Digital Art Live Issue 29 PDF
Digital Art Live Issue 29 PDF
Digital Art Live Issue 29 PDF
DigitalArtLIVE.com
KEVIN B MCBRIARTY
REBECCA ELSEY
TWENTY-NINE
MIRJAM MAY 2018
VUE ● TERRAGEN ● POSER ● DAZ STUDIO ● REAL-TIME 3D ● 2D DIGITAL PAINTING ● 2D/3D COMBINATIONS
https://digitalartlive.com/events/
2
CELTIC TREASURES
Includes FREE SEATS
Saturday 26th and Sunday 27th May
Can’t make the live webinar? Register and we’ll send you the HD quality recording
(paid seats only)
20:00 BST (London)/12:00 PDT (Los Angeles)/15:00 EDT (New York)
In this workshop John Haverkamp will unlock Celtic artwork showing you the pattern lan-
guage, the historical materials and techniques originally used. Taking advantage of PBR,
he’ll use Substance Designer and Substance Painter, explaining the graph view and nodes
along the way.
1. Discover the pattern language of early Germanic and Celtic ornaments
2. How did they do that? Uncovering historical materials and techniques!
a. Repousse
b. Engraving
c. Casting
d. Carving
e. Enamelings
f. Inlay
d. Niello
3. Why clay?
4. Polymer clay construction techniques
5. Preparing the clay relief photo in Photoshop
6. Learn Graphs and Nodes in Substance Designer
7. Exporting maps and publishing to .sbsar format for use in Substance Painter, modeling
programs with the substance plugin, and realtime engines.
3
https://digitalartlive.com/events/
4
COMPLETE LIGHTING GUIDE
For DAZ Studio : Scene and Portrait Lighting
Presented by Esha
HD Recordings Included with Registration
When we experience lighting in the “real world” it tends to just well—happen! Without much ef-
fort from us, the sun rises, we flick a switch, or we open the curtains and there we have it, light!
We may put some thought into where we place a lamp, how we angle the blinds, or where we
aim a torch, but much of the time our experience with light is generally a passive experience.
Things are different in the 3D graphics world, where we’re wanting to maximize a scene that we
have carefully set up. It’s to optimise the elements of mood, a character’s expression, the tex-
tures and objects or certain areas in the scene.
With effective lighting you can make your 3D models really stand out!
There are a number of deep-rooted 3D lighting standards, and the type of scene usually deter-
mines which one is most appropriate.
Esha, a long standing published artist at DAZ will guide you through the lighting maze. She’ll ap-
proach each 3D lighting paradigm consistently with a first webinar exploring realism for scene
lighting and a second session going into depth on portrait lighting to make the most of your 3D
characters!
For the Scene course:
Learn how to light outdoor environments and indoor scenes. Master the Daz Studio Environment
Render Modes and how to tweak them.
For the Portrait course:
Light your digital portraits like professional photographers do in real life. Learn how to translate
photography tutorials into 3D rendering environments.
Presented by Esha
5
SHARE YOUR EXPERIENCE
SHARE YOUR CREATIVE STORY
We are actively looking for artists or content creators who would enjoy the
opportunity of teaching other artists in a live setting.
Would you like to work with Digital Art Live as a partner in presenting some
of our live webinars? We’re particularly looking for artists and content
creators with DAZ Studio and/or Poser in mind.
Use the link below to submit your application and we’ll get in touch!
https://digitalartlive.com/presenters
6
Front Cover:
“Crown” by
Mirjam of the
Netherlands.
Read Mirjam’s
interview, later in
this issue!
Headpeice is the
“Melidae Crown”
by Anna
Benjamin and
Mary Williams.
THE FANTASY PORTRAITS ISSUE
CONTENTS
OUR LIVE
WEBINARS!
―― 02
EDITORIAL
―― 09
MEETUP
―― 10
BACK ISSUES
INDEX
INTERVIEWS
―― 46
―― 12 ―― 30 ―― 52
CONTESTS
KEVIN McBRIARTY REBECCA ELSEY MIRJAM
―― 50
We talk with Kevin about Rebecca talks about how Mirjam delights in making
GALLERY childhood art training, his DAZ Studio runs on a female fantasy portraits,
disappointment in college budget PC, kit-bashing 3D and she has developed a
―― 66
art, and his discovery of content, and the low-light style full of rich
IMAGINARIUM the power of 3D software. importance of details. shadows and soft glows.
“As a young child I would “I often imagine [finishing “For a long time I was
set me off across town a 3D render is] similar to trying to develop a style
with my bike and $10 the way a sculptor feels that felt natural and
every Saturday morning, when they stand back comfortable. I think that
to take private art and look at their work. is really important [that
lessons. While all the It’s not always what the your style feels natural],
other kids were sleeping I viewer sees, but the because otherwise the
studied drawing, hidden and subtle details style is difficult to stick
sculpting, painting...” that make a render.” to.”
7
MAGAZINE PODCAST
Join our mailing list to get a free Our regular fresh inspiration for
magazine speeding to your inbox. sci-fi artists, available on iTunes.
Subscribe at digitalartlivecom Subscribe to the Podcast feed
LIVE
Join our live webinar-based
workshops for digital artists.
digitalartlive.com
Credits for pictures, from top left: Detail from “Celestial”, by Rebecca Elsey; detail from “Nocturna” by Mirjam;
Detail from “Naginta v3.0”, by Kevin McBriarty. All artists are interviewed in this issue.
Copyright © 2018 Digital Art LIVE. Published in the United Kingdom. No part of this publication may be reproduced, stored in a retrieval
system or transmitted in any form or by any means electronic, mechanical, photocopying, recording or otherwise without the prior written
permission of the publisher. No copyright claim is made by the publisher regarding any artworks made by the artists featured in this magazine.
8
EDITOR’S LETTER
WELCOME...
“
It's been 20 years since 3D first arrived in problem, as artists will, and much hard work was
the mail. Or, more precisely, since chunky done with getting skin looking realistic in 3D
cardboard boxes arrived on people's renders. But it’s arguably taken us 20 years to
doorsteps. Each box carrying a precious cargo of find ‘The Stairs of Cirith Ungol’ and to make the
Poser 3.0 CD-ROMs, a door-stop sized printed slipperly and vertiginous climb out of that ‘uncanny
manual and a licence-key card. Amazingly there is valley’ of the 3D face and hair. But perhaps we
no precise shipping-date online for Poser 3.0 — the shouldn’t be too hard on ourselves — considering
Internet forgets much, even at Archive.org. But a that even the big Hollywood studios took decades
deep-dive into Google turned up an in-depth review to find their way out. Just a few years ago they
from Germany (April 1998, avAtaR eZine, “Test were still making cringe-inducing ‘uncanny valley’
Bryce 3D und Poser 3”), and this suggests Poser 3.0 faces, as seen in the likes of the dire Tintin movie.
probably shipped in May 1998. More certainly, the
But many still portrait renders can now make you
famous Poser Forum Online was first established in
do a double-take: ‘is it real or is it 3D rendered?’
