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 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
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.
In this second DVD in a series, Bob Kato demonstrates with gouache step-by-step how to paint the human head using value.
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.
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 landscape matte painting by demonstrating how to design a shot, both from a plate and from scratch.
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.
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
Wires and Wrinkles are curve deformers, which are useful as both sculpting and effects tools. While a wire can be used to reshape or animate a character’s brow
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.
Adobe Photoshop is the preferred, industry-standard software for photo manipulation and graphics creation, but using it effectively for projects in production is key.
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
While surfaces are the obvious application of softbodies, lattices and curves can also be converted to yield several useful results.