Digital Tutors : Curve-based Facial Rigging in Maya 2011

Digital Tutors : Curve-based Facial Rigging in Maya 2011
English | VP6F 782x646 | MP3 96 kbps | 2.04 GB | Project files included

In this course we will cover tools and techniques for curve-based facial rigging in Maya.

We'll take the Facial Action Coding System approach of controls muscles to mold facial expressions. Step by step, we'll construct a facial control rig that is robust, sufficient, and animator-friendly. We'll learn everything from how to deform a mesh by a curve's shape, to creating controls for those curves that will provide the animator with the functionality they need to create entertaining facial animations. We'll also learn how utilize nodes and expressions to automate certain components of our control rig. By the end of this course, you'll have the fund of knowledge you need to create your own curve-based control rigs that produce natural and appealing facial expressions.

Lesson Outline (41 lessons)
1. Introduction and Project Overview
2. Driving the New Mesh of the Animation Character
3. Setting up the Joints of the Facial Rig
4. Adding Tools to a Custom Shelf
5. Building the Curves that will Deform the Face
6. Adding the Facial Curves as Influence Objects
7. Wrapping up the Initial Weight Pass of the Facial Curves
8. Refining the Weights of the Brows and Orbicularis Curves
9. Fine-tuning the Deformations of the Mouth Curves
10. Finalizing the Weights of the Buccinators
11. Controlling the Facial Curves with Clusters
12. Mirroring Influence Weights/Setting up Brow Controls
13. Creating Controls for the Orbicular Curves
14. Building Controls for the Buccinators and Zygomatic Curves
15. Starting on the Lip Controls
16. Adding Clusters to the Driver Curve for the Lips
17. Creating Groups for the Lip Controls
18. Attaching the Lip Controls to the Driver Curve with an Expression
19. Finishing up the Connections of the Lip Controls and Driver Curve
20. Connecting the Zygomatic Controls to their Driver Curves
21. Correcting the Weights Around the Corners of the Mouth
22. Rigging the Nose
23. Creating a Jaw Control/Blocking in the Weights of the Jaw Bone
24. Automating the Corner Lip Controls to Follow the Jaw
25. Wrapping up the Automation of the Corner Lip Controls
26. Setting up the Lower Lip Controls to Move with the Jaw
27. Finishing the Connections Between the Lower Lip Controls and the Jaw
28. Refining the Deformations of the Jaw
29. Shifting the Lower Lip Controls as the Jaw Rotates in the Y Axis
30. Closing in the Gaps Around the Lips When the Mouth Closes
31. Setting up the Lip Rolls
32. Tweaking the Facial Rig
33. Creating the Tongue Bones/Binding the Tongue
34. Rigging the Tongue Controls
35. Stretching the Tongue
36. Tying the Facial Controls to the Control Rig
37. Connecting the Blend Shape Controls to the Animation Controls
38. Finishing the Setup of the Animation Facial Controls
39. Cleaning up the Scene
40. Creating a Sub Character Set for the Facial Controls
41. Exploring a Technique for Correcting Deformations in the Face

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Digital Tutors : Rendering Interiors with V-Ray for Maya

Digital Tutors : Rendering Interiors with V-Ray for Maya
English | VP6F 782x646 | MP3 96 kbps | 638 MB

In this series of lessons we will explore the various techniques and some helpful tips for setting up realistic lighting for an interior scene using V-Ray for Maya.

The ability to set up realistic lighting for an interior environment is a skill that is highly sought after in the CG industry. Problems to overcome, arise with every digital set. So we will be covering a lot of very common issues that you will want to be aware of such as using V-Ray lights to create physically-accurate light behavior, achieving realistic light bouncing in our scene, optimizing our render speed, using V-Ray materials to simulate a variety of surface types, using an external image-editing application to add some finishing touches to our renders, as well as many other tips, tricks, and techniques that will help you become a stronger, more effective rendering artist in V-Ray.

