| Thursday 27 June |
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| Time |
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Room 1 |
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Room 2 |
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Room 5 |
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Room 6 |
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Room 8 |
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| 10.00 - 11.00 |
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MO: Artur LeaoArt & Tech of EVE Online: An overview on the role of the Tech-Art team, methods, tools and techniques used to assure an efficient pipeline. A look into the Art of EVE Online, some of the concepts and processes of creating a universe. How do we create the assets, how does an asset get into the game? Get to know how the CCP Art department handles this questions on a day-to-day basis. |
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MO: Dave and MattFrom big to small, from head to toes: We will be taking you through our approach (the ups and downs) of two contrasting project – a small scale residential project and a large scale commercial project”So we will essentially be showcasing the Neighbourhoods workflow on two recent projects, from concept to completion. With some added extras on techniques/tools we’ve used such as GrowFX and Long-Exposure Backplate Photography. |
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IP: JP van GastelSmoke for CG artists: This session will be about Autodesk Smoke for CG Production Pipelines based on a 3ds Max dataset. During this sessies you will get a in depth look at the combined Non-Linear Editing and compositing paradigm in Autodesk Smoke. You will learn about features and workflows for ingesting and working with CG render passes and file formats such as floating-point OpenEXR. In addition to working with footage shot in the real world, the session will look at how Autodesk Smoke helps 3D artists looking to combine traditional Non-Linear Editing and visual effects compositing in one application. The new ConnectFX schematic view will be introduced, showing you how post-processing, depth-of-field, motion blur and other stylized look development/treatments can be used on typical CG projects. |
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MC: Paul NealeFacial Setup and Rigging: This class will focus on setting up and rigging facial systems for cartoony characters. Creation of blendable morph targets will be explored as well as how to mix bones and morphing together into a flexible system. Creation of animation friendly control systems will be created with a discussion on creating savable poses using scripted tools. Squash and stretch as well as non spherical eyes will be explored with other tips and tricks for speeding up and expanding on facial systems. |
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MC: Michele BousquetPhysics for Animators, Quick and Dirty: If you know how to set keyframes, you can do physics-based animation. In this class, we break down the essential laws of physics into simple techniques for keyframing your own wrecking balls, water splashes, rolling waves, and shockwave explosions. Skip the endless parameters and long wait times of physics simulators, and use these quick-and-dirty methods instead to control your own motion. |
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| 11.20 - 12.20 |
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MO: Nigel & Robin (Burrows CGI)From concept to reality: A look at how we turn ideas into visuals and storyboards through to producing award winning photorealistic imagery. An insight into the expertise and tools we use to make it possible. |
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IP: Hristo VelevCar Stunt mayhem(Part 1): In this presentation, Hristo Velev throws some workflows that tackle dynamic, direct car stunt craziness. Spins, crashes, flying bodywork, mangled metal and shattered windshields ! Cars will be rigged in Thinking Particles, with controls to throw them around, break pieces off, and embelish. Deformation of the bodywork will be set up with TP/Genome combo. We'll add a glass shatering syste that allows glass edges to follow bending geometry. Finally, the whole thing will be wrapped up in a pipeline friendly Xmesh package. |
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IP: Alex HorstMax and Mudbox, visible and unvisible new stuff!:Get to know which recent improvements were made to 3ds Max and Mudbox 2014. New tools for crowd generation, particle animation, and perspective matching, as well as new retopology workflows, will help you creating your animations and designs in less time. You will be given Tips & Tricks on how to utilize new functionalities, as well as receiving an overview on the changes under the hood and some recent technology updates. |
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IP: Ted BoardmanRigging: In this session we’ll have a look at some rigging scenarios that you can possibly apply to your day-to-day production. You’ll learn to apply restrictions to sliding joints to create controllable telescoping effects, for example hydraulic pistons or sliding doors. You’ll also learn to rig a streetcar (tram) as it negotiates curves for a convincing, and easy to animate, motion. There will also be a segment on an introduction to CAT for architects to create a basic walk cycle. |
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MO: David and UweNew Year's Eve in Dubai: In this session, Dave and Uwe will be showing how a core team of three people managed to put together a 5 minute film in just over three weeks for the Dubai New Year's Eve pitch last year. This was a very large-scale event, pitched against some of the biggest agencies and production companies worldwide, but Congaz were able to win the pitch helped by some great creative work, their WYSIWYG approach and a clever mix of 3D and compositing. The discussion will cover overall production as well as some of the lessons learned during the few intensive weeks. |
