Latest Digital

Introduction to Maya Fluid Effects Vol.3 – Advanced Cloud Simulation with Wayne Hollingsworth

 

Introduction to Maya Fluid Effects Vol.3 Advanced Cloud Simulation Techniques with Wayne HollingsworthIn this lecture, Wayne Hollingsworth demonstrates how to create dynamic storm cloud simulations in Maya through the creation of a production quality animated sequence. Wayne thoroughly addresses the various technical challenges, and solutions, as a space cruiser passes through storm clouds that must realistically react to its shape while being illuminated by lightning strikes. Reference is evaluated is order to ensure believable results as the lesson goes in-depth on how to effectively control fluid simulations with custom velocities, fields, and particle simulations.

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This title is available as a digital download and is also featured in our training subscription plans.

Latest Digital

Introduction to Maya Fluid Effects Vol.2 – Cloud Simulation Fundamentals with Wayne Hollingsworth

Introduction to Maya Fluid Effects Vol.2

In this title, Wayne Hollingsworth demonstrates effective techniques for the creation of dynamic cumulus and stratus clouds with Maya fluids. The workflow begins by discussing and executing different types of particle emission for the cloud shapes. This includes the nDynamic particle system, caching, and how to utilize the Trax editor to take advantage of re-timing and offsetting for the cloud simulation sequences. Wayne’s methodology provides precise control over the shape of the clouds while offering a flexible workflow for various applications.

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This title is available as a digital download and is also featured in our training subscription plans.

Events

Allegorithmic Substance Painter User Group Meeting

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Join Gnomon and the Allegorithmic team for a special demonstration of Substance Painter, the new generation of texture painting. Substance tools are already used by more than 25,000 3D artists worldwide, and by game developers such as Naughty Dog, EA DICE and Ubisoft.

Allegorithmic has been a premiere technology provider to the AAA games industry for years. Their mission is to make texturing smarter, allowing artists to create the finest assets with the greatest efficiency. The Substance tools include:

Substance Painter: a brand new 3D Painting app with never before seen features and workflow improvements to make the creation of textures for 3D assets easier than ever. It is acknowledged as the most innovative and user-friendly 3D Painter out there (Winner of 3D World 2014 CG Awards for Best New Application).

Substance Designer: a node-based texture compositing tool that allows you to create Substance files or bitmap textures. It can be used to texture assets and also bake model information (ex: normal, displacement, curvature etc.). It contains a wide library of tools, materials and procedural effects to help achieve results in a fully non-destructive workflow.

Bitmap2Material: an incredibly powerful tool that generates full, seamlessly tiling materials from any bitmap image, right within your favorite DCC tool & game engine. This includes PBR (Physically-Based Rendering) channels, based on the most accurate conversion algorithm out there.

Find out more at allegorithmic.com.

Seating is first-come, first-served, so please arrive early for the best seats!

Schedule
Wednesday, December 10th, 2014
7:00 pm – 7:30 pm: Meet and Greet
7:30 pm – 9:00 pm: Presentation
Where
Gnomon School of Visual Effects
1015 N. Cahuenga Blvd. Hollywood, CA 90038
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Special Guests
Jeremie Noguer
Jeremie Noguer
Substance SpecialistAfter studying Computer Science and Computer Graphics, Jeremie Noguer started working as a Programmer at Cyberfab. He then lent his talent to Allegorithmic, where he worked for over 6 years as a Technical Artist and where he now holds the title of Substance Specialist.

Alexis Khouri
Alexis Khouri
VP Strategy & SalesGraduated from Essec Business School (Paris) in 2003, Alexis developed a strong background in art production pipelines as well as long-term relationships with prominent studios such as Naughty Dog, Rockstar Games and Ubisoft. Alexis joined Allegorithmic in 2007 and has been deeply involved in the product design of Substance. He had previously worked with Cryonetworks (Online Game Development, Product Manager), Simon Kucher & Partners (Strategy Consulting, Senior Consultant) and Playsoft (Mobile Game Development, General Manager).

Events

The Making of Sunset Overdrive

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Join Gnomon and Insomniac Games for a behind-the-scenes look at Sunset Overdrive, an open-world playground of post-apocalyptic possibilities. The company behind Ratchet and Clank, Resistance, and Fuseinvite you to experience a special making-of presentation and discussion panel covering design, animation, effects and more.

Seating is first-come, first-served, so please arrive early for the best seats!

Schedule
Thursday, December 4th, 2014
7:30 pm – 9:30 pm: Presentation
Where
Gnomon School of Visual Effects
1015 N. Cahuenga Blvd. Hollywood, CA 90038
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Special Guests
Jacinda Chew
Jacinda Chew
Art Director at Insomniac GamesJacinda Chew graduated from Rhode Island School of Design with a BFA in Illustration. She has been a console game developer for almost fifteen years and has worked on both the Playstation and Xbox consoles. She started her career as a texture artist, became a 3D modeler, and has been Studio Art Director at Insomniac Games for over five years. She notably art directedRatchet and Clank: A Crack in Time and has worked on the Resistancefranchise as well. She most recently finished art directing Sunset Overdrive.

Robert Coddington
Robert Coddington
Animation Director at Insomniac GamesRobert Coddington is an Animation Director at Insomniac Games in Burbank California and he has just completed Sunset Overdrive. Before that, he worked for over 10 years at EA in Los Angeles, on titles like Medal Of Honor,Army of Two, and Knock Out Kings. He taught Animation and basic 3D at Otis College of Art and Design for 10 years, as well a short time as an animation teacher at the Gnomon. During that time he created the instructional DVD, “An Introduction to Animation For Games” for Gnomon as well. Robert is a California native who studied at the Academy of Art in San Francisco. He also plays upright bass in a rockabilly band and brings a unique and aggressive musical perspective to everything he does.

Seth Faske
Seth Faske
Senior Visual FX Artist at Insomniac GamesSeth Faske is a Senior Visual FX Artist at Insomniac Games, Inc. and has created a wide breadth of effects for over 8 games and expansions at various studios over the past 10 years. He was drawn to pursue visual effects as a profession through his passion for studying natural phenomena. Seth is a son of two artists, so art has been a meaningful part of his life from an early age. Growing up playing games on Atari, Nintendo and Sega Genesis consoles, he often drew scenes that involved elements inspired by games, including cool dudes with jet packs firing rocket launchers at centaurs.

The primary focus of Seth’s career has been to help develop styles for visual effects that are appropriate and add to the cohesiveness of each project’s art style. Over the years, he has kept a critical eye toward effects developed for video games, live-action films and animation and has been greatly inspired by the classical effects animation of Disney films and anime. Seth has studied traditional and digital effects animation techniques and has integrated the strengths from each in order to keep the beauty of hand-drawn effects alive. The creation of stylistic effects for video games continues to be a relatively unexplored territory, and Seth is driven to further evolve the medium.

Latest Digital

Making Frankenstein’s Monster with Peter Zoppi

Making Frankenstein's Monster

This course provides an in-depth overview on the making of Peter Zoppi’s Frankenstein. The lecture begins with a demonstration of Peter’s modeling, sculpting and design process that includes Maya, Mudbox and resurfacing techniques. Peter also discusses body proportions and quick rigging in Maya for posing. With the model complete, he then moves on to look development using Mudbox to explore both high-frequency details, such as pores and wrinkles, and diffuse color maps.

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This title is available as a digital download and is also featured in our training subscription plans.