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Thursday, May 14, 2009

Cannes 2009 Day One: "Up"

Cannes 2009 Day One: "Up" Review


Cannes kicked off with a gentle, sweet even sublime film: Pixar's Up. As I've written before, Pixar is on a streak of critical and commercial successes (10 and counting) that is simply unparalleled in Hollywood history. No star, no director, no studio has ever accomplished what Pixar has wrought with its first ten movies. They range from pretty good to good to great to classic. And every single one has been a major commercial success. Just listing them is impressive:

Toy Story
A Bug's Life
Toy Story 2
Monsters Inc.
Finding Nemo
The Incredibles
Cars
Ratatouille
(now THAT should have opened Cannes!)
WALL-E

and now

2009-05-13-UP_Poster.jpg

Up. It has some fine action scenes and witty banter involving dogs equipped with hi-tech collars that let us hear their thoughts. ("Squirrel!" is a big favorite.) But the lasting impression of this gem is gentle and sweet. No wonder the filmmakers genuflected at the altar of Hiyao Miyazaki, the great Japanese animation genius. His sensibility suffuses everything they do.

The story is simple enough: Carl, a grumpy old man (Ed Asner) tries to get away from it all by tying a ton of helium balloons to his home and floating off to South America. But there's a stowaway: a genial 8 year old kid desperate to earn his final merit badge by "assisting the elderly." Adventures ensue.

Director Pete Docter (whose long face and jug ears make him look pleasingly cartoonish himself) mentioned the Pixar concept of "Simplexity" at the film's press conference. That's the idea that something -- a character, a storyline, an image -- should be easy to grasp at first but have enough depth and texture that you keep discovering new things every time you return to it.

But even on first viewing you'll be caught up short by the serene opening. They break your heart in the first ten minutes...twice. In those ten minutes, we see Carl as a shy, almost mute little boy happily overwhelmed by Elie (voiced by Elie Docter). Her love for famed explorer Charles Muntz (Christopher Plummer) is even greater than his own. In a brilliant, nearly silent sequence, we see them grow up, get married, share their dreams, suffer the pain of their inability to have children, grow old together and then sadly say goodbye when Ellie dies. It's a master class in storytelling and the movie proper hasn't even begun.

But of course it has, because in a great film nothing is extraneous. Those first few minutes set up the driving desire to see the wilds of South America, cannily explain why explorer Muntz might still be there decades later trying to clear his name, prepare us for an oddball bird nicknamed Kevin that is boisterously antic and sweet (they don't make movies to sell toys but boy could Disney sell a ton of "Kevins"), and a dark, dangerous finale.

I haven't even mentioned yet the fact that the film is in 3-D, something that should please Pixar to no end. This is a landmark year for 3-D: Up and Coraline will be remembered for being the movies that turned 3-D from a gimmick into simply another tool, like sound and color. Their use of 3-D is so deft, so organic to the story that it seems perfectly natural. That's something 3-D has never seemed before.

I'm not convinced that 3-D will become standard for live action films. Mostly, it seems like an excuse by studios to raise ticket prices. But in animation, 3-D will probably become the standard. People will still make 2-D animation and they'll still do hand-drawn animation as well, just like people sometimes make movies in black and white. But 3-D is already becoming so common that no one thinks it notable or special or strange. If the movie's good, it uses 3-D well. If it's bad, 3-D won't help it. With Up, the 3-D is so essential to the emotional effect of the film, I'd hate to watch it in 2-D, at least for the first time, You'd certainly enjoy it. But you wouldn't know what you were missing. And Up in 3-D should not be missed.

Siggraph 2009 Announces Computer Animation Festival Awards

SIGGRAPH announces the selection of award nominees for the SIGGRAPH 2009 Computer Animation Festival to be held in New Orleans this August. Nominees were chosen from 770 submissions from around the globe, presented by both professional studios and students alike. In all, more than 140 films will be shown during the Computer Animation Festival. The award winners will be announced during the conference.

"We were thrilled with level of quality and technical expertise that was prevalent throughout the hundreds of submissions," stated Carlye Archibeque, Computer Animation Festival Executive Producer from LightStage, LLC. "The Computer Animation Festival continues to show the power that the latest advances in computer graphics technologies have to amuse and entertain. As always the jury looked not only for amazing graphic content, but also good story telling, whether it was a film about a boy and his spaceship, or a film about new studies in Alzheimer's research."

Since 1999, the SIGGRAPH Computer Animation Festival has been an official qualifying festival for the Academy of Motion Picture Arts and Sciences "Best Animated Short Film" Academy Award®. The film "Oktapodi" became an Academy nominee in the Best Animated Short category after winning Best in Show at last year's Festival. For the second consecutive year, the Festival's screenings, panels and production sessions will be open to the public, allowing general audiences to get a glimpse behind the making of computer generated effects, visualizations and animations that is rarely available.

The nominees for this year's Computer Animation Festival Awards are as follows:

Best in Show Nominees


Engel zu Fust (Angel Afoot)
Studio Soi GmbH & Co
GERMANY
Narrative Animation - Waltraud, an angel, has fallen from the sky. Her wings have shrunk and she can no longer fly. She takes up with a troop of circus performers who help remind her how an angel gets her wings back.

French Roast
The Pumpkin Factory / Bibo Films

FRANCE
Narrative Animation - In a fancy Parisian café of the sixties, an uptight businessman is about to pay the check when he finds out that he's lost his wallet. To save time he decides to order more coffee. With no dialogue, the story is told through character animation, music, and sound. Staging is made of a single frontal master shot with a big mirror in the background to create the equivalent of a reverse shot.

Silhouettes of Jazz
Dominik Käser, Martin-Sebastian Senn, Mario Deuss, Mark Pauly, Niloy J. Mitra

SWITZERLAND
Experimental Animation - This animated short outlines the history of traditional jazz music in a virtual walkthrough of a shadow art museum. Improvisation, a key ingredient of jazz music, is mirrored in the ambiguity of a shadow sculpture (many different 3D shapes can cast the same 2D shadow). The movie highlights five different milestones in the evolution of jazz: the early songs of field workers, ragtime, New Orleans jazz, swing, and bebop. Each era is represented by a single 3D sculpture that casts multiple shadow images simultaneously.

Jury Award Nominees


Dix
The Mill

USA
Live Action with CG Effects - A dark, harrowing short film showing the complexities of psychological and obsessive behavior. An intricate part of the film was how the creators chopped up their main actor. They had to find solutions for every shot in order to achieve the best results. Some of the shots are 2D visual effects while others needed a 3D model animated on top of the actor and then cut revealing the actor's flesh and blood.

Love Child
Digital Media Design Education Center

TAIWAN
Animation Visualization - A visual capture of character creation software making digital construction of a new born infant "character" that is both visually and politically stunning.

Anima
Supinfocom Valenciennes

FRANCE
Animation Visualization - This animation, which verges on experimental, uses animals and their forms as its center piece. An elephant is seen escaping the city, but it seems the city itself is made of animals or the shapes of animals. The graphics and lighting in this film make it immensely compelling.

Student Prize Nominees

Dim Sum
Ringling College of Art and Design

USA
Narrative Animation - This amusing animation takes place in San Francisco, home of the largest and most prominent Chinatown outside of Asia. The setting is a bustling Chinese restaurant named Dim Sum where Ping, a waiter, accidentally drops a tea cup which shatters on the floor. Pong, the infamous owner of Dim Sum, finds out and he is one second away from firing Ping. How far will Ping go to keep his job?

Incident at Tower 37
Hampshire College

USA
Narrative Animation - A man guards a water tower and comes across some little creatures who are trying to break into it. The short piece explores issues surrounding ownership, use, and exhaustion of natural resources. The film is a result of an undergraduate animation curriculum built upon newly developed open-source production management and support tools.

Project: Alpha
The Animation Workshop

DENMARK
Narrative Animation - The race to space is on. As nations compete, we follow the progress of a single chimpanzee that's been recruited into the Space Program. His results might prove influential for the better of all mankind.

WTF (Well Told Fable) Prize Nominees

friends?
Sveinbjörn J. Tryggvason

ICELAND
Narrative Animation - A very short film that highlights that "shorts" can be short, but still contain a whole lot of story. To better convey the concept of simplicity, simple primitive shapes are used as the base for the design of nearly everything in the film.

