Schedule:
Friday, November 19
Registration Opens: 10:00am
Exhibit Floor Opens: 12:00pm – 7:00pm
Panel / Speaker Sessions: 2:00pm – 7:00pm
Live Demonstrations: 2:00pm – 5:00pm
CTN-X @ nite: 7:00pm – 1:00am
Saturday, November 20
Registration Opens: 10:00am
Exhibit Floor Opens: 10:00pm – 7:00pm
Panel / Speaker Sessions: 10:00am – 7:00pm
Live Demonstrations: 11:00am – 5:00pm
CTN-X @ nite: 7:00pm – 1:00am
Sunday, November 21
Registration Opens: 10:00am
Exhibit Floor Opens: 10:00pm – 5:00pm
Panel / Speaker Sessions: 10:00am – 5:00pm
Live Demonstrations: 11:00am – 3:00pm
2011 Early Registration: 3:00pm – 5:00am
Featured Artists:
David Lesperance
Environmental Artist
Dave got his start in 3D doing automotive 3D work in a High School in Michigan. He had his first real 3D job when he was 16, around the time he started using ZBrush 2.0. Because of the automotive work he got into 3ds max and eventually into games. He went to college in Chicago at the age of 18 and worked at several different development studios as an environment artist. While there he worked on games from PC to the Next Gen Consoles. Dave was contacted his senior year to work in California for a game development studio where he still works as a Cinematic artist.
He states, "I highly doubt my career would have excellerated at the rate that it did and continues to without ZBrush. It's the one tool that has impacted games and film the most. After its realase and sub release it changed, and continues to change and raise the expected quality of our industry's work. It's one of the most useful tools in my workbelt."
Bryan Wynia
Character Artist, Naughty Dog
Bryan Wynia is a character artist who is currently working at a major game company . He also works as a freelance sculptor and designer for the collectable and toy industry. Prior to working in the digital field he worked as a sculptor and make-up effects artist for the film industry.
Bryan will be sharing his character sculpting work flow. He will focus on how to sculpt expressive, dynamic, and unique characters using the newest brushes as well as a new feature within ZBrush 4 that allowed Bryan to freely create more complex meshes.
Ryan Kingslien
ZBrush Artist
Ryan Kingslien studied traditional art at the Pennsylvania Academy of Fine Arts and digital art at the Gnomon School of Visual Effects. He was the Product Manager for ZBrush 3 at Pixologic where he worked with programmers and artists to fuse traditional and digital art. While at Pixologic, Ryan consulted with companies such as ILM, Sony Pictures Imageworks, Bungie Studios, Ubisoft and Electronic Arts to integrate digital sculpting into their production pipelines. Currently, Ryan is a resident artist at The Gnomon Workshop where he continues to sculpt, share his passion for digital art and teach.
Alvaro Buendia
ZBrush Artist
Alvaro Buendia started as a traditional artist at his hometown in Guadalajara, Jalisco, Mexico. At the age of 20 he began his 3D training in schools in Toronto and Vancouver. During this time he was introduced to ZBrush and ZBrush 2.0. After finishing school, Alvaro landed his first professional job as a creature modeler at the Orphanage in San Francisco. Shortly after, he got hired as a cinematic artist for a major game company. He is also working on personal projects such as a Sci-Fi graphic novel where he heavily uses ZBrush.
Alvaro will go over how he creates creatures usable for production as well as for illustration, and sculpting using ZSpheres and ZSketch, and sculpting using polymodeled meshes.