Oggi ho trovato questa intervista che ho rilasciato i primi di Ottobre presso l’Italian Videogame Developer Conference, evento in cui ho partecipato come casa di sviluppo italiana e come sponsor.
Rileggendo quello che ho detto dello startup di PlaySys, mi sono venuti in mente diversi ricordi (alla faccia di chi sostiene che io non abbia un cuore), così ho deciso di pubblicare alcune immagini di PlaySys 1.0 🙂
Today I red the linked interview I had at the end of the 2009 during the Italian Videogame Developer Conference.
I spoke about PlaySys and the videogame development research we did, and was a really important fact for the italian game industry. The previous post spoke about an Italian trouble with business managemant, and is one of the causes behind the videogame undevelopment.
Btw, I decided to post some images of PlaySys 1.0, captured in the firsts weeks of the studio.
Alessia e Maurizio
Gianni
Luca
Pollice tra ALT e SPAZIO, medio su MAIUSC e anulare su CTRL…unica eccezione era Maurizio che teneva tutte le dita, di entrambe le mani, su Alessia 24/24 h
After some weeks of work with 2D graphics, I finnaly got back to 3D tasks.
I decided to spend some time playing with Arak and the Sub SurfaceShader offered by mental ray, inside at 3ds Max 2010. I tweaked the parameters for 1 hour and have to say that they are really quick to learn and use.
The model I used is enought simple and lite for rendering tests.
The first problem is that 3ds Max guide has no section that covers theese parameters: if you open both the official 3ds max guide or the deeper mental Ray’s one, you will not find lot of informations out of the theory behind SSS and how it is simulated/computed.
I try to explain something here, maybe someone else will find theese tips useful.
The first thing to do is to understand a very important fact: world units and scale importance.
Sub Surface Scattering renders the surfaces, considering the quantity of light that is absorbed and scattered trought the model.
If you have a thin wall, let’s say 2 millimeters thickness, a strong light setup and a scatter propagation on 1 meter, for sure you’ll not obtain what you expect.
Now let’s apply a Sub Surface Scatter shader (you must enable mental Ray if you changed the renderer for production purpouses). The one I selected is the simplest SSS shader offered by mental Ray, and we must understand how it works before proceeding.
When working with SSS Shaders you have to think at the color of the unlit surfaces, the color of the enlight areas and the specular, exactly as a traditional shader PLUS a color of the mesh penetrated by light. Now let’s see what the shader offers to us in the Diffuse Sub Surface Scattering rollout.
The first important parameter is the numeric value called “Unscattered Diffuse Weight”. This parameter determines the mix of the traditional shaded areas and the scattered one. Imagine it as a sort of blending beetween two different materials, one simple and one with light penetration capabilities.
For better understand this value, try to set it at 1 and render and then set it to’ 0 and render again.
Depending on your light setup, you will have a render similar to this: the first with value = 1 has a strong value of the Unscattered Diffuse Color while the second with the value = 0 has a null Unscattered Diffuse Color and a full Scattered Color.
Watch the Unscattered Diffuse Color in the parameter just up, that’s the color of the first render.
Now that we know what is and how to change the Unscattered Color we need to understand what is the Scattered Color.
In this image I set to 0 the Unscattered Diffuse Weight and let the shader to compute the Scattered Color, based on the two colors available (Front and Back) plus their weight. Look at the image descriptions, colors and values and you’ll get it, it’s really simple how it works!
Again, give a look at my values. I changed a little the front and Back color’s weights and changed the radius+depth too. Consider that my model has a radius of 10 centimeters. At the beginning of this article I wrote about the importance of the scene scale, now you know why.
Note that you can diminish the Unscattered Weight changing the color instead of the value. For example, if you set the color to pure black 0.0.0 and have a weight of 100, the result is the same as a random color plus a Weight of 0.
Generally I use this trick in my diffuse color in the standard materials, and here in the SSS the standard diffuse is the Unscattered Diffuse Color. As you can see 3ds Max lets you use a numeric value or a flat color by default, but you can change it with a procedural or textured one.
In this case I used the Falloff shader on the Diffuse Color to obtain a Maxwell style material. Generally I work mostly with the Next Limit’s renderer and I really like how it treats shaders.
