Gnomon Training - Painting Realistic Skin in Mari

Author: RCDFX
Published: 28-05-2013, 20:55

Gnomon Training - Painting Realistic Skin in Mari 2.0 with Justin Holt
English | AVC 1280x720 15 fps | AAC 128 Kbps 44.1 KHz | 3.00 GB
Genre: eLearning

In Justin's second texture DVD tutorial, he covers how to paint realistic female skin in the new Mari 2.0. Justin will explore various types of photographic reference as well as demonstrate relatively new techniques to painting pore displacement textures using scanned pore details. He will introduce you to Mari 2.0, the best way to transition from Mari 1.6 or 1.5 and explore the all new and exciting layer system within Mari 2.0 to ensure a 100% non-destructive workflow. To finish off the demos,
Justin will show the easiest methods in which to paint convincing eyes that will breathe life and soul into your characters.

Dynamic Effects: Maya Techniques

Author: RCDFX
Published: 24-05-2013, 04:44

GDynamic Effects: Maya Techniques with Alex Alvarez
English | 14DVDrip | AVI | XviD 512x416 29.97 fps | MP3 128 Kbps 48 KHz | 9.39 GB
Genre: eLearning


Dynamics 01 - Particle Tool, Create Emitter
Dynamics 02 - Vertex, Point Curve Emission
Dynamics 03 - Surface Emissions
Dynamics 04 - Rigid Bodies
Dynamics 05 - Fields
Dynamics 06 - Goals
Dynamics 07 - Instancer
Dynamics 08 - Introduction to Softbodies
Dynamics 09 - Softbody Effects
Dynamics 10 - Softbody Lattices and Curves
Dynamics 11 - Spring Effects
Dynamics 12 - Hardware Rendering
Dynamics 13 - Sprite Rendering
Dynamics 14 - Advanced Sprite Rendering

3D Design For Production

Author: RCDFX
Published: 13-05-2013, 21:14

3D Design For Production With Vitaly Bulgarov
Duration: 148 minutes | Format : .mov | project files | .ZTL | 2.05Gb
Software Used: Softimage XSI, Adobe Photoshop, Pixologic ZBrush, Keyshot

In this lecture, Vitaly Bulgarov shows his process of creating a fully rendered 3D design for production-oriented pipelines. Using the example of an alien bust, Vitaly goes through the main steps of creating a sci-fi character design from scratch. He begins by making a quick bust sketch in ZBrush?. He then creates a detailed suit design in XSI? using the block-out as a guideline for the proportions of the alien bust. By doing this, Vitaly shows the techniques and tools he uses to create complicated surfaces like multi-layered metal plates, rubber pads, tubes, and attachments. Solving design on the fly, without making any preliminary sketches, he builds a fully detailed mesh for the helmet and suit, explaining why certain design decisions are made. Once the model is complete, Vitaly takes it into KeyShot? for raytrace rendering and then brings the renders to Photoshop? to finalize the design, push the overall look and bring more personality to the character by adding final textures and detail enhancements.

The Gnomon Workshop - Building Creatures in ZBrush

Author: RCDFX
Published: 07-05-2013, 12:35

The Gnomon Workshop - Building Creatures in ZBrush
English | DVD-ISO | 355 mins | SVQ3 1024x768 15 fps | MP3 128 Kbps 44.1 KHz | 3.35 GB
Software Used : Pixologic ZBrush, Softimage XSI
Genre: eLearning

Continuing his Tethered Islands series, Aaron Sims shares his techniques for building a creature in ZBrush. Using ZSpheres to design the initial body structure, Aaron develops the character from scratch. He then demonstrates how to skin the ZSpheres and add details, color and lighting. In XSI, Aaron discusses the basics of rigging, weighting, and animating the imported creature from ZBrush. Finally he covers how to pose, light, and render the creature in an XSI scene.

Mechanical Character Design

Author: RCDFX
Published: 01-05-2013, 18:45

Mechanical Character Design with Joe Peterson
English | 200 mins | AVC1 1280x720 15 fps | AAC 96 Kbps 44.1 KHz | 2.08 GB
Genre: eLearning / Digital Painting

In this tutorial, concept designer Joe Peterson breaks down the process of creating a mechanical character using only a story outline as the starting point. With the initial premise being a believable sci-fi future world, Joe sets out to design an appropriate mechanized unit for a high-tech SWAT team. He begins by discussing how this initial idea influences the entire design process, beginning with reference gathering and following all the way to the final detailing and rendering phases.
Joe demonstrates how, once a level of technology is decided on, the appearance and features of the mechanics are much easier to design. Throughout the tutorial, he discusses the balance between using imagination over using real-world design elements and the importance of building up a visual design vocabulary to help make informed design choices, leading to appropriate mechanical designs. By walking through every step, from initial sketch, to refinement, detailing and final rendering, Joe shows his process of balancing imaginative features with real-world design to deliver a convincing, yet unique and creative mechanical design. He also discusses how to frame your mechanical design around the needs of the story or setting, ensuring that the context will help drive your creative decisions along the way. This tutorial offers various techniques and processes for creating and refining a mechanical design that is intended to not only look cool, but also communicate its function at a glance.

Gnomon Workshop - Robot Design with Josh Nizzi

Author: WWWOnline
Published: 29-04-2013, 22:57
Gnomon Workshop - Robot Design with Josh Nizzi
Duration: 256 minutes | Software Used: 3DS Max, Photoshop, Bunkspeed, HyperShot | 2.5 GB


Author: RCDFX
Published: 26-04-2013, 21:14


Description: Instructor: Ian Joyner
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 ®.

High Dynamic Range Imaging

Author: RCDFX
Published: 22-04-2013, 21:03

High Dynamic Range Imaging for Live Action VFX
English | AVC 1280x720 24 fps | AAC 96 Kbps 44.1 KHz | 1.00 GB
Genre: eLearning

In this lecture, Phil Holland will be discussing the various techniques and camera rigs required to accurately shoot and process High Dynamic Range (HDR) images for live action visual effects, image based lighting, and creative print use. Beginning with the acquisition of the imagery, Phil discusses terminology and camera equipment necessary to accurately capture 360 degree spherical HDR images. Once the imagery is acquired, the next phase is processing. Phil covers a variety of approaches to processing imagery using a variety of off the shelf software packages including PT Gui, HDR Shop, Adobe® Photoshop and Adobe® Camera Raw. Along the way, Phil will be sharing many of the techniques and camera rigs he has created for use on movie sets and in post-production houses over the last several years.

Anatomy Workshop Volume Four

Author: WWWOnline
Published: 08-04-2013, 09:49
Anatomy Workshop Volume Four
Anatomy of the Human Head with Charles Hu, 8.35GB

Gnomon Training - Anatomy Workshop Volume Three

Author: WWWOnline
Published: 07-04-2013, 05:29
Gnomon Training - Anatomy Workshop Volume Three
Skeletal Structure, Mechanics and Proportion with Charles Hu | 4.08 GB

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