Digital-Tutors – Scripted Item Swapping in Maya
Digital-Tutors
All posts tagged Digital-Tutors
Intermediate | 6h 07m | 2.48 GB | Project Files 8 MB | Required Software: Autodesk Softimage 2012
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Advanced | 10h 13m | 4.21 GB | Project Files 13 MB | Required Software: 3ds Max 2012, V-Ray
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Advanced | 5h 39m | 2.21 GB | Project Files 450 MB | Required Software: ZBrush 4R3, Softimage 2012
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Intermediate | 5h 09m | 2.06 GB | Project Files 20 MB | Required Software: Autodesk 3ds Max 2012
In this 3ds Max tutorial we will learn techniques for rigging quadrupeds in 3ds Max. In this series of lessons we will learn how to rig quadrupeds in 3ds Max. We’ll work our way from the ground up, learning techniques for creating robust and flexible vertebrae systems, efficient and animator-friendly controls, and learn how to dynamically link and blend between spaces. We’ll also cover helpful weight painting techniques and learn how to set up and automate the triggering of corrective targets. By the end of this course, you will have the skills needed to rig your very own quadruped.
Home:
http://www.digitaltutors.com/11/training.php?pid=698
Download:
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Advanced | 2h 08m | 1.20 GB | Project Files 485 MB | Required Software: ZBrush 4R3
In this ZBrush tutorial we will learn how to quickly setup long hair using FiberMesh onto a simple base head. Until now hair inside of ZBrush has primarily been sculpted. Using the new FiberMesh system inside of ZBrush 4R3 we can take a simple base mesh and apply fibers to the model to create more realistic long hair. With the power of ZBrush these fibers can be quickly groomed to achieve a wide array of hair styles. This tutorial will cover some tips and tricks to help speed up usage with FiberMesh to get your models hair that salon look.
Home:
http://www.digitaltutors.com/11/training.php?pid=707
Download:
http://bytesbox.com/!/n5xzIKgv58u1jXV/
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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/
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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
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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:
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