Sponsors
Alex Horst |
Frankfurt, Germany>> Autodesk |
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Alex’s extensive experience with 3ds Max dates right the way back to high school where he gave his first demo of 3D Studio R3 in 1993. Since then, Alex has worked with a huge amount of customers mainly in the games and design visualisation industry. Today Alex focuses on the optimal use of the 3ds Max Entertainment Creation Suite products. He supports companies to optimize their creative processes and helps to get the best out of the Autodesk solutions. |
Alex Horst |
Reality Capture for Digital Asset Creation in Film and Games |
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Creating photorealistic digital assets is key to increasing the realism of today's games and movies. There is a fast-growing demand to bring the as-built or as-existing reality into the production pipeline. Some advanced production houses have embraced reality capture technologies, and they already use photos, videos, or lasers to capture reality. The Autodesk Reality Capture Group has developed tools that make these technologies easier to use. Combined with 3ds Max, Mudbox and Unity, see how customers can benefit by using these new tools and workflows to create digital assets for use in a production environment. |
Alex Horst |
Max and Mudbox, visible and unvisible new stuff! |
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Get to know which recent improvements were made to 3ds Max and Mudbox 2014. New tools for crowd generation, particle animation, and perspective matching, as well as new retopology workflows, will help you creating your animations and designs in less time. You will be given Tips & Tricks on how to utilize new functionalities, as well as receiving an overview on the changes under the hood and some recent technology updates. |
Artur Leao |
Reykjavik, Iceland>> CCP Games |
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Born and raised in the beautiful city of Oporto, Artur Leao soon became aware of CG and founded the first portuguese community around it. He worked in broadcast commercials for these past years and now has moved into the gaming industry where he works as a Senior VFX Artist for CCP Games in Reykjavik. |
Artur Leao |
Art & Tech of EVE Online |
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„An overview on the role of the Tech-Art team, methods, tools and techniques used to assure an efficient pipeline. A look into the Art of EVE Online, some of the concepts and processes of creating a universe. How do we create the assets, how does an asset get into the game?
Get to know how the CCP Art department handles this questions on a day-to-day basis. |
Daniel Levesque |
Berlin, Germany >> Caustic |
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Daniel is a software developer at Caustic Professional where he works on renderers that leverage hardware ray-tracing for real-world use cases. His previous experiences took him through Autodesk and NVIDIA, as developer on 3ds Max and iray. He'll be at EUE to show Caustic's latest technology, but most importantly to touch base with the users. |
Daniel Levesque |
The Caustic Visualizers in Production Workflows |
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Short outline: Mads & Daniel will be here to demonstrate the Caustic Visualizers (for 3ds Max and Maya) and their benefits on production workflows. The presentation will include live demos using Caustic’s new R2500 ray-trace accelerator board. A lucky attendee will leave the conference with a shiny new toy. |
Dave Buckley |
Manchester, UK>> The Neighbourhood |
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Originally trained as a product designer, 3DSmax lead me down a different path... After studying Digital Film and 3D Animation at University, Dave spent 3 years as a 3DS Max Software Engineer. In 2010 he made the switch to become a freelance Arch Viz Artist and soon landed a short contract with The Neighbourhood. This eventually turned into 2 years, and as of the 2013, he has joined them in a full-time role as a 3D Artist. |
Dave Buckley |
From Small to BIG, from start to finish |
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“We will be taking you through our approach (the ups and downs) of two contrasting project – a small scale residential project and a large scale commercial project” So we will essentially be showcasing the Neighbourhood workflow on two recent projects, from concept to completion. With some added extras on techniques/tools we’ve used such as GrowFX and Long-Exposure Backplate Photography. |
David Baker |
Dusseldorf, Germany >> MAXPlugins.de |
