When Statues Dream’and‘Telly’. It was my third short This Wonderful Life’ that got me recognition on the'estival circuit. It was shown at Siggraph, 3D 'estival and Imagina. In August 2004 I left my job io work full-time on my next seff-iunded animated short ‘The Normals’.”

CLOTH

The costume was created using the ClothFX plug-in • splines are drawn to create panels that form each secto the garment. The panels are then arranged around the rc in the appropriate positions before the simulation pulls a y separate pieces together, wrapping them around the b r and into place. For texturing the garment, a planar map » projected onto the whole spline layout of the cloth panels, r a screenshot was taken. Because the clothing was airusing flat panels, this made texturing much easier as ftte was no need for UV tweaking, and texture streaking bees' non-existent. For the surface of the garment, a bump map » created using a 50% blend between hand-painted textile r the creases and seams) and a fine noise map (for the roughns of the fabric). Another noise map was used in the Specufer channel to break up the uniformity of the highlights. To recrée the look of velvet, in the Diffuse channel I created a fallo4-and increased the RGB value for the fresnel component so*« the maroon color would appear brighter at glancing angles.

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LIGHTING

» lie skin texture, I made several UV projections over

ts of the body. Arms, legs, body, hands and neck separate projections which were then loaded into

■ zœrte material. A greyscale map was then used to

-r.-.een each projection so that underlying textures in

z?-zosrte material would show through. For the diffuse

I started off by scanning a patch of skin which sought into Photoshop to duplicate, mirror, rotate, and -- “3rnp across the surface of the texture map. Additional

is to the brightness, contrast and hue were made

-irr me tiling effect. On top of this base I hand-painted

: emails such as veins and blemishes to complete the

- a/er. The bump map was drawn by hand—I would ata concentrate upon a small area where I would create the

- z«pies, cracks and pores, and then rubberstamp this to - adding in extra detail as required. The Specularity

^zssness maps were black bitmaps. I used Photoshop’s ‘ to create the irregularities of the reflected surface.

I wanted the image to appear sunlit and have a warm feel, so I created a spotlight with a slight yellow tint that shone directly across her body in order to pick out her curves. The environment was a simple box, about the size of a large room, with a weathered-looking texture placed upon the walls. Foe the flooring, I used a texture map of wooden floorboards and gave it a golden tint in order to soften the reflected light up onto her skin. For all the mesh objects, Global Illumination was used with photons to bounce the light and give an ever warm tint across the whole image. As the hair was not a geometric object, it couldn’t respond effectively to bounced light and so a separate lighting set-up was used for tos. In order to match the illumination of the rest of the anage-I placed spotlights in positions where light would refect zr" the walls and onto her body.

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r rWui

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JIKMJE

Red Moon

Photoshop

Svetlin Velinov, BULGARIA [above left]

Ronin Girl

Painter

Oliver Wetter. Fantasio Fine Arts, GERMANY [above]

Bianca

Photoshop. 3ds Max Model: Bianca Beauchamp

Jean-Yves Lelcercq.

JYL Computer Art, BELGIUM [left]

Drop Red Gorgeous

CINEMA 4D. Poser, Photoshop

Client: 3D World magazine/

Future Publishing

Adam Benton. GREAT BRITAIN f ngbt]

_____

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Karma

Maya. Photoshop Rene Morel. CANADA [above]

FG

Photoshop. CINEMA 4D

Benedict Campbell. GREAT BF

I right]

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Meda Warrior, MechAssault 2 3ds Max. Photoshop

Josh Nizzi Day 1 Studios, USA

MbneJ

Foster, MechAssault 2

3ds Max. Photoshop

Josh Nizzi. Day 1 Studios, USA [above]

Natalia Magazine Cover, MechAssaiA

3ds Max, Photoshop

Josh Nizzi. Day 1 Studios, USA

I right]

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Pretty (Strawberry Dream)

Photoshop

Lisa Bertnick. USA

[far left]

Sasha

Photoshop

Lisa Bertnick. USA [left]

Shoot

Photoshop. Poser.

BodyPaint, CINEMA 4D

Benedict Campbell.

GREAT BRITAIN [nghtl

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ùlu.Uii)

Muni .’mihi» MHIIAHI

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MM

Photoshop, CINEMA 4D, Poser

Rffiftrt Campbel. GREAT BRITAIN

Benedict Campbell. GREAT BRITAIN

I right]

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Temple Guard Priestess

Photoshop

Oz Spiniello, AUSTRAL!-

fright]

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S-girl (punisher)

Maya. Photoshop

Client: NAKO Interactive

Seok Chan-yoo. KOREA

Mechbeth

Photoshop

Farzad Varahramyan, USA

[left]

Poser. Photoshop

Mark Coulson. GREAT BRITAIN [above]

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EXOTIQUE

The Ascent

Photoshop

Henning Ludvigsen, NORWAY

[above]

Nedda

Photoshop

Laura Law, USA

/ top right]

Dawn

3ds Max. Pho'osncr

Soa Lee. KORE-

[ right]

Countess2

Photoshop

Steven Stahlberg, MALAYSIA

[top left]

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FEATURED ARTIST

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JASON CHAN

www. jasonchanart. com jasonQjasonchanart. com

“During high school I began frequenting online art forums and using those as inspiration and learning from people there.”

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Jason Chan was born September 24, 1983 in Stockton California. Ever since he could hold a pencil, he has been drawing. “I learned all over the place,” admits Jason. “Both my parents, as well as some of my uncles all have artistic talent. They were my first teachers.” What began as a childhood hobby soon developed into a passion. His interest in video games, fantasy and science fiction, and anime lead him in a particular path with his work and before he knew it, he was freelancing. “I frequently visit art forums to keep learning while I’m not at school and see what other people are up to”, explains Jason. He is currently pursuing a BFA in ■ustration at the Academy of Art University «1 San Francisco. He is due to graduate in the Spring of 2006.

