Archviz Film School
Beyond just moving cameras, a thorough exploration of planning and executing animation through dramaturgy, composition, timing, post and audio. Another level in creative storytelling with the exciting additional dimensions of motion and time in the mix.
Archviz Film School
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In-class experience
What you will learn?
Home lectures
Before the course starts, the following learning materials (presentations, video materials, exercises) are provided for you to view and do.
Chapter 01 - Understanding camera and phyisical Camera settings
Chapter 02 - Lighting techniques
Chapter 03 - production render settings
Chapter 04 - Frame buffer settings
Chapter 05 - Post-production workflow
Chapter 06 - Matte-painting
Chapter 07 - Pulze Scene Manager
Chapter 06 - Material basics
Prep description
Before the course starts, the following learning materials (presentations, video materials, exercises) are provided for you to view and do.
Chapter 01 - Basics of 3ds max
Chapter 02 - Polygonal modeling basics
Chapter 03 - Polygonal modeling advanced
Chapter 04 - Introduction of Materials
Chapter 05 - Camera Basics
Chapter 06 - Interactive and Production Rendering
Chapter 07 - Introduction to Lighting
Chapter 08 - Introduction to Scene Manager
Chapter 09 - Assets and Proxies
Chapter 10 - Basics of Adobe Photoshop
Prep description
Before the course starts, the following learning materials (presentations, video materials, exercises) are provided for you to view and do.
Chapter 01 - Essence of an image
Chapter 02 - Lighting - following the reference
Chapter 03 - Production render settings
Chapter 04 - Frame buffer settings
Chapter 05 - Post-Production workflow
Chapter 06 - Matte-painting
Chapter 07 - Scene Manager
Introduction and Presentations
- Virtual office tour and a round of introductions
- Introduction of Archviz
- Essence of the Image
- Composition experiment
- Using Reference in general
- Reference game challenge with review
Startin and optimze a scene, Advanced materials
- How to start a project, Export-Import
- How to optimize a scene
- Exercise- Scene optimization
- Material advanced
- Choosing reference for material
- Exercise - Creating Advenced material by using reference
Drafting
- Q&A of Home lectures
- How to think about image
- Discussing random drafts
- Making a draft - collaborate with students
- Introduction of full draft workflow, camera and lighting setup, scene manager, post-production and AI.
Architecture Photography and Mentoring
- Architecture photograpy
- Choosing reference for draft
- Starting draft excercise
Mentoring and Review
- Mentoring
- Review session I.
Introduction and presentations
- Virtual office tour and a round of introductions
- Introduction to the art of archviz
- The art of good composition and its importance
- Prep Exercises review and Q&A
Model preparation to production
- Export and import
- Basic File Cleaning
- Start a project
- Export-Import Exercises, Proxies, cleaning files. Transferring files.
Camera and Shaders
- Basics of architecture photography
- VRay Materials
- Exercises Shading
Lighting
- Practice within mentor-assisted sessions
- Focusing on composition and lighting
- Creation of colored clay renders
- Students prepare 4 colored clay renders
- Review session
Approaching an Architectural Project I.
- Following a given reference
Introduction, References, Drafts
- Virtual office tour and introductions
- Introduction to the art of archviz
- Presentation of references
- Discussing random drafts: What makes them good? What can be improved?
AI and Draft workflow
- AI workflow
- Creating a draft in front of students, riddle style
- Discussion on scene manager, matte-painting
- Practice-based workshop: Working on a Provided project
Drafting by following given references - Project I.
- guided task on Project I. - participants create their own draft using given references
- Camera and light check before lunch
- Finalizing one draft by the end of the day
Review session and Implement feedback
- Review session of the drafts were created on the previos day
- Implement the feedback on the drafts
Simulated Production Drafting - Project II.
- Production simulation on the Project II.: Client request vs. Artist proposal
- Improve the provided dull camera view based on the learned
- Propose another engaging camera to convince the client
Introduction and presentations
- What is Archviz Animation
- Theoretical part of archviz movie making: Workflow, schedule, pipeline, teamwork, client communication, storyline
- Project structure
Camera movements and transitions
- Camera movements and transitions
- Real photo shooting - outdoor and greenbox
- Practice based-workshop - working on the shoots
Storyboard
- The purpose of storyboarding
- Camera positioning, staging and simplified perspective
- Working with Vantage
- Project Intro
- Practice based-workshop - camera
Editing
- Davinci Resolve
- Editing to music
- Practice based-workshop - editing
Making Animatic
- Review of animatics from previous day
- Practice-based workshop - Fixing the animatics by the comments
- Voting the best animatic of the student’s versions
Post-Production and Reference following
- Discuss the feedback received on the review
- Fixing comments
- How to make a good image with Post-production
- Reference following using Check Layers
- Post-production exercise with review
- Creating a Forest Pack from scratch
- Individual exercise - Creating vegetation based on reference
- Individual exercise - Creating vegetation in a specific scene
- Mentoring - Continuing drafts
Vegetation
- Choosiing reference for vegetation
- Creating a Forest Pack from scratch
- Individual exercise - Creating vegetation based on reference
- Individual exercise - Creating vegetation in a specific scene
AI workflow
- Introduction of AI
- AI enhance and upscale
- AI in-paint and PS structuring
- Interactive workshop - Enhance an image with AI
- Individual exercise - Improve a draft with AI
Mentoring
- Q&A
- Mentoring
Mentoring and Review
- Mentoring
- Review session I.
