Join Pixologic for Siggraph 2012 at booth #301 in the Los Angeles Convention Center. Experience dynamic live presentations with globally recognized digital artists in film and games. Watch as they break down the latest features in ZBrush.
This year, Pixologic is proud to present an exclusive panel format presentation featuring digital artists from Industrial Light & Magic (ILM). Don’t miss this rare opportunity to interact with these industry trend setters. We are pleased to host Frank Gravatt, Martin Murphy and Kris Costa at this year’s event.
Purchase a special boxed edition of the latest ZBrush release, enter daily draws and meet the Pixologic Team. Come by and rub elbows with some of the brightest and well-known artists in the ZBrushCentral community.
Register for your FREE guest pass to the Siggraph 2012 exhibit hall here.
Check out the list of speakers below.
We look forward to seeing you!
Industrial Light & Magic
For over thirty years, Industrial Light & Magic, a division of Lucasfilm Ltd., has set the standard for visual effects and in the process, created some of the most stunning images in the history of film. At the forefront of the digital revolution, ILM continues to break new ground in visual effects.
Kris, Martin and Frank will be talking about how ZBrush’s sculpting tools contribute to ILM’s pipeline through some of the latest blockbuster movies such as The Avengers, Rango, Cowboy & Aliens...
Krishnamurti Costa was born in Rio de Janeiro, Brazil and after working in the financial sector for over 15 years, he made the leap into CG in 2004 when he landed his first professional job in the film industry. In 2008 Kris joined Industrial Light & Magic as a senior digital artist specialized in modeling. Today his work can be seen in movies like The Avengers, Rango, Pan's Labyrinth, and Transformers: Dark of the Moon among many others. His personal career includes wins in three editions of the CGSociety Challenges, some of the most prestigious competitions of their kind on the internet.
You can find out more about Kris and his artwork at www.antropus.com/artblog
Martin has been at Industrial Light & Magic for 10 years as a senior modeler and texture artist. His film credits include Pirates of the Caribbean I & II, Star Wars: Revenge of the Sith, Rango, Cowboy & Aliens, and most recently The Avengers. Martin began as a illustrator and portrait painter gradually moving into CGI. Before relocating to the U.S. from Toronto to join ILM, Martin had a 13-year career as a dancer/singer in Canadian musical theatre. He calls it the hobby that got out of hand after art college.
You can find out more about Martin and his artwork at www.martinmurphy.ca/whatsup.html
ILM creature model supervisor, Frank Gravatt, has been with the company for nearly 20-years. A life long fan of classic movie monsters and special effects make-up, Frank feels ZBrush is the ultimate in creating today's realistic 3D characters for a whole new generation of monster lovers. Frank's recent credits includes the title character Rango, the aliens for Universal Picture's Battleship and is currently part of the team creating creatures for Guillermo del Toro's sci-fi epic Pacific Rim.
You can find out more about Frank and his artwork at www.facebook.com/frank.gravatt
Bryan is currently working as a Senior Character Artist at Sony Santa Monica. Previously he worked at Naughty Dog where he contributed on Uncharted 2 and Uncharted 3. He also works as a freelance Character Designer and Sculptor. Some of his clients include, The Aaron Sims Company, Gentle Giant Studios, Electric Tiki, and Masked Avenger Studios.
His work has been featured in Famous Monsters of Filmland, Imagine FX, 3D Artist, and 3D World. Bryan has a passion for teaching and sharing his creative process. He has taught classes and workshops at The Concept Design Academy, Gnomon School of Visual Effects, and Art Center College of Design.
You can find out more about Bryan and his artwork at bryanwynia.blogspot.com.
Bryan will be sharing his basic workflow for Concept Sculpting. He will focus on how to sculpt expressive, dynamic, and unique characters using the newest brushes and features of ZBrush which allows Bryan to freely create his designs.
Cesar Dacol Jr.
