You are wrong Blond. Houdini can do complex rigging, modelling and animation even if it started as a pure VFX tool. It seems to me that SideFx is after the Maya crowd, they slowly creep up from behind, ready for the kill. It might take some time, but it will become a serious threat.
You cut to the bone with you radical truths Dan :P TBH, i was a little disappointed with the final film and though there were many awesome shots and some nice VFX, there was also some places that could have been done better (The hair on the old man in the tent for example.)
I'm studying there right now. Was lucky enough to get in on the old fee. I don't think I wouldn have even thought about going with the current costs for the 3d animation / vfx program. If you have any questions still though, feel free to contact me.
@neilberard In Vancouver, hiring has actually scaled up. My studio is planning on doubling in size by next year, and I've had a few other studios approach me. Live action VFX has definitely taken a hit, due to no filming, but animation seems to be doing pretty good.
Got the original artist back on board to contribute a few models now and then. Also found another 3D artist who can make concepts herself and also animate. Got One spot left for a Stylized 3D Artist. Preferably someone with knowledge of VFX for mobile games in UE4!
I see, it's only useful as a time saver, not a resources saver, you end up with a whole ton of textures as well but it's faster to apply to models... Very useful for film and vfx but no so much for environments in videogames (i think trim sheets and tileable textures are the real heroes there) Thanks!
Hi all, long time lurker! My name's Daniel I'm part of the vancouver animator community! Glad to be part of polycount. Though I'm more of a TV and VFX animator I still love game animations and love this forum. Heres my reel~ http://vimeo.com/327162375
I believe Udims (and Mari itself) were developed at Weta digital as a means of authoring massive texture resolution on vfx assets in a very simple and artist-friendly way. So, for imstance, a hero close-up shot might have 100+ x 8K maps per channel.
Lorelai's Spellbook: "Incantations, Elixirs, and Malevolent Magicka of the Misguided" Hidden on the dustiest bookshelf of a conjurer's swamplands dwelling, secluded completely in the shadows other than when the beams of the full moon hit the spine at the perfect angle... Base spellbook upon which I will paint some VFX…
Cinematic guys are more likely to have things in common with movie vfx studios, animated movies, etc. And most of the time it is outsourced. Also I have a feeling more and more studios are going to do cinematics in engine. There's other forums out there if you want to get into that kind of work.