Tuesday, December 25, 2012
Friday, December 21, 2012
Tuesday, December 18, 2012
Monday, December 17, 2012
SynthEyes 1212 adds multiple camera views
Andersson Technologies has released SynthEyes 1212, the latest update to its affordable camera-tracking software, adding support for multiple camera views.
(Actually, the update was released last week, but had passed us by until it popped up on MaxUnderground.)
Although the developer has been pumping out an update roughly every month of late, this looks to be a pretty significant one: as well as multi-camera support – which will obviously be of interest to anyone using SynthEyes for stereoscopic work – SynthEyes 1212 includes new features for forcibly straightening dolly moves, checking camera paths, and importing Lidar data.
Disk caching has also been improved, enabling large stereo shots to be brought over a studio’s network onto a faster local drive. According to the news release: “Both stereo images can be examined and tracked at once, and both sets of trackers monitored simultaneously with SynthEyes’s exclusive SimulTrack windows.”
SynthEyes 1212 is available now for Windows and OS X. The regular Pro edition of the software costs $599, and a cross-platform version, $699. An Intro version of the software, which lacks stereo support, costs $399.
Saturday, December 15, 2012
Friday, December 14, 2012
Wednesday, December 12, 2012
Tuesday, December 11, 2012
Monday, December 10, 2012
Sunday, December 9, 2012
Saturday, December 8, 2012
Review: Dell Precision T5600 workstation
Core specifications
The T5600 is a dual-socket system supporting all of Intel’s latest Xeon E5 four, six and eight-core CPUs, thereby permitting configurations running between four and 16 cores. (For a discussion of the impact of multi-core processing on the CG industry, check out ‘The increasing core count’ in my review of the HP Z820.) It sports quad-channel memory per CPU and has eight memory slots, and can thus support up to 32GB of RAM if using unbuffered DIMMs, or 128GB of RAM if using 16GB registered DIMMs. Continue reading at CG Channel.
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Wednesday, December 5, 2012
Tuesday, December 4, 2012
Friday, November 30, 2012
Thursday, November 29, 2012
Monday, November 26, 2012
Sunday, November 25, 2012
Friday, November 23, 2012
Wednesday, November 21, 2012
Tuesday, November 20, 2012
Thursday, November 15, 2012
Tuesday, November 13, 2012
Sunday, November 11, 2012
Friday, November 9, 2012
Carapace: Using Trace Lines
Epic Games has released Carapace, a neat little free tool for generating perspective grids.
Carapace enables users to create one, two and three-point perspective grids with simple clicking and dragging. The grids, which can support up to nine vanishing points, can then be pasted into Photoshop for use as guides.
The tool can also be used to create grids for existing reference images, by drawing trace lines on screen.
A pet project
Carapace was created by Senior Environment Artist Warren Marshall as part of the company’s ‘Epic Friday’ sessions. The monthly events enable artists to take a break from their regular jobs to work on pet projects.
Carapace was created by Senior Environment Artist Warren Marshall as part of the company’s ‘Epic Friday’ sessions. The monthly events enable artists to take a break from their regular jobs to work on pet projects.
Carapace is available now, for Windows only. You’ll need the .NET 4.0 framework installed to use it.
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Wednesday, October 31, 2012
Tuesday, October 30, 2012
Friday, October 26, 2012
Tuesday, October 23, 2012
Monday, October 22, 2012
Sunday, October 21, 2012
Saturday, October 20, 2012
Wednesday, October 17, 2012
Monday, October 15, 2012
Thursday, October 11, 2012
Wednesday, October 10, 2012
Tuesday, October 9, 2012
Monday, October 8, 2012
Friday, October 5, 2012
Wednesday, October 3, 2012
Tuesday, October 2, 2012
Monday, October 1, 2012
Saturday, September 29, 2012
Friday, September 28, 2012
Thursday, September 27, 2012
Tuesday, September 25, 2012
Saturday, September 22, 2012
Friday, September 21, 2012
VIEW Conference annuncia il Game Design Bootcamp con JOSH HOLMES, Direttore Creativo di HALO 4
Mercoledì 17 ottobre presso Centro Congressi Torino Incontra, via Nino
Costa 8, Torino
Costo: 100 €
Posti limitati per 30 partecipanti!!!
