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Survey for DigitalVision

Posted: 09 Mar 2010 11:38 AM PST


Please take a few moments to answer this brief, 8 question survey about your experience at the event. Your feedback will be used to help Them improve the program and virtual event model for DigitalVision 2010 Summer, scheduled for June 23

Here you go!


Related links:

zoomerang.com


Unity Technologies Unveils Third Generation of Its Powerful Development Platform

Posted: 09 Mar 2010 08:43 AM PST


SAN FRANCISCO, CA - March 8, 2010 Unity Technologies, the provider of the market-leading Unity development platform for 3D interactive content on the Web, PC, Mac, Wii™ and iPhone, introduced today Unity 3.0, the newest release of its platform that will be showcased at the Game Developers Conference (GDC) this week. In addition, Unity Technologies announced today that it will expand its list of supported platforms to include Android, iPad and PlayStation 3. With Xbox® 360 support announced at Unite 2009, today's announcement expands upon Unity's "Author Once, Deploy Anywhere" vision to include all major consoles and the two fastest growing platforms in the mobile space.

"Since our first version in 2005, Unity Technologies has been focused on the democratization of interactive 3D and delivering an impressive list of technological advances making it the technology of choice for more than 100,000 developers today," said David Helgason, CEO of Unity Technologies. "We have been driven by innovation and a desire to always offer the best capabilities to developers. Unity 3.0 is built on that same promise and allows our customers to further expand the reach of their games to new platforms and audiences."
New and Enhanced Features in Unity 3.0

Among a host of updates in this release are major updates to Unity's rendering capabilities, its physics features and significant optimizations to its core systems to make targeting multiple platforms easier than ever for developers. For improved performance and fidelity in its rendering, Unity now includes fully integrated licensed technology from Illuminate Labs and Umbra Software. Used in games such as the highly regarded Mirror's Edge, Illuminate Lab's Beast lighting software provides Unity developers with a complete global illumination solution for photorealistic scene lighting. Ensuring exceptional performance for games with large, open scenes and complex geometry, Umbra's occlusion culling software is also fully integrated in Unity 3.0. Both Umbra and Beast are included in Unity Pro at no additional cost.

"Using Unity is such an enjoyable experience that it's sometimes easy to forget what a powerful tool it has become," said Mauricio Longoni, Development and Technology Director at Aquiris. "The team here has been banging on early builds of the new Unity Pro 3.0, and we're very impressed by the early stability and polish of pre-release builds amidst the massive changes and improvements."

Unity Technologies' iPhone product, Unity iPhone, is also getting a number of major improvements for version 3.0 including streaming audio support for smaller build size, Bluetooth multiplayer support, faster in-game GUIs and a very fast 2D sprite engine as well as numerous performance improvements to provide faster frame rates.




New Platform Support



Unity Technologies, which has the most widely licensed engine for iPhone and iPod touch development, has announced support for the new Apple iPad. Game developers and content creators are paying serious attention to this new device and appear excited by its potential.

Unity for Android is the first non-Apple handset to be added to the Unity family allowing developers to reach new audiences on mobile devices. With these combined platforms, Unity developers will be in a position to reach the growing 75 million iPhone / iPod Touch devices as well as the 60,000 Android devices now shipping daily.

"The challenge and opportunity for developers today is ubiquity," said Richard Hilleman, Chief Creative Director at Electronic Arts during his keynote at Unite 2009. "People playing games today want their entertainment on demand and portable, so reaching them on multiple devices and offering experiences that fit their lifestyle is key."

With long-standing support for the Wii and recently announced support for the Xbox 360, today's announcement from Unity Technologies that it will support PlayStation 3 unlocks an additional install base of more than 33 million consoles to Unity developers and completes the company's support for the current generation of consoles.

Offering a single authoring environment for all of its currently supported platforms, Unity offers developers a chance to target a broader install base than any other game engine today.

Pricing and Availability

For version 3.0, Unity Technologies has kept Unity, its entry level product, free for commercial use. Its premier product, Unity Pro, will retain its current price of $1500 per developer seat. Current Unity Pro owners will be able to upgrade to version 3.x for $750.

A final release date is planned for this Summer. Developers can gain first access to beta builds of version 3.0 prior to the final release by pre-ordering Unity Pro 3.0 from the Unity Website at www.unity3d.com. Pre-order customers will also get their Unity Pro 3.x licenses at a substantial discount: $1200 per seat for new licensees and $500 per seat for 2.x upgrades.

