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Our survival horror game Cinematic

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"Our survival horror" game Cinematic by Shenzhen, China based cg Arist: B.O.W. Qin using tools like: Unreal Engine, Substance Painter, NDO, Photoshop, After Effects, Premiere, 3ds Max, UVLayout




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Marvelous Designer 8

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CLO Virtual Fashion has announced the latest version of it Cloth Realtime Simulation tool: Marvelous Designer 8

Join Marvelous Designer Group on Facebook

The Highlighted Features are:


Remeshing(beta)
Generates aligned automatic Retopology results.



3D Sewing
Sew Patterns intuitively in 3D window.



Sculpt
Sculpt garments using brush tools.


Trace Patterns with UV Map
Extract 2D Patterns from UV Map when importing 3D objects.



Automated Arrangement Point Creation
Arrangement Points and Bounding Volumes are automatically created based on Avatar's mesh length and circumference.


Adjust Trim Weight
Adjust trim weight to express change in 3D Garments' drape.


Availability


Marvelous Designer has monthly subscription $ 50.00 or Annual $ 300.00. More here!
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Unreal Awards: Experience Design Competition

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Epic Games has partnered with Allegorithmic and other companies to launch Unreal Awards: Experience Design Competition with over $70,000 in prizes including the opportunity for a 1 year Substance subscription as well as $10,000 for the top winner in each category

Unreal Awards: Experience Design is the first enterprise competition for AEC, manufacturing, and product design. Centered around the theme of “experiencing design,” the competition aims to celebrate and showcase top-notch work built with Unreal Studio and Unreal Engine in the enterprise (non-gaming) space.


Categories and Prizes


Submissions will be evaluated and scored on a ten-point scale by a panel of industry judges across three industry categories, with the top three highest scoring entrants in each category winning a portion of over $70,000 in prizes. They’re accepting submissions for the following categories:

  -Architecture, engineering, and construction
  -Product design
  -Manufacturing

Each submission will be evaluated based on the level of innovation demonstrated and the quality of the visuals.
The top three winning entries in each category will receive a cash reward along with incredible prizes donated from sponsors: Allegorithmic, Esri, AXYZ design, and TurboSquid!

How to Submit


To submit your Unreal Engine project, you’ll need to create a video showcasing your work, which should include a short screen-captured segment showing your project in the Unreal Engine 4 Editor. Once you have that ready, you can complete a submission form and send everything in. Upon review, They may also request you submit an executable file. You are free to make multiple submissions in the same or different categories.

Submissions Deadline is January 20, 2019

More detail can be found here!
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Black Friday - Cyber Monday 2018 | CG Product Sale Code

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Update of all Black Friday - Cyber Monday 2018 | CG Product Sale Code ( F5 to update ). If you have any sale information please email us So we can feature here!

ActionVFX Black Friday Sale Code

Starting on Thursday, November 22nd at 8pm EST, ActionVFX Black Friday Sale entire library! Get 55% OFF during the first 24 hours of the sale, and 50% OFF during the remainder. The sale will end on Friday, November 30th at 11:59pm EST. Get them here!


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"Goodnight Claire" - Another video showing power of Blender 2.8 EEVEE

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Last time, We've featured Top 10 Videos Which shows powerful of Blender Eevee viewport with the best video is Tree creature by Daniel Bystedt. And Daniel Bystedt has just show another development test project which is showing more power of Blender 2.8 realtime Eevee viewport. The Project called Goodnight Claire with some animation and also lighting effects running on CPU: i7-8700, 3.8 GHz, NVIDIA GeForce GTX 1080 GTA and 16 GB of RAM. Check it out



Daniel wrote:
Rendered with Blender 2.8's realtime viewport Eevee. Lens flare, grade, chromatic aberration and filmgrain was added in comp in Blender. The character was sculpted in Zbrush and textured with substance designer and painter. Everything else was done in Blender. Animation of the character was done procedurally using noise modifiers in the graph editor. Simulation of tounge and cables was also set up in blender.

