In this 2015 GDC lecture, Naughty Dog’s Damon Shelton explains the design process used to create the motion capture pipeline for the 2013 hit The Last of Us
CDQ is a new magazine bringing expert insights and leading techniques to illustrators, artists and character enthusiasts worldwide.
The backing of this project is over on Kickstarter now, with some good donation rewards for backers.
You can also download a free sample of issue 01 to see if it is something that might interest you as budding character designers and animators.
For more details on the process of this, check it out on Kickstarter here
BBC Click visited ILM London to chat about Rogue One and discover how the visual effects for the film were created.
Ben Regimbal has made this fantastic bustling diorama, that is full of life and lots of mini narratives.
The stylised art direction and the sheer density makes it a real joy to explore.
Regimbal is an art director in Korea who used to work in the Games industry.
Check out more of Ben’s work on his Artstation here:
Photogrammetry has started to gain steam within the Games Industry in recent years. At DICE, this technique was first used on Battlefield and they fully embraced the technology and workflow for Star Wars: Battlefront. This GDC 2016 talk from DICE’s Keneth Brown and Andrew Hamilton covers how they built the technology and process to scan props from the Star Wars films to generate assets for the new Star Wars Battlefront.
Not only did a still from this project win the 2016 Hum3D Car Rendering challenge, but Piotr has created an entire film and breakdown on the work, simply amazing work and dedication.