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Monday, September 06, 2010

Anatomy of a Short Film


+ This week The Gnomon Workshop releases the third DVD title from filmmaker Aristomenis "Meni" Tsirbas. This DVD, Anatomy of a Short Film, marks the beginning of a series of DVDs intended to chronicle the creation of a short film. Meni reveals the secret recipe for getting a short film off the ground, through rough ideation, early character concept and storyboard. This is a rare glimpse into the mind and creative process of an acclaimed filmmaker, sure to provide inspiration for filmmakers of all kinds. In this DVD, director Aristomenis (Meni) Tsirbas begins a special series that chronicles the process of creating a short film from scratch. This first volume reveals the crucial initial steps for getting a short film off the ground. From early character studies to the creation of all the rough storyboards, Meni candidly explains his creative process throughout in a way seldom captured on video. Since most films never get past the early stages of development, Meni shows how to push through and complete this essential step, and in doing so give the project its best chance at reaching the finish line. This is a rare opportunity to see how an acclaimed short filmmaker gets his movies done.
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More information

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MPC created over 60 photorealistic CG creatures for Cadbury's


+ MPC created a full cast of over 60 photorealistic CG creatures for Cadbury's latest commercial ‘Spots V Stripes’. Fallon and A Glass and A Half Full Productions have produced Cadbury’s latest commercial ‘Spots V Stripes’, an underwater adventure eagerly anticipating the ‘big game’ of 2012. Nick Gordon directed the spot through Academy Films and Augusto Sola was the Creative Director. MPC created a full cast of over 60 photorealistic CG creatures and provided extensive environment work. As an official sponsor of the Olympics 2012, Cadbury’s is already building up for the event and has created their own big game, sub-aquatic style. MPC was involved during pre-production including pre-vis and concept work to develop the right look for the creatures and the environment. It was clear from an early stage that VFX would play an essential role in the success of the ad; all the animals had to be fully CG and most of the environments had to be created or enhanced in post. MPC’s Jake Mengers led the team as VFX Creative Director with Stefan Gerstheimer as 3D Supervisor and Michael Gregory as 2D Supervisor.
The Director wanted to create a photorealistic look for the creatures but their livery had to be adapted to fit with the teams; stripes and spots. MPC’s main challenge was modelling, animating and texturing 14 different types of animals including turtles, devil rays, octopuses, sailfish, ducks, crabs and mantis shrimps. All the assets were modelled in Maya, painted in ZBrush, textured using Body Paint and rendered with Mental Ray. The live action plates for the environments were captured in the Red Sea during a 5-day shoot. Many of the underwater environments were rebuilt entirely using a combination of 3d elements and live-action projections. Reference material gathered during the shoot helped the 2D team recreate the environment matching detritus, caustic light and the light rays in 3D, combined with volumetric shadows for added realism. A lighting setup was designed to mimic the underwater conditions in a render efficient way.
'To composite the creatures into the live action plates we looked at a lot of real reference we had shot and also lots of underwater stock footage - explains 2D Supervisor Michael Gregory. With the help of some wonderfully lit cg and some irridescence passes we were able to seamlessly composite them back into the plate. Paying particular attention to the depth cueing of the shot and adding light rays, subtle flares and detritus helped us bring all the shots to life.' The balloons were rendered with 4 different textures including barnacle, lichen and moss passes then integrated with 3d bubbles and exploding cloudy fluid simulated in Maya. The crescendo to the commercial is a slow motion exit shot with a Tufted Duck being chased by the Sailfish and Devil Ray. The duck was feathered using Maya Fur and rendered using Mental Ray. All of the slo-motion water elements were created with bespoke Bokeh and Real Flow water.
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www.moving-picture.com
>> Watch da Spot video

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Chicago Motion Graphics Festival 2010


