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Issue 15

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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
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