Latest Digital

Ambient Occlusion in Maya & mental ray with Frederic Durand

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The Gnomon Workshop is pleased to announce the release of “Ambient Occlusion in Maya & mental ray” Lighting and Rendering Series Vol. 5 with Frederic Durand.
In this lecture, Frederic demonstrates a variety of techniques for indirect and direct lighting using Ambient Occlusion within Maya and mental ray. In its most basic use, Ambient Occlusion allows artists to simulate contact shadows in an image. Frederic begins with an introduction to Ambient Occlusion theory and quickly moves into how to control the look and feel of Ambient Occlusion lighting.

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

Latest Digital

Environment Modeling and Sculpting for Game Production

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The Gnomon Workshop is pleased to announce the release of “Environment Modeling and Sculpting for Game Production” with Nate Stephens, lead environment artist at Sony Santa Monica Studios. In this title, Nate will demonstrate how to model and sculpt assets to be assembled into a 3D environment. Starting with reference photography, Nate locks in on a concept for his environment before blocking in his scene layout in Maya and building reference objects that will be further refined and detailed in ZBrush. He then imports the various assets into ZBrush for detail sculpting using GoZ where he Polygroups the different pieces and defines the crease levels of the different parts of the model. Next, Nate begins roughing in his sculpt using Dynamesh in ZBrush.

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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.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.

Read the Press Release

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.

Read the Press Release

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).