Lesson Outline (16 lessons)
1. Introduction and project overview
2. Establishing proper scene scale when rendering
3. Setting up the primary light source for our scene
4. Adding secondary illumination sources to our scene
5. Finishing the rough lighting of our scene
6. Adding V-Ray materials to the floor and ceiling
7. Refining the V-Ray floor material for our room
8. Applying V-Ray materials to the chair in our scene
9. Creating materials and textures for the pillows
10. Adding materials to the rug and artwork in our room
11. Adding materials to the table in our room
12. Creating materials for the oranges in our room
13. Rendering Maya Smooth Mesh objects in V-Ray
14. Adding translucency to the curtains
15. Making final quality adjustments to our render
16. Using Photoshop to add final touches to our render

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Digital Tutors : Introduction to Camera Animation in Maya 2011

Digital Tutors : Introduction to Camera Animation in Maya 2011
English | VP6F 782x646 | MP3 96kbps | 564 MB | Duration : 1hrs.35 min. | Maya 2010 and up

This course will provide you with a foundation for camera animation in Maya.

We'll cover everything from creating turntables, to techniques we can use to add more entertainment to our shots by camera animation alone. We'll learn various ways we can rig cameras and even discuss shot composition to make sure the audience knows who the significant players and objects of interest are in our scene. By the end, you'll have the knowledge you need to animate the camera confidently, producing results that can captivate an audience.

Lesson Outline (14 lessons)
1. Introduction and Project Overview
2. Working with the Resolution Gate
3. Creating a Turntable Animation
4. Setting up Camera Rigs
5. Animating a Fly-through
6. Animating the Camera to Follow a Dynamic Action
7. Creating Subtle Camera Animations
8. Animating Camera shakes
9. Camera Cuts and Close-ups
10. The Vertigo Effect
11. Shot Continuity
12. Choosing Meaningful Camera Angles
13. The Rule of Thirds
14. The Triangular Composition

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Digital Tutors : Pipeline Integration with Maya 2011 and RealFlow 5

Digital Tutors : Pipeline Integration with Maya 2011 and RealFlow 5
Duration: 3hrs.5min. | Maya2011 and higher, RealFlow5 and higher | Release Date: 10/01/2010

In this series of lessons we will learn how Maya and RealFlow can be used together for our projects.

We will begin this course by learning how to import RealFlow meshes into Maya, and we will go step-by-step through the process of adding lights, materials and proper render settings to mimic appearance of realistic glass and liquid materials. From there, we will go deeper into the integration process, learning how to take geometry from Maya into RealFlow, using RealFlow's soft and rigid body dynamics to create moving objects, as well as understanding how scene scale plays a critical role in the behavior of our simulations. We will learn how to cache and re-use RealFlow simulation data and discuss many tips, tricks and techniques that you will be able to use in both the simulation and the rendering stages of your RealFlow projects.

Lesson Outline (25 lessons)
1. Introduction and project overview
2. Exporting meshes from RealFlow into Maya
3. Applying Maya materials to RealFlow meshes
4. Adjusting raytrace settings in Maya
5. Adding colored shadows to dielectric materials
6. Adding caustic patterns to glass materials
7. Making final adjustments to render quality
8. Importing Maya geometry into RealFlow
9. Creating soft and rigid body objects in RealFlow
10. Adjusting soft body results in RealFlow
11. Caching soft body simulations from RealFlow
12. Adding detailed splashes to our RealFlow project
13. Adding RealWave surfaces to our scene
14. Generating meshes around RealFlow particles
15. Importing RealFlow objects into Maya
16. Setting up materials for the lemon geometry
17. Adding a reflective environment to our Maya scene
18. Increasing reflection and refraction rays in Maya
19. Adding soft shadows to our Maya scene
20. Fixing reflection and refraction errors
21. Blending RealFlow meshes together in Maya
22. Adding secondary illumination to the scene
23. Fixing artifacts in Maya Architectural Material
24. Using the RealFlow Melt Shader in Maya
25. Generating the RealFlow project files for this course

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Digital Tutors : Getting Started with UVs in Maya 2011

Digital Tutors : Getting Started with UVs in Maya 2011
Duration: 1hrs.15 min. | Maya 2010 and higher | Release Date: 09/01/2010 | .flv | +Projects files | 457Mb

In this series of lessons we're going to take a look at the basics of working with UVs in Maya.

UVs and UV layouts are important aspects of creating textures for our 3d models. They let us tell Maya how to apply the 2d images we create. Having a good uv layout can really make a difference in speeding up texture creation and optimizing your results.