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David Baker is a freelance 3D artist mostly known for his work at MAXPlugins.de, which he started in 2000 as a collection of plug-in links. He started experimenting with 3D as a teenager in London in the early '80s and, in 1991, started to work with 3D Studio Release 1. He has been freelancing since 1996, mostly working on commercials, industrial animations, events and commercial MAXScripting. |
David Baker |
New Year's Eve in Dubai |
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In this session, Dave and Uwe will be showing how a core team of three people managed to put together a 5 minute film in just over three weeks for the Dubai New Year's Eve pitch last year. This was a very large-scale event, pitched against some of the biggest agencies and production companies worldwide, but Congaz were able to win the pitch helped by some great creative work, their WYSIWYG approach and a clever mix of 3D and compositing. The discussion will cover overall production as well as some of the lessons learned during the few intensive weeks. |
Eric de Broche |
Paris, France>> Luxigon |
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Born in 1971 at Marseille’s Cité Radieuse, from Le Corbusier, Eric de Broche des Combes has inadvertently become a specialist in architectural visualization. In the early nineties, Eric was a student in architecture who didn’t want «to do the boring jobs students usually do in summertime». And, as an «Apple-holic» already dedicated in softwares most of the architects totally ignored at that time, like Photoshop, Eric starts to make his firsts renderings for several architects. Graduated in 1995 from the Marseille National School of Architecture, Eric moves to Paris in 1999 and founds Auralab, a specialized architectural rendering studio, with his partner Thomas Series. Both want to reintroduce a style in a very codified field, where renderings are mostly composed of «sterile sunlit images peopled by zombie-like figures». Conceived to create a strong visual experience, their images quickly seduce famous worldwide architecture firms such as OMA, MVRDV, REX just to name a few, promoting their work among the most distinctive 3D renderings studios. In 2007, Eric and Thomas split. Eric then founds Luxigon with three other graphic designers and architects. Luxigon is a firm that rejects the idea of a dry hypothetical context, preferring to put unpretentiously presented buildings into expressionist sets that would not be out of place in movies or comic-book thrillers. |
Eric de Broche |
French do it better - The story of the Rockmagnet |
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Inside the MVRDV/COBE Rockmagnet competition. How we've suffered, how they won and how I got a Silver falcon in the end. It will be a complete coverage, both theoretical and technical of one the most entertaining project we ever did. |
Hristo Velev |
Sofia, Bulgaria >> Velevfx |
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Hristo Velev is a feature film dynamics and destruction specialized FX artist, from projects like 'Iron Man 3', 'Man of Steel', 'Sucker Punch', 'Red Tails' and '2012' at Pixomondo, Screen Scene and Scanlne VFX. Most of his worktime is spent with Thinking Particles, FumeFX, Rayfire, Krakatoa, Genome and the rest of the powerful FX toolset in Max. He will be presenting strategies and workflows tackling heavy destruction work in 3DS Max. |
Hristo Velev |
Car Stunt mayhem |
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In this presentation, Hristo Velev throws some workflows that tackle dynamic, direct car stunt craziness. Spins, crashes, flying bodywork, mangled metal and shattered windshields ! Cars will be rigged in Thinking Particles, with controls to throw them around, break pieces off, and embelish. Deformation of the bodywork will be set up with TP/Genome combo. We'll add a glass shatering syste that allows glass edges to follow bending geometry. Finally, the whole thing will be wrapped up in a pipeline friendly Xmesh package. |
Jasper Brekelmans |
Amsterdam, Netherlands >> Brekel |
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Also known as Brekel or the EUE 2012 Alien to some. Started as a general 3D artist about 15 years ago using Lightwave and Softimage|3D. Grew into a more technical position at Motek Entertainment designing, supervising & operating several realtime motion capture projects including "Sprookjesboom", "Cafe de Wereld" and a long list of commercials and games and other weird projects. Was responsible for character rigging in Maya & MotionBulder for most of those. Ended up doing custom coding for pipelines & tools, including the Brekel Kinect series of applications. |
Jasper Brekelmans |
101 CREATIVE USES OF THE KINECT |
