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Saturday, June 13, 2009

10 tips to turn your 3D degree into a job


Don’t sit back and expect your course to do all the work. Ensure that you get the job you want on graduation with our 10 practical tips for getting the most from your education

01 Do preliminary research before choosing a course

NAME Phil Organ
JOB TITLE Senior lecturer, School of Digital Media, Swansea Metropolitan university
ROLE Educator
While it’s impossible to fully appreciate what three years of undergraduate study will entail until you’re actually there, try to get a taste for the various aspects of 3D in advance. “I would always suggest that prospective students spend some of their time in preparation for a course looking at tutorials, downloading trial versions of software and studying jobs available to see what employers look for in these roles,” says Phil Organ. And if you still find yourself choosing the wrong career path, don’t be afraid to speak up. “Once there, if you find that the course isn’t what you were expecting, talk it through with the staff. There will always be options to transfer or advice on what to do next.”

02 Ask questions of the college before signing up

NAME Jim McCampbell
JOB TITLE Computer animation department head, Ringling College of Art and Design
ROLE Educator
Don’t assume that all courses offer an equal standard of education. Start asking questions of the university before you decide upon a programme of study. Ask about awards won by past students, how old/fast the workstations in the department are, the lecturers’ experience, what key skills are taught, how many visiting industry lecturers there are, and which studios they work at. “Also ask for clear evidence of the school’s success with placing graduates,” says Jim McCampbell. What was the size of last year’s graduating class? How many of those graduates found jobs in the industry? A college that cares about you as an individual will take the time to answer your questions.”

03 Forget about short cuts: sign up for a full degree

NAME Andy Boyd
JOB TITLE CG Supervisor, Method Studios
ROLE Employer
Given the wealth of shorter-term 3D training available, it can be tempting to think that there’s little point expending time and money on a three or four-year undergraduate course. Shorter courses can certainly prove valuable when it comes to teaching vocational skills, but there’s no substitute for the rounded education a good degree course can offer. “There are a lot of short courses out there now, some very expensive,” says Andy Boyd. “I really think these are no better than teaching yourself. As much as I’m a fan of being self-taught, graduates, especially those whose degrees spend time on maths and basic programming, have a much better foundation to build on.”

04 Pick a course tailored specifically to your needs

NAME Sofronis Efstathiou
JOB TITLE Programme Leader, MA 3D Computer Animation, Bournemouth University
ROLE Educator
While there are thousands of courses available for ‘3D animation’, no two are really alike. Some will be more geared towards ‘standard’ industry work, while others will aim to produce graduates with loftier aims. “Students need to decide whether they wish to work within the private sector or be grant-funded filmmakers,” says Sofronis Efstathiou. “Would-be independent animators should look for a focus on things like project management and production, copyright and intellectual property, business skills, scriptwriting and narrative development, history and theory. Modules of interest for industry-geared candidates will emphasise CG fundamentals; standard pipelines, tools and techniques; programming; observational studies; and best practice.”

05 Sign up for additional drawing or painting classes

NAME Tom Dillon
JOB TITLE Pipeline manager, Blur Studio
ROLE Employer
Many studios, particularly those dealing in character animation, place great store in traditional art skills. Consider refining yours, either by undertaking a foundation course first or enrolling for additional classes while studying for a degree. “Traditional painting and drawing classes are important in order to really learn to ‘see’,” says Tom Dillon. “I also tell students to look at a lot of different artists and different areas within the creative world. If you are excited about painting, look at a lot of different painters and paint. If you are interested in philosophy, read. If you like comic books, look at all of them and draw. School is the time to explore in order to find out what really turns you on.”

06 Don’t forget the basics: study Photoshop as well

NAME Alan Mealor
JOB TITLE Art manager, Bizarre Creations
ROLE Employer
While immersing yourself in 3D modelling and animation, it’s easy to forget that basic 2D skills need honing, too. “Know Photoshop!” warns Alan Mealor. “Texture creation is by far the most important part of your skillset as you leave university. It seems to be overlooked in too many student portfolios, but so many jobs in the industry hang on good texturing skills. A low-poly model can be made to look amazing with a good texture, but a good high-res model can be made to look poor with a bad texture.” If your course assumes that you already know more 2D than you actually do, teach yourself with the aid of the many training DVDs currently available.

07 Seek professional feedback on your work from the start

NAME Martin Bowman
JOB TITLE Digital animation senior lecturer, University of Hertfordshire
ROLE Educator
Don’t let your education become a passive experience: actively seek feedback on your work from people outside your college, then use the contacts later. “Post your work on forums like CGTalk and ask professionals to offer advice on how to make it better,” suggests Martin Bowman. “The more your work gets seen, the more likely you are to make contact with other people. It’s also a good idea to socialise with students in years above you, as this can help you get work when you graduate.” Bowman also suggests attending as many conferences, festivals and professional body meetings as possible. “Don’t be afraid to pass out your work and ask for advice.”

08 No one likes a prima donna, so collaborate: don’t compete

NAME Sarah Hill
JOB TITLE Animation supervisor, Vancouver Film School
ROLE Educator
Remember that today’s classmates will be tomorrow’s work colleagues, and that any ties between your university and the industry will further expose you to potential employers at an early stage. “Be nice, as your reputation while in school will follow you into production, and you don’t want to establish yourself early on as someone who is hard to work with,” says Sarah Hill. Your attitude to the work can also affect your chances of employment. “Pay close attention to the constructive criticism you receive and execute every change with as much professionalism as you can manage. Employers look for people with great skills, but the other important factor is whether they will fit in. Compatibility is a major factor in whether someone makes the final cut.”

09 Think about postgraduate education early in your degree

NAME Jeremy Moorshead
JOB TITLE Animation department chair, Savannah College of Art and Design
ROLE Educator
To get ahead in the job market, many graduates now go on to study at postgraduate level. If you’re sure this will be the right path for you, work to ensure your undergraduate years are tailored appropriately. “For anyone applying for graduate school, I would expect to see a desire to be a filmmaker, with core skills but not necessarily a specialisation,” says Jeremy Moorshead. “There should also be a desire to pursue original aesthetic directions; and an intention to contribute to the body of work in the field. At SCAD, we look especially favourably on applications from individuals with an art background, such as illustrators, who bring great storytelling abilities and creativity to the masters program.”

10 Go the extra mile: do your own research during time off

NAME Vic Rodgers
JOB TITLE HR manager, Double Negative
ROLE Employer
While it’s possible to graduate simply by following the curriculum, it’s by putting in extra hours that you’ll truly impress prospective employers. “There are too many students who simply follow modules and go to tutorials prescribed by the college,” says Vic Rodgers. “The students who get jobs are those genuinely interested in the subject, who spend a lot of time with cameras stuck to their faces and spend many, many hours in their own time perfecting CG techniques. This involves late nights in front of the computer throughout the course, not just in the final year. And if you can’t attend conferences, make sure that when you do have guest speakers, you research [who they are and what they do] in advance.”

USEFUL LINKS

UCAS
UK body for degree applications, offering central directory of courses
www.ucas.ac.uk

Skillset
Government-backed body for UK degree certification
www.skillset.org

The CG Society
Influential forum for 3D artists to share career advice
www.cgsociety.org

Gamesindustry.biz
Leading games industry site: includes education section
www.gamesindustry.biz

Animation World Network
Student area of the leading animation news site
studentcorner.awn.com

Pdplayer 1.0.2 has been released

This new free upgrade adds support for stereoscopic playback, EXR and VRIMG image layers, versioned footage, layer fade in/out and various minor improvements.