Lesson Outline (12 lessons)
1. Introduction and Project Overview
2. Visual Guide to UVs
3. Basics of UVs in Maya
4. Using Planar Mapping
5. Spherical and Cylindrical Mapping
6. Projecting UVs based on cameras
7. Using Automatic UV Mapping
8. Editing UV layouts
9. Using multiple UV projections
10. Unfolding and Relaxing UVs
11. Transferring UV layouts
12. Creating UV Snapshots

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Digital Tutors : V-Ray Hypershade Nodes in Maya 2011

Digital Tutors : V-Ray Hypershade Nodes in Maya 2011
Duration: 2 hrs. 5 min. | VP6F 782x646 | MP3 96 kbps | 510 MB
V-Ray for Maya 1.5SP1 and higher, Maya 2011 and higher | Release Date: 12/01/2010

In this collection of lessons we will be exploring several of the V-Ray rendering nodes that can be found in Maya's Hypershade.

These Hypershade nodes can be used to create a variety of effects and many of these nodes provide us a number of additional controls over our V-Ray renders. For example, we will be taking an in-depth look at a number of nodes that can be used individually or used together to create a variety of surface material types that obey real-world laws of optics. We will also learn a variety of methods for adding volumetric effects to our renders, creating subsurface scattering materials, using geometry as a direct illumination source, along with many other lessons dedicated to the various V-Ray nodes found in Maya's Hypershade.

Lesson Outline (17 lessons)
1. Introduction and project overview
2. Overview of the V-Ray material in Maya – Part 1
3. Overview of the V-Ray material in Maya – Part 2
4. Creating 2-sided shaders in V-Ray
5. Using the V-Ray Light material in Maya
6. Utilizing the V-Ray Blend material in Maya
7. Using the V-Ray Fresnel texture in Maya
8. Working with the V-Ray Bump material in Maya
9. Understanding the V-Ray Material Wrapper in Maya
10. Using the V-Ray Subsurface Scattering material
11. Exploring the V-Ray SSS Single Scatter attributes
12. Using the V-Ray Dirt texture in Maya
13. Utilizing the V-Ray Edges texture in Maya
14. Using the V-Ray Fur Sampler node in Maya
15. Working with V-Ray Environment Fog
16. Rendering volumetric geometry with V-Ray
17. Rendering murky liquids in V-Ray for Maya

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Digital Tutors : Introduction to V-Ray for Maya 2011

Digital Tutors : Introduction to V-Ray for Maya 2011
861 MB | Duration : 3 hrs.35 min. | Maya 2011 and higher | Release Date: 11/01/2010

In this series of lessons we will be taking an introductory look at many of the rendering features found in V-Ray for Maya.

Using the V-Ray rendering engine, we can create highly realistic renders inside of Maya, but understanding how to properly use the rendering features of V-Ray is of critical importance. In these lessons we will explore many tools and concepts of V-Ray such as the various methods for simulating global illumination and understanding when each of these methods should be used. We will also look at the specialized V-Ray lights and how to properly use these lights in order to achieve a high degree of realism. We will also learn how to utilize the V-Ray Sun and Sky to create realistic outdoor lighting, we will learn how to utilize some of the specialized V-Ray materials, how to render our images into multiple passes, and exploring many additional rendering features found in V-Ray.

Lesson Outline (23 lessons)
1. Introduction and project overview
2. Understanding the V-Ray Image Sampler
3. Working with V-Ray lights in Maya
4. Exploring additional V-Ray light attributes
5. Using the V-Ray IES light in Maya
6. Using Maya geometry as a V-Ray light source
7. Overview of the VRayMtl in Maya
8. Refraction attributes of the VRayMt in Maya
9. Getting started with indirect illumination in V-Ray
10. Utilizing Photon Maps in V-Ray
11. Exploring Irradiance Maps in V-Ray
12. Understanding Light Cache in V-Ray
13. Saving and re-using indirect illumination data from V-Ray
14. Creating detailed V-Ray caustic patterns in Maya
15. Using the V-Ray 2-sided material in Maya
16. Working with V-Ray material overrides in Maya
17. Adding V-Ray attributes to Maya cameras
18. Using the V-Ray Sun and Sky features in Maya
19. V-Ray color mapping features in Maya
20. Creating image-based lighting with V-Ray for Maya
21. Rendering smooth geometry with V-Ray for Maya
22. Rendering V-Ray displacements in Maya
23. Using V-Ray Render Elements in Maya

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Digital Tutors : Rigging Quadrupeds in Maya

Digital Tutors : Rigging Quadrupeds in Maya | 2.07Gb

Learn time-saving rigging techniques and the principles of building solution-based rigs and controls for more efficient animating. Contains nearly 7 hours of project-based training. Perfect for intermediate artists.

