Questions &
Answers
Hey guys, thanks so much everybody who responded to the
website update and a “10 days of Mech” Session. I’ll be slowly updating the
other sections of www.bulgarov.com, so
keep an eye for upcoming updates!
Now regarding the
“Black Phoenix Project” I received several emails asking about similar things,
so I just decided to answer all of them here :)
What is “Black
Phoenix Project”?
It’s a working title/name of a series of designs that showcases
the product line of a fictional military corporation called “Black Phoenix”. As
I mentioned on my website it’s a collaboration with Maria Skotnikova, who ‘s
responsible for creating high-res hdr-environment maps I use for lighting. The
plan is to make eventually an art-book that would be an album filled with such
designs.
Right now it’s still early and I only work on it when have
free time.
What is “10 days of
Mech” ?
A while ago I saw Simon Lee’s 20 days of Monsters –a
sculpting session where Simon created each day a new sculpture for 20 days and then
after seeing his presentation with my own eyes I was really impressed and
inspired by his speed and sense for character design. I felt like that was an
incredible exercise, something like a boot-camp for an artist J, so since then I
always wanted to try something similar but with hard-surface designs done in 3d.
So I did a 10 days of Mech session as a proof-of-concept for the workflow I
want to use for creating the whole art-book. I also prepared myself for this
session with some R&D where practiced a work-flow that is different from a
traditional production modeling work-flow.
What software did you
use?
Softimage XSI, ZBrush, Keyshot, Photoshop
So what went in-to
preparation R&D stage?
Before the “10 days of Mechs” session I did about 3 weeks total of preproduction
where I invested my time in collecting/studying references, setting clear
expectations for the style, developing and testing the non-subd modeling workflow in xsi, building the library of 3d kitbash-details(surface
details, guts, etc), drawing a library of graphics/decals and assembling a
library of physically-based Keyshot materials. The goal was to get everything I
needed for the design exercise ahead of time, so I could be more creative and
productive and less tech-oriented during the 10 days session.
How much the style of
modeling for these concepts was different from the traditional subdivision
modeling for production?
The style of modeling was quite different from production
modeling. After being a production modeler for almost 10 years I had to
re-educate myself in certain aspects of modeling in order to get more
illustration-oriented. The goal was not to practice in modeling but to practice
in concept art utilizing 3d as just a tool for outputting images rather than creating
a nice looking wireframe that fits production needs. The goal was to use 3d the
way that would speed up the process of creating concept art rather than slowing
it down. So I tried to minimize using such techniques as subdivision modeling since
the clean-up of subd topology and edge-loop refinement takes time. Then I also
used all kinds of “dirty modeling”
tricks like Booleans, cutting shapes with knife-tool and stuff like this to
quickly get the shape I wanted without getting stuck in tweaking individual
vertices. I also used ZBrush here and
there but I overall tried to keep my mesh light for a faster render so I used
mostly poly-modeling by hand.
Did you use a 3d kit-bash
library for repetitive pieces and details?
Yes, specifically for this project I have built my own
library of surface details and gut parts, that are generic enough so I could re-use
them in different designs. Just like with real-world manufacturing, especially
with military vehicles you can see the
same type of surface detailing like hooks, tech attachment types and all kinds
of hardware on different tanks, helicopters, etc. So I did the same with
the “Black Phoenix Corporation” where
the same style and scale and level of detail was applied to the details so I
could quickly combine them in-to new more complex designs.
How much hand
poly-modeling vs zbrush?
I’d say 75% was hand-modeling. I used ZBrush mostly for the
base shape or to create a form that was trickier to build with polys but was
very easy with DynaMesh. I’m looking forward to try making some designs using
100% dynamesh and IMM brushes of ZBrush that are available in newer version of
ZBrush
Can we see a
wireframe screenshot?
Sure! Here is a screenshot of a scoutdog mesh:
How many working hours a day did you do during the 10
days of mech?
Those were some long-hours days. Some of them were as long
as 16 hours of work with only two quick meal breaks. But since the goal was to
stay within a one calendar day per design I would follow a long working day
with a not so long day( like 12 hours of work) to catch up on sleep and gym :)
What did you use to
render?
I used Luxion’s Keyshot.
What about UVs?
Keyshot provides an automatic UV’s solution for the
box/cylindric/spherical shapes which worked most of the time. When I had
artifacts I would just fix them in final render in Photoshop .
How much Photoshop
work was done on top of the Keyshot render when finishing the design?
