A look back: In DP 01:2019, we took a look at high-end grading with Baselight. We also spoke to Rotor Film about HDR material and the Amazon series "Deutschland 86".
Review: In DP 05:07, Harry Potter 5, to which eleven studios contributed effects, was enchanting. These included heavyweights such as DNEG, ILM, Framestore and MPC.
Review: In DP 06:2012, we visited the Polish studio Platige Image. Could the Poles, who are spoilt for success, manage the major project "The Witcher 2: Assassins of Kings"?
A detailed look at Renderpeople's expansion from ready-to-render scanned people to rigged 3D characters, including topology, skeletons, facial controls and workflow trade-offs.
ILM VFX supervisor Roger Guyett discusses the global production, practical and digital techniques, virtual production and fleet work behind The Rise of Skywalker.
Blast from the Past: In issue 06 : 2018 of DP our author Alexandra Kaschny wondered 'Which hidden rendering powers are revealed with Unity 2018.1 and above?'
Blast from the past: Who is the most iconic video game heroine ever? Lara Croft, of course. In this interview, we take a deep dive into the lost city of Paititi – and the final installment of the reboot trilogy.
At this year's animago, we talked to Hugo Guerra, one of the alpha-testers of The Foundry's Athera and an experienced Game Cinematic, Shortfilm and Commercial Director, about pipelines, owning a company and having a workflow that is completely remote. If you want to learn Nuke Compositing and keep up with courses and discussions, check out his Youtube channel bit.ly/hugos_desk, and for an overview of his work, check out hugo-guerra.com, where you will find the cinematics for games like "Assassin's Creed", "Eve", "The Walking Dead" and others.
At FMX 2O18, The Foundry launched Athera.io, a connection between The Foundry’s tools (among others, like Houdini, Blender, and many more to come), Google Cloud Services and artists. Via a browser – and really, any browser and machine will do – users
can get virtual workstations and rendering performance. That sounds nice – but let’s not get too excited and ask some questions first.
They are also currently stepping on the gas with their development and possibilities: 3D scanners have always been a part of visual effects production
Effects production, many examples are now showing how they can make working on set much easier.
Allegorithmic is known for its material authoring tools. We met the team at FMX and talked about current and future developments, with information on Project Alchemist, UDIMs, UV tools, the new PBR Guide and more!
At FMX 2O18 we caught up with Ton Roosendaal – head of the Blender Foundation and the guy who turned the package into an open-source tool. And when you are already in Stuttgart, why not ask a few questions?
Biased vs unbiased rendering, new features in Redshift 3.0 and a look into the future of rendering: This and more in our conversation with the developers!
The final part of the "Planet of the Apes" trilogy opens in German cinemas on August 3. This video shows some of the technology behind the epic VFX work for which Weta was responsible.
An update for Substance Designer - with the Nvidia-cooperating Material Definition Language (MDL), authoring features, expanded Linux support and the import of custom camera views in *.fbx format.
(Free PDF to download) Bob Sauls - the visualiser of the new “Dragon V2” module from the spaceflight company SpaceX in an interview. You can hardly get any closer to “Star Wars”.
Review: In DP 03 : 2014, we climbed into the opening scene of the bestselling film adaptation of The Book Thief. Rise Visual Effects Studios realised a long cloud sequence including a 3D tracking shot with Houdini. How do artists create the perfect cumulus cloud?
Review: In DP 07 : 2014, "Lucy", together with director Luc Besson, tapped into the full brain power - and the VFX power of ILM, Rodeo FX and 4DMax. How did the sci-fi action film with Scarlett Johansson come about?
Review: In DP 07 : 2014, the most popular spider-man in film history was electrostatically charged. "The Amazing Spider-Man 2: Rise of Electro" was one of the most elaborate projects for Sony Pictures Imageworks in 2014. We caught up with digital effects supervisor David A. Smith.
Review: In DP 04 : 2014, Depeche Mode went on a major tour - and Cologne-based post-production house the editors cgn was responsible for the high-quality post-production of the concert events. How do post-pros make the performers look as good as possible? Head editor Tobias Berbuer explains in an interview!
