FEATURING...
COVER STORY: THE MAKING OF SIN CITY
A behind-the-scenes look at how CaféFX helped create the gritty world of Sin
City.
BY CHRISTINE BUNISH
I FEEL LIKE I'M GOING INTO ANOTHER DIMENSION...
With theater releases of Steamboy ,Appleseed,and Innocence here in the States,it
's no secret that Anime has finally reached the attention of your average movie-goer.Here
are 20 quick tips that should help get you on the path to making your own CG
Anime.
BY WILLIAM "PROTON" VAUGHAN
MENTAL RAY FOR MAYA PART 2
Boaz explains how to render custom passes with mental ray and explains how to
control the Framebuffer.
BY BOAZ LIVNY
MAKING FACES IN SOFTIMAGE|XSI
Creating blendshapes and controllers within SOFTIMAGE|XSI using the advances
made with v.4.0 to create an economical and fast setup. Learn to create 3D control
sliders to combine different shapes and the expressions needed to link these
to the shapes.
BY MATT MORRIS
SPLITTING CELLS
Often applying image maps to HyperVoxels leads to unwanted results when animated.But
by using LightWave 's integrated HyperVoxel textures,you can achieve excellent
results.
BY DAN ABLAN
FACIAL EXPRESSIONS: USING ZBRUSH AND MAYA TOGETHER
Pixologic's ZBrush is starting to make a huge impact in the CG animation and
modeling industry. This tutorial shows one of the many ways in which incorporating
ZBrush into your Maya animation workflow can make an arduous task, such as creating
blendshape targets for facial animation, easy and fast.
BY ERIC S. KELLER
PARTICLES AND HYPERVOXELS - THEY GO HAND IN HAND
Particles and collisions for bullet hits and the new gradient for HyperVoxels:
Relative Particle Age. BY DEUCE BENNETT
FINAL PREPARATIONS PRIOR TO BINDING THE MODEL
Part 3 of Peter Ratner 's Setting Up the Human Model for Animation series.
BY PETER RATNER
INTRO TO NORMAL MAPPING
Creating normal maps within a production pipeline for next-generation game engines,
a technology fast becoming a prerequisite skill for all artists working on projects
for new game engines and platforms.
BY JAKE CARVEY
UNCLE ROBIN'S MINI GUIDE TO MEL
VOLUME 1: THE WAY OF PROGRAMMING
An introduction to programming with MEL in a way that makes it easy to learn,use,and
debug.
BY ROBIN SCHER
MODELING A CREATURE WITH THE EXTENDER TOOL
By the time you're finished with this lesson, you will have mastered LightWave's
Extender tool.
BY ROBERT CALANDRIELLO
COMPOSITING 101: LAYERS IN DIGITAL FUSION
Explore the flexibility we have when working with layers produced from any favorite
3D application in order to deliver a better final version of our creative vision.
BY GREGORY GLEZAKOS
ESSENTIALS: LSCRIPT COMMANDER
How to quickly create a plug-in so that every time a scene is loaded, a click
of the button automatically adds a 3-point lighting setup. A great way to automate
tasks!
BY BRAD CARVEY
INTRODUCTION TO MENTAL RAY PRORAMMING
An overview of how even those with only limited coding skills can leverage some
of the power of mental ray to create basic tools to enhance their pipeline,
using the example of a reflection shader with distance-based falloff.
BY ALAN JONES
CHARACTER ANIMATION AND RIGGING
FOR LIGHTWAVE
This article describes how to use Maestro to auto-rig and then animate your
character.
BY BRIAN PACE
KOOSHLINGS:
An editorial by DARIUSH DERAKHSHANI
FAREWELL
An editorial by DAN ABLAN
STUFF
An editorial by BRAD CARVEY
JOB PERSPECTIVES FOR SOFTIMAGE|XSI ARTISTS
An editorial by RAFFAEL DICKREUTER
FINAL RENDER: POOPING IN THE RING
An editorial by ANDREA CARVEY