Showing posts with label Publisher. Show all posts
Showing posts with label Publisher. Show all posts

Saturday, November 29, 2008

Digital Tutors - Introduction to ZBrush 3 (T0117)




Easily get started with ZBrush 3. Learn time-saving modeling, sculpting, and painting techniques and tools that are used throughout the Film and Games industries. Contains over 4 hours of project-based training. Great for artists learning ZBrush 3.

Popular highlights include:

* Fast Creation with Rapid Start Interface
* Overview of 2.5D and ZBrush Pixols
* Sculpting with Imported 3D Geometry
* Subtools for Multiple 3D Meshes
* Sculpting Workflow Overview
* Adding Detail with Alpha Brushes
* Creating Custom Alphas
* Precision Sculpting with Stencils
* Freeform Selections with Lasso Tool
* Topological Masking
* Reposing 3D Meshes with Transpose
* Photographic-based Materials with Matcap
* Building Meshes with ZSpheres
* Adding New Details with Mesh Extraction
* Refining Details with 3D Layers

Lesson Outline:

1. Introduction and project overview 1:46
2. Accessing and docking the various tool palettes in ZBrush 4:17
3. Understanding the "2.5D" nature of ZBrush 4:37
4. Working with ZTools and imported 3D geometry 7:42
5. Various ways of moving around 3D objects and adjusting brush properties 8:10
6. Exploring some of the various ways of subdividing your 3D geometry 10:36
7. Hiding and revealing certain parts of your 3D geometry 8:45
8. Masking geometry to protect certain areas from being sculpted 8:30
9. Applying object-wide deformations to 3D geometry 7:05
10. Looking over the various types of sculpting brushes found in ZBrush 11:47
11. Utilizing SubTools within ZBrush 3 8:15
12. Workflows for re-shaping geometry in ZBrush (Part 1) 9:04
13. Workflows for re-shaping geometry in ZBrush (Part 2) 9:04
14. Sculpting out medium-resolution detail in your 3D meshes 11:31
15. Using the brush presets found in the Rapid UI interface 5:17
16. Utilizing Alpha brushes to add detail to your 3D meshes 7:18
17. Using Photoshop to create your own custom Alpha brushes 5:38
18. Using Stencils in ZBrush to precisely control Alpha placement 8:14
19. Using the LazyMouse in ZBrush 3 to make cleaner strokes 6:29
20. Altering your brush's profile curve 7:39
21. Using the Move, Scale, and Rotate functions to reposition objects 5:53
22. Using the Mesh Extraction feature to create clothing in ZBrush 3 6:09
23. Using Transpose and Topological Masking in ZBrush 3 7:48
24. Using 3D layers in ZBrush 3 to turn deformations on or off 6:38
25. Using the Morph brush to paint away any unwanted deformations 5:38
26. Using ZSpheres to build geometry directly within ZBrush 8:20
27. Blocking in a ZSphere creature 15:27
28. Using the Projection Master to paint texture maps and deformations 12:01
29. Using Polypaint in ZBrush to paint textures directly on your 3D mesh 8:20
30. Using MatCap to create ZBrush materials based on photographs 11:21
31. Exporting displacement maps in ZBrush 5:28

Total Run Time:
4:04:47

Digital Tutors - Introduction to XSI 7 (T0116)




Learn the fundamentals of Modeling, Texturing, Lighting, Animating, Rigging, Rendering, and a production-proven workflow to ICE. Contains nearly 7 hours of project-based training and time-saving techniques to working with XSI 7. Perfect for artists new to XSI and seeking a refresher.

Popular highlights include:

* In-depth Overview of XSI Interface
* Navigation and Tools
* Customizing User Experience
* Polygon Modeling Workflows
* Extruding Faces and Edges
* Extracting Geometry
* Assigning Materials and Textures
* Material Manager
* Creating Shader Networks with Render Tree
* Texture Layer Editor
* UV Projections and Sub-projections
* Creating Custom Shelves and Toolbars
* Rotoscope Preparation
* Lights and Shadow Types
* Creating ICE Tree Networks
* Applying Dynamic Forces to ICE Particles
* Building Particle Volume Shaders for Rendering
* Deformers
* Path Animation
* Parenting Objects
* Utilizing the Render Region
* Automating Animation with Linked Parameters
* Keying Panel to Create and Manipulate Keyframes
* Understanding the Operator Stack

