tag:blogger.com,1999:blog-74938282598989778462024-03-04T04:16:40.146-05:00LArt3DLilly Michellehttp://www.blogger.com/profile/07117474808231545353noreply@blogger.comBlogger18125tag:blogger.com,1999:blog-7493828259898977846.post-54487825523007679902013-12-29T18:47:00.001-05:002013-12-29T21:49:57.932-05:00My Sculpting References - Human AnatomyFor some time I have been researching for some good sculpting references on Human Anatomy. It's hard. They are not too many of variety out there. For sure one of the very known are Anatomy Tools at <a href="http://www.anatomytools.com/" target="_blank">http://www.anatomytools.com/</a><br />
A fantastic source of useful references for Human Anatomy.<br />
<br />
Here is my latest a Christmas Gift of which I will do a little review here.<br />
First one is the AnatomyTools Set - Artists Reference Busts - Male Torso Set Pictures:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj08KiESxVmGll163y5IJQId2dhLMfYF4O1GWi5ILWYEwHVKv5C5C8OzBLFHM1YWqx2DYaKp5eZinr_8DPC8SmOWekZR3HvaVjbGU73MwjoB64OhKOGpruESbcrFa0Aarbt48z_N8H0sVI/s1600/3set_1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="377" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj08KiESxVmGll163y5IJQId2dhLMfYF4O1GWi5ILWYEwHVKv5C5C8OzBLFHM1YWqx2DYaKp5eZinr_8DPC8SmOWekZR3HvaVjbGU73MwjoB64OhKOGpruESbcrFa0Aarbt48z_N8H0sVI/s640/3set_1.jpg" width="640" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjod3Y2R_t63HXA3FK2S8l_mKCLZvHYhTk1kQ_I5WGOswqOfSzMd-YuU_yChCFwOq_GUiF2CoLxaBnssOFrF1jFfUZlPsv83Zde5dRn1VhZ1lppuy-NWSUg662PcUVKOILh-uRKxfwK_ts/s1600/3set_2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="568" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjod3Y2R_t63HXA3FK2S8l_mKCLZvHYhTk1kQ_I5WGOswqOfSzMd-YuU_yChCFwOq_GUiF2CoLxaBnssOFrF1jFfUZlPsv83Zde5dRn1VhZ1lppuy-NWSUg662PcUVKOILh-uRKxfwK_ts/s640/3set_2.jpg" width="640" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhbAjdL-LmETTKf3HNtM7xClO22DRpV4oYot8z9vxysXYNDQqNjNyaxO8ERjpNRqYfZkiHrgWSBR_9hDtToCnFF4uZqFEabsjvSmfjXr3hwwsbFFYhKquVj3ygekoWLYLog0Z_eMwsNLOQ/s1600/3set_3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="378" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhbAjdL-LmETTKf3HNtM7xClO22DRpV4oYot8z9vxysXYNDQqNjNyaxO8ERjpNRqYfZkiHrgWSBR_9hDtToCnFF4uZqFEabsjvSmfjXr3hwwsbFFYhKquVj3ygekoWLYLog0Z_eMwsNLOQ/s640/3set_3.jpg" width="640" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi8KA9ACD_ZM9mi1VCspfJFwtIxgU78abaispDz8x4gFqD59ewU9htEfBqcZ60lN0XVWD3X4ZNaDXqtq23UuQdBAMJo8QPEsJV2fffZcFrVFPGGdOx0gvLnSPWHa5_T_DnjL5DKPqvwjm8/s1600/setall.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi8KA9ACD_ZM9mi1VCspfJFwtIxgU78abaispDz8x4gFqD59ewU9htEfBqcZ60lN0XVWD3X4ZNaDXqtq23UuQdBAMJo8QPEsJV2fffZcFrVFPGGdOx0gvLnSPWHa5_T_DnjL5DKPqvwjm8/s640/setall.jpg" width="640" /></a></div>
They are from a very good material, incredible crafting and details. All are very well taken care of packaging and shipping, as you can see. Everything has been custom made with great care.<br />
<br />
:)<br />
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<h3 style="text-align: center;">
Here is My Male Figure - Male figure: General use v1A </h3>
<strong>1:3</strong> life-size aprox - 58x25x12cm<br />
Yellowish - antique color tone. Figure is of 2 parts - LEFT Side shows superficial and RIGHT Side is deeper muscles. Has a magnetic removable head & arms, internal 360° turntable, very easy for observation. <br />
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<h3 style="text-align: center;">
Here is My Generic Skull: Natural plus Base</h3>
Small but so cool. About 2.6"H x 2.6"D x 1.8"W<br />Cast in bone life-like material, movable jaw. Skull is movable - magnetic neck Stand and base. Here are some picture, close ups and comparison to the 1/3 size big Male Figure.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjwKOXxCWxcyMu_4cPA8nzj7A2Cm1wyarryOL_WXIrSLGAibjA8Fxw0YEQG6eGcl7PmIXiK1nNCewFZmb3GHrAqvxSsJYvb1OrHkv06bqftSlVxnJ1D96AGhDN5-8OJNcrWn8uZ3a3axIQ/s1600/skull_closeup.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="436" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjwKOXxCWxcyMu_4cPA8nzj7A2Cm1wyarryOL_WXIrSLGAibjA8Fxw0YEQG6eGcl7PmIXiK1nNCewFZmb3GHrAqvxSsJYvb1OrHkv06bqftSlVxnJ1D96AGhDN5-8OJNcrWn8uZ3a3axIQ/s640/skull_closeup.jpg" width="640" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEidmJdwhpL1AgcbCA3xid294QE6gOeT2n2yvtZVBnRfATkYR27uZfQszr-rrrFHsxGTZ5ezVNN5HCWFXa4gcyTVCX16Dk-GJelPC3aYC1_iAb36YzKGjP1rlLV0w1Gl5CAbWTvVGlB0f7U/s1600/skull_compare.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="468" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEidmJdwhpL1AgcbCA3xid294QE6gOeT2n2yvtZVBnRfATkYR27uZfQszr-rrrFHsxGTZ5ezVNN5HCWFXa4gcyTVCX16Dk-GJelPC3aYC1_iAb36YzKGjP1rlLV0w1Gl5CAbWTvVGlB0f7U/s640/skull_compare.jpg" width="640" /></a></div>
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Lilly Michellehttp://www.blogger.com/profile/07117474808231545353noreply@blogger.com7tag:blogger.com,1999:blog-7493828259898977846.post-72767151971587896572012-04-17T10:57:00.013-04:002012-04-21T18:50:43.195-04:00MARI (The Foundry)MARI is a powerful 1st generation program, that soon can be expanded and become a standard for texture painting. It was developed by WETA Digital (Used in James Cameron movie AVATAR) then was sold to The Foundry.<br />
<br />
When you first OPEN MARI, it asks you to choose a chache directory. CACHE is EVERYTHING!<br />
- choose a directory that is Local and has more than 500GB free space for storage. If you lose your CACHE - you lose everything!<br />
There is no Save AS button in MARI - instead there is ARCHIVES, thats a way to create a version of your current work scene (so you can revert to later on, as a backup).<br />
Right Click on your Project - chose Archive. OR in PROJECTS Tab - click Archive.<br />
<br />
*For now MARI works only with .OBJ files.<br />
-MARI only recognizes the base subdivision level of your model.<br />
-Uvs cannot be over each other. UV tiling can be up to 10 on the right U and as many in the V layout.<br />
-Mari is pretty flexible on (re)organizing your palletes. View -> Palletes-> choose whatever.<br />
<br />
<strong>Camera Movement:</strong><br />
The standard - ALT Plus LeftMouse Click - Rotate around model.<br />
ALT + MiddleMouse CLick - Pan<br />
Alt + RightMouse Click - Zoom.<br />
*When you hold ALT + LM click and HOLD SHIFT as well - rotate and move. <br />
When you hold ALT + LM click and HOLD CTRL - rotate and zoom (something like in Second Life lol).<br />
<br />
<strong>Shortcuts:</strong><br />
R - Radius (of the brush)<br />
W - Rotate the brush left and right<br />
O - Opacity (of the brush)<br />
Q - Squash<br />
K - To select a different brush hold down K<br />
L - For Image Library hold L<br />
J - For brush color hold J<br />
I - Objects, Shaders and Channels hold I (its in version 1.3)<br />
*Set your shortkeys yourself: Edit -> Shortcuts<br />
HomeButton will hide / reveal your pallete.<br />
<br />
Hotkeys for camera - 1 Front, 2 Back, 3 Top, 4 Bottom, 5 Left, 6 Right<br />
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Painting:<br />
Unfortunately in Mari you have to BAKE your painting every time you paint something. Clear Paint buffer after you done with baking (even the smallest change/paint).<br />
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Changing the Size of the UV Maps. With select tool in UV tab - select the maps you want to resize. Then go to Patches > Resize selected -> chose the size you want.<br />
<br />------------------------------------------<br />
Mari - fill patches with color - select the patches to fill, from Patches Menu select - <br />
fill foreground, fill background, fill transparent.<br />
<br />------------------------------------------<br />
PS - make 4K texture file.4096, put texture. save, import that specific tex into single <br />
patch.<br />
Select the patch by right clicking on it. Go to Import >> Named File (look at my patch <br />
number ex. 1003, find that in the tab and load an individual image. once thats loaded, <br />
make sure you select SELECTED ONLY.<br />
with your patch selected - click CTRL + C and go to another patch and CTRL + V and it <br />
will copy over the information.<br />
You can easily copy and paste info over other (multiple) patches.<br />
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In projection tab - edge mask - turn it on. Click Mask Preview Enabled. Rais eup the <br />
value in Fallof End and/ or Fallof Start. So anything that is perpendicular to the <br />
camera will NOT paint on those red areas.<br />
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LAYERS with MASKED DIFFUSE<br />
mamke new shader. Make new channel (base), make new channel (MASK) - color space SCALAR <br />
, color BLACK. In the shader - ADD NEW SHADER MODULE > Masked Modules - Masked Diffuse.<br />
in that base texture - change to BASE, Mask texture change to MASK.<br />
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BAKING shaders:<br />
right click on a shader - bake shader. Diffuse, bleed. size, color RGBA - bake all <br />
visible patches.<br />
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IMPORT/EXPORT TEXTURES:<br />
right click on a channel - Export (for textures).<br />
Import. You have TWO different TABS for importing images: Named Files and Sequence.<br />
Named Files - chose your file to import (or multiple files) - you cah choose RESIZE 2 <br />
optopns - Patches or Images.<br />
If you chose patches - it will resize the PATCH regarding on your IMAGE size (resolution).<br />
If you chose IMAGES - it will resize the image regarding on your PATCH size!<br />
<br />------------------------------------------<br />
Applying Normal Map in Mari:<br />
Make a new chanel and (right click) import the normal map texture. Make a new Shader <br />
MODULE - NORMAL. Chose that chanel in shader modeule ( Normal Mapping - properties- <br />
texture).<br />
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You can import multiple objects in Mari. New project - choose your files (Shift click <br />
to add multiple), choose - Uv, if available; Create From face Groups, Merge Geometries <br />
into One. When you open your UV tab shelf you can see only 1 map per time. Right above <br />
the tabs (forum, projects, uv, etc) there are 3 arrows.<br />
1. Set Selection Mode to Object (you can click on an object to select the uvs.<br />
2. Set selection mode to Patch (selecting patches)<br />
3. set selection mode to face (super cool - selects the faces of the model).<br />
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Painting with Images.<br />
Open the Tab Image Manager - Import your textures here. You can double click on an image and you can apply filters on them, as it will make a new copy with appplied changes.<br />
Drag and drop the image in the UVs window. To move the image around hold SHIFT, to rotate hold CTRL, to slace hold SHIFT + CTRL. Paint with Paint Through Brush. To bake hit B.<br />
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<br />
When you import PSD files with layers Mari automatically creates NEW CHANNELS for those layers with their correspondent names.<br />How would all those layer/channel information look like together. To put together all channels into one shader, you have to create A LAYERED SHADER (In Mari 1.4).<br />If you have a psd file imported, once you create a LAYERED SHADER - mari will automatically combine all those channels. To make ONE channel out of all those - you need to BAKE that shader as a diffuse channel!<br />
*TRICK - in PS your alpha masks - convert them to COLOR layer - white/black (when white is visible, black unvisible) and give each layer a name.<br />
------------------------------------------<br />Projecting and unprojecting layered PDS files in Mari 1.4<br /><a href="http://www.digitaltutors.com/11/training.php?vid=13014&autoplay=1">http://www.digitaltutors.com/11/training.php?vid=13014&autoplay=1</a><br />Camera - Layer Painting Projection. Path - find the image to reload. Image Editor - find the path to photoshop.exe in program files. Watch files - enable. Reset projection - <br />
------------------------------------------<br />Using object versions.<br />right click mouse Objects Pallete - <br />right click - add version It adds it in the object menu properties - geometry - version (pull down menu).<br />Go to (Top menu) Objects - AMbient Occlusion to recalculate AO based on new version of object.<br />
------------------------------------------<br />View palletes - projection pallete: Mask Preview Enabled.<br /> (masking) Edge, Channel, Ambient, Depth, Backface, Fractal.<br />RED Color of mask (masked out)<br />Channel masking! - choose a chanel.Lilly Michellehttp://www.blogger.com/profile/07117474808231545353noreply@blogger.com7tag:blogger.com,1999:blog-7493828259898977846.post-89227006169784916372011-11-11T16:22:00.002-05:002015-09-13T15:00:39.437-04:00Marmoset Toolbag<span style="font-size: large;">MARMOSET TOOLBAG 2</span><br />
<br />
File - Import model (.obj)<br />
To assign material - on viewport drag and drop material (from the materials slot on the Right hand Top side)<br />
OR in scene choose the object - drag and drop<br />
if you want to delete a MATERIAL - select it and with delete button <br />
<br />
TIP* from Substance Pinter to Marmoset - you have to invert Y channel in normal map<br />
<br />
PUT MAPS IN THE following order:<br />
- Normal<br />
- Gloss - (if you don't have that map you can lower the values)<br />
- Spec - (if you don't have that map you can lower the values)<br />
- Diffuse<br />
<br />
TRANSPARECY slot - DOESN'T work - so the alpha must be in the channel of Diffuse (albedo)<br />
<br />
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<span style="font-size: large;">Marmoset Toolbag 1:</span><br />
(Get the Toolbag here: <a href="http://www.8monkeylabs.com/toolbag" target="_blank">Marmoset Toolbag</a> - notice that for personal use this thing cost like - one time fee of about $50 USD, but keep in mind that its per 1 machine only. If you change your system configuration, like changing your hard drive - ta-dah.. license is gone, but the good part is - you can write them to give you a new code ;) ).<br />
<br />
Controls:<br />
Camera movement, same as in Maya - ALT + Left Click rotates, ALT + Mid click Pans, ALT + Right Click - Zooms.<br />
If you hold CTRL + Left click - rotates the model.<br />
Hold SHIFT + Left Click - rotates Light.<br />
<br />
Open Marmoset Toolbag (MT).<br />
Its very confusing in the beginning, so here what you should do:<br />
File - Open mesh - imports the mesh to preview.<br />
* Tip when you export your .OBJ mesh, in Maya click export settings and check the Groups ON, this way when its imported in MT under MAT menu you will see a right hand side menu - Chunks/Materials, so you can assign different materials on those separate chunks.<br />
* You can import a separate mesh after, so all the meshes have to be combined (in your 3d program) into ONE. THOUGH - you can open a separate Reference mesh!<br />
>>>>><br />
on VIE tab
- Open Ref Mesh... Also you assign different material on it. Possible to hide/unhide it.<br />
-----------------------------------------------------------------------<br />
File -if you click Auto Reload Option, everytime you change the texture, or save on the mesh (in external program) it automatically updates it in MT.<br />
<br />
MAT MENU:<br />
To be able to assign material to your mesh - Right hand Menu somewhere down there is a button - NEW Mat - click it, give it a name and save in your hard drive - on directory that is convenient, or same as your project. The name of that new material is shown Under Material tab. Click it. On the left hand side Diffuse - your color map, Normal/Height - your normal map, so on.<br />
Then select a chunk, click that material and hit Apply Selected material.<br />
if you work on the material like adding specularity, Use Alpha Testing (for alphas) so on.. make sure click Save Mat - on the right hand menu.<br />
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<br />
Getting Your Turn Table Animation Into The Toolbag<br />
<a href="http://www.polycount.com/forum/showpost.php?p=1089546&postcount=1121">http://www.polycount.com/forum/showpost.php?p=1089546&postcount=1121</a>Lilly Michellehttp://www.blogger.com/profile/07117474808231545353noreply@blogger.com1tag:blogger.com,1999:blog-7493828259898977846.post-18391066601211585052011-09-29T16:35:00.015-04:002014-10-14T20:10:04.311-04:003D Companies in NYC<div align="center" class="MsoNormal" style="margin: 0in 0in 0pt; text-align: center;">
<span style="font-size: 22pt; line-height: 115%;"><span style="font-family: Calibri;">NEW YORK 3D COMPANIES LIST:<o:p></o:p></span></span></div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-size: 16pt; line-height: 115%;"><span style="font-family: Calibri;">COMMERCIALS / TV<o:p></o:p></span></span></div>
<br />
<span style="font-family: Calibri;">1st Ave Machine</span><br />
<span style="font-family: Calibri;"><a href="http://www.1stavemachine.com/">http://www.1stavemachine.com</a> </span><br />
<span style="font-family: Calibri;">400 W Broadway, 10012, New York, United States </span><br />
<span style="font-family: Calibri;">VFX Movie feature movie </span><br />
<span style="font-family: Calibri;">Commercials VFX / animation / motion graphics / print </span><br />
<span style="font-family: Calibri;">Software: Vray, Digital Fusion, After Effects, 3D Studio Max</span><br />
<span style="font-family: Calibri;">---------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">3DNA Medical Animation</span></div>
<span style="font-family: Calibri;">131 Varick St., #926, 10013, New York, United States </span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>+1917-407-4732 </span><br />
<span style="font-family: Calibri;"><a href="mailto:tony@3dnamedical.com">tony@3dnamedical.com</a></span><br />
<span style="font-family: Calibri;"><a href="http://3dnamedical.com/">http://3dnamedical.com</a></span><br />
<span style="font-family: Calibri;">Commercials VFX / animation / motion graphics / print </span><br />
<span style="font-family: Calibri;">Software: Maya, Flash, After Effects</span><br />
<span style="font-family: Calibri;">---------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Absolute Post</span></div>
<span style="font-family: Calibri;">118 W 22nd St, 10010, New York, United States </span><br />
<span style="font-family: Calibri;"><span style="mso-spacerun: yes;"> </span>212 280 6700 </span><br />
<span style="font-family: Calibri;"><a href="mailto:producersny@absolutepost.com">producersny@absolutepost.com</a></span><br />
<span style="font-family: Calibri;"><a href="http://www.absolutepost.com/">http://www.absolutepost.com/</a></span><br />
<span style="font-family: Calibri;">Commercials VFX / animation / motion graphics / print</span><br />
<span style="font-family: Calibri;">---------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">AKQA</span></div>
<span style="font-family: Calibri;">175 Varick St, 10014, New York, United States </span><br />
<span style="font-family: Calibri;">212 989 2572 </span><br />
<span style="font-family: Calibri;"><a href="mailto:info@akqa.com">info@akqa.com</a></span><br />
<span style="font-family: Calibri;"><a href="http://www.akqa.com/">http://www.akqa.com/</a></span><br />
<span style="font-family: Calibri;">Commercials VFX / animation / motion graphics / print</span><br />
<span style="font-family: Calibri;">---------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">Alien Kung Fu</span><br />
<span style="font-family: Calibri;">110 Greene St #502, 10012, New York, United States </span><br />
<span style="font-family: Calibri;">2127867949 </span><br />
<span style="font-family: Calibri;"><a href="mailto:info@alienkungfu.com">info@alienkungfu.com</a></span><br />
<span style="font-family: Calibri;"><a href="http://www.alienkungfu.com/">http://www.alienkungfu.com</a></span><br />
<span style="font-family: Calibri;">TV series </span><br />
<span style="font-family: Calibri;">Commercials VFX / animation / motion graphics / print </span><br />
<span style="font-family: Calibri;">Software: ZBrush, Vray, Shake, Renderman, RealFlow, Lightwave, C4D, Modo, Nuke, Mentalray, Maya, After Effects, 3D Studio Max</span><br />
<span style="font-family: Calibri;">---------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">BGB Medical</span><br />
<span style="font-family: Calibri;">99 Hudson St, 9 floor, NY 10013<br />
Gregory Passarett, MBA - Managing Director<br />
212-920-2401<br />
Brendon Phalen MD Mba - Managing Director<br />
212-920-2402<br />
<a href="mailto:bgbnyc@gmail.com">bgbnyc@gmail.com</a><br />
<a href="http://www.bgbnewyork.com/">http://www.bgbnewyork.com</a><br />
<a href="mailto:hr@bgbnewyork.com">hr@bgbnewyork.com</a></span><br />
<span style="font-family: Calibri;">---------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Bill Plympton</span></div>
<span style="font-family: Calibri;">153 W 27th St, 10001, New York, United States </span><br />
<span style="font-family: Calibri;">212 741 0322 </span><br />
<span style="font-family: Calibri;"><a href="mailto:plymptoons@aol.com">plymptoons@aol.com</a></span><br />
<span style="font-family: Calibri;"><a href="http://www.plymptoons.com/">http://www.plymptoons.com/</a></span><br />
<span style="font-family: Calibri;">Commercials VFX / animation / motion graphics / print </span><br />
<span style="font-family: Calibri;">Animation Movie feature movie/ride </span><br />
<span style="font-family: Calibri;">Software: Flash, After Effects</span><br />
<span style="font-family: Calibri;">---------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">BlackList</span><br />
<span style="font-family: Calibri;">124 Rivington Street<br />
NYC NY 10002<br />
Phone: 212-505-6864, 212-533-9112</span><br />
<span style="font-family: Calibri;"><a href="http://www.blacklist.tv/">http://www.blacklist.tv/</a></span><br />
<span style="font-family: Calibri;">---------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Blue Room</span></div>
<span style="font-family: Calibri;">7 W 18th St, 10011, New York, United States </span><br />
<span style="font-family: Calibri;">212-243-5141 </span><br />
<span style="font-family: Calibri;"><a href="mailto:info@blueroomnyc.com">info@blueroomnyc.com</a></span><br />
<span style="font-family: Calibri;"><a href="http://blueroomnyc.com/">http://blueroomnyc.com/</a></span><br />
<span style="font-family: Calibri;">VFX Movie feature movie </span><br />
<span style="font-family: Calibri;">TV series </span><br />
<span style="font-family: Calibri;">Commercials VFX / animation / motion graphics / print </span><br />
<span style="font-family: Calibri;">Software: RealFlow, Lightwave, C4D, Modo, Nuke, After Effects</span><br />
<span style="font-family: Calibri;">NOW>> <strong>JoyRide</strong><br /><a href="mailto:info@joyridecreative.tv" style="color: #5993c1;"><span style="font-family: Times New Roman;">info@joyridecreative.tv</span></a><br /><u><span style="color: #5993c1; font-family: Times New Roman;"><a href="http://joyridecreative.tv/">http://joyridecreative.tv</a></span></u></span><br />
<span style="font-family: Calibri;">---------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Brainstorm Digital</span></div>
<span style="font-family: Calibri;">100 Water St, 11201, New York, United States </span><br />
<span style="font-family: Calibri;">646.330.5245 </span><br />
<span style="font-family: Calibri;"><a href="mailto:info@brainstorm-digital.com">info@brainstorm-digital.com</a></span><br />
<span style="font-family: Calibri;"><a href="http://www.brainstorm-digital.com/">http://www.brainstorm-digital.com</a></span><br />
<span style="font-family: Calibri;">VFX Movie feature movie </span><br />
<span style="font-family: Calibri;">Software: Shake, Lightwave, C4D, Modo, Nuke, Maya</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">Buck</span><br />
<span style="font-family: Calibri;">247 Centre St, 10013, New York, United States </span><br />
