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Written by abid
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Friday, 03 July 2009 |
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Digital Tutors - Modeling Next Gen Characters in XSI
Learn production modeling techniques and an innovative workflow to creating clean topology, working within polygon restrictions, and building assets from reference art. Contains over 7 hours of project-driven training for artists learning the creative and technical processes of character creation for next-generation games.
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Written by abid
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Wednesday, 01 July 2009 |
Duber Studio - UV Mapping: Portrait of a Girl | 1.2 GB Following, just like in a real production, is a DVD that sets its goal to finally teach you in-depth how to effectively map your meshes. duber training didn't want to create an ordinary, average training DVD, we decided we would like you to actually understand what UV's are and how they work! Therefore loocas took the finished model from the first DVD and mapped it TWICE, firstly to show you how to work with the new Pelt Mapping technology available in 3ds Max 8 and then how to lay down the UV's in a standard, classical, way. But still, this wouldn't make the DVD so special if there weren't clearly presented alternative UV mapping techniques utilizable on both organic and inorganic models along with numerous priceless tips and tricks proven in real productions. Everything is divided into logical chapters for better and faster navigation throughout the content. - introduction - uvw's theory (if you are to map properly your own meshes, you have to understand what are and how UV's work) - pelt mapping (first we start with the latest technology. As it was said already, loocas unwraps the model twice in the end, this is the first time) - classic mapping (you don't have 3ds Max 8 and you don't know how to UV map? That's why loocas shows you how to in a classic way) - mapping the eyes (it may sound simple, yet we've decided we wanted to dedicate a single chapter to this issue, you will see why) - fine-tuning the UV's (just like when modeling, if you haven't fine-tuned it, it's not done) - alternate methods (it wouldn't be a superior quality DVD if there wasn't anything beyond the topic on UV mapping) - conclusion HomePage: http://www.duber.cz/training-dvd/uv-mapping-portrait-of-a-girl
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Written by abid
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Monday, 29 June 2009 |
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 Lynda.com - Adobe After Effects CS4 Beyond the Basics | 2.14 GB Rls Date : 26/06/09 | Supplier : iNK H0RN
with: Chad Perkins In After Effects CS4 Beyond the Basics, Chad Perkins explores advanced techniques for working with motion graphic elements, animation, color correction, and more. Chad provides tips for working more efficiently, and then moves on to advanced effects, detailed masking techniques, and real-world expressions.
Integrating Photoshop into the After Effects workflow is also highlighted. Exercise files accompany the course.
Software works on: Mac and Windows
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Written by abid
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Monday, 29 June 2009 |
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 In After Effects CS4 Beyond the Basics, Chad Perkins explores advanced techniques for working with motion graphic elements, animation, color correction, and more. Chad provides tips for working more efficiently, and then moves on to advanced effects, detailed masking techniques, and real-world expressions. Integrating Photoshop into the After Effects workflow is also highlighted. Exercise files accompany the course.
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Written by abid
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Monday, 29 June 2009 |
Lynda - Cinema 4D R10 Essential Training | 890MB Released on: 12/19/2006 | Duration: 10.5 hours with: Larry Mitchell In CINEMA 4D R10 Essential Training, animation specialist Larry Mitchell teaches users how to get the most out of the new modeling, animation, rendering, and workflow features in this latest release. From understanding the interface to creating skin and hair textures to animating body parts and clothing, Larry covers all the key elements of CINEMA 4D R10. This training is appropriate for those new to the application as well as those upgrading from an earlier version. Exercise files accompany the tutorials. Source: http://www.lynda.com/home/DisplayCourse.aspx?lpk2=307
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Last Updated ( Monday, 29 June 2009 )
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Written by abid
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Monday, 29 June 2009 |
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This tutorial takes us through the process of modeling a tire and rim, From blocking out the shapes to detailing. We cover a few tips and tricks and also how to overcome certain modeling issues. Some of the tools we use are cut faces tool, insert edge loop tool, bevel, and append to polygon tool.
This tutorial takes us through the process of modeling a tire and rim, From blocking out the shapes to detailing. We cover a few tips and tricks and also how to overcome certain modeling issues. Some of the tools we use are cut faces tool, insert edge loop tool, bevel, and append to polygon tool.
