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Paint or Pixel: The Digital Divide in Illustration Art (E-Book)

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Some arts, illustrations and interviews.

Paint or Pixel: The Digital Divide in Illustration Art

This collection of art and essays, by the best of today’s science fiction and fantasy artists—including Joe Devito, John Howe, Janny Wurts, Frank Wu, and others—presents candid opinions behind the revolution now taking place in the field. Are computers creating a seismic shift in the creation of sf&f art, or are they just another tool in the artist’s paint box?

Paperback: 160 pages
Publisher: NonStop Press; 1st edition (March 15, 2008)
Language: English
ISBN-10: 1933065109
ISBN-13: 978-1933065106

https://www.amazon.com/Paint-Pixel-Digital-Divide-Illustration/dp/1933065109

zov |||

Adobe Creative CloudKaspersky_Internet_Security_2016

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Kaspersky_Internet_Security_2016

Adobe_Media_Encoder_CC_2015

Adobe_Premiere_Pro_CC_2015

Unreal Engine 4 Marketplace - Content Pack 4.14 [fixed]

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This contains proper files for all of the Unreal assets/plug-ins listed below, & replaces the broken ones upload at https://www.cgpeers.to/torrents.php?id=50346 . That torrent is now obsolete (& only contained broken assets anyway).

The originals & the fixes are courtesy of lonsdale201 at CGPersia: https://forum.cgpersia.com/f79/fixed-all-broken-asset-unreal-engine-exclusive-content-all-4-14-version-ready-mega-link-148581/

This torrent also contains lonsdale201's fixes for three of his previous uploads: VFX Weather Pack, Stasis Pack - Modular SciFi, & Quest and Dialogue System.

Also, the archived file of fixes uploaded by lonsdale201 at CGPersia is missing SF Service Rooms & Ultimate Greyboxing Kit, so proper versions of those are still missing. I will upload them separately if lonsdale201 makes them available.

All assets/plug-ins are archived (RAR 5) separately, so you may download only what you need.

According to lonsdale201, these are all current for 4.14. I have tested only the AI Toolkit, which works for me in 4.14.2.

List:

Advanced Cel Shader Pack: https://www.unrealengine.com/marketplace/advanced-cel-shader-pack

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

Explosions Builder: https://www.unrealengine.com/marketplace/explosions-builder

FPS Weapon Pack Vol 3: https://www.unrealengine.com/marketplace/fps-weapon-pack-vol-01

Luos's Modular Rocks & Caves: https://www.unrealengine.com/marketplace/luos-s-modular-rocks-caves

Multistory Dungeons: https://www.unrealengine.com/marketplace/top-down-multistory-dungeons

Player Build System: https://www.unrealengine.com/marketplace/player-building-template

Multiplayer Lobby System: https://www.unrealengine.com/marketplace/lobby-chat-group-and-more

Pyro Particle Texture Pack v1: https://www.unrealengine.com/marketplace/pyro-particle-texture-pack-v1

Spline: Ropes - Hoses - Sci-fi: https://www.unrealengine.com/marketplace/spline-ropes-hoses-sci-fi

SuperGrid Starter pack: https://www.unrealengine.com/marketplace/supergrid-starter-pack

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Not in original torrent:

Quest and Dialogue System: https://www.unrealengine.com/marketplace/quest-and-dialogue-system

VFX Weather Pack: https://www.unrealengine.com/marketplace/vfx-weather-pack

Stasis Pack - Modular SciFi: https://www.unrealengine.com/marketplace/modular-scifi-interior

Allan McKay - Live Action Series - Term 1

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FX Term 1 - Century City Building Destruction

Before we dive into sequences of shots - where our focus will be in working on many FX for many shots and learning through the unique challenges that arise. Our goal of the first term is to jump in the deep end on a solo shot or a 'one off'. This will give us the chance to focus all of our attention and energy on the process and walking through a real film studio pipeline.

Initially walking through the pre-production phase we're able to learn many critical lessons on how to approach a visual effects shot 'the right way'. Planning and discussing what's involved and communicating our plan before we take action. From initial 'hand over' of our shot and then beginning to block out our shot in phases before we get involved too heavily in creating all of the elements.

