Tuesday, January 26, 2010

Project Planning

in Creature Modeling for Film Production

So far I have worked with planning the project; I have searched references and inspirations, done a time schedule, worked on a research document and I’ve tried to get all my ideas on paper.
It takes a bit of time for me to understand the new system, of this blog, so I haven’t had any success in posting anything on this blog yet. I will give it a try tomorrow, so my project plan, time plan and research document will hopefully be available then.
To be continued! /Evelina

Posted by Evelina Kolovou on 01/26 at 02:06 AM
Creature Modeling for Film Production • Add comments (1)

week 1

in Modeling for game engine

I have done some research this week and finished the project plan for milestone 1

Posted by Magnus Jansson on 01/26 at 12:19 AM
Modeling for game engine • Add comments (0)

Monday, January 25, 2010

OpenCL Particle System: week 1

in OpenCL Particle System

The past week has mainly been about researching and collecting information, both about OpenCL and GPGPU-programming in general. As a part of this, the first version of the project plan has been completed.

As the research shown so far, writing programs which are executed on the GPU differs significantly from more traditional programming (yet, nothing else was ever expected). I’ve found a couple of documents which should be enough to get started.

The next step, in line with the time schedule, is to set-up a visual studio project, configure dependencies, and make some small experiments and demos with OpenCL.

Posted by Jonas Johansson on 01/25 at 09:48 PM
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Character Creation for G/C - Progress Week 1

in Character Creation for Game / Cinematic

Project Idea
I wanted to do characters that have animation friendly topology, for both games and in game cinematic. Game player as I am, I think it’s a great Idea.
I am going to do two characters that have two different way of modeling them. It is a human and a robot. With the human character will I use sculpting software, Maya and Photoshop. With the robot character I only use Maya and Photoshop.

Research
Find out that Second World War 2 and Steam punk mix will do great to my characters. Then I did some research on several styles that I want to implement, as reference material for my concept art and some material reference to get right feeling.
I will do more thoroughgoing research for materials when texture phase comes, to get so realistic as possible.

Concept
Here have I done some concept on first character (human - female) and some parts that I think can be good to know in an early stage. Most of these concepts are based on these reference pictures I got under my research.

Possible Problems / Solution
A possible problem I know for now is my second character (mechanic robot) can have some issues to apply with the default rig in Unreal. Maybe I need to solve this issue by making a new rig to my character. Then the animation possible won’t be in same quality standard as the Unreal’s default human animation.  It is because my project doesn’t include animation part.

What to do next friday:
• I will start to do a fast concept sculpting (3d) on my first character.
• Re – topology the scuplting.
• Concept on the second character.


Posted by Mattias Eriksson on 01/25 at 10:32 PM
Character Creation for Game / Cinematic • Add comments (1)

Bodybuilder progress report

in Character modeling and texturing


the first week I´ve been searching reference material, modeled and rigged a basemesh and started posing it(see milestone1 powerpoint for more info).started sculpting a bit on a pose today so ill post that too..

Posted by Joaquin Karlsen Gutierrez on 01/25 at 07:10 PM
Character modeling and texturing • Add comments (0)

Milestone1

in Shading for Real-time Applications

Today the first milestone of the project was presented and the project plan is uploaded for display. I will probably make a couple of updates to the project plan as I’m implementing the prototype this week.
A better version of the research document will come up today or tomorrow as well as some detailed description in the blogs about field.
Most of the work this week will be to implement a Small CLR application that runs the Nebula3 engine to render a simple scene.

My first approach to achieve this will be to try and extract a frame and draw it onto an CLR Panel. The performance might take a hit with this solution but it should be an easy way to make it work.
The second approach is to make the Nebula3 engine run in it’s own process owned window and the CLR controls in another and use an DLL to communicate between them. This solution is much like the idea I had on implementing the final product but might be a lot of work for a prototype. If this happens I might need to move more of the shader programming into milestone 3 instead.

A final approach is to split up in processes like approach 2 but use an TCP/IP communication instead of an DLL. It has it’s benefits but from a tool development point of view
it doesn’t give as much windows programming experience as I would like.

So I have a couple of ways to go with this and will try them in the above order. How ever, if the first approach doesn’t have an quick solution I will go with number 2.

Posted by Niclas Hellgren on 01/25 at 04:07 PM
Shading for Real-time Applications • Add comments (0)

First week

in Game Demo Environment Design

First week of the project is over. I have completed the first version of my project plan, done some research and started some basic planning of the level.

This week I will be doing a lot of tests in nebula to see what is possible to do and what’s not.

Posted by Mathias Berg on 01/25 at 03:40 PM
Game Demo • Environment Design • Add comments (0)

First Week

in Framework for Game Engine Tools

Today’s the day for the first milestone and I’m done with the first version of my project plan and research.

My overall plan for the second milestone is that I’ll embed Nebula 3 viewer into a C# application and handle the communication between them using XML via tcp/ip. For the third and final milestone I’ll implement the actual level editor framework, I’m going to ask Floh for specifications but if I don’t happen to get them for whatever reason I’ll list my own - in either case I’ll have the framework features defined and prioritized by the end of next week. I can probably get some inspiration from the world editors Hammer by Valve and Spark Editor by Unknown Worlds Entertainment, which released Natural Selection and is currently working on its sequel.

The next immediate step will be to prototype a embeddable N3 app, and then setting up the connection between the Nebula process and a C# based system.

Posted by Joel Marklund on 01/25 at 03:14 PM
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Concept stage complete

in Game Demo Character Modeling

Here is the concept I’ve been working on last week, it’s not perfect but since the design is a minor part of this project I think that’s fine, I want to focus as much of my time as possible on modeling and texturing. I will use this picture as an inspiration for my model and although the result should look like the concept there might be some slight changes regarding color or other minor details.



Posted by Anna Larsson on 01/25 at 03:06 PM
Game Demo • Character Modeling • Add comments (0)

Sunday, January 24, 2010

Project plan

in Animation friendly character rig with lip-sync

The first week of the project has ended and so far i am following my project plan.
Project Plan
My face basemesh is done and the rest of the character next week.

Posted by John Ahlborg on 01/24 at 08:00 PM
Animation friendly character rig with lip-sync • Add comments (0)

Peasant Village - Project Plan

in Peasant Village, Visual effects in live action

We are done with our Project Plan! Project plan link

We have been filming intensely for the last five days and we are finally satisfied with our shots. The next step is to edit the material. Two hours of footage must become around 90 seconds! When we’ve got our shots done (edited, TGA sequences, 720p) we’ll get started on the tracking process and then the previz.

Christoffer & Martin

Posted by Christoffer Lindvall on 01/24 at 07:34 PM
Peasant Village, Visual effects in live action • Add comments (1)

Project Plan

in 3D Portal Rendering

The first week of the project has ended and work has started on learning the new nebula 3 Device aswell as some research on the area of portal rendering.
The first version of the project plan has also been created and can be found here

In the comming week, the research on Nebula 3 and portals will continue as well as a sketchup of the portal-algorithm that will be created.

Posted by Martin Gudmundson on 01/24 at 05:19 PM
3D Portal Rendering • Add comments (0)
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