Avatar is an upcoming 3-D science fiction epic film directed by James Cameron, due to be released on December 16, 2009 by 20th Century Fox. The film is Lightstorm Entertainment's latest project.
It is expected Avatar will revolutionize technology used in filmography. There are already a number of adaptations of Avatar, including a novelization and those in the form of a video game and action figures.
Related links:
http://www.imdb.com/title/tt0499549/

30 second version of Psyop’s latest spot for Michelin, ,Evil Gas Pump has been burning up the circuits, Through a sweet overture, it starts with a kiss, but like so many things, takes a turn for the worse. Indeed, Evil Gas Pump is a short-story of long-form proportions, and in this spot, there’s an acute awareness of detail from the environments to character development to shot selection. In every aspect of the production, there is an aggressive push toward raising the bars of CG and commercial, short-form storytelling.
Related links:
http://glossyinc.com/psyop/michelin1.html
http://www.psyop.tv/
Related links:
http://www.gobelins.fr/index-flash.htm

Family Tree features a stampede of over 50 classic Porsche cars accelerating across an open plain. Ever-shifting camera angles - from overhead panoramas to driver-seat views - capture the onward momentum of the pack as one car - the Panamera - weaves its way through. Interspersed with these ground-level angles is a birds-eye view of the entire collection etching tracks in the landscape to progressively create the branches of the Porsche family tree.
“Porsche is a company synonymous with excellence: they have an incredible history, universal brand recognition and extremely high-quality products. Working with C-K and @RadicalMedia to execute this grand vision for Porsche was a real honor,” noted Asylum EP Michael Pardee. “This project was a challenge on many different levels, but our team came together and produced something really special.”
Coordinating several vehicles in 57 separate shots presented a myriad of challenges for Asylum. Each scene needed to be camera tracked perfectly to provide exact camera data to create a realistic landscape. The cars had to be matchmoved and roto’d in every shot so that the tracks in the surface and the dust could be procedurally generated from each vehicle. The tracks laid in the surface were crucial to the story, allowing us to see where other cars had already been and, by curving the tracks away from the pack, suggesting the direction the cars moved to form new branches, giving credibility to the end reveal - the formation of the family tree. All previs were done to scale using satellite views of the set at El Toro Airbase to coordinate the action on the tarmac.
A realistic-looking desert plain, with tracks and dust trails from the speeding cars, had to be created in CG for the 50 live-action cars to live in. All the environments, tracks, dust and previs dynamics were done in Houdini for its scalability and procedural capabilities. Houdini’s Digital Assets allowed Asylum to modify the look of the terrain, tracks and dust in a single shot, quickly propagate the changes to all shots and handle pre-composites of certain elements prior to handing them off for compositing.
Most of the shots required adding additional cars and some needed cars removed and replaced with CG cars. A number of different techniques were utilized to achieve this task.
Live-action cars were roto’d from other takes, stabilized and retracked into new plates. Hi-res photos of each car were taken and relit before being animated to create certain shots and CG cars were modeled and animated to replace unwanted cars or to populate shots with too few Porsche models. Every car in the commercial, irrespective of being from the original shoot or being added digitally, was modeled and matchmoved so we had digital assets to generate tire tracks and dust. Animation and matchmoving the cars was done using Maya software.
Asylum incorporated sun, flares, shadows, dust and tracks to each scene to balance the lighting irregularities caused by the sunup-to-sundown shooting schedule. The Paint and Roto department had an enormous task of extracting a large number of cars from their original backgrounds. The Paint team needed to remove camera vehicle reflections, tracking markers and runway markings that were either reflected in the cars or removed from their shadows. Matte paintings were created in Photoshop, with camera tracking done in Syntheyes and roto handled in Silhouette v3.4. Final compositing and integration was done on the Flame.
