POPULARITY
Coup de gueule de professionnels français du cloud contre l'offensive américaine sur le cloud hexagonal. Des objets virtuels dans le monde réel grâce à l'appli Wanderland. Adobe détaille sa vision du metavers. L'ACTU DE LA SEMAINE • Twitter / Musk : suite du psychodrame • Des smartphones épinglés pour DAS trop élevé • La marque Nothing lance son premier smartphone LES INTERVIEWS DE LA SEMAINE
La société Adobe, connue mondialement pour le logiciel Photoshop, s'intéresse de près à la 3D et planche sur le metavers du futur. Avec son logiciel Substance 3D , issu du rachat de l'entreprise française Allegorithmic, Adobe est aujourd'hui un leader de la création d'objets en 3D. Selon Adobe , les objets virtuels sont déjà parmi nous, à travers les publicités et les contenus numériques de toutes sortes. On parle de confie du futur de la 3D et du metavers avec
Sébastien Deguy, VP of 3D & Immersive at Adobe, joins the podcast to discuss his journey to the metaverse including the founding of Allegorithmic, the company behind Substance tools used for creating textures that are widely used by AAA game creators, animators, designers, and visual effects artists in the game and movie industries, and what's next for 3D technology at Adobe.
Mark interviews Sébastien Deguy and Jérémie Noguer, the Vice President and Principal Product Manager of 3D & Immersive at Adobe, about developing Substance, the leading suite of tools for 3D texturing and material creation.In a wide-ranging discussion, your nice guests reveal what it's like joining a big ol' company like Adobe, how to design a tool for multiple audiences, the difference between "black magic" and "white magic," and how COVID-19 is impacting their teams.They also share a peek into the future of licensing and subscriptions for Substance and Adobe's other 3D tools, and the reason they haven't been able to release a Blender plugin yet. Building Substance ArtProductionToolsSubstance & 3D News Livestream (GDC 2020 Keynote) - GDC, YouTubeAdobe Announces Substance Designer and Painter Updates - Animation World NetworkSébastien DeguyGuestFounder of Allegorithmic, makers of Substance. VP 3D & Immersive at Adobe. External link Substance 3Dhttps://twitter.com/sebdeguyJérémie NoguerGuestPrincipal Product Manager of 3D and Immersive at Adobe. External link Substance 3Dhttps://twitter.com/gahadmor
Mark interviews Sébastien Deguy and Jérémie Noguer, the Vice President and Principal Product Manager of 3D & Immersive at Adobe, about developing Substance, the leading suite of tools for 3D texturing and material creation. In a wide-ranging discussion, your nice guests reveal what it's like joining a big ol’ company like Adobe, how to design a tool for multiple audiences, the difference between "black magic" and "white magic," and how COVID-19 is impacting their teams. They also share a peek into the future of licensing and subscriptions for Substance and Adobe's other 3D tools, and the reason they haven't been able to release a Blender plugin yet. Building Substance Category Art Production Tools Substance & 3D News Livestream (GDC 2020 Keynote) "Adobe Announces Substance Designer and Painter Updates" - Animation World Network Guest Founder of Allegorithmic, makers of Substance. VP 3D & Immersive at Adobe. External link Substance 3D https://twitter.com/sebdeguy Guest Principal Product Manager of 3D and Immersive at Adobe. External link Substance 3D https://twitter.com/gahadmor
En sortant de cet entretien, j’ai appelé Thomas, qui m’aide sur le montage, et je lui ai dit: “un échange […] L’article Sébastien Deguy, Allegorithmic (Adobe) est apparu en premier sur Les Pieds dans les Volcans.
Latest episode of Downloadable Coffee (DLC) - Dallas
This week’s tech news is that Adobe have bought Allegorithmic, which leads me to re-consider the Creative Cloud. In this episode I’m sharing my thoughts on perpetual software licenses vs. subscriptions, as well as voluntary contributions, and how it all makes me feel.