<span style="font-family: Calibri;">212-668-0111 </span><br />
<span style="font-family: Calibri;"><a href="mailto:info@buck.tv">info@buck.tv</a></span><br />
<span style="font-family: Calibri;"><a href="http://buck.tv/">http://buck.tv</a></span><br />
<span style="font-family: Calibri;">Commercials VFX / animation / motion graphics / print </span><br />
<span style="font-family: Calibri;">Software: Maya</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Charlex</span></div>
<span style="font-family: Calibri;">2 W 45th St, 10036, New York, United States </span><br />
<span style="font-family: Calibri;">212 719 4600 </span><br />
<span style="font-family: Calibri;"><a href="mailto:info@charlex.com">info@charlex.com</a></span><br />
<span style="font-family: Calibri;"><a href="http://www.charlex.com/">http://www.charlex.com/</a></span><br />
<span style="font-family: Calibri;">Commercials VFX / animation / motion graphics / print </span><br />
<span style="font-family: Calibri;">Software: After Effects, Flame, Maya, Mentalray</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Coda Visual Effects Ltd.</span></div>
<span style="font-family: Calibri;">9 E 47th St, 10017, New York, United States </span><br />
<span style="font-family: Calibri;">2123701510 </span><br />
<span style="font-family: Calibri;"><a href="mailto:evan@codavfx.com">evan@codavfx.com</a></span><br />
<span style="font-family: Calibri;"><a href="http://codavfx.com/">http://codavfx.com</a></span><br />
<span style="font-family: Calibri;">Commercials VFX / animation / motion graphics / print </span><br />
<span style="font-family: Calibri;">Software: Vray, RealFlow, Maya, Flame, After Effects, 3D Studio Max</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">Collider</span><br />
<span style="font-family: Calibri;">133 W 19th St, 10011, New York, United States </span><br />
<span style="font-family: Calibri;">646 336 9398 </span><br />
<span style="font-family: Calibri;"><a href="mailto:jeff@collidernyc.com">jeff@collidernyc.com</a></span><br />
<span style="font-family: Calibri;"><a href="http://www.collidernyc.com/">http://www.collidernyc.com</a></span><br />
<span style="font-family: Calibri;">Commercials VFX / animation / motion graphics / print </span><br />
<span style="font-family: Calibri;">Software: ZBrush, Toonboom, Shake, Lightwave, C4D, Modo, MotionBuilder, Mentalray, Maya, After Effects</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Company 3</span></div>
<span style="font-family: Calibri;">218 W 18th St 12th floor, 10011, New York, United States </span><br />
<span style="font-family: Calibri;">212 687 4000 </span><br />
<span style="font-family: Calibri;"><a href="http://www.company3.com/">http://www.company3.com</a></span><br />
<span style="font-family: Calibri;">VFX Movie feature movie </span><br />
<span style="font-family: Calibri;">TV series </span><br />
<span style="font-family: Calibri;">Commercials VFX / animation / motion graphics / print</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">Curious Pictures - Non Existent Domain</span><br />
<span style="font-family: Calibri;">440 Lafayette St, 10003, New York, United States </span><br />
<span style="font-family: Calibri;">212-674-1400 </span><br />
<span style="font-family: Calibri;"><a href="mailto:info@curiouspictures.com">info@curiouspictures.com</a></span><br />
<span style="font-family: Calibri;"><a href="http://curiouspictures.com/">http://curiouspictures.com</a></span><br />
<span style="font-family: Calibri;">Commercials VFX / animation / motion graphics / print </span><br />
<span style="font-family: Calibri;">Software: Maya, Mental ray</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Demolition VFX - not working website</span></div>
<span style="font-family: Calibri;">1995 Broadway, 10023, New York, United States </span><br />
<span style="font-family: Calibri;">212.595.0400 </span><br />
<span style="font-family: Calibri;"><a href="mailto:ezra@demolitionvfx.com">ezra@demolitionvfx.com</a></span><br />
<span style="font-family: Calibri;"><a href="http://www.demolitionvfx.com/">http://www.demolitionvfx.com</a></span><br />
<span style="font-family: Calibri;">TV series </span><br />
<span style="font-family: Calibri;">VFX Movie feature movie</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="color: #999999; font-family: Calibri;">Framestore NY</span></div>
<span style="font-family: Calibri;">133 Spring St, 10012, New York, United States </span><br />
<span style="font-family: Calibri;">212 775 0600 </span><br />
<span style="font-family: Calibri;"><a href="http://framestore.com/">http://framestore.com/</a></span><br />
<span style="font-family: Calibri;">Commercials VFX / animation / motion graphics / print </span><br />
<span style="font-family: Calibri;">Software: Nuke, Mentalray, Maya, Shotgun</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Gravity</span></div>
<span style="font-family: Calibri;">315 Madison Ave, 10017, New York, United States</span><br />
<span style="font-family: Calibri;">212-986-1584</span><br />
<span style="font-family: Calibri;"><a href="http://www.gravityworld.com/">http://www.gravityworld.com/</a></span><br />
<span style="font-family: Calibri;">VFX Movie feature movie </span><br />
<span style="font-family: Calibri;">TV series </span><br />
<span style="font-family: Calibri;">Commercials VFX / animation / motion graphics / print </span><br />
<span style="font-family: Calibri;">Software: RealFlow, Nuke, Mudbox, Mentalray, Maya</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Happy Machine</span></div>
<span style="font-family: Calibri;">131 Varick St, #926, 10013, New York, United States </span><br />
<span style="font-family: Calibri;">917-407-4732 </span><br />
<span style="font-family: Calibri;"><a href="mailto:tony@happy-machine.com">tony@happy-machine.com</a></span><br />
<span style="font-family: Calibri;"><a href="http://www.happy-machine.com/">http://www.happy-machine.com</a></span><br />
<span style="font-family: Calibri;">TV series </span><br />
<span style="font-family: Calibri;">Commercials VFX / animation / motion graphics / print </span><br />
<span style="font-family: Calibri;">Software: Maya, Flash, After Effects</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Hopr</span></div>
<span style="font-family: Calibri;">65 Cooper Square, 10003, New York, United States </span><br />
<span style="font-family: Calibri;"><a href="mailto:contact@hopr.tv">contact@hopr.tv</a></span><br />
<span style="font-family: Calibri;"><a href="http://www.hopr.tv/">http://www.hopr.tv</a></span><br />
<span style="font-family: Calibri;">Commercials VFX / animation / motion graphics / print </span><br />
<span style="font-family: Calibri;">Software: Nuke, Maya, Digital Fusion, After Effects</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">Hornet Inc.</span><br />
<span style="font-family: Calibri;">116 W Houston St, 10012, New York, United States </span><br />
<span style="font-family: Calibri;">917 351 0520 </span><br />
<span style="font-family: Calibri;"><a href="mailto:ep@hornetinc.com">ep@hornetinc.com</a></span><br />
<span style="font-family: Calibri;"><a href="http://www.hornetinc.com/">http://www.hornetinc.com/</a></span><br />
<span style="font-family: Calibri;">Commercials VFX / animation / motion graphics / print</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">HTX </span></div>
<span style="font-family: Calibri;">1115 Broadway, 10010, New York, United States</span><br />
<span style="font-family: Calibri;">212.710.2787</span><br />
<span style="font-family: Calibri;"><a href="mailto:info@htxanimation.com">info@htxanimation.com</a></span><br />
<span style="font-family: Calibri;"><a href="http://htxanimation.com/">http://htxanimation.com</a></span><br />
<span style="font-family: Calibri;">Commercials VFX / animation / motion graphics / print </span><br />
<span style="font-family: Calibri;">Software: Maya, Flash, After Effects, 3D Studio Max</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">Inwindow Outdoor<br />
636 Broadway, Suite 1200<br />
New York, NY 10012<br />
212-254-2250<br />
<a href="http://www.inwindowoutdoor.com/">http://www.inwindowoutdoor.com</a></span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">Imaginary Forces, New York<br />
530 W 25th St. Suite 501 <br />
New York, NY 10001 <br />
Main: 646.486.6868 Fax: 646.486.4700 <br />
<a href="http://www.imaginaryforces.com/">http://www.imaginaryforces.com</a></span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">Jesta Digital (NEW - Freenet Digital) - Berlin only<br />
75 Broad Street, 23rd Floor<br />
New York, NY 10004<br />
212 792-6096<br />
<a href="mailto:US@jestadigital.com">US@jestadigital.com</a><br />
<a href="http://www.jestadigital.com/">http://www.jestadigital.com</a></span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">Kaleidoscope - LONG ISLAND<br />
611 Broadway, Suite 308<br />
New York, NY 10012<br />
800-930-5793<br />
<a href="mailto:careers@kascope.com">careers@kascope.com</a><br />
<a href="http://www.kascope.com/">http://www.kascope.com</a></span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Launch - SAME AS CHARLX</span></div>
<span style="font-family: Calibri;">2 W 45th St, 10036, New York, United States </span><br />
<span style="font-family: Calibri;">212 845 5800 </span><br />
<span style="font-family: Calibri;"><a href="mailto:info@321launch.com">info@321launch.com</a></span><br />
<span style="font-family: Calibri;"><a href="http://www.321launch.com/">http://www.321launch.com</a></span><br />
<span style="font-family: Calibri;">Commercials VFX / animation / motion graphics / print </span><br />
<span style="font-family: Calibri;">Software: RealFlow, Proprietary Tools, Nuke, MotionBuilder, Mentalray, Maya, After Effects</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">loyal kaspar</span></div>
<span style="font-family: Calibri;">13 Crosby St #402, 10013, New York, United States </span><br />
<span style="font-family: Calibri;">212.343.1037 </span><br />
<span style="font-family: Calibri;"><a href="mailto:info@loyalkaspar.com">info@loyalkaspar.com</a></span><br />
<span style="font-family: Calibri;"><a href="http://loyalkaspar.com/">http://loyalkaspar.com/</a></span><br />
<span style="font-family: Calibri;">TV series</span><br />
<span style="font-family: Calibri;">Software: Softimage, Mentalray</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">Magoo 3d Studios Inc. - SWEDEN ONLY</span><br />
<span style="font-family: Calibri;">885 2nd Ave, 10017, New York, United States </span><br />
<span style="font-family: Calibri;"><a href="http://www.magoo3dstudios.com/">http://www.magoo3dstudios.com</a></span><br />
<span style="font-family: Calibri;">Commercials VFX / animation / motion graphics / print</span><br />
<span style="font-family: Calibri;">Software: Vray, Softimage, 3D Studio Max</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Manic VFX - NOW <strong>POETICA</strong></span></div>
<span style="font-family: Calibri;">625 Broadway 8nd Floor, 10012, New York, United States </span><br />
<span style="font-family: Calibri;">212-844-2233 </span><br />
<span style="font-family: Calibri;"><a href="http://nycmanic.com/">http://nycmanic.com</a> << OLD<br /><a href="http://www.poetica.tv/">http://www.poetica.tv/</a></span><br />
<span style="font-family: Calibri;">Tv series</span><br />
<span style="font-family: Calibri;">Commercials VFX / animation / motion graphics / print </span><br />
<span style="font-family: Calibri;">Software: ZBrush, Softimage, RealFlow, Nuke, Flame, Arnold, After Effects</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Mantra Design</span></div>
<span style="font-family: Calibri;">W 19th St, 10011, New York, United States</span><br />
<span style="font-family: Calibri;">646-723-5700</span><br />
<span style="font-family: Calibri;"><a href="mailto:contact@mantradesign.tv">contact@mantradesign.tv</a></span><br />
<span style="font-family: Calibri;"><a href="http://www.mantradesign.tv/">http://www.mantradesign.tv</a></span><br />
<span style="font-family: Calibri;">Commercials VFX / animation / motion graphics / print </span><br />
<span style="font-family: Calibri;">Software: After Effects, Maya, Lightwave, C4D, Modo, Final Cut Pro, Cinema 4D</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">massmarket</span><br />
<span style="font-family: Calibri;">133 Norfolk St, 10002, New York, United States </span><br />
<span style="font-family: Calibri;">212 505 6065 </span><br />
<span style="font-family: Calibri;"><a href="mailto:info@massmarket.tv">info@massmarket.tv</a></span><br />
<span style="font-family: Calibri;"><a href="http://www.massmarket.tv/">http://www.massmarket.tv/</a></span><br />
<span style="font-family: Calibri;">Commercials VFX / animation / motion graphics / print </span><br />
<span style="font-family: Calibri;">Software: Softimage, Mentalray</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Mechanism Digital</span></div>
<span style="font-family: Calibri;">118 W 27th St, 10001, New York, United States </span><br />
<span style="font-family: Calibri;">646 336 8395 </span><br />
<span style="font-family: Calibri;"><a href="mailto:info@mechanismdigital.com">info@mechanismdigital.com</a></span><br />
<span style="font-family: Calibri;"><a href="http://www.mechanismdigital.com/">http://www.mechanismdigital.com</a></span><br />
<span style="font-family: Calibri;">Commercials VFX / animation / motion graphics / print </span><br />
<span style="font-family: Calibri;">VFX Movie feature movie</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Method studios</span></div>
<span style="font-family: Calibri;">218 W 18th St, 10011, New York, United States </span><br />
<span style="font-family: Calibri;">212 907 1200 </span><br />
<span style="font-family: Calibri;"><a href="mailto:jay@methodstudios.com">jay@methodstudios.com</a></span><br />
<span style="font-family: Calibri;"><a href="http://www.methodstudios.com/">http://www.methodstudios.com/</a></span><br />
<span style="font-family: Calibri;">Commercials VFX / animation / motion graphics / print </span><br />
<span style="font-family: Calibri;">VFX Movie feature movie </span><br />
<span style="font-family: Calibri;">Software: Shotgun, Renderman, Nuke, Maya, Houdini, Flame, Vray</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Mocap NYC</span></div>
<span style="font-family: Calibri;">61 Rivington St, 10002, New York, United States </span><br />
<span style="font-family: Calibri;">917-364-0759 </span><br />
<span style="font-family: Calibri;"><a href="http://www.motioncapturenyc.com/">http://www.motioncapturenyc.com</a></span><br />
<span style="font-family: Calibri;">VFX Movie feature movie </span><br />
<span style="font-family: Calibri;">TV series </span><br />
<span style="font-family: Calibri;">Commercials VFX / animation / motion graphics / print</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">MPC</span></div>
<span style="font-family: Calibri;">434 Broadway, 10013, New York, United States </span><br />
<span style="font-family: Calibri;">212 915 3110 </span><br />
<span style="font-family: Calibri;"><a href="mailto:nycmailbox@moving-picture.com">nycmailbox@moving-picture.com</a></span><br />
<span style="font-family: Calibri;"><a href="http://www.moving-picture.com/">http://www.moving-picture.com</a></span><br />
<span style="font-family: Calibri;">Commercials VFX / animation / motion graphics / print</span><br />
<span style="font-family: Calibri;">Software: Nuke, Mentalray, Maya</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">Ntropic</span><br />
<span style="font-family: Calibri;">433 W 14th St, 10014, New York, United States </span><br />
<span style="font-family: Calibri;">212-256-8992 </span><br />
<span style="font-family: Calibri;"><a href="mailto:sharon@ntropic.com">sharon@ntropic.com</a></span><br />
<span style="font-family: Calibri;"><a href="http://ntropic.com/">http://ntropic.com</a></span><br />
<span style="font-family: Calibri;">Commercials VFX / animation / motion graphics / print</span><br />
<span style="font-family: Calibri;">Software: Vray, Maya, Flame, After Effects</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Prime Focus</span></div>
<span style="font-family: Calibri;">435 Hudson St, 10014, New York, United States </span><br />
<span style="font-family: Calibri;">212 520 3150 </span><br />
<span style="font-family: Calibri;"><a href="mailto:info-ny@primefocusworld.com">info-ny@primefocusworld.com</a></span><br />
<span style="font-family: Calibri;"><a href="http://www.primefocusworld.com/">http://www.primefocusworld.com/</a></span><br />
<span style="font-family: Calibri;">VFX Movie feature movie </span><br />
<span style="font-family: Calibri;">TV series </span><br />
<span style="font-family: Calibri;">Commercials VFX / animation / motion graphics / print </span><br />
<span style="font-family: Calibri;">Software: Renderman, Nuke, Mentalray, Maya, Digital Fusion, After Effects, 3D Studio Max</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Prologue</span></div>
<span style="font-family: Calibri;">280 Park Ave S #13l, 10010, New York, United States </span><br />
<span style="font-family: Calibri;">2125812200 </span><br />
<span style="font-family: Calibri;"><a href="mailto:carl@fmartist.com">carl@fmartist.com</a></span><br />
<span style="font-family: Calibri;"><a href="http://prologue.com/">http://prologue.com</a></span><br />
<span style="font-family: Calibri;">VFX Movie feature movie </span><br />
<span style="font-family: Calibri;">TV series </span><br />
<span style="font-family: Calibri;">Software: Maya</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Psyop</span></div>
<span style="font-family: Calibri;">24 Rivington St, 10002, New York, United States </span><br />
<span style="font-family: Calibri;">212 533 9055 </span><br />
<span style="font-family: Calibri;"><a href="mailto:PSYOP@PSYOP.TV">PSYOP@PSYOP.TV</a></span><br />
<span style="font-family: Calibri;"><a href="http://www.psyop.tv/">http://www.psyop.tv/</a></span><br />
<span style="font-family: Calibri;">Commercials VFX / animation / motion graphics / print</span><br />
<span style="font-family: Calibri;">Software: Softimage, Mentalray, Arnold</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Q Division - not there</span></div>
<span style="font-family: Calibri;">137 Varick St, 10013, New York, United States </span><br />
<span style="font-family: Calibri;">646 898 1845 </span><br />
<span style="font-family: Calibri;"><a href="mailto:info@qdivision.tv">info@qdivision.tv</a></span><br />
<span style="font-family: Calibri;"><a href="http://qdivision.tv/">http://qdivision.tv/</a></span><br />
<span style="font-family: Calibri;">Commercials VFX / animation / motion graphics / print</span><br />
<span style="font-family: Calibri;">Software: Softimage, Mentalray</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Ring of Fire</span></div>
<span style="font-family: Calibri;">118 West 22nd street 8th floor, 10011, New York, United States </span><br />
<span style="font-family: Calibri;">212 671 2060 </span><br />
<span style="font-family: Calibri;"><a href="mailto:info@ringoffire.com">info@ringoffire.com</a></span><br />
<span style="font-family: Calibri;"><a href="http://www.ringoffire.com/">http://www.ringoffire.com/</a></span><br />
<span style="font-family: Calibri;">VFX Movie feature movie </span><br />
<span style="font-family: Calibri;">Commercials VFX / animation / motion graphics / print</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Semerad - NOW <strong>QUIETMAN</strong></span></div>
<span style="font-family: Calibri;">104 W 29th St, 5th Floor, New York 10001 United States</span><br />
<span style="font-family: Calibri;">212.921.4444</span><br />
<span style="font-family: Calibri;"><a href="mailto:carey@semerad.tv">carey@semerad.tv</a></span><br />
<span style="font-family: Calibri;"><a href="http://www.semerad.tv/">http://www.semerad.tv/</a><br />NEW>>><br /><a href="mailto:carey@quietman.com">carey@quietman.com</a><br /><a href="http://www.quietman.com/">http://www.quietman.com/</a></span><br />
<span style="font-family: Calibri;">Commercials VFX / animation / motion graphics / print </span><br />
<span style="font-family: Calibri;">Software: Softimage, Mentalray</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Smoke and Mirrors</span></div>
<span style="font-family: Calibri;">75 Spring St, 10012, New York, United States </span><br />
<span style="font-family: Calibri;"><a href="http://www.smoke-mirrors.com/">http://www.smoke-mirrors.com</a></span><br />
<span style="font-family: Calibri;">Animation Movie feature movie/ride </span><br />
<span style="font-family: Calibri;">Commercials VFX / animation / motion graphics / print </span><br />
<span style="font-family: Calibri;">TV series </span><br />
<span style="font-family: Calibri;">Software: Softimage, Nuke, Mentalray, Maya, Flame, After Effects</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">So! Animation</span></div>
<span style="font-family: Calibri;">220 E 23rd St, 10010, New York, United States </span><br />
<span style="font-family: Calibri;"><a href="mailto:info@so-animation.com">info@so-animation.com</a></span><br />
<span style="font-family: Calibri;"><a href="http://www.so-animation.com/">http://www.so-animation.com</a></span><br />
<span style="font-family: Calibri;">Animation Movie feature movie/ride </span><br />
<span style="font-family: Calibri;">Commercials VFX / animation / motion graphics / print </span><br />
<span style="font-family: Calibri;">TV series</span><br />
<span style="font-family: Calibri;">Software: Mentalray, Softimage</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">spontaneous</span><br />
<span style="font-family: Calibri;">575 Lexington Ave, 10022, New York, United States </span><br />
<span style="font-family: Calibri;">212-317-0077 </span><br />
<span style="font-family: Calibri;"><a href="mailto:bennett@spon.com">bennett@spon.com</a></span><br />
<span style="font-family: Calibri;"><a href="http://www.spon.com/">http://www.spon.com</a></span><br />
<span style="font-family: Calibri;">Commercials VFX / animation / motion graphics / print</span><br />
<span style="font-family: Calibri;">Software: Mentalray, Softimage</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">Stick It</span><br />
<span style="font-family: Calibri;">200 Varick St, 10014, New York, United States </span><br />
<span style="font-family: Calibri;">212 495 9216 </span><br />
<span style="font-family: Calibri;"><a href="mailto:David@stick-it.tv">David@stick-it.tv</a></span><br />
<span style="font-family: Calibri;"><a href="http://www.stick-it.tv/">http://www.stick-it.tv</a></span><br />
<span style="font-family: Calibri;">Commercials VFX / animation / motion graphics / print</span><br />
<span style="font-family: Calibri;">Software: Softimage</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Superfad - New York</span></div>
<span style="font-family: Calibri;">220 E 23rd St, 10010, New York, United States </span><br />
<span style="font-family: Calibri;">212-447-7515 </span><br />
<span style="font-family: Calibri;"><a href="mailto:jobs@superfad.com">jobs@superfad.com</a></span><br />
<span style="font-family: Calibri;"><a href="http://www.superfad.com/">http://www.superfad.com</a></span><br />
<span style="font-family: Calibri;">VFX Movie feature movie </span><br />
<span style="font-family: Calibri;">TV series </span><br />
<span style="font-family: Calibri;">Commercials VFX / animation / motion graphics / print </span><br />
<span style="font-family: Calibri;">Animation Movie feature movie/ride </span><br />
<span style="font-family: Calibri;">Software: Softimage, Mentalray, Maya, After Effects, 3D Studio Max</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">suspect</span></div>
<span style="font-family: Calibri;">32 W 22nd St, 10010, New York, United States </span><br />
<span style="font-family: Calibri;">212 358 8475 </span><br />
