|FEATURE_$type=slider$show=home$height=600$author=0$readmore=0$snippet=0

[SPOTLIGHT]_$type=carousel$count=6$show=home$author=0$readmore=0$snippet=0$height=400$columns=3

Interview with Luma Pictures

Founded in 2002, Luma Pictures - leading provider of visual effects services to Hollywood located in Santa Monica, California, has contr...


Founded in 2002, Luma Pictures - leading provider of visual effects services to Hollywood located in Santa Monica, California, has contributed to more than 60 films. They include such blockbusters as Thor, Captain America: The First Avenger, The Green Hornet, Harry Potter and the Half-Blood Prince, Pirates of the Caribbean: At World's End and all four films in the Underworld series. Additionally, Luma has worked with the Coen Brothers on four films, including True Grit, and No Country for Old Men, the Oscar winner for Best Picture of 2007. And today our Co-Founder: Maryam Nademi talks with Vince Cirelli, VFX Supervisor at Luma Pictures about their missions on "The Avengers" and about the Studio. Here we go!

Can you tell CGRecord readers a little about your background?

Vince Cirelli, VFX Supervisor at Luma Pictures: From an early age, I was always addicted to technology and art. Even more so, I was entranced by the intersection of the two. I'm self-taught and I strongly believe in learning by doing. I find that throwing yourself into a project with a deadline (emphasis on "deadline") will push you to learn faster than what you'd get spoon-fed to you in a class. I started my professional career in the marketing/agency sector, creating media concepts and animation for major brands. During that time, I developed a generalist's mindset, exploring every aspect of CG and then executing what I had learned in subsequent projects. I climbed the ranks and ultimately left that world as a creative director to explore film. My first film industry job was working for Stan Winston in the digital department at his model shop in Van Nuys, California. It was inspiring to walk through that sprawling space, filled with a vast array of FX gems like animatronic dinosaurs, life-size Terminators, and a myriad of creatures. After that came Luma Pictures, where instantly I knew I'd found a home and would never want to leave. Luma is anti-corporate, it's a company that's anti-this-is-the-way-things-need-to-work-because-that's-how-everyone-else-does-it. We question everything, assume nothing, and have a great culture and a wonderful staff who genuinely care about one another as well as everything they lay their hands to. I can't say enough about this special crew of people we've collected over the years. I lead this crazy bunch creatively and technically, in addition to overseeing our producing staff.

How was your collaboration with Marvel pictures on "The Avengers"?
Cirelli: Marvel has a similar mentality to ours in that they hire very smart people, retain them, and employ them on every project. They maintain structure, clarity, and quality instead of taking the risk of rebuilding new teams on every show. Their VFX crew truly understand visual effects from top to bottom and that shows in the end product. We find them very easy to work with and we appreciate their incredible attention to story and character. Simply put, we're big fans.


Luma’s work on "The Avengers" includes the creation and extension of the Helicarrier ship bridge during pivotal scenes, tornado effects and donning of Thor’s mystical armor, and multiple exterior environments. What was the most technically challenging part of the job and why?
Cirelli: The interior of the Helicarrier was probably one of the more exciting and challenging CG environments we did for this show. We received some concept art early on from Janek Sirrs, from which we drew inspiration. None of it had been approved by Joss or Marvel at that point, leaving it wide open for us to get in there and pitch our own takes on the extension. We mocked up various designs for the upper floors, the catwalk, and the ceiling of the bridge and began presenting them to Janek. They built an incredible set, a single story, surrounded by blue screen. Since their art department had put so much detail into every aspect of it, we knew we'd need to build out very dense geometry with a multitude of texture resolutions in order to make it seamlessly transition into CG. Everything above the first level and outside the huge bridge windows is entirely generated by us. That said, the set was partitioned into quadrants and rendered through our in-house Maya-to-Arnold interpreter. We R&D'd illumination caching in Arnold in order to push the sets through without having to recalculate for every frame. The interior of the ship was modeled in Maya, textured in Photoshop and Mari, then composited in Nuke. To populate the ship, we created a Nuke gizmo that allowed artists to position various cycles of people walking, running, or just milling about in a proxy of the ship. All of the clouds outside the large windows were CG volumes generated in Houdini and FumeFX, mostly using our own flavor of FumeFX for Maya that our developers helped create along with Sitni Sati.


Can you tell us what you were provided to create the scenes? Having previously worked on “Captain America,” and “Thor,” Luma has developed a strong understanding of the project but typically what are you expecting to get from the clients?
Cirelli: Generally with Marvel, we receive excellent Lidar scans and HDRI for each set or character, as well as tons of high-res photography that they shoot. We also shoot our own imagery of the sets if location and scheduling allow.


What references do you use? How do you brainstorm ideas within your team?
Cirelli: We always tend to start by collecting as much reference from the net as possible. We spend some time nerding out, talking about the images that everyone has collected, what we like from some and not from others, and how it could answer the design question at hand. Once we have an underlying story about how the effect works within the confines of the film's world, we create a rule book that helps ground the effect and allows all of us to collaborate towards a common goal. We generally start in 2D concept, developing the idea there before moving into motion tests. We present to the client, get their input, refine, and begin implementing into a single test shot.


How many people work in your team? What are their roles and what are your expectations from people you work with?
Cirelli: We hire generalists that understand everything both upstream and downstream in the pipeline, but who are also experts in a given area or two. I find this keeps us very nimble. It allows us to turn around shots very quickly because everyone understands how the widget they're creating will work when they deliver it to the next person in the pipeline. We're collectively learning, theorizing, and building new tools and techniques together everyday.

What was your favorite moment and what could have been done better?
Cirelli: My favorite moment, and I would assume the same for most VFX Sups, is when a show's final shot is approved and we know the client is happy. There is and always will be a better, faster way of doing something that yields a higher quality product; it's our continuing job to find our way to that solution.

How long did it take to finalize this project? How many minutes were used in the final movie?
Cirelli: We completed about 12 minutes of running time for the show, over the span of 7 months.


What is next for Luma Pictures?
Cirelli: We're currently wrapping up "G.I. Joe: Retaliation" and starting work on an incredible film that I can't talk about yet.

