MAKING OF BY BRUNO HAMZAGIC SOFTWARE USED: MAYA AND ZBRUSH

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MAKING OF BY BRUNO HAMZAGIC SOFTWARE USED: MAYA AND ZBRUSH This month s Making of shows us the creation of this amazing image that gave Bruno Hamzagic the opportunity to mix two of his passions 3D artwork and football. Bruno makes good use of ZSperes to create the base for this month s fantastic making of and talks us through the whole process from the first sphere through to a great textured image.

Ronaldo Fenomeno Making Of Ronaldo Fenomeno Software used: Maya and ZBrush Since Ronaldo announced his retirement, I have been tempted to make a caricature of him. Brazilian people had plenty of great moments watching his performances in their national football team. Why not create this tribute to him? Sometimes a caricature can be closer to bullying than a tribute. I got into a lot of trouble in my childhood for using caricatures to play jokes on other kids. Flashbacks aside, humor can be a nice tribute and I think that this piece is no different. I tried to portray the awesome phase when he played in the 2002 World Cup, when he had his funny hair and big teeth. Concept Modeling and Texturing After I had done this the upper body was ready to be posed and sculpted. The head was a In ZBrush I started the modeling process using difficult step because of the face deformation. I began with some sketches to design the style ZSpheres, which made things look funny from The upper lip needed to be huge to cover the of the caricature. I did several roughs trying to the beginning. ZSpheres are a nice way to teeth, which made the face modeling process a understand and reflect Ronaldo s character. create an initial mesh to work with, especially little different than usual. I couldn t create user Defining his appearance was a tricky step. He when modeling body parts. Using X axis friendly polygon topology at this initial stage so has a kind of crafty, joker look that is mixed with symmetry I quickly created the upper body I just dealt with ZSpheres to get a nice polygon a spontaneous smile. I wanted to include his (Fig.02). At this stage I tried to improve the flow. For this reason my goal was to create an famous number 9 shirt, and show him pointing adaptive skin by adding some magnets to the initial mesh with a good distribution of polygons his finger like he did when celebrating a goal. hand (Alt + click in a ZSphere in Draw mode) based on the main volumes. The ZSpheres Fig.01 was my favorite among my roughs so I (Fig.03). gave a really funny look to the armature and to the adaptive skin (Fig.04). used it as the concept. page 31

Making Of Ronaldo Fenomeno At this point I was happy that the head was ready and had good, workable polygon distribution, so I was ready to start the sculpting process. I created the face sculpture without thinking about the polygons. I just imagined the mesh was clay and had some fun. The process was very intuitive and fluid. The most timeconsuming part of this illustration was the face modeling. After four days I had a model that I was satisfied with (Fig.05). I was happy with the result as I thought the resemblance was good and I had a good laugh. The laughs ended though when I saw the boring task that was waiting for me. The polygon topology wasn t good. When I tried to increase the polycount to paint details like wrinkles, the polygons simply didn t have enough resolution where I needed it. So I had some fun with the modeling but was later punished because of the retopology... Ok, I deserved that! I spent about five hours crying and then a couple of hours painful in the end. In fact it was very productive The hair, eyebrows and upper lip were three sorting out the topology. It actually wasn t too because with less polygons in the model it characteristics I gave special attention to as I meant I could create a better mesh (Fig.06). thing they are important parts of his appearance. The teeth exaggeration was very important too. I Finally with a good head and body mesh I could recognized at this point that maybe I was a little have some fun sculpting all the details. This step bad and took it too far. Maybe I will burn in hell... was really enjoyable! Two things are important but come on! Those who don t laugh can cast at this point. Firstly, have a solid base mesh the first stone! Just kidding... (Fig.08). to work with. Secondly, be familiar with the workflow from ZBrush to Maya (as my intention One map that I like to paint is the Scatter map. was to render the caricature in Maya) (Fig.07). It was among several maps generated for the material setup. To export the maps and meshes I used the UVMaster to unwrap the mesh. I used the Multi Map Exporter Zplugin. All that Something that saved me from another boring was left to do then was to export the maps and task was to paint all the textures on the model. meshes to Maya (Fig.09). page 32

Ronaldo Fenomeno Making Of I used Shave to create the hair, eyebrows and was a soccer stadium, where there are many because it increased the render time so much. I arm hair. I combined this with the painted color light sources. I worked with a main and a like to render a normal pass to use in Photoshop texture to get a better result (Fig.10). secondary light to reproduce this. Besides that, to help when making corrections later. In I used several spot lights to highlight some of this image I used it to improve the rim light in The last thing that I did was to add sweat drops the detail, like the eye specular and the shirt the final appearance and to highlight some and some specular highlights to the image. In material. unwanted dark areas (Fig.13). during a match, so I decided to add this little One approach that I used was to use auxiliary I composed the final image in Photoshop, detail. Using the Paint Geometry tool in Maya, geometry light sources with Final Gather to making some color adjustments and adding I added the sweat to the model. In ZBrush I obtain a soft rim light and ground light bounce. some post effects like glows and depth of field. painted a sweat Specular map and exported it I put two surfaces behind and one below the For the background I choose to use a Bokeh back into Maya (Fig.11). model, filled them with a bright incandescence effect representing a crowd full of flashing color and disabled Primary Visibility. Turning on cameras. my mind Ronaldo was celebrating a goal scored With all the materials ready, I moved on to Final Gather meant that these surfaces behave illuminating the scene. like light sources, creating nice soft lights Conclusion (Fig.12). This illustration was a very enjoyable and Lighting and Rendering instructive experience. The final result could do To render the scene I used mental ray in Maya, with a lot of improvements. Every time I look Even though I wasn t planning to put a crowd in and separated some render passes. The hair at it I see something that could be better, but the final image, the location that I had imagined and fur I rendered in a totally separated pass I am also very proud of it. Most of the people that look at this caricature have the reaction that I hoped for. There are also people who feel disgusted. This is nice too though, because I think that this work is disgusting. I think my tribute was to use disgusting work to show that I am a big fan of Ronaldo. Thank you very much for taking the time to read this article! I hope you enjoyed it. page 33

Bruno Hamzagic For more from this artist visit: http://cargocollective.com/brunohamzagic Or contact them at: jadecilcleton@gmail.com