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Issue 18
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FEATURING...
LEGENDARY APOCALYPSE: I AM LEGEND
A discussion with the pros at Sony Pictures Imageworks on how they were
able to remove human life from Manhattan Island. Find out what it took
to breathe life into New York City's newest "Infected" darkness-seeking
residents.
By Arthur Vail III
HOW'D WE DO THAT? DRIVE
Drive's CG Supervisor explains exactly how Zoic Studios' team created
such realistic CG effects within the budget and deadline limitations of
television. Our fascinating series continues to get you behind the scenes
access as never before.
By Jarrod Davis
PHYSICS FOR ANIMATORS
Understanding physics has traditionally not been an important aspect to
learning how to animate. Here you'll review some of the more basic laws
of physics and learn how to add them to your animation repertoire. See
how the principles of animation interact with the laws of physics.
By Richard Lico
REAL WORLD PRODUCTION SERIES
PART 4: CROWDS IN LIGHTWAVE 3D
This tutorial describes the creation and rendering of a crowd of 80,000
CG people, using 20 animated characters, each made of 300,000 subdivision
polygons.
By Gregory "T.Rex" Glezakos
RENDER FARM ETIQUETTE
This article covers the top 10 rules when using a render farm. If they
are followed, things will run smoothly and the IT department will stay
happy.
By William "Proton" Vaughan
ZBRUSH FUNDAMENTALS 104:
TEXTURE MAPS
This is the fourth article in a series designed to help ZBrush users get
the most out of the program. In this article we discuss various ways to
create texture maps. The emphasis is on creating the maps needed to recreate
your ZBrush work in another program, such as LightWave 3D.
By Steve Warner
LCS WORKFLOWS FOR LIGHTWAVE 3D
Implement or adapt 3 linear workflows for LightWave based on a general
workflow for color management according to your pipeline facilities and
budget.
By Gerardo Estrada
MODELING MALE AND FEMALE HANDS
One of the most challenging parts of human modeling is the hand. This
detailed step-by-step tutorial shows how to accomplish this task.
By Peter Ratner
HEAD IN THE CLOUDS
This article provides a brief overview of AfterBurn and shows some of
its softer sides. Instead of using AfterBurn to blow things up, you can
use the techniques in this tutorial to bring serenity to your cloudscapes.
By Christopher Ashbaugh
NO LINES FOR THE RESTROOM
Women are Star Wars fanatics, hard-core gamers, and comic book readers
just as men are. So why has the male to female ratio in the CG industry
been so unbalanced in the past? Are more and more females finally realizing
they too can be a part of this industry? Visit with some female trailblazers.
By Jana Yarbrough
SCAN, PLUG, AND PLAY
The Recording and Playback Power of .MDD Files Whether you are looking
to get animation data into or out of LightWave, save dynamic data for
later use, or just wanting to optimize your scene, this article shows
you how to create and use .MDD files.
By William "Proton" Vaughan
GELATO RENDERS THE WAY TO REAL TIME
Gelato has always used the graphics processing unit (GPU) to accelerate
rendering, but this new, fast rendering mode makes even heavier use of
the GPU, performing virtually all its calculations on the graphics chip
instead of on the CPU.
By Dominick Spina
KOOSHLINGS
By Dariush Derakhshani
FINAL RENDER
By Andrea Carvey
GIDGETS AND GADGETS
By William "Proton" Vaughan
XSI CORNER
By Raffael Dickreuter
XSI CORNER
By Raffael Dickreuter
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