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Monday 9 July 2018

Download The Gnomon Master Classes 2011 - Gnomon Special Effects School Special Effects Training Studio

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Download The Gnomon Master Classes 2011 - Gnomon Special Effects School Special Effects Training Studio
Before the dramatic presence of computers and software in the field of cinema, film -makers to create special effects from plaster models, mock-ups, bags, dolls and small models were used. But today, if making a live appearance in front of the camera Ghyrm Mac may or may cost a lot of special visual effects are used. Special effects include composites, rotoscopes, animations , cracking, etc. Most of them are expensive to build and add to the cost of producing Hollywood movies. 
Gnomon School as a virtual 
training schoolSpecial effects have produced a lot of training in the creation of special effects with various software and tools, and in 2011, the school published unique educational videos in the form of virtual classes, each class on an element Different VFX industry focus. These classes have been gathered in the Gnomon Master Classes 2011 package to help you familiarize yourself with the concepts of applied cinematic effects.
Educational titles :
- 3D design 
- Character design for illustration 
- Real skin creation 
- Digital personality physiology 
- How to use Mental Ray's Importons in an Archviz Pipeline 
- Create motion graphics for 
movies
- Character design using ZdBRAhs And Photoshop 
- and ... 
Join Gnomon School of Visual Effects for two weeks (February 11th - 25th, 2011) of new, exclusive classes in an interactive, online event. Each 2-3 hour class focuses on a different element of the VFX industry and allows individuals to discuss content with the instructors taught by leading professionals in visual effects and games industries. One ticket gives you access to all classes.
3D Design for Production With Vitaly Bulgarov:
In this lecture, Vitaly Bulgarov shows his process of creating a fully rendered 3D design for production-oriented pipelines. Using the example of an alien bust, Vitaly goes through the main steps in creating a sci-fi character design from scratch. He begins by making a quick bust sketch in ZBrush®. He then creates a detailed suit design in XSI® using the block-out as a guideline for the proportions of the alien bust. By doing this, Vitaly shows the techniques and tools he uses to create complex surfaces like multi-layered metal plates, rubber pads, tubes and attachments. Solving design on the fly, without making any preliminary sketches, he builds a fully-detailed mesh for the helmet and suit, explaining why certain design decisions are made. Once the model is complete,

Chapters:
1- Zbrush BlockOut 
2- XSI Intro 
3- XSI Block Out 
4- XSI Initial Detail 
5- XSI Topology Cleanup 
6- XSI Neck Refinement 
7- XSI Refinement Part 1 
8- XSI Refinement Part 2 
9- XSI Refinement Part 3 
10- XSI Refinement Part 4 
11- Keyshots 
12- Photoshop 

A Pungent Character Getting Grit into Imaginary Faces with David Meng:
This week, The Gnomon Workshop releases A Pungent Character: Getting Grit into Imaginary Faces with the creature designer and sculptor David Meng. This DVD is a great opportunity to watch one of the modern masters at work. In this lesson, David begins with a drawing of his representation of a traditional Greek mythological character ... the Harpie. He then quickly constructs the stand and armature for his maquette, and begins to flesh out the form. Viewers are given a comprehensive breakdown of all the tools and materials used in his process, as well as how he uses these tools in his unique workflow. Through the creative process, David makes changes to the character, deviating slightly from the original design, through a series of iterative alterations, until he achieves the look he believes the most representative of the image in his head.

Chapters:
1- Introduction 
2- RefPic 
3- Tools Part 1 
4- Tools Part 2 
5- Harpie Blocking A 
6- Harpie Blocking B 
7- Harpie Blocking C 
8- Harpie Sculpt 
9- Harpie Finishing 
10- Colonial Finishing 

Character Design for Illustration Training with Paul Tobin:
At Weta Workshop we are often asked to help create a fantastic and original world that still has our own cultural and historical credibility. In this workshop I will be sharing how many of the principles and techniques we employ as world designers can be applied to a figurative illustration to give your work more depth, detail and meaning. This chapter will cover my conceptual and technical process behind the illustration produced for Coilhouse Magazine, Sherlock Holmes vs. The White Fox Woman - A Brief History of Chinese Pulp (2010). " 

Chapters:
- Introduction 
- Values 
- Color 
- Color 2 TL No Audio 
- Paint 
- Conclusion 

Creating a Realistic Skin with Mari:
This class will focus on painting high-resolution organic texture maps for film industry production, using the remarkably powerful and versatile texture painting software Mari. Gareth will demonstrate a range of tricks and techniques that he often uses to create the various qualities of a lifelike and believable skin. 
Gareth will take a sculpted bust by character designer Scott Spencer from the start to finished render. In addition to demonstrating the tools and workflow, Gareth will cover topics such as the importance of reference and the qualities of different skin regions. 

Chapters:
1- Introduction 
2- Horn Displace 
3- Skin Displace A 
4- Skin Displace B 
5- ColorMaps A 
6- ColorMaps B 
7- Wine Mask
8- Dark Spots Mask 
9- Spec Horns 
10- Skin Tunning 
11- Scars 
12- Clay 
13- Conclusion 

Digital Character Physiology with Rick Grandy:
This course covers the design and construction of digital characters will focus on motion; primarily skeletal animation and surface deformation. Rick Grandy will discuss the biomechanics of real animals, taking the knowledge learned from nature and using it to help create creatures that move believably. He will also discuss when to break the rules and how to improve your characters performance . 

