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Complete 3D Animation Masterclass – Create Animated Shorts by Andre Wahl (Vertmode Official)

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Release date:2023, August

Duration:23 h 59 m

Author:Andre Wahl

Skill level:Beginner

Language:English

Exercise files:Yes

Welcome to the Complete 3D Animation Masterclass: Create Animated Shorts! Whether you’re a complete beginner or an aspiring animator looking to enhance your skills, this comprehensive course is designed to take you on an exciting journey from the fundamentals of 3D animation to advanced techniques. By the end of this course, you’ll be equipped to create your very own animated shorts from scratch confidently!

Throughout this masterclass, we will dive deep into 3D animation using industry-leading software tools such as Autodesk Maya, Photoshop, After Effects, and Audacity. Starting with the basics of Autodesk Maya, we’ll explore various 3D concepts and techniques, including the robust Hardware 2.0 and the renowned Arnold Renderer.

But that’s not all – we’ll also harness the potential of Photoshop for 3D texture creation, After Effects for seamless compositing, and Audacity for precise sound editing and recording. This integrative approach ensures you gain hands-on experience with the essential tools in the animation industry today.

To make your learning experience engaging and rewarding, we’ve structured this course around an iterative project-based curriculum. From the inception of your 3D journey, you’ll learn how to construct captivating worlds using geometric primitives. As you progress, you’ll unlock the secrets of advanced 3D tools, enabling you to build realistic and visually stunning environments.

As your instructor, I’m passionate about sharing my expertise and industry insights to guide you on this creative adventure. You can trust that this course is packed with practical knowledge, allowing you to turn your imagination into captivating animations.

Join us today and embark on a transformative learning experience! By enrolling in this masterclass, you’re taking the first step towards becoming a skilled 3D animator equipped with the ability to bring your ideas to life through animated shorts.

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01 – Introduction

001 – Required Materials
002 – Introduction to Maya Maya Installation
003 – Introduction to Adobe Products
004 – Audacity
005 – Installing Maya

02 – Introduction To Maya Forest Project

006 – Forest Project Overview
007 – Maya UI Overview
008 – Navigating Maya Understanding 3D Space
009 – Transform Tools
010 – Saving Maya File Types
011 – Maya Project Folders
012 – Movement Spaces
013 – Primitive Modeling
014 – Groups
015 – Material Basics
016 – Set Construction
017 – Locking the Shot Cam
018 – Maya Lighting Basics
019 – Rendering Basics

03 – Introduction to the 3D Pipeline Ball project

020 – Ball Project Overview
021 – 3D Pipeline Overview
022 – Introduction to Photoshop
023 – Maya Project Folder Set Up
024 – Texturing Basics
025 – Bump Maps
026 – Specular Maps
027 – Gloss Eccentricity
028 – Animation Basics
029 – Rigging Basics Pivot Points Hierarchies
030 – Rigging Basics Set Driven Key SDK
031 – Display Layers
032 – References Test Animations
033 – Animation Graph Editor
034 – 12 Principles of Animation Overview
035 – Animation Shot Set Up
036 – Pose to Pose Extremes Key Frames
037 – Pose to Pose Breakdowns
038 – Animation Curve Refinement
039 – Creating a Playblast
040 – Lighting Batch Rendering
041 – After Effects Basics Project Set Up
042 – Working with Audio
043 – Rendering with Adobe Media Encoder

04 – Introduction to Hierarchy Animation Robot Project

044 – Robot Project Overview
045 – Project Directory Set Up
046 – Basic Character Modeling for Animation
047 – Modeling for Rigging
048 – Rendering with Arnold Basics
049 – Renderer Specific Lights
050 – PBR Material Basics
051 – Arnold Render Quality
052 – Laying out UVs
053 – Reference Board Creation
054 – Color BlockIn
055 – Metalness Map
056 – Roughness Map
057 – Color Detail Pass
058 – Texture Clamping Texture Adjustments
059 – Integrating Grunge Details
060 – Bump Map Creation
061 – Normal Maps
062 – Emissive Map Creation
063 – Turn Table Set Up
064 – Rendering Arnold Image Sequences
065 – Modeling Scene Clean Up
066 – Gem Creation
067 – Tileable Texture Creation
068 – Blocking In The Shot
069 – Geometric Components
070 – Soft Select
071 – Set Optimization
072 – Animation Hierarchies
073 – Creating Branching Hierarchies
074 – Parent Constraints
075 – Control Curve Placement
076 – Control Rig Set Up
077 – Global Scale
078 – Rig Display Layers
079 – Rig Color Coding
080 – Restricting the Controls
081 – Prop Rig
082 – Rig Test Animation
083 – Story Boarding
084 – Staging the Shot
085 – Key Frame Identification
086 – Animation Block In Pass
087 – Breakdowns and Inbetweens
088 – Animation Curve Refinement
089 – Moving Holds
090 – Animation Offsets Overview
091 – Animation Offsets Application
092 – Playblast Review
093 – AOV Set Up
094 – Custom AOV Set Up
095 – Working With Multipass EXP
096 – Multipass EXR Render Sequence
097 – Checking The Image Sequence
098 – Post Production
099 – Blooming
100 – Atmospheric Depth Of Field
101 – Depth Of Field DOF
102 – Light Wrap
103 – Exploring Color Grading Effects
104 – Motion Blur
105 – Progress Break Down
106 – Audio Creation Foley
107 – Audio Implementation Mastering
108 – Animating Audio Final Mastering
109 – Final Rendering

