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New Masters Academy - Rey Bustos & Glenn Vilppu

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http://www.newmastersacademy.org

Lynda - Cert Prep: SOLIDWORKS Surfacing

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The successful completion of the Certified SOLIDWORKS Professional Advanced Surfacing (CSWPA-SU) exam shows proof of your expertise with the SOLIDWORKS advanced surfacing tools. By earning this certification, you demonstrate that you have the cutting-edge skills that businesses seek out and reward. This course reviews key concepts and techniques to help you tackle the CSWPA-SU exam with confidence. Instructor Gabriel Corbett goes over the exam requirements, and shares exam-taking techniques and tips for using your time wisely. He also covers creating splines, filled surfaces, and 3D sketches; knitting surfaces together; building boundary and planar surfaces; and more.

Topics include:

Exam-taking techniques
Surfacing tools
Creating splines and 3D curves
Building a boundary surface
Extending and untrimming surfaces
Knitting surfaces together
Creating surface fillets
Using the Thicken tool

http://lynda.com/tutorial/601776

Lynda - SketchUp: Rendering with V-Ray 3

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V-Ray 3 for SketchUp features interactive rendering technology that allows users to see results immediately upon changes to the model. In this course, Brian Bradley both introduces and helps to solidly ground you in your ability to use the tools and features found in the powerful V-Ray for SketchUp rendering solution. After he familiarizes you with the V-Ray interface, Brian demonstrates how to add illumination to your scenes using the program's versatile lighting tools. He shows how to work with different light types for adding both artificial light and natural-looking daylight. In addition, he covers the V-Ray camera, materials, map types, render elements, FX tools, and more.

Topics include:

Gamma handling in V-Ray 3 for SketchUp
Working with interactive rendering
V-Ray light types
Working with irradiance mapping
Rendering animations
Working with the V-Ray camera
Using the Materials UI
V-Ray FX tools
Stereoscopic 3D rendering
Using V-Ray objects

http://lynda.com/tutorial/599605

Corel Painter 2018 v18.1.0.651 for Windows

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Corel Painter 2018 is the ultimate digital art and painting software trusted by professional artists. Expand your artistic capabilities using a phenomenal collection of the world’s most realistic digital Natural-Media. Accomplish natural, professional results. Corel Painter 2018 software is a combination of inventive drawing tools, Natural Media brushes, image cloning capabilities and virtually unlimited customization options, that give you total freedom for creative expression.

Internationally recognized for its RealBristle brushes, Corel Painter 2018 offers the most realistic form of digital painting available in the digital art realm.

Explore new creative possibilities with Natural-Media brushes, paper textures and media that look and feel just like traditional art materials. Find unreal inspiration with revolutionary new Particle Brushes and mobile enhancements.

Experience the speed and power of the ultimate paint program with native 64-bit Mac and PC support. In addition, work with Photoshop files for even more creative compatibility.

By adding Corel Painter 2018 to your workflow, you gain a full art studio that gives you the tools to create unprecedented artwork. Furthermore, the digital art tools let you experiment with color theory, composition and brush strokes, without the toxins, mess and expenses associated with traditional art.

Top Reasons To Try Corel Painter 2018:
A natural transition. Craft your art with painting software that comfortably blurs the lines between analog and digital.
Exclusive media. Create outstanding art with other-worldly media types that only digital art software can deliver.
Incomparable composition. Paint a masterpiece with perfect symmetry and perspective using built-in composition tools.
Flexible and productive. Custom brushes and palettes, and the ability to import content from others or create your own.
Supports popular hardware and software. Painter plays well with Photoshop and drawing tablets, and runs on Mac and Windows.

What’s new in Corel Painter 2018:
New Thick Paint.
New Cloning Capabilities.
New Texture Synthesis
New 2.5D Texture Brushes.
New Natural-Media brushes

SpeedTree collection for Unreal engine 4

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Collection SpeedTree 3D-models of trees, ready for use with the Unreal Engine 4 - 90 models.

