RE: Naught Dog The Last of Us - behind the scene
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
@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
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
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
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
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 SoftimageHowever, CryEngine requires a programmer too, to author characters properlyBut 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
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
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
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
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
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
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
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
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
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
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
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
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
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 --