3D Modeling Tools Used for Sideshow Statues?

redshirt

Sr Member
Sideshow Collectibles, Inc.

Here's a video from Sideshow showing the preproduction modeling (about 3/4 quarters of the way through the video) of Star Wars Statues. I'm wondering if anyone knows the 3D software they use to prevusualize these figures?
 
First: there's no such thing as pre-visualization. Yes I know it's heard all the time. It's a crap term, coined to sell a concept of a phase in production, that never should have seen the light of day. At best, it's redundant. But I digress... : )

Someone may recognize the GL shaded views in the vid- or they may be test renders even but I don't recognize the material or shade type. Since there's no interface seen, you're going to have to take what is known about the entirety of the process. There is no single answer. If the origin is a scan of a real object, then there will be a piece of interpretive software involved (one that takes the point data and outputs it for another app), the mesh getting picked up and re-topologized/cleaned up in one or two packages, then re-worked yet again depending on what needs to be modified and then perhaps detail passes, etc.

Here are your big hitters outside of scanning hardware and software:

Rhino
Maya
Modo
ZBrush

Each of the above can also generate final meshes to output from for both organic and hard-surface items, with no point cloud start; simply from a series of well-shot orthographic images.
 
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One thing to be aware of with non-nurbs modeling (i.e. Modo on the above list), you're going to have to take into account the resolution of the mesh and the faceting of the surface, so in this regard nurbs are really going to be preferable if modeling for output. Modo and Rhino play well together via a plug-in, but most people go from Rhino to Modo to do surfacing/texturing and then back. Rhino is solid as a mid-level nurbs modeler and I know a lot of guys who have parts RPed from it, etc. Alias is the ultimate way to go, but the cost, you don't want to know...

I'd suggested the above list because getting really familiar with nurbs in Maya and Modo 501 having adopted a superior subD system make them very user friendly and 'learnable' packages to begin to model- basically the first stop before getting into the whole output question.

The whole process is incredibly expensive for quality materials and output, even if you undertake buying your own scanning equipment, etc.

3DS Max now enjoys some decent functionality, but you'll probably have to rely on plug-ins, same as for Maya.

Having said all that about modeling: some elements of the armor in IM2 were created solely in ZBrush and then output, the gloves come to mind. Yes, the wearable gloves...
 
I was considering Rhino and Cinema4D as a very functional and easy to use package set, and at a good price too. Your take?

My main aim was to do 3D illus and maybe some 3D for some other things that I could snag work for. Maybe product concept (not deep engineering stuff), architectual, or product images for advertising. No character animation, at least nothing fancy. Now I haven't used Cinema4D or Modo yet and ZBrush would be for when I get the training wheels off in doing 3D work. Years back I did some Alias Studio work, but one of my old coworkers is using Rhino for modeling now instead of Maya. Says it does all he needs.

What software would you pair with Rhino for the rendering/texturing and scene setup. I've heard Cinema4D and 3DMax can load scenes that are pretty huge. Heard Cinema4D was more intuitive to use than 3DMax, but 3DMax has updated to 3DMax2010 since i read last on these, and 3DMax has a larger community and used by more firms than Cinema4D. Might that help me in getting work out there?

Your take?
 
I personally have used C4D for more than 6 years now, but I am not working with it on a professional level atm. If you don´t need to exchange 3D-Data on a regular basis, it´s not really important what software you use.
I must say that I like C4D better than 3DSMax, but I haven´t worked with a version of Max for at least 10 years now.
While C4D is quite intuitive, it lacks (or lacked? I am still using the V9.102 since I didn´t want to spend money on updates) a few functions like real NURBS modeling.

If you don´t want to do character animation I suggest you get a Modeling software like Rhino, or it´s smaller relative "MOI" (both specialized NURBS modelers), Zbrush for charactermodeling and enhancing your conventially modeled 3d objects, or even Sketchup for easy architectural visualisations. Then you can get a specialized rendering software like MentalRay, MaxwellRenderer or Luxrender, or IndigoRender , all of them IIRC specialized unbiased renderers based on physical calculation models to achieve the most realistic image results.

Concept designs and 3D illustration might include a good amount of non photorealistic rendering needs, which can be done with Cinema4D´s advanced renderer module, which I believe has been included with their current V12 release.

