CGMA - Sculpting Anatomy from Animal to Creature
CGMA - Sculpting Anatomy from Animal to Creature
https://www.vfx.cgmasteracademy.com/courses/94-sculpting-anatomy-from-animal-to-creature
A 10-week course using anatomy foundations and design principles to model animals and create creatures
Skills Level: Intermediate | Duration: 10 weeks
  • PREREQUISITES: Knowledge of ZBrush and digital sculpting strongly recommended; basic knowledge of Maya and ZBrush is required; basic knowledge of Photoshop strongly recommended; course pre-reqs include Anatomy for Production
  • MATERIALS: Zbrush, Maya (3DS Max or Blender ok), & Photoshop (or equivalent software)
  • In this course, students will create their own animal anatomy study in ZBrush. They will learn how to construct a model from the inside out, starting by building the skeletal system and adding muscles and skin later on. This course will also focus on portfolio by covering how to light and render a beautiful study in Maya and Photoshop. In the second part of the course, students will jump from the study to the creation process by learning how to build up their own creatures. They will create the anatomy of their own dragon and discover the workflows to sculpt details and paint accurate skin colors in ZBrush.
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CGMA - Motion Graphics
CGMA - Motion Graphics
https://www.cgmasteracademy.com/courses/28-motion-graphics
 An 8-week course introducing the fundamental principles of making exceptional motion graphics using industry-standard methods
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CGMA - Intro to Substance for Environment Art with Ben Keeling

CGMA - Intro to Substance for Environment Art with Ben Keeling

https://www.cgmasteracademy.com/courses/55-fundamentals-of-substance-for-environment-art

A 6-week course using the Substance Suite to create pattern based, hard-surface, and organic materials. Students will learn how to create an asset in a texturing pipeline.

 

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CGMA - The Art of Color and Light With Ryan Lang

CGMA - The Art of Color and Light With Ryan Lang

https://www.cgmasteracademy.com/courses/73-the-art-of-color-and-light/

The Art of Color and Light is an exploration of the properties of color and light under a variety of conditions. This is an essential stage in concept art that develops mood and communicates the narrative of the story by means of visual cues. Students will learn to render their artwork with the intent of developing a scene that expresses meaning and direction. Through art study lectures and practical application, students gain insight into the techniques required to develop imagery designed for conceptualization in the entertainment industry.

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CGMA – Hair Creation for Games with Johan Lithvall
CGMA – Hair Creation for Games with Johan Lithvall
https://www.cgmasteracademy.com/courses/48-hair-creation-for-games

 

 

This class will teach you how to create AAA quality hair for games. Using techniques developed during the production of Horizon Zero Dawn, you will be taken through the full process of planning your work, creating hairs in xgen, baking the hairs into textures, creating a hair asset, and finally putting it into Unreal Engine. The class will contain both practical workflows and theoretical mindsets to help you further hone your skills in hair creation for games.

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CGMA – Anatomy for Production
CGMA – Anatomy for Production

Duration 10 Week | Video: 1080p

 
https://www.cgmasteracademy.com/courses/5-anatomy-for-production
  
The objective of this class is to understand anatomy in terms of shape, form, and function. Each week we will study a different portion of the upper human body, find ways to simplify the muscle and bone structures, and see how these impact or are impacted by the movements of the body. Through a series of sculpts, we will attempt to find ways of simplifying the human figure in ways that are easily understood and easy to recreate. Focus will include shoulders, head, neck, back, torso regions and arms. Full body sculpture focus and lower body will be addressed and studied in the 2nd portion of your anatomy training.

 

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CGMA - Rigging for Games

CGMA - Rigging for Games https://www.cgmasteracademy.com/courses/12-rigging-for-games An 8-week course focused on developing game-ready rigs in Maya This course is all about creating robust engine agnostic rigs. We will tackle thinking in components, as well as the possibilities of scripting to improve and automate workflow. We will also focus on the ability to reverse engineer existing rigs and being able to debug/anticipate problems.

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CGMA - Stylized Characters in 3D

CGMA - Stylized Characters in 3D http://www.cgmasteracademy.com/courses/109-stylized-characters-in-3d The main objective of this class is to understand the process of creating a stylized character, and to have a finished stylized character at the end of the course. Students will start out by gathering their favorite concepts then laying down a foundation with fundamentals of the form. Students will go from primary forms to secondary forms which really boils down what it takes to make a stylized character. Furthermore, the course will go over features of the body and face to create that sense of appeal. What students will get out of this class is understanding how to get a stylized character from start to finish.

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CGMA - Art of Color and Light

CGMA - Art of Color and Light

https://2d.cgmasteracademy.com/art-of-color-and-light.html

The Art of Color and Light is an exploration in the properties of color and light under a variety of conditions. This is an essential stage in concept art that develops mood and communicates the narrative of the story by means of visual cues.

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CGMA - VEX in Houdini with Johannes Richter
https://www.vfx.cgmasteracademy.com/courses/15-vex-in-houdini
An 8-week course on mastering the power of VEX in Houdini; learn to create sophisticated tools that leverage the latest features of VEX like geometry creation
This course is a comprehensive introduction to the use of VEX in Houdini. Some of what you’ll learn includes: implementing collision deformers, Laplacian and Taubin smoothing, Perlin Noise, and implementing our own fBM noise, different shaders in VEX, volume manipulation, pyroclastic noise, terrain erosion, and more.
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