RE: Naught Dog The Last of Us - behind the scene

2014-03-03 Thread Szabolcs Matefy
Hehe, I work for Crytek, and we exported characters from Softimage...However, 
CryEngine requires a programmer too, to author characters properly...But 
nonetheless, the look is very nice :)

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Francisco Criado
Sent: Sunday, March 02, 2014 9:12 PM
To: softimage@listproc.autodesk.com
Subject: Re: Naught Dog The Last of Us - behind the scene

Hi Tim,

thanks for the info, i wanted to do this:
http://youtu.be/3uxx2fFb2Z4
About importing characters in cryengine there are a couple of guys in the forum 
that had success from softomage.
And found this too,
http://www.crydev.net/newspage.php?news=79949
This post made me sit again in front of cryengine agian, lets see what comes 
out ;)
F.

On Sunday, March 2, 2014, Tim Leydecker 
bauero...@gmx.demailto:bauero...@gmx.de wrote:
 Do you know if there is an option in Cryengine, that would let me output the 
 game in full view without crytek´s ui? like Unity on UDK

I´m not sure what you mean.

Is that it?

http://freesdk.crydev.net/display/SDKDOC2/Basic+Game+Logic

I remember it took me a bit to understand how to set up a player start in 
cryengine
to play full screen (starting from that location) in the sandbox editor.

I didn´t try to capture or load levels sofar, as that wasn´t neccessary yet.

Sorry, I also don´t have a example file at hand, my file disks are unlinked 
because
I´m currently in the process to switch this box from xp64 os to win7/win8.1

Cheers,

tim




On 02.03.2014 18:36, Francisco Criado wrote:
Hi Tim,

yeap, already made my first tests on cryengine and unity. The first one has 
amazing graphics but just couldn´t give it the necesary time to do something 
different than fps. In
Unity was different, everything is possible, is very very friendly like a 
softimage concept :) but graphics ouch, they really hurt for someone used to 
CG. What i liked a lot from
cryengine was the tools for rapid prototyping, like the paint tools for models 
and textures.
Tried UDK (just a couple of hours a few times) but didn´t like the ui, was like 
maya or worst, max.Saw the tech demo of UE4 and yes, amazing grapchics. Maybe 
is just a matter of
getting used to the ui.
Even though it would be nice to get hands on cryengine cinebox, but it seems 
they are in a closed beta.
Do you know if there is an option in Cryengine, that would let me output the 
game in full view without crytek´s ui? like Unity on UDK.
Thanks in advance.
F.



2014-03-02 14:15 GMT-03:00 Tim Leydecker bauero...@gmx.de 
mailto:bauero...@gmx.demailto:bauero...@gmx.de%20%3cmailto:bauero...@gmx.de:

How about giving udk, cryengine or unity a try?

I´ve found that spending time with udk, then cryengine helped me
grow as an artist,especially in terms of modeling and shading/texture 
mapping.

It is quite rewarding to have your own character run around and to play 
with it.

UDK is reasonably well covered on youtube to get into it and lets
you use most of it´s sample files as a base for your own prototype game,
including the default animation library to make bots run (at least for a 
start),
even if it is more difficult to make things work initially, that´s a good 
start.

Cryengine may probably feel easier to get into, because it´s sandbox and 
file structures
are more clearly recognizeable as from the windows/microsoft world but the 
small print
has to be read and properly understood, none of the sample files can be in 
your prototype,
IF you plan on releasing it for free or at all. Also, atm, the sample 
skeletons (in sample files 3.4)
don´t go well with the engine version 3.5.7, so you´ll have some grief 
making your own character
work with the cryengine animation system (in progress/change atm, too).

I would think unity is the most flexible option but I didn´t get around to 
play with it
sofar because I landed a job on a project which (as usual) pretty much 
brings everything
else to a halt.

In terms of movie vs. advertisement vs. games. I´m a male, tripple AAA 
blockbuster type of guy,
that´s what sets the bar and that´s where most of my money will go. Getting 
money out of it
I find more difficult, mostly because getting access to such projects is 
still difficult
in Germany, there´s only a handful of places to look for work at and overly 
generalizing,
they get those high profile jobs because they try to cut into that market, 
not because
they´ve set the reference for others. Again, that´s overly generalising and 
should not
be understood as speaking poorly of fellow artists. A great many of my 
former collegues
have moved away to get access to better projectsopportunities not 
sufficently available
to them here in Germany. Myself, atm I´m at a shop I like, nice projects 
and nice collegues
but I don´t know for how long this´ll be, simply given the amount of work 
available and 

Re: Naught Dog The Last of Us - behind the scene

2014-03-03 Thread Nicolas Esposito
@Szabolcs: Any chance for you guys at Crytek to share something related to
the export?

I've seen lots of forum posts on crydev,net regarding the issues of
importing the characters, and so far the only way I found is to export my
scene to 3ds, setup the rig there and then export the character to
Cryengine using the official plugin to export, and it works fine...I would
just like to go straight from Soft to Cryengine, but unfortunately Crytek
dropped the exporter long time ago :(

C'mon guys :)


2014-03-03 9:02 GMT+01:00 Szabolcs Matefy szabol...@crytek.com:

 Hehe, I work for Crytek, and we exported characters from
 Softimage...However, CryEngine requires a programmer too, to author
 characters properly...But nonetheless, the look is very nice J



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Francisco Criado
 *Sent:* Sunday, March 02, 2014 9:12 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Naught Dog The Last of Us - behind the scene



 Hi Tim,



 thanks for the info, i wanted to do this:

 http://youtu.be/3uxx2fFb2Z4

 About importing characters in cryengine there are a couple of guys in the
 forum that had success from softomage.

 And found this too,
 http://www.crydev.net/newspage.php?news=79949

 This post made me sit again in front of cryengine agian, lets see what
 comes out ;)

 F.



 On Sunday, March 2, 2014, Tim Leydecker bauero...@gmx.de wrote:

  Do you know if there is an option in Cryengine, that would let me output
 the game in full view without crytek´s ui? like Unity on UDK

 I´m not sure what you mean.

 Is that it?

 http://freesdk.crydev.net/display/SDKDOC2/Basic+Game+Logic

 I remember it took me a bit to understand how to set up a player start in
 cryengine
 to play full screen (starting from that location) in the sandbox editor.

 I didn´t try to capture or load levels sofar, as that wasn´t neccessary
 yet.

 Sorry, I also don´t have a example file at hand, my file disks are
 unlinked because
 I´m currently in the process to switch this box from xp64 os to win7/win8.1

 Cheers,

 tim




 On 02.03.2014 18:36, Francisco Criado wrote:

 Hi Tim,

 yeap, already made my first tests on cryengine and unity. The first one
 has amazing graphics but just couldn´t give it the necesary time to do
 something different than fps. In
 Unity was different, everything is possible, is very very friendly like a
 softimage concept :) but graphics ouch, they really hurt for someone used
 to CG. What i liked a lot from
 cryengine was the tools for rapid prototyping, like the paint tools for
 models and textures.
 Tried UDK (just a couple of hours a few times) but didn´t like the ui, was
 like maya or worst, max.Saw the tech demo of UE4 and yes, amazing
 grapchics. Maybe is just a matter of
 getting used to the ui.
 Even though it would be nice to get hands on cryengine cinebox, but it
 seems they are in a closed beta.
 Do you know if there is an option in Cryengine, that would let me output
 the game in full view without crytek´s ui? like Unity on UDK.
 Thanks in advance.
 F.



 2014-03-02 14:15 GMT-03:00 Tim Leydecker bauero...@gmx.de
 mailto:bauero...@gmx.de:

 How about giving udk, cryengine or unity a try?

 I´ve found that spending time with udk, then cryengine helped me
 grow as an artist,especially in terms of modeling and shading/texture
 mapping.

 It is quite rewarding to have your own character run around and to
 play with it.

 UDK is reasonably well covered on youtube to get into it and lets
 you use most of it´s sample files as a base for your own prototype
 game,
 including the default animation library to make bots run (at least for
 a start),
 even if it is more difficult to make things work initially, that´s a
 good start.

 Cryengine may probably feel easier to get into, because it´s sandbox
 and file structures
 are more clearly recognizeable as from the windows/microsoft world but
 the small print
 has to be read and properly understood, none of the sample files can
 be in your prototype,
 IF you plan on releasing it for free or at all. Also, atm, the sample
 skeletons (in sample files 3.4)
 don´t go well with the engine version 3.5.7, so you´ll have some grief
 making your own character
 work with the cryengine animation system (in progress/change atm, too).

 I would think unity is the most flexible option but I didn´t get
 around to play with it
 sofar because I landed a job on a project which (as usual) pretty much
 brings everything
 else to a halt.

 In terms of movie vs. advertisement vs. games. I´m a male, tripple AAA
 blockbuster type of guy,
 that´s what sets the bar and that´s where most of my money will go.
 Getting money out of it
 I find more difficult, mostly because getting access to such projects
 is still difficult
 in Germany, there´s only a handful of places to look for work at and
 overly 

Re: Naught Dog The Last of Us - behind the scene

2014-03-03 Thread Mirko Jankovic
I once wanted to test cryengine as well but after looking at forums there
was even official statement that Softimage won't be supported so that was
my wave goodbye for that :)


On Mon, Mar 3, 2014 at 9:12 AM, Nicolas Esposito 3dv...@gmail.com wrote:

 @Szabolcs: Any chance for you guys at Crytek to share something related to
 the export?

