Showing posts with label Gnomon. Show all posts
Showing posts with label Gnomon. Show all posts

Saturday, February 13, 2010

T0905 - Gnomon Workshop Photoshop for Digital Production DVD 1 & 2


Gnomon Workshop: Photoshop for Digital Production
Essential Techniques for Film, Broadcast and Games (2 DVDs )
Info:
http://www.thegnomonworkshop.com/dvds/dpa01.html

T0904 - Gnomon BTS - Matte Painting for Production with Jared Simeth




Gnomon BTS - Matte Painting for Production with Jared Simeth


BEHIND THE SCENES (BTS) is an exciting DVD series developed to showcase the creation of a game cinematic sequence. In this chapter of the series Jared Simeth demonstrates the creation of two matte paintings. Starting with concept paintings provided by BTS Art Director Mark Goerner, Jared goes through the process of creating simple 3D geometry and matching the camera in Maya. In Photoshop® he executes both a pan and tile style 2D matte painting, and one to be used with a 3D camera move. He covers techniques for keying, creating custom brushes and working with Photoshop’s perspective tools. In Maya, Jared shows how to project the painting onto the 3D geometry in preparation for the final camera move. The viewer will also see production meetings in which both the concept and execution are discussed and critiqued.

T0903 - Gnomon Training - 3D Character Design Volume 1


Gnomon Training - 3D Character Design Volume 1
Quick Time (.mov) | Duration: 533 minutes


In this DVD, Scott Patton shows the processes he uses to create finished character designs for feature films. This DVD explores Patton's fast and efficient method for concept sculpting, skipping the 2D sketch phase all together and designing the character entirely within ZBrush. This method of design is more interactive and has allowed him to work with directors one-on-one directly in 3D. From basic form to final detail, Patton uses a combination of ZBrush’s tools and straight forward explanations to show how a character can be created without the usual time restrictions and hassle of most 3D packages. He covers everything from blocking out the forms and fleshing out the muscles, to adding props, detailing with alphas and posing the character.

T0890 - Gnomon Master Classes 2009 Full Collection


Gnomon Master Classes 2009
Flash | English | 1024 x 768 | FLV4
Audio: MPEG Audio Layer 3 44100Hz mono 48Kbps
Genre: Video Lectures
Join the Gnomon School of Visual Effects for two weeks of new, exclusive classes in an interactive, online event. Each 2-3 hour class focuses on a different element of the VFX industry and allows individuals to discuss the content with the instructors. One ticket gives you access to all 16 classes!


Title: Gnomon - Master Classes
Manufacturer: Gnomon
Language: English
Video Codec: Flash
Video: FLV4 1024x768
Audio: MPEG Audio Layer 3 44100Hz mono 48Kbps




CG Survival Kit
Instructor: Jeremy Cook
Working hard and working smart are not the same thing. Learn to work more efficiently and make smarter decisions in your 3D workflow.

Creature and Character Design
Instructor: Neville Page
Neville Page, lead creature designer on Star Trek, shares how to utilize a variety of techniques to create a unique character design.

Creature Development
Instructor: Alex Alvarez
Alex Alvarez will cover his 3D creature production process and how to work fast in the face of deadlines.

Dark and Stormy Nightmares: The Art of Dreaming on Paper
Instructor: Iain McCaig
Storyteller and artist Iain McCaig shows how to tap into your dream-mind.

Digital Female Character Design and Creation
Instructor: Sze Jones
Learn to create breathtaking 3D females from Blur Studio's Sze Jones, covering both artistic and technical techniques.

Drawing From Design
Instructor: Feng Zhu
Acclaimed concept designer Feng Zhu shares how to create designs that strike a balance between uniqueness and mass-market appeal.

Environment Creation
Instructor: Martin Krol
Martin Krol will discuss the creation of a 3D environment utilizing Modo, Cinema 4D and ZBrush.

Environment Modeling for Production
Instructor: Reo Prendergast
Reo Prendergrast of Blizzard Entertainment will show the creation of detailed environment assets, both organic and hard surface.

Mastering ZBrush 3.5
Instructor: Ryan Kingslien
Harness the power of ZBrush 3.5 for character, environment and concept design pipelines with Master ZBrush Artist Ryan Kingslien.

