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July - 2010
LightWave 3D Newsletter

An Update Letter from Rob Powers

An update letter from Rob Powers,  senior director of media and entertainment development at NewTek, to the NewTek LightWave 3D® community

July 23, 2010

Dear LightWave™ Community,

NewTek invites the entire LightWave 3D® community, all 3D artists and the public to preview the newest edition of LightWave 3D at SIGGRAPH 2010 – Hall H, booth #337. We are excited to showcase a new version of LightWave which combines groundbreaking CORE technology with Modeler and Layout. On the show floor, we will be on hand to answer your questions regarding the new development for next generation LightWave. There will also be several other industry professionals present, including Andrew Clement, creator of the organ models for "Repo Men;" Ernest Chan, post production CG supervisor at Nick Digital; as well as representatives from many other Hollywood visual effects studios. Guests will discuss just how important LightWave is to their production pipeline. Additionally, two film and television legends will pay a special visit to the NewTek booth on Wednesday at 1pm. (I know you guys on the forums have been speculating as to who our surprise visitors are ... but we're not telling.) Click here for SIGGRAPH news, and to find out the scoop on schedule updates for guest appearances, giveaways and other special events.

For those of you who can't make it to the show, bookmark THIS PAGE and you'll be kept abreast of all of that's happening at our booth, with exclusive images and videos.

The development team and everyone at NewTek is working hard to ensure a powerful presence at SIGGRAPH this year. We look forward to seeing you there.

Rob Powers
Sr. Director of Media and Entertainment Development
NewTek




Studio Spotlight: Nick Digital





        Click on the above image to view Nick Digital's amazing LightWave reel

Sometimes, all you have to do is hear one word, and it instantly triggers something in your mind that unleashes a flurry of images, sounds, emotions and memories tied to that one word. It's not the same for everyone, since we all have different life experiences. Take the word Nickelodeon, for instance. It makes me think of the television channel. My mind fills with green slime, Turkey television, Double Dare, Chapi Chapo and Today's Special. Yeah, I'm showing my age. Nickelodeon's content has definitely evolved far beyond that. For the younger generation, Nickelodeon is associated with shows like SpongeBob SquarePants, The Fairly OddParents, Jimmy Neutron and other shows that make a nice diversion from doing your homework, provide a great dinner soundtrack, and make a bowl of Crunch Berries extra crunchy on a Saturday morning.

These wonderful TV shows share something very special - something viewers will never realize... that LightWave 3D is used to create them all. 
 
NewTek is proud of the fact that LightWave 3D is used heavily in the production pipeline at Nickelodeon Studios in Burbank, CA, and we spoke with Ernest Chan and his talented team at Nick Digital, to learn a bit about them and the process behind their amazing output. 
 
Here are the participants:
 
Ernest Chan - CG Supervisor, Post Production Department
 
Kenneth Janeski - Lead CG Animator, Post Production Department
Christian Evans - CG Animator, Post Production Department
Andrea N. Yomtob - CG Animator, Post Production Department
Chris Gottron - CG Animator, Post Production Department
 
 


        Image courtesy of Nickelodeon
 
NewTek: How long has your studio been using LightWave?
 
Ernest Chan:
LightWave has been at the studio since 2000. The CG dept was built specifically to support the television show, Invader Zim. Zim was the first digital production at the studio, so the department was named Nick Digital to reflect this. At that time, animation at the studio was still being done with traditional ink and paint. Today, the majority of the studio is digital.  
 
NT: Why do you use LightWave?
 
EC:
With LightWave, we don't have to sacrifice quality for speed. The speed at which you can generate content with LightWave makes it our tool of choice. I could have a meeting with a director in the morning and by lunch time, send him a quick test to see if we're on the same page. This quick feedback helps us stay on schedule, but more importantly, it lets everyone fuel their creativity. The director never has to feel a need to sacrifice ideas, due to schedule or budget constraints.
 
 
NT: Where does LightWave fit into the studio's production pipeline?
 
EC:
LightWave is the main 3D software for my group. We have access to XSI, Maya and Cinema, but we rarely use them. XSI was used twice to generate character animation for the X's but the modeling, texturing and rendering were still done in LightWave. The department that creates the full 3D shows, i.e., Penguins, Fanboy, and Kung Fu Panda, use Maya. 
 
NT: What percentage of your artists use LightWave for your production needs?
 
