Tag: Gnomon

The Gnomon Workshop – Liquid Simulation on Houdini


Free Download The Gnomon Workshop – Liquid Simulation on Houdini
MKV | Video: H264 1920×1080 | Audio: AAC 48000Hz 2 Ch
Language: English | Duration: 2h 46m | Size: 2.9 GB
Simulate milk pouring into a bowl of cereal to learn the art of interacting with Rigid Body Dynamic objects and FLIP Fluid Particles. This 3.5-hour workshop by Stavros Sofianos will teach you how to craft a dynamic, art-directable splash effect, filling the bowl with milk and allowing your cereal pieces to float. This tutorial is created for intermediate-level artists with a basic understanding of Houdini.
Stavros begins by creating various layers of cereal and placing them in a simple yet effective way that will allow you to create a pleasing splash interaction later using the FLIP solver. You’ll also explore a Voronoi fracture technique to correctly create proxies that can be used in an RBD simulation to generate the initial state of the cereal in the bowl.

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The Gnomon Workshop – Large-Scale Cinematic Destruction in Houdini


Free Download The Gnomon Workshop – Large-Scale Cinematic Destruction in Houdini
David Silberbauer | Duration: 7:19 h | Video: H264 1920×1080 | Audio: AAC 48 kHz 2ch | 5,56 GB | Language: English
Discover how to build a fully scalable cinematic destruction shot in Houdini using professional procedural techniques. Recommended for intermediate-level Houdini artists, this 8-hour workshop by David Silberbauer guides you through how to manipulate attributes in Houdini, covers terrains and height field basics, and details how to compile blocks. You’ll see how to randomize attributes, how to set up a fracturing system and build custom constraints. You’ll also learn how to set up a DOP Network to handle RBD destruction setup and review the important TBD basics in SOPs. From there, David guides you through customizing velocities for use in POP networks and then using POPs for debris, as well as how to manipulate debris to use it as a volume source.
This workshop details how to build from a volume source to create dust with the Pyro Solver, moving on to handling a large-scale simulation. You’ll learn how to not only work in a procedural way but also how to think procedurally, helping all artists feel empowered to build their own large-scale scenes. While this workshop is intended for intermediate users, it also offers an interesting insight for anyone with basic Houdini knowledge looking to learn more about professional industry workflows.
A Houdini apprentice file with a basic cinematic destruction setup is provided with this workshop.

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The Gnomon Workshop – Designing a Custom Kitbash Library Hard-Surface Mech Set Using Blender


Free Download The Gnomon Workshop – Designing a Custom Kitbash Library Hard-Surface Mech Set Using Blender
Gavin Manners | Duration: 2:08 h | Video: HVC1 1920×1080 | Audio: AAC 48 kHz 2ch | 2,74 GB | Language: English
Kitbash libraries can be an efficient way to save time when producing quick concepts for a mood piece, creating objects for background set-dressing, or adding detail and the indication of functionality to hard-surface models. In this workshop by Gavin Manners, you’ll be taken through the process of how to design and build your very own hard-surface kitbash library.
Gavin’s workshop begins with how to spark the initial idea and write a brief for yourself. He walks through gathering references to be properly prepared for the creation of the assets in Blender. Also covered is how to get the most out of your kitbash parts by creating subassemblies, as well as the principle of exponential idea generation.
The workshop then details how to create mech designs based on the brief, explaining how to use your custom kitbash library as effectively as possible. A simple lighting and rendering setup is also demonstrated before moving on to the final paint-over process to produce a finished piece of concept art.

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The Gnomon Workshop – Designing Mechs in VR Using Medium A Workflow Built for Speed & Flexibility