Included:

Acacia_High_2
Acacia_Low
AfricanOlive_Shrub_Low
Agarwood_High
AmericanBeech_Fall_High
AmericanBeech_Fall_Low
AmericanElm_Fall_Low
AmericanElm_High
AmericanElm_Med
AmericanSycamore_Fall_High
AmericanSycamore_Fall_Low
AmericanSycamore_Med
AmurCork_Fall_High
AmurCork_Fall_Low
AmurCork_Fall_Med
AmurCork_Low
BigLeafMaple_Fall_High
BigLeafMaple_Fall_Med
BigLeafMaple_Low
BlackGum_Fall_High
BlackGum_Low
BradfordPear_Fall_High
BradfordPear_Spring_High
Cherry_Blossoms_Low
Cherry_Blossoms_Med
Cherry_Fall_High
Cherry_Low
Cherry_Med
ChineseBanyan_Med
ChineseBanyan_Med_2
CrapeMyrtle_Fall_High
CrapeMyrtle_High
CypressOak_Fall_Low
CypressOak_High
CypressOak_Low
Derevo_horror
EuropeanAspen_Cluster_Fall_Low
EuropeanAspen_Fall_High
EuropeanAspen_Low
EuropeanBeech_Fall_Med
EuropeanBeech_Med
EuropeanLinden_Fall_High
EuropeanLinden_High
FloodedGum_High
FloodedGum_Med
GreenAsh_Fall_High
GreenAsh_Fall_Low
GreenAsh_High
GreenAsh_Low
GreenAsh_Med
HookThorn_Flowers_Med
HookThorn_Med
JapaneseAngelica_Fall_High
JapaneseAngelica_Low
JapaneseAngelica_Med
JapaneseMaple_Fall_High
JapaneseMaple_Fall_Med
JapaneseMaple_Fall_Med_2
JapaneseMaple_Low
Vihna
WhiteBirch_Fall_Med
WhiteBirch_Med

Lynda – Media Composer 8.7 Essential Training: 101 (updated Oct 6, 2017)

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Media Composer 8.6 Essential Training is a two-part, start-to-finish training series that will get users up to speed with the Media Composer environment and the basics of nonlinear video editing. This course, 101, focuses on the core aspects of the editing process—from prepping and organizing media, editing and trimming clips, and adding audio, titles, and effects, all the way through media management and output. Each technique is explained thoroughly and concisely, using real-world examples from a documentary-style promotional project. Avid Certified Instructor Maxim Jago introduces all the skills aspiring video editors need to get up and running with this powerful nonlinear editor, and start creating professional video projects of their own.

Topics include:

Setting up the editing environment
Creating a new project
Importing media
Finding, organizing, and linking clips
Building a sequence
Editing and trimming
Adding transitions
Applying segment effects
Combining effects
Applying freeze frame and motion effects
Creating titles
Exporting video projects

https://www.lynda.com/Media-Composer-tutorials/Media-Composer-8-7-Essential-Training-101/502106-2.html

Pluralsight – Python for Maya Fundamentals

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Do you ever feel like you could work better and faster in Maya if you didn't have to do so many repetitive tasks? In this course, Python for Maya Fundamentals, you'll learn the skills to make your own tools that automate those actions away. First, you'll discover how to use functions. Next, you'll explore more about classes. Finally, you'll learn other programming concepts to make artist friendly user interfaces. When you're done with this course, you'll be able to write software for yourself, your team, or even your studio, making you the fastest artist around and invaluable to your employers. Software required: Maya.

https://www.pluralsight.com/courses/python-maya-fundamentals

Udemy - Racing Game Physics and Artificial Intelligence

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What Will I Learn?
- Discuss the key technical concepts that underpin modern professional racing games
- Work comfortably on racing games in a programming or art/design capacity, either individually or as part of a team
- Understand the important 'tweakable' settings that influence the overall feel of a racing game
- More easily diagnose and identify problems in your racing game projects
- Make informed decisions about off-the-shelf solutions vs. custom builds

Requirements
If you wish to experiment with the source code and game project, you will need the latest copy of Unity 5, which is available for free download. However, no software is required if you just want to enjoy the videos and learn about the topics.