SKETCHING

Digital art is a funny thing. It gives you unlimited cont -j your image allowing you to step back in time when you it a mistake, zoom in to do the tiniest detail or zoom out tz r the largest stroke. The one thing it lacks is a sense of ptni c reality. You can’t hold your artwork. Because of this, some: the mood strikes me to begin with something I can toucti -piece of paper and a pencil. I will normally start out by dr± ir-a series of quick thumbnails to find a working composte From there I will do a more detailed sketch and possibh i some character designs. In this particular piece, I maoe r mistake of going to paint without working out the backoo.r beforehand in my sketch. I was a little too eager to add etc and I paid for it later. Ideally, you would want to know exa : what you are going to be doing when you go to paint—:'s jle a lot faster and easier.

FEATUF?£Z AJÏMS3I

LOCKING-IN

DETAIL

ze have the image scanned, I begin by blocking in colors. *~s image, I was going for a more photorealistic look for characters so I didn’t bother saving the lines under the - ± block-in. All I needed was the initial idea and gesture. ’’ t sketch was then laid on my desk where I could look at it * I needed to. I don’t like to work on a white canvas, so ri “o get the whole image in some sort of color. It’s important

* - to get your values correct so that you can see the overall ■ zact of the image. Colors come second to value normally, . I really needed to get that intense red in from the get-— ~he whole time I knew that I wanted a green image with i zrflzant red character. I ran into trouble with this image --ïiajse I didn’t resolve the background in my initial sketch, ren through numerous different trees, fiddled with the bridge, --z cbd various changes to the mountains before I was happy

~ now the background was working.

Finally, after much struggle with the background, I was able to start adding details to the background, and my favorite part, the characters. For this image, I wanted things to look fairly realistic so I took some photos for reference. If I had been going for a more stylized look, I would probably have skipped that step. I also had to do a little research into Chinese architecture and art aesthetics. I love the great vertical paintings of mountains in the mist that you see on scrolls, and I tried to mimic that a I tt^e in this image. I applied the detail in multiple passes. I added some general detail to the image as a whole so that it and then added more and more detail to areas I wanted to pcc out. This leaves a looser look to areas that are less importarc. which draws your eyes to the areas that you have deta ec and are most important to you. It also allows you to stop at anr point and still have the whole image read. Normally. I don7: *e to render the image until every inch is photorealistic so iMt parts of the image somewhat loose. Once I was happy w zr way the image looked I took it into Photoshop for some zocr balancing for the final touches. At that point, w* aru ixM.

hours of intense work will have hopefufty come to fewBow

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Samouraï

Photoshop

Damien Chanez.

FRANCE

[top left]

Huang Rong

Photoshop

Leung Chun Wan.

HONG KONG

[above]

Fantasy Female Character

Photoshop

Daniel P. Ferreira,

USA

[top right]

QIN 1

Photoshop, Painter, ArtRage

Client: le 7éme Crecle

Aleksi Briclot, FRANCE

[right]

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Divine Protection

3ds Max. Photoshop

Hyung-Jun Kim, KOREA

[left]

Dragon and Phoenix of Ancient Chinese

Photoshop

Camille Kuo, TAIWAN

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Character Studio 4

3ds Max. Character Studio.

Brazil r/s. Shag Hair

Koji Yamagami. Beans Magic. JAR* I right]

•This Wonderful Life’ girl 3ds Max, Brazil r/s

Liam Kemp GREAT BRITAIN [above]

Mei

3ds Max

Mark Tan. Insane Polygons.

SINGAPORE

[above]

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Lunch

CINEMA 4D, Poser. Photoshop

Benedict Campbell. GREAT BRITAIN

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Blue

Lilith

Christmas

3ds Max, Photoshop

Photoshop, Painter

Photoshop. 3ds Max

Soa Lee,

Client: Hotu-Culture Publishing Co.

Client: Actoz soft

KOREA

Linda Tso. NEW ZEALAND

Soa Lee. KOREA *

[top]

[above]

[above]

Obsidian Eyes 3ds Max

Olivier Ponsonnet

FRANCE

[right]

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Infirmière!

Photoshop

Model: Brigitte

Jean-Yves Lelcercq

JYL computer art.

BELGIUM


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EXOTIQUE

Belly Dancing Queen

Illustrator. Photoshop

Banyen Hongphakdy AUSTRALIA

(right}

Pirate

Photoshop

Ho Sung Chung. KOREA [above]

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Memories of Lost Happiness Photoshop

Valentin Fischer. GERMANY

[above left J

Excalibur cover art

Photoshop

Kerem Beyit. Céidot Studios

TURKEY

[top]

Dance of Blades Painter, Photoshop Jason Chan. USA [right]

William Blood

Photoshop

Kerem Beyit. Céidot Studios

TURKEY

[left]

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main-147.jpg 

Elanie

Painter, Photoshop

Katarina Sokolova. UKRAINE

[left]

Thus mellowed to that tender Light

Photoshop

Linda Bergkvist. SWEDEN

[right]

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Don’t Whisper into the Wind

Photoshop

Linda Bergkvist. SWEDEN

[left]

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PASCAL BLANCHE

ivw. 3dluvr. com/pascalb/ Iobo9 71 ©yahoo, com

“I’ve worked in the game field for eleven years, and I still smile in the morning when I go to work.”

Pascal Blanché is Art Director at one of the world’s biggest gaming companies, Ubisoft Canada based in Montreal. His most recent game project was ‘Myst IV: Revelation’, the fourth in the cult adventure game series. Pascal started on the path towards a career in art/design for games at the Art School of Luminy, Marseille. Following art school, he freelanced for TILT magazine, an early video games magazine and then worked in modeling, concept art, texturing, lighting and animation for various French gaming companies. Pascal worked for one year as an animator, then lead animator on the first French/Canadian full-CG movie—Kaena: The Prophecy (distributed by Sony). Pascal is an influential artist in the CGTalk community and was a central figure in the first CG challenge concept where artists came up with a collective brief, then created a piece according to those restrictions. CGTalk’s CG Challenges now run regularly with thousands of entrants and major prizes on offer.

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MODELING

This picture was at first a pure anatomy study. I’m insprr by artists such as Corben, Bisley, Frazetta and Brorr always been frustrated by the limitations of 3D when it co- e to anatomy subtleties. Using the box modeling techno r I created a basic structure, at a very low level of deta s break down the main shape of the model. At this point, the ne? common tools I use are the Turn Edge option of the ecfctat -mesh and the Relax tool. I tend to exaggerate the shape cr muscle then I use a Relax to smooth all of the odd angles 2 I go back into extreme shapes, then repeat the process agar The Relax tool has to be used with caution as it always flafeer* your structure. When I feel I’ve gone far enough with the > poly cage, I add a subdivision or MeshSmooth on it and steto build up the details again.

