Digital Tutors: Polygon and Sub-D Modeling Workflows in Maya
10:26 PM
Learn the robust polygon and sub-d modeling tools available in Maya while working through a creative and practical project. Learn several modeling techniques and an adaptable workflow to modeling in Maya. Contains nearly 5 hours of project-based training.
Popular highlights include:
- Using the Split Polygon Tool
- Using the Bridge Tool
- Using Insert Edge Loop
- Selecting Edge Loops
- Modeling Wrinkles in Skin
- Creating Topology for Eye Sockets
- Re-routing Edge Flow
- Extruding
- Extruding Along Curves
- Using Profile Curves
- Lofting Geometry
- Polygons vs. Subdivision Surfaces
- Working with Sub-D Hierarchies
- Creasing on Sub-D Surfaces
- Using Smooth Preview
- Refining Isolated Areas of Meshes
- Duplicating Surface Curves
- Positioning Teeth Along Curves
- Combining Multiple Meshes
- Merging Vertices to Connect Meshes
- Mirroring Geometry Across an Axis
- Filling Holes in Geometry
- Adding Reference Images to Viewports
- Shaping the Geometry
- Duplicating Faces to Re-purpose Geometry
- Adding Musculature
Lesson Outline:
1. Introduction to Polygon and Subdivision Surfaces 10:16
2. Setting up image planes 6:09
3. Drawing profile curves for the body 12:13
4. Building the back leg 11:58
5. Shaping the body and leg 9:45
6. Extruding out the toes 17:25
7. Building the arm 8:42
8. Shaping the arm 5:45
9. Adding the hand 11:05
10. Modeling wrinkles in the skin 8:43
11. Adding body detail 6:49
12. Refining the joints 8:32
13. Adding basic musculature 6:48
14. Adding detail to the feet and hands 14:17
15. Starting the head 10:20
16. Continuing to build the head framework 5:34
17. Creating the eye socket 5:17
18. Shaping the eye socket 9:06
19. Completing the head geometry 7:01
20. Adding the nostrils 6:49
21. Adding the brow ridge 11:15
22. Mirroring geometry 14:27
23. Shaping the head 7:09
24. Working on the mouth 5:31
25. Creating the gums 9:37
26. Adding teeth along a curve 11:09
27. Adding facial details 7:56
28. Modeling the interior of the mouth 8:57
29. Adding additional head ridge 9:25
30. Building the tongue 5:36
31. Adding detail using Subdivision hierarchy 12:24
32. Adding final details to the dinosaur 10:28
Total Run Time: 4:56:42
DOWNLOAD
http://rapidshare.com/files/201484066/DTMPSM.txt
Digital Tutors: Sculpting Caricatures in Zbrush 3
4:51 AM
Learn an artist-friendly workflow to sculpting caricatures and an array of practical techniques for exaggerating key characteristics, working with art direction, and capturing believable likenesses of your subjects in ZBrush. Provides over 6 hours of project-driven training for artists using ZBrush for sculpting and illustration.
