This demonstration is a four hour timelapse of the entire making of the African Woman by Rick Baker. There is no audio. Rick begins with a simple humanoid torso basemesh from which he sculpts the woman. The final result consists of several subtools that originate from mesh extractions.
The demo is made with Zbrush 3.0 beta, therefore the interface looks a little different from the final release.
While there is no audio, this timelapse demonstration represents an amazing opportunity to watch a master sculptor at work. Continue Reading
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The Gnomon Workshop: Introduction to Sculpting Fluid Dynamics with RealFlow
Wayne England presents an introduction to the creation of digital fluid dynamics using Real Flow, that includes a systematic breakdown of methods used to generate photo-realistic fluid dynamic effects. The viewer takes a step-by-step look at the fundamental procedures and parameters within Real Flow that together establish an essential, practical, working knowledge of the program. This includes a thorough overview of features important in establishing a production-ready workflow, such as questions of scale, particle meshing, Real Flow Node control via the command line, the data exchange pipeline to other 3D packages and many other practical and creative methodologies. Within the context of the tutorial projects, digital fluids with highly realistic characteristics are developed. The material covered in this DVD is intended for both students and professionals who wish to strengthen their practical understanding of the huge range of aesthetic possibilities in Real Flow.
In this instructional video Zack Petroc elaborates on his approach to digital sculpting through the creation of a female character. Starting with a low resolution box mesh, the viewer watches as Zack begins by adding gesture and rhythm to the character and then takes the design through to final detailing. The lesson takes place in ZBrush 3.0 showcasing a unique approach to developing surface, reading three dimensional form, and establishing relationships between muscle groups. This lecture is intended for all students and professionals who wish to strengthen their character work through furthering their knowledge of human anatomy.
This tutorial examines using ZBrush?s ZProject Brush to quickly capture our model?s texture from photographic reference. We look at ways to capture texture information from the canvas as well as from SubTool to SubTool. We also look at how to use ZAppLink to mirror a texture.
RAPIDSHARE : (110 MB)
http://rapidshare.com/files/199456726/GnomonologyZBrushZProjectTexture.part1.rar
http://rapidshare.com/files/199456540/GnomonologyZBrushZProjectTexture.part2.rar
In this DVD, character rigger Carlo Sansonetti demonstrates the rigging process from research to completion. Carlo covers creating the skeleton and rigging the spine, arms, hands, legs, head and neck. He discusses the core concepts of rigging, including joint orientation and understanding rotation order, as well as some more advanced techniques like stretchy limbs, forearm twist without volume loss, and connecting attributes with Hypershade. This DVD is for students who are new to rigging as well as for professional riggers who are looking for different approaches to rigging their characters
Christophe Desse shows us his workflow for the creation of his sketch and cell rendering in maya 2009. Beside setting up the shaders and rendering in maya , he also shows us the compositing and finaling in photoshop cs.
Continue Reading
Software Used: Autodesk Maya
Favorite Tools and Installation Overview
Smooth Binding
Deformers and Deformation Order
Shapes Approach for Deformation Correction
Secondary Deformation
Indirect Skinning
Deforming Cloth
The Refinery Project is a four chapter tutorial that demonstrates, in real-time, how to bring a static image to life in seven hours. Starting with a static photo of an oil refinery, Alex integrates 2D and 3D elements using Maya, After Effects and Photoshop.
In this DVD, John presents the process of creating an underwater effects shot, thoroughly explaining each step of the process from inception to completion. Starting with an ocean bottom and a camera move, John shows how to create underwater atmospheric conditions such as floating particulate matter, photo-real bubbles, water fog and caustic light rippling down through a wavy sea surface. John then uses Maya Dynamics system to build additional elements into the shot, demonstrating their use within the shot environment.
He shows how to use springs and goals to create an anchor and dynamic rope dropping to the sea floor, as well as how to use particle instancing with goals to create dynamic schools of fish. John then walks you through the final steps to create flowing sea grass and billowing sand when the sea bottom is disturbed. By the end of this DVD you will not only have a completed shot ready for fine-tuning and compositing, you will also have the ability to create your own fantastic underwater shots.
Gnomon – Blur Studio, The Making of Warhammer Online
Blur Studio shares details of the production process behind the Warhammer Online:
Age of Reckoning cinematic trailer.
Blur Studio, The Making of Warhammer Online: Age of Reckoning Trailer
Filmed December 4th, 2008 at the Gnomon School of Visual Effects