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Pluralsight – Maya and Fume FX Dust in Production

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Dust hits are a very common effect in VFX. In this course, you will go through different and efficient techniques for creating and rendering all sorts of dust in a production environment.

There are many different techniques available to simulate feature quality dust. In this course, Maya and Fume FX Dust in Production, you will simulate all sorts of dust from a car crash in a production shot. First, you will learn how to automate dust emission using the SOuP plugin. Next, you'll learn classic particle and surface emission methods. Finally, you'll learn how to use effectors to automate dust emission in FumeFX, and render it all in Arnold with the most flexibility for compositing. When you're finished with this course, you will have the skills and knowledge of and FX Artist to create feature quality dust simulations in production.

Software required: Maya, FumeFX, SouP Plugin.

https://www.pluralsight.com/courses/maya-fumefx-dust-production

Pluralsight – Maya Animation Fundamentals

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Maya is a powerful and intuitive animation tool. In this in-depth step-by-step course, you'll learn the ins and outs of working in Maya, and develop a strong foundation for how to use it for your own animations.

Knowing basic animation techniques isn't always enough to have the ability to create professional looking animations. Often times you'll need to dive deeper into specific toolsets in order to help elevate your work to the next level. In this course, Maya Animation Fundamentals, you'll learn all about the animation tools within Maya 2017. First, you'll learn about the playback controls and time slider. Next, you'll explore keyframes, animation preferences, visualize tools, and the graph editor. Finally, you'll start digging into Maya's MASH animation toolset. When you're finished with this course, you'll have a great understanding of animating in Maya 2017 and how you can apply it to your own animation projects.

Software Required: Maya 2017

https://www.pluralsight.com/courses/maya-animation-fundamentals

Allan Mckay Tower Destruction

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3ds Max Tower Destruction by Allan Mckay Seed..:) ENjoy!

FXPHD - MSV102 - Introduction to Massive

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Title: FXPHD – MSV102 -Introduction to Massive

Info:
Massive is the crowd simulation software initially developed for The Lord of the Rings trilogy and is now used on major motion pictures, TV shows and commercials to create realistic crowd scenes.

This course aims to give an introduction to the inner workings of Massive from the ground up, introducing core concepts such as Fuzzy Logic and how it relates to creating an AI brain for a Massive agent. In order to demonstrate each of the aspects of Massive we’ll develop a vehicle agent and show how a simple traffic simulation can be created.

Geoff Tobin is a Lead Massive TD working at Weta Digital in Wellington, New Zealand. He started working in the industry in 1993 as an animator using SideFX Prisms, Alias PowerAnimator and Maya. Geoff has been working with Massive since 2000 and was involved with its early development in creating the crowd scenes for The Lord of the Rings trilogy. He has since used Massive in motion pictures such as I-Robot, King Kong, Avatar, Abraham Lincoln: Vampire Hunter, the Planet of the Apes films and the Hobbit trilogy.

course syllabus
CLASS 1
Getting started. The introductory lesson will give a general overview of Massive and introduce theoretical concepts such as Fuzzy Logic. We’ll take a tour of the user interface and look at the various aspects of the software such as the brain, body, motion and scene pages and how they relate to each other. Geoff will also discuss the usual pipeline of a massive project in a production environment.
CLASS 2
We will look at the Body page in Massive where you define the physical characteristics of a Massive agent. We’ll cover agent parameters and look at the various aspects that make up the body of a Massive agent. We’ll take a detailed look at the body segments which comprise the skeleton and build a skeleton and collision-shape body for our car agent. A simple brain will be created which will allow us to drive the car around and we’ll finish up with a brief demo of dynamics in Massive.
CLASS 3
Brains! pt 1. This lesson will be the first of a two-part set looking at brains in Massive. It will give detailed coverage of each of the brain nodes, how each one functions “under the hood” and the different ways they can be connected together. We’ll discuss fuzzy logic in the context of a Massive brain and show how the brain nodes implement fuzzy logic to control the agent’s behavior.
CLASS 4
Brains! pt 2. In part 2 of our look at brains in Massive we will use what we learned last week to start building the brain of our car agent. We’ll set up fuzzy logic networks to handle controls for turning the wheels based on the forward velocity of the car, steering the car by the amount the front wheels are turning left and right, acceleration and braking controls as well as simulating effects such as weight transfer – the way the car’s body leans during turns and pitches forward and back when accelerating.
CLASS 5
We will look at how a Massive agent senses and interacts with its environment and adapts its behavior to match the terrain. We’ll also look at how a Massive agent navigates in its environment using flow fields, terrain maps and lanes.
CLASS 6
Senses. We’ll cover how a Massive agent uses its senses such as sound, sight, touch and agent fields to allow it to be aware of and react to other agents.
CLASS 7
We will continue looking at how a Massive agent interacts with its environment. We will use what we learned in the previous lessons to create a simple city environment for the car agents to inhabit. We’ll create the lanes for our city environment and look at how to set up all the possible choices of which way to go at different kinds of intersections. We will then set up the brain of the car agent to be able to decide which of the lanes to follow depending on which direction it wants to go and the available directions at each intersection.
CLASS 8
Environment Part 3 and Variation. This lesson we will complete our city environment by creating a traffic light agent to control the flow of traffic at the intersections. We’ll also add some rules to allow the cars to give way to other cars already on the intersection and avoid collisions. Then we’ll look at how you can use agent variables to modify an agent in order to create different kinds of vehicles that share a common brain.
CLASS 9
We’ll finish our simulation by adding pedestrians to our city scene and show how they can interact with each other and the cars.
CLASS 10
We cover attaching geometry to an agent and assigning materials to allow us to create a production quality render. We’ll also revisit variation and variables in the context of geometry and materials. We’ll look at how to create a complete render including shadows.

Craft Director Studio v16.2.1

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Title: Craft Director Studio v16.2.1 for 3ds Max & Maya 2014 – 2017

Info:
Craft Director Studio(CDS) Defense Edition is a total animation solution for quick and easy creation of premium 3D visualizations and animations for tanks, trucks or aircraft. This Edition includes the complete Craft Director Studio Complete Suite as well as four high-end Pre-Rigged Models: Black Hawk, F18, HMMV and M1 A Abrams. In addition upgrades are included for a whole year. There is also the possibility of purchasing floating licenses (network license).

Udemy - After Effects Futuristic Graphics

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Title: Udemy – After Effects: Futuristic Graphics

You’ll learn how to:
*create and design your graphics using only After Effects’ built-in tools,
*animate your graphics using basic keyframes and simple expressions,
*achieve a clean green screen color key
*motion track live-action footage
*composite your animated graphics over top for a final look.

The first two sections will cover creating a rectangular graphic and a circular graphic from scratch entirely inside of After Effects. You’ll gain knowledge of the AE layout as well as where to find some of the software’s most important, and commonly used, tools. We’ll discuss working with shape layers, using the stroke effect, After Effects’ built-in alignment and distribution tools, and loads of other good stuff.
The following two sections is where the fun begins as you learn how to animate your graphics and watch them come to life. I’ll cover animating with basic keyframes and teach you some simple expressions you can use to achieve complex animations without actually setting any keyframes! You’ll also learn how to animate your layers in 3D space, and how to work with the camera to create depth.
Finally, I’ll teach you how to put it all together for a final piece! You’ll learn the techniques used to get a clean green screen color key, how to motion track live-action footage, and how to place your already animated and completed graphics on top of the live-action footage to create the final look.

Lynda - BIM Manager: Managing Revit

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Gain insight on how building information modeling (BIM) managers use Revit, and how you can align this software with your company's standards and workflow. To begin, create custom borders and shared parameters, and add a symbol list. Next, create custom templates using filters, phasing, and project browser organization. This course shows you how to perform these steps and how to model callout tags, elevation markers, sections, and levels, as well as how to set up a typical Revit work-sharing environment and master details model.

Topics include:

Setting up the Revit folder structure
Creating a revision schedule
Adding a symbol list
Creating shared parameters
Configuring your text
Creating line types, weights, and patterns
Configuring the underlay settings
Creating custom grids
Viewing templates
Importing CAD details

http://lynda.com/tutorial/495326

Udemy - Make a low poly Autumn Scene in Blender and Unity in 30 Mins

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Learn how to make simple low poly art in Blender and then import it to Unity3D.

