TRAINING EXPERIENCEÖ In addition to his industry experience, Paul has been an Ontario College Professor for fifteen plus years where he brings his knowledge, professionalism and passion of 3D to his students. From him, students learn what it takes to be the best graphic artist in the industry. In 2008, Paul received Autodesk Masters Award for Contributions to CG Artistry. Paul Neale has been a Presenter for multiple Siggraph Master Classes as well as a Master Class at GDC. He has represented Autodesk as a regular Guest Speaker at trade shows and special events, and a Master Class presenter at two Autodesk Universities and the End User Event (EUE) in Holland along with writing and development of training material for 3D Max Manuals. Paul Neale has trained numerous companies over the years including Walt Disney Studios, UBIsoft, Rogers Sports Net, Global Television Toronto and University of Ulster. Paulís character rigging training DVDís have been an essential industry resource for almost a decade.
Each master class has a minimum of 8 and a maximum of 15 students. This ensures that each student can present questions and have his or her concerns addressed. The last half hour of each master class is spent taking questions and showing practical examples of the answers to the students.
Classes will be held via Gotomeeting. A minimum of two hours before each class a link to the Gotomeeting will be emailed to each student so please make sure that the email account that you use is up to date.
Classes sell out fast so be sure to reserve your place. All sales of the training classes are final and no refunds will be given unless the minimum student enrolment is not met.
Please visit the web site regularly to see what is being offered and read more information about the classes.
For more information please contact Paul Neale at firstname.lastname@example.org
PEN Productions is in the Toronto, Canada area and the GMT-5 time zone.
This is the first of a four part series on rigging in 3DS Max. This series was created in Max 6 but many if not all the fundamentals are the same. The first in the series takes you through the basics of setting up a character rig.
This is the second of a four part series on rigging in 3DS Max. This series was created in Max 6 but many if not all the fundamentals are the same. The second in the series takes you through setting up the spine, arms and hands.
This is the first of a three part series that covers the steps needed to create a rock out cropping. This part covers the steps needed to create and sculpt the rocks using Autodesk Mudbox by working with the sculpting tool set and working layers, stamps and stencils.
This is the second of a three part series that covers the steps needed to create a rock out cropping. This part covers the texturing and shader development in Autodesk Mudbox. Viewers will learn how to create shaders and paint textures using layers and projection methods.
This is the third of a three part series that covers the steps needed to create a rock out cropping. This part covers the Building shaders and rendering in 3DS Max using displacement mapping. Mudbox is used for projecting and creating the maps needed for this process.
Class Length: 3 Hours
Max Script 101 is aimed at the beginner technical director or artist that is venturing for the first time into the world of writting code. Max Script is a robust scripting language that allows access to 3ds Max in ways that the base package is not capable of. It is an easy and fast way to extend existing tools or to create completely new tools to speed the work flow of your self and other artists in production.
This class will cover the fundamental ideas needed to understand Max Script and the basics of coding by developing a production usable tool. Functions, Arrays, Foreloops and much more will be covered in this 3 hour class. Students will be able to down load the scripts written during the class so use as a guild when building their own.
- What is it good for
- Max Script types and installation
- Variables and Arrays
- Math Functions
- Data Types
- Rollouts and UI Items
- Event Handlers
- Scene inspection
- Much more
Level: Intermediate / Advanced
Class Length: 3 Hours
Max Math is designed for technical directors that are looking to expand their abilities when it comes to working with Max inside of 3ds Max. Max Math Master Class will cover many of the needed mathatics that can be used from everything to making a car dirve to converting motion capture marker data directly to control for full body or facial animation.
This class is an intermediate to advanced class that will cover the transform matrix in depth, dot product, working with and nomalizing vectors, how translation, rotation and scale work, script controllers and how to use them for more complex operations as well as much more.
- Transform Matrix
- Transform inheritance
- Euler and Quaternion Rotations
- Dot Product and Cross Product
- Ray Casting
- Much more..
Level: Intermediate / Advanced
Class Length: 12 Hours, 9 Hours Pre-recorded, 3 Hours Live
Chartoon Facial Rigging will be a long format class aimed at the intermediate to advanced character TD and artist looking for more robust and alternate ways of creating facial rigs. The class will walk students through all the steps necessary to create facial rigs using bones and skin, morph targets, hybrid systems as well as varied methods for creating user interfaces for controlling facial systems.
The long format of this class is the first time that it will be done at PEN Productions. The class will span four weeks with three of the weeks presented as three hour downloadable content and the forth week as a three hour live on line class via Goto Meeting. Each week students will be presented with content that covers the topics for the week. Students can then practice the steps provided with either a character of their own or a character that is provided and post them to a private forum for review by Paul Neale.
The forth week will be a live on line class via Goto Meeting where the students can ask questions and share methods they have used to rig their own characters. This class will cover finer points that might not have been included in the downloadable content or needs to further investigation based on the students needs. Ideas into possible new directions or methods will also be discussed.
Subject to change in order.
Topics Week #1 (Downloadable):
- Mesh Inspection and preparation
- Spine IK Setup
- Squash and Stretch
- Jaw bone setup
- Modeling eyes
- Skinning Base Mesh
- Weight Tools
- Paint and Paint Blend Weight Tips
- Automatic eye lid - pupil deformation
- Creating wrap rigs
- Skin Wrap Modifier
- Scripting Sticky controls
- Scripting stretchy bone creation
- Speed secrets
- Script Controllers
- Extracting bone stretch
- Creating morph targets
- Morph target mirroring methods
- Creating compound targets
- Blending morph targets
- Creating fix targets
- Driving blended targets with controls
- Creating control interfaces
- Accessing Morpher via Max Script
- Driving wrinkle targets
- Expose Transform Helper
- Jiggle Dynamics
- Using Vertex Colors
- Modifier stack results
- Point Cache
- Question Answer Period
- Wrap up
Topics Week #2 (Downloadable):
Topics Week #3 (Downloadable):
Topics Week #4: