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- New Starters
- 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
COMING SOON! Testing your Look Development in a Shot Context
Here, we will look at testing our look devved assets in a shot environment.
Introduction
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Further Reading
- Model Naming Conventions – This doc will give a breakdown of how to go about naming objects for modelling.
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