The finishing in Photoshop included mostly just applying
decals and graphics and a subtle dirt/scratch pass. Also, as I mentioned above
I used photoshop for quick post-fixes. But overall I didn’t do that much as
there wasn’t much time left for post-work.
Ideally I would like to spend another 3-4 hours just to beat the
textures up a little more and also refine the integration of the model with
environment. That part definitely could use more work!
Did you use a
photo-bash approach to add photographic details of real-world tech on top of
the rendered models in the post?
No I didn’t. I usually use this approach when it’s a purely 2d
piece or if a 3d base is very simple and doesn’t have much detail. But in case
of this exercise the need to use photo-details was eliminated by the fact that
I had a full-res model done in 3d and it didn’t require additional details.
When is the book
coming out?
I don’t know. Maria continues to find and shoot interesting
locations with cool environment and lighting that we can use later for the
book. But on my side things move much slower at the moment because I’m very
busy with the film work right now. I hope to get more free time in about 4-5
months from here and start adding 2-3 days in my weekly schedule back to “Black
Phoenix”.
Thanks!
-Vitaly
I admire your patience =)
ReplyDeleteI'm always dreaming that they add max spline functionality with all it's spline bevels, booleans and inset features to xsi. That would make xsi best modeling application imo.
Big thanks for Q&A, very interesting!
Good luck !
Thanks a lot for the kind words. Yeah, 3ds max splines are awesome :)
DeleteThis is some fantastic mecha design. What were your main inspirations?
ReplyDeleteFrom the real-world stuff the main inspirations were modern tanks and Boston Dynamics robots. From the artists, to name a few: Joe Peterson, Fausto De Martini, Jonathan Berube, Aaron Beck and many others. Thanks a lot!
Deletethanks heaps for the write up vitaly. and for the art. such great shapes to re_visit and study
ReplyDeleteThanks a bunch!
DeleteThanks Vitaly, this is very insightful! :D
ReplyDeleteYou're most welcome Ben! Thanks for stopping by :D
DeleteWow, Ben Mauro and Vitaly Bulgarov, two of my favorite artists in one place :) This is like the time I saw Kurt Papstein and Dominic Qwek together
DeleteYou make me giggle Vitaly, to say the least. I'm guessing this is in way of apology and answer to 'the several emails' people who simply don't believe you sent. Misleading original hype aside and this apology of sorts ignored, Ill expect you to turn up in 7-8 months with 18 months of designs claiming 3 weeks of work. Sorry if I do you a disservice but I think in your soul you know I don't. Do you honestly think in this climate you are doing your fellow VFX colleagues any favours. I expect flame or deletion but best said rather than left unsaid imo.
ReplyDeleteI read your message couple of times and I honeslty have no idea what tha hell you're talking about?
Deleteyeah. adam. i'd be curious to know what your concern is here if you don't mind sharing ?
DeleteI think what he's trying to say is: With the VFX industry in turmoil, i.e. big studios like R&H having to shut down after working on one of the most impressive VFX movies, VFX artists struggling to make a living despite working 24/7, etc.
DeleteNow someone comes along, claiming to produce a complex mech with extremely high production value in a day's time, as impressive as it may be, sheds a bad light on what the design and building of a production ready asset should really cost, or the amount of time and work that is needed to do it right.
I know Vitaly explains in this interview, how he had a 3 week pre-production time and how the models are in no way production ready, i.e. usable for animation/rendering in a movie project, but I bet you that talent scouts/producers will gladly turn a blind eye to this fact when they'll offer him to work on the next tentpole VFX flick, asking to produce ILM quality assets in a fraction of the time it would normally take...for less pay of course.
As impressed as I am by Vitaly's work and the whole concept behind it: It's a double-edged sword, that hits with a bad timing, so I can understand Adam's concern.
Cheers, I've re-read the whole thing again this morning with fresh eyes and indeed, make sense now.
Deletepretty bad ass dude! I love the approach makes me want to practice some dirty modeling techniques. really beneficial!
ReplyDeleteThanks!
DeleteCoool technique for technics)! Thanks for Questions & Answers. I see, mesh is not smooth. It is a part of “dirty modeling”? Do you use this method for all mechs?
ReplyDeleteI use this approach when creating concept-art for hard-surface. If the shape has to be more organic like a cowling of a vehicle or armor I would still start off a subd mesh or a zbrush sculpt. Thanks!
DeleteAmazing!!! Thanks for the inspiration.