Music Video Post-Production
Instructor: Ergin Kuke
Ergin Kuke will discuss the various tasks involved in post-production work for music videos, from concept to completion.

Overview of the Feature Film VFX Process
Instructor: Jeff Okun
Visual Effects Supervisor Jeff Okun walks us through the entire feature film VFX process, from beginning to end.

Sculpting Comic Book Statues and Maquettes
Instructor: The Shiflett Brothers
Learn to sculpt a comic book industry style statue from armature to fully roughed out sculpture.

Design and Visual Communication of Vehicles
Instructor: Scott Robertson
Scott Robertson will explain his approach to designing a variety of vehicle types for video games.

The Digital Creature Creation Pipeline
Instructor: Alvaro Buendia
Alvaro Buendia of Blizzard Entertainment shares his process behind creating a digital creature.

Traditional Art Values Applied to Digital Art
Instructor: Craig Mullins
Renowned digital painter Craig Mullins shares how he applies the timeless values behind traditional art to digital art.

Workflow for the Animation Process
Instructor: Nick Whitmire
Nick Whitmire of Blur Studio shows you the complete workflow behind an animated scene.

T0895 - Gnomon Workshop Creature With Aaron Sims Vol II Designing with Photoshop, XSI and Deep Paint (Full)



Aaron Sims̢۪ second DVD illustrates the process of designing a full character in a 3D environment. Starting by creating a quick concept in Photoshop, Aaron models the character in XSI, texturing it in Deep Paint. Aaron shows how to use XSI to build the rig and pose the character, and then sets it in an environment where helights and renders it. Finally, he finishes the piece in Photoshop, showing you techniques to give your design a refined and completed look.

T0894 - Gnomonology - The Making Of Jester


Gnomonology - The Making Of Jester
This 'making of' demonstration and lecture began with the decision to take a personal sketch, develop it in 3D and produce a lifesize print. This would require the development of high-resolution detail and textures that could hold up to a 4000x6000 pixel render, effectively making Jester a film-res character. Using Maya, UVlayout, Zbrush, Bodypaint and Photoshop, 'Jester' was created in 60 hours. Observe and listen as Alex shares his workflow, thought process and techniques.

Sunday, January 17, 2010

T0890 - Gnomon Workshop - 3D Character Design Vol.2 From Concept Model to Presentation Art


Patton shows how he squeezes the most from ZBrush’s powerful renderer, side-stepping the often complex renderers of standard 3D packages. In creating both a wide and close-up shot of the character, he shares creative Photoshop tips and tricks to quickly get to a finished piece of concept art from the ZBrush renders, covering topics such as adding and refining skin texture, hair, eyes, shadows and scars. Patton also discusses how to quickly create backgrounds that enhance the character and overall composition.


Chapters:
1. Getting Started
2. Basic ZBrush Painting
3. Photoshop Render Comp
4. Adding Texture
5. Shadows
6. Background
7. Finalizing the Wide Shot
8. The Close-up Shot
9. Eyes and Hair
10. Enhancing the Scars and Textures
11. Finishing Touches
12. Finalizing the Close-up 

Friday, December 25, 2009

T0863 - Gnomon workshop Mental Ray Fundamentals Rendering Techniques with Matt Hartle



On this DVD, Matt focuses on the fundamental implementation and functionality of Mental Ray from within Maya. He covers many areas, beginning with an in-depth exploration of the interface of Mental Ray, including the use of MEL scripts to access custom features. Next,

he shows an initial scene setup using a custom naming script to label files automatically and correctly as they are output. Many other topics are covered in depth, including setting up basic frame buffers, using diagnostics to debug your scenes, various implementations of motion blur including the rasterizer (rapid motion), lens shaders, a custom shader allowing you to blur in post, depth of field, displacement utilizing the latest techniques, including a thorough explanation of ccmeshes (Catmull-Clark meshes) and how to access them from within Mental Ray for Maya.
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More Info : http://www.thegnomonworkshop.com/dvds/mha04.html

Topics Covered :

Mental Ray Interface
Initial Scene setup
MEL Commands for Scene Setup
Memory and Performance
Raytracing
Sampling and Contrast Threshold

