2020
As we continue our constant research on the best tools for production we are deciding to move some of our existing on-going projects to a real-time environment, so , in this project we decided to port one of our 3D environments used for the ACORDA commercials into Unreal Engine 4.
We are using real-time raytracing for global illumination and reflections as well as alembic cache sequences for the animations created in maya. We also have a realtime captured version of the character as part of our constant research on that field.
As we continue our constant research on the best tools for production we are deciding to move some of our existing on-going projects to a real-time environment, so , in this project we decided to port one of our 3D environments used for the ACORDA commercials into Unreal Engine 4.
We are using real-time raytracing for global illumination and reflections as well as alembic cache sequences for the animations created in maya. We also have a realtime captured version of the character as part of our constant research on that field.
As we continue our constant research on the best tools for production we are deciding to move some of our existing on-going projects to a real-time environment, so , in this project we decided to port one of our 3D environments used for the ACORDA commercials into Unreal Engine 4.
We are using real-time raytracing for global illumination and reflections as well as alembic cache sequences for the animations created in maya. We also have a realtime captured version of the character as part of our constant research on that field.
As we continue our constant research on the best tools for production we are deciding to move some of our existing on-going projects to a real-time environment, so , in this project we decided to port one of our 3D environments used for the ACORDA commercials into Unreal Engine 4.
We are using real-time raytracing for global illumination and reflections as well as alembic cache sequences for the animations created in maya. We also have a realtime captured version of the character as part of our constant research on that field.
As we continue our constant research on the best tools for production we are deciding to move some of our existing on-going projects to a real-time environment, so , in this project we decided to port one of our 3D environments used for the ACORDA commercials into Unreal Engine 4.
We are using real-time raytracing for global illumination and reflections as well as alembic cache sequences for the animations created in maya. We also have a realtime captured version of the character as part of our constant research on that field.
KeexFrame
KeexFrame
KeexFrame
KeexFrame
KeexFrame
TEAM
Arturo Brena - Creative Direction / Unreal engine implementation / PM
Omar Hernandez - Rigging / 3D technical direction
Arturo Brena - Creative Direction / 3D lead / Unreal engine implementation / PM
Matthew Cornelius - Inertial Mocap / Optical Mocap
Robert Lester - Facial mocap / marketing strategy
Omar Hernandez - Rigging / 3D technical direction
Arturo Brena - Creative Direction / 3D lead / Unreal engine implementation / PM
Matthew Cornelius - Inertial Mocap / Optical Mocap
Robert Lester - Facial mocap / marketing strategy
Omar Hernandez - Rigging / 3D technical direction
Arturo Brena - Creative Direction / 3D lead / Unreal engine implementation / PM
Matthew Cornelius - Inertial Mocap / Optical Mocap
Robert Lester - Facial mocap / marketing strategy
Omar Hernandez - Rigging / 3D technical direction
Arturo Brena - Creative Direction / 3D lead / Unreal engine implementation / PM
Matthew Cornelius - Inertial Mocap / Optical Mocap
Robert Lester - Facial mocap / marketing strategy
Omar Hernandez - Rigging / 3D technical direction