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<title>All Kind of Video Tutorials</title>
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<description>All Kind of Video Tutorials</description>
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<title>Gnomon - Character Modeling Techniques for Production</title>
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<link>http://www.gnomergon.com/max/25-gnomon-character-modeling-techniques.html</link>
<description><![CDATA[<!--TBegin--><a href="http://www.gnomergon.com/uploads/posts/2008-07/1215062298_ijo01_coverlg.jpg" onClick="return hs.expand(this)" ><img align="left" src="http://www.gnomergon.com/uploads/posts/2008-07/thumbs/1215062298_ijo01_coverlg.jpg" style="border: none;" alt='Gnomon - Character Modeling Techniques for Production' title='Gnomon - Character Modeling Techniques for Production'  /></a><!--TEnd--><br />
<br />

<p class="dvddescription">                  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®.</p>
                Over 7 1/2 hours of Lecture<br />
<br />
Topics:<br />
<br />

<p class="topics">Max Modeling
					        tools<br />
	
	
			              Using PolyBoost Tools<br />
	
	
			              Poly by Poly Modeling<br />
	
	
			              Detailing in ZBRush<br />
	
	Retopologizing Hi-res Objects<br />
	
	
			              Building Props<br />
	
	
			              Setting Up Lighting/Camera Rig<br />
	
	
					      </p>
				        
					    
<p class="topics">
					      Basic Brazil Techniques<br />
	
	
					      Hair FX Set up<br />
	
	
					      Basic BodyPaint and Material Editing<br />
	
	
					      Rigging for a Pose</p><br />

<p class="topics"><br />
	
	</p>CHAPTERS:<br />

<p class="topics"><br />
	
	</p>
<p class="topics">01: Setting up a Template Character<br />
	
	
					    02: Basic Light Rig/Blocking in Character, Part 1<br />
	
	
					    03: Basic Light Rig/Blocking in Character, Part 2<br />
	
	
					    04: Detailing Simple Objects and Retopologizing<br />
	
	
					    05: Detailing the Character, Part 1<br />
	
	
					    06: Using Paint Overs to Shape Your Characters<br />
	
	
					    07: Detailing the Character, Part 2<br />
	
	
					    08: Hair, Setting a Style with HairFX<br />
	
	
					    09: Rigging Using Biped, Part 1<br />
	
	
					    10: Rigging Using Biped, Part 2<br />
	
	
					    11: Final Renders</p><br />]]></description>
<category><![CDATA[3d studio max]]></category>
<dc:creator>admin</dc:creator>
<pubDate>Wed, 02 Jul 2008 23:13:59 -0600</pubDate>
</item><item>
<title>Character Texturing Techniques for Production </title>
<guid isPermaLink="true">http://www.gnomergon.com/max/24-character-texturing-techniques-for.html</guid>
<link>http://www.gnomergon.com/max/24-character-texturing-techniques-for.html</link>
<description><![CDATA[<br />
<!--TBegin--><a href="http://www.gnomergon.com/uploads/posts/2008-07/1215061936_ijo02_coverlg.jpg" onClick="return hs.expand(this)" ><img align="left" src="http://www.gnomergon.com/uploads/posts/2008-07/thumbs/1215061936_ijo02_coverlg.jpg" style="border: none;" alt='Character Texturing Techniques for Production ' title='Character Texturing Techniques for Production '  /></a><!--TEnd--><br />
<br />
Character Texturing Techniques for Production
<br />
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®
<br />

