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The Making of 'Trin'

with Alex Alvarez

Sample Clip

Trin was started to create a high-res 4k still image, yet evolved to become a looping ten second animation rendered in vertical HD at 1200x1920 to be displayed on a wall-mounted digital display. Starting from a personal sketch, Trin was created in twenty hours using Photoshop, Maya, Zbrush, UVlayout, Bodypaint and Mental Ray. The entire process was recorded and is demonstrated using timelapse footage, where I explain every step with an emphasis on both the technical and aesthetic thought processes. The process covers everything from orthographics to shaders, lighting and compositing.

  • Orthographics
  • Topological basemesh
  • Using Headus UVlayout
  • Sculpting in ZBrush
  • Blocking-in the initial shaders, normal maps, SSS and lighting
  • Creating a leather texture
  • Texture stamping
  • Compositing in Photoshop
  • Making a quick rig and animation
  • Composting the animation in After Effects
    Chapters
  1. Orthographics
  2. Base Mesh, part one
  3. Base Mesh, part two
  4. UV Layout
  5. ZBrush, part one
  6. ZBrush, part two
  7. Shaders, Lighting, Colorstudy
  8. Texturing the Coat
  9. Texturing the Head
  10. Modeling the Hallway
  11. Texturing the Hallway
  12. Photoshop Composite
  13. Quickrig and Animation
  14. After Effects Composite

  • Product Code: AAL07
  • Duration: 621 minutes
  • Formats: Download Only

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  • Microsoft® Windows® Vista®
  • Microsoft® Windows® XP Professional
  • Microsoft Windows 2000 Professional
  • Apple® Mac® OS X 10.2

Software:

  • QuickTime Movie Player (Version 7.0 or higher)
  • Acrobat Reader (Version 5.0 or higher)

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  • Software Used:

  • Autodesk
    Maya

  • Pixologic
    ZBrush

  • Adobe
    Photoshop

  • Maxon
    BodyPaint 3d

Alex Alvarez

Founder, Director The Gnomon Workshop
Gnomon School of Visual Effects

Alex is founder and director of The Gnomon Workshop and of the Gnomon School of Visual Effects in Hollywood. Having dedicated the last decade to educating students and professional artists around the world, Alex has helped change the face of computer graphics and design education. He has been published in industry magazines, websites and books - plus he has taught courses at several major trade conferences. Alex is president of the Los Angeles Maya Users Group and sits on the Advisory Boards for Highend3D.com and CGsociety. He continues to work on personal and professional projects, recently as a creature development artist on the James Cameron film Avatar. Prior to Gnomon, Alex worked for Alias|Wavefront as a consultant and trainer for studios in the Los Angeles area. Alex is an alumnus of the Art Center College of Design and the University of Pennsylvania.

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"Whenever I need to breathe life into my characters, Alex Alvarez is where I go. Whether it be to collaborate on concepts with him directly or to watch his DVDs, I am always confident in accessibility to great information. Not only has his technical prowess pulled me out of many holes, but his character sense has given rise to some wonderful moments on some major motion pictures (Avatar and Star Trek). These new DVD's encapsulate what I gush about. Crazy and creative character design coupled with empowering technical know how."

- Neville Page
Character/Concept Designer

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