cglexart.blogspot.com

GNOMONMasterClass:18

1:42 PM
Using fluids we will simulate the dust/smoke created during a demolition. This lecture will discuss the benefits of fluids and 

demonstrate some of the Maya fluid simulation attributes applied to destruction. We will also discuss emission techniques to cause 

explosive motion and study the built in turbulences of a fluid container. Finally, we will briefly walk through shot set up and use 

the techniques discussed on a quick fx shot.

The test shot will be an example of a car smashing through a wall. I'll also quickly fly through the set up of the scene for 

students. It will be a projection mapped car and wall. It's a short shot, but will give students an idea of how to build similar 

shots for their reel. I'll also show some cool things I've learned on the particle instanter from a friend who wrote it while at 

Alias.

About David Schoneveld

David Schoneveld is a Digital FX Artist at Dreamworks Animation in Glendale, CA. He is currently working on Kung Fu Panda, starring 

Jack Black, scheduled for a Spring 08 release. Prior to Dreamworks, he worked as an FX Animator at Industrial Light and Magic on 

Pirates of the Carribbean: At Worlds End, which is nominated for an Academy Award for Achievement in Visual Effects.

David began his career as a compositor, which gave him a unique perspective on the integration of fluids and effects into the 

production pipline. He holds a BA in Integrated Art from The Pennsylvania State University, and a Bachelor of Applied Science in 

Computer Animation from Ex’pressions Center for New Media. David’s other credits include Ergaon, Sky Captain and the World of 

Tomorrow, The Covenant, The Illusionist and many others.

DOWNLOAD

http://rapidshare.com/files/190359528/GMC18.txt

Read On 3 comments

GNOMONMasterClass:17

4:25 AM
During this demonstration Ted Davis will outline various tips and techniques for developing texture maps for use in VFX. This will briefly encompass:
  • Managing/gathering texture reference material
  • UV layouts
  • Painting in Body Paint
  • Organizing/enhancing texture maps via Photoshop
  • Shader setup and Renderlayers
  • Ted will also go over some basic lighting set ups in Maya and creation of Photoshop Actions and custom brushes.
About Ted Davis

Ted Davis attained his BFA in Computer Animation from the International Fine Arts College in Miami, FL. He has foundations in traditional, modern and contemporary techniques of drawing, painting, sculpting and other mixed media art forms. Upon graduating from college, he began applying his various skill sets into the field of Computer Graphics, ultimately becoming a texture artist. He has done work for major visual effects houses, video game studios, broadcast campaigns and freelance clientele. Projects include God of War II, Spyro the Dragon, Silent Hill Experience, Ratchet and Clank, Tools of Destruction, Speed Racer and Thunder Cats.

DOWNLOAD

http://rapidshare.com/files/190127010/GMC17.txt

Read On 7 comments

GNOMONMasterClass:16

7:32 PM
In this course Jeremy will take the principles from his Practical Light and Color DVD and apply it in some 3D scenes using Maya. The focus will be on simple, fast and efficient ways to light a scene well in a short amount of time. Principles of good cinematic lighting will be covered. A basic knowledge of Maya is required.

About Jeremy Vickery

Jeremy Vickery has over 11 years of experience in the film and animation industry, most recently as a Lighting Technical Director at Pixar Animation Studios. After graduating from Full Sail University in 1997 with a general degree in Digital Media, Jeremy got his first job as a digital modeler/texture artist and concept designer at Big Idea Productions in Chicago, working on several of the popular kids animated videos Veggie Tales.

He later worked at Fathom Studios in Atlanta as a CG generalist and became the Lighting Supervisor on the soon to be released film Delgo. He joined Pixar Animation Studios in 2003 and worked as a lighting artist on the films The Incredibles, Cars, Ratatouille and Wall-e. Jeremy recently made a career change for family reasons and now runs his own freelance studio, focusing on lighting consulting, 3D modeling and environment design, illustration and concept design.

