by Steve Pitzel
Introduction: Disguising seams in NURBS models
Today is a great day to be a 3D animator! It wasn't long ago that animators were stuck with creating stiff-jointed, scarred-looking automatons. These characters had all the beauty and grace of Frankenstein. Rendering engines couldn't handle deformations, or high-level geometry, and polygons ruled the gaming world. The computing power for creating fluid movement and seamless-looking joints simply wasn't there.
I'll be in the booth manning our Concept Art kiosk much of the time (Intel is booth #2217) stop by and say "Hi!" But - for a REAL kick. Come and say "Hi!" to all the Dreamworks Animation FX and animation wizards who'll be speaking in our booth theater or, in the case of the amazing Jono Gibbs, actually presenting at our FX kiosk the middle of each day!
Why? Because mom loves the early stages of your art - the messed up line drawings, the noodles and doodles - exactly the way they ARE. Mom is your number one fan...
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