GW Set Extension and Lighting Effects Matte Painting for Film with Chris Stoski




Set Extension and Lighting Effects Matte Painting for Film with Chris Stoski from Gnomon Workshop
.mov | project files | 3.49Gb

In today’s feature film industry, productions are in constant need of digital set extensions. On this third DVD in a series, Chris Stoski shows how digital set extensions are achieved. The lecture uses two examples to demonstrate matching simple and complex lighting in the plate photography, dealing with difficult lighting changes, matching the camera angle of the plate with 3D software, and adding camera movement in a compositing environment. The lecture results in the creation of two beautiful moving shots. In addition to Adobe Photoshop®, Chris uses Autodesk 3ds Max and Apple Shake to create these examples, but the techniques can be implemented with other popular 3D and compositing software as well. This DVD is designed for all skill levels

Homepage:  http://www.thegnomonworkshop.com/store/product/45/Set-Extension-and-Lighting-Effects

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Fxphd MAX202 – Visual Effects Techniques with 3DSMax





Fxphd MAX202 – Visual Effects Techniques with 3DSMax

The course goes into the techniques used in doing visual effects work with 3DS Max and its plugins – Thinking Particles, Rayfire, and FumeFX. Coming from a feature film production background, the focus is on quality and efficiency. It is a holistic view of the process – from planning, through fragmentation, rigid bodies, particles, fire/smoke, down to management and assembly.

Hristo Velev is an effects artist at Pixomondo, delivering FX for projects like ’2012′ and ‘Sucker Punch’.

Class 1: Modeling for dynamics – We’ll go through the needs and pecularities of modeling for effects – which the FX artist needs to either do or supervise, to get the necessary assets.

Class 2: Previz and layout – The power and importance of composing effects scenes in the previs and layout stage is one of the big lessons in FX. We’ll get into how rough sketches, simple animation and particle effects are used to plan a shot, laying its foundations and setting it on the right course.

Class 3: Fragmentation – We’ll go over the techniques used to fragment and prepare the assets for dynamics. The treatment of different types of materials like wood, concrete, glass, etc. Fitting the level of detail into the plan of the shot.

Class 4: Rigid body dynamics and procedural fragmentation – Goes into setting up a solid and extensible structure for ridid body dynamics (RBD) in Thinking Particles. Then we take a look at procedural activation and fragmentation, how and when to use them.

Class 5: Structures – Going further into what can be done with rigid bodies, we’ll look at different ways to create and destroy interconnected structures of rigid bodies.

Class 6: Additional animation – Adding art-directed secondary animation to enrich the RBD simulations, and adding effects that are otherwise less practical to achieve.

Class 7: Secondaries – Adding layers of secondary dynamics like chunks, debris, splinters, shrapnel and funny accidentals.

Class 8: Interactions – Making the existing RBD simulation interact with the environment, producing some more elements like sparks, dust, mounds of earth and secondary destruction.

Class 9: Fluids – Fire and smoke are essential in almost every shot. We’ll look at working both ways – from the solids to the fluids, and from the fluid to the solids, setting up and controlling FumeFX simulations.

Class 10: Management – Looks at the key points of managing the FX process, start to finish. A way to set up a good base for any FX element in the start, and assembling all the pieces of the puzzle together for rendering.

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FXPHD MOD301 - Advanced Environment




FXPHD MOD301 - Advanced Environment

For our first environment modelling-centric course at fxphd, Wayne Robson will be covering the creation of the highly detailed cathedral interior of Durham Cathedral in England. Its final use is as background to fair number of green screen live action plates, so a photo real asset is needed.
Robson will cover the creation , texturing and final lighting and materials using combination of Mudbox and 3DSMax. Although these apps are used, other applications can be used as well using the same or very similar methods to those shown. The course will show from how to break down and plan a highly complex model to the final model and renders themselves which can be then used along with tracking data in the final shot.

The course is for the vast part practical and targeted to the more advanced cg modeler. Whenever possible, Robson will show more than one way of achieving a goal so that the viewer has options when making models of their own when dealing with complex architectural forms such as the ones found in the cathedral interior of this course.

