• Exciting news, everyone! Autodesk has just released Flame 2026.1, and it's packed with amazing features! This update enhances compositing, finishing, and effects capabilities like never before. With improved handling of OpenFX plugins, your creative possibilities are truly limitless! Imagine the stunning visuals you can create with this powerful tool at your fingertips! Let's embrace this innovation and take our projects to new heights! Keep shining and creating magic!

    #Autodesk #Flame2026 #CreativeSoftware #VisualEffects #Innovation
    🎉 Exciting news, everyone! Autodesk has just released Flame 2026.1, and it's packed with amazing features! 🌟 This update enhances compositing, finishing, and effects capabilities like never before. With improved handling of OpenFX plugins, your creative possibilities are truly limitless! ✨ Imagine the stunning visuals you can create with this powerful tool at your fingertips! Let's embrace this innovation and take our projects to new heights! 🚀 Keep shining and creating magic! 💖 #Autodesk #Flame2026 #CreativeSoftware #VisualEffects #Innovation
    Autodesk releases Flame 2026.1
    Check out the new features in the compositing, finishing and effects software, including better handling of OpenFX plugins.
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  • In a world where the colors bleed into shadows, Autodesk has unveiled Arnold 7.4.3, a bittersweet reminder of creativity's fragility. The new Inference imager, a whisper of hope, applies machine learning to stylize our dreams, yet it feels like a distant echo in my heart. Each feature adds layers, but the loneliness remains, like an empty canvas yearning for a touch of warmth. I watch the beauty of innovation unfold while I grapple with the weight of solitude. Will these advancements ever fill the void, or are they just fleeting moments in a sea of despair?

    #Autodesk #Arnold743 #Loneliness #Heartbreak #CreativeJourney
    In a world where the colors bleed into shadows, Autodesk has unveiled Arnold 7.4.3, a bittersweet reminder of creativity's fragility. The new Inference imager, a whisper of hope, applies machine learning to stylize our dreams, yet it feels like a distant echo in my heart. Each feature adds layers, but the loneliness remains, like an empty canvas yearning for a touch of warmth. I watch the beauty of innovation unfold while I grapple with the weight of solitude. Will these advancements ever fill the void, or are they just fleeting moments in a sea of despair? #Autodesk #Arnold743 #Loneliness #Heartbreak #CreativeJourney
    Autodesk releases Arnold 7.4.3
    Check out the new features in the renderer, including an Inference imager for applying machine learning models to stylize output.
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  • Autodesk a décidé de mettre à jour sa collection d'outils 3D pour 2026. Ça sonne plutôt bien, je suppose. La mise à jour concerne principalement la Media & Entertainment Collection, qui inclut des logiciels comme Maya, 3ds Max, Arnold, Motionbuilder et Mudbox. En gros, rien de très nouveau ici.

    Il y a aussi une quinzaine de nodes Bifrost, mais qui s’en soucie vraiment ? Ah oui, et Golaem fait son entrée dans la collection. C'est un plugin pour Maya, apparemment. Une grande nouvelle pour ceux qui utilisent déjà ce logiciel, mais pour les autres, ça n'a pas vraiment l'air d'être un gros changement.

    On peut dire que ces mises à jour sont censées améliorer l'expérience utilisateur, mais on ne sait jamais vraiment si cela en vaut la peine. On espère juste que ça ne causera pas trop de bugs. Qui a vraiment le temps de s’ennuyer avec ça ? Les utilisateurs de cette collection devront probablement passer un peu de temps à s’adapter aux nouvelles fonctionnalités, mais bon, c'est comme d'habitude.

    En fin de compte, une mise à jour de plus, des outils de plus en plus sophistiqués, mais le même sentiment de lassitude. On se demande si tout cela en vaut vraiment la peine. Alors, bonne chance à ceux qui vont plonger dans cette version 2026. Peut-être qu'il y aura quelque chose d'intéressant, mais je ne vais pas me faire d'illusions.

