Pierre Schiller (@3D_director) header
Pierre Schiller (@3D_director) profile picture

#3D Animator & #VFX compositor. 20+ years in Advertising / Movies / Videogames 🎞 Blender · Unreal Engine · 3D Avatars · AI vid ▶ Links → https://nitter.cf/t.co/JimKRcxmag

Worldwide
Joined August 2010
Photo by Pierre Schiller (@3D_director)Photo by Pierre Schiller (@3D_director)Photo by Pierre Schiller (@3D_director)Photo by Pierre Schiller (@3D_director)Photo by Pierre Schiller (@3D_director)Photo by Pierre Schiller (@3D_director)Photo by Pierre Schiller (@3D_director)Photo by Pierre Schiller (@3D_director)Photo by Pierre Schiller (@3D_director)Photo by Pierre Schiller (@3D_director)
Since a Famous 2014 K-Pop song is trendy these days, I decided to do my own take on what a K-Pop 2014 band sounds like. Check it out: youtube.com/watch?v=h7vytX0k…
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Animation commision for #yugioh #masterduel Chimeratech Rampage Dragon - #Cyberdragon - It was a video summoning this powerful card.
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AI told you @tripoai was ahead of the game.
UniRig Automatic skeleton and skinning for any 3D model, from SIGGRAPH 25 UniRig predicts a skeleton and skinning weights for a 3D mesh so it is ready to animate. It was built by Tsinghua University and Tripo. One model handles humans, animals and unusual shapes. You run skeleton prediction, then skinning, then merge the result back into your file. The authors now also point to SkinTokens, a successor that does both steps in one pass. github.com/VAST-AI-Research/…
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Pierre Schiller retweeted
Been making effects at Riot and Epic Games now for 10+ years and I have to say, the results we're getting now with ai in terms of quality, without touching the engine at all, rival what I would make by hand I feel like the job is now, today, 99% art direction, 1% technical
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Certain software would do well to stop carrying dead weight (old legacy support), drop legacy support and move to the future, just like #UnrealEngine.
What we are trying to do: Build an engine that’s more powerful than UE5, easier to develop in than Unity, and is the most efficient effective way to build with AI acceleration. The problem with having old systems and new systems side-by-side is the tendency to mix them, and then their interoperability becomes a giant tangle of blueprints and verse, actors and entities. We thought that side-by-side was unavoidable, but AI assisted conversion is now clearly way more effective, and will produce a way more manageable UE6 project than a hybrid, while making it way easier for us to simplify and improve the engine. We’ll be proving it out by converting Fortnite, the game with the largest base of blueprints in existence, to the new approach.
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I've just realized 1989'+s manga and 1989+'s computer / electronic devices have something in common. This translated into the physical machines doing #Anime. No wonder we got so many OVAs from that period.
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I recommend working with #TripoAI . Just look at that optimized model under 6k quads! Amazing work @tripoai ⭐
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Pierre Schiller retweeted
The games we've long wanted, which didn't exist because they'd cost several times more to make than they'd earn back, will soon become possible. As will the games developers wanted to build, but couldn't with the resources available. It'll be a new golden age of gaming.
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"Call your Shots" is on Youtube Music: music.youtube.com/watch?v=Jp…
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Pierre Schiller retweeted
Opus 5.5 spent 3 days building this game world. Unreal Engine. Blender for assets. Tripo AI character gen. No wonder Epic Games is pushing for "maximum AI acceleration"
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We ALL know, 3D fighters wouldn't stand a chance with Characters from Marvel Vs Capcom.
Arjun update only shifted some checksums! We're back in business, y'all! New to this update, joining Sean are Q, Makoto, Dudley, Ibuki, Ken, Necro and Hugo. Sean is beta, all others are pre-alpha - TONS of work to do. Looking for playtesters, DM if interested! #3Sin6
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Check out my new single "Call your Shots (feat. Bella Dagger)" distributed by @DistroKid and live on Apple Music! music.apple.com/us/album/cal…
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As I mentioned before: AI haters only "hate" because they were already feeling impaired with Human talent, and now their laziness has to also match AI improvements, so they want to shame u. I'm posting this so everyone transitioning to AI knows we're keeping up with the times👍:
We have a huge pivot underway here at Epic, moving developers around to retool for maximum AI acceleration. The aim isn't to do the same stuff with fewer people, but to enable everyone here to build MORE and BETTER stuff, and to bring the benefits to all teams using Unreal.
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