June 1998 and then grew exponentially.
Increasingly, you’re not quite sure. The veteran
By summer 1998 users had their hands on the first 3D artist might be able to tell, after some moments
really usable Poser version, with the familiar and of considered thought. But it’s not always
much-loved user-interface it still has today. Phil immediately obvious, especially when the picture
Clevenger of MetaCreations had successfully was made by someone who has mastered the
transferred to Poser 3.0 much of the unique user- software and knows about lighting. Equally, we’re
interface from MetaCreations’s popular Bryce 3D starting to see a similar drift toward having ‘3D
landscape software. The company then enlisted that looks like 2D’, moving toward a point where ‘is
Zygote to provide a huge bundle of add-on 3D it drawn/painted or 3D rendered?’ may also be a
content for Poser. There was nothing else like it, frequent question.
and by Christmas the ‘street price’ of Poser 3.0 was
Of course we’re not quite there yet, but the ‘once
£179 in the UK — a bargain even at 1998 prices.
upon a time’ fantasy of making convincing portrait
The new Poser software proved a great success,
art with computers is definitely coming true. To
and the price fell as the volume of sales rose. By
extend my earlier ‘The Stairs of Cirith Ungol’
1999 the online archives show: that Poser 3.0 was
allusion, we are standing at the top of the stairs
being listed at just $119 U.S.; that flagship artists
after a hard climb, but still have to face the great
such has Larry Weinberg had shown what was
‘Shelob’ — which is hyper-critical public
possible with the software; and that it was being
discernment. The public will demand more and
very well-reviewed even in magazines at the
more of its 3D art in the coming years, especially if
upmarket end of the industry. The mass-market
it’s paying. But it’s no longer a fantasy that even
desktop 3D art revolution was well underway.
amateur artists will be able to reach such heights,
How far we’ve come in just 20 years. But… the given the range of software we now have available.
face. For so many years there was that ‘uncanny
valley’ effect for the face and the eyes in 3D DAVID HADEN
renders, which made many shudder on seeing the Editor of Digital Art Live magazine.
renders and talk of ‘doll-like’ eyes and ‘unconvincing [email protected]
expressions’. Artists found various ways around the
9
TOLKIEN
Use new Charpentier fon
10
Picture: with thanks to Tejvan Pettinger.
MEET THE TEAM, AND YOUR
FELLOW ARTISTS!
We have a splendid opportunity to
meet the Digital Art Live team, our
magazine readers and digital artists, at
nt
the New Bodleian (Weston) Library of
the University of Oxford.
Starting in June, this venue will host
the major free exhibition: Tolkien:
Maker of Middle-earth. The world's
foremost Tolkien archive is being
matched with rare items and art from
other collections, to present a ‘once in
a generation’ show of original Tolkien
items in the city where Tolkien wrote
The Hobbit andThe Lord of the Rings.
A wealth of Tolkien’s own artwork and
original designs will be on show.
OUR SCHEDULE
11.30am meet outside the venue. We will
be carrying seven spare printed tickets for
1pm entry — but you should not rely on
these, and you should first try to book
your own personal 1pm or 1.30pm tickets.
11.50pm we go for a quick light lunch and
chat in one of the nearby cafés, or inside
the venue if they have a suitable café
(purchase your own snack and drinks).
12.50pm we assemble at the exhibition
entrance ready to start our 1pm tour of
the Tolkien exhibition. We anticipate that a
full appreciation of this large exhibition
may take about an hour or slightly more.
2.30pm informal break.
3pm informal chats continue. We will try
to book a 3.30pm group tour of Exeter
College, Tolkien's ancient Oxford college
(very nearby, in Turl Street).
5.30pm. Depart for the train station
(about a half mile walk from the venues).
KEVIN MCBRIARTY
USA
DAZ | PHOTOSHOP |
CARRARA | ZBRUSH
WEB
13
KM: Thank you. All the training I received was can bring to their creations. Lighting can make
prior to college years. As a young child my or break a 3D piece, and a good foundational
parents ‘saw something in me’ and set me off understanding of basic lighting and framing skills
across town with my bike and $10 every can take a piece from ‘interesting’ to ‘incredible’.
Saturday morning to take private art lessons.
For the past couple of years I have found that I
While all the other kids were sleeping in late, or
enjoy using light as a medium. The balance or
watching Saturday morning cartoons on TV, I
imbalance of light and shadow on a piece can
was peddling my bike across town to study
have a dynamic effect on the emotion of a piece,
everything from drawing to sculpting to painting.
especially portraits.
I did this until I reached high school where I
enrolled in every possible art related class that I DAL: You mentioned weaving. Did you go on to
could fit into my schedule. Jewellery making, study at college, and did you take similar
photography, graphic arts, traditional art... courses there that fed into your creative talents?
anything to be creative. I know that Chicago always had a very strong
reputation in the arts, since the 1910s if not
DAL: Right, so the training started early for you.
before, especially via the Art Institute — which
Was there anyone special you helped develop
trained generations of traditional artists and
your talents, in those early years?
illustrators — and others for over a century. Did
KM: My private art instructor, who also you get on the educational path in the city,
happened to be one of the many teachers I had which led to such places?
in high school. He was the most influential figure
in developing my skills. I had spent virtually
every Saturday morning with him and his family “As a child I spent virtually
in his home — painting, drawing, sculpting and every Saturday morning with
at one point even weaving. Yes, weaving — not
my favourite experience! my art tutor and his family in
He would push me to ‘reach outside my comfort
his home — painting,
zone’ through-out my learning. Ultimately he drawing, sculpting and at one
was the one who pushed me to sign-up for a point even weaving. Yes,
photography course in high school. He felt I
needed to have a basic understanding of light, weaving — not my favourite
shadow and depth to help me see the world in a experience!”
different light (pun intended, his joke not mine).
Once in high school he pushed me further. There
KM: My college was extremely brief, actually. My
were projects that others would work on for
path only included a single course at the local
ages, but he had me completing those projects
community college. I enrolled in a Graphic Art
years earlier at his kitchen table. He always
course for a semester. The course did not
managed to find things to challenge me and
challenge me, and I quickly lost interest.
keep me interested in creating.
There was a long period where I walked away
DAL: That sounds like a great start. And then
from creativity and stopped virtually all types of
photography became a big input, in terms of
artwork. It started shortly after completing that
feeding through into you 3D skills. Would you
one college course.
recommend 3D artists take a short course in
that, to help boost their lighting and framing DAL: Wow, well that’s something for younger
skills? readers to remember. The power of certain types
of lacklustre art college and course to kill
KM: Taking that first photography course set the
creativity. Although, looking through any recent
foundation for me, later in my development of
issue of contemporary ‘fine-art’ magazines such
3D art. I would recommend a budding 3D artist
as Modern Painters will have much the same
to invest in a basic course, at least, to develop
warning
14 effect! /Laughter/
their understanding of lighting and the power it
Picture: “Wadjet” V. 1.0.
