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, 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> <mailto:goneba...@gmail.com
> <mailto:goneba...@gmail.com<goneba...@gmail.com%20%3cmailto: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> <mailto:s...@tidbit-images.com
> <mailto:s...@tidbit-images.com<s...@tidbit-images.com%20%3cmailto: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> <mailto:s...@tidbit-images.com
> <mailto:s...@tidbit-images.com<s...@tidbit-images.com%20%3cmailto: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> <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
>         <https://www.youtube.com/watch?v=R0l7LzC_h8I&feature=youtube_gdat
> >>
>
>
>
>
>                          --
>                          ------------------------------__---------------
>                             Stefan Kubicek ste...@keyvis.at <
> mailto:ste...@keyvis.at <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<%2B43%20%280%29%20699%25__2012614231>
> >
>         www.keyvis.at <http://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<%2B43%2F699%2F12614231>
> >
>         www.keyvis.at <http://www.keyvis.at> <http://www.keyvis.at>
> ste...@keyvis.at <mailto:ste...@keyvis.at <ste...@keyvis.at>> 
> <mailto:ste...@keyvis.at
> <mailto:ste...@keyvis.at <ste...@keyvis.at%20%3cmailto:ste...@keyvis.at>>>
>
>                  -- This email and its attachments are --
>                  --confidential and for the recipient only--
>
>
>
>
>              --
>         gonebadfx.com <http://gonebadfx.com> <http://gonebadfx.com>
>
>              - your source for bad fx
>
>
>

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