Showing posts with label 3D. Show all posts
Showing posts with label 3D. Show all posts

Friday, March 30, 2012

CG Academy - HLSL Shader Creation 1: HLSL Fundamentals

CG Academy - HLSL Shader Creation 1: HLSL Fundamentals

CG Academy - HLSL Shader Creation 1: HLSL Fundamentals
English|Instuctor: Ben Cloward| 3h 14m| .ISO| 1.46GB
Genre: Video Training


In the first of our Advanced, 3 DVD series on HLSL Shader writing within 3dsmax, Ben Cloward will give you an understanding of what a HLSL shader is. How a shader can be created with free software, edited and then displayed within 3dsmax. Fundamental programming concepts such as Data Types, Structs and Functions. How to create a shader GUI, the basic framework of a HLSL shader and much much more. By the close of the DVD, Ben will have you writing your own basic HLSL shaders.
This DVD is an ideal introduction to the world of HLSL shader writing for real-time GPU based shaders. An understanding of basic programming concepts and 3D math is useful. (For those needing 3D tutorship, see The Matrix: Explained by Borislav Petrov.

CH 01: What is HLSL?
Ben explains what HLSL is and why its useful to learn how to use it.

CH 02: The Graphics Pipeline
Then he gives a run through of a typical pipeline on current video cards. Explaining where the different elements of HLSL shaders come in to play.

CH 03: Shader Writing Setup
Ben then shows how to setup 3dsmax and 3rd party software to create an intuitive and fast shader development environment.

CH 04: Basic Programming: Data Types
Now we look at some of the fundamentals concepts of programming in HLSL. Ben starts with Data Types.

CH 05: Basic Programming: Structs
Then he moves on to explain Structs.

CH 06: Basic Programming: Functions
And Ben wraps up this section by looking at how Functions work in HLSL.

CH 07: FX Framework: The User Interface
HLSL shaders have a standard framework in which they should be created. This is known as the FX Framework. Here Ben explain the GUI elements of that framework.

CH 08: FX Framework: Input & Output Structs
We then look at the Input and Output Structs of the FX Framework.

CH 09: FX Framework: Vertex & Pixel Shaders
Then we look at the main "meat" of the FX Framework, the Vertex and Pixel Shaders.

CH 10: FX Framework: Techniques & Passes
And we finish this section by exploring Techniques and Passes.

CH 11: Creating Simple Shaders
With the FX Framework under our belt we now have the tools to attempt creating simple shaders. Here Ben shows you how to create a very simple shader to get the ball rolling.

CH 12: A Diffuse Shading Model
And we complete the DVD by looking at how we can simulate Diffuse lighting in a shading model . Then Ben shows us how to implement this in our simple shader. We now have our first functional HLSL shader.

Website:http://www.cg-academy.net/es_catalog/product_info.php?products_id=64

CG Academy - HLSL Shader Creation 1: HLSL Fundamentals

 

CreativeLive - Posing Masterclass With Bambi Cantrell Day 1

CreativeLive - Posing Masterclass With Bambi Cantrell Day 1 (2012)

CreativeLive - Posing Masterclass With Bambi Cantrell Day 1 (2012)
English | h264 960x540 2461 kb/s 300.00 fps | aac 44100 Hz 110 kb/s | 6.83 GB
Genre: Video Training

Bambi Cantrell returns to creativeLIVE in 2012 for this special workshop. Join Bambi for a look at the craft of running a successful portrait studio and wedding business. In her 25+ years of photographing professionally, Bambi has mastered the art of posing, lighting, marketing and business. Bambi will share secrets of how she continues to innovate in her photography and business in true Bambi style.

More:http://www.creativelive.com/courses/wedding-and-portrait-photography-bambi-cantrell

CreativeLive - Posing Masterclass With Bambi Cantrell Day 1 (2012)

FXphd ZBR201 - Modeling with ZBrush

FXphd ZBR201 - Modeling with ZBrush
FXphd ZBR201 - Modeling with ZBrush 
Language: English | AVC1 1024x768 | MP3 128 Kbps | 980Mb
Genre: eLearning



This course, taught by Siju Thomas is going to focus on learning to sculpt with an artistic perspective. The course will be grounded in anatomically accurate sculpture of a humanoid creature form?a hunter turned were-lion or a gorilla-man. We will be building a character from inside out finishing the body and then finishing the cloth all as separate parts. I love the idea of learning the app through a project - it's really the best way.

