Showing posts with label Tutorial. Show all posts
Showing posts with label Tutorial. Show all posts

Sunday, December 14, 2008

Digital Tutors - Maya Render Passes (T0147)




Learn a production workflow to the completely updated Render Pass feature set in Maya 2009. Gain precise control over render outputs and learn time-saving techniques to optimizing the interoperability with Maya and compositing applications such as Toxik. Contains 2 hours of project-based training.

Popular highlights include:

* Overview of Render Layers
* Render Layer Overrides
* Material Overrides
* Overview of Frame Buffers
* Creating Render Passes
* Associating Passes with Render Layers
* Creating Pass Sets to Organize Render Passes
* Building Contribution Maps
* Object-centric Contribution Maps
* Light-centric Contribution Maps
* Rendering Multi-channel EXR Files
* Organizing Rendered Passes with Render Tokens
* Creating Custom Frame Buffers
* Altering Materials' Frame Buffer Contributions
* Using SSS Materials with Passes
* Utilizing Render Layers and Render Passes Together
* Exporting Compositing Data to Toxik

Lesson Outline:

1. Introduction and Project Overview 1:30
2. Render Setting changes in Maya 2009 4:50
3. Overview of Render Layers 7:34
4. Overview of Render Passes 9:43
5. Creating and associating render passes 9:28
6. Using render tokens to organize rendered passes 7:30
7. Creating and using Contribution Maps 8:59
8. Building light-centric Contribution Maps 6:24
9. Advanced render pass attributes 11:30
10. Using render passes with mental ray materials 6:47
11. Capturing photon data with render passes 6:51
12. Rendering a multi-channel EXR file from Maya 4:15
13. Adjusting a material's frame buffer contribution 6:59
14. Creating custom frame buffers 8:10
15. Using older mental ray materials with render passes 6:59
16. Using SSS shaders together with render passes 5:17
17. Export Pre-Compositing data from Maya to Toxik 10:15

Total Run Time:
2:03:01

Sunday, December 7, 2008

Gnomon Workshop : Gnomon Making of the Worms DVD 1 s.d 4 (T0146)



DVD OVERVIEW
In this four-disc set, Sil van der Woerd reveals the entire production process of making Worms, a music video in which Sil integrated live action footage with complex digital sets and characters to create imaginative worlds.

The first disc in this set gives a general overview of the entire production pipeline. The following three discs feature breakdowns of different scenes which are fully analyzed and discussed from sketch to the final composition.

Sil covers many technical subjects including motion tracking in Boujou, compositing, rotoscoping and keying in After Effects, previsualization, modeling, texturing, digital sets, animation and dynamics in Maya.

The combination of behind-the-scenes material, practical tricks and technical tutorials make this set an enjoyable way to learn and absorb valuable knowledge.

This set hopes to inspire everyone who dreams of starting their own production and aims to help turn your independent project into a professional production.

DVD 01

1. Getting Started
2. Overview
3. Concept and Storyboarding
4. Planning and Basic 3D Design
5. Preparing for the Shoot
6. Production
7. Actual Shoot
8. Offline Edit
9. Motion Tracking with Boujou
10. Compositing w/ After Effects
11. Final Worms Music Video

DVD 02

1. Analyzing
2. Modeling
3. Lighting and Textures
4. Importing Boujou Data
5. Rendering
6. Setup for Compositing
7. Rotoscoping
8. Layers and Effects
9. Special Cases
10. Elevator Scene
11. Hall Scene
12. Final Worms Music Video

DVD 03

1. Speaker Scene: Intro
2. Speaker Scene: Maya
3. Speaker Scene: After Effects
4. Close-ups
5. Plastic Dress: Intro
6. Plastic Dress: Maya
7. Plastic Dress: After Effects
8. Breakdancer Scene
9. Cable Scene
10. Final Worms Music Video

DVD 04

1. Underwater Basics
2. Modeling Fish
3. Fish Animation and After Effects
4. Modeling Jellyfish
5. Jellyfish Animation and After Effects
6. Crowd Scene
7. Final Worms Music Video

Saturday, November 29, 2008

T0145 - Digital Tutors - Introduction To Animation In 3dsMax




Learn the fundamentals of animation and achieve greater results using a time-saving workflow to effectively using and learning the animation tools available in 3ds Max. Contains over 3 hours of project-based training for artists new to animation.

Popular highlights include:

* Overview of Animation Tools in Max
* Manipulating Animation with Curve Editor
* Methods for Fine-tuning Animation
* Ghosting Animation
* Animating with Expressions
* Wiring Parameters
* Real-time Previewing
* Cloning Key-frames
* Exploring Dope Sheet
* Path Animation
* Layering Animation
* Seamlessly Cycling Animation
* Saving and Loading Animation
* Trackbar Menu
* Understanding Trajectories
* Motion Mixer Overview
* Creating Track Sets
* Filtering F-curves
* Scaling Keys in Time and Value
* Breaking Continuity of Tangents for Weight
* Animating with Link Constraint
* Setting Default In and Out Tangents
* Understanding the Time Configuration Dialog

Lesson Outline:

1. Introduction 11:23
2. Overview of Max's Time Controls 12:34
3. Understanding Max's Time Configuration dialog 7:46
4. Basic ways to set and remove keyframes in Max 5:53
5. Moving, Scaling, and Cloning keys on the Trackbar 7:13
6. Adding animation offsets using list controllers 5:14
7. Working with Time Tags 7:15
8. Exploring the Dope Sheet 3:37
9. Working with Max’s Curve Editor 3:19
10. Examining Max’s F-curve tangent types via the Curve Editor 4:46
11. Cloning keys and F-curves in the Curve Editor 8:40
12. Manipulating tangent handles 5:33
13. Modifying tangent handles for moving holds in animation 9:28
14. Breaking the continuity of tangents for weight and impact 10:20
15. The menus of the Track View 7:34
16. Using the Euler Filter to correct gimbal flipping issues 8:50
17. Ghosting animation and viewing Key Brackets 9:43
18. Working with the Parameter Curve Out of Range dialog 9:26
19. Animating seamless cycles - setting keyframes 5:37
20. Animating seamless cycles - tweaking F-curves 9:06
21. Creating Out of Range keys 8:29
22. Working with the Motion Mixer 9:13
23. Blending animation clips 7:07
24. Layering animation 6:30
25. Animating along a path 5:43
26. Utilizing trajectories 12:05
27. Working with the Link Constraint 4:31
28. Automating animation with expressions 6:43
29. Animating with Wired parameters 5:47
30. Mapping animation 2:46
31. Collapsing animation from the Track View-Curve Editor 10:08
32. Outputting animation for a real-time preview 10:05
33. Render settings to be mindful of 7:00

Total Run Time:
3:05:04

Digital Tutors - ZSphere Modeling in ZBrush (T0144)




Learn a time-saving workflow to modeling with ZSpheres and building complex organic models using production-applicable tools and techniques. Contains over 4 hours of project-based training for artists modeling with ZBrush.

