Friday, March 28, 2008
Let us introduce...
...a few more characters from the HOPE universe.
MISTER X--believed to be either a disgruntled employee of OMNICORP with senior management level security clearance or a world class hacker. this mysterious individual provides inside information about OMNICORP'S most clandestine ops to PROJECT MIDGARD.
MASAMURO HIROSHII--once an employee of OMNICORP for which he invented the holo-technology that is still closely guarded. called "OSHI" by those who know him, this techno-imp is now a (retired) independent holographic blacksmith supposedly equipped with his own holo-forge and...an excellent cook.
HOLOGRAPHIC NINJAS--HL-HP technology ninja: hyper-flux magnetically induced super-condensed lumo-energy field. the result is a hard-light holographic projection of a limited number of cybernetically enhanced assassins. hard to understand and even harder to defeat.
Monday, March 17, 2008
behind the scenes--the dreamhive's realtime rendering pipeline
first off, happy st. patrick's day folks!!! in true celebration of this fine day, the dreamhive would like to share with you an old irish blessing:
May love and laughter light your days,
and warm your heart and home.
May good and faithful friends be yours,
wherever you may roam.
May peace and plenty bless your world
with joy that long endures.
May all life's passing seasons
bring the best to you and yours!
the dreamhive was proud to recently announce that our resident cg wiz, wes grandmont, will be presenting a behind the scenes look at the hives proprietary software/hardware hybrid rendering pipeline at this year's siggraph in los angeles. wes developed the pipeline during our recent collaboration with jason rubin on iron and the maiden. the Autodesk Maya MasterClass at SIGGRAPH 2008 in LA: Synthesizing Film & Games: Creating a GPU-based Studio Rendering Pipeline is something that we're sure a great deal of folks will be interested in attending.
you'll hafta check out wes' presentation to get the full skinny. however, i will divulge a smidge and say that the R&D on this pipeline was a major internal goal of ours when taking on jason's property. we were very fortunate that jason shares our love of innovation and allowed us to use his comic book property as our proving ground. we were very, very proud of how we pulled it together and it is one of THE main reasons we were able to complete the iron and the maiden animated short at the quality level and in the time that we did.
as an artist using wes' shaders, i cannot stress enough how much time/money is saved in finalling the look of a character when you see EXACTLY what the final rendered product is gonna look like.
anyway, wes is preparing an amazing presentation for this year's siggraph. so make sure to sign up for his class for a peek at what we consider a truely groundbreaking accomplishment!
for a few more sneak peek images...stop by the dreamhive's gallery to check out some new "behind the scenes" images we've posted.
May love and laughter light your days,
and warm your heart and home.
May good and faithful friends be yours,
wherever you may roam.
May peace and plenty bless your world
with joy that long endures.
May all life's passing seasons
bring the best to you and yours!
the dreamhive was proud to recently announce that our resident cg wiz, wes grandmont, will be presenting a behind the scenes look at the hives proprietary software/hardware hybrid rendering pipeline at this year's siggraph in los angeles. wes developed the pipeline during our recent collaboration with jason rubin on iron and the maiden. the Autodesk Maya MasterClass at SIGGRAPH 2008 in LA: Synthesizing Film & Games: Creating a GPU-based Studio Rendering Pipeline is something that we're sure a great deal of folks will be interested in attending.
you'll hafta check out wes' presentation to get the full skinny. however, i will divulge a smidge and say that the R&D on this pipeline was a major internal goal of ours when taking on jason's property. we were very fortunate that jason shares our love of innovation and allowed us to use his comic book property as our proving ground. we were very, very proud of how we pulled it together and it is one of THE main reasons we were able to complete the iron and the maiden animated short at the quality level and in the time that we did.
as an artist using wes' shaders, i cannot stress enough how much time/money is saved in finalling the look of a character when you see EXACTLY what the final rendered product is gonna look like.
anyway, wes is preparing an amazing presentation for this year's siggraph. so make sure to sign up for his class for a peek at what we consider a truely groundbreaking accomplishment!
for a few more sneak peek images...stop by the dreamhive's gallery to check out some new "behind the scenes" images we've posted.
Friday, March 14, 2008
new gallery images!!!
Saturday, March 8, 2008
Hope fashion concepts
Wednesday, March 5, 2008
dreamhive website re-vamped
make sure to stop by The Dreamhive studio website sometime soon! we just finished a big update to the site that showcases some of the work and progress we've made over the past year and a half.
we're really proud of how it came out and the new artwork featured on the site.
here soon we'll be featuring the Iron and the Maiden animation we did for Jason Rubin. so stop by often!!
enjoy!
Tuesday, March 4, 2008
new dreamhive logo
check out our new(and final) treatment for our logo! we like it. hope you do too. we're also in the process of updating our site.
right now, we have a new splash page at the dreamhive website that features some of our more recent artwork including some renders from the animation we recently completed for jason rubin's iron and the maiden.
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