Unity :-) 

c

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

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


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



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