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Vector typographic Illustrations

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Typographic illustration Adobe Illustrator

ATL (121 Ground Textures) Vol.1 & Vol.2 (1.1)

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https://www.assetstore.unity3d.com/en/#!/content/29432
https://www.assetstore.unity3d.com/en/#!/content/32868


Vol.1 includes 58 HQ Textures (2592 X 2592 pixels) of ground along with their Normal, Height and Specular maps.

All textures are seamless and their maps are in black and white letting you make changes like switching a height map to normal map.

The package also includes ready made materials for every texture along with a steep parallax shader.

Vol.1 Content :
*12 Leave textures
*11 Ground textures
*35 Grass textures
*58 Ground Textures

Vol.2 includes 63 HQ Textures (2592 X 2592 pixels) of ground along with their Normal, Height and Specular maps.

All textures are seamless and their maps are in black and white letting you make changes like switching a height map to normal map.

The package also includes ready made HDR materials for every texture. (Steep parallax shader is NOT compatible with Unity5)

Vol.2 Content :
*12 Asphalt textures
*23 Mud textures
*5 Grounded Root textures
*23 Stony ground textures
*63 Ground Textures

Udemy - The Beginner's Guide to Artificial Intelligence in Unity - Updated

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https://www.udemy.com/artificial-intelligence-in-unity/

Peregrine Labs Yeti v2.2.1 for Maya 2017-2018 WIN

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A POWERFUL NODE BASED TOOLSET FOR PRODUCING FUR, FEATHERS AND EFFICIENTLY INSTANCING GEOMETRY WITHIN AUTODESK’S MAYA™

Fur and Hair

It’s what Yeti was built for, with numerous nodes for styling and an integrated dynamics engine all of your fur and hair needs can be met.

Feathers

A custom procedural generator takes feather creation and rendering a step further to offer an efficient artist friendly means of creating extremely high detailed plumage.

Procedural Workflow

Yeti has been developed to embrace the freedom and flexibility to create, change, animate and render using a custom procedural graph editor fully integrated within Maya’s interface.

Flexible Grooming

Unlike traditional fur solutions Yeti grooms are not dependent on surface topology or texture UVs; this allows models to change with only minor aesthetic tweaks to the groom and strand placement anywhere on a surface.

Styling

Styling is made easy with a diverse range of tools for short fur, long hair, parting and feathers that are both powerful and user friendly.

Pipeline and Rendering

Developed as a good global citizen from the start; Yeti caches are lightweight with built in previews with support for most industry leading rendering engines.

Changes:

* updated to V-Ray 3.60
* updated to Renderman 21.5
* updated to MtoA 2.0.2.1 and Arnold 5.0.1.3
* updated to Redshift 2.5.29
* updated to Clarisse 3.5 sp1
* fixed an issue with our Redshift extension that ensures motion blur samples are correctly aligned to the center of the shutter time vs. the two samples.
* fixed an bug where setting and increasing lengths on strands would result in incorrect values.
* fixed a threading issue with Import node which would cause feathers to either be “missing” or cause Maya to crash.
* forcing sub scene consolidation of Yeti nodes for VP 2.0 to avoid feathers being prematurely culled.


i did not cracked it, just uploaded the file

INSTALL : follow the instructions on "Read me.txt"

Peregrine Labs Yeti v2.2.1 for Maya 2017-2018 WIN

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A POWERFUL NODE BASED TOOLSET FOR PRODUCING FUR, FEATHERS AND EFFICIENTLY INSTANCING GEOMETRY WITHIN AUTODESK’S MAYA™

Fur and Hair

It’s what Yeti was built for, with numerous nodes for styling and an integrated dynamics engine all of your fur and hair needs can be met.

Feathers

A custom procedural generator takes feather creation and rendering a step further to offer an efficient artist friendly means of creating extremely high detailed plumage.

Procedural Workflow

Yeti has been developed to embrace the freedom and flexibility to create, change, animate and render using a custom procedural graph editor fully integrated within Maya’s interface.

Flexible Grooming

Unlike traditional fur solutions Yeti grooms are not dependent on surface topology or texture UVs; this allows models to change with only minor aesthetic tweaks to the groom and strand placement anywhere on a surface.

Styling

Styling is made easy with a diverse range of tools for short fur, long hair, parting and feathers that are both powerful and user friendly.

Pipeline and Rendering

Developed as a good global citizen from the start; Yeti caches are lightweight with built in previews with support for most industry leading rendering engines.