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DEFINITION

ZBRUSH

tow that I have the general proportions I wanted (not fully and zta’ly photorealistic I know), I can start to work on muscle ignition and face details using the smooth cage I’ve just □srt It’s easy to create nice subtleties following the cage, and rs also where I find the limits of this technique. Before going

• further into the details, I did a fast rigging and skinning - The mesh, using the built-in Character Studio Skeleton and •-^*sique modifier. After creating the basic influences of the : :nes deformation, I set my character into its final pose, and l~en I refined the deformation assignation so it fit with the new :«e, correcting little errors here and there. Finally, I created a snapshot of the model and exported it in .obj for ZBrush.

I have to admit that I’ve been impressed by the ZBrush experience. I’ve been following the package since its beginnings, and was not quite sure how it could help me in my work process. When I saw the demos of ZBrush 2, I knew I would have to give it a try*

I was also able to refine the overall shape using the Move tool

and push a little more of the general shape of the character to give him a nicer silhouette. By using the Drawing tool in Standard mode, Inflate or Pinch mode (transform options) and by usra a large variety of brush sizes and brush z intensity. I starred to literally sculpt the model without bothering with the cage he best technique I found was to start with a low resotobor cage.

refining general shapes, and the more I work on défais toe "O=

I work on high resolution cage. By going back and xrto

time to time into those different levels of défais I was aeto x

totally control my model, from reshaping musdes. to adarç to*

wrinkles and veins. After exporting the mode t


I played around with different lighting and renderings to par woe emphasis on the body definition. I added toe st* bar andtortt

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it

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Andromeda - The Al Cr*

Bryce, Poser, CINEMA

Photoshop

Adam Benton,

GREAT BRITAIN

[left]

Bio Bot 1

Photoshop. CINEMA C Benedict Campbell GREAT BRITAIN [right]

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2sid

Photoshop, Poser.

BodyPaint, CINEMA -D

Benedict Campbell.

GREAT BRITAIN [left]

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ana-159.jpg

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Temple Guard Priestess

Photoshop

Oz Spiniello. AUSTRALIA

[above]

Bride of Lucifer

Painter

Hong Kuang. SINGAPORE

[right]

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main-162.jpg 

f»ii^

Metal

Painter, Photoshop

Wei Wang.

CHINA

[top left]

Chinese Persons of Ancient Times

Photoshop. Painter

Weng Ziyang,

Chinese Fantasy Magazine, CHINA

[above senes]

In the Fear Slavery Photoshop

Olga Barkhatova, CANADA [top right]

Portrait of an Asian Vampa

Photoshop

Christine Griffin.

USA

1 right]

128    EXOTIQUE

main-163.jpg

ana-164.jpg 

Pu Yi

CINEMA 4D, BodyPaint

Alberto Blasi, ITALY

[left]

The Messenger

Photoshop. Painter

Oliver Wetter. Fantasio Fine Arts

GERMANY

[right]

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Chinese Princess

Painter, Photoshop. 3ds Max Kornél Ravadits, HUNGARY lleft]

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¥. •'

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I

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Xaea

Photoshop. Painter

Jennifer Reagles. Saiaii. USA

I top J

The Red Dress Photoshop Yulia Startsev. CANADA

[above]

Andromeda

Painter

Marta Dahlig, POLAND

I top]

The Passing

Photoshop. Painter

Linda Tso, NEW ZEALAND [above]

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Happiness is a Blue Bird ^Photoshop               . ' ' '

José Manuel Fernandez OIL

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EXOTIQUE

134

The Pirate Queen

Photoshop

Client: Elizabeth Weimer Christine Griffin. USA [right]

Anastasia

Painter

Client: Anastasia

Vadim-Leon Strelkov. LATVIA

[above]

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The Well of Tears

Photoshop

Annah Hutchings,

GREAT BRITAIN

/top/

Elf of Forest

Photoshop

Client: Suvist

Kwang Sub Shin. KOREA

[above]

Nelicquele

Photoshop

Linda Bergkvist.

SWEDEN

I top]

Red Weed Brocade.

Painter

Gracjana Zielinska.

POLAND

[above]

Hajieelkhe

Painter. Photoshop

Linda Bergkvist.

SWEDEN

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Master

Photoshop

Client: Aesthetic Compounds. LLC

Camille Kuo. TAIWAN

[above J

Mistress

Photoshop

Client: Aesthetic Compounds. LLC

Camille Kuo. TAIWAN

[above]

Her Valentine

Photoshop

Ian Field-Richards

GREAT BRITAIN

[right]

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Face to Face with the Guardian Angel

Painter. Photoshop

Katarina Sokolova. UKRAINE

I top]

Her Eyes... Photoshop

Bao Pham. USA

[above]

Winterfall

Painter

Hong Kuang. SINGAPC-

[right]

r .TvT

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< J      A

7£|


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JEAN-YVES LELCERCQ

www.jyl.be jyl@swing.be

“I mainly work in Photoshop, sometimes adding a little bit of 3D. I show my art in exhibitions, and also demonstrate how I use Photoshop to paint my pin-ups”

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Jean-Yves Lelcercq is best known for his stylized pin-ups of beautiful female characters. He has always drawn, as far back as he can remember: “I followed courses here and there, but I don’t have an art degree. The main reason is that when I decided to become a freelance artist, computers had invaded the professional art world, but not yet the Belgian art schools. So I learned computer graphics by myself. I’ve been working as a freelance illustrator for an image bank, producing two pin-ups per month, and for several other clients. My activities are now diversified: illustrations (for magazines, mobile phones images, card games), digital photography and post-treatments, advertising, posters and flyers. I mainly work in Photoshop, sometimes adding a little bit of 3D. I show my art in exhibitions, and also demonstrate how I use Photoshop to paint my pin-ups.

