Thursday, May 13, 2010

X-Men: First Class Gets Director

Marvel intends to return to the roots of the X-Men folklore with X-Men: First Class slated for June 3, 2011. Now the franchise gets its intended reboot with a new director in the helm.

free-hidden-object-games

X-Men: First Class has been always about the original fivesome of the X-Men namely Cyclops, Marvel Girl (Jean Grey), Iceman, Angel (Archangel) and Beast. But the movie will delve into the complicated friendship of Charles Xavier (Professor X) and Erik Lensherr (Magneto).

Bryan Singer will be heavily involved in its production while Ashley Miller and Jack Stentz will be in charge of the script.

Says Singer: “This is the formative years of Xavier and Magneto, and the formation of the school and where their relationship took a wrong turn… There is a romantic element, and some of the mutants from ‘X-Men’ will figure into the plot, though I don’t want to say which ones. There will be a lot of new mutants and a great villain.”

It is encouraging to see these high-powered comic characters get a movie treatment that is not larger than life. For fans of the X-Men mythology, the love story of Cyclops and Jean Grey has always been well-chronicled and it will be interesting for fans to see how their puppy love develops.

For their part, Professor X and Magneto have always been portrayed as old men who are on the separate ends of the spectrum. But a movie exploring their youth together may help fans understand the complexity of their friendship.

In any case, Wolverine won’t be of much exposure here, owing to the fact that he had his own spin-off. Marvel is really hauling in the goodies for all their licensing properties. But with all the hard work they’ve put in, Marvel seems to deserve all this.


Tuesday, April 20, 2010

Discovery Channel,Spielberg Team on Animated Miniseries

Discovery Channel announced today that it is working to develop a new mini-series project with Academy(R) Award-winning filmmaker Steven Spielberg, DreamWorks Television and DreamWorks Animation SKG, Inc. (Nasdaq: DWA) entitled FUTURE EARTH (wt). DreamWorks Television and DreamWorks Animation will co-develop this future project, of which Spielberg will personally oversee development.

free-hidden-object-games

“We pride ourselves on bringing the best storytellers in the business to Discovery,” said Clark Bunting, president and general manager, Discovery Channel and president, Science Channel. “Steven Spielberg, his team at DreamWorks Television and DreamWorks Animation are at the top of that list. We are excited and look forward to collaborating with them on an exciting array of new nonfiction programs.”

FUTURE EARTH aims to be an epic mini-series examining what life on Earth will be like in 25, 50 and 100 years. The mini-series will draw from a vast number of sources, including the leading futurists, scholars and great minds of today, to dramatize and explore how various facets of our daily lives – health and medicine, technology, the environment, the military, the economy and media – will evolve over the next century.

“I am excited to be back in business with DreamWorks Animation and all the active imaginations and creative artists at the best animation company in the world today. Joining together with Discovery, we have an opportunity to bring exciting new experiences to take television audiences into the imagined future of planet Earth, said Steven Spielberg.

“We are thrilled to join forces with Discovery on such a uniquely positioned new mini-series and look forward to reuniting with Steven and his team to bring FUTURE EARTH to life for viewers in creative and innovative ways,” added Jeffrey Katzenberg, Chief Executive Officer of DreamWorks Animation.

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Monday, April 19, 2010

Behold my fascination with Character Animation and Blender 3D

I have been a huge fan of cartoons ever since I was a kid, something that hasn't changed in the last 30 odd years. So it really isn't any great surprise that once I discovered Blender 3d and the ability to animate my own characters, that I would become hooked.

I am utterly fascinated with Character Animation. Even though I am not what you would consider a master yet, I love creating and then watching my little characters move across my screen.

There is nothing I have tried that even compares to breathing life into a character that you have created yourself. And the funny thing is that the more you work with your character, the more life-like they become. It is all too easy to start thinking of them as real as you watch their personalities grow and develop with each step of the animation process.

