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Go to Issue 19.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...


Coming soon!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 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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Bonus CD? There's no CD because all bonus material is posted online for our readers. The magazine will tell you what and where. Email questions to infohdri3d (at hdri3d.com).


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