DOWNLOAD

http://rapidshare.com/files/189982373/GMC16.txt

Read On 2 comments

GnOMONMasterClass:15

4:54 PM
In this workshop I will discuss lighting, texturing, and rendering an architectural interior and exterior scene.  These scenes will be configured in a daylight setup as well as an evening scenario.  Some of the specific techniques discussed in this workshop include:

Daylight & evening lighting/exposure configuration of architectural interior & exterior scenes.
  • Importance of properly targeting Global Illumination photons
  • Photometric lights and IES profiles
  • Creating & using .fgm & .pmap files
  • Using an HDR with the daylight system
  • Tuning the look of the mrSun/mrSky
  • Controlling color bleed
DOWNLOAD

http://rapidshare.com/files/189938915/GMC15.txt

Read On 0 comments

GnOMONMasterClass:14

4:52 PM
This workshop will focus on various lighting scenarios such as creating a soft-box setup for product visualization, rendering a still-life scene, and using .HDR files for illumination.  Some of the specific techniques discussed in this workshop include:
  • Editing .mi files to unlock and adjust hidden shaders.
  • Using the Blackbody & CIE_D shaders on light sources.
  • Controlling light color via Kelvin controls on light sources and the mr Photographic exposure control.
  • Discuss the pro’s and con’s of the various area light options available for mental ray in 3ds Max.
  • Using various Final Gather techniques, including the FG Force mode.
  • Installing & using Irradiance Particles in the HDR scene.
About Jeff Patton

I have been a freelance digital artist for approximately five years. In that time I have worked on many projects most of which were mechanical illustrations for companies like Johnson Controls, Trane, Carrier, and Honeywell. However, I have also participated in various other projects such as teaching on-site mental ray classes and working with Autodesk to help create the mental ray ProMaterials.

I’m also an active member of many online forums such as CGsocietey (CGtalk), the Vizdepot, and Autodesk’s “the AREA” where I often assist users with their mental ray related questions. In addition to that, last year I teamed up with Russell Thomas, owner of 3dallusions.com, to create mrmaterials.com which is a free material repository for the mental ray community . I have also been providing free mental ray tutorials and tips from my website and blog for the past four years.

DOWNLOAD

http://rapidshare.com/files/189938914/GMC14.txt

Read On 0 comments

GnOMONMasterClass:13

4:51 PM
In this course, we will examine the steps necessary to produce a finished VFX shot from conception to the final composited rendering. Along the way we will examine modeling, texturing, animation, lighting, and rendering using Mental Ray. We will then composite the rendered layers in After Effects, using a 3D composition with a camera exported from Maya. By bringing in the camera from Maya we will be able to integrate photographed elements with our rendered elements to create a final composite. Render layers from our maya scene will include beauty, ambient occlusion, zdepth, light fog, particles, ground fog, and color alpha, among others.

About Matt Hartle

Matt is currently 3D Director at DEVA Studios. Matt has been in the theatrical advertising and visual effects industry for over eleven years. During that time he has contributed to many projects including dozens of film trailers such as 10,000 B.C., Wanted, Beowulf, Forbidden Kingdom, the Harry Potter franchise, Iron Man, Pirates of the Caribbean, and Charlotte’s Web to name a few.

He has also led teams that created such memorable studio logos as Sony Pictures Animation, JC 23, and many iterations of the Warner Brothers logo. Matt has taught at various institutes for animation and visual effects including the Academy of Art, San Francisco and the Gnomon School of Visual Effects in Hollywood. Matt studied Illustration at Art Center College.

DOWNLOAD

http://rapidshare.com/files/189938913/GMC13.txt


Read On 0 comments

GnOMONMasterClass:12

4:51 PM
In this workshop Christophe Desse will demonstrate the creation of a Russian Skimmer, with a focus on his artistic approach while trying to keep everything as simple as possible. He will take us through the process of rendering a small flying vehicle on a mini diorama base, from uv layout, through the texturing in Zbrush, shading and lighting in Maya, up to the final post-processing in Digital Fusion and Adobe Photoshop.