Popular highlights include:

* Creating ZSphere Cages
* Adding ZSpheres Symmetrically
* Transforming ZSpheres
* Creating Insets with ZSpheres
* Using ZSphere Magnets
* Converting ZSpheres to Geometry using Adaptive Skins
* Sculpting Detail into Meshes
* Sculpting Fine Detail with Alphas and Strokes
* Selecting Geometry using Polygroups
* Deleting Geometry
* Re-drawing Topology
* Using a Mesh to Starting New Topology
* Projecting Existing Detail onto New Topology
* Creating Fitted Accessories with Topology Tools
* Creating Accessories with ZSpheres
* Extracting Geometry from Existing Meshes
* Appending Subtools
* Using Subtool Master to Manipulate Subtools
* Creating Geometry using ZBrush Primitives
* Using Masks Creatively with Primitives
* Using Deformers
* Converting Primitives to Polygon Meshes
* Posing with Transpose and Transpose Master

Lesson Outline:

1. Adding and manipulating ZSpheres 11:14
2. Creating Adaptive Skins 7:39
3. Drawing out the body of the insect 7:15
4. Adding the legs using symmetry 9:56
5. Using magnets to shape the Adaptive Skin 5:09
6. Sculpting the insect's body 13:10
7. Sculpting the insect's head 9:28
8. Sculpting the insect's legs 8:58
9. Creating an initial topology mesh 5:17
10. Setting up the topology session and working on the abdomen 12:50
11. Finishing the topology on the abdomen 11:46
12. Drawing out new topology on the thorax 10:53
13. Restoring symmetry on the topology mesh 3:31
14. Starting new topology on the head 12:23
15. Finishing the head topology 11:25
16. Projecting sculpted detail onto the Adaptive Skin 3:38
17. Refining the sculpt 11:56
18. Sculpting finer details 11:03
19. Adding eyes as subtools 9:21
20. Building the mandibles with ZSpheres 13:24
21. Modeling a saddle using topology 10:04
22. Sculpting the saddle 11:14
23. Extracting straps for the saddles 5:24
24. Building the reins with ZSpheres 9:30
25. Modeling the stirrups with primitives 8:42
26. Creating cargo using masks and deformers 8:04
27. Modifying primitives to create cargo 9:09
28. Adding a stinger using primitives 5:31
29. Posing the insect using Transpose Master 8:28

Total Run Time:
4:26:24

Digital Tutors - Using Syflex in Maya (T0143)




Easily learn SyFlex and begin creating various realistic simulations. Contains over 4 hours of project-driven training. Perfect for beginner to intermediate artists.

Popular highlights include:

* Clothing Techniques for Animated Characters
* SyCloth, SyHair, SySkin, SyFlesh
* Forces: Gravity, Damp, Air, Wind, Turbulence, Volume, Magnet, Sew
* Constraints: Nail, Pin, Mimic
* Wrinkle Maps
* Hair Maps
* Attenuation Maps
* Rigging SyFlex for Secondary Animation
* Initial States and Caching
* Collisions
* Live Mode
* Visualization Attributes
* Maya Artisan
* Troubleshooting Simulations
* Efficient Workflow Using EZFlex

Lesson Outline:

1. Introduction and project overview 0:55
2. SyFlex Quickstart - Creating Cloth 5:12
3. SyFlex Quickstart – Creating Constraints 3:00
4. SyFlex Quickstart – Understanding Scale and Dimensions 10:50
5. SyFlex Quickstart – Setting up and Fine-tuning Collisions 7:47
6. Setting up Simulations for Multiple Cloth Objects 11:35
7. Differences and Visualization Attributes for Skin 9:09
8. Layer Relationships of Skin 5:48
9. Building a Pulley System with SyFlex Hair 9:13
10. Threading a Curve with the Pin Constraint 5:18
11. Understanding SyFlex Flesh 6:24
12. Colliding Two SyFlexed Objects 10:44
13. Using Sew Force to rip apart Cloth 10:11
14. Tweaking Simulations with Live Mode 5:50
15. Snagging Curtains with a Magnet Force 8:56
16. Inflating Surfaces with Volume Forces 3:39
17. EZFlex Installation and Scene Preparation for the Flying Skwirl 6:12
18. Building Cleaner Geometry for Faster SyFlexing 6:52
19. Animating the Wings with SyFlex 10:25
20. Techniques for Shirt Simulations 6:26
21. Dancing Girl's Sundress – Troubleshooting and Fixing Cloth Issues 5:06
22. Fitting the Dress 13:05
23. Removing Interpenetrations via the Cache 7:36
24. Building a Head of Hair with SyHair 5:43
25. Tweaking SyHair with Hair Maps 8:12
26. Secondary Animation with SyFlesh 12:34
27. Using SySkin for Layered Hair 12:05
28. Attenuation and the Relationship Editor 15:25
29. SyFlexing Non-Scaled Characters 7:12
30. Morphing a Bottle to Cloth with the Mimic Constraint 9:58

Total Run Time:
4:08:44

Digital Tutors - Urban Environment Creation in Maya (T0142)




Learn a production workflow to creating urban environments and time-saving modeling, texturing, and UV mapping techniques that can be used for Film, Games, and Architectural Visualizations. Contains over 6 hours of project-based training. Great for intermediate artists.