EC:
100% of the artists in my group use LightWave. On occasion, our production coordinator will use it for shots I've assigned to him. Paying tribute once again to LightWave's ease of use, our production coordinator, Mark, had no prior LightWave experience, but after a few hours of showing him the program, he was completing shots.  I've even taught interns with no 3D experience and they were able to complete shots assigned to them.
 

        Image courtesy of Nickelodeon

NT: What kind of projects are you involved with? 
 
EC:
As part of the post-production department, my group is responsible for supporting any show that needs help during their post process. This ranges from re-compositing shots with new backgrounds, adjusting or replacing overseas animation, to creating entirely new shots.  Even though we're post-production, we can be brought in during pre-production of the show.  A good example was during The Fairly OddParents - Wishology special. This three-hour trilogy required CG robots to be generated by our department, so I was brought in during the storyboard and design process. It was our responsibility to adapt their 2D designs into working 3D models. The robots were modeled and rigged by my department and shipped overseas for the production phase. So, my department's involvement can range from pre-production, all the way to post-production.
 
 
NT: How many shows have you used LightWave on, and could you list some of them? 
 
EC:
I don't know the exact number, but the list is pretty long. In addition to episodic work, we also work on pilots, commercials and in-house special projects. Here are some of the shows LightWave has been used on:
 
SpongeBob SquarePants
The Fairly OddParents
Kung Fu Panda: Legends of Awesomeness
The Penguins of Madagascar
Mighty B!
Ni-Hao Kai-lan
Invader Zim
El Tigre
The X's
Danny Phantom
Catscratch
Fatherhood
Stripperella
Jimmy Neutron
Making Fiends
Tak and the Power of Juju
Fanboy
Avatar: The Last Airbender 
 


        Image courtesy of Nickelodeon

NT: Can you briefly describe your pipeline?
 
EC: 
We use After Effects for all our compositing, Particle Illusion for extra effects, and several third-party LightWave and AE plug-ins. All our rendering is done on a farm with 40+ quad core nodes. The material we work with will vary depending on what we need to do. If we need to composite something, we'll get layered footage from overseas. If it's something where we don't need layer separation, we'll use the existing video footage. We also work with reference material from the production departments here at the studio. When I assign shots to an animator, they're responsible for creating all the elements that the shot needs and bringing it to completion.
 
NT: What are the common challenges you face when putting together these shows?

EC:
The main challenges we face are the short deadlines. Even if there's forewarning about a heavy workload, oftentimes I don't receive material until very late in the schedule, since it's dependent on the director's approval. It's very common to start your day with a specific workload and have it change drastically before the day is over. I'm very fortunate my team is made up of artists who are very talented and efficient problem solvers.
 
NT: How long have you been at Nickelodeon? 
 
Ernest - I've been with Nickelodeon since 2001. I joined Nickelodeon to work on the series, Invader Zim. In 2005, I was promoted to post-production CG supervisor where I supervised a team of four animators.
 
Kenny - I have been at Nickelodeon for two and a half years.
 
Christian - I've been here six years. I started as a PA in post-production, and later joined Nick Digital as an AE color corrector, and my job has grown from there.
 
Andrea - Two years.
 
Chris - A little over a year and a half.
 
NT: What did you do before Nickelodeon?
 
Ernest - Before Nickelodeon, I worked for Foundation Imaging as an animator. At FI, I worked on the TV series Starship Troopers: Roughnecks Chronicles, Max Steele, and Dan Dare. Prior to Foundation Imaging, I went to Cogswell College in Sunnyvale, CA.  
 
Kenny - Before working here, I was the animator for the Production Department at Honda Center for the Anaheim Ducks. I produced animation for their digital displays, as well as commercial content. Prior to that, I was Lead Animator for a show called Dirk Derby: Wonder Jockey.
 
Christian - My background is in illustration and graphic design. While I was in college, I worked at Hasbro in one of their IP development groups, then at a small design firm after college. Afterwards, I did a lot of art department and graphic design work for TV when I moved to LA in 2003.
 
Andrea - I was a Visual Effects artist for eight years on live action and animated films; including Daredevil, Speed Racer, Hairspray, and The Simpson's Movie. I also worked on TV shows such as, The Simpsons, King of the Hill, and Law & Order.
 
