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The Ultimate Guide to 3D Modeling for LightWave 3D v9 by Steve Warner
ENGLISH | SVQ3 66 kbps | 1024 x 768 5fps | MP3 96 kbps | 4.36 GB
Genre: eLearning

This set of lessons examines all aspects of modeling in LightWave 3D , starting with a three-dimensional way of thinking and finishing tools, and even plug-ins. Lessons will make it possible for you to simulate any object that comes to mind. Lessons are divided into 4 parts: Modeling 101, Polygonal Modeling, SubPatch Modeling, Spline Modeling.

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Creating characters for games presents many challenges for the 3D artist. Issues such as poly count, flexibility of the rig, art direction, and the game environment itself will dictate the final look of the character. In this DVD, Mayan continues from the head model and design used in “Head Modeling for Games”, demonstrating the tools and techniques used to create low polygon characters. Topics such as working from a concept design, poly count, scripts, props and topology are discussed.

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Everything you?ever wanted?to know about modelling a car using subdivision surfaces!? Ross shows you the techniques he uses to build awesome unique car models, from initial ideas and sketches, right through to finished, high-resolution SubD model.? The tutorial was produced?using Modo 401, but is applicable to any software, with .obj models supplied.

:: 50 page e-book style?tutorial, in PDF format
:: 9 hours+ of embedded timelapse video fully detailing the modelling process
:: SubD car?model with textures
:: SubD?wheel & tyre?models, with textures
:: Modo studio scene ready to render in Modo 401, including all materials and lighting setup
:: All objects supplied in Modo and OBJ formats

Download:

http://rg.to/file/1cb81c08965adf0bf6d26bc3b359b121/Ten24SDSurfaceVehicleModelModo.part1.rar.html
http://rg.to/file/c0bec8b1f41fc319ae375637b36ff789/Ten24SDSurfaceVehicleModelModo.part2.rar.html
http://rg.to/file/1c0a6c8f081776c0ded49f6a459de0e1/Ten24SDSurfaceVehicleModelModo.part3.rar.html
http://rg.to/file/d8cc804449ae608243d4df4e7763f2ef/Ten24SDSurfaceVehicleModelModo.part4.rar.html
http://rg.to/file/14f36cfada11cca191806d7dee33cefe/Ten24SDSurfaceVehicleModelModo.part5.rar.html
http://rg.to/file/05af53262ecf85b8a7fa29c32ee8ee9d/Ten24SDSurfaceVehicleModelModo.part6.rar.html

http://nitroflare.com/view/37C020DD6FB73C7/Ten24SDSurfaceVehicleModelModo.part6.rar
http://nitroflare.com/view/ACBE40DA734B172/Ten24SDSurfaceVehicleModelModo.part5.rar
http://nitroflare.com/view/5037970B4929E17/Ten24SDSurfaceVehicleModelModo.part1.rar
http://nitroflare.com/view/E65B265A82484D3/Ten24SDSurfaceVehicleModelModo.part3.rar
http://nitroflare.com/view/EADC29B0E0D558E/Ten24SDSurfaceVehicleModelModo.part4.rar
http://nitroflare.com/view/45B2963823CD453/Ten24SDSurfaceVehicleModelModo.part2.rar

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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

centr

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