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 Production

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 Production, 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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Absolute Beginners

With Anne Pogoda


Instructor
Anne Pogoda's works in the Television and gaming industry. Her clients include ImagineFX, Phoenix Film, Teamworxx, FremantleMedia, Grundy UFA, UFA Film & TV GmBH, RTL Group, Pro 7, Ronin Film, and Kinesthetic Games.

What you will learn
Foundations of digital drawing, painting, and the basics for drawing human and animal figures. The workshop is built around helping you learn to manage the software and tablet while creating your first digital painting. You will be able to create your own art digitally by the end of week eight.

Absolute Beginners, Starts Summer Term
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Advanced Matte Painting

With Heather Abels


Instructor
Heather Abels previously worked as a set Extension Artists at Walt Disney Animation Studios in Los Angeles and had worked before that as Matte Department Supervisor at Rhythm & Hues on blockbuster films like Life of Pi. Life of Pi marked her third time contributing to Oscar winning visual effects films. Her body of work ranges from epic studio franchises such as Avatar and X-Men to national advertising campaigns and animated features.

What you will learn
The focus of this class is to take the matte painting skills you have, and apply them to the real world scenarios you might encounter working at a studio. The goal is that by the end of the class each you will have completed several matte paintings that demonstrate a solid technical understanding of what modern matte painting entails.

Advanced Matte Painting, Starts Summer Term
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Becoming a Better Artist

With Rob Chang


Instructor
Robert "Lunatique" Chang is an artist, writer/director, composer/songwriter, and photographer whose work has been featured in comic books, video games, animations, television commercials, feature films, music productions, and various publications.

What you will learn
No matter what area you specialize in as a visual artist (3D, 2D, film, comic books, games, illustration, visualization), this course will teach you the most critical knowledge, techiques, and creative approaches that today's artists working in highly competitive industries must know in order to function as a confident and authoritative creative force.

Becoming a Better Artist, Starts Fall Term
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Biomedical Imaging in 3D

With Giorgio Luciano


Instructor
Giorgio Luciano is a scientist with a variety of interests. He currently works as a researcher at the Italian National Council of Research (CNR) on topics devoted to the characterization and development of new materials. The main topics of his research are superhydrophobic surfaces and data analysis applied to analytical techniques.

What you will learn
If you've ever wondered if the images of DNA strands floating in suspension you see on the covers of science magazines are real, the answer is, of course, that they are not - they are CG models. But are they accurate? Very possibly so, and if you're a scientist or researcher wanting to create realistic, anatomically correct and appealing 3D images of biological particles (including molecules, parts of molecules, blood cells, blood clots, DNA and more), then you need this 8 week, fully online and fully mentored CGWorkshop.

Biomedical Imaging in 3D, Starts Fall Term
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Body Mechanics

With Kyle Kenworthy


Instructor
Kyle Kenworthy has been an animator in the industry for seven years. He currently works at Schell Games in Pittsburgh PA. He has worked on numerous projects including Toy Story Midway Mania (where he worked directly with Pixar supervisors), Pirates of the Caribbean Online, & Disney's Toontown. Past projects also include work for clients such as Disney, Pixar, Sea World, Raytheon, The Dallas Mavericks, and Jakks-Pacific.

What you will learn
Understanding body mechanics is one of the most important aspects of animation. In this 8 week course Kyle will take you step by step through his process for creating appealing, dynamic body mechanic shots. Kyle will teach you many useful techniques to help further develop your animation skillset including: finding reference, creating dynamic poses, working out timing, polishing tips, and more!!

Body Mechanics, Starts Fall Term
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Character Facial Rigging for Production

With Wade Ryer


Instructor
Wade Ryer has over 10 years of experience in animated feature films. His credits include How To Train Your Dragon 2, Rise of The Guardians, Kung Fu Panda 2, The Tale of Desperaux and The Ant Bully. He has worked for such studios as DreamWorks Animation, Method Studios, Framestore, Electronic Arts, DNA Productions and ReelFX Creative Studios.