Tuesday, April 13, 2010

12Amazing 3d Characters in Movie Posters

CGI DragonWhen you want to be inspired by stunning 3D graphics, you could watch a film with beautiful visual effects. Today I’d like to share my favorite movie posters with convincing 3D characters. There are monsters, beasts, aliens, humanoids, animals, and robots. I’ll concentrate on Hollywood movies and leave out superheros at this time. I also present only one poster per movie to give you variety.


01. The Wolfman: 3D Werewolf

We’ve seen werewolves in movies several times, but the latest is probably the most convincing in terms of CGI.

The Wolfman poster (rendered werewolf)

02. Alien vs Predator Requiem: CGI Alien

The movie sucks, but these legendary beasts still look awesome. And let’s not forget the predators. I could’ve just as well chosen a poster of a predator.

Alien vs Predator Requiem poster (CGI alien)

03. 10,000 BC: Smilodon

10,000 BC features three great prehistoric 3d animals: mammoth, phorohacus, and smilodon. They all look amazing but smilodon is my favorite.

10,000 BC poster (computer generated smilodon)

04. The Golden Compass: Iorek Byrnison, an Armored Ice Bear

The Golden Compass is full of talking 3d animals. The poster shows Iorek Byrnison, an armored ice bear. The Golden Compass won an oscar for the best achievement in visual effects.

The Golden Compass poster (armored ice bear)

05. The Lord of the Rings: 3D Character Gollum

The Lord of the Rings trilogy is soon 10 years old, but the CGI still looks really convincing. Each one of the movies won an oscar for the best visual effects.

LOTR poster (3d character gollum)

06. King Kong

Perhaps the most believable furry monster seen on the big screen. King Kong won an oscar for the best achievement in visual effects.

King Kong poster

07. Where the Wild Things Are: CGI Monster or is it?

Just when I said Kong Kong was the most believable furry monster, I realize there are wild things that look amazingly good as well. However , the monsters are actually actors in costumes combined with CGI faces. Beautiful poster nevertheless.

Where the Wild Things Are poster

08. Eragon: 3D Dragon

Eragon brought us one of the best CGI dragons ever.

Eragon poster (cgi dragon)

09. Transformers: 3D Robot Optimus Prime

Transformers was nominated for the best achievement in visual effects. The robots look great and their movement and interaction with the live footage is stunning. My favorite is Bumblebee but in the poster Optimus Prime looks just a little better.

Transformers poster (3d robot character)

10. Terminator Salvation: CGI Terminator

Terminators looked good already in the 90s. Today, they look even better.

Terminator salvation (3d terminator characters)

11. Clash of the Titans: CGI Monster

I haven’t actually seen Clash of the Titans yet, but the trailer and the posters make a promise of amazing 3d visual effects.

Clash of the Titans (3d characters

12. Avatar: 3D Character Neytiri by Zoe Saldana

It was no surprise that Avatar won an oscar for the visual effects. The highlight of the CGI characters was beautiful Neytiri portrayed by Zoe Saldana.

Avatar poster (Neytiri cgi character)

That was my take. Feel free to complete the collection and let me know your favorites!

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Monday, April 12, 2010

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Saturday, April 10, 2010

Stunningly Realistic 3D Character Models

rock climber

Knight | Dani Garcia
It’s a low poly character I’ve done using a confrontation figurine as reference. 7887 Tris with normal mapping.Dani Garcia

knight

Flamethrower SU | Andrei Cristea
This character was inspired by some medical units from WW1. The gear is a mix from diferent periods and regions.Andrei Cristea

flamethrower

Franck Zbrush | Ced66

franck

Blitz | Chemb0t
I took the lineart of my character ‘Blitz” and used it as reference to sculpt the him in Zbrush. I used the project to learn the software and its production pipeline.Chemb0t

blitz

Thursday, April 8, 2010


New Screen


So we decided to come up with some updates at the far end of the production phase.

