SOA Academy Day 4 Diary Part 3

Bertrand Benoit Bertrand Benoit, not only an inspiring artist but as we learned also a great persona...

Bertrand Benoit

Bertrand Benoit, not only an inspiring artist but as we learned also a great personality, talks about his work steps by step, almost no one dares to breathe not to miss a thing! This review covers only some parts of his presentation, while his presentation was quite indepth. While we were listening to his presentation we realized his attention to detail and indepth knowledge of photography and how it can affect the outcome. Non photorealistic Rendering have different approaches. His guide comes from nature, photographers, and stylists, not other 3d artists

Haus am Moor designed by Bernardo Bader Architects & photographed by Adolf Bereuter a potential project solely to be made for SOA Academy Day#4. An inspiring architecture built in the middle of forest gives a good opportunity to demonstrate vegetation, concrete, glass and wooden panels.

Modelling

His approach is Modelling for photorealism. Starting with the model creation, to have a sense of scale while eyeballing, he uses a chair for the interior scenes and a 1x1m cube for the exteriors. Scene organization is a necessity to a fast workflow, He keeps all the layers from the beginning including
all blue prints/ Plans/ Sections/ Elevations which he could turn on and off, during different stages. He uses outliner script for layer management. (http://www.scriptspot.com/3ds-max/scripts/outliner)
He also keeps a color code from the beginning, before applying textures it gives a clear readability of future materials with quick clay renders. He uses a good mixture of sizes and realistic species, sharp transitions will look CG so he creates them to softly merge into each other. The vegetation used in this projects are Pine trees from R&D group, The Birch trees by Krzysztof Czerwinski


The rest are personal GrowFX creations. As for the grass he modelled himself and the colour variation comes from a large landscape texture that he used as a tint in Forest Pro. See a similar tutorial here

Then he talks about the interior scene in detail, for the maximum accuracy he collects many reference images to study each model as well as in real life to understand how they behave in different lights and how their texture and shaders changes in different angles. in all stages( Modelling, texturing, materials) he creates natural irregularities which exist in real life. He uses mighty tiles & multitexture for the wooden planks on the walls and floor generator to model the floor, which you can find some similar tutorials here, and here. However Mighty tiles and multitexture are not enough, they are seamless but monotonous. You should add wear and tears to go beyond individual planks. Work with different UV sets: tiling plugins+ layer of dirt/scratches and he uses composite map to blend them all. To avoid sharp angles, He uses Quad Chamfer which is a 3Ds Max script that produces all quad chamfers, unlike the normal 3ds Max chamfer which produces a lot of triangles.
He tend to store the very complex models which can be used frequently then merge them into a new scene as proxies, suggesting it is best to store both editable version(Grow fx) or editable poly as well as proxy in the same file with the same material assigned to both

Lighting
He avoids hard vertical direct sun, Using HDRI and V-Ray sun for the exterior shot and only HDRI map for the interiors, The HDRI map is from Peter Guthrie’s library. He uses high resolution textures and high resolution HDR maps in order to get the sharp realistic reflections which happens in real life and is accurate. These extreme settings are necessary in order to get the accurate results, therefore higher render times are taken into account.
The raw render has a burned out sky and the way he approaches this issue is as he would in photography, Hh explains how. Having a photography background he knows the techniques to great photography and he tries to simulate them in 3d environment. Such as using soft box or hdr tone mapping. He talks about composition in depth, showing several examples. He says how he approaches exterior and interior lighting in order to get a photographic look. He shares his render setting and material settings explaining some indepth features to get the maximum realistic look and some quite interesting tips and tricks only you will find out when you attend SOA Academy Day#5 next year.
Materials
In order to get the textures wrap around edges realistically he always unwrap the textures( xrayunrap), using reflections & glossiness on almost everything because nearly every surface in real life has a degree of reflectivity & it can effect how the object will look in different angles. He also uses custom fresnel curves via falloff maps.
Most of his materials are topology dependent since he uses unwrapped uv’s, dirt maps, etc. To get a photo realistic glass reflection on the windows he models two panes with different bump maps so
that the reflections do not perfectly allign.