<span style="font-family: Calibri;"><a href="mailto:rob@suspect.tv">rob@suspect.tv</a></span><br />
<span style="font-family: Calibri;"><a href="http://suspect.tv/">http://suspect.tv/</a></span><br />
<span style="font-family: Calibri;">Commercials VFX / animation / motion graphics / print</span><br />
<span style="font-family: Calibri;">Software: Mentalray, Softimage</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Th1ng & Th2ng</span></div>
<span style="font-family: Calibri;">627 Broadway, 10012, New York, United States </span><br />
<span style="font-family: Calibri;">646 414 7200 </span><br />
<span style="font-family: Calibri;"><a href="mailto:carolyn@carolynreps.com">carolyn@carolynreps.com</a></span><br />
<span style="font-family: Calibri;"><a href="http://www.th1ng.com/">http://www.th1ng.com</a></span><br />
<span style="font-family: Calibri;">Commercials VFX / animation / motion graphics / print</span><br />
<span style="font-family: Calibri;">Software: ZBrush, Lightwave, C4D, Modo, Nuke, Maya, Flash, After Effects, 3D Studio Max</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">The Lab NYC</span></div>
<span style="font-family: Calibri;">637 W 27th St, 10001, New York, United States </span><br />
<span style="font-family: Calibri;"><a href="http://thelabnyc.com/">http://thelabnyc.com</a></span><br />
<span style="font-family: Calibri;">Commercials VFX / animation / motion graphics / print</span><br />
<span style="font-family: Calibri;">Software: ZBrush, Vray, RealFlow, Proprietary Tools, Lightwave, C4D, Modo, Nuke, Mentalray, Maya, Flash, Digital Fusion, After Effects</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">The Mill</span></div>
<span style="font-family: Calibri;">451 Broadway, 10013, New York, United States </span><br />
<span style="font-family: Calibri;">212 337 3210 </span><br />
<span style="font-family: Calibri;"><a href="mailto:info@the-mill.com">info@the-mill.com</a></span><br />
<span style="font-family: Calibri;"><a href="http://www.the-mill.com/">http://www.the-mill.com/</a></span><br />
<span style="font-family: Calibri;">VFX Movie feature movie </span><br />
<span style="font-family: Calibri;">TV series </span><br />
<span style="font-family: Calibri;">Software: Softimage, Shake, Proprietary Tools, Nuke, Mentalray, Maya, Houdini, After Effects, 3D Studio Max</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">The Napoleon Group</span><br />
<span style="font-family: Calibri;">48 West 25th Street, 7th Floor<br />New York, NY 10010 </span><br />
<span style="font-family: Calibri;">212-692-9200 </span><br />
<span style="font-family: Calibri;"><a href="mailto:info@napny.com">info@napny.com</a></span><br />
<span style="font-family: Calibri;"><a href="http://www.napny.com/">http://www.napny.com/</a></span><br />
<span style="font-family: Calibri;">Commercials VFX / animation / motion graphics / print</span><br />
<span style="font-family: Calibri;">Software: Softimage, Mentalray</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">the studio</span></div>
<span style="font-family: Calibri;">12 W 27th St, 10010, New York, United States </span><br />
<span style="font-family: Calibri;">212 661 1363 </span><br />
<span style="font-family: Calibri;">Mary Nittolo - <a href="mailto:mary@studionyc.com">mary@studionyc.com</a></span><br />
<span style="font-family: Calibri;"><a href="mailto:info@studionyc.com">info@studionyc.com</a></span><br />
<span style="font-family: Calibri;"><a href="http://www.studionyc.com/">http://www.studionyc.com/</a></span><br />
<span style="font-family: Calibri;">Animation Movie feature movie/ride </span><br />
<span style="font-family: Calibri;">Commercials VFX / animation / motion graphics / print</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">The Wilderness</span><br />
<span style="font-family: Calibri;">60 E 11th St, 10003, New York, United States </span><br />
<span style="font-family: Calibri;">212.627.3184 </span><br />
<span style="font-family: Calibri;"><a href="mailto:hi@thewildernessinc.com">hi@thewildernessinc.com</a></span><br />
<span style="font-family: Calibri;"><a href="http://www.thewildernessinc.com/">http://www.thewildernessinc.com</a></span><br />
<span style="font-family: Calibri;">Commercials VFX / animation / motion graphics / print </span><br />
<span style="font-family: Calibri;">Software: Softimage, Mentalray</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">uvphactory</span></div>
<span style="font-family: Calibri;">224 Centre St, 10013, New York, United States </span><br />
<span style="font-family: Calibri;">212.483.0040 </span><br />
<span style="font-family: Calibri;"><a href="mailto:info@uvph.com">info@uvph.com</a></span><br />
<span style="font-family: Calibri;"><a href="http://www.uvphactory.com/">http://www.uvphactory.com</a></span><br />
<span style="font-family: Calibri;">Commercials VFX / animation / motion graphics / print </span><br />
<span style="font-family: Calibri;">Software: Softimage, Mentalray</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Walsh Family Media</span></div>
<span style="font-family: Calibri;">42 W 38th St, 10018, New York, United States </span><br />
<span style="font-family: Calibri;">212840-2326 </span><br />
<span style="font-family: Calibri;"><a href="mailto:Pwalsh@walshfamilymedia.com">Pwalsh@walshfamilymedia.com</a></span><br />
<span style="font-family: Calibri;"><a href="http://www.walshfamilymedia.com/">http://www.walshfamilymedia.com</a></span><br />
<span style="font-family: Calibri;">Animation Movie feature movie/ride </span><br />
<span style="font-family: Calibri;">Software: Maya</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">XYZ</span><br />
<span style="font-family: Calibri;">2 W 45th St, 10036, New York, United States </span><br />
<span style="font-family: Calibri;">212 845 5900 </span><br />
<span style="font-family: Calibri;"><a href="mailto:MELISSA@XYZSTUDIOS.COM">MELISSA@XYZSTUDIOS.COM</a></span><br />
<span style="font-family: Calibri;"><a href="http://xyzstudios.com/">http://xyzstudios.com/</a></span><br />
<span style="font-family: Calibri;">Commercials VFX / animation / motion graphics / print </span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-size: 18pt; line-height: 115%;"><span style="font-family: Calibri;">Architecture<o:p></o:p></span></span></div>
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Iomedia</span></div>
<span style="font-family: Calibri;">91 5th Ave, 10003, New York, United States </span><br />
<span style="font-family: Calibri;">640 West 28th Street, 9 floor New York, NY 10001</span><br />
<span style="font-family: Calibri;">Tel: 212 352 1115 <br />
F: 212-352-1117<br />
architecturecareers@ io-media.com</span><br />
<span style="font-family: Calibri;"><a href="http://www.io-media.com/">http://www.io-media.com</a></span><br />
<span style="font-family: Calibri;">Architecture</span><br />
<span style="font-family: Calibri;">Software: Softimage, Mentalray</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">Neoscape</span><br />
<span style="font-family: Calibri;">18 E 17th St, 10003, New York, United States </span><br />
<span style="font-family: Calibri;">212 675 3458 </span><br />
<span style="font-family: Calibri;"><a href="mailto:info@neoscape.com">info@neoscape.com</a></span><br />
<span style="font-family: Calibri;"><a href="http://www.neoscape.com/">http://www.neoscape.com/</a></span><br />
<span style="font-family: Calibri;">Architecture</span><br />
<span style="font-family: Calibri;">Software: Vray, After Effects, 3D Studio Max</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Notos</span></div>
<span style="font-family: Calibri;">445 Park Ave, 10022, New York, United States </span><br />
<span style="font-family: Calibri;">315 636 4851 </span><br />
<span style="font-family: Calibri;"><a href="mailto:projects@3dnotos.com">projects@3dnotos.com</a></span><br />
<span style="font-family: Calibri;"><a href="http://www.3dnotos.com/">http://www.3dnotos.com</a></span><br />
<span style="font-family: Calibri;">Architecture</span><br />
<span style="font-family: Calibri;">Software: Vray, Flash, After Effects, 3D Studio Max</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">VisualHouse - New York, UK, multiple studio locations</span><br />
<span style="font-family: Calibri;">140 Broadway, New York, NY 10005<br />
<a href="mailto:hello@visualhouse.us">hello@visualhouse.us</a><br />
<a href="https://www.visualhouse.co.uk/">https://www.visualhouse.co.uk</a></span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">ZUM - San Francisco, New York<br />
Wendy Cohn, Founder<br />
71 W 23rd STreet, 11 floor, New York, NY 10010<br />
Phone: 212-763-4530<br />
Cell: 917-207-8190<br />
Fax: 866-353-1604<br />
<a href="mailto:w.cohn@zumllc.com">w.cohn@zumllc.com</a><br />
<a href="http://zumllc.com/">http://zumllc.com/</a></span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-size: 18pt; line-height: 115%;"><span style="font-family: Calibri;">COMPUTER GAMES<o:p></o:p></span></span></div>
<br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<br />
<span style="font-family: Calibri;">1st Playable Productions, LLC<br />
5 Third St (Suite 300), <br />
Troy, NY 12180</span><br />
<a href="http://www.1stplayable.com/"><span style="font-family: Calibri;">http://www.1stplayable.com</span></a><br />
<a href="mailto:jobs@1stplayable.com"><span style="font-family: Calibri;">jobs@1stplayable.com</span></a><span style="font-family: Calibri;"> <br />
Phone: 518-276-3847 <br />
Fax: 514-509-8413 <br />
--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">2K Games, founded 2005 (part of Take 2 Interactive)</span><br />
<span style="font-family: Calibri;">622 Broadway<br />
New York, 10012<br />
<a href="http://www.2kgames.com/">http://www.2kgames.com</a><br />
<a href="http://www.2kgames.com/#/jobs/">http://www.2kgames.com/#/jobs/</a><br />
<a href="mailto:pr@2kgames.com">pr@2kgames.com</a><br />
Game Developer</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">4mm Games, founded 2006, offices in NYC, USA and London, England<br />
22 W 21st St<br />
New York, NY 10010</span><br />
<span style="font-family: Calibri;"><a href="http://www.4mmgames.com/">www.4mmgames.com</a></span></div>
<span style="font-family: Calibri;">Game Developer</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span></div>
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<br />
<span style="font-family: Calibri;">ActionXL</span><br />
<span style="font-family: Calibri;"><a href="http://www.actionxl.com/">www.actionxl.com</a></span><br />
<span style="font-family: Calibri;">Ithaca, New York</span><br />
<span style="font-family: Calibri;">Game Developer</span></div>
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<span style="font-family: Calibri;"><br />
<span style="font-family: Calibri;">Akin<br />
Akin, Gump, Strauss, Hauer & Feld, LLP<br />
590 Madison Avenue<br />
New York, 10022<br />
<a href="http://www.akingump.com/">http://www.akingump.com</a><br />
<a href="mailto:newyorkinfo@akingump.com">newyorkinfo@akingump.com</a><br />
212.872.1000</span></span></div>
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">Ambrosia Software</span><br />
<span style="font-family: Calibri;"><a href="http://www.ambrosiasw.com/">www.ambrosiasw.com</a></span><br />
<span style="font-family: Calibri;">Rochester, New York</span><br />
<span style="font-family: Calibri;">Games Publisher</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;"><span style="color: #999999;">Art Bully Productions, LLC, founded 2008</span> <br />135-41 234th place<br />
Rosedale New York 11422</span><br />
<a href="mailto:contact@artbullyproductions.com"><span style="font-family: Calibri;">contact@artbullyproductions.com</span></a><br />
<span style="font-family: Calibri;">Phone: 718 528-2112<br />
Fax: 347 923-3006</span><br />
<a href="http://www.artbullyproductions.com/"><span style="font-family: Calibri;">http://www.artbullyproductions.com/</span></a><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<span style="font-family: Calibri;">Atari</span><br />
<span style="font-family: Calibri;">417 5th Ave, 10016, New York, United States </span><br />
<span style="font-family: Calibri;">212-726-6500 </span><br />
<span style="font-family: Calibri;"><a href="http://www.atari.com/">http://www.atari.com</a></span><br />
<span style="font-family: Calibri;">Computer Games<br />
--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">Autumn Games</span><br />
<span style="font-family: Calibri;"><a href="http://www.autumngames.com/">www.autumngames.com</a></span><br />
<span style="font-family: Calibri;">New York City, New York</span><br />
<span style="font-family: Calibri;">Games Publisher</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">Avalanche Studios, founded 2011<br />
New York City & Sweden<br />
<a href="http://www.avalanchestudios.se/">http://www.avalanchestudios.se/</a></span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">Bender/Helper Impact<br />
115 W. 30th Street #602<br />
New York, 10001<br /><a href="mailto:info@bhimpact.com">info@bhimpact.com</a><br /> (212) 689-6360<br />
<a href="http://www.bhimpact.com/">http://www.bhimpact.com</a><br />
</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<br />
<span style="font-family: Calibri;">Black Hammer Productions, Inc., founded 1995<br />
447 Broadway (Soho)<br />
New York, NY 10013</span><br />
<span style="font-family: Calibri;">Matthew Schlanger - President<br />
<a href="mailto:info@blackhammer.com">info@blackhammer.com</a> <br />
<a href="mailto:jobs@blackhammer.com">jobs@blackhammer.com</a><br />
<a href="http://www.blackhammer.com/">http://www.blackhammer.com</a></span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">Blind Eye Games, founded Feb 2011<br /><a href="http://www.blindeyegames.com/">http://www.blindeyegames.com/</a><br /><a href="mailto:info@blindeyegames.com"><span style="font-family: Times New Roman;">info@blindeyegames.com</span></a><br />New York City, New York<br />--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">Boonty, founded 2001<br />
54 Franklin Street, Suite 3F<br />
New York, NY 10013</span></div>
<span style="font-family: Calibri;"><a href="http://www.boonty.net/">www.boonty.net</a><br />
<a href="http://us.boonty.com/">http://us.boonty.com</a></span><br />
<span style="font-family: Calibri;">Game Developer</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">BrandGames, founded 1995<br />
636 Broadway, Suite 1100<br />
New York, NY 10012<br />
Tel: 212.780.0140, Fax: 212.780.0138<br />
<a class="linkBox_InLine" href="mailto:jim.wexler@brandgames.com"><span style="font-family: Times New Roman;">jim.wexler@brandgames.com</span></a> - Jim Wexler - Executive Vice President<br />
Jobs - <a class="linkBox_InLine" href="mailto:info@brandgames.com?subject=Jobs at BrandGames"><span style="font-family: Times New Roman;">info@brandgames.com</span></a><br />
<a href="http://www.brandgames.com/">http://www.brandgames.com</a><br />
Game Developer</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Collision Studios</span></div>
<span style="font-family: Calibri;"><a href="http://www.collisionstudios.com/">www.collisionstudios.com</a></span><br />
<span style="font-family: Calibri;">New York City, New York</span><br />
<span style="font-family: Calibri;">Game Developer, Console, Mobile, Web, Casual, Advergame</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Comfy</span></div>
<span style="font-family: Calibri;"><a href="http://www.comfyland.com/">www.comfyland.com</a></span><br />
<span style="font-family: Calibri;">Saddle Brook, New Jersey</span><br />
<span style="font-family: Calibri;">Game Developer</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">Crescent Moon Games</span><br />
<span style="font-family: Calibri;"><a href="http://www.crescentmoongames.com/">www.crescentmoongames.com</a></span><br />
<span style="font-family: Calibri;">Scotia, New York</span><br />
<span style="font-family: Calibri;">Game Developer</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">D2 Team-Sim</span></div>
<span style="font-family: Calibri;"><a href="http://www.d2teamsim.com/">www.d2teamsim.com</a></span><br />
<span style="font-family: Calibri;">Somerset, New Jersey</span><br />
<span style="font-family: Calibri;">Game Developer</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">Double Fusion<br />
853 Broadway, Suite 1516<br />
New York, 10003<br />
<a href="http://www.doublefusion.com/">http://www.doublefusion.com</a><br />
<a href="mailto:jennifer@doublefusion.com">jennifer@doublefusion.com</a><br />
212-260-1235</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">Drakeford & Kane LLC<br />
475 Park Avenue South, 15th Floor<br />
New York, 10016<br /><a href="mailto:skane@drakefordkane.com">skane@drakefordkane.com</a><br /> 212-696-0010<br />
<a href="http://www.drakefordkane.com/">http://www.drakefordkane.com</a><br />
</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">E-Line Media, founded 2009<br />
363 7th Ave, 20th floor<br />
New York, NY 10001<br />
212-534-3275</span></div>
<span style="font-family: Calibri;"><a href="http://www.elinemedia.com/">www.elinemedia.com</a></span><br />
<span style="font-family: Calibri;"><a href="http://www.elineventures.com/">www.elineventures.com</a></span><br />
<span style="font-family: Calibri;">New York City, New York</span><br />
<span style="font-family: Calibri;">Game Developer</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">Electric Funstuff, founded 1998<br />
27 W. 20th St. #501<br />
New York, NY 10011</span><br />
<span style="font-family: Calibri;">212-463-7559<br />
<a href="mailto:info@electricfunstuff.com">info@<u><span style="color: #0066cc;">electricfunstuff.com</span></u></a><u><span style="color: #0066cc;"></span></u><br />
<a href="http://www.electricfunstuff.com/">http://www.electricfunstuff.com</a><br />
Game Developer, Online</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<br />
<span style="font-family: Calibri;">First Star Software</span></div>
<span style="font-family: Calibri;"><a href="http://www.firststarsoftware.com/">www.firststarsoftware.com</a></span><br />
<span style="font-family: Calibri;">Chappaqua, New York</span><br />
<span style="font-family: Calibri;">Game Developer</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">Forterra Systems, founded 1998<br />
48 Wall Street, 11th floor<br />
New York, NY 10005<br />
<a href="http://www.forterrainc.com/">http://www.forterrainc.com</a></span><br />
<span style="font-family: Calibri;">Computer Games, Online Dev</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">Freeverse, founded 1994<br />
45 Main St, Suite 506<br />
Brooklyn, NY 11201<br />
Fax: 646-607-9610 </span><br />
<span style="font-family: Calibri;"><a href="http://www.freeverse.com/">www.freeverse.com</a></span><br />
<span style="font-family: Calibri;">Game Developer and Publisher, Web, Mobile</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">Gamelab (becomes Arkadium)<br />
368 broadway #210<br />
New York, 10013<br />
Phone: 212-675-1101 <br />
Fax: 212-675-1102 <br />
<a href="http://www.gamelab.com/">http://www.gamelab.com/</a><br />
<a href="mailto:info@gmlb.com">info@gmlb.com</a><br />
646.827.6644</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<br />
<span style="color: #999999; font-family: Calibri;">Gameloft, founded 1999</span></div>
<span style="font-family: Calibri;">45 W 25th St, 10010, New York, United States </span><br />
<span style="font-family: Calibri;">212-993-3000 <br />
<a href="mailto:zach.smith@gameloft.com">zach.smith@gameloft.com</a></span><br />
<span style="font-family: Calibri;"><a href="http://www.gameloft.com/">http://www.gameloft.com/</a></span><br />
<span style="font-family: Calibri;">Computer Games, Mobile, Web</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">Game Institute<br />
New York<br />
<a href="http://www.gameinstitute.com/">http://www.gameinstitute.com</a></span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<br />
<span style="font-family: Calibri;">Game Trust, founded 2007<br />
135 West 20th Street 5th Floor<br />
New York,NY10011<br />
<a href="http://www.linkedin.com/company/game-trust-inc">http://www.linkedin.com/company/game-trust-inc</a>.</span><br />
<a href="http://www.gametrust.com/"><span style="font-family: Calibri;">http://www.gametrust.com</span></a><br />
<span style="font-family: Calibri;"> </span><a href="mailto:francine@gametrust.com"><span style="font-family: Calibri;">francine@gametrust.com</span></a><span style="font-family: Calibri;"> <br />
Phone: 212-367-7336 <br />
Fax: 212-367-7346 </span><br />
<span style="font-family: Calibri;">Computer Games<br />
--------------------------------------------------------------------------------------------------------</span><br />
<span style="font-family: Calibri;">Gaia Industries, founded 2004<br />
197 Grand Street, Suite #2 South<br />
New York, NY 10013<br />
212-226-1471<br />
<a href="mailto:jobs@gaiaindustries.com">jobs@gaiaindustries.com</a><br />
<a href="http://www.gaiaindustries.com/">http://www.gaiaindustries.com</a></span><br />
<span style="font-family: Calibri;">Game Developer, Mobile</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">Graham Software</span></div>
<span style="font-family: Calibri;"><a href="http://www.grahamsoftware.com/">www.grahamsoftware.com</a></span><br />
<span style="font-family: Calibri;">New York City, New York</span><br />
<span style="font-family: Calibri;">Game Developer</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">Glow Interactive, founded 1999<br />
333 Hudson Street, Suite 302<br />
New York, NY 10013<br />
Ph: 212-206-7370<br />
F: 212-208-0910</span><br />
<a href="http://www.glowinteractive.com/"><span style="font-family: Calibri;">http://www.glowinteractive.com</span></a><br />
<span style="font-family: Calibri;"> </span><a href="mailto:jobs@glowinteractive.com"><span style="font-family: Calibri;">jobs@glowinteractive.com</span></a><span style="font-family: Calibri;"> <br />
--------------------------------------------------------------------------------------------------------</span><br />
<span style="font-family: Calibri;">IGDA<br />
IGDA New York City Chapter<br />
New York<br />
<a href="http://www.igda.org/nyc">http://www.igda.org/nyc</a></span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<br />
<span style="font-family: Calibri;">Imagination Entertainment</span></div>
<span style="font-family: Calibri;"><a href="http://www.imagination.com.au/">www.imagination.com.au</a></span><br />
<span style="font-family: Calibri;">New York City, New York</span><br />
<span style="font-family: Calibri;">Game Developer</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">Invasiv Studios, founded 2003<br />
401 Washington St. Suite 2A<br />
New York, NY 10013<br />
Phone: 212-219-1162<br />
Fax: 212-219-1169<br />
<a href="mailto:jobs@invasiv.com">jobs@invasiv.com</a> <br />
<a href="http://www.infornographic.org/invasiv">http://www.infornographic.org/invasiv</a></span><br />
<span style="font-family: Calibri;">Game Developer (Xbox)</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="color: #999999; font-family: Calibri;">Kaos Studios</span><br />
<span style="font-family: Calibri;">129 W 27th St, 10001, New York, United States </span><br />
<span style="font-family: Calibri;"><a href="mailto:info@kaosstudios.com">info@kaosstudios.com</a></span><br />
<span style="font-family: Calibri;"><a href="http://www.kaosstudios.com/">http://www.kaosstudios.com</a></span><br />
<span style="font-family: Calibri;">Computer games</span><br />
<span style="font-family: Calibri;">Software:<span style="mso-spacerun: yes;"> </span>Maya</span><br />
<span style="font-family: Calibri;">-------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;"><span style="color: #999999;">Large Animal Games, founded 2001</span> 115 W. 29th St. <br />
New York, NY 10001<br />
<a href="http://www.largeanimal.com/">http://www.largeanimal.com</a><br />