As you can see above we got new beauty shot for Garshasp with his mystical mace. This is our in game model rendered in 3ds max along with some paint over that our concept artist “Soheil” has done on it.

And here are some in game screen shots which came out right from Iranvij, our Level editor tool. I managed to grab some props too.

In the past weeks, a very common sight at Fanafzar was a series of 4 or 5 machines, all running Garshasp on a pre-recorded command sequence (or timedemo, or whatever you might want to call it,) trying to get the game to crash or fire an assertion or behave erratically to help us pinpoint some intermittent or hard to reproduce bug.

First of all, we have a quite cool replay feature in Zorvan (our engine) that lets us record and then play back a game session. It’s not perfect, and not quite fit for end-users, but you wouldn’t imagine how useful it has been (and will be) to us.

This replay system is serving as our unit test (“You added that feature? Let’s see if the boat sequence is playable now.”) and our regression test (“You committed that fix? Let’s see if the game is still playable!!!”) and our performance test and playability test and much more. Since the structure of our game is linear by design, we can get very good coverage with a straightforward replaying of the entire game.

In any case, since we are almost feature-frozen now, our (programmer’s) lives mostly consist of running the game till it crashes (or does something it shouldn’t do) and then tracking down the bug and working it out.

I guess the next step will be finding the few major performance bottlenecks and optimizing them (that we have put off till now because they would have made debugging and adding features quite hard.)

My point in all this was that debugging is usually considered a gruesome and intimidating task, or boring and uninteresting at best. Right now, I quite enjoy debugging our engine and game for two main reasons: first is the replay system (which makes debugging much more effective, targeted and efficient) and second and more important is finding out bugs in my own (and our own) mental processes by finding bugs in the code that resulted from those processes.

It can be illuminating to find out what you had missed when you designed or implemented a piece of code, or the bugs caused by lack of communication or a problem in the general work flow (these are not common, but interesting nonetheless.) This form of revelation that results from finding a bug in your code is quite a rush and can make us better programmers.


Wednesday, April 7, 2010

The Popular Ashmoogh

Ashmoogh is a breed of creatures which are very wild, blood thirsty with little brains. They usually attack their targets while in groups. Every Deev is usually escorted with a few of these creatures…

The type shown below usually can be found in higher altitudes with a more dry climate …

Ashmoogh_A

Initial 3D model done by Syros Pourlatifi, polished in ZBrush for normal maps by Tohid Razavi.

Ashmoogh

High Poly Model

At last we can say sculpting our Supper hero “Garshasp” is finished. these are all Zbrush models for baking the normal maps and resurfacing of the Low res meshes. Due this weekend I’ll upload some render, screen shot and wire frame from the Low poly in-game model. a huge thanks goes to Soheil for pushing me to make everything the way it should be, of course I should admit here that he was not satisfied at last and done some parts of face sculpting by himself :) .

click to enlarge

here is Garshasp:

garshasp_all_low

his props in detail:garshasp_props_low

Hope you like it!

Monday, April 5, 2010

3D Character Pipline

Here is a Construction shot along with the Arzoor Zbrush model and a Beauty shot, just to show the technical part of our character art pipeline.

click to see a it in 3 different angles.

arzoor3dmodel_wf_low

This construction shot is an screen shot from max viewport. We use ShaderFx for testing normal maps inside Max during development of the character and before importing it to the engine. this is a shader I have made that supports 4 realtime lights and an overall ambient light. maps to use with this shader are : Normal,Diffuse,Specular and alpha.

arzoor3dmodel_zb_bs_low

Almost every character in the game take the same path to come alive (aside from animation though), let me explain it. the model will be first modeled in Zbrush, then it will be retopologized inside Zbrush for making the low poly mesh from the original sculpt. then every parts of the low res mesh will be taken to 3ds Max for Unwrapping and normal baking. right now we bake our normals inside max. In 3ds Max environment we have the ability to easily adjust the cage mesh for an accurate normal map generation and easy bug fixes. But the problem arises when your high resolution Zbrush mesh goes really HIGH!! at this moment we usually brake the high res mesh according to low res unwrapped chunks. But almost recently 3mm has proposed to use xnormal for baking the normal maps as it is an stand alone software just for normal baking purposes (and of course some other great tasks). but using it require to solve some other problems (like making additional cage). 3mm volunteered for taking this tedious path for our next boss character, so i hope this new pipeline will work for us

