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
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 third DVD in a series, Bob Kato demonstrates with gouache step-by-step how to paint the human head in color.
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
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.
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
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
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 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.
This DVD breaks down the individual components necessary to stage a successful environment design. First covered are the basics of perspective, followed by demos explaining the use of scale
Introducing panoramic photography for digital set building, photographer Greg Downing walks you through a step-by-step-process of creating high-resolution omni-directional panoramas.
In the second DVD of this image modeling series, Greg Downing delves into more advanced photogrammetry techniques. This lesson teaches you how to perform image-based modeling and texturing
Designed for the experienced 3D artist new to Houdini, this disc contains over five hours of lecture and extensive example files.
Bricks and Blocks (2 DVDs of textures and 1 DVD of training) contains 250 high resolution textures for the creation of all kinds of brick and cement block surfaces.
This lecture explains all of the IK Handle Tool's settings from a real-world workflow point of view. The four IK Handle Tool types are demonstrated and their settings explained.
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.
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