Yeah... What The Hell?

We’ve all seen it before, and most of us have seen it done in CG. But how the hell did they do it?! The conclusion we usually come to is that it was rendered and then photoshopped afterwards.

WRONG! (usually)

It’s easier than it looks! So in this long-ass tutorial you’ll learn how to:

  • Do the impossible and make M.C. Escher’s famous cube
  • Make a realistic rusty metal texture
  • Do some nice two-point-lighting
  • Become awesome

Colour

Mask

Rust

 

 

 

 

 

 

 

27 Comments

 

  1. 2 May ’11  2:17 am by Denis

    Hi Greg,
    First, thanks for the excellent tut: it's amazing how a number of little things ('tricks of the trade') plus some thinking outside of the box amount to something one would not think possible.
    Speaking of which, have you guys considered creating a separate tutorial category titled, say, 'Tricks Of the Trade' or 'Outside Of the Box', and add some tutorials like this one to it? I would recommend Rex Harby's , , , and in addition to this one.
    Also, putting them in an e-book similar to Andrew Price's "The Wow Factor" could maybe create an additional revenue...

  2. 2 May ’11  2:41 am by Jeffrey Bright

    nice am taking a look, but it seems pretty simple ;D

    • 2 May ’11  2:45 am by Greg Zaal

      It is :P

  3. 2 May ’11  4:00 am by Jordan

    Might be just me, but the images (under resources) seem to be broken.

    • 2 May ’11  4:04 am by Greg Zaal

      You're right... must be a cgtextures thing. They are just links though, and that still works.

  4. 2 May ’11  4:03 am by Jan Larmann

    the images work for me. great tut. it always works from in one view

    • 2 May ’11  4:16 am by Greg Zaal

      i just fixed it :P

  5. 2 May ’11  10:28 am by MiD-AwE

    Thanks, nice tutorial. Wonder if there is a easier way to avoid the boolean hell? Also, selecting linked seems easier to simply hover your mouse over vert/edge and just press L. Fun stuff.

    • 2 May ’11  10:31 am by Greg Zaal

      The boolean hell can be avoided by going high poly. At least most of it.
      I never knew about that L thing, thanks :)

  6. 6 May ’11  4:52 pm by Alexandra

    I'm stuck on the part when you start UV mapping. How do you select the rings of the spheres to mark them as seams? I have a macbook with no right or middle click if that changes anything. I know this is a basic question, I am just new to this specific modeling program.

    • 7 May ’11  12:37 am by Greg Zaal

      Hmmm... no right click? How the hell do you survive?!?!?!
      lol well it would normally be alt+right click on an edge...
      you can change the default keys in the user preferences though (under file)

  7. 7 May ’11  6:56 am by Alexandra

    well to right click on this computer I usually hold down control and then left click, it slows me down but it gets the job done. Thank you, I'll try holding both control and alt :)

  8. 8 May ’11  11:16 am by zaac

    huh confusing
    i love this

    maybe you'd consider making confusing things like this in the future hehe

  9. 11 May ’11  11:46 am by beta-tester

    hi greg,
    i like the idea of that project and the texturing.


    but by the way, why do you spend so much time to the three booleam cutted cylinders.
    i mean you can set the seam so, that you have the complete cap as a single seam. so in uv mapping you get an ellipse (from the cap) and a rectangle (from the cylindrical part).
    or even easyer - delete the caps - the camera in your project can't see them. don't spend time to thinks you never will see ... ;)

    thx

    • 11 May ’11  11:49 am by Greg Zaal

      I have no idea what you just said :) perhaps a picture is in order

  10. 11 May ’11  2:13 pm by beta-tester

    hi Greg,
    watch this http://vimeo.com/23605366 , that's what i mean...
    i think with this seams the wrapping looks much more relaxed and usable than yours...

    okay it is not really important.

    and in your video the caps are not visible for the camera - so the don't need a texture - maybe

    • 14 May ’11  5:12 am by Greg Zaal

      Yeah that is better. It also helps the shading a lot

  11. 28 May ’11  7:46 pm by Clavin12

    Very interesting tutorial. I was thinking that you could also do it with z depth in the compositor.

    • 29 May ’11  2:10 am by Greg Zaal

      You probably could, but using the z-depth usually causes artefacts

  12. 27 Jun ’11  6:52 pm by Wasa

    Nice tutorial, thanks for sharing.

    It seems to be a common misconception that this was a creation of Escher's.
    "The Necker Cube is an optical illusion first published as a rhomboid in 1832 by Swiss crystallographer Louis Albert Necker."

    It would be interesting to see what this might look like in a perspective view.
    Which would likely up the difficulty of pulling off the illusion.

    Cheers

  13. 8 Oct ’11  2:19 pm by Phiet

    Very nice !
    I am also inspired by Escher's work's.I learn a lot new tips and your "teaching" is cool. I discovered this Web site since 3 days ago, there are a lot of nice and very good tutos!
    Thank's a lot!

  14. 13 Mar ’12  4:19 am by ANONOMOUS

    I HAD ACCIDENTALLY HIT THE DISLIKE BUTTON WHEN TRYING TO OPEN THE TUTORIAL. I HAVE NOT REVIEWED THE TUTORIAL AND CAN NOT MAKE JUDGEMENT AS TO LIKE OR DISLIKE.

    • 13 Mar ’12  4:53 am by Rex Harby

      Hum, this may explain all the dislikes on our tutorials ;) ... I will make sure that this will change, thanks for letting us know :)

  15. 25 Oct ’12  4:06 pm by Alex Encore

    Hi Greg,

    Thanks for the great tutorial. I'm working on a uni project at the moment and my task is to visualise an impossible cube like this one in 3D. But I also need to animate it, i.e. move the camera around. The problem is that I don't know how to do that.

    In other words, every time the viewpoint changes, I'd like to maintain the impossible effect. An idea might be ray tracing and making the patch that 's 'in front' transparent. I have no idea how to do that. Would you suggest any solutions or make a tutorial vid for this? Thanks a lot I'm eager to hear your opinion on the matter :)

  16. 31 Oct ’12  10:44 pm by Calvin

    What an excellent tutorial! There is such useful information in this video. Thank you for making tutorials!

    Could you make a tutorial on the node editor please? You know how to make your renders look really nice using color balance nodes etc. That would be a very informative tutorial!

    Thanks

  17. 18 Dec ’12  3:31 am by Topper Dillon

    Nice tutorial! Thanks! Instead of UVSphere you could use a subsurfed cube, ShrinkWrap to project a circle mesh onto the surface and cut out planes for the rod holes. Cube is much easier to unwrap.

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