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CGArena- AprMay2008
CGArena
Get Attention in the Computer Graphics Community
GALLERY
Latest 3d inspiring art
INTERVIEW
Anselm v. Seherr
3DSMAX
Making of Guerriero
PHOTOSHOP
Making of Angel of War
AFTER EFFECTS
Bullet Holes
XSI
Making of he Legends
3DSMAX
Making of Dungeon
VOLUME 3, ISSUE 2 APR - MAY 2008
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05 Interview
Anselm v. Seherr
16 Photoshop
24 After Efects
Bullet Holes
36 3ds Max
61 3ds Max
Magazine Edited: Ashish Rastogi
Magazine Cover Image: Rasyid Ridha
Page 2 Issue 2 Apr - May 2008
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industry news
AMD delivers 3D workstation
graphics card with DisplayPort
Asia’s Largest Computer Graphics Event
CGOverdrive is an iconic event for
CG and animation professionals, en-
thusiasts, students and stakeholders.
In its third year, this knowledge-cen-
tric event boasts a star-studded line-
up of veteran industry speakers at its
conference, masterclasses and forums.
he event also features an exhibition,
guild meetings, as well as a host of festival activities such
as a recruitment zone, workshops, ilm screenings and a
digital art gallery. New this year, the Business Forum ex-
plores the mechanics behind Asia’s burgeoning CG in-
dustry and presents participants with business insights
and industry views of the CG trade in TV series, feature
ilms & games. CGOverdrive2008 is held alongside with
BroadcastAsia2008.
AMD announced it is advancing application perfor-
mance with stunning imagery through the introduction
of the irst commercially available 3D workstation graph-
ics card with DisplayPort support. he ATI FireGL™
V7700 professional graphics accelerator provides supe-
rior rendering speed, 3D performance and color idelity
for Computer Aided Design (CAD), Digital Content
Creation (DCC) and Medical Imaging professionals.
ATI FireGL V7700 delivers the top-quality image qual-
ity needed to create photorealistic visualizations of real-
world objects and environments —like the design con-
cept for a new aircraft or a home remodel—by providing
designers with he Ultimate Visual Experience™.
he card features a 10-bit display engine that can produce
more than one billion colors at any given time, delivering
unprecedented lower cost.image idelity at a lower cost.
For more information and to register, visit www.cgover-
drive.com
Maya Hyper-Realistic Creature Creation - Written by a team of top Maya
artists and industry experts, this full-color reference features professional-level in-
sight on creating a biped creature in Maya. Readers get an inside look at working
with Maya in a production setting, as well as step-by-step instructions and recom-
mended worklows for achieving hyper-realistic results when creating humanoid
creatures. Presents accompanying theories of each featured artist within his or her
area of expertise, including modeling, texturing, facial setup, and body setup. he
DVD includes instructor-led training movies; models, setups, and scene iles to
complete the tutorials in the book. ISBN: 978-1-897177-48-8
Unreal Materials: An introduction and Application - In this dem-
onstration the instructor starts of by giving a detailed explanation of commonly
used material nodes. Once the foundation is laid its on to creating several full
materials using only a few textures. his tutorial is appropriate for artists on
multiple skill levels. If you have never used a material editor you should be able
to follow along and understand. Even if you are experienced using the Unreal
3 material editor, you should pick up useful information throughout the DVD.
Price of the DVD is $59.95 and Download version is available for $49.95
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interview
AN INTERVIEW WITH
Anselm v. Seherr
Q. Hello Anselm, could you tell us a bit about yourself, location, employment etc. and what irst inspired you to
take up a career in the Arts Industry?
Hello CGArena Magazine, My name is Anselm v. Seherr –
hoß, I´m 25, born, raised and still living in good old Han-
nover in the center of Germany (without being there very often
though, maybe that´s why I like it so much ). I´m a VFX
Freelancer with strong preference on particle - and simulation
FX. Vray shading is fun too sometimes but not as challenging.
Hmm, technically I was inspired by artists that gather around
CGTalk or other studios. Mostly by the stuf Blur ( www.blur.
com) did around 2004 and 2005. I started as a shading and com-
positing artist at irst being an intern at SoulPix (www.soulpix.
de) for 6 month illing the compositing and shading gap since
all otheres modeled, rigged or animated. hat was the very irst
day I saw 3d studio max: 1st of October 2004, signiicant date for me . After the intern I was asked to stay. One
day the TD came around the corner with Allan McKays irst Advanced Visual Efects DVD and KABOOOM I knew
where I belong .
Personaly I guess the root lays much deeper back. My mom, she studied arts and is an art teacher until the very day in
elementary school as well as college and high school. She collects tons of art books and paints at home even today. She
has an enourmous art knownledge. So I guess my fate was sealed when I was born *haha* Another big chunk goes
to my irst PC I got back in 1994 when I was 11. I never did artworks with it but I was already dealing with videogames
and stuf at that age.
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