Modeling Game Assets in Blender for Absolute Beginners

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This is a beginner course. It is assumed that students have no knowledge of the program at all. This course is targeted at beginners who have little or no experience with Blender. The pace is initially quite slow, with lots of practice opportunities so that you can get used to the Blender environment. The language is simple and you should have no problems understanding what I’m talking (or writing) about. As we proceed you’ll get familiar with new, more advanced concepts.

This course is divided into 9 sections, each of them covering a broader topic subdivided into lectures. Altogether, there are 43 lectures. The pace is up to you, you can go through the easier parts faster and then take more time to study the more sophisticated ones.

Lynda - Logo Design Techniques (updated Dec 16, 2016)

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Logos are a critical part of the modern visual landscape. To learn how to create your own, it's important to be able to identify the components and design techniques behind the most successful examples, from the Nike swoosh to the Coca-Cola ribbon. In this course, Nigel French deconstructs popular logos in order to explain why and how they work, and offers a methodical approach to creating a logo in Illustrator. These tutorials combine theory with nuts-and-bolts techniques that emphasize simplicity and readability: the principles that ground the best logo designs.

Topics include:

Generating logo ideas
Choosing the right typeface
Designing with simple shapes
Adding shine, texture, beveled edges, and transparency
Designing with negative space
Choosing logo colors
Preparing final files

http://lynda.com/tutorial/173877

Pluralsight – Fusion 360 Essentials – Drawings

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Fusion 360 is an amazingly versatile 3d CAD platform. This course discusses everything you'll need to know in order to get started creating informative detailed drawings of your designs in Fusion 360.

Once a 3D design is complete, there are often requirements to provide documentation. You may need to get a quote from a potential supplier, provide documentation for tooling to be created, or provide your production floor with assembly instructions. In this course, Fusion 360 Essentials - Drawings, you will focus on the process to create drawings in Autodesk Fusion 360. First, you'll learn about design criteria. Next, you'll explore exploded views and go through some drawing standards. Finally, you'll learn all about exporting your file and sharing it with the world. By the end of this course, you will have a solid foundation with Fusion 360 Drawings and be on your way to detailing your own amazing products.

Software required: Autodesk's Fusion 360.

https://www.pluralsight.com/courses/fusion-360-essentials-drawings

DxO FilmPack Elite 5.5.10 Build 544 x64 Multilingual

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DxO FilmPack , a major new version of DxO Labs’ popular analog film simulation and creative effects software, adds 80 even more aesthetically-pleasing renderings and stunning new effects to help photographers give their photos greater emotional impact as well as a unique style, whether in color or in black & white. With DxO FilmPack , photographers can apply to their digital photos all the characteristic color, contrast, and grain of analog films that made photographic history, along with many original looks, filters, tonings, and visual effects — all of which can be infinitely combined and customized.

Features:
DxO image quality for creative photography
Support for RAW format: perfectly faithful color renderings
Now supporting RAW format, DxO FilmPack uses the calibrated data from your camera to apply analog renderings with perfectly faithful colors. Since the colors in your images haven’t been altered in any way, DxO FilmPack’s exclusive automatic Color protection feature is even more effective. And as it is based on all of DxO’s RAW processing know-how, DxO FilmPack automatically corrects — without any intervention on your part — all of your equipment’s possible optical flaws: distortion, vignetting, and chromatic aberrations, all while efficiently reducing the undesirable digital noise in your images.

And of course, processing TIFF and JPEG images is always possible!

More than 80 “high-fidelity” analog film renderings
DxO FilmPack renderings are created in DxO’s laboratories using an exclusive scientific process of exhaustively profiling each film. This process is based on a series of shots of specially-calibrated targets and as well as real-life subjects taken with the film being profiled. The film is then developed by the world’s most reputable processing laboratories, notably PICTO in France and Duggal in the United States, and is then subjected to high-resolution digitization in order to measure the film response and to extract the grain matrices. This process has allowed DxO to perfectly reproduce “high-fidelity” rendering of the characteristic appearance, colors, and grains of 83 legendary films — color negatives, black & white, slide, and instant snapshots.

16 new analog film renderings to help you express your creativity
Discover 16 new analog film renderings among the 80 included in DxO FilmPack 5: films that have disappeared or will soon disappear, creative films, black & white renderings … To further express your own creativity.

Adox CHS 100 II • Adox CMS 20 • Adox Color Implosion • Adox Silvermax 21 • Bergger BRF 400 PLUS • Foma Fomapan 100 Classic • Foma Fomapan 100r • Foma Fomapan 200 Creative • Foma Fomapan 400 Action • Fujifilm Instax 120 • Fujifilm Neopan 400 • Fuji Superia X-Tra 400 • Fujicolor Pro 400h • Ilford Pan 100 • Ilford Pan 400 • Kodak Portra 400

All the emotion of analog photos
Color renderings: the poetry of analog film applied to digital photos
DxO FilmPack applies to your digital images the saturation, the contrast, and the grain of the most celebrated analog silver halide, slide, and color negative films. Rediscover the sweetness of a Kodak Portra 160 NC for your portraits and events, the magic of a Polaroid so as to imitate old vacation photos, or even the contrast and stunning colors of a Fuji Velvia 50 for macrophotography. Up to 45 color analog films are available to bring out the sleeping visual poet in you!

What's New in This Release:
Updates: official site does not provide any info about changes in this version

4 Unity Assets

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These are Unity Assets

* RELEASE DESCRIPTION *

These packs include:

1- "Explosions" ($) Unity 4.5 and up
https://www.assetstore.unity3d.com/en/#!/content/54783
Version 1.0.0.0 Sept 2016 submitted using Unity 4.5.0
tut = https://www.youtube.com/watch?v=b9QWqvbPF7Y

2-" ProGrids 2" ($) Unity 4.7 and up
https://www.assetstore.unity3d.com/en/#!/content/4466
Version 2.2.6f0 7-19-2016 submitted using Unity 5.0.0
tut = https://www.youtube.com/watch?v=_BLArJ63_QU

3- "Impacts and Muzzle Flashes" ($) Unity 4.6.9 and up
https://www.assetstore.unity3d.com/en/#!/content/57010
version 1.0.0.0 Sept-26-2016 submitted using Unity 4.6.9
tut=https://www.youtube.com/watch?v=u8GK2oGerrM

4-" UFPS Photon Multiplayer Starter Kit"($)Unity 5.2 and up
https://www.assetstore.unity3d.com/en/#!/content/33752
Version 1.0 7-23-16 submitted using Unity 5.2.3

NOTE !! This pkg (4) needs "UFPS Ultimate FPS 1.7"
so..I have included it here for those that may not
have it. I also included the manual,release notes,
and feature list for UFPS Photon Multiplayer Starter Kit.


They should all work in Unity 4.5 and up (according to the Unity Asset Store)
I tested them in Unity 5.0,5.3,and 5.5 they all (seemed to) work..but I am NOT a Unity expert (yet)
NONE are "Free" nor are they demo's -All are Full and current versions
Great assets for building your action games!

* POSITIVE THESE ARE NOT DUPS!! searched long on this site and did not find them..here! *

* HOW TO INSTALL*
1. unrar to a dir of your choice.
2. then unrar each resulting directory the same way
3. add to your assets in Unity or anywhere you want

ENJOY !!!

My Christmas gift to you all.
Merry Christmas and a VERY Happy New Year
Thanks to ALL who contribute to this site

4 Unity Assets - Happy Holidays

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4 Newer Game Assets to help ease development - Especially around the holidays!

Fracturing & Destruction

Asset Page: https://www.assetstore.unity3d.com/en/#!/content/9411

The Ultimate Fracturing & Destruction Tool is a Unity editor extension that allows you to fracture , slice and explode meshes into shards.
It also allows to visually edit behaviors for all in-game destruction events like collisions and projectile impacts. This enables to trigger sounds and create dust or explosion particles without any scripting.
Includes four different sample scenes!

uMOBA

Asset Store:
https://www.assetstore.unity3d.com/en/#!/content/62542

uMOBA is a simple and powerful project that contains all the Multiplayer Online Battle Arena core features.
(WebGL Demo) (Forum) (Documentation)

* Fully Unity + UNET based
* Same Scripts for Client & Server
* Beautiful, customizable UI
* Huge MOBA sized map
* Uses Unity's new UI system
* Players, Monsters, NPCs
* Jungle Creeps
* Towers, Barracks, Bases
* Fog of War & Team Proximity Checker
* Movement via Navigation
* Animations via Mecanim
* Beautiful 3D Models
* Top, Middle, Bottom Lanes
* Team based Health Bars
* Team, All, Whisper, Info Chat
* Minimap
* Levels
* Skills & Buffs, AoE Skills, Skill Levels
* Items & Gold
* Hero Selection
* NPC Trading
* PvP
* Weighted NavMesh Areas for Monster AI
* Mouseover Outline effect
* Death and Respawning
* Only 2500 lines of carefully crafted C# Code
* Secure: all Logic is simulated on the Server
* Server can run on Linux in Headless mode
* MOBA Camera with Zoom
* Lobby & Matchmaking
* Network Time Synchronization
* Platform Independent
* Mobile Support
* Free of Deadlocks & Race Conditions
* Death and Respawning
* A Patcher is available separately

MFPS v1.0.9
Asset Store (not featured in Unity's store anymore):
http://lovattostudio.com/forum/viewtopic.php?f=15&t=229

Description:
http://lovattostudio.com/forum/viewtopic.php?f=15&t=3

uSky 2.0 BETA uSky Pro v1.1.9 (Not the latest but working with Unity 5)

Asset Store:
https://www.assetstore.unity3d.com/en/#!/content/24830

Upcoming uSky 2.0 has been rewritten and using new Precomputed Atmospheric Scattering algorithm. This new and accurate method to render the atmosphere in real time from any viewpoint from ground level to atmosphere level.

It reproduces many effects of the scattering: such as the daylight and twilight sky color and aerial perspective for all view and light directions, or the Earth and mountain shadows (Occlusion) inside the atmosphere.

User friendly gradient attributes allows manually color set up for sun, moon and ambient light color. All the gradient color will dynamically update at runtime.

Added new enhanced LightShaft image effects.


Enjoy!

HAPPY HOLIDAYS!

Learn to Code Trading Card Game Battle System with Unity 3D

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Learn to Code Trading Card Game Battle System with Unity 3D

Link:
https://www.udemy.com/learn-to-code-trading-card-game-battle-system-with-unity-3d/

About this course

A comprehensive and easy to learn guide to crate a trading card game battle system with Unity 3D.

Description

This course provides a full guide on trading card game battle mechanics.

The material in this course is divided into 6 Sections. Section 1 features a short introduction to the course.

In Section 2 we will focus on making cards. We will use Unity UI features to create both faces and card backs of our cards. Spell cards and creature cards will be designed a bit differently. Creature cards will have distinctive oval frames around creature images. You will learn how to rotate cards that are made with Unity UI properly. We will do some scripting to make a simple system that will allow us to create and edit our cards as assets in Unity.

In Section 3 we will continue working on different visual elements: mana pools, rope timer, hero portraits, end turn button and so on. By the end of this Section we will assemble a visual layout of our Battle Scene that our players will see in the final version of the game. We will also explore several scripts that will help us drag cards in the game, organize and display enlarged previews of cards and creatures.

In Section 4 we will prepare our project for bringing in all the scripts that will handle Logic in our game. We`ll start by taking a look at a small slideshow that will explain the relationship between Visual and Logical parts of our game. We`ll add several new Visual features – Damage Effects that will display amounts of damage taken by creatures or heroes in the game, a simple system that will show messages in the start of each turn and targeted dragging for spell cards and creature attacks.

Section 5 is the most complicated Section of this course in terms of scripting. We`ll bring all the remaining scripts, including all the Logic scripts into our project. Our goal for this Section is to establish the most basic game mechanics of drawing cards from deck, playing creatures onto the battlefield and attacking either our opponent`s hero or his creatures. We will also discuss turn management and test our burning rope timer.

In the final section of this course you will learn to create spell and creature effects for your game. Creature effects might be caused when the creature enters the battlefield, when the creature dies, when the turn starts or ends or even when certain events occur in the game (like: when your Hero takes damage, draws a card, etc…). We will also take a look at a simple AI script that will control our opponent`s behavior and let us play this game against the computer.

