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Content

3D Software - Maya & ZBrush


3D Software - Maya & ZBrush



MAKING OF JESTER, THE: VOLUME ONE - CHARACTER MODELING IN MAYA AND ZBRUSH

With Alex ALVAREZ

This making of demonstration and lecture began with the decision to take a personal sketch, develop it in 3D and produce a life-size 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. Observe and listen as Alex shares his workflow, thought process and techniques. Volume One covers the character modeling process using Maya and ZBrush, as well as some lighting, composition and texture exploration. Alex begins by creating an organized base mesh in Maya that accurately follows the 2D design. Using UVlayout, he flattens the UVs of the multiple basemesh components. Jester is then imported into ZBrush for sculpting and detailing. We give some thought as to the resolution for each subtool that should be sent to Maya and export them with normal maps generated in Zmapper. Once in Maya, the shader networks are blocked-out so that Jester renders in Maya with the same level of detail that he had in ZBrush. The final step prior to texturing is to then create a Photoshop® color study that will guide our further progress on the character.

TOPICS COVERED:
Base Mesh Creation
Photoshop® Color Study
Composition/Lighting
Zbrush/Zmapper
Maya Shader Setup
UV Layout

Review
  • "Whenever I need to breathe life into my characters, Alex Alvarez is where I go. Whether it be to collaborate on concepts with him directly or to watch his DVDs, I am always confident in accessibility to great information. Not only has his technical prowess pulled me out of many holes, but his character sense has given rise to some wonderful moments on some major motion pictures (Avatar and Star Trek). These new DVD's encapsulate what I gush about. Crazy and creative character design coupled with empowering technical know how." - Neville Page, Character/Concept Designer

    2 DVD-ROMs / 2007 / 540 minutes

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    TETHERED ISLANDS: DETAILING CHARACTERS - ZBRUSH ALPHA LIBRARY

    With Aaron SIMS

    In this new series from Aaron Sims, he reveals his process for building the 3D world of his project Tethered Islands. In this lecture, Aaron demonstrates his techniques for sculpting character textures using ZBrush. Aaron shows the basics of using sculpting tools, and covers how to use alpha textures for applying detail to a character. This DVD contains a library of over 150 pre-made alpha textures which are available for your own projects. Aaron also illustrates how to make your own custom alphas using Adobe Photoshop®.

    TOPICS COVERED:
    Texturing Basics in Zbrush
    Making Alphas in Photoshop®
    Sculpting a Character head in Zbrush
    Using Alphas to Texture a Character
    Sculpting Fine Detail

    Review
  • "Aaron Sims is the consummate industry professional in that he consistently marries his considerable artistic talent with the powerful technological tools of today, producing work that not only meets the demands of time-sensitive production schedules, but also never fails to impress." - Stan Winston, Stan Winston Studio

    DVD-ROM (Win) / 2005 / 180 minutes

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    DIGITAL SCULPTING: THE HUMAN ANATOMY - ZBRUSH-TO-MAYA WORKFLOW

    With Zack Petroc

    In this DVD Zack Petroc presents a modern approach to digital sculpting that includes technical discussions, and features in-depth techniques for adding life and realism to your characters. Using a Maya-to-Zbrush workflow, the viewer takes a step-by-step look at how underlying muscles and bone structure affect the true form of the human body. The Maya content highlights creating and preparing a low-resolution base mesh, and includes techniques that apply to other Poly modeling packages. The central part of this demonstration takes place in Zbrush, with a comprehensive description of how to develop anatomy while adding weight, balance, and realism to your character. Finally, Zack showcases techniques for using the detailed Zbrush mesh to create an organized animatable mesh in Maya. This lecture is intended for all students and professionals who wish to strengthen their character work through furthering their knowledge of human anatomy.

