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Franzis SHARPEN Projects Photographer 1.19.02658

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Franzis SHARPEN Projects – is an advanced piece of software that is specially designed to help you remove blur for close-up photography, portrait or motion pictures.

Features
• Mathematically exact calculation of the perfect amount of sharpness
• Batch processing
• Individual analysis of every photo
• Including haze & fog correction

SHARPEN projects brings the right amount of sharpness to you photo
• Photos with the perfect amount of sharpness can impress at first glance! This is because clear, life-like photos can only be attained with the right amount of sharpness in the right places. That’s why the sharpening process is one of the most important steps in professional photo editing.

Save your photos: SHARPEN projects turns your blurry photos into tack-sharp photos
• Does this sound familiar? You captured the perfect moment, but unfortunately the photo isn’t sharp, or it’s sharp in the wrong place. These photos would usually end up in the trash can -until now – because thanks to SHARPEN projects, blurry photos are a thing of the past! These types of images can be corrected with the integrated “Adaptive Multi-scale Deconvolution” by analyzing the image information of up to 100 surrounding pixels. This gives otherwise unusable photos the visual sharpness they were lacking.

Intuitive workflow with valuable tools for the perfect results
• One click is all you need for the perfect results! In “Automatic” mode, the Software takes any uncertainty away from the user and delivers the perfectly sharpened photo instantaneously with a click of the mouse. With 45 thematically tunes presets, you can achieve the perfect result based on your original photo. Of course more experienced photo editors can take advantage of the many fine-tuning options for more extensive post-processing. The integrated RAW developer, LAB sharpening, selective sharpening and scratch correction tools offer you complete freedom in the sharpening process. Thanks to the integrated preview function, you can quickly switch between your original photo and the edited photo.

What’s New
* No more blur thanks to Adaptive Multiscale Deconvolution
* Powerful mist and fog correction
* Adaptive Multiscale Deconvolution: Innovative blur correction with 100x detection zone
* Adaptive Gradient Sharpening – brilliant sharpness for landscapes, still portraits, macro shots and product photos
* State of the art scratch and image error correction
* Optimize portraits with Adaptive Gradient Sharpening technology
* Razor sharp images even from bad shots
* Removes scratches and defects caused by sensor errors
* Macro feature: Emphasize specific image details
* Multicore and GPU support for lightning fast results
* Standalone application plus Photoshop plugin
* Works with RAW and JPG files
* Mathematically precise calculations for the perfect sharpness setting
* Fix image blur of up to 100 pixels with Adaptive Multiscale Deconvolution technology
* Optimized color and luminance sharpness
* Adobe Lightroom, Photoshop & Photoshop Elements plugins
* Image cropping with 71 presets and visual aids such as golden spiral
* Automatic sharpness correction
* Sharpen portraits selectively
* Intuitive user interface
* Perfect sharpness for your digital photos
* Sharpen portraits with Adaptive Gradient Sharpening technology
* Sports photography: Correct motion blur
* Panorama shots: Sharpen blurry contours for wide-angle shots
* Landscape photography: preserve natural depth of field
* Telephoto shots in low light conditions: Optimize image performance with ease
* Sharpen blow ups or bad shots taken with compact cameras or cellphones
* Correct depth of field for unfocused areas

Athentech Perfectly Clear Workbench 3.0.4.655 RUS

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Perfectly Clear - плагин для Photoshop и Lightroom, позволяющий откорректировать фотографии до совершенного вида в автоматическом режиме, а также исправлять их в ручном режиме. Просто запустите плагин и выбранные фотографии будут автоматически исправлены.

[DPA] Master the Art of Painting Realistic Hair

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A tutorial from Digital Painting Academy http://www.anonymz.com/?https://digitalpainting.academy

My first torrent upload ... if any problem occurs am sorry.

If you like the tutorial please support the author by buying the tutorial.

Many Art tutorials coming soon...!!