Lesson Outline:

1. Setting up a project in XSI 6:04
2. Camera navigation controls and Interaction Models 9:03
3. Viewport display settings in XSI 13:34
4. Using camera memos and orthographic views 11:22
5. Manipulating geometry with XSI's Transform tools 5:50
6. Using the advanced features of the Transform tools 9:58
7. Customizing Transform tools for added control 8:03
8. Adjusting the center point of an object 6:20
9. Accessing geometry components in XSI 15:20
10. Using range and loop selections 5:14
11. Various methods of applying materials in XSI 8:45
12. Utilizing the Render Region tool 7:48
13. Using layers to organize objects in your scene 5:51
14. Using the Explorer in XSI 9:24
15. Working with operators and the Operator Stack 9:55
16. UV layout in XSI 11:58
17. Creating custom shelves and toolbars 6:18
18. Setting up Rotoscopes in XSI 5:46
19. Blocking in the pilot capsule for the racer 10:00
20. Making further refinements to the pilot capsule 9:55
21. Principles of polygon smoothing in XSI 9:07
22. Creating the canopy for the pilot capsule 8:31
23. Extracting polygons to create new geometry 10:03
24. Building the rear thrusters of the capsule 11:04
25. Blocking in main engine shape 8:53
26. Adding hard edges and creases to the engine 7:17
27. Final modifications to the main engine 4:03
28. Modeling additional parts of the engine 8:49
29. Modeling the lift wing for the main engine 5:22
30. Extracting wing flaps from main lift wing 6:17
31. Using Symmetry Maps to model the rear wing 6:52
32. Merging and bridging multiple objects 9:00
33. Extruding along curves to create fuel hoses 9:01
34. Applying materials to various parts of the racer 4:11
35. Using glossy reflections and transparency 6:09
36. Applying UVs to the engine 11:16
37. Healing the UVs on the engine 9:39
38. Applying color maps and bump maps to geometry 7:36
39. Building a color-shifting paint job in the Render Tree 6:31
40. Overview of light types in XSI 8:55
41. Exploring XSI's various shadow types 7:26
42. Setting up Linked Parameters for automatic animation 8:32
43. Various methods of adding keyframes in XSI 8:12
44. Understanding the Animation Editor 4:51
45. Creating ICE particles and dynamic forces 9:24
46. Adding additional forces to ICE particles 7:51
47. Building volume shaders for rendering ICE particles 13:12
48. Rendering images from the Render Manager 10:05

Total Run Time:
6:44:56

Lynda.com - Illustrator CS3 & Flash CS3 Professional Integration (T0100)



Table of contents
Introduction
Welcome 1:00 4.1 MB

1. Getting Started
What has changed in CS3? 5:33 6.2 MB
Understanding Illustrator and Flash workflows 5:09 5.2 MB
What about SVG? 2:21 3.2 MB

2. Working with Color
Color management settings 2:41 3.9 MB
Working with web-safe colors 2:00 3.3 MB
Choosing colors with kuler 4:48 8.3 MB
Using the Color Guide 2:03 2.8 MB

3. Illustrator Essentials
Using the Appearance panel 11:05 14.1 MB
Creating and editing groups 6:16 9 MB
Using the Pen tool 5:56 5.7 MB
Creating Live Paint groups 4:39 4.9 MB
Editing Live Paint groups 5:23 6.5 MB

4. Working with Symbols
Defining symbols in Illustrator 5:55 8.4 MB
Editing symbols in Illustrator 2:32 4.2 MB
Choosing a symbol type 5:36 8.5 MB
Setting the Flash registration 4:13 7.2 MB
Using 9-slice scaling 6:54 9.6 MB
Using Illustrator's Symbolism toolset 5:34 10.1 MB

5. Working with Type
Two types of text objects in Illustrator 2:38 3.6 MB
''Defining static and input text'' 4:34 6.7 MB

6. Using Live Effects in Illustrator
Introduction to Live Effects 3:53 5.5 MB
''Shadows and blurs'' 3:35 6.2 MB
The Scribble effect 6:48 12.2 MB
The 3D Extrude effect 8:40 12.7 MB
The 3D Revolve effect 5:12 6.9 MB
3D artwork mapping 5:13 5.6 MB
Using 3D and groups 5:24 6.6 MB