    TOPICS COVERED:
    Anatomical Structure
    Form Development
    Gesture Block-in
    Sculptural Rhythm
    Weight and Balance
    Superficial Anatomy
    Organized Mesh Creation

    Review
  • "Zack Petroc's creative gifts place him at the forefront of the emerging field of digital art direction. Zack's great talent in all the traditional areas of artistic expression, coupled with a technical ability that takes a back seat to no one, combine to make him a truly unique talent. A rare ability to bring true artistry to life in a highly technical environment helps to set Zack apart." - Kevin Conran, Film Maker

    DVD-ROM / 2004 / 140 minutes

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    TETHERED ISLANDS: BUILDING CREATURES IN ZBRUSH

    With Aaron SIMS

    Continuing his Tethered Islands series, Aaron Sims shares his techniques for building a creature in ZBrush. Using ZSpheres to design the initial body structure, Aaron develops the character from scratch. He then demonstrates how to skin the ZSpheres u and add details, color and lighting. In XSI, Aaron discusses the basics of rigging, weighting, and animating the imported creature from ZBrush. Finally he covers how to pose, light, and render the creature in an XSI scene.

    TOPICS COVERED:
    Zspheres
    Building a Creature Using Zspheres
    Skinning Zspheres and Adding Details
    Adding Alpha Textures and Color
    Basic Materials and Rendering
    Making Displacement Maps for XSI
    Basic Rigging, Weighting and Animating in XSI
    Rendering a Scene Using XSI

    Review
  • "Aaron Sims is the consummate industry professional in that he consistently marries his considerable artistic talent with the powerful technological tools of today, producing work that not only meets the demands of time-sensitive production schedules, but also never fails to impress." - Stan Winston, Stan Winston Studio

    DVD-ROM (Win) / 2000 / 355 minutes

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    ANIMATION MASTERCLASS - ANIMATING WITH MAYA FOR GAMES AND MORE

    With Joe Mandia

    In this DVD, Instructor Joe Mandia gives a deep foundation to the complexities of animation using Maya 2012 with a focus on video games. Although the focus is on games, the instruction is great for any animator. Topics include Maya shortcuts, ui setup, 12 principles overview, timing, spacing, arcs, overlap, anticipation, squash and stretch, slow ins and outs, staging, secondary action, straight ahead vs pose to pose, and finally refining and polishing a final animation.


    DVD / 480 minutes

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    CLASSICAL SCULPTING - ANATOMY AND FIGURATIVE ART FOR DIGITAL SCULPTORS

    In this lecture the instructor demonstrates the digital sculpting and rendering of a classical style marble sculpture, showing how accurate anatomy and a dynamic pose combine to produce a professional and aesthetically pleasing result.

    In this novel approach to teaching anatomy, the instructor regularly overlays the model with anatomy images as he sculpts, which makes it easy to visualize how the underlying anatomy relates to the sculpted surface of the model.


    DVD / 120 minutes

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    CREATING PLANTS IN MAYA/MENTAL RAY: FOREST TECHNIQUES, PART ONE

    With Alex Alvarez

    In this DVD, Alex thoroughly covers how to create realistic plants using Maya, Paint Effects and Mental Ray. We begin by evaluating the default paint effects library and how to convert the strokes into renderable geometry with mia Materials. Using Physical Sun/Sky, we create more photorealistic renders through the creation of our own materials in a tonemapped workflow circumventing the default shaders created by Paint Effects. Everything necessary to create double sided shaders with realistic glossy reflections and translucency is demonstrated in detail. We look at mapping all relevant paramaters for more believable shaders via diffuse, bump, reflection and translucency, including how to organize UVs into tiles for variety in our leaf textures. We take an in-depth look at creating ivy with Paint Effects and the Ivy Generator tool and incorporate the discussed techniques for plants and ivy into a cliff scene. All relevant Paint Effects settings are then discussed so that we can create our own custom plant library, all of which culminates in a photorealistic forest trail. We create a variety of plants from scratch including ferns, ground cover clover, spider plants and more, demonstrating how to incorporate them into a complex environment.

