issue 17 of 3d art direct magazine

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3D Art BE INSPIRED BY 3D DIGITAL ART Discover New Sci-Fi and Fantasy Worlds DIRECT Inspiration for 3D digital artists Insightful interviews Vibrant galleries and portfolios Issue 17 May 2012 Mini Mag Edition 3DArtDirect.com Lewis Moorcroft Bjorn Malmberg and Ryan Malone Glenn Clovis Nebula Tutorial

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The best 3D digital arts magazine that interviews digital artists in depth. Discover unique and inspiring artwork in the science fiction and fantasy genres featured in vibrant galleries. This is a free edition. The full-length premium edition can be found at 3DArtDirect.com/BackIssues

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Page 1: Issue 17 of 3D Art Direct Magazine

3D Art

BE INSPIRED BY 3D DIGITAL ART

Discover New Sci-Fi and Fantasy Worlds

DIRECT

Inspiration for 3D digital artists

Insightful interviews

Vibrant galleries and portfolios

Issue 17

May 2012

Mini Mag Edition

3D

ArtD

ire

ct.c

om

Lewis Moorcroft

Bjorn Malmberg and Ryan Malone

Glenn Clovis

Nebula Tutorial

Page 2: Issue 17 of 3D Art Direct Magazine

2

3D Art

BE INSPIRED BY 3D DIGITAL ART

Discover New Sci-Fi and Fantasy Worlds

Direct

Paul Bussey

Editor

[email protected]

Main cover art : Orbital Hive by Bjorn Malmberg and Ryan Malone

Mickey Mills

Assistant Editor

[email protected]

Brian Christensen

Article Writer

[email protected]

Copyright © 2012 3D Art Direct. 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.

3DArtDirect.com/backissues

Page 3: Issue 17 of 3D Art Direct Magazine

3

Editorial

Collaborations: Digital art really lends itself to co-operative

projects.

0404

CONTENTS

Interview : Ryan Malone

“Since Asimov was my first Sci-Fi love and influenced me later on

to write my own stories, that is ultimately what brought me to the

3D world. “

1616

The ExtraSolar Project

“We realized we had the potential

to create not just one image, but a

whole universe of connected scenes

and stories and we must have talked on Skype for hours trying

to flesh out ideas and lay the foundation. “ - Ryan Malone on

1818

Interview : Bjorn Malmberg

“With the Wacom I had a tool that could be anything from a

pen to a brush in my left hand again. All of a sudden I could

paint hair on models and add fine

detail. From that moment on I felt

at home.”

2222

Interview : Lewis Moorcroft

“The final renders themselves are taking days instead of hours

as I am using a new method to really maximize image quality.”

3434

Tutorial : How to Create a

Nebula Scene

Glenn Clovis specialize in Space and Science Fiction Art and

presents a tutorial using Photoshop to create a stunning nebula

scene.

0505

FULL INTERVIEW IN PREMIUM EDITION

3DArtDirect.com/backissues

FULL INTERVIEW IN PREMIUM EDITION

3DArtDirect.com/backissues

Page 4: Issue 17 of 3D Art Direct Magazine

4

Creating digital art, although rewarding, can

be a solitary experience – it’s just you and your

workstation . All those hours can be burned away and

you may have your next masterpiece ready to upload,

but there hasn’t been another human soul in the process.

So what about collaborating with another artist on a

project? This offers the advantage of bringing together

additional strengths to a creation. For example, one artist

may be excellent with landscapes or starscapes, another

may have good experience with Poser figures – so

combining this example of skills could really generate

something eye-catching.

There’s also the gain of bringing hardware assets

together. If the artists are close by, then it’s possible to

network machines together to take advantage of a

“render farm”. Some 3D art packages allow the sharing

of processing power to render the final image more

quickly. This is really useful if it has a lot of included figure

elements and it will be rendered to a high resolution.

It’s Like Constructing a Movie Set

Digital art really lends itself to co-operative projects.

Individual elements of a 3D scene can be assigned to

each artist, even down to the textures or materials of

each object. It’s almost like the construction of a movie

set with a crew knowing which parts they are responsible

for. Indeed film production designers and most

commercial theatres have begun producing scale

drawings with the aid of computer drafting programs

such as AutoCAD or Vectorworks. With more artists in a

collaboration, then specialists on model making, lighting,

natural elements, figures and so on could be engaged,

but this would really need an overall art director (in a

major film production this would be known as the

“supervising art director”) to ensure everything fitted

together well. It is more common to find a group effort

with just two or three artists involved.