 I've seen lots of forum posts on crydev,net regarding the issues of
 importing the characters, and so far the only way I found is to export my
 scene to 3ds, setup the rig there and then export the character to
 Cryengine using the official plugin to export, and it works fine...I would
 just like to go straight from Soft to Cryengine, but unfortunately Crytek
 dropped the exporter long time ago :(

 C'mon guys :)


 2014-03-03 9:02 GMT+01:00 Szabolcs Matefy szabol...@crytek.com:

  Hehe, I work for Crytek, and we exported characters from
 Softimage...However, CryEngine requires a programmer too, to author
 characters properly...But nonetheless, the look is very nice J



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Francisco Criado
 *Sent:* Sunday, March 02, 2014 9:12 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Naught Dog The Last of Us - behind the scene



 Hi Tim,



 thanks for the info, i wanted to do this:

 http://youtu.be/3uxx2fFb2Z4

 About importing characters in cryengine there are a couple of guys in the
 forum that had success from softomage.

 And found this too,
 http://www.crydev.net/newspage.php?news=79949

 This post made me sit again in front of cryengine agian, lets see what
 comes out ;)

 F.



 On Sunday, March 2, 2014, Tim Leydecker bauero...@gmx.de wrote:

  Do you know if there is an option in Cryengine, that would let me
 output the game in full view without crytek´s ui? like Unity on UDK

 I´m not sure what you mean.

 Is that it?

 http://freesdk.crydev.net/display/SDKDOC2/Basic+Game+Logic

 I remember it took me a bit to understand how to set up a player start in
 cryengine
 to play full screen (starting from that location) in the sandbox editor.

 I didn´t try to capture or load levels sofar, as that wasn´t neccessary
 yet.

 Sorry, I also don´t have a example file at hand, my file disks are
 unlinked because
 I´m currently in the process to switch this box from xp64 os to
 win7/win8.1

 Cheers,

 tim




 On 02.03.2014 18:36, Francisco Criado wrote:

 Hi Tim,

 yeap, already made my first tests on cryengine and unity. The first one
 has amazing graphics but just couldn´t give it the necesary time to do
 something different than fps. In
 Unity was different, everything is possible, is very very friendly like a
 softimage concept :) but graphics ouch, they really hurt for someone used
 to CG. What i liked a lot from
 cryengine was the tools for rapid prototyping, like the paint tools for
 models and textures.
 Tried UDK (just a couple of hours a few times) but didn´t like the ui,
 was like maya or worst, max.Saw the tech demo of UE4 and yes, amazing
 grapchics. Maybe is just a matter of
 getting used to the ui.
 Even though it would be nice to get hands on cryengine cinebox, but it
 seems they are in a closed beta.
 Do you know if there is an option in Cryengine, that would let me output
 the game in full view without crytek´s ui? like Unity on UDK.
 Thanks in advance.
 F.



 2014-03-02 14:15 GMT-03:00 Tim Leydecker bauero...@gmx.de
 mailto:bauero...@gmx.de:

 How about giving udk, cryengine or unity a try?

 I´ve found that spending time with udk, then cryengine helped me
 grow as an artist,especially in terms of modeling and shading/texture
 mapping.

 It is quite rewarding to have your own character run around and to
 play with it.

 UDK is reasonably well covered on youtube to get into it and lets
 you use most of it´s sample files as a base for your own prototype
 game,
 including the default animation library to make bots run (at least
 for a start),
 even if it is more difficult to make things work initially, that´s a
 good start.

 Cryengine may probably feel easier to get into, because it´s sandbox
 and file structures
 are more clearly recognizeable as from the windows/microsoft world
 but the small print
 has to be read and properly understood, none of the sample files can
 be in your prototype,
 IF you plan on releasing it for free or at all. Also, atm, the sample
 skeletons (in sample files 3.4)
 don´t go well with the engine version 3.5.7, so you´ll have some
 grief making your own character
 work with the cryengine animation system (in progress/change atm,
 too).

 I would think unity is the most flexible option but I didn´t get
 around to play with it
 sofar because I landed a job on a project which (as usual) pretty
 much brings everything
 else to a halt.

 In terms of movie vs. advertisement vs. games. I´m a male, tripple
 AAA blockbuster type of guy,
 that´s 

RE: Naught Dog The Last of Us - behind the scene

2014-03-03 Thread Szabolcs Matefy
Unfortunately I have no good news, it seems, that we in Budapest are some kinda 
rebel team, we use Softimage exclusively, and the rest of the company uses Max 
and Maya. Maya is slowly becoming the main app, as far as I know Ryse was 
mostly Maya on the character side. But I don't really know.

That's exactly why I'm using rather UDK at home (don't let my boss learn of 
it), because it's FBX, and it works like charm. And need no programmer to 
achieve something :)

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Nicolas Esposito
Sent: Monday, March 03, 2014 9:12 AM
To: softimage@listproc.autodesk.com
Subject: Re: Naught Dog The Last of Us - behind the scene

@Szabolcs: Any chance for you guys at Crytek to share something related to the 
export?

I've seen lots of forum posts on crydev,net regarding the issues of importing 
the characters, and so far the only way I found is to export my scene to 3ds, 
setup the rig there and then export the character to Cryengine using the 
official plugin to export, and it works fine...I would just like to go straight 
from Soft to Cryengine, but unfortunately Crytek dropped the exporter long time 
ago :(

C'mon guys :)

2014-03-03 9:02 GMT+01:00 Szabolcs Matefy 
szabol...@crytek.commailto:szabol...@crytek.com:
Hehe, I work for Crytek, and we exported characters from Softimage...However, 
CryEngine requires a programmer too, to author characters properly...But 
nonetheless, the look is very nice :)

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Francisco Criado
Sent: Sunday, March 02, 2014 9:12 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: Naught Dog The Last of Us - behind the scene

Hi Tim,

thanks for the info, i wanted to do this:
http://youtu.be/3uxx2fFb2Z4
About importing characters in cryengine there are a couple of guys in the forum 
that had success from softomage.
And found this too,
http://www.crydev.net/newspage.php?news=79949
This post made me sit again in front of cryengine agian, lets see what comes 
out ;)
F.

On Sunday, March 2, 2014, Tim Leydecker 
bauero...@gmx.demailto:bauero...@gmx.de wrote:
 Do you know if there is an option in Cryengine, that would let me output the 
 game in full view without crytek´s ui? like Unity on UDK

I´m not sure what you mean.

Is that it?

http://freesdk.crydev.net/display/SDKDOC2/Basic+Game+Logic

I remember it took me a bit to understand how to set up a player start in 
cryengine
to play full screen (starting from that location) in the sandbox editor.

I didn´t try to capture or load levels sofar, as that wasn´t neccessary yet.

Sorry, I also don´t have a example file at hand, my file disks are unlinked 
because
I´m currently in the process to switch this box from xp64 os to win7/win8.1

Cheers,

tim




On 02.03.2014 18:36, Francisco Criado wrote:
Hi Tim,

yeap, already made my first tests on cryengine and unity. The first one has 
amazing graphics but just couldn´t give it the necesary time to do something 
different than fps. In
Unity was different, everything is possible, is very very friendly like a 
softimage concept :) but graphics ouch, they really hurt for someone used to 
CG. What i liked a lot from
cryengine was the tools for rapid prototyping, like the paint tools for models 
and textures.
Tried UDK (just a couple of hours a few times) but didn´t like the ui, was like 
maya or worst, max.Saw the tech demo of UE4 and yes, amazing grapchics. Maybe 
is just a matter of
getting used to the ui.
Even though it would be nice to get hands on cryengine cinebox, but it seems 
they are in a closed beta.
Do you know if there is an option in Cryengine, that would let me output the 
game in full view without crytek´s ui? like Unity on UDK.
Thanks in advance.
F.



2014-03-02 14:15 GMT-03:00 Tim Leydecker bauero...@gmx.de 
mailto:bauero...@gmx.demailto:bauero...@gmx.de%20%3cmailto:bauero...@gmx.de:

How about giving udk, cryengine or unity a try?

I´ve found that spending time with udk, then cryengine helped me
grow as an artist,especially in terms of modeling and shading/texture 
mapping.

It is quite rewarding to have your own character run around and to play 
with it.

UDK is reasonably well covered on youtube to get into it and lets
you use most of it´s sample files as a base for your own prototype game,
including the default animation library to make bots run (at least for a 
start),
even if it is more difficult to make things work initially, that´s a good 
start.

Cryengine may probably feel easier to get into, because it´s sandbox and 
file structures
are more clearly recognizeable as from the windows/microsoft world but the 
small print
has to be read and properly understood, none of the sample files can be in 

Re: Naught Dog The Last of Us - behind the scene

2014-03-03 Thread Nicolas Esposito
Too bad, I was hoping for a FBX workaround, but since last time I tried the
conversion tools available on crydev nothing really worked
I guess I'll stick to UDK...even because ( hopefully ) in a couple of
months the UDK based on UE4 will be available...and it looks marvelous!


2014-03-03 10:07 GMT+01:00 Szabolcs Matefy szabol...@crytek.com:

 Unfortunately I have no good news, it seems, that we in Budapest are some
 kinda rebel team, we use Softimage exclusively, and the rest of the company
 uses Max and Maya. Maya is slowly becoming the main app, as far as I know
 Ryse was mostly Maya on the character side. But I don't really know.