Games Publisher, Game Development, Online</span><br />
<span style="font-family: Calibri;">-------------------------------------------------------------------------------------------------------</span><br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
</div>
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Longtail Studios, founded 2003, offices in NYC, Quebec, Halifax, Charlottetown - Canada, </span></div>
<span style="font-family: Calibri;">180 Varick St #1614, 10014, New York, United States </span><br />
<span style="font-family: Calibri;"><a href="mailto:longtailnyc@longtailstudios.com">longtailnyc@longtailstudios.com</a></span><br />
<span style="font-family: Calibri;"><a href="http://www.longtailstudios.com/">http://www.longtailstudios.com/</a></span><br />
<span style="font-family: Calibri;">Computer Games</span><br />
<span style="font-family: Calibri;">Software: Proprietary Tools, 3D Studio Max</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">Majesco Entertainment</span><br />
<span style="font-family: Calibri;"><a href="http://www.majescoentertainment.com/">www.majescoentertainment.com</a></span><br />
<span style="font-family: Calibri;">Edison, New Jersey</span><br />
<span style="font-family: Calibri;">Games Publisher</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Mako Games, founded 2008, offices in NYC and Stamford, CT<br />
405 Greenwich St. #2A<br />
New York, NY 10013<br />
646.613.0089 <br />
<a href="http://www.linkedin.com/company/mako-games">http://www.linkedin.com/company/mako-games</a></span></div>
<span style="font-family: Calibri;"><a href="http://www.makogames.com/">www.makogames.com</a></span><br />
<span style="font-family: Calibri;">Game Developer</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<span style="font-family: Calibri;">Massiverse, founded 2007<br />
27 W. 20th St. Suite 501<br />
New York, NY 10011<br />
Ph: 212.229.2172<br />
Fax: 718.228.9187<br />
<a href="mailto:info@massiverse.com">info@massiverse.com</a><br />
<a href="http://www.massiverse.com/">http://www.massiverse.com</a><br />
Game Development, Online</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<br />
<span style="font-family: Calibri;">Matrix Games</span></div>
<span style="font-family: Calibri;"><a href="http://www.matrixgames.com/">www.matrixgames.com</a></span><br />
<span style="font-family: Calibri;">Staten Island, New York</span><br />
<span style="font-family: Calibri;">Games Publisher</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;"><span style="color: #999999;">Muse Games, founded 2008</span> <br />151 Lafayette Street #4R<br />
New York, NY 10013<br />
<a href="http://musegames.com/">http://musegames.com</a><br />
Online</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">nFusion Interactive</span><br />
<span style="font-family: Calibri;"><a href="http://www.n-fusion.com/">www.n-fusion.com</a></span><br />
<span style="font-family: Calibri;">Marlboro, New Jersey</span><br />
<span style="font-family: Calibri;">Game Developer</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">NightShift</span></div>
<span style="font-family: Calibri;">77 Allen St, 10002, New York, United States </span><br />
<span style="font-family: Calibri;">212 563 2300 </span><br />
<span style="font-family: Calibri;"><a href="mailto:contact@nightshift.fr">contact@nightshift.fr</a></span><br />
<span style="font-family: Calibri;"><a href="http://nightshift.fr/">http://nightshift.fr</a></span><br />
<span style="font-family: Calibri;">Computer games</span><br />
<span style="font-family: Calibri;">Software: Maya, 3D Studio Max</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Oberon Media</span></div>
<span style="font-family: Calibri;"><a href="http://www.oberon-media.com/">www.oberon-media.com</a></span><br />
<span style="font-family: Calibri;">New York City, New York</span><br />
<span style="font-family: Calibri;">Games Publisher</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">Ogmento</span><br />
<span style="font-family: Calibri;"><a href="http://www.ogmento.com/">www.ogmento.com</a></span><br />
<span style="font-family: Calibri;">New York City, New York</span><br />
<span style="font-family: Calibri;">Game Developer</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;"><span style="color: #999999;">Nine Pound Studios Inc.</span> 9 E. Buffalo St.<br />
Churchville, NY. 14428<br />
<a href="http://ninepound.com/">http://ninepound.com</a><br />
game development studio </span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Paradox Interactive Inc.</span></div>
<span style="font-family: Calibri;">20 W 22nd St #412, 10010, New York, United States </span><br />
<span style="font-family: Calibri;">917-591-5135 </span><br />
<span style="font-family: Calibri;"><a href="mailto:pr@paradoxplaza.com">pr@paradoxplaza.com</a></span><br />
<span style="font-family: Calibri;"><a href="http://www.paradoxplaza.com/">http://www.paradoxplaza.com/</a></span><br />
<span style="font-family: Calibri;">Computer Games</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">Playlogic International N.V.<br />
Playlogic Entertainment, Inc.<br />
747 Third Avenue suite 22A<br />
New York, 10017<br /><a href="mailto:info@playlogicint.com">info@playlogicint.com</a><br /> 646 216 9653<br />
<a href="http://www.playlogicgames.com/">http://www.playlogicgames.com</a><br />
</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<br />
<span style="font-family: Calibri;">Powerhead Games, founded 2000<br />
15 W. 28th St. Suite 400<br />
New York, NY 10001</span></div>
<span style="font-family: Calibri;"><a href="http://www.powerheadgames.com/">www.powerheadgames.com</a></span><br />
<span style="font-family: Calibri;">New York City, New York</span><br />
<span style="font-family: Calibri;">Game Developer, Mobile</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">Project Aurora Games LLC, founded 2009<br />
specializing in space-related entertainment software<br />
37-63 83RD ST, # 141<br />
JACKSON HEIGHTS, NY 11372 <br />
Ph: 718-595-2018<br />
F: 718-228-6234<br />
<a href="mailto:art@projectauroragames.com">art@projectauroragames.com</a><br />
<a href="http://www.projectauroragames.com/">http://www.projectauroragames.com/</a></span><br />
<span style="font-family: Calibri;">Game Developer</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">Rebel Monkey, founded 2007 (<em>CampFu,</em> founded 2009<em>)<br />
Margaret Wallace of Playmatics - co-founder</em>New York City, New York</span><br />
<span style="font-family: Calibri;">212-710-9378<br />
<a href="http://www.facebook.com/notes/rebel-monkey-inc/rebel-monkey-hiring-web-developer/eng-jobs@rebelmonkey.com"><span style="color: #3b5998;">eng-jobs@rebelmonkey.com</span></a></span><br />
<span style="font-family: Calibri;"><a href="http://www.rebelmonkey.com/">www.rebelmonkey.com</a><br />
<a href="http://www.linkedin.com/company/rebel-monkey">http://www.linkedin.com/company/rebel-monkey</a></span><br />
<span style="font-family: Calibri;">Game Developer, Casual, Web</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Rockstar NYC</span><br />
Rockstar (part of Take 2 Interactive)<br />
622 Broadway<br />
New York,NY 10012<br />
<a href="https://www.rockstargames.com/jobs">https://www.rockstargames.com/jobs</a><br />
<a href="http://www.linkedin.com/company/rockstar-games">http://www.linkedin.com/company/rockstar-games</a></div>
<span style="font-family: Calibri;"><a href="http://www.rockstargames.com/">www.rockstargames.com</a></span><br />
<span style="font-family: Calibri;">Game Developer</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Saber Interactive</span></div>
<span style="font-family: Calibri;"><a href="http://www.saber3d.com/">www.saber3d.com</a> </span><br />
<span style="font-family: Calibri;">Cranford, New Jersey</span><br />
<span style="font-family: Calibri;">Game Developer</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Ska Studios</span></div>
<span style="font-family: Calibri;"><a href="http://www.ska-studios.com/">www.ska-studios.com</a></span><br />
<span style="font-family: Calibri;">Schenectady, New York</span><br />
<span style="font-family: Calibri;">Game Developer</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Skyworks</span></div>
<span style="font-family: Calibri;"><a href="http://www.skyworks.com/">www.skyworks.com</a></span><br />
<span style="font-family: Calibri;">Hackensack, New Jersey</span><br />
<span style="font-family: Calibri;">Game Developer</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Slingo</span></div>
<span style="font-family: Calibri;"><a href="http://www.slingo.com/">www.slingo.com</a></span><br />
<span style="font-family: Calibri;">Hackensack, New Jersey</span><br />
<span style="font-family: Calibri;">Game Developer</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">Super Ego Games<br />
405 Greenwich St.<br />
New York, NY 10013<br />
<a href="http://www.superegogames.com/">http://www.superegogames.com</a></span><br />
<span style="font-family: Calibri;">Game Developer, Online</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Take2 Interactive Software</span><br />
<span style="font-family: Calibri;">Take-Two Interactive Games<br />
622 Broadway<br />
New York, NY 10012<br />
<a href="http://www.take2games.com/careers/">http://www.take2games.com/careers/</a><br />
<a href="https://mentor1.kbace.com/OA_HTML/T2ISIrcVisitor.jsp">https://mentor1.kbace.com/OA_HTML/T2ISIrcVisitor.jsp</a></span></div>
<span style="font-family: Calibri;"><a href="http://www.take2games.com/">www.take2games.com</a></span><br />
<span style="font-family: Calibri;">New York City, New York</span><br />
<span style="font-family: Calibri;">Games Publisher</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">Take Five Games, Inc<br />28 W 23Rd Street Fl 2</span><br />
<span style="font-family: Calibri;">New York, NY 10010</span><br />
<br />
<br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">Upstart Games<br />
345 Park Avenue, 17th Floor<br />
New York, 10154<br />General Enquiries: 212 980 5725<br />
<a href="http://www.upstartgames.com/">http://www.upstartgames.com</a></span><br />
<span style="font-family: Calibri;">Game Developer</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;"><span style="color: #999999;">Vicarious Visions (Activision)</span><br />
Albany, New York<br />
<a href="mailto:jobs@vvisions.com">jobs@vvisions.com</a><br />
<a href="http://www.vvisions.com/">http://www.vvisions.com</a></span><br />
<span style="font-family: Calibri;">Game Developer</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">XS Games, founded 2002<br />
270 Lafayette St. Suite 1004<br />
New York, NY<br />
212-431-1210<br />
<a href="http://www.xsgames.biz/">http://www.xsgames.biz</a></span><br />
<span style="font-family: Calibri;">Game Developer, Mobile</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">Ziff Davis Media<br />
28 East 28th Street<br />
New York, 10016<br />
<a href="http://www.ziffdavis.com/">http://www.ziffdavis.com/</a><br />
212-503-3500</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Zynga New York, founded 2011 </span> (Area Code - 45 West 21st Street, Suite 3C.<br />
New York, NY<br />
212.254.5800)<br />
<a href="http://www.areacodeinc.com/"><span style="font-family: Calibri;">www.areacodeinc.com</span></a></div>
<span style="font-family: Calibri;">Zynga - 36 E. 12th St.<br />
New York, NY</span><br />
<a href="http://www.zynga.com/">http://www.zynga.com</a><br />
<span style="font-family: Calibri;">Game Developer, mobile</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-size: 16pt; line-height: 115%;"><span style="font-family: Calibri;">GAMES MOBILE<o:p></o:p></span></span></div>
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">1st Playable Productions</span></div>
<span style="font-family: Calibri;"><a href="http://www.1stplayable.com/">www.1stplayable.com</a></span><br />
<span style="font-family: Calibri;">Albany, New York</span><br />
<span style="font-family: Calibri;">Mobile Games</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;"><span style="font-family: Calibri;">Arkadium, founded 2001<br />
920 Broadway, 2nd Floor<br />
New York, NY 10010<br />
Phone: 212-337-3701<br />
Fax: 212-337-3741<br />
<a href="mailto:info@arkadium.com">info@arkadium.com</a></span></span><br />
<span style="font-family: Calibri;"><span style="font-family: Calibri;"><a href="http://www.arkadium.com/">www.arkadium.com</a></span><br />
<span style="font-family: Calibri;">Online Developer</span><br />
</span><span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Blackburst Media</span></div>
<span style="font-family: Calibri;"><a href="http://www.blackburstmedia.com/">www.blackburstmedia.com</a></span><br />
<span style="font-family: Calibri;">Glen Rock, New Jersey</span><br />
<span style="font-family: Calibri;">Online Developer</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;"><span style="font-family: Calibri;">BrokenMyth Studios</span></span><span style="font-family: Calibri;"></span><br />
<span style="font-family: Calibri;">Josh Cowell</span><br />
<span style="font-family: Calibri;">585.203.1193<br />
<a href="mailto:info@brokenmyth.com">info@brokenmyth.com</a></span><br />
<span style="font-family: Calibri;"><span style="font-family: Calibri;"><a href="http://www.brokenmyth.com/">www.brokenmyth.com</a></span></span><br />
<br />
<span style="font-family: Calibri;"></span><br />
<span style="font-family: Calibri;"></span><br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;"><span style="font-family: Calibri;">135 Sully's Trail, Suite 9 Pittsford, NY 14534<br />
Rochester, New York</span></span><br />
<span style="font-family: Calibri;"><span style="font-family: Calibri;">Mobile Games</span></span></div>
<span style="font-family: Calibri;">
</span><span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<span style="font-family: Calibri;">Brooklyn Games, founded 2003 - iPacify, for iphone</span><span style="font-family: Calibri;"></span><br />
<span style="font-family: Calibri;">55 Washington St. #457</span><br />
<br />
<span style="font-family: Calibri;"></span><br />
<span style="font-family: Calibri;"></span><br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Brooklyn, NY 11201</span><br />
<span style="font-family: Calibri;"><a href="mailto:info@brooklyngames.com">info@brooklyngames.com</a> </span><br />
<span style="font-family: Calibri;"><a href="http://www.brooklyngames.com/">http://www.brooklyngames.com</a></span><br />
<span style="font-family: Calibri;">Online Developer</span></div>
</div>
<span style="font-family: Calibri;">
</span><br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span></div>
</div>
<br />
<span style="font-family: Calibri;">Canned Bananas, founded 2008 <br />
<a href="mailto:support@canned-bananas.com">support@canned-bananas.com</a></span><br />
<span style="font-family: Calibri;"><a href="http://canned-bananas.com/">http://canned-bananas.com</a></span><br />
<span style="font-family: Calibri;">Online Developer</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">Cashmere Productions, founded 2003<br />
Brooklyn, NY<br />
917-809-8904<br />
<a href="mailto:info@cashmereproductions.net">info@<u><span style="color: #0066cc;">cashmereproductions.net</span></u></a><u><span style="color: #0066cc;"></span></u><br />
<a href="http://www.cashmereproductions.net/">http://www.cashmereproductions.net</a></span><br />
<span style="font-family: Calibri;">Mobile Games</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">Cellufun<br />
Soho, New York, NY<br />
<a href="http://www.cellufun.com/">http://www.cellufun.com</a><br />
Mobile, Web Developer</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">CodeWalla, founded 2004<br />
377 Rector place, # 4a <br />
New York, NY 10280 <br />
646-719-0064<br />
<a href="http://codewalla.com/">http://codewalla.com</a><br />
Mobile, Social, Web Developer</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">DimensionU (formerly Tabula Digita)<br />
5-14 51st Avenue, 3rd Fl.<br />
Long Island City, NY 11101<br />
718-361-7301<br />
<a href="mailto:info@dimensionu.com">info@dimensionu.com</a><br />
<a href="http://www.dimensionu.com/">www.dimensionu.com</a><br />
Games, Video and Entertainment<br />
Online</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<span style="font-family: Calibri;">FreshPlanet, founded 2009<br />
311 West 43rd St<br />
New York City, NY 10036</span><br />
<span style="font-family: Calibri;"><a href="http://www.freshplanet.com/">www.freshplanet.com</a></span><br />
<span style="font-family: Calibri;">New York City, New York</span><br />
<span style="font-family: Calibri;">Online Developer</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">FunGoPlay <br />
<a href="mailto:info@fungoplay.com">info@fungoplay.com</a><br />
<a href="http://www.fungoplay.com/">http://www.fungoplay.com</a><br />
Online Developer</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">Funtank LLC</span><br />
<span style="font-family: Calibri;"><a href="http://www.funtank.com/">www.funtank.com</a><br />
<a href="http://www.candystand.com/">www.Candystand.com</a> </span><br />
<span style="font-family: Calibri;">New York City, New York</span><br />
<span style="font-family: Calibri;">Online Developer</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">Electric Sheep Company, founded 2005<br />
25 W. 36th St. Floor 8, New York, NY 10018</span><br />
<span style="font-family: Calibri;"> 115 W 30th St, Suite 209, New York, NY 10001<br />
Phone: 646-462-3188<br />
(eFax): 505-212-5302 </span><br />
<span style="font-family: Calibri;"><a href="http://www.electricsheepcompany.com/">http://www.electricsheepcompany.com</a></span><br />
<span style="font-family: Calibri;">Online Developer</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">Gigantic Mechanic, founded 2009<br />
420 2nd Street, Suite 4 Brooklyn, NY 11215<br />
540 President Street Third Floor Brooklyn, NY 11215<br />
646-807-8131<br />
<a href="http://www.giganticmechanic.com/">http://www.giganticmechanic.com</a></span><br />
<span style="font-family: Calibri;">Online Developer</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">I-play</span><br />
<span style="font-family: Calibri;"><a href="http://www.iplay.biz/">www.iplay.biz</a></span><br />
<span style="font-family: Calibri;">Plainsboro, New Jersey<br />
Oberon Media <br />
<a href="http://corp.oberon-media.com/">http://corp.oberon-media.com/</a></span><br />
<span style="font-family: Calibri;">Mobile Games</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">Kognito Interactive, founded 2003<br />
150 W. 28th St. Suite 902-B New York, NY 10001<br />
130 West 25 Street Suite 1001, New York, NY 10001<br />
Ph: (212) 675-9234<br />
Fax: (646) 217-3677<br />
<a href="mailto:jobs@kognito.com">jobs@kognito.com</a> <br />
<a href="http://www.kognito.com/">http://www.kognito.com</a><br />
Online Developer </span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<br />
<span style="font-family: Calibri;">Kuma Reality Games<br />
100 Park Ave.<br />
New York, 10017<br />
<a href="http://www.kumagames.com/">http://www.kumagames.com</a></span></div>
<span style="font-family: Calibri;"><a href="http://www.kumawar.com/">www.kumawar.com</a></span><br />
<span style="font-family: Calibri;">Online Developer</span><br />
<span style="font-family: Calibri;">-------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;"><span style="color: #999999;">Luminous Arts </span>Greg Lambrakis, Owner <br />
Queens, New York<br />
<a href="http://www.luminous-art.com/">www.Luminous-Art.com</a><br />
<a href="mailto:Jobs@Luminous-Art.com">Jobs@Luminous-Art.com</a> </span><br />
<span style="font-family: Calibri;">-------------------------------------------------------------------------------------------------------</span><br />
<span style="font-family: Calibri;">Miharo Games, founded 2009<br />
88 Edgecombe Ave. <br />
New York, NY 10030 <br />
<a href="mailto:jobs@miharo.com">jobs@miharo.com</a> <br />
<a href="http://www.miharo.com/">http://www.miharo.com</a><br />
OnlineDeveloper</span><br />
<span style="font-family: Calibri;">-------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">Neuronic Game Studio, founded 2006<br />
310 E. 23rd St. Floor 12F<br />
New York, NY 10010<br />
Ph: 646-652-6804 <br />
F: 866-679-8237 </span><br />
<span style="font-family: Calibri;"><a href="mailto:info@neuronicgames.org">info@neuronicgames.org</a><br />
<a href="http://www.neuronicgames.com/">http://www.neuronicgames.com</a></span><br />
<span style="font-family: Calibri;">Online Developer, Mobile</span><br />
<span style="font-family: Calibri;">-------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">OMGPOP, founded 2006<br />
49 Bleecker Street, Suite 404 <br />
New York, NY 10012</span></div>
<span style="font-family: Calibri;"><a href="http://www.omgpop.com/">www.omgpop.com</a></span><br />
<span style="font-family: Calibri;">New York City, New York</span><br />
<span style="font-family: Calibri;">Online Developer</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">OneNIne Studios, founded 2005, offices in NYC and San Fransisco, CA<br />
40 Exchange Place Suite 1501 New York, NY 10005<br />
511 Avenue of the Americas, #52 New York, NY 10011<br />
Phone: 917.546.2977 <br />
Fax: 612.545.2977 <br />
<a href="mailto:jobs@oneninestudios.com">jobs@oneninestudios.com</a><br />
<a href="http://www.oneninestudios.com/">http://www.oneninestudios.com</a><br />
Mobile Games</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<br />
<span style="font-family: Calibri;">Nine Pound Studios</span></div>
<span style="font-family: Calibri;"><a href="http://www.ninepound.com/">www.ninepound.com</a></span><br />
<span style="font-family: Calibri;">Churchville, New York</span><br />
<span style="font-family: Calibri;">Mobile Games</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">Playlore USA <br />
69 Red Coat Road<br />
Westport, CT 06880<br />
Phone: (203) 635-4306<br />
Fax: (203) 635-4308 <br />
<a href="http://playlore.com/">http://playlore.com</a><br />
Online</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<span style="font-family: Calibri;">Playmatics<br />
Margaret Wallace - <a href="mailto:margaret@playmatics.com">margaret@playmatics.com</a> <br />
4152353235 <br />
<a href="mailto:contact@playmatics.com">contact@playmatics.com</a> <br />
<a href="http://www.playmatics.com/">http://www.playmatics.com</a><br />
<a href="http://www.linkedin.com/company/playmatics">http://www.linkedin.com/company/playmatics</a> <br />
Online </span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<br />
<span style="font-family: Calibri;">Small Planet Digital<br />
45 Main Street, Suite 510 <br />
Brooklyn, NY 11201<br />
Phone: 718-801-8230 <br />
Fax: 718-801-8236<br />
<a href="mailto:careers@smallplanet.com">careers@smallplanet.com</a> </span></div>
<span style="font-family: Calibri;"><a href="http://www.smallplanet.com/">www.smallplanet.com</a></span><br />
<span style="font-family: Calibri;">Mobile Games</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">Smash Worx, founded 2008<br />
646-485-5262<br />
<a href="mailto:info@smashworx.com">info@smashworx.com</a><br />
<a href="http://www.smashworx.com/">http://www.smashworx.com</a></span><br />
<span style="font-family: Calibri;">Mobile Games</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">Sonic Boom<br />
Leonard Quam<br />
259 West 30th Street, Suite 803<br />
New York, NY 10001 <br />
Phone: 212-242-4200 <br />
<a href="http://www.sonicboommedia.com/">http://www.sonicboommedia.com/</a> <br />
<a href="mailto:resumes@sonicboommedia.com">resumes@sonicboommedia.com</a> </span><br />
<span style="font-family: Calibri;"><a href="http://www.sonicboomgames.com/">www.sonicboomgames.com</a></span><br />
<span style="font-family: Calibri;">Mobile Games</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">Templar Studios, founded 1997<br />
200 Centre Str, 3rd Floor<br />
New York, NY 10013<br />
Ph: 212-941-0557<br />
F: 212-941-1103<br />