15
KM: I became frustrated and my focus moved when I discovered this new medium it was
away from art. I held onto all my traditional art liberating. The tools that are out there are
supplies, and dabbled here and there, but the incredible and there is virtually no limit.
flame faded. I had never considered digital art,
DAL: How exactly did you get started in 3D art?
and of course where I was at that point it still
Did you go through and try various software, or
only existed in movies as the early CGI. But
go straight to DAZ Studio?
AFTER PHOTOSHOP
17
I dabbled with Poser early on, but found DAZ art with DAZ? How did you overcome these
Studio provided me with a more familiar difficulties?
‘feeling’ and work flow. For a period, though,
KM: The largest barrier for me was actually in
I dove head first into Carrara (also by DAZ).
the hardware limitations. I was using a basic
DAL: Yes, for readers who don’t know it, it’s computer when I started out, slowing my
sort of DAZ Studio’s ‘big sister’, although not learning curve and increased my frustration.
marketed as such these days. Very powerful, Not to mention having to learn how to
able to use all DAZ and Poser content. Also manipulate ‘fake’ lighting limitations. I
modelling capabilities. marvelled at what other artists were able to
achieve early on. The realism some were able
KM: At the time I found the render speeds to
to capture was inspiring.
be better and to provide me with a better set
of lighting options. During my use of Carrara I I began to learn what my tools were capable
began to embrace texturing and effectively of and what I needed to improve them. 3D
using shaders. Carrara introduced me to 3D imaging can be an expensive medium to work
modelling and options to manipulate existing with, between some of the software and the
prop geometries. hardware that is needed to get the most out
of all the software... not to mention content.
It wasn’t until Reality renderer plug-in came
onto the scene that I start to be drawn back
to DAZ Studio. Then the first of the Genesis
line of figures was released and DAZ Studio
“What I enjoy most about
again became my go to software of choice. creating 3D images is
The things one could do with this ‘new’ allowing the viewer to write
character was staggering. One figure could be
shaped into so many options, the possibilities
their own back-story for the
were virtually endless. piece. I try to focus on
About the time I returned to DAZ Studio creating an image that
from Carrara I dabbled in texturing. For me allows the viewer to
DAZ Studio was a perfect fit to experiment
with texturing. I spent months at a time
question what is happening
creating modified textures in Photoshop and off camera, or what brought
applying them to props and figures in DAZ the subject to the place or
Studio. I am not sure any were worthwhile
enough to share, but I learned more and point they are in the image.”
more about the software in the process.
DAL: And then they added iRay… Yes, that’s true. People say: “Well you digital
KM: Now that iRay is a core part of Studio I artists don’t have to buy the art supplies, the
would be hard pressed to walk away from tubes of paint, the brushes, the sketchbooks.
DAZ Studio… just from a content investment And you just use free software”. But they
point of view. don’t figure in all the costs involved. Plugins,
third-party software tools, content from
DAL: Yes, and with the Scene Optimizer
stores, the desktop and its upgrading with
plugin even those without ninja graphics
things like graphics cards, the electricity that
cards can get relatively speedy 3000px
uses. It would be interesting to see a creative
pictures from iRay. You’ve mentioned the
industries economist student do a paper
attractive features of the software, but what
comparing the two sets of costs, per output.
were the initial barriers you found, as you
So you went for the hardware upgrades
started out with the learning curve in digital
needed for DAZ Studio and iRay?
18
Picture: “VR 2016” V. 1.1.
19
KM: Yes, when iRay was added to DAZ Studio I invested in
some hardware upgrades. There was also a learning curve
with lighting, shaders, render settings and times but not as
significant as those I was challenged with using 3Delight
and old hardware.
DAL: Yes, there are now a good range of light present and
‘virtual studios’ on the stores, which can help things along.
But to step back a moment, you said that you chose to use
the Reality plugin for DAZ Studio, I think?
KM: Yes, I chose to use Reality, when I found that 3Delight
— DAZ Studio’s basic long-standing render option — did not
meet my needs. The primary reasons for me using Reality,
and not diving right into iRay, was my lack of understanding
of iRay and the hardware limitations of my original system.
Reality was part of my development and learning journey,
my work would not be what it is today without my
experience with Reality.
Replacing Reality for iRay was then a natural progression for
me, and has given me little reason to look back. Both
provide phenomenal results, but I prefer the built-in
interface DAZ Studio has created for iRay.
DAL: How did you find wrangling the iRay shaders?
KM: The biggest draw to iRay, for me, was actually the
amount and depth of iRay shaders that provide click and
play ease. I now have a rather extensive library of iRay
shaders but I find myself using less than 20% of what I
have. There are two types of content I have a weakness for,
iRay Shaders and Figure Poses, those, to me are bread and
butter. I have gigabytes of both, poses and shaders.
DAL: Yes, I saw some excellent packs of metal/armour and
fabric shaders recently, for iRay. Poses, too, are an
overlooked niche in the content market I think, and one
which hasn’t yet been eroded/flooded by people having their
own home-studio motion-capture via Kinect etc.
How long does it tend to take you to setup and frame a
scene with the lighting, would you say? Do you do the
lighting afresh for each picture, or do you have saved files
in which the lighting is all set up as you like it?
KM: The initial lighting set-up I use for my indoor renders
are based off a saved file, and that contains over 15 lights
or light sources in it. I have found a lighting set-up that
works for me and which affords me almost limitless options.
I rarely move the position of any of the lights in it, but I
regularly adjust the intensity and temperature to cast the
right amount of light and emotion.
DAL: Is that also the case with your very attractive outdoor
pictures? 20 Picture: “Not from Kansas” V. 1.0.
KM: My outdoor lit pieces start with the figures, props,
landscapes and posing, and the lighting is added after and
are unique to each piece. I have had pieces take longer to
render than set-up and pieces that have taken several
days of set-up before accepting a final render.
Framing of a piece is initially rather quick for me. I
generally have an idea in my mind before loading a figure
or prop into a scene of the framing I have in mind.
Unfortunately, the best laid plans don't always work out.
Once I am happy with the point of view on a piece, I
render it larger than the final piece more times than not.
The final framing or cropping is done in post work.
DAL: Yes, often one can get rid of a high number of
fireflies in the picture by rendering to say, 4800px and
then taking it down in Photoshop to 3600px or suchlike.
The interpolation smushes away most of the fireflies.
KM: Some pieces that have taken days to set-up, to get
the texturing just right, adjust and set lighting and then
render up to 24 hours — they can end up being cropped
into a tenth of the original size of the full render... not to
mention the post work time invested.