SKETCH

This drawing was made for a client who designs dresses a-swimsuits in Paris (Feel Good). They wanted an image n style of my pin-ups, with a discrete background with ‘so go: written twice. The purpose was to publish it as an ad or îre back cover of a magazine. I received the black skirt via and did a photo shoot with my girlfriend as the model. I use:: : Nikon D70 with two studio flashes: one main light in front of —t model, and one back light to give volume on the right side z the character. The six megapixel image from the D70 provors more details than an illustrator needs, but with a black dress w-this one, or with black latex, the levels need to be pushed tc z little bit to make all the details visible. I drew on an A3 sheer z paper, transforming the normal proportions of my mode! n*c x kind of stretched fashion model. It’s a drawing—exaggeratior : normality. I then scanned the pencil sketch and my work o— computer started using Photoshop and a Wacom A4+ tab e*.

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PAINTING IN SELECTIONS

The first thing I do with the scan is to separate all the different parts of the body into selections, stored as alpha channels. This drawing had only four selections: hair, skin, skirt and shoes. When that was done, I added a white background, keeping the scan on top of the layers in a ‘Multiply’ mode, to see only the pencil lines. On top of the background, on a new layer, made the ‘skin’ selection active, and filled it with a medium skin tone. I then created a new layer again and painted darker and lighter to define all the volumes. I used a brush with a hardness of 50%, and progressively made it softer and softer. This simulated the feeling that I had used a classical brush and smoothed the painting with an airbrush. Opacity was about 10%, though never more than 15%. When all the volumes were visible, with all the details, in a sepia color, I added a bit of red and pink to give ‘life’ to the skin. When the background was defined, I also painted the reflected lights that would integrate the character into the image. With a grey background, the 'effected lights are not colorful. I used a little bit of yellow to suggest a light source on the left side of the image.

REFINING SKIN TONES

All the other parts of the character followed the same process. I defined the volumes with two values of the same color, added the colors that would give life and realism, then added the reflected lights. I used a hard brush to start and a soft one to finish, to copy an airbrush technique that I used before working with a computer. I usually spend a day on the skin of a pin-up, which is the most difficult part of the job. When all the areas are colorized, the connections between them need to be ‘cleaned' with the Smudge tool with all the selections being inactive. The ground was made with a texture, modified with a perspective effect. The rest was a combination of text and gradients. Some gradients were applied on the background layer, and some layer effects for the text.

So Good

Photoshop

Model: Brigitte

Client: Feel Good, Daniel Wertel

Jean-Yves Lelcercq.

JYL computer art.

BELGIUM

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EXOTIQUE

A Pure Coincidence

Photoshop

Raffaele Marinetti. ITALY

[above]

My Love in Bed

3ds Max, finalRender Marek Denko. SLOVAKIA [top]

I was made to love you

Photoshop

Raffaele Marinetti. ITALY

[right]

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Exotic Beauty

3ds Max. Photoshop

Shoaib Zaheer Malik.

Image Dynamics.

PAKISTAN

[left]

Gray Mag

Maya. Renderman

Francisco A. Cortina and Steven Giesler. USA I right]

 

Female anatomy study 3ds Max, finalRender Marek Denko, SLOVAKIA [left]

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TIQUE


main-197.jpg

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Man with Gun

3ds Max. Softimagi

ZBrush. mental ray

Jonas Thomqvist,

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Mistress and servant

Photoshop

Henning Ludvigsen ‘JOPBjn-

l nght]

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Furious Ming

3ds Max. Photoshop

Copyright: Bioware Corporation

Mike Sass CANADA

Red Cloud

3ds Max

Seong-Wha Jeong,

KOREA

[above]

Redyan

3ds Max. Phocosr x Client: Actoz sPt Soa Lee. KOREA [right]

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Air Hostess

Photoshop

Model: Brigitte

Client: Tristanah

Jean-Yves Lelcercq

JYL Computer Art.

BELGIUM

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Tala: Vampire

Photoshop

Art Director: Farzad Varahramyan

Steve Jung,

High Moon Studios. USA

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main-206.jpg

Lady of Eagles

Photoshop. Painter

Wioletta Szczepahska. POLAND

[above left]

Sunshine After the Rain

Painter, Photoshop

Jennifer Duong. CANADA

[above]

Dark Stalker

Painter

Howard Lyon. USA

[left]

Spellforce Cover

3ds Max

Virgin Lands Animated Pictures GmbH.

GERMANY

[right]

xmouE

main-207.jpg

main-208.jpg

FRED BASTIDE

www. texwelt, net tex@texwelt.net

“When I work on human characters, I like to express a monstrous nature. When creating non-human characters, I try to accentuate human characteristics.”

main-209.jpg

Fred Bastide had a classical art education. At 34, he is a graduate of the ‘Ecole des arts appliqués de Vevey’, and ‘Ecole supérieure d’arts décoratifs de Genève’. While he was there, he learned the many aspects of drawing, painting, sculpture and photography, but as an autodidact with CG, he had the most fun sitting at home with the very first version of 3ds Max. He began tinkering with the artistic boundaries of computer-generated art about eight years ago. Although curious, he admits he wasn’t completely convinced of the creative potential of CG, so the first few years of studying the phenomenon were not very intensive. “It was more like a kind of videogame for me,” explains Fred. “Just a txt of fun.” Fred lives and works in Montreux, the French-speaking part of Switzerland. He is presently working in an unrelated field of wore from CG. so has made his name as a frotanco CG artist in his spare time.

SKETCHING

This small alien came from a picture more ambitious than a simple “character in repose” image named “the most boring planet of the universe”. For technical reasons, I scheduled * for a later endeavor, but chose to exploit this little guy in a “portrait like” feature. I really don’t know how much time I’ve spent on it, and I’ve made drastic changes during the process Usually, I make better preparations for my images, but this one was more experimental and clearly disorganized. As I usually do, I made some quick sketches to define the color scheme proportions and principal characteristics of the small invader I chose very neutral colors to give an annoying feel to the space suit, and I avoided decals or decorative elements on the armour elements for the same reasons. My goal was to give him the most inoffensive appearance possible. I gave him human babproportions, chubby fingers and very big eyes, inspired by those of a Loris, a kind of monkey-lemurian like creature.

main-210.jpg

E

main-211.jpg

TIQUE

main-212.jpg

main-213.jpg

CLAY MODELING

I made a very quick plasticine model to have a better idea of proportions. Where possible, I prefer to have a conceptual approach with a physical material, which is more sensitive and moldable than a set of vertex. Of course, the small sculpture didn’t need to be precise or beautiful, but just be sufficient to be used as a reference. I originally planned to make the little guy 15 centimeters small, and to place him on a desk covered with typical pre-1990s (computerless) office materials like a stapler, paperclips, a paper punch and highlighters. I completely modeled, unwarped and textured these boring office objects, only to decide that they didn’t work in the scene.

