Udemy – Learn to Sculpt Creatures in Zbrush for Beginners.Model and render with the best combo ever OF3D Academy – E.Motion Archviz Animation.Week 6 | Structures Part 2: Pagoda Adornments Week 5 | Structures Part 1: Pagoda Foundationīuild the foundation of our pagoda | Create the base of the pagoda, generate stairs that match the height of the base, build repeatable stories, construct the roof, and add railing. Week 4 | Organic Models Part 2: Coral ReefĮxplore how we can paint areas on a terrain to specify where to populate geometry generation | Build generators for a few different coral reef types: Tubular, Digitate, Laminar Sheets, & Branching Week 3 | Organic Models Part 1: Succulents & Cactiīuild a generator for a cactus model | Explore how to use the topology of the mesh to generate ridges and spines | Build a generator for a succulent | Learn methods for duplicating and controlling the shape, bend, and distribution of the petals Week 2 | Hard Surface model Part 2: Mechanical BirdĮxplore the tools we can use to get a hard-surface mechanical look | Explore methods of add slight imperfections to our setup to add believability | Learn methods for troubleshooting bad topology | See how, with the proper procedural setup, a “rig” comes for free, and we can control and pose the bird via the controls we created | Explore methods for adding a detail pass to our model Week 1 | Hard Surface Models Part 1: Chandelierīuild a generator to for creating a customizable chandelier | Explore how we can use point attributes to give extra levels of control & complexity through proceduralism | Learn the basic attributes used to control copies (N, up, pscale, scale) Together, we’ll create several finished model assets with fully procedural controls. We will learn how to organize your workflows and create artist-friendly interfaces for reuseability. We will explore a variety of concepts used to create procedural assets, with each lesson having a finished product demonstrating the principles of that week. This course will be an in-depth look into procedural modeling in Houdini throughout the course, students will gain a strong understanding of how proceduralism can be used to create powerful modeling workflows. Title: CGMA – Procedural Modeling for Production in Houdini This will prepare you for any serious FX department in todays VFX-industry.CGMA – Procedural Modeling for Production in Houdini Throughout the FXTD program, we will continually strive to eliminate the phrase “It doesn’t work” from our vocabulary and develop a firm sense that anything we set our minds to can be built virtually.Īt Lost Boys we train our artists to problem solve efficiently, equip them with the power to deliver effects on time, understand and digest notes, address critical feedback, and be pro-active in their communication with teammates and supervisors. Houdini is a unique piece of software that allows for problem solving unlike any other VFX software platform. Therefore, we focus on teaching the skill of finding solutions to whatever the problem might be. A good FXTD will have to train their mind in the ways of critical thinking and structured troubleshooting of complex systems. Probably even more important is the skill of problem solving. From lightning bolts to smoke plumes, to the intricate behaviour of a school of fish, developing a sense for breaking apart what drives nature is the centerpiece of an FX TD’s education and lifelong skill set. The first skill essential to complete this task is a trained eye that is able to discern the characteristics and qualities of those natural phenomena. It is the business of the FX TD to analyze natural phenomena and replicate them as photo-realistically as possible. We are firm believers that it is not proficiency in a certain software that makes a good effects artist, but rather the ability to continually problem solve and adapt to the task at hand.
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