All posts for the day December 6th, 2009

Gnomon Workshop – Character Design Pipeline

BARONTiERi | English | .MOV | 2.1GB

In this DVD, watch BARONTiERi as he demonstrates the different steps behind the creation of two iconic characters using both Adobe Photoshop? and Autodesk Maya?. He will then show how to successfully use your imagination under realistic production constraints. BARONTiERi reveals the latest digital art techniques, ideas and original processes used by the creative members of STEAMBOT Studios. He breaks down the foundations of an efficient character design pipeline for concept artists of the video game and visual effects industries, while demonstrating the importance of teamwork, and focusing on research, development and problem-solving issues. This lecture covers professional tips, speedpainting, basic 3D modeling and environment/mechanical design.
Production Pipeline
Art Direction
Design Language
2D/3D Compositing
Lighting Strategies
Scene Refining

01: Conception – Production Art Pipeline
02: Pre-production
Part 1: Character Design Process: Harry
Part 2: Character Design Process: CAT
03: Production
Part 1: Final Design and Compositing
Part 2: Rendering and Polishing




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The Modeling of Chaos | 5.02 GB

Application in focus: 3Ds Max 2009, Zbrush 3.1,
Photoshop Instructor: Kostas Y. Macfarlane
TRT: 20h55m Video: QuickTime h.264 @ 300kbps, 1024×640, 10fps.
Audio: Mono AAC 44.1 kHz

Instructor: Kostas Y. Macfarlane
TRT: 20h 55m
– This is a 20+ hours realtime video tutorial covering concept, modeling, texturing, sculpting, materials, lighting,

rendering and post – the whole process from start to finish.
– Applications used: 3dsmax, zbrush, ps and mr

The lessons show the progress from cube to fully textured, sculpted, rendered head.

We explore modeling techniques
easy and fast head production,
head texturing (normal, mutated and lava covered, in photoshop and zapplin),
sculpting (freestyle and based on texture detail),
model and utility map exporting (normal,cavity,displacement) and finally
rendering (displacement, sss, lighting, final gather settings)

Various stages and the final models,
textures are included in the lesson for further study and manipulation. Useful for both game and film cg.

This isn’t a very strong piece of art, but while talking and showing the whole process without skipping steps I

sacrificed some freedom and experimentation so I consider it done and cool for the purpose it was made for.

I use Photoshop, 3dsmax, zbrush and mental ray. Some post in photoshop.

This tutorial takes you through the modeling and texturing of Chaos using 3ds MAX, ZBrush and Photoshop.



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SimplyMaya Santa Modeling | 600 MB

If you really love the holidays then the cartoon Santa is a great tutorial. We will start off this tutorial by creating image planes to create the correct shape and proportion of are Santa. Some of the modeling techniques used will be shaping in nurbs, converting to polygons to add details and then into sub’ds to define the final shapes.

Once the modeling of our new character is complete we will start preparing our model for texturing. The first step is laying out the Uv’s for all the separate parts of the body to make them flat so we can get a nice clean UV snap shot for our painted textures. On completion of are UV snap shot we will import into the paint program Photoshop. You will learn how to use layers for different areas as well as how to stain up certain parts of the body like the head and shirt for a more natural look.




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Gnomon Workshop: Originality in Design | 802.32 MB

The ultimate goal for the concept artist is to create an individual artistic design language that is unique to them. Nick?s demo takes the viewer through the process he uses to get as close to this goal as possible. The ephemeral nature of this subject is discussed within the framework of historical context. Inspiration sources and methods for cleansing the mind and body are shown, and a hands-on process is demonstrated. Over 140 pages of sketches lead to 6 pencil rendered images that define a novel look and form that can be applied to a wide variety of designed objects.
Instructor: Nick Pugh



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Keith Lango 11-17 VTS

The VTS is a monthly subscription based video training system for high end performance character animation. The goal

and focus of the VTS is to share my knowledge and understanding of character animation based upon my 10+ years

experience as a professional character animator, animation supervisor and animation director for television, video,

game cinematics and feature film. I”ve hired and trained dozens of animators in my career and many of them have gone

on to the biggest animation studios in the world. The same things I taught them I teach on the VTS. It really is one

of the most affordable ways to get material from an experienced professional animator.



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NeuroSystems creates and provides leading edge, high quality
applications in the fields of realtime 3D simulation and Computer
Graphics. One of those applications is SUBSTANCE, the Evolutionary and Organic Art Creator.

The first official teaser trailer for SUBSTANCE 3D, the photorealistic Organic and Fractal Art creator from NeuroSystems is now online on YOUTUBE.

SUBSTANCE Viewer (Free)

The Gnomon Workshop ? Intuitive Animation

Robert Kuczera | English | 810MB

In this DVD Robert Kuczera guides you through his character animation process from beginning to end. He first

describes how to prepare the Maya Workspace to improve and optimize your workflow. Next, he shows how to prepare a

scene for animation and animate the character. He discusses the timeline, Graph Editor, Dopesheet, layers, shelves,

hot keys and MEL scripts. Robert demonstrates how to use filmed reference material to identify the key poses and place

the breakdowns and in-betweens. The lecture is focused on showing you how to animate precisely and quickly through the

camera. Robert presents an insider’s view of how professional animators work, showing workflow and techniques with

supporting discussions on the principles of animation.

01: Introduction
02: Preparing the Maya Environment
03: Acting out the Scene
04: Staging and Blocking – First Pass
05: Adjusting and Optimizing the Key Poses
06: Breakdown and Inbetweens, Part 1
07: Breakdown and Inbetweens, Part 2
08: Getting into the Details, Part 1
09: Getting into the Details, Part 2
10: Getting into the Details, Part 3
11: Finalizing the Animation




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Gnomon Workshop – Character Animation for Games – Animation Techniques with Robert Coddington | 3.05 GB
This lecture is an introduction to character animation as it relates to video games and interactive media. Robert takes you step-by-step through the basics of Maya, its animation tools, the graph editor and dynamic character posing. He guides you through the animation of simple, yet expressive game-style assets, demonstrating simple loops and transitions and creating a run cycle. As an added bonus, this DVD also includes a professional quality character rig so you can follow along and get started animating in Maya right away.

01: Preferences, Tools and the Character Rig
02: Dynamic Character Posing
03: Graph Editor and Saving Keys
04: Loops and Transitions: Part 1
05: Loops and Transitions: Part 2
06: Loops and Transitions: Part 3
07: Loops and Transitions: Part 4
08: Loop and Transition Movie
09: Blocking a Run Cycle: Part 1
10: Blocking a Run Cycle: Part 2
11: Making Changes to a Run Cycle
12: Final Run Cycle Movie



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Host?s Load and Save functions saves and loads all Craft Director Studio information in a scene. Saved scenes may therefore be merged or referenced into new scenes with all the Craft Director Studio information intact allowing creation of PRM libraries ready to be drag-and-dropped into new scenes (or referenced if using an animation assembly line) fully rigged for being immediately animated on the fly. This functionality also allows for a director to save his favorite camera rig and merge it into any scene.

This then in turn can be used by content creation studios, or modeling artists who sell their models on the Internet, to make their models animatable with great ease.


This post was submitted by fabz.