Wednesday, January 4, 2012

CG Workshop Exterior ArchVis Training


CG Workshop Exterior ArchVis Training
Format FLV | English | 2011 | 1280x720 | Size 3.68 GB

CG Workshop Exterior ArchViz Training is the result of great work done by the team CGWorkshop, and includes various methods for the visualization of exteriors, as well as ways of modeling 3d buildings, plants, environment, render settings VRay, installing VRay lighting and more. This course is designed for everyone - for beginners and also for advanced users 3ds Max & VRay.



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Luxology – Rigging Master Course


Luxology – Rigging Master Course

Welcome to the Rigging Master Course, where you can discover the concepts and techniques essential to rigging models for animation in modo 501. Your instructor, Rich Hurrey, takes you from the basics of the modo interface and tools, through to covering in-depth such challenging topics as ‘Inverse Kinematics’ and the ‘Schematic Viewport’. This is more than a rigging video tutorial, it is an entire master class course that is sure to give you new insight into how modo works, and an appreciation for the power it is capable of.



Home :_http://www.luxology.com/store/riggingmastercourse/



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3DTotal Speed Sculpting – ZBrush eBook with DVD


3DTotal Speed Sculpting – ZBrush eBook with DVD
| rar 2.84 GB | unrar 6.42 GB
Format: PDF | Quality: HQ | 104 pages | Software: ZBrush | Video: .wmv (480×360) | Audio: AAC 128kbps
Completion Time: 7 hours | Genre: eLearning | Difficulty: Intermediate/Advanced | Language: English


This series of ZBrush tutorials orientates around speed and efficiency and how to achieve detailed sculpts within a few hours.

Each of the ten chapters focuses on a different character topic ranging from mythical creatures such as the Minotaur and Cyclops, to pirates and monsters.

It all started in June 1999 as a project to make a simple 3D resource site. . . . Then in July 2001 we released Version 2of the 3DTotal site,which was seen by 100,000 visitors each month. The latest figures show a tremendous growth to over 1.5 million monthly visitor sessions.

We have many updates and site improvements planned which will increase traffic and revenue, which in turn will be reinvested creating a cycle of continued growth for 3D Total. For now, please enjoy the sites daily news on the frontpage, free model libraries, galleries, interviews, articles , tutorials and products. Stay tuned for the forthcoming features : 3DTotal Training DVD’s, 3DTotal Book’s, Ever growing free libraries and galleries

Overview:

By encompassing a variety of proven contributors, this eBook offers a comprehensive set of tutorials valuable to both aspiring ZBrush artists and those already familiar with the package.

The artists explain the key stages involved in transforming a base mesh into a final design and detail the principal brushes used to sculpt and refine the mesh, as well as the principal tools used to pose the characters.

With over seven hours of video footage and covering ninety seven pages this eBook provides an insight into the working methods of eleven professional artists. Each individual showcases their particular approach to the subject and treats us to an exhibition of both the artistic and technical skills that form the backbone of their creative process.


Contents

Chapter 1 – Pirates: Past and Future
Chapter 2 – Amphibious Man/Woman
Chapter 3 – Creatures of the Night
Chapter 4 – Fantasy Dinosaur
Chapter 5 – Space Ninja
Chapter 6 – Vegetation Creature
Chapter 7 – Fantasy Orc
Chapter 8 – Fantasy Elf
Chapter 9 – Cyclopsc
Chapter 10 – Minotaur

The DVD contains a two base meshes and over seven hours of movie files.



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The Pixel Lab – City Pack


The Pixel Lab – City Pack
A huge pack with over 20 city themed models, 3 full 3D environments,16 graffiti C4D textures and 40 image textures. 

More infomation:
_http://www.thepixellab.net/city-pack


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Eat 3D – Shader Production – Writing Custom Shaders with CGFX


Eat 3D – Shader Production – Writing Custom Shaders with CGFX
Size 665.65 MB

In this DVD, Instructor Luiz Kruel guides you through writing your own shaders, primarily with the CGFX shader language in Maya. Luiz starts off with getting everything set up in Maya and then writes a simple Lambert shader from scratch. From there Luiz builds upon the Lambert to create a Fresnel and Phong shader. Once the Phong shader is defined, Luiz begins to add textures like diffuse, specular, normal, and cubemap. He then demonstrates how to manipulate UVs and even how to do vertex animation. Luiz then goes into such techniques as blending textures and colors, creating a car shader and pulling everything together to create a full character shader with SSS. Finally, Luiz demonstrates how to take what you have learned into UDK to create a custom shader using the standard material nodes.


