All Articles Tagged animator
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| Digital Arts Bits: Rendering Workflows with Softimage [Videos] Okay, Mark and I go back a ways - but I will say without a doubt he is not only a very, very funny man - he is one of the best demo artists and most knowledgeable guys I know when it comes to 3D arts.... Posted: 2010-09-29 08:44:54 | animator, artist, Artist animator community, graphics, Intel Software Network, rendering, siggraph, SIGGRAPH 2010, Softimage, Take Five Videos, visual computing, workflow |
| Digital Arts Bits: iClone 4 at SIGGRAPH 2010[Videos] The talented folks at Reallusion have optimized their iClone software allowing artists to create dazzling HD 3D effects and real-time animation on Intel hardware. iClone even helps you create your... Posted: 2010-09-24 15:41:22 | animator, artist, Artist animator community, graphics, Intel Software Network, Intel Software Partner Program, ISPP, John Martin II, Reallusion, SIGGRAPH 2010, Take Five Videos, visual computing |
| Digital Arts Bits: Speedtree at SIGGRAPH [Videos] Think of Avatar without the forest. Not quite the same movie. Now think of how long it would take to build a digital forest. Try it with your favorite 3D modeling package - it's tedious, it's time-consuming... Posted: 2010-09-21 12:52:02 | animation, animator, artist, Artist animator community, FX, multicore, rendering, siggraph, SIGGRAPH 2010, Speedtree, Steve Pitzel, Steve Zell, visual computing |
| Intel Artist/Animator Community at GDC 2010[Videos] Recovering Animator Steve Pitzel takes a moment to show off the Intel Software Network's Artist/Animator community. This is where artists and animators can share content creation methods, pet peeves and... Posted: 2010-03-22 11:38:01 | animator, artist, artistanimator, community, Creation, digital art, digital artist, game developers conference, gdc, GDC 2010, Intel Software Network, Steve Pitzel, visual computing |
| Smoother Animation With Intel® Core™ i7 Processors[Knowledgebase] by Steve Pitzel Introduction: Disguising seams in NURBS models Today is a great day to be a 3D animator! It wasn't long ago that animators were stuck with creating stiff-jointed, scarred-looking automatons.... Posted: 2009-09-13 00:00:00 by Steve Pitzel (Intel) | animator, artist, Core i7, hiding seams, modeling, NURBS, NURBS modeling, texture map |
| Create Your Concept Art – SIGGRAPH 2009 [Videos] Take your easel on location! Steve Pitzel, Intel Visual Computing Community Manager walks through the first stage of digital content creation which is creating the digital concept art using Adobe Photoshop... Posted: 2009-08-17 10:22:29 | animation, animator, artist, concept art, pipeline demo, siggraph |
| Creating and Exporting Game Assets w/Softimage XSI and COLLADA tools[Videos] Peter De Lappe, 3D Evangelist and Application Engineer with Softimage, shows Softimage's XSI and COLLADA exchange asset aggregator tools at the Game Developers Conference. Watch to see how easily you can... Posted: 2008-04-03 23:36:41 | 3D interoperatibility, animator, artist, collada, digital content creation, exchange asset aggregator, visual computing |
| keeping-it-quads[Knowledgebase] We all know that QUADs are king. But if you model some objects in pieces and join them later on— that can lead to n-sided or 3-sided polygons as you put everything back together. Best to fix those... Posted: 2010-02-02 00:00:00 by Steve Pitzel (Intel) | animation; character rig; animator; modeling; polygon; n-gon; 3-sided; quad; game character; feature character; 3D modeling technique, animator, digital content creation, inverse kinematics, rendering, visual computing |
| seeing eyes part 2 handling eyelashes with blend shapes[Knowledgebase] There are lots of ways of dealing with eyelashes - everything from just painting them on to using full-fledged hair or fur systems. Another way is to handle them as separate pieces of geometry through... Posted: 2010-02-02 00:00:00 by Steve Pitzel (Intel) | animation, animation; character rig; animator; artist; modeling eyes; polygon; iris; pupil; character setup; believable eyes; lattice; wire tool; wire deformer; morph target; handling eyelashes; game character, animator, character rig, digital content creation, feature character, game character, handling eyelashes, morph target, polygon, visual computing |
