Poster

BodyPaint 3D offers complete control over your textures with layers, filters and tablet support while working in 3D. Multichannel stroke support allows for painting across many channels at once while working in the 3D View. Maxon’s RayBrushTM technology lets you view the results of your painting in real-time without ever having to hit the render button.
Projection Painting in BodyPaint 3D allows you to virtually tattoo across UV seams and objects. Laying out UV’s couldn’t be easier in BodyPaint 3D. This software includes three automatic UV unwrapping algorithms, including the new Optimal Cubic Mapping system.
BodyPaint is included in Cinema 4D or as a stand alone application. Either way you use it, it becomes a powerful translator, albeit a bridge, between multiple CG applications. If you haven’t learned how to use BodyPaint, then your only half way there!

Home:
http://www.cmivfx.com/tutorials/view/245/BodyPaint+UV+Layout+And+Texture+Painting

Download:
http://bytesbox.com/!/EFDRAoky55ggaom/
http://bytesbox.com/!/DKuLKEJrhp2lpx2/
http://bytesbox.com/!/vUmA84O6buDkf1V/
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http://ul.to/5hbbg81m/cmiC4DBPUVLaTP.part1.rar
http://ul.to/3945o43w/cmiC4DBPUVLaTP.part2.rar
http://ul.to/vfk9uu6p/cmiC4DBPUVLaTP.part3.rar
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Poster

Intermediate | 3h 02m | 1.11 GB | Project Files 3 MB | Required Software: CINEMA 4D

In this series of lessons we?ll learn to use CINEMA 4D’s unique modeling workflow to create organic polygon models. We’ll start out by talking about what polygons are and what the advantages and disadvantages are of using them. Then, using a dinosaur as an example, we’ll use CINEMA 4D’s procedural, hierarchy-based workflow in combination with traditional polygon techniques to build an organic model from scratch. We’ll cover polygon tools that will allow you to extrude, cut, or subdivide your geometry as well as generators that will allow you to work symmetrically and to see a smoothed version of your model as you work. In the end you’ll have a great idea of the power and flexibility CINEMA 4D offers when building polygonal models.

Home:
http://www.digitaltutors.com/11/training.php?pid=691

Download:
http://bytesbox.com/!/Dc9fcUvwx77eaBV/
http://bytesbox.com/!/PqzxRH4ZG3Vj7vS/
http://bytesbox.com/!/J4yrbyYU8ziXddB/
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http://ul.to/vn6kl66x/DTPMWiC4D_01.rar
http://ul.to/j9se12d7/DTPMWiC4D_02.rar
http://ul.to/ir60jn6l/DTPMWiC4D_03.rar
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Poster

Intermediate | 2h 10m | 1.00 GB | Project Files 184 MB | Required Software: Unity 3.5

In this course we’ll be discussing most of the major features added to the Unity game engine in the latest release, Unity 3.5. Through out these lessons, we’ll learn how to utilize Unity’s Pathfinding system to create quick and efficient AI. Then we’ll move on by discussing the new particle system interface called Shuriken where we’ll create a pillar of fire. After that, we’ll get into working with the HDR capabilities and create a stunning composition in real time. Then we’ll finish this course up by discussing light probes and occlusion culling. Both are great ways to create a beautiful game but also keep our performance costs low.

Home:
http://www.digitaltutors.com/11/training.php?pid=693

Download:
http://bytesbox.com/!/NM6orUCrLhuHgFy/
http://bytesbox.com/!/9Wy0xMBNhCrtb0v/
http://bytesbox.com/!/PfhX8fCYnpAtHDb/
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http://ul.to/id98wj6f/DTNFiU35_01.rar
http://ul.to/cz4575bq/DTNFiU35_02.rar
http://ul.to/u7wui5h3/DTNFiU35_03.rar
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Poster

Advanced | 2h 53m | 836 MB | Project Files 122 MB | Required Software: Photoshop CS5

In this Photoshop tutorial we will look at the basic principles of designing a video game character utilizing Photoshop as a drawing and painting tool. We’ll learn about subjects such as sketching, design, rendering techniques and orthographic models sheets. We’ll begin with the exploratory sketching phase, which is a stage where the concept artist produces loose grayscale sketches to communicate ideas to the team. We’ll then take that sketch from a rough idea into a fully realized piece of concept art. From there, we’ll take the design into a key part of video game character concept art: the orthographic. By the end of this tutorial we will have taken a look at a typical video game studio pipeline and learned numerous tips and techniques for how to be efficient in a video game production environment.

Home:
http://www.digitaltutors.com/11/training.php?pid=685

Download:
http://bytesbox.com/!/EVIZ22P81PTL50J/
http://bytesbox.com/!/v82dtLINhPsjC6P/
http://bytesbox.com/!/pSPOzo7qwmDAAaR/
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http://ul.to/p3kx2ylh/DTCDCCWfGiP_01.rar
http://ul.to/38h6gx09/DTCDCCWfGiP_02.rar
http://ul.to/ujq76poc/DTCDCCWfGiP_03.rar
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Poster

Intermediate | 1h 56m | 684 MB | Project Files 47 MB | Required Software: NUKE 6.3v6

In this series of tutorials we?ll learn how to use tracker and roto nodes in NUKE to quickly create a solid matte. By using each node for their specific strength, we?ll be able to achieve production-quality results much faster than using just hand keying. We?ll begin this project by learning the basics of using trackers to speed up the rotoscoping process by removing camera jitter, translation, rotation and scaling. We?ll then dive into our main project where we will use a combination of trackers, roto nodes and animation to create a clean mask for our foreground actor’s face and hand. We?ll learn many techniques to speed up our rotoscoping workflow and how we can use animation principles to create solid movement.

Home:
http://www.digitaltutors.com/11/training.php?pid=687

Download:
http://bytesbox.com/!/zDK5iw9LPelsBu3/
http://bytesbox.com/!/Zciidj8aS7AEba2/
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http://ul.to/nhsq2n5y/DTRTIN_01.rar
http://ul.to/w875lrt6/DTRTIN_02.rar
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