Digital-Tutors Previsualization Techniques in MotionBuilder





Digital-Tutors - Previsualization Techniques in MotionBuilder
47 min. 28 sec. | October 3, 2011 | Autodesk MotionBuilder 2012 | Author: Delano Athias

In this series of lessons, we'll learn how to work with MotionBuilder as a previsualization tool. We'll begin the course by first animating a stand-in object, which will give us an idea of where our character will be placed through our shots. We'll then work with cameras, adding camera animation, and learn how use MotionBuilder's Camera Switcher for camera cuts. Finally, we'll learn how to retarget animation, how to add particles, and lights until we have completed pre-visualizing our story! By the end of this course, you will learn how to use MotionBuilder to pre-visualize your ideas, to work more efficiently and creatively, so that more of your time and effort can be spend on polishing and finalizing your scenes!

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Gnomon Master Classes 2009 - All 16 Classes




Gnomon Master Classes 2009 - All 16 Classes
Master Classes 2009 - All 16 Classes
English | VP6F 1024x768 | MP3 96 Kbps | 12.22 GB
Genre: eLearning
The response from both students, professionals and the instructors has been overwhelmingly positive, with everyone very much enjoying the quality of the lectures and feedback given in the private forum. Over forty hours of lectures and pages of Q&A threads between instructors and attendees was a lot of information to process in just two weeks, so act now to experience this limited extension of the experience.

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FXPHD CMP201 – The VFX of Red Dwarf





FXPHD CMP201 – The VFX of Red Dwarf


Various artists show their work on the vfx shots of Red Dwarf.
The course stretches over several pieces of software like Maya, Nuke and others and goes into concepts that can be applied to a variety of situations while still focusing on specifics.

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GW The Art of ‘PULSE’ Designing Futuristic Racing Vehicles with Harald Belker





Gnomon_Workshop -The Art of ‘PULSE’ Designing Futuristic Racing Vehicles with Harald Belker| 1.3GB



In his latest release, Harald Belker will cover techniques that reflect the latest process used in entertainment design and concept creation. The crossover integration of several 3D programs, combined and finished in Adobe Photoshop®, provide the best results in the creation of stunning vehicles. Based on imagery from his latest book, PULSE: A Complete Guide to Futuristic Racing, he will first guide you through the process of building the racer in Modo®. He then demonstrates the set up and rendering phase in KeyShot®. The images are then combined and finished beautifully in Photoshop. To wrap things up, Belker will discuss the use of Google Sketch Up® for use building the futuristic racing environment.

1.Concept Ideation
2.Modeling in Modo
3.KeyShot Rendering
4.Completion in Photoshop
5.Extra Images
6.SketchUp/ Story Boards
7.Vehicle Setup and Renderings
8.Pages from the Book
9.Extra Images

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3D-Palace SubDivision Hard Surface Automotive Modelling Set 1





3D-Palace - SubDivision Hard Surface Automotive Modelling Set 1
English | AVC1 1920x1144 10 fps | MP3 64 Kbps 22.05 KHz | 17.95 GB
Genre: eLearning

THIS TUTORIAL WILL MAKE YOU INTO AN AUTOMOTIVE MODELING MASTER. No, we are not speaking metaphorically. This set is the ULTIMATE automotive bodywork modeling tutorial, covering the entire chassis modeling of the BMW S1000RR - a beautiful mothercycle, a beautiful tutorial.

Learn from the master. Howard Lincoln is 3d-palace's resident Sub Division Guru. The entire bike is created in low polygon however it is created using subDivision techniques - this means at rendertime Turbosmooth with just a couple of iterations makes the bike you see in the renders on this page. Because you are working in subD, filesizes are small and refresh rates are high - no waiting 3 seconds to rotate a model! This is the BEST automotive subD tutorial available and it is ONLY available through us.

About 3D-Palace
3d-palace online video tutorial learning community for 3d artists modellers animators riggers and unwrapping and texturing.

