The Gnomon Workshop – Designing & Creating a Creature Bust – From 2d Concept to Final 3d Asset with Pascal Raimbault This creature design workshop by Wētā FX Lead 3D Modeler, Pascal Raimbault, covers his complete pipeline for concepting unique characters for production. Starting from the 2D design in Krita, Pascal moves on to progressively build a 3D model that is truthful to the original concept, using Maya and ZBrush. This comprehensive
Title: The Gnomon Workshop – Creature Rigging for Production with Perry Leijten Character rigging is a process that starts the moment the design of a character is established. To get the most out of a character it involves a lot of communication between the modeler, the rigger and, whenever possible, the animator. This tutorial begins by working with the basic blockout ZBrush file from Ben Erdt's tutorial "Creature Modeling for Production" to
Title: The Gnomon Workshop - Sculpting the Planes of the Head - A Fundamental Guide to Mastering the Head with John Brown DESCRIPTION: Successful head sculpture begins with understanding where the vertical/horizontal planes and facets are, and the fundamental relationship the features have with them. In this tutorial, figurative artist and educator John Brown breaks down the life-size male head into a series of planes and facets, establishes the
Title: The Gnomon Workshop - Creating Translucent Creature Skin - Painting Techniques with Gino Acevedo DESCRIPTION Gino Acevedo, Creative Art Director at Weta Digital, shares his personal approach to “hand-painting” creature designs in Photoshop. Widely known in the industry for his special FX airbrushing techniques on blockbuster movie prosthetics and puppets, Gino reveals how he now uses traditional-inspired techniques — similar to those used
Title: The Gnomon Workshop - Designing a Piloted Combat Mech - with Ara Kermanikian DESCRIPTION: In this workshop Ara goes through his workflow and creative techniques for ideation, concepting and designing a mech for a film, videogame, or VR project. As visual demands continue to escalate and project timelines shrink, the concept design phase in production has shifted to using 3D tools. Ara goes through a 3D workflow using various tools and VR
Title: The Gnomon Workshop - Creating Stylized VFX in Unreal Engine 5 - Niagara & Substance Designer Workflow with Pawel Margacz DESCRIPTION: Discover how to create visual effects for games using the most up-to-date techniques in Unreal Engine 5 with Senior VFX Artist at People Can Fly, Pawel Margacz. Learn Pawel’s complete workflow for creating magical spell FX for UE5 from scratch: Using meshes from Houdini and textures in Substance
Title: The Gnomon Workshop - Grooming in Yeti - Hair Solutions for an Animation Pipeline with Victor J Garza DESCRIPTION: This animation workshop by Victor Javier Garza, Hair & Cloth Lead in the film and TV industry, introduces how Yeti can be used to create convincing hair for use in a professional animation pipeline. Over 21 chapters, Victor reveals how Yeti’s tools go far beyond simply grooming hair while providing all the steps needed to
Title: The Gnomon Workshop - Original Creature Concepts - Exploration to Presentation with Pablo Munoz Gomez DESCRIPTION: In this workshop, Concept and Character Artist Pablo Munoz Gomez shares his workflow for generating an original and appealing creature concept from an arrangement of abstract 3D shapes. The process covers everything from the initial idea, explaining the methodology and core concepts of the technique, all the way to the final
Includes: The Gnomon Workshop - Anatomy for Artists Volume 1 - Understanding the Back and Shoulder Muscles with Rey Bustos DESCRIPTION “Artistic Anatomy” refers to the essential muscles that create the visible shapes that we see on a model’s physique. Rey Bustos, famed illustrator and anatomist, teaches how to illustrate the complex back and shoulder muscles in a way that is preferred by most artistic anatomists. When illustrating, it’s not
Adrian Vallecilla’s 5-hour workshop details a complete workflow for integrating hero assets into backplates with photorealistic results. Using a classic technique in visual effects production, Adrien reveals how to transform a 3D scan of a train into a production-ready asset using Maya, discussing the important hard-surface modeling theories while demonstrating the process. The texturing portion includes how to clean up textures from the 3D scan
Tags
Archive
« October 2024 » | ||||||
---|---|---|---|---|---|---|
Mon | Tue | Wed | Thu | Fri | Sat | Sun |
1 | 2 | 3 | 4 | 5 | 6 | |
7 | 8 | 9 | 10 | 11 | 12 | 13 |
14 | 15 | 16 | 17 | 18 | 19 | 20 |
21 | 22 | 23 | 24 | 25 | 26 | 27 |
28 | 29 | 30 | 31 |
Vote
New Daz3D, Poser stuff
New Books, Magazines