If you missed Top 10 Videos Which shows powerful of Blender Eevee viewport. You can watch again:


Now you can download blender free and try EEVEE by yourself

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Allegorithmic announces Substance Painter’s Fall Update

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November 20, 2018 – Today, Allegorithmic announces Substance Painter’s third update of 2018, including a complete overhaul of the engine that has helped make the texturing tool an industry leader. From large-scale VFX scenes to high-quality mobile projects, the Substance Painter Fall Update improves performance across the board while simultaneously lowering the hardware requirements for all users.

In order to handle large amounts of data without a drop in performance - an increasingly common requirement for VFX professionals and anyone working with massive scenes - the Substance Painter engine has been rewritten to incorporate Sparse Virtual Textures (SVT), a method of simulating large textures using less texture memory. The new memory and management system will allow for up to 300 tiles running at once, moving Substance Painter one step closer to its inevitable goal of unlimited UV tiles support. And while the new engine can easily handle massive scenes, projects of all sizes will benefit from an immediate increase in speed and ease of use.

The Fall Update also brings with it new tools for mobile users, including a 2D viewport exporter designed to increase the possibilities for mobile games. High-quality PBR shaders can now be baked into a single high-resolution texture, before final exportation into an artist’s game engine of choice. Using dithering, artists will also be able to remove artifact or banding issues in their 8-bit exports, ensuring solid normal maps up and down the creation process.

“Our goal isn’t just to have the best features, it’s to make sure our users have the best experience – even if that means completely rewriting an engine that has served us well for years,” said Allegorithmic founder and CEO Sebastien Deguy. “Hardware should never be a limiting factor, so Substance Painter helps them do more with less.”

The Substance Painter Fall Update also introduces a host of user-requested additions, beginning with an updated Baked Lighting filter, capable of presenting environment maps that are near-perfect copies of a PBR shader. Environmental maps can now be rotated horizontally and vertically, and artists no longer have to manually account for painted details on the normal and height channels. New anisotropic patterns have also been added to help create anisotropic patterns.

Additional feature sets include:


Viewport Improvements

Mipmapping– Textures now use mip-maps to avoid flickering on noisy surfaces.
New Anisotropic Shader– New anisotropic highlights can help create realistic hair, satin, brushed metal, and glossy reflections using native Iray support.
New Temporal Anti-Aliasing– New anti-aliasing methods ensure smooth edges at all times; automatic smoothing of dithering effects caused by sub-surface scattering or transparency shaders.
Updated Clearcoat Shader– Adds control over coating thickness and roughness; Iray parity with new MDL shader automatically applied when selected.

Symmetry and Layer Stack Improvements

Deactivating Multiple Layers– Multiple layers can be clicked and dragged vertically through a stack; blending modes can be scrolled through by hand or mouse.
Enhanced Symmetry Tool – Introduces ability to move the axis freely using a 3D Gizmo or within the Symmetry panel; Symmetry plane now displays as an intersection.
Layer Stack UI and UX– New color swatch system allows for easy assignment and differentiation of folders and layers

Black Friday/Cyber Monday Deal

Allegorithmic will also be participating in Black Friday and Cyber Monday, with a sale aimed at new users. Beginning on Friday, November 23, first-time Substance users will receive a 33-percent discount on annual subscriptions, which includes Substance Painter, Substance Designer, the Substance Source material library and the upcoming AI-powered Substance Alchemist. The discount will last until November 26, making it an ideal gift for friends and family interested in digital design.

Pricing/Availability

The new update to Substance Painter is available today. Following the 30-day trial period, individual users will be able to subscribe to the Substance Indie or Pro plans. Substance Painter is also available for individual-license purchase, which includes 12 months of maintenance. Excluding the Black Friday deal, Subscriptions to Substance Indie cost $19.90/month; Pro plans cost $99.90/month. Enterprise and education pricing is available upon request. Students and teachers can request a license at no cost.

