
In the second DVD of this series, Matt Hartle focuses on lighting, shaders, and High Dynamic Range Imaging (HDRI) within Mental Ray for Maya. Mental Ray supports most of Maya’s features, in addition to many others. This DVD shows you how to get the best use of Mental Ray to render fluids, particles, fur, geometry based paint effects, blurry reflections and refractions, area lights, contour rendering, and High Dynamic Range images.
Matt is currently 3D Director at DEVA Studios. Matt has been in the theatrical advertising and visual effects industry for over eleven years. During that time he has contributed to many projects including dozens of film trailers such as 10,000 B.C., Wanted, Beowulf, Forbidden Kingdom, the Harry Potter franchise, Iron Man, Pirates of the Caribbean, and Charlotte’s Web to name a few. He has also led teams that created such memorable studio logos as Sony Pictures Animation, JC 23, and many iterations of the Warner Brothers logo. Matt has taught at various institutes for animation and visual effects including the Academy of Art, San Francisco and the Gnomon School of Visual Effects in Hollywood. Matt studied Illustration at Art Center College.
« Matt’s DVDs are a great practical resource for anyone wanting to get the most out of Mental Ray for production work. »

http://www.thegnomonworkshop.com/store/product/875/
* 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

In this polygonal modeling DVD, Sean Mills shows you how to create a bipedal humanoid model. Sean begins with a set of primitives for different body parts – arms, legs, torso and face – and refines them into muscle masses, primary contours and silouhettes. He then shows you how to refine those masses, establishing preliminary edge loops around musculature and areas of major deformation. Sean concludes by integrating these primary forms onto a contiguous character mesh.
An Alumnus of Gnomon School of Visual Effects, Sean Mills has worked for several years as a freelance and staff modeler. Sean has worked for such companies as 525 Studios, Radium, and most recently as the resident modeler at Zoic Studios. His credits include character modeling for Linkin Park’s music videos In The End and Points of Authority, multiple seasons on TV’s Buffy The Vampire Slayer and Angel, feature film work on Van Helsing, Deuce Bigalow: Male Gigolo, and A Sound Of Thunder, in addition to several years of work on various TV commercials, pilots, and video game cinematics.

Jeff is a self-taught freelance digital artist and has been freelancing for the past six years. In that time he has worked on many projects, a lot of which have been mechanical illustrations for companies like Johnson Controls, Trane, Carrier, and Honeywell. More recently he has spent some time teaching on-site mental ray classes, which he enjoys as it has allowed him to travel around the country and meet a lot of really great people.
Jeff is an active member of several online forums such as CGsocietey (CGtalk), the Vizdepot, and Autodesk’s « the AREA » website where he often tries to assist users with their mental ray related questions. In addition, last year he teamed up with Russell Thomas, owner of 3dallusions.com, to help create mrmaterials.com which is a free material repository for the mental ray community.
« Jeff Patton is a fantastic and dedicated teacher. His clear and easy to understand explanations of complex lighting and rendering concepts have helped thousands of artists take the next step in creating killer images. »
NO PASS

Introducing panoramic photography for digital set building, photographer Greg Downing walks you through a step-by-step-process of creating high-resolution omni-directional panoramas. This highly detailed description starts with an equipment survey, revealing all relevant photography instructions and demonstrations. Using a normal film or digital camera with Realviz Stitcher, Greg provides a complete guide to image stitching, culminating in some some exciting ways to use your panoramas for 3D, visual effects, print or the web.
(Lire la suite…)

Topics Covered:
* Image Plane Preparation
* Split Polygon Tool
* Extrude
* Cut Faces
* Merge Vertex
* Byron’s Poly Tools
* Subdivision Surfaces
(Lire la suite…)

Contents:
Digital Female Character Design and Creation
Instructor: Sze Jones
Learn to create breathtaking 3D females from Blur Studio’s Sze Jones, covering both artistic and technical techniques.
Drawing From Design
Instructor: Feng Zhu
Acclaimed concept designer Feng Zhu shares how to create designs that strike a balance between uniqueness and mass-market appeal.
CG Survival Kit
Instructor: Jeremy Cook
Working hard and working smart are not the same thing. Learn to work more efficiently and make smarter decisions in your 3D workflow.
Creature and Character Design
Instructor: Neville Page
Neville Page, lead creature designer on Star Trek, shares how to utilize a variety of techniques to create a unique character design.
Dark and Stormy Nightmares: The Art of Dreaming on Paper
Instructor: Iain McCaig
Storyteller and artist Iain McCaig shows how to tap into your dream-mind.
Creature Development
Instructor: Alex Alvarez
Alex Alvarez will cover his 3D creature production process and how to work fast in the face of deadlines.
Environment Creation
Instructor: Martin Krol
Martin Krol will discuss the creation of a 3D environment utilizing Modo, Cinema 4D and ZBrush.
Traditional Art Values Applied to Digital Art
Instructor: Craig Mullins
Renowned digital painter Craig Mullins shares how he applies the timeless values behind traditional art to digital art.
Environment Modeling for Production
Instructor: Reo Prendergast
Reo Prendergrast of Blizzard Entertainment will show the creation of detailed environment assets, both organic and hard surface.
Mastering ZBrush 3.5
Instructor: Ryan Kingslien
Harness the power of ZBrush 3.5 for character, environment and concept design pipelines with Master ZBrush Artist Ryan Kingslien.
Overview of the Feature Film VFX Process
Instructor: Jeff Okun
Visual Effects Supervisor Jeff Okun walks us through the entire feature film VFX process, from beginning to end.
Workflow for the Animation Process
Instructor: Nick Whitmire
Nick Whitmire of Blur Studio shows you the complete workflow behind an animated scene.
The Digital Creature Creation Pipeline
Instructor: Alvaro Buendia
Alvaro Buendia of Blizzard Entertainment shares his process behind creating a digital creature.
Music Video Post-Production
Instructor: Ergin Kuke
Ergin Kuke will discuss the various tasks involved in post-production work for music videos, from concept to completion.
Sculpting Comic Book Statues and Maquettes
Instructor: The Shiflett Brothers
Learn to sculpt a comic book industry style statue from armature to fully roughed out sculpture.
Design and Visual Communication of Vehicles
Instructor: Scott Robertson
Scott Robertson will explain his approach to designing a variety of vehicle types for video games