+ The Chicago Motion Graphics Festival provides five days of educational, entertainment and networking events featuring artists such as: Herzog & de Meuron, Lucas Arts, N.A.S.A. w/ Tom Waits and Kanye West, Basement Jaxx, Warp Records, Ninja Tune, Royksopp, The Crystal Method, Puma, The Flashbulb, Carl Burgess, The Mill, Dvein, Pleix, Psyop, Max Hattler and many more. MGFest begins on Wednesday, September 15th at 5pm with "Meetup Massive", a networking flashmob at 1023 South State Street, including over seven different Chicago user groups and collectives dedicated to art and creativity. Later that night, MGFest premiers a Screening Series at Columbia College's Ferguson Center featuring the best of international call for entry submissions as well as selections from Stash's DVD Magazine and Lumen Eclipse's video art exhibits in Boston's Harvard Square. Curated from international talent, the screenings set the tone for MGFest's focus of showcasing innovative local and global artists.
Thursday night, premiering at the Chicago Cultural Center Theater, MGFest presents the MATCH^ showcasing 7 music groups paired with 7 visual acts who'll combine motion, sound and code-based art to ignite a synesthetic performance explosion. Each Audio+Video pair has 7 days to complete a custom-created, 20 minute, audio-visual show to be performed at MATCH^. On Friday night, attend the Super-String-Social to make connections with some of Chicago's most innovative local artists and creative professionals while checking out the gear that makes it all happen. The Super-String-Social will take place at Leviathan, a new and growing entity within the experimental design community led by storytellers, 3D animators, painters, filmmakers and software developers.
Educational workshops and hands-on intensives take place during the day Wednesday through Sunday. Imagination College Courses include: Maxon's Cinema 4D with Mograph, Programming-based Animation with Adobe Flash ActionScript, plus two special "in the studio" Sound Design Intensives with celebrity sound designers, Benn Jordan (The Flashbulb) and Richard Devine. MGFest concludes on Sunday, September 19th at Rodan, Chicago's original video bar, with a video installation art showcase set to the contemporary electronic music curated by Living Sundays. The Motion Graphics Festival is the premier creative conference for motion design, visual effects, sound design and interface technology - presenting a wide array of events including: art showcases, workshops, studio tours, theater screenings, industry mixers, and audio visual showcases.
Full Event Information + Registration >> www.MGFest.com/#chicago

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Tuesday, August 17, 2010

Sculpting Wrinkles in ZBrush



+ This week, The Gnomon Workshop releases the first full length DVD lecture from renowned creature sculptor Cesar Dacol Jr. Titled Creating Wrinkles in ZBrush: Realistic Surface Anatomy, Cesar takes a software agnostic approach to describing the anatomy of a wrinkle. He discusses real world wrinkle form topics such as compression zones and anchor points, as well as tissue composition and other external environmental influences. The topics covered in this title make this a must have for not only ZBrush sculptors, but also for any digital or traditional sculptor looking to add that finished wrinkle pass to their arsenal.
At some point everyone becomes enamored with surface detailing and wrinkles. In this DVD Cesar Dacol Jr. unlocks the secrets that he uses in the feature film industry. He will navigate you through the processes of internal and external forces that cause wrinkles. You will never look at a wrinkle the same way as you explore compression zones, anchor points, tissue composition and external elements in your design. Wrinkles can be complex and overwhelming, but Cesar will teach you some basic tricks that simplify the thought process behind the rhythmic patterns. You will discover the why, where and how to apply wrinkles convincingly to a sculpture. Even though this model was created in a computer using ZBrush, the methods taught are analog-based and can be easily ported into a traditional sculpture or other 3D applications like MudBox.
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nPower Body Object Toolkit