<br />
Over 4 1/2 hours of Lecture]]></description>
<category><![CDATA[3d studio max]]></category>
<dc:creator>admin</dc:creator>
<pubDate>Wed, 02 Jul 2008 23:11:45 -0600</pubDate>
</item><item>
<title>Gnomon 3DS Max Environment Creation for Production </title>
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<link>http://www.gnomergon.com/max/23-gnomon-3ds-max-environment-creation-for.html</link>
<description><![CDATA[<p class="dvddescription"><!--TBegin--><a href="http://www.gnomergon.com/uploads/posts/2008-07/1215061842_tjo01_coverlg.jpg" onClick="return hs.expand(this)" ><img align="left" src="http://www.gnomergon.com/uploads/posts/2008-07/thumbs/1215061842_tjo01_coverlg.jpg" style="border: none;" alt='Gnomon 3DS Max Environment Creation for Production ' title='Gnomon 3DS Max Environment Creation for Production '  /></a><!--TEnd--><br />
	</p>
<p class="dvddescription"><br />
	</p>
<p class="dvddescription"><br />
	</p>
<p class="dvddescription"><br />
	</p>
<p class="dvddescription">In this DVD, Tim takes you
                  through the entire process of creating an environment with
                  3ds Max starting with the analysis of reference photographs
                  and determining real world object dimensions, all the way through
                  the 3D modeling and texturing pipeline. Tim will teach you
                  how to spot the visual cues that will allow you to quickly
                  and accurately determine dimensions from set photographs. You
                  will also learn how to build quick layout files for modeling
                  and animation and how to model and texture an entire environment
                  from photographic reference. Many artistic and technical challenges
                  are addressed such as understanding perspective, modeling architecture,
                  tile roofs, stone pathways as well as decay and general destruction.
                <br />
	
                <br />
	
                Over 2 1/2 hours of lecture.<br />
	<br />
	
				Product Code: TJO01<br />
	     
                </p>
                <span style="font-weight: bold; text-decoration: underline;">Topics:</span><br />
					
<table width="100%" cellspacing="0" cellpadding="0" border="0">
					  
	<tbody>
		<tr>
					    
			<td width="48%" valign="top" height="65">
				<p class="topics">Understanding
					        Perspective<br />
					
					      Layout Modeling<br />
					
					      Preplanning<br />
					
					      Environment Modeling<br />
					
						  </p>
   				        </td>
					    
			<td width="52%" valign="top">
				<p class="topics">
					      UV Mapping<br />
					
					      Texture Painting<br />
					
					      Modeling Destruction</p></td>
				      
		</tr>
				  
	</tbody>
</table>
					  <br />
<span style="text-decoration: underline; font-weight: bold;">Chapters: 
					  </span><br />
01: Understanding Perspective<br />
					    02: Layout<br />
					    03: Pre-planning your Modeling Approach<br />
					    04: Modeling<br />
					    05: UV Mapping<br />
					    06: Texture Painting<br />
					    07: Modeling Destruction]]></description>
<category><![CDATA[3d studio max]]></category>
<dc:creator>admin</dc:creator>
<pubDate>Wed, 02 Jul 2008 23:09:45 -0600</pubDate>
</item><item>
<title>Gnomon 3DS Max Environment Lighting for Production </title>
<guid isPermaLink="true">http://www.gnomergon.com/max/22-gnomon-3ds-max-environment-lighting-for.html</guid>
<link>http://www.gnomergon.com/max/22-gnomon-3ds-max-environment-lighting-for.html</link>
<description><![CDATA[<!--TBegin--><a href="http://www.gnomergon.com/uploads/posts/2008-07/1215061685_tjo02_coverlg.jpg" onClick="return hs.expand(this)" ><img align="left" src="http://www.gnomergon.com/uploads/posts/2008-07/thumbs/1215061685_tjo02_coverlg.jpg" style="border: none;" alt='Gnomon 3DS Max Environment Lighting for Production ' title='Gnomon 3DS Max Environment Lighting for Production '  /></a><!--TEnd--><br />
<br />
Tim takes you through the entire process of creating an environment
with 3ds Max starting with the analysis of reference photographs and
determining real world object dimensions, all the way through the 3D
modeling and texturing pipeline. Tim will teach you how to spot the
visual cues that will allow you to quickly and accurately determine
dimensions from set photographs. You will also learn how to build quick
layout files for modeling and animation and how to model and texture an
entire environment from photographic reference. Many artistic and
technical challenges are addressed such as understanding perspective,
modeling architecture, tile roofs, stone pathways as well as decay and
general destruction.
<br />
Tim takes you through the entire process of creating an
environment with 3ds Max starting with the analysis of reference
photographs and determining real world object dimensions, all the way
through the 3D modeling and texturing pipeline. Tim will teach you how
to spot the visual cues that will allow you to quickly and accurately
determine dimensions from set photographs. You will also learn how to
build quick layout files for modeling and animation and how to model
and texture an entire environment from photographic reference. Many
artistic and technical challenges are addressed such as understanding
perspective, modeling architecture, tile roofs, stone pathways as well
as decay and general destruction.<br />
<br />
01: Light Rigs<br />
					    02: Rendering Passes<br />
					    03: Compositing<br />
					    04: Night-time Light Rigs<br />
					    05: Sunset Rigs<br />
<br />
<br />]]></description>
<category><![CDATA[3d studio max]]></category>
<dc:creator>admin</dc:creator>
<pubDate>Wed, 02 Jul 2008 23:07:41 -0600</pubDate>
</item><item>
<title>GLOBAL ILLUMINATION: INTERIORS VRay Lighting Techniques with Christopher Nichols </title>
<guid isPermaLink="true">http://www.gnomergon.com/max/21-global-illumination-interiors-vray.html</guid>
<link>http://www.gnomergon.com/max/21-global-illumination-interiors-vray.html</link>
<description><![CDATA[<!--TBegin--><a href="http://www.gnomergon.com/uploads/posts/2008-07/1215061507_cni02_coverlg.jpg" onClick="return hs.expand(this)" ><img align="left" src="http://www.gnomergon.com/uploads/posts/2008-07/thumbs/1215061507_cni02_coverlg.jpg" style="border: none;" alt='GLOBAL ILLUMINATION: INTERIORS VRay Lighting Techniques with Christopher Nichols ' title='GLOBAL ILLUMINATION: INTERIORS VRay Lighting Techniques with Christopher Nichols '  /></a><!--TEnd--><br />
<br />
DVD iso | 1.7 Gb
<br />

