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SUBSTANCE PAINTER

- Create Project
 - Baking Additional Maps
 - Navigating the Viewport
 - Match by Name Baking
 - Further Exploring the UI
 
- Painting Materials
 - Using Layers
 - Brush Presets
 - Particle Brushes
 - Other Brushes
 - Using Fill Layers
 - Creating Base Materials
 
- Using Masks
 - Mask by Painting
 - Mask by Polygon
 - Mask by Bitmap
 - Paint Effect
 - Smart Masks
 - Smart Materials
 
- Adding Details
 - Painting Height
 - Stamping Normal Maps
 - Using Stencils
 - Painting Emissive
 - Particle Wear
 
- Wholesale Changes
 - Final Touchups
 - Exporting Maps
 - Post Effects
 - Using Iray
 
ILLUSTRATOR

What Is Adobe Illustrator?
Understanding Illustrator CC
- Bitmap vs. Vector
 - Start Workspace
 - Understanding Paths
 - Fills and Strokes
 - Selections and Stacking Order
 - Isolation Mode
 - Creating New Documents
 - Anatomy of a Document
 - Multiple Artboards
 - Illustrator Templates
 - Saving Documents
 
Working in Illustrator
- Working with Panels
 - The Control Panel
 - Rulers and Guides
 - Guides and the Grid
 - Smart Guides
 - Align Panel
 - Hide/Show Edges
 - Preview and Outline Modes
 - Document Navigation
 - Bounding Box
 - Workspaces
 
Core Drawing Principles
- Drawing Basic Shapes
 - Polygon Star Tools
 - Drawing Modes
 - Live Corners
 - Open Path Tools
 - Pencil Tool
 - Paintbrush Tool
 - Pen Tool
 - Complex Paths
 - Pen Modifier Tools
 - Pen Tool Preferences
 - Reshaping a Path Segment
 - Smooth and Path Eraser Tools
 
Combining Paths and Shapes
- Joining and Average Paths
 - Offset Path
 - Clean up Command
 - Compound Paths
 - Compound Shapes
 - Shape Builder Tool
 - Pathfinders
 - Split into Grid
 - Blob Brush Tool
 
Creating Artwork
- Start the Owl Illustration
 - Create the Owl’s Eyes
 - Draw the Owl’s Beak
 - Add the Owl’s Body
 - Use the Pen Tool to Draw Wings
 - Create the Legs
 
Working with Type
- Point and Area Text
 - Character Panel
 - Selecting Fonts
 - Kerning and Tracking
 - Paragraph Panel
 - Text Threading
 - Text on an Open Path
 - Text on a Closed Path
 - Convert Point Text to Area Text
 - Touch Type
 - Vertical Type Tools
 - Creating Outlines
 - What’s Next?
 
MARI

Project Setup and MARI Basics
- Working with Projects
 - Touring MARI’s Interface
 - Managing Geometry in a Project
 - Working with Ptex Projects
 - Customizing the Interface
 - Navigating the MARI Canvas
 - Understanding History in MARI
 - Understanding Lighting in MARI
 - Understanding Shaders and Channels
 - Working with Patches in MARI
 - Importing Texture Maps into MARI
 
MARI Workflow Essentials
- OpenColorIO and Color Space Management
 - Understanding MARI’s Layer System
 - Creating Layer Masks and Layer Mask Stacks
 - Creating Adjustment Layers and Adjustment Stacks
 - Creating Procedural Layers
 - Sharing Layers in MARI
 - Using MARI’s Node Graph in Basic View
 - Using MARI’s Node Graph in Advanced View
 
Selecting and Painting in MARI
- Selecting and Hiding in MARI
 - Paint Buffer Basics
 - Painting and Erasing in MARI
 - Projection Masking
 - Customizing Brushes in MARI
 - Importing Photoshop Brushes into MARI
 - Painting and Symmetry in MARI
 - Using the Paint Through Tool
 - Using Stencils in MARI
 
Transforming Paint
- Transforming Paint in the Buffer
 - Using the Towbrush
 - Cloning Paint in MARI
 - Understanding MARI Filters
 
Rendering, Baking, and Texture Output
- Using MODO Bakers in MARI
 - Using the MODO Renderer Inside MARI
 - Sending a MARI Project to MODO for Rendering
 - Exporting Textures
 - Working with MARI Sessions
 - Archiving MARI Projects
 
PHOTOSHOP

Getting Started with Photoshop CC
- Creating New Documents
 - Mac and Windows Differences
 - Artboards
 - Introducing Panels
 - Moving and Customizing Panels
 - Customize Panels and the Toolbar
 - Keyboard Shortcuts and Menu Commands
 - Using Workspaces
 - Interface Shading Options
 - Screen Modes
 - Working with Multiple Documents
 - Tab Preferences
 - Document Navigation
 - Preferences Dialog Box
 
Digital Imaging Concepts
- Understanding File Types
 - Reviewing RAW Formats
 - Bitmaps vs. Vectors
 - Understanding Resolution
 - Resize vs. Resample Images
 - Print Size
 - Color Modes
 
