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AI for VFX · Group Mentorship

AI for VFX.

An eight-week cohort building one hybrid VFX and AI pipeline end to end, from a blank project to a finished short.
The same workflow behind IndyKid and the AI Crusade, taken apart week by week and rebuilt with your own character.
Taught live by a working VFX and CG Supervisor with 20+ years at studios like DNEG, MPC, Mill Film, Framestore, and Pixomondo.

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Why this one

One real pipeline, built end to end.

A proven-concept pipeline for mixing AI and VFX and keeping full control of the result. Concept in ComfyUI, character in Character Creator and Headshot 3, textures in Substance, wardrobe in MetaTailor, performance through AccuFACE and iClone, then AI Studio for the final render, with Claude Code running underneath as the project brain.

The best of both, without giving up the craft decisions to a prompt.

I developed it in collaboration with Reallusion, and they published the result in their magazine in September.

After that, we decided to bring it together again, as a full mentorship.

PXLmentor with Reallusion

Not a two-week trial with a countdown on it. The actual tools, for long enough to finish something.

3-month licencesCharacter Creator, iClone, Headshot, Face Tools and the rest of the suite the course runs on.
AI Studio accessThe tool behind the final render and the video-to-video pass on IndyKid, in your hands.
5,000 AI creditsPer person, so you run the AI stages on your own shots rather than watching me run mine.

Three months rather than eight weeks on purpose: the course runs eight, and the extra time is what lets you finish and publish your piece without the clock running out.

Your work does not stop at the last session

The strongest short from each cohort goes out on my channels and on our partners' channels, in front of an audience already watching this pipeline.

I am also producing a full behind-the-scenes of the mentorship itself, with interviews with the artists in the room, published across my social channels and our partners'. If you want to be in it, you will be; if you would rather stay off camera, that is fine too.

The full stack

Nothing hidden behind a black box. The exact tools the work moves through, in order.

Concept & direction

ComfyUI
Claude Code
Photoshop

Character build

Tripo
Character Creator 5
Headshot 3
ZWrap
ZBrush

Look & wardrobe

Substance Painter
Substance Designer
MetaTailor

Performance & scene

AccuFACE
iClone 8
Maya

Render & finish

AI Studio
ElevenLabs
Premiere Pro

Maya is what I work in, but the DCC is the swappable part: Blender, 3ds Max or Houdini all sit in the same slot, and the course is taught so the pipeline holds whichever one you already use.

Limited seats available.

How it works

Start with a blank projectFinish with a short you built yourself.

Five honest steps.
The real process of the cohort, from the first call to a finished short built alongside other serious artists.

01

Preliminary call

A free call to check where you are and what you want to build. A bit of CG background helps, but you do not need to be advanced. We use the call to make sure this is the right fit for you.

02

Join the cohort

You join a small cohort, six to ten people, all building their own character and their own short through the same pipeline in the same eight weeks.

03

Weekly live sessions

Three hours a week, live. Each session takes one stage of the pipeline apart, shows the real decisions behind it, then you go and do it on your own character.

04

Team momentum

Everyone is at a different stage of the same problem every week, so the room becomes a live troubleshooting group. You learn as much from the other eight characters as from your own.

05

You finish with a short

You finish with your own short, a couple of shots, and the ability to explain every stage of how it was made. That explanation is worth as much as the footage.

The program

Eight weeks, one pipeline.

Each week is one stage of the workflow behind IndyKid and the AI Crusade, taught in the order it was actually built.
You apply every stage to your own character between sessions, so the short assembles itself as the weeks pass.

01

Project, Concept & Art Direction

  • Setting up the project so it survives eight weeks
  • Claude Code as the project brain, not an autocomplete
  • Writing a brief the tools can actually act on
  • Concept and character sheets in ComfyUI
  • Building a reference pack that holds a look
  • Locking the art direction before a single mesh exists
Project, concept and art direction in ComfyUI and Claude Code
02

Concept to Geometry

  • Tripo for the rough base mesh, and its limits
  • Extracting garments and props as separate pieces
  • ZRemesher and clean retopology per piece
  • UVs that survive a texture transfer
  • Scale, orientation and the transform discipline
  • What to fix by hand and what to let the tool do
Concept to geometry with Tripo and ZBrush retopology
03

The Face

  • Character Creator 5 and the CC topology
  • Headshot 3 from a single image or a real scan
  • ZWrap and wrapping CC topology onto a scan
  • The ZBrush GoZ round trip
  • Face Tools and expression transfer
  • Where the likeness is won and lost
Building the face with Character Creator 5, Headshot 3 and ZWrap
04

Texturing, Shading & Lookdev

  • Transferring texture detail onto the new topology
  • Substance Painter and Substance Designer in the loop
  • PBR maps that read correctly in every renderer
  • Skin, fabric and leather without a scan library
  • Lookdev passes and what to judge them on
  • Keeping the AI stages from destroying your material work
Texturing, shading and lookdev in Substance
05

