This series introduces the essential techniques for creating digital sets and backgrounds, an area of visual effects growing in prominence.
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
This DVD will cover the creature modeling from low-poly modeling to high-poly detailing using 3ds Max and ZBrush. Topics include Max's basic polygon tools, creating the base volumes and proportions
In this DVD, Laurent shares his techniques for detailing and refining the model he started in Creature Modeling for Production.
In this DVD, Tim takes you through the entire process of creating an environment with 3ds Max starting with the analysis of reference photographs and determining real world object dimensions
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 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
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 DVD, Ian textures and completes the game cinematic character he modeled in Character Modeling for Production.
In MEL for Character Animators, Kevin Mannens develops a wide variety of scripting techniques designed to speed up your character animation workflow and make your pipeline more efficient.
In this DVD, Laurent reveals his techniques for creating the textures and shaders for the final stage of the creature modeling and texturing pipeline
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
In this continuation of the Digital Sets series, visual effects designer Eric Hanson illustrates a unique and powerful method to capture and re-create natural landscapes within a 3D environment.
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.
There are many ways to render an automobile. Harald will take you through the steps to render an automobile with Adobe Photoshop through the use of paths, layering colors, surfacing and highlights.
This demo deals with the integration of a rendered vehicle into a city environment. This is a basic step-by-step of how to render a vehicle, set up a photo of a cityscape and integrate the vehicle
The ability to design a car is not something anyone can just pick up by taking a class or drawing for a few weeks. It requires a serious amount of dedication and many hours of practice.
In this lecture he will share his techniques for ideation sketching, choosing the right tools, and preparing a quick yet professional presentation.
In the third DVD of this series, veteran storyteller and concept artist Iain McCaig shows you how to generate unlimited ideas for good and evil characters.
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.
Distressed MetalDistressed 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.
Planks and PanelsPlanks 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.
In this DVD, Kevin Hudson presents an overview of various issues and techniques related to modeling cars for a polygon/sub-d surface pipeline.