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Tuesday, June 30, 2009

Up Weekday Box Office (6/29/09-7/2/09)

This is likely going to be the last in the series of "Up Weekday Box Office" (not to be confused with Box Office Buzz) for the movie’s run.

Notice I said likely… I could change my mind because the way Up is doing on weekends and weekdays is phenomenal! Let’s examine: Two week ago on Monday Up made $3.6 million, the next Monday it dropped just over -20% to $2.7 million and this Monday is the same case! Those minimal drops are remarkable, demonstrating "legs" that haven’t been this "long" since Finding Nemo! That’s saying a lot considering Pixar is known for long runs at the box office.

So while I decide if this feature will stay afloat for another week or not, why don’t we check out how Pete Docter’s latest film is doing, updated daily:

Monday: $2,160,831

Cumulative: $252,395,385

Notes and Predictions: As Up keeps climbing the ladder of success, more and more records are being broken. For example, Up is now #45 in the top grossers of all time, it should land at #40 by next week. This means it’ll likely pass Monsters, Inc. by Wednesday and The Incredibles by Friday making it the 2nd highest grossing Pixar movie ever! Again, we’ll see how the other upcoming sequels affect Up which is still the #1 movie of 2009. Transformers has been making big bucks but hasn’t really broken into Up’s revenue, so all we can do is wait and support the film…

International: Let’s not forget about the worldwide market! I’m betting Up could be like Ratatouille, having double the domestic take internationally! But for now it’s not the biggest worldwide campaign because it’s opening slowly in major territories. Cumulative foreign box office is at $35,364,786 with worldwide totals at a strong $287,760,171!

11 top 3D companies and artists to follow on Twitter

Well, we set out to find a collection useful Twitter contacts for those 3D graphics fanatics who crave the latest news, in bite-sized portions throughout the day. To be fair, a great number of 3D artists are too busy making great 3D art or animation to use Twitter, but the following will get you started. Follow some of their followers too, to expand your network...

DisneyPixar
Keep up to date with this driving force both in full CG short films, as well as features. When they win yet another award, their Twitter followers are the first to find out. Nearly 12,000 followers here.

Sample tweet: “Wall-E makes a music video for URock2 on Disney.com! Check out his moves and then make your own! http://bit.ly/bgSBV

DreamWorks Animation
Keep up to date with this driving force both in full CG short films, as well as features. When they win yet another award, their Twitter followers are the first to find out. Nearly 12,000 followers here.

Sample tweet: “Ooze got all the cool Monsters vs Aliens toys?! http://tinyurl.com/o4w6j3

Double Negative
Look for dneg on Twitter to find out about what major pictures the London visual effects house is working on. Plenty of links to stories and articles on how they work their 3D and compositing magic.

Sample tweet: “Oscar nominee Paul Franklin from dNeg talks to the BBC about The Dark Knight http://news.bbc.co.uk/1/hi/...

Autodesk Gallery
A place pointing you to some great work done by users of Autodesk products such as 3DS Max and Maya. Tweetpics galore, as well as other weird stuff.

Sample tweet: “Biomimicry board meeting at SF Gallery today. Check out how we're supporting the world’s 1st biomimicry design portal! http://bit.ly/1Rfo6T

UbiSoft
The French games company is busy making, among other things, the game version of James Cameron’s Avatar. Catch some links to typically French titbits, as well as games and FX technology demos.

Sample tweet: “Ever seen a bunch of Rabbids travelling and taking pictures of themselves? http://cli.gs/JH9GPv

Meats Meier
The LA-based 3D artist and animator, who specialises in music videos, is on Twitter and shares snippets of the projects he’s working on.

Sample tweet: “My computers are busy up-rezzing my animation clips for this summer's TOOL concert tour.”

Prime Focus
The effects company serving the film, music and advertising industries has studios in both the UK and India. Tweets come from both locations, updating followers on projects.

Sample tweet: “Rubberduckzilla, a water hating, city destroying giant rubber duck has been unleashed upon us. Graded PFL vu www.primefocuslondon.com

Maxon
Yes, the purveyors of that fine modelling, rendering and animation program Cinema 4D are on Twitter too. They tweet about upgrades to their products, as well as FX projects that have used their software.

Sample tweet: “Monkeyhead (presented at our NAB2009 booth) finished a cool short entitled "Monkey Island" - all in CINEMA 4D! http://is.gd/1eEz2

SIGGRAPH
Of course, it makes complete sense to follow the world’s most important event for 3D artists on Twitter. You can find out about speakers and Electronic Theatre entrants, show announcements, and new technical papers. Hurray!

Sample tweet: “#siggraph #nola is in 59 days. will u be prepared to network your senses? check out the advanced program pdf http://tinyurl.com/s09AdvProg

Gnomon School
And if you’re going to follow SIGGRAPH it makes just as much sense to always be updated on new deals from this 3D training centre, whether you want to take a course or buy their DVDs.

Sample tweet: “#One hour until the Pixologic Action Heroes show opens at Gnomon Gallery. Woo hoo! http://www.gnomongallery.com/”

ATI Graphics
Being a follower of a graphics card company could actually be seriously demoralising. You’ll find out just how quickly your brand new FireGL card went out of date. Games news and driver updates too.

Sample tweet: “Why does DX 11 matter? Check out AMD's newly released whitepaper: http://links.amd.com/DX11AM...”

Asylum spends a Night at the Museum

Asylum shows the journey of a Hershey's Kiss through the factory before animating in an additional advertising segment for recent film Night at the Museum 2

Project
Night at the Museum
Studio
Asylum

Creating a 15-second spot when there’s a story to tell proved tricky for Asylum, particularly when the client, Hershey’s, added to the original concept. The treatment originally showed the journey of a Hershey’s Kiss through the factory, before a segment advertising Night at the Museum 2 was added based on the same models created by Rhythm and Hues for the feature film.

“I think matching the look of Rhythm and Hue‘s renders was probably the most challenging technical aspect,” says animation director Piotr Karwas. “They shared all their assets with us but our pipelines differ so much it was like starting from scratch.”

To achieve the match, the team created a set of RenderMan shaders to mimic the look of the characters before blending the aesthetics of both the film and the Hershey’s factory. The final image was put together by Inferno, while Maya was used for modelling, rigging and animation.

Visit the Asylum website
View "History"

Reminder : Autodesk 3D Technology Road show 2009 : London : This Thursday!!Reminder : Autodesk 3D Technology Road show 2009 : London : This Thursday!!

Autodesk in collaboration with BlueGFX are holding a 3D Technology road show in London this Thursday. See the following website for more details and to register:

http://www.bluegfx.com/roadshow.php

Event Agenda can be downloaded here:

http://www.bluegfx.com/3dtech_agenda.pdf

Silo Development update

Nevercenter Development Update

Hey guys,

Hmm, looks like some communication from me is in order again, sorry if some of you have felt we've been out of touch by delegating our communication duties to David. I think probably the main point I should make to those of you who are interested is that Silo is very much alive, though our communication and development patterns are different than they were a few years ago, and we should probably realign expectations for forum users now that our patterns are decidedly different.

In the past we've aimed for continual Silo development dialog with users, which had its benefits and drawbacks to us as developers, and sometimes we've been good at keeping that up and sometimes we've been bad at it. It can be a lot of work to pacify the vocal minority of Silo users who get worked up about certain things and start worrying that the company doesn't value its users or is dying (neither is true, we love all our users and the company is doing great :]). There have also been both benefits and drawbacks to having everyone know what was coming in the next update to Silo. Now instead of saying "ok, we're going to be really good at posting development updates every week", we'll say instead that sometimes we probably will and sometimes we probably won't.

As a company, Nevercenter continues to grow and develop into the boutique software company we dreamed of from the beginning - a place where we can follow our many interests and allow all of our projects to cross-pollinate and make each other stronger. (For example, we're developing a game engine which relates heavily to Silo and has helped us understand what some of you game artists have been saying all along :]). As we embrace this approach, it means that we no longer devote all our time and energy to the development of Silo -- and we feel like Silo has reached a point of maturity where it doesn't need that. We still have a plan for Silo, and it is still under active development, but you'll probably see that development happen in shorter bursts at key times.

So if you enjoy using Silo, use it and discuss techniques and make suggestions to us and we'll be watching and contributing where we can. There will likely be times when we're very actively involved and releasing quick updates, and times when we're not. Promised updates will come out. Sometimes we'll be letting on what we're working on and sometimes we won't until we're ready to release it. We do read your suggestions and comments, especially the bug reports.

As for me, I'm quite literally off to go do some modeling with Silo, I hope you'll do the same!