Wardrobe & Finish

  • MetaTailor and cloth-accurate dressing
  • Fitting garments to a non-standard body
  • Layering, simulation and where to cheat
  • Hair and grooming for a hybrid pipeline
  • Asset cleanup and the export checklist
  • The point where the character is finally done
Wardrobe and finishing in MetaTailor
06

Performance

  • AccuFACE performance capture from a webcam
  • Motion LIVE and iClone as the animation hub
  • Expression curves and cleaning a raw capture
  • Body motion, retargeting and library motion
  • Reading a performance like a supervisor, not a tool operator
  • Getting the animation back out to Maya
Performance capture with AccuFACE and iClone
07

Cameras, AI Studio & Video-to-Video

  • Previs and camera layout in Maya
  • Maya MCP driven from Claude Code
  • AI Studio and the 3D-to-AI final render
  • Video-to-video with your own render as the reference
  • Holding character consistency across shots
  • Keyframe control, and when to go back to 3D instead
Cameras, AI Studio render and the video-to-video pass
08

Assembly, Sound & Delivery

  • Cutting the short in Premiere
  • Voice and narration with ElevenLabs
  • Music, ambience and spot effects
  • Grade, titles and the delivery spec
  • Publishing the piece and the breakdown alongside it
  • Turning the run into reel-ready material
Assembly, sound and delivery in Premiere
The result

Watch the whole thing being made.

The finished short, and the full breakdown of how it was built.
Everything in that breakdown is what the eight weeks take apart, stage by stage.

The full breakdownEvery stage of the pipeline, start to finish, with commentary. This is the course in eight minutes.

The finished pieceIndyKid and the AI Crusade. A couple of shots is the target for eight weeks.

This one is the reference, not the homework. Yours will be your own character and your own story.

Limited seats available.

What’s included

A finished short, not a folder of tests.

Everything here is built to get a working artist
from a blank project to a finished hybrid-pipeline short in eight weeks.

3Hours

per live session, split between work review, technical knowledge and practical exercises

8Weeks

one stage of the pipeline per week, applied to your own character between sessions

26Hours total

including two extra 1-hour sessions at the end for your short and your breakdown

What I provideThe teaching, the room, and the place to put the work.
  • 3-hour live sessions, one pipeline stage per week, split between review, technique and hands-on work.
  • Weekly assignments applied to your own character, so the short builds itself as the weeks pass.
  • Two bonus 1-hour sessions at the end, for your final short and your breakdown.
  • VIP Discord community, feedback and troubleshooting between sessions.
  • 100 GB of private space on the PXLmentor NAS, yours for the program, used for the review sessions and for handing work back and forth.
  • One month of follow-up, so you can finish and publish after the program ends.
What Reallusion providesFull access for three months, from the day the cohort starts. None of it is a time-limited trial.
  • Character Creator 5, the character build at the centre of the pipeline.
  • iClone, for the performance and the scene.
  • Headshot 3, the face, from a single image or a scan.
  • Face Tools, for the expression and detail work on the head.
  • AI Studio access, the tool behind the final render and the video-to-video pass.
  • 5,000 AI credits each, so you run the AI stages on your own shots, not on a demo.
Who you will be working with

Cristian Spagnuolo, VFX and CG Supervisor.
Over 20 years supervising on real productions, and still working on them.

Autodesk Certified Professional, Maya and 3ds Max Autodesk Approved Instructor
Proud member of Visual Effects Society
Clients & productions
Disney Plus Apple TV Plus Netflix Paramount Plus 20th Century Studios
Studios I have worked at, among others
DNEG MPC Framestore Mill Film Pixomondo L'Atelier Animation Mels Studios Mokko Studio
Technology partners & tools on my production work
Reallusion Faceform 3D.sk Volinga XGrids Dash Lightcraft Jetset

Technology partners and tools on my production work. Reallusion is a partner on this course; the others are not.

FAQ

The questions people actually ask.

The honest ones, about level, hardware and what you walk away with.
If yours is not here, that is what the free call is for.

Six to ten people. Small enough that I can look at every character every week, large enough that the room troubleshoots itself. If fewer than six sign up the cohort is postponed rather than run thin.

Anyone whose work touches a CG pipeline, directly or not, and who keeps hitting the same wall. Animators who can move anything but cannot build their own assets, so they are always waiting on someone else. Concept artists who want to take their own concept all the way to a finished model and a moving shot, without learning to model from scratch. Character artists curious about where this pipeline actually breaks and where it holds. Generalists, solo creators and supervisors who want to know what one person can realistically ship now. The pipeline is the same for all of them; what changes is which part of it is the new bit for you.

