In this new series from Aaron Sims, he reveals his process for building the 3D world of his project Tethered Islands. Texturing Basics in ZBrush, Making Alphas in Photoshop, Sculpting Fine Detail
Continuing his Tethered Islands series, Aaron Sims shares his techniques for building a creature in ZBrush. Using ZSpheres to design the initial body structure
The ability to draw and paint the human head is a fundamental skill that all artists should have. In this first DVD in a series, Bob Kato demonstrates step-by-step how to draw the human head.
In this third DVD in a series, Bob Kato demonstrates with gouache step-by-step how to paint the human head in color.
Carlos walks you through the step-by-step design of a dynamic creature. Watch along as he draws with a wax based pencil.
In this lecture on the subject of Global Illumination lighting techniques, Christopher Nichols discusses the subject of exterior lighting.
Continuing from his first DVD, Global Illumination: Exteriors, Christopher Nichols explains how interior global illumination differs from exterior GI.
In this DVD, Dylan discusses the fundamentals of landscape matte painting by demonstrating how to design a shot, both from a plate and from scratch.
Building upon the foundation of his first two DVDs, Dylan takes you through the entire matte painting process, from pencil sketch to color study to final rendering.
Deformers are intuitive and interactive tools used to sculpt surfaces into new shapes, circumventing the need to edit vertices one-by-one.
Wires and Wrinkles are curve deformers, which are useful as both sculpting and effects tools. While a wire can be used to reshape or animate a character’s brow
For students heading into set design, the ability to sketch and render environments is essential. Learn how to plan out perspectives, set up compositions, establish lighting, and create mood
Adobe Photoshop is the preferred, industry-standard software for photo manipulation and graphics creation, but using it effectively for projects in production is key.
In the second DVD in this series on Maya Fluid Effects, effects animator David Schoneveld imparts a detailed view of the various methods and advanced features of particle and rigid body control
With the fundamentals of softbody effects understood, this lecture moves on to more specific applications, effects including oceans, puddles, mud, sand and snow.
While surfaces are the obvious application of softbodies, lattices and curves can also be converted to yield several useful results.
In the second of a series, Ethan Summers teaches you to tune your brushes, optimize large-scale scenes, use Paint Effects objects as particle emitters, and create wind deformations.
In this DVD, Laurent shares his techniques for detailing and refining the model he started in Creature Modeling for Production.
The demand for computer simulated clothing is rising with the increased production of computer animated films as well as character-driven effects sequences in live-action movies.
In this DVD, Mayan continues from the head model and design used in Head Modeling for Games, demonstrating the tools and techniques used to create low polygon characters.
In the third disk of this series, Matt Hartle focuses on Mental Ray's special rendering features, including global illumination, caustics, final gathering, and image-based lighting.
In this two-disc set, Mark Lefitz creates a fully realized 3D model from an original concept painting by Feng Zhu. He discusses the analysis and setup of the shot, and demonstrates his techniques