    Review
  • "Whenever I need to breathe life into my characters, Alex Alvarez is where I go. Whether it be to collaborate on concepts with him directly or to watch his DVDs, I am always confident in accessibility to great information. Not only has his technical prowess pulled me out of many holes, but his character sense has given rise to some wonderful moments on some major motion pictures (Avatar and Star Trek). These new DVD's encapsulate what I gush about. Crazy and creative character design coupled with empowering technical know how." - Neville Page, Character/Concept Designer

    System Requirements
  • Microsoft® Windows® Vista®
  • Microsoft® Windows® XP Professional
  • Microsoft Windows 2000 Professional

    DVD-ROM / 565 minutes

    >>> Add Cart <<<


    CREATING TREES IN MAYA / ONYX: FORESTS TECHNIQUES, PART FOUR

    With Alex Alvarez

    This DVD explores how to incorporate the Onyx Tree suite of programs into a Maya and Mental Ray workflow, while demonstrating scene layout and rendering techniques that apply to any artist interested in natural environments. We begin with Onyx Broadleaf, an invaluable tool for quickly creating a diverse library of physically accurate trees. The user interface is explained while demonstrating how to export geometry to Maya, including wind animation and a custom Gnomon mel script for importing Onyx animation. Beyond Onyx animation, we also look at how to use softbody lattices to manually animate tree leaves for quick turnaround animation. A thorough demonstration of physical sun/sky, final gather and miaMaterials for trees is then provided including a detailed review of how to create custom leaf textures from scans. Broadleaf techniques culminate in the creation of an overgrown Highway scene with a final 4k composite in After Effects that includes beauty, Zdepth, fog passes and post-process effects with the Lenscare, Magic Bullet and Sapphire plug-ins. Moving on, we then explore Onyx Conifer, Palm and Bamboo in equal detail discussing library and rendering techniques for each type of tree concluding with a photorealistic bamboo forest that introduces final gather techniques for deep shadow environments. We wrap up the DVD with a demonstration of Mental Ray proxies, allowing environment artists a methodology for populating scenes with billions of polygons. Suited to both students and professionals, Alex shares his in-depth knowledge hoping to inspire artists to delve further into the world of natural CG environments.

    Review
  • "Whenever I need to breathe life into my characters, Alex Alvarez is where I go. Whether it be to collaborate on concepts with him directly or to watch his DVDs, I am always confident in accessibility to great information. Not only has his technical prowess pulled me out of many holes, but his character sense has given rise to some wonderful moments on some major motion pictures (Avatar and Star Trek). These new DVD's encapsulate what I gush about. Crazy and creative character design coupled with empowering technical know how." - Neville Page, Character/Concept Designer

    System Requirements
  • Microsoft® Windows® Vista®
  • Microsoft® Windows® XP Professional
  • Microsoft Windows 2000 Professional

    DVD-ROM / 552 minutes

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    CYBORG DESIGN - CONCEPT ART PRODUCTION TECHNIQUES

    With Michael Pedro

    In this DVD, instructor Michael Pedro gives an overview of the techniques he uses to achieve high-quality 3D concept designs, with an emphasis on production-setting workflows. He begins by going over shape ideation in Alchemy and then develops a full page of thumbnails. Michael then proceeds into Zbrush to begin blocking in the major forms and bounces between Zbrush and Photoshop, sketching over screenshots of the in-progress sculpt. The bulk of this DVD will then focus on the development of the final design in Zbrush. He demonstrates how he makes use of insert meshes, kit-bashing, and character posing, in order to more quickly arrive at a presentable design. When completed, he imports the model into Keyshot where he applies various materials and sets up the lighting scenario. Finally, he takes the renders into Photoshop, where he makes the necessary tweaks and touch-ups for presentation.

    With over 5 1/2 hours of content, this DVD is perfect for those who are looking to integrate Zbrush into their character design pipeline.


    DVD / 330 minutes

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    FACIAL RIGGING FOR GAMES

    With Matt Skonicki

    In this training video the instructor takes you through the entire process of creating a fully bone based facial rig which is transferable to next-gen game engines like Unreal Editor 3.

