Tuesday, March 24, 2009

T0504 - Lynda.com Photoshop CS4 Extended for 3D


The 3D capabilities in CS4 move Photoshop into a new dimension of image creation. Adobe Certified Instructor Chad Perkins reviews the new 3D panel in Photoshop CS4, and demonstrates how to use 3D files in other applications, such as Bridge and After Effects. Chad reviews the basic 3D workflow, and then explores techniques for using cameras and perspective, creating 3D scenes from photos, working with layers, manipulating 3D objects, and even creating 3D animation. For users who want to go a little deeper, Chad introduces advanced methods for working with materials, rendering, and layers. Photoshop CS4 Extended for 3D adds powerful tools to any designer's creative arsenal. Exercise files accompany the course.

T0503 - Lynda.com - Photoshop CS4 for Photographers: Creative Color


Working with color can be an amazing journey, and in Photoshop CS4 for Photographers: Creative Color, Brooks Institute of Photography professor Chris Orwig teaches a different way to create great color in photographs. Chris goes beyond the basics by showing how color can have a profound effect on a photograph's impact. He demonstrates adjusting color and tone to make images more vivid, changing colors, working with color saturation, cross processing, and more. The course culminates with real-world projects that utilize the techniques Chris has shown for creating intriguing and beautiful color photographs. Exercise files accompany the course.

T0502 - Lynda.com - PhotoshopCS4 for Photographers Desktop Printing Techniques

Saturday, March 21, 2009

T0501 - Total Training Adobe Dreamweaver CS3 Essentials



Janine Warner is the author of more than a dozen books about the Internet, including the best-selling Dreamweaver For Dummies (now in its seventh edition). She's a popular speaker at industry events and an experienced journalist whose articles have appeared in such diverse publications as The Miami Herald and The Point Reyes Light. She also writes a regular column about Dreamweaver for Layers Magazine. To learn more, visit www.JCWarner.com.

Platform: Windows & MAC OS
Format: DVD-ROM & Online
Running Time: 9 Hrs, 2 DVDs
Level: Beginner to Intermediate
Project Files: Project Files: Included
Solutions: Multi-User Education International


Description:
Discover the power of Dreamweaver, an award-winning Web design program with this in-depth tutorial. From the basics of how to create Web pages, set links, and insert images, to more advanced techniques for creating page layouts with tables and CSS, you'll learn everything you need to create and publish a web site. You'll also learn how to use Dreamweaver's more advanced features to insert Flash, video, and audio files, and use Dreamweaver's JavaScript behaviors to create interactive effects, like rollovers and image swaps. With these easy to follow lessons, you'll get up to speed quickly with Dreamweaver CS3.

Highlights

* Janine's engaging lessons provide a great introduction to Dreamweaver with a focus on how to get your web site up and running quickly.
* Discover the advantages, and techniques, for designing with CSS, the best way to create standards-based, accessible web sites today.
* Add interactive features like rollovers and image swaps with Janine's advanced instructions for using the JavaScript behaviors in Dreamweaver.
* Make your pages sing and dance as you learn how to use the multimedia features to add audio, video, and Flash to your web pages.
* Discover how the template features can help you save time and create a better looking web site that's also easier to update and redesign in the future.

T0500 - Total Training Adobe Fireworks CS3



Get your designs from the rest of the CS3 suite out to the web and ready for the masses with Adobe Fireworks CS3.

This program picks up where Adobe's old ImageReady left off and comes packed with new features to set your designs up using html, java, and even CSS. With John Ulliman as your guide, you'll learn how to adjust, crop, and use filters on your digital pictures, scans and stock art. Plus, how to create composite images using layer techniques, adjustments and effects.

Highlights:

* Learn how to adjust your raw images and get them compressed and ready for the web.
* Create your own website designs using the bitmap and vector tools built into Fireworks or importing designs from Photoshop or Illustrator.
* Learn how to use Fireworks layers, compositing, and filter effects to take your designs to a higher level.
* Understand Fireworks slicing features to make your designs into web pages and add advanced elements like rollover and pulldown menus.
* Try out round trip editing of your completed web site – edit in Fireworks and back to HTML.

Lesson 1: ADJUSTING & EXPORTING WEB IMAGES (56 min)
1. Introducing Fireworks
2. Rotating & Cropping an Image
3. Using Levels to Adjust Brightness
4. Adjusting the Color
5. Removing Red Eye
6. Explaining Basic Keyboard Shortcuts
7. Using Filters
8. Using Sharpening Filters
9. Using Painting Tools
10. Using the Blur & Sharpen Tools
11. Setting Up the Image Size
12. Optimizing Your Images for the Web
13. Additional Optimize & Align Settings

Lesson 2: USING BITMAP & VECTOR ELEMENTS (50 min)
1. Making Simple Vector Shapes
2. Modifying Fills & Strokes
3. Working with Patterns & Gradients
4. Adjusting the Opacity & Applying Filters
5. Working with Layers
6. Create a Logo with Gradients & Layers
7. Working with the Pen Tool
8. Delete Points along a Path & More Pen Tool Tips
9. Creating & Using Styles

Lesson 3: CREATING COMPOSITE IMAGES (38 min)
1. Making Bitmap Selections
2. Setting Properties to Marquee Selections
3. Manipulating Selections
4. Using the Magic Wand
5. Creating a Multi-Layer Composite
6. Removing Complex Backgrounds
7. Removing More Complex Backgrounds
8. Adding Text

Lesson 4: USING SLICES TO CREATE LAYERS (55 min)
1. Taking a Look at the Layers
2. Importing & Adjusting Images & Text
3. Creating a Button Graphic
4. Creating Slices
5. Setting Slice Properties
6. Exporting HTML & Image Slices
7. Using the New Pages Panel
8. Create a Button & Add Rollover Actions
9. Add, Align, Name & Link Multiple Buttons
10. Create HTML Slices & More Image Slices
11. Exporting & Previewing in a Browser
12. Final Comments & Credits

T0499 - VTC Rhino 3D tutorials


Start with a sketch, drawing, physical model, or only an idea - Rhino Version 3.0 provides the tools
to accurately model your designs ready for rendering, animation, drafting, engineering, analysis,
and manufacturing. Rhino can create, eidt, analyse, and translate NURBS curves, surfaces, and solids
in Windows. There are no limits on complexiity, degree, or size. Rhino also supports polygon meshes and point
clouds. From the Introductory guide, to creating your own 3D characters, VTC author, Brian Hull,
guides you through all levels of Using Rhino.

T0498 - Digital Tutors Introduction to Dynamics in Houdini

Image and video hosting by TinyPic


Learn a flexible workflow to creating realistic dynamic simulations and particle effects with time-saving techniques and practical projects. Contains 4 hours of project-driven training for artists learning particle and dynamics tools in Houdini.Includes free Houdini Apprentice Learning Edition!

Popular highlights include:

  • Particle Simulation and Events

  • Particle Rendering

  • Rigid Body Dynamics

  • Paint-based Geometry Shatter

  • Rigid Body Fractures

  • Dynamics CHOPs

  • Particle Based Fluids

  • Fluid Emission and Interaction

  • Animated Sprites

  • Cloth Basics

  • Cloth Parameters

  • Fur and Guide Attributes

  • Wire Dynamics

  • Wire-driven Geometry

  • Groups and Partitions

  • Forces and Expressions


Lesson Outline:




























































































































































































1.Anatomy of a particle simulation5:45
2.Emission from a location5:47
3.Emission from geometry5:26
4.Emitting particles along surface normal direction5:12
5.Animating emitters to affect particle flow7:07
6.Driving particles with Forces5:16
7.Increasing particle emission2:53
8.Colliding particles with objects5:29
9.Rendering particles via geometry6:06
10.Building a quick pinwheel firecracker5:21
11.Using Events to split sparks on collision6:02
12.Collecting particle streams9:07
13.Using the Render POP6:06
14.Particle sequences and motion blur8:12
15.Setting up particles as sprites5:53
16.Animating sprites with expressions6:22
17.Creating animation on the sprites9:06
18.Using Vex Builder for Mantra-ready sprites6:18
19.Introducing rigid body dynamics5:11
20.Making many rigid bodies by RBD Point Object5:09
21.Making initial states for RBD simulations3:12
22.Creating dynamic shards via color-based groups (part 1)6:28
23.Creating dynamic shards via color-based groups (part 2)5:25
24.Rigid body constraints9:57
25.Introduction to particle-based fluids8:32
26.Particle-based fluid emission8:51
27.Making cloth objects5:44
28.Cloth properties - density, resistance and resolution7:524
29.Dealing with cloth collisions8:07
30.Making wire simulations7:19
31.Using the Fur SOP with wires4:05
32.Guide attributes in the Fur SOP6:02
33.Wire-based geometry5:08
34.Deforming geometry with wires6:11
35.Wires and cloth6:09
36.Using impact data with CHOPs9:03

Total Run Time:


3:49:53

T0497 - Cartoon Smart Atmosphere Animation Package

T0496 - Simply Maya - Spitfire Modeling and Textuting



Spitfire Modeling and Textuting
Create this great looking Spitfire in this twelve hour Modelling and Texturing tutorial from SimplyMaya.com re-released for our January sale with a 40% discount. We begin this project by setting up image planes using a side and front view of our Spitfire. Next we will create Nurbs primitives to block out the correct shape and proportion of the plane. Once the plane is blocked out we will refine the shapes in Nurbs and then convert them to Polygons to add geometry for more precise shaping. When the plane has its basic geometry we will then convert to Sub-d's to start pulling out the details. Some of the tools we will cover are split polygon, extrude edge/face and sculpt polygon.

After our model is complete we will explore the world of texturing. We start with learning how to create a flat workable UV map and then we'll cover different mapping techniques like planar map and automatic mapping as well as tools like cut and sew UV's. Following our complete UV map, we will import an UV snap shot into a paint program like Photoshop to learn how to hand paint our textures using a variety of options including using layers and filters. We will also create a colour map and bump map, as well as a specular map. Then you will set up your lighting and apply your final render.

T0495 - Lynda com AutoCAD 2009 2D Drafting Techniques


with: Jeff Bartels
With a host of new capabilities, AutoCAD 2009 remains the industry standard for 2D drafting. Jeff Bartels draws on his experience as a professional drafter and takes an in–depth look at the AutoCAD features used to communicate design. AutoCAD 2009: 2D Drafting Techniques is intended to be an “industry neutral” course, so the lessons can be applied to any discipline.