Thursday, April 1, 2010

3D Environment Concept Artist
Work with a small team on a puzzle-exploration game that is philosophical, and quiet, and is being made for reasons other than crass profit motive. Because the team is small, your work will be a large influence on the look of the final game. The team is run by the designer/programmer of the critically-acclaimed game Braid; the team is fully-funded and pay is high
Remote work is a possibility, but the ability to meet regularly in San Francisco is preferred.
Duties
  • Help determine the visual style and tone of the game.
  • Sketch locations to help determine spatial relationships among objects in a scene.
  • For each major location in the game, working with the designer, iterate from the sketches through full-color concepts, so that at the end we have a clear p
  • icture of how color and shape will interplay in each scene
Job duration
An estimated 6 months of full-time work, with light work available afterward through the conclusion of the project.

The ideal candidate understands the nuances of storytelling via environmental cues and has a good feel for the use of color and lighting.

Please have a convincing portfolio, good traditional art skills and the ability to self-direct, working without micromanagement.

The majority of the portfolio should consist of things absent from the following list: Girls With Big Tits; Barbarians Wielding Axes, Covered in Blood; Aliens; Space Ships; Gangsters Getting Shot in the Face; Orcs; Giant Robots; and, of course, Postapocalyptic Wastelands.


Monday, March 29, 2010

3-D film

For more information on 3D film titles


A 3-D ("three-dimensional") film or S3D film[1] is a motion picture that enhances the illusion of depth perception. Derived from stereoscopic photography, a special motion picture camera is used to record the images as seen from two perspectives (or computer-generated imagery generates the two perspectives), and special projection hardware and/or eyewear are used to provide the illusion of depth when viewing the film. 3-D films are not limited to feature film theatrical releases; television broadcasts and direct-to-video films have also incorporated similar methods, primarily for marketing purposes.

3-D films have existed in some form since 1890, but until 2010 had been largely relegated to a niche in the motion picture industry because of the costly hardware and processes required to produce and display a 3-D film, and the lack of a standardized format for all segments of the entertainment business. Nonetheless, 3-D films were prominently featured in the 1950s in American cinema, and later experienced a worldwide resurgence in the 1980s and 90s driven by IMAX high-end theaters and Disney themed-venues. 3-D films became more and more successful throughout 2000-09, culminating in the unprecedented success of 3-D presentations of Avatar in December 2009, followed by the record-breaking opening of Tim Burton's Alice in Wonderland in March 2010.


History


The stereoscopic era of motion pictures began in the late 1890s when British film pioneer William Friese-Greene filed a patent for a 3-D movie process. In his patent, two films were projected side by side on screen. The viewer looked through a stereoscope to converge the two images. Because of the obtrusive mechanics behind this method, theatrical use was not practical.[13] Frederick Eugene Ives patented his stereo camera rig in 1900. The camera had two lenses coupled together 1 3/4 inches apart.[14]

On June 10, 1915, Edwin S. Porter and William E. Waddell presented tests to an audience at the Astor Theater in New York City. In red-green anaglyph, the audience was presented three reels of tests, which included rural scenes, test shots of Marie Doro, a segment of John Mason playing a number of passages from Jim the Penman (a film released by Famous Players-Lasky that year, but not in 3-D), Oriental dancers, and a reel of footage of Niagara Falls.[15] However, according to Adolph Zukor in his 1953 autobiography The Public Is Never Wrong: My 50 Years in the Motion Picture Industry, nothing was produced in this process after these tests.