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Creating Believable Eyes Ch.1 - Ch.4



The Gnomon Workshop Creating Believable Eyes Ch.1 - Ch.4 | 1.18Gb



There is no question that eyes are one of the most critical elements of a character.
While there are several way to approach the creation of eyes, this lecture presents an intuitive and quick technique that ensures believability and realism. Starting from scratch, we discuss modeling, texturing, shaders, lighting and rendering with Mental Ray. We analyze photographic reference to determine the anatomical structure of eyes so that our textures and shaders create natural color, bump, transparency, specularity, reflection, refraction and highlights.

Chapter One: Photo Reference, Modeling, Initial Shaders
In chapter one we discuss eye anatomy and model the surfaces which will yield realistic results. We also create the initial shaders.

Chapter Two: Texturing the Iris
In chapter two we collect iris photo reference and use Photoshop to align them with our iris mesh UV snapshot. We bring the created texture into Maya and develop the shader further.

Chapter Three: Texturing the Eye Body and Cornea
In chapter three we create the textures for the eye surface including veins and imperfections. We use photo reference, hand painting and even Maya Paintfx to create the textures.

Chapter Four: Shaders, Lighting and Rendering
The shader is finalized including some Mental Ray light scattering. The light rig for the eye is also discussed in order to get nice highlights. With the eye complete is it ready to be integrated into any character, and is easily customized to fit different types of humanoids or creatures

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RetouchPRO - LIVE with Ian Goode "BMW" 2011



RetouchPRO - LIVE with Ian Goode "BMW" 2011 (WEBRip)
RetouchPRO - LIVE with Ian Goode "BMW" 2011 (WEBRip)
English | mpeg4 1280x720 24.00 fps | mp3 stereo 128 kb/s | 1.46 GB
Genre: Video Training

ou will view Ian's full-sized desktop live via your web browser as he demonstrates his techniques for compositing and retouching this car image. Ian will explain what he's doing along the way, with me (Doug Nelson) along to forward audience questions.






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Advanced Rendering Archviz Rendering in Mental Ray with Alex Sandri





Advanced Rendering - Archviz Rendering in Mental Ray with Alex Sandri | 499Mb



How To Use Mental Ray's Importons in an Archviz Pipeline

Duration: 60 min
Mental Ray Importons and Irradiance Particles rendering algorithm, is a novel approach to compute global illumination based on importance sampling, which tends to converge much faster to a desirable quality than the existing solutions like global illumination photon tracing combined with final gathering. Everybody seems to agree that this Mental Ray rendering algorithm, represent the future of 3d Rendering and is still in the Optimization Phase. In this tutorial I have explained a few different approach "workflows" to present the user with more choices in terms of light mood and render times output.







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Jamaal Bradley - Acting Shot Walk-through




Jamaal Bradley - Acting Shot Walk-through
Jamaal Bradley - Acting Shot Walk-through | 1.48 GB
English | mp4 957kbps | 1280x720 23.9fps | AAC 48khz
"From Planning to Polish".. is a step by step 3 part video that takes you all the way from the planning phases of acting... down to the finished dialogue. Learn and study how Senior Dreamworks AnimatorJamaal Bradley uses reference, thumbnails, analyzes dialogue, breaks down poses and takes a shot all the way 'to final'. This is a fun and educational video that will be an ongoing resource.

8 Steps of Working Through Your Shot (3 Part Video)

. Description of the shot launch in production
2. Analyzing your dialogue
3. Making Useful Thumbnails
4. Creating & Using Reference
5. Blocking (Posing the Character for acting and appeal)
6. Tie Down (Spline Pass #1)
7. Final Polish (Spline Pass #2)
8. Facial Refinement

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CMIVFX Softimage Tutorial Pack



cmiVFX launches its next highly anticipated Softimage Training Video?. or should we say “More than just” Training Video.

This visual adventure goes way beyond button clicks and tool locations, by captivating the viewers creative side. This video creation was designed to showcase talent at work. Featuring Ubisoft’s very own 3D Modeler, Sebastien Giroux, the journey begins with a simple polygon, and turns into a complex mechanical warrior right before your eyes.

Edited for time, so that your not waiting around for answers to your questions, we trimmed all the fat and added a killer soundtrack to inspire the mood even further. When it comes to training, AND entertainment, there is clearly only one choice. cmiVFX! Say it to yourself or scream it from a mountain top. It just feels right!

http://www.cmivfx.com/tutorials/view/272/+Softimage+Advanced+Modeling+Techniques

http://www.filesonic.com/file/1272671754/CMIVFX_Advanced_Modeling_Techniques_CGP.part1.rar
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http://www.uploadstation.com/file/XpyZWwX/CMIVFX_Advanced_Modeling_Techniques_CGP.part4.rar









In a sea of XSI training materials, only one brand rises above to cater to real world problems in a production environment. cmiVFX created this new ICE video to fill a void in the Softimage | XSI training vertical market. While doing so, we sought the help of ICE Master, Thiago Costa, who is currently dealing with ICE on several projects in a professional production pipeline. This very exciting release is a must have for any and all XSI users and should be the primary tool for anyone migrating from other procedural based FX software packages. When it comes to high end CG and VFX training, there is only once choice… cmiVFX



http://www.cmivfx.com/tutorials/view/197/Softimage+ICE+For+A+Production+Pipeline

http://www.filesonic.com/file/1272678934/CMIVFX_ICE_Production_Workflow_CGP.part1.rar
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http://www.uploadstation.com/file/8cE75tf/CMIVFX_ICE_Production_Workflow_CGP.part3.rar




Within this training video Thiago Costa explores the development of a toolset that deals with scalar data in ICE, by showing it in the context of a weightmap tool. He will guide you through his exploration process and implementation of how to use per-point values to capture and store data between different sources, to diffuse data across the mesh, work with time information and much more.
This training video takes focus on this specific toolset that goes from the basic to intermediate level of how to build an ICE system.

http://www.cmivfx.com/tutorials/view/197/Softimage+ICE+For+A+Production+Pipeline

http://www.filesonic.com/file/1272695304/CMIVFX_Scalar_Data_CGP.rar
http://www.fileserve.com/file/ZZtdV3G/CMIVFX_Scalar_Data_CGP.rar

http://www.uploadstation.com/file/nSbrncz/CMIVFX_Scalar_Data_CGP.rar




ALL IN ONE TORRENT

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cmiVFX Camera Based Motion Capture



Now
Camera Based Motion Capture


During our adventure, dealing with pure data will enable us not to just transfer the data between different parts of our production line, but to manipulate this data, and customize it the way we need to suit our use, AND MAYBE ( as in our course ) to invent a new solution for an old problem using two cameras to capture human movement and automatically transfer the data into a custom character in 3D, without the need of expensive motion capture device or other solution.
We can also, create our own data file format and extension to package special kind of data for use in other programs or to save this data out to disk. We will create tools to save our character and camera’s animation in .CSM file or other custom file format to use that animation in other program ( Max, Maya and Endorphin in this course ) or to save it to disk, or even to send it by internet for general use, such as usual BVH and CSM motion capture files.

You don’t have to be skilled rigger, match mover, Max scripture or Mel genius to understand and to practice doing and creating these tools in this course. We started from scratch just like you will. (We do not hide anything from you) The learning structure used in these videos, gears all users up to be able to follow its contents from start to beginning. This is one of the few videos made that allow a novice or experienced TD’s and mid level 3D artist the ability to learn on the same level.

Capturing ( character tracking ) a woman movements with two cameras :
In this chapter, we will talk about character tracking using two different cameras with angle differences. ( the conditions and the best solution ) Then we will go through the process of tracking the movement of a woman from two additional HDV cameras, using Autodesk MatchMover step by step (solid tracking method ), then we will create a coordinate system, and export the tracks of the woman and the cameras into 3DMax. Following that, we then setup the 3D scene to receive match-mover data correctly.

