AVATAR: Interview of Daniel Leduc, VP & Visual Effects Supervisor at Hybride

Hi everyone,

There is a new AVATAR’s interview on THE ART OF VFX.

Daniel Leduc, VP and VFX supervisor at Hybride, talks to us about his work on AVATAR.

http://www.artofvfx.com/?p=251

Reality check: Graduates find a long term home in CG industry

Working hours won’t phase graduates who want to break into CG

Employers in the computer graphics (CG) industry are better positioned to attract future university leavers than industries such as financial services and sciences, as graduates boast realistic expectations when it comes to a career in CG.

With the AGR annual graduate recruitment survey indicating a fall in graduate hires for the first time since 2003, projecting a decrease of 5.4% in 2009, a new survey from Escape Studios reveals that CG students have strong employment opportunities in the industry. The research shows 58% of graduates expect to work between 50 and 60 hours a week, despite the fact that most professionals admit to only working a 40 hour week. This statistic demonstrates that the majority of CG graduates are happy to put in more hours than the industry standard.

Even when it comes to the issue of pay, the divide between graduate expectations and the average starting salary remains slim. 56% of graduates expect to earn up to £24,000, compared with 68% of professionals who earned up to £19,000 in their first role. Pay is definitely not a deciding factor for graduates wanting to take a career in CG: only 12% of students selected salary as a reason for entering the industry, compared with 89% who believed that the simple act of getting paid for doing something they loved was more important. Working with other creative individuals and being challenged at work emerged as the other main reasons that graduates chose to enter the world of CG.

Career fulfilment is important for both students and professionals alike. 44% of professionals are proud of the work they do, with creativity (77%) and learning new skills (65%) cited as the main attractions of the job. Despite job security being a concern amongst many professionals, the survey revealed that 55% still plan to be working in CG in twelve months time.

Dominic Davenport, CEO of Escape Studios, said “The computer graphics industry appears to be bucking the trend seen in many industries, where graduate recruitment has all but dried up. This can have a huge impact on the future success of those industries, which is why it’s so encouraging seeing new CG graduates bear realistic expectations of what it’s like to work in this field, and still want to pursue training and employment opportunities. Graduates are clued up when it comes to working hours and salaries as they place greater importance around career fulfilment. CG is one area where the UK really does lead the world and a constant flow of new talent will ensure this continues to be the case.”

Stephen Venning, 3D Executive Producer at The Mill, said “It’s clear that our industry benefits hugely from a pool of graduates who are hard working and extremely dedicated to their jobs. Their main motivation is not money; it’s more about doing something they love and working in a creative industry. Not every sector is privileged enough to enjoy this level of commitment and drive from new entrants into the industry – it is important that we as employers tap into this enthusiasm so the UK’s CG industry retains its creative edge globally.”

The CG industry includes everything from the creation of 3D computer graphics to special effects featured in television and films. Last year, Escape Studios, Europe’s leading school of computer graphics, successfully placed the vast majority of its VFX graduates in jobs within the film and broadcast industries, highlighting the wealth of employment opportunities open to job seekers.

The Escape Studios CG Survey questioned over 2,850 professionals, hobbyists, students and academics in October and November 2009.

About Escape Studios

Escape is one of the most successful and well-respected CG academies in the world. We’re the proving ground for a new generation of computer graphics stars breaking into film, TV, games and commercials. We’re a vibrant community of professional artists. We’re a unique outsourcing resource for leading CG studios. We’re a specialist creative recruitment agency for entertainment, advertising, architecture and manufacturing businesses. We’re an authority on all things CG, offering informed opinions on cutting-edge creative, commercial and political issues. We’re host of the acclaimed CG awards. We’re a specialist IT consultancy and technology store. We are all of these things. We are CG. We are Escape Studios.

For further information, please visit www.escapestudios.com

About The Mill

The Mill is a world-leading visual effects company with offices in three of the most important global advertising centres; London, New York and Los Angeles. For over 19 years The Mill has been providing pioneering effects solutions to the advertising, music and film industries. We craft commercials, music videos and generate compelling film and TV. We create characters and the worlds they inhabit, photo-real CG so convincing that you won’t be able to tell its animation. We build installations, projections, applications and create multi-media content and experiences. We have a global team of 400 plus made up of multi-national and home grown talent, and these passionate producers, artists and technicians use cutting edge technology to solve creative problems by delivering inspiring and award winning content to small and large screens around the world.
In addition to VFX, The Mill also provides solutions and concepts at the ideas and execution level. Our clients work collaboratively with our in-house directors, concept artists, animators and creative directors to define, direct and execute content for use across media.

For further information, please visit www.the-mill.com

Pixelux releases DMM plug-in for Autodesk Maya 2010 (physics simulation)

Pixelux Entertainment is pleased to announce it’s new DMM plug-in release for Autodesk Maya 2010 with an important new feature: « autocage ». This tool automatically builds a cage around any 3D mesh, which can then be used with the DMM simulator. No more manual process required, the ability to use any complex 3D mesh, the possibility to change the resolution in one click: physics simulation has never been this easy!