Presentazione:
Nel corso della giornata i partecipanti analizzeranno il processo di progettazione, costruzione e lancio di un gioco. Ogni squadra dovrà progettare un gioco di tipo convenzionale (un gioco di carte, un gioco da tavolo, ecc.) che possa essere giocato in meno di 15 minuti da un gruppo di massimo 5 giocatori. I giochi dovranno essere costruiti utilizzando i materiali forniti e dovranno seguire alcune semplici regole. Come avviene per ogni produzione, ci saranno senz’altro una serie di eventi inaspettati, con cui i partecipanti dovranno fare i conti. Una volta che la produzione sarà stata terminata, ciascuna squadra lancerà il suo gioco all’intero gruppo e seguirà una sessione di gioco in cui ciascuna squadra testerà i giochi ideati dagli altri. Ci saranno diversi vincitori – e conseguentemente diversi premi – per diversi tipi di categorie. Questo lavoro è fondamentale per comprendere l’importanza della collaborazione e di una veloce prototipazione nello sviluppo di un gioco, così come la necessità di adattarsi rapidamente a eventi imprevisti.
Categorie dei premi:
- Miglior lancio – alla squadra che avrà lanciato meglio il suo gioco (scelta dai voti dei gruppi);
- Gioco più innovativo – al gioco che presenta il concetto o i meccanismi più originali (scelto dai voti dei gruppi);
- People’s Choice – Miglior gioco in assoluto (scelto dai voti dei gruppi);
- Editor’s Choice – Miglior gioco in assoluto (scelto dall’istruttore).
Ogni vincitore riceverà un trofeo e un premio speciale “Halo
Wednesday, September 19, 2012
Tuesday, September 18, 2012
VIEW Conference : presentation by JON PEDDIE
JON PEDDIE
Dr. Jon Peddie is one of the pioneers of the graphics industry, and formed Jon Peddie Research (JPR) to provide customer intimate consulting and market forecasting services. Peddie lectures at numerous conferences on topics pertaining to graphics technology and the emerging trends in digital media technology. Recently named one of the most influential analysts, he is frequently quoted in trade and business publications, and contributes articles to numerous publications including as well as appearing on CNN and TechTV. Peddie is also the author of several books including Graphics User Interfaces and Graphics Standards (1992), High Resolution Graphics Display Systems (1994), Multimedia and Graphics Controllers (1994), a contributor to Advances in Modeling, Animation and Rendering(2002), a contributing editor of The Handbook of Visual Display Technology (2012), and a contributor to State of the Art in Computer Graphics, Visualization and Visual Analytics (2012).
Monday, September 17, 2012
Sunday, September 16, 2012
Saturday, September 15, 2012
Friday, September 14, 2012
Thursday, September 13, 2012
Wednesday, September 12, 2012
VIEW Conference : presentation by PAUL FRANKLIN
PAUL FRANKLIN
VFX supervisor and Co-Founder – Double Negative
Paul J. Franklin will unveil the visual effects of The Dark Knight Rises at VIEW Conference.
Co-founder of Double Negative studio in London, Franklin is the man Christopher Nolan trusts the most as far as visual effects are concerned. For him he supervisioned the effects of the entire Batman Trilogy and the visionary masterpiece Inception. He has been also the VFX supervisor of outstanding successes like Harry Potter and the Half-Blood Prince, Harry Potter and the Order of the Phoenix and the Da Vinci Code.
At VIEW 2012 Paul will draw the visitors into the shadows of Gotham City, with the making of the last chapter of the Batman saga.
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At VIEW 2012 Paul will draw the visitors into the shadows of Gotham City, with the making of the last chapter of the Batman saga.
