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Archive for December, 2007

Art

CG Top 20 – 2007

CG Top 20 – 2007

1 – Ratatouille, Disney/Pixar
2 – Transformers, ILM
3 – ZBrush 3.1, Pixologic
4 – Mayaimage 2008, Autodesk
5 – Creative Suite 3, Adobe
6 – Crysis, Crytek
7 – Mudbox acquired by Autodesk
8 – 3ds Max 2008, Autodesk
9 – Beowulf, Sony Imageworks
10 – Valve’s Orange Box (Team Fortress2 & Portal)
11 – SideFX Houdini Apprentice HD Offer
12 – 300, Warner Bros.
13 – Apple use of Intel Dual Core/QuadCore
14 – Pro Server 13.5 , Renderman
15 – Pirates of the Caribbean – At World’s End, ILM
16 – Spider-Man 3, Sony Imageworks
17 – Surf’s Up, Sony Pictures Animation
18 – GForce 8800 series, NVIDIA
19 – Assassin’s Creed, Ubisoft
20 – Halo 3, Bungie – Microsoft

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Art

Dreamworks Animation to grow India Branch

Technicolor has formed a strategic alliance with DreamWorks
Animation, which will assist in developing animation capabilities
in India through Paprikaas Animation Studios.



Technicolor recently invested in Paprikaas, a Bangalore-based
animation company that services clients in features, TV,
commercials and video games.



Under the agreement, DWA will assist Technicolor in the
recruitment, training and development of animation talent for
Paprikaas, with an eye toward creating a dedicated team for DWA
projects.



Said DWA chief operating officer Ann Daly: “Our objective is to tap
into and further develop the gifted talent base in India, with the
potential to do the kind of feature-level work for which we are
renowned worldwide.”



Frank E. Dangeard, chairman and CEO of Technicolor parent Thomson,
said: “We are committed to creating a center of animation
excellence with DreamWorks in India. This strategic alliance is an
important step for Thomson: animation represents a significant
opportunity for us to expand our content services offering into the
media and entertainment industries.”



Paprikaas was recently relocated to Thomson’s 100,000-square-foot
digital content production facility in Bangalore.

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Mayaimage 2008 Extension 1 New Feature Highlights
Muscles and Skin

Deformations

Use the powerful, full-featured Mayaimage Muscle deformer on skin, muscles or as a standalone deformer in conjunction with other Mayaimage tools. The built-in Volume Preservation solution gives you realistic results as a muscle mass is contracted and lengthened – helping you avoid the typical collapsing and pinching problems that frequently plague joints.
Custom Weight Painting

Mayaimage Muscle delivers custom weight painting with customizable, color-coded weight display. There are many different kinds of weight maps including:

* Slide/Sticky Weights – These let skin slide and bind over the deforming muscles and articulating bones (e.g. elbows) accurately. Blending between sliding and sticky weights, enables skin to transition correctly over different areas of the character.
* Relax/Wrinkle/Flex Weights – These let wrinkles, folds and creases appear and disappear at the right time.

Muscle on Muscle/Skin

The flexible Mayaimage Muscle toolset gives you the freedom to create a wide range of rigs: from those which incorporate simple musculature to those with more complex, real-world musculature where muscle is attached not only to bone, but also to other muscles and/or skin.
Muscle Sculpting

Rather than rely on the shape that results from default deformations, you have the option to sculpt exactly the results you want for your muscle with the Custom Muscle Shaping feature.
Jiggle Functionality

Secondary motion, such as jiggle, can be added automatically through the automated Jiggle functionality. Muscles and skin can be created with as many jiggle and control points as desired, for the ultimate in control.

Workflow

Automatic Rigs

Begin using muscles instantly thanks to Mayaimage Muscle’s automated rigging utilities — available for the most common muscle setups. Technical directors may find they can reduce the total number of specialty rigs a character requires as each Mayaimage Muscle rig caters to a wider range of special character performances.
Realtime Jiggle Tweaking

Because jiggle animation is frame-based you can modify it on a per frame basis (often in realtime) for efficient fine-tuning and quick repetition of the deformation.
Deformation Level of Detail

You can balance performance versus accuracy through the ability to selectively enable deformer details.
Caching

The point-cache feature gives you faster feedback after the main deformation and animation has been processed (or baked). This is useful, for example, during the lighting stage, where you need faster timeline scrubbing.
Batch Processing

Save time through the ability to batch process (offline) Mayaimage Muscle – and then cache the processed data.

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Lucasfilm Animation Singapore is seeking talented computer graphics artists to train as apprentices at our Singapore studio over a 24-week term. Through a series of intensive classes followed by full immersion in the production environment, apprentices will quickly gain expertise in feature film and television animation production, visual effects production, and games development and production

This paid apprenticeship will combine classroom-based courses and department-based mentorship for each of the three areas described above. Trainees who complete the program and demonstrate an appropriate skill level will be eligible for positions at LAS.