I have tried to save the project that I was working in as often as I can so that you can easily pick up the material from any point in this course. All these assets that are used to create cards, creatures, hero powers and other game elements are free for commercial use and available for download with this course. You can find detailed info on art and scripting assets and links to some other useful resources in the Credits file that you can download with this course.

What are the requirements?

First couple of Sections in this course are very beginner friendly. In these Sections we spend most of the time working in Unity Editor. So anyone can learn how to make and rotate cards, create other visual elements that are used in this game.

In Sections 4-6 we use some advanced scripting techniques to establish all the processes that happen in our game Logic, write AI scripts and so on. So for the final lectures of this course it is best if you have some previous experience with C#. I try to explain everything that I am doing as much as I can.

You should install the latest version of Unity3D to work on this course and open example projects that are provided with this course (to develop this game I used Unity 5.4 beta, so any version of Unity after 5.4 will do).

What am I going to get from this course?

Create beautiful custom cards and creatures for your game

Show enlarged previews when you are hovering over a card or a creature

Enable card rotation and design a custom card back

Highlight cards that your players can play and creatures that can attack this turn with glows around their border

2 different ways to drag cards in trading card games: just dragging cards onto the battlefield area to play them, or dragging onto a specific target to cast spell or attack with creatures

Show targeting gizmo with an arrow and a target icon when attacking with creatures or casting spells

Create adaptive layouts for your player’s hand and table areas. We are not using pre-determined places for cards. All the creatures and cards will always remain centered

Make a Hearthsone-styled mana pool with 10 mana crystals. Players start the game with 0 mana and in the start of each turn they will receive 1 mana crystal

Create framed Hero portraits and round Hero Power buttons

Create a burning rope that will measure time left until the end of the turn

Create decks with variable thickness. The more cards your deck contains – the thicker it looks

Separate Visual and Logical part of your game (aka server – game client)

Create a simple system to manage, edit and create new cards, creatures or Hero classes

Manage turns in trading card games

Establish the most basic game mechanics of playing creatures and attacking opponent’s creatures or opponent’s Hero

Create custom effects for your spells and Hero Powers

Create diverse creature effects that might be triggered: when the creature enters the battlefield, when the creature dies, when the turn starts or ends or even when certain events occur in the game (like: when your Hero takes damage, draws a card, etc…)

Determine “game over” conditions and show some end game animations or events

Create a simple computer AI that will control opponent’s Hero

What is the target audience?

This course is for trading card game enthusiasts and for people who are interested in making card games like Hearthstone and Magic the Gathering. It will help you both build your own trading card game and explore what happens behind the scenes in your favorite trading card games.

Unreal Marketplace - AI Behavior Toolkit

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https://www.unrealengine.com/marketplace/ai-behavior-toolkit

This contains the fixed AI behavior Toolkit that was uploaded in broken form as part of this pack: https://www.cgpeers.to/torrents.php?id=50346

Fixed by the original uploader at CGPersia.

The Art of Dishonored 2

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ArKane Studios and Dark Horse books are proud to present this gorgeous collection, featuring hundreds of pieces of art chronicling the development of the blockbuster stealth-action title. The Art of Dishonored 2 is a must-have item for art fans and gamers alike!

Allan Mackay Reverse Gravity 2 of 7

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As promised, here is part 2 of the training.

MARI Extension Pack 3 R2

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About MARI Extension Pack

MARI Extension Pack 3.0 is the third installment of the popular Plugin for the 3D Texturing application MARI

Key Features include:

110+ Major Feature Additions and Improvements
Fully compatible with Mari 3.0
Dozens of Procedural and Adjustment Layers
Workflow enhancements for managing layers, channels and projects
Procedural Edge Wear

Please buy if you use commercially.

ADN Modeler Tools 0.5

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ADN Modeler Tools is a smart modeling script tool for Maya that comes with multiple useful tools,ranging from simple scripts to highly complex tools that completely redefine your workflow.


Use this line of code as said in the documentation :


source "AMTools/ADNModelerTools05.mel";


Please buy for commercial use. Its super cheap and updated a decent amount.
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