Project Overviews Tutorials
This is the newest section of 3DTotal's tutorial area, these tutorials are not designed to be step by step guides and are often not software specific but instead provide an insight into how great cg is created, how projects are tackled and give away a few tips from the pros. . all in all very worth while! Happy browsing!
Are you interested in turning one of your recent projects into a tutorial for this section. It must match the quality of the work below but we make it worth your while ;) write into Lynette Clee - Content Manager
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- "Making of Dominance War IV: Bishop" by Gavin Goulden
In this article, I will attempt to cover the various different steps of his creation, from concept to final render.
I’ve also included three accompanying movies, which can be found at the end of the article.

- "Making of The Prometheus" by Marco Turr & Sebastian Skupch
Hi everybody, we are Marco Türr and Sebastian Skupch from Germany and we want to give you a short overview of our latest project "The Prometheus". We are both students in Virtual Design at the University of Applied Sciences in Kaiserslautern.

- "Making of Chef Zabuza" by Daniele Orsetti
Hi, my name is Daniele Orsetti and I'm a freelance modeller living in Italy right now. The idea for this character came up when I was reviewing the pictures I took a year ago in Tokyo. I always had dinner in amazing places when I was there, and that really caught my attention was a "Kaiten-zushi" restaurant

- "Making of The Cursed Pirate" by Rohan Oka
Sometimes I got lost in the look of the character, but my friends and teachers gave me some great feedback that
really helped to keep me focused and on track as to how the final look would be. A lot of time and effort was spent
mainly in the idea and concept creation stages.

- "Making of Steamnocchio" by Fabricio Moraes
I chose Pinocchio because he is a well-known character and because of his artificial nature. He is a wooden
marionette, so I imagined it would be nice to turn him into a mechanical steam robot. In this version, Geppetto is a
mad and lonely old man. Since he has no friends at all, he decided to make one.

- "Making of Spider's Web" by Aziz Maaqoul
This matte painting was a personal project. In this Making Of, I’ve presented all of the different stages of the image (Spider’s Web) to you, from the conception through to the final image.

- "Fruity Flash: The Creation of Mrs Pear" by Jose Maria Andres Martin
In this mini tutorial I'd like to show briefly how I modelled and textured Mrs Pear, as well as talk a bit about the texturing process in Mudbox. This character, as with the strawberry, was originally scheduled for two days max. The first day was going to be for geometry and UVs, and the second day for refining the geometry with Mudbox and creating the textures in Mudbox and Photoshop.

- "Making of Young Girl" by Viki Yeo
Hi everybody! My name is Viki Yeo. I'm from Korea and I'm a character artist for games. Today I am going to show you how I created my image “Young Girl”. For this piece, I used 3ds Max2008, Zbrush, Mentalray, Photoshop CS2 and reference images...

- "Making of Dream" by Michail Kalinich
Hello, my name is Michail Kalinich and I am very grateful to 3DTotal for the possibility to create a making of my work, Dream. The objective of this project was to create a picture of an old toy. I hope this work will interest a lot of people for whom this image may have reawakened their recollection of their teen years.

- "Making Of The Two Mighty Kings"
My latest work, “The Two Mighty Kings”, was created for CGSociety’s 23rd challenge, “Steampunk Legends and
Myths”. The project took me a little bit less than two months to complete. Photoshop and XSI were used for the
creation.
- "Making of Prolapsed Eye" by Fausto Tejeda
Modeling was very simple. I based my model off of the original sketch (Fig. 01) and created what is known as an organized mesh.

- "Making of 65 MYA" by Vlad Konstantinov
I have always been fond of dinosaurs since my childhood, and likewise I always wanted to create a model of a
dinosaur in 3D. I was impressed by the Jurassic Park movies and later found out that the dinosaurs were made
with the help of computers. From that moment on, much of my time was dedicated to CG, which is now both my
hobby as well my work.

- "Making of Odin's Final Battle" by Marthin Agusta Simny
Hi everyone, I would like to share with you a short step-by-step process of my latest artwork, Odin's Final Battle. I
created this image for a competition with a steam punk mythology theme. After I decided to join the competition, I
was soon doing research for a good story, and I chose to go for the Nordic myth, Ragnarök.

- "Making of Enforcer" my Olli Sorjonen
I wanted to create a slightly stylised UN soldier of the not-so-distant future. I first visualised a concept in my head and then started to gather reference material. I think it's important that you always check photos or any real source material you can get your hands on. That way you don't end up with clichéd ideas or any replicated mistakes.

- "Hornedman" by Paul Large
The purpose of this making of is to outline the tools and techniques I used in the creation of my image, Hornedman.
The image started as a sketch inside ZBrush and grew from there into the final image almost by accident. Sketching characters in ZBrush is a great way to concept ideas, mess around with forms and come up with cool new things.

- "Girls Experience" by Jiri Adamec
The original idea was born 3 years ago when I saw an old photograph of drunken women. After having the initial idea
I realised a few weeks later that it could become a good image. It happens to me sometimes that I’ll see something
and have an idea, and I tell myself that it will work, but after some time I’ll discover that it won’t and stop...

- "Making of Duli Baduli" by Maksym Khirnyy
I made Duli-Baduli with 3ds Max, Photoshop, ZBrush and CrazyBump, and I also used After Effects. I’ve had the idea
of an intergalactic fruit salesman for a long time, but never found an opportunity to work on it until recently...