 That's exactly why I'm using rather UDK at home (don't let my boss learn
 of it), because it's FBX, and it works like charm. And need no programmer
 to achieve something J



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Nicolas Esposito
 *Sent:* Monday, March 03, 2014 9:12 AM

 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Naught Dog The Last of Us - behind the scene



 @Szabolcs: Any chance for you guys at Crytek to share something related to
 the export?



 I've seen lots of forum posts on crydev,net regarding the issues of
 importing the characters, and so far the only way I found is to export my
 scene to 3ds, setup the rig there and then export the character to
 Cryengine using the official plugin to export, and it works fine...I would
 just like to go straight from Soft to Cryengine, but unfortunately Crytek
 dropped the exporter long time ago :(



 C'mon guys :)



 2014-03-03 9:02 GMT+01:00 Szabolcs Matefy szabol...@crytek.com:

 Hehe, I work for Crytek, and we exported characters from
 Softimage...However, CryEngine requires a programmer too, to author
 characters properly...But nonetheless, the look is very nice J



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Francisco Criado
 *Sent:* Sunday, March 02, 2014 9:12 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Naught Dog The Last of Us - behind the scene



 Hi Tim,



 thanks for the info, i wanted to do this:

 http://youtu.be/3uxx2fFb2Z4

 About importing characters in cryengine there are a couple of guys in the
 forum that had success from softomage.

 And found this too,
 http://www.crydev.net/newspage.php?news=79949

 This post made me sit again in front of cryengine agian, lets see what
 comes out ;)

 F.



 On Sunday, March 2, 2014, Tim Leydecker bauero...@gmx.de wrote:

  Do you know if there is an option in Cryengine, that would let me output
 the game in full view without crytek´s ui? like Unity on UDK

 I´m not sure what you mean.

 Is that it?

 http://freesdk.crydev.net/display/SDKDOC2/Basic+Game+Logic

 I remember it took me a bit to understand how to set up a player start in
 cryengine
 to play full screen (starting from that location) in the sandbox editor.

 I didn´t try to capture or load levels sofar, as that wasn´t neccessary
 yet.

 Sorry, I also don´t have a example file at hand, my file disks are
 unlinked because
 I´m currently in the process to switch this box from xp64 os to win7/win8.1

 Cheers,

 tim




 On 02.03.2014 18:36, Francisco Criado wrote:

 Hi Tim,

 yeap, already made my first tests on cryengine and unity. The first one
 has amazing graphics but just couldn´t give it the necesary time to do
 something different than fps. In
 Unity was different, everything is possible, is very very friendly like a
 softimage concept :) but graphics ouch, they really hurt for someone used
 to CG. What i liked a lot from
 cryengine was the tools for rapid prototyping, like the paint tools for
 models and textures.
 Tried UDK (just a couple of hours a few times) but didn´t like the ui, was
 like maya or worst, max.Saw the tech demo of UE4 and yes, amazing
 grapchics. Maybe is just a matter of
 getting used to the ui.
 Even though it would be nice to get hands on cryengine cinebox, but it
 seems they are in a closed beta.
 Do you know if there is an option in Cryengine, that would let me output
 the game in full view without crytek´s ui? like Unity on UDK.
 Thanks in advance.
 F.



 2014-03-02 14:15 GMT-03:00 Tim Leydecker bauero...@gmx.de
 mailto:bauero...@gmx.de:

 How about giving udk, cryengine or unity a try?

 I´ve found that spending time with udk, then cryengine helped me
 grow as an artist,especially in terms of modeling and shading/texture
 mapping.

 It is quite rewarding to have your own character run around and to
 play with it.

 UDK is reasonably well covered on youtube to get into it and lets
 you use most of it´s sample files as a base for your own prototype
 game,
 including the default animation library to make bots run (at least for
 a start),
 even if it is more difficult to make things work initially, that´s a
 good start.

 Cryengine may probably feel easier to get into, 

Re: Naught Dog The Last of Us - behind the scene

2014-03-03 Thread carl callewaert
Unity :-) 

c

From:  Nicolas Esposito 3dv...@gmail.com
Reply-To:  softimage@listproc.autodesk.com
Date:  Monday, 3 March, 2014 5:39 AM
To:  softimage@listproc.autodesk.com
Subject:  Re: Naught Dog The Last of Us - behind the scene

Too bad, I was hoping for a FBX workaround, but since last time I tried the
conversion tools available on crydev nothing really worked
I guess I'll stick to UDK...even because ( hopefully ) in a couple of months
the UDK based on UE4 will be available...and it looks marvelous!


2014-03-03 10:07 GMT+01:00 Szabolcs Matefy szabol...@crytek.com:
 Unfortunately I have no good news, it seems, that we in Budapest are some
 kinda rebel team, we use Softimage exclusively, and the rest of the company
 uses Max and Maya. Maya is slowly becoming the main app, as far as I know Ryse
 was mostly Maya on the character side. But I don¹t really know.
  
 That¹s exactly why I¹m using rather UDK at home (don¹t let my boss learn of
 it), because it¹s FBX, and it works like charm. And need no programmer to
 achieve something J
  
 From: softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Nicolas Esposito
 Sent: Monday, March 03, 2014 9:12 AM
 
 
 To: softimage@listproc.autodesk.com
 Subject: Re: Naught Dog The Last of Us - behind the scene
  
 
 @Szabolcs: Any chance for you guys at Crytek to share something related to the
 export?
 
  
 
 I've seen lots of forum posts on crydev,net regarding the issues of importing
 the characters, and so far the only way I found is to export my scene to 3ds,
 setup the rig there and then export the character to Cryengine using the
 official plugin to export, and it works fine...I would just like to go
 straight from Soft to Cryengine, but unfortunately Crytek dropped the exporter
 long time ago :(
 
  
 
 C'mon guys :)
 
  
 
 2014-03-03 9:02 GMT+01:00 Szabolcs Matefy szabol...@crytek.com:
 
 Hehe, I work for Crytek, and we exported characters from SoftimageŠHowever,
 CryEngine requires a programmer too, to author characters properlyŠBut
 nonetheless, the look is very nice J
  
 From: softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Francisco Criado
 Sent: Sunday, March 02, 2014 9:12 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: Naught Dog The Last of Us - behind the scene
 
  
 Hi Tim, 
 
  
 
 thanks for the info, i wanted to do this:
 
 http://youtu.be/3uxx2fFb2Z4
 
 About importing characters in cryengine there are a couple of guys in the
 forum that had success from softomage.
 
 And found this too,
 http://www.crydev.net/newspage.php?news=79949
 
 This post made me sit again in front of cryengine agian, lets see what comes
 out ;)
 
 F.
 
  
 
 On Sunday, March 2, 2014, Tim Leydecker bauero...@gmx.de wrote:
  Do you know if there is an option in Cryengine, that would let me output
 the game in full view without crytek´s ui? like Unity on UDK
 
 I´m not sure what you mean.
 
 Is that it?
 
 http://freesdk.crydev.net/display/SDKDOC2/Basic+Game+Logic
 
 I remember it took me a bit to understand how to set up a player start in
 cryengine
 to play full screen (starting from that location) in the sandbox editor.
 
 I didn´t try to capture or load levels sofar, as that wasn´t neccessary yet.
 
 Sorry, I also don´t have a example file at hand, my file disks are unlinked
 because
 I´m currently in the process to switch this box from xp64 os to win7/win8.1
 
 Cheers,
 
 tim
 
 
 
 
 On 02.03.2014 18:36, Francisco Criado wrote:
 Hi Tim,
 
 yeap, already made my first tests on cryengine and unity. The first one has
 amazing graphics but just couldn´t give it the necesary time to do something
 different than fps. In
 Unity was different, everything is possible, is very very friendly like a
 softimage concept :) but graphics ouch, they really hurt for someone used to
 CG. What i liked a lot from
 cryengine was the tools for rapid prototyping, like the paint tools for models
 and textures.
 Tried UDK (just a couple of hours a few times) but didn´t like the ui, was
 like maya or worst, max.Saw the tech demo of UE4 and yes, amazing grapchics.
 Maybe is just a matter of
 getting used to the ui.
 Even though it would be nice to get hands on cryengine cinebox, but it seems
 they are in a closed beta.
 Do you know if there is an option in Cryengine, that would let me output the
 game in full view without crytek´s ui? like Unity on UDK.
 Thanks in advance.
 F.
 
 
 
 2014-03-02 14:15 GMT-03:00 Tim Leydecker bauero...@gmx.de
 mailto:bauero...@gmx.de
 mailto:bauero...@gmx.de%20%3cmailto:bauero...@gmx.de :
 
 How about giving udk, cryengine or unity a try?
 
 I´ve found that spending time with udk, then cryengine helped me
 grow as an artist,especially in terms of modeling and shading/texture
 mapping.
 
 It is quite rewarding to have your own character run around and to play
 with it.
 
 UDK is reasonably well covered on youtube to get into it and 

Re: Naught Dog The Last of Us - behind the scene

2014-03-03 Thread Tim Leydecker

 in case of using an engine for previz, what would you recomend, cryengine
 or udk?

I would recommend udk because of the *.fbx pipeline but would also recommend
to make sure you work in 1cm=1 unit, udk sample assets are often made for
roughly 1cm=2 units.

Regarding cryengine, it is reasonably simple to import character animation stuff
and linking things using modifications of existing scripts but, atm the new
animation system is not fully documented.

Getting static assets (incl. collisions) into cryengine is as easy as in udk.

Mind you, I can switch between Maya/3dsMax/Softimage for whatever gives me
the best combination for exports, I didn´t bother to try and go directly from
Softimage to udk/cryengine but put 3dsMax/Maya inbetween to easy the bumps.

All that said, maybe it´s easiest to look into unity for flexibility and 
freedom?

Cheers,

tim



On 03.03.2014 01:58, Francisco Criado wrote:

in case of using an engine for previz, what would you recomend, cryengine
or udk?
F.



2014-03-02 17:12 GMT-03:00 Francisco Criado malcriad...@gmail.com:


Hi Tim,

thanks for the info, i wanted to do this:
http://youtu.be/3uxx2fFb2Z4
About importing characters in cryengine there are a couple of guys in the
forum that had success from softomage.
And found this too,
http://www.crydev.net/newspage.php?news=79949
This post made me sit again in front of cryengine agian, lets see what
comes out ;)
F.

On Sunday, March 2, 2014, Tim Leydecker bauero...@gmx.de wrote:


Do you know if there is an option in Cryengine, that would let me

output the game in full view without crytek´s ui? like Unity on UDK

I´m not sure what you mean.

Is that it?

http://freesdk.crydev.net/display/SDKDOC2/Basic+Game+Logic

I remember it took me a bit to understand how to set up a player start in
cryengine
to play full screen (starting from that location) in the sandbox editor.

I didn´t try to capture or load levels sofar, as that wasn´t neccessary
yet.

Sorry, I also don´t have a example file at hand, my file disks are
unlinked because
I´m currently in the process to switch this box from xp64 os to
win7/win8.1

Cheers,

tim




On 02.03.2014 18:36, Francisco Criado wrote:


Hi Tim,

yeap, already made my first tests on cryengine and unity. The first one
has amazing graphics but just couldn´t give it the necesary time to do
something different than fps. In
Unity was different, everything is possible, is very very friendly like
a softimage concept :) but graphics ouch, they really hurt for someone used
to CG. What i liked a lot from
cryengine was the tools for rapid prototyping, like the paint tools for
models and textures.
Tried UDK (just a couple of hours a few times) but didn´t like the ui,
was like maya or worst, max.Saw the tech demo of UE4 and yes, amazing
grapchics. Maybe is just a matter of
getting used to the ui.
Even though it would be nice to get hands on cryengine cinebox, but it
seems they are in a closed beta.
Do you know if there is an option in Cryengine, that would let me output
the game in full view without crytek´s ui? like Unity on UDK.
Thanks in advance.
F.



2014-03-02 14:15 GMT-03:00 Tim Leydecker bauero...@gmx.de mailto:
bauero...@gmx.de:

 How about giving udk, cryengine or unity a try?

 I´ve found that spending time with udk, then cryengine helped me
 grow as an artist,especially in terms of modeling and
shading/texture mapping.

 It is quite rewarding to have your own character run around and to
play with it.

 UDK is reasonably well covered on youtube to get into it and lets
 you use most of it´s sample files as a base for your own prototype
game,
 including the default animation library to make bots run (at least
for a start),
 even if it is more difficult to make things work initially, that´s a
good start.

 Cryengine may probably feel easier to get into, because it´s sandbox
and file structures
 are more clearly recognizeable as from the windows/microsoft world
but the small print
 has to be read and properly understood, none of the sample files can
be in your prototype,
 IF you plan on releasing it for free or at all. Also, atm, the
sample skeletons (in sample files 3.4)
 don´t go well with the engine version 3.5.7, so you´ll have some
grief making your own character
 work with the cryengine animation system (in progress/change atm,
too).

 I would think unity is the most flexible option but I didn´t get
around to play with it
 sofar because I landed a job on a project which (as usual) pretty
much brings everything
 else to a halt.

 In terms of movie vs. advertisement vs. games. I´m a male, tripple
AAA blockbuster type of guy,
 that´s what sets the bar and that´s where most of my money will go.
Getting money out of it
 I find more difficult, mostly because getting access to such
projects is still difficult
 in Germany, there´s only a handful of places to look for work at and
overly generalizing,
 they get those high 

Re: Naught Dog The Last of Us - behind the scene

2014-03-03 Thread Nicolas Esposito
Regarding the import of files based on my test:

Unity: literally dragdrop from the folder to the view, it takes 3 seconds,
and you have all your meshes directly into the editor, ready to be setup (
so you have as many separate meshes as in Softimage/Maya/3ds ), same thing
for the rigged character, just dragdrop, its really really friendly :)

UDK: not bulk import option, so you have to manually import each meshes one
by one, which is quite tedious, but in general I'm not too bothered with
it. Regarding characters there are a couple of steps that needs to be done,
especially if you want to try some animations you have to setup everything
properly, otherwise it will get quite messy. To test the characters, as
shown in my tutorials, from Softimage to UDK it takes roughly 8-10 minutes,
while in Unity the process is easier and straight forward. Although for
cloth ( Apex clothing ) I'm exporting my character to Maya, and from there
export the cloth to UDK.

Cryengine: its easy to import all the stuff, but the thing that I found a
bit frustrating is, when setup the characters, I always have a couple of
errors related to the character, which are quite annoying...I notice I'm
not the only one experiencing those errors, and in the end it could be
quite annoying...anyway

Overall Unity is one of the most open engine I've ever tried, and it works
perfectly with FBXwith the new features ( Mechanim and so on ) its
really really easy to setup your character and test everything, even if for
an artist some scripting knowledge is required, while in UDK you can easily
setup what you want using a visual scripting tool ( Kismet ) and go mad
with it

I've seen some architectural visualization done with both UDK and Cryengine
and they look stunning, but if you're looking for just visuals with no
interactivity, you can juts use Lumion, which works great with FBX and the
preview is amazing ( 5 seconds per frame using Ati 7950 3GB ).
So, if you want to add interactivity ( man walking around, opening doors,
turn of lights and so on ) you might want to try Cryengine/UDK, while if
you just want to create visuals without rendering the entire thing into
Soft/Maya/3ds just use Lumion

Cheers


2014-03-03 10:59 GMT+01:00 Tim Leydecker bauero...@gmx.de:

  in case of using an engine for previz, what would you recomend, cryengine
  or udk?

 I would recommend udk because of the *.fbx pipeline but would also
 recommend
 to make sure you work in 1cm=1 unit, udk sample assets are often made for
 roughly 1cm=2 units.

 Regarding cryengine, it is reasonably simple to import character animation
 stuff
 and linking things using modifications of existing scripts but, atm the new
 animation system is not fully documented.

 Getting static assets (incl. collisions) into cryengine is as easy as in
 udk.

 Mind you, I can switch between Maya/3dsMax/Softimage for whatever gives me
 the best combination for exports, I didn´t bother to try and go directly
 from
 Softimage to udk/cryengine but put 3dsMax/Maya inbetween to easy the bumps.

 All that said, maybe it´s easiest to look into unity for flexibility and
 freedom?

 Cheers,

 tim




 On 03.03.2014 01:58, Francisco Criado wrote:

 in case of using an engine for previz, what would you recomend, cryengine
 or udk?
 F.



 2014-03-02 17:12 GMT-03:00 Francisco Criado malcriad...@gmail.com:

  Hi Tim,

 thanks for the info, i wanted to do this:
 http://youtu.be/3uxx2fFb2Z4
 About importing characters in cryengine there are a couple of guys in the
 forum that had success from softomage.
 And found this too,
 http://www.crydev.net/newspage.php?news=79949
 This post made me sit again in front of cryengine agian, lets see what
 comes out ;)
 F.

 On Sunday, March 2, 2014, Tim Leydecker bauero...@gmx.de wrote:

  Do you know if there is an option in Cryengine, that would let me

 output the game in full view without crytek´s ui? like Unity on UDK

 I´m not sure what you mean.

 Is that it?

 http://freesdk.crydev.net/display/SDKDOC2/Basic+Game+Logic

 I remember it took me a bit to understand how to set up a player start
 in
 cryengine
 to play full screen (starting from that location) in the sandbox editor.

 I didn´t try to capture or load levels sofar, as that wasn´t neccessary
 yet.

 Sorry, I also don´t have a example file at hand, my file disks are
 unlinked because
 I´m currently in the process to switch this box from xp64 os to
 win7/win8.1

 Cheers,

 tim




 On 02.03.2014 18:36, Francisco Criado wrote:

  Hi Tim,

 yeap, already made my first tests on cryengine and unity. The first one
 has amazing graphics but just couldn´t give it the necesary time to do
 something different than fps. In
 Unity was different, everything is possible, is very very friendly like
 a softimage concept :) but graphics ouch, they really hurt for someone
 used
 to CG. What i liked a lot from
 cryengine was the tools for rapid prototyping, like the paint tools for
 models and textures.
 Tried UDK (just a couple of 

Re: Naught Dog The Last of Us - behind the scene

2014-03-02 Thread Stefan Kubicek

My very personal experience with games is that when you come from Film/Advertising you don't want to transition to games for two reasons:1.) Money. All the places I've been in pay considerably less than what you can earn elsewhere (esp. commercials), and telling a story or vision (assuming that this is the prime motivation in pretty much any artist, whether they know it or not) is a lot harder and convoluted than in pretty much any other media.2) Ethics. You produce something that steals peoples time on a much larger scale than any single movie or ad ever could. Online slot-machine type of games are even worse, where people can loose a fortune. I played a lot of games when I was a kid and I know first hand that they can be very addictive, and I don't want to make money exploiting other peoples addictions. To me that's just...bad karma :-)Educational games are an exception to that, but having certain expectations towards what is considered "quality" in a game (artistic and technical excellence, both of which usually require higher budgets than what is commonly available in education) will most likely make you want to do something else, or leave you frustrated. Mind you, during the making, and some time after, I considered
Manhunt2
the single most rewarding game I ever worked on (Rockstar), in which you can sneak up on people and "execute" them by poking their eyes out with a glass shard or choke them with a plastic bag. How f#%§ed up is that? While most of this was so over the top up to the point where it was already strangely funny and entertaining again from a grown up players point of view, there are not only grown ups playing these kind of games, and many grown ups are not grown up to begin with. Of course you can lean back and say: Not my problem, it's peoples own decision what they play, and parents responsibility to look after their kids and what they play. Or you take responsibility yourself and just not make that kind of stuff in the first place.If anything, making computer games made me stop playing computer games entirely.they did an amazing job! does any of you guys that work on games came from film or comercials? i wonder how to make the translation to the game industry being a generalist.F.On Friday, February 28, 2014, Stefan Kubicek s...@tidbit-images.com wrote:
Thanks for the link Nicolas!
Naughty Dog is completely insane when it comes to details and atmosphere - always outstanding work.




