I'm also playing with the rift and recently a couple of guys at an important
Softimage using studio mentioned to me they were using the rift and unity. So
Softimage tools for the rift clearly has value, glad to see this thread.
Sent from my iPad
On Dec 17, 2013, at 12:17 PM, francisco criado
If anyone has been exploring generating procedural building geo via ICE in the
Los Angeles area and is interested in a contract gig... send me a note :)
(andymoo...@gmail.com)
Job is supposedly not too demanding, fairly simple/stylized geo, still getting
details. -AM
Myself I'm cheering for the pneumatic car flipper. I've always wanted one.
It's the time zone thing again I'd expect. :) glad to know devs are a-lurk.
And understandable that they lurk more post less, they have to be careful with
their words I'm sure. Lurking is fine, back and forth dialogue is great but
difficult when people are under NDAs and acting in an official
Always nice to see devs reach out to know their audience prefs, thanks for they
query.
Personally, given that clearly the Softimage team is going to have to pick its
battles I prefer devs spend their time and resources, whenever possible, on
extending the software versus eating up time
Yeah, I'm seriously excited about this.
(Waiter) Good evening sir, would you like to start with DCC agnostic, high
performance, rapid development, in-application tool creation?
(Me) Yes please. Err can I follow that up with a broad set of libraries
helping me get where I need to go quickly
I recall watching my grandfather work for hours on end silversmithing, using
both hands to manipulate 3d objects with gestures both coarse and fine.
All of these demos tend to forget to take a few minutes to look at how artisans
who actually use their hands with real life 3d objects avoid
This reel is a lot of fun, thanks for sharing it and saying hi! :)
On Thu, Aug 1, 2013 at 4:59 AM, Octavian Ureche okt...@gmail.com wrote:
I would just slow down the technical breakdown part - it's a bit too
fast to
really appreciate what's going on.
Been thinking about that, just didn't
Hi gang. I wanted to give a shout out to the folks who worked on Nike
Evolution, it just posted. Those who weren't involved, this is a pretty nice
story...
A young studio, Royale, got interested in this ICE buzz and invited a number of
us from the list to visit the studio and work on a
was thinking the inspiration
was the g-star raw denim add by glassworks.
s
On Thu, Aug 1, 2013 at 9:05 PM, Andy Moorer andymoo...@gmail.com wrote:
Hi gang. I wanted to give a shout out to the folks who worked on Nike
Evolution, it just posted. Those who weren't involved, this is a pretty
I haven't been following this closely (final crunch for a job) but if you
take a look at the polynoid :grow strands compound you should be able to
hack it to define a start and end U for your resulting strand. Sorry I
can't do anything but point in that direction, juggling tasks atm. Luck.
I don't know if there's a list policy on this or not... I certainly find it
useful to know who is recruiting though and would suggest that posting job
ops here is a good thing, so long as its a members-to-members thing. Keeps
our freelancer community healthy. :) Thanks!
I would be totally open to a new application from AD if it takes some of
the best ideas of the 3 apps. Heck call it Maya thats fine. My problem is
however that AD does not seem to have a pattern of making choices based on
ensuring the best results for their customers. If their next-gen app suits
Gotta say it looks like Sparta, at least at a glance.
A worthy addition but manipulating pointclouds with additional offsets keyed
over time is very much what sparta does, and it's free ATM give it a whirl :)
Sent from my iPhone
On Jul 23, 2013, at 13:44, Ben Davis
I think Cinema4D is a great example of the effectiveness of spoon-feeding
newbies on basic techniques that give them results. C4D has very capable
artists flocking to it, these are people who are intimidated by DCCs and yet
who have a lot to offer... Designers and other creatives, Zbrush
Alok since you bring it up I am reminded to belatedly thank you for this
article - it's a fantastic read, and your blog is a personal favorite.
Sent from iGadget
On Jul 17, 2013, at 10:47 AM, Alok Gandhi alok.gandhi2...@gmail.com wrote:
You can have a look at my blog post:
The other day I was walking through a light rain and a puddle lept up on me out
of nowhere and drooled all over me. It smelled awful. Stupid puddles.
I suggest making puddles with ICE.
ahh you mean Poodle! a type of fancy dog!
On 21 July 2013 14:18, Daniel Kim
work by Glassworks) it's way below par.
They've seriously pigeonholed themselves, but they have done so in a very
profitable niche they have now almost cornered. More After Effects than 3D
DCC.
