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- 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
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- Becoming a Better Artist #1007: Get Out and Get Muddy
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- 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
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- Assets – General
- Modelling
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- 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
- Pushing an Image for Texturing through the VFX Pipeline
- Working with the Automotive Material Pack in Unreal Engine
- Look Development Workflow using Light Kit 1003
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- Post-Production: Shots
- Matchmove
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- Lighting Training
- Introduction to Light and Matter
- Introduction to Ray Depth
- Unpolarised, Polarised and Cross Polarised Photography
- How can you Speed up Asset Turntable Renders?
- How do you Smooth Geometry at Render Time?
- Rendering with Depth of Field
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- HBO VFX Production Coordinator Bootcamp – Stage 02 Application Form
- HBO VFX Production Coordinator Bootcamp – Stage 02 Professional Reference
FPT About
Find out about the project, FPT.
A toy space robot gets lost on earth.
Resolution
The final presentation resolution for the project will be:
- 3840 x 2160 (UHD 4K)
For WIP files, renders, turntables, etc, we’ll be working at HD:
- 1920 x 1080 (HD)
On some occasions, you may be requested to render out a turntable or shot in UHD 4K.
Please ensure all textures/projections are created at a suitable resolution for UHD 4K finaling.
Pipeline
The project will follow the CG Animation pipeline.
Project Scale
This project will be sticking to the default CAVE Project Scale. For more information, please look at the following page: CAVE Project Scale
Shotgun
We will be using Shotgun for Sequence, Shot and Asset tracking and review. You can find project Shotgun space here: FPT Shotgun Homepage