SETTING THE SCENE

Once the small alien was placed in the environment, a problem with proportions became evident: a very small creature like this would certainly have very thin limbs like a tiny monkey or an insect. I decided to re-scale the character and re-think the entire scene. I settled on a small corner of my own apartment. The floor was very important in the image, so I reproduced a kind of early 20th century tile of my corridor with textures found on www.mayang.com. They were not exactly the same as those in my corridor, but gave the same feeling of old time elegance and coldness that I was searching for in my image. I chose an old and heavy 1950s radiator (from my own apartment too), to contrast the fragile and shy invader. I used 3ds Max for modelling, VRay for the render (chosen principally for the efficiency of the Gl illumination) and Photoshop to paint the textures.

EXOTIQUE

165

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main-215.jpg

main-216.jpg 

The Mercenary

3ds Max, Photoshop

Marc Tan, Insane Polygons.

SINGAPORE

[left]

Blackman

Maya, ZBrush

Francois Rimasson, FRANCE

[nght]

main-217.jpg

main-218.jpg

main-219.jpg

main-220.jpg

main-221.jpg

main-222.jpg

main-223.jpg

main-224.jpg

main-225.jpg 

Masuimi

Photoshop

Model; Masuimi Max

Jean-Yves Lelcercq JYL computer art, BELGIUM



main-228.jpg

•This Wonderful Life' girl 3ds Max. Brazil r/s

Liam Kemp. GREAT BRITAIN labo^]

Mamegal Face

3ds Max. Character Studio.

Brazil r/s, Shag Hair

Koji Yamagami, Beans Magic. JAPA"-.

[right]

main-229.jpg

main-230.jpg

main-231.jpg

Cassidy Sharp

Photoshop

Art Director: Farzad Varahramyan

Steve Jung,

High Moon Studios. USA

[above left J

Lil’ Devil

Photoshop

Alistair Fell. GREAF BRITAIN

[above [

S-girl

Photoshop

Client: NAKO Interactive

Seok Chan-yoo KOREA

I'eftl

Lady Frances Drake

Photoshop

Alistair Fell. GREAT BRI FAIN I right]

main-232.jpg

main-233.jpg 

Tala: Vampire

Photoshop

Art Director: Farzad Varahramyan

Steve Jung.

High Moon Studios. USA

main-234.jpg 

Bat Surf

Photoshop

Henning Ludvigsen

NORWAY

 

Face

Maya, mental ray

Francisco A. Cortina, USA

lleft]

Luscious

Maya, Photoshop

Rene Morel. CANADA

[right]

Kaya Pose

Maya. Photoshop

Alceu Baptistao, Vetor Zero, BRAZIL

[left]

main-236.jpg

main-237.jpg



main-240.jpg 

Endless Rain

3ds Max A

Wen Bo Cao. CHINA


Pants

Photoshop, 3ds Max Client: Actoz soft Soa Lee. KOREA [above]

Curves

Maya, Photoshop

Dustin Davis. EA Chicago.

USA

[above]

Figure study

Maya, mental ray Francisco A. Cortina USA [right]

main-242.jpg

main-243.jpg


Jiri Adamec Smojedy47. Pardubice. 53 CZECH REPUBLIC astii@volny.cz wwwa-5ti.com 28

Sang Hyun Bang

KOREA

www.hyuns21.pe.kr

40,92

Alceu Baptistao

Vetor Zero,

Rua Joaquim Floriano, 913,

8th Floor,

Sao Paulo. 04534 013

BRAZIL

alceu@vetorzero.com.br

149.180

Olga Barkhatova

Acuity,

63 Pinto Drive, Toronto, ON. M2 J 3T9 CANADA chameleonds@yahoo.ca www.olgabarkhatova.tk 128

Fred Bastide Grand Rue 56 bis, Montreux. Vaud, 1820 SWITZERLAND fredbasbde@vtxnet.ch 164-167

Adam Benton

GREAT BRITAIN emad@kromekatcom www.kromekat.com

«1,124

Linda Bergkvist

SWEDEN

10-1116 18.118.119.136.

137

Lisa Bertnick

1515 14th Street NW, Suite 300,

Washington, DC, 20007 USA

lisa@lisabertnick.com www.lisabertnick.com 86

Kerem Beyit

Céidot Studios,

60. Yil Sitesi. 34. Sokak no:21, Ankara, 06370

TURKEY kerembeyit@hotmail.com www.kerembeyit.gfxartist.com 49.116

Pascal Blanché UBISOFT.

Montreal. QC, H2J 3S2 CANADA

Iobo971@yahoo.com 42, 120-123

Alberto Blasi

ITALY thirdeye_01 @hotmail.com 130

René Blom

Skogsâ; 205,

Boden, Norrbotten, S-961 91 SWEDEN

nenne@reneblom.com reneblom.com

148

Aleksi Briclot

9 rue de Nemours, 75011 Paris, FRANCE aleksi@aneyeoni.com www.aneyeoni.com 45. 103

Benedict Campbell Barn Walls,

Oxford, 0X3 OPX GREAT BRITAIN www.benedictl .com 83, 87, 90, 91,108-109,124, 125

[Back cover: EXOTIQUE Softcover edition]

Wen Bo Cao

Building E7, Junhu Shanzuang, Yinhu villa, Luohu, Shen Zhen Guang Dong, 10086

CHINA livia@newcg.com 182

Kelly Carter 449 Packet, Gwinn, Ml, 49841 USA www.madspiderstudio.com 38

Jason Chan

P.O. Box 7234, Stockton, CA, 95267 USA jason@jasonchanart.com www.jasonchanart.com

39, 98-101,117

Seok Chan-yoo

NAKO Interactive, 3f, Dongsimbldg.825-26, Yeoksam-dong,Gangnam-gu, Seoul, 136-112