Pdplayer is a professional image sequence player and viewer for the 3D, CG and VFX industry, created by Asynthetic and distributed by Chaos Software.

It supports most industry standard file formats including EXR, HDR, DPX, CIN, TGA, SGI, IFF, PIC and VRIMG. Multiple layers can be color-corrected and composed together in real time. The 64 bit (x64) version is not limited to 2GB or 4GB and can use all the available RAM as cache.

Read more about Pdplayer's features »

We continue to improve Pdplayer, adding new features in response to feedback from our users. Point upgrades are free. The latest version, 1.0.2, was released on 11.06.2009 and added support for stereoscopic playback, EXR and VRIMG image layers, versioned footage, layer fade in/out and various other improvements.

VIEW Conference presents the World Wide Short VIEW Award competition for the fifth year running.


The tenth VIEW Conference 2009 is to be run in Turin, ITALY 4 - 7 November 2009 under the theme of Digital Convergence. The VIEW Award competition opens internationally and will be announced at the conference.

After the success of the View and Virtuality Award juried in 2005, 2006, 2007 and 2008, the 2009 contest is ready to widen its scope with new themes, new subjects and new contestants. VIEW will include again, for the second year, both students and non-students works.

The 2009 VIEW Award categories:
Best 3D short
This award will honor an outstanding short movie created with 2D, 3D digital animation, or live footage with the integration of digital visual effects. Motion Capture Data can optionally be utilized for the animation. Entries will be judged based on the criteria of Technical Excellence, Originality, Creativity, Design and Aesthetics. The duration cannot be more than 30 minutes.

Best 3D Design
This award will honor the best original 3D model for non-living objects (industrial design, automotive, architecture or any other common use object but not characters). Modeling may be created with any type of 3D graphic software and must be complete with textures or shaders.

Entries, in the form or rendered digital images depicting the 3D model, will be judged based on the criteria for Technical Excellence, Originality, Creativity and Aesthetics.

Best Environment Design / Digital Matte Painting

This award will honor the best environment created with digital techniques: it can be entirely 3D or a mix of 3D graphics and digital matte painting techniques. It may depict an interior or an exterior environment. 3D modeling, rendering and digital painting can be created with any 2D, 3D or digital painting software. The environment must be complete with surface appearance, painted or textured. Entries will be judged based on the criteria for Technical Excellence, Originality, Creativity, Aesthetics and Architectural Value of the piece.

Best 3D Digital Character
This award will honor the best 3D digital character modeled for an animated short film or for a videogame. The character may be created with any software used for 3D graphics. Entries will be judged based on rendering images of the character and on the criteria for Technical Excellence, Originality, Creativity, Aesthetics and Character's Personality.

Best Digital Visual Effects This award will honor the best Digital Visual Effects sequence used in a CG animated or live-action short film. The VFX may be created with any software used for 3D graphics and compositing.

Entries will be judged based on the criteria for Technical Excellence, Originality, Creativity and Coherence with the narrative structure of the short. Please read carefully, all conditions in the submission page before entering. All entries must be received by October 15, 2009

Related links:
VIEW Award entry
VIEW Conference

EAT3d -The Fountain - High Res Modeling


In this demonstration the instructor creates the high res version of a complex modular fountain from scratch with 3ds Max 2010. The sculpting portions of the video are done twice, once in Mudbox 2009 and again in Zbrush 3.1.

This is a 2-Disc Release with over 8 hours of demonstration and has something for everyone.

  • Blocking out the Fountain using a Reference Image
  • Experimenting with the new Containers in 3ds Max 2010
  • Showing the difference between Scene Explorer and Scene Manager
  • Using Stencils in both Mudbox and ZBrush
  • Using the new Decimation Master Plugin for ZBrush 3.1
  • Using the new Graphite Modeling Tools in 3ds Max 2010
  • Using Meshlab to optimize your meshes prior to 3ds Max Import
  • Optimizing the Scene for better Preformance
  • Rendering out the Fountain with Lighttracer and tweaking it in Photoshop

Programs Used: Autodesk 3dsmax 2010, Mudbox 2009, ZBrush 3.1, Photoshop
Duration: 8 1/2 Hours
Instructor: Riki Babington
Download Filesize: 1.6 GB


more at:http://eat3d.com/fountain_highres

E3 shone brightly this year despite this recession. It was like a new birth for the conference.


It’s great to have the old E3 back again. Last years snooze fest featured an abundance of outstanding titles but it didn’t feel like E3. There was no celebration. That’s the whole point of these events; E3 exists to celebrate the accomplishment in art and gameplay. Great titles mark the game industry forever and E3 helps to solidify that mark. If you really feel like the game industry is a big deal then make a big deal about it. If you don’t, then you can’t expect anyone else to. As big as E3 was this year, it still wasn’t as big as it was in past years. Still, it was big enough to occupy the two large halls of the LA Convention Center. An abundance of swag was given out but, still, none of it seemed to be as good as before. If you were a media guy, however, then you were treated to a great amount of free crap.

It was like a new birth for the conference. It’s off to another great start and let’s hope next year is even bigger. Let’s not forget that the games are the real focal point here. I always say that video games are the most engaging and awe inspiring forms of art and animation in the entire modern world today and from what was shown at the show this year, I think you’ll agree. In no particular order, I’d now like to convey my top five game titles at this year’s event based on quality of art and animation; and they would have to be… Muramasa: The Demon Blade, Borderlands, God of War III, Metroid: Other M and APB. Great show all around, it’s going to be fantastic to see all these games in their final forms.

Blender 2.5 - Sneak Peek at New Interface

Blender's new event system is working like a charm, with 100% customizable interface, realtime updates and non-blocking tools.



Check this video to see how I can playback an animation, while modeling, tweaking the interface, checking materials, doing rendering, everything flowing realtime.

Vimeo: http://vimeo.com/5137477

YouTube: http://www.youtube.com/watch?v=bE59xch_1oA

The video is recorded at 1280x800, so enable HD and Fullscreen!, also so you can read some annotations I made there for you to follow what I'm actually doing.

Blender 2.5 is a development version, try it yourself by getting special builds compiled by the community at GraphicAll.org.
(the latest official release is 2.49, bit different than the version shown on this video)

Note: this is not an official video from the Blender Foundation, just user-made.
Enjoy!

A Scanner Darkley Producer Tommy Pallotta releases his latest film, American Prince, for free on Bittorrent

While the MPAA sees BitTorrent as enemy number one, many filmmakers dream of getting their work into the top 100 download list on The Pirate Bay. Filmmaker Tommy Pallotta is one of them. His previous film was already immensely popular on BitTorrent, and he hopes to repeat this success with his latest work.

Tommy Pallotta is an American film director and producer from Texas, currently living in Amsterdam, The Netherlands. Being this far away from his home country is one of the reasons why he became a BitTorrent enthusiast, no further explanation needed for most TorrentFreak readers.

In film circles, Pallotta is known for his outstanding animation work that defines most of his work thus far. His last film, A Scanner Darkly starred Keanu Reeves and was a smash hit on BitTorrent. With more than a million downloads, the movie earned a place in our list of Top 10 most downloaded movies four weeks in a row.

