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- New Starters
- CAVE Programmes
- CAVE Pathways
- CAVE Projects
- General
- Becoming a Better Artist
- Becoming a Better Artist #1001: Observation. Analysis. Practice.
- Becoming a Better Artist #1002: It ALWAYS seems impossible until it’s done
- Becoming a Better Artist #1003: Find the Time, Make an Effort, Do it Again
- Becoming a Better Artist #1004: Get Some Rest
- Becoming a Better Artist #1005: Engage your Brain
- Becoming a Better Artist #1006: Set your Boundaries
- Becoming a Better Artist #1007: Get Out and Get Muddy
- Published File Naming Conventions
- CG Terminology
- Department Naming Conventions
- Recording Video and Audio for Tutorials
- Becoming a Better Artist
- Onset
- Data Acquisition
- Data Acquisition Training
- How Onset Data Acquisition fits into the VFX Pipeline and the Kit
- The Grey, the Chrome and the Colour Chart
- What Onset Data to Capture for Assets
- Shooting a HDRI Onset for CG Lighting
- Shooting a Panorama
- Shooting Texture and Look Development Reference
- Shooting Lens Grids
- Shooting Grain Reference
- Introduction to F-Stop
- Shooting Plates for VFX
- Data Acquisition Guidelines
- Data Acquisition Training
- Mocap
- Data Processing
- Data Acquisition
- Post-Production: Assets
- Assets – General
- Modelling
- Surfacing
- Look Development Workflow using Light Kit 1003
- Look Dev Workflow, the 1003 Studio Space, and the Importance of Calibration
- Working with the Material Development Light Rig 1003
- Working with the Prop Light Rig 1003
- COMING SOON! Working with the Character Light Rig 1003
- COMING SOON! Working with the 360 Light Rig 1003
- COMING SOON! Working with the Vehicle Light Rig 1003
- COMING SOON! Testing your Look Development in a Shot Context
- Material Naming Conventions
- Library Materials – Generic
- Surfacing Training
- Creating a Neutral Look Development Environment
- Customising the Maya Studio Look Dev and Lighting Environment 1003
- How to Use the Character Look Development and Lighting Rig 1003
- Setting up a PBR Metal/Roughness Shader
- Setting your Mid-Grey Value
- Skin and Eyes
- Working with the Automotive Material Pack in Unreal Engine
- Look Development Workflow using Light Kit 1003
- Rigging
- Post-Production: Shots
- Pipeline
- Production
- Reference
- RND
- Software
- Support
CAVE Programmes
Our Programmes are delivered LIVE and ONLINE and spread over three terms per year (Spring, Summer and Autumn), allowing you to develop your skills through tutored sessions and supervision.