7. Tracing Images
Tracing bitmap images 7:29 11.9 MB
Fine-tuning traced images 9:49 17.4 MB
Tracing images using custom colors 5:23 10.1 MB

8. Going from Illustrator to Flash
Copying and pasting elements 5:02 6.7 MB
Importing entire files 5:46 8.4 MB

9. Going from Illustrator to SWF
The importance of layers 2:52 2.9 MB
Working with blends 6:25 7.8 MB
Release to Layers 5:10 6 MB
Save For Web & Devices 7:56 10.5 MB
Export 7:36 8.7 MB
Adjusting timing 4:55 6.9 MB

10. Mobile Design with Adobe Device Central
Introduction to Adobe Device Central 5:53 6.5 MB
Creating a new mobile document in Illustrator 2:11 4.2 MB
Creating a new mobile document in Flash 2:10 2.9 MB
Testing mobile content from Illustrator 5:41 10.1 MB
Testing mobile content from Flash 1:19 1.8 MB

Saturday, November 22, 2008

Advanced Artist - CorelDraw Vector Power Training (T0074)


Advanced Artist CorelDraw Vector Power Training
Over 12 hours detailed CorelDraw Training
From the Fundamentals to the Advanced
Vector Power Training starts with the fundamentals of working with nodes and lines and then takes you all the way up to advanced vector techniques.
Suitable for Corel Users at Every Level
Since this training starts with the basics it is suitable for ALL CorelDRAW users at any level of experience.
What will this Training Do for Me?
Vector Power Training will dramatically affect your work efficiency and productivity. Once you have these techniques down, you will find yourself saving time on all kinds of vector projects in CorelDRAW. You will also be able to develop better designs with your new vector skill set.

Cartoon Smart - After Effects Arrivals Board (T0071)

Lynda.com: InDesign CS3 Beyond the Basics (T0065)


InDesign CS3 Beyond the Basics
with: David Blatner

Instructor David Blatner teaches the intricacies of creating, editing, and publishing professional layouts with InDesign CS3, from setting preferences to employing advanced typography and transparency effects. InDesign CS3 Beyond the Basics covers each step in the publishing process, and explores such topics as structuring InDesign content to use XML; setting up preferences for composition, type, and units of measure; avoiding problems with transparency, managing and producing long documents; and exporting files for print. Exercise files accompany the course.

Kelby Training - Professional Portrait Retouching Part 1 & 2


Scott Kelby
Editor and Publisher of Photoshop User magazine and Layers magazine (the how-to magazine for everything Adobe). President and co-founder of the National Association of Photoshop Professionals (NAPP) and is President of the software training, education, and publishing firm Kelby Media Group.

Learn professional techniques for making your subjects look their very best using Adobe Photoshop.

Total Training for Adobe InDesign CS3 - Essentials, Beginner to Intermediate (T0056)



Lesson 1: QUICK START TOUR OF INDESIGN CS3 35:14
1. Creating a New Document
2. Creating Guides
3. Placing Photoshop® Files
4. Placing Illustrator® Files
5. Using Transparency Effects
6. Placing & Formatting Text
7. Exporting to Adobe PDF

Lesson 2: CUSTOMIZING THE INTERFACE 18:37
1. Navigating the New Interface
2. Introducing the Control Panel
3. Customizing Keyboard Shortcuts
4. Customizing Menus

Lesson 3: ADJUSTING APPLICATION PREFERENCES 24:30
1. Adjusting Interface Preferences
2. Customizing Typography
3. Adjusting Units, Grids & Guides
4. Customizing Spell Check
5. Controlling Display Settings
6. Handling Files & Clipboards

Lesson 4: WORKING WITH DOCUMENTS 21:14
1. Creating New Documents
2. Working with Document Presets
3. Working with Templates
4. Opening Existing Documents
5. Missing Fonts & Outdated Links
6. Saving Backwards for Compatibility

Lesson 5: NAVIGATING INDESIGN DOCUMENTS 17:00
1. Navigating Pages & Layers
2. Zooming & Panning in a Document
3. Previewing a Document
4. Exploring Adobe Bridge

