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
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.
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.
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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.
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: