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PRENOTA

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ACQUISTA

IL TUO CORSO IN PRESENZA o ONLINE

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