Lesson 6: USING GUIDES & GRIDS 16:20
1. Working with Margins & Columns
2. Setting Up Rulers
3. Working with Guides
4. Using Advanced Guide Techniques

Lesson 7: ADDING TEXT TO YOUR LAYOUTS 28:58
1. Understanding Frame Types
2. Formatting Text
3. Selecting Text
4. Placing Text Content
5. Threading Text Frames
6. Creating Text on a Path
7. Auto-Flowing Text Stories

Lesson 8: CHARACTER FORMATTING OPTIONS 21:15
1. Choosing Fonts
2. Controlling Font Size & Leading
3. Exploring Character Options
4. Adjusting Tracking & Kerning
5. Using the Eyedropper Tool

Lesson 9: PARAGRAPH FORMATTING OPTIONS 19:24
1. Controlling Alignment Options
2. Understanding Indents & Spacing
3. Controlling Hyphenation
4. Creating Drop Caps
5. Using Optical Margin Alignment

Lesson 10: FORMATTING TEXT WITH STYLES 24:54
1. Creating Paragraph Styles
2. Applying Styles
3. Understanding Next Styles
4. Clearing Style Options
5. Redefining Styles
6. Importing & Managing Styles
7. Managing Styles

Lesson 11: DESIGNING WITH TABS & TABLES 27:29
1. Formatting Text with Tabs
2. Creating, Selecting & Navigating Tables
3. Formatting Tables & Cells
4. Saving Time with Table & Cell Styles
5. Final Comments & Credits

Planet Photoshop - Photoshop video tutorials by Corey Barker (T0055)



All online Photoshop video tutorials from Planet Photoshop website published in 2007-2008.
All 45 tutorials are in flv-format.

T0237 - LearnFlash - Building Websites In Flash CS3


LearnFlash - Building Websites In Flash CS3 | Size:1.24 Gb
1- Introduction (Running Time: 1:19)
2 - Project Files (Running Time: 37 seconds)
3 - Building a Simple Website (Running Time: 15:05)
4 - Making it Work (Running Time: 13:43)
5 - Animated Transitions (Running Time: 13:53)
6 - One-Frame Websites (Running Time: 7:45)
7 - Attaching Movie Clips with ActionScript (Running Time: 14:56)
8 - ActionScript Transitions (Running Time: 10:30)
9 - Dynamic Transitions (Running Time: 19:06)
10 - Disabling Buttons (Running Time: 8:49)
11 - Simple Button Animations (Running Time: 9:01)
12 - Movie Clip Button Setup (Running Time: 12:52)
13 - Movie Clip Button Actions (Running Time: 10:47)
14 - Animating Multiple Buttons (Running Time: 7:05)
15 - ActionScript Button Animation (Running Time: 15:27)
16 - Multiple ActionScript Buttons (Running Time: 4:15)
17 - Button Instances (Running Time: 10:39)
18 - Building a Popup Menu (Running Time: 15:28)
19 - Coding the Popup Menu (Running Time: 12:56)
20 - Fixing a Glitch (Running Time: 11:01)
21 - Website Tour (Running Time: 2:44)
22 – Building the Menu (Running Time: 14:16)
23 – Animating the Menu (Running Time: 17:44)
24 – Animating the Highlight (Running Time: 8:20)
25 – Organizing Your FLA (Running Time: 4:33)
26 – Filling Out the Home Page (Running Time: 17:40)
27 – Animating the Home Page (Running Time: 15:31)
28 – Building the Products Page (Running Time: 13:43)
29 – Building Dummy Pages (Running Time: 6:11)
30 – Attaching the Home Page (Running Time: 8:12)
31 – Creating the Page Transitions (Running Time: 11:04)
32 – Building a Slideshow (Running Time: 14:23)
33 – Coding the Slideshow (Running Time: 13:52)
34 – Importing an External SWF (Running Time: 12:31)
35 – Preloading External Content (Running Time: 8:59)
36 – Adding Video (Running Time: 19:25)
37 – Laying Out the Contact Form (Running Time: 11:03)
38 – Contact Form PHP (Running Time: 15:58)
39 – Coding the Form (Running Time: 17:56)
40 – Fixing a Glitch (Running Time: 4:53)
41 – Building the Preloader (Running Time: 9:19)
42 – Coding the Preloader (Running Time: 9:06)
43 – Publishing and Customization (Running Time: 10:28)
44 – Uploading Your Website (Running Time: 3:11)
45 – Conclusion (Running Time: 1:39)

Friday, November 21, 2008

CartoonSmart.com's Three Simple Web Design courses for Flash


CartoonSmart.com's Three Simple Web Design courses for Flash

CartoonSmart.com's Three Simple Web Design courses for Flash: Learn how to create a Flash drop down menu, Layout Your Site, and Create a Gallery. These are all very simple flash tutorials that can make a big impact in your design skillset. The video tutorials in total are 4 hours long.