ExtraSolar

My assistant editor Mickey Mills spotted an excellent

collaborative project entitled “ExtraSolar” by Björn

Malmberg and Ryan Malone and a great interview

ensued. Initially the partnership was to just last with one

image, but they soon recognised a lot more scenes and

stories could be created under the umbrella of

“ExtraSolar”, the project was named by Björn. The joint

venture between Björn from Sweden and Ryan from

North Carolina in the States worked well, with both

having similar mind-sets on where they wanted to go with

the artwork. The only real challenge was the six hour time

difference, prompting them to work on weekends, rather

than work day nights.

Adding a Narrative

The richness of this alliance of minds also produced an

enfolding story from the images. I think it’s very useful to

add a narrative to artwork, causing extra depth and

meaning to the effort. In the case of Björn and Ryan, they

realised that there was a good amount of back story to

create when they started writing, so they ensured that

the account was set straight from the beginning, to

understand the context of the current artwork they had

shaped.

Your Collaborations?

If you are currently working on 3D art images in a

collaboration to do with the science fiction or fantasy

genres, then we would like to hear from you – we would

be happy to explore what you’ve created and consider

the possibility of publishing this for others to discover.

Collaborations

Paul Bussey

Editor

[email protected]

Page 5: Issue 17 of 3D Art Direct Magazine

5

Welcome to my quick and dirty Nebula Scene

tutorial. My name is Glenn Clovis and I specialize in

Space and Science Fiction Art. I have put together a

tutorial here to illustrate the steps used to create a

nebula scene. The original image, titled Cetia Nebula

was completed in 2010 using Adobe Photoshop.

There were no custom brushes or textures used in this

project, so you should be able to follow this tutorial

without hunting for additional resources. I hope this

tutorial is useful for those just starting in the Space Art

genre.

If you need do find yourself in need of additional

resources, you can visit www.visionchronicles.com for

Space Art resources, news and tutorials.

GLENN CLOVIS HOW TO CREATE A NEBULA SCENE

STEP 1 - Begin

Fill the default background layer with

black and then turn it off. Create a new

layer, name it “Nebula Base” and then

select a brush with a soft edge. Here, I

started with a simple round brush at

between 25-50% opacity with a solid

black color.Lay out a general shape,

darkening the center area with

additional brush strokes. Next, switch to

the smudge brush, put the pressure

somewhere between 65-85% and begin

smudging the shape. Try to create a sort

of flowing pattern, like rolling smoke.

Don’t forget about using the erase tool

with some sort of grunge brush, erasing

can add just as much detail as painting.

Page 6: Issue 17 of 3D Art Direct Magazine

6

STEP 2 - Blur & Smudge

If necessary, run a blur filter or blur it by

hand to soften some of the edges and

tone down any obvious brush artifacts.

Continue to use the smudge ad blur tools

to add detail to what will become your

nebula ‘cloud’. Don’t skimp on this step,

spend some serious time adding details,

shadows, highlights and a unique overall

form.

STEP 3 - Invert

Invert the image using

Image>Adjustments>Invert (Ctrl+I).

STEP 4 - Transform & Distort

Now to adjust the general shape more to

our liking. Grab the Transform tool

(CTRL+T). Rotate, scale and distort the

image until you get something that you

want. Don’t be afraid to warp the image

if necessary. Important! Check for any

hard edges and/or painting mistakes

after the transform. If you find some, use

a large soft round brush on a lower

opacity and erase.

TUTORIAL: Glenn Clovis

Page 7: Issue 17 of 3D Art Direct Magazine

7

STEP 5 - Invert Again

Invert the images again

Image>Adjustments>Invert (Ctrl+I).

Then turn the layer off temporarily

(click on the eye next to the layer).

Turn the Background layer (the one

filled with black) back on.

STEP 6 - Glow 1

Create a new layer below the

Nebula Base layer, label it “Glow 1”.

Using a soft round brush at a low

opacity and the color of your

choice, tap out a general glow in

the center of the image. Try not to

saturate the image too much.

STEP 7 - Glow 2 & Begin Highlights

Add another layer, label it “Glow 2”

and place it just above Glow 1.

Place the layer on “Luminosity”

mode. Using the same brush as the

step before and a brighter color,

tap out an area that you want your

highlight elements to reside in. For

the areas you want to be REALLY

bright, change the brush mode to

“Linear Dodge”. If you make a

mistake or just want to add more

enhancements try using the smudge

tool here, with a higher pressure

level around 90%.