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V-Ray for Unreal | The Top Questions for Product Manager

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Chaos Group has unveiled V-Ray for Unreal and with this tool, artists and designers can bring V-Ray scenes from 3ds Max, Maya, Rhino and SketchUp directly into the Unreal Editor easily. We've great chance to talk with Simeon Balabanov - Product Manager for V-Ray for Unreal to learn more about the tool. Check out the interview below:


Q: What is the top reason to use V-Ray for Unreal?

A: V-Ray for Unreal shortens the gap between photorealistic ray tracing and real-time rendering. It allows V-Ray users to easily take their projects in real-time and VR, without forcing them to change their existing workflow. V-Ray professionals do not want to spend time learning new (real-time) shading and rendering system but want a quick and easy way for building interactive real-time walkthroughs and immersive product experiences. V-Ray for Unreal translates VRScenes into Unreal Engine ones that closely match how they looked in their creation application with V-Ray. The product is a great addition to the workflow of artists who use Unreal Engine as a primary tool for creating real-time images and experiences, as V-Ray for Unreal can be used for light baking and can render native UE materials and assets. With the first version of V-Ray for Unreal, we will have experimental support for the Unreal Materials and we will extend it with time.

Q: What feature of V-Ray for Unreal Engine will make people excited?

A: As briefly mentioned above, one of the most anticipated features is light baking. Users will be able to improve the baked lighting in their real-time projects with V-Ray’s renowned high-quality photo-realistic rendering. Users will receive highest quality illumination and benefit from progressive image feedback and distributed rendering.

Check the feature of V-Ray for Unreal video:


Q: How does the V-Ray asset transfer to Unreal Engine compare to Datasmith?

A: V-Ray for Unreal and Datasmith use different core technologies. For V-Ray users V-Ray for Unreal offers some major advantages. V-Ray for Unreal not only transfers the entire V-Ray scene easily into real-time, it can be used to generate accurate ray traced renders as well. V-Ray shaders are optimized for better performance and faster interactivity and V-Ray specific objects are created in the editor. This streamlines the transition and reduces the need to rework data.

Q: Does V-Ray for Unreal use CPU or GPU or both?

A: Unreal Engine requires a good graphics card to deliver optimal real-time rendering performance and typically its users invest in powerful GPUs. V-Ray for Unreal is optimized for V-Ray GPU and is able to utilize all CPUs and all CUDA compatible GPUs. The user can select which ones should be used in the interface and fully benefit from their hardware investment.
Q: Does V-Ray for Unreal support some UE plugins like Substance?

A: We do have a rich roadmap and while still not supporting UE plugins, they are planned in the future. Substance support is also on our roadmap.


Q: Will V-Ray for Unreal have V-Ray Cloud?

A: Yes, although not available at the very release, V-Ray for Unreal will support rendering on the V-Ray Cloud in a subsequent release. V-Ray for Unreal will be offered as a subscription on yearly and monthly basis, so users can benefit from all new features and add-ons, such as rendering on the V-Ray Cloud.

A CG professional with over 10 years' experience in the field of 3D modeling and rendering, including CG supervisor positions at some of the biggest animation studios in Bulgaria, Simeon is one of Chaos Group's top CG specialists. Following the start of the V-Ray for Unreal development, Simeon headed the project as V-Ray for Unreal product manager and is currently responsible for developing the product, its integration in various workflows and its deployment with key customers.

Thank you and Also Thank Long Nguyen from Long Academy for some question. You can check the V-Ray for Unreal from Long below:

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Planetside Terragen 4.3 released

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Planetside Software has released the latest version of its landscape-generation software Terragen 4.3 with new animation controls to Terragen’s Easy Cloud system; adds new shading and rendering options, including early support for path tracing; and VDB export from Linux render nodes.

Terragen 4.3 Features are


Faster Rendering

Shaved about a third off calculation times for the colour generated by Power Fractal Shader V3 (colour/value, not displacement). This makes a big difference to render times for Easy Cloud, for example, and is expected to speed up many scenes that use the Power Fractal Shader.

