Our LUTS FREE Pack in Action! Download our free collection of 20 LUTS for grading your log footage. The video above is an example of the LUTS from this pack used on the original stock footage. Stock
wingfox|yiihuu is a professional online learning platform that helps anyone to perfect skills in digital art. It is dedicated to providing users with excellent and high-quality products, covering software-based tutorials of Photoshop, CAD, Maya, CDR, AI, AE, 3ds Max, from graphic design to game production, visual effect, UI design and so on. In addition to the tutorials provided, it also provides CG source-related material downloads and the latest design information.
Resources - PANORAmake - Complete & Accessible AAA-Grade Landscape Texturing for Unreal Engine, USD $0.00. PANORA|make is a single-person project aiming to lower the barrier of entry for texturing detailed Landscapes...
“Liu yifei likeness as Mulan” for Photorealistic rendering视频教程_翼狐网
“Liu yifei likeness as Mulan” for Photorealistic rendering:| INTRODUCTION |Yiihuu’s grand production in late 2018 - a tutorial, never launched online before, of the look development of a rare film role, with the heroine in the Disney film “Mulan” that will be released in 2020 as the prototype. By learning the film-based process techniques, you will embra...
Beautiful, highest-quality stock footage to enrich your edits with excellent video visuals. Get a wide variety of practical elements or computer-generated graphics and upgrade your timeline with top-notch shots.
ArtStation - Dynamic Hard Surface Design Course In Zbrush | Tutorials
Tutorials - Dynamic Hard Surface Design Course In Zbrush, USD $50.00. About:The tutorial is split up into two parts. In the first part, I will explain all the tools and workflows that I use to create a design with...
This course includes free lessons that I invite you to check out!Welcome to Advanced Particles 1: Geometry Based Simulations. In this course we will take an alembic animation of an opening hand, and
Castle - Photobashing and Matte Painting Techniques
Over 1.5 hours of video content. I explained some of my thought process when building a scene in 3D using a kitbash as well as the Photoshop process and techniques to create the final image. You wi...
Dive into the world of concept art using Unreal Engine 5 with concept artist Ellie Cooper. In this brand new Learn Squared course, Ellie unveils her entire workflow, from initial sketches to finalized portfolio pieces, harnessing UE5's breakthrough tools like Nanite and Lumen. If you're new to Unreal Engine, make sure to check out Ellie's 'Unreal Engine 5 Basics' course, which is designed to help absolute beginners understand the latest toolset. As a special bonus, by purchasing the Concept Art in UE5 course, you'll get Ellie's Unreal Engine 5 Basics course for FREE!
Professional concept artist Louis Laurent's completely fluid process will help to unlock entirely new possibilities in your art. Using a mix of 2D and 3D techniques, you'll learn how to harness happy accidents along the way to create beautiful and unique works of art.
Industry legend Maxx Burman commands over a decade's worth of experience, having delivered iconic matte paintings for dozens of household TV, film, and video game franchises. In this brand new course, Maxx will teach you all of his advanced 3D matte painting techniques to help you create stunning worlds with ease and efficiency.
From thumbnail sketch to final render, visionary designer Ash Thorp will show you how to create production-ready UI and data elements for Hollywood films.
Creating Beatboards for Pre-Production | The Gnomon Workshop
Storyboard artists will often have to pitch a project before pre-production can even begin. Storybeats is a concept used by artists working at this critical point in a project to interpret a script and develop a pitch that, if greenlit, will later form the fundamentals of the production sheet. Think of it as the concept art before the concept art; it’s used by animators, storyboard artists, and concept designers alike throughout pre-production and beyond. Rembert Montald, a Storyboard Artist working in videogames in California, introduces and shares his complete workflow for creating beatboards that will impress stakeholders and producers. From reviewing an initial script and overcoming the anxiety of creating something when there are no existing designs yet, Rembert walks through his thought process and workflow, demonstrating 11 different storybeats along the way. This insightful workshop has a heavy emphasis on drawing and journeys from the initial thumbnail sketches all the way through to a rendered beatboard. This 3.5-hour workshop is suitable for anyone interested in drawing, filmmaking, or working in pre-production. By completing the 16 chapters, you will develop an understanding of what it takes to create a satisfying beatboard that has the potential to greenlight a project. You’ll also uncover effective techniques for sketching complex scenes, from hero shots to overlooking skyscrapers.