Tuesday, September 11, 2012
Monday, September 10, 2012
Sunday, September 9, 2012
Saturday, September 8, 2012
Friday, September 7, 2012
Thursday, September 6, 2012
Wednesday, September 5, 2012
TEN24 : 3D scan store
TEN 24 selling Ultra high resolution 3d face scans, Unwrapped 4k texture maps, High resolution photographic reference
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Tuesday, September 4, 2012
Monday, September 3, 2012
VIEW Conference : presentation by GENNDY TARTAKOVSKY
to present exclusive footage of “Hotel Transylvania”
The VIEW Conference is proud to announce that award winning director Genndy Tartakovsky (“Dexter’s Laboratory,” “Samurai Jack,” “Star Wars: Clone Wars”) will present and discuss his feature film debut, Sony Pictures Animation’s 3D monster comedy Hotel Transylvania, for the first time in Italy during the 2012 conference, October 16 to 19 in Turin, Italy.
Welcome to the Hotel Transylvania, Dracula’s lavish five-stake resort, where monsters and their families can live it up, free to be the monsters they are without humans to bother them. On one special weekend, Dracula has invited some of the world’s most famous monsters — Frankenstein and his wife, the Mummy, the Invisible Man, a family of werewolves, and more — to celebrate his daughter Mavis’ 118th birthday. For Drac, catering to all of these legendary monsters is no problem — but his world could come crashing down when a human stumbles on the hotel for the first time and takes a shine to Mavis.
Sunday, September 2, 2012
Saturday, September 1, 2012
Friday, August 31, 2012
VIEW Conference : presentation by John Smith
JASON SMITH
Visual Effects Associate Supervisor – ILM
Jason Smith will discuss “The Avenger’s, and many others.
As a visual effects supervisor at ILM, Smith is responsible for overseeing digital effects for feature films, with an emphasis on digital creatures. Some of his notable projects include Rango, Pirates of the Caribbean: Dead Man’s Chest, Transformers and most recently the super hero blockbuster The Avengers. He is also a member of ILM’s technology advisory group. Smith is a graduate of Brigham Young University’s Computer Science Program, with a minor in Visual Arts. While earning his degree, he studied traditional prosthetic makeup effects, and produced makeup effects for university productions. Prior to working at ILM, he was a software engineer at Saffire, Inc. Smith joined ILM in 2001 as a technical assistant.
The Visual Effects of The Avengers
The Avengers is the ultimate comic-book film, bringing together characters such as Iron Man, Thor, Black Widow, Captain America, Hawkeye and a new Hulk. Jason Smith will discuss the creation of the Hulk character, including incorporating Mark Ruffalo into the design and performance of the Hulk as well as the steps taken in asset development as far as data acquisition, model, texture, rigging and rendering Hulk for shots. He will discuss the creation of the Shield Helicarrier and fleet assets. In addition, he’ll cover building a new Iron Man and a digital New York City for the Avengers to protect.
VIEW Conference : presentation by Chris Perry
CHRIS PERRY
Award-winning independent writer and director, Associate Professor of Media Arts and Sciences at Hampshire College, Founder of Bit Films, Technical Director, A BUG’S LIFE, FINDING NEMO
Chris Perry, associate professor of Media Arts and Sciences at Hampshire College, holds an M.S. in Media Arts and Sciences from the Media Laboratory at Massachusetts Institute of Technology and an MFA in Art from UMASS Amherst. His B.A., in physics and astronomy, is from Amherst College. Chris comes to Hampshire from Pixar Animation Studios where he worked as a technical director on the films “A Bug’s Life” and “Finding Nemo” and as a graphics software engineer on “Toy Story 2″. His primary interests are in computer graphics and visual storytelling–particularly the intersection of the two.
