Monday, April 13, 2015

Introducing 3ds Max 2016

The 3ds Max Development team has been working overtime for almost a year to bring you the latest version of our work. While we've given you access to some of the tools early through Extensions available to our Subscription customers, we have a lot more to show you. The marketing team here at the home office are calling it "The Biggest Max Ever" (#BiggestMaxEver). They get so excited.
Introducing 3ds Max 2016.
Combining 3ds Max and 3ds Max Design into one title: 3ds Max
There once was a time that 2 flavors of 3ds Max was needed to support the unique workflows for different 3ds Max users. One for the design suites and one for the entertainment suites. Almost immediately afterward, the world began to change and your workflows began to blur. The requirements and expectations of a visualization assignment can now include a gaming or interactive component. James Cameron has shown how he uses similar interactive techniques for the creation of his award winning films. For gaming, there is always a drive to supply a new level of gameplay which many strive for a more cinematic or artistic experience. So the differentiators that were once easy to categorize are no longer there. 
Also, the technology and infrastructure no longer requires a split. There once was a time that the features of a software application needed to be shipped, either on a disc or at least in the box. Now, the ability for us to draw from numerous resources to augment the capabilities of 3ds Max is growing exponentially.  It’s possible to include the different capabilities on an “as needed” basis. Various Renderers, Match Mover, SketchFab, Stereo Camera, Autodesk Composite and numerous third party components are all available to to the 3ds Max user on Autodesk Exchange and other sites. How many of you download your current version and the extensions that accompany it from the Subscription Center? The future will be delivered online.
Having said that, the need of 2 3ds Max titles was no longer necassary. You will now tailor your 3ds Max experience at first launch and then from then on, with templates and switchers. Install what you need, ignore what you don't.

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Friday, April 10, 2015

Evolve Animation and Game Development Reel by David Gibson

David Gibson spent almost 4 years as a developer and supervising animator on Evolve. Everyday the entire team worked tirelessly to push the experience taking risks to create a unique and refreshing game for our players.
My main areas of focus during development were the look and feel of the monsters, creatures, & first person hunters. Although my background is in animation, I became heavily involved with the gameplay design process. Together with Gameplay Programmers Bill Merrill & Dan Youhon we focused heavily on the monster experience. 4 years is a long time so I tried to pick the best clips that showed a wide range and were the strongest examples of my work.
Turtle Rock Animation Team:
Geoff Hemphill
Robert Alves
Juan Sanchez
Monty Kerson
2K animators that saved our bacon a million times:
Sonny Santa Maria
PJ Leffelman
Jacob Palmer
Sunny Sun






AUTODESK AT GDC 2015

AUTODESK AT GDC 2015