Robson is the only digital sculptor to receive the Autodesk Master award for Mudbox. He has worked as a freelance digital artist and taught 3D & digital sculpture around the world and has lectured at the Vienna science academy. He is the programmer behind 'MudWalker' and the 'Wayne's Vector Displacement Shader' and as a freelance artist his work can be seen in TV, Games and Film. Robson is also the Author of many DVD tutorials, books and articles on 3D and has give the Autodesk Masterclass on Mudbox in 2009 & 2010. He is also an Autodesk Authorised Developer and Publisher. He is also a beta tester for more 3d applications than it is possible to list here.

Class 1: Planning and reference - As with any challenging project the planning and preparation stage is of vital importance. The more complex the model, the more planning you are going to be required to do. This 1st lesson covers planning out how we will model and texture the interior of Durham Cathedral to a photo real level for use as a chroma key background. It'll also cover how to get photo reference of a place that you aren't allowed to take photos of (as is the case with Durham cathedral where absolutely no photography is allowed.)

Class 2: Blocking out the main architectural forms - With a model as complex as this one it can be very easy to either lose your way or just try and 'wing it ' as your going along. A much lower stress way is to do a low res block in of the major forms of the cathedral interior as we'll do in this lesson.

Class 3: This week we cover the creation of some repeatable assets for our model of Durham Cathedral's interior.

Class 4: This week we're going to complete most of the many different types of column deigns and also create the asset for the vaulted ceiling.

Class 5: In this weeks class we finish off the remaining columns and model the rose window. We also create the vaulted ceiling for the transepts which differs from the main nave vaulted ceiling.

Class 6: Sculpting and adding the Gargoyles - Durham doesn't have any gargoyles in its interior, but as these have been requested by the art director we will make and place these gargoyles in a way that is both sympathetic to the architectural design and in a non offensive way. (Which is often of prime importance when you are creating a religious building.)

Class 7: Detailing and Damaging - So far we have a nice cathedral but it looks like it was just built last week, so it's time to cause a bit of wear and tear to it. So in this lesson we'll cover how tm sculpt a convincing stone damage and add the damage of hundreds of years to our cathedral.

Class 8: Texturing Durham Cathedral - Texturing a model this size can be a complex and long job if not approached with an eye to how the asset is to be used. So as we cover the creation of our texture sets, we'll also cover a few tips and tricks.

Class 9: Materials & Lighting - It's time to put our maps into some proper materials and give our cathedral an overall lighting scheme.

Class 10: Setting up our render passes and doing our final renders - As well as covering the final stage for this model to be taken to a final render stage for each shot, we'll also be recapping what we have covered during this course and answering any question that have popped up about the workflows on the forums

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Digital Tutors Utilizing Shading Networks in 3ds Max




Digital-Tutors - Utilizing Shading Networks in 3ds Max
1 hrs. 31 min. |Released on September 1, 2011 |Project Files Included (9 MB)
Required Software: 3ds Max 2012


In this collection of lessons, we will explore the process of creating and using shading networks within 3ds Max.

Understanding how to create and modify shading networks is an important skill - one that is essential for recreating the various materials and the different types of surfaces found in the real world. This course will explore topics such as using maps to control transparency, bump, and displacement effects, understanding mapping coordinates to control texture placement, applying textures to particles, combining and layering details from multiple textures, and many other topics that are designed to help you become a stronger, more efficient 3ds Max artist.

