Ozone Story Tech

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Ozone Story Tech

Ozone Story Tech

@OzoneStoryTech

We are a software technology company in the entertainment industry focused on providing the best-animated character tools for creators.

Katılım Haziran 2023
13 Takip Edilen174 Takipçiler
Ozone Story Tech retweetledi
Rigging Dojo
Rigging Dojo@riggingdojo·
#GDC with the @OzoneStoryTech team. Come say hi to Brad and @rhurrey and learn more about rigging and working with realtime subdiv surfaces in Unreal.
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Ozone Story Tech
Ozone Story Tech@OzoneStoryTech·
He's giving away all our stuff! Well I guess since @rhurrey is our Head of Product we will let it slide... this time! 🤣
Richard Hurrey@rhurrey

Ozone Assets are built from several core building blocks. "Elements" which are the base nodes, "Components" which wrap them up into useful ideas, then into "Modules" to achieve specific artistic results (a nose, or mouth or arm), Finally everything gets assembled @Avengers style into a "Rig" like a Biped or Quadruped. Ozone Studio will ship with a complete set of these Elements, Components, Modules and Rigs... allowing you to spend more time making characters, and less time building Rigs. A few Component mockups :)

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Ozone Story Tech
Ozone Story Tech@OzoneStoryTech·
We are hiring... Again! We are looking for a Senior Engineer to help the Merry Band of Rigging Pirates integrate Ozone into Maya, develop core functionality and help pull all the parts together as we head toward general release this year. ozone3d.com/careers/lead-s…
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Ozone Story Tech
Ozone Story Tech@OzoneStoryTech·
I mean I GUESS the @TopGunMovie meme was better... but not really for us rigging nerds ;)
Richard Hurrey@rhurrey

With @OzoneStoryTech Subdivs and the LOD system built into @UnrealEngine you gain the ability to not only subtract geometry as you move away from the camera, but now ADD detail as you mover closer. We are calling this "LOD Forward" but what it really means is rigging artists manage a much simpler mesh, which is far easier to rig and maintain while at the same time getting resolution independent results at render time.

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Ozone Story Tech
Ozone Story Tech@OzoneStoryTech·
All these videos (and some) will be made available, for free, on our new training portal which will go live by the end of the year. We have a lot of great content for rigging, modeling and animation artists... big thanks to Kai Husen Brad Clark and Brian Tindall for their work!
Richard Hurrey@rhurrey

Ozone Subdivs = Dynamic Curvature @OzoneStoryTech Subdivs are different in Epic Games @UnrealEngine than polysmoothing. The key idea is that subdivision gives your models "Dynamic Curvature" which means that the smoothed surface actively changes while deforming. This often give much more life to the surface of a model, with far less weighting work, as its effect goes past the non-deforming spans in the source cage. Simple way to say it... more movement on the final surface, with less work means spending less time and money for higher quality results :) More videos like this will be available, for free, on Ozone Story Tech new training portal website that will go live by the end of the year.

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Ozone Story Tech
Ozone Story Tech@OzoneStoryTech·
Tentacles ARE the tank treads of the organic world... Rigging Artists are such nerds 🤣 More detailed metrics on speed and memory usage coming soon. If you are interested in checking @OzoneStoryTech Subdivs out... sign up here: ozone3d.com/subdivs/
Richard Hurrey@rhurrey

Fun little @OzoneStoryTech Subdivs doodle showing the kind of detail that you can get with @UnrealEngine Skeletal meshes in 5.6+ with little to no frame rate hit. #SmoothOperator #RigLessPoints

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Ozone Story Tech retweetledi
Pixar's RenderMan
Pixar's RenderMan@pixarsrenderman·
#RenderMan 27 has Arrived! Version 27 marks a historic leap forward with XPU production rendering, ushering a new era of GPU accelerated rendering at Pixar Animation Studios. XPU highlights include interactive denoising, compositing and deep data workflows, improved stylized rendering, multi-GPU support, early access for MaterialX Lama, and much more! renderman.pixar.com/whats-new
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Richard Hurrey
Richard Hurrey@rhurrey·
Pssst... Here is an @UnrealEngine Skeletal Mesh, converted to @OzoneStoryTech Subdivs. With a single click we got 5 Levels of Smoothing, 1.3million polygons... all running at 60+ fps. No more over modeling your assets to bring them into real-time. Film / TV Studios get to keep their subdiv workflow and games now can create lower res models and have resolution independence at runtime. Alpha starts next week, beta and sales start in December. If you are interested... let us know :)
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