Try it out now for free at http://www.pixelux.ch. (30 days trial period).

To allow everyone to try this important new feature, we have reset the trial period. Existing users can download this new version for an extra free 30 days.

About Pixelux Entertainment: The company was founded in 2003 with the intent to develop a unique real-time material physics simulation technology called "Digital Molecular Matter" or DMM. In 2005 Pixelux partnered with LucasArts to integrate DMM into the best-selling game: Star Wars the Force Unleashed. This exclusivity contract expired in November 2008 after the release of the game. Since then, two DMM plug-ins have been released: for Autodesk Maya and for Autodesk 3d Studio Max and DMM has been integrated into two popular game engines: Trinigy’s Vision 7 and Emergent’s Gamebryo. Pixelux has also announced a joint development agreement with AMD to run DMM in OpenCL and integrate it with the open source Bullet Physics engine.

TV Show VFX : V 2009 – Interview with Andrew Orloff

We’re pleased to publish this first part interview with Andrew Orloff, Zoic Studios Creative Director and VFX Supervisor. We’re particularly excited to learn more about the work by Zoic on the hit television shows V (2009) and Flash Forward. In this first part interview, we focus on V.

Click to read the interview and learn more about the VFX in ‘V’

Hope it’s the right place for this post ….

www.cgheute.de – VFX and more

Let us introduce ourselves

CGheute (Spells CGtoday in English :), the new CG and VFX Community Website covering the German VFX Market.

On a daily basis we present you News, reports about Events, the newest Making offs, Tutorials and what is going on in the German CG and VFX Scene

Our Team consists of two people working in VFX for over 15 years with many contacts to keypositions in the VFX industry.

We intentionallyconcentrate on the Germany VFX scene, because:

„Good Artists, Top Companies and interesting Projects are right here, right in front of our doorstep!”

Our Artist-Profile-Pages give you the opportunity to present yourself, especially to German companies. We offer a register of German VFX companies, which includes the possibility to rate and vote for companies you previously worked for and/or lets you evaluate future employers.

Our comprehensive database includes: Companies, Events, Festivals, Schools, Software, Movies and polls related to the German VFX industry. Our Database presents you a fast overview to what is currently going on in the German VFX market.

We just started this enterprise and already great artists and companies contributed with interesting Making off and interviews.

You can translate the webpage into 10 languages.

See for yourself
www.cgheute.de

Enjoy
The Cgheute Team

RIOT Atlanta Brands Web/TV Cross Platform Network Halogen From the Ground Up


Atlanta, GA – November 16, 2009 –Halogen, a new integrated web/TV network owned by the South Carolina-based Inspiration Network, came to RIOT for a unique, attention-grabbing look for their on-air IDs, bumpers and other network branding that would also integrate seamlessly online.

"The initial branding concept was the idea of a box unfolding," says RIOT Atlanta’s Creative Director Jeff Doud. "We took that concept and turned it into a 3-dimensional theme. We brought the idea of social connectivity and the sense of community that Halogen is trying to build to the existing graphic elements.”

Lead animator Deron Hoffmeyer used Adobe Cinema 4D and After Effects packages to build out a 3D version of the connecting boxes and combine carefully selected images of people from a cross-section of ethnicities to demonstrate Halogen’s worldwide reach and the types of socially-conscious, community-oriented projects the network intends to highlight in its programming. All the material was file-based and delivered to the South Carolina-based client via ftp.

The rules of branding for the 18-34 demographic that Halogen is most interested in have changed drastically in recent years, Doud explains, because most viewers are surfing the net as they watch TV. "Traditionally, when somebody promotes a show," he says, "it starts with a promo and then at the end it has the call to action: ‘Tune in tonight at 9PM.’ We think of those things as roadblocks to the continuous streaming of content that this generation expects. They can basically bounce around and surf all media all the time, so why should TV be different? We don’t put anything up there that would interrupt the flow of the picture and the content itself so promos and bumpers always appear as lower-third devices on top of clips from shows.

"We realize that the traditional kind of promo where you stop the flow of content to give people information just won’t work with this generation," Doud concludes. "And we kept that in mind at every stage of building Halogen’s on-air branding."

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Mechanism Digital Designs Mystery and Truth for 2012: Startling New Secrets

New York, NYAs we near the next decade of the twenty-first century, we approach the prophetic end of the Mayan calendar and experience an increased awareness of the coming date of December 12, 2012. To address the buzz and rumors surrounding that day, Rebecca Ratliff of Peacock Productions produced a television special for Syfy that will air November 8, 2009 at 9pm EST. Because this is a show that blends the indefinite with fact, they partnered with animation studio, Mechanism Digital, to design a graphics package that accentuates the unknown while maintaining the integrity of the truth.