Starting with synchronizing the AutoCAD workspace and settings, Jeff explores the creation and modification tools, focusing on several sub–options for each command. He discusses utilities such as Draw Order, Groups, and the Geometric Calculator, and demonstrates tools for making powerful selections and managing layers. Exercise files accompany the course.

T0494 - VTC Adobe Illustrator CS 4


VTC - Adobe Photoshop CS4 Tutorials
Trainer: Dwayne Ferguson | ISBN 193532022X | Runtime: 9 hrs / 141 tutorials

Photoshop CS4, the industry–standard image editing application is even more powerful and versatile than ever. The new Masks Panel, Adjustments Panel and numerous other interface enhancements will streamline workflow and enhance creativity. Content-Aware scaling and updates to Camera Raw provide even more ways to take your creations to the next level. Also new in this version is the ability to rotate the canvas, use spring-loaded tools and a brush size preview window. Professional illustrator, television animation art director and writer Dwayne Ferguson takes users on an in-depth look at Photoshop CS4, taking them through all of the tools they'll need to master this application. Work Files are included.

To begin learning today, simply click on "Uploaded.to" links provided below.

T0493 - Lynda com Adobe After Effects Light Transmission



Projecting one 3D layer onto another is useful for creating film and video projections as well as stained glass effects. In After Effects: Light Transmission, instructor Chris Meyer demonstrates the required steps, including mastering shadows and the Light Transmission parameter. He teaches numerous tips and tricks for building 3D worlds (including using seamless tiles), grouping together layers and lights, softening or sharpening projections, and using "negative light" to remove unwanted light leaks from a scene.

T0492 - Lynda.com - Designing an Event Poster Hands-On Workshop


Designer and educator Nigel French taps into his 15 years of professional experience to demonstrate how Adobe InDesign, Illustrator, and Photoshop CS4 can integrate to create eye-catching posters. Designing an Event Poster Hands-On Workshop covers more than just the mechanics of the workflow. Using a fictitious stage production of “Romeo and Juliet,” Nigel explores the creative process through a variety of approaches, generating over a dozen poster designs. He covers techniques for combining type and image, designing with grids, editing images for maximum impact, and “soft-proofing” to save time and money. Exercise files accompany the course.

Adobe InDesign CS4 and Illustrator CS4 Essential Training are recommended prerequisites to fully execute the techniques in this title.

Released on: 3/13/2009

Table of contents

Introduction
Course overview 1:18 20.4 MB
Using the exercise files 1:02 0.7 MB

1. How the Internet Works
How the internet works 5:15 26.4 MB
How a user connects 6:44 7.6 MB

2. Using Your Browser
Choosing a browser 3:12 3.1 MB
Installing the Web Developer toolbar and Firebug 5:24 8.4 MB

3. Deconstructing a Web Page
Deconstructing a web page with a browser 10:22 17.5 MB
Reviewing the head and body of a web page 5:57 15.4 MB
Understanding the structural elements of a web page 12:12 31.6 MB
Using the Web Developer toolbar to reveal the CSS 6:36 10.4 MB
Using the Web Developer toolbar to investigate images on a page 5:30 10.2 MB
Using the Web Developer toolbar to outline a page 2:05 2.9 MB
Using the Web Developer toolbar to resize the window 2:43 4.1 MB
Using the important miscellaneous tools in the Web Developer toolbar 3:28 7.6 MB
Using the Web Developer toolbar to validate a page 3:31 4.3 MB
Exploring a website using Firebug 6:35 8.6 MB

4. Learning the Ground Rules
Creating proper file structure 4:23 2.8 MB
The eight commandments of naming 7:57 5.4 MB

5. Designing for the Internet
Reading the structural elements of a site 4:07 6.7 MB
Reading the features of a site 9:08 10.5 MB
Effective informational design 3:35 7.9 MB
Effective architectural design 2:46 2.5 MB

6. Wireframes
Setting up a project 2:43 2.7 MB
Capturing a website 2:39 3.1 MB
Merging the screen captures in Photoshop 5:22 8.9 MB
Bringing a website into Acrobat Pro 4:39 5.4 MB
Wireframing the structural elements of a website 4:34 10.4 MB
Wireframing the feature elements of a website 9:42 16.4 MB

Conclusion
A case study 4:57 6.7 MB

T0491 - Pixologic_-_Industry_Insider_with_Cesar_Dacol_Jr

T0490 - Total Training Adobe Illustrator CS2 FULL_DVD1



Expand your creative vision by learning how to express your ideas in print and on the web with Total Training for Adobe® Illustrator CS2. The comprehensive videos provide you with valuable tips on essential design techniques and ways to improve workflow with other Adobe products.