__________________
Download Silo | Buy Silo


http://silo3d.com/forum/showthread....0539#post110539

Esperient Creator reverts to Right Hemisphere

Per the following post on the Esperient site, Esperient Corporation has ceased operations. Their product, Esperient Creator will revert back to former owner Right Hemisphere.

Very sad turn of events because the team of owner-developers had made huge strides in improving the functionality of the product.

http://esperient.com/userforum/showthread.php?t=789

3DAllusions competition - Charette #15

3DAllusions would like to invite everyone to participate in our newest architectural visualization competition, held on www.3DAllusions.com.
Our new challenge (Charette #15) is to texture and render Casa Quinta by architect Marcio Kogan and his Studio MK27 from Sao Paulo, Brazil.
We have got some nice prizes lined up.



www.3DAllusions.com

So warm up your rendering engines and let us start!

Mafia II :: Game Production Focus

The visual idea of the 'Mafia II' game is realism. Since the story direction of 'Mafia II' features a very serious tone, the visuals need to also take on a serious tone; people, environments, cars and the whole overall feel needs to accurately portray the same feel of the 1950s in America. Realistic CG in games are taking the same visual steps as realism of VFX in film. Click the image. Read the feature. Make up your own mind.

Woody's News Round-Up (6/29/09)

Welcome to another edition of Woody’s News Round-Up, stories we want to pass along that didn’t quite make it to an individual post:

Ed Catmull to be Honored by VES: The Visual Effects Society announced today that they will be presenting the George M?liès Award to Pixar President and co-founder Ed Catmull! The prize’s description defines Catmull very well since he pretty much "pioneered… the art and/or science of the [CGI] visual effects industry." He will be accepting the honor during the VES Awards on February 28th, 2010.
[Source: THR | via: The Pixar Touch Blog]

Up in FoxTrot: The popular Sunday comic strip, FoxTrot by Bill Amend, featured a certain Pixar movie that’s been making waves at the box-office. When one of the kids watches Up in theatres, he’s inspired. But what exactly does he do with that inspiration? Click here to see a large version of the hilarious strip.
[Thanks, Hannahmation from the Pixar Planet Forums]

Toy Story 3 Grows Up: The word "mature" brings up different thoughts in different people; some think of it as inappropriate for younger audiences, others as smarter and wiser, and some think of it as a term for violent content. Whatever your perception of the word, this is what BURN•E director and acclaimed animator Angus MacLane had to say to Cinematical about Toy Story 3: "…each of the films represents where the filmmakers were at the time… we’re approaching [TS3] 10 years later… we’ve grown up with these toys, and we have a reverence for them, but we also have different things as a priority." Working off of those quotes, Total Film has also explored some odd possibilities for this "grown-up" plot, I’m sure it’s a joke, of course.

Notice Something?: Look at the title of this article, doesn’t that date look familiar? Well, it should because it’s the second anniversary of Ratatouille! Go make yourself something nice to eat in honor of Chef Remy! Notice something else, it’s the one month anniversary of Up. With reviews and revenue like that, Pixar must be celebrating BIG!

nShatter releases RUINS


RUINS is a real-time shatter plug-in for Autodesk's Maya.

Generally speaking solid shatter is difficult/lengthy process to solve in Maya. Apparently RUINS is production-proven software and offers shattering and breaking of your models in instantly.

Costs:
$66.00-$99.00

Info:
http://www.nshatter.com/

Shatter tutorial:
http://www.nshatter.com/ruins%201.0.html

Ballistic Wallpapers - Get yours now!



Hey everyone,

We have just released FREE Ballistic Wallpapers over on the Ballistic Publishing site.

Beginning with Philip Straub’s Utherworlds fantasy graphic novel, we’ve collected the most memorable work from our books including our d’artiste Master Artists to create a series of freely-downloadable wallpapers.

Ranging in sizes from iPhone to HD resolution, you can download your favorite artists’ work to use as your desktop wallpaper and be inspired by the amazing art featured in Ballistic Publishing’s award-winning books.

Head over now and check out the first six wallpapers that we have made available and keep coming back as we’ll be adding new artwork regularly

Ballistic Wallpapers

Macs in 3D – the myths debunked


We talk to a range of studios that have already made the leap from Windows about the benefits and practicalities of building and running a Mac-based production pipeline.

Apple has rarely, if ever, had it so good. Since co-founder Steve Jobs returned in 1997, the company has made waves in the music and mobile phone markets, while releasing a series of elegant workstations and laptops that many believe are the best available blend of style, user-friendliness and power. But it’s been a different story in the 3D industry, where Apple has traditionally been given short thrift by artists who deem its hardware too pricey, too slow and too rigidly specced.

That perception has been slowly changing, however, not least since the launch in 2006 of a range of Intel-based Macs and Boot Camp, the system that enables the Windows operating system to be installed alongside the native Mac OS X.

One of the biggest factors governing the Mac’s acceptance in the 3D industry is inertia. With the strong historical ties to Windows in some areas of the industry, it takes compelling arguments to trigger a sea change. Nowhere is this more applicable than in the architectural and visualisation sectors, where Windows-only programs like 3ds Max and AutoCAD have been the tools of choice. Now, though, some are starting to take advantage of the ability to run Windows software on Mac hardware, while others are embracing dual-platform software such as form.Z and Cinema 4D. “We chose Cinema 4D rather than 3ds Max because we came from the point of view of architects bolting our 3D output to an existing service, rather than from a visualisation standpoint,” says Pete Coombes, director at Polished Designs, part of Assael Architecture. “I think there’s a lot of inertia and ignorance, with people believing that they need a PC and 3ds Max to do good 3D work.”

Less surprising than the strides being made in visualisation is the support for the Mac by graphics and branding companies: the Mac has been the darling of the print design industry since its launch in 1984. “Desktop publishing essentially came about with the invention of the Mac and PostScript,” says Chris Morris, CGI director at Giannini Creative Imaging. “It wasn’t until later that Windows introduced a graphical user interface. By that time, the Mac was well established.”

With infrastructure and knowledge based around the Mac, design houses have understandably proven far more likely to stick with the platform as the work has evolved to embrace 3D rendering for print, motion graphics and the web. Now early adopters of Mac-based 3D solutions, such as Giannini Creative, are reaping the benefits. “We did take a performance hit by staying with the Mac when we first started doing 3D,” says Morris. “But since Apple switched over to Intel, everything has worked like a dream.”

“We were already using the Mac for 2D, and then the Intel Mac made any regrets about using it for 3D disappear,” agrees Jeffrey Kovel, founder of Skylab Design Group, another studio that has embraced the dual-OS opportunities afforded by Boot Camp. “We now run form.Z, Rhino and SketchUp on the Mac OS, and run 3ds Max and V-Ray on Windows.”

The situation is more complex in the animation and visual effects fields, where studios tend to rely on 3D apps and plugins that aren’t available for Mac OS X (such as XSI, Houdini and 3ds Max). Yet even here, the Mac is finding customers.

Pixar famously began switching changing over to Mac workstations in 2003, launching its lauded RenderMan for the Mac shortly after. More recently, Tippett Studio has taken the plunge, primarily for performance and reliability. “Though we still use custom Linux-based hardware for the majority of our render farm needs, we migrated a year ago,” says Brennan Doyle, Tippett’s head of creative operations.

There are now 175 Mac Pros on the floor at Tippett, with most running Maya and RenderMan through Linux. “We have proprietary plugins and tools that keep us tied to a Linux platform, but given time, it’s quite feasible we will have artists using primarily Mac OS X,” says Doyle. “Many of us have been die-hard Mac evangelists for years, so it’s exciting to see Apple come full circle. The tool that used to be the best available for individual artists to get their work done is now also the tool that large groups of people can look to as a scalable solution.”

It’s easier, of course, for small studios to change midstream. That was certainly the case for Luma Pictures, which has since grown to become one of the VFX industry’s most vocal supporters of the Mac. “Luma made the switch from a primarily Windows-based facility to a Mac OS X facility just after the first Underworld in 2003,” says Chris Sage, vice president of operations at the studio. “We were still a young company, with a minimal pipeline and a relatively small render farm.”

Sage says the switch was actually partly driven by the decision to adopt Shake as Luma’s primary compositing tool. “PC and Linux nodes were quite pricey; and since Maya, our primary choice for 3D, was already available on the Mac, it seemed like the most practical choice.”

The changeover had a huge impact on the studio, says Sage, proving crucial to developing the pipeline for much larger-scale productions. “To build Luma into a top-notch company, we needed to focus on developing tools and methods that would allow the artist to focus on their creative responsibilities. We quickly discovered that the Unix-based Mac OS X was perfect for this. We had all of the ability to script and write tools at the OS level, as was available in the more difficult flavours of Linux, along with easy-to-use tools such as AppleScript.”

HARDWARE COSTS
For studios weighing up the relative merits of Windows and Mac-based solutions, the two key considerations are inevitably performance and cost. One person who believes the Mac wins hands-down is Andrew Bishop, director of London studio Darkside Animation. “We’d been PC-based for almost 15 years before changing over to Intel Macs,” he says. “It felt like a huge gamble, but we’ve never looked back. They’re the best computers we’ve ever bought. Thanks to Boot Camp, you’re effectively getting two machines for the price of one.”

While the Mac Pro clearly represents great value, Apple’s Xserve rackmount systems have been deemed less than cost-effective to date. (Whether studios find that January’s new Xserve models rectify this remains to be seen.) The solution for many smaller studios has been to use workstations instead. “We did a lot of price shopping, and found that the best bang for buck when it came to rendering was simply to use stripped-down eight-core Mac Pros,” says Chris Morris.

“The Intel Mac Pro is first and foremost a workstation, but if these computers double-duty as render nodes, it becomes cost-effective,” says Tolga Yildiz, senior designer at New York design studio Trollbäck + Company. “If you use a render farm solution that charges licences per computer instead of per CPU, you can even call the eight-core Mac cheap.”

Beyond initial hardware investment, maintenance costs and stability issues must also be factored in. The fact that Apple controls every aspect of hardware production clearly contrasts with the multi-manufacturer, multi-configuration world of the PC. “The most expensive thing in this business is time, so for us the most important thing is stability,” says Rene Mastrup, founder of Denmark’s Sunday Animation Studio. “Wasting hours dealing with hardware and software problems is what costs money, but we’ve had no problems at all with these machines.”

“The problem child in terms of stability used to be Maya,” adds Yildiz. “But since the switch to Intel processors, our 3D artists cannot cite a difference in Maya’s performance and stability between the two platforms.”

“Macs can be set up and in use in less than 15 minutes, and then require little maintenance throughout their service,” adds Sage. “There are support issues that arise from time to time, but notably less so than their Windows/Linux counterparts, which allows us to spend more of our resources on the work.”

A hardware and potential OS changeover might be expected to incur training costs or cause problems when recruiting, but none of the studios interviewed for this article believed it to be an issue. “There was a good deal of initial resistance to the choice by some of the artists, due largely to their comfort with the Windows environment, but once people realised that the applications they were using were using were pretty much the same, they acclimatised quickly,” says Sage.

The Mac OS shouldn’t even be a stumbling block for technical directors and other coders, he explains. “The perception that the Mac is a strange OS that nobody understands is a bit of a mystery: at its core, Mac OS X is Unix-based. And almost every 3D/2D program has its own internal scripting language, such as Maya’s MEL.”

ROOM FOR IMPROVEMENT
Apple’s complete control over its hardware does pose some problems, not least due to its stance on graphics cards. Because Apple has always enjoyed greatest success with 2D design and compositing professionals, there’s been a tendency for Macs to lag behind when it comes to 3D work.

“The one Achilles heel with the Mac lies with the graphics cards,” says Bishop. “The 3D drivers simply aren’t as good as for Windows, and then there’s the fact that Mac Pro users have had to choose from just three cards.”

The newly launched Mac Pros do at least provide support for more up-to-date technology from ATI and Nvidia, although there are still limited configurations to choose from. Frustratingly, there’s no backwards compatibility, so owners of the first generation of Mac Pros need to buy new workstations to gain access to the newer cards. While PC owners are able to continually upgrade their machines as more powerful graphics technology become available, Apple users will doubtless find their GPU choices locked down with these new machines, too.

There’s also a price to be paid for the fact Mac OS X still has less than 10 per cent market share. Alongside the absence of XSI, 3ds Max, Houdini and several specialist tools, plugin developers also tend to initially focus on the larger user base. “In terms of plugins and applications, Windows does get the new ones first,” says Yildiz. “But if there’s a plugin that we cannot live without, there’s always the option to have Mac OS X and Windows on the same machine.”

Not everybody agrees that the Boot Camp option is the most efficient solution for accessing Windows-only applications and plugins, but it does at least offer a safety net for future-proofing. And as the Mac continues to make inroads, so developer support is improving. “The initial stages of our switch were somewhat hindered by lack of plugins, but as our range of needs expanded, so has the availability of the tools for the Mac platform,” says Sage. “Developers such as Autodesk, Pixologic, The Pixel Farm, Next Limit, mental images and The Foundry increasingly seem to be releasing Mac software alongside or close to other OS versions.”

For 3D companies at the larger end of the scale, the time and money required to switch over the Mac is likely to be prohibitive, although again the Boot Camp option can ease the passage by removing the need for an immediate OS change.

“Most of the larger studios have a great deal of time and effort invested in proprietary tools that are sometimes intimately tied to operating systems. Switching hardware is therefore frequently an easier thing to do than switching operating systems,” says Brennan Doyle. “When more of the primary off-the-shelf tools switch from Linux or Windows over to Mac OS X, you’ll find more studios switching over too.”

Things could change more rapidly at smaller companies, though, where hardware and pipeline configurations tend to be more fluid, and changes are more cost-effective. “For a company of up to 20 people, I’d say switching would give a huge advantage,” says Mastrup.

And for those starting from scratch, the reasons for opting to build a studio around Mac rather than PC hardware are clearly more compelling than ever. “For studios making an initial investment, I’d recommend a Mac and Boot Camp setup every time,” says Bishop. “It would be a huge mistake if people didn’t start taking the Mac very seriously. What I think people don’t realise is that they’re now the best-value PCs you can buy, too.”

Buck makes history for Mountain Dew

Buck creates background and objects in 3D to complement the 2D design of Mountain Dew's "History" spot

Project
History
Studio
Buck

Buck took charge of the 3D work on Mountain Dew’s latest spot. Despite being based on 2D designs, Buck had to animate all background objects in 3D to allow smooth and speedy evolution as required by the fluid script. “Each object had its own unique rig and custom animation based on its shape,” says creative director Orion Tait.

Buck used a combination of Illustrator, Photoshop, Maya and After Effects to ensure the entire look of the spot was consistent with the original hand-drawn style. “While the 3D process was expensive and time-consuming, the end result allowed flexibility for placement, timing and other attributes, making it essential to the creation of the piece,” adds Tait.

Visit Buck's website
View project


PhotoRadar announced


Future, the special-interest media group, has announced the launch of PhotoRadar – its latest Radar Network and biggest UK online launch of 2009.

With a market of over 27m digital camera users in the UK, Future is aiming to establish PhotoRadar as the world’s leading online community for digital photographers of all abilities, offering inspiration, instruction, news, reviews, video content and community features.

The launch of PhotoRadar continues Future’s strategy of building its core portfolios across multiple platforms – in print, online and face-to-face. The company already reaches almost 300,000 photography enthusiasts a month through its magazines, digitally, and through its annual Photographer of the Year contest. PhotoRadar joins Future’s stable of international online Networks; BikeRadar, GamesRadar, MusicRadar and TechRadar. Together, these Networks now reach over 25 million unique users a month.

PhotoRadar will have its own dedicated editorial team, led by Rachael D’Cruze, delivering up-to-the minute news, first-look previews and reviews across the whole sector – from compacts and essential camera kit, through to top-end digital SLRS. It will also aggregate existing editorial and video content from Future’s multi-award-winning print titles Digital Camera and PhotoPlus. The latter being the UK’s fastest growing photography magazine.

Offering enthusiasts a rich media experience, PhotoRadar will be packed with video tutorials and user generated content, allowing photographers to upload their own images for peer review, and letting them rate others’ photographs. Pro-level photographers will regularly offer advice, while in-depth starter guides will reveal the best ways for beginners to improve their camera and photo-editing skills.

Robert Price, Chief Executive of Future UK said:

“The launch of PhotoRadar is another key milestone in Future’s digital strategy. Our other Radar sites have been hugely successful, building reach and engagement with our enthusiast audiences. With our strong print, digital and events pedigree in photography, PhotoRadar is a natural extension for us. We have bold plans to make PhotoRadar the world’s biggest and best site for digital photographers.”

Matt Pierce, Group Publisher of Future’s digital creative portfolio, added :

“We were amazed to discover that there weren’t any photography websites managing to serve the needs of all photography enthusiasts. We’ve therefore built PhotoRadar with clear aims: to be the definitive online destination for exciting and fresh photography technique, inspirational imagery, reviews, daily news and photo uploads. We’ve also taken our heritage in quality production values to deliver a site that really looks the part – something we believe will be appreciated by photographers of every ability.”

The beta version of Future’s PhotoRadar goes live late next month at www.photoradar.com – with the full site scheduled to launch in August.