<a href="mailto:info@templar.com">info@templar.com</a><br />
<a href="http://www.templar.com/">http://www.templar.com</a></span><br />
<span style="font-family: Calibri;">Online Developer</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<span style="font-family: Calibri;"></span><br />
<span style="font-family: Calibri;">The Game Agency, founded 2007<br />
18 East 16th St.<br />
New York, NY 10003<br />
<a href="http://www.thegameagency.com/">http://www.thegameagency.com</a></span><br />
<span style="font-family: Calibri;">Mobile Games, Online Developer</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">This Is Pop<br />
425 West 13th St.<br />
New York, NY 10014<br />
646-230-1430.<br />
<a href="http://thisispop.com/">http://thisispop.com</a><br />
Online Developer<br />
--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">Tiny Mantis Entertainment<br />
Digital studio based in Dumbo, Brooklyn specializing in game based applications for web and mobile.<br />
10 Jay St #609 <br />
Brooklyn NY 11201 <br />
646.485.5262 <br />
<a href="mailto:info@tinymantis.com">info@tinymantis.com</a><br />
<a href="http://www.tinymantis.com/">http://www.tinymantis.com</a></span><br />
<span style="font-family: Calibri;">Mobile, Online</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Vogster Entertainment</span></div>
<span style="font-family: Calibri;"><a href="http://www.vogster.com/">www.vogster.com</a></span><br />
<span style="font-family: Calibri;">Saddle Brook, New Jersey</span><br />
<span style="font-family: Calibri;">Online Developer</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">Wadjet Eye Games, founded 2006<br />
East Village, NYC.<br />
<a href="http://www.wadjeteyegames.com/">http://www.wadjeteyegames.com</a></span><br />
<span style="font-family: Calibri;">Online Developer</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<br />
<span style="font-family: Calibri;">Wanako Games (A2M) - Behaviour Interactive in Canada<br />
95 Morton Street<br />
New York, NY 10014</span><br />
<a href="http://www.bhvr.com/">http://www.bhvr.com/</a></div>
<span style="font-family: Calibri;"><a href="http://www.wanakogames.com/">www.wanakogames.com</a></span><br />
<span style="font-family: Calibri;">New York City, New York</span><br />
<span style="font-family: Calibri;">Mobile Games</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-family: Calibri;">Workinman Interactive</span></div>
<span style="font-family: Calibri;"><a href="http://www.workinman.com/">www.workinman.com</a></span><br />
<span style="font-family: Calibri;">Rochester, New York</span><br />
<span style="font-family: Calibri;">Online Developer</span><br />
<span style="font-family: Calibri;">--------------------------------------------------------------------------------------------------------</span><br />
<br />
<span style="font-family: Calibri;">Worldwide Biggies, founded 2005<br />
545 W. 45th St. 5th floor<br />
New York, NY 10036<br />
646.442.1700<br />
Veronica Friedman - <a href="mailto:veronica@wwbiggies.com">veronica@wwbiggies.com</a><br />
<a href="http://wwbiggies.com/">http://wwbiggies.com</a></span><br />
<span style="font-family: Calibri;">Online Developer</span><br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="font-size: 16pt; line-height: 115%;"><o:p><span style="font-family: Calibri;"></span></o:p></span><br /></div>
Lilly Michellehttp://www.blogger.com/profile/07117474808231545353noreply@blogger.com5tag:blogger.com,1999:blog-7493828259898977846.post-19235352810972889092011-09-23T19:30:00.000-04:002011-09-23T19:30:12.018-04:00Maya - Painting EffectsMaya Painting Effects<br />
<br />
Paint Effects Window - (Rendering) Window - Paint Effects.<br />
Camera - change the views. Object Shading: Wireframe, Shaded, Textured.<br />
Brush - Get Brush, it opens the Visor window.<br />
Resolution - lowering it will get results faster in the window view.<br />
Paint -> Paint Scene or Paint Canvas. Paint Scene is to paint on top of the already existing scene.<br />
<br />
<br />
Making a texture with painting effects<br />
PAINT CANVAS mode:<br />
Allows you to paint and make a new texture.<br />
Go to CANVAS - New texture:<br />
Image name, size of image, background color, Apply texture. Now you have a canvas to paint on. Select a brush and start painting a texture. Great for trees or grass, water...<br />
Brush - Paint, Smear, Blur, Erase<br />
Canvas - Wrap (Horizontally, vertically) - wraps the image with texture when you paint around edges and allows you to paint completely seemless texture.<br />
Canvas - Roll (works similar like "Offset" filter in Photoshop.<br />
Change the brush size while painting by holding down the "B" key.<br />
<br />
Save the texture - Paint - Save a snapshot.Lilly Michellehttp://www.blogger.com/profile/07117474808231545353noreply@blogger.com0tag:blogger.com,1999:blog-7493828259898977846.post-40034647735115828532011-09-23T00:37:00.008-04:002015-03-02T11:03:28.536-05:00Maya - Unwrapping - UvsI use exclusively Maya Unwrapping Tool for Uvs. It can be also used with combinaion of UV Master plugin in Zbrush. I don't rely too much on UV master, but its great for fast and quite accurate uvs in the beggining of the process.<br />
<br />
The Maya process is like this:<br />
<br />
Select faces of the model (or you can select the whole model itself) - go to (Polygons) Create Uvs, there are a couple of types:<br />
Planar (flat projection)<br />
Cylindrical (for cylindrical objects)<br />
Spherical (I rarely use it)<br />
Automatic (a fast way to have your uvs done, but automatically organized, so not so good for precise texturing).<br />
<br />
To check your Uvs go to (Polygons) - Edit UVs - UV Texture Editor.<br />
To be able to work with your Uvs you have to select (right click - choose UV).<br />
To be able to select different Uv parts - right mouse click -> UV, select uv vert in Uv Texture Editor, right mouse click choose To Shell.<br />
<br />
EDGE - select an edge in Uv texture Editor - right mouse click choose EDGE. Select an edge, CTRL + right mouse click choose To Edge Loop.<br />
<br />
Normalize Uv Options - when youhave selected shells and want to scale UVs to fit within the 0 to +1 texture range. In Texture Editor -> Polygons -> Normalize - choose the options - Collectively (good to have preserve aspect ration checked).<br />
<br />
Flip Options - select a shell, in Texture Editor choose Polygons-> Flip options - Horizontal, Global, hit Apply once, Horizontal, Local hit Apply and close. <br />
Now you have your shell mirrored on the other texture range 0 to -1.<br />
<br />
The most used Tools in the top shell:<br />
<br />
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjvL8YE5HIFFxx6CmMpdIQR152Xu-1kQwM9bZrdFbXx_miJl-jCRLE7T5O7ep8lzmUngdBgsy55yYCa5Hagn4z68y26ZxSCH1pxpV4Kha8LGRu3Fqbi7M67viVFqUl1_0Uq7L-JWmWsMjg/s1600/maya_uvtools_01.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjvL8YE5HIFFxx6CmMpdIQR152Xu-1kQwM9bZrdFbXx_miJl-jCRLE7T5O7ep8lzmUngdBgsy55yYCa5Hagn4z68y26ZxSCH1pxpV4Kha8LGRu3Fqbi7M67viVFqUl1_0Uq7L-JWmWsMjg/s1600/maya_uvtools_01.jpg" /></a>1. UV Lattice tool - a lattice for uvs<br />
2. Move (w), Rotate (E) and Scale (R) tools, to mve, rotate and scale the selected uvs.<br />
3. Unfold and Relax Tool - when you have selected uv verts click this tool and slide on option unfold to unforl, or Relax to relax uvs.<br />
4. Uv Smudge tool - smudges or moves SELECTED uv verts<br />
5. Select Shortest Edge path tool<br />
6. Flip Uvs horizontally *<br />
7. Flip Uvs vertically *<br />
* (be careful using the flip tools - it can flip the uvs in the wrong direction, check with your texture pattern if the uvs are flipped the right way - dont use checker box pattern, use a pattern which has letters or numbers as well as checkers).<br />
8. Rotates uv CCW (to the left)<br />
9. Rotates Uv clockwise (to the rigth)<br />
10. Cut Uvs (separate the uvs along the selected edges). The best way to cut uvs is when you have selected EDGES. In order to succesfully cut the uvs and make uv parts - the edges must not have a vertex or face connecting the parts you want to separate, so either use edge loops, or manually select the edges of irregular shapes.<br />
11. Separate the selected UVs into one for each connected edge.<br />
12. Sew the selected edges or uvs together (no movement of the uvs)<br />
13. MOVE and sew the selected edges<br />
14. Select faces to be moved in UV space<br />
15. Snap selected Uvs to user specified grid<br />
16. Unfold selected uvs<br />
17. Automatically move Uvs for better texture space distribution<br />
18. Align the selected verts on the left hand vertical side<br />
19. Align the selected verts on the right hand vertical side<br />
20. Align the selected verts on the horizontal (bottom) side<br />
21. Align the selected verts on the horizontal (top) side<br />
<br />
Additional Options: <br />
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtlAPjNmJrjiJklBwYJnqpR9ekGqgCbJbmqIkoUSdj0tlhO5bAUQhPmUq2iFGMQnWCCbIgt62MrNi2-hpSfLYxN26q15DMGnintY81UrHzilVPSf-seeYdqREN9e21vdDD8-Ib1-2HdLk/s1600/maya_uvtools_02.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtlAPjNmJrjiJklBwYJnqpR9ekGqgCbJbmqIkoUSdj0tlhO5bAUQhPmUq2iFGMQnWCCbIgt62MrNi2-hpSfLYxN26q15DMGnintY81UrHzilVPSf-seeYdqREN9e21vdDD8-Ib1-2HdLk/s1600/maya_uvtools_02.jpg" /></a>22. Toggle Isolate Select mode<br />
23. Isolate Add selected shells<br />
24. Remove ALL from Isolate Select Mode<br />
25. Remove selected shells from Isolate Select Mode<br />
26. Preview texture on/off<br />
27. Toggle filtered Image on/off<br />
28.DIm Image on/off<br />
29. View UV Grid on/off<br />
30. Pixel Snap on/off<br />
31. Toggle Shaded Uv Display ( you can check for <span style="color: #ea9999;">OVERLAPPING UVS</span> with this button - where shading appears more opaque)<br />
<em><span style="color: #ea9999;">* ALSO this button is the perect button to show if you have ANY FLIPPED UVS!!! The wrongly flipped UVs are shown in RED color, the OK uvs are in BLUE color!</span></em><br />
32. Display texture BORDERS on the active mesh<br />
33. Display RGB Channels<br />
34. Display Alpha Channel<br />
35. UV Texture Editor Baking on/off<br />
36. Update PSD Networks<br />
37. Force Editor Texture Rebake<br />
38. Use image ration on/off<br />
39. Enter Value to set / transform in U and V<br />
40. Refresh the current Uv Values<br />
41. Toggle the mode of the UV entry fields between absolute UV position and relative transformation tool values<br />
42. Copy Colors, Uvs and or shaders from a face to the clipboard<br />
43. Paste Colors, Uvs and or shaders to faces from clipboard<br />
<br />
46. Toggle Copy/Paste for faces/uvs<br />
47. Cycles the UVs of the selected face counter clockwise<br />
----------------------------------------------------------------------------------------------------------------<br />
MOST IMPORTANT COMMANDS AND OPTIONS:<br />
<br />
UNFOLD:<br />
<br />
----------------------------------------------------------------------------------------------------------------<br />
RELAX:<br />
<br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi5NIJhWOFUt_f8C4_-IfJQhFZ9RlKCSN_zeQQ7nztchI68kE7-LaxgaSUMAK_i0aekclVC1y35p5yIRajRfeD6aOdSTIOUOtlcd995emwPEWqWaQNxEdfFk6RdELS-w-3O0J5Dd-5JbAc/s1600/uvlayoutmenu.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi5NIJhWOFUt_f8C4_-IfJQhFZ9RlKCSN_zeQQ7nztchI68kE7-LaxgaSUMAK_i0aekclVC1y35p5yIRajRfeD6aOdSTIOUOtlcd995emwPEWqWaQNxEdfFk6RdELS-w-3O0J5Dd-5JbAc/s320/uvlayoutmenu.jpg" height="320" width="194" /></a>
<strong>UV LAYOUT</strong> (click image to enlarge):</div>
UV <span class="uis-unspecified">Layout</span> automatically repositions UV shells so they don’t overlap in UV texture space<br />
Layout objects: - per object / - single<br />
<br />
Prescale: -none / -object / -world<br />
<br />
Separate Shells becomes available when Layout Objects Per Object is selected<br />
-off / -folds / -all intersecting<br />
<br />
ALWAYS check Flip reversed (if you have any reversed uvs it will flip it the right way!)<br />
Layout Settings: (none, Along U, Into region)<br />
Scale Mode: -none / -Uniform / -Strech to region<br />
<br />
Shell Stacking: - Bounding Box / - Shape<br />
<br />
Rotate: - none / - 90 degrees / - free<br />
<br />
Shell Spacing:<br />
Spacing presets: 32, 64, 128, 254, 512, 1024 Maps or Custom<br />
Persantage space: default is 1.0000<br />
<br />
Placement Settings:<br />
Region Preset: all options to choose from... <br />
when Numerical Settings is selected you can type numbers in the active fields.<br />
<br />
*If in those settings UVLayout is acting weird and does not organize the shells according their size, thats means you have uv's flipped or doublesided uvs. Unfold all the shells then and everithing should seem blue (check button N 31 in the graph above). Then apply UVLaouyt command.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
*********************************</div>
<strong style="text-align: center;">UV LAYOUT for precise moving UVs from one Square Map to Another</strong> even with flipped Uvs<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgKKvgC_tRWVLh7ZWwoq4JUQTUWAnsAPwAEp5xdEHZdP0LQz9Sn1Kb3r-q07XzNUWzpS4RIjv2y-uH55chkLEea21VOEHjWudjGaNjkJFWT-smbPMDXJLs4-5ORrSWx26KZvbJW1hixIvI/s1600/Uvs_settings2.PNG" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="1" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgKKvgC_tRWVLh7ZWwoq4JUQTUWAnsAPwAEp5xdEHZdP0LQz9Sn1Kb3r-q07XzNUWzpS4RIjv2y-uH55chkLEea21VOEHjWudjGaNjkJFWT-smbPMDXJLs4-5ORrSWx26KZvbJW1hixIvI/s1600/Uvs_settings2.PNG" height="315" width="320" /></a></div>
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEieSQGBnpqDRqgQbo9SarYspJHp3Si6L4b0E9X5VDgAuUEqAuiuWok7YGVwba-VZ4uOsu7xtPBnk-Azz2YX-x_quDyeeBcLEwM5sRecGZm6BZXwVejDs57IdiXabbBrx2xmzIm9FTHuoek/s1600/Uvs_settings.PNG" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="1" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEieSQGBnpqDRqgQbo9SarYspJHp3Si6L4b0E9X5VDgAuUEqAuiuWok7YGVwba-VZ4uOsu7xtPBnk-Azz2YX-x_quDyeeBcLEwM5sRecGZm6BZXwVejDs57IdiXabbBrx2xmzIm9FTHuoek/s1600/Uvs_settings.PNG" height="320" width="289" /></a>
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<b>Layout Uv Shells</b> - Even with UVs that are flipped the settings above will allow you to move the selected Uv shells to the same space but on different square.<br />
Layout Objects - Single or multiple objects (non_overlapping)<br />
Prescale - None<br />
Flip reversed is OFF<br />
Shell layout- None<br />
Scale Mode - Uniform<br />
Shell stacking - Shape<br />
Rotate - None<br />
Placement settings - Region preset - Numerical Entry<br />
Scale U and Scale V stay at 1 always<br />
<span style="color: #ea9999;">Offset U and Offset V are the numbers you need to change in order to relocate the Uvs to a different quadrant. Values -2, -1, 1, <b>0</b>, -1, -2, etc</span><br />
----------------------------------------------------------------------------------------------------------------<br />
<b>UV SNAPSHOT</b>:<br />
Have your model selected. All Uvs must be inside the Top Right hand square. Right click choose UV, select all uvs, go to Polygons->> Uv Snapshot (on the bottom). By default Maya saves them in folder "images" as outUv (you may change that folder by clicking Browse).<br />
Choose a size for the texture (keep aspect ratio)<br />
Use Targa, Jpg, Bmp or any other file format).<br />
UV Range Options - Normal (0 to 1) - here you point to Maya which UV square to be snapshoting (default is 0 to 1).<br />
----------------------------------------------------------------------------------------------------------------<br />
Move Vertex along with Uv verts.<br />
In move (and scale tool) Tool Settings CHECK ON "Preserve Uvs". Now when you move your vertex the uv will follow. And the opposite, when you dont want the uv to follow movement or scale on vertexes, uncheck "preserve Uvs".<br />
--------------------------------------------------------------------------------------------------------------<br />
Some tips:<br />
If you have place2dtexture missing - when assigning files to shaders in maya - when you click on color swatch will bring up Create render node option (on the top make sure you have "Witch New Texture Placement" - CHECKED, otherwise it will not create the place2dtexture node!<br />
You can also create it separately and connect it to the file.<br />
----------------------------------------------------------------------------------------------------------------Lilly Michellehttp://www.blogger.com/profile/07117474808231545353noreply@blogger.com1tag:blogger.com,1999:blog-7493828259898977846.post-10455736330499052182011-09-07T23:32:00.085-04:002011-10-25T20:16:26.194-04:00Digital Painting - BMW<table border="0" cellpadding="3" cellspacing="0" style="width: 600px;"><tbody>
<tr> <td height="50"><div align="center"><span style="font-size: large;">TUTORIALS - CAR - Painted Illustrator / Photoshop</span><br />
I have created this tutorial years ago.. back in 2002. I decided to publish it again (for archiving purposes)..</div></td></tr>
<tr> <td valign="top"><b>This is an explanation how the BMW image was created.</b> First of all I must have had some image to begin with (using as a template). <br />
In Illustrator I had to draw the outlines of the object (the car) with the pen tool (<img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDZJiCIeXlGzeLsS5jRED9AdkmZJ8VS5FkfxZjtgyhqVHoM6V0sQoSrcP53rNE8HhA_tQtxKOUKRzxOztLET7MSEiUdxJJR14obd2ZY2csD9hI4Hp-qd0MVdOSw9j9TC7tVOkBRJWCYNk/s1600/pen.gif" />).<br />
<div class="separator" style="clear: both; text-align: center;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjLEY9-3vFadKlQalZSbYWjtNm0TA3lLqh8FwxcdkNwc9fU6DiAgcNNpdTeHJP2S8gxjQTOoFEde4UBdVjz3sHqu3xf1dDyW9quFanvIu7JjavqE2EMVWwfrAJLx4W8UQPOPItFRX4Rpgg/s1600/car_skratch.gif" /></div>It is sometimes frustrating to use this tool and especially for beginners, but once you get used to it you will see that it is a magnificent one. </td> </tr>
<tr> <td height="210" valign="top"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgI6TIb_tiNrVF3RUPyhrE1Iuaa0tPKhjjJcJcd6M4WfJfTeGw6c7XHhItCW_Cp-rziQwwU0vF2UHVWNBxNH-FT7yhMUn6yPiPH2OUPWiydC56XuFCaG46P5pxqHPLCUm66qkdFVVMXVEQ/s1600/layers1.gif" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgI6TIb_tiNrVF3RUPyhrE1Iuaa0tPKhjjJcJcd6M4WfJfTeGw6c7XHhItCW_Cp-rziQwwU0vF2UHVWNBxNH-FT7yhMUn6yPiPH2OUPWiydC56XuFCaG46P5pxqHPLCUm66qkdFVVMXVEQ/s1600/layers1.gif" /></a> I drew each element of the car in a different layer (the order didn't matter at this time, because I drew only strokes with transparent fill) so after that I could export my ".ai" file into Photoshop without flattening the artwork.</td> </tr>
<tr> <td valign="top"> When I was done with my scratch in Illustrator I chose: File> Export>Save as type - Photoshop 5.</td> </tr>
<tr> <td align="left" valign="top"><div class="separator" style="clear: both; text-align: center;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjwfYq8y0dF-UPgNEDAFhYjclo-NwLCT278f2xDBQuOBBt2he3Llu4Y2vAjYiHhObqh9Hf7aQHA1PUjCIK4QuomJQokkkp5buoFpWHu1IZ1GXtmc9X2R-6DG4bkgQQWBooqXijvigruyJ4/s1600/exportai.gif" /></div><div class="separator" style="clear: both; text-align: left;"><br />
In Photoshop I opened the already created .psd document (from Illustrator). Now I had to order the layers and start filling them with gradients. By clicking on each layer to select it and after that with the "magic wand tool" (<img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgVElJMHJmGYmdfGSXwiW3DGqJ14wKZQ4U84OpZiTPhqVoeZtO-2EGbj3aFawU95uFjZkZbp2bpZq4neBMnQv9hAKLYJxt2wNVrw9ukv5oXHXiiyidjkKtm4KHJ8sdvkhTZRnG9KDYcTCY/s1600/wand.gif" />) I clicked inside the element, so it would select the transparent area (and not the stroke/outline). I selected the gradient tool (<img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiFMYzAuH0veMlVkIvQc67AW2GwmOOSpLsqc2j8qgcpSb6GhFb44N3OXsC0ec-I7YizmGfuLTj5Qy40neJ_crpiJjuL6Qs_EHZHQhmxx5GTyRQAbNUSdxLzvXNsl3YIbjRydGlk4X0UFEQ/s1600/gradient.gif" />) - at first I picked the colors that I wanted to fill the elements of the car (in this case from dark to light red, I used "linear" gradient) and started filling. Sometimes I needed to choose more than one color for the gradient filling (from the red gamma). </div></td> </tr>
<tr> <td align="left" valign="top"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_lB-2NuFrMZw6PKgQNa7ZryL5GGQ4a_9-gnP5Z4xtEwQM6PDX8BOux1vmWzHygpp-PFqcgIl7ciwEB1EX13Gkuddx9bXCRDJdlkaT0UagBacxJIzEgBtNqv6n09wtDkMY_LYd5FrSw1g/s1600/carfill1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_lB-2NuFrMZw6PKgQNa7ZryL5GGQ4a_9-gnP5Z4xtEwQM6PDX8BOux1vmWzHygpp-PFqcgIl7ciwEB1EX13Gkuddx9bXCRDJdlkaT0UagBacxJIzEgBtNqv6n09wtDkMY_LYd5FrSw1g/s1600/carfill1.jpg" /></a></div>You can see how I created the wheels. I filled the tire with gradients from black to light gray. I put some shadows inside the tire to make it look real. I used the "paint brush" (<img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhzCgfS5oS9NAx3VT4CpYDcM6EBHiQzlbs2YNKEy4kaDap42p_7ydSdDxvgk85omcVAI4sDuy_zdpHjXy889AuGZQt_BwK2zWmMmtrrvm8IXumhickxw8KLm7j7JvrZrOAQZzlDEAoXeUU/s1600/pntbrush.gif" />) to draw inside of the tire. Remember - each element is on a different layer. <br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhoseqIcIj5t9_pRVDQtEIY6VJyvU1oRyIRjCNJqvri-VP8SwHPtDm4q30kQf56w7mDPkduig5RV-Bm04uJ361OZZgEZzuyhh-wL6pysxNE5OlEJNxqPxFn7hCR2I98gNZ-NYyCovEw130/s1600/wheels1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhoseqIcIj5t9_pRVDQtEIY6VJyvU1oRyIRjCNJqvri-VP8SwHPtDm4q30kQf56w7mDPkduig5RV-Bm04uJ361OZZgEZzuyhh-wL6pysxNE5OlEJNxqPxFn7hCR2I98gNZ-NYyCovEw130/s1600/wheels1.jpg" /></a></div></td> </tr>
<tr> <td align="left" valign="top">Combined the wheels with the car, put each wheel on the bottom of the "layer palette" so it would be behind the car. Gradients still looked kind of funny, so I had to create some more lights and shadows to have a lively look of the car.</td> </tr>
<tr> <td align="left" valign="top"><div class="separator" style="clear: both; text-align: center;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhYJAXy6HFNXws0233OMSSq0aEWkuxlnNn8ROe2mhU3fwmcUwI1iepi8h92CTvepCfXXYkje2mqiAb82GRgRYyW13vGvTaNxwDrgDOzYSuHaLaH7kAZGFXTaaBBXyKw9VJ0W_sSUmkCmbA/s1600/carfill2.jpg" /></div>Now was time to create some lights and shadows (each on a separate layer, so I can always go and manipulate it separately). I drew paths with the "pen tool" (<img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDZJiCIeXlGzeLsS5jRED9AdkmZJ8VS5FkfxZjtgyhqVHoM6V0sQoSrcP53rNE8HhA_tQtxKOUKRzxOztLET7MSEiUdxJJR14obd2ZY2csD9hI4Hp-qd0MVdOSw9j9TC7tVOkBRJWCYNk/s1600/pen.gif" />) saved the paths - so if I wanted to go back and work some more I could always do that easily. After I was done with the path I chose "make selectoin from path" - here I could choose the "feather" for smoother selection - usualy I select "1". So when selection was active I went back to the "layer palette" and filled the layer with some color - dark (for shadows) or light (for lights) red.<br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhNMjLIDfV376SSEDGBLqezFZnw3rw67WApUZe8mFb7NpVRqTJIoi532z8KTWwMNIzIY-hCnsZ6L2u_JilmpZlIddK0ORXctl-jdBwsAQl8uhRMFy1LKA3k-9nr54sBFNBLoEJM2h6BIZE/s1600/carfill3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhNMjLIDfV376SSEDGBLqezFZnw3rw67WApUZe8mFb7NpVRqTJIoi532z8KTWwMNIzIY-hCnsZ6L2u_JilmpZlIddK0ORXctl-jdBwsAQl8uhRMFy1LKA3k-9nr54sBFNBLoEJM2h6BIZE/s1600/carfill3.jpg" /></a></div>It was difficult at first, but I used my imagination and good eye for colors, lights and shadows.</td> </tr>
<tr> <td align="left" valign="top"><div class="separator" style="clear: both; text-align: center;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjnUdfTJ-bifKuqM10CNwwL6vVnfNa5FLcXNmVf4FTJhH1jvLy0EeBVgWcWDGe-NzuiPD5-I36d2e_o2_5n6kdk-HtjJp9EbuThdL7s680ug2OHHZHXz8AyazlBZtzI24ecECVU0PFEOlg/s1600/carfill4.jpg" /></div><br />
After I was done with lights and shadows it was time to add the additional elements such as mirror, handle, symbols and headlights. It took me really quite long to fit these elements for the real look of the car. For example the headlights were a pain in the neck, I had to create some filters to fill the lights - in this case I chose "cristalize". </td></tr>