Chapters:
1- Introduction 
2- Human Rig 
3- Animal Locomotion 
4- Horse Rig 
5- Deformation 
6- Deformation Offset
7-Shoulder Offset 
8-Offset Pivots 

How to Use Mental Ray's Importons in an Archivic Pipeline with Alex Sandri:
Mental Ray Imaging and Irradiance Particles The rendering algorithm is a novel approach to computing global illumination based on importance sampling, which tends to converge much faster. to a desirable quality than the existing solutions, such as global photon tracing combined with final collection. Everybody seems to agree that this Mental Ray rendering algorithm represents the future of 3D Rendering and is still in the Optimization Phase. In this tutorial I have explained a few different approaches to "workflows" to present the user with more choices in terms of light mood and render times output. 

Independent Dystopia with Grzegoz Yankees:
Award-winning independent director Greg Jonkajtys shares his experience in designing and executing the visual effects for his new live-action short film The 3rd Letter. Topics will include storyboards and animatics, shooting with the Canon 5D Mark II DSLR camera, blending computer generated effects with real props, and extending live-action sets with CG. 

Chapters:
1- Introduction 
2- Live Action Shot 
3- Storyboards Animatics Previz 
4- Canon 5D Mark II 
5- Presidium 
6- Apartment 
7- Factory 
8- Monorail 
9- Station 
10- Building 
11- City 
12- Factory Exit 
13- Mailroom 
14 - Chicken 
15- Mask 
16- Security Device

Motion Graphics for Feature Film with Neil Huxley:
In this class, the art direction process for motion graphics in a feature film production pipeline is revealed. 

Chapter:
1- Introduction 
2- What is an art director 
3- Brief 
4- Research 
5- Styleframe 
6- Animation Part 1 
7- Animation Part 2 
8- Animation Tracking 
9- Mocha Tracking 
10- Conclusion 

Prop Fabrication for Film with Rick Hilgner:
This demonstration covers real-world construction of a motion picture gun. Rick discusses all aspects of creating something with your own hands that is truly interactive. Production steps include concept design, pre-production, multi-material application / allocation, engineering design and application, shop safety, base formation, machining, fabrication and alternatives, nernies and grebles, mold making, gadgets, gags, paint / faux finishes and other "weird science" tricks of the trade. Independent filmmakers looking to build cost-effective props will benefit from this rare glimpse at the master's process and techniques. Instructor for this title: Rick Hilgner. 

Chapters:
- Introduction 
- Blocking 
- Assembly 
- Adding Details 
- More Details and Cleanup
- Adding Smaller Details 
- Masking and Priming 
- Prep and Fill 
- Sanding and Cleanup 
- Final Masking and Priming 
- Painting and Unmasking 
- Decal Details 
- More Details and Adding Grunge 
- Adding Damage and Wear 

Making the 'Dirge' with Alex Alvarez:
In this extensive eight-hour DVD, Alex Alvarez delves into the creation of 'Dirge', his hellish new animated personal project. Created as a high-resolution two-minute animated loop at 2560x1600 for viewing on a 30 "framed display, Dirge was created using Maya, ZBrush, Photoshop, After Effects and Mental Ray. The entire workflow will be explored, including character and environment design, modeling, sculpting, texturing, shaders, dynamic effects, rigging, animation, lighting, volumetric effects, and compositing. As this project represents a wide range of tools and techniques, it is an in-depth look at the process with an The assumption that the student has an intermediate understanding of the tools. Anyone interested in creating a dynamic and cinematic 3D digital environment will benefit from Alex '

Chapters:
1- Introduction 
2- Character Modeling and Sculpting 
3- Env Walls Modeling Sculpting Part 1 
4- Env Walls Modeling and Sculpting Part 2 
5- Env Island ModelingScuplting 
6- Lighting Tests 
7- Skydome 
8- Scythe 
9- Character Texturing 
10- Environment Texturing 
11- Photoshop Look Dev 
12- Final Lighting 
13- Volumetric FX and DOF 
14- Locusts 
15- Particle Effects 
16- Stock Footage AFX Comp 
17- Character Rig-Animation 
18- Conclusion 

ZBrush to Photoshop Character Design Tutorial with Scott Spencer:
In this tutorial, Scott Spencer shows a professional workflow for creature design using Pixologic ZBrush and Adobe Photoshop, using ZBrush to develop ideas on a creature head. Attention is given to design, shape relationships, physiology, and character. 
Scott has developed to help create dynamic character designs under tight deadlines. The sculpture is then rendered and exported to Photoshop where the final pass of color and atmosphere is applied to design the design together into a coherent whole, ready for presentation to the director. 

Chapters:
1- Introduction 
2- Sculpt Base 
3- Sculped Form 
4- Sculpped from skin 
5- Pose 
6- Centipede Sculpt
7- Zbrush Paint 
8- Render Paint Setup 
9- Photoshop Paint Part 1 
10- Photoshop Paint Part 2 and Closing
More info (open / close)
Specifications
Manufacturer: Jenomon / Gnomon 
Language of instruction: English 
Level of training: Elementary, secondary 
File Size: 10344 MB 
Release Date: 10:35 - 1393/6/22 | 2014.09.13 
Source: PC Download / www.p30download.ir 
Rating: 2.5 Star (s) 
download links
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 Download links (direct) - 10344 MB
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