Exercise files are also included. :)

Enjoy !! Happy Painting ;)

Arte-Eijffinger-Grandeco-Khroma 2012 Wallpaper Collection

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Arte-Eijffinger-Grandeco-Khroma 2012 Wallpaper Collection

Allan Mckay T D T full 16 Module

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frist read this

this is not the crash coures this is the full coures
alll thankes and cridet and appreciate for the effort go to Bloodbath

this is

High-End Technical Director course worth hundreds of dollars
available to you for FREE inside
Probably the most beneficial skill that every artist typically does not have, is the ability to write artist tools, build procedural pipelines and automate 90% of their day to day tasks. The general reason behind this is most artists think it’s not for them, they can’t learn it be cause they’re A) not good
at math or B) don’t know where to begin. You’re wrong!

Simply gaining the ability to create your own FX tools and
automate everything gives you an ability so high in demand, yet so low in supply. There are artists that know FX but when they
are able to then build systems around their 3D strengths.. their careers soar!
From negotiating higher salaries and more job security to
becoming sought out after by studios world wide, more
importantly gaining the ability to work faster, more efficiently
and streamline all of their processes, no longer the need to
work til midnight manually stepping through these processes -
create a system around it all and it's simply a few clicks of
buttons you've created to build the most amazing effects, time
and time again!

If you had this ability... How would that change your
career and your skills? Do you think you would have a
one up on the competition?


Learn to automate your render output paths automatically to output based on your scene file and version. Never need to specify where to render files out to ever again!
Build tools to communicate between 3DS Max and Nuke, and automatically convert your rendered image sequences to .mov files to review at a click of a button inside of Max!
Create heavy duty vfx shots, publish ‘Dynamic Assets’ that will allow you to quickly apply effects into a shot at a click of a button.
Write interfaces for your tools, customize your own GUI’s for your artist tools you create!
Build your own customized Playblast/Animation Preview tools, and even have them automatically run for all of your .Max scenes in a specific directory, allowing you to view animations of every one of your files without needing to open them!

www.allanmckay.com/course_tdt/

and again thank you Bloodbath again

[DPA] Incredible details_Painting Beautiful Skin & Eye Details

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A tutorial from Digital Painting Academy http://www.anonymz.com/?https://digitalpainting.academy


If you like the tutorial please support the author by buying the tutorial.

Many Art tutorials coming soon...!!

Exercise files are also included. :)

Enjoy !! Happy Painting ;)

Please seed even if you your download is complete.

Ducati X-Diavel 2016

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Source: Turbosquid
Model: Ducati X-Diavel 2016
Formats: 3ds,c4d,fbx,lwo,max,obj

https://www.turbosquid.com/3d-models/ducati-x-diavel-2016-3d-model/1042935

Gumroad - Ross Tran - Furiosa Package!

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Gumroad - Ross Tran - Furiosa Package!

https://gumroad.com/l/Wptq


Furiosa Package!

This package came with the Furiosa Episode!

+ Takes you through the process of making the illustration using digital tools and techniques.

Contents:
Image
PSD
Process Pictures
Extended Process Tutorial Walk-through
Brushes used

https://gumroad.com/l/Wptq

GUMROAD – STEPHANE WOOTHA RICHARD - BUNDLE 001 & 002 PAINTING WITH 3D

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GUMROAD – STEPHANE WOOTHA RICHARD BUNDLE 001 & 002 PAINTING WITH 3D

https://gumroad.com/l/jNrd

SOLD OUT!

Subscribe on https://www.wootha.com/subscribe to get notified of future sales

This product bundle two tutorials in one:

Turn your 3D/photobashes into paintings
Digital painting with 3D


Tutorial 001 - Turn your 3D/photobashes into paintings

Following my ImagineFX workshop, I got a lot of questions regarding how I generate brushwork from a high details image such as a 3D render or a photobash.
In this tutorial I'll cover the tools, tricks and techniques I use to turn my CG images into paintings and more generally to stylize and simplify textures or even rework my brush strokes.
This tutorial involve various third party tools and plugins, though the general process is not bound to any specific software.

Tutorial 002 - Digital Painting with 3D

In this tutorial, I'm going to cover the full making of this painting from start to finish, going through all the steps from initial ideation, reference gathering, composition, 3D sculpting in zbrush, rendering with keyshot, compositing and painting in photoshop.

Rather than a technical overview of my process and of the tools I use, I'll discuss the problem solving state of mind that I adopted in my work and how it helped me to overcome my technical limitations by being goal oriented.

