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

SIGGRAPH 2018 to Debut Immersive Pavilion With Vrc

June 27, 2018, 12:22 PM

https://www.awn.com/news/siggraph-2018-debut-immer...

CHICAGO, IL -- SIGGRAPH 2018, the world’s leading annual interdisciplinary educational event showcasing the latest in computer graphics and interactive techniques, has announced information about this year’s Virtual, Augmented and Mixed Reality program. The 45th SIGGRAPH conference will take place August 12-16 at the Vancouver Convention Centre. To register for the conference, visit s2018.SIGGRAPH.org.

Improving Blender Lighting for More Realistic Scen

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https://lesterbanks.com/2018/06/blender-lighting-r...

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ASIFA-Hollywood, AEF Announce 2018-19 Student Scho

June 26, 2018, 12:45 PM

https://www.awn.com/news/asifa-hollywood-aef-annou...

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https://lesterbanks.com/2018/06/depthmerge-fusion-...

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June 23, 2018, 09:39 AM

https://lesterbanks.com/2018/06/shift-layers-inout...

Lars Jandel’s Script for After Effects Lets You Shift Layers, In/Out Points Easily. Shift in Time is a new After Effects script by Lars Jandel that sets its sights on a better solution for managing

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June 22, 2018, 09:43 AM

https://lesterbanks.com/2018/06/tips-improving-uv-...

Flipped Normals Covers Their Top Tips for Improving UV Workflow in Maya. These tips can speed up your UV workflow in bigger and smaller ways. UV Mapping in Maya used to be just plain awful.

Lock Transformation Axes Directly in The C4D Viewp

June 22, 2018, 09:43 AM

https://lesterbanks.com/2018/06/lock-transformatio...

Glenn Frey Shows a Handy Tip for How to Lock Transformation Axes in the Cinema 4D Viewport. Locking specific transform attributes is an excellent way to prevent unwanted transformations. With Cinema 4D, there is a

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https://lesterbanks.com/2018/06/animating-textures...

Maximilian Schönherr Shows How to Create Complex Animated Textures With a Bit of Expressions. Expressions are relatively straightforward in Autodesk Maya. You can theoretically override any numerical attribute with an expression. It’s a great way

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June 20, 2018, 11:14 AM

https://lesterbanks.com/2018/06/realistic-milk-sha...

Arvid Schneider Covers How to Create a Milk Shader With Arnold Render. Subsurface materials can look amazing but can also be tricky to look correct. There are a few attributes that can come across as

Texturing a Hero Asset With Substance Painter

June 20, 2018, 09:07 AM

https://lesterbanks.com/2018/06/texturing-hero-ass...

Brent LeBlanc Shows Some Techniques to Speed Up the Workflow for Texturing a Hero Asset in Substance Painter. Texture and shading Artist Brent LeBlanc covers an approach to texturing a hero asset using Allegorithmic’s Substance

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