Introduction . . .

I am a 3D animation and visualization teacher with Digital-Evolutions.org, just outside Denver, CO and have been teaching 3D since 2000. I am not perfect and make mistakes, but I love 3D and teaching it. I want this site to be a dynamic resource that helps other 3D teachers. I am opinionated, tend to be a bit verbose and will occasionally reword my entries until I like it, which may take months. If you have any questions, email me or just check out our site: http://www.digital-evolutions.org/

Thursday, February 4, 2010

Digital Painting – Cool Example

Here is a great example of digital painting with Photoshop.  It is 3.5 hours speed up to 4 minutes.  And judging by his comments, many people feel that it was faked, but I have had high school students come close to this level of photo real.

Either way, check out this digital painting video it is amazing!  And fun to watch.  My students all watch it in awe . . .

“I did this as an exercise for the purpose of, quite simply, practice. It's been a while since I attempted anything photo-real... It's very good to do this kind of thing because it strengthens your freehand drawing abilities, as well as developing an eye for detail.
Freehand drawn in Photoshop cs2 (from a reference photo off to the side) with a wacom tablet.
time-lapsed... real time was about 3 and a half hours.”

 

Jihye_SELFPORT4Here is a 10th grader final project – self portrait. This was done as her final project the last semester of her sophomore year in high school.  She then went on to paint some amazing work both digitally and traditional.  I feel that the digital medium took her traditional skills to then next level.  That undue button really helps with the learning curve for composition and a number of other traditional techniques.

Monday, January 25, 2010

London Portrays Past and Future of Digital Art

Originally posted By ALICE RAWSTHORN
Published: December 13, 2009
http://www.nytimes.com/2009/12/14/arts/design/14iht-design14.html?pagewanted=1&_r=1
*I will repost the article just incase it is removed at a later time.
articleLarge
When the security guards first spotted a kid working on the computers in a laboratory at Liverpool John Moores University in the late 1980s, they demanded to know what he was doing there. He explained that one of the teachers had given him permission to hone his programming skills on the machines.

Good call. Daniel Brown, now 32, is one of the world’s leadingdigital designers whose latest work, a luscious replica of tropical greenery, marks the entrance to “Decode: Digital Design Sensations,” an exhibition of digital art and design that opened Tuesday at the Victoria & Albert Museum in London. Equally spectacular pieces by other designers are featured in the show, as well as dazzling examples of data visualization, the new medium that translates complex information into gorgeous — and easily understandable — digital images.
A short walk along the V&A’s corridors, a smaller exhibition shows how far, and how fast, these technologies have come. “Digital Pioneers” is a selection from the museum’s collection of early computer-generated imagery produced from the 1950s onward by the forerunners of the “Decode” designers, including Mr. Brown’s father, Paul, who was experimenting with computer art years before his son started sneaking into the local university lab. Compellingly simple and made with rudimentary technology, much of the work in “Digital Pioneers” is astonishingly beautiful and seems both brave and prescient given the extreme sophistication of “Decode.”
At a time when more and more of the images we see every day are digital, “Decode” and “Digital Pioneers” offer a welcome opportunity to help us understand how this area of design has developed, and is likely to evolve in future. “For the last 10 or 15 years this has been a very geeky field, but now more and more people are aware of the technology, and of how digital imagery is encroaching upon their lives,” said Shane Walter, creative director of the digital art and design festival, onedotzero, and co-curator of “Decode.”
This area has been so geeky that the first examples of computer art to be acquired by the V&A — a series of lithographs produced for “Cybernetic Serendipity,” a groundbreaking 1969 exhibition at the Institute of Contemporary Art in London — were originally classified as “prints” by the museum’s curators. The V&A has now recategorized them and acquired more work to create one of the world’s largest archives of digital art and design.
“Digital Pioneers” draws on that collection. The story begins in the 1950s when computers, restricted up to then for military use, were introduced to universities and laboratories. Mathematicians and scientists started to experiment by using them to create graphic effects, as did artists and designers. Typical is the earliest piece in the show, a 1952 photograph by Ben Laposky of electronic waves flickering across a screen.
During the 1960s, Herbert Franke and Frieder Nake developed sparse geometric images by sending instructions from computers to simple printers or plotters, machines with mechanical arms to guide a pen across a screen or paper. Artists, like Charles Csuri, then devised ways of introducing random elements to the process. By the 1970s, Harold Cohen, Roman Verotsko and the elder Mr. Brown had become so adept at working with computers that they were writing their own programs.
Many of the “Digital Pioneers” were women, including Lillian Schwartz, Vera Molnar and, later, Barbara Nessim. They may have been drawn to computer art as a new medium with fewer barriers to entry than established areas of the visual arts or technology, where women were less prominent at the time.
The exhibition ends at the turn of the 1980s with the introduction of paint programs, which simulate the traditional effects of brushes and pencils as they produce paintings and drawings. “Earlier artists, like Harold Cohen, devoted their lives to working directly with the machine without any intermediate software by writing their own computer programs to produce drawings,” said Douglas Dodds, the V&A senior curator responsible for the show. “Paint programs enabled the new generation to produce work without having to understand the underlying technology.”
Assembling an exhibition solely from its collection has prevented the V&A from presenting a comprehensive history of digital art and design. There are obvious omissions, like the work of Muriel Cooper and Ron MacNeil at the Massachusetts Institute of Technology’s Visible Language Workshop in the 1970s. Even so, “Digital Pioneers” is an intriguing prelude to the visual extravaganza of “Decode.”
Museum-goers can “splash” paint across a screen by waving their arms in front of Mehmet Akten’s Body Paint installation