Clouds

Animation of Easy Cloud. A new “Anim” tab on the Easy Cloud node has new features to animate the cloud textures:

-“Drift” simply moves the textures horizontally over time, with controls for speed and direction.
-“Evolution” has a few different options, but they all work by moving textures up or down on the Y axis which creates the impression of change over time.
-“Time warp”. When using any of the animation effects above (Drift or Evolution), normally these are calculated from the distance between the current frame and the reference frame, but this produces animation with a constant speed. “Time warp” allows you to vary the speed during the animation, pause or reverse time, create bounce effects, and so on. You do this by editing the animation curve on the “warped frame number” parameter.

VDB Export (Only on Linux)
Linux (Professional Edition) only: Cloud layers can be exported to VDB files from the command line.


Terragen 4.3 has new shading and rendering options, including early support for path tracing. It brings Terragen in line with most render engines like Arnold and V-Ray. However It's still WIP and not recommended to be used in production

Terrgen 4.3 also introduces a new deferred shading mode, intended to improve the anti-aliasing of textures and lighting effects like soft shadows on terrain and other displaced surfaces.

new Sample Rate render element, VDB export via Linux render nodes
Users of the Professional edition get a new Sample Rate render element, which visualises the number of samples generated by the adaptive sampler per pixel of the image, intended to help optimise settings.
Full list of new features and changes here!

Availability

New licences of Terragen 4 Professional cost $699; Terragen 4 Creative, which has a restricted set of features and caps maximum output resolution, costs $349. Terragen 4.3 is available for 64-bit Windows 7+ and Mac OS X 10.8+. The update is free to existing users.
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Katana 3.1v1 Released

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Foundry has released Katana 3.1, a major update to its look dev and lighting tool with updated Pixar’s USD Hydra technology.

Katana 3.1v1 Features are:


Modern Viewport
updated the Hydra-powered viewport to make it even more artist-friendly. A number of UX improvements have been made which reduce the need for artists to work between the two viewport technologies in Katana, facilitating faster and more efficient workflows.


Integrated Powerful Rendering

Katana 3.1 includes 3DelightNSI - the next generation of the 3Delight production renderer. The latest and greatest version of this superfast renderer, 3DelightNSI introduces a new Principled Shader, automatic texture map conversion to mipmaps, super fast multi-sampled volume rendering, a new AOV based on the recent Pre-Lit Materials paper of Siggraph 2018, and network caching, amongst other features.

Increased Artist Productivity

The performance of scene processing in Katana has been greatly improved, with the ability for multi-threaded render plugins to drastically reduce time to first pixel. This improved performance allows artists to wait less time and make more changes, providing the best possible workflow.


Pipeline Power
Building pipeline tools, interop between Foundry tools, and general technical capacity has been unified as we’ve updated the core building blocks of Katana to match what’s outlined in the VFX Reference Platform 2017 specification, including moving to the Qt5 UI library.

Full list of changes here!

Availability


Katana 3.1 is available for Windows 7 and CentOS/RHEL 6 Linux. with an interactive licence costs $8,568; additional render nodes cost $497. 3Delight for Katana comes in a bundle with a render node, priced at $1,000.
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Epic Games announced Its own Store

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Epic Games announced Its own Store for not only Unreal Engine but for Unity and internal engines. The store will launch with a hand-curated set of games on PC and Mac, then it will open up more broadly to other games and to Android and other open platforms throughout 2019.

The Epic Games store will operate on the following principles:

All Developers Earn 88%
Developers receive 88% of revenue. There are no tiers or thresholds. Epic takes 12%. And if you’re using Unreal Engine, Epic will cover the 5% engine royalty for sales on the Epic Games store, out of Epic’s 12%.

Have a Direct Relationship With Players
People who buy your games automatically subscribe to your newsfeed so you can reach them with game updates and news about upcoming releases. The newsfeed is front-and-center. You’ll also be able to reach your players through email, if they choose to share it.

Connect with Creators
YouTube content creators, Twitch streamers, bloggers, and others are at the leading edge of game discovery. The 10,000-strong Epic Games Support-A-Creator program helps you reach creators, so they can help you reach players. If you opt to participate, creators who refer players to buy your game will receive a share of the revenue that you set (tracked by code or affiliate marketing link). To jumpstart the creator economy, Epic will cover the first 5% of creator revenue-sharing for the first 24 months.

