• Featured in ELEMENTAL 2
    ELEMENTAL 2 is the sequel to the critically acclaimed art book showcasing the world’s best digital artwork produced with Autodesk solutions.
     
      
     

    CGSociety: Reader Project
    Richard Minh Le, 31 October 2005


    As recognition of his vision, color composition and fine rendering, Richard Minh Le won the coveted Master Award in Product Design in Ballistic Publishing’s ‘ELEMENTAL 2’.

    Conceptualization
    My idea development for this piece was not as demanding as is required of me in my university Architectural projects (I actually enjoyed doing this work!).  I lay in bed one night thinking of an open space, subjecting a city, and started to really feel like pushing this initial thought further in an interesting way.  I adapted the ‘architecture’ design process of form interpretation (which can be driven by anything ‘storytelling’ related) from my studies, and tried to adapt this process into my piece.

    About four years ago, I was using COPIC markers to do my hand-drawn architectural renderings.  These pens have an unbeatable quality of color, and each a unique code on the cap that describes its identity – the element that any artist always seeks for. So, I tried to relate this observation to an abstract idea of architecture, which is also fantastic in color and has a coded identity. Deciding to use the COPIC marker as the expression, I moved on to the next step – creating the composition and choosing the color palette.

    Composition and Color palette
    I did a rough sketch in Photoshop to work out the layout and color palette I wanted to use.  I tried to create a feeling of open space, but at the same time, I wanted it to be peaceful.  So, I pushed the vanishing point a little bit off the frame and also used the rule of thirds to create an ‘eye-pleasing’ layout.  The color, obviously, was the most important feature I wanted to show.  I have always loved the colour combination of red, grey and black so I used these as a base and combined yellow, green and a bit of brown.  I knew that the rendering would turn out boring and flat without some dark grey tones here and there in the render.  However, the color code on the COPIC marker tops would also help me out later to fix this.

    At this stage I kept in mind that in the 3D rendering, the final composition of the image would probably vary from the initial, therefore, I left the sketch as it was, to come back to later when setting-up the scene.

     
     

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     Production – the technical approach
    3ds Max was chosen, as I am more familiar with it (I am also learning Maya at the moment) and because I could have access to VRay render, which is the one that, I feel, is easy to achieve a high level of realism.

    Modeling-Texturing-shading
    This piece underwent the most fundamental process anyone could imagine, especially because of the geometry of the marker and other pretty obvious and straightforward methods that I have briefly detailed below.

    • The cap:
      1. Create a cylinder with high level of segmentation.

      2. Apply an FFD-box modifier on it and start to pull the FFD-box vertices on sides to form the wanted shape.

      3. Collapse the modifier stack, insert and extrude the top polygon to finish up the cap model.
    • The pen’s body:
      same process, but with a greater length.

    • The pen head’s holder:
      Loft object + Scale deformation.

    • The pen’s nib:
      Box + Editable Poly and Meshsmooth.
     
      
     After this it became a bit more complicated, and I found it quite interesting when I tried to integrate this process with the composition. As I mentioned before, I wanted to play around more with composition at this point, as it gave me the freedom to find a perfect spot for the objects’ placement, based on the initial sketch.

    I included the texturing and shading step in here, because the most important part of the image – the code and name on the pen’s top – was modeled.  I did a test on the time that it would take me to do the texture in Photoshop and realized that it is more comfortable to just use the text shape within 3ds Max.  (I was working on a powerful computer workstation so it didn’t bother me too much).

    The most tedious process in this piece was matching the original color of each marker, as well as the precision in color code and name. It would have been really daunting if I had to go a stationary shop and record all this information but, fortunately, I found everything I needed on the COPIC official website, including some interesting COPIC sets and various color themes.  This helped me a lot in terms of choosing the color palette, and getting the marker color name and code.  I only used two textures, one for the floor that I took from 3dtotal’s texture collection, and one for the pen label. I knew these two would be really blurry in the final render, so I didn’t worry too much about them. The pen label was manually created, as I did not have a chance to scan my Copic, but that was not time-consuming.

    I also wanted to have the water surface for the background, resembling a river or a bay; and at the same time it balances the black and while value in that area.


     
     

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     Lighting
    Now comes the most interesting stage of creating this scene – lighting. I used image-base lighting – HDR for this piece, to achieve the highest photographic quality that I desired. I also love HDR lighting because it allows for the variation in light intensity over the scene and creates exciting reflection effects.  I actually did not lock down the light direction from the pre-viz stage, and instead played around with the offset parameter in Material Editor to find what I though was the most beautiful spot, as seen in the finale.

    Depth of Field
    This effect on an image creates a powerful sense of realism, especially with miniatures. Thus, I brought it in as the one of the core elements, to make the render float.  Consequently, this was the reason why the render took roughly 35 hours to render in the 3K size!!  I was that passionate about this piece that I did not mind the high time cost to render.

    Post production
    This final touch was simply to make the render a bit warmer and more photographic, so it didn’t look like a computer render.  A duplicated layer was brought on top and blended in Overlay mode. I also created a mask for it and manually painted to find a perfect combination between the two layers. Also, a little amount of noises was added for more of photorealistic effect.

    Conclusion
    In my opinion, this render is more about feeling and imagination, and is a loose interpretation of COPIC markers, suggesting a formation of buildings.  It reflects much of my vision towards art.  Sometimes, the message an artist wants to convey does not have to be obvious or overpowering; and instead, leaves some space for the viewers to freely interpret – to feel it in their own right.  By owning this characteristic, this piece of artwork tends to have a mutual link between the viewers and the creators, not just a direct, one-way 'route' from the creators.

     

    About me
    My name is Richard Minh Le. I am 21 years old.  I live in Australia, but was born in Vietnam.  Like most kids, I grew up loving comics, and watching cartoons.  I am currently finishing off my Design Degree in Architecture at RMIT. It is actually a very interesting course; and to my surprise I discovered that through this course I could turn my childhood dream into reality. During my study I was introduced to 3ds Max as a way of presenting my architectural projects, and since then, I have focused on mastering it, whilst also developing my conceptualization skills in Architecture.  I am enjoying watching and practicing VFX for film and now hope to pursue a career in this field.

    I once read an interview with Timothy Albee – the creator of the impressive, independent animation, Kaze Ghost Warrior – and discovered that we share the same vision.  He said: artists might not have a doctoral explanation of what they do, but it is more important that they do what they feel right.  His words left a strong impression on me, as it is what I have been thinking and trying to develop in my artworks. So, guys, let your feeling and imagination make you float and create stunning artworks.

    Last but never least; 3D art is just like any other arts.  We need to breathe the art into it above the technical performance. So, study traditional painting, sketching and photography and let them guide your creative mind.

    Featured in ELEMENTAL 2
    ELEMENTAL 2 is the sequel to the critically acclaimed art book showcasing the world’s best digital artwork produced with Autodesk solutions.

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