Renowned for its historic collections of the decorative arts, the V&A sometimes stumbles when it encounters the contemporary, but “‘Decode” is a happy exception. All of the exhibits were made in the last five years, at a time when digital art and design have become more aesthetically refined and intellectually challenging. “Many of the projects are post-digital, less about fetishizing technology, and more about the ideas they are expressing,” said Mr. Walter.
The first section of the exhibition shows how programmers, like Mr. Brown, and his American peers, John Maeda, Casey Reas and Joshua Davis, treat the raw data of computer code just like other craftsmen work with their chosen materials, by transforming it into something that looks lusciously seductive.
“Interactivity” explores the immersive potential of technology. You can “splash” paint across a screen by waving your arms in front of Mehmet Akten’s Body Paint installation, or watch the branches of Simon Heidjens’s digital trees move whenever the wind blows outside the V&A. These projects offer a foretaste of the next generation of sensor-controlled computers that we will operate with our voices or physical gestures, rather than keyboards and mice.
“Decode” ends with “Network,” which examines the interconnections of mobile technologies and the Internet. It also illustrates how digital imagery is helping us to make sense of a frenzied, often confusing world. Take Aaron Koblin’s “Flight Patterns,” which shows a real-time image of the aircraft flight paths over the United States, something that changes so rapidly that it would have been impossible to depict in any other medium.

*A version of this article appeared in print on December 14, 2009, in The International Herald Tribune.

Ralph Bakshi interview ‘Surviving Tough Times’

Here is a great inspirational interview that you can share with your students - Ralph Bakshi interview ‘Surviving Tough Times’.    mighty-mouse

Ralph Bakshi is an animation and live-action director and in the following interview at Comic-Con, puts it this way.   “Make your own film!!!  . . . You guys are sitting today with the world in your hands, entire studios are in one box”

Friday, January 15, 2010

The Third & The Seventh: Short Film

This is an amazing 3D project and it was all done by one guy - Alex Roman.  A FULL-CG animated piece that tries to illustrate architecture art across a photographic point of view where main subjects are already-built spaces. Sometimes in an abstract way. Sometimes surreal.

The Third & The Seventh from Alex Roman on Vimeo.