List of content:

6 hours of non linear overview of my process
5 hours of full linear process (40+ hours speed up 8 times) with no audio
4 Gigs of source files (multilayer PSDs up to 3K, zbrush HD ZTLs, keyshot .BIP, marvelous designer ZPrj and JPGs)
8K final JPG


Basic license agreement
If you use any assets in your own work, give me credits :)

Stéphane Wootha Richard
https://www.facebook.com/art.of.wootha
https://www.wootha.com/
https://twitter.com/artofwootha
https://gumroad.com/wootha
https://www.instagram.com/artofwootha/
https://www.artstation.com/artist/wootha
https://www.twitch.tv/wootha/
https://discord.gg/FvjT6bS

Independent Creator // Digital Visual Arts Educator // Concept Artist and Illustrator @ Netflix Originals, YouTube Red Originals, Legendary Digital Network, etc.
For free educational content, subscribe on http://thearthacker.com

Unity Pro 5.6.1f1 Win x64

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The first public release of Unity 5.6.1 brings you a few improvements, a couple of changes and a large number of fixes.
Improvements
Android: Fixed capture of EGL calls when using Mali Graphics Debugger.
Graphics: Added a function to allow cube map textures to be compressed from script similar to their Texture2D counterparts.
Graphics: Improved CopyTexture/ConvertTexture handling in Metal.
MacOS: Added Appstore category field to player settings and improved info.plist generation.
MacOS: Support Visual Studio for Mac as an External Script Editor. Opens .sln (solution) file when double clicking a script.
Networking: Added new statistical functions allowing measure bandwidth per connection per host or per lib.
Physics 2D: Added Editor Tooltip for EdgeRadius property on BoxCollider2D, EdgeCollider2D and CompositeCollider2D.
Physics 2D: Allow user to turn on/off collision/trigger exit callbacks when a Collider2D is disabled.
Physics 2D: Improved API documentation for ContactFilter2D.
Physics 2D: Improvements to ContactFilter2D including being able to specify collision normal range crossing zero and expose ability to filter using the managed ContactFilter2D rather than just use it to pass to native queries.
Unity Ads: Updated native binaries to 2.1.0.
Video: Improved error reporting for incompatible webm files.
Video: Updated API docs to reflect that a few hooks were unimplemented for now.
Changes
2D: Sprite Batching is enabled by default.
VR: GPU skinning can be enabled for Android VR. This is experimental, and behavior and performance should be verified on target devices.
Fixes
2D: Added POT options in TextureImporter for Sprite. (884926)
2D: Fixed a misleading warning when using Sprite in ‘Polygon Mode’ for tiling in SpriteRenderer. (889106)
2D: Fixed an error message “Dynamic batching: index buffer destination/source is NULL” when dragging a blank sub-sprite to scene. (890858)
2D: Fixed an occasional crash when SpriteRenderer.size was set multiple times in a single frame. (898946)
2D: Fixed Sprite data not copy when using EditorUtility.CopySerialized. (884970)
2D: Fixed the issue of SpriteRenderer not rendering Sprite in tiling mode when tile size was too big. (891644)
AI: Expose missing API for agent type ID for NavMeshAgent component. (877784)
Analytics: RemoteSettings adding debug_device flag in http header.
Android: AndroidJava – return null instead of throwing exceptions on functions which return object, class or array. (839005)
Android: Buildpipe – Fixed an error message on wrong NDK version. (884540)
Android: Buildpipe – Fixed the user resources library build issues with Gradle.
Android: Disabled MSAA for backbuffer on older ARM Mali Vulkan drivers.
Android: Disabled Debug markers on PowerVR Series 5 devices. (780958)
Android: Fixed a rare crash when seeking in an audio file (reported on MotoZ phones). (871615)
Android: Fixed an issue where ApplicationId was missing from AndroidManifest.xml in Gradle builds (888274)
Android: Fixed an issue whereby ctrl+b shortcut pushing app package even if it failed to build. (894074)
Android: Fixed android application building with the latest android sdk. (888859)
Android: Fixed an incorrect error message in the Editor when selecting a non-default version of the NDK. (895550)
Android: Fixed manifest merging with new android sdk tools.
Android: Fixed Vulkan shadow texture linear filtering.
Android: Fixed WebCamTexture crash with denied permissions. (877837)
Android: SoftInput – Fixed input field hidden under keyboard when translucent flag was set.
Android: Webcam – Fixed the wrong orientation returned on first frames. (875247)
Animation: Animator.Rebind should reset AnimatorController. (899553)
Animation: Changing Animator.Speed during an animation transition will now correctly affect the cross-fade speed. (898503)
Animation: Fixed a crash when using an Avatar built in 5.5 or earlier. (896033)
