Videos

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3DTotal Tutorial Collection Pack
| PDF | +Project Files |6.87 Gb – Zip – 2.75 Gb

1. 3D Total ? Introduction To V-Ray ? 3DSMax + V-Ray
2. 3D Total 3D Environment Lighting ? Cinema4D
3. 3D Total Beginner?s Guide to Digital Painting
4. 3D Total Custom Brushes V1
5. 3D Total GW Matcaps ZBrush Shaders ? Collection 1
6. 3D Total Hair & Face Painting
7. 3D Total Introduction to V-Ray ? 3DSMax-V-Ray
8. 3D Total Joan of Arc ? Maya
9. 3D Total Lighting La Salle Cinema 4D + Mental Ray
10. 3D Total Lighting La Salle Maya + Mental Ray
11. 3D Total Matte Painting
12. 3D Total Next gen Character 3ds max ebook
13. 3D Total Photoshop for 3D
14. 3D Total Texturing Techniques
15. 3D Total Digital Painting Tutorial Series ? Speed Painting ? Volume 3
16. 3D Total Elements ? Digital Painting Tutorial Series
17. 3D Total Lighting La Ruelle ? 3dsmax + Vray

http://preview.url-dead/img/1337831.png
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url-dead
http://www.url-dead/file/1120138674/_3DTTutor_Collecion_P.part01.rar
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Blender3D
English | 05:29:23 | 1280×720 | AAC | 1.94GB
On this DVD training – with over 2 hours of videos – David Revoy explains step-by-step his 3D paint-over techniques. De training starts with an introduction to Blender 2.5, to provide 2D artists with not much 3D experience a quick overview of the key features of Blender.

It introduces the basics of the UI, modeling meshes and setting up light and rendering. This render is then taken to MyPaint and GIMP for further processing, importing and setting up several layers and showing how to efficiently add detail, texture and more dramatic lighting with manual paint-overs and layering techniques.

Contents:

Blender Quickstart

This section is for beginners, especially targeted at 2D artists, who want to learn the essential 3D tools to produce a 3D render for a paint-over.

1) Blender UI
2) Blender Basics
3) Blender Modeling part 1
4) Blender Modeling part 2
5) Blender Light/Camera/Render

Making the Illustration “The mission”

The main section shows all steps for 3d modeling and painting a highly detailed environment with a city, trees, spaceship and people. This section is still work in progress, and the author might take side-steps with other illustrations to demonstrate techniques.

1) Mission – Modeling the spaceship
2) Mission – Modeling the background
3) Mission – Light and rendering
4) Mission – Texturing
5) Mission – Render and layers
6) Mission – Import in Gimp
7) Mission – Gimp part-1
8) Mission – Gimp part-2
9) Mission – Gimp part-3
10) Mission – Gimp part-4
11) Mission – Mypaint part-1
12) Mission – Mypaint part-2
13) Mission – Mypaint part-3
14) Mission – Mypaint part-4

Download:
http://www.wupload.com/file/8197324/19.BlendPaint.part1.rar
http://www.wupload.com/file/8199152/19.BlendPaint.part2.rar
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—mirror—
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http://www.url-dead/file/1128733704/19.BlendPaint.part3.rar
http://www.url-dead/file/1119955664/BlendPaint.part4.rar
http://www.url-dead/file/1119932824/BlendPaint.part5.rar

 

The Foundry Mari 1.3v1 (x64)

MARI allows artists to concentrate on painting detailed, multi-layered textures directly onto 3D models in a fluid and natural way. MARI was originally conceived at Weta Digital, because no existing commercial product could handle the complex, highly detailed look development work required by films such as District 9 and Avatar.

MARI has been designed by artists to give them immediate feedback, in context, working with multiple interacting models from any angle and in animated motion. MARI’s responsive creative toolset allows painting to be completed in a single application, reducing the need to export, paint in 2D and re-import.