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In this talk we'll dive deep into the Microsoft Kinect sensor, exploring how it works and why it's a such a special little device. We'll look at using it for 3D scanning, 4D pointcloud acquisition, markerless body and facial motion capture. With live demonstrations and comparisons to highend more expensive techniques and equipment. Rounding up with an indepth look at how "Virtual Joep" was created. |
JP van Gastel |
Bosschenhoofd, The Netherlands>> Datech |
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Jean-Pierre van Gastel is a Technical Specialist for the M&E solutions based in Benelux. JP started his long career as a CNC miller and switched from CAM to CAD in 1992. After learning AutoCAD 12 both 2D and 3D under the DOS platform and 3D Studio DOS 3.0 and working a couple of years as an AutoCAD draftsman he started working for TOPCAD, the Benelux Autodesk Distributor. TOPCAD started distributing 3D Studio MAX 1.0, Character Studio and combustion. JP supported the Benelux resellers with these products by doing a lot of customer presentations, reseller training and product support. Having ensured that TOPCAD was the first Discreet Training Centre in the Netherlands, JP has been an Autodesk Certified Instructor for 3ds Max since 2010. After 18 years, he is still working for an Autodesk VAD (Datech) and still supports resellers in Europe: these days by doing webinars, customer visits and live events with 3ds Max, Maya, MotionBuilder, Mudbox and Smoke. |
JP van Gastel |
Autodesk Smoke for CG artists |
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This session will be about Autodesk Smoke for CG Production Pipelines based on a 3ds Max dataset. During this sessies you will get a in depth look at the combined Non-Linear Editing and compositing paradigm in Autodesk Smoke. You will learn about features and workflows for ingesting and working with CG render passes and file formats such as floating-point OpenEXR. In addition to working with footage shot in the real world, the session will look at how Autodesk Smoke helps 3D artists looking to combine traditional Non-Linear Editing and visual effects compositing in one application. The new ConnectFX schematic view will be introduced, showing you how post-processing, depth-of-field, motion blur and other stylized look development/treatments can be used on typical CG projects. |
JP van Gastel |
What’s new in Maya 2014 for Games |
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This session will give you an overview of the new Maya 2014 features addressed to the needs of the core games industry with a particular emphasis on modeling and asset creation. You'll learn about the new techniques introduced by Maya 2014 and how you can use the new compelling modeling, shading, rigging and topology workflows. Attend this session to learn about all new game related features, performances and stability improvements. |
Jochem Aarts |
Deurne, Netherlands >> Realizm |
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Born in 1980, started drawing at the age of 5. Got hooked up with the digital art when the first Commodore came out and tries to create high-end images and animations ever since. After getting a bachelor degree in 3D animation at the Willem de Kooning Art Academy I started working at an Amsterdam based Mocap/production studio. Over there i worked several years as a Motion Capture operator and 3D generalist. After that I worked for a few other companies as a 3D and motion graphics artist. About 2 years ago I decided to become a freelance 3D artist, creating high-end models, visuals and animations for print, commercials and feature films. |
Jochem Aarts |
The “Abandoned Bel Air” project |
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The “Abandoned Bel Air” project is featured in 3D Artist Magazine, Digital Mayhem, and received the prestigious Master Award in Exposé 11. In the last few months there were a lot of requests for a making of. So here it is: In this talk we take a look behind the scenes and cover how the scene is setup, creating the grass and vegetation, the use of some handy scripts, shader setup, post production and a lot more. |
Klaas Nienhuis |
Den Haag, Netherlands >> Klaas Nienhuis |
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Originally an architect, now in the 3D business for almost ten years. Working on the technical side of 3D as a freelancer, Klaas has been involved in large-scale infrastructural projects, mass customization and augmented reality games and applications. Klaas scripts his way around issues in 3D projects and recently developed scripts to enable users to connect directly between 3dsMax and online platforms such as Sketchfab, Augment or tumblr. He has a passion for developing and sharing knowledge and has taught at universities in The Hague and Rotterdam. |
Klaas Nienhuis |
Unleash your 3D models into the wild |