13 videos in this course

1. Introduction and project overview
2. Working with bump maps in 3ds Max
3. Using displacement maps in 3ds Max
4. Using transparency and opacity maps
5. 3ds Max texture mapping coordinates (part 1)
6. 3ds Max texture mapping coordinates (part 2)
7. Layering multiple textures in 3ds Max
8. Understanding Map Channels in 3ds Max
9. Applying texture maps to 3ds Max particles
10. UVW XForm modifier
11. Creating double-sided shaders in 3ds Max
12. Multi/Sub-Object materials in 3ds Max
13. Environment textures in 3ds max

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DT Mixed Modeling Technique in 3DS Max 2012



Digital Tutors Creative Development Mixed Modeling Technique in 3DS Max 2012 DVD-iNKiSO
Digital Tutors Creative Development Mixed Modeling Technique in 3DS Max 2012 DVD-iNKiSO
Genre: eLearning | Language: English
In this collection of videos we learn several modeling techniques in 3ds Max 2012. These videos will delve in such modeling techniques as spline modeling, polygonal modeling, and sub divisional surfaces. Through these techniques we are going to create a highly detailed steam locomotive model. We will also be exploring some of the graphite modeling tools and their functionality while modeling. All the while keeping an emphasis on the importance of scene management in a production environment.


76 videos in this course

Release Info:
Digital.Tutors.Creative.Development.Mixed.Modeling.Technique.in.3DS.Max.2012.DVD-iNKiSO
Rls Date : 23/09/11
Type    : Bookware
Supplier : iNK H0RN
Disks    : 1 DVD

INSTALLATION
a. Extract
b. Mount/Burn
c. Play & Learn


More Info: http://www.digitaltutors.com/11/training.php?pid=178

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Introduction to 3ds Max with Jeremy, Engleman




Introduction, 3ds, Max, Tools, Workflow, Jeremy, Engleman
Introduction, 3ds, Max, Tools, Workflow, Jeremy, Engleman
Genre: eLearning


3d Studio Max is an industry leading application for design visualization, game development and visual effects. 3ds Max is powerful and flexible enough for professionals, but intuitive enough for the beginner. Whether new to 3ds Max or new to 3D, these lectures provide ample discussion of the tools needed to create visually rich imagery and animations. User interface foundations are presented, focusing on 3ds Max’s ease and simplicity. Learn core concepts as well as efficient, professional modeling, animation, texturing and lighting techniques.







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3D Palace - The ATMT Set




3D Palace - The ATMT Set

3D Palace - The ATMT Set
English |  Author : Cris of 3d-palace.com | 6hr | TSCC 1284x996 5.00fps Audio : MPEG 17Kbps | 2.24 GB
Genre: VideoTraning

The ATMT set is a specialist mechanical modelling and rigging tutorial from 3d-palace, featuring the creation of a completely custom designed mechanical "chicken walker" - a bipedal two legged assault vehicle for deployment of marine troops into an enemy compound.






The design was based on a hybrid mixture of a Star Wars design briefly seen in the cartoon 80s version and a Warhammer heavily armoured Dreadnought style design with individual custom elements added in. The finished and rigged piece includes flexible rope pipework, slider controlled opening hatches and gun controls for rotation as well as procedurally created complex material effects, lighting setup, creating a walk cycle and everything else you need in order to complete this advanced mech piece.
Chapter 1
Toe Preperation
Toe Rigging and Detailing
Adding More Toes and the Footbase
Creating the Ankle
Starting the Upper Leg
Chapter 2
The Upper Leg
Leg Tweaks
Hip Preperation
Rigging the Legs
Making the Hips
Chapter 3
Building the Waist
Starting the Carapace
Building the Marine Pods
Furnishing the Pods
Detailing the Rear of the Pod
Chapter 4
Detailing the Carapace
The Weapon Mounts
Building the Primary Weapons
Making a Used Metal
Building a Missile Rack
Chapter 5
Creating Wired Sliders
Wiring the Gun to a Slider
Building a Walk Cycle
Lighting and Cameras
Completing your Project
Screenshot:

3D Palace - The ATMT Set

3D Palace - The ATMT Set 
Download Link : (Click the below link to redirect to the download page)



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Trinty Animation advance character modeling in 3d max



Trinty Animation advance character modeling in 3d max

Trinty Animation advance character modeling in 3d max
DVDRip | AVI, DivX 5, 672x372, 16/9, 1 357 Kbps, 29.970 fps | AC3, 192 Kbps, CBR, 48.0KHz, 2ch | English | 2.2 Gb

Genre: Video tutorials

3ds max Character Modeling will take you through each step of modeling a character from head to toe. Starting with photographs of a human female model, source photography is prepared for modeling. Then, every step from the first polygon to the final tweak is illustrated and explained. Not only do you learn to build a human in general, but you'll build a specific human that matches the person in the photographs.