Credits:

CG
|Modelling - Texturing - Illumination - Rendering| Alex Roman
POST
|Postproduction & Editing| Alex Roman
MUSIC
Sequenced, Orchestrated & Mixed by Alex Roman (Sonar & EWQLSO Gold Pro XP)
Sound Design by Alex Roman
Based on original scores by:
Michael Laurence Edward Nyman. (The Departure)
.Charles-Camille Saint-Saëns. (Le Carnaval des animaux)

Directed by Alex Roman
Done with 3dsmax, Vray, AfterEffects and Premiere.

EDIT: Original MP4 torrent if you're interested. Thanks to Brennan ;) temporarygate.com/TheThird&TheSeventh.mp4.torrent
thirdseventh.com/
third.seventh@gmail.com

Monday, January 11, 2010

Entertainment Webcast Series: Autodesk 3ds Max and Maya Tips & Tricks

Autodesk 3ds Max Tips & Tricks

Deadline:   2010-Jan-12
Date & Time: Wednesday, January 13, 2010, 11:00 a.m. - 12:00 p.m. PST
Location:  Online

 

Keynote Speaker: Louis Marcoux, Gary M. Davis and Mark Noland

To register for this webcast.

Description: Join Louis Marcoux, Gary M. Davis, and Mark Noland, Autodesk Technical Specialists, to hear about their favorite production tips and tricks in Autodesk® 3ds Max®.

Many of these tips and tricks are best practices that will increase the productivity and creativity of your daily work. You'll also learn some of the latest features and techniques being used at the most innovative studios.

 

Autodesk 3ds Maya  Tips & Tricks

Date & Time: Thursday, January 14, 2010, 1:00 - 2:00 p.m. PST
Deadline: 2010-Jan-13
Location:  Online

Keynote Speaker: Steven Roselle, Marcel de Jong and Lee Fraser

To register for this webcast

Description: Join Steven Roselle, Marcel de Jong, and Lee Fraser, Autodesk Technical Specialists, to hear about their favorite production tips and tricks in Autodesk® Maya®.

Many of these tips and tricks are best practices that will increase the productivity and creativity of your daily work. You'll also learn some of the latest features and techniques being used at the most innovative studios.

Daily Article.

My students have a daily article for every class and each article is related to the curriculum particularly within the 3D industries.  I will update this list regularly.  Basically, it keeps students attuned with the industry.

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Balancing and extending the Transformers with new characters.
Digital Domain teams discusses the new challenges.

Original Article: http://features.cgsociety.org/story_custom.php?story_id=5153&page=1

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When Play Means Pay: Video Game Jobs On The Rise

Original NPR Article: http://www.npr.org/templates/story/story.php?storyId=122290666

Friday, January 8, 2010

The Discovery Channel’s take on AVATAR

Avatar: Making the Movie Discovery Playlist: Discovery News' Jorge Ribas interviews Avatar director James Cameron, producer Jon Landau and actor Giovanni Ribisi.

 Tech: Avatar: Motion Capture Mirrors Emotions Tech: Avatar: Motion Capture Mirrors Emotions  02:42

Avatar's new performance capture technology may revolutionize the way directors, actors and animators collaborate to create whole new worlds on screen. Director James Cameron explains the process.



3-D Delivers Depth, Not Gimmicks  02:28
Tech: Avatar: 3-D Delivers Depth, Not Gimmicks 
Rather than relying on classic 3-D tricks to make the audience jump, Avatar director James Cameron wanted to use the technology to give depth to the world he created. Jorge Ribas finds out how the camera works.

 

What's the Future of Film?  03:41
Tech: Avatar: What's the Future of Film?

  • What will movies look like 15 years from now? Director James Cameron thinks they'll be bigger, sharper and in 3-D. Jorge Ribas sits down with the cast and crew of Avatar to get their take on the future of film.

 

 

Science Behind Pandora  02:39  Tech: Avatar: Science Behind Pandora

For his new movie Avatar, director James Cameron took real world science into the outer reaches of science fiction. Jorge Ribas finds out how he created the alien wildlife of planet Pandora.



James Cameron Full Interview 20:54
Tech: Avatar: James Cameron Full Interview

Avatar director James Cameron talks about his new film, and the technology he needed to get it on the screen.