What you will learn
Gain a full understanding of how to create a functional, animator friendly, character face rig ready for their close up on the big screen! Wade will give you guidance along the way, industry level tips and tricks, not to mention, personal feedback on your character's facial rig.

Character Facial Rigging, Starts Fall Term
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Cloth Simulation

With Steve Sandles


Instructor
After 14 years working with high fashion textiles, Steve Sandles decided to follow a childhood dream and have a total career change. Now after almost 8 years, and several high profile productions, from the Multi Award Winning Gravity to the Harry Potter series and pretty well everything in between, he is now a Senior Creature FX TD at Framestore, specializing in cloth simulation, and pushing the boundaries of what can be done with a few thousand polys and a bunch of springs.

What you will learn
Learn the aspects of cloth in CG and professional cloth simulation for production. From nCloth to CG Tailoring Steve Sandles will take you through the different ways cloth can be simulated for cloth for production.

Cloth Simulation, Starts Fall Term
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Concept Art: 2D to 3D

With Luca Nemolato

Instructor
Luca Nemolato is an Art Director and Concept Artist who has worked on many Films, TV, Video Games and Commercials. Such as Independence Day 2, The Conjuring, The Hunger Games: Mockingjay (Parts 1&2), Maleficent, Dawn of the Planet of the Apes, X-Men: Days of Future Past, Falling Skies, Once Upon a Time, Supergirl and Game of War.

What you will learn
Learn the most up to date methods of Design being used in the Entertainment Industry today, how to interact with clients and deliver on their ideas as well as in depth exploration into the most used method in the industry, the hybrid techniques of 2D and 3D.

2D - 3D Concept Art, Starts Fall Term
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Intro to Digital Matte Painting

With Igor Staritsin (Content by David Luong)

Instructor
Igor is a Senior Matte-Painter, Concept Designer and Environment Artist working in the film and video game industries. He has worked for various visual effect companies and clients all over the globe, such as Warner Brothers, MPC, Digic Pictures, Naughty Dog, Pixomondo, Axis Animation, Gnomon, Disney and National Geographic.
David is ten year VFX veteran currently working at Blizzard Entertainment as a Senior Cinematic Artist II, his work includes digital matte painting, lighting, rendering, and compositing to finalize shots. Some of David's credits include Overwatch, Starcraft 2: Legacy of the Void, World of Warcraft: Legion, Diablo 3: Reaper of Souls, Heroes of the Storm and Hearthstone.

What you will learn
I'll be leading students through the process of creating a photo real matte painting for film or high end animation such as realistic and invisible right through to Sci-Fi and fantasy landscapes and cityscapes. This is not a concept painting class but rather a photo realistic or hyper realistic class. We'll use digital painting to enhance the look of textures, lighting, scale and create photo real backdrops that will serve story and characters in a universe.

Intro to Digital Matte Painting, Starts Fall Term
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Introduction to FX Using Houdini [SOLD OUT]

With Saber Jlassi


Instructor
Saber Jlassi is a California based VFX artist currently working as a Senior technical director at Blizzard Animation. His current job consists of writing tools and scripts to improve the Lighting, FX and Compositing pipeline, in addition to collaborating with the Production to solve challenging tasks.

What you will learn
This course helps to lay that groundwork to understand what is going on under the 'hood' in VFX in Houdini. Saber will take you step-¬by-¬step through the construction using production techniques in Houdini¬ right from looking at the UI and procedural modeling and eventually on to particles, rigid bodies, fluids and lighting.

Intro to FX using Houdini, Starts Fall Term
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Lighting and Shading with Arnold for Maya

With Nick Deboar

Instructor
Nick Deboar has been working in the animation and VFX industry for over 13 years, specializing in Lighting and Surfacing. He just wrapped as a Senior Lighter with Rising Sun Pictures in Australia having previously worked for top studios around the world including Aardmen Animation and Animal Logic.