Early systems of stereoscopic filmmaking (pre-1952)

The earliest confirmed 3-D film shown to a paying audience was The Power of Love, which premiered at the Ambassador Hotel Theater in Los Angeles on September 27, 1922.[16][17][18] The camera rig was a product of the film's producer, Harry K. Fairall, and cinematographer Robert F. Elder.[13] It was projected dual-strip in the red/green anaglyph format, making it both the earliest known film that utilized dual strip projection and the earliest known film in which anaglyph glasses were used.[19] Whether Fairall used colored filters on the projection ports or whether he used tinted prints is unknown. After a preview for exhibitors and press in New York City, the film dropped out of sight, apparently not booked by exhibitors, and is now considered lost.

Early in December 1922, William Van Doren Kelley, inventor of the Prizma color system, cashed in on the growing interest in 3-D films started by Fairall's demonstration and shot footage with a camera system of his own design. Kelley then struck a deal with Samuel "Roxy" Rothafel to premiere the first in his series of "Plasticon" shorts entitled Movies of the Future at the Rivoli Theater in New York City .[20]

Kelley, who was an early producer of color films, used Prizma to print his anaglyph films. In early 1923, he shopped around a second Plasticon entitled Through the Trees - Washington D.C., shot by William T. Crespinel, which consisted of stereoscopic views of Washington, D.C., but found no buyers.[20]

A detail from an article about the Teleview system, created by Hammond and Cassidy. Only one feature was ever produced with the system.

Also in December 1922, Laurens Hammond (later inventor of the Hammond organ) and William F. Cassidy unveiled their Teleview system. Teleview was the earliest alternate-frame sequencing form of film projection. Through the use of two interlocked projectors, alternating left/right frames were projected one after another in rapid succession. Synchronized viewers attached to the arm-rests of the seats in the theater open and closed at the same time, and took advantage of the viewer's persistence of vision, thereby creating a true stereoscopic image. The only theater known to have installed this system was the Selwyn Theater in New York. Only one show was ever produced for the system, a groups of shorts and the only Teleview feature The Man From M.A.R.S. (later re-released as Radio-Mania) on December 27, 1922 in New York City.[21]

In 1923, Frederick Eugene Ives and Jacob Leventhal began releasing their first stereoscopic shorts made over a three-year period. The first film entitled, Plastigrams, which was distributed nationally by Educational Pictures in the red/blue anaglyph format. Ives and Leventhal then went on to produce the following stereoscopic shorts in the "Stereoscopiks Series" for Pathé Films in 1925: Zowie (April 10), Luna-cy (May 18), The Run-Away Taxi (December 17) and Ouch (December 17).[22]

The late 1920s to early 1930s saw little to no interest in stereoscopic pictures, largely due to the Great Depression. In Paris, Louis Lumiere shot footage with his stereoscopic camera in September 1933. The following year, in March 1934, he premiered his remake of his 1895 film L'Arrivée du Train, this time in anaglyphic 3-D, at a meeting of the French Academy of Science.[23]

In 1936, Leventhal and John Norling were hired based on their test footage to film MGM's Audioscopiks series. The prints were by Technicolor in the red/green anaglyph format, and were narrated by Pete Smith. The first film, Audioscopiks, premiered January 11, 1936 and The New Audioscopiks premiered January 15, 1938. Audioscopiks was nominated for the Academy Award in the category Best Short Subject, Novelty in 1936.

3-D film


A 3-D ("three-dimensional") film or S3D film[1] is a motion picture that enhances the illusion of depth perception. Derived from stereoscopic photography, a special motion picture camera is used to record the images as seen from two perspectives (or computer-generated imagery generates the two perspectives), and special projection hardware and/or eyewear are used to provide the illusion of depth when viewing the film. 3-D films are not limited to feature film theatrical releases; television broadcasts and direct-to-video films have also incorporated similar methods, primarily for marketing purposes.