<br />
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.
<br />
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.
<br />

<br />
Over 3 hours of lecture.
<br />

<br />
Topics covered:
<br />
Principles of Global Illumination 
<br />
Specular and Diffuse Reflection 
<br />
Comparison of Different Techniques 
<br />
Sky Lights 
<br />
Image Based Lighting 
<br />
Using HDRIs 
<br />
Animation Issues in GI 
<br />
Baking Lighting Animation]]></description>
<category><![CDATA[3d studio max]]></category>
<dc:creator>admin</dc:creator>
<pubDate>Wed, 02 Jul 2008 23:05:33 -0600</pubDate>
</item><item>
<title>Gnomon Global illumination - Exteriors </title>
<guid isPermaLink="true">http://www.gnomergon.com/max/20-gnomon-global-illumination-exteriors.html</guid>
<link>http://www.gnomergon.com/max/20-gnomon-global-illumination-exteriors.html</link>
<description><![CDATA[<p class="dvddescription"><!--TBegin--><a href="http://www.gnomergon.com/uploads/posts/2008-07/1215061231_cni01coverlg.jpg" onClick="return hs.expand(this)" ><img align="left" src="http://www.gnomergon.com/uploads/posts/2008-07/thumbs/1215061231_cni01coverlg.jpg" style="border: none;" alt='Gnomon Global illumination - Exteriors ' title='Gnomon Global illumination - Exteriors '  /></a><!--TEnd--></p>
<p class="dvddescription">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.<br />
	
                    <br />
	
                    Over 3 hours of lecture.<br />
	<br />
	
					Product Code: CNI01
                </p>
                <br />
                <span style="text-decoration: underline;">topic:</span><br />
					
<table width="100%" cellspacing="0" cellpadding="0" border="0">
					  
	<tbody>
		<tr>
					    
			<td width="220" valign="top">
				<p class="topics"> Principles of Global
					        Illumination <br />
					
					      Specular and Diffuse Reflection <br />
					
					      Comparison of Different  Techniques <br />
					
					      Sky Lights <br />
					
					      <br />
					
				          <br />
					
						  </p>
   				        </td>
					    
			<td valign="top">
				<p class="topics">
						  Image Based Lighting  <br />
					
						  Using HDRIs <br />
					
						  Animation Issues in GI <br />
					
						  Baking Lighting Animation<br />
					
			          </p></td>
				      
		</tr>
				  
	</tbody>
</table>
<br style="text-decoration: underline;" />
<span style="text-decoration: underline;">chapters:</span><br />
 
<p class="chapters">01: It Is All About Reflection<br />
	
   02: Methods of Producing Diffuse Scatter<br />
	
   03: Environment Light<br />
	
   04: Image Based Lighting<br />
	
   05: Lighting an Exterior Scene<br />
	
   06: Changing the Mood<br />
	
   07: The Problem with Animation<br />
	
   08: Animation for Large Scenes<br />
	<br />
	
					  </p>
					  <span style="text-decoration: underline;">Instructor bio:</span><br />
					  
