Categories
Product Release
Pitch & Produce
News
Learning
Featured Story
Events
Tags
Product
ActorCore
iClone
Character Creator
Cartoon Animator
AccuRIG
Smart Content Manager
Plugins & Pipelines
Blender
Headshot
PSD Pipeline
ZBrush
After Effect
Illustrator
Photoshop
Motion LIVE
Unreal
Unreal Live Link
Vector Pipeline
Auto Rig
SkinGen
Cinema 4D
Omniverse
Maya
Unity
MetaHuman Live Link
3ds Max
Marvelous Designer
Daz
Motion Link
Iray
Application
AR/VR/MR/XR
Animation
Cartoon
Previz
Comics
Commercial Ads
Education
Films & Movies
Virtual Production
Games
3D Scan
Music Videos
Social Media
Conceptual Art
Television & Network
AEC
Live Performance
Vtuber
Theme
Character Animation
Metaverse
Character Creation
Lip-sync Animation
Scene Creation
Motion Director
Facial Animation
MetaHuman
Motion Capture
AI & Deep Learning
Environment & Crowd
Digital Double
Video Compositing
360 Head
Digital Twin
Digital Human
Developer
Content
Plug-ins
Certified Trainer
Columnist
WarLord
GET THE LATEST UPDATE

Ars Technica: Replicas used game-development tools to bring its sci-fi world to life

Share

Thanks to Ars Technica’s senior reporter Jennifer Ouellette who featured Replica, the new science fiction film starring Keanu Reeves. Catch the behind-the-scenes story on how iClone was used to bring sci-fi VFX to life.

They interviewed Executive Producer James Dodson on how he got big-studio effects on a modest budget.

“Maya is expensive and can quickly eat up a production budget just in the design and pre-visualization stages. A single four-minute pre-viz sequence can cost $350,000 or more. That’s why Replicas Executive Producer James Dodson brought in a cheaper alternative for those early stages: iClone, a suite of animation software tools frequently used by game developers.”


– Ars Technica


Keanu Reeves with the iClone motion-capture system and Perception Neuron to create the CGI sequences in Replicas.

“Dodson believes that tools like this are ‘a great democratizer’. 

District 9, for example, could have been made for a fraction of the cost today, using this,” he said. “Ten years down the line, you’re going to be able to do what Cameron did with Avatar, using motion capture to go to full CG characters and create a full CG world. These real-time engines are going to be the driver of that.”


– Ars Technica



Game-development software helped power the motion capture for Replicas


Read the full article on Ars Technica–https://arstechnica.com/gaming/2019/02/a-behind-the-scenes-look-at-the-game-development-tools-used-in-replicas/

Related topics

Share

1 comment

Leave a Reply

Recommended Posts