Can you walk us through a work day at Luma Pictures? How many people work there? How do you keep updated with technology?
Cirelli: Well, if that day happens to be a Monday, it starts with breakfast for all of our employees, freshly made. There's probably a game or two of ping pong, followed by announcements of upcoming events. Since we carry a large staff of about 70 or so, we don't often ramp up and then back down per project like a lot of VFX companies. We have many people who have made this place a home and consider their peers to be their family. Because of that, we participate in lots of activities together, everything from taking (all expenses paid) trips to Hawaii together, to go-kart racing and paintball matches. (I don't go to the paintball tournaments; I'd probably be the number one target!) After the Monday breakfast and meeting, it's "go" time. Artists refer to Big Brother, our own tracking system that outlines their tasks and priorities for the day. Coordinators follow up with them to make sure their tasks are clear and determine whether they need reviews with our very talented CG Supervisors, Richard Sutherland and Pavel Pranevsky. At the same time, I'm very hands-on and believe in a closed-feedback scenario where artists don't have to wait long to get feedback. My door is always open and people stream in and out all day long.
In terms of staying on the forefront of technology, well, we have an incredible Dev team led by the brilliant Chad Dombrova. They're always theorizing what tomorrow's tools will be and what they should look like. I believe that much of Luma's success is directly tied to the innovation and forward thinking of this team as well as to that of the company's owner, Payam Shohadai. He's Luma's backbone and the one giving it its unique flavor.


What is the workflow you have at Luma Pictures? Is it different from project to project?
Cirelli: We maintain the same workflow and the same pipeline for every project. Our pipeline is always being refined, but never rebuilt. It's robust and tied to a comprehensive database which allows artists to do what they do best: make art. Everything is accessible, but not cluttered. Elegant simplicity.

How do you predict the future of vfx?
Cirelli: It's interesting to me that post facilities are not actually "post" anymore. VFX companies have their hands in every aspect of filmmaking now, from pre-production through production and post... There's a convergence happening, in which the entire process of making a film on a technical level is digital.

What effects don't you like to see in films? How do you maintain artistic integrity alongside technical complexity?
Cirelli: I like effects that propel the story or characters forward. We always try to create and design effects that are in service to the filmmakers and their vision.

Who are your favorite colleagues/ fellow artists?
Cirelli: There are many wonderfully talented artists in the VFX community. Too many to name, but if I must… One of my Luma fellows that I get into trouble with is a gifted concept artist named Loic Zimmermann.

What advanced technology would you like to see in the future helping vfx companies?
Cirelli: I'd love to see a "final shot" button.

What was the smallest project Luma has ever worked on? Which one was the best project you ever worked on during your time at Luma?
Cirelli: We work on a wide range of shows, check out our site! There is no "best project" in my opinion because every project has so many aspects that make it special.

How important is to be a multi-faceted artist? What advice do you have for young artists, what capability do you see they lack the most?
Cirelli: I find that young artists compartmentalize themselves too often. For example, they decide they want to model but then never learn about anatomy, rigging, texturing, lighting, or rendering. Any great modeler should understand anatomy, the guiding principals in rigging and texturing, foundational shader setup, and lighting so that they can better develop their model in context. Lighters that don't understand compositing, or compositors that don't understand lighting, are doing themselves a disservice in my opinion. I think the motto should be "apprentice to all, master of maybe one or two things." I also find that some young artists don't know how to play well with others. VFX is a team sport, so make sure you temper that ego and try to enjoy the process of collaboration. Nobody makes "The Avengers" on their own.

Thank you Cirelli for your time!
Cirelli: Thank you Maryam and CG Record team!