Painting
UV-less workflow that gives the ability to adjust texture size on a per-face level allowing for near-limitless detail
Fully customisable brush engine
‘Paint through’ and ‘clone from’ between layers and textures (including ‘clone from’ on-surface)
‘Slurp’ brush for smearing and dragging texture
Paint canvas transform, grid warp and free-form ‘pin’ warp
Blur and sharpen, including on-surface, multiple UV patches simultaneously
Advanced ‘healing’ brush for seam removal and duplication of texture detail

Environment
Filters with real-time preview
Advanced channel masking engine, including mask painting, surface falloff, masking one channel to another, and by depth
Supports customisable real-time 3D shader preview (e.g. specular highlights, displacement preview via bump mapping, ambient occlusion, layer blending modes, colour correction and more
Customisable tool ‘shelves’ for brushes, colours, reference images, sharable between artist and projects
Floating point, 16 bit or 8 bit channels
All painting and shading tools are available in 3D projection paint mode and ‘flat’ UV paint mode
Background plates for reference
Imports multiple camera moves through which the model can be viewed
Spherical environment mapping to simulate a shiny reflective surface
Tiled textures with masking to quickly cover large areas on models

Models
obj model format support
Multiple objects, versions (e.g. high res or in key character poses), instances, with or without baked animation
Interactively handles very large 3D model data sets, scaling to over 1 million polygons for a single topology or mesh
Supports large textures up to 32K x 32K pixels
Handles thousands of textures per model, over many channels
Seamlessly supports hundreds of UV texture patches
Handles animated geometry and animated textures
Isolate, select, mask and hide geometry per patch and face
Customisable lighting and rendering modes
Massive geometry and texture data sets not limited by the amount of RAM
Dynamic tessellation shader that can preview displacement maps on geometry in real-time

Workflow
Linux or Windows
High quality turntable rendering
Flatten and round-trip projected textures for modifying externally (for example in NUKE or Adobe? Photoshop?)
Open and extensible approach to UI, geometry, camera, shading, and supporting light and texture exchange
Import and export as background tasks, allowing the artist to continue painting
Embedded web browser for quick access to community forum
Fully featured and open playtime colour management system
Filters with real time preview and fully featured colour correction
Save states for textures to have multiple versions that can be reverted back to later

Contents

Product Tours – video tours of MARI’s features (Video: MPEG4 Video (H264) 768×480, Audio: AAC 44100Hz mono)

Getting-Started Guide Assets:
* Mari_GettingStarted_Tutorial.zip – Includes blacksmith body and tattoo.png

Blacksmith Assets:
* blacksmithObjects.zip – blacksmith .obj files
* blacksmithTextures_1.zip – blacksmith colour textures
* blacksmithTextures_2.zip – blacksmith dirtColor, dirtMask, dispFine, dispMid
* blacksmithTextures_3.zip – blacksmith hairDisp, specGain, specGain_dirt_sweat, sweatMask, tattooColor, tattooMask, veinColor and veinMask
* eyesTextures.zip – textures for the blacksmith’s eyes
* anvilTextures.zip – the full anvil texture set
* apronTextures.zip – the full apron texture set
* gogglesTextures.zip – the full goggles texture set
* hammerTextures.zip – the full hammer texture set
* tongsTextures.zip – the full tongs texture set

Animated Sequences:
* Apron_Sequence.zip
* Blacksmith_Body_Sequence.zip
* Blacksmith_Eyes_Sequence.zip
* Goggles_Sequence.zip
* Hammer_Sequence.zip
* Metal_Planc_Sequence.zip
* Metal_Planc_Textures.zip
* Tongs_Sequence.zip

05/31/2011 – Added a version 1. 3v1 . Additional materials have not changed.

Year: 2011
Version: 1.3v1
OS: 64bit
Compatible with Windows 7: The works on x64
Language: English

Home http://www.thefoundry.co.uk/products/mari/

 

The Foundry Mari 1.3v1 ( x64Bit )

http://www.url-dead/file/1110707274/The_Foundry_Mari_1.3v1__x64_.rar

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http://www.fileserve.com/file/FtcAyax/The_Foundry_Mari_1.3v1__x64_.rar

 

 

The Foundry Mari 1.3v1 (x64) With Contents

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http://www.url-dead/file/1110037244/The.Foundry.Mari.1.3v1.part02.rar
http://www.url-dead/file/1110037074/The.Foundry.Mari.1.3v1.part03.rar
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http://www.url-dead/file/1110036934/The.Foundry.Mari.1.3v1.part07.rar
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Avid Media Composer ver 5.5.2


