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Issue 18 - HDRI 3D - Print Version

 
Issue 18 - HDRI 3D - Print VersionQuantity in Basket:none
Code: H3M18
Price:$10.95

 
 
 
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PREVIEW sample pages from this issue (712KB pdf).

FEATURING...

LEGENDARY APOCALYPSE: I AM LEGEND
A discussion with the pros at Sony Pictures Imageworks on how they were able to remove human life from Manhattan Island. Find out what it took to breathe life into New York City's newest "Infected" darkness-seeking residents.
By Arthur Vail III

HOW'D WE DO THAT? DRIVE
Drive's CG Supervisor explains exactly how Zoic Studios' team created such realistic CG effects within the budget and deadline limitations of television. Our fascinating series continues to get you behind the scenes access as never before.
By Jarrod Davis

PHYSICS FOR ANIMATORS
Understanding physics has traditionally not been an important aspect to learning how to animate. Here you'll review some of the more basic laws of physics and learn how to add them to your animation repertoire. See how the principles of animation interact with the laws of physics.
By Richard Lico

REAL WORLD PRODUCTION SERIES
PART 4: CROWDS IN LIGHTWAVE 3D
This tutorial describes the creation and rendering of a crowd of 80,000 CG people, using 20 animated characters, each made of 300,000 subdivision polygons.
By Gregory "T.Rex" Glezakos

RENDER FARM ETIQUETTE
This article covers the top 10 rules when using a render farm. If they are followed, things will run smoothly and the IT department will stay happy.
By William "Proton" Vaughan

ZBRUSH FUNDAMENTALS 104:
TEXTURE MAPS
This is the fourth article in a series designed to help ZBrush users get the most out of the program. In this article we discuss various ways to create texture maps. The emphasis is on creating the maps needed to recreate your ZBrush work in another program, such as LightWave 3D.
By Steve Warner

LCS WORKFLOWS FOR LIGHTWAVE 3D
Implement or adapt 3 linear workflows for LightWave based on a general workflow for color management according to your pipeline facilities and budget.
By Gerardo Estrada

MODELING MALE AND FEMALE HANDS
One of the most challenging parts of human modeling is the hand. This detailed step-by-step tutorial shows how to accomplish this task.
By Peter Ratner

HEAD IN THE CLOUDS
This article provides a brief overview of AfterBurn and shows some of its softer sides. Instead of using AfterBurn to blow things up, you can use the techniques in this tutorial to bring serenity to your cloudscapes.
By Christopher Ashbaugh

NO LINES FOR THE RESTROOM
Women are Star Wars fanatics, hard-core gamers, and comic book readers just as men are. So why has the male to female ratio in the CG industry been so unbalanced in the past? Are more and more females finally realizing they too can be a part of this industry? Visit with some female trailblazers.
By Jana Yarbrough

SCAN, PLUG, AND PLAY
The Recording and Playback Power of .MDD Files Whether you are looking to get animation data into or out of LightWave, save dynamic data for later use, or just wanting to optimize your scene, this article shows you how to create and use .MDD files.
By William "Proton" Vaughan

GELATO RENDERS THE WAY TO REAL TIME
Gelato has always used the graphics processing unit (GPU) to accelerate rendering, but this new, fast rendering mode makes even heavier use of the GPU, performing virtually all its calculations on the graphics chip instead of on the CPU.
By Dominick Spina

KOOSHLINGS
By Dariush Derakhshani

FINAL RENDER
By Andrea Carvey

GIDGETS AND GADGETS
By William "Proton" Vaughan

XSI CORNER
By Raffael Dickreuter

 


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