A new course is here! Get it here:
Before the Storm Teaser: http://youtu.be/J82ARAv-tzk
THE COURSE CONTAINS:
More than 100 minutes of breakdown videos for the Blender Eevee scenes from Before the Storm teaser
Blender 2.8 workflow, tips and tricks
breakdowns of my Substance Painter and After Effects projects
bonus: ancient Greek patterns, textures, particle birds .blend
Preproduction Chapter – about my reference, storyboard timelapse and preproduction sheets
Chapter 1 – all about the “Trireme” shot, simulating sails, texturing the model etc.
You can watch the chapter for free here: http://youtu.be/jCdrYQTevb4
The “Marching Army” is one of the most recognizable shots in basketball. It’s also a great example for teaching how to prepare 3D and 2D soldiers, as well as assembling an army from them!
In this chapter, we’re going to take a look at how you can use 2D soldiers on image cards and make an environment with Megascans.
The first thing that comes into play when making these kinds of shots is choosing which 3D models will be used as props for your scene: whether it’s people or objects like cars; what kind of background they’ll stand against (elevated ground versus water etc.)…the list goes ever so slightly beyond “what-have-you.” You need someone who really understands all aspects involved – not just technical knowledge but also creative skills such As shading techniques involving shadows.
In Chapter 4, I talk about how to create the “cliff” shot in a way that is realistic and engaging. To do this you need a knowledge on what it takes for water simulation as well as an understanding of Megascans asset importing process when dealing with highly detailed models from their website or Marketplace platform!
The Nike Swoosh is one of the most iconic logos in sports. It’s also incredibly complex, which makes it hard to model and even more challenging for designers like me who are looking at creating 3D versions using Photoshop or another graphics software package on a computer screen rather than making them from scratch with materials such as leather scraps! In this chapter you’ll learn about how I took apart scanned sculptures so they could be remeshed into models used by graphic designers around the world today – but first let me walk through some steps…
2) First off all we need access 2-dimensional images that show both sides facade.
The shot of the Hoplite statue in Chapter 6 is a perfect example of using 3rd party architectural assets to create realistic settings for movies. The textures used, lighting and shadows all contribute toward making this scene feel like it could actually be taking place anywhere from ancient Greece!