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Cheap OEM discount low cost by tutorial training video by The Gnomon Workshop 2010 download3D Creature Development is a creative process that evolves a design by taking advantage of modern 3D tools and techniques. This Master Class introduces the student to the entire pipeline, while exploring form, looks and behavior. Along the way we focus on the experience of working on a project where our work must regularly be presented to an art director or client, while also keeping in mind that the workflow should allow for an iterative approach. This requires an emphasis on speed and efficiency. Projects are never done, they are due. You can tweak things forever, but in the end your work just needs to satisfy the demands of the project, client or specific shot that the work is being made for. With this in mind, all of my techniques are based on a workflow that allows me to spend as little, or as much time, as I have been given. For this creature project, the deadline was one day for each of the seven stages of development: Design, Modeling and UV Layout, Digital Sculpting, Look-Development, Texturing and Shaders, Rigging and Posing, Animation and Live-Action Integration. The Gnomon Workshop - 3D creature master class with Alex Alvarez In this DVD, director Aristomenis (Meni) Tsirbas begins a special series that chronicles the process of creating a short film from scratch. This first volume reveals the crucial initial steps for getting a short film off the ground. From early character studies to the creation of all the rough storyboards, Meni candidly explains his creative process throughout in a way seldom captured on video. Since most films never get past the early stages of development, Meni shows how to push through and complete this essential step, and in doing so give the project its best chance at reaching the finish line. This is a rare opportunity to see how an acclaimed short filmmaker gets his movies done. In this DVD, director Aristomenis (Meni) Tsirbas continues his special series that chronicles the process of creating a short film from scratch. This second volume builds on the first by taking his first-pass concept designs and refining them into usable guides for 3D modeling. During the development, Meni explains his creative process while new ideas and discoveries unfold in real-time, and which ultimately lead to a radical reworking of the film's characters and environment. This unique tutorial gives special insight into the creative methods used to produce a personal short film by an acclaimed film maker. Instructor for this title: Aristomenis (Meni) Tsirbas. In this DVD, director Aristomenis (Meni) Tsirbas covers the basics of one of CG animation's least understood components: camera and staging, specifically in the context of effective storytelling. By breaking open one of his award-winning short films Meni reveals his creative process for designing a sequence to play clearly and dramatically. Story beats are broken down, camera motions are developed, and important narrative tools such as zoom factor and depth of field are explained. A detailed Do's and Don'ts section guides the viewer to create polished, compelling, and tasteful camera animation by addressing proper use of motion curves, avoiding the 'digital curse', and overlaying the right amount of camera shake. Working hard and working smart are not the same thing. In this DVD, Jeremy discusses how to make artists work more efficiently and make smarter decisions based on the final output and deadline. Knowing when and where to cut corners is a vital skill as most people over-build, over-think and over-work. There's no such thing as cheating when you're up against a deadline. Using 3DS Max and Photoshop, Jeremy covers such topics as layout strategies, planning, keeping your 3D models simple, working holistically, digital matte strategies, rendering passes, polishing your final image and more. This lecture is geared toward beginner to intermediate artists. The Gnomon Workshop - CG Survival Kit: Concept to Final Image In this first of two DVDs, Cameron Davis discusses character design at its most fundamental. He begins with basic design theory, color and shape, and shows how to use them to visually tell a story with a character. Beginning with a loose story, Cameron takes you through his thought process when designing for games or animation. From brainstorming to loose sketching, reference gathering and silhouette studies, Cameron shows all the stages of ideation and ends with a finished line drawing that is ready for color. The Gnomon Workshop - Character Design for Games and Animation Volume 1 In this second of two DVDs, Cameron Davis discusses how he brings a character to life by fleshing out the design in Adobe Photoshop®. Not merely coloring, the design continues to evolve in the digital stage. Cameron takes you step-by-step through this process, covering Photoshop techniques, color studies and color theory, and understanding the psychology of audience reaction. The Gnomon Workshop - Character Design for Games and Animation Volume 2 In this DVD, Phil Noto shows you his illustration techniques for creating comic book covers and pinups. Using a completely digital workflow, you will see how he goes from a preliminary sketch to finished art. He demonstrates how he uses Adobe Photoshop® for sketching and coloring, and Smith Micro Manga Studio™ for inking the art, while discussing the benefits of each program's toolset. Phil covers topics such as line quality, silhouette, proportions, Photoshop layer and channel management, color palette, brush selection, lighting and texture. Throughout the lecture Phil shows how he balances line, light, color and details to refine his illustration. The Gnomon Workshop - Comic Book Illustration with Phil Noto In this DVD, Neville offers alternative approaches to developing ideas, specifically for character concept development. There are times you want to approach a project with great specificity and then other times you want to put aside presumption and allow for “it” to happen to you. This DVD explores a few approaches to fostering “happy accidents” and ways to efficiently “see” quickly. Neville begins in Photoshop, very quickly sketching random shapes and areas of value to "find" an image within. This DVD demonstrates the combined techniques required to create high quality digital illustrations or matte paintings. Raphael combines elements of photographs, textured 3D geometry, and freehand painting techniques, within Adobe Photoshop and 3DS Max to achieve a high quality illustration. You will learn how to use the right elements to create a high-end illustration, starting with rough mood sketches and finishing with a highly polished final image. The variety of techniques shown on this DVD are useful for Digital Illustrators, Concept Artists, Matte Painters, or anyone looking to improve their digital painting skills. Instructor for this title: Raphael Lacoste