What you will learn
Arnold is an advanced renderer built for the demands of feature-length animation and visual effects. Originally co-developed with Sony Pictures Imageworks and now their main renderer, Arnold is used at over 300 studios worldwide including ILM, Framestore, MPC, The Mill and Digic Pictures. Arnold was the primary renderer on dozens of films from Monster House and Cloudy with a Chance of Meatballs to Pacific Rim and Gravity.

Lighting and Shading with Arnold for Maya, Starts Fall Term
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Mastering Destruction and Art-Directing Damage

With Keith Kamholz


Instructor
Keith Kamholz is a seasoned FX Technical Director with over 8 years experience working on feature films and commercials. Prior to his current position at Double Negative, he's worked at Industrial Light & Magic, Blue Sky Studios, Tippett Studio, Framestore NY, and Absolute Post. His career includes 10+ major films, with highlights including Transformers: Age Of Extinction, Jurassic World, Captain America: The Winter Soldier, & Ice Age: Continental Drift.

What you will learn
Highly detailed CGI destruction is one of the most jaw-dropping digital effects that audiences witness on the big screen, and Houdini is the industry-favorite software that top VFX studios use to craft these effects. In addition to teaching you in-depth technical working knowledge of Houdini fractures & rigid body simulations, this course will demonstrate highly effective production-proven techniques for getting beautiful work done quickly.

Mastering Destruction & Art-Directing Damage, Starts Fall Term
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Motion
Graphics

With Nik
Hill





Instructor

Nik’s
career began whist studying for his BA in Motion Graphics at London Met, where
he entered a competition with studio Factory 311. After winning, Nik went on to
create more motion design for Arsenal FC’s online TV channel - Arsenal 360. Nik
graduated in 2012 and went on to freelance at SPOV, Weare17 and Territory. Nik
then was taken on as Senior Motion Designer at Territory and worked on a number
of feature films, including Marvel’s Avengers: Age of Ultron, Guardians of the
Galaxy, Jupiter Ascending and Agent 47. He was later promoted to Art Director
at Territory, where he led a number of film projects, yet to be released. After
working for around 4 years at Territory, Nik went freelance in order to free up
more time for personal work, passion projects and explore working with other
studios around the globe.



What you will learn

Covering the fundamental principles that go into making
exceptional motion graphics - concept, design, animation, 3D design, rendering
and compositing, this course has been created with professional output in mind.
The key to creating outstanding work is nailing these three key areas - 1)
Concept 2) Design 3) Execution. This course will cover the core processes
involved in conceptualizing and executing a motion graphics sequence - using
tried and tested, industry standard methods.



Motion
Graphics, Starts Fall Term


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Nuke Compositing for 3D Artists

With Nick Deboar

Instructor
Nick Deboar has been working in the animation and VFX industry for over 13 years, specializing in Lighting and Surfacing. He just wrapped as a Senior Lighter with Rising Sun Pictures in Australia having previously worked for top studios around the world including Aardmen Animation and Animal Logic.

What you will learn
The course will cover common production tasks, such as dealing with multi-channel exrs, linear color, motion blur, depth of field and premultiplied images. It will then move on to more advanced topics; working with position passes, creating skies in nuke, eye reflections, re-lighting, stereo workflows, deep compositing, expressions and creating gizmos.

Nuke Compositing for 3D Artists, Starts Fall Term
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Photogrammetry for Games

With Jonathan Rush

Instructor
Jonathan Rush is currently the Lead Character Artist at BattleCry Studios (Bethesda Softworks) following work at EA Bioware, where he contributed primarily on the acclaimed MMORPG, Star Wars: The Old Republic. Jon has been working in the video game industry since 2001 and he has had the privilege of working with some of the top publishers in the world, such as Zenimax, Activision, and Electronic Arts.

What you will learn
Photogrammetry is the process of pulling visual data from an array of photographs for the purpose of generating fully textured high poly models. In this class you will gain mastery of the associated software, and the photography techniques required to yield the best results.