- Creation of the uv's using the tools3d free plugin for maya
- Detailing, color map + grunge map in zbrush 
- Extraction of the different maps in xnormal and zbrush 
- Shader creation in maya 
- Lighting in maya 
- Setup of the render layers/passes
- Post processing in fusion and photoshop

About Christophe Desse

After working as a special effect artist and modeller for advertising, tv, film, and games in France, Germany and Singapore, Christophe Desse is curently working at NaughtyDog in santa monica as an environement artist. He started to tinker with 3d software back in 1991 and is now experienced with most of the main industry standard package. When he is not building worlds for the PS3 at work, Christophe enjoys creating cartoony or stylised character and super charged muscle cars.

DOWNLOAD

http://rapidshare.com/files/189938912/GMC12.txt

Read On 0 comments

GNOMONMasterClass:11

4:50 PM
In this workshop we will discuss the principles and workflow of Mudbox 2009 and how to integrate it into a Mudbox and Maya pipeline. During the demonstration we will proceed to a production level example, while discussing tools such as sculpting, texturing, shaders, image based lighting, layers, surface evaluation, simulating ambient occlusion, viewport filters, tone mapping, CGFX hardware materials and Normal/Displacement map generation. We will also look at Mudbox's integration with Adobe Photoshop.

About Marcel de Jong

Senior Application Engineer Alias Systems Inc. Digital FX Consultant. Clients included: DreamQuest Images, DreamWorks, Digital Domain, Warner Digital, Walt Disney Feature Animation, Pixar, Sony Imageworks. Feature Films: Inspector Gadget, Sphere, Armageddon, Batman Returns. Published: Popular Mechanics, ID magazine, MayaSavvy 4.5, CGW magazine, and Innovation. Winner 1999 IDSA Design Excellence Award. BS University of Texas and Art Center College of Design. Co-founder Gnomon.

DOWNLOAD

http://rapidshare.com/files/189938911/GMC11.txt

Read On 0 comments

GNOMONMasterClass:10

4:49 PM
In this workshop Alex will show his techniques for designing the texture style for a creature head. Using a new model made for this workshop based on a personal sketch, the creature's skin detailing and style is designed in both 2D and 3D. With a 2D grayscale drawing, little information exists for how the creature would look once textured. Using Photoshop we can quickly develop a variety of looks which can be photo-realistically previewed in both Photoshop and Maya.

By layering specular, reflection and ambient occlusion passes out of Maya, the textures can be designed photorealistically in Photoshop while being projected onto the surface and rendered from different angles in 3D. This approach allows a texture artist to show a supervisor various approaches to a creature's texture design in little time. Once a look is approved, this technique makes the process of developing the final textures quick and straight forward.

About Alex Alvarez

Alex is founder and director of The Gnomon Workshop and of the Gnomon School of Visual Effects in Hollywood. Having dedicated the last decade to educating students and professional artists around the world, Alex has helped change the face of computer graphics and design education. He has been published in industry magazines, websites and books - plus he has taught courses at several major trade conferences. Alex is president of the Los Angeles Maya Users Group and sits on the Advisory Boards for Highend3D.com and CGsociety.

He continues to work on personal and professional projects, recently as a creature development artist on the James Cameron film Avatar. Prior to Gnomon, Alex worked for Alias|Wavefront as a consultant and trainer for studios in the Los Angeles area. Alex is an alumnus of the Art Center College of Design and the University of Pennsylvania.