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| 12.20 - 13.30 |
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Lunch/networking break |
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| 13.30 - 14.30 |
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MO: Artur LeaoArt & Tech of EVE Online: An overview on the role of the Tech-Art team, methods, tools and techniques used to assure an efficient pipeline. A look into the Art of EVE Online, some of the concepts and processes of creating a universe. How do we create the assets, how does an asset get into the game? Get to know how the CCP Art department handles this questions on a day-to-day basis. |
|
MO: Dave and MattFrom big to small, from head to toes: We will be taking you through our approach (the ups and downs) of two contrasting project – a small scale residential project and a large scale commercial project”So we will essentially be showcasing the Neighbourhoods workflow on two recent projects, from concept to completion. With some added extras on techniques/tools we’ve used such as GrowFX and Long-Exposure Backplate Photography. |
|
IP: JP van GastelSmoke for CG artists: This session will be about Autodesk Smoke for CG Production Pipelines based on a 3ds Max dataset. During this sessies you will get a in depth look at the combined Non-Linear Editing and compositing paradigm in Autodesk Smoke. You will learn about features and workflows for ingesting and working with CG render passes and file formats such as floating-point OpenEXR. In addition to working with footage shot in the real world, the session will look at how Autodesk Smoke helps 3D artists looking to combine traditional Non-Linear Editing and visual effects compositing in one application. The new ConnectFX schematic view will be introduced, showing you how post-processing, depth-of-field, motion blur and other stylized look development/treatments can be used on typical CG projects. |
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IP: Jasper Brekelmans101 Creative uses of the Kinect: In this talk we'll dive deep into the Microsoft Kinect sensor, exploring how it works and why it's a such a special little device.We'll look at using it for 3D scanning, 4D pointcloud acquisition, markerless body and facial motion capture. With live demonstrations and comparisons to highend more expensive techniques and equipment. Rounding up with an indepth look at how "Virtual Joep" was created. |
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MO: David and UweNew Year's Eve in Dubai: In this session, Dave and Uwe will be showing how a core team of three people managed to put together a 5 minute film in just over three weeks for the Dubai New Year's Eve pitch last year. This was a very large-scale event, pitched against some of the biggest agencies and production companies worldwide, but Congaz were able to win the pitch helped by some great creative work, their WYSIWYG approach and a clever mix of 3D and compositing. The discussion will cover overall production as well as some of the lessons learned during the few intensive weeks. |
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| 14.50 - 15.50 |
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MC: VladoV-Ray of course !: "Vlado will be on hand to share some of the latest developments and new technology in the upcoming major release – V-Ray 3.0. Stop in to ask him any questions, offer your suggestions, or just share a pint." |
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IP: Hristo VelevCar Stunt mayhem(Part 2): In this presentation, Hristo Velev throws some workflows that tackle dynamic, direct car stunt craziness. Spins, crashes, flying bodywork, mangled metal and shattered windshields ! Cars will be rigged in Thinking Particles, with controls to throw them around, break pieces off, and embelish. Deformation of the bodywork will be set up with TP/Genome combo. We'll add a glass shatering syste that allows glass edges to follow bending geometry. Finally, the whole thing will be wrapped up in a pipeline friendly Xmesh package. |
|
IP: Alex HorstMax and Mudbox, visible and unvisible new stuff!:Get to know which recent improvements were made to 3ds Max and Mudbox 2014. New tools for crowd generation, particle animation, and perspective matching, as well as new retopology workflows, will help you creating your animations and designs in less time. You will be given Tips & Tricks on how to utilize new functionalities, as well as receiving an overview on the changes under the hood and some recent technology updates. |
|
IP: Ted BoardmanRigging: In this session we’ll have a look at some rigging scenarios that you can possibly apply to your day-to-day production. You’ll learn to apply restrictions to sliding joints to create controllable telescoping effects, for example hydraulic pistons or sliding doors. You’ll also learn to rig a streetcar (tram) as it negotiates curves for a convincing, and easy to animate, motion. There will also be a segment on an introduction to CAT for architects to create a basic walk cycle. |
|
MC: Michele BousquetPhysics for Animators, Quick and Dirty: If you know how to set keyframes, you can do physics-based animation. In this class, we break down the essential laws of physics into simple techniques for keyframing your own wrecking balls, water splashes, rolling waves, and shockwave explosions. Skip the endless parameters and long wait times of physics simulators, and use these quick-and-dirty methods instead to control your own motion. |
