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Issue 5 - HDRI 3D - Print Version

 
Issue  5 - HDRI 3D - Print VersionQuantity in Basket:none
Code: H3M05
Price:$10.95

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FEATURING...

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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



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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



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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



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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



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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



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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



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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



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FINAL PREPARATIONS PRIOR TO BINDING THE MODEL
Part 3 of Peter Ratner 's Setting Up the Human Model for Animation series.
BY PETER RATNER



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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



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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



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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



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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



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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



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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



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