As we dive into creating the effects, we first initially create our destruction and lock the look. Learning to create a solid workflow for creating our destruction dynamics and integrating it into our shot with basic lighting and shading. Our first review is after we initially build our first pass of the destruction - we then review this and decide on what areas need revisions - A really critical moment is where we then review our shot and begin to problem solve issues and revise any issues with our simulation before we finalize the animation, and export Alembic caches of everything for use in final rendering.

Once our dynamic simulation is approved and 'published' we move onto creating all of our effects which are driven from the base simulation we built. Initially focusing on geometry simulations we create many additional effects elements from sparks and embers, to additional secondary glass impacts, debris as well as dense clouds of dirt spilling out of the building as areas collapse. Each of these elements is also published and baked out to Alembic caches so they are final, and also require no further calculations.

After which we create many of our atmospheric effects, from various levels of dust, fire, explosions, shooters, smoke, smoke columns, flame bursts and internal large scale fire inside of the building, and dozens of other layers.

Meanwhile we have many intermediate implementations of our elements into composite inside of Nuke, which allow for us to see our shot progress and understand how it will all be integrated together. Finally once all of our elements are built, we begin to balance our renders out, focusing on the lighting and shading and adjusting layers until we have a perfect balance of all of our effects elements. We're then able to begin to build up our scene states for render pass creation and take our final render passes into comp.

Not only do we focus on heavy treatment in comp of our elements, as well as many tricks to integrate our elements seamlessly into the shot, and adding additional reflections and many other steps. But we're able to review our shot as a whole and what additional elements we wish to create. Here is where we're able to go into 3D one final time to make any final adjustments, as well as to create 'contact maps' of any debris hitting the sides of the buildings, as well as burn maps for our pyro elements to burn and mark up the building areas around it, and interactive lighting passes to get our fire to illuminate and light our shot as well.

All of this is performed over a fairly lengthy time, our first time is one where we focus on doing a majority of heavy duty work, but our focus is on making one visual effects shot completely amazing and taking it through to final. Understanding every step of the way and learning many of the steps involved in revising our effects as we move through the process. The final look is that of a high quality Hollywood production level visual effects shot. Which now we can start to replicate this process but on a much larger scale in many more shots in the further terms. This is an intense lesson and paves the way for the rest of the course.

This is just a short excerpt from the full course description.
You can read the whole thing here http://i91.fastpic.ru/big/2017/0120/ea/_c8bd33789f7b6916ae3483c14037f0ea.jpg

Groundwork of Gurren Lagann #1

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Gainax's first "groundwork" book for "Gurren Lagann" is devoted to the series' first eight episodes with black-and-white reproductions of many of their layout drawings, animators' drawings, and timing sheets. Includes 16 color pages of animators' drawings and illustrations for magazines. Softcover with dust jacket; text is in Japanese.

OVERLORD(anime) Perfect Setting Book

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Publisher: Kadokawa
Scans: 247 (jpg)
Scanned by: wilfried
Release Date: November 2015
JAN/ISBN: 978-4-04-730775-9
Resolution: 4000x5940 (600 dpi)
Related: BakaBT , aniDB , MU
Info: CDJapan

Features 240-page of character and background setting with illustrations and comments!

Art of Penguindrum

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Publisher: Kadokawa Shoten
Release Date: May 2013
ISBN-13 978-4344827431
ISBN-10 4344827430
Length: 127 pages (135 scans)
Language: Japanese
Categories: Drama, Psychological, Mystery, Comedy
Resolution: ~1550x2130 (jpeg)

Official artbook of Mawaru Penguindrum featuring storyboard sketches, key animations, line arts, character concepts, environmental background designs, and interviews with the staff and Ikuhara Kunihiko, the original creator of the series.

Shining Wind - Collection of Visual Materials

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Genre: Artbook
Year: 2007
Author: Tony Taka
Publisher: Enterbrain
ISBN: 4757737602; 978-4-7577-3760-0
Scanned by: Gum
language: Japanese
Pages: 159(~1612x2176)


This Collection of "Shinning Wind" Visual Material is designed and illustrated by award winning artist Tony. The book contains exceptional artwork that will leave you breathless page after page.