Also seeing significant general and platform-specific improvements, Unity iPhone and Unity iPhone Pro will be available for pre-order immediately at similar discounts: $300 per seat for new licensees of Unity iPhone ($100 per seat for 1.x upgrades) and $1200 per seat for new licensees of Unity iPhone Pro ($500 per seat for 1.x upgrades).

To get the current version of the free feature-packed Unity to create games and interactive visualizations for the Web, PC and Mac or to get a free 30 day evaluation of Unity Pro or Unity iPhone, go to http://unity3d.com/unity/download/.

To see where people are taking Unity, go to: http://unity3d.com/gallery/game-list/.

About GDC

GDC is the world's largest professionals-only game industry event taking place March 9-13, 2010 in San Francisco. GDC is the essential forum for learning, inspiration and networking for the creators of computer, console, handheld, mobile and online games. GDC attracts more than 17,000 attendees and is the primary forum where programmers, artists, producers, game designers, audio professionals, business decision-makers and others involved in the development of interactive games gather to exchange ideas and shape the future of the industry.

Unity Technologies is the Gold Sponsor of the Independent Games Festival and the Platinum Sponsor of the iPhone Summit at GDC 2010 and will be showcasing Unity 3.0 at its booth #1112. Unity Technologies CEO David Helgason is on the GamesBeat Disruptive Innovation panel on Wednesday, March 10th at 2:15pm. For more information, visit www.gdconf.com.

About Unity Technologies

Unity Technologies is revolutionizing the game development industry and was named one of the top five game companies of 2009 after just four years on the market. Today Unity Technologies has more than 100,000 registered users worldwide - including leading companies like Cartoon Network, Electronic Arts, LEGO and NASA, large and small studios, independent professionals, students and hobbyists - using the Unity platform to develop high performance interactive 3D content for the Web, mobile and console. Unity Technologies is one of the fastest growing software companies and is aggressively innovating to expand usability, power and platform reach so that it can deliver on its vision of democratizing interactive 3D technology. Unity Technologies is headquartered in San Francisco and has development offices worldwide. For more information, visit unity3d.com.


Related links:

unity3d.com


Introducing Substance Redux

Posted: 09 Mar 2010 08:11 AM PST


The longer the initial download is, the smaller the potential client base is. Substance Redux is an automatic texture compression tool that helps you divide the size of your dds dxt by 2 for faster digital distribution.

It doesn't require any specific skills (no authoring process) and compressing a texture might take a few minutes at most.

Substance Redux allows to:
  • Reduce the size of bitmap textures stored in the downloadable client by about 50% (compared to dds dxt)
  • Without noticeable loss of quality ingame
  • Without any impact on ingame performances

Who shall be interested in Substance Redux?

Online game publishers Your game has already been released or is in beta and the downloadable client size is an issue. You are losing too many potential players because the download is too big and your bandwidth costs are surging.
Online game developers You are already in an advanced stage of development and your client size is getting too big for your target market.
3D engine providers You want to provide your licensees and prospects with the most powerful compression tool available on the market.

As textures represent on average 50% of your downloadable installer, solve the problem at the source: try Substance Redux and dramatically reduce your downloadable client size in no time!

"We chose Allegorithmic's technology because we wanted to offer games with great graphics within the shortest download time possible. the game's file size can eventually be reduced by 50%, enabling us to offer our customers a free online gaming experience that features rich content and colorful environments, which can be downloaded in just a few minutes."
Mickaƫl Ivorra,
Head of Business Development, GOA.

"By partnering with Allegorithmic, Stray Bullet Games has leveraged a truly disruptive technology. Textures sizes for our game are being reduced orders of magnitude. In our business, download size can directly equate to money. With the reduced texture footprint, we can deliver more for less without sacrificing quality. It's a win-win."
Mark Nausha,
CEO, Stray Bullet Games.

How is Substance Redux working?

Substance Redux is using 4 in-house pieces of technology built in a way to provide a full compression pipeline:
  • Detailed texture map analysis and optimal compression scheme
  • Use of custom automatic filters from Substance technology to put away potential artefacts and improve quality
  • Ultra fast inhouse DXT compression at runtime
  • Plugins for UE3 and Gamebryo

The Allegorithmic Team will provide all evaluators with a professional support of Substance Redux.

Availibility

Substance Redux will be available as a standalone application and as a module included in Substance Air. It will be available for evaluation in April 2010 so stay tuned and feel free to contact Them if you are interested in doing a free test on your own textures.


