ZBW Sculpting Clothing and Understanding Folds




ZBW Sculpting Clothing and Understanding Folds | project files | .mp4 | 1.09Gb 


Download Link: 

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DT Advanced Character Modeling in ZBrush and Photoshop with Matthew Weng



Digital-Tutors - Creative Development: Advanced Character Modeling in ZBrush and Photoshop with Matthew Weng
Digital-Tutors - Creative Development: Advanced Character Modeling in ZBrush and Photoshop with Matthew Weng
5h 52m | Video: VP6 (.flv) 1280x720 | Audio: MP3 44.1KHz mono | 2.32GB
Genre: eLearning | Language: English | Level: Advanced

A tutorial for a creating a character maquette entirely in ZBrush and combining render passes in Adobe Photoshop. The focus of this tutorial will be the creation of the character maquette entirely within ZBrush, with goal of creating a great looking rendered still as an and product. It is intended as an overall introduction to many of the tools within ZBrush which make the creation and output of this kind of illustration possible. The Image you see above was sculpted, textured and rendered in a single 9 hour day using these techniques.

..
5 hrs. 52 min. |Released on September 1, 2011 |Project Files Included (607 MB)
Required Software: Zbrush 4.0, Photoshop

HomePage: http://www.digitaltutors.com/11/training.php?pid=520

Digital-Tutors - Creative Development: Advanced Character Modeling in ZBrush and Photoshop with Matthew Weng



Download Link : 

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Zbrush - NEW Video Tutorials



Zbrush - NEW Video Tutorials

Zbrush - NEW Video Tutorials
English | .flv 162 kbps | 640 x 360 15fps | AAC 44Khz 2ch | 630 Mb
Genre: eLearning
A series of lessons on modeling in Zbrush and subsequent treatment models in other programs such as 3ds Max and Topogun.

Lesson 1: Interface
Lesson 2: Creating a simple model
Lesson 3: Creating a Simple Model 2
Lesson 4: Tools Alpha
Lesson 5: Polypaint and texture
Lesson 6: Tool Alpha, Part 2
Lesson 7: Multiple objects and Shadow Box
Lesson 8: Tools Zsketch
Lesson 9: The normal map

Zbrush - NEW Video Tutorials


Download Link:

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Gnomon Workshop - Sculpting A Rock Face (with Alphas) with Vibol Moeung



Gnomon Workshop - Sculpting A Rock Face (with Alphas) with Vibol Moeung | project files | .mov | 107Mb




Environment Sculpting with ZBrush and Photoshop

This tutorial takes you through the process of creating a realistic environment using ZBrush and Photoshop. Starting with a ZBrush primitive Vibol quickly blocks out the rock face. Then using the move brush he roughs in the overall structure. The rock face is detailed with alphas created in Photoshop as well as with the Rake brush in ZBrush. Included in this tutorial is a brief how-to for creating your own alphas and tips and tricks for using them to create realistic terrain. This tutorial also includes sculpting alphas and photographic reference.

Homepage:  http://www.thegnomonworkshop.com/store/products/tutorials/vmo01/

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

http://adf.ly/23bZB 
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Gnomon Master Classes 2011-The Last Four Classes - 3d Tutorials



Master Classes 2011 - The Last Four Classes
English | FLV | 1024x640 | H246 15fps | Audio AAC 22050Hz | 3.56Gb
Genre: eLearning







Environment Lighting & Progressive Rendering
Instructor: Alex Sandri
Alex will introduce the new Mental Ray 3.8 Environment Lighting (IBL) and Progressive Rendering (PR) features, used in conjunction with the Physical Sky, the Mia Portal Light, Final Gathering, Global Illumination, Importons and
Irradiance Particles features. Alex will also be sharing how to use the new Iray Rendering Engine in conjunction with the Progressive Rendering sampler algorithm.
Film and Prop Fabrication
Instructor: Rick Hilgner
This class covers real-world construction of motion picture style props, miniatures and practical effects gags. This course will cover all aspects of bringing an idea out of your head, to creating something with your own hands that is truly interactive. Production steps include concept design, pre-production, multi-material application/allocation, engineering design and application, shop safety, base formation, machining, fabrication and alternatives, nernies and grebles, mold making, gadgets, gags, paint/faux finishes and other "weird science" tricks of the trade. Independent filmmakers looking to build cost-effective props will benefit from this rare glimpse at a master's process and techniques.
ZBrush to Photoshop: Character Design Tutorial
Instructor: Scott Spencer
In this tutorial, Scott Spencer shows a professional workflow for creature design using Pixologic ZBrush and Adobe Photoshop, using ZBrush to develop ideations on a creature head. Attention is given to design, shape relationships, physiology, and character.
This character sculpture is taken to a finish using quick sculpting techniques Scott has developed to help in creating dynamic character designs under tight deadlines. The sculpture is then rendered and exported to Photoshop where a final pass of color and atmosphere is applied to tie the design together into a cohesive whole, ready for presentation to a director.
Motion Graphics for Feature Film
Instructor: Neil Huxley
In this class, the art direction process for motion graphics in a feature film production pipeline is revealed. Motion Graphics Art Director for James Cameron's Avatar, Neil Huxley, takes a step-by-step guide from creative brief, conceptualization and design in Illustrator and Photoshop through to animation in After Effects.
Some of the topics that will be covered include: creating a workflow that allows for creative freedom and clear communication, quick iterations for client approvals, creating a graphics bible, and setting up clean After Effects comps which allow for client feedback revisions. This masterclass will take you through every step of the art direction process.

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

  http://adf.ly/23bSt
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Character design in ZBrush and Maya




Character design in ZBrush and Maya | .avi | 2.24Gb




This tutorial supposed to takes you through the modeling of a character using ZBrush and Maya.

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

http://adf.ly/26SMO
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Collection Tutorial ZbrushWorkshops Vol.1




Collection Tutorial ZbrushWorkshops Vol.1| project files | .mp4 | 6.2Gb




Need to ramp up quickly? Immerse yourself in ZBrush until your knees are weak? Maybe a 5 week class is too long for you? Maybe you're a ZBrush warrior and you're here to take it all on. Welcome aboard. The world needs more people like you.

Comprehensive Introduction to ZBrush 4
This workshop starts from the ground up and is perfect for beginners looking to get started in ZBrush as well as more advanced users who want to dive into the nuts and bolts of the program.You begin by learning how to navigate around the interface and slowly build up your sculpting skills. Gradually more complicated tools are introduced as you develop your proficiency with ZBrush.

Sculpting Clothing and Understanding Folds
This workshop focuses on how we can organize the complexity of drapery to create realistic clothing for our characters and ZBrush's new toolset for sculpting non-organic surfaces.

Sculpting Hard Surfaces, Armor and Repetitive Patterns
252 minutes of comprehensive lectures, demonstrations and sculpting projects. This workshop provides a complete look at ZBrush's hard surface sculpting toolkit. We take advantage of powerful tools like Mesh Extraction, GroupsLoops and ZSketch as well the new planar brushes.

Sculpting Realistic Skin & Scales
Sculpting skin and scales is one of the most often requested workshops by ZBrush users. It requires, first and foremost, an understanding of the different zones of the face and the conceptual aspect of organizing form in one of the most difficult to organize environments, a crocodile's body! This workshop is created to set you on your way to sculpting using both a structured approach (breaking the form down into its smallest zones/elements) and freehand, everything and the kitchen-sink approach.

Sculpting the Face with Scan Data
The workshop looks at ZBrush’s projection toolset, ways to resculpt the mesh for more sculptural realism and tools for fitting the topology of the model perfectly to the sculpt. Along the way we explore the anatomy of the face with special attention paid to the problem areas of the orbit of the eye.

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

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Digital Tutors ZB-character and scene development



Digital Tutors ZB-character and scene development

Digital Tutors ZB-character and scene development| 1.24 GB
English | MOV | 788x648 | 15 fps | SVQ3 884 kbps | MP3 48 kbps
Genre: elearning
Create polished characters and more appealing scenes. Work creatively using a step-by-step approach to character and scene development in ZBrush and a time-saving workflow to character interaction, sculpting, texturing, composition, lighting, and rendering. Contains nearly 6 hours of self-paced training for artists using ZBrush and Maya. Project files are included.

