FxpHD.The.Broadcast.Ident-TUTOR

Section
Appz
Group
TUTOR
Size
2,68 GB
Files
60
Date
2017-08-26

NFO

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                       The Broadcast Ident (c) FxpHD                       

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    ▀█▄▄█▀ ▀▄▀    ▄▄▄▄▄            2017-08-26           ▄▄▄▄▄    ▀▄▀ ▀█▄▄█▀   
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▄ ▄█▓▓▀▀█▀  ▄     ▀   ▓▓██▄██▓░  .: I N F O :.  ░▓██▄██▓▓   ▀     ▄  ▀█▀▀▓▓█▄ ▄
    ▓   ▄              ▀▀▀▒▓███▄               ▄███▓▒▀▀▀              ▄   ▓ 
                                                                     
                                                                                
     Tim Clapham returns with a brand new course aimed at motion graphic        
     designers and animators. This time, it's a bit of a departure from         
     Clapham's previous typical course structure as he will be taking you       
     through the development and animation of a channel ident from the          
     initial concept stage, right through to the final rendering and            
     delivery part of the process. In a previous course at fxphd, members       
     were invited to design a logo for a fictional TV channel. The chosen       
     design is the logo we will be using for our ident.                         
                                                                                
     The structure and workflow of this course will be similar to the           
     typical studio workflow you would find when working on a real world        
     production. Starting with design and concept, we then move on to           
     discuss the shoot itself. Working with footage which was shot on the       
     RED Epic, we will be choosing selects from our bin of clips and            
     exploring various grade options within RED Cine. Next, we will take the    
     selected clip into the animatic stage within Adobe After Effects, using    
     this as a tool to block out our basic design and timing. Once the          
     animatic is complete, the footage will be tracked and the 3D solution      
     exported ready for match moving.                                           
                                                                                
     An important part of any production is the design process and this will    
     be an integral part of the course. Alongside creating our animatic and     
     completing technical tasks such as tracking and modelling, we will also    
     be exploring design options throughout the production. We will be          
     working with Adobe Illustrator to develop various designs and graphic      
     features. Creating elements using 3D modelling and texturing techniques    
     in Cinema4D. Bringing all of this together in the form of style frames     
     which will be the foundation for the ident look, grade and overall         
     feel.                                                                      
                                                                                
     We will work with elements being animated in both 2D and 3D. The indent    
     will progress as the 3D multipass renders are output and the composite     
     is developed. Finally, 2D graphic elements will be added and animated      
     in post and the grading completed ready for final rendering.               
     course syllabus                                                            
                                                                                
     Class 1                                                                    
     Concept Development - We look at the initial boards created for the        
     ident and the concepts and scripts behind them. From this selection of     
     ideas, one is chosen and we discuss a practical approach to shooting       
     the footage. Tim shares his experiences of working with the RED Epic       
     and after a brief overview of working with RED Cine, we choose our         
     selects from the RED footage. This is then narrowed down to one shot.      
     Whilst working with RED Cine we explore some of the looks we could         
     output when we grade our shot.                                             
                                                                                
     Class 2                                                                    
     We create the animatic for the ident using Adobe After Effects CS5.5.      
     Although the work is quite simple, it is an essential part of the          
     process and this will create a solid foundation for building upon over     
     the following weeks. We will work with masks, 3D layers, parenting,        
     shape layers and time-remapping. We will also discuss important            
     concepts such as file management and organising your projects.             
                                                                                
     Class 3                                                                    
     Model the joystick in Cinema4D. Covering many of the most commonly used    
     tools when modelling with hyperNURBS including, knife, edge cut,           
     extrude, loop and ring selection. We also look at an alternative method    
     available when using the Correction Deformer.                              
                                                                                
     Class 4                                                                    
     Tracking the tunnel shot in Syntheyes. Using supervised tracking we        
     will track and solve the tunnel shot. Covers general workflow in           
     Syntheyes. Solving difficult shots. Clean up trackers. Creating a          
     coordinate system. Exporting python script for C4D.                        
                                                                                
     Class 5                                                                    
     Style Frame, Render and Comp - Taking the tracking data into Cinema4D      
     we can start to incorporate 3D elements into the live action plate. We     
     will build proxy elements of the live action plate from the tracking       
     data which we will use as shadow catchers and other composite helpers.     
     This will also allow us to develop our 3D - 2D pipeline for the            
     project, discovering which passes need to be rendered. Any problems        
     associated with this and allowing us plenty of time to find solutions.     
     Outputting out a still frame using multipass render layers will give us    
     the opportunity to develop our style frame.                                
                                                                                