Changes:

* updated to V-Ray 3.60
* updated to Renderman 21.5
* updated to MtoA 2.0.2.1 and Arnold 5.0.1.3
* updated to Redshift 2.5.29
* updated to Clarisse 3.5 sp1
* fixed an issue with our Redshift extension that ensures motion blur samples are correctly aligned to the center of the shutter time vs. the two samples.
* fixed an bug where setting and increasing lengths on strands would result in incorrect values.
* fixed a threading issue with Import node which would cause feathers to either be “missing” or cause Maya to crash.
* forcing sub scene consolidation of Yeti nodes for VP 2.0 to avoid feathers being prematurely culled.


i did not cracked it, just uploaded the file

INSTALL : follow the instructions on "Read me.txt"

Pluralsight - Making Games in Scratch 2.0

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Scratch 2.0 allows anyone with no prior coding knowledge to make games. In this course, Making Games in Scratch 2.0, you'll find yourself having just as much fun making games as you will playing them. This is the sequel to Pluralsight’s "Start Coding in Scratch 2.0" course. All the principles of coding learned in the first course will be put to use in this games course. With your knowledge of Scratch 2.0, you'll make several exciting games. First you'll create Fetch-bot, a collection game, DeBugs, a game where you try to get rid of as many bugs as you can in sixty seconds and Emoji-Pong for two, a game for two players. Next, you'll create Robo-Eel, a tribute to the arcade game Snake and Emoji-Pong with Artificial Intelligence, a pong game against the computer Finally, you'll wrap up the course by learning how to make Circuit-Breakers, a tribute to the arcade game Space Invaders, Gear Hunter, a collection and avoidance game, Planetoids, a tribute to the arcade game Asteroids, and Floppybot, a tribute to the famous app Flappy Bird. By the end of this course, you'll have learned how to create many different types of games using no coding skills.

https://www.pluralsight.com/courses/scratch-2-0-making-games

Pluralsight – Maya Dynamics: Combining nCloth and Bifrost

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Simulation tools offer great solutions to complex animations. However, there isn't one tool that can do it all. In this course, Maya Dynamics: Combining nCloth and Bifrost, you will learn how to use the strengths of nCloth and Bifrost to create a combined simulation. This course focuses on using Maya's simulation tools to create a giant blob capable of devouring anything in its path. Starting from simple object, your first task is to turn the shape into a physical volume. From there, the blob will find its own shape as it is allowed to roll around on a rigid surface. To add character, you will animate its direction to attack things along a city street. Finally, you will add a second dynamic layer allowing the blob to ooze and splash in its surroundings. When you are finished with this course you will have the knowledge to direct all types of liquid and semi-solid simulations. Software required: Maya.

https://www.pluralsight.com/courses/maya-dynamics-combining-ncloth-bifrost

3DMotive – Roof Shader in Substance Volume 2

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In Roof Shader in Substance Designer tutorial we will go over on how to create a roof texture using 3ds Max, Zbrush and substance designer. We will first create our low poly tiles in 3ds Max, after that we will go into Zbrush and sculpt a few variations of our tiles, before adding some nice damage and then optimizing it so that we can export it back to 3ds Max. Back in 3ds Max we will setup out texture so that it will tile perfectly and so that it has a lot of vatiation in size, rotation, and shape. We will also make everything ready for baking like assigning different materials for the color map. Once that is all done we will set up a baker scene in Marmoset Toolbag 3 and bake out all our texture maps in using their new baker. When all the baked maps look good we will then move into Substance Designer where we will start creating our final texture maps. We will first improve the normal map with smaller details and then create our final albedo, roughness, and mattalic map. We will wrap things up with a final polish over the entire texture and render the final texture in Marmoset Toolbag 3.

http://3dmotive.com/series/roof-shader-in-substance.html

[ue4] Dynamic Grass System by lito

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Dynamic Grass System
Easily add dynamic behavior to any grass mesh. Use it with UE foliage tool or spawn it dynamically in game. Shockwaves, deforming, burning + fire propagation, cutting, growing, ground blending and more effects included by default.


https://www.unrealengine.com/marketplace/dynamic-grass-system

c4d-R19

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Cinema 4D Release 19 Complete Feature List
Exchange

Alembic R19
Alembic module is now based on Alembic 1.6.1 SDK
Alembic now supports subframe interpolation
"Other Attributes" option enables the import of additional point attributes
Export now supports the LOD Object
Alembic Generator
"Other Attributes" option enables the import of additional point attributes
Several workflow improvements
Alembic Morph Tag
FBX R19
FBX module is now based on FBX SDK 2017.1
Support for FBX LOD Groups added (import/export)
"Selection Only" option added to only export the selected objects
"Global Coordinates" option added to save objects with global instead of local coordinates
New Media handling
DDS exporter added
RPF can now save Material IDs
OBJ
New option "Groups (combine name collisions)
Houdini Engine Integration
Updated to Houdini Engine 16.0.633
The Integration now also supports particle rotation.