Chris - I graduated from the Digital Animation and Visual Effects School in Orlando. After graduating, I worked at the school's studio on the 3D animated short, NASA Seals. (www.nasaseals.com)
 


        Image courtesy of Nickelodeon


NT:
Finish this sentence: Without LightWave I couldn't....
 
Ernest - Pay my bills.
 
Kenny - Without LightWave I couldn't breeze through shots with such speed. It allows me to model, animate and render in one continuous workflow, so I can meet deadlines and high expectations.
 
Christian - ... complete shots as quickly as our schedule and workload dictates. I often get footage in from overseas and have to model a 3D asset, animate in Layout, render, and composite all in less than an eight hour work day. LightWave really has that all-around prowess and toolset to allow me to build, animate, and render in a short amount of time, with professional results. 
 
Andrea - ... get my work done. It's essential for the type of work we do and in such a fast-paced, high-quality workflow environment. It proves invaluable.
 
Chris - ... do my job. LightWave was the first 3D application that I really learned. I have tried other 3D apps, but the learning curve proved too difficult for me, as far as self-teaching was concerned. Using LightWave really helped me to grasp that third dimension in art.
 
 
NT: Rob Powers recently visited your studio, what did you think of that encounter, and what did he share with you about the future of LightWave?
 
EC:
It was very exciting to meet Rob. We were all very excited that he wanted to visit us.  We'd all seen Avatar and were very impressed with the movie. Being able to meet Rob and have him share the role his department played in the making of the movie was truly inspiring. With Rob's input, LightWave has a very bright future. His passion, not just for LightWave, but for the medium of CG in general, is very inspiring. What's great about having Rob's input on LightWave development, are the ideas he's collected during his years of production experience. The LightWave community is really going to benefit tremendously with Rob as a member of NewTek.
 

Picture of the Month: Urban Scene by Robin Hobart
 

        Image by Robin Hobart

The Picture of the Month for July was created by Robin Hobart, specifically as part of a CG demo for Brickyard VFX. He had this to share about this impressive piece:

"I used everything but the kitchen sink in this piece. It was cobbled together from custom models, stock models, and some LightWave content. All work was done in LightWave. No plug-ins or compositing software was used. I photographed most of my own textures and got the rest from cgtextures.com. It took two months of working on and off during downtime and after hours. Render times were 45 minutes per frame using LightWave 64-bit on dual quad core PCs. I also learned a lot from tutorials - especially regarding the node editor."

Learn more about Brickyard VFX in this month's newsletter.

 


Studio Spotlight: Brickyard VFX


     Click the above image to see a breakdown of one of  Brickyard VFX's "Amazing Moments" advertisements

"Brickyard VFX is largely engaged in the creation of Visual Effects for Television, Film and Internet. CG, Compositing, Digital Finishing, Color-Correction, Titling, Re-Lighting, Rotoscoping, Design, Pre-Visualization, Logo Animation and Camera Tracking are all within our area of expertise."                                                                                                                                                                                                                  - from their website 

That pretty much sums up what makes Brickyard VFX what it is today - a very successful post-production facility with an impressive skill set, matched by their list of accomplishments. One look at their online gallery and you'll see what I mean. Specializing in photoreal CG and seamless compositing, their most successful projects look as though no work has been done at all. With studios located in Boston, MA and Santa Monica, CA, the talented crews at both locations are never short of work, much of which is completed using LightWave 3D. 

We recently talked to image of the month creator, Robin Hobart, a visual effects artist at the Boston location, and he shared some insight as to what their production process entails. 

 

NewTek: Why do you use LightWave 3D? 

Robin Hobart:
While working on a job, I needed something that would run on a Mac, be fairly easy to learn, and yet still produce professional looking results. As an Autodesk Flame artist, I needed 3D elements to supplement my composites. I began using LightWave's Modeler to output 3ds objects that I could bring into Flame. This worked out well, and eventually I was doing entire scenes in LightWave. I had a basic understanding of maneuvering in 3D, from my experience of being a 3D compositor, and after about three weeks, I had a pretty good understanding of how to use LightWave. From that point on, I turned to tutorials to learn specifics like UV mapping and Dynamics. There was an amazing radiosity guide on www.except.nl that pretty much explained everything about how LightWave does Global Illumination. We've been using LightWave 3D in full production at Brickyard for about six years. 

NT: Will you briefly describe your workflow?

