Ninevectors Esquimo 3D 1.40 Win
Duration 14m 30s Software Revit 2014 Prject Files Included 15 FPS MP4
In this tutorial you’ll learn to run and energy simulation using Revit 2014. We’ll begin with a simple massing concept with floors that have already been massed in place. From there, we’ll set a few parameters associated with our building and site like location and target glazing percentage. Once, we’ve defined our project and location, we’ll then run an energy simulation to understand our designs potential carbon footprint as well as our annual and life cycle energy consumption costs. These tools used early in the design process can get your concept on the path?to sustainability with ease.
Rapidgator
http://rg.to/file/f9cb5e87735efdc261dc52ea8544c292/DTESRevit.part1.rar.html
http://rg.to/file/2aaca90224c285c92e53ddfdd17a880a/DTESRevit.part2.rar.html
Nitroflare
http://www.nitroflare.com/view/71EFF128477440B
http://www.nitroflare.com/view/8B7D1CE78823B06
Duration 2h 44m Level Intermediate Project Files Included 15FPs MP4
While today?s game systems have made drastic improvements in terms of asset resolution, there are still limits. Sometimes creating texture maps for low resolution assets can be a challenge because less polygonal detail often means more detail that the texture artist has to come up with in their textures. This course goes over the process for painting both diffuse and specular maps for our low polygon game weapon. To start things out, we will dive in and begin to paint a base texture for many of the surfaces on the weapon. Whether it?s a tarnished metal surface or a painted surface, we will learn how to add texture in layers starting at the bottom. From here we?ll continue to add detail to our diffuse texture by painting things like scuffs and scratches followed by dirt. After completing the diffuse, we?ll move on to the specular map where we?ll learn how we can repurpose and modify some of our diffuse layers to map out the specular highlights on our weapon. To wrap things up we?ll learn how to flatten and save our texture maps out of Photoshop. After completing this course, you will have a fully textured game asset that is ready to be brought into your game engine.
Rapidgator
http://rg.to/file/40957bef88f3376bb4bbfe60a0a8e8b2/DTTexLPolyWeaPS.part1.rar.html
http://rg.to/file/682e8bd496e9a4e08ff550609bfbc7b7/DTTexLPolyWeaPS.part2.rar.html
http://rg.to/file/575945dd6894a99ce845b84bb698aeaa/DTTexLPolyWeaPS.part4.rar.html
http://rg.to/file/b5167f8505308a16fe906b2549e3ec64/DTTexLPolyWeaPS.part3.rar.html
Nitroflare
http://www.nitroflare.com/view/C60733B3BCACF40
http://www.nitroflare.com/view/DB38801688BF62F
http://www.nitroflare.com/view/DEB3DE071FC78EB
http://www.nitroflare.com/view/7DD9753C03B11BD
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