COMMENTS

Must Watch

Archive Pages Design$type=blogging$count=7

Name

007,2,123D,2,1313,1,2001,1,2008,1,2009,1,2010,2,2011,8,2012,3,2013,1,20th Century Fox,5,21st century,1,2D,1,2D animation,17,2D Artworks,8,2VR,1,32TEN Studios,2,343 Industries,1,343 Studios,1,360 Video,3,3d,70,3D Coat,2,3d model,14,3d models,176,3d Monitor,2,3d Print,3,3D printing,4,3d Product,15,3D Scanner,1,3D scans,4,3d-coat,4,3Dconnexion,1,3December,3,3Decemeber,1,3ds,4,3ds Max,6,3ds Max 2012,26,3ds Max 2013,15,3ds Max 2014,9,3ds Max 2015,11,3ds Max 2016,5,3ds Max 2017,3,3ds Max Design,1,3dsmax,735,3DTi,1,3DTV,7,4K,6,4K Camera,3,514,1,537 Bulans Project,1,80s,1,8K Texture,4,A&G Tool,1,A2T Studio,1,Aaron Limonick,1,absolution,1,abstract,3,Academy of Motion Picture Arts,1,ACM SIGGRAPH,42,action,1,action script,4,action star,1,ActionVFX,1,activision,1,ad,5,Adam Berg,1,Adam Floeck,1,Adhensive studio,1,adidas,2,adobe,147,Adobe Animate,1,Adobe Audition,1,Adobe Comp CC,1,Adobe Creative Cloud,15,adobe flash,3,Adobe Gaming SDK,1,Adobe MAX,2,Adobe Photoshop Lightroom,1,Adobe Premiere,6,Adobe Reader,1,Adobe Scout,1,Adobe Stock,3,Adobe Summit Europe,1,advert,1,advertisement,4,advertising,26,Aetuts,1,Affinity Photo,1,After Effect,235,after effects,16,After Effects CC,6,After Effects Preset,1,Agisoft,1,AIA Atlanta 2015,1,AIA National Convention,1,AICP,1,AIREAL,1,Aixsponza,1,Alembic,1,Alessandro Baldasseroni,1,Alessandro Nardini,2,Alex Alvarez,1,Alex Horst,1,Alex Roman,3,Alexander Zhdanov,1,Alexis Liddell,1,Alfred Imageworks,1,alice in wonderland,1,alien,1,Alioscopy,1,Allan McKay,11,Allegorithmic,25,Alt.vfx,1,amazing,1,amazon,3,Amazon Lumberyard,2,AMD,16,Analog,2,Anatomy,1,ANDesign,1,Andree Wallin,1,Andreea Scubli,1,Andrew Kim,1,Andrew Morev,1,Android,2,Android Jones,1,Angel Stone,1,Anima,1,Animal Logics,1,Animation,398,animaton,6,Animatrik,1,Annecy International Animation Film Festival,2,Anselm von Seherr-Thoss,2,Ant-Man,1,Anthony F. Schepperd,1,ap,1,Ape School,1,Apex,1,App,16,apple,16,application,33,Archexteriors,3,Archinteriors,5,Architecture design,5,Archmodels for Unreal Engine,2,archvis,4,archviz,3,Arion,2,ARM,1,ARM Holdings,1,Arnold,25,ARPG,1,ARS,1,Ars Thanea,4,Arseniy Korablev,2,Art,4,art brain storming,1,Art works,22,Artec,1,Artist,417,Artist Profile,2,artists,25,Artjail,1,ArtMesh,1,ASF,1,Ash Thorp,4,Ashley Tilley,1,Ask The Master,2,Assassin's Creed Movie,1,Assassin’s Creed Unity,2,ASUS,2,AsymmetricA,1,ATLAS of CG,2,Atomic Fiction,2,AU,4,Audi,3,Audio,1,Auotdesk Alias,1,Australia,2,Australian International Design Awards,1,auto,1,AutoCAD,1,Autodesk,387,Autodesk CAVE,2,Autodesk Composite,3,Autodesk Flame,18,Autodesk Flare,6,Autodesk FormIt,1,Autodesk Gameware,1,Autodesk Homestyler,1,Autodesk Kynapse,1,Autodesk Lustre,2,Autodesk Masters,2,Autodesk Maya,311,Autodesk Maya 2014,3,Autodesk Maya 2015,8,Autodesk Maya 2017,1,Autodesk Photofly,1,Autodesk Showcase,3,Autodesk SketchBook,5,Autodesk Smoke,19,Autodesk Smokeodesk Maya,1,Autodesk Stingray,1,Autodesk VRED,1,AutoHair,1,Automotive,25,Automotive Design,5,Automotive in Unreal Engine,1,avatar,15,Avengers - Age of Ultron,1,Avengers: Age of Ultron,5,Award,53,Axis,4,AXYZ,6,Azimoot Competition,1,Baby Cow Animation,1,Backburner,1,ballisticpublishing,14,Bamboo Stylus Mini,1,Baolong Zhang,1,Basik Products,1,basket ball,1,Batman Arkham Knight,2,battle field,1,bavaria beer,1,bbc,1,Beat Reichenbach,1,beatles,1,beauty,1,beeple,1,beer,1,Behance,1,behind the scene,42,Ben Mauro,1,Bentley Systems,1,Bertrand Benoit,4,Best VFX of The Month,1,between,1,beyond two souls,1,Bifrost,2,Big Game,1,Big Hero 6,3,Bike,2,Bionatics,1,Bitmap2Material,1,Bitsquid,2,black ops 2,1,black and white,2,Black Bones,1,Black Friday,2,Black Ink,2,Black Studio,1,blackhole,1,blacklist,1,Blackmagic Design,14,blacknail pictures,1,Blank Repository,1,Bleank,1,Blender,108,Blender Conference,1,Blender Tutorials,2,Blizzard,1,Blizzard Entertainment,12,BlizzCon,1,Blur studio,24,BMW,6,Boaz Livny,1,BodyPaint 3D,7,Boketto,1,bonesPro,2,bonzai3d,1,book,41,Boris Continuum Complete,1,Boris FX,12,BOT animation,1,Bottleship,1,boujou,1,Boxx,13,Bpositive,1,Bradford Animation Festival,1,Brandon Young,1,breast cancer,1,Brice Chevillard,1,british tanks,1,Broadcast,1,Bruch,1,Brushes,9,Bubble Solver,1,bubbles,1,buck,2,BUF,3,Bunkspeed,1,Byron Howard,1,c,1,Caleb Nefzen,1,Call for Submissions,5,Call of duty,5,Camera,14,Camera 360 Video,1,Camera mapping,1,Camera Raw,3,CameraTracker,4,Camille Craze,1,Canon,8,canon 7D,1,capcom,2,Captain America,1,Captain America: Civil War,1,Car Design,39,Carbon Scatter,7,Carlos