Introduction to Creature Design: Volume 1 | The Gnomon Workshop
Blockbuster creatures and monsters all start somewhere: With a sketch. Senior Character and Creature Concept Artist Kyle Brown demonstrates the industry-proven workflows he’s mastered through working on high-profile creature designs for film, television, games, and advertising projects. His 3.5-hour workshop demystifies the process of bringing creatures to life, with Volume 1 dedicated to the sketching and idea-exploration phase. Before delving into the world of creature design, you’ll encounter many questions. How do you bring an unimagined creature into existence? How big, small, dangerous, or strong should it be? What environment will the creature be occupying and what role does it play? Will it have any unique skills or traits? Kyle discusses how, by applying fundamental design principles you can build a solid foundation to work from, and ultimately create a creature that will resonate with audiences — while still feeling fresh and original. Kicking off with the initial research and methodology phase, Kyle shows the importance of using references to serve as a spark for a new design, inspiring new shapes while always rooting design decisions in real-world anatomy and physiology. The workshop then moves into silhouette exploration using simple two-value construction to focus on shapes. Advanced thumbnailing follows, where Kyle applies secondary forms while ensuring that everything still reads at a small, bite-sized scale. The following exploratory process takes the initial thumbnails and fleshes them out into more resolved sketches, varying the shape and design language to create multiple iterations for a creature brief. To complete the workshop, the final design is translated into a three-quarter pose for the final presentation — whether it’s for your portfolio or a client. Watch Introduction to Creature Design: Volume 2 With Kyle Brown to explore how to color your creature concepts in Photoshop.
Introduction to Creature Design: Volume 2 | The Gnomon Workshop
Senior Character and Creature Concept Artist Kyle Brown returns with Volume 2 of his Creature Design workshop to share his coloring and texturing techniques for Photoshop. With Volume 1 dedicated to the sketching and idea-exploration phase, Volume 2 now focuses on the core skills at the foundation of creature design and discusses the differences between real-world materials and textures that can help to achieve photorealistic results and bring concept sketches to life. Kyle revisits the original reference used to create imagined shapes in Volume 1 and this time puts them to work to show how to apply color and texture to designs. Taking the final creature concept from Volume 1, Kyle’s first color demonstrations reveal how to rapidly ideate using different color combinations and materials to flush out design options. He then shares quick and efficient methods for using some of Photoshop’s simple yet effective tools to create an additional color option on the same design. You’ll learn how to convey multiple conceptual ideations to a client for feedback, providing them with a wide net of options to see what works and what doesn’t. Chapters 4 – 7 show Kyle’s approach to designing a brand new creature from start to finish using the lessons from both volumes. Kyle showcases every decision — warts and all — including both the successful ideas and mistakes made through the designing process. His demo focuses on a non-destructive workflow. The final chapter offers a bonus lesson where Kyle shares his armor- and weapon-design techniques for those looking to add a further dimension to their creature designs.
Introduction to Particle FX in Houdini: Vol. 1 | The Gnomon Workshop
Houdini is an industry leader in visual effects, putting power into the hands of FX artists working in production for films, TV, and games. As one of the most-used effects tools in the industry, artists can often find Houdini a daunting tool to get to grips with. Here, Alessandro Cangelosi unravels the learning curve to introduce a simple way to approach particle FX using Houdini. There are many approaches to creating impressive particle FX simulations in Houdini. Alessandro gets started with an overview of the basics that you need to know, and explains why Houdini is used as well as the fundamentals for how to use SideFX’s powerful software. This 7-hour workshop takes you step by step through how to manage different types of operators, including DOP, SOP, VOP, and focuses primarily on POP (Particle Operators) Networks. You’ll discover how to create a particle setup from scratch as well as how to take advantage of Houdini Shelf presets. The workshop aims to teach a sound understanding of how a particle system works in 3D. Particle emission rules and techniques are also covered, including how to manage different setups, and you’ll learn various ways to create particles using meshes, scatters, and volumes. In addition, some of the useful nodes that can be used to control colors, emissions, particle-caching, collisions with 3D objects, and basic bounce and drag forces are discussed in detail. The Mantra rendering engine is a great way to render millions of particles; Alessandro shares how to shade your projects, and explains how instancing works. You’ll also see how rendering points can be used in production to simulate effects such as dust, sand, and many other natural substances. How to control shading and motion blur with collision detection is also a highlight, where Alessandro discusses sub-groups, particle replication, sampling techniques, and optimization. The final part of this workshop tackles a final project: How to generate a CG nebula using volume velocity advection with a simple VOP. Helpful tips about how to create pyro FX advection are provided, as well as a deep look at particle rendering for gaseous FX. The Houdini files for each chapter are included with this workshop.