Friday, January 30, 2015
Canakkale Yolun Sonu Vfx Breakdown
Canakkale Yolun Sonu Vfx Breakdown by Digiflame Productions
“Gallipoli: End Of The Road Visual Effects breakdown”
Forza Motorsport 6: Behind the Scenes
[ #Game #ForzaMotorsport6 #XboxOne #Xbox ]
Developed by Turn 10 Studios and published by Microsoft Studios, Forza (Italian for "Force") Motorsport is a popular and critically acclaimed series of racing video games for the Xbox, Xbox 360 and Xbox One.
Forza Motorsport 6 was officially announced at the North American International Auto Show on January 12, 2015. As part of a development agreement with Ford Motor Company, Turn 10 Studios was given direct access to the design team for the latest version of the Ford GT supercar, which will be the game's cover vehicle.
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Join Forza Motorsport design director Dan Greenawalt and the creators of the Ford GT as they prepare for the vehicle’s public debut at the North American International Auto Show and unveil as the Forza Motorsport 6 cover car.
Featuring interviews with Raj Nair, VP Product Development; Moray Callum, VP, Design; Chris Svensson, Design Director, The Americas; Amko Leenarts, Interiors Design Director; Kip Ewing, Assistant Chief Engineer; and Henry Ford III, global marketing manager, Ford Performance
Forza Motorsport 6 was officially announced at the North American International Auto Show on January 12, 2015. As part of a development agreement with Ford Motor Company, Turn 10 Studios was given direct access to the design team for the latest version of the Ford GT supercar, which will be the game's cover vehicle.
Join Forza Motorsport design director Dan Greenawalt and the creators of the Ford GT as they prepare for the vehicle’s public debut at the North American International Auto Show and unveil as the Forza Motorsport 6 cover car.
Featuring interviews with Raj Nair, VP Product Development; Moray Callum, VP, Design; Chris Svensson, Design Director, The Americas; Amko Leenarts, Interiors Design Director; Kip Ewing, Assistant Chief Engineer; and Henry Ford III, global marketing manager, Ford Performance
Thursday, January 29, 2015
Mr. X Inc Recruiting Rigging Artists
Rigging Artists
Specializing in feature film visual effects and animation for international and local producers, Toronto based digital studio, Mr. X Inc. is comprised of a unique and gifted team of artists, filmmakers and programmers devoted to the art, craft and technology of visual storytelling.Job Responsibilities:
· Design and create animator friendly rigs
· Collaborate with animators to design motion controls
· Write utility scripts or tools to streamline the rigging process
· Work with Modeling to create a model that meets technical needs
· Work with R&D to design, debug and evaluate new tools
· Develop and maintain character motion and deformation systems
· Develop new techniques and processes to solve character production challenges
· Communicate information about new tools and techniques to others, writing wiki pages when required
· Work with production management to prioritize tasks
· Keep supervisors informed of progress, changes, roadblocks and other critical issues
Qualifications:
· 3 years professional experience rigging characters for animation
· Previous experience with character rigging in Maya
· Ncloth and Maya Muscle knowledge a desired skill
· Excellent MEL and/or Python scripting capabilities.
· Other 3d packages (Blender. Houdini or 3dsMax) knowledge a plus
· Training in visual arts and understanding of form, geometry and movement
· Knowledge of academics such as linear algebra, trigonometry, geometry, calculus and differential geometry
· Knowledge in programming and software development skills
· Linux experience desired
· Excellent communication and presentation skills
· Ability to function well in a team environment and be detail oriented
All interested applicants should email their resumes to recruiting@mrxfx.com with the subject reading “Character Rigger/TD”. Please include the address of your web portfolio in your resume.
Wednesday, January 28, 2015
Making of Adidas Brazuca by STOPP
Tuesday, January 27, 2015
MultiScatter 1.3.2.3 Now Available
- Added support for 3ds Max 2015.
- Added support for controlling instances in MultiPainter with MaxScript.
- Added "Hide When Moving" parameter in Preview rollout.
- Fixed compatibility issues with V-Ray 2.45/2.50/2.55.
- Improved performance in viewport.
- Some installer and activation utility bugs fixed.
MultiScatter is a plug-in for 3ds max which works with V-Ray and Mental Ray rendering systems. It is possible to create complicated scenes with a huge amount of objects easy and quickly with the aid of this plug-in.