Related links:

allegorithmic.com


Sony unveils 3DTV release dates and pricing for Japan

Posted: 09 Mar 2010 08:06 AM PST



According to Sony Japan , en.akihabaranews.com and Engadget Sony has revealed pricing and shipping information for its new televisions and related accessories in Japan. The new sets share that sweet/ominous monolithic style of the already available NX800 series (also announced today in Japan, along with fellow 2D-only HX700 LCD and DVR-packing BX30H televisions,) with the edge-lit LED LX900 bringing the entire 3D package.
With IR emitter built in and two pairs of RealD active shutter glasses, all you'll need to add is a source to the 60-, 51-, 46- and 40-inch models, ranging in price from ¥580,000 ($6,444) to ¥290,000 ($3,222.) Even if the TDG-BR100 / TDG-BR50 3D glasses (also available as an accessory for ¥12,000 ($133) or so) aren't on your face this WiFi-connected abyss of entertainment will look back into you, using face tracking to detect if someone is sitting too close and warn them to move back, as well as dimming and eventually turning off the screen if you leave the room or simply looked away from the TV for an extended period.

Want to get the full 3D effect with the LED backlit HX900 and edge-lit HX800? Expect to purchase the glasses and TMR-BR100 IR emitter (¥5,000 or $55) separately, or just live a 2D lifestyle and know the 3D is there if you ever want to upgrade. Feel free to wander through Sony Japan's machine-translated website for more specs and prices of these June & July scheduled displays or alternatively, wait a little while, enjoy the trailer embedded after the break, and we should get some find out U.S.-specific details soon that will likely be considerably easier on the wallet.




The NX800 and LX900 series boast built in wireless LAN for access to various internet-based on-demand services such as Youtube. The other models feature wired LAN and can be wireless LAN enabled with the optional UWA-BR100 USB wireless adapter.

Sony also announced that their new 3D HDTV sets will be cheaper than those offered by Panasonic in Japan. This will be welcome news to Japan-based consumers disappointed by Panasonic's decision to offer their sets nearly 50% cheaper in the US market!

Three sets of 3D glasses will be available at launch in grey, blue and pink.

With great features, a stunning design, awesome performance and a price lower than their Panasonic rivals…if you're looking to buy a 3D HDTV, Sony may have just made your day. Your move Panasonic…

LX900 series (60", 52", 46", 40"):
•LED backlit full 3D HDTV
•Two sets of 3D glasses included
•Face recognition with "Intelligent People Sensor"
•Monolithic design
•Wireless network connection
•FeliCa easy remote control

HX900 series (52", 46"):
•LED backlit full 3D HDTV
•Intelligent MPEG noise reduction
•Monolithic design
•FeliCa easy remote control

HX800 series (46", 40"):
•LED backlit full 3D HDTV
•Monolithic design

NX800 series (46", 40"):
•LED backlit full HDTV
•Wireless network connection
•Monolithic design
•FeliCa easy remote control

HX700 Series (46", 40"):
•Motion Flow 240Hz technology
Related links:

engadget.com
en.akihabaranews.com


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GPU rendering with AAA Studio's FurryBall for Maya

Posted: 09 Mar 2010 06:56 AM PST


Sergio Rosa talks about FurryBall for Maya

"Art And Animation Studio (AAA Studio) has developed FurryBall, a GPU-based solution that works directly in Maya, aiming to save you the extra work needed to send your assets to a different rendering environment (which is the case of MachStudio Pro, for example). The idea is to offer an end-to-end solution by combining the power of Maya software and FurryBall.

FurryBall is not a render engine like Mentalray or Renderman for Maya. It's more of a viewport renderer that outputs rendered frames at the user's request. This is the first step in the paradigm shift I mentioned, as you don't set up your scene and hit the render button in Maya. Every change you make shows up in the FurryBall viewport and what you see is what you get."


Read full article here!

Related links:

renderosity.com


GTools ImageTracer Script v1.01

Posted: 09 Mar 2010 06:50 AM PST


The script takes an image and creates a spline representing the contour of the black pixel areas.
The image must be black and white, if its not it will get convert it to black and white.
You have control on the image resolution and the threshold value.
Once the image is traced you can smooth and optimize the resulting spline
Changes for v1.01 are:
- You can now optimize and smooth shapes with more then one spline

Demostration:



GTools ImageTracer is available for Max 9 to 2010 .


Download Here


Related links:

maxplugins.de
evvisual.com


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Making Of Bedroom Concept

Posted: 09 Mar 2010 06:43 AM PST


Alfa Smyrna will show us how to create the Bed room Interior rendering from the concept


Check it out!