Popular highlights include:

* Hard Surface Modeling Techniques
* Modeling with Texture
* Modeling to a Camera
* Strategically Adding Detail
* Simulating Aging and Decay
* UV Layout Techniques
* Using UV Snapshots
* Integrating Maya and Photoshop
* Generating Displacement Maps
* Texture Painting with Photoshop
* Layering Textures
* Tiling Textures
* Generating Procedural Maps
* Adding Architectural Elements
* Creating Interior Illusions with Textures
* Connecting Maya Texture Nodes
* Complex Scene Management
* Scene Optimization for Rendering

Lesson Outline:

1. Introduction and project overview 1:08
2. Overview of project techniques 3:07
3. Overview of tools that will be used in this project 3:23
4. Blocking in the set with simple shapes 6:40
5. Building the alley surface, curb and ground 5:48
6. Detailing the alley surface 10:31
7. Adding architectural detail to a foreground building 10:36
8. Modeling the doorway and door 13:52
9. Building the doorknob 11:36
10. Building a large window 9:20
11. Modeling the quoins (corner blocks) 10:00
12. Using Duplicate to build an iron railing 13:43
13. Adding a phone pole, utility box and wire 13:01
14. Building some foreground pipes 7:20
15. Combining building “c” and adding an arch 11:06
16. Beveling the corner and cutting out the windows 4:44
17. Adding structure to the windows 14:09
18. Putting shutters on the arch's window 5:57
19. Modeling damage into the arch 5:49
20. Adding corner blocks to the bottom of the arch 6:17
21. Building barrel tiles for the roof of the arch 8:16
22. Adding steps and creating more "wear and tear" 5:57
23. Adding architectural details to building "b" 6:13
24. Adding a door and doorknob 8:43
25. Building boxes to simulate interiors 5:39
26. Adding ladders and cans to the alley 8:49
27. Finishing the alley by adding debris, an antennae and building “d” 8:54
28. Laying out UVs for alley surface 10:47
29. Breaking apart UVs for building “a” 15:05
30. Transferring UVs between multiple objects 5:47
31. Using Automap and Unfold to layout UVs for the window frame 7:06
32. Laying out UVs for building “c” 10:10
33. Laying out and transferring UVs on roof tiles 9:23
34. Explanation of texture map location and methodology 3:02
35. Applying a procedural wood texture to the door and window frames 6:28
36. Applying a file texture to the door 3:49
37. Applying procedural textures to other attributes 3:37
38. Mapping color and bump attributes 5:31
39. Using tiling to map main alley 3:35
40. Adding dirt with a layered texture 6:38
41. Using UV Snapshot and Photoshop to paint texture 9:20
42. Adding graffiti to the wall by using a layered 2d projection 11:27
43. Baking out texture and UV information on the arch 5:32
44. Using Photoshop to paint detail onto the arch 13:16
45. Applying a displacement map onto the roof tiles 4:02
46. Creating the illusion of an interior with texture 3:53
47. Adding background elements - building “d” and sky image 4:37
48. Conclusion 1:18

Total Run Time:
6:05:01

Digital Tutors - Ultimate Fluids (T0141)




Learn how to create advanced fluid effects in Maya resulting in extraordinary realism with 3.5 hours of interactive training. Great for intermediate and advanced users.

Popular highlights include:

* Realistic Fire and Smoke Effects
* Navier-Stokes Fluid Solvers
* Spring Mesh Fluid Solvers
* Interacting Fluids with Particles
* Fluid Container Properties
* Expression-controlled Fluids
* Advanced Heat Dynamics
* Combustible Fluids
* Soft Surface Simulations
* Realistic Liquid Simulations
* Converting Fluids to Polygons

Lesson Outline:

1. Introduction and project overview 1:43
2. Fluid / Field Interaction 9:12
3. Fine-Tuning Container Properties 6:43
4. Fluid / Particle Interaction (part 1) 7:03
5. Fluid / Particle Interaction (part 2) 8:26
6. Fluid / Particle Interaction (part 3) 10:23
7. Fluid / Particle Interaction (part 4) 11:08
8. Advanced Fluids Attributes (part 1) 8:48
9. Advanced Fluids Attributes (part 2) 17:30
10. Advanced Heat Dynamics 11:22
11. Fluid Container Interaction (part 1) 9:38
12. Fluid Container Interaction (part 2) 12:35
13. Fluid Container Interaction (part 3) 12:06
14. Realistic Paddleboat (part 1) 8:04
15. Realistic Paddleboat (part 2) 10:19
16. Realistic Paddleboat (part 3) 14:44
17. Realistic Paddleboat (part 4) 14:19
18. Simulating Soft Surfaces 11:56
19. Unusual Uses for Fluids 13:27
20. Realistic Liquid Simulation 17:08
21. Converting Fluids to Polygons 10:32

Total Run Time:
3:47:00

Digital Tutors - Texturing with ZBrush 3 (T0140)




Learn a production-tested approach to texture painting and generating normal and displacement maps with ZBrush 3.1. Contains nearly 4 hours of time-saving texturing and sculpting techniques that are are widely being used throughout Film and Games. Perfect for new and intermediate artists using ZBrush.

Popular highlights include:

* Importing Geometry into ZBrush
* Working with Morph Targets
* Image-based Texture Painting
* Hand-painting Texture Maps
* Sculpting on Multiple Subdivision Levels
* Controlling Stroke Attributes
* Creating Custom Alpha Brushes
* Utilizing Layers to Localize Detail
* Using Stencils for Sculpting Details
* Tuning Alpha Brushes
* Simulating Effects of Weight & Gravity
* Polypainting Techniques
* Painting with Depth and Color Simultaneously
* Painting Detail Cavity Masking
* Using ZMapper and Displacement Exporter
* Generating Normal and Displacement Maps
* Using Normal and Displacement Maps in Primary 3D App

Lesson Outline:

