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Fxphd mya214 maya lighting and rendering in production
Fxphd mya214 maya lighting and rendering in production







fxphd mya214 maya lighting and rendering in production

This series is intended for artists already familiar with the software, so if a software is new to you, check out our Beginner’s Guide and Introduction courses to quickly get up to speed on how to use that software. Unlike our earlier Infiltrator series, these courses do not have a strict learning path, but instead are packaged individually to teach specific topics and techniques at various times in the game development cycle. Creating games is usually a team effort, so while an individual artist may be able to create a similar game, we recommend this series to teams of skilled artists or individuals who want to learn a specific aspect of creating games, like low-poly modeling or game-logic scripting.

fxphd mya214 maya lighting and rendering in production

For more information please contact me: for one on one, on site groups, webinars, or more details. I teach NUKE, CaraVR, Ocula, Stereoscopic Native, Stereoscopic Conversion, MARI, Modo, Maya, RealFlow, PFtrack, PFdepth, and Mocha Pro. With many of the assets created in past courses, we’ve focused this series on the specific hurdles and production decisions that goes into each step of the game development pipeline. I now offer private one-on-one or group training sessions via Skype or in person. To help teams work on a game development pipeline, Digital-Tutors brought together our top designers, illustrators, modelers, texturers, riggers, animators, game developers and programmers to create a working prototype for a potential pitch to publishers. He is currently Lead Lighting Instructor at MPC.Creating a polished game requires skilled artists from many different disciplines. It is designed to tie in directly with it’s companion course, MYA214: Production-based Lighting and Rendering being taught by Robert Harrington. During college he made many walk thru videos and animations for fun, then after graduating in ECE immediately went to work in the commercial making business doing graphics at Cybertoons. This course, taught by returning Nuke prof Russell Dodgson is a fully production based course. Transfer a Daz figure or props to Maya with 2 clicks Auto-HumanIK controls for easy posing/animating with the power of Maya Auto convert to vray and arnold render engines, and lot of other optimizations and fixes made in the background automatically. He convinced the dean of Nuclear Engineering that he could animate and render his tech ideas great with this machine and use the images to pitch project ideas. He is a member of the Visual Effects Society and a beta tester for numerous software tools including Katana, RenderMan and Nuke. FXPHD NUK305 Project Masterclass The Machine. He learned Katana at Sony Pictures Imageworks and has been teaching it since 2013.

fxphd mya214 maya lighting and rendering in production

He has been in the 3D and Visual Effects industry since 1990 and has worked on movies such as Lara Croft: Tomb Raider, Godzilla and Batman v Superman: Dawn of Justice. The course is taught by Matt Leonard who currently lives in Vancouver, Canada. Throughout the course we'll be using Katana 2.1v1, RenderMan 20.6, Maya 2016 and Nuke 9.0v8 (10 when released). The course has been designed for anyone interested in learning Katana for the first time or a junior level artist looking to extend their knowledge to the next level. Katana has become the key Look Dev and Lighting tool for many of the world's top Visual Effects companies including Industrial Light and Magic, MPC, Digital Domain and of course Sony Picture Imageworks. We'll also cover many features of RenderMan and how it seamlessly integrates with Katana. We will be going in-depth on both the standard tools and the more advanced features such as building Interactive Render Filters, Templates and Super Tools. The first part of the course will be focused on Look Development, using an all CG shot, and the second part on Lighting, based off a live action plate. From there we'll learn about building and assigning Materials to geometry, creating lights via the Gaffer, setting up the renderer and defining render passes. We'll start by looking briefly at how to properly import data into Katana from Maya and have it organised in a way that utilises Katana's powerful 'Collection Expression Language'. This course will take a new artist through all the key features of Katana while focusing on two main projects.









Fxphd mya214 maya lighting and rendering in production