Popular highlights include:
- Exaggerating Key Features
- Working with Subtool Master
- Posing Models with Transpose Master
- Merging Subtools
- Creating Clothing using Topology
- Redrawing Facial Topology
- Blocking Out Geometry with ZSpheres
- Creating Adaptive Skins
- Projecting Detail into Adaptive Skins
- Extracting Geometry to Create Accessories
- Creating Layered Compositions
- Painting with Depth
- Painting over Composition
- Sculpting Facial Features
- Changing ZSphere Resolution
- Working from Reference Art
- Building Teeth and Eyes from Primitives
- Appending Subtools
- Painting Hair
- Baking and Merging Layers
Lesson Outline:
1. Exploring caricatures 4:18
2. Building the body with ZSpheres 13:18
3. Adding the hands 11:37
4. Creating an adaptive skin 5:27
5. Shaping the basic forms of the head and body 11:03
6. Sculpting facial features 12:38
7. Refining the facial features 10:37
8. Finishing the facial features 13:20
9. Sculpting the hands 11:27
10. Sculpting detail on the body 12:25
11. Preparing a topology mesh 4:30
12. Setting up a topology session 4:09
13. Redrawing the facial topology 11:20
14. Refining the facial topology 10:55
15. Finishing the facial topology 10:49
16. Projecting sculpted detail into a new mesh 5:53
17. Refining detail on the face 13:23
18. Finishing the facial details 16:17
19. Drawing out the dress using topology 7:30
20. Finishing the dress and adding it as a SubTool 7:26
21. Building the teeth with primitives 9:02
22. Building the eyes with primitives 6:32
23. Adding teeth and eyes as SubTools 9:28
24. Building the shoes using Extract 17:59
25. Adding eyebrows and eyelashes 9:30
26. Creating a rough pose using Transpose Master 17:15
27. Cleaning up and extending the pose 9:54
28. Creating base hair geometry 16:23
29. Adding a material to the skin 4:50
30. Painting detail into the skin 9:26
31. Adding a satin material to the dress 3:27
32. Texturing the eyes 8:06
33. Adding materials to the teeth, shoes and hair 3:20
34. Making last minute sculpting changes 11:14
35. Finishing the character sculpt 12:55
36. Setting up a document for the final image 6:14
37. Changing the lighting and painting the layers 6:58
38. Merging layers and baking depth information 2:21
39. Painting the hair in 2D 6:58
40. Adding final 2D touches 5:07
Total Run Time: 6:15:20
DOWNLOAD
http://rapidshare.com/files/198789257/DTSCIZ3.txt
Digital Tutors: Texturing with Zbrush 3
1:10 AM
Learn a production-tested approach to texture painting and generating normal and displacement maps with ZBrush 3.1. Contains nearly 4 hours of time-saving texturing and sculpting techniques that are are widely being used throughout Film and Games. Perfect for new and intermediate artists using ZBrush.
Popular highlights include:
- Importing Geometry into ZBrush
- Working with Morph Targets
- Image-based Texture Painting
- Hand-painting Texture Maps
- Sculpting on Multiple Subdivision Levels
- Controlling Stroke Attributes
- Creating Custom Alpha Brushes
- Utilizing Layers to Localize Detail
- Using Stencils for Sculpting Details
- Tuning Alpha Brushes
- Simulating Effects of Weight & Gravity
- Polypainting Techniques
- Painting with Depth and Color Simultaneously
- Painting Detail Cavity Masking
- Using ZMapper and Displacement Exporter
- Generating Normal and Displacement Maps
- Using Normal and Displacement Maps in Primary 3D App
Lesson Outline:
1. Introduction and project overview 2:04
2. Setting options in ZBrush before importing geometry 5:56
3. Defining large wrinkles on the rhino 11:12
4. Sculpting a base skin texture 10:06
5. Creating custom ZBrush Alphas in Photoshop 5:39
6. Using Stencils and 3D layers to sculpt detail 8:07
7. Using hand-sculpting techniques to emphasize wrinkles 10:05
8. Using the Projection Master to create additional wrinkles 9:51
9. Accentuating the wrinkles for the mouth and ears 12:03
10. Adding high-frequency details to the facial area 8:38
11. Sculpting detailed wrinkles into the rhino's body 14:35
12. Layering additional wrinkles over the rhino's body 9:01
13. Sculpting imperfections into the rhino's horn 11:08
14. Overview of polypainting in ZBrush 3 8:20
15. Painting color onto the mouth, eyes and ears 7:00
16. Adding color and texture to the rest of the body 14:06
17. Building the textures for the rhino's horns 15:47
18. Utilizing Cavity Masks to paint skin wrinkles onto the textures 7:36
19. Converting and exporting polypaint as a 2D texture 6:31
20. Generating normal maps and displacement maps 14:47
21. Mapping images as textures in ZBrush 7:28
22. Setting up displacement maps in Maya 13:40
23. Setting up displacement maps in XSI 9:57
Total Run Time: 3:45:02
DOWNLOAD
http://rapidshare.com/files/198297566/DTTWZ31.txt
Digital Tutors: Sculpting Techniques in Zbrush 3
2:44 AM
Achieve unparalleled results using ZBrush 3. Learn several time-saving modeling and digital sculpting techniques that are widely used throughout the Film and Games industries. Contains over 4 hours of project-based training. Great for new to intermediate artists.
