Skip to content
Menu
Sign in
0
Courses
Dailies
Webinars
Wiki
Shop
News
Team
Sign in
Search the wiki
Browse the wiki
New Starters
CAVE Courses
How to sign up to a CAVE course
What to expect from a CAVE course
Submitting your work for review to CAVE courses
Reviewing submissions for CAVE courses
CAVE Dailies
What are CAVE Dailies?
How to sign up to CAVE Dailies
Submitting your work for review to CAVE Dailies
Reviewing submissions for CAVE Dailies
CAVE Webinars
CAVE Wiki
Shotgun at CAVE
Setting up your Shotgun account
Setting up Shotgun Create
Setting up Shotgun Desktop
Setting up RV
CAVE Pathways
Modelling Pathway
Modelling Pathway – Foundation
Modelling Pathway – Feature Animation
CAVE Projects
CAVE
CAVE Assets
Prop: Kodak Box Brownie
Prop: Lantern
Prop: Mantel Clock
Prop: Microscope
Prop: Robby the Robot
Prop: Yamaha Speaker
FPT
FPT About
FTP Project Supervisors and Contacts
FPT Project Software and Pipeline
FPT Assets
Prop: Robby
Robby Asset Requirements
Robby Concept and Moodboards
OWT
OWT About
OWT Crew
OWT Project Software and Pipeline
OWT Assets
Character: Boris
Character: Margaret
Character: Ronnie
Vehicle: ASTP77
OWT Episodes
OWT S1E1
S1E1 Script Development
OWT Meetings and Reviews
OWT 20210524 – Project Overview and Concept
OWT 20210607 – Concept review
OWT 20210630 – Concept review and modelling brief
TCP
TCP Season 01
TCP.S01 About
TCP.S01 Crew
TCP.S01 Project Software and Pipeline
TCP.S01 Devlog
TCP.S01D01. Project Overview
TCP.S01D02. Underwater Shoot Kit
TCP.S01D03. Shooting Underwater Test #01
TCP.S01D04. Go Freediving
TCP.S01 Meetings and Reviews
TOTRS
TOTRS About
TOTRS Crew
TOTRS Project Software and Pipeline
TOTRS Assets
Character: Oni
Character: Tomoe Gozen
Character: Yuki
Environment: Japanese Shrine
TOTRS Episodes
S1E0: Ninja Samurai Battle
nsb_seq
nsb Key Art
nsb Script Development
nsb Animatics Development
nsb Storyboard Development
S1E1: The Genpei War
TOTRS Meetings and Reviews
TOTRS 210716 – UNC Japanese History Lab Feedback
TOTRS 221118 – Tomeo Gozen Meeting Notes
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
Assets Published File Naming Convention
Development Published File Naming Conventions
Onset Published File Naming Convention
Pre-production Published File Naming Convention
Sequence Published File Naming Conventions
CG Terminology
Department Naming Conventions
Recording Video and Audio for Tutorials
Recording Video and Audio Tools and Guidelines
Recording with OBS
Editing with DaVinci Resolve
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
Canon EOS C300 Mark II
Data Acquisition Guidelines
Digi-double Body Capture Guidelines
Digi-double Face Capture Guidelines
Mocap
Mocap Training
Data Processing
Creating a HDRI Light Map in ACES
Prepping Onset Lighting Stills Photography
Prepping Onset Texture and Look Development Stills Photography
Processing a 360 HDRI for Lighting in ACES
01. Processing a HDRI in ACES Overview
02. Prepping your HDRI Data
03. Creating your HDR Panorama in PTGui
04. Match Grade a HDRI to a Shot Workflow
Post-Production: Assets
Assets – General
Asset Hierarchy
Assets Inputs and Outputs
Framing your Asset for Turntables
Modelling
Model LODs
Model Naming Conventions
Modelling a Character for Feature Animation – Overview
Modelling Guidelines
Modelling Training
Extracting a 32bit Displacement Map from ZBrush
Introduction to Blend Shapes
Modelling a Classic Car in Maya
Modelling Exercises: Hard Surface
Modelling Exercises: Organic
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
Rigging
Rigging Training
Introduction to Rigging Course
01. Introduction to Rigging
02. Rigging the Torso
03. Rigging the Neck and Head
04. Rigging the Shoulders and the Arms
05. Rigging the Hands
06. Rigging the Legs
07. Rigging the Feet
08. Rigging the Fingers and Thumbs
09. Cleaning up the Rig
10. Skinning
11. Corrective Blendshapes
12. Finalising the Rig
Post-Production: Shots
Animation
Animation Training
Animation Exercises: Biped
Introduction to Animation Course
01. Principles of Animation
02. Newton’s Laws of Motion
03. Introduction to Animation in Maya
04. Animating a walk cycle
05. Animate a character lift weight
06. How to animate a jump
07. Animate an action move: the tornado kick
Lighting
Lighting Training
Introduction to Light and Matter
Introduction to Ray Depth
Unpolarised, Polarised and Cross Polarised Photography
Rendering with Depth of Field
Lighting Resources
Playing with Light
Pipeline
Feature Animation Pipeline
Feature Animation Pipeline Overview
Feature Animation Colour Pipeline
VFX Pipeline
VFX Pipeline Overview
VFX Project File Structure
VFX Project Directory
VFX Asset Directory
VFX Sequence Directory
VFX IO Directory
VFX Onset Directory
VFX Colour Pipeline
VFX Modelling Pipeline
Introduction to the Modelling Pipeline
Handling WIP, Version and Published Files in Modelling
CAVE Model Scale and World Coordinates
Preparing your Scene for VFX Modelling
Creating 360 Model Turntable Viewport Renders
Creating 360 Model Lineup Viewport Renders
Production
Asset Bidding
Production Statuses
Reference
Animal
Binturong
Deer – Red
Jellyfish – Moon
Lorikeet – Rainbow
Turtle – Snapping
RND
CAVE Tools Development
Asset Render Turntable Builder
CAVE Directory Builder
USD Asset Package Proposal
Software
Introduction to Maya Course
Shapes and Transforms
Introduction to Houdini Course
01. Houdini Project Setup
02. Houdini Interface and Navigation
03. Houdini Transform and Selection Tools
04. Networks and Operators (Ops)
05. Nodes and Components
06. Attributes and Groups
07. Testing out the Concepts
08. Creating a Procedural Environment
Support
CAVE Academic Partnerships
CAVE Studio Learning and Development Support
Work Seeking Support
Project, Demoreel, CV and Cover Letter Support
Creating a Curriculum Vitae
Tips for Creating a Demoreel
TOTRS Assets
Jahirul Amin
|
2020.02.09
Information on the assets that are required for TOTRS.
TOTRS Assets sections:
Character: Yuki
Asset information for the character, Yuki.
Character: Tomoe Gozen
Asset information for the character, Tomeo Gozen.
Character: Oni
Asset information for the character, Oni.
Environment: Japanese Shrine
Asset information for the environment, Japanese Shrine.
Leave a Comment
Cancel Reply
Comment
Name (required)
Email (will not be published) (required)
Website
Save my name, email, and website in this browser for the next time I comment.
Support the CAVE Academy Wiki
Helping others through learning and sharing
Donate to the CAVE Wiki