- "The Hunter" by Rodrigo Paulicchi
Well, I started this project thinking that I wanted a funny image – nothing realistic, I simply wanted a character with
some personality. At first I thought about creating a boxer, but something made me change my mind ... I started
looking for hunter references and, when I saw them, I was ready to start modelling my character. To complete the composition I also modelled a Jeep Wrangler; the Background was created by my friend, André Pereira, a talented
2D and 3D artist.

- "Making of CG Painting" by Vadim Valiullin
Hello, my name is Vadim Valiullin, I live in Russia, Ufa, and I am currently a student of the 5th course of Bashkir Pedagogical University, studying design. I want to share with you an article about the creation of the work, “CG
Painting”. I would like to note that this article reflects my point of view and is not an axiom. 3ds Max 8 (2008), Mental
Ray and Photoshop CS3 were used in the creation of this 3D image.

- "Making of Ethaus" by Cedric Seaut
Generally outside of work, I try to experiment with different styles, or to polish and furnish a personal universe. I have a
lot of fun thinking up creatures belonging to this world of my creation, and the particular character I’m talking about in this ‘making of’ article belongs to the "Sang Bleu" series – a mix between "metabaron" and "moebius" (heavy references for me).

- "Making of Unplugged" by Luis Ramos
For this project I didn’t make any sketches, because I already had an idea of what I wanted to make. Since my idea
was make a scene with my bass, I simply put the actual bass by my side whilst I was working on its model. Having the real model is very good for making details and taking some measurements. For the amp, I based it on some different amps that I found on Google...

- "Making of The Sky Fisherman" by Akin Bilgic
Hi, my name is Akin Bilgic; I’m a freelance modeller and VFX artist currently living in San Francisco, CA. I’d like to
thank 3DTotal.com for inviting me to share this making of with you. Hopefully this article will help others, as many of the tutorials here have helped get me to where I am today. If you have any further questions after reading this making of, I invite you to contact me through my website, and I’ll do my best to help answer any questions. Enjoy, and thanks for reading!

- "Making of The Mirror" by Sergio Santos
“The Mirror” began when I was doing a face a few days ago, but it didn’t turn out the way I wanted it to so I decided to
give it a try in a different way. I wanted to do something grotesque: big nose, big forehead, creepy looking… so I took
the head that was driving me crazy and I changed it with no direction.

- "Making of Chef Gordon Ramsey
This particular piece of work came about because I worked on ITV’s CG series, Headcases, as one of the character modellers (building and correcting up to 30 out of 64 characters), and I was asked by the nice people at
Simplymaya.com to create this model of the hot tempered chef, Gordon Ramsay, as a character/caricature video
tutorial, explaining the process of working on an actual production, such as the Headcases series.

- "Making of The Alchemist Room" by Ognian Bonev
A bunch of soft, bright beams of late afternoon winter sun is playfully sneaking through the grated window of the old alchemic lab, graciously eliciting its velvet warmth on all those thick books and manuscripts, full of ancient knowledge and forbidden secrets. It lightens up the strange equipment, various flasks and objects scattered all over the room (Fig01).

- "Making of My Ten Wheel House" by Daniel Iulian Vijoi
This illustration was made for fun, the purpose was to try something different from what I usually do – game art.
I wanted to picture here something that is more of a lifestyle than a few objects gathered around; there’s something about the pleasure of driving and loving everything about cars.

- "Making of Drum Kit 101" by Daniel Anderson
This was a personal project that I went ahead with; I’ve been using 3ds Max for two years, and more recently I’ve
started using more than just Mental Ray. For this project, I decided to use V-Ray, simply for its fast calculations and realistic results. Plus it’s easy as hell to use once your passed rendering a million spheres just because you can
and just for the hell of it!

- "Making of Old Elf" by Thaddeua Mitra Maharaj
The making of the Elven Archer was quite an organic process. Unlike most of my modelling projects, I didn’t start
this one off with a set goal in mind. In fact, the model just started off as a doodle in ZBrush. I had no idea when I
started that I would take it so far!

- "Making of LeChuck the Zombie Pirate
This image was inspired by illustrations created for graphic adventures; in particular I was influenced by the cover of "Monkey Island 2" the videogame, designed by Steve Purcell.

- "Making of Compass and Paperclip" by Volkan Kacar
First of all, I would like to explain why I have chosen this particular scene to model, and why I have used Modo for the task. I had seen so many compasses in my life, thanks to my grandfather, and I have always thought about modelling a compass; however, because of my work I tended to forget about it, or I simply didn’t have the time to do it...

- "Making of Cheese Platter" by Hau Ming Li
This piece is actually based on a photographic concept, which was partially derived from Fig02.Originally, I was
asked to create this piece based on the original photographic reference image, but I feel that the point of shading
and lighting is to show off your texturing skills and give it better lighting, if possible.

- "Making of Mules Gold" by Wishing Well Studios
I had designed the original cigar smoking character for a short college project. I never thought too much about the character till I was putting together an animation portfolio whilst freelancing in London, I had drawn a model sheet for it and a friend really picked up on it. It kind of snowballed from there and I kept refining the design and coming up with further characters

- "Making of Faceless Joe and Penny" by Matt Olson
The inspiration to this image is quite simple: I like robots. In this case I wanted to create an extremely detailed robot
that would fit into the Steam world backdrops I love creating. I often try to put elements into the image that may convey
a story, even if they do not stretch beyond the image itself. In this case, Faceless Joe is a steam powered mechanical man built to be the companion of a young girl named Amber, and her teddy bear Penny.

- "Making of the Horn Monster" by Rodrigue Pralier
Generally, I like to think ahead and plan my models, but with this one it was different. When I started this model I was
very busy at work doing army type characters, trying to improve our pipeline, and I was dealing with lots of constraints.
At one point I wanted to do something at home that would be fast and personal, just to refresh my mind more than anything.