Download: 

 

Blender Guru - Discover the Secrets to Creating Realistic Nature in Blender

Blender Guru - Discover the Secrets to Creating Realistic Nature in Blender
Blender Guru - Discover the Secrets to Creating Realistic Nature in Blender
English | Video: h264, yuv420p, 1280x720, 310 kb/s | Audio: aac, 22050 Hz, s16 | 2.36 GB
Genre: Video training



The course carefully guides you through the process of creating realistic nature scenes with Blender. The tutorials start out easy and then increase with complexity as the course progresses.

ScreenShot

Blender Guru - Discover the Secrets to Creating Realistic Nature in Blender

 

 


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Design3 Complete Unity3D Game Engine Tutorials

Design3  Complete Unity3D Game Engine Tutorials

Design3 Complete Unity3D Game Engine Tutorials
English | Mp4 | h264 | 1440x900 | 15fps |782kbps | Mp3 30fps 48000hz | 12Gb
Genre: E-learning


Design3 loves the Unity engine! We love it because it’s a game development tool that’s intuitive, easy to use, and supports multi-platform development. The Unity engine gets out of your way, allowing you to focus on creating games and interactive content. It’s an ideal solution for beginners and veterans alike looking to develop simulations and casual and serious games for web, mobile, or console.
Interface
=========
What exactly is an "interface"? The interface is the interaction or communication point between various software and hardware components and you, the developer. An easier way to think about the interface of a software program is that the interface determines how the work environment looks, where the menus and buttons are located, the colors and icons of the tools, and how you actually use the software. design3's interface tutorials will teach you how to use the software tools, streamline your workflows, and maximize the full potential of your projects.

Techniques
==========
Every tool has unique features that do specific things. Learn how to efficiently and effectively use these features with design3's technique tutorials. Work like the pros, maximize the potential of your tools, save time, and create amazing projects.

Game Builds
===========
A game build determines your game's progression and is basically what your players will use to play your game. In these tutorials you'll learn the basic structures for different types of genres by dissecting already built games. First play the game in the design3 arcade and then find out how that game was made by working through the tutorials.

Coding
======
Coding is the process of designing, writing, testing, debugging, and maintaining the source code for your games. This source code is written in one or more programming languages with the purpose of creating specific operations or desired behaviors. Learn basic AI, animation scripting, networking scripting, gameplay programming, and more with these tutorials.

Mobile
======
Want to make mobile games? In these tutorials you will learn how to make games for iOS and Android, as well as how to deploy them to the App Store and App Marketplace. Our goal is to not only help you make great mobile games, but also make money from them too.

Asset Integration
=================
You've created or gathered the assets, now it's time to put those assets into your game. These asset integration tutorials will demonstrate how to put your 2D and 3D assets, such as models, textures, and characters, into various game engines. Learn how to organize and manage your assets in order to improve your workflows and see your custom content in a game environment.

For more information: http://www.design3.com/training-center/engines-sdks/unity

Design3  Complete Unity3D Game Engine Tutorials



CG Academy - Intermediate Rigging Set (Vol 1-4)

CG Academy - Intermediate Rigging Set (Vol 1-4)

CG Academy - Intermediate Rigging Set (Vol 1-4)
English| Author : Paul Neale| ISO | 7.49 GB
Genre: Video Training


This four DVD boxed set will take your through a comprehensive tour of state of the art rigging techniques for 3dsmax. This series teaches how to rig and skin every part of the supplied character (an ogre modelled by Paul) and in many cases will show multiple approaches to the same problem, leaving you free to pick the blend that suits your needs. This series has been a smash hit with our customers and is very much a recommended purchase for anyone that has basic rigging under their belts and now wants to push their skills to new levels.
Due to the increasing and wholly necessary levels of scripting in the later DVDs in this series. A highly recommended companion purchase is the MAXScript Fundamentals Series boxed set for those that have very limited or no max script skills.