    This video focuses on facial bone rigging and animation. Most game engines do not support blend shapes so it is imperative to know how to create a solid facial rig with just using bones. With the right rig and setup, it is possible to create stunning facial animations in very short amounts of time. If you are a student this video is great to become exposed to professional techniques in the game industry.


    DVD / 300 minutes

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    GRASS AND PLANT INSTANCING IN MAYA/MENTAL RAY: FORESTS TECHNIQUES, PART TWO

    With Alex Alvarez

    In this DVD, Alex covers how to create realistic grass using Maya, Paint Effects and Mental Ray while also sharing his techniques for developing a complete natural environment. We begin by evaluating the default Paint Effects grass library with discussion on the basic adjustments needed to make grass more natural. Techniques for covering large areas with grass are then explored via curves and instancing. Through the use of instancing, particles and surface emitters, Alex shows how to populate large scenes with grass geometry, rendering millions of polygons with a minimal RAM footprint. Included is an expression based technique for orienting instanced geometry with the normal of the generating surface, an issue less important for plants or trees but often very important for grass. When elements need to be interactively and precisely placed, Alex also demonstrates the use of a freely available geometry paint script, as well as how to bake particle instances to geometry. Generating textures, miaMaterials and workflow in conjunction with Physical Sun/Sky is thoroughly discussed. Alex also demonstrates how to render and utilize zDepth passes to add post depth-of-field and fog effects, how to render true volumetric fog effects, as well as Photoshop and After Effects post techniques to increase realism through the use of color correction and plug-ins, including Magic Bullet, LensCare and Sapphire.

    Review
  • "Whenever I need to breathe life into my characters, Alex Alvarez is where I go. Whether it be to collaborate on concepts with him directly or to watch his DVDs, I am always confident in accessibility to great information. Not only has his technical prowess pulled me out of many holes, but his character sense has given rise to some wonderful moments on some major motion pictures (Avatar and Star Trek). These new DVD's encapsulate what I gush about. Crazy and creative character design coupled with empowering technical know how." - Neville Page, Character/Concept Designer

    System Requirements
  • Microsoft® Windows® Vista®
  • Microsoft® Windows® XP Professional
  • Microsoft Windows 2000 Professional

    DVD-ROM / 521 minutes

    >>> Add Cart <<<


    HYPER-REAL INSECT DESIGN

    With Eric Keller

    In this DVD Eric Keller demonstrates his process for designing, modeling, and rendering an original photo realistic insect using ZBrush 4 R4, Photshop, Maya, and V-Ray. Eric talks about how he relies on insect physiology and evolutionary biology as guidelines for his original concept and how to bring photo reference directly into ZBrush using Spotlight. Eric takes the design from basic blockout using dynamesh all the way to completed model. Eric demonstrates the new topology tools of ZBrush 4 R 4 as well as how to generate UV texture coordinates. The model is brought into Maya and prepared for rendering. Eric discusses displacement and bump map set up in VRay, how to create custom materials, and how to set up the VRay Physical camera to create the look of macro photography.


    DVD-ROM / 420 minutes

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    INTRODUCTION TO CHARACTER MODELING

    With Mark Dedecker

    In this DVD, Mark Dedecker guides you through the initial stages of establishing an organized pipeline for modeling and sculpting a Next-Gen or Film character. Mark starts with a deceptively simple concept design and then guides you through the process of blocking out and understanding the technical and artistic needs for realizing this character. From there, he rough sculpts in ZBrush and brings back and forth into Maya, comparing and interchanging them. Special attention is paid to creating realistic forms and silhouettes and how to take them from an "ugly" rough to a nice piece ready for the next stages of re-surfacing UVs and so on.