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Consuming a 3D model is easier than ever. With technologies like webGL and augmented reality everybody can watch and play with 3D models in a browser or on their smartphones and tablets. I’ll show three online and mobile platforms where you can publish and use your 3D models: Sketchfab, Augment and Layar. I’ll walk you through the different uses, why you should take advantage of these platforms and what you can get out of it. Finally I’ll demonstrate the Sketchfab platform in detail and show how to get your models from 3dsMax to Sketchfab with the use of the award winning exporter plugin. |
Lukasz Burnet |
Warsaw, Poland>> Platige Image |
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Lukasz graduated from a prestigious iAnimate course. He has been professional animator for over 10 years. During that time he has been cooperating with various studios in UK and Poland. He has experience in gaming projects produced by RealTimeUK, CD Projekt RED, Novomatic or Tate Interactive, as well as animation and VFX studios like Alvernia, Lightcraft. He was involved in creating such AAA games as "Kinectimals", "Kinectimals Gold" and "Disneyland Adventures". He created animation for "The Witcher", "Lanfeust of Troy", "Burn" i "My Horse and Me 2". His experience in character animation for animated films includes such titles as “The Kinematograph”, “Animated History of Poland” (both produced by Platige Image) or "Elf'n Safety" (RealtimeUK). Most recently he has been responsible for character animation for the largest Platige Image animated production – “Hero and The Message”. |
Lukasz Burnet |
Animation challenges in projects of different scope |
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Sebastian and Lukas will present biggest animation challenges they had in projects over last year. It will include projects of different scope - a game cinematic, tv series episode and even a spot for a social campaign. In each case they will focus on animation challenges depending on the idea, complexity, stylisation and studio workflow. |
Mads Drøschler |
Durup, Denmark >> Freakynest |
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I run a shop out of Denmark, primary work is architecture visualization, we do tv commercials as well for various types of products/scenarios. Involved in numberous developement projects through out the industry - caustic platform beeing my sweetspot. |
Mads Drøschler |
Title: The Caustic Visualizers in Production Workflows |
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Short outline: Mads & Daniel will be here to demonstrate the Caustic Visualizers (for 3ds Max and Maya) and their benefits on production workflows. The presentation will include live demos using Caustic’s new R2500 ray-trace accelerator board. A lucky attendee will leave the conference with a shiny new toy. |
Marcel de Jong |
Venice, USA>> Autodesk |
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Marcel de Jong currently works at Autodesk in Media and Entertainment where he interfaces as a technical specialist with film and TV studios such as LucasFilm, Disney Feature, Animation, Pixar, and Dreamworks. This work includes workshops, technical presentations and demonstrations. He has previously worked as a digital FX consultant for clients such as DreamQuest Images, Digital Domain, Warner Digital, and Sony ImageWorks. He has feature film credits and production experience on many projects including: Inspector Gadget, Sphere, Mortal Kombat, Armageddon, Batman Returns and others. Marcel started in the industrial and entertainment design industry as a traditional designer and had award-winning work published in: Popular Mechanics, ID magazine, MayaSavvy 4.5, CGW magazine, and Innovation. He was a winner of a 1999 IDEA Design Excellence Awards and studied at the University of Texas in Arlington and the prestigious Art Center College of Design in Pasadena. He is also the co-founder Gnomon Inc. School of Visual Effects in Hollywood. |
Marcel de Jong |
Character workflow between Maya and Motionbuilder and Virtual Production concepts |
| In this session we will cover challenges in character rigging, HumanIK, and motion capture as well as getting data from an animation package such as Maya into a motion capture solution such as Motionbuilder, then back into Maya for final animation. Other concepts covered are the live connection between these packages as well as retargeting controls and the “Virtual Production” workflow. |
Matt Clayton |
Manchester, UK>> The Neighbourhood |