In this DVD, Ron focuses on creating a male portrait from the front, three-quarter and profile views while covering the fundamental tools of drawing with traditional media. He discusses and demonstrates the features of the head through shape analysis, a breakdown of the Abstraction and Construction Methods, and how and why he uses them. Insight into shading and how to control the tones and lines drawn are also covered. In addition, a few bonus drawings titled "Warm Ups" break away from a step process and develop similar results in a more freeform way. All artists types, from fine art to commercial, will benefit from this demonstration. Instructor for this title: Ron Lemen In this DVD, David Finch reveals his step-by-step process for drawing hands and feet. He starts with simple block shapes, and moves on to more complex shapes before showing how to place fingers and toes correctly. David discusses common mistakes and how to avoid them. He covers fingers and toes in detail, demonstrating how to draw them flat and in foreshortened perspective from multiple angles. He demonstrates some easy shortcuts and tricks, including use of negative space and dynamic folding between the fingers and thumb. Lastly, he draws completed hands and feet from multiple angles, covering the differences between male and female hands and subjects such as drawing claws, fingernail details and shoes. This constructive drawing process teaches you to draw convincing hands and feet without the need for tracing or using reference. The Gnomon Workshop - Dynamic Figure Drawing: Hands And Feet With David Finch In this DVD, David Finch reveals his step-by-step process for drawing the human body. He starts with simple tube form shapes, and then covers the placement of muscle throughout both the male and female bodies. David demonstrates how to pose a simple tube form effectively, allowing you to block-in and draw a figure in perspective and in a variety of poses. He discusses balance, posture and presentation, emphasizing line weight and lighting. Finally, David puts everything together and draws fully realized bodies with a variety of intricate poses, and a variety of proportions and details. This constructive drawing process teaches you to draw convincing human bodies without the need for tracing or using reference. The Gnomon Workshop - Dynamic Figure Drawing: The Body With David Finch In this DVD, David Finch reveals his step-by-step process for drawing the human head. He starts with a basic head shape and demonstrates the structural breakdown from multiple angles. He then focuses on the various features including eyes, noses, lips, ears, necks and hair. He discusses important landmarks, features and proportions. David brings it all together to draw a series of completed heads, from basic male and female heads to heroic examples. Lastly, he covers lighting on a simplified head shape to help you understand the rules governing placement of dark and light shapes. He includes a wide range of tips and tricks for making your faces, heads and hair more life-like and convincing without the need to rely upon reference material. The Gnomon Workshop - Dynamic Figure Drawing: The Head With David Finch The comic book and fantasy statue industry has exploded in the last decade. In this DVD, acclaimed sculptors Jarrod and Brandon Shiflett show you how they create a sculpture for the industry using Super Sculpey®. Whether the final product will be bronze, cold cast porcelain pre-painted statue, or resin kit, their sculpting process is the same. The brothers walk you through every step of that process, including armature construction, composition, anatomy, and detailing. They also discuss tools, materials, and the properties of polymer clays. In the candid back and forth between the two, they explain not only how they do what they do, but why. Instructor for this title: The Shiflett Brothers. The Gnomon Workshop - Fantasy Sculpting The Dragon of Argos with The Shiflett Brothers This comprehensive introduction to animal anatomy is for artists who want to draw authentic-looking animals from their imagination. Marshall demonstrates that the core of this skill is in knowing animal bones and muscles, constructing them as three-dimensional forms, and practicing these disciplines until they become easy enough to let your impulses take over. He uses hundreds of drawings to show the major components of various animals, how their anatomy works, and how to draw them so that they look anatomically authentic, solid and alive. 3D artists looking to enhance their understanding of basic animal form and motion will also benefit from Marshall's presentation. In this DVD, Mark Dedecker guides you through the initial stages of establishing an organized pipeline for modeling and sculpting a Next-Gen or Film character. Mark starts with a deceptively simple concept design and then guides you through the process of blocking out and understanding the technical and artistic needs for realizing this character. From there, he rough sculpts in ZBrush and brings back and forth into Maya, comparing and interchanging them. Special attention is paid to creating realistic forms and silhouettes and how to take them from an "ugly" rough to a nice piece ready for the next stages of re-surfacing UVs and so on. In this DVD Josh takes you step-by-step through the sculpting process of carving wax to produce a working master. Wax masters are used in the casting process for sculptures and jewelry making, and in this lecture, Josh carves a low-relief belt buckle that he later has cast in silver. Using a modern version of this traditional medium and utilizing the subtractive techniques of traditional carving can be a powerful tool for maximizing accuracy and efficiency. Using common hand and power tools Josh demonstrates simple relief carving from the rough cut-out to identifying low points, shaping, beveling and adding wax to create new elements to your sculpture. This DVD is a useful fundamental process for sculptors of all levels. In this tutorial, Joe takes you through his process for modeling a Colt 1911. Using an image plane for reference, he creates the low polygon slide, handle, trigger guard, trigger, barrel, hammer, and sights. He then creates the Sub-D and high poly slide, handle and barrel models. Joe shows how he optimizes the geometry for rendering normal maps and lays out the UVs of the slide, handle and barrel. He discusses trouble shooting normal maps, common errors and things to look for and demonstrates how to create a grayscale 2D normal map, and composite it over the high poly normal map. Finally Joe completes the final model in Maya with textures applied. The Gnomon Workshop - Modeling a Next-Gen Weapon: Colt 1911 With Joe Simanello In this introduction to photorealistic texture painting, Justin Holt discusses how a trained eye for detail and keen sense of observation are essential attributes to being a successful texture painter in the the feature film industry. Using BodyPaint and Photoshop, Justin will demonstrate some of his easy to follow techniques and tricks of the trade in order to paint proper color, bump, displacement, specular and opacity maps. But more importantly, Justin will go through essential principles to maintaining a non-destructive workflow while painting textures to ensure a maximum amount of control and flexibility for any revisions and changes that may be requested after the maps are completed in a production environment. Additionally, Justin will complete the lecture with a quick run through in Modo to show how to quickly and easily generate polished renders that showcase all of the finely tuned texture work. In this video, Waylon Brinck