Pallotta’s latest work is something totally different though. It’s a follow up documentary to film legend Martin Scorsese’s cult-classic American Boy that was shot more than thirty years ago. In American Boy Scorsese documented the life of his friend Steven Prince, who was also the inspiration for one of the best known scene’s in Tarantino’s Pulp Fiction. With American Prince Pallotta continues the saga.

Since Scorsese’s original documentary is a rarity nowadays, Pallotta had to ‘pirate’ much of his material on BitTorrent sites and YouTube. In return, Pallotta is giving the film away for free on BitTorrent. This of course caught our attention and we decided to catch up with the director to lear a little more about his motivation to embrace BitTorrent.


Read More:http://torrentfreak.com/scanner-darkly-producer-puts-latest-movie-on-bittorrent-090611/

Film director and producer Tommy Pallotta

tommy


New Pyro FX Tutorials



Learning Pyro FX
Published: June 10, 2009 for Houdini 10.0

In this video tutorial series, we will examine the Pyro FX workflow in-depth and the parameters used to create Fire and Smoke effects. We will also examine how volumetric data is created and recorded, and how to visualize it.

http://www.sidefx.com/index.php?option=com...&Itemid=305

Autodesk launches new version of AREA online community

Autodesk has launched a new version of the AREA — the company’s online digital entertainment and visualisation community. This version provides a more customisable user experience and makes it faster and easier to find and share content. The AREA is also now compatible with all standard browsers running on the Windows, Macintosh and Linux operating systems.

“The AREA community is very important to Autodesk. It is a place where artists can share their work, expertise or opinions, look for jobs or staff and find great resources for the products they are passionate about,” said Marc Petit, Autodesk senior vice president, Media & Entertainment. “Finding and sharing stories, content, tutorials or work-in-progress makes the community a valuable asset for every artist. AREA v.3 makes this easier than ever, so the site is even more powerful for everyone.”

With more than 270,000 members, the AREA is one of the best places for artists using Autodesk media and entertainment or design visualisation products to learn, share and discuss their craft — both with their peers and with people at Autodesk. Membership is free. To join the community, visit http://area.autodesk.com

AREA v.3 New Feature Highlights

A demonstration video showing improvements to the AREA is available on the AREA and the Autodesk YouTube channel.

New features and enhancements in AREA v.3 that help users find information faster include:
Customisable home page: Users can now customise the home page to see only content relevant to their products of interest. The AREA also now offers the choice of a dark or a light user interface (UI).

New image gallery: The new image gallery makes it easier to browse the thousands of images uploaded by users to the site.

Improved search functionality: The search engine is far more robust and allows for faster and more accurate site-wide searches.

New features and enhancements that help users share information include:

New comprehensive Personal Profile section: The new profile section allows registered members to control all aspects of their account and to submit content to the site in one convenient location.

Updated forums with enhanced Network News Transfer Protocol (NNTP): The new forums allow users to receive and post messages, including attachments, through a newsreader without having to log into the website.

New image and file uploading system: The image and file uploading systems have been enhanced to provide more visual feedback. The site now also allows for the creation of thumbnail images directly within its UI.

Roary The Racing Car Production Focus

Roary The Racing Car is a British production about a racing car and his friends. Chapman Entertainment, the creators of Roary and Fifi and the Flower Tots started the series in UK and it has now spread around the globe.

Roary was originally started as a stop motion TV series, it was decided that the use of 3D could be incorporated to be able to extend the possibilities beyond what could be done with real models. Studio Liddell in England was called apon to build the entire Roary set and characters in 3DS Max. The difficulty of this task is it would need to match the live stop motion models exactly and be able to animate and render exactly the same as the filmed version. TV episodes would be using both methods mixed together so any change from one to the other would stand out.

Read about the production and how PEN Productions worked with Studio Liddell to help create the second season of Roary The Racing Car at http://paulneale.com

Craft Director Tools gets 9/10 in 3D World!

I figured I'd take this opportunity to announce this great news! In the latest issue of 3D World, Craft Director Tools was given the fine score: 9 out of 10!

Read more about the issue here: http://www.3dworldmag.com/page/3dwo...xar_issue_of_3d


Some of the pros listed were:


  • Stunning results
  • Easy to use
  • Numerous vehicle and camera types


And this wasn't even the redesigned version of our tools that they tested. Speaking of the redesigned version, here's a little teaser of the new interface:


As you can tell, Craft Director Tools has been renamed to Craft Director Studio. Pretty much every window has been redesigned, the evaluation period of commercial tools has been extended and the distinction of which tools are free and which tools are commercial is much more clear. And a ton of new features in Craft 4-Wheeler Extended: Camber angles, tire pressure and better performance. By using our physics engine to calculate its interaction with the ground it can now interact with multiple surfaces and it's over 10 times faster (that's no exaggeration)!


The redesigned version of our tools will be released soon.

2009 SIGGRAPH Diary :: Event Coverage

I've opened the SIGGRAPH 2009 Diary early this year. We have so much material to discuss before the show, I decided to make a start, and to do it now. I began with a two part interview with Ronen Barzel, the 2009 SIGGRAPH Chair.


CGChallenge 24 - Secret Agent



Here it is, Challenge 24 - Secret Agent.

Your mission, should you choose to accept it, is to depict characters and events involving espionage, gadgets, guns and evil geniuses, via a still image or video.

Learn more, enter, and explore the challenge here:

http://features.cgsociety.org/challenge/secret_agent/

Gnomon Workshop Releases Gears of War Creature Design


The Gnomon Workshop and Epic Games release Creature Design with James Hawkins.

In this DVD Jay Hawkins works from start to finish on the design for a Gears of War creature called the Locust Hydra. Jay covers everything from the intial thumbnail sketch to the final rendering of the concept used for production. He explains his design process using a combination of Adobe® Photoshop® and Autodesk® 3ds Max®. Jay also delves into his experiences in the game industry and at Epic Games, discussing what it takes to be a successful concept artist in today's ever changing and highly competitive market, and emphasizing the importance of teamwork for developing a successful game.

"Working with Jay was an Art Director’s dream. He always tries to find new twists to bring to the mix, both in form and composition of his concepts, but also in his workflow and methodologies. From characters, to creatures, to weapons, and even the iconic Crimson Omen, Jay's skills as an artist shine through in all parts of the projects he works on."
- Jerry O’Flaherty
Art Director, Gears of War

Did I mention it is awesome! Learn from the pros, man, or as my teacher told me, "Always learn from someone better than you are."

Audi S5 videos tutorials with 3ds max

Here is a huge free tutorial (more than 20 hours of videos) about modeling, rendering and composite an Audi S5.

Softwares training focus are 3ds max (modeling) and Mental ray (rendering).

This tutorial are 10 chapters length, the 3 first chapters are online, the rest are coming soon...

I know this is from a french website (audio are in french) but videos are maybe enough to learn and understand the process and how-to...

Watch the Audi S5 tutorial



Note : as it's free and to avoid bandwith overload we ask you to be free member to watch it...

Follow 3D World on Twitter

You can now follow 3D World magazine on Twitter at twitter.com/3DWorldMag

Twitter is a quick way for you to find out what we‘re doing. It is like a blog, but smaller. Already on Twitter? Follow us and say hi!