Popular highlights include:
- Importing Base Geometry
- Modifying ZBrush Primitives
- Subdividing Meshes
- Mesh Extraction
- Sculpting with Brushes
- Sculpting with Alphas
- Sculpting with Strokes
- Sculpting with Stencils
- Additive and Subtractive Sculpting
- Combining Multiple Meshes with Subtools
- Creating Poses with Transpose Tool
- Masking Techniques
- Sculpting with 3D Layers
- Custom Alphas
- Sculpting at Progressively Higher Levels
- Projection Master
- Sculpting with Symmetry
- Creating a Final Turntable
Lesson Outline:
1. Introduction and project overview 1:40
2. Overview of project techniques 3:12
3. Importing a base mesh for the creature's body 2:16
4. Creating a base mesh for the spikes within ZBrush 3:38
5. Subdividing meshes 3:25
6. Sculpting at level 1 11:36
7. Sculpting at level 2 15:38
8. Sculpting at level 3 11:22
9. Level 3 sculpting time lapse 11:43
10. Sculpting at level 4 15:05
11. Sculpting at level 4 - continuing down the back 6:07
12. Level 4 sculpting time lapse 9:16
13. Sculpting at level 5 - refining the back, neck, shoulder 15:15
14. Using MeshExtract to create new geometry 5:31
15. Level 5 sculpting time lapse 12:06
16. Sculpting at level 6 - refining muscle fibers, adding irregularity 12:22
17. Sculpting at level 6 - adding more skin texture 6:08
18. Level 6 sculpting time lapse 17:33
19. Sculpting at level 7 - finer details 8:35
20. Sculpting at level 7 - using custom alphas 4:21
21. Level 7 sculpting time lapse 17:27
22. Using the Transpose tool to pose the creature 10:45
23. Adding fine detail with Projection Master 5:40
24. Using a custom stencil to sculpt a brand 5:40
25. Adding scars using 3d layers 4:37
26. Sculpting the spikes 6:48
27. Building the collar - custom alpha curves, radial symmetry 9:48
28. Appending and placing the spikes and collar as Subtools 10:07
29. Creating a turntable presentation 4:16
30. Conclusion 1:10
31. Bonus Lesson: 3d sketching using the Rapid Start User Interface 5:37
Total Run Time: 4:18:44
DOWNLOAD
http://rapidshare.com/files/197940024/DTZ3ST.txt
Mental Ray Production Practice
2:57 PM
Description: In this course, we will examine the steps necessary to produce a finished VFX shot from conception to the final composited rendering. Along the way we will examine modeling, texturing, animation, lighting, and rendering using Mental Ray. We will then composite the rendered layers in After Effects, using a 3D composition with a camera exported from Maya. By bringing in the camera from Maya we will be able to integrate photographed elements with our rendered elements to create a final composite. Render layers from our Maya scene will include beauty, ambient occlusion, particles, ground fog, and color alpha, among others.DOWNLOAD
http://rapidshare.com/files/196768822/GMRPP.txt
Character Design for Animation
6:21 AM
In this DVD, Gil Rimmer simultaneously develops two characters, Francis and Paulo, who are classic pugilists in a fictional turn of the century metropolis. This first in a two DVD series focuses on creating the faces and heads of the two fighters, using dynamic silhouettes, rhythms, graphic design and composition principles. Gil stresses the various visual relationships within individual characters while addressing the complementary relationship between the two fighters. Through a methodical process, beginning with a design brief followed by reference gathering, through traditional approaches to silhouette design and ending on detailed ortho- graphic views and expression sheets, Gil shares his thoughts about the design process and its place in the animation production pipeline.
DOWNLOAD
dvd1
http://rapidshare.com/files/196009817/CDFA_dvd1.txt
dvd2
http://rapidshare.com/files/196567419/CDFA_dvd2.txt