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Written by abid
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Monday, 29 June 2009 |
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 A video highlighting the basics of the Maya 2008 . This kit has been totally redone and now includes everything a new maya user could want. It walks you through the Interface of Maya, Nurbs, Curves, Polygons and Sub d's. If you ever wanted to get into modeling these are the tutorials for you.
A video highlighting the basics of the Maya 2008 . This kit has been totally redone and now includes everything a new maya user could want. It walks you through the Interface of Maya, Nurbs, Curves, Polygons and Sub d's. If you ever wanted to get into modeling these are the tutorials for you.
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Written by abid
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Tuesday, 16 June 2009 |
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 VTC - Adobe AIR and PHP Development | 676.4 MB Rls Date : 15/06/09 | Supplier : iNK H0RN
This course, by seasoned Flex/AIR and PHP integration specialist Richard Bates, is designed for PHP developers at all skill levels. Viewers will learn AIR fundamentals and advanced integration techniques using real-world applications and common feature-set requirements. Work files are included. To begin learning today, simply click on the movie links.
Adobe AIR is a cross-platform, lightweight deployment environment based on Adobe's Flash Player. It combines the expressiveness of Flash with the familiarity and features of traditional desktop applications. Combined with the server-side power and flexibility of PHP, Adobe AIR applications are redefining Rich Internet Application (RIA) development.
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Written by abid
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Tuesday, 16 June 2009 |
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Digital-Tutors: Pixar RenderMan Tutorials - Siggraph2007 | 276 MbThis is Digital Tutors-Pixar RenderMan Tutorials-Siggraph2007. talk adout archive rib. subsurface.animation rendering\ Include RenderMan software
Download Links: Download from HotFile
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Written by abid
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Monday, 15 June 2009 |
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Digital Tutors: Introduction to Maya nCloth | 940 Mb Learn a time-saving workflow to Maya nCloth, techniques for realistic results, and creative practices for a multitude of cloth simulations. Contains over 3 hours of project-based training and guides artists step-by-step through the powerful capabilities of the Maya Nucleus technology. Perfect for artists new to nCloth.
Popular highlights include: • Overview of Nucleus Node • Realistic Cloth Simulation • Scene Scale and Settings • Time Scale • Mass • Dynamics Forces • Friction • Dynamic Attributes • Rigidity • Passive Object Collisions • Glue Strength • Pressure • Tearing Surfaces • Caching nCloth • Deformation Resistance • Lift and Drag • Controlling Scene Playback • Collision Layers • Painting Values and Property Maps • Input Mesh Attraction vs. Rest Shapes • Stretch/Compression Resistance • Links • Constraints Lesson Outline:
1. Introduction and project overview 1:26 2. Quickstart (part 1) 8:32 3. Quickstart (part 2) 7:46 4. Controlling the Nucleus node 6:26 5. Adjusting wind and gravity 8:13 6. Creating a piece of cloth 6:57 7. Working with Input and Output meshes 7:00 8. Looking at Node structure and flow of nCloth 6:07 9. Adjusting quality of the Nucleus solver 6:40 10. Using interactive playback 4:48 11. Adjusting collision thickness and friction 5:48 12. Using collision layer range 7:13 13. Speeding up your simulation using collision layers 4:03 14. Controlling self collisions 6:47 15. Adding lift and drag to your simulation 5:25 16. Dynamic attributes 7:07 17. Using rigidity to create rigid body effects 5:50 18. Input mesh attraction 3:20 19. Property maps to paint values 7:21 20. Scaling relation and their settings 7:17 21. Difference between quads and triangle geometry 5:10 22. Point to surface constraints 5:18 23. Creating constraints and controlling collisions 6:16 24. Glue strength and adjusting scale 4:24 25. Using rest shapes to control the look of your cloth 7:53 26. Denting objects 5:33 27. Using pressure to inflate surfaces 5:46 28. Simulating a tearing surface 6:38 29. Cape project (part 1): setting up the scene 7:00 30. Cape project (part 2): creating collision objects 5:43 31. Cape project (part 3): adjusting dynamic properties 5:18 32. Cape project (part 4): using constraints 6:11 33. Cape project (part 5): caching the nCloth 5:40 34. Cape project (part 6): fixing interpenetrations 8:28 35. Bonus: falling paper 5:44 36. Conclusion 1:42
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