KOREA bbyag3@hotmail.com

40, 48, 95, 176

Damien Chanez la med use, 95 Boulevard Mansart, Dijon, 21000 FRANCE re-torsion@freesbee.fr www.3dvf.com/modules/ galeriev2/artiste php?idartist=3832 102

Robert Chang 832 Columba Lane, Foster City, CA, 94404 USA

luna@ethereality.info www.ethereality.info 24

Jiansong Chen

Room 309, LianHuaShiji Building No.11, LianHua-XiLi Residential, FengTai District. Beijing, 100000

CHINA

chainjane@126.com www.chainandjane.com 9

Isabelle Chen

High Moon Studios, 6197 El Camino Real, Carlsbad, CA, 92009 USA

www.highmoonstudios.com 31

Leung Chun Wan

HONG KONG onimask@hotmail.com www.heretic-family.com 75,102

Liu Chun-Nan

5F, No.3, Alley 10, Lane 82, Yuanshan Rd,

Jhonghe City, Taipei, 235, TAIWAN

dark0319@hotmail.com 186

Ho Sung Chung

KOREA crazyhoya@msn.com 114

Francisco A. Cortina

CA, USA www.cortinadigital .com 153, 180, 185, 187

Mark Coulson

4 Crowcroft Road.

Ipswich, Suffolk, IP7 7HR GREAT BRITAIN mark@rogue-art.co.uk www.rogue-art.co.uk 94

Yves Couturier

High Moon Studios, 6197 El Camino Real, Carlsbad, CA, 92009

USA www.highmoonstudios.com 31

Marta Dahlig

Hirszfelda 14/16, Warsaw, 02-776

POLAND blackeri@poczta.onet.pl www.blackeri.com 8,132

Dustin Davis

EA Chicago, 196 Dublin Court, Unit 2W, Schaumburg, IL, 60194 USA ddavisart@yahoo.com www.ddavisart.com 184

Marek Denko

Strojarska 361/13, Hlinik Nad Hronom, 96601 SLOVAKIA denko@centrum.cz denko.maxarea.com 146,152

John Dickenson

Carbon Canyon Studios, Vista, CA, 92083 USA

www.jdd ickenson .com 70

Thitipon Dicruen

THAILAND xric7@yahoo.com 171

:ohque

Andrew Dobell

3 Valerie Court,

Sutton, Surrey, SM2 6PU GREAT BRITAIN andrewdobell@hotmail.com www.andrewdobell.com 30, 65

Edward Draper

13 Broseley Lane, Culcheth, Warrington, Cheshire, WA3 4HP

GREAT BRITAIN drapereddie@hotmail.com 50

Jennifer Duong

CANADA www.pinnacle-elite.com 162

Bryan Eppihimer

416 Teal Court, Roswell, GA, 30076

USA

bryan@bryaneppihimer.com

www.bryaneppihimer.com 52

Alistair Fell

GREAT BRITAIN alyfell@darkrising.co.uk www.darkrising.co.uk 176,177,183

Jose Manuel Fernandez Oli

La Via 4 Esc Izda 3E, Zaragoza, 50009 SPAIN

josman_oli@yahoo.es nibbledpencil.com

14. 15. 133

Daniel P. Ferreira 6410 Green Valley Circle, Culver City, CA, 90230 USA daniel@wonderslime.com www.wonderslime.com 102

Ian Field-Richards

GREAT BRITAIN ifr@sevenseventyfour.com www.zilla774.com 139

Valentin Fischer

Langer Weg 23,

Winterbach, 73650

GERMANY contact@artby shu .com www.artbyshu.com 116, 156

Gez Fry

Tebiro 154,

Kamakura-shi, Kanagawa-ken,

Kanagawa-ken, 248-0036, JAPAN

gerald_fry@hotmail .com www.gezfry.com

72, 73, 74

Steven Giesler

CA, USA

sgiesler@stevegiesler.com

153,187

Christine Griffin

920 Waverly Drive,

Longwood, FL, 32750

USA

griffingirl.epilogue.net

67,129, 135

Aaron Habibipour

High Moon Studios, 6197 El Camino Real, Carlsbad, CA, 92009 USA

www.highmoonstudios.com 31

Miao He

Schackstrasse. 8, Augsburg, 86165 GERMANY

mimiao88@hotmail.com 90

Derek Herring 6134 W Indore Place, Littleton, CO, 80128 USA hemng@spiritchasers.com www.spiritchasers.com 151

Mauricio Hoffman

High Moon Studios, 6197 El Camino Real. Carlsbad, CA, 92009 USA www.highmoonstudios.com 31

Banyen Hongphakdy 1B Foxlow Street,

Canley Heights. NSW. 2166 AUSTRALIA yhongphakdy@yahoo.com.au 115

Annah Hutchings

Kent, ME20 6JL GREAT BRITAIN amaris_firebr@hotmail.com www.un-seelie.co.uk 136

Kyung Up Hyun

Seoul, 135-090

KOREA hku64@naver.com www.xcomicx.com 46-47. 64

Seong-Wha Jeong

Yu-seong Bldg, 3F, 901-25

Daechi 4-dong,

Kangnam-gu. Seoul, 135-841

KOREA

sephiloss@lycos.co.kr

www.xcloud.net

158

Patrick Jones

33 Orchid Street.

Brisbane. OLD, 4051

AUSTRALIA

patrickjjones@optusnet.com.au members.optusnet.com.au/ artinprogress/

44

Mark Jordan

Klek 40.