    TOPICS COVERED:
    Dissecting a Character
    Assembling References and Creating Image Planes
    Creating a Base Mesh. Using Zspheres and Maya
    Blocking out Z Sculpture and Other Elements in Maya and Zbrush
    Refining Sculpt and Elements
    Hard Surface Blocking and Extraction
    Finishing Up the Model Before Resurfacing

    Review
  • "I had the good luck to work with Mark Dedecker professionally for three years when we were both with Gentle Giant Studios. Mark is a great artist who brings so much character to all his sculpts. I am always thrilled by the sense of life and personality in each of his works. Mark is one of those digital sculptors who is just as happy sculpting the flexed heroic figure as the beautiful subtleties of the aged or corpulent form. His abilities to communicate humor and persona in a variety of different physiques was always fun to see. Mark is also gifted with the ability to break down and understand the sometimes highly technical process of bringing a character from sculpture into a game. Never losing sight of the art Mark always seems to bring the highest quality to each project we undertook. Mark was always able to seamlessly move from sculpting a lifelike dynamic character, to creating highly detailed costume and weapons, to taking all those beautiful assets and making them work inside someone else's engine. I'm happy to have had the chance to work with Mark and I am excite for those who now have the chance to learn from his unique and powerful techniques." - Scott Spencer Creature Designer - Weta Workshop

    DVD-ROM / 234 minutes

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    INTRODUCTION TO MAYA 2014: INTERFACE AND WORKFLOW

    With Eric Keller

    Over the past 15 years, Maya has become the leading 3D application used in the film, broadcast and game industries. Hailed for its diverse toolset, Maya excels due to its integration, flexibility and performance in regards to modeling, texturing, lighting, rendering, animation, rigging and effects. Designed for the individual new to Maya, this DVD contains over 8 hours of lecture. The essential UI (user interface) is discussed, focusing on the workflow of an experienced user. Learn how to efficiently create, manipulate and organize hierarchies, objects, components and cameras. Many concepts are introduced including the use of Polygons versus NURBS, Maya materials and rendering, The Node Editor, setting up Maya Projects, animation using the Graph Editor, and the fundamental concepts behind how Maya understands your scenes. Customization of the UI is also addressed in order to dramatically improve efficiency and workflow.


    DVD-ROM / 478 minutes

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    INTRODUCTION TO ZBRUSH 4

    With Scott Spencer

    Over the last decade, Zbrush has become the industry standard application for digital sculpting and has been used in nearly every blockbuster film and video game produced during that time. Introduction to Zbrush 4 with Scott Spencer provides the most comprehensive set of instructional videos ever created for Zbrush users, covering everything from the absolute basics, to more advanced sculpting and detailing topics. With nearly 14 hours of instructional video, Scott is able to provide a detailed understanding of each tool and process from a practical approach. He also demonstrates his sculpting workflow and speaks about specific production issues that arise in production pipelines. The lessons start with a brief overview of the UI for the beginning learner, along with a few "Quickstart" lessons on sculpting. Scott then moves into the individual feature sets, including all of the new features and plugins for Zbrush 4, while showing how many of the features and tools work together. Lessons on working with Zbrush in conjunction with other 3D applications, in this case Maya, is also covered in many chapters of this DVD.

    Reviews
  • "Scott Spencer exemplifies mastery - he is a rare combination of primitive impulses and complex skills. "I admire Scott Spencer. He makes monsters that only a child could imagine but only a grownup could create." - Marshall Vandruff, Illustrator

  • "Scott always amazes me with the depth of his knowledge, whether it's the inner workings of the software or his understanding and application of artistic theory, he sees the necessity of both. I guess you could say he knows too muchˇK" - Scott Patton, Legacy Effects

  • "Scott Spencer established himself early on as one of the original Zbrush masters. In this DVD he combine his in-depth knowledge of this amazing digital sculpting software with his extensive experience and talent as a traditional sculptor. The result is one of the best series Gnomon has produced so far. I'm personally very excited to dive in and learn from one of my favorite Zbrush artists." - Eric Keller, Zbrush artist and author of "Introducing Zbrush"

