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Dress Modeling; by Cecilia Ziemer; 3DA#44 p. 4 (1+ pp.). Creating a new dress for Poser, shown with Carrara. See also Conformable Dresses.
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Video Motion Capture; by Petr Sorfa; 3DA#44 p. 8 (1+ pp.). Bringing motion capture into Animation Master as video.
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Framing a Story, Part 2; by Benoit Guerville; 3DA#44 p. 10 (3+ pp.). Understanding the impact of shot sizes. See also previous article, Framing a Story, Part 1.
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Custom Maya UIs; by Rudy Cortes; 3DA#44 p. 13 (1 p.). Setting up a Maya character animation interface without doing any programming, by using the free attrCollection MEL script.
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Trajectory Analysis; by Adnan Edwards; 3DA#44 p. 14 (1+ pp.). 3DS Max and Character Studio go to court to show the circumstances and results of an unwarranted police shooting.
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Textiles Get Real; by Robert J. Undi; 3DA#44 p. 16 (2 p.). The new 3DS Max r4 plug-in, Stitch, lets users fit cloth patterns as clothing right onto 3D figures, but the first cloth animation plug-in, ClothReyes (now free), can be used to get a better fit and maybe better animation.
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Painterly WCS; by Dwayne Jensen; 3DA#44 p. 18 (2 p.). About how this issue's cover was done, with thoughts on setting up idyllic 3D terrain and lighting, and translating Maxfield Parrish's style to digital art. Done with World Construction Set 5, LightWave 3D 5.6, and Poser 4.
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Trees, Please!; by David Hopkins; 3DA#44 p. 20 (3+ pp.). You have seen 2D trees placed on perpendicular planes, and the author revisits how to create your own, and then goes on to demonstrate how to easily create groves and whole forests that won't overload your LightWave scenes.
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Tips & Tricks for WCS5; by R Scott Cherba; 3DA#44 p. 23 (<1 p.). A collection of texture tips, along with some other pointers.
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Getting Started with Blender; by David Weese; 3DA#44 p. 24 (2 p.). Since Blender is a full 3D application available for free download but difficult to use without buying the docs, how can one try it out before deciding to order? The author gives some basics to get you started.
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Conformable Dresses; by Cecilia Ziemer; 3DA#44 p. 28 (1+ pp.). Taking a 3D dress and breaking it into the multiple parts needed to conform it to Poser figures, shown using Carrara. See also previous article, Tail Sleeves, and Dress Modeling.
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Inside the Content Directory; by David Hopkins; 3DA#43 p. 4 (1+ pp.). Getting organized in LightWave so projects can be moved easily from one machine to another.
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Merging 10 & 30m DEMs; by Bill Allen & Thomsen-Norre; 3DA#43 p. 6 (<1 p.). If you are lucky enough to have available some 10m 7.5-min. 1:24000-scale DEMs, can you merge them with their 30m neighbors to get a best-case set? MicroDEM is the answer. | [fuller text]
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Merging Across Zones; by Thomsen-Norre; 3DA#43 p. 6 (<1 p.). If your project has UTM 7.5-min. 1:24000-scale DEMs on both sides of a UTM zone, how can you merge them? MicroDEM comes to the rescue, again.
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Patch Modeling a Head, Part 3; by Robert J. Undi; 3DA#43 p. 8 (2 p.). Part 3 of 3: Creating a photorealistic cylindrical map. See also previous article, Patch Modeling a Head, Part 2, and sidebar, Spinning a Model.
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Scrunch Time; 3DA#43 p. 12 (1+ pp.). Maya for Max users: How to go about building lattices in both Max and Maya, demonstrated with the "scrunch" for a robot arm.
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Tales of Autoback; by Gary Dohanish; 3DA#43 p. 13 (<1 p.). Encountering and solving a fatal problem when rendering iMove animations with 3DS Max or Viz: Turn off Autoback.
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The Ninth Hole; by R Scott Cherba; 3DA#43 p. 14 (2 p.). Creating a golf course in World Construction Set is more than a common task, it's also a good exercise in working with overlapping vector-bounded ecosystems. | [author's supplement]
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A Character Design Thang; by Robert Powers; 3DA#43 p. 16 (2 p.). This cover story passes along some tips about how to start a character in LightWave 6.
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Poser to Vue d'Esprit; 3DA#43 p. 18 (1+ pp.). Vue d'Esprit works well with Poser materials and OBJ files, but there is still some tweaking to do in Vue.
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Tail Sleeves; by Cecilia Ziemer; 3DA#43 p. 19 (1+ pp.). An introduction to Poser (conformable) clothing and creating pants for a ratman, modeled in Carrara and including a tail sleeve. See also next article, Conformable Dresses.
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Blender Displacement; by David Weese; 3DA#43 p. 21 (<1 p.). How to do heightfield modeling in Blender 2 for landscapes and other modeling and special effects.
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TrueType for Blender; by David Weese; 3DA#43 p. 21 (<1 p.). A workaround for Blender's only being able to load Type 1 fonts.
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The Fine Art of Prototyping; by Bathsheba Grossman; 3DA#43 p. 22 (2 p.). And introduction for 3D artists to rapid prototyping to get solid output from your models. See also sidebar, RP Resources.
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Framing a Story, Part 1; by Benoit Guerville; 3DA#43 p. 24 (3+ pp.). Every picture tells a story. What's the story your picture tells? What could be done to tell it better, or tell a different story? See also next article, Framing a Story, Part 2.
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RP Resources; by Bathsheba Grossman; 3DA#43 p. 27 (<1 p.). Contacts for getting more information about rapid prototyping (solid output), including service bureaus geared to working with artists. See also main article, The Fine Art of Prototyping.
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Fast Reptilian Skin; by Julien Van; 3DA#43 p. 28 (<1 p.). Mixing Poser with ZBrush to get a reptile-skin character into Cinema 4D.
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Deep Textures for Deep Paint; by Julien Van; 3DA#43 p. 29 (<1 p.). Using Bryce's Deep Texture Editor to create textures to use in Deep Paint 3D.
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Spinning a Model; by Robert J. Undi; 3DA#43 p. 30 (<1 p.). How to build a lazy Susan big enough to spin a human model for consistent photography for cylindrical mapping. See also main article, Patch Modeling a Head, Part 3.
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3D Book Covers; by Tom Marlin; 3DA#43 p. 32 (1 p.). The author publishes his first novel, Three Forks, and does some western historical re-creation for his own book cover illustration in trueSpace 5. | [Three Forks]
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