This is one of most appealing parts of 3D rendering for me,
the ability to modify the original idea without having to
scrape a canvas clear or grab a new sheet of paper or
block of clay. Change a pose, move a camera, change a
texture, add a prop... all within minutes.
DAL: Yes, and one can also render in layers, with a bit of
thought, and then mask each of them. Foreground,
middleground, characters, background, sky. And then
you’re free to play with each in Photoshop. Dropping in a
new sky, for instance, and giving the background some
depth haze.
But back to portraits, which is the theme of this issue.
One of your most recent Gallery posts is a terrific demon
with a “before and after” view. Showing the raw render
and the picture after postwork. That’s a lot of very
impressive postwork on show, there! What other software
do you find especially useful in making your art, in terms
of the postwork?
KM: Photoshop has been there for me since early on as a
postwork tool. Some 3D artists feel postwork is cheating. I
am not here to agree or disagree, I simply feel it is
another tool that helps me make what is in my head a
reality. In some cases, the initial render is far from what I
expect, but is not a total loss.
This is where Photoshop becomes my workhorse and can
save an 21
image from ending up in the trash bin.
Picture: “Not the Horny She Had
in Mind” V.1.2.
22
23
Photoshop has become an integrated part of my distracts the mind of the viewer from the usual
process. It offers unlimited power to make magic “oh, it’s nice but it’s still a 3D face” thought.
happen, and I sprinkle that magic in one form or
As such, the idea lifts the face out of “the
another across almost every render.
uncanny valley” and the mind accepts it as if it
Every time I use Photoshop I learn something was really photoreal. It’s one of the very few
new, a new shortcut, new technique or a new pictures I’ve seen do that when you first see it.
option that was there all along that I missed. Could you tell the readers more about how the
picture came about and was made?
DAL: I’d certainly deep software. Yes, I agree
on the perpetual learning. I’ve been at KM: Actually this image came together almost by
Photoshop for more than 20 years now and I’m chance. My goal was to create a piece that
still learning. How long did all that postwork evoked a sense of surprise on the character’s
take, for the demon picture? face. While posing the face I began to develop
the title, “Not the Horny She Had in Mind”. Once
KM: I was blessed with this piece, I used a
I added the horns the rest fell right into place.
Photoshop Action created by an artist at
The early morning, just woke-up look of the hair,
GraphicRiver named Sevenstyles, and that
the subtle hint of an open lingerie helped to pull
performed much of the hard work. The action
off the ‘story’ of a girl waking up with horns she
took minutes to run but I spent a couple of
did not have the night before.
nights adjusting the light levels, colours and
effects… about six hours in total plus render
time.
“… one of most appealing
There are so many amazing artists out there
that share their skills, SevenStyle is one of them
parts of 3D rendering for me,
and he has a talent for making actions to is the ability to modify the
completely transform an image. I feel the magic original idea without having
happens after using his actions, the adjusting
and tweaking is what makes both Photoshop and to scrape a canvas clear or
SevenStyle's actions so tremendously powerful. grab a new sheet of paper or
DAL: And do you create back-stories for the block of clay. Change a pose,
characters in your pictures? If you do so as move a camera, change a
you’re making the picture, do you think that
doing so adds to the resulting picture? texture, add a prop... all
KM: What I enjoy most about creating 3D
within minutes.”
images is allowing the viewer to write their own
back-story for the piece. I try to focus on
creating an image that allows the viewer to Getting the camera angle right proved to be
question what is happening off camera, or what harder than I expected. My base lighting file was
brought the subject to the place or point they not cooperating and forced me to move my
are in the image. Some of my most recognized standard lighting positions to keep them out of
or commented on images are those that tell a the reflection of the mirror… which altered the
story allowing the viewer to fill in a back-story lighting angles… that in-turn changed how the
that relates to them. shadows fell on the face, that changed the
effectiveness of the expression. I found myself
DAL: I see. Now let’s turn to a specific picture.
saving this over several days and going back to
The picture “Not the horny she had in
it with fresh eyes before completing the final
mind” [seen on previous pages] is a super
render.
concept and very expertly realised. There’s
something about the power of the concept that DAL: Thanks. Who influences you, these days,
either in terms of visual or ideas?
24
Picture: “Springs Elite Guard” V. 1.2.
25
Pictures: “Naginata" V.3.0; "For Hire", V.1.2.
26
27
KM: I am influenced or better yet inspired by too fancy and is tucked in a corner of the
Greek artist AS-Dimension-Z (Anestis Skitzis), basement of my home.
with his ability to bring realistic human textures
DAL: Ah, so... no windows in a basement!
to life. As well as the work done by
BlackTalonArts (Mel) at DeviantArt, her lighting KM: I have an area for working on traditional art
and texturing is exquisite. Outside of the 3D and projects, with the heart of my workspace
world, Boris Vallejo, Larry Elmore and Micheal being my computer and its dual monitors. It is
Whelan continue to astound and influence me. comfortable and out of the hustle and bustle of
my everyday… my lil’ place to get away.
DAL: Who are your favourite “must Wishlist!”
content makers on the 3D stores? DAL: What are you working on at the moment?
KM: I have several of these. Favourite pose KM: I am currently exploring ZBrush. I just
content creators include Danie & Marforno (DM). installed it on my computer and have begun
Danie & Marforno capture the most realistic yet watching some tutorial videos. I have always
simple poses possible. I use their work as much been amazed at what artists are able to create
as I can as a base, tweaking and adjusting fit my with 3D sculpting software and felt it was time to
vision. give it a try.
I want to continue exploring both fantasy
portraits and modern day portraits that evoke
“I am currently exploring emotion, but I am being more and more drawn
ZBrush. I just installed it to expanding my sci-fi portfolio. Not only aliens
on my computer and have and imagined creatures, but how day-to-day life
might be in our future.
begun watching some
tutorial videos. I have DAL: Fascinating. We wish you well with that.
What would be your “dream commission”, if
always been amazed at someone popped a note on DeviantArt inviting
what artists are able to you to work on ‘something big’ and get paid
create with 3D sculpting commensurately?
software and felt it was KM: I have always been interested in fantasy
time to give it a try.” book cover-art and I think it would be fulfilling to
give that a try, or even 3D content promotional
imaging. Getting to do some of the first renders
of new store content has a certain appeal as
Favourite architectural content creator is Stefan
well!
Morrell (aka Stonemason). His work is second-to
-none, I only wish I used more of it. Everything DAL: Ok, thanks for this in-depth interview. We
Stefan creates is content gold. wish you all the best with your future art and
career.
My favourite clothing content creator is Aeon
Soul, for their ability to create pieces/sets that KM: Thank you, again, for this tremendous
are interchangeable with one another — that opportunity to share a little bit of me with your
aspect of their work is worth every penny. The readers. This has been a wonderful experience
work and detail they put into their content is and humbling honour to have others recognize
unparalleled, not to mention the ability to use in my work.
a variety of genres, from sci-fi to medieval.
