- 2D-Fantasy-Illustration
- 3D-Character-Design
- 3D-Creature-Design–Alien-Rock-Grubber
- 3D-Creature-Design
- 3D-Design-for-Production
- 3D-Illustration-and-Environment-Modeling-Workflows
- 3D-Landscapes-with-Houdini-and-Clarisse
- 3D-Scan-Integration-Techniques
- 3D-Scan-and-Retopology-for-Production
- 3D-and-2D-Techniques-for-360-degree-Panoramic-Illustration
- A-Pungent-Character
- ARCHETYPE–VFX-Breakdown
- Advanced-3D-Matte-Painting-Techniques
- Advanced-Color-Blending
- Advanced-Illustration-and-Key-Art-Techniques
- African-Woman–Timelapse-Session
- Airship-Arrival
- Anatomy-Workshop-Volume-1
- Anatomy-Workshop-Volume-2
- Anatomy-Workshop-Volume-3
- Anatomy-Workshop-Volume-4
- Anatomy-Workshop-Volume-5
- Anatomy-Workshop-Volume-6
- Anatomy-Workshop-Volume-7
- Anatomy-for-Artists-Volume-1
- Anatomy-for-Artists-Volume-2
- Anatomy-for-Artists-Volume-3
- Anatomy-of-a-Short-Film–Vol–2
- Anatomy-of-a-Short-Film-Vol–1-
- Animating-Creature-Walk-Cycles-in-Maya
- Basic-Perspective-Form-Drawing
- Building-a-Stylized-Environment–Volume-1
- Building-a-Stylized-Environment–Volume-2
- Building-a-Stylized-Environment–Volume-3
- CG-Survival-Kit–Concept-to-Final-Image
- Camera-Projection-Techniques-in-Maya
- Character-Animation–Acting-and-Lip-Sync
- Character-Animation–Fundamentals
- Character-Animation–Mechanics-and-Emotion
- Character-Animation-and-Video-Reference
- Character-Concept-Design
- Character-Design-Pipeline
- Character-Design-Techniques
- Character-Design-and-Modeling-for-Next-Gen-Games
- Character-Design-and-Sculpting-for-Concept
- Character-Design-for-Animation-with-Gil-Rimmer-Vol–1
- Character-Design-for-Animation-with-Gil-Rimmer-Vol–2
- Character-Design-for-Games-and-Animation–Vol–2
- Character-Design-for-Games-and-Animation-Vol–1
- Character-Modeling-for-Production
- Character-Rigging-in-Maya-for-Game-Production-
- Character-Rigging
- Cinematic-Illustration-for-Film
- Cinematic-Production-Techniques-Using-the-Unreal-Engine-Sequencer
- CityEngine-in-VFX
- Clay-to-Bronze
- Cleaning-Up-Scanned-Assets-for-Production
- Cloth-modeling-pipeline-with-Marvelous-designer
- Color-Theory–The-Mechanics-of-Color
- Combat-Animation-for-Games
- Comic-Book-Coloring-
- Comic-Book-Illustration-Vol–1
- Comic-Book-Illustration-Vol–2
- Comic-Book-Illustration
- Comic-Book-Layout-and-Pencilling
- Comic-Book-Pencilling-with-Stephen-Platt
- Comic-Book-Pin-Ups
- Complete-Lighting-in-Unreal-Engine
- Complete-Photogrammetry-Workflow
- Concept-Design-Workflow–Volume-2
- Concept-Design-Workflow-Volume-1
- Concept-Design
- Conceptual-Storyboarding–Storytelling-and-Struggle
- Contemporary-Set-Design-with-James-Clyne
- Controlled-Building-Demolition-FX-in-Houdini
- Creating-360ยฐ-Concept-Art-for-Production
- Creating-Assets-for-Games-using-Photogrammetry
- Creating-Beatboards-for-Pre-Production
- Creating-Believable-3D-Environments
- Creating-Complex-Designs-and-Patterns
- Creating-Complex-Vegetation–amp–Foliage-for-Games
- Creating-Costume-Concept-Art-for-Film–amp–TV
- Creating-Creature-Hair–amp–Fur-Grooms-in-Houdini
- Creating-Digital-Doubles-With-Single-Camera-Photogrammetry
- Creating-First-Person-Shooter-Animations-for-Games
- Creating-Game-Ready-Animations-for-Production
- Creating-Highly-Realistic-Composites
- Creating-Hyper-Realistic-Characters-in-ZBrush
