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Richard DeForno reposted thisRichard DeForno reposted thisOne cut I keep coming back to is this key animation by Bahi JD. I think to become a strong animator, you need a huge imagination and the ability to think openly and cleverly while understanding traditional techniques. Bahi JD - the key animator of this cut shared that he separated Luffy into multiple cels, with different parts moving at different timings and speeds within the same shot. You can clearly see the upper body moving slower, while the lower body and legs move much faster and smoother. The same principle is applied to the hair and clothing as well. Usually, cel separation is used to isolate moving parts, static parts or accessories like fabric and hair. But in this scene, it was pushed further to create layered timing inside one single character. A small technical decision, but it completely changes the energy of the motion. And once again, respect and shout out to Bahi JD! #OtsuLabs #huutu
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Richard DeForno shared thisThanks to Ryan Summers & the team at Sarofsky for having me on this one!Richard DeForno shared thisGreat brand characters don't just show up. We cast them. When CULT Collective came to us requesting a character for the Petro-Canada CareMakers Foundation "Give A Honk" campaign, we didn't start with sketches. We began with a brief that read like a casting sheet: no-nonsense, bold, a little sassy, totally unafraid to ruffle feathers. A goose who doesn't just support caregivers, he demands they get the respect they deserve. We treated character development the same way we'd treat casting a lead actor. Audition the traits. Develop the performance. And refine every gesture, expression, and mannerism until the character commands every scene. But the work didn't stop there. In blockbuster entertainment, great characters live beyond a single film. We built this goose with that same philosophy, designing him for scale, then training AiLive, our proprietary production engine, to replicate his mannerisms, timing, and attitude across every touchpoint. The result: a self-service system that lets the Petro-Canada team deploy their character anywhere, anytime, with blockbuster-level craft. And The Goose is a honkin’ success: the campaign hit its fundraising goal within 72 hours. And 50% of viewers reported improved brand perception of Petro-Canada. That's what we mean when we say brand characters are long-term assets when you build them right from the start. Link to the full case study in the comments. Honk at us if you’d like to hear more about how we cast The Goose and brought him to life. Project Credits Head of Creative Innovation: Ryan Summers Creative Lead: Cat McCarthy Head of Production: Joel Signer 3D Lead: Sean Skube Character Design: Sara Kopke Animator: Dieter Wagner Animator: Richard DeForno Client Credits Account Director: Michelle Johnson Creative Director: Brian Krenzer Creative Director: Sabrina McAllister Project Manager: Christina Lee Copywriter: Zac Easton #Sarofsky #BlockbusterThinkin #BrandCharacter #CharacterDesign #AiLive
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Richard DeForno reposted thisRichard DeForno reposted thisAnother cinematic, this time inspired by Marvel Rivals. Rig: Told_by_3 #3DAnimation #Animation
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Richard DeForno reposted thisRichard DeForno reposted thisBetween directing animation at Exceptional Minds and teaching at the university level, I've been making cartoons. No, really. Damaged Films, my studio and home of Major Damage™, has been producing short-form branded animation. Here's some recent work. #toonboomharmony #2danimation #handdrawn #brandedanimation #DamagedFilms #animationdirector
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Richard DeForno reposted thisRichard DeForno reposted thisAnimation by Mehdi Aouichaoui ( @mhdart89 )* | Take Over / League of Legends (2020) #penciltest #sakuga #genga #2danimation
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Richard DeForno reposted thisRichard DeForno reposted thisLuxury skincare gets loud. To introduce the world to Sluff's Korean bathhouse-inspired products, our 2D team brought bold graphics and humor into a pristine, luxury environment. The sharp visual language of the campaign is rooted in skate iconography and contemporary Asian packaging and tattooing motifs. In a tangible ode to the personal history and connection to the brand, the spot is narrated through a megaphone by the co-founder’s enthusiastic mother. Together, these elements create a launch film that is punchy, a little subversive, and 100% Sluff. Client: Sluff Dir. Natalie Labarre & Sami Healy Prod Co: Hornet Senior Producer: Hanna Fuller Script Writer: Sami Healy Editor: Minseok Kim Storyboards: Sami Healy Art Director / Design: Natalie Labarre Motion Designer & Compositing: Robin Desnoue 2D Animator: Kaycee Nwakudu, Sami Healy Graphic Design: Kelsey Robinson Background/Environment Designer & Compositing: Evan Schoonmaker, Andy Malvasio
