Master Disney’s 12 classic principles of animation in 3D with Steve Lambert’s regular series of articles on the fundamentals of CG. This issue: anticipation
Master Disney’s 12 classic principles of animation in 3D with Steve Lambert’s regular series of articles on the fundamentals of CG. This week: squash and stretch
Developing a process for efficient 2D to S3D conversion
Anders Langlands, CG supervisor at MPC, explains why specular properties are important for creating realistic materials
Niall Flinn, head of FX at MPC, explains how to simulate believable sand and soil particles
Learn how to animate a rotating pivot point using Autodesk’s 3ds Max software
Weta Workshop’s Scott Spencer shares some of his techniques for sculpting better-looking models in less time
Andrew Price shows how to use the particle system to quickly generate thousands of random-looking copies
Tom Skelton presents a camera shake technique that’s simple to implement but versatile in use
Michael McCarthy shows how to set up a versatile rig element using Character Animation Toolkit
Whenever you’re mapping images to surfaces, the best way to control them is by creating a UV map
When it comes to creating highly detailed stamps and stencils to be used in a sculpting workflow, the vector displacement method in Mudbox cannot be beaten
There are gazillions of free textures out there but they’re scattered all about the place. Check out the following sites to try out high end textures, dabble with a variety of environmental images, or to genuinely start giving colour and substance to the 3D world you are creating
Whether you’re getting to know this versatile animation tool or have been using it for years these power-user tips can help you work smarter and faster
In this short tutorial, we explain how you can realistically add geometry onto footage of a building in 6 easy steps