Animation: Fixed a performance issue with GetLayerWeight.
Animation: Fixed a performance regression when destroying many GameObject with Animator. (889109)
Animation: Fixed an issue whereby animation clip range was not updating after undoing ‘Add Key’ operation. (892337)
Animation: Fixed a crash in prepare frame due to deactivating Animator in script. (896659)
Animation: Fixed disabled Animator affecting scene objects. (901268)
Animation: Fixed IK on Feet not working properly when interrupting transitions. (892043)
Animation: Fixed OnAnimatorIK not being fired in editor mode. (894061)
Animation: Fixed StateMachineBehaviour callback on interrupted transition. (900875)
Animation: Fixed the issue of disabling GameObject not resetting StateMachine. (894062)
API Updater: Fixed a crash in ScriptUpdater.exe when user scripts contains methods taking pointers as parameters. (899198)
Asset Bundles: Fixed a performance regression when building many small asset bundles. (878712)
Asset Pipeline: Fixed an issue when importing assets with name changes that could cause a timestamp mismatch in the database. (896185)
Audio: Fixed an issue in AudioSource::IsPlaying for streaming audio clips, where false would sometimes be returned incorrectly. (840294)
Buildpipeline: Fixed an issue with reported texture size being smaller than actual size. (885258)
Cluster Rendering: Fixed the issue of VRPN stopped working in Editor.
DX12: Fixed double present causing screen blinking. (885895)
Editor: Attempt to identify and use the cancel option for dialogs that are launched on worker threads, as they can otherwise soft-lock or force-quit the editor. (896793)
Editor: Fixed ‘Build and Run’ attempts to push a build to device even if error (during the build) was encountered. (894074)
Editor: Fixed “Sprite Mode” so it defaults to “Single” instead of “None” when switching Texture Type to “Sprite (2D and UI)”. (890468)
Editor: Fixed a bug which broke holding alt to pin center of PrimitiveBoundsHandle (affects edit modes for BoxCollider, CapsuleCollider, BoxCollider2D, CapsuleCollider2D, etc.).
Editor: Fixed an issue where nunit exposed system classes, that could clash with other libraries implementations. (897850)
Editor: Fixed GUI related Asserts when connected to an active VCS provider. (895453)
Editor: Fixed screen offsets updates for tooltips. (884238)
Editor: Switching Cache Server mode from local to a different mode no longer throws exceptions. (883808)
Editor/macOS: Fixed an issue where exception was being thrown when Visual Studio for Mac was selected as an external script editor.
GI: Fixed lightmap texture inspector preview being too bright when using linear color space. (885492)
Google VR: Fixed the issue of indefinitely flashing screen after changing VRSettings.renderScale. (896321)
Graphics: Behavior of the VFACE semantic on DX12 is now consistent with the editor. (895474)
Graphics: Disallow material to be used with CommandBuffer.DrawMeshInstanced if enableInstancing is false. (898851)
Graphics: Fixed a crash when manually deleting occlusion data. (877367)
Graphics: Fixed a periodic crash in shadow culling job code (GenerateCombinedDynamicVisibleListJob). (882704)
Graphics: Fixed a regression where a Deferred Camera was throwing a “Dimensions of color surface does not match dimensions of depth surface” error message when a RenderTexture was used. (899285)
Graphics: Fixed a regression where image effects weren’t working as expected in the Scene View. (900527)
Graphics: Fixed a regression where the objects shaders become unlit when a RenderTexture with Anti-aliasing is active and the Camera RenderingPath is set to Deferred. (899365)
Graphics: Fixed an editor crash on old OpenGL drivers. (888339)
Graphics: Fixed an issue on PS Vita causing the default sky to be black. (833583)
Graphics: Fixed Android Adreno chipset frame buffer invalidation appearing as if rendering had frozen. (894999)
Graphics: Fixed generating invalid raycasts causing “Invalid AABB b0” error appears in console. (884547)
Graphics: Fixed SceneView GUI elements being very bright when HDR and Linear mode are enabled. (878724)
Graphics: Fixed the Dynamic Batching rendering code in order to be able to handle valid meshes that have no submeshes. (903086)
Graphics: Fixed the issue of render texture not being cleared on stop for windows. (884057)
Graphics: Fixed Vulkan fullscreen scaling on Windows. (863272)
Graphics: Improved the mechanism for handling imposters. This fixed the error message, ‘Internal: Possible leak. All textures should be removed from IdMap when destructed using RemoveTexture(TextureID texid).’ which was being triggered when switching a graphics API in a project that contained terrain. (890527)
Graphics: Mark main splash screen as finished when VR splashscreen was used. (876718)