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Richard DeForno reposted thisRichard DeForno reposted thisThis one is really special to me 🤗 Probably, the most special shot I have ever worked on in my whole career, and one I couldn't be more proud to share with everyone! This shot is special for a bunch of reasons: the longest shot I have ever worked on, the opening shot of the film, and most importantly, one where I got the opportunity to shoot reference with mum, and bring a bit of our amazing relationship onto the screen. The timing couldnt have been better. My mum was visiting from Spain, and the shot was available. It's the kind of shot I normally wouldnt have asked for, but this time I had a strong feeling I could make something really special with it. I will never be able to thank enough Daniel Pozo, Pep Lluís Lladó, Tyree Dillihay and Adam Rosette for their trust, their support, and for such a meaningful memory with my mum 🥲 Hope you like it! THANKS MUM! 🐐
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Richard DeForno liked thisRichard DeForno liked thisYou can't call yourself an anime fan without watching Attack on Titan. Not an exaggeration. AOT was labeled Shonen because it debuted in Shonen Jump. That label doesn't fit. Not about friendship and power-ups. War. Morality. What people do to survive. The kind of story that changes how you think before you realize it. But the writing isn't even the whole conversation. The action sequences brought in some of the biggest animator names in the industry. Brutal enough to feel real. Controlled enough to stay purposeful. Every major fight is a production event. WIT Studio in the early seasons. MAPPA taking it to the finish. Two different studios. Same standard of craft. You won't find action like this in any anime from the same era. The combination of story depth and animation quality at that level is genuinely rare. AOT isn't just a great anime. It's the one people point to when they explain why anime is a serious medium. Watch it. #KhoaTrinh
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Richard DeForno liked thisRichard DeForno liked thisI'm happy to announce I've joined the team at Marvel Studios. The story team is doing some amazing things and I'm thrilled to be part of it! 👊🏼🙏🏼
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Richard DeForno liked thisRichard DeForno liked thisInspired by Osamu Tezuka's Princess Knight. First published in 1953. Over 70 years ago. A princess forced to disguise herself as a prince to inherit a throne that wasn't supposed to be hers. The Ribbon Hero follows Sapphire as she overcomes loss and trauma to protect the people she loves. Netflix. Outline Studio. August 2026. But look at the key visual. This isn't a faithful recreation of Tezuka's original style. The art has been completely reimagined for a modern audience. Same approach Dororo took in 2019. Keep the soul of the source material. Update the visual language so a new generation can connect with it. That's the right call. Preserving the original aesthetic would have been nostalgia. This is adaptation. There's a difference between honoring what made a story matter and being too afraid to evolve it. Tezuka built worlds meant to outlast him. The Ribbon Hero is proof they do. #KhoaTrinh
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Richard DeForno liked thisRichard DeForno liked thisWhen they keep changing the script while we're pitching... LAUNDRY
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Richard DeForno liked thisIt turns out that I am Hungary’s 7th most influential LinkedIn voice! Thanks to StoryMatters.online for the heads-up! Hungary has been the top destination of Chinese investment to the EU for years. This partially explains the very welcome attention to East-West Leadership and Dragon Suit. I’ll keep working for everyone’s interest and trust, and of course keep sending your questions and stories!Richard DeForno liked thisMeet Hungary’s 100 most influential LinkedIn voices in Careers & Office! Discover who is redefining workplace culture, supporting professional growth, and shaping the future of careers across the country. The source is Favikon, whose LinkedIn Score measures several key metrics to evaluate the strength and visibility of a LinkedIn profile. The ranking is based on data updated on May 29, 2026. Congratulations to everyone included! Below, you’ll find the top 35 names from the list: 1 Zoltan Gazsi 2 Gabor Stramb 3 Székely Rita 4 Judit Zolnay Dr. MBA 5 Csillag-Csatlós Csilla 6 Petho Aniko 7 Gabor Holch 8 Júlia Füredi dr. 9 László Gaál 10 Andras Barath 11 Kende-Hofherr Krisztina 12 Balazs Pinczes 13 Zoltan dr.Nemeth, DrPrezi 14 Markovich Béla 15 Laura Komócsin MCC 16 Zsuzsanna Friedl 17 Kata Nagy 18 Dorka Nagy-Jozsa PCC 19 Ildikó Szőke 20 Imre Bolya 21 Zoltán Gabriel Lukács 22 Anita Nagy 23 Südy György 24 Maria Gintl-Reszegi PMI-PBA - Insprl 25 Krisztina Schubauer PCC, CODP 26 Gabriella Ruff 27 Balazs Paroczay 28 Klára Kurtán 29 Rita J Varga CIPD 30 Tamás Bárány 31 Gergely Toth 32 Peter Szeremi 33 Evelin Ignácz 34 Miklos Magyar 35 Ahmed Ismail
