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Digital Tutors - Lighting a Short Film Sequence in RenderMan

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In this RenderMan tutorial, we’ll learn how to light a short film sequence maintaining continuity between different shots using Maya, RenderMan RIS and NUKE.

We’ll also explore how to maintain a cinematic style. We’ll then learn about propagation of shots and handling shot assets for different formats such as Alembic.

By the end of this RenderMan training, you’ll have a thorough understanding of how a scene can be lit for a short film.

Evolve 2015 4947 portable

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What is Evolve?
solidThinking Evolve allows industrial designers to develop forms faster, using either Windows or Mac OS X. It enables you to capture an initial sketch, explore styling alternatives, and visualize products with realistic renderings generated in real time. Evolve provides organic surface modeling and parametric control, with NURBS-based surfaces and solids and a unique ConstructionTree history feature. It frees designers from the constraints of engineering-oriented CAD tools, while allowing the export of digital models required by others in the product development process.

http://www.solidthinking.com/productoverview.aspx?item=evolve%20overview&category=products

CreativeMarket Winter Wonderland Bundle

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CreativeMarket Winter Wonderland Bundle - 432286

PSD, ASL, ABR, EPS, AI, PNG | 2625x3375 | 1.32 Gb

http://ultraimg.com/images/card-scene-f.jpg
http://ultraimg.com/images/cheat-sheet-listing-f.jpg
http://ultraimg.com/images/vectors-listing-f.jpg
http://ultraimg.com/images/foil-glitter-f.jpg
http://ultraimg.com/images/christmas-lights-preview-f.jpg

Demo: https://creativemarket.com/StudioDenmark/432286-20-Off-Winter-Wonderland-Bundle

Enjoy :-)

CreativeMarket Font Collection #5

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Big Font collection from CreativeMarket & Others sources.

Fonts Included
1. CM - Begin Again Brush Typeface 381334
2. CM - Chameleon Font Family 397238 - 16 Fonts
3. CM - Daviya Script Font 396671
4. CM - Gullick Script Font 400681
5. CM - HelloListie Typeface 398384
6. CM - Marema Typeface 98763
7. CM - Nelda Typeface Font
8. CM - Parfait Script Font Family
9. CM - Rough Brush Script! 399455
10. CM - Signature Script Modern Handwriting 186729
11. CM - Silk Road 399220
12. CM - Stabby Penguin Handwritten Font Duo
13. CM - Symphony 332506
14. CM - Tallulah Brush Font 396450
15. Distillery - 5 fonts
16. Handletter Script Font
17. Montague Script - 1 font
18. Razom Script Font Family - 3 fonts
19. Salt & Spices Pro - 9 fonts
20. Scripta Pro - 5 fonts

Premiere Pro CC: Sequence, Titles & Effect

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Adobe Premiere Pro CC puts the power of popular film and video editing software into the hands of hobbyists, students, and budding creative professionals, and Premiere Pro CC is packed with tools to help you edit video like a pro. Now, in this 4 part learning series you can learn the ins and outs of maximizing Premiere Pro CC - from importing video and audio to stabilizing shaky footage and beyond. Get to know the Premiere Pro CC workspace, learn how to use editing tools, and discover editing techniques to enhance your video project. Work with transitions and slideshows, add graphics, credits, animation and audio, and use Premiere Pro's advanced editing tools including Scope, Audition, and Warp Stabilizer.

Lynda - Photoshop for Designers: Working with Shapes

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Shapes are key to the most iconic graphic designs in history. They're also the secret weapons of busy designers, enabling them to whip up cool, crisp graphics quickly. Watch this course to learn the ins and outs of creating professional designs and artwork using scalable vector shapes in Photoshop. Nigel French demonstrates the fundamentals of drawing and manipulating shapes; achieving various artistic effects using blend modes, layer effects, masking, and Smart Filters; and combining shape layers with pixel-based imagery and typography. The lessons also showcase practical applications for shape layers, including posters and logos, and ways to create custom shapes.

http://lynda.com/tutorial/427478

Lynda – Insights on Game Industry Start-Ups: John Romero

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John Romero is an award-winning game designer, programmer, and artist whose work spans over 150 games, including iconic games such as Wolfenstein, DOOM, and Quake. He's also a serial entrepreneur who has founded over 11 successful companies. In this interview, he gives advice on founding a gaming startup, from creating a business plan and finding investors to dealing with contractors and paperwork. John's insights are both inspirational and practical, filled with solid advice on starting a game company.