TOPICS COVERED

DVD 1: FK Spine, Leg & Foot Rig
In this DVD Paul will take you through rigging the Ogre's Spine using an FK system in conjunction with wired control objects. He then demonstrates how to create an inverse foot rig using reactor controllers and scripted custom attributes to facilitate a smooth foot-roll system. Finally we learn how to modify the leg bones using expression controllers to create a working leg stretch system.

DVD 2: Spline IK, Arm 7 hand Rig
In this DVD Paul continues his Ogre rig with a second approach to producing a spine rig using a custom Spline IK solution. He then moves on to producing an arm rig that demonstrates two unique methods for an arm bone twist solution. Finally Paul demonstrates how to rig a hand and produce a comprehensive GUI for it using custom attributes and MAXScript.

DVD 3: Skinning Techniques
In this DVD Paul deals with many of the aspects of skinning a character using 3dsmax's Skin modifier. Starting with weighting via envelopes Paul then moves on to build on this foundation with weight painting and blending. Further control is then added via muscle bones, skin deformers and springs for dynamic flexing of the Ogre's stomach.

DVD 4: Facial Rigging Techniques
In this final DVD in Paul Neale's Intermediate Rigging Series , Paul looks at two completely different ways to setup the Ogre's facial animation rig. In the first half of the DVD we look at the eye rigs dilation and directional controls, and then move on to a morph centric system that only uses a bone for jaw movement. In the second half of the DVD we look at a bone based system that allows for very fine an intuitive control over the Ogre's features. A six hour plus DVD, jam packed with insights and a must buy for any budding or professional rigging TD.

Website: http://www.cg-academy.net/es_catalog/product_info.php?products_id=41

CG Academy - Intermediate Rigging Set (Vol 1-4)

 

Monday, March 26, 2012

Aninating Game Characters in Maya 2011 by Digital-tutors

Animating Game Characters in Maya 2011

 

Animating Game Characters in Maya 2011
English | 2011 | ISO | eLearning | 575MB


In this collection of lessons we will learn about a wide variety of useful techniques for animating game characters.

In this course, we will animate a character for a game in Maya. We will explain workflow techniques that will help us to not only save time with our animations, but at the same time capture a fitting and entertaining personality through the gestures of our character that an audience will enjoy. By the end of this course, you will learn animation techniques that can be applied to any character you may animate in the future.

Lesson Outline (21 lessons)

1. Introduction and project overview
2. Setting up the scene for the idle animation
3. Animating the upperbody
4. Adding movement to the right foot
5. Working on the left arm
6. Finishing our work on the left arm
7. Animating the right arm
8. Adding animation to the chest
9. Animating the head
10. Finalizing the idle
11. Preparing the scene for the attack animation
12. Starting on the biker's attack animation
13. Animating the seond pass of the extremes
14. The third pass of the extremes
15. Wrapping up the extremes
16. Adding break-down poses
17. The first refinement pass: tweaking the upper body
18. The second refinement pass: fine-tuning the right foot
19. The third refinement pass: editing the f-curves
20. Finalizing the third refinement pass
21. Finishing the biker's attack

CG Cookie - Blender: Vehicle Modeling Series

CG Cookie - Blender: Vehicle Modeling Series
CG Cookie - Blender: Vehicle Modeling Series
English | Video: h264, yuv420p, 1280x720, 422 kb/s | Audio: aac, 44100 Hz, s16 | 5.32 GB
Genre: Video training



In this intensive, mesh modeling training series, Jonathan Williamson takes you through the complete process of modeling a very detailed, sci-fi vehicle in Blender using modeling sheets and concept art by David Revoy.


About CG Cookie

CG Cookie is a 3D Animation education network that caters to a variety of softwares, subject matter, and works to make CG more accessible for everyone. The CG Cookie homepage is the central hub of our site network, including the sites of Blender Cookie, Max Cookie, Modo Cookie and a few others. The CG Cookie team is comprised of primarily Wes Burke, founder of CG Cookie and Jonathan Williamson, a Blender Foundation Certified Instructor. Between the two of us we try to keep things running and developing. We also have substantial support and help from Alessandro Cangelosi, Pippin Williamson, Robert Fayman, David Ward, Patrick Boelens, Porter Nielsen, Tim Von Rueden, Nubia Palacios, and others.

