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NewTek LightWave 3D V2018.0.2 WIN

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Powerful. Intuitive. Streamlined. Proven. When time is short and the job impossible, LightWave 2018 simply delivers. Workflow enhancements and powerful new tools solve your animation and design challenges and streamline your creative process. Direct and robust, LightWave 2018 serves the artist first, for visual effects, motion graphics, game development, architectural visualization, product design and advertising.

LightWave 2018 New Features Overview:
• New PBR Unified Renderer
• Physically Based Rendering System
• Render & Light Buffers
• New Volumetric Engine
• OpenVDB Support
• New Lighting Architecture
• Surface Editor, Material Nodes & Surface Preview
• Virtual Reality Camera
• Modifier Stack & Nodal Modifiers
• New Cel Shader & Enhanced Edge Rendering
• More Integrated FiberFX
• Layout-based Parametric Shapes
• Enhanced OpenGL
• Physically Based OpenGL
• Noise Reduction Filter
• New Modeler Features

Workflow Enhancements:
• UDIM Support
• Per-Object Interpolated / Brute Force
• Floating Viewports
• Render Presets
• Preview Render Pass
• Multi-Selection Editing of Modifiers
• Improved Render Progress View
• Fixed Autokey Mode • Improved Layer Tools in Modeler
• Proportional Scaling in Layout
• Image Viewer RGBA Channel Toggle
• Image Viewer / VPR Normalize Display Toggle
• Viewport Numeric Readout for Move and Scale
• Preset Shelf Improvements
• New Network Render Controller

SideFx Houdini FX 16.5.378 Win

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SideFx Houdini FX 16.5.378 Win + Crack + Keygen

» RED GIANT TRAPCODE SUITE 14 _Mac_Ful

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rapcode Suite 14 includes 11 tools:

Trapcode Particular 3 (NEW)
Trapcode Form 3 (NEW)
Trapcode Tao (UPDATED)
Trapcode Mir 2
Trapcode Shine 2
Trapcode Lux
Trapcode 3D Stroke
Trapcode Echospace
Trapcode Starglow
Trapcode Sound Keys
Trapcode Horizon

JoeAlter.Shave.And.A.Haircut.For.Maya.2017.v9.5v18.MACOSX-AMPED

Virtual.Vertex.Muster.9.v9.0.0.MACOSX-AMPED

Solid.Angle.Houdini.To.Arnold.v2.2.3.for.Houdini.16.5.268.MACOSX-AMPED

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Solid.Angle.Houdini.To.Arnold.v2.2.3.for.Houdini.16.5.268.MACOSX-AMPED

OSX v16.5.268

Solid.Angle.Houdini.To.Arnold.v2.2.3.for.Houdini.16.5.323.MACOSX-AMPED

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Solid.Angle.Houdini.To.Arnold.v2.2.3.for.Houdini.16.5.323.MACOSX-AMPED

OSX version 16.5.323

Solid.Angle.Houdini.To.Arnold.v2.2.3.for.Houdini.16.5.378.MACOSX-AMPED

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Solid.Angle.Houdini.To.Arnold.v2.2.3.for.Houdini.16.5.378.MACOSX-AMPED

OSX Version 16.5.378

JoeAlter.Shave.And.A.Haircut.For.Maya.2017.v9.5v18.MACOSX-AMPED

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JoeAlter.Shave.And.A.Haircut.For.Maya.2017.v9.5v18.MACOSX-AMPED

Solid.Angle.Houdini.To.Arnold.v2.2.3.for.Houdini.16.5.268.MACOSX-AMPED

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Solid.Angle.Houdini.To.Arnold.v2.2.3.for.Houdini.16.5.268.MACOSX-AMPED


OSX v16.5.268

Virtual.Vertex.Muster.9.v9.0.0.MACOSX

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Virtual.Vertex.Muster.9.v9.0.0.MACOSX


Render Farm OSX

Hopefully this seed past 99%

Razor 1.055 for 3ds Max

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i haven't got the forum account,so only post here.

Razor is a tool built specifically around an artist’s needs in production. With the ability to fully restore objects, specific changes from the client can easily be addressed without spending hours re-cutting geometry.

The use of hotkeys allows for a very efficient and more fluid workflow for cutting, taking away unnecessary clicks and mouse re-positioning. With a simple interface, Razor is easy to learn, easy to use, and allows the artist to spend time being creative rather than messing around with options.


Razor Features Include :
– Hand drawn cuts, allowing for complete control over the shape of your destruction.
– Auto Cutting to break up objects quickly when specific control isn’t needed.
– A full recovery for all objects at any time. You can always go back and make adjustments to specific pieces while developing your simulation. You can even go all the way back to the original object if you want to.
– Hotkeys for Cutting, Auto Cutting, and Recovery functions allow for a smooth and efficient workflow.
– A custom Normal based Noise that helps avoid boolean errors and make the cleanest cuts possible.
– Rift cutting options.
– Layered Max Noises.
– Advanced error checks to make sure the cut geo is clean.
– Cut over multiple objects, maintaining all relationships and properties.

https://effectivetds.com/resources/fx-tools/razor/

Move Anchor Point 3

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For All After Effects User who wants to arrange Bunch of anchor points at once.

