24Feb/110

TopoGun 2.00 Sneak Preview 6 – Morpher

25Dec/100

CG TALK “TRON”

11Nov/100

Generating Motion Capture Data Without Markers

Motion Capture Tech.

Demonstration of generating motion capture data from dense 4D mesh with virtual markers using the simple and effective tools in DI4Dview™. The mesh data was generated by a Dimensional Imaging 4D Capture System.

For more information visit http://www.di3d.com

20Sep/100

How Pixar Built Toy Story 3

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Screenwriter William Goldman once famously declared that the most important fact of life in Hollywood is that “nobody knows anything.” It was his way of describing a reality that continues to haunt the movie business: Studio executives have no idea which pictures will make money.

7Sep/100

Games with feelings – 2010 ATOM Awards


The finalists in the Best Interactive Video Game category of this year’s ATOM Awards program have indicated the increasing move into ‘games with feeling’ by creating games that ponder environmental and emotional issues as part of the game play.

19Jul/100

ZBrush VS. Mudox vs. (Mari)

Mari is a 3D texture painting application.
but it is unique!

Mari was originally developed at Weta Digital. The technology was driven by the texture department's need to handle complex, high resolution textures on 3D models in District9, The Lovely Bones and Avatar.

Born out of genuine production experience, Mari was designed as a full 3D paint tool with a responsiveness and feature set that puts even the best dedicated 2D paint systems to shame. Mari is extremely scalable, coping easily with an obsessive level of detail – literally tens of thousands of textures – quickly and elegantly.

Check out the Mari play list on The Foundry's YouTube channel. We've just added a new demonstration of Mari's Multilayer Shaders and you can watch demos of Mari Warping Tools, Mari 2K Textures and 32K Texture Support too.

19Jul/100

The Sketchbook

Being able to draw or not; the sketchbook must be every designer's best friend. "If you can not sketch it, you won't be able to transfer your idea to the computer" I always say, because the computer is just an electronic peripheral and it must not make up to a large percentage of the design process but the final one that leads to making your sketched ideas more appealing and easier for production.

This is an example of a great sketchbook type, it is called the Mokeskine, you will find it in art and architecture supplies shops for sure.

I even know many people who use sketchbooks to "illustrate" their daily ideas, make it like a journal to keep the great ideas in it, people who are interested in film making or animation also keep journals (Sketches) to take notes of interesting visuals or ideas happening around them, after all, your mind can not everything without throwing out some other parts; you just have to keep a journal.

Follow this link to see the two-month experiment with this person's sketchbook.

Always remember that you do not have to publish it or you do not have to sell it, it is for your own sake, so use it in the way that you see fit.

Mokeskine Sketchbook #001 on the Behance Network.

8Jul/100

Open Source Software “Selfishness People”

Open Source Software has a special meaning for Walt Disney Animation Studios (WDAS).


The Studio has a deep history of technological innovation, ranging from pioneering the use of digital methods for creating hand-drawn animation using the Academy Award® winning software, CAPS, to developing 3D painting and rendering techniques in Deep Canvas, also Academy Award® winning software.

Through the years, the Studio has continued to innovate in all aspects of creating animated works. As the state of the industry has changed, allowing Open Source Software to become a common foundation for many technologies, WDAS has championed the use of and now contributes to such software. In short, we want to contribute back to the community; therefore, we have established this platform.

We encourage you to investigate and use the technologies we are sharing. We also very much welcome your collaboration and contribution in these areas.

Ptex is a texture mapping system that requires no UV assignment. It maps a separate texture per-face using the implicit parameterization of the mesh. Licensed under the BSD license.

wow! see this link..

http://www.disneyanimation.com/technology/opensource.html

9Jun/100

Architectural Walkthrough

An excellent way to practice camera movement is by creating an architectural walkthrough. This involves creating an architectural model of a building, usually one that is not yet been built, and walking through and around it. What you want to do in this is to show of the outside of the building and then move into the building and look at the inside. There are several things that Siggraph mentions to keep in mind while you are doing this.

8Jun/100

Animation in Video Games

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Sometimes playing a video game can feel like stepping into another world, where the impossible is possible and the unreal looks only too real. With the advent of computer animation, video game becoming more and more believable, and more and more spectacular.