The Gnomon Workshop – Dynamic Figure Drawing: The Body with David Finch
English | AVC1 854×480 | MP3 128 Kbps | 3.25 GB
Genre: Video Training
In this DVD, David Finch reveals his step-by-step process for drawing the human body. He starts with simple tube form shapes, and then covers the placement of muscle throughout both the male and female bodies. David demonstrates how to pose a simple tube form effectively, allowing you to block-in and draw a figure in perspective and in a variety of poses. He discusses balance, posture and presentation, emphasizing line weight and lighting. Finally, David puts everything together and draws fully realized bodies with a variety of intricate poses, and a variety of proportions and details. This constructive drawing process teaches you to draw convincing human bodies without the need for tracing or using reference.
Topics Covered
* Drawing without Reference
* Block Shapes for Easy Posing and Perspective
* Muscle Tone and Proportions
* Balance, Posture and Gesture
* Male and Female Differences
* Line Weights
* Muscle Tone and Proportions
* Complete and Detailed Figures from Start to Finish
Chapters
1. Introduction/Basic Structural Breakdown for the Body
2. Drawing Posed Figures Based on Basic Structure
3. Balance
4. Drawing Figures in Perspective
5. Blocking in Basic Anatomical Shapes
6. Blocking in Basic Female Anatomical Shapes
7. Breaking Down Line Weights
8. Lighting a Basic Body
9. Putting it all Together for a Completed Drawing
10. Drawing the Female Body
11. Adjusting Proportions and Detail for Different Body Types
Over the last 50 years, Syd Mead has created startling pictures for clients all over the world. His technique infuses finished scenarios with a vivid reality, allowing the viewer to gain a look into many visions of future worlds. He has designed and illustrated for corporations, motion pictures, themed entertainment, and a wide range of transportation projects. Syd’s combination of recognition and creative imagination has graced scores of films, books, and other exhibits. His film work includes Star Trek: The Motion Picture, Blade Runner, Tron, 2010, Aliens, Short Circuit and other films. Off screen, Syd has designed a 747 interior, a yacht and the Spaceship 2056 pavilion in Japan. Numerous magazines have featured Syd’s art and he has published several books of his work.
Volume 1: Thumbnail Sketching and Line Drawings
Syd’s first DVD introduces the student to the principles of creating thumbnail sketches and subsequent line drawings in the process of creating a successful composition. Topics illustrated include establishing value using only shades of black, and then using those shades to identify levels of detail in the composition, including vehicles, architecture, people and foliage. He guides the viewer through the process of choosing appropriate camera angles, and determining the geometry of the image. Syd goes through the process of defining proportion, the horizon line, the vanishing point, perspective and the ground plane, resulting in a series of sketches ready for further development.
Volume 2: Value Sketching
The second DVD in the Syd Mead series, this lesson introduces the viewer to the process of creating the Value Preliminary. Using a series of grey to black markers, Syd shows you how to illustrate your image once you’ve determined the picture composition and sketch views. He guides the artist through a step-by-step process of choosing the best view and, using only a series of nine grey markers, he shows how to create a value system for your illustration, explaining that the more you establish your value range at this stage, the more you ensure the visual sense of your final picture. Using felt tip markers of varying values, Syd guides the user through the process of creating detail, blocking shadows, indicating highlights and defining the detail on the Value Preliminary.
Volume 3: Creating the Color Preliminary
Using the value study prepared during the previous DVD, the artist is ready to create a color version of the Value Preliminary. Using a prepared line drawing, Syd guides the artist through the physical creation of a gouache miniature color preliminary of the scene. He details how this part of the process helps the artist experiment, determine his color needs and show the client a good representation of the final product before producing the larger illustration. Syd shows the viewer how to prepare cold press finish board, mix paint samples and create a custom color palette in preparation for completing the final rendering.
Volume 4: Final Gouache Rendering
In this final DVD, starting with a piece of blank cold press illlustration board, Syd takes the viewer through the process of creating the final gouache rendering of his initial composition. He talks about how to create and prepare a transfer sheet in order to trace down and block in the original line drawing. Once the illustration is transferred, Syd uses the color preliminary as a guide and demonstrates how to use the pre-mixed custom color palette to add detail to the illustration one area at a time. Using this method, he adds detail from background to foreground, retracing at each stage, re-establishing detail areas and completing the illustration.

Chapters:
1. Setting up your Scene
2. Setting up your Lights
3. Setting up your Camera
4. Getting Depth of Field
5. Increasing the Quality of your Render
(Lire la suite…)

This set hopes to inspire and educate anyone who dreams of creating their own live-action production that incorporates dynamic visual effects.
Screenshot:
