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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

Q&A: Pacific Rim and Noah concept artist Allen Wil

January 8, 2014, 06:20 PM

http://www.cgchannel.com/2014/01/qa-pacific-rim-an...

Allen Williams became a professional freelance artist in 1988, beginning with TSR and Dragon magazine, and later progressing into collectible card games such as Magic: The Gathering and Rage. In 2010, having met director Guillermo del Toro at San Diego Comic-Con, he was asked to do concept work on the unreleased film At The Mountains of Madness, and then on Pacific Rim.

Creating/Compositing Volumetric Scatter

January 8, 2014, 02:18 PM

http://max-depth.com/?p=198

In this video we will cover how to create volumetric scatter fog with Arnold for Maya, and how to comp it in Nuke 8. As of the creation of this video Arnold MtoA is in Release Candidate 3, and there is no dedicated AOV pass for breaking out volumetric scatter fog nor will there be by the release of 1.0.

C is for Composite

January 7, 2014, 02:10 PM

http://cinefex.com/blog/c-is-for-composite/

The humble composite is the backbone of all visual effects. If you doubt me, check out the Oxford English Dictionary, which defines a composite as “anything made up of different parts or elements”. If that doesn’t describe almost every visual effects shot ever created, I don’t know what does.

THE DESOLATION OF SMAUG: Eric Saindon

January 7, 2014, 10:56 AM

http://www.artofvfx.com/?p=5789

Last year, Eric Saindon had told us in detail about his work for THE HOBBIT – AN UNEXPECTED JOURNEY. Now, he’s back for the second episode of HOBBIT.

VFX Cloud Houses: What Do You Think?

January 6, 2014, 05:42 PM

http://www.studiodaily.com/2014/01/vfx-cloud-house...

It seems everything in VFX these days is complicated and controversial. I know of several VFX houses that are, or will be, opening in the cloud. That means you work from home, wherever that may be, doing various levels of … more »

The Making of Wolf of Wall Street

January 6, 2014, 10:58 AM

http://www.behindvfx.com/post/72371332961/behind-v...

The Making of The Wolf of Wall Street Behind VFX ACCESS...

Contender – VFX Supervisor Joe Letteri, The Hobb

January 6, 2014, 10:55 AM

http://www.btlnews.com/awards/contender-portfolios...

If doing a prequel film to a wildly popular trilogy from 10 years past seems as easy as dusting off old artwork, sets and rebooting computer files, think again. “The technology has changed pretty much completely from what we did on Lord of The Rings,” said visual effects supervisor for the new Hobbit trilogy, Joe Letteri. “What we got mostly came through in the first Hobbit film – bringing Gollum and Rivendell back – we based it on those designs.”

Beautiful Reality: Making Walter Mitty's World

January 6, 2014, 05:51 AM

http://www.fxguide.com/featured/beautified-reality...

VFX supervisor Guillaume Rocheron describes his approach to the visual effects of The Secret Life of Walter Mitty as a process of creating a ‘beautified reality’ – a kind of reality that is not quite real and not quite fantastical. “Walter (played by Ben Stiller) sees the world through the eyes of the expert photographers at Life magazine who are seeing the beauty of nature and the world at its best,” says Rocheron.

The Dark Side of Long Hours in the Film Industry

January 6, 2014, 05:50 AM

http://www.mentorless.com/2014/01/06/documentary-w...

Documentary Who Needs Sleep? reveals the dark side of the film industry in the U.S.A, focusing on the increasing long hours on set crew members have to deal with and it affects...

Meet Smaug

January 6, 2014, 05:47 AM

http://www.fxguide.com/featured/meet-smaug/

Among the many incredible digital creatures and environments in Peter Jackson’s second Hobbit film, one that stands out is, of course, Smaug. Brought to life by the artists at Weta Digital, the dragon features the voice of Benedict Cumberbatch, whose performance was also referenced heavily for the final animation. We explore the creation of Smaug with key members of Weta Digital’s team.

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