http://gdcvault.com/play/1019664/Using-Plot-Devices-to-Create
jueves, 27 de febrero de 2014
viernes, 21 de febrero de 2014
Daily Disney Doodles
http://www.zbrushcentral.com/showthread.php?173473-Daily-Disney-Doodles
Last edited by polydrawer; 11-16-12 at 12:10 PM.
Texturing - Siege Of Orgrimmar - World Of Warcraft
http://www.zbrushcentral.com/showthread.php?180773-Texturing-Siege-Of-Orgrimmar-World-Of-Warcraft
- 09-13-13#3
miércoles, 19 de febrero de 2014
Ryse: Son of Rome cinematic Animation, Art Direction, Character Design
RYSE: SON OF ROME Legend of Damocles from Platige Image on Vimeo.
RYSE: SON OF ROME Legend of Damocles from Platige Image PRO 6 months ago NOT YET RATED "Legend of Damocles" is the cinematic created by Platige Image for the game "RYSE - Son of Rome" developed by Crytek. CRYTEK Director: Peter Gornstein Producer: Michael Kelleher PLATIGE IMAGE Animation Director & Art Director: Jakub Jabłoński Executive Producers: Piotr Sikora, Jarosław Sawko, Marcin Kobylecki Producer: Piotr Prokop CG Supervisors: Andrzej Sykut, Selim Sykut Production Coordinator: Monika Paćkowska Concept Artist: Jakub Jabłoński Layout and Animation Artists: Bartłomiej Kik, Dominik Wawrzyniak, Michał Kaleniecki, Błażej Andrzejewski, Łukasz Burnet, Tycjan Bartuś Character Artists: Agnieszka Strzęp, Andrzej Sykut, Marcin Klicki, Szymon Kaszuba Lead Character TD: Mateusz Popławski Character TD: Kamil Hepner Matte Painter: Jakub Jabłoński Simulation Artists: Carlos Acevedo, Piotr Suchodolski, Paweł Wilkos Additional 3d Artists: Mateusz Gamroth, Michał Gryn, Tomasz Zaborek Additional Concept Artists: Artur Sadłos, Michał Niewiara, Rafał Wojtunik Lighting & Rendering Artist: Andrzej Sykut Compositing Artist: Selim Sykut Motion Capture Performers: Maciej Kwiatkowski, Tomasz LewandowskiRYSE: SON OF ROME Relief Transitions from Platige Image on Vimeo.
RYSE: SON OF ROME Legend of Damocles Making of from Platige Image on Vimeo.
https://www.behance.net/gallery/Ryse-Son-of-Rome-cinematic/9638483martes, 18 de febrero de 2014
Prince Of Persia Rotoscopy
http://www.gameanim.com/2014/01/07/prince-persia-rotoscopy/
Released in 1989, the game was way ahead of it’s time for animation and certainly foreshadowed what we would later accomplish with motion capture in 3D. I especially like the excitement you can read in Mechner’s journal entry from the time as he begins to realise the potential of this breakthrough approach:
April 29, 1986
“…I still think this can work. The key is not to clean up the frames too much. The figure will be tiny and messy and look like crap… but I have faith that, when the frames are run in sequence at 15 fps, it’ll create an illusion of life that’s more amazing than anything that’s ever been seen on an Apple II screen. The little guy will be wiggling and jittering like a Ralph Bakshi rotoscope job… but he’ll be alive. He’ll be this little shimmering beacon of life in the static Apple-graphics Persian world I’ll build for him to run around in.”
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