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Creating a Gun in Modo

Making of a gun in Modo with Tor Frick

release archive

Introduction to Redshift for Maya with Christophe Desse

Introduction to Redshift for Maya with Christophe Desse

 

The Gnomon Workshop is pleased to announce the release of "Introduction to Redshift for Maya", with Christophe Desse

In this introduction to the Redshift renderer, Christophe Desse shares his experience with harnessing the power of GPU rendering. All of the core features necessary to integrate Redshift into your workflow are discussed and demonstrated including Materials, Texturing, Subsurface Scattering, Depth-of-Field, Motion Blur, Photometric Exposure, Render Proxies, Physical Sun/Sky Lighting, Global Illumination. Christophe also delves into how to set-up a back plate for lighting/shadow integration with live-action elements. Using a variety of high-quality examples, Christophe has prioritized that the student will understand both the technical and creative aspects of using Redshift for Maya. Whether you are new to rendering or an experienced artist switching from another engine, this title will help get you up and running in little time, thanks to Redshift’s intuitive workflow, speed and notable ease of use compared to other renderers.

release archive

Creating Hyper Realistic Characters in ZBrush

Creating Hyper Realistic Character in ZBrush

 

Today we are happy to welcome Hossein Diba to the library with the release of "Creating Hyper Realistic Character in ZBrush"

 

This title offers an in-depth demonstration on how to effectively use ZBrush to create a hyper realistic character. Hossein Diba shares a thorough breakdown of his workflow, tools and methods using a character study of the wrestler Steve Austin. Likeness sculpting starts with a low resolution base-mesh, then continues with sculpting of the primary shapes, where Hossein focuses on refining the base-mesh and sculpting the landmark anatomical features including those of the head, such as the ears and nose. He then begins to work out the secondary forms as he refines muscle shapes, facial anatomy and the detailed analysis of reference in order to finish the facial likeness. Tertiary detail is then added using alphas and different brush techniques to create the small skin wrinkles and pores which add the final element of realism. With the sculpt complete, Hossein demonstrates how to use Fibermesh to create facial hair as well basic texturing with Polypaint. Lastly the character is posed with Transpose Master and a presentation render is produced using ZBrush render passes that are composited in Photoshop. Artists of all levels interested in realistic 3D character creation will be inspired by this masterful demonstration by Hossein Diba, who generously shares his experience, thoughts and technique.

release archive

Developing Storytelling Skills from Life

Developing Storytelling Skills from Life

 

The Gnomon Workshop is pleased to announce the release of "Developing Storytelling Skills from Life", with April Connors

 

Working with a costumed model, April Connors demonstrates how to use traditional media to experiment with the concepts of characterization, storytelling, tone and mood. April begins with short poses that focus on warming up the arm and mind, feeling her way through gestures and actions with media suited for speed. She then moves on to longer poses where ideas can be developed, consciously choosing media that reflect the goal for each pose, whether it is a five-minute story scenario in marker, a bright and colorful character expression study, or a moody and brooding black and white charcoal sketch. The demonstration prioritizes the influence of story on character design using body language, expression, mood and costume. April explores various media such as permanent media, pastel, dry and wet mixed media, texture, brush pen, charcoal and water color. For those interested in developing their skills with characterization in the context of a narrative illustration, this title offers a variety of inspired and masterfully executed techniques, thought processes and workflow.

release archive

Look Development with V-Ray for Maya

 Look Development With V-Ray For Maya

The Gnomon Workshop is pleased to announce the release of "Look Development with V-Ray for Maya", with Stephen DeLalla.

 

Look development is the art of giving emotion to a model via textures, shaders, lighting, and even compositing. It is a very exciting time as you get to see your model take shape, and the story you are telling begins to fall into place. In this lecture, Stephen DeLalla will be covering his entire look development process with V-Ray for Maya. He begins with a newly modeled asset to discuss proper preparation. Since there is a need for consistency among shading work, Stephen explains how to create a look dev scene to use for all render tests. This same scene is used during our asset work, and also during an in-depth look at creating realistic shaders for cloth, metal, wood, glass, concrete, stone, and leather. After applying a set of base shaders to the asset, we take a render into Photoshop for a quick paint over to design the color palette of the asset.

 

Look development is an exploratory process, where there needs to be room for change as the artist is working. Substance Painter gives a lot of freedom in this sense, and will be used for creating our textures for the asset. During the texturing process there is discussion of the thought process behind the choices being made that leads us to our result. You will also be able to see how Photoshop (or any other painting package) can be used in combination with Substance Painter to get even better control. Once the asset is fully textured, the shaders are built in Maya with the exported files from Substance. Lastly, Stephen brings the completed asset into a small lighting scene, and finishes the lecture with the explanation of the lighting/rendering workflow and compositing in Nuke to really finalize our look. By the end of this lesson, artists should have a clear understanding of how to approach their own look development tasks both at home and in production.

release archive

Figure Fundamentals Volume 4: Drawing The Male Head With Planes And Tones

“Figure Fundamentals Volume 4: Drawing The Male Head With Planes And Tones

The Gnomon Workshop is pleased to announce the release of “Figure Fundamentals Volume 4: Drawing The Male Head With Planes And Tones” with Van Arno.

 

Drawing the head can be the most challenging aspect of figure drawing. In this tutorial, Van Arno addresses common mistakes and provides tips to keep features in proportion. He demonstrates two methods of tackling facial symmetry in perspective, and works up to long poses using each of these methods. Along the way, Van also executes some quick poses of extreme facial expression. Successful head drawing is a great confidence builder for developing artists. Once competence in lighting and perspective are acquired, other issues of figure drawing are more easily addressed. Topics include male vs female proportions, facial construction from simple to detailed, the planes of the face, volume and perspective, light and shadow.