“To prepare for these multiple challenges, Asylum was involved in extensive pre-vis and on-set supervision ensuring the smoothest integration of the VFX with the photography,” stated Asylum’s CG Supervisor Zach Tucker. “We built a system to animate cars that included procedural systems for car dynamics and tracks being laid on the surface, allowing us to quickly visualize the number, year, make and model of cars needed in each shot. Finding the correct balance between live action and CG was tricky. The spot always had to be believable, or we would have failed. Once all of the elements were created and refined, it was quite an undertaking to mold the imagery into a place which was both consistent and convincing.”
“We worked closely with both the director and C-K to ensure that we succeeded in achieving both the look of the commercial, including which cars were showcased in which shots, and delivering a spot that convincingly told the introduction story of the newest member of the Porsche family and the heritage that inspired its creation,” noted Asylum’s VFX Supervisor Tim Davies. “The launch of the Porsche Panamera was definitely an exercise where Asylum’s expansive array of talent was utilized across each and every department. Everyone had a major role and every department delivered seamless work.”
About Asylum:
Asylum is a premier visual effects and design company, handling high-profile features, commercials, music videos, and emerging media content for web and mobile platforms. Asylum created the visual effects for such films as the upcoming Terminator Salvation, The Curious Case of Benjamin Button, Pirates Of The Caribbean ll & lll, Master And Commander: The Far Side Of The World (Academy Award and BAFTA nominated), Moulin Rouge, Minority Report, Phantom Of The Opera, Mel Gibson’s Apocalypto, Tony Scott’s déjà vu, Man on Fire & Domino and Ridley Scott’s Black Hawk Down. Asylum has done spot work for brands such as Hershey’s, Nike, Sony Playstation, Coke, BMW, Gatorade and Apple. In addition, Asylum Design has created award winning title and graphic design work for such films as Tim Burton’s Charlie and the Chocolate Factory, Bedtime Stories, X-Men I & II, The Island, Bad Boys II and XXX.
The Creds:
Client: Porsche Cars North America
Spot Title: Family Tree
Air Date: October 15, 2009
Agency: Cramer-Krasselt/Chicago
Chief Creative Officer: Marshall Ross
Associate Creative Director: Rick Hamann
Copywriter: Gary Doyle; Rick Hamann
Art Director: Matt Spett; Luke Partridge
VP/Director of Broadcast Production: Sergio Lopez
Production Company: @Radical Media
Director: Jeff Zwart
Post Production: Asylum
Visual Effects Supervisor: Tim Davies
Executive Producer: Michael Pardee
Producer: Mark Kurtz
Coordinator: Jennie Burnett
Bidding Producer: Michael Hanley
CG Supervisor: Zach Tucker
Compositor(s): Tim Davies, Jonathan Hicks, Tim Bird
Lead Technical Designer: Jeff Willette
Lead Modeler: Greg Stuhl
Modeler(s): Toshihiro Sakamaki, Josh Robinson, Lersak Bunuparadah, Chad Fehmie
Animator(s): Samir Lyons, Michael Warner, Michael Shelton
Texture/Tracker: Ryan Reeb
Texture: John Hart
Tracker(s): Eddie Offermann, Michael Lori, Lauren Van Houten, Michael Maker, Tom Stanton, Ian Doss, Danny Garcia, Apirak Kamjan
Lighter(s): Aaron Vest, Austin Das, Sean Durnan
Effects Animator: Jens Zalzala
Lead Roto: Elissa Bello
Roto(s): Hugo Dominuez, Laura Murillo, Daniel Linger, Jason Bidwell, Stephanie Ide, Scott Baxter, Midori Witsken, Mark Duckworth, Zac Chowdhury, Huey Carroll, Chris Cortese, Bethany Pederson Onstad
Matte Painter: Tim Clark
Related links:
http://www.asylumfx.com/

AMD did make quite a splash by launching the first ever DirectX 11-ready Radeon HD 5800 series GPUs, and the Radeon HD 5870 has also helped the company to retrieve the performance crown of single-GPU graphics card by beating NVIDIA GeForce GTX 285. Apparently, the dual-GPU Radeon HD 5970 is something which deserves even higher expectations.
Alienbabeltech has just posted the first pictures and benchmarks of Radeon HD 5970, but the performance screenshots have been cleared up a bit later, due to the pesky NDA, as you can expect.
Radeon HD 5970 features a very long PCB which measures 13.5 inch (i.e.34.29cm), making it to be the longest ever. The reviewer actually had some problems fitting it into a full-sized tower case like the Antec 1200. According to them, the fan worked at 4700RPM under load, not unexpectedly, too much noise as well.





