Author Alex
2021-06-29
0
The Gnomon Workshop – Introduction to Creating Game-Ready Foliage
Creating game-ready foliage by hand is simplified in this 3-hour workshop by Peyton Varney, Environment Texture Artist on The Last of Us Part II. This beginner-level tutorial walks through the complete process for asset creation, from sourcing references to the final implementation into the Unreal engine.
Author Alex
2021-05-24
1
The Gnomon Workshop – Introduction To Maya 2020 with Eric Keller
Autodesk’s Maya 2020 is the leading 3D application used by artists in digital production across the game, visual effects, commercial, and broadcast industries. Maya’s feature-rich toolset expands with every version and has been reorganized once more in this latest release. Whether you’re completely new to using a 3D computer graphics package, migrating from another 3D application, or an experienced user who just wants to see all the newest
Author Alex
2021-05-22
1
The Gnomon Workshop – Creating Stylized Facial Rigs for Production in Maya
Facial rigging is one of the most sought-after talents in the animation industry. A great facial rigger will have both technical and artistic skills to achieve smooth and appealing facial expressions for characters, whether they’re being created for film, TV, games, or VR.
Author Alex
2021-05-13
0
The Gnomon Workshop – Introduction to Creature Design Volume 1-2
Senior Character and Creature Concept Artist Kyle Brown returns with Volume 2 of his Creature Design workshop to share his coloring and texturing techniques for Photoshop. With Volume 1 dedicated to the sketching and idea-exploration phase, Volume 2 now focuses on the core skills at the foundation of creature design and discusses the differences between real-world materials and textures that can help to achieve photorealistic results and bring
Author Alex
2021-05-2
0
The Gnomon Workshop – Subtle Performance Workflow Vol. 1 + Vol.2
Less is more in the world of realistic animation for film. Subtle character performance is a unique challenge in character animation for movies, requiring a light touch and an understanding of the psychology of a character as well as how that translates to their tics and mannerisms.
Author Alex
2021-04-26
0
The Gnomon Workshop – Introduction to Creating Facial Blendshapes in Maya
The face is one of the most complex areas of the human body, and understanding the motion of the face is even more complex. Being able to split facial motion into key shapes to be used together to form expressions not only simplifies the face but allows you to re-create these shapes in CG, and animate complex expressions. In this 5-hour workshop by Derrick Sesson, a Facial Modeler at Digital Domain, you will learn all the basics of Facial
Author Alex
2021-04-19
0
The Gnomon Workshop – 3D Landscapes with Houdini and Clarisse
In this tutorial, Generalist James Miller takes an in-depth look at designing, lighting and compositing a landscape environment from beginning to end. Starting with Houdini's terrain tools, he builds up the landscape to fit the desired natural formations taken from photo reference. Following this, he imports this asset into Clarisse and takes a look into project construction, material building, and asset importing.
Author Alex
2021-04-16
0
The Gnomon Workshop – Understanding The Principles of Poster Design
Understanding The Principles of Poster Design is an empirical guide to contemporary commercial poster design as well as its ingredients. From storytelling elements, through title treatment design, and technical requirements, to data-influenced design decisions for effective design to convey stories and deliver specific messages to desired audiences.
Author Alex
2021-04-12
0
The Gnomon Workshop – Introduction To The Houdini Ocean Toolset
Creating a large ocean simulation doesn’t need to be daunting. This 3.5-hour introductory workshop by Danny Barnhart provides an overview of the Ocean Toolset in Houdini and reveals how to bring your own ocean environments to life. He talks through the basics of using ocean spectrums and how each parameter relates to the resulting animated ocean surface, beginning by creating a large ocean surface to show how to layer a variety of spectrum
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