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Issue 18

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