    #Autodesk #Maya #3dsMax #Golaem #MiseÀJour
    Autodesk a décidé de mettre à jour sa collection d'outils 3D pour 2026. Ça sonne plutôt bien, je suppose. La mise à jour concerne principalement la Media & Entertainment Collection, qui inclut des logiciels comme Maya, 3ds Max, Arnold, Motionbuilder et Mudbox. En gros, rien de très nouveau ici. Il y a aussi une quinzaine de nodes Bifrost, mais qui s’en soucie vraiment ? Ah oui, et Golaem fait son entrée dans la collection. C'est un plugin pour Maya, apparemment. Une grande nouvelle pour ceux qui utilisent déjà ce logiciel, mais pour les autres, ça n'a pas vraiment l'air d'être un gros changement. On peut dire que ces mises à jour sont censées améliorer l'expérience utilisateur, mais on ne sait jamais vraiment si cela en vaut la peine. On espère juste que ça ne causera pas trop de bugs. Qui a vraiment le temps de s’ennuyer avec ça ? Les utilisateurs de cette collection devront probablement passer un peu de temps à s’adapter aux nouvelles fonctionnalités, mais bon, c'est comme d'habitude. En fin de compte, une mise à jour de plus, des outils de plus en plus sophistiqués, mais le même sentiment de lassitude. On se demande si tout cela en vaut vraiment la peine. Alors, bonne chance à ceux qui vont plonger dans cette version 2026. Peut-être qu'il y aura quelque chose d'intéressant, mais je ne vais pas me faire d'illusions. #Autodesk #Maya #3dsMax #Golaem #MiseÀJour
    Autodesk met à jour ses outils 3D : quoi de neuf pour 2026 ?
    Autodesk annonce une mise à jour de son Autodesk Media & Entertainment Collection, qui passe en version 2026. Celle-ci contient pour rappel Maya, 3ds Max, Arnold, Motionbuilder, Mudbox ou encore une quinzaine de nodes Bifrost. Golaem rejoint la s
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  • Are you ready to embark on an exciting journey into the world of freelance 3D artistry? The possibilities are endless, and I'm here to tell you that this is the perfect time to dive into freelancing! Whether you're coming from animation, video games, architecture, or visual effects, the demand for talented 3D professionals is skyrocketing!

    Imagine waking up each day to work on projects that ignite your passion and creativity! Freelancing in the 3D industry allows you to embrace your artistic spirit and transform your visions into stunning visual realities. With studios and agencies increasingly outsourcing production stages, there has never been a better opportunity to carve out your niche in this vibrant field.

    Let’s talk about the **5 essential tools** you can use to kickstart your freelancing career in 3D!

    1. **Blender**: This powerful and free software is a game-changer! With its comprehensive features, you can create everything from animations to stunning visual effects.

    2. **Autodesk Maya**: Elevate your skills with this industry-standard tool! Perfect for animators and modelers, Maya will help you bring your creations to life with professional finesse.

    3. **Substance Painter**: Don’t underestimate the power of textures! This tool allows you to paint textures directly onto your 3D models, ensuring they look photorealistic and captivating.

    4. **Unity**: If you’re interested in gaming or interactive content, Unity is your go-to platform! It lets you bring your 3D models into an interactive environment, giving you the chance to shine in the gaming world.

    5. **Fiverr or Upwork**: These platforms are fantastic for freelancers to showcase their skills and connect with clients. Start building your portfolio and watch your network grow!

    Freelancing isn't just about working independently; it’s about building a community and collaborating with other creatives to achieve greatness! So, gather your tools, hone your craft, and don’t be afraid to put yourself out there. Every project is an opportunity to learn and grow!

    Remember, the road may have its bumps, but your passion and determination will propel you forward. Keep believing in yourself, and don’t hesitate to take that leap of faith into the freelancing world. Your dream career is within reach!

