In this tutorial we will be stepping through the process of compositing this CG shot over a live footage background plate. We’ll show you how to import the 3D multi-pass renders and how to correctly layer them in the comp. We’ll also go through the process of color correcting the elements to better marry them into the background plate. Then we’ll step through the process of creating a glass particle system using Particular. We will also add motion blur to various elements using the ReelSmart motion blur plug-in. Once you have completed this tutorial, you will have a much greater understanding of the types of challenges faced throughout a production compositing process, and how to tackle such challenges to get high quality output.
In this course, we will learn teachniques for interior/exterior architectural detailing in ZBrush
Building and detailing environments can be a time consuming process. To finish your models, you might need to create texture maps, either derived from photos, procedurally generated or hand painted. Adding higher resolution detail, like bricks or stone, to your interior and exterior models can be challenging as well. ZBrush can make this process a little bit easier. We'll start by creating a seamless brick texture that we can apply to our geometry. We'll look at using the Projection Master to quickly add detail to our models. We'll use Noise to interactively dial in some specific patterns, like a knockdown wall texture. We'll also look at building individual elements using primitive geometry that we can then append to our model. Once you're done, you'll have a better understanding of some of the tools you can use to detail your environments in ZBrush and a few ideas to get you going.
In this course, we'll go through the process of using Maya and Zbrush to convert a high resolution, sculpted and painted character into a low resolution game-type mesh that can be rigged and animated. We'll start by using Decimation Master to reduce the resolution of our model drastically while retaining much of the visual detail. Once we're in Maya, we'll build low resolution geometry around these detailed meshes to capture the important shapes of the character. We'll create uv layouts for the low resolution pieces and finally extract the color and sculpted detail from our high resolution pieces onto the new mesh. In the end we'll have taken a model of 20 million polygons down to a very useable 8-10k. Once you're done, you'll be able to use the workflow to transfer and convert your own high resolution characters into a more useable state.
ZBrush is a great tool for putting together characters. You can create base geometry, sculpt and paint your meshes, build accessories and clothing, and work seamlessly between other applications. In this course, we'll go through the process of building up a high resolution character from start to finish using ZBrush as our main application. We'll explore the use of zSpheres in building out our base mesh. We'll use GoZ to quickly take geometry between ZBrush and Maya, although the methods used will apply to other applications as well. We'll also use a bit of Photoshop to edit and create some texture maps we can use in ZBrush to add sculpt and color detail. If you're new to ZBrush, I encourage you to first check out the introductory courses, as well as the courses on some of the new features in ZBrush 4 like Shadowbox and Spotlight. We're going to cover a lot of ground and, in the end, you'll have a finished character, along with the tools you need to create your own high resolution character models.
eLearning | 483.34 MB
In day 3 of the multi-part “Civil War Cannon” series, available exclusively to our Premium subscribers. Chris continues working towards completing the cannon’s detailed under carriage and barrel mounting system, by adding many of the remaining detail pieces. Including the clamps, chains and rivets. So let’s continue on!…
English | TSCC 1024x768 | MP3 32 Kbps | 41.3 GB
CreatureFX: Volume 1, PFlow Toolbox Office: Vol. 1, PFlow Toolbox Office: Vol. 2, FumeFX Essentials, FumeFX Advanced, Advanced Visual Effects, Advanced Visual Effects 2, Advanced Visual Effects 3, ParticleFX for Film, Cloth Techniques, Advanced Cloth Workshop
How do vysvetleniya and shadows , Custom pigments , draw patterns on the miniatures
HF | 1.4 MB
Smart web 2.0 pricing table
Easy to change size and colour, unique concept, font used arial & impact
Genre: Video Training, eLearning
Delve headlong into Corel Graphic Suite X4 and discover the possibilities! VTC author, Geoff Blake, begins by giving you a foundational understanding of raster and vector graphics and teaching you techniques for navigating through the many options provided by the CorelDraw interface. He will then guide you through using shapes, custom objects, fills, fill effects, and more. Geoff then demonstrates key techniques for achieving amazing effects and building flexible files using layers, multiple pages, and threaded text frames. Finally, you will learn how to optimize your work for output both online and in print. To begin learning today, simply click on the movie links.
eLearning | 576.70 MB
This week Cgtuts+ brings you another amazing two part, in-depth Houdini tutorial, available exclusively to our Premium subscribers. The tutorial follows Houdini artist Alvaro Castaneda as he walks us through the creation of this awesome animated pinboard scene. Today’s part covers the creation of the model, whilst part 2 goes on to look at animation and rendering. We know you’re going to love it!
This mammoth video training series features over 194 minutes of video instruction on all aspects of game art creation, including creating the low-poly and high-poly models, the UVW unwrap, baking normal maps from high-poly, and creating diffuse, specular and detail bump textures.
We will begin the tutorial by creating one of the steps and a simple railing post, and then look at cloning and positioning these objects into the necessary spiral pattern. Once that has been achieved, we will discuss how we can create and align the stair railing. Then, with the staircase complete, we will move on to create a hole in the upper floor for our staircase to pass through, and finish off the top landing by adding a circular railing. Finally, we will make any required adjustments to our splines, and finish the project off by organizing our scene.
Chapter 01 - Editable Poly Modeling
Chapter 02 - Using the Unwrap UVW Modifier
Chapter 03 - Material Improvements
Chapter 04 - Hair
Chapter 05 - Cloth
Chapter 06 - Biped
Chapter 07 - Character Animation with Bones
Chapter 08 - Animation Controllers
Chapter 09 - Skinning
Chapter 10 - Rendering
Chapter 11 - Project Management