+ nPower Software, a division of IntegrityWare, Inc, announced today a new Power Body Object Toolkit product (with support for Autodesk 3ds max® 2011 and Autodesk 3ds max® Design 2011). Power Body Object Toolkit is a set of complimentary tools designed to improve work flow for customers importing SAT files into 3ds Max using the new Body Object licensed from IntegrityWare / nPower Software . The 2011 release of 3ds Max introduces the Body Object as the standard representation for imported SAT files, and incorporates the SAT translator from IntegrityWare / nPower Software. Power Body Object Toolkit is intended to complement this new functionality in 3ds Max 2011. Power Body Object Toolkit facilitates end to end workflow by simplifying the process of preparing models for rendering, and sending accurate, reliable data to rapid prototyping systems. The Power Body Object Toolkit provides tools to clean up and repair import data (like Power Join for sewing surfaces, and blending tools for filling in holes or missing surfaces). It also contains tools for preparing the render data like the Power Detailer, which allows users to apply company logos or features to the model, and Power UVW Unwrap for applying textures and materials. And Power Detailer facilitates rapid prototyping by providing accurate, water tight STL output files. Power Body Object Toolkit is the product that will optimize your work flow for importing SAT models into Autodesk® 3ds max® for rendering, animation, or rapid prototyping.
>> More Information

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Digital design competition called 'Raygun Shootout'


+ It is a digital design competition focused around the Dr. Grordbort universe created by Weta Workshop. The competition involves entrants designing Rayguns and other Dr.Grordbort related paraphernalia to go into the draw to win a trip to Weta Workshop in New Zealand. The competition was previously only available to entrants whose submissions were designed in Blender. For the last two months of the competition (August to September) we are opening up the competition so submissions can be designed in any 3D creation suite. There are now two trips to New Zealand up for grabs. Rayguns will be judged by the fine folk at Weta so make sure your raygun is of the finest quality.
>> more information

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Architectural Visualization Challenge II


+ Ronen Bekerman / 3D Architectural Visualization Blog & Forums Launches the 2nd Architectural Visualization Challenge - 'HOVER'. This time the challenge will focus on two aspects of architectural design. First one is the state of HOVER representing all types of cantilevered, bridged and by any other means floating spaces in architecture also giving the name to this Challenge. Second is prefabricated architectural design, known in short as PREFAB. Participants will be given a set of premade model parts from which they will have to derive their own design base and visualize it. There will be no limit of size or function, and much like in the previous challenge, the context is totally up to participants. They can create a small house hovering over an ocean facing cliff, suspended from trees deep into the jungle or smack in middle Manhattan protruding from one of the skyscrapers… To help out the participants in their endeavors, a special inspiration page was set up with a collection of related projects to help spur their imagination. 'HOVER' started July 21st 2010, Duration 3 Months, Deadline October 21st 2010.
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More Information