    #Freelance3D #3DArtistry #CreativeJourney #Freelancing #3DModeling
    🚀✨ Are you ready to embark on an exciting journey into the world of freelance 3D artistry? 🌟 The possibilities are endless, and I'm here to tell you that this is the perfect time to dive into freelancing! Whether you're coming from animation, video games, architecture, or visual effects, the demand for talented 3D professionals is skyrocketing! 📈💥 Imagine waking up each day to work on projects that ignite your passion and creativity! 💖 Freelancing in the 3D industry allows you to embrace your artistic spirit and transform your visions into stunning visual realities. With studios and agencies increasingly outsourcing production stages, there has never been a better opportunity to carve out your niche in this vibrant field. 🌈 Let’s talk about the **5 essential tools** you can use to kickstart your freelancing career in 3D! 🛠️✨ 1. **Blender**: This powerful and free software is a game-changer! With its comprehensive features, you can create everything from animations to stunning visual effects. 🌌 2. **Autodesk Maya**: Elevate your skills with this industry-standard tool! Perfect for animators and modelers, Maya will help you bring your creations to life with professional finesse. 🎬 3. **Substance Painter**: Don’t underestimate the power of textures! This tool allows you to paint textures directly onto your 3D models, ensuring they look photorealistic and captivating. 🖌️ 4. **Unity**: If you’re interested in gaming or interactive content, Unity is your go-to platform! It lets you bring your 3D models into an interactive environment, giving you the chance to shine in the gaming world. 🎮 5. **Fiverr or Upwork**: These platforms are fantastic for freelancers to showcase their skills and connect with clients. Start building your portfolio and watch your network grow! 🌍 Freelancing isn't just about working independently; it’s about building a community and collaborating with other creatives to achieve greatness! 🤝💫 So, gather your tools, hone your craft, and don’t be afraid to put yourself out there. Every project is an opportunity to learn and grow! 🌱 Remember, the road may have its bumps, but your passion and determination will propel you forward. Keep believing in yourself, and don’t hesitate to take that leap of faith into the freelancing world. Your dream career is within reach! 🚀💖 #Freelance3D #3DArtistry #CreativeJourney #Freelancing #3DModeling
    5 outils pour se lancer en freelance dans les métiers de la 3D
    Partenariat Le freelancing est une voie naturelle pour nombre d’artistes et techniciens de la 3D, qu’ils viennent de l’animation, du jeu vidéo, de l’architecture ou des effets visuels. En parallèle d’une explosion des besoins en contenus visuels temp
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  • Autodesk, encore une fois, frappe fort et nous présente MotionMaker, un nouvel outil d’animation IA intégré à Maya, qui prétend réduire les temps de production de manière spectaculaire. Mais sérieusement, sommes-nous vraiment censés applaudir cette pseudo-révolution technologique ? Il est temps de mettre les choses au clair !

    Tout d'abord, qu'est-ce que cette annonce dit sur notre industrie ? Nous, animateurs, avons toujours été fiers de notre savoir-faire, de notre art, de notre capacité à insuffler la vie à des personnages animés grâce à notre créativité et notre patience. Et maintenant, voilà qu'Autodesk nous dit que tout cela peut être remplacé par une machine ? C'est une insulte à notre passion et à notre profession ! MotionMaker n'est pas une solution, c'est une aberration qui met en péril l'authenticité de notre art.

    Parlons de ce que cela signifie réellement pour les créateurs. La promesse d’une réduction spectaculaire des temps de production semble séduisante en surface, mais à quel prix ? En remplaçant l'authenticité de l'animation par une formule standardisée, Autodesk ne risque-t-il pas de nous plonger dans un océan de créations uniformes et sans âme ? Nos personnages, qui devraient refléter notre vision et notre émotion, finiront par devenir des clones, sans aucune personnalité. C'est une direction catastrophique !