3-D films have existed in some form since 1890, but until 2010 had been largely relegated to a niche in the motion picture industry because of the costly hardware and processes required to produce and display a 3-D film, and the lack of a standardized format for all segments of the entertainment business. Nonetheless, 3-D films were prominently featured in the 1950s in American cinema, and later experienced a worldwide resurgence in the 1980s and 90s driven by IMAX high-end theaters and Disney themed-venues. 3-D films became more and more successful throughout 2000-09, culminating in the unprecedented success of 3-D presentations of Avatar in December 2009, followed by the record-breaking opening of Tim Burton's Alice in Wonderland in March 2010.

Stereoscopic motion pictures can be produced through a variety of different methods. Over the years the popularity of various systems being widely employed in movie theaters has waxed and waned. Though anaglyph (see next section) was sometimes used prior to 1948, during the early "Golden Era" of 3-D cinematography of the 1950s the polarization system was used for every single feature length movie in the United states, and all but one short film[2]. In the 21st century, polarization 3-D systems have continued to dominate the scene, though during the 60s and 70s some classic films which were converted to anaglyph for theaters not equipped for polarization, and were even shown in 3D on TV[3]. In the years following the 90s, some movies were made with short segments in anaglyph 3D. Following are some of the technical details and methodologies employed in some of the more notable 3-D movie systems that have been developed:



Thursday, March 25, 2010

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Wednesday, March 24, 2010

The Magic of Cinema

The Magic of Cinema is a pre-feature advertainment short that introduces the cinema viewers to their feature movie. It is sponsored by the cinema theater and a few other premium sponsors and conveys important pre-feature messages such as “switch off your mobiles”, “do not disturb”, and “enjoy the movie”. The Magic of Cinema shows after the in-theater advertisement and just before the movie starts.
The Magic of Cinema shows that what happens behind the scenes when you go to the movies. This magic story is told using highly detailed visuals that combine fantasy settings and characters, a simple storyline, and an amusing audio track with reminiscences of several motion pictures.
Created entirely by Animalada, this short was rendered in full cinemascope 35 mmand features a Dolby 5.1 sound track. 3.600 frames of CGI animation in 2K resolution, and more than 140 audio tracks of magic were needed for this short

Passatempo

Animalada animated Nestle's Passatempo Gang helping a group of kids finishing their science project. The original characters' models and textures were improved to create several ads where the animated characters interacted with live actors shot on 35 mm footage.

The Magic of Cinema

The hype for the special effects in this movie was tremendous back in 1998. While the effects are competent, they're not all that stunning. There's just nothing original here, it's like Jurassic Park meets Aliens with a little Independence Day thrown in at the last minute. Effects-wise, the movie has quite a few shots in which Godzilla gets awkwardly inserted into the action. In addition, he tends to vary in size depending upon the scene in the movie! The baby zillas are the absolute worst though. Next time you see the movie, note the scene inside Madison Square Garden with the wide shot of the baby zillas "nest". Half the zillas are walking around, and not even touching the floor! Let's try to spend a little more time and effort on the post production, fellas

3D CHARACTER DATABANK ...

A collection of high quality polygonal 3D Character models
for creative professionals. Developed to help digital artists save time
and add further quality to their projects,
The123d character databank contains 3d characters by a variety of artists.
You'll find assets in a range of filetypes, in high & low res versions, to suit
a wide variety of requirements. Save time with these pre-built 3d characters.
Individual 3D character or collections available for instant download !
Browse the character catalogue & start using your new models today ...
Did we mention - immediate downloads available !



3D Man | detailed rigged model

Highly detailed male character model. Extreme detail is achieved by using high resolution bump and displacement maps. Fast rendering speed. Fully rigged with biped and ready for animation. ..