Program 1: Discovering Illustrator

Chapter 1: Introducing Illustrator (37 min)
1. Using the Welcome Screen
2. Introducing Vector Based Paths
3. Working with Layers in Illustrator
4. Introducing Anchor Points
5. Creating a New Document
6. Repositioning and Adjusting View
7. Saving the Document
8. Utilizing Illustrator Startup Documents

Chapter 2: The Bridge (29 min)
1. Intro to Bridge and The Bridge Center in CS
2. Finding Folders and The Thunbnail View
3. Opening, Moving and Previewing Bridge Files
4. Preview, Filtering and Rating Options
5. Orgainizing Files using Preferences
6. Deleting, Duplicating, Moving files in Bridge
7. Renaming Sorting and Batch Renaming files
8. Presenting a slide show from the Bridge

Chapter 3: Workspace & Navigation (36 min)
1. Setting Up Preferences
2. Using Color Settings
3. Configuring Pallettes & Workspaces
4. Using Navigation

Chapter 4: Symetrical Shapes (40 min)
1. Setting Palette Options and Using Transparacy
2. A Look at the Shape Tools. Creating a Circle
3. Aligning Circle Shapes
4. Creating Star Shapes
5. Creating Rectangle Shapes
6. Using the Flip Tool to Mirror Shapes
7. Combining Shapes
8. Tilde Key Function

Chapter 5: Fill, Stroke and Color (55 min)
1. Introduction to Fill and Stroke
2. An Overview of the Color Pallette
3. The Color Spectrum Bar and Dialing in colors
4. Black vs. Rich Black in the Color Palette
5. CMYK vs. RGB
6. Creating and Saving new Color Swatches
7. Filling and Arranging Objects in a document
8. Modifying and Arranging the Stroke of an Object
9. Display Artifacts and Stroke Pallete options
10. Creating a fill Pattern

Chapter 6: Transforming Paths (60 min)
1. Introducing Path Transformations
2. Duplicating Objects
3. Moving Objects in Increments
4. Using the Reshape Tool
5. Moving Paths
6. Using the Offset Path Dialogue Box
7. Working with Swatches
8. Grouping Paths
9. Using the Scale Tool
10. Using the Rotate Tool
11. Rotating Multiple Objects
12. Advanced Rotate Options

Chapter 7: Using the Powerful Pen Tool (48 min)
1. Using Bridge
2. Creating a Tracing Template
3. Drawing with the Pen Tool
4. Modifying a Path
5. Using and Editing Spline Curves
6. Using Bezier Curves
7. Creating a Cusp Point
8. Modifying and Converting Bezier Curves
9. Cutting, Extending, and Closing Paths
10. Filling Paths

Chapter 8: Selecting Points and Paths (59 min)
1. Strokes and Fills
2. Appearance Palate - Transform And Tweak
3. Working With Layers - Uzz Character
4. Making Use of the Join Command
5. Locked Layers
6. Making Center Points
7. Intro To Pathfinder - Intersect Shape Areas
8. Precision Filling Selection
9. Various Selection Commands & Methods
10. Various Scaling Methods
11. Lacemaking Using Shape Tool - Rotate & Fill
12. Merging Strokes & Fills With Compound Path
13. Lacemaking Using Direction Handles & Anchor Points
14. Pucker & Bloat

Chapter 9: Pathfinder Operations (40 min)
1. Touring the Project
2. An Introduction to the Pathfinder Operations
3. Working with the Pathfinder Palete
4. Comparing Pathfinder Behaviors
5. Joining Paths and the Miter Limit
6. Croping, Uniting and Arranging
7. Selectiing and Deselecting Paths
8. Fill Options and other pathfinder operations

Chapter 10: Liquify & Envelope (33 min)
1. Preparing an Image for Liquify & Envelope
2. Using the Warp Tool to Liquify
3. Using the Envelope Functions
4. Editing Enveloped Content
5. Liquify with Live Trace

Chapter 11: Creating and Formatting Type (50 min)
1. Importing Text into Illustrator
2. Selecting Text for Reformatting
3. Moving Text to a New Text Container
4. Reformatting Text with the Paragraphs Pallet
5. Altering Text Font and Size
6. Moving Text and Altering Line Spacing
7. Copying Text Formats

T0489 - CG Academy Modelling Fundamentals series 4 DVD




If you are new to 3D in general or simply new to 3dsmax, this series will give you all that you need to create your own 3D models. This series has been designed to give you a deep understanding of 3dsmax's modelling system.

With over 22 hours of tutorship, this series will give you a foundation with the very basics in scene navigation, keyboard shortcuts, coordinate systems, snaps and orginisation. Then Chris takes you on to modelling with 3D Primitives such as cubes, cylinders, spheres and so on, and then on to how to change, enhance and combine those primitives using Modifiers and Spacewarps.

Later in the series you are given the principles and skills to effictively poly model, to create model elements using 3dsmax's Spline tools for sweeping/curved surfaces, and finally how to model using Sub-Division Surfaces, the current industry wide modelling stanard in Film, Games and TV production.


Content

T0488 - Graffiti Verite 4 Basic Techniques for Creating Graffiti



EXAMINES THE FOLLOWING AREAS

o Sketching your piece (Black book)
o Considering your Surface Undercoating
o Buffing your wall: "Clearing the page"
o Conceptualizing your project
o Technical Design Considerations
o Artistic Influences
o Gestural, Internal & Conceptual Energy flow of letters
o Graffiti Art Vocabulary & Definitions
o Spray Can Tips & Nozzles
o Can Control Techniques
o Understanding the Aerosol Characteristics of Spray Paint
o Performance Art Considerations
o Pre Sketching on wall
o Fill-ins
o Secondary Fill-ins
o Third Color Fill-ins
o Border Color Fills
o Shading Techniques
o Fading Techniques
o Blending Techniques
o Cutting Techniques
o Layering Spray Paint colors
o Defining and planning out Directional Light Sources issues
o Working your Midtone Fills, Highlights, Details and Shadows
o Outlining
o 3D Techniques
o Detail Work with Spray Can
o Clean-up of Primary Outlines
o Shaping up of Letters
o Correcting Production Errors: Taking care of Over-Spraying
o Development of Characters and Iconography
o Review of the entire Production
o CANVAS PROJECT
o Prepping your Canvas
o Photo Realism Techniques
o Getting the Proportions Right
o Detail Work with Spray Can
o Creating the third color from 2 colors
o Shading
o How to correct Over spraying?
o Pacing Yourself
o Can Control