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Originally trained as a product designer, 3DSmax lead me down a different path... First ArchVis position was a junior modeller at MI, which quickly developed into working with all aspects of the ArchVis process learning what I would say was the foundations of the trade. After a few years I moved to Uniform and worked on a wider range of projects from large scale commercial/corporate developments to much more focused, softer images for residential schemes. Here ArchVis wasn’t limited to simply a range of images, this involved much more immersive architectural films and branding etc. I then moved into freelance work for a year but missed the team environment and the personal development that goes along with it. I was invited to join The Neighbourhood and haven’t looked back since. I’m now into my 3rd year with the team working on all manner of ArchVis projects always striving for the best way to tell the story at the heart of the brief on behalf of the client. Whether that’s beautifully composed marketing shots, stylised focused vignettes, architectural films, interactive apps, projection mapping...whatever does the job! |
Matt Clayton |
From Small to BIG, from start to finish |
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“We will be taking you through our approach (the ups and downs) of two contrasting project – a small scale residential project and a large scale commercial project” So we will essentially be showcasing the Neighbourhood workflow on two recent projects, from concept to completion. With some added extras on techniques/tools we’ve used such as GrowFX and Long-Exposure Backplate Photography. |
Michele Bousquet |
New Orleans, USA >> Turbosquid |
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Michele Bousquet started using the 3D Studio DOS Beta in 1990 and never looked back. In between decades of building 3D models, testing Bipeds for Autodesk, and producing award-winning commercials and documentaries, she has written more than 20 books including Model, Rig, Animate! in 3ds Max, Character Animation with Biped, and How to Cheat in 3ds Max. She currently works at TurboSquid, where she develops and promotes 3D modeling standards for film, games, and architectural visualization. Michele, who enjoys breaking down difficult technical subjects for artists, is currently writing a book called Physics for Animators. |
Michele Bousquet |
Physics for Animators: Quick and Dirty |
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If you know how to set keyframes, you can do physics-based animation. In this class, we break down the essential laws of physics into simple techniques for keyframing your own wrecking balls, water splashes, rolling waves, and shockwave explosions. Skip the endless parameters and long wait times of physics simulators, and use these quick-and-dirty methods instead to control your own motion. |
Neil Hazzard |
Warsash, UK>> Autodesk |
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Neil Hazzard finished his electrical and electronic engineering at Portsmouth University in July 1993. After working for a small R&D startup, he found his way to the 3ds Max environment. First by developing software for a real-time motion capture systems and implementing plug-ins for this system Inside 3ds Max. For the last 13 years Neil has been working with Autodesk and is now the development manager for both Nitrous viewports and Rendering in general for 3ds Max so in general anything that generates a pixel ! |
Neil & Zap |
The Deep Dark Secrets of 3ds max Rendering |
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A look into some little known rendering features across the renderers in 3ds Max. New features in 3ds max 2014, mental ray string options, performance tips for Nitrous/Quicksilver will all be discussed to make your rendering experience a more pleasant experience |
Nigel Hall |
Shenfield, UK >> Burrows CGI Studio |
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15 years’ experience in automotive Cgi, working with many of the world’s leading automotive manufactures. Specialities include creative and technical direction of real world environments for use with photorealistic vehicle rendering, including stills capture, motion control & pursuit arm film shoots across the globe. In addition I also head the creative technologies and pipeline development team responsible for creation and implementation of a wide range of tools for use by the wider studio. Burrows CGi is a world leading cgi visualisation studio based in the UK with offices in the USA and Germany. Burrows has 50 years’ experience in the automotive sector, with our CGI studio starting up 15 year’s ago. With all of that experience we are able to produce some of the best high-end product visualisation cgi work around today. From animated product demos to cgi for TV commercials, Burrows cgi can visualise any product, from any manufacture, in any way possible. |
Nigel Hall & Robin Lowry |
From concept to reality |