Developers Control Their Game Pages
As a developer, you control your game page and your newsfeed. There will be no store-placed ads or cross-marketing of competing games on your page, and no paid ads in search results.

All Engines Are Welcome
The Epic Games store is open to games built with any engine, and the first releases span Unreal, Unity and internal engines.


Epic Games will have more details on upcoming game releases at The Game Awards Thursday, December 6th.
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Substance Designer 2018 Fall Update

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Allegorithmic today releases the Substance Designer Fall 2018 Update, offering new features and updates designed with help from the Substance community. Former UX bottlenecks are now smoother, creating a more responsive workflow for professional artists and designers, while a new PBR rendering node has been added for increased photorealism in a single map. Performance enhancements also set the stage for future updates and improvements.

Relying on feedback from the community and building on successive improvements to the Substance Designer engine, Allegorithmic was able to identify and address a handful of ways to improve workflows. Updates include:

Accessing the Node List Through Tab/Spacebar - A frequently requested addition that allows users to access the node list within a graph, through a single keystroke.
Flow Highlight - After selecting a node, all connected parent nodes can also be revealed and highlighted; “Select parent node” functionality has also been improved.
Badges - In graph mode, artists can now identify which nodes are displayed in 2D, 3D and Properties view; badges can also identify function errors in nodes.
Overhauled Graph Search Tool - Users can now search by labels, tags and function variables, as well as a node’s UID in order to isolate and identify node error messages.
Graph Tabs - Graph tab control buttons are now on the tab itself; graph controls can also be undocked.
Breadcrumbs - All elements, visible and editable, are now visible in a single, smoother system without opening a new tab.
Along with the UX improvements, the new PBR Render node grants users the ability to render PBR materials – including base color, metallic texture and roughness – at a level comparable to Iray. Designers can simply drop in a PBR material and an HDR map, and they will be able to fully simulate all material lighting within a single map.

“As we continue to add new features and improvements to Substance Designer, we rely more and more on our community to help us identify the areas that are costing designers time,” said Allegorithmic founder and CEO Sebastien Deguy. “With their help, we’ve made some changes that will improve their overall workflow, and in the process, we also managed to prepare Substance Designer for the future.”


Following the introduction of Python API editing earlier this year, the Substance Designer Fall Update also adds the ability to create and edit data. Designers can now generate limitless iterations of a preselection node and introspect node properties without having to create that node. Additional updates to the Python are coming soon.

Finally, in response to the improvements made to real-time ray tracing highlighted by NVIDIA’s RTX announcement, Allegorithmic made significant changes to the architecture of its bakers in order to accommodate this new technology. RTX users will see an immediate speed boost, with baking times dropping from minutes to seconds. The architectural changes also broaden the range of supported hardware and prepare Substance Designer for future enhancements and speed boosts.

Pricing/Availability


The new update to Substance Designer is available today at no cost to current subscribers. Following the trial period, individual users will be able to subscribe to the Indie or Pro plans. Subscriptions to Substance Indie cost $19.90/month; Pro plans cost $99.90/month. Substance Designer is also available for individual-license purchase, which includes 12 months of maintenance. Enterprise and education pricing is available upon request. Students and teachers can request a license at no cost.

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Counter-Strike: Global Offensive The Making of

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Zhee-Shee Production is a creative studio from Moscow, which specializes in computer graphics and advertisement production. They have a full range of expertise covers all aspects of production: including 3D and 2D animation, live action films and mapping shows.

One of the most interesting project from Zhee-Shee have to be the International Esports tournament EPICENTER in Counter-Strike: Global Offensive returned to Moscow, occurred on October 2018. They have created video intro for the opening ceremony of the finals.

Within that 2 magical minutes, they decided to show which developments bring on the classic offensive of terrorists and counter-terrorists. As they stated, “Every game starts in certain location, but how does everyone get to these derelict factories and warehouses?”.

