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June - 2010
In this edition:

An Update Letter from Rob Powers

An update Letter from Rob Powers, Director of Media and Entertainment Development at NewTek, to the NewTek LightWave 3D® Community

June 14, 2010

Dear LightWave® Community,

A month has zipped by since our last update to the community and I’m really excited to fill you in on all of the progress we’ve made in the last few weeks. The development team locked themselves away at headquarters for ten dynamic, productive and fun-filled days of strategizing, coding and LightWave® technology show-and-tell. I cannot begin to tell you how rewarding it is to work with such a brilliant and enthusiastic team of software developers.

We’ve had amazing collaboration with the HardCORE members sharing ideas and new concepts, debating over the exact right approach to workflows, new features–well–just about everything. We’ve delivered new builds and they have been put through the test of fire. The development and management team have listened, learned and are excited to see the passion in the HardCORE membership rivals our own.

NewTek management has received our updated plans, specifications and roadmap for the future of LightWave based on the great foundation already in place, feedback from the HardCORE community and my own personal experience as a LightWave artist in highly demanding production environments. We will be sharing more details throughout the coming months.

It is exciting to see how committed NewTek is to the future of an integrated, next-generation LightWave 3D based on the CORE architecture. My excitement for the CORE technology is one of the main reasons I joined the company. And because we always like to whet your appetite with a few cool new things in the works–here’s the latest for this month.
  • CORE now supports easy transport of LightWave installs from one machine to another. Just as in LightWave, you can save your user-defined config settings and preferences and move files between workstations, your studio and home.
  • Real-time stereoscopic anaglyph camera display mode in hardware shaded viewports allows you to view stereoscopic anaglyph in real time, with precise settings for convergence and intraocular attributes. These attributes can also be adjusted and keyframed over time, to allow for dynamic settings within a shot.


        An example of the real-time stereoscopic anaglyph camera display mode, in open GL.

I’ve also had several incredible meetings with powerhouse LightWave users from top Hollywood studios like Nickelodeon, Zoic and Eden FX, who not only share our vision for the future of LightWave, but highlighted again for me why LightWave is the first tool of choice for so many. 
 
  • Like the new linear workflow in Layout that allows artists to create consistent images with reliable gamma for their compositing workflows.
  • Plus, the added ability to easily set the exact size of an OpenGL preview in Layout, giving artists a reliable way to deliver test shots to editorial pipelines with a consistent resolution and aspect ratio.

That makes four new tools listed in this newsletter alone that HardCORE members will have access to. As a long-time HardCORE member, I can tell you, you’re missing an opportunity if you don’t get on board.
 
Click HERE to join today.

As if that wasn’t enough, in addition to all the work we’re doing in development, we’ve got SIGGRAPH 2010 right around the corner. It’s back in Los Angeles and we’re looking to shake things up. We will be in booth #337 and will provide details shortly on how you can get a NewTek VIP pass to the exhibit floor. Hope to see you there.

LightWave has always been a great value and the next version will be a great upgrade with real, tangible benefits for all 3D artists. Count on it.

Rob Powers
Sr. Director of Media and Entertainment Development
NewTek


Check out the latest media coverage featuring Rob and NewTek's LightWave 3D:

Rob Powers: Artist to Toolmaker


CG Tantra : Interview with Rob Powers


International LightWave 3D User Group interview

Virtual Rebirth of Cinema- by Rob Powers

Fat Free Film interview with Rob Powers

Rob Powers Talks VAD and more AVATAR


The Magic of “Avatar” (video)

Avatar Animation Technical Director and Virtual Art Department Supervisor Joins NewTek


Scientists and students create diabetic research project


“Repo Men” Gets Real with LightWave 3D



Project News: Carthago Nova
 


 
 all images courtesy of  Digital Mind.
 
 
 all images courtesy of  Digital Mind.
 
 
 all images courtesy of  Digital Mind.
 

Carthago Nova, a movie/documentary by the Spain-based animation studio Digital Mind, was created using LightWave 3D. It is a work commissioned by the government of Murcia, and will soon be part of a multimedia release that includes: free viewing on the Internet, DVD distribution, and limited engagements in the cinema.

Jose María Molina, animation director and founder of Digital Mind, along with his partner, have been hard at work on this film for the last year and eight months, producing a minimum of one minute of animation a week, and working nine hours a day. He shared a few of his animation methods for this ambitious project with us:

"For the armies in the film, we created two model types, high and low-resolution. The high-resolution models were animated by IK, and then we created the MDD files, saving the vertex deformation. For instancing, we simply duplicated the object, changing time parameters of the animation of each object. The low-resolution models were duplicated in Modeler, creating one object with 100 people or more, which were then animated by an object displacement texture."