RH:

  • Previz (if needed) 
  • Create custom models or dissect CAD/3D model info that's supplied to us
  • Conform Live Action plates to specific scenes 
  • 3D track (if needed)
  • Light and texture scene 
  • Set Buffer Export for multipass output 
  • Send the scene to our render farm
  • Currently, we use Qube from Pipeline FX as our render manager, with render nodes supplied by Boxx - all running 64bit Windows. 
  • The only plug-ins we use are EXRTrader from DB&W for more buffer export control and HD Instance for instancing. 
  • Send all elements to Flame for compositing

NT: Is there a project that you are particularly proud of?

RH:

"Amazing Moments" for the NBA was a recent challenging and rewarding project. The campaign was for three :30 second commercials with Goodby Silverstein, to be broadcast during the NBA playoffs. The concept for the project was to open on an empty stadium and progressively have the individual players and cheering crowd fill in from the original, vintage footage. We had to model full interiors of the original Boston Garden, The Philadelphia Spectrum, and The Los Angeles Staples Center. This was a significant challenge, since only the Staples center was still standing and reference for the other two sports venues was very minimal. The next step was to match these recreated backdrops precisely to the vintage basketball footage (the source of these "amazing moments"). The lighting and texturing had to match the original plates almost exactly. From concept to completion, we had about three months. It was a massive amount of work, but we knew the end product would be great, if executed properly. Everyone was thrilled with the final spots, and they won a bunch of awards. I felt good that all the R&D and elbow-grease paid off in the end. 

 

Project Profile: Ordinary World



    Click the above image to watch the video, preceded by the "making of" segment

Premiering last week on iTunes (and currently the #2 rock video download)  is the new music video by the group, RED, called "Ordinary World," a rocking remake of the 1993 hit by Duran Duran. Filled with dreamlike visuals by Elevate Pictures, the video is sure to turn some heads and take its viewers on a trip they won't soon forget. Here at NewTek, what we won't forget is the fact that just about every scene in the video involves LightWave 3D, in one way or another. 
 


        LightWave 3D set up for band backdrop

We talked with director Jeremy Hughes of Elevate Pictures, and freelance 3D artist Shawn Dorsey, to get a clearer picture about the making of this video:
 
NewTek: What inspired the concept for the video?
 
Jeremy Hughes:
When Provident contacted us for a treatment, we ended up turning in several. They were looking for something not typical of a rock band whose videos generally portrayed darker themes. John and I started fleshing out this idea of playing with dimensions. What is truly two-dimensional, versus three-dimensional? This shaped into the idea that what an artist creates is always an image, and is never a reality. As humans, we don't have the ability to create something physically real but it's interesting to see how a work of art can take on a life of its own. How it grows and changes based on its interpretation, after it has been let go by the artist. There's a little bit of all that inside the video. I also tried to work from the themes and feelings of some of the great artists that have influenced me over the years.
 
 
NT: When did you start Elevate Pictures ?
 
JH:
I started Elevate fulltime just over two years ago. One of the things we bring to the table that most other production houses don't is a really strong understanding of how video and interactive elements can work together. Things like how to break video out of the typical 16:9 frame and work it into the website itself, and using that to streamline how it delivers information to a viewer. 


        Image courtesy of Elevate Pictures

NT: Are there any specialties in which your production company prides itself?
 
JH:
We focus heavily on bringing a story into anything we do. Our goal is to be storytellers first, with a fundamental understanding of the elements that make up a good story, and how to tell it visually. We're trying to do that more and more with brands and music videos, as well as our own entertainment properties that we're currently developing. All three paths are intertwined with that common thread.  
 


        Image courtesy of Elevate Pictures

NT: Why do you use LightWave?
 
Shawn Dorsey:
The very first program I used was AutoCAD 2000. It seems like forever ago, but I still apply the concepts I learned then to understand how to approach certain situations in LightWave today.    

When I made the move to visual effects, I found LightWave to be the easiest transition from the CAD software I had been using for the past five years. I have yet to use many of the other mainstream 3D apps extensively, because I feel LightWave gives me all the tools that I need to accomplish each task.
 
Jeremy Hughes:
LightWave's value is enormous. It is extremely fast for me, since on most jobs, it's just me churning out the 3D for whatever the project might be. LightWave allows me to model easily, paint it up, ship it out to another program for whatever else I need to do to it, and then bring it back in to animate and render. It really is just plain, simple and intuitive. I love its dynamics engine and typically use it to create particles, rather than the tools in a compositing app. 