Peter Pan CGI, UK

ust finished working on a somewhat unusual project in London, a new theatre production of Peter Pan in the middle of Kensington gardens. So why is this on cgtalk I hear you yell, because the entire interior of the tent also doubles up as a gigantic 360 degree projection screen



We used 10 gigantic video projectors to fill the inside of the circular tent so that the audience which sits around the central stage has an all-encompassing background view behind the actors. Backdrops range from gently swaying trees which inconspicuously sit behind the cast, all the way up to a 5 minute flight over london which the cast interact with as they fly to Neverland.



Video is projected onto the inside of the tent at an epic 10,000 pixels wide, so it should all look pretty detailed no matter where you look. The whole thing was done in cinema 4D 11, photoshop and after effects. Most of the artists never met each other from the start of the project to the end, we all worked remotely at opposite ends of the world; Australia, England, New York, Netherlands... We love teh internets.



A fuller writeup should be coming in 3d World at some point so keep an eye out. The show runs in central London until August where it will either move to a more sheltered venue in the UK or move over to north America for a tour there.

Big thanks to Bill Dudley, Tim Clapham, Michael Vance and Janine Pauke
Photographs by Simon Annand
http://www.visitlondon.com/peterpan/




New NVIDIA GPU-Accelerated Plug-Ins For Adobe Creative Suite 4 Users

Professional videographers face continuous pressure to deliver high quality work under tight deadlines. To ease that burden and enable greater levels of creativity, NVIDIA today announced the availability of GPU-accelerated plug-in solutions for Adobe Creative Suite 4 (CS4) users, optimized to run on a wide range of NVIDIA® Quadro® graphics solutions.

NVIDIA is offering exclusive discounts of up to 50 percent on plug-ins from Elemental Technologies, Boris FX, Red Giant Software and proDAD when purchased at NVIDIA.com.

Among the plug-ins being offered is the NVIDIA CUDA™ architecture-based Elemental Accelerator 2.0 for Windows from Elemental Technologies (MSRP $499 discounted to $249). By leveraging the CUDA parallel computing architecture, this new plug-in offloads H.264 video encoding to the Quadro GPU, enabling Adobe Premiere Pro CS4 users to experience a performance increase of up to 11X when compared to CPU-only video encoders. Now available on a range of Quadro GPUs, Elemental Accelerator 2.0 supports the creation of Blu-ray DVDs and web content using Flash. In addition, NVIDIA and Elemental Technologies are bringing accelerated H.264 video encoding capabilities to Mac Pro users for the first time with the new Elemental Accelerator 1.2 for Mac OS X running on the Quadro FX 4800 for Mac.

“The enhanced performance of Elemental Accelerator 2.0, combined with an expanded line-up of Quadro GPUs, delivers exceptional value and increased productivity to a wide range of video professionals,” said Sam Blackman, CEO of Elemental Technologies. “The Quadro GPU’s CUDA architecture has enabled the Elemental Accelerator to offer faster than real-time H.264 encoding speed for Blu-ray and web production, while delivering exceptional image quality with H.264/MPEG-4 AVC files.”

In addition, customers using NVIDIA’s latest Quadro GPUs are eligible for exclusive discounts on plug-in solutions from Red Giant Software, Boris FX and proDAD. Available on the NVIDIA web site, these plug-ins allow users to further harness the power of the Quadro GPU to experience dramatic time savings over conventional CPU-only solutions when creating compelling 3D visual and lighting effects.

“The ability to develop real-time motion graphics and effortlessly perform color correction are very important developments for Adobe CS4 users,” said Sean Safreed, product director of Red Giant Software. “The work we have done with NVIDIA on our GPU-accelerated plug-ins enables a creative professional to tap into the power of the Quadro GPU in their system, and freely experiment with a wide range of visual effects and color control, thereby enhancing the creativity of their final production.”

The full line of Quadro GPUs are optimized to enable GPU-acceleration across the entire family of Adobe CS4 applications including: Adobe Premiere Pro, After Effects, Flash and Photoshop. From importing files and editing multi-video streams, to previewing video content, video professionals can now optimize their work-flow and enhance the creative process.
“Quadro GPUs offer the best performance for Adobe CS4 professionals,” said Jeff Brown, general manager, Professional Solutions Business Unit at NVIDIA. “Offering GPU-accelerated plug-ins to Adobe videographers and enabling them to choose the Quadro FX solution that best fits their budget illustrates our commitment to delivering performance and value to the Adobe user community.”

Pricing and Availability
Quadro GPU-accelerated plug-ins from Elemental Technologies, Red Giant Software, Boris FX and proDAD are available for purchase today at http://www.nvidia.com/object/builtf...os_plugins.html. Exclusive discount pricing is available for users of qualifying NVIDIA products including Quadro FX 1800, Quadro FX 3800, Quadro FX 4800, Quadro FX 5800, Quadro FX 2700M and Quadro FX 3700M. NVIDIA Quadro FX products are available through workstation OEMs, as well as through NVIDIA Channel partners PNY Technologies (US and EMEA), Leadtek (APAC) and Elsa (Japan). The Quadro FX 4800 for Mac is available through Apple.com, select Apple resellers and workstation integrators. For additional information on NVIDIA Quadro including pricing and availability, visit: http://www.nvidia.com/page/workstation.html.

About NVIDIA
NVIDIA (Nasdaq: NVDA) is the world leader in visual computing technologies and the inventor of the GPU, a high-performance processor which generates breathtaking, interactive graphics on workstations, personal computers, game consoles and mobile devices. NVIDIA serves the entertainment and consumer market with its GeForce® graphics products, the professional design and visualization market with its Quadro® graphics products and the high-performance computing market with its Tesla™ computing solutions products. NVIDIA is headquartered in Santa Clara, Calif. and has offices throughout Asia, Europe and the Americas. For more information, visit http://www.nvidia.com/page/home.html.

Certain statements in this press release including, but not limited to, statements as to: the benefits, features, impact, and capabilities of NVIDIA Quadro professional solutions are forward-looking statements that are subject to risks and uncertainties that could cause results to be materially different than expectations. Important factors that could cause actual results to differ materially include: development of more efficient or faster technology; design, manufacturing or software defects; the impact of technological development and competition; changes in consumer preferences and demands; customer adoption of different standards or our competitor's products; changes in industry standards and interfaces; unexpected loss of performance of our products or technologies when integrated into systems as well as other factors detailed from time to time in the reports NVIDIA files with the Securities and Exchange Commission including its Form 10-Q for the fiscal period ended April 26, 2009. Copies of reports filed with the SEC are posted on our website and are available from NVIDIA without charge. These forward-looking statements are not guarantees of future performance and speak only as of the date hereof, and, except as required by law, NVIDIA disclaims any obligation to update these forward-looking statements to reflect future events or circumstances.

###

© 2009 NVIDIA Corporation. All rights reserved. NVIDIA, the NVIDIA logo, Quadro, GeForce, Tesla, and CUDA are trademarks and/or registered trademarks of NVIDIA Corporation in the U.S. and other countries. Other company and product names may be trademarks of the respective companies with which they are associated. Features, pricing, availability, and specifications are subject to change without notice.

Note to editors: If you are interested in viewing additional information on NVIDIA, please visit the NVIDIA Press Room at http://www.nvidia.com/page/press_room.html.


For further information, contact:
Danny Shapiro
NVIDIA Corporation
(408) 562-7187
dashapiro@nvidia.com

7 High quality Open EXR Pano


Here is 7 High Quality Open EXR panos free to downloads and use.

This panos was made by Beno?t Rogez and under Creative Commons Licence.

View and download

Monday, June 29, 2009

Pixarpedia: A Guide to Pixar... and Beyond!

DK Publishing is planning to release the definitive Pixar Encyclopedia… Pixarpedia!

I’m surprised no major publisher has thought of this before, I’ve wanted a book like this for a very long time. It seems Pixarpedia is packed with facts about everything from the studio, to the characters (shorts and features), to inside-jokes. If it turns out like I think it should, this could be another must have for any Pixar fan and a great reference like Disney A to Z!

As you can see from the cover, Pixarpedia will be an Up to date publication. The 300 page hardcover is set for August 17th, 2009 in the US (Amazon), September 1st in the UK (DK) and September 28th in Australia (Penguin). SRP for this brand new publication is $40.00 but you can pre-order for much less at the previous links. Don’t forget about the other exciting new release, The Pixar Treasures from Chronicle Books also coming later this year.

Carl Lands in Downtown Disney

With all of Up’s success, Carl decided he’d take a little Walt Disney World vacation.

