A freelancer himself, M.D. McCallum writes the column The Freelance Experience. In this particular column he takes a close look at how to wrangle multiple projects and still keep your sanity.
The third in our continuing series on art and artmaking. In this episode, we talk with Tara, a photographer and poet at Renderosity.com, and Kate, an aspiring writer and filmmaker. Splash image is "3d-wallpaper-widescreen-3" by Kiatisakj
My continuing year-long journal on learning the procedural 3D application Houdini, created by Side Effects Software. In this journal entry, I go over my progress in modeling and my discovery of parameter expressions.
M.D. McCallum brings us another Character Creator tutorial. This time he's got some of the Christmas spirit going and shows us how to create an Elf!
Fifth entry in my continuing journal on the process of learning the application Houdini 15, a procedural-based 3D creation tool. In this entry, I discuss my process in learning basic modeling with nodes and direct manipulation of an imported object.
The fourth entry in Ricky's continuing Learning Houdini journal. In this entry, Ricky realizes he needs to develop a daily habit in his self-directed learning program
The third entry in Ricky's Learning Houdini journal. In this entry, he talks about his first steps in learning the Houdini interface and the training program he's decided to use.
The second entry in Ricky's Learning Houdini journal. In this entry, he talks about some of his research and the versions of Houdini that are available.
When working on level design, it is a good idea to keep things simple and make sure you can test the levels quickly. I've seen people making the mistake of "constructing" the levels rather than "designing" them, because they start with the idea of making the levels look as good as possible, not minding about design and gameplay in general.
The second of our ArtTalk columns where we converse with a Renderosity artist and another digital artist who is outside of the Renderosity community. The idea being to shake up our ideas about art and art making. Image Credit: Jatra Posters and a Tram by Day Sandip
Kurt Foster (modulok)--staff writer at Renderosity.com--shares his tips on how to make working with Autodesk's Maya a lot easier.
Reallusion's iClone software has evolved over the years from an avatar creation niche app to a full-fledged animation package loaded with features to make the job easier. As a longtime user, I have been fortunate enough to pick up a few tips from iClone users as well as my own work habits to save time and cut down frustration.
In this brief but comprehensive tutorial, we will take you through creating a character in Studio Max using the Extended Primitive Capsule as the basis for the character shape and body.
Reallusion's recently released Character Creator is reaching new heights for the company as it won a Silver Edge Award - Best of Show at the recent Siggraph 2015 trade show this year and is proving to be an exciting new addition to their 3D lineup. This is Part 2 of a 2-part tutorial which serves and an introduction to this excellent application.
Art Talk is an ongoing series of conversations with artists from within the Renderosity digital arts community and from the community at large. The conversations usually center around making art that is authentic and personal.
Reallusion's recently released Character Creator is reaching new heights for the company as it won a Silver Edge Award - Best of Show at the recent Siggraph 2015 trade show this year and is proving to be an exciting new addition to their 3D lineup. Character Creator (CC) is an amazing bundle of slider controlled morphs that go far beyond any type of character generator this author has used before and that includes the Fuse character generator.
I think most know by now that I've been into game development for a few years. Being a game developer in Latin America means you need to be very creative when it comes to overcoming obstacles and challenges, as you're miles away from the "big industry." Luckily, there's always the internet, and most of the time you can find help and answers online.
Kurt Foster (modulok)--staff writer at Renderosity.com--gives 5 tips on how to make working with Autodesk's Maya a lot easier.
Renderosity Magazine will feature "Tips and Tutorials" periodically. These will usually be short pieces both written and in video form to give artists a helping hand with new and current digital applications. Our first tutorial is from Renderosity writer M.D. McCallum.
Being prepared goes a long way to maintaining sanity in the world of digital art. A discussion of five of the most common stumbling blocks a digital artist can face in their career.
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