We're pleased to announce that we’re running a ‘3D for Visual Effects’ classroom course, which runs for 12 weeks and includes hands-on practical training using the latest industry standard software and techniques.
I thought I’d give you all a sneak peek at what’s currently happening on our Animation course. The students have just completed a day of life drawing lessons to help with their understanding of composition, staging, silhouetting and several other traditional art skills vital for 3D animators.
This is hot off the press from Autodesk at the Games Developers Conference in San Fran... Rather than paraphrase their release, I thought you'd like to see it in its entirety. So here it is:
We have some exciting news from Autodesk today. They have just unveiled the 2011 versions of its Digital Entertainment Creation software with the promise of increased production efficiency, especially in terms of interaction, workflow, interface design and interoperability. The release dates are yet to be announced, but from what we've seen the new versions promise great value and some avant-garde technology developed with the likes of Sony Pictures Imageworks.
Escape this Spring!
There seems to be no stopping for the development team at Pixologic with the announcement of the release of UV Master, a plugin for ZBrush 3.2 Mac and ZBrush 3.5R3 WIN.
Welcome to our new fortnightly 'Featured Artist' blog post! From now on I'll be giving some insight into what's going on in the industry, as well as showcasing some of our outstanding candidates.
Are you a woman trying to break into the film industry? If so, this training course could be just what you’re looking for.
Massive Software, developer of the Academy Award®-winning 3D animation software for AI-driven characters, has released Massive 4.0.
On the 25th of this month I'll be hosting a free Games webinar on Next Generation Asset Creation. We'll be looking at next gen techniques as well considering the part that low-poly still has to play in games art creation. High on the list of priorities for any Games Artist is knowing where to find their sources of inspiration - I'll show you what gets me going and how it helps me approach my own work.
As some of you may have seen, we've got a fantastic event coming up in March - a two day masterclass with the doyens of CG animation, Pixar.
So I've promised details previously, and details you shall have!
To answer comments posted by Zeropuff1234, we asked the CityEngine’s creator, Pascal Mueller, CEO of Procedural Inc to shed some more light on what CityEngine can do and how to get a more realistic look by populating cities with people.
This 3D reconstruction of ancient Pompeii is quite neat. Generated with Procedural’s CityEngine, it shows how quickly a 3D city can be created using a plug-in, and eliminate the time-consuming tasks of manual modeling and design often required in games, post-production and architectural visualisation. It is also up to 10 times more efficient at creating urban environments than existing packages. It is completely brand new to Escape Studios – no need to say we are quite excited about it.
We have lots of exciting new developments from our friends at Luxology.