Ortega Elizalde,1,Carlos Parmentier,1,Carrara,1,cars,13,Cartoon,2,castlevania,1,cats,1,cebas,45,cel animation,1,CES,4,CES 2012,2,CES 2014,2,CES 2016,1,cg animation,3,CG architecture,327,CG CON,4,CG Event,433,CG Press,3,CG Record,6,CG Record Interview,18,CG River,1,CG Service,1,CG Student Awards,1,cg trailer,6,CG2 Code for Art Conference 2016,1,CGAxis,54,CGI,25,CGRecord Editor picks,1,CGRMF,2,CGSociety,1,cgtalk,22,CGTarian,1,CGTrader,1,CGW,1,CGworkshop,1,chainsaw,1,Challenge,61,Chaos Group,3,Chaosgroup,125,Character,134,character design,4,Cheetah3D,1,Chris Bjerre,1,Christiant Dalberto,1,Christina Batchelor,1,Christoph Schindelar,4,Chromecast Ultra,1,ChronoSculpt,1,cine,1,Cinebench,1,cinema 4d,248,Cinema 4D R17,1,CINEMA 4D Tutorials,5,cinematic,9,Cinesite,1,cineSync,1,Cineversity,2,CINEWARE,2,Cintiq Companion,1,Circuit.io,1,Ciro Sannino,1,CIterion,1,CityEngine,15,CityEngine 2014,1,CL3VER,2,Clarisse iFX,12,Clay Liford,1,Clinton Crumpler,1,CLO,2,CLO Virtual Fashion,3,Cloth Simulation,9,Cloud Computing,9,Clovis Gay,1,Cmivfx,15,coca cola,1,COD 9,1,Colimo,1,Colin Thomas,2,colonial marines,1,colorsponge,1,COLORWAY,5,Comcast,1,comic,9,Comic Con,1,commercial,247,Company,51,Composite,2,compositing,110,Concept,26,Concept art,161,Conference,11,Contest,162,Cool Keith,1,Corel,7,Cornelius Dämmrich,4,Corning,1,Corona,21,Cortex,1,Counter-Strike Online 2,1,Craft,18,Craft Animation,1,Craft CameraFx,1,creative,6,Creative Market,1,Creative Suite 6,1,Creature,13,Creature design,5,Cristiano Rinaldi,1,Crowd Simulation,2,CryENGINE,3,CryENGINE 3,1,CryEngine3,1,crysis 3,1,crytek,1,CS4,4,cs5,23,CS6,11,Cube Creative,1,Cuda,25,Curved Monitor,2,Cut out,1,Cutting Edge,1,CVMP,1,Cyber Monday,1,cybertron,2,D-Plug,1,D2 Conference,1,Daft Punk,1,Dan Meyer,1,Dan Roarty,1,Daniel Ahrens,1,Daniel Rodrigues,1,Daniel Simon,1,Dark Prince,1,dark sider,1,dark sider 2,1,Darstellungsart,1,Daryl Obert,1,david beckham,1,David Cunningham,1,David Karlak,1,David Luong,1,David Orr,1,davide di saro,1,DaVinci Resolve,2,dawnguard,1,DAZ 3D,5,Dbox,2,DC Universe,1,Ddo,1,de,1,dead space 3,1,Deadline,21,Deadline 7,2,Deadline 8,3,Deadpool,3,debut trailer,3,defiance,1,Dell,4,DEM Earth,1,Demo reel,94,Demolition Master,1,Design,165,Design Achievement Awards,1,Design Connected,1,Design FX,1,DesignConnected,4,desperados,1,Deus Ex: Mankind Divided,2,developers,1,DeviantART,2,devil may cry,1,DEXTER Studio,1,Di-O-Matic,1,DI4D,1,Diana Li,1,diary,1,DIGIC Pictures,5,Digital Dimension,2,Digital District,3,Digital Domain,34,Digital Storm,1,Digital-Tutors,27,Dimensiva,1,DirectX 11,1,Disney,31,Disney Hyperion,2,Disney Research,1,Display,2,dj hero,1,DLC,1,DMAX Imaging,1,dmc,1,Dominic Qwek,1,Doreen Lorenzo,1,Double Negative,10,Double Negative Singapore,2,Download,509,DreamWorks,6,DreamWorks Animation,13,driver,2,Drone,4,dusk rendering,1,dvein,1,Dylan Cole,1,dynamics,1,E-on,65,e3,5,E3 2012,2,E3 2013,3,E3 2014,3,E3 2015,1,EA,24,EA Sport,4,Earthling,1,eat3d,15,EB Hu,1,Echolab,1,Eddy,1,Edge of Tomorrow,3,Editor's Picks,2,Education,1,Edvige Faini,1,egypt,1,Eidos,1,Eidos Montreal,2,eight vfx,5,Ekaterina Pushkarova,1,Element 3D,5,EliteDisplay S270c,1,Emb3D,1,Emily Ratajkowski,1,Emmanuel Shiu,1,Encore Hollywood,2,Engadget,1,engine,3,Engine 4.8,1,environment,20,epic,1,Epic Games,13,Erik Lehmann,1,Esri,1,Esteban Diácono,1,Estudio a2t,1,EUE,2,European Design Awards,1,eve online,1,Evermotion,158,Evermotion Archmodels,12,Evil Gas Pump,1,Ex Machina,1,exclusive,2,Exhibition,1,Exlevel,5,Exocortex,5,Exocortex Momentum,1,EXODE,1,Exodus: Gods and Kings,1,Exorbit Art,1,Exotic Matter,2,EXOTIQUE,2,expo,1,expose',14,Exteriors,1,Extreme Sports,2,Eyeon,22,Fabric Engine,7,Fabric Software,3,Facebook,2,FaceFX Studio,1,Faceshift,1,Faceware,3,Faceware Interactive Division,1,Faceware Live,1,Faceware Technologies,1,Facial motion capture,2,fall of cybertron,1,Fan Art,1,Fantastic Four,2,far cry,1,farcry,1,Fashion,2,FBX,1,FBX Review,1,Feature,2507,features walkthrough,1,Federico Pelat,1,Feng Zhu,1,festival,10,FibersMesh,1,FIFA,2,FIFA 15,1,FIFA Street,1,FIFA14,1,fifa2010,2,Figment,1,Filip Engstrom,1,film,516,Films,8,Final Cut Pro,20,Final Fantasy,4,Final Fantasy XIV,1,Final Fantasy XV,2,finalRender,21,FIT Technology Group,1,Flash,6,Flash C++ Compiler,1,Flash Player,2,Flightpattern,1,FLIX,2,fluid,6,Fluid FX,3,fluidata,1,fly through,1,Flying Architecture,1,FMX,2,FMX 2010,1,FMX 2011,2,FMX 2012,1,FMX 2013,1,FMX 2014,4,FMX 2015,2,FMX 2016,5,fooball,1,Food,2,footage,19,Forest Pack,4,Forest Pro,1,forza,1,Forza Motorsport,1,Forza Motorsport 6,1,Foundry,130,fox,1,FPS,1,Fracture