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Student lead master classes 2017-18


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#1
LittleClaude

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Student lead master classes 2017-18 Google Master Class Thread - >Click Here<

 

We are now ready for you to showcase anything you would like to pass on to your cohort. This could just be causal art club or for anyone that would like to know a little bit about another piece of software that you might not use every day for example Unreal, Houdini, VR and so on. It can be entry level knowledge for level 4 or triple AAA knowledge that is totally cutting edge and we just watch in amazement. 

 

3f19aa213a18e84560d964d21b99bab095cffc4a

 

 

Google Master Class Thread - >Click Here<

 

post-1312-0-78059000-1444820406.jpg

 

In the past Alumni have run this really well, Adam OstridgeKaren Stanley both did various classes and Elyse Gymer ran animation classes and concept art and there have been many more that have picked up the mantle.

 

If you fancy doing one then put your name on the list, Alumni welcome! 1B01, 1B07 or 1B05 1-2pm or from 17.15 and can run as long as you like, just keep Wednesday lunch free for pro guests. 

 

Maybe we could have the students who have been on a years internship up on the lectern and explain to level 4&5 what you got up to.

 

All you have to do is explain what you are going to teach and boom its done! you turn up to the room and teach it, simple. Lets rack them up.

It's that time of the year where if you guys would like to run some master classes and share your knowledge then put down what you would like to teach, you could even share it with another person and do an hour between you. We can show you how to use the lecturer and then your off!

 

I will be happy to give you a reference for it and you can put it in your CV.

 

It can be anything, Zbrush, Houdini, Substance, Quixel, Nuke, Mari, UE4, Unity, Concept art, Website design, C++ programming, Animation, Rigging you name it we are happy to support it. We will try and get some more Alumni in as well but if you know anyone then please pass this on, tell them it’s good for their VISA application. J

 

Last years thread - http://www.3dhit.co....showtopic=27636

 

P.S. Maybe we could have the students who have been on a years internship up on the lectern and explain to level 4&5 what you got up to.


Edited by LittleClaude, 30 October 2017 - 05:41 PM.


#2
Christian Fryer

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If there was enough interest (or a free slot) I'd definitely like to do a session of quick tips that make working in Nuke a lot faster, along with perhaps righting a few misconceptions or bad habits a lot of people have. (Correct roto/prep workflows, STMaps are your friend, etc...)

 

Over the summer I got let loose on a lot of great shows at One of Us and learned a tonne of random tidbits that don't really get mentioned because they're not awfully show-y. I could get through a lot of these quite quickly if people want a quick fire intake of info.

 

I'd also quite like to show that knowing the absolute basics of Python can open a lot of doors when it comes to avoiding boring tasks in Nuke (plus it's really not as scary as most people think)

 

I'd like to try keep it open to more than just compers (or people who want to get into comp) because a lot of nuke features are really usefully for other disciplines as well. (Especially the python stuff) although it would definitely be a comp heavy session.

 

 

Again, if the masses aren't interested that's cool too.


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#3
Eddy Idriss

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If there was enough interest (or a free slot) I'd definitely like to do a session of quick tips that make working in Nuke a lot faster, along with perhaps righting a few misconceptions or bad habits a lot of people have. (Correct roto/prep workflows, STMaps are your friend, etc...)

 

Over the summer I got let loose on a lot of great shows at One of Us and learned a tonne of random tidbits that don't really get mentioned because they're not awfully show-y. I could get through a lot of these quite quickly if people want a quick fire intake of info.

 

I'd also quite like to show that knowing the absolute basics of Python can open a lot of doors when it comes to avoiding boring tasks in Nuke (plus it's really not as scary as most people think)

 

I'd like to try keep it open to more than just compers (or people who want to get into comp) because a lot of nuke features are really usefully for other disciplines as well. (Especially the python stuff) although it would definitely be a comp heavy session.

 

 

Again, if the masses aren't interested that's cool too.

 

 

This is something that I feel is missing in the teaching, rarely do you ever get the chance to go under the hood with guidance and its at no fault to anybody. Its just there are a lot of things to be taught in a semester and opportunities to learn these kinds of things are missed. So definitely Chris I think its a great Idea. All respect to the Lecturers of course, it is rare for an educational system to be so up to date within its relevant field and after working with other graduates across the country and even the world it is shocking to them how high the standards are from UH animation.  ᵃᶫˢᵒ ᵗʰᵉ ˢᵗᵘᵈᵉᶰᵗˢ, ʷᵉ ᵍᵉᵗ ᵗʰᵉ ʳᵉᵃᶫ ᶜʳᵉᵈᶦᵗ ﹕⁾

 

There are some things that I would like to contribute to the nuke side and that is a more in depth approach to the core fundamentals and from my experience understanding a lot of the basic things clearly has improved my quality of work. Thing is were all still learning so this is a great chance to learn from eachother.

 

There is a lot of Roto/Prep missing and I would like to go into the basics and more advanced procedural methods in regards to that side of comp. Its probably inn my opinion the most important side especially for students because it is the stepping stone into compositing. I can go on and go into more intermediate level things for anybody that really is certain they want to comp.