Popular highlights include:

* Constructing Effective Hierarchies
* Broken Hierarchy Systems
* Building Rig from Reference Skeleton
* Building an FK Spline System
* Incorporating MEL for Speed
* Custom Shelf for Tools
* Characters Sets
* Sub-Character Sets
* Set Driven Keys
* IK Solvers for Proper Limb Functionality
* Constraints
* Advanced Hip Control
* Painting Weights
* Connection Editor
* Reverse Lock System
* Muscle Deformation with Influence Objects
* Corrective Shapes for Mesh Deformations

Lesson Outline (68 lessons)

1. Introduction and project overview
2. Setting up a Display Layer and a Custom Shelf
3. Wrapping up the Custom Shelf
4. Ironing out a solid naming convention
5. The use of Groups for scene cleanliness and organization
6. Beginning the construction of the skeleton
7. Mirroring the Joint Chain of the left Pelvic Limb
8. Building the Thoracic Limb Joint Chain
9. Creating the bones for the upper body
10. Examining the local Rotation Axis of the upper body Joint Chain
11. Working on the ears
12. Building the tail
13. Bringing the rig together- the Pelvis
14. Setting up the tail to help avoid Counter-Keying
15. Finishing Joint Connections and cleaning up the scene
16. Binding the horse
17. Exploring wire frame coloring
18. Using Maya's Paint Weights tool to edit influences
19. Painting weights around the Thorax
20. Working on completing the top of the Thoracic Limb
21. The effectiveness of Maya's Component Editor for modifying weights
22. Fixing the deformations of the left Fetlock
23. Weighting the Pastern
24. Finalizing the deformations of the Thoracic Limb
25. Bringing our attention to the left Pelvic Limb
26. Adjusting the Pelvic weights
27. Working on the hip bone
28. The Stifle Joint's influence
29. Focusing on the Tarsal Joint
30. Utilizing Corrective Blend Shapes
31. Using Set Driven Keys to tie attributes together
32. Weighting the Fetlock of the Pelvic Limb
33. Finishing up the left Pelvic Limb
34. Exploring Maya's time-saving Mirror Weights tool
35. Starting the process of building Control Objects
36. Setting up the Reverse Lock feature for the Phalangeal Joints
37. Working on the connections of the Reverse Lock Joints
38. Building the curves to control the horse's legs
39. Continuing the work of the control curves
40. Finishing the set up of the limb control curves
41. Adding the Carpal and Tarsal controls
42. Finishing the connections of the knee controls
43. The Thoracic shoulder controls
44. Creating the bones for the Spline FK back vertebrae
45. Connecting the Spline IK
46. Constraining clusters to the FK Driver Joint Chain
47. Starting the controls for the back vertebrae
48. Joining the upper body controls
49. Adding the Broken Hierarchy System
50. Setting up the hips
51. Commencing with the Neck rig
52. Constraining the neck clusters to the Neck Driver Chain
53. Setting up control curves for the Neck
54. Continuing the set up of the control curves for the Neck Joints
55. Adding custom attributes to control the base of the horse's neck
56. Troubleshooting techniques
57. Working on the head
58. The ear controls
59. Starting the tail rig
60. Working on control curves to drive the tail
61. Finishing the set up of the tail
62. Adding a visible Global Control
63. Cleaning up the display of the scene
64. Character and sub-character sets
65. A concept for the jaw control
66. Establishing influence objects for muscle jiggle
67. Using influence objects to get rid of unwanted deformations
68. Conclusion

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Digital Tutors - Animating with Props in Maya 2011

Digital Tutors - Animating with Props in Maya 2011
English | VP6F 782x646 | MP3 96 kbps | 256.5 MB

In this collection of lessons we will learn about prop animation.

This course covers tools and techniques for animating props in Maya. We'll discuss methods that are animator-friendly for prop animation. We'll learn how to animate constrained objects, how to blend smoothly between our space-switches as we keyframe a constraint's weight, and we'll even explore at technique for switching between spaces with no offset. At the end of this course, you'll have the knowledge you need to overcome the challenges of prop animation.