Avid Media Composer – the preferred choice for top-level professionals involved in the production of film and video, and for independent producers, and for the new post-production. A great tool for creative work: support for tapeless production technologies, work with any format, multikamerny HD editing and much more. Great combination with the freedom to choose different options for systems of Avid Media Composer, which is best suited to the different projects: from an autonomous system with the software without additional hardware support to a complete hardware-software Avid Media Composer / Avid Digirtal Nonlinear Accelerator (Avid DNA) .

What?s new:

– Capture, monitor, and output video with support for the AJA Io Express interface
– Natively access and edit Sony HDCAM SR Lite media through AMA (Avid Media Access)
– Accelerate Panasonic AVC-Intra projects?and use multiple streams?with support for the new Nitris DX AVC-Intra hardware interface
– Take hands-on control of your video and audio editing/mixing with EUCON support for Artist Control, Artist Mix, and Artist Transport control surfaces (watch the video)
– Find the right clips fast with support for the new PhraseFind option (watch the video)
– Directly manipulate transitions in the timeline with the expanded Smart Tool (watch the video)
– Be more creative with updates to production suite (watch the video)
– Quickly find files across local and shared storage bins using the improved Find tool
– Capture and monitor audio in Media Composer projects using Pro Tools hardware
– Specify audio track formats during import or through AMA, and expand your creative palette with 20 included AIR effects plug-ins
– Be more creative with new updates to the included Production Suite (sold separately from download purchases)
– Get more flexibility with audio signal routing when sending material to air (Send to Playback), with up to 16 audio output channels
– View portions of the software interface in localized languages, including Japanese, Simplified Chinese, Korean, French, Spanish, German, and Italian
– Get better Long GOP performance when using Send to Playback with AirSpeed servers
– Use proxies of H.264 material in AirSpeed MultiStream environments for faster response time and increased stream counts
– New format support with Matrox MX02 Mini now includes SD 23.976, 720p 23.98, 1080p 23.98, 1080p 24, 1080p 25, and 1080p 29.97 as well as the ability to select PsF or true P output in 1080p modes. Also MX02 Mini with Max acceleration has been qualified on Mac OS systems.

Home:-http://www.avid.com/US/products/family/Media-Composer

Download Links:-

http://www.url-dead/file/1062927374/AMC552.part01.rar
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http://www.url-dead/file/1062924741/CRACK_Avid_Media_Composer_552.rar

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“Assets Series” – Texture Pack

Canvas Texture pack
This texture pack inlcudes nine high-res scans of canvas (roughly 3-4k). I found a great store in LA called….
Leather Pack A
These are high-res 4k scans of leather fabric swatches I picked up at the garment district in downtown LA…..
Leather Pack B
I found a leather jacket at ‘Mercantile’ in Hollywood, took it home….
Belt Pack A
High-res scans of belt like materials that I picked up at a second hand shop in LA….
MATCAP set 01
A collection of twelve Zbrush 3 materials.
MATCAP set 02
A collection of twelve Zbrush 3 materials.

fileserve.com
http://www.fileserve.com/file/Fgqnprc/_g.txt_.part1.rar
http://www.fileserve.com/file/CRz4KvM/_g.txt_.part2.rar
http://www.fileserve.com/file/b3evEMs/_g.txt_.part3.rar

url-dead
http://www.url-dead/file/1000469314/_g.txt_.part1.rar
http://www.url-dead/file/1000472044/_g.txt_.part2.rar
http://www.url-dead/file/1000473634/_g.txt_.part3.rar

 

This course, taught by Daniel Buck, runs through the basics of V-Ray, from lights, to shaders, to render settings and a few optimization tips. Buck’s professional career has been vehicle related, so the course will focus more on vehicle related things than other things, since that’s his specialty. He will, however, present basic principals so that the knowledge gained applies to other things, not just purely vehicle related issues.

