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Issue 21 - HDRI 3D - Print Version

 
Issue 21 - HDRI 3D - Print VersionQuantity in Basket:none
Code: H3M21
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FEATURING...

FISTS OF FURRY: DREAMWORKS ANIMATION’S KUNG FU PANDA
The fur started flying when DreamWorks Animation’s latest triumph, Kung Fu Panda, leapt into theaters on June 6. We take a brief look into the technical wizardry behind the scenes with Effects Supervisor Marcus Manninen.
By Steve Mitchum

HOW’D WE DO THAT? SPEED RACER
Speed Racer’s CG Supervisor shares with us how the Sony Pictures Imageworks team coped with a compressed production timeline, a highly stylized look and feel, and the problem of multiple effects studios sharing common assets. Our fascinating series gets you behind the scenes access as never before.
By Theo Bialek

I AM IRON MAN: FORGING THE MOLD
Concepts, storyboards, animation–it’s a long process to take Iron Man from 2D comics into a whole new 3D world delivered on the big screen. See how Framework Studio took up the challenge to create Iron Man’s captivating theatrical trailer.
By Jonathan T. Winbush & Matt Ciaglia

WHERE A SHAPE-SHIFTER FEELS AT HOME
Explore the milieu created for Prototype, a new 3rd person open world/action game from Radical Entertainment. Art director Maurice “Skip” Kimball shows how he created the concept art for the game.
By Briar Lee Mitchell

WHAT’S THAT IN THE SKY?!? DESTRUCTION WITH AFTERBURN
This tutorial explains the steps to get visually interesting volumetric particles with AfterBurn. Learn how AfterBurn can bring your production work to a new level.
By Christopher Ashbaugh

PLAYER CAMERA ANIMATION TECHNIQUE
Go to your local game store, and take a look at the selection. Many of the big-budget blockbusters take place from the first person perspective. In this tutorial, find out some of the tricks and techniques used to get the most robust first person player animations possible.
By Richard Lico

PIPELINE DEVELOPMENT, PART 5: TOOLS FOR ALL OCCASIONS
The last pipeline article, about developing tools for easing VFX production.
By Peter Hartwig

IF OPPORTUNITY DOESN’T KNOCK, BUILD A DOOR: CREATING AN IRIS DOOR IN LIGHTWAVE 3D
This article steps you through the creation of an iris door.
By William “Proton” Vaughan

PIPELINE & COLOR PLANNING, PART 2: FILM AND HD COLOR WORKFLOW
Visual effects artists and filmmakers need to manage film and HD color workflow in order to have an effective film pipeline.
By Edward Heede

WAX DROPPINGS
From animated to hand sculpted, Rocco Tartamella explains traditional sculpting.
By Rocco Tartamella

MODELING A HUMAN, PART 8: MODELING A HUMAN FOOT
The series on Modeling a Human in Maya is completed with these step-by-step instructions for creating the foot. It is a lengthy process, but the results are worth it.
By Peter Ratner

FIRESIDE CHAT WITH PIXAR’S RENDERMAN
To celebrate the 20th Anniversary of Pixar’s RenderMan software, our Editor-in-Chief sits down with Renee Lamri to discuss Pixar’s historic role in the past, present, and future of rendering.
By Dariush Derakhshani

FASTER THAN THE SPEED OF LIGHT
Justin Stockton shares with us his super-fast gateway into the computer animation industry.
By David Andrew Maldonado

BEYOND TRADITIONAL OUTREACH: IPAX LETS TEACHING FACULTY STUDY WITH PROFESSIONALS
Imageworks Professional Academic Excellence (IPAX) continues to expand and offer greater opportunities to eligible schools and teaching faculty. Much more than just great scholarships and internships, IPAX provides fellowships and production experience on feature films.
By Sande Scoredos

KOOSHLINGS
By Dariush Derakhshani

GIDGETS AND GADGETS
By William “Proton” Vaughan

STUFF
By Brad Carvey

XSI CORNER
By Raffael Dickreuter

FINAL RENDER
By Andrea Carvey


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