DOWNLOAD

http://rapidshare.com/files/189938910/GMC10.txt

Read On 1 comments

GNOMONMasterClass:09

4:46 PM
In this workshop, we will look at how to get your sculpting out of ZBrush and into Maya 2009. We will explore the question of topology and how to get the most with the least. We will demonstrate a complete and fool-proof method for getting 16 bit and 32 bit displacement maps to work. We will also explore normal maps, ZMapper and how to make the most out of them. We cover the following topics:
  • 16 bit displacement maps
  • 32 bit displacement maps
  • Normal Maps
  • ZMapper
  • Multi-Displacement Exporter 3
  • Topology
  • ZProject Brush
  • Project All
  • About Ryan Kingslien
Ryan Kingslien studied traditional art at the Pennsylvania Academy of Fine Arts and digital art at the Gnomon School of Visual Effects. He was the Product Manager for ZBrush 3 at Pixologic where he worked with programmers and artists to fuse traditional and digital art. While at Pixologic, Ryan consulted with companies such as ILM, Sony Pictures Imageworks, Bungie Studios, Ubisoft and Electronic Arts to integrate digital sculpting into their production pipelines. Currently, Ryan is a resident artist at The Gnomon Workshop where he continues to sculpt, share his passion for digital art and teach.

DOWNLOAD

http://rapidshare.com/files/189938909/GMC09.txt

Read On 0 comments

GNOMONMasterClass:08

4:24 PM
This workshop demonstrates ZBrush’s advanced sculpting toolset for Environment Artists and is an important look at how to create backgrounds for Next-Gen games.  We cover the following topics:

  • Blocking in your base shape
  • Understanding ZBrush’s brushes
  • Using Alphas
  • Sculpting Concrete, Bricks and other environment textures
  • Controlling sculptural form development
  • SubTools and Transpose Master
  • Materials and Rendering
  • About Ryan Kingslien

Ryan Kingslien studied traditional art at the Pennsylvania Academy of Fine Arts and digital art at the Gnomon School of Visual Effects. He was the Product Manager for ZBrush 3 at Pixologic where he worked with programmers and artists to fuse traditional and digital art. While at Pixologic, Ryan consulted with companies such as ILM, Sony Pictures Imageworks, Bungie Studios, Ubisoft and Electronic Arts to integrate digital sculpting into their production pipelines. Currently, Ryan is a resident artist at The Gnomon Workshop where he continues to sculpt, share his passion for digital art and teach.

DOWNLOAD

http://rapidshare.com/files/189439400/GMC08.txt

Read On 0 comments

GNOMONMasterClass:07

4:22 PM
In this workshop, we focus exclusively on the tools and techniques that will make you a better artist inside of ZBrush.  It is both a quickstart to ZBrush for character artists and a solid look at ZBrush’s sculpting toolset.  You will learn the how and the why of ZBrush.  We cover the following topics:

  • Interface
  • Tools and Documents
  • Brushes
  • Alphas
  • Strokes
  • Multiple Objects
  • Morph Targets
  • PolyPainting
  • ZAppLink
  • Basic Form Development
  • About Ryan Kingslien

Ryan Kingslien studied traditional art at the Pennsylvania Academy of Fine Arts and digital art at the Gnomon School of Visual Effects. He was the Product Manager for ZBrush 3 at Pixologic where he worked with programmers and artists to fuse traditional and digital art. While at Pixologic, Ryan consulted with companies such as ILM, Sony Pictures Imageworks, Bungie Studios, Ubisoft and Electronic Arts to integrate digital sculpting into their production pipelines. Currently, Ryan is a resident artist at The Gnomon Workshop where he continues to sculpt, share his passion for digital art and teach.

DOWNLOAD

http://rapidshare.com/files/189439399/GMC07.txt

Read On 0 comments

GNOMONMasterClass:06

4:20 PM
Using Zbrush and Photoshop to concept characters on the fly. Once two or three initial concepts are done, I will pick the one I like best to do a 'final model'. In this I will cover existing zbrush tools, as well as how to make custom brushes that achieve results otherwise difficult. We will refine the primary forms sculpted in the initial session, then define them and clean them. Lastly we will add any accessories that are needed to complete the final bust.

About Ian Joyner

Ian Joyner is a freelance character artist residing in Culver City, Ca. Over the years he has worked on games, commercials and feature films at Blur Studio, and recently ventured out as a freelance character artist for clients all over the world.