For a different perspective on breaking into the game industry, check out the interview with John's wife and creative partner, Brenda Romero, in our Insights with a Game Designer course.

Topics include:
Creating a business plan for a game design company
Registering a business
Understanding the costs of running a game company
Getting funding from publishers and investors
Keeping a game company going and growing
Handling payroll and HR
Hiring game development contractors
Developing original intellectual property (IP)

http://www.lynda.com/Business-Skills-tutorials/Insights-Game-Industry-Start-Ups-John-Romero/435009-6.html

CartoonSmart - Space Girl – How to Draw a Pin-Up Style Character

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Duration 3h Project Files Included MP4

Learn to work with amazing brush tools, shade using gradients, explore clipping paths, compound paths and much more. The tutorial is divided into the following four parts: brush tools, inking, coloring, and shading.

CartoonSmart - Stick Men Animations

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The “fighting stick men” genre has gotten quite popular with YouTube videos, and while it might seem amateurish, the simplicity of stick figures provide a great exercise in character animation. Using stick figures one can work quicker than animating a more realistic figure, but still get a great sense for timing and human dynamics. This course is broken down into separate parts for designing and rigging the basic stick man, walking and running, inverse kinematics, animating a fight scene, and finally adding sounds.

CGCookie - Creating a Locking Weapon System

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In this Unity 4.6 tutorial we’ll be creating a Stinger missile launcher. For those of you who are unfamiliar with this weapon system it’s essentially an Anti-Aircraft weapon system also called MANPADS (Man-Portable Air-Defense System).

It’s a popular weapon in games such as Battlefield and even Call of Duty. You use it to lock on to an aerial target such as a helicopter or slow moving aircraft and once you’ve locked on you can fire a Stinger missile which will follow the target until it explodes on impact.

This course will go over how to create a Stinger missile launcher that locks on to specific game objects using a Raycast and tags. Once a target lock has been acquired we can then shoot out a Stinger missile which then follow the intended target (the game object) until it explodes on
impact.

This will be a fairly in depth tutorial series that covers various aspects that can be used in other games as well. Some of the things I’ll be covering in this series are:

Using Raycasts to determine which targets we want to lock on to
Animating a crosshair UI image with Mecanim
Adding 3d and 2d sound elements for added realism
Creating smoke and explosion effects using the Shuriken Particle system
Using physics to propel a game object through the air and make position and rotation adjustments in air
Using C# scripts to pass variables on to other scripts in-game dynamically
Delaying, stopping and playing various components with scripting
Creating a simple recoil animation within Unity
From this course alone you’ll get a broad knowledge of various aspects of game development with Unity and best of all you’ll have an awesome Stinger missile launcher that you can drop into any game with no modifications other than some tag additions to our enemies. Lets go!

Lynda – Insights with a Game Designer: Brenda Romero

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There isn’t a time Brenda Romero doesn’t remember working on games. She began tinkering on her own at age 5, and was employed full time at 15. Now she’s an award-winning game designer, artist, writer, and creative director, and the longest continuously serving woman in the video game industry. In this Insights interview, we ask Brenda to look back on her career and answer the questions aspiring game designers really want to know. Do you need to code to build games? What is the impact of independent developers on traditional gaming? How does mobile affect game design?
Combining inspiration and hard-won advice, this course shows there is more than one way to approach game design and break into the industry.

http://www.lynda.com/Developer-Games-tutorials/Insights-Game-Designer-Brenda-Romero/411570-2.html

CGCookie Market - Mirage [Blender Addon]

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Mirage aims to be a full suite for landscape and nature work in Blender, from the terrain mesh to the smallest rock. It currently supports terrain generation and tree distribution. This is an artist-oriented addon, built around a user-friendly GUI so you can focus on building your scene. All settings are simple to understand and fully documented. Mirage requires Blender 2.75 or higher.