Usually scenes in 3ds max with a great amount of even identical objects take a lot of space on HDD, consumes a lot of time for loading, and it is very hard to work with. MultiScatter is created to solve these problems. The scene containing 500 000 identical objects created with 3ds max 2008 occupies 1400Mb of HDD space. Now, if it is created with MultiScatter and still containing the same 500 000 objects the scene can take just 250Kb.
The most exciting feature of MultiScatter is a quick generation of an array of objects right before rendering. Those very 500 000 objects are created in only 2 seconds before rendering. Another outstanding MultiScatter ability is uploading and downloading from VRayProxy memory if needed (as and when necessary). This allows the application of polygon models without missing productivity and capacity of RAM.
Animated objects support and animated VRayProxy support allows creating huge amounts of animated objects. Now with MultiScatter it is possible to create the whole forest of wind-shaken woods.
The support of 64-bit systems and multi core processing allows MultiScatter to create and render, for example, forest or even a city in a blink of an eye.
MultiScatter includes integrated procedure map/card - MultiScatterTexture. This card helps to create uncountable amount of various tones to gain a more realistic appearance of the scenes with huge number of similar objects. There can be, for example, different tones of leaves in a forest or various colours of cars at the parking area. MultiScatterTexture is able also to define different tones for the mixing materials, cards, etc.
MultiScatterTexture may be applied both to the MultiScatter objects and to any other objects at the scene.
Additional features include the following:
- MultiPainter can arrange objects on the surface using a virtual paintbrush. This does not create additional geometries which therefore simplifies the process of working with large arrays of objects.
- Placement can be done both on one and multiple surfaces at the same time. Multiple objects of different types can be scattered simultaneously.
- MultiPainter includes most current types of randomizations available for MultiScatter objects.
- Once created MultiPainter objects can be modified in several ways, including changing their location, scale, rotation, as well as creating copies.
- Animated objects are also supported. In addition it is possible to convert MultiScatter objects into MultiPainter with few restrictions.
- MultiPainter objects are fully compatible with V-Ray and Mental Ray.
- Update is free to existing MultiScatter owners, please read the manual as the installation procedure has changed.
- In the unlikely event of your old license key not working, please contact us for an update.
Main differences of MultiScatter in comparison to VRayScatter
MultiScatter includes all VRayScatter features such as:
- Regular and random scattering of objects over any surface or along a spline.
- Unique control system for regular scattering with UVW coordinates.
- Full control including randomization of all transformations and scattering by masks or values.
- Control of scattering area by splines and full control of transformations of objects along the border.
- Collision control inside the single MultiScatter object or between multiple.
- Scattering control relative to the camera.
- Animation of parameters as well as scattering of animated objects.
- Special textures for randomization and control of object color and creation of complex masks.
- MultiScatter integrates these and many other features, and was created from scratch, allowing us to bring working with arrays to a new level.
The following additional features were also added:
- Support for Mental Ray (including MProxy).
- Any geometry can be used for scattering (e.g VRayScatter can only use VrayProxy).
- Unlimited number of different objects within one MultiScatter.
- Probability texture allows clustering distribution of objects, controlling size of a cluster and density of its borders.
- Multi-core processing support at all stages of workflow including viewport render.
- Any object from the current scene can be chosen for scattering.
- Materials, properties, transformations and animations remain interactively linked between objects within MultiScatter and all related objects within the scene.
- Help Pictures will help new users to navigate through the interface; this can be switched on/off.
- Revolutionized Viewport mode Points allows viewing of the objects' geometry regardless of complexity and the quantity of objects in a scene.
- Optionally MultiScatter can show wire color or diffused color of objects' materials.
- Collisions inside a MultiScatter can be seen in a viewport.
- A MultiScatter object can be converted into single geometry as well as copied across instances. This allows using MultiScatter as a modeling tool and other rendering engines can be used other than V-Ray and Mental Ray.
- MultiScatter utility allows the control of huge numbers of MultiScatter objects.
- MultiPainter object. This tool gives full control for object placement with a brush.
- And many other new features.
System requirements:
MultiScatter 1.3.x.x and later:
- 3ds Max versions: 2010, 2011, 2012, 2013, 2014, 2015
- 3ds Max Design : from 2010 and higher
- If you use V-Ray, versions: 1.5 (SP3- SP6), V-Ray 2 SP1, V-Ray 2.2, 2.3, 2.4 , 3
MultiScatter 1.2.0.12
- 3ds Max versions: 2008 (no Mental Ray support), 2009, 2010, 2011, 2012, 2013, 2014
- 3ds Max Design : all
- If you use V-Ray, versions: 1.5 (RC5 -no animated proxy, SP1- SP6), V-Ray 2 SP1, V-Ray 2.2, 2.3, 2.4
OS: Windows XP, Windows Vista, Windows 7, 8 all 32 and 64 bit
Microsoft Visual C++ 2010 Redistributable Package
User must have local administrator rights with Windows XP to use MultiScatter.
on Windows 7 administrator right needed only during installation
- Customers who purchased VRayScatter from July 01, 2011 to July 01, 2012 can migrate to MultiScatter for free.
- VRayScatter purchases prior to July 01, 2011 can migrate to MultiScatter for $60 USD. Click here to migrate
Source from:here
Monday, January 26, 2015
Become a CGI Artist: Job Description, Duties and Requirements
Do I Want to Be a CGI Artist?
Computer-generated imagery (CGI) is the creation of still and moving images and visual effects using computer hardware and software. CGI artists create characters, environments, objects, special effects and locations, both real and imagined. Although CGI encompasses many specialties in computer graphics, 2-D and 3-D animation and special effects, the term is most often used to refer to 3-D animations created for television, video games and film.
Many multimedia artists and animators, including CGI artists, are self-employed and therefore must spend time finding work. Although they might work long hours to meet deadlines, they often work from home or other convenient locations.
Job Requirements
Many employers prefer to hire CGI artists who have a bachelor's degree in graphics or a degree related to animation, but a skilled and experienced artist without a formal degree can also find work in the field. The following table describes the general requirements to become a CGI artist:
Common Requirements | |
---|---|
Degree Level | A bachelor's degree is common*, but an artist with experience and technical proficiency can also enter the field** |
Degree Field(s) | Computer graphics*, digital media, Web development, graphic design, fine arts** |
Experience | Up to 1 year for an entry-level position, at least 2 years for mid-level positions** |
Key Skills | Artistic ability, creativity, technical proficiency*** |
Computer Skills | Graphics and video editing software such as Maya, Studio Max, Photoshop, Premier, Illustrator, Flash, After Effects and Final Cut Pro - Web design software and languages like HTML, CSS and Java** |
Technical Skills | Digital paper, digital pen, digital camera*** |
Additional Requirements | Visual color discrimination*** |
Sources: *U.S. Bureau of Labor Statistics, **Monster.com job postings (July 2012), ***O*NET OnLine.
Step 1: Obtain a Degree
Degree programs are available for a wide variety of specialties, including game development, animation and entertainment design, providing students with the opportunity to select programs closely aligned with their career goals. Students also have the opportunity to focus on the aesthetics of animation by enrolling in a fine arts degree program or on the more technical aspects by selecting a computer-related degree program. Many programs feature basic courses in graphic design, art and technology before branching off to offer specialized coursework. There are also limited degree options in CGI art, as a self-defined major.
Success Tips:
- Choose a program carefully. Since there are so many subspecialties in this field, students should carefully research degree programs to insure they select one providing coursework that aligns with their future goals.
- Complete an internship. Many degree programs offer internships, which can provide on-the-job experience and networking opportunities.
Step 2: Build a Portfolio
Artists are expected to have a portfolio to show prospective employers. This is a collection of the artist's best works, showcasing his or her artistry and technical proficiency. Most degree programs require students to create a portfolio as part of their graduation requirements, but non-degreed artists also need to have portfolio. Many employers require artists to submit portfolios on a CD or DVD or to provide website link.
Success Tips
- Select portfolio pieces based on a potential employer's needs. Artists can tailor their portfolios to the positions for which they're applying to demonstrate their style and proficiency using the technology required by the job.
- Limit the number and scope of pieces in your portfolio. The contents of a portfolio should be chosen with care and restraint to avoid overwhelming a potential employer with too much imagery or too many technical gimmicks.
Step 3: Gain Experience
Many positions require professional experience. New artists or graduates may have to accept assistant-level positions to obtain the necessary on-the-job experience to advance. This field also has many freelance opportunities available, allowing artists to commission CGI art for experience and a contract fee.
Success Tip
- Volunteer locally. Volunteering to perform CGI work for schools or other nonprofit organizations can provide valuable experience. Additionally, cable access stations may seek volunteers to provide programming and production services, which can be included in an artist's portfolio.