1. Introduction and project overview 2:04
2. Setting options in ZBrush before importing geometry 5:56
3. Defining large wrinkles on the rhino 11:12
4. Sculpting a base skin texture 10:06
5. Creating custom ZBrush Alphas in Photoshop 5:39
6. Using Stencils and 3D layers to sculpt detail 8:07
7. Using hand-sculpting techniques to emphasize wrinkles 10:05
8. Using the Projection Master to create additional wrinkles 9:51
9. Accentuating the wrinkles for the mouth and ears 12:03
10. Adding high-frequency details to the facial area 8:38
11. Sculpting detailed wrinkles into the rhino’s body 14:35
12. Layering additional wrinkles over the rhino’s body 9:01
13. Sculpting imperfections into the rhino’s horn 11:08
14. Overview of polypainting in ZBrush 3 8:20
15. Painting color onto the mouth, eyes and ears 7:00
16. Adding color and texture to the rest of the body 14:06
17. Building the textures for the rhino’s horns 15:47
18. Utilizing Cavity Masks to paint skin wrinkles onto the textures 7:36
19. Converting and exporting polypaint as a 2D texture 6:31
20. Generating normal maps and displacement maps 14:47
21. Mapping images as textures in ZBrush 7:28
22. Setting up displacement maps in Maya 13:40
23. Setting up displacement maps in XSI 9:57

Total Run Time:
3:45:02

Digital Tutors - Texturing Next-Gen Characters in ZBrush (T0139)




Learn a production workflow and time-saving methods for creating game-ready textured characters, texture painting techniques, and adding character enhancements for appeal. Contains over 4 hours of project-based training for artists learning the creative processes of texturing characters for next-generation games.

Popular highlights include:

* Setting up base materials in ZBrush
* Filling Subtools with Color
* Painting Illuminated Panels
* Painting with Symmetry
* Isolating Portions of Subtools
* Working with Polygroups
* Cavity Masks to Emphasize Detail
* Painting Wear into Armor
* Adding Color Variation
* Layering Color and Detail for Skin
* Blending Textural Detail with Alphas
* PolyPainting Techniques
* Photoshop Integration with ZApplink
* Cloning Photographic Detail
* Painting Scarring and Decay
* Converting PolyPaint Colors to Texture Maps
* Painting with Projection Master
* Using Cavity Maps as Texture Guides
* Editing Textures in Photoshop
* Assembling Textures in Photoshop
* Painting Specular Maps in ZBrush

Lesson Outline:

1. Project overview and workflow discussion 6:11
2. Using paint-overs to work out color schemes 6:34
3. Setting up materials in ZBrush 5:33
4. Applying base colors to subtools 9:56
5. Adding underlying color and texture to the flesh 12:30
6. Adding spot detail with alphas 14:10
7. Attaching the head and neck 13:01
8. Blending skin detail together 12:41
9. Finishing the skin 7:38
10. Painting the scarring on the arm and abs 12:03
11. Painting the leg base 8:02
12. Painting the raised armor panels 8:29
13. Using cavity masking to emphasize detail 6:22
14. Painting recessed areas 10:13
15. Painting the tubes 9:48
16. Painting the gun 13:22
17. Adding wear and tear to the armor pieces 9:47
18. Adding blast marks and damage to the armor 7:42
19. Painting illuminated panels into the armor 9:46
20. Using the ZProject brush to clone detail from photographs 7:15
21. Converting poly-paint colors to texture maps 7:35
22. Using Projection Master to paint detail 5:21
23. Using ZApplink to connect to Photoshop 11:27
24. Painting textures in Photoshop 9:13
25. Assembling and saving out textures in Photoshop 5:07
26. Rendering textures and normal maps in mental ray 5:29
27. Painting a specular map in ZBrush 13:11
28. Bonus Lesson: Using cavity maps as painting guides in Photoshop 5:28

Total Run Time:
4:13:54

Digital Tutors - Set Dressing and Design in Maya CD 1 &2 (T0138)




Learn a production workflow to layout, set dressing, and time-saving techniques for modeling, texturing, and scene development. Contains over 3 hours of project-based training and guides artists step-by-step through a proven approach to story-telling with set dressing, designing with art direction, and processes of building natural sets and environments as seen in animated feature films.

Popular highlights include:

* Using References in Set Design
* Creating a Natural Layout
* Story-telling Through Layout
* Working with Art Direction
* Creating Foliage with Paint Effects
* Placing Models with geometryPaint
* Displacing Geometry with Height Maps
* Working with Issues of Scale
* Rigging Props
* Animating Props
* Modeling Natural Objects and Props
* Adding Procedural Texture
* Adding mental ray Shaders
* Painting Placement/Texture Guides
* Importing Artwork
* Scene Management

Lesson Outline:

1. Introduction and project overview; importing artwork of the island 5:12
2. Blocking in the island and coastline 8:52
3. Adding an ocean plane 12:53
4. Adding mid ground and back ground hills 6:59
5. Sculpting the beach with Artisan 11:11
6. Painting a layout guide onto the island 8:45
7. Building a palm tree 11:49
8. Working on the palm leaves 14:42
9. Finishing the palm tree model 6:32
10. Rigging the tree for interactive deformation 7:50
11. Arranging the trees on the beach 10:49
12. Building rocks 10:11
13. Adding texture procedurally 5:41
14. Placing rocks using geometryPaint 5:45
15. Building a vine with a bend deformer 7:48
16. Placing vines 5:10
17. Creating a natural layout with plants and bushes 8:07
18. Adding grass to transition areas, breaking up lines 7:18
19. Placing the hut and modifying terrain 5:37
20. Creating a sense of scale 5:06
21. Adding props to create a story 12:05
22. Painting the beach texture 10:06
23. Finishing the beach texture 7:42
24. Adding foliage to the mid ground hill with Paint Effects 9:26
25. Displacing the background hill with a height map 4:35
26. Adding a sky 3:13
27. Adding the ocean shader and environment fog; conclusion 7:47

Total Run Time:
3:41:11

Digital Tutors - Sculpting Caricatures in ZBrush 3 (T0137)




Learn an artist-friendly workflow to sculpting caricatures and an array of practical techniques for exaggerating key characteristics, working with art direction, and capturing believable likenesses of your subjects in ZBrush. Provides over 6 hours of project-driven training for artists using ZBrush for sculpting and illustration.