Trbovlje, 1420

SLOVENIA

gartdigital@gmail.com www.gartdigital.com 60. 68

Steve Jung

High Moon Studios, 6197 El Camino Real. Carlsbad, CA, 92009

USA

www.highmoonstudios.com 62, 161, 176, 178

Liam Kemp

GREAT BRITAIN www.this-wonderful-life.com 76-79. 88-89, 106, 174

Hyung-Jun Kim

Joogong Apt.Poongdeok, Apt. 108-1501, Cheon2-dong,Yong-in, Kyong-gi, 449-987

KOREA kjunorg@hotmail.com 4, 6, 104

[Front cover. EXOTIQUE Special Edition]

Hyon ‘Mario’ Kim

High Moon Studios, 6197 El Camino Real, Carlsbad. CA, 92009 USA

www.highmoonstudios.com 31

Kyri Koniotou

GREAT BRITAIN k_koniotou@hotmail.com 154

Hong Kuang

352 Balestier Road, Singapore, 329780 SINGAPORE zn@zemotion.net www.zemotion.net 26, 43, 51,71,127 141

Chao Chin Kung

10F, No.111-1, Hsing De Road, Sanchung City, Taipei County, 241

TAIWAN

jazz@d-plus.idv.tw 21

Camille Kuo

5th Floor, #40, Alley 14,

Lane 12,

Section 2, Jan Jiouian Road, Taipei, 92870

TAIWAN

camilkuo@hotmail.com www.camilkuo.com/main.htm

69, 105, 138

Cho Kyoung-Min

Seocho-Dong, Seochogu, Seoul,

KOREA

98km2303@naver.com www.black-eye.co.kr

36, 37, 63

L->

Laura Law

PO Box 320,

Piedmont, SC, 29673

USA laura@yanmei.net www.yanmei.net 16, 96

Hoang Le

243/24 Chu Van An F12 Q.Binh Thanh, Ho Chi Minh, VIETNAM

aurory@vnn.vn www.theaurory.com

19

Soa Lee

516 LGtwinhouse, Gumi-dong. Bundang-gu, Sungnam-Si. 463-709

KOREA soanala@naver.com www.soanala.com

22, 23,24, 28.41,48. 58.66, 97. 110, 148, 159. 184,186

Jean-Yves Lelcercq

JYL computer art.

bd d’Avroy. 238a. bte 43, Liège. Belgium. 4000 BELGIUM

www.jy1.be

80.113. 142-145, 160, 173

Henning Ludvigsen

Roveveien 77, 3080 Holmestrand. 3080

NORWAY

henlu@online.no www.henningludvigsen.com

54-57. 96. 122, 150, 157, 179

Howard Lyon

3063 East Menlo Street.

Mesa. AZ. 85213

USA

me@howardlyon.com www.howardlyon.com 162

Christos Magganas

29 Aglaonikis Street, Athens. 117 43 GREECE

www.christosmagganas.com.

www.pvuk.com 170

Shoaib Zaheer Malik

Image Dynamics,

H.no A/1384 Motti Tibba.

Lahore. Punjab. 54000

PAKISTAN

shoato_1999@yahoo.com

152

Raffaele Marinetti corso Itaka 341, Quarto. 80010

ITALY


Rene Morel

64 St. Paul Ouest #201, Montreal, QC, H2Y 1Y8 CANADA morelr@sympatico.ca www.renemorel.com 82, 181

Anry Nemo

Post Office Box 72,

Moscow. 127562

RUSSIA

anry@datgames.ru

www.anry.ru

61

Hoang Nguyen

2202 Duvall Court, Santa Clara. CA. 95054

USA

hnguyen@ea.com

liquidbrush.com/paintings.htm 74

Josh Nizzi

Day 1 Studios.

Northborook, IL, 60062

USA

joshnizzi@joshnizzi.com

www.joshnizzi.com 84. 85

Cris Ortega

Cofradîa del Carmen. 7.

Villanubia, 47008

SPAIN

dark-spider@crisortega.com

www.crisortega.com 17

Sergio Paez

High Moon Studios.

6197 El Camino Real, Carlsbad. CA. 92009 USA

www highmoonstudios com

31

Egil Paulsen

Oévre Kalfarlien 27,

Bergen, 5018

NORWAY

egil.paulsen@gmail.com

www.ep-arts.com

24, 60

Francisco Perez

6500 NW 114th Avenue #1034,

Miami. FL. 33178

USA

pacman23@gutterspaced.com

pacman23.gutterspaced.com 72

Friedric Petrequin

Heavydarkness Studio, 2 rue Hector Berloiz, Valentigney, 25700

FRANCE

fnedric.p@heavydarkness.com www.heavydarkness.com 53

Bao Pham

1703 Dover Street.

Iowa City, IA, 52240

USA

thienbao22@hotmail.com

thienbao.deviantart.com 140

Olivier Ponsonnet

53 rue Hoche.

Bordeaux. 33200

FRANCE

re1v@free.fr

7. 22. 32-35, 59. 111

Karl Poulson

7560 E. Kenyon Ave, Denver. CO. 80237

USA

todd poulson@excite.com

22

Kornél Ravadits Istvântelki iit 52., Budapest. H-1045 HUNGARY komel@formak.hu

www.graphitelight.hu 130

Jennifer Reagles

Saiaii, 1907 Mattie Drive,

Copperas Cove. TX, 76522 USA

saiaii@saiaii.com saiaii.com

132

Francois Rimasson

9 Place Albert Camus, St Gratien. 95210 FRANCE ffrima@wanadoo.fr perso.wanadoo.fr/rimason/ 169

Natascha Roeoesli Gotthardlistrasse 16.

Ennetmoos. Nidwalden, 6372 SWITZERLAND n@tascha.ch www.tascha.ch 25

Mike Sass

Bioware Corporation CANADA

www.bioware.com 158

John Shannon

Flat 9 Menll. Triq J.Quintinus,

Saint Pauls Bay. SPB06 MALTA johnshan@keyworld.net www.jeshannon .com 16

Kwang Sub Shin

Webzen,

14F. Daelim Acrotel, 467-6.

Dogok-Dong,

Kangdam-Gu. Seoul, 135-971

KOREA

suvist@naver.com www.suvist.com 136

Katarina Sokolova

Klovsky Spysk Street. #12. Flat #5.

Kiev, 01021 UKRAINE katarinasokolova@gmail com 50. 118, 140

Oz Spiniello

AUSTRALIA www.ozspiniello.com 27. 93.126

Steven Stahlberg 7-6-2 Menara Hartamas. Kuala Lumpur. Selangor. 50480

MALAYSIA www.androidblues.com 96

Yulia Startsev 11111 43rd Avenue, Edmonton. AB. T6J 0X6 CANADA

yulia.startsev@gmail.com 132

Franz Steiner Gneisenaustrasse 16. Berlin. 10961 GERMANY contact@franzsteiner.de www.franzsteiner.de 16

Armin Stocker

Stumpergasse 48/27, Vienna. 1060 AUSTRIA

armin.stocker@chello.at www.amoe.net

14

Vadim-Leon Strelkov Kristapa street 12 f.26. Riga, LV-1046 LATVIA valeon@gmail.com 134

Wioletta Szczepanska uI.EIfow 53/29.

