Browsing Tag

Unreal Engine

40 posts
A 3D animation software interface displaying a sequence of seven humanoid figures in varying poses, with one figure standing in a center position, showcasing character animation progress. The background is black, emphasizing the models.

Cascadeur on physics, AI and control

Cascadeur CTO explains how physics solvers and local AI shape modern keyframe animation workflows. Physics-assisted keyframing and AI-generated Inbetweening sound like marketing shorthand for automation. In practice, they describe a carefully layered system that still revolves around explicit poses, timing and animator intent.
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A futuristic gaming or control room featuring sleek black and red design elements, illuminated by bright lights. The polished floor reflects the colorful lights and includes several high-tech consoles and displays in the background.

Strange New Virtual Production Worlds!

It's a good time for us Trekkies - between Discovery and Lower Decks, between Picard and Strange New Worlds, there's something for everyone - finally again! But there's a lot going on behind the scenes - because the first big show to be filmed on a Virtual Production Stage was Star Trek: Discovery. And right after that - almost simultaneously - came Star Trek: Strange New Worlds. As it was definitely worth seeing, we asked what you can expect from your big VP production.
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Mufasa heads to MPC

The Prequel of a remake of a animated movie, based on a Shakespeare play... and still worth watching! We got a Chance to talk to Audrey Ferrara, MPCs VFX Supervisor for Mufasa
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World Partition in Unreal Engine sollte auf jeden Fall aktiviert und Revision Control deaktiviert sein. Wenn du Änderungen speicherst, siehst du ein Sternchen auf dem Actor und nicht auf dem Level, da Unreal Änderungen in kleinen Actor Dateien speichert.

Working in a team with Unreal Engine 5

Games, VR/AR applications or animations are produced in a team produced in teams. A typical tool for exchanging files is them in a Dropbox or on a network drive. This works wonderfully with 3D and 2D tools such as Photoshop or Blender, but not really with the Unreal Engine. Here you have to resort to Version control.
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A sleek, black 3D mouse designed for computer modeling, featuring a large central scroll wheel surrounded by programmable buttons and a digital display at the top. The layout is ergonomic for ease of use.

Flying in the Unreal Editor!

If you work all day in 3D software such as Unreal, sooner or later you will either configure your workstation or go mad - pushing and rotating the mouse is easy, but neither efficient nor comfortable. Not to mention the ergonomics. But wouldn't it be great if there was a device that was built to move in 3D? And that would work natively with Unreal?
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A new journey begins

Review: In DP 01 : 2013, Weta Digital went back to Middle-earth with Peter Jackson. For the prequel trilogy "The Hobbit", the New Zealanders transferred fantasy author J.R.R. Tolkien's prequel to the big screen.
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Engine-Safari

Review: In DP 06 : 2018, our author Alexandra Kaschny focussed on the Big Three (not Five): Unity, Unreal, CryEngine. Which other engines are roaming the jungle?
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Cloudy to fiery – Volumetric effects in Cinema 4D (Part 2)

In this two-part series of articles, we will provide the experienced Cinema 4D user with in-depth insights into the creation of volumetric effects with the onboard tools of C4D - without any plug-ins, particles or PyroCluster. In the second part of the series, we will first deepen our knowledge of volumetric texturing of visible lights and then turn to a mograph-based technique.
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Physically Based Rendering: Lots of realism, but with creative levers, please!

When computer-generated content is to be displayed as photorealistically as possible, we are talking about Physically Based Rendering or Physically Based Shading - hereinafter referred to as PBR. Modern, production-experienced renderers, who use this abbreviation, enable artists to create impressive visualisations of entire worlds based on physical principles. To do this, artists must learn the skills of the classical arts and combine them with a meticulous gift for observation and an understanding of physical principles in the field of optics. With the foundation gained from art and science, artistic nuances can be integrated into realistic-looking computer-generated content using physical parameters for light sources and materials, right through to the creation of surreal effects.
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Security and VFX

While researching storage, hardware and the other topics for this focus, one topic kept popping up: with all the new ways to work on different data-sets, the security aspect plays an important role. So we asked the head of one of the most widely distributed studio groups – Henric Larsson, CEO of Chimney.
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CityEngine 2019!

With CityEngine 2019.0, one of the biggest CityEngine versions in recent years has been released. Our CityEngine team, which now consists of 17 people at the ESRI R&D Centre in Zurich, has been hard at work programming every nook and cranny, so that with this version we can really offer you many new features as well as a solid revision of old functionality.
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Bioshock Infinite

Review: In DP 03 : 2013, we asked Design Director and User Experience Specialist Billd Gardner why Bioshock Infinite had to be delayed. What happened behind the company gates at Irrational Games?
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On the hunt for facial expressions

Review: In DP 05 : 2019, we realised that elaborately produced cutscenes in video games are no longer a rarity. In Remedy Entertainment's Alan Wake, MoCap specialist metricminds took care of the characters' facial expressions.
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Spider-Man | Retro article

Review: In DP 03 : 2002 came "With great power, great responsibility", as Sam Raimi's first Spider-Man film became a huge success. We spoke to the visual effects designers about the tension of latex suits - and of course VFXs.
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