Description
This course discusses the key technical ideas that form the foundation of modern commercial racing games. The emphasis is on the driving game physics and the artificial intelligence techniques that are used. It's a fantastic course for video game developers working on racing game titles. It's also a perfect fit for gamers and enthusiasts interested in understanding how racing games and related simulations really work. Although the included sample games were built with Unity, the coverage in this course will not require any particular knowledge of the software. Follow-on training is available for students who wish to take their knowledge even further and actually build a racing game of their own!

NOTE: The playable build and project source is no longer offered with this version of this course as the file has become too large for download from Udemy. To get the files please email me directly at joe@gameinstitute.com and I can send you a download link.

Who is the target audience?
This course is targeted first at both amateur and professional video game developers working on racing game titles. It is also perfect for gamers and enthusiasts interested in understanding how racing games and related simulations really work. Although the included sample game was built with Unity, the coverage will not require any particular knowledge of the software. More technically minded learners will probably find the material easier to understand, but most of it is very accessible to non-technical learners as well.

https://www.udemy.com/racing-game-physics-and-artificial-intelligence/

Gameinstitute - GI Racing Resouces

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Resouces for Game Institute as well as Udemy - Racing Game Physics and Artificial Intelligence.

Gameinstitute - GI Racing

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**This is the source code and videos files for GI Racing, GI Racing 2.0 was a upgrade, but they didn't separated it into a different project**

Experience the thrill of GI Racing 2.0! Compete on real racing tracks from all around the world in a variety of different automobiles. Work your way through the career mode and earn more lucrative contracts from bigger teams with better, faster cars. See how you handle the many different weather conditions in both day and night time driving modes. Enjoy state-of-the-art car physics and an adaptive driver AI system that creates exciting and realistic races, regardless of the player's skill level.


Arcade racer with a simulation feel that is still welcoming to novice players
Competitive single-player career mode with Tournament Circuit and Trophy Room

Quick Race options let you jump right in and customize your racing experience
Stunning visuals and lighting provide an immersive and realistic world
Famous real world race tracks in a variety of countries
Realistic vehicle and cockpit damage make the game more challenging
Wheel, peddle, joystick, joypad, game pad, and keyboard support
Multiple difficulty settings and Driver AI that adapts to player skill level
Multi-GPU support providing accelerated rendering performance
Cinematic multi-camera replay system to watch back races frame-by-frame
Learn to build the game yourself with access to the official GI Racing tutorial video series
IMPORTANT!

Members can download a complete GI Racing 2.0 project, all set up and ready to go in Unity 5 -- including cars, tracks, AI and track tools, sounds, music, and source code. You should have your own racing games up and running in no time when you have this kind of a head start!

https://www.gameinstitute.com/giracing2/

3DMotive – Coaster Cart Asset in Maya Volume 1

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In Coaster Cart Asset in Maya, you will learn how to use Maya, Substance Painter 2, and multiple approaches to creating details for texturing. You'll learn how to heavily leverage multiple masking techniques to create believeable dirt, grunge, and wear in your textures. In addition, we will go over how to prep images in Photoshop for use in Substance Painter 2's projection tool for grafitti, or labels. We will also look at how to reimport updated meshes and how Substance Painter 2 handles modifying a mesh mid texturing process. Furthermore, we will take a look at how to utilize Substance Painter's default alphas and procedural textures to paint complex and unique masks for grunge and damage. Finally, once our texture is complete, we'll do a brief overview of Marmoset Toolbag 3 and how to get the most out of the realtime rendering software. You will learn how to use Marmoset Toolbag 3's lighting to get the most out of their texture work and have a portfolio ready screenshot.

http://3dmotive.com/series/coaster-cart-asset-in-maya.html

Unity Asset - Amplify Shader Editor 1.32

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https://assetstore.unity.com/packages/tools/visual-scripting/amplify-shader-editor-68570
version 1.3.2 released Oct 4, 2017

* New features: * Added custom pragmas support to the main property panel New Nodes: * Added 'Camera To World Matrix' node * Added 'World To Camera Matrix' node * Added 'Template Vertex Data' node * Added 'Template Fragment Data' node * Fixes:
............ (check link)

Unity Asset - Beautify 5.3

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https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/beautify-61730

version 5.3 released Sep 19, 2017


Beautify is a full-screen image processing effect that improves the image quality in real time producing incredibly crisp and vivid scenes.

