That’s so good!
May be an attachment issue, so blocking:thinking:
i found it
i really should not do anything while trying to leave work
As a pre-requisite for the course, I decided to put together a four-part series teaching the essentials of Photoshop geared toward VFX artists.
Here’s video #1:
In the second video, I cover layers and selection techniques. I also give some helpful tips to speed up your workflow and understand how this crazy program even functions:
Any updates on when this will be ready or how much it would cost ?
Really looking forward to the course!
Ah! Those are two very good questions. As for when, the first of three units just wrapped up, and the second is underway. Then we’re going to do testing, feedback, and at least one revision before launch. Barring any unforeseen hangups, I’m aiming to launch sometime before the holiday season.
I haven’t locked in a price yet, but am doing my best to ensure learning VFX is as affordable as possible. After all, the world needs more VFX artists, and I’d hate to see money as a barrier for entry. Once the content is complete, I can better judge how much it costs to create a class like this, and thus how much we’ll need to charge for it to sustain future classes.
I promise I’ll share the details as soon as I know!
Just signed up for the mailing list. All for tossing out some donations or paying for future videos too.
Oh, wow! I’m super honored you’re willing to chip in. The closest thing i have to a donate button is my Patreon.
The only tier listed is $1/month, but it lets you pledge any amount, and cancel whenever you’d like. I’m currently throwing all my extra funds into maximizing this course’s quality.
Thank yooooouuuuuuuu! Everything helps!
This project is gonna be great, really looking forward to it!
Decided to chime in also as a patron
Best of luck, to you and all the others helping out.
Just don’t undersell yourself. I’m down for paying whatever you think is appropriate compensation for all of your time, effort, and accumulated experience, as well as anyone else who’s involved.
Hard agree with this one.
Thanks, Travis. Truly, that means a lot. In a world where art school education can run $40,000+, and mass online learning sites can run just $25/month, defining value for education is fairly open-ended.
This course (and future courses) will be much better options for focused VFX artists than either of the above examples. So given the premium effort we’re investing, we will require a certain price to sustain more content. To reiterate, i won’t know that number until we’re content complete.
When i say this course will be as affordable as possible, i’m commiting to opening the gates as broad as i can to get more people learning VFX, regardless of their geographic or economic situation. This is the gateway course for high end training, and i don’t want interested folks being deterred by a steep cost. We need as many skilled VFX artists as we can get!
I’m a firm believer in the miracle of exchange, where the buyer and seller are both delighted by the transaction. I’m confident we can achieve this balance!
Ok, it sounds really weird what i’ll say now, but i really didn’t understand what exactly is this.
VFXs is a ultimate generic term, it covers a lot of territory, each one with its complexity, i’ll give a very basic example of what i mean: Unity particle System and Unreal Cascade, both are bounded to the term “VFXs”, but different tools (completly), i think you already know where i want to go. If i ask you: After this course i’ll have knowledge to create effects in HOUNDINI (just as example) what’ll be your answer? So this is what i mean with not very clear, a couple of questions may follow: This course is Unity? Unreal? Shaders? But shaders are made in different ways for each software you use. Is it in painting? Creating textures? Where? After effects, photoshop, Krita (different tools)? Got that? It isnt very clear what a VFX course mean. An Unreal Cascade course, an Unity Particle system course, an Photoshop for vfxs course, etc etc etc those kind of name mean something clear and objective. All the best the world can give to you, bye cya.
VFX is generally used as an ultimate generic term, you’re right.
It’s art though and art is subjective. I don’t think there will ever be a course that teaches everything for that very reason.
Tools will come and go but art and animation principles will remain the same. VFX has a wide spectrum of styles, approaches, that the cascade into game genres, camera perspective and so forth.
If you enjoy a particular aspect or you’re curious about another, lean on those areas and problem solve and solve for the art and experience within the game. For example, what you find interesting about shaders or fluid simulations might be a traditional animators nightmare and visa versa. The path of least resistance.
What I find exciting about this course, so far its providing techniques to help communicate principles. Sure it’s Photoshop but the same knowledge could be applied to Krita, etc.
Be it a realistic game or anything with a defined look, if you can take a screen grab, paint over it and communicate to anyone; your idea is going to be a lot easier to approach.
This is SO true, and exactly why this class is the first of a holistic catalog of classes, which i’m already planning to build. To answer at least part of your question, i’m starting with Photoshop and Unreal Cascade. I’m super excited to teach other tools in future classes. I look at it like a college education, where the major is VFX, and each class will teach different theories, principles, applications, and techniques all fitting in that expertise.
So here’s the grander vision: I will continue approaching masters in our community across the wide array of VFX styles, tools, and workflows, working with them to organize their knowledge into a series of courses. Once we’re done, we can all have access to a comprehensive, cohesive, and high quality VFX education. The dream.
Thank you so much for doing this, its really appreciated! I’ve been using Photoshop for years but still find myself watching each video in excitement for whats to come!
I don’t agree with this at all. VFX is broad, but the TOOLS are largely irrelevant. They are all means to the same end.
I may only have worked with twelve engines so far but every single one has had particles that move through space with attributes you can change over their lifetime. They have textures on sprites and often some sort of shader. To make a nice effect you need to make these particles move in a believable way with good timing and the right coloration. Finding where the buttons to accomplish this are, is what the tool documentation is for.
If the tools used mattered, most of would never be hired as a majority of companies still use proprietary tools and pipelines that can’t be learned outside the company. Most tools even have the same name for things. Emitters, sprites, curves, life, scale, rotation all exist in both shuriken and cascade so translating between them is not a huge chore.
At its core, being a VFX artist means that we adapt and solve problems. Learning new tools is part of our daily routine and I hope you don’t see it as a deterrent.
Affinity vs Photoshop
I frequently need this reminder! Given we end up using so many tools, it’s easy to believe the job is all about tools. But it certainly isn’t. I’ve found my learning curve drastically accelerated once I learn the first of a type. Maya was easy after learning 3DS Max; Photoshop easier after learning Flash, etc etc. And now, learning any tool is really no big deal.
It’s worth mentioning: those first few tools for me, and many I meet are a real learning cliff! And it would be a great benefit to our community if we can give some aid to these struggling beginners.
Really, learning all these tools is just like a painter learning to use a precision paint brush vs a palette knife vs a bristle brush: none of it is the craft of painting, just a means to an end. And reading the instruction booklets (or tool documentation) doesn’t make you a master artist.
As you said, it’s all about being a strong problem solver, who knows by experience how to make great effects. And that can only come by hours doing this stuff, with a touch of guidance mixed in.