SCULPTING WITH DANIELE "DANKO" ANGELOZZI MAY 9 - 11, 2014
3D Modeler, 3D sculptor - Pixologic certified instructor, Wacom evangelist
Daniele "Danko" Angelozzi è un freelancer 3D, istruttore certificato pixologic e wacom evangelist. Specializzato nella modellazione, scultura digitale e texturing, lavora principalmente nella creazione di assett per produzioni audiovisive e videoludiche e nella creazione di modelli per la stampa 3d. è inoltre molto attivo nel campo della formazione, sia in territorio italiano che internazionale...
The workshop will include three days in which the sculpt a character will be developed starting from a predefined concept. The basic idea of this workshop is twofold: on one hand, participants will be shown various ZBrush sculpting techniques; on the other, they will be introduced to the creation of the typical model used as a production flow in the entertainment industry, in which the figure of the modeller often plays the role of a concept artist. The ability to reproduce, and eventually develop a better concept is a pivotal skill for those who want to do work as modellers and sculptors.
CONCEPT ANALYSIS, REFERENCING AND ANATOMICAL SCULPTING.
Before taking up his pen, any modeller should dwell on a phase of study of the concept and the retrieval of relevant references for the task at hand. Defining the character’s general traits and its mood before starting the modelling phase, helps to make the look of the character consistent and solid, and to avoid wasting time looking for the right balance of shapes.
The same concepts guide any stage of modelling, starting from the blockout of the anatomical structure of the character. Another key point to a good character artist is the knowledge of human anatomy, proportions and the correct definitions of lines and planes of silhouettes which allows to create credible models independent of whether they are human or not. Knowing the rules allows to break them, when necessary, in order to reinforce some of the character traits and characteristics.
CLOTHING E PROPS.
Once the general anatomy blockout of the character has been defined, participants will proceed to adding clothes, armor, and various details through the use of different techniques. For this purpose, the various pieces will be created using extractions, topology reconstruction, insert mesh, use of modelled mesh with external software, dynamesh, zremesher, etc... In this phase, the importance of concepts such as silhouettes, plans and overall design coherence will be discussed.
The last phase of the workshop will focus on creating the details for the different pieces, analyzing the various techniques that may be useful at this stage: use and creation of alphas, use of surface noise, uving techniques for repeating patterns and custom brushes. If time suffices, polypaint techniques for texturing the model will also be analyzed.
COST AND SCHEDULE
Cost: € 350,00 VAT included. For more info on discounts and promotions visit the FAQ page
Time Schedule: 10:00 – 13:00 14:30 – 18:30
Course language: Italian
Availability: 20 people
Required tools: Laptop and graphic tablet
Required knowledge: basic knowledge of ZBRUSH V4R6
General requirements: N/A
Notes: An interpreting service will be available for a minimum of 5 requests.
TERMS AND CONDITIONS
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HOW TO ENROLL
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