He uses BlurScripts written by Neil Blevins. One is corner edge to vetex map: which selects edges of a mesh based on the angle between the adjacent faces & then converts them to a vertex map, for example you can select all the corner edges of a mesh and then convert them to a vertex map for use with a bump map or a mask to blend between textures. You realize it is all about the fine details when he points out to such: for weakly reflective or very glossy materials with a fresnel effect, using too high of a cut off value will result in the reflection abruptly disappearing. when a surface becomes perpendicular to the camera, raising the cut off value will make it reappear and softly fade as dictated by the fresnel effect. For very reflective materials, whose reflections do not vary much depending on the orientation of the surface (no fresnel), a very low cut-off would neither hurt nor add anything.Normal maps allow a more defined, stronger effect than bump maps, especially when the bump map is quite faint and/or tiled many times across the surface. Also, most normal-map creation software and plugins add a number of options that allow you to add extra effects, such as noise, when creating your normal map, or to accentuate certain frequencies in the map, which may be exactly what you are looking for. He explains the importance of fall off map and color corrections for the fabric material simulation and fabric’s behaviour in real life. Seeing his material editor: materials are quite complicated with lots of composite maps and color correction maps, he frequently plays with fall of curves and cut-off values and percentage of the reflections and glossiness as well as the subdivisions which goes up to 64.
For more on materials see:
http://bertrand-benoit.com/blog/2013/05/26/materialism-1-5-rough-metal/
http://bertrand-benoit.com/blog/2012/04/15/materialism-1/
Rendering and Post Process
Testing V-Ray 3.0, he is quite happy with progressive image sampler as it is quite fast. And he uses brute force and light cache for this particular scene. Bertrand have used a number of render engines but has been always gravitated back towards V-Ray. The Anti-aliasing filter he uses is Area with a blur amount of “2” pixel which normally is assumed to be quite blurry compare to sharper filters which exist but rendering a very high resolution images once you down size the image looks quite crisp preserving all the nice details.
For him switching to LWF was at the cost of lower contrast which can be boosted in post, but it was the end of the burn outs. For the interior shots he renders the background(vegetation outside the window)separately then uses it at the texture applies it on a plane outside the window. he often finds the view outside the window slightly underexposed which can be fixed in photoshop. the whole scene in 5 million polies without vegetation count and it took him 1.5 months evenings to be built. He renders V-Ray Environment fog with a pure black material and applies it on post which gives him more control over the intensity for a better result. Using Magic Bullet for photoshop his psd file incudes only 6 layers, compare to the 100+ of what we saw from Luxigon presentation, Bertrand is an “everything 3d” person.

Peter Guthrie

Peter Guthrie, another inspiring artist which his Hyper Photo Realistic Renderings as well as generous contributions to the community via tutorials and other materials shared (PG HDRI Skies) on his blog is quite well-known. He was amongst the speakers in SOA Academy Day#4 discussing his latest project. A new museum building by Thomas Phifer & Partners for the Glenstone Foundation near Washington D.C., Which also features a landscape design by PWP Landscape Architecture. Peter studied architecture in Edinburgh, Scotland and worked as an architect for several years before making the switch to visualisation. He has a broad and varied client base and enjoys sharing his findings via his blog.
Talking about the stages of the work
RESEARCH& MEETING THE ARCHITECTS INNYC
THE SITEVISIT
MODELLINGand how he uses sketchup. Remind us of his famous quote in 2010: ” Don’t let anyone tell you sketchup is not a ‘serious’ modelling program, It has it’s limits of course, but for Architectural visualisation it is the perfect tool for modelling.” See here
LIGHTING TESTS,his client, unusually, wanted him to test the building in a grey, overcast lighting condition, due to his familiarity with Peter’s previous work
He started working on materials, while making hundreds of test renders and exploring potential views indirectly.
LIGHTING & MOOD - Possible sky set-up alternatives. I’m actually leaning more and more towards using 0902 (the numbers refer to different HDRi skies that he uses). He really likes how the abstract forms of the concrete galleries are strong against the sky, and he thinks it works best with the fog.
Peter is also an “everything 3d Person”, he uses Itoosoft Forest Pack, and in this project he shares some very interesting memory saving tips along the way: Making use of density fall off so that you aren’t rendering more grass than is necessary. He likes to use the environment range here so that it is linked to each camera you use (on some views you can get away with smaller values).
Finally there was a process of choosing final views and then further refining them until everyone was happy. He used rebusfarm to render the final views as each render took about 10-20 hours on his one machine. Unusually, there was very little photoshop work, apart from comping in the occasional person. Most final grading was done in Lightroom. Lightroom also serves as a handy final step for him to keep alternative versions (crops, b&w) linked to the final PSD in a library from which you can quickly export JPGs for different purposes.
He then showed the final 24 images, and you can see 3 below.
We would like to thank Peter for his lecture and being always on top o our inspiration list.

Itoo Software

Paul Roberts unveil the new features of Foret Pack and Railclone.
Forest Pack is a plugin for Autodesk 3ds Max, and 3ds Max Design, designed to give a complete solution for creation of vast surfaces of trees and plants. Forest Pack enables you to scatter millions of proxies, high-poly meshes or billboards, and using custom geometry shaders, create scenes with virtually unlimited number of objects and polygons.
RailClone is a 3DS Max plugin for parametric modeling based on custom geometry parts, definable by the user, and a set of construction rules. This new concept of modeling lets you to build complex and realistic structures for Architectural Visualization, Civil Engineering, Industrial and Interior Design. The software includes a full library of predefined styles, but it is not limited to a fixed set of primitives, you can use any geometry from the scene and define your own parametric models.
Founded in 1999 Forest pack and Railclone have been tremendously successful to the point that all professionals nowadays use it on a daily basis, Both Bertrand and Peter use Forest Pack pro and Railclone. Besides the usefullness of the plugin, it is easy to work with, quite fast, has excellent compatibility with V-Ray, consistent support from the developer with many available online resources and Roberto no longer has to suffer from 3dsmax crashes caused by Multiscatter.