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| 16.10 - 17.10 |
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MO: Sebastian & Lukas (Platige)Animation challenges in projects of different scope: Sebastian and Lukas will present biggest animation challenges they had in projects over last year. It will include projects of different scope - a game cinematic, tv series episode and even a spot for a social campaign. In each case they will focus on animation challenges depending on the idea, complexity, stylisation and studio workflow. |
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MC: Neil and ZapThe Deep Dark Secrets of 3ds max Rendering: A look into some little known rendering features across the renderers in 3ds Max. New features in 3ds max 2014, mental ray string options, performance tips for Nitrous/Quicksilver will all be discussed to make your rendering experience a more pleasant experience |
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IP: Wayne RobsonCreating Digital Doubles(Part 1): Creating digital doubles is a big part of modern 3d fx for films and TV, the ability to create a lifelike digital double who the audience often may not even realize is 3d is a required skill. Wayne Robson has spent much of the last 2 years doing digital doubles for films such as 'Last Days On Mars' (October 2013) and for things such as the London 2012 Olympics. We will be covering how to create a digital double with a perfect likeness far faster than usual. (The total start to end asset development time is usually 9 hrs including textures and shaders.) Things covered will include every part of the assets creation pipeline from the sculpting side to the topology, materials and even good test lighting and breaking down test passes. Wayne will show the many ways it is possible to create a digital double both when using and cleaning up (often terrible) scan data to a totally 'ground up' sculpting workflow and how to nail a perfect likeness of someone. He will be using the actual assets created for the Jesse Owens digital double seen by 1/3rd of the planet at the London 2012 Olympics opening ceremony. Also touched upon will be Wayne's own bespoken facial motion capture system and how to model with facial animation in mind. |
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IP: Daniel and MadsThe Caustic Visualizers in Production Workflows: Mads & Daniel will be here to demonstrate the Caustic Visualizers (for 3ds Max and Maya) and their benefits on production workflows. The presentation will include live demos using Caustic’s new R2500 ray-trace accelerator board. A lucky attendee will leave the conference with a shiny new toy. |
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| 17.10 - 19.00 |
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Open bar / Networking drinks |
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| 19.00 - 23.00 |
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Dinner/Drinks |
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| Friday 28 June |
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| Time |
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Room 1 |
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Room 2 |
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Room 5 |
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Room 6 |
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Room 8 |
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| 10.00 - 11.00 |
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MO: Nigel & Robin (Burrows CGI)From concept to reality: A look at how we turn ideas into visuals and storyboards through to producing award winning photorealistic imagery. An insight into the expertise and tools we use to make it possible. |
|
MO: Jochem AartsThe “Abandoned Bel Air” project: The “Abandoned Bel Air” project is featured in 3D Artist Magazine, Digital Mayhem, and received the prestigious Master Award in Exposé 11. In the last few months there were a lot of requests for a making of. So here it is: In this talk we take a look behind the scenes and cover how the scene is setup, creating the grass and vegetation, the use of some handy scripts, shader setup, post production and a lot more. |
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IP: Alex HorstReality Capture for Digital Asset Creation in Film and Games: Creating photorealistic digital assets is key to increasing the realism of today's games and movies. There is a fast-growing demand to bring the as-built or as-existing reality into the production pipeline. Some advanced production houses have embraced reality capture technologies, and they already use photos, videos, or lasers to capture reality. The Autodesk Reality Capture Group has developed tools that make these technologies easier to use. Combined with 3ds Max, Mudbox and Unity, see how customers can benefit by using these new tools and workflows to create digital assets for use in a production environment. |
|
IP: Klaas NienhuisUnleash your 3D models in the wild: Consuming a 3D model is easier than ever. With technologies like webGL and augmented reality everybody can watch and play with 3D models in a browser or on their smartphones and tablets. I’ll show three online and mobile platforms where you can publish and use your 3D models: Sketchfab, Augment and Layar. I’ll walk you through the different uses, why you should take advantage of these platforms and what you can get out of it. Finally I’ll demonstrate the Sketchfab platform in detail and show how to get your models from 3dsMax to Sketchfab with the use of the award winning exporter plugin. |
