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Making of Adidas "Brazuca"

[ #WorldCup #Adidas #Brazuca #MakingOf ] It's World Cup time, and today a creative studio based in Philippines - Full-Frame Studio is g...

[ #WorldCup #Adidas #Brazuca #MakingOf ]
It's World Cup time, and today a creative studio based in Philippines - Full-Frame Studio is giving us a great support by sharing a making of tutorial about how They created the official FIFA world cup 2014 matchball called Brazuca. We will go through every 3D visualization process such as Gathering references, Modeling, Shading, Rendering also the final Compositing done in various software like 3Ds Max, Marvelous Designer, Adobe Photoshop & Adobe Illustrator.

Hi everybody i'm Afshin Ko. from Full-frame studio and I'm so glad and honored to write this Tutorial. As you know the world cup 2014 is begin and the name of the official ball of it is the "Brazuca". "Brazuca" is a beautiful name and a beautiful ball as well. But for making this beautiful ball you might run into some problems , so in this tutorial I'll try to describe the best and the most accurate way to do it. Like any other project, first of all we need to find the reference images. After we found them, we must highlight the images that will be useful more than others.

Part 01 : start tiling for modeling


For better understating we better first analyze the structure of the ball. "Brazuca" is made of 6 pieces of leather which are combined in a exquisite and extraordinary manner. As you can see in the image below, each piece is placed at 120° angle at 4 points.


This is the best image that we can use for modeling the ball.

But we should put a little effort on the image to make it more useful! I'll use Adobe Photoshop and I will select vanishing point from filter menu. Now we have to make the approximate ground level using the grid.

After making the grid level match with the image , we have to export a 3D layer out of it.

Now we are able to convert this 3D layer to 2d in Photoshop; for this action all you need to do is, to right click on the layer and select Rasterize 3D.

Now we're going to select the orange section that I highlighted in the image, but before doing that we must be sure that these shapes can be put together properly.

Now, we will use the “puppet warp” tool in Photoshop to fix this part as you can see in this animated GIF below:

Now we have one quarter (1/4) of the "Brazuca". To complete this piece we can use the corrected Piece that we made earlier, and we will do that Using the cut and paste function in Photoshop and putting the pieces together until we have a complete whole piece of the "Brazuca".

As you can see we were able to make a complete part of the ball just from the pictures and now we're ready for the modeling part.

Part 2: Modeling with the marvelous designer

As you may know we could use Different methods and Softwares for modeling the Addidas "Brazuca". I think the best way is using the marvelous designer because it's very flexible and also we won't have much problems in the texturing part and also since the "Brazuca" is made of leather, marvelous designer will do a pretty good job! At first I will draw a rectangle and use the texture that we made in the previous part.

Now , Using polygons we build everything around the part that we have. The thing here that we should keep an eye on is that the points that we make using polygons should have a Approximately fixed place.

As you can see in the image below , All the points Have a fixed location in all four sides.

Now we should copy this piece and put it aside the other one due to our picture reference.

By now we are able to use sewing line and sew these pieces to each other.

As you can see adding the sewing line for the last pieces may be confusing . For greater comfort I imported the simple sphere as an avatar in the software and
just simulate one piece on it and then copy it 6 times!

As we can see in the images, It’s much easier to arrange patterns and add sewing lines when they are in a spherical form.

Now import the sphere by using and creating with real dimension and align it to the pieces. You can see the settings for the Leather in the image below :

Just hit the “Simulate” button and wait

Yes! We made the “Brazuca” With Perfect details with Marvelous Designer. It just looks a little flat in the edge pieces so change the “Fold Angle” amount to give a better result in seams as you can see in the image below:

Part 3: Texturing

After modeling in marvelous designer, it’s time for Texturing that is an important phase of the project.
Back to the 3Ds Max, We Open the exported ball and in the Unwrap UVW element we increase the scale of all the 6 pieces to nearly fill up the square. Also Because the pieces are copies of each other they all have the same Unwrap values.

When the element is large enough, we should render a UV map. Uncheck “Visible Edges” and “Invisible Edges” in the “Render UVs” then hit the “Render UV Template” as shown in this image:

You can see the rendered image below:

To start making textures we need an image that provides more details for us. We choose this image as a texture reference:

Import the rendered UV map and Adjust it by “Levels” and “Saturation” parameters then import the texturing reference image and use the “Puppet Warp tool” to put it in the correct place.

Like the technique that we used in the previous steps, make the other pieces by using “cut” and “past” until we create the image below:

Now we have the basic texture lines now and continue in “Adobe Illustrator” vector software. Color texture is the main part we should consider.
But the problem of the picture is that they have been taken in different timing light therefore to solve this problem we should find the average color.

In the GIF below you can see how we add shapes and colors in “Adobe Illustrator”. It may takes you a lot of time but it is important to do this step by the highest accuracy because these are the basic shapes for our texture.

Import the created texture into “Adobe Photoshop” with all layers and edit some sections by “Erase” tool using a soft brush to get closer to the original texture.

And the final result:

Bump and Reflect

Part 4: Rendering


We should consider that the Brazuca Ball has been made from 6 individual pieces in 3 different. Colors while each piece has its own specific details therefore by helping our reference pictures That we have googled; We are able to do our texturing. In this stage we can see the textures details and how they effect on each other in the 3ds max view port which helps us very well!


For the lighting part I used a very simple method which include 2 back lights, 1 key light, and 1 bonus light. You can see the lights arrangement in the picture below:

As you can see the materials are very simple and the only thing is used, is Displacement and bump are used the map same that I created before.

render setting

Final renders
That's all Special thanks to Alireza B, Thank you and hope you find useful with this tutorial. If you have any question please drop your comment below! Enjoy your World Cup!
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CG TUTORIAL : Making of Adidas "Brazuca"
Making of Adidas "Brazuca"
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