The demo was very promsinig and we were quite excited to see the interesting features that Paul was explaining. We loved the demo of the stadium

and animating the crowd, the Football field tutorial,the point cloud display

Real-time camera clipping

which is a feature Bertrand also used in his scene. Check out both RailClone & Forestpack
Download the lite version and you will realize: with the recent V-Ray speed optimization and its compatibility with Itoo Software “thats the way to the future.” We would like to thank Paul Roberts & Daniel for their presentation and their whole team at ItooSoftware for bringing us the best parametric modeling tool that 3dsmax has ever seen.

SOA Academy Day#4

SOA Academy Day#4 is a yearly Event focused on Architectural Visualization, organized by State of Art Academy. The SOA team are very efficient, friendly, and professional and if you are coming from middle east or other parts of the world who needs visa for Italy, you should know they can provide you with an invitaion letter to ease your visa process. You get to meet Professionals from all around the world, network with them and learn from the best in the industry, Day#4 has been two days of inspiration, networking, meeting awesome people and eventually professional development.
Our special thanks with positive vibies go to Gianpiero Monopoli, Roberto De Rose, Manuela and the other team at State of Art Academy for all their efforts to keep SOA Academy Day#4 such an inspirational, informative, professional and organized event.
If you love what you do then Professional Development is the key to your success, we sincerely suggest you to join the next year SOA Academy Day#5 and you will thank us later.
  More about SOA Academy