Lesson Outline (5 lessons)

1. Introduction and project overview
2. How to approach prop animation
3. A cleaner workflow for animating constrained objects
4. Rigging props for complex animation
5. Space-switching without the offset

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Digital Tutors - Working with Tables in InDesign CS5

Digital Tutors - Working with Tables in InDesign CS5
English | VP6F 782x646 | MP3 96 kbps | 507 MB

In this series of lessons we'll focus on Working with Tables in InDesign. We'll begin by breaking down the structure of a table and learning how to navigate and select it's different parts. Next we'll learn how to create a table both from scratch as well as from data created in Microsoft word or excel. From there we'll learn about headers and footers then move on to the different types of content we can place into a table. We'll wrap things up by learning how to edit the structure of a table and how to control both the stroke and fill attributes for various parts of the table. After going through this course, you'll have a good understanding of how to build and customize tables in InDesign.

Lesson Outline (10 lessons)
1. Introduction and project overview
2. InDesign table overview
3. Table creation basics
4. Importing tables into InDesign
5. Creating and managing headers and footers
6. Adding content to a table
7. Beginning to edit our table
8. Continuing to edit our table
9. Customizing stroke and fill attributes for our table
10. Fine tuning our table

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Digital Tutors - 174 Individual Maya Lesssons

Digital Tutors - 174 Individual Maya Lesssons
English | VP6F 782x646 | MP3 96 Kbps | 4.31 GB

Lesson Outline (174 lessons)

