
CGMA - Intro to Substance for Environment Art with Ben Keeling
https://www.cgmasteracademy.com/courses/55-fundamentals-of-substance-for-environment-art
A 6-week course using the Substance Suite to create pattern based, hard-surface, and organic materials. Students will learn how to create an asset in a texturing pipeline.
CGMA - The Art of Color and Light With Ryan Lang
https://www.cgmasteracademy.com/courses/73-the-art-of-color-and-light/
The Art of Color and Light is an exploration of the properties of color and light under a variety of conditions. This is an essential stage in concept art that develops mood and communicates the narrative of the story by means of visual cues. Students will learn to render their artwork with the intent of developing a scene that expresses meaning and direction. Through art study lectures and practical application, students gain insight into the techniques required to develop imagery designed for conceptualization in the entertainment industry.

This class will teach you how to create AAA quality hair for games. Using techniques developed during the production of Horizon Zero Dawn, you will be taken through the full process of planning your work, creating hairs in xgen, baking the hairs into textures, creating a hair asset, and finally putting it into Unreal Engine. The class will contain both practical workflows and theoretical mindsets to help you further hone your skills in hair creation for games.

Duration 10 Week | Video: 1080p

- An 8-week course introducing students to linear perspective systems; students will explore a variety of basic and complex laws to convey the illusion of dimensional forms in space
- In this class students will learn 1, 2 and 3 point perspective systems building upon existing knowledge, from either the Fundamentals of Perspective course or otherwise. The goal is to get a working knowledge to design a space and then be able to draw various accurate views of it. Understanding that will give the artist a natural sense for perspective and be able to touch on subjects like visual narrative and point of view. By the end of the class, students should be able scale a character properly in space and to intelligently position a camera or point of view of their choosing inside a designed world. *Note: This class can be taken digitally or traditionally, but it is strongly suggested to take it digitally since all demonstrations will be done in Photoshop using a tablet.

- A 10-week course in which students will learn to approach 3D game level environments with a design perspective
- In this course you will get a complete deep dive into what it takes to become a capable level designer in games, and will get hands on creating AAA game spaces. Blocking out levels in game engines is one of the biggest responsibilities for an LD, but you’ll also learn other aspects of designing your own worlds and how to work with other teams to make them larger than life. From preparation to whitebox, blueprints to playtesting, we will tackle each element that makes a strong Level Designer.

- A 6-week course where students will learn how to work within Node Based Shader systems, apply modular thinking when authoring Material Shaders, and how they can optimize them for Production Limitations and Guidelines
- The objective of this course is to teach students how to learn the basics and get accustomed to Node Based shader systems, whether in Unreal Engine or in other Texture Authoring Programs or Engines. They will create materials and textures for video games in Unreal Engine. Students will learn to create materials on a modular basis and learn about various advanced materials used through Video Game productions in the Industry such as Vertex Painting, Foliage Shading, Landscape Material systems and other complex shaders. By the end of the course, students will have knowledge on how to create various types of Master Materials used across many teams in Production like; Props, Environment, Characters, FX and Lighting/Cinematics.

- A 10-week course where students will develop a fully-realized environment, understand modular construction, and current day workflows for asset creation in the Unreal 5 engine.
- In this course, students will be taught how to break down references and develop a list of reusable modular assets, utilizing trims, tileable and unique texture sets and working with multiple workflows to determine the best industry standard method. With this list, students will then use both Maya and the Unreal Engine 5 to create a fully realized environment with portfolio screenshots. The class will cover: Unreal Engine 5, Maya (or equivalent), Substance Painter, Photoshop, Marmoset, and more. By the end of the course, students will have an understanding of modular construction and workflow creation of assets, knowledge of the Unreal 5 engine and current day workflows for asset creation, create proper PBR textures, and generally master material creation for Unreal. Students will also be able to compose, light, and render a scene in Unreal Engine 5. The class will cover: – Unreal Engine 5, Maya (or equivalent), Substance Painter, Photoshop, Marmoset, RizomUV
CGMA - Rigging for Games https://www.cgmasteracademy.com/courses/12-rigging-for-games An 8-week course focused on developing game-ready rigs in Maya This course is all about creating robust engine agnostic rigs. We will tackle thinking in components, as well as the possibilities of scripting to improve and automate workflow. We will also focus on the ability to reverse engineer existing rigs and being able to debug/anticipate problems.
CGMA - Stylized Characters in 3D http://www.cgmasteracademy.com/courses/109-stylized-characters-in-3d The main objective of this class is to understand the process of creating a stylized character, and to have a finished stylized character at the end of the course. Students will start out by gathering their favorite concepts then laying down a foundation with fundamentals of the form. Students will go from primary forms to secondary forms which really boils down what it takes to make a stylized character. Furthermore, the course will go over features of the body and face to create that sense of appeal. What students will get out of this class is understanding how to get a stylized character from start to finish.












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