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Issue 14 - HDRI 3D - Digital Version

 
Issue 14 - HDRI 3D - Digital VersionQuantity in Basket:none
Code: H3M14
Price:$10.95

 
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*Note: Because the printed version of this issue is totally sold out, we're making this issue available for purchase in a digital format.

FEATURING...

SPIDER-MAN IS BACK IN BLACK—
AND LOOKS BETTER THAN EVER
An overview of the creative problem-solving and technical achievements that went into making the special effects in Spider-Man 3.
By Jeff Cavallaro

PIPELINE FOR THE PIPELINES
Surf's Up! The methods used to convincingly make an animated film look and feel like a real documentary.
By Jason Pichon

GAMMA CORRECTING RENDERS FOR THE RIGHT BRAINED:
AN INSIGHT TO WORKING IN LINEAR SPACE
This article is about a workflow developed for correcting the gamma in renders and setting up a linear environment within LightWave 3D.
By Wes McDermott

GAMMA ADJUSTMENTS OF MAYA'S RENDER ENGINES
An overview of gamma adjustments and how to apply them at render time in Maya.
By Christopher Mills

DOMEFEST 2007 AND DOME MASTERY
Explore the world of full-dome animation. This tutorial is designed to help you set up a 5-camera scene, and provides information for submitting your work to DomeFest 2007.
By Andrea Carvey

ZBRUSH FUNDAMENTALS 102
SCULPTING IN ZBRUSH
This article covers model prep and outlines the four primary sculpting techniques available in ZBrush.
By Steve Warner

REAL WORLD PRODUCTION SERIES:
PART 3 RENDERING THE IMPOSSIBLE
How to bake textures with LW v. 9.0's new cameras and create UVs with PLG's free UV tools.
By Gregory "T.Rex" Glezakos

WORKFLOW SETUPS FOR NEW FEATURES IN NUKE'S IMAGE-BASED KEYER (IBK)
The image-based keyer (IBK) has been updated in NUKE v4.6 to facilitate the keying process even further. This article briefly describes the new features and workflow setups for making the most of them.
By Paul Lambert

THE TAMING OF THE SCREW
How to replicate any real world object in a 3D modeling package.
By Nick Caldwell

CREATING A KILLER TEXTURE LIBRARY
This article explains where you can collect textures, along with some technical specs for size and lighting of the images. Examples are also provided showing how your library can contain flat textures, ground plane images, skies, and whole assets.
By Briar Lee Mitchell

MODELING A HUMAN PART 1: THE HEAD
In this human modeling series, the reader is presented with a step-by-step method for modeling the human. The first part of the series is modeling the head.
By Peter Ratner

LIGHTWAVE AND COMBUSTION: GOOD TIMES!
Using the versatile PSD file format gives 3D applications and Combustion the ability to share layered files.
By Darren Lutz

FAST PAINLESS RENDERING,
PIXAR'S SECOND INSTALLMENT
What's new in RenderMan for Maya v. 2? It offers newfound speed and flexibility without the limitations of version 1. Check out the new features and enhancements.
By Tim Turner

INTERVIEW WITH VICTOR GARZA, ANIMATOR/CG ARTIST
Our series featuring computer graphic artists continues with insights on education, training, and job responsibilities in the real production world.
By Nick Caldwell

GIDGETS AND GADGETS
By William "Proton" Vaughan

FINAL RENDER
By Andrea Carvey

KOOSHLINGS
By Dariush Derakhshani



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