DAL: Thanks. A question we often ask is: what’s
your studio like, and especially — what’s the Kevin B. McBriarty is online at:
view from the windows?
https://kmcbriarty.deviantart.com/
KM: I have a very humble ‘studio’. It is nothing
28
Picture: “Autumn Free Faery”, V.1.0.
29
Digital Art Live visits South Africa, to talk
with graphic designer Rebecca Elsey. We
discuss how DAZ Studio can run on an
budget PC, kit-bashing to make unique
‘new characters’, the importance of
adding detail to renders, and much more!
REBECCA ELSEY
SOUTH AFRICA
DAZ STUDIO |
PHOTOSHOP |
GRAPHIC DESIGN |
WEB
31
RE: The obvious one is always ‘PC trouble’. way and I love it for that. The thing that ‘seals
Luckily I’m quite the geek and could usually fix the deal’ though, is how you can bring fantasy to
whatever problems my PC had. Having said that, reality. It is one thing to have a 2D drawing of a
though, I do not have a particularly high-end PC. character, but it’s another to have them in
But I make do and simply have patience and movable, posable, full 3D. I often imagine it’s
deal with long render times. I have left my PC similar to the way a sculptor feels when they
rendering for days on many occasion, sadly it’s stand back and look at their work. It’s not
just something I have to put up with. always what the viewer sees, but the hidden and
subtle details that make a render. I always try to
DAL: Yes, we’ve all been there. Thankfully the
add little details so make it as believable as
software is now vastly more stable that it used
possible, I’m not necessarily going for true
to be. Did you have to upgrade, then?
photorealism but I want the render or character
RE: Well, the price of computers parts (graphic to be believable, if that makes sense.
cards specifically) are just unaffordable here in
DAL: Yes, that’s very perceptive. The mind must
South Africa. Although I could save up for one I
pick up on details, as well as the basic outlines
simply could not justify the expense, there are
and forms, which adds to the initial
simply better places that money could go.
understanding of the picture. Even if such
DAL: Yes, and once installed they do suck details are only noticed later, or not at all. In
electricity, often via needing a new power-supply the study of photography they have the idea of
unit (PSU) to run them. Which also costs, drip by ‘the punctum’, the small emotionally-weighted
drip over a year. Which is why plugins in like detail that you often miss on first viewing, but
Scene Optimizer for DAZ Studio are so welcome, when you do see that detail it tends to re-
enabling everyone to make iRay renders. configure your understanding of the whole
RE: Another challenge is time, I have a high- picture. In colouring black and white postcards
pressure job and work long hours. — which I’ve been doing a lot of recent, re: local
history — I’ve noticed that all the little niggles
DAL: Ah, I see. So especially thanks for taking
and problems one sees on completing the
the time for the interview…
colorisation, they all vanish when you go back a
RE: I usually try to at least get one render done see it six hours later. The mind compensates,
on the weekends, but often have family events and ‘fills in’ — kind of like a mental auto-correct.
to attend and the likes. I would love to be able So I guess it’s a tension between getting the
to make full scene setups all the time, but a lot details right, but only ‘right enough’.
of my renders are character portraits only with
I take it that you’re enjoying the latest edition of
static backdrops. That’s because of time
the DAZ Studio software, presumably? What are
constraints, not only on setup but on the actual
some of the latest features (from the last 18
rendering side too — but I’m still fairly young
months or so) that you’re most pleased with?
and I imagine these are simply challenges that’ll
get over with time. RE: Well, of course, the word on everyone’s lips
is “dForce”! I personally adore cloth simulation;
DAL: Yes, there can be a lot of frustrations in
it adds a level of detail that cannot be achieved
3D, beyond simply the technical. But what about
through traditional morphing. As old and as
the enjoyment side of making pictures in 3D?
unfriendly as that was, I have used the old
What would you say keeps you coming back to
OptiTex Dynamic Clothing control in many a
making 3D portraits, and keeps it enjoyable?
render. Unfortunately I haven’t been able to get
RE: Well, I enjoy science and physics. Although I my hands on many of the dForce compatible
never studied science at a school level, I have outfits just yet, but I’ve used the super-easy
always found it extremely interesting. I love conversion on a couple of old items and I’ve
how much 3D has taught me about the way light seen some other artists so some very clever
and surfaces work — it’s ‘art meets science’ in stuff with it.
32 Picture: “Sorrow”.
33
The only thing that has stopped me using it is featured in the school offices, newsletters and in
again my poor old PC — the cloth simulations the yearbook. I would always doodle and, as in
can be painfully long. my early days on DeviantArt, fancied myself a
digital painter. But I soon lost interest in it, as I
DAL: What new things would you like to see in
started my working career.
DAZ Studio 5.0, when it eventually ships?
However being a graphic designer never really
RE: Oh please… DAZ Devs ‘hear my prayers, it is
satisfied my true creative need and I start
but a simple little request…’ All I really want
delving into 3D further, from there it just took
from a new version — an auto-save feature! I
off. I am completely self-taught, and simply
have lost hours and hours of work on many
learned as I went along. The DAZ community
occasions, due to just getting so involved in
and forums has a wealth of knowledge available
setting the render that I forgot to save.
to and people are always willing to share which
DAL: I seem to dimly remember that there’s a has been especially helpful.
plugin for that, though I could be wrong.
DAL: Yes, there’s wealth of training out there,
RE: To be a bit more wishful, I would love to see from webinars to forum tutorials. What was it
them continue the physics trend, with soft body that influenced you to take up 3D digital art?
and ragdoll physics for the characters and Was it just, like…: “Oh look, there’s a free copy
perhaps basic liquid simulations. of DAZ Studio, I’ll give it go…” Or did you spend
DAL: Great. Physics all rather passes me by, I time researching what was out there, and what
must say. Nice for animators, though. I’d prefer the options were?
more focus on tools to enable believable ‘hand- RE: Ha, ha, it was exactly that. My cousin had
drawn’ toon and natural media ‘painterly’ render actually given me a free copy of DAZ Studio and
output. To a level that will convince hypercritical at first I thought it bit like ‘playing digital dress
graphic-novel buyers that it was done by hand. up’ with Barbie dolls... But then I started to see
But who are the 3D content makers, the ones what others were doing with it and it blew my
you regularly pay attention to and ‘wishlist’ on mind, I did a few tutorials and I quickly
the stores, and what makes them special? developed a love for it. Of course over the years
I have tried different software packages as well,
RE: For outfits my absolute fave is Aeon Soul (a
unfortunately the good ones are costly. So I
two person team I believe), I adore their stuff.
always end up back at my dearest DAZ Studio.
