Digital Tutors ? Skill-Builder Sculpting in ZBrush and Maya | 3.07 GB Continue Reading
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Digital Tutors – Spaceship Concept Design Pipeline in Photoshop
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Digital Tutors – Material Creation Workflows in UDK 2013 Continue Reading
Intermediate | 1h 7m? | 454 MB | Project Files 6.16 MB | Required Software: Maya 2013
Creating a polished game requires skilled artists from many different disciplines. To help teams work on a game development pipeline, Digital-Tutors brought together our top designers, illustrators, modelers, texturers, riggers, animators, game developers and programmers to create a working prototype for a potential pitch to publishers. With many of the assets created in past courses, we’ve focused this series on the specific hurdles and production decisions that goes into each step of the game development pipeline. Creating games is usually a team effort, so while an individual artist may be able to create a similar game, we recommend this series to teams of skilled artists or individuals who want to learn a specific aspect of creating games, like low-poly modeling or game-logic scripting. Unlike our earlier Infiltrator series, these courses do not have a strict learning path, but instead are packaged individually to teach specific topics and techniques at various times in the game development cycle. This series is intended for artists already familiar with the software, so if a software is new to you, check out our Beginner’s Guide and Introduction courses to quickly get up to speed on how to use that software. Creating a game requires many skilled artists to work together to correctly create assets for the rest of the pipeline
Lessons included:
01: Beginner’s Guide to Unity
02: Introduction to Unity
03: Introduction to Scripting in Unity
04: Character and Weapon Modeling
05: Rigging and Animation
06: Communication with Notification
07: Player Functionality
08: User Interface Design
09: GUI Functionality
10: Saving Data and Highscores
11: Concept and Design
12: Environment Modeling
13: UV Layout and Texturing
14: Set Dressing
15: Level Design
16: Lighting and Lightmapping
17: Game State
18: Enemy AI and Waypoints
19: Character Scripting
20: Sound Effects
21: Final Assembly
Home Site Link :– http://www.digitaltutors.com/11/learning_path.php?lpid=18
http://nitrobits.com/folder/DbKkEo722N0CAiO
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Digital-Tutors – 10 Tips and Tricks for Compositing 3D Renders in Maya and NUKE
Advanced | 1h 19m | 381 MB | Project Files 66 MB | Required Software: Maya 2012 and NUKE 6.3v1
In this series of lessons, we?ll learn ten tips and techniques you can apply to any Maya / NUKE composting project to speed up your workflow and create a higher quality composite.
We’re going to be covering many topics, such as why we break Maya scenes into layers, getting the most information out of Maya for high dynamic range composites and how to process EXRs for much faster interaction in NUKE. From there we’ll examine some render pass and layer workflows that will eliminate errors and give us much more flexibility in NUKE. Finally we’ll jump completely into NUKE and look at some compositing techniques for CG renders and finally unravel the proper premultiply workflow.
Home: http://www.digitaltutors.com/11/training.php?pid=532
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Digital-Tutors – New Features in NUKE 6.3v1 and NUKEX 6.3v1
Advanced | 1h 13m | 533 MB | Project Files 142 MB | Required Software: NUKE 6.3v1 or NUKEX 6.3v1
In this series of lessons we?ll learn how to use the new features introduced in NUKE 6.3 like 3D Particles, the Planar Tracker, Denoise, Spline Warp, Audio Read, Presets and more.
We?ll begin this project by jumping into the new features only in NUKEX including the all new 3d particle system, which allows for new effects like rain, snow, fog or fire. From there, we will use the new Planar tracker, also only in NUKEX to track a planar surface that leaves the frame. Finally we’ll learn how to use the new Denoise node in NUKEX to remove noise while preserving an incredible amount of detail. From there, we will dive into the NUKE features like the new Spline and Grid Warp nodes and the new Audio Read node. Finally we’ll learn how to speed up our workflow tremendously with user presets and toolsets. We’ll end with a look at the new 3d displacement tessellation features.
Home: http://www.digitaltutors.com/11/training.php?pid=344
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Digital-Tutors – New Features in MARI 1.3
Intermediate | 0h 53m | 485 MB | Project Files 234 MB | Required Software: MARI 1.3v2
In this series of lessons we will take a look at some of the powerful new features available in MARI 1.3.
In the new updates to MARI, there are a number of workflow-enhancing tools, features, and interface updates that have been added. We’ll start by looking at some of the small changes and additions to the interface, including a new channel pop-up, changes to the visibility toggle, and the ability to bake paint directly into a new channel. We’ll talk about the addition of PTEX to the MARI workflow, enabling us to paint textures without the need for UVS. We’ll also talk about the new shader modules. We’ll cover the displacement preview module. We’ll talk about displaying models as reflective surfaces with the environment sphere module. We’ll also talk about the new ability to use seamless, tile-able textures in our workflow with the tiled and masked tiled shader modules. Finally, we’ll cover the high-pass filter and check out the new bridge between MARI and NUKE.
Home: http://www.digitaltutors.com/11/training.php?pid=345
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Digital-Tutors – Removing Objects with Camera Projection in NUKE
Advanced | 2h 53m | 1.00 GB | Project Files 64 MB | Required Software: NUKE 6.3v1
In this series of lessons, we?ll be entirely removing a foreground object using camera projection techniques.
We’ll create clean plates in Photoshop, then put them onto cards in NUKE to re-create the scene in 3D. We’ll begin by solving a 3D camera with the NUKEX camera tracker. Then we’ll make the 3D scene more human readable and examine the card workflow. Then we’ll use Photoshop to create a clean-plate of our primary foreground element. Then we’ll learn techniques for matching a card to our 3d footage. For here we will repeat the process a number of times for the rest of the foreground sign, the background sign and even the walls. Along the way we will encounter issues and examine ways to fix or get around these common problems. We’ll finish with a shot that has the object completely removed.
Home: http://www.digitaltutors.com/11/training.php?pid=386
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