     Class 6                                                                    
     3D Animation, Render and Comp - In this class we will animate the 3D       
     elements. This is the first blocking stage and we will attempt to          
     animate all the elements and prepare them for output. The render passes    
     will be created, output and brought into the composite for review.         
                                                                                
     Class 7                                                                    
     Creating the graphic elements in Cinema4D. Using the knife tool to         
     create cuts for generating splines from the tunnel geometry. Cloner        
     Object to clone graphics along the splines. SplineWrap to deform           
     geometry along the splines.                                                
                                                                                
     Class 8                                                                    
     Animating the graphic elements appearing through the shot. Working with    
     effectors to control scale, visibility and time offset keyframed           
     animation of cloned objects. Using constraints for dynamic parenting.      
     Morphing with Pose Morph and baking the resulting morph to point level     
     animation.                                                                 
                                                                                
     Class 9                                                                    
     Finding and correcting errors in the scene so far. Creating some basic     
     materials for the graphics, using formula effector and multishader.        
     Generating geometry through collision using Bool, Matrix object and        
     Tracer. Preparing file for multipass rendering.                            
                                                                                
     Class 10                                                                   
     Final Grade and Output - We will take our 3D elements and bring them       
     into the composite we have been building. Our 2D graphic elements will     
     be finalized and the grade completed. The comp will be setup for final     
     render, we will then review the result and discuss the overall project     
     process.                                                                   
                                                                                
                                                                                
                                                 

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▄ ▄█▓▓▀▀█▀  ▄     ▀   ▓▓██▄██▓░  .: M E T A :.  ░▓██▄██▓▓   ▀     ▄  ▀█▀▀▓▓█▄ ▄
    ▓   ▄              ▀▀▀▒▓███▄               ▄███▓▒▀▀▀              ▄   ▓ 

     Type .... : Instructional Video
     Genre ... : Bookware
     Disks ... : 58
     URL ..... : https://www.fxphd.com

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▄▄▄█▓▓▀▀█▀  ▄     ▀   ▓▓██▄██▓.: I N S T A L L :.▓██▄██▓▓   ▀     ▄  ▀█▀▀▓▓█▄▄▄
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▒█▓▒█                                                                     █▒▓█▒
█▓▒ ▓       A) Unpack this release using your favorite RAR unpacker.      ▓ ▒▓█
▒█▓▒█       B) Load up the tutorial, and expand your knowledge.           █▒▓█▒
█▓▒ ▓       C) Sit back, and enjoy!                                       ▓ ▒▓█
▒█▓▓█ ▄▀▄                                                             ▄▀▄ █▒▓█▒
█▓▓ ▓▄ ▀                                                               ▀ ▄▓ ▓██
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▄▄▄█▓▓▀▀█▀  ▄     ▀   ▓▓██▄██▓░  .: J O I N :.  ░▓██▄██▓▓   ▀     ▄  ▀█▀▀▓▓█▄▄▄
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▒▀█▓▓▒   ▄▀ ▄                                                     ▄ ▀▄   ▒▓▓█▀▒
       ▄█▄                FIND US, HELP US, JOIN US!                  ▄█▄
   ▀▓▓███▓█▄        ▄                                     ▄        ▄█▓███▓▓▀
      ▀██▀▀▓██▄▄▄▄█▀  ▄▄▄▄▄▄                       ▄▄▄▄▄▄  ▀▓▄▄▄▄██▓▀▀██▀
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       ▀   ░      I▓▓▌         ▀▀▄▄   ▄▓▄   ▄▄▀▀         I▓▓▌      ░   ▀
                   ▀▓▓▄            ▀▀▀▀ ▀▀▀▀            ▄▓▓▀ 
                      ▀▀▀      QUALITY BOOKWARE!      ▀▀▀   

Files

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t-fxphbi.r0247,68 MB
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t-fxphbi.r5147,68 MB
t-fxphbi.r5247,68 MB
t-fxphbi.r5347,68 MB
t-fxphbi.r5447,68 MB
t-fxphbi.r5547,68 MB
t-fxphbi.r5630,39 MB
t-fxphbi.rar47,68 MB
t-fxphbi.sfv1,30 KB
tutor.nfo17,35 KB