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Monday, August 02, 2010

MachStudio Pro 2


+ StudioGPU is redefining productivity for 3D artists working in broadcast, cinema and design with the announcement of StudioGPU MachStudio™ Pro 2 real-time non-linear 3D workflow and rendering software. Operating as an open hub for advanced 3D workflow, MachStudio Pro 2 now offers 3D artists advanced features such as native integration with Pixar RenderMan®; the ability to create and use MetaSL®-based custom procedural shaders and render out with mental ray®. Additional new features include a solid DirectX® 11 foundation for improved GPU acceleration, tessellation and multi-threading, FBX-out capabilities, improved support for Python programming customization and more.
MachStudio Pro software streamlines the production workflow at many of the most notable production studios in the world, including Weta Workshop, Zoic Studios, and The Third Floor. A virtual real-time studio environment, MachStudio Pro allows artists, designers, engineers, directors, and technical directors (TDs) to work with 3D lighting, camera views and multi-point perspectives in an interactive non-linear fashion to produce real-time high-fidelity views as they will appear in the final rendered format. MachStudio Pro 2 software continues to revolutionize 3D production environments with new features that include:
- Pixar RenderMan Integration: Provides the flexibility to switch between or combine fast high-fidelity MachStudio Pro GPU-based rendering and industry-standard Academy Award®-winning Pixar RenderMan CPU-based ray tracing rendering software on-the-fly to create beauty shots and/or specific render passes.
- MetaSL and mental ray Support: Allows 3D artists to quickly and easily build MetaSL-based custom procedural shaders using an intuitive mental mill® node graph user interface for rendering out to both the mental ray and MachStudio Pro renderer.
- Improved Pipeline Rendering Functionality: Offers a new Unified Pass Renderer (UPR), which breaks out all passes for the final render, and an EXR Sandwich Tool that combines all EXR files into one layered file for compositing.
- DirectX 11-Based Workflow: Offers more efficient rendering, tessellation, and multi-threading capabilities for improved performance throughout the pipeline.
- Volumetric and Screen Space Global Illumination (GI): Takes into account the bouncing of light from surfaces, allowing for more realistic renderings.
- Spot and Directional Lights: Allows for greater freedom towards achieving perfect lighting conditions.
- FBX Output: Exports models and baked textures in the FBX file format for compatibility with all leading 3D modeling and animation software programs.
- Increased Python Support: Allows for the creation of custom properties, parenting objects, and spot and directional lights.
- Workflow Improvements: Eases organization and viewing of everything in a scene, including groups, hierarchies, context menus, light sets, influencers and render pass isolation.
Award-winning MachStudio Pro supports Microsoft Windows 7, Windows XP Professional and Windows Vista operating systems on most professional graphic accelerator cards. MachStudio Pro software is available in North America for $3,999 (USD) or bundled with the ATI FirePro V8800 3D workstation graphics accelerator card for $4,999 (USD). MachStudio Pro 2 is expected to ship in Q3 2010. All existing MachStudio Pro customers will receive the MachStudio Pro 2 software upgrade at no charge upon product availability.Student, education and volume licensing is also available upon request. For more information about MachStudio Pro and to download the free full-featured MachStudio Pro 30-day trial software, visit the StudioGPU web site at www.studiogpu.com.

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NewTek Introduces LightWave™ 10


+ NewTek, worldwide leader of 3D animation and video products, today announced NewTek LightWave™ 10, the next generation of its Emmy® award-winning professional 3D modeling, animation, and rendering software. LightWave 10 will combine ground-breaking CORE Technology with enhanced Modeler and Layout to deliver the most extensive upgrade in years to LightWave’s production-proven workflow. NewTek continues to innovate with LightWave 10, offering powerful new features and benefits to LightWave artists, including an amazingly photoreal real-time version of our award-winning renderer, VPR (Viewport Preview Renderer) and advanced, real-time CG hardware viewport shading, delivering Anaglyph Stereo, Ambient Occlusion, Transparency, Refractions, and Bloom. LightWave 10 will also offer extensive, new immersive real-time virtual cinematography and game development tools. These solutions evolved as a result of the virtual cinematic production techniques that were pioneered by leading Hollywood artists and technicians for films like “Avatar,” "Tintin,” and "A Christmas Carol.” For production studios and more advanced individuals, this immersive technology includes integrated support for the InterSense VCam™, virtual camera system. The individual artist gains a similar immersive experience with LightWave 10 and its integrated support for 3Dconnexion’s complete line of 3D mice. This powerful combination provides directors and artists with the ability to interact in real time within a 3D set. For more information, please visit: www.newtek.com.

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Bryce 7


+ With advanced abilities to edit terrain, develop real-world lighting and create authentic environmental textures, Bryce has always been recognized as a high-quality, yet affordable, 3D solution that is ideal for achieving breathtakingly realistic imagery. Today, DAZ 3D extends the opportunity for photo-real environment creation with the availability of Bryce 7, Bryce 7 PRO and the Bryce 7 Personal Learning Edition (PLE). Working directly with the DAZ 3D community, Bryce 7 was inspired by the unique needs of professional artists, game designers and 3D enthusiasts alike. With three specialized versions, Bryce is better able to cater to users' needs and skill sets, building upon DAZ 3D's goal to bring 3D to the masses. Artists utilizing Bryce 7 will gain the ability to easily incorporate 3D models made in Google SketchUp or Electronic Arts' Spore Creature Creator into their pipeline. This direct import option, created specifically for Bryce 7 workflows, streamlines integration and eliminates cumbersome tweaking, utilizing new import and export options for both the COLLADA and FBX file formats. Bryce users can now also export their amazing environments for use in a variety of other tools and 3D applications. Additionally, the DAZ Studio Bridge within the Bryce pipeline has been re-designed to transfer models from DAZ Studio 3, into Bryce 7 with less overhead and greater ease. Even complex layered 3D figures and accessories now seamlessly import into Bryce 7. For more information, please - Click Here