Popular highlights include:

Composition and Layout
Working from Sketch
Creating ZSphere Base
Adaptive Skins
Character Posing
Re-working Topology
Quick Shaping the Model
Character Interaction
Adding Multiple Pieces with ZSpheres
Appending Subtools
Adding Temporary Materials
Custom Alphas and Textures
Exaggerating Features for Appeal
Creating UVs in ZBrush
Polypainting
Converting Polypaints to Texture Maps
Exporting Displacement Maps
Exporting Normal Maps
Exporting Geometry from ZBrush
Importing Geometry into Maya
3-point Lighting Setup
Camera Placement
Subsurface Scattering Effects
Approximations for High-quality Displacement
Using Final Gather with Subsurface Scattering
Adjusting Render Stats of Objects
Rendering Scenes in Multiple Passes
Outputting Color, Occlusion, and Depth Passes
Compositing Multiple Passes with Photoshop
Depth-of-field Effects to Final Render

Lesson Outline (43 lessons)

1. Introduction and Project Overview
2. Building the ZSphere skeleton
3. Finishing the ZSphere skeleton
4. Positioning the adaptive skin
5. Creating the basic shapes
6. Redrawing the mouth topology
7. Adding the eyes
8. Sculpting the body
9. Shaping the tentacles
10. Sculpting the mouth area
11. Sculpting the inside of the mouth
12. Adding the tongue with ZSpheres
13. Shaping and sculpting the tongue
14. Building the fish with ZSpheres
15. Detailing the fish
16. Adding the teeth
17. Adding the saliva and hair
18. Previewing with materials
19. Polypainting the squid's body
20. Using custom alphas to detail the tentacles
21. Painting the eyes
22. Painting the tongue
23. Painting the fish
24. Detailing and painting the ground
25. Preparing assets for export and creating UVs
26. Exporting textures from ZBrush
27. Exporting geometry from ZBrush
28. Exporting normal and displacement maps
29. Importing ZBrush geometry into Maya
30. Adding lights to the Maya scene
31. Adding materials to the characters' eyes and teeth
32. Creating subsurface materials for the character's body
33. Connecting color maps to SSS materials
34. Creating a SSS back scattering map in ZBrush
35. Building SSS shader for the character's tongue
36. Adjusting render stats of geometry for proper reflections and refractions
37. Creating pools of water under the squid character
38. Independently controlling final gather and reflection results
39. Utilizing approximations for high quality displacement effects
40. Finalizing light setup
41. Setting up render layers in Maya
42. Compositing color and occlusion passes in Photoshop
43. Adding depth-of-field effects and image retouching in Photoshop

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

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The Modeling of Chaos



The Modeling of Chaos (20+ Hours Realtime Video Tutorial)
The Modeling of Chaos (20+ Hours Realtime Video Tutorial)
QuickTime h.264 @ 300kbps, 1024x640, 10fps | Audio: Mono AAC 44.1 kHz | 6.37 Gb
Genre: eLearning

This is a 20+ hours realtime video tutorial covering concept, modeling, texturing, sculpting, materials, lighting, rendering and post – the whole process from start to finish. Applications used: 3Ds Max 2009, Zbrush 3.1, PS. The lessons show the progress from cube to fully textured, sculpted, rendered head.

