See Digital Art Demonstrated in HD Format

How to Sculpt Swords in ZBrush

April 16, 2014 – April 16, 2014

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Description:

How to Sculpt Swords in ZBrush

A sword is the ultimate fantasy accessory in artwork; powerful, iconic and has an enormous potential for artistic expression. If you are creating your own fantasy props or looking to produce some unique fantasy based artwork, then having a sword that you’ve designed from scratch is certainly an eye-catcher.

John Haverkamp goes through the most popular sword designs through the ages and demonstrates how to sculpt these live in ZBrush.

This mid-week webinar for Wednesday evening on the 16th of April is scheduled especially for time zones in the United States.

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Webinar will last approximately 1.5 hours

Commences 21:00 EDT New York (18:00 PDT Los Angeles)

- Sword Design and ZBrush Sculpting Techniques 

- Ancient swords – bronze age

- Roman Gladius

- Celtic and Germanic dark ages swords

- European long sword

- European two-handed sword

- Asian swords

- Utilising Zbrush Techniques : shadowbox, clip and trim brushes

Presented by John Haverkamp

John Haverkamp

John Haverkamp was born in Ohio and then moved to the pristine Blue Ridge Mountains of Virginia at a young age. There he spent a semi-isolated childhood re-enacting the Lord of the Rings and being corrupted by Dungeons and Dragons. Always with the fondness for the fantastical and medieval, Art school drove him deeper into Luddite territory by granting him the skills of a traditional metal-smith. This meant post-college jobs making copper fountains, welding and steel fabricating, casting and finishing bronze sculptures, and working for an architectural blacksmith throughout his twenties.

When sick of being an exploited artisan (read starving artist) John got sucked into cyberspace and the arcane mysteries of 3D studio max. It was a long road climbing out of the dark-ages, but the light at the end of the tunnel was discovering ZBrush five or six years ago.

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A Backstage Tour of the Poser Content Creation Process

February 1, 2014 – February 2, 2014

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Description:

Poser Content Creation

A Backstage Tour of the Poser Content Creation Process

for Poser Content Creation professionals and those aspiring to be.

Part 1 : Saturday the 1st of February at 20:00 GMT/15:00 EST/12:00 PST

Duration : Up to 1.5 hours

* Get inspired!
* Collecting images and ideas, researching material
* How do I start a project?
* Working single or as a team
* The possibilities of a series?

Part 2 : Sunday the 2nd of February at 20:00 GMT/15:00 EST/12:00 PST

Duration : Up to 1.5 hours

Using Arki’s DragonBraid product as an example, we examine the modeling,
mapping and texturing strategies in creating this top selling product at Runtime DNA.

* Preparations before 3D!
* Let the Games begin – taking the first steps
* Basic modeling techniques and caveats
* Your very own object library
* The pixel work of texturing
* (In)famous Last Words… of things to avoid and keep in mind
*  Tuning your environment for maximum creativity

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How to Sculpt a Dragon (part 2)

February 8, 2014 – February 9, 2014

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Description:

 PromoDragonPart2

For intermediate ZBrush users. This masterclass follows on from PART 1 of How to Sculpt a Dragon broadcast January 18th/19th.

Session 1 : Saturday the 8th of February from 20:00 GMT

Duration : up to 2 hours

- Creating and using custom insert meshes.
- Using Photoshop and Shadermap Pro to build custom alpha’s from photo’s for detailing
-  Retopologizing for animation
- UVW’s with Zbrush’s UVW Master

Session 2 : Sunday the 9th of February from 20:00 GMT

- Surface noise with tillable alphas and uvw’s to generate complex textures layers
- Poly-painting approaches using masking and spotlight
- Building maps for external rendering – normals, displacement, specular, etc.

Duration : up to 2 hours

Presented by John Haverkamp

John Haverkamp

John Haverkamp was born in Ohio and then moved to the pristine Blue Ridge Mountains of Virginia at a young age. There he spent a semi-isolated childhood re-enacting the Lord of the Rings and being corrupted by Dungeons and Dragons. Always with the fondness for the fantastical and medieval, Art school drove him deeper into Luddite territory by granting him the skills of a traditional metal-smith. This meant post-college jobs making copper fountains, welding and steel fabricating, casting and finishing bronze sculptures, and working for an architectural blacksmith throughout his twenties.

When sick of being an exploited artisan (read starving artist) John got sucked into cyberspace and the arcane mysteries of 3D studio max. It was a long road climbing out of the dark-ages, but the light at the end of the tunnel was discovering ZBrush five or six years ago. Now he teaches digital arts part time, and constantly endeavours to improve his craft as a digital-sculptor and visualizer through personal work, illustration and indie game projects.

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