Graphics: Render texture will no longer be vertically flipped in forward rendering when assigning a null texture. (899331)
IL2CPP: Allow more deeply nested generic recursion for method metadata. Throw a managed exception when the recursion is too deep. (889446)
IL2CPP: Fixed a compiler error when using generic delegates with variance. (881013)
IL2CPP: Fixed marshaling of System.Uri to Windows.Foundation.Uri and back in Windows Runtime interop scenarios. (887036).
IL2CPP: Fixed memory snapshot profiler not showing multidimensional arrays. (888796)
IL2CPP: Implemented RegionInfo.CurrentRegion. (891471)
IL2CPP: Modified the implementation of the IL Switch opcode to workaround a possible C++ compiler bug in Xcode 8.3. (898861)
IL2CPP: Protect against the usage of attributes that don’t exist in .NET 3.5. (867606)
Installer: Fixed an issue issue with Visual Studio 2017 installer sometimes restarting Windows without warning.
iOS: Added an option to select whether extra frame was rendered on pause. (807273)
iOS: Fixed a crash that could occur in callbacks for Social.localUser.Authenticate when the error parameter was read. (868697)
iOS: Fixed a crash when font’s material was assigned to game object. (869947)
iOS: Fixed an issue whereby local notifications were not cleared on iOS10. (885096)
iOS: Fixed framework search paths in Xcode project being incorrectly quoted if they contained spaces. (866673)
iOS: Fixed inclusion of ReplayKit framework in plugins. (882013)
iOS: Fixed some icons not getting copied into Xcode project when Target Device was set to iPhone Only. (888370)
Kernel : Fixed an issue in JSON parsing that could cause a deserialized box collider to change size. (898787)
Kernel: Obsoleted undocumented FindChild method. (364754)
Lines: Initialized new line vertices to zero, to prevent bad uninitialized data existing in the positions array. (900357)
Lines: Reintroduce missing texture mapping mode, to restore pre-5.5 functionality. (903466)
macOS: Fixed standalone app compatibility issues when uploading to the Appstore with Application Loader 3.6.
Metal: Fixed unnecessary half to float casts in generated shaders. (898788)
Mono: Corrected the handling of C# compiler errors in a column that are more than 255 characters wide. (902758)
Mono: Prevent DeflateStream from throwing an exception when an empty stream is flushed. (889296)
MonoDevelop: Allow breakpoints to properly load in MonoDevelop in some situations where they did not load before. (889998)
Particles: Fixed a case where ping-pong emission could occasionally spawn particles at the wrong end of the line shape. (876597)
Particles: Fixed an incorrect error message about sub-emitter parenting. (899574)
Particles: Fixed trail interpolation in Edit Mode, when using slow-motion previewing.
Particles: Reduced Particle System memory usage, to improve the large increase seen since Unity 5.2. (888236)
Particles: Reinstated ability to animate EmissionModule.enabled, plus add bindings for the enabled flag of every module.
Particles: Reinstated random emission modes.
Particles: Revert particle simulation space to world space, when custom transform is missing. (874999)
Physic 2D: Fixed physics animation transform change not correctly rotating a Rigidbody2D. (896867)
Physics 2D: Fixed a crash and infinite loop when triangulating Polygon2D. (880353, 891305, 905608)
Physics 2D: Fixed a crash during reparenting of a Rigidbody2D. (901465)
Physics 2D: Do not draw Collider AABB gizmo if attached to a Rigidbody2D with ‘simulated’ property set to false.
Physics 2D: Fix for Rigidbody2D interpolation loosing precision with time. (843507)
Physics 2D: Fix for where infinite 2D raycast misses EdgeCollider2D edge. (895732)
Physics 2D: Fixed an issue with minimum threshold size for BoxCollider2D.
Physics 2D: Fixed backward compatibility for Physics2D.queriesHitTriggers, Physics2D.queriesStartInColliders, Physics2D.defaultContactOffset & PolygonCollider2D.points. (896824)
Physics 2D: Removed duplicate profiler entry of “Physics2D.Simulate”.
Profiler: Changed the colour of the ‘Others’ field in order to clearly differentiate it from the one used by ‘Scripts’. (898513)
Purchasing: Fixed an issue with Unity IAP emitting DuplicateTransaction failure for all non-consumable purchases when initialized. (889321)
Scripting: Fixed a parameter corruption and potential crashes for some delayed callbacks. (868697)
Scripting: Fixed an issue with scripts always being compiled on project open.
Shaders: Fixed a subtle metal shader generation bug in bit field insert operations.
Shaders: Fixed an incorrect translation from HLSL assembly for AND and OR operands. Also fixed a crash when compiling shaders for GLCore. (883080)
Shaders: Removed fastmath compiler option from Metal compute shaders, as it could create different results compared to other platforms.
