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Issue 14
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FEATURING...
COVER STORY (DOUBLE FEATURE)
SPIDER-MAN IS BACK IN BLACK
AND LOOKS BETTER THAN EVER
An overview of the creative problem-solving and technical achievements
that went into making the special effects in Spider-Man 3.
By Jeff Cavallaro
COVER STORY (DOUBLE FEATURE)
PIPELINE FOR THE PIPELINES
Surf's Up! The methods used to convincingly make an animated film
look and feel like a real documentary.
By Jason Pichon
GAMMA CORRECTING RENDERS FOR THE RIGHT BRAINED:
AN INSIGHT TO WORKING IN LINEAR SPACE
This article is about a workflow developed for correcting the gamma in
renders and setting up a linear environment within LightWave 3D.
By Wes McDermott
GAMMA ADJUSTMENTS OF MAYA'S RENDER ENGINES
An overview of gamma adjustments and how to apply them at render time
in Maya.
By Christopher Mills
DOMEFEST 2007 AND DOME MASTERY
Explore the world of full-dome animation. This tutorial is designed to
help you set up a 5-camera scene, and provides information for submitting
your work to DomeFest 2007.
By Andrea Carvey
ZBRUSH FUNDAMENTALS 102
SCULPTING IN ZBRUSH
This article covers model prep and outlines the four primary sculpting
techniques available in ZBrush.
By Steve Warner
REAL WORLD PRODUCTION SERIES:
PART 3 RENDERING THE IMPOSSIBLE
How to bake textures with LW v. 9.0's new cameras and create UVs with
PLG's free UV tools.
By Gregory "T.Rex" Glezakos
WORKFLOW SETUPS FOR NEW FEATURES IN NUKE'S IMAGE-BASED KEYER
(IBK)
The image-based keyer (IBK) has been updated in NUKE v4.6 to facilitate
the keying process even further. This article briefly describes the new
features and workflow setups for making the most of them.
By Paul Lambert
THE TAMING OF THE SCREW
How to replicate any real world object in a 3D modeling package.
By Nick Caldwell
CREATING A KILLER TEXTURE LIBRARY
This article explains where you can collect textures, along with some
technical specs for size and lighting of the images. Examples are also
provided showing how your library can contain flat textures, ground plane
images, skies, and whole assets.
By Briar Lee Mitchell
MODELING A HUMAN PART 1: THE HEAD
In this human modeling series, the reader is presented with a step-by-step
method for modeling the human. The first part of the series is modeling
the head.
By Peter Ratner
LIGHTWAVE AND COMBUSTION: GOOD TIMES!
Using the versatile PSD file format gives 3D applications and Combustion
the ability to share layered files.
By Darren Lutz
FAST PAINLESS RENDERING,
PIXAR'S SECOND INSTALLMENT
What's new in RenderMan for Maya v. 2? It offers newfound speed and flexibility
without the limitations of version 1. Check out the new features and enhancements.
By Tim Turner
INTERVIEW WITH VICTOR GARZA, ANIMATOR/CG ARTIST
Our series featuring computer graphic artists continues with insights
on education, training, and job responsibilities in the real production
world.
By Nick Caldwell
GIDGETS AND GADGETS
By William "Proton" Vaughan
FINAL RENDER
By Andrea Carvey
KOOSHLINGS
By Dariush Derakhshani
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