Buck will assume that course participants have at least basic knowledge of Maya, and preferably some knowledge of lighting and shaders in general. No advanced knowledge of any other rendering software is necessary, but for those that do, Buck will go through a few areas where V-Ray differs from other rendering software. He will be using Maya during the term, but operations are very similar between 3dsMax and Maya. It renders identically, and all the options and settings are very similar…the differences are in how you apply properties and find the settings.

The course will focus on the creation and manipulation of lights and shaders, as well as some basic V-Ray settings. It won’t get into to much of the technical nuts and bolts of V-Ray, just giving practical approaches to using the renderer. Ultimately the content will involve setting up a scene where we are creating shaders and lighting for a vehicle. Global illumination will not be covered very much in this lesson, as the main focus will be lights and shaders, as well as touching on basic render settings.

 

Class 1: Intro to Vray. I’ll give a bit of information on Vray, go through the basic Vray settings, and we’ll get ourselves familiar with how Vray is setup. 

Class 2: Working with lights. We’ll look at the basic vray lights, their main settings, and where they function best.? Sphere light, rectangle light, and dome light. 

Class 3: A closer look at lights in Vray, how to use HDR files and flat texture files into dome and rectangle lights, a quick look at IES lights and the sun & sky system in Vray. Lastly, a look at the cutoff threshold of the lights, as a way to optimize the calculation of the lights. 

Class 4: Basic VRay Shader overview, looking at the VRayMtl. Spending most of the time on reflection/refraction (as this is a big part of the VRayMtl), and how VRay handles specular highlights and various aspects of reflections/refractions. Also a quick look at how to control reflections by using maps to break up reflection strength and glossiness. 

Class 5: A look at the VRayBlendMtl, and a few ways of blending shaders together to create more complex shaders, we’ll look at creating a car paint shader, as well as blending to create a few other types of looks, and then finally a bit of optimizing on the shaders reflection tracing, and how far it can actually be taken. 

Class 6: Additional vray shaders. We’ll look at some of the other vray shaders and textures, such as the the vray dirt, light Mtl, and the fastSSS2 shader. 

Class 7: Looking at utilities in VRay, including object properties, subdivision, displacement, as well as multi-matte and extra tex render elements. Ways to provide mattes and utility textures for compositing. 

Class 8: Shaders for vehicle project. For this lesson, we’ll start creating some of the main shaders for our vehicle project.? We’ll look at rubbers, plastics, glass, chrome, and car paint. 

Class 9: General car/model geometry setup for rendering, things to avoid and how to fix them. Making sure glass objects have proper geometry thickness, and making sure normals are facing the correct direction. Quickly touching on using imbedded matte channels through refractions. 

Class 10: Final vehicle project lighting and shaders setup. Here we’ll be doing final tweaks to our lighting and shaders for a better look, as well as running through a few ways to optimize the render settings, lights, and shaders. 



http://www.url-dead/file/1074305444/FXPHD vry101.part1.rar
http://www.url-dead/file/1074310454/FXPHD vry101.part2.rar
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http://cgpeers.com/torrents.php?id=3270

Thanks to Seedy & Bgood for donating and PDK for buying.
CGP facepwning the ‘competition’ yet again

Concept
Everything starts with an idea. In this chapter, we are going to start with a basic sketch and work our way up using reference photographs and color correction tools to create the basic feel of the painting. A very quick
and loose process, the idea of this step is to create a solid starting point. We will be looking for relevant photo references and elements to be used in the main painting, and roughly piecing them together to get the general idea on paper.

Groupings
Time is money. One of the most important things while working in Photoshop with hundreds of layers, is organization. By organizing your layers in a logical way, you will not only make your own life a lot easier, but you will also work much faster, and help the artists working down the pipeline find layers quickly and easily. This translates directly to productivity, not to mention sanity. Afterward, you will never need to use “right click” to find a specific layer among hundreds again!

Sky’s the Limit
The Sky is the limit, and masking will get you there. Learn masking techniques to extract complex shapes from photographs. You will learn how to extract a city skyline from a cloudy, low contrast photo, in 2 minutes or less. Then we will learn to quickly clean the mask of unwanted elements and add details directly to the buildings and incorporate the sky and shoreline into the snowy scene by painting.