Photogrammetry for Games, Starts Fall Term
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Rigging
for Games



With Ehsan
Kiani





Instructor

Ehsan
Kiani is a Technical Artist currently working at Blizzard Entertainment.
His role there is rigging assets and tool development across our pipeline
for Heroes of the Storm project. His roles have also ranged from modeler
to rendering and lighting artist, to generalist and to a creature technical
director.





What you will learn

Student will learn how to rig their characters in Maya, use Python
scripting to automate repetitive parts of your setup, quick skinning techniques
and tricks, adding real time physics and simulation to the dynamic parts of your
character, and eventually replacing it with an unreal engine’s game template so
you can play the game and test it out for yourself.



Rigging For Games, Starts Fall Term

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Rigging Techniques: Cartoon to Realistic

With Nico Sanghrajka

Instructor
Currently at Atomic Fiction, Nico has also worked for MPC in London, Framestore and Dreamworks on projects such as The Tale of Despereaux, Madagascar 3, and Kungfu Panda 2 and 3!

What you will learn
Aimed at students that already have a background in rigging and want to take their skills to the next level, industry veteran Nico Sanghrajka will use his 9 year experience of rigging for feature films and showcase advanced rigging techniques that can be applied in cartoony and creature rigs alike.

Rigging Techniques: Cartoon to Realistic, Starts Fall Term
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Scripting and Tool Development for Maya

With Nico Sanghrajka


Instructor
Currently at Atomic Fiction, Nico has also worked for MPC in London, Framestore and Dreamworks on projects such as The Tale of Despereaux, Madagascar 3, and Kungfu Panda 2 and 3!

What you will learn
For some disciplines such as rigging and fx, knowing how to script is essential, but that does not mean that scripting isn't also useful for other areas such as modelling, animation or lighting. Knowing how to script will allow you to write your own tools
for repetitive, mundane and boring tasks, extend Mayas capabilities and speed up your own, personal workflow, so that you can focus more on other aspects such as creating art.

Scripting & Tool Dev. for Maya, starts Fall Term
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Storytelling with Previs

With Bevin Carnes

Instructor
Bevin Carnes is an award-winning animator and previs artist who has worked in animation and VFX for 9 years, beginning as an apprentice animator at Disney and having worked most recently for the The Third Floor, Inc. where she did previs and postvis on a number of projects, including Avengers: Age of Ultron, Captain America: Civil War, and Doctor Strange.

What you will learn
In this course, students will learn the basics of previsualization shot creation. From composing shots to animating cameras to doing quick, efficient character animation and compositing, students will learn the skills needed to enable them to help today’s top filmmakers transform their stories from rough storyboards to fully-realized previsualization that is often not far from the finished product.

Storytelling with Previs, starts Fall Term
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VEX
in Houdini



With
Anastasia Opara





Instructor

Anatasia’s
background is strongly connected with the arts, which cultivated her love for
experimentation since the early childhood. She finished her Foundation Degree
in the British Higher School of Art & Design exploring the theme of “Death
as a Positive Experience”, where she uncovered it as a beautiful event of a
harmonious cycle. She discovered procedural art during her bachelor studies at
NHTV International Game Architecture and Design (now known as “Creative Media
and Game Technologies”), and it has been her greatest passion since then. You
might have seen her Procedural Lake Houses project, where she aspired to create
a computer generated content that would look human-made. Anastasia believes
that this is a great proof of the power and flexibility of Houdini, and that
wouldn’t be possible without VEX.





What you will learn

Within
the first week students will be coding simple vex snippets in the new wrangle
nodes. As they advance, they’ll be making more sophisticated tools which
leverage the latest features of VEX like geometry creation. By the end of the
course students will be implementing state of the art algorithms in multiple
Houdini contexts from surfaces to simulations, shaders and even procedural
volumes.



VEX in Houdini, Starts Fall Term





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Check out all of our Workshops for the Fall Term on CGWorkshops!