The 16 page book is a handy guide to the included DVD disc. The DVD disc (data format) includes over 16 hours of high-resolution (1024x768) video in QuickTime™ MOV format, designed for crystal clear viewing on a computer monitor. Voice narration on these movies by artists Kenny Cooper and Jim Lammers will guide you through each movie. A 3ds max scene file is saved on the disc for the start and end of each movie segment - 48 segments in all. DVD includes 48 QuickTime movies, plus source photography, all images used, and scene files that are compatible with both max 5 and 6. Tutorials were created in max 6 but the techniques and methodology are totally max 5-compatible.

Designed for the intermediate level 3ds max user, this training video will help you learn how to use polygonal and sub-divisional modeling tools to create a fully articulated human 3D model. Follow along as each body part is created, matched, attached and refined.

* Includes printed guide to all 48 movies
* 16 hours of Quicktime™ Movies with audio
* Suitable for intermediate 3ds max users (advise that you have a basic understanding of 3ds max before beginning)
* High resolution 1024x768 captures
* Movies created using 3ds max 6
* Produced by Jim Lammers, co-author of the best-selling Maya Fundamentals books


Trinty Animation advance character modeling in 3d max





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3ds Max Lighting and Rendering techniques with Jeff Patton



3ds Max Lighting and Rendering techniques with Jeff
Patton


3ds Max Lighting and Rendering techniques with Jeff Patton

format video: MPEG4 | English | 1024x768 | over 8 hours | 3.74 Gb
In this series of videotutorials examines in detail the various methods of working with tools 3ds max. In particular, Jeff Patton shows many techniques that will ensure quality results in the light of objects, interiors and exteriors. Also discussed in detail the mental Ray render settings to achieve maximum photo-realistic result.





Content:

Material Basics
1. Scanline
2. Mental ray
3. Installing Plugins, Scripts and Shaders
4. Displacement

Lighting Basics
1. 3ds Max Light Basics
2. Area Light Issues
3. mrSun and mrSky
4. Using HDRs

Rendering Tools
1. Dentifying Noise
2. Depth of Field
3. Managing Color Bleed
4. Volumetrics
5. Exposure/Tone Mapping
6. Glowing Objects
7. Motion Blur
8. mrProxy Objects

Rendering Techniques
1. Creating Clay Renders
2. NPR - Toon Rendering
3. Vehicle Rendering in 3ds Max 2009

Indirect Illumination
1. Final Gather
2. Global Illumination

Lighting Digital Sets
1. Architectural Interiors - Day
2. Architectural Interiors - Night
3. Architectural Exteriors - Day
4. Architectural Exteriors - Night

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Digital Tutors - Facial Rigging in 3ds Max 2012



Digital Tutors - Facial Rigging in 3ds Max 2012  | 2.67 GB
Digital Tutors - Facial Rigging in 3ds Max 2012  | 2.67 GB
FLV / 1280 x 720 / 6 hr.04 min. / + Exercise files






In this series of lessons, we faculty attain a fundament for Facial Formation in 3ds Max. Interval by step, we'll hypothesize a facial restrain method that is burly and animator-friendly.

We'll study everything from how to create Morph targets, how to keep Morph Targets with our own bespoke GUI, we'll inform a prestissimo and competent way for deforming tenfold objects as one organisation, we inform a technique for creating overweight eyes, how to pin objects to a deforming aboveground, and also become familiar with 3ds Max's almighty Response Trainer.

http://www.digitaltutors.com/11/training.php?pid=176

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Gnomon Workshop - Character Modeling for Production



Gnomon Workshop - Character Modeling for Production
Gnomon Workshop - Character Modeling for Production | project files | .mov | 4.79Gb