Popular highlights include:

* Exaggerating Key Features
* Working with Subtool Master
* Posing Models with Transpose Master
* Merging Subtools
* Creating Clothing using Topology
* Redrawing Facial Topology
* Blocking Out Geometry with ZSpheres
* Creating Adaptive Skins
* Projecting Detail into Adaptive Skins
* Extracting Geometry to Create Accessories
* Creating Layered Compositions
* Painting with Depth
* Painting over Composition
* Sculpting Facial Features
* Changing ZSphere Resolution
* Working from Reference Art
* Building Teeth and Eyes from Primitives
* Appending Subtools
* Painting Hair
* Baking and Merging Layers

Lesson Outline:

1. Exploring caricatures 4:18
2. Building the body with ZSpheres 13:18
3. Adding the hands 11:37
4. Creating an adaptive skin 5:27
5. Shaping the basic forms of the head and body 11:03
6. Sculpting facial features 12:38
7. Refining the facial features 10:37
8. Finishing the facial features 13:20
9. Sculpting the hands 11:27
10. Sculpting detail on the body 12:25
11. Preparing a topology mesh 4:30
12. Setting up a topology session 4:09
13. Redrawing the facial topology 11:20
14. Refining the facial topology 10:55
15. Finishing the facial topology 10:49
16. Projecting sculpted detail into a new mesh 5:53
17. Refining detail on the face 13:23
18. Finishing the facial details 16:17
19. Drawing out the dress using topology 7:30
20. Finishing the dress and adding it as a SubTool 7:26
21. Building the teeth with primitives 9:02
22. Building the eyes with primitives 6:32
23. Adding teeth and eyes as SubTools 9:28
24. Building the shoes using Extract 17:59
25. Adding eyebrows and eyelashes 9:30
26. Creating a rough pose using Transpose Master 17:15
27. Cleaning up and extending the pose 9:54
28. Creating base hair geometry 16:23
29. Adding a material to the skin 4:50
30. Painting detail into the skin 9:26
31. Adding a satin material to the dress 3:27
32. Texturing the eyes 8:06
33. Adding materials to the teeth, shoes and hair 3:20
34. Making last minute sculpting changes 11:14
35. Finishing the character sculpt 12:55
36. Setting up a document for the final image 6:14
37. Changing the lighting and painting the layers 6:58
38. Merging layers and baking depth information 2:21
39. Painting the hair in 2D 6:58
40. Adding final 2D touches 5:07

Total Run Time:
6:15:20

Digital Tutors - Rendering with Maya Toon (T0136)



Easily learn Maya Toon and achieve the look of traditional 2D cartoons and comic books with over 3.5 hours of project-driven training. Ideal for beginner to intermediate users.


Popular highlights include:


* Custom Toon Shaders
* Shader Network Creation
* Toon Outlines
* Toon Outline Attributes
* Paint Effects
* Converting Toon to Polygons
* Crosshatching and Stippling
* Particle Dynamics
* Profile Lines
* Border Lines
* Creases
* Intersection Lines


Lesson Outline:


1. Introduction and project overview 1:25
2. Using the Solid Color toon shader 2:15
3. Using the Light Angle Two Tone shader 3:22
4. Using the Shaded Brightness Two Tone shader 4:08
5. Using the Shaded Brightness Three Tone shader 1:37
6. Using the Dark Profile shader 4:47
7. Using the Rim Light Fill shader 2:53
8. Using the Circle Highlight Fill shader 2:37
9. Introduction to the Ramp shader 9:53
10. Working with transparency and incandescence in the Ramp shader 5:35
11. Working with Ambient Color, Bump Mapping and Forward Scatter 6:01
12. Adjusting the specularity attributes on the Ramp shader 5:43
13. Working with Reflectivity and Environment attributes 5:06
14. Using shadow controls on the Ramp shader 4:01
15. Building your own Three Tone Automated shader 5:05
16. Modifying the Three Tone shader to a Four Tone Automated shader 7:41
17. Creating a custom shader network for a banded look 4:09
18. Overview of Maya Toon Lines 6:58
19. Introduction to the basic attributes of the pfxtoon node 11:58
20. Working with Profile Lines and their attributes 4:52
21. Adjusting the Border Line attributes 5:53
22. Creating wireframe render effects using Crease Lines 6:54
23. Setting up intersection lines between multiple surfaces 5:55
24. Customizing the line width using Curvature Based Width Scaling 5:49
25. Working with Screenspace Width Control 3:32
26. Using a Paint Effects brush on the toon outline 4:38
27. Using the Modifier on the toon outlines 3:39
28. Using the 3D Paint Tools to paint attribute values 2:57
29. Creating a cartoon sun 3:31
30. Stacking multiple toon outlines 3:53
31. Creating a streak effect on the character 4:51
32. Painting the toon outline to match the surface of the object 10:12
33. Working with particles and toon outlines 5:28
34. Using intersection lines to create particle generators 4:16
35. Creating a custom crosshatch toon shader 7:28
36. Building a Stipple toon shader 8:19
37. Project Part 1: building the shaders for the character’s skin and clothes 7:43
38. Project Part 2: creating shaders for the boots and hair 6:00
39. Project Part 3: building the toon eyes 8:11
40. Project Part 4: building the toon outlines for the character 9:05
41. Tips / Tricks: working with toon and multiple cameras 7:00
42. Tips / Tricks: rendering fluids with toon rendering 2:27


Total Run Time:
3:48:07

Digital Tutors - RealFlow and Maya Integration (T0135)




Create and render advanced photorealistic dynamic and liquid simulations using RealFlow, Maya, and mental ray with 4 hours of project-driven training. Ideal for intermediate users.

