The thing we’ve all been waiting exactly one year for has arrived, that’s right, it’s time for #SIGGRAPH2015!
Last week we were (finally?) allowed a sneak peak into Autodesk Stingray, a new engine for the development of games made by Autodesk, with the promise of incredible workflow between 3Ds Max/Maya and Stingray, I must confess, I’m intrigued.
So, back to Siggraph and the unveiling of the new extensions for Maya and 3Ds Max 2016. Extension 1 which will be available on the 11th of August for 3Ds Max subscribers and on the 9th of September for Maya subscribers will include a few things which I personally am very excited about!
Autodesk 3Ds Max 2016 Extension 1
- Geodesic Voxel and Heat Map solvers are finally coming to 3Ds Max, this means we’re finally getting some long awaited skinning improvements, test these when you can!
I’ll update the post with a video showing off this skinning method in Maya soon!
- Max Creation Graph (youtube) will be receiving controllers especially made for procedural animation!
- A new “Game Exporter” which will not only work with Stingray but also update (replace?) the old FBX Export tool to better accommodate for game assets made for engines such as Unity and Unreal Engine 4!
- Stingray live link, which’ll allow for instant updates between Max and Stingray.
- A new updated 3D Text tool, finally!
Autodesk Maya 2016 Extension 1
- Stingray live link, Maya also gets the instant update feature, however in Maya you will allegedly be able to do quite a lot more as far as editing goes!
- The already existing “Game Exporter” will be updated (watch out for a video on how the current one works for Unreal Engine and Unity.)
- Hypershade gets procedural texture nodes.
- The new updated 3D Text tool.
- Scalable Vector Graphics will now be supported, making 2D vector based art from Adobe Illustrator and the like easy to handle in a 3D world.
Look forward to more coverage of the most interesting things for Unity and Unreal developers unveiled at Siggraph 2015!
All the best!