Joshua -  - East Launceston
Joshua -  - East Launceston

One of our best tutors. Quality profile, experience in their field, verified qualifications and a great response time. Joshua will be happy to arrange your first lesson.

Joshua

One of our best tutors. Quality profile, experience in their field, verified qualifications and a great response time. Joshua will be happy to arrange your first lesson.

  • Rate TSh 101,446
  • Response 4h
  • Students

    Number of students Joshua has accompanied since arriving at Superprof

    50+

    Number of students Joshua has accompanied since arriving at Superprof

Joshua -  - East Launceston
  • 5 (16 reviews)

TSh 101,446/hr

Indie Game Developer for design of 3D assets in Blender or Maya to export into game engines.

Lesson location

    • Online

Ambassador

One of our best tutors. Quality profile, experience in their field, verified qualifications and a great response time. Joshua will be happy to arrange your first lesson.

About Joshua

I graduated from JMC Academy over three years ago, with a Bachelor of Creative Arts in Game Design, and spent my time there mastering the entire production pipeline in Maya for not only myself, but to volunteer in assisting my fellow classmates and other undergraduates along the way. Solving problems and troubleshooting became something I did for anyone and everyone who needed help, and teaching while doing so simply came naturally thereon.
Over the past couple of years or so, I've also been deep diving into Blender 2.8 and up, in order to thoroughly acquaint myself with its rather extensive pipeline. In particular, its node based shading and compositing editors for procedural texturing and post processing, motion tracking and video sequencing suite, and modifier stack for procedural/non-destructive modelling. Blender's philosophy of (and emergent community thereof) free and open source 3D software for everyone, regardless of circumstance, is also something I deeply identify with. 3D should be accessible and available for anyone and everyone, with as minimal barriers in between as possible.
I am also a managing partner in a (very) small startup, Desert Beagle, an independent game development and design business. We're hoping to publish our first major release relatively soon.

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About the lesson

  • All Levels
  • English

All languages in which the lesson is available :

English

Lessons are predominantly structured on the basis of customisation, tailored entirely to your specific learning needs and style. During the introductory session, I’ll endeavour to understand exactly what it is that you are intending to achieve as an ultimate end goal. This may be a highly detailed, multistep plan or something quite vague, or even just the parameters of an assignment if you’re a struggling student. Whatever it is, I’ll outline with you what it would entail and what ground we’d need to cover in order for you to reach your goal/s. If you are a complete beginner, then the first lesson will be a step-by-step walkthrough of the controls and how to use them, starting with basic navigation of the scene, how to add objects to the scene, what transformation vectors are and how to read and use them, and finally, how to start editing objects for modelling them into specific shapes and forms.


Topics covered as we model will include:
• How to extrude, bevel, loop cut, and inset faces and edges.
• Maintaining clean, quadrangulated topology.
• Avoiding non-manifold geometry.
• What normalised vectors (“normals”) are and why keeping them correctly orientated matters.
• How to incorporate procedural modifiers into your workflow when in Blender.
• Distinguishing between hard surface, environmental, and character modelling and the specific workflows related to each.

For sculpting, we’ll cover:
• How to sculpt character facial detail, including eye sockets, eyelids, cheeks, nose, jawline, chin, lips, mouth, and ears.
• How to sculpt body detail including knuckles, fingernails, collarbone, elbows, kneecaps, and muscles.
• How to add extra detail to clothing and hard surface meshes.
• Baking high resolution detail to an optimised mesh using the multiresolution modifier when in Blender.

For grooming, we’ll cover:
• Creating vertex groups for defined hair growth.
• Adding a hair system to a character.
• Adjusting length, number, segments, and shape in the initial settings.
• Adding clumping, roughness, tapering, and specific hairstyles (“kink”).
• Combing, brushing, cutting, smoothing, and styling hair.
• Adding hair dynamics for simulated playback with animation.

For texturing, we’ll cover:
• Correctly cutting, unwrapping, and laying out UV’s.
• Exporting UV maps to other software for painting.
• Creating and assigning materials.
• PBR (physically based rendering) and NPR (non-photorealistic rendering) texture workflows, including the application of specular, roughness, ambient occlusion, and normal mapping.
• Using Blender’s procedural shader editor for node based mapping colourisation, masking, and shading.
• Baking everything down to atlas texture maps for saving out to game engines.

For rigging, we’ll cover:
• Creating a base skeleton.
• Adding controllers to manipulate the bones.
• Putting together a facial rig using bones and blend shapes/shape keys.
• Adding constraints to bind the bones to the controllers.
• Using correct naming convention for proper symmetry.
• Binding the mesh to the rig with proper skin weighting.

For animating, we’ll cover:
• Adding and manipulating keyframes.
• Using the graph editor to smooth and sharpen motion between keyframes.
• Incorporating the twelve principles of animation for realistic motion.
• Creating seamless loops for rendering or game character actions.
• Baking and exporting character animations into game engines.

For lighting, we’ll cover:
• Setting up HDRI (high dynamic range image) lighting.
• Adding and adjusting three point lighting.
• Working with different light types, such as point, spot, area, and sun.
• Using temperature contrast to set mood and tone.
• Setting up volumetric lighting (“Godrays”) for ambient illumination.

For rendering, we’ll cover:
• Adding and positioning a camera for best framing.
• Adjusting focal length, aspect ratio, and clipping distances.
• Making use of composition principles such as rule of thirds, golden ratio, and harmony.
• Setting up depth of field.
• Optimising render settings, such as sampling, denoising, light bounces, and hardware acceleration.
• Adding render passes for final compositing.

For compositing (in Blender), we’ll cover:
• Colour correction and colour grading.
• Isolating render passes for tweaking and polishing renders.
• Comping multiple render layers together.
• How to add effects such as a vignette, blur, glare, pixelation, and sunbeams.
• Keying out colour, distance, luminance and more for image composition.

For motion tracking (in Blender), we’ll cover:
• Importing and preparing footage for tracking.
• Adding either a camera or object track setup.
• How to identify appropriate markers and add trackers to them.
• Cleaning up bad tracks before solving a track.
• Projecting tracking markers and camera into a prepared 3D scene for final composition.

For video sequencing (in Blender), we’ll cover:
• Importing footage or image sequences into the sequencer.
• Setting up various memory caches for faster editing and playback.
• Adding colour, text, and effects strips.
• Incorporating transitions and fade in/outs.
• Layering and blending sequences.
• Rendering final video using optimal encoding settings.

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Rates

Rate

  • TSh 101,446

Pack prices

  • 5h: TSh 507,231
  • 10h: TSh 1,014,462

online

  • TSh101,446/h

Details

Last minute cancellations are fine, just please let me know at least an hour before the lesson or travel fees (if applicable) will still be charged.

Joshua's Video

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