All lessons are best used with Flash 8 because of the heavy use of Filters, but Flash 7 users will still get a lot out of these courses. All videos are recorded in high definition Quicktime Video, so you'll never have to squint your eyes to see the screen, or worry about the video suddenly getting pixelated. And all CartoonSmart.com tutorials work the same for Mac and PC.

The Gnomon Workshop - Comic Book Layout and Pencilling with Alvin Lee (DVDRip)



In this second DVD of a series, Joe Weems shows and explains in detail the technical aspect of comic book illustration inking. Starting with the tools of the trade and examples of warm-up exercises, this instructional DVD contains a wealth of knowledge with extreme close-up shots of the artist's hand working on select portions of the image. This focus on the work allows the viewer to gain a better understanding and appreciation of how the ink line is applied and constructed. Joe will present examples of free-hand inking and utilizing stencils while discussing influences and personal insight from a career that spans more then sixteen years. This DVD is designed for all aspiring inkers, fans and seasoned professionals with an interest in learning more about the creation and execution of a comic book page.

2 1/2 hours of lecture.

Autodesk® 3ds Max® Techniques | Rethinking the Visual Pipeline for Next-Gen Games


The first will introduce you to a modeling technique that should dramatically speed up the creation of detailed models that can then be used to generate normal maps for their in-game assets
The second focuses on the use of sophisticated in-game shaders to dramatically increase the visual quality and variety of the game world
* Authored by Alex Amancio, Art Director at Ubisoft
System Requirements
* Autodesk 3ds Max 8 or later
* Monitor resolution 1024 x 768 or higher
* Microsoft® Internet Explorer 6 or later
* Apple® QuickTime® Player 7 or later
* 3ds Max System Requirements

Learning Objectives
* Speeding Up High Detail Modeling
* Using High Definition Matter Shaders
* Using Next-Gen Character Shaders
* Using Custom Shaders

Product Details
Skill Level: Intermediate
Format: e-DVD [approx. 50 minutes]
Date Published: February 2007

Includes
* Instructor notes and Support files
* Sample Movie

Gnomon 3DMax Collection

01 - Global Illumination: Exteriors (T-0001)

In this lecture on the subject of Global Illumination lighting techniques, Christopher Nichols discusses the subject of exterior lighting. This DVD covers a general introduction to the principles of Global Illumination, which are essential to the understanding of this specialized form of lighting. While the series primarily uses V-Ray as the render engine in a 3ds Max environment, those using other GI renderers will also benefit from the conceptual techniques described. From the general concepts of reflected specular and diffuse light, to sky lights and image based lighting with HDRIs, Christopher shows how to light scenes using real world lighting in a fully reflective environment. He also demonstrates how to tackle the issues of animation by finding the most optimal way to bake lighting for exterior sets. This series is geared toward the CG artist that already has an intermediate understanding of direct lighting and is making the transition to GI lighting.Over 3 hours of lecture.

02 - Global Illumination: Interiors (T-0002)
Continuing from his first DVD, Global Illumination: Exteriors, Christopher Nichols explains how interior global illumination differs from exterior GI. Christopher focuses on the concept of digital sets and explores issues of interior lighting for GI, including the variety of light sources that can be used, as well as how space plays an important role in lighting. Christopher demonstrates the differences between regular light sources, environment light, IES lighting, area lights, and even how geometry and shaders can affect the lighting of a scene. Additionally, since bouncing light plays an important role in interior GI, this lecture looks at some special techniques such as using V-Ray’s photon mapping and light cache. Christopher also explores the idea of baking lighting into textures, which is a useful technique for some situations. With Global Illumination: Interiors, you will see the rendering of an interior space in a whole new light. Over 3 hours of lecture.