Mechanism designed the show open keeping three things in mind. First and foremost, was the theme; a quest for answers and truth as the world enters a new era. Next were the practical aspects of production; time and budget.
Art Director, Mark Palkoski and Producer, Ted Keenan worked closely with Peacock Productions to harness the appropriate 2D design elements, representative 3D icons and rich colors to match the mystifying mood of the show.

The open sweeps viewers past symbolic structures that embody the secrets of the ancient world, including the great Mayan temples of Tikal and Chichen Itza, as well as the Egyptian Sphinx and Pyramids. Saturated reds, blues and golds were chosen to envelope the images as a sculpted Mayan calendar sits emblazoned onto the sky, ever present throughout the sequence.

With only four days to complete the project, there was not enough time to build 3D models of every structure in the show’s open. Instead, the opening sequence was made using a 2.5-dimensional technique. Palkoski created textures of the structures in Photoshop and attached them to simple 3D planes in Autodesk Maya. This way, there is less geometry to contend with, making the files smaller, and more importantly, the camera remains free to move past the images in 3 dimensions. The only true 3D model is the prominent title which appears at the end of the opening sequence, and again in the lower thirds and bumpers during the show.

To maintain the camera’s freedom, the 3D landscape was built in Maya on a sphere as opposed to a large, flat plane. By building the graphical world on a sphere, there is no edge or “wall” to confine the visual elements to, enabling Mechanism’s artists to animate the camera in all directions without having to backtrack or fall off the edge of the plane. Palkoski recalls, “For 2012 , the camera glides from the heavens to “Egypt” through “Central America” without having to stop or go through the same path twice. There is a continuous skyline and we can be so much more creative with blocking and movement. It’s also so much easier to make changes and play with alternative options.”

The finishing touches were done in Eyeon Fusion, including compositing the design elements, lighting effects and color correction. 2012 is a very stylized and dramatic piece compared to many information and news shows. The lighting and color effects were utilized for two purposes. First, they act as a blending tool to unify all the individual elements in the sequence. Also, they were used with careful intent as a way to draw attention to key symbols when appropriate.

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Acropora – voxel modeler – for synthesizing terrain and organic pbjects

Acropora, a voxel modeling software developed by Voxelogic, is now in its alpha phase and is ready for download. The demo software is fully functional. 250 MB of tutorials and projects are also available for download.

We are looking for input in this relatively new field of voxel modeling, so please download and test your imagination with voxels!

http://www.voxelogic.comWelcome to the Voxelogic

A procedural modeler, Acropora combines volumetric modifiers with multi-octave 3D noise sampling to generate detailed surfaces in far less time than conventional surface modeling software. Acropora adopts a less deterministic approach to generating complex, organic shapes by applying sequences of modifiers on large voxelized meshes. The effect is to create an endless, seamless expanse of surface that undulates and changes in a natural way. The resulting meshes can contain caves, ridges, overhangs and other natural features that are not possible with height maps.

Just some of the features available:
•A variety of base shapes including sphere, plane, cylinder, torus and others.
•Compound shapes (heightmaps, pillars, caves, weaves)
•Terrain generation
•Caves and overhang controls
•Voxelisation of user imported models (.3DS, .FBX, COLLADA, .OBJ)
•Mesh export to .3DS, .FBX, COLLADA, .OBJ
•User-specified volume block and voxel dimensions.
•Over 50+ volume modifiers
•Automatic generation of up to 15 octaves of noise (volumetric, Perlin, fractal)
•Extensive voxel and noise editing tools
•Batch processing
•Multiple LOD support
•Seamless joining of adjacent meshes
•Mesh decimation, smoothing and tesselation.
•Mesh filtering and vertex blending tools
•Ambient occlusion
•Multithreaded CPU support and GPU acceleration (on supported cards)

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FREE Online Seminar: Maya 2009 Render Pass System by FX School

FREE Online Seminar: Maya 2009 Render Pass System by FX School

Thursday, November 5th 2009: FX School of VFX & Filmmaking is hosting a FREE Webinar on Matching Live Action with CG using Maya 2009 render pass system for Mental Ray, on the 5th of November, at 7 pm. Please register at www.fxschool.in/webinar. This free class will be held online and is ideal for 3D Artists, Compositors, Production Managers, VFX Supervisors, Instructors, and Students of Advanced Lighting, Shading, or Rendering. For further details please contact 4235 4235.
Details of the Webinar:
Webinar: FREE Webinar on How to Match Live Action with CG using the Maya 2009 render pass system for Mental Ray
Where: Online – www.fxschool.in/webinar
When: Thursday, 5th November, 2009
Timing: 7:00 pm
To register call: 022 4235 4235
Charges: FREE

vfx for beginners!!

hi.does anyone here know some good tutorials for a person totally new to visual effects?:confused: