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Assassin's Creed Movie - Offical Trailer 1

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[ #AssassinsCreed #Film ]
20th Century Fox has released the first Assassin’s Creed movie trailer online. Directed by Justin Kurzel (Macbeth), the film stars Michael Fassbender as death row inmate Callum Lynch, who is whisked away to Abstergo and, through a revolutionary technology, enabled to experience the memories of his ancestor Aguilar in 15th Century Spain.


Assassin's Creed movie will be in the Theater on December 21st
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Characters for The Division Trailer by Julien Nicolas

Fabric Engine 2.2

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[ #FabricEngine #Modo ]
FABRIC SOFTWARE has released Fabric Engine 2.2 with Python support and integration with The Foundry’s MODO, making it even faster and easier for Fabric developers to create and share their applications.
Fabric encapsulates tools and data, allowing both to be moved freely between popular applications like Autodesk Maya, Autodesk Softimage and now MODO, a complete 3D content creation solution for design exploration, game creation and media production. By adding Python support to it’s Canvas visual programming system, Fabric Software is further broadening its user base and appeal.

Canvas: Python and C++ suport

VFX Technical Directors (TDs) and game studio Technical Artists often like to build standalone tools for their teams. These tools can be tightly focused as well as provide a more streamlined interface than a custom tool built within an existing application. Unfortunately, building out a complete application – however narrow the scope – is time-consuming and expensive. Fabric Engine makes it easier for developers to build these kinds of custom standalone applications but until recently it required a working knowledge of C++ to do so.
Fabric Software CEO Paul Doyle said: “TDs have often asked us 'why can’t it be just a matter of editing a few files and pushing them out into production? Why don't you let us use Python?' Well, we're pleased to say that we now have Python support in the latest release of Fabric.”

Fabric for MODO

The Fabric team has been working with the MODO team at The Foundry to integrate the Fabric Engine development framework with MODO. With the integration officially supported and distributed as part of Fabric Engine 2.2, assets and the tools that modify them can flow across multiple applications, including MODO.
Fabric for MODO is compatible with MODO 901 through to MODO 10 Series and available on Windows, Linux and OS X.

More information about the release is available here:

Fabric for 3ds Max


Fabric for 3ds Max is in advanced beta. If you are interested in providing feedback and are not already in the closed Beta, please indicate your interest by contacting info@fabricengine.com.

  More about Fabric Engine

Making of Warcraft Movie by ILM

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[ #ILM #WarcraftMovie #Film #VFX ]
Industrial Light and Magic team talks about Visual Effects They work on Legendary Pictures and Universal Pictures's Warcraft Movie

>> See Also: Learn VFX


WARCRAFT Movie Clip "Durotan And Orgrim Discuss Siding With The Humans"

Warcraft movie will be in Theaters June 10


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Clarisse iFX presentation videos in FMX 2016

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[ #Dneg #FMX2016 #VFX ]
Isotropix has shared some Clarisse iFX presentation videos in FMX 2016 included the presentation from Double Negative, and LIGA01 Computerfilm GmbH

>> See Also: Isotropix Clarisse iFX 2.0

Double Negative - How to make a Bogeyman
Mark Pascoe, Head of 3D Dneg, shows how Clarisse was used to bring the BAFTA nominated VFX work on Fungus The Bogeyman to life a major Sky TV series. From look dev to final rendering of 900 shots, Clarisse was used throughout the process. Creating photorealistic skin, hair, slime and funky FX was all in a days work on one of the most interesting character animation projects.


Small studio, big punch: Using Clarisse in a small studio environment to save the day.
Paul Florian Bruchhäuser, CTO of LIGA01 Computerfilm GmbH, shows how LIGA01 used Clarisse to get two advertising projects with big environments to the finishing line and how this inspired the artists to complete a full animation project.


  More about Clarisse iFX

CG EVENT Europe to happen in Vilnius on May 28th

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[ #CGEVENT ]
CG Event is an annual international gathering of CG professionals and enthusiasts, primarily dedicated to a field of computer graphics. Ample speaker list covers every aspect of this area — from SFX and animation to architectural visualisation, physics and real-time rendering. On May 28th CG Event comes to Vilnius, Lithuania and will become the main meeting point for CG industry in the region.
CG Event is open for CG Industry professionals, enthusiasts and digital artist from movie, video game, advertising and other creative industries. CG Event Vilnius will be exceptional in terms of schedule, tailored to become a meaningful meeting point and broaden the limits of communication beyond movies and video games.
Just to give a little sneak peak — Maxon will present their solutions for motion design and reveal new possibilities for Cinema4D. Online gaming powerhouse Wargaming will bring several speakers to the event and cover various topics ranging from SFX to currently very popular PixelArt. Same topic (PixelArt) will be touched by leading mobile game developer and publisher Game Insight.
Game developers will also get a chance to discuss the convergence of various media forms in games. AlternativaPlatform and LaikaBOSS will share their own cases of delivering visual content for mobile platforms. Ice-Pick Lodge studio from London will dive into culturological research of character creation.

Animation enthusiasts will be greeted by true masters of the craft — Juan Pablo Sans (Dreamworks) and Shannon Thomas (Blizzard). Fancy big explosions? CG Event got something for you too. Specialists from Framestore Canada (PAN Movie) and MinimoVFX Spain will uncover many secrets and display the best ways to navigate The Foundry NUKE and Houdini.
Lich.Pfad will invite every VJ to immerse in interactive technologies, while vvvv-group will cover various aspects of generated and real-time graphics.
Autodesk technologies are used in nearly every step of CG production, so it will gain special focus during CG Event, including unique presentation by Goodname Studio on concept arts for movies.
Toonbox will share their story of success in field of new media. Animated shorts created in this studio have already accumulated a billion views in Youtube.
Last but not least — game engines! Aras Pranckevicius (rendering plumber at Unity) will share his own visions about rendering technologies that could be available in the near future. Oleg Pridiuk (technology evangelist at King) will introduce a new open engine Defold.

CG Event will kick off on 28th of may in Vilnius, Lithuania. Want to know more? You can discover every aspect of the event by visiting the official site www.cgevent.eu. Please note that early bird ticket campaign is now live and the offer is valid until 14th of May. Special discounts are available for students and high schools with focus on CG and creative industries.

  More about CG Event

Download MakeHuman v1.1.0

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[ #Download ]
MakeHuman is an open source application designed for the parametric prototyping of 3D photorealistic humanoids for illustrations, animations, games, sculpting. MakeHuman 1.1 was just released today. This marks the first release to Make Human in nearly two years and adds major new functionality such as a new pose system and completely new and more game friendly skeleton support. MakeHuman started life as a Blender plugin but was since spun off into a stand alone application. It enables people to quickly and easily create fully rigged and textured human models

>> See Also: Download MakeHuman 1.0.1 for Linux, Windows and OSX

Major components of this release include:

  -Many bug fixes and stability fixes
  -Many targets improved and minor modeling corrections
  -Completely new skeleton and posing system, with support for pose loading from BVH, and support for custom weight and proxies
  -New pose system with auto-rigging, support for T-pose export, and initial support for special poses like high heel shoes
  -New skin library with age variation
  -New expression system now based on a face bone rig, including a library with facial expressions.
  -Improved topologies/proxies
  -FBX export now supports binary FBX and should work for most third-part applications which support FBX


You can read the full release notes here.

Download


Download MakeHuman v1.1.0 here. It’s complete free and released under the CC0 Creative Commons open source license, perhaps the most liberal license in existence.

  More about Download

Uncharted 4 Characters' Fabric Material

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[ #Uncharted4 ]
Senior Shading Artist at Naughty Dog - Yibing Jiang has shared her work on fabrics on main characters almost modeled Texture in Autodesk Maya. Check out all images using 4k high-res capture

>> See Also: Tutorial on working with Cloth

Yibing wrote:
Using Disney Diffuse Model, added special cheap Sub-surface Scatter. We also added fabric micro details, small wrinkles and aging. For specular models, we are using kajiya-kay model for silk fabric, and modified the fabric model from Ready at Dawn for cotton, wool, ext...Real-time rendered in game.

  More about Yibing Jiang

SIGGRAPH 2016 Technical Papers preview

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[ @SIGGRAPH #SIGGRAPH2016 ]
CHICAGO-SIGGRAPH 2016, the world's leading annual interdisciplinary educational experience showcasing the latest in computer graphics and interactive techniques, will once again present its renowned Technical Papers program. With the tagline "Render the Possibilities," SIGGRAPH 2016 will be held at the Anaheim Convention Center, 24–28 July 2016.
SIGGRAPH’s annual Technical Papers program is the premier international forum for disseminating new scholarly work in computer graphics and interactive techniques. As a preview of this year’s upcoming conference, the program trailer is below.


Submissions to the Technical Papers program are received from around the world and feature high quality, never-before-seen scholarly work. Those who submit technical papers are held to extremely high standards in order to qualify. SIGGRAPH 2016 accepted 119 juried technical papers (162 total; out of 467 submissions) for this year’s showcase — an acceptance rate of 25 percent. As per SIGGRAPH tradition, the papers were chosen by a qualified jury comprised of members from academia and industry experts.

“Among the trends we noticed from this year’s submissions was that research in core topics continues while the field itself broadens and matures. We saw nine papers on fabrication, and more synergy between topics such as machine learning, perception, and high-level interaction,” said SIGGRAPH 2016 Technical Papers Program Chair John Snyder.

Of the 119 juried papers, the percentage breakdown based on topic area is as follows: 33% geometry/modeling; 19% image; 14% animation; 12% rendering; 10% physical simulation; 5% displays/virtual reality; 5% acquisition; and, 2% interaction.

Highlights from the SIGGRAPH 2016 Technical Papers program include:

Shadow Theatre: Discovering Human Motion From a Sequence of Silhouettes
Jungdam Won and Jehee Lee, Seoul National University
Shadow theatre is a genre of performance art in which the actors are only visible as shadows projected on the screen. The goal of this study is to generate animated characters whose shadows match a sequence of target silhouettes.

Mapping Virtual and Physical Reality
Qi Sun and Arie Kaufman, Stony Brook University; Li-Yi Wei, University of Hong Kong
This work maps a pair of given virtual and real worlds to support real walking in HMD-VR applications via novel 2D mapping and 3D rendering methods.

Flow-Guided Warping for Image-Based Shape Manipulation
Romain Vergne and Georges-Pierre Bonneau, Université Grenoble Alpes Centre national de la recherche scientifique, INRIA; Pascal Barla, INRIA; and, Roland W. Fleming, Justus-Liebig-Universität Gießen

This paper presents a method that manipulates perceived object shape from a single input image. It produces the illusion of shape sharpening or rounding by modifying orientation patterns, strongly correlated to surface curvature. The warping algorithm produces convincing shape manipulation results for a variety of materials and lighting environments.

Beyond Developable: Computational Design and Fabrication With Auxetic Materials
Mark Pauly and Mina Konakovic, École polytechnique fédérale de Lausanne (EPFL); Keenan Crane, Carnegie Mellon University; Sofien Bouaziz, Bailin Deng - University of Hull; and, Daniel Piker
A computational method for interactive 3D design and rationalization using auxetic material (material that can stretch uniformly up to a certain extent) that allows one to build doubly curved surfaces from flat sheet material.

AutoHair: Fully Automatic Hair Modeling From A Single Image
Menglei Chai, Tianjia Shao, Hongzhi Wu, Yanlin Weng, and Kun Zhou, Zhejiang University

Introducing the first fully automatic method for 3D hair modeling from a single image. The method's efficacy and robustness is demonstrated on internet photos, resulting in a database of 50K 3D hair models and a corresponding hairstyle space that covers a wide range of real-world hairstyles.

