So you've heard the buzz, you've got the concept, heard the solution and you think you know it all - but we've got a few tricks up our sleeve still!
Games tutor Simon Fenton has made his media debut for Escape Studios on the Guardian’s Career Talk podcast. You can hear Simon talk about getting into the industry, his role as a tutor at Escape, his background and much more, alongside Tom Baskaya of Framestore, an Escapee and most recently a compositor on Avatar. Tom also talks about his time at Escape, as well as what it was like working on James Cameron’s masterpiece.
On the 25th of this month I'll be hosting a free Games webinar on Next Generation Asset Creation. We'll be looking at next gen techniques as well considering the part that low-poly still has to play in games art creation. High on the list of priorities for any Games Artist is knowing where to find their sources of inspiration - I'll show you what gets me going and how it helps me approach my own work.
As some of you may have seen, we've got a fantastic event coming up in March - a two day masterclass with the doyens of CG animation, Pixar.
So I've promised details previously, and details you shall have!
To answer comments posted by Zeropuff1234, we asked the CityEngine’s creator, Pascal Mueller, CEO of Procedural Inc to shed some more light on what CityEngine can do and how to get a more realistic look by populating cities with people.
We’ve got some exciting news: we’ve hired games industry veteran Tim Flett. Tim will be our new Business Development Manager for Games and Interactive, in charge of growing our professional services, which include training, technical consulting as well as hardware and software solutions.
This 3D reconstruction of ancient Pompeii is quite neat. Generated with Procedural’s CityEngine, it shows how quickly a 3D city can be created using a plug-in, and eliminate the time-consuming tasks of manual modelling and design often required in games, post-production and architectural visualisation. It is also up to 10 times more efficient at creating urban environments than existing packages. It is completely brand new to Escape Studios – no need to say we are quite excited about it.
We have lots of exciting new developments from our friends at Luxology.
Here's a sneak preview of some of the work from our new Visual Effects TD course which is running for the first time this year.
For those of you considering working in this thriving, dynamic industry, we’re offering a taster into the world of computer graphics with a range of three-day short courses. They’re a great opportunity to get a better understanding of the career opportunities out there while gaining valuable insight into the industry.
Here's a selection of what our game course students have created. As I mentioned before, I'm really proud of what the guys have come up with, and I would love to show you every single students work, were it not for amount of space it would take up on the blog. So here, as a compromise, is a selection:
The new Turtle™ 5.1 version for Autodesk Maya 2010 has been released! Illuminate labs have made improvements to their rendering and baking plug-in for Autodesk Maya, to make it better for lighting and content creation in next-gen game development.
Ptex is a technique for per-face, multi-resolution texture mapping without the need to setup your UV's manually. While the paper by Brent Burley (Walt Disney Animation Studios) and Dylan Lacewell (Walt Disney Animation Studios & University of Utah) has been around for a while, last Friday, Disney released the project as open source.