    Et puis, il y a cette prétention d'utiliser l'intelligence artificielle pour "révolutionner" notre manière d'animer. Qui a besoin d'une IA pour faire ce que nous avons appris à faire pendant des années ? Les animateurs sont des artistes, pas des techniciens qui appuient sur des boutons. En fait, ce genre de technologie ne fait qu'aliéner les véritables créateurs. Au lieu de nous donner les outils pour améliorer notre art, cela nous entraîne vers une dépendance à la technologie qui peut nous coûter notre créativité.

    On ne peut pas ignorer non plus l'impact sur l'emploi. En réduisant le temps de production, Autodesk joue avec le feu. Si les studios peuvent produire plus rapidement grâce à MotionMaker, cela signifie moins d'emplois pour les animateurs. Une fois de plus, la rentabilité prend le pas sur l'humain. Il est temps que nous nous levions contre cette tendance dévastatrice et que nous défendions notre place en tant que créateurs.

    En somme, MotionMaker est loin d'être la solution miracle qu'Autodesk prétend qu'elle est. C'est un affront à notre art, un outil qui menace notre créativité et nos emplois. Nous devons résister à cette pression technologique et affirmer que l'animation doit rester un domaine d'expression humaine, et non un champ de bataille pour les machines.

    #MotionMaker #Animation #IA #Autodesk #Créativité
    Autodesk, encore une fois, frappe fort et nous présente MotionMaker, un nouvel outil d’animation IA intégré à Maya, qui prétend réduire les temps de production de manière spectaculaire. Mais sérieusement, sommes-nous vraiment censés applaudir cette pseudo-révolution technologique ? Il est temps de mettre les choses au clair ! Tout d'abord, qu'est-ce que cette annonce dit sur notre industrie ? Nous, animateurs, avons toujours été fiers de notre savoir-faire, de notre art, de notre capacité à insuffler la vie à des personnages animés grâce à notre créativité et notre patience. Et maintenant, voilà qu'Autodesk nous dit que tout cela peut être remplacé par une machine ? C'est une insulte à notre passion et à notre profession ! MotionMaker n'est pas une solution, c'est une aberration qui met en péril l'authenticité de notre art. Parlons de ce que cela signifie réellement pour les créateurs. La promesse d’une réduction spectaculaire des temps de production semble séduisante en surface, mais à quel prix ? En remplaçant l'authenticité de l'animation par une formule standardisée, Autodesk ne risque-t-il pas de nous plonger dans un océan de créations uniformes et sans âme ? Nos personnages, qui devraient refléter notre vision et notre émotion, finiront par devenir des clones, sans aucune personnalité. C'est une direction catastrophique ! Et puis, il y a cette prétention d'utiliser l'intelligence artificielle pour "révolutionner" notre manière d'animer. Qui a besoin d'une IA pour faire ce que nous avons appris à faire pendant des années ? Les animateurs sont des artistes, pas des techniciens qui appuient sur des boutons. En fait, ce genre de technologie ne fait qu'aliéner les véritables créateurs. Au lieu de nous donner les outils pour améliorer notre art, cela nous entraîne vers une dépendance à la technologie qui peut nous coûter notre créativité. On ne peut pas ignorer non plus l'impact sur l'emploi. En réduisant le temps de production, Autodesk joue avec le feu. Si les studios peuvent produire plus rapidement grâce à MotionMaker, cela signifie moins d'emplois pour les animateurs. Une fois de plus, la rentabilité prend le pas sur l'humain. Il est temps que nous nous levions contre cette tendance dévastatrice et que nous défendions notre place en tant que créateurs. En somme, MotionMaker est loin d'être la solution miracle qu'Autodesk prétend qu'elle est. C'est un affront à notre art, un outil qui menace notre créativité et nos emplois. Nous devons résister à cette pression technologique et affirmer que l'animation doit rester un domaine d'expression humaine, et non un champ de bataille pour les machines. #MotionMaker #Animation #IA #Autodesk #Créativité
    Autodesk dévoile MotionMaker : un outil d’animation IA qui réduit le temps de production dans Maya
    Autodesk bouleverse le monde de l’animation avec le lancement de MotionMaker, un nouvel outil intégré à Autodesk Maya, alimenté par l’intelligence artificielle, qui promet de révolutionner la manière dont les animateurs vont animer leurs personnages.
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  • Tutorial: Practical Lighting for Production

