Saturday, December 3, 2011

Physically Based Rendering - From Theory To Implementation - 2nd Edition


Physically Based Rendering - From Theory To Implementation - 2nd Edition
English | 1200 pages | ISBN-10: 0123750792 | PDF | 133 Mb

Physically Based Rendering introduces the concepts and theory of photorealistic rendering hand in hand with the source code for a sophisticated renderer. By coupling the discussion of rendering algorithms with their implementations, Matt Pharr and Greg Humphreys are able to reveal many of the details and subtleties of these algorithms. But this book goes further; it also describes the design strategies involved with building real systems, there is much more to writing a good renderer than stringing together a set of fast algorithms. For example, techniques for high-quality antialiasing must be considered from the start, as they have implications throughout the system.

The rendering system described in this book is itself highly readable, written in a style called literate programming that mixes text describing the system with the code that implements it.

Literate programming gives a gentle introduction to working with programs of this size. This lucid pairing of text and code offers the most complete and in-depth book available for understanding, designing, and building physically realistic rendering systems.


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DAZ Studio 4.0.3.19 Standart Edition 32 bit (Eng)


DAZ Studio 4.0.3.19 Standart Edition 32 bit (Eng)
Size 444MB

Expand an artist Everything you need to start creating your own stunning piece of art waiting for you here DAZ Studio is a multi-shape 3D settings, posing, and animation tool that enables anyone to create stunning digital images and animation


DAZ Studio is the ideal tool for developing unique digital art and animation with virtual people, animals, props, vehicles, supplies, environment, and much more. Simply choose a theme and / or install, arrange accessories, lighting installation, and start creating beautiful artwork.

With DAZ Studio 4 can be
Create custom 3D characters and avatars
Preparation of illustrations for books, comics and graphic novels
Make your own movies CG
Quickly make your own work of art editorial
Creation of graphic design elements
Design of virtual environments with animated fly-throughs

Additional Information:
Extended commercial version of the program allows users to evaluate additional means of rendering images and enhanced support for shaders. In addition, Daz Studio 4 provides the ability to import and export models in the format Collada, provides tools for editing keyframes and an excellent tool Figure Mixer.

That is not an exhaustive list of what you can do using DAZ Studio:
• add to the scene of so many people as you like for you;
• Set of people, animals, aliens, and even inanimate objects in that position (and position) that you need;
• Put your models, your selected items. Incidentally, many details such as hair and odezhdyimeyut many settings;
• To place furniture, background and objects in your scene. Almost infinite variety of settings allows you to recreate your own living room, to simulate the cockpit spaceship ... and anything to portray.
• Locate and adjust the light. You can easily adjust brightness, area lighting, location, direction, color and clarity of light - to get the result, which is intended.
• location and size of many cameras. By the way, to see the stage at once with the four points of view, you can too. You can also select your camera from the range presented in the program;
• Change any object, character or event in your scene.

Key features:
• Support for hot keys
• Multiple undo and redo
• Hardware acceleration for OpenGL
• Support Drag and Drop
• Import user settings (from previous versions included)
• Powerful modeling functions
• Functions of rendering and use of effects
• Photorealistic rendering
• Support for multiprocessor systems
• Support for OpenGL
• Support format OBJ, OBZ, JPG, DSI, PNG, TIFF, BMP, BHV
• Export to AVI
• And much more

The procedure for treatment
Enter key from your Key. txt

Courtesy of: DG Win & Soft
Name of Program: DAZ Studio 4.0.3.19 Standart Edition (32 bit) [Eng]
Program Version: v.4.0.3.19
Latest version: v.4.0.3.19
Language: Eng
Treatment: Complete
Type of medicine: Ready serial number
Size: 444.88 MB

System requirements:
Windows Vista, Windows XP, Windows 7
Pentium 4
1.3 GHz (2 GHz dual core or faster recommended)
1 GB RAM min (2GB recommended)
200MB free hard drive space for installation (500 MB recommended)
OpenGL 1.3 compatible graphics card with at least 128 MB RAM (Hardware accelerated OpenGL 2.2, or higher, compatible recommended with 512MB RAM)
DirectX 9 (DirectX 10 recommended)


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Digital-Tutors - Creative Development: Character Creation Pipeline in Maya and ZBrush with Safari Sosebee


Digital-Tutors - Creative Development: Character Creation Pipeline in Maya and ZBrush with Safari Sosebee
English| Video: VP6 (.flv) 1280x720 | Audio: MP3 44.1KHz mono | 1.14 GB

In this Maya tutorial, we will learn how to create a creature image based on one camera while learning how to cheat certain details in Photoshop. This tutorial will go through all of the steps of the process of making a polished image of a creature character. We will learn the importance of each part to ensure that our image is appealing in the end.


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Digital-Tutors – Creative Development: Rigging and Animation Workflows Using CAT in 3ds Max with Rick Vicens


Digital-Tutors – Creative Development: Rigging and Animation Workflows Using CAT in 3ds Max with Rick Vicens
Advanced | 4h 02m | 1.38 GB | Project Files 17 MB | Required Software: 3ds Max 2012

In this tutorial we will learn how to take a character mesh from rigging to animation using the Character Animation Toolkit (CAT) in 3ds Max. We are going to take a character mesh all the way through animation in 3ds Max. Throughout the tutorial, we will discuss workflow for an animation pipeline. We will start with rigging with 3ds Max’s CAT system and learn some tips and tricks for skinning along the way. We will then talk about planning a shot and setting up a basic cameras. Finally, we take all of our assets and create a two shot animation utilizing the rig we created.


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Digital-Tutors – Creating Game Characters with ZBrush and TopoGun


Digital-Tutors – Creating Game Characters with ZBrush and TopoGun
Intermediate | 2h 53m | 1.29 GB | Project Files 378 MB | Required Software: ZBrush 4, TopoGun 1.06

In this course we’re going to use ZBrush and TopoGun to convert a very high resolution female hero character into a lower resolution game-type model. Sculpting applications like ZBrush are great for creating extremely detailed models, complete with surface texture and color. But to be able to rig, animate, or integrate these models into a game engine, we first have to convert the model to a much lower resolution. TopoGun is a great tool for taking our detailed meshes and allowing us to very intuitively redraw this new topology.

In addition, it will allow us to project all of the mesh’s detail onto maps. In this way we can use a lower resolution version of the model, while it still appears very detailed. We will start by preparing and exporting our dense meshes from ZBrush and then bring those into TopoGun as references. We’ll use several tools in TopoGun to literally draw new base geometry right onto the high resolution meshes. We’ll look at several of the tools available and how we can manipulate and change topology once it’s been created. Once the topology is done, we’ll create UVs for the new pieces and then generate maps for the detail and color information.

Once we’re done you’ll have created your own game-type character from a very dense sculpt and you’ll have the knowledge you need to repeat the process on your own creations.



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Digital-Tutors – Creative Development: Advanced Car Rigging in 3ds Max with Stewart Jones


Digital-Tutors – Creative Development: Advanced Car Rigging in 3ds Max with Stewart Jones
Advanced | 2h 52m | 1.33 GB | Project Files 41 MB | Required Software: Autodesk 3ds Max 2011 SP2

Throughout this 3ds Max tutorial, we will take a look at how to create an animation rig with automatic controls for cars and vehicles in 3ds Max. This tutorial will cover the creation and implementation of a car rig in 3ds Max. We will look at the creation of a generic animation rig and then expand on this by adding automation and terrain attachment controls.


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Digital-Tutors – Enhancing Rigs with Maya Muscle


Digital-Tutors – Enhancing Rigs with Maya Muscle
Intermediate | 3h 22m | 1.68 GB | Project Files 58 MB | Required Software: Autodesk Maya 2012

In this Maya tutorial, you will be equipped with the knowledge you need to incorporate Maya Muscle into your own rigging pipeline.

Over the series of tutorials, we will use Maya’s very robust and intuitive muscle system improve the overall realism of an animated character. We will start with an animated rig that has some major deformation problems that will need to be addressed. From there, we will start to strategically build an efficient muscle rig that will preserve volume in critical areas that are prone to collapse, like the shoulders and forearms. We’ll learn how to customize Maya muscle shapes and follow-through effects to create the illusion of weight and realism! We’ll also cover integrating blend shapes with Maya Muscle and file referencing to work smarter, not harder. By the end of this tutorial, you will be equipped with the knowledge you need to incorporate Maya Muscle into your own rigging pipeline.


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Thursday, December 1, 2011

Creature Workshops - Zbrush Dynamesh Demonstration Webinar


Creature Workshops - Zbrush Dynamesh Demonstration Webinar
Size 1.43 GB | English | ~2 hours | TSCC 1527x1276 15 fps | MP3 128 Kbps 44.1 KHz

The Ryan and Cesar ZBrush show is something to witness.With a very laid back easy going style they both very confidently lead you right where you may never have thought you could go as a digital artist. I think Pixologic, the game/film industries, and game and movie fans are the real winners with this DYNAMIC DIGITAL DUO. They are helping to fine tune the digital production artists of today and create and cultivate the digital character artists of tomorrow. So many tips, tricks, and industry insider tidbits are shared in these webinars that you can't possibly remember them all. But if you just remember two or three of them, technically you will already be a better production artist.