On the last music video I did for John Reuben, called 'No Be Nah,' I had a couple of 3D animated characters, a number of particles, and other 3D elements that I was able to kick out very fast. I delivered that project from start to finish - including shooting - in less than four weeks.

My confidence in LightWave and its rendering speed is what made me feel like it was realistic to tackle "Ordinary World" under such a tight deadline. I have to say, I came back to LightWave from Maya on version 9, and it was easy to pick up again. I mean, there is no other software out there that can do as much as LightWave, and I use it in so many ways, for basically under a thousand bucks. That's real value.

For more information on the talent behind this great video, visit their websites:
 

Project Profile: Volkswagen Amarok



     


 
 Image courtesy of Bitt Animation & VFX
 
 
Image courtesy of Bitt Animation & VFX
 
 
Image courtesy of Bitt Animation & VFX  
 
 Image courtesy of Bitt Animation & VFX
 
   
You may remember the award winning "fish dog" commercial by Bitt Animation & VFX. The video was posted in our newsletter in December of 2008. Even though the advertisement is two years old, it still manages to impress and bring a smile to the viewer's face, while remaining a fine example of the capabilities of LightWave 3D. 

Well, Buenos Aires-based Bitt Animation is back with another impressive piece of work created in LightWave 3D. This time, the art is in the form of another advertisement for Volkswagen.
 
 
Credits:

Client: Volkswagen

Product
: Amarok

Agency
: AlmapBBDO, SP

Production
: Rebolucion/Buenos Aires

Director
: Armando Bo

Post Production
: Bitt Animation & VFX

VFX Supervisor
: Franco Bittolo

Executive Producer
: Mariana Motta

VFX Producer
: Maité Colombatto

CG Director
: Cristian Morales

Tracking
: Leandro Pedrouzo

Modeling/Rigging
: Mauro Corveloni

Animation
: Ignacio Ochoa

Lighting/Render
: Cristian Morales

Compositing
: Pablo Zamparini and Nicolás Fernandez

Matte Painting
: Fernando Sawa

Specializing in all kinds of animation and visual effects, with a focus on hyper-realism and character animation, Bitt Animation works for advertising agencies and production companies all over the world. When asked why LightWave 3D plays such a huge part in their production pipeline, artist Mauro Corveloni (maurocor on the NewTek discussion forums) had this to say, "We use LightWave 3D because it is the best option for all our various necessities, plus it's the platform which best combines time and performance. We can always count on it to get us the best results in the least amount of time."
 
Artist Spotlight: Cody Burke

Fresh out of high school and ready to take on the digital world, Cody Burk (codyburke610 on the NewTek discussion forums), has already made a huge impression with his informative demo video that explains the ins and outs of the 3D process. Take a look:


What is a Visual FX? from Cody Burke on Vimeo



After this amazing video made the rounds in the office, we felt it was important to find out who Cody Burke is, before he runs off to digital super-stardom. We caught up with him during his hectic first week at The DAVE School and asked him a few questions about the video, and himself:

 

NewTek: What was the purpose of making this video?

Cody Burke
:
This video was made for the Pennsylvania High School Computer Fair. It was going to be my last year of being able to compete, and I wanted to accomplish two things: First, I wanted to show everyone how much hard work truly goes into creating a heavy vfx film, and how amazingly talented the professional artists really are. Second, I wanted to take my passion for this industry and pass it on throughout middle schools in Pennsylvania. For younger kids that don't have a clue as to what they want to get involved with when they get to high school, I was hoping this video could possibly give them some insight to an amazing career path option.

 NT: How long did it take to complete? 

 CB:
I began writing the script and story-boarding this video in January of 2010, and finished just before the submission deadline for the computer fair in March.

NT: Did you win any awards for it?

CB:
This video took First Place at Regionals, which allowed me to proceed to the Pennsylvania State competition where it also placed First.

 NT: What has been the reaction to the video?