The program is designed to the highest standards and provides apprentices with access to some of the most talented professionals in the industry worldwide. Apprentices can expect:

* Focused, production-centered training with in-depth, real-time, hands-on experience
* Instructors from Industrial Light & Magic, Lucasfilm Animation and LucasArts
* Direct, expert mentorship for each and every apprentice
* Training that prepares apprentices to produce content at the quality and productivity levels needed for complex animation and visual effects projects, as currently delivered for mainstream theatrical releases in our North American locations

Candidates should identify a preferred discipline for artistic training based on their experience and skill set.

Asset Creation
Animation
Lighting
Effects and Simulation
Compositing


Asset Creation:

* Portfolio demonstrating strong art skills, including knowledge of color, lighting, perspective, composition, and a strong sense of anatomy required
* An understanding of 2D paint, 3D modeling, and compositing software and techniques preferred
* Strong Photoshop skills preferred
* Familiarity with CG fundamentals and terminology
* BA/BFA/polytechnic diploma or work experience in industrial design, fine art, or computer graphics preferred

Animation:

* Portfolio and/or reel demonstrating solid knowledge of traditional animation principles required
* Familiarity with Linux
* Examples of life drawing skills required
* BA/BFA/polytechnic diploma or work experience in CG character animation preferred

Lighting:

* Portfolio and/or reel required
* Intermediate working knowledge of Mental Ray, or Renderman and Shake, preferred
* Proficiency with Linux and shell scripting
* High proficiency in technical problem solving
* Photography experience preferred
* Programming experience a plus
* Familiarity with CG fundamentals and terminology
* BA/BS/BFA/polytechnic diploma or work experience in computer graphics or fine art preferred

Effects and Simulation:

* Traditional or digital portfolio required
* Programming experience in C, C++, and/or Python required
* Proficiency with Linux
* Familiarity with CG fundamentals and terminology
* Cloth simulation (Mayaimage cloth, Syflex, etc.) experience preferred
* BA/BS/BFA/polytechnic diploma or work experience in computer graphics or fine art preferred

Compositing:

* Portfolio and/or reel demonstrating strong sense of composition, color, and design required
* Strong fine arts foundation, such as photography and photographic lighting skills preferred
* Working knowledge of Shake required
* Ability to create complex macros and/or plugins in Shake is a plus
* Proficiency with Linux and shell scripting
* Familiarity with CG fundamentals and terminology
* BA/BS/BFA/polytechnic diploma or work experience in computer graphics preferred



Submission process:
Candidates for the Jedi Masters Program must fulfill the following criteria:

* Submit a letter explaining your motivations for joining to the Jedi Masters Program
* Submit your résumé (personal background, studies, and career description)
* Submit your portfolio and/or demo reel (a selection of your best work). Examples: A color copy of your artwork, a DVD of your best computer graphics work, or a website link to your online portfolio. Do not send original materials; sent materials will not be returned to candidates.
* Basic English language skills required (spoken and written)
* Candidates must currently be working / studying in Singapore
* Go to Register and enter your personal information
* Mail your portfolio to the following address:

Lucasfilm Animation Company Singapore B.V.
Tampines Central Post Office
P.O. Box 178
Singapore 915206
Attention : Jedi Masters Program

If you need to contact us: Jump@Lucasfilm.com

Selection process:
A panel of senior artists and instructors from Lucasfilm in the US and Singapore will review every résumé and portfolio received from candidates. The final candidates will be selected by Lucasfilm Animation Singapore at its sole discretion. Selected candidates will be contacted by LAS.

Selected Candidates:
An Apprentice Agreement will be submitted to selected candidates. The Agreement will include compensation for the apprenticeship during the term of training at Lucasfilm Animation Singapore.

Potential career:
Lucasfilm Animation Singapore will measure each trainee’s performance at regular intervals. Evaluations will focus on demonstrated talent, artistic skills, technical competence, teamwork, effective communication, and problem solving abilities, as well as passion. Apprentices who successfully complete the program will be eligible for a position at Lucasfilm Animation Singapore.



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“The BBC reports that Blizzard and Activision have announced an $18.8bn merger. Activision’s CEO, Bobby Kotick, will become the head of the joint company, while Vivendi, Blizzard’s current parent company, will become the largest single investor in the new group. Even with the size of the merger, the combined company will still be smaller than the industry giant EA. ‘As part of the merger plan, Blizzard will invest $2bn in the new company, while Activision is putting up $1bn. The merged business will be called Activision Blizzard … Vivendi will be the biggest shareholder in the group.’”

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