Building a CSM ( character studio motion capture data file ) from scratch:
In this section of the video we will explain Motion capture file structure ( CSM mainly ), and how to extract information from this kind of files, then we will go through the process of applying those files into characters in 3d ( Character Studio in this case ). (NOTE: The process that we show can be used in other file formats in almost the same manor. Your not locked to 3DMax)

Baking and Application
In this portion of the video we will build a custom CSM exporter to save the MatchMover tracks as .CSM file, then we will use this file to Automatically control our character in character studio transforming track data into typical motion capture file ready to use on any character. During this process, we will build a custom baking keys utility for our tracks.
All the material ( live footage ( Red, 35 mm, and HD ), and motion control flair data ) used in this course, are used in real commercials, to transfer all real production conditions through this long course.
We are not assuming ideal conditions which can work for specific lab work, but we preferred to bring real stuff, real problems, such as daily VFX work so that you too can fix those problems during the course, and to mimic real production line circumstances, step by step.



http://www.cmivfx.com/tutorials/view/301/Camera+Based+Motion+Capture





http://www.filesonic.com/file/1290021984/CMIVFX_Camera_Based_Motion_Capture.part1.rar
http://www.filesonic.com/file/1290012964/CMIVFX_Camera_Based_Motion_Capture.part2.rar

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http://www.uploadstation.com/file/zhtWyG3/CMIVFX_Camera_Based_Motion_Capture.part2.rar


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Create The Ultimate Tron Scene (3D World Tron Special)




Create The Ultimate Tron Scene (3D World Tron Special) | project files | .mp4 | 1.35Gb



Build your own light cycle! This month’s huge, 23-page animation masterclass shows you how to combine 3D and 2D elements to make a complete sequence.

Homepage:   http://www.3dworldmag.com/2010/12/16/3d-world-138-tron-special/

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MOG202 - Design Thinking for Motion Graphics



MOG202 - Design Thinking for Motion Graphics

MOG202 Design Thinking for Motion Graphics

English | QuickTime H.264 | 1152 x 720 | 6 hr.36 min | + Exercise files | 2,32 GB

Genre: Elearning
This course follows the creative process, via real world examples, as a promo, packshot and teaser are designed for a TV Channel. In co operation with the BBC and Foxtel Television, the course shows the design and production workflow, as characters from the iconic TV show Doctor Who are integrated into a graphical broadcast package for UKTVs The Greatest Doctor Who Weekend Of All Time.

The course includes design and live action segments, as well as looking at tips and tricks with guest Maya artist Mikey Tiong. Although the course covers After Effects, Illustrator and other applications, it is more focused on overall communication and design issues than individual software.

Download Link: (Click the below link to redirect to the download page)

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Digital Tutors Collection - All CG, 3D, Animation and VFX Tutorials



Digital Tutors Collection - All CG, 3D, Animation and VFX Tutorials
Digital Tutors Collection - All CG, 3D, Animation and VFX Tutorials
| over 300 GB Genre: eLearning







Digital-Tutors helps you make movies, video games and more with the largest online video-based training and tutorial library for CG, 3D, animation and VFX. Since 2000, we've been a dedicated team of artists, professionals, representatives and problem-solvers who are truly passionate about teaching the people around the globe who make movies and games. But enough about us, let's talk about you. No matter your skill level or experience, you need an educational resource that helps you conquer complicated topics so you can focus on your future. So whether it's graduating from school, advancing your skill set or getting a promotion, you can access the world's largest online CG training library and find the solution you need in seconds. Our Partners We're privileged to have strong partnerships and great relationships with leading software developers including Autodesk, Pixologic, Houdini, Luxology, Next Limit, Adobe, Pixar, eyeon, Lighmap, MAXON, V-Ray and Microsoft in the development and production of certified training material.


Tutorial Contents : Contents


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FXPHD- PHY101-Introduction to Physics



FXPHD- PHY101-Introduction to Physics
FXPHD- PHY101-Introduction to Physics
English | h264 960x540 23.98 fps | aac 44100Hz | 2.83 GB
Genre: Video Training

PHY101 - Introduction to Physics
In this follow up to Introduction to Math (MTH101) - one of our most successful courses of the last few terms - Mike Seymour and Steve Anderson tackle Physics 101. This course is designed to give you the basis in reality to understand real world phenomenon such as inertia, how to fly, fluid sims, and breaking stuff up.



