Events91 Videos

The Foundry’s roving report SIGGRAPH 2016: Drexel University

Education is important to us at The Foundry. Senior Software Developer Adam Cherbetji chats to a couple of students from Drexel University about their recent projects using The Foundry's Nuke software.

2D Animation at Klei Entertainment

In this 2014 GDC session, Klei Entertainment's outline Klei Entertainments specific goals in relation to animation quality, some of their core inspirational material and how we strive to achieve our visual goals. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ubm.io/2ctNvqZ

The Foundry’s roving report NAB 2016: DJI

We couldn't help ourselves. Who can walk past drones and not want to have a go? We caught up with DJI to what's new and coming up for them. To see more of our coverage, visit: http://ow.ly/4mV9wV

From Sketch to Screen Aaron Sims Creative @Siggraph2017

Watch Aaron Sims Creative's presentation on Foundry's booth at Siggraph 2017. More info about Nuke Studio here: https://www.foundry.com/products/nuke

The GDC 2015 Live 2D Animation Demo

In this 2015 animation bootcamp session, Skullgirls Animator Mariel Cartwright presents a live 2D traditional animation demo that demonstrates the way the fighting game Skullgirls is animated. Register for GDC: http://ubm.io/2gk5KTU Join the GDC mailing list: http://www.gdconf.com/subscribe In this 2015 animation bootcamp session, Skullgirls Animator Mariel Cartwright presents a live 2D traditional animation demo that will demonstrate the way the fighting game Skullgirls is animated. Follow GDC on Twitter: https://twitter.com/Official_GDC GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.

Making Music Videos That Break the Internet | Adobe Creative Cloud

Vinnie Hobbs uses Adobe Premiere Pro CC to edit cinematic and record-breaking music videos for iconic artists, including Nicki Minaj, Kendrick Lamar, and KYLE. See more from Vinnie Hobbs: http://vhpost.tv/ Watch Vinnie's presentation from NAB Show 2017: https://www.youtube.com/watch?v=Geydn7S1oCE&index=6&list=PLD8AMy73ZVxWLfqwXLcdAZVFjV2zW_Stf Read more: https://blogs.adobe.com/creativecloud/a-year-of-learning/?segment=dva Download new features now: https://adobe.ly/2oqUM0w Watch more news, interviews, and overviews from NAB Show 2017: https://adobe.ly/2oqQYfG Catch the live-streamed demo of top features in the latest release: https://adobe.ly/2oqR07i Hear from more inspiring people in the industry about their work and workflows: http://bit.ly/AdobeProVideoCustomers Subscribe: https://www.youtube.com/user/adobecreativecloud?sub_confirmation=1 LET’S CONNECT Facebook: http://facebook.com/adobecreativecloud Twitter: http://twitter.com/creativecloud Instagram: http://www.instagram.com/adobecreativecloud/ Adobe Creative Cloud gives you the world's best creative apps so you can turn your brightest ideas into your greatest work across your desktop and mobile devices.

Mocha Pro demo from NAB 2011

Imagineer Systems’ Mary Poplin shows off Mocha Pro with a recorded demo from the past NAB 2011 touching on Mocha Pro’s planar tracking, rotoscoping, 2D to 3D conversion from Mocha Pro to Nuke, using Mocha’s insert module, and its remove module s well. Cool stuff.NAB 2011 Imagineer Systems’ booth demo: mocha Pro from Ross Shain […]
FMX 2017 – ILP: Where there is a sea there are pirates
0
30:30

FMX 2017 – ILP: Where there is a sea there are pirates

ILP has always prided themselves with trying out new things and challenging how they work, whether it involves pipeline, workflow or software used for production. This presentation covers their first experience of Clarisse in production. Instead of easing in the transition with a smaller project they decided to jump straight into the deep end, using it to render the 161 shots they produced for season 4 of Black Sails. With Martin Ögren, Lead Lighting Artist at Important Looking Pirates.

The Foundry at NAB 2015 LIVE stream recording

Catch up with The Foundry LIVE from NAB 2015. Watch the recording to see over four hours of customer demos from our booth at the show, including presentations from: The Foundry Team, Ingenuity Engine, Glassworks, Encore and Mirada. We also announced the much anticipated NUKE Non-commercial is now available, find out more here: http://www.thefoundry.co.uk/products/nuke/non-commercial/

The Foundry’s roving report SIGGRAPH 2016: Jon Wadelton

Tom Rockhill chats to The Foundry's Chief Technology Officer Jon Wadelton about his experience at SIGGRAPH 2016, and what we can expect from the future in digital technology.

A Study of Creature Animation in Film and Games

In this 2017 GDC talk, animator Jalil Sadool discusses a few pieces of creature animation from film and games and share the variety of workflows behind creating each animation. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ubm.io/2ctNvqZ

The Foundry’s roving report NAB 2016: GoPro

We love GoPro. Really epic tech and some extremely exciting stuff coming up this year. Check it out! To see more of our coverage, visit: http://ow.ly/4mV9wV

SIGGRAPH 2017 Demo – Foundry Research: AR/VR Production

Presentation made by Jon Starck on Foundry's booth at SIGGRAPH 2017. Find out more about Foundry Research Trends here: https://www.foundry.com/trends/research

The Art of Destruction in Rainbow Six: Siege

In this 2016 GDC session, Ubisoft's Julien L'Heureux discusses the process of developing and integrating Realblast, a destruction engine, as a core gameplay feature to Rainbow Six: Siege, a multiplayer first person shooter, and all the technical hurdles encountered along the way. Register for GDC: http://ubm.io/2gk5KTU Join the GDC mailing list: http://www.gdconf.com/subscribe Follow GDC on Twitter: https://twitter.com/Official_GDC GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.

Unity at GDC keynote – Next level rendering and graphics & Book of the Dead by Unity’s Demo Team

March 19, 2018 (San Francisco) - Natalya Tatarchuk (Director of Graphics) shares Unity's plans for next level rendering and improvements to graphics and artist workflows. Silvia Rasheva (Producer, Demo Team) shares background on Unity's Demo Team and their latest creation, Book of the Dead. To find out more about next level rendering and upcoming graphical improvements, check out: https://blogs.unity3d.com/2018/03/20/unity-unveils-2018-roadmap-at-gdc/ To see more from the Demo Team: https://unity3d.com/unity/demos
FMX 2017 –  How Clarisse has changed MediaMonks’ pipeline.
0
40:40

FMX 2017 – How Clarisse has changed MediaMonks’ pipeline.

Vincent van der Klaauw is a Senior Environment and Matte Painting Artist who worked on awarded feature films like The Martian. During his career he has also worked on TV commercials and short films. In this presentation, he talked about his recent experience making a 360 video for Nissan using Clarisse. Lately, MediaMonks has created a full CG experience. Vincent focused on how they've created three different digital landscapes. Besides this project he explained how Clarisse has changed their pipeline to make it more efficient. With Vincent van der Klaauw, Senior Environment and Matte Painting Artist at MediaMonks

NAB 2015: The Production COLLECTIVE

Mariana Acuña-Acosta runs you through our Production COLLECTIVE which includes MODO, MARI and NUKE STUDIO. For more info on the COLLECTIVES, visit: http://www.thefoundry.co.uk/products/collectives/

The Foundry’s roving report SIGGRAPH 2016: MechVR

Adam Cherbetji checks out the latest MechVR project by Professor Victor Zordan from Clemson University!

The Rain World Animation Process

In this 2016 Animation Bootcamp session, Rain World animators Joar Jakobsson and James Therrien break down the animation process behind their beautiful hit indie game. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ubm.io/2ctNvqZ