Related links:
en.expreview.com
alienbabeltech.com

The Glyph Software Mattepainting Toolkit (gs_MPTK) is a plugin suite for Autodesk Maya that helps artists build 2.5D and 3D environments from multiple camera projections. It developed from a need to more efficiently model and render scenes that rely heavily on reprojected mattepaintings.
Check the Overview and Features here
Related links:
glyphfx

In this tutorial learn how you can create a fallen accumulated snow on any object or character
READ THE TUTORIAL HERE

This years Blender Conference was one of the biggest ever. With over 200 attendees, 40 presenters, and topics ranging from 2.5 updates to protein expressions, there was a lot to take in.
Here are the 7 discoveries you cannot miss…
1. Surge in gaming development
From the announcement of the speaker lineup, it was obvious that change was in the air. A total of 11 gaming presentations were held, in comparison to last year’s one. No doubt thanks to the Apricot project, Blender is being looked at as a commercial game development platform.

Several announcements for commercial games were announced, including: Super Yum Yum, Thorworks, Pokme and Foreign Legion, as well as special discussions on iPhone development, digital puppetry and sensory controlled gaming.
Read more .....

An external view of a Project is very simple to accomplish in comparison with interior views, because of the complexity of the light interaction and the setup of light sources. For external views, in most cases we only have to setup a daylight simulation with a sky background and it’s mostly done. In architectural visualization projects developed in Blender 3D and rendered with YafaRay, the best render method to be used in interior views is Photon Mapping. But, pick Photon Mapping as render method won’t solve the render. All settings for this method must be changed to fit your project.
One of the things I learn along all those years working with architectural visualization, especially for interior design projects, is that we don’t have a group of settings that can be applied to all scenes. In fact, each project represents a new challenge to the artist, based on the materials and lighting of the scene. If you want to learn a few tips to create great interior design scenes with YafaRay, there is a thread at the YafaRay user forums discussing the best settings for Photon Mapping in interior design projects.
The discussion was started by an artist called Yaroslav_L and the objective was to show the setup and a few render tests for a kitchen scene he created with Blender 3D.
And to encourage other artists to make render tests with YafaRay and Blender, this scene is available to download along with all textures required to render the scene. The scene itself is a great resource to see all Photon Mapping parameters used to create the image.
For artists that never fully understood the relations between Diff Radius, Search and the number of Photons on the scene, the tips will be very useful, along with some render tests. Another point discussed is how the 2d model should be represented. The scale of the model and how much of that can influence the final result.
The tips from the artist worth the visit to the thread, but things become more interesting with the discussion on the subject. If you are an architectural visualization artist working with YafaRay, I strongly suggest a visit to the thread and read carefully all messages.
Source:
blender3darchitect.com

Digital-Tutors announce a new list of highly anticipated releases including the first course in an original series of training for Backburner, 'Getting Started with Backburner,' as well as 'Character and Scene Development with Maya and Mudbox,' 'What’s New in ZBrush 3.5,' 'Getting Started with After Effects,' and 'Introduction to mental ray in Softimage 7.5.'
Getting Started with Backburner
Maximize your render farm and learn how to use Autodesk's Render Manager, Backburner, to organize the order and timing of the scenes you want to render.
- Discover the fundamentals of Backburner including basic vocabulary
- Set up an effective Backburner system comprised of a manager and servers
- Learn how to use the Backburner systems built into Autodesk 3ds Max, Maya and Toxik
Run Time: 55 min
Watch a Preview!

