Photoshop for 3D Artists: Volume 1: Enhance Your 3D Renders! - Previz, Texturing and Post-Production

Overview

Whatever 3D software artists use, Photoshop remains a key tool throughout the production pipeline. The techniques presented in Photoshop for 3D Artists: Volume 1 are intended to show how 2D techniques can be seamlessly blended into the 3D production pipeline, resulting in a high quality image and a versatile and streamlined workflow. The book offers artists the chance to learn from a variety of top professionals, such as Andrzej Sykut, Fabio M. Ragonha, and Zoltan Korcsok, who willingly share the tips and tricks ...

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Overview

Whatever 3D software artists use, Photoshop remains a key tool throughout the production pipeline. The techniques presented in Photoshop for 3D Artists: Volume 1 are intended to show how 2D techniques can be seamlessly blended into the 3D production pipeline, resulting in a high quality image and a versatile and streamlined workflow. The book offers artists the chance to learn from a variety of top professionals, such as Andrzej Sykut, Fabio M. Ragonha, and Zoltan Korcsok, who willingly share the tips and tricks that they have developed over years of working in the 3D industry.

The tutorials in Photoshop for 3D Artists: Volume 1 cover a variety of different subjects, from the initial concept stage through to post-production. Previz and concepts are explored, showing the advantages of using Photoshop to plan and visualize projects. Combining library images in Photoshop to create custom textures is also featured, as well as how Photoshop can be used as an efficient alternative to lengthy render tests by focusing on compositing passes, adding particle effects, and improving light and color adjustments. These post-production techniques are becoming increasingly popular within the industry as Photoshop becomes a more powerful and time-saving tool, enabling almost every 3D artist to enhance their final renders.

With the expertise of individual contributors, the clearly written tutorials, and work-in-progress images, Photoshop for 3D Artists: Volume 1 is a timeless resource for veteran and beginner artists alike.

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Editorial Reviews

From the Publisher

"3DTotal’s latest book provides an attractive, in-depth guide to skills that will prove essential to any 3D artist, says Fernando Caire" -- CG Channel

"Photoshop for 3D Artists: Volume 1 presents a variety of insightful approaches to accentuating details and realism in digital creations. The techniques involved offer a guide to understanding how 2D and 3D elements can be fused together to create beautiful imagery and a higher quality of work." -- Julianna Kolakis

"This is a fantastic book for every digital artist, which shows how easy and productive it is to blend 2D and 3D graphics." -- Marek Denko

"Since I started working in CG I’ve been looking for a book that teaches everything a 3D artist needs to know about Photoshop and drawing techniques, and this book does that perfectly and even more. I’m learning new things from every chapter. This is a must-have for every professional or student who wants to be a 3D artist." -- Rafael Grassetti

"Photoshop for 3D Artists: Volume 1 includes great examples by amazing artists that show us how to create our own concepts, improve our photo or painted textures, edit our renders by using layers and add effects to our image to create spectacular results. The opportunity to improve your image in Photoshop is infinite, and this book is the perfect guide to help you do it.” -- Rebeca Puebla

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Product Details

  • ISBN-13: 9780955153037
  • Publisher: 3DTotal Publishing
  • Publication date: 6/7/2011
  • Pages: 224
  • Sales rank: 609,450
  • Product dimensions: 8.40 (w) x 11.00 (h) x 0.70 (d)

Read an Excerpt


Introduction

Since my introduction to 3D software sometime in the last century, technology and practices have changed quite a bit. The calibre of CG has evolved dramatically across film, television and video games, moving ever closer towards photo realism. The arrival of new software, upgrades and overhauled interfaces mean that each year we are faced with a continually changing environment in which to meet our artistic endeavours.

Having worked across both 2D and 3D, I have had the experience of using software affiliated with both disciplines, but it is perhaps Photoshop that has remained the stable backbone of much of what I do. Despite the traditional upgrade each year, the interface and toolsets remain much as they did when I first used it. This sense of familiarity is always a welcome break from the elaborate tools and modifier panels typical in 3D packages and although being very sophisticated, Photoshop remains remarkably intuitive and concise. It is perhaps for this reason that it has become so widely used as both a painting package and as a texturing tool. Almost every games company and post-production studio will utilize Photoshop to some degree and as someone who once worked as a texture artist, this was my principal software. When I was asked to write this introduction, I began to consider the extent of its value within a 3D pipeline and how it has always occupied a supporting role.

From matte painting through to texturing environments, characters and props, Photoshop has proved an invaluable part of how we view CG in all fields. It has also been adopted by many as a post-production tool and a way of compositing and refining renders. There was a time when many 3D artists would rarely venture into Photoshop to finish or enhance their renders, and special effects were added in video post etc. To do otherwise was almost looked upon as cheating.

Nowadays the story is somewhat different, with almost everyone tweaking and compositing passes in Photoshop to some degree. There are instances where some artists will export flat shaded geometry and reserve the entire texturing process for Photoshop, as Aleksandar Jovanovic demonstrates later in this book with his Alchemist’s Chamber. In The Breakdown Gallery chapter we also get a glimpse of this in Neil Maccormack’s contributing image, which has been partially textured this way but also incorporates atmospheric effects, lighting and smoke. Of course these practices are severely restricted where animation is concerned, but in the case of production art, concept art and stills, it has proved an economical and effective way of achieving the desired results.

With the ever-growing complexity and scope of CG within the film industry, and the expansion of the games sector, artists are being put under increasing pressure to meet deadlines and complete work. Techniques used to save time and assist in this process are a welcome addition to anyone’s repertoire and Photoshop is a tool that comfortably fulfils such a role.

Throughout these pages we shall be shown an array of techniques used to aid 3D practices and streamline an artist’s workflow. From using custom brushes to develop a tangible design through to post-production, each author will share their experience and knowledge, revealing their industry-proven methods.

Richard Tilbury
2D/3D artist, 3DTotal

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Table of Contents


Introduction

Chapter One: Previsualization
- Spaceship Concepts
- Silhouettes
- Photoshop Concepts
- Creating Original Concepts

Chapter Two: Texturing
- Base Layers and Color Correction
- Bump and Specular Maps
- Dirt and Grime
- Character Textures

Chapter Three: Post-production
- Render Passes
- Retouching Final Renders
- Lighting and Special Effects
- Curves, Levels, Color Balance and Layer Styles
- Creating Backgrounds

Chapter Four: Effects for 3D
- Underwater
- Sparks and Glows
- Sci-Fi
- Fire, Heat Haze and Smoke

Chapter Five: The Breakdown Gallery

Chapter Six: 3D as a Painting Tool
- Introduction to Google SketchUp
- Alley Garage
- Futuristic Center

Chapter Seven: Complete Projects
- Fantasy Scene - Concept
- Fantasy Scene - Basica Modeling and Lighting
- Fantasy Scene - Creating Textures from Photographs
- Fantasy Scene - Adding the Sky and Scenery
- Fantasy Scene - Post-production
- Alchemist's Chamber - Texturing and Lighting in Photoshop

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