The house has landed at Downtown Disney where it can be seen by any tourist in the Orlando area who drops by. It is, of course, inflatable just like last year’s WALL•E. That giant version of our favorite little robot ended up at Pixar, so who knows, maybe Carl’s house will too! Check out Jeff Lange’s / Mouse Steps’ video below:

Box Office Buzz: Up Soars to #1 of 2009

If you thought Up was done breaking records, you were way wrong!

Pixar’s 10th feature just broke through a huge barrier: the $250 million mark! That means it has surpassed Cars, Toy Story 2 and Star Trek this weekend. "Star Trek?" you say. Yes, that means that Up is not only the highest grossing 3D movie ever but also the highest grossing movie of 2009 in the US! Even more impressive, it’s only been 4 weeks into release!

What a milestone! Unfortunately, Transformers: Revenge of the Fallen is right on its heels, grossing $200 million in just 5 days. The good thing is that we know it’s not all about the money (up there with 97% on Rotten Tomatoes) and 250+ million is more than enough to keep the Mouse happy with John Lasseter and company. That is, considering it’s the 8th highest grossing animated movie and 7th highest grossing CGI movie ever…

Now let’s come into perspective with the highly successful Pixar instead of competitors which have hits here and bombs there. Right now Up is hovering around the number 4 spot in the studio’s canon. Better yet, it’s about $10 million away from the #2 spot which is claimed by The Incredibles.

Even though Up kept going strong, it did get hit harder than usual by the big robot sequel. Here’s the breakdown: Friday and Sunday both brought in an estimated $4 million with a $5 million Saturday bringing in an estimated $13 million weekend. If the week keeps up how I think it will, Up should surpass Monsters, Inc. by next Friday.

3ds London This Wednesday

3ds Max London User Group Meeting
This Wednesday 1st July

Upstairs at The Black Horse Pub in Central London
6 Rathbone Place, London W1T 1HL


18:30 Doors Open

19:00 Intro and Announcements. Following times approx.

19:15 Show and Tell. There were lots of brilliant presentations last month, everyone enjoys this part of the evening so bring along your USB keys and DVDs etc.

19:45 Jamie Gwilliam (Autodesk 3D App Specialist) has some great stuff to show everyone this month, including an overview of CAT and Mental Mill. Jamie is also presenting (different stuff!) at the Autodesk 3D Technology Roadshow the day after, along with 3ds London regular Mike Owen (Burrows Nvisage) and Blitz Games Studios (details at BlueGFX).

20:30 Wrap up, subject to Jamie!

All welcome, come along for a drink, Simon

Sunday, June 28, 2009

EVGA Geforce GTX 285 FTW Review

Evga Geforce GTX 285 FTW



PCGHX has done a quick review of the EVGA GeForce GTX 285 FTW (FTW = For The Win). This EVGA’s product is the fastest GeForce GTX 285 on the market and pre-overclocked frequencies almost reach the absolute maximal values.

Here are the features of EVGA’s GeForce GTX 285 FTW:
- GPU: GT200b @ 720MHz (ref=648MHz) / 55nm
- Shader cores: 240 @ 1620MHz (ref=1476MHz)
- Memory: 1024Mb GDDR3 @ 1390MHz (ref=1242MHz) / 512-bit
- 3D APIs: OpenGL 3.1 + Direct3D 10.0

Loudness, cooling and power consumption:

Evga Geforce GTX 285 FTW + FurMark

Especially in the stress test Furmark the fan has to work hard to keep the card cool. It is running at 95 percent and doesn’t leave a big margin for further temperature raises – the noise level reaches 8.7 sone which is quite loud.

Quality Seconds


The virtual residents of Second Life do $1.7 million in business every day. As online worlds expand, 3D entrepreneurs are establishing a lucrative new business model.

Most people would have considered it impossible to make money from a virtual world – but this was before the online 3D environment of Second Life was created in 2003. Here, cyber-land is bought and sold, markets selling virtual goods thrive and a new currency has been created – one that can be exchanged for US dollars). In just a few years, Second Life has enabled entrepreneurs to get rich, even become real-life millionaires.

One of the first people to hit the headlines for making his fortune from Second Life was the self-styled cybersex porn mogul Kevin Alderman, aka Stroker Serpentine. He took his first entrepreneurial steps into the game three years ago: “I didn’t know how to build things, so [selling] sunglasses seemed an easy option. But I quickly noticed there wasn’t much around allowing real interaction.” By this, Alderman means internet sex, an activity in which 40 per cent of Second Life’s resident population now engage, according to his 3,000-strong research group.



To capitalise on these lusty in-world passions, Alderman developed SexGen, a scripted, menu-driven animation system that enables two or more avatars to engage in a colourful array of virtual couplings. “We made a sex bed and they came!” he laughs. And that was just the beginning. In March 2007, he sold his virtual Amsterdam sim for $50,000. The annual turnover of his adult entertainment empire, Eros LLC, now exceeds six figures.

What’s interesting about Alderman’s success from a computer graphics business perspective is that he had no professional background in 3D production. Nor did virtual property developer Ailin Graef, aka Anshe Chung, the first Second Life resident to become a millionaire through profits earned entirely in the virtual world. Nor former Norfolk factory worker Chris Mead, who quit his job to become a stay-at-home dad and now earns over $90,000 selling PG-rated couple animations. In fact, all of the top five developers responsible for creating content for Second Life are newcomers to the 3D industry.

So why have 3D professionals been slow to take up the challenge? Low poly counts and limited texture resolutions have meant that, for some, Second Life is artistically unappealing – a fad, perhaps, or a world for game geeks that serves no useful real-world purpose. But with over 8.2 million residents, and a population rising exponentially, what’s clear is not only that it offers abundant business opportunities, but also that it’s redefining the web as we know it. 25 million users are predicted to enter the world by March 2008. Many are comparing the early days of Second Life to those of the web in 1993. “Virtual worlds are here to stay,” says Chris Carella, creative director at the Electric Sheep Company. “They’re a new emerging medium, and we’re only just starting to scratch the surface of what we can do.”

Developed by San Francisco-based Linden Research Labs in 2003, Second Life is built, owned and inhabited entirely by its residents. Unlike the massive multiplayer online role-playing games that preceded it, Second Life lacks a narrative structure. SL users, known as residents, are free to do as they wish – whether that’s starting a business, taking a job, attending a rock concert, getting involved in a political protest or interacting with strangers from afar.

In this three-dimensional MySpace of the future, anyone who’s anyone is developing a virtual presence – from individuals and educational establishments through major corporations, like Nike and IBM, wanting to attract new customers. Business opportunities in virtual worlds are nothing new, and have been on the rise since 2004, when an island in the MMORPG Project Entropia made headlines by selling for $26,500. With annual global virtual asset trading now estimated at somewhere between $650 million and $1.5 billion, and an impressive $1.7 million traded daily on average in Second Life, it’s not hard to understand why 3D content developers want a piece of the action.

With abundant opportunities, how can the 3D professional best go about earning an income in Second Life? Depending on the kind of account you have and when you created it, you may already be earning an automatic weekly stipend of between 50 and 300 Linden Dollars (L$, the in-world official currency). Given that the exchange rate averages around L$266 to the dollar and virtual T-shirts retail at around L$5, the stipend is enough to buy a decent change of clothes, but isn’t quite going to allow you to pack in your day job. The most straightforward way of earning your second income is by taking a virtual job. Opportunities abound for gigs as a dancer, bouncer or events host, but as with real life, skilled work brings better pay.

BRINGING IN THE PROFESSIONALS
That’s good news for professional 3D artists. Contracting as a modeller, texture artist or scripter can earn between $25 and $60 per hour, according to Brian Regan, COO of digital industry recruitment agency Semper International. Hourly rates still fluctuate wildly, and have yet to be established. “One of the issues is that around 60 per cent of SL residents are from outside the US, and try to charge higher rates that they think the US economy can bear.” Postings for contractors are plentiful on the SL forums. Alternatively contact Semper International directly. They’re currently recruiting a couple of people every month for jobs creating Second Life content.

“There’s a real need for 3D artists in Second Life,” observes SL resident artist Scott Kildall, a former C++ programmer. “Right now, there are a lot of hacks out there and the economy is undervalued. It’s hard to find quality builders who will make custom models and environments. More and more corporations and non-profits are moving in. They have money and will hire out good 3D artists to make their presence known.” If contracting isn’t for you, or the rates are unappealing, what about taking up a staff post with one of the major content developers? You might even be able to work from home. Although it’s based in New York, the Electric Sheep Company employs 12 artists who work remotely from around the US. Most were found because of their impressive folio of work created within Second Life.

