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Richard Williams - The Animator's Survival Kit (EXPANDED EDITION ONLY) Book - Fix

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The Animator's Survival Kit is a great book, the Expanded Edition came out 2009 and I couldn't find it anywhere. Every time someone said they had it to download they lied and it was just the original book. So here is the missing Revised or Expanded Section ONLY of Richard Williams "The Animator's Survival Kit" I do believe it's the only copy online as I have never found it anywhere.... I hope everyone likes it's helps you perfect your animation timing.

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http://www.awn.com/animationworld/book-review-expanding-animators-survival-kit
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Also if you don't know who Richard Williams is check out his 2015 animated short "Prologue" not bad for an 80 year old!!!

http://www.youtube.com/watch?v=wy552LOHtxU

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The original book and the DVD course can be downloaded here: torrents.php?id=5246&torrentid=5243#torrent5243

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The definitive book on animation, from the Academy Award-winning animator behind Who Framed Roger Rabbit?

Animation is one of the hottest areas of filmmaking today--and the master animator who bridges the old generation and the new is Richard Williams. During his fifty years in the business, Williams has been one of the true innovators, winning three Academy Awards and serving as the link between Disney's golden age of animation by hand and the new computer animation exemplified by Toy Story.

Perhaps even more important, though, has been his dedication in passing along his knowledge to a new generation of animators so that they in turn could push the medium in new directions. In this book, based on his sold-out master classes in the United States and across Europe, Williams provides the underlying principles of animation that every animator--from beginner to expert, classic animator to computer animation whiz --needs. Urging his readers to "invent but be believable," he illustrates his points with hundreds of drawings, distilling the secrets of the masters into a working system in order to create a book that will become the standard work on all forms of animation for professionals, students, and fans.

Unity 5.x Game Optimization Ebook with code files

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Book Description <Code files included>
Competition within the gaming industry has become significantly fiercer in recent years with the adoption of game development frameworks such as Unity3D. Through its massive feature-set and ease-of-use, Unity helps put some of the best processing and rendering technology in the hands of hobbyists and professionals alike. This has led to an enormous explosion of talent, which has made it critical to ensure our games stand out from the crowd through a high level of quality. A good user experience is essential to create a solid product that our users will enjoy for many years to come.
Nothing turns gamers away from a game faster than a poor user-experience. Input latency, slow rendering, broken physics, stutters, freezes, and crashes are among a gamer’s worst nightmares and it’s up to us as game developers to ensure this never happens. High performance does not need to be limited to games with the biggest teams and budgets.
Initially, you will explore the major features of the Unity3D Engine from top to bottom, investigating a multitude of ways we can improve application performance starting with the detection and analysis of bottlenecks. You’ll then gain an understanding of possible solutions and how to implement them. You will then learn everything you need to know about where performance bottlenecks can be found, why they happen, and how to work around them.
This book gathers a massive wealth of knowledge together in one place, saving many hours of research and can be used as a quick reference to solve specific issues that arise during product development.




Table of Contents
1: DETECTING PERFORMANCE ISSUES
2: SCRIPTING STRATEGIES
3: THE BENEFITS OF BATCHING
4: KICKSTART YOUR ART
5: FASTER PHYSICS
6: DYNAMIC GRAPHICS
7: MASTERFUL MEMORY MANAGEMENT
8: TACTICAL TIPS AND TRICKS

What You Will Learn
Use the Unity Profiler to find bottlenecks anywhere in our application, and discover how to resolve them
Implement best-practices for C# scripting to avoid common pitfalls
Develop a solid understanding of the rendering pipeline, and maximize its performance through reducing draw calls and avoiding fill rate bottlenecks
Enhance shaders in a way that is accessible to most developers, optimizing them through subtle yet effective performance tweaks
Keep our scenes as dynamic as possible by making the most of the Physics engine
Organize, filter, and compress our art assets to maximize performance while maintaining high quality
Pull back the veil on the Mono Framework and the C# Language to implement low-level enhancements that maximize memory usage and avoid garbage collection
Get to know the best practices for project organization to save time through an improved workflow