teaches the fundamentals of creating materials in the Unreal Development Kit. Waylon begins by showing examples of what’s possible to create in Unreal, then dives directly into the basic features of the editor. With an eye on developing a deep fundamental understanding of the tools, Waylon covers a variety of progressively more advanced features, with plenty of examples along the way. You’ll also receive a brief introduction to more advanced features like vector math and reflections, as well as performance optimization. Whether you’re new to material creation in general, or just new to Unreal, this video contains everything you need to get up to speed quickly. In this series, Marc Gabbana walks you through his process as he creates the TribalBot, a forest dwelling robotic vehicle. In this first volume, he begins with 2D orthographic and perspective drawings and walks you through his artistic process, as he develops them into more realized and finished images. Working with traditional medium such as pencil, pen and marker, he shows you how he bring his ideas to life. He covers some shading and perspective concepts, steps which are necessary to make the work appear more realistic. Marc combines his passions for drawing, perspective and industrial design and stresses exploration of shapes and forms to create never before seen walking vehicles of all sorts. The final image is a fully detailed pen drawing of the TribalBot. The Gnomon Workshop - Visual Development with Marc Gabbana Volume 1 In this series, Marc Gabbana walks you through his visual development process as he creates the TribalBot, a forest dwelling robotic vehicle. In this second volume, he begins by adding tone to his pen drawings using Adobe Photoshop. Marc demonstrates how to work with values and shading, and he shares his methodology for layer management. He also shows you which custom brushes he uses as he adds dimension to his designs. Through his gray scale paintings, Marc emphasizes how value, composition and lighting are all integral for creating drama and mood in a scene. Lastly, he shows you how to combine various tone images to create new and unexpected lighting scenarios. The final image is a fully painted TribalBot ready to pounce off the screen. The Gnomon Workshop - Visual Development with Marc Gabbana Volume 2 Cheap OEM discount low cost tutorial training video by The Gnomon Workshop 2009 downloadIn this DVD, Scott Patton shows the processes he uses to create finished character designs for feature films. This DVD explores Patton's fast and efficient method for concept sculpting, skipping the 2D sketch phase all together and designing the character entirely within ZBrush. This method of design is more interactive and has allowed him to work with directors one-on-one directly in 3D. From basic form to final detail, Patton uses a combination of ZBrush’s tools and straight forward explanations to show how a character can be created without the usual time restrictions and hassle of most 3D packages. He covers everything from blocking out the forms and fleshing out the muscles, to adding props, detailing with alphas and posing the character. In this DVD, Scott Patton continues from 3D Character Design Volume 1 to show the processes he uses to create finished character designs for feature films. This DVD explores Patton's fast and efficient methods for creating a final color rendering using ZBrush® and Photoshop®. Patton shows how he squeezes the most from ZBrush’s powerful renderer, side-stepping the often complex renderers of standard 3D packages. In creating both a wide and close-up shot of the character, he shares creative Photoshop tips and tricks to quickly get to a finished piece of concept art from the ZBrush renders, covering topics such as adding and refining skin texture, hair, eyes, shadows and scars. Patton also discusses how to quickly create backgrounds that enhance the character and overall composition. BEHIND THE SCENES (BTS) is an exciting DVD series developed to showcase the creation of a game cinematic sequence. In this chapter of the series Burke Roane focuses on two action oriented game cinematic shots. He discusses the different stages of animation and explains what is expected from animators in a production environment. He compares and contrasts different computer animation techniques, and shows how to reach a high level of refinement in your shots. From start to finish, Burke explains in great detail how to work in an organized and efficient way, but more importantly he talks about the creative process of animation and how that process guides his workflow. In this DVD, Kevin guides the more advanced modeler through the steps of laying out UVs on more complicated organic objects, where no single simple projection will work. Kevin provides a clear approach to breaking down objects into pieces that can be laid out and reassembled. Starting with a dollhead model, Kevin covers how to combine different projections and use the Relax and Unfold tools to get the desired results. He then discusses UV layout solutions for clothing and more complicated objects like a horse skull. Kevin then shows how to utilize his favorite tool, UVLayout by Headus, which can really speed up your workflow by automating the process of cutting up the model and projecting onto it, while maintaining a consistent scale. Finally, Kevin explains why in production it may be necessary to have multiple UV sets and what the specific requirements are for programs like ZBrush and BodyPaint. Intended as an advanced tutorial on production UV layout techniques, Kevin's many years of expertise inform this clear and "holistic" approach to modeling and UV work. The Gnomon Workshop - Advanced UV Layout for Production with Kevin Hudson In this fourth DVD of a series, Terryl Whitlatch demonstrates how to create a monstrous villain, the Toad-Ogre, as well as other assorted creature characters suitable for film, animation and video games. This is a first-hand look at how creatures are designed in the entertainment industry, with a concise step-by-step analysis from the first rough sketches to the final designs and sculptural maquette. Not only does Terryl share her techniques and tools, including complete drawing and colorization demonstrations, but she also discusses in depth the vital interrelationship between the design of the creatures and the story and script. Terryl discusses what it's like to work with an art director and with other artists in a professional art department setting, and how the team functions together to create the best possible designs. Topics Covered: The Gnomon Workshop - Creature Design with Terryl Whitlatch 4 In this third DVD of a series, Terryl Whitlatch demonstrates how to create an aquatic equine based on horse anatomy. Starting with a detailed study of an ordinary horse and ending with several fully rendered illustrations, she shares her techniques and tools—pencils, markers, and tracing paper—as well as a throrough exploration of animal anatomy. Relax as she guides you through the intricacies of leg and hoof structure, as well as the sensitive head, powerful muscles, and noble spirit—all essentials for designing a believable but imaginary steed. From there she covers how to create a mount powerful enough to carry a hero of yore, and then goes on to design an exotic, literal sea horse—a mare that is at home both on land and in the ocean—as well as its reptilian rider. Throughout the DVD, she explores different poses and drawing studies of both horse creatures, giving you insights into her development and thought processes. 