Chapter 10. Jeremy Engleman

Jeremy Engleman

“Head of a Woman.”

About the Artist

I’ve been a computer graphics professional since 1993. I have experience in games, multimedia, print, and film, and I’m currently employed with DreamWorks Feature Animation as a look development artist. I’ve worked for many clients, including Sting, Peter Gabriel, Dodge, Penguin-Putnam, Duncan Studio, and Disney. I’ve developed award-winning projects such as Vigilante 8; Leonardo da Vinci’s Codex Leicester; Riven, the sequel to Myst; Patriot; Monsters vs Aliens; and How to Train Your Dragon.

Artist’s Statement

Artist’s Statement

More is out; less is in. Pushing the low-end boundary of 3D has been a preoccupation of mine for my entire career. I tend to use limits, whether they involve polygon count or time, to achieve a more spontaneous 3D workflow. In this medium, obsession with microscopic detail tends to reign. It’s easy to spend weeks on end painting a specular map for human pore structure. In my free time, I like to counter that with a painterly approach, where form is rough and loose, and details are left to the viewer.

Techniques

Technique 1: Achieve a Fully Lit and Textured 3D Gesture Painting from a Live Model in 3+1 Hours

Getting loose with 3D as a medium is something of an oxymoron. It isn’t ordinarily an art form that is conducive to quick expression. There’s usually far too much overhead involved in the production of a 3D image. But with a little practice and ZBrush, this becomes possible.

To accomplish a finished work in four hours, it helps to know the stages and have time guidelines for each one. I break my workflow into four phases: modeling, texturing, lighting, and post.

Phase 1: Modeling (1½-2 Hours)

  1. I use either ZSpheres or a prefab geometry doll as a base mesh. I’ve used both, but I tend to prefer the geometry doll. See Figure 10.1.

    A ready-made base saves precious minutes.

    Figure 10.1. A ready-made base saves precious minutes.

  2. Using TransPose tool, I pose my base mesh, paying attention to the gesture and movement of the figure. The great thing about a study of this nature is that it’s simple to alter and tweak the gesture later; however, it’s best to try to get it right from the beginning. I spend a little time measuring with my stylus. It’s easier to add the masses and details if the relationships are already in place. See Figure 10.2.

    Posing the doll.

    Figure 10.2. Posing the doll.

  3. I build the forms and masses. See Figure 10.3.

    Massing it in.

    Figure 10.3. Massing it in.

    Tip

    Avoid dividing the model too much; it will tempt you with details. You can use ZBrush’s Posable Symmetry tool even while the model is posed to sculpt the major forms on each side. Think about how the light is hitting all the major planes. You’ll want to match that as closely as possible.

  4. Once I’m satisfied with the masses, I add the details and gravity. These add the spark of life and realism to the model. It’s not necessary to add detail everywhere. I pick an area and focus on that, leaving the rest loose. If there are sufficient details and weight in an appropriate area, and the basic masses are correct, the viewer can fill in the details. See Figure 10.4.

    Details and weight don’t need to be added everywhere.

    Figure 10.4. Details and weight don’t need to be added everywhere.

Phase 2: Texturing: (30–45 Minutes)

  1. I start with a range of base colors and paint in semitransparent layers. I mimic the layers of skin, beginning with reds, purples, and blues. I build up to yellows, greens, and whites. Finally, I wash in the local skin color. My technique involves a continual process of building and tearing down to create depth and richness. I try not to click Undo. My strokes are deliberate and committed. See Figure 10.5.

    Build layers of paint as if you are building layers of skin.

    Figure 10.5. Build layers of paint as if you are building layers of skin.

  2. I might even leave a little bit of Zadd on the brush. It can accentuate the mass of the form and better reveal the strokes. See Figure 10.6.

    Don’t be afraid to show the stroke.

    Figure 10.6. Don’t be afraid to show the stroke.

  3. I might paint in some light and shadow, but I’m careful not to compete with the actual forms. I only accentuate them. See Figure 10.7.

    Accentuating lighting and form with value and color.

    Figure 10.7. Accentuating lighting and form with value and color.

  4. I concentrate on my focal point and leave everything else loose. Viewers like contrast in an image, and in this image the level of detail varies. See Figure 10.8.