Authors
Chris Dickinson

Chris Dickinson grew up in England with a strong passion for science, mathematics, and video games. He received his master's degree in physics with electronics from the University of Leeds in 2005, and immediately traveled to California to work on scientific research in the heart of Silicon Valley. Finding that career path unsuitable, he began working in the software industry.
Over the last decade, he has made a career in software development, becoming a senior software developer. Chris has primarily worked in software automation and internal test tool development, but his passion for video games never fully faded. In 2010, he took the path of discovering the secrets of game development and 3D graphics by completing a second degree—a bachelor's degree in game and simulation programming. He authored a tutorial book on game physics (Learning Game Physics with Bullet Physics and OpenGL by Packt Publishing). He continues to work in software development, creating independent game projects in his spare time with tools such as Unity 3D.

Substance Share

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Substance Share is a free website for all Substance Painter/Designer users. Well to save you time I decided to download the entire sites load of freebies. Well apart from the meshes and video tutorials as these are not worth bothering with.

I can only seed the torrent for a week and between the UK times of 6pm till Midnight. Its a 9GB download, so if you get it please seed it as much as you can.

Being as this is free I am hopeful that this is not breaking any UK Laws. I mainly uploaded this so you don't have to sit there for 2 days like I did downloading it all.

Anyway I hope you find a good use for it all, note that I did my best to keep it tidy (in order).

Substance Share

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Substance Share is a free website for all Substance Painter/Designer users. Well to save you time I decided to download the entire sites load of freebies. Well apart from the meshes and video tutorials as these are not worth bothering with.

I can only seed the torrent for a week and between the UK times of 6pm till Midnight. Its a 11.2GB download, so if you get it please seed it as much as you can.

Being as this is free I am hopeful that this is not breaking any UK Laws. I mainly uploaded this so you don't have to sit there for 2 days like I did downloading it all.

Anyway I hope you find a good use for it all, note that I did my best to keep it tidy (in order). This is attempt 2 and I apologise to those who tried to download it, I hope this time it works. I am a newbie to uploading torrents.

Substance Share

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3rd time lucky. This is the whole of the free Substance Share site. I have not included meshes or video tutorials. Due to the way the site is created a lot of duplicates were missed out, but I have tried to keep the folders easy to use.

I have failed twice to upload this torrent, so I hope this one works, if not I shall upload to Mediafire sometime over the next 7 days.

Anyway due to UK laws I will seed this for a week from 6:30pm - Midnight (UK Time Only), so those who download this please seed for as long as you can/

Cheers...

Unity 5.x Game Optimization Ebook with code files

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Book Description
Competition within the gaming industry has become significantly fiercer in recent years with the adoption of game development frameworks such as Unity3D. Through its massive feature-set and ease-of-use, Unity helps put some of the best processing and rendering technology in the hands of hobbyists and professionals alike. This has led to an enormous explosion of talent, which has made it critical to ensure our games stand out from the crowd through a high level of quality. A good user experience is essential to create a solid product that our users will enjoy for many years to come.
Nothing turns gamers away from a game faster than a poor user-experience. Input latency, slow rendering, broken physics, stutters, freezes, and crashes are among a gamer’s worst nightmares and it’s up to us as game developers to ensure this never happens. High performance does not need to be limited to games with the biggest teams and budgets.
Initially, you will explore the major features of the Unity3D Engine from top to bottom, investigating a multitude of ways we can improve application performance starting with the detection and analysis of bottlenecks. You’ll then gain an understanding of possible solutions and how to implement them. You will then learn everything you need to know about where performance bottlenecks can be found, why they happen, and how to work around them.
This book gathers a massive wealth of knowledge together in one place, saving many hours of research and can be used as a quick reference to solve specific issues that arise during product development.




