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We the use the camera data in one of out environments to set up a base scene.Ĭlass 4: We continue the Generalist comp, a scene that the we intentionally made a bit underwhelming in order to work through a scene that really relies on the artist to make it interesting. For the practical effects guy, we'll be adding explosions and lighting effects to sell the idea that the explosions are interacting with the talent.Ĭlass 3: In this class we look at the new plugin from the Foundry, Camera Tracker, and use it to generate a camera track for our Generalist scene. In addition, we offer an option to buy the entire R3D footage from the shoot.Ĭlass 1: Old School. We'll call in a sound designer to further help us bring the open to life before completing the project by the end of the term.ġ920x1080 footage will be distributed for the course so members can share work in progress and design ideas in the forums, getting feedback from the profs as well as as other members. In addition, a key aspect of the work will be tying the various vignettes together in a meaningful way in order to add impact, as well as creating the final logo design for the show. We will work through the remaining vignettes as well as the various host scenes. The first course covered the design and shoot, so this course will be fully focused on continuing to work on the project from a creative standpoint. Leading the course will be Danny Princz, a New York City based artist who has taught several courses in the past, NYC-based designer and founder of Lloyd Alvarez, as well as fxphd dean John Montgomery. Building upon the popularity of AFX211, we'll continue work on "The Next FX Master" show open.