| seeing eyes part 1 modeling eyes[Knowledgebase] Whether your character is cartoon-like or hyper-realistic, there are a few simple design concepts (okay - Tricks or Cheats) you can incorporate to make your eyeballs "look" good. Download the Seeing... Posted: 2010-02-02 00:00:00 by Steve Pitzel (Intel) | animation, animation;, animator, artist, believable eyes, character rig, character setup, digital content creation, iris, lattice, modeling eyes, polygon, pupil, visual computing, wire deformer, wire tool |
| Eurographics 2009[Videos] Eurographics 2009 participation was a wonderful experience with a total of 450 attendees from all over the world; an invited talk by Matt Pharr attended by over 150 and another 85 attended the industry... Posted: 2009-04-15 02:02:46 | animator, Eurographics, intel, ray tracing, Smoke Demo, visual computing |
| Creating the Best Possible Content by Using the Best Possible Tools[Videos] Remi Arnaud discusses the session that he presented with Project Offset's Ian Lewis at GDC 2009. Time and cost are the demons that plague every game. We have created a content-centered development team,... Posted: 2009-04-14 16:18:37 | animator, artist, collada, digital content creation, Game Developer Conference, gaming, gdc, Project Offset, remi arnaud, Visual Adrenaline, visual computing |
| A Chat with Intel Software Partner Program Member Tandem Games Artist[Videos] Tandem Games is a member of the Intel Software Partner Program. Take Five Videos caught up with new member of the Tandem Games team Fernando Baz. Fernando is one of the artists working on the casual game... Posted: 2009-04-14 14:59:52 | animator, artist, Domain of Heroes, Fernando Baz, Game Developer Conference, game development, gdc, Intel Software Network, Intel Software Partner Program, ISPP, Take Five Videos, Tandem Games, visual computing |
| Autodesk's Maya 2009 Motion Builder at GDC[Videos] Autodesk 3D Application Specialist, Roland Reyer, demos Maya 2009's Motion Builder at GDC 2009. For more info on Autodesk software products visit: www.autodesk.com or www.thearea.com Visit the Intel Visual... Posted: 2009-04-06 15:08:51 | animator, artist, Autodesk, Autodesk Maya, digital content creation, Game Developer Conference, gdc, Intel Software Network, Maya 2009, Motion Builder 2009, Take Five Videos, Visual Adrenaline, visual computing |
| 2K Textures in 2KB Using Allegorithmics "Substance"[Videos] Frederic Moreau of Allegorithmic demos Substance at the Intel booth at GDC 2009. Substance is a texturing tool that is a middleware that integrates into the pipeline. The technology allows users to compress... Posted: 2009-04-03 16:38:21 | Allegorithmics, animator, blendshape, game developers conference, gdc, Intel Software Network, normal map, specular map, Substance, Take Five Videos, texture map, Visual Adrenaliine, visual computing |
| Autodesk Perspectives on the Intel(R) Xeon 5500 Series[Videos] The Nehalem architecture has arrived for servers and workstations. Check out what AUTODESK leaders have to say about the new Intel(R) Xeon 5500 Series processors and how it performs with their leading... Posted: 2009-03-31 18:00:27 | animator, artist, Autodesk, Autodesk 3ds Max, graphics, intel, manycore, multicore, Nehalem, Visual Adrenaline, visual computing, Vtune, xeon, xeon 5500 series |
| Destruction[Videos] Posted: 2009-03-26 10:17:56 | animator, artist, Project Offset, visual computing |
| Creating Complex[Videos] Posted: 2009-03-26 10:14:51 | animator, artist, Project Offset, visual computing |
| Blockout Elevator[Videos] Posted: 2009-03-25 18:24:48 | animator, artist, Project Offset, visual computing |
| Collada-Collboration[Videos] Posted: 2009-03-25 18:16:21 | animator, artist, Project Offset, visual computing |
| Project Offset GDC 2006[Videos] Release of video at GDC (Game Developers Conference) 2006 Posted: 2009-03-18 14:17:20 | animator, artist, gdc, motion blur, Project Offset, rendering, soft shadow, visual computing |
| A Landmark in Image Processing: DMIP[Knowledgebase] By Lee Purcell Download PDF A Landmark in Image Processing: DMIP** Wherever you look, the graphical resolution of commonly used digital image formats is steadily increasing, resulting in larger file... Posted: 2009-09-07 00:00:00 by Cecilia Villalon (Intel) | animator, digital content creation, Integrated Graphics, physics, visual computing |
| You're Singing My Toon: Cartoon Style Nonphotorealistic Rendering in Macromedia's* Shockwave 3D[Knowledgebase] Introduction "When you see a comics rack, even at a distance of ten to fifteen feet, you're overwhelmed by the energy and the grossness and the vulgarity and the pure vitality that's spilling off that... Posted: 2009-06-20 00:00:00 by David Bookout (Intel) | animator, digital content creation, texture map, visual computing |