For more information and to sign up for a free Twitter account, hop over to Twitter.com and follow @3DWorldMag. See you there!

Follow Disney•Pixar on Twitter!

The world’s favorite animation studio has taken over yet another social networking platform. This time it’s Twitter!

Right now Upcoming Pixar as well as dozens of other movie news outlets, celebrities and movie studios are on the great community and we’re glad Disney•Pixar is joining in with the official page. After all, they’re the most trusted brand in filmmaking right now! You can follow @DisneyPixar for updates on just about everything and anything Pixar! I’m going to predict that they’ll mainly tweet about the latest trailers, images and such.

Don’t forget, Disney•Pixar is also on Facebook, you can find them right here.

3DCreative Magazine - June 2009 Issue - Available Now!

3DCreative Magazine - June 2009 Issue - Available Now! See 3DCreative Magazine - or click on the image below - for further information and to download the free 'Lite' version of this month's magazine:



Welcome to Issue 46 – just 2 issues away from our third birthday, can you believe? This issue has a running theme of hybrid creatures born of the cross between man and beast. You’ll find these beasties scattered through the magazine in all shapes, forms and sizes. We have a Bird-Man (this month’s cover feature) tutorial created by the very talented artist, Bruno Melo (p.65); we see two artists speed sculpt their way to creating Minotaur characters in the Speed Sculpting section of the magazine (p.53); we find a fantastic making of article on the production of the charismatic Poker Master by David Moratilla Amago (p.77), and as if that’s not enough mutant goodness for you then you’ll find more animal behaviour in The Gallery, where Jonathan Simard brings us his latest character, Jennifer, and Jose Alves da Silva brings us a bunny with attitude in his image, Le Rabbit (p.39). So lots of monstrous activity this month, so much so in fact that you’ll be inspired to create your own beastly beauty in no time. So let’s get stuck in!

Our interviews this month kick off with Till Nowak – digital artist, designer and filmmaker all in one handsome package! This artist is a one man army, running his own studio, producing creative work for clients – all this on top of his own independent projects. Enough to make any man or woman feel dizzy at the thought! So we catch up with Till this month to find out about his life as an artist in Germany, what he’s up to and what his plans for the future are (p.7). Then head on over to our second artist interview for June with the man behind the stunning architectural renders that frequent the CG community: Viktor Fretyan (p.17). Viktor’s portfolio is quite simply stunning, and this interview shows just a tiny slice of what he has under his belt. Whether indoor or outdoor, come spring, summer, autumn or winter, Viktor has nailed the scene and captured it with the clarity and precision that most can only dream of. So check out this interview for a peek into the world of a visualisation artist.

We wave goodbye this month to the Gothic Church tutorial project as we finish up things by working our render passes in Photoshop (p.97). Our post-production artist, Zoltan Korcsok, has had his work cut out for him this month: he has composited not one, but 5 Gothic Church scenes for you all, so that you can follow the series on from where you left off last month in 3ds Max, Maya, LightWave, Cinema 4D and modo. And if that wets your appetite for post-production then you’ll be coming back for more next month as we kick off a brand new series on Photoshop for 3D, featuring Zoltan Korcsok in part one of six. Talking of new tutorials, we welcome a new series to 3DCreative this month in the form of ‘Manimal’ sculpting and texturing in ZBrush (this series will also utilise 3ds Max in places). We’ve invited Bruno Melo to kick start this tutorial series for us, and he’ll be back later on in the series as well with another interpretation of one of our freakish subjects. Next month Jesse Sandifer will be tackling a Mammal-Man, and other artists for this series include Federico Scarbini and Tomasz Kwiecinski. Tomasz is in fact also a featured artist in this month’s issue in the Speed Sculpting section, alongside 3DCreative regular artist Sean Langford (p.53), so be sure to check that out. For more from Sean, hop on over to his making of article based on his 3D image tribute to Cam de Leon’s ‘Fishboys’ concept (p.85).

Well, as always, I could talk the hind legs of a donkey – crossed with a man of course – when it comes to summing up the content in any one issue of 3DCreative, so I’ll stop wittering on and let you get inspired and creative. Enjoy this month’s issue! Ed.


Lynette - 3DTotal Content Manager - 3D Total - The cg artists home page

Don't forget we also have a 2D magazine! 2DArtist Magazine

New version of RenderPal available

Shoran Software is proud to announce the release of the third point release of RenderPal V2, the
professional render management system, bringing many major new features and improvements:

Most notable is the introduction of net job presets, which can be used to store several net job
settings for later reuse. These presets can also be used in conjunction with the console remote
controller, so they are an ideal addition for advanced pipeline integration.

We made many improvements to the frame checking. Manual frame checking can now be performed on
single net job chunks, as well as on net jobs which are still pending, which wasn't possible
previously. Also, most frame checking settings are now made automatically, making its configuration
even easier.
To further automate automatic shutdown of unused clients in a render farm, it is now possible to
specify a schedule for automatic idle clients shutdown activation. During these scheduled times, the
automatic idle clients shutdown will be automatically activated for the corresponding pool.

The entire networking code of RenderPal V2 has been rewritten, which results in a huge traffic
reduction, as well as improved performance. We also vastly improved the connection handling, leading
to far less unnecessary connections made.

There are also numerous smaller additions and improvements (and some bug fixes, of course), like VNC
integration, new console remote controller features like importing render sets and net job presets,
a net job column to show the total CPU time of a net job and much more.

For more details, screenshots and trial downloads, visit the RenderPal website at:
http://www.renderpal.com

Facial capture - how to join the dots


Facial motion capture now lies within the reach of even small studios. From running a mocap shoot to cleaning data and setting up facial rigs, these expert tips will help you implement it in your own pipeline.

Once used solely to record full-body movements, motion capture is increasingly becoming a standard part of the facial animation pipeline, both for visual effects and games projects. In this article, six of the leading experts in the field provide their tips for getting the most of facial motion capture in your own projects.

Several different methods may be used to capture facial motion data. Pixel flow and structured light techniques give you an animated, textured mesh without the need for a complex rig, but the subject has very little freedom of movement, so body capture has to be done separately. Much of the data will also only be relevant if you are creating a digital version of the performer.

Therefore, we will focus mainly on marker-based and image recognition techniques. Both can be performed alongside body capture, but neither provides the dense 3D data of the previous techniques. As a result, the data recorded from the live actor must be applied to a facial rig: usually one that combines joints, blendshapes and muscle simulation. In turn, this deforms a facial mesh to generate a 3D animation of the real-world movements.

Marker-based facial motion capture, the technique used by our experts from Centroid 3d, uses widely spaced multiple cameras to track markers applied to the face. In contrast, Image Metrics’ markerless performance-capture technology uses an image-processing system to ‘recognise’ and track the features of the face from a single video camera.

In the tips that follow, we will be exploring the process of capturing and employing facial motion-capture data in a production pipeline, including running a successful shoot; how to generate clean facial topology and blendshapes; and how to create a rig that unites the two, including such key properties such as ‘soft eyes’ and ‘sticky lips’.

When producing animation, a distinction is often made between motion capture and hand-keyed animation. In production, this distinction is rarely cut and dried. There may not be anything technically wrong with the mocap data, but the performance it generates may not be quite right in the context of the scene. Therefore, the final section of the tips will explore the process of tweaking data by hand. We’ll also provide a brief overview of the Facial Action Coding System (FACS) used as the theoretical basis of most modern facial animation work.

