Release date:2022

Author:Jahirul Amin

Skill level:Beginner

Language:English

Exercise files:Yes

In this course, we’ll start by giving an overview of a typical CG pipeline and see how data is passed from one stage to the next. Following on from this, we’ll introduce you to a series of applications and look at different stages of the pipeline such as Modelling, Texturing, Look Development, Rigging, Animation, Lighting and so forth.

By the end of the course, you will be more confident with the tools and familiar with CG concepts for creating assets and tackling shot-based tasks.

01. Introduction to CG pipelines and modelling in Maya 001. Course Introduction 002. Introduction to CG pipelines 003. Setting up your working environment 004. Introduction to Maya 005. Asset briefing and working with scan data 006. Modelling and retopology tools in Maya 007. UV Tools in Maya 008. Finalising your asset for review 009. Assignment

02. Introduction to ZBrush 001. Introduction and the ZBrush document 002. The ZBrush interface 003. Navigation in ZBrush 004. Working with protection 005. Sculpting brushes 006. Masking and grouping 007. Tools Panel 008. Extracting Maps 009. Assignment

03. Introduction to Substance Painter for texturing 001. Introduction to texturing 002. Breaking down your reference and prepping the asset 003. Introduction to Substance Painter 004. Creating your project and setting up your colour 005. Setting up your channels and baking maps 006. Materials and Smart materials 007. Paint layers and projections 008. Exporting and testing your maps 009. Assignment

04. Introduction to look development in Maya and Arnold 001. Introduction 002. Setting up your look development scene 003. The Arnold render view and render settings 004. Shader basics 005. Procedural shaders 006. Glass and emmisive shaders 007. Layered shaders 008. Look devving the asset 009. Assignment

05. Introduction to rigging in Maya 001. Introduction 002. FK and IK 003. Skinning 004. Deformers 005. Creating controls 006. Constraints 007. Utility nodes 008. Cleaning up 009. Assignment

06. Introduction to animation in Maya 001. Introduction to animation 002. Breaking down your reference 003. Referencing your asset 004. Bouncing ball rig overview 005. Playback settings, setting keys and playblast 006. The Graphe Editor and Dopesheet 007. Animating the bouncing ball – weight and timing 008. Animating the bouncing ball – squash and stretch and caching 009. Assignment

07. Introduction to Houdini 001. Project setup 002. Interface and navigation 003. Transform and selection tools 004. Networks and Operators (Ops) 005. Nodes and Components 006. Attributes and Groups 007. Testing out the concepts 008. Creating a procedural environment 009. Assignment

08. Introduction to lighting in Maya and Arnold 001. Setting up the project 002. Introduction to lights in Arnold 003. Arnold RenderView 004. Sampling and Ray Depth 005. Light filters 006. Direct and indirect lighting 007. Mood lighting 008. AOVs 009. Assignment

09. Introduction to Unreal 001. Introduction 002. Navigation and UI 003. Importing data from Maya to Unreal 004. Introduction to lighting 005. Sequencers and Post-processing 006. Materials and render features 007. Movie render and Sequencer 008. Blueprints 009. Rasterisation v Ray Tracing

10. Introduction to compositing in Nuke 001. The Nuke workspace 002. Navigation 003. Layers, Transform nodes and setting keys 004. The Node Graph 005. DOF and grading exercise 006. Introduction to AOVs and project settings 007. Classifying the AOVs 008. AOV layer sets and EXR 009. AOV premult setup 010. AOV per light setup 011. Black levels exercise 012. Diffuse and specular exercise 013. AOV grade exercise

[Cave Academy] Introduction to CG Tools and Techniques 1001.7z.001 [Cave Academy] Introduction to CG Tools and Techniques 1001.7z.002 [Cave Academy] Introduction to CG Tools and Techniques 1001.7z.003

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