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 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%20%3cmailto:goneba...@gmail.com> > > <mailto:goneba...@gmail.com <mailto:goneba...@gmail.com > <mailto: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%20%3cmailto:s...@tidbit-images.com> > > <mailto:s...@tidbit-images.com <mailto:s...@tidbit-images.com > <mailto: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%20%3cmailto:s...@tidbit-images.com> > > <mailto:s...@tidbit-images.com <mailto:s...@tidbit-images.com > <mailto: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> > <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> > ------------------------------__--------------- > keyvis digital imagery > Alfred Feierfeilstraße 3 > A-2380 Perchtoldsdorf bei Wien > Phone: +43 (0) 699 12614231 > <tel:%2B43%20%280%29%20699%2012614231> > <tel:%2B43%20%280%29%20699%__2012614231 > <tel:%2B43%20%280%29%20699%25__2012614231> > > www.keyvis.at <http://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> > <tel:%2B43%2F699%2F12614231> > www.keyvis.at <http://www.keyvis.at> <http://www.keyvis.at> > <http://www.keyvis.at> ste...@keyvis.at <mailto:ste...@keyvis.at> > <mailto:ste...@keyvis.at <mailto:ste...@keyvis.at > <mailto: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> > <http://gonebadfx.com> > > - your source for bad fx > > >