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Jason Bickerstaff shared thisThe gap between realtime and traditional animation pipelines just got smaller.Jason Bickerstaff shared thisI am very excited to announce that Ozone Story Tech Subdivs for Unreal Engine has officially launched! Any Skeletal Mesh can now be converted to an Ozone Subdiv... allowing traditional Film / TV modeling and rigging subdivision surface workflows to work directly in engine. Some key wins: 1-1 asset conversion from traditional subdiv pipelines into engine for rendering. No modeling changes required. Resolution independent assets, allowing for progressive quality adjustment as needed. LOD forward vs traditional subtractive LODs. Subdiv meshes are less dense which makes them lighter on disk, faster to load and much easier to model, rig and art direct. 4-16x fewer vertices need to be managed. And much more :) If you are an Animation or Game Studio using Unreal Game Engine... download, try and buy here: https://lnkd.in/gD_eeNXp Rob Di Figlia Ben Minall Chase Cooper Fredrik Nilsson Duncan Burbidge Paul Doyle William Vaughan Vaishak Purushothaman Douglas Bell Quentin Defrance Reel FX Animation Ryan McNeely Eric Soulvie Jason Bickerstaff Brad Clark Atomic Cartoons Mark Andrews Daniel Urbach Brian Rausch Henning Sanden
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Jason Bickerstaff reposted thisJason Bickerstaff reposted thisOK last Ozone Story Tech Subdivs post for the day, promise! I talk about speed in this one, as I was able to take an animation that was already done, with a full rigged skeletal mesh, and cook it into an Ozone Subdiv in less than 13 seconds! It actually took longer to launch the Epic Games Unreal Skeletal Mesh editor and change the Subdiv level than the actual cook :) Obviously the more levels, the more complex the asset, the longer the cook times will be. But overall, assets that are designed for Subdivs and target the right amount of render resolution, will not be burdened by Ozone Subdiv conversion times. Rob Di Figlia Chase Cooper Brad Clark Paul Doyle William Vaughan William Wise Vaishak Purushothaman 😀Tony Bowren Ben Minall Ryan McNeely
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Jason Bickerstaff shared thisOzone Subdivs are coming! Rich does a great breakdown about how easy it is to get it working in your Unreal Engine project.Jason Bickerstaff shared thisHow easy is it to create an Ozone Story Tech Subdiv asset in Epic Games Unreal Engine? Let me count the ways :) Right Click on Skeletal Mesh, choose "Cook Ozone Subdivs" Create Ozone Subdiv Info Asset Click "Cook Subdiv" Thats it... and just like that Owl from the 80's trying to get to the middle of the Tootsie Roll Industries Pop you are 3 steps from enjoying smoothy, high resolution character goodness. Rob Di Figlia Duncan Burbidge 😀Tony Bowren Chase Cooper Vaishak Purushothaman Quentin Defrance Atomic Cartoons Tharyn Valavanis Brad Clark
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Jason Bickerstaff shared thisThis is a must-have for anyone doing work in Unreal.Jason Bickerstaff shared thisReal-Time Just Got Cinematic: Introducing Ozone Subdivs Ozone Subdivs lets you turn any skeletal mesh into a high-resolution, real-time asset in Epic Games #UnrealGameEngine. Film and TV teams can bring their existing subdiv workflows into Unreal, while game studios can build simpler base meshes and still achieve premium visual quality. https://lnkd.in/gKYT9yvY Reel FX Animation | Immersive Enterprise Laboratories - IEL | FlippedNormals
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Jason Bickerstaff reposted thisJason Bickerstaff reposted thisWe’re looking for a Software Engineer with deep expertise in Unreal Engine C++ development, animation systems, and pose blending techniques used in game development. This role focuses on real-time character performance, integrating signal-driven expression data into scalable animation systems for expressive digital characters. If you love solving complex problems, writing code, and collaborating in a startup environment that values big ideas, creativity, and a healthy hustle... this role is for you. Apply here: https://lnkd.in/gxsbcCH9
