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Gnomon workshop Introduction to Animal Anatomy with Marshall Vandruff

Posted: 21 May 2010 08:34 AM PDT



This week The Gnomon Workshop releases a superb DVD on Animal Anatomy by Marshall Vandruff. Marshall is an acclaimed art instructor who has combined a love of drawing with a pursuit for the ultimate teaching strategies for anatomy, perspective and composition. Introduction to Animal Anatomy is a lecture that was months in development and presents an intelligent approach to Animal Anatomy based on form analysis. This lesson will provide artists new to animal anatomy with an accessible and exciting foundation on which to build, and will also be a refreshing guide for experienced artists looking for inspiration and new approaches to learning anatomy.





Chapters

1. Introduction to Animal Anatomy
2. Muscles
3. Foreshortening
4. The Torso
5. Hindlegs
6. Forelegs
7. Necks and Heads
8. Anatomy of the Skull
9. Animal Faces
10. Animals as People
11. Additional Resources

Specifications

* Product Code: MVA01
* ISBN: 1-59762-808-5
* UPC: 805366017569
* Duration: 82 minutes
* Formats: DVD-ROM

About Marshall Vandruff
Freelance Illustrator

Marshall Vandruff has worked as a writer, illustrator, voice-over artist and consultant for nearly thirty years. His clients include MAD Magazine, Warner Brothers, Hanna-Barbera, Dark Horse Comics, Nickelodeon, Insomniac Games, Disneyland, LeapFrog, Rockstar, Blizzard Entertainment, AutoDesk, The Gnomon Workshop, Imagine FX, and over forty advertising agencies. He has taught over 200 Drawing, Anatomy, and Storytelling courses at colleges, universities, and corporations.

CHECK IT HERE!
Related links:

thegnomonworkshop.com

Subaru commercial by Storm Studios

Posted: 21 May 2010 08:08 AM PDT



Storm Studios recently did some environment work for a Subaru commercial



Client: Subaru, Dag Asbjørnsen

Agency: Futatsu Industries
Martin Midtbø, Niri Bøyesen, Frode Bjerved, Aris Theophilakis, Tone Salvesen og Hågen Pettersen

Storm Studios

Director: Jamie McCarter
Producer: Anja Nicolas

Co-Director Live Action: Anniken Lien (Moland Film Company)
Production Manager Live Action: Hans-Jørgen Osnes (Moland Film Company)
Cinematographer: Petter Holmeren

VFX Supervisor: Jamie McCarter
Production Manager: Fredrik Arntzen
Lead Artist: Espen Nordahl
On-Set Supervisor: Otto Thorbjørnsen
Comp Supervisor: Morten Moen

FX: Magnus Pettersson, Colin Doncaster
Modelling: Martin Andersson, Henrik Karlsson
Compositing: Samuel Karlsson, Morten Jacobsen
Animation: Jonathan Symmonds
Matte painting: Olve Askim, Stig Saxegaard, Nikolai Lockertsen
Lighting: Espen Nordahl, Steven Elvesæter
Rigging: Ragnar Brynjulfsson, Jamie McCarter
Technical Support: Ragnar Brynjulfsson, Daniel Flehner Heen, Tom Joelsen
Colourist: Ghislain Rio
Trainee: Jan Ivar Solås
Production Assistant: Monica Østbø Østgård

Related links:


stormstudios.no
pixologic.com

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Mari 2k Animated Textures

Posted: 21 May 2010 06:48 AM PDT




Another Mari tech video demo by The Foundry, this time showing animated textures. In this video a 2K animated texture is applied as one layer in a 5 component shader (Diffuse, Spec Gain, Spec Rough, Bump, Animation) . The scene has 31 4k textures and a 100 frame 2k animation. This animation was captured on a laptop with a Quadro Mobile 3800M and 8Gb of ram.



Related links:
youtube.com

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Making of 3D Water Drops

Posted: 21 May 2010 05:55 AM PDT



Bertrand Benoit describes in detail the way he created the 3d water drops effect in his GH House Challenge winning interior image

Enter TUTORIAL !

