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All posts for the day May 13th, 2011

[img]http://preview.url-dead/img/1302741.jpg[/img]
Advanced UV Layout for Production with Kevin Hudson | 1.45GB

In this DVD, Kevin_guides the more advanced modeler through the steps of laying out UVs on more complicated organic objects, where no single simple projection will work. Kevin provides a clear approach to breaking down objects into pieces that can be laid out and reassembled. Starting with a dollhead model, Kevin covers how to combine different projections and use the Relax and Unfold tools to get the desired results.
He then discusses UV layout solutions for clothing and more complicated objects like a horse skull. Kevin then shows how to utilize his favorite tool, UVLayout by Headus, which can really speed up your workflow by automating the process of cutting up the model and projecting onto it, while maintaining a consistent scale. Finally, Kevin explains why in production it may be necessary to have multiple UV sets and what the specific requirements are for programs like ZBrush and BodyPaint. Intended as an advanced tutorial on production UV layout techniques, Kevin’s many years of expertise inform this clear and “holistic” approach to modeling and UV work.

Cylindrical and Spherical Projections
Relax and Unfold UVs
Combining Different Projections
Headus UV Layout
Using Data Type Conversion to Layout UVs
UV Organization
Proper Mirroring Techniques

1. Multiple Projections
2. Complex Projections
3. Laying Out the Skull
4. UVs and Clothing
5. Stealing UVs from Nurbs
6. Stealing UVs with Strategy
7. Headus UV Layout Tool
8. Laying Out UVs for Production
9. Final Comments

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[img]http://preview.url-dead/img/1316541.jpg[/img]

TwistedBrush – program for artists. It has a lot of variety of drawing tools, from paints to crayons and pencils. This program is deeply affects literally from the first run. Interface Twisted-Brush little resemblance to other editors, though, and provides all the necessary features: work with the clipboard, zuming and, of course, drawing. And drawing is only one tool – the brush, but the number (more than 3000 pieces!) and quality presets for drawing, as well as the diversity of form and governed by the size and colors enable a person, not a particularly gifted artistic talent, just a couple of minutes to portray it, that – perhaps more accurately, and qualitatively, of course – a professional who works in another editor, draw would probably have more than one hour!

The main features of TwistedBrush Pro Studio:
“Tool number 1 in the hands of an artist!
“Many drawing tools
“Features hit literally from the first run

Operating system: Windows 95/98/me/2000/NT/XP/Vista/7
Language: English
Size: 21.02 MB
Medicine : Cracked

fileserve.com
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url-dead
http://www.url-dead/file/984655904/_TwistedBrush_Pro_Studio_18.02.rar

[img]http://preview.url-dead/img/1311211.jpg[/img]
[b]Rendering and Texturing in 3ds Max with_Ramy_Hanna[/b]

[img]http://preview.url-dead/img/1311261.jpg[/img]
3DS Max Rendering Iridescence w/ the Shellac Material
Duration: 23 min

In this tutorial, Ramy Hanna covers the funadamentals of creating iridescent materials in 3ds Max. Iridescence is an optical phenomenon in which hue changes depending on the angle at which it is being viewed. Iridescence can be seen in cds, shells and bubbles. Ramy starts with a reflective material and details how he uses Max’s Shellac material to create a three channel material that accurately recreates the optical effect of iridescence.

[img]http://preview.url-dead/img/1311271.jpg[/img]
3DS Max Texturing with Arch & Design Mental Ray Materials
Duration: 64 min

Ramy Hanna, goes through texturing 9 different materials with the Arch & Design shader through Mental Ray for 3ds Max 2009. He covers materials such as plastic, cloth, chrome, glass, concrete, brick and wood all in this 60 minute tutorial. This tutorial is a must for anyone needing a crash course on architectural texturing. Materials covered are: plastic, cloth, chrome, glass, concrete, brick, painted walls, and wood.