SketchiMo: Sketch-Based Motion Editing for Articulated Characters
Byungkuk Choi, Roger Blanco I. Ribera Korea, Seokpyo Hong, Haegwang Eom, Sunjin Jung, and Junyong Noh, Korea Advanced Institute of Science and Technology; and, J.P. Lewis and Yeongho Seol, Weta Digital Ltd.
A novel sketching interface for expressive editing of motion data through space-time optimization. Register now for SIGGRAPH 2016.

  More about SIGGRAPH 2016

Houdini 15.5

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[ #Houdini ]
SideFX has announced the release of Houdini 15.5 with an improved workflow for modelers, advanced crowd controls and a new VR lens camera for rendering to industry­standard formats.

>> See Also: Houdini video | Houdini tutorial | Houdini plugin

“Houdini 15.5 delivers great production­inspired features both to our established community and our emerging user base. There’s a lot more included than in a typical point release, as we’ve been able to finalize a wide range of features well ahead of our major release schedule.” – Cristin Barghiel, VP Product Development, SideFX

Modeling Tools ​ such as PolyBevel, PolySplit and Dissolve have been rewritten from the ground up to add key features and optimize experience for modelers. Retopo tools now have splitting, straightening, edge loop and brush tools for positioning and relaxing points. New straighten, distribute points and make circle options are now available when editing points.
“The focus on games is no longer just about Houdini Engine – with the addition of tri­planar UV projection, UV bake curvature and tighter UV packing, my dream of procedural triple­A content baking of hundreds of props overnight just got one step closer! SideFX listened to user feedback and took the time to completely rewrite the Dissolve SOP, which now produces stunning results. This level of commitment to continual improvement of new and existing tools just warms my heart.” – Magnus Larsson, Senior Artist, Machinegames

Crowd Tools​ now feature advanced locomotion controls, accurate foot planting and terrain adaption, and more sophisticated crowd steering. The all­new Mocap Biped 3 comes with a rich library of motion clips for a diverse selection of motions. Crowd tools now support direct FBX imports as agents for better integration with other applications, a smoother workflow and redesigned/simplified shelf tools. “The new crowd solver is incredibly powerful and FAST! SideFX has done a brilliant job in really engaging with artists working with crowd systems, and has developed a comprehensive toolset that can handle complex simulations – but is also easy to customize. The new foot locking mechanism in 15.5 and improved terrain adaptation alone are incredibly exciting and fun to use. Loving it!” – Louis Dunlevy, CG Supervisor, Cutting Edge Post
The new VR Camera​ is based on a VR lens shader that lets you render VR images to forms such as Latlong spherical projection, perspective Cube Map or a stacked Cube Map ­ 3x2. The camera lets you set the eye separation and eye­to­neck distance, and can be used to render to Houdini’s built­in Mantra renderer.

Houdini 15.5 also brings Third Party Rendering​ to Houdini Indie. Now independent artists and studios can use RenderMan, Arnold and OctaneRender in their lighting pipeline along with Houdini’s built­in Mantra renderer. Houdini Indie support will also be available for V­Ray, Redshift and Maxwell.

Availability


Houdini 15.5 can be downloaded from SideFX.com immediately, with base Houdini available for as low as $1,995 and Houdini FX available for as low as $4,495 USD. Both these prices include first year on the Annual Upgrade Plan, which provides production­level support plus access to daily builds and dot releases. Houdini Indie is available for $199 USD per year, including the newly added third party rendering. Indie offers an affordable yet professional version to animators and game developers grossing up to $100K USD per year. (Note: Indie cannot be used in the same pipeline as commercial versions of Houdini; it uses its own file format for saving scenes and digital assets, and renders animations up to 1920x1080)
FREE Houdini Apprentice ­ For students and artists looking to learn more about working procedurally, SideFX has a free Houdini Apprentice Edition that allows non­commercial usage with a non­intrusive watermark and a render restriction of 1280x720.

  More about Houdini

Tilt Brush: Google VR Painting program

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[ #VR #Tech #VirtualReality ]
Developed by Goolge Tilt Brush is a 3D painting program which allows you paint in 3D space with virtual reality. Paint life-size three-dimensional brush strokes, stars, light, and even fire, all one needs is a console and HTC Vive headset.

>> See Also: Google Buys Visual Effects Firm Zync

The Dynamic brushes allow users to paint ink, smoke, snow, fire and more from the virtual palette. In fact users can paint in a room-scale VR and walk around their art. The tools include options to change the environment to Night Sky or Space and more. Google tilt brush creations can be shared as room-scale VR pieces or animated GIFs with friends.

The Tilt Brush app comes bundled with the HTC Vive headset, and has been hailed by critics as “VR’s killer app” and the “the first great VR app.” To use Google tilt brush, users will first need to set up their HTC Vive, install Steam and then launch Tilt Brush in order to start creating 3D content. More details on tiltbrush.com/


Ben Kuchera from Polygon explains how you can make and share art in Tilt Brush

Artist Alix Briskham talks Tilt Brush on the HTC Vive

Unleash your creativity with three-dimensional brush strokes, stars, light, and even fire. Your room is your canvas. Your palette is your imagination. The possibilities are endless.
  More about Google

Design a Hollywood-style movie title with Territory

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[ @Territory @Adobe #CreativeCloud #MotionGraphics ]
Nik Hill of Territory Studio uses Adobe Creative Cloud tools to create UI screen graphics and titles for popular films such as Avengers: Age of Ultron. And in this Training section, Nik walks you through the steps to remix your own Hollywood-style movie title using a fictional title sequence made by Territory for the OFFF Cincinnati design conference. Make it your own using the features and services in Creative Cloud.

>> See Also: Learn Motion Graphics

See The Martian UI Reel by Territory Studio

In this tutorial, you will learn how:
  -Creative Cloud Libraries help you share graphical elements between Adobe applications such as Illustrator and After Effects.
  -Adobe Stock integration with After Effects gives you a wealth of options to create your own look with over 50 million curated images and videos.
  -Creating and manipulating an object in 3D isn’t as hard as you think when using After Effects and Maxon Cinema 4D. (Cinema 4D Lite is included with After Effects.)
  -Working between Premiere Pro and After Effects is seamless when using Dynamic Link.
  -Behance can share your creativity with other like-minded Creative Cloud users and potential employers.

Go to training page!
  More about Motion Graphics

This CGI Potrait of Brad Pitt makes you want to update your workflow

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[ #CGI #Zbrush #AdskMaya ]
CGI Potrait of Brad Pitt by a Character artist from shanghai, China - Guang Yang is incredible realistic and of course you have to think about your workflow to archive that level. Here is his workflow

>> See Also: Learn on creating Character

Guang Yang used topology’s basis model, The hair is done used by Zbrush fibermesh. Displacement and cavity is created from Zbrush also. He used the Texturing.XYZ displacement map to make details in zbrush and mari. He used standrad, dam, claybrush to modify. The whole head more than 10UVs. The final rendering is in Maya, Arnold. Render size is 8K
and if you want to discuss more about process of creating realistic CGI portraits you can join our CG Record Ask The Master #1 with Ian Spriggs



  More about zbrush

Swiss Delights by Phil Moreton

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[ #Corona ]
CG Artist based in Zürich, Switzerland - Phil Moreton has shared his incredible realistic Food Renderings which he called Swiss Delights. He used photogrammetry to create the models in Agisoft and Rendered with Corona. CHeck it out!

>> See Also: Corona tutorial

Phil wrote:
Here is a personal project of mine where I decided to create some “still life” images based on some Swiss foods. I used photogrammetry to create the models in Agisoft and Corona to render the images.
  More about Corona

Portrait of Graham and Amanda by Ian Spriggs


D2 Conference 2016

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[ #D2 #Dbox ]
These last 4 years have seen the d2 Conference becoming the most influential specific Arch-Viz event in the industry. Supported by CGArchitect the event hosts more than 200 professionals every year in the city of Vienna in Austria, on of the coolest places in Europe.

