دانلود مجموعه آموزشی ساخت جلوه های ویژه سینمایی از مدرسه جلوه های ویژه Gnomon
قبل از حضور چشمگیر رایانه ها و
نرم افزار ها در عرصه سینما،
فیلم سازان برای ساخت جلوههای ویژه سینمایی از مدلهای گچی، ماکتهای مقوایی، عروسکها و مدل های کوچک شده استفاده میکردند. اما امروزه اگر ساخت یک جلوه در مقابل دوربین بطور زنده غیرممکن یا دارای هزینه زیادی باشد از جلوه های ویژه بصری استفاده می شود. جلوه های ویژه شامل کامپوزیت، روتوسکوپی،
انیمیشن، ترکینگ و ... است که اکثراً ساخت آن ها نیز گران قیمت است و به هزینه تولید فیلم های هالیوودی مبلغ چشمگیری می افزاید.
Gnomon School به عنوان مدرسه مجازی آموزش جلوه های ویژه، آموزش های زیادی در زمینه ساخت جلوه های ویژه با نرم افزار ها و ابزارهای مختلف منتشر نموده است و در سال 2011 این مدرسه فیلم های آموزشی منحصر به فردی در قالب کلاس های درسی مجازی منتشر نمود که هر کلاس بر روی یک عنصر مختلف صنعت VFX تمرکز دارد. این کلاس ها در قالب پکیج Gnomon Master Classes 2011 جمع آوری شده است تا در این دوره های آموزشی شما با مفاهیم مطرح و پرکاربرد در زمینه جلوه های ویژه سینمایی آشنا شوید.
عناوین آموزشی:- طراحی 3D
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- نحوه استفاده از Mental Ray's Importons در یک Archviz Pipeline
- ساخت تصاویر متحرک (Motion Graphics) برای
فیلم- طراحی کاراکتر با استفاده از زیبراش و فتوشاپ
- و ...
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2015-04-28
15:00:41
دانلود The Gnomon Master Classes 2011 - مجموعه آموزشی ساخت جلوه های ویژه سینمایی از مدرسه جلوه های ویژه Gnomon
🎓 نام آموزش | The Gnomon Master Classes 2011 |
📁 دسته بندی | مالتی مدیا |
💾 حجم فایل | 10344 مگابایت |
📅 تاریخ به روزرسانی | 1393/6/22 |
📊 تعداد دانلود | 17,934 |
❤️ هزینه دانلود | رایگان و نیم بها |
The Gnomon Master Classes 2011
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Join Gnomon School of Visual Effects for two weeks (February 11th - 25th, 2011) of new, exclusive classes in an interactive, online event. Each 2-3 hour class focuses on a different element of the VFX industry and allows individuals to discuss the content with the instructors taught by leading professionals in the visual effects and games industries. One ticket gives you access to all classes.
3D Design for Production With Vitaly Bulgarov:
In this lecture, Vitaly Bulgarov shows his process of creating a fully rendered 3D design for production-oriented pipelines. Using the example of an alien bust, Vitaly goes through the main steps of creating a sci-fi character design from scratch. He begins by making a quick bust sketch in ZBrush®. He then creates a detailed suit design in XSI® using the block-out as a guideline for the proportions of the alien bust. By doing this, Vitaly shows the techniques and tools he uses to create complicated surfaces like multi-layered metal plates, rubber pads, tubes, and attachments. Solving design on the fly, without making any preliminary sketches, he builds a fully detailed mesh for the helmet and suit, explaining why certain design decisions are made. Once the model is complete, Vitaly takes it into KeyShot® for raytrace rendering and then brings the renders to Photoshop® to finalize the design, push the overall look and bring more personality to the character by adding final textures and detail enhancements
Chapters:
1- Zbrush BlockOut
2- XSI Intro
3- XSI Block Out
4- XSI Initial Detail
5- XSI Topology Cleanup
6- XSI Neck Refinement
7- XSI Refinement Part 1
8- XSI Refinement Part 2
9- XSI Refinement Part 3
10- XSI Refinement Part 4
11- Keyshots
12- Photoshop
A Pungent Character Getting Grit into Imaginary Faces with David Meng:
This week, The Gnomon Workshop releases A Pungent Character:Getting Grit into Imaginary Faces with creature designer and sculptor David Meng. This DVD is a wonderful opportunity to watch one of the modern masters at work. In this lesson, David starts with a drawing of his representation of a traditional Greek mythological character… the Harpie. He then quickly constructs the stand and armature for his maquette, and starts to flesh out the form. Viewers are given a comprehensive breakdown of all of the tools and materials used in his process, as well as how he uses these tools in his unique workflow. Through the creative process, David makes changes to the character, deviating slightly from the original design, through a series of iterative alterations, until he achieves the look he believes is most representative of the image in his head.