SkinnedMeshRenderer: Fixed bugs related to updating. (904904, 904905, 904906, 904907)
SpeedTree: Fixed GPU instancing break when the trees came back into view. (883720)
Terrain: Fixed an assert that got triggered by deleting a folder that contained a Terrain object. (895548)
Tizen: Changed symbols in mono to HIDDEN.
UGUI: Fixed a memory leak in UGUI.
UI: Fixed NaN issues with ScrollRect when using clamped mode. (893559)
UI: Fixed nested canvas returning a null world camera after its root canvas had been disabled and then re-enabled. (892913)
Unity Ads: Prevent Unity Ads internal MonoBehaviours from showing in the inspector now. (858540)
Unity test runner: Fixed EditorPref to be Project setting. (895742)
UnityWebRequest: Allow overriding user-agent. (806211)
UnityWebRequest: Fixed an issue with getting texture from download handler after scene change. (884291)
UnityWebRequest: Fixed formatting multiform post request with section list. (899017)
UnityWebRequest: Fixed getting stuck when using custom download handler script in Editor in edit mode. (893302)
UnityWebRequest: Fixed nonReadable parameter in UnityWebRequestTexture.GetTexture() working the opposite way. (876648)
Video: Fixed issues related to video preparation. (893939, 897708, 899233, 893910)
Video: Better error handling and reporting when attempting an OSX H.264 transcoding exceeding profile level limits. (891028)
Video: Fixed an incorrect crop happening on Android Samsung devices Samsung with OS 4.3, resulting in a few uninitialized lines showing at the bottom of the video. (903657)
Video: Fixed clip selection dialog video preview for non-transcoded material. (887882)
Video: Prevent a crash when playing vp8 movies on Android OS 4.1 / 4.2 on Samsung and Meizu devices. (893945)
Video: Prevent crash on negative resolution custom resize transcode. (893837)
VR: Accessing PlayerSettings.VRDaydream.* scripting API no longer results in MissingMethodException. (898357)
VR: Added Fade out to VR Splash Screen for Daydream.
VR: Fixed a bug where particles shaders displayed compile errors if stereo instancing was enabled. (872164)
VR: Fixed a bug where the occlusion mesh was visible from the game window. (902791)
VR: Fixed a crash when there were no renderable cameras. (901617)
VR: Fixed a potential crash when entering play mode. (896314)
VR: Fixed an editor crash when performing a bloom gesture while using HoloLens remoting. (897406)
VR: Fixed Render Viewport Scale for Forward rendering. Deferred still has issues that should be addressed in a later patch.
VR: Fixed some shader related issues when using single-pass stereo rendering on Android devices.
VR: Standalone VR build crashes with Graphics Jobs and Soft Particles. (889591)
VR: Update GearVR to version 1.13.1 to fix black screen when multiview, monoscopic, or double-wide eye buffers are used.
Windows Store: Fixed a build error “Failed to resolve assembly: ‘Windows.Foundation.UniversalApiContract, Version=3.0.0.0, Culture=neutral, PublicKeyToken=null'”.” when using default parameters of Windows Runtime types in method signatures and “C# projects” build option on .NET scripting backend. (884058)
Windows Store: Fixed a build error on .NET scripting backend when a method with name OnMouseDown was defined in a non-monobehaviour class. (869168)
Windows Store: Fixed a crash that could occur with D3D build type when the window was minimized or closed. (885964)
Windows Store: Fixed a crash when using “SceneManager.UnloadSceneAsync” on .NET scripting backend with .NET native enabled. (869407)
Windows Store: Fixed a rare build error “Failed to resolve assembly: ‘System.Reflection.TypeExtensions, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'” on .NET scripting backend when using “C# projects” option. (885997)
Windows Store: Fixed a rare build error “Version not supported: 255.255.255.255” when using certain .winmd plugins and “C# projects” option on .NET scripting backend. (886049)
Windows Store: Fixed a System.TypeInitializationException on startup with .NET scripting backend when a nested class derives from a non-nested class and overrides one of its methods. (872058)
Windows Store: Fixed an issue whereby not being able to switch to Windows Store platform when Windows 10 SDK was not installed. (890043)
Windows Store: Fixed non-alloc physics overlap functions causing a crash on .NET Scripting Backend. (888660)
Windows Store: Fixed Screen.SetResolution not accounting for DPI settings. (875849)
Windows: Fixed a case of Screen.DPI returning the DPI of the primary monitor when the window was on a secondary monitor. (870209)
Windows: Fixed window automatically resizing to fill the screen when in windowed mode and the monitor’s display mode got changed through windows display settings. (891481)
WWW: Fixed an issue whereby new WWW object without internet connection did not set Error field. (776552)

