New Courses at CG Master Academy
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Amsterdam NL   25, Jun — 28, Jun
Los Angeles US   25, Jun — 28, Jun
Montreal CA   27, Jun — 1, Jul
Cambridge GB   28, Jun — 2, Jul
Guildford GB   29, Jun — 30, Jun
Latest comments
by Matthew Scenery.Melbourne
6 hours ago

Their website does say that you can pay per image at $1 per image. I am in the opposite boat though. I could see this having a very significant effect on photogrammetry but I would need to process a few thousand images at a time which would not be very feasible with their current pricing model

by Shaun
7 hours ago


To the developers. A very promising piece of software for a VFX supervisor like me. BUT, please reconsider your pricing tiers and introduce a per-image price. We are a pretty large facility, but I can only imagine needing about 1-10 images a month at the very most. It's like HDRI's - we buy them all the time, one at a time. They need to be individually billed so a producer can charge them against a particular job.

New Courses at CG Master Academy
12 August, 2017

Registration for the leading online art school, CG Master Academy, has opened for the Fall term. CGMA gives artists access to some of the industry’s most influential masters with a single click. Students will be taught the specific skills and software used in today’s studios to ensure they get the most relevant information and education possible. Very tuned into industry demands and trends, every instructor and course is carefully selected and built to give each student the tools they need to stand out in the industry. Register today for a wide range of courses from concept art classes to VFX courses, CGMA is truly leading the way in affordable and accessible digital art education.

The online art school also has a great Installment Payment Plan option for enrolling and paying for any of their course offerings allowing students to pay 50% up front (and 50% 4 weeks later), making the courses more accessible to anyone on a budget.



Ethan Hiley – Lead Weapon Artist at Treyarch

This course covers the fundamentals of creating weapons and props for games. In this course you will go through the entire creation process: from reference and initial concept to final model. You will learn to deliver creative and appealing models that are optimized for real-time game engines. The course will go over geometry, design, texturing, and rendering–all to create fully-realized weapons and props for your portfolio.


Jay Machado – Hard Surface Modeler and Texture Painter

This course covers the creation of VFX production assets of an inorganic nature. Lectures will cover creation of form, efficient manipulation of topology, the art of kitbashing, scene organization, texture preparation, light rigging techniques that will aid in the modeling process and final rendering. Students will learn the process of efficiently creating high quality hard surface models from concept to completion and complete exercises that will give them the tools to overcome typical challenges faced by production artists.


Kevin Griffith- Senior Environment Artist

In this course you will create finished key environment assets and props that will work together in a stylized game environment. We will look at various stylistic approaches to games. Lectures and assignments will explore different styles for hand-painting textures, blocking out your scene, modeling your stylized assets, and creating final stylized textures for your assets. The goal is to create a fully-rendered collection of assets that you can include in your portfolio. Software used in this course includes: Maya, Photoshop, ZBrush, 3D Coat, Marmoset, and UDK 4.


Danny Williams- Senior Character Artist

Students will create two stylized characters during this course. Each project will last five weeks. This might sound like a long time, but students will be iterating on these pieces heavily and the pace should be brisk, but not intimidating. Although students are creating stylized characters, the goal will be to create subjects which feel grounded enough in reality that they still seem viable, functional and believable. In short, we will look to stylize things we find in nature, and anatomy right up to the point where they lose viability as a natural shape. If you are looking to work exclusively on hard surface elements, that may be outside the scope of the course.


Bryan Wynia – Senior Environment Artist

Over the course of 8 weeks students will learn the process of designing creatures for films and games. Starting with a simple idea, gathering reference, sketching, concept sculpting, painting, and presentation. Not only will they learn the creative process but the thought process behind what makes for a memorable and effective design. At the end of the course students will have brought to life to 2 unique creatures.


Kurt Kusper- Senior Environment Artist

To teach students how to create materials and textures for video games, in Unreal Engine 4. Students will also learn high level concepts of material creation, such as what makes a good material, and how to create modular materials, which saves time and makes it easier to edit, iterate and optimize materials. Once finished, students will be able to take the skills they’ve learned and apply that knowledge of UE4 concepts, shader functions and math to other materials not covered in the course.


Johan Lithvall – Lead Character Artist

This class will teach you how to create AAA quality hair for games. Using techniques developed during the production of Horizon Zero Dawn, you will be taken through the full process of planning your work, creating hairs in xgen, baking the hairs into textures, creating a hair asset and finally putting it into Unreal Engine. The class will contain both practical workflows and theoretical mindsets to help you further hone your hair creation skills for games.


Production Modeling with Koji Tsukamoto

Anatomy for Production with Christian Bull

Animal Anatomy with Tyler Breon

Creature Sculpting with Tyler Breon

Character Casting with Peter Zoppi

Texturing for Games with Nathan Brock

Texturing for Films/Cinematics with Chris Nichols

Character Creation for Films/Cinematics with Peter Zoppi

Character Creation for Games with Damn Woods


Intro to Maya with David Mooy

Intro to Substance for Environments with Ben Keeling

Vegetation and Plants for Games with Jeremy Huxley

Intro to Environment Art with Andres Rodriguez

UE4 Modular Environments with Clinton Crumpler


Introduction to Marvelous Designer with John Gotch

ZBrush for Concept & Iteration with Michael Pavlovich


Absolute Beginners with Anne Pogoda

Biomedical Imaging in 3D with Giorgio Luciano

Motion Graphics with Nik Hill

Advanced Matte Painting with Heather Abels

Character Facial Rigging for Production with Wade Ryer

Body Mechanics with Kyle Kentworthy

Introduction to FX using Houdini with Saber Jlassi

Cloth Simulation with Steve Sandles

Intro to Digital Matte Painting with David Luong

Rigging Techniques: Cartoon to Realistic

Rigging for Games with Ehsan Kiani

Photogrammetry for Games with Jonathan Rush

Scripting and Tool Development for Maya with Nico Sanghrajka

Mastering Destruction in Houdini with Keith Kamholz

Concept Art: From 2D to 3D with Luca Nemolato

Storytelling with Previs with Bevin Carnes

VEX in Houdini with Anatasia Opara

Also, should you have any questions or concerns about this notification or any other registration related questions (including how to get a portfolio review for course placement purposes), get connected with Admissions:

Phone: 818.561.9542


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