Includes a trial version of RealFlow 3 (for PC only)

Popular highlights include:

* Importing Geometry to RealFlow
* Daemons
* Advanced Mesh Generation
* Keyframing in RealFlow
* Particle and Mesh Loaders
* Exporting Particles and Meshes
* Scene Setup in Maya
* mental ray Materials
* Photons
* Caustics
* Particle Expressions

Lesson Outline:

1. Introduction and project overview 2:25
2. Exploring the workflow of setting up geometry Maya and taking it into RealFlow 5:59
3. Creating a very realistic splashing water 22:42
4. Rendering the water splash in mental ray (part 1) 9:01
5. Rendering the water splash in mental ray (part 2) 12:52
6. Sandman (part 1): simulating particles that behave like dirt or sand to achieve the look of an object disintegrating into dust 8:29
7. Sandman (part 2): focusing on the particle movement to create the appearance of a disintegrating object 7:54
8. Sandman (part 3): finishing the particle simulation 12:10
9. Sandman (part 4): importing the particles for the Sandman into Maya and using Expressions to mimic the appearance of sand by randomizing color values on each particle 6:00
10. Sandman (part 5): applying shadowing effects to the sand particles and utilizing the velocity data contained in each RealFlow particle to generate false motion-blur effects 10:02
11. Splash to Logo (part 1): initial Maya setup of making a drop of liquid fall to the ground and splash into the shape of a particular logo 8:08
12. Splash to Logo (part 2): importing geometry into RealFlow and creating the water simulation 7:08
13. Splash to Logo (part 3): finalizing the effect of the splash and exporting the resulting mesh into Maya for rendering 11:35
14. Splash to Logo (part 4): bringing the splashing logo mesh from RealFlow into Maya and beginning the process of lighting the scene for the final render 6:41
15. Splash to Logo (part 5): adding the caustic effects and reflection attributes to the splashing liquid 8:58
16. Liquid Text (part 1): building the geometry for the letters in a way that will make it easier for us to fill them with liquid 14:51
17. Liquid Text (part 2): using RealFlow to fill the letters with liquid and completing the effect of liquid text 16:21
18. Liquid Text (part 3): generating the meshes for the liquid text and using mental ray for Maya to generate the final rendered sequence 12:01
19. Splashing Tomatoes (part 1): using Maya to set up an animation of two tomatoes colliding with each other 6:10
20. Splashing Tomatoes (part 2): using RealFlow to add splashing water that flies off the tomatoes when they collide 20:23
21. Splashing Tomatoes (part 3): taking the RealFlow meshes back into Maya and using mental ray to achieve a photorealistic render 15:53

Total Run Time:
3:55:00

Digital Tutors - Python Scripting in Maya (T0134)




Easily learn Python and begin utilizing the powerful capabilities with creative projects, practical examples, and a fun and easy approach to learning object-oriented programming. Ideal for artists interested in tool development, creating rapid applications, and adding efficiency to workflows. Contains over 3 hours of intuitive project-based training.

Popular highlights include:

* Basics of Python Coding
* Plug-in Development
* Rewriting MEL as Python
* Variables and Types
* Print and Concatenation
* Loops and Lists
* Working with Selections
* Scripting for Automation
* Creating a Procedural Gear Generator
* Building Custom UIs with Python
* Creating Motion Trail and Lags
* Timeline Based Scripting
* Python in Maya Expressions
* Creating a Tkinter GUI
* Working with Mayapy Shell
* Working with Python Editors

Lesson Outline:

1. Introduction and project overview 2:26
2. My first Python script 5:09
3. Running Python in Maya commands 6:34
4. Converting Echoed MEL to Python (part 1) 4:21
5. Converting Echoed MEL to Python (part 2) 3:57
6. Converting Echoed MEL to Python (part 3) 5:43
7. Storing information with variables 8:52
8. Types and concatenation 7:26
9. Creating selection lists 5:51
10. Going through lists 6:06
11. Having fun with loops 5:50
12. Gear generation (part 1) - figuring the formula 5:23
13. Gear generation (part 2) - selecting every other face 6:05
14. Gear generation (part 3) - scripting polygon operations 6:23
15. Gear generation (part 4) - creating individual gears 4:28
16. Gear generation (part 5) - getting user values 10:47
17. Coding a disperser 7:32
18. Building a disperser window 4:52
19. Creating input fields 7:47
20. Examining While loops 3:39
21. Exploring timeline based scripts 5:43
22. Scripting keyframes 7:40
23. Python expressions 8:03
24. Sending MEL values to Python 5:24
25. Completing a Motion Trail 6:38
26. UserSetup file 2:41
27. Running and Working with Mayapy 3:56
28. Using external Python editors 5:41
29. Coding a Python GUI with Tkinter 5:27
30. Integrating Maya commands 5:15
31. Plugin programming with Python (part 1) 3:46
32. Plugin programming with Python (part 2) 7:36
33. Plugin programming with Python (part 3) 8:41
34. Conclusion 1:05

Total Run Time:
3:16:47

Digital Tutors - Pipeline Integration with Maya and ZBrush 3 (T0133)



Learn a production approach to integrating Maya and ZBrush 3 in a mixed pipeline environment. Contains 4 hours of innovative modeling, sculpting, and map generating techniques that are commonly used throughout Film and Games. Perfect for intermediate artists using Maya and ZBrush 3.

Popular highlights include:

* ZBrush Sculpting Workflow
* Maya and ZBrush Pipeline Overview
* Form Development in Maya
* Maintaining Mesh Integrity
* Sculpting Across Multiple Levels
* Incorporating 3D Layers for Variation
* Working with Subtools
* Extracting Geometry
* Low Poly Modeling in Maya
* Creating Clean Topology
* Geometry Preparation for ZBrush
* Importing Geometry into ZBrush
* Using Alphas and Strokes
* Using Custom Alphas
* Creating Displacement Maps in ZBrush
* Applying Displacement Maps in Maya
* Setting up Render-time Subdivisions
* Adjusting Displacement Settings
* Using Projection Master
* Using Lazy Mouse for Hair Detail

Lesson Outline:

1. Introduction and project overview 1:46
2. Setting up an image plane 3:29
3. Starting on the base mesh 7:12
4. Building the back leg 12:18
5. Building the front leg 10:36
6. Starting on the horse's head 7:48
7. Finishing the head 9:48
8. Finishing the mouth and tail 16:21
9. Starting the UV layout 9:31
10. Finishing up the UVs 8:58
11. Exporting the mesh for use in ZBrush 3:23
12. Importing geometry into ZBrush 3:47
13. Subdividing geometry 5:54
14. Sculpting broad muscle shapes, working with symmetry 10:30
15. Adding eyes as Subtools 6:27
16. Adding muscle definition, building up detail across levels 12:54
17. Finishing out level 3 sculpting 7:02
18. Sculpting at level 4 12:23
19. Working with alphas and strokes 11:52
20. Sculpting at level 5 13:19
21. Finishing out level 5, using custom alphas 9:36
22. Finishing the mane and tail at level 6 9:22
23. Adding fine detail with Projection Master 5:26
24. Extracting a blanket as a subtool 5:16
25. Using 3d Layers to create variation 8:53
26. Exporting geometry and displacement maps from ZBrush 4:39
27. Bringing the elements back together in Maya 9:58
28. Conclusion 1:29
29. Bonus: maintaining base mesh integrity between Maya and ZBrush 3:19

Total Run Time:
3:53:16

Digital Tutors - Next-Generation Game Techniques in XSI (T0132)




Easily learn game development techniques and how to implement the powerful features of XSI for next-generation game development with over 3.5 hours of project-driven training. Perfect for beginning and intermediate artists.

