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To The Aotg.com Community,

It is with a heavy heart that we announce we will no longer be updating Aotg.com. Back in 2007, when we started, there was a lack of access to information about film, television, and commercial editing. We wanted to fix that by creating a central location for content about editing to be stored.

Since then, we've watched the amount of content about editing on the internet grow exponentially. We've also watched social media tools come and go with that growth. Does anyone remember Google Wave!? These social media tools changed how people access and search for media and information. People tend to turn to Facebook, Youtube, Twitter, and Instagram for their news and information, and those are all great tools to promote your sites, but as a site that aggregates links to other sites for users, it just doesn't work for us.

We will keep the site live but archive the ability to add links and comments. We will keep our database live with the links for those who desire to use it to search for editing information and research.

Our podcast, The Cutting Room, will move over to the Filmmakeru.com website and will continue to be a place for interviews with editors and other film professionals.

Everyone who worked for Aotg.com loved what we created and are proud that we could help so many editors find content that spoke to them.

I look forward to seeing everyone at the various post events worldwide in the coming years!

Yours truly,
Gordon Burkell
Aotg.com Founder

Using 3D-Coat PBR Materials in a Blender PBR Shade

October 24, 2016, 10:02 AM

http://lesterbanks.com/2016/10/3d-coat-pbr-materia...

3D-Coat has some great PBR (Physically based rendering) features, including  PBR Materials. Smart Materials in 3DC allow you to create and paint with physical materials. The materials can consist of parameters that can achieve physically accurate results. If you are using 3D-Coat as part of your Bender workflow, is it possible to get PBR materials The Post Using 3D-Coat PBR Materials in a Blender PBR Shader originally appeared and published on %%BLOGLINK%,by lesterbanks

An Introduction to Proxy Skinning in Maya

October 13, 2016, 09:22 AM

http://lesterbanks.com/2016/10/introduction-proxy-...

What exactly is proxy skinning? Like using any other proxy, you are able to work on the skin weights of a mesh through a proxy object, or some representation as a substitution. The substitution doesn’t necessarily need to be a lower resolution version of the original mesh, but it can be in some cases. It The Post An Introduction to Proxy Skinning in Maya originally appeared and published on %%BLOGLINK%,by lesterbanks

KUBO AND THE TWO STRINGS: Steve Emerson

October 13, 2016, 09:20 AM

http://www.artofvfx.com/kubo-and-the-two-strings-s...

Steve Emerson worked at Rainmaker Entertainment Inc and IMAX before joining LAIKA in 2008 as 2D supervisor to work on CORALINE. He then worked on PARANORMAN and THE BOXTROLLS.

Combine Depth Of Field, Mograph Cloners, And Atom

October 11, 2016, 09:34 AM

http://greyscalegorilla.com/tutorials/combine-dept...

In this tutorial, I show you how to create the look from our Atoms, Primitive Project featured on our Behance Page and our Instagram Page.

Motion Picture Industry Pension Panel Annual Repor

September 23, 2016, 05:29 AM

http://animationguildblog.blogspot.ca/2016/09/moti...

Artists, writers and technicians under TAG contracts receive pension and health benefits from the MPIPHP (Motion Picture Industry Pension and Health Plan).

DeltaMush to Skin 3ds Max Plugin

September 21, 2016, 04:57 AM

http://www.cgmeetup.net/home/deltamush-to-skin-3ds...

DeltaMush to Skin is a c++ 3ds Max modifier which smooths deformations while preserving details with “converting” to Skin feature – the plugin solves Skin weights matched as close as possible to the DeltaMush result. It enables the user to export such rigg to the game engine like Unity, Unreal etc. The whole process is incredibly fast thanks to multithreaded optimization.

The Foundry’s Test Drive MODO & MARI Challenge

September 15, 2016, 12:31 PM

http://magazine.artstation.com/2016/09/foundrys-te...

The Foundry and ArtStation are teaming up to give the community the opportunity to Test Drive MODO and MARI and compete for spectacular prizes in The Foundry’s Test Drive MODO & MARI Challenge! The vehicle-based challenge will ask entrants to imagine a “Classic Ride in 2055” before they model it in MODO, and texture it in MARI.

Have Cinema 4D’s Spline Wrap Deformer in Houdini

September 6, 2016, 09:14 AM

http://lesterbanks.com/2016/09/cinema-4ds-spline-w...

The Spline Wrap Deformer in Cinema 4D is an easy to use tool that many artists rely on. Spline Wrap simply lets you deform any object along a spline. If you are diving into Side FX Houdini and coming from a Cinema 4D environment, you might be missing that handy deformer. Houdini does have a similar […] The Post Have Cinema 4D’s Spline Wrap Deformer in Houdini originally appeared and published on %%BLOGLINK%,by lesterbanks

Build a Wheel Rig in Maya the Proper Way Using Wor

September 2, 2016, 02:25 PM

http://lesterbanks.com/2016/09/build-wheel-rig-may...

Andrew Christophersen shows how you can create a wheel rig in Maya that will work on all axis, by using world vectors instead of using single axis circumference math. The Post Build a Wheel Rig in Maya the Proper Way Using World Vectors originally appeared and published on %%BLOGLINK%,by lesterbanks

How to get your ZBrush model into Maya

August 8, 2016, 05:52 AM

http://www.creativebloq.com/how-to/how-to-get-your...

For this Maya tutorial I’m going to show you how I got this Grumpy Link model from ZBrush into Maya for rendering.

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