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Phlearn Pro - Banished Mermaid

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https://phlearn.com/tutorial/banished-mermaid/

Phlearn Pro - Parallax

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YouTube’s Top Photoshop Expert Aaron Nace brings years of Photoshop experience together with unique compositing and parallax methods and critical attention to detail. 4.75 hours PS Photoshop

https://phlearn.com/tutorial/parallax/

Phlearn Pro - Swimwear Retouching

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Learn full body skin smoothing, body shaping, how to remove distractions, how to correct exposure, skin tones, add hair and more. 1.75 hours PS Photoshop

https://phlearn.com/tutorial/swimwear-retouching/

Phlearn Pro - The Flood

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Create incredible composite images with our easy to learn Photoshop and photography techniques. In this Phlearn PRO Tutorial, we show you how to add and balance lighting in any situation so you can capture each image required. Follow along in Lightroom and Photoshop to blend everything together until the scene is stunning and perfect. 1.75 hours PS Photoshop

https://phlearn.com/tutorial/the-flood/

Phlearn Pro - Underwater Fantasy

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In this advanced Phlearn PRO Tutorial you will learn the photography and photoshop required to transform your images into an underwater world. These skills and techniques will allow you create just about anything you can image. 2.75 hours PS Photoshop

https://phlearn.com/tutorial/underwater-fantasy/

Phlearn Pro - Banished Mermaid

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Learn some of the most advanced compositing techniques in Photoshop. Start by developing a concept and follow step-by-step the create a complex composite scene while not ignoring the tiny details that make the image believable. 4 hours PS Photoshop

https://phlearn.com/tutorial/banished-mermaid/

Phlearn Pro - Night Fairy

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This extremely in-depth tutorial covers every single step from choosing images to manipulating color to adding amazing distortion effects. Follow along and edit each individual pixel to bring this fantasy story to life. 3.5 hours PS Photoshop

https://phlearn.com/tutorial/night-fairy-photoshop-tutorial/

Phlearn Pro - Vintage fashion

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Create beautiful vintage fashion looks by giving your photos light, depth and amazing color. Follow along step-by-step to add additional elements to the foreground and background. Plus, learn retouching techniques for the entire body. 1.75 hours PS Photoshop

https://phlearn.com/tutorial/vintage-fashion/

SolidAngle MtoA 2.0.0.1 2015-2017 (No RLM)

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Arnold for Maya (or MtoA) provides a bridge to the Arnold renderer from within Maya’s standard interface. MtoA is now shipping with the Arnold 5.0 core.

Features

Seamless integration with Maya shapes, cameras, lights and shaders.
Image Based Lighting support, including a state of the art physical sky.
Interactive rendering (IPR) allows parameter changes to be rapidly previewed without interrupting your work.
Support for volume rendering with Maya Fluids.
Support for Maya Hair and nHair.
Particles and nParticles support, including particle instancer.
Defer the creation of geometry at render time with the Stand-in placeholder nodes.
Productivity boost: override sets, holdout mattes, shadow catcher, passes, UDIM style textures, and arbitrary primvar data.
Extensible through plug-ins (Golaem, FumeFX for Maya, Yeti, Shave & Haircut).
XGen integration.
Texturable geometric lights.
Deep EXR.
Rendering of curves.

SolidAngle MtoA 2.0.0.1 2015-2017 (No RLM)

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Arnold for Maya (or MtoA) provides a bridge to the Arnold renderer from within Maya’s standard interface. MtoA is now shipping with the Arnold 5.0 core.

Features

Seamless integration with Maya shapes, cameras, lights and shaders.
Image Based Lighting support, including a state of the art physical sky.
Interactive rendering (IPR) allows parameter changes to be rapidly previewed without interrupting your work.
Support for volume rendering with Maya Fluids.
Support for Maya Hair and nHair.
Particles and nParticles support, including particle instancer.
Defer the creation of geometry at render time with the Stand-in placeholder nodes.
Productivity boost: override sets, holdout mattes, shadow catcher, passes, UDIM style textures, and arbitrary primvar data.
Extensible through plug-ins (Golaem, FumeFX for Maya, Yeti, Shave & Haircut).
XGen integration.
Texturable geometric lights.
Deep EXR.
Rendering of curves.