COMMENTS

Archive Pages Design$type=blogging$count=7

Name

007 123D 1313 2001 2008 2009 2010 2011 2012 2013 20th Century Fox 21st century 2D 2D animation 2D Artworks 2VR 32TEN Studios 343 Industries 343 Studios 360 Video 3d 3D Coat 3d model 3d models 3d Monitor 3d Print 3D printing 3d Product 3D Scanner 3D scans 3d-coat 3Dconnexion 3December 3Decemeber 3ds 3ds Max 2012 3ds Max 2013 3ds Max 2014 3ds Max 2015 3ds Max 2016 3ds Max 2017 3ds Max Design 3dsmax 3DTi 3DTV 4K 4K Camera 514 537 Bulans Project 80s 8K Texture A&G Tool A2T Studio Aaron Limonick absolution abstract Academy of Motion Picture Arts ACM SIGGRAPH action action script action star ActionVFX activision ad Adam Berg Adam Floeck Adhensive studio adidas adobe Adobe Animate Adobe Audition Adobe Comp CC Adobe Creative Cloud adobe flash Adobe Gaming SDK Adobe MAX Adobe Photoshop Lightroom Adobe Premiere Adobe Reader Adobe Scout Adobe Stock Adobe Summit Europe advert advertisement advertising Aetuts After Effect after effects After Effects CC After Effects Preset Agisoft AIA Atlanta 2015 AIA National Convention AICP AIREAL Aixsponza Alembic Alessandro Baldasseroni Alessandro Nardini Alex Alvarez Alex Horst Alex Roman Alexander Zhdanov Alexis Liddell Alfred Imageworks alice in wonderland alien Alioscopy Allan McKay Allegorithmic Alt.vfx amazing amazon Amazon Lumberyard AMD Analog Anatomy ANDesign Andree Wallin Andreea Scubli Andrew Kim Andrew Morev Android Android Jones Angel Stone Anima Animal Logics Animation animaton Animatrik Annecy International Animation Film Festival Anselm von Seherr-Thoss Ant-Man Anthony F. Schepperd ap Ape School Apex App apple application Archexteriors Archinteriors Architecture design Archmodels for Unreal Engine archvis archviz Arion ARM ARM Holdings Arnold ARPG ARS Ars Thanea Arseniy Korablev Art art brain storming Art works Artec Artist Artist Profile artists Artjail ArtMesh ASF Ash Thorp Ashley Tilley Ask The Master Assassin's Creed Movie Assassin’s Creed Unity ASUS AsymmetricA ATLAS of CG Atomic Fiction AU Audi Audio Auotdesk Alias Australia Australian International Design Awards auto AutoCAD Autodesk Autodesk CAVE Autodesk Composite Autodesk Flame Autodesk Flare Autodesk FormIt Autodesk Gameware Autodesk Homestyler Autodesk Kynapse Autodesk Lustre Autodesk Masters Autodesk Maya Autodesk Maya 2014 Autodesk Maya 2015 Autodesk Maya 2017 Autodesk Photofly Autodesk Showcase Autodesk SketchBook Autodesk Smoke Autodesk Smokeodesk Maya Autodesk Stingray Autodesk VRED AutoHair Automotive Automotive Design Automotive in Unreal Engine avatar Avengers - Age of Ultron Avengers: Age of Ultron Award Axis AXYZ Azimoot Competition Baby Cow Animation Backburner ballisticpublishing Bamboo Stylus Mini Baolong Zhang Basik Products basket ball Batman Arkham Knight battle field bavaria beer bbc Beat Reichenbach beatles beauty beeple beer Behance behind the scene Ben Mauro Bentley Systems Bertrand Benoit Best VFX of The Month between beyond two souls Bifrost Big Game Big Hero 6 Bike Bionatics Bitmap2Material Bitsquid black ops 2 black and white Black Bones Black Friday Black Ink blackhole blacklist Blackmagic Design blacknail pictures Blank Repository Bleank Blender Blender Conference Blender Tutorials Blizzard Blizzard Entertainment BlizzCon Blur studio BMW Boaz Livny BodyPaint 3D Boketto bonesPro bonzai3d book Boris Continuum Complete Boris FX BOT animation Bottleship boujou Boxx Bpositive Bradford Animation Festival Brandon Young breast cancer Brice Chevillard british tanks Broadcast Bruch Brushes Bubble Solver bubbles buck BUF Bunkspeed Byron Howard c Caleb Nefzen Call for Submissions Call of duty Camera Camera 360 Video Camera mapping Camera Raw CameraTracker Camille Craze Canon canon 7D capcom Captain America Captain America: Civil War Car Design Carbon Scatter Carlos Ortega Elizalde Carlos Parmentier Carrara cars Cartoon castlevania cats cebas cel animation CES CES 2012 CES 2014 CES 2016 cg animation CG architecture CG CON CG Event CG Press CG Record CG Record Interview CG River CG Student Awards cg trailer CGAxis CGI CGRecord Editor picks CGRMF CGSociety cgtalk CGTarian CGTrader CGW CGworkshop chainsaw Challenge Chaosgroup Character character design Cheetah3D Chris Bjerre Christiant Dalberto Christina Batchelor Christoph Schindelar Chromecast Ultra ChronoSculpt cine Cinebench cinema 4d Cinema 4D R17 CINEMA 4D Tutorials cinematic Cinesite cineSync Cineversity