Videos

Duration 2h 13m ?Level Intermediate Project Files Included 15 FPS MP4

In this series of tutorials, we will talk about some of the things Mudbox artists need to know when working in ZBrush.

ZBrush and Mudbox are powerful sculpting and painting applications that each have their own strengths. Sometimes an artist who has primarily worked in one application, Mudbox for instance, finds that they need to be able to work on a project in another program. These artists know what they need to accomplish and how to finish their projects, but they just need to know the capabilities of the new application and where they can quickly find the tools and functions they’re looking for.

Rather than going through a long introductory project, with a lot of basic information, we’ll cut straight to the information you need to start working quickly in ZBrush. We’ll talk about how ZBrush deals with geometry and its 2.5D workflow. We’ll talk about several of its geometry creation and concepting tools and explore the polypainting workflow. We’ll cover brushes, UVs, layers, retopology, posing, and more.

In the end you’ll be able to take your Mudbox knowledge and/or project and continue to work in ZBrush. If there are any tools or functions you’d like to know more about, you can go through any of our multiple ZBrush tutorials to get a deeper look.

Rapidgator

http://rg.to/file/12b1654b1d8eef2b1be95cb26e294b81/DTZBfMudArt.part5.rar.html
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Duration 7h 48m ?Level Intermediate Project Files Included 15 FPS MP4

Throughout these lessons we will cover the entire process of creating of a simple game asset and focus on topics involving low-poly modeling, UV-Layout and proper UV-sizing. We will start by creating a high-poly asset where we will talk about techniques that are very useful for these types of projects. This workflow can save time as well as gain the quality and originality desired for the prop. We will then use built-in Maya tools to bake ambient occlusion and normal maps, export UVs to Photoshop and begin the texturing process.

We will use Marmoset Toolbag to quickly visualize the texture on the model, check lighting, reflections, specular and other maps. Finally we will be using photo-textures that we will sample
for color and generate masks to fill and produce a unique texture as a result ?. In the end you will have a professional workflow to create any game asset you will need in the future.

Rapidgator

http://rg.to/file/494b8187922d14cca596bb19d219364c/DTCreaStySEfGMaya.part01.rar.html
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Duration 1h 44m Level Beginner Project Files Included?

In this series of tutorials, we will go through the process of painting textures for our models in
ZBrush. ZBrush is a great tool for painting textures for our sculpted models but it works a little
bit differently from other applications.

We’ll start the tutorial by talking about the basics of polypainting and how it differs from a map- based workflow. We’ll then use a cool creature sculpt as our project as we go through the process of texture painting. We’ll explore different strokes and brush settings to achieve different effects. We’ll learn to use layers to blend multiple polypaint passes together. We’ll use custom alphas to create detail and the noise function will allow us to add high-frequency detail quickly. We’ll also learn about UVs and using masking to darken cavities in our mesh. Finally, we’ll learn to create texture maps from our polypainted model and transfer those to other applications.As we go, feel free to have some fun with the color palette and really make the character your own. Once you’re done, you’ll have the knowledge you need to paint textures for your own models in ZBrush.

Rapidgator

http://rg.to/file/668133527377d9193dba55071e753a21/DTTexPZB.part1.rar.html
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Nitroflare

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Duration 4h 59m Level Beginner Project Files Included

Throughout the following lessons you will be guided through the basic tools and interface of Rhino. We will cover simple 2D CAD including curves and basic shapes as well as how to edit and trim them in order to make simple drawings.Lessons will progress to building 3D geometry with simple to intermediate techniques. Using a basic lamp design project we will cover all the techniques necessary to produce non-organic models for product design as well as covering Rhinos menus and editing tools.By the end of the tutorial you should be able to create simple 2D and 3D objects using most of Rhino’s modeling techniques and have a reasonable understanding of how to take on similar projects.

Rapidgator

http://rg.to/file/8cb271769b197ac3628d13ecf932eca6/DTGetStModRhino.part5.rar.html
http://rg.to/file/0e23a9222bf2a0584dc36b11c7509afb/DTGetStModRhino.part1.rar.html
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Nitroflare

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Duration 3h 28m Level Intermediate Project Files Included

In this tutorial we’ll learn how we can take a modeled character and prepare it for animation.

We’ll begin this process by using MODO’s skeleton tool to build a hierarchy of joints throughout the body. As we build our skeleton we’ll learn how to fix the orientation and alignment of joints along with some basic knowledge of parenting. Once we’ve constructed our skeleton we’ll learn how to bind it to the mesh and explore some of the weight painting tools that can be used to edit the influence our joints have on the geometry.

Following this we’ll dive deeper into rigging our character by learning how to apply inverse kinematics, locators, constraints, and control surfaces along with other cool tools and features to provide our character with the functionality it needs for an animator. Finally, we analyze the functionality of our rig and fix any issues that may have occurred.

After watching this tutorial you’ll be ready to begin rigging your own characters with more confidence while having a lot of fun.

Rapidgator

http://rg.to/file/386e97063e287a29020c47a82ade97ff/DTRigYFCharMODO.part1.rar.html
http://rg.to/file/4d598e3409080abd641009dbc028b014/DTRigYFCharMODO.part2.rar.html
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Nitroflare

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