Issue 19...
Featuring the visual effects of Mass Effect, the critically acclaimed next-gen game from Microsoft and BioWare.
“How’d We Do That” by Beowulf’s FX Animation Lead.
Final Gather, speckle artifacts, FG and glossy reflections.
Asset tracking database interaction tools.
World Destruction with Blast Code.
Strategic color pipelines.
Surface smoothing.
Modo renders.
MEL scripts. More...
In the next issue...
KEEPING THE LEGACY AT LARGE ON THE SMALL SCREEN: Andrew Orloff gives insight into Zoic Studios’ strategy of bringing the
vast franchise of the Terminator to the small screen while creating
stunning effects that compete with visual effects of today’s films. – By Jana Yarbrough
HOW’D WE DO THAT? I Am Legend’s Animation Supervisor reveals exactly how the Sony
Pictures Imageworks team removed human life from Manhattan Island
and replaced it with New York City’s “Infected” darkness-seeking
residents. Our fascinating series continues to get you behind the
scenes access as never before. – By Marco Marenghi
Preview an issue...
For those of you who have said that you'd like to be able to thumb
through an issue like you would in a bookstore, we've posted sample
pages from Issue 18. PREVIEW NOW (712KB
pdf).
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Radiance Effect with Gradients by Gerardo Estrada
Learn how to give your scenes that global Illumination “look,” getting
faster renders than most of the render engines on the market. In
several circumstances, you’ll be able to diminish your render times
from hours to just a few minutes. This technique also provides more
control over every aspect of illumination and the mood of our scenes,
being compatible with most lighting techniques. Over 200 printed
pages! We've posted this 4-part tutorial here for you to go through at your leisure. No charge!
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