    Leave something to the imagination.

    Figure 10.8. Leave something to the imagination.

    Tip

    Having an area that is the clear focal point is pleasing to the viewer. An image with the same amount of detail everywhere registers as nothing but noise.

Phase 3: Lighting (30–45 Minutes)

  1. I rough in the environment to inform lighting. It should be value and form only. I might polish and texture it later, but at this stage, I simply mass it in to support the piece. See Figure 10.9.

    A rough environment.

    Figure 10.9. A rough environment.

  2. I temporarily remove the texture from the model and assign a mid-gray color. I create a range of values that work and keep the lighting simple. It’s usually best if there appears to be just one light source and the bounce light. Of course, I try to match the actual light quality falling on the figure, so more than one may be necessary. I ensure there is no clamping to pure white or pure black, striving for a broad range of tonality. See Figure 10.10.

    Value study.

    Figure 10.10. Value study.

  3. Thinking of lighting in components is valuable. I try to get each part of the total lighting contribution right and then bring them together. Often I rely on simple three-point lighting: key, bounce, and rim. I use whatever kind of shaded ambient light (Final Gather or Global Illumination) my package supports to do the ambient bounce light. I turn that off and position my key light, often a SpotLight, and do the same for the rim light.

    Working with them individually helps me isolate and visualize what each part of the lighting is doing. It means I make fewer mistakes, need fewer lights, spin my wheels less, and am able to track down problems more easily when they occur. Once I am satisfied with each component, I turn it on and add it up. Then I adjust light intensities to create balanced relationships between them. See Figure 10.11.

    Creating and adjusting individual components of the lighting.

    Figure 10.11. Creating and adjusting individual components of the lighting.

    Tip

    Work on each light and its contribution individually so you can better visualize what each part of the lighting is doing. Once you’re satisfied, turn each one on and add it up.

  4. Once the values are correct, I fold in the color component of the light. First I bring in the texture I’ve painted. Then I add color to my actual light sources. See Figure 10.12.

    Bring the color.

    Figure 10.12. Bring the color.

    Caution

    It’s easy to spend a lot of time in post, but try to limit yourself. If you take much longer than an hour, there’s a danger of overworking and losing the original spontaneity.

Phase 4: Post (Aim for 1 Hour or Less)

  1. The stressful part is over! I now spend additional time on the environment and tweak the gesture and flow of the figure. I add some details I may have neglected. This works best when there is variety in amount of detail. I leave some parts strategically rough but add detail to the point of interest. It doesn’t have to be perfect. See Figure 10.13.

    Last-chance tweaks.

    Figure 10.13. Last-chance tweaks.

  2. Now I render and process. I bring the final image into Photoshop for some last-minute touches. My changes at this step are simple color-corrects or glares. I add a simple background at this time as well. See Figure 10.14.

    Final image.

    Figure 10.14. Final image.

    Often it’s a struggle to get everything done in a limited amount of time. But mastering this process leads to a better understanding of what’s important. It means spending less time with insignificant details and more time on the most important part of the picture: the gesture and the tone. It also means working faster and more efficiently. The result is a better, more intuitive sense of color and rhythm. Other benefits are eyes and a mind trained so that all of this seamlessly translates to more finished work.

Insights

Q&A

Q1:

What motivates you or your work?

I’m thrilled by the challenge of inventing, discovering, and learning. Whether it’s a novel technique, an acute observation, or a happy accident, the eventual promise of epiphany is worth creative struggle.

Q2:

Who/what are your inspirations and influences?

So much inspires me: old men and young women; alleys and abandoned things; power lines; road trips; NASA; scientists and cobblers; train stations; small-town parades; Utah, the middle-child of the United States; middle-children; Legos; wood paneling.

I’m inspired every day by so many of my coworkers at DreamWorks Animation. The quantity of incredible artwork done by hundreds of people every day is humbling, and I’m fortunate to be counted among those artists.

Q3:

Which artists do you admire? Why?

