Creating a character from start to finish
I'm a self-taught artist with over 17 years of experience working in the game industry, toys industry, film industry and also VFX. I started learning 3D applications when I was 17 years old. Since I didn’t access to anyone to teach me how to start, I had to try different applications and make a lot of mistakes to be able to learn how to create characters for games. I started my professional career as an artist back in 2004 and moved from my country to work for a small VFX studio around august 2007. Since then I worked for over 15 different studios as a fulltime and freelance artist. I worked at ubisoft as a senior character artist and in 2016 joined sledgehammer to work on call of duty world war 2 as a senior character artist. Then I moved to seattle and started working at suckerpunch as a lead character artist on ghost of tsushima where I implemented a new pipeline for character art team. I left suckerpunch on August 2019 to start working on a new project and currently I am working from my home office on a new project.
Siamak will teach the basic knowledge about art and 3D Application, You'll learn how to create your own character from start to finish, Learn what studios need from artists and much more.
Fundamentals Of Houdini
We will investigate the fundamentals of Houdini and start looking at creating a procedural asset.
Fracturing & Attributes
We will start looking at for-loops and copy to point to create a procedural bridge. This will also be our first look at fracturing objects and creating wood like pieces to use on our bridge.
We will begin to setup all of the controls for your first HDA.Then we will cover creativing UV’s in two different methods, baked hi-low and tileable trim sheets. The final step will be texturing the bridge.
Houdini To Unity
Bring your HDA into Unity and start creating your first world scene. Will cover the basics of Unity and shader creation.
We will look at creating our first mountain, then scattering objects onto our mountain.
By this point we will have successfully created our procedural asset and generator for our world.
Xgen: Card Placement Workflow; Layering; Organization and Material Creation
Lighting & Presentation
Basic Lighting Theory. Designing Lighting Styles Specific To Your Project. Pose your Character. Bring all of your Elements to life