Making Selections and Basic Compositing
- Selection Tool Overview
 - Practical Marquee Selection
 - Feather a Selection
 - Copy and Paste
 - Scaling the Image
 - Modifying Selections
 - Quick Selection and Magic Wand Tools
 - Select Subject
 - Select and Mask Workspace
 - Quick Mask Mode
 - Color Range Command
 - Focus Area
 - Saving Selections
 
Layers and Masks
- Undo and Redo
 - Background Layer
 - Opening Images to Layers
 - Layer Basics
 - Selecting Layers
 - Layer Panel Options
 - Locking Layers
 - Distribute and Align Layers
 - Layer Groups
 - Layer Opacity Options
 - Understanding Blend Modes
 - Layer Mask Basics
 - Gradient Layer Masks
 - Layer Styles
 - Flatten Layers
 
Crops, Transformations, and Warps
- Using the Crop Tool
 - Non-destructive Crops
 - Crop to Add Canvas
 - Canvas Size Dialog Box
 - Perspective Crop Tool
 - Straighten an Image
 - Transform
 - Content-aware Scale
 - Puppet Warp
 - Perspective Warp
 
Adjustments
- Reviewing the Histogram
 - Adjustment Layers
 - Levels Adjustment
 - Adjustment Layer Mask
 - Clipping to the Adjustment Layer
 - Curves Adjustment
 - Hue/Saturation Adjustment
 - Vibrance Adjustment
 - Photo Filter Adjustment
 - Remove a Color Cast
 - Black and White Adjustment
 
Localized Adjustments and Photo Retouching
- Toning Tools
 - Spot Healing Brush
 - Healing Brush
 - Patch Tool
 - Content-aware Fill
 - Content-aware Move
 - Eraser Tools
 - Sharpening an Image
 
Type, Guides, and Grids
- Type Tool
 - Area Type Tool
 - Displaying Rulers
 - Using Guides
 - Add a Guide Layout
 - Smart Guides
 - Showing the Grid
 - Grid Preferences
 
Libraries, Output, and Updates
- Creative Cloud Libraries
 - Shared Libraries
 - Saving Files
 - Quick Export
 - Keeping Photoshop Updated
 - Conclusion
 
KATANA

Katana Essentials
- Creating the Scene
 - Adding Materials to Geometry
 - Implementing Light
 - Applying an Asset to the Scene
 - Discussing the Nodegraph Tab
 - Exercising the Monitor Tab
 - Applying Parameters Tab
 - Discussing the Scenegraph Tab
 - Looking at the Viewer Tab
 - Focusing on the Catalog Tab
 - Discussing the Attributes Tab
 - Prepping the Alley Scene
 - Exploring Curves and Expressions
 - Creating Groups and Backdrop Nodes
 - Creating Collections
 - Implementing Render Filters
 - Introducing Look Development
 - Modifying Materials
 - Prune and Isolate
 
Understanding a Katana Pipeline
- The Katana Pipeline and Summary of Lookfiles
 - Creating a Master Root Lookfile and Basic Render Settings
 - Baking and Testing Your Master Root Lookfile
 
Creating a Katana Template
- Why the Template Model?
 - Creating a Look Development Template
 - Creating and Utilizing Parameter Expressions
 - Creating a Macro
 - Creating and Using Live Groups for a Lighting Rig
 - Creating a Shelf Item to Use a Created Template
 
Look Development: Preparing Assets for Lighting
- Creating a Flexible Look Development Scene
 - Using Custom CEL to Define Collections and Assigning Materials 1
 - The Material Stack and Material Inheritance
 - Creating and Using a Master Material Lookfile
 - Setting up Cameras, Lighting Rigs, and Turntables
 - Arnold Material Overview and Baking a Lookfile
 
Lighting with Arnold
- Lighting Template Overview and Loading Assets
 - Creating and Editing a Skydome
 - Creating Distant Lights and Rigs
 - Arnold Quad Lights
 - Arnold Spot Lights
 - Arnold Point Lights
 - Loading Lookfiles and Editing Incoming Materials
 - Interactive Render Filters
 
MAYA

Getting Started with Maya
- Interface Tour
 - Navigating the Viewport
 - Creating a Maya Project
 - Selecting and Transforming Objects
 - Organizing Scene Objects
 - Geometry Basics
 
Modeling Basics
- Adding Reference Images
 - Building the Outer Shell
 - Finishing the Shell
 - Modeling the Core
 - Finishing the Core Geometry
 - Modeling the CPU
 - Creating the Tanks
 - Modeling the Undercarriage
 
Adding Detail
- Adding Engine Detail
 - Blocking out the Eyes
 - Building the Brow Structure
 - Combining the Eyes
 - Finishing the Eyes
 - Creating the Guns
 - Modeling the Central Eye
 - Finishing the Central Eye
 
Finishing the Framework
- Duplicating Symmetrical Details
 - Modeling the Top Framework
 - Detailing the Top Framework
 - Finishing the Top Framework
 - Building the Repulsor Track
 