TUTORIAL: Glenn Clovis

Page 8: Issue 17 of 3D Art Direct Magazine

8

STEP 8 - Add Depth

Turn the Nebula Base layer back on,

adjust its orientation and scale if

necessary to line up with your highlights

(you may need to put this layer on

Multiply mode if you painted it on a white

background). If you want, duplicate the

Nebula Base layer, drop its opacity,

scale/rotate it to create additional

details to the image. The goal in this step

is to change the copy so it looks different

than the original and to provide the

overall image a sense of depth. If the

Nebula Base Layer or its copy look too

overpowering, simply drop the opacity of

the layer or change the Nebula Base

Copy layer to Soft Light mode. You can

also invert the Nebula Base layer again

and change is blending mode to Screen,

Multiply or Overlay.

STEP 9 - Vibrance Adjustment

Add a vibrance layer from the

Adjustments panel (or

Image>Adjustments>Vibrance and move

the sliders until you get a warmer glow. A

little bit goes a long what here, too much

and the image can look cartoonish.

Another option is adding background

layer (name it “Background Glow”), filling

it with a soft, low saturated color and

placing in below the Glow 1 layer.

STEP 10 - Add in Details

Begin to add in your central stars, your

main focal point. You can also use a soft

round brush, set on low very opacity with

the color white (yes, I know white isn’t a

color :P) and tap out a small area around

the center to give an additional glow.

It’s at this point you may also notice

some banding on your Glow layers.

Banding is a noticeable line between the

changing of colors on a gradient. This is

a persistent irritation but there is a way to

get around it: Simply select the offending

layer, go to Filter>Noise>Add Noise. The

TUTORIAL: Glenn Clovis

Page 9: Issue 17 of 3D Art Direct Magazine

9

amount you will need will vary, but

start at something very low, like 2 or

3%. Distribution should be Gaussian

and the Monochromatic checkbox

should be checked. This should take

care of the problem. If you see a

bunch of noise in your image now,

you used too high of a percentage,

press Ctrl+Z to undo your last action

and then go through the steps

again but at even lower

percentage of noise.

STEP 11 - Starfield

Add your starfield. It usually helps to

put this layer on either Screen or

Linear Dodge mode. If you don’t

know how to make stars I suggest

looking up a tutorial or downloading

the Apophysis application at

www.apophysis.org and playing

with that. You can also download

some starfield resources at my

deviant art page at

tsarye.deviantart.com.

STEP 12 - Additional Details

Add more details, such as larger

stars and light streaks. Here I used a

Hue & Saturation adjustment layer

to alter the color and brightness of

the image. A Curves adjustment

layer can also be used to tone

down an overpowering nebula

layer.

TUTORIAL: Glenn Clovis

Page 10: Issue 17 of 3D Art Direct Magazine

10

STEP 13 - Even More Detail with Burn and

Dodge

You can now add even more Nebula

details. Again, you can do this by

duplicating previous Nebula layers and

distorting them or by repeating steps 1-5

on a new image and then copying over

the results. This is all about personal

preference. Also, here you can add

some more depth to the image by going

back over your Nebula layers, especially

the Nebula Base layer, with the Dodge

and Burn tools. These are great tools to

increase specific highlights or to enhance

shadows. Once again, adjust the

opacity of the tool to fit your individual

situation. Using these tools at 100% will

often create an unnatural contrast.

STEP 14 - Tweaks

The overall image color can be adjusted

again with another Hue & Saturation

adjustment layer if you’re not happy with

the original, or by simply tweaking the

original Hue & Saturation adjustment

layer. I will often pile on several different

adjustment layers to get the desired

effect. It’s all about personal taste.

STEP 15 - Orientation

Play with the orientation of the image

and see if there’s something that better

suits your vision. Rotate and flip the

image until you get the orientation you

want. Not everything has to be in

landscape.

TUTORIAL: Glenn Clovis

Page 11: Issue 17 of 3D Art Direct Magazine

11

STEP 16 - Clean up

This is similar to what was done in

Step 4. Create a new layer and

place it just above your black

background layer. Fill the layer with

white. Any artifacts, errors and

gremlins should now be much more

visible. Note that every time you

copy a layer and the rotate or

scale/distort it, you run the risk of

exposing that particular layer’s

edge. If you have at some point

painted to the edge of the image

on any layer, when you distort that

layer that edge is brought into view.

