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Sakimi Chan Brushes Patreon Term 29, 31, 32

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Sakimi Chan Photoshop Brush-sets from the Patreon Terms 29, 31, 32.

Lynda - 3ds Max: Substance to V-Ray

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Discover how to leverage the substance-based toolset from Allegorithmic with V-Ray in 3ds Max. In this course, explore the various workflow requirements and options that are available when using the Substance Designer, Substance Painter, and Bitmap2Material applications with 3ds Max and V-Ray. Brian Bradley explains what substance-based tools are, and how to use them with the 3ds Max application. He also demonstrates how to create materials from photographic assets, how to work with substances and maps from Substance Designer, and how to export maps from Substance Painter.

Topics include:

What are substances and why should we use them?
Choosing your substance workflow mode
Using Bitmap2Material inside 3ds Max
Loading the Bitmap2Material node into 3ds Max
Building your material
Working with substances from Substance Designer
Working with maps from Substance Designer
Exporting the map types
Exporting maps from Substance Painter

http://lynda.com/tutorial/585232

Lynda - Sketch Essential Training: The Basics

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Sketch is one of the most popular UX design tools around. This training course can help designers of all skill levels be productive with its focused, comprehensive vector graphics workflow. Follow along with Chris Converse and learn the ins and outs of the Sketch interface, and how to design modern user experiences with Sketch, starting with document and project setup. Chris shows how to share styles across text and objects, draw vector artwork, and finally, export your work for developers or project teams to integrate further. By the end of the course, you'll be able to use artboards, text and object styles, and drawing and export tools to create high-definition PNGs, JPEGs, and PDFs.

Topics include:

Creating artboards
Adding a navigation bar
Working with fonts
Adding artwork and logos
Exporting artboards and assets
Collaborate with Sketch Cloud
Making design changes

http://lynda.com/tutorial/586669

Marius Silaghi's plugins for 3ds Max

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Unwrap Pro 1.02
Deformation Cleaner 1.0
TurboSmooth Pro 1.01
Quad Chamfer Modifier v1.16
TurboReverse 1.0
Quad Cap Pro 1.01
TopoRelax 1.01
Tension Morpher 1.0
Jiggle 1.01

requests :
Unwrap Pro 1.03
form 1.02
Radial Symmetry 1.11

Modeling a Next-Gen Weapon Colt 1911 (Joe Simanello)

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Modeling a Next-Gen Weapon Colt 1911 is an older series about modeling a handgun by Gnomon School of Design. there is another version of this on here but it doesn't have the reference image or seeds anymore so I decided to host myself a copy I found somewhere else.

The Human Machine (eBook)

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In over 400 drawings, George B. Bridgman demonstrates the machine through the presentations which made him a gifted lecturer and teacher in his nearly fifty years at the Art Students League in New York and which gave life to drawings by his many students during those years. All skeletal and muscular systems are fully identified, and all are shown in front, back, and side views.

https://www.amazon.es/Human-Machine-Dover-Anatomy-Artists/dp/0486227073

The Book of a Hundred Hands (eBook)

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The legendary Art Students League of New York teacher offers 100 fine drawings and in-depth instruction in this guide to drawing virtually every aspect and posture of the human hand. He covers it all: the back of the hand and palm, nails, bones, tendons, muscles, the arch, veins, and more.

https://www.amazon.es/Hundred-Hands-Dover-Anatomy-Artists/dp/048622709X

Constructive Anatomy (eBook)

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George Bridgman's 1920 classic Constructive Anatomy. This books is an invaluable resource for both students and more experienced artists wishing to learn the fundamentals of artistic anatomy. The book presents anatomy from a functional, almost mechanical, perspective – emphasizing the construction and volumes created by muscle groups. It contains timeless instruction from an artist who taught anatomy and figure drawing to a generation of Golden Age illustrators including Norman Rockwell and Andrew Loomis.

https://www.amazon.es/Constructive-Anatomy-Dover-Artists/dp/0486211045

How to Draw Comics the Marvel Way (eBook)

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https://www.amazon.es/How-Draw-Comics-Marvel-Way/dp/0671530771

See, Feel, Trace, Draw It (eBook)

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Sheldon's Art Academy manual.

