In this DVD, Laurent shares his techniques for detailing and refining the model he started in Creature Modeling for Production.
In this DVD, Laurent reveals his techniques for creating the textures and shaders for the final stage of the creature modeling and texturing pipeline
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.
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 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.
This lecture will cover the tools and techniques necessary to create efficient UV maps. It is important to use that space in the most efficient manner, while minimizing seams and distortion.
This DVD covers the stages from thumbnail sketching to shaded and detailed marker sketches. This is Mark Goerner’s first disc in a series demonstrating the step-by-step development of interior spaces.
This DVD shows the process of taking a marker sketch from the previous DVD into Adobe Photoshop to create a full color digital painting.
In this DVD, Matt Hartle focuses on teaching the fundamental aspects of the Mental Ray renderer, including memory and performance, sampling, image output, motion blur
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
In this lecture, Matt Linder discusses the powerful flexibility of using the command line and expressions to take your compositing to a new level of speed and efficiency.
In this lecture, visual effects artist Matt Linder demonstrates powerful color and layer techniques and how to achieve photo-real imagery in Shake.
Shake: Effective Keying TechniquesIn this lecture, visual effects artist Matt Linder discusses the essential keying concepts in Shake. Matt explores each of Shake's keying nodes in great detail
In this lecture, visual effects artist Matt Linder discusses advanced techniques for tracking and stabilizing 2D plates using Shake.
Continuing from knowledge gained in Modeling, 1, two projects are used to demonstrate NURBS modeling of intermediate level complexity.
Neville breaks down the development of character design and drawing into a systematic process that is easy to follow and easy to implement.
Drawing on the content from his Character Design and Sketching DVD, Neville paints a quick photo-realistic illustration using techniques employed within Photoshop.
In Rendering Eyes, Neville Page clearly describes a process for rendering beautiful, frightening, or appropriately horrible eyes.
In this lecture, Neville leads you methodically through the process of creating a wet, fleshy creature.First emphasizing the importance of reference the properties of fleshy surfaces are deconstructed
Originality in DesignThe ultimate goal for the concept artist is to create an individual artistic design language that is unique to them. Over 140 pages of sketches lead to 6 pencil rendered images
This demo shows the digital techniques Nick uses to render a creature that was previously created in the Originality in Design DVD.
The lecture stresses the importance of maintaining the design language established in the first phase, while fully realizing the surrounding environment.
The Organic Modeling titles cover the entire process of modeling a multi-patch head with Maya. Using a 200 surface head as an example, we go over all of the steps involved in it's creation.