Gumroad - Ross Tran - Graduation Package!

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https://gumroad.com/l/cggEB

This Package came with the GRAD EPISODE!!

+For the grad episode, I recorded video demos on these pieces I made. Environment and Character Painting!

Contents:

Images
PSDs
Process Pictures
Extended Process Tutorial Walk-through
Brushes used
Video Demos

https://gumroad.com/l/cggEB

Allegorithmic Substance Designer 6.0.3.181 Win

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Substance Designer is a node-based texture compositing tool that allows you to create Substance files or bitmap textures. You can use it to texture assets and also bake model information (ex: normal, displacement, curvature etc.). It contains a wide library of tools, materials and procedural effects to help you achieve your goals in a fully non-destructive workflow.

Node-based texturing. Allowing non-linear workflow and quick iterations.
Substance Designer 5 is a node based texturing tool. Tired of messy layers ? Fit everything you need in a few compact and handy nodes. Let Substance connect all the channels for you and focus on what really matters: your art.

The industry standard for PBR texturing
Substance Designer is a powerful node-based texturing tool tailor-made for Physically Based Rendering and extensively used by more than 50 AAA game projects.

PBR Viewport
The 3D View allows to visualize on your mesh all your texturing work in real time.

Compatible with any game engine.
Substance Designer lets you to create your own templates, making it compatible with any game engine on the market, or your in-house engine.

The New Generation of Procedural Art
Substance Designer 5 is powered by Substance Engine 2, the new iteration of the renown procedural technology developed by Allegorithmic. It unleashes an incredible power of expression and fosters a new form of digital creativity

Install:

(1) Run the installer
(2) Replace Substance Designer.exe with the cracked file


** Notes **

You know the usual junk. Buy the software, if you can. I don't have other versions. All that jazz.

[DPA] Glowing Gold_ How to paint stunning Jewelry

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A tutorial from Digital Painting Academy http://www.anonymz.com/?http://digitalpainting.academy

How to paint gold trailer http://www.anonymz.com/?https://www.youtube.com/watch?v=LTKP7vd0s0Y


If you like the tutorial please support the author by buying the tutorial.

Many Art tutorials coming soon...!!

Exercise files are also included.

Enjoy !! Happy Painting ;)

Please seed even if your download is complete.

[DPA] Glowing Gold_ How to paint stunning Jewelry

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A tutorial from Digital Painting Academy http://www.anonymz.com/?http://digitalpainting.academy

How to paint Gold trailer http://www.anonymz.com/?https://www.youtube.com/watch?v=LTKP7vd0s0Y


If you like the tutorial please support the author by buying the tutorial.