His work can be seen throughout various projects including (but not limited to) Bioshock, Halo Wars (upcoming), Golden Axe (upcoming), Marvel : Ultimate Alliance, Hellgate : London, Jericho, Brothers in Arms, Warhammer: Age of Reckoning and Rise of Legends to name a few. Film work includes Rocky Balboa, Aliens of the Deep, and Blur Studio's short film 'A Gentlemen's Duel'. Other work includes tech demonstrations for XSI's Face Robot, training material (DVD's and classes) for Gnomon Workshop, and promotional material for a large variety of projects.

DOWNLOAD

http://rapidshare.com/files/189439398/GMC06.txt

Read On 0 comments

Photoshop Top Secret Disc 4

2:11 PM

DOWNLOAD LINKS:

http://rapidshare.com/files/189442442/PTSDVD4_vector.txt
http://rapidshare.com/files/188204320/PTSDVD4_dreamback.txt
http://rapidshare.com/files/188204321/PTSDVD4_liquid.txt
http://rapidshare.com/files/188204323/PTSDVD4_smoke.txt
http://rapidshare.com/files/188204324/PTSDVD4_soap.txt
http://rapidshare.com/files/189442441/PTSDVD4_water.txt
http://rapidshare.com/files/188352414/PTSDVD4_under.txt
http://rapidshare.com/files/188352417/PTSDVD4_swap.txt
http://rapidshare.com/files/188352416/PTSDVD4_stylechar.txt
http://rapidshare.com/files/188204322/PTSDVD4_mask.txt

PROJECT FILES
http://rapidshare.com/files/194491717/PTSDVD4projectfiles.txt


Read On 2 comments

Photoshop Top Secret Disc 3

10:57 AM
DOWNLOAD

http://rapidshare.com/files/187900455/PTSDVD3_flyout.txt
http://rapidshare.com/files/187900459/PTSDVD3_reach.txt
http://rapidshare.com/files/187900453/PTSDVD3_chocfrog.txt
http://rapidshare.com/files/187900454/PTSDVD3_coverwax.txt
http://rapidshare.com/files/187900456/PTSDVD3_grunge.txt
http://rapidshare.com/files/188010413/PTSDVD3_square.txt
http://rapidshare.com/files/187900457/PTSDVD3_invisible.txt
http://rapidshare.com/files/187990390/PTSDVD3_metal.txt
http://rapidshare.com/files/187990391/PTSDVD3_morph.txt
http://rapidshare.com/files/187900458/PTSDVD3_layer.txt

PROJECT FILES
http://rapidshare.com/files/193629631/PTSDVD3projectfiles.txt

Read On 4 comments

GnomonMasterClass:05

6:04 AM

In this workshop, we will start from a generic head, and create an iconic villain character using Zbrush, Photoshop and Max to concept and create an original character bust. Starting from "scratch" using a simple base mesh to construct an original character, we will discuss how important initial loops and clean topology are for a reusable base mesh.
Examples will be shown of previous characters that vary in looks, but use the same starting point. 3ds Max is used to build a simple base cage for our sculpt. Also important to the demo is reference gathering, where we will discuss how to develop looks that define our character, so that it is instantly recognized as 'evil'.
About Ian Joyner
Ian Joyner is a freelance character artist residing in Culver City, Ca. Over the years he has worked on games, commercials and feature films at Blur Studio, and recently ventured out as a freelance character artist for clients all over the world.
His work can be seen throughout various projects including (but not limited to) Bioshock, Halo Wars (upcoming), Golden Axe (upcoming), Marvel : Ultimate Alliance, Hellgate : London, Jericho, Brothers in Arms, Warhammer: Age of Reckoning and Rise of Legends to name a few. Film work includes Rocky Balboa, Aliens of the Deep, and Blur Studio's short film 'A Gentlemen's Duel'. Other work includes tech demonstrations for XSI's Face Robot, training material (DVD's and classes) for Gnomon Workshop, and promotional material for a large variety of projects.