The entire film takes place in the legendary city of Carthago Nova, and aims to show the city as it was 2,000 years ago. The movie mixes elements that play both factually and dramatically to show the ancient history of the city of Cartagena, Spain in an original, yet authentic way.

Molina explains a bit of the story, "The story has two parts that take place at two different times. In the first part: a noble family competes against the rich and ruthless to get a public work, a water fountain, into the Roman forum. In the second part: a family on the verge of ruin, tries to recover their money through the trade of a product unique to the city and resort to gambling on gladiators in the Roman amphitheater."

When completed, the film will be dubbed in English.

For more information about the film and other projects by Digital Mind, visit their website .


Pic of the Month: Interested by Khalid Al-Muharraqi
 

        Image by Muharraqi-Studios.

This month’s image comes to you from Khalid Al-Muharraqi, who recently posted it in the NewTek discussion forums. We asked him what inspired the image, and this is what he had to say:

"I created this image for a few reasons, actually. First of all, I had a project that I was commissioned fora big private job for a VIP client here, relating to wildlife in the desert. Essentially, I had to create creatures from my back yard. The camel was one of many animals that will be scattered about in the environments that I am designing and manufacturing. The project is still under development and very confidential.

"The second reason for creating this image is that by the end of this year, I plan to have a moving gallery or road show with my Dad. The presentation will feature our work, as father and son, with traditional paint and digital art.  There will be images relating to the Middle East, as well as some of my old artwork. I am working hard to get a good number of art pieces ready,  so I can travel with the gallery, in and out of the GCC. This is the goal I am aiming for this year.

"I would like to thank  William Vaughan, Ben Vost and for sure, Jay Roth for always supporting me and giving me great feedback.  I would also like to thank all of the users out there that have been supporting me all this time."

For more of Khalid's amazing work, visit his website.

Project News: Urs




For many years, Urs looked after his aging mother in a town that has long since seen better days. Determined to find a better life for the both of them, he embarks on a perilous journey up a mountain, carrying his mother on his back. But is it all worth it?

Still making the rounds at film festivals all over the world, ”Urs”, a visually striking, emotionally-charged short film by Moritz Mayerhofer, had its humble beginnings as an ambitious thesis project.

"Since this was a thesis project, I had several limitations, time-wise and content-wise. I used that to my advantage. Identifying and working within your limitations actually helps you find out what's really important in telling your story. The technical limitations of a particular software can usually be supplemented with different tools in the pipeline. There's always a way to work around something, as long as you are open-minded and most of all, patient,” says Mayerhofer. “To be honest, I was surprised at how smoothly everything worked together in the end. It encourages my belief that there is no need for a dogmatic use of one tool over the other. I found that if you just use what's better for you and the project, you'll get better results."

This open-minded approach to executing his ideas came from the formative nature of his film school training, "At the Filmakademie in Baden-Württemberg, I had the freedom to experiment with many techniques, trying to find out which would be my favorite. While searching for a method that would be interesting to focus on in a professional career, I moved from visual effects to stylization, then eventually to character animation, and finally animation directing. It was here that I was able to utilize all of the skills I had learned over the years to make this film."

The film has a very distinct look, like a painting come to life. Achieving such a look in a student animation film is no easy task, yet the results speak for themselves. Moritz describes the workflow and how LightWave 3D played nicely with the other tools in his pipeline:

"All objects were built and shaded in LightWave 3D. Texturing was done in Bodypaint and Photoshop. For rigging and animation, we used Project Messiah Studio, where we could start animating, even before the models and the rigs were completely finished. Based on 2D-layout drawings, my team and I created over 50 Matte Paintings. They were then put into the backgrounds of the 3D scenes for reference, and later used for compositing. It became a bit tricky when I needed 3-dimensional camera movements that had to be ported to all of the different tools. Thanks to the Point Oven plug-ins, we were able to exchange the camera motion and the baked character animation from Messiah to create camera projections in Maya and LightWave, as well as the FX animation in Houdini and Maya."

Moritz started using LightWave 3D in 1996, inspired by its use in Babylon 5, and its affordability to a student with limited financial resources. "It took me a while to get familiar with the intricacies of the software, but one thing I really loved from the get-go, was the non-Windows user interface. LightWave 3D also won me over with its powerful modeling tools and really fast navigation. I love to do camerawork in it, since it is incredibly intuitive and fun to work with. LightWave's shading system and rendering possibilities are absolutely fantastic, making it the most reliable tool in my pipeline."

Even after 14 years of using the program, Moritz feels there's always more to learn. He considers the LightWave community a resource that is available to everyone who uses LightWave for their creative needs. "When it comes to highly advanced techniques that are over my head, I feel lucky knowing that I have many amazing artists at my disposal, who are part of the LightWave community, offering their guidance and support."