| Character Animation: Skeletons and Inverse Kinematics[Knowledgebase] By Steve Pitzel Introduction So you've built your Gothic castle—it's time for your hero to dash into play and defend the battlements. Your gaming engine supports skeletons, an animation system called... Posted: 2009-06-17 00:00:00 by Steve Pitzel (Intel) | animator, digital content creation, inverse kinematics, NURBS, polygonal modeling, visual computing |
| Smoother Animation With Intel® Core™ i7 Processors[Knowledgebase] by Steve Pitzel Introduction: Disguising seams in NURBS models Today is a great day to be a 3D animator! It wasn't long ago that animators were stuck with creating stiff-jointed, scarred-looking automatons.... Posted: 2009-09-14 00:00:00 by Linda Swink (Intel) | animator, artist, Core i7, digital content creation, hide seams, NURBS, NURBS modeling, polygonal modeling, texture map, visual computing |
| The 3D Production Pipeline for Games: Getting it There[Knowledgebase] The Challenge of Animating the Artist's Dream Figure 1 - Artist's lament: "It never looks quite the same in the game…"Source for Michelangelo's David: Digital Imagery © copyright 2001 PhotoDisc,... Posted: 2009-06-18 00:00:00 by Steve Pitzel (Intel) | animator, bump map, digital content creation, game development, global illumination, inverse kinematics, NURBS, polygonal modeling, specular map, texture map, visual computing |
| Digital Workflow Acceleration for Visual Effects & Animation Approvals Part 1[Videos] Phil Reizen, Sample Digital VP Business Development, Gary Zorko, Sample Digital Group VP Technology & Patrick Macdonald King, Sample Digital CEO, discuss Sample Digitals technology that allows production,... Posted: 2008-10-16 11:41:35 | animation production, animator, siggraph, visual computing, visual effects, workflow acceleration |
| Digital Workflow Acceleration for Visual Effects & Animation Approvals Part 2[Videos] Phil Reizen, Sample Digital VP Business Development, Gary Zorko, Sample Digital Group VP Technology & Patrick Macdonald King, Sample Digital CEO, discuss Sample Digitals technology that allows production,... Posted: 2008-10-15 12:58:49 | animation production, animator, siggraph, visual computing, visual effects, workflow acceleration |
| Starting Out: Your Guide to PC Audio HW and SW[Knowledgebase] Just the Basics, Ma'am By Steve PitzelI'm an animator, and have been one for over seven years now. If you're an animator too, you already know how important audio is to your work. In fact, if you're an... Posted: 2009-06-19 00:00:00 by Linda Swink (Intel) | animator, audio, digital content creation, visual computing |
| Multithreading the Rendering Pipeline for 3D Model Animation[Knowledgebase] Abstract This article proposes a simple and efficient multithreading solution to accelerate rendering for a number of animated 3D models. The solution enhances the performance of skeletal animation... Posted: 2009-06-19 00:00:00 by David Bookout (Intel) | 3d model, animator, cpu, digital content creation, GPU, graphics, Multithreading, physics, visual computing |
| Intel® Threading Tools Boost Performance for CPU Cycle-Hungry Digital Artists[Knowledgebase] by Geoff Koch Introduction Intel® Threading Tools help Autodesk optimize its Maya* digital software. Find out more in this case study. Times are good for Toronto-based Autodesk. Maya* software,... Posted: 2009-06-18 00:00:00 by Geoffrey Koch (Intel) | animator, digital content creation, game development, games, visual computing, visual effects |
| Autodesk in Intel SIGGRAPH Booth[Videos] Michael Langmayer, 3D Application Specialtist with Autodesk gives Take Five Videos a demo of their modeling software, and of their renderer. Posted: 2008-08-18 02:15:06 | 3d modeling, animator, Autodesk 3ds Max, design visualization, Multithreading, rendering, siggraph, speed, visual computing |
| Behind the Scenes at Project Offset[Videos] We went behind the scenes at Project Offset and spoke with Project Manager Sam McGrath. See the demo footage of their new game that takes advantage of future graphics cards and stay tuned for more. Posted: 2008-04-23 19:40:16 | animator, artist, motion blur, Project Offset, rendering, visual computing |
| COLLADA in the Game - GDC Session Overview[Videos] Remi Arnaud, co-creator of the COLLADA standard, led panelists in a discussion at GDC on how COLLADA is meeting the demanding requirements of the most compelling content and creating next-generation user... Posted: 2008-04-08 21:37:56 | 3D interoperatibility, animator, artist, collada, Project Offset, remi arnaud, visual computing |