<tr> <td align="left" valign="top">This is the final result. </td> </tr>
<tr> <td align="left" valign="top"><div class="separator" style="clear: both; text-align: center;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEigT2619s2JvOLI1F6KC0A8mz8dBDoJ-NAW2ETTErgHVSS3Kx7FpIOwA3F4hvTWPu_F6NryCeuUrwRXartvLXS3Aj1BsYwrZXl3qto0Nfvw8QbA7_NTE_-wOKz9k4-eKV8kKTHpQKmDFug/s1600/cardone.jpg" /></div>After I was done with the car I could easily change the color in Photoshop with the command: Image > Adjust > Replace Color. <br />
<div align="center"><div class="separator" style="clear: both; text-align: center;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPSFnZA0KXkUidM1Q1bVbiT7kqQ4ot7R1xglrVxyzfSzyfQxtrp1wAxAgpYCQFFRXoG_3Q8mfWoA-9L-j1bmk7OLsMOvOOJG-Kh-KCUIbqeVzBFTB5UlPs7Xm0APg5F2F-h5xlRfqSxh4/s1600/carswebsmall.jpg" /></div></div></td></tr>
</tbody> </table>Lilly Michellehttp://www.blogger.com/profile/07117474808231545353noreply@blogger.com0tag:blogger.com,1999:blog-7493828259898977846.post-37589469568495259312011-08-25T19:04:00.007-04:002011-08-28T04:16:34.698-04:00Xnormal - Normal MapsNORMAL MAPS:<br />
<br />
You should do piece by piece baking (and combine the result in Photoshop later on).<br />
*Tip - when baking Normal Map in Xnormal - change the background for the nromal map from purple to black, and in AO - from white to red, so its ALOT more easy to select with one click of magic wand later on PS.<br />
One thing to consider, the hole process of normal map baking is combination of topology, uvs, geometry similarity, normal angles, xnormal settings and its all a mess if you have no idea how to do it.<br />
<br />
NORMALS:<br />
- Good idea is always to check normals before exporting low poly OBJ. Select your model piece - DISPLAY - Polygons - Face normals, to check in which directions normals are going.<br />
- A quick way to flip the normals would be to use "Conform" which will make all of the normals face the same direction and then you can flip them all together. Then you can use average normals to get them to even out over the surface. <br />
- If normal bakes look ugly (messed up) - try to Unlock Normals in Maya and resave lowpoly obj model for re-bake.<br />
<br />
Sometimes you can use the "use exported normals" in Xnormal (on low poly setting).<br />
Edit your low poly model in Maya - if you see DARK EDGES after applying Normals - Smooth Edges - correct with -> Vertex Normal Edit Tool (under normals Menu). Export your obj and bake with "use exported normals" / you may also re-bake with "average normals" and compare the results.<br />
<br />
<br />
Rays:<br />
There is a set distance calculator you can use in Xnormal. Tools - Ray Distance calculator (unfortunatelly that never works for me - even I played with those - it never gave me the desired results.).<br />
- I DON'T know if thats true, but i noticed on my normal map renders that Scale Mesh 1 / Ray 0.1 = Scale Mesh 5 / Ray 0.5 = Scale Mesh 10 / Ray 1 all those settings give me the same result.<br />
my theory>>>>><br />
- removing small artifacts on bakes - use 0.1 (smaller number)<br />
- 0.1 - rays casting distance - very close <br />
- 1 - rays casting distance - broad (far) <br />
- also depends on Scale Mesh - for the ray casting - but always use SAME Scale Mesh for Default Mesh Scale and Mesh Scale BOTH on low poly and hi poly, then play with different Ray castings.<br />
<br />
CAGES: <br />
<br />
<a href="http://wiki.polycount.com/NormalMap?action=AttachFile&do=get&target=timothy_evison_normalmap_projections.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="320" src="http://wiki.polycount.com/NormalMap?action=AttachFile&do=get&target=timothy_evison_normalmap_projections.jpg" width="270" /></a>Two ways to make a cage<br />
1. Using Xnormal 3D Viewer<br />
2. Using your software program (Maya, Max) to make a cage and export it as additional .obj<br />
(To manually add an external cage in Xnormal - on your low poly - check Use Cage, the under "external cage file" right click - choose "Browse external cage", you may also reset external cage from right click menu, using cage also overrides the Rays settings, even thoug they are shown).<br />
<br />
3D VIEWER in XNORMAL:<br />
Export obj. then open Xnormals and load the low res and high rez piece. <br />
Click on the "3D Viewer button." Once inside you will see at the near top left of the viewer - there is a "Show Cage" button which will show the cage for your low res mesh. Once you click that, it brings up a few options of which one is a slider called external cage. You can then use the "expand cage" slider to make it bigger, basically you want it to encompass the model piece entirely. You can also edit small points manually by selecting the "Edit Cage" button and then selecting verts with the middle mouse button and using the x, y, and z sliders. When you are happy with what you have click "Save Mesh" and save it where you want it to and then click yes to have xNormal load the maps for you. Go to the low poly meshes and make sure next to the rays that the "Use Cage" checkbox is selected. Then check your setting and bake. <br />
3D Viewer is great because you dont have to manually create cages in maya and it saves off separate meshes. The only trick you may have to watch out for, is if you ever want to use the cage meshes again, make sure to click "use cage" in the low poly settings in xnormal. This should give you much cleaner bakes!<br />
- AWSD - are the keys to navigate in 3D Viewer. Right click button also rotates around the camera. Its a little annoying to navigate, just use combination of AWSD and right click.<br />
- When you edit the cage - yous elect the verts with MID mouse button. Use sliders for global or X, Y, Z to move the selected vert.<br />
- Why you have to load the high poly (as far as i know) - because the cage HAS to be OVER the high poly (othewise you get artifacts) - so the cage has to completely over -hug the high poly. <br />
- To exit temporalily without closing 3d Viewer - hit Windows button on keyboard (if you hit ESC it will CLOSE the 3d Viewer). To go back in side ALT + ENTER.<br />
- once you click Save Mesh and YES it EXCHANGES the high poly and low poly (and saves that separately in SBM file) so its save, you can always go back to your previous meshes! <br />
- you have to click USE cage, BUT Xnormal does that auto after you exit 3dViewer.<br />
<br />
<br />
EXTERNAL CAGES done in MAYA:<br />
One thing to consider while doing external cage in Maya - is never to exctrude faces (or duplicate faces) because it changes the vertex ID and the WILL NOT work in Xnormal. TOPOLOGY HAS to be the same as the low poly and it has to be simply - scale it, move a couple of faces/ edges/ vertexes around and thats it. ( in Max there is a push modifier and it just works differently than maya plus you can export various file types). <br />
- GREAT trick to INFLATE in Maya is >>> Select model > hit W for move tool, change setting to "move normal" - grab N handle and drag back and forth along the vert normal to the distance you prefer.<br />
- To Inflate a cage out of original low poly. make a copy of the low poly - select the verts -> Edit Mesh -> Transform Component - drag arrow and it inflates it for you.<br />
<br />
In Maya - you can only export the .OBJ so it works in Xnormal.<br />
<br />
------------------------------<br />
Another trick i use is ... for very complicated close-together parts - in Maya I selected a couple of faces and duplicated those tough sections - like small piece - re-bake those SEPARATELY in Xnormal and copy pasted the normal map (parts) in PS.<br />
------------------------------<br />
A link to tutorial Zbrush:<br />
<a href="http://eat3d.com/free/zbrush_xnormal">http://eat3d.com/free/zbrush_xnormal</a>#<br />
<br />
Lilly Michellehttp://www.blogger.com/profile/07117474808231545353noreply@blogger.com2tag:blogger.com,1999:blog-7493828259898977846.post-86965965987545885992011-08-22T15:47:00.002-04:002014-03-23T15:47:01.663-04:00Retopology - Maya or Topogun<span style="font-size: large;">TOPOGUN</span><br />
Some great free videos and tutorials from CGBOOTCAMP at:<br />
<a href="http://www.cgbootcamp.com/tutorials/category/topogun">http://www.cgbootcamp.com/tutorials/category/topogun</a><br />
<br />
Great tutorial/explanation on Bad Geometry (Maya):<br />
<a href="http://www.3dbuzz.com/vbforum/showthread.php?157746-Tutorial-Bad-Geometry-%96-How-to-find-and-fix-it">http://www.3dbuzz.com/vbforum/showthread.php?157746-Tutorial-Bad-Geometry-%96-How-to-find-and-fix-it</a><br />
<br />
<br />
*Tips if you come FROM ZBRUSH. Depending on your model, it may have lot of subtools and lot of polys. Try to decimate your model in Zbrush, so its not that high on millions of poly / OR lower the SDIV in Z then export as obj. Topogun (as Maya) cannot handle millions of polys like Zbrush, so have something in a range that is manageable.<br />
Export .obj a couple of ways:<br />
Under Decimation Master - Export (make sure all your subtools are visible) - this will create all 1 meshed .obj file fom all the decimated subtools.<br />
OR<br />
Under Subtool Master - Export. Chosse settings and export - it WILL export all your subtools separately.<br />
OR<br />
click on the subtool you want to export (in Tools Menu on top under Save as) - Export.<br />
*Tip - if you need to merge a couple of subtools - make those visible, click Merge Visible - it will make a NEW subtool with merged ones.<br />
<br />
<br />
TOPOGUN<br />
Import your hirez object/model into TG. File - Load reference.<br />
Importing multiple obj's in Topogun: <br />
-in Zbrush merge the part without merging verts and then export it as a obj. The obj will store the multiple object when exporting and in topogun each polygroup will be assign to a group.<br />
-in Maya - select all parts of model and Export Selection.<br />
In TopoGun:<br />
you can "load a reference" .obj that contains multiple objects (called groups) and toggle object (group) display off/on independently for retopo. (On top area of TG there is a button "group" - click it and a menu will pop up showing all different subtools).<br />
<br />
IMPOT/EXPORT:<br />
Exporting the newly created rtopo ->> File - Save scene as - choose the extention .obj when saving the scene.<br />
Importing back the retopo to TG ->> File - Load Scene - choose .obj retopo<br />
<br />
<br />
Tools Menu:<br />
Simple Edit - use to make selections, marquee, etc. (HOT KEY - with Right CLick you change between SimpleEdit and SimpleCreate tools). Left Mouse - selects - choose in Tool Options: by verticles, edges, faces, or all of them.<br />
<br />
SimpleCreate - put down vertices, edges on top of your reference. Click somewhere in the reference it creates a starting point/vert. SHIFT - splits edges (or ads a vert)<br />
When you turn on "Make Faces" feature - it makes auto faces when clicking.<br />
<br />
Draw - a topology brush that you draw topo you want<br />
Bridge - to bridge edge loops<br />
<br />
Left-Mouse button to lay down ac ouple of vertices, it creates edges between them - <br />
CTRL - connecting something<br />
SHIFT - splitting something<br />
<br />
<br />
--------------------<br />
SUBD - button on top - makes an "adaptive skin" or shows a preview of your smoothed retopo mesh.<br />
Subdivision Parameters - you can change the settings for seeing SubDiv in TG. If you have Project turned on, you can also see (depending on Levels) - the projected skin from the reference onto your new mesh.<br />
You can save the Subdivision mesh and export .obj for sculpting further. From Subdivision Parameters - choose desired SubD Levels, MOD or ZTL, the Subdivision ->> Save.<br />
--------------------------------<br />
<br />
<span style="color: lime; font-family: Georgia, "Times New Roman", serif; font-size: large;">NURBS</span><br />
<br />
Making a NURBS tube shape out of 2 curves<br />
Go to an orthographic view (side or front), it's easier to work on orthographic with curves.<br />
Use the CV curve tool (or EP curve tool) to make a curve. Create a NURBS Circle, no matter where. Select the circle, holding SHIFT select the curve. (SURFACE MENU) Choose Surfaces - Extrude. For options, pick Tube, At Path, Component, and Profile Normal. Choose Extrude.<br />
After that, you can select the circle and scale the circle to see that the path will follow.<br />
----------------------------------<br />
Now converting NURBS to Poly<br />
In the menu Modify > Convert> Chose Nurbs to Poly Option Box>><br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEipf1Ri5_rWE_74uwzx8jvqM_HzyrSR581478P9YS_qtXIIZBbIecJE7NiFU_06t1C2oUZiKxVsAV639c4dNN851rxvc-gGzlyzTqrxPNcskJcXnqlOLlutRgIjGPweiy_juDbl5CRlCSM/s1600/maya_convert_nurbstopoly.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEipf1Ri5_rWE_74uwzx8jvqM_HzyrSR581478P9YS_qtXIIZBbIecJE7NiFU_06t1C2oUZiKxVsAV639c4dNN851rxvc-gGzlyzTqrxPNcskJcXnqlOLlutRgIjGPweiy_juDbl5CRlCSM/s1600/maya_convert_nurbstopoly.JPG" height="310" width="320" /></a></div>
The images shows MY options that I prefer when converting Nurbs objects to Polygons. <br />
-Quads, General, U type / Number U (are the number of edges that are going to be created on the U axis), V type / Number V (are the number of edges that are going to be created in the V axis).<br />
--------------------------------------<br />
<br />
Lilly Michellehttp://www.blogger.com/profile/07117474808231545353noreply@blogger.com0tag:blogger.com,1999:blog-7493828259898977846.post-52999221188394478912011-08-14T15:28:00.014-04:002011-10-25T20:22:29.269-04:00Zbrush AlphasALPHAS<br />
<br />
Working with Alphas:<br />
If you want to apply an alpha (I usually choose Standard Brush - may also duplicate the brush), choose DragRect, choose the alpha and apply (left mouse click and drag til the desired position). Playing with Zadd, Zsub, Z Intensity value you may tweak the result.<br />
<br />
Importing Alpha:<br />
Alphas are black to white images, you may prepare your alpha in Photshop, save as .bmp .psd .jpg .gif .png .tiff .tga (the supported formats), in Zbrush - click Alpha - Import. (I think one donwside of Zbrush is when you re-work your alpha, you have to import it again and that does not overwrite your previous version, just adds the newly imported alpha - i think its a pain, ending up with several "same" looking alphas" in the thumbnail preview window).<br />
<br />
To be able to move an alpha when applying to model surface<br />
hit "G" (for Projection Master) - choose Deformation and Normalized (checked only) - the Color and Material are NOT checked, Drop Now. Apply your alpha, when moving it choose move, rotate tools, when you are done hit "G" again and choose "PickupNow".<br />
<br />
Stencil:<br />
On a brush choose an alpha, go to menu Alpha - press "Make St" - a transparent square appears. To be able to activate and work with it hold SPACEBAR (Zbrush 4 or right click Zbrush 3). You can move, scale and rotate the alpha. Then choose Alpha Off and with a desired brush draw over the sqaure to get the result. Go to Stencil Menu and turn the Stencil off. <br />
<br />
CREATING ALPHAS in Zbrush<br />
Choose Document Menu - size 256x256 and Resize.<br />
Get Plane3D, draw on canvas and choose Make PolyMesh3D (in tools menu button). Then choose that tool and Edit. Divide a couple of times the rectange (Geometry - Divide - make sure you turn OFF Smooth (smt) ).<br />
Draw some shapes with the brushes and when you are done, go to Alpha menu - GrabDoc.<br />
<br />
To make alpha tilable.<br />
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgP7DDCMvIAs2RBtxtfZLRZ6vSbgb1pofolqLIFwsz1lwWIZGSVhNkoGAHZnlRnzUsjipiDxbieGo3GorcxjhmwJDl20-tvNxADXGjdtexHK6RZOZNRrrRThB3JA7VmjR4eENfaBzbo-GI/s1600/mrgbzgrabber_icon.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img align="left" border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgP7DDCMvIAs2RBtxtfZLRZ6vSbgb1pofolqLIFwsz1lwWIZGSVhNkoGAHZnlRnzUsjipiDxbieGo3GorcxjhmwJDl20-tvNxADXGjdtexHK6RZOZNRrrRThB3JA7VmjR4eENfaBzbo-GI/s1600/mrgbzgrabber_icon.jpg" /></a>Draw some shapes on canvas ( on polyMesh3D divided), make sure do not cross/ exit the rectangle. When you are ready to make it tileable - Turn EDIT off (by clicking it), choose "S" SIGN - for Simple Brush, hold down TILDA "~" and drag>>> this makes the alpha tileable, as going to tile the canvas and this goes for all directions. When you are done, get out of edit mode (if you are), select "S" SimpleBrush and go grab the Mrgbzgrabber (what this thing does is grabs a depth map from your canvas and saves a black and white image in your texture panel). Click and drag outside canvas and this is gonna make an alpha for you. Then click on your Alpha Menu, select that alpha and Export it (as well you can manipulate it in PS, then import back to Z).<br />
<br />
For custom alphas (or any other too), in order to NOT show edges around square of the edge of texture - got Alpha Menu - and play with values of the MIDVALUE and RF.<br />
*Tip - if the image/alpha has medium grey edge, use MidValue to tweak the results. RF is for radial blur the (edges) of the texture/alpha.<br />
<br />
Using Alpha (from texture file).<br />
Go to texture panel, apply texture (texture ON under Tools Menu - Texture map), (Tools Menu - Maskin) mask by intensity - make sure you are in the highest divisions, so you get the most of the detail of your texture, then turn your texture OFF.<br />
* tip - CTRL + Click on the mask will blur it. Alt + Click on mask will sharpen it.<br />
You can either take a brush and start sculpting over the mask. Or go to Deformation Tab and Inflate, it will get a basic inflation of everything.<br />
<br />
Creating an Alpha from Mask.<br />
If you dont have your subtool UVed and you draw a mask, which now you want to create an ALPHA from:<br />
Go to UV master (your model needs to be on SDiv 1 - the lowest). In UV Master (which is in Plugins - if you dont have it - find the plugin in Zbrush official website and install), click Unwrap (TO preview your Uvs in Zbrush - click under UV master menu - Flatten, to close the preview and go back to 3d model - click Unflatten.).<br />
Go to Masking (under Tool menu) - click Create Alpha. Yu can now export it from Alpha Menu. It saves a 16 bit, Grey (no Rgb) image. Use .PSD format for easy tweaking in PS.<br />
<br />
Displacement map is a texture map, so you need UVs to make one.<br />
Put a texture map with texture you wanna displace (import the map file before that). Under Tool menu - Texture Map - New texture, chose it - Texture ON. Open Displacement map chose the same map BUT imported as ALPHA. Turn Displacement ON, slide intensity you can see the poping up of detail from displacement map, to see it applied you have to click Apply. Go to Texture Map and turn texture off. Its a good idea before applying displacement map to have Layer on recorder mode.Lilly Michellehttp://www.blogger.com/profile/07117474808231545353noreply@blogger.com0tag:blogger.com,1999:blog-7493828259898977846.post-42095744563834194852011-08-14T15:27:00.004-04:002013-05-23T13:05:56.083-04:00Zbrush BrushesBRUSHES<br />
Brushes have different Type, Stroke and Alpha.<br />
<br />
Brushes are located in 2 different folders<br />
Pixologic >> Zbrush 4.0 >> Zbrushes <br />
and<br />
Pixologic >> Zbrush 4.0 >> Zdata >> BrushPresets (I use this folder for custom created brushes).<br />
.ZBP is the brush extention.<br />
<br />
- PRESS S to change brush size<br />
- PRESS B on keyboard to get brushes menu<br />
- Change BRUSH MOD (modifier) - if positive will push out, if negative will push in.<br />
<br />
Make sure you have high enough level of subdivision on your model in order for the brushes to have smooth and nice appearence.<br />
<br />
General Settings - Mrgb, Rgb (applies color) (rgb intensity values), Zadd ( usually raise the surface - pulling out), Zsub (usually lower the surface - pushing in), Zintensity - how strong the bush is applied, Focal Shift (makes the inner circle of the brush bigger of smaller - harder or softer applying), Draw size - how big the bush is.<br />
<br />
<b>BRUSH TYPES </b>( Each brush has a unique behavior)<br />
<br />
Standard - standard brush if left as default applies soft nice curves when you draw. STANDARD BRUSH - if modifier is 100 - pinch, if modifier -100 Mushroom the mesh for mass and muscles.<br />
Smooth - usually when you press SHIFT by default settings.<br />
<br />
Clay - very organic feel<br />
ClayTubes<br />
Flaten - flattens the surface<br />
Inflat<br />
Layer - some more flatten resault<br />
Morph - you have to press Morph target first to get that brush to work. (In Tools Menu - Morph Target >> Store MT). Draw soemthing on your model, select Morph brush and using intensity and settings, it brings back the original model (deletes what you draw after morph target on the model).<br />
Move - move the pieces of geometry, great for reshaping<br />
Move Topological<br />MOVE brush - turn on Acucurve<br />
<br />
Pinch - pulls the geo in.<br />
TrimDinamic - for hard surfaces<br />
<br />
mPolish<br />
hPolish<br />
<br />
<b>STROKES</b><br />
Each brush has STROKE feature (stroke is a separate menu in Zbrush)<br />
DOTS - <br />
Drag Rect - great for applying alphas - one alpha per drag.<br />
Freehand - <br />
Spray Stroke - sprays the alphas.<br />
Spray Color - sprays the alpha in more transparent way.<br />
Drag Dot - drags a dot of alpha.<br />
<br />
LazyMouse - follows the move of your mouse more precisely, evening the stroke, dependig on settings.<br />
----------------------- <br />
<b>Insert CurveTube</b><br />SliceCurve - separate in polygroups<br />SNakeHOOK brush!!<br /><br />trick<br />insertCylinder with SYMERTY (radial)<br />HOLDING
ALT while INSERTBRUSH (then ctrl drag) will make a hole. holding
spacebar while draging InsertBrush will move it whiole draging. holding
SHIFT while drag - scaling it.<br />
<br />to make BRICK details on Geo - PUT TEXTURE (with bricks), MASK by intensity , USE LAYER BRUSH!<br />
<br />
<b>TOPOLOGY BRUSH</b><br />draw lines - perpendicular to make topology<br />Hold ALT to delete a curve<br />HOld close to a green dot, see red line to continue curve<br />Curve modifiers (in stroke) - Curve snap distance<br /><br />Hold SHIFT to make round curve line across object<br /><br />Stroke - curve functions - Smooth<br />
------------------------------------------ <br />
<br />
<b>STROKE SPACING:</b><br />
Have your brush on DOTS for stroke. Go to Stroke Menu - Turn on Lazy Mouse, play with Lazy Step values, Lazy Radius 1, Lazy Smooth 0. Basically the Lazy Step is the stroke spacing in Zbrush 4. (at least of what i know.. will update if any other method come up).<br />
ON most brushes under Stroke "Spacing" will not be available..<br />
<br />
<b>SCLUPTING in ZBrush</b><br />
BIG MODIFICATIONS on low level, FINE detail on HIGH level<br />
<br />
Sculpting folds:<br />
Standard, change Curve AccuCurve ON, Depth, graviti strenght - higher value, more gravity on brush. Stroke - Lazy Mouse ON - Lazy step lower value - 0.02. Dots, Lazy Radius 1.<br />
Brush Modifier - 30,<br />
<br />
-------------------------<br />
<b>COLORING </b>in Zbrush:<br />Standart brush - duplicate - take off lazy mouse - STROKE - RGB ONLY<br />100% >> COLOR>> FILL OBJECT<br />Start from this base<br />C= pick upo color<br />V = switches the color<br />COLOR SPRAY - STROKE - modifiers - color variations (0 makes the same color)<br />MODES:<br />under BRUSH >> Alpha and Texture - POLYPAINT MODE - 1 - Standart, 2 - Colorize, 3 - Multiply, 4 - Lighten, 5 - Darken<br />
<br />
<b>To export a texture from polypaint >>></b><br />Tool Texture Map - New Txtr<br />Tool Texture Map - Create - New from Polypaint.<br />Then Clone texture (click the texture IMAGE - export)<br /><br />---------------------------<br />