    Saturday, June 14th, 2025
    Posted by Jim Thacker
    Tutorial: Practical Lighting for Production

    html PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" ";

    The Gnomon Workshop has released Practical Lighting for Production, a guide to VFX and cinematics workflows recorded by former Blizzard lighting lead Graham Cunningham.
    The intermediate-level workshop provides four hours of training in Maya, Arnold and Nuke.
    Discover professional workflows for lighting a CG shot to match a movie reference
    In the workshop, Cunningham sets out the complete process of lighting and compositing a shot to match a movie reference, using industry-standard software.
    He begins by setting up a basic look development light rig in Maya, importing a 3D character, assigning materials and shading components, and creating a turntable setup.
    Next, he creates a shot camera and set dresses the environment using kitbash assets.
    Cunningham also discusses strategies for lighting a character, including how to use dome lights and area lights to provide key, fill and rim lighting, and how to use HDRI maps.
    From there, he moves to rendering using Arnold, discussing render settings, depth of field, and how to create render passes.
    Cunningham then assembles the render passes in Nuke, splits out the light AOVs, and sets out how to adjust light colors and intensities.
    He also reveals how to add atmosphere, how to use cryptomattes to fine tune the results, how to add post effects, and how to apply a final color grade to match a chosen movie reference.
    As well as the tutorial videos, viewers of the workshop can download one of Cunningham’s Maya files.
    The workshop uses 3D Scan Store’s commercial Female Explorer Game Character, and KitBash3D’s Wreckage Kit, plus assets from KitBash3D’s Cargo.
    About the artist
    Graham Cunningham is a Senior Lighting, Compositing and Lookdev Artist, beginning his career as a generalist working in VFX for film and TV before moving to Blizzard Entertainment.
    At Blizzard, he contributed to cinematics for Diablo IV, Diablo Immortal, Starcraft II, Heroes of the Storm, World of Warcraft, Overwatch, and Overwatch 2, many of them as a lead lighting artist.
    Pricing and availability
    Practical Lighting for Production is available via a subscription to The Gnomon Workshop, which provides access to over 300 tutorials.
    Subscriptions cost /month or /year. Free trials are available.
    about Practical Lighting for Production on The Gnomon Workshop’s website

    Have your say on this story by following CG Channel on Facebook, Instagram and X. As well as being able to comment on stories, followers of our social media accounts can see videos we don’t post on the site itself, including making-ofs for the latest VFX movies, animations, games cinematics and motion graphics projects.
    Full disclosure: CG Channel is owned by Gnomon.

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    Check out the new features in the open-source release of DreamWorks Animation's production renderer. used on movies like The Wild Robot.
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    Tutorial: Practical Lighting for Production
    Master professional CG lighting workflows with former Blizzard lighting lead Graham Cunningham's tutorial for The Gnomon Workshop.
    Saturday, June 14th, 2025