In this DVD, Ian shows you the tools and techniques he uses to quickly create a full character model in 3ds Max, leading you through the basic character production pipeline used at Blur Studio. He takes you through the process of building clean geometry using Max's built-in toolset as well as using the PolyBoost plugin. Ian shows how to easily enhance objects with ZBrush, and how to quickly find the form and detail of your character. From there he demonstrates how to bring the geometry back into Max to make it animation friendly by retopologizing. After the model is finished, Ian covers how to set up hair using Hair FX as well as how to set up lights, cameras and a simple rig using Biped to pose and render the character. Finally, using Adobe Photoshop®, Ian discusses how to present the character in a professional manner. This DVD is intended for artists with a basic understanding of polygon modeling in Max, but is useful to anyone regardless of skill level or software. In this DVD Ian uses: Max, PolyBoost, ZBrush, BodyPaint and Adobe Photoshop®.

Homepage:   http://www.thegnomonworkshop.com/store/product/153/

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Gn0m0n W0rksh0p-Stylized Character Modeling for Production (2011)



Gn0m0n W0rksh0p-Stylized Character Modeling for Production 2011
Gn0m0n W0rksh0p-Stylized Character Modeling for Production (2011)
English | AVC1 1280x720 15 fps | AAC 64 Kbps 22.05 KHz | 2.63 GB
Genre: Video Training

In this DVD Alessandro shows his workflow to model a stylized character for production, based on a given concept. The essential steps are covered, starting with the presentation of the initial 2D concept and associated reference materials. Alessandro then demonstrates blocking out the character with ZSpheres in ZBrush using the concept as reference for proportions. This becomes his base in 3ds Max to block out all the main components through polymodeling. Next, he details the character with a combination of polymodeling techniques in 3ds Max and ZBrush sculpting. Particular attention is paid to keeping the topology of the various parts consistent for an animation environment, showing in particular how to efficiently retopologize parts in 3ds Max to achieve a better geometry distribution. After modeling an addition to the character not present in the initial concept, Allesandro renders and presents the final model in ZBrush in the form of a character sheet and a turntable.





Topics Covered :

* Character introduction and setup of image planes in 3d studio Max.
* Basic polymodeling of the elm in 3d studio Max
* Character blocking in Zbrush based on concept sheet.
* Overall detailing with polymodeling and zbrush sculpting.
* Modeling of an additional prop : Military backpack
* Retopology in 3d studio Max and character presentation in Zbrush.

Chapters:

# Image Planes and Blocking in Helmet
# Blocking in Character
# Adding Details
# Hands and Boots
# Straps and Pouches
# Strap Details
# ZBrush Setup
# Sculpting the Face
# Sculpting Boots
# Detailing the Helmet
# Attaching Helmet Symbol
# Sculpting the Pants
# Sculpting the Jacket
# Modeling the Backpack
# Sculpting and Detailing the Backpack
# Retopology
# Finishing the Character
# Turntable Render (no audio)

Software Used:
* Autodesk 3ds Max
* Pixologic ZBrush


Gn0m0n W0rksh0p-Stylized Character Modeling for Production 2011
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CG Workshop - Basic Modeling Techniques with 3ds Max







In this tutorial you will learn how to prepare blueprints and create a simple building with e.poly techniques




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Trinity Animation - Advanced 3DS Max Character Modeling



Trinity Animation - Advanced 3DS Max Character Modeling DVDR

Trinty Animation advance character modeling in 3d max | 2.19 GB
Designed for the intermediate level 3ds max user, this training video will help you learn how to use polygonal and sub-divisional modeling tools to create a fully articulated human 3D model. Follow along as each body part is created, matched, attached and refined.