Free Download The Gnomon Workshop – Designing Mechs in VR Using Medium A Workflow Built for Speed & Flexibility
Andre-Lang Huynh | Duration: 3:53 h | Video: HVC1 1920×1080 | Audio: AAC 48 kHz 2ch | 2,90 GB | Language: English
Learn how to use Medium to quickly and efficiently craft hard-surface mecha designs for the videogame industry. Senior Concept Artist Andre-Lang Huynh has worked in video games for a decade, specializing in mecha and hard-surface design. The workflow taught in this workshop is the same one used by Andre to design characters, vehicles, and weapons for Gotham Knights, including the Batmobile and Batcycle.
In this 3.5-hour workshop, Andre-Lang shares his VR workflow in great depth and demonstrates the flexibility of sculpting in VR as well as the precision that you can achieve with simple yet effective tools. You’ll see exactly how he uses Medium to block out and refine his mecha before rendering the final design using KeyShot.
This tutorial is designed to be enjoyed by everybody from aspiring artists to industry veterans looking to modernize their approach and add the power of VR to their arsenal. After completing this tutorial, artists should be able to quickly use Medium and KeyShot to create tangible and functional designs of their own. As a concept artist whose workflow has evolved from entirely 2D through adding 3D and is now almost exclusively VR, this is a fascinating workshop for 2D and 3D artists alike who are looking to add to their skillset and master VR sculpting tools.

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The Gnomon Workshop – Creating a Custom 3D Kit for Concept Art Photoshop, Blender, Substance & Procreate Workflow


Free Download The Gnomon Workshop – Creating a Custom 3D Kit for Concept Art Photoshop, Blender, Substance & Procreate Workflow
Jose Vega | Duration: 5:53 h | Video: HVC1 1920×1080 | Audio: AAC 48 kHz 2ch | 4,94 GB | Language: English
Learn the process for creating a 3D kit from start to finish. Discover all the insights and techniques to help you take full advantage of 3D kit creation and be inspired to produce epic images, from generating initial ideas, gathering references, and handling prep work to finalizing concept art in Photoshop. Everything will be covered to help you create your own 3D kit assets, including modeling and texturing assets, from single assets to more complex pieces, assembling new assets, and building out a scene. You’ll then explore how to use the created assets to build final illustrations.
The workflow instructed offers a comprehensive approach to asset creation and scene development, beginning with hand painting, bashing plants, and using Blender texture nodes to generate individual assets. Those assets are then developed into a versatile kit, employing Blender techniques, including mirroring and deformers, to progress from simpler to more intricate components.
Upon establishing a substantial asset library, the focus shifts to conceptualizing building assets. This involves leveraging straightforward Photoshop painting techniques to refine the final concept. The subsequent phase involves constructing a complete scene using the compiled kit. Additional techniques include simple modeling and sculpting in ZBrush as well as the use of VR with Gravity Sketch, transitioning to assembling the scene in Blender with the developed kit.

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The Gnomon Workshop – Creating Foliage for Videogames SpeedTree, Maya, ZBrush, Substance & UE5 Workflow


Free Download The Gnomon Workshop – Creating Foliage for Videogames SpeedTree, Maya, ZBrush, Substance & UE5 Workflow
Colin Valek | Duration: 3:29 h | Video: HVC1 1920×1080 | Audio: AAC 48 kHz 2ch | 2,47 GB | Language: English
Learn how to create game-ready foliage assets from scratch using hand-crafted models and textures. This workshop by Senior Environment Artist Colin Valek will give you a comprehensive guide to using SpeedTree to create trees and groundcover vegetation that can be used to build lush and beautiful game environments.
This workshop is intended for intermediate-level artists with some prior knowledge of working with SpeedTree, Maya, ZBrush, Substance Designer, and Unreal Engine. Learn professional tips about the art direction of foliage assets, as well as technical considerations for using foliage in games. Also, you will go over the importance of quickly blocking placeholder assets before committing to detail work.
The chapters work through the process of sculpting and texturing highly detailed plant models using ZBrush and Maya. These plant models are then baked down onto texture atlases using Substance Designer and finally assembled into foliage assets within SpeedTree. Lastly, you’ll be given some tips on integrating and populating foliage in Unreal Engine 5.

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The Gnomon Workshop – Art Direction for Film Creature Design & Development – From Photoshop to Unreal Engine 5