[img]http://preview.url-dead/img/1311281.jpg[/img]
Lighting Interior Spaces
Duration: 70 min

In Lighting Interior Spaces, Ramy Hanna will demonstrate the techniques necessary to achieve, not only beautiful and realistic interior renders, but will also show you how to optimally set up your renders for speed and efficiency. This tutorial will discuss topics such as Global Illumination, Final Gather, as well as using Photometric Lights for the most realistic interior renders.

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MAR101 – Introduction to Mari


Professor: Gareth Jensen

Our first ever course in Mari is designed to get everybody up to speed with this new and excitingly powerful 3D painting package from The Foundry. Mari is a great leap forward in professional texture painting by being both users friendly and capable of dealing with a staggering large amount of resolution. Professor Gareth Jensen been working with Mari for the past few years as it was developed at Weta Digital and has continued to use it at Double Negative where he currently works. fxphd members will have access to Mari on Linux via the fxphd VPN.

Jensen comes from a background of physical film effects including make-up/prosthetics and painting ranging from props through to miniatures. Mari allows him to take a similar approach to texturing a digital asset by automatically seaming multi-patch UV’s giving a much more complete hands-on feel, similar to that of painting a physical model.

In this course we will be covering the basics to get you up and running, including a breakdown of the tools and palettes that you will find yourself most often using. We will be covering such great tools as paint through, heal/tow and the remarkable warping tools. We will going through the concept of Mari’s shaders and channels system as well as its comprehensive masking options.

Over the course of the term we will be taking an asset from start to finish. f you work like Jensen you probably like using all the tools at your disposal so we will also show how Mari works easily with other packages. I will be going over basic process of working in conjunction with Nuke and also the wonderfully simple to use camera projection set up for all your Photoshop projections.

In Jensen’s 10 years of experience within the film industry, he has had the opportunity to work for both physical effects as well as digital and even began his career as a creature actor for Lord of the Rings. Having previously studied make-up and prosthetics for film in New Zealand his role in the industry further progressed with the renowned Weta Workshop where he was involved in major productions such as King Kong, 30 Days of Night, District 9, Prince Caspian and more recently Avatar. Developing his skills amongst some of the best artists in the industry, Jensen has also trained as a creature and props painter and it was during the production of Avatar that he made the decision to expand his role into the digital world. Switching over to Weta Digital as a texture and look dev artist on Avatar, Jensen has been able to work with Mari during its development and has now used it for over 2 years and is continuing to use it within Double Negatives production pipeline. His background in physical effects has left him with a strong base understanding of how to paint realistic textures and being able to use Mari as his digital medium has made this transition a lot smoother.

Class 1:
A guided tour of the Mari GUI introducing the contents of the toolbox and a brief overview of the pallets. We will also be looking at setting up your project and talk about the subject of resolution.

Class 2:
Approaching an asset by gathering ideas and putting a solid aim together. We will be covering setting up projectors in Mari and using them with Photoshop to design a paint scheme. I will also show you how to create and store custom palettes inside Mari.

Class 3:
In this class we look at cleaning up our projections and become familiar with object handling and fast paint application using both 3D and UV views.

Class 4:
An introduction to the Mari shader system and a demonstration in how to use Mari with Maya texturing tools.

Class 5:
In this class we will be learning how to version up geometry in the object tab, as well as how to paint a metal mask.

Class 6:
In this class we will start to combine the powerful tools and methods we have learnt so far to create interesting and believable rust masks.

Class 7:
In this class we will be looking at ways to use textures in Mari that have been produced in other applications. We will also be going over techniques for weathering your asset.

Class 8:
In this class I will be showing you how to bake shaders out of Mari and also how to apply the power of Nuke to your texturing workflow.

Class 9:
Painting a human hand, in this class I am going to show you one approach to painting skin in Mari. Part 1 of 2.

Class 10:
Painting a human hand, in this class I am going to show you one approach to painting skin in Mari. Part 2 of 2



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Thanks to kinetik-ninja and the clan for this awesome tutorial!