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Jason Bickerstaff reposted thisJason Bickerstaff reposted thisOzone Story Tech is heading to #SIGGRAPH2024! Join us at booth 515 as part of the #AnimRevolution. We’re partnering with industry-leading experts who are changing the world of animation. Explore all the resources you need to optimize your pipeline - from advanced hardware solutions to state-of-the-art processing tools and experienced production teams. #AnimRevolution #SIGGRAPH2024 #ACMSiggraph2024 ACM SIGGRAPH, AMD, Lenovo, Xencelabs Americas, JALI Research Inc., Immersive Enterprise Laboratories - IEL, Jim Henson's Creature Shop, House of Moves, Tom Mikota
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Jason Bickerstaff shared thisHad a great time working with IEL to bring Ruby to life. Be sure to check out their presentation at SIGGRAPH!Jason Bickerstaff shared thisSneak peek of our girl Ruby, sculpted by Ozone Story Tech one of our awesome partners for Siggraph 2024! After concepting our characters and environments with Lenovo, AMD and Xencelabs Americas tech, we hand it over to the talented artists at Ozone Story Tech to bring our concepts to life! Siggraph is coming up in 2 days! ✨Come see us and the rest of our partners — JALI Research Inc., House of Moves, Jim Henson's Creature Shop and CG Lumberjack, Inc — at Booth 515 from July 28-August 1‼️ #ozonestorytech #iel #3dsculpt #3dsculptures #3dmodeling #3dart #3dmodel #3dartists #3Dartist #digitalart #siggraph #characterdesign #3dcharacter #3dcharactermodeling #3dcharacterdesign #rubysworldofwonder #ruby #characterartist #3dcharacterart #3dcharactersculpting #3dcharacterartist #3danimation #3danimationstudio #sneakpeek #animrevolution
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Jason Bickerstaff shared thisEpic just posted Rich's Ozone presentation from Unreal Fest 2023. Take a look if you want to see what we have planned for 2024! https://lnkd.in/gdAw3uNSCharacter Technology for Film and Games: Rig Once, Animate Anywhere | Unreal Fest 2023Character Technology for Film and Games: Rig Once, Animate Anywhere | Unreal Fest 2023
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Jason Bickerstaff shared thisCurious about what's going on with Ozone? Our new website is live! Visit now, visit often! https://ozone3d.com/
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Jason Bickerstaff liked thisJason Bickerstaff liked thisA little update on the face rig. Got a massive performance increase optimising the graph, probably still some room for improvement, but it's super responsive now. Not only this, but now that Ozone Story Tech subdivs is working inside of #UnrealEngine we can finally see the results we were hoping for. Thanks to Brad Clark 🔜 Unreal fest - Annecy for your help getting this running for me. There's barely any effect on performance. The nice thing about this system is that it's transferable across characters, even if there are a different amount of joints in the mouth or eye as it constructs the splines from all of them and spawns controls based on a U value of the spline through the bone arrays. It means you can reuse poses and animations. I've also been playing about with getting lip sync and performance / mocap onto the rig directly. I don't want it to be baked into an animation clip; I'd initially tried animation blueprints, which not only were slow but wouldn't bake to the controls in sequencer meaning I'd have to setup a backward solve which seemed overkill. Simply using utility widgets it's possible to get the info from either livelink or from another character with metahuman animation on it and have it directly control the rig and have the control rig keys bake to sequencer. This ought to make mocap and lip sync so much easier having it drive the control rig so we can clean it up (using our sparse keyframe optimiser) and speed the whole process up nicely. I can post some more about the setup for this if anyone is interested, it's pretty jittery coming into the post-forward solve in control rig, could be a number of things, but I'll post some more about it when it's all running nicely (just jaw and lip close for now). Looking forward to chatting to people at #AnnecyFestival and #UnrealFest over the next few weeks. Epic Games #rigging #animation #mocap