- Creating-Key-Art-Illustration-for-Film-and-Games
- Creating-Keyframe-Illustrations-for-Film
- Creating-Plants-in-Maya-Mental-Ray
- Creating-Procedural-Environments-in-Gaea–amp–Houdini
- Creating-Procedural-Environments-in-Houdini
- Creating-Props-for-Games–Vol–1
- Creating-Props-for-Games–Vol–2
- Creating-Sci-Fi-Keyframe-Concept-Art
- Creating-Stone-Wall-Materials-in-Substance-Designer
- Creating-Stylized-Facial-Rigs-for-Production-in-Maya
- Creating-Terrains-with-Satellite-Data–Volume-1
- Creating-Terrains-with-Satellite-Data–Volume-2
- Creating-Translucent-Creature-Skin
- Creating-Trees-in-Maya—Paint-Effects
- Creating-Volumetric-Effects-with-Houdini
- Creating-a-Character-Figure
- Creating-a-Combat-Finishing-Takedown
- Creating-a-Concept-Model-in-VR
- Creating-a-Dynamic-VFX-Shot
- Creating-a-Faery-Figure-
- Creating-a-Fantasy-Creature
- Creating-a-Female-Hairstyle-for-Production-with-Maya-XGen
- Creating-a-Gun-in-Modo
- Creating-a-Male-Groom-With-XGen
- Creating-a-Medieval-Castle-in-Unreal-Engine-5
- Creating-a-Photoreal-Interior
- Creating-a-Photorealistic-3D-Prop-for-Production
- Creating-a-Sci-Fi-Alleyway
- Creating-a-Stylized-Female-Character
- Creating-a-Stylized-Groom-in-Maya–amp–XGen
- Creating-an-Epic-Matte-Painting-Shot
- Creating-an-FX-Production-Shot-in-Houdini
- Creating-an-Illustration-from-A-to-Z
- Creating-an-Original-3D-Creature-Concept–Viper-Dragon
- Creative-Character-Design-Techniques-
- Creative-Creature-Design
- Creature-Concepts
- Creature-Design-with-Terryl-Whitlatch-Vol–1-
- Creature-Design-with-Terryl-Whitlatch-Vol–2
- Creature-Design-with-Terryl-Whitlatch-Vol–3
- Creature-Design-with-Terryl-Whitlatch-Vol–4
- Creature-Grooming-Techniques-in-Houdini
- Creature-Modeling-for-Production
- Creature-Rigging-for-Production
- Creature-Sculpting-with-Dominic-Qwek
- Creature-and-Character-Design
- Demystifying-Substance-Designer
- Design-Techniques-for-3D-Concept-Art
- Designing-Creatures-in-Adobe-Photoshop
- Designing-Sci-Fi-Military-Robotics
- Designing-a-Goddess-of-War
- Designing-a-Modular-Environment-using-Unreal
- Designing-a-Piloted-Combat-Mech
- Designing-and-Rendering-Fantasy-Characters-in-Pencil-
- Designing-for-Production-in-ZBrush
- Developing-Storytelling-Skills-from-Life
- Digital-Creature-Painting-with-Chet-Zar
- Digital-Environment-Painting
- Digital-Illustration-Techniques-
- Digital-Painting-in-Photoshop
- Dinosaur-Drawing
- Drawing-the-Female-Portrait
- Drawing-the-Figure–Volume-1
- Drawing-the-Figure–Volume-2
- Drawing-the-Male-Portrait
- Dynamic-Animal-Sculpting
- Dynamic-Fantasy-Painting-
- Dynamic-Figure-Drawing-Volume-1–The-Head
- Dynamic-Figure-Drawing-Volume-2–Hands-and-Feet
- Dynamic-Figure-Drawing-Volume-3–The-Body
- Efficient-Cinematic-Lighting-2
- Efficient-Cinematic-Lighting
- Efficient-Techniques-for-Building-3D-Environments
- Environment-Art-Direction-for-Games-Vol–1
- Environment-Art-Direction-for-Games-Vol–2
- Environment-Art-Lookdev-Using-Unreal–amp–Photogrammetry
- Environment-Creation-for-Film-and-Cinematics
- Environment-Creation-for-VR-using-Photogrammetry
- Environment-Design-and-Illustration
- Environment-Design-for-Film
- Environment-Design-for-Virtual-Production-in-Unreal-Engine-4
- Environment-Modeling-and-Sculpting-for-Game-Production
- Environment-Modeling-for-Games
- Environment-Production-Workflow
- Environment-Sculpting
