This 2-disc set takes an in-depth look at the design and creation of a detailed character head using Pixologic’s ground breaking software ZBrush.
Aaron Sims’ second DVD illustrates the process of designing a full character in a 3D environment.
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
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
Continuing his Tethered Islands series, Aaron Sims shares his techniques for building a creature in ZBrush. Using ZSpheres to design the initial body structure
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.
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
The ability to sketch and render vehicles is an important asset in the field of concept design. Using materials standard in the design industry
By first bringing in a line-drawing from a previous lecture (Design 2), we learn how to use the digital medium to create a finished rendering.
In this lecture we begin a four part series which delves into a myriad of softbody effects.One of the most interesting aspects of Maya’s dynamic engine is the ability to constrain vertices to particle
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 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, 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
Particle expressions are a way of using MEL (Maya-Embedded Language) to form and control relationships between particle and object attributes over time.
This lecture has two main components, each covering an important part of the design process. First, you will see how designs are generated, by watching Feng sketch over forty rough thumbnails
Starting with thumbnail silhouettes chosen from the previous lecture, two distinctive designs are drawn, refined and rendered for client presentation