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IP: Marcel de JongCharacter workflow between Maya and Motionbuilder and Virtual Production concepts: In this session we will cover challenges in character rigging, HumanIK, and motion capture as well as getting data from an animation package such as Maya into a motion capture solution such as Motionbuilder, then back into Maya for final animation. Other concepts covered are the live connection between these packages as well as retargeting controls and the “Virtual Production” workflow. |
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| 11.20 - 12.20 |
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MO: Eric de BrocheFrench do it better - The story of the Rockmagnet: Inside the MVRDV/COBE Rockmagnet competition. How we've suffered, how they won and how I got a Silver falcon in the end. It will be a complete coverage, both theoretical and technical of one the most entertaining project we ever did. |
|
IP: Neil and ZapThe Deep Dark Secrets of 3ds max Rendering: A look into some little known rendering features across the renderers in 3ds Max. New features in 3ds max 2014, mental ray string options, performance tips for Nitrous/Quicksilver will all be discussed to make your rendering experience a more pleasant experience |
|
IP: Ted BoardmanDynamics: This class will investigate some options available for “destroying” objects using ProCutter. The focus will be on making ProCutter useful in a variety of situations. You will learn to troubleshoot a model with xView, fix the model, then edit the fragments for use with dynamics. You will also learn to “assemble” a building by blowing it up first. This will provide you with a quick and dirty method of animating a time-lapse construction of the building. This will be an example of how it is sometimes useful to think and work “backwards” to find solutions to a problem. |
|
IP: Hristo VelevCar Stunt mayhem(Part 1): In this presentation, Hristo Velev throws some workflows that tackle dynamic, direct car stunt craziness. Spins, crashes, flying bodywork, mangled metal and shattered windshields ! Cars will be rigged in Thinking Particles, with controls to throw them around, break pieces off, and embelish. Deformation of the bodywork will be set up with TP/Genome combo. We'll add a glass shatering syste that allows glass edges to follow bending geometry. Finally, the whole thing will be wrapped up in a pipeline friendly Xmesh package. |
|
IP: Daniel and MadsThe Caustic Visualizers in Production Workflows: Mads & Daniel will be here to demonstrate the Caustic Visualizers (for 3ds Max and Maya) and their benefits on production workflows. The presentation will include live demos using Caustic’s new R2500 ray-trace accelerator board. A lucky attendee will leave the conference with a shiny new toy. |
|
| 12.20 - 13.30 |
|
Lunch/Networking break |
|
| 13.30 - 14.30 |
|
MO: Sebastian & Lukas (Platige)Animation challenges in projects of different scope: Sebastian and Lukas will present biggest animation challenges they had in projects over last year. It will include projects of different scope - a game cinematic, tv series episode and even a spot for a social campaign. In each case they will focus on animation challenges depending on the idea, complexity, stylisation and studio workflow. |
|
MO: Jochem AartsThe “Abandoned Bel Air” project: The “Abandoned Bel Air” project is featured in 3D Artist Magazine, Digital Mayhem, and received the prestigious Master Award in Exposé 11. In the last few months there were a lot of requests for a making of. So here it is: In this talk we take a look behind the scenes and cover how the scene is setup, creating the grass and vegetation, the use of some handy scripts, shader setup, post production and a lot more. |
|
IP: Alex HorstReality Capture for Digital Asset Creation in Film and Games: Creating photorealistic digital assets is key to increasing the realism of today's games and movies. There is a fast-growing demand to bring the as-built or as-existing reality into the production pipeline. Some advanced production houses have embraced reality capture technologies, and they already use photos, videos, or lasers to capture reality. The Autodesk Reality Capture Group has developed tools that make these technologies easier to use. Combined with 3ds Max, Mudbox and Unity, see how customers can benefit by using these new tools and workflows to create digital assets for use in a production environment. |
|
IP: Hristo VelevCar Stunt mayhem(Part 2): In this presentation, Hristo Velev throws some workflows that tackle dynamic, direct car stunt craziness. Spins, crashes, flying bodywork, mangled metal and shattered windshields ! Cars will be rigged in Thinking Particles, with controls to throw them around, break pieces off, and embelish. Deformation of the bodywork will be set up with TP/Genome combo. We'll add a glass shatering syste that allows glass edges to follow bending geometry. Finally, the whole thing will be wrapped up in a pipeline friendly Xmesh package. |
|
IP: JP van GastelWhat’s new in Maya 2014 for Games: This session will give you an overview of the new Maya 2014 features addressed to the needs of the core games industry with a particular emphasis on modeling and asset creation. You'll learn about the new techniques introduced by Maya 2014 and how you can use the new compelling modeling, shading, rigging and topology workflows. Attend this session to learn about all new game related features, performances and stability improvements. |
|
| 14.50 - 15.50 |
|
MO: Eric de BrocheFrench do it better - The story of the Rockmagnet: Inside the MVRDV/COBE Rockmagnet competition. How we've suffered, how they won and how I got a Silver falcon in the end. It will be a complete coverage, both theoretical and technical of one the most entertaining project we ever did. |
|