It took them the whole 3 months to make this cinematic with Autodesk 3ds Max, Maya, Motion Builder, V-ray, After Effects for Software, in a less degree for vfx: Houdini, Сinema4d. Plugins: Craft Director Studio, RMSB, Colorista, FX Console, Trapcode Particular. Also, they reinvented and adapted locations to Moscow architecture, sweated the details of personages, motion captured stuntmen, created OST and etc.

Watch Epicenter Counter-Strike Cinematic Intro:



Some Screenshot

CREDITS

Production by Zhee-Shee | go@zheeshee.ru
Directed by Artem Shcherbakov

Art-direction – Alex Orlov
Lead Animator – Anton Chistiakov
Head of 3d – Nail Gaynullov

CG-artists:
Nail Gaynullov
Andrew Bibartzev
Alexander Lutay
Alexander Korshakov
Anton Mishenin
Alexander Volkov
Alexander Galdish
Evgeniy Filimonov
Artem Bondarenko
Petr Shkolniy
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The Seed of Juna trailer

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The Seed of Juna trailer is a taster for a story about a rebellious girl, Juna, who is reborn in a different part of the universe after being killed by a ruling religious sect on Earth. As she comes to accept her new disposition in an unknown and frightening place, Juna makes several unexpected encounters with both herself and the surroundings.
The intent of The Seed of Juna is to go further than just a captivating plot. Behind an elaborate storyline hides an entire universe giving many possibilities for the story to evolve either into a full-length feature film or a television series.
The concept is created and directed by Álvaro García, whose shortfilm Sumer, released in 2014, swooped an impressive 50 official selections and 15 awards across a number of prestigious film festivals in nominations, such as Best Shortfilm and Audience Award. Álvaro is an independent filmmaker and a full-time VFX artist for Industrial Light and Magic. He created visual effects and developed computer graphics for sequences in a number of box office successes, including The Jungle Book, Ready Player One, Avengers, and Pacific Rim.
With The Seed of Juna, Álvaro and his team took on an ambitious project to push the boundaries of VFX technology. Their out of the box technical and artistic solutions intend to take the viewer not only onto a journey across a new sci-fi universe but also into the deepest parts of Juna’s psychology. The goal is to offer the audience an adrenaline mix of discovery, awe and discomfort about the wild universe and a human caught up in the middle of it.
Álvaro kicked off the project as a sole artist but soon attracted talent of over 12 professionals from across the industry and ILM. Industrial Light & Magic contributed further by lending motion capture facilities for the trailer and will continue the support in the future phases of the project.

Representation: Scott Glassgold / Ground Control -- scott@groundcontrol-la.com
theseedofjuna.com
facebook.com/theseedofjuna
instagram.com/theseedofjuna
theseedofjuna@gmail.com

Credits to:
Ruben Diaz Hernandez, Jesus Conde, Ivan Lopez, Eva Barchino, Arnaud Mavoka-Isana, Laura Garnier, Dean Michael Gregory, Miguel Macaya, Rodrigo Aguirre, Laura Millar, Jack Brown, Eleanor Jackson, Chris Jestico, Natasha Maksimenko.


Some still frame
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Nuke 11.3

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The Foundry has released its node-based digital compositing application Nuke 11.3 with enhanced workflows to improve artist experience and artist-facing UI updates.

Highlights of Nuke 11.3 include:


Expanded Live Groups: new functionality offers greater control when managing Live Groups, especially for larger teams and more complex pipelines.

Bounding box and channel updates: artists can now look at the node graph and know the state of the bounding box at a glance.

Particle simulation performance improvements: up to 6x faster particle simulations and 4x faster playback of particles in the NukeX viewer.

Multiview stereo support: an extension to stereo and VR workflows introduces parity between the node graph and the Nuke Studio and Hiero timeline.


Smart Vectors Vector Corner Pin

Python Examples


Pricing and availability

Nuke 11.3 is available for 64-bit Windows 7 and 10, CentOS 6+ Linux, and macOS 10.12+. More detail and download Nuke 11.3 trial here!
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3ds Max 2019.3 is now Available

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Autodesk has announced that 3ds Max 2019.3 is now available multiple Revit workflow improvements, Viewport Interactivity, OSL adjustments and a few other goodies.