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A look at how we turn ideas into visuals and storyboards through to producing award winning photorealistic imagery. An insight into the expertise and tools we use to make it possible. |
Paul Neale |
Ontario, Canada >> PEN Productions |
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Paul Neale has been internationally known in the 3D Animation industry for almost two decades. Paul specializes in character rigging and modeling as well as writing plug-ins and scripted tools for system, software and production needs. Paul is considered to be one of the top character rigger, modeler and technical directors in the 3DS Max community. For ten years, Paul is has been CEO of PEN Productions which has served clients worldwide.These include 2K Marin, Ubisoft, Hatch Studios, Studio Liddell, Pasozebra and many more around the globe. The work of Paul Neale and PEN Productions has been used in feature films, TV series, AAA Game titles, and broadcast television. At PEN Productions, Paul excels as a Max script tools developer, technical director and rigging specialist for clients worldwide. He has also provided 3DS Max training to the effects staff at Walt Disney Canada, where he worked for almost two years. Neale is widely known for his support of the 3DS Max community through teaching, public speaking, production and the creation of training DVD's. In addition to his industry experience, Paul has been an Ontario College Professor for fifteen years. In 2008, Paul received Autodesk Masters Award for Contributions to CG Artistry. Paul Neale has been a Presenter for multiple Siggraph Master Classes as well as a Master Class at GDC. Paul Neale has trained numerous companies over the years including Walt Disney Studios, UBIsoft, Rogers Sports Net, Global Television Toronto and University of Ulster. Paul’s character rigging training DVD’s have been an essential industry resource for almost a decade. |
Paul Neale |
Facial Setup and Rigging |
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This class will focus on setting up and rigging facial systems for cartoony characters. Creation of blendable morph targets will be explored as well as how to mix bones and morphing together into a flexible system. Creation of animation friendly control systems will be created with a discussion on creating savable poses using scripted tools. Squash and stretch as well as non spherical eyes will be explored with other tips and tricks for speeding up and expanding on facial systems. |
Paul Neale |
Advanced Character Control Methods |
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Working with Max Script and character rigs this class will discuss ways to expand control systems for character rigs past the standard on screen controls to allow for a more integrated animation system. Pose mirroring, pose capturing, resetting tools and other will be explored with the use of dotNet and XML for creating more dynamic is user interfaces and tools. |
Paul Nicholls |
London, UK >> Factory 15 |
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Paul Nicholls (UK) lives and works in London. He is trained in architecture, gaining a Distinction at masters level from UCL in 2011 where he specialised in film and animation. He has previously worked for many of London's top architecture studios including Glenn Howells Architects, Allies and Morrison and Moxon Architects. He has recently combined architecture, animation and film in founding the creative studio Factory Fifteen. He has achieved many honours , including being shortlisted for the 'RIBA Bronze Award' in 2007, winning the 'Best Architectural Animation' in the annual 3D awards in 2011, and best architectural image in 2012. He has had many of his short films exhibited all over the world in various film festivals and screenings including Onedotzero, Arts Electronica, Alphaville, and The Creators Project. With a flair for abstract and innovative styles of storytelling, Paul is now a creative director and co-founder of Factory Fifteen, Recently Paul was production designer and visual effects supervisor on Factory Fifteens eagerly anticipated Jonah film, due for online release on the 29th of March. |
Paul Nicholls |
All About Jonah |
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Paul Nicholls aims to guide you through the fantastical architectural narratives of his co-founded film studio Factory Fifteen. Paul's talk will primarily focus on the design and production of Factory Fifteen's newest completed film Jonah. The trailer can be found here. Jonah is a short film with long reaching ambitions, combining footage shot on location in Africa (Zanzibar) and 3D special effects unlike anything seen before. Jonah is a big fish story about the old and the new, and the links and the distances between them. A visual feast, shot though with humour and warmth, it tells an old story in a completely new way. Paul will discus in detail how Factory Fifteen transformed the old fishing village of Stonetown into the Las Vegas of Africa through visual effects created in 3d Studio Max. |