About Blender: Vehicle Modeling Series
This series is presented in such a way to be ideal for all levels of users. Each tool used is explained along the way for new users but the topics presented will intrigue even the most advanced modelers. Throughout this series you will learn extensive modeling techniques, mesh topology, and techniques for creating a manageable model in relatively little time.

This time around we have based this series on another fantastic concept from David Revoy. This series is set out to provide an in-depth look at an intense modeling work flow of a Sci-Fi vehicle. The amount of detail we will be modeling is both intimidating and exciting! If you take a look at the couple preview images below you will see what I mean on what we will be taking on.

ScreenShot

CG Cookie - Blender: Vehicle Modeling Series

CG Academy - HLSL Shader Creation 2: Light & Shading Models

CG Academy - HLSL Shader Creation 2: Light & Shading Models

CG Academy - HLSL Shader Creation 2: Light & Shading Models
English|Instuctor: Ben Cloward| 3h 24m| .ISO| 2.46GB
Genre: Video Training


In this second DVD in our HLSL Shader Creation series, Ben Cloward explores how you can create the main building blocks of a lighting and shading system in HLSL. He shows how you can build shaders to represent the Ambient, Diffuse and Specular components of surface shading. How to enhance your Ambient shading by using a combination of convolved HDRI environment maps and baked Ambient Occlusion. Ben also shows you how to create Point, Directional and Spot light sources. And we wrap up with a practical exploration of some of today’s standard surface shading models, including Phong, Blinn, Cook/Torrence and Oren/Nayar.
This DVD builds on the theory and skills taught in DVD one in this series. You need to know how to write basic HLSL shader code (surface & light) to get the most out of this title.

CH01: Normal Mapping
Ben starts by looking at how we can use Normal Maps to add surface detail and form to our shading.

CH02: Basic Lighting - Ambient Light
We start our exploration of surface shading by modelling the non-directional Ambient lighting component.

CH03: Basic Lighting - Diffuse Light
Now we add in directional diffuse lighting into our shading model.

CH04: Basic Lighting - Specular Light
And we finish off our basic shading model with our Specular highlights.

CH05: Advanced Lighting – Light Attenuation
Now Ben looks at how we can better model our light sources. So, firstly we make our lights intensity diminish over distance, just as lights do in the real world.

CH06: Advanced Lighting – Directional Lights
Next Ben models distant light sources, such as the Sun, with directional light.

CH07: Advanced Lighting – Spot Lights
And finally Ben looks at how we can focus a light into a defined circular throw, with a Spot light.

CH08: GI – Ambient Occlusion
We now move on to look at how we can model our Ambient light component more closely with Ambient Occlusion.

CH09: GI – Using Ambient Cube Maps
Then Ben shows us how we can use Ambient Cube Maps to blend in with our Ambient Occlusion maps, and produced enhanced ambient lighting.

CH10: GI – Creating Ambient Cube Maps
And finally we look at how we can create Ambient Cube Maps from our own HDRI images.

CH11: Lighting Models – Phong/Blinn
In this section of the DVD we look at further shading models. Firstly we look at the differences between the Phong and Blinn specular shading models.

CH12: Lighting Models – Cook/Torrence
And then we move on to look at the Cook/Torrence shading model. A shader designed to better model the specular response of metal.

CH13: Lighting Models – Oren/Nayar
And we wrap up the DVD by looking at the Oren/Nayar shading model. A shader that models highly diffuse surfaces.

Website:http://www.cg-academy.net/es_catalog/product_info.php?products_id=65

CG Academy - HLSL Shader Creation 2: Light & Shading Models

 

Gnomon: The Techniques of Feng Zhu

Gnomon: The Techniques of Feng Zhu [repost]
Gnomon: The Techniques of Feng Zhu
English | DivX 745 Kbps, 720*480, 29.970 fps | MP3 24 Kbps | 2 GB
Genre: eLearning



When working from a design brief, idea generation is one of the most difficult aspects of the job. This lecture has two main components, each covering an important part of the design process. First, you will see how designs are generated, by watching Feng sketch over forty rough thumbnails and quick silhouettes. The sketches are then critiqued in order to identify the most visually successful. The entire lecture focuses on a single client brief: melee-style gladiator fighting robots of the future.