More Art tutorials coming soon...!!

Exercise files are also included.

Enjoy !! Happy Painting ;)

Please seed even if your download is complete.

[DPA] Glowing Gold_ How to paint stunning Jewelry

$
0
0
A tutorial from Digital Painting Academy http://www.anonymz.com/?http://digitalpainting.academy

How to Paint Gold trailer http://www.anonymz.com/?https://www.youtube.com/watch?v=LTKP7vd0s0Y


If you like the tutorial please support the author by buying the tutorial.

Many Art tutorials coming soon...!!

Exercise files are also included.

Enjoy !! Happy Painting ;)

Please seed even if your download is complete.

[DPA] Glowing Gold_ How to paint stunning Jewelry

$
0
0
A tutorial from Digital Painting Academy http://www.anonymz.com/?http://digitalpainting.academy

How to Paint Gold trailer http://www.anonymz.com/?http://www.youtube.com/watch?v=LTKP7vd0s0Y


If you like the tutorial please support the author by buying the tutorial.

Many Art tutorials coming soon...!!

Exercise files are also included.

Enjoy !! Happy Painting ;)

Please seed even if your download is complete.

Poliform Varenna Arthena

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Kitchen Varenna Arthena Render: Vray, Corona Archives included: materials (mat) Corona, Vray, textures, FBX, scene 3ds Max 2014 Vray

Poliform Varenna Day System 13

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Name: Varenna_Poliform_DAY_SYSTEM_13 Version: 2013 Preview: Yes Units: Millimeters Dimension: 493.86 x 3492.57 x 2146.4 Polys: 191,123 XForm: No Box Trick: Yes Model Parts: 402 Render: V-Ray Formats: 3Ds Max 2013, OBJ, FBX

[Unity] Curved World v2017.1 snd v2.4 (request)

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https://www.assetstore.unity3d.com/en/#!/content/26165

Curved World

Curved World offers effects known as
• Horizon bending
• Exaggerated horizon curve
• Spherical world
• Cylindrical rolloff
• Little planet
• Cylindrical Tower

Try PC build

Curved World is not Image Effect. It's simple, but very powerful per mesh material shader effect.

Curved World curvature means - objects rendering as being bent only inside camera view, while their world space parameters: position, rotation, scale are not changed or modified. Because of this Curved World does not disturb any of game elements like: physics, animation, AI, path finding and other mesh transformations.

Curved World is highly optimized for mobiles and contains: Unlit, One Directional Light and Matcap shaders.

Curved World offers shaders for high-end devices with: Standard, Legacy, Unity Terrain and Nature, Water, DX11 Tessellation shaders.

Additional Sprite, Particle, Projector, 2D Skybox, Flare, Cartoon and Outline shaders.

Built in optional parameters system for controlling shader:
• Image Based Lighting
• Fog
• Rim
• Fresnel
• Mesh vertex color
• UV Scroll
• HDR Emission

Almost any asset from the Asset Store can be made Curved World 'friendly', with the easiest custom shader integration system.

Third party shaders and assets supporting Curved World:
• Subsurface Scattering Shader
• The Amazing Wireframe shader
• Terrain To Mesh
• DirectX 11 Grass Shader
• Toony Colors Pro 2
• MegaSplat
• SpeedTree® (included)
• KvantLattice and KvantTunnel (included)


Documentation and example scenes inside package.

RocketStock - Emulsion

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Authentic 4K Film Overlays

Emulsion features stunning 4K film grain scans, shot on real film using high-end studio cameras.
The pack grants you access to a variety of looks from vintage film stocks including Eastman Double X, Kodak Vision3, and Agfa Chrome.

Each clean film scan showcases 15 seconds of grain, designed for looping.
Dirty scans are also included for those who want that retro, grungy look.
Emulsion is perfect for all skill levels!
All you need is Premiere Pro, Final Cut Pro X, or After Effects and you're ready to go.
A detailed tutorial is included.

Sixteen 4K Resolution Film Clips
Featuring Eastman, Vision3, and more
ProRes 422 Codec
For Premiere Pro, FCPX, After Effects

https://anon.to/?https://www.rocketstock.com/video-packs/emulsion-film-grain-overlays/
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