- "Making of Tough Love" by Etienne Jabbour
Partly inspired by the current economic turmoil, we decided to paint the portrait of a couple who have descended
into criminality against the backdrop of a once prosperous, consumer-driven European country – in some ways
echoing Bonnie and Clyde and their spiral into notoriety during the Great Depression of the 30s.

- "Making of Night of the Cat" by Cristian Mihaescu
Many thanks to the 3DTotal team, www.3dtotal.com for this opportunity; it is a pleasure for me to share some of the techniques that I used to create my “Night of the Cat” image. My name is Cristian Mihaescu, and I am an electronic
music composer who also loves to create digital art - mostly 3D scenes - as a hobby...

- "Making of Rising" by Mahmoud Keshta
When the humans finish their work and leave their offices, these isomorphic special characters rise from the 2D
paper world to live in the 3D world, where they try to build their own world and generate new people to live amongst
them. I was inspired by my childhood when I was at school and I used to cut characters from paper.

- "Making of The Joker" by Mohammadtaghi Aibaghi Esfehani
On this project I used Maya for the base model, ZBrush for details, Photoshop for texturing and matte painting,
Shave and Haircut for the hair, and Mental Ray for rendering.

- "Making of The Guard" by Alexey Kashpersky
As I was working on the sketch I remembered the work of another artist, and with that the concept of a jumping
creature was born (Fig.03). I even did a sculptural sketch in ZBrush, but gave up on it (Fig.04). I wanted the monster to
be of my own design and creation, right from the end of the tail to the tips of the tusks. Which is why, the next day, I
started with the primary planning in ZBrush.

- "Making of the Snail" by Anna Celarek
The idea was to frighten the snail with a cool, fast and stylish car. So what would be better than a Fiat 126, aka
Maluch? Apart from the fact that the Maluch is the only car I can distinguish without reading its label (I’m not a car specialist).

- "Making of Namaki (Sweetie) by Yasser Aazarnoush
Namaki means sweetie; in my country we use the expression when we see a cute baby girl or boy. For the past five years, since I started learning how to draw perfect circles with a pen, I’ve had the idea of designing what you see
now – this is just the beginning. Back then, I wasn't too serious about it because I didn't have any drawing skills; I was more into 3D than 2D.

- "Making of The Defender" by Won Gyo, Lee
First of all, this game character was to be made through the Unreal 3 Engine, and this character illustration was for commercial purposes. However, for several reasons, the project couldn’t be completed.

- "Making of Sirne" by Anna Celarek
I will not talk too much about the modelling process here, but will instead discuss more about the texturing. This is
not a tutorial about the basics, just a general overview. I am assuming that the reader already knows the basics of the programs I have used.

- "Making of The Old House" by Grzegorz Wisniewski
This scene was made especially as a quick test for the Total Textures collection. I mainly used textures from the following DVDs: Aged & Stressed, Around the World: Part 1, Around the World: Part 2, Dirt & Graffiti, and Trees & Plants.

- "Making of Female Rogue" by Dani Garcia
In a project like this one, I always like to find as many references as I can and to be very clear about what I want to do before starting to model. For this image, as the subject was a rogue, I searched for references in videogames, illustrations and real photos ... I always try to get a large amount of them, and then I try to design nice clothing, a good pose, and so on...

- "Making of The Patient" by James Busby
he following article isn't intended to be a tutorial as such, but rather a focused ‘making of', during which I will attempt
to explain a lot of my working practices and techniques. I'm going to illustrate this with videos and images, where appropriate. You will also find at the bottom of the article a link to the scene file, which includes a version of the scene with a frozen mesh and all the textures in JPG format at full resolution.

- "Making of Surpirse" by Guido Zatti
The original idea was to create a realistic mummy, but one that’s not too scary. I wanted to show my mummy it in
typical daily situations. Once I had created it, the first situation which came to my mind was the mummy tripping over
its bandages.

- "Making of Flamethrower S.U" by Andrei Cristea
To make this model I used 3ds Max and ZBrush. The first step was to model a quick base mesh in 3ds Max –
nothing too fancy, I just wanted to have some geometry in place (Fig.02). I usually try to have the polygons evenly distributed on the model, and sometimes I also add some edge loops into the areas that I know will hold more
detail when I move onto sculpting in ZBrush.

- "Making of Scarecrow" by Christopher Tackett
When I first started this project, I was going to do the final rendering in LightWave after modelling and texturing the elements in ZBrush. Then, as I was making some test renders, which were turning out better than I expected, I
decided to just render the whole scene in ZBrush.

- "Making of Restart" by Eugene A. Halimanov
This is a very important stage in the creation of 3D work, for me. There are two reasons for this. The first is that, by
using high quality models we can achieve a good start for the entire project and avoid possible problems in the future. The second reason is that I love modelling and try to give it as much time as I can!

- "Making of Ferrari F-2000 Michael Schumacher" by Raymond Yang
To begin this project, I started by collecting as much reference material as I could possibly find (images, technical
data, and even the box of a Tamiya F1-2000 scale model) (Fig01 - 04). I chose to use V-Ray for this particular project
due to its fast and amazing quality renders.

- "Making of Ivan & Bonnie" by Willaim Vaughan
Hello everyone, my name is William Vaughan; I'm currently living in Orlando, Florida – the home of Mickey Mouse! I recently created two new characters that I like to call “Ivan” and “Bonnie”, and I thought we could take a look at how I
went about bringing them to life. Ivan was greatly influenced by the work of Mark Behm and I created him as a way to learn a new piece of software. Total creation time was one day and I'm excited to be sharing with you the steps I took to get to the final image!