Interesting behind the scene of a good videogame,and some technical info
(Maya)
The shocking thing is that they key facial expressions.by hand,which I
found completely insane...

Exclusive | Grounded: The making of The Last of Us




-- 
-
 Stefan Kubicek  ste...@keyvis.at
-
 keyvis digital imagery
 Alfred Feierfeilstraße 3
   A-2380 Perchtoldsdorf bei Wien
Phone: +43 (0) 699 12614231
www.keyvis.at
--  This email and its attachments are  --
-- confidential and for the recipient only --


-- ---   Stefan Kubicek---   keyvis digital imagery  Alfred Feierfeilstraße 3   A-2380 Perchtoldsdorf bei Wien Phone:+43/699/12614231  www.keyvis.at  ste...@keyvis.at--  This email and its attachments are   confidential and for the recipient only--

Re: Naught Dog The Last of Us - behind the scene

2014-03-02 Thread Maurício PC
That's actually a nice input and could generate a nice discussion about it.

I do agree in some extend ... MMO is not something I would want to work,
but take this game for example The Last of Us, I thought they spend a lot
of time creating a good history that works like a movie.

So that game I would like to be a part of. I haven't played games in years,
but after seeing the documentary I got a will to play this game at least.


On Sun, Mar 2, 2014 at 9:01 AM, Stefan Kubicek s...@tidbit-images.com wrote:

  My very personal experience with games is that when you come from
 Film/Advertising you don't want to transition to games for two reasons:

 1.) Money. All the places I've been in pay considerably less than what you
 can earn elsewhere (esp. commercials), and telling a story or vision
 (assuming that this is the prime motivation in pretty much any artist,
 whether they know it or not) is a lot harder and convoluted than in pretty
 much any other media.

 2) Ethics. You produce something that steals peoples time on a much larger
 scale than any single movie or ad ever could. Online slot-machine type of
 games are even worse, where people can loose a fortune. I played a lot of
 games when I was a kid and I know first hand that they can be very
 addictive, and I don't want to make money exploiting other peoples
 addictions. To me that's just...bad karma :-)
 Educational games are an exception to that, but having certain
 expectations towards what is considered quality in a game (artistic and
 technical excellence, both of which usually require higher budgets than
 what is commonly available in education) will most likely make you want to
 do something else, or leave you frustrated. Mind you, during the making,
 and some time after,  I considered  Manhunt2  the single most rewarding
 game I ever worked on (Rockstar), in which you can sneak up on people and
 execute them by poking their eyes out with a glass shard or choke them
 with a plastic bag. How f#%§ed up is that? While most of this was so over
 the top up to the point where it was already strangely funny and
 entertaining again from a grown up players point of view, there are not
 only grown ups playing these kind of games, and many grown ups are not
 grown up to begin with. Of course you can lean back and say: Not my
 problem, it's peoples own decision what they play, and parents
 responsibility to look after their kids and what they play. Or you take
 responsibility yourself and just not make that kind of stuff in the first
 place.

 If anything, making computer games made me stop playing computer games
 entirely.




 they did an amazing job! does any of you guys that work on games came from
 film or comercials? i wonder how to make the translation to the game
 industry being a generalist.

 F.

 On Friday, February 28, 2014, Stefan Kubicek s...@tidbit-images.com wrote:

 Thanks for the link Nicolas!
 Naughty Dog is completely insane when it comes to details and atmosphere
 - always outstanding work.



  Interesting behind the scene of a good videogame,and some technical info
 (Maya)
 The shocking thing is that they key facial expressions.by hand,which I
 found completely insane...

 Exclusive | Grounded: The making of The Last of 
 Ushttps://www.youtube.com/watch?v=R0l7LzC_h8Ifeature=youtube_gdat



 --
 -
   Stefan Kubicek   ste...@keyvis.at
 -
keyvis digital imagery
   Alfred Feierfeilstraße 3
A-2380 Perchtoldsdorf bei Wien
 Phone:  +43 (0) 699 12614231
  www.keyvis.at
 --   This email and its attachments are--
 -- confidential and for the recipient only --




 --
 ---
 Stefan Kubicek
 ---
 keyvis digital imagery
 Alfred Feierfeilstraße 3
 A-2380 Perchtoldsdorf bei Wien
 Phone: +43/699/12614231
 www.keyvis.at ste...@keyvis.at
 -- This email and its attachments are --
 --confidential and for the recipient only--




-- 
gonebadfx.com
- your source for bad fx


Re: Naught Dog The Last of Us - behind the scene

2014-03-02 Thread Francisco Criado
Same as Mauricio here, what i think is that these kind of games that have
more a storyline like a movie than first person shooter games, are quite
interesting in terms of production.You see all the effort and detail they
put in every area, and its quite similar.

In terms of ethics, selling coke, alcohol or cigarettes is the same as
making a jackpot game or a fps game, in my opinion.
Just thought that working in a game production would be same like film or
better, animated features, completely different than tv ads, where we are
always running, and if someone on the marketing office says more red
people start crying, jumping from buildings and drinking energy drinks
until they die! You know what they say, ad, love it or leave it

F.



2014-03-02 9:07 GMT-03:00 Maurício PC goneba...@gmail.com:

 That's actually a nice input and could generate a nice discussion about it.

 I do agree in some extend ... MMO is not something I would want to work,
 but take this game for example The Last of Us, I thought they spend a lot
 of time creating a good history that works like a movie.

 So that game I would like to be a part of. I haven't played games in
 years, but after seeing the documentary I got a will to play this game at
 least.


 On Sun, Mar 2, 2014 at 9:01 AM, Stefan Kubicek s...@tidbit-images.comwrote:

  My very personal experience with games is that when you come from
 Film/Advertising you don't want to transition to games for two reasons:

 1.) Money. All the places I've been in pay considerably less than what
 you can earn elsewhere (esp. commercials), and telling a story or vision
 (assuming that this is the prime motivation in pretty much any artist,
 whether they know it or not) is a lot harder and convoluted than in pretty
 much any other media.

 2) Ethics. You produce something that steals peoples time on a much
 larger scale than any single movie or ad ever could. Online slot-machine
 type of games are even worse, where people can loose a fortune. I played a
 lot of games when I was a kid and I know first hand that they can be very
 addictive, and I don't want to make money exploiting other peoples
 addictions. To me that's just...bad karma :-)
 Educational games are an exception to that, but having certain
 expectations towards what is considered quality in a game (artistic and
 technical excellence, both of which usually require higher budgets than
 what is commonly available in education) will most likely make you want to
 do something else, or leave you frustrated. Mind you, during the making,
 and some time after,  I considered  Manhunt2  the single most rewarding
 game I ever worked on (Rockstar), in which you can sneak up on people and
 execute them by poking their eyes out with a glass shard or choke them
 with a plastic bag. How f#%§ed up is that? While most of this was so over
 the top up to the point where it was already strangely funny and
 entertaining again from a grown up players point of view, there are not
 only grown ups playing these kind of games, and many grown ups are not
 grown up to begin with. Of course you can lean back and say: Not my
 problem, it's peoples own decision what they play, and parents
 responsibility to look after their kids and what they play. Or you take
 responsibility yourself and just not make that kind of stuff in the first
 place.

 If anything, making computer games made me stop playing computer games
 entirely.




 they did an amazing job! does any of you guys that work on games came
 from film or comercials? i wonder how to make the translation to the game
 industry being a generalist.

 F.

 On Friday, February 28, 2014, Stefan Kubicek s...@tidbit-images.com
 wrote:

 Thanks for the link Nicolas!
 Naughty Dog is completely insane when it comes to details and atmosphere
 - always outstanding work.



  Interesting behind the scene of a good videogame,and some technical info
 (Maya)
 The shocking thing is that they key facial expressions.by hand,which I
 found completely insane...

 Exclusive | Grounded: The making of The Last of 
 Ushttps://www.youtube.com/watch?v=R0l7LzC_h8Ifeature=youtube_gdat



 --
 -
   Stefan Kubicek   ste...@keyvis.at
 -
keyvis digital imagery
   Alfred Feierfeilstraße 3
A-2380 Perchtoldsdorf bei Wien
 Phone:  +43 (0) 699 12614231
  www.keyvis.at
 --   This email and its attachments are--
 -- confidential and for the recipient only --




 --
 ---
 Stefan Kubicek
 ---
 keyvis digital imagery
 Alfred Feierfeilstraße 3
 A-2380 Perchtoldsdorf bei Wien
 Phone: +43/699/12614231
 www.keyvis.at ste...@keyvis.at
 -- This email and its attachments are --
 --confidential and for the recipient only--




 --
 gonebadfx.com
 - your source for bad fx



Re: Naught Dog The Last of Us - behind the scene

2014-03-02 Thread Tim Leydecker

How about giving udk, cryengine or unity a try?

