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In this episode, Devon Mathis, a lighting supervisor and cinematographer at Sony Pictures Torchlight, recounts his career path, starting with his work on virtual production for children with autism, to leading a virtual production department in LA. He discusses his educational background in arts and technology, and his transition from a technical to a creative approach to lighting, the use of Unreal Engine for visualization, and the potential of AI in the industry. He also provides advice for newcomers and provides encouragement for ongoing professional growth. 00:42 Devon's journey, including early inspirations and entry into virtual production. 02:57 Unexpected entry into the film industry, working with renowned filmmakers, and the impact on his career and aspirations. 07:24 Early technical skills, including using Unreal Engine, Substance Designer, and Maya, and the evolution of tools in the industry. 11:41 Shift from chasing tools to focusing on creativity, inspired by storytelling and observation of lighting in photography and paintings. 13:29 Approach to developing creative skills, including observing and analyzing lighting in photography and movies, and breaking down fundamental elements. 18:42 Emphasis on understanding lighting principles and effective communication of lighting concepts, regardless of the specific tools used. 22:25 Mathis shares his experience of putting lighting knowledge into practice using various methods. 24:20 The importance of observing and practicing different lighting styles to understand their emotional impact. 30:43 The use of advanced visualization in Unreal Engine for pre-visualization and motion capture. 34:41 Discussion about using Maya, ZBrush, Blender, and Unreal Engine in the production pipeline. 37:08 Exploring the evolving tools in the industry, including the adoption of Unreal Engine and Blender. 41:08 Mathis shares his thoughts on the potential impact of AI and machine learning in the industry. 42:08 Discussion on the impact of technological disruptions like the transition from 2D to 3D animation and film to digital cameras. 43:08 Exploring the use of AI in the film industry, its potential impact, and the challenges associated with its adoption. 45:20 The influence of TikTok on video creation and the role of virtual production in modern filmmaking. 51:40 The importance of pre-lights in virtual production and the challenges of visualizing content outside the volume. 53:20 Adapting to changes in the film industry and the role of visualization in the early stages of filmmaking. 54:40 Valuable advice for newcomers, emphasizing collaboration, creativity, and the importance of being adaptable in a changing industry. 59:25 Discussion on the future of filmmaking, the role of cinematographers in the connected world, and personal pursuits in photography and filmmaking. Connecting with the Guest: LinkedIn: https://www.linkedin.com/in/devonmathis/ IMDB: https://www.imdb.com/name/nm15428234/?ref_=ext_shr_lnk Art Station: https://www.artstation.com/devonmathis Sony: https://www.sony.com/en/brand/beyondthescreen/torchlight/ Connecting with CG Pro: Facebook: https://www.facebook.com/groups/becomecgpro Instagram: https://www.instagram.com/becomecgpro/ Website: https://www.becomecgpro.com/
In this episode of CG Talks DJ and Andrew interview Amiel, our GarageFarm.NET team Substance specialist, and content creator.We learn about the simplicity and also the huge power of Substance, and get valuable tips on how to get started and create CG materials like a pro.On top of that, we learn why you shouldn't keep your works on yourHDD even if you think they are not good enough and why Amiel considers himself rather a technical guy than an artist.Resources:Substance Painter - https://www.substance3d.com/products/substance-painter/ Substance Designer - https://www.substance3d.com/products/substance-designer/ Substance Alchemist - https://www.substance3d.com/products/substance-alchemist/ Substance Source - https://www.substance3d.com/products/substance-source/ Ambient occlusion - https://en.wikipedia.org/wiki/Ambient_occlusion Zbursh - https://pixologic.com/Iray , 3d view Substance Painter - https://www.youtube.com/watch?v=92ngIojcd5MSbar file and