Hello Australia and New Zealand! We have had subscribers "down under" for many years, almost from the beginning, but, due to the complexities of international newsstand distribution, this issue will be the first to get onto magazine racks there.
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Rather than run one focus in a major way in one issue only, 3D Artist tends to grab onto topics and roll them through multiple issues. We continue this time with "Painterly 3D," and begin "3D Careers & Education." Next issue, we expect to begin "Architecture & Landscape."
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This issue's cover image came indirectly out of Cecilia Ziemer's development of technique for character animation in Bryce 4. She will report on that next issue, updating her pioneering article for Bryce 3 in 3DA#32. Her online supplement for that article (and one-meg Mac/PC downloads of a jumping BR3 boy) has continued, over a year later, to be one of the most popular destinations on the 3D Artist Web site. Even before 3DA#39 appears, we expect to post her BR4 file with a new boy and a walk cycle. Visit www.3dartist.com/3dao/s/39/3da39sup.htm for details.
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We have received another R. Cory Collins Imagine tour de force, and will have that article in 3DA#39.
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In our articles on "3D Careers & Education," you will find two very different lines of thought about where and how to begin a 3D career path. One author has been immersed in education, learning and teaching 3D at the university level. The other has long been immersed in 3D graphics (currently lead CGI designer on a TV show). He tells of problems with integrating school graduates into everyday high-pressure production work, and briefly offers an alternative direct approach to getting hired. As he notes, many of today's top animators are self-taught.
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Presuming equal potential for being a team player at the entry level, a studio probably is going to hire talent over education. However, for equal talent, the job is more likely to go to the applicant who has formal art and cinematic education with exposure to a wide array of production-level CGI tools. Most of this issue's contributors have such a background, though some, including this editor, are definitely products of the "school of hard knocks" approach. Regardless, the bigger, more important point is that 3D graphics is a field wide open to those who want to work full time playing in the world's biggest sandbox.