Better Script Breakdowns
What if you could produce a good breakdown of any script online in seconds? Preparing your production for a new show is a lot of work. One of the time-consuming chores is breaking down a screenplay into sequences and a list of assets. Imaginary Spaces developed technology for that. Scroll down or click here for
Experimental Tool Wednesday: Facial Motion Capture
Hey! Alexis here again, Technical Artist at Imaginary Spaces where I work on tools and demo content for cutting edge game engine features. This week’s blog is all about facial performance capture on a shoestring budget. The hardest part of animation is the face and hands because our brains are wired to expect a lot of
Harnessing Deferred Rendering
To many people, real-time rendering is still essentially “cheating”. Compared to traditional offline renderers, game engines use a wide variety of techniques and tricks to pull off the familiar real-time goodness we’re all fond of. How does it manage that? How does it all fit together while remaining manageable to artists? Is there some sort
Experimental Tool Mondays: Kinect Motion Capture
Hey! Alexis here again, Technical Artist at Imaginary Spaces. Took some time last week to test out motion capture workflows with the Microsoft Kinect! The above video is the final product after roughly two days of work; my final verdict is that while the device won't keep up if you want to do somersaults, any
Experimental Tool Mondays: VFX Theremin
  Hey! Alexis here, Technical Artist at Imaginary Spaces. Working through various projects of mine, I find myself time and time again wondering if things could be done differently if the game engine tool palette was a little more ergonomic. Over time, I have thus taken the habit to cook up various tool ideas that
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