 

Ill probably cover the main fields like denoise and how the algorithm works, correct roto, stablizers, basic and advanced prep, expressions, cg comp, relighting, keying and screen care, regraining, black and white points, and some heavy math sh*t for the nerds. Min/Max Multiply/Divide From/Plus and how to effectively use them in regards to prep (probably in the more advanced stuff that evolves procedural work over paint work)

 

ᵗʰᵉʳᵉ ᶦˢ ᵃᶫˢᵒ ᵃ ᵇᵘᶰᶜʰ ᵒᶠ ᶜᵒᵒᶫ ᵈᶰᵉᵍ ˢʰᶦᵗ ᴵ ʷᵃᶰᵗ ᵗᵒ ᵗᵉᵃᶜʰ ᵖᵉᵒᵖᶫᵉ


Edited by Eddy Idriss, 20 October 2017 - 12:18 AM.

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#4
tweedie

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I've spoken to a few people who've been curious about Unity, so if there was interest I'd happily go through a few things there, how I typically set up my scenes etc (whatever people are curious about). Even if people don't use it I think it's always good to know as much software as possible.

I'd also be interested in doing a more technical overview of the steps involved in getting a rendered image on screen (mostly aimed at realtime). Stuff like deferred vs forward rendering, what constitutes a mesh, normals, shaders etc- like a back to basics run through of what the computer's doing behind the scenes. I think the course skims over a lot of that stuff, which often leads to people unsure why their normals are screwy or something similar. Personally I think it's pretty important info that informs a lot of your work. Buuut I'm not sure there'd be as much interest in that, as people often shy away from the technical topics! It'd also take a fair bit of time to prep.


Edit: Ha! Looks like a fair bit of techy nerdiness to me

Edited by tweedie, 20 October 2017 - 12:23 AM.

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#5
Eddy Idriss

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Edit: Ha! Looks like a fair bit of techy nerdiness to me

 I'm a VFX nerd but sign me up, you had my attention at 'technical overview' 

 

I dont know what that means in engine but I sure am curious 

 

Jesus-Happy-Jesus.jpg


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#6
Tom_mccall

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I would like to do a Mari masterclass, its something we never get dedicated lessons to besides a 1 hour session in the first year, texture is such a large part of the look of a model and I have had a couple people ask me to talk about how to use it, I did a texture internship at ILM and even though their software was heavily customised I can still go over basics and some tips and tricks that I picked up.  


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#7
Dan Dindarov

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Also would be up on going over some shading/lighting set ups and how we go about it at Milk. Specially some tips and tricks that make my workflow so much faster

Probs would be better doing it in semB when people start on their projects


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#8
owenm

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I wouldn't mind going over the hypershade a bit more in depth. Theres a lot of utility notes that you can use to either completely procedurally make textures or improve upon ones you've made in mari or substance before you plug them into the arnold shaders that I didn't know about til second year. Could also go over the different maps and a breakdown of the samples to optimize render time and to get rid od noise in the render.
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#9
Jenks

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I'd be down for doing a rigging one for first (and possibly second) years at some point. And maybe even a C++ one for making Maya nodes if anyone would actually be interested in that.


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#10
Josh203

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Ill be up for doing a texturing masterclass in substance painter, I've had a few second and third years ask how I go about texturing stuff, I can do a breakdown of how I textured a plane I made and go into detail about different workflows I use and also how to create base materials in designer, as well as using photographs to enhance your materials (: hopefully that can help some of you out! (: 


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#11
Karu

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I would also like to setup a masterclass for substance painter but if Josh and I would be covering the same stuff I'd like to do a games pipeline masterclass showing how to create, bake, texture light and render a single asset from A to B as I knew this helped loads of people out at the beginning of our second year.


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#12
SU34

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I can bang on blueprint masterclass if anyone is interested about practical interactive systems in UE4. We had great in-house and visiting lecturers last year, it might be the time to repeat stuff all over or share my knowledge with you guys. Anything from pickups or object/character/unit interactions to AI principles and practical implementation.


Edited by SU34, 20 October 2017 - 07:12 PM.

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#13
Enalrem

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Ah man these all sound so interesting! I don't know if anyone is interested in a masterclass on quick character creation in zBrush? Mainly how to make a semi-realistic character from concept art. How to use (your own) basemesh and some tricks to set up a full character and pose it really fast in zBrush if you don't have a lot of time.


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#14
Skittles

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Thinking of running a little class for animators if there's interest. I could either cover constraints in Maya without using scripts and other little useful bitty bits, or something workflow based like how I would tackle a shot from blocking to spline? All depends on what people would be interested in seeing and who turns up, but otherwise could be fun to get the animators together in one room!

I don't know when people's classes are, but I could do either this week or next week Tuesday evening?


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#15
TheChunkyChin

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Thinking of running a little class for animators if there's interest. I could either cover constraints in Maya without using scripts and other little useful bitty bits, or something workflow based like how I would tackle a shot from blocking to spline? All depends on what people would be interested in seeing and who turns up, but otherwise could be fun to get the animators together in one room!

I don't know when people's classes are, but I could do either this week or next week Tuesday evening?

I think we're free Tuesday from 1 onwards, Some people might have random 42 tho Tuesday Evening (5-7), But I'd totally be interested in either of those topics :)


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