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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.

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

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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.

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

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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.

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

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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.

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

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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


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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

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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
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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
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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
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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.

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http://rapidshare.com/files/185768309/GMC02.txt
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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
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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
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