T0487 - The Gnomon Workshop - Houdini Rigid Body Dynamics



Houdini's dynamics system (DOPs) is a very powerful tool that allows users to not only simulate physics, but to interact with the simulation in order to make an impossible looking effects shot look realistic. This is what has made DOPs the dynamics software of choice for high-end feature effects in a very short time. This DVD covers the rigid body dynamics (RBD) features of Houdini, as well as the controls and forces that are common to RBD, cloth and hair systems (though cloth and hair are not covered in this DVD). Houdini’s rigid body dynamics have been used to make characters run through walls (X-Men 3), crumble to pieces (Gatorade commercial), and to make objects on a cruise ship fly around as the ship capsizes (Poseidon). This disc is a comprehensive reference, covering features in great detail through many simplified examples, as well as completed case studies of a bowling ball, dominoes, an exploding building and a crashing train.



Over 5 1/2 hours of lecture

Product Code: CZE01









RBD Objects
Explosions and Fractured Objects
Constraints
Solvers
Forces


Tweaking Simulations
Managing Object Relationships
Integrating Simulations with Other Effects




01: Introduction
02: RBD Object Parameters
03: Case Study 1 - Dominoes
04: Collision Geometry and SDFs
05: Fractured and Glue Objects
06: Case Study 2 - Bowling
07: Object Affector Relationships
08: Animating Simulation Parameters
09: Constraints
10: Case Study 3 - Newton's Cradle
11: Extracting Simulation Information
12: DOPs Expressions
13: Solvers
14: Case Study 4 - Building Collapse
15: Forces
16: Case Study 5 - Crashing Train
17: Global Simulation Parameters

T0486 - Philippe Faraut The Art Of Sculpting Volume I s.d 3 DVDRip



The Art of Sculpting with Philippe Faraut Volume1:Children


In this first volume of his instructional series, Philippe shares his step-by-step method of construction, as well as a guide to catch and correct common mistakes, while demonstrating in his favorite medium: wet clay. Filmed on location in Honeoye, NY at his studio, this 89 minute tape offers instruction easily followed by a beginner and complete enough to keep the interest of the most experienced sculptor.


The Art of Sculpting with Philippe Faraut
Volume 2: Expressions and Facial Construction


In this volume which covers individual features of different expressions, Philippe demonstrates rapid exercises in water-based clay that are useful for developing sculpting skills, including how to recognize volumes specific to different ages, genders, and ethnic groups. This 110 minute tape also includes a comprehensive demonstration on hollowing and firing techniques.


The Art of Sculpting with Philippe Faraut
Volume 3: Men


In this third installment of his instructional series, Philippe Faraut focuses on modeling the heads of men. His demonstrations include basic structure comparisons of different ethnicities, techniques for modifying expressions, the mechanics of the aging process and facial weight distribution for heavy-set men. In addition, he completes one bust of a man including hair and clothing.

T0485 - Total Training - Adobe Encore CS4 Essentials



Description: Total Training for Encore CS4 is a quick essential look at creating a DVD workflow. You will learn step by step what you will need to get video burned onto a DVD and displayed on television screens. The series covers everything from importing file types, to building custom menus, and even exporting to flash. Whether you are new to Encore, or just brushing up on a technique, this series is just what you need to get up to speed fast.
Adobe Encore CS4 :DVD Workflow





T0484 - TOTAL TRAINING ONLINE ADOBE PHOTOSHOP LIGHTROOM ESSENTIALS


Ric quickly gets you up to speed, introducing you to the Lightroom Interface and workspace, showing you how to set up your preferences and personalize Lightroom to suit your workflow. You will learn how to import, store and name files using keywords and discover the many features of the Lightroom Library and how to get the most from the Develop Module. Plus, explore all of the export options available using the Slideshow, Web and Print Modules to output your images professionally. This series will show you how to use Lightroom to quickly and efficiently import, manipulate and output your photos with easeтАУ you'll wonder how you ever managed without it.



Note: These tutorials cover topics that are relevant to both Lightroom 1.0 and Lightroom 1.1.
Total Training for Adobe Photoshop Lightroom

Chapter 1: QUICK OVERVIEW OF PHOTOSHOP LIGHTROOM (18 min)
1. Importing Overview
2. Rating & Sorting Overview
3. Develop Module Overview
4. Exporting & Sharing Overview

Chapter 2: SETUP & PREFERENCES (20 min)
1. Creating & Placing a Catalog
2. Setting Preferences
3. Catalog Settings
4. Personalizing Lightroom
5. Notes on Color Management

Chapter 3: IMPORTING PHOTOS (18 min)
1. Import Options
2. Image Storage & Naming Conventions
3. Customizing Presets in the Import Dialog Box
4. Using Keywords upon Import