For those who aren’t looking to swap their full-time VFX or games studio job for the equivalent daily grind working for an SL developer, why not start off your own business? “If you’re creative, technical and good at dealing with customers, starting out on your own can be very rewarding,” says Catherine Winters, co-author of Second Life: The Official Guide. The largest consumer market in Second Life is for clothing. “People spend hundreds of dollars on having a well-designed avatar,” notes Winters. “It’s a way of personalising the experience. In Second Life, you create a much greater affinity with your avatar than say you would in World of WarCraft. People soon start abbreviating their avatar to “me”. They really build this strong emotional connection. It’s also interesting that the longer people spend in-world the more likely their avatar is to start looking like themselves.”

Developing content within the virtual world is pretty straightforward, particularly for those well versed in 3D. “What’s great is that you can very quickly pick up the tools and they’re fairly robust,” says Winters. “Having familiarity with texture- painting gives a huge advantage, as without great textures, objects in Second Life don’t tend to look that great.” Until the advent of the recently launched sculpted prim, it was generally quicker to model within Second Life, but now models with baked-in, prelit textures can be exported from Maya and other packages, opening up the world to 3D professionals. (See the comprehensive SL Wiki for more.)

Once you’ve textured your model, and possibly animated it within Maya, Blender or Poser, you can duplicate it and sell as many copies as you want. Then it’s just a question of choosing how you want to sell the items. There are a number of virtual marketplaces including the SL Boutique and SL Exchange, or you could set up your own virtual shop, in-world. Bear in mind you’ll have to choose a suitable plot, purchase the land, pay monthly maintenance fees (from $5 up), and build the shop yourself.

”Most merchants use SL Exchange in addition to having locations in Second Life to increase their exposure,” says Jay Geeseman, aka Apotheus Silverman, founder of SL Exchange. Items are listed for free, and a small commission is taken from sales. May 2007 saw 140,000 items and L$40 million traded in the marketplace. “There’s a big push toward highly usable environments, and a relative lack of professional quality items that could be used to provide or enhance such environments. Good products exist, but mostly they show an overall lack of that professional quality we are used to having with other software.” The business model for selling consumer goods in Second Life is through micro-payments. Given that an average T-shirt retails at just a few Linden dollars, you’ll have to shift several thousand before you start making a reasonable income. Uniqueness adds value, so creating one-off customised scripts or personalised avatars is a good way of increasing your turnover.

The big money lies in developing virtual shop-fronts and environments for the corporate market. If you’re considering this, remember Second Life is primarily a social space. “The major design challenge is in understanding how people will use a space. That’s why we create people-centric projects,” explains Carella. ”In many ways a virtual world is like a TV channel or a blog. People tune in to see fresh content. In Second Life we create that through events, having musicians play live, trivia nights, etc.”

Events aside, for architects and industrial designers Second Life is proving its worth in virtual prototyping. Real-life architect Jon Brouchoud runs Wisconsin-based Crescendo Design with his wife. They use Second Life to allow clients to explore their designs for new houses. Clients can give feedback on the feel of the space, landscaping, even the paint colours and furnishings. “It was a little challenging at first, having our clients learn how to use their avatars. But as most of our clients are young and tech-savvy, they tend to think Second Life is cool and want to engage with it.”

Second Life offers ample opportunities, many of which have yet to be conceived. Established 3D studios have been slow to respond to the potential, but that’s changing. Framestore CFC has been investigating Second Life and other alternative worlds for some time. “Our in-house design team are looking into creating a Framestore CFC island on Second Life to showcase their abilities,” says Amy Smith, recruitment and HR officer. The project is still in its early stages, but the London-based VFX and animation studio has plans for a recruitment presence to tap into the huge amount of talent that exists within the Second Life world. Across the pond, VFX studios are taking a similar view – these are early days, but progress in Second Life and alternative worlds is being carefully monitored. “We don’t conduct interviews within Second Life as of yet, although I’m sure it will happen in the future,” says Diane St. Clair, executive director of Digital Production at Sony Pictures Imageworks.

Until the major film and games studios jump on the bandwagon, the gates are wide open for CG artists to establish themselves on the frontiers of 3D. While the roads are still uncharted, there are business opportunities here, ripe for the picking. If you want that second paycheck, now’s the time to get on board. “Find an untapped niche market and expand. Don’t try and reinvent the wheel,” advises Kevin Alderman. “Making money in Second Life is like making money in the real world,” adds SL Exchange’s Jay Geeseman. “It takes a great idea, a well thought- out business plan, and the will to make it happen. There is plenty of money to be made, and as Second Life’s technology and economy continue to improve, things are only going to get better.”


The Ten Commandments of Second Life
Considering going it alone in Second Life? Here are our top ten tips for starting and succeeding with your own business in a virtual world

1 Research your new marketplace. Spending time getting to understand Second Life is vital. Talk to other residents about services or goods they might need, or how existing products could be improved.

2 Look carefully at what opportunities might have opened up with the latest release of Second Life. The recent release of sculpted prims, for example, means a new market for sculpted modelled designs.

3 Play to your strengths. If you have never been any good at creating organic models, launching yourself as a bespoke avatar designer probably isn’t your best bet.

4 Check out the competition. List the strengths and weaknesses of other competitor products, and consider why SL residents will buy from you instead of the existing vendors in the market.

5 Plan carefully what you’re going to need to launch your new business. Can you set up alone, or are you going to need to recruit staff and hire workstations?

6 Avoid unnecessary financial costs. It’s better to be paid in L$ than through PayPal, which will charge you for every transaction. Similarly, remember that converting money to and from L$ will incur fees.

7 Bear in mind that some products will cost less to make than others. Sound files, textures and animations all cost L$10 per upload.

8 Consider whether you’ll need to buy land and build your own shop to sell your goods in SL. If so, factor the expense into your budget.

9 Setting up a venture in Second Life is just like starting any business. UK residents who are keen to take it seriously can sign up for free mentoring and inexpensive business courses at www.businesslink.gov.uk.

10 Price your product according to the marketplace. Make sure you cover your overheads, then thoroughly research the pricing of the competition, before you decide.

cmiVFX Launches Blender Organic 3D Modeling Techniques

Watch High Definition Training Videos For The Visual Effects Industry Instantly From Anywhere In The World.

Princeton, NJ., June 28th, 2009 — cmiVFX | cmiStudios launches a brand new video for the open source project called Blender. This application has set the bar for open source development everywhere. Its robust set of tools were created by the world, for the world. Blenders recent builds have put it in the upper echelon of the animation production pipeline. It can be used to do everything from Painting to Compositing and everything in between. This video release focuses on true, tried and tested modeling techniques that can be used for production level animation. Since Blender is free, we suggest that everyone takes a look at this video. it will NOT disappoint! When it comes to high end CG and VFX training, there is only once choice... cmiVFX. This video is available today at the cmiVFX store. cmiVFX Video Player Online Store http://cmivfx.com/store/Browse.aspx?Category=6

Product Announcements — Blender "Organic 3D Modeling Techniques"
http://cmivfx.com/Blender3D_Trainin...es/default.aspx

Blender in production process and setup:
Take your Blender skills to the next level! This video will take you through the process of creating a high-detail model of a mammoth in Blender. You will learn how to make efficient use of Blender’s modeling tools, including not only box-modeling and poly-by-poly-modeling, but also how to use the modifier stack and how to use multi-resolution, sculpting and the re topology-tools.

Foundation Workflow:
Setup background-images to have your reference-pictures right in the viewport. Use the grease-pencil to trace images to create a better outline. Paint in 3D-space, use layers and define custom-colors to create flexible and even animatable modeling-references.

Mesh Modeling:
Learn how to efficiently use Blender’s mesh-modeling-tools. See how the knife-tool works and how you can easily control the edge-flow with the knife in combination with loop-cuts. Rotate edges and faces to quickly adjust your topology.

Modifiers Interoperability:
One of the many nice features in Blender is the modifier-stack. By combining multiple modifiers like for example mirror, array, mesh deform, smooth and subsurf-modifier you can create complex shapes out of just a few vertices.

Weight Mapping For Manipulation:
Use vertex groups to control the area that should be affected by a modifier and use weight-painting to have an intuitive way of controlling the influence of that vertex-group. All that can be done easily and in a non-destructive workflow that let’s you make changes and corrections until you are satisfied and, if needed, let’s you finally apply the modifiers and make these changes “real”.

Sculpting Tools That Rival Expensive Commercial Solutions:
Another great feature in Blender are the sculpting-tools. Especially for organic modeling there couldn’t be an easier and more intuitive way of working than just paint volumes onto your mesh, pinch areas, smooth details and so on without having to care about vertices. Use multi-resolution to interactively subdivide your mesh and work on the different levels. Rough out the volumes on lower resolution levels and fine tune your mesh on high res-levels. Customize your brush with procedural textures, or create your own brushes by using blenders built in image editor.