DOWNLOAD

http://rapidshare.com/files/187466923/GMC05.txt
Read On 2 comments

GnomonMasterClass:04

3:56 PM
This workshop demonstrates a shot from a live-action fantasy short film that involves actors interacting with a CG character. We'll go through the process step-by step, revealing the concept, design, and pre-visualization of the shot. The presentation will focus on how to structure your action shot/sequence from a technical perspective to create the most impact and most believable interaction between your CG characters and live-action actors.

These tips and tricks will cover shot layout, action/stunt/fight choreography, motion-capture, roto and character animation, as well as a brief overview of the shot`s lighting and compositing challenges.

About Maks Naporowski

Maks Naporowski, Visual Effects Artist/Supervisor and film Director. Maks moved to Los Angeles in 1998 to take a role as a CG Supervisor for 2G and Swanson Productions. The following year he joined Centropolis FX to help build the Character Motion Capture/Animation pipeline.  From 2000-2008 Maks contributed his talents to Sony Pictures Imageworks.  His first task was to provide muscle deformation on a number of creatures for  "Harry Potter and the Sorcerer's Stone".

Then he went on to tackle technical Character Concepts, problem-solving, animation pipelines, character setup and animation for such films as “The Chubbchubbs!” and “Stuart Little 2”.  Maks headed the technical animation teams, was involved in pre-visualization, character rigging and animation for “Charlie's Angels: Full Throttle”,  “Bad Boys II”, “The Matrix Revolutions“, “The Aviator”, “Zathura: A Space Adventure”, "Superman Returns", "Ghost Rider" and "Beowulf".

DOWNLOAD

http://rapidshare.com/files/187434616/GMC04.txt
Read On 2 comments

GnomonMasterClass:03

7:06 AM
Using mixed media such as pencil sketching, digital painting, 3D modeling, HDR panoramic photography and mage based lighting, Jonathan demonstrate how to explore and create visuals used to support art direction and look development for films.

The Sci-Fi Prison

Chapter 1
Image composition & design phase through pencil sketching
Chapter 2
Shooting plates, environment maps and references
Chapter 3
Digital sketching on top of a plate
Chapter 4
Using modeling, lighting and texturing to maintain consistency
Chapter 5
Paint over stage and final detailing
Chapter 6
Final color grading and directing of photography & presentation

About Jonathan Berube

Jonathan Berube is a Conceptual Artist and Matte Painting Supervisor at Blizzard Cinematics whos work includes the original World of Warcraft cinematic, World of Warcraft Expansion 1 “The Burning Crusade”, World of Warcraft Expansion 2 “Wrath of the Lich King”, Star Craft Ghost, Diablo III and Spy Kids 2 “The Island of Lost Dreams”.

Born in Quebec Canada, Jonathan started his creative path with a Classical Animation Filmmaking Degree from Sheridan College (Ontario Canada) and a Computer Animation Certificate from Cyclone Art and Technologies (Quebec Canada).

After working on feature films at Hybride Technology (Montreal, Canada), Jonathan joined Blizzard’s Cinematic team where he assembled and founded the Matte Painting department that he still supervises to this day.

DOWNLOAD

http://rapidshare.com/files/186318264/GMC03.txt
Read On 3 comments

GnomonMasterClass:02

7:00 AM
The Story Of a Visual Effect - Ideas Behind The Images
Shooting VFX - Surviving On Set
Gearing Up- Getting what you need on location
Effects Cliches - Why they work and when to back off
How to Build It - A Bottom-Up Approach to Shot Construction
VFX Etiquette - Getting a Shot Finaled as Painlessly as Possible
Post Script - A List of Resources Every Generalist Should Have

About Andrew Orloff

Andrew has been working as an animator for the film and television industry for the last eight years. A graduate of the UCLA School of Theatre, Film and Television, Andrew is currently employed full-time as a CG and visual effects supervisor for a variety of television projects.