RUNNING A SHOOT

01. USE ENOUGH MARKERS
With marker-based capture, the more markers you use, the more facial animation detail that can be captured. Use too many, and the complexity of the data can work against you. At Centroid, we use at least 17 markers; more for complex shoots.

02. CAPTURE A FACIAL ROM
Obtaining a facial ROM (Range Of Movement) prior to marker placement is key to understanding how your performer’s face will work on the shoot. This means filming the actor going through a range of exaggerated expressions (big grin, extreme sadness, and so on) to determine the maximum range of movement of his or her face; and ideally, recording test data based on those movements. Effectively, it’s a high-tech version of gurning…

03. MARKER PLACEMENT
As well as the main features, marker placement should follow the muscle groups of the face. There are 11 main muscle groups in the face (for a diagram, see here), all of which interact with overlying fatty tissues. For an example of typical marker placement, see the images on this page. Interesting character traits (fat folds, jowls and other wobbly bits) should also be markered. Faces with character add believability to the captured data.

04. GET THE DATA CLEANED
Raw capture data needs a little ‘data love’ before it can be used. This process is analogous to that for cleaning full-body data and involves quietening down any noisy channels and reconstructing any markers that have been temporarily occluded (hidden from the camera by the actor’s head movements) during the shoot. Get the studio to do this. Turnaround times will depend on the complexity of the data, but a reputable mocap studio should be able to deliver ultra-clean data in days, not weeks.

05. CAPTURE EXTRA DATA
If the animation data will be plugged into a CG version of the same actor, getting a 3D scan of the actor prior to the shoot ensures that the data marries up perfectly. If you are capturing animation for an historic personality, scanning a look-alike can go some way to achieving the best result possible, even if you only end up using key features as opposed to the whole. If you are capturing dialogue, remember to record the audio too. This sounds obvious, but it’s sometimes overlooked – and uttering the immortal words “I forgot to press Record” will do you no favours whatsoever. Mic the actor up properly before you start capturing data, use time code, and log your shots properly. This will enable you to marry up sound and animation perfectly, rather than fumbling around by guesswork.

QUICK TIPS

06. When casting, look for actors with strong facial features: they capture better.

07. Cast actors who have trained in mime. They act well with their faces alone.

08. Beards play havoc with a facial shoot. Get the actors to shave before you begin!

09. Similarly, cleanse first. Oily skin can prevent markers from staying in position.

10. If in doubt, ask the actor to overact: you can always scale the data down later.

PREPARING THE MODEL

11. MIMIC NATURAL TOPOLOGY
Construct your mesh to reflect what is under the surface of the face as much as what is visible. Lay out circular, linear and sheet muscles before thinking about what surface contours need to be added. Then resolve these lines to edge loops.

12. USE ‘RELAXED SCULPTING
Pronounced facial features often get in the way when sculpting blendshapes, particularly in the mouth and nasal region. One solution is to create an intermediate shape so that you can work on a relaxed (featureless) version of the face that will then drive the final (featured) face. This enables you to smooth the deltas (vertex offsets) of the blendshape without smoothing details of the face.

13. GENERATE OBJS VIA THE RIG
Create a node and add channels to it that correspond to all of your facial movements (jawOpen, upperLipRaiser, pucker, and so on). Use this node as a common interface to drive your blendshapes, joints, clusters or even a muscle rig. If you require a full blendshape solution, write a script to go through each channel, set its value to 1 and export the result as an OBJ file. This means you can create facial movements using a combination of complex deformers, but always publish the results as blendshapes. Wrap-deforming your latest mesh on the rig before exporting will give you flexibility over the point order and resolution of your final mesh, without risking breaking the rig.

14. SET UP A ‘BAD MIX’ LIBRARY
When blendshapes combine, they often spike and overload certain areas of a model. When this occurs, you need to work out if it’s a problem with the animation or with the shapes themselves. To do this, don’t work problems individually. Instead, save the animation out as a pose: before long, you’ll have a library of bad mixes. Shapes that don’t work together will recur throughout this library, making them easier to spot.

15. USE CORRECTIVE SHAPES
Corrective blendshapes are usually associated with body rigs, but use them on joint-based facial rigs too. Sometimes joints alone are incapable of creating appealing shapes: for example, a ‘kiss’ mouth shape. A layer of corrective blendshapes – usually applied procedurally – fixes these ugly shapes. If your programmer says, “No blendshapes in the game engine,” try to strike a deal: your corrective blends will have very small delta (vertex offset) counts, and only these deltas will be stored per blend, not the entire head geometry.

QUICK TIPS

16. Need to determine the ‘flow’ of an actor’s face? Just sketch over a photograph.

17. To see where edge loops should go, look at the pattern of wrinkles on old people’s faces.

18. Create a ‘stripped’ version of your mesh without accessories such as ear rings, beards or eyelashes…

19. ...then Wrap-deform the final mesh to the stripped mesh: it makes work simpler

20. Don’t go mad with blendshapes: even a PS3 title like Heavenly Sword only uses 40

THE FACIAL RIG

21. SET UP AN OSIPA-STYLE UI
Animators hate keyframing joints or blendshapes directly: they need a user interface. Create an ‘Osipa-style’ UI (after LucasArts senior character TD Jason Osipa, author of Stop Staring: Facial Modeling and Animation Done Right!) and arrange the control boxes to correspond roughly to an actual face: eyebrow controls on top, eye controls below those, and so on.

22. MINIMISE CONTROL BOXES
Don’t put in too many control boxes in your UI. Around 15–20 is normal. In Maya, you can multi-select channels in the Channel Box, meaning you can use fewer control boxes in the scene for a tidier interface. The equivalents of the Channel Box in 3ds Max and XSI are less user-friendly, lacking multi-select.

23. USE FLESHY EYES
The fleshy eyes (or ‘soft eyes’) effect, in which the movement of the eyeball deforms the eyelid, is essential for realistic animation. There are many ways to set this up, but the simplest is often the best: paint some skin weights around the eyelids, so that when the eye joints rotate, they tug on the eyelids. The top lid should get more weight than the bottom lid. If you have blendshapes in your rig, make sure that the blendshape deformation happens before the joint deformation in the deformer stack.

24. MAKE LIPS STICKY
‘Sticky lips’ is the effect of the lips peeling apart as the mouth opens. To add it to your rig, simply create two or three sequential blendshapes that invert the vertices around the ‘sticky lips edge loop’, starting from the corners and moving towards the centre of the lips. You must design left and right-sided shapes for asymmetry.

25. USE ANIMATED NORMAL MAPS FOR FINE DETAILS
Using animated normal maps to generate the fine deformations of a character’s face gives game animation a new level of realism. For example, a simple eyebrow raise conveys a much stronger emotion when the forehead creases appear. In the high-throughput world of games, the facial rig must drive these maps procedurally. A base set of normal maps to design would be: brow raise, brow squeeze, eye squints, eyes shut tight, nose sneer, smile, chin raise and neck strain. For cartoon-style characters, you can even go crazy and add some veins popping out around the temple area.

