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

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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.

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

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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.

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


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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.

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

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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.

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

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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.

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

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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.

DOWNLOAD

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.

DOWNLOAD

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.

DOWNLOAD

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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