CINEWARE Cintiq Companion Circuit.io Ciro Sannino CIterion CityEngine CityEngine 2014 CL3VER Clarisse iFX Clay Liford Clinton Crumpler CLO CLO Virtual Fashion Cloth Simulation Cloud Computing Clovis Gay Cmivfx coca cola COD 9 Colimo Colin Thomas colonial marines colorsponge COLORWAY Comcast comic Comic Con commercial Company Composite compositing Concept Concept art Conference Contest Cool Keith Corel Cornelius Dämmrich Corning Corona Cortex Counter-Strike Online 2 Craft Craft Animation Craft CameraFx creative Creative Market Creative Suite 6 Creature Creature design Cristiano Rinaldi Crowd Simulation CryENGINE CryENGINE 3 CryEngine3 crysis 3 crytek CS4 cs5 CS6 Cube Creative Cuda Curved Monitor Cut out Cutting Edge CVMP Cyber Monday cybertron D-Plug D2 Conference Daft Punk Dan Meyer Dan Roarty Daniel Ahrens Daniel Rodrigues Daniel Simon Dark Prince dark sider dark sider 2 Darstellungsart Daryl Obert david beckham David Cunningham David Karlak David Luong David Orr davide di saro DaVinci Resolve dawnguard DAZ 3D Dbox DC Universe Ddo de dead space 3 Deadline Deadline 7 Deadline 8 Deadpool debut trailer defiance Dell DEM Earth Demo reel Demolition Master Design Design Achievement Awards Design Connected Design FX DesignConnected desperados Deus Ex: Mankind Divided developers DeviantART devil may cry DEXTER Studio Di-O-Matic DI4D Diana Li diary DIGIC Pictures Digital Dimension Digital District Digital Domain Digital Storm Digital-Tutors Dimensiva DirectX 11 Disney Disney Hyperion Disney Research Display dj hero DLC DMAX Imaging dmc Dominic Qwek Doreen Lorenzo Double Negative Double Negative Singapore Download DreamWorks DreamWorks Animation driver Drone dusk rendering dvein Dylan Cole dynamics E-on e3 E3 2012 E3 2013 E3 2014 E3 2015 EA EA Sport Earthling eat3d EB Hu Echolab Eddy Edge of Tomorrow Editor's Picks Education Edvige Faini egypt Eidos Eidos Montreal eight vfx Ekaterina Pushkarova Element 3D EliteDisplay S270c Emb3D Emily Ratajkowski Emmanuel Shiu Encore Hollywood Engadget engine Engine 4.8 environment epic Epic Games Erik Lehmann Esri Esteban Diácono Estudio a2t EUE European Design Awards eve online Evermotion Evermotion Archmodels Evil Gas Pump Ex Machina exclusive Exhibition Exlevel Exocortex Exocortex Momentum EXODE Exodus: Gods and Kings Exorbit Art Exotic Matter EXOTIQUE expo expose' Exteriors Extreme Sports Eyeon Fabric Engine Fabric Software Facebook FaceFX Studio Faceshift Faceware Faceware Interactive Division Faceware Live Faceware Technologies Facial motion capture fall of cybertron Fan Art Fantastic Four far cry farcry Fashion FBX FBX Review Feature features walkthrough Federico Pelat Feng Zhu festival FibersMesh FIFA FIFA 15 FIFA Street FIFA14 fifa2010 Figment Filip Engstrom film Films Final Cut Pro Final Fantasy Final Fantasy XIV Final Fantasy XV finalRender FIT Technology Group Flash Flash C++ Compiler Flash Player Flightpattern FLIX fluid Fluid FX fluidata fly through Flying Architecture FMX FMX 2010 FMX 2011 FMX 2012 FMX 2013 FMX 2014 FMX 2015 FMX 2016 fooball Food footage Forest Pack Forest Pro forza Forza Motorsport Forza Motorsport 6 Foundry fox FPS Fracture FX Framestore Framestorecommercial François Baranger Francoise Losito Frank Tzeng Frankie Freelance french fringe Frost Fry render FSM Fstorm Fstorm for 3ds Max Fstorm Render ftrack Fujifilm Full Sail University FumeFX Furious 7 FurryBall Fuse FuseFX Fusion Fusion 360 Fusion 8 Fusion 8 Studio Fusion Studio Fusion Studio 7.7 future Future soldier Futuredeluxe FXguide FXHOME fxphd G Flex Gabor Ekes Gaffer gallery game game concept game development team Game engine game news Game of Thrones Game online game play game preview Game trailer game walkthrough Gameloft gameplay gameplay trailer Games games trailer Gametutor GDC GDC 2015 GDC 2016 GEAR VR 360 Degree Geforce Gelmi Studio GenArts GENOME Gentleman Scholar Geomerics George Lucas George Orwell Ghost Games Ghost Recon gimpVille Glu3d GNOMON Gobelins goblins God among Us Godzilla Golaem Crowd Golden Globes Google Google Cardboard Plastic Google Cloud Platform Google Daydream Google Earth Pro Google Earth VR Google glass Google Home Google Pixel Smartphones Google Zync Google Zync Render GoPro gorillaz Got3d GPU Grading Grand Theft Auto Grand Theft Auto Online Grant Warwick Graphic card graphic novel Graphics Card Grey Goo GreyscaleGorilla GroundWiz GrowFX GTA GTC GTC 2013 GTC 2014 GTC 2016 GTX Titan Black Guang Yang Guardians of the Galaxy Guerilla Render Gwen Vanhee hair Hair Farm Hair Fur Halo Halo 2 HALO 5 Halo Nightfall Hammer Chen Hang Li Hao Li Hardware Harmony Hasbro Havok physics Hawken HD HD Monitor HDD HDR Light Studio HDRI HDRI Hub HDTV heart of swarm heavy armor Heebok Lee Hercules heroes Heroes of the storm HgCapital Hiero HIEROPLAYER high moon studio HitFilm 3 Pro hitman HMZ-T3W Holographic HoloLens Honda Honglong horror horse Hotel Transylvania 2 Houdini Houdini 13 Houdini 14 Houdini 15 Houdini Digital Assets Houdini Engine Indie Houdini Indie How to find your path in CG Industry HP HP Z34c HTC HTC Vive human chain Humster 3D Humster3d Hyena Studio Hyperfocal Design Hyperion Renderer Ian Spriggs IBC 2012 IBC 2013 IBC 2014 IBC 2015 ic ICB ICE Icube Ida IDraw iGroom illusion illustration Illustrator ILM Iloura Image Engine Imagineer Systems imago media imperialism Important Looking Pirates Independence Day Resurgence InDesign indie Indigo Industrial design Injustice inka inspiration intel interactive Internet TV interview Intuos5 Inventor Fusion inversion iOS IOTW iPad iPad Air iphone iPhone 7 iPhone 7 Plus iPhone Air iraq Iray Iray 2015 Iray for Cinema 4D iray Manager Iray VR iRay+ Iron Claw ironman ISART DIGITAL Isotropix istanbul IT'S ART Itoo Software Ixor james cameron Jeff Patton Jeff Simpson Jen-Hsun Huang Jeremy Clapin Jesus2000 Job John Martini John Walker johnnt depp jon klassen jordan Jorge Baldeon Joseph Drust Joseph Harford Josh Herman Josh Nizzi Jot Touch Juan Garcia Julien Vanhoenacker Jungle Book Jupiter Ascending Jurassic World Justin Fields Justin Holt JVC kadokawa Kandor kara karate KATANA Kev Jenkins Keying KeyMission KeyShot KeyShot 5 KeyShot 5.1 KeyShot 6 kickstarter Kiel Figgins Kindle Fire HD kinect Kingsglaive Klaus Skovbo Knald Konami KORB krakatoa Krakatoa SR Kray Kris Costa Kris Kelly Kuler Kuler Islands Kung Fu Panda 3 kungfu kungfu star Kynapse Lagoa LAIKA Lamborghini Burlero LandSIM3D Laptop lara croft last of us Laubwerk launch trailer Le Truc studio Leap Motion Learn Squared LED Lee Souder Lee Stranahan Legacy Effects legend Lenovo lens flares Léo Ribeyrolles letter LG LG Film Fest LIGA 01 LIGA_01 Lighting Lightmap Lightroom Lightstorm Entertainment LightWave 2015 LightWave 2016 LightWave3D line liquid Liquid Simulation live action Livestream Ljósið logan lollipop lollipop chainsaw london London Sci-Fi Film Festival Look Effects Lord of the rings lords LOTR Lucasfilm lucky LUCY Łukasz Sztukowski Luma Pictures Lumberyard LumenRT Lumion Lumion 5.7 Luxigon Luxion Luxology LuxRender LuxRender; Download Mac Mac Pro MacBook Pro Maciej Kuciara Mackevision Mad Max Fury Road MadCar Madder Mortem Magazine Magic Bullet Looks Mahmoud Salah Mai Nguyen Main Title Sequence MakeHuman Making of Management manhattan Mantra ManvsMachine marc craste Marcello Pattarin Marek Denko Mari MARI indie mario ucci market farmhouse Marmoset Marmoset toolbag Marvel Marvel Studios Marvelous Designer Marvelous Machines Maryam Nademi Mass Effect 3 Mass Market MassFX massive attack Massive Black Master Zap Mastering CGI MatchMove MatchMover Material Mathieu Aerni Mathieu Auvray Matt Frodsham matte painting MAX MAX 2014 Max Payne Max Underground Maxim Zhestkov maxon Maxpayne3 MaxScript Maxtree Maxwell Maxwell Render Maya 2016 Maya LT Maya LT 2016 Maya LT 2017 Maya Tutorial mayan mbFeatherTools MCG Mech medal of honor media Media Design School Media Encoder Medusateam Megascans Megascans Studio Mental Ray Mercedes MeshFusion Meshmixer messiah:studio Metal gear Metal mill Method Design Method Studios MGODI Miarmy Michael Bay Michal Kriukow michelin Micro Cinema Cameras Microsoft Microsoft HoloLens Microsoft Studios Microsoft Windows middle earth Mighty Pen mihai wilson Mike Winkelmann mikros image Milan Nikolic MindOverEye Minions MIR Mischief Mixamo MMO MOANA Mobile Workstation Mobile World Congress 2016 Mocap mocha mocha Plus Mocha Pro Mocha Pro 4 Model Free Modeling modo MODO 801 MODO 901 MODO indie MOH Mokacam Monitor monkey island Monsters Dark Continent Montreal Canada moon moon raker Mortal Kombat Mortal Kombat X Mortal Kombat XL most anticipated most wanted Motion 5 motion capture Motion Design Motion Graphics motion504 MotionBuilder MotionBuilder 2014 mouse MPC Mr. X Inc MSI MTV Mudbox Mudbox 2014 Mudbox 2015 Multiphysics multiplayer Multiscatters Murat Kılıç music music video musuta N3 Design NAB 2009 NAB 2010 NAB 2012 