Madefire Motion Books: Digital Multimedia Comics Are The Way of The Future

madefire motion books promo

I’m guessing there are a lot of comic lovers and writer/artists out there in iPad/iPhone land that have heard about Madefire’s Motion Books App, but for me, and I’m assuming a lot of others too, the first word on the subject was via an announcement made on deviantART, proclaiming a strategic alliance between the two companies. As of now “deviant’s” and visitors to the site have access to the Motion Books web-based content.

For those of you who have not heard about any of this. Motion Books is a new platform that allows artists and writes to create a new breed of comic which can incorporate any mix of animation, sound effects and music in a seamless format. The software might be new, but the idea goes back at least two decades. Artists have long been experimenting with multimedia comic/graphic novel techniques. Marco Patrito’s Sinkha, is a wonderful example of this sort of medium blending, and undoubtedly one of the earliest. Sinkha was first conceived back in the early 90s, and expectedly shows many signs of being an early pioneering effort especially with its clunky interface created with Macromedia Director.

madefire motion book treatment promoWith Motion Books there is none of this clumsiness. Anyone who has ever experienced the slick digital magazine interfaces, such as that used by ISSUU, will be quite familiar with the way the web-based app feels. Those who have flipped through any number of side-scrolling iPad/Phone apps will have a good idea how it works too. Even for the utterly clueless, the interface is so simple and streamlined that they will be flipping pages in moments.

The current batch of high quality Motion Books are a fantastic example of how comics can make the jump to multimedia but retain a feel that is still solidly rooted in the traditions of the material comics and graphic novels. Just a few pages into my first MB, Dave Gibbsons’ Treatment – Tokyo: Episode 1, I found myself drawn into the atmosphere of the beautiful illustrated neon of a crime ridden future where brutality and revenge has become a televised entertainment phenomenon. The seamless and artful incorporation of animation and sound were integral to the experience. As used here and with the other beautiful first batch of MB there is a distinct feeling that comics are heading to a new level.

The strength of Madefire’s Motion Books platform lays in the tools it gives over to artists free of charge. These tools do a lot to simplify the technical aspects of creating multimedia comics. This circumvents a lot of expensive development time, and empowers content creators to realise their vision with an exciting new medium. Multimedia comics are no gimmick. I believe they are the future, and I hope that Motion Books, along with their Motion Book Tool, will be one the leading vehicle for this evolution. It is not hard to imagine we will see outgrowths on the platform such as “chose your own adventure” works, and game/comic hybrids with interactive puzzles and dialogue choices.

 

Great Software and Genesis Character Specials At DAZ 3D

DAZ 3D software and genesis character sale

Got’a catch ’em all

Carrara 8 Pro – 69% off! Normally, I’d say that’s pretty crazy, but this is DAZ 3D we’re talking about. These guys often have crazy sales, though I don’t ever remember seeing it this cheap. Hexagon and Bryce are a good buy too, even if they were free for quite a number of months until recently. Loads of Genesis characters and morphs up for sale too. IClone Animation Pipeline is also 30% off and that seems to be the thing all the cool kids are using these days – can’t say I know much about it though. My current favourite DAZ to LuxRender program, Luxus is half off at the moment too! Which reminds me, Reality 3 for Poser was released just the other day. That $15 sidegrade from Reality 2 is mighty hard to resist right now, especially seeing as I’ve been wanting to start using my copy of Poser Pro a little more.

Ok, I admit it! I’m a complete software junky – there, that’s a load off. I don’t even have to be a user of a program, but I still want it in my collection. I figure I’ll use all my pretty 3D apps one day. Until then I’ll keep reading about them all and drooling over all the pretty art people are making with them.

Oh, it seems the above prices are only for Platinum Club members, so if you’ve been looking for an excuse to join the PC or pick up some software or content from DAZ 3D, now is the time. Even without the PC membership the prices are still good but paying out for a month subscription to the PC is worth it just to get the discount for Carrara, if that’s something you’ve been eyeing off. check out the current sale to see all the goodies.

More real-time rendering musings with Unreal Engine 4

aki ross final fantasy: spirits within movie

Aki Ross – the CG superstar that sadly never was

Do you remember Final Fantasy: Spirits Within? I sure do. As an occasional fan of the Final Fantasy games I will say that I was very excited to hear about the movie, and to an extent I wasn’t even disappointed. As the on/off fan I wasn’t distressed by the disconnection the film had with the games, and given that all the games are more-or-less unconnected why would the movie have been any different? The CGI, even now, is a stunning piece of work even if the motion capture fell a little short at times, and the movie as a whole was letdown by a plot that bordered on utter rubbish propelled along by a clichéd, and occasionally cringe-worthy band of characters. Despite all this I still love the movie for that CGI feast.

…and then there’s Aki Ross… four-hundred thousand beautifully rendered polygons that were not popping out of her outfit, cutesfied, or eroticised at every opportunity; now that is something that is indeed rare for a leading female anime character (yes I did just say FFSW was anime – deal!). But I’m getting off track.

Spirits Within still stands as one of the most expensive CGI movies ever produced. According to Wikipedia the film was rendered with a “home-made” render farm composed of 960 Pentium III-933 MHz, with each of the 141,964 frames taking an average of 90 minutes to render. If my maths is right that’s over 24 years of rendering! That was all back in 2001. Fast forward 12 years to today with technologies that are capable of rendering characters, animation, and environments in real-time in detail only wide-eyed dreamers dared to ponder on, and it creeps ever onward towards photorealism. Indeed, looking at the latest tech demos you could be forgiven for thinking we are already there.

Once again I’m finding myself very excited by the possibilities of new 3D game engines like Unreal Engine 4. Just a few days ago (29th March 2013) the Infiltrator tech demo went up on the Unreal Engine YouTube channel. Of course, Epic being Epic they had to demonstrate their fancy new technology with adrenaline fuelled pew pew action.

As far as I’m informed (Polygon) everything in the video is a real-time rendering all running on an Nvidia GTX 680, which while coming with at a considerable price, is well within reach for many. When we have the potential for such grand visual immersion coupled with the engine’s amazing editing tools I’m left with a huge thrill for the possibilities, not only for the production of big budget high octane games, but for the modding community, indie developers, animators, and artists. GPU based real-time rendering is making huge leaps and it has been pushed largely by video games. Could we be about to see the technologies and software used to develop games explode into widespread use in many different applications?

This is what can currently be done with UE3. Skip to about 1 min in to see all the neat features.

The engine has also been used to render environments for children’s show LazyTown.

Bryce Artist Feature 02: David Brinnen

ocean terrain bryce 7.1 render

East Coast

David Brinnen is an artist of the highest repute amongst the Bryce community. His art is an unrelenting experimental push towards mastery of the program. In this pursuit he has crossed many genres and styles, and while his images are often of a technical and experimental nature, his keen artistic insight renders breathtaking works that express an irrepressible enthusiasm for CGI and his chosen software.

David has been a Brycer since 2003 with an interest that stretches back another five years to 1997 when he first encountered a demo version of Bryce 2 with Computer Arts Magazine. At the time the price of both the software and requisite hardware were prohibitive. Recently I had the pleasure to correspond with David, talk Bryce, and become utterly mesmerised by his Bryce5 and DeviantArt galleries.

lost souls bryce rendered image

Lost Souls – 2006

Continue reading