Review: In DP 01 : 2014 game developer Naughty Dog threw its heroes into a post-pandemic scenario with The Last of Us - but how were the lighting, texturing and motion capturing created?
Review: DP 03 : 2013 took a closer look at the film adaptation of the young adult novel Ruby Red. We spoke to Professor Jürgen Schopper, Supervisor Mortimer Warlimont and VFX Producer Katja Müller about particle effects, the filmability of Spiegel bestsellers and the magic of VFX shots.
Review: In DP 03 : 2013, we asked Design Director and User Experience Specialist Billd Gardner why Bioshock Infinite had to be delayed. What happened behind the company gates at Irrational Games?
Review: In DP 06 : 2013, the VFX cracker Pacific Rim grilled the cinema summer. Compositing artist Michael Ralla tells us how Industrial Light & Magic tamed the Kaiju giants.
Looking back: In DP 04 : 2013, we were thirsty for beer, because pilsner brand Warsteiner was celebrating its 260th birthday with an advertising campaign. The post-production studio nhb and the agency Kolle Rebbe created bottles in 3D for the Warsteiner brewery. Cheers!
Review: In DP 06 : 2012, Luis Alonso, Senior Technical Artist at BioWare, spoke at FMX (Film & Media Exchange) about the video game Mass Effect 3. DP grabbed Alonso to ask him a few questions.
Review: In DP 05 : 2019, we realised that elaborately produced cutscenes in video games are no longer a rarity. In Remedy Entertainment's Alan Wake, MoCap specialist metricminds took care of the characters' facial expressions.
Which is better: Blu-ray or video on demand? Michael Langbehn, spokesperson for Blu-ray Group Germany, knows the answer and discusses developments in the consumer-electronics market over recent months.
At Lichtblick 4D's Meet & Greet in Berlin, DP editor Michael Krimmer had the opportunity to speak with architect Heinz Rüedi about architecture and 3D visualisation. Heinz Rüedi is Head of the Support Division at Inselspital Bern (Bern University Hospital)
We have extensive making.of material for the Lost video game. It shows the background to how the new Ubisoft game for Xbox 360 and PS3 was produced. We have the accompanying video.
At the Cancom/Adobe roadshow, we met Alexander Hopstein, spokesperson for Adobe Germany, for an interview. Among other things, he talks about his company’s plans.
At IMAGINA, Craft Animation presented new plug ins for max and Maya. Among them is also a plug-in for tracked vehicles such as tanks and tracks. DP has the video.
The Dutch manufacturer presented the pre-release of version 4.0 of its 3D software Quest3D to visitors at SIGGRAPH in San Diego.
Remko Jacobs, CTO of Act3D, explains to DIGITAL PRODUCTION what new things the current version has to offer.
DIGITAL PRODUCTION met Darin Grant, Head of Production Technology at DreamWorks, for an interview during SIGGRAPH 2007. Editor-in-Chief Matthias J. Lange spoke with him about the importance of SIGGRAPH, film productions, technological trends and the future of 3D animation.
With its extremely inexpensive motion-tracking solution for 5000 US dollars, NaturalPoint caused a sensation at SIGGRAPH. DIGITAL PRODUCTION did not want to miss this and visited their SIGGRAPH stand. An interview with Jim Richardson, President of the company, and cooperation partner Alex Furer from plugin manufacturer Motion4U.
Conventional mice are only conditionally suitable for navigating precisely within three-dimensional spaces –even if users have come to terms with input devices restricted to only two axes. The 3D controllers point to a new way. Dieter Neujahr, President of 3Dconnexion, provides DIGITAL PRODUCTION with information about their 3D mice.
During SIGGRAPH, San Diego is the meeting place for the worldwide DCC scene for around five days. DIGITAL PRODUCTION met with Andreas Pohl, Managing Director of Mackevision Medien Design. In the video interview, he reports on visualization projects, tools and the community.
FAST development executive Ali Adelstein explained the open-format design, interface, colour tools and network workflow behind the blue editing system.