Robin Lowry |
Shenfield, UK >> Burrows CGI Studio |
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With a background in traditional graphic design, Art directing car photography, and then the leap into cgi about 15 years ago, it's been an incredible journey for me. One which has lead me to become the cgi creative director for Burrows. Burrows CGi is a world leading cgi visualisation studio based in the UK with offices in the USA and Germany. Burrows has 50 years’ experience in the automotive sector, with our CGI studio starting up 15 year’s ago. With all of that experience we are able to produce some of the best high-end product visualisation cgi work around today. From animated product demos to cgi for TV commercials, Burrows cgi can visualise any product, from any manufacture, in any way possible. |
Robin Lowry & Nigel Hall |
From concept to reality |
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A look at how we turn ideas into visuals and storyboards through to producing award winning photorealistic imagery. An insight into the expertise and tools we use to make it possible. |
Sebastian Kalemba |
Warsaw, Poland>> Platige Image |
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Sebastian graduated from a prestigious iAnimate. He has a strong background in character animation for gaming and animation studios in UK and Poland. While cooperating with Gusto Games Sebastian was responsible for character animation for “DJ Hero 2” produced for Sony. At RealTimeUK he animated characters for such AAA games as "Kinectimals 1", "Kinectimals Gold" and "Disney Adventures". He was animation lead in Polish studio SoInteractive. He was involved there in creating animation for “Gilfor’s Tales”. He started cooperating with Platige in 2010. He has been building animation team in Platige. He was involved in animation for “Move Your Imagination” campaign promoting Polish culture and tourism during ITB Fair. He created animation for “Move Your Imagination – Culture” spot. He was also involved in animation for several commericals promoting such brands as Kellogg’s, Kitekat, Canal+. He has been recently involved in character animation for the largest animation project produced in Platige Image – “Hero and the Message” film. He is also working on his short animation “Wild Love”. |
Sebastian Kalemba |
Animation challenges in projects of different scope. |
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Sebastian and Lukas will present biggest animation challenges they had in projects over last year. It will include projects of different scope - a game cinematic, tv series episode and even a spot for a social campaign. In each case they will focus on animation challenges depending on the idea, complexity, stylisation and studio workflow. |
Ted Boardman |
Portsmouth, USA>> TB max |
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Ted’s introduction to “computer graphics” started with AutoCAD version 1.4 (CPM operating system) used to speed up his architectural design process. Eventually 3D became available and was a logical next step on the way to using 3d Studio and 3ds Max. In the 1990’s Ted shifted his business focus to fundamental training to help people understand how to start using 3D in an efficient and flexible manner and has authored or co-authored 14 books on the topic. Ted is an Autodesk Master for 3ds Max. |
Ted Boardman |
Rigging |
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In this session we’ll have a look at some rigging scenarios that you can possibly apply to your day-to-day production. You’ll learn to apply restrictions to sliding joints to create controllable telescoping effects, for example hydraulic pistons or sliding doors. You’ll also learn to rig a streetcar (tram) as it negotiates curves for a convincing, and easy to animate, motion. There will also be a segment on an introduction to CAT for architects to create a basic walk cycle. |
Ted Boardman |
Dynamics |
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This class will investigate some options available for “destroying” objects using ProCutter. The focus will be on making ProCutter useful in a variety of situations. You will learn to troubleshoot a model with xView, fix the model, then edit the fragments for use with dynamics. You will also learn to “assemble” a building by blowing it up first. This will provide you with a quick and dirty method of animating a time-lapse construction of the building. This will be an example of how it is sometimes useful to think and work “backwards” to find solutions to a problem. |
Uwe Malorny |
Dusseldorf, Germany>> Congaz |