FX,1,Framestore,11,Framestorecommercial,1,François Baranger,1,Francoise Losito,1,Frank Tzeng,3,Frankie,1,Fredrik Löfberg,1,Freelance,1,french,1,fringe,1,Frost,11,Fry render,1,FSM,1,Fstorm,4,Fstorm for 3ds Max,2,Fstorm Render,1,ftrack,3,Fujifilm,1,Full Sail University,2,FumeFX,34,Furious 7,3,FurryBall,1,Fuse,1,FuseFX,1,Fusion,34,Fusion 360,1,Fusion 8,2,Fusion 8 Studio,2,Fusion Studio,2,Fusion Studio 7.7,1,future,1,Future soldier,2,Futuredeluxe,1,FXguide,1,FXHOME,1,fxphd,1,G Flex,2,Gabor Ekes,1,Gaffer,1,gallery,801,game,8,game concept,5,game development team,2,Game engine,14,game news,2,Game of Thrones,2,Game online,1,game play,2,game preview,2,Game trailer,144,game walkthrough,1,Gameloft,2,gameplay,1,gameplay trailer,1,Games,465,games trailer,18,Gametutor,1,GDC,8,GDC 2015,4,GDC 2016,2,GEAR VR 360 Degree,1,Geforce,8,Gelmi Studio,1,GenArts,1,GENOME,3,Gentleman Scholar,2,Geomerics,1,George Lucas,1,George Orwell,1,Ghost Games,1,Ghost Recon,2,gimpVille,1,Glu3d,1,GNOMON,143,Gobelins,4,goblins,1,God among Us,1,Godzilla,4,Golaem Crowd,11,Golden Globes,1,Google,27,Google Cardboard Plastic,1,Google Cloud Platform,1,Google Daydream,1,Google Earth Pro,1,Google Earth VR,1,Google glass,2,Google Home,1,Google Pixel Smartphones,1,Google Zync,2,Google Zync Render,1,GoPro,1,gorillaz,1,Got3d,2,GPU,70,Grading,1,Grand Theft Auto,1,Grand Theft Auto Online,1,Grant Warwick,1,Graphic card,43,graphic novel,1,Graphics Card,5,Grey Goo,1,GreyscaleGorilla,1,GroundWiz,1,GrowFX,8,GTA,2,GTC,11,GTC 2013,1,GTC 2014,2,GTC 2016,1,GTX Titan Black,1,Guang Yang,1,Guardians of the Galaxy,7,Guerilla Render,2,Gustaf Holmsten,1,Gwen Vanhee,1,hair,1,Hair Farm,5,Hair Fur,1,Halo,4,Halo 2,1,HALO 5,2,Halo Nightfall,1,Hammer Chen,6,Hang Li,2,Hao Li,1,Hardware,282,Harmony,1,Hasbro,1,Havok physics,1,Hawken,2,HD,4,HD Monitor,2,HDD,4,HDR Light Studio,12,HDRI,40,HDRI Hub,3,HDTV,2,heart of swarm,1,heavy armor,1,Heebok Lee,2,Hercules,1,heroes,2,Heroes of the storm,1,HgCapital,1,Hiero,7,HIEROPLAYER,3,high moon studio,1,HitFilm 3 Pro,1,hitman,2,HMZ-T3W,1,Holographic,1,HoloLens,1,Honda,1,Honglong,1,horror,1,horse,1,Hotel Transylvania 2,1,Houdini,126,Houdini 13,9,Houdini 14,4,Houdini 15,3,Houdini 16,2,Houdini Digital Assets,1,Houdini Engine Indie,1,Houdini Indie,1,How to find your path in CG Industry,1,HP,15,HP Z34c,1,HTC,1,HTC Vive,2,human chain,1,Humster 3D,1,Humster3d,1,Hyena Studio,1,Hyperfocal Design,1,Hyperion Renderer,2,Ian Spriggs,9,IBC 2012,2,IBC 2013,1,IBC 2014,2,IBC 2015,2,ic,1,ICB,1,ICE,1,Icube,7,Ida,1,IDraw,1,Igor Zanic,1,iGroom,1,illusion,1,illustration,10,Illustrator,6,ILM,52,Iloura,1,Image Engine,8,Imagineer Systems,19,imago media,1,imperialism,1,Important Looking Pirates,2,Independence Day Resurgence,1,InDesign,2,indie,1,Indigo,4,Industrial design,26,Injustice,1,inka,1,inspiration,5,intel,16,interactive,1,Internet TV,1,interview,152,Intuos5,2,Inventor Fusion,1,inversion,1,iOS,1,IOTW,33,iPad,25,iPad Air,1,iphone,31,iPhone 7,1,iPhone 7 Plus,1,iPhone Air,1,iraq,1,Iray,39,Iray 2015,1,Iray for Cinema 4D,2,iray Manager,1,Iray VR,1,iRay+,1,Iron Claw,1,ironman,3,ISART DIGITAL,1,Isotropix,7,istanbul,1,IT'S ART,1,Itoo Software,10,Ixor,1,james cameron,4,Jeff Patton,14,Jeff Simpson,1,Jen-Hsun Huang,1,Jeremy Clapin,1,Jesus2000,1,Job,1,Jocelyn Strob Simard,1,John Martini,1,John Walker,1,johnnt depp,1,jon klassen,1,Jonas Ekman,1,jordan,1,Jorge Baldeon,1,Joseph Drust,2,Joseph Harford,1,Josh Herman,1,Josh Nizzi,1,Jot Touch,1,Juan Garcia,1,Julien Vanhoenacker,1,Jungle Book,2,Jupiter Ascending,1,Jurassic World,2,Justin Fields,1,Justin Holt,1,JVC,1,kadokawa,1,Kandor,1,kara,1,karate,1,KATANA,8,Kev Jenkins,1,Keying,1,KeyMission,1,KeyShot,29,KeyShot 5,2,KeyShot 5.1,1,KeyShot 6,4,kickstarter,1,Kiel Figgins,1,Kindle Fire HD,1,kinect,3,Kingsglaive,1,Klaus Skovbo,1,Knald,1,Konami,2,KORB,2,krakatoa,48,Krakatoa SR,2,Kray,1,Kris Costa,1,Kris Kelly,1,Kuler,1,Kuler Islands,1,Kung Fu Panda 3,1,kungfu,1,kungfu star,1,Kynapse,2,Lagoa,7,LAIKA,1,Lamborghini Burlero,1,LandSIM3D,1,Laptop,9,lara croft,1,last of us,1,Laubwerk,3,launch trailer,3,Le Truc studio,1,Leap Motion,3,Learn Squared,1,LED,1,Lee Souder,1,Lee Stranahan,1,Legacy Effects,1,legend,2,Lenovo,1,lens flares,1,Léo Ribeyrolles,1,letter,1,Leviathan,1,LG,12,LG Film Fest,1,LIGA 01,2,LIGA_01,1,Lighting,1,Lightmap,4,Lightroom,16,Lightstorm Entertainment,2,LightWave 2015,2,LightWave 2016,1,LightWave3D,27,line,1,liquid,1,Liquid Simulation,1,live action,2,Livestream,1,Ljósið,1,logan,1,lollipop,1,lollipop chainsaw,1,london,1,London Sci-Fi Film Festival,1,Look Effects,1,Lord of