Wednesday, April 7, 2010

The Popular Ashmoogh

Ashmoogh is a breed of creatures which are very wild, blood thirsty with little brains. They usually attack their targets while in groups. Every Deev is usually escorted with a few of these creatures…

The type shown below usually can be found in higher altitudes with a more dry climate …

Ashmoogh_A

Initial 3D model done by Syros Pourlatifi, polished in ZBrush for normal maps by Tohid Razavi.

Ashmoogh

High Poly Model

At last we can say sculpting our Supper hero “Garshasp” is finished. these are all Zbrush models for baking the normal maps and resurfacing of the Low res meshes. Due this weekend I’ll upload some render, screen shot and wire frame from the Low poly in-game model. a huge thanks goes to Soheil for pushing me to make everything the way it should be, of course I should admit here that he was not satisfied at last and done some parts of face sculpting by himself :) .

click to enlarge

here is Garshasp:

garshasp_all_low

his props in detail:garshasp_props_low

Hope you like it!

Monday, April 5, 2010

3D Character Pipline

Here is a Construction shot along with the Arzoor Zbrush model and a Beauty shot, just to show the technical part of our character art pipeline.

click to see a it in 3 different angles.

arzoor3dmodel_wf_low

This construction shot is an screen shot from max viewport. We use ShaderFx for testing normal maps inside Max during development of the character and before importing it to the engine. this is a shader I have made that supports 4 realtime lights and an overall ambient light. maps to use with this shader are : Normal,Diffuse,Specular and alpha.

arzoor3dmodel_zb_bs_low

Almost every character in the game take the same path to come alive (aside from animation though), let me explain it. the model will be first modeled in Zbrush, then it will be retopologized inside Zbrush for making the low poly mesh from the original sculpt. then every parts of the low res mesh will be taken to 3ds Max for Unwrapping and normal baking. right now we bake our normals inside max. In 3ds Max environment we have the ability to easily adjust the cage mesh for an accurate normal map generation and easy bug fixes. But the problem arises when your high resolution Zbrush mesh goes really HIGH!! at this moment we usually brake the high res mesh according to low res unwrapped chunks. But almost recently 3mm has proposed to use xnormal for baking the normal maps as it is an stand alone software just for normal baking purposes (and of course some other great tasks). but using it require to solve some other problems (like making additional cage). 3mm volunteered for taking this tedious path for our next boss character, so i hope this new pipeline will work for us

Thursday, April 1, 2010

3D Environment Concept Artist
Work with a small team on a puzzle-exploration game that is philosophical, and quiet, and is being made for reasons other than crass profit motive. Because the team is small, your work will be a large influence on the look of the final game. The team is run by the designer/programmer of the critically-acclaimed game Braid; the team is fully-funded and pay is high
Remote work is a possibility, but the ability to meet regularly in San Francisco is preferred.
Duties
  • Help determine the visual style and tone of the game.
  • Sketch locations to help determine spatial relationships among objects in a scene.
  • For each major location in the game, working with the designer, iterate from the sketches through full-color concepts, so that at the end we have a clear p
  • icture of how color and shape will interplay in each scene
Job duration
An estimated 6 months of full-time work, with light work available afterward through the conclusion of the project.

The ideal candidate understands the nuances of storytelling via environmental cues and has a good feel for the use of color and lighting.

Please have a convincing portfolio, good traditional art skills and the ability to self-direct, working without micromanagement.

The majority of the portfolio should consist of things absent from the following list: Girls With Big Tits; Barbarians Wielding Axes, Covered in Blood; Aliens; Space Ships; Gangsters Getting Shot in the Face; Orcs; Giant Robots; and, of course, Postapocalyptic Wastelands.


Monday, March 29, 2010

3-D film

For more information on 3D film titles


A 3-D ("three-dimensional") film or S3D film[1] is a motion picture that enhances the illusion of depth perception. Derived from stereoscopic photography, a special motion picture camera is used to record the images as seen from two perspectives (or computer-generated imagery generates the two perspectives), and special projection hardware and/or eyewear are used to provide the illusion of depth when viewing the film. 3-D films are not limited to feature film theatrical releases; television broadcasts and direct-to-video films have also incorporated similar methods, primarily for marketing purposes.