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Uwe Malorny has been working as a freelance 3D all-rounder since 1996, after dropping his degree course in architecture. He has a lot of experience in large events, and was one of the talented people that worked on the opening ceremony of the Beijing Olympic Games in 2008. |
Uwe Malorny |
New Year's Eve in Dubai |
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In this session, Dave and Uwe will be showing how a core team of three people managed to put together a 5 minute film in just over three weeks for the Dubai New Year's Eve pitch last year. This was a very large-scale event, pitched against some of the biggest agencies and production companies worldwide, but Congaz were able to win the pitch helped by some great creative work, their WYSIWYG approach and a clever mix of 3D and compositing. The discussion will cover overall production as well as some of the lessons learned during the few intensive weeks. |
Vladimir “Vlado” Koylazov |
Sofia, Bulgaria >> Chaos Group |
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Vladimir “Vlado” Koylazov is the Co-founder & CTO of Chaos Group. Vladimir “Vlado” Koylazov has more than 15 years of software development experience, the majority of which he dedicated to developing and improving the world famous render engine V-Ray. Passionate about 3D graphics and programming, Vlado is the driving force behind Chaos Group’s software solutions. He possesses a wealth of knowledge on rendering theory and the underlying algorithms of lighting and shading. Vlado is also an avid 3D community supporter and he often participates in forum discussions to help users solve rendering challenges. Vlado holds a degree in computer science from Sofia University. |
Vlado |
V-Ray of course |
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We actually can't tell you yet ! |
Wayne Robson |
Derwent Valley, UK >> Dasdotslash |
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Wayne Robson is the 3D Supervisor on the film 'Last Days on Mars' (released Sept 2013), were he was responsible for leading the team producing all CGI shots at Screen Scene Dublin. Wayne also produced the digital double of Jesse Owens used at the London 2012 Olympics (seen live by over 1/3 of the earth). He was the 1st person to be awarded the Autodesk master award for Mudbox and has lectured all over the world as well as finding time to release 15 DVD's, as well as writing plug-in's and apps. He makes a mean cup of coffee, swears rather a lot and can't fit everything else into this small space. |
Wayne Robson |
Creating Digital Doubles |
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Creating digital doubles is a big part of modern 3d fx for films and TV, the ability to create a lifelike digital double who the audience often may not even realize is 3d is a required skill. Wayne Robson has spent much of the last 2 years doing digital doubles for films such as 'Last Days On Mars' (October 2013) and for things such as the London 2012 Olympics. We will be covering how to create a digital double with a perfect likeness far faster than usual. (The total start to end asset development time is usually 9 hrs including textures and shaders.) Things covered will include every part of the assets creation pipeline from the sculpting side to the topology, materials and even good test lighting and breaking down test passes. Wayne will show the many ways it is possible to create a digital double both when using and cleaning up (often terrible) scan data to a totally 'ground up' sculpting workflow and how to nail a perfect likeness of someone. He will be using the actual assets created for the Jesse Owens digital double seen by 1/3rd of the planet at the London 2012 Olympics opening ceremony. Also touched upon will be Wayne's own bespoken facial motion capture system and how to model with facial animation in mind. |
Zap Andersson |
Eskilstuna, Sweden>> Autodesk |
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Håkan "Zap" Andersson handles rendering technology in the 3ds Max team at Autodesk. Prior to this he was a shader developer at mental images, and is the "father" of many popular mental ray shaders like the fast SSS shaders, the mia_material ("Arch&Design"), the Production shaders, and others. Zap has a blog with tips and tricks about rendering at www.mentalraytips.com |
Neil & Zap |
The Deep Dark Secrets of 3ds max Rendering |
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A look into some little known rendering features across the renderers in 3ds Max. New features in 3ds max 2014, mental ray string options, performance tips for Nitrous/Quicksilver will all be discussed to make your rendering experience a more pleasant experience |


















