Unbelievable Four
Sukwon Shin

USA
Music Visualization - In this satirical take on a music video, a desperate search for salvation takes place as hundreds of evil spaceships are approaching earth. Finally the "Unbelievable 4" get the call. A superhero team (composed of George W. Bush, Dick Cheney, Condoleezza Rice, and Donald Rumsfeld) receives the urgent message that the earth is under attack and they have five minutes to launch a rocket for a preemptive strike. Over the course of the story, the caricaturized leaders' over-heroic personalities slowly merge with the personalities of rock stars.

Fernet 1,882 "Mini Cab Company"
Pickle Visual Effects & Animation

ARGENTINA
Visual Effects Driven Commercial - The space-aged TV commercial stars the owners and staff of a real mini-cab company, Renta Car, located in Cordoba, Argentina - the city that leads the country in alcohol consumption. The ultimate goal of the ad: attract 1,882 more customers. Agency Madre tapped the employees and owner of a real mini cab company to star in this visual effects spot, all in the name of helping them get 1,882 customers. The Renta Car staff also display some fine acting chops, giving the spot a touch of heart.


Related links:
SIGGRAPH 2009

TurboSquid invites SIGGRAPH visitors to volunteer

TurboSquid invites SIGGRAPH visitors to volunteer for Habitat for Humanity.
SIGGRAPH 2009 is coming back to New Orleans for the first time since 2000, and four years post-Katrina. The TurboSquid team is very excited about hosting the event again, and eager to show everyone how far the city has come since August 29th, 2005. Still, there is much work to do, which is where you come in.

TurboSquid is inviting you to join their staff in volunteering on several ‘Habitat for Humanity’ home builds around the area. This volunteer-based service provides safe, affordable housing to those in need. The dates are Friday, July 31st, and Saturday, August 1st, just before SIGGRAPH. This is not only a great opportunity to help New Orleans, but also to get to know others in the 3D community face to face. In addition to working side-by-side with your fellow 3D artists, there will be a special TurboSquid party for those who participate.

To participate, please register with the online form by June 15, in the link below. This will enable TurboSquid to get a head count and make sure they have enough hammers, nails, and cool-looking construction hats to go around.

I urge you to join the TurboSquid team in helping to put deserving families back into new homes this summer and pitching in to restore this great city. If you have questions, please do not hesitate to contact Beau Perschall, VP at TurboSquid on bperschall@turbosquid.com.


Related links:
TurboSquid
Registration
Habitat for Humanity
SIGGRAPH 2009

GDC Canada Opens


Inaugural GDC Canada opens in Vancouver, BC. Daily passes available.

The Think Services Game Group and Reboot Communications today open the Game Developers Conference Canada (GDC Canada) at the Vancouver Convention and Exhibition Center (VCEC). Building off the success of the Vancouver International Games Summit, GDC Canada will be a two day forum for Canadian developers to share best practices for fostering ingenuity and quality games, and featuring sessions with leaders of Canada’s game development community. Unique to GDC Canada is its focus on cross-discipline collaboration during the production cycle with tracks dedicated to: Concept/Preproduction, Production, Finalling and Post-Launch/Analysis.

Don Mattrick, senior vice president, Interactive Entertainment Business, Microsoft, will kick-off the inaugural GDC Canada with a keynote address scheduled for Tuesday, May 12 at 9:30am PST in room 118 of the VCEC. The keynote, “The Evolution of the Canadian Game Industry: A Conversation with Don Mattrick,” will be conducted in a discussion format where Mattrick will be joined onstage by Victor Lucas, creator, executive producer and co-host of “The Electric Playground.” Doctors Ray Muzyka and Greg Zeschuk, co-founders of BioWare, developers of Star Wars: Knights of the Old Republic and Mass Effect among many others, will deliver the second keynote, entitled “Emotionally Engaging Narrative: Gaming’s New Frontier” on Wednesday, May 13 at 9:30am PST.

“For years, Canadian developers have won hard fought lessons and established best practices on how to build better games with better teams,” said Izora de Lillard, event director at Think Services Game Group. “GDC Canada is an opportunity for Canadian developers to come together to learn from one another, form new connections and share ideas to reinvigorate the game development community.”

GDC Canada features an expo area and networking receptions where attendees can meet with representatives from Blue Castle, Hansoft, Microsoft, Next Level Games, Radical, Relic, Super Rewards, and Yummy Interactive, among others. The complete list of event sponsors and exhibitors is available at GDC-Canada.com.