Tychy. 43-100 POLAND ladyloreena@vp.pl republika. pl/ladyloreena 162

SOFTWARE INDEX

Marc Tan

Insane Polygons, Block 29, #12-645, Havelock Road, Singapore. S160029 SINGAPORE

nospam @ i n sane pol y .co in www. I n sane p ol y .com 106. 168

Jonas Thornqvist

Ostgptagatan 32, Stockhom, 116 25 SWEDEN

jonas @s ubdivme.com 155

Linda Tso

NEW ZEALAND www. stic kydood I e. co m 38. 110, 132

Farzad Varahramyan

High Moon Studios, 6197 El Camino Real. Carlsbad CA. 92009

USA

fa rzad @h ig h moonslu dios .com www. h igh moonst ud i os. co t 48,94

Svetlin Vehnov

Evksinograd. 20 Str. No. 23.

Varna, 1000

BULGARIA

s vetli n @ ve I mo v. com www.velinov.com

80

Virgin Lands

Animated Pictures GmbH.

Hauptstrasse 5,

Volkach, Bavaria. 97332

GERMANY

i nfo@ virgin-la nds.com

w ww. v i rg in-l ends. com 163

Wei Wang

Room 1901 Plaza.1266 Nanjingfw),

Shanghai, 200040

CHINA blizzard-art@126.com www bltzzard-art.com 52, 12S

Oliver Wetter

Fantasio Fine Arts, Obermenniger Str. 20, Konz, 54329 GERMANY tinea rts @fa nia sio. i nfo www.fantasio.infb 131.70, 80


Koji Yamagami

Beans Magic,

Hutong103. 6-1-21 Nakano, Nakano-ku.

Tokyo, 136-0074

JAPAN

beans@beans-magic.com www. bea ns -mag ic corn 29r 107, 175

Fan Yang

14715 Bel-Red Road, Suite

#100,

Bellevue, WA. 98007

USA

jiugefan@126.com

20

Chris Young

16 Ormonde Court. Upper Richmond Road Putney, London, SW1 56YW GREAT BRITAIN

c h ri sy o u ng2 0@y ghocco. uk 38, 68

Products credited by popular name in this book are listed alphabetically here by company,

Adobe.........................Illustrator.................. www.adobe,coni

Adobe.........................Photoshop................ www adobe.com

Alias......*....................Maya.....................www alias.com

Ambient Design.................ArtRage...................www.ambienldesign.com

Autodesk.......................3ds Max..................www autodesk.com

Autodesk .............Character Studio........... www.autodesk.com

AVID..........................SoftimageJXSI .............www softimage.com

cebas........................ ..finalRender................www.finalrender.com

Chaos Group....................VRay......_.............. www.chaosgroup.com

Corel..........................Painter................... www.corel.com

Corel.....,....................Paintshop Pro.............         www.corel.com

DAZ Productions.................Bryce....................www.daz3d com

Digimation ,,,................ .Shag Hair .............. www.digimalion.com

e frontier......................Poser_____.......________www.e-frontier.com

MAXON ..................... BodyPainl.................www.maxoncomputer.com

MAXON.......................CINEMA 4D_______________www.maxoncomputer.com

Mental Images..................mental ray................www.mentalimages.com

NewTek......................Lightwave 3D..............www.newtek.com

Pixar........................, .RenderMan .. r..... .. t.... www.pixar.com

Pixologic ............. .........ZBrush ...................www.pixologic.com

Splutterfish.................., .Brazil r/s..................www.splutterfish.com

Gracjana Zielinska

Warsaw,

POLAND

vinegar@vp.pl

vinegaria.com

136

Heng Ziyang

Chinese Fantasy Magazine,

Mailbox 33, Nangang Post

Office,

Harbin, Heilongjiang. 150001

CHINA

contacl@fa n la sy ma g az i ne.com w ww.fa n la sy-stu d io .com

128

main-247.jpg 

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Publishers of digital works for the digital world

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Partners

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Our staff have strong backgrounds and experience in serving the creative computer graphics industry. We understand digital art intimately and are founders of The CGSociety (www.CGSociety.org), the world’s leading, and largest, society of digital artists. We work closely with our authors, giving them the valuable feedback needed to produce high quality product for our readers. We hold the utmost respect for the artists that contribute to our book titles.

Biz de dijital sanatçılar olarak, konu görüntü kalitesi olduğunda en iyiden başkasını kabul etmiyoruz. Kitaplarımızda yer alan her görsel, dijital ortamdan basılı sayfaya aktarımda mümkün olan en iyi görüntü kalitesini elde etmek için elle ince ayarlara tabi tutulmuş ve renk düzeltmeleri yapılmıştır.

Ballistic Publishing, Avustralya merkezli küresel bir yayıncılık şirketidir. Bizimle iletişime geçilebilecek Adelaide Hills'te faaliyet gösteriyoruz:

Balistik Medya Pty Ltd

Aidgate Vadisi Yolu

Mylor, SA 5153

Avustralya

ABN: 63 104 352 758

info@BallisticPublishing.com

Diğer Balistik Yayıncılık başlıkları için lütfen şu adresi ziyaret edin: www.BallisticPublishing.com

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Harika hikayeler harika karakterlere ihtiyaç duyar. EXOTIQUE, bilim kurgu, fantezi ve anime gibi türlerden fotogerçekçiliğe ve stilize gerçekçiliğe kadar dünyanın en güzel CG karakterlerini tek bir kitapta bir araya getiriyor. EXOTIQUE ayrıca sekiz önde gelen sanatçının bireysel karakterleri nasıl yarattıklarını gösteriyor. Öne çıkan sanatçılar arasında Linda Bergkvist, Liam Kemp, Pascal Blanché, Jason Chan, Fred Bastide, Olivier Ponsonnet, Jean-Yves Lelcercq ve Henning Ludvigsen yer alıyor.

Düzenleyen: Daniel Wade

BİLGİSAYAR/DİJİTAL/SANAT

/BALİSTİK/

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