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.
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
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
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
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
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
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
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
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
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
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
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
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