    System Requirements
  • Microsoft® Windows® Vista®
  • Microsoft® Windows® XP Professional
  • Microsoft Windows 2000 Professional

    DVD-ROM / 882 minutes

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    LIVE ACTION & CG 3 - A COMPREHENSIVE GUIDE TO COMPOSITING

    With Matt Skonicki

    In this DVD, Instructor Matt Skonicki takes you through the entire process of compositing 2 HD Shots with 3D integration. The best part of this tutorial is it uses Autodesk Composite for compositing which ships free with Autodesk Maya 2011. Matt starts off by taking you On Location to demonstrate the capturing of the raw plate and HDRI images. From there he goes through creating the final HDRI image in Photoshop. The next chapters include detailed tracking in SynthEyes, setting up the scene in Maya, creating masks in After Effects, Animation of the 3D objects in Maya, adding particle effects, lighting, and render layers. Last, Matt composites the final scenes in Autodesk Composite.


    DVD / 510 minutes

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    LIVE ACTION & CG 4 - ULTIMATE GUIDE TO COMPOSITING WITH NUKEX & MAYA

    With Matt Skonicki

    In this DVD, Instructor Matt Skonicki takes you through the full "gamut" of compositing a CG monster into a live action scene using Maya and NUKEX. Matt starts off talking about color management and giving an overview of what will be covered. He then goes into NUKEX and talks about its color space, interface, and other things needed to know before using it. Matt goes on to talk about lens distortion and then goes into tracking 5 different shot scenarios using the camera tracker in NUKEX. He then takes the solve into Maya, sets everything up, and then talks a bit about the monsters rig, materials, and animation. Matt then introduces Vray and talks about rendering with Vray and Vray RT, and setting up basic IBL. After the lighting is done he goes into rendering with render layers and then brings the layeres into NUKEX to composite. Inside NUKEX he adds a lens flare, chromatic aberration, granularity, roto masks, tracking, tweaks, and finalizing the piece.


    DVD / 540 minutes

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    LIVE ACTION & CG 5 - 3D SET EXTENSIONS IN NUKE

    With Matt Skonicki

    In this DVD, instructor Matt Skonicki explores plate enhancement and set extension. He starts off by going over the raw workflow with footage captures from the new Blackmagic Cinema Camera. From there he tracks the footage in Nuke and then begins rotoscoping for sky replacement using the new Nuke Planar Tracker Node. Next, he moves into 3D Projecting and does some cosmetic work on the plate by adding multiple glowing and flickering neon signs. He then finishes off the composition with Nuke's powerful 3D scanline render engine, lighting geometry in the scene using many of Nuke's 3D environment tools including point lights, environment lights, materials, and shaders.


    DVD / 360 minutes

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    REALISTIC SKIN WITH ZBRUSH AND KEYSHOT

    With Dominic Qwek

    In this DVD, Dominic Qwek covers how to create realistic skin for his creature designs using Zbrush, Keyshot and Photoshop. He starts off by using Zbrush to sculpt realistic skin details such as wrinkles, moles and warts. Dominic then uses polypaint in Zbrush to texture skin tones where he adopts a layered approach for realistic results. Using the GoZ plugin, he imports the polypainted model into Keyshot where he starts lighting and shading. Keyshot's translucent shader is explained, as well as its HDR lighting features, for photo-realistic and interactive rendering. Finally, Dominic shares his post-processing workflow in Photoshop to achieve the final image.


    DVD-ROM / 138 minutes

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    SCULPTING WRINKLES IN ZBRUSH: REALISTIC SURFACE ANATOMY

    With Cesar Dacol Jr.

    At some point everyone becomes enamored with surface detailing and wrinkles. In this DVD Cesar Dacol Jr. unlocks the secrets that he uses in the feature film industry. He will navigate you through the processes of internal and external forces that cause wrinkles. You will never look at a wrinkle the same way as you explore compression zones, anchor points, tissue composition and external elements in your design. Wrinkles can be complex and overwhelming, but Cesar will teach you some basic tricks that simplify the thought process behind the rhythmic patterns. You will discover the why, where and how to apply wrinkles convincingly to a sculpture. Even though this model was created in a computer using ZBrush, the methods taught are analog-based and can be easily ported into a traditional sculpture or other 3D applications like MudBox.