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RenderMan Studio and RenderMan 4 for Maya


+ Pixar Animation Studios today disclosed full details of the upcoming versions of its RenderMan Studio and RenderMan for Maya products at SIGGRAPH 2010. Targeted for release in the fall of 2010, RenderMan for Maya 4.0 is Pixar’s RenderMan plug-in for Autodesk’s Maya, optimized to provide fast and easy access to the photorealistic rendering technology used to create the stunning visual effects in the majority of today’s feature films. This latest version provides accelerated performance via the addition of unlimited threading and significant acceleration and memory efficiencies from core optimizations to the internal renderer. Additionally RenderMan for Maya 4.0 brings support for Maya Fluids, Maya 2011 compatibility, and the addition of a new unified interface for RenderMan Controls.
Also targeted for release in the fall of 2010, RenderMan Studio 3.0 includes all of the above new features and adds enhanced Slim integration, a new production-quality shader library, a relighting GUI built on PRMan’s re-rendering API, enhanced co-shader support, PSets, Ptex compatibility, and more. In addition, RenderMan Studio now includes Tractor 1.0, Pixar’s recently released distributed render management solution built on an innovative new architecture designed to manage both small and large multi-core render farms.
Availability
RenderMan for Maya 4.0 is compatible with Mac OS 10.5 and 10.6, Windows 7, Windows Vista 32-bit and 64-bit, and Windows Vista 64-bit HPC Server. In addition to the above, RenderMan Studio 3.0 is compatible with Linux 32-bit and 64-bit. New purchasers of the current versions of both products are entitled to a free upgrade when these versions release. Tractor 1.0 is included in RenderMan Studio and is also available as a standalone product. Each additional Tractor license is able to execute one task on a remote client for only $99. Until December 31, 2012, existing Alfred, Alfserver, RenderMan Pro Server, and RenderMan Studio customers on active maintenance are entitled to freely replace their Alfred and Alfserver licenses with an equivalent number of Tractor licenses on a one to one basis at any time. Tractor 1.0 is compatible with Mac OS X and Linux 32-bit and 64-bit, but can deploy tasks to Windows 7, Windows Vista 32-bit and 64-bit, and Windows Vista 64-bit HPC Server also. Pixar’s annual maintenance program benefits customers with access to ongoing support and free upgrades. For more information please visit www.pixar.com

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Wednesday, July 21, 2010

Di-O-Matic Maskarad


+ Di-O-Matic, Inc., a leading developer of 3D character animation software and plug-in tools today announced Maskarad, a new ground-breaking automatic markerless facial performance motion capture software. The Maskarad v1 software is expected to begin shipping in fall 2010 for US 1499$. With Maskarad, 3D artists only need a simple video file featuring an actor performance to create lifelike facial animations. Maskarad automatically locate and track facial expressions and mouth movements. Before Maskarad, realistic 3D facial animation was limited to only a few high-end projects. This was due to the expensive motion capture hardware and laborious post-processing involved either directly or through outsourcing.
"I've tested and used a lot of 3rd party software in my years of production on some of the best games of all-time like Bungie's Halo3, Ubisoft's Spinter Cell and Prince of Persia to name a few" revealed Jonathan Abenhaim, senior freelance character animator. He continues: "My hat goes off to the team over at Di-O-Matic for nailing it with Maskarad!.....It's insanely simple, it output results in a fraction of the time it used to take me to produce facial animations."