03 - Environment Creation for Production (T-0003)
In this DVD, Tim takes you through the entire process of creating an environment with 3ds Max starting with the analysis of reference photographs and determining real world object dimensions, all the way through the 3D modeling and texturing pipeline. Tim will teach you how to spot the visual cues that will allow you to quickly and accurately determine dimensions from set photographs. You will also learn how to build quick layout files for modeling and animation and how to model and texture an entire environment from photographic reference. Many artistic and technical challenges are addressed such as understanding perspective, modeling architecture, tile roofs, stone pathways as well as decay and general destruction. Over 2 1/2 hours of lecture.

04 - Environment Lighting for Production (T-0004)
In this DVD, after setting up various production lighting rigs, Tim discusses the pros and cons of each solution. You will learn when to use one type of rig over another based on the goals of the project, as well as how to deal with the challenges that different scene elements create for your lighting setups. Tim will also show you how to render passes out of 3ds Max, composite them using Digital Fusion and set up your lighting in real-time using floating point image formats. Finally, you will learn how to set up a scene for multiple lighting scenarios including day, sunset and night shots. Over 2 1/2 hours of lecture.

05 - Character Modeling for Production (T-0005)
In this DVD, Ian shows you the tools and techniques he uses to quickly create a full character model in 3ds Max, leading you through the basic character production pipeline used at Blur Studio. He takes you through the process of building clean geometry using Max's built-in toolset as well as using the PolyBoost plugin. Ian shows how to easily enhance objects with ZBrush, and how to quickly find the form and detail of your character. From there he demonstrates how to bring the geometry back into Max to make it animation friendly by retopologizing. After the model is finished, Ian covers how to set up hair using Hair FX as well as how to set up lights, cameras and a simple rig using Biped to pose and render the character. Finally, using Adobe Photoshop®, Ian discusses how to present the character in a professional manner. This DVD is intended for artists with a basic under- standing of polygon modeling in Max, but is useful to anyone regardless of skill level or software. In this DVD Ian uses: Max, PolyBoost, ZBrush, BodyPaint and Photoshop®. Over 7 1/2 hours of Lecture

06 - Character Texturing for Production (T-0006)
In this DVD, Ian textures and completes the game cinematic character he modeled in Character Modeling for Production. In this lecture, he shows different techniques to UV map objects of various complexities quickly and efficiently using 3ds Max's UV tools and DeepUV. Ian covers both hand-painted and image-based methods to create textures for the character. From there he uses various ZBrush plugins to both block-in and finalize textures and he uses BodyPaint to fix seams and to begin new textures. Ian demonstrates a variety of other techniques incorporated in the Max>ZBrush>BodyPaint pipeline and shows you how to enhance the hair created in his first DVD, and take it to a more finalized level. Finally, Ian shows how you can reuse your rigs from character to character using Biped, and how to use Adobe Photoshop® to add an extra level of professionalism to your final models before submitting them to a client. In this DVD Ian uses: Max, DeepUV, PolyBoost, ZBrush, ZappLink, Zmapper, BodyPaint and Photoshop® Over 4 1/2 hours of Lecture.

07 - Creature Modeling for Production (T-0007)
In this DVD, Laurent reveals his process for creating a high resolution creature, designed by Carlos Huante, for the video-game cinematic production pipeline. The pipeline presents many challenges such as working with short deadlines, achieving a clean topology and being able to interpret a 3\4 view concept into a complex and detailed 3D model. This DVD will cover the creature modeling from low-poly modeling to high-poly detailing using 3ds Max and ZBrush. Topics include Max's basic polygon tools, creating the base volumes and proportions, cleaning up topology, reshaping in ZBrush, and lighting and rendering a sample still with Brazil for presentation to clients and supervisors.3 hours of lecture.

08 - Creature Detailing for Production (T-0008)
In this DVD, Laurent shares his techniques for detailing and refining the model he started in Creature Modeling for Production. Using 3ds Max, Deep UV and ZBrush, Laurent demonstrates the pipeline he uses every day at Blur Studio to add final details to a high-poly model based on a Carlos Huante design. He discusses how to achieve clean UVs with Deep UV, and how he adjusts volume proportions in ZBrush. He also shows how to create alpha maps in Photoshop® and use them in ZBrush to easily add surface details such as veins, bumps and other skin textures. Finally, Laurent shows how to export normal maps from ZBrush using the ZMapper plug-in and how to use the normal maps and cavity maps in Max for a sample render with Brazil. 2 1/2 hours of lecture.