There’s nothing like a big straight

edge to ruin a painting. If you find

these edges (and I always do), take

an eraser, the blur tool or the

smudge tool and deal with it. Once

cleanup is done you can delete the

white layer.

STEP 17 - Finishing up

Add more stars if necessary, modify

any nebulas or any basic structure

that you feel needs some more

work. It’s important to create a

strong focal point, something that

stands out and draws the eye. If

you’d like some variation to the

colors of the image, create a new

layer and using a low opacity round

brush start adding some color here

and there. Play with that layer’s

blend mode and see what you can

create.

TUTORIAL: Glenn Clovis

FINALLY...

The biggest piece of advice I can give is this: SAVE. Save often. Save all the freaking time! You never know when

Photoshop will crash and it has a nasty habit of never saving a cached copy. During a typical art project I will have

close to 20 different versions saved and each one of those versions will have a dozen saves within them. Anytime I

make a substantive change I change the revision number (or letter) of the save. For instance this one would have

been saved as CetiaNebulaA.psd, CetiaNebulaB.psd....

Also, it's a good idea to start on a relatively large canvas. You can always shrink the image down to wallpaper size,

but trying to expand and image upwards will result in the loss of detail.

Good Luck

Glenn Clovis

Page 12: Issue 17 of 3D Art Direct Magazine

12

14

BJÖRN - EPISODE 1—AN UNFORUNATE ACCIDENT

Page 13: Issue 17 of 3D Art Direct Magazine

13

15

Björn Malmberg is currently living and working in Uddevalla, Sweden.

Like so many others in the digital graphics world, art was an avoca-

tion rather than occupation. He got into role playing games in his

early teens and along with that began to draw characters and im-

ages inspired by the game. His passion is science fiction but he ex-

plored fantasy and new age art using acrylics and water colours.

He started out in the digital realm using Poser and Bryce in 1997. In

time Björn embraced the computer as a viable art platform and be-

gan to really hone the 3D work after incorporating a Wacom tablet.

He taught Photoshop and multimedia applications at Komvux, Ud-

devalla. Today Björn works full-time as a wage administrator.

BJÖRN MALMBERG

RYAN MALONE

Science fiction is a favorite playground for digital artists. It’s a never ending pallet of planets, creatures,

characters, and story where the artist can create, experiment, and build worlds immersed in never-

ending possibilities. The creative minds who gave us Flash Gordon, Star Wars, Blade Runner and thou-

sands of other fantastic stories have inspired a new generation of creative minds.

Björn Malmberg and Ryan Malone connected at Deviant Art and out of their mutual love for Science

Fiction and art, a collaboration was born – ExtraSolar.

Ryan Malone hails from the mountains of Western North Carolina in the US.

A veteran of the military, Ryan works today as a network engineer for a

mobile telephone company. Ryan's earliest excursions into the arts was a

mix of writing small plays with his sisters and sculpting clay where he forged

his Sci-Fi roots by building creatures and alien monsters.

When Ryan got his first computer, a Commodore, in the early 80s a whole

new world opened up. He swapped clay for bits and began drawing his

creatures using bits of crude code on the new machine. The technology of

the time was limited but it set the stage for Ryan's growth as a digital artist.

Ryan dove into the 3D art world in 2006 with Vue, initially using it as a plat-

form to storyboard for his writing projects. Today he uses a mix of Poser,

Daz3d, Marvelous Designer, Hexagon and Photoshop to create images.

Shortly after joining the Deviant Art community Ryan crossed paths with

Björn Malmberg and together they began working on the ExtraSolar pro-

ject, constantly encouraging, learning and teaching each other new tech-

niques.

"It is deeply rewarding, satisfying and, above all, fun!"

Access the FULL INTERVIEW in our

premium edition at

3DArtDirect.com/backissues

CONTINUED...

Page 14: Issue 17 of 3D Art Direct Magazine

14

3DA: The magazine is happy to welcome JR “Ryan”

Malone to the pages this week. Thank you for agreeing

to the interview.

JRM: It's my pleasure! This is quite an honor.

3DA: You list your favorite Sci-Fi writer as Issac Asimov.

How big an influence has Asimov have on your art?

JRM: Since Asimov was my first Sci-Fi love and influ-

enced me later on to write my own stories, that is ulti-

mately what brought me to the 3D world. I absolutely

love the universe he created with the Foundation and

Robot stories. His worlds and characters are tangible,

and that's something I always try to emulate with what I

create, whether written or visual.