OVERLORD Perfect Setting Book

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Publisher: Kadokawa
Scans: 247 (jpg)
Release Date: November 2015
JAN/ISBN: 978-4-04-730775-9
Resolution: 4000x5940 (600 dpi)


Features 240-page of character and background setting with illustrations and comments!

Trinity Blood Illustration - Fabrica Theologiae

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Year: 30/09/2005
Volumes: 1
Categories: Conspiracy, Human Enhancement, Post-apocalyptic, SciFi, Seinen, Super Power, Vampires, Violence
Artist: THORES Shibamoto
Author: Sunao Yoshida
Publisher: THORES Shibamoto

D.Gray-Man Artbooks

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Title: D.Gray-man 
Artist: Hoshino Katsura (星野 桂)
Release Date: September 4, 2008
ISBN: 978-4-08-102076-8
Publisher: Shueisha

TV Animation D.Gray-man Official Visual Collection: Clown Art' contains two posters, 44 pages of full color images and a few pages of sketches from the animation staff relating to the OP & ED sequences and character design works. Also included are interviews with the four main seiyū (Kobayashi Sanae, Sakurai Takahiro, Itou Shizuka & Suzumura Kenichi) and autographs of members of the cast.

Hidamari Sketchbook - Visual Fan Book

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The first illustration collection featuring various pictures that appeared in the manga "Hidamari Sketch" by Ume Aoki.
45 colored illustration that appeared in the cover and front-piece of the manga magazine 'Manga Time Kirara Carat', special fully-colored four panel strip manga, and interview to the author, etc, this book is filled with all the great things for the fans of "Hidamari Sketch" to enjoy.

Kenji Tsuruta - Kyouyou Illustrations

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Tsuruta Kenji is probably most famous for his work, a manga titled "Spirit of Wonder", this CD-version illustration collection consists of his illustrations, from Spirit of Wonder to other series, he also attempts to illustrate stuff not originaly drawn by him such as Nadia secret of bluewater. This archive is probably not all the stuff you would find in the CD, this is just to show you what is Tsuruta Kenji's illustration style.

Hayao Miyazaki Image Board

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The things Hayao Miyazaki does best are to imagine and to draw images, both words having "image" as their root. His sketches, often were realised in film years later. You can see an idea for Ponyo on this cover drawn back in 1983... The same applies to the majority of the stunning images, collected in this artbook. The drawings for Pippi, later becoming Panda Kopanda; concepts, which were later user in Nausicaä, Laputa, Mononoke and The Castle of Cagliostro (in no particular order). It's all in here!

Ghibli Museum Shorts Artwork

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This collection contains eight artbooks for the short films, which are displayed exclusively at the Ghibli Museum cinema. To watch these films, you will have to perform the pilgrimage to the Ghibli Museum itself.

Content:
Chu-Zumo
Hoshi wo Katta Hi
Koro no Daisanpo
Kujiratori
Mei to Koneko Basu
Mizugumo Monmon
Pandane to Tamago-hime
Yadosagashi

The Art of Tales from Earthsea

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The Art of Tales from Earthsea shows the production sketches, character design considerations, beautiful watercolour artwork and layouts of Goro Miyazaki's first full-feature film. The book is in Japanese with English chapter titles.

Akira Club

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Japanese title: Akira Club
Year: 1995
Publisher: Kodansha
Author: Katsuhiro Otomo
language: Japanese
Pages: 268 (~1200x1585)

Akira Club is an essential companion to Akira, a dazzling collection of Otomo's mind-blowing visions, including over 100 title-page illustrations created for the original serialization but not included with the published collections of Akira. The book also features rarely seen alternate art, preliminary drawings, production sketches and a variety of Akira posters, advertisements and products

Yoshiyuki Sadamoto - Alpha Collections

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Alpha is Yoshiyuki Sadamoto's first artbook, released in 1993. ISBN # is 4048523856.
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