MO: Paul NichollsAll about Jonah: Paul Nicholls aims to guide you through the fantastical architectural narratives of his co-founded film studio Factory Fifteen. Paul's talk will primarily focus on the design and production of Factory Fifteen's newest completed film Jonah. The trailer can be found here: https://vimeo.com/57793820. Jonah is a short film with long reaching ambitions, combining footage shot on location in Africa (Zanzibar) and 3D special effects unlike anything seen before. Jonah is a big fish story about the old and the new, and the links and the distances between them. A visual feast, shot though with humour and warmth, it tells an old story in a completely new way. Paul will discus in detail how Factory Fifteen transformed the old fishing village of Stonetown into the Las Vegas of Africa through visual effects created in 3d Studio Max. |
|
IP: Ted BoardmanDynamics: This class will investigate some options available for “destroying” objects using ProCutter. The focus will be on making ProCutter useful in a variety of situations. You will learn to troubleshoot a model with xView, fix the model, then edit the fragments for use with dynamics. You will also learn to “assemble” a building by blowing it up first. This will provide you with a quick and dirty method of animating a time-lapse construction of the building. This will be an example of how it is sometimes useful to think and work “backwards” to find solutions to a problem. |
|
IP: Klaas NienhuisUnleash your 3D models in the wild: Consuming a 3D model is easier than ever. With technologies like webGL and augmented reality everybody can watch and play with 3D models in a browser or on their smartphones and tablets. I’ll show three online and mobile platforms where you can publish and use your 3D models: Sketchfab, Augment and Layar. I’ll walk you through the different uses, why you should take advantage of these platforms and what you can get out of it. Finally I’ll demonstrate the Sketchfab platform in detail and show how to get your models from 3dsMax to Sketchfab with the use of the award winning exporter plugin. |
|
MC: Paul NealeAdvanced Character Control Methods: Working with Max Script and character rigs this class will discuss ways to expand control systems for character rigs past the standard on screen controls to allow for a more integrated animation system. Pose mirroring, pose capturing, resetting tools and other will be explored with the use of dotNet and XML for creating more dynamic is user interfaces and tools. |
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| 16.10 - 17.10 |
|
MO: Paul NichollsAll about Jonah: Paul Nicholls aims to guide you through the fantastical architectural narratives of his co-founded film studio Factory Fifteen. Paul's talk will primarily focus on the design and production of Factory Fifteen's newest completed film Jonah. The trailer can be found here: https://vimeo.com/57793820. Jonah is a short film with long reaching ambitions, combining footage shot on location in Africa (Zanzibar) and 3D special effects unlike anything seen before. Jonah is a big fish story about the old and the new, and the links and the distances between them. A visual feast, shot though with humour and warmth, it tells an old story in a completely new way. Paul will discus in detail how Factory Fifteen transformed the old fishing village of Stonetown into the Las Vegas of Africa through visual effects created in 3d Studio Max. |
|
IP: JP van GastelWhat’s new in Maya 2014 for Games: This session will give you an overview of the new Maya 2014 features addressed to the needs of the core games industry with a particular emphasis on modeling and asset creation. You'll learn about the new techniques introduced by Maya 2014 and how you can use the new compelling modeling, shading, rigging and topology workflows. Attend this session to learn about all new game related features, performances and stability improvements. |
|
|
|
IP: Wayne RobsonCreating digital doubles, Part 2: Creating digital doubles is a big part of modern 3d fx for films and TV, the ability to create a lifelike digital double who the audience often may not even realize is 3d is a required skill. Wayne Robson has spent much of the last 2 years doing digital doubles for films such as 'Last Days On Mars' (October 2013) and for things such as the London 2012 Olympics. We will be covering how to create a digital double with a perfect likeness far faster than usual. (The total start to end asset development time is usually 9 hrs including textures and shaders.) Things covered will include every part of the assets creation pipeline from the sculpting side to the topology, materials and even good test lighting and breaking down test passes. Wayne will show the many ways it is possible to create a digital double both when using and cleaning up (often terrible) scan data to a totally 'ground up' sculpting workflow and how to nail a perfect likeness of someone. He will be using the actual assets created for the Jesse Owens digital double seen by 1/3rd of the planet at the London 2012 Olympics opening ceremony. Also touched upon will be Wayne's own bespoken facial motion capture system and how to model with facial animation in mind. |
|
IP: Marcel de JongCharacter workflow between Maya and Motionbuilder and Virtual Production concepts: In this session we will cover challenges in character rigging, HumanIK, and motion capture as well as getting data from an animation package such as Maya into a motion capture solution such as Motionbuilder, then back into Maya for final animation. Other concepts covered are the live connection between these packages as well as retargeting controls and the “Virtual Production” workflow. |
|
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| 17.10 -19.00 |
|
Open bar / Networking drinks |
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| Program is subject to change |