Characters and Scene Development with Maya and Mudbox
Discover a step-by-step process to creating a finished scene, complete with a character, using Maya and Mudbox.
- Turn sketches into 3D geometry using a variety of tools and techniques in Maya
- Learn how to sculpt a wide range of high resolution details into your scene
- Quickly paint color texture maps, specular maps and bump maps in Mudbox
- Export your result and learn how to efficiently render your scenes in Maya
Run Time: 5 hr 5 min
Watch a Preview!

What's New in ZBrush 3.5
Discover a step-by-step guide to learning the new features of ZBrush 3.5 and integrate them into your own workflow.
- Discuss the basic changes to ZBrush's interface including Lightbox
- Explore a variety of new brushes including the move, crumple and planar brushes
- Learn how to use Backtrack to get nice clean features with your brushes
- Covers ZSphere modifications and additions including the new ZSketching tools
Run Time: 1 hr 10 min
Watch a Preview!

Getting Started with After Effects
Learn how to quickly composite images, edit video and create visual effects using Adobe's After Effects.
- Learn how to import images and move around After Effects' user interface
- Discover basic compositing, masking, animation and color correction techniques
- Composite a 3D render, create an interesting animated wipe and render it into a video file
Run Time: 1 hr 15 min
Watch a Preview!

Introduction to mental ray in Softimage 7.5
Discover creative solutions for simulating physically accurate lighting as well as time-saving techniques to overcoming common rendering challenges using mental ray in Softimage 7.5.
- Easily simulate the effects of indirect lighting and quickly render highly realistic scenes
- Learn how to use global illumination, final gather and the new irradiance particles
- Dramatically increase your rendering speed by saving and re-using indirect illumination data
- Explore several specialized mental ray shaders such as architectural materials, subsurface scattering and ambient occlusion shaders
Run Time: 2 hr 53 min
Watch a Preview!

Available for Annual Members: Immediately
Available for Monthly and Semi-annual Members: November 29, 2009
http://www.digitaltutors.com/09/pricing.php
Related links:
forums.cgsociety.org

Our brand strategy for Voila is to position them as uniquely Haitian,” said Rebecca Lyman, Principal, Garrigan Lyman Group. “This differentiates them from the competition and reinforces Voila’s strong commitment to the people of Haiti. The spot launched in time for Voila’s 10-year anniversary and is a part of a larger integrated campaign that celebrates Haiti’s rich and vibrant culture.”
Superfad shot the live action performance of Wyclef Jean on location in New York and returned to Seattle where the animated world was created. This imaginary realm, stylized representations of Haiti, is an homage to Haitian Folk Art style - an aesthetic previously unknown to the Superfad team and one that required copious and extensive research.
“This was one of the more challenging, but also one of the most exciting projects I have been tasked with in my career,” comments Superfad Art Director Carlos Stevens. “Our main goal for this project was to use the Haitian style of artwork to drive a meaningful narrative that would support Wyclef, his actions and his words throughout the commercial. The task itself was difficult because Haitian art is done in a unique style that is unfamiliar to our artists. We all had to adapt to an illustration style we have never encountered before, which made the project all the more challenging, but also fresh and compelling.”
The goal was to integrate Wyclef into his narrative, which sparked the idea of having his actions deliver the visuals. Superfad chose to use a mix of cel animation, 2d artwork and 3d animation to create the most dynamic visual presentation possible. The result is a commercial that reads as a love letter to Haiti and its people.
VOILA “MESSAGE”
Agency: Garrigan Lyman Group
Account Director: Naomi Ruiz
Chief Creative Officer: Bryan Cummings
Creative Director: Kalie Kimball-Malone
Senior Producer: Kathleen Minnis Olson
Senior Art Director: Jim Nesbitt
Senior Writer: Darren Vance
Design Production: Superfad
Executive Creative Director: Will Hyde
Art Director: Carlos Stevens
CGI/VFX Director: Dade Orgeron
3D Artists: Phiphat Pinyosophon, Andrew Butterworth, John Cherniack, Herman Kim, Yas Koyama, Chris Hill
Compositors: Carlos Stevens, Loren Judah, Paulo Dias, David Viau Additional Compositing: David Holm, Justin Pae Cel Animation: Dave Creek
Editor: Duncan Sharp
Flame Artist: Joe Vitale
Producer: Nick Hegge
Head of Production: Chris Volckmann
Executive Producer: Rob Sanborn
Related links:
www.asylumfx.com
www.cgnews.com