the rings,1,lords,1,LOTR,1,Luan Nguyen,1,Lucasfilm,4,lucky,1,LUCY,1,Łukasz Sztukowski,1,Luma Pictures,6,Lumberyard,2,LumenRT,7,Lumion,7,Lumion 5.7,1,Luxigon,2,Luxion,9,Luxology,23,LuxRender,1,LuxRender; Download,2,Mac,10,Mac Pro,3,MacBook Pro,1,Maciej Kuciara,3,Mackevision,2,Mad Max Fury Road,2,MadCar,1,Madder Mortem,1,Magazine,4,Magic Bullet Looks,1,Mahmoud Salah,1,Mai Nguyen,1,Main Title Sequence,1,MakeHuman,2,Making of,276,Management,1,manhattan,1,Mantra,4,ManvsMachine,1,marc craste,1,Marcello Pattarin,1,Marek Denko,3,Mari,61,MARI indie,1,mario ucci,1,market farmhouse,1,Marmoset,1,Marmoset toolbag,9,Marvel,19,Marvel Studios,4,Marvelous Designer,33,Marvelous Machines,1,Maryam Nademi,1,Mass Effect 3,2,Mass Market,1,MassFX,2,massive attack,2,Massive Black,1,Master Zap,1,Mastering CGI,1,MatchMove,3,MatchMover,1,Material,10,Mathieu Aerni,1,Mathieu Auvray,1,Matt Frodsham,1,matte painting,27,MAX,2,MAX 2014,3,Max Payne,2,Max Underground,2,Maxim Zhestkov,1,maxon,76,Maxpayne3,1,MaxScript,3,Maxtree,2,Maxwell,31,Maxwell Render,3,Maya 2016,3,Maya LT,8,Maya LT 2016,1,Maya LT 2017,1,Maya Tutorial,12,mayan,1,mbFeatherTools,1,MCG,1,Mech,1,medal of honor,1,media,1,Media Design School,1,Media Encoder,1,Medusateam,1,Megascans,1,Megascans Studio,1,Mental Ray,76,Mercedes,3,MeshFusion,2,Meshmixer,2,messiah:studio,1,Metal gear,1,Metal mill,5,Method Design,1,Method Studios,4,MGODI,1,Miarmy,2,Michael Bay,4,Michal Kriukow,1,michelin,1,Micro Cinema Cameras,1,Microsoft,26,Microsoft HoloLens,3,Microsoft Studios,1,Microsoft Windows,3,middle earth,1,Mighty Pen,1,mihai wilson,1,Mike Winkelmann,1,mikros image,1,Milan Nikolic,1,MindOverEye,1,Minions,1,MIR,1,Mischief,3,Mixamo,7,MMO,6,MOANA,1,Mobile Workstation,3,Mobile World Congress 2016,1,Mocap,4,mocha,27,mocha Plus,1,Mocha Pro,1,Mocha Pro 4,2,Model Free,2,Modeling,108,modo,60,MODO 801,1,MODO 901,2,MODO indie,1,MOH,1,Mokacam,1,Monitor,22,monkey island,1,Monsters Dark Continent,1,Montreal Canada,1,moon,1,moon raker,1,Mortal Kombat,2,Mortal Kombat X,3,Mortal Kombat XL,1,most anticipated,1,most wanted,1,Motion 5,2,motion capture,7,Motion Design,1,Motion Graphics,146,motion504,1,MotionBuilder,8,MotionBuilder 2014,1,mouse,1,MPC,65,Mr. X Inc,2,MSI,2,MTV,2,Mudbox,79,Mudbox 2014,3,Mudbox 2015,3,Multiphysics,1,multiplayer,1,Multiscatters,1,Murat Kılıç,1,music,3,music video,21,musuta,1,N3 Design,1,NAB 2009,9,NAB 2010,3,NAB 2012,11,NAB 2013,6,NAB 2014,5,NAB 2015,3,NAB 2016,1,NAB2011,2,NAIAD,19,Namco Bandai Games,3,Napalm,1,Napoleon ruler,1,Naren Naidoo,1,nasa,3,Natron,1,NaturalPoint,1,Naughty Dog,6,nauhgty dog,2,Nazar Noschenko,1,nDo,1,NDS,1,Need for Speed,8,Need for Speed Rivals,1,Neil Armstrong,1,neoscape,22,netfabb,1,NetherRealm Studios,2,Networks,1,new york times,2,new units,1,news,10,NewTek,11,Next Limit,37,nextgen,1,NFS,1,nhb,6,NHL,1,Nice Shoes,1,NIck Cross,1,Nicolas Anthanè,1,Nicolas Delille,1,nightmare,1,Nike,5,Nintendo,1,Nintendo Switch,1,Nintendo Wii,1,Noah,2,NoEmotion,3,noise,1,Not To Scale,1,Notebook,1,NOX,2,Npower,4,Nuit Blanche,1,Nuke,109,NUKE 9,5,Nuke Studio,6,NUKEX,1,Nvidia,196,Nvidia Faceworks,1,NVIDIA GRID vGPU,1,NVIDIA GRID Virtual GPU,1,Nvidia HairWorks,1,NVIDIA Kepler,4,NVIDIA Maximus,5,Nvidia SHIELD,3,NVIDIA Tegra,2,NVIDIA Tesla,3,NYC 3ds Max User Group,1,NYC ACM SIGGRAPH,1,O'Neill,1,OatsStudio,1,Obey,1,OC3 Entertainment,1,Octane for 3ds Max,2,Octane for Houdini,1,Octane Render,31,ocula,3,Oculus,3,Oculus Connec,2,Oculus Rift,2,official trailer,2,ogily,1,Ólafur Arnalds,1,olympics,1,Omar Meradi,1,open Source,6,OpenEXR,1,OpenGL,1,OpenSubdiv,2,Optical flares,3,OptiTrack,10,Orijin,1,Ornatrix,5,Oscar,18,oscars,16,OTOY,2,paint chips,1,Painter,8,Painting,18,Panasonic,2,Panoply,1,Panorama Extractor,1,parable,1,Paragon,2,Paramount,1,paris,1,Particle Skull,3,particles,60,particleskull,1,particular,3,Pascal architecture,1,Passion Pictures,2,pastel,1,Paul H. Paulino,1,Paul Hellard,1,pc,19,Pdplayer,6,Penguins of Madagascar,1,Per Haagensen,1,PES,7,PES 2013,6,PES 2014,2,PES 2015,2,Peter Berg,1,Peter Guthrie,1,Peugeot,1,Pflow,1,PFlow Toolbox,2,Phil Moreton,1,Philip Harris-Genois,1,Phoenix FD,22,Photo Editing,3,Photography,19,Photoshop,197,Photoshop CC,5,Photoshop CS6,3,Photoshop CS6S,1,Photoshop Elements,2,Photoshop Elements 14,1,PhysX,1,piano,1,Picture Front,2,Piotr Adamczyk,1,pipeline,1,PipelineFX,1,Pixar,38,Pixar Animation Studios,3,Pixar Tractor,1,Pixelhunters,1,PIXOLOGIC,56,Pixomondo,8,Planar Systems,1,Planetside,6,Plant Factory,1,Platige Image,4,PlayStation,13,PlayStation 3,1,PlayStation 4,9,PlayStation Now,1,Plugin,562,POILUS,1,Point