<br />Lilly Michellehttp://www.blogger.com/profile/07117474808231545353noreply@blogger.com13tag:blogger.com,1999:blog-7493828259898977846.post-11943326107973491732011-08-13T15:57:00.027-04:002013-05-23T13:01:29.474-04:00Zbrush Basic - GeneralIf you draw a lot of object by mistake on canvas. Go edit (selects the last one drawn) click on FRAME (button on Right side, or predss F), go Layer and Clear. <br />
OR CTRL + N for new document, that clears everything on canvas.<br />
<br />
<b>Document menu:</b><br />
Saving the document WILL NOT save your 3d work (or Ztool).<br />
The background gradient of the canvas is controlled by (Document Menu) Back, Border, Border2.<br />
Change color - click on "Back", choose a color from color picker.<br />
"Range" changes the "gradient" of the canvas. Get rid of the gradient - set to 0.<br />
Increase the level of gradient with "Center".<br />
"Rate" is how fast does the gradient change.<br />
To change the size of document, make sure you remove your 3d model first.<br />
WHEN importing multi object - FIRST import the largest part, thats how Zbrush handles scaling. Then choose the largest object and in subtools - append the rest of them.<br />
<br />
<b>GRID</b>: Draw: Grid Size (change). ALso FLOOR has button selections for X, Y and Z.<br />
<br />
<br />
If the normals are the opposite from Maya to Zbrush - select the object with inverted normals, go to DISPLAY PROPERTIES in Tools menu - click on FLIP.<br />
<br />
- PRESS CTRL over a button to get INFO for it.<br />
- Turn LOCAL On - RHside "local" THE PIVOT POINT - the last point I click becomes the pivot point<br />
- Geometry DIVIDE - go up on res level press D; go down press Shift D<br />
- To be able to see inside the model - in tools on bottom DISPLAY PROPERTIES - Click <br />
and activate DOUBLE<br />
- For more accurate selection >> use POINT SELECT ON >> in Transform menu<br />
- PREFERENCES ->PERFORMANCE-> MultiDraw OFF<br />
- MASKING - CTRL ALT - to sharpen the mask, CTRL to soften the mask<br />
- Remove material information - go to Flat color and prezz Zadd and M, fill object.<br />
- Smoothing Divide - if you turn SMT off, it will divide but edges will be still the <br />
same.<br />
- to SubDivide a particular area on your model, MASK off the part you dont want subdivided - be sure to be on the LOWEST SDIV level, hit Divide.<br />
- Press SHIFT + F - to show polygroups and wireframe.<br />
<b>POLYGROUPS </b>(in tools)<br />
autogroups - will separate all subtools (separate objects)<br />
uv groups - separate by UVS<br />
GROUP VISIBLE - separate by selection<br />
(to select polygroups - Ctrl + Shift + Click<br />Make polygroup out of masking shortcut: Paint A MASK - hit CTRL + W = make polygroup out of the mask (from visible)<br /><br />
<br />
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9s6c35J3vpKl9MPZgZl_a4gsHPhXtkxe-JnirIqr56K4dS8UnjeVtG7XmiD2dFMWAm89UTXt0PcS-PWwDeFZVxt4bcrKMA7_Dis1ZDEJtNCOo8MRe-UW8vy2je9LrdGG8BUJxkVeim7c/s1600/morphtarget.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9s6c35J3vpKl9MPZgZl_a4gsHPhXtkxe-JnirIqr56K4dS8UnjeVtG7XmiD2dFMWAm89UTXt0PcS-PWwDeFZVxt4bcrKMA7_Dis1ZDEJtNCOo8MRe-UW8vy2je9LrdGG8BUJxkVeim7c/s1600/morphtarget.jpg" /></a>MORPH TARGET<br />
At first may seem abit strange and hard to make it work, but once you understand it - its great.<br />
BE SURE to store MORPH target on the HIGHEST subdivision level you are on! See the image - this appears in the morph menu when youhave a morph target stored.\<br />
*TIP - always a good idea after you stored the MT, to use Layers when sculpting<br />
IF by any chance you have stored MT on lets say Sub-div 3 and youhave already sculpted some details on the model, or on layers, and now you decided you need to go a level up to SubDiv 4. Duplicate your subtool, delete all the sculpting (layers) or use MORPH brush to erase all detail! Now you should have a original subtool with detail and duplicated subtool with NO detail. On duplicate delete the morh target, go level UP and Store again MT. Now start projecting the settings from original one by one to the duplicate!<br />
<br />
If we are going to export from Zbrush model back to Maya - is NOT a good idea to do <br />
a GROUP SPLIT (from zbrush)<br />
<br />
<b>GOZ </b>is little tricky and often going back and forth between Zbrush and Maya should be with extra care! Save Often (and make new ZTL files in case something got skrewed you can always go back to a previous state!). <br />
*To clear the clipboard of Zbrush - exit Edit mode, CTRL + N - cleans the canvas area, click the BIG S (SimpleBrush) icon under Tools, choose your model again draw on canvas ENTER EDIT mode.<br />
<br />
If you have a problem is with the X symmetry, like trying to sculpt something but you notice that the symmetry is not even. You need to mask out the half of the character you're happy with <br />
and then go to Tools>>>Deformation tab and find Smart ReSym - it should fix the problem. It copies the masked half across. <br />
<br />
<b>SUBTOOL MASTER</b> - organizes different objects exported from Maya into Subtools in Zbrush<br />
TRANSPOSE - manipulate multiple objects inside Zbrush. In edit mode of object - move, scale ot rotate - click on of those. Draw an action line - We got 3 different point to manipulate.<br />
MOVE SELECTED - Click on center wide dot - reposition the model. Click outside red dots - Scale or sheer the model. Center of the dots - does the action, moves the object towards the other end of 3 dots. If we click the EDGE of dots will reposition action line.<br />
SCALE SELECTED - center dot = scales along the axes, perpendiculat to action line end dots scale towards the other side.<br />
ROTATE - use thes as a lever.<br />
<br />
Mirroring OBJECTS with Subtool Master.<br />
When you have your subtool and want it mirrored (on X) for example a shoe, make sure you have your layers baked in, before mirroring (because it will encounter problem).<br />
<br />
---------------------------------------<br />
<b>DYNAMESH</b><br />Group will split polygroups into separate pieces<br />Blur smooth out the mesh<br />POLISH - great - polishes geo (LIKE creasing edges)<br />CLAYPOLISH!!<br />Project - keeps the detail as is<br />
ADD geo in Zbrush - mask, hold CTRL + move.<br />
<br />
<b>REMESHING in Z</b><br />
Remesh can be very useful but sometimes a pain to do.<br />
Make sure your low poly mesh (geo) is all equal and nicely even quads. Close all holes and gaps, because remesh and projecting in general in Zbrush do not like any cavities. Also WHEN PROJECTING - make sure your faces are NOT overlapping, and normals are flipped the right way.<br />
Import your low poly model (one piece and should NOT be complex!!), the pieces of your model have to be logically separated, do not remesh a complex whole mesh, better separate in Maya and close all the gaps. You can remesh as many subtools as you want. <br />
Divide the model a couple of times (do not exceed subdivision 4, 5 or 6 - depending on polys and complexity). Choose a higher resolution for better remeshing (by default is 128), choose a value for Polishing (default is 10). Remesh all.<br />
After the piece is remeshed - divide it a couple of times so it matches his master. With both subtools VISIBLE, click project all.<br />
<br />
<b>HOW TO UV a remesh.</b><br />
This task can be a little tricky - due to the high poly content of the remeshed tools sometimes.<br />
Lets say you have a piece (subtool) on SDiv 5, that needs to be remeshed.<br />
* Does the new remesh carry the same UVS as its master? When you do REMESH - it comes WITHOUT UVS.<br />
So how do we do Uv on a remesh? Fisrt off - for a BIG heavy original piece that needs to be remeshed - use low remesh settings, make sure the new remesh is accurate to the original, otherwise you dont want holes and gaps in your new remesh.<br />
Also note that UV master CANNOT handle LOTS of polys!<br />
So with the newly created (kinda low poly) remesh, use UV master to unwrap. If you get an error doing unwrapping in Uv master, i think that your remesh has to be lowered on polys.<br />
I do this 2 ways:<br />
1. Either change settings for resolution when you create the remesh.<br />
2. Or bring in Maya and:<br />
- LOWER polys (Polygons - MESH - REDUCE) - bring back to Z.<br />
- you can also make quads faces (remesh in Z used triangles as well as quads) Mesh - Quadrangulate, so when you bring back in Z - also check if under Tools - Geometry - Reconstruct SubDiv.<br />
*Tip about UV Master, you can use existing UVs from imported model and work on that in UV Master - just click "Use existing UV Seams" button before you hit "Unwrap".<br />
<br />
<b>UV MASTER:</b><br />
Making Uvs for a human head.<br />
Open UV master - Zplugin - UV Master<br />
Symmetry ON (if the head is symmetrical), Enable Control Painting (ON, it will lit in color orange).<br />
Click the button Attract - and start painting WHERE you want your seems to be. Make sure the blue line color of your paint is connected (for the seems).<br />
Click Protect - start painting (red color) the FACE, so it protects the face from being cut on seems.<br />
Click Unwrap. To check the Uvs - Click the button Flatten. You MUST be on the lowest subdivision level for that feature to function. <br />
To go back in 3d view in Zbrush - click Unflatten.<br />
<br />
<br />
<b>How to RENDER:</b><br />
When you have a model you want to render, go Document and change width and height - make the size of the desired render. This will clear your canvas, so drag your model again, hit Edit. In Zoom Menu hit AA Half so you have Antialiasing. Click Render Menu and hit Best.<br />
You can Document> Export image as .psd, .bmp or .tiff or PrintScreen.<br />
<i>* Step by Step How to:<br />
Open you model in Zbrush - applpy material. Go to Document size and make it double as much as you wanna render - lets say 4000px x 3000px. Clear your canvas (CTRL + N) drag your model, press T to do to Edit mode. On the upper right corner ise ZOOM button to pose your model inside boundaries of document. Then click Actual (for actual size) then CLICK AAHALF - that turs anti-aliasing on. Open render Menu, make sure buttons Shadows and AOcclusion are ON. CLick BEST (for render), wait for image to render and dont click anywhere else (it will exit the rendering mode) - click Document - export and export your image in one of the 3 formats - .psd, .bmp or .tiff.</i><br />
<br />
<br />
<br />
<b>DECIMATION MASTER</b><br />
Decimation Master is used to create a model with lower polycount while still keeping most of the details. It's vey easy to use. Its a plugin you have to install separatelly in Zbrush (but its free). Its located under Plugin Menu - decimation master. When using Decimation, sometimes you dont really see anything happening (of course depending on settings), so to see difference Hit PolyFrame (Shift + F). What is actually does is automatically reducing your mesh.<br />
If you have multiple subtools you can choose from the following:<br />
Pre-process current - processing the current tool you are on<br />
Pre-process all - processing the whole tool<br />
Then choose either:<br />
process % percentage<br />
process K polys (you can assign any number of final result here)<br />
Process K Points.<br />
Once you choose the decimation quality you may:<br />
Decimate current (for current subtool you are on)<br />
Decimate all - for the whole tool.<br />
*Another trick is - if you are on a subtool, you can mask off the desired areas which you want decimation to retain resolution (try to mask with LOWER intensity of color, so its more transparent) - then pre-process current, then decimate current. Its gonna tell Zbrush to kind of retain the geometry in this area.<br />
* Good tip - when you decimate all your subtools - you can do all in one or separately one by one.. but in the end - click EXPORT button - it will export all your subtools as .obj file.<br />
<br />
-------------------------------------<br />
SPOTLIGHT 0 is located in the texture menu.<br />
Open TEXTURE menu (on the top) drag it on one of the sides. Import an image. There are some buttons right under the images (the spotlight buttons) the 4th one from left to right - with a + and - sign on it. That loads the image you have selected into the spotlight. To TURNO off the spotlight with hotkeys - press SHIFT and Z. To show the spotlight circle press "Z" for on and off. (Z key to bring up the Spotlight control wheel).<br />
You can also SAVE the spotlight and load it.<br />
<br />
<br /><br />Lilly Michellehttp://www.blogger.com/profile/07117474808231545353noreply@blogger.com1tag:blogger.com,1999:blog-7493828259898977846.post-17628850494706221582011-07-23T20:55:00.016-04:002011-12-06T15:58:56.177-05:00Maya - SkinningTo bind the skin to the bones (joints) select skeleton, shift select geometry - Skin - Bind Skin - Smooth Bind.<br />
<br />
Paint Weights (Animation menu - Skin - Edit Smooth Skin - Paint Skin Weights Tool).<br />
Under Influences (by Hierarchy) you can select the joints you want to paint the weights. Carefull with that tool, because it tends to mess the model (if you sometimes undo).<br />
When holding "B" you can scale your brush.<br />
Paint Weights: <br />
Paint Operation - Replace, Add, Scale, Smooth<br />
Value is important it changes the brush from Black (0) to White (1).<br />
<br />
Mirror Skin Weights - if your model is symetrical and you worked on one side of it, you can mirror the skin weights to the other symetrical side - XY, YZ or XZ. Leave at Closest point on surface.<br />
Important - when miroring the skin weights - remember to bring back the model to its default (if you have set any kind of keys or animation - revert to pose 0 - or key 1, to apply the mirror).<br />
<br />
IF YOU CHANGE your geometry WHILE your geo is skinned - its very possible your skin weights to get skrewed!!! so:<br />
Export Skin Weight Maps.<br />
You can export the painted weights into a map and then import it back onto the model. (that can be done for safekeeping) :)<br />
Select the geo mesh, (Animation) Skin> Edit Smooth Skin> Export Skin Weight Maps Options.<br />
In the options you can choose export Value (Alpha or Luminance*)<br />
Map size for example 1024px. Image format - i choose Tiff because it doesnt lose quality and supports alphas (for example JPG doesnt).<br />
Tip* - when you click Export button it will ask you to save your file, name it and it will write as many maps as joints you have. I think ALpha or Luminance is the same if you choose TIFF format, because when you open the file you can see the painted weights on the layer and an alpha chanel with your UVS. It will also make a new folder for all the tiff files, but the main file you can re-import is (whatevename).weightMap.<br />
Prune Small Weights - takes away any weight thats below the number put in "Prune below". Good for getting rid of minor influences.<br />
**TIP - if you have Game UVs (mirrored on top of each other) - export skin weights might be NOT the best solution. Instead use the command copy skin weights (you must have OLD skin weights model saved on a separate file, import that maya file select first model with GOOD skin weights, shift select the second model you want to paste the weights over and hit command - Copy skin weights (under (Animation) Skin> Edit Smooth Skin.)<br />
<br />
Reset Weights to Default - just reset and start from scratch.<br />
<br />
<span style="font-size: large;">Skinning with Clothing</span> <br />
How to skin a model with separate cloths.<br />
1 method: You can create cloth (Maya Cloth, nCloth), so when the model is set as a collision, once the model is moved the clothes will respond to that movement.<br />
<br />
2 method: You have to bind cloths to their appropriate joints. Do not bind clothing to the entire mesh, just select the respective joints to bind them. So first bind the character (mesh) to the skeleton (the whole skeleton) then select the base mesh (the one with weights painted) and select cloths, then copy skin weights. It takes the weights from the base mesh and adds them to the clothing mesh.<br />
<br />
<span style="font-size: large;">BINDING</span><br />
<br />
-Once you bind/skin the mesh to your skeleton - you can no longer scale the mesh (as you can see the scale tool is disabled).<br />
-if you need to UNBINED the mesh from your skeleton<br />
1. select the mesh then go into (Animation) Skin>Detach Skin<br />
OR 2. select your mesh and EDIT - Delete by Type - History - so there no longer a conencion between both. <br />
<br />
- ADD INFLUENCE<br />
Select the mesh (you want to add an influence/joint to be bind) - select the desired joint (Animation) SKin > Edit Smooth Skin > Add Influence.<br />
<br />
- MOVE JOINT While Skin is binded<br />
Select the Joint you want to move, go (Animation) Skin - Edit Smooth Skin - Move Skinned Joints Tool (and move your joint)<br />
<br />
<span style="font-size: large;">Exclude Joints from binded skin:</span><br />
Select the mesh (geometry) - SHIFT select a joint, go to (Animation) Skin - Edit Smooth Skin - Remove Influence.<br />
<br />
------------------------------------------------------<br />
Manipulate the IK Pole Vector<br />
Select the IK rotate plane handle, click the "Show Manipulator Tool" on ( T key). The IK handle's pole vector, twist disc, and rotation disc are displayed.Lilly Michellehttp://www.blogger.com/profile/07117474808231545353noreply@blogger.com0tag:blogger.com,1999:blog-7493828259898977846.post-84077237646449929482011-07-23T20:54:00.005-04:002011-10-25T20:27:44.870-04:00Maya - Rigging<div style="text-align: left;">I had to recently rig a couple of my characters. Here are some useful remarks on the Rigging subject.</div>First I will mention several of the helpful tutorials from various publishers. If you are new to Maya Rigging, I can recommend:<br />
1. Linda.com - Character Rigging<br />
link - <a href="http://www.lynda.com/Maya-8-5-tutorials/character-rigging/382-2.html">Maya 8.5 Character Rigging</a><br />
This is a great tutorial, very easy to follow from start to finish, especially for newbies.<br />
<br />
<br />
2. Digital Tutors - they have various DVD (and they always update them for the new up-to-date software). I find DT great for newbies, they have lots of projects from start to finish, but overall if you are more advanced - the final overview of their stuff would be more desired.<br />
a) Character Setup<br />
b) Character Rigging<br />
c) Character Binding and Skinning<br />
Some links - <a href="http://www.digitaltutors.com/11/training.php?cid=5&pid=321">Character Rigging for Production in Maya 2011</a> , <a href="http://www.digitaltutors.com/11/training.php?pid=335">Introduction to Character Rigging in Maya</a><br />
<br />
Digital Tutors Search engine is quite good, since they always updated, its great to find a tutorial by choosing the software, subject and type. Tons of tutorials will show up :)<br />
3. Gnomon - The skinned Character Rig<br />
link: <a href="http://www.thegnomonworkshop.com/store/product/468/The-Skinned-Character-Rig">The Skinned Character Rig</a>, <a href="http://www.thegnomonworkshop.com/store/product/468/The-Skinned-Character-Rig">The Puppet Rig</a><br />
<br />
<span style="background-color: #c27ba0; font-size: large;"> TIPS: </span><br />
1. when you have a skeleton for your character and want to move a joint (without moving the hierarchy) simply PRESS the INSERT button on your keyboard and move the joint.<br />
<br />
2. JOINT Orient. Sometimes when placed - joints are not rotated the way we want. To adjust the joint orientation, select the joint and >> PRESS F8 (to get into Component mode), then on the top shelf a question MARK will show up - Press it. <br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEge4jrBKKdVfF5ErhlNZ15czttiISc_xAkWaNCoGF03VTfmIgBvQ6wowZZNlJwBxWmh5Nuk20DThuhUNGiwstVb-eSuS-S1OoC3Ps0n3O7Sc0zKzeJTxT5bkzfzPI-ayEIV0n_QCwGfFKA/s1600/f8componentjoint.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEge4jrBKKdVfF5ErhlNZ15czttiISc_xAkWaNCoGF03VTfmIgBvQ6wowZZNlJwBxWmh5Nuk20DThuhUNGiwstVb-eSuS-S1OoC3Ps0n3O7Sc0zKzeJTxT5bkzfzPI-ayEIV0n_QCwGfFKA/s1600/f8componentjoint.jpg" /></a></div><br />
This enters the mode where you can twist/rotate the joint itself. When done, press again F8 to get out of component mode.<br />
<br />
3. Set values to ZERO.<br />
When placing the joints, its important to work in Orthographic Views, so the joints can be placed on a GRID.<br />
Before you add controls, binding or anything.. its good to have your Joints reset - Freeze Transformation. NOTE that TRANSLATE values for joint won't freeze.<br />
To change the SIZE of joints go DISPLAY >> ANIMATION>> JOINT SIZE<br />
or when a joint is selected go to - channel box ->> radius (change the value).Lilly Michellehttp://www.blogger.com/profile/07117474808231545353noreply@blogger.com0tag:blogger.com,1999:blog-7493828259898977846.post-59066110422753545362011-07-23T18:38:00.005-04:002011-11-02T11:30:42.124-04:00Maya - Zbrush Workflow (Goz)Maya - Zbrush Workflow can easily happen with the plugin (in Zbrush 4 and up it is integrated) - called GOz. Even it gives you a great comfort of NOT importing/exporting .obj ..still there are some tricks and mistakes you can avoid if you know how.<br />
<br />
When for the first time installed Zbrush finds your programs (Preferences> Goz) - you can see /click the paths to different programs (Cinema 4D, 3D Max, Maya, Modo). When its connected to Maya - it makes a separate shelf (mel) in Maya called GoZbrush - with only button there (GoZ). I have encountered a problem, one time that button disappeared for some reason - and I had to DELETE the shelf and re-install the path to Maya again.<br />
<br />
In Maya you must select your low poly model and click Goz button, it will directly import it in Zbrush (if the program is not active it will open it for you).<br />
Be careful as Zbrush does not like Nsided faces - that are NOT quads or triangles. It will give you a warning.<br />
a) Zbrush can automatically convert those Nsided faces for you <br />
b) You can check your model before exporting with Goz to Zbrush:<br />
Select your model, go to faces mode. Click Select (on top menu) >> Select using Constrains..<br />
Constrain: All and Next<br />
Properties - Order - NSIDED (it will show all faces that need to be corrected).<br />
<br />
Another thing to AVOID by all means. When you work on your model in Zbrush and lets say you have hidden part of your model with "drag while holding CTRL SHIFT".. IF at this moment you click Goz to export your model to Maya... there is a very big possibility for your model to be gone/ skrewed forever. So make saves often and make NEW files (like keeping good archive of the steps while modeling).<br />
<br />
RESETTING the scene in Zbrush when importing models - (so to avoid for Zbrush to try to re-topologize or "update" your old model).<br />
If you are working on a model and at some point would like to import another one, >>>exit "edit" mode, press CTRL +N (for new scene), SELECT ZSPHERE (in th "Tool" menu) - that completely resets the scene.<br />
<br />
<br />
LAYERS.<br />
Having a couple of layers while working on your model is not a problem for exporting. The problem is if you have ACTIVE layer (on recording mode), so make sure you don't have a layer that is currently recording, and then export your model.<br />
<br />
SYMMETRY (when pressing the X key you turn symmetry On and OFF)<br />
There can be many problems with symmetry when working Maya-Zbrush. Always make sure the models you export from Maya (or Goz to Zbrush) are in the absolute center of the grid (for X if you want to work with X symmetry, and so on).<br />
TIP1. If you have your model with different parts which is symmetrical in Maya, if when you use Goz to Zbrsuh the symmetry is OFF, TRY to Goz first the very symmetrical part of the mdoel, then import the rest.<br />
TIP2.<br />
