Banksy.

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The Weather.

2343-branding

cmiVFX announces Autodesk Softimage Advanced Modeling Techniques Video for presale to

Hello everyone,

cmiVFX launches its next highly anticipated Softimage Training Video…. or should we say "More than just" Training Video.
This visual adventure goes way beyond button clicks and tool locations, by captivating the viewers creative side. This video creation was designed to showcase talent at work. Featuring Ubisoft’s very own 3D Modeler, Sebastien Giroux, the journey begins with a simple polygon, and turns into a complex mechanical warrior right before your eyes. Edited for time, so that your not waiting around for answers to your questions, we trimmed all the fat and added a killer soundtrack to inspire the mood even further. When it comes to training, AND entertainment, there is clearly only one choice. cmiVFX! Say it to yourself or scream it from a mountain top. It just feels right!

THIS ITEM IS CHEAPER TO BUY NOW DURING THE PRESALE. The price WILL go up on the day it gets released. The reason for the increase in price for this video is based on the cost it took to make the video. AND, there will be a BONUS video associated with it available later to people who purchase the video.

Softimage Advanced Modeling Techniques
http://www.cmivfx.com/tutorials/view…ing+Techniques

Blocking
Since the advent of new computer graphics tools like Mudbox or Zbrush, many new artist are missing the core fundamental principles of constructing something. The ability to solve problems when digital data doesn’t want to comply with the end user. Polygons, edges, vertices, all mucking about without purpose or proper parameterization is just not the best way to understand your job as modeler or texture artist. Sebastien takes you through a very cool way of building your objects in proxy so that you can understand the form for later retopology. Don’t mistake the fact that everything good in life comes in stages. Wether is crawling before walking, or in our case blocking before modeling details, recognize the journey for what it is and what it can do for you. Basically, DON"T PUT THE CART BEFORE THE HORSE.

Rebuilding
One a prototype is built, and tested for visual satisfaction, it can then be constructed for proper use. Just like a clay model of a car shape, it will need to go to tool and die. We show you how to rebuild your model with the proper geometrical parameterization that is required for highly detailed renderings. There is no fun in seeing jagged edges, unwanted creases, and odd moire patterns from poor surface generation. Sit back and relax while we show you how its done.

Details
It’s ALL in the details. This is what makes a Toyota turn into a Lexus luxury sedan. DETAILS. We wont be adding leather and 5 position seats, but we will show you how to increase the visual experience by detailing your models with topology enhancements. Each part should integrate accordingly and run smoothly as the eye passes over it. If you see an area that is just not as good as the rest of your model, then you know your missing detail. Watch as Sebastien solves intricate problems to detailing situations.

Accessories
Everything that humans know is accessorized. The very clothes that you wear, can be considered accessories. Our model needs some as well, and all the models you create will too. This section of the video shows off the modeling skill of a veteran production modeler as he banks every turn through to the end of the video. So many cool ideas will be popping up in your minds as you watch, that we wouldn’t be surprised one bit if you pause the video and start working on one of your projects immediately. Watch the finishing of the model and enjoy the satisfaction of seeing it completed.

About The Author
Sebastien Giroux has been working for 8 years in the field of 3D Animation field while residing in Montreal, Canada.
His career started in the movie and publicity industry and later switched to the gaming industry to give him a chance to diversify is skill workflow and optimize technical approach by changing his perspective on work with the help of his colleagues. He is currently a Modeling and Texture artist at Ubisoft Montreal and worked previously on actors/actress 3D models for movies like 2012, Surrogates and games like Dead Rising 2, Kane and Lynch 2. At a young age, Sebastien was passionate about the CG world. His main focus was to to keep a healthy balance between the technical and artistic side of his work. His love for his career made him always look for ways to push the bar higher and higher by looking for new challenges to improve is skill set.

New and Updates
By now, your wondering how many times we are going to change the website. That number is infinity. We are constantly updating and making changes, because the world is constantly updating and making changes. We are always breaking new ground with the latest technology and tools, while maintaining a consistent training delivery to our customers. Its not an easy job, so we are now opening our doors to the public for assistance. In the near future we will be asking you to update your user profiles in the account settings. By doing so, you will be given the option to apply for work for freelance contracts around the world. Employers and Artists will have a new connection based on the the largest network of independent CG and VFX artists in the world. We are updating some tools in our back end, to let you upload your show reels, upload a interview reel, and create a kick ass resume that will let employers find you fast. We take this responsibility seriously, and want to make sure those of you who are choosing Visual Effects as your career path, can have a steady flow of work coming your way.