Step 4: Complete Continuing Education Courses
Advancements in the technology used to create computer-generated imagery are incredibly dynamic. Having invested substantially in the technology, employers generally expect artists to have the technical skills and up-to-date product knowledge to maximize all the features present in software programs and hardware equipment. To stay competitive, artists can take continuing education courses offered by colleges or product vendors, including Apple, Autodesk and Adobe.
Source from:here
Sunday, January 25, 2015
Homebuilt computer for 3D modelisation, rendering, animation and CGI
Ahh 3D graphic Modelling/Design Rig! Nice!
$5000 - $6000 will get you into a decent entry/mid range home built 3D workstation
CPU - go with a 6 Core, and unless you are an AMD fanatic, stick with Intel.
4930K Ivybridge E - Offers best bang for buck in a 6 core offering.
The xx60K or xx70k offer marginal performance increases which you can attain by
simply over clocking if you really feel you need a boost.
simply over clocking if you really feel you need a boost.
Expect to spend $550 to $600
Motherboard -This is really really personal as to what you need to connect. If you are
building your system, you are best off to research this yourself, to get a good feel for
your platform. You will be looking for an LGA2011 X79 to match with the 4930k
building your system, you are best off to research this yourself, to get a good feel for
your platform. You will be looking for an LGA2011 X79 to match with the 4930k
Just at least make sure you get an x79 with 8 RAM slots. I like ASUS, and find them compatible for
hackintosh'ing if ever inclined.
hackintosh'ing if ever inclined.
Expect to spend $200 to $400 for a decent board.
Graphics Card - I would suggest either an Nvidia K4000 or Nvidia Titan based on your
software choice. I know that the K4000 will perform much better in Maya than the Titan
due to optimized workstation drivers.
software choice. I know that the K4000 will perform much better in Maya than the Titan
due to optimized workstation drivers.
The Titan may perform better in the other software choices although I would research this before you
purchased the Titan.
purchased the Titan.
I would personally lean towards the K4000
Both are approximately the same price around $900-$1000
RAM - 32GB 8 Sticks of 4GB You can always upgrade as you go. 32GB should keep
you going for a bit.
you going for a bit.
as for brand… I have found kingston to be very reliable. I use Kingston ECC RAM in
server/workstations simply for reliability.
server/workstations simply for reliability.
I suggest a Kingston HyperX at 1600mhz, low voltage… nothing above 1.7V This should give
you good reliable RAM with fewer glitches in your renders. Nothing worse then rendering out
a project with aberrations, and having to fix in post or re-render.
you good reliable RAM with fewer glitches in your renders. Nothing worse then rendering out
a project with aberrations, and having to fix in post or re-render.
Expect to pay $350-$400 depending on liquidity of RAM prices.
SSD and Hard Drive - Get a nice 500GB or 1TB Samsung 840 EVO or Pro Very highly
rated SSD on the market I have seen the 1TB version go for $500. With all your
heavy 3D Software, (and certainly will find your self using Adobe CS at some point also)
you will need the space and the speed. I would not get anything less than 500GB,
you will fill it with programs fast enough. Western Digital Black Drives are nice for
your big files and are pretty speedy for mechanical. Grab a couple 3 TB or 4 TB drives
for your system. YOU WILL NOT WANT WDGREEN! The Western Digital Greens spin
down too aggressively which is annoying and may be the cause of a reduced reliability.
Western Digital or Hitachi. You do get what you pay for.
rated SSD on the market I have seen the 1TB version go for $500. With all your
heavy 3D Software, (and certainly will find your self using Adobe CS at some point also)
you will need the space and the speed. I would not get anything less than 500GB,
you will fill it with programs fast enough. Western Digital Black Drives are nice for
your big files and are pretty speedy for mechanical. Grab a couple 3 TB or 4 TB drives
for your system. YOU WILL NOT WANT WDGREEN! The Western Digital Greens spin
down too aggressively which is annoying and may be the cause of a reduced reliability.
Western Digital or Hitachi. You do get what you pay for.
Expect to spend $700 -$1000++ just on your system drives
Power Supply - I like Seasonic. Powerful, quiet, efficient and dependable. I am sure
there are other great power supplies out there, but I think most people agree at the
very least that Seasonic makes good power supplies. 500 to 650W should be fine.
A Gold should be fine. Platinum if you want fan less and silent.
there are other great power supplies out there, but I think most people agree at the
very least that Seasonic makes good power supplies. 500 to 650W should be fine.