CONTENTS:
The Modeling Of Chaos 01 - 2h10m
The Modeling Of Chaos 02 - 2h07m
The Modeling Of Chaos 03 - 2h04m
The Modeling Of Chaos 04 - 2h02m
The Modeling Of Chaos 05 - 2h06m
The Modeling Of Chaos 06 - 2h37m
The Modeling Of Chaos 07 - 2h08m
The Modeling Of Chaos 08 - 2h16m
The Modeling Of Chaos 09 - 2h20m
The Modeling Of Chaos 10 - 1h05m
 Download Link: (click the below link to redirect to the download page)

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Character Design and Modeling for Next-Gen Games With Vitaly_Bulgarov




Gnomon Workshop - Character Design and Modeling for Next-Gen Games
With Vitaly Bulgarov | 1.85 GB
In this DVD, Vitaly Bulgarov walks you through his process for creating highly detailed organic-mech characters using XSI®, ZBrush® and Photoshop®. Vitaly explains his 2D/3D concept design process, then shows his process for creating clean detailed meshes within XSI, as well as the sculpting process in ZBrush. Finally he shows how to add character and life to the hard surface and make a presentation of the final high-poly model using ZBrush and Photoshop.




* Designing Mechanical Details
* XSI Modeling Tool Sets
* Hard Surface Modeling
* Render Modifiers
* Sculpting Brushes
* Organic Details

1. Chapters: Part One Tools and Features
2. Concept Modeling
3. Concept Art
4. Hard Surface Modeling
5. Organic Sculpting
6. Final Details

Download Link :

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

http://adf.ly/231Cs
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Gnomon Workshop - Building Creatures Using ZBrush




Gnomon Workshop - Building Creatures Using ZBrush
Building Creatures Using ZBrush | project files | .mov | 4.81Gb


Continuing his Tethered Islands series, Aaron Sims shares his techniques for building a creature in ZBrush. Using ZSpheres to design the initial body structure, Aaron develops the character from scratch. He then demonstrates how to skin the ZSpheres and add details, color and lighting. In XSI, Aaron discusses the basics of rigging, weighting, and animating the imported creature from ZBrush. Finally he covers how to pose, light, and render the creature in an XSI scene.

Homepage:   http://www.thegnomonworkshop.com/store/product/17/



Filesonic
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Wupload
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Fileserve
http://www.fileserve.com/file/Eh5PaZS/BuildingCreaturesUsingZBrush.part01.rar
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http://www.fileserve.com/file/DaR26j4/BuildingCreaturesUsingZBrush.part03.rar
http://www.fileserve.com/file/RnvwTeu/BuildingCreaturesUsingZBrush.part04.rar
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http://www.fileserve.com/file/z7c2gsZ/BuildingCreaturesUsingZBrush.part15.rar
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http://www.fileserve.com/file/FVBTTyz/BuildingCreaturesUsingZBrush.part19.rar
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Uploadstation
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http://www.uploadstation.com/file/v7M4gt3/BuildingCreaturesUsingZBrush.part05.rar
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http://www.uploadstation.com/file/XgE7hnf/BuildingCreaturesUsingZBrush.part25.rar
[Read More...]


Digital-Tutors : Using the Blend Shapes Plugin for ZBrush 4




Digital-Tutors : Using the Blend Shapes Plugin for ZBrush 4

Digital-Tutors : Using the Blend Shapes Plugin for ZBrush 4
27 min. 58 sec. |Released on June 30, 2011 |Project Files Included (186 MB)
Required Software: Zbrush 4 and up, Maya 2008 and up



In this course we will learn to use the Blend Shapes plugin for ZBrush 4.

"Blend shapes are a great way to quickly add expression to our characters or otherwise deform models based on our specific design. ZBrush is particularly adept at allowing us to create those target shapes. In this series of lessons we’ll learn how to use the Blend Shapes plug-in to quickly create and export blend shapes for use in Maya. We will begin by talking about the installation of the plug-in and then take a look at its simple interface. We will proceed to create an expression for our old man character and export it quickly to Maya. While there, we will look at how to access our new blend shapes and talk about the other data that will come through with the transfer. We will also talk about exporting multiple blend shapes to create expression libraries and we'll finish up by looking at how we can export shapes for multiple subtools. Once completed, you'll be able to start transferring your own blend shapes to Maya much more quickly and easily."

6 videos in this course

1. Introduction and project overview
2. Installing the plug-in
3. Using the plug-in interface
4. Exporting single blend shapes
5. Exporting multiple blend shapes
6. Exporting blend shapes with multiple subtools

Download Link:



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