Buy Now More Info Gallery Resources Xtra Cool Links Contact

Issue 15

Click to go to online store.
Buy Now!

FEATURING...

COVER STORY:
THEY HAVE A PLAN…
Battlestar Galactica's effects wizards sit down for an interview discussing the direction of the hit cable series.
by Mike Rizzuto

HOW'D WE DO THAT?
Spider-Man 3 artists explain exactly how they created the stunning effects in the blockbuster movie. Our new series gets you behind the scenes access as never before.
by David Seager, Ryan Laney, Francisco X. Dejesus, Andrew Nawrot, and Terrance Tornberg

LIGHTING AND RENDERING:
KEEPING IT SIMPLE
Just because the industry tosses around buzz words like Subsurface Scattering, Occlusion, and HDRIs, doesn't mean you have to add every one of them into your workflow and bog down your renders to get an effective result. A few compositing tricks can help CG feel a little more alive. This is an in-depth look at a lighting and rendering project from start to finish.
by Tim Turner

3D IN THE WORLD OF PRINT MEDIA
A step-by-step tutorial on preparing 3D imagery for the 2D realm of print media. The final result is a layout completed for a client and output to a 3'x4' poster. The tutorial covers design and concept, setting up and building the layout, finalizing and prepping for output, and final output.
by John Gonzales

ZBRUSH FUNDAMENTALS 102:
SCULPTING IN ZBRUSH
This is the second article in a series designed to help ZBrush users get the most out of the program. In the first article we talked about ZBrush's workflow. Now we'll look at the process of sculpting in ZBrush. We'll cover everything from model prep and workflow tips to the four primary techniques used by artists to create amazing sculptures in ZBrush.
by Steve Warner

EMERGING RESONANCE
MoGraph for Cinema 4D R10 is a great addition to anyone's toolset, but sometimes using a tool for unexpected things is a true way of determining its value when making art. In this tutorial we use a few tools to pull off a somewhat mythical image.
by policarpo

INTERVIEW WITH CHRIS MANESS, 3D GENERALIST
Our series featuring computer graphic artists continues with insights on education, training, and job responsibilities in the real production world.
by Arnold Santos

MODELING A HUMAN,
PART 2: THE FEMALE TORSO
In this second part of the human modeling series, the reader is presented with a step-by-step method for modeling the female torso. The software utilized is Maya, but the techniques can be applied to other 3D software packages.
by Peter Ratner

EXPANDING YOUR MODELING TOOLKIT
This article covers some of the cool new features in LightWave v9.0/9.2 Modeler and helps get you up and running with them. Many of these tools will change the way you model and will greatly increase your productivity.
by William "Proton" Vaughan

SOMETHING FROM NOTHING:
CREATING A MATTE PAINTING USING EXISTING TEXTURE
This article features a step-by-step Photoshop tutorial on how to create realistic three-dimensional-looking backgrounds from flat, existing texture.
by Briar Lee Mitchell

FROM TOFU TO TOY:
THE TOFU THE VEGAN ZOMBIE STORY
The Tofu the Vegan Zombie character began life as a 3D object on the computer screen. Now the physical toy model of Tofu is heading for store shelves. Explore the world of 3D printing as we examine the process of turning something virtual into something real.
by Nick Caldwell

LEARNING THE NODES IN LIGHTWAVE V9
This tutorial is an excerpt from Inside LightWave v9 from New Riders / Peachpit Publishing.
by Dan Ablan

STUFF
by Brad Carvey

KOOSHLINGS
by Dariush Derakhshani

XSI CORNER
by Raffael Dickreuter

FINAL RENDER
by Andrea Carvey