SolidAngle MtoA 2.0.0.1 2015-2017 (No RLM)

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0
Arnold for Maya (or MtoA) provides a bridge to the Arnold renderer from within Maya’s standard interface. MtoA is now shipping with the Arnold 5.0 core.

Features

Seamless integration with Maya shapes, cameras, lights and shaders.
Image Based Lighting support, including a state of the art physical sky.
Interactive rendering (IPR) allows parameter changes to be rapidly previewed without interrupting your work.
Support for volume rendering with Maya Fluids.
Support for Maya Hair and nHair.
Particles and nParticles support, including particle instancer.
Defer the creation of geometry at render time with the Stand-in placeholder nodes.
Productivity boost: override sets, holdout mattes, shadow catcher, passes, UDIM style textures, and arbitrary primvar data.
Extensible through plug-ins (Golaem, FumeFX for Maya, Yeti, Shave & Haircut).
XGen integration.
Texturable geometric lights.
Deep EXR.
Rendering of curves.

Unity Asset - Game Kit Controller 2.3.6a

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Optimized for Unity 5 and mobile.

Solid 1st/3rd Person Controller with unique Gravity and Sci-Fi features! (+150)

Biggest update ever 2.3.6 Beta with reduced price From $40 to $35

GKC is a powerful game framework which allows you to create most type of games very easily.
It is the perfect foundation for your game and a great learning tool. There are tons of possibilities.
You can set up a character controller and test it in a few seconds.

Very customizable effects and options: camera states, configuration and transitions, power system, weapons, touch controls, headbob, custom input keys, footsteps, vehicles, etc...

Features:
PLAYER
-Physics-based and root motion controller
-Any number of extra jumps
-Steps particles and footprints
-Ragdoll when character dies or receive damage higher than x
-IK for powers, weapons, vehicles, ….
-Land mark on player’s feet
-Procedural Ragoll system
-Ragdoll to mecanim and vice versa
-Uses ragdoll and/or mecanim when player dies
-Jetpack, sphere controller and fly mode
-Footstep audio system on mesh and terrain
-Footprints and dust particles in every step
-Fall damage

CAMERA SYSTEM
-Camera collision detection and states system
-Change between First and Third person view
-Shake on damage
-Headbob with states and external shakes
-Static and dynamic headbob
-Fixed camera positions with option to follow player (alpha)
-Zoom mode and move away the camera
-Start in Third or First person

ABILITIES
-Walk and run in any surface
-Circumnavigate spheres or regular surfaces
-Run while you adhere to any surface
-Grab and carry objects
-Change gravity for any object
-10+ different type of powers
-Close combat system with combos
-Change gravity to objects
-Displace objects on rails
-Deflect and project lasers
-Editable key numbers powers, drag & drop
-Scanner system for objects and enemies

HEALTH SYSTEM
-Damage screen with fade color and damage position/direction icons
-Damage and heal numbers in screen
-Advanced damage detection for characters, vehicles, ….anything
-Configure weak spots, damage multipliers and one shoot killed zones
-Complete editor to configure easily damage receivers

INPUT SYSTEM
-Unified keyboard, touch and gamepad input
-Enable or disable every action
-Gamepad support with movable mouse cursor
-Very customizable touch controls and editor configuration
-Configurable files path to save input, saves, captures, etc….
-Touch buttons and joysticks ready to use
-Change between joysticks and touchpad
-Save/load and edit touch buttons positions
-Swipe in touch devices
-Rebindable key input system, save/load it
-Accelerometer to rotate the camera

PLAYER WEAPONS
-Like 3rd shooter aim mode
-Extensible and very customizable player weapon system
-Fire in First and third person
-Advanced use of IK: No animations needed
-Full weapon HUD
-Change between weapons in any camera view
-Separated camera for weapons in First person
-Draw, walk, aim and keep weapon actions
-Insane amount of configurations
-Procedural weapon sway and motion
-Realistic physics projectile shells
-Insane amount of options to shoot: spread, projectiles per shoot, clip size, bullet speed, bullet force amount, explosion radius, ...
-Camera shake for every fired projectile
-Smooth transition in weapon change, camera fov aiming, …
-Procedural weapon recoil
-5 different weapons: pistol, regular shotgun, assault rifle, double shotgun and missile launcher
-Pick and drop weapons ingame
-Decals manager
-Weapon and ammo pickups

INVENTORY
-Powerful inventory system
-Pick, drop, use, lock or read info for every inventory object
-Use objects by menu, interaction button or trigger
-Animation in objects used
-Complete custom editor system to configure every object added
-Any number of slots and amount of objets per slot
-Smart inventory management
-Look, rotate and zoom in every 3d model object in game
-Easy capture manager: Use actual 3d model images
-Increase inventory size in game with bags

VEHICLES
-Car, Motorbike, Hovercraft, aircraft, hoverboard, sphere mode and weapon turret.
-Camera states, set any number of camera positions
-Hoverboard waypoint system
-Skids manager for vehicle wheels
-Advanced input setting for vehicles
-Shake states on damage, accelerating, shooting, ….
-IK, weapons and gravity control system for vehicles
-Third, First and fixed camera in vehicles

MAP SYSTEM
-Procedural map builder, any shape is possible
-Configure different floors and rooms
-Map menu: change between floors, zoom, icons info, …
-Place and remove map marks ingame
-Configure easily any type of map icon: enemies, doors, elevators, vehicles,….
-Map beacons and quick travel stations
-Set map zones as hidden to be revealed when player reaches them
-Unlock map parts with map pickups
-Configure map zone color and room texts
-Map glossary according to map icons configured
-Compass with 8 directions
-Signaling targets with in screen icon

PICKUPS
-Full pickup system for health, energy, fuel, ammo, inventory, weapons, …
-Powerful pickup manager: configure once, use anywhere
-Breakable crates
-Pickup drop system for crates, dead enemies, explosive barrels, ….
-Pickup chests with configurable object spawn position
-Random amount of pickups in drop system and chests

INTERACTION ELEMENTS
-Buttons
-Procedural doors
-Procedural elevator
-Hackable password panels
-Procedural Ziplines
-Jump platforms on trigger and on button pressed
-Pressure plates, activate them with weight
-Wayoint moving platforms
-Heal and damage triggers
-Falling platforms
-Teleportation platforms
-Player waypoint system, reach every point in the path!
-Explosive barrels
-Recharger stations for health and energy
-Vending machines, instantiate anything

INITIAL AI SYSTEM
-Health bars above enemies and allies
-AI Enemy turrets with differents weapons
-Nav mesh AI system
-AI can use weapons
-Advanced waypoint patrols
-Find friendly AI and give orders: wait, follow, attack and hide
-Ragdoll when dead or damage received higher than x
-Footstep system with particles and footprints

DEVICES
-Hack devices and enemies
-Text devices
-Numeric code and computer terminals
-Security cameras with controls and zoom

SAVE SYSTEM
-Configure any number of slots
-Save with time played, camera capture, date and other game info

OTHERS
-Time bullet ability
-Event trigger system, call any amount of functions when player picks a weapon, lock a room when he enters, ….everything you need
-Physics system to grab, rotate, zoom, drop and throw objects
-Create any system with health and destructible, like a rotating laser trap!
-HUD system with health, power and weapons for player and vehicles

POWERFUL CUSTOM EDITOR
-Most systems have an advanced editor allowing a perfect workflow.
-Editable list: change order, remove, add, clear,….
-Tag and layer manager: add and remove as you need, import project is not a problem anymore
-Fully commented C# code

Lynda - Learning Graphic Novel Storyboarding

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When it comes to conveying a story visually to readers, comic book artists can learn a lot from examining how shots are filmed in movies and television. Although comic book panels aren't always a standard rectangular frame, you can still leverage the same storyboarding concepts, rules, and methods used in film to make your comics stronger and more digestible. In this course, join comic creator Ben Bishop as he explains how to use storyboard film techniques to understand shot composition, consistency, and movement within a frame, and apply those techniques as you build your comic book panels.