QUICK TIPS

26. Need to see the Osipa UI in detail? Buy his book: it was reissued by Sybex in 2007 (ISBN: 978–0471789208).

27. Don’t be too purist. It’s often preferable to mix ‘in scene’ and Channel box controls.

28. Need the effect of skin sliding over bone? Use blendshapes; you can’t do it with joints.

29. Don’t make sticky lips a procedural effect: animators know best when to apply it.

FACIAL CODING AND ANIMATION

30. UNDERSTAND FACS
While a face can make more than 10,000 expressions, we can evaluate an expression in milliseconds. But what exactly are we reading? In the 1970s, two psychologists, Paul Ekman and Wallace Friesen, set about codifying this facial language. They calculated that there were many individual muscle-based facial actions, referred to as action units (AUs), that make up facial expressions: a categorisation known as the Facial Action Coding System (FACS). The manual that Ekman and Friesen devised to train others in reading AUs has proved very useful in interpreting facial motion capture. Facial rigs based on this system stand a better chance of recreating the full fidelity of this data. Revised in 2002 with the help of Joseph Hager, the FACS manual is now available on CD-ROM from www.face-and-emotion.com. If you can’t afford the $260 price tag, Paul Ekman’s book, Emotions Revealed: Recognizing Faces and Feelings to Improve Communication and Emotional Life (2007, Holt Paperbacks, ISBN 978-0805083392), costs just $15.

31. USE FACS
Base your naming on FACS to communicate the structure of your rig to people who haven’t previously used it, both inside and outside the studio. This applies particularly to your mocap provider. One way to kickstart this process is to sculpt complete expressions, then break them down into FACS units using masks. Most packages have a way of masking blendshapes.

32. ...IN MODERATION
However, don’t follow FACS religiously. Sometimes the animator needs ‘fake’ controls that generate non-physically realistic shapes – especially at the end of a project when the director wants something very specific and time is up… Remember that FACS is based on what a real human face can do, not what polygons can do. A facial rig is never final: an animator should be able to request a control like ‘Cheek Volume’ at any moment in the production.

33. USE SCALE AND OFFSET
When editing mocap data, avoid reducing curve density, or you risk losing the subtleties that you’re paying good money for. Instead create layers to scale and offset the performance, and employ these where necessary. This non-destructive workflow will also allow you to update the mocap easily if the solve is improved in future. Create presets for typical scale and offsets: you’ll find that you use them again and again. Motion-capture data is often ‘off’, but providing it’s consistently off, presets are your best friend.

34. ...OR INTERPRET YOUR DATA
Motion capture gives you either the 3D coordinates of dozens of markers or a unique blendshape. Neither is easily editable. As we’ve just seen, one way around this is to use layers to scale and offset the raw data. This works well if the animator doesn’t expect to stray too far from the mocap reference. If the animator wants the option of interpreting the data more freely, it might be better to make it look as much as possible like keyframe animation the animator can modify. Facial rigs have controls that are designed for use by animators: use these to emulate sample frames of mocap data, then use these comparisons to generate a conversion script to fill in the in-betweens.

QUICK TIPS

35. Don’t rely on mocap completely: instead, think of it as traditional in-betweens…

36. ...so make sure someone ‘owns’ each pose, and ensures that goals are hit.

37. Watch out for the eyes when using mocap data: they almost always need tweaking.

38. When scaling data, use the formula: animation = (mocap x scale) + offset.


MachStudio Pro Adds 3ds Max Exporter, Animatable Fog, and Materials Library

MachStudio Pro is stand-alone, visualization and rendering software that lets 3D *artists create and manipulate lights, materials, and HDR cameras in a real-time, non-linear workflow environment to achieve film quality results. It harnesses multi-threaded GPU computing to change the equation of time vs. quality. Frames that normally take 20 to 40 minutes each to render can be rendered in seconds at comparable quality in MachStudio Pro. Processes which normally would be separated into specialized tasks in production, or off-loaded to render farms, *are instead possible in a concise, creative workflow.

The new MachStudio Pro v1.0.2.10 adds many new features including:

Exporter for 3DS Max 2009
With this addition there are now dedicated exporters for Maya 8.5, 2008, 2009 and Max 9 and 2009 (Max 2008 and 2010 as well as 64-bit versions coming soon). A dedicated exporter makes it fast and easy to export geometry, animation, and cameras. Importantly, if you update the animation file in Maya or Max, simply open it again, and it will automatically update in MachStudio Pro. You can even update just a sequence of animation frames and plug-them right into the MachStudio Pro scene.

High-quality Materials Library
107 unique materials that you can apply to any material node (e.g. fabric, glass, paper, wood, marble, etc.). Artists can tweak and adjust as they would any shader.

Animatable fog
This allows the appearance of a fog effect to change as the eye-point moves in relation to an image. Or artists can create things like the effect of rising ground fog layers in the trees above a lakeshore.

Enhanced shader control
Blinn and Blinn Reflective shaders now have a Specular Power slider, Blinn, Phong, Phong w/Bump and SubSurfaceScatter shaders have Angle slider to use with reflection maps, Car Paint shader now has Opacity Texture file option, etc.

Diffuse and Specular render passes
Just as you can render out DOF, depth maps, glows, AO, etc. passes at HD or film resolution for later compositing, you can now render out the diffuse and specular passes.

Unicode support
Unicode enables Asian language support in MachStudio Pro.*

- Information about MachStudio Pro on the StudioGPU website

- Samples of projects lit and rendered in MachStudio Pro can be seen in the showcase

Autodesk Assistance Program now includes 90-day trials of Max & MayaAutodesk Assistance Program now includes 90-day trials of Max & Maya

The Autodesk Assistance Program launched in early April and was designed to help displaced workers in North America maintain and develop their 3D design technology skills and help improve their employability in a down economy.

It was recently updated to include our Media & Entertainment customers, and now offers:

- Free 90 day licenses of Autodesk 3ds max and Autodesk Maya Software
- Free online training
- Discussion groups
- and more!

The program also offers aide for firms such as software discounts and online resources to help win new business. For more information, visit www.autodesk.com/assistance.

For more information about the Autodesk Assistance Program, contact your local reseller or contact Autodesk directly at assistance@autodesk.com, or visit www.autodesk.com/assistanceprogram.

Lightbulb DC_SIGGRAPH meeting June 10 at AAAS Forum: CG News Posted By: RobertoOrtiz Post Time: 06-10-2009 at 02:17 PM Text: All, This is a reminde

This is a reminder that DC_SIGGRAPH's next meeting is Wednesday, June 10 at the American Academy for the Advancement of Science (AAAS). It is a joint event with DC ACM and DC SIGADA. RSVP to dc_siggraph@mail.com if you are planning to attend so I can get a head count from our chapter.

When: Wednesday, June 10th, 7:30pm to 9:00pm

Where: American Academy for the Advancement of Science (AAAS)
2nd Floor Conference Room
1200 New York Avenue NW
(entrance is on 12th Street)

Near metro center

Speaker: William Glascoe with contributions by Dr. Nicholas Polys

Topic: Lifegraphs for Mobile Mirror Worlds: Linking Supply, Value, and Customer Chains


Have you wondered why record and bookkeeping has not been automated for all of us? From the moment a legal or natural person is known to be on the way to last data generating event of its corpse. This talk examines lifegraphing (not life logging) in the context of the proliferation of 3D Computer-Aided everything, the payment card industry's infrastructure, the electronic health records mandate, geographical information systems, and electronic data interchange standards. To fully understand the conceptualization of lifegraphs, a 100-yr story of a person born in the year 2000 is use to explain what lifegraphs are (aren't) and how they may change the chains between government, corporations and citizens who come live by them. William Glacoe willconduct most of the talk, but a small presentation will also be provided by Dr. Nicholas Polys.