Last year for the Asimov Club over at DeviantArt, I

made a fan art image of The Caves of Steel, one of my

first reads and a favorite. A few months later I was ap-

proached by Hayakawa Publishing in Tokyo, who saw

the image in my DA gallery and asked to use it as the

cover for the newly revised Japanese translation of the

book.

To have something I created be the cover art for one

of Asimov's books, even in a language and alphabet

completely foreign to me, was like winning a grand

prize. It's hard to put into words how honored and

thrilled I am to be linked to Asimov. I certainly hope it

grabs the attention of someone new to Asimov's work

and pulls them into the amazing story within (as long as

they have a good understanding of Japanese!).

3DA: Which part of your creative side came out first –

the artist or the writer? How do they influence each

other in your work today?

JRM: I never really considered myself a writer or an artist

until a few years ago, but looking back I would have to

say it was the writer who came out first.

When I was very young, my two older sisters and I

would write plays (mostly murder mysteries but also

some really corny dramas) and either perform them in

front of our parents or record them on tape as if they

were radio broadcasts. It was so much fun and helped

expand my ever-curious and imaginative mind.

Many years later, I started using digital art for story-

boards and mock book covers to help in whatever sto-

ry I had going on at the time. So while the writing did

come first, the 3D artwork actually grew into more of a

passion than any other hobby. I have much more con-

fidence in publishing my images than I do in publishing

anything I've written, but I love having the ability to not

only write what's in my mind, but to also illustrate them

in images. To me, one feeds the other and they both

play an important part in expressing my creativity.

3DA: What software was your first 3D experience?

JRM: Vue 5 Esprit was my first 3D experience back in

2006. I was instantly hooked. I found it very intuitive and

relatively easy to learn. I spent every moment of free

time playing and creating. The thing about any medi-

um of art is that it takes doing, over and over again.

The first images were so primitive and mainly just land-

scapes and trees, but that's part of the learning. It took

nearly two years for me to get up the nerve to post any

of my work online, being a novice along side some re-

ally mind-blowing artists. Once I overcame that "noob"

fear I met the most wonderful people who encouraged

me to keep pushing on with my work. I look back at

some of my early work and see a little flaw here and

there and think of things I could have done differently.

Those images remind me of how far I've come and

how far I still have to go.

3DA: One standout image is Reflections. Talk about

how you used HDRI mapping on this one.

JRM: I really love HDRI mapping and I think it's one of

the easiest methods to implement, but sometimes a bit

tricky to get a really convincing image depending on

the objects placed in the scene. In Reflections, I used a

free stock HDR image I found online. The image was a

360 degree panoramic, which works best since it maps

to the 3D environment seamlessly. Since it was specifi-

cally a High Dynamic Range image, Vue used the in-

INTERVIEW: Ryan Malone

REFLECTIONS

Page 15: Issue 17 of 3D Art Direct Magazine

15

formation stored in the image for the world illumination

and reflection map. It's basically like wrapping an im-

age around the scene, also serving as the main light

source (image-based lighting).

I used an imported character from Poser, modifying the

materials on the suit and face plate in Vue so that they

were more reflective, thus picking up the information

from the HDR image. Since the camera was zoomed

close into the character's face, I implemented a little

blur to mimic how a real life camera would have

blurred the environment behind him. That was it in a

nutshell.

3DA: Another image that caught my eye was Imminent

Demise. The sense of motion and the contrast between

the foreground fighters and the background ship is star-

tling. How did this piece unfold?

JRM: That was one of my earlier images and was a little

tricky to get the effect, but I learned a lot from it. I

probably could have done a number of different tech-

niques to achieve the motion blur, but I wasn't satisfied

with doing it all solely in Photoshop in post work. Vue

did most of the work in this scene. I wanted a true mo-

tion blur where the foreground was in motion more

than the background objects.

Once I had the scene staged and the objects placed,

I set the two main object groups (the fighters and their

hover bikes) as the focal point and then animated the

scene along with the camera which was locked onto

them. I think Vue does a good job with the motion blur

effect on animated scenes, and it's fairly precise with

getting the details I wanted. I set the objects' path to a

long distance with a very short two or three second se-

quence, then backed up the timeline to a point where

the objects were centered to the frame. This gave the

illusion of them traveling very fast against the stationary

ship in the background. The wheels of the bikes were

not spinning in the animation, so I did have to apply

motion blur in Photoshop as well as some minor touch-

ups here and there.