- "Making of No More Wine" by Simon Blanc
I started this piece with something as simple as a Z-sphere (Fig.01a). Playing with the Symmetry tool, an idea was
born (Fig.01b)! Z-spheres are simply awesome! They allowed me to build the body of my concept in the fastest way – ever (Fig.01c) – and with a clean mesh, too (Fig.01d)! The UVs were done in 3ds Max, and I added the left arm and the hat before starting to sculpt the details (Fig.01e).

- "Making of Classical girl" by Wang Shiyong
When I was still new to 3D modelling things took me much longer than they do now; now I can do things according to clear steps, and figure out some of the key points and tips during these steps! The first step in the creation of this piece was the outline. My best advice to you is to not consider the detailing of the five specific organs at this stage....

- "Making of Reaching Out' by Soenke Maeter
When the Blender World Cup contest opened for 2008, I couldn't resist challenging myself by entering. The basic idea was to create a big tower with an Asian feel to it, so after gathering many references of Asian-style buildings and towers, like the famous paintings of the Tower of Babel created by Pieter Brueghel the Elder, I started modelling.

- "Making of Coffee" by Roman Samakovsky
Hello, I’m Roman Samakovsky. In this article I would like to discuss the process of re-texturing my image, “Coffee”, especially for 3DTotal.com, using their wonderful library of Total Textures.

- "Making of Street 13 - 26" by Grzegorz Wisniewski
This project was simply meant to be a texture test, but as I kept working on it I decided to make it a complete scene. I start each new project by collecting as many reference photos as possible – this step I find to be very essential

- "Making of Carlos Huante Creature Model" by Avinash Hedge
This Making Of will show the different stages of the complete artwork from a basic 3D mesh, adding details using Mudbox, to rendering the final model in 3ds Max with Brazil, and with completed textures in Photoshop. Firstly, I must
give thanks to the great artist Carlos Huante for inspiring me to create my 3D artwork...

- "Making of BMW C1: Urban Trespasser" by Makar Verigo
In my non-commercial projects I try to select a subject and components that will make use of my skills to a maximum, and I set myself tasks to solve using new methods. In particular, I was interested in industrial and automobile design,
as I have no experience in these fields, and I felt that work of this nature would grant me new opportunities to develop...

- "Making of The Sentinel" by Konstantin Schonberg
The modelling work went well. I started with the eyes and continued with the body and the tentacles. Most parts were made of primitives (Fig.02).

- "Making of the Sea Turtle" by Katrin Schmid
After playing for some weeks with ZBrush, I wanted to do a small project. As I am personally not too interested in
those aliens, dragons and monsters that you see done a lot, I decided on a sea turtle. To keep this short, I’m going
to assume for this tutorial that the reader is already familiar with the basics of Mental Ray for Maya and ZBrush...

- "Making of Hornbill Express" by Tiong-seah YAP
The work “Hornbill Express” is another design from my “2200 City without a Name” project, and it is a train from this
city. As a part of the project, there are some important points I need to take care of, for example I want to create something unique but not straying too far away from the main style of the design, and so right from very beginning
I made some sketches for each part of the project before going on to build them in 3D...

- "Making of Alfama" by Omar Fernandes
I decided to make this image/movie because I wanted to show some of the beautiful places in Portugal. Although this place is located in the stunning neighbourhood of Alfama, Lisbon, I decided to go with this old alley to show – and improve – my texturing skills.

- "Making of Italian Food Shop" by Giorgia Baldissera
The ‘Italian Food Shop’ artwork came about from the concept of videogames carrying out Italian cooking, and the
project was realised in 3ds Max.

- "Making of Shazam!" by Daniel Adami
As I’m sure a lot of other people here are I am a big fan of comics! I wanted to make a tribute to one of my favourite heroes. I like the style of the contemporary comics, but I tried to do something more classic, nostalgic – with an old school look!

- "Making of Pitch" by Jesse van Dijk
In order to practice and improve on certain aspects of painting I often do quick sketches with a specific theme or
subject matter. The drawing "Pitch" was one of these 'test-paintings'; I started working on it with the intention of
creating a very complex scene, but not over detailing it. Detail in the wrong place can hurt the overall picture, as it
distracts the viewer from where he should be looking instead.

- "Making of Joker - Undead Version" by Vit Budin
This Joker model was actually in my head for a long time before I was able to create it. For about one year I didn‘t
have the time for any personal projects, but this year I took ten days’ breaks and happily started work on my vision
of the Joker!

- "Making of Carnival" by Sebastiao Lopes
The sad boy on the stairs, sitting beside the new toys that he won today and enjoying his last drink, is actually a descendent of a Leprechaun. He is sad and almost crying because the fun day at the fair has finished. The small
winged creatures are descendents of pixies; their wings are translucent so their blood makes their wings shine,
and little sparks fly from them.

- "Making of Ella" by Ziv Qual
In this tutorial I will cover some of the interesting steps of this project. I will cover modelling and rigging in general, texturing, working with complex hairs, rendering and compositing. I will also share a few tips and tricks as I show the working process! (Fig.01)

- "Making of Reproductor" by Federico Scarbini - Warning: Contains Male Frontal Nudity
The purpose of this personal project was meant to bring life to a highly disturbing creature, something frightening
but that could also catch the viewer's wonder at the same time with all its detail. My goal was to divide the viewer’s attention between two different key points...