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Jason Bickerstaff liked thisLove seeing Ozone Subdivs in action here. Everything looks incredibly smooth, and Raf makes a great point: this kind of workflow is brutal with a full mesh. Awesome test!Jason Bickerstaff liked thisA test of Ozone Story Tech 's new subdivision tool for UE. Doing stuff like this is murder with a full mesh! Rich Hurrey Brad Clark https://lnkd.in/eCfpJBps
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Jason Bickerstaff liked thisJason Bickerstaff liked thisCongratulations to my team for an excellent final presentation and amazing work! Danci Shen, Itim Kongsakulvatanasook, yiqi Zheng, Yichen Shi, Yiyi Long, Benjamin Jones, Xinyi Liang Thanks to Munkhtsetseg Nandigjav, Erin Lee O'Leary and the Savannah College of Art and Design team as well as Ashley Goldstein and the NVIDIA team for their support! Please enjoy splatgarden.com
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Jason Bickerstaff reacted on thisJason Bickerstaff reacted on thisAfter almost 6 years at Meta, today was my last day. My team and I were impacted by the recent restructuring layoff. What I’ll value most from my time at Meta is the people I had the privilege to collaborate with, learn from, and build alongside. From VR headsets to foundational work on the next generation of codec avatars, and many other projects along the way, it’s been an incredible journey. For now, I’m taking a bit of time to reflect, recharge, and focus on some personal projects before jumping into the next adventure. Once I’m ready for the next chapter, I’ll be exploring opportunities in Lead Character Artist, Art Director, Creative Director, and Creative Technologist roles. And to all the teammates and fellow Metamates impacted by this layoff, wishing you all the very best for whatever comes next. It was a privilege building alongside you.🫂❤️
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Jason Bickerstaff liked thisJason Bickerstaff liked thisThis month marks 10 years at UC Berkeley! Five of them at CITRIS and the Banatao Institute (my favorite chapter so far). A decade spent at the intersection of big ideas, public impact, philanthropy, partnership, and leadership. As a campaign strategist and frontline fundraiser, I’ve had the privilege of building relationships with generous donors who care deeply about improving lives, especially here in California, through investments in innovation, research, and opportunity. Over the years, I’ve helped advance work spanning wildfire resilience, student internships and workforce development, responsible AI, entrepreneurship, health innovation, semiconductor research, and climate solutions, including bold ideas such as solar canals along the California Aqueduct. I’ve had the opportunity to strategize alongside UC Chancellors, Nobel laureates, visionary faculty, entrepreneurs, policymakers, and incredible colleagues across four UC campuses — all united by a belief that universities can help solve real-world problems. UC Berkeley has also given me meaningful opportunities to grow as a leader. Beyond my day-to-day work, I’ve been proud to serve on the Innovation & Entrepreneurship Council, co-chair the Berkeley Advancement community, and participate in transformative professional development experiences, including the UC Women’s Initiative for Professional Development and the UC Berkeley Executive Coaching Program. But what I’ll remember most are the people. * The students in their brilliance who never cease to amaze me. * The faculty whose work moves mountains. * The donors whose generosity turns possibility into action. * The colleagues who bring humor, creativity, and heart to even the most complex days. * The campus communities that invest in one another’s growth. Working in philanthropy has given me a front-row seat to what happens when generosity meets innovation. Ten years in, I feel incredibly grateful for the mentors, collaborators, and friends who have shaped this journey. Can’t wait to see what the next 10 years bring! Camille Crittenden Shanti Corrigan MA, CSPG Alexandre Bayen patrick gutteridge Lilly Omid Cheryl Martinez Jessica Freund Christine Schmidt Stephen (Steve) C. Sutton, Ed.D. (he/him/his) Debbie Rosenfeld Anya Essiounina Leah Katz Ahmadi Clara Dellenbach Tammy Spath Costas Spanos Catherine Gouge Jenny Seay Maya Varian Shiv Harris, MSc Tenny Frost Sheila Bock Laura Hassner Eric Giegerich, JD, MA Helen Y. Liu Jen K. Julie Shapiro Ravnit Plaha Jill Finlayson Darren Cooke Andrea Lambert-Tan Jacob Schroth Kelly Yun
