asset store_Asset Store为圣丹斯(Sundance)创作者和其他电影叙事者提供创意燃料

asset store

As an Official Partner of the 2018 Sundance Film Festival, Unity is proud to celebrate the bold creators who are redefining storytelling via real-time filmmaking, VR/AR experiences, 360 video and more. This year, 70% of the interactive experiences in the New Frontier exhibit were Made with Unity.

作为2018年圣丹斯电影节的官方合作伙伴,Unity自豪地庆祝那些通过实时电影制作,VR / AR体验,360视频等重新定义故事的大胆创作者。 今年, New Frontier展览的互动体验中有70%来自Unity。

As creators around the world reimagine storytelling in real-time, many of them are tapping Asset Store tools and packages for creating wide-ranging cinematic and interactive experiences. In this post we’ve spotlighted a project showcasing at New Frontier and several other recent examples outside Sundance to inspire your own creativity.

随着世界各地的创作者实时重新构想叙事,他们中的许多人正在利用Asset Store工具和软件包来创建广泛的电影和互动体验。 在这篇文章中,我们重点介绍了一个在New Frontier展示的项目以及Sundance以外的其他几个最近的示例,以激发您的创造力。

在圣丹斯电影节上激发创意 (Fueling creativity at Sundance Film Festival)

合唱,赋权社交VR体验 (Chorus, an empowering social VR experience)

From the award-winning VR visionary, Tyler Hurd, comes his newest project, Chorus, a social VR experience showcasing at New Frontier. With several groundbreaking VR projects under his belt, such as Old Friend (Tribeca Film Festival 2016) and Chocolate VR (Sundance Film Festival New Frontier Selection 2017), Tyler has leveraged Unity once again to produce his next VR project. Set to “Chorus” by Justice, to battle evil in this epic journey of empowerment.

来自屡获殊荣的VR梦想家Tyler Hurd带来了他的最新项目Chorus,这是在New Frontier展示的社交VR体验。 Tyler拥有多个突破性的VR项目,例如Old Friend (2016年的翠贝卡电影节)和Chocolate VR (Sundance电影节的新边疆选择2017),Tyler再次利用Unity来制作他的下一个VR项目。 由大法官设置为“合唱”,以在这场史诗般的授权之旅中与邪恶作斗争。

To achieve Chorus’s gorgeous visuals, Tyler and his team leaned on Asset Store plugins like Shader Forge, Hx Volumetric Lighting, and the Post-Processing Stack.

为了获得Chorus的华丽视觉效果,Tyler和他的团队依靠诸如Shader ForgeHx Volumetric LightingPost-Processing Stack等Asset Store插件。

Learn more about Chorus here and see all of the amazing Unity experiences being showcased at the Sundance Film Festival.

在此处了解有关合唱的更多信息,查看在圣丹斯电影节上展示的所有惊人的Unity体验

增强全球讲故事者的能力 (Empowering storytellers across the globe)

Sonder为实时动画开辟了一条新道路 (Sonder forges a new path for real-time animation)

Directed by Pixar alum Neth Nom and produced by feature-film veteran Sara Sampson, Sonder is an upcoming animated short film created with Unity. The story revolves around Finn, a young man struggling to overcome a recent breakup. With a team located across 14 time zones, Sonder is a passion project that was two years in the making.

Sonder由皮克斯(Pixar)校友Neth Nom执导,并由故事片老兵Sara Sampson制作,是由Unity制作的动画短片。 故事围绕着芬兰人(Finn)展开,他是一个为克服最近的分手而奋斗的年轻人。 Sonder的团队遍布14个时区,是一个充满激情的项目,历时两年。

The team crossed into uncharted territory by developing a unique production pipeline that combines the skills of their storytellers, artists and animators, plus the benefits of real-time rendering. They’ve also leveraged Unity’s Post-Processing Stack to polish their film, and created their own Shaders tool – available on the Asset Store (Toony Colors Pro 2) – to achieve Sonder’s unique stylized look.

团队通过开发独特的制作渠道,将故事讲述者,艺术家和动画制作者的技能与实时渲染的优势相结合,进入了未知领域。 他们还利用Unity的后期处理堆栈对影片进行抛光,并创建了自己的着色器工具(可在Asset Store( Toony Colors Pro 2)上使用)来实现Sonder独特的风格化外观。

Learn more about the team and Sonder here.

在此处了解有关团队和Sonder的更多信息

霓虹灯打开了快速电影制作原型的大门 (Neon opens the door to rapid cinematic prototyping)

Developed by Veselin Efremov, the director of the real-time short film ADAM, Neon is a compelling, futuristic scene. Using a variety of models from the Asset Store, the powerful camera capabilities of Cinemachine, and industry-leading post-FX from the Post-Processing Stack, Efremov composed a stunning cinematic scene in a matter of days.