GDC Canada will also play host to the Future Play Conference @ GDC Canada, an exploration of groundbreaking ideas alongside some of the world's most interesting games researchers and developers, and the Game Career Seminar, designed for developers looking to make a career move within the industry.

Related links:
GDC Canada

SIGGRAPH Asia Deadlines

SIGGRAPH Asia Submission Deadlines are fast approaching.

Many of the deadlines for the submission of proposals at SIGGRAPH Asia's Yokohama conference are on us now. Technical papers are now due, and Course submissions are closing this week also.

The SIGGRAPH Asia conference at the Pacifico Yokohama, will be staged 16-to 19 December 2009. Trade show floor 17-19 December.

SIGGRAPH is actively encouraging more submissions. Since the high ground success of the Singapore show last December, the momentum for Yokohama is building. They would truly love to have your work as a feature of the Japan show, as part of the newly international reach that ACM SIGGRAPH now has. Here are a list of the important submission dates from June onwards.

5 June Art Gallery
5 June Emerging Technologies
9 June Educators Program
26 June Computer Animation Festival
30 June Internship Program
17 August Sketches & Posters



Related links:
SIGGRAPH Asia 2009

FumeFX Advanced DVD

FumeFX Advanced DVD review

by Olli Sorjonen

Introduction

Allan McKay, a well known Australian artist, returns with another set of tutorials for Sitni Sati’s FumeFX. The new DVD is called Fume FX: Advanced, and is a sequel to the Fume FX: Essentials training DVD. I was eagerly expecting the release of this set of tutorials, and was really interested in finding out what the lessons contain, as there really aren’t that many FumeFX tutorials available out there, either commercially or for free.

The DVD, as the title says, is aimed at learning FumeFX at an advanced level, and goes through a lot more detail than the previous FumeFX DVD release: shaders, materials, fire/smoke characteristics, Max scripting and other topics are covered. Some chapters also get into Particle Flow, Afterburn (another plugin from Sitni Sati) and the creation of procedural textures, among other topics. In the last few chapters compositing, post effects and work methods in Fusion are also discussed in detail. Pre-production, planning and design issues are also featured in these last chapters.

Contents

The DVD runs for 16 hours and 10 minutes (aprox.) and is divided into 16 chapters:

1. Introduction (1h 9min) - The first chapter discusses key FumeFX features and the workflow of the software: creation of containers, standard sources, object sources, etc. Parameters are clearly demonstrated with good examples. Basic work methodology, volume resolution, file output locations, file size, simulation parameters, source objects and rendering are also discussed. Good and thorough intro if you've missed the exact purpose of some functions and parameters.

2. Creating Tendril Flames (16min) - This section is a review of different flame types, people who have done some work with FumeFX have probably already tried out these tricks. Sort of warm up for users who are not so experienced with FumeFX.

Flame rendering settings being adjusted in the
flame thrower tutorial (Chapter 4)

3. Creating Flames to Source off an Image Mask (43min) - In this chapter Allan demonstrates multi color texture map use and how map details affect the look and style of fire. Particles as a source for fire/smoke is also demonstrated. Various ideas on how to use maps to control progression of burning are also discussed.

4. Creating a Flame Thrower (29min) - Allan shows how to add detail to a flame with fluid mapping and demonstrates what channels are needed to render FumeFX properly and how they affect the total file size, simulation time and rendering. Motion blur is also discussed.

5. Fire 101 (37min) - This chapter goes over various effects like particle source in fire, fire in a barrel, lighting an object on fire in simple test scenes, etc. Allan goes from explosions to magic effects and various other ideas that could be utilized as a starting point for an effect.

6. Man on Fire (20min) - Quite a long part of this chapter is dedicated to flame quality, possible artifacts and how to get rid of them. Vorticity is discussed as Allan points out how it might be overused, causing artifacts. A few other observations about the end result are made and how to improve it.

This chapter isn't as advanced as one might expect, especially compared to later chapters and would have benefited from a bit more extensive scenarios rather than a static human body. Maybe a scene with the character moving would’ve been useful to point out technical limitations and practical issues.

7. Explosion Basics (1h 27min) - Allan starts this explosion chapter by demonstrating how to create a scale reference figure that can be called up with a script. End result looks good and observations about quality are made clearly, lighting methods are discussed around halfway of this chapter. Different variations of the explosion rendering and lighting styles are tried out. A shockwave component is added to the explosion and it's created with Particle Flow effect as source.

