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Shawn Hendriks

Marc’s Blog | Marc Petit

With 20 years experience in management and technology, Marc Petit leads Autodesk Media & Entertainment as Senior Vice President. In his current role, Petit manages the Media & Entertainment business and guides the development and marketing of Autodesk’s leading systems and 3D software solutions, including Autodesk® Flame®, Flare®, Smoke®, Lustre®, 3ds Max®, Maya®, Softimage®, MotionBuilder®, Mudbox™ and FBX® software.

He launched his career with French 3D software pioneer Thomson Digital Image (TDI) in 1987. From TDI, Petit joined Softimage in 1991, and helped the then-fledgling company reach critical mass in Europe. In 1996, Petit moved to Montreal to serve as Softimage’s Vice President of 3D Products. Before joining Autodesk in 2002, Petit was Vice President of Operations for Aptilon Health, a company specialized in online interactive marketing. He was in charge of all operational activities, including IT, infrastructure and product development.

Latest Blog Post

  • Posted: Oct 26, 2009
    Views: 526
    Comments: 0
  • Heroes and the next generation.

    Recently, I got to leave behind the yellow and red leaves of Canada for the blooming purple Jacarandas of Australia. It’s been great to enjoy a bit of spring as winter approaches fast here.

Shawn Hendriks

3D Roadie | Shawn Hendriks

Shawn Hendriks is the Community and Video Production Manager for Autodesk and has worked in the 3D industry for 14 years. Shawn's first job with Autodesk was as 3ds Max demo artist for Canada. Over the years he has been responsible for everything from creating feature videos and customer video profiles to demos and presentations. He now manages the teams responsible for the AREA. Thanks to the nature of his job, Shawn has spent a lot of time visiting and talking with top Autodesk clients in many fields about their work, problems and successes.

Latest Blog Post

Cory Mogk

Mayalicious | Cory Mogk

Cory is the Technical Product Manager for Maya and MotionBuilder. He's been doing 3D since DOS was pervasive and IRIX was high-end. He's worked in production doing games, film, video and design/viz. Cory has been a consultant and a trainer, writing much of the original Maya courseware and PowerAnimator before that. Cory likes to wear a t-shirt that says "geek."

Latest Blog Post

  • Posted: Oct 04, 2009
    Views: 893
    Comments: 0
  • CG Whiz Competition

    Here's a cool teaming of The Mill and Escape Studios

Ken Pimentel

Maxed Out | Ken Pimentel

Ken Pimentel is the Director of Visual Communication Solutions within Autodesk's Media & Entertainment division, responsible for guiding 3ds Max, Project Newport, Mudbox, ImageModeler, Stitcher and FBX solutions. Ken holds a BS of Electrical and Computer Engineering degree from the University of California at Davis and is the coauthor of the book "Virtual Reality: Through the New Looking Glass.

Latest Blog Post

  • Posted: Nov 04, 2009
    Views: 697
    Comments: 7
  • Great video using 3ds Max and Vray

    Check out this video labeled, "Ford SHELBY vs CAMARO vs JEEP vs VAZ 2107 vs HELICOPTER" by Pantural.

Duncan Brinsmead

Duncan’s Corner | Duncan Brinsmead

Duncan Brinsmead is a principal scientist with Autodesk. He is the creator of Maya Paint Effects, Maya Hair, Maya Toon, and also worked extensively on Maya Fluids and nCloth. Duncan holds an MA in Music Performance from Juilliard and enjoys playing piano as well as creating digital realizations of symphonic works in his spare time. The nuances and sensibilities from his musical background certainly find expression in all aspects of his work.

Latest Blog Post

  • Posted: Aug 05, 2009
    Views: 4187
    Comments: 13
  • Siggraph Tech Talk

    I'm giving a Tech Talk titled "Fun With Maya" today at Siggraph in New Orleans.

Shane Griffith

Taking it to the Max! | Shane Griffith

Shane Griffith is a Product Manager with Autodesk, currently responsible for Autodesk 3ds Max and 3ds Max Design. Prior to becoming PM for 3ds Max Shane worked several years within the Autodesk sales team as a Technical Specialist for Games and prior to that he worked in the industry as a Technical Art Director. As a well respected product specialist Shane is now tasked with blending that hands-on experience with his industry and customer knowledge into product strategy for 3ds Max.

Latest Blog Post

  • Posted: Oct 08, 2009
    Views: 1123
    Comments: 2
  • Support Articles - September09

    Our support people have been busy last month writing knowledge base articles for common problems and issues. Here's a taste of what they have been up to.

Louis Marcoux

Louis Marcoux Blog | Louis Marcoux

Louis has been a 3D technical artist and software developer since 1994. He joined Discreet Logic in 1998 where he has been involved in the broadcast graphics industry for 6 years before joining the 3ds max team in Montreal, now part of Autodesk Canada. Currently he specializes in 3ds max and Combustion.