I´ve found that spending time with udk, then cryengine helped me
grow as an artist,especially in terms of modeling and shading/texture mapping.

It is quite rewarding to have your own character run around and to play with it.

UDK is reasonably well covered on youtube to get into it and lets
you use most of it´s sample files as a base for your own prototype game,
including the default animation library to make bots run (at least for a start),
even if it is more difficult to make things work initially, that´s a good start.

Cryengine may probably feel easier to get into, because it´s sandbox and file 
structures
are more clearly recognizeable as from the windows/microsoft world but the 
small print
has to be read and properly understood, none of the sample files can be in your 
prototype,
IF you plan on releasing it for free or at all. Also, atm, the sample skeletons 
(in sample files 3.4)
don´t go well with the engine version 3.5.7, so you´ll have some grief making 
your own character
work with the cryengine animation system (in progress/change atm, too).

I would think unity is the most flexible option but I didn´t get around to play 
with it
sofar because I landed a job on a project which (as usual) pretty much brings 
everything
else to a halt.

In terms of movie vs. advertisement vs. games. I´m a male, tripple AAA 
blockbuster type of guy,
that´s what sets the bar and that´s where most of my money will go. Getting 
money out of it
I find more difficult, mostly because getting access to such projects is still 
difficult
in Germany, there´s only a handful of places to look for work at and overly 
generalizing,
they get those high profile jobs because they try to cut into that market, not 
because
they´ve set the reference for others. Again, that´s overly generalising and 
should not
be understood as speaking poorly of fellow artists. A great many of my former 
collegues
have moved away to get access to better projectsopportunities not sufficently 
available
to them here in Germany. Myself, atm I´m at a shop I like, nice projects and 
nice collegues
but I don´t know for how long this´ll be, simply given the amount of work 
available and competition
for these jobs on a show in general.

Personally, I´m looking forward to games, unreal engine 4 looks sickening good.

If I project that linearly ahead 1-5 years, bamm. Real, in real-time. With 
story.

Nice.

tim







On 02.03.2014 17:48, Francisco Criado wrote:

Same as Mauricio here, what i think is that these kind of games that have more 
a storyline like a movie than first person shooter games, are quite interesting 
in terms of
production.You see all the effort and detail they put in every area, and its 
quite similar.

In terms of ethics, selling coke, alcohol or cigarettes is the same as making a 
jackpot game or a fps game, in my opinion.
Just thought that working in a game production would be same like film or 
better, animated features, completely different than tv ads, where we are 
always running, and if someone
on the marketing office says more red people start crying, jumping from buildings and 
drinking energy drinks until they die! You know what they say, ad, love it or leave it

F.



2014-03-02 9:07 GMT-03:00 Maurício PC goneba...@gmail.com 
mailto:goneba...@gmail.com:

That's actually a nice input and could generate a nice discussion about it.

I do agree in some extend ... MMO is not something I would want to work, but take 
this game for example The Last of Us, I thought they spend a lot of time 
creating a good
history that works like a movie.

So that game I would like to be a part of. I haven't played games in years, 
but after seeing the documentary I got a will to play this game at least.


On Sun, Mar 2, 2014 at 9:01 AM, Stefan Kubicek s...@tidbit-images.com 
mailto:s...@tidbit-images.com wrote:

__
My very personal experience with games is that when you come from 
Film/Advertising you don't want to transition to games for two reasons:

1.) Money. All the places I've been in pay considerably less than what 
you can earn elsewhere (esp. commercials), and telling a story or vision 
(assuming that this is the
prime motivation in pretty much any artist, whether they know it or 
not) is a lot harder and convoluted than in pretty much any other media.

2) Ethics. You produce something that steals peoples time on a much 
larger scale than any single movie or ad ever could. Online slot-machine type 
of games are even worse,
where people can loose a fortune. I played a lot of games when I was a 
kid and I know first hand that they can be very addictive, and I don't want to 
make money exploiting
other peoples addictions. To me that's just...bad karma :-)
Educational games are an exception to that, but having certain expectations 
towards what is considered quality in a game (artistic and technical 

Re: Naught Dog The Last of Us - behind the scene

2014-03-02 Thread Francisco Criado
Hi Tim,

yeap, already made my first tests on cryengine and unity. The first one has
amazing graphics but just couldn´t give it the necesary time to do
something different than fps. In Unity was different, everything is
possible, is very very friendly like a softimage concept :) but graphics
ouch, they really hurt for someone used to CG. What i liked a lot from
cryengine was the tools for rapid prototyping, like the paint tools for
models and textures.
Tried UDK (just a couple of hours a few times) but didn´t like the ui, was
like maya or worst, max.Saw the tech demo of UE4 and yes, amazing
grapchics. Maybe is just a matter of getting used to the ui.
Even though it would be nice to get hands on cryengine cinebox, but it
seems they are in a closed beta.
Do you know if there is an option in Cryengine, that would let me output
the game in full view without crytek´s ui? like Unity on UDK.
Thanks in advance.
F.




2014-03-02 14:15 GMT-03:00 Tim Leydecker bauero...@gmx.de:

 How about giving udk, cryengine or unity a try?

 I´ve found that spending time with udk, then cryengine helped me
 grow as an artist,especially in terms of modeling and shading/texture
 mapping.

 It is quite rewarding to have your own character run around and to play
 with it.

 UDK is reasonably well covered on youtube to get into it and lets
 you use most of it´s sample files as a base for your own prototype game,
 including the default animation library to make bots run (at least for a
 start),
 even if it is more difficult to make things work initially, that´s a good
 start.

 Cryengine may probably feel easier to get into, because it´s sandbox and
 file structures
 are more clearly recognizeable as from the windows/microsoft world but the
 small print
 has to be read and properly understood, none of the sample files can be in
 your prototype,
 IF you plan on releasing it for free or at all. Also, atm, the sample
 skeletons (in sample files 3.4)
 don´t go well with the engine version 3.5.7, so you´ll have some grief
 making your own character
 work with the cryengine animation system (in progress/change atm, too).

 I would think unity is the most flexible option but I didn´t get around to
 play with it
 sofar because I landed a job on a project which (as usual) pretty much
 brings everything
 else to a halt.

 In terms of movie vs. advertisement vs. games. I´m a male, tripple AAA
 blockbuster type of guy,
 that´s what sets the bar and that´s where most of my money will go.
 Getting money out of it
 I find more difficult, mostly because getting access to such projects is
 still difficult
 in Germany, there´s only a handful of places to look for work at and
 overly generalizing,
 they get those high profile jobs because they try to cut into that market,
 not because
 they´ve set the reference for others. Again, that´s overly generalising
 and should not
 be understood as speaking poorly of fellow artists. A great many of my
 former collegues
 have moved away to get access to better projectsopportunities not
 sufficently available
 to them here in Germany. Myself, atm I´m at a shop I like, nice projects
 and nice collegues
 but I don´t know for how long this´ll be, simply given the amount of work
 available and competition
 for these jobs on a show in general.

 Personally, I´m looking forward to games, unreal engine 4 looks sickening
 good.

 If I project that linearly ahead 1-5 years, bamm. Real, in real-time. With
 story.

 Nice.

 tim








 On 02.03.2014 17:48, Francisco Criado wrote:

 Same as Mauricio here, what i think is that these kind of games that have
 more a storyline like a movie than first person shooter games, are quite
 interesting in terms of
 production.You see all the effort and detail they put in every area, and
 its quite similar.

 In terms of ethics, selling coke, alcohol or cigarettes is the same as
 making a jackpot game or a fps game, in my opinion.
 Just thought that working in a game production would be same like film or
 better, animated features, completely different than tv ads, where we are
 always running, and if someone
 on the marketing office says more red people start crying, jumping from
 buildings and drinking energy drinks until they die! You know what they
 say, ad, love it or leave it

 F.



 2014-03-02 9:07 GMT-03:00 Maurício PC goneba...@gmail.com mailto:
 goneba...@gmail.com:


 That's actually a nice input and could generate a nice discussion
 about it.

 I do agree in some extend ... MMO is not something I would want to
 work, but take this game for example The Last of Us, I thought they spend
 a lot of time creating a good
 history that works like a movie.

 So that game I would like to be a part of. I haven't played games in
 years, but after seeing the documentary I got a will to play this game at
 least.


 On Sun, Mar 2, 2014 at 9:01 AM, Stefan Kubicek 
 s...@tidbit-images.commailto:
 s...@tidbit-images.com wrote:

 __

 My very personal 

Re: Naught Dog The Last of Us - behind the scene

2014-03-02 Thread Nicolas Esposito
In the latest years I've focused on game developmet pipeline, and I have to
say that is it really interesting world

Games like The Last of Us, Shadow of the colossus and The Witcher 2 really
impressed me and I started to do my own stuff with the game engines
available

Overall right now you have all the tools to create a game, and most of them
are free

Cryengine right now, beside the Frostbyte engine ( Battlefield 4 ) is one
of the advanced engine I've ever seen, its damn impressive and the way its
build allows you to quickly put all your stuff in the engine and test
everything in a relative short amount of time. Unfortunately, due to the
impossibility right now to export a rigged character from Softimage to
Cryengine I almost gave up with it, hopefully FBX import will be available.