Chapters:
1- Introduction
2- RefPic
3- Tools Part 1
4- Tools Part 2
5- Harpie Blocking A
6- Harpie Blocking B
7- Harpie Blocking C
8- Harpie Sculpt
9- Harpie Finishing
10- Colonial Finishing
Character Design for Illustration Training with Paul Tobin:
At Weta Workshop we are often asked to help create a fantastical and original world that still has the cultural and historical believability of our own. In this workshop I will be sharing how many of the principles and techniques we employ as world designers can be applied to figurative illustration to give greater depth, detail and meaning to your work. This workshop will cover my conceptual and technical process behind an illustration produced for Coilhouse Magazine, Sherlock Holmes vs The White Fox Woman – a brief History of Chinese Pulp (2010).”
Chapters:
- Introduction
- Values
- Color
- Color 2 TL No Audio
- Paint
- Conclusion
Creating Realistic Skin with Mari:
This class will focus on painting high-resolution organic texture maps for film industry production, utilizing the remarkably powerful and versatile texture painting software Mari. Gareth will demonstrate a range of tricks and techniques that he often utilizes to create the various qualities of lifelike and believable skin.
Gareth will take a sculpted bust by character designer Scott Spencer from start to finished render. In addition to demonstrating the tools and his workflow, Gareth will be covering topics such as the importance of reference and the qualities of different regions of skin.
Chapters:
1- Introduction
2- Horn Displace
3- Skin Displace A
4- Skin Displace B
5- ColorMaps A
6- ColorMaps B
7- Vein Mask
8- Dark Spots Mask
9- Spec Horns
10- Skin Tunning
11- Scars
12- Clay
13- Conclusion
Digital Character Physiology with Rick Grandy:
This course covering the design and construction of digital characters will focus on motion; primarily skeletal animation and surface deformation. Rick Grandy will discuss the biomechanics of real animals, taking the knowledge learned from nature and using it to help create creatures that move in a believable way.He’ll also discuss when to break the rules, and how to improve the performance of your characters.
Chapters:
1- Introduction
2- Human Rig
3- Animal Locomotion
4- Horse Rig
5- Deformation
6- Deformation Offset
7- Shoulder Offset
8- Offset Pivots
How To Use Mental Ray's Importons in an Archviz Pipeline with Alex Sandri:
Mental Ray Importons and Irradiance Particles rendering algorithm, is a novel approach to compute global illumination based on importance sampling, which tends to converge much faster to a desirable quality than the existing solutions like global illumination photon tracing combined with final gathering. Everybody seems to agree that this Mental Ray rendering algorithm, represent the future of 3d Rendering and is still in the Optimization Phase. In this tutorial I have explained a few different approach “workflows” to present the user with more choices in terms of light mood and render times output.
Independent Dystopia with Grzegoz Jankojtys:
Award-winning independent director Greg Jonkajtys shares his experience designing and executing the visual effects for his new live-action short film The 3rd Letter. Topics will include storyboards and animatics, shooting with the Canon 5D Mark II DSLR camera, blending computer generated effects with real props, and extending live-action sets with CG.
