Fall Term Classes


Starts: 3rd Week of October
Ends: 2nd Week of December


Students who wish to split a single or multiple class purchase into two smaller installments, can now do so using this feature. Click here for more info!
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Hard Surface Modeling for Films

With Jay Machado


Instructor


Jay is a Senior Hard Surface Modeler and Texture Painter at Industrial Light and Magic; he has been at ILM for 4 years, and has 6 years of experience as a modeler.

His credits include Rogue One, Star Wars: the Force Awakens, and Transformers: Age of Extinction. In addition to his work on feature films, Jay has worked on music videos, commercials, an AAA game, and amusement park rides. He is also exploring physically based rendering, VR, game development, and 3D printing outside of work.





What you will learn


This course covers the creation of VFX production assets of an inorganic nature.  Lectures will cover creation of form, efficient manipulation of topology, the art of kitbashing, scene organization, texture preparation, light rigging techniques that will aid in the modeling process and final rendering.  Students will learn the process of efficiently creating high quality hard surface models from concept to completion and complete exercises that will give them the tools to overcome typical challenges faced by production artists.



Hard Surface Modeling for Films, Starts Fall Term
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Stylized 3D Asset Creation For Games

With Kevin Griffith 


Instructor


Kevin is an artist, game developer, and educator based in Berlin, Germany. He is currently a Senior Environment Artist at Bigpoint GmbH. He has over 10 years of experience in the games industry on 8 AAA titles in various genres. His credits include several Blizzard games, such as Diablo III, Diablo III: Reaper of Souls, World of Warcraft: The Burning Crusade, World of Warcraft: Wrath of the Litch King , Starcraft II: Legacy of the Void, Total War: Warhammer.



What you will learn


In this course you will create finished key environment assets and props that will work together in a stylized game environment. We will look at various stylistic approaches to games. Lectures and assignments will explore different styles for hand-painting textures, blocking out your scene, modeling your stylized assets, and creating final stylized textures for your assets. The goal is to create a fully-rendered collection of assets that you can include in your portfolio. Software used in this course includes: Maya, Photoshop, Z Brush, 3D Coat, Marmoset, and UDK 4.



Stylized 3D Asset Creation for Games, Starts Fall Term
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Stylized Characters (Zbrush & Maya)

With Danny Williams


Instructor


Danny has worked in Television, Film, and Games for nearly 20 years. He's worked on animated films, commercials, and AAA video game titles. He has also taught modeling, digital sculpting, and character design at New York University, The School of Visual Arts, and the Art Center College of Design. He's been a presenter at CG-Con, The Savanah College of Art and Design, The Creative Talent Network, and the inaugural Zbrush Summit. Danny is passionate about creating compelling characters and sharing what he's learned during his career.



What you will learn


Students will create two stylized characters during this course. Each project will last five weeks. Although students are creating stylized characters, the goal will be to create subjects which feel grounded enough in reality that they still seem viable, functional and believable.



Stylized Character Creation, Starts Fall Term 
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Creature Design for Entertainment

With Bryan Wynia


Instructor


Bryan is currently working as a Senior Character Artist at id Software. Previously he worked at Sony Santa Monica and Naughty Dog, where he contributed to God of War: Ascension and the Uncharted series. He has also worked as a freelance Creature Designer and Sculptor for the film,game, and toy industries. Some of his clients include, Respawn Entertainment, Legacy Effects, Jim Henson's Creature Shop, VVDFX, and The Aaron Sims Company.



What you will learn


Over the course of 8 weeks students will learn the process of designing creatures for films and games. Starting with a simple idea, gathering reference, sketching, concept sculpting, painting, and presentation. Not only will they learn the creative process but the thought process behind what makes for a memorable and effective design. At the end of the course students will have brought to life to 2 unique creatures.



Creature Design for Entertainment, Starts Fall Term
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Texturing & Shading For Games

With Kurt Kusper


Instructor


Kurt Kupser is a senior environment artist at EA Motive, currently working on a Star Wars game. Previously he worked at The Coalition working on Gears of War, and EA Canada. He is passionate about 3D art and specializes in environment art, shader creation, texturing and sculpting. With a strong work ethic and an obsessive eye for detail, he enjoys the challenge of creating realistic art.



What you will learn


To teach students how to create materials and textures for video games, in Unreal Engine 4. Students will also learn high level concepts of material creation, such as what makes a good material, and how to create modular materials, which saves time and makes it easier to edit, iterate and optimize materials. Once finished, students will be able to take the skills they've learned and apply that knowledge of UE4 concepts, shader functions and math to other materials not covered in the course.



Texturing and Shading for Games, Starts Fall Term
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Hair & Fur Creation For Games

With John Lithvall


Instructor


Johan Lithvall is a character artist who specializes in real time rendered hair. Early in his career, after finishing production for Killzone Shadow Fall, he was given the opportunity to specialize in hair for Horizon Zero Dawn. His work has been featured on Kotaku, ArtStation Magazine and numerous other publications. He currently works at Starbreeze Studios on The Walking Dead.



What you will learn


This class will teach you how to create AAA quality hair for games. Using techniques developed during the production of Horizon Zero Dawn, you will be taken through the full process of planning your work, creating hairs in xgen, baking the hairs into textures, creating a hair asset and finally putting it into Unreal Engine. The class will contain both practical workflows and theoretical mindsets to help you further hone your hair creation skills for games.



Hair & Fur Creation for Games, Starts Fall Term 
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Check out all of our Workshops for the Fall Term on CGWorkshops!