With UDK I'm really familiar and, even if its a bit old style, the features
and the documentation behind it allows you to build an entire world, even
without scripting you're able to do amazing stuff. I also applied a bit ago
for the Cryengine Cinebox, but since then seems that they wont allow anyone
to use it, so for my short movie I switched directly to UDK. Its powerfull,
thousands of games are made with it and the community is really strong, so
if you need help you'll get a fast response and there are literally
thousands of tutorial both on youtube and for sale. I've made a couple of
tutorials for UDK, especially the export from Softimage using Species, and
soon I hope to show my tech demo which will feature mostly stuff that can
be achievable by combining Softimage and UDK.

Unity has become really popular, especially for indie developers, because
of the small price and for the huge community behind, also because you have
access to the entire engine, so you can do whatever you want. I've played
around with it, but since I'm going towards a more powerfull engine
personally I'm using it only for prototyping, and its quite good. It lacks
the powerfull graphical power of the other engines, but its really
versatile and overall its growing very very fast.
Don't forget that lots of companies are betting on it, especially Maximo
which allows you to buy lots of stuff to build your game. With Mechanim and
all the other features they really improved this engine, so the future
looks very promising.

Overall those game engines are showing what could be achieved in a game,
both with gameplay and storytelling, and I have to say I'm really impressed
by all this


2014-03-02 18:36 GMT+01:00 Francisco Criado malcriad...@gmail.com:

 Hi Tim,

 yeap, already made my first tests on cryengine and unity. The first one
 has amazing graphics but just couldn´t give it the necesary time to do
 something different than fps. In Unity was different, everything is
 possible, is very very friendly like a softimage concept :) but graphics
 ouch, they really hurt for someone used to CG. What i liked a lot from
 cryengine was the tools for rapid prototyping, like the paint tools for
 models and textures.
 Tried UDK (just a couple of hours a few times) but didn´t like the ui, was
 like maya or worst, max.Saw the tech demo of UE4 and yes, amazing
 grapchics. Maybe is just a matter of getting used to the ui.
 Even though it would be nice to get hands on cryengine cinebox, but it
 seems they are in a closed beta.
 Do you know if there is an option in Cryengine, that would let me output
 the game in full view without crytek´s ui? like Unity on UDK.
 Thanks in advance.
 F.




 2014-03-02 14:15 GMT-03:00 Tim Leydecker bauero...@gmx.de:

 How about giving udk, cryengine or unity a try?

 I´ve found that spending time with udk, then cryengine helped me
 grow as an artist,especially in terms of modeling and shading/texture
 mapping.

 It is quite rewarding to have your own character run around and to play
 with it.

 UDK is reasonably well covered on youtube to get into it and lets
 you use most of it´s sample files as a base for your own prototype game,
 including the default animation library to make bots run (at least for a
 start),
 even if it is more difficult to make things work initially, that´s a good
 start.

 Cryengine may probably feel easier to get into, because it´s sandbox and
 file structures
 are more clearly recognizeable as from the windows/microsoft world but
 the small print
 has to be read and properly understood, none of the sample files can be
 in your prototype,
 IF you plan on releasing it for free or at all. Also, atm, the sample
 skeletons (in sample files 3.4)
 don´t go well with the engine version 3.5.7, so you´ll have some grief
 making your own character
 work with the cryengine animation system (in progress/change atm, too).

 I would think unity is the most flexible option but I didn´t get around
 to play with it
 sofar because I landed a job on a project which (as usual) pretty much
 brings everything
 else to a halt.

 In terms of movie vs. advertisement vs. games. I´m a male, tripple AAA
 blockbuster type of guy,
 that´s what 

Re: Naught Dog The Last of Us - behind the scene

2014-03-02 Thread Tim Leydecker

 Do you know if there is an option in Cryengine, that would let me output the 
game in full view without crytek´s ui? like Unity on UDK

I´m not sure what you mean.

Is that it?

http://freesdk.crydev.net/display/SDKDOC2/Basic+Game+Logic

I remember it took me a bit to understand how to set up a player start in 
cryengine
to play full screen (starting from that location) in the sandbox editor.

I didn´t try to capture or load levels sofar, as that wasn´t neccessary yet.

Sorry, I also don´t have a example file at hand, my file disks are unlinked 
because
I´m currently in the process to switch this box from xp64 os to win7/win8.1

Cheers,

tim




On 02.03.2014 18:36, Francisco Criado wrote:

Hi Tim,

yeap, already made my first tests on cryengine and unity. The first one has 
amazing graphics but just couldn´t give it the necesary time to do something 
different than fps. In
Unity was different, everything is possible, is very very friendly like a 
softimage concept :) but graphics ouch, they really hurt for someone used to 
CG. What i liked a lot from
cryengine was the tools for rapid prototyping, like the paint tools for models 
and textures.
Tried UDK (just a couple of hours a few times) but didn´t like the ui, was like 
maya or worst, max.Saw the tech demo of UE4 and yes, amazing grapchics. Maybe 
is just a matter of
getting used to the ui.
Even though it would be nice to get hands on cryengine cinebox, but it seems 
they are in a closed beta.
Do you know if there is an option in Cryengine, that would let me output the 
game in full view without crytek´s ui? like Unity on UDK.
Thanks in advance.
F.



2014-03-02 14:15 GMT-03:00 Tim Leydecker bauero...@gmx.de 
mailto:bauero...@gmx.de:

How about giving udk, cryengine or unity a try?

I´ve found that spending time with udk, then cryengine helped me
grow as an artist,especially in terms of modeling and shading/texture 
mapping.

It is quite rewarding to have your own character run around and to play 
with it.

UDK is reasonably well covered on youtube to get into it and lets
you use most of it´s sample files as a base for your own prototype game,
including the default animation library to make bots run (at least for a 
start),
even if it is more difficult to make things work initially, that´s a good 
start.

Cryengine may probably feel easier to get into, because it´s sandbox and 
file structures
are more clearly recognizeable as from the windows/microsoft world but the 
small print
has to be read and properly understood, none of the sample files can be in 
your prototype,
IF you plan on releasing it for free or at all. Also, atm, the sample 
skeletons (in sample files 3.4)
don´t go well with the engine version 3.5.7, so you´ll have some grief 
making your own character
work with the cryengine animation system (in progress/change atm, too).

I would think unity is the most flexible option but I didn´t get around to 
play with it
sofar because I landed a job on a project which (as usual) pretty much 
brings everything
else to a halt.

In terms of movie vs. advertisement vs. games. I´m a male, tripple AAA 
blockbuster type of guy,
that´s what sets the bar and that´s where most of my money will go. Getting 
money out of it
I find more difficult, mostly because getting access to such projects is 
still difficult
in Germany, there´s only a handful of places to look for work at and overly 
generalizing,
they get those high profile jobs because they try to cut into that market, 
not because
they´ve set the reference for others. Again, that´s overly generalising and 
should not
be understood as speaking poorly of fellow artists. A great many of my 
former collegues
have moved away to get access to better projectsopportunities not 
sufficently available
to them here in Germany. Myself, atm I´m at a shop I like, nice projects 
and nice collegues
but I don´t know for how long this´ll be, simply given the amount of work 
available and competition
for these jobs on a show in general.

Personally, I´m looking forward to games, unreal engine 4 looks sickening 
good.

If I project that linearly ahead 1-5 years, bamm. Real, in real-time. With 
story.

Nice.

tim








On 02.03.2014 17:48, Francisco Criado wrote:

Same as Mauricio here, what i think is that these kind of games that 
have more a storyline like a movie than first person shooter games, are quite 
interesting in terms of
production.You see all the effort and detail they put in every area, 
and its quite similar.

In terms of ethics, selling coke, alcohol or cigarettes is the same as 
making a jackpot game or a fps game, in my opinion.
Just thought that working in a game production would be same like film 
or better, animated features, completely different than tv ads, where we are 
always running, and if
someone
on the marketing 

Re: Naught Dog The Last of Us - behind the scene

2014-03-02 Thread Francisco Criado
Hi Tim,

thanks for the info, i wanted to do this:
http://youtu.be/3uxx2fFb2Z4
About importing characters in cryengine there are a couple of guys in the
forum that had success from softomage.
And found this too,
http://www.crydev.net/newspage.php?news=79949
This post made me sit again in front of cryengine agian, lets see what
comes out ;)
F.

On Sunday, March 2, 2014, Tim Leydecker bauero...@gmx.de wrote:

  Do you know if there is an option in Cryengine, that would let me output
 the game in full view without crytek´s ui? like Unity on UDK

 I´m not sure what you mean.

 Is that it?

 http://freesdk.crydev.net/display/SDKDOC2/Basic+Game+Logic

 I remember it took me a bit to understand how to set up a player start in
 cryengine
 to play full screen (starting from that location) in the sandbox editor.

 I didn´t try to capture or load levels sofar, as that wasn´t neccessary
 yet.

 Sorry, I also don´t have a example file at hand, my file disks are
 unlinked because
 I´m currently in the process to switch this box from xp64 os to win7/win8.1

 Cheers,

 tim




 On 02.03.2014 18:36, Francisco Criado wrote:

 Hi Tim,

 yeap, already made my first tests on cryengine and unity. The first one
 has amazing graphics but just couldn´t give it the necesary time to do
 something different than fps. In
 Unity was different, everything is possible, is very very friendly like a
 softimage concept :) but graphics ouch, they really hurt for someone used
 to CG. What i liked a lot from
 cryengine was the tools for rapid prototyping, like the paint tools for
 models and textures.
 Tried UDK (just a couple of hours a few times) but didn´t like the ui,
 was like maya or worst, max.Saw the tech demo of UE4 and yes, amazing
 grapchics. Maybe is just a matter of
 getting used to the ui.
 Even though it would be nice to get hands on cryengine cinebox, but it
 seems they are in a closed beta.
 Do you know if there is an option in Cryengine, that would let me output
 the game in full view without crytek´s ui? like Unity on UDK.
 Thanks in advance.
 F.



