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So far Victor has created 98 blog entries.

London UE for Architecture

  Unreal Engine Build:London’18 for Architecture will showcase how real-time visualisation technology is being used across the architecture and construction industries, enabling architects and their clients to experience projects in full photographic quality. The first day only 30 attendants from all the parts of the world were there and we shared a round table about the future of this industry, the second day Epic

London UE for Architecture

VR Development, Sisyphus and some déjà vu

 In Greek mythology Sisyphus was punished by being forced to roll an immense boulder up a hill only for it to roll down when it nears the top, repeating this action for eternity.Using VR for visualization as it pertains to workflow and content creation, provides many tough challenges to artists and developers. Most of them were subject of investigation in the past, but they were not resolved

VR Development, Sisyphus and some déjà vu

Im-Arch in Venice

Víctor M. Feliz from Motiva has been invited as speaker in the Im-Arch festival (Venice, Italy) the first international conference on real time rendering, augmented, interactive and virtual reality, focused on design, architecture, real estate and cultural heritage. http://www.im-arch.com/ There will be other fantastic presenters like people from Zaha Hadid studio, Libeskind Architects, Epic Games, CG Architects and more. Briefing of the presentation: LOOKING BACKWARDS

Im-Arch in Venice

UNKNIT: New packing system

Some people asked us about Unknit performance with more complex scenes, organic models and so. Ok here is our response with the new beta that makes even better unwrap and includes a new uv packing system (we've compared state of the art methods with unknit) This tests were made using a totally automatic workflow without need of marking seams. Robot unwrapped Unknit

UNKNIT: New packing system

3DWire CPU/GPU/Realtime round table

My very first speach on a church! for an hour we've been discusing about the future technologies applied to render market. 3Dwire was a really really great event!

3DWire CPU/GPU/Realtime round table

UNKNIT: informal sneak peek

The year is ending, some projects are starting: https://www.youtube.com/watch?v=ISMYUq4jWtQ This kind of non-overlapping UVs are used not for regular texturing but in workflows where the texture is created using the UV channel, in example: Substance Painter, Mari or any baking system like lightmaps in Unreal/Unity. Hope you like it!

UNKNIT: informal sneak peek

Anima 3 has been released

The population tool for visualization professionals, in which one we are contributing as developers, releases a new version with support for Unreal Engine and other new fancy features: https://vimeo.com/241957454 https://secure.axyz-design.com/anima-3-release

Anima 3 has been released

Datasmith unveiled

We are glad to announce that finally the project we've been working for months has been unveiled on the LA SIGGRAPH 2017:   https://www.unrealengine.com/en-US/blog/introducing-datasmith-a-workflow-toolkit-for-unreal-engine   It was originally named as MUS (Motiva Unreal Scene) and presented on the 2016 3D Symposium but renamed as Datasmith after being purchased by Epic  At the SIGGRAPH Unreal Engine User Group on July 31, they gave the first public preview

Datasmith unveiled

Here are no dragons

A lecture in Mundos Digitales Festival about our new techniques and tools derived from our research in the computer graphics field of investigation. It's said that in medieval cartography you could find the inscription Hic Sunt Dracones (Here are dragons). These portentous words were accompanied by illustrations of snakes and sea monsters to identify unexplored regions. The purpose? To ward off wary sailors from the

Here are no dragons

3D Symposium

It has been a pleasure to speak about our point of view of the computer graphics sector with assistants to this great international event that has been made for the first time in Spain. Ciro Sannino has spoken about illumination and how to get photorealistic results using traditional photography, Aldo Garcia about the organization and how to deal with technical problems when you are working on a short

3D Symposium
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