Knowledge instrument for LES.MEDIA Houdini and Blender education

10 / 10

LES.EDU

notes from practice

YOU BRING
a team moving onto Houdini or Blender, or an artist who can already operate the software but cannot yet build systems with it.
WHAT STAYS
sessions built on real production problems, the project files used in them, and written notes on the method — so the team can repeat it without the teacher.

In production since 2009 · ЦНФ-Анимация · Parovoz · CHEil/Samsung

LES.EDU documents the process of learning, researching and building — and teaches from it.

The material comes out of production rather than being assembled around a syllabus. What gets explained is a real problem that actually appeared in work: the attempts, the mistakes, the method that eventually held, and the tool or result it left behind. Not a retelling of someone else’s tutorial.

The subject is mostly procedural thinking in Houdini and Blender: how to structure a setup so it survives a change of brief, when to build a tool instead of finishing by hand, and the workflow decisions that quietly decide whether a project scales. These are the parts rarely taught, because they only show up on real work.

The background behind that is CG production since 2009 — render and lighting, Nuke compositing, animation series, broadcast and advertising, then technical art, tooling and R&D — across studios including Center-Nauch-Film-Animation, Parovoz and CHEil/Samsung. Before CG, a technical education in programming, which is probably why the tooling instinct came first.

This is currently a body of documented practice rather than a course catalogue. If you want teaching for a team adopting Houdini or Blender, or for an artist who can already operate the software but cannot yet build systems with it, write and describe the situation — the format would be built around it.

YOU BRING

Tasks people arrive with

Real briefs from the work below — the shape of a first message, not a form.

  • 01

    Bring the situation: a team moving onto Houdini or Blender, or an artist who can already operate the software but cannot yet build systems with it.

FIRST STEP

Start with what you know.

Four questions, and what comes back: what we would take, and which part we would start with.
  1. 01What are we making?
  2. 02What should it do or change?
  3. 03What already exists?
  4. 04Timing, format or constraints?
ANSWER THE FOUR PROMPTSOpens a short email brief

Write only what is useful. The button prepares a draft in your own mail app; the site does not store or send the answers.

PROJECT CHANNEL / 10

Start a conversation

Tell us what you are making, what the work needs to do, and where it needs to go.

Bird@InTheLES.studio

WORKING LANGUAGES / EN / RU / SR · Belgrade · Europe/Belgrade

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