Retopology:
Sculpting often leads to high-density meshes that are great for stills or texture-baking but completely unusable for animation. The solution for that is to rebuild the geometry by using Blender’s retopo-tools. Simply paint your vertices and edge-loops onto the mesh according to the topology and let Blender take care of the rest.

Shrink Wrapping:
Combine the retopology tools with the shrinkwrap-modifier and paint props like cloths, coat or armor right onto the mesh while using an offset that will prevent your meshes from intersecting. Create perfectly smooth surfaces with the subdivision-surface-modifier and use the crease-tool end edge-split-modifier to create sharp edges.

About the Author:
Sebastian K?nig is a german 3D-artist who is working as a freelancer and CG-instructor for several years now. During his studies for Education of Art he discovered the joy of modeling and creating 3D-Animations with Blender and hasn’t stopped ever since. Being a passionate Blender-User he has been teaching Blender at the University of Art and Design Halle/Germany and is also giving online-classes. He has been working for various studios and companies as a 3D-Artist and freelancer. During the dozens of projects and jobs he completed with Blender he got a profound knowledge of almost every aspect of this great Open-Source 3D-application.

About cmiVFX
cmiVFX is the leader in High Definition Video Training for the Visual Effects Community. To test drive the new cmiVFX TVOD © system, visit http://www.cmivfx.com/cmi_vod.html For additional information about cmiVFX, visit www.cmivfx.com.
© 2009 cmiVFX | cmiStudios. All rights reserved.

Cars Website Gets Revamped

Rev your engines for the completely redesigned Cars website!

The updated official site doesn’t just focus on the movie like it did previously but also on products and even theme park attractions! When you first log on, you’ll notice the Radiator Springs themed home page featuring character’s you can scroll through and a video player, nice touches.

The menu includes everything a Cars fan would love. The Videos section features clips from the movie and Cars Toons. You can find Games like the The World of Cars Online and others found throughout Disney.com conveniently compiled on the site. An especially cool feature is the Characters section that profiles 16 memorable cars with bios, specs, downloads, photos and videos for each. Of course there are many other links to explore pertaining to the movie and the expanded universe.

Cars 2 and Carsland aren’t acknowledged on this site at all, so we should expect a huge update on the page in the next year!

Custom 'I'vor Contest : NaP & SILO

Here's a chance to use your favourite apps and take a premade mesh and UV supplied by the great Glen Southern and tear it apart to create your own 'I'vor!!!

Pop on over to NurbsAndPolys to use any applications to modify your 'I'vor.

Or, if you prefer you may head over to Nevercenter for the SILO only version of the contest.

10 defining moments in CG history


In the early days of the 1970s, just a few seconds of computer generated 2D animation was expensive to produce and considered a huge innovation. But today entire motion pictures are being produced using 3D animation and released in stereoscopic digital 3D. All the hard work of the modellers, FX supervisors and animators jumps right out into your lap. None of it would have been possible without these top groundbreaking moments in the history of CG...

Futureworld (1976)

The little-known sequel to Westworld was the first picture to use 3D computer animation. Computers were used by Triple-I to render a hand and face that were then composited traditionally into a shot. The following year, Star Wars used vector 3D visuals when the pilots are being briefed for trench run attack on the Death Star. (Yes, we know the trailer‘s in German – if you can find an English version, let us know!)

Tron (1982)

It made no money for Disney but with 17 minutes of CG including the jaw-droppingly stunning light-cycle sequence, Tron inspired a generation that was growing up with computer games. MAGI and Triple-I were responsible for the groundbreaking CG, which also included an early facial animation, depicting the Master Control Program.

Dire Straits - Money For Nothing (1985)

The Money for Nothing video was the first predominantly computer generated music promo, as well as an early mainstream attempt to animate people. The CG magic was done by Ian Pearson and Gavin Blair who went on to found Mainframe Entertainment.

Jurassic Park (1993)

Just as those giant footfalls sent ripples through that glass of water as the T-Rex approaches for the first time, the 6.5 minutes of footage showing totally believable 3D dinosaurs in this film sent their own tremours through the special effects industry. After their incredible work on this, Terminator 2 and The Abyss, ILM had come of age.

ReBoot (1994)

Running until 2001, ReBoot was the first full-length, full-CG animated TV series. Produced in Vancouver by Mainframe Entertainment, it featured the artwork of ex-2000AD artist Brendan McCarthy. Like Tron it takes place inside a computer, with various characters named after 3D processes, such as Ray Tracer, Phong and Dot Matrix.

Luxo Jr (1996)

The Oscar-nominated short Luxo Jr launched catapulted the small studio Pixar into the limelight, and launched the career of director John Lasseter. It paved the way for later releases like Toy Story. Today Lasseter is Chief Creative Officer at both Pixar and Disney. The first use of Renderman, and the first all-CG Academy Award nominee.

Bunny (1998)

Hairy creatures and a number of other techniques Blue Sky Studios were experimenting with (such as radiosity) went on show in this highly entertaining film directed by Chris Wedge. Bunny won an Oscar and the studio went on to make the Ice Age movies, inspired their many competitors, and were taken over by Fox Filmed Entertainment.

The Matrix (1999)

Voted the number one 3D movie of all time by 3D World readers, The Matrix featured Academy Award-winning visual effects by Manex. The key moment is its innovative bullet-time sequence where Keanu Reeves is captured by 122 cameras in sequence dodging gunfire. The cameras were removed from the scene, replaced by a virtual backdrop.

Final Fantasy: The Spirits Within (2001)

Like Tron, The Spirits Within was a box-office bomb. But this gutsy piece of innovation avoided the cartoon route most animated features take, presenting a sci-fi story in convincingly realistic full CG. Its digital actors have inspired FX directors across the industry.

Chicken Little (2005)

Disney’s film about a baseball-playing chicken had a forgettable story, but it was first full length 3D movie released in regular movie theatres using the RealD 3D system. Today, a slew of stereoscopic digital 3D movies are being released, with plastic glasses distributed to viewers, and the technology is being touted as the future of cinema.

HitMonsters.com Logo Contest

HitMonsters.com, new groundbreaking website (coming soon), "the new home for music makers and music lovers", needs a logo.

We need the logo to be a high-def 3D monster (in the vein of The Hulk...) holding the name "Hit Monsters" between his fists. We are open to other kick-ass ideas.

This is a great way to promote your work! International exposure!

Submit your work to hitmonsterscontest@gmail.com before July 6.

The Beatles: Rock Band Intro

This is pretty awesome!

http://vimeo.com/4989545?pg=embed&sec=

WALL•E Lands a Saturn

No, you have not gone back in time, it seems that it’s still awards season for our favorite little robot!

WALL•E recently took home the Saturn Award for Best Animated Feature! The Saturn Awards honor the best in Science Fiction, Fantasy, Horror and Action/Adventure/Thriller movies and TV. Of course, the awards show was dominated by big summer blockbusters like The Dark Knight and Iron Man.

It’s ironic that around the same time the Academy announces that it will have 10 Best Picture nominees instead of 5, this awards show takes place. For now the Saturn’s are the only place where it’s a sure bet Sci-Fi and big summer movies will be treated equally. Last year, movies like WALL•E and The Dark Knight would’ve benefited from this change as well as the Oscars itself which are suffering in the ratings department. I guess a movie like WALL•E was needed to finally change this for movies like Up.

But this is a post about WALL•E’s millionth victory and not about bias at some ceremonies, just thought I’d bring that up! So congratulations to Andrew Stanton and the WALL•E crew for yet another extremely deserved award! Check out the full list of winners here and a list of nominees here!

r|shaders for 3ds max news

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Actually you can see some additional infos about the
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Transformers 2 :: Production Focus

Plastic Wax created the cinematic for the Transformers 2 game. Check out the work, the animatics and the cool explosive works. Click the image.

Terminator Salvation Case Study



Read about how Asylum VFX used Houdini's auto-rigging tools to help bring T-600 robots and the robot version of Marcus Wright to life. Given the detail needed to set up a realistic robot, Houdini was used for both the rigging and animation. Asylum chose Houdini because of its digital asset pipeline which would allow several different people to work on the same rig at the same time making it easier to bring all the parts together for final output.:

http://www.sidefx.com/index.php?opt...=1539&Itemid=68

Specs appeal


Put away those blue-and-red glasses. Stereoscopic films may be back in vogue, but the new breed of projection systems have little to do with the old anaglyph technology. We probe Hollywood’s claim that true 3D filmmaking is here to stay.

