Tuesday, September 2, 2014

Three Master Classes at this year's Autodesk University 2014

So I'd like to announce that I will be giving 3 Classes at this year's Autodesk University to be held in Las Vegas Dec 2 to 4.

Visit here for more information and to reserve a seat...
https://events.au.autodesk.com/

For those of you who remember my shading class from last year, I have basically taken that class, and split into 2 classes, 2 and 3 below so I can spend more time and detail on the topics without being as rushed. And class 1 is a completely new class on my concept art process. Note, class 1 will be a whole bunch of visual examples as opposed to a live class demo, to fit the subject into the hour long class.

Here's the classes:

1) Concept Art: Combining 2D and 3D Tools To Create Compelling Imagery
Thursday, Dec 4, 1:00 PM - 2:00 PM
In this intermediary class I will show practical examples of my workflow for producing concept art. My workflow combines both 2D painting and 3D rendering to produce the most detailed images possible in the shortest amount of time. I have split up my image-making process into 20 stages, starting with rough 2D sketches and photobashing. I then move on to rough 3D and then a more detailed 3D stage, followed by a final 2D stage of painting tiny details and compositing the final image. Whether you're a concept artist for visual effects, animated films, or video games, you'll gain insight into techniques that can help your own process. We will primarily use Adobe Photoshop, 3ds Max software, Chaos Group's V-Ray rendering engine, and Red Giant Software’s Magic Bullet—but you can apply the principals discussed to the software of your choice.

2) Shading And Texturing Workflow
Tuesday, Dec 2, 3:00 PM - 4:00 PM
In this intermediary class I will discuss the theory behind my workflow for shading and texturing environments, props, and characters. These techniques can be used to texture any high-resolution object, whether for visual effects, animated films, video game cinematics, or even architectural work. We will discuss shaders, as well as available methods for applying textures to your models. We will also cover pattern creation methods, from procedurals to hand-painted textures to photo manipulation. We will focus on how to efficiently shade thousands of individual objects without having to spend a lot of time UV shading everything (although we will touch on UV shading). Many of the examples will use 3ds Max software, Mudbox software, Chaos Group's V-Ray rendering engine, and Adobe Photoshop—but you can apply the principals discussed to the 3D app, paint application, and renderer of your choice.

3) Shading And Texturing a Photoreal Robot
Wednesday, Dec 3, 3:00 PM - 4:00 PM
In this intermediary class I will build upon the theory presented in my class, Shading And Texturing Workflow, with a practical example that involves shading and texturing a high-resolution photoreal robot. The techniques presented can be used to texture any high-resolution hard-surface object, whether for visual effects, animated films, video game cinematics, or even architectural work. We will focus on how to efficiently shade thousands of individual objects without having to spend a lot of time UV shading everything. Blended box maps, projection paint, curvature maps, occlusion maps, and the building of a library of materials are just some of the topic that we will cover. I will use 3ds Max software, Chaos Group's V-Ray rendering engine, and Adobe Photoshop for this example, but you can apply the principals discussed to the 3D app, paint application, and renderer of your choice.

If you have any further questions, don't hesitate to ask. Hope to see many of you there!