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.
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 this second DVD in a series, Bob Kato demonstrates with gouache step-by-step how to paint the human head using value.
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.
In this DVD, Carlos demonstrates his digital creature/character painting techniques. Masking in Photoshop, Adding Base Color, Drawing within Painter, Punching Up the Color
In this lecture on the subject of Global Illumination lighting techniques, Christopher Nichols discusses the subject of exterior lighting.
Continuing from his first DVD, Global Illumination: Exteriors, Christopher Nichols explains how interior global illumination differs from exterior GI.
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
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
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.
Deformers are intuitive and interactive tools used to sculpt surfaces into new shapes, circumventing the need to edit vertices one-by-one.
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
For students heading into set design, the ability to sketch and render environments is essential. Learn how to plan out perspectives, set up compositions, establish lighting, and create mood
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.
While surfaces are the obvious application of softbodies, lattices and curves can also be converted to yield several useful results.
Fire, smoke, energy blasts and rain are just some of the dynamic effects required by today’s demanding visual effects industry. In this DVD you will learn about the main hardware render types
This series introduces the essential techniques for creating digital sets and backgrounds, an area of visual effects growing in prominence.
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 the second of a series, Ethan Summers teaches you to tune your brushes, optimize large-scale scenes, use Paint Effects objects as particle emitters, and create wind deformations.
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