Includes a free copy of Ogre 3D and exclusive texture library from Total Textures.

Popular highlights include:

* Normal Maps
* Occlusion Maps
* Depth Maps
* UV Layout
* Implementing Ultimapper
* Painting Textures in Photoshop
* Baking Indirect Lighting and Shadows into Texture Maps
* Game-Friendly Animation Rigs
* Adjusting Envelope Weights
* Walk Cycle Animation
* Exporting Game Assets to OGRE
* C++ Programming
* Real-time Normal Mapping
* Real-time Parallax Mapping
* Polygon Reduction Tool

* XSI Essentials and higher is recommended for several lessons. Please see the outline.

Lesson Outline:

1. Introduction and project overview 2:39
2. Looking at the high-resolution and low-resolution models 7:52
3. Starting the UV layout in XSI 9:59
4. Finishing the UV Layout 9:32
5. Generating Normal Maps and Occlusion Maps for the low-res game character 15:02
6. Painting textures in Photoshop (part 1) 11:44
7. Painting textures in Photoshop (part 2) 11:08
8. Painting textures in Photoshop (part 3) 17:04
9. Using the Biped Guide in XSI to create a rig for animating our game character 7:26
10. Adjusting the character’s envelope weights on the skeleton 12:28
11. Creating a walk cycle animation (part 1) 10:07
12. Creating a walk cycle animation (part 2) 8:09
13. Baking down the animation from the control rig onto the biped skeleton 8:01
14. Exporting the OGRE mesh and skeleton 7:56
15. Setting up the C++ development environment, so it can use the OGRE libraries 5:37
16. Building a basic OGRE application using a pre-existing framework 11:05
17. Copying libraries and media files 6:40
18. Loading the exported character into the application 5:21
19. Implementing a frame listener in order to properly update our program 5:12
20. Applying the animation and texture to our character 7:32
21. Tweaking the shaders and applying the normal map to our character 8:42
22. Adding a light to our scene and making it revolve around the character 6:30
23. Building tangent data on the mesh to get the shader to work properly 4:45
24. Implementing the parallax shader on the floor surface 9:51
25. Bonus: Creating Normal and Depth Maps for the game's floor 4:21
26. Bonus: Using the XSI's Polygon Reduction tool (requires XSI Essentials and higher) 8:58
Total Run Time: 3:43:00

Digital Tutors - Modeling Interiors in 3dsMax (T0131)




Learn a production workflow to interior set modeling and time-saving techniques that can be used in Film, Games, and Architectural Visualizations. Contains 5.5 hours of project-based training. Perfect for intermediate artists.

Popular highlights include:

* AEC Walls
* AEC Foliage
* Parametric Doors
* Parametric Windows
* Parametric Stairs
* Customizing Parametric Objects
* Editing Parametric Objects
* Creating Complex Shapes with Splines
* Using Booleans on Geometry and Splines
* Inserting Edge Loops with Connect
* Drawing Geometry with Cut Tool
* Cloning Geometry, Shapes, and Sub-objects
* Adding Thickness with Shell Modifier
* Lattice Modifier
* Adding Surface Detail with Paint Deformation
* Working with Primitives
* Sweep Modifier
* Sections with Sweep Modifier
* Rendering Splines
* Adding Resolution to Spline Segments
* Editing Splines
* Extracting Splines with Section
* Converting Edge Selections to Splines
* Using Extrude, Bevel, and Inset
* Linking Objects Together
* Noise Modifier
* Attaching and Detaching Splines and Geometry
* Modifier Stack
* Instancing Geometry
* Lathe Modifier
* Adding Thickness to Splines with Modifiers
* Working with Groups

* Once purchased, access free bonus content for this product by logging into your store account.

Lesson Outline:

1. Introduction and Project Overview 0:43
2. Building the walls of the room 7:49
3. Adding windows 10:04
4. Building the front door 5:37
5. Creating the vaulted ceiling 4:59
6. Adding the floor and ceiling 5:09
7. Adding trim along the ceiling and floor 5:33
8. Building the stairway 7:21
9. Cutting out the elevated doorway 6:49
10. Adding a television to the front wall 5:20
11. Starting the large shelf along the front 6:53
12. Finishing the shelf 8:23
13. Creating and positioning recessed lighting 5:34
14. Building the window coverings 14:41
15. Finishing the window coverings 4:44
16. Starting on the sofa 11:06
17. Refining the sofa 13:27
18. Finishing the sofa 11:55
19. Adding legs to the sofa 6:37
20. Modeling the coffee table 9:30
21. Completing the coffee table 4:38
22. Starting the fireplace 8:32
23. Refining the fireplace 7:17
24. Finishing the fireplace 9:39
25. Beginning the chair model 7:06
26. Refining the chairs 5:02
27. Completing the chairs 11:54
28. Adding pillows to the chairs and sofa 8:31
29. Building the wall art and shelves with splines 10:58
30. Adding small plants near the steps 8:37
31. Building the large plant 8:38
32. Creating wall art using Section splines 5:28
33. Building the mesh sculpture 7:20
34. Modeling the AV component 9:28
35. Building the overhead light fixture 7:49
36. Modeling the track lighting 13:36
37. Modeling the floor lamp 11:12
38. Adding the handrail 4:19
39. Adding a knob to the door 4:13
40. Building the picture frames 5:15
41. Adding area rugs 10:56

Total Run Time:
5:23:01

Digital Tutors - mental ray Workflows in Maya Subsurface Scattering (T0130)




Gain a deeper understanding of Subsurface Scattering, how to accurately simulate light behavior, and learn a time-saving approach to lighting and rendering translucent surfaces with mental ray. Provides over 3 hours of project-driven training for artists learning how to achieve more realistic results with Subsurface Scattering.