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Richard DeForno liked thisRichard DeForno liked thisOMG WE DID IT!!! Syrenka is fully FUNDED!!!! We than you all for the support the encouragement and your belief in our project! From myself, Felicity Morland and the whole Syrenka team!!! THANK YOU!!! https://lnkd.in/ec3SmQ_P
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Richard DeForno liked thisRichard DeForno liked this"Flamingo vs Pinsir" - Stylised Mechanics 2 (Course) My courses are finally released! Thank you, AgoraCommunity , for this opportunity. It was a lot of fun and hard work. Hope you all enjoy the new material! Course Website: https://agora.community #animation
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Richard DeForno liked thisRichard DeForno liked thisFirst Time Bucket Lister™ project with our buds over at Spotify for their big Game Awards Spotify Singles announcement: I FINALLY worked with Sonic the Hedgehog! Kelly Capps and Steve Reynolds Ramos and the Spotify team got some heavy hitters to cut their own gaming-inspired versions of songs and we got to bring it to life over at Sarofsky. Besides getting to hear some Marble Zone inspired goodness from LABRINTH, I was introduced to BILMURI with his CYBERPUNK track on infinite repeat. It was funny to finally hear the full song drop after watching edits over and over with the same 10 seconds looping for a month and change. Have you heard any of these songs hit your Spotify feed? (Links in the comments to all three tracks)
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Jonathan Winbush
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If you run into this error message in Unreal Engine 5 " Detected 1 material with missing usage flag required to work properly with cloner " then this video will help you out. #winbush #unrealengine #ue5 #dellproprecision #nvidia Unreal Engine Cindy Olivo Logan Lawler
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Creativity around games lives far beyond the screen ✨ At the Six Invitational 2026, Tom Clancy's Rainbow Six Siege cosplayers brought their favorite Operators to life. From workshops and living rooms to the event's catwalk, each costume told a story of careful design, craftsmanship, and dedication, measured in countless late-night builds and months of patience. Through our series “Passion Meets Craft,” we explore the players, professionals, and intent driving creativity around games. In this episode, these cosplayers offer a glimpse into their process: the ideas, techniques, and problem-solving behind turning pixels into reality. 👾 #RainbowSixSiege #R6S #R6Community #Cosplay #GamingCosplay #SixInvitational2026
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Comp Lair™
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🙌 Geometry doesn't have to be your roadblock anymore! 🤫 Unlock the secrets of projections without the constraints of geometry. Download our captivating article and dive into the world of Linear Algebra for practical VFX Compositing. 🤓 Comp Lair's Founder, Pedro Andrade will guide you through his research and thinking process, demystify the hierarchy of linear transformations, and show you how to effortlessly transform PWorld Space to PObject/Pref Space, as well as how to achieve Projections in Nuke without geometry. Get your FREE copy now! ➡️ Get it here: https://lnkd.in/eVYNPwQv
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Edward Hassenfratz
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Creating AR experiences are way easier to create than you think! 🔥 My workflow: Maxon C4D → Reallusion Accurig → @MoveAI mocap → animation transfer → Control Rig → export to glTF → Artivive ✨ No coding required! Just scan a QR code and your 3D character comes alive in the real world. So many fun applications for this, think about how you can upgrade portfolio upgrades, client pitches, by taking on interactive experiences...are you gonna give this a go? #cinema4d #augmentedreality #motiongraphics #ar #3danimation #motioncapture #moveai #artivive #characteranimation #c4d #3dart #cgi
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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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Jason Key
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Need unique liquid splatter effects? Simulate them in real-time with LiquiGen & generate variations in seconds, including render passes, 3D mesh and particle exports. This particular setup takes about 5 seconds per variant on an RTX 4090 (so hundreds could be created in less than an hour).