Leading Light Conceptual Design Ltd is a multimedia design consultancy that specializes in creating bespoke concept art and production design for film, games and advertising. The artists at Leading Light have a wealth of industry experience and work closely with their clients to discover, refine and define the unique visual DNA of each project.













Related links:
www.leadinglightdesign.com
conceptartworld.com

The Gnomon Workshop is pleased to announce the release of its first tutorials on ZBrush 3.5. These three new tutorials, by ZBrush guru Ryan Kingslien, focus on ZSpheres II and ZSketching. The third tutorial, ZSketching Workflow for Character Maquettes, demonstrates how to use these new tools to produce a maquette that is then sculpted using ZBrush’s advanced brush system. These tutorials are available as Digital Download and are also viewable in two of our new subscription plans.
“Ryan was an important part of the success of ZBrush 3. His blend of a traditional artistic background and technical prowess was key in helping us shape the next-generation of digital sculpting software.”
Jaime Labelle, COO Pixologic
Read the Press Release: click here
Related links:
www.thegnomonworkshop.com

Ever wondered how studios do amazing matte paintings used in architectural visualization?Gordon Tarpley kindly composed the process of his work from initial rendering to final image. These videos are very inspirational and are a rich source of information about how to postwork a render and add people, vegetation and amend it in many ways to achieve the desired and result. read the rest of the story at Ronen bekerman .
Related links:
vimeo.com/gordontarpley
www.ronenbekerman.com
As Tim puts it, “It’s a journey through worlds of the subconscious, allowing us to catch sinister glimpses of the human psyche’s ambivalence.Despite the mix of techniques (stop-motion, still photos animation in 2.5D, 3D elements, etc) the film still possesses a consuming visceral and visual cohesion.
Related links:
http://designingsounds.com/
http://www.between-film.com/
http://motionographer.com/
Read the Q&A Here
Related links:
pyatyletka.blogspot.com
http://motionographer.com/
Abstract, yet immersive; this piece evokes. It’s refreshing to see this trend of subtlety and nuance permeating animation/mixed-media work. We’ve got all the tools, but let’s worry about telling the story first. Well done Monkeys
Related links:
http://weweremonkeys.com/
http://motionographer.com

In this Best of Tuts+ roundup you’ll learn how to simulate a sniper scope, design and code a flexible website, create an intense movie poster, create a golden vector compass, build a minigolf game with ActionScript 3.0, take sports photos like a pro, create a rocky video game terrain in Blender and get a useful introduction to home recording–among many other things! Let’s take a look.
READ THE CONTENT HERE

Welcome to CVMP 2009 This year, a fresh team aim to reinvigorate the conference with an exciting new venue (The BFI on London's Southbank) and renewed focus.
Nov. 12-13th in the UK, the newly revamped CVMP conference kicks off at the BFI on London’s Southbank. Designed to be refocused on the industry and covering high end technical issues, the CVMP is shaping up to be a very good conference. The conference is aimed at Chief Tech. Officers, TDs, pipeline specialists, researchers and engineers. In this net-digital age it is easy to the think that you can cover most stuff from a combination of YouTube and PDF paper downloads, but we have found that, like Siggraph, conferences such as CVMP offer a real chance to gain insight far beyond what you can get from your laptop. Special sessions this year cover topics such as Advanced technology in post production and Capturing 3D Worlds. Info can be found at www.cvmp-conference.org. Registration is between 150 to 330 pounds.
Check and join them here
Related links:
cvmp-conference.org
fxguide.com


















