Recent submissions

Comment · 9 years ago
Comment · 12 years ago
Next year they should let people apply for the chance to be randomly selected to receive a visa.
Comment · 12 years ago
Citation?
Comment · 13 years ago
I would say that when you reach the point of being able to accurately represent final CG in realtime, a huge number of possibilities open up :)
Comment · 13 years ago
I'm one of the engineers working on this, I even make a semi-appearance in the video. I'm not really going to say much about it because it's a little annoying that it leaked out, and by such a crappy recording too, but -

a) I think the title here is pretty good, better than the hyperbolic one the Inquirer used.

b) Your middle two paragraphs are spot on

c) Given the video, it's understandable people are focused on the "actor as a virtual character" previsualization part ('but Avatar did this two years ago!', 'our game engine does that!', yadda yadda). That's only a small part of it, and honestly one of the less interesting ones.

I don't see what you think is condescending though. There's not a lot of difference today in the skill-set of a CG artist and a games artist. Generally they're just working to different budgets. (I say that as someone who spent 15 years working on console games).

The painstaking days of game artists building models that use less than 100 verts and hand-painting 256x256 textures are gone. Now, both your CG and game-artist build super-high resolution models, probably starting with something like ZBrush, then decimate down to whatever they need with the highres asset used to generate normal or displacement maps.

Optimius Prime in the original Transformers movie used ~20x more polygons than a PS4/Xbone game would today for a similar character. That's pretty amazing when you think that the GPUs in those machines are already handily outmatched by PCs, and the performance gains Nividia/AMD bring with every hardware cycle.

Comment · 13 years ago
All "cyberbullying" does is prevent the bullying from stopping when the kids go home.

That's a pretty big 'all'

Comment · 13 years ago
There's a big difference between "X would like to access your contacts" and "X would like to access your contacts, then store everything on their servers for reasons/duration of their determination"
Comment · 13 years ago
It's hard to see this as anything other than someone choosing to go out at the top.
Comment · 13 years ago
Right, and that lack of bargaining power is because in these days of hefty PCs and standardized software studios can always find other VFX shops, either in the US or abroad, to do a "good enough" job for less.

There's zero chance of requiring studios to only use unionized VFX shops, so unionizing them will simply make them either less competitive (need to charge more to cover guaranteed benefits) or more prone to bankruptcy (cannot meet commitments to workers if there's a shortage of work)

Comment · 13 years ago
Uhh, no. The last thing the US VFX industry needs right now is to become more expensive.

The problem is not artists being screwed over pay & benefits, the problem is that most VFX shops are struggling to stay in the black, period. In part this is due to overseas competition and expensive bidding processes, but also shops taking on work at or below cost in an effort to keep people employed.

Comment · 13 years ago
The article is a little misleading in that it suggests a land-grab. The short links are auto-generated from app names/company names by pruning whitespace, copyright/trademark symbols and so on.

So if your app wasn't already called "Banking", you're not going to get appstore.com/banking.

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