Sketchup Vray 3.4 2016-2017

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Sketchup Vray 3.4 2016-2017

Correct 15 - Dead Earth - Game Institute - Zombie AI System II File

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Correct 15 - Dead Earth - Game Institute - Zombie AI System II File.

Apparently, the second file named 15 - Dead Earth - Game Institute - Zombie AI System II is a duplicated of file 14 - Dead Earth - Game Institute - Aquiring Zombie Assets Part 2 (Preparing Assets II).mp4.

This is the correct file.

Gameinstitute.com - GI Racing 2.0

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GI Racing 2.0 is an independent commercial game that we are developing here, right now, at The Game Institute for you to study and learn from. The game is currently in Early Access on Steam after successfully being voted into the Steam Store via Valve's Greenlight progam.

Here in this channel you will find a number of resources at your disposal (see left menu):

- To play the latest build, you will need to do so through Steam. Please visit the Resources area and click on the Steam Key Generator link.
- To download the latest version of the Unity 5 Student Project, with source, cars, and tracks, you go to the -
Modules section, then complete the short survey in the Student Project (Unity) module.
- If you would like to talk about the game, share your thoughts, or report any bugs, please use the channel Forums.

Note: If you enjoy playing the game, please do leave us a positive review on Steam. We're hoping that the more good reviews we can pull together, the easier it will be to persuade others to take a chance on the game, particularly while it remains in development during the Early Access phase.

Basics of Coding with Unreal Engine 4 (Packt Publishing)

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In this title, you will learn basic Unreal Engine 4 C++ programming. You will be exposed to the architecture of Unreal Engine 4 classes, memory management, and basic coding utilizing the C++ programming language.

UE4 is among the most comprehensive and advanced game engines on the market. Along with the C++ programming language, this title will enable you to implement efficient games with unparalleled performance.

This title is structured to introduce UE4, to program simple actor functionalities within UE 4 utilizing the C++ programming language, and to expose you to how UE4 deals with memory management.

Style and Approach

The course takes a hands-on approach in teaching game programming with C++ in UE4. Therefore, the main structure of the course is tutorial-based. Learners will code simple games while following the tutorials and learn the ins and outs of the Unreal Engine 4’s basic toolsets.


What You Will Learn

- Installing UE 4
- Programming simple logging functionality in UE 4 with C++
- Working with classes and actors in UE4
- Implementing actor functionalities in UE4
- Spawning and de-spawning actors in UE4
- Making actors editable in UE4
- Learning memory management in UE4

https://www.packtpub.com/mapt/video/Game%20Development/9781788394222

Pluralsight – SOLIDWORKS: Consumer Product Surfacing Design Techniques

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SOLIDWORKS has been a leader in the CAD industry since it was introduced over 20 years ago. In this course, SOLIDWORKS: Consumer Product Surfacing Design Techniques, you'll learn a bit about complex surfacing in SOLIDWORKS. This course will start with a sample file containing various parts of a car already complete. First, you'll start with the wheels in place, the glass modeled, and will be walked through the process of making a fender. Next, once your fender is complete, you'll then jump over to a more complete car file and begin work on the front bumper. Breaking the car down into several smaller areas will allow you an opportunity to focus on the detail features needed to undertake a project like this without the daunting task of completing the entire model. Finally, you'll take a look at one last file and use some surface and solid tools to put on the final touches. By the end of this course, you'll have a solid foundation with SOLIDWORKS in general. Software required: SOLIDWORKS.

https://www.pluralsight.com/courses/solidworks-consumer-product-surfacing-design-techniques

ImagineFX - July 2017 (Issue 149) PDF

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[Official description taken from here: http://www.creativebloq.com/news/learn-manga-art-secrets-in-the-latest-issue-of-imaginefx-on-sale-now ]

Pick up manga skills and take your art to the next level with issue 149 of ImagineFX magazine! Inside our latest issue we're here to teach you tricks of the trade you can put into practice immediately, because nothing feels better than taking your first step towards creating better art. Improving as an artist is a long journey, and we're here to help you get started.

On top of talking to James Ghio about his rendering method for creating colourful manga art, we also look at the rise of diversity in the comics industry and share how to create engaging art in oils in gouache. It promises to be an exciting issue, so be sure you don't miss it!

Explore the issue's main features below.


- Sketchbook: Genzoman

Sketchbooks are a rare opportunity to see an artist's creativity given free reign to explore and experiment. That's exactly the case in this issue's Sketchbook feature, as we look at the mythical creations of self-taught illustrator Genzoman.