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Jason Bickerstaff liked thisJason Bickerstaff liked thisIts Ozone Story Tech Subdiv Monday! Enjoy this little doodle... "Porkchop" (a Jim Henson's Creature Shop character we built for their digital puppet system) riding on the back of our very own Cubedudapus! Ozone Subdivs for Epic Games Unreal Engine is available now... millions of polygons, real-time performance, one-click conversion... download the free trial today! https://lnkd.in/gD_eeNXp Rob Di Figlia Fredrik Nilsson Chase Cooper Paul Pammesberger Brian Cohen Vaishak Purushothaman Richard Dixon Quentin Defrance Douglas Bell Brad Clark Jason Bickerstaff Jason Davies Wyatt Ayars
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Jason Bickerstaff liked thisJason Bickerstaff liked thisFor anyone trying to figure out Direct Mesh Control in the new UE 5.8 Preview, this video from Wyatt A is an excellent quick start explanation. Thanks for the tip Fredrik Nilsson Chase Cooper Nick Jushchyshyn Eugene Flormata. https://lnkd.in/eqdpt-tSUnreal Engine 5.8 Direct Mesh Control (DMC) — Control Rig SetupUnreal Engine 5.8 Direct Mesh Control (DMC) — Control Rig Setup
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Jason Bickerstaff liked thisJason Bickerstaff liked thisNow that Nuke 17 natively supports Gaussian Splat, time to finally try utilizing the splat as world building. Having access to several img generation tool I can iterate on the background look-dev fairly quickly, and be able to just handpick the part that I like or dislike manually with Photoshop. And also Apple has released SHARP image to gaussian splat model that can create gaussian splat from 1 image in literal seconds. On top of that Nuke's Cattery has great Depth anything that enables me to do acurrate defocus and also add haze / fog to the scene. Combined with traditional keying and camera track this is the final result of the test shot. Edit: multiple people ask for the workflow, but the workflow is just coversion from 2D image to Gauss splat. The rest is done in Nuke
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Daniel Harkness
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Myth Studio
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David Raposo
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Lachlan Phillips
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Yunus Balci
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Marvin Te
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Florent Delavous
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How to get sculpt-level 3D assets from AI without pulling your pipeline apart. Regardless of how much ease AI has brought to production systems, there still tends to be a tad of inconsistency throughout it all ⚔️ And because of that, producers do a full rerun and break their pipelines in pieces. Tencent has removed a vital ‘excuse’ for mediocre 3D AI workflows by releasingHY 3D Studio 1.2, and it is now in public beta. PartGen 1.5 pushes component partitioning to 1536³ (up from 1024³) ♻️ → Brush based control means you can finally edit components with surgical precision. → Shape adherence is far better, so intricate models actually hold their structure. → Texture fidelity and colour accuracy are dramatically improved, and input views doubled from 4 to 8, which stabilises reconstruction. The real question is: How do you use tools like this without creating yet another isolated experiment that never becomes a system 🤔 Here is how you can implement this in a real pipeline: 1️⃣ Anchor HY 3D Studio to asset classes: Ideal teams attach tools to specific, named asset classes, such as E-commerce hero models, high value game props, or modular environment kit. For each class, define an explicit acceptance criteria: → Geometry quality threshold (where 1536³ actually matters) → Texture realism levels (what “good enough” means in your context) → Tolerance for manual clean up time per asset Then your operators know exactly when HY 3D Studio is a fit and when it is not. 2️⃣ Decouple ‘control’ from ‘craft’ in your workflow: PartGen 1.5 is control: brush based partitioning, better shape adherence, clear component boundaries. Treat that control as its own layer in your pipeline: One step is purely about structure → Use PartGen to define clean components, enforce naming, and lock how assets are segmented. Another step is about look and feel → Use the improved texture fidelity and 8 view reconstruction to match brand materials and lighting references. This is how you start moving from cool demo to reusable asset infrastructure. 