Features

Terrain magic

Creating terrains just got a lot easier. Working with the terrain panel is easy to understand, and easy to get good results. Try a terrain with different levels of detail to quickly check the major forms, or use them to bake low poly versions for games. Mirage will automatically create weight and color vertex groups for Height, Slope and land below sea level. These are used for other features (like Tree Distribution) but can also be used for materials and more. The buttons in the tools panel let you keep these groups updated after you sculpt or edit the terrain mesh.

Heightmaps made easy

Generate terrain objects from Heightmap images in one click. Heightmap objects use the displace modifier so they can be tweaked after generation. Height and Slope Vertex Groups are calculated automatically too. Procedural Terrains can also export heightmaps as images inside Blender.

Get Tree Distribution under control

Distribute trees realistically over a terrain with a few clicks. Mirage gives you control over the maximum slope and height, density and scale. Save even more time with the automatic scale setting.

http://cgcookiemarkets.com/all-products/mirage/

Lynda – Photoshop: 2015 Creative Cloud Updates (updated Dec 01, 2015)

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Creative Cloud, Adobe’s cloud-based subscription service, delivers the latest imaging innovations in Photoshop CC straight to your computer. Deke McClelland helps you get the most out of these new features and enhancements in this course, centered around changes in 2015 and beyond. New videos will be added every time Adobe releases an update. To start, Deke covers the June 2015 release of Photoshop CC. Tune in and learn how to apply multiply strokes, drop shadows, and other effects to a single layer; work with the new Glyphs panel; trade dynamically linked assets via the Library panel; create multiple artboards in a single document; and preview your designs directly on a mobile device.

http://lynda.com/tutorial/369899

CGCookie - Creating a Stat Tracking Inventory System

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In this tutorial series we’ll be going over how to create a stat tracking weapon that uses UI elements to display things such as ammo and health status in real time. We’ll be combining this with animations, scripting and some images to create a unique weapon system. You’ll need to use Unity 4.6 as we’ll be using the “world space” UI to place text and images directly onto our weapon.

The things that will be covered in this series are:

How to use a world space canvas onto a moving game object
Using Mecanim and animation events to call a function at a specific time
Creating text elements that update their values based on C# scripts
Using GetComponent to grab components from other game objects and change their values
Animating a UI mask with a script using a scrollbar and an image
How to create a simple pickup object that can add or subtract values such as ammo
and health
This course will end with a student challenge for those who want to take the skills and
techniques they learned and apply them in their own unique way. This challenge is set to test what you’ve learned throughout the course and encourages you to think creatively to achieve a specific function within the game.

CGCookie - Fundamentals of Image Effects

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In this course you’ll learn about using image effects in Unity. Image effects are essentially filters we can apply to our main camera to enhance the look of our view. We won’t be covering the entire selection of image effects but we will cover the most common image effects used.

Image Effects covered in this course include:

Sun Shafts for creating rays of light protruding through objects
Global fog to add an eerie blanket of fog over an entire scene
Depth of Field to focus in on specific objects
Screen Space Ambient Obscurance (SSAO) to add realistic shadows within edges and crevices
Vignette and Chromatic Aberration to mimic a camera lense
Noise and Grain along with Noise and Scratches for the old film look
We’ll also cover combination of effects to include Grayscale, Bloom, Fisheye and Crease Shading
By the end of this course you’ll have a good understanding of how to utilize image effects with your camera to enhance the look of your game with a library of pre-made image effects that come with Unity.

Capture One Pro 9.0.0 OSX

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Capture One Pro is the world’s best professional RAW converter and image editing software. It contains all the essential tools and high-end features in one package to enable you to capture, organize, edit, share and print images in a fast, flexible and efficient workflow. Capture One Pro 6’s powerful and intuitive toolset is used by professional photographers to achieve world-class image quality, excellent colors and details.

