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Head Sculpting and Texturing ZBrush Techniques DVD-2
| HF | 1 DVDs |6.950 GB |

Chapters: Disk Two
1. Refining the Horn
2. Reestablishing Symmetry with Resym/Smart Resym
3. Adding Symmetry
4. Creating UVs and Using the BumpMaterial
5. Bumptools Overview / Creating Custom Alphas
6. Painting the Bump Map, Part One
7. Painting the Bump Map, Part Two
8. Specular Map
9. Color Map
10. Exporting Displacements and Geometry
11. Refining and Preparing Textures in Photoshop
12. Bringing it All Together in Maya

hotfile.com
http://hotfile.com/list/1396060/dbac2ba

url-dead
http://www.url-dead/folder/ef7f4f6618e4674f6

fileserve.com
http://www.url-dead/folder/ef7f4f6618e4674f6

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Head Sculpting and Texturing ZBrush Techniques DVD-1
| HF | 1 DVDs |6.950 GB |

This 2-disc set takes an in-depth look at the design and creation of a detailed character head using Pixologic?s ground breaking software ZBrush. In over eight hours of lecture, Alex Alvarez sculpts a head from scratch using Zspheres and ZBrush?s arsenal of sculpting and detailing tools.

Beginning with primitive shapes derived from Zspheres, the primary forms of the head are quickly blocked out to determine general proportion and design. Alex then refines the eyes, ears, nose, mouth and horn regions before moving into Projection Master to create surface details. Once the geometry is complete, the use of ZBrush as a texturing tool is demonstrated in the creation of high-resolution bump, color and specular maps. The creation of custom tileable Alpha libraries with ZBrush and Photoshop is also demonstrated. In conclusion, Alex shows how to integrate geometry, displacements and textures using Maya’s native renderer and Mental Ray. Every step of the process is shown using real-time and timelapse video.

Chapters: Disk One

hotfile.com
http://hotfile.com/list/1386226/f399988

url-dead
http://www.url-dead/folder/822143

fileserve.com
http://www.fileserve.com/list/u7YDGec

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Vehicle Painting Digital Painting Tutorial series
2009 | 41 pages | PDF | 44.9 MB

This tutorial eBook takes an in-depth look at the process of designing vehicles, beginning with the concept stage and following through to a final design. The tutorial covers sketching approaches used to evolve and refine an initial idea, and shows the techniques used to produce a number of drawings, exploring a variety of designs.
The tutorial then moves on to creating a finished design, placing the vehicle in a simple scene and addressing the issue of rendering the various materials that make up its construction. The importance of perspective is explained before concluding the tutorial concludes with a chapter on adding design details and lighting effects.

Links
http://hotfile.com/dl/101511815/9cb0912/Vechicle_Painting.pdf.html

F1 2010 Cars 3D models

F1 2010 3D model
All 12 teams cars in LWO and OBJ format, with all the textures… Each cars steering wheel is a separate object to the car model ( so in each folder you will have a car model and a wheel model) the wheel is counted as the whole interior so they are quite detailed and hence why a separate model.

The Teams…..
Ferrari
Force India
HRT
Lotus
Mclaren
Mercedes
RedBull
Renault
Sauber
Tororosso
Virgin
Williams

There are a few issues with these models but they are only minor…
#1 only the diffuse (colour) maps are assigned, the specular and normal maps are in the folders but they are not assigned.
#2 The UV mapping of the tyres/tread isn’t correct for some reason so you may have to tweak the UV layout slightly to make it work ( really shouldn’t be a problem for anyone that knows 3d )

Download:
http://www.fileserve.com/file/arhZ8DF
http://www.filefront.com/17409099/Cars.rar

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Great lighting is the key to getting professional-looking output from Maya and Mental Ray. Now, for the first time, Pixar Technical Director Jeremy Birn shares his secrets, his settings, and his Maya scenes, in a Maya-specific training DVD. This new DVD features over 3 hours of tightly edited demonstrations of professional lighting and rendering techniques using Maya and Mental Ray. Topics covered include:
Step-by-step lighting of full Maya scenes
Simulated radiosity style lighting for realism and speed
Every kind of Maya light and shadow explored in depth
Hacks, tricks, cheats, and creative uses for light attributes
Practical approaches to professional-looking color choices
Ray-traced shadows: how to optimize them and control their appearance
In-depth guide to fixing different kinds of shadow artifacts and light leaks
Mental Ray controls in lights, shadows, shaders, and render settings
Adjusting shadows in reflections, through transparency and fur, in real-time, and in other special cases
The DVD features 18 video lectures that you can play on your computer. The videos are high-resolution to show every pixel of the Maya interface in each demonstration. All the Maya scenes are included on the DVD as well, along with necessary textures, lights, and shaders to re-create each demonstration. Printable PDF course notes provide a quick reference guide to lighting and rendering functions in Maya.

Links:
Hotfile


BEHIND THE SCENES (BTS) is a new and exciting DVD series developed to showcase the creation of a game cinematic sequence. The series follows a team of artists as they demonstrate their production techniques from concept phase to final rendered animation. In this chapter of the BTS series Ben Neall explores the many aspects of texture creation for the main character Geo. Some of these aspects include techniques such as UVing, Projecting, Texture Painting using 2D and 3D softwares, as well as overviews of shader and render setup. Ben also shows techniques to help the artist in the visual development stage, using compositing software to make real-time decisions. The viewer will also see actual production meetings in which the design and creation of the textures are discussed. 

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