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For the last 4 years, Paul Fedor has been working with the research and development team for Sony PlayStation. He teamed up with Academy Award Post Supervisor Nick Brooks, and Mathew Lamb PHD as a consulting team for PlayStation cinematics and pipelines. His focus was pushing the standards for next generation characters for the launch of PlayStation 3 with his work and research centered on perfecting a photo-real digital. His work and research involves perfecting the photo-real digital character and by doing so changing the way video games are made. Together with Hong Suc Suh (Ex-ILM), Paul helped develop and integrate a next-generation ZBrush pipeline for Sony that produces characters for 1/3 the price as PlayStation 2 characters with 100 times the quality. He was the beta tester for many proprietary tools for Sony PlayStation's gaming standards.

Paul continues to produce exciting varied works, whether directing, or leading 2D and 3D FX projects while his distinctive textures span fine art, illustration, film, and video games. Paul's new book, Essence: The Face on photorealistic textures for characters was releaed in 2007 by Ballistic Media. Paul is currently working for Rhythm and Hues.


Related Links
Paul Fedors’ website

Photoreal Textures
with Paul Fedor

Course starts 14 July 2008.

Registration: Closed

Award winning music video director, PlayStation cinematics and pipelines consultant, texture guru and major author of Essence: The Face, Paul Fedor is repeating his Photoreal Textures workshop. In this workshop, Paul will motivate and drive his students to explore a photo based texture pipeline. Often assets are faked by hand painting and compositing but this workshop will go into how high-quality photo textures speed up workflow, expand realism, and minimize shaders for game and high-end assets.

Students will cover the hardest and most sought after assets to tackle, a photoreal hand and a photoreal face. Resolution, detail traps, seams, camera projections, UV secrets, Sub Surface Scattering Shaders, Lighting, Bumps, and Specularity maps are all covered. A bonus section for texturing for matte painting is included as the final lesson.

This workshop is not aimed at beginners. This is an intense workshop aimed at students who are at least at an intermediate level and are able to commit at least ten hours a week on this class while being mentored by a master artist.

"...just wanted to say thanks for a great course. Of all the online / dvd training I have ever done I think this has to be the best and that’s purely down to your teaching style and personality."
Paul Oldham, Student, Photoreal Textures


More information >>

Photoreal Textures II
with Paul Fedor

Course starts 22 October 2007.

Registration: Closed

Award winning music video director, PlayStation cinematics and pipelines consultant, texture guru and major author of Essence: The Face, Paul Fedor is repeating his Photoreal Textures workshop with Photoreal Textures 2. In this workshop, Paul will motivate and drive his students to explore a photo based texture pipeline. Often assets are faked by hand painting and compositing but this workshop will go into how high-quality photo textures speed up workflow, expand realism, and minimize shaders for game and high-end assets.

Students will cover the hardest and most sought after assets to tackle, a photoreal hand and a photoreal face. Resolution, detail traps, seams, camera projections, UV secrets, Sub Surface Scattering Shaders, Lighting, Bumps, and Specularity maps are all covered. A bonus section for texturing for matte painting is included as the final lesson.

This workshop is not aimed at beginners. This is an intense workshop aimed at students who are at least at an intermediate level and are able to commit at least ten hours a week on this class while being mentored by a master artist.

"...just wanted to say thanks for a great course. Of all the online / dvd training I have ever done I think this has to be the best and that’s purely down to your teaching style and personality."
Paul Oldham, Student, Photoreal Textures I


More information >>

 
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