* Includes printed guide to all 48 movies
* 16 hours of Quicktime™ Movies with audio
* Suitable for intermediate 3ds max users (advise that you have a basic understanding of 3ds max before beginning)
* High resolution 1024x768 captures
* Movies created using 3ds max 6 (Users can acomplish this tutorial using 3ds max4 upwards.)
* Produced by Jim Lammers, co-author of the best-selling Maya Fundamentals books



 
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Digital Tutors - Modeling Hard Surface Curvature in 3ds Max



Digital Tutors - Modeling Hard Surface Curvature in 3ds Max

Digital Tutors - Modeling Hard Surface Curvature in 3ds Max
English | VP6F 782x646 | MP3 96 Kbps | 429 MB
Genre: eLearning
In this course we will use the Graphite modeling tools to build a football helmet in 3ds Max.
  • A big challenge when building hard surface models that have curves and contours is adding resolution without introducing unwanted changes in the shape. The Graphite Modeling toolset has a number of tools we can use to solve this problem. In this course we will explore the use of these tools by building a football helmet. We'll be able to quickly create and modify hard surface geometry using tools like Set Flow and Flow Connect that will maintain the curvature of the mesh. Upon completion, you'll have a better understanding of some of the modeling tools in 3ds max and how you can put those tools to use in creating well shaped geometry with clean topology for your own projects.








Lesson Outline (8 lessons)

1. Introduction and Project Overview
2. Modeling the base of the helmet
3. Detailing the helmet base
4. Adding the helmet pads
5. Building a facemask
6. Adding the connectors and snaps
7. Building the chinstrap base
8. Finishing the chinstrap
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Digital Tutors -Creative Development: Visual Effects with 3ds Max and Pflow with Jacques Pena



Digital Tutors -Creative Development: Visual Effects with 3ds Max and Pflow with Jacques Pena


Digital Tutors -Creative Development: Visual Effects with 3ds Max and Pflow with Jacques Pena
Digital Tutors -Creative Development: Visual Effects with 3ds Max and Pflow with Jacques Pena | ISO | 892.99 MB
Genre: Video Training

Using Particle Flow alongside some basic animation principals, we are going to put together a scene from concept to finish. Dabbling into the some special effects using pflow fundamentals, forces, and operator overview. Then, we will put together all the elements into a scene.
9 videos in this course 

Digital Tutors -Creative Development: Visual Effects with 3ds Max and Pflow with Jacques Pena




Creative Development: Visual Effects with 3ds Max and Pflow with Jacques Pena
   2 hrs. 53 min.
   |
   Released on August 1, 2011
   |
   Project Files Included (21 MB)
   Required Software: 3ds Max 2011, Photoshop CS5, Illustrator CS5 and After Effects CS5
Using Particles and Animation to create Special FX

1. Introduction and Overview of our Project. 1 min. 33 sec. Details
  2. Looking into our Concept 5 min. 26 sec. Details
  3. Working with Particle Flow 42 min. 18 sec. Details
  4. A look into our texture creation 8 min. 1 sec. Details
  5. Basic Object Animation 51 min. 11 sec. Details
  6. Putting our scene together 41 min. 57 sec. Details
  7. Rendering and Outputting animations 5 min. 48 sec. Details
  8. Bringing it all together in After Effects 5 min. 28 sec. Details
  9. Outro 12 min. 7 sec. Details 
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3D Palace - Game Development in 3Ds Max The Troll




3D Palace - Game Development in 3Ds Max The Troll

3D Palace - Game Development in 3Ds Max The Troll | project files |.avi | +plugins | 7.35Gb





Game Development for the beginner or the intermediate user is within your grasp with this awesome set by Showster of 3d-palace. In this tutorial set you are taught how to create a low polygon troll character in 3ds Max, unwrap it, create textures and then rig and animate him. As if that is not enough, after that you can insert him into your favorite game engine and start using him straight away!
Every stage of the process of creation is covered and don't worry that you are using Quake engine, UDK, UT or Doom3 - there are methods shown on how to export him into all your favorite engines included in the set as well as a fantastic bonus section which shows you how to unwrap and texture a space marine character.
All in all, with this set you will be completely set on the path to character creation - end to end with all the quality you have came to expect from a 3d-palace tutorial, we know you are going to love this one so try it today!

