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#11 |
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Native
Join Date: Sep 2008
Location: Liverpool
Posts: 2,918
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#12 |
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Native
Join Date: Sep 2008
Location: Liverpool
Posts: 2,918
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#13 |
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Native
Join Date: Sep 2008
Location: Liverpool
Posts: 2,918
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Think I will put CryEngine on this week, need to play with the Cinema SandBox.
(Might have to wait a little for the sandbox) ![]() http://www.youtube.com/watch?v=4UhNJ...endscreen&NR=1 http://www.youtube.com/watch?v=EySdWbR4qcg http://www.youtube.com/watch?v=Rycm5aec6_Q This will probably come in handy too CRYBLEND 3.1
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www.videopool.co.uk Last edited by johnvid; 05-05-2012 at 07:02 PM. |
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#14 |
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Native
Join Date: Sep 2008
Location: Liverpool
Posts: 2,918
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#15 |
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Native
Join Date: Sep 2008
Location: Liverpool
Posts: 2,918
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It is a realtime shortfilm created with the UDK from Epic Games. Everything was created by me in 6 month. Only base textures and audio files where used from internet sources.
http://www.youtube.com/watch?v=JwDju...eature=related
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#16 |
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Native
Join Date: Sep 2008
Location: Liverpool
Posts: 2,918
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None of the Above - but might fit right in with future workflows.
CG Channel have posted an interesting round-up of the first conference dedicated to real-time movie-making techniques. Called Virtual Production Track, and supported by Autodesk, the conference took place at this year’s FMX festival in Stuttgart. http://www.cgchannel.com/2012/05/fmx...duction+Art%29 http://area.autodesk.com/fmx2012
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#17 |
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Native
Join Date: Sep 2008
Location: Liverpool
Posts: 2,918
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Unreal 4 Video's
Trailer http://www.youtube.com/watch?v=OZmRt...ature=youtu.be Walkthrough http://www.youtube.com/watch?feature...&v=MOvfn1p92_8
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#18 |
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Native
Join Date: Sep 2008
Location: Liverpool
Posts: 2,918
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The Source Filmmaker (SFM) is the movie-making tool built and used by us here at Valve to make movies inside the Source game engine. Because the SFM uses the same assets as the game, anything that exists in the game can be used in the movie, and vice versa. By utilizing the hardware rendering power of a modern gaming PC, the SFM allows storytellers to work in a what-you-see-is-what-you-get environment so they can iterate in the context of what it will feel like for the final audience.
http://sourcefilmmaker.com/
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#19 |
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Moderator
Join Date: Aug 2008
Location: Easley, SC
Posts: 3,150
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Pretty incredible tools to work with. Still no doubt mountains of work to build and refine sophisticated animations. Something I never had the patience for. But you can see how and why the studios can churn out animated features in record numbers and on relatively short turnarounds.
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#20 |
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Native
Join Date: Sep 2008
Location: Liverpool
Posts: 2,918
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Interesting Tools, never really been into character modelling & rigging either, 3DSMax is a great tool for part of the process but as I said before I think I've spent far too long in a dimension where anything was almost possible, if only I had an army of worker bees...Sure there are some dedicated people out there that have done amazing things on their own, but the last week of using a solid modelling program, has made me wonder why I never bothered sooner, the results are far more worthwhile, and it's much easier than character modelling, my brain like to work with precise dimensions, if only this was available 30years ago.
So much time wasted on certain tools, Rendering technology has pretty much advanced to the point to make a lot of what was learnt over the years, redundant
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