I admire John Register for his quiet solitude, Thomas Eakins for his marriage of science and art, Rembrandt and Vermeer for recording living light in pigment, William Eggleston for his sublimation of the commonplace, Henri Cartier-Bresson for perfecting composition, André Kertész for his sense of humor, Eliott Erwitt for framing moments otherwise lost, Jacob Collins for his studious superhuman precision, and Jeremy Lipking for the spectacular skin in his paintings.

Q4:

When did you start using ZBrush?

I started using ZBrush regularly around 2006. I had seen it in 2005 and even attempted to use it, but I wasn’t able to understand it until 2006.

Q5:

Describe your creative process and workflow. How does ZBrush fit?

I go to live figure model sessions with a group of oil painters and do three-hour studies. I attempt to sculpt the geometry, paint the texture, and then light the model within that time frame. I spend another hour or so afterward tweaking, cleaning up, or finishing neglected areas. I’ve tried to engage in this process without ZBrush, and let me tell you, ZBrush makes all the difference.

Q6:

What’s your workflow? Do you create from scratch with ZSpheres or import geometry from another package to work on/develop?

I’ve tried both creating from scratch in ZBrush with ZSpheres as well as importing geometry. I love the idea of ZSpheres, and before the addition of the Transpose tool, I used them extensively. However, transposing a low-res mummy-doll is my current workflow of choice.

Q7:

What are some of your favorite ZBrush features? How do you use them?

Transpose is one of my favorites. It really enables me to get the gesture of the figure right, even preserving details after they have been added. This is something that simply isn’t possible with traditional paint.

Polypaint is another favorite of mine. It has minimized my need to deal with UVs, and who can’t appreciate that?

I’ll make the Socratic admission that in ZBrush, as in life, all I know is that I know nothing. ZBrush is such a confoundingly profound software package that knowing it is an art form. Mastering ZBrush is the computer graphics (CG) equivalent of throwing a needle through a sheet of glass or catching a fly with chopsticks.

Q8:

Are you using any of the new brushes in ZBrush, like the Move Elastic Brush?

Yes, Move Elastic is the bomb. I also really dig Clay Tubes, and I’ve made a custom variant of Pen Fur that I like quite a bit.

Q9:

What tools do you most often use to texture? SpotLight? Image Plane? Projection Master? ZAppLink?

For my studies, I paint all my textures with the standard brushes in Polypaint mode. Although it’s still ideal to have a properly UV’d model, it’s absolute bliss not to have to deal with them. Polypaint does the job in my particular application of ZBrush, since I’m pretty loose with my color and detail. I don’t generally zoom in to the pore level, and when I do I tend to use another package. The drudgery of UVs is the biggest creative buzzkill. The genius of Polypaint is that the initial creative spark of immediate paint can be converted and preserved once the model is UV’d.

Q10:

What advice do you have for artists working with ZBrush?

Despite its unconventional, bordering on bizarre, user interface paradigm, working in ZBrush eventually becomes fluid. I’d advise new users to create a cheat sheet of how you do everything. It has so many great features, but they are often buried and obfuscated by requiring an arcane sequence of steps or hotkeys to accomplish. It’s easy to get lost, but if you make a trail of breadcrumbs, you’ll find the interface actually does begin to make sense. But don’t stop using ZBrush for more than two weeks; you’ll completely forget how to do things.

Q11:

What do you wish someone had told you when you started with ZBrush?

Stick with it; it’s around for the long haul.

Q12:

How has ZBrush helped you successfully define your own graphic/artistic style?

ZBrush has most helped me pursue my dream of mating CG with academic figure studies. This would be next to impossible without it.

Resources

Links

Gallery

Gallery

“Nape of a Woman’s Neck.”

Gallery

“Procedurally Shaded Plums.”

Gallery

“Procedurally Shaded Sushi.”

Gallery

“Blinn Bottles.”

Gallery

“Bonnie: 3-Hour Figure Study.”

Gallery

“Bust: 3-Hour Live Model Sculpt in Stereo.”

Gallery

“Melissa: 3-Hour Figure Study.”

Gallery

“Dreamworks Promenade: 3D Outdoor Sketch.”

Gallery

“3+1 Hour Model Sculpt.”

..................Content has been hidden....................

You can't read the all page of ebook, please click here login for view all page.
Reset
18.219.102.189