3-D films have existed in some form since 1890, but until 2010 had been largely relegated to a niche in the motion picture industry because of the costly hardware and processes required to produce and display a 3-D film, and the lack of a standardized format for all segments of the entertainment business. Nonetheless, 3-D films were prominently featured in the 1950s in American cinema, and later experienced a worldwide resurgence in the 1980s and 90s driven by IMAX high-end theaters and Disney themed-venues. 3-D films became more and more successful throughout 2000-09, culminating in the unprecedented success of 3-D presentations of Avatar in December 2009, followed by the record-breaking opening of Tim Burton's Alice in Wonderland in March 2010.


History


The stereoscopic era of motion pictures began in the late 1890s when British film pioneer William Friese-Greene filed a patent for a 3-D movie process. In his patent, two films were projected side by side on screen. The viewer looked through a stereoscope to converge the two images. Because of the obtrusive mechanics behind this method, theatrical use was not practical.[13] Frederick Eugene Ives patented his stereo camera rig in 1900. The camera had two lenses coupled together 1 3/4 inches apart.[14]

On June 10, 1915, Edwin S. Porter and William E. Waddell presented tests to an audience at the Astor Theater in New York City. In red-green anaglyph, the audience was presented three reels of tests, which included rural scenes, test shots of Marie Doro, a segment of John Mason playing a number of passages from Jim the Penman (a film released by Famous Players-Lasky that year, but not in 3-D), Oriental dancers, and a reel of footage of Niagara Falls.[15] However, according to Adolph Zukor in his 1953 autobiography The Public Is Never Wrong: My 50 Years in the Motion Picture Industry, nothing was produced in this process after these tests.

Early systems of stereoscopic filmmaking (pre-1952)

The earliest confirmed 3-D film shown to a paying audience was The Power of Love, which premiered at the Ambassador Hotel Theater in Los Angeles on September 27, 1922.[16][17][18] The camera rig was a product of the film's producer, Harry K. Fairall, and cinematographer Robert F. Elder.[13] It was projected dual-strip in the red/green anaglyph format, making it both the earliest known film that utilized dual strip projection and the earliest known film in which anaglyph glasses were used.[19] Whether Fairall used colored filters on the projection ports or whether he used tinted prints is unknown. After a preview for exhibitors and press in New York City, the film dropped out of sight, apparently not booked by exhibitors, and is now considered lost.

Early in December 1922, William Van Doren Kelley, inventor of the Prizma color system, cashed in on the growing interest in 3-D films started by Fairall's demonstration and shot footage with a camera system of his own design. Kelley then struck a deal with Samuel "Roxy" Rothafel to premiere the first in his series of "Plasticon" shorts entitled Movies of the Future at the Rivoli Theater in New York City .[20]

Kelley, who was an early producer of color films, used Prizma to print his anaglyph films. In early 1923, he shopped around a second Plasticon entitled Through the Trees - Washington D.C., shot by William T. Crespinel, which consisted of stereoscopic views of Washington, D.C., but found no buyers.[20]

A detail from an article about the Teleview system, created by Hammond and Cassidy. Only one feature was ever produced with the system.

Also in December 1922, Laurens Hammond (later inventor of the Hammond organ) and William F. Cassidy unveiled their Teleview system. Teleview was the earliest alternate-frame sequencing form of film projection. Through the use of two interlocked projectors, alternating left/right frames were projected one after another in rapid succession. Synchronized viewers attached to the arm-rests of the seats in the theater open and closed at the same time, and took advantage of the viewer's persistence of vision, thereby creating a true stereoscopic image. The only theater known to have installed this system was the Selwyn Theater in New York. Only one show was ever produced for the system, a groups of shorts and the only Teleview feature The Man From M.A.R.S. (later re-released as Radio-Mania) on December 27, 1922 in New York City.[21]

