TheArea Siggraph 2010 masterclasses
Michael McCarthy is an accomplished 3D artist and trainer from Boston, Massachusetts, USA. Michael’s skills in the 3D field are built on many years of painting and drawing. Character and FX animation are a few of Michael’s passions. Michael has been an author and contributor to many 3ds max books and created training and documentation for 3ds max as well as many of it’s most popular plug-ins. Michael is an Autodesk Certified Instructor and teaches at The New England Institute of Art, Siggraph Master Classes, and studios such as CafeFX. Always on the cutting edge of technology, Michael works with many leading 3d developers doing product design and training for new products including Particle Flow Box 2 and Zookeeper. His experience on projects such as Spiderman 3, Nims Island,Treasure Quest, and Sims keeps Michael engaged in all nuances of film, broadcast, and games production.

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Wayne Robson is a freelance digital artist who has taught Mudbox around the world at venues are varied as Studio Babelsberg near Berlin and at the Vienna science academy. He is the programmer behind ‘MudWalker’ ‘Wayne’s Vector Displacement Shader’ for use with Mental Ray using Mudbox vector displacement maps and his own application ?ReDucto?. As a freelance artist he has worked in TV, Games and Film and Wayne owns Mudbox Hub and Psycho Core Software.
He is also the Author of 8 DVD?s, 2 books, and is the brain behind the well received ?QuickStart? series of Mudbox tips and trick videos. He is also an Autodesk Authorised Developer and publisher and has taught artists from top films FX houses and games firms from all over the world and his DVD’s on Autodesk Mudbox can be found at some of the top film FX and Game houses in the world.

3
Perry has over 18 years experience in film, television and games. He has created visual effects for seven feature films, directed 2 half-hour animated children’s shows which aired in 31 million households, co-authored the best-selling 848 page book “Mastering Maya” which was the first book released about Maya. He speaks regularly on the subjects of animation and visual effects across the country, primarily at universities such as Rochester Institute of Technology (RIT) and New York University (NYU). Perry has also taught at multiple colleges and universities, including NYU’s Center for Advanced Digital Applications (CADA), Emerson College and TrueMax Academy in Copenhagen, Denmark.

http://area.autodesk.com/siggraph/masterclasses

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3DCreative Magazine: Issue 060 AUGUST 2010
Welcome to the 60th issue of 3DCreative magazine. We are slowly heading towards the end of the summer and soon the wind and rain will come, but it?s not all doom and gloom as we have another splendid issue of 3DCreative for you.
This month?s cover image is the handy work of this month?s interviewed artist Maarten Verhoeven. Those of you who use 3DTotals galleries and forums and are regular readers of 3Dcreative will be aware of his work as it has featured in our galleries regularly. Maarten talks to us about what excites and inspires him in CG and shares some of his unique and fantastically executed characters with us.

http://www.3dcreativemag.com/latest.html

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Digital Tutors – Fundamentals of Perspective Drawing
In this series of lessons we’ll focus on the fundamentals of perspective drawing.
First, we’ll start out by learning some of the basic concepts and techniques that work together to create a sense of depth in an image. From there we’ll discuss foreshortening and why objects look different when we look at them from different viewing angles. Next we’ll learn about some of the basic tools used to construct a scene in linear perspective. Then we’ll break down 3 different types of linear perspective and how to work with each. Finally, we’ll discuss how to draw ellipses and cylinders in perspective. Using the techniques discussed here, you’ll have a better understanding on how perspective works and be equipped with everything you need to create the illusion of depth in your drawings.

http://www.digitaltutors.com/09/training.php?cid=205&pid=266

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SIGERSHADERS V-Ray Material Presets Pro v.2.0 For 3DsMAX x32Bit & x64Bit

V-Ray Material Presets Pro is a powerful material collection for 3ds max and V-Ray (MacroScript). It will includes shaders like: Leather, Ceramics, Metal, Glass, Liquid, Fabric, CarPaint, Parquet, Plastic, etc. If you purchase it now, you?ll receive free complete updates up to version 2.0.

KEY FEATURES

1283 V-Ray material presets and templates:
Leather Materials (70)
Ceramics Materials (111)
Metal Materials (137)
Glass Materials (52)
Liquid Materials (54)
Fabric Upholstery Materials (35)
Carpaint Materials (37)
Wood Floor Materials (36)
Concrete Floor Materials (8)
Plastic Materials (608)
Wood Material (78)
Wall Material (57)
Compatible with 3ds Max 2009/2010/2011
Compatible with V-Ray SP2/SP3/SP4/SP5
All materials have been tested by professionals on real projects
All textures used are seamless
Friendly and simple interface
Useful for V-Ray newbies, average and power users

VERSION REQUIREMENTS

The product is compatible with 3ds max 2009, 2010, 2011 | V-Ray 1.5 SP2, SP3, SP4, SP5 | 32 and 64 bit.

All rights reserved. All trademarks contained herein are the property of their respective owners.

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SIGERSHADERS V-Ray Material Presets Pro v.2.0 For 3DsMAX x32Bit & x64Bit

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NextLimit Maxwell Render? Ver 2.1 x32Bit & x64Bit with All Platform Plugins **Post UPDATED**

Maxwell Render? is a rendering engine based on the mathematical equations governing light transport, meaning that all elements, such as emitters, materials and cameras, are derived from physically accurate models. Maxwell Render is unbiased, so no tricks are used to calculate the lighting solution in every pixel of a scene; the result will always be a correct solution, as it would be in the real world. Maxwell Render can fully capture all light interactions between all elements in a scene, and all lighting calculations are performed using spectral information and high dynamic range data.

Due to its very nature, Maxwell Render enables users to create accurate and extremely realistic images. Maxwell Render is a recognized standard in architectural visualization, product design, jewelry, film production, scientific research and other high-end rendering markets, and the leader in render quality.

Maxwell Render is a rendering engine that accepts models and scenes created in 3D or CAD applications. Several of these applications are directly supported through a Maxwell Render plug-in; others can be used in conjunction with Maxwell Render by importing the geometry into Maxwell Studio, a component of the software.

CORE ENGINE – NEW FEATURES

? New Multishadow feature. When Intensity Multilight is on and the Shadow Channel is enabled, Maxwell Render can export all the shadow buffers corresponding to each independent emitter to separated files, providing an extra control over the final compositing in post-production.

? Shadow Channel vastly improved now compatible with global illumination and with any number of emitters or illumination modes.

? Added support for embedding render channels as additional layers inside the output image in the formats that support it (exr, tiff).

? Added support to render region in Maxwell.exe. It is now possible to change an area to render inside Maxwell GUI. Render region is now available through scripting and command line. The command line argument is -region: type,x1,y1,x2,y2 where type is ?full?, ?region? or ?blowup?.

? Simulens maps are now embedded in the MXI file so the image can be properly restored even if the maps are not found.

? Now MXI files contain info from the camera used to generate the files and the info can be used in post processing plugins.
New Multishadow feature and Separated Lights extraction for unprecedented control for compositing

? It is possible to render regions smaller than 32 x 32 pixels.

? Now sky dome color can be set using two colors, for horizon and zenith with a parameter to control the gradient.

? New core routines that dramatically improve the performance in scenes with Motion Channel enabled.

? New GUI option to automatically save lights in separated files. To avoid performance issues, when this option is active, lights are separated in files only when the render finishes, not at every update. (Remember there is also a flag ?-extractlights? to enable the same option through command line).

? New global flags added to the render options: ?domotionblur?, ?dodisplacement?, ?dodispersion? to easily enable/disable these options without need to re-export the scene.

? Emixer files are now XML files, making it much easier to edit in external editors and to create light animations.

? Now Multilight sliders are logarithmic, providing improved control.

? New script included in the script folder ?progressive_animation.ms?. This script renders all the MXS files located in the input folder but instead of rendering them sequentially until each one reach the final SL, it renders

them incrementally. First, it renders all the frames up to SL 4, then, to SL 8, SL 12 etc. It is useful for quick previewing of animations.

? New scripting functions (check the manual for details).

? New command line parameters (check the manual for details).

? New SDK functions (check SDK documentation for details).

All rights reserved. All trademarks contained herein are the property of their respective owners.

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NextLimit Maxwell Studio Ver 2.1 x32Bit & x64Bit with All Platform Plugins

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