Translation
Basic Frame Buffer
Diagnostics
Motion Blur
Depth of Field
Displacement
Approximation Editor

Chapters :

01: Mental Ray for Maya Overview
02: Render Globals: Common Tab
03: Render Globals: Mental Ray Tab
04: Memory Management, BSP
05: Memory Mapped Textures
06: Image Quality and Diagnostics
07: Image Output: Framebuffers and render layers
08: Motion Blur
09: Depth of Field
10: Displacement
11: Surface Approximation Nodes


Thursday, December 24, 2009

T0839 - The Gnomon Workshop Mental Ray Production Practices


T0834 - Gnomonology - Introduction To 3D Studio Max




Info:
Quote:3d Studio MAX is an industry leading application in design visualization, game development and visual effects. 3ds Max is powerful and flexible enough for professionals, but intuitive enough for the beginner. Whether new to 3ds Max or new to 3D, the more than five and a half hours of lecture provide ample discussion of the tools needed to create visually rich imagery and animations. User interface foundations are presented, focusing on 3ds Max's ease and simplicity. Learn core concepts as well as efficient, professional modeling, animation, texturing, and lighting techniques.

Chapter One: Getting Started
User Interface Overview, Object Creation, Parametric Primitives, Viewport Navigation, Command Panel, Modifiers, The Stack, Coordinate Systems, Gizmos, Modifier Instancing/Sharing, Keyframe Animation, Path Animation, Object Properties, Show and Hide
Duration: 98min Size: 375.58mb

Chapter Two: Modeling Fundamentals
Compound Objects, Booleans, Autogrid, Shapes, Text, Lathe, Scatter, Modeling with Primitives, Grouping, Grid and Units, Real World Units, Object Pivots, Object Instancing, Mirroring, Selection Centers, Array Tool, NURBS, Polygons, Splines, and Subdivision Surfaces
Duration: 73min Size: 196.49mb

Chapter Three: Modeling Techniques
Sub-Objects, Preview Selection, Soft Selection, Edit Poly, Extrude, Topological Dependencies, Radial Symmetry, 3D Snaps, Relative vs. Absolute Snap, Angle Snap, Weld, Bevel, Working Pivot, Quickslice, Cut, Slice Tool, Chamfer, Normals, Subdivision Surface Modeling, FFD (Free Form Deformer), Spacing Tool, Import/Merge, Linking
Duration: 80min Size: 295.52mb

Chapter Four: Texturing
UVs/Mapping coordinates, UV Visualization, Material Editor, Standard Shading Models, Specularity, Bitmap Texture, Bump Mapping, Show Map in Viewport, UVW Mapping, Map Instancing, Material Preview, Material Libraries, Naming Convention, Rename Tool, Multi/Sub-Object, Reflection Maps, Background Color, Skylight, Neutral Lighting
Duration: 91min Size: 352.24mb

Chapter Five: Lighting
Light Types (Omni, Spot, Directional), Target vs. Free, Decay, Attenuation, Shadow Maps (Resolution, Sample Range, Bias), Raytraced Shadows, Area Shadows, Viewport Lighting and Shadows, Lens Effects, Viewport Layout, Asset Browser, Render Settings, Antialiasing, ActiveShade, Environment Map
Duration: 68min Size: 193.62mb

T0833 - Gnomon Workshop - Introduction to Nuke Compositing (Disc 1 & 2)


Gnomon - Introduction to NUKE Compositing [2 DVD]

NUKE, short for "New Compositor", began as the in-house compositing and effects application at Digital Domain, where it won an Academy Award® for Technical Achievement. NUKE is built primarily for visual effects film work at a variety of element resolutions and color spaces, all within a floating point 2D and 3D environment. This lecture covers the essentials of working with film-based and CGI elements in a professional, extensible and fast compositing pipeline.

Utilizing many techniques for speed and efficiency, NUKE is able to provide rich output results and ultimate customization for the user. In this DVD, Rob covers all the major aspects of NUKE and reveals many areas where the casual user would not have known to go at first glance. Rob also provides sensible approaches for how to lay a good foundation for proper compositing in your own projects. Rob uses Nuke 4.3 to teach this tutorial.

