Here is my new portfolio piece, an exploration of nine samples of ancient marble. It is made with Substance Designer & Painter, Unreal Engine (using Lumen and Substrate), and Blender. Check it here, with a lot of renders, technical details, sources about marble and nodes: https://artstation.com/artwork/yDLynK
Just watched the Netflix adaptation of 3 Body Problem. Decent attempt, although it felt like they went through the game and revealed the “three-body” mystery a little fast (or did I just binge too fast? 🤔).
I really wish SF shows would get the incredibly easy basics right, though.
In the first episode, two people are looking at the stars from a location somewhere in England (University of Oxford campus?). Something very strange happens with the stars, but before that happens, something even stranger is going on. The stars in the sky depicted show the entire constellation of Scorpius, which is not possible in the British Isles. If you were at the southernmost tip of England, the circled star would just peek above the southern horizon. To see the stars as depicted, you would have to be much farther south (say, at the latitude of a CGI firm in Los Angeles? 😉).
I imagine most people wouldn't notice, but if you are at all familiar with the sky, these things jump out at you. It would be like the prop people not knowing who to put on the dollar bill and just going with Mr. Bean.
"We seek an Animator to design and deliver courses to our students and contribute to research within related topics. Candidates applying for the position of Animator should have a broad skillset in digital art software and experience within animation, VFX or games."
While performing research on the Web today, I spotted this great page of presentations from #SIGGRAPH '23. Since #ACM is opening up its content for public access, all of the presentations on this page can be viewed & downloaded for free! 🥳🎈
I reviewed each course, and I must say, this is the most comprehensive set of topics I've seen in a while - most have matured and are now being commercialized
In 1968, Soviet scientists created one of the earliest known “realistic” computer animations: a ream of printed papers featuring an animated walking cat!
Just found out that this spoopy image is from FromSoftware’s first game, King’s Field (1994). So a distant precursor to Elden Ring. Mind-boggling! #cgi
1984, January 24th., Steve Jobs presented the first Macintosh Computer. We are glad to share our MAC POP Art, in tribute, in this Fediverse, to celebrate the 40th anniversary of that milestone with You, today.
Also, over a week ago the Academy announced the Scientific and Technical (SciTech) awards. Lots of #VFX, #CGI and #animation related ones: OpenVDB, Alembic, Marvelous Designer and USD. Cool that many of the people you see and hear at #SIGGRAPH are represented here. Other awards include different laser projection systems, Dolby Atmos and systems used in stunt work. Congrats to all the winners. #movies#AcademyAwards
I wish #Lightwave3D and Andrew Bishop a fantastic 2024, I still have big book where I've learned very much on 3D, without that book and Lightwave I would never have been able to make some things, the logo below was made 23 years ago, was an other geological era of #CGI#VFX
A tip for those who render MoI 3D scenes in Blender…
MoI allows export of styles as vertex colors when using the FBX format. This can be enabled in MoI.ini by setting:
[FBX Export]
WriteVertexColors=y
Once imported in Blender, remesh objects with sufficient detail in Sculpt Mode, with Preserve Attributes checked, then use Color Filter tool ➔ Smooth to smooth vertex paint borders.