3DA: What three tips would you have for people just

taking up 3D digital art?

JRM: 1: Find the right program or programs and work

into them slowly. Jumping into a complicated program

for a beginner is daunting and may lead to frustration.

2: Don't be afraid to put your work out there for people

to critique. I realized that there were many others just

like me who were starting out, and I came to welcome

critiques and feedback.

3: The most important

tip is to

have fun.

If you get

frustrated

http://

IMMINENT DEMISE

Access the FULL INTERVIEW in our

premium edition at

3DArtDirect.com/backissues

CONTINUED...

Page 16: Issue 17 of 3D Art Direct Magazine

16

Page 17: Issue 17 of 3D Art Direct Magazine

17

RYAN MALONE

Page 18: Issue 17 of 3D Art Direct Magazine

18

BJÖRN - CAN YOU KEEP A SECRET? BJÖRN - AMBASSADORS

BJÖRN - BARON’S SEARCH

The title of the image sums up the very essence of

EXTRASOLAR. Secrets within secrets. Behind the veils of

the everyday life there are those guarding lies. The

title can be read in two ways. One as a question to

another person but also in a philosophical way, with

an emphasis on “Can” Is it possible to keep a secret

or will it find a way to claw its way out?

Page 19: Issue 17 of 3D Art Direct Magazine

19

INTERVIEW: Björn Malmberg & Ryan Malone — EXTRASOLAR

3DA: Tell us how the ExtraSolar project came about

JRM: The initial project was to be just a joint collaboration

on one image, something that Björn and I had already

been doing with some friends. Björn came up with the

idea of an epic poster for a fictional movie titled, "War

and Peace 3000". Björn had created buildings and space

ships in Hexagon, and I decided to create an image just

for fun to try them out. With the Future City image we re-

alized we had the potential to create not just one image,

but a whole universe of connected scenes and stories.

We must have talked on Skype for hours trying to flesh

out ideas and lay the foundation. It was so exciting when

we realized that we were onto something extraordinary.

Björn threw the “ExtraSolar” name out there and it stuck.

3DA: What were the biggest challenges to overcome

when putting together this collaboration?

JRM: There really weren't many challenges except may-

be the six-hour time difference between Sweden and

eastern US; we were stuck with just the weekends to talk

due to our busy workloads during the week. Probably the

biggest hurdle was just getting down to the core of the

story and where we wanted to take it. We still find that

the story is constantly reinventing itself, so we've actually

had to go back to some earlier stories and work in the

changes, additions and new characters. It's a bit uncan-

ny sometimes, but Björn and I have this mind link where

we just mesh perfectly. For me that's what is so special

about this project: we don't have egos or wild ideas that

might disrupt the flow and overall theme of the story.

Björn: The unanswered question is both a challenge and

a labour of love. We started a story that took place 200

years after the colonization of Pi3 Orionis solar system. By

that time three distinct worlds had been formed: Orion,

Venice and the Orbital nation. As we began to write we

quickly realized that we needed to understand the histo-

ry behind the current events. The only way for us to truly

understand this was to write it from the very beginning. In

a way we are discovering the past of the present we cre-

ated, but as we answer one question two new ones arise.

3DA: In the beginning what drove the development of ES

- character, story, art, a combination of all, or something

else?

JRM: It is very difficult to know precisely how it all devel-

oped because they are so intimately connected. The

images certainly helped, but once we actually started

fleshing out characters, that's when the story ideas really

came out. We didn't originally set out to write stories, but

you can only tell so much in an image, so it begged to

be to written in an open-ended story.

3DA: Episode 1 – An Unfortunate Accident was written by

Björn. Are you the principle writer on the project or do

you share writing duties?

JRM - FUTURE CITY

Access the FULL INTERVIEW in our

premium edition at

3DArtDirect.com/backissues

CONTINUED...

Page 20: Issue 17 of 3D Art Direct Magazine

20

What inspired the creation of your new Astral Realm

website? Was it an idea that you’ve harbored for a long

time?

LM: In a word - yes. I forget when exactly, but maybe

about three years ago the idea came into my head - I

wanted to re-invigorate my portfolio by taking it the next

level with my next-generation artwork, as well as

incorporate another 'bedroom' hobby for mine - being a

DJ. My first site has done well over the years and I will

keep it up so that the content will always be accessible (I

may even update it with the odd WIP or anything that

doesn't make it to the Astral Realm site), but it was time

to move things on. Instead of just adding new areas to

my existing site, I wanted to create something fresh to

home a gallery of images that were of a higher quality

and of a more focused theme (atmospheric landscapes

and spacescapes). I worked on the first eight images

before working on the design of the site and after a

couple of months of kicking the design around, it was

ready.