    TOPICS COVERED:
    Wrinkle Analysis
    Compression Zones
    Anchor Creation
    Tissue Composition
    Alpha Creation
    Surface Directionality
    Surface Etching
    Eyes and Lips
    Drapery and Hair
    Asymmetry
    Posing with Transpose

    Reviews
  • "I count Cesar Dacol Jr. as one of my favorite artists working in the industry today. I'm always impressed by his gorgeous, atmospheric illustrations and his top-notch, believable creature designs." - Kolby Jukes Principal ArtistBioware

  • "Cesar Dacol Jr is one of the most creative and talented creature and character sculptors working today. His characters not only shine as exemplary studies in anatomy and form they also exude character and emotion. Cesar manages to give life and personality to all his creations which is one of the biggest and least addressed challenges to a character sculptor. Cesar's characters always feel engaging to me because of his expert hand with form, keen eye for realistic levels of detail, and spot on painting skills. One can learn a lot from watching Cesar work. With his many years of experience as both a practical and digital effects artist Cesar is both a fantastically talented artist as well as a gifted teacher." - Scott Spencer Creature Designer - Weta Workshop

    DVD-ROM / 197 minutes

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    SHADER PRODUCTION - WRITING CUSTOM SHADERS WITH CGFX

    With Luiz Kruel

    In this DVD, Instructor Luiz Kruel guides you through writing your own shaders, primarily with the CGFX shader language in Maya. Luiz starts off with getting everything set up in Maya and then writes a simple Lambert shader from scratch. From there Luiz builds upon the Lambert to create a Fresnel and Phong shader. Once the Phong shader is defined, Luiz begins to add textures like diffuse, specular, normal, and cubemap. He then demonstrates how to manipulate Uvs and even how to do vertex animation. Luiz then goes into such techniques as blending textures and colors, creating a car shader and pulling everything together to create a full character shader with SSS. Finally, Luiz demonstrates how to take what you have learned into UDK to create a custom shader using the standard material nodes.


    DVD / 240 minutes

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    ZBRUSH 3.5 - A COMPREHENSIVE INTRODUCTION

    With Michael Pavlovich

    In this DVD the instructor goes over the fundamentals of Zbrush 3.5. As the training progresses, basic concepts are covered in detail, and eventually advanced solutions are discussed on a number of techniques including the new features in Zbrush 3.5.

    By the end of the demonstration, the user will have a strong foundation in Zbrush fundamentals, as well as a number of valuable insights for more advanced techniques. For those just starting out to the veteran Zbrush user looking for useful production techniques, this DVD has something for everyone.


    DVD / 270 minutes

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    ZBRUSH 3.5 CHARACTER PRODUCTION - HIGH RES SCULPTING, POLYPAINTING, ZPLUGINS, AND MORE

    With Michael Pavlovich

    In this DVD Michael Pavlovich starts off by taking up where the first DVD left off and covers the new features in Zbrush 3.5 R3. After the new features are covered he takes everything that you have learned up to this point and puts it into practice by creating an entire highres character right inside Zbrush. Many techniques are used during this character creation process that would benefit almost anyone.

    After the character is made he goes through many of the useful Zplugins like Zapplink, Subtool Master and even goes through creating a turntable video of your character. At the very end there is a bonus video that takes you through rendering out passes from Zbrush and compositing them inside Photoshop.