- "Makign of Peterbilt 379" by Andrey Krygov
To begin, I would like to say that I'm basically a 3D modeller, and so for the creation of this work it was necessary for
me to study many articles about the adjustment of lights, renders, materials, and so on. This experience proved to be very useful for me in the creation of this artwork, despite the amount of time spent researching. In general, I think that before starting to do something, it is necessary to have the necessary experience in order to be 100% assured that all will turn out OK in the end.

- "Making of Sweet Mary Jane" by Adam Ross
Howdy! I'm Adam Ross and I'm the head of the digital department at McFarlane Toys and occasional freelance
modeller (non-competition, of course). In this Making Of article I'm going to go through the entire process of taking
my model from digital to reality, utilising a cadre of software packages and one nice rapid prototyping machine!

- "Making of Zitto" by Fernando Fautino Ribeiro
Hello, my name is Fernando Faustino Ribeiro (Ferpulha) and I'm Character Animator and Character Designer. I’m actually working on Renderbrasil, and I generally really enjoy working with animation. On my character, ‘Zito’, I wanted
to create a tiny, non-proportioned character, simply because I like cartoons. For the environment, I decided on an
alien planet.

- "Making of Kamran Saeed" by Saad Ahmed
The idea with this piece was to create a caricature of a real person – to capture a funny look with a modern spirit. The person I based the artwork on is Kamran Saeed, an excellent artist and a very good friend of mine!

- "Making of Boom" by Guillermo Soria
At the moment, we can't really say too much about this character, but we expect he'll be one of the most peculiar
ones in our upcoming short film, Z14!

- "Making of Neoclassic Livingroom" by Serkan Celik
In this Making Of article, I’ll primarily be investigating the rendering and lighting adjustments for my neo-classical livingroom scene. In the first instance, I activated the Maxwell render and set the materials in the Material eEditor to Maxwell materials.

- "Making of Interior Hallway" by Cyril Taussat
There were two challenges for this picture: the first of which was to create an interior design scene, keeping a focus
on a specific part of a living room. My inspiration came from a design study by Steve Nuss Ltd. Interior Design &
Antiques (http://www.stevenussltd.com), and the main objective for this project was to work on realistic lighting,

- "Making of Captain Bonecrusher" by Luis Arizaga Rico
I usually start with lots of research that I have been collecting over time. My idea for this piece was to create a future mercenary belonging to a group of warriors where people simulate cyborg technology. His body and clothing had to reflect all of these elements.

- "Making of Klara Medkova" by Fabio M. Silva
Hello everyone, my name is Fábio M. Silva and I’m a CG artist from Portugal. Today I am going to give you some insight into how I created my CG model of Klara Medkova, which is to date probably the most famous of my works in the CG community.

- "Making of Kilowog" by Adrian Chan
The general base of the model was blocked out and unwrapped in Maya. It is always a good idea, when constructing
the base, to strive for 'square' quads and keep the 'flow' as clean as possible – it will make it much easier when doing the unwrap and deformation if needed later on. Once I captured all the key features, I took the mesh into ZBrush as my starting point (Fig.02).

- "Making of The Special One" by Malanjo
The next step was to re-touch the geometry and try other approaches in the design of the character and the mood.
My main inspiration came from Lord of the Rings and fantasy art – I really love fantasy art! So this was the starting
point for the main subject of the image, and helped with the mood of the character. Here are some of the experiments done during the process of the image...

- "Making of All Within Her Hands" by Ioan Dumitrescu
Hello, my name is Ioan Dumitrescu (aka Jonone); I’m a 20-year old self-taught concept designer and currently a
student of architecture. In this article I’m going to try explaining a little about the working process and thoughts
behind a picture which I created for the Uplift Universe challenge over CGTalk.

- "Making of The Poseidon Adventure" by xin.xin
This ship was used to transport treasures; it disappeared without any trace near the Arctic Circle during a shipment.
No one knows the reason for her disappearance, but in this image she has been rediscovered, and the expedition is aiming to find the answer of the secret which has remained unknown… until now!

- "Making of On the Precipice of the Universe" by Alexey Kashpersky
Greetings, Artists! My name is Alexey Kashpersky, more often known as RIDDICK or simply RID on the ArtTalk.ru
forums, and I’m currently studying at the Poltava Technic University, specializing in Graphic, Arts and Crafts. I study
such subjects as sculpture, drawing, painting, composition, and this knowledge was extremely useful for me during
the creation of this particular artwork.

- "Making of Story of Time 1981" by Hao Ai Qiang
This work was created to commemorate my childhood; the inspiration was from my living environment. Although many years have passed since I was a child, the images are still deeply engraved in my mind.

- "Making of Course of a Young Warrior" by Andrew Kovaltchuk
Greetings to All! This project all started when I became interested in several works by artists that participated in the
well-known contest, Dominance War III. In short, the idea of this contest helped me to come up with a concept: to
think up a story and to create a character with an original artefact and weapon.

- "Making of The Hulk" by Fabricio Torres
This project started as a personal challenge. The new Hulk film was to be released and (again) I didn't like the way
he was portrayed. I do understand the idea behind the concepts, with Hulk being a "realistic" character, but I wanted
to see more of a comic book beast, with everything over-exaggerated.

- "Making of Lady of Shalott" by Zhang Yang
In the beginning, I wanted to do a portrait of a young girl, with a sort of love story type background, but then I decided
to place her into an environment which better fitted her story. Remembering an oil painting by John William
Waterhouse, my favourite Master of art, I wished for my own female character to be in such a beautiful picture. I
changed the heroine and the environment of Waterhouse’s original painting, and made my character expressive
through her body language and her abundant expression...