Related links:
ronenbekerman.com

FumeFX 2.0

Posted: 20 May 2010 11:22 PM PDT




May 20th 2010, Sitni Sati announced the release of FumeFX 2.0 for Autodesk's 3ds Max platform.

New features that have been added for FumeFX 2.0 are focused on minimizing project turnaround times and providing the ability to add more detail to the simulations - quickly and memory efficiently.

Project turnaround times can be significantly reduced when there is a need to fine tune final simulation playback speed. Until now, this was only possible by running the whole simulation again with different time scale parameter. That approach has a number of drawbacks, most importantly - it is very time consuming and always results with a different fluid flow. Out proprietary Retimer algorithm operates on existing cache files to re-create missing frames. Retiming process is fast and more importantly, it preserves exactly the same flow as in original caches.

Wavelet Turbulence algorithm is well known to the CG industry for some time and FumeFX 2.0 utilizes it to create additional detail on low detail simulations. In contrast to existing Fluid Mapping code, Wavelet Turbulence scales up the grid and adds detail that is not distorted over the time domain. Computation is fast and has lower memory demands compared to the simulation using same grid spacing.

FumeFX already has been production proven in titles such as 2012, Spiderman 3, X-Men Origins: Wolverine, Superman Returns, Iron Man, The Host (Gwoemul) and various games cinematics such as Warhammer Online, Classic Transformers, Dante's Inferno and others.

Key Features

- Production proven results demonstrate this technology's ability to achieve realistic smoke and fire effects for cutting-edge industry applications.
- FumeFX supplements the user's artistic vision with the power of real-world physics for the ultimate in both style and realism.
- A multitude of parameters and FumeFX helpers give users maximum control of the fluid's behavior and appearance.
- Easy to use, basic effects can be created with just a few clicks.
- Options include the use of powerful AFC and Gradient controls, which are unified through all Sitni Sati products.
- Plug-in design incorporates extensive support for Particle Flow and Thinking Particles.
- Dynamic simulations allow for bi-directional influence between FumeFX and particle systems.
- Advanced scripting via MAXScript is possible with almost every aspect of FumeFX, including access to all simulation data.
- FumeFX is capable of dynamic interaction with other scene objects.
- For those technical artists who want to write their own shaders, a standalone rendering library is avilable for Windows and Linux, both 32 and 64 bit versions.

Simulation

- Start simulations from scratch or by using other simulation results as a starting point.
- Stop, pause and continue simulations at any point.
- Simulation is multithreaded - users can select how many CPU's to dedicate to their simulation.
- Users can watch the simulation progress in the interactive Preview Window.
- Draft simulations can be created in mere minutes for fast previewing.
- User has control of which data is written to output files for rendering and further processing.
- Wavelet Turbulence algorithm quickly adds extra detail to low resolution simulation caches while preserving the existing overall motion.
- Retimer is a very efficient and fast method to slow down or speed up caches without the need to re-run simulation.
- Post Processing module can significantly reduce cache size by optimizing grid size around smoke/fire. It also allows users to decide which channels will be excluded from the final caches.

Rendering

- mental ray for 3ds Max renderer support - available for both Windows and Linux.
- The Preview Window gives users almost instant feedback on render settings.
- Fast self-shadowing is produced through an Illumination Map which is integrated inside of the FumeFX object.
- A highly efficient Multiple Scattering model enhances light dispersion throughout fluid.
- Fluid Mapping integrates procedural map details with fluid motion.
- The dynamic FusionWorks atmospheric renderer provides:
- Render Elements: Fire, Smoke, Velocity
- Proper blending with AfterBurn and ScatterVL Pro.
- Balanced mixing of FumeFX and compatible atmospherics with 3ds Max Fog
- Ability to apply Image Motion Blur
- Option to affect Effect Channel
- Z depth



Related links:

afterworks.com

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