8. Utilizing Vectors to Drive Particles (13min) - The main focus of this chapter is the creation of particles from FumeFX data and then using the Fume follow operator to have them moving. A few rendering ideas are discussed and how they could be used in real production. FumeFX birth and follow are shown clearly, this is probably one subject that could be in the user manual but Allan explains it clearly and in a simple manner so that users can grasp the needed details. Krakatoa rendering is also demonstrated.

9. Scripts (15min) - This chapter demonstrates scripts that are included in the tutorial set. There's not much discussion about the scripting capabilities of FumeFX - like limitations or possibilities of expanding the usability or functions of FumeFX. Scripts include a tool for baking transforms, capturing animation volume and a few other automation tasks.

10. Animating Time Values (6min) - This chapter deals with a slowed down explosion and how the time scale value can be used to affect characteristics of fluids. Clearly narrated, but creative use of timescale to create clouds and such would have been a good addition.

11. Temperature Maps and Other Values (12min) - Demonstrates how the ground or similar area is lit up with the help of a temperature map. Basics of temperature map use are explained.

FumeFX used to drive a particle system, Frantic Films' Krakatoa for rendering (Chapter 8)

12. Creating an Explosive Smoke Plume (36min) - The explosion plume chapter delivers what its name says and is an excellent demo of a good quality smoky fuel explosion effect, various ways to improve the pluming explosion are discussed, adjustments of settings are also tried out and different end results are shown.

13. Practical Exercise: Helicopter Destruction A (4h 12min) - A massive chapter that deals with a production-quality helicopter explosion effect. The first part of the chapter covers conceptual design and previsualization.

After this initial section, the creation of various parts of this shot are discussed in detail. A Particle Flow effect for a missile trail is created, the helicopter's initial missile impact explosion, fire trails, then the burning helicopter body, ground explosion, pluming explosion and smoke trails are all covered in detail.

A trick about simulating moving objects in a static way is shown to avoid large simulation volumes. This is an excellent and detailed chapter.

14. Practical Exercise: Helicopter Destruction B (1h 33min) - This chapter deals with compositing explosions in Fusion. Color correction and building a Fusion compositing workflow are discussed, boolean channels and some other Fusion tools are also explained. The last third of this chapter is dedicated to careful observation of the effect's look and quality, then Allan goes back to Max and adjusts rendering of various elements and re-renders them.

15. Mortar blast (2h 11min) - In this chapter Allan discusses how to create a complex, multiple explosions effect of mortar shells. A tiny pluming explosion is created first, followed by a Particle Flow effect of debris that is ejected from the ground. Then Allan prepares a FumeFX volume for the final effect and creates a procedural landscape. Mortar rounds are simulated with Particle Flow so that they fly to the target area and then the whole effect is put together with the help of scripting.

16. Practical Exercise: Creating a Car Bomb Explosion (3h 39min) - Covers in detail the creation of a car bomb effect, this is another massive chapter. At the beginning Allan goes through a variety of issues concerning how to setup the effect so that the resolution and volume size are optimal. All the specific parts of the explosion are studied in detail. Finally, the backdrop and models are rendered. Subjects such as naming conventions, compositing and using matte materials are covered here. All rendered elements are composited in Fusion, which is used for merging layers and applying needed color corrections.

Summary

Allan speaks with a quite clear voice, terminology and description of subjects is well handled. Key issues are always pointed out and some interesting tricks are shown.

Allan starts most of the chapters by creating objects, FumeFX effects and particles from scratch and doesn't do illogical jumps that break a lesson's continuity, so people who expect to get a walkthrough-style approach will be satisfied. This approach might be viewed as a slight downside by more advanced users as many of the chapters are quite lengthy and require a lot of time to go through, as there are no sub chapter splits (the tutorials are complete .avi files). Also there's quite a lot of repetition of similar methods of effects creation (particles, FumeFX setup) as the viewer progresses through all chapters. These could have been condensed by replacing some adjustment phases with side-by-side variation renders to show differences.

Compositing a helicopter explosion effect in
Fusion (Chapter 14)

The editing is familiar from previous FumeFX tutorials, you are watching what Allan is doing in real time, recorded by a screen cam. I would have appreciated to see some editing in parts of the tutorial. That way occasional popup windows and some other minor distractions could have been easily left out. Also, audio level drifts a bit from one chapter to another. Some visual pointers to emphasize the settings and changes made might have been a good idea, so that a user could clearly see which values were changed (the value boxes and other input fields aren't that big on the video). There's also no table of contents, so you have to check back on the website to see what the files are about, but this is not really a problem.