Chapter 4: THE INTERFACE & WORKSPACES (08 min)
1. Touring the Lightroom Interface
2. The Library View Options

Chapter 5: THE LIGHTROOM LIBRARY (30 min)
1. Library Find Options
2. Modify & Display Options & the Filmstrip
3. Creating a Collection
4. Adjusting the White Balance & Rating Images
5. Adding Keywords & Compare & Survey Views
6. Sorting by Flags & Rating by Color
7. Using the Painter Tool

Chapter 6: THE DEVELOP MODULE (25 min)
1. Navigator, Presets, Snapshots & History
2. Histogram, Basic, Tone Curve & HSL Options
3. Split Toning, Detail, Lens Corrections & Camera Calibration
4. Exploring the Toolbar
5. Processing the Photo
6. Cropping & Retouching

Chapter 7: EXPORTING OPTIONS (10 min)
1. Preparing for Export
2. Exploring Export Options
3. Exporting for Specialized Web Uses

Chapter 8: THE SLIDESHOW MODULE (09 min)
1. Slideshow Options, Layout & Overlays
2. Backdrop, Playback & Create New Preset

Chapter 9: THE WEB MODULE (09 min)
1. Web Image Settings
2. Previewing in a Browser

Chapter 10: THE PRINT MODULE (09 min)
1. Templates, Batch Printing & Contact Sheets
2. Page Setup, Cell Size & Print Job Settings
3. Creating a Poster from a Template
4. Final Comments & Credits




T0483 - Lynda.com Creating a CSS Style Guide Hands On Training


A website is just a website unless it’s designed with a unique style. Creating a CSS Style Guide: Hands-On Training highlights the importance of a CSS style guide, which serves as an interface for the design team and a communication tool for the client. Laurie Burruss calls on her background as director of digital media at Pasadena City College and takes an informative, real–world approach to this topic. She shows how Dreamweaver CS4 can be used to develop a coherent site–wide emotion that boosts brand identity. The course culminates with building a working web style guide for professional use. Exercise files and a downloadable PDF quiz accompany the course.

T0482 - Digital Tutors - Flash Action Scripting

Image and video hosting by TinyPic


Easily learn ActionScripting and new ways to integrate Flash into your workflow with 3 hours of training. Great for new and beginning users.Popular highlights include:

  • ActionScript

  • Draggable Masks

  • Programming Loops

  • Advanced Applications

  • Custom Functions

  • IF Statements

  • Variables

  • Tools Overview

  • Integration Techniques


Lesson Outline:
































































































































1.Introduction7:09
2.Getting Started with ActionScript6:20
3.Calculating the Spacing Between the Flower Petals5:40
4.Using the WHILE loop to build flower petals5:46
5.Building a "cleanHouse" Function7:35
6.Adding a Validation Code to the Input Field4:45
7.Creating a Draggable Mask (part 1)6:57
8.Creating a Draggable Mask (part 2)12:29
9.Building a Coloring Book4:25
10.Importing Stock Art into the Library5:39
11.Building the Pen Structure10:08
12.Animating the Pen4:34
13.Making the Pen Interactive9:15
14.Setting the Initial Ink Color and Style, Limiting the Drawing Area5:11
15.Controlling the Ink Flow4:55
16.Fixing the Initial Drawing Point5:20
17.Adding Canvas Events4:37
18.Cleaning Up the Code4:00
19.Building Buttons For the Pens10:02
20.Assigning ActionScript to the Buttons5:17
21.Controlling the Line Style6:41
22.Adding Buttons to the Paint Jars7:09
23.Creating a Print Button3:17
24.Creating a Color Chip7:27

Total Run Time:


2:37:00

T0481 - Digital Tutors - Real-Time Shaders with XNA

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Learn the fundamentals of real-time shaders and a time-saving workflow to creating real-time shaders with XNA. Contains over 4 hours of project-based training for technical artists learning the methods of real-time shading using XNA.Popular highlights include:

  • XNA Overview

  • Overview of Real-Time Shaders

  • Loading FBX Content Pipeline Files

  • Using Basic Effects

  • Writing Vertex and Pixel Shaders

  • Coding Effects and Techniques

  • Setting World, View and Projection Matrices

  • Altering View Matrix to Create Turntable

  • Using Skinned Model Processor

  • Constant and Texture Shading

  • Lambertian Diffuse Lighting Model

  • Blinn-Phong Shading Model

  • Faking Reflections with Cubemaps

  • Using Normal Maps

  • Specularity / Reflections using Normal Maps

  • Setting up Multiple Techniques

  • Computing Flat Shadows

  • Shadow Shaders

  • Working with the Stencil Buffer

  • Render to Texture

  • Drawing with Sprite Batch

  • Using Pixel Shaders for Post Effects


Lesson Outline:











































































































































































