Completing the Model
- Starting the Repulsor9m
 - Modeling the Repulsor Frame
 - Modeling the Repulsor Base
 - Finishing the Repulsor Base
 - Placing Repulsors
 - Adding Wires and Cables
 - Final Naming and Organization
 
HOUDINI

Basic Programming Concepts
- Variables
 - Attributes
 - Flow Control
 - Functions
 - Arrays
 - For Each Nodes
 
VEX Applied in the Geometry Context
- Basic Form
 - Outsource
 - CopybyReference
 - Polylines
 
Searching and Manipulating
- Nearpoints
 - Neighbour
 - Pointclouds
 - Manipulation
 - Additional Options
 
Building the Initial Setup
- The First Gateway
 - Pivot for 1st Corridor
 - Create a Box with VEX
 - Random Corridor Pieces
 - Combine Pieces
 
Building the Corridor Network
- A Set of Corridors
 - Control Distance
 - Control Proximity
 - VDB Conversion
 
Segmentation and IDs
- Mark Corridors6m
 - Custom Attribute Transfer
 - Floors and Ceilings
 - Shared Corridor ID
 
Interactive Gates
- Create the Gate Points
 - Gate Placement and Opening
 
Gateway Design
- Grate Modelling
 - Gateway Floor
 - Gateway Ceiling
 - Gateway Set Dressing
 - Wire Pattern
 
Corridor Design – Preparation
- Panel Segmentation
 - Endpanel Geometry
 - Pipe End Segment
 - Middle Section and Adjustments
 
Corridor Design – Customizing
- Cooling Design
 - Window Design Pivot Points
 - Window Design Boolean and Containers
 - Panel Design Divide Factor
 - Panel Design Width Adjustment
 - Overall Width Adjustment
 
Corridor Design – Floor and Ceiling
- Design Specific Elements
 - Grate Section
 - Floor Wire Pattern
 - Ceiling Constructs
 - Procedural Cables
 - Procedural Cables
 - Dynamic Cable Alteration
 - Final Touches in the Corridor
 
Finding a Path
- Material Style Sheet Preparation
 - Material Distribution
 - Light Instancing
 - Random Path Concept
 - Generating Vectors
 - Building the Path
 - Camera Path and Dynamic Instances
 - Light Control
 - Final Thoughts
 
ZBRUSH

Zbrush Start
- Basic Primitives
 - Basic Structure
 - Detailed Block In
 - Details on the Top
 
Designing the Unknown
- Building the Hinge
 - Building the Inside
 - Refining the Inside
 - Refining the Legs
 - Smoothing out Details
 
Preparing for Zbrush
- Exporting with Different Methods
 - Making Mesh Work Inside Zbrush
 - Dynameshing and Filling Holes
 - Cleaning up the Back and Legs
 - Remaking the Hinge in Zbrush
 - Custom Menus, Brushes, and Hotkeys
 
Sculpting Fundamentals
- Basic Stone Sculpting
 - Adding Large Details to Stone
 - Sculpting the Inside
 - Sculpting the Top
 - Sculpting the Metal Border
 - Sculpting the Legs
 
Sculpting Details
- Adding Detailed Cracks
 - Adding Structure Details
 - Making a Gold Coin
 - Making a Coin Pile with Nano Mesh
 - Detailing the Interior and Hinge
 - Sculpting the Central Diamond
 
Creating a Base Mesh
- Making a Plan
 - Blocking out the Body with ZSpheres
 - Modifying Topology with ZModeler
 - Preparing to Sculpt
 - Bat Goblin Challenge 1
 
Creating the Initial Sculpt 2
- Beginning the Sculpt
 - Modifying the Facial Shape
 - Sculpting the Ears
 - Sculpting the Torso
 - Sculpting the Arms
 - Sculpting the Hands
 - Sculpting the Abdomen
 - Sculpting the Legs and Feet
 - Bat Goblin Challenge 2
 
Detailing and Stylizing
- Refining the Face Sculpt
 - Adding Eyes and Finishing the Face
 - Creating the Beard
 - Modeling the Hair
 - Stylizing the Head
 - Stylizing the Torso
 - Stylizing the Arms and Hands
 - Stylizing the Legs
 - Bat Goblin Challenge 3
 
Sculpting the Clothing
- Building the Shirt and Pants Base
 - Finishing the Shirt and Pants Base
 - Sculpting the Pants
 - Sculpting the Shirt
 - Building the Pauldron Base
 - Sculpting the Pauldron
 - Creating the Gloves and Boots
 - Creating the Straps
 - Bat Goblin Challenge
 
Adding Accessories
- Creating the Shoulder Strap
 - Detailing the Gloves
 - Building the Pauldron Clip and Ring
 - Adding Runes to the Pauldron Clip and Ring
 - Bat Goblin Challenge
 
Final Detailing
- Adding Patches and Stitches
 - Adding Wear and Tea
 - Finishing the Belt
 - Blocking out Colors
 - Bat Goblin Challenge