other formats - https://www.youtube.com/watch?v=vwn89RgGr_A Blender mask tools - https://www.youtube.com/watch?v=2Fk-6yKTzMU Quixel mixer - https://quixel.com/mixer ArmorPaint - https://armorpaint.org/ Wes McDermott - https://www.youtube.com/channel/UCoYBJMg934qT0NHLMU0tHrg Smart materials - https://www.youtube.com/watch?v=xppOU2y10Cs Substance baking maps - https://www.youtube.com/watch?v=srUXsAjD2xs WSD Gaming - https://acronym24.com/wsd-meaning-in-gaming/ Pbr validation - https://www.youtube.com/watch?v=gh2wROK7ceE Voronoi texture - https://docs.blender.org/manual/en/latest/render/shader_nodes/textures/voronoi.html Photogrammetry - https://en.wikipedia.org/wiki/Photogrammetry Houdini - https://www.sidefx.com/ Daniel Thiger Marmoset tutorial – https://www.youtube.com/watch?v=XZC6QkwxHRA Corridor Crew Terminator 2 remake - https://www.youtube.com/watch?v=YXehBx0Yc_w Avid - https://www.avid.com/ Davinci resolve - https://www.blackmagicdesign.com/pl/products/davinciresolve/ Tablet and substance - https://www.youtube.com/watch?v=RB-LzeT50pw Tips for painter Amiel tutorial - https://www.youtube.com/watch?v=bgquP-teXd0 Vertex painting decals blender - https://www.youtube.com/watch?v=NzzRr-VVYps Luxcore render seamless textures - https://luxcorerender.org/new-features-in-v2-5/ Corona seamless textures - https://www.youtube.com/watch?v=tKK0Pzw3sjM Substance animated textures - https://www.youtube.com/watch?v=weOAJVykMdg Exporting maps in different resolutions - https://www.youtube.com/watch?v=1IgMJsMR74w
Substance Designer is a tool where anything is possible when it comes to material authoring. And Today's guest - Learn Squared Instructor Javier Perez - is one of the best there is when it comes to getting the most out of this powerful tool. We'll get a deep insight into how Javier became one of the top material artists even though it wasn't in his plans! Follow Javier https://www.instagram.com/meshmodeler/?hl=en https://www.artstation.com/meshmodeler Learn Substance Designer Essentials from Javier https://www.learnsquared.com/courses/substance-designer-essentialshttps://www.learnsquared.com/ Your Host https://www.instagram.com/dhandatron/ https://www.artstation.com/dhanda
In this episode of the Fika Sessions, Petter Mårtensson sits down with Océane Näsström, Character Artist at Massive Entertainment, to discuss the ins and outs of Character Art and 3D modelling. A Character Artist transforms 2D concept art into fully fledged 3D characters and bring them to life in the game. They master a wide range of artistic and technical skills, and seamlessly move between different software to create their art. Océane gives us an insight into how it all works, how Character Artists interact with other teams and her journey from being “the art kid” to working on AAA titles in the games industry. She also brought her own baked fika. What are those delicious things? Learn more about the Fika Sessions on our website - https://www.massive.se/the-fika-sessions/ Tools and links: Education: Game Assembly - https://www.thegameassembly.com/ Art sites: Polycount - https://polycount.com/ Artstation - https://www.artstation.com/ 3D modelling: Maya - https://www.autodesk.com/products/maya/overview Blender - https://www.blender.org/ Sculpting: Zbrush - https://pixologic.com/ Engines: Unity - https://unity.com/ Unreal - https://www.unrealengine.com/en-US/ Cloth: Marvelous Designer - https://www.marvelousdesigner.com/ Texturing: Substance Painter - https://www.substance3d.com/products/substance-painter/ Substance Designer - https://www.substance3d.com/products/substance-designer/ Cruffin recipe: https://grabandgorecipes.com/easter-kulich-cruffin/
3D Artist at Zenfri Inc, and these days I do a lot of procedural / technical environment art with SideFX Houdini, Substance Designer, and Unity. I have a few years of experience in the 3D industry here in Winnipeg, having worked with Electric Monk Media and Tangent Animation in the past. I'm a DMD + 3DCG grad from Red River College too! I love finding ways to automate or improve the efficiency of art stuff, so I end up fiddling around with Houdini both at work and at home. I listen to a lot of metal, and play a lot PC games and Magic. I'm a big fan of dark coffee and dark beer, but not at the same time.