Their designs are everything I love, sci-fi,
fantasy and awesome combinations of the two. I DAL: Yes, “Oh, it’s all just digital dollies…”. That
can honestly say they are the only content was the snooty ‘pro’ attitude we got a lot from
makers whose stuff I use ‘as supplied’. The level the Maya and Lighwave folks. For a long time.
of detail on their models and textures is top But one encounters that less and less now,
notch and worth the price. As for characters I though. Now it’s more like: “Ah, oh… OK, how
love Pixeluna, his/her sci-fi and fantasy can I quietly intregate this into the studio
characters are so different from most other workflow without the clients knowing…”
characters on the market. And it’s certainly become much more usable in
DAL: Thanks. What’s your background in art? the last three years or so. It still lacks in certain
Did you train, and if so how and where? Or are areas though, and I should say something in
you self-taught? favour of Poser, for balance in this DAZ-heavy
issue. DAZ lacks Poser’s excellent and easy real-
RE: I took traditional art at a high school level,
time toon / comic-book options. And also Poser’s
obtaining a distinction upon matriculation and
excellent and smooth export of scenes to Vue
then I studied the Adobe and Corel graphics
and Cinema 4D. Poser also has excellent
suites further as a graphic designer. At school
multipass render options, plus all the Python
level my painting and drawings were often
scripts, most of which are free.
https://digitalartlive.com/
Issue 1 Oct 2016 Issue 2 Nov 2016 Issue 3 Dec 2016 Issue 4 Jan 2016
Designing Future Cities Alien Plants/Creatures ‘A Galaxy Far Away…’ Poser 11: special issue
46
Issue 5 Feb 2016 Issue 6 March 2016 Issue 7 April 2016 Issue 8 May 2016
Cosmos (space art) Cyber-humans + VR Future Female Heroes Our Future Frontier
● Dave Hardy ● Tara de Vries ● Leandra Dawn ● The Mars Society
● Ali Ries (Second Life) ● Aaron Griffin ● Ludovic Celle
● Tobais Roersch ● Ludovic Celle ● Paul Frances ● Gallery: Orbiting
● Oyshan Green ● Elaine Neck ● Troy Menke Cities in Space
(Terragen 4) ● Anders Plassgard ● Bob May’s collages ● Gallery: Space
● Gallery: The art of ● Gallery: Future ● Gallery and essay: Colonies/Outposts
the cosmic. cyber-humans Female future heroes ● Gallery: Mars in
1950s pulps
Issue 9 June 2016 Issue 10 July 2016 Issue 11 August 2016 Issue 12 Sept 2016
Blender: special issue Steampunk Future Landscapes Second Skin (tattoos)
47
YOUR
ART
HERE?
Issue 13 Oct 2016 Issue 14 Nov/Dec 2016 Issue 15 Jan 2017 Issue 16 Feb 2017
Spacewrecks (TTA) Cybertronic Mistworlds Future vehicles
● Vikram Mulligan ● ‘CG Artiste’ ● Chuck Carter (Myst) ● Syd Mead interview
● Xistenceimaginations ● ‘Keplianzar’ ● Cynthia Decker ● Vadim Motiv
● Craig Farham ● Jacques Pena ● Cathrine Langwagen ● Adam Connolly
● TTA series tribute ● TTA series tribute ● Ulco Glimmerveen ● Mark Roosien
● NASA’s rescue-bot ● Ugee 1910b pen ● Evolo competition ● UK’s Bloodhound
● Index of past issues tablet—in-depth review ● Index of past issues supersonic rocket-car
● Gallery: Space hulks ● Gallery: Neon and ● Gallery: Myst-like ● Index of past issues
wrecks, crashes ‘cyberglow’ artists digital art ● Gallery: “Vrooom!!”
A FREE MAGAZINE
YOUR YOUR
ART ART
HERE? HERE?
Issue 17 March 2017 Issue 18 April 2017 Issue 19 May/Jun 2017 Issue 20 July 2017
Movie magic Vue 2016 special issue Sci-fi comics Digital clothing
48
YOUR YOUR
ART ART
HERE? HERE?
Issue 21 August 2017 Issue 22 Sept 2017 Issue 23 Oct 2017 Issue 24 Nov 2017
Ecofutures Lighting for effect Gateway to space Abstracts in sci-fi
● Hal Tenny ● Joe Pingleton ● Neil Blevins (assets ● Andy Lomas (The
● Frank Little ● Davide Bianchini artist at Pixar) Matrix, Avatar)
● Organics in pulp art ● Characters in the ● GrahamTG ● Erwin Kho
● Linda Granqvist public domain ● Arthur C. Clarke ● Alastair Temple
● Index of past issues ● Lee (aka ‘Conlaodh’) ● Oshyan Greene ● Gallery: ‘At the borders
● Gallery: visions of ● Index of past issues ● Gallery: Arthur C. of abstraction’ in
the ‘ecofuture’ ● Gallery: characters Clarke tribute science fiction art
● Imaginarium ● Imaginarium ● Imaginarium ● Imaginarium
Issue 25 Dec 2017 Issue 26 January 2018 Issue 27 Feb/Mar 2018 Issue 28 April 2018
Dynamic posing To the skies! Giant monsters Future oceans
49
YOUR YOUR YOUR
ART ART ART
HERE? HERE? HERE?
Issue 29 May 2018 Issue 30 June 2018 Issue 31 July 2018 Issue 32 August 2018
Fantasy portraits Alternative history Abstract characters Design for videogames
● Kevin McBriarty
● Rebecca Elsey Are you interested in being interviewed in a future issue of the
● Mirjam
● Index of past issues magazine? Or presenting a webinar for our series? Please send
● Gallery: fantasy the Web address of your gallery or store, and we’ll visit!
portraits
● Imaginarium [email protected]
50
In collaboration with NASA and Boeing, SciArt
Exchange presents the major Project Mars
Competition: your chance to tell the story of
human exploration of deep space. Make a video
film or poster showing the next step in human
exploration beyond Earth orbit, and have it
judged by a mix of top movie-industry talent
and NASA astronauts. Over $20,000 of prizes.
Enter by: 31st August 2018.
http://projectmarscompetition.com/ 51
Mirjam from the Netherlands talks about her
work with DAZ Studio, how the female figure
and face are especially suited to art, and how
she develop a distinctive style based on dark
tones, shadows and glows.
MIRJAM
NETHERLANDS
DAZ STUDIO |
PHOTOSHOP
WEB
53
I knew about other programs, like Poser or be called your ‘sense of shadow’. In
Zbrush, but I never tried them. I like DAZ “Moonchild”, for instance [seen right]. It's more
Studio’s concept of free software. It is much normal for a commentator to focus on use of
more accessible for people to try it out without light in an artist’s work — but I think one of the
spending hundreds of dollars first. most interesting things in your pictures is that
the light is often constrained to certain glowing
DAL: As an absolute beginner there must have
points, and there are all these multiple ‘shades
been some problems you had to overcome, in
of shadow’ that are ‘at play’ elsewhere in the
learning to create digital art? And what
picture.
solutions did you find, along the way?