Some CG background helps. Roughly the fundamentals: you have opened a 3D package before, and words like mesh, texture and light are not new to you. You do not need to be good at any of it yet. Every stage is taught from scratch on the day, and the pipeline itself carries a lot of the weight. If you are starting from absolute zero, come to the call and we will work out whether to start here or with the general program.

No. Reallusion provides the licences for their side of the pipeline for the run of the course, so that part is covered. The rest is either free, like ComfyUI, or has a trial that comfortably covers eight weeks. We confirm exactly what you need on the free call, before you commit to anything.

A machine with a reasonably modern GPU. The local AI stages are the demanding part, and we cover cloud alternatives for the heaviest steps, so an older card slows you down rather than stopping you. Bring your specs to the call and I will tell you honestly where you will struggle.

No, and that is the point. Every AI stage sits on top of real geometry, real textures and a real performance that you built. The prompt is the last ten percent, and the course spends most of its time on the ninety that makes the ten work.

That is the deliverable. A couple of shots with your own character, taken all the way through the pipeline. Some people finish inside the eight weeks, most finish during the follow-up month, which is exactly what the follow-up month is for.

The weekly stages are deliberately sized to be doable, and the cohort plus the Discord pull people back in. The one month of follow-up after the program exists for the same reason. Falling a little behind is normal, staying behind is what we prevent.

Three hours a week, live, for eight weeks, plus two bonus one-hour sessions near the end. Exact days and times are set per cohort so the room actually shares a timezone. Current dates are confirmed on the free call.

The general program covers the whole CG and VFX pipeline over a longer run, building the craft from the ground up. This one is eight focused weeks on a single hybrid workflow, with a finished short as the deliverable. Different shape, different outcome, and plenty of people do both.

The sessions are live and that is where the value is, but you will not lose a week to a conflict. We agree the recording policy with the room at the start of each cohort.

It is going to take the job of anyone who only knows how to click one button. Everything here is built on the opposite bet: an artist who understands the craft underneath moves several times faster with these tools. That is the argument, and this course is me showing my working.

Reallusion gives every student on the cohort a three-month licence for Character Creator 5, iClone, Headshot 3 and Face Tools, plus AI Studio access and 5,000 AI credits. The clock starts when the cohort starts, so it covers the eight weeks and the month after, which is the month you use to finish and publish. After that the licences end. Anything you made stays yours, and your exported shots, renders and project files are not affected. If you want to keep working in the suite afterwards, that is a normal Reallusion purchase and nothing to do with me.

Enough to run the AI stages of your own short rather than a demo. Credits go on the AI Studio passes, the render and the video-to-video work, and how far they stretch depends on length and resolution. We plan the shots around that budget in week one, and a good part of the course is knowing where the AI is worth spending and where it is not, which is the thing that actually saves credits.

Yes, and I would rather say so now than have you find out in week three. Reallusion covers their side of the pipeline, which is the character build, the performance and AI Studio. The rest of the stack is yours to provide: a DCC, a texturing package, and the smaller tools we use along the way. Several are free, ComfyUI among them, and the DCC is the swappable part, so Maya, Blender, 3ds Max or Houdini all sit in the same slot. Book the free call and we will go through what you already have before you pay anything.

Two ways. Put down 50 dollars to secure your spot and pay the remaining 700 a week before the cohort starts, which is 750 in total, and I invoice you directly. Or pay the whole thing up front for 700, which saves you the 50. Same seat either way, and all prices are in US dollars The 50 is what holds the seat, so it is not refundable if you simply do not complete the payment.

Two different situations, and they have different answers. If I cancel the cohort, because fewer than six people confirm, you choose: a full refund, or your seat moves to the next cohort. Nothing is kept and nothing is decided for you. If you reserve with the $50 and then do not pay the balance, the $50 is not refunded. That is what it is for: while you hold the seat nobody else can have it, and a cohort is six to ten people, so an unpaid seat costs someone else their place. Miss the deadline and the seat goes back to the pool, first come first served, and the next person to pay takes it. Talk to me before the deadline and I will always try to move you to the next cohort instead, but the deposit is not returned as cash.

A seat is $750 for the full eight weeks, or $700 if you pay it in full up front. Two cohorts run this season: the first starts 1 November 2026, the second starts 15 January 2027. Each one takes six to ten artists, and a cohort only runs if at least six people confirm. If it does not, you choose: a full refund, or your seat moves to the next cohort. The $50 deposit is what holds a seat, so it is not refundable if you do not complete the payment: the seat goes back to the pool and the next person takes it.
Book a free call and we will check the fit before anything else.

Last thing

Ready to build one?

Book your free 15-minute call.
Tell me what you can already do and what you want to make,
and I will tell you honestly whether this cohort is the right fit.

Book a free call