Class 1: Mass, Energy, and Inertia

This class covers energy conservation, the principle of different masses with movement having different energy, and how that might be transferred. It aims to give your work weight and believability by understand the basic building blocks of Physics.

Class 2: Optics

In so many aspects of vfx and computer graphics understanding concepts like refraction, focus, the inverse square law are vital to believable high quality work. Both on set and in CGI optics plays an ever increasingly large role in getting a shot right and producing exactingly accurate results.

Class 3: Balance and Follow-through

Why does a bike in motion not fall over, why does a bike cornering lean. How do you fly? Why do so many vfx flying things look totally fake while it seems so simple? We look at the nature of balance, follow through and ultimately flight and just what simple rules need to be followed to make something physically correct.

Class 4: Fluids, Part 1

We aim to explain how fluids work and algorthims of the models of how they work. We start with some history of fluid approaches and build to more complex understanding of the dynamics of fluid simulations.

Class 5: Fluids, Part 2

Simulations require both accurate sims and artistic control we explore vortex equations, controlling and rendering, liquid simulation tools and some fluid plugins.

Class 6: Cloth and Elastics

How does a cloth sim work - why is it like metal, what properties does cloth have - how is a bungie cord different from slime goop. What is surface tension and how does elasticity enter the equation.

Class 7: Breaking Things and Crashing Stuff, Part 1

How do things break - what are the maths behind the crashing chaos. How do you go about rigging for breaking and shatter patterns. Plus, we just smash stuff for the fun of it !

Class 8: Breaking Things and Crashing Stuff, Part 2

The simulation of breakage. What is the best way to approach the destruction of a scene?

Class 9:

The physics of light and how it's currently being re-created through vfx.

Class 10:

Physics Plug-in Options, Part 2 - We close out the course answering your questions showing more approaches to common problems and providing you with the theory so you can design the best sims to nail an effects sequence.




 Download Link : (Click the below link to redirect to the download page)

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Infinite Skills - Learning Rhino 4 Advanced Techniques



Infinite Skills - Learning Rhino 4 Advanced Techniques
Infinite Skills - Learning Rhino 4 Advanced Techniques
~ 8 hours | Video: AVC (.mp4) 960*720 15fps | Audio: AAC 128Kbs 44.1Khz 1ch | 2.8GB
Genre: Video Training | Language: English

Learn how to take your skills to the next level. This Advanced Rhino Tutorial Video is the ultimate in comprehensive learning for the discerning professional. The training uses broadcast quality audio and video to deliver concise and informative training right to your desktop. The training comes complete with practical working files and presented via an intuitive, easy-to-use interface, allowing you to learn at your own pace. These Advanced Rhino Tutorials make learning simple, quick and enjoyable. All Training Videos are authored by professional instructors who have a passion for teaching.



..
* Learn Advanced Rhino from a professional trainer from your own desk.
* Suitable for beginners to advanced users. ideal for users who learn faster when shown.
* Visual training method, offering users increased retention and accelerated learning.
* Breaks even the most complex applications down into simplistic steps.

HomePage: http://www.infiniteskills.com/training/advanced-rhino-techniques.html


Infinite Skills - Learning Rhino 4 Advanced Techniques



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The Art of Daarken



The Art of Daarken 2011 (Video Tutorials)
Language: English
10hours | 1280 x 800 | x264 - 1495kbps | 30.007fps | AAC - 128Kbps | 5.56 GB
Genre: eLearning





Female and Male Pose: Learn how to paint a male and female in a standard standing pose. Each video has about five minutes of additional footage talking about basic measurements and more refining of the painting. Both of these videos are filmed in real-time so that you won't miss a moment of the action. High res (1500 pixels wide) layered psd files of each painting are included in the bundle along with the brushes used for each painting.

Female Hunter: In this video Daarken will take you through his process of painting a female hunter. Starting with a digital sketch, Daarken will show you how to add color to a black and white image and give you a glimpse into his design process. At a 128 minutes of real time video you can see, in detail, his every step. This HD video also comes bundled with Daarken's brushes and psd file so that you can explore his use of layers.