1.Introduction The Gnomon Workshop - Creature Design with Terryl Whitlatch vol.3 Wayne Barlowe is an author and illustrator who has created images for books, films and galleries. After attending Cooper Union, he executed hundreds of paperback book covers for all of the major publishers as well as illustrations for Life, Time and Newsweek. He is the author and illustrator of Expedition, Barlowe's Guide to Extraterrestrials, Barlowe's Guide to Fantasy, Barlowe's Inferno, Brushfire: Illuminations from the Inferno, The Alien Life of Wayne Barlowe and An Alphabet of Dinosaurs. His character designs can be seen in Blade 2, Galaxy Quest, Hellboy and Hellboy 2, Harry Potter and the Prisoner of Azkhaban, Harry Potter and the Goblet of Fire, Avatar, The Hobbit and Alien Planet, a Discovery Channel special based on Expedition. He contributed many designs for EA's Dante's Inferno. Currently, he is writing the sequel to his first novel, God's Demon, entitled The Heart of Hell. Topics Covered: The Gnomon Workshop - Designing and Rendering Fantasy Characters in Pencil The process of telling stories through pictures is similar for both concept design and book illustration. In this video, film design veteran Christian Alzmann will take you through a step-by-step process for making a digital illustration. He will demonstrate his techniques for creating strong compositions, blocking in shapes with light and shadow, handling background elements and applying color. Throughout the lecture, Christian shares his thought processes as he reworks compositional elements, renders reflected light and strengthens the main characterТs pose, showing you the benefits of painting digitally in Adobe PhotoshopЃ and Corel Painter. In this DVD Jay Hawkins works from start to finish on the design for a Gears of War creature called the Locust Hydra. Jay covers everything from the initial thumbnail sketch to the final rendering of the concept used for production. He explains his design process using a combination of Adobe Photoshop and Autodesk 3ds Max. Jay also delves into his experiences in the game industry and at Epic Games, discussing what it takes to be a successful concept artist in today's ever changing and highly competitive market, and emphasizing the importance of teamwork for developing a successful game. In this DVD Neil introduces his pipeline for shading and texturing hard surface models. This pipeline can be applied to any high-res model, such as models for photoreal effects work, animated feature films, ride films or video game cinematics. In the first part of the DVD, he discusses reference gathering, how to make a visual details list, and common shaders. Next he outlines all of the major methods for placing patterns on your surface, their advantages and disadvantages, and ways of creating patterns, including procedurals, photo manipulation and hand painting. The lecture includes practical demos in Adobe Photoshop® and 3d Studio Max®, using the Scanline, Brazil and Mental Ray renderers. In the second part, he uses the theory and pipeline from part one to shade and texture a 2000+ object robot character and simple environment using 3ds Max, Photoshop and Brazil. With a focus on texturing thousands of objects fast and efficiently, this intermediate level course is useful for any 3d application or renderer and will add many new tricks to your personal arsenal. In this DVD, Waylon Brinck demonstrates the core features of the Unreal Development Kit Editor. Waylon begins by showing a typical production workflow for level building, then goes through the editor step-by-step, exploring each of the tools needed to build a level, integrate art assets, and ultimately create a finished scene. Along the way, Waylon will introduce core editor features that are the foundation for anyone using the tool. Whether you're an artist, designer, animator, or engineer, a professional or a hobbyist, this DVD contains everything you need to know to get up to speed quickly on Unreal. Topics Covered: Architectural Exteriors - Day The Gnomon Workshop - Lighting and Rendering Series (Architectural Exteriors Day-Night) Learn about and how to use the various Depth of Field options available in 3ds Max to achieve realistic results. The Gnomon Workshop - Lighting and Rendering Series with Jeff Patton (Depth of Field) BEHIND THE SCENES (BTS) is an exciting DVD series developed to showcase the creation of a game cinematic sequence. In this chapter of the series Jared Simeth demonstrates the creation of two matte paintings. Starting with concept paintings provided by BTS Art Director Mark Goerner, Jared goes through the process of creating simple 3D geometry and matching the camera in Maya. In Photoshop® he executes both a pan and tile style 2D matte painting, and one to be used with a 3D camera move. He covers techniques for keying, creating custom brushes and working with Photoshop’s perspective tools. In Maya, Jared shows how to project the painting onto the 3D geometry in preparation for the final camera move. The viewer will also see production meetings in which both the concept and execution are discussed and critiqued. The Gnomon Workshop - Matte Painting for Production with Jared Simeth Learn everything you need to know about the new ZSpheres in ZBrush 3.5. This 35 minute tutorial covers the fundamentals of working with ZSpheres, Adaptive Skin settings, Unified Skin settings, Classic Skinning from ZBrush 2, and a brief look at ZSketching. 39min Introduction to ZSketching ZSketching is a new and powerful feature in ZBrush 3.5. This tutorial will guide you through the uses of ZSketching and get you up to speed fast. You will learn best practices as well as detailed information about how ZSketching operates and how to make it work for you. Topics covered include Sketching brushes, Smoothing brushes, Heirarchy of Strokes, Masking, Bulge, Unified Skinning, Adaptive Skinning, and Posing. 60min ZSketching Workflow for Character Maquettes Follow sculptor, Ryan Kingslien, as he creates a sassy ZSketch, poses her, sculpts her and accessorizes her. This four-chapter tutorial is a working example of how to use ZSpheres and ZSketching to produce a basic model that is then sculpted using ZBrush's advanced Clay brush. Topics covered include ZSketching, Sketching brushes, Smoothing brushes, Masking, Bulge, Unified Skinning, Posing, Clay brush, Transpose, Subtools and much more. 103min The Gnomon Workshop - ZSpheres 2 Learning Series with Ryan Kingslien Cheap OEM discount low cost tutorial training video by The Gnomon Workshop 2008 downloadThis is Chris's third lecture in a series on character animation using Maya. In this lecture, Chris delves ever deeper into the world of acting and its most important aspect: the character's internal thought process. Chris covers the fundamental principles of lip sync and dialogue, from keying the audio track and breaking it down to phrasing and inflection. Building on earlier themes, including dynamic posing, contrast of shape and emotion, line of action and use of negative space, Chris shows you the step-by-step process of bringing a scene