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forelle2
searching PlanetScale…
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A hosted platform for Epic Game's lore VCS
(lorepit.com)
2 points
by
forelle2
1mo ago
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1 comments
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by
forelle2
1mo ago
2 months ago Epic games announced and open sourced Lore, their in-house version control system for large, binary heavy repositories. https://github.com/epicgames/lore I was an early member of the lore team at Epic and
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by
forelle2
2mo ago
I don't work at Apple anymore so if you do it won't be from me. :) Happy to chat about this stuff from a conceptual level if you're interested. ping me on linked-in https://www.linkedin.com/in/jackgreasle
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by
forelle2
2mo ago
Very cool. "Asset as a service" is something I've been kicking around for a while. I did some work on something similar at Apple. The idea was to create "Assets as a service" where the generation system can decide h
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Reimagining Xenon II (a 1989 classic game) using Fable and Ghidra [video]
(youtube.com)
2 points
by
forelle2
4mo ago
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1 comments
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by
forelle2
4mo ago
In the short window Fable was available I decided to finish off one of my background projects and was pretty blown away with the combination of Ghidra and Fable working together. Xenon II - Megablast by the Bitmap Brothers was one of my fav
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by
forelle2
6y ago
If you’ve worked in high end production I would love to work at your facility. You clearly understand many of the issues involved but downplay the complexity in running high end assets in less than perfect production. Unless the industry ha
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by
forelle2
6y ago
An interesting exercise might be working out a texture budget for this asset. https://youtu.be/PBhCE97ZN98 This was created with the requirement that the director be able to use it at will. Closeups. Set replacements, destr
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forelle2
6y ago
Mari was designed in production at Weta, based off the lessons learned from, well, everything that Weta does. Take for example, a large hero asset like King Kong. Kong look development started many months before a script was locked down. Ko
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forelle2
6y ago
Texture caching in modern renders tends to be on demand and paged so it is very unlikely the full texture set is ever pulled from the filers. Over texturing like this can be a good decision depending on the production. Asset creation often
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by
forelle2
6y ago
The largest texture sets are heading towards 1TB in size, or at least they were when I was last involved in production support. I saw Mari projects north of 650gb and that was 5 years ago. Disclaimer : I wrote Mari, the vfx industry standar