We have a special guest this week, Nicolas Wirrmann, the product manager for Substance Designer at Adobe. We dug into how Substance grew over the years and how they first started getting implemented into AAA games. We also got into the game changing nodes were in Designer and how UE5 will effect the material pipeline. . Listen on Spotify ⯈ https://open.spotify.com/show/7spDMpMZJ9dr3Ziu8bRwCA Listen on SoundCloud ⯈ https://soundcloud.com/gamedevdiscussion Listen on iTunes ⯈ https://podcasts.apple.com/gb/podcast/game-dev-discussion/id1459400002 Listen on YouTube ⯈ https://www.youtube.com/channel/UCKfTBvcsO9Kw0b5EVuf4CJQ . Follow my Artstation⯈ https://www.artstation.com/alexbeddows/blog Follow my twitter ⯈ https://twitter.com/BeddowsDesign
We are at the half century mark, episode 50 is with an artist I am a big admirer of and the coalition Nodevember winner Doru Bogdan. We got into how he fell in love with Substance Designer, the struggles job rejections and how he found parallels between Zbrush and Designer! . Doru’s ArtStation ⯈ https://www.artstation.com/sublime . Listen on Spotify ⯈ https://open.spotify.com/show/7spDMpMZJ9dr3Ziu8bRwCA Listen on SoundCloud ⯈ https://soundcloud.com/gamedevdiscussion Listen on iTunes ⯈ https://podcasts.apple.com/gb/podcast/game-dev-discussion/id1459400002 Listen on YouTube ⯈ https://www.youtube.com/channel/UCKfTBvcsO9Kw0b5EVuf4CJQ . Support the podcast on Patreon ⯈ https://www.patreon.com/GDD_Podcast
On episode #30 we have 343 Lead Texture artist Rogelio Olguin on the podcast, to talk through what it takes to get hired as a materials artist, what in house training looks like for people working in textures and what its like working through the transition from Zbrush to Substance Designer along with the further push into photoscans! . . Ronan’s Artstation ⯈ https://www.artstation.com/rogelio . Listen on Spotify ⯈ https://open.spotify.com/show/7spDMpMZJ9dr3Ziu8bRwCA Listen on SoundCloud ⯈ https://soundcloud.com/gamedevdiscussion Listen on iTunes ⯈ https://podcasts.apple.com/gb/podcast/game-dev-discussion/id1459400002 Listen on YouTube ⯈ https://www.youtube.com/channel/UCKfTBvcsO9Kw0b5EVuf4CJQ . . Follow my Artstation⯈ https://www.artstation.com/alexbeddows/blog Follow my twitter ⯈ https://twitter.com/BeddowsDesign
We are stoked to have Chad Ashley (@chad_gsg & @cgpov) join us for this week's meeting to go over his process for creating materials in Substance Designer. Chad walks us through a lot of the creative decisions and workflow for creating unique, procedural materials. Keep an eye out because Chad and the crew at GreyscaleGorilla will be releasing a new material pack for Cinema 4D soon!
There are NO limits to what you can do with Substance. Just ask Javier Perez, who creates everything -- 100%! -- in Substance Designer. More about Vertex School: https://www.vertexschool.com/ More about Javier Perez: https://www.artstation.com/meshmodeler Want to be a Character Artist or an Environment Artist in the Video Game Industry? Apply for your spot in our upcoming Game Artist Bootcamp here: https://www.vertexschool.com/
This weeks episode of the Game Dev Discussion I talk to Enrico Tammekänd, Substance Designer wizard and all round great artist. We talk heavily arouind Substance Designer and its infuences on Enrico and where he would like to go with his art and the software. https://www.artstation.com/enricot You can also listen at Spotify - https://open.spotify.com/show/7spDMpMZJ9dr3Ziu8bRwCA Itunes - https://podcasts.apple.com/gb/podcast/game-dev-discussion/id1459400002 YouTube - https://www.youtube.com/channel/UC7L1zsVMaVndxgZfjoSK-Zw?view_as=subscriber And for updates for future episodes keep an eye on my Artstation Blog - https://www.artstation.com/alexbeddows/blog
Have you checked out the amazing work of Vinícius Cortez? He taught himself nearly everything he knows, picking up what he could through Internet tutorials. And now he’s a freelance artist who specializes in material creation in Substance Designer. Vinícius joined us for a really special conversation and walked us through a special demo of his workflow and process, even taking requests from the Bootcamp students.
