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All posts for the month May, 2011

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“Creature Design” Collection Whitlatch Vol 1-4 | 4.6GB


Vol 1:

Bovine_Creature, Moo Monster
In this first DVD of a series, Terryl demonstrates how to create a fantastic yet utterly believable creature based on one of the most commonly known animals, the domestic cow. After drawing a study of an actual bull, she shows the process of designing a realistic “Moo Monster”. Starting with rough thumbnails and ending with a fully rendered action-packed color illustration, she shares her techniques and tools ? pencils, markers and tracing paper ? as well as a thorough exploration of animal anatomy.
Vol 2: Avian Creature, White Fright
In this second DVD of a series, Terryl Whitlatch demonstrates how to create a vicious avian alien based on an actual exotic bird ? the Greater Indian Hornbill. Starting with rough thumbnails and ending with a fully rendered illustration, she shares her techniques and tools ? pencils, markers and tracing paper ? as well as a thorough exploration of animal anatomy. Relax as she steers you through the intricacies of wing structure and feather arrangements ? all essentials for designing a believable feathered flying creature.
Vol 3: The Marine Mare and Uberhorse
In this third DVD of a series, Terryl Whitlatch demonstrates how to create an aquatic equine based on horse anatomy. Starting with a detailed study of an ordinary horse and ending with several fully rendered illustrations, she shares her techniques and tools?pencils, markers, and tracing paper?as well as a throrough exploration of animal anatomy. Relax as she guides you through the intricacies of leg and hoof structure, as well as the sensitive head, powerful muscles, and noble spirit?all essentials for designing a believable but imaginary steed.
Vol 4: Toad-ogre Creature Concept and Story
In this fourth DVD of a series, Terryl Whitlatch demonstrates how to create a monstrous villain, the Toad-Ogre, as well as other assorted creature characters suitable for film, animation and video games. This is a first-hand look at how creatures are designed in the entertainment industry, with a concise step-by-step analysis from the first rough sketches to the final designs and sculptural maquette.

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Autodesk Product Design Suite ULTIMATE 2012 Win32/Win64

 

AUTODESK PRODUCT DESIGN SUITE ULTIMATE V2012 WIN32-ISO
2011-04-28 | Team: ISO | WIN32: 10.08 GB

AUTODESK PRODUCT DESIGN SUITE ULTIMATE V2012 WIN64-ISO
2011-04-28 | Team: ISO | WIN64: 10.72 GB

Autodesk Product Design Suite Premium 2012 contains all the capabilities of the standard edition, plus tools for Digital Prototyping

* Leading design and documentation?With new and updated tools for 3D conceptual design, model documentation, and reality capture, AutoCAD software helps maximize productivity and quickly drive projects to completion.

* Comprehensive conceptual modeling and surfacing capabilities?Capture ideas digitally, create production-quality geometry, rapidly iterate concepts, and deliver designs addressing aesthetic and functional requirements using Autodesk Alias Design software.

* Award-winning design storytelling and visualization?Use Autodesk 3ds Max Design software to create cinematic-quality product visualizations that more effectively market concept designs.

* Easy-to-use, real-time interactive presentation tools?Create imagery, movies, and interactive presentations with Autodesk Showcase software. Evaluate design variations by more accurately conveying real-world materials, lighting, and environments. Market your products without costly physical prototypes or photo shoots.

* Fully integrated design sketching and graphic communication?Sketch concept designs directly into AutoCAD and tap into a hybrid paint and vector workflow for creative exploration of design concepts and graphic communication using Autodesk SketchBook Designer software.
* Digital sculpting and texture painting?Sculpt and paint design concepts with a higher level of detail with the Autodesk Mudbox? sculpting and texture painting application.

Includes:

Autodesk Inventor Professional
Autodesk Alias Design
Autodesk 3ds Max Design
Autodesk AutoCAD Mechanical
Autodesk Showcase
Autodesk SketchBook Designer
Autodesk Vault
Autodesk Mudbox

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64Bit

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VirtualGrid VRMesh Studio v6.1

VRMesh is an advanced 3D point cloud and mesh processing software tool. Our innovative technologies are aimed to provide powerful, easy, and affordable solutions for engineering industries. The entire family of VRMesh consists of four packages targeted to different customers.VRMesh Studio provides a comprehensive point cloud processing, and mesh modeling environment for industry users requiring engineering tools and design communication in one package.