Home PAGE:– _http://eat3d.com/shaders_intro



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FXPHD – NUK103 – Introduction to Nuke


FXPHD – NUK103 – Introduction to Nuke

Class 1: Nuke the interface. For the first class we will go through all the ins and outs of nuke’s robust interface and touch briefly upon a few different tools to get us up and running very quickly.

Class 2: Cookie cutting, rotoscoping and fun with splines in an introduction to nuke’s powerful roto tools.

Class 3: 2D/Pattern tracking and all the in’s and out’s of image transformations in nuke, including shot stabilization and corner pins!

Class 4: Jumping into our first production shot utilizing the RotoPaint tool, special keying techniques and boatloads of challenges to keep you comping for hours and hours.

Class 5: Seeing Green: The starting foundation for a long career of keying and edge work starts here.

Class 6: Introduction to nuke’s third dimension!

Class 7: An introduction to the great and powerful CameraTracker and the even more great and powerful project3D node.

Your compositing life will never be the same again!

Class 8: A detailed introduction to the power, uses and flexibility of Mulit-pass Compositing. This class also covers more detail and function in nuke’s unique channel operations.

Class 9: Part 02 of a detailed introduction to the power, uses and flexibility of Multi-pass Compositing. We’ll also introduce some 3D re-lighting and re-texturing techniques.

Class 10: We end the term with a intensive look into camera projections, tracking rotation only camera moves and a shot that will allow your creative juices to flow freely.

Home :_http://fxphd.com/courses#NUK103


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Digital-Tutors – Using Texture to Enhance Digital Paintings in Photoshop CS5


Digital-Tutors – Using Texture to Enhance Digital Paintings in Photoshop CS5
Intermediate | 1h 33m | 737 MB | Project Files 281 MB | Required Software: Photoshop CS5

In this tutorial we will learn several different techniques for adding texture to our digital paintings in Photoshop. Texture and surface detail is one area that is often overlooked by digital painters. By strategically implementing texture in your digital paintings, you can not only raise the quality of the image but also the level of realism. With this course we’ll get started by diving into Photoshop’s brushes. We’ll learn how we can create and configure our own custom brushes to paint texture. From here we’ll learn how to create our own patterns and several of the areas where these patterns can be utilized. Next we’ll look at some ways that we can bring images into our paintings, layering them over areas to create texture with the help of blend modes. Finally, we’ll learn a few methods of making our two dimensional textures appear to wrap around the three dimensional forms of our painting. After completing this course, you’ll be well equipped to begin experimenting with texture in your own digital paintings.

Home: http://www.digitaltutors.com/11/training.php?pid=620


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Tuesday, January 3, 2012

Digital-Tutors – Creating Game Weapons in CINEMA 4D and ZBrush 4


Digital-Tutors – Creating Game Weapons in CINEMA 4D and ZBrush 4
Intermediate | 2h 14m | 741 MB | Project Files 121 MB | Required Software: CINEMA 4D R12 and ZBrush 4

In this series of lessons we are going to go through the process of building and detailing a sword using CINEMA 4D and ZBrush. When building 3D assets, the ability of your computer to manipulate those objects is limited, especially when dealing with very high resolution meshes. Because of this, we use 2D images, like normal maps, to simulate the high resolution detail in a way that we can more easily use. In this course, we will build a sword from scratch in CINEMA 4D. Once the base geometry is modeled, we will completely sculpt and paint the sword in ZBrush using a variety of techniques. To finish up, we will generate maps for the color and sculpted detail and use GoZ to quickly transfer all of the data back to CINEMA 4D. When you are done, you will have a better understanding of the workflow involved in building and sculpting high resolution props and set pieces with CINEMA 4D and Zbrush and creating useable assets from them.

Home: _http://www.digitaltutors.com/11/training.php?pid=479


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Digital-Tutors – Introduction to Animation in CINEMA 4D


Digital-Tutors – Introduction to Animation in CINEMA 4D
Beginner | 2h 44m | 720 MB | Project Files 25 MB | Required Software: CINEMA 4D R12 and up

In this tutorial we will learn the basics of animating in CINEMA 4D. Throughout the tutorial, you will be guided through the CINEMA 4D intuitive animation tools. Our objective will be to build a solid foundation by familiarizing ourselves with core animation components and techniques. We will start by covering the CINEMA 4D animation preferences and how to record animation. We will discuss path animation, how to bake motion from procedural animation and optimize that data, as well as how to edit and blend animation non-linearly and non-destructively with its robust Motion System. We will explore animation layers, how to modify animation in the timeline, we will learn techniques for seamlessly cycling animation, and work with Xpresso, its node-based expression editor. By the end of this tutorial, you will have the foundation required animate comfortably in CINEMA 4D.