Of course it does help the viewer to see all
MJ: At first I really didn't know what I was
those, if one sees the pictures full-screen and in
doing. I just wanted to make digital images. I
a dark environment. And that takes a few
was very impatient and didn't want to waste
minutes for the viewer’s eyes to adjust, so they
time reading about the program and watching
can really appreciate the picture. Do you
tutorials. But I quickly realized that that
consciously work at bringing out those subtle
approach would not take me anywhere. So I
tonal values in the picture, or is that something
searched the Internet for tutorials and read
that happens more instinctually when you set up
posts on forums about every question or
the lights for a scene?
problem I had. And so I slowly started to get to
know the program. You have to learn how things MJ: Ever since I started making 3D pictures I
behave, things that are so self-evident to others. always admired artists who had developed a
Things such as light and shadow, depth, point of style of their own. A style so distinctive that,
view etc. I created an account on DeviantArt and when looking at an artwork, you instantly knew
saw lots of beautiful 3D art from other artists. ‘who made it’. For a long time I was trying to
You can learn a lot by looking carefully at other develop a style that felt natural and comfortable.
people's art. I think that is really important, otherwise the
style is difficult to stick to. As for my sense of
DAL: Yes, I find a useful way to start into
shadow, I love the way you describe it, and I
analyzing a picture is to mentally ‘count the
think in my case it comes naturally. I had never
layers’ from foreground to background.
thought much about it until this question!
MJ: And if you have questions about making
/Laughter/
artwork you can always ask the artist ‘how they
did it’. Most of the time they will answer your I think it's a very good question because it made
question. Also the forums on Renderosity and me think about where it is coming from. It's not
DAZ Studio are very helpful. that I don't like light, but I do find bright light
unpleasant. Sure I love going outside when it's
DAL: What do you especially enjoy about
summer and sunny, but only with some good
working with DAZ Studio, in its latest version?
sunglasses on. So… being in the shade or ‘dark’
MJ: I really like the iRay render engine and is kind of natural to me. My living-room isn't
dForce simulated cloth engine. Both contribute very bright and when it's in the evening and it is
to a lot of realism in images. iRay renders light dark I don't have many lights on. I really like
in a very natural way. That makes it possible to candlelight or dimmed lights. Just enough light
play with lights or shadows. I haven't used to see. Same goes for my images, I don’t like
dForce much yet but I really think it's a great them bright. I like to work with lights in a way
addition to the software. Finally, some natural- that they light up a part, the part where I want
behaving cloth! I hope we get a lot of dForce it to be lit in a very subtle way. Using lights like
hair too in the near future. Because I see a lot of that makes you discover things when you look
beautiful hair at the stores, but it does not more closely. I also think it creates a certain
behave as naturally as it should. atmosphere. An atmosphere that I personally
DAL: In your work I especially like what might like a lot.
54 Picture: “Moonchild”.
55
56
Pictures: “Skull Queen” and “Salome”.
57
DAL: Great, it certainly works. What
would you say are the key main
themes in your work, in subject
matter, that you keep returning to?
MJ: Fantasy, fantasy and fantasy!
Wings, magic, horns, bones and
skulls, warriors, angels and demons,
witches, elves, I love them all. As a
child I loved fantasy characters and
magic. Reading fairy-tales and
watching fantasy movies. That never
changed and my love for fantasy
continued to grow. Especially with
the CGI these days in movies and
the software to create wonderful
fantasy art. I really get inspired by
TV shows such as Game of Thrones,
Penny Dreadful, The Shannara
Chronicles, Sleepy Hollow etc. And
movies like The Lord of the Rings
and The Hobbit and games like
World of Warcraft or Diablo.
DAL: Ah yes, a Diablo-alike is one of
my favourites: Titan Quest.
Although I hear great things about
Divinity: Original Sin II which I have
a copy of cued up and ready to play
— once I get a 160,000-word
scholarly book on Tolkien ‘out the
door’ this summer! To what extent
do you plan a picture? Can you
could talk readers through the
process of making a picture like the
recent “The Bone Collector”, please?
MJ: It’s not really a plan, I think. It
all starts with the mood I'm in, or a
certain feel I want to give the
image. From that mood I pick the
character. In this case I wanted her
to look fierce but still a bit sweet.
Someone you should not
underestimate. From there I choose
the armor and apply the pose. Then
I start to build the scene around
her. It's not that I have planned in
advance what the scene should look
like. The only thing I knew I wanted
to use were bones, lots of bones.
Adding them to the scene, the name
of the image popped into my head. 58
59 Picture: “Roar”.
I like using TV show or movie references as lights in a way that accentuates parts that cast
names for my images. When everything is into shadows or parts that catch light. The female
place only then do I start picking lights. I use face is perfect for portraits too. Love those high
environment lights, but I always put the cheekbones, long lashes and big eyes!
intensity very low, because I don't want the
DAL: You mentioned clothing. Who are your
environment too bright. A front spotlight and a
favourite content makers on the DAZ/Poser
left and right rim light, nothing more. The rest of
stores? And what keeps you coming back to
the light in the scene comes from emissive
them and putting them on “the WishList”?
props. I love using emissive props to make a
scene come to life. They have a subtle way of MJ: I think there are a lot of high-quality content
lighting a scene. creators these days. But of course I have some
favourites. For poses, props and scenes I really
DAL: Yes, and there some nice sets of iRay
like Danie & Marforno. They have a very unique
emissive light shaders to be had, these days.
style I really like a lot. They have a bit of a
MJ: After checking the scene for flaws I adjust medieval, druid and witch style but sometimes
the render settings and let it render in iRay until very modern too. Perfect for a lot of my renders.
it is finished. In Photoshop I adjusted the colours Items from them are always on my wish list.
a bit and added the name and logo and voilá, Same goes for Faveral and Polish.
done! It can take up to a few hours before it's
ready for the final render. Loads of test renders
in between, and adjusting things when needed. For me females are more
DAL: I see, thanks. What are your favourite versatile to render than men.
tools for postwork on the nearly finished picture? They have beautiful curves
MJ: I always try to make my render so that I and are more sensual. These
need as little postwork as possible. I use curves are perfect for playing
Photoshop for postwork only if needed. I kind of
suck at using Photoshop, so most of the time I with lights and shadows. […] I
only use it for adding a name and logo or some like using lights in a way that
magic effects with brushes. Sometimes I adjust
accentuates parts that cast
colour a bit or lighting/shadows if needed. I do
like the NIK Tools plugin for Photoshop, because shadows or parts that catch
you can enhance an image very easily without light. The female face is
needing some serious skills.
perfect for portraits too. Love
DAL: You focus mostly on females in pictures,
those high cheekbones, long
and only very occasionally a male. And there are
many aspects shown. What aspects of ‘the lashes and big eyes!
female’ — as a subject matter for pictures —
interest you the most, and why?