Speaker Bio:

William Glascoe is a Project Manager in the Logistics & Supply Chain Management subpractice of CSC's Federal Consulting Practice and an Air Force Reserves' Lieutenant Colonel at the National Security Space Office. He recently won a CSC Leading Edge Forum Grant to investigate extensible 3D (X3D) for Enterprise Applications, which yielded the idea of lifegraphs as he defines them.


William is a certified Project Management Professional and recently returned from a year long assignment in Baghdad where he managed business planning projects for the DoD Task Force to Improve Business and Stability Operations in Iraq. He was a Software Risk Manager at the Office of Naval Research's Best Manufacturing Practices Center of Excellence in College Park, MD during 2007. Between 1996 and 1999, he was the Chief, Software Integration and Test in a classified System Program Office during his third Air Force active duty assignment. He is a certificate holder of the Air Force Institute of Technology's Software Professional Development Program.


William holds a BS Physics, Applied from the USAF Academy, MS Telecommunications, CU Boulder and a Certificate of Completion, International Space University (1999 Summer Session Program, Khorat, Thailand)


Special Guest:


Dr. Nicholas Polys heads the VT-ARC Visualization Group. He has developed interactive 3D graphic content and systems for over 9 years. His research interests lie at the heart of Human Computer Interaction: the intersection of visualization, virtual environments, and perception.


After his undergraduate research in Cognitive Science at Vassar College (1996), he jumped into the networked information space of the WWW developing audio, visual, and 3D assets and software. His doctoral work at Virginia Tech (2006) examined perceptual cues and layout behaviors for Information-Rich Virtual Environments for desktop to immersive platforms.


As a co-author of the international standard Extensible 3D (X3D) and Director of the Web3D Consortium, he is the author of numerous peer-reviewed papers, tutorials, and workshops. Currently, Nicholas is a researcher for Virginia Tech Research Computing building information architectures and user interfaces for computational scientists.


This information has also been posted to our DC_SIGGRAPH Google Group at
http://groups.google.com/group/dc-siggraph.

3D from the Edge


Our friends at Edge magazine have been looking at the past and future of 3D in a pair of fascinating articles. From the past there‘s an enormous piece on the making of Final Fantasy VII, chronicling the point at which Square‘s RPG series made the jump to 32-bit 3D with enormous production values. An excellent bit of lunchtime reading for you, there.

As for the future, Edge also has a brand new interview with James Cameron in which he talks about his latest project, the hugeely ambitious Avatar, coming later this year as a 3D film and game. There‘s $300m staked on this, as well as the future of stereoscopic 3D.

And there‘s much more there for you; with gaming at the cutting edge of realtime 3D, Edge Online is an essential site for anyone keeping tabs on this massive sector of the 3D industry, whether you‘re after the wisdom of the best in the business or looking to put your 3D skills to work in gaming.

5 tips for perfect portraits

3D World cover artist Francisco A Cortina presents his five killer tips for improving your 3D portrait images

Francisco A Cortina has been involved with the 3D graphics industry since 1995, and has worked at the highest level on feature films, videogames and animated shorts, including Final Fantasy IX, Shark Tale and Aeon Flux. Yet his roots lie in fine art: a grounding that has informed his work throughout his career.

“My biggest inspiration has always been fine art, specifically painting, because of its unique ability to manipulate the effect of light on canvas,” he says. “Even though I’ve spent little time painting in the last few years, the artists that still inspire me most to this day are Dal?, Degas, Ingres and Alma-Tadema.”

To complement his cover image this issue, entitled simply, ‘Beautiful Woman’, we asked Francisco to send us his five tips for better portrait renders. The results provide a fascinating insight into his working practices.

01 REFERENCE


Before beginning any actual work, I collect as many reference images of my subject as possible. If there’s a chance to make use of a photo shoot, I pare the results down to a set of eight hero photos, starting from the front of the face then circling around at intervals of 45 degrees. I’m careful to select images with similar focal lengths, sharpness and exposure.

During the early stages of development, I create a camera [within Maya] used only for reference work. On that camera, I attach a background image plane that dynamically loads each of the reference images per frame. To aid in aligning the model to each of the images, I keyframe the camera at every frame. That way, whenever the Time Slider is changed, the view automatically changes to match the reference image behind it.

02 MODELLING


The modelling phase is a careful balancing of technical construction and artistic sculpting. When building a model from scratch, I establish the structure of the base model in my main modelling package, Maya, then do a series of passes in either ZBrush or Mudbox, exchanging the model back and forth between the applications. These days, I use as many edge loops as possible, and avoid n-gons and triangles. As the eyes are key to capturing someone’s personality, I always focus there first, working my way outwards, keeping in mind the proportions of, and distances between, the nose, lips and eyes. When laying out UVs on the face, I put the texture seams where the hair parts on the top of the head. Overall, I’ve found it better to have minor distortion in a few areas than to have too many UV shells, especially when using 32-bit displacement maps.

03 TEXTURING


No matter what software I’m using, I preview and paint textures with a flat surface shader and no diffuse shading. Photoshop Layer Comps are the best way to manage variations of texture maps. I label each one with the corresponding version of the scene file and date in case it needs to be restored later. Since some applications don’t preserve Photoshop Adjustment Layers or Layer Comps, I keep a separate painting PSD and a master PSD, with all of the integrated paint work and versions. The colour map should have no baked-in shading, odd highlights or reflections, to ensure that it reacts properly to lighting. The specular map and any control maps for the Fresnel and Fresnel Edge intensities should coincide with the skin’s colour and bump layers.

04 LIGHTING AND RENDERING


Lighting can make or break the look of a character’s face. In fact, it’s one of the last big challenges for CG. Although we’re still some time away from a true physically based CG technology for simulating the interaction of light with human skin, it is possible to fool our audiences into believing a CG face is real. When lighting my scenes, I use a combination of HDR dome lighting with traditional key and rim spot lights. Final Gathering is my preferred render mode: I usually set the Intensity of the dome to about 0.3 and the key light Intensity to around 0.8. Sometimes I even place ‘cards’ [planar objects positioned around the model to reflect light onto it]. These have a flat surface shader with Incandescence turned on: this helps to achieve good eye reflections (that’s where you can win or lose a viewer) and simulate natural real-world lighting.

05 SHADERS


Before getting to the bells and whistles, I make sure my basic shader channels are working properly by test-rendering them individually. When working in ZBrush or Mudbox to create the bump or displacement passes, I keep the general sculptural displacements in a separate layer from the fine pore-level details. I usually postpone the very fine level of detail sculpting until the general colour map is done, so that the small wrinkles, grooves and blemishes can be matched up properly. In Maya’s mental ray subsurface skin shader (misss_fast_skin), I map a modified version of the colour map in the epidermal and subdermal layers. I also map Reflect Weight and Reflect Edge Weight to a combination of the Bump and Specular maps, mixed with some Gaussian Noise. For the iris and lachrymal gland shaders, my Subsurface Scattering colour is pure white, and about half the intensity of the one used on the skin. For the reflective parts of the eye, like the tears, conjunctiva and tear catcher surfaces, I have a Phong shader with a mostly transparent and reflective sheen, controlled by a Surface Sampling node (mapped to a Ramp’s outV) to create a fall-off perpendicular to the camera view.