Home: _http://www.digitaltutors.com/11/training.php?pid=41


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Digital-Tutors – 3ds Max for Motion Graphics


Digital-Tutors – 3ds Max for Motion Graphics
Advanced | 4h 53m | 3.45 GB | Project Files 1.80 GB | Required Software: 3ds Max 2011, MatchMover, After Effects CS4

This collection of tutorials shows artists how to create an eye-catching motion graphics spot using 3ds Max and After Effects.

In this training you will learn from several Digital-Tutors instructors, each of whom will be guiding you through a portion of the entire production pipeline used to create our final motion graphics piece. We will begin by exploring many of the powerful modeling tools found in 3ds Max, and utilizing these tools to build our 3D motion graphics elements. From there, we will look at a number of animation tools and features that will allow us to quickly add movement and life to our 3ds Max elements.

From there, we will learn how to incorporate dynamic elements such as flowing cloth, smoke, and sparks into our scene.

Finally, we will learn how to render out our elements from 3ds Max, and utilize After Effects for final compositing and sweetening of our motion graphics spot.

Home: _http://www.digitaltutors.com/11/training.php?pid=585


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Digital-Tutors – Fundamentals of Drawing Animal Anatomy


Digital-Tutors – Fundamentals of Drawing Animal Anatomy
Intermediate | 1h 44m | 469 MB | Project Files 98 MB | Required Software: Adobe Photoshop

In this collection of lessons, we will learn about the process of drawing realistic animal anatomy. We’ll get started by taking a look at similarities between human anatomy and animal anatomy. From there we’ll learn the critical areas to look for in any animal and learn how to simplify and draw them in a two dimensional profile view. Next, we begin taking steps towards drawing our own three dimensional animals by learning how we can incorporate gesture drawing as well as action and rhythm. Finally, we’ll begin applying these simple principles by planning out and drawing an animal of our own. After completing this course, you will have all the tools you need to be able to look at an animal and then begin realistically rendering it.

Home: _http://www.digitaltutors.com/11/training.php?pid=542



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Lynda.com - Photoshop Masking & Compositing: Hair




Lynda.com - Photoshop Masking & Compositing: Hair
| Size 875 MB
Duration: 3h 06m | Video: AVC (.mov) 960x540 | Audio: AAC 48KHz mono
Genre: eLearning | Language: English | Level: Intermediate


In this installment of his popular Masking & Compositing series, Photoshop guru Deke McClelland shows how to select hair—down to the individual strands—and composite portraits against new backgrounds. The course covers how to mask out hair, paint in detail, blend hair, merge channels, and match light sources. Deke also explores special techniques for working with both dark and light hair, as well as extracting hair from complex backgrounds. Exercise files accompany the course.

Topics include:
* Understanding the Calculations command
* Calculating masks with the Subtract and Add modes
* Enhancing a mask with Apply Image
* Creating a traditional blue screen mask
* Masking dark hair against a busy background
* Painting in missing hairs with a Wacom tablet
* Masking blonde hair and flames
* Performing selective edits with Dodge and Burn
* Masking a difficult image in multiple passes


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Digital-Tutors – Creating Walk Cycles in CINEMA 4D


Digital-Tutors – Creating Walk Cycles in CINEMA 4D
Intermediate | 2h 21m | 726 MB | Project Files 10 MB | Required Software: CINEMA 4D R12

In this CINEMA 4D tutorial you will learn how to create a walk cycle in CINEMA 4D. Going one step at a time, we’ll dissect the body mechanics of a walk. We’ll learn key positions, we’ll learn how to create seamless cycles, and we’ll also explore ways to add convincing follow-through and weight to, in the end, produce a walk that is natural, and that has a little personality.

Home: _http://www.digitaltutors.com/11/training.php?pid=252


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Digital-Tutors – ICE Volume Rendering in Softimage


Digital-Tutors – ICE Volume Rendering in Softimage
Beginner | 2h 38m | 694 MB | Project Files 7 MB | Required Software: Softimage

In this course we will learn how realistic volume effects such as smoke,clouds and flames can be rendered using Softimage ICE tree networks. This course will guide you through the entire start-to-finish process of building your ICE tree simulations and rendering the final results,with special emphasis on the concepts and workflows that you can incorporate into your own Softimage projects. We will learn how to create ICE trees and add dynamic forces such as wind and gravity to our simulations,we will learn how textures can be used to drive particle appearance and behavior,we will learn how to incorporate realistic light dispersion and absorption properties into our ICE volume particles,as well as many additional features,techniques,and workflows that will prove to be invaluable to all Softimage users who wish to use ICE tree simulations in their own projects.