This year's event will see on stage artists of the caliber of Dbox, Alex Hogrefe (for the very first time speaking in Europe) Brick Visual and many many more (please check link http://vienna.d2conferences.com/speakers/)

D2 Conference 2016: Vienna, Metropol Theater / 26-27 August 2016

People visiting the event get free beer as well as a grill party at the end of the lectures. It is the best place for archviz artists to meet talk and do some serious networking.
To find out more and get your ticket Please go to http://vienna.d2conferences.com/
Here are some Photo from D2 Last Year
  More about CG Event

Houdini 15.5 New Features Review Webinar video

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[ @SideFX #Houdini ]
Last month, SideFX has released it's VFX, Animation and Motion graphics software: Houdini 15.5. Today, Let's check out Houdini 15.5 New Features Review Webinar video where SideFX's Jeff Wagner takes you through the new features of Houdini 15.5 - including vastly improved modeling features, more accurate crowd controls, a VR lens camera, and Indie support for 3rd party rendering

>> See Also: Learn Houdini | Watch Houdini video


Also Watch Houdini 15.5 New Features

  More about Houdini

This Behind the scene of Warcraft Movie will show you The Future of CGI

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[ #ILM #WarcraftMovie #VFX ]
Check out behind the scenes video of Warcraft Movie from BBC to see how Industrial Light & Magic created never-before-seen special effects for the movie Warcraft: The Beginning and how they are pioneering the future of CGI.

>> See Also: Learn VFX



Making of Warcraft Movie by ILM

WARCRAFT International Trailer (2016) Epic Fantasy Action Movie HD


  More about ILM

Oriental Druid

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[ #AdskMaya #Zbrush ]
Check out Personal work by CG Artist based in Beijing, China - Hang Li using ZBrush, Mari, Nuke, Autodesk Maya, Arnold Render

>> See Also: Learn Maya

Shapes and forms were sculpted in zbrush; Color map and fine displacement map were painted in Mari ( color map was painted all by hand!) Hair grooming was done in Maya Xgen; Shading and lighting with Arnold.


  More about Character

Isotropix Clarisse iFX 3.0 is coming

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[ @Isotropix #ClarisseiFX ]
Isotropix has shared the video showing some feature of its next-generation hybrid 2D/3D rendering tool Clarisse iFX 3.0. The video showing off the software’s new physically based shading model.
A hybrid renderer-cum-compositing tool for look development work
Combining features of conventional renderers, compositors and animation tools, Clarisse iFX is designed to enable artists to develop heavy production scenes while interacting continually with the final image.
The software is in use at a number of major visual effects facilities including ILM and Double Negative, the latter of which collaborated with Isotropix on the new PBR engine.

New PBR render engine
According to Isotropix, while the new render engine is slower than its predecessor for the same number of samples, it requires fewer samples to get rid of noise in an image.
Unlike its predecessor, the new PBR engine is also capable of rendering caustics – although it’s still a unidirectional, rather than bidirectional, path tracer, so it requires a lot of samples to remove noise.

Adjustable fur and texture-driven point clouds
Other features in Clarisse iFX 3.0 include an improved fur interpolate object, meaning that users can adjust fur length within the software, rather than having to import multiple Alembic files representing different lengths.
Fur length can be controlled by any texture map type or procedural, and can be animated over time.
There is also a new point_uv_sampler option, which “samples the UV colours of geometry” in UV space rather than 3D space, making operations faster and more efficient than the existing point_cloud option.

Pricing and availability


The release date for Clarisse iFX 3.0 is not confirmed yet. The current release, Clarisse iFX 2.0 is available for Windows, Linux and Mac OS X. Pricing scales with studio size, starting from $999 for the first licence. Isotropix has also introduced new 30 and 90-day rental options.

There is also a free non-commercial PLE edition of the software.
  More about Clarisse iFX

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