to the level of full 3D theatrical animation. The Gnomon Workshop - Character Animation: Acting and Lip Sync This is Chris's first lecture in a series on character animation using Maya. In this lecture Chris introduces the basics of feature film style character animation. Starting with the bouncing ball and then moving on to using a character rig, Chris gives you a guided tour of the inner workings of Maya, covering the interface and how to develop good workflow habits. He discusses the basics of acting and emotion and demonstrates how to setup the always challenging walk cycle, from blocking in and smoothing out the animation to refining it by adding attitude and feeling. This is Chris's second lecture in a series on character animation using Maya. Using the same character rig as in Character Animation: Fundamentals, Chris leads you down the twin paths of successful character animation: mechanics and emotion. Conjoining believable motion with believable acting is the holy grail of animation, and this duality is demonstrated by animating the bouncing man. Chris covers appealing poses, believable weight distribution, activation of limbs, use of gesture to demonstrate attitude, the aura of the character and effective utilization of the stage. The Gnomon Workshop - Character Animation: Mechanics and Emotion Beginning with some thoughts on how we define the concept of color, Richard explains various methods people in history have used to systemize color. These systems include the additive and subtractive color wheels, which are addressed as metaphorical maps of color. The basic vocabulary we use to describe color — hue, value and saturation — are explained through illustrative and graphic means. The majority of this DVD is concerned with color harmonies and contrasts, with references to over 350 paintings. This lecture is intended to do more than spend time defining this list of terms — advice is offered about how to best use these "Mechanics of Color" to your advantage, and a few traps to avoid. 3 dvds Futuristic Set Design with James Clyne In this first of three DVDs in a series, James will cover a wide range of Adobe Photoshop® techniques that he uses as a concept designer in the feature film industry. Focusing on the subject of futuristic architectural landscapes, James starts with a blank page and quickly delves right into such topics as sketch ideation directly in Photoshop® and blocking in a dynamic composition. Setting itself apart from other concept art techniques, this DVD concentrates heavily on the smooth integration of photo reference and high-end conceptualization ideas, or what James terms "Photoshop® kit bashing", blurring the line between photo and ideation rendering. Subjects such as Photoshop® layer properties, creating custom brushes, and developing architectural concepts are also covered. Historical Set Design with James Clyne In this second of three DVDs in a series, James will cover a wide range of Adobe Photoshop® techniques that he uses as a concept designer in the feature film industry. Focusing on the subject of historical architectural landscapes, James jumps into subjects such as keeping a rendering loose while maintaining presentation level quality and how to reinforce the visual narrative. Setting itself apart from other concept art techniques, this DVD concentrates heavily on the smooth integration of photo reference and high-end conceptualization ideas, or what James terms "Photoshop® kit bashing", blurring the line between photo and ideation rendering. Subjects such as "painting in" a mask, strong lighting technique and character indication are also covered. Contemporary Set Design with James In this third of three DVDs in a series, James will cover a wide range of Adobe Photoshop® techniques that he uses as a concept designer in the feature film industry. Focusing on the subject of a contemporary loft interior as a film set, James acts as a location manager, production designer and illustrator to visually explain a common feature film art department pipeline technique. Setting itself apart from other concept art techniques, this DVD concentrates heavily on the smooth integration of photo reference and high-end conceptualization ideas, or what James terms "Photoshop® kit bashing", blurring the line between photo and ideation rendering. Subjects such as using photo scrap as virtual set pieces, texture mapping in 2D, and rendering a wide range of materials from brushed steel to polished hardwood floor are also covered. The Gnomon Workshop - Conceptual Environments for Feature Film Production with James Clyne In this first DVD of a series, Terryl demonstrates how to create a fantastic yet utterly believable creature based on one of the most commonly known animals, the domestic cow. After drawing a study of an actual bull, she shows the process of designing a realistic "Moo Monster". Starting with rough thumbnails and ending with a fully rendered action-packed color illustration, she shares her techniques and tools – pencils, markers and tracing paper – as well as a thorough exploration of animal anatomy. During the course of the demo, Terryl shows how she indicates forms and planes, how she chooses and applies color, and how the underlying skeleton and muscular systems affect the surface anatomy. Above all, she emphasizes the "Why" of the creature – how its lifestyle and environment affect its design and appearance. She also instructs how to create a humorous character derived from the more realistic versions for a truly versatile, professional portfolio. The Gnomon Workshop - Creature Design with Terryl Whitlatch vol.1 In this second DVD of a series, Terryl Whitlatch demonstrates how to create a vicious avian alien based on an actual exotic bird – the Greater Indian Hornbill. Starting with rough thumbnails and ending with a fully rendered illustration, she shares her techniques and tools – pencils, markers and tracing paper – as well as a thorough exploration of animal anatomy. Relax as she steers you through the intricacies of wing structure and feather arrangements – all essentials for designing a believable feathered flying creature. She also covers how to create an illusion of white in the color version of the "White Fright", complete with prey, and discusses how the environment, habits and lifestyle of this creature affect the way it looks. Throughout the DVD, she explores materials, texture and story concepts, giving you insight into her development and thought processes. The Gnomon Workshop - Creature Design with Terryl Whitlatch vol.2 In this DVD Robert Kuczera guides you through his character animation process from beginning to end. He first describes how to prepare the Maya Workspace to improve and optimize your work- flow. Next, he shows how to prepare a scene for animation and animate the character. He discusses the timeline, Graph Editor, Dopesheet, layers, shelves, hot keys and MEL scripts. Robert demonstrates how to use filmed reference material to identify the key poses and place the breakdowns and in- betweens. The lecture is focused on showing you how to animate precisely and quickly through the camera. Robert presents an insider's view of how professional animators work, showing workflow and techniques with supporting discussions on the principles of animation. Cheap OEM discount low cost tutorial training