A Gold should be fine. Platinum if you want fan less and silent.
Expect to spend $80 - $140 based on your needs/desires.
CPU Cooler - Noctua, Phanteks, and Thermalright make good air coolers. But most
air coolers should be good enough, if you end up stuffing your case full of hard drives,
add some more exhaust fans. The three brands I listed tend to be quiet and really
efficient, and good enough for over clocking.
air coolers should be good enough, if you end up stuffing your case full of hard drives,
add some more exhaust fans. The three brands I listed tend to be quiet and really
efficient, and good enough for over clocking.
Expect to spend $50 to $80
CASE - I like Antec based on price/performance/quality and style. Other cases may be
nicer but a lot more pricier. Get a Case that will fit the number of hard drives you want,
optical drives, other accessories.
nicer but a lot more pricier. Get a Case that will fit the number of hard drives you want,
optical drives, other accessories.
Expect to spend $50 - $140
OTHER - Optical Drives, flash card readers, Wireless Cards, Cables, additional case fans,
thermal compound, tools etc…
thermal compound, tools etc…
If this is one of your first builds and you do not have much gear, budget according to need.
Monitors - at least 2, at minimum 1920x1200. More pixels more better. Try to get at
least one decent reference monitor for decent colour.
least one decent reference monitor for decent colour.
The Dell UltraSharp 27" U2713H is very nice and relatively affordable for its level of quality.
Match it with another 27" monitor with the same 2560x1440 res and you will have a nice set up.
The second monitor does not need to be of the same level. Monoprice has some nice 27" monitors
at a good price.
Match it with another 27" monitor with the same 2560x1440 res and you will have a nice set up.
The second monitor does not need to be of the same level. Monoprice has some nice 27" monitors
at a good price.
Expect to spend $800 - $1200
Back up Hard Drives/NAS - Okay after spending countless hours designing, rendering,
and iterating you do not want to loose your work. All Hard drives fail. All. It is just
a matter of when. 3D modelling creates some huge files and you will likely want to
keep multiple iterations of the same scenes. Stay away from seagate, I am sure
there is science to back up my personal opinion, research if you like, but in
server/workstation land we only use Western Digital Blacks/Reds and Hitatchi
hard drives. Get matching pairs for backing up. If you RAID mirror, back up
your mirror. If one drive in the pair goes, chances are the other will also. If you
are serious about 3D Design, your digital files will be worth more than your
entire system. If you do not have a NAS already, get one or build one. I build my
own, but I have heard QNAP is affordable and decent.
and iterating you do not want to loose your work. All Hard drives fail. All. It is just
a matter of when. 3D modelling creates some huge files and you will likely want to
keep multiple iterations of the same scenes. Stay away from seagate, I am sure
there is science to back up my personal opinion, research if you like, but in
server/workstation land we only use Western Digital Blacks/Reds and Hitatchi
hard drives. Get matching pairs for backing up. If you RAID mirror, back up
your mirror. If one drive in the pair goes, chances are the other will also. If you
are serious about 3D Design, your digital files will be worth more than your
entire system. If you do not have a NAS already, get one or build one. I build my
own, but I have heard QNAP is affordable and decent.
Expect to spend $350 to $600 for a decent 4 bay NAS barebones.
Also consider a UPS… Bigger the better… And test it.
So .. after that book…
If you go the mid/high end as I outlined, expect to spend anywhere from $4500 to $6000
Actually… this kind of looks like my next build…
Good Luck!
Source from:here
Saturday, January 24, 2015
CGI
Question: What's 1,584 feet in length, created from 42-million polygons and has 2366 4K textures?
Answer: One Super Carrier from 'Captain America: The Winter Soldier'
Source from:Industrial Light & Magic
Friday, January 23, 2015
Rise of the Planet of the Apes – Previs by Image Engine
To help in the planning effort for the effects-heavy Rise of the Planet of the Apes, Image Engine provided previs ranging from both overall shot beats to sequences with technical information such as camera lens and set size details. Image Engine’s team, led by previsualization supervisor Cameron Widen, was embedded with the production on set in Vancouver.
For Image Engine visual effects executive producer, Shawn Walsh, the goal was to provide both as a service to the director and other filmmakers. “We call some our previs ‘presentation previs’,” he says, “because it’s designed in such a way to help people understand the whole movie and know what the final product might look like. It can sometimes be less about figuring out the size of a bluescreen, although that happens as well, and more about the overall picture.”
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