Adding a New Camera to Reference Additional Images
Adding Anticipation to your Animations
Adding Right Click Render Option for maya Files in Windows
Adjusting particles using an array mapper in Maya
Animated Curve Extrusion in Maya
Animated Sweep Ribbon
Animating an objects s visibility in Maya
Animating objects along a trajectory in Maya
Animation Snapshot Trail
ASHLI Bump Mapping in Maya
ASHLI Shaders in Maya
Backface creasing with toon lines in Maya
Baking Topology to Targets
Baking vertex color data into your geometry
Binding multiple meshes to one skeleton in Maya
Breaking Tangents in Maya
Building a Soft Body Antenna in Maya
Color coding animation curves in Maya
Controlling Transfer Attributes with the Paint Weights Tool
Converting Linear Curves to Cubic Curves in Maya
Converting Surfaces in Maya
Creating a Glow Effect wiht UV Sets in Maya
Creating a Pelvic Limb Ring for a dog in Maya Part 1
Creating a Pelvic Limb Ring for a dog in Maya Part 2
Creating a Pelvic Limb Ring for a dog in Maya Part 3
Creating a Perfect Sphere for nCloth Simulations
Creating a proxy cage for a rigged model
Creating a slithering snake using a Singel Deformer in Maya
Creating a turntable animation in Maya
Creating Custom viewport Layouts in Maya
Creating New Topology by Projecting Curves in Maya
Creating particles at rigid body collisions
Creating Particles in Maya
Creating Surfaces by Lofting Curves in Maya
Delete Non Deformer History
Disconnecting Joints in Maya
Efficiently Working wiht Parenting in Maya
Extrude Faces and Edges Along Curves in Maya
Facking Rim Lighting with Materials
Finding hidden objects in Maya
Finding Overlpapping UVs with Shade UVs
Fixing texture distortion with Warp Image in Maya
Follow-through and Overlapping Animation
Full Body IK
Getting started with the ikSpringSolver
How to use the Align Tool in Maya
Inserting Joints in Maya
Interactive placement of lights in Maya
Interactive primitive creation in Maya
Interactive Primitive Subdividing in Maya
Layering animation in Maya
Maya Fur Kit Update - Using Maya Hair as curve attractors for fur
Modeling Air Tanks and Horses in Maya
Moving UVs Numerically in Maya
New selection features of Maya 2009
nParticles Interactions in Maya
Opening Newer Scene Files in Older Version of Maya
Painting Blend Shape Weights
Particle Collision Effects in Maya
Polygon Bridge Tool
Positioning objects along a curve in Maya
Preserving UVs in Maya 2009
Previewing Smothed Geometry in Maya
Ramp Tricks Coloring bump
Ramp Tricks Double-sided Shaders
Ramp Tricks Glow Control
Ramp Tricks Single Switch
Ramp Tricks Wireframe renders
Re-Attaching a head with Blendshapes to its body
Removing Joints in Maya
Removing nParticles in Maya
Renaming wiht fcheck in Maya
Rendering from the command prompt
Rendering Geometry that has Vertex Color data
Rendering Smooth mesh Previews in Maya
Rotating an Object s Pivot in Maya
Secondary foot controls for the Character Setup Kit
Selecting component loops in Maya 2009
Setting up a pond and wake system in Maya
Sketching particles in Maya
Smoth and Rigid Binding in Maya
Smoth Mesh Rendering in Maya
Split Edge Ring Tool
Splitting Polygons in Maya
Substitute Geometry
Surface Sampler
Template Channels in Maya
The Dos and Donts of Deleting Components
The Inserte Key tool versus the Add Key Tool in Maya
Toon Intersection Lines
Transfering UVs in Maya 2009
Transfering UVs using the Tansfer Attributes command in Maya
Understanding Maya s Reverse node
Understanding Squash and Stretch in Maya
Updates to the modeling menu set and creating custom nenus in Maya
Updates to the script editor and inline cell mathematics in Maya
Using Add Divisions in Maya
Using Append to Polygon Tool in Maya
Using Bake Simulation in Maya
Using Blendshapes as a modeling tool
Using Bookmarks in Maya
Using Bridge Edge Tool in Maya
Using Cut Faces Tool in Maya
Using Delete Edge - Vertex Tool in Maya
Using Depth Mapas as image plane
Using Detach Component Tool in Maya
Using Duplicate Face Tool in Maya
Using expressions to automate follow-through in Maya
Using Extract Tool in Maya
Using Extrude Tool in Maya
Using Extrude Vertex and Chamfer Vertex in Maya
Using Flow Path Objects in Maya
Using Geometry Caching in Maya
Using History to create geometric effects in Maya
Using Influence Objects in Maya
Using Insert Edge Loop Tool in Maya
Using IPR Rendering with Mental Ray in Maya
Using Keep Faces Together Tool in Maya
Using layered shaders in Maya
Using Level of Detail to automatically swap out geometry
Using Maya Condition node
Using Maya Soft selection feature
Using Mental Ray nodes in Layered shaders in Maya
Using Mirror Geometry Tool in Maya
Using Mothion Paths in Maya
Using Motion fields with fluids in Maya
Using Motion Trails in Maya
Using Muscle Shrinkwraper for modeling
Using non-linear deformers to create a candy cane
Using NURBS to Build a Flower Pot in Maya
Using Offset Edge Loop Tool in Maya
Using Offset Edge Loop tool to quickly add resolution
Using Poke Face in Maya
Using ramps to quiclky texturing multiple objects wiht a single shader
Using raytraced Shadows in Maya
Using Reverse Normals in Maya
Using Reverse Surface in MAya
Using Separate - Combine in Maya
Using the Annotate Node and Notes in Maya
Using the Artisan Toll in Maya
Using the Birail Tool in Maya
Using the Channel Box in Maya
Using the Cube primitve in Maya
Using the Graph Editor in Maya
Using the Heat Map in Maya 2009
Using the Input Box in Maya
Using the Merge Tool in Maya
Using the Merge Vertex Tool in Maya
Using the Move Skinned Joints Tool
Using the Scatter attribute in Maya
Using the Slide Edge Tool in Maya
Using the Smoth Skin Weights Tool in Maya
Using the Smoth UV Tool in Maya 2009
Using the Split Polygon Tool in Maya
Using the Spring Solver
Using the undoable Camera Settings
Using the UV Lattice and Unfold UV tools in Maya
Using the ViewCube in Maya
Using the virtual sliders with channel box in Maya
Using Transform Component in Maya
Using Transform Component tool to randomize geometry
Using UV Texture to select and modify multiple objects
Using Wedge Face in Maya
Using X-Ray Shading in MAya
Utilizing Maya Aim Constraint
Utilizing Maya Frame cache node
Utilizing Maya s PlusMinusAverage node
Utilizing Render Proxies in Maya
Working wiht Primitives - Polygons
Working with Containers in Maya
Working with Maya s Wire Deformer
Working with Primitives - NURBS
Working with Primitives - Subdivision Surfaces
Working with ramp and graph widgets in Maya

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Digital Tutors - 'Infiltrator' Production Pipeline Volume 1: Concept Design & Storyboarding

Digital Tutors - 'Infiltrator' Production Pipeline Volume 1: Concept Design & Storyboarding
English | VP6F 782x646 | MP3 96 kbps |1.32Gb

In this series of lessons, we'll focus on the concept design and storyboarding section of the 'Infiltrator' production pipeline.