cloud data,1,Polska,1,Polybrush,4,Polynoid,2,Porsche,1,Poser,3,post production,5,PostPanic,1,PostPro18,1,Premiere Elements,1,Premiere Pro,4,Premium3Dmodels,1,Presets,1,preview,33,Prime Focus,3,Printer,2,Product,254,Product Design,4,Product Focus,2,Project Felix,1,Project Geppetto,3,Project Manager,1,Project Primetime,1,Project Sci-Viz,1,Projector,1,promo,1,PROVIZ,1,PS3,25,PS4,9,PSD-manager,4,psyop,3,Punchcard,1,Python,4,Qolop TG,1,Quadro,2,Quadro P5000,1,Quadro P6000,1,quantic dream,1,quba michalski,1,Qube!,1,Quentin Medda,1,Quicktime,1,Quidam,3,Quixel,2,racing,1,Rafael Reis,1,RailClone,3,Rainer Duda,1,RandomControl,1,Rango,1,Rayfire,30,RDT,1,Real Displacement Textures,3,Realflow,52,RealFlow 2013,1,RealFlow 2014,6,RealFlow 2015,3,Realistic Render,6,realtime,120,RealtimeUK,7,Red Engine,1,Red Giant,24,Redshift,3,reel,169,Reel of the Month,7,reinterpretations,1,Reliance MediaWorks,1,Relic Entertainment,1,Render,242,Render engine,2,render farm,7,Render Rocket,1,Rendering,34,Rendering Management,11,RenderMan,17,RenderPal,1,Resident Evil: Revelations 2,1,retopology,1,Retouching,1,review,22,Revit,3,RevUp Render,1,RFX,1,Rhett Dashwood,1,Rhino 3d,9,Richard Rosenman,1,Richard Spriggs,1,rick thiele,1,rigging,33,Rise of the Tomb Raider,1,Rising,1,Rising Sun Pictures,3,RnD,2,Robert Stromberg,2,Robocop,1,Robot,8,Rocketbox,1,Rockstar Game,7,Rockstar Games,5,Rocksteady Studios,1,Rocky Meng,1,Rodeo FX,3,Romell Chopraa,1,ron Gilbert,1,Ronan Mahon,1,Ronen Bekerman,3,Rory Björkman,1,RPC,1,RPG,1,Ruairi Robinson,1,Ruff Mercy,1,Rumblebox Studios,1,russ murphy,1,Ryan Kingslien,1,Ryan Lim,1,Ryan Trowbridge,1,sabber interactive,1,saints,1,sam fisher,1,Samsung,8,Samsung Galaxy S7,1,San Andreas,1,Sarofsky Corp.,1,Sava Zivkovic,1,Scaleform,3,Scan Engine,1,Scan Model,3,Scanline VFX,5,Sci-Fi,10,sci-fi thriller,1,Scott Sewel,1,scottish flu,1,Screen,1,script,89,sculpt,36,Seagate,2,Security,1,Sedat Açıklar,1,SeeControl,1,SEGA,3,Sehsucht,16,Sequoia,2,Sergey Nazarov,1,Sergey Pereskokov,1,Seungmin Kim,2,shader,17,Shaderlight,5,shadow 2,1,Shadow Theatre,1,Shave and a Haircut,1,Shawn Wang,1,shilo,7,short film,52,Shotgun,2,Shotgun Software,1,show reel,66,showreel,43,sidefx,51,Siger Studio,1,siggraph,3,SIGGRAPH 2009,24,SIGGRAPH 2010,39,SIGGRAPH 2011,27,SIGGRAPH 2012,21,SIGGRAPH 2013,18,SIGGRAPH 2014,8,SIGGRAPH 2015,12,SIGGRAPH 2016,3,SIGGRAPH 2017,1,SIGGRAPH Asia,1,SIGGRAPH Asia 2009,12,SIGGRAPH Asia 2010,1,SIGGRAPH Asia 2011,2,SIGGRAPH Asia 2012,3,SIGGRAPH Asia 2013,1,SIGGRAPH Asia 2015,1,Silvio Valinhos,1,Simon Gomez,1,Simow Labrim,1,Simulation,29,skater,1,Sketch,3,SketchBook Pro,3,SketchiMo,1,Sketchup,32,SketchUp 2015,1,Skhizein,1,skyrim,1,sleepingdogs,1,Slow Poison,1,Smart phone,4,Smartphone,7,Smarty Ring,1,Snoop Dogg,1,Snowboarding,1,SOA Academy,4,soccer,1,Socialcam,2,Softbank,1,Softimage,107,Softimage 2013,2,Softimage 2014,3,SoftKinetic,1,Software,1017,solid,1,Solid Angle,1,Sony,33,sony online,1,Sony Pictures Entertainment,1,Sony Pictures Imageworks,10,Sony Pictures Studios,1,Sony Vegas Pro,1,SonyPictures,1,Sound,11,Soundbooth,1,Soyoung Kim,1,SpaceMouse,1,spaceships,1,Spacious Thoughts,1,Spain,1,special effects,1,spectrum,1,SpeedTree,8,spiderman,5,splinter cell,1,sports,2,Spotlight,1256,SprayTrace,1,sprite,1,Spumco,1,square enix,6,Squint Opera,1,SSD,2,star,1,star wars,2,Star Wars: The Force Awakens,1,starcraft 2,2,StarCraft II,1,stargate,1,START Singapore,1,starwars,2,State of Art Academy,3,Steam,2,steel battalion,1,Stereoscopic,21,Stereoscopy,5,Stimuli,1,Stoke MX,3,Storage,1,Stories AG,1,Storm,1,storyboard,1,Storyboard Pro 5,1,Storz & Escherich,1,stream,2,Strike Vector EX,1,Stu Bayley,1,student,4,Student Gallery,1,student project,1,studio,377,Studio Aiko,1,studio aka,1,Studio Profile,5,Studio Spotlight,1,Studio Tools Pro,1,Submit,4,Substance Designer,15,Substance Painter,20,Super Bowl,2,Süperfad,2,Supinfocom Arles,1,Surface Book,1,Surface Pro 3,1,Surface Studio,1,survey,6,Sweetworld,1,swine flu,1,SXSW Film Festival,1,Syd Mead,1,SynthEyes,3,Tablet,18,Takafumi Tsuhiya,1,takcom,1,Tamas Medve,2,Taylor Kitsch,1,Tearte,1,teaser,2,Tech,10,Tech news,80,Technical,18,Technicolor,1,Tekken 7,1,Ten24,1,tera,1,Terminator Genisys,3,Terragen,12,Territory,3,Terry White,1,Tetsuya Nomura,1,texture,98,Textures,15,texturing,15,The Aaron Sims Company,1,The Bravery,1,the cave,1,The Creative Assembly,1,The Crew,1,The Division,2,The Embassy,2,the expendables 2 video game,1,The Foundry's Board,1,The Good Dinosaur,1,The Jungle Book,3,The Leviathan,1,the lighthouse keeper,1,The Martian,3,the mill,30,The