There is a scene file for just one chapter, which is the startup scene for the car bomb chapter, so people looking for pre-made starting points or finished scenes will probably be a bit disappointed. On one hand, going through the task of creating the scenes probably helps intermediate users to actually learn, but it might frustrate more advanced users who would like to test out scenes.

Eight Max script files presented in the script chapter are included in a zip archive. The scripting chapter of the tutorial is pretty short and could have been way more extended to handle actual issues of extending usability of FumeFX with scripting. Scripting for automation purposes is discussed more in chapter 14 - mortar blast, though.

The digital download version reviewed didn't come with an installer, so you have a bunch of archives, which after extracting are videos ready for viewing. You probably also need to download and install the Techsmith codec if you don't have it installed (see below). The tutorial files don't have any custom interface, which many users will probably find to be a good thing.

Conclusion

This set of tutorials is biased heavily towards explosions more than anything else when it comes to finalized effects. All concerning parts of the creation process including workflow, planning, construction, simulation parameters, shading and rendering issues, are discussed exhaustively.

The end results of the explosions are pretty good looking and for people who aspire to learn how to build high quality explosive fire and smoke effects, this tutorial is surely an excellent purchase.

However, if you are already familiar with explosions and have achieved good results, you would have probably liked to see alternative and more creative uses of FumeFX - clouds, tornadoes, fog banks and other less obvious uses.

The amount of content offered in the DVD compared to the price is very good and well worth the purchase.

Related Links:

Allan McKay's personal website

http://www.allanmckay.com

Turbo Squid, publishers of the DVD

http://www.turbosquid.com

Sitni Sati d.o.o., creator of FumeFX

http://www.afterworks.com

TechSmith screen capture codec (TSCC)

http://www.techsmith.com/download/codecs.asp

FumeFX discussion thread at CG Society's forum

http://forums.cgsociety.org/showthread.php?f=183&t=488822

Notes:

-According to Allan's website the DVD version of the set of tutorials should soon be ready for purchase from Turbosquid's website.

-File format:

Video: TSCC 960x720 15.00fps 509Kbps

Audio: MPEG Audio Layer 3 24000Hz mono 24Kbps

File size varies from 50MB to 2GB, totaling 5.7GB

TechSmith screen capture codec is not supplied with the digital download version. See above link to get the codec.

About the author:

Olli Sorjonen is an experienced 3D artist from Finland, well known for his character work and studies of the human figure, his site can be found at www.CGMill.com.


Screen capture images courtesy of Olli Sorjonen and Allan McKay.
(c) 2009 MaxUnderground.

Duke Nukem Forever concept art -Leaked-


Laid-off 3D Realms staff reveal Duke Nukem Forever concept art


Having just lost their positions at 3D Realms, artists Chris Smith, Trammell Issac and Layne Johnson have created new blogs to show off their previous work in search of a new industry gig. Included on all three blogs are concept art, renders and pretty much more than we've ever seen of Duke Nukem Forever. Just prior to press time, Chris Smith's blog was taken offline, but the images were saved and can be viewed in the gallery............

More at:http://www.joystiq.com/2009/05/08/laid-off-3d-realms-staff-show-off-duke-nukem-forever-concept-art/


Monday, May 11, 2009

Character 3D Modeling for Next-Gen Games with Richard Smith


THE GNOMON WORKSHOP is pleased to announce the release of Character Modeling for Next-Gen Games with Richard Smith. This new DVD focuses on the tools and techniques you need to know to create Next-Gen game characters. "Richard Smith's DVD is a fantastic presentation of how to create a fully-realized Next-Gen game model," says Ryan Kingslien, Resident Artist and Producer at The Gnomon Workshop. "It covers how to create realistic clothing in great detail, which is often one of the most difficult aspects of a character model. If you want to sculpt characters that look like they could jump out of your computer and charge down the hallway than you need to get Richard's DVD."
In this DVD, Richard Smith guides you through modeling a Next-Gen game character. Richard starts with a rough concept design and then creates a low-res base mesh. From there he sculpts each part in ZBrush with special attention paid to creating realistic clothing folds. Once each part is completely sculpted Richard retopologizes it inside of Maya using a plug-in called Nex. Finally, using XNormal he creates the normal map and then sets everything up in Maya. This DVD is intended for artists with a basic understanding of polygon modeling in Maya, but the techniques he demonstrates could be applied using other 3D modeling software. For more information please, visit www.thegnomonworkshop.com