Sunday, March 21, 2010

Stunningly Realistic 3d character model

Intrigued by the amazing graphical character designs of our all-time favourite animated movies like the Shrek, Monster Inc., Ice Age etc. In fact, CG (Computer Graphics) character designs for computer games makes up an integral part of the gaming process. Much as we often take for granted these creatively detailed designs, there is always a tedious behind-the-scene effort needed to make this characters come ‘alive’ by first creating an animated 3D model.

raw 3d characters

The CG characters you are about to see are created with powerful 3D tools like ZBurhs, 3DMax, Photoshop, etc. In order to appreciate the beauty of our favourite on-screen characters, one should see how the 3D models are first created. In essence, it is analogous to the molding of the characters before we give life to them through animation. We hope this list will give you a greater understanding on the complexity of making 3D CG characters.

Warhammer Rider | Joe Deng
This is my Warhammer rider character without textures, rendered in mental ray with SSS shader.Joe Deng

Warhammer Rider

Demonic Prince | Rami Ali’s
This is a concept of a demonic prince designed solely in Silo and ZBrush on the fly as I developed it. Much inspiration was drawn the from art and style of the worlds of Diablo, Warcraft and Oblivion. I used Silo to build all the base meshes for attire/accessories, and ZBrush to shape, pose and sculpt everything.Rami Ali

demonic prince

Backstabber | Gregory Callahan
I’ve been wanting to do a Gladiator fantasy type project for some time now, since it’s not a style I would normally do. Mostly done in ZBrush; I used 3ds Max for the base meshes for some of the hardsurface objects.Gregory Callahan

backstabber

Troll | Dankatcher
This is a Troll I made Using Zbrush and Maya. I am still learning all the technical stuff involved in making digital figures but I hope that some of my traditional skill have shown through.Dankatcher

troll

Roller Bunny | Gregory Callahan
I was watching a lame documentary on Venice Beach a few weeks back (I don’t have cable) and thought it would be cool to capture the fluid motion of a roller dancer skating along the beach. Here’s what I came up with: “Roller Bunny” Gregory Callahan


Welcome to

Houston 3D studio

3D Animation Company

3D Animation Services include 3D Graphics, Character Animation, Models and Logos. For Oil and Gas, Architects, Interior Designers, Inventors for Prototypes, Medical, Industrials, any companies needing 3d Animation, Modeling, Presentation or Video production.

3D Graphics & Character Animation Company in Houston, Texas

3D graphic animations including animated 3D models are a great way to bring to life an idea or design that is still on the drawing board or just difficult to describe with words. 3D animations can make visual that which is invisible or hard to conceive. You have a chance to preview and experience your vision before a major investment is made to produce the reality.

Houston 3D Studio will provide you exactly what you have imagined. We will try to bring more life to your product and bring it more to reality using 3D technology. We are experts in architectural, character animations, prototypes, and interactive and industrial 3D products. Over the years we have made a name for our work. We have gone to build some of the most complex structures in architectural field into 3D. Our clients have always been satisfied with our work and we keep working until they are fully satisfied. We deliver what our clients want and keep striving to reach perfection.

3D CHARACTER DATABANK ...

A collection of high quality polygonal 3D Character models
for creative professionals. Developed to help digital artists save time
and add further quality to their projects,
The123d character databank contains 3d characters by a variety of artists.
You'll find assets in a range of filetypes, in high & low res versions, to suit
a wide variety of requirements. Save time with these pre-built 3d characters.
Individual 3D character or collections available for instant download !
Browse the character catalogue & start using your new models today ...
Did we mention - immediate downloads available !

character references. It’s from Got3d – 3d Models and Textures. Each character is a high resolution, full body in front of a green screen, All sides are projected. There are also some free models made in light wave and 3Dmax that can be imported into Blender. Though the edge loops were a bit screwy but maybe that has something to do with the Blender import script.

To get the models go to the 3D Model Store and there you will see a list of models for sale. Under the “Static 3D Models Peoples” click on the picture. On the next page you’ll see a link on the picture on the right side for the free model.

Free = “This texture is free to use in your projects or your personal texture library.You may NOT sell or publish this texture in part or in full.”