On Mon, Jul 22, 2013 at 4:42 AM, Andy Moorer andymoo...@gmail.com wrote:
I think Cinema4D
Since this thread has turned into a defacto follection of latest softimage
learning resources... some already mentioned but for completeness I'll add
them as a single post...
retail learning resources -
http://www.fxphd.com/
http://cmivfx.com/store/
http://www.digitaltutors.com
Communities
Vimeo
Nice! The time lapse segues were striking in particular, cool stuff!
Sent from my iPad
On Jul 17, 2013, at 9:26 AM, Greg Punchatz g...@janimation.com wrote:
This was released last week and I thought I should share. The compression is
kinda nasty but here you go..
On Fri, Jul 5, 2013 at 1:14 PM, Francois Lord flordli...@gmail.com wrote:
Besides, doing voxels that move and scale using different variables is
definitely not something I want to do with the push of a button. I want
full procedurability for this kind of stuff. Yes it takes longer to setup,
I should follow that up by saying that I love it when clients show me tim
and Eric's stuff as their inspiration - because that means what they are
inspired by is proceduralism itself, and that's what ICE is all about. Tim
and Eric - and a good number of other ICE artists and studios - are at the
I saw this commercial online the other day Simon and thought to myself how
nice it was... well done, and thanks for sharing the info!
On Sat, Jul 6, 2013 at 1:55 PM, Pingo van der Brinkloev
xsil...@comxnet.dkwrote:
Holy... that's eyecandy. Thanks for sharing that. Very inspirational.
P
On
By the way those little models with the tiny tracking markers are awesome :P
Alan, Miguel and Eric shared out a nice training video which sounds similar to
what you are describing Jimmy (only the dents are bumps). You might give it
a look over:
https://vimeo.com/groups/ice/videos/67967251
Cheers - AM
From: softimage-boun...@listproc.autodesk.com
Hi gang.
A producer from a New Zealand studio, blockhead, contacted me looking for a
skilled (not junior) ICE particle artist, for a freelance job. I don't have
any details and am booked.
I've sent some of you a direct mail but in case anyone else is interested
here's her info (she know's I'm
Sandy
On 2013/06/06 7:18 PM, Andy Moorer wrote:
Hi gang.
A producer from a New Zealand studio, blockhead, contacted me looking
for a skilled (not junior) ICE particle artist, for a freelance job. I
don't have any details and am booked.
I've sent some of you a direct mail but in case
Ok, I'm wearing my dunce cap. I am trying to import a model which resides
in a workgroup's models folder.
I have an environment variable set which is the path to the workgroup.
I'm obviously missing something simple. Any suggestions?
xsi = Application
lm = xsi.LogMessage
import os
Woohoo normpath did the trick, and it also got me reading through some of
the other os methods so a double win.
Thanks guys!
+1 here for G's suggestions as well, graph eval modes would solve so many
issues.
If we could tag certain execution ports of an ice op to always evaluate while
preserving the on demand speed of other branches, even better.
+1 for:
- Various Graph evaluation modes : Mute, On demand,
Any freelancer TDs available June/July (ish) for a strand-heavy ice gig? Big
name client, cool look, but definitely needs experience. Let me know if you're
interested via email.
Ha ... psych!
It's not actually working. We're just the voices in your head. Again.
On May 1, 2013, at 8:12 AM, Eugen Sares sof...@mail.sprit.org wrote:
I'll be darned, it works!
Am 01.05.2013 14:06, schrieb Leonard Koch:
Well, it is right now.
On Wed, May 1, 2013 at 2:04 PM, Eugen
http://www.chaosgroup.com/en/2/usa_promo.html
FYI chaos group is promoting a deal on Vray for freelancers in the US worth
looking at.
Discussion... I wish Arnold was even available at any kind of reasonable cost
for freelancers.
The majority of the studios I encounter use one or the other
I had considered suggesting to Eric Mootz that he look at making a DICOM
loader/reader for polygonizer and/or emFluid but concluded there wasn't enough
community interest for me to bother him with the request. Now I think that
might not be the case.
Are there enough of us out there to justify
Impressive, nice job Leonard! Thanks for sharing this out!
Sent from my iPad
On Apr 11, 2013, at 9:40 AM, Leonard Koch leonardkoch...@gmail.com wrote:
Hey guys,
LK Lightning 2.0 is out!
image.jpeg
Here is a video walking through the Sample Scenes for Version 2:
Sometimes when the opportunity presents itself (such as a weekend available to
cache on a local machine) I like to save out the maximum density I can in a
given timeframe simply because its easier to remove data than to not have it at
all or build up density by interpolating between particles
It takes some getting used to. Peter's approach is far simpler and direct
than mine.
What I do is take a global axis (x,y or z based on the user's choice) and
then rotate it to match the orientation of the null as given by the 3x3
orientation matrix (kine.global.ori). Where Peter accesses the 4x4
I think ICE has tremendous potential as a tool for learning math in a fun and
immediately rewarding way, so much so that if I were a parent I'd be pushing
hard for my (hypothetical) kids school to adopt it as a teaching tool.
After seeing a lifetime of expensive and largely ineffective
I guess my biggest problem is that I don’t know what I need to know, which
makes it hard to find answers. I search the internet when I get stuck, but
there seems to be little out there when it comes to my specific problems.
Anyway, that Kahn Academy is very cool. I had never heard of it
I've been hoping for substance designer support in XSI for a while, and I
think it's pretty certain now that SD is here to stay... if it's not on the
radar it should be.
On Fri, Apr 5, 2013 at 3:40 AM, Angus Davidson angus.david...@wits.ac.zawrote:
Anyone know if its on the radar for SI to be
Well done guys! And it's always nice to see SI screens in making-of videos
like this :D
On Fri, Apr 5, 2013 at 3:57 AM, Nic Groot Bluemink
nicgrootbluem...@gmail.com wrote:
It's an absolute beauty :)
On Fri, Apr 5, 2013 at 11:04 AM, Andreas Bystrom
andreas.byst...@gmail.com wrote:
yes,
You then need a distance to plane calculation... the distance from the
camera to null is the hypotenuse of a right triangle. The angle of that
line versus the z axis of the camera then gives you enough information to
determine the distance to the camera plane the null is on.
cos(theta)=a/h where
(opens personal toolbox) here you go m8...
On Fri, Mar 29, 2013 at 6:54 PM, Sam sbowl...@cox.net wrote:
I have a null I’m using to raycast onto a mesh and it working pretty good,
but I want to be able to adjust the direction by rotating the null and I
can’t seem to get this to work. There
Wildstar looks great, and like it was a really fun project. Kudos Matt can't
wait to see more.
I value bug fixes and incremental improvements, and won't be heartbroken if the
release focuses on this area.
What I'll be looking for will be whether there is a reasonable and competitive
pace of
Well said, but speed is still important, deadlines are tight and particularly
in the iterative direction phase often re-rendering takes much more time than
making a directed change. Dailies reflect this... A series of several
directed tweaks to a shot can stretch over several days in part to
Essentially the shutter speed of the camera is creating the same kind of effect
you can get with a strobe light where rapid motions seem to be slowed or halted.
So it's not rendered water, but it's also not what you would see with the naked
eye.
On Mar 14, 2013, at 8:09 AM, Adam Seeley
I wouldn't let early leaked information set the tone for how I'll feel about
the actual release, not when we'll find out the full official truth so soon
anyway. (Shrug.)
AD, and the Softimage teams, should certainly understand that this is an
industry where the rule is, grow or die. If we
Wow, that's really stunning!
Equally impressive is how many of these modules such a small team turned out,
and in such a short time... Impressive!
Well done! Love the style!
Adding to ice group etc.
On Mar 7, 2013, at 4:14 PM, john clausing jclausin...@yahoo.com wrote:
here's a little something we made recently
https://vimeo.com/61292772
john clausing
A bit of a digression, but since it came up...
I did quite a bit of this kind of thing at StereoD, where understandably
relationships between positions and cameras is paramount.
The VFX team there has a pretty good toolset forming of custom ICE nodes to
deal with just this kind of thing, which
I hope he is. :)
Thanks guys, I found that very illuminating!
On Mar 5, 2013, at 7:17 PM, Steven Caron car...@gmail.com wrote:
makes good sense to me... you still writing docs at autodesk grahame?
On Tue, Mar 5, 2013 at 3:59 PM, Grahame Fuller grahame.ful...@autodesk.com
wrote:
On the
There is a standalone of Krakatoa (still?) in beta, which brings a lot to the
table. However, last time I looked at it the magmaflow editor was not included
in the standalone, which is a bit of a kick in the guts.
Re: Fury... Ben of Exocortex played no small part in the birth of Krakatoa in
O. M. G.
Sent from my iPad
On Feb 19, 2013, at 3:21 PM, Sam Cuttriss tea...@gmail.com wrote:
its a cold day at work,
and softimage is not responding, so i figured i would ask the question
everyone has secretly been thinking.
_sam
?
A more immediate way to set it up would certainly be awesome.
Like I say, it's just a suggestion, kudos for making the shader in the
first place!
DAN
On Wed, Feb 13, 2013 at 5:40 AM, Andy Moorer andymoo...@gmail.com wrote:
Awesome Gustavo, yes you broke it out perfectly!
The big plus
Good idea Gustavo, and it would be easy to script out a menu item to set
up/switch to display this pass
On Mon, Feb 18, 2013 at 10:09 AM, Gustavo Eggert Boehs
gustav...@gmail.comwrote:
A slightly lazier suggestion would be to setup a pass where this material
overrides all other materials...
Hope you find it useful bro!
- AM
On Feb 16, 2013, at 9:21 PM, Byron Nash byronn...@gmail.com wrote:
Nice, that's a gem. Thanks for the link Nick and for the files Andy.
On Sat, Feb 16, 2013 at 3:50 AM, Nick Angus n...@altvfx.com wrote:
Have you check out Andy’s file?
This is one of the most intelligently absurd threads I've ever followed. :)
, Raffaele Fragapane
raffsxsil...@googlemail.com wrote:
Is it in a forest? And is anybody watching?
On Fri, Feb 15, 2013 at 9:22 AM, Alan Fregtman alan.fregt...@gmail.com
wrote:
If a parrot's velocity is [0,0,0], is it dead?
:p
On Thu, Feb 14, 2013 at 4:49 PM, Andy Moorer
Same here, math for TD/rigger application always good.
Sent from my iPad
On Feb 13, 2013, at 2:08 PM, Mitchell Lotierzo mitchlotie...@gmail.com wrote:
+1 for advanced topics, maths :)
://andy.moonbase.net/archives/1037
Cheers - AM
On Fri, Feb 8, 2013 at 12:49 PM, Andy Moorer andymoo...@gmail.com wrote:
:)
Although I wouldn't be surprised if that real time shader was too archaic
to run properly in the 2013 viewport... If that's the case, it shouldn't be
too difficult to make one
like it.
On Feb 12, 2013, at 5:15 PM, Steven Caron car...@gmail.com wrote:
ah, ok cool.
actually its still a lot better with plugin shader/shader defs which parse
the .msl for you.
On Tue, Feb 12, 2013 at 2:07 PM, Andy Moorer andymoo...@gmail.com wrote:
@Steven - I just used textpad
Awesome Gustavo, yes you broke it out perfectly!
The big plus with this multi-node approach is that you can do stuff I haven't
implemented, like rotate the texture, or more easily mix several matcaps
together, add bump etc (though I guess you could do that with the single
shader, too.)
The
.
Andy Moorer
Malware link! It should be deactivated but best not to click through. My
apologies, all. :/
On Feb 10, 2013, at 7:17 AM, Andy Moorer andymoo...@gmail.com wrote:
http://www.studiopetricone (etc)
Nice job!
And who doesn't love playmobil? :D
On Feb 1, 2013, at 3:24 AM, philipp seis dpi...@gmail.com wrote:
Hello !
Here is our new contribution against boring childhoods ;).
http://www.youtube.com/watch?v=OTDQUaP4FBU
It's made in Softimage and Arnold.
all the best, philipp
I would suggest for learning purposes, if you have the time, not to do the
'cheat' I did where I deformed the curve - really the more appropriate workflow
is to establish a 'base' mesh as Rob describes, which can become very useful to
be comfortable with particularly if you plan on using ICE
Perhaps the best thing then would be simply user-created presets... One thing
the makers of the unity game engine do which is quite clever is they make their
site a repository of such things. It makes purchasing their engine compelling
because you immediately get a sense of an active community
Get the closest location on the surface, use a get data to get the point
position from the location, and then use that to set point position. ;)
Sent from my iPad
On Jan 29, 2013, at 12:31 PM, Nuno Conceicao nunoalexconcei...@gmail.com
wrote:
Sorry, Rob, not really sure what you mean with
No.
:)
Try it, in with a simulate particles and some forces.
Sent from my iPad
On Jan 29, 2013, at 12:39 PM, Nuno Conceicao nunoalexconcei...@gmail.com
wrote:
Ok but this basically is a stick with location and no matter what forces or
velocity the particles dont move on the surface, they
as it deforms, not just flow downwards in global space,
right?
Take a look at paul smith aka pooby's vimeo posts on vector flow.
On Tue, Jan 29, 2013 at 2:42 PM, Andy Moorer andymoo...@gmail.com wrote:
I made a cheesy compound implementing paul's vector field concept a while
back and just jammed
The nice thing about a workgroup is you can connect to it whenever/wherever,
without picking thru items and installing stuff. You just connect, see what's
there, give it a try.
But such a thing would have to be moderated and maintained, plus secure. This
kind of sharing is one of the untapped
Agreed. And as long as we're on the topic...
... I'd kill for tabs so that you don't end up with a ridiculously tall
compound ppg.
... An option to force node evaluation.
... A way to collapse fcurve profiles, by default, in compound UIs.
... An option to force a compound ppg to be exposed
That's an awesome idea. Maybe start by asking users to send in their most
useful customizations or personal compounds etc to a public collection on
si-community or rray?
Most of us tend to keep those kind of things privately, but we shouldn't...
Anything which makes the Softimage community as
- dual monitor scripts: ctrl+ [shortcut] opens a window maximized on the
second monitor. ex: ctrl+alt+9 opens icetree, ctrl+alt+9 opens rendertree
Slaps forehead how totally useful, can't believe I never thought of that.
. Anyway I'm not sure the best way to
organise it all online, but fortunately with soft workgroups make life so
easy at work... Compared to wanting to be organised in max, I usually
just give up :)
On Wednesday, 16 January 2013, Andy Moorer wrote:
Cool, thanks for sharing that Fabricio, it's
I know, same here... The best scripts I use are tiny, like one that parents
offset nulls on every object selected. And a 1-line script that cycles viewport
background colors is great for making particles easier to see. Same goes for
ice compounds, the simple ones are often the most useful, I
Hi all. I'm interested in what people consider as the essentials for a small
studio Softimage pipeline, in terms of essential tools, scripts and
customization. I have my own ideas and opinions but want to get a sanity check
in case I'm missing some cool workflow or toolset, and just out of
Thanks for the fast reply Simon, very interesting post. I totally agree about
the importance of file structure and conventions, asset management is another
big one.
What brings this up... Partly I've been thinking about this stuff for years,
but recently I began sorting thru scenes to put
ditto
On Fri, Jan 11, 2013 at 11:41 AM, Leo Quensel le...@gmx.de wrote:
Seriously - this is one of my biggest feature requests ever since I found
out it is not possible.
Original-Nachricht
Datum: Fri, 11 Jan 2013 11:29:46 -0500
Von: Alan Fregtman
They are intended for gaming but both the razer 'blade' and 'edge' have me
interested. I'm pretty pro-tablet these days since my iPad goes just about
everywhere with me, the idea of a tablet that could conceivably act as a
ultra-portable workstation is pretty appealing.
I've found that
on this
week and I will share what I come up with.
Thanks!
Bryan
On Mon, Jan 7, 2013 at 3:18 PM, Andy Moorer andymoo...@gmail.com wrote:
Here you go - not sure it's exactly what you need, but hope it's handy
and that you don't mind me putting it on my site publicly (trying to
accumulate a host
I've run into a number of cases where IT at studios bends over backwards to
avoid having to deal with new software of any complexity, period. In general
however the CG supervisor at any studio is the ultimate authority in what
software is used in the pipeline. IT has a voice, but they don't
I've animated airborne dust as little wadded up strands and it looks pretty
cool. For rotation I took the center of the bounding box of the wadded up
strands as a point around which I would rotate both the particle and strand
as a post-simulation effect (similar to the recent tutorial on my site
Actually, I just tried what I was getting at and it seems to work... I'll
post a scene in a sec.
- AM
On Mon, Jan 7, 2013 at 2:49 PM, Andy Moorer andymoo...@gmail.com wrote:
I've animated airborne dust as little wadded up strands and it looks
pretty cool. For rotation I took the center
Here you go - not sure it's exactly what you need, but hope it's handy and
that you don't mind me putting it on my site publicly (trying to accumulate
a host of simple examples like these for new ICE users.).
http://andy.moonbase.net/
On Mon, Jan 7, 2013 at 3:03 PM, Andy Moorer andymoo
Looking at that scene now, this is nice work, and the result is lovely.