1.Creating our project4:57
2.Loading and drawing our assets9:15
3.Building a World Matrix4:55
4.Calculating a View and Projection Matrix6:18
5.Rendering with basic effects5:06
6.Getting Skinned Animations (part 1)5:21
7.Getting Skinned Animations (part 2)6:50
8.Getting Skinned Animations (part 3)4:30
9.Building our first shader (part 1)7:19
10.Building our first shader (part 2)7:53
11.Shading with textures6:34
12.Calculating diffuse lighting7:42
13.Adding lights, techniques and colors5:18
14.Loading normal maps6:01
15.Assigning normal maps to effects9:00
16.Calculating diffuse with normal maps9:01
17.Fixing bump results4:20
18.Orbiting the camera with the View Matrix5:00
19.Coding the specular technique5:30
20.Calculating the Half Vector9:11
21.Combining specular highlights3:51
22.Adding highlights to normal-mapped objects7:25
23.Calculating Half Vectors in Tangent Space3:20
24.Adding reflections with cubemaps7:48
25.Reflections on diffuse and normal-mapped objects5:14
26.Shortening our reflection code6:36
27.Assigning different techniques to specific areas5:22
28.Setting different values on shader parameters6:46
29.Utilizing specular maps6:08
30.Drawing shadows with a Shadow Matrix (part 1)6:25
31.Drawing shadows with a Shadow Matrix (part 2)5:34
32.Using the Stencil Buffer for shadows (part 1)6:01
33.Using the Stencil Buffer for shadows (part 2)4:31
34.Semi-transparent shadows3:15
35.Rendering our glow pass9:10
36.Render to texture and drawing it onscreen8:44
37.Building a new Pixel Shader to combine passes8:13
38.Calculating a simple blur5:23
39.Adding colors and flicker to the glow8:45

Total Run Time:


4:08:32

T0480 - Digital Tutors - Modeling Next-Gen Characters in Maya

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Learn critical modeling techniques and a production workflow to creating clean topology, working within polygon restrictions, and building from reference art. Contains over 5 hours of project-based training for artists learning the creative processes of modeling characters for next-generation games.Popular highlights include:

  • Blocking-in Form

  • Primitive Modeling

  • Adding Muscle Definition

  • Modeling in Symmetry

  • Working within Polygon Budgets

  • Checking Silhouettes for Appeal

  • Critiquing Models with Paint-overs

  • Creating Efficient Geometry

  • Reducing Model Resolution Manually

  • Strategically Adding Detail

  • Creating the Illusion of Detail

  • Building to Reference Art

  • Checking Models at Multiple Scales

  • Creating Useful Topology

  • Simplifying Shapes

  • Working with Multiple Pieces

  • Extruding Geometry to Add Detail

  • Building Tubes and Pipes with Curves

  • Combining Vertices with Merge

  • Quickly Adding Geometry with Bridge Tool


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1.Project concepts, constraints and reference art review6:18
2.Blocking in the torso / armor12:20
3.Blocking in the head and arms10:22
4.Blocking in the lower body12:21
5.Breaking up the upper armor10:55
6.Finishing the upper armor pieces13:17
7.Detailing the head11:26
8.Adding more detail to the head9:57
9.Finishing the head11:30
10.Adding hero tubes to the head10:50
11.Creating secondary tubes9:21
12.Detailing an arm and duplicating6:15
13.Detailing the arm band8:11
14.Beginning the hand and adding fingers11:37
15.Finishing the hand7:38
16.Adding the glove armor6:07
17.Adding shoulder guards7:39
18.Detailing the abdomen8:44
19.Modeling the pelvis7:02
20.Detailing the leg8:38
21.Adding thigh and knee plates12:22
22.Building the lower leg armor12:53
23.Building the boot11:10
24.Detailing the boot11:33
25.Starting the gun9:58
26.Integrating the gun into the arm11:13
27.Finishing the gun13:09
28.Adding final details14:38
29.Checking and reducing polygon count manually14:10
30.Using Maya's polygon reduction tool5:24
31.Checking your model using paint-overs4:44

Total Run Time:


5:11:42

T0479 - Digital Tutors - Pipeline Development with Maya and XNA

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Learn the fundamental workflow for next-gen game development and innovative techniques for seamlessly integrating Maya and XNA for game creation. Contains nearly 5 hours of project-based training for technical artists learning the methods of creating game content using XNA and Maya.Popular highlights include:

  • XNA Development Overview

  • Interfacing with Keyboard and Gamepad

  • Building Controller Systems

  • Controller Vibration

  • Exporting and Loading Static Meshes from Maya

  • Exporting Animated Characters from Maya

  • Moving and Turning a Character

  • Object-oriented Programming with Bullets and Targets

  • Baking Textures in Maya

  • Deriving Bounding Boxes from Maya

  • Collision Detection with Bounding boxes

  • Collision Detection with Rays

  • Building a Custom Animation Player

  • Switching and Blending Between Animations

  • Chase Cameras

  • Camera Shakes

  • Drawing Text


Lesson Outline:


























































































































































































