I simply put a dark brown unscattered color for perpendicular camera rays and a medium grey/blue for the parallel rays. I changed the transition value, adding a Bezier key and here we are:
Not bad, the mesh now has a big rim light effect that detach it from the background. Remember that using low values is always preferable because you’ll obtain a perceptible effect and avoid to make it too much synthetic.
Now our teapot looks really interesting respect the beginning, but you can notice that it has no specular component. This is due to my previous tweak at the Specular Color inside the Specular Reflection rollout. I changed it to pure black, that means no specular values and no reflections. Now is time to change the color and the Shininess value.
In the render above you can see the specular color and it’s roughtness.
We are ready for our final render but before we need to change the quality values at the top of the shader. Set the lightmap value at 100% of the render size (the Light map of the Sub Surface Scattering effect) and the computation sample.
Lower values = low resolution but quick preview
Higher values = high quality but long render time
Enlarge this image to see the difference with the previous. Maybe I exagerated with parameters, this is only an example and was done because the scene is really simple and quick to render, but remember that in production timing theese parameters must be precisely calibrated, expecially in animations.
This is all for this simple mesh and article. Now I apply the material to my mesh and render again.
The result is really important: if you change the light setup, the scene or simply the mesh, the result can change drastically. I suggest always to proceed step by step in scene construction and in parameter tweaking.
This is not a professional result so I will have to work on it a little more. The following video is obtained working with a more complicated SSS shader that considers displacement too.
Giovedì ho tenuto una lezione sulla stereoscopia e sulla computer grafica basata sullo Stereo3D.
La lezione è stata un piacevole dibattito con gli studenti su pro e contro di questa tecnologia, affaticamento encefalo/ottico, illusione di tridimensionalità, funzionamento ottico umano (a livello superficiale, nessuno di noi è medico) e devo dire che la risposta della classe è stata particolarmente positiva; gli studenti si sono dimostrati nettamente più interessati rispetto alle lezioni su shader, Mappe UV, mipmapping, supersampling e così via 🙂
Thursday i did a lesson about stereoscopy and the way to obtain it with CG images. During the lesson I saw the students more interested respect the previous lessons about Uv mapping, shaders, mipmaps and other tech stuff. I developed for the lesson a particular rig form 3dsMax, that permits me to obtain Stereo3D images perfectly editable in compositing with After Effects or Combustion.
Ho presentato alla classe anche un rig particolare di camera realizzato in poco più di un’ora, in grado di ricreare situazioni Stereo3D con 3dsMax e After Effects. Parte del processo è ancora manuale, ma un semplce plugin per After Effect potrebbe permettermi di completare i vari passaggi con 1 solo click del mouse.
Questo è un risultato di quanto ottenuto con la mia tecnica
This is a quick result
Da questa lezione sono emerse aspettative e richieste per la possibilità di vedere una scena in Stereo3D realtime e, nello specifico, applicata ad uno dei progetti di PlaySys…ecco di seguito il risultato 😉
The lesson gave birth to an idea to use this technology in realtime, so we applyed Anaglyph Stereo3D to one of our projects already seen on this blog: TheDreamers. The result is in the following video (You need glasses with anaglyph lenses to appreciate the results).
Unreal Engine 3 is one of the most powerful and maybe complete game engine available on the market. It is used by the biggest game development studios from all around the world, and it’s power is fully proven by lot of AAA titles.
Last week Epic Games, released a development kit, bsed on this technology: UDK.
This decision is not so much strange, and looks like a move to completely erase the other similar technologies available today.
An important thing to consider is that Unreal Engine is not the only one technology available for game developers. There are plenty of systems to use to develop a game, some less powerfull, other less complete of middleware integrations and other again given at lower price (some freeware too).
Today an indie game development studio (like PlaySys) can benefit of the power of UDK, based on UE3, to develop it’s prototype or, why not, complete videogames.
Is this a good or a bad new?
Depending on if you are a game developer or a engine/technology developer, there will be some pro and cons.
Regarding us, we are very happy of the possibility to develop with UE3, but we must consider the licence cost that we have to pay before selling the game. As UE3 is the most famous and complete engine, it costs LOT of moneys, depending on the size of the development studio or the title, but they remains lot of moneys.