Exract Zip File and place folders and script into Script UI Panel in After Effects.

Figure Drawing with Karl Gnass

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Karl Gnass started as a story, character, and visual development artist at Sid and Marty Krofft, working on such legendary children’s series as H.R. Pufnstuff, Lidsville, The Bugaloos, and Sigmund and the Sea Monster.

He also storyboarded for Disney, Coca-Cola, Saban, and Fox Entertainment. His credits include Peter Pan and the Pirates, Gargoyles, Aladdin, Dark Wing Duck and The Little Mermaid. He later developed character expressions with anatomical breakdowns for Stuart in the feature Stuart Little. Other Sony Imageworks projects include Hollow Man and Harry Potter, with consulting on the sci-fi thrillers I Am Legend and Watchmen.

Over the last 25 years Karl has been teaching classical figure drawing, animal drawing and storyboarding at Disney Feature Animation, Disney Television Animation, DreamWorks, Sony Imageworks, Rhythm & Hues, Nickelodeon, Warner Bros, and The American Animation Institute at the Animation Guild. Karl developed a Dynamic Figure for Maya class with legendary animator Glen Keene to help computer animators understand ‘authentic movement’ using the latest technology. He teaches seminars, workshops and lectures outside the Los Angeles area as well, focusing on drawing dynamics and essence of story. His clients include Ringling College of Art and Design in Sarasota, Florida, Kapiolani College in Honolulu, Hawaii and Ngee Ann Polytechnic in Singapore.

Karl has published the first two books of a figure drawing series: Spirit of the Pose and Spirit and Force in Figure Drawing. These books have inspired classroom studies across the country. A third book, continuing with the tutorial begun in book 2, will be a completed by the end of this year

Introduction to Sketchbook Techniques and Materials - Steve Huston

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http://www.newmastersacademy.org/introduction-sketchbook-techniques-materials/

Unity Asset - Time Of Day

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Time of Day is a package to render realistic dynamic sky domes with day and night cycle, realistic celestials, dynamic clouds and physically based atmospheric scattering.

Sky:
- Physically based sky shading
- Rayleigh & Mie scattering
- Highly customizable
- Sun and moon god rays
- Aerial perspective

Lighting:
- Full PBR & HDR support
- Realtime ambient light
- Realtime reflections

Clouds:
- Physically based cloud shading
- Semi-volumetric cloud layers
- Dynamically batched cloud billboards
- Adjustable wind speed & direction
- Configurable coverage and shading
- Correctly projected cloud shadows

Time & Location:
- Dynamic day & night cycle
- Adjustable time progression curve
- Full longitude, latitude & time zone support
- Full Gregorian calendar support
- Realistic sun position
- Realistic moon position and phase
- Realistic star constellations

Performance & Requirements:
- Extremely optimized shaders & scripts
- Zero dynamic memory allocations
- Supports shader model 2.0
- Supports all platforms
- Supports linear & gamma color space
- Supports forward & deferred rendering
- Supports HDR & LDR rendering
- Supports virtual reality hardware
- Supports single-pass stereo rendering

Figure Drawing- The Spirit of the Pose - Part 2 - Gesture

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https://www.nma.art/videolessons/figure-drawing-with-karl-gnass-part-2-gesture/

Pluralsight – Unity 2D Fundamentals – Character Interactions

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At the core of any game is the ability of the player to interact with other objects and the trigger bases used to create that interaction. In this course, Unity 2D Fundamentals - Character Interactions, you'll discover the basics of Unity's trigger system and how they apply to your game. First, you'll learn how to create objects that utilize triggers to issue code. Then, you'll learn to create a pickup and display the results of the interaction on the UI. Finally, you'll build a closed loop system to deal with the player winning or losing the game. When you've finished this course, you will have the fundamental knowledge of triggers to create your own intractable objects in Unity, as well as the skills required to build your own 2D side-scrolling platformer. Software required: Unity.

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

Figure Drawing- The Spirit of the Pose - Part 3- Formulation

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https://www.nma.art/videolessons/figure-drawing-with-karl-gnass-part-3-formulation/

3DMotive – Modeling The Walter P99 Volume 3

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In Modeling the Walther P99, we will go over on how to create the high and low poly of…you guessed it, a Walther P99 handgun! We will first go over our reference where we will talk about the best way to approach a complicated model such as this one. Next, we will then move onto creating the body for our high poly model using clean geometry and a non destructive workflow. After that we will do a timelapse, finishing all small details on the body. Then once that is done we will move into the top part of the gun where we will use a combination of plane modeling and line modeling to get a good and accurate result. Once again, we will finish off with an timelapse of the remaining parts. During all timelapses there will still be a narration explaining the tought progress behind all the choices I make. Then finally when everything is done, we will use the non destructive workflow to turn our high poly back into a low poly and optimize it until it is a game ready model.

http://3dmotive.com/series/modeling-the-walther-p99.html
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