Ships Away
Multiple techniques will be used to mask the ship and remove it from its background. We can then paint in elements that were impossible to save with the mask and begin the process of actually incorporating the ship into the scene by painting on snow and ice. We will also look at the 3D tools built right into Photoshop to put together 3d shipping containers from scratch.

Color Grading
Color correction and grading can be an extremely powerful tool. With these simple, yet far-reaching concepts, we will compose the mood of the scene. By manipulating colors and contrast, adding environmental elements like fog, a vignette, and other filters we will create the final, dramatic appearance.

Layering
Now we have to clean up our PSD file by organizing and merging down layers where possible. The purpose of a matte painting is to be added to a live plate or to be animated. Naturally, for that we need to send it to camera projection or to compositing. Since we anticipate other artists accessing and working with this file, we need to prepare it in such a way that makes everything easy to find. We will flatten and rename the layers, organize by planes, apply filters, etc. Then we’re ready to send to composite.

Compositing
Bring it to life! Here we will go over the final After Effects project to show how the animation and camera were created. You will be able to get an idea of how the project is set-up and what is needed to bring a matte painting to life as a 2D animation.



http://www.url-dead/file/1055649174/PhotoShop Matte Painting.rar


http://www.fileserve.com/file/AcgSE8g/PhotoShop Matte Painting.rar


http://www.uploadstation.com/file/NPwyKsp/PhotoShop_Matte_Painting.rar


http://www.wupload.com/file/2012519/PhotoShop Matte Painting.rar


http://cgpeers.com/torrents.php?id=3203


THANKS TO PDK FOR THE SUPPLY
AND PROVEE FOR RECORDING

cmiVFX launches its latest Full Feature training video in E-on’s premiere digital environment generation tools names Vue. Whether your in the need for a digital back drop or detailed environment, Vue’s highly capable solution is right for you. The cmiVFX users have been requesting this training video for quite some time, and we agreed that the majority of both CG artists and VFX artists should have this knowledge for better completing their pieces of work. Never before have we felt so strongly about every artist watching one of our videos before now. This video is a MUST SEE. Compositors will use it for sky replacements and element fill. CG generalists will uses it for the construct for the majority of their scenes. Vue is highly compatible with most animation packages, so getting data back and forth is only a few clicks away.

Chapter 01 – DEM
A digital elevation model (DEM) is a digital representation of ground surface topography or terrain. It is also widely known as a digital terrain model (DTM). A DEM can be represented as a raster (a grid of squares, also known as a height map when representing elevation) or as a triangular irregular network. DEMs are commonly built using remote sensing techniques, but they may also be built from land surveying. DEMs are used often in geographic information systems, and are the most common basis for digitally-produced relief maps. In order to build a terrain based on a real location we need to find the elevation data first. We are going to find the data online, convert it to a Vue friendly format and import it into vue to start working. We will go over a couple of different ways of doing it.

Chapter 02 – Framing and Lighting
Lighting in Computer Graphics refers to the placement of lights in a scene to achieve some desired effect. Vue and other animation packages all contain different types of lights that can be placed in different locations and modified by changing the parameters. Too often, people who are creating images or animations ignore or place little emphasis on lighting. This is unfortunate since lighting is a very important part of image synthesis. The proper use of lights in a scene is one of the things that differentiates the talented CG people from the untalented. This is not a new topic as a large amount of work has been done on lighting issues in photography, film, and video. Because we will be working with a terrain which can’t be changed of moved, we will do what photographers do. We will find the best angle and frame for the scene with the camera alone. Then we will “wait” for the right light (by moving the sun around) to get the perfect light for our landscape.

Chapter 03 – Materials
Many real life surfaces are not just colored but also have textures and patterns. Many also have small or large surface displacements or bumps, gouges, etc. Texture mapping is used to simulate these surfaces and thus make images more realistic. Three techniques can be used to achieve the impression of natural colors, textures, and appearances: Texture Mapping, Bump Mapping, and Displacement Mapping. Here we are going to create materials based on photo references. We are going to create bump maps and specular maps, together with color. We will work on the distribution of the materials to create the randomness found in nature. An we will combine different material layers to achive the overall material.

