3D Creature Development Master Class

with Alex Alvarez

Ideation and Design - Lecture Intro

Chapter List

Description

3D Creature Development is a creative process that evolves a design by taking advantage of modern 3D tools and techniques. This Master Class introduces the student to the entire pipeline, while exploring form, looks and behavior. Along the way we focus on the experience of working on a project where our work must regularly be presented to an art director or client, while also keeping in mind that the workflow should allow for an iterative approach. This requires an emphasis on speed and efficiency. Projects are never done, they are due. You can tweak things forever, but in the end your work just needs to satisfy the demands of the project, client or specific shot that the work is being made for. With this in mind, all of my techniques are based on a workflow that allows me to spend as little, or as much time, as I have been given. For this creature project, the deadline was one day for each of the seven stages of development: Design, Modeling and UV Layout, Digital Sculpting, Look-Development, Texturing and Shaders, Rigging and Posing, Animation and Live-Action Integration. Regarding the level of technical details we go into for each stage of development, this Master Class thoroughly discusses and demonstrates every single step with over twenty-five hours of lecture. However, there are certain assumptions that have to be made in regards to the student's technical knowledge of the tools being used. This is an intermediate level course.


Duration: 1500 minutes

Format: SD 1024x768

Chapter List

  • 00. Preview
  • 01. Ideation and Design - Lecture Intro
  • 02. Ideation and Design - Introduction
  • 03. Ideation and Design - Design Brief
  • 04. Ideation and Design - Initial Sketches
  • 05. Ideation and Design - Design Evolution
  • 06. Ideation and Design - Design Evaluation
  • 07. Ideation and Design - Design Animation Test
  • 08. Ideation and Design - Design Revision
  • 09. Modeling and UV Layout - Intro Lecture
  • 10. Modeling and UV Layout - Ortho Preparation
  • 11. Modeling and UV Layout - Modeling the Base Mesh P1
  • 12. Modeling and UV Layout - Modeling the Base Mesh P2
  • 13. Modeling and UV Layout - Modeling the Base Mesh P3
  • 14. Modeling and UV Layout - Turntable Animation
  • 15. Modeling and UV Layout - Final Tweaks
  • 16. Modeling and UV Layout - UV Layout
  • 17. Digital Sculpting - Introduction
  • 18. Digital Sculpting - Set-up
  • 19. Digital Sculpting - Sculpting and Reference P1
  • 20. Digital Sculpting - Sculpting and Reference P2
  • 21. Digital Sculpting - Sculpting and Reference P3
  • 22. Digital Sculpting - Sculpting and Reference P4
  • 23. Digital Sculpting - ZBrush Renders, Turnarounds
  • 24. Digital Sculpting - Final Tweaks
  • 25. Digital Sculpting - ZBrush to Maya, Turntable Animation
  • 26. Integration, Rigging and Poses - Intro
  • 27. Integration, Rigging and Poses - HD Plate + HDR Set-up
  • 28. Integration, Rigging and Poses - Camera, Lighting, Geometry
  • 29. Integration, Rigging and Poses - Rendering Creature in Scene
  • 30. Integration, Rigging and Poses - Skeleton
  • 31. Integration, Rigging and Poses - Weighting P1
  • 32. Integration, Rigging and Poses - Weighting P2
  • 33. Integration, Rigging and Poses - Weighting P3
  • 34. Integration, Rigging and Poses - IK Controls
  • 35. Integration, Rigging and Poses - Creature Poses: Living Room
  • 36. Integration, Rigging and Poses - Ambient Occlusion Set-up
  • 37. Integration, Rigging and Poses - Creature Poses: Alone
  • 38. Look Development - Intro
  • 39. Look Development - Intro to Look-Dev Procedure
  • 40. Look Development - ZBrush Disp/Normal/Cavity Maps
  • 41. Look Development - Maya Set-up: Normals/Displacements
  • 42. Look Development - Maya SSS Skin Shader Set-up
  • 43. Look Development - Render Passes for Photoshop
  • 44. Look Development - Texture Look-Development P1
  • 45. Look Development - Texture Look-Development P2
  • 46. Look Development - Texture Look-Development P3
  • 47. Look Development - Texture Look-Development P4
  • 48. Texturing and Shaders - Intro
  • 49. Texturing and Shaders - Projection Set-up
  • 50. Texturing and Shaders - Convert to File Texture
  • 51. Texturing and Shaders - Projection Cleanup P1
  • 52. Texturing and Shaders - Projection Cleanup P2
  • 53. Texturing and Shaders - Projection Cleanup P3
  • 54. Texturing and Shaders - SSS Shader - Color
  • 55. Texturing and Shaders - SSS Shader - Cavity Maps
  • 56. Texturing and Shaders - SSS Shader - Bump, Primary Spec
  • 57. Texturing and Shaders - SSS Shader - Secondary Spec
  • 58. Texturing and Shaders - SSS Shader - Reflectivity, HDL/IBL
  • 59. Texturing and Shaders - Texture Cleanup P1
  • 60. Texturing and Shaders - Texture Cleanup P2
  • 61. Texturing and Shaders - Presentation Renders
  • 62. Texturing and Shaders - Fixing Seams with BodyPaint
  • 63. Texturing and Shaders - Tuning Subdiv Approximation Nodes
  • 64. Texturing and Shaders - Final Presentation: Posed Renders
  • 65. Animation and Live-Action - Intro
  • 66. Animation and Live-Action - Animation Introduction, Living Room Scene
  • 67. Animation and Live-Action - Keyframe Controls, Scene Prep
  • 68. Animation and Live-Action - Initial Steps
  • 69. Animation and Live-Action - Rear Leg Hop
  • 70. Animation and Live-Action - Down the Stairs and onto the Floor P1
  • 71. Animation and Live-Action - Down the Stairs and onto the Floor P2
  • 72. Animation and Live-Action - Kickstand
  • 73. Animation and Live-Action - Reaction P1
  • 74. Animation and Live-Action - Reaction P2
  • 75. Animation and Live-Action - Final Animation, Render, Comp, Motion Blur
  • 76. Animation and Live-Action - Outdoor Night Scene: Camera Tracking Overview
  • 77. Animation and Live-Action - Tracking in Synth-Eyes
  • 78. Animation and Live-Action - Tracked Scene Set-up in Maya
  • 79. Animation and Live-Action - Importing Animation to Tracked Scene

Alex Alvarez

Founder / Director The Gnomon Workshop and 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.

  • " 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 tutorials, 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 tutorials encapsulate what I gush about. Crazy and creative character design coupled with empowering technical know how. "

    - Neville Page
    Character / Concept Designer