 2014-03-02 14:15 GMT-03:00 Tim Leydecker bauero...@gmx.de mailto:
 bauero...@gmx.de:

 How about giving udk, cryengine or unity a try?

 I´ve found that spending time with udk, then cryengine helped me
 grow as an artist,especially in terms of modeling and shading/texture
 mapping.

 It is quite rewarding to have your own character run around and to
 play with it.

 UDK is reasonably well covered on youtube to get into it and lets
 you use most of it´s sample files as a base for your own prototype
 game,
 including the default animation library to make bots run (at least
 for a start),
 even if it is more difficult to make things work initially, that´s a
 good start.

 Cryengine may probably feel easier to get into, because it´s sandbox
 and file structures
 are more clearly recognizeable as from the windows/microsoft world
 but the small print
 has to be read and properly understood, none of the sample files can
 be in your prototype,
 IF you plan on releasing it for free or at all. Also, atm, the sample
 skeletons (in sample files 3.4)
 don´t go well with the engine version 3.5.7, so you´ll have some
 grief making your own character
 work with the cryengine animation system (in progress/change atm,
 too).

 I would think unity is the most flexible option but I didn´t get
 around to play with it
 sofar because I landed a job on a project which (as usual) pretty
 much brings everything
 else to a halt.

 In terms of movie vs. advertisement vs. games. I´m a male, tripple
 AAA blockbuster type of guy,
 that´s what sets the bar and that´s where most of my money will go.
 Getting money out of it
 I find more difficult, mostly because getting access to such projects
 is still difficult
 in Germany, there´s only a handful of places to look for work at and
 overly generalizing,
 they get those high profile jobs because they try to cut into that
 market, not because
 they´ve set the reference for others. Again, that´s overly
 generalising and should not
 be understood as speaking poorly of fellow artists. A great many of
 my former collegues
 have moved away to get access to better projectsopportunities not
 sufficently available
 to them here in Germany. Myself, atm I´m at a shop I like, nice
 projects and nice collegues
 but I don´t know for how long this´ll be, simply given the amount of
 work available and competition
 for these jobs on a show in general.

 Personally, I´m looking forward to games, unreal engine 4 looks
 sickening good.

 If I project that linearly ahead 1-5 years, bamm. Real, in real-time.
 With story.

 Nice.

 tim








 On 02.03.2014 17:48, Francisco Criado wrote:

 Same as Mauricio here, what i think is that these kind of games
 that have more a storyline like a movie than first person shooter games,
 are quite 

Re: Naught Dog The Last of Us - behind the scene

2014-03-02 Thread Francisco Criado
in case of using an engine for previz, what would you recomend, cryengine
or udk?
F.



2014-03-02 17:12 GMT-03:00 Francisco Criado malcriad...@gmail.com:

 Hi Tim,

 thanks for the info, i wanted to do this:
 http://youtu.be/3uxx2fFb2Z4
 About importing characters in cryengine there are a couple of guys in the
 forum that had success from softomage.
 And found this too,
 http://www.crydev.net/newspage.php?news=79949
 This post made me sit again in front of cryengine agian, lets see what
 comes out ;)
 F.

 On Sunday, March 2, 2014, Tim Leydecker bauero...@gmx.de wrote:

  Do you know if there is an option in Cryengine, that would let me
 output the game in full view without crytek´s ui? like Unity on UDK

 I´m not sure what you mean.

 Is that it?

 http://freesdk.crydev.net/display/SDKDOC2/Basic+Game+Logic

 I remember it took me a bit to understand how to set up a player start in
 cryengine
 to play full screen (starting from that location) in the sandbox editor.

 I didn´t try to capture or load levels sofar, as that wasn´t neccessary
 yet.

 Sorry, I also don´t have a example file at hand, my file disks are
 unlinked because
 I´m currently in the process to switch this box from xp64 os to
 win7/win8.1

 Cheers,

 tim




 On 02.03.2014 18:36, Francisco Criado wrote:

 Hi Tim,

 yeap, already made my first tests on cryengine and unity. The first one
 has amazing graphics but just couldn´t give it the necesary time to do
 something different than fps. In
 Unity was different, everything is possible, is very very friendly like
 a softimage concept :) but graphics ouch, they really hurt for someone used
 to CG. What i liked a lot from
 cryengine was the tools for rapid prototyping, like the paint tools for
 models and textures.
 Tried UDK (just a couple of hours a few times) but didn´t like the ui,
 was like maya or worst, max.Saw the tech demo of UE4 and yes, amazing
 grapchics. Maybe is just a matter of
 getting used to the ui.
 Even though it would be nice to get hands on cryengine cinebox, but it
 seems they are in a closed beta.
 Do you know if there is an option in Cryengine, that would let me output
 the game in full view without crytek´s ui? like Unity on UDK.
 Thanks in advance.
 F.



 2014-03-02 14:15 GMT-03:00 Tim Leydecker bauero...@gmx.de mailto:
 bauero...@gmx.de:

 How about giving udk, cryengine or unity a try?

 I´ve found that spending time with udk, then cryengine helped me
 grow as an artist,especially in terms of modeling and
 shading/texture mapping.

 It is quite rewarding to have your own character run around and to
 play with it.

 UDK is reasonably well covered on youtube to get into it and lets
 you use most of it´s sample files as a base for your own prototype
 game,
 including the default animation library to make bots run (at least
 for a start),
 even if it is more difficult to make things work initially, that´s a
 good start.

 Cryengine may probably feel easier to get into, because it´s sandbox
 and file structures
 are more clearly recognizeable as from the windows/microsoft world
 but the small print
 has to be read and properly understood, none of the sample files can
 be in your prototype,
 IF you plan on releasing it for free or at all. Also, atm, the
 sample skeletons (in sample files 3.4)
 don´t go well with the engine version 3.5.7, so you´ll have some
 grief making your own character
 work with the cryengine animation system (in progress/change atm,
 too).

 I would think unity is the most flexible option but I didn´t get
 around to play with it
 sofar because I landed a job on a project which (as usual) pretty
 much brings everything
 else to a halt.

 In terms of movie vs. advertisement vs. games. I´m a male, tripple
 AAA blockbuster type of guy,
 that´s what sets the bar and that´s where most of my money will go.
 Getting money out of it
 I find more difficult, mostly because getting access to such
 projects is still difficult
 in Germany, there´s only a handful of places to look for work at and
 overly generalizing,
 they get those high profile jobs because they try to cut into that
 market, not because
 they´ve set the reference for others. Again, that´s overly
 generalising and should not
 be understood as speaking poorly of fellow artists. A great many of
 my former collegues
 have moved away to get access to better projectsopportunities not
 sufficently available
 to them here in Germany. Myself, atm I´m at a shop I like, nice
 projects and nice collegues
 but I don´t know for how long this´ll be, simply given the amount of
 work available and competition
 for these jobs on a show in general.

 Personally, I´m looking forward to games, unreal engine 4 looks
 sickening good.

 If I project that linearly ahead 1-5 years, bamm. Real, in
 real-time. With story.

 Nice.

 tim








 On 02.03.2014 17:48, Francisco Criado wrote:


Re: Naught Dog The Last of Us - behind the scene

2014-02-28 Thread Stefan Kubicek

Thanks for the link Nicolas!
Naughty Dog is completely insane when it comes to details and atmosphere - 
always outstanding work.




Interesting behind the scene of a good videogame,and some technical info
(Maya)
The shocking thing is that they key facial expressions.by hand,which I
found completely insane...

https://www.youtube.com/watch?v=R0l7LzC_h8Ifeature=youtube_gdat




--
-
  Stefan Kubicek   ste...@keyvis.at
-
   keyvis digital imagery
  Alfred Feierfeilstraße 3
   A-2380 Perchtoldsdorf bei Wien
Phone:  +43 (0) 699 12614231
 www.keyvis.at
--   This email and its attachments are--
-- confidential and for the recipient only --



Re: Naught Dog The Last of Us - behind the scene

2014-02-28 Thread Francisco Criado
they did an amazing job! does any of you guys that work on games came from
film or comercials? i wonder how to make the translation to the game
industry being a generalist.

F.

On Friday, February 28, 2014, Stefan Kubicek s...@tidbit-images.com wrote:

 Thanks for the link Nicolas!
 Naughty Dog is completely insane when it comes to details and atmosphere -
 always outstanding work.



  Interesting behind the scene of a good videogame,and some technical info
 (Maya)
 The shocking thing is that they key facial expressions.by hand,which I
 found completely insane...

 Exclusive | Grounded: The making of The Last of 
 Ushttps://www.youtube.com/watch?v=R0l7LzC_h8Ifeature=youtube_gdat



 --
 -
   Stefan Kubicek   ste...@keyvis.at
 -
keyvis digital imagery
   Alfred Feierfeilstraße 3
A-2380 Perchtoldsdorf bei Wien
 Phone:  +43 (0) 699 12614231
  www.keyvis.at
 --   This email and its attachments are--
 -- confidential and for the recipient only --