Instructor:
Robert Nederhorst
Visual Effects Supervisor
Sway Studio

Robert Nederhorst is a Visual Effects Supervisor at Sway Studio, after over seven years at Digital Domain where he was 2D Sequence Supervisor. Rob has worked on such films as Stealth, The Day after Tomorrow, Daredevil, Star Trek: Nemesis, Vanilla Sky, Spy Kids, The Grinch Who Stole Christmas, Supernova and X-Men. He recently worked on a Nine Inch Nails music video where he designed the lighting and rendering pipeline. He has been instrumental in the development of various visual effects tools such as NUKE, FrameCycler and SpeedGrade DI. He has been published in 3D Design magazine and Millimeter.

Chapters: Disk One
1. sRGB and You (and Nuke)
2. The User Interface
3. Image Formats
4. UI Customization
5. Operators– Image
6. Operators– Time
7. Operators– Channel tools
8. Operators– Color operators
9. Operators– Drawing
10. Operators– Filters

Chapters: Disk Two
1. Operators– Keyers
2. Operators– Merge Operations
3. Operators– 2D Transformations
4. Operators– 3D System
5. Operators– Additional Tools
6. Compositing Process with Nuke

Saturday, October 31, 2009

T0814 - The Gnomon Workshop Advanced UV Layout for Production

The.Gnomon.Workshop.Advanced.UV.Layout.for.Production.DVD-iNKiSO
release Date:October 28, 2009
http://www.thegnomonworkshop.com/store/product/572/



Saturday, October 10, 2009

T0777 - Kurv Studios Modeling a Character in Silo


Kurv Studios – Modleing a Character in Silo |


This Video carries on from our other best selling modeling videos on Silo `Get into SILO` & ‘Silo II Modeling a Head’ to show you how to model a character. This video by Josh Robinson walks you through this character in an easy to follow manner
Silo and general modeling enthusiasts will be pleased with this third installment as this video is designed to be useful to beginners as well as intermediate modelers. Josh does not skip any steps in this video, you watch as he works through problems and changes directions all along learning new ways to solve problems and cut time off of your next character project.

T0776 - Gnomon Workshop Mental Ray Lighting and Shaders Rendering Techniques with Matt Hartle


In the second DVD of this series, Matt Hartle focuses on lighting, shaders, and High Dynamic Range Imaging (HDRI) within Mental Ray for Maya. Mental Ray supports most of Maya's features, in addition to many others. This DVD shows you how to get the best use of Mental Ray to render fluids, particles, fur, geometry based paint effects, blurry reflections and refractions, area lights, contour rendering, and High Dynamic Range images.


3 1/2 hours of lecture.

T0770 - The Gnomon Workshop - The Digital Maquette Volume Two


Zack Petroc’s Art Directing Series continues with The Digital Maquette, Volume 2, in which he outlines the creation of the Froad Rider, the costume and peripheral accessories using ZBrush. Watch as Zack develops the character from a low-resolution organized mesh for the head, and box meshes for the costume and accessories. After posing the character using ZBrush’s new Transpose tools he documents the process for outputting the character as a 3D print with Gentle Giant Studios. Zack presents the workflow with the artist in mind, highlighting specific tools and techniques and focusing on how they add to the creative freedom of the design process. He also discusses how to define your character from both an art directing and digital sculpting perspective. This lecture is intended for Art Directors and Production Designers who are interested in discovering how digital sculpting can add to their creative process. Additionally, it presents information for artists who are interested in growing their skills as design sculptors.

01: ZBrush 3 Overview and Workflow
02: Cloth Form Development
03: Body Parts Form Development
04: Helmet, Pads & Straps Form Development
05: Shoes, Backpack & Misc. Form Development
06: Detailing the Cloth
07: Detailing the Body Parts
08: Detailing Shoes, Backpack & Accessories
09: Posing the Froad Rider
10: Printing the 3D File

Saturday, October 3, 2009

T0760 - Gnomon Workshop - DUSSO Volume II: Digital Matte Painting Fundamentals


This DVD demonstrates the basic techniques of digital matte painting for visual effects in a production environment. Dusso combines elements of photography, simple 3D models and freehand painting techniques within Adobe Photoshop, merging the boundaries of realism with graphic illustration for stunning impact.


