All posts for the month February, 2011


Each texture channel was designed with interchangeability in mind. Even though texture groups are named according to their relation to the original source image, and in some cases this will yield the best result; image maps can easily be mixed and matched to create thousands of material variations.
With the included alpha maps, you can extract the primary features of any image (or use them randomly), to layer the textures on top of each other, allowing endless amounts of variation and control. When using separate image scales with layered materials, you can also reduce the tiling effect associated with image based materials.
This collection contains two types of Bump Maps per texture, allowing you to layer the bump channel and control large and small details independently.
The Terrain and Rock collection, is not an update to the asileFX Seamless Rock collection, released in 2005; but a completely brand new set of textures and image maps, created from the original source photographs used to make Seamless Rock. This collection utilizes newer advancements to 3D applications, and was created using the newest 2D photo editing technology; a huge leap forward from the 2005 Seamless Rock collection.




Adobe Photoshop? is the preferred, industry-standard software for photo manipulation and graphics creation, but using it effectively for projects in production is key. With the release of CS5, Photoshop now offers a variety of new tools and functionality enhancing any workflow, and in this DVD, you will learn the professional methods for compositing, digital painting, photo retouching, designand more. Almost eight hours of exclusive^content covering industry tips and techniques such as selection, color-correction, HDR and^video are included. Dave begins with in-depth overviews of the most commonly used tools in production, and then applies them to real-world projects. This content is suited to both the novice and expert Photoshop user and will teach^you the necessary skills for today’s “generalist” or 2D/3D production artist. Instructor for this title: Dave Pasciuto

http://www.url-dead/file/99842252/Ad_Pho_for Digital Product_UPDATED!.part01.rar
http://www.url-dead/file/99845722/Ad_Pho_for Digital Product_UPDATED!.part02.rar
http://www.url-dead/file/99846162/Ad_Pho_for Digital Product_UPDATED!.part03.rar
http://www.url-dead/file/99842472/Ad_Pho_for Digital Product_UPDATED!.part04.rar
http://www.url-dead/file/99849422/Ad_Pho_for Digital Product_UPDATED!.part05.rar
http://www.url-dead/file/99847622/Ad_Pho_for Digital Product_UPDATED!.part06.rar
http://www.url-dead/file/99846912/Ad_Pho_for Digital Product_UPDATED!.part07.rar
http://www.url-dead/file/99852212/Ad_Pho_for Digital Product_UPDATED!.part08.rar
http://www.url-dead/file/99845912/Ad_Pho_for Digital Product_UPDATED!.part09.rar
http://www.url-dead/file/99841762/Ad_Pho_for Digital Product_UPDATED!.part10.rar
http://www.url-dead/file/99847462/Ad_Pho_for Digital Product_UPDATED!.part11.rar Digital Product_UPDATED!.part01.rar Digital Product_UPDATED!.part02.rar Digital Product_UPDATED!.part03.rar Digital Product_UPDATED!.part04.rar Digital Product_UPDATED!.part05.rar Digital Product_UPDATED!.part06.rar Digital Product_UPDATED!.part07.rar Digital Product_UPDATED!.part08.rar Digital Product_UPDATED!.part09.rar Digital Product_UPDATED!.part10.rar Digital Product_UPDATED!.part11.rar

[160MB] [Hotfile + Fileserve]

“At Weta Workshop we are often asked to help create a fantastical and original world that still has the cultural and historical believability of our own. In this workshop I will be sharing how many of the principles and techniques we employ as world designers can be applied to figurative illustration to give greater depth, detail and meaning to your work. This workshop will cover my conceptual and technical process behind an illustration produced for Coilhouse Magazine, Sherlock Holmes vs The White Fox Woman – a brief History of Chinese Pulp (2010).”

Continue Reading

[200MB] [Hotfile + Fileserve]

This course covering the design and construction of digital characters will focus on motion; primarily skeletal animation and surface deformation. Rick Grandy will discuss the biomechanics of real animals, taking the knowledge learned from nature and using it to help create creatures that move in a believable way. He’ll also discuss when to break the rules, and how to improve the performance of your characters.

Continue Reading

[300MB] [Hotfile + Fileserve]

Award-winning independent director Greg Jonkajtys shares his experience designing and executing the visual effects for his new live-action short film The 3rd Letter. Topics will include storyboards and animatics, shooting with the Canon 5D Mark II DSLR camera, blending computer generated effects with real props, and extending live-action sets with CG.

Continue Reading

[470MB] [Hotfile + Fileserve]

This class will demonstrate a technique that will encourage the artist to pursue three-hour figure gesture paintings in 3D. These 3D gesture paintings allow the artist to experiment and avoid being consumed with the detail work ordinarily associated with the medium of 3D. While a photograph is used for the purposes of this class, all techniques are perfectly applicable to working in front of a live model.

Continue Reading

[440MB] [Hotfile + Fileserve]

In this class, David Meng shares his thoughts on how he includes personality and expression in a character bust, striving to avoid anything innocuous or generic but still keeping subtlety in the sculpture. The practical aspects of working with plastaline and armatures will be addressed, as well as the subjective aspect of creative influences and the challenges involved in creating something that will entertain and surprise viewers.