Eat 3D – CryENGINE 3 – Vol 1-3 – An Introduction and Application
Beginner | 17h 01m | 4.29 GB | Required Software: CryENGINE 3
These DVD’s will provide you with an invaluable amount of information needed to start creating your own levels in CryENGINE 3 SDK today.
In this first DVD of our series, Hélder Pinto starts by walking you through many of the common features of CryENGINE 3 SDK like Customizing the User Interface, Folder Structure, Viewports, Entities, Panels, Objects and much more. Once a firm foundation has been placed, Hélder immediately begins going through the creation of an entire level from scratch. He begins by creating a custom terrain and from there goes into creating the lush vegetation. Other topics in the creation include using brushes, basic lighting, environment tab, fog volumes and finally water volumes.
In this second DVD of our series, Hélder Pinto continues where he left off on the creation of an entire level from scratch. Hélder starts off by placing particles in the scene and then goes into the “Boids” system to place things like flocks of birds. From there he goes into many other topics including decals, roads, prefabs, archetypes, placing automated doors and ropes, setting up sounds, using voxels, creating an entire cave scene, viz areas, environment cubemaps, reflections, clouds, materials and much more. Hélder concludes the level section by setting up the final lighting.
In this third DVD of our series, Hélder Pinto goes into more intermediate and advanced topics now that the first level is complete. Hélder starts off by explaining how to create and add custom decals, roads, and terrain layers to the level. From there he goes into deferred lighting, lightbox, environment cubemaps and probes for image-based lighting, heightmaps, using the CryTIF exporter, materials, advanced vegetation, and particle creation. Hélder then goes through the entire creation of a custom prop inside 3ds Max and then bringing it into the editor with materials.
Gnomon School – Master Classes 2011: GMUNKICKDOWN2011 – The Full Cycle of the Design & Directorial Process with GMUNK
Advanced | 2h 14m | 1.13 GB | Software Used: Finder
This class will thoroughly break apart the design and directorial processes of a few selected projects from GMUNK’s repertoire, first focusing on the importance of inspirational reference, mood boards, and proper pre-production through previz and storyboards. The session will then examine the technical aspects of the design, editorial, compositing and finishing aspects of each production, giving specific tips and insight into how to optimize your workflow.
The class will finish with a variety of industry musings from a seasoned veteran, and the best ways to stay inspired and engaged through constant research, reference and self-motivated initiative. The session will be fast-paced and content-heavy with a variety of invaluable insight from somebody who’s done this a few times.
Gnomon School – Master Classes 2011: High Dynamic Range Imaging for Live Action Visual Effects with Phil Holland
Advanced | 1h 57m | 1.01 GB | Software Used: Adobe Photoshop, PTGui Pro, HDR Shop, Picturenaut
In this class Phil Holland will go over shooting and accurately processing high dynamic range (HDR) images for live action visual effects and creative print use. He’ll be covering photographing the images, constructing the final HDR image with off-the-shelf software and preparing 360 degree spherical HDR images for visual effects and image-based lighting use. Phil will also be sharing and discussing the techniques and camera rigs he has created for use on movie sets and in post-production houses over the last several years.
Gnomon School – Master Classes 2011: Making Archetype: The Short Film with Aaron Sims
Advanced | 3h 37m | 2.50 GB | Required Software: Autodesk Maya, Nuke, Final Cut Pro
In this class Aaron Sims will be discussing the creative process and challenges of creating an effects-heavy short film from ideation, to planning, to creation. The class will discuss the challenges, both creative and technical, involved in producing a film like Archetype. Aaron will demonstrate some of the techniques he used in the various pre-production, production, and post-production phases of the Archetype project.
Gnomon School – Master Classes 2011: Concept Design: From Abstraction to Production with Aaron Limonick
Advanced | 4h 44m | 1.16 GB | Required Software: Adobe Photoshop
Focusing on the earliest stage of pre-production, inspiration becomes the artist’s most important weapon in pitching an idea to a director. In this class Aaron Limonick demonstrates bringing an abstract ink experiment to a realized conceptual sketch. The focus of the sketch will range from industrial design to creating a traditionally painted look and a textural surface within the digital medium.
While the demonstration will cover a multitude of digital painting techniques used to create concept art, it will also stress the importance of inspiration and the link between influences and the final product itself. Aaron will give his account of working as a concept artist in the entertainment industry, while searching for unique sources of imagery and creative stimulation.
Evermotion – Archmodels Vol.88