TOPICS COVERED :

Exposure
Light Quality
Depth and Atmosphere
Integration and Painting Process

CHAPTERS :

01: Introduction
02: Elements
03: Castle
04: Painting
05: Foreground
06: Completing
07. Credits

T0754 - Gnomon Maya Training Deformers 1 - 3 (3 Disk)


Gnomon Maya Training Deformers 1: Clusters And Blendshape |

Deformers are intuitive and interactive tools used to sculpt surfaces into new shapes, circumventing the need to edit vertices one-by-one. Maya offers a large suite of unique deformers which can be used in conjuction with each other to yield complex effects. Whether you are rigging a character or designing a crashing wave, a thorough understanding of Maya’s deformers is crucial. Simple mistakes made early on can cause big problems down the road.

Clusters and Blendshape are two indispensible deformers which you will find yourself relying on over and over again. Clusters allow you to apply transform node functionality to multiple vertices, while Blendshape is a morphing tool. We examine the application of these deformers to NURBS, Polygons and Subdivision surfaces (including NURBS patch models), with a focus on higher-level workflow techniques.

Gnomon Maya Training Deformers 2: Sculpt, Lattice And Wrap |

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 food. Lattice and Wrap deformers are unique in how they allow you to deform surfaces with low-res shapes. The potential uses are therefore quite varied: a high-res NURBS patch-model can have facial expressions designed using just 40 points, a character can be animated squeezing itself through a keyhole, a dynamic simulation can have its performance quadrupled, and so on. This lecture addresses several examples with a focus on workflow and application.

Gnomon Maya Training Deformers 3: Wire, Wrinkle And Jiggle |

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, they can also be used to create ripples, ocean swells or burrowing creatures.

Jiggle deformers are unique in that they do not deform surfaces via direct user manipulation. Their purpose is to create automated secondary shape animation (inertia-driven follow through). For example, a character’s thighs can exhibit the correct amount of wobble as he walks or a bird’s feathers can react naturally to the flapping of its wings. In this lecture we also discuss the pros and cons of Jiggle deformers vs Softbody dynamics.

T0741- Gnomonology Bullets Dust Hits And Debris Chapter 1 To 4


When objects impact the ground, such as bullets or footsteps, one often expects to see an effect such as a puff of dust (dust hit) or a burst of debris. This four part tutorial demonstrates how to create dust hits and debris from bullets hitting the ground, fired by an animated jet fighter composited into a live action background. In chapter one, we create a dust hit generator that allows us to easily create a library of sequences to map onto particle sprites. The generator incorporates volume emission, omni emission, volume axis fields, turbulence, multiStreak and sprite particles, expressions and hardware rendering.

Friday, October 2, 2009

T0739 - GNOMON MAYA TRAINING DVD IMAGE BASED MODELING ADVANCED


In the first DVD of this image modeling series, Greg Downing teaches you how to transform your film or digital photographs into highly realistic 3D models. Image modeling, known as photogrammetry, is a general tool that is useful for visual effects, videogames, visualizations that require digitizing real sets, props, or in some cases, characters. Once the objects are image modeled, any 3D manipulation is possible: adding, removing or destroying parts of a scene, adding effects such as fog, or camera moves that would be impossible with a real movie camera. Greg shows how to photograph for photogrammetry, and introduces how to calibrate, model and texture with Realviz ImageModeler. He finally shows how to import the textured models into the 3D application of your choice. Over 3 1/2 hours of lecture.

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 within Maya using cameras calibrated for Realviz ImageModeler. Greg shows you how using panoramas for photogrammetry allows you to construct a location with a minimal number of images. He then illustrates how to calibrate those panoramas in Realviz ImageModeler for image-based modeling and texturing within Maya. This DVD assumes a basic familiarity with polygonal modeling, and though the examples are demonstrated within Maya, the workflow is applicable to any 3D package. Over 2 1/2 hours o

T0717 - Gnomon Workshop - Head Modeling for Games


Gnomon Workshop - Head Modeling for Games


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. It is the challenge of the 3D artist to make interesting and visually believable characters while dealing with these restrictions. This DVD covers the creation of a low polygon model of a head for a game environment. Topics such as polygon component modeling, poly count, scripts and facial anatomy are discussed.