Liche Priest: In this tutorial Daarken will take you through his process of creating a character concept for a video game from sketch to finish. Daarken also talks about his daily duties as a concept artist for Mythic Entertainment working on the game Warhammer Online: Age of Reckoning.

Sci-Fi Environment Design: Daarken, a freelance illustrator and concept artist, will take you through his process of painting a Sci-Fi environment. Starting with black and white thumbnails, Daarken will show you how to add color to a black and white image and give you a glimpse into his design process. Topics such as creating mood with color, composition, creating custom brushes, setting up your Wacom tablet, creating keyboard shortcuts, and refining an illustration will be coverd in this tutorial. Various layer modes and brushes will also be covered throughout the process. At a 149 minutes of real-time video you can see, in detail, his every step. Also included in this tutorial are Daarken's Photoshop CS3 brushes so that you can follow along.

The Final Charge: Take a trip through an entire illustration from start to finish as Daarken gives you in-depth information about his process. Everything from character design to composition to adding color to a black and white image plus much more is covered in this video. At a 155 minutes of real time video you can see, in detail, his every step. This HD video also comes bundled with Daarken's brushes and the psd file so that you can explore his use of layers

YouTube Bundle: In this bundle you will receive six video tutorials that were featured on Daarken's YouTube site. These tutorials have remastered audio and are offered in HD. Also included with the tutorials is the Custom brush Featured in the Custom Brush tutorial and the PSD file for the painting Nibru.

Download Links (Click the below link to redirect to download page)

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Eat3d : Next-Gen Texturing Techniques




Eat3d : Next-Gen Texturing Techniques
Eat3d : Next-Gen Texturing Techniques | 1.7 GB
 In this demonstration the instructor starts off by explaining the very fundamentals of using Photoshop for texturing. From there he goes into depth on how to set up your high res and low res meshes for rendering Normal, AO, and other Maps.


Once the scene and basics have been defined it's on to the entire texturing process of the self contained scene. Everything from the Diffuse, to Spec, Normal, and even a little Emissive and Alpha Maps. The Main textures created are a Concrete Texture set, Wood, Cloth, Grass, Ground, and Metal. This video has almost 5 hours of teaching and demonstration that will serve as the ultimate texturing resource.

About the Instructor:
Riki Babington has worked in the video game industry for over 7 years and has worked on such video games as "Blacksite: Area51", "John Woo's Stranglehold", "Axis and Allies", and "Kohan II: Kings of War". In 2010 Riki recieved the prestigious Autodesk Masters award for 3ds Max. Riki graduated in 2002 from the Art Institute of Houston with an Associates degree in Computer Animation and is currently the Founder and CEO of Eat 3D, LLC

Section 1: Getting Started with Photoshop and the Scene
This section includes:
- An Introduction to Photoshop
- Going over the UI, Masks, Layer Blends, and Adjustment Layers
- Briefly Describing the Wacom Tablet and Common Brush Settings
- Going through the Custom Brushes (Provided with the DVD)
- Demonstrating How to Quickly and Effectively Create Tile-able Textures
- Demonstrating How to Create Better Normal Maps using the Free NVidia Photoshop Filter
- Demonstrating the Importance of "Leveling" Your Textures for a Lit Environment
- Explaining the Importance of Setting Correct Smoothing Groups when Generating Normal Maps
- Using the 3dsmax Scanline Renderer (Lighttracer) for Creating Render to Texture Maps
- Combining the Rendered Textures for a Quick Base for Previewing
- Previewing your Combined Textures inside 3dsmax
- Previewing your Combined Textures inside Unreal Editor 3
Duration: 84 Minutes

Section 2: Getting a Base Diffuse for each Element
This section includes:
- Creating a Quick Base Diffuse for the Cloth Texture
- Creating a Quick Base Diffuse for the Wood Texture
- Creating a Quick Base Diffuse for the Fence Texture
- Creating a Quick Base Diffuse for the Concrete Texture
- Creating a Quick Base Diffuse for the Ground Texture
- Creating a Quick Base Diffuse for the Sign Texture
- Creating a Quick Base Diffuse for the Grass Texture
Duration: 62 Minutes