video by The Gnomon Workshop 2007 downloadChet Zar takes you through his process of designing a creature in Photoshop® using his own unusual variety of professional and aesthetic techniques. He starts with a blank document and no specific guidelines, developing his rough ideas into a fully realized character. Observe every step of the painting's evolution as Chet explains his thought process and workflow. Topics covered include: developing a rough sketch, value and color, liquify, painting hair using custom brushes, and adding detail using layer styles. The Gnomon Workshop - Digital Creature Painting with Chet Zar Organic Modeling - video training CD for 3d studio max 3.1 (also works for 4 & 5). This 3-1/2 hour training CD will show you how to build these three heads from scratch (800x600, 10fps, AVIs). Learn Box Modeling (also called subdivision or meshsmooth modeling), Surface Tools, and NURBS, all on one video training CD. Watch the construction of each head above, no steps are skipped. Before starting this CD, you should already be familiar with 3ds max and ready to start modeling more complicated free-form shapes. Once finished, the easy interface allows you to quickly go back and review how to build a nose or an ear. This CD-ROM works on any computer that can handle 3ds max. Models included on CD. In this DVD, Jeremy discusses the fundamentals of light and color from a very practical standpoint. Going back to the basics of how light works in the real world, he focuses on an often neglected subject. Intended as an introduction to understanding light and color, the lecture covers topics such as bounced light, shadows, atmosphere and camera effects, going beyond basic color theory while staying relatively untechnical. Jeremy demonstrates many practical examples of how to apply the concepts to both 2D and 3D image creation. StudioTools is a workhorse application for many industrial designers, but much of its functionality is buried within complex option windows and cryptically named settings. In this DVD, industrial designer Dustin Brown demystifies the rendering process in StudioTools. He covers not only critical settings within the software, but also presents his unique approach to planning, lighting and shader creation. He concludes with a comprehensive rendering demo in which he shows this approach in action and discusses, among many other things, such difficult topics as depth of field, chrome and clearcoat paint finishes. The Gnomon Workshop - Product Design Rendering Essentials - Lighting and Shading in StudioTools Cheap OEM discount low cost tutorial training video by The Gnomon Workshop 2006 downloadIn this DVD, Stephen Platt covers how to create a fully penciled page from beginning to end. He begins with exploration in the thumbnail stage and enlarges the chosen rough thumbnail using a photocopier and lightbox. During the course of the demo, Stephen shows how he indicates change in form, graduated shadows, texture and mass, all while maintaining a dramatic graphic expression. In addition, he discusses industry conventions as well as advice on portfolios and earning a living in professional comics. The Gnomon Workshop - Comic Book Pencilling with Stephen Platt The Armature is the aluminum skeleton underneath a clay sculpture. It not only supports the sculpture, but also contains valuable proportional measurements. More than just twisting wire, this method of making a telescoping armature teaches how to calculate and be exact, as well as how to plan and execute your creative ideas from their inception. Its rudimentary approach to advanced techniques ensures professional results from sculptors of all calibers. Learn how to determine scale and also where the sculpture will come apart for accessibility and molding. The Gnomon Workshop - Sculpture with John Brown Volume 1: The Character Armature Sculpting the maquette (small model) develops not only good technique, but also provides the artist with an understanding of the workflow of a sculpture, ensuring quality and efficiency. Beginning with a clean armature, this lecture takes the student through the entire process of realizing a finished piece. Its rudimentary approach to advanced techniques ensures professional results from sculptors of all calibers. Complete with narrative theory and practical application, it offers an in depth look at the As, Bs & Cs of the preliminary, intermediary & post sculpture process. The Gnomon Workshop - Sculpture with John Brown Volume 2: The Character Maquette This lecture introduces the student to sculpting the full-scale head with an emphasis on detail. Beginning with a 1/3 scale concept maquette, this DVD teaches how to scale up off of a design and build a full scale sculpture from scratch. Sculpting of the facial features is emphasized, with a focus on secondary & tertiary form, including step-by-step techniques used to create wrinkles, skin texture, pores, veins - all the essential components of sculpting realism. The lecture also addresses the important considerations when sculpting for digitization. Every phase of sculpting the head is demonstrated including armature construction, initial block-in, facial features, ears, horns and surface details. The Gnomon Workshop - Sculpture with John Brown Volume 3: Sculpting the Detailed 'Molding & Casting the Head' picks up where 'Sculpting the Detailed Character Head' left off. Beginning with the sculpture, this four-hour lecture takes the student through preparing the sculpture to be molded, right up to pulling a plaster cast out of the mold. Through a step-by-step process, students will learn a variety of mold making techniques, how to break the sculpture up for individual molding, how to make a flexible silicone Matrix mold, and then on to producing a casting of the sculpture. All while being exposed to the special materials and tricks of this trade. Students will also learn how to avoid the practical pitfalls associated with this kind of work, walking away with a solid foundation for molding & casting their own projects. The Gnomon Workshop - Sculpture with John Brown Volume 4: Molding and Casting the Character Head 'Molding and Casting the Maquette' picks up where 'Sculpture 2, 'Character Maquettes' left off. Beginning with the sculpture, this four-hour lecture takes the student through preparing the sculpture to be molded, by first cutting the sculpture into separate pieces, right up to pulling plastic casts out of the silicone flexible molds and assembling them. Through an intricately detailed step-by-step process, students will learn how to make a flexible silicone Matrix mold, individual box molds and then how to produce plastic castings of all the sculpture parts. From there it illustrates assembly techniques, covering seaming and patching of the plastic parts, then moves on to priming and getting the student ready for painting and finishing their project, all while exposing the viewer to the special materials and tricks of this trade. Students will also learn how to avoid the practical pitfalls associated with this kind of work, walking away with a solid foundation for molding and casting their own projects. The Gnomon Workshop - Sculpture with John Brown Volume 5: Molding and Casting the Maquette Inside "Sculpting the Femme Fatale", John demonstrates how to sculpt the fantasy oriented, sexy, dangerous