Chapter 04 – Ecosystem
The EcoSystem behaves just like a regular material! You can save it as a material and create a whole library of EcoSystems, which can be used later for other scenes and objects. It also means that, just like mixed materials, you can mix two or more EcoSystems, with environment influences such as altitude, slope and orientation! Thanks to Vue’s Ecosystem technology we won’t have to plant each individual plant, but we will control the entire plant population with just a couple of buttons and sliders. We will control the density, altitude and color of the ecosystem, to keep it just where we want it to be.

Chapter 05 – Painting Details
Photoshop Digital painting thrives mostly in production art. It is most widely used in conceptual design for film, television and video games. Now that we have our Vue base render we will use Photoshoop to add more details. We will fix some texture issues, paint cracks on the rocks. Add some sediment under water and maybe a bit of extra land somewhere. Overall making the landscape look more believable. By now your probably worries that we are dealing with a 2d solution? BUT DON’T WORRY! We have found the fastest way to get the details that you need in the positions that you need it!

Chapter 06 – Camera Mapping
Camera Mapping is any method of mapping three-dimensional points to a two-dimensional plane. As most current methods for displaying graphical data are based on planar two-dimensional media, the use of this type of projection is widespread, especially in computer graphics and we will demonstrate that here. At this point we have our final painting. Now we just need to make it move. To do that we will create a camera projection inside Vue in a couple of simple steps. Then we will animate a camera to create the shot and prepare the file for final render. After that, well yes, we will render!

Chapter 07 – Compositing in After Effects
Adobe After Effects is primarily used for creating motion graphics and visual effects. After Effects allows users to animate, alter, and composite media in 2D and 3D space with various built-in tools and third party plug-ins, as well as individual attention to variables like parallax and user-adjustable angle of observation. Using After Effects, we’ll go over the project used to make the final animation. We will add some extra elements to bring the shot to life. Including birds, sound and lens flare. No stock footage here…everything will be hand made.



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THANKS TO PDK FOR THE SUPPLY
AND PROVEE FOR RECORDING


The Archviz Training DVD

Learn how to properly use vray and start creating professional vizualizations.
This DVD with over 4,5 hours of narrated tutorials will teach you how to do it.
DVD contains two complete architectural scenes (for 3d studio max) with all the materials,
cameras and light setup, as well as many After effects and Photoshop project files

Minimum system specification :
64 bit windows operating system with 4 GB ram and dual-core processor.

This dvd is recommended for beginners and intermediate 3dsmax users.

http://www.evermotion.org/modelshop/show_product/the-archviz-training-dvd/6475/0/0/


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Special Thanks:

  • To PhillipKdick for this amazing and generous supply
  • To Ch0pper for painstakingly cleaning this for a quality release
  • 99% of the Cgpersian Community for waiting patiently and having trust in us


Always Trust Cgpersia to bring you the best and highest Quality releases.
Nearly all content on crappy copycat sites comes from here.
There’s a reason why we are #1.


Please alert me if links get taken down I will reup asap.


The Secret FX Training DVD

In over 6 hours of narrated videos learn the fundamentals of fx production from simulations to rendering and final composing. Learn how to use multiple tools like Rayfire, Pulldownit, Fume FX and particleflow. All these in one single FX training flash book.
This dvd also contains Final 3dsmax scene with all the textures, concept arts and lots of example scenes.
This training DVD is recommended for intermediate 3dsmax users, this is not a step by step modeling tutorial.

Recommended system specification:
Intel Core Duo with 4GB of RAM, and 64bit system.
For scene rendering we recommend to use render farms or pc with at least 18 gb of ram and 8 cores.


http://www.evermotion.org/modelshop/show_product/the-secret-fx-training-dvd/6360/0/0/


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Special Thanks:

  • To PhillipKdick for this amazing and generous supply
  • To Ch0pper for painstakingly cleaning this for a quality release
  • 99% of the Cgpersian Community for waiting patiently and having trust in us


Always Trust Cgpersia to bring you the best and highest Quality releases.
Nearly all content on crappy copycat sites comes from here.
Their is a reason why we are #1


EVERMOTION ARCHVIS TRAINING DVD COMING SOON!