Gnomon

All posts tagged Gnomon

development
In this series, Marc Gabbana walks you through his process as he creates the TribalBot, a forest dwelling robotic vehicle. In this first volume, he begins with 2D orthographic and perspective drawings and walks you through his artistic process, as he develops them into more realized and finished images. Working with traditional medium such as pencil, pen and marker, he shows you how he bring his ideas to life. He covers some shading and perspective concepts, steps which are necessary to make the work appear more realistic. Marc combines his passions for drawing, perspective and industrial design and stresses exploration of shapes and forms to create never before seen walking vehicles of all sorts. The final image is a fully detailed pen drawing of the TribalBot.

http://www.thegnomonworkshop.com/store/product/883
DVD1
http://netload.in/dateiOOV2ocQiSp/GVDS1.part01.rar.htm
http://netload.in/dateiMx4rAksoSm/GVDS1.part02.rar.htm
http://netload.in/datei682tBIoYph/GVDS1.part03.rar.htm
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http://www.thegnomonworkshop.com/store/product/885
DVD2
http://netload.in/dateiCeoksMzkUN/GVDS2.part1.rar.htm
http://netload.in/datei9HCJn5ZRmE/GVDS2.part2.rar.htm
http://netload.in/dateiWLczBhAOYm/GVDS2.part3.rar.htm
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or
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vol2
In this second of two DVDs, Cameron Davis discusses how he brings a character to life by fleshing out the design in Adobe Photoshop?. Not merely coloring, the design continues to evolve in the digital stage. Cameron takes you step-by-step through this process, covering Photoshop techniques, color studies and color theory, and understanding the psychology of audience reaction.

http://www.thegnomonworkshop.com/store/product/879/

Download:
http://netload.in/dateio4V40qOtMm/TWCDG2.part1.rar.htm
http://netload.in/datei9aVzAFkyai/TWCDG2.part2.rar.htm
http://netload.in/dateiuj5uYv8u4T/TWCDG2.part3.rar.htm
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vol1
In this first of two DVDs, Cameron Davis discusses character design at its most fundamental. He begins with basic design theory, color and shape, and shows how to use them to visually tell a story with a character. Beginning with a loose story, Cameron takes you through his thought process when designing for games or animation. From brainstorming to loose sketching, reference gathering and silhouette studies, Cameron shows all the stages of ideation and ends with a finished line drawing that is ready for color.

http://www.thegnomonworkshop.com/store/product/877/

Download:
http://netload.in/datei5ZHpJrzauq/TWCDG1.part01.rar.htm
http://netload.in/datei3S806Jkfwz/TWCDG1.part02.rar.htm
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or
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comic
In this DVD, Phil Noto shows you his illustration techniques for creating comic book covers and pinups. Using a completely digital workflow, you will see how he goes from a preliminary sketch to finished art. He demonstrates how he uses Adobe Photoshop? for sketching and coloring, and Smith Micro Manga Studio? for inking the art, while discussing the benefits of each program’s toolset. Phil covers topics such as line quality, silhouette, proportions, Photoshop layer and channel management, color palette, brush selection, lighting and texture. Throughout the lecture Phil shows how he balances line, light, color and details to refine his illustration.

http://www.thegnomonworkshop.com/store/product/881/

Download:
http://netload.in/dateiVGPQZ6vri1/TWCBI.part1.rar.htm
http://netload.in/dateiT5Cjv8yVKq/TWCBI.part2.rar.htm
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or
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character
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.
http://www.thegnomonworkshop.com/store/product/875/

Download:
http://netload.in/dateiYBJmbzCbKu/GWICM.part01.rar.htm
http://netload.in/dateioHy4Bwp4It/GWICM.part02.rar.htm
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This release contains all the video lessons on a series of After Effects Tutorials that are far from the author Ergin Kuke.Ergin is creative director and co-founder of Angst VFX, an up and coming visual effects company in Los Angeles, CA.Ergin moved to Los Angeles from Albania in 2001 to be part of the Gnomon Certificate program. After finishing studies there, he has been a Lighting TD and Compositor at Sony Imageworks, Rhythm & Hues working on Polar Express, Zathura, Superman, Narnia, Beowulf etc. As a freelance artist in commercial boutiques, Ergin has worked at Digital Kitchen, Stardust, Engine Room, Brand New School, Superfad etc doing lighting and compositing on many commercial and music video projects. He has also developed concert visuals for Korn, Bon Jovi, 50 Cent, Red Hot Chili Peppers, Paul Oakenfold and more.
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In this introduction to photorealistic texture painting, Justin Holt discusses how a trained eye for detail and keen sense of observation are essential attributes to being a successful texture painter in the the feature film industry. Using BodyPaint and Photoshop, Justin will demonstrate some of his easy to follow techniques and tricks of the trade in order to paint proper color, bump, displacement, specular and opacity maps. But more importantly, Justin will go through essential principles to maintaining a non-destructive workflow while painting textures to ensure a maximum amount of control and flexibility for any revisions and changes that may be requested after the maps are completed in a production environment. Additionally, Justin will complete the lecture with a quick run through in Modo to show how to quickly and easily generate polished renders that showcase all of the finely tuned texture work.
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In this DVD, director Aristomenis (Meni) Tsirbas reveals the essentials for creating properly animated stereoscopic imagery. Although Maya and LightWave are used, the course is platform agnostic and can be used with any animation software, even if it doesn’t have stereoscopic tools. Meni guides you through a comprehensive overview of all the major principles of stereo filmmaking. Meni begins with a biological discussion of how the human eye perceives stereo imagery, and then covers the principles of 3D, including near and far divergence, the conversion at the screen plane, and working with camera movement. After creating a final render, he completes the lecture by showing how to display animated stereo sequences. This is a comprehensive yet simple to understand lecture that gives artists all the tools needed to generate exceptional stereoscopic imagery.
http://www.thegnomonworkshop.com/store/product/870/
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http://i42.img-dead/xbie0i.gif

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 Burke Roane focuses on two action oriented game cinematic shots. He discusses the different stages of animation and explains what is expected from animators in a production environment. He compares and contrasts different computer animation techniques, and shows how to reach a high level of refinement in your shots. From start to finish, Burke explains in great detail how to work in an organized and efficient way, but more importantly he talks about the creative process of animation and how that process guides his workflow.

Topic covered…
# Splined vs. Stepped Blocking
# Animation Stages
# Reference Footage
# Refining a Shot
# Animating in a Production Environment
# Facial Animation
# Tips for Animating Action Shots
# Efficient Workflows for Creativity

DOWNLOAD:

http://rapidshare.com/files/377850850/i-tgwacuatqn.part01.rar
http://rapidshare.com/files/377851405/i-tgwacuatqn.part02.rar
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