Version 5.3 changes: - Profiles. Create, reuse and share persistent settings profiles - Changed "Blurred" bloom preset to make it more blurry - Dithering moved to the end of effect stack to affect bloom and other effects - [Fix] Under-the-hood inspector improvemeents (undo now works, standard slider behaviour, ...) - [Fix] Removed some artifacts with DoF Exclusion layer option when MSAA is enabled

Unity Asset - Corgi Engine -2D +2.5D Platformer 4.2

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ver 4.2 released Oct 5, 2017

https://assetstore.unity.com/packages/templates/systems/corgi-engine-2d-2-5d-platformer-26617

- Adds a new ability : CharacterGravity, allowing you to set an individual gravity direction on each character, and interact with Gravity Zones and Points - Adds Gravity Zones : zones where you can define the direction and strength of gravity - Adds Gravity Points : points that will attract characters, acting as gravity sources, basically just like in Mario Galaxy - Adds a new demo level : FeaturesGravity, that showcases all the new gravity related stuff - Adds a new demo level : FeaturesPlatformsGravityFlipped, that showcases how the old stuff still works in gravity altered conditions - Adds NumberOfActivations and delay between uses to button/key activated zones - Adds an option to create levels where checkpoints go from right to left, or top to bottom. - Improves gripping reliability - Allows health-equipped characters to not be destroyed after death and in that case prevents AIs from remaining active after death - Adds options to prevent picking an inventory object if the target inventory is full - Fixes a bug in the OneWayLevelHorizontal where the OneWay mode wasn't set to Left by default - Fixes an initialization problem in the AIWalk script that could result in a wrong initial direction - Fixes health bar's initialization if the initial health is below top health level - Fixes parenting issue when mouse aiming using a reticle - Fixes a bug that would keep hiding mouse cursor in the Inventory GUI when that option was selected on a WeaponAim component - Fixes the Minimal one way platforms edge colliders' point positions - Fixes a bug that would not prevent the player from rotating a weapon while the game was paused - Fixes a bug that would allow to dash through slopes in certain conditions (high dash force mostly) - Fixes a bug that could cause wrong camera positioning on respawn in OneWayLevels

Unity Asset - PlyGame 3.1.4c

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version 3.1.4c released Oct 8, 2017
Update notes available at http://forum.plyoung.com/t/plygame-updates/

https://assetstore.unity.com/packages/templates/systems/plygame-9694

plyGame is a visual game development tool for the Unity game engine. It allows developers to create games and prototypes without having to do any programming while still allowing for scripts where programmers wants to interact with the system's API

This core package includes plyBlox (Visual Scripting), DiaQ.2.Dialogue and Quest editor, and RPG game systems.

plyGame has been designed with ease of use in mind and provides the components and editors you need to create hack-and-slash type RPG games. At its core a Visual Scripting tool is provided to add behavior to objects and respond to triggered events.

Unity Asset - Corgi Engine -2D +2.5D Platformer 4.2

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ver 4.2 released Oct 5, 2017

http://assetstore.unity.com/packages/templates/systems/corgi-engine-2d-2-5d-platformer-26617

- Adds a new ability : CharacterGravity, allowing you to set an individual gravity direction on each character, and interact with Gravity Zones and Points - Adds Gravity Zones : zones where you can define the direction and strength of gravity - Adds Gravity Points : points that will attract characters, acting as gravity sources, basically just like in Mario Galaxy - Adds a new demo level : FeaturesGravity, that showcases all the new gravity related stuff - Adds a new demo level : FeaturesPlatformsGravityFlipped, that showcases how the old stuff still works in gravity altered conditions - Adds NumberOfActivations and delay between uses to button/key activated zones - Adds an option to create levels where checkpoints go from right to left, or top to bottom. - Improves gripping reliability - Allows health-equipped characters to not be destroyed after death and in that case prevents AIs from remaining active after death - Adds options to prevent picking an inventory object if the target inventory is full - Fixes a bug in the OneWayLevelHorizontal where the OneWay mode wasn't set to Left by default - Fixes an initialization problem in the AIWalk script that could result in a wrong initial direction - Fixes health bar's initialization if the initial health is below top health level - Fixes parenting issue when mouse aiming using a reticle - Fixes a bug that would keep hiding mouse cursor in the Inventory GUI when that option was selected on a WeaponAim component - Fixes the Minimal one way platforms edge colliders' point positions - Fixes a bug that would not prevent the player from rotating a weapon while the game was paused - Fixes a bug that would allow to dash through slopes in certain conditions (high dash force mostly) - Fixes a bug that could cause wrong camera positioning on respawn in OneWayLevels

Fstoppers Photographing the World 3 with Elia Locardi

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Back in 2014, Fstoppers teamed up with landscape photographer Elia Locardi to produce two unique photography tutorials titled Photographing the World. In the first tutorial, Photographing The World: Landscape Photography and Post-Processing, Elia set out to build an introductory course that explores both his on-location shooting techniques along with his sophisticated post processing. In the second tutorial, Photographing the World: Cityscape, Astrophotography, and Advanced Post-Processing, Elia switches gears by photographing some of the world's most beautiful cityscapes as well as introducing much more complex editing techniques in Photoshop.

In 2017 we are excited to announce that the world wide journey continues with Photographing the World III! In this tutorial, Elia explores his favorite country, Italy, as well as two of the largest mega cities in the world, New York City and Dubai. Building upon the first two Photographing the World series, part III explores more advanced editing techniques as well as unique capturing methods in the field. Elia finds himself capturing stars in a city, dealing with harsh weather, scouting towns he has never previously visited, gaining access to unique rooftop views, using tilt shift lenses and Gigapan hardware, and even capturing the magnificant fog of Dubai. If you have been waiting for our next adventure with Elia Locardi, welcome to Photographing the World III!

What's Covered in this Tutorial

In-Camera Photography Techniques (ISO, Shutter Speed, Aperture, White Balance, etc)
Overview of ideal lenses and gear for Cityscape and Astrophotography
Examples of New Lightweight Tripods, Clamps, and Accessories
Extensive Location Scouting and Tips for better composition, angles, and vantage points
How To Set Up Precise Camera Gear to Capture Hard to Work With Shooting Locations
Advanced Panoramic Photography Shooting and Stitching
GigaPano Multi-Row Panoramic Shooting and Stitching
Working in Urban Environments and Proper Gear Setup and Control
Solid Neutral Density Filters and Softening Skies and Water
How to Use Smart Phone Apps to Precisely Plan Your Night and Astro-Photography
Capturing Stars and Star Trails Over Urban Environments
Understanding and Mastering Light (Golden Hour, Blue Hour, Sunrise and Sunset, and Astro)
Time Blending (combining exposures shot at different times)
Bracketing and Multiple Exposure Blending
100% Manual Exposure Blending using Zero HDR Software
Blending Different Moments in Time Together (Blending Different Times of Day Seamlessly)
Non-Destructive Techniques to Master RAW Processing
Extensive Non-Destructive Color Correction and Image Adjustment
Complex Selections and Masking Techniques
How to Create and Work With Luminosity Masking Techniques
Advanced Luminosity Masking
Compound Channel Masking for Precision Selections and Color Corrections
Advanced Object Removal and Image Cleanup
How to Replace Skies and Add Depth and Drama to Existing Ones
Precision Sharpening and Selective Noise Reduction

MographPlus – Comprehensive Introduction to Arnold for 3ds Max

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In this series of premium video tutorials in 8 hours and 35 minutes, that’s more than 500 minutes of tutorials, we learn how to use Arnold for 3ds Max.