Screenshot:
Gnomon: The Techniques of Feng Zhu [repost]

 

Design3 Complete Unity3D Game Engine Tutorials

Design3  Complete Unity3D Game Engine Tutorials

Design3 Complete Unity3D Game Engine Tutorials
English | Mp4 | h264 | 1440x900 | 15fps |782kbps | Mp3 30fps 48000hz | 12Gb
Genre: E-learning


Design3 loves the Unity engine! We love it because it’s a game development tool that’s intuitive, easy to use, and supports multi-platform development. The Unity engine gets out of your way, allowing you to focus on creating games and interactive content. It’s an ideal solution for beginners and veterans alike looking to develop simulations and casual and serious games for web, mobile, or console.
Interface
=========
What exactly is an "interface"? The interface is the interaction or communication point between various software and hardware components and you, the developer. An easier way to think about the interface of a software program is that the interface determines how the work environment looks, where the menus and buttons are located, the colors and icons of the tools, and how you actually use the software. design3's interface tutorials will teach you how to use the software tools, streamline your workflows, and maximize the full potential of your projects.

Techniques
==========
Every tool has unique features that do specific things. Learn how to efficiently and effectively use these features with design3's technique tutorials. Work like the pros, maximize the potential of your tools, save time, and create amazing projects.

Game Builds
===========
A game build determines your game's progression and is basically what your players will use to play your game. In these tutorials you'll learn the basic structures for different types of genres by dissecting already built games. First play the game in the design3 arcade and then find out how that game was made by working through the tutorials.

Coding
======
Coding is the process of designing, writing, testing, debugging, and maintaining the source code for your games. This source code is written in one or more programming languages with the purpose of creating specific operations or desired behaviors. Learn basic AI, animation scripting, networking scripting, gameplay programming, and more with these tutorials.

Mobile
======
Want to make mobile games? In these tutorials you will learn how to make games for iOS and Android, as well as how to deploy them to the App Store and App Marketplace. Our goal is to not only help you make great mobile games, but also make money from them too.

Asset Integration
=================
You've created or gathered the assets, now it's time to put those assets into your game. These asset integration tutorials will demonstrate how to put your 2D and 3D assets, such as models, textures, and characters, into various game engines. Learn how to organize and manage your assets in order to improve your workflows and see your custom content in a game environment.

For more information: http://www.design3.com/training-center/engines-sdks/unity

Design3  Complete Unity3D Game Engine Tutorials



Saturday, March 24, 2012

Michael Hampton - Analytical Figure Drawing

Michael Hampton - Analytical Figure Drawing (Full DVD)
Michael Hampton - Analytical Figure Drawing
English | Audio: aac, 48000 Hz, 91 kb/s | Video: h264, yuv420p, 1280x720, 2185 kb/s | 9.91Gb
Genre: eLearning / Drawing Training



Michael Hampton has been teaching classes related to the figure for close to ten years, focusing on teaching anatomy and figure drawing in a way that is specifically tailored to students entering the fields of animation, illustration, and game art. 

Week 1: Lecture: Introduction of teacher/ Goals of class. Lecture on gesture and the development of a process.
Week 2: Lecture: Connections, Shape and Understanding the skeletal landmarks.
Week 3: Lecture: Head Drawing. Construction and design of the human head.
Week 4: Lecture: Muscles: Torso/trunk. Placing the anatomical shapes of the upper and lower torso based off the understanding of the skeletal landmarks.
Week 5: Lecture: Torso (2nd part).
Week 6: Lecture: The structure and anatomy of the legs.
Week 7: Lecture: The structure, design and anatomy of the upper arm and shoulders.
Week 8: Lecture: The structure, construction and design of the forearm.

Screenshot
Michael Hampton - Analytical Figure Drawing (Full DVD)