New Features
An extra activation
Professional photographers require more flexibility for location work. Every Capture One Pro 9 licence now comes with 3 actviations instead of 2 – so you can activate the studio machine, location laptop and the back up laptop machine without the stress of shuffling activations.
Capture One Colors for DNG
Take advantage of the Capture One look. Read a converted DNG file as if it was the original RAW file. See release notes for more information.
Color Editor Interface
A classic, reloaded. Easier interaction and Includes a new mask from color selection feature.
Camera Battery Status Indicator
Instant overview of the power in the tethered camera from the toolbar.
Contrast Engine
Revised for even better image quality, color and contrast work in harmony to provide more natural transitions. Skin tones have never looked better.
Export Originals as EIP (Catalog)
The power of EIP is bought to the Catalog workflow. Export a RAW with its adjustments in a packed file for easy export and repurposing to retouchers or archive.
Flow and Airbrush Masking
Unleash the power of subtle masking to create natural looking adjustments.
Keyword and Libraries Tool
Organize, tag and find pictures easily with the new keywords feature.
Local Adjustment Curves
The power of curves adjustments can now be applied in a local adjustment mask.
Luma Curves (Scalable)
The power of contrast curves without the over saturation. Luma curves are also available as a local adjustment.
Rescaling Engine
The new down-sampling engine is designed to help those producing for web. Smaller images – higher quality.
Straight Line Brushing

Gumroad - Mech Tutorial - Remote Weapon System by Chris Rosewarne

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Mech Tutorial - Remote Weapon System

In this tutorial you will see one of my approaches for designing mech, hardware and props for feature films, from "Guardians Of The Galaxy", "Avengers Age Of Ultron" to the new Bond movie "Spectre" this workflow has proven to be a fast and efficient way to design and concept, not only for a 2D production visual but also with the intention of it being built for filming.

We begin by concepting a mech in Photoshop and I will show you the technique of working orthogonally with the aid of photo textures to generate a bold design with a strong and interesting silhouette. From here we will import the image into SketchUp where we will model the design in 3D, exploring forms and mechanics before rendering various finishes in Keyshot to composite in Photoshop for a final presentation visual.



This tutorial is aimed at intermediate users of SketchUp, but I have also included a an extra "Introduction to SketchUp" video that walks you through my modelling techniques.

No need for SketchUp Pro, this was all made with the free version.

Plugins Used: Round Corner, Add Centerpoint and Joint Push Pull. Plugins can easily be installed from with SketchUp, from the toolbar View>Tool Palletes>Wareouse

UPDATE: Add Centerpoint can be downloaded here

http://sketchucation.com/resources/pluginstore?pln=CenterPointAll



Tutorial includes:

Tutorial video (10 parts including an intro to SketchUp)

The original SketchUp model of the mech

Layered Photoshop file of final presentation visual

CGCookie - Creating a UI Speedometer

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This Unity tutorial will go over how to create and script a UI speedometer for our motorcycle. The motorcycle may look familiar as it was taken from the fantastic Blender course by Chris Kuhn found here: Modeling a Motorcycle. I wanted to bring this into Unity to add a digital speedometer modeled off some real world digital speedometers found in cars currently out there.

We’ll use the UI system in Unity 4.6 to mimic a bar being filled to represent the speed increasing along with text elements to update our actual speed value in real time. C# will be used to control the increase and decrease in speed. It’s fairly simple and straightforward but looks really cool and can be applied to a lot of different game mechanics.

By the end of this video you should know how to create the image above.

3D World UK - January 2016 PDF

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Explore new CG techniques and discover inspiring new artwork, animation and VFX with 3D World, the world's best-selling monthly magazine for CG artists. Every issue features brand-new tutorials written by working professional artists, with hours of video training and tutorial files to download. Discover new ways to create CG content for animation, movies, arch-viz and games.

