Digital Tutors – Asset Workflows for Modular Level Design

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Digital Tutors – Asset Workflows for Modular Level Design
English | Size: 3,15 GB
Category: Digital Tutors

In this series of tutorials, we will discuss the process for creating assets for use in Modular Level Design. We will start off by planning out a texture sheet using reference. In this phase we’ll discuss the importance of building a solid texture sheet that is flexible to accommodate most geometry. After that we will set up our Photoshop document by creating a grid that blocks out our texture space. Then we’ll jump into creating several textures that will be utilized by our modular assets.After we’ve completed our texture sheet, we’ll jump into creating geometry by making a simple wall and we’ll gradually build up our set by combining and modifying our geometry.
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Low Polygon Texturing in MARI – Digital Tutors

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Low Polygon Texturing in MARI – Digital Tutors
English | Size:
Category:

In this MARI tutorial, we will learn about the process of texturing low poly models in MARI. We’ll get started with this tutorial by setting up our project including some selection groups that will make things easier going forward. From here we’ll dive right in and project some skin textures on our model using some reference photos. Next we will shift our attention to her armor, create diffuse, bump and specular information to match a piece of concept art. Moving on, we will learn about the process of painting in details that don’t exist in our mesh but add visual appeal to the final textures. Finally, we will wrap things up by consolidating the channels moving through our shader, bake them, and then export our maps out of MARI. After completing this tutorial, you’ll be familiar with tools and techniques that can be used in a production pipeline to texture a low poly game character in MARI.
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Introduction To Camera Animation in 3ds Max

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Introduction To Camera Animation in 3ds Max
English | Size: 595 MB
Category: Digital Tutors

This course will provide you with a foundation for camera animation in Max.

We’ll cover everything from creating turntables, to techniques we can use to add more entertainment to our shots by camera animation alone. We’ll learn various ways we can rig cameras and even discuss shot composition to make sure the audience knows who the significant players and objects of interest are in our scene. By the end, you’ll have the knowledge you need to animate the camera confidently, producing results that can captivate an audience.
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Simply Lightwave Complex interiors

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Simply Lightwave Complex interiors
English | Size: 1,79 GB
Category: TUTORIALS

About the instructor:
German Sandoval is 3D artist. who graduated with an Occupational Associates Degree in Computer Animation and Visual Effects from The Digital Animation and Visual Effects School (The DAVE School) in Orlando, Florida. He have an enormous passion for the 3D industry, modeling, texturing, lighting, cinematography, special effects and visual effects.
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Simply Lightwave Complete Zbrush to Lightwave 11.5 Workflow

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Simply Lightwave Complete Zbrush to Lightwave 11.5 Workflow
English | Size: 2,24 GB
Category:TUTORIALS

This tutorial covers a complete Lightwave Zbrush workflow. We start by building the base mesh in zbrush we then follow through into lightwave and finally into photoshop for the final compositing.
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Lynda – Rendering Interiors in Maya

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Lynda – Rendering Interiors in Maya
English | Size: 806.63 MB
Category: Lynda.com

Description

Light has more qualities than you think: temperature, brightness, and diffusion, just to name three. When it comes to replicating it in the digital world, you need strong materials and lighting tools, and Maya offers both. Learn how to replicate three unique lighting setups in interior scenes, starting with direct daylight. After you produce the daylight renderings, Adam Crespi shows how to light the scene with interior lights suitable for night or dusk shots, and then use sky portals to create soft indirect light that blooms through the windows. He follows up with rendering specular, mask, and ambient occlusion passes, and then shows how to composite the renderings in both Adobe After Effects and The Foundry Nuke.
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Digital Tutors – Creating a Roman Warrior Agent in Massive Prime

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Digital Tutors – Creating a Roman Warrior Agent in Massive Prime
English | Size: 350 MB
Category: Digital Tutors

In this tutorial we’ll learn how to create a Roman Warrior agent in terms of meshes, texture, skeleton and actions. We are going to start this training by giving some vital tips and instructions about creating our agent model and textures. We’ll then talk about the best ways to optimize and arrange the production files of this agent and learn how to create an agent skeleton in Massive. We will then export skin weight, meshes and textures from Maya to Massive and create some geometry and texture variations. We will learn how to re-target motion capture from an outsource skeleton to our agent skeleton using MotionBuilder and much, much more.
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Digital Tutors – Creating Game Combat Animations in Maya

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Digital Tutors – Creating Game Combat Animations in Maya
English | Size: 895 MB
Category: Digital Tutors

Throughout this tutorial we’ll go through the process of creating animation assets for game combat.
We will discuss the mechanics of how animations work in a state engine, the importance of reference, creating cycling animations like the combat idle, creating attacks that look great but still meet the time considerations of gameplay. We will also ensure that animations have proper weight and power.
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Digital Tutors – Indie Game Development Pipeline Volume 9 Final Gameplay and Publication

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Digital Tutors – Indie Game Development Pipeline Volume 9 Final Gameplay and Publication
English | Size: 737 MB
Category: Digital Tutors

In this series of tutorials we will take what weÆve accomplished from volume 1 to volume 8 and create the final version of our game.WeÆll start our by setting up a multi-camera setup that will make our character feel truly immersed into the environment. Then weÆll begin the work of adding the final details that will make our game feel polished.These details include particles, sound, manipulating materials and fixing any holes in our logic found in the testing phase. Then to wrap up this series weÆll learn how to publish our game to our desired platform so anyone can play it.
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Digital Tutors – Indie Game Development Pipeline Volume 7 Boss Character Rigging and Animation

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Digital Tutors – Indie Game Development Pipeline Volume 7 Boss Character Rigging and Animation
English | Size: 3,14 GB
Category: Digital Tutors

In this volume of the Indie Game Development Pipeline, weÆll learn about the process used to create animated assets for Unity with the help of Maya LT, a version of Maya specifically geared towards artists that would like to build their own games. In this series weÆll focus on the rigging and animation process of the boss character. WeÆll learn how to approach building skeletons and control systems. WeÆll also cover skinning techniques for polished deformations. Once the rig is finished, weÆll then jump right into animation and learn how to create appealing performances with time-saving techniques that really work. By the end of this volume, youÆll have the understanding you need to rigging and animate boss models of your own.
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