- "Making of El Nino" by Malanjo
After I saw this concept by DOC (inspired by Kroenen from the ‘Hellboy’ movie) (Fig01), I started to imagine something creepy, but also cool at the same time. The design of the character grew day by day, and into the 3D stage. I was constantly trying to push the levels and create the design directly in the 3D process, just to be different, to play with the imagination a little and to push my own skill levels.

- "Texturing a Ship Scene" by Richard Tilbury
This particular scene was made as a base for an environmental lighting tutorial which ran for six months in
3DCreative magazine and is currently for sale as an eBook on the 3D Total website across a multitude of platforms.

- "Making of Corner of Cobblestone" by Wade Muller
The idea for this project was to create natural textures and to experiment with V-Ray Sun. I will explain more about
V-Ray Sun and the lighting I used later on in this article. The original reference image was taken of a building in my
local area, Coogee, in Australia.

- "Making of Lonely Driver" by Kashkin Andrei
Hello! My name is Kashkin Andrei; I'm from Kharkiv, Ukraine, and I would like to present the Making Of my work,
“Lonely driver”. I will try to pay attention to each creative part of the piece, and tell you about some of the difficulties
that I faced and decisions that were made along the way, as well as mentioning any special features during the
project. I hope that you will draw something interesting from this article for yourself.

- "Making of Hunter" by Alessandro Baldasseroni
I tried to stay as close as possible to the given reference (Fig01), which was just a ¾ sketch depicting the main proportions, with some details here and there, and the colour scheme for texturing. Not having an overly detailed
sketch is good for me, since it allows more room for personal touches and pushes me to figure...

- "Making of Fisherman in Town" by Suresh Kumar
This model was created in 3D Studio Max, and detail was later added in ZBrush. The scene was rendered with
Mental Ray, using its SSS Fast skin shader. The hair was created with 3D Studio Max’s native hair system, “Shave
and Haircut”, and the texturing (skin and face) used 3DTotal Textures V4:R2 (Humans & Creatures).

- "Making of Airbase - 2200 City without a name" by Tiong-seah YAP
I have split this ‘Making Of’ into 4 parts; you will find some of references, my sketches and technical snapshots of
Maya throughout this article. I will be focusing more on the inspiration of my work and less on the technical side,
and I intend this article for those people with a basic understanding of Maya and Photoshop, and who are interested
in the process of my work. OK so let’s start!

- "Making of It's For You' by Kevin Beakers
For this Making Of, an intermediate knowledge of 3D Studio Max and Mental Ray is required. I started work on this
image after seeing a small photograph in a TV guide of Rodin’s “Thinker”, where the head had been replaced by a Logitech Quickcam, and I thought it would make a cool character.

- "Making of The Warrior" by Cedric Roisseau
For the concept, I started doing a quick sketch in Photoshop (Fig.01) (A); I wanted to make a warrior without a clear
idea about the style, and I decided with a mixture of a Viking and Samurai.

- "Making of 5o'clock" by Gustavo Sandrini Groppo
This is my very first Making Of in four years working with 3D graphics, and it is a pleasure to share my work
process here, with you. I graduated in Digital Design from São Paulo, Brazil, but my passion is computer graphics.
In this Making Of, I’ll try to give you an objective explanation of my work titled, “5 o’clock”. So, here we go...

- "Making of the Old Toy" by Daniil V. Alikov
In my ‘Old Toy’ artwork, I wanted to create a warm atmosphere of a summer household evening, when the sunset
hits through the window and there is an invisible haze in the air. The lonely toy is hanging on the nail and feeling forsaken and unhappy. This gives some sadness and drama to the picture.

- "Making of the Flower Messenger" by Zlwen Zhang
One of my colleagues suggested for me to make a portrait. I then set my target on Liu Yifei, a young Chinese
actress. She is now quite famous in China, which makes it very easy to find tonnes of reference images on the
Internet. I eventually found one image of her from a TV show. The level of details of her costume totally amazed
me, and so I decided to take that as my final reference.

- "Making of Knocked Out" by Ilan Cohen
The idea for the image came from a short scene in one of my favourite movies, “Pulp Fiction”. In this particular
scene, we see actor “Bruce Willis” playing the character of a boxer named “Butch”, as he wakes up in a boxing
dressing room after having a little nightmare just minutes before a big fight (Fig.01). Obviously, I didn’t try to remake
the exact scene, it was just inspirational for me.

- "Making of Blue Bird Fishing" by Sebastiao Lopes
This image popped into my mind in a morning’s dream, while I was just about waking up. Although this image
does not show the original idea I had that morning, it has been composed since to be even funnier!

- "Making of No Fishing" by Stephen Cooper
With this piece, I wanted to create a sense of vertigo looking down, but adjusting the focal length on the camera
wasn’t enough on its own to achieve what I had in mind. I found a useful tutorial on Highend3d which described
how to fake a fisheye lens effect. Basically, you point a camera away from the scene but looking into its reflection
on a sphere. The sphere then curves the scene in its reflection – in a similar way to how a fisheye lens works!

- "Making of Fagin's Lot" by Hethe Srodawa
This illustration began as a challenge I suggested between a few coworkers of mine. There was no real
competition as such, but the idea was to create a finished illustration from the phrase 'Away We Go'. We could do anything we wanted as long as we used the phrase as a starting point...

- "Making of Ingrid Bergmna" by Max Wahyudi
Finding good references is the key to creating a good likeness. For this I always use screen captures from movies because sometimes you can find shots where the character turns, plus the camera distortion is always the same and predictable. The only drawback is the low image quality, but in my case that’s totally fine because you can't find high resolution images of Ingrid Bergman anyway!