- Create a comic page in Clip Studio Paint

Have you always wanted to make your own comic but not had the faintest idea of where to start? Comic book artist Neil Edwards is here to show you how it's done with a guide that walks you through how he creates initial thumbnails to the finished product.

- Concept a geisha girl

Inspiration can strike at any time. For concept artist Gennaro Grazioso, a Facebook competition gave him the creative spark that resulted in this geisha girl image. Learn how you can apply his design approach to your own concept art with this tutorial.

- Interview with artist Guweiz

Prepare to feel very, very jealous as we talk to Zheng Wei Gu. In just four years the 21 year old has gone from a hobbyist scribbling away in his bedroom to working for the live-action Ghost in the Shell remake. Read how he got started and how he balances his life as a full time artist.

- Painting skills in gouache

Gouache can be a finicky medium to work with for a lot of artists. In this workshop, Laura Bifano shows you how to master it with the right brushes and a whole lot of masking tape.

Allegorithmic Substance Designer 6.0.3 - LINUX64

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Allegorithmic Substance Designer 6.0.3 - LINUX64 Only
Thanks to o0o0o0o0o and church for everything.
Details:
https://forum.cgpersia.com/f40/allegorithmic-substance-designer-6-0-3-lnx64-155914/

Pluralsight – Game Weapon Modeling Fundamentals

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Weapons can be one of the most enjoyable assets to create in modern game development as they can receive a lot of attention and care, and are highly appreciated by players and developers alike. Traditional hard surface workflows are powerful but can tend to feel technical and cumbersome. Instead, some of ZBrush's modern workflows allow for more flexibility and creativity using ZModeler combined with sculpting. In this course, Game Weapon Modeling Fundamentals, you'll cover how to utilize ZModeler and ZBrush sculpting to create a low and high poly weapon model from scratch. First, you'll explore how to model a detailed high polygon weapon entirely inside ZBrush without sacrificing structure or quality. Next, you'll learn how to sculpt on top of that work. Finally, you'll discover how to turn it into a low poly mesh with unwrap that's ready for texturing. By the end of this course, you'll be able to confidently create hard surface weapons for game development. Software required: ZBrush and 3D Studio Max.

https://www.pluralsight.com/courses/game-weapon-modeling-fundamentals

Pluralsight – Professional Asset Workflows with Quixel Suite

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Have you ever wondered how to create high quality assets with a short and quick pipeline without going through countless softwares to produce a single 3D model? If so, this course is for you. In this course, Professional Asset Workflows with Quixel Suite, you'll learn how to make stunning 3D assets for games and production with minimum possible time by utilizing shortest possible pipeline. First, you'll discover how you can create a complete 3D rifle model in 3ds Max from basic primitives. Next, you'll explore how you can effectively place the UV's in 0-1 space for better utilization of UV space and export your model to Quixel Suite. Then, you'll learn how easily you can create normal details for your rifle model inside NDO from Quixel Suite without going through the pain of sculpting and baking. Finally, you'll find out how quickly you can produce photo-realistic textures for your model using DDO in Quixel Suite and how to create a nice presentation of your model in Marmoset Toolbag. By the end of this course, you'll not only learn how to model and texture a realistic model in 3ds Max and Quixel Suite, but you'll also learn a complete pipeline for creating realistic assets with minimum efforts and time. Software required: Quixel Suite, 3ds Max.

https://www.pluralsight.com/courses/quixel-suite-professional-asset-workflows

Pluralsight – Unity 2D Fundamentals – Character Control

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Have you ever wanted to learn Unity so you could create your own video games? In this course, Unity 2D Fundamentals - Character Control, you'll be introduced to Unity's 2D tools through the creation of a practical project. First, you'll begin by learning how to build basic platforms in Unity. Next, you'll explore the basic building blocks of how to build a character by looking at animation, and how to write the code to get your character running and jumping. Finally, you'll discover how to build a dynamic camera to ensure your character stays properly in view as it moves about the screen. When you're finished with this course, you'll not only understand the basics of 2D character control, but will also have a solid project to use to create your own 2D side scrolling game in Unity. Software required: Unity.

https://www.pluralsight.com/courses/unity-2d-fundamentals-character-control
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