Geoffrey Rosin is a 3D Tech Artist at Allegorithmic who previously produced some amazing environment assets for Dishonored 2. I love Geoffrey's ability to find balance. He knows that every detail matters, but is able to work within time limits and production demands. And he tells stories through his environments by striking the right balance between modeling and texturing his assets. Learn more about Vertex School here: http://www.vertexschool.com Learn more about Geoffrey Rosin here: https://www.artstation.com/kikette Learn more about Substance Designer here: www.allegorithmic.com Want to be a Texture Artist, Character Artist or an Environment Artist in the Video Game Industry? Apply for your spot in our upcoming Game Artist course here: http://www.vertexschool.com
I veckans avsnitt av Spelskaparna samtalar jag med David Larsson som jobbar som produktchef på Allegorithmic. Vi får höra hans sida av branschen och hur det gick till när han gjorde flytten över Atlanten för att jobba i USA. I slutet av avsnittet bjuder han även på två rövarhistorier, som han väljer att kalla dem. Vill du komma i kontakt med David gör det enklast på hans twitter: laserallan. Länkar Boss Media Mindark Starbreeze Unreal engine Maya Business Sweden Mediocre games Autodesk Bitsquid Simpliygon Hansoft Uds DICE Doublefine Tilt Brush Occulus medium Allegorithmic Substance painter Z-brush God of war Dante’s inferno Silicon Graphics IRIX
On this last SOA Academy Day special, I'm joined with a host of talented individuals, including Teddy Bergsman from Quixel, Paul Nichols from Factory Fifteen, Frederick and Nicholas from Allegorithmic, Andreas Landgren from Tomorrow, Timothy Hoffman from Double Negative, Ondřej Karlík, Adam Hotovỳ, and Jaroslav Křivánek from Corona Renderer, and Panos Ioannou and Gamma Basra from Foster and Partners for KS Group. These companies have a distinct view and role in architectural visualization that you'll definitely want to hear, but first, a little bit about each. Quixel The Scanmaster creator of Quixel, Teddy Bergsman, has also generated Megascans, a massive online scan library. His team is now pushing 50 people, and his work has been used all over the world, including in the recent film The Jungle Book. His vision was clear from the beginning, and his intense dedication to achieving his goal has definitely paid off. Factory Fifteen Joining me from Factory Fifteen is Paul Nichols. This company has both a design-led approach to filmmaking and a narrative-led approach to architectural visualization. They consistently work on two very different projects — one in film and one in architectural visualization — and they have managed to have great success with both. Allegorithmic This software company started with gaming, and has grown to the architecture and design industries. They also develop reference tools for next-generation PBR material content. Frederick and Nicholas share their thoughts on the future of archviz and the benefit of using their architectural library, which contains all of the materials an artist needs for their renderings. Tomorrow Visualization Tomorrow Visualization focuses on creating change. They're not just making images, they're part of a design process, and that is the reason that they go to work every day. The structural process they follow is based on reality, and that is what people either love or hate about their images. We talk about what is included in their standard work and their competition work, and why a prospective employee needs to be a “really nice person.” Double Negative Double Negative joined us at SOA Day #7 to demonstrate methods from television and film using software such as Mari, Maya, and V-Ray. In our conversation, Tim Hoffman shares his opinion on the most important things that archviz masters can learn from the film industry. Corona Renderer Corona has established itself firmly in the industry, being used in many studios, including my own. They share what improvements can be expected from the newly released version of their software, news about user training through Corona Academy, and future plans for other platforms and solutions. They talk about how they plan to divide their time between development of new features and building new advanced technologies into their algorithms, and time has shown that their efforts have certainly paid off. Foster and Partners Panos Ioannou and Gamma Basra join me to discuss how they have grown from a small company of 7, to a major production house that can no longer produce all of their work themselves. Fosters focuses on design follow-up rather than the marketing process itself, and they've got a clear vision for the future of their company. Looking to work at Fosters? Listen on to hear what they require from potential team members. Key Takeaways [1:08] Teddy Bergsman's vision of the future of Megascans was clear from the beginning. [6:33] Megascans is destined to affect archviz in very good ways. [12:28] Any future work by Teddy Bergsman is undoubtedly going to be successful. [14:50] The team at Factory Fifteen specializes in animation and films as well as archviz. [21:27] Paul Nichols muses on the future of VR. [24:43] Teaching reaffirms the way you do things in the studio — and the reasons why. [26:30] Ambition is the first thing that will capture the attention of Factory Fifteen, but a love for techno music doesn't hurt either. [29:14] Allegorithmic's goal is to minimize deficiencies in architectural visualization software tools. [35:00] The aim of the Allegorithmic library is to have 100% of the materials needed to get a rendering done. [38:24] Tommorow Visualization is focused on creating change. [42:50] The structural process of how placement is made in images is always based on reality. [45:56] Competition work can be even more creative than standard work. [51:45] How many architects are working in the visual effects industry? [57:17] What to expect from the newly released version of Corona and from Corona Academy. [1:02:26] Corona's future plans for other platforms. [1:10:48] Why Fosters can no longer do all of their work themselves. [1:15:09] Growing a team to this size brings with it several lessons learned. [1:16:11] Hiring on at Fosters means achieving these things — starting with a willingness to continue learning. Main Quotes “As you become obsessed with something, it's the only thing you think about, the only thing you read up on, the only thing you dream about… and I still do.” — Teddy Bergsman “So much of our work is about collaboration with other people.” — Paul Nichols “It's a very bold statement to create change, but that is the purpose — it's why we do what we do.” — Andreas Landgren “You learn and understand how other people work … you gain knowledge using external people.” — Gamma Basra “Always undersell yourself and over-deliver.” — Gamma Basra Software Mentions Quixel Megascans Allegorithmic VRay Mari Maya Corona Renderer Sketchup Name Dropping Teddy Bergsman Factory Fifteen Tomorrow Double Negative Foster and Partners