Home: _http://www.digitaltutors.com/11/training.php?pid=586


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FXPHD - NUK305 - Project Masterclass - The Machine


FXPHD - NUK305 - Project Masterclass - The Machine
Duration: 14h 42m | Video: AVC (.mov) 1200x768 | Audio: AAC 44.1KHz mono | 15.4 GB
Genre: eLearning | Language: English | Level: Advanced


This course, taught by returning Nuke prof Russell Dodgson is a fully production based course. It is designed to tie in directly with it's companion course, MYA214: Production-based Lighting and Rendering being taught by Robert Harrington. The class will be dealing with a full vfx sequence shot bespoke for the course. The classes will attack a variety of compositing tasks week by week and will pay attention to how we view a sequence as a whole as well as concentrating on the minutia of each individual shot. One of the courses main goals is to get full understanding of how we should approach the compositing of cg elements, and correctly using renders to rebuild our cg in comp so that we can adjust certain passes without incorrectly corrupting the contribution of others.

The course will have the flow of a usual production with assets being passed to and from 3D. We will learn how to assess 3D passes for their usefulness and discuss when it is appropriate to ask for a re-render or when we should just fix it in comp.

Although this course is designed to run in parallel with it's companion course it will also be arranged so that it can be taken as a stand alone course. Rest assured we will be tackling some tricky problems and some dramatic footage that will be sure to light up your showreels!
Based in London, Dodgson is currently the Head of Nuke at Framestore Commercials in the UK. Tasked with developing a Nuke department within a commercials environment he focuses his attention on simple, effective workflows and the integration of his department with the other stages of the production process. Having used Nuke since just before it was acquired by The Foundry, Russell has worked closely with the developers and has taken an active role in teaching their Masterclasses as well as some of their online training videos. His recent credits include "The Tale of the Three Brothers (HP7)", Kia's award winning "Soul" campaign, the in game cinematic for "DJ Hero" and Coca Cola's latest all animated Superbowl Commercial "Siege".

Week 1 -

In our opening class we start an overview of what's to come in the rest of the term, the software we will use and why as well as what our learning goals are. We then take a look at setting up our default render tree using the new toolsets feature of Nuke 6.3. To finish we start roughly blocking out our sequence to get a sense of continuity.

Week 2 -

This week is all about process. We continue from last week by blocking out our bullet hits. We start with a very brief look at Shotgun for project Management followed by a similarly brief look at RV when integrated with Nuke. We then get stuck straight into the work, we go through our key plates and learn how we can use the new Planar Tracker to improve our tracking in both speed and accuracy. Following this we work out the most efficient way to develop our bullet hit timings so they work across multiple shots. To finish up we take this and apply it in different ways to our tracks. Be warned there is a tonne of ground covered in this class, so you are going to be kept busy!

Week 3 -

This week we look at removing blinks from our actor's performance as he fires a gun. We make use of the new 6.3 spline warp to do this and then move on to look at rebuilding muzzle flashes. This week comes with a lot of homework so clear your diaries.

Week 4 -

This week we take a look at a few different aspects of the project. The main focus is file workflow and how to setup small colour pipelines. We look at how the dpx files for this project have been exported from the original r3d files. We then look at setting up custom viewer looks and generating lut̢۪s from Nuke to allow integration with other applications. We then finish by looking a nice trick for handling heavily defocused roto edges.

Week 5 -

This week we spend our last whole class on the shooting sequence before moving onto the second scenario. We take a look at our bullet hit elements and approach the comp of them together from scratch. We then finish up with our first look at a bit of paint.

Week 6 -

This week we take a look our first look at our second sequence. We beak down what we are going to be doing on it, bash together basic background and then get stuck into the ibk keyer on our shot.

Week 7 -

This week we take a first look at the set of AOV's that we have received from the corresponding Maya course. We break them apart, look at what they all do and the look at three ways of approaching tools for splitting and reconstructing our passes. We use toolsets and get a nice practical way of seeing the amazing benefits of knowing a bit of python.

Week 8 -

This week we get back to keying our second sequence. First we setup a 3d projection of our set by converting a latlong into a series of cubic maps. We then focus on keying a more complex shot, focusing primarily on maintaining hair detail and using clean plates.

Week 9 -

In our penultimate class we take a look at some 3d renders. The main goal of this class is to give an idea of how one can approach compositing a piece multi channel cgi. Focusing on the process, we break the renders down into their component parts, start to gain a perspective on where we want to take them creatively, and then start to have a play. This class is intended to be a spring board to push you forward into the big task of compositing the rest of the shots for this sequence. We also take a look at a way of fixing the buzzing hair issues that are apparent on several of the shots.

Week 10 -

The big finale! We start an entirely new and exciting shot which is going to look heavyweight on your reels. We take in our renders, rebuild our entire environment with projections. We fix issues, grade plates, use some nifty tricks for layout and take it to a nice a looking conclusion.


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