 CB:
The reaction to this video has been amazing. During the computer fair, there were lots of people filming my project off of the monitors, so I decided to post it online. Instantly, I began receiving e-mails and messages from people in the LightWave community telling me how inspirational and helpful it was. The LightWave Facebook page also posted a link where people left nothing but appreciative comments. I was also invited to a middle school in Pennsylvania to show it to a class of eighth graders and answer any questions they had. I wanted to get this video as much publicity as possible, and that is definitely happening. I couldn't ask for a better reaction.

 NT: What inspired you to get into computer graphics?

 CB:
I got into computer graphics through skateboarding. I started skating in the second grade, which led to filming, which led to video editing, and by that point, I was in eighth grade deciding what to take in high school. I had heard of an art school that offered a four year course entitled, "The Academy for Video & Media Arts." I enrolled immediately. During ninth grade, I noticed my instructor using LightWave 3D, and I was instantly attracted to it. That's when my transition from video editing to computer graphics occurred. 

NT:
Why do you use LightWave?

CB:
I use LightWave for so many different reasons. I went to a four year art school, and that was their primary 3D package. I feel so fluent when I am inside LightWave; it's like I'm in a completely different world and nothing can take me out of my focus. I just love the fact that a single person can practically produce an entire animated short completely by themselves. LightWave is such a powerful tool, and to be completely honest I will never stop using it, nor will I ever stop learning it.

 



Studio Spotlight: Dosch Design 


    Click the above image to see Dosch Design's latest trailer


 

When using LightWave 3D, it's easy to get lost in the details, and since it is a full-featured, virtual production studio, the user can take on every creative task -- from first model to final render, and everything in between. There's a lot that goes into producing finished work, whether it’s a still image, or a full-length feature film. Many tasks are taken for granted, that actually take up lots of man hours, and time is a luxury most artists don’t have. Deadlines need to be met - and artists need to deliver.

To help alleviate this desperate need to save time and money, Dosch Design fills in the gaps for you by providing much needed content on just about any type of production. Models, textures, HDRI images, environments, and even sound effects are at the fingertips of Dosch Design, complete with professional quality, and totally license-free.  

But that's not all, one of the best things about Dosch Design is that in order to create these helpful assets, they use LightWave 3D as their primary modeling tool. This great association has lasted many years, and NewTek is always very happy to hear it.  

In order to learn a little more about what Dosch Design does - we got in contact with its managing director, Sebastian Dosch.

NewTek: Can you explain more about Dosch and how the company began?

Sebastian Dosch:
Dosch Design started in the games industry, providing graphics for many award-winning games. In those days, the realism of CG was very limited and not very convincing, so we started developing our own plug-ins for LightWave. Now, we had the power to create realistic aged surfaces, true-to-life water surfaces, and a plethora of motion controls, which at the time, didn’t exist. Several production studios made use of the plug-ins for major movie releases. Because of this, we decided to concentrate on this particular segment of the industry, because 3D graphics and everything they entailed had always been my personal passion. At that point, we released our first texture titles and 3D model libraries, which became very popular. The rest is history.

NT: What types of customers do you reach with your 3D models?

SD:
We reach all kinds of customers, from one-man design studios, to large-scale production companies. Architects, graphic artists, medical researchers, automotive designers, broadcasters, engineers, game developers, movie studios and musicians, alike – rely on our products. They’re used in many studios and companies, the world over.


NT: What is your most popular product?

SD:
Our most popular product is definitely the “Dosch Cars” series. This series is the reason why we will release three new, special titles for Cars 2010. There will be special products for Asia, Europe and the United States – and we will add several eco-friendly cars to our product line.

NT: Why do you use LightWave to create your 3D models?

SD:
There are a couple of reasons LightWave 3D is used in our creative pipeline. First, LightWave is a very robust tool that has a really great modeler. We completely count on the stability of this software, as all implemented features perfectly suit our production needs. Second, the LightWave models are a perfect basis for the conversion to the other platforms. LightWave 3D also provides great renderings for artwork, and works perfectly within our in-house render farm.

NT:  How long has LightWave been used to create the models in your 3D media libraries?

SD:
We have used LightWave since the first versions were made available to the public. Dosch Design started with the release of several plug-ins that some of you will probably remember, i.e., “Dirty Up,” “Aqua Pack,” “Motion Pack,” etc.
       
NT:  Finish this sentence: Without LightWave 3D, the Dosch artists could not…

SD:
… could not be here providing such great solutions for clients and other 3D artists.

To find out more about Dosch Design and their amazing products, visit their WEBSITE.
 
 

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