A Game of Thrones Intro Inspired Graduation Project

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For our master graduation project we produced a Game Of Thrones Intro inspired video as a tribute to Italy and to all GoT fans.
With the use of computer graphics and 3D modeling softwares, we recreated 6 of the most famous and loved italian cities.

The aim of our thesis is to analyze the impact of new technologies and social media on the diffusion of tv series-related contents produced by fans.

CHIARA SAPIO, MANOJ ROLLO

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HOW TO – Homemade Facial Motion Capture

How To - Homemade Facial MoCap
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In this video we are going to show how to create basic home made facial MoCap videos with 3 different softwares/methods, which are:

  • BLENDER
  • AFTER EFFECTS
  • Microsoft KINECT (through FACESHIFT)

 

A brief introduction to the basic steps, an overview of the result that you can achieve and an analysis of the difference between these softwares.

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Documentary – Photorealistic Hairy Creatures and Characters

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Previously we focused on the integration of CG generated furry creatures in the real world; now we are going to move from fur to hair, discussing the importance of it, starting from japanese and traditional animation, passing through CG milestones of early 2000 and ending with latest movies like Rapunzel, Brave and Frozen that represented great challanges not only for animators, but even (and maybe primarily) for scientists and engineers.

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Interview with Francesco Giordana – Photorealistic hairy creatures and characters

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First_BGThrough the years, one of the most difficult challenges in the VFX world has been the integration of CG generated creatures in the real world. The desired result of these efforts is to make them look as much realistic as possible and produce a uniform and well assembled scene.
Comparing the very first attempts of mixing CG elements and reality with the latest productions, it is clear how the development of new technologies and specific software has led to a very detailed result in terms of physical accuracy.
We have decided to focus our attention on a tricky and interesting aspect of this scenario: furry creatures. Luckly we found experts, whom, due to their role and experience, have managed different issues with completely opposite approaches and have then shown us.

We want to introduce you Francesco Giordana!

giordana

With Francesco Giordana we focused on the technical side of the matter, he is the lead of creatures Research and Development for Double Negative (the winning company in the vfx category at the 87th Academy Awards). After four years at Guerrilla Games he joined the studio to develop and implement a whole new framework for the realization of fur using the most recent GPU technology.
He worked in the R&D department of Dneg in many famous recent productions like Thor: The Dark World, Hercules, Jupiter Ascending and the upcoming In the Heart of the Sea; showing us the point of view of a young passionate and talented developer. Moreover he was enthusiastic in answering all our questions in a detailed and professional way.

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Interview with Robin A. Linn – Photorealistic hairy creatures and characters

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Through the years, one of the most difficult challenges in the VFX world has been the integration of CG generated creatures in the real world. The desired result of these efforts is to make them look as much realistic as possible and produce a uniform and well assembled scene.
Comparing the very first attempts of mixing CG elements and reality with the latest productions, it is clear how the development of new technologies and specific software has led to a very detailed result in terms of physical accuracy.
We have decided to focus our attention on a tricky and interesting aspect of this scenario: furry creatures. Luckly we found experts , whom, due to their role and experience, have managed different issues with completely opposite approaches and have then shown us.

We want to introduce you Robin A. Linn!

Robin Alan Linn

His background of work in animation, art direction, sculpting, 3-D character modeling and teaching lasting 25 years, with companies like Hanna-Barbera, Sony Pictures, Reel FX and Loyola Marymount University, made him who he is today. However, he started as a bank manager who only did sculpting as a hobby.

He worked as a director of animation production in many famous movies we have grown up with like Spider Man, Polar Express, The Chronicles of Narnia – The Lion, The Witch and The Wardrobe; showing us the point of view of a supervisor in a friendly, easygoing and extremely helpful way.

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