3DAD: Tell me about the tag line for your site which is “Art

and Music for the Body and Mind.”. Is your aim to provide

LEWIS MOORCROFT

Page 21: Issue 17 of 3D Art Direct Magazine

21

a

holistic effect with your art and music?

LM: Yes I think you can say that. To me there is quite a tie

between the style of artwork and music you will find on

Astral Realm, as both are showing their atmospheric side.

3DAD: You’ve fronted the website with a star map

interface. What gave you this idea and is it based on a

real section of the Milky Way? You’ve mentioned you

might develop this map over time- how will you be

enhancing it?

LM: This was one of the first things that came into my

head when I thought about the design. After-all, the

artwork is of 'alien worlds' so how could I create a cool

gallery interface that would allow users to navigate these

worlds, without the usual thumbnail grid design? The

answer came pretty easily - an interactive star map! It is

not based on the Milky Way so could be anywhere, but it

is one thing I am keen to develop over time, as web

technology improves. One day I hope the map will take

the form of a rotating galaxy, so one day you may find

that the planets have moved around to cater for the

development of the map.

“The final renders themselves

are taking days instead of

hours as I am using a new

method to really maximize

image quality.”

Since 2003, Lewis Moorcroft has

been impassioned with digital art,

with the use of Pandromeda’s

Mojoworld. He has produced an

extraordinary portfolio which has

now been extended with new

artwork and music showcased at his

new website “Astral Realm”.

www.astralrealm.co.uk

www.theartoflewismoorcroft.co.uk

Page 22: Issue 17 of 3D Art Direct Magazine

22

3DAD: You have mentioned that your new generation of

artwork will have higher detail and resolution, with more

attention to detail given to each image. Is it case that

you are spending more time over each image than

you’ve done in the past and that you’re trying to create

a greater impact with each?

LM: That is right. A lot more time goes into all aspects:

landscape setup, lighting, satellite composition, starfields,

postwork and so on. As a result each image requires

many more test renders (than I use to do) before I am

happy to let the final render start. The final renders

themselves are taking days instead of hours too as I am

using a new method to really maximize image quality.

3DAD: You are focusing on showcasing atmospheric

landscapes and spacescapes with this site, what attracts

you to this particular zone of art?

LM: I have always been drawn to 'the atmospherics',

whether it is other inspirational digital artwork, from

photography or from seeing 'it' first-hand. Put simply I

think I just get mesmerized by the effects of what a low

sun in the sky can do to an environment.

INTERVIEW: Lewis Moorcroft

“Mojoworld is a top notch program

and still ticks a lot of boxes. Yes the

development may be frozen, but

for my needs I have yet to see any

alternative applications leap

considerably further in-front in

terms of what Mojoworld can do”

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23

3DAD: I imagine

that you are

continuing to use

Mojoworld to

create your works.

Are you still happy

using Mojo, despite

its frozen

development by

Pandromeda?

LM: Mojoworld is a

top notch program

and still ticks a lot of

boxes. Yes the

development may

be frozen, but for

my needs I have yet to

see any alternative

applications leap

considerably further in-

front in terms of what

Mojoworld can do. It

would be great to

have true erosion

fractal capabilities in Mojoworld, maybe one day - you

never know!

3DAD: You have Arctia, Shive, Rausal, Caius and

Equanimity on your star map at the moment plus you’ve

provided some good detailed data about your planets.

Are you going to flesh out some more details about these

worlds, perhaps provide some sort of backstory?

INTERVIEW: Lewis Moorcroft

Page 24: Issue 17 of 3D Art Direct Magazine

24

LM: That is a possibility as the site develops, we could see

more of a story also develop.

3DAD: I notice that some of the exploration dates are

from some time ago. Are

these the dates you

created the planets or

when you rendered the

original scenes?

LM: The dates represent

when the individual scene

was finished. I started work

on some of these quite a

while before the site was

released which is why some

go back so far. Some of the

world files themselves go

even further back as I have

re-visited and re-developed

them or components of

other worlds.

3DAD: Arctia has a striking

and cold looking sun. and

really fits well for the frozen

landscapes you have

rendered. Is this one of suns

from the original Mojoworld

library– or a brand new

star?

