FXPHD MOD301 - Advanced Environment
The course is for the vast part practical and targeted to the more advanced cg modeler. Whenever possible, Robson will show more than one way of achieving a goal so that the viewer has options when making models of their own when dealing with complex architectural forms such as the ones found in the cathedral interior of this course.
Robson is the only digital sculptor to receive the Autodesk Master award for Mudbox. He has worked as a freelance digital artist and taught 3D & digital sculpture around the world and has lectured at the Vienna science academy. He is the programmer behind 'MudWalker' and the 'Wayne's Vector Displacement Shader' and as a freelance artist his work can be seen in TV, Games and Film. Robson is also the Author of many DVD tutorials, books and articles on 3D and has give the Autodesk Masterclass on Mudbox in 2009 & 2010. He is also an Autodesk Authorised Developer and Publisher. He is also a beta tester for more 3d applications than it is possible to list here.
Class 1: Planning and reference - As with any challenging project the planning and preparation stage is of vital importance. The more complex the model, the more planning you are going to be required to do. This 1st lesson covers planning out how we will model and texture the interior of Durham Cathedral to a photo real level for use as a chroma key background. It'll also cover how to get photo reference of a place that you aren't allowed to take photos of (as is the case with Durham cathedral where absolutely no photography is allowed.)
Class 2: Blocking out the main architectural forms - With a model as complex as this one it can be very easy to either lose your way or just try and 'wing it ' as your going along. A much lower stress way is to do a low res block in of the major forms of the cathedral interior as we'll do in this lesson.
Class 3: This week we cover the creation of some repeatable assets for our model of Durham Cathedral's interior.
Class 4: This week we're going to complete most of the many different types of column deigns and also create the asset for the vaulted ceiling.
Class 5: In this weeks class we finish off the remaining columns and model the rose window. We also create the vaulted ceiling for the transepts which differs from the main nave vaulted ceiling.
Class 6: Sculpting and adding the Gargoyles - Durham doesn't have any gargoyles in its interior, but as these have been requested by the art director we will make and place these gargoyles in a way that is both sympathetic to the architectural design and in a non offensive way. (Which is often of prime importance when you are creating a religious building.)
Class 7: Detailing and Damaging - So far we have a nice cathedral but it looks like it was just built last week, so it's time to cause a bit of wear and tear to it. So in this lesson we'll cover how tm sculpt a convincing stone damage and add the damage of hundreds of years to our cathedral.
Class 8: Texturing Durham Cathedral - Texturing a model this size can be a complex and long job if not approached with an eye to how the asset is to be used. So as we cover the creation of our texture sets, we'll also cover a few tips and tricks.
Class 9: Materials & Lighting - It's time to put our maps into some proper materials and give our cathedral an overall lighting scheme.
Class 10: Setting up our render passes and doing our final renders - As well as covering the final stage for this model to be taken to a final render stage for each shot, we'll also be recapping what we have covered during this course and answering any question that have popped up about the workflows on the forums
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