Spotlight on our contributors
Plamen Tamnev The CG filmmaker joins the Unity team this issue to share his insights into making Adam, the stunning real-time cinematic. Plamen Tamnev has over 10 years’ experience in the video games industry, and worked for Crytek before joining Unity Technologies. www.linkedin.com/in/pacoq2
Aqil Ashirov Aqil leads this issue’s training section on page 40 with his process for creating a realistic, blustery environment in 3ds Max and V-ray. Aqil attended Azerbaijan Architecture and Construction University and now works at Kepez Y.I.F. www.behance.net/aqilashirov
Kim Libreri On page 26, Epic Games’ Kim Libreri, whose VFX credits include The Matrix trilogy, explains how real-time techniques and game engines are going to change the CG art industries. He also discusses how these technologies were used to create the game Hellblade. www.linkedin.com/in/kim-libreri-790a716
Mahmoud Amghar Mahmoud is a freelance artist who works for various clients in the architectural and industrial design industries. He also does creature design and character modelling. On page 60, Mahmoud reveals some of his tricks for getting more from Zbrush and 3ds Max. www.bit.ly/2aq8gm8
Mikalai Dzemiantsevich Video game artist Mikalai Dzemiantsevich has decided to create his own game, and the early mech concept, the Interceptor, looks stunning. On page 32, Mikalai describes his process for 3D concept design, from modelling to texturing using Substance Designer. www.trickstership.com
Guy Williams Weta’s Guy Williams explains how the BFG’S giants were brought to life on page 86. Guy has been with Weta since 2001, when he worked as pre-pro shading supervisor on The Lord of the Rings. Other film credits include King Kong, Avatar and Iron Man 3. www.bit.ly/3dw-guy