Latest Blog Post

  • Posted: Nov 03, 2009
    Views: 1729
    Comments: 3
  • Reveal Techniques and Autodesk University in Las Vegas

    In this week's entry, i have posted a set videos covering techniques that i have shown in a class at Autodesk University in 2007. It was a class on revealing objects with animations. You'll see masks, pflow, reactor, script and pro-booleans techniques. Autodesk University is a great conference to learn about Autodesk's products. It's coming at the end of november... More info about AU in the blog post.

Dave Cardwell

Mudbox Blog | Dave Cardwell

Dave Cardwell is a Co-Creator of Mudbox and Product Designer at Autodesk. Dave has worked across the Automotive Design, Film and Games industries for the past 10 years. Prior work credits include Ford Motor company, Lord of the Rings films, King Kong the movie and Electronic Arts.

Latest Blog Post

Christopher Diggins

The 3ds Max SDK Blog | Christopher Diggins

The 3ds Max SDK blog is hosted by Christopher Diggins the documentation writer for the 3ds Max SDK. Christopher will be writing about various topics related to plug-in development for 3ds Max and using the 3ds Max SDK, with occasional gust-posts and interviews with 3ds Max experts.
Before joining Autodesk in September 2008, Christopher was an SDK writer for Microsoft, and before that a freelance programmer and writer. Christopher has written numerous article for Doctor Dobbs Journal and the C++ Users Journal, and co-authored the C++ Cookbook from O'Reilly. Christopher is a programming language geek, and in his spare time likes to implement programming languages with cute names like "Cat" and "Heron".

Latest Blog Post

Steven Roselle

My Oh Maya! | Steven Roselle

Steven began his career 1996 as a 3D generalist, using Power Animator and Maya on a wide variety of projects ranging from broadcast graphics, to medical visualization, to video games. In his current role at Autodesk as a games focused Solutions Specialist, Steven has had the opportunity to work with a long list of game developers using Autodesk products for game content creation. Above and beyond simply demonstrating the power of Maya, Motion Builder and Mudbox, his job involves workflow development, pipeline integration and tools customization, as well as working as a liaison between game developers and the Autodesk product development teams.

Latest Blog Post

Mark Schoennagel

Planet Softimage | Mark Schoennagel

The newest member of The Area, Mark Schoennagel comes to Autodesk from the acquisition of Softimage in 2008. Mark had spent the previous 15 years working at Softimage as the 3D Evangelist for XSI and Soft 3D. Before that Mark worked in broadcast for a television station and also modeled and animated many exciting organs for a medical animation company. Currently he resides in Los Angeles working out of the Autodesk Venice office.

Latest Blog Post

Eddie Perlberg

With Design in Mind | Eddie Perlberg

Eddie Perlberg has spent the last 3 years at Autodesk as a Technical Specialist with a focus on Design Visualization. Prior to joining Autodesk, Eddie spent 17 years in and supporting the Architectural industry. He began his career as an intern architect before working for an Autodesk reseller to help customers with their implementation of Autodesk solutions including Architectural Desktop, Revit and Autodesk VIZ and 3ds max. Most recently, Eddie worked at various firms including R.A. Smith as a Project Manager for the visualization department and as CAD Manager for Kohl’s Department Stores and Kahler Slater Architects.

Latest Blog Post

Grant Kay

The 4Kay Story | Grant Kay

Grant Kay is an Editing & Effects Products Specialist for Smoke & Flame. Based in the United Kingdom which covers Europe, Middle-East and Africa, Grant has spent the past 9.5 years supporting the editing and VFX communities from within Autodesk. Prior to working at Autodesk, Grant worked for 10 years in the TV/film effects and editing industries in South Africa and the United Kingdom. Currently, Grant’s responsibilities include pre and post sales activities around Flame and Smoke. This includes product demonstrations, presentation content creation, workflow consultations, operational support and operational training. Grant is also an Autodesk Certified Instructor in Smoke and Flame. While a “Go To Guy” for all things Flame and Smoke, he also has a broader knowledge of other applications and production workflows.

Latest Blog Post

  • Posted: Nov 03, 2009
    Views: 373
    Comments: 1
  • The Modular Keyer - Pipeline workflow in Keying

    Imagine building your own Ferrari of keyers!!! The powerful modular keyer gives you the ultimate control in creating keys. Imagine taking all your keying tools and building the keyer you want. A fabulous workflow enhancing tool you do not want to miss!!!!

Grant Kay

Flame can do that | Bill Ennis

Bill Ennis has been working with Flame since 1993. In 1995 he joined Discreet Logic (acquired by Autodesk in 1999) and has been demoing Flame and training artists worldwide ever since. Bill is currently the AE Manager for Systems based in New York.

Latest Blog Post

  • Posted: Oct 30, 2009
    Views: 562
    Comments: 1
  • Creating your own Z-Depth Channel

    Creative collaboration between 2D and 3D is the core of Finishing in CG Post. But what if you don't have access to a 3D department? This next technique allows Flame Artists to create their own Z-Depth Channel in Action and then utilize this information in the infamous "Depth-O-Gram" within the 3D Blur tool in Batch.