Chapters:
1- Introduction
2- Live Action Shot
3- Storyboards Animatics Previz
4- Canon 5D Mark II
5- Presido
6- Apartment
7- Factory
8- Monorail
9- Station
10- Building
11- City
12- Factory Exit
13- Mailroom
14- Chicken
15- Mask
16- Security Device
Motion Graphics for Feature Film with Neil Huxley:
In this class, the art direction process for motion graphics in a feature film production pipeline is revealed.
Chapter:
1- Introduction
2- What is an art director
3- Brief
4- Research
5- Styleframe
6- Animation Part 1
7- Animation Part 2
8- Animation Tracking
9- Mocha Tracking
10- Conclusion
Prop Fabrication for Film with Rick Hilgner:
This demonstration covers real-world construction of a motion picture style prop gun. Rick discusses all aspects of creating something with your own hands that is truly interactive. Production steps include concept design, pre-production, multi-material application/allocation, engineering design and application, shop safety, base formation, machining, fabrication and alternatives, nernies and grebles, mold making, gadgets, gags, paint/faux finishes and other "weird science" tricks of the trade. Independent filmmakers looking to build cost-effective props will benefit from this rare glimpse at a master's process and techniques. Instructor for this title: Rick Hilgner.
Chapters:
- Introduction
- Blocking
- Assembly
- Adding Details
- More Details and Cleanup
- Adding Smaller Details
- Masking and Priming
- Prep and Fill
- Sanding and Cleanup
- Final Masking and Priming
- Painting and Unmasking
- Decal Details
- More Details and Adding Grunge
- Adding Damage and Wear
The Making of 'Dirge'with Alex Alvarez:
In this extensive eight-hour DVD, Alex Alvarez delves into the the creation of 'Dirge', his hellish new animated personal project. Created as a high-resolution two-minute animated loop at 2560x1600 for viewing on a 30" framed display, 'Dirge' was created using Maya, ZBrush, Photoshop, After Effects and Mental Ray. The entire workflow will be explored, including character and environment design, modeling, sculpting, texturing, shaders, dynamic effects, rigging, animation, lighting, volumetric effects, and compositing. As this project represents a diverse range of tools and techniques, it is an in-depth look at the process with an assumption that the student has an intermediate understanding of the tools. Anyone interested in creating a dynamic and cinematic 3D digital environment will benefit from Alex's approach and breakdown.
Chapters:
1- Introduction
2- Character Modeling and Sculpting
3- Env Walls Modeling Sculpting Part 1
4- Env Walls Modeling and Sculpting Part 2
5- Env Island ModelingScuplting
6- Lighting Tests
7- Skydome
8- Scythe
9- Character Texturing
10- Environment Texturing
11- Photoshop Look Dev
12- Final Lighting
13- Volumetric FX and DOF
14- Locusts
15- Particle Effects
16- Stock Footage AFX Comp
17- Character Rig-Animation
18- Conclusion
ZBrush to Photoshop Character Design Tutorial with Scott Spencer:
In this tutorial, Scott Spencer shows a professional workflow for creature design using Pixologic ZBrush and Adobe Photoshop, using ZBrush to develop ideations on a creature head. Attention is given to design, shape relationships, physiology, and character.
This character sculpture is taken to a finish using quick sculpting techniques Scott has developed to help in creating dynamic character designs under tight deadlines. The sculpture is then rendered and exported to Photoshop where a final pass of color and atmosphere is applied to tie the design together into a cohesive whole, ready for presentation to a director.
Chapters:
1- Introduction
2- Sculpt Base
3- Sculped Form
4- Sculpped from skin
5- Pose
6- Centipede Sculpt
7- Zbrush Paint
8- Render Paint Setup
9- Photoshop Paint Part 1
10- Photoshop Paint Part 2 and Closing
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