Thanks for sharing, sparks a lot of ideas.
On Mon, Jan 7, 2013 at 3:32 PM, Tim Borgmann i...@bt-3d.de wrote:
Sebastian did a really fantastic job on this dust stuff! It's definitely a
(if not the) key element in the spot.
From what I read I suspect you share a frustration many of us feel, that
the people making decisions at some high level of AD don't recognize the
worth of softimage as a product, judging it soley on sales figures which
given the rather convoluted path this application has taken to date fails
to
I was the same, I saw it as indicative of a degree of distress and strong
conflicting feelings on the matter. (Shrugs) I can accept that, I've vented on
this board myself (probably to the annoyance of the rest of you, heh,
apologies.)
In a sense, I'm glad Softimage is a tool which can arouse
On 28.12.2012 07:03, Andy Moorer wrote:
Hi gang, happy holidays.
I would be interested in hearing from people regarding rendering solutions
for Softimage, particularly anyone who can objectively compare Arnold,
3delight and Vray. I've heard from various people advocating
Hi gang, happy holidays.
I would be interested in hearing from people regarding rendering solutions for
Softimage, particularly anyone who can objectively compare Arnold, 3delight and
Vray. I've heard from various people advocating/evangelizing each, but what I
am really after is a fair and
There's always been rumor and silliness on this list. Personally I like hearing
the rumors - if its traveling around word-of-mouth I'd just as soon hear it
here too, where it can be refuted (or not.) Sure some people get worked up (me?
Never!) and bandwidth is used, but the more free-flowing
That's a nice trick Orlando :) Old skool but sweet still
On Fri, Dec 7, 2012 at 6:07 AM, Orlando Esponda
orlando.espo...@gmail.comwrote:
depending on how accurate the terrain topology should be, but a quick way
could be setting a key in the position of all the nulls in frame 2, then go
to
... and it will seem like ... 5 years... :D
(They are still getting their schedules locked down, I suspect their 5
weeks might turn into 8, it's a pretty effects heavy spot.)
Thanks everyone for contacting me. I've got a lot of names now, almost all
remote, don't any of us live in LA anymore?
...@listproc.autodesk.com] on behalf of Andy Moorer [
andymoo...@gmail.com]
*Sent:* 05 December 2012 20:45
*To:* softimage@listproc.autodesk.com
*Subject:* strands-heavy commercial gig, LA area
Hi gang... ANOTHER strands-based VFX gig, a good studio with a Nike
commercial (or several actually) in the LA
Hi gang... ANOTHER strands-based VFX gig, a good studio with a Nike
commercial (or several actually) in the LA area needs ICE guys. About 5
weeks in January.
Anyone out there, looking? Remote is a possibility. Reasonably complex
stuff, you'll need to be comfortable with custom ICE dev and strands
Best of luck hunting Stefan! How do you feel about contract work?
On Nov 16, 2012, at 9:29 AM, Stefan Andersson sander...@gmail.com wrote:
Hello Everyone,
I'm currently looking for work, and these days there doesn't seem to be that
many out there. I hope you guys don't mind that I share the
The sad thing is Mental Ray is a good and powerful renderer. Mental image's
fateful decision to not participate in integration/implementation and leave it
to Autodesk has done them tremendous damage.
Ed, your post is dead on. There's some good tech available which isn't getting
into artists's
Wow so many well wishes emails. Thanks everyone, this is the nicest community.
Just wrenched it - nothing time, Advil and staying out of cramped airliners
won't cure. I'll just be flat on my back for a week.
Hey I wonder if I can convince my wife to bring poor ailing me booze... maybe
piña
Awesome spot!
Sent from my iPad
On Nov 5, 2012, at 6:37 AM, Sebastian Kowalski l...@sekow.com wrote:
Hey,
here is a spot I've finished at Infected Post in Hamburg, rendered (of
course) in Arnold.
With Lookdev and Animatic Love from the great Tim Borgmann.
Arnold once again never let
-Yang Lu ntmon...@gmail.com wrote:
Might be able to send a couple of names.
On Mon, Nov 5, 2012 at 2:53 PM, Meng-Yang Lu ntmon...@gmail.com wrote:
Stereo D?
On Mon, Nov 5, 2012 at 2:46 PM, Andy Moorer andymoo...@gmail.comwrote:
Hi gang...
I was in a minor car accident Friday and injured
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