3ds Max 2019.3 Features are:

  -Revit Importer Performance, Revit Lights Import and Revit Version Compatibility has been improved



  -improved Alembic compatibility with Maya. Custom attributes from Maya are grouped to support to support attributes on transforms and shapes plus vertex colour maps are now supported for import/export.
  -New Interactive active shade viewport.
The new viewport mode allows you to take the current ActiveShade viewport and turn it into a new viewport mode with interactive capabilities. This allows you to interact and render while you work, extending your workflow more than before.
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  -OSL maps update
Improvements to the OSL Editor and Viewport display include improved Bracket and Syntax Highlighting, a better editor docking, and support for node properties and improved bump map. Having a more accurate OSL shader will allow you to make and see changes immediately, and more accurately.


Over 100 issues have also been fixed see all here!

The CGI Portrait of Victor

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The CGI Portrait of Victor by Marco Di Lucca is something pleased to your eyes. That's full CGI work using Autodesk Maya, Mudbox and rendered by Arnold Render

Marco explained -
Victor is based on the same character from a french TV series Les Revenants (season 2). When I started this project I decided to use Arnold this time for rendering which was completely new to me. I also wanted to explore other ways to simulate the complexity of the human eye and which could work at different distances/lighting scenarios. Ultimately though and for the final look, I wanted to render Victor in a simple studio lighting. As I worked , on and off for quite sometime actually, I ended up rendering quite a bit more than originally planned testing out both regular lights (mainly area lights to simulate the typical studio lighting setups) and different IBLs.
Short video showing Victor hair groom xgen

a video recorded during WIP


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Download Free Volumetric Clouds for Unreal Engine

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Download Free Volumetric Clouds for Unreal Engine from Freelance Artist based in Moscow - Harry "deBug" Emelianov. He was used Houdini to generate a bunch of static 3D noises to use them in engine.

Harry wrote:
After several requests I finally decided to upload current version of my volumetric clouds for Unreal. It's still work in progress and heavily un-optimizied version. Feel free to use it at your own risk

The pack requires UnrealEngine4 version 20.3+

You can download here!
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Now you can create Animation with Google Earth Studio

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Google has announced its new browser-based animation tool that allows the user to create Animation with Google Earth's Data called Google Earth Studio. With Google Earth Studio user can do key-frame the position and field of view of cameras, the sun’s position and more in Google Earth. Camera data can then be exported for post-work in After Effects.


You can sign up for the beta with your Google account and Chrome. Find out more on the new Studio website.
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Download Free 3d Model of Fabric Patterns

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CG Artist based in Ljubljana, Slovenia - Matej Ovsenek has shared numerous 3d Model of Fabric Patterns which can used with FStormRender's GeoPattern in Fstorm render or VRayPattern Plugin for V-Ray render to increase the realism of fabrics for closer range shots

here is some result from Massimo Gnocchi

Download here! See the image above on how to use the naming, set to world space and set crop box in cm.

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UNIT Image Used V-Ray, Fores Pack to create the most Adorable full CGI Christmas ad for Disneyland Paris

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Last Christmas, you probably seen the lovely video ads of Disneyland Paris: Disneyland Paris - “Where Magic Gets Real,” created by agency BETC Paris. The studio behind the clip is UNIT Image - an Award Winning team based in Paris which was recently featured with the Making of CANAL Kitchen. You can check out the ads and see how people has reacted with it

The team used most popular 3D tool like 3ds Max, V-Ray for rendering , SpeedTree, Forest Pack for building environment and Nuke to create full CGI from character to environment!
Below are some image shown by an environment and rendering supervisor at UNIT Image- Mickael Riciotti, he was in charge of environment modeling, texturing & shading, lighting and compositing on daytime shots around the lake. The team included Jean Michel Dreschler, Quentin Chaillet, Florian Malchow



We're contacting with Unit Image team and hopefully that we can make more article about this stunning work! Stay in touch!

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