- "Making of Robot Rock" by Jonathan Simard
Robot Rock is based on a song called “The Same” by Daft Punk. And yeah, I think robots are cool, but they’re even cooler when you choose to go with a different style! Let’s just say, with this piece, I tried to make a different kind of robot…

- "Making of Tiny - Battle of the Planets" by Chih-Han Hsu
From my childhood memories I can remember watching Battle of the Planets after school, and as I grew up I thought about these characters, and they are now cooler than ever - amazed by their strong colours, bold designs and iconic silhouettes. So, I decided to create a character from the G-force team, choosing Tiny, simply because I think he’s probably the last choice people would make out the 5 members...

- "Making of Underground Escalator" by Lionel Verlinden
I did some research about the system of the escalator in order to create my own design and to be able to reproduce
it in the most realistic way possible. My goal was to create a dynamic vision of architecture with a fantastic
atmosphere – not a simple representation.

- "Making of Jeep Willys MB" by Mhd. Rasyid Ridha
Hello, my name is Muhammad Rasyid Ridha and I'm from Indonesia. In this article, I will show the general making of this image. First of all, as for any project that I start, I collected as much reference material as I needed. I like a variety of Jeeps, including military ones. After looking at so many of them I chose to work on a U.S Military Jeep, post World War II, and the model I decided on was the Jeep® Willys MB Officer.

- "Making of Swamp" by Jordan Walker
When starting this image I wanted to create a monster that was integrated with its environment. I began sketching various monsters and ended up with this image which was a type of swamp monster built of wood, mud, grass and moss. After I came up with a decent sketch I browsed the Internet...

- "Making of Prince NyTael" by Malanjo
This is the 1st of 6 characters that I’m creating to apply to Blur Studio (Venice, California). By the way, I wish to also give thanks to Laurent Pierlot and to Alessandro Baldessorini (from Blur Studio) for their personal opinions during the execution of this project. Thanks guys!

- "Making of The Airship Station" by Stefano Tsai
The idea came from a series of documentaries called ''Airbus A380'', from the Discovery Channel. Fig.00 was captured from the videos. This is one of my hobbies: to see the process of making of machines, especially seeing where thousands of components have been designed and assembled. In the final moment, when the control tower permits, they prepare to take off – Airbus A380 starts up with full power going to all of its engines

- "Making of Female Zombie" by Gary Newman
As far as creating an initial concept for this character goes, I started off with a basic idea in my head. I never actually made any rough drawings or anything like that; the idea I had was reasonably clear so I decided to leave it at that.

- "Making of Hummerbot Destroy" by Hakan Hancer
Hi again friends. I wanted to share my "Hummerbot’s” design, step by step. This piece really took a long time to complete! As you know, Transformers were superheroes for most of us during our childhoods. In 2007, we saw
them return in the movies with huge visual effects and charm. The movie gave me the inspiration to create this
artwork; I decided that I had to create my very own Autobot, and I didn’t care how hard it would be!

- "Making of The Rapture" by Brajan Martinovic
This image is a part of an animation that I have been working on from time to time, and I made it to keep my spirits
up – to keep motivated for animating. It all started a long time ago, at the moment of boredom, when I drew a
strange character that resembled a cat, rat and a bat – all in one

- "Making of Ready to Fly" by Adrian Baluta
I started with a sketch of a bird which had the character base of a kite silhouette (Fig.01). The main tip of this
exercise was in focusing upon a strong pose of a bird (Fig.02).

- "Making of Golden Moment" by Ricky Linton
Hi, my name is Ricky Linton. This is an overview for the project I created recently. I’ll explain about the general workflow about creation for my project, starting from modelling through to the compositing process. You will not find step-by-step tutorial here, and if you find better or more appropriate ways....

- "Making of the Ferrari Enzo" by Hamouche Yassine
Hello, my name is Hamouche Yassine; I am from Morocco and I am 22 years old. The idea for this project came
by coincidence; I saw a picture of an Enzo while I was surfing the Internet and I thought to myself, “Why don't I model
it?”

- "Making of Carnostaurus Sastrei" by Damir Martin
This is the image I have used for the Background. I’m addicted to mountain biking, picture taken by my friend with
Sony R1 during one of our rides. I loved the foggy after-rain atmosphere, so I removed my self, and made space for Dinosaur.

- "Making of The Kitchen" by Carlo Maura 'Boda'
My intention with this image was to create a photorealistic place. The kitchen of this image is a Scavolini Mood
kitchen that I found on a catalogue and the challenge was to give to the image an interesting lightning and a photographic shot.

- "Making of Environment Concept" by Adrian Baluta
I like fantasy styles a lot, so I decided to make another fantasy art work using matte painting techniques. Here are
the steps of creation of this particular work.

- "Making of The Steam Master" by Sorin Lupu
This tutorial is intended for people with a prior understanding of the basic tools used for modelling and texturing.
This is not a step-by-step walkthrough, but more of a project overview.

- "Making of a Ford Mustang" by Zdenek Urbanek
Firstly, I found many reference images and blue-prints of the Mustang 1965, and used a few elements from other
models as reference material. For the blue-prints I made 4 planes for 4 views, and I right-set it with the aid of a box.

- "Making of Ready to Go" by Jaime Otegui
Hi, my name is Jaime Otegui and I work in the videogame industry. In this tutorial I will try to explain how I created this render (Fig.01), and I hope it will be useful for you. Before I start though, I would like to give you some advice – especially for the beginners out there: be patient. I know this sounds obvious...