PIXOLOGIC Introduces SPOTLIGHT & LIGHTBOX


Holy crap!! Pixelogic at it again...


What if the world was your palette and ZBrush was your Canvas?

What if you could have instant access to billions of images?

What if you could then use those images for reference, texturing, and sculpting?

What if you could do all this with out ever leaving ZBrush?

What if, is the question...
Z4 is the answer!


We are thrilled to introduce to you
S
potlight
and
Lightbox
Two new and exciting features of ZBrush4

CHECK out the movie!!! http://www.zbrushcentral.com/zbc/sh...ad.php?t=071829

Fourth ICE AGE Film Is Already Titled?

http://www.aintitcool.com/node/41352

Should DreamWorks Animation make more movies?

Recently, DreamWorks Animation (NYSE: DWA) announced that it would be making more movies. According to the press release, the move calls for five movies every two years. The plan would be for one year to have the normal two projects, while the next year would have three releases.

This is an interesting scheme. It has many implications. First, it means that CEO Jeffrey Katzenberg is extremely confident in his company's ability to produce compelling content. Second, it means that he believes that 3D theaters will be more important than ever in the near future. Third, it is a direct attack against Disney's (NYSE: DIS) Pixar asset. DreamWorks Animation is, without a doubt, becoming much more cutthroat in its competitive stance.

I definitely support the idea of an increased movie slate. It gives more chances for the company to discover franchises and generate hits. However...

Shareholders who are thinking of buying on this newly announced strategy must keep a couple things in mind. The first thing is that a bigger slate means more chances for failure. A failure will hurt a DreamWorks Animation more sharply than it would hurt, say, a Time Warner (NYSE: TWX) or a News Corp. (NASDAQ: NWS). That's because the cartoon studio lives and dies by its individual releases.

Second, as this news article states, the move will help increase output for the company's DVD business. As we all know, DVD sales have slowed. So, in a sense, this move to increase production can be seen as an offsetting element to the decline in the home-video markets. It would have been nice for the strategy to be a response to an increasing DVD market. Of course, assuming Blu-ray eventually takes up where DVD left off, the company will be able to leverage that new medium to propel shareholder value.

I think this is a good corporate move overall. My hope is that Katzenberg will be able to maintain quality control and keep administrative costs to acceptable levels with the expanded pipeline. Granted, we're only talking about one extra film every two years, but when considering the complexity of computer-based animation, such a move can increase the ambient challenges. At the end of the day, I don't think this means DreamWorks Animation's stock is a solid buy. It does mean, however, that any investor looking for more direct exposure to the film industry on a long-term basis should take a look at the situation.

FREE Rock Band motion capture in BVH format

ruebones is putting the Band Back together!

A complete rock band motion capture in BVH format is now available for FREE!

Just Visit Animeeple.Com and type in Band or FREE in the search box.

http://www.animeeple.com

There you will find 4 high quality Rock Band motion captures in BVH format.

Courtesy of Animazoo Motion Capture.

Thanks again and Cheers Folks.

http://www.truebones.com

3D Coat 3.0 officially released

Here's a features page with videos:
http://www.3d-coat.com/news3_0.html

And here's the download page:
http://www.3d-coat.com/download.html

Pacific Title & Art Studio, Liquidation.

Pacific Title & Art Studio, the 90-year-old Hollywood post-production house, has gone into receivership and will be liquidated.

According to an email Pacific Title prexy-CEO David McCarthy sent to employees, efforts to obtain new financing for the company have failed.

Pac Title will complete all current projects before the end of June.

"We will be contacting our customers shortly to explain what our intent is and to work with them to either complete their pending projects or to cease activity on the projects and transfer the elements to other facilities or return customer materials as appropriate," he wrote.

McCarthy's missive held out some hope that a buyer may emerge that will leave the company intact but told all employees, "You should immediately consider yourself laid off."

The company received a $3 million cash infusion in 2008, but McCarthy said the industry slowdown caused by the turmoil surrounding SAG, "tax incentives in other locales and general economic conditions have all combined to create an excessively harsh industry situation that Pac Title could not escape."

The company has been dogged by rumors of its impending failure for weeks, after missing payroll more than once and furloughing a number of employees last week.

Pac Title was founded in 1919 by Warner Bros. animation artist Leon Schlesinger and counts among its credits "The Jazz Singer," "Gone With the Wind" and "Ben Hur."

Recent credits include "Terminator Salvation," "Fast and Furious," "Watchmen" and "Gran Torino."

In recent years it had moved into digital post, including visual effects and restoration. It was bought by private equity funds Celerity Partners and Ticonderoga Capital, which felt the company was well positioned to take digital work that would be outsourced by the major studios.

But the company ran into hard times after the new owners dismissed topper Phillip Feiner in 2007. In August of that year he sued for wrongful termination and breach of contract.

John Lasseter Visits Studio Ghibli

At Pixar, they’re really big fans of Studio Ghibli! It’s a big compliment to them when people compare Up to those films because both studios are masters of their craft and admire each other for it.

In fact John Lasseter and Hayao Miyazaki (founder, director, etc.) are good friends. For those who may not know, Hayao Miyazaki is considered the animation master of Japan directing such masterpieces as Spirited Away and My Neighbor Totoro. So when John Lasseter was in town to promote Bolt in Japan, he stopped by Studio Ghibli to say hello to his old friend. Up_dates, the official Twitter of Up, followed Walt Disney and Pixar Animation Studios’ Chief Creative Officer on his trip and I thought I’d share those pictures with you guys on the blog!

Click links for reference: John arrived in Tokyo and then headed to the legendary Ghibli Museum. Once there, the Pixar animation guru admired art from the Japanese studio’s films. After lunch, Lasseter signed the wall of fame which is full of doodles by famed animators from Pixar and beyond. Here is his final drawing, it’s John’s version of John! On the previous picture, try to point out every character and signature you can find! Later on, John, Hayao and the Bolt crew sat down for lunch to talk about their craft. Finally, Miyazaki, Lasseter and Suzuki posed for a picture in front of Studio Ghibli. Sounds like they had a great time!

Physically Simulated CG sound effects

http://www.newscientist.com/article...e-a-splash.html

Focus : How I.E Effects Drags Sam Raimi To Hell

Director Sam Raimi and visual effects supervisor Bruce Jones recently turned to Culver City-based I.E. Effects to deliver key visual effects sequences for Drag Me to Hell.





Learn How I.E Effects Drags Sam Raimi To Hell

Night at the Museum 2 :: Production Focus

The crew at Rythym & Hues showed CGSociety how they created the Octopus in the 'Battle for the Smithsonian', the latest Ben Stiller flick. Great story about the creation of the gelatenous creature. Like B.O.B., there were some unique challenges.

EXOTIQUE 5 :: Call for Entries

With less than a week to go in the Call for Entries of EXOTIQUE 5, many of you submitting at the moment have let me know of the same server issues we had during previous books' submission periods. This is due to the huge wave of entries that are submitted at the last minute. We are presently working on the issue and will have the system up and running as normal, as soon as possible. Keep trying!