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Digital-tutors : Introduction to Lighting in 3ds Max




Digital-tutors : Introduction to Lighting in 3ds Max
Digital-tutors : Introduction to Lighting in 3ds Max
English |Video: svq3, yuvj420p, 788x648, 489 kb/s | Audio: mp3, 22050 Hz, s16 | 421Mb
Genre: eLearning


Learn an essential workflow to lighting in 3ds Max and fundamental techniques to establishing moods and adding greater realism to your scenes through lighting. Contains over 2 hours of project-based training. Ideal for new and beginning artists.


Popular highlights include:
    Overview of Standard Light Types
    Overview of Photometric Lights
    Controlling Light Decay and Attenuation
    Modeling Environments to Scale for Accurate Lighting
    Using Shadow Maps for Efficient Rendering
    Utilizing Accurate Raytraced Shadows
    Creating Soft and Diffuse Shadows
    Real-world Lighting Profiles with Photometric Lights
    Exposure Controls to View HDR Renders
    Outdoor Lighting with Daylight System and Skylight
    Altering Rendering Controls for Objects
    Adding Glow Effects to Geometry and Lights
    Creating Volumetric Lighting Effects
    Radiosity to Simulate Indirect Illumination
    Using the Light Lister
    Creating Gobo Effects

Lesson Outline:
1.    Introduction and Project Overview                               1:36
2.    Intensity and Attenuation controls of Standard Lights           9:52
3.    Specialized parameters of spot lights                           7:14
4.    Understanding and using Direct lights                           5:17
5.    Using Photometric lights in 3ds Max                               9:11
6.    Adding Shadow Maps to rendered scenes                           8:42
7.    Using Raytraced shadows in 3ds Max                               4:22
8.    Utilizing Area and Advanced Raytraced shadows                   11:29
9.    Shadow parameters of mental ray lights                           4:45
10.    Altering the Rendering Controls on individual objects          4:16
11.    Adding glow effects to geometry and lights                       8:11
12.    Adding volumetric effects to lights                               7:22
13.    Including and excluding objects from individual lights           4:42
14.    Using the Skylight to create outdoor illumination               7:35
15.    Creating outdoor lighting using the Daylight system               11:38
16.    Using radiosity to calculate realistic indirect illumination   7:48
17.    Methods for refining and enhancing radiosity results              10:48
18.    Using the Light Lister in 3ds Max                               2:09
19.    Using the Advanced Effects for greater lighting control           8:52

    Total Run Time:         2:15:56

ScreenShot

Digital-tutors : Introduction to Lighting in 3ds Max


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Digital-tutors : Introduction to Rigging in 3ds Max




Digital-tutors : Introduction to Rigging in 3ds Max
Digital-tutors : Introduction to Rigging in 3ds Max 
English | Video: svq3, yuvj420p, 788x648, 960 kb/s | Audio: mp3, 22050 Hz, s16 | 998Mb
Genre: eLearning


Learn essentials of rigging and establish a solid foundation. Learn flexible rigging methods, several rigging and character setup tools, and the essentials of building animator-friendly controls with 3ds Max. Contains over 3 hours of project-based training.


Popular highlights include:
    Reference Coordinate System
    Choosing an Axis Order for Control Objects
    Custom Toolbars
    Customizing Quad Menus
    Layers
    Expressions
    Wired Parameters
    Forward Kinematics vs. Inverse Kinematics
    List Controllers
    Position Constraint
    LookAt Constraint
    Orientation Constraint
    Link Constraint
    Control Objects
    Control Object Reservoir
    Bone Tools
    Mirroring Bones
    Scaling Bones
    The IK Solvers of Max
    Creating an FK Spline Rig
    IK FK Snapping
    Skin Modifier
    Morpher Modifier
    Skin Morph Modifier
    Skin Wrap Modifier
    Rigging Techniques
    Custom Parameters
    Smooth and Rigid Skinning
    Painting Weights
    Weight Tool and Weight Table
    Mirroring Envelopes
    Exporting Envelopes
    Angle Deformers
    Quick and Easy Muscles with Bones
    Selection Sets

