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3d studio max : Gnomon - Character Modeling Techniques for Production |
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Author: admin | 2 July 2008 |
Views: 301 |
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In this DVD, Ian shows you
the tools and techniques he uses to quickly create a full character
model in 3ds Max, leading you through the basic
character production pipeline used at Blur Studio. He takes
you through the
process of building clean geometry using Max's built-in toolset
as well as
using the PolyBoost plugin. Ian shows how to easily enhance
objects with ZBrush, and how to quickly find the form and detail
of your character. From there he demonstrates how to bring
the geometry back into Max to make it
animation friendly by retopologizing. After the model is finished,
Ian
covers how to set up hair using Hair FX as well as how to set
up lights,
cameras and a simple rig using Biped to pose and render the
character.
Finally, using Adobe Photoshop®, Ian discusses how to present
the character
in a professional manner. This DVD is intended for artists
with a basic
under- standing of polygon modeling in Max, but is useful to
anyone
regardless of skill level or software. In this DVD Ian uses:
Max, PolyBoost,
ZBrush, BodyPaint and Photoshop®.
Over 7 1/2 hours of Lecture
Topics:
Max Modeling
tools
Using PolyBoost Tools
Poly by Poly Modeling
Detailing in ZBRush
Retopologizing Hi-res Objects
Building Props
Setting Up Lighting/Camera Rig
Basic Brazil Techniques
Hair FX Set up
Basic BodyPaint and Material Editing
Rigging for a Pose
CHAPTERS:
01: Setting up a Template Character
02: Basic Light Rig/Blocking in Character, Part 1
03: Basic Light Rig/Blocking in Character, Part 2
04: Detailing Simple Objects and Retopologizing
05: Detailing the Character, Part 1
06: Using Paint Overs to Shape Your Characters
07: Detailing the Character, Part 2
08: Hair, Setting a Style with HairFX
09: Rigging Using Biped, Part 1
10: Rigging Using Biped, Part 2
11: Final Renders |
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Author: admin | 2 July 2008 |
Views: 364 |
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Character Texturing Techniques for Production
In this DVD, Ian textures and completes the game cinematic character he
modeled in Character Modeling for Production. In this lecture, he shows
different techniques to UV map objects of various complexities quickly
and efficiently using 3ds Max's UV tools and DeepUV. Ian covers both
hand-painted and image-based methods to create textures for the
character. From there he uses various ZBrush plugins to both block-in
and finalize textures and he uses BodyPaint to fix seams and to begin
new textures. Ian demonstrates a variety of other techniques
incorporated in the Max>ZBrush>BodyPaint pipeline and shows you
how to enhance the hair created in his first DVD, and take it to a more
finalized level. Finally, Ian shows how you can reuse your rigs from
character to character using Biped, and how to use Adobe Photoshop® to
add an extra level of professionalism to your final models before
submitting them to a client. In this DVD Ian uses: Max, DeepUV,
PolyBoost, ZBrush, ZappLink, Zmapper, BodyPaint and Photoshop®
Over 4 1/2 hours of Lecture |
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FREE VIDEO TUTORIALS
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3d studio max : GLOBAL ILLUMINATION: INTERIORS VRay Lighting Techniques with Christopher Nichols |
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Author: admin | 2 July 2008 |
Views: 225 |
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DVD iso | 1.7 Gb
Continuing from his first DVD, Global Illumination: Exteriors,
Christopher Nichols explains how interior global illumination differs
from exterior GI. Christopher focuses on the concept of digital sets
and explores issues of interior lighting for GI, including the variety
of light sources that can be used, as well as how space plays an
important role in lighting. Christopher demonstrates the differences
between regular light sources, environment light, IES lighting, area
lights, and even how geometry and shaders can affect the lighting of a
scene.
Additionally, since bouncing light plays an important role in
interior GI, this lecture looks at some special techniques such as
using V-Ray’s photon mapping and light cache. Christopher also explores
the idea of baking lighting into textures, which is a useful technique
for some situations. With Global Illumination: Interiors, you will see
the rendering of an interior space in a whole new light.
Over 3 hours of lecture.
Topics covered:
Principles of Global Illumination
Specular and Diffuse Reflection
Comparison of Different Techniques
Sky Lights
Image Based Lighting
Using HDRIs
Animation Issues in GI
Baking Lighting Animation |
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Author: admin | 2 July 2008 |
Views: 232 |
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In this lecture on the subject of Global
Illumination lighting techniques, Christopher Nichols discusses
the subject of exterior lighting. This DVD covers a general
introduction to the principles of Global Illumination, which
are essential to the understanding of this specialized form
of lighting. While the series primarily uses V-Ray as the render
engine in a 3ds Max environment, those using other GI renderers
will also benefit from the conceptual techniques described.
From the general concepts of reflected specular and diffuse
light, to sky lights and image based lighting with HDRIs, Christopher
shows how to light scenes using real world lighting in a fully
reflective environment. He also demonstrates how to tackle
the issues of animation by finding the most optimal way to
bake lighting for exterior sets. This series is geared toward
the CG artist that already has an intermediate understanding
of direct lighting and is making the transition to GI lighting.
Over 3 hours of lecture.
Product Code: CNI01
topic:
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Principles of Global
Illumination
Specular and Diffuse Reflection
Comparison of Different Techniques
Sky Lights
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Image Based Lighting
Using HDRIs
Animation Issues in GI
Baking Lighting Animation
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chapters:
01: It Is All About Reflection
02: Methods of Producing Diffuse Scatter
03: Environment Light
04: Image Based Lighting
05: Lighting an Exterior Scene
06: Changing the Mood
07: The Problem with Animation
08: Animation for Large Scenes
Instructor bio:
Christopher Nichols received a Bachelors in Mathematics
and Fine Arts from Colgate University. He went on to get a Masters of
Architecture from Rice University, where as a lecturer he taught the
principles of architectural visualization and animation. After a long
career in architecture, Christopher entered the world of feature film
visual effects, specializing in color and lighting. Having spent several
years at Digital Domain, Christopher has credits on such movies as The
Day After Tomorrow, I, Robot, and Stealth. He
is now a Senior Lighting Technical Director at Sony Pictures Imageworks. |
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