Related links:

evermotion.org


Tripwire Interactive Utilizes Luxology's modo 401 for Upcoming Game Red Orchestra: Heroes of Stalingrad

Posted: 09 Mar 2010 08:26 AM PST


Innovative 3D Software modo Delivers High-quality Modeling, Baking and UV Techniques for Creating Characters and Weapons

MOUNTAIN VIEW, Calif. - March 8, 2010 - Award-winning game development company, Tripwire Interactive, once again pulls together the best talent and technology to create its newest game by using Luxology®'s modern 3D modeling, painting and rendering application, modo®, within the company's development pipeline. modo is currently being used by Tripwire Interactive to design the highly realistic characters and weapons prominently featured in the action-packed release of its upcoming game, Red Orchestra: Heroes of Stalingrad. Coming soon, Red Orchestra: Heroes of Stalingrad is the highly anticipated sequel to the popular original Red Orchestra: Ostfront 41-45, which launched in 2006.

Red Orchestra: Heroes of Stalingrad is a first-person, multi-player PC game built on Epic Games' Unreal Engine 3. Focusing on the Battle of Stalingrad, the game allows players to re-enact World War II as a first-person shooter, delivering an extremely realistic in-game experience due to modo's modeling, UVing and baking toolset.

"modo has proven to be essential in our art pipeline; its grid snapping and alignment tools are very handy in blocking out levels and creating modular pieces for the in-game environment," says David Hensley, art director at Tripwire Interactive. "The end result was that we were able to create a game that was feature-rich and visually compelling. I can't imagine life making video games without modo on my computer."

modo, which easily combines with other off-the-shelf software applications such as ZBrush, 3ds Max and Photoshop, gives artists the ability to enhance their workflow through the software's integrated modeling and sculpting tools. These tools helped Hensley and his team at Tripwire Interactive to quickly accelerate the creation of character meshes, weapons and environment art.

Luxology will be demonstrating artwork and assets from Red Orchestra: Heroes of Stalingrad at the Game Developers Conference, March 9-13, in the Intel booth, #1212. For more information about the game or any other Tripwire Interactive projects, please visit:http://www.tripwireinteractive.com/.



About Luxology
Based in Mountain View, Calif., Luxology® LLC is an independent technology company developing next-generation 3D content creation software that enhances productivity via artist-friendly tools powered by a modern underlying architecture called Nexus®. Founded in 2002 by Allen Hastings, Stuart Ferguson and Brad Peebler, Luxology is home to some of the top 3D engineering expertise in the industry. More information on the company, its licensable Nexus technology, its flagship product modo® and a gallery of artists' images from the active modo community is available online at www.luxology.com.



About Tripwire Interactive
Based in Roswell, Ga., Tripwire Interactive is an entertainment software developer and publisher founded in 2005 by the award-winning mod team and winners of the "$1,000,000 Make Something Unreal" competition. Released in early 2006, Tripwire Interactive's debut retail title Red Orchestra: Ostfront 41-45 has achieved both critical and commercial success garnering several awards including "Multiplayer Game of the Year" and "FPS of the Year" for 2006. With Red Orchestra ranking as one of the most played PC Multiplayer games in the world and 450,000 units sold on PC, Tripwire Interactive have proven that with hard work, determination, and great distribution partners, independent game developers can still make a big splash in the games industry. Killing Floor, Tripwire's second title, jumped straight to the top of the Steam best-seller list and instantly became one of the top-ten most played FPS games in the world. For more information visit Tripwire Interactive's Web site at www.tripwireinteractive.com.





Related links:

tripwireinteractive.com
luxology.com


Photoshop Tutorial : Dazzling Dance Photo Manipulation

Posted: 09 Mar 2010 03:04 AM PST


In this detailed and lengthy Photoshop tutorial, you will learn how to combine photos and add special effects to turn a normal photograph into a stunning artwork. You will also learn several tricks to reduce your Photoshop document file size and number of layers and layer styles.

Final Results:

(Click to image to go to the tutorial)









Related links:

photoshoptutorials.ws


After Effect Tutorial: 3D Ball Dispersion

Posted: 08 Mar 2010 10:21 PM PST


In this tutorial we will learn a technique to offset the animation of the CC Ball Action effect to create a cool transition. This effect uses only built-in plug-in and offers creative flexibility for a variety of looks. The project file also includes a script for offsetting the layers by 1 frame to make the process easier. The tutorial is about 25 minutes but the time will fly by!


Watch Tutorial

New Sample Video with Ideas

Original video source (disperse_sample_web.mov)


Related links:

www.videocopilot.net


This posting includes an audio/video/photo media file: Download Now

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