Free Download The Gnomon Workshop – Art Direction for Film Creature Design & Development – From Photoshop to Unreal Engine 5
Ehsan Bigloo | Duration: 4:13 h | Video: HVC1 1920×1080 | Audio: AAC 48 kHz 2ch | 2,67 GB | Language: English
Ehsan Bigloo demonstrates how he designs creatures for the entertainment industry. Whether you’re a character or creature designer, concept artist, digital sculptor, or simply interested in developing your storytelling skills, this workshop is a fascinating insight into Ehsan’s complete workflow, from sketch to final presentation.
The workshop begins with a detailed look at a design brief and short script based on Ehsan’s own sci-fi/supernatural horror character, “Quehsalien.” He explains his thought process when developing words into a visual narrative, and the initial sketching begins with traditional media before jumping into Photoshop, where he then lays down a paint-over to establish the basis for the final illustration.
ZBrush is brought into the pipeline to sculpt the primary and secondary forms of the design, testing the visual appeal from a three-dimensional standpoint. ZBrush also serves as a great tool for testing the lighting and mood of the character using KeyShot and creating a simple rig for the creature model for early limb locomotion tests. Ehsan also uses ZBrush for the Polypainting process while considering what the environment of the creature would be and how it would move. The final design is then rendered with KeyShot and composited in Photoshop.

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The Gnomon Workshop – Dynamic Effects Animation for Games


Free Download The Gnomon Workshop – Dynamic Effects Animation for Games
Duration: 2h 15m | Language: English | MKV | Video: H264 1920×1080 | Audio: AAC 48000Hz 2ch | Size: 1.45 GB
Create an impressive dissolving character VFX sequence in Unreal Engine using Houdini and Photoshop. This 2-hour workshop by Principal VFX Artist Antonio Cappiello is ideal for beginner and mid-level real-time VFX artists who want to learn procedural low-poly modeling techniques, create RBD simulations, and pack flipbooks into a sprite sheet in Houdini. Those who want to go beyond basic Niagara particle systems functions will also find this a useful guide.
This step-by-step workshop offers a brief look at frame-by-frame animation in Photoshop, showing how to work with the Timeline, the Lasso tool, and how to apply filters and effects to the texture. You’ll see how to model and fracture assets in Houdini and learn how to import them into Unreal Engine and place them in a level. Antonio reveals his process for creating materials in Unreal and teaches how to create environment Niagara particle systems. He also demonstrates how to create dissolving materials and how to paint animated smoke using Photoshop.
The final stage of the workshop reveals how to import flipbooks into Unreal Engine and create materials and emitters before creating the final level sequence and placing and animating the material parameters and particle systems. As the last step, you’ll discover the final tweaks and see how to add an effective camera shake and grain effect.

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The Gnomon Workshop – Animating First and Third-Person Shooter Attacks for Games


Free Download The Gnomon Workshop – Animating First and Third-Person Shooter Attacks for Games
Brad Faucheux | Duration: 9:30 h | Video: H264 1920×1080 | Audio: AAC 48 kHz 2ch | 1,93 GB | Language: English
If you want to know what goes into animating an FPS game, look no further. In this comprehensive workshop, Senior Cinematic Animator Brad Faucheux will take you step by step from planning out a first-person shooter attack through to the final polish. Additionally, he walks through a third-person attack for further animation practice.
Throughout this workshop, Brad shares his professional workflow, along with the important tips, tricks, observations, and studies that he’s acquired over his many years working at AAA studios. He dives deep into research and observation and demonstrates everything you need to know about Maya for the task at hand. The use of animBot toolset is also used in this workshop to help with the animation workflow. You will learn how to animate character traits, power posing, as well as timing and constructing for games, flow, and structure, through to the final polish and details.
All you need to get started is Maya, a character of your choice, and Photoshop for the pre-planning stage. By completing this workshop, you’ll have a sound understanding of how artists in AAA game studios approach, critique, and sync professional attack animations.

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The Gnomon Workshop – Introduction to Ziva VFX, Volume 2


Free Download The Gnomon Workshop – Introduction to Ziva VFX, Volume 2
Madhav Shyam | Duration: 8:50 h | Video: H264 1920×1080 | Audio: AAC 48 kHz 2ch | 7,62 GB | Language: English
With the character complete, the workshop then focuses on a handful of specialized topics, including leveraging machine learning, alternative simulation techniques, and more extreme anatomy wrapping to help you reuse and modify existing setups.
This workshop is also helpful for more intermediate and advanced Ziva VFX users who are looking to increase the quality of their builds. Madhav uses the Sorceress Supreme model from Marcus Whinney by Marcus Whinney as the base; additionally, this volume utilizes Zeke the Lion from the Ziva VFX store, along with the Bison model from Nicolas Morel.
A number of project files are provided with this workshop to assist with following along with Madhav’s creation process.

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