Aug 272015

All the characters we know and love, Cars, Wall--e, Toy Story, The Incredibles, Monster's Inc, Ants, Ratatouille, Up and just now Inside Out!

Khan Academy just released their new series “Pixar in a box”, and it is just as awesome as it sounds! Together with Pixar, they have created an extensive set of videos on how they create their movies from both a technical and artistic viewpoint and how, two so different kinds of people work together to create the movies we all know and love.

Too many words will just lessen your excitement so without further ado, here’s the link to the Khan Page containing Pixar’s tutorials!

Personally, I can’t wait to go through these, maybe it’s time to take a few days off of work, on thing is for sure, it’s gonna be an exciting and enlightening weekend!

Enjoy yourselves and learn, learn, learn!

//Jona Marklund

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Aug 232015

Hello fellow developers!

Time again for a micro tutorial, or rather a a helpful tip.
Since I encountered this as soon as I made my first export to zBrush from Maya, I decided to create a short video on how to overcome it.

Hope you enjoy it, and if you do, please like and subscribe, we do love those likes!

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Aug 172015

Hello fellow Unreal developers!

Are you, as I was, tired of the Unreal Launcher taking up extra RAM needed for light baking and other amazing things? Do I have a video for you, in less than a minute you’ll be free of the launcher (for good?)!

Without further ado, here’s the video, as always, please do like and subscribe, that way I know if you want more or if you’re sick of my voice.

Happy Deving everyone!


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Aug 132015

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!
Heat Map

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!

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