霓虹灯由实时短片ADAM的导演韦斯林·埃夫雷莫夫(Veselin Efremov)制作,是一个引人入胜的未来派场景。 通过使用Asset Store中的各种模型Cinemachine强大的摄像头功能以及Post-Processing Stack中行业领先的post-FX,Efremov在短短几天内就构成了令人惊叹的电影场景。

Neon shows that real-time tools in Unity, plus easy access to a wealth of Asset Store resources, opens up a new world of creativity for filmmakers, where they can quickly prototype their ideas and experiment without having to go through time-intensive waterfall steps like sketching, storyboarding, and modeling.

Neon表示,Unity中的实时工具,加上对资产商店资源的轻松访问,为电影制片人打开了一个崭新的创造世界,他们可以在不经历费时的瀑布步骤的情况下快速制作原型并进行实验例如素描,情节提要和建模。

Get a behind-the-scenes look at how Neon was created.

了解Neon的创建方式。

卡顿先生的开箱即用创意 (Out-of-the-box creativity with Mr. Carton)

With over a decade of experience as a graphic artist in the video game industry, Michaël Bolufer jumped into real-time cinematic production with Mr. Carton, a 13-episode children’s program created with Unity. Mr. Carton, the world’s first real-time cartoon series, debuted in February 2017 on France’s national television website.

MichaëlBolufer在视频游戏行业拥有超过十年的图形艺术家经验,他与Carton先生一起进行了实时电影制作, Carton是由Unity制作的13集儿童节目。 卡顿先生是世界上第一个实时卡通连续剧,于2017年2月在法国国家电视网站上首次亮相。

The team grabbed several popular packages from the Asset Store to build the foundation for their production pipeline. For example, they used Flux, a cinematic editor, to create sequences in each episode directly in the Unity Editor, and they tapped Quickbrush for fine-tuning and “painting” objects directly in-scene.

团队从资产商店中获取了一些受欢迎的软件包,为他们的生产流程奠定了基础。 例如,他们使用电影编辑器Flux在Unity编辑器中直接在每个情节中创建序列,然后利用Quickbrush在场景中直接微调和“绘制”对象。

Learn how Mr. Carton was produced here.

在这里了解Carton先生的生产方式

传说中的大胆老鼠 (A daring mouse stars in Ghost of a Tale)

As a supervising animator at Dreamworks and Universal Studios, Lionel Gallat worked on films such as Despicable Me (2010) and The Lorax (2012). For his very own Ghost of a Tale, his prowess as an animator and game designer come together beautifully. This Redwall-inspired game shows off a variety of breathtaking environments and takes advantage of tools on the Asset Store to bring characters and their world to life.

作为DreamFactory(Dreamworks)和环球影城(Universal Studios)的监督动画师 ,莱昂内尔·加拉特(Lionel Gallat)曾制作电影《 神偷奶爸》 (2010)和《劳拉克斯》 (2012)。 对于他自己的《幽灵故事》,他作为动画师和游戏设计师的精湛技巧完美地融合在一起。 这款受Redwall启发的游戏展示了各种令人叹为观止的环境,并利用Asset Store上的工具使人物及其世界栩栩如生。

Within the game, animals’ ears flop, tails wag, and the jacket of the protagonist Tilo jounces realistically during his adventures. Gallat employed IK rigging (courtesy of Final IK from the Asset Store) to make his memorable characters look truly connected and at home in their magical world.

在游戏中,动物的耳垂,尾巴摇摆以及主人公提洛的外套在冒险中都真实地跳动。 加拉特(Gallat)运用了IK索具(由Asset Store中的Final IK提供),使他令人难忘的角色在魔幻般的世界中看起来像是真正的联系和家。

Every nook and cranny of Tilo’s environment has a highly detailed and natural feel to it, thanks in part to tessellation shaders created with Amplify Shader.

Tilo环境的每个角落都有其高度详细自然的感觉,这在一定程度上要归功于Amplify Shader创建的镶嵌着色

Learn more about how Ghost of a Tale was created.

了解有关如何创建 《鬼魂》的更多信息

Find the tools and assets that make these experiences possible on the Asset Store.

Asset Store上找到使这些体验成为可能的工具和资产。

翻译自: https://blogs.unity3d.com/2018/01/19/asset-store-delivers-creative-fuel-for-sundance-creators-and-other-cinematic-storytellers/

asset store

  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值