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Stash Magazine THE WITCHER 3: WILD HUNT

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🎯 Загружено автоматически через бота: 🚫 Оригинал видео: 📺 Данное видео принадлежит каналу «Stash Magazine» (@StashMagazine). Оно представлено в нашем сообществе исключительно в информационных, научных, образовательных или культурных целях. Наше сообщество не утверждает никаких прав на данное видео. Пожалуйста, поддержите автора, посетив его оригинальный канал. ✉️ Если у вас есть претензии к авторским правам на данное видео, пожалуйста, свяжитесь с нами по почте support@, и мы немедленно удалим его. 📃 Оригинальное описание: Game trailer Game developer: PROJEKT RED Director: TOMEK BAGINSKI Animation: PLATIGE IMAGE Director Tomek Baginski at Platige Image in Warsaw, Poland: “The Witcher 3 is, so far, the biggest installment in the series: broadest in scope and aimed at the largest audience. Together with the team at CD Projekt RED, we decided that this calls for the trailer to go back to basics. We wanted a simple, intimate scene to bring out all that is incredible about our protagonist. Who the Witcher Geralt really is. “The Witcher 3 takes place in a world drowned in the chaos of war. Honor and decency are nothing but empty words. That kind of environment triggers the worst in us, but nevertheless, the Witcher will remain steadfast in his beliefs. Under such circumstances every single choice ends up being a bad one, but he simply can't ignore the injustice taking place before his very eyes. He's a Witcher. He stands between humanity and the things that go bump in the dark. “This seemingly straightforward, intimate scene became one of our toughest projects so far. We couldn't hide anything; every little detail had to be polished to perfection. Each imperfection of either models or animation was immediately visible. Big, epic movies often hide defects and imperfections in special effects. In the case of this movie, however, every single detail was important to the overall effect. It was one of our biggest challenges to date.“ Staszek Marek, lead rendering artist: “Developing the trailer was a challenge, both artistically and technically. Our previous projects involved working with 3ds Max and V-Ray. 'The Witcher 3: Wild Hunt' was our first big project created with Maya and rendered with Arnold. We encountered a few obstacles along the way, most of them typical for that kind of shift, but the team quickly adapted to the new workflow. We approached it as another challenge, an opportunity to develop our skills and to present something new, a cinematic that delivers a strong narrative payload using only 'simple, grey visuals' instead of relying on fireworks to attract an audience.“ Grzgorz Kukus, CG super: “It was another challenging project for our team. This time we had to focus on Geralt, the visuals needed to fully convey his motivations and emotions. Each movement, each tremor of his muscles was important. Each stage of the process, from models up to final compositing, required an incredible amount of precision; there was no way for us to hide any missteps or errors. The core trailer development team consisted of 15 people. The majority of them worked on our previous Witcher projects, so they were experienced and worked well together. The development process, however, was quite challenging, especially when it comes to facial animation and simulating hair. Up until now, none of us had done anything this advanced on such an epic scale.“ For Platige Image Director: Tomek Baginski EPs: Marcin Kobylecki Jaroslaw Sawko, Piotr Sikora Producer: Marta Staniszewska CG super: Grzgorz Kukus Art director: Maciej Jackiewicz Production coordinator: Monika Packowska, Karolina Czabaj Lead rendering artist: Stanislaw Marek Lead shading artist: Wojciech Idzi Lead compositing artist: Maciej Jackiewicz Lead character TD: Michal Krupa Lead simulation TD: Lukasz Sobisz Lead face TD: Bartosz Opatowiecki Environment artists: Marcin Stepién, Michal Firek, Robert Kudera Concept art: Damian Bojowski, Artur Sadlos Animation: Sebastian Kalemba, Anna Plocica, Tycjan Bartus, Arkadiusz Firlit Character modelers: Tomasz Wróbel, Artur Owsnicki, Tomasz Stefanski, Klaudiusz Wesolowski, Tomasz Stryjewski Character TD: Kamil Hepner, Mateusz Poplawksi Texture artists: Tomasz Zaborek, Bartlomiej Walendziak, Maciej Bugajski Rendering: Wojciech Idzi, Grzgorz Kukus, Mariusz Samson, Daniel Schmid Leal Layout artists: Michal Kaleniecki, Dominik Wawrzyniak, Bartlomiej Kik Simulation TD: Marek Sulecki, Maciej Benczarski, Sophie Burie FX TD: Piotr Suchodolski, Bartosz Grzybowski, Carlos Acevedo Logo sequence: Artur Szymczak, Arkadiusz Leszko Additional artists: Marcin Jakubowski, Piotr Arendzikowski, Blazej Andrzejeswki, L;ukasz Burnet, Mateusz Gamroth RND: Adam Wierzchowski, Jakub Pietrzak CTO: Tomasz Kruszona

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