NAB 2013 NAB 2014 NAB 2015 NAB 2016 NAB2011 NAIAD Namco Bandai Games Napalm Napoleon ruler Naren Naidoo nasa Natron NaturalPoint Naughty Dog nauhgty dog Nazar Noschenko nDo NDS Need for Speed Need for Speed Rivals Neil Armstrong neoscape netfabb NetherRealm Studios Networks new york times new units news NewTek Next Limit nextgen NFS nhb NHL Nice Shoes NIck Cross Nicolas Anthanè Nicolas Delille nightmare Nike Nintendo Nintendo Switch Nintendo Wii Noah NoEmotion noise Not To Scale Notebook NOX Npower Nuit Blanche Nuke NUKE 9 Nuke Studio NUKEX Nvidia Nvidia Faceworks NVIDIA GRID vGPU NVIDIA GRID Virtual GPU Nvidia HairWorks NVIDIA Kepler NVIDIA Maximus Nvidia SHIELD NVIDIA Tegra NVIDIA Tesla NYC 3ds Max User Group NYC ACM SIGGRAPH O'Neill OatsStudio Obey OC3 Entertainment Octane for 3ds Max Octane for Houdini Octane Render ocula Oculus Oculus Connec Oculus Rift official trailer ogily Ólafur Arnalds olympics open Source OpenEXR OpenGL OpenSubdiv Optical flares OptiTrack Orijin Ornatrix Oscar oscars OTOY paint chips Painter Painting Panasonic Panoply Panorama Extractor parable Paragon Paramount paris Particle Skull particles particleskull particular Pascal architecture Passion Pictures pastel Paul H. Paulino Paul Hellard pc Pdplayer Penguins of Madagascar Per Haagensen PES PES 2013 PES 2014 PES 2015 Peter Berg Peter Guthrie Peugeot Pflow PFlow Toolbox Phil Moreton Philip Harris-Genois Phoenix FD Photo Editing Photography Photoshop Photoshop CC Photoshop CS6 Photoshop CS6S Photoshop Elements Photoshop Elements 14 PhysX piano Picture Front Piotr Adamczyk pipeline PipelineFX Pixar Pixar Animation Studios Pixar Tractor Pixelhunters PIXOLOGIC Pixomondo Planar Systems Planetside Plant Factory Platige Image PlayStation PlayStation 3 PlayStation 4 PlayStation Now Plugin POILUS Point cloud data Polska Polybrush Polynoid Porsche Poser post production PostPanic PostPro18 Premiere Elements Premiere Pro Premium3Dmodels Presets preview Prime Focus Printer Product Product Design Product Focus Project Geppetto Project Manager Project Primetime Project Sci-Viz Projector promo PROVIZ PS3 PS4 PSD-manager psyop Punchcard Python Qolop TG Quadro Quadro P5000 Quadro P6000 quantic dream quba michalski Qube! Quentin Medda Quicktime Quidam Quixel racing Rafael Reis RailClone Rainer Duda RandomControl Rango Rayfire RDT Real Displacement Textures Realflow RealFlow 2013 RealFlow 2014 RealFlow 2015 Realistic Render realtime RealtimeUK Red Engine Red Giant Redshift reel Reel of the Month reinterpretations Reliance MediaWorks Relic Entertainment Render Render engine render farm Render Rocket Rendering Rendering Management RenderMan RenderPal Resident Evil: Revelations 2 retopology Retouching review Revit RevUp Render RFX Rhett Dashwood Rhino 3d Richard Rosenman Richard Spriggs rick thiele rigging Rise of the Tomb Raider Rising Rising Sun Pictures RnD Robert Stromberg Robocop Robot Rocketbox Rockstar Game Rockstar Games Rocksteady Studios Rocky Meng Rodeo FX Romell Chopraa ron Gilbert Ronan Mahon Ronen Bekerman Rory Björkman RPC RPG Ruairi Robinson Ruff Mercy Rumblebox Studios russ murphy Ryan Kingslien Ryan Lim Ryan Trowbridge sabber interactive saints sam fisher Samsung Samsung Galaxy S7 San Andreas Sarofsky Corp. Sava Zivkovic Scaleform Scan Model Scanline VFX Sci-Fi sci-fi thriller Scott Sewel scottish flu Screen script sculpt Seagate Security Sedat Açıklar SeeControl SEGA Sehsucht Sequoia Sergey Nazarov Sergey Pereskokov Seungmin Kim shader Shaderlight shadow 2 Shadow Theatre Shave and a Haircut Shawn Wang shilo short film Shotgun Shotgun Software show reel showreel sidefx Siger Studio siggraph SIGGRAPH 2009 SIGGRAPH 2010 SIGGRAPH 2011 SIGGRAPH 2012 SIGGRAPH 2013 SIGGRAPH 2014 SIGGRAPH 2015 SIGGRAPH 2016 SIGGRAPH Asia SIGGRAPH Asia 2009 SIGGRAPH Asia 2010 SIGGRAPH Asia 2011 SIGGRAPH Asia 2012 SIGGRAPH Asia 2013 SIGGRAPH Asia 2015 Silvio Valinhos Simon Gomez Simow Labrim Simulation skater Sketch SketchBook Pro SketchiMo Sketchup SketchUp 2015 Skhizein skyrim sleepingdogs Slow Poison Smart phone Smartphone Smarty Ring Snoop Dogg Snowboarding SOA Academy soccer Socialcam Softbank Softimage Softimage 2013 Softimage 2014 SoftKinetic Software solid Solid Angle Sony sony online Sony Pictures Entertainment Sony Pictures Imageworks Sony Pictures Studios Sony Vegas Pro SonyPictures Sound Soundbooth Soyoung Kim SpaceMouse spaceships Spacious Thoughts Spain special effects