LM: It is a heavily modified

library sun which I believe

shipped with Mojoworld 2

(and one of the worlds). The

sun flares are actually post-

worked but I am sure they

could be done within

Mojoworld.

3DAD: For Arctia, you’ve

made good use of a thick

atmosphere to create more

ambiance. Was this world

built from the ground up?

LM: Yes this world was built

from scratch. The terrain

was originally imported from another volumetric world

(by Yaroslav) but again, it has been modified fairly

extensively. The simplistic ice-like material and sun came

from a piece I had posted a couple of years

beforehand, and the atmosphere was built from scratch

to compliment those other aspects.

3DAD: You’re using the wonderful world of Shive by

Armands, Bob Buttery and Calyxa. Tel me about the

images you generated from this world, did it take some

time to get what you wanted?

LM: Call these images a re-visit to the stunning world of

Shive, one of my favourite worlds for sure. The first is

actually very similar (but not from the same position) to

one I posted back in 2005 called 'Paradise Lost & Found',

and more predominately features the eerie landscape

INTERVIEW: Lewis Moorcroft

Page 25: Issue 17 of 3D Art Direct Magazine

25

towers. The second takes you more to the beautiful,

rolling hill landscape of Shive. Both took many test

renders of different locations and once I had found that

'perfect location' for each, many lighting test renders too,

so there was a lot of time spent in the navigator for these.

3DAD: Rausal uses some nice moons for impact. What

are your favourite aspects of the two images you’ve

created for this planet?

LM: Again, this world uses components I was messing

around with a few years ago which I wanted to further

develop. The two key components were the water and

sand materials (with traces of sea weed) to create that

crystal water paradise beach. I developed a technique

to 'fake' water caustics which I re-used and re-

developed for this world. A lot of time was spent on the

water itself (balancing the colour, transparency and

surface displacements) as well as the sand materials

(how the sand texture changes as it gets closer to the

water line).

3DAD: The images from Caius just focus on it’s

atmosphere. Will we be getting some peaks of the

surface? It looks like this Mojoworld is using the volumetric

plugin.

LM: That is right - Caius is all about the atmosphere and

really shows you how good the volumetric plugin is for

both clouds and shadowing of the atmosphere (to

create sun rays). No plans to do any focus shots on the

surface but the dark nature of the surface really helps to

bring out the sun rays. I must admit, when the volumetric

plugin came to Mojoworld I think I was most exited about

the fact that sun rays would be possible.

3DAD: Equanimity has a great look to it, reminding me of

Ralph McQuarrie’s matt concept paintings of Tatooine

for Star Wars.

LM: A re-visit of a world I had previously created with the

addition of a huge neighbouring gas giant. I think the

gas giant took a lot longer to do than Equanimity itself!

3DAD: What other worlds are on the cards for Astral

Realms?

LM: Firstly I plan to re-visit and re-develop another older

INTERVIEW: Lewis Moorcroft

Page 26: Issue 17 of 3D Art Direct Magazine

26

world of mine that was

very popular at the

time, the image was

titled 'The Cloud Sea'

and, as you may be

able to tell from the

title, focuses on looking

over a sea of

volumetric clouds. I

also plan to create a

couple of new worlds

over the next few

months. One will be on

the theme of an

abandoned man-

made world. The

second will probably

be themed on a moon

or small rocky world.

3DAD: You have one

track at the moment in

your audio section of

the website, Timeless

Sonics. Tell me about

the creation of this –

was there a lot of

thought behind this, or

was it a more impulsive

or organic process?

LM: There is always

quite a lot of thought

that go into my mixes.

The styles of the tracks

are always the first

consideration but

beyond that they have

to be able to flow from

one to another. Having

a keen ear and an

understanding of the way the music is structured helps

this process, so for example music timing and being able

to identify when components of two tracks may clash or

whether two tracks have clashing keys.

3DAD: Are you aiming to eventually produce an album

centred in this style of music?

LM: Not and album as such. I hope to build up a

collection of these mixes over time which are effectively

mixed compilations of some of the artists and music

genres I follow. It won't be limited to this single style so I

will hopefully get around to doing a new mix or two in the

future months.

INTERVIEW: Lewis Moorcroft

“There is always quite a lot of

thought that go into my mixes.

The styles of the tracks are

always the first consideration

but beyond that they have to be

able to flow from one to

another”

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27

INTERVIEW: Lewis Moorcroft

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28 3D Art Direct : Be Inspired By Digital Art Issue#17

Astral Sunset by Lewis Moorcroft