He’s the founder of Bit Films, an animation studio specialized in producing animated short films and nurturing young talent in a creative, collaborative environment. Bit Films is, in part, an attempt to bridge the gap between academia and industry, thanks also to Chris’ experience in both worlds, as a professor and professional. He has produced four award-winning CG shorts under his Bit Films umbrella where he continues to develop projects that challenge the computer animation status quo.
Chris will hold a feature presentation and a workshop during VIEW Conference 2012:
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VIEW Conference : presentation JOSH HOLMES
JOSH HOLMES
Creative Director of HALO. Josh will premiere at VIEW HALO 4
Josh Holmes is an accomplished video-game producer and designer best known for his work as Executive Producer and then Creative Director for the multi-billion dollar video-game franchise Halo. Holmes is currently the Franchise Creative Director for 343 Industries, the Microsoft Game Studios unit formed to to oversee development of Halo, which includes video games, novels, comics, and other multimedia content.
Josh turned to game design after several years pursuing a career as a film actor, and his early training in drama and storytelling continues to inform his work as a game designer. Holmes got his start in the video-game business in 1995 at the Burnaby, Canada campus of gaming giant Electronic Arts. At EA, Josh created the hit Def Jam series of fighting games, as well as the NBA Street series. In 2005, Josh cofounded the Vancouver based video-game studio Propaganda Games, which was acquired by Disney Interactive shortly after it opened. Holmes left Propaganda Games in 2008, moved to Microsoft where in 2009 he was an Executive Producer on Halo Waypoint and Halo Reach, and now heads up all creative on what has become one of the biggest gaming franchises of all time.
Halo Reborn: Building a Studio, Crafting a Universe
343 Industries was formed over three years ago with the mission to lead the Halo universe forward by building connected stories told across multiple mediums so that everything matters. On November 6th the studio will release their first internally developed title, the much anticipated blockbuster, Halo 4. In this session, Creative Director Josh Holmes will discuss the challenges of creating a game with a storyline that encompasses over 100,000 years of fictional history and connects through and across multiple mediums including print, a live-action digital series, an ambitious story-driven campaign and innovative episodic content that will continue beyond the launch of the game. All this while building a brand new studio from scratch, with top-tier talent from every corner of the industry – and world.
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Thursday, August 30, 2012
VIEW Conference : presentation MARCO MAZZAGLIA
T Manager and Video Game Evangelist – Milestone
Marco Mazzaglia was born in Turin in 1974. At the age of 3 he had the first “contact” with computer and video games. Several years later he earned his degree in Computer Science at “Università degli Studi di Torino”, writing a graduation thesis about DyLog, a metalanguage of Prolog for the Artificial Intelligence.
In 1996 with other 23 people he founded a Social Co-operative, “La Bussola”, in order to deliver services related to web technologies and to teach the use of the Internet to no-lucrative organizations.
In his first job he worked on web architectures and localization based services for the Ministry of the Interior and the Italian State Police.
By January 2008 he works as IT Manager and Video Game Evangelist for Milestone; in this context, he takes care of the development systems and he works on the online game architectures.
Feature Presentation: THE DARK SIDE OF VIDEO GAMES
Are video games made only for fun? Can a game tell something or teach? One hour trip through less known side of video game art among commercial, serious games and other interesting applications related to video games.
Workshop: OWNERLESS CREATIVE ARTISTS
Since their birth, the opportunity to make products in freedom has been a trait of milestones in video games history. During the workshop the attendee will discover the origins of independent development and the tools to create his own masterpiece.
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How to : Fix Mia shader show black texture when press 6 in maya viewport
Sometime when you map texture in diffuse channel on mia shader then on maya viewport press 6 (Hardware Texturing) your object become black no texture show.
How to fix : Just open mia shader attribute editor >look for Hardware Texturing>then make sure that Texture channel set to Diffuse in pull down menu. That's all :) Pin It Now!
How to fix : Just open mia shader attribute editor >look for Hardware Texturing>then make sure that Texture channel set to Diffuse in pull down menu. That's all :) Pin It Now!
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