The positive thing is that we can release a quality prototype to better find a publisher, without spending money in tryout licence for other engines.
Some months ago I had to spend lot of money to benefit from an engine for 2-3 months with the idea to develop a prototype.
Of course this availability of UDK, will change the things on the market; Unity developers changed the indie licence, giving out for free the basic version of the engine…that PlaySys bought one or two months before 🙁
I am really courious on what will happen on Torque Game Engine, one of the worst thing I have ever payd for, maybe they will decide to develop an high quality thing to compete on the market instead recycle theyr stuff (saying they are fully rewritting code).
I’m really happy on the availability of UDK, but at PlaySys we have to decide carefully the migration. We are advantaged because we use the editor since version 2Runtime (only for non professional tests), but Unreal is a very scaring kit, so noobs will have lot of troubles to spend over it.
What I want to say is that UDK isn’t everything you need to construct great games, you’ll need competence on every aspect of game development, ideas, a story to tell, lot of time, money to spend and mostly important, lot of passion!
Enjoy with UDK, but remember to give a look to other great technologies:
PlaySys annuncia l’uscita di Seven Magazine, mensile dedicato al nuovo sistema operativo di Microsoft e a tutto ciò che ruota attorno ad esso. Nella rivista, edita da Sprea e realizzata dallo studio milanese PlaySys in collaborazione con Gruppo Orange, si trovano interessanti articoli su come usare al meglio Windows Seven, come configurare il proprio hardware, software correlati, navigazione internet, gestione blog, sicurezza, svago e molto altro ancora.
PlaySys si è già occupata nel 2008 e 2009 di 3D World, rivista dedicata alla computer grafica tridimensionale e, con questa nuova pubblicazione, sottolinea la propria presenza in ambito editoriale.
Seven Magazine vi aspetta tutti i mesi in edicola!
PlaySys reveals the availability of Seven Magazine, the italian magazine about the new operating system, Windows Seven, developed by Microsoft.
PlaySys was behind the italian version of the world famous 3D World Magazine for all the 2008 and 2009, and with this new magazine confirms the interest and skills in the press market.
ENG Here are some images of the creation of Arak, the first boss you’ll encounter in PlaySys prototype: Knoss Arak name is a non official name, in fact, you can notice that this creature has no 8 legs, but 6. This monster stands at the entrance of the AntNest avoiding the entrance of “unautorized people” 🙂
I would like to show how much work hides behind the realization of a “simple” creature for a “trivial” videogame. Of course, game developers will find this interesting, but I’d like to explain to people that considers making game an “easy-child-work”, how many things must be known.
Mike Bacchin – Photoshop – Concept Arak Marco Furlanetto – 3dsMax – Lowpoly modelling Luca Deriu – 3dsMax – UV Mapping and Model Split Luca Deriu – Mudbox e Photoshop – Texture Painting (diffuse and specular) Luca Deriu – Compressonator – Normal Map’s MipMap and compression (ATI2N Swizzled DDS) Luca Deriu – Mudbox e Photoshop – Ambient Occlusion grab & fix Luca Deriu – 3dsMax – Check and fix of UV and Texture Luca Deriu – Mudbox – Digital sculpting Luca Deriu – Mudbox – Digital sculpting Luca Deriu – Mudbox – Digital sculpting Luca Deriu – Mudbox – Digital sculpting Luca Deriu and Timoty Weis – 3dsMax – Rig test Luca Deriu and Timoty Weis – 3dsMax – Rig structure Luca Deriu – 3dsMax – Skinning Luca Deriu, Timoty Weis and Elisa Cristantielli – 3dsMax – Animations Timoty Weis – Notepad++ 🙂 – Artificial Intelligence, triggers and events programming Luca Deriu – Engine – ingame Materials and Shaders PlaySys – Engine – Test and debug
ITA Ecco una serie di immagini riguardanti la creazione di Arak, mostruoso boss di fine livello, tovabile all’interno del prototipo di gioco in fase di sviluppo a PlaySys: Knoss. Arak, nome di sviluppo non ufficiale all’interno del prototipo, è una sorta di formica mostruosamente incazzata, che blocca l’ingresso dell’AntNest, il secondo livello sotto l’entrata del palazzo di Cnosso. I suoni su cui stiamo lavorando ne rappresentano la rabbia e ne elevano l’aggressività. Nelle immagini riportate sopra è possibile identificare i vari passaggi di realizzazione del mostro. Invito chi ancora suppone che i videogiochi sono un prodotto di intrattenimento per bambini e di semplice realizzazione, a guardare con attenzione i vari passaggi necessari per l’ottenimento di situazioni dinamiche, interattive e calcolate in tempo reale.
Alcuni membri del team che si è occupato di Arak durante l’Italian Videogame Developer Conference 2009 😉
In tutte le edicole è disponibile 3D World | Settembre Ottobre 2009, la rivista di computer grafica, dedicata agli appassionati di 3D, edita da Sprea Editori. Il numero contiene diversi articoli sulla realizzazione di immagini stereoscopiche 3D e un interessantissimo dietro le quinte della nota animazione “Mostri contro Alieni” di DreamWorks.
The italian version of 3D World September October 2009, published by Sprea Editori, is finally out. In this issue we talk about Stereo 3D images and we unveil a cool making of about DreamWorks’s Monster vs Aliens
Come sempre è presente una ricca serie di tutorial per i più diffusi pacchetti 3D, tra cui 3dsMax, Maya, MotionBuilder, modo, Softimage, ZBrush, e Poser. In particolare, in questo numero illustriamo come utilizzare i Maya Muscle System, come aumentare il dettaglio di un volto tramite ZBrush e come realizzare un effetto di iper-velocità, in stile Smallville con Adobe After Effects.
As Always we have a rich series of tutorials for the most diffuse and professional 3D package, from 3ds Max to ZBrush. In the current issue we explain how to move the first steps with Maya Muscles; how to sculpt a face with ZBrush and how to recreate the iper-speed effect of Smallville.
Infine, immancabile in 3D World è la vetrina con i prestigiosi lavori dei lettori. In questo numero: Finally, the exibition of the finest digital artists out there! enjoy this issue’s talents as:
In tutte le edicole è disponibile 3D World | Luglio Agosto 2009, la rivista di computer grafica, dedicata agli appassionati di 3D, edita da Sprea Editori. In questo numero abbiamo trattato diversi argomenti, come il dietro le quinte di “Coraline” (che consiglio a tutti di vedere!); The italian version of 3D World July August 2009, published by Sprea Editori, is finally out. In this number we unveil all the secrets behind “Coraline” (the movie that everyone should see!) dietro le quinte di Coraline
“Dragon Hunters”, il film interamente in 3D, uscito purtroppo in sordina; We speak about “Dragon Hunters”, the piece of art enterely realized in 3D CG i segreti di Dragon Hunters
tutorial e trucchi per i più noti software 3D, come 3ds Max, Maya, Mudbox, ZBrush, Softimage, Cinema4D, LightWave, Modo, Silo, Motion Builder, Poser…per citarne alcuni. Plus there are tutorials about all the 3D packages available on the market, such as 3ds Max, Maya, Mudbox, ZBrush, Softimage, Cinema4D, LightWave, Modo, Silo, Motion Builder, Poser, and lot more.
Come sempre è presente una raffinata vetrina con i prestigiosi lavori dei lettori da tutto il mondo, in questo numero troviamo: As always, there is a cool gallery, containing some amazing works of great artists working all around the world. In this issue you can find: Tim Cooper (Whisky Glasses) Henrik Lindqvist (Sweeney’s Coming) Sigurd Fernstrom (Stairs) *image below Luis Arizaga (I Love Kung Fu) *image below Vadim Valiullin (CG Painting) *image below Viki Yeo (Young Girl) *image below Guillame Molle (Mechanic Pirate) *image below
Prosegue il lavoro di PlaySys sulla rivista 3D World. Ogni due mesi, presso tutte le edicole italiane, si trova la rivista per gli esperti ed appassionati del settore, contenete novità esclusive, tutorial, approfondimenti e vetrine sul mondo della computer grafica tridimensionale.
