In the first of two DVDs, Aaron Sims illustrates the techniques he uses when designing creatures for movies. Designing in Photoshop, Modeling a Creature Head in XSI, Detailing and Texturing in ZBrush
In this second DVD in a series, Bob Kato demonstrates with gouache step-by-step how to paint the human head using value.
Constraints allow the user to set up animatable 'transform node' relationships between objects. These can be used in a wide range of applications, from how a character’s eyes follow an object
In this DVD, Ethan Summers shares his techniques for e-on's Vue Infinite, an amazing landscape creation tool and general purpose rendering engine capable of handling scenes
This DVD breaks down the individual components necessary to stage a successful environment design. First covered are the basics of perspective, followed by demos explaining the use of scale
In the second DVD of this image modeling series, Greg Downing delves into more advanced photogrammetry techniques. This lesson teaches you how to perform image-based modeling and texturing
In this introductory DVD, seasoned compositor Gary Jackemuk teaches the fundamentals of compositing with an emphasis on production. The DVD covers color operations, filters, transformations
The process of animating a skeleton via joint rotation is known as forward kinematics. Useful applications of these techniques range from spines and tails to hands and fingers.
3D game artists are faced with certain restrictions when creating models for use in real-time. Game hardware, art direction and development time all have an impact.
In this second DVD in the Boujou Matchmoving Series, Stephen McClure demonstrates advanced techniques for creating working tracks in Boujou, setting up those tracks in Maya, creating effects in Maya
In this DVD, Tim Dobbert takes you through the more advanced aspects of matchmoving and camera tracking. He discusses how to use survey data to force a camera solution to fit a pre-built environment
In this DVD, after setting up various production lighting rigs,Tim discusses the pros and cons of each solution. You will learn when to use one type of rig over another based on the goals of the proj.
In this DVD Zack Petroc presents a modern approach to digital sculpting that includes technical discussions, and features in-depth techniques for adding life and realism to your characters.
Sculpt deformers are spherical objects which create rounded deformations. They can be used to simulate effects such as liquid pumping through tubes, or a character chewing and swallowing
In this second disc of a series of three, visual effects designer Eric Hanson covers the global illumination revolution, reviewing lighting principles specific to digital sets.
In this third disc of a series of three, visual effects designer Eric Hanson begins with rendering a Maya scene into layers and passes, then leads into the various approaches
In this DVD, Laurent reveals his techniques for creating the textures and shaders for the final stage of the creature modeling and texturing pipeline
Objects created using 3D computer graphics have a tendency to appear too perfect and therefore slightly unrealistic. This DVD focuses on how the understanding and use of aging, and “wear and tear”
In this DVD, Tim Dobbert walks you through the steps involved in a typical production-level matchmove, also known as camera tracking. In order to integrate CG elements with live-action footage
Aaron Sims’ second DVD illustrates the process of designing a full character in a 3D environment.
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.
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.
Carlos walks you through the step-by-step design of a dynamic creature. Watch along as he draws with a wax based pencil.