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Issue 1
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FEATURING...
COVER IMAGE: SIPAPU - EMERGENCE
Since the objective of HDRI 3D is to address a variety of approaches and
tools to digital artistry, Stephen looked for a vision that utilized a
variety of media in the effort to create something that was not stylized
by only one program. Inspired by American Indian mythology, Stephen created
a scene showing a soul beginning to emerge from Sipapu, a place in the
earth believed to harbor the souls of the dead, into the world of the
living. He shares how he brought his vision to life in his tutorial in
this issue.
BY STEPHEN BURNS
EXPLOSIONS WITH HYPERVOXELS
Deuce has been doing animated visualizations for Future Combat Systems
for military contractors and the military directly. Deuce shares his favorite
sprite techniques for doing a fireball with Hypervoxels.
BY DEUCE BENNETT
FORE!!!!
MODELING & TEXTURING
Model a photorealistic game character from head to toe. Giving you insight
on what makes the process easy and quick by using certain techniques and
plugins.
BY EDDIE ALCAZAR

INTEGRATING CG INTO REAL WORLD ENVIRONMENTS 101
This tutorial looks at some of the tricks to quickly sell the idea that
a CG object is really in a real life plate.
BY PETER HARTWIG
SIPAPU EMERGENCE
Using Photoshop and 3D applications to integrate elements from 3D sculpturing,
this tutorial shows how to merge photography, painting, and scanning of
3D objects to create works of art.
BY STEPHEN BURNS
STARGATE SG-1 "LOST CITY PART 2"
EMMY NOMINATION
The inside story from Rainmaker.
BY BRUCE WOLOSHYN
MULTIPLE-PASS RENDERING
How to utilize Multi-Pass Rendering to more easily and quickly adjust
properties and explore different looks.
BY CRAIG MONINS
QUICK & DIRTY CLOTH
A fast and easy workaround for creating convincing cloth effects for a
low polygon character that animates quickly and easily. It is pretty straightforward,
quick to set up, and very easy to adjust while animating.
BY ERIC KELLER
COOL EFFECTS AND MORE IN MIRAGE
Simplify the creation of graphics and special effects with Bauhaus Mirage
BY DAN ABLAN
FAKING MULTIPLE CAMERAS
Using the Graph Editor to simulate multiple cameras.
BY HUNTER WOLF
FORE!!!!
RIGGING: MASTER OF PUPPETS
This tutorial tackles some of the harder problems of rigging the 3d character
created in the MODELING & TEXTURING tutorial, which is also in this issue.
Drawing joints correctly at odd angles, skinning your character, and setting
up a curve-based control structure are some of the topics discussed within.
BY GREG LEMON
ESSENTIALS: SASLITE
This texturing tutorial uses the Lite version of Worley Labs' Sasquatch,
a hair and fur plugin.
BY BRAD CARVEY
COMMANDING AN AUDIENCE
How to create a number of different plugin types including new MEL commands.
In this article a simple command plugin is developed that returns the
list of vertices contained in a Cloth constraint and an associated MEL
wrapper script is provided as a front end to the command. Includes a demonstration
of how to extract data of interest from the scene and process it as desired.
BY KENNETH IBRAHIM
BUILDING FROM IMAGES WITH MODO
An introduction to Modo, using it to create CG from photos.
BY DAN ABLAN
A NEWFOUND PHILOSOPHY ON 3D AND LIFE
Becoming connected in today 's E-world
BY NICHOLAS BOUGHEN
... AND MORE!
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