First I show you where to find different Arnold tools and functions inside 3ds max, and walk you through the general workflow to get your job down with Arnold inside 3ds Max.
Sampling and ray depth are the most important principles that you should be familiar with when working with Arnold, that’s why we discuss them comprehensively in 57 minutes and in 7 lessons , we make sure you comprehend the core principles before moving on to more general topics like lighting and shading .

The next section of the course is dedicated to lighting , we learn about different lights in Arnold and different lighting techniques , we learn about Area Lights . spot , distant and point lights , mesh and photometric lights .
We learn what are light filters and how to use them , what is physical sky, SkyDome Light and image based lighting , you learn how to approach interior lighting in Arnold for 3ds max.
We learn about amazing volumetric effects in Arnold, including Atmosphere Volume and fog .
The lighting section of this course is about 1 hour and 55 minutes in 12 lessons.

In the next section of the comprehensive introduction to Arnold For 3ds Max, we start talking about Arnold materials and maps
First we learn about Standard Surface material which is the main material in Arnold and capable of creating all sorts of materials, we dedicated 5 videos in 80 minutes to discuss Standard Surface material thoroughly.
Then we discover bump and displacement mapping in Arnold. We explore Standard Hair material in a lot of details, this material lets you realistically create hair shaders, the Standard Hair is fantastic, and definitely one of the best hair shaders out there .
Then we learn about ray-switch , ambient occlusion, curvature, flakes , wire frame , utility , flat , lambert , two-sided and shadow matte shaders.
And then we take a closer look at the remaining materials and maps in Arnold, we learn about different color nodes , conversion , math and shading state nodes , we learn how to use utility nodes and hopefully after watching this section, you should be very comfortable developing complex materials using these long list of materials and maps .
The material section of this course is more 3 and a half hour in 18 lessons.

Then we take a look at 3ds max’s Physical Camera and how Arnold supports it, we learn about different camera features, we explore how to achieve camera effects like depth of field and motion blur.
In about 35 minutes and in 3 lessons we learn all about Arnold and Camera.

In the section 6 of the course we learn how to render our scenes in Arnold for cinema 4d, we learn about AOVs. What are the AOVs that Arnold offers and how to export and composite them in a composting app like After Effects. Then we learn about custom AOVs and how to write them out. After that we discover different render settings in Arnold.
The rendering section of the course is about 51 minutes in 2 lessons.

In the final section of the course we take a closer look at Arnold Properties Modifier and Arnold procedurals, and finally we learn about Arnold volume , we learn how capable Arnold is in handling openVDB files and rendering them realistically , we show you all the steps you need to render openVDB files in Arnold .
The final section of the course is 30 minutes in 3 lessons.

http://mographplus.com/product/comprehensive-introduction-to-arnold-for-3ds-max/

Fundamentals of Architecture Design: The Complete Series

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This is the entire series of my CGMA course, 'Fundamentals of Architecture Design'.

Includes 8 hours of videos, my demo sketches(Photoshop files) and reference material for each course. ALL FOR ONLY $42! (why $42? As I promised, if you buy just one for the regular price of $7, you can get all the rest for only $5 each!)

Videos cover major types of popular architecture from all around the world, including Asian, Indian, Ancient, Medieval, Renaissance, Modern, and Futuristic!

These videos are geared towards Entertainment Design. I'm not teaching how to be an architect, but how to quickly sketch specific environments for film, games, tv and all other forms of media.

Each video contains a discussion and in-depth analysis on a specific type of architecture, drawing/painting demos where I explain in depth how to go about sketching and painting these kinds of architecture, demos on how to incorporate photography into your sketches to increase realism, and lastly, discussions on getting your art to a presentable level. All within Photoshop!

(Basic knowledge of Photoshop required. If you know how to create a document and sketch on layers, you're good to go:)

CursosGuru - Curso Desenho Técnico Mecânico DVD [Portuguese]

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CursosGuru - Curso Desenho Técnico Mecânico DVD [Portuguese]

Assisting the demand in Portuguese language and Latin-American universe, I publish an excellent tutorial of technical drawing.

https://www.cursosguru.com.br/produto/curso-drawing-technician-mechanic-foundations

Always original format - only!
Thanks!
Gracias,

Libra
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