Table of Contents
1: DETECTING PERFORMANCE ISSUES
2: SCRIPTING STRATEGIES
3: THE BENEFITS OF BATCHING
4: KICKSTART YOUR ART
5: FASTER PHYSICS
6: DYNAMIC GRAPHICS
7: MASTERFUL MEMORY MANAGEMENT
8: TACTICAL TIPS AND TRICKS

What You Will Learn
Use the Unity Profiler to find bottlenecks anywhere in our application, and discover how to resolve them
Implement best-practices for C# scripting to avoid common pitfalls
Develop a solid understanding of the rendering pipeline, and maximize its performance through reducing draw calls and avoiding fill rate bottlenecks
Enhance shaders in a way that is accessible to most developers, optimizing them through subtle yet effective performance tweaks
Keep our scenes as dynamic as possible by making the most of the Physics engine
Organize, filter, and compress our art assets to maximize performance while maintaining high quality
Pull back the veil on the Mono Framework and the C# Language to implement low-level enhancements that maximize memory usage and avoid garbage collection
Get to know the best practices for project organization to save time through an improved workflow

Authors
Chris Dickinson

Chris Dickinson grew up in England with a strong passion for science, mathematics, and video games. He received his master's degree in physics with electronics from the University of Leeds in 2005, and immediately traveled to California to work on scientific research in the heart of Silicon Valley. Finding that career path unsuitable, he began working in the software industry.
Over the last decade, he has made a career in software development, becoming a senior software developer. Chris has primarily worked in software automation and internal test tool development, but his passion for video games never fully faded. In 2010, he took the path of discovering the secrets of game development and 3D graphics by completing a second degree—a bachelor's degree in game and simulation programming. He authored a tutorial book on game physics (Learning Game Physics with Bullet Physics and OpenGL by Packt Publishing). He continues to work in software development, creating independent game projects in his spare time with tools such as Unity 3D.

Dodge Charger 2015 - Vray - 3D Model

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Dodge Charger 2015 for vray 3dsmax.

Blanc Realistic - Scanned Food - 3D Models

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Blanc Scanned Food 3D Models includes 40 detailed 3D models with high resolution textures separated in categories breads, processed foods, vegetables and fruits. All models are completely ready for placement in your scene.

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format OBJ - maps in PNG
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pFusion Toolkit v.11.0.100 for MODO 11.01

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pFusion Toolkit v.11.0.100 for MODO 11.01

This kit is not free already. (You can download it from official Foundry site (check your personal basket) if you have an account there and have bought it.

How to install:
Unrar the archive in any place.
Just drag'n'drop pFusionKit_11.lpk file in Modo's working window. It will ask to restart your Modo, press "Yes", wait for this process and enjoy.
For additional profiles:
Copy folder "Eds_Profiles_001" to "C:\Users\YOUR_USER_NAME_FOLDER\Documents\Luxology\Content\Kits\pFusionKit\pFusion Assets\pFusion Profiles"

Substance Painter 2.6.0

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By churchofanthrax

SUBSTANCE PAINTER - RELEASE NOTES

2.6.0

Added :
Add new sample project "Meet Mat"
[Plugin] New "Resources Updater" plugin
[TextureSet] Allow to rename and add a description to texture sets
[TextureSet] Allow to reassign materials
[TextureSet] Add a setting button in the texture set list window
[TextureSet] Show "disabled" texture sets at the bottom of the list
[Substance] Use additional maps at the current texture set resolution to improve performances
[Scripting] Allow to update a resource used in a project (material, generator, etc.)
[Scripting] Add a way to add/remove a shelf
[Scripting] Allow to query info from resource in projects
[Scripting] Allow to retrieve a list of available shelfs
[Scripting] Improve AlgWidget thumbnail tutorial
[Export] Disable/Enable bit depth based on file format support
[Log] Add plugin name to print in console
[Log] Remove error about hidden texture sets
Update "Welcome Screen" with new icons and text for samples