Evolver™ Alpha Preview


Evolver™ Alpha Preview

Darwin Dimensions Announced today the Evolver™ Alpha Preview. Evolver™ is completely different, offering you the ability to produce a breathtakingly accurate version of you - or a little "white lie" version of you, or even a completely fantasy character. Your imagination is the only limit. While you're playing we've setup a "send to a friend" section so you can show off your avatar designs by email. You might also try showing off your Avatar in the gallery. Enabled by our automatic animation rig for face and body animation, Evolver at our public launch will unveil cross platform destinations including virtual worlds, games, mobile applications, e-cards, movies, social media, online dating and many others. For more information, please visit www.evolver.com

BIG Animation's 'Little Krishna' 3D


BIG Animation's 'Little Krishna' 3D

‘Little Krishna’, the maiden high-end 3D animated TV Series from BIG Animation, a Reliance Big Entertainment Group Company, is all set to grace the small screen on Nickelodeon from 11th May, 2009. The 13-episode series is a co-creation between BIG Animation and The Indian Heritage Foundation (promoted by ISKCON Bangalore). The show boasts of world class & never-seen-before quality of animation on Indian TV screens. Little Krishna debuts on Monday, May 11th exclusively on NICK, India’s leading kid’s entertainment channel. Since the content can be enjoyed by one and all in the family, the series will be aired at four time slots – 12:30 pm and 6:30 pm, for the kids; 3:00 pm for the housewives and 9:30 pm for the working members of the family. Each episode delivers 23 minutes of enthralling entertainment, showcasing an amalgamation of both, the lighter humorous antics of Krishna as well as his prowess as a warrior. Using the traditional tales of Krishna’s childhood adventures as a foundation for morally inspiring children’s entertainment, the tonality of the stories is light-hearted, energetic and gripping.
Based on the chronicles of the most beloved prankster Little Krishna, the series is an outcome of seven years of research with two and half years of production work by BIG Animation. Scripted by Emmy Award winner Jeffrey Scott and researched by India Heritage Foundation, the series has a visual style, which combines Indian design motifs with classical Western styles. BIG Animation CEO Ashish Kulkarni shared, “The design team at BIG Animation has left no stone unturned in researching every style aspect of the land of ‘Vraj’, where these stories took place 5000 years ago. The backgrounds, art direction, color keys and all other elements of detailing were thoroughly researched upon, unearthing every possible reference and finally deciding on the designs that will suit the contemporary formats.” The series has been primarily created in English, but it has also been dubbed in several other Indian languages, including Hindi. Though it is primarily targeted at the age group of 7-9 years and for the global market at that, on the whole the series will be a family entertainer. Under the able leadership of Prafull Gade (Associate Producer), who diligently married economics with creativity and Ravi Mahapatro (Line Producer) who was responsible for managing the day-to-day operations, the series was scripted by Emmy Award ® winner Jeffrey Scott. A team of 280 artists have worked on this project which is being directed by the tag team of Vincent Edwards who has earlier worked on Spider Man: TV Series and R. Balasubramaniam while the music has been given by Varaprasad. The series will explore a lot of very interesting stories beyond the popularly known ones from the life of Krishna, ones that have never before been presented to the audience, thus ensuring a truly superior and exclusive content.
One of the leading and fastest growing animation studios in India, BIG Animation has established and tested pipelines for Design & Pre-production, 2D, 3D and Post-Production. With one of the finest IT backend setup, running on AMD Opteron 64 Bit Quad Core Processors and Foundry Big Iron RX laying the bedrock for its network, the studio boasts of infrastructure, technology and creativity that matches Global standards of deliveries. With the right blend of expertise in traditional as well as modern technical skills and exceptional artistic and managerial abilities, the studio is creating the next-generation animation, from ‘ideation-to-script’, and ‘script-to screen’, all under one roof. For more information, please visit www.biganimation.com


For Trailer:http://www.biganimation.com/littlekrishna/indiasbestanimatedtvserial.html