3️⃣ Turn HY 3D Studio into a repeatable node in your system: this can become a powerful node inside that system if you treat it like this: Standardise multi view capture → 8 view input is only useful if your team always knows which 8 angles to feed for each asset class. Create preset profiles per use case → Partition settings, brush rules, texture expectations for “retail product”, “cinematic hero prop”, “mid distance environment piece”. Log before / after data → Asset type, time to first usable output, manual clean up minutes, issues found downstream in engine or DCC tools. Over a few projects, this builds a data spine around your 3D production: You know where HY 3D saves time, where it creates risk, and which combinations of inputs ship production ready results That is the real unlock. Your production system decides whether it becomes the competitive advantage 🔓
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David Martinez
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𝗛𝗮𝗽𝗽𝘆 𝘁𝗼 𝘀𝗵𝗮𝗿𝗲 𝗮𝗻𝗱 𝗮𝗻𝗻𝗼𝘂𝗻𝗰𝗲 𝘁𝗵𝗲 𝗲𝗮𝗿𝗹𝘆 𝗱𝗲𝘃𝗲𝗹𝗼𝗽𝗺𝗲𝗻𝘁 𝗿𝗲𝗹𝗲𝗮𝘀𝗲 𝗼𝗳 𝘁𝗵𝗲 𝗿𝗶𝗴𝗴𝗶𝗻𝗴 𝘁𝗼𝗼𝗹𝘀𝗲𝘁 𝘁𝗵𝗮𝘁 𝗜’𝗺 𝗯𝘂𝗶𝗹𝗱𝗶𝗻𝗴 𝗮𝗹𝗼𝗻𝗴𝘀𝗶𝗱𝗲 𝗺𝘆 𝗿𝗶𝗴𝗴𝗶𝗻𝗴 𝗽𝗼𝗿𝘁𝗳𝗼𝗹𝗶𝗼. Creative Skeletons: a procedural skeleton planning and building tool for Maya. It represents how I’m approaching skeleton creation and rig building as part of a larger, scalable rigging system. Current features: • Custom locators (cLocator) for clearer visual feedback. • Skeleton structure setup using locator relationships and aiming. • Plan orientation, the spacing, and the hierarchy before joints exist. • Programmatic joint generation based on that intent. As my asset moves into the controller rig creation and setup, it made sense to refactor the controller shape library from my Smiley Tools package into this new toolset, with a slight name change: Flexible Shapes Library -> Creative Shapes. That refactor now includes: • Controller placement directly from selected joints. • The same shape saver and reusable controller library. • Integration that can be called straight from the skeleton builder workflow. Everything is being built as one connected system. Rather than being locked into specific rig types like bipeds, this acts as a complementary system that supports building any skeleton while keeping rig design choices explicit and flexible. The code is available on GitHub for anyone curious to explore it, with the first official release now live: https://lnkd.in/gKwqwfFY Happy to chat about rigging systems, Maya tooling, or Python driven workflows. Feel free to DM me. #rigging #technicalartist #maya #python #gamedev #vfx #pipeline #tools
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Kai Mergener
CG Lounge • 3K followers
🧮 De-mystifying the Pixel Processor in Substance Designer Chapter 2: Grid Generation Recreating a grid like the Tile Generator can do inside the Pixel Processor is a great practice to understand fundamentals of image processing. By scaling your UVs and taking the fractional part, you repeat a pattern across the surface. Then, by centering and stepping the result, you get a clean, evenly spaced grid, fully controllable in both X and Y. 🧱 Horizontal? Vertical? Brick layout? No problem. However how to get there with different shapes is going to be a different chapter. #madewithsubstance #substance3d #substancedesigner #pixelprocessor
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Voxyde
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Master Houdini generalist workflows and learn how to build complete scenes faster. A new project-based course designed to help artists develop practical, production-friendly procedural workflows without unnecessary complexity. The focus of the course is speed, flexibility, and clean setups that scale, helping you move from isolated techniques to building complete scenes with confidence. 🔥 Launch Week Offer Use code HG25 for 25% off until June 6.
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