For characters I have a couple of favourites. I
MJ: For me females are more versatile to render really like characters from P3design. They have
than men. They have beautiful curves and are great skin textures and same for the eyes. They
more sensual. These curves are perfect for render very naturally. And of course
playing with lights and shadows. Tough or Maddelirium, great textures and characters.
sweet, thick or thin, good or evil they always ADSI and Silver make lovely characters as well.
look amazing. They look good in every outfit you And Mousso, for great morphs and good skin
put them in. Also the majority of quality content textures. Absolutely ‘wish-list worthy’.
is made for females too. I think the torso of the
For clothing I love Aeon Soul’s content. Great
female is most interesting for me. It looks good
looking clothes with extremely detailed textures.
from whatever angle you see it. I like using
60
Picture: “Crown”.
61
Pictures: “Guardian Angel”; “Doing Time”; “Maple”. 62
63
A very gifted artist(s). Lilflame, Sveva, drive and thus only has a 1200px version of
Bobbie25, Sarsa, Arki, Strangefate, RPublishing, something they made. Talking of ‘space’, what
Rhiannon, Damage Inc... the list is endless. They is your studio like?
all have their own style and great eye for detail.
MJ: Actually I don't have a studio or a desk. I sit
Instant ‘buys’ and ‘definitely wish-list’ content.
on the couch with my laptop on my lap and my
When it comes to hair I use hair from Out of mouse on the armrest. That's how I work! The
Touch and AprilYSH most of the time. It looks TV is on the left so I can watch TV when I want
natural, it comes with lots of morphs and I like to while I work. It's nice to change focus every
the hairdos a lot. Also great wish-list candidates! now and then. And my boyfriend is always on
the other couch on the right watching TV. It's
DAL: Which digital artist communities do you
nice to change focus every now and then. Plus I
use and recommend (on-line or off-line) and
can still have a conversation while I'm working.
how have they helped your work?
DAL: Right. I see that you’re in the South part
MJ: To be honest I only have a DeviantArt
of the Netherlands. Does the landscape or sky-
account and sometimes I put my renders on
scape there influence you at all, would you say?
Renderosity and the DAZ gallery. So I don't have
much comparison. I don't think I have enough MJ: No, not really. We live in a normal street
time to maintain multiple accounts to be honest. with terraced houses. But not very far from
I have a full-time job and work long days. So I'm where we live you have a forest and a few
happy if I can finish one or two renders a week. castles.
I do like DeviantArt a lot. Loads of talented
DAL: Sounds good. Have you been tempted to
artists and more important, I really think it's a
look at other software, such as Vue, or 2D digital
friendly community. You can find tutorials and
paint tools such as SketchBook Pro, to your
always ask an artist. Plenty of groups you can
toolkit? Perhaps to help to widen out the
join too.
landscape and backdrop elements in your work?
DAL: Yes, though the DeviantArt Groups are not
MJ: Not yet. If I want to develop more skills in
always as active as one might hope, and a great
using software like that it will be Photoshop first.
many are moribund. Perhaps they now need a
I do think Vue is very nice software to create
50 x paid ‘niche themed Group’ moderators/
fantasy landscapes. So maybe in the future.
curators, now that they’re in new ownership.
DAL: What aspects of your artwork would you
What three tips would you give to those who are
like to improve upon next?
just starting out with 3D digital art. Mistakes to
avoid, but also habits to cultivate? MJ: Even better use of lights and shadows. Using
dForce to add more realistic movement to a
MJ: Take the time to get to know the software
render. Learning how to use Photoshop better,
you are working with. If you need to know
to enhance a render or add something extra.
something Google it or look on YouTube or the
various 3D user forums. DAL: Ok, thanks so much for this in-depth
interview with our free magazine. We wish you
Practice, practice and practice. Only by
all the best in the future.
practising a lot you will become better. Don't
give up and stay critical. MJ: My pleasure and thank you for giving me the
opportunity. All the best to you too!
Save your work! Every single time! From base
render, to Photoshop file and final render. You
never know if they every need anything for an
Mirjam is online at:
interview.
DAL: Very true. It’s always disappointing when https://mirriejam.deviantart.com/
an artist has ‘deleted for space’ on their hard-
64
Picture: “The Bone Collector”.
65
Digital Art Live magazine presents a choice gallery of fantasy portraits.
Enjoy: robot knights on strange horses; halflings battling spiders;
wood-gods; carousing dwaves; sharp-suited lions; fading dryads and
budding plant people!
Taliesin II
66
Picture: “Taliesin II” by Mutinate, UK.
BEAUTY
POWER
NATURE
STORIES
67
68
Picture: “It’s a Dangerous Business, Going
Out of Your Door...” by Mutinate, UK. A
69 high-res print is available at DeviantArt.
Pictures: “Nebula forest”
by Nassima Amir
(France); “Smiling Elf” by
Kkadaj777 (Tia Marie
Maze, USA), Daz Studio.
70
71
Pictures: “Story time” by Spartank42
(Kenneth Sofia, Philippines); “Keeper of
the Forest” by Simon Beer (Switzerland),
72 made with Poser and Photoshop.
73
Pictures: “Dwarf Rodric”; “Lando”;
and “Wood-elf Ecil”, all by Taonavi
(Park Jinwoo, South Korea).
74
75
76
Pictures: “Drops” by Grim Red
(Ruth, UK); “Usurper” by
Echidnaean (Jules, USA).
77
Pictures: “Dryad before Winter” by MorgaineleFee; “Astral Tribe” by Lapec; “Lion” by Stahlber.
78
79
80
Pictures: “Fern Diva” by
MichaelF77 (Michael
Frank, USA); “Bionika
Ikebana” by KitsuneRyu
(Alex Vas, Russia).
81
Movie: Solo.
Released 24th & 25th May 2018.
For many devoted fans, the new Star
Wars franchise has rather outworn its
welcome. Can the new ‘young Han
Solo’ movie remove the sour taste
left by last December’s Star Wars:
The Last Jedi and the messy Rogue
One? Let’s hope so, because Solo: A
Star Wars Story may be the last
chance many older fans will give to
Disney. The omens for Solo were
initially not good — a ‘messy’ shoot,
many re-shoots, and then movie
heavyweight Ron Howard had to be
brought in as Director to rescue the
cludgy edit. But the cast and
dialogue are apparently top-notch,
and the trailer strongly suggests that
it should be decently entertaining.
The UK cinema release is on 24th
May, and 25th May in the USA.
Our pick of the most inspirational art, science and sci-fi. Make your imagination LIVE!
82
83
Picture: VNV Nation play live at Cologne, Germany.
88