All previously released sets get a 50% reduced price!!
Sunday, August 17, 2014
"Black Widow" 3d KitBash Sets
New "Black Widow" 3d KitBash Sets are now available at http://vitalybulgarov.com/3d-kitbash/
Thursday, July 17, 2014
Black Widow
Finally finished a personal design that was started a long time ago!
http://bulgarov.com/blackphoenix_blackwidow.html
Kudos to www.imagebasedlife.com for such awesome HDR Maps!
I also built a new 3d KitBash library for this project that will be available on www.vitalybulgarov.com SOON! :)
Thanks!
http://bulgarov.com/blackphoenix_blackwidow.html
Kudos to www.imagebasedlife.com for such awesome HDR Maps!
I also built a new 3d KitBash library for this project that will be available on www.vitalybulgarov.com SOON! :)
Thanks!
Saturday, July 5, 2014
TRANSFORMERS 4 - CONCEPT ART
Had so much fun working on Transformers 4 with Michael Bay (Director),
Jeffrey Beecroft (Production Designer), Ben Procter (Art-Director), Jeff White
(ILM VFX Supervisor) and also very fortunate to be on the same team with such awesome
artists as Fausto De Martini, Steve Jung, James Clyne, Alex Jaeger, Wes Burt,
Josh Nizzi, Ed Natividad, John Park, Warren Manser, Paul Ozzimo, Patrick
Faulwetter, Steve Messing, Ryan Church and many others.
Kudos to all at ILM and Bay Films who made it happen!!
Monday, September 30, 2013
3D KITBASH Store is now LIVE!
Very excited to announce that my new website www.vitalybulgarov.com with the 3D
KitBash Store is now up and running. While I’ll keep www.bulgarov.com as my portfolio site, the
main goal with www.vitalybulgarov.com
will be providing professional help to entertainment artists. Currently it got
a Training DVDs section that leads to the Gnomon Workshop where you can get my
DVDs and the 3D KitBash Store section where artists can purchase a library of
reusable 3d mechanical parts that I made for the “Black Phoenix Project” so you
can create your own designs. I’ll keep expanding the 3d library with new sets
of reusable mech parts, mostly oriented for creating 3d concept art. But I also
plan to introduce a series of production-friendly subdivision-based 3d parts
for “curvy” and more organic looking shapes.
Also one of the main intentions for launching www.vitalybulgarov.com is creating a
series of detailed video lessons on various 3d modeling techniques, digital
sculpting and concept design. So stay tuned for more updates!
Cheers,
Vitaly
Tuesday, April 23, 2013
Nike | Singularity
Couple weeks ago I had a chance to participate in this super
fun project directed by Jonathan Berube.
In the past years I was able to learn a lot about design from Jonathan
during his art-direction duties on such projects as “Starcraft 2: Heart of the Swarm” cinematic
intro. Jonathan’s eye for lighting and image composition is truly outstanding. So
it was a no-brainer when he asked if I’d be interested to design a Nike style prosthetic
arm. I knew I was in for some good fun and another great learning experience :)
My goal was to stay loyal to original volumes of the actor’s
muscles, but introduce enough negative space to make the structure feel light
an elegant, while keeping the amount of raw hardware detail to minimum.
I blocked out the initial shape of the arm in ZBrush using Dynamesh and then brought this sculpt into XSI for a more careful retopo. Simple
neoprene perforation pattern was later added in Keyshot using a normal map
texture. After recreating basic lighting in Keyshot I passed renders to Jonathan and he made the
final photo-model integration which included the comp, the
color grading and the hot green re-coloration of the arm plates. My initial renders used a yellow car paint for
the plates which I thought looked cool at the time, but when Jonathan showed me his hot green version I said to myself: “Alright, you win. Now it does
look like Nike haha!”
Check out J.Berube’s article
about the photoshoot on his website:
And an alternative "body" color palette of the arm on his Flickr
page:
-Vitaly
Sunday, April 14, 2013
Sloth robot and a timelapse video
An idea for a sentinel robot that could be operating either indoor within industrial buildings i.e. warehouses and factories or in outdoor locations using trees or man-made constructions.
I was inspired to make this one after watching videos about gyro-stabilized marksman platform Talon, camera stabilizer Movi and a video of a sloth falling out of a tree.
Since I won't have much time soon to make a proper tutorial I decided to at least record a video of the design process that you can see here:
The speed of the timelapse is set to 250% of original recording speed. During the video(especially towards the end) you'll be seeing details appearing from nowhere. The way it works is that my kitbash library is broken down in-to individual pieces with each of them being assigned to a specific hot-key.
I made a little script that brings a certain piece from kitbash library or even a whole set of pieces in-to the scene and then selects it, so you can plug it in right away into the model. This saves a lot of time and allows to try different things without getting attached too much to the design.
Thanks,
-Vitaly
Sunday, March 24, 2013
"Black Phoenix" Project
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
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