ReplyDeleteThanks a lot!
DeleteAwesome work Vitaly,you are such an inspiration.My Adam shame on you for being ridiculous.
ReplyDeleteHey brother, as I said many times before, you are an inspiration for me and for the whole art community. When I saw these whole set of mechs you did it really pushed me to make my work process more effective and guess what, it really helped on my work and my personal projects.
ReplyDeleteYou are a freak of nature :) in a good way of course.
Thanks so much bro!! Your work has been a huge inspiration for me for many years and it means a lot to receive such words coming from you sir. Cheers!! :)
DeleteHis work inspires me every day, design is simply amazing.
ReplyDeleteThanks a bunch!
DeleteAS ALWAYS VITALY GREAT JOB. WISH YOU ALL THE BEST. LET ME KNOW WHEN YOU ARE BACK IN TOWN SO WE CAN GET TOGETHER.
ReplyDeletePAUL
Hey Paul! Good to see you here, thanks for the words! Sure thing, let's catch up in LA :) I'll email you.
DeleteSuper inspiring and eerie. Thanks for sharing the process! Also great to a fellow XSI modeler, I don't see too many!
ReplyDeleteThank you! Yeah I don't see that many XSI guys either :)
DeleteI found your stuff from the nuthin but mech blog. WOW! Your robots are insane. All of the little details make it so realistic, and your renders look amazing! I'm a generalist graduating in 2 months, but I love modeling robots, and your robots make me feel the need to practice more.
ReplyDeleteGreat Job.
Thanks so much for kind words. Good luck with your study!
DeleteBadass man. Some of your best work, I can't wait to see what comes next!
ReplyDeleteBest of luck!
Jason
Thanks a lot Jason!
DeleteI wish I could draw a stick figure in proper proportions. When I see this kind of artwork, it breaks my brain how this could be done. I wouldn't have the slightest clue where to begin.
ReplyDeleteIncredible stuff!
Thanks a bunch for kind comment, much appreciate it.
DeleteThey all look frightfully real ,nobody does steel like you !
ReplyDeleteThank you for inspiration !
Thank you very much! Glad you like it :)
DeleteThank you , Chris, I found this exercise highly interesting.
ReplyDeletePhoenix design
Tenday inspired me to create such works. Just viewing the video clip with the process of creating one of the robots, I immediately set to work. Thank you!
ReplyDeleteThanks a lot! Cheers!
Delete
ReplyDeletePhoenix
Free Download
hey iam wondering, how would you approach preparing one of these bad-asses for production, UVmapping and such?
ReplyDeleteIt really depends on the rendering pipeline, final lighting and proximity to the camera. If it's not a 4K film frame close-up, I would try to render it the way it is and test how it goes through pipeline first. If the pipeline requires the mesh to be all Subd then I would have to retopologize most of the mech parts and makes UVs.
DeleteI have alerted government and military officials as I believe you have illegally taken pictures of secret military hardware and you are passing it off as original artwork. ; )
ReplyDeleteHe-he nice compliment:) thank you sir!
DeleteAfter reading through your blog and looking at the images as closely as I can, I was wondering if you would be willing to post a shot of your kit bash set?
ReplyDeleteOr mentioning more inspirations you used for references for making your kit? I know you had said Boston Dynamics was one, would you be willing to share the rest, or keywords you found produced the best results?
Amazing work Vitaly, this is truly inspiring stuff! Thank you.
Hi Darren! Thanks a lot for kind comments!
ReplyDeleteYou can take a look at the KitBash libraries here:
http://vitalybulgarov.com/3d-kitbash/
Also for inspiration and reference I looked a lot at all kinds of military vehicles from different periods of post-WW2 era like helicopters, tanks, turrets, etc.
Awesome designs Vitaly! I've been looking for a program to model some of my musings, and your process really helps shed some light.
ReplyDeleteIts amazing! Really cool works! Dogs, especially)
ReplyDeleteWow! its really amazing and too inspirational post. you have posted nice post.
ReplyDeleteweb design in phoenix
Phenomenal work! Time to get to work :)
ReplyDeleteOMG you are super talented. You would upgrade Star Citizen
ReplyDeleteThis page is very informative and fun to read
ReplyDeletewebsite design phoenix
I hope you release this artbook!!
ReplyDeleteHi fellas,
ReplyDeleteThank you so much for this wonderful article really!
If someone want to read more about that website design phoenix I think this is the right place for you!