No messy or cumbersome face markers setup, no time-consuming post-processing and no expensive dedicated hardware is required. Maskarad quickly output facial animation data ready to be used in your favorite 3d applications including 3ds max, Maya, Softimage and MotionBuilder. Maskarad is a markerless motion capture technology that literally puts motion capture on the animator's desktop. You can shoot a video right at your workplace using a webcam or inexpensive digital camera and have it converted to 3D facial animation data in minutes. For a full list of all the features planned for Maskarad and video-demo of Maskarad, please visit the product information page at:
Click Here

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Pixologic unveils ZBrush Version 4.0


+ Pixologic, Inc., makers of the award winning ZBrush is pleased to announce that it will be unveiling the latest software in the Pixologic line - ZBrush Version 4.0 (for Win and Mac) at Siggraph 2010 show Los Angeles Convention Center 27th-29th July 2010. Pixologic also announced that following the 'sneak preview' at Siggraph 2010, ZBrush 4.0 will be available to the public for purchase and download on 8/9/10 (Monday 9th August 2010). Those visiting the Siggraph exhibition floor will have the opportunity to pre- purchase a special edition package of ZBrush 4.0 at the Pixologic Booth!
ZBrush is the leading 2D/3D digital sculpting application for artists today and is used extensively in the film, game, toy and collectible industries as well as scientific illustration. Pixologic will be hosting hourly demonstrations at Booth #709 where attendees, users and newcomers will see and explore the latest exciting ZBrush 4.0 features, presented live by industry renowned character modeling artists and supervisors- from Disney Animation Studios, Blur Studios, Naughty Dog and other top film and gaming studios. Visit at Website: www.pixologic.com

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Autodesk Butterfly


+ Autodesk Butterfly is a new web application from Autodesk that enables users to edit and collaborate on AutoCAD drawings and 3D renderings online using just a Web browser. Since Butterfly’s Beta launch a few months ago, it’s been used extensively as platform for design communication between 3D artists and remote/offshore clients.

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Pixel Farm Launches Radical New Approach To Tracking


+ The Pixel Farm Ltd developer of innovative image-processing systems for VFX, DI and restoration, will unveil a groundbreaking advance in tracking software for digital visual effects at SIGGRAPH 2010 (Booth #313). Employing a brand new architecture, the technology dramatically improves the fundamental processes involved in camera tracking, one of the most important areas of successful VFX creation, ushering in unprecedented levels of flexibility, control, accuracy and speed.
The new, node-based flowgraph architecture, developed by the company's renowned R&D team, is an industry-first in camera tracking and match moving software. Easy to learn and operate, it provides a logical visual overview of tracking workflows, and gives digital artists a procedural, non-linear environment in which to experiment non-destructively with different approaches to a shot to achieve the best result possible. In many cases this enables shots to be tackled, which were previously considered untrackable. Optimised as a 64-bit application, and running natively on OSX, Windows and Linux, the new architecture is underpinned with metadata management, fully-integrated Python scripting, workflow customisation and a host of other features, such as in-built rolling shutter correction and image-distortion tools. The new flowgraph workflow, unique in the camera tracking/match-moving market, provides instant familiarity for digital artists who use node-based composting and effects software, and delivers the significant advantage of enabling full control over every aspect of each individual operation.

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OptiTrack Demonstrates the Future of Virtual Filmmaking at SIGGRAPH 2010


+ With the massive success of computer-generated 3D films like "Avatar," real-time virtual production workflows are setting a new trend in Hollywood. At SIGGRAPH 2010, OptiTrack™, in conjunction with Autodesk, will provide attendees with a demonstration of how to create a cost-effective virtual production pipeline that will easily integrate into existing workflows. Live demonstrations featuring OptiTrack and Autodesk products will be available at the OptiTrack booth (#701) and Autodesk booth (#500), July 26 - 29, 2010 at the Los Angeles Convention Center. Featuring real-time data streamed between the OptiTrack and Autodesk booths, joint demonstrations will showcase how body motion capture (from OptiTrack ARENA™ software) and virtual camera work (from the OptiTrack Insight VCS) can be combined with Autodesk MotionBuilder, Autodesk Maya, Autodesk 3ds Max and Autodesk Face Robot to create a comprehensive computer generated film sequence.
About OptiTrack