- "Making of the Mazda CX-9" by Michael Seidl and Bernhard Rieder
We both are very happy about our good teamwork and progress in the 3D industry, and it was a long journey to get our skills and experience and to know that we fit perfectly together. There are several reasons for this, like our passion for photo-real rendering, and the fun we have every time working for productions. We also know that we are reliable and ambitious and we take our job very seriously.

- "Making of The Scarecrow" by Darko Hanzic
In this article, I will explain the process of making my Scarecrow image. I will cover all aspects of creation, such
as the illustration, modelling and also the texturing which i have used the below textures from 3DTotal's Total Texture Collection....

- "Making of The Conductor" by Gunaars Miezis
My work usually starts out as an idea - lots of things come into play when it develops, movies that I’ve seen, music I’m listening to, people that I’ve met and so on. And it usually takes some time to brew and flesh itself out. I don't start doing anything until I have a clear picture in my head.

- "Making of Lida" by Yu Cheng
In this piece, I wanted to interpret a new feeling of an old Chinese poem, and try to make it more fantastical, sci-fi
and surreal. So I started out by doing research some research. Here are a few images I found from a Google
Image search.

- "Making of Say Cheese" by Eric Provan
This creepy fella started out as a quick sketch. Once I had a few sketches of his head to work from, I started
searching ‘Google Images’ for some ideas on the mood, lighting, and theme for the project. Being a big fan of
the classic horror film, “Nosferatu”, I thought it would be a great reference piece for this project...

- "Making of Total Kitchen" by Mohamad AbuYhia
I have taken a lot of time over this design after which I also spent a good deal of time creating a material library in
order to texture the Total kitchen...

- "Making of Madness" by Marcin Solarz
Several softwares were used to create the “Madness” image. The base mesh was prepared in 3D Studio Max 8. I
tried to capture the facial expression that accompanies screaming - to catch the grimace at the sight of something
really frightening; something, that changes one’s life forever.

- "Making of Training Day" by Arnaud Valette
Hi everyone and welcome to the Making Of ‘Training Day’, a personal 3d artwork created in my spare time. I
conceived this picture in two weeks, and I hope you’ll find some answers to some of your own questions in the
Making Of.

- "Making of The Old Lamp" by Roman Samakosky
The idea for this image came about after I saw a similar lamp in a magazine. I seldom do replicas as I prefer to
create something new, something unique, which is why I only took the idea from the lamp which I had seen, and
then began searching for my own various antique lamp references on the Internet....

- "Making of Salvatore" by Alan Camara
Hi, my name is Alan Camara and this is the making of my work, “Salvatore”. Salvatore is the one of characters from
a movie called “The Name of the Rose”, played by Ron Perlman (the same actor from the Hell Boy movie). Starring
Sean Connery and Christian Slater, this movie was one of the greats from the 1980s.

- "Making of Antonio" by Pablo Vazquez
This character was created using Blender 2.36, in May 2005. The textures are mouse-made using Photoshop
(shame on me). When I was making Antonio I didn't know that I would be doing a making of (this is my first time
at doing this kind of article), so some parts have been re-modelled.

- "Making of Sander" by Percy Tienhooven
It all started on Queens day when I and a friend (micha) saw some ‘Emo’ people walking down the street. Have to
say I am not into that kind of style, but it’s a style really good for caricatures. It’s easy to tell someone how an ‘Emo’
looks like, so it is really good for translating it to a 3d character (or any other medium). So I made a sketch in my
little sketchbook.

- "Making of The Kid" by Claudius Vesting
In the year 2000 the "Der Spiegel“(the mirror) magazine (a german politics and society magazine like “the times“) published a work by the fantastic caricaturist Chris F. Payne on his cover here. I’m a huge fan of caricatures and
totally fascinated about the realism they put the artists in their works. And I identified myself and my own childhood
with this work and I think to myself that I want to try a similar work one day.

- "Making of Instantaneous Eternal" by Zhang Ye(Zivix),Luo ZiXiong(PuMel)
We sought materials from movies, games and books in order to find out how knights looked in that period...
- "Making of Showstopper" by Neville Dsouza
hello everyone, you all must've met celine and got to know about her life in the fashion world. Now, let's go deeper
as to how she was created!

- "Making of Autumnal" by Paul Davies
The inspiration for this piece came at the end of a week’s holiday in Scotland last autumn. I'd spent a week
absorbing all of the wonderful natural displays of colour at that time of year and I wanted to create an image that
captured not only the look, but also the feel of a warm, golden autumn.
- "Making of Dead City" by Andrzej Majewski
" Dead City" is one of the fourteen locations which I'm preparing for my music clip. I don't want to say too much
about the story, because some things can change (there's still a lot of work to do) and - what is more important -
I might kill the punch line. Anyway, in this scene I wanted to show abandoned city...

- "Making of Gollum" by Nicholas Boyer
There was no real concept. In the beginning, the idea came from a speed work on a French forum: http://www.mayalounge.com. We had to make Gollum’s head. So I started with this and, because this idea was
cool, I decided to do a portrait of the entire Gollum…

- "Making of Audi R8 in the Desert" by Jacobo Rojo
For the modeling process of this scene I used 3ds Max, I used polygonal modeling and some nurbs curves for
basic curvy objects for interior mainly which were converted later into polygons. The more details you can add to
your model the best it will look in the final image.

- "Making of lowout at Exit 16A" by Till Nowak
The work on “Blowout at Exit 16A” (created specially for the book “Carnivora” by Les Barany) started with a purely computer generated image featuring Till Nowak‘s Woojet concept car and the city of his short film “Delivery”.
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