Just try to Catch this Bug
Posted in: 1To illustrate the power of Kleenex Anti-Viral tissue, Rhino brought to life the Flu Bug – a jittery, mischievous little guy
To illustrate the power of Kleenex Anti-Viral tissue, Rhino brought to life the Flu Bug – a jittery, mischievous little guy
Chaos Group team is excited to announce the official release of V-Ray of Maya with stability and ease of use
We is 3D modelers, an operational experience of 5 years. We do the
work qualitatively and in terms, but we live in Ukraine and we can
work only as Freelance.
our resume:
3Davj is a team of like-minded people. Our major activities include
the following:
– 3D modeling of Characters, architecture hi polygonal, low polygonal
technical devices modeling;
– Texturing, mapping, bump, specular;
– Setup, morphing, rigging characters;
– Sketches in details, 2D pictures.
– Animation
– 3D Print
We are experienced in creating graphics for games.
High-quality work in time, creative and interesting cooperation is proposed.
We are young and talented, vigorous and dreamers realizing our creativeness.
Our portfolio: www.3Davj.com
Fort Lauderdale, FL., August 17th, 2009 cmiVFX | cmiStudios launches a brand new video for Advanced Digital Scuplting. This new video is a part of a new style of training that will allow viewers to learn more then just software and clicking buttons. In the Artist In Focus Series, artists from all over the world will be sharing their knowledge and achievements in a very exciting way. Sharing their techniques and workflows that evolved trough time and production experiences.cmiVFX is concerned on bringing real life projects for real artists. Understanding how these great artists create their art is what makes this series so precious.
This video is available today at the cmiVFX store. cmiVFX Video Player Online Store
Product Announcements ZBrush "Beyond Digital Sculpting"
Find Out More!
Beyond Digital Sculpting
This video will talk through the process of creating a high-detailed character model in ZBrush. We will have a look at how to adjust the ZBrush interface, how to work with brushes and how to adjust them. You will learn some useful tricks about how to use reference material and how to focus on the main shapes of the figure.
Brushing it!
Using six different types of brushes: the standard brush for adjustments on a low and medium mesh resolution level, the clay brush for adding mass or material to the model, the move brush for moving parts of the model, the flatten brush for flattening out certain areas, the pinch brush for sharpening folds, creases and wrinkles and of course the smooth brush for creating a smooth surface. An important aspect is that you can change the brush behavior by tweaking the brush curve, the Z intensity, the alpha and last but not least, the brush mode.
Poly-Groups
In this section the user will learn how to use Poly-groups properly as an art of its own. Understanding the principles of them and how to use them to speed up detailing. General sculpting will be the difference from a "Great" model and a "Just Ok" model.
Preserving Core Details
Smoothing out your model preserving the details you recently added is a powerful method of high resolution object creation. Learn some interesting sculpting techniques to preserve details and characterize your model to be presented. Production proven workflow techniques have been applied in a totally intuitive way to make sure all details are preserved.
Curls, Beard and Pores!
Learning how to use ZBrush layers to unleash powerful detailing techniques. While witnessing this outstanding workflow you will learn how to use this tool in your favor to enrich your models.
Hands
Since the beginning of time, artists struggle with creating Hands and feet! No doubt it is one of the most detailed areas of the human body. We will have a look on how to create hands with ZBrush intuitively. You will see that you dont need many polygons and special edge-flows to get the nails right.
Feet
Finding the right workflow when modeling body parts is the best thing that can happen to an artist. Revealed in this section, a proven workflow to achieve great quality with feet modeling. These techniques will be a staple for all of your models to come.
Shoes
Conceptualizing shoes is an exciting and challenging task. Sculpting a concept of a shoe directly in ZBrush is not only possible but completely rewarding specially if you are not sure yet what style fits best to your character. Use this shoe design instruction with characters or product design for advertising. We begin our models from the very start so that you don’t miss a minute of action.
Clothing
Creating believable clothing can be one of the final tasks for an artist to figure out. The shapes can sometimes stray from the contours of its host. learn how to interpret that natural collection of folds and creases to help sell the look of your model.
About Benjamin Leitgeb:
Benjamin Leitgeb is a young Italian 3D-artist and digital sculptor who is working as a freelancer for a few years. He is specialized in high-poly modeling and sculpting of human characters. He discovered his interest in computer graphics as a teenager and never stopped producing CG art since then. He constantly try to improve my skills and workflow. For Benjamin, making drawings, paintings and sculptures is a simple and direct process of giving emotions form.
About cmiVFX
cmiVFX is the leader in High Definition Video Training for the Visual Effects Community. To test drive the new cmiVFX TVOD © system, visit http://www.cmivfx.com/cmi_vod.html For additional information about cmiVFX, visit www.cmivfx.com.
© 2009 cmiVFX | cmiStudios. *All rights reserved.
I’m having issues regarding choppy output (frames being dropped) from AfterEffects CS4.
I’ve rendered my reel out from NUKE using the following settings:
resolution is 720×405
file type: tiff
data type: 16bit
compression: none
Total size image sequence output from NUKE is …. 3.86GB …..1-2372 images.
In AfterEffects CS4, I just put it together and add some audio, create a render queue:
Output Module>Format>Quicktime Movie
Output Module>Video Output>Animation (quality: best)
Output Module>Audio Output> Best
Frames are dropping like crazy.
Is this due to the massive 3.86 GB image sequence?
Should I render out of nuke with at least some compression?
I just want to avoid image degradation at all cost..
Please advise on a suitable compression that will not harm my sequence too much out of NUKE if this is indeed the solution.
Thank You
-J
I am making a Solar System Animation for my work.
I used couple of point lights and 3d spheres for planets.
When I render them out, I see weird white pixels on 3d spheres.
It is like dead pixels on LCD monitor. I tried to turn Antialiasing on or off.
Also, I tried to increase the number of samples from MultiSample.
I can’t fix it. What is wrong with this?
Thank you.
Yun
Nuke 5.1.5 on OSX 10.5.7
Mac Pro QUAD 2.8GHZ