Lesson Outline:
1.    Introduction
2.    Establishing naming conventions
3.    Linking objects to create parent/child hierarchies
4.    Creating bones in Max
5.    Editing bones in Max
6.    Working with a bone's fin adjustment tools
7.    Utilizing the HI IK and Limb IK Solver
8.    Rigging with the Spline IK Solver and creating IK Solvers
9.    Building bones for the leg and connecting an IK Solver
10.    Setting up control objects in the leg rig
11.    Working with Max's Position and Orientation Constraint
12.    Utilizing the LookAt Constraint
13.    Rigging with the Link Constraint to avoid bone skewing
14.    Rigging with Groups
15.    Customizing Max's user interface
16.    Wiring Parameters to control parameter values
17.    Working with Expressions
18.    Choosing a suitable Axis Order for control objects
19.    Using Layers to organize your scene
20.    Deforming a mesh with bones via the Skin modifier
21.    Fine-tuning envelope deformations with the Weight Table
22.    Editing envelopes with the Paint Weights Tool
23.    Mirroring weights to save time
24.    Exporting and importing envelope data
25.    Using Max's Bulge Angle Deformer to correct deformations
26.    Exploring the Skin Morph modifier
27.    Rigging for lip-sync animation with the Morpher modifier
28.    Controlling mesh deformations with the Skin Wrap modifier

Online Bonus Content:
1.    Working with Selection Sets
2.    Creating quick and easy muscles with bones
3.    Attaching the muscle to the character
4.    Setting up the bones for the FK Spline rig
5.    Adding controls to the spline rig
6.    Controlling the twisting of the FK Spline rig
7.    Finalizing the twist distribution of the FK Spline rig

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Digital-tutors : Introduction to Rigging in 3ds Max


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Digital-tutors : Introduction to Modeling in 3ds Max



Digital-tutors : Introduction to Modeling in 3ds Max

Digital-tutors : Introduction to Modeling in 3ds Max


English
Video: svq3, yuvj420p, 788x648, 523 kb/s
Audio: mp3, 22050 Hz, s16
1.1Gb

Genre: eLearning

Learn a fundamental workflow to Polygon, NURBS, and Splined-based modeling and time-saving techniques to creatively utilizing the robust tools available in 3ds Max. Contains nearly 4 hours of self-paced training for artists new to modeling in 3ds Max and experienced artists seeking a refresher.
Popular highlights include:


NURBS Workflow

Polygon Workflow

Splines and Patches Workflow

Scene Organization with Layers

Smoothing Methods

Working with Sub-objects

Sub-object Selection Methods

Adding Viewport Background Images

Scale Deformation

Cloning Geometry and Shapes

Mirroring Geometry

Sweep Modifier

Shell Modifier

Symmetry Modifier

Surface Modifier

FFD Modifiers

Lathe Modifier

Modifier Stack

Moving Pivot Points

Transforming Geometry and Shapes

Modifying Creation Parameters

Creating Booleans

Attaching and Detaching Objects

Welding Vertices

Rendering and Viewing Curves

HSDS Modifier for Subdivision Surfaces



Lesson Outline:

1. Working with polygons

2. Working with NURBS

3. Working with smoothing and subdivision surfaces

4. Working with splines and patches

5. Project overview and interface setup

6. Adding viewport background images

7. Setting up a layer scale template

8. Building pivot geometry with primitives

9. Adding resolution to the pivot

10. Building a full section from the pivot geometry

11. Creating caps from the full section

12. Modeling the saw

13. Building the screwdriver

14. Finishing the saw layer

15. Modeling the magnifying glass

16. Building the small knife

17. Finishing the magnifying glass layer

18. Modeling the bottle opener

19. Finishing the bottle opener layer

20. Building the corkscrew

21. Starting the scissors

22. Finishing the scissors layer

23. Creating the large knife blade

24. Adding an indentation and hilt to the large blade

25. Finishing the large knife blade layer

26. Assembling the parts of the knife

27. Building the chain connector

28. Modeling the chain

29. Adding the key ring



Online Bonus Content:

1. Adding materials to the knife

2. Setting up a simple UV map

3. Adding a logo with a Blend material



Digital-tutors : Introduction to Modeling in 3ds Max



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