We'll get started by learning how we can quickly generate several rough ideas for our character concept using simple silhouettes. From there, we'll choose our favorite silhouette and begin drawing the rough line work of our character. Once we've finished, we'll begin refining and cleaning up the line work to prepare it for color. Next, we'll learn one method of painting color values onto our character and blending them to create the illusion of a 3 dimensional image. Finally, we'll walk through the storyboarding of a short animated sequence for our character. After completing this course, you will have a good idea of how to create and develop a character for animation. You'll also understand how to go about storyboarding out an animated sequence for a character.

Lesson Outline (25 lessons)

1. Introduction and Project Overview
2. Idea generation through silhouettes
3. Pulling additional details out of select silhouettes
4. Rough line work: Basic proportions and positioning
5. Rough line work: Focusing on leg anatomy
6. Rough line work: Detailing the character's right legs
7. Rough line work: Detailing the character's arms and head
8. Rough line work: Detailing the character's left legs and torso
9. Refined line work: Neck and torso
10. Refined line work: Torso and neck
11. Refined line work: Upper right legs
12. Refined line work: Lower right legs
13. Refined line work: Arms
14. Refined line work: Left legs
15. Refined line work: Left legs and touch up
16. Color: Applying a quick range of values
17. Color: Beginning to blend values17. Color: Beginning to blend values
18. Color: Blending our character's right legs and arms
19. Color: Blending our character's left legs
20. Color: Blending our character's head and torso
21. Color: Adding highlights
22. Color: Finishing highlights and final touches
23. Storyboarding: Breaking down the sequence
24. Storyboarding: Beginning storyboard artwork
25. Storyboarding: Completing storyboard artwork

Download Links

Hotfile Link:
Part 1
Part 2
Part 3
Part 4
Part 5
Part 6
Part 7

Fileserve Link:
Part 1
Part 2
Part 3
Part 4
Part 5
Part 6
Part 7

Filesonic Link:
Part 1
Part 2
Part 3
Part 4
Part 5
Part 6
Part 7

Fileserve Link:
Part 1
Part 2
Part 3
Part 4
Part 5
Part 6
Part 7

Hotfile Link:
Part 1
Part 2
Part 3

Fileserve Link:
Part 1
Part 2
Part 3

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Digital Tutors - Getting Started with BodyPaint 3D

Digital Tutors - Getting Started with BodyPaint 3D

In this course we will cover the basics of working in BodyPaint 3D.

Creating believable texture maps is a huge part of creating great characters, props, and environments. BodyPaint 3D is fantastic tool for painting textures interactively on our models, while keeping a lot of the functionality that comes from working in a 2d image editing application. BodyPaint 3D is widely used in the industry and knowing how to use this powerful program will really help you work faster and smarter. In this course we will get a good jump start on working in BodyPaint 3D. We will go over the interface and talk about where everything's located. We will go through the process of setting up textures for our models, complete with multiple channels and layers. We'll cover painting concepts and tools including working with brushes and color. We'll also look at useful concepts like Projection Painting and using the Raybrush Render View to get a better idea of what your texture will look like as you paint. We'll also go over some of the ways you can integrate BodyPaint 3D with other applications like Photoshop, Maya, or 3DS Max. Once you are done, you will be able to jump in and start texturing your own models in BodyPaint 3D.

Lesson Outline (17 lessons)

01. Introduction and project overview
02. The BodyPaint 3D interface
03. Using the Paint Setup Wizard
04. UV Basics
05. Beginning the painting process
06. Painting Workflows
07. Working with texture files
08. Extracting data from external images
09. Using Projection Painting
10. Working with layers
11. Working with channels
12. Using the Raybrush Render View
13. Adjusting texture maps
14. Exploring other paint tools
15. Using BodyPaint 3D with Photoshop
16. Painting luminance
17. Using BodyPaint with other applications

Download Links

Fileserve Link:
Part 1
Part 2
Part 3
Part 4


Hotfile Link:
Part 1
Part 2
Part 3
Part 4


Deposit Files Link:
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Part 2
Part 3
Part 4


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Part 4

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Part 2
Part 3
Part 4

Filesonic Link:
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Part 2
Part 3
Part 4


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Part 2
Part 3
Part 4
Part 5
Part 6
Part 7
Part 8
Part 9
Part 10

Filesonic Link:
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Part 2
Part 3
Part 4
Part 5
Part 6
Part 7
Part 8
Part 9
Part 10

Hotfile Link:
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Part 2
Part 3
Part 4
Part 5
Part 6
Part 7
Part 8
Part 9
Part 10

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