- Environmental-Storytelling
- Exterior-Scene-Development
- Facial-Animation-for-Feature-Animated-Films
- Fantasy-Sculpting
- Figure-Fundamentals-Volume-1
- Figure-Fundamentals-Volume-2
- Figure-Fundamentals-Volume-3
- Figure-Fundamentals-Volume-4
- From-Previs-to-Final-Animation
- From-Speedpainting-to-Concept-Art
- From-Speedpainting-to-Matte-Painting
- Fundamentals-of-Perspective-1
- Fundamentals-of-Perspective-2
- Fundamentals-of-Perspective-3
- Futuristic-Set-Design-with-James-Clyne
- Gaea-Essentials–Create-Realistic-Procedural-Environments-
- Gears-of-War-Creature-Design
- Gesture-Drawing-Fundamentals
- Getting-Started-With-Look-Development-in-Houdini
- Getting-Started-in-Cinema-4D-for-Designers
- Grass-and-Plant-Instancing-in-Maya-Mental-Ray
- Grooming-in-Yeti
- High-Contrast-Black-and-Gray
- High-Dynamic-Range-Imaging-for-VFX
- Historical-Set-Design-with-James-Clyne
- Houdini-Randomization-and-Scattering
- Houdini-Terrain-Techniques
- How-To-Render-Matte-Surfaces-2
- How-to-Draw-Airplanes-
- How-to-Draw-Cars-
- How-to-Draw-Hovercraft-and-Spacecraft
- How-to-Render-Matte-Surfaces-1
- How-to-Render-Matte-Surfaces-3
- How-to-make-a-Creature-with-Character
- Hunting-the-Idea
- Hyper-realistic-Insect-Design
- Illustration-From-Imagination
- Illustration-Techniques-with-Dave-Dorman-Vol–1-
- Illustration-Techniques-with-Dave-Dorman-Vol–2
- Imaginative-Illustration-with-J-P–Targete-Vol–1
- Imaginative-Illustration-with-J-P–Targete-Vol–2
- Imaginative-Illustration-with-J-P–Targete-Vol–3
- Introduction-to-Animal-Anatomy-
- Introduction-to-Arnold
- Introduction-to-Black-and-Grey
- Introduction-to-Character-Modeling
- Introduction-to-Clarisse-v4
- Introduction-to-Color
- Introduction-to-Creating-Facial-Blendshapes-in-Maya
- Introduction-to-Creating-Game-Ready-Foliage
- Introduction-to-Creature-Design–Volume-1
- Introduction-to-Creature-Design–Volume-2
- Introduction-to-FLIP-Fluids-in-Houdini
- Introduction-to-Grooming-With-Ornatrix-in-Maya
- Introduction-to-Houdini-17
- Introduction-to-Katana
- Introduction-to-Lighting-for-Animation
- Introduction-to-Massive-Prime
- Introduction-to-Maya-2019
- Introduction-to-Maya-2020
- Introduction-to-Maya-Fluid-Effects-Vol–1
- Introduction-to-Maya-Fluid-Effects-Vol–2
- Introduction-to-Maya-Fluid-Effects-Vol–3
- Introduction-to-Modo
- Introduction-to-Particle-FX-in-Houdini–Vol–1
- Introduction-to-Pyro-FX-in-Houdini–Volume-1
- Introduction-to-Pyro-FX-in-Houdini–Volume-2
- Introduction-to-Redshift-for-Maya
- Introduction-to-Skins
- Introduction-to-Substance-Painter-2018
- Introduction-to-Substance-Painter-2020
- Introduction-to-V-Ray
- Introduction-to-Visual-Effects-for-Games-in-Unreal
- Introduction-to-World-Machine
- Introduction-to-ZBrush-2020
- Introduction-to-ZBrush-2021
- Introduction-to-the-Houdini-Ocean-Toolset
- Introduction-to-the-UV-Toolkit-in-Autodesk-Maya-2018
- Jordu-Schell-Creature-Studio
- Lighting–amp–Look-Dev-Essentials-Vol–1–Lighting-Theory
- Lighting–amp–Look-Dev-Essentials-Vol-2–Shading–amp–Texturing
- Lighting-the-CG-Portrait
- Look-Development-and-Lighting-Techniques-for-Film
- Look-Development-with-V-Ray-for-Maya
- Making-Frankensteins-Monster
- Master-Rigging–amp–Python-Scripting-in-Maya
- Matching-a-Stylized-Concept-in-ZBrush
- Material-Texturing-for-Production-in-Mari–amp–Maya
- Matte-Painting-Techniques-for-Concept-Design
