
- This course will be an in-depth study on drawing heads with an emphasis on understanding construction and structure. Beyond just portrait drawing, we will address drawing heads from different angles, facial expression, and caricature and stylization.
- Course level: Recommended for intermediate students. Some drawing experience is recommended but not required.



- Your comprehensive introduction to Massive Prime has arrived. Head of Crowd/FX TD, Reza Ghobadinic, demonstrates all the key aspects of working with Massive Prime software in this detailed workshop, sharing with you his industry-proven tips and tricks for producing credible crowd simulations suitable for film and TV productions.
- During the course of 11 hours of instruction, Reza covers everything you need to know, from the basics of the interface, through to many more advanced topics that are essential to grasping the fundamentals of Massive Prime. Lessons detail how to create agents from scratch including how to gradually add features that will improve their behavior, and discuss the importance of designing the brain in an organized and systematic manner, as used in feature film production. Reza also lectures on how to create a biped crowd agent from a skinned rig and edit animation clips to use for your agent, as well as how to complete it with a dynamic explosion simulation scene.
- This essential introduction provides the fundamental knowledge needed to create, test, and render impressive crowd simulations with Massive Prime.

- Creating game-ready foliage by hand is simplified in this 3-hour workshop by Peyton Varney, Environment Texture Artist on The Last of Us Part II. This beginner-level tutorial walks through the complete process for asset creation, from sourcing references to the final implementation into the Unreal engine.
- The entire pipeline of foliage creation is covered, starting with an initial block-out based on the gathered references and moving into the modeling and sculpting process using the industry-standard tools Maya and ZBrush to flesh out the look of the plants. The texture-creation portion delves into Substance Painter and Substance Designer, teaching how you can bring your game assets to life with great textures.
- With the assets created, Peyton reveals how to implement both your models and textures into the Unreal engine and set up a scene that looks organic and believable. By completing the workshop, you’ll have a strong understanding of how to create game-ready foliage for scenes by hand, without sacrificing quality or visual fidelity. The techniques can be used to set up everything from a simple scene to a dense forest.
- While this workshop is targeted at beginners to game-asset creation, basic knowledge of Maya, ZBrush, and Substance Painter is recommended. Follow our Introduction to Maya, Introduction to ZBrush, and Introduction to Substance Painter to build your foundations in these industry-standard tools.
- The Unreal Engine level template, including Peyton’s initial layout, sculpts, and shaders before he begins adding the vegetation, is included for subscribers to download as a project file with this workshop.

- Tammy Zurak left a corporate sales job to start a business as a glamour photographer – which is now thriving! Sue was blown away the first time she heard Tammy’s belief that if a potential client says, “No”, they just haven’t been properly convinced yet. Go through her selling process step by step and you’ll start believing that “No” really means “Not yet.”
- Providing a service means that it is never about you or what you’re getting. What could you do to help them?
- Same goes for when connecting with other businesses. “If I was them, what would I need?”
- Stop acting like this is out of people’s reach. When people want to pay for something, they will find a way to pay for it.

- For many, many years I identified that one of my favorite subjects and greatest missions in life is to talk about transformation on all levels – physical, personal, spiritual, and in business.
- I have found ways to put this message into everything I do, like #50IsFabulous and #ExistInPhotos to name a few.
- In this video we are going to talk about finding our marketing campaign, a series of cohesive marketing images and words that communicate a strong purpose in us. Our marketing campaign helps us identify a reason and establish a connection to having a Portrait taken.





- Volley is back!
- We are so excited to announce a new feature for our subscribers – Volley!
- This is a way for us to interact via the app, Volley. This is a free app to download with a a private Inspire chat only available to active subscribers via the download link above. Once you created an account, click the join link and jump into our chat, you can then ask Peter questions in video format which is much easier for him to communicate.
- There is no pressure to join but it is another added service we wanted to give you for being a part of Inspire.

Peter has been loving shooting with his Leica, and has also changed his tune about Lightroom! He used to previously hate it as it changes your file to a DNG, but as the Leica files are already DNG, it is no longer a problem and he has found the Leica tethers perfectly to it. In this tutorial, he will show you his new Leica workflow for 3 different looks with Ana.

These lighting tutorials are from a recent shoot with model Tahan Lew. Even though we only had a limited amount of time, Peter managed to achieve 4 different looks replicating other peoples lighting while still making it his own.







An 8-week course developing fundamental skills used to create appealing environment design for films, games, animation, and illustration
Whether for film, video games, or digital feature animation, this class will focus on what it takes to create a compelling environment from the ground up. We will explore fundamentals such as perspective, drawing, storytelling, painting, creating atmosphere, establishing lighting, and how we can combine all these different elements into a full scene. By the end of this class, students will have the process and structure to give them the confidence they need to create more solid environments.

CGMA - Digital Painting - David Merritt 2019
http://www.cgmasteracademy.com/courses/67-digital-painting
This course is an introduction to digital painting and color composition for film and animation. With an emphasis on studying the works of old masters, students will discover the process of how to deconstruct the picture plane through film studies, reproductions of master works, and the widely used—but often understated—industry-standard technique of 'Photobashing.' Course work will cover color theory, perspective, and the use of brushes & textures in Photoshop (this includes: creating images of characters, props, or vehicles using photo overlays in Photoshop).

CGMA - Fundamentals of Design with Tyler Edlin
http://www.cgmasteracademy.com/courses/63-fundamentals-of-design
Design pertains to nearly everything. From composition and lighting to the shapes of our characters to the vehicles they travel in. As artists, creatives, and designers, we need to be responsible for all these aspects. Good design involves proper planning and organizing, in addition to having the knowledge of good visual design principles to construct it. Over the next 8 weeks, there will be lectures on all core design principles as well as discussion of the techniques and approaches of implementing them. Along the way we will learn to create our own style guide, become our own art directors, and design some world building, propagating our design aesthetics.
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