09 - Character Texturing and Rendering for Production(T-0009)
In this DVD, Laurent reveals his techniques for creating the textures and shaders for the final stage of the creature modeling and texturing pipeline. Laurent shows how to create texture maps from scratch using a small library of different concrete and plaster textures. Using BodyPaint, he takes the cavity map from ZBrush and uses it as a guide to create the other maps for the creature. Laurent demonstrates how he experiments with one area of the body and then brings it to a near final stage before duplicating the maps and shaders for the rest of the creature using Photoshop® and Max. He then shows how to use BodyPaint to paint over the seams and finalize the textures. Finally, Laurent renders out separate passes and composites them together in Digital Fusion, discussing how this process allows better control of the final image and enables him to test the shaders for scene assembly and lighting.About 2 1/2 hours of lecture.

10 - Matte Painting Production Techniques (T-0010)
In this DVD, Chris Stoski demonstrates his techniques for creating a complex matte painting. He illustrates how a matte artist utilizes 3D modeling, texturing, lighting, photographic reference materials and digital painting to complete a beautiful and efficient matte painting. Throughout the lecture he describes his techniques and relates his experiences designing shots for feature films and executing them as final matte paintings. From painting and image manipulation in Adobe Photoshop® to 3D particle-system waterfalls and animated vegetation blowing in the wind, this DVD offers a complete spectrum of knowledge for the beginner to intermediate matte painter. Over 4 1/2 hours of lecture.

11 - 3D Matte Painting and Camera Mapping (T-0011)
In this second DVD in a series, Chris Stoski illustrates the creation of several 3D matte paintings. In the visual effects industry, directors are always asking for moving cameras in matte paintings and Chris shows how this is achieved. He creates two different environments and discusses how a matte painter creates camera movement in these key scenarios. In addition to Adobe Photoshop®, Chris uses Autodesk 3ds Max, but the techniques can be implemented with other popular 3D software as well. From forward-moving dolly shots to lateral helicopter aerials, Chris covers the essentials of 3D and 2.5D matte painting for matte artists of all skill levels. Over 2 1/2 hours of Lecture.

12 - Set Extension and Lighting Effects (T-0012)
In today’s feature film industry, productions are in constant need of digital set extensions. On this third DVD in a series, Chris Stoski shows how digital set extensions are achieved. The lecture uses two examples to demonstrate matching simple and complex lighting in the plate photography, dealing with difficult lighting changes, matching the camera angle of the plate with 3D software, and adding camera movement in a compositing environment. The lecture results in the creation of two beautiful moving shots. In addition to Adobe Photoshop®, Chris uses Autodesk 3ds Max and Apple Shake to create these examples, but the techniques can be implemented with other popular 3D and compositing software as well. This DVD is designed for all skill levels. 3 hours of lecture.

13 - Fluid Simulation with Glu3D (T-0013)
In this DVD, Cetin Tuker demonstrates the basic parameters of Glu3D in 3ds Max including the Glu3D main node, particle source, object manager and per object parameters. Cetin also walks you through a production quality fluid simulation animation project, starting from the storyboards. Modeling the objects in Max, scene setup and animation alternatives using the PWrapper function of Glu3D with the particle flow of Max, filling closed volumes with Glu3D particles and designing a fluid explosion are all thoroughly discussed. By watching this DVD you will see the entire production process for a fluid based commercial project.2 hours of lecture.

14 - Multi-Pass Compositing 3ds Max (Video files only) (T-0014)
In this lecture, Tim breaks down the process of rendering passes out of 3ds Max and demonstrates how to composite them together in Digital Fusion. Learn how to generate many different types of passes and how they are used in production. Identify and correct commonly occurring issues, from incorrect matte edges to bit depth and color correction. Acquire an understanding of what happens under the hood inside your 3D software and how to mimic that behavior while compositing to produce the highest quality renders. Tim demonstrates his techniques using Scanline, V-Ray and Brazil. 260 Minutes of Lecture