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 projects&opportunities 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 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 <mailto: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 <http://expressions.by> hand,which I >> found completely insane... >> >> Exclusive | Grounded: The making of The Last of Us < >> https://www.youtube.com/watch?v=R0l7LzC_h8I&feature=youtube_gdat> >> >> >> >> >> -- >> --------------------------------------------- >> Stefan Kubicek ste...@keyvis.at >> --------------------------------------------- >> keyvis digital imagery >> Alfred Feierfeilstraße 3 >> A-2380 Perchtoldsdorf bei Wien >> Phone: +43 (0) 699 12614231 >> <tel:%2B43%20%280%29%20699%2012614231> >> www.keyvis.at <http://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 <tel:%2B43%2F699%2F12614231> >> www.keyvis.at <http://www.keyvis.at> ste...@keyvis.at <mailto: >> ste...@keyvis.at> >> >> -- This email and its attachments are -- >> --confidential and for the recipient only-- >> >> >> >> >> -- >> gonebadfx.com <http://gonebadfx.com> >> >> - your source for bad fx >> >> >>