spectrum SpeedTree spiderman splinter cell sports Spotlight SprayTrace sprite Spumco square enix Squint Opera SSD star star wars Star Wars: The Force Awakens starcraft 2 StarCraft II stargate START Singapore starwars State of Art Academy Steam steel battalion Stereoscopic Stereoscopy Stimuli Stoke MX Storage Stories AG Storm storyboard Storyboard Pro 5 Storz & Escherich stream Strike Vector EX Stu Bayley student Student Gallery student project studio Studio Aiko studio aka Studio Profile Studio Spotlight Studio Tools Pro Submit Substance Designer Substance Painter Super Bowl Süperfad Supinfocom Arles Surface Book Surface Pro 3 Surface Studio survey Sweetworld swine flu SXSW Film Festival Syd Mead SynthEyes Tablet Takafumi Tsuhiya takcom Tamas Medve Taylor Kitsch Tearte teaser Tech Tech news Technical Technicolor Tekken 7 Ten24 tera Terminator Genisys Terragen Territory Terry White Tetsuya Nomura texture Textures texturing The Aaron Sims Company The Bravery the cave The Creative Assembly The Crew The Division The Embassy the expendables 2 video game The Foundry's Board The Good Dinosaur The Jungle Book The Leviathan the lighthouse keeper The Martian the mill The Mission Studio the raven The Rookies the secret world The Walking Dead The Witcher 3 Wild Hunt Thea Render TheHouseFX Thepixellab Thinkbox Software ThinkingParticles Thornberg Forester thriller Thumb Labs Thunder Cloud Studio Thunderbolt 2 Tilt Brush tim bollinger tim burton Tim Van Helsdingen Time-Lapse HDRI timelaps Tippett Studio Tips 'n tricks Titan X Title Sequence tolkien Tom Guest tom waits Tomáš Sciskala tomb raider Tomek Bagiński Tomorrowland Tony Andreas Rudolph Tony Zagoraios Toon Boom top 10 Topogun Toshiba Touchscreen Toughpad Toxik Toyota Tracking Tractor tragedy Trailer Training Transformers Transformers 3 Transformers 4 trapcode Trapcode Echospace Trapcode MIR Trapcode Particular Triangleform trine Trixter Troll VFX TurbulenceFD turkish edition Turn 10 Studios Tutorial TV TV Show TV Spot tvc Twenty120 Twinmotion twisted metal typo 3D typographic typography Tyroe ubik ubisoft UDK UE4Arch Ultra HD UltraWide Un tour de Manège Uncharted 3 Uncharted 4 Uncharted Territory Uniform Unique Vision Studio Unit Image united snakes united visual artists Unity Universal Pictures Universal Scene Description Unreal Unreal 4.6 Unreal Assets Unreal Engine unreal engine 4 Unreal for Archviz unwrap urban URSA Mini 4.6K Uvmap V-Ray 3.0 V-Ray Cloud V-Ray Material Presets Pro Valve vanquish VCA VEA Games Vegas Pro Vehicle Render VES vf VFS vfx VFX Artist VFX Breakdown VGA VGX via grafik Vicon video Video Copilot Video Editing videogame VIEW Conference Viki Yeo Virtual Designer RE Virtual Reality Virtual Reality Game Virtual Workstation VIShopper visual effects visual exploration visualhouse visualization Vitaly Bulgarov Vixen studios Viz Artist Viz-People Vizrt Vladislav Solovjov Volkan Kaçar Volume Breaker VR VR camera VR headset Vray Vray 3.0 Vray for Rhino vray sun sky Vray Workshop Image of the Week VRayPattern VrayRT VRscans Vue vyonyx wacom Wail To God wall Walt Disney Walt Disney Animation Studios Walt Disney Co war war machine Warcraft Movie warfighter wargaming.net Warner Bros warner brothers WarnerBros Warners Bros Warren Trezevant Watch watch dog Watch Dogs 2 water Wayne Hollingsworth weapons Web webinar Welovepost Weta Digital weweremonkeys Whiskytree wiesbaden wii wii U Will MacNeil Will Murai Will Wallace windows 7 windows 8 Winner Winter Olympics WIP Wired WITCH CHAPTER 0 [cry] Wizz Design Woodblock Workstation Workstations for Virtual Reality world of tanks world of warplanes WOT WWF X-Particles XboX Xbox 360 Xbox One Xfrog XMesh MX Xoio XYZTexturing Yellow Cake Yeti Yibing Jiang Yonder Youtube Yuneec Yuuki Morita ZBook ZBrsuh zbrush ZBrush 4R7 ZBrush 4R8 ZBrush Summit Zoic Studios zombi U zombie Zootopia Zuliban Zync
false
ltr
item
CG Daily News: SOA Academy Day 4 Diary Part 3
SOA Academy Day 4 Diary Part 3
http://1.bp.blogspot.com/-QqvixPxtdNI/Un03kySMD0I/AAAAAAAA3tQ/CdBEui47I8Q/s1600/0a4d8ovf.jpg
http://1.bp.blogspot.com/-QqvixPxtdNI/Un03kySMD0I/AAAAAAAA3tQ/CdBEui47I8Q/s72-c/0a4d8ovf.jpg
CG Daily News
http://www.cgrecord.net/2013/11/soa-academy-day-4-diary-part-3.html
http://www.cgrecord.net/
http://www.cgrecord.net/
http://www.cgrecord.net/2013/11/soa-academy-day-4-diary-part-3.html
true
3136971158729714180
UTF-8
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