female character. Beginning with a concept sketch and an understanding of gesture and balance, students will quickly learn the essentials of female anatomy through a comparative study using a live female model. Students will also learn the seven major differences between the female and male figures. John also meticulously covers sculpting form fitting clothing and accessories like boots and helmets. What makes this sculpture training DVD unique is its results-oriented theories and techniques that teach students how to analyze the body's forms properly, and to see and correct their own mistakes. By gaining a sharper eye, students will become equipped to extrapolate the figure's forms with respect to the rudiments and fundamentals of anatomy, enhancing their ability to design and develop their own sense of style. The Gnomon Workshop - Sculpture with John Brown Volume 6: Sculpting the Femme Fatale Cheap OEM discount low cost tutorial training video by The Gnomon Workshop - other downloadDistressed Metal (2 DVDs of textures and 1 DVD of training) contains 280 high resolution textures for the creation of all kinds of deteriorated and fatigued metal surfaces. Included are photographs of corroded metal, metal which has been painted, scratched metal, burnt metal, and severely damaged metal. Gnomon Workshop textures are high resolution and seamlessly tileable. This allows for the creation of texture pages of any size - from the small scale of a ragged cuff link up to the immense scale of a deteriorating oil refinery. Every texture has a corresponding bump and specular map. These have been manipulated to ensure a proper bump and specular response, and are not simply a grayscale version of the color map. The textures are entirely handled and stored in 24-bit TIFF format to avoid any compression artifacts normally associated with JPEG images. Also supplied are more than 150 features - texture maps with alpha masks that add richness and variety to any texture project. Included are features common to worn metal like paint, rust, bolts and more. Planks and Panels (2 DVDs of textures and 1 DVD of training) contains 305 high resolution textures for the creation of all kinds of man-made structured wooden surfaces. Included are photographs of boards, panels, planks and posts as well as specialty wood constructions. Gnomon Workshop textures are high resolution and seamlessly tileable. This allows for the creation of texture pages of any size - from a fly's eye view of a backyard fence up to the broadside of a majestic Spanish galleon. Every texture has a corresponding bump and specular map. These have been manipulated to ensure a proper bump and specular response, and are not simply a grayscale version of the color map. The textures are entirely handled and stored in 24-bit TIFF format to avoid any compression artifacts normally associated with JPEG images. Also supplied are more than 160 features - texture maps with alpha masks that add richness and variety to any texture project. Included are features commonly found with structured wood like nails, bolts, signs, hinges and more. This lecture is an introduction to character animation. We will see how in applying the basic principals of animation to both a bouncing ball and a jumping character, we will achieve scenes that have both dynamic movement and weight. We use the graph editor to set keyframes and manipulate them in time and space, while developing an understanding of how to read a function curve. Essential demonstrated skills include how to adjust animation in-betweens, how to offset movement, how to hide keys and how to efficiently utilize the timeline. Topics covered: The Gnomon Workshop - Character Animation 2: Animating bipeds The art of character animation is about telling story through acting. This lecture covers the setup of a two-character scene that includes a simple character, with few keyable attributes, and a complex character with many keyable attributes. We will approach setting major key poses, moving holds, extremes, overlap and contact positions together with adding and freeing tangent weight on function-curves. Inbetweens are also used to control the contrast and spacing of movement in our animation. The end result is a fully realized scene that is believable and sophisticated. The Gnomon Workshop - Character Animation 3: Animating Your First Scene In this DVD, Gil Rimmer simultaneously develops two characters, Francis and Paulo, who are classic pugilists in a fictional turn of the century metropolis. This first in a two DVD series focuses on creating the faces and heads of the two fighters, using dynamic silhouettes, rhythms, graphic design and composition principles. Gil stresses the various visual relationships within individual characters while addressing the complementary relationship between the two fighters. Through a methodical process, beginning with a design brief followed by reference gathering, through traditional approaches to silhouette design and ending on detailed ortho- graphic views and expression sheets, Gil shares his thoughts about the design process and its place in the animation production pipeline. Bricks and Blocks (2 DVDs of textures and 1 DVD of training) contains 250 high resolution textures for the creation of all kinds of brick and cement block surfaces. Included are photographs of clean bricks, bricks which have been painted, bricks used as paving stones, rough and worn bricks, as well as specialty and decorative bricks. Gnomon Workshop textures are high resolution and seamlessly tileable. This allows for the creation of texture pages of any size - from the walls of an entire factory complex down to the exposed brick surrounding a mouse hole. Every texture has a corresponding bump and specular map. These have been hand manipulated to ensure a proper bump and specular response, and are not simply a grayscale version of the color map. The textures are entirely handled and stored in 24-bit TIFF format to avoid any compression artifacts normally associated with JPEG images. Also supplied are more than 200 features - texture maps with alpha masks that add richness and variety to any texture project. Included are features commonly found with bricks like graffiti, paint, windows and more. In this second in a two DVD series, Gil continues to develop Francis' and Paulo's designs into full-body orthographic and 3/4 views. The demonstration finally culminates in a ?look and feel? master shot posing the fighters in an alley behind Paulo's butcher shop. In the process, Gil reinforces the key principles from the first DVD: dynamic silhouettes, rhythms, graphic design and composition. He then explores the design brief further, introducing unique lighting approaches, shadow and light relationships, larger composition fundamentals, color treatments to complement the mood, and applying textures, atmosphere and visual effects to enhance the final result. TOPICS COVERED: In this third DVD of a seriessf on comic book illustration techniques, Steve Firchow gives an overview of how to color a comic cover from beginning to end in Adobe Photoshop®. He begins with setting up a piece of black and white line art and describes his process for choosing colors, making rendering decisions and balancing color, light and detail. In addition, he discusses techniques for improving speed and