Workflow / UI

New Feature highlighting
Highlights new features in the current and previous version
Highlights can fade away when used
Custom highlight sets can be created
New Media Handling Core
Better media support in Cinema 4D
Data gets loaded more efficient
Layerset chooser now supports multi page/stream images (e.g. in multi page TIFF files)
Layerset chooser now allows access and selection of streams in a movie
Support for an arbitrary number of alpha channels
Format Presets for all Image/Movie formats
Option to adapt the Movie Data Rate if the resolution changes
Textures can have their own color profiles
Embedded color profiles for textures can be loaded
Anamorphic formats can be recalculated in the Picture Viewer
TIFF files can be compressed
Pixel aspect ration can be saved/loaded
Better support for CMYK and YUV images
3D texture view supports the greyscale color profile
New "Load Substances from Folder" command in the Substance Asset Manager
Various new behaviors when inserting an object with multiple objects selected
Image/movie options of loaded files are remembered, images and movies can be saved with the same settings
The Content Browser now marks Substance assets with an overlay
The Vertex Color tag has a new option with which the vertext colors can be constantly shown
The save dialog window in the Picture Viewer can now handle anamorph videos


Animation

Weighting Improvements
Improved Weight Mirroring
Joint Matching Algorithms (Hierarchy-based, Coordinates-based, Name-based)
Improved Point-Matching Algorithm (Improved Nearest Point, Normalized Closest Point)
Mirror Tool Integration /w 1-Click functionality
Weight Manager Integration
Weight Manager Improvements
Several workflow improvements in the Weight Manager
WM Refactoring: Separated Weight Manager from the Weight Tool, Weight Manager per scene
Multiple Weight Manager Windows
Improved Joint List workflows (More Consistent, Custom List Order with new Weight Tag sort including folder support, list supports hiding joints)
Improved Spreadsheet workflow (More consistent filtering, new filters)
Expose functions to the scripting API
Weight Tool Improvements
Tool refactoring and performance improvement
Normalization Fixes
Select Joint Influences in the Viewport
Improved Smooth Workflow
Improved Picker workflow
New rigging specific layout
Improved commands (Bind Multiple Objects)
Character Morphs
PSD (Pose Space Deformation) added
Undeformed version of an object can now be used for rigid body simulations


MoGraph

Improved Voronoi Fracture
"Auto Connector" to automatically create a setup of Connectors between pieces.
"Geometry Gluing" to merge pieces together
"Detailing" to give pieces a more realistic look
"Sorting" has been moved to a new Tab
New sorting mode "Object"
New "Piece Scaling" functionality, to scale voronoi cells
The effect of "Offset Fragments" can now be inverted, this will create one object consisting of the gaps.
"Hull Only" can now have a thickness
The fracturing results can now be saved in the .c4d file
Vertex maps can now be created for inside face selections, outside face selections and edge selections.
Much better performance when fracturing high polygon count objects.
New Noise Falloff
New Sound Effector
New User Interface
New, interactive Frequency Graph
Sampling the sound with several probes. Sampling modes: Peak/Average/Step
Different modes to map probes to clones (Iterate/Distribute/Blend)
Different ways to colorize the Clones
Improved precision for source falloff for effectors
Improved speed of the volume effector


Materials

New UV Tile Offset Mode for the Variation Shader
Variation Shader now also work in Hair Materials


Rendering

"ProRender", a new GPU based render engine
Based on OpenCL 1.2, working on Nvidia and AMD cards on Windows and AMD cards on macOS
Multi GPU support with a very effective scaling
Interactive Preview Render in Viewport
Support for native materials and lights
New PBR based Light and Material type
Firefly filter
Bucket rendering for large resolutions
Viewport Enhancements
Faster and nicer reflectance channel preview by Physically-Based Shading
Reflectance channel roughness map support.
Reflectance channel per-layer bump map support.
Fast and accurate illumination from rectangular area lights.
Depth of Field effect with Bokeh (support for Diaphragm shape), matching the Depth of Field in Physical Render closely.
Screen Space Reflections
Area Lights can be now shown as solid in the Viewport
Spherical Camera
New Camera option to create 360° and Dome renderings
New Field of View helper in the Viewport
Supports different mapping formats (Lat-Long, Cubic-Cross, Cubic-3x2, Cubic String)
Supports stereoscopic rendering
TeamRender improvements
Support for Frame Steps
Changed reordering strategy
Clients continue rendering, even if the server is not reachable
Support for encrypted web connections
New automatic Service Discovery
New Tonemapping Post-Effect
Speedups for Standard Renderer
Speedups for simple transparencies in Physical and Standard Renderers
Supersampling setting for the Hardware OpenGL Renderer
Shadowmap filtering improvement for the Hardware OpenGL Renderers
Instant material updates