Feature Highlights

? Handle large data of up to 1 billion points
? Automatic LIDAR point cloud classification
? Accurate bare-earth generation
? Intelligent point cloud cleanup
? Accurate point cloud triangulation
? Advanced STL repair and editing
? Quads and NURBS creation
? Support multithread processing

Download

http://www.url-dead/file/1004441571/VirtualGrid.VRMesh.Studio.v6.1.rar
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The complete Material Development Kit 1.0 includes Tincture, LightBender, Supernoi, CrackMaker, and RockBreaker.

CrackMaker 

QuadSpinner’s potent natural crack production MetaNodes will fracture the competition when it comes to material creation and HyperTerrain development. Nearly 80 different parameters merge together to define these breakthrough MetaNodes.

CrackMaker’s unique technology is the first of its kind to provide separate command over breaks and cracks. You choose the settings to make the cracks you want and the breaks you want. The middle detailing work is done for you. It’s like having your own assistant execute the details while you remain focused on the big picture. Imagine!

CrackMaker is the result of turning Supernoi inside out – making cracks from within. Think Supernoi re-appropriated for cracks.

Fracturon

? ?Supernoi’s reconfigured intelligence gives Fracturon the ability to create sparse and punctuating cracks.
? ?Unique surface coloration is made with several easy-to-use Color Maps and Noise , powered by an embedded version of Tincture.
? ?Allows meticulous control over cracks and breaks, as well as smooth surface areas.
? ?Provides explicit Crack output for further expansion.

Tecton

? ?This Supernoi-powered engine generates a peeling or flaking effect that opens smooth areas between breaks and fissures – reminiscent of islets that have split away from land.
? ?Encapsulates all the features of Fracturon and more.
? ?Provides explicit Crack and Islet output for further expansion.


RockBreaker

QuadSpinner’s arsenal of superior displacement MetaNodes dominates HyperTerrain creation and general displacement. RockBreaker showcases the pillars of geology with the Earth’s four most prevailing rock formations.

Beyond realistic shapes, we’ve taken great care to incorporate scalability. As in nature, this innovative technology enables like patterns to reproduce in accordance with the object’s features regardless of size. These nodes are so smart that you can do just about anything, and your output will still look real.

RockBreaker also lets you concentrate on your composite vision while the MetaNodes calculate and complete the infinite detail in between. You determine the major shapes; the MetaNodes will perform the rest. Yet throughout you maintain tight control over every core aspect of creation.

Consider the importance of rock. Rock gives us the primary record of most of the geologic history of the Earth. RockBreaker pays homage to that prominence. This technology will infuse your scenes with the Earth?s same magnitude, richness, and beauty.

Trigon

? ?Outputs giant angular shapes made from immense boulders that were heat -fused over eons.
? ?Provides the perfect foundation upon which to build multiple displacement layers. You can even top it off with Supernoi.

Karst

? ?Creates realistic limestone wedges with organic collapses and tilt.
? ?Extreme horizontal displacement generates natural overhangs and crevices.

Antiform

? ?Generates robust vertical sandstone slabs.
? ?Verticality formed when horizontal sheet rock folded with the Earth’s movement over time. This process is simulated using a special version of Supernoi.
? ?Realistic crystalline cracks and breakage hint at the origins of the existing rock shape.

Xenolith

? ?Produces a dramatic banded texture on mixed igneous and sandstone rock. The defining slant mirrors natural weathering and erosion.
? ?Captures the effects of heat and wind -blasted crack fusion, creating a beautifully smooth seam where the cracks meet.

Supernoi

QuadSpinner’s essential Voronoi-multiplication MetaNodes build realistic shapes out of iconic fractals for material, terrain, and HyperTerrain development. Field expeditions reveal that one of the most commonly occurring breakage patterns in nature is similar to Voronoi. We have taken that foundation and expanded it to give you outrageous realism and artistic control.

