STEAM GROUP
Open Source Filmmaker osfm
STEAM GROUP
Open Source Filmmaker osfm
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Founded
15 August, 2012
Showing 1-4 of 4 entries
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[SFM] Bring it on, The International 2015
Hey people :)

Spent my free hours over last week making this for Dota 2 Short movie competition:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=480682227

The idea was to take official Dota 2 artwork and make it alive, while make a small story out of existing voice overs for given characters. Animation is clunky, but given time constrains and a fact that I was doing it alone, I think the quality is reasonable. The whole thing is rendered in passes from SFM (used: beauty, diffuse, depth, AO, lights) and composed in various tools later on. I've used Maya to export camera for projections and animation data for applying it to actual model's geometry: SFM -> Maya -> Tool of interest (stored camera in .fbx or .abc). This way I could re-apply textures, and do whatever (including re-lighing) in compositing.

What I've spotted working in the following way:

- lack of render manager (so I can assign multiple scenarios) is a pain in the ass! You sit and wait to render 10 different things and you have to keep track of that. Not good;
- the easiest and cleanest way to get alpha for you character is simply put it over green/blue screen. Depth map is Ok but the edges won't be perfect (if this word is applicable for GPU renders at all :) - you will always have some glow which you don't want to deal with around this or that part character (thank you, shaders). If you use depth map it MUST be 32bpp (i.e. .PFM);
- SFM (XYZ) = MOST 3D SOFTWARE (ZYX), in case you need reconstruct a point precicely in 3D space;
- particle editor is SFM is outdated :) It's super powerful, thought it's 10x time faster to make something, let's say in Particle World or at Particular in AE. Maybe someone have different opinion, I don't know (please share);

That's a small summary. Please vote for it if you like it!
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Exporting SFM facial animation into Maya
4
Re-lighting BSP maps
Showing 1-4 of 4 entries