Click to see the vertical version
        Urs begins his perilous journey. Image courtesy of Moritz Mayerhofer.


Learn more about this amazing short and where you can see it by clicking HERE.


Studio Spotlight: Gosu Design




Using insight, creativity and LightWave 3D, Norway-based Gosu Design delivers strategic design competence to TV stations, production houses and other businesses in the digital industry. Their highly specialized team works with all aspects of design for interactive media, ranging from animation and post-production, to branding, GUI design, and more. With 10+ years of broadcast and Web design experience, Gosu has worked with some of the most exciting and attractive vendors in the industry today. Images from their recent projects have been making the rounds in the forums, creating quite a stir, due to the high level of artistry displayed. We spoke to Edvin Torgersen, partner at Gosu Design, and head of 3D and post-production, to have a closer look at their production process, and how LightWave 3D fits into the mix. 
 


        Image courtesy of Gosu Design.

NewTek:
Why does your studio use LightWave 3D?

Edvin Torgersen: The most important reason, of course, is that I had been using LightWave for many years before we started this company. As we hired more people, the natural choice was not to fix something that isn’t broken. It was quite easy for new employees to learn the Modeler and Layout aspects, getting them to a level where they were ready for production. One of the biggest selling points is the ability to use FPrime. Most of the new artists we bring in, come from a Maya or Max background, where the smallest tweaking costs a lot of render time to make it look right. With LightWave and FPrime, any tweaking or changes, no matter how big or small, are adjustments we can see in real time. This alone is a huge timesaver. Another reason we continue using LightWave 3D for our work, is that it’s a great program to use for projects of every size. The high quality of the renderings, the ease and speed of modeling, and the use of FPrime, makes for quick turnarounds in every production we tackle.  


        Image courtesy of Gosu Design.

NT:
What is the makeup of your clientele?

ET: We have two separate departments here at Gosu: At one branch we focus on broadcast design, which entails brand design, motion graphics, 3D, post-production and animation. At the other branch, we focus on interface design for interactive TV and other applications. This combination gives us an opportunity to work with broadcasters, film producers, TV production houses, commercial agencies, and telecom operators who aim to increase their service offerings, such as IPT.  
 


        Image courtesy of Gosu Design.

NT:
Does your team specialize in any particular area when it comes to your work?

ET:
Not really, but we do have to be able to tackle just about anything. We feel that the more challenging the project is, the better it can be, as long as it can match the budget and resources we have available. Having said that, I think our strongest asset, and what makes Gosu Design stand out from the more traditional post-production agencies, is the focus that we have on coming up with the best concepts for the projects, from the ground up. This is something we truly enjoy doing, and it also makes our productions more durable, interesting and exciting to work with at every stage. This is yet another reason LightWave's use at our studio is a perfect fit. It is a very adaptable program, which suits everything from the most complicated project, to simple 2D motion graphics that need spicing up with additional 3D objects. The possibilities are endless.

NT: Are there any other programs you use to get the work done?

ET: We use eyeon´s Fusion for the majority of compositing work, and some After Effects for lower budget projects. For sculpting, we use Zbrush, and for editing and final color correction - Final Cut.  We also use the Adobe design package for some of our design, such as texture making, painting and retouching needs.

NT: Could you briefly describe your production process?

ET: The first step is always the initial conceptual work that we go over with the client. After the concept development stage, we begin designing, followed by animatics and previz. We try to do all our previz scenes in a tidy manner so they are usable in the production stage. When all this is approved, it’s off to full production. We have two offices, one in Oslo and one in Bergen, and the offices have synchronized rendering disks. This means that both offices can work on the same projects at once. We are also connected with two iMacs and a continuous iChat stream, which makes it really easy for us to work together and communicate on projects. Since deadlines always play a big part in any project, we have 13 render nodes which run LightWave screamernet and Fusion render nodes, all controlled by the Deadline render system. We try to push ourselves to finish every project about a week before the deadline, and then use that last week for important final touches.

For more information about Gosu Design and news about their upcoming projects, visit their website. 
 
 

Artist Spotlight: Nicolas Crombez


        All images courtesy of Nicolas Crombez.


 
 Image courtesy of Nicolas Crombez.   
 
 Image courtesy of Nicolas Crombez   
 
 Image courtesy of Nicolas Crombez  
 
 Image courtesy of Nicolas Crombez.   
 