- Maya-Customization-for-Faster-Animation
- Maya-Viewport-2-0-and-Shader-FX
- Mech-Design-for-the-Entertainment-Industry
- Mechanical-Character-Design
- Modeling-and-Rendering-a-Realistic-Jumping-Spider
- Multi-Pass-Rendering-and-Compositing
- NCloth-for-Production
- Narrative-Character-Design
- Narrative-Design-through-Compositional-Storytelling
- Natural-Environment-Creation-Techniques
- Neo-Traditional-Tattooing-
- Octane-Render-for-Maya
- Optimization-for-Games–Settings–Materials–Textures–amp–Commands
- Original-Creature-Concepts
- Painting-Realistic-Skin-in-Mari-2-0
- Performance–amp–Acting
- Photo-Collage-Prototyping
- Photorealistic-Character-Look-Dev-in-Maya–amp–Arnold
- Photorealistic-Texture-Painting
- Practical-Light-and-Color
- Practical-Vehicle-Design-for-Film-and-Television
- Pre-Visualization-for-Film
- Preparing-ZBrush-Models-for-3D-Printing
- Procedural-Shading-Techniques-for-Houdini–amp–Arnold
- Product-Rendering-with-V-Ray-
- Realistic-Dog-Grooming-for-Production-with-Xgen
- Realistic-Skin-with-ZBrush-and-Keyshot
- Rigging-The-Jaw-With-Python-in-Maya
- Robot-Design-with-Josh-Nizzi
- Robotic-3D-Design-for-Entertainment
- Sci-Fi-Costume-Design-in-ZBrush
- Sci-Fi-Fantasy-Design-and-Illustration
- Scripting-Fundamentals–Volume-1
- Sculpting-Comic-Book-Style-
- Sculpting-Expression-and-Fantasy-Characters-
- Sculpting-Wrinkles-in-ZBrush
- Sculpting-a-Dragon-with-ZBrush
- Sculpting-a-Stylized-Character
- Sculpting-the-Femme-Fatale
- Sculpting-the-Planes-of-the-Head
- Sculpture-2-
- Sculpture-3-
- Sculpture-4-
- Sculpture-5-
- Storyboarding-Techniques–Creating-a-Fight-Sequence
- Storyboarding-Techniques
- Stylized-Character-Modeling-for-Production-
- Substance-Designer
- Subtle-Performance-Workflow-Vol–1
- Subtle-Performance-Workflow-Vol–2
- Superhero-Concept-Design-for-Film–amp–TV
- SynthEyes-Tracking-for-Production
- TRex-lookDev-and-lighting-with-Maya-and-Arnold
- Tattooing-Pin-ups-
- Tattooing-Portraits-
- Texturing-Environments-with-Mari
- Texturing-and-Shading-for-Production
- The-Art-of–PULSE–with-Harald-Belker
- The-Art-of-Iconic-Creature-Design
- The-Art-of-the-Armature
- The-Biker–Timelapse-Session
- The-Making-of-Totem
- The-Techniques-of-Carlos-Huante
- The-Techniques-of-Dylan-Cole-Vol–1-
- The-Techniques-of-Dylan-Cole-Vol–2
- The-Techniques-of-Dylan-Cole-Vol–3
- The-Techniques-of-Harald-Belker-Vol–1
- The-Techniques-of-Neville-Page-1-
- The-Techniques-of-Puddnhead-1-
- The-Techniques-of-Syd-Mead-1
- The-Techniques-of-Syd-Mead-2
- The-Techniques-of-Syd-Mead-3
- The-Techniques-of-Syd-Mead-4
- Understanding-The-Principles-of-Poster-Design
- Unreal-Engine-Complete-Material-System-Overview
- VFX-Animation-for-Television
- Vehicle-Design-with-Alex-Jaeger-Vol-1
- Vehicle-Design-with-Alex-Jaeger-Vol-2
- Vehicle-Modeling-for-Production
- Vehicle-Texturing-in-Substance-Painter–From-Clean-to-Mean
- Visual-Development-for-Environments
- Visual-Development-for-Feature-Animation
- Visual-Development-with-Marc-Gabbana-Vol–1
- Visual-Development-with-Marc-Gabbana-Vol–2
- Visual-Storytelling-with-Iain-McCaig-Vol-1
- Visual-Storytelling-with-Iain-McCaig-Vol-2
- Visual-Storytelling-with-Iain-McCaig-Vol-3
- Visual-Storytelling-with-Iain-McCaig-Vol-4
- Watercolor-and-Gouache-Painting
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