View Full Version : LightWave 3D Case Study - Rhythm & Hues the boX

08-29-2006, 04:15 PM
LightWave 3D Case Study: Rhythm & Hues the boX

In a bit of artistic symmetry, John-Mark Austin and his LightWave® team recently completed a game trailer for Ubisoft, featuring a digital Sam Fisher, hero of Tom Clancy’s Splinter Cell series of video games. Indeed, the boX, the production unit that Austin co-leads with producer Deborah Gates, could be considered a splinter cell of its parent studio, Rhythm & Hues.
Full case study... (http://www.newtek.com/lightwave/case_RHbox.php)

08-29-2006, 05:08 PM
Hey I see our Eden FX building in one of the pictures. :p

08-29-2006, 06:51 PM
“Maya,” he said, contrasting it with LW, “used to be a $30,000 package, and so there’s this perception that it must be better because it used to cost so much more. But for us the bottom line has always been that, in comparison to the other applications we have looked at, LightWave is the most generalist-oriented tool that’s out there. Maya’s a terrific tool and there’s some great work being done with it, but there are very few Maya artists that I’ve encountered that have the same breadth of skill across all the CG disciplines that your typical LightWave artist does.”

This is a good quote.

09-01-2006, 11:44 AM
I don't think that Maya paragraph was really needed, though.