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Cmivfx - Zbrush Beyond Digital Sculpting


Cmivfx - Zbrush Beyond Digital Sculpting 
Size 840MB

This video will take you through the process of creating a high-detailed character model in ZBrush. We will have a look at how to adjust the ZBrush interface, how to work with brushes and how to adjust them.

You will see me sculpting the models head by starting with a custom base-mesh on a very low resolution level. You will learn some useful tricks about how to use reference material and how to focus on the main shapes of the figure.

More Info_http://www.cmivfx.com/tutorials/view/204/Zbrush+Beyond+Digital+Sculpting


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Digital-Tutors - Facial Rigging in 3ds Max 2012


Digital-Tutors - Facial Rigging in 3ds Max 2012
Size 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.


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Next Gen Facial Rigging for Games


Next Gen Facial Rigging for Games
Size 586.42 MB

In this training video the instructor takes you through the entire process of creating a fully bone based facial rig which is transferable to next-gen game engines like Unreal Editor 3. This video focuses on facial bone rigging and animation. Most game engines do not support blend shapes so it is imperative to know how to create a solid facial rig with just using bones. With the right rig and setup, it is possible to create stunning facial animations in very short amounts of time. If you are a student this video is great to become exposed to professional techniques in the game industry.

About the Instructor:
Matt Skonicki has worked in the video game and film industry for over 6 years. During his time at Midway Games in Chicago, he worked very hard to prove his way up from being a cinematics artist to a character technical artist. Matt has worked on such video games as "Mortal Kombat: Armageddon" and "John Woo's Stranglehold" and even received a prestigious excellence award for his contributions.


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3D Motive - Bipedal Rigging Series: Part One


3D Motive - Bipedal Rigging Series: Part One
Size 888.9 MB | MP4 | MPEG4 Video (H264) 1280x720 30.00fps | Audio: AAC 44100Hz stereo 1409kbps
Software required: Maya 2012

In this colossal video series, instructor Justin Harrison breaks down the entire rigging process of a bipedal, humanoid creature from absolute start-to-finish. With what is among the more difficult and challenging tasks in the gaming and film industry, Justin guides you step by step through the entire process.

Part 1 will showcase a course overview as we cover the bare-bone basics of all aspects of the series, will dive straight into showing you how to set up the base skeleton, Forward and Inverse Kinematics, and creating control handles for your rig. Part 2 (arriving very soon!) covers creating IK handles, Constraints, Reverse Foot setup, painting skin weights, creating set driven keys, as well as cleaning up your rig. Also coming in Part 2 is a bonus chapter showing how to setup dynamic animation driven joints on something like hair or cloth.



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ZBrushWorkshops – Introduction to ZBrush 4R2


ZBrushWorkshops – Introduction to ZBrush 4R2
Size 2.94 GB

Over 32 + hours of ZBrush training including over 18 hours of new content covering features like DynaMesh, LightCaps, the Slice brush, CurveTubes and a whole lot more by the leading authority on ZBrush: Ryan Kingslien.


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ZBrushWorkshops – Anatomy of the Face for Artists


ZBrushWorkshops – Anatomy of the Face for Artists

Sculpting the face is hard, really hard. However, it can be made easier and that is what this workshop sets out to do. I created this workshop from years of banging my head against a wall and trying to understand why my sculptures just didn’t look right. Years. It left a flat spot on my forehead, actually.

The good news here is that all of those years of banging my head finally paid off. Not only can I sculpt a human face quicker and more reliably then before but I can teach you.

This workshop is filled with quick, spontaneous schematic drawings to help you understand the form of the human face and how the architecture of planes all work together. It also includes quick mini-lectures to help you understand the terminology of facial anatomy.

Most importantly, though, it walks you step-by-step through the process of sculpting the face. I dare say this is the most comprehensive facial anatomy workshop out there.


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ZBrushWorkshops – Sculpting an MP5-K in ZBrush 4


ZBrushWorkshops – Sculpting an MP5-K in ZBrush 4

The MP5-K workshop covers Shadowbox, Clip Brushes, Spotlight, Remesh, Mesh Extraction, 3D Primitives, Project All, and much more.The goal is to master hard surface sculpting in ZBrush and we provide several production quality workflows that will get you started right away.


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