OptiTrack™ is the leading brand of affordable, high-quality motion capture technology. The OptiTrack product line includes: the Insight VCS; ARENA™, Expression™ and Tracking Tools™ motion capture software; and OptiTrack high-speed motion tracking cameras. Used by facilities worldwide in a variety of markets ranging from film and games to sports training and biomechanics, OptiTrack customers include Halon Entertainment, Electronic Arts, Microsoft Game Studios, Method Studios, Lockheed Martin, NASA, John Deer, and other top studios and developers around the world. For more information on products and pricing, please contact the company's headquarters in Corvallis, Ore. at 1-888-865-5535, or visit www.optitrack.com.

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Wednesday, July 14, 2010

DVD! Low-Res Character Production



+ In this DVD instructor Adam Schuman walks you through the entire process of constructing a low resolution 3D character worthy of any "next-generation" game. Follow him as he shows you his techniques in exporting the high-res model from ZBrush, reconstructing the low-res meshes, creating the UV's for all of the meshes, baking out all of the maps (3ds Max and xNormal), creating all of the textures, using real-time viewport shaders, and rendering out the final for your portfolio.This DVD is geared to improve your workflow by helping you understand what is expected of professionals in the field today. Adam Schuman has been in the video game industry since graduating from the Art Institute of Dallas in 2002. Project Files includes: The final 3ds Max lowres character files (2011 and 2010 versions). The final PSD textures. Obj files of the decimated highres and polypaint textures. Multi-Obj 3ds Max script and 3 point realtime lighting fx file.

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Download BRIX Lite Edition for 3ds Max


+ As of today, the BRIX Lite Edition for 3ds Max 2009 / 2010 / 2011 is available for FREE. BRIX Lite Edition contains 8 materials (as above) from the full version and can be used for commercial productions without limitation. The functionality is not limited except for two things: The material library contains 8 V-Ray and Standard materials instead of 100 materials and you cannot import your own bitmaps into BRIX Lite Edition. Brix Lite contains 70 bricks and tiles as well as 223 bitmaps.
>> Download Now

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HP and Cartoon Network launch all new Toon Creator Awards for 2010


+ HP and Cartoon Network have once again joined forces to unleash the inner animator in kids across Asia Pacific with an all-new Toon Creator Awards for 2010. Back by popular demand, this year’s Toon Creator Awards will kick off on July 1, and invite kids aged 6-14 from Australia, India, Taiwan, Thailand, Malaysia, Philippines and Pakistan to showcase their creativity through cutting-edge technology. “We are delighted to offer children in Asia a new and improved Toon Creator Awards for 2010 in collaboration with Cartoon Network,” said Dennis Mark, Vice President and General Manager – Marketing, Personal Systems Group for HP Asia Pacific and Japan. “This competition is close to our hearts as it encourages and inspires creativity and innovation at a young age. We are looking forward to judging the entries and seeing children across the region reap the benefits.” ...Benjamin Grubbs, Regional Director of Turner Entertainment Interactive Media said, “The response to our inaugural Toon Creator Awards in 2009 was phenomenal as nearly 26,000 kids across the region embraced the opportunity to step into the shoes of a Cartoon Network animator and submit over 227,000 animation entries. This year we have worked closely with HP to develop a completely fresh and innovative Toon Creator experience, which is sure to spark even more creativity amongst kids.” New features added to the Toon Creator Awards this year include a character creator function that allows players to build personalized avatars to participate in exciting adventures and even have a leading role in their own animations. Kids can travel to Australia and help Flapjack clean up the Great Barrier Reef or visit Taiwan to assist the Ben 10 Alien Force gang win the Dragon Boat races. Players will be able to journey online to various locations in Asia Pacific to participate in different tasks, unlocking assorted items to enhance their final animations. Kids can also flex their creative muscle by designing their very own endings to cliff-hanger clips starring a variety of Cartoon Network’s favourite characters such as Ben Tennyson, Chowder and The Powerpuff Girls. Once completed, animations can be posted onto the Cartoon Network website for everyone to see. The Toon Creator Awards are available in two categories, schools and individual entries. Amazing prizes are up for grabs and winners from each category will be determined by a combination of online votes and a professional judging panel from HP and Cartoon Network.
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Toon Creator Awards for 2010