    Boris FX releases Mocha Pro 2025.5
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    Sketchsoft releases Feather 1.3
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    Older Posts
    #tutorial #practical #lighting #production
    Tutorial: Practical Lighting for Production
    Saturday, June 14th, 2025 Posted by Jim Thacker Tutorial: Practical Lighting for Production html PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" "; The Gnomon Workshop has released Practical Lighting for Production, a guide to VFX and cinematics workflows recorded by former Blizzard lighting lead Graham Cunningham. The intermediate-level workshop provides four hours of training in Maya, Arnold and Nuke. Discover professional workflows for lighting a CG shot to match a movie reference In the workshop, Cunningham sets out the complete process of lighting and compositing a shot to match a movie reference, using industry-standard software. He begins by setting up a basic look development light rig in Maya, importing a 3D character, assigning materials and shading components, and creating a turntable setup. Next, he creates a shot camera and set dresses the environment using kitbash assets. Cunningham also discusses strategies for lighting a character, including how to use dome lights and area lights to provide key, fill and rim lighting, and how to use HDRI maps. From there, he moves to rendering using Arnold, discussing render settings, depth of field, and how to create render passes. Cunningham then assembles the render passes in Nuke, splits out the light AOVs, and sets out how to adjust light colors and intensities. He also reveals how to add atmosphere, how to use cryptomattes to fine tune the results, how to add post effects, and how to apply a final color grade to match a chosen movie reference. As well as the tutorial videos, viewers of the workshop can download one of Cunningham’s Maya files. The workshop uses 3D Scan Store’s commercial Female Explorer Game Character, and KitBash3D’s Wreckage Kit, plus assets from KitBash3D’s Cargo. About the artist Graham Cunningham is a Senior Lighting, Compositing and Lookdev Artist, beginning his career as a generalist working in VFX for film and TV before moving to Blizzard Entertainment. At Blizzard, he contributed to cinematics for Diablo IV, Diablo Immortal, Starcraft II, Heroes of the Storm, World of Warcraft, Overwatch, and Overwatch 2, many of them as a lead lighting artist. Pricing and availability Practical Lighting for Production is available via a subscription to The Gnomon Workshop, which provides access to over 300 tutorials. Subscriptions cost /month or /year. Free trials are available. about Practical Lighting for Production on The Gnomon Workshop’s website Have your say on this story by following CG Channel on Facebook, Instagram and X. As well as being able to comment on stories, followers of our social media accounts can see videos we don’t post on the site itself, including making-ofs for the latest VFX movies, animations, games cinematics and motion graphics projects. Full disclosure: CG Channel is owned by Gnomon. Latest News DreamWorks Animation releases MoonRay 2.15 Check out the new features in the open-source release of DreamWorks Animation's production renderer. used on movies like The Wild Robot. Sunday, June 15th, 2025 Tutorial: Practical Lighting for Production Master professional CG lighting workflows with former Blizzard lighting lead Graham Cunningham's tutorial for The Gnomon Workshop. Saturday, June 14th, 2025 Boris FX releases Mocha Pro 2025.5 Planar tracking tool gets new AI face recognition system for automatically obscuring identities in footage. Check out its other new features. Friday, June 13th, 2025 Leopoly adds voxel sculpting to Shapelab 2025 Summer 2025 update to the VR modeling app expands the new voxel engine for blocking out 3D forms. See the other new features. Friday, June 13th, 2025 iRender: the next-gen render farm for OctaneRenderOnline render farm iRender explains why its powerful, affordable GPU rendering solutions are a must for OctaneRender users. Wednesday, June 11th, 2025 Master Architectural Design for Games using Blender & UE5 Discover how to create game environments grounded in architectural principles with The Gnomon Workshop's new tutorial. Monday, June 9th, 2025 More News Epic Games' free Live Link Face app is now available for Android Adobe launches Photoshop on Android and iPhone Sketchsoft releases Feather 1.3 Autodesk releases 3ds Max 2026.1 Autodesk adds AI animation tool MotionMaker to Maya 2026.1 You can now sell MetaHumans, or use them in Unity or Godot Epic Games to rebrand RealityCapture as RealityScan 2.0 Epic Games releases Unreal Engine 5.6 Pulze releases new network render manager RenderFlow 1.0 Xencelabs launches Pen Tablet Medium v2 Desktop edition of sculpting app Nomad enters free beta Boris FX releases Silhouette 2025 Older Posts #tutorial #practical #lighting #production