Fixed :
Crash when updating a mesh in specific projects
[Viewport] Symmetry plane inner color is not visible anymore
[Viewport] Some post-process effects are enabled when using the solo view
[Shaders] "over_premult" blending doesn't work properly
[Shaders] Warning about alpha-test with the default shader
[Shelf] Incorrect parsing of tags from Substances
[Shelf] MatFX Rust Weathering doesn't work properly
[Shelf] HSL filter is enabled on incorrect channels by default
[Shelf] Sharpen is enabled on Height/Normal channel by default
[Export] Vray export presets don't use an OpenGL normal map

Forum Link
https://forum.cgpersia.com/f13/substance-painter-2-2-6-0-1568-win-154034/

Spelunky - Derek Yu (Game Design)

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When Derek Yu released Spelunky for free in 2008, his roguelike-inspired platformer took the indie game community by storm with its combination of classic platform mechanics, extreme difficulty, and random level generation. Four years later, Spelunky's HD remake went on to become PC Gamer's Game of the Year and earn perfect scores from Polygon and Eurogamer. But how is a "perfect" game made?

Spelunky is Boss Fight's first autobiographical book: the story of a game's creation as told by its creator. Using his own game as a vehicle, Derek Yu discusses such wide-ranging topics as randomization, challenge, indifferent game worlds, player feedback, development team dynamics, and what's required to actually finish a game. Grab some ropes, a mattock, and your favorite pug—this book is going to dig deep.

Derek Yu is the creator of Spelunky, co-creator of the game Aquaria, and editor-in-chief of The Independent Gaming Source, an indie game development community and news site.


"Maybe the best primer on game design ever written." - Zach Gage

"Well-written and humble throughout, the book humanizes a game that many developers and fans see as an unreachable pinnacle of minimalist design brilliance." - Destructoid

"Seriously, if you have any interest in game design or development, get this book." - Rami Ismael

"Spelunky might be our Understanding Comics." - Adam Saltsman

"A fascinating tour of [Spelunky's] inner workings. [...] Coming from a developer who’s crafted one of the most intriguing, influential releases of the last decade, [the book is an] insightful look at how something so obsession-worthy comes together." - A.V. Club

If you like it, please support the author. Link to Store Page: http://www.anonymz.com/?https://bossfightbooks.com/products/spelunky-by-derek-yu

Pluralsight – Houdini VFX for Games

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Have you ever sat down in Unreal Engine to create an effect, and not had a clue where to start? Then you'll love this course, Houdini VFX for Games. First, you'll start from the very beginning by creating the textures for your sprites. Next, you'll create debris in a way that allows you use over and over again. Finally, you'll add all the extras to really sell the effect, like decals, camera shake, and a shockwave. When you are finished with this course, not only will you have gained a deeper understanding of timing and the importance of telling a story with the effect, but you'll have planted the seed for future endeavors into proceduralism. Software required: Houdini, Photoshop and Unreal Engine 4.

https://www.pluralsight.com/courses/houdini-vfx-games

Pluralsight Houdini VFX for Games

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Pluralsight Houdini VFX for Games

In this course, you'll learn how to create all the content needed to create an explosion effect in Unreal 4. Software required: Houdini, Photoshop, and Unreal Engine 4.

https://www.pluralsight.com/courses/houdini-vfx-games

Pluralsight NUKE Green Screen Keying Building on the Fundamentals

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Pluralsight NUKE Green Screen Keying Building on the Fundamentals

https://www.pluralsight.com/courses/nuke-green-screen-keying-building-fundamentals

pFusion Toolkit v.11.0.100 for MODO 11.01

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pFusion Toolkit v.11.0.100 for MODO 11.01
2001-2017, The Foundry Group LLC

Developer's site with tutorial videos:
_https://plus.google.com/114789820568655673186

This kit is not free already. (You can download it from official Foundry site (check your personal basket) if you have an account there and have bought it.