the differences between coloring covers vs. interior comic pages. The Gnomon Workshop - Comic Book Coloring With Steve Firchow The Gnomon Workshop - Concept Design 1: Vehicle Sketching The Gnomon Workshop - Concept Design 2: Sketching Environments The Gnomon Workshop - Concept Design 3: Quick Sketching The Gnomon Workshop - Concept Design 4: Digital Painting Particle expressions are a way of using MEL (Maya-Embedded Language) to form and control relationships between particle and object attributes over time. Visual effects animators rely on expressions to create a variety of complex motion and behavior that is impossible to create using other dynamics techniques. This lecture will show you how to tap into the power of expressions by going over the basic types of expressions and how to generate them. In addition, it will introduce you to different methods for creating and utilizing custom particle attributes for maximum effect. The Gnomon Workshop - Expression 1: Intro to particle expression In this first of three DVDs in a series, James will cover a wide range of Adobe Photoshop® techniques that he uses as a concept designer in the feature film industry. Focusing on the subject of futuristic architectural landscapes, James starts with a blank page and quickly delves right into such topics as sketch ideation directly in Photoshop® and blocking in a dynamic composition. Setting itself apart from other concept art techniques, this DVD concentrates heavily on the smooth integration of photo reference and high-end conceptualization ideas, or what James terms “Photoshop® kit bashing”, blurring the line between photo and ideation rendering. Subjects such as Photoshop® layer properties, creating custom brushes, and developing architectural concepts are also covered. Global Illumination: Exteriors Vray Lighting Techniques with Christopher NICHOLS Topics covered: Global Illumination: Interiors Vray Lighting Techniques with Christopher NICHOLS Topics covered: The Gnomon Workshop - Global Illumination Exteriors + Interiors Vray Lighting Techniques In this second of three DVDs in a series, James will cover a wide range of Adobe Photoshop® techniques that he uses as a concept designer in the feature film industry. Focusing on the subject of historical architectural landscapes, James jumps into subjects such as keeping a rendering loose while maintaining presentation level quality and how to reinforce the visual narrative. Setting itself apart from other concept art techniques, this DVD concentrates heavily on the smooth integration of photo reference and high-end conceptualization ideas, or what James terms "Photoshop® kit bashing", blurring the line between photo and ideation rendering. Subjects such as "painting in" a mask, strong lighting technique and character indication are also covered. On this DVD Scott introduces you to the marker-sketch-collage techniques he employs when creating unique environment paintings within Adobe Photoshop. The process starts by loosely sketching a variety of shapes with warm grey markers on vellum and mylar. After he completes and scans eight of these quick sketches, you can follow along as he overlays the sketches to create unique color palettes and compositions within Adobe Photoshop. To complete the process, Scott then paints digitally on nine of the compositions. During the execution of the quick environment paintings Scott discusses lighting strategies, composition, atmospheric and linear perspective. The Gnomon Workshop - Scott Robertson - Creating Unique Environments In this lecture, visual effects artist Matt Linder demonstrates powerful color and layer techniques and how to achieve photo-real imagery in Shake. He discusses digital color theory, the basic math behind each color node, as well as understanding premultiply and unpremultiply, bit depth and Log-to-Lin conversions. Matt shares his tricks for matching colors, targeting specific colors or areas for color, keying for color or using color nodes for keying, and the all powerful ColorX and LayerX nodes. Every color and layer node is thoroughly discussed. The DVD includes color training exercises and numerous production examples. In this lecture, visual effects artist Matt Linder discusses the essential keying concepts in Shake. Matt explores each of Shake's keying nodes in great detail, and discusses how to apply them to production shots. Matt explains the concepts of hard mattes and soft mattes and how they are used to equalize the detail of your matte. He shares tricks for edge detail work such as hair, despilling green or blue spill on the foreground subject, maintaining or inserting reflections, and depth of field issues. Matt shows how to utilize multiple keyed mattes to obtain a seamless composite of foreground and background. Included in this DVD are many real-world production examples of blue screen, green screen, sky replacement and color replacement. Zack Petroc's Art Directing Series begins with The Digital Maquette. This title presents an innovative and direct approach to 3D content creation. Zack demonstrates a Maya-to-Mudbox workflow, outlining the advantages of digital sculpting and showcasing the benefits it can offer your design team. The workflow is presented with the artist in mind. It highlights specific tools and techniques focusing on how they add to the creative freedom of your design process. As Zack creates two characters from the initial box mesh to final sculpted pose, he discusses how to define your character from both an art directing and digital sculpting perspective. This lecture is intended for Art Directors and Production Designers who are interested in discovering how digital sculpting can add to their creative process. Additionally, it presents information for artists who are interested in growing their skills as digital sculptors. The Gnomon Workshop - The Digital Maquette Volume 1 (Mudbox) This lecture, Neville leads you methodically through the process of creating a wet, fleshy creature. First emphasizing the importance of reference, the properties of fleshy surfaces are deconstructed. Neville teaches how to create custom brushes by sampling from an image, how to define the diffuse, specular and translucent qualities of flesh, and he also provides a thorough reflectivity demonstration. Leaving little to chance or guesswork, through process and technique, Neville illustrates the ways in which he achieves his character’s disturbingly real skin textures. The Gnomon Workshop - The Techniques of Neville Page Vol4 Rendering Flesh In this DVD Keith Thompson reveals his process for taking a zombie creature concept from a thumbnail sketch to the finished drawing. Keith demonstrates each step, from idea development and creating the initial drawing using traditional media to scanning the drawing into the computer and then applying colored glazes in Adobe Photoshop®. Keith also explains how to maintain the essential gesture and feel of the thumbnail all the way through to the final concept art. The entire traditional media to digital process is also applied to a collection of extra views of the character. Keith explains how these alternate angles and a set of orthographic rotations are designed to help the 3D modeler. The Gnomon Workshop - Traditional to Digital Process with Keith Thompson
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