Section 3: Finalizing the Textures and Polishing
This section includes:
- Creating a Spec Map, Polishing the Diffuse, and Polishing the Normal Maps for the Cloth Texture
- Creating a Spec Map, Polishing the Diffuse, and Polishing the Normal Maps for the Wood Texture
- Creating a Spec Map, Polishing the Diffuse, and Polishing the Normal Maps for the Fence Texture
- Creating a Spec Map, Polishing the Diffuse, and Polishing the Normal Maps for the Concrete Texture
- Creating a Spec Map, Polishing the Diffuse, and Polishing the Normal Maps for the Ground Texture
- Creating a Spec Map, Polishing the Diffuse, and Polishing the Normal Maps for the Sign Texture
- Creating a Spec Map, Polishing the Diffuse, and Polishing the Normal Maps for the Grass Texture
Duration: 140 Minutes

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Digital Tutors - Shader Pipeline with XSI and XNA



Digital Tutors - Shader Pipeline with XSI and XNA

Digital Tutors - Shader Pipeline with XSI and XNA
5 hrs. 22 min. | Video: AVC (.mov) 960x540 15fps 200Kbps | Audio: AAC 48KHz 96Kbps 1ch | 1.1 Gb
Genre: eLearning

Gain a complete overview of shader pipelines and learn a time-saving workflow to building and integrating real-time shaders using XSI and XNA. Contains over 5 hours of project-based training for technical artists learning the methods of real-time shading for use in games and pre-visualization.



 
Popular highlights include: Working with Real-time Shaders; Setting up Models and Skinned Models; Using XSI FX Shader Presets; Using SAS Bindings; Writing Vertex and Pixel Shaders; Constant and Texture Shading; Lambertian Diffuse Shading Model; Blinn-Phong Shading Model; Using Normal Maps; Render to Texture; Drawing with Sprite Batch; Using Pixel Shaders for Post Effects; Problem-solving Approaches; Shader Analysis; Working with Textures and Clusters; Publishing XNA Models from XSI; Consolidation Techniques; Creating Animation Clips; Fine-tuning looping animation; Gaussian Blur; Shadow Projection; Programming and Choosing Techniques; Edit/Delete Message.

Lesson Outline (45 lessons)
1. Project setup for XNA
2. Project setup for XSI
3. Building and exporting static meshes
4. Loading static meshes into XNA (part 1)
5. Loading static meshes into XNA (part 2)
6. Building world; view and projection matrices
7. FX shader assignment
8. Multiple texture setup
9. Exporting animated characters
10. Loading and drawing the exported character
11. Applying animation data to our character
12. Using XSI SAS Containers
13. Solving the looping issue
14. Fine-tuning shader parameters
15. Calculating the camera position
16. Starting our custom FX pipeline
17. Creating a basic constant shader
18. Exposing PPG Parameters with SAS bindings
19. Testing the Custom_Demo
20. Implementing textures and structs
21. Supporting animation in our custom shader
22. Testing the animation playback
23. Storing animation clips
24. Diffuse Calculation (part 1) - Normal Direction
25. Diffuse Calculation (part 2) - Light Direction
26. Calculating Specular highlights
27. Exponents and Sliders
28. Composing the Tangent-Binormal-Normal Matrix
29. Using Normal Maps to calculate diffuse
30. Completing the Bump shader
31. Testing our shader in XNA (part 1)
32. Testing our shader in XNA (part 2)
33. Loading and drawing easily (part 1)
34. Loading and drawing easily (part 2)
35. Exporting the weapon
36. Creating the shadowmap technique
37. Drawing and saving the shadowmap
38. Drawing the shadow pass
39. Adding a room and casting shadows on it
40. Softening the shadows
41. Storing the shadow pass
42. Compositing color and shadow
43. Testing the shadows
44. Adding a glow pass
45. Implementing blur on our glow pass

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The Gnomon Workshop UV Mapping 101 Fundamental Layout Technique



The Gnomon Workshop UV Mapping 101 Fundamental Layout Technique | project files | .mov | 4.39Gb
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