Mission Studio,1,the raven,1,The Rookies,1,the secret world,1,The Walking Dead,1,The Witcher 3 Wild Hunt,1,Thea Render,2,TheHouseFX,1,Thepixellab,1,Thinkbox Software,52,ThinkingParticles,37,Thornberg Forester,1,thriller,1,Thumb Labs,1,Thunder Cloud Studio,1,Thunderbolt 2,1,Tilt Brush,1,tim bollinger,1,tim burton,1,Tim Van Helsdingen,1,Time-Lapse HDRI,1,timelaps,1,Tippett Studio,1,Tips 'n tricks,4,Titan X,1,Title Sequence,2,tolkien,1,Tom Guest,1,tom waits,1,Tomáš Sciskala,1,tomb raider,1,Tomek Bagiński,1,Tomorrowland,1,Tony Andreas Rudolph,1,Tony Zagoraios,1,Toon Boom,4,top 10,1,Topogun,1,Toshiba,1,Touchscreen,2,Toughpad,1,Toxik,2,Toyota,2,Tracking,42,Tractor,1,tragedy,1,Trailer,269,Training,283,Transformers,5,Transformers 3,8,Transformers 4,4,trapcode,22,Trapcode Echospace,1,Trapcode MIR,1,Trapcode Particular,1,Triangleform,1,trine,1,Trixter,1,Troll VFX,2,TubeMogul,1,TurbulenceFD,3,turkish edition,1,Turn 10 Studios,1,Tutorial,820,TV,22,TV Show,2,TV Spot,2,tvc,6,Twenty120,1,Twinmotion,1,twisted metal,1,typo 3D,1,typographic,1,typography,3,Tyroe,1,ubik,1,ubisoft,16,UDK,1,UE4Arch,2,Ultra HD,1,UltraWide,2,Un tour de Manège,1,Uncharted 3,1,Uncharted 4,3,Uncharted Territory,1,Uniform,4,Unique Vision Studio,1,Unit Image,8,united snakes,1,United States,1,united visual artists,1,Unity,8,Universal Pictures,2,Universal Scene Description,1,Unreal,24,Unreal 4.6,1,Unreal Assets,1,Unreal Engine,34,unreal engine 4,4,Unreal for Archviz,2,unwrap,6,urban,1,URSA Mini 4.6K,1,Uvmap,4,V-Ray 3.0,2,V-Ray Cloud,1,V-Ray for Creative Cloud,1,V-Ray Material Presets Pro,1,Valve,2,vanquish,1,VCA,1,VEA Games,1,Vegas Pro,1,Vehicle Render,1,VES,17,vf,1,VFS,7,vfx,969,VFX Artist,2,VFX Breakdown,102,VGA,1,VGX,1,via grafik,1,Vicon,2,video,18,Video Copilot,38,Video Editing,9,videogame,3,VIEW Conference,12,Viki Yeo,1,Virtual Designer RE,1,Virtual Reality,13,Virtual Reality Game,1,Virtual Workstation,1,VIShopper,2,visual effects,9,visual exploration,2,visualhouse,1,visualization,9,Vitaly Bulgarov,9,Vixen studios,1,Viz Artist,1,Viz-People,1,Vizrt,1,Vladimir Koylazov,1,Vladislav Solovjov,1,Volkan Kaçar,1,Volume Breaker,1,VR,29,VR camera,2,VR headset,1,VR rendering,1,Vray,442,Vray 3.0,3,Vray for Rhino,1,vray sun sky,1,Vray Workshop Image of the Week,84,VRayPattern,1,VrayRT,16,VRscans,2,Vue,52,vyonyx,9,wacom,20,Wail To God,1,wall,1,Walt Disney,3,Walt Disney Animation Studios,3,Walt Disney Co,1,war,1,war machine,1,Warcraft Movie,1,warfighter,1,wargaming.net,1,Warner Bros,3,warner brothers,1,WarnerBros,1,Warners Bros,1,Warren Trezevant,1,Watch,2,watch dog,1,Watch Dogs 2,1,water,1,Wayne Hollingsworth,1,weapons,1,Web,4,webinar,7,Welovepost,1,Weta Digital,9,weweremonkeys,1,Whiskytree,2,wiesbaden,1,wii,4,wii U,3,Will MacNeil,1,Will Murai,1,Will Wallace,1,windows 7,2,windows 8,6,Winner,1,Winter Olympics,1,WIP,2,Wired,2,WITCH CHAPTER 0 [cry],1,Wizz Design,1,Woodblock,1,Workstation,15,Workstations for Virtual Reality,1,world of tanks,1,world of warplanes,1,WOT,1,WWF,2,X-Particles,2,XboX,5,Xbox 360,35,Xbox One,18,Xfrog,4,XMesh MX,4,xNormal,1,Xoio,6,XYZTexturing,2,Yellow Cake,1,Yeti,2,Yibing Jiang,3,Yonder,1,Youtube,1,Yuneec,1,Yuuki Morita,1,ZBook,1,ZBrsuh,3,zbrush,249,ZBrush 4R7,7,ZBrush 4R8,1,ZBrush Summit,2,Zoic Studios,3,zombi U,2,zombie,2,Zootopia,2,Zuliban,2,Zync,1,
ltr
item
CG Daily News: Interview with Luma Pictures
Interview with Luma Pictures
http://3.bp.blogspot.com/-FXM6kAzcsV4/T9d2XWMwSwI/AAAAAAAAKVo/mtXzA8Wp7oA/s1600/4.jpg
http://3.bp.blogspot.com/-FXM6kAzcsV4/T9d2XWMwSwI/AAAAAAAAKVo/mtXzA8Wp7oA/s72-c/4.jpg
CG Daily News
http://www.cgrecord.net/2012/06/interview-with-luma-pictures.html
http://www.cgrecord.net/
http://www.cgrecord.net/
http://www.cgrecord.net/2012/06/interview-with-luma-pictures.html
true
3136971158729714180
UTF-8
Loaded All Posts Not found any posts VIEW ALL Readmore Reply Cancel reply Delete By Home PAGES POSTS View All RECOMMENDED FOR YOU LABEL ARCHIVE SEARCH ALL POSTS Not found any post match with your request Back Home Sunday Monday Tuesday Wednesday Thursday Friday Saturday Sun Mon Tue Wed Thu Fri Sat January February March April May June July August September October November December Jan Feb Mar Apr May Jun Jul Aug Sep Oct Nov Dec just now 1 minute ago $$1$$ minutes ago 1 hour ago $$1$$ hours ago Yesterday $$1$$ days ago $$1$$ weeks ago more than 5 weeks ago Followers Follow THIS CONTENT IS PREMIUM Please share to unlock Copy All Code Select All Code All codes were copied to your clipboard Can not copy the codes / texts, please press [CTRL]+[C] (or CMD+C with Mac) to copy