Those of you making free tutorials out there: Get paid for your hard work. We are looking for self motivated individuals that know how to teach, and are interested in high end experimentation with hard to use software applications. We partner with individuals, software companies, college institutions, and government agencies. If your interested in something, or have a brilliant idea, email us so we can help you make it a fiscal reality for you.

All that being said, our schedule for December 26th to January 2nd will be very limited. We will announce our last new product for the month right before we take our first break in 5 years. We will give you the opportunity to catch up on our current video list so that your ready for the 2011 wave of product movement.

REMEMBER: If you make tutorials, make software, or need a job…. email us.
http://www.cmivfx.com/

thanks again and yours truly,

ChrisMaynard | cmiVFX

LBL08_ProductShot_GREG

Hi everyone,

I have 2 and a half more days before this project is due and I’m posting to get a little feed back before then. I’m still tweaking it, timing and such, but I want to consider comments from you guys too.

I’m using Maya and Nuke. Since ultimately I want to be a compositor I decided to do this project in Nuke as much as possible so the whole 3D scene is setup in Nuke.

Looking forward to your CCs and taking a more active role in this forum… I’ve been lurking way too long and have much thanks to give for how much this community has helped.

Greg.
note: not sure if this video will stream… might have to download first.

Attached Files
File Type: mov LBL08_ProductShot_GREG_r03.mov (7.87 MB)

We Make It Good 2010-12-08 17:31:19

A Face.

Senior FXTD Artist – MPC London

Description
Summary:
FX Technical Directors gather a variety of 3D assets produced by our Layout and Animation departments and use our cutting-edge proprietary toolset to create particle, rigid body, fluid, cloth, fur and hair simulations. Once approved, these are cached to disk. We then either apply lights and shaders using our in-house lighting toolkit to produce the final rendered image, or release the caches back into the pipeline to be lit and rendered by members of our Lighting department.

Primary responsibilities:
• Develops innovative, believable and beautiful solutions to challenging and complex problems.
• Uses an array of commercial and proprietary software tools to produce photorealistic simulations of real-world phenomena.
• Produces test and often final renders of FX elements for a shot.
• Creates working test composites for review by the supervision team.
• Works in partnership with lighters & compositors to ensure shots are delivered to the very highest standard.

Experience and skills:
• Proven experience in feature, commercials or broadcast visual effects production (or plenty of raw talent if you’re a recent graduate), with a showreel to back this up. Experience in live action FX work preferred.
• Thorough understanding of techniques and technologies relating to physical simulation in computer graphics.
• Good understanding of the entire visual effects process: shooting, layout, matchmoving, modelling, texturing, rigging, animation, FX, lighting and compositing.
• A basic understanding of physics: newtonian mechanics is the bread and butter of FX work.
• An eye for visual effects work: the ability to analyse an image and determine what needs to be done to improve it, in terms of both aesthetics and believability. The ability to blend art and science in the pursuit of superlative visual effects.
• The ability to think clearly and creatively under pressure.
• Good proficiency with Autodesk Maya, our primary 3D package.
• Strong scripting skills, in MEL, Python or preferably both. C/C++ programming and shell scripting abilities are also valuable.
• Working knowledge of Pixar’s PRMan renderer preferred, although experience with other renderers may be considered.
• Familiarity with at least one film compositing application (Shake and/or Nuke preferred), and a solid understanding of the compositing process.
• Good computer skills, particularly with the UNIX/Linux command line.

Salary: Competitive remuneration package
Location: London
Application Closing Date: Ongoing recruitment

This is an exciting opportunity to work in the dynamic world of visual effects. If you are interested please apply online.

http://www.moving-picture.com/index….jobslondonfilm

SHOWstudio, Björk: Lee Alexander McQueen, 1969 – 2010

SHOWstudios‘ Nick Knight: “This film is my way of speaking about a very unique and important person who changed my life. My desire was to speak in some way about the dark and the light contained within Lee, and within us all.’”
Celebrating the breathtaking imagination and groundbreaking designs of Lee Alexander McQueen, the latest fashion […]

A Knight’s Tribute to Lee Alexander McQueen.

Click here to view the embedded video.

Control ColorLookup Curve Points with Integer Values

I’m trying to control the curve points of a ColorLookup node’s master curve with integer knobs in a gizmo. But so far I’m having no luck. In fact I’m now wondering is this even possible? Parenting the curve points using an expression only zeros out the curve, and doesn’t dynamically change as I plug-in new values into the knob.

Any ideas?

Thanks in advance all!