October 7th & 8th · On-Site Only
Whether you are interested in VFX for film, video game asset creation, character design or simply want to sharpen your ZBrush skills, you can learn from the best in the business with this special opportunity.
Saturday, October 7th
Creating Stylized Characters with Shane Olson
In this workshop, you will learn how to block out your stylized characters with simple primitive objects. We will go into what makes an effective block-out. You will also learn how to make your characters smooth and polished. Q&A session will be covering portfolio, posing, 3d Printing, and other questions you may have.
Shane is a Senior Character Artist with 18+ years in the gaming industry. He has spent the last 10+ years working at Avalanche Studios and most notably on the flagship title, Disney Infinity. Shane is now teaching how to create stylized 3d game characters in an online course called 3D Character Workshop.
Sculpting and Texturing Ornamental Props
3 Seats Left
In this class Seth Thompson will demonstrate from concept to completion the creation of his most recent ZBrush sculpture of a realistic skull goblet based on the video game "Darksouls 3 - High Lord of Wolnir" boss encounter. With guidance from Seth artists will create their own prop using techniques Seth developed making his skull goblet which attendees can add to their workflows. Seth will also be giving insight into his 18+ years of experience working in video game cinematics with live Q&A.
In this class artists will learn a variety of sculpting and texturing techniques including: 1. Sculpting Ornamental Designs with Masks. 2. Sculpting with Texture Maps and Images. 3. Using Surface "Noise" and the Morph Brush to Add Weathering to your Sculpt. 4. Creating Realistic Textures in Photoshop with a Variety of Procedural Generated ZBrush Masks. 6. Applying and editing materials and maps to your props in Keyshot. Attendees will also receive exclusive class content and souvenirs.
Seth Thompson has over 18 years of professional experience working in the video game industry as a cinematic artist for titles such as World of Warcraft, Warcraft 3, Starcraft 2, Diablo 3, Overwatch, Final Fantasy 12 and Final Fantasy: Advent Children. Seth currently lives and works in Southern California where he is the “3D Environment Modeling" and "Digimatte" Supervisor on the award winning “Blizzard Animation” team.
When Seth isn't at Blizzard he can be found working on his personal art, surfing, cooking and playing video games. Seth also maintains a Facebook artist page where you can see more of his digital artwork as well as a YouTube channel with 3D modeling tutorials which you can access in the links provided below.
Creating Hard Surface Concepts for Film and Video Games
In this workshop we will be focusing on how I use ZBrush to model hardsuface design. I will be showcasing the various techniques with dynamesh, IMMs and new boolean system which I use to quickly generate models to convey ideas to clients.
I will also be sharing how I use Keyshot to create various render passes and masks in order to give me as much versatility as possible to achieve the required concept that I have in mind.
Lastly, I will demonstrate how I use Photoshop to compile and finalize the concept.
Furio Tedeschi is currently a Freelance Artist at Paramount Pictures. With over 15 years in the industry, his work has been a mixed bag, ranging from TV adverts to Video games, Military Weapon Simulations/modifications and Feature Films.
Furio has worked as a CG Artist for Clients and projects such as Bioware, Warner Bros, Blur, Sapphire Amd Graphic Cards, Mcfarlane Toys, Wareframe, Dungeon Hunter 4, Halo 4, Pacific Rim (2013), Resident Evil: Retribution (2012), Silent Hill: Revelation 3D (2012), The Three Musketeers 3D, Fire Fall, (2011)Star Wars The Clone Wars: Republic Heroes, Star Wars: The Clone Wars: Lightsaber Duels, The Legend of Spyro: The Eternal Night, Looney Tunes:Taz Wanted.
Sunday, October 8th
Dan Katcher: How to make a Dragon Portrait
3 Seats Left
I will give a demonstration of how to make a dragon portrait from scratch. The lesson will cover my fundamental approach to sculpting in ZBrush. I will also be covering how to create amazing detail using a variety of tools that already come with the software. I will demonstrate how to make your own custom alphas and vector displacement tools to create hyper-realistic details. Dynamesh is an integral part of my creation process, and I will divulge my personal tricks.
Check out Dan's interview with Los Fanboys about the creation of the Game of Thrones dragons.
Dan Katcher is a renowned Los Angeles-based creature designer for television, video games, and film. He is best known for his design of the dragons on HBO’s hit, Game of Thrones, which earned him Emmy recognition for three straight seasons. In addition to Game of Thrones, Dan is currently at work on creatures for a number of DC Comic productions, including The Flash, Legends of Tomorrow, and Supergirl.
Dan was trained in New York City at the School of Visual Arts, where he majored in Animation, and at the Art Students League, where he learned clay figurative sculpture from experts in the field. Dan later trained in both Maya and ZBrush, and is considered a leader in his utilization of the latter platform. Dan credits his traditional art background for the depth of understanding of anatomy that sets his work apart.
Hard Surface Modeling with ZBrush 4r8
The workshop will focus on the hard surface modeling techniques I commonly use to create weapon and vehicle assets in ZBrush. I will covering topics from boolean modeling, insert meshes, ZModeler, as well as many others. Aside from modeling techniques, I will cover some of the specific features, brushes, and workflows I commonly use when creating assets for games.
Michael Climer is a hard surface/mechanical artist, who studied traditional and digital art at Bowling Green State University and Academy of Art University. With over 11 years of professional experience and 9 shipped titles, he continues advancing his craft using the latest software and hardware available.
Creative workflow with Jared Krichevsky
6 Seats Left
In his demonstration Jared is going to be covering fast creature design of a Mutant Fish Monster using the latest features of ZBrush 4r8. From gathering references on the internet for inspiration, to design and sculpting in ZBrush, to rendering a final image inside Keyshot.
Jared will be also be highlighting how he uses ZSpheres to rough out the silhouette of a model, then take that model into Dynamesh mode for further refinement. Once he completes refinement of the model he will show his techniques with ZRemesher to create clean geometry. Once remeshed he will show how he projects the details of the Dynamesh sculpt into the new geometry that was created from the ZRemesher. Jared will also be showcasing the new 3D Gizmo tool and highlight how he uses the new Deformers to add more details to the sculpt.
While working at a Border's bookstore one day, Jared stumbled upon a collection of books featuring 3D artists and all of the work they were doing. This would ignite Jared's love affair with digital art. He quit his job and applied for the full time CG Certificate at Gnomon School of VFX. Having never touched 3D prior to that, the schooling was exhausting and technically challenging. While there he managed to procure an Internship at Aaron Sims Creative working on Aaron's short film, Archetype as a CG Generalist.
Now Jared is a full time creature and character artist working on such films as Teenage Mutant Ninja Turtles 1 & 2, Gods of Egypt, Conjuring 2, Pirates of the Caribbean: Dead Men Tell No Tales, and Wonder Woman as well as upcoming features like Stephen King's It and Steven Spielberg's Ready Player One. Jared lives in Los Angeles with his wife and 3 dogs.