References and Post-Production
- Referencing Basics
- Introduction to Post-Production Workflow
- Scene Manager Tools
- Post-Production Exercises
Drafting
- Introduction to Drafting
- Demo - Drafting Approach
- Basic Drafting Exercises
Approaching an Architectural Project II.
- Approaching an Architectural Project IV.
- Full on training with mentors
Approaching an Architectural Project III.
- Approaching an Architectural Project IV.
- Full on training with mentors
Review and Wrap up
- Review and Q&A
Review session and Implement feedback
- Review session of the simulated production day
- Continue to detailed preview phase
Individual drafting - Project III.
- Drafts with personal references on the Project III.
Finalization and Review
- Fine-tuning the drafts of the Project III.
- Final reviews
Tyflow and Phoneix FD
- Tyflow
- Phoneix FD
- Practice based-workshop: Tyflow and Phonex FD
Rendering I.
- References
- Lighting and Rendering
- Animation render setup basics
- Practice-based workshop - Setting lights by following references
- Scene optimization for render
- Rendering test on workstations to check the time
Rendering II.
- Practice-based workshop - Optimization the scenes for render, max. 30 mins/frame and continue to setup the lights and FX plugins on the other scenes
- Sending out shots for rendering
Advanced Post-production and compositing
- Advanced post-production and compositing with Fusion
- Fusion on real-life examples (using Multimatte, RGB and alpha masks, usage of Z-depth, sky replace, zdepth, cryptomatte, fog)
- Practice based workshop - post-production and compositing
- Introduction and presentations
Finalization
- Sounds effects, post effects
- Practice based workshop - finalizing the movie.
- Update the final movie, Color grading the final shots, Render out the final movie
Discuss the feedback received on the review
- Discuss the feedback received on the review
- Mentoring
Mentoring
- Lead artist presenting a live drafting demo
- Mentoring
One day - one image
- Simulated production drafting
Mentoring
- Mentoring
Mentoring and Review
- Mentoring
- Review session II.
- Closure presentation, summary, conclusions
Unreal engine production
- Anatomy of a project and importing and UNREAL FILE STRUCTURE
- 3ds max and unreal pipeline: Datasmith, BP, assets, migration, reference viewer, FBX Cinematics: Workflow BP, skeletal mesh and Cinematics
- Practice-based workshop
Character in Unreal
- Import in Unreal
- Retargetting Animations
- Anima to Unreal
- Character: Practice-based workshop
Tyflow and Phoneix FD in Unreal
- Tyflow to Unreal Import Workflow
- Phoniex FD to Unreal Import Workflow
- Tyflow and Phoniex FD: Practice-based workshop
Unreal Port-production and Postprocess volume
- Unreal Post-production Settings and Postprocess Volume
- Animation render setup Basics and appropriate use of rendering CVARS
- Fusion on real-life examples (using Multimatte, RGB and alpha masks, usage of Z-depth) Skyreplace, zdepth, cryptomatte, fog)
Finalization
- Update the final movie
- Color grading the final shots
- Render out the final movie
- Q&A
Assessment test
With the assessment, you can put your newly acquired archviz knowledge to test to see how well you fare. Also, to be considered for a paid 3D artist position at Brick Visual, this test is compulsory.
Evaluation and career counseling
Within an individual counseling session, we discuss the results of your assessment test and your performance throughout the course. Based on the evaluation, we provide career advice or decide if you receive a job offer from us.
Student Works
Who is the course for?
- You are looking to transition into the field of architectural visualization.
- You are a 3D artist who wants to learn animation skills to expand your services.
- You have intermediate 3ds Max skills and basic movie editing knowledge
- You ideally have a general level of competency in elements and principles of design, composition, 3D modelling, real-world lighting, and visual storytelling.
- You are only interested in creating better-quality renders via technical aspects, without applying artistic principles
- You don’t want to/know how to work with Vray, 3ds Max, software
- You’re only focused on technical rendering improvements, without interest in artistic principles.
- You’re under 18, lack intermediate English skills, or cannot spend a month in Budapest for the course.