PlaySys continues working on the italian version of 3D World Magazine. Every two months, you can find the magazine, dedicated to 3D professionists and containing tutorials, news and a cool exibition gallery with works of artists all around the world.
Il numero scorso, Maggio-Giugno 2009, è stato un successo, trattando argomenti legati al mondo animale.
Last issue was a complete success, we wrote about the animal world and provided ready to use 3D models.
Tanti lettori ci hanno inviato i render dei loro esperimenti, che rappresentavano principalmente cani, gatti e furetti in 3D realizzati con gusti vari, dal fotorealistico al cartoon. Spiegavamo inoltre come realizzare uno stormo di uccelli in Maya, per mezzo di sistemi particellari, svelavamo il dietro le quinte di KillZone2, proponevamo tutorial sulla realizzazione di texture per lucertole, la difficile animazione della corsa di un cavallo ed infine, in allegato c’era sempre il CD contenete scene 3D, modelli e video tutorial in lingua originale provenienti da Gnomonology e altri istituti online.
Nel prossimo numero, Luglio – Agosto 2009, attualmente in chiusura, tratteremo argomenti molto interessanti, legati alla realizzazione di personaggi in 3D. Come sempre saranno presenti tutorial, articoli, trucchi, recensioni ed una ricca serie di file allegati su CD ROM.
Ricordo che 3D World è una rivista edita dal gruppo Sprea. Per maggiori informazioni o abbonamenti, consiglio di visitare il sito di Sprea Editori: www.sprea.it
Please note that the italian version of 3D World magazine is owned by Sprea Editori. For more informations or subscriptions, i suggest to visit Sprea’s web site: www.sprea.it
PS: per gli interessati suggerisco fortemente l’abbonamento, perchè in edicola i numeri vanno a ruba e nel giro di pochi giorni dall’uscita rischiate di perdere la pubblicazione!
Finalmente, dopo quasi 4 mesi dalla consegna del manoscritto, è stato pubblicato da Hoepli Editore il mio manuale riguardante 3ds Max.
Finally my 3ds Max – Design and Architecture is out!!!
Il libro conta quasi 400 pagine e segue un percorso chiaro ed efficace: Interfaccia 3dsMax -> il 2D e 3D -> Modellazione 3D -> UV Mapping -> Illuminazione -> Setup del renderizzatore -> Fine tuning e accorgimenti particolari -> Render -> cenni sull’animazione.
The book contains about 400 pages and follows a good working path: 3dsMax Interface > 2D and 3D -> 3D modeling -> UV Mapping -> Lighting -> Renderer setup (mental Ray) -> Fine tuning and usefull tips -> Rendering -> notes about animation
Uso 3ds Max dalla versione 2.5 e ora, dopo migliaia di euro spesi in manuali, ho scritto il mio! Ho cercato di mantenere il discorso vicino al lettore. Infatti, quasi tutti i manuali che mi è capitato di leggere erano sempre piuttosto freddi, con frasi del tipo “premi quì, trascina lì, chiudi, anima, ritrascina” ecc.. Nel mio manuale sono più discorsivo, cercando di non lasciare nulla al caso e di spiegare nel dettaglio gli utilizzi più comuni per i vari strumenti.
I use 3ds Max since version 2.5 and now, after thousand dollars spent in tech manuals, I wrote mine!
Scriverlo è stato un grande divertimento; sono abituato a tenere lezioni sull’argomento e spesso, durante la notte, pensavo a come avrei impostato l’argomento il giorno successivo nel documento. In passato mi ero occupato di piccoli documenti tecnici sul funzionamento di software assai più modesti, ed ora finalmente è arrivato il turno di 3ds Max Design e Architettura ;D
I enjoyed a lot writing it; I’m teacher about this subject at NABA Milano, and sometime (during night) I thought how to teach a determinate argument. During my past experience I wrote some little tech papers on software’s workflow, but they were littler, now Autodesk 3ds Max finally arrived.
Disponibile in tutte le librerie dalla scorsa settimana, se non lo trovate c’è la possibilità di ordinarlo e le copie disponibili in magazzino sono parecchie, quindi nel giro di poche ore arriva.
The book is available in all the book stores, it’s published by Hoepli Editore, the biggest and most important italian publisher.