Also in Maya - CUT the half of your symmertical body (faces, select the half and delete) - go to Vertex mode, select all verticles along the try to snap the centered verticles along the Y grid Axes, hold X (for snap to grid), make sure in the Move tool options (in Tool settings, when you double click move tool it opens) - make sure "Retain component spacing" is OFF. Then go to Object model ,select the cut half - Mesh -> Mirror geometry (option box) choose between +X or -X (depending on which part you have deleted) and have "merge with the original" and " Merge vertices" ON.<br />
Another good things to check:<br />
- Delete history in maya<br />
- Freeze transformation and Reset Transformation after that puts the pivot point in the absolute zero of the grid.<br />
- check UVs if you have any uv out of the square box area.<br />
TIP3. another problem to research is if your mesh is WAY to big (gigantic) that can cause issues in zbrush.Lilly Michellehttp://www.blogger.com/profile/07117474808231545353noreply@blogger.com0tag:blogger.com,1999:blog-7493828259898977846.post-11059519698059946342011-07-23T18:02:00.002-04:002015-09-12T17:49:57.931-04:00Maya - Camera Settings1. MOVING CAMERA - if you move the camera and want to undo! Press BRACKET ( [ ] ) keys - to undo/redo that.<br />
<br />
2. To open camera settings (if you are in Perspective, or any other type of view) - Open the Attribute Editor, then click - VIEW> Select camera. The settings will open for that particular camera. ( other of the ways to select a camera is to open Outliner (Window>Outliner) and click the camera).<br />
<br />
3. Camera Atributes near CLIP PLANE - 0.100 - closest, FAR Clip Plane - FURTHEREST camera view! How close or further camera can go with seeing your model.<br />
<br />
4. Environment (in camera settings) - you can change the BACKGROUND of the rendered image, as well use/create an image plane.<br />
<br />
5. Display Options: all about the Film Gate, Gate Maks, Resolution Gate.<br />
in Overscan - you can change the size of Resolution Gate (you see in the view). Default is 1.300, but making it 2.500 for example would show more "fit" resolution in the screen, especially if you have bigger IMAGE SIZE values in your render settings.<br />
<br />
6. Camera and Angle of View<br />
One of the most important settings for the camera is Angle of View (which is connected directly with Focal Lenght). <br />
Smaller value of Angle of View (lets say 30) - make model look more orthographic, bigger value (lets say 100) - look more 3D and distorted.<br />
<br />
<br />
7. <strong>RENDERING AMBIENT OCCLUSION IN SCENE</strong><br />
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhCHhlH-QmjtpK5ve1Sxgq4jjoUoseHthDTMcgLfU6gFfrdL9SwpsxOv8aLiD5wbuO10klwFYEvjzz98GfvD45ykW1MU7yIeFOyYAuZ6JJYYI7A1VJ_ZKMhUkzvQ0vHYQey0AZKdpVSQXA/s1600/render_settings.PNG" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhCHhlH-QmjtpK5ve1Sxgq4jjoUoseHthDTMcgLfU6gFfrdL9SwpsxOv8aLiD5wbuO10klwFYEvjzz98GfvD45ykW1MU7yIeFOyYAuZ6JJYYI7A1VJ_ZKMhUkzvQ0vHYQey0AZKdpVSQXA/s200/render_settings.PNG" width="152" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEidJ3muu40ZFR2Kh4tRSl6m_rav2iGagXa_D-MNkG2yzvPpaPLkjs3F0lY6q_6MZ6UAGROX4WLKKgvUIXh_8JwGFYyAsVt5ahALjJAnXgFdukvSG3ivk4QoPqqBHtOfHLBOAnRNyiOecJg/s1600/mib_amb_occlusion.PNG" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEidJ3muu40ZFR2Kh4tRSl6m_rav2iGagXa_D-MNkG2yzvPpaPLkjs3F0lY6q_6MZ6UAGROX4WLKKgvUIXh_8JwGFYyAsVt5ahALjJAnXgFdukvSG3ivk4QoPqqBHtOfHLBOAnRNyiOecJg/s200/mib_amb_occlusion.PNG" width="170" /></a>To render AO.<br />
Create a NEW Render layer. <br />
Assign geometry to that layer. <br />
Create a Surface shader. <br />
Double click Out Color choose Mental Ray Render Nodes - Textures) - mib_ambient_occlusion. <br />
Settings can differ for different scenes but here are some you can tweak.<br />
Rays 528 (the more the better, but adds to render time)<br />
Bright - White color - to whiten the whites - use 2 in V.<br />
Black color - to darken the darks use "-1" in V.<br />
Spread - 2 (spreads the shadow effect)<br />
Max Distance - 40 (or 20 for lighter effect).<br />
Render.<br />
<br />
8. <strong>RENDERING LIGHT MAP for gaming</strong><br />
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiSwNbIP2gAjsncqL8FD5xIrciFNfHz29BelTLFp_NHSW1IBf1lMgghrWRtikQNYDtlljLKXz6rutM8-q98kIbrBy4SjhYE4mj8i8MxRxzC8VQPl3boSDkD5ONZpI5IcKNVxJ3kRLZUfTk/s1600/attributeeditor.PNG" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiSwNbIP2gAjsncqL8FD5xIrciFNfHz29BelTLFp_NHSW1IBf1lMgghrWRtikQNYDtlljLKXz6rutM8-q98kIbrBy4SjhYE4mj8i8MxRxzC8VQPl3boSDkD5ONZpI5IcKNVxJ3kRLZUfTk/s1600/attributeeditor.PNG" width="185" /></a><br />
<br />
First combine all geometry that has ONE UV MAP.<br />
Make sure you have Mental Ray loaded in Maya.<br />
<br />
Select geometry >> right click on it >> chose Baking >>Assign New bake set (mental ray) >> Texture bake Set<br />
It appears in OUTLINER (if its not selected, select it). in the Attribute Editor choose:<br />
Light and Color<br />
X resolution 1024 or 2048<br />
Y resolution 1024 or 2048<br />
JPG or TGA or BMP<br />
Number of Samples 4<br />
<br />
---------------------------------------------------<br />
<br />
Now from the Rendering module, "Lighting/Shading" menu select the "Batch Bake (mental ray)" option.<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhCPPaeCMVswp-TP-q8lhNwduVIj0Wm6F38vmLQtXI2xUb7nWR-AV7IIF9LgEUDTwIRmbloAPyaeLwyBTxEVBaNVgmwISCBUGUXYWkQVUmMvTSE6E92QmNMyWjlv1aS9CrImlT-kLfJix4/s1600/mentalraybakingoptions_THIS.PNG" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhCPPaeCMVswp-TP-q8lhNwduVIj0Wm6F38vmLQtXI2xUb7nWR-AV7IIF9LgEUDTwIRmbloAPyaeLwyBTxEVBaNVgmwISCBUGUXYWkQVUmMvTSE6E92QmNMyWjlv1aS9CrImlT-kLfJix4/s1600/mentalraybakingoptions_THIS.PNG" width="227" /></a></div>
Choose Objects to Bake - Selected<br />
Bake to Texture<br />
Bake Optimatization - Single Object / or Multiple (if your GEO is NOT combined) <br />
Bake Shadows ON<br />
Use bake set override<br />
Color Mode - Only Light / or Occlusion<br />
Occlusion Rays 150<br />
baked<br />
1024 or 2048<br />
TGA / JPG or BMP<br />
number of samples 4<br />
Fill texture seams 3.000<br />
<br />
Convert and Close<br />
The MAPS appear in your project folder / renderData/mentalray /LightMapLilly Michellehttp://www.blogger.com/profile/07117474808231545353noreply@blogger.com0tag:blogger.com,1999:blog-7493828259898977846.post-22107693699525390372011-07-21T16:41:00.009-04:002016-04-05T12:46:53.165-04:003D Schools, Workshops and TrainingWow, this would be a big topic to cover for webinar, forum-based class, workshop, school, training or course.<br />
<br />
ONLINE SCHOOLS AND TRAINING (why online, for many people, especially after the college age is much more comfortable taking an online class, workshop.. being able to study at own pace. There are many companies/schools out there offering paid training, as some of them are really excellent. Either you want to polish your skills, or start from beginning, here I will include my ongoing research for the such):<br />
<br />
<span style="color: red; font-size: large;">Animation:</span> <br />
<br />
ANIMATION MENTOR:<br />
<a href="http://www.animationmentor.com/" target="_blank">http://www.animationmentor.com/</a> - is by far one of the best on the industry, as i hear many and very positive feedbacks. It's about 21K for about 1 year and half (18 months program), and as far as I know its "online, though I think they have a campus in LA.<br />
They concentrate ONLY on animation, so no other training would be covered as modeling and texturing - NONE.<br />
<br />
<span style="color: red; font-size: large;">Beginner modeling:</span><br />
<br />
The NY based company <span style="background-color: red;">3DTi</span> - <a href="http://www.3dtraining.com/" target="_blank">http://www.3dtraining.com/</a><br />
I personally tried it and was very satisfied. Its a WEBINAR, which means, you have specific time you have to log to a website and have LIVE session (for about 4 hours with 30 min break) with instructor and classmates. The Basic program for beginners - you have to choose either MAX or MAYA (well, i chose Maya) and it covers the architectural visualization - first step, having a project done for 4 weeks - from start to finish.. and its about $1000. Do not expect miracles, it all depends on how much effort you put in it, as well as talent, but they do have a student gallery online you can check.<br />
Their intermediate program is 3 months long and about 3.5K - covers a car modeling, VFX and animation (1 month for each).<br />
<br />
<span style="background-color: red;">DIGITAL TUTORS (changed its name to <strong>PLURALSIGHT</strong>):</span><br />
<a href="http://www.digitaltutors.com/11/index.php" target="_blank">http://www.digitaltutors.com/11/index.php</a><br />
They
used to have a lot of DVD training, but I think right now is
subscription-based, and as far as I know - NO mentor based training,
learn at your own pace.<br />
<br />
<span style="color: red; font-size: large;">THE FAMOUS:</span><br />
<br />
<span style="background-color: blue; color: white;">GNOMON school of Visual effects</span> - <a href="https://www.gnomon.edu/">https://www.gnomon.edu/</a><br />
I have to tell that I am amazed of that school, located in LA, I hear many great feedbacks. You don't get a diploma from them, even though they have 1, 2 and 3 year programs. Starting from about $20K to $80K. Yes, quite expensive.. but can't beat knowledge!<br />
They also offer ONLINE classes, separately, depending on your desire and need. A class is about $1700 per topic and its 8 weeks long forum-based training. This means - you have your mentor upload the videos, which you have to follow and then ask your question in the forums.<br />
<br />
<span style="background-color: red;">The Gnomon WORKSHOP</span> - <a href="http://www.thegnomonworkshop.com/" target="_blank">http://www.thegnomonworkshop.com/</a> - is a different site (close to Digital Tutors) that offers various DVD's and self-directing trainings.<br />
<br />
<span style="background-color: red;">GUMROAD</span> - <a href="https://gumroad.com/">https://gumroad.com/</a><br />
I see more and more artists creating their own little but helpful tutorials on various of subjects using the gumroad platform - each price vary most from $5, $15, $20 and up. Since gumroad doesn't have a gallery or list to choose those tutorials from, here is a nice forum thread in polycount with bunch of names:<br />
<a href="http://www.polycount.com/forum/showthread.php?t=137585">http://www.polycount.com/forum/showthread.php?t=137585</a><br />
<br />
<span style="background-color: red;">SKILLSHARE</span> - A website community for online learning and sharing skills <br />
(monthly subscription $9.95 OR buy a class for $20).<br />
<a href="http://www.skillshare.com/">http://www.skillshare.com</a><br />
<br />
<br />
<span style="color: red; font-size: large;">WORKSHOP:</span><br />
<br />
Some of THE BEST workshops out there are from <span style="background-color: red;">CGSOCIETY</span>. <br />
<a href="http://www.cgsociety.org/training/">http://www.cgsociety.org/training/</a><br />
They have various workshops, unfortunately you have to be either subscribed to their mailing list, or check the website often, because their schedule is UNPREDICTABLE :)<br />
Well, they do have some world-known instructors and trust me... for their prices - those workshops are PRECIOUS!<br />
I took a couple with them and I am quite satisfied. For about $599 (you get 10% OFF if you are a CGSociety member, which is about $50 per year) - they have 8 week forum based class.<br />
<br />
<span style="background-color: red;">ZBRUSHWORKSHOPS</span> (Visualarium, UArtsy) - MASTERCLASSES <a href="https://www.uartsy.com/">https://www.uartsy.com/</a><br />
<a href="http://zbrushworkshops.com/" target="_blank">http://zbrushworkshops.com/</a> - Ryan Kingslien - probably THE MOST famous Zbrush Teacher/ Mentor/ Instructor out there. I have heard ALOT of recommendations for his classes, especially for ANATOMY.<br />
ZbrushWorkshops (aka <strong>Visualarium, UArtsy</strong>) is becoming more of a online digital school with one of the best instructors in CG Industry, definitely worth checking it out. A class is about 10 weeks and about $1000. Weekly or bi-weekly webinar live critiques with the instructor.<br />
Kris Costa, Ryan Kingslien, Steve Lord, Cesar Zambelli<br />
<br />
<span style="background-color: red;">SCOTT-EATON.COM</span><br />
<a href="http://www.scott-eaton.com/anatomy-for-artists-online-course/anatomy-course-registration_2" target="_blank">http://www.scott-eaton.com/anatomy-for-artists-online-course/anatomy-course-registration_2</a><br />
Probably one of THE BEST ANATOMY classes outhere. About $500 per 8 weeks. Highly recommended for learning Anatomy.<br />
<br />
<span style="background-color: red;">ANATOMYTOOLS</span><br />
Also check out this great site: <a href="http://anatomytools.com/" target="_blank">http://anatomytools.com/</a><br />
Workshop, classes and products (like Male and Female figures of anatomy study).<br />
<br />
Mostly ON-site in California, classes go filled up fastly - about $1200-1500 per ONE week (intensive class). Also a lot of sculpting in clay classes, they do have some digital ones (ZBrush).<br />
<br />
<span style="background-color: red;">Philippe Faraut</span> - SCULPTING - books, Dvds, wroskhop based in NY state.<br />
<a href="http://philippefaraut.com/" target="_blank">http://philippefaraut.com/</a> - worshop, classes and seminars - <a href="http://philippefaraut.com/workshops.php" target="_blank">http://philippefaraut.com/workshops.php</a><br />
<br />
<span style="background-color: red;">NEW MASTERS ACADEMY</span> - pretty new website - early registration is $19 per month (2013). <br />
<a href="http://www.newmastersacademy.org/" target="_blank">http://www.newmastersacademy.org/</a><br />
TONS of great classes, courses and workshops!! Drawing, Painting, Sculpture, Composition, Anatomy, 3D Content.. Subscription based - $19 per month for video lessons, $29 per month for video lessons + 3D content. 7 days free trial.<br />
<br />
<span style="background-color: red;">STAN WINSTON School of Character Design</span> - Learn Monster Making from the masters of FX.<br />
Webinars, unlimited videos for monthly subscription of $19.99 (4 tutorials), $29.99 (7 tutorials), $49.99 (Unlimited), $299.99 PER YEAR (Unlimited) OR Buy Separate DVD or mini tutorials. Free 3 day trial.<br />
<a href="http://www.stanwinstonschool.com/" target="_blank">http://www.stanwinstonschool.com/</a><br />
<br />
<span style="background-color: red;">THE RYDAN WORKSHOP</span><br />
<a href="http://www.therydanworkshop.com/" target="_blank">http://www.therydanworkshop.com/</a> - For about $450 per 8 week class.<br />
<br />
<span style="background-color: red;">SCOOLISM</span> - classes with Video feedback or Self-taught (for 100 days)<br />
<a href="http://www.schoolism.com/" target="_blank">http://www.schoolism.com/</a><br />
Creature Design with
Anthony Jones, Digital Painting with
Bobby Chiu, ZBrush with
Michael Defeo <br />
<br />
<span style="background-color: red;">Phoenix Atelier</span> - <a href="http://www.phoenixatelier.com/" target="_blank">http://www.phoenixatelier.com/</a><br />
The Heart of ZBrush - Damian Szeibert, Alex Oliver, FANTASTIC FANTASY - Adrian Smith, Sculpting Creatures - Aris Kolokontes, Digital Creatures - Andrew Baker, Creature Creation For Film - Bo Mosley, Character Pipeline for Games - Kurt Papstein, Creature Design - Cesar Dacol Jr <br />
- About $800 per class, 8 weeks total, once a week live session with teacher.<br />
<br />
<span style="background-color: red;">CG MASTER ACADEMY</span> - MASTER Classes around $700 per class.<br />
2D Academy - 1) Foundation & Design Program, 2) Character Design Program, 3) Environment Design Program - 6 Terms EACH Program.<br />
3D Academy - Character Arts Program - 4 Terms<br />
<a href="http://cgmasteracademy.com/">http://cgmasteracademy.com/</a><br />
<br />
<span style="background-color: red;">CG Circuit</span> - there are some interesting Video Tutorials some free, from $1, $4.99, $6.99 to $35.<br />
<a href="http://www.cgcircuit.com/">http://www.cgcircuit.com</a><br />
<br />
<span style="background-color: red;">CGZen</span> - an amazing online platform to learn Zbrush, online classes with personal attention - in Bulgarian Language, sometimes translated in English. <br />
<a href="http://cgzen.com/">http://cgzen.com/</a><br />
<br />
<span style="background-color: red;">Architectural Visualization:</span> <a href="http://www.d-e-s-i-g-n.ru/training_ext_int_2010_eng_short.htm" target="_blank">http://www.d-e-s-i-g-n.ru/training_ext_int_2010_eng_short.htm</a><br />
I think i have a respect for the Russians. This guy is offering a crazy (expensive and awesome) class on the architectural topic. I , personally never tried it, but seeing what he has to offer.. i am tempted.<br />
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<span style="color: red; font-size: large;"><strong>SCOOLS AND PROGRAMS</strong></span><br />
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<span style="background-color: blue; color: white;">GNOMON school of Visual effects</span> <br />
<span style="color: #6fa8dc;"><a href="https://www.gnomon.edu/">https://www.gnomon.edu/</a></span><br />
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<span style="background-color: blue; color: white;"></span><strong><span style="background-color: blue; color: white;">Escape Studios</span></strong> - <a href="http://www.escapestudios.co.uk/" target="_blank">http://www.escapestudios.co.uk/</a><br />
Based in London, UK, with a branch in LA, Usa. It is quite famous school by the way. They offer Classroom courses and Online courses. Also offer Online Mentored Courses and Online Self-Directed Courses (as the last one is cheaper).<br />
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<span style="background-color: blue; color: white;">Vancouver Film School (VFS)</span> - <a href="http://www.vfs.com/Other" target="_blank">http://www.vfs.com/</a><br />
A totally amazing (and veeery expensive) school, located in Vancouver, Canada. Their programs are only 1 year for about $50K Canadian Dollars.<br />
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<span style="background-color: blue; color: white;">The Game Character Academy</span> (Judd Simantov & Rich Diamant)<br />
The Character Art is priced at $14,400 (US Dollars) for the full 18 month course. (or $2,400 per semester), One Workshop at about $1200.<br />
<a href="http://www.gc-academy.net/" target="_blank">http://www.gc-academy.net/</a><br />
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<span style="background-color: blue; color: white;">Full Sail University</span><br />
<a href="http://online.fullsail.edu/" target="_blank">http://online.fullsail.edu/</a><br />
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<span style="background-color: blue; color: white;">Dave School</span> - Orlando, Florida<br />
PROGRAMS - Visual Effects Production 48 weeks - $33, 500 / Game Production 60 weeks - $ 33, 500.<br />
<a href="http://www.daveschool.com/" target="_blank">http://www.daveschool.com/</a><br />
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<span style="background-color: blue; color: white;">The Art Department - TAD</span> - Virtual Art School - full time, part time programs - online courses<br />
<a href="http://theartdepartment.org/" target="_blank">http://theartdepartment.org/</a><br />
Individual class - $1300, full time program - $36 000 for the full 36 month program.<br />
Animation Classes, Four-Week Seminars, Part Time / Individual Classes, Illustration Academy.<br />
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<span style="font-size: large;">JUST LINKS - no comments:</span><br />
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CubeBrush <br />
<a href="https://cubebrush.co/">https://cubebrush.co</a><br />
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The Art Department<br />
<a href="http://www.theartdepartmentschool.com/">http://www.theartdepartmentschool.com/</a><br />
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FX PHD<br />
<a href="http://www.fxphd.com/" target="_blank">http://www.fxphd.com/</a><br />
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Zack Petroc Studios - Classes range from 7-10 weeks in length and $700-$850<br />
<a href="http://www.zackpetroc.com/">http://www.zackpetroc.com/</a><br />
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CG SCHOOL<br />
<a href="http://www.thecgschool.com/training-courses/" target="_blank">http://www.thecgschool.com/training-courses/</a><br />
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Los Angeles Academy of Figurative Art<br />
<a href="http://laafa.org/product-category/online-classes-demos/" target="_blank">http://laafa.org/product-category/online-classes-demos/</a><br />
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Academy of Art University - School of Game Design:<br />
<a href="http://www.academyart.edu/lp_fs/index.jsp?cat=cat15&IT=PM117" target="_blank">http://www.academyart.edu/lp_fs/index.jsp?cat=cat15&IT=PM117</a><br />
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CG Workshop:<br />
<a href="http://cgworkshop.org/" target="_blank">http://cgworkshop.org/</a><br />
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CG Cookie (Blender) - subscription for tutorials for $18 per month. <br />
<a href="https://cgcookie.com/">https://cgcookie.com/</a><br />
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Think Tank Training Centre - ONE YEAR PROGRAMS<br />
<a href="http://www.tttc.ca/" target="_blank">http://www.tttc.ca/</a><br />
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CGMW - CG Master Workshop Online<br />
<a href="http://www.cgmwonline.com/workshops.html" target="_blank">http://www.cgmwonline.com/workshops.html</a><br />
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3D Training Academy<br />
<a href="http://www.3dtrainingacademy.com/workshops/" target="_blank">http://www.3dtrainingacademy.com/workshops/</a><br />
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Art Connection Academy - Animation Workshops, Illustration Academy. Seminar Classes for about $500.<br />
<a href="http://www.artconnectionacademy.com/">http://www.artconnectionacademy.com/</a><br />
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Red Engine Studios:<br />
<a href="http://www.redenginestudios.com/" target="_blank">http://www.redenginestudios.com/</a><br />
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Noah's Art Camp - 12 weeks of intensive art study with Noah Bradley<br />
<a href="http://www.noahbradley.com/artcamp/">http://www.noahbradley.com/artcamp/</a><br />
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Personalized, Professional Critique & Tutoring for Concept Artists and Illustrators<br />
<a href="http://www.conceptcritique.com/">http://www.conceptcritique.com/</a><br />
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David Simon Art Sculpture - Van Nuys, California<br />
<a href="http://davidsimonart.com/news/">http://davidsimonart.com/news/</a><br />
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---------------------------<br />
Great LIST of Topics about 3D SCHOOLS:<br />
<a href="http://forums.cgsociety.org/showthread.php?t=69427" target="_blank">http://forums.cgsociety.org/showthread.php?t=69427</a>Lilly Michellehttp://www.blogger.com/profile/07117474808231545353noreply@blogger.com0tag:blogger.com,1999:blog-7493828259898977846.post-62959659215271191852011-07-21T14:49:00.002-04:002011-07-27T17:07:02.632-04:00WelcomeWelcome to my 3D Blog. <br />
I made it with intention to keep my current progress on software programs Maya, Zbrush (and may be other in the area). Revealing some Tips and Tricks I learn on the way. I believe in sharing knowledge and all open sources - that makes us better and to evolve (without wars and conquering others). :)<br />
I am a Photoshop User for about 10 years, but I am not going to concentrate on PS here, so if any has a question, shoot me a comment, or request and I will make a special PhotoShop post.<br />
Hopefully I will write often :)Lilly Michellehttp://www.blogger.com/profile/07117474808231545353noreply@blogger.com0