Popular highlights include:

* Overview of essential subsurface scattering attributes
* Connecting lightmaps to subsurface shaders
* Understanding forward and backward scattering
* Using bump and normal maps with subsurface shaders
* Properly controlling light interaction with translucent surfaces
* Controlling scatter bias
* Adjusting lightmap's Diffuse Gamma Curve
* Adding separate specular/reflection attributes to SSS shaders
* Using SSS with final gather
* Using textures to drive SSS attributes
* Using the Physical SSS shader
* Controlling photon interactions with Physical SSS
* Absorption and scattering coefficients

Lesson Outline:

1. Connecting lightmap nodes into SSS shaders 10:15
2. Exploring SSS diffuse lighting attributes 7:28
3. Understanding properties of forward light scattering 8:43
4. Using back light scattering and proper light placement 7:49
5. Fine-tuning front scatter, back scatter and diffuse shading results 8:42
6. Adjusting SSS algorithm control 10:02
7. Modifying Diffuse Gamma Curve and Scatter Bias 8:53
8. Connecting bump maps to various SSS shaders 6:29
9. Setting up lights and shaders for glacier lighting scenario 6:56
10. Making initial adjustments to glacier SSS shader 7:57
11. Using textures to control scatter weight 6:40
12. Using normal maps together with SSS shaders 6:51
13. Using the fast skin shader to mimic realistic skin 7:17
14. Utilizing textures to add greater realism to the skin shader 10:21
15. Using components of different SSS shaders together 8:22
16. Tuning back scatter, forward scatter and diffuse attributes 7:24
17. Adding soft reflectivity to SSS shaders 8:28
18. Adding final gather and refining render quality 14:49
19. Unique characteristics of the Physical SSS shader 6:55
20. Controlling photon interactions with Physical SSS shader 8:20
21. Achieving accurate scattering results with Physical SSS 9:11
22. Adding final adjustments to Physical SSS shader 4:31
23. Bonus lesson: Fixing SSS bump glitch in Maya 2008 3:16
24. Bonus lesson: Repairing fast skin shader glitch in Maya 2008 2:35

Total Run Time:
3:10:27

Digital Tutors - mental ray Workflows in Maya Global Illumination (T0129)




Learn creative practices for utilizing global illumination and time-saving rendering techniques that can be used in a multitude of applications. Contains 2 hours of project-driven training - Perfect for intermediate artists.

Popular highlights include:

* Global Illumination Overview
* Understanding Photons in mental ray
* Emitting Photons from Various Light Sources
* Controlling Photon Energy
* Controlling Decay Rates
* Altering Photon Color Attributes
* Separating the Effects of Direct Lighting
* Separating the Effects of Indirect Lighting
* Tuning Global Illumination Scale
* Tuning Global Illumination Radius
* Tuning Global Illumination Accuracy
* Photon Tracing with Transparent Surfaces
* Global Illumination Photons Maps
* Global Illumination with Final Gather
* Using the Map Visualizer
* Global Illumination Overrides
* Photon Interaction with Maya Materials
* Photon Interaction with mental ray Materials

Lesson Outline:

1. Understanding the purpose of photons in mental ray 5:59
2. Controlling photon emission and photon energy properties 8:06
3. Altering photon color attributes 5:17
4. Separating the effects of direct and indirect lighting 7:19
5. Adjusting Global Illumination scale, accuracy and radius 10:03
6. Using Global Illumination in combination with Final Gathering 6:37
7. Using Photon Tracing to control how photons interact with transparent surfaces 10:50
8. Viewing photon distribution in your scene with the Map Visualizer 6:31
9. Saving and reusing photon maps for efficient rendering 8:22
10. Controlling how photons interact with Maya materials 10:35
11. Controlling how photons interact with mental ray materials 6:32
12. Using Global Illumination together with mental ray’s architectural materials 6:59
13. Utilizing Global Illumination Overrides to control how photons interact with individual objects in your scene 5:53
14. Practical lighting exercise (part 1) 6:48
15. Practical lighting exercise (part 2) 11:27
16. Practical lighting exercise (part 3) 12:50

Total Run Time:
2:10:08

Digital Tutors - Mental Ray Workflows in Maya - Final Gather (T0128)




Learn production-applicable solutions for final gathering and time-saving rendering techniques that can be used in a multitude of scenarios. Contains over 2 hours of project-based training for artists attaining convincing soft shadows and diffused lighting. Perfect for experienced artists.

Popular highlights include:

* Final Gather Overview
* Scene Management
* Controlling Number of FG Points
* Controlling Number of Rays Cast by FG Points
* Controlling Final Gather Intensity
* Altering Final Gather Falloff Rates
* Final Gather Diagnostics
* Map Visualizer to View FG Points in Viewport
* Storing and Re-using Final Gather Point Data
* Final Gather Filter Size
* Adding Secondary Diffuse Bounces
* FG Trace Depth with Transparent Surfaces
* Final Gather Overrides on Objects
* Controlling Material Interaction with Final Gather
* Practical Lighting Exercises

Lesson Outline:

1. Overview of Final Gather in mental ray 4:39
2. Enabling Final Gather in your renders 9:19
3. Altering an object's Irradiance values 6:38
4. Understanding Final Gather Accuracy 6:49
5. Adjusting the density and distribution of Final Gather points 6:36
6. Altering the intensity of Final Gather light contribution 5:22
7. Saving and re-using Final Gather point data 12:21
8. Using Min/Max radius settings to smooth Final Gather results 11:58
9. Adjusting the Final Gather Filter attributes 5:03
10. Using Falloff to control Final Gather distance 4:19
11. Using Final Gather Trace Depth with transparent surfaces 7:34
12. Adding secondary Final Gather diffuse bounces 8:00
13. Enabling Final Gather effects on a per-object basis 7:07
14. Applying Final Gather Overrides to individual objects 6:45
15. Practical Lighting Exercise (part 1) 12:28
16. Practical Lighting Exercise (part 2) 16:40

Total Run Time:
2:11:38