Jonathan Wai, Senior Lighting TD at Industrial Light & Magic, shares insights from 14 years in VFX and animation. He discusses the fundamental differences between animation lighting (full creative control) and live-action VFX lighting (matching existing photography), drawing on work across The Mandalorian, Spider-Man: Into the Spider-Verse, and Lilo & Stitch. A key technical highlight is the projection-based hologram lighting system he developed for Transformers One, where hologram imagery is projected onto sphere geometry in Katana to create a physically accurate light emitter — enabling correct color bleed, shadow behavior, and reflections on metallic robot surfaces without costly compositing fixes. He also covers balancing render efficiency with visual quality, building reusable sequence-level rigs, and career advice including the value of stepping back in title to grow faster.
Nguồn: https://80.lv/articles/ilm-s-senior-lighting-td-on-vfx-challenges-building-hologram-lighting-for-transformers-one-entering-the-industry. 8sync News chỉ tóm tắt và dẫn link; bản quyền nội dung thuộc tác giả và nguồn gốc.
Artist Michał Mroszczak (ultek) shared a Blender train accident animation with a surprising twist — the train gets destroyed instead of the truck. The artist noted motion blur limitations caused some parts to glitch and rotate unexpectedly during simulation. The assets used are from an upcoming sandbox FPS game the artist is developing.
Chuyển đổi từ pipeline dựa trên Maya sang Unreal Engine 5 theo thời gian thực đã giúp loạt phim hoạt hình The Wingfeather Saga tăng gấp đôi tỷ lệ chỉnh sửa animation (từ 4% lên 10%) mà không tốn thêm chi phí, đồng thời giảm khoảng 50% chi phí sản xuất nhờ các công cụ Blueprint tùy chỉnh, Control Rig, Sequencer và shader NPR theo thời gian thực.
Là người phát triển game hoặc làm animation, bạn nên đọc bài này để hiểu cách chuyển đổi từ pipeline truyền thống sang Unreal Engine 5 không chỉ tiết kiệm chi phí mà còn nâng cao hiệu suất và linh hoạt trong việc tạo ra những hiệu ứng nghệ thuật độc đáo với chi phí thấp.
Seamlessifier is a new Windows tool by developer Puck that extracts textures from photos taken at any angle and converts them into seamless textures for use on 3D models. It features polygon-based selection, real-time preview, multiple seamless generation methods (Smoothed Collage, Scattered Edges), seam blending, detail restoration, contrast/lighting adjustment, and texture atlas export. The tool also supports pixel-art workflows and built-in perspective correction. Some workflows are still experimental, and texture atlas packing isn't fully automated. Currently Windows-only, with a macOS version expected soon. It's available at 50% off on itch.io.
Alma Studio has released a collection of 130+ production-ready hair card assets compatible with Unreal Engine, Unity, Blender, Maya, 3ds Max, and other 3D software. The pre-configured assets are beginner-friendly and suitable for game development, character presentation, animations, and concept art.
Anderson Rohr has released his June free mocap animation pack, featuring approximately 6 minutes of crowd reaction animations across 22 clips. The pack supports three skeletons: Rokoko Default, Reallusion iClone, and Manny for Unreal Engine 5. Animations cover actions like clapping, cheering, swaying, posing, and texting, suitable for games, cinematics, VFX, and other 3D projects. The pack is available for free on Gumroad.
Artist Ahmad Animation created a 2D/3D animation of the Blender logo using Blender itself. He used Geometry Nodes for the curves and Emission/Color nodes for shading, mixing layers via output passes. Ahmad has been learning Blender for six years and shares tutorials on logo animations and beginner animation on YouTube.
3D artist Delta recreated the sky hole distortion VFX effect from Destiny 2's Monument of Triumph update using Blender. The recreation was praised by Artem Sorokin, the original Bungie VFX artist who created the effect, who shared technical details about the interior implementation involving a virtual skybox, view normals, pole caps, and UV coordinate gradients. This is one of several Destiny 2 VFX recreations Delta has produced in Blender.
Thales Simonato, a 3D character artist with credits at Illumination Mac Guff, breaks down his stylized Odin model. He covers his sculpting approach in ZBrush (starting from scratch with no base mesh), forward-planning the beard as open-ended tubes for the Ahoge grooming tool, using Maya for flyaway strands and repeating plate geometry, Houdini for the braid base mesh, and XGen for fur on the crows and cape. The texturing workflow involves a BasicShader validation pass, Photoshop color exploration with ID passes, and Substance 3D Painter for final layering. Lighting used Arnold with 15 lights and a multi-light EXR workflow for post-production tuning. Key takeaways: design fundamentals outweigh technical skill, and modeling should anticipate the downstream tools you plan to use.