With over 25 years in the film business to his credit, Cesar Dacol Jr. is no stranger to making hits. His resume reads like a road map, making frequent stops on some of the biggest projects in Hollywood. Along this journey, Cesar has worked as a Lead and Modeling Supervisor on features like, 300, Fantastic Four, Barnyard, Journey to the Center of the Earth and Happy Feet 2. Currently, Cesar keeps busy working as a Director of Character Development in the film and games industries.
When not helping to create the next big blockbuster, Cesar finds time to make contributions to publications like, “D’artiste Character Modeling 3” and most recently “Advanced Photoshop Magazine”. He is also known for his contributions as a long standing beta team member for Pixologic’s ZBrush, and as an instructor for CGSociety’s CGWorkshops. Cesar is also founder of Phoenix Atelier, an upcoming online school.
You can find out more about Cesar and his artwork at www.cesar-dacol-jr.com.
Be sure to join us live to watch Cesar’s breakdown of working with the Layering system inside ZBrush. You won’t believe the speed with which he generates new concepts inside the world’s favorite sculpting software. Stick around for the second part of his presentation, where he’ll cover how he uses FiberMesh to create believable fur and hair.
Danny Williams has worked as a modeler and character artist for Blue Sky Studios, Dreamworks and ArenaNet. He started lunchcrunch.org, a site where artists could share their process via time-lapse videos in ZBrush and publicly chart the evolution of their skillset.
Danny also has a history as an educator instructing classes at NYU, The school of Visual Arts, and now is teaching online at visualarium.com.
Currently, Danny is working in visual development on an upcoming project at Dreamworks.
You can find out more about Danny and his artwork at www.pointpusher.com
Danny will be discussing concept sculpting, the creation of three dimensional character concept art.
Joseph has over ten years of experience working in the video game industry as a character artist with a focus on modeling and sculpting. He has created character assets for games including Ghost Recon, Splinter Cell: Pandora Tomorrow, Ben 10 Alien Force, Earth Defense Force: Insect Armageddon, and most recently Ghost Recon Future Soldier.
Joseph currently works as a lead character artist for Ubisoft Entertainment (Red Storm Entertainment) in Cary, North Carolina. Joseph is also a beta team member for Pixologic's ZBrush and a certified ZBrush Instructor. In his free time Joseph kitbashes Kidrobot's Munny Vinyl figures, and gives demos on ZBrush to local schools.
You can find out more about Joseph and his artwork at www.krop.com/josephdrust
Joseph will be going over some of his tips and tricks using Fibermesh to create long hair, and showing off some techniques used to create character assets for Ghost Recon Future Soldier.
Kurt currently works as a character artist at Turtle Rock Studios, working on an unanounced project with the developers behind Left 4 Dead. Previously he was working as a character/concept artist at InXile Entertainment, where he contributed on multiple titles. Among those titles the most notable was Hunted: The Demon's Forge, where a majority of his sculptural work was with creatures and monsters.
His work can be found in previous issues of Imagine FX, where he was featured for his creature design at InXile. Since then, he has done multiple workshops and presentations at local galleries, schools, and studios. His pation for teaching has lead him to a position at Laguna College of Art and Design, where he shares his techniques in ZBrush and conceptual design.
To find more of his work go to kptoons.blogspot.com, and you can find some video tutorials at www.livestream.com/kptoons.
Kurt will be going over his basic workflow of conceptual creature design in ZBrush. Finding the design and communicating the idea quickly. Sculpting through the form in dynamic ways, as well as polishing the final images.
Michael Pavlovich has been in the game industry since graduating from the Ringling School of Art and Design in 2005. Starting as an environment artist, Michael has worked on several titles for multiple platforms, at both Electronic Arts and Sony Online Entertainment. Michael is currently Lead Character Artist at Certain Affinity in Austin, TX.
In addition to his "day job" he has also produced 5 video tutorials for Eat 3D.
You can find out more about Michael and his artwork at www.halfchunk.com
Michael will be showing off several of the new ZBrush features, using a combination of hard edge and organic techniques. He'll demonstrate how quickly a unique and complex concept mesh can take shape, utilizing the speed and freedom from restrictions that the new features have to offer.