Andrew has worked for many ad campaigns including Skittles, Coca-Cola, Intel, Chevy Tahoe, Carl’s Jr. and Taco Bell. Television series credits include: Buffy the Vampire Slayer, Angel and Smallville. He has also created award winning music videos for Linkin Park, The Red Hot Chili Peppers and Mariah Carey.

DOWNLOAD

http://rapidshare.com/files/185768309/GMC02.txt
Read On 0 comments

GnomonMasterClass:01

6:55 AM
In this presentation Grzegorz talks about the inspirations and creative process of his award winning shorts Ark and Legacy, as well as building miniature sets, lighting and filming backgrounds using Milo motion control rig, tracking, integrating cg characters into these sets and compositing with practical and digital elements. The presentation covers a simple pipeline, quite similar in both films, as well as the communication challenges between the director and a team of artists around the globe.

About Grzegorz Jonkajtys

Grzegorz Jonkajtys was born in Warsaw, Poland, in 1972. He graduated from Academy of Fine Arts, in Warsaw in 1995. He has been working for the advertisment, animation and feature film industries for over 12 years. While working in Poland (at Platige Image) and the USA (Digital Kitchen, CafeFX, Syndicate, Industrial Light and Magic), Grzegorz has contributed as vfx artist and animation lead for such films as SIn City, HellBoy, Blade III, Pan's Labyrinth, Mist, Happening and Fallen Art, among others.

He is best knows for writing and directing his second film " ARK" for which he was nominated for the Golden Palm at Cannes film festival in 2007 and won the Siggraph Electronic Theater "Best of Show" award in the same year. In 2008, Grzegorz created  a short animated film "Legacy" that won individual prize at Uplift Universe - CGchallenge competition. Grzegorz lives in San Francisco and works for ILM.

DOWNLOAD

http://rapidshare.com/files/185746058/GMC01.txt
Read On 1 comments

Techniques Of Christian Lorenz Scheurer

6:50 PM
On the first DVD in this series, Christian introduces the fundamental techniques he uses to create digital concept paintings and matte paintings. In three exercises based loosely on digital photographs, he introduces the basic principals of digital painting in Adobe Photoshop®. The first exercise demonstrates and illustrates three types of perspectives. The second exercise introduces painting with shape, showing different ways to create selections. In the last exercise, Christian demonstrates perspective and shape techniques, showing how to import light layers, and create separate foreground, midground and background elements. The DVD includes the photographic plates and additional bonus exercises.

On the second DVD in this series, Christian builds on the techniques he introduced in his first DVD (Introduction to Digital Painting in Adobe Photoshop®). He takes the viewer step-by-step through the creation of a high-end digital painting, which can be used as either the visual base for a digital matte painting, or for an advanced conceptual art presentation. Christian starts with a photographic plate and demonstrates how to create a complete high-concept painting, including architecture, vehicles and characters. He illustrates the shape approach and the concept of combinatory play as creative processes. Christian introduces you to the underlying thought process of high concept design, while giving you a hands-on demonstration of the mechanics of painting in Adobe Photoshop®.

DOWNLOAD

http://rapidshare.com/files/185211716/GTOCLS.txt
Read On 3 comments

Photoshop Top Secret Disc 2

9:54 AM

DOWNLOAD

http://rapidshare.com/files/184646146/PTSDVD2_paintdig.txt
http://rapidshare.com/files/184020671/PTSDVD2_swapface.txt
http://rapidshare.com/files/184020669/PTSDVD2_popart.txt
http://rapidshare.com/files/184020665/PTSDVD2_applytat.txt
http://rapidshare.com/files/184020668/PTSDVD2_maskfur.txt
http://rapidshare.com/files/184020672/PTSDVD2_vanish.txt
http://rapidshare.com/files/184142579/PTSDVD2_web.txt
http://rapidshare.com/files/184020670/PTSDVD2_shatter.txt
http://rapidshare.com/files/184020666/PTSDVD2_card.txt
http://rapidshare.com/files/184020667/PTSDVD2_dvdcovers.txt

PROECT FILES
http://rapidshare.com/files/193271790/PTSDVD2projectfiles.txt
Read On 4 comments