<p class="chapters">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 <span style="font-style: italic;">The
					    Day After Tomorrow</span>, <span style="font-style: italic;">I, Robot</span>, and <span style="font-style: italic;">Stealth</span>. He
				    is now a Senior Lighting Technical Director at Sony Pictures Imageworks.   			    </p>]]></description>
<category><![CDATA[3d studio max]]></category>
<dc:creator>admin</dc:creator>
<pubDate>Wed, 02 Jul 2008 23:01:36 -0600</pubDate>
</item><item>
<title>3ds max Turbo Training ParticleFX For Film DVD</title>
<guid isPermaLink="true">http://www.gnomergon.com/max/16-3ds-max-turbo-training-particlefx-for.html</guid>
<link>http://www.gnomergon.com/max/16-3ds-max-turbo-training-particlefx-for.html</link>
<description><![CDATA[<img border="0" align="left" src="http://www.gnomergon.com/uploads/posts/2008-06/1213972248_szymonmasiak.jpg" /><br />
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<br />
very useful training dvd for gaming effects and films........
<br />

<br />
for more information<br />
http://www.turbosquid.com/FullPreview/Index.cfm/ID/271409<br />]]></description>
<category><![CDATA[3d studio max]]></category>
<dc:creator>admin</dc:creator>
<pubDate>Fri, 20 Jun 2008 08:30:35 -0600</pubDate>
</item><item>
<title>LostPencil 3D Apprenticeship Training for 3ds max Vol.4 - Animating</title>
<guid isPermaLink="true">http://www.gnomergon.com/max/15-lostpencil-3d-apprenticeship-training.html</guid>
<link>http://www.gnomergon.com/max/15-lostpencil-3d-apprenticeship-training.html</link>
<description><![CDATA[<span style="font-weight: bold;">
	
	<img border="0" align="left" src="http://www.gnomergon.com/uploads/posts/2008-06/1213972179_prev.jpg" /><br />
	
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	<br />
	
	LostPencil 3D Apprenticeship Training for 3ds max Vol.4 - Animating</span>
<br />

<br />

<br />
This is the final and completed animation which is the result of going
<br />
through the entire 3D Apprenticeship Training Series workflow, from
<br />
modeling, UV mapping, texturing, rigging, lighting and animating to the
<br />
final production.
<br />

<br />
10 hours of video training showing how to model a realistic horse
<br />

<br />

<br />
with recovery record 3%]]></description>
<category><![CDATA[3d studio max]]></category>
<dc:creator>admin</dc:creator>
<pubDate>Fri, 20 Jun 2008 08:29:08 -0600</pubDate>
</item><item>
<title>3D-Palace Dreadnought Tutorial</title>
<guid isPermaLink="true">http://www.gnomergon.com/max/14-3d-palace-dreadnought-tutorial.html</guid>
<link>http://www.gnomergon.com/max/14-3d-palace-dreadnought-tutorial.html</link>
<description><![CDATA[<!--TBegin--><a href="http://www.gnomergon.com/uploads/posts/2008-06/1213970491_untitled.jpg" onClick="return hs.expand(this)" ><img align="left" src="http://www.gnomergon.com/uploads/posts/2008-06/thumbs/1213970491_untitled.jpg" style="border: none;" alt='3D-Palace Dreadnought Tutorial' title='3D-Palace Dreadnought Tutorial'  /></a><!--TEnd--><br />
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<br />
This is the 3D-PALACE.COM Dreadnought video tutorial set - now
available on its own for the first time! In this tutorial you will
learn how to create an entire Dreadnought in very high detail - the
tutorial covers everything from the small pistons that control the toes
all the way up to the pipework and cooling dampeners on the engines!
<br />

<br />
At the end of the tutorial you will have a completed and ready to
animate Dreadnought - use it with the vertex paint metal shader
tutorial available FREE on 3d-palace to apply fast and effective metal
textures, then use decal mapping to customise your piece and you are
ready to roll!<br />
<br />]]></description>
<category><![CDATA[3d studio max]]></category>
<dc:creator>admin</dc:creator>
<pubDate>Fri, 20 Jun 2008 08:01:14 -0600</pubDate>
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