Geoffrey Rosin is a 3D Tech Artist at Allegorithmic who previously produced some amazing environment assets for Dishonored 2. I love Geoffrey's ability to find balance. He knows that every detail matters, but is able to work within time limits and production demands. And he tells stories through his environments by striking the right balance between modeling and texturing his assets. Learn more about Vertex School here: http://www.vertexschool.com Learn more about Geoffrey Rosin here: https://www.artstation.com/kikette Learn more about Substance Designer here: www.allegorithmic.com Want to be a Texture Artist, Character Artist or an Environment Artist in the Video Game Industry? Apply for your spot in our upcoming Game Artist course here: http://www.vertexschool.com
In this episode, we speak to Ubisoft Texture artist Jonathan Benainous. Jonathan's worked on the games Ghost Recon and Horizon Zero Dawn along with others as an Environment Artist. Jonathan is a Substance Designer master with several amazing Gumroads as well as a few very cool tutorials in Allegorithmic's Substance Academy. Learn more about Vertex School here: http://www.vertexschool.com Learn more about Jonathan Benainous here: https://www.artstation.com/jonathan_benainous Learn more about Substance Designer here: https://www.allegorithmic.com/ Want to be a Texture Artist, Character Artist or an Environment Artist in the Video Game Industry? Apply for your spot in our upcoming Game Artist Bootcamp here: http://www.vertexschool.com
Senior 3D artist Andreas Ezelius joins us this week to reveal some of the ambitions and goals which propel his work, and shares lots of inspiration on his journey to mastery. Andreas shares many wise words during this episode, and oftentimes, the best advice is the simplest. GUEST LINKS: Andreas’ Behance: https://www.behance.net/andreasezelius Andreas’ ArtStation: https://www.artstation.com/ezelius Andreas’ Facebook: https://www.facebook.com/AndreasEzelius 1968 Ford Mustang GT Fastback: https://www.behance.net/gallery/55365007/WIP-1968-Ford-Mustang-GT-Fastback 1968 Ford Mustang model on Gumroad: https://gumroad.com/l/cpXEC ------------------------------ The Collective Newsletter: www.thecollectivepodcast.com/newsletter Subscribe on iTunes: www.thecollectivepodcast.com/itunes Subscribe via RSS: www.thecollectivepodcast.com/rss Like us on Facebook: www.facebook.com/thecollectivepodcast Follow us on Twitter: www.twitter.com/thecpodcast ------------------------------ Redshift: https://www.redshift3d.com/ Substance Designer: https://www.allegorithmic.com/products/substance-designer UDIM UV: https://www.fxguide.com/featured/udim-uv-mapping/ Marvelous Designer: https://www.marvelousdesigner.com/ ZBrush: http://pixologic.com/features/ Grand Theft Auto: http://pixologic.com/features/ Command and Conquer: https://en.wikipedia.org/wiki/Command_%26_Conquer Quake: https://en.wikipedia.org/wiki/Quake_(series) Doom: https://en.wikipedia.org/wiki/Doom_(series) Assetto Corsa: http://store.steampowered.com/app/244210/Assetto_Corsa/ Project Cars 2: http://amzn.to/2CToreY Forza 7: http://amzn.to/2CEeGNm Wheel Stand Pro: http://amzn.to/2FgnjPN How to Win Friends & Influence People: http://amzn.to/2CEScMr Sam Harris: https://www.samharris.org/ True Detective: https://en.wikipedia.org/wiki/True_Detective The views and opinions expressed in this podcast are solely those of the speakers and do not necessarily reflect the views of their employers.