CREATURE CREATION FOR PRODUCTION
CREATURE CREATION FOR PRODUCTION
Meet the teacher
Cesar Dacol Jr.Founder : Phoenix Atelier
With over 25 years in the film business to his credit a background in anatomy and traditional sculpting, Cesar Dacol Jr. is no stranger to making hits. His resume reads like a road map, making frequent stops on some of the biggest projects in Hollywood.
Along this journey, Cesar has worked as a Lead and Modeling Supervisor on features like, 300, Fantastic Four, Barnyard, Journey to the Center of the Earth and Happy Feet 2. Currently, Cesar keeps busy working as a Director of Character Development in the film and games industries.
When not helping to create the next big blockbuster, Cesar finds time to make contributions to publications like, “D’artiste Character Modeling 3” and most recently “Advanced Photoshop Magazine”.
Cesar also has the privilege of being the first ZBrush instructor invited by The Stan Winston School of Character Arts to provide a tutorial lesson in ZBrush.
He is also known for his contributions as a long standing beta team member for Pixologic’s ZBrush, as an instructor for CGSociety’s CGWorkshops and founder Phoenirx Atelier.
Concept Designer – Cloverfield / Star Trek / Super 8 / Prometheus
Sculpting something isn't difficult. Making it work for Production is!
I often get asked, "How do I work faster?" Well it's not by working faster; speed has nothing to do with it. It's all about working smarter!
I have spent 25 years in the trenches of Hollywood Supervising Blockbuster films. Like 300 and Journey to the center of the earth. Learn from someone that's in it. Not theory, but practical knowledge of how this stuff works and why it doesn't.
The modeling component is the first one up in any production and we need to get it right, as all the other departments are waiting for us.
In CREATURE CREATION FOR PRODUCTION, I will take you through the entire process of creating something tangible for the production floor. Come along as I demystify the inner workings of both VFX and Feature Animation Films.
Learn how to do it like the PRO's, THE RIGHT WAY!
At Phoenix our mode is slow and steady. There is no point dumping a bunch of information on you that you won’t remember or have the time to do. So our structure is bite size that can fit in anyone’s busy schedule.
MONDAY TO FRIDAY
Every day you will have access to brand new learning material and videos. At the end of each day’s material there will be a small yet IMPORTANT exercise for you to follow through on.
* It is the accumulation of the small things we DO that make us who we are.
On Fridays, you will be given a larger assignment to do over the weekend. This assignment will recap the elements learned and solidify the teachings for the week.
Your Assignments will be reviewed by your instructor during the live Go2meetings. The day that this will occur will be chosen by the instructor as to their availability. Whatever the day is, it will remain consistent for the duration of the course. (Baring no unforeseen complications.)
*These are not private reviews as it is our belief that as PROFESSIONAL, artists we must learn to deal with the stigma of public reviews of their personal work. The proverbial, “Thickening of one’s skin”.
To all that do participate and complete the assignments there will be a revue at the end of your work and a certificate of completion will be awarded by the instructor and school if deemed justified. We will be looking for quality within the work and not just rushed assignments in order to complete the requirements.
*Although you might consider the certificate a token of our appreciation, it is one not to be taken lightly. If awarded a certificate your name will go on our certified Artist list.
When we are contacted by prospective employers looking for student recommendations it is from our certified artist list that we will provide the names from.
You will be given material in some cases over and over. This is not a miss print nor are we getting lazy. Repetition is the key to learning and retaining information. Putting information you have heard over and over into action. What a concept!
*Claiming ignorance without knowledge is acceptable. Claiming ignorance when knowledge has been given is suicide of the spirit.
Come on in with an open mind and heart, take from it what you deem useful and toss out what you don't.
Let’s get started!
Week 1 - The Production floor - Pipeline and communication - How do we fit in and NOT screw it up.
- The entire product waits for you to deliver the assets so that they can start working... lots of pressure. Starting with the right foot forward!
Week 2 - 3D World and Applications - Setting up for success and working within the realms of reality.
- Understanding the use of each application, how it correlates to the job at hand and setting up our environments correctly is a must.
Week 3 - ANATOMY - Building an asset the right way — Planning for the final outcome.
- If you don't know where you're going... how can you get there?
Week 4 - ANATOMY - No longer and option, a MUST know!
- We'll look at anatomy and how it plays an ever important role in deciding our choices in production.
Week 5 - UVs the necessary evil - Laying out UV's the proper way.
- UV's how to make your life easier for editing them.
Week 6 - The maps - How to get them out and what you need.
- The maps are what bring our character to life in a 3d application, which ones do we need and why?
Week 7 - Tech Check wrapping it all up - The glamour of checking for errors.
- The tech check is the most important aspect of our job and we need to know how and what to look for.
Week 8 - Putting it all together — THE DEMO REEL — The full view in focus.
- Every step of this course is a step towards understanding all of the components to successfully creating something for production. Now let's properly display it for potential employers.
We provide single payment options as well as an optiong to pay in installments. Following are the pricing details for this program :
Single Payment option :
Pay in installments :
Who is this class for?
It is not necessary to be proficient or an expert,
but must have a working knowledge of a 3d Application and ZBrush.
What will I learn?
- The process of creating something tangible for the production floor.
- The Production floor - Pipeline and communication
- 3D World and Applications
- Breaking Symmetry and Retopology
- Laying out UV's the proper way
- The maps
- Tech Check wrapping it all up
- Putting it all together
Will I get personal feedback directly from the teacher?
Once a week you will be invited to a live session where your instructor will review and critique your work .
How long is this course?
All of our programs are curriculum based lasting 8 weeksin duration. Just like in any school you will have new daily content
and assigments given to you .On average daily assignment will take you between 15 mins and a full hour to complete. this Is of course defendat on
the complexities of that day and its subject matter.
Are there any student requirements to attend this program?
It is not necessary to be proficient or an expert, but must have a working knowledge of a 3d Application and ZBrush.
Where can I get more info, like syllabus etc for this course?
Please check for the Syllabus link on this page. You can also contact our support at firstname.lastname@example.org
Is there any refund policy?
All our programs follow a refund policy mentioned in the FAQ section for this website. You can refer to that for more information.