This is hot off the press from Autodesk at the Games Developers Conference in San Fran... Rather than paraphrase their release, I thought you'd like to see it in its entirety. So here it is:
We have some exciting news from Autodesk today. They have just unveiled the 2011 versions of its Digital Entertainment Creation software with the promise of increased production efficiency, especially in terms of interaction, workflow, interface design and interoperability. The release dates are yet to be announced, but from what we've seen the new versions promise great value and some avant-garde technology developed with the likes of Sony Pictures Imageworks.
Escape this Spring!
There seems to be no stopping for the development team at Pixologic with the announcement of the release of UV Master, a plugin for ZBrush 3.2 Mac and ZBrush 3.5R3 WIN.
Welcome to our new fortnightly 'Featured Artist' blog post! From now on I'll be giving some insight into what's going on in the industry, as well as showcasing some of our outstanding candidates.
Massive Software, developer of the Academy Award®-winning 3D animation software for AI-driven characters, has released Massive 4.0.
Following last week’s announcement around the hiring of Tim Flett, we’ve got another new recruit that we’re all very excited about. We are pleased to announce that Graham Harris as joined our team as our new Finance Director.
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!
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 modeling 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.
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:
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.
We have just come by an interesting little tool from our friends at Autodesk - and it's free!
Our friends at Autodesk have released the first service pack for Mudbox 2010.