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"Gnomon Workshop" 

This series introduces the essential techniques for creating digital sets and backgrounds, an area of visual effects growing in prominence.

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Mfg Part #: EHA01 | Item # 7131329
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Particle expressions are a way of using MEL (Maya-Embedded Language) to form and control relationships between particle and object attributes over time.

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Mfg Part #: EXP01 | Item # 7131336
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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

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Mfg Part #: HBE03 | Item # 7131358
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Kinematics 1 SkeletonsThis lecture thoroughly discusses joint placement, orientation and behavior modification.

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Mfg Part #: KIN01 | Item # 7131396
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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.

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Mfg Part #: MDE01 | Item # 7131414
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This lecture focuses on the intermediate/advanced modeling of a GTP racecar. The car is known for its low profile and canopied top.

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Mfg Part #: MOD03 | Item # 7131437
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Ryan’s demo takes the viewer step-by-step through the creation of a digital illustration of a design for a moody futuristic cityscape, from blank-page through to final rendering.

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Mfg Part #: RCH03 | Item # 7132632
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This lesson takes the viewer on a two hour demo showing techniques used to address such complex issues as perspective sketch painting, shot composition, lighting and cinematography

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Mfg Part #: RCH05 | Item # 7132636
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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

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Mfg Part #: ASI01 | Item # 7130773
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Continuing his Tethered Islands series, Aaron Sims shares his techniques for building a creature in ZBrush. Using ZSpheres to design the initial body structure

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Mfg Part #: ASI04 | Item # 7130774
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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.

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Mfg Part #: BKA01 | Item # 7130775
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In this second DVD in a series, Bob Kato demonstrates with gouache step-by-step how to paint the human head using value.

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Mfg Part #: BKA02 | Item # 7130776
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In this third DVD in a series, Bob Kato demonstrates with gouache step-by-step how to paint the human head in color.

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Mfg Part #: BKA03 | Item # 7130779
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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.

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Mfg Part #: CHA03 | Item # 7130781
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Carlos walks you through the step-by-step design of a dynamic creature. Watch along as he draws with a wax based pencil.

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Mfg Part #: CHU01 | Item # 7130782
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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

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Mfg Part #: CON01 | Item # 7130788
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He takes the viewer step-by-step through the creation of a high-end digital painting, which can be used as either the visual base for a digital matte painting, or for an advanced conceptual art

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Mfg Part #: CSC02 | Item # 7130791
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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.

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Mfg Part #: DCO01 | Item # 7130794
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In this DVD, Dylan discusses the fundamentals of cityscape matte painting by demonstrating how to design a shot, both from a plate and from scratch.

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Mfg Part #: DCO02 | Item # 7130796
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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.

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Mfg Part #: DCO03 | Item # 7130797
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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

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Mfg Part #: DEF02 | Item # 7130800
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The ability to sketch quickly and with a wide range of materials are two important skills to have in the field of concept design

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Mfg Part #: DES03 | Item # 7130805
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Any polygonal or NURBS surface can be used as a particle emitter. But the real flexibility lies with NURBS

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Mfg Part #: DYN03 | Item # 7130817
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Rigid Bodies are NURBS or Polygonal surfaces that can react to the dynamic forces of fields and collisions.

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Mfg Part #: DYN04 | Item # 7130819
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FA powerful method for designing particle motion is to have a particle's position/movement be driven by geometry.

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Mfg Part #: DYN06 | Item # 7130826
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