    DVD / 300 minutes

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    ZBRUSH 4 - CHARACTER PRODUCTION

    With Michael Pavlovich

    In this DVD, Michael Pavlovich starts from scratch with zspheres and creates an entire character with clothing and accessories in Zbrush 4. Michaels starts off by creating the base mesh and then sculpts out the entire body without cloths. He then goes through re-topologizing the body and the re-projecting the details. Next, Michael sculpts the fine details and then polypaints the entire body to a production finish. Once the body is done, he then creates all of the clothing and accessories, starting in Maya, then detailing and painting them in Zbrush. As a bonus, he also gives an overview of Fibers and how to use them to add hair to your character. Finally, he shows his render and compositing settings used in this DVD cover.

    This DVD is an amazing resource for those looking to create their own characters in Zbrush using many of the latest tools and features.


    DVD / 390 minutes

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    ZBRUSH 4 - NEW FEATURES - A COMPREHENSIVE OVERVIEW

    With Michael Pavlovich

    In this DVD, Michael Pavlovich takes up where he left off on the Zbrush 3.5 Comprehensive Video. With the release of Zbrush 4 comes many new amazing features and Michael explores them in detail. He first starts off with an overview and then goes straight into many new modifiers, from there he gets into the many new brushes and settings included. Michael then goes into the new subtool features, shadowbox, layers, and then an extremely detailed overview of spotlight. From there he goes into Timeline, UV Master, Transpose, Materials, and Rendering with BPR. Finally there is a bonus chapter included that goes over the creation of the characters body.

    This DVD is perfect for those who want to get the most out of Zbrush 4's many new features and put them to use making amazing character right now.


    DVD / 330 minutes

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    ZBRUSH 4 R2&R3 - NEW FEATURES - A COMPREHENSIVE OVERVIEW

    With Michael Pavlovich

    In this DVD, Michael Pavlovich takes up where he left off on the Zbrush 4 Comprehensive Video. With the release of Zbrush 4 R2, R2b, and R3 comes many new amazing features and Michael explores them in detail. He first starts off with an overview of Dynamesh and then goes into the many new Brushes. Next, Michael goes into using Noisemaker in R3 and 4 chapters on the exciting new Fibers System. Other topics include: Vector Displacement, Micromesh, Transpose, Materials, Wax Preview, and BPR Filters. Finally, Michael demonstrates the sculpting and painting of a multi-part pedestal for the cowboy.

    This DVD is an amazing resource for those looking to understand the many new features added in Zbrush R2, R2b, and R3.


    DVD / 360 minutes

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    ZBRUSH HARD SURFACE TECHNIQUES

    With Mike Jensen

    In this DVD, Instructor Mike Jensen goes into depth on many hard surface techniques in Zbrush. Mike starts off by explaining in detail many techniques like customizing the ui, creating meshes, brushes, and stamps. Next he then takes you through the process of creating an entire mechanical character and covers everything from starting with a concept mesh to creating a clean base mesh and detailing. Mike then takes the final model into 3ds Max and uses V-Ray to create materials and render out layer passes. Last he takes the renders into Photoshop to composite them together.

    This DVD is perfect for those who want to learn how to create hard surface characters inside Zbrush.


    DVD / 450 minutes

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    ZSCRIPTING WITH ZBRUSH - AN INTRODUCTION AND APPLICATION

    With Nick Miller

    In this DVD, Instructor Nick Miller gives a comprehensive introduction of Zscripting with Zbrush. Nick starts off with the basics and goes through the creation of a simple script allowing the user to get a firm grasp on the fundamentals by showing how Zscripts are structured and going through the most common commands. From there Nick goes into using variables within a script & UI elements so that you can start building a functional interface. He then demonstrates how to correctly use routines, secondary actions for buttons & the manipulation of subtools by creating a script to hide/show a pre-chosen subtool. From then on he shows how to use more complex commands such as variable lists and saving & loading files and preferences. For the final script Nick shows how to take the things learnt so far and generate a complex feature rich tool which is then compiled into a plugin and shows how to handle complex UI techniques such as changing the button height and creating spacers.

    The DVD is a perfect for those who want to learn how to start Zscripting in Zbrush today to increase their productivity or for artists wishing to move from another scripting language and wish to get a head start.


    DVD / 240 minutes

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