






- Primero, estableceremos las bases técnicas del dibujo (trazo con línea) y de la pintura (volumen con luz y color). En el segundo semestre, practicarás los conceptos clave del desarrollo visual : diseño de personajes de escenarios, narrativa y la composición.
- First, we'll establish the technical foundations of drawing (stroke with line) and painting (volume with light and color). In the second semester, you'll practice key concepts of visual development: character design, storytelling, and composition.

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- PREREQUISITES: Knowledge of ZBrush and digital sculpting strongly recommended; basic knowledge of Maya and ZBrush is required; basic knowledge of Photoshop strongly recommended; course pre-reqs include Anatomy for Production
- MATERIALS: Zbrush, Maya (3DS Max or Blender ok), & Photoshop (or equivalent software)
- In this course, students will create their own animal anatomy study in ZBrush. They will learn how to construct a model from the inside out, starting by building the skeletal system and adding muscles and skin later on. This course will also focus on portfolio by covering how to light and render a beautiful study in Maya and Photoshop. In the second part of the course, students will jump from the study to the creation process by learning how to build up their own creatures. They will create the anatomy of their own dragon and discover the workflows to sculpt details and paint accurate skin colors in ZBrush.

- PREREQUISITES: Basic knowledge using Zbrush , a 3d modelling package (Maya,Max,Blender etc.) ,Photoshop and Marmoset Toolbag or Unreal engine. Fundamentals of Substance, Zbrush for Concept and Iteration
- MATERIALS:Substance Painter, Zbrush, 3D Modeling package (Maya, Max, Blender, etc) Photoshop, and Marmoset ToolBag or Unreal Engine
- This course will cover how to create believable and realistic characters inside Substance Painter. During this course we will go over how to create complex materials from scratch. Texture a character while working through primary, secondary and tertiary reads, as well as painting believable skin and the maps required to supplement the shader creation in Marmoset Toolbag. We will address good practices when tackling some of the more technical aspects of texture creation for games which ranges from UV map creation, to baking our high poly sculpt to our low poly model.
- By the end of this course students will have taken multiple pieces through the process of texturing, as well as taking them to the final stages of look development and presentation. The purpose of this course is to provide students the techniques and fundamentals needed to texture AAA game characters.

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Learn the step-by-step process of 3D design, modeling, and printing and bring your ideas to life
It was some time ago now that printing was freed from the paper realm into the third dimension. Before, you could only print letters and photos, but now, you can also print tools, furniture, and almost anything imaginable. In this Domestika course, discover the basics for getting started in the world of 3D printing alongside expert Agustín "Flowalistik" Arroyo, designer, educator, and 3D printing specialist. Explore the design and 3D printing processes, from the initial idea to the moment when you finally have the finished product in your hands—a quick and easy road for anyone with access to a computer and a few basic tools.

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- It’s a special time in every Digital Artist’s journey when the desire to design and build a space marine’s helmet is overwhelming. And that time is now. Take a moment to be inspired by the great sci-fi space marine designs from Blizzard, Mike Nash, Vitaly Bulgarov, Fausto De Martini, and others. The fact is, hard-surface-sci-fi-space-marine stuff is cool. So let’s create some of our own! Sculpting This in-depth course is about freeing your inner sci-fi designer nerd through conceptual sculpting and complex modeling. First we’ll approach the design of a custom helmet with Blender’s dynamic topology sculpting along with a useful addon called Sculpt Tools UI. This addon comes with several great tools, but mostly we’ll be focusing on two of them: - Grease Cut for to quickly slicing our digital ball into faceted shapes. - Extract Mask for easily generating additional pieces of digital clay.
- Modeling After concept-sculpting the helmet, we want to convert it to a high fidelity polygonal model complete with stream-lined topology and fine details. We begin this process by retopologizing the main structures. Retopology is important because the conversion from sculpture to model legitimizes the hard-surface structure by eliminated bumpiness associated with digital sculpting and improves sharp edge consistency. With the main structures rebuilt, we will polish off the helmet with very fine mechanical details like sprockets, plugs, clips, and screws. This final touch really helps to anchor our design into plausibility, which is a key characteristic of the sci-fi genre.

- Great lighting is what makes the difference between an amateur portrait render and a professional one. In this workshop, CG Supervisor Christopher Barischoff steps through what makes a photography studio styled lighting setup successful for characters and portraits. He covers classic photographic and cinematic lighting and expands on its implementation in 3D Graphics. Utilizing the Emma model provided by Satoshi Takazawa Lighting the CG Portrait takes a renderer-agnostic approach to the fundamentals of lighting using VRay Next, covering both the artistic and technical aspects of creating beautiful and compelling light setups.

- Every publication or media brand needs a recognizable personality, and it’s a designer's job to express that visually. Designer Mark Porter has worked with some of the most well-known media outlets in Europe and was also the Creative Director of The Guardian.
- In this course, he teaches you how to create captivating design systems for editorial and media. Learn how to combine typography, layout style, color, and imagery to create a visual language that communicates to an audience and gives a brand a strong identity. At the heart of every great publication is the vision of one designer. Are you up for the challenge?
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