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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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Sheriff Azmey
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Top 10 tips ((Cheat Sheet)) for USD Rendering useful for Tech Artists & Pipeline TDs Use it anywhere you need headless, automated, Hydra-based USD rendering without opening Houdini. 1. Basic Render Render a USD file using Karma (default delegate): husk scene.usd 2. Render a Frame Range husk scene.usd -f 1 100 And to point to output path: husk scene.usd -f 1 100 -o /renders/shot1/beauty.$F4.exr 3. Switch Render Delegate Render using Karma XPU: husk -R KarmaXPU scene.usd Render with Storm (fast preview): husk -R HdStorm scene.usd And you can add any Hydra delegate (Arnold, RenderMan, 3Delight if installed). 4. Override Render Settings Change a render var (AOV) directly: husk -set camera /path/to/cameraPrim Override resolution: husk scene.usd -xres 1920 -yres 1080 5. Render Specific Camera husk scene.usd -C /World/camera1 6. Add AOVs Render with ego-defined AOV (example: nrm, depth): husk scene.usd -A nrm -A depth -o /renders/aov.$AOV.$F4.exr 7. Generate a Preview Movie husk scene.usd -f 1 120 -o preview.$F4.jpg Use ffmpeg afterwards: ffmpeg -r 24 -i preview.%04d.jpg preview.mov 8. Progressive Rendering Good for quick review: husk scene.usd -progress 9. Use Husk in PDG Inside a ROP Fetch TOP or USD Render TOP: Set “Command” to: husk @usdfile@ -f @frame@ -o @output@ PDG distributes to farm automatically. 10. Debug Mode husk scene.usd --verbose or husk scene.usd --trace #Houdini3D #USD #Husk #KarmaXPU #PipelineTD #TechArt #Proceduralism #PDG #Hydra #VFXPipeline #RenderFarm #CGWorkflow #OpenToWork
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Shazreen Hamri
Buidl Studio • 134 followers
Shadow Of Melaka-Pantai Sri Berbisik-Why Placing Meshes in Unreal Engine5 Takes Time – Even Optimized Ones Even when you optimize your assets mountains at 300 tris, props averaging 100–2,000 tris placing meshes in UE5 can still feel slow. Why? Because Unreal Engine handles real-time calculations for collision, lighting, and level streaming, even for meshes that are far away and seemingly insignificant. For example, I intentionally kept some mountains low-poly because players rarely get close, but they still render beautifully in the distance. It’s all about smart optimization + understanding engine overhead, not just polygon count. setting:nanite off, no lumen, no global illumination,no ray tracing. Epic Games Unreal Engine
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Arminas Valunas
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Hunyuan just dropped the open-source release of HunyuanVideo-Foley, new end-to-end Text-Video-to-Audio (TV2A) framework for generating high-fidelity audio. 🔊 This tool enables creators in video production, filmmaking, and game development to generate professional-quality audio that perfectly matches both the visual flow and the intended meaning—solving major challenges in video-to-audio (V2A) generation. 🔊 Try it now: https://lnkd.in/dsaVmmev Project Page: https://lnkd.in/d4x2bNGv Code: https://lnkd.in/d9_wF8Et Technical Report: https://lnkd.in/d4C5aZip Hugging Face: https://lnkd.in/d-bQtbzC
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Shuhei A.