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Procedural Partnering with ESRI and NVIDIA on 3D Cities


+ Procedural Inc., the developer of the 3D city modeling software CityEngine, announces that it has joined the ESRI Business Partner Program as a Complementary Technology Provider. Participation in the program will create new opportunities for the two organizations to better serve customers with smart 3D city solutions based on GIS data and procedural modeling techniques. The potential of the collaboration has been demonstrated in the Plenary Session at the 2010 ESRI User Conference in San Diego. Procedural and ESRI teamed up with NVIDIA to set up a pipeline for the creation, analysis and visualization of photorealistic 3D cities from 2D ArcGIS data. NVIDIA's RealityServer, which runs in GPU-based cloud computing environments, enables anyone to interact remotely with complex 3D cities on mobile devices such as netbooks, tablets or even the iPhone.
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3D Rotterdam - Project

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Tuesday, July 06, 2010

Octane render review by Evermotion



+ Found this interesting article on evermotion, giving some insight on GPU rendering and detail review of upcoming Octane render; a GPU based, un-biased, physically based renderer. Snippet: "Octane Render is the world's first GPU based, un-biased, physically based renderer. What does that mean? It uses the video card in your computer to render photo-realistic results fast...really fast. This allows the user to create stunning works in a fraction of the time of traditional CPU based renderers." Let's point some basic info about the renderer. Octane unlike many other 3D applications is very cheap and available to even common user of graphics software. The other interesting thing is multi-platform support, so we can run Octane under MS Windows, Apple Mac or even Linux! We are also not bound to any 3D software, because Octane works as standalone renderer. With currently developed plugins, we can link it to the most popular applications such as: Autodesk 3ds Max, Maya, Softimage XSI, Maxon Cinema4D, but also to Blender, Google SketchUp and Luxology Modo. Even more, if we work for example in any 3D CAD application such as ArchiCAD, we can export our model/scene to Wavefont .obj format, and then import it to Octane for material setup and rendering..............Read on!!

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Prince of Persia VFX by Framestore


+ One of this year's tent pole productions for Disney, Prince of Persia: The Sands of Time is released on 28th May 2010 in the US and UK. Based on the phenomenally successful video game of the same name, the film is directed by Mike Newell and produced by Jerry Bruckheimer. It stars Jake Gyllenhaal as Prince Dastan, Gemma Arterton as Princess Tamina and Ben Kingsley as Nizam. The film's stunning visual effects were created almost entirely in London, with Framestore contributing some 124 shots, including the creation of the movie's breathtaking penultimate action sequence. The two main elements on which Framestore worked were the Hassansin Vipers, a breed of murderous, supernatural snake that Dastan has to fight, slay and even dissect; and the Sand Room sequence, featuring a deadly chamber filled with a sandy vortex through which our hero has to pass en route to his showdown with Nizam. Both of these contrasting elements - one creature, one environmental - were concepted, created and executed in-house at Framestore, with the company's artists and technicians playing a crucial role in developing them for the screen. "VFX are normally secondary to the action and the characters," says Morris, "But in this case, the VFX are the action and the room itself is the character. Kevin Jenkins' phenomenal design concepts were our starting point, and his work ultimately became the closest thing to a style-bible we had. In a period of two weeks we built an absolute bare minimum of props for the shoot. It was the last thing in the film to get shot, actually. Normally something on this scale would get maybe a month's shooting time - we got six days. It was shot in December 2008, and over the subsequent six months we (along with Tom Wood) completely reconstructed the scene."...................Read On!!

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