Photoshop Top Secret Disc 1

4:29 PM

DOWNLOAD

http://rapidshare.com/files/181123703/PTSDVD1_movie_poster_I_and_II.txt
http://rapidshare.com/files/180684290/PTSDVD1_movie_poster_credits.txt
http://rapidshare.com/files/180684044/PTSDVD1_dark_faces.txt
http://rapidshare.com/files/180683111/PTSDVD1_breaking_apart.txt
http://rapidshare.com/files/181073828/PTSDVD1_montage.txt
http://rapidshare.com/files/181458213/PTSDVD1_stone.txt
http://rapidshare.com/files/181619654/PTSDVD1_surrealmist.txt
http://rapidshare.com/files/180841363/PTSDVD1_dream_skin.txt
http://rapidshare.com/files/181324227/PTSDVD1_special_effects.txt

PROJECT FILES:
http://rapidshare.com/files/193173081/PTSDVD1projectfiles.txt

Read On 5 comments

Environment Lighting For Production

8:34 PM
In this DVD, after setting up various production lighting rigs, Tim discusses the pros and cons of each solution. You will learn when to use one type of rig over another based on the goals of the project, as well as how to deal with the challenges that different scene elements create for your lighting setups. Tim will also show you how to render passes out of 3ds Max, composite them using Digital Fusion and set up your lighting in real-time using floating point image formats. Finally, you will learn how to set up a scene for multiple lighting scenarios including day, sunset and night shots.

DOWNLOAD

http://rapidshare.com/files/179870824/GELFP.txt
Read On 0 comments

Matchmoving Essential For Production

8:31 PM
In this DVD, Tim Dobbert walks you through the steps involved in a typical production-level matchmove, also known as camera tracking. In order to integrate CG elements with live-action footage, the essential first step is to align the 3D camera with the real-world camera. Tim demonstrates how matchmoving software uses photogrammetry to reproduce the camera-move and how to get the best results possible. The DVD covers all aspects of the matchmoving pipeline from 2D tracking and calibration, right through to placing the camera in an environment and delivering the final scene. The lecture also emphasizes how to trouble- shoot the tracking solution when things don't go well and how to choose the best workflow for the shot. Tim uses a variety of software packages for this lecture including Maya, Boujou, MatchMover and After Effects.

DOWNLOAD

http://rapidshare.com/files/179740600/GMEPT.txt
Read On 2 comments

Photoshop For Digital Production

12:25 AM
Adobe Photoshop® is the preferred, industry-standard software for photo manipulation and graphics creation, but using it effectively for projects in production is key. Learning the tools inside and out will help develop the knowledge, efficiency and workflow for creating your next masterpiece or for your project's success. This DVD unfolds the myriad of tools and production techniques for compositing, color correcting, masking, digital painting, photo-collage and design. This DVD contains an overview of the most commonly used tools in production, and then applies them with added techniques to real-world projects. The DVD also addresses program management issues that are essential for today’s "generalist" or 2D/3D production artist.

DOWNLOAD

http://rapidshare.com/files/178656696/GPFP.txt
Read On 5 comments

Character Design Pipeline

12:22 AM
In this DVD, watch BARONTiERi as he demonstrates the different steps behind the creation of two iconic characters using both Adobe Photoshop® and Autodesk MAYA®. He will then show how to successfully use your imagination under realistic production constraints. BARONTiERi reveals the latest digital art techniques, ideas and original processes used by the creative members of STEAMBOT Studios. He breaks down the foundations of an efficient character design pipeline for concept artists of the video game and visual effects industries, while demonstrating the importance of teamwork, and focusing on research, development and problem-solving issues. This lecture covers professional tips, speedpainting, basic 3D modeling and environment/mechanical design. 

DOWNLOAD

http://rapidshare.com/files/179246457/GCDP.txt
Read On 0 comments

Recent comments

Widget by ReviewOfWeb

Shout it out!


ShoutMix chat widget