2K followers
[𝐈𝐦𝐩𝐥𝐞𝐦𝐞𝐧𝐭𝐢𝐧𝐠 𝐚𝐧𝐝 𝐕𝐢𝐬𝐮𝐚𝐥𝐢𝐳𝐢𝐧𝐠 𝐑𝐁𝐅 𝐈𝐧𝐭𝐞𝐫𝐩𝐨𝐥𝐚𝐭𝐢𝐨𝐧 𝐢𝐧 𝐁𝐢𝐟𝐫𝐨𝐬𝐭] I have been working on implementing RBF (Radial Basis Function) interpolation using Maya's Bifrost. While RBF is an incredibly powerful tool for things like Pose Space Deformation in rigging and interpolating scattered data points, grasping its behavior purely through mathematical formulas can be challenging. By visualizing the interpolation weights with color gradients, I was able to gain a tactile understanding of how the space is influenced by each point. This process reminded me that a procedural environment—which allows for rapid iteration—is more than just a production tool; it’s an "extension of thought" that facilitates a deeper understanding of complex algorithms. #Maya #Bifrost #TechnicalArtist #RBF #ProceduralDesign #Rigging #VFX
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Voxyde
2K followers
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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Notch
6K followers
Artist spotlight: We sat down with multidisciplinary 3D artist and VJ Alex Vlair to discuss his new company's blend of traditional VFX and real-time skills for advertising and events, his preference for using Notch for VJing, his experience performing at MUTEK.JP, and his background in motion graphics and 3D design. Read the full conversation here: https://lnkd.in/eTuA4kG6 #madewithnotch #stoprendering #startcreating
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Stéphane Davi
IMAGO • 4K followers
𝐑𝐔𝐍𝐖𝐀𝐘 𝐀𝐂𝐓 𝐓𝐖𝐎 𝐕𝐒 𝐂𝐎𝐌𝐅𝐘𝐔𝐈 𝐖𝐀𝐍 𝟐.𝟏 𝐕𝐀𝐂𝐄 Advanced AI test: full-body + facial animation 🎥 I recently animated both the body and face of a character from a reference video using two different technologies: 🔹 𝐀𝐂𝐓 𝐓𝐖𝐎 by 𝐑𝐮𝐧𝐰𝐚𝐲 (paid, cloud-based solution) 🔹 𝐖𝐀𝐍 𝟐.𝟏 𝐕𝐀𝐂𝐄 via a custom node in 𝐂𝐨𝐦𝐟𝐲𝐔𝐈 (free, local solution) 👉 The goal was to compare the animation transfer quality (body motion) — but more importantly — the image fidelity (face likeness and final output). The result? 💥 To my surprise, the custom ComfyUI node using 𝐖𝐀𝐍 𝟐.𝟏 𝐕𝐀𝐂𝐄 delivered better visual fidelity. 🔹The face stayed true to my original character 🔹The output video quality was cleaner ⚠️ Only limitation: it’s capped at 3 seconds of rendering, which causes a frame jump when extending the clip too long. As for 𝐑𝐮𝐧𝐰𝐚𝐲 𝐀𝐂𝐓 𝐓𝐖𝐎: 🔹Body motion tracking was smoother and more accurate 🔹And I must say — the facial expression animation is quite impressive. It really captures the emotional performance, making it a powerful tool to convey acting — without any need for motion capture. ❌ However, face likeness tends to drift, and some frames lose visual consistency. This test reflects what we often see in AI workflows today: It’s still a challenge to generate long, high-quality, faithful animations without some compromise. 🚨 Many platforms sell the dream with flashy demos... But in reality, these paid tools remain limited, and often fail to deliver the results they promise. Have you tested these tools? Would love to hear your feedback on your own AI animation workflows. #AI #ComfyUI #Runway #VACE #Animation #AIGeneratedContent #FacialAnimation #VFX #MachineLearning #AIworkflow #RND
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