In this DVD Alessandro shows his workflow to model a stylized character for production, based on a given concept. The essential steps are covered, starting with the presentation of the initial 2D concept and associated reference materials. Alessandro then demonstrates blocking out the character with ZSpheres in ZBrush using the concept as reference for proportions. This becomes his base in 3ds Max to block out all the main components through polymodeling. Next, he details the character with a combination of polymodeling techniques in 3ds Max and ZBrush sculpting. Particular attention is paid to keeping the topology of the various parts consistent for an animation environment, showing in particular how to efficiently retopologize parts in 3ds Max to achieve a better geometry distribution. After modeling an addition to the character not present in the initial concept, Allesandro renders and presents the final model in ZBrush in the form of a character sheet and a turntable. Instructor for this title: Alessandro Baldasseroni Continue Reading

Publisher: Packt Publishing 2010 | 384 Pages | ISBN: 1849690545 | PDF | 6 MB
The book takes a clear, step-by-step approach to building small, simple game projects. It focuses on short, attainable goals so that the reader can finish something, instead of trying to create a complex RPG or open-world game that never sees the light of day. This book encourages readers hungry for knowledge. It does not go into gory detail about how every little knob and dial functions – that’s what the software manual is for! Rather, this book is the fastest path from zero to finished game using the Unity 3D engine. If you’ve ever wanted to develop games, but have never felt “smart” enough to deal with complex programming, this book is for you. It’s also a great kick-start for developers coming from other tools like Flash, Unreal Engine, and Game Maker Pro.


Fxphd MSV201 Massive In Production
.mov | project files | 1,04Gb

Geoff Tobin returns to take this follow up to the introductory MSV101 course. While the 100 level course gave an overview of the Massive software, this course will cover the pipeline and workflow for setting up a typical Massive shot. From planning the mocap sessions and importing and processing the motion through to designing the brains, running the sims and finally rendering with a Renderman compliant renderer. It will also cover advanced features such as dynamics and cloth as well as integration with other software such as Maya.

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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

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