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[Digital Tutors] Introduction to 3ds Max MassFX in 2012

[Digital Tutors] Introduction to 3ds Max MassFX in 2012

[Digital Tutors] Introduction to 3ds Max MassFX in 2012
English | FLV | On2′s VP6.2, 1000kbps | 1280×720 | MPEG Audio layer 1/2/3 (mpga) 44,100 Hz mono 96 kbps | 2 GB
Genre: Video Training

In this 3ds Max tutorial, we discover the power that MassFX can deliver when working with rigid bodies. Throughout these tutorials, we’ll learn how to utilize rigid bodies using the MassFX toolset. We’ll start off by learning the basics of rigid bodies in 3ds Max. Then we’ll move on into planning out our scene to give us the result we’re looking for. Then we’ll utilize some helpful scripts that will allow us to cut apart our geometry. Once the scene is prepared, we’ll jump into applying dynamic, kinematic and static rigid bodies to create the destructive scene we desire.

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[Digital Tutors] Creative Development: Creating an Assault Rifle in Maya with Stas Poritskiy

[Digital Tutors] Creative Development: Creating an Assault Rifle in Maya with Stas Poritskiy

[Digital Tutors] Creative Development: Creating an Assault Rifle in Maya with Stas Poritskiy
English | FLV | VP6, 1280×720 pixels, 15 fps, 1000 Kbit/s | MP3, 44.1 KHz, 96.0 Kbps, Mono | 5.62 GB
Genre: Video Training

In this Maya tutorial we will begin by starting out with just a concept image and start to explore methods used to quickly and efficiently create 3D model of a weapon. Along the way we will be encountering topology issues and learn new ways of troubleshooting those. We will be focusing on less of a traditional tools that are used today for modeling, and rather explore creative ways of application for the news onces. Upon completing our model, we will look at basics of V-Ray material setup for Maya, where we explore various options and what effect they have, look at couple of a rendering tips to improve the quality of our final image, and touch a few basic steps on compositing of our final image.

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Digital Tutors: Professional Series: Creature Concepting in ZBrush 4R2

Digital Tutors: Professional Series: Creature Concepting in ZBrush 4R2

Digital Tutors: Professional Series: Creature Concepting in ZBrush 4R2 | 987 MB
Software Used: ZBrush 4R2 | Resolution: 1280×720(.flv) | Audio: mp3 93 Kbps | Completion Time: 01 hrs. 19 min.
Difficulty: Advanced | Language: English | Instructor: Justin Marshall
Genre: Video Training

In this ZBrush tutorial, we will talk about methods for using some of the great tools available in ZBrush 4R2 to create creature concepts. When creating creatures for different types of projects, it’s often necessary to create multiple variations or ideas to be able to narrow down the desired look. The faster and easier this process is, the quicker the final model can be created and integrated into the production. ZBrush 4R2 offers a number tools that lend themselves well to this concepting process. We’ll talk about using DynaMesh as an alternative to ZSpheres or ZSketching. It will allow us to quickly build up models, without having to worry about polygon count, topology, or stretched polygons. We’ll also cover methods for creating pieces with ShadowBox and integrating those pieces quickly into our concept mesh. We’ll also talk about adding finer details so we can get a more finished looking concept. We won’t go step by step in creating every part of a particular model, but rather talk about the methods you can use to get your creature concepts created as efficiently as possible

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Digital tutors: Unity Mobile Game Development: Enemy AI and Waypoints

Digital tutors: Unity Mobile Game Development: Enemy AI and Waypoints

Digital tutors: Unity Mobile Game Development: Enemy AI and Waypoints | 2.2 Gb
Software Used: Unity 3.4 | Resolution: 1280×720(.flv) | Audio: mp3 93 Kbps | Completion Time: 06 hrs. 24 min.
Difficulty: Advanced | Language: English | Instructor: Chris Glick
Genre: Video Training

In this series of Unity tutorials, we’ll demonstrate how to setup our waypoints in order to allow our enemies to seek and destroy the player. We’ll also discuss how to create a basic AI for our enemies. Having a computer understand our level is one of the most pertinent problems facing any game developer. Waypoints are a quick and powerful way to create a simple model of a level that an AI can understand. Once we have our waypoints set-up and working, we’ll create an enemy AI that can find and attack the player.

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Digital tutor: Creative Development: Advanced HumanIK in Maya

Digital tutor: Creative Development: Advanced HumanIK in Maya

Digital tutor: Creative Development: Advanced HumanIK in Maya
Software Used: Maya 2012 | Resolution: 1280×720(.flv) | Audio: mp3 92 Kbps | Completion Time: 01 hrs. 44 min.
Difficulty: Advanced | Language: English | Instructor: Annick Harmel-Tourneur
Genre: Video Training

In this Maya tutorial we will be learn techniques, workflows and best practices for use with Maya’s HumanIK (HIK) toolset. Throughout these lessons we will be learning some of the MEL commands needed to add HIK to a character rigging pipeline. Along the way we will look at some of the limitations with the HumanIK toolset and how we can work around them. By the end of the this tutorial, you will comfortable with HIK whether you are an animator with no rigging experience or a TD looking to add HIK to your rigging pipeline.

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Digital Tutors – Professional Series: Painting and Rendering in ZBrush

Digital Tutors – Professional Series: Painting and Rendering in ZBrush

Digital Tutors – Professional Series: Painting and Rendering in ZBrush
Duration: 1 hrs. 24 min.
Release Date: April 1, 2012
Author: Justin Marshall
Required Software: ZBrush 4R2b

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