Saturday, December 27, 2008

T0159 - Gnomon Workshop Digital Environment Workflow DVD 1 & 2


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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 for efficiently creating a 3D environment using Maya’s polygon and NURBS tool-kit. Mark explains scene blocking, using animated cameras and their attributes, and how to integrate an animated object in the scene. He manipulates Maya fluids to show how to achieve the desired 3D sky environment, and shows some of his techniques for using painted textures and properly applying UVs. With a painted map from the scene, Mark breaks down the various components and shows how to apply layers to Maya shaders for maximum effect. In Shake, Mark demonstrates the use of Depth, Normals and Occlusion passes, and how to manipulate them in the comp to achieve atmosphere and zblur. Lastly, he explains how to use ambient occlusion as a method for Global Illumination, and discusses the initial setup and optimization for this pass and its integration into the final comp.

Over 5 1/2 hours of lecture.

Product Code: MLE01

Modeling Perspective Setup
Rough Polygon Modeling
Detailed NURBS Techniques
Scene Blocking
Camera Setup and Animation
Sky Creation
Texture Layering
UV Mapping

Exterior Lighting
Zdepth
Render Layers
Atmosphere
Ambient Occlusion
Compositing Techniques

01: Concept Art Review
02: Image Plane Setup
03: Polygon Rough Modeling Part 1 (Terminal)
04: Polygon Rough Modeling Part 2 (Rear)
05: Polygon Detail Modeling Part 1 (Mechanical)
06: Polygon Detail Modeling Part 2
07: Object Modeling (Space Ship)
08: Camera Animation Part 1
09: Camera Animation Part 2
10: Sky Creation with Maya Fluids

01: Texture/Shader Workflow
02: UV Mapping Workflow
03: Painted Texture Overview
04: Shake Comp Deciphered
05: Render Pass Control
06: Exterior Environment Lighting
07: Matte Passes
08: Using Z-Depth
09: Ambient Occlusion Overview
10: Rear View Wrap Up

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