Modeling

New Modeling Kernel
First incarnation of the new, modern Modeling Kernel
Currently used by
Plane Primitive Generator
Reverse Normals Command
Align Normals Command
Polygon Reduction Generator
New command option dialog with "Reverse User Normals" option for Reverse Normals and Align Normals commands.
Level of Detail Object
Switching Level of Details Levels on different criteria (User Defined Level, User Defined Value, Screen Size horizontal/vertical/surface, Camera Distance, Project LoD)
Different modes
Children mode
Simplify Mode
Manual Group Node
Polygon Reduction Generator
Polygon Reduction is now a Generator
New reduction algorithm
Reduction can be set as a percentage or as number of remaining polygons, edges or vertices
Better UV handling
Can handle multiple objects either as one object or each one separately
Displacer has new options
Process Normal Tag
Type (RGB (XYZ Tangent)


Motion Tracking

Scene Reconstruction
Reconstruction of the recorded scene, based on the Motion Tracking 3D Solve data
Creates a Point Cloud or a mesh
Motion Tracker Enhancements
Manual Tracking now can work on R,G,B or custom channels
Footage can now displayed as "Tracker View", e.g. Red Channel only.
The Tracker can now work with a circular tracking pattern


UV Editing

User Interface modifications
Improved UV Selections including Grow/Shrink Selections, Select Connected and double click to select Islands for UV Polygons and Points
Convert Selection now supports UVs
Coordinate Manager now supports UVs
New Numerical Editor for UV points


BodyPaint 3D

BodyPaint is now based on OpenGL
New BodyPaint save options

Illustrator -VECTORHERO | INK BRUSH PACK

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https://www.retrosupply.co/products/vectorhero-ink-brush-pack
Create realistic pen and ink illustrations like 1950's commercial artists
20 Clean ink brushes (recreated from source material)
20 Dirty ink brushes (created from scanned samples)

Adobe.Photoshop.CC.2018.v19.0.1 + Adobe.Zii.v3.0.4 (TNT) [macOS X]

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New Features for Photoshop CC 2018

http://blogs.adobe.com/jkost/2017/10/adobe-announces-new-features-for-photoshop-cc.html

Adobe.Photoshop.CC.2018.v19.0.1 + Adobe.Zii.v3.0.4 (TNT) [macOS X]

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New Features for Photoshop CC 2018

http://blogs.adobe.com/jkost/2017/10/adobe-announces-new-features-for-photoshop-cc.html

Pluralsight – Premiere Pro CC Essential Sound

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Have you ever created an awesome video, but you didn’t have the audio skills to mix the soundtrack properly? If so, Premiere Pro CC Essential Sound is the perfect course for you because you’ll learn how to edit and mix various types of sound. First, you’ll learn how to record dialogue or narration directly into Adobe Premiere Pro CC. Next, you’ll edit, repair, and enhance dialogue in the Essential Sound Panel. Third, you’ll find and license music, as well as remix and edit it to the beat of the music. Next, you’ll learn how to add special effects to your audio. Finally, you’ll discover how to correctly mix and add ambience to give your sound atmosphere. When you’re finished with this course, you’ll not only have mixed an entire video promo soundtrack, but you’ll also have skills to begin mixing your own awesome soundtracks for both web and broadcast in the future. Software required: Adobe Premiere Pro CC.

https://www.pluralsight.com/courses/premiere-pro-cc-essential-sound

Adobe.Photoshop.CC.2018.v19.0.1 + Adobe.Zii.v3.0.4 (TNT) [macOS X]

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New Features for Photoshop CC 2018

http://blogs.adobe.com/jkost/2017/10/adobe-announces-new-features-for-photoshop-cc.html

Adobe.Illustrator.CC.2018.v22.0.1 + Adobe.Zii.v3.0.4 [macOS X]

Adobe.Photoshop.Lightroom.Classic.CC.2018.v7.0.1 + Adobe.Zii.v3.0.4 [macOS X]

Adobe.Photoshop.CC.2018.v19.0.1 + Adobe.Zii.v3.0.4 [macOS X]

Adobe.Illustrator.CC.2018.v22.0.1.249.x64.win

Adobe.InDesign.CC.2018.v13.0.1.207.x64.win

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