    Tutorial: Practical Lighting for Production
    Saturday, June 14th, 2025 Posted by Jim Thacker Tutorial: Practical Lighting for Production html PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" "http://www.w3.org/TR/REC-html40/loose.dtd" The Gnomon Workshop has released Practical Lighting for Production, a guide to VFX and cinematics workflows recorded by former Blizzard lighting lead Graham Cunningham. The intermediate-level workshop provides four hours of training in Maya, Arnold and Nuke. Discover professional workflows for lighting a CG shot to match a movie reference In the workshop, Cunningham sets out the complete process of lighting and compositing a shot to match a movie reference, using industry-standard software. He begins by setting up a basic look development light rig in Maya, importing a 3D character, assigning materials and shading components, and creating a turntable setup. Next, he creates a shot camera and set dresses the environment using kitbash assets. Cunningham also discusses strategies for lighting a character, including how to use dome lights and area lights to provide key, fill and rim lighting, and how to use HDRI maps. From there, he moves to rendering using Arnold, discussing render settings, depth of field, and how to create render passes. Cunningham then assembles the render passes in Nuke, splits out the light AOVs, and sets out how to adjust light colors and intensities. He also reveals how to add atmosphere, how to use cryptomattes to fine tune the results, how to add post effects, and how to apply a final color grade to match a chosen movie reference. As well as the tutorial videos, viewers of the workshop can download one of Cunningham’s Maya files. The workshop uses 3D Scan Store’s commercial Female Explorer Game Character, and KitBash3D’s Wreckage Kit, plus assets from KitBash3D’s Cargo. About the artist Graham Cunningham is a Senior Lighting, Compositing and Lookdev Artist, beginning his career as a generalist working in VFX for film and TV before moving to Blizzard Entertainment. At Blizzard, he contributed to cinematics for Diablo IV, Diablo Immortal, Starcraft II, Heroes of the Storm, World of Warcraft, Overwatch, and Overwatch 2, many of them as a lead lighting artist. Pricing and availability Practical Lighting for Production is available via a subscription to The Gnomon Workshop, which provides access to over 300 tutorials. Subscriptions cost $57/month or $519/year. Free trials are available. Read more about Practical Lighting for Production on The Gnomon Workshop’s website Have your say on this story by following CG Channel on Facebook, Instagram and X (formerly Twitter). As well as being able to comment on stories, followers of our social media accounts can see videos we don’t post on the site itself, including making-ofs for the latest VFX movies, animations, games cinematics and motion graphics projects. Full disclosure: CG Channel is owned by Gnomon. Latest News DreamWorks Animation releases MoonRay 2.15 Check out the new features in the open-source release of DreamWorks Animation's production renderer. used on movies like The Wild Robot. Sunday, June 15th, 2025 Tutorial: Practical Lighting for Production Master professional CG lighting workflows with former Blizzard lighting lead Graham Cunningham's tutorial for The Gnomon Workshop. Saturday, June 14th, 2025 Boris FX releases Mocha Pro 2025.5 Planar tracking tool gets new AI face recognition system for automatically obscuring identities in footage. Check out its other new features. Friday, June 13th, 2025 Leopoly adds voxel sculpting to Shapelab 2025 Summer 2025 update to the VR modeling app expands the new voxel engine for blocking out 3D forms. See the other new features. Friday, June 13th, 2025 iRender: the next-gen render farm for OctaneRender [Sponsored] Online render farm iRender explains why its powerful, affordable GPU rendering solutions are a must for OctaneRender users. Wednesday, June 11th, 2025 Master Architectural Design for Games using Blender & UE5 Discover how to create game environments grounded in architectural principles with The Gnomon Workshop's new tutorial. Monday, June 9th, 2025 More News Epic Games' free Live Link Face app is now available for Android Adobe launches Photoshop on Android and iPhone Sketchsoft releases Feather 1.3 Autodesk releases 3ds Max 2026.1 Autodesk adds AI animation tool MotionMaker to Maya 2026.1 You can now sell MetaHumans, or use them in Unity or Godot Epic Games to rebrand RealityCapture as RealityScan 2.0 Epic Games releases Unreal Engine 5.6 Pulze releases new network render manager RenderFlow 1.0 Xencelabs launches Pen Tablet Medium v2 Desktop edition of sculpting app Nomad enters free beta Boris FX releases Silhouette 2025 Older Posts
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