The term ‘3D’ may have belonged to stereoscopic cinema long before CG came along, but that’s not necessarily something to be proud of. True, stereo films were wowing audiences as far back as 1903 when the Lumière brothers made a blurry train wobble about on the screen for up to a minute, but until recently, the format has yielded more novelty than substance.



Stereoscopic films briefly came back into vogue with the moviegoing public during the 1950s and 1980s. But their B-movie shock tactics and disorientating technology left audiences with nothing more than a mild headache. Anaglyphic projection, and those iconic blue- and-red specs, are now just a footnote in cinema history. Stereoscopic film making is a gimmick, a cinematic dodo too stupid to survive. It’s rightly dead.

So why is every studio of note intent on digging the corpse back up? Sony Imageworks shocked life into the beast when it had success with 3D screenings of Open Season and Polar Express, using the new breed of digital stereoscopic display systems. Then Disney Digital 3D let the monster loose on the townsfolk by running 3D versions of Chicken Little that pulled in a per-screen box office average two to three times that of the 2D version. When Meet the Robinsons came out in March this year in the US, the 13 per cent of the cinemas showing the 3D version took over a quarter of its opening weekend’s box-office gross.

You don’t need the new generation of polarised 3D glasses to see that projected earnings have been the first things studios have tried to reach out and touch. Addressing industry analysts at a Bank of America conference, Michael Campbell, CEO of the top US movie theatre chain Regal, pointed out the value of switching to the new digital projection systems. He claimed that box-office results from the handful of films made with digital 3D technology released so far have convinced him that audiences are happy to pay $2.50 to $4 on top of the regular ticket price, preferring them by a two-to-one margin to standard screenings.

Now DreamWorks has announced that by 2009, by which time nearly 6,000 cinemas in the US will be 3D compatible, its animated films will be produced using stereoscopic 3D techniques. The new wave is here, and experts predict that there will be well over a dozen live-action and animated 3D films in theatres by the end of the decade.

Chequebooks have flipped open and several big-league directors have been appointed to the helm of mega-budget 3D projects. James Cameron has confirmed that his big-screen comeback, Avatar, will be a state-of-the-art sci-fi movie filmed entirely in 3D. Director Robert Zemeckis is bringing Germanic poetry to life (metaphorically) with Beowulf. And although details about DreamWorks’ Monsters vs Aliens flick are sketchy, it has announced that the film will open on the lucrative Memorial Day weekend holiday in the US in 2009, the same day as Avatar.

3D treatments of 2D films look like a financially viable way of dusting off old films for a second money-spinning airing as well. Tim Burton’s The Nightmare Before Christmas is being converted by ILM and Disney into 3D for an October US release, and George Lucas has said he’ll open the vaults to certain space- based epics in his back catalogue. Even Irish rock gods U2 will be competing for theatre space after their full-length concert film U2 3D wowed the preview audience at Cannes in May. Nearly every household-name movie studio has at least one or two 3D titles in production, though few release dates have been written in stone. But as DreamWorks’ CEO Jeffrey Katzenberg observes, making animated films in 3D adds close to $15 million to the costs of production. This means that while it might be an expense that fat-cat studios can write off, it’s not an option that small-budget films can try as well. “The mainstream of moviemaking is going to be the 3D experience,” says Katzenberg. “And consumers will pay a premium.” It looks like the studios are willing to spend money to make money, but even a cursory flick through the history books suggests that stereoscopic 3D has no real staying power. So why do they think that it will be any different this time around?

POLARISING OPINION
Technology that actually works is the driving force behind this resurgence. Stereo viewing systems have come a long way from the old anaglyph days, and cinemas have come a long way from the B-movie fleapits. Although there are competing digital technologies in the works, including a highly anticipated system by Dolby, LA-based company Real D is the only one commercially available today. Promising 1,000 installations in US cinemas by November this year, Real D is working with virtually every major studio, and about 25 different production companies, to develop 3D-ready projects to run on them.

Advancements in technology mean that Real D’s projection quality creates a seamless perception of depth, allowing the audience to forget all about the ‘effects’ and engage in a world of rich perspectives and pin-sharp detail instead.

Joshua Greer, president and co-founder of Real D, says the technology “is finally at a point where you can deliver an incredibly high quality, comfortable 3D experience.” The technique requires its own brand of glasses with circular polarised lenses, crucially allowing wearers to move their heads without losing the 3D effect. The set-up includes a single projector, with a liquid-crystal screen placed in front of the lens, and a specially formulated silver screen. Images are then beamed to the audiences’ left and right eyes at a frame rate of 72fps, making the image look continuous and appear to leap out of the screen in a credible way. Like all new technology, however, it carries a hefty price tag. If a theatre already has digital projection, an upgrade to a Real D system costs about $40,000 to $50,000 upfront, with annual fees of about $25,000 on top of that.

It is costly advancements like this that are out to shame the distorted blue-and-red images that the early attempts at 3D yielded. The new aim is to make the 3D elements of a movie vital to the story so that audiences engage with the plot rather than just ‘coo-ing’ at the cheap effects. “What is really exciting is the way that content producers are thinking about 3D,” says Greer. “They realise that this is simply not a fad or a gimmick, but a whole new way to tell stories and entertain. Films like Robert Zemeckis’ Beowulf should really elevate the medium when they’re released.”

IN-DEPTH STORYTELLING
Buzz Hayes is the senior producer of stereoscopic feature films over at Sony Pictures Imageworks, the studio responsible for creating Beowulf. He’s seen 3D cinema come and go, but thinks if it’s to have any staying power this time around it will have to be developed as a complementary layer to the film narrative, rather than just a gimmicky effect. The art form must develop alongside the technology, it seems. “It’s nice to have the novelty of 3D. But it must have a reason to be in the story,” says Hayes. “Success will be down to what I call ‘stereoscripting,’ where the 3D version of the film is produced in tandem with the 2D version. In Monster House [the production crew] started the 3D take on the film two months before the 2D version was finished. This meant the 3D team had to go into the archives and set up two cameras to turn the shots into 3D, which was difficult as you’ve got artists re-working shots that they hadn’t seen being made. With Beowulf, we are shooting both at the same time.”

Hayes thinks that what will sell these new 3D films is subtlety, as opposed to the constant big wow factors the previous waves of movies employed. “You’ve got to mix up the subtle with the exaggerated,” he says. “It’s tempting to make everything jump out, but while foreground objects can give good perspective, for instance, they can become distracting if constantly brought out. You need to focus on the action, like on who is talking. There is no need to beat people over the head with 3D in every frame.”

Despite the hype surrounding 3D, it is clear that the movie business is driven by content as well as format. 3D veterans like Hayes understand the potential novelty trap of 3D and he knows that this new film technique will require a different approach to normal movies. Hayes’ way to do that is by recognising that the brain needs an extra beat to take in the 3D image on the screen, which is why he employs longer shot lengths to give viewers more time to linger on all the information they’re presented with. “On Monster House the average shot length was four seconds,” says Hayes. “With Beowulf we aimed for eight.”

PROJECTED EARNINGS
Damian Wader from In-Three, the California-based stereoscopic 3D facility tapped to produce 3D versions of Lucas’ Star Wars franchise, notes that the new 3D technology has emerged at the same time as advancements in digital cinema systems and CGI film production. He thinks this makes true 3D a more viable option than ever. “The quality is there, both in production of content and the projection of it,” he says. “The dramatic impact has always been there, even when [the quality] was lousy, but now that new standards are being set, it’s starting to create a groundswell of excitement in moviegoers.”

With current spirits high and the money flowing, it looks like the 3D bubble is expanding healthily. Theatre owners are sold on the prospect of wrestling the dwindling numbers of patrons from the comfort of home cinemas, and studios have found a counter-attraction to the cheapness of pirated movies. But is this just the boom before the bubble bursts again? Will production reach a plateau and level off like it has in the past? Buzz Hayes sees through the ‘second coming’ hysteria, resigning this new wave of 3D to a niche, but profitable, market in the future. “I think it’s unlikely that every new film will be made solely in 3D,” he says. “But I do think that 3D films will fill a similar role to today’s blockbusters. It’s conceivable that, just as VFX films comprise the majority of big box-office releases today, 3D could take over this segment of productions in the not-too-distant future. It’s already proven that 3D films are more attractive to audiences than their 2D counterparts, as most 3D films in the past three years have taken nearly three times as much of their gross.”

So can we avoid a new case of been there, done that, got the headache? If this new wave of 3D technology is going to succeed in reinvigorating the cinematic blockbuster, it will have to learn from its past mistakes. But if the fledgling industry can keep on developing a comfortable and unobtrusive format, for filmmakers that are sensitive to the subtleties of 3D storytelling, then it just may be time to raise those glasses in appreciation of stereoscopic 3D again.