Digital Tutors - Rendering RealFlow Meshes in Maya

[center]Digital Tutors - Rendering RealFlow Meshes in Maya
English | WMV3 792x656 | MP3 64 kbps | 402 MB
Genre: eLearning[/center]
In this course we will learn how to use a variety of lighting and shading tools in mental ray to simulate the appearance of realistic liquid materials. In this series of lessons, we will guide you through the process of using mental ray to realistically render RealFlow geometry within Maya. We will begin this process by learning how to import your mesh sequences from RealFlow into Maya and placing primary illumination sources. From there we will use the mental ray Architectural Materials to create realistic, refractive liquid, and discuss some very important settings to be aware of when using these shaders. Finally, we will create refractive caustic patterns that can add a high level of realism to the final render. Getting the proper look for your final renders will require a lot of troubleshooting and adjustments of many different attributes. Through these lessons, we will address many of these common problems that you will run into and how they can be resolved, allowing you to achieve the desired result in a much sorter amount of time.

Digital Tutors – Creating Walk Cycles in Maya 2011

[center]Digital Tutors – Creating Walk Cycles in Maya 2011
English | FLV | 782×646 | 15 fps | VP6F 1024 kbps | MP3 96 kbps | 892 MB
Genre: eLearning[/center]
In this course we will cover the process of creating a Walk Cycle in Maya. One step at a time, we’ll break down the body mechanics of a walk. We’ll learn the main positions that one goes through in a walk, we’ll learn how to create seamless cycles and explore ways we can add convincing follow-through and weight. We’ll even work with animation layers to produce a walk that is natural and has a little personality.

BehindtheScenesLook at Designing the Mad Scientist

In this course we will examine the thought-processes that were put into designing the Mad Scientist.
From CG feature films, to video games, 3D characters develop their look and personality when drawn on paper. Through a series of design phases, these characters evolve, developing personality as they grow. We will explore this evolution by starting out with a series of sketches. Once we've established the design of the character we will prepare a model sheet for facial construction in 3D, as well as a turnaround for the body construction. We will then take a look at the character action sheet and expression sheet that will define the characters personality and range of motion. At the completion of this process of character design, we will have all the information necessary for our character to be built and moved in 3D.

Digital Tutors - Compositing 3D Renders in After Effects

Digital Tutors - Compositing 3D Renders in After Effects
English | FLV | 782x646 | 15 fps | VP6F 1000 kbps | MP3 96 kbps | 306 MB

In this series of lessons we'll learn how to bring in multiple 3D render passes and composite the resulting image on top of a photograph using many tools and techniques. We'll begin this project by importing our layers and assembling them into a nice render of a car. We'll then learn how to create an advanced matte to cut out our car using the shadow, indirect, and matte layers. We'll then learn several compositing tricks to help us really blend the foreground and background, such as Reflection matching, Lightwraping, color correction and grain matching.

Post of a Day: Digital Tutors Architectural Detailing in ZBrush

Digital Tutors Architectural Detailing in ZBrush | 1.2 GB
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.

Digital Tutors - ZSphere Modeling in ZBrush [New links]

A complete guide to organic modeling with ZSpheres | 1.2 Gb
Software: ZBrush 3.1 and up
Run Time: 4 hrs. 26 min., 2 discs

Learn a time-saving workflow to modeling with ZSpheres and building complex organic models using production-applicable tools and techniques.

Digital Tutors - Mental Ray Nodes In Maya [New links]

Learn the fundamentals of mental ray nodes in Maya and add visual depth to your work. Contains over 4 hours of project-based training. Perfect for intermediate artists.

Digital-tutors: Using SyFlex in Maya - By Alexpal

Category: Tutorials 3D Digital Tutors / Published: 26-07-2010, 10:59

Digital-tutors: Using SyFlex in Maya

Digital-tutors: Using SyFlex in Maya | 900 MB

Easily learn SyFlex and begin creating various realistic simulations. Contains over 4 hours of project-driven training. Perfect for beginner to intermediate artists.

Digital Tutors - Compositing 2D Elements with Footage in After Effects

Digital Tutors - Compositing 2D Elements with Footage in After Effects
English | FLV | 782x646 | 15 fps | VP6F 1000 kbps | MP3 96 kbps | 397 MB

In this series of lessons we'll learn how to composite 2d elements over live footage. We'll create an appealing final video using a few simple images a variety of compositing and animation techniques.
We'll begin this project by importing our elements and tracking various features of the face, including a difficult track through an eye blink. We'll learn how to create a tracked and animated mask to match our eye movement. To combine all of the elements and give them visual appeal, we'll learn how to use several different effects not only by themselves, but also together to create various looks. We'll learn how we can create animation using expressions. And finally, combine all our layers using compositing math to correctly mix everything together.

Digital Tutors - Getting Started with Backburner

Digital Tutors - Getting Started with Backburner
English | FLV | 782x646 | 15 fps | VPF6 1000 kbps | MP3 96 kbps | 202 MB

In this series of lessons we'll learn how to use Autodesk's Render Manager Backburner to control a server farm and help us organize the order and timing of scenes we want to render.
We'll begin this project by going over the basic Vocabulary and setup of Backburner. We'll then jump right in and setup a working Backburner system comprised of a Manager and Servers. We'll then learn how to use the Backburner systems built into Autodesk 3ds Max, Maya and Toxik. Once we have some jobs in the queue, we'll learn how to manage them and our servers to maximize our render farm and reduce errors.