> 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 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>>>:


              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>>> 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>>>
         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>>




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                  ------------------------------__-------------
                  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> <http://www.keyvis.at>
ste...@keyvis.at <mailto:ste...@keyvis.at> <mailto:ste...@keyvis.at<mailto:
ste...@keyvis.at>>

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