How to install:
Unrar the archive in any place.
Just drag'n'drop pFusionKit_11.lpk file in Modo's working window. It will ask to restart your Modo, press "Yes", wait for this process and enjoy.
For additional profiles:
Copy folder "Eds_Profiles_001" to "C:\Users\YOUR_USER_NAME_FOLDER\Documents\Luxology\Content\Kits\pFusionKit\pFusion Assets\pFusion Profiles"

Civil 3D 2016

THINKBOX GENOME FOR MAX 2010 & 2012

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GENOME is an extensible, procedural geometry modifier for 3ds Max.
It operates on mesh data channels using the same Magma node-based channel editor first introduced in Thinkbox Software's Krakatoa MX.
<code>http://www.thinkboxsoftware.com/gnm-introduction/</code>

PLEASE NOTE!
I cannot give you any info. regarding this program. I don't know how to use it nor do I even know what it is suppose to do. I snatched this ages ago, then shortly after decided I had sufficiently learned all I needed with Max and decided to tech myself C4d. So I stored it and forgot that I had it.
This is merely a reup requested by the user, 'DAMIAN'.
I sincerely hope that it works for you, but I can't even say if it actually does work. I can tell you that it has been thoroughly checked and scanned. It is safe.
Cheers! and good luck to all.

Lynda - AutoCAD Electrical Essential Training (updated Apr 28, 2017)

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AutoCAD Electrical is a powerful AutoCAD add-on for electrical designers and engineers, offering automated drafting tools for designing wiring, circuiting, PLC modules, panels, and data and schedules. This is on top of all the benefits that AutoCAD brings to the table. This course provides the novice user with the training required to use AutoCAD Electrical 2017 quickly and effectively.

Shaun Bryant demos the user interface and leads you step-by-step through learning how to draw the kind of precise, measured electrical drawings and schematics that form the basis of design communication in electrical engineering the world over. Learn how to design wiring diagrams, insert components and terminals, use PLC symbols in ladder diagrams, perform point-to-point wiring, create custom symbols, add annotations like title blocks to drawings, and run reports. In the final chapters, Shaun shows how to set up AutoCAD Electrical to your liking by adjusting settings and customizing the built-in templates, and demonstrates how to reuse, copy, export, and verify drawings.

Topics include:

Creating electrical drawings
Inserting, editing, and numbering wires
Inserting components
Using 3-phase ladders and components
Working with saved circuits
Using the Circuit Clipboard and Builder
Editing, moving, copying, and deleting components
Copying installation and location code values
Editing panel drawings
Inserting terminals
Using PLC symbols
Using point-to-point wiring
Creating custom symbols
Setting up title blocks
Running reports
Adjusting settings and templates
Using the drawing update tools

http://lynda.com/tutorial/456354

Lynda - Premiere Pro CC 2017 New Features (updated Apr 28, 2017)

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Explore the new features that will get video producers and editors excited about Premiere Pro CC 2017. Author Rich Harrington covers all the changes from the initial November 2016 release, updating the course whenever Adobe makes another change to the software. Learn how to use the new and improved interface and shortcut assignments, learn project management tricks for locking projects and creating sequence presets, and explore the myriad of changes to effects, including new title styles presets, audio effects, and Apple Metal and Lumetri effects, plus closed captioning improvements.

http://lynda.com/tutorial/530688

New Masters Academy - Intro to Sculpting Tools and Materials (Eric Wilson)

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Intro to Sculpting Tools and Materials

Instructor
Eric Michael Wilson
NMA Founding Member
2 hours 21 minutes 21 seconds
Beginning

What you will learn

In this lesson master sculptor Eric Michael Wilson takes you on a thorough overview of essential tools and materials for sculpting in clay. You will learn about different types of tools, and the idea behind their use. You will learn about the advantages and drawbacks of different types of clays and general approaches for working with them. You’ll also get some practical advice on how to build your own clay warmer and how to create you own tools, giving you a limitless supply of tools to last you through your entire sculpting career.

http://www.newmastersacademy.org/an-introduction-to-tools-and-materials-01/
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