Supernoi

? ?This classic Displacement MetaNode excels at making cracked terrains and HyperTerrains.
? ?Captures one of the most esthetically pleasing shapes in nature, regardless of the object’s scale – whether a small pebble or a majestic mountain.
? ?Enables you to create massive dramatic mesas by combining Supernoi with Vue’s Strata Filter on Procedural Terrains.

Geonoi

? ?Large scale Supernoi Displacement with GeoSimulation for realistic terrain features, based on nature’s diversity of rock formations style=’color: #1F497D’>.
? ?Moves beyond the simple pattern of classic Supernoi , adding geological randomness.
? ?Comes with separate controls over the Supernoi and GeoSimulation fractals for optimum detail management style=’color: #1F497D’>.

Carbonoi

? ?Emulates real world rock formations with its large scale Supernoi Displacement and huge crystal-based surface simulation.
? ?Compounds Supernoi’s multi-faceted shapes by exposing crystalline composition for hyper-realistic sculpts.
? ?Comes with separate controls over the Supernoi and Crystal Simulation fractals for optimum detail management.



Tincture

QuadSpinner’s powerhouse system of color production MetaNodes conceives realistic natural tones and color patterns for material creation. Some of our most coveted materials were made using portions of Tincture: GeoAffinity, Mineral Infinity, and Arenite Warriors.

Tincture’s advanced features give you unbridled possibilities. You can more accurately concoct the colors you desire by independently managing gradient color maps and multi-colored noises. The Tincture MetaNodes can be plugged to and from any other node that would normally accept the default Color Map node. And, color modification sliders provide easy refinement of color maps and noises without having to change the original colors, letting you experiment without losing the original color intentions. Dare we say, your new BFF?

Simple

? ?The most basic Tincture MetaNode.
? ?Provides quick and enhanced quality operations on a color map – HSL (Hue, Saturation, Luminance), Brightness/Contrast, and Gain.
? ?Simple Color Blending can also be applied to the color map.

Noise

? ?Builds on top of Tincture’s Simple MetaNode by including multi-colored noise production.
? ?Gives you detailed control over the grain production without requiring you to perform complex tasks.

Grainy

? ?Extends Tincture’s Noise MetaNode by adding grain patterns (based on numerous advanced Perlin-type fractals).
? ?Enables you to mix the grain pattern with built-in noise through a single slider to capture Mother Nature’s exquisite esthetic – both her randomness and her beauty.
? ?Empowers you with full control over grain production.

Variant

? ?Further expands Tincture’s Noise MetaNode by inserting a third layer of color production.
? ?Automatically creates, from just a single color that you choose, multiple shades in noise patterns and ensures these shades are as close to natural occurrence as possible.

LightBender

QuadSpinner’s innovative invention of light illusion MetaNodes can be used to constrain color, reflections, and light to edge, slope, and altitude. The technology literally modifies coloration, reflection, and light according to the shape of an object, the camera angle, and the object’s slope and altitude.

In situations where Vue might block the sunlight – behind a tree, for instance – LightBender enables you to bend light in and around the tree trunk to add rim lighting. By doing so it creates that subtle yet undeniable glow that nature produces in places where it normally can’t be generated in Vue.

LightBender delivers excellent results on terrains, water surfaces, and underwater elements as well – not just on metals. And wait ’til you see what these sophisticated MetaNodes can do with textiles! It changes the value of the cloth when giving it a natural luster, sheen, and softness.

Alpha

? ?Basic edge constraint with slope and altitude control.
? ?Pushes light to the center of the object, away from the edges.
? ?Parabolic style edge filtering allows multiple edges to be created visually.

Beta

? ?Filtered edge constraint with advanced slope and altitude control.
? ?Tailored for usage on terrains, water surfaces, and underwater elements.
? ?Works with the properties of light underwater. When you look at a submerged object, the curved edges have a lightness caused by micro refraction. The Beta MetaNode creates the illusion of that brightness without the actual refraction.
? ?Simplest avenue to incorporate LightBender for light, color, reflection, or luminance.
? ?Renders blazingly fast.

Gamma

? ?Beta’s filtered edge constraint, augmented by edge smudging with Grainy Fractal.
? ?Enables you to regulate all aspects of the fractal that produces the smudging .
? ?Allows you the same slope and altitude control as the Alpha MetaNode.



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[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!