05 – Introduction to 3D Modeling

110 – Final Project Overview
111 – 3D Modeling Methods Project Folder Creation
112 – Basic Components of Geometric Objects
113 – Sub Division Smooth Preview
114 – Edge Loop
115 – Extrude Tool
116 – Modeling Process Jar
117 – Desk Modeling Process Image Planes Set Up
118 – Desk Modeling Process Block In
119 – Bevel Tool
120 – Adding Holding Edges
121 – Scene Clean Up
122 – Incubator Model Block In
123 – Duplicate Special Radial Duplication
124 – Incubator Bed
125 – Adding Holding Edges With Bevels
126 – Incubator Scene Clean Up Finished Touches
127 – Topology For Deformation
128 – Character Image Plane Set Up
129 – Modeling The Egg Shape
130 – Modeling The Tail
131 – Leg Topology Overview Planning
132 – Modeling The Leg Foot Base
133 – Modeling The Leg Toes
134 – Connecting The Toes Target Weld
135 – Modeling The Leg Claws
136 – Modeling The Leg Leg
137 – Mirroring File Cleanup

06 – Introduction to UV

138 – UV Tool Overview
139 – Methods For Unwrapping Geometric Shapes
140 – Jar UV Creation
141 – Desk UV Creation
142 – UV Transfering
143 – Desk Door Handle UVs
144 – Checking UV Grain Direction
145 – Incubator UV
146 – Incubator Glass UV
147 – Incubator Interior UV Creation
148 – Character UVs

07 – Introduction To Texturing

149 – Texture Reference Board Creation
150 – HDRI IBL For Texture Previewing
151 – Desk Base Color
152 – Desk Height Map Normals
153 – Desk Roughness
154 – Desk Integrating Photo Textures
155 – Desk Grunge Pass
156 – Desk File Clean Up
157 – Incubator Base Texture
158 – Incubator Sourcing Base Materials
159 – Incubator Emissive Map
160 – Incubator Helper Maps
161 – Incubator Edge Wear
162 – Incubator Grunge Pass
163 – Incubator Look Development
164 – Egg Character UV Seams
165 – Egg Character Utility Map Creation
166 – Egg Character Seamless Texture Creation Skin
167 – Egg Character Seamless Texture Creation Egg
168 – Egg Character ID Map
169 – Egg Character Texture Document Set Up
170 – Egg Character Base Color
171 – Egg Character Egg Crack Creation
172 – Egg Character Normal Map
173 – Egg Character Roughness Map
174 – Egg Character Additional Color Information
175 – Egg Character Render Check Scene Clean Up
176 – Egg Character Unhatched Texture Set
177 – Jar Materials
178 – Floor Wall Materials

08 – Introduction to Character Rigging

179 – Project Rig Overview Egg Character Rig
180 – Joint Placement
181 – Joint Orientation
182 – Joint Mirroring
183 – Proxy Rig
184 – Control Curve Collection
185 – Control Placement
186 – Forward Kinematic Systems FK
187 – Character FK Control Set Up
188 – Root Hip Controls
189 – Inverse Kinematic Systems IK
190 – IK Leg Set Up
191 – IK Stabilizers
192 – IK Pole Vectors
193 – Toe Controls
194 – Reverse Foot Set Up
195 – Reverse Foot Custom Attributes
196 – Foot Roll
197 – Toe Twist
198 – Heel Twist
199 – Banks
200 – Toes Control
201 – Hierarchy Organization
202 – Control Rig Clean Up Organization
203 – Skin Rig Control Rig Files
204 – Weight Painting Basics
205 – Weight Painting Blockin
206 – Skin Weight Mirroring
207 – Range Of Motion Docuemnt
208 – Weight Painting Refinement
209 – Final Skin Mirroring
210 – Binding The Unhatched Egg
211 – Skin File Clean Up
212 – Combing The Rigs
213 – Global Scale
214 – Geo Type Toggle

09 – Introduction To Character Animation

215 – Walk Cycle Overview Animation Test File Set Up
216 – Walk Cycle Contact Pose
217 – Walk Cycle Passing Pose
218 – Walk Cycle Down Pose
219 – Walk Cycle Up Pose
220 – Walk Cycle Animation Curve Refinement
221 – Cycling In The Graph Editor
222 – Walk Cycle Walk Forward
223 – Story Boarding The Final Project
224 – Set Construction
225 – Set Dressing
226 – Referencing The Character
227 – Establishing Shot
228 – Camera Animation
229 – Animation Block In
230 – Inbetweens Breakdowns
231 – Egg Shell Modeling
232 – Shatter Script
233 – Egg Shard Animation
234 – Character Animation Refinement
235 – Background Egg Refinement
236 – Egg Shard Refinement
237 – Play Blast

10 – Final Lighting Rendering Compositing Audio

238 – Light Concepting
239 – Light Linking
240 – Scene Lighting
241 – Light Editor
242 – AOV Set Up
243 – Render Layer Basics
244 – Rendering Settings Calibrations
245 – Final Sequence Render
246 – Render Check
247 – Color Grading
248 – Blooming
249 – Depth Of Field DOF
250 – Color Augmentation
251 – Motion Blur
252 – Sourcing Sound
253 – Adding Sound Effects
254 – Final Render

11 – Portfolio Construction

255 – Online Portfolio Creation Artstation
256 – Character Turn Table Rendering
257 – Wireframe Rendering
258 – Turn Table Composite
259 – Render Layers For Multiple Turn Table Renders
260 – Artstation Portfolio Creation

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