1.Project review and setup6:57
2.Building the Controller class6:33
3.Getting Keyboard and Gamepad states7:25
4.Creating Actions to store keys and buttons7:45
5.Adding flags to Actions to check press and release8:29
6.Making a List of Actions8:05
7.Checking an Action based on its name6:43
8.Finishing up our Control system8:13
9.Moving our character forward4:40
10.Spinning our character around7:44
11.Setting run and walk speeds2:22
12.Creating world textures with Maya Batch Bake7:25
13.Exporting and loading the world7:40
14.Breaking our world into boxes6:10
15.Extracting Bounding Box information in Maya10:01
16.Collision Detection between the character and world8:23
17.Implementing a Chase-Cam6:45
18.Exporting the final animated mesh (part 1)8:34
19.Exporting the final animated mesh (part 2)7:23
20.Fixing bone animation twitches5:07
21.Alternate baking methods9:25
22.Creating a Clip Player5:10
23.Setting a clip, start time and end time5:00
24.Getting keyframe values based on time7:00
25.Updating the Clip Player5:45
26.Using the Clip Player in the Game5:15
27.Playing a specific animation range8:50
28.Coding a BlendTransforms function7:21
29.Blending in Action7:48
30.Triggering other Animations8:00
31.Shaking the camera with every footstep5:55
32.Breaking it down - the Transform class7:16
33.Breaking it down - the Shape class7:47
34.Creating and drawing bullets7:09
35.Flushing out the Bullet class7:50
36.Shooting from the gun-arm4:44
37.Acquiring targets9:44
38.Removing bullets based on age and world collision8:55
39.Hitting targets and increasing the score6:34
40.Displaying the score6:30
41.Returning targets and glowing bullets4:35
42.Vibration Feedback5:34

Total Run Time:


4:54:06

T0478 - Digital Tutors - Animating Next-Gen Characters in Maya

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Learn a production workflow to game animation and time-saving methods for creating game-ready characters rigs, non-linear animation, and adding appeal. Contains over 6 hours of project-based training for artists learning character animation for next-generation games.Popular highlights include:

  • Rigging Techniques for Games

  • Scene Organization

  • Custom Shelves

  • Creating Control Objects with MEL

  • Constraints

  • Advanced Spline IK Twist control

  • Alias Attributes

  • Binding Techniques

  • Rotation Order

  • Follow-through

  • Exaggeration

  • Arcs

  • Timing and Spacing

  • Weight

  • Cycling Animation

  • Animated Transitions

  • Character Sets

  • Trax Editor


* You may use Maya version 8.0 and up to follow along with the training. X-Ray Joints is the only feature that we discuss that is available in Maya version 2008 and up only. Lesson Outline:
























































































































































































































































1.Preparing the scene for rigging9:09
2.Building a custom shelf3:17
3.Creating MEL buttons to generate control objects10:46
4.Constructing the character's legs11:04
5.Setting up control objects for the legs9:58
6.Finishing the leg controls6:45
7.Building the spine5:45
8.Rigging the spine using the Spline IK tool4:51
9.Establishing the hip and chest control objects12:28
10.Finalizing the spine controls5:57
11.Efficiently controlling the neck and head5:35
12.Finishing the head rig9:30
13.Building the left arm9:58
14.Controlling the left arm9:25
15.Custom attributes for the fingers7:13
16.Rigging the right arm7:42
17.Setting up the forearm twist via the Connection Editor3:19
18.Controlling the shoulder pads7:25
19.Manipulating the back hoses8:20
20.Utilizing Global Scale7:41
21.Adding Character and Sub-Character Sets6:45
22.Binding the character to the skeleton6:47
23.Adding influence to the chest plate and shoulder pads7:10
24.Painting weights on the hip6:41
25.Fixing the deformations of the fingers10:35
26.Adding falloff to the right arm's hose10:38
27.Modifying the weights of the back hoses8:12
28.Choosing a suitable rotation order for control objects4:44
29.Starting the run animation / posing the contact position of the run8:49
30.Animating the peak position of the run10:11
31.Cycling the run / fine-tuning the flow of the lower body13:01
32.Finalizing the legs11:40
33.Shifting the hips in the Z axis6:42
34.Keeping the upper body balanced throughout the run5:24
35.Adding follow-through to the upper body and head in the X axis7:51
36.Animating the twisting of the upper body and head during the run6:11
37.Wrapping up the upper body5:13
38.Starting on the arms10:32
39.Finishing the arms9:42
40.Animating the shoulder pads8:37
41.Adding follow-through to the back hoses, finishing the run cycle8:27
42.Upper body recoil for the point animation4:02
43.Enhancing the planted foot during the point animation3:05
44.Creating arm jiggle to show the weight of the weapon4:43
45.Creating animation clips to quickly retrieve animation data12:28
46.Other animation examples8:35
47.Bonus: Animating transitions4:42
48.Bonus: Removing attributes from Character Sets2:05

Total Run Time:


6:09:40

Monday, March 16, 2009

T0477 - TotalTraining Adobe Flex 3 Rich Internet & AIR Applications DVD 1 & 2



Running Time: 10.5 Hrs, 2 DVDs
Level: Beginner to Intermediate
Adobe® Flex™ 3 is a cross platform, open source framework for creating rich Internet applications and Adobe AIR™ applications. This in-depth training and its accompanying project work files will show you the evolution of rich internet application using Flex framework, plus how to build applications using the latest Flex Builder™ 3 tool that take the best capabilities of both the desktop and the web.

This series a must-have for any developer looking to fine-tune their skills and enter the exciting new marketplace for developers.

Highlights
Learn how to effectively architect applications that follow best practices to produce maintainable, re-useable software.
Discover how to easily connect your Flex and AIR applications to server side data sources as well as how to manage data effectively on the client following best practices.
Understand how to make the most of and extend the Flex component framework using your knowledge of the Flex class hierarchy.
Find out how to draw using ActionScript 3 and how to apply this program to customize your components using CSS.
Learn how to create native application windows, plus uncover how to access the file system in AIR applications and how to upload a file from a rich internet application.