English - 102 pages - PDF - Issue 203

FXPHD - NUK231 NUKE Compositing Best Practices

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Sometimes the creative process of digital compositing can be extremely complex specially when artists have too many technical tasks to focus on at the same time. In order to preserve an efficient workflow within a shot and across a whole project a smart methodology is required. Preserving high quality standards is as much important as deliver your best shot on-time. Being efficient should be as natural as breath, you don’t need to focus on it: you just do it without even thinking about that while your focus is where you really need it the most.

After years handling the highest quality standards in major VFX houses, prof Victor Perez brings you a selection of his best practices, procedures, methods, suggestions, advice, optimizations, tips and tricks; covering the main areas of compositing that you find in your day-by-day basis to become an efficient compositor and make your NUKE™ scripts look like Swiss clockwork.

Victor Perez is a senior visual effects artist with over 12 years of production experience in computer graphics, digital grading and visual effects along different countries. Nuke™ Official Certified Trainer by The Foundry®. As a senior digital compositing artist and 2D Technical Director he has a fine combination of both artistic and technical understanding of film postproduction and visual effects. Member of Visual Effects Society and usual collaborator of Nukepedia. Victor has worked and researched with Oscar® winner studios such as Cinesite and Double Negative between others. His film credits include The Dark Knight Rises (Dir. Christopher Nolan), Harry Potter and The Deathly Hollows: Part I (Dir. David Yates, 2010), Pirates of the Caribbean: On Stranger Tides (Dir. Rob Marshall, 2011), John Carter (Dir. Andrew Stanton, 2012), Lés Miserables (Dir. Tom Hooper, 2011).
course syllabus
Class 1: Understanding mind maps structures and organizing a nodal graphic representation of a compositing: from ideas to nodes. The complete guide to understand the Node Graph and its iconography. The art of backdropping and labeling. All the Merge operations explained.
Class 2: Concatenation of transformations: theory and practices for reducing the impact of filter and antialiasing issues. Bypassing nodes that break the concatenation. Applying transformations within other non-transformation nodes: Roto & RotoPaint.
Class 3: Implicit vs. explicit compositing streams: handling channels on a multichannel structure, masking procedures and issues, optimization of multistream parallel operations. Parallel vs. serial structure of a script, pros and cons.
Class 4: Handling a CG Multipass: implicit and explicit structures for building the Beauty: pros and cons. Single multichannel OpenEXR files vs. one-pass-per-file philosophy: Handling, compacting and expanding options. The additive and the subtractive synthesis of compositing the CG Beauty.
Class 5: The Boundary Box (BBox) demystified. How to handle it for optimal results. Nodes that modify the appearance of the Bbox: preserving or discarding, cropping and handling the information beyond the format. The Merge and the BBox. Autocrop unuseful areas. The BBox through the 3D space.
Class 6: FX and process extraction. Methods for blending separated grain structures and the overall grain workflow issues. Building a Luminance Keyer. The Fringe and the Solarisation curve.
Class 7: Node optimizations: presets and defaults. Task oriented open structures vs. Groups/Gizmos enclosed structures. Implementing Nuke original nodes: rebidding a LightWrap open structure. Python generators from given data in nodes: the standard projection setup automatized. Recommendations for creating templates (Coverage Map Template case study), creating script template menu calls, focus on the CG multipass “universal” template.
Class 8: Relink procedures for handling files and paths structures within the Read node: Search & Replace on text editors, python scripting for automatic replacement, building a Relink node and its Nuke Expressions, script-relative paths, Search & Replace panel (using Frank Rueter’s Nukepedia Python), OS-relative path replacements.
Class 9: ScanlineRender node optimizations: the “bg” input, creating ID passes, separating elements from renders, holdout operations and layering, integrating native deep image compositing options from Nuke 3D space renders, the disjoint-over operation. Channel optimization.
Class 10: 4K plates in a 2K workflow: data extraction and patch generation. The Python “loop’” for modifying knobs in several nodes at once. The Relight structure and the filtering issue: generating manual antialias, the double fusion relight pass merge method. Alpha masking for Merge operations. 3rd Party Python, Gizmos and Plugins.
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