Before you can start drawing your comic, you need to know the basics of shot composition and camera angles, and why they're crucial to successfully telling your story on the page. Ben talks about the rule of thirds, wide shots, full shots, medium shots, close-ups, and more. He also demonstrates the importance of following the action in the same direction throughout any given scene. Storyboarding may not always be associated with comics, but the same rules apply. Knowing and understanding these concepts can strengthen your work.

Topics include:

Storyboarding for film vs. comics
Understanding aspect ratio
What is the rule of thirds?
The types of camera shots within illustrated comic panels
Zooming and panning in a still image
The movements of the camera within a comic scene
Character placement
Moving characters through a scene

http://lynda.com/tutorial/585237

Vray Adv 34005 Batch Render Fix for Maya 2016 SP6 Win Only

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This is a fix only for vray 3.4 users for maya 2016 who cant have batch render with service pack 6 for maya 2016.

Instruction:
1 - Download and extract contents
2 - Copy the 2 files to "C:\ProgramFiles\Autodesk\Maya2016\bin\"

All thanks to Kurapika for the fix.

If you like my share help me have this unity asset: :)
https://www.cgpeers.to/requests.php?torrentid=17298
https://www.assetstore.unity3d.com/en/#!/content/75321

Unity Asset - InfiniGRASS - Next Gen Interactive Volume Grass v1.7.6

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InfiniGRASS is a robust grass and prefab painting and optimization system, which allows very detailed next gen grass to be placed in mass quantities on any surface. The grass is controlled for performance with auto grouping, batching and LOD systems that minimize CPU usage, reduce draw calls and enable dynamic options like stepping on grass or making it grow.

Realflow 10 Connectivity Plugins Latest Bundle

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Realflow plugins for all 3D apps Incl 3ds Max 2018, Houdini 16...

latest realflow can be downloaded from here:
https://www.cgpeers.to/torrents.php?id=52667&torrentid=52611#torrent52611

Njoy. :)

PhoenixFD 3.04.00 V-Ray 3.0 for 3ds Max 2013 - 2018

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ChaosGroup Phoenix FD v3.04.00 for 3ds Max 2013 - 2018 | Patch | by msi
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1. Install "phoenixFD_adv_30400_max20XX_vray_30_x64.exe"
You can choose "Customize" > "Remote license server" to not install the local one, that is not required

2. Replace "phoenixfd.dlr" in vrayplugins dir "C:\Program Files\Autodesk\3ds Max 2018\plugins\vrayplugins"


3. Enjoy!

Thanks to Kurapica, anana and to all involved!

Adam Skutt - Realtime Hair Example

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From Adam's Artstation:

UPDATE: Video tutorial added!

This is an example of a realtime hair asset. I've released the marmoset file, textures, material and lighting scene for people to dissect. I've also included an FBX file that contains the original hair grouping so anyone interested can see the separate layers I build up based on opacity. This is generally how I create most medium length to long, hair card based grooms.
https://gum.co/pDpQi

If you found this helpful, please consider supporting the artist by buying this!

Adam Skutt - Realtime Hair Example

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0
From Adam's Artstation:

UPDATE: Video tutorial added!

This is an example of a realtime hair asset. I've released the marmoset file, textures, material and lighting scene for people to dissect. I've also included an FBX file that contains the original hair grouping so anyone interested can see the separate layers I build up based on opacity. This is generally how I create most medium length to long, hair card based grooms.
https://gum.co/pDpQi

If you found this helpful, please consider supporting the artist by buying this!

Adam Skutt - Realtime Hair Example

0
0
From Adam's Artstation:

"Video tutorial added!

This is an example of a realtime hair asset. I've released the marmoset file, textures, material and lighting scene for people to dissect. I've also included an FBX file that contains the original hair grouping so anyone interested can see the separate layers I build up based on opacity. This is generally how I create most medium length to long, hair card based grooms.
https://gum.co/pDpQi"

If you found this helpful, please consider supporting the artist by buying this!
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