In 1923, Frederick Eugene Ives and Jacob Leventhal began releasing their first stereoscopic shorts made over a three-year period. The first film entitled, Plastigrams, which was distributed nationally by Educational Pictures in the red/blue anaglyph format. Ives and Leventhal then went on to produce the following stereoscopic shorts in the "Stereoscopiks Series" for Pathé Films in 1925: Zowie (April 10), Luna-cy (May 18), The Run-Away Taxi (December 17) and Ouch (December 17).[22]

The late 1920s to early 1930s saw little to no interest in stereoscopic pictures, largely due to the Great Depression. In Paris, Louis Lumiere shot footage with his stereoscopic camera in September 1933. The following year, in March 1934, he premiered his remake of his 1895 film L'Arrivée du Train, this time in anaglyphic 3-D, at a meeting of the French Academy of Science.[23]

In 1936, Leventhal and John Norling were hired based on their test footage to film MGM's Audioscopiks series. The prints were by Technicolor in the red/green anaglyph format, and were narrated by Pete Smith. The first film, Audioscopiks, premiered January 11, 1936 and The New Audioscopiks premiered January 15, 1938. Audioscopiks was nominated for the Academy Award in the category Best Short Subject, Novelty in 1936.

3-D film


A 3-D ("three-dimensional") film or S3D film[1] is a motion picture that enhances the illusion of depth perception. Derived from stereoscopic photography, a special motion picture camera is used to record the images as seen from two perspectives (or computer-generated imagery generates the two perspectives), and special projection hardware and/or eyewear are used to provide the illusion of depth when viewing the film. 3-D films are not limited to feature film theatrical releases; television broadcasts and direct-to-video films have also incorporated similar methods, primarily for marketing purposes.

3-D films have existed in some form since 1890, but until 2010 had been largely relegated to a niche in the motion picture industry because of the costly hardware and processes required to produce and display a 3-D film, and the lack of a standardized format for all segments of the entertainment business. Nonetheless, 3-D films were prominently featured in the 1950s in American cinema, and later experienced a worldwide resurgence in the 1980s and 90s driven by IMAX high-end theaters and Disney themed-venues. 3-D films became more and more successful throughout 2000-09, culminating in the unprecedented success of 3-D presentations of Avatar in December 2009, followed by the record-breaking opening of Tim Burton's Alice in Wonderland in March 2010.

Stereoscopic motion pictures can be produced through a variety of different methods. Over the years the popularity of various systems being widely employed in movie theaters has waxed and waned. Though anaglyph (see next section) was sometimes used prior to 1948, during the early "Golden Era" of 3-D cinematography of the 1950s the polarization system was used for every single feature length movie in the United states, and all but one short film[2]. In the 21st century, polarization 3-D systems have continued to dominate the scene, though during the 60s and 70s some classic films which were converted to anaglyph for theaters not equipped for polarization, and were even shown in 3D on TV[3]. In the years following the 90s, some movies were made with short segments in anaglyph 3D. Following are some of the technical details and methodologies employed in some of the more notable 3-D movie systems that have been developed:



Thursday, March 25, 2010

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Wednesday, March 24, 2010

The Magic of Cinema

The Magic of Cinema is a pre-feature advertainment short that introduces the cinema viewers to their feature movie. It is sponsored by the cinema theater and a few other premium sponsors and conveys important pre-feature messages such as “switch off your mobiles”, “do not disturb”, and “enjoy the movie”. The Magic of Cinema shows after the in-theater advertisement and just before the movie starts.
The Magic of Cinema shows that what happens behind the scenes when you go to the movies. This magic story is told using highly detailed visuals that combine fantasy settings and characters, a simple storyline, and an amusing audio track with reminiscences of several motion pictures.
Created entirely by Animalada, this short was rendered in full cinemascope 35 mmand features a Dolby 5.1 sound track. 3.600 frames of CGI animation in 2K resolution, and more than 140 audio tracks of magic were needed for this short

Passatempo

Animalada animated Nestle's Passatempo Gang helping a group of kids finishing their science project. The original characters' models and textures were improved to create several ads where the animated characters interacted with live actors shot on 35 mm footage.