But before you go out and spend money on software you should take a look at Blender www.blender.org It´s interface might be scary at first, but it can be adjusted to personal preferences. It´s a very powerful application with a huge user base.
 
I currently work for a defense contractor in aeronautics as a 3D design engineer. Part of my work is exactly what sideshow was doing in the video.

You can use any number of 3D programs to do what they do.

In our workflow, when prepping scale model aircraft and full size parts for test fitting (to be made via 3D printing) the original designs may be worked up in Catia but since they are prototypes with basic shells that information gets to come to me for fine detailing and pre-visualization.

I usually re-topoligize and convert the information from NURBS to polygons so I can work in Mudbox or Zbrush. Some may use those programs as modeling tools but they were mainly designed to be digital sculpting packages. They allow you to fine tune proportions and change details quickly while working at ultra high resolution.

Pixologic (ZBrush) is a very good company, I own a personal license. They give away free updates and plugins, and you can upgrade to newer versions every time they release one. It's worth the money. They offer a plugin that allows you to export the high resolution model straight out to be 3D printed.

More and more model kits/statues are falling into this pipeline simply because it saves material and money.

Clerval is also right about point data and photographs being used to generate meshes. But that's about all they do, and in every point data system I worked in as a laser scanning technician, the meshes had always required massive cleanup and reworking to be usable.
 
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One thing to be aware of with non-nurbs modeling (i.e. Modo on the above list), you're going to have to take into account the resolution of the mesh and the faceting of the surface, so in this regard nurbs are really going to be preferable if modeling for output.

Having said all that about modeling: some elements of the armor in IM2 were created solely in ZBrush and then output, the gloves come to mind. Yes, the wearable gloves...


One thing to be aware of is that even a nurbs model is converted to a mesh when exporting to stl and you can get a faceted grow from a nurbs model. Z-Brush or Mudbox are used for most if not all figures these days. The key is resolution. If you have a model in Modo or other software you must sub-divide and tesselate it until the size of the poly's are at or smaller than the resolution of the particular machine you are using. If they match or exceed the resolution of the machine you dont get the faceting. I use Rhino, Modo and Zbrush on a daily basis for this purpose exactly. Legacy only uses Z-Brush and Modo but they generate complex and highly detailed models. For character design you just cant beat Zbrush. With the new STL export as well as ZGO and Decimation master you have a lot more power to export growable figures.

Now where nurbs are best for output is when you get into CNC foam cutting. For this you need a clean tool path. A poly surface is going to give you a faceted surface regardless of the density unless, again you make the density of the mesh higher than the resolution of the machine. The downside is the high mesh count often causes the machine software to fail. This is why nurbs for CNC is preferred.

At the end of the day any of the software packages will work as long as you know how to use them to get the results you desire. Some are easier to model but harder to output clean others are the opposite. In the case of the stormtrooper I would use modo or zbrush before Rhino with the exception of using Rhino in combination with TSplines. Even so I would still take the model into Zbrush for the addition of finer details.

Hope this helps.
 
At the end of the day any of the software packages will work as long as you know how to use them to get the results you desire.

I'm looking to upgrade my graphic design work to doing Pro-Level 3D still and simple animations, so I'm willing to spend $$$ on Pro stuff. I've held off buying Maya because I thought maybe other packages were easier and more for the small single-studio person. Not sure that thought is right though.

I have and use Strata CSX now and I'd have to say the software cannot match what I need to do, so I'm thinking Pro Software for Pro Needs. Potentially unsupported future upgrades on open-source software is out for my core software. I need to pick modeling and rendering that does Pro Work and lets me into the larger 3D community and builds my skills to a saleable level if I should choose to work at a company doing 3D work.
 
Curious as to what 3D software you use to texture, render and animate in?

Oh sorry I forgot to mention that! My department uses Maya for rigging/rendering/animation. Our texturing pipeline varies across the divisions of the company. Every year we try to get together and discuss new techniques and easier ways to do things.

I personally like to use a .PSD node workflow to texture but the guy that I work along side textures with projection nodes and NURBS :wacko I can't say anything though he's been working there 13 years longer than me.

Currently I'm the only guy in our department that can properly setup models for animation so that's kind of my specialty despite being hired on as a digital sculptor. It pays to know many things :)
 
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