 Image courtesy of Nicolas Crombez   
 
 Image courtesy of Nicolas Crombez   
All it takes is one look at Nicolas Crombez's work and you’ll recognize a true master, diligent in his craft. His beautifully disturbing imagery conjures an emotional experience no viewer will soon forget, as I suppose art should. The pictures speak for themselves, telling stories without text, narration or movement. These static images are snapshots of worlds that exist only in the artist's imagination, becoming real or surreal through amazing talent and the use of innovative tools, such as LightWave 3D. It's pretty remarkable when you think about it. These artificial worlds he creates with LightWave seem almost tangible, as if the images were taken with a steam-driven camera rig, covered in grease and blood. The photographer, wheezing into the dirty filter of his gas mask, is covered from head to toe in a sweltering radiation suit made of animal skins, black rubber and metal. Once taken, the final photographs are slipped through a hole in the fabric of our reality, printed on sheets of bloodstained bits of broken glass that cuts our hands as we pick it up. It's possible, isn't it? We had to find out for sure, so we contacted Nicolas Crombez, and asked him some questions. As we suspected, his answers are just as unique and inspiring as his work.

 
NewTek: What got you into computer graphics?

Nicolas Crombez: I made an artistic career choice, both practical and theoretical in the 1980s, in Tournai, Belgium. At the time, computer graphics was in its infancy. Technology applied to the field of art has always interested me. The first video games, with their clumsy movements and approximated contours, fed my imagination. I appreciate the "toolbox" principle of the computer, it allows me a form of independence in a way. Since the advent of the Internet, I added interactivity. I consider my work as an infinite experimental game, and the computer as a great playground.

Drawing is my primary form of expression. I then follow up what I scribble onto paper with what appears on the computer screen. Exploring mental and sensory imagination, as well as the development of a visual universe has always amazed me. The rigorous technical aspect of CG forced me to overcome constraints in order to stimulate the off-frame, the unsaid, and the immersion of the viewer. I enjoy making unlikely connections.

NT: Briefly describe your production workflow.

NC: Observe - dream - digest - create.
 
Very often, I start my projects with sketches scribbled on paper. I then turn to the tools, techniques, and play with chance. When I am modeling, I work in a very classic and basic method. I only use a few plug-ins. In Layout, I use its rigging functions and instance management, and render with FPrime. I also tweak some images in post-production work, by adding grading, detail enhancement or even redrawing parts of the image to suit my needs. I think the tools must serve an idea, expression, feeling, etc. but not a principle. I'm not a 3D purist. 

NT: Why do you use LightWave 3D?

NC:
I use LightWave 3D because it’s simple, ergonomic and powerful. I appreciate LightWave's versatility, and the modeler is very intuitive. Another significant point is the very active community around LightWave. Many resources (tutorials, plug-ins, forums, etc. ) exist and are at every artist's disposal. If LightWave cannot do it natively, a plug-in usually fills that gap, making it even more versatile. During my CG studies, I was trained on LightWave. Now, I teach it to future object designers or architects.


NT: Do you have any other talents?

NC: I prefer to use the phrase, "different means of expression."

The sound, and even more so, the implemented word requires very little technical means, and is paradoxically the medium that stimulates the imagination.
 
I still learn a lot in the fields of music and text.

My work will take different forms in the future, because in the end, I only want to tell stories. Tools such as LightWave 3D allow me to explore and create visual universes that I continue with narrative, beyond the image. I like to use these modern techniques to divert and to appropriate these new areas of exploration.

NT: What do you see as the future of this medium?

NC: Research in the departments of synthetic creation have evolved dramatically in visual domains, sound and genetics. This shows how we are at the gates of the modification of a reality that is different from what we know today. Nowadays, a screen is necessary to model objects and create 3D images. Soon, with the advent of nanotechnology, we can directly model, program and manipulate future materials, changing its shape, color or stiffness. When I was a student, printing tangible objects modeled in a computer to a 3D printer was considered purely science fiction. Currently, it is becoming an industry standard. The evolution of technology has no boundaries.


NT: Can you explain your latest project, the 100,000 pixels long painting? 

NC: I wanted to tell a story that unfolds over time without resorting to frame by frame animation. I like the idea that the viewer can decide where they come and go in the visual, and it still weaves itself into a story.

Regarding the achievement and implementation, I modeled almost all elements present in the image, using and changing a few stock models. The project was divided into several scenes, and then calculated under FPrime from Worley labs. I glued each rendered piece together, and I did a lot of post work and retouching, mainly on the hair and vegetation.

Thanks to Daniel Gasienica's Openzoom project, I was able to present my work in its original size. The entire project was spread over three years.

NT: Was it in a gallery?

NC: I initiated certain steps for the exposure of the fresco, but have yet to find either the place or the interested parties willing to invest in a project like this.

NT:  What was your inspiration for it?

NC: It's hard to recall my inspirations for the images, but it is undeniable that prehistoric cave paintings and Flemish tapestries, which evoked the pixel grid, had a great influence on my work. This achievement is also part of the skyline of my music project, DEU TERROR, I started a few years ago.

Click HERE to see the 100,000 pixels painting.





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