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Issue 17
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FEATURING...
BEOWULF - A CLASSIC TALE TOLD ANEW
Riding on the leading edge of CG techniques and technology, Beowulf
arrives in theaters November 2007. Jerome Chen, Sean Phillips, and Kenn
McDonald from Sony Pictures Imageworks take time out of their busy schedules
to discuss the trials and tribulations of creating a stylized, 6th century
Denmark and all the characters who live there.
By Jim Hankins
HOW'D WE DO THAT? SURF'S UP
Surf's Up's Wave Animation Lead explains exactly how Sony Imageworks'
team created the stunning wave effects in the critically acclaimed movie.
Our fascinating series continues to get you behind the scenes access as
never before.
By John Clark
POSTCARDS FROM THE FUTURE
Done on a next to nothing budget, Alan Chan's Postcards From The Future
is a film deplicting humanity's attempt to explore and colonize our solar
system. To complete this effects-laden sci-fi piece, the visual effects
guru and his production team had to borrow some of their characters' pioneering
spirit for themselves.
By Jim Hankins
THE MAKING OF TOFU, THE DANCING VEGAN ZOMBIE
Tofu the Vegan Zombie dancing to Thriller has generated interest as a
viral video on the Internet. Here you can read about how it was made,
and pick up some animation tips in the process.
By Richard Lico
PIPELINE DEVELOPMENT, PART 2
The second installment in a series of tutorials to help you get work done
more efficiently, faster, and better. This issue we start to write code!
By Peter Hartwig
ANIMATION RIG EXPORT: MAKING SHAPES WITH FACE ROBOT
The centerpiece of Face Robot 1.8 is the Animation Rig Export, an automated
system for generating a shape rig based on the solved head. This article
provides an in-depth look at how the feature works and how to integrate
the animation rig in a full character pipeline.
By Thomas Kang & Hans Payer
BRINGING SNOW TO LOS ANGELES: MATTE PAINTING AND COMPOSITING
Photoshop is used to transform a summery environment to a winter matte
painting, and After Effects is then used to add moving snow effects and
an actor to the scene.
By Robert Aaron Lyle & Briar Lee Mitchell
FIGHTING NODE PHOBIA
This detailed tutorial will help people make the step from the layers
method of the surface editor to the node based surface editor. If you
know layers, nodes are not to be feared.
By Deuce Bennett
MODELING A HUMAN PART 4: THE MALE AND FEMALE ARMS
In this fourth part of a human modeling series, the reader is presented
with a step-by-step method for modeling human arms. The software utilized
is Maya, but the techniques can be applied to other 3D software packages.
By Peter Ratner
ZBRUSH FUNDAMENTALS 103: INTRODUCTION TO ZBRUSH 3
There have been numerous changes in ZBrush over recent months. This article
provides an overview of the changes, along with practical examples and
tips on how to use the new tools and features.
By Steve Warner
MORE THAN MEETS THE EYE: THE TOOL-TRANSFORMING POWER OF
FALLOFF
This article shows you how to easily transform the everyday tools into
completely different tools that you can use during the modeling process.
Using tools like Move, Rotate, and Stretch, we explore just how powerful
the falloff options can be.
By William "Proton" Vaughan
INTRODUCTION TO FLUIDS IN HOUDINI 9
Side Effects' Houdini 9 introduces an integrated fluid simulation. This
tutorial demonstrates how to set up volume and particle fluid simulators
and how to get them to interact with rigid body objects.
By Eric Keller
FINAL RENDER
By Andrea Carvey
XSI CORNER
By Raffael Dickreuter
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