Showing posts with label XSI 7. Show all posts
Showing posts with label XSI 7. Show all posts

Sunday, December 27, 2009

T0874 - Digital Tutors - ZBrush and XSI Integration



Software: Zbrush 2.0, XSI 5 Foundation (or better)
Run Time: 5 hrs. 58 min., 2 discs

Learn how to integrate ZBrush and XSI into your workflow. Contains nearly 6 hours of project-based training. Ideal for intermediate users.

Popular highlights include:

* Polygon Modeling
* Projection Master
* Morph Targets
* UV Mapping Techniques
* Advanced Geometry Tools
* Rendering with mental ray
* Geometry Sculpting
* Displacement maps
* Cavity Maps
* Normal Maps
* Brushes

T0873 - Digital Tutors - Introduction to XSI 6



Easily learn the entire process of Modeling, Texturing, Lighting, Animation, and Rendering with XSI. Contains over 7 hours of project-based training and updated for version 6. Perfect for beginner to intermediate artists.
Popular highlights include:
??? Setting Up Rotoscopes
??? Working with Different Surface Meshes
??? Polygon Modeling Techniques
??? Extruding Faces & Edges
??? Extracting Geometry
??? Assigning Materials & Textures
??? Working with Texture Layer Editor
??? Creating & Modifying UVs with Texture Projections
??? Utilizing Deformers
??? Parenting Objects into Animation-friendly Hierarchy
??? Optimizing Workflow with Keying Panel
??? Automatic Movement with Path Animation
??? Setting and Modifying Keyframes with Animation Editor
??? Understanding the Material Manager
??? Efficiently UV Mapping
??? Exploring Various Light and Shadow Types
??? Applying Rendering Techniques
??? Developing Shader Networks in Render Tree
??? Creating Smoke Effects with Particles
Lesson Outline:

Essentials
1. Introduction and project overview 1:56
2. Going through the important first step of setting up a project in XSI 2:43
3. Controlling and customizing the XSI camera 6:53
4. Using Display Modes in XSI 5:39
5. Using XSI's Transform Menu 6:06
6. Using the advanced features of the Transform Menu 7:49
7. Adjusting object's center points 5:55
8. Selecting and manipulating an object's Components 9:44
9. Working with materials in XSI 11:22
10. Parenting and hierarchies in XSI 6:57
11. Using and customizing the XSI Shelf 4:10
12. Exploring XSI's snapping functionality 3:29
13. Using Range and Loop selections 4:35
14. Using the XSI Operator Stack 7:07
15. UV Layout in XSI 11:25
16. Using the Render Region tool 6:07
17. Using XSI's layer controls 4:29

Modeling
1. Setting up Rotoscopes in XSI 5:25
2. Blocking in the main body of the snowmobile 6:10
3. Smoothing and creasing the main body 9:36
4. Understanding core principles of smoothing geometry 4:59
5. Creating the exhaust pipes for the snowmobile 9:16
6. Finalizing and mirroring the exhaust pipes 10:47
7. Getting started on the tread covers 9:28
8. Completing the tread covers 5:36
9. Adding the ribs to the tread covers 10:57
10. Modeling the tank treads (part 1) 9:23
11. Modeling the tank treads (part 2) 9:29
12. Creating the inner wheels for the tank treads 6:36
13. Creating the lug nuts for the tank tread's wheels 8:08
14. Duplicating and mirroring the tanks treads to the opposite side of the snowmobile 10:27
15. Blocking in the shape of the snowmobile's nose 7:15
16. Adding to the rough shape of the snowmobile's nose 9:35
17. Refining and detailing the snowmobile's nose (part 1) 12:32
18. Refining and detailing the snowmobile's nose (part 2) 5:45
19. Building and shaping the windshield for the snowmobile 5:44
20. Building the ski for the front of the snowmobile 7:30
21. Building the first support structures for the ski 9:24
22. Modeling the front ski's shocks 9:43
23. Building the ski's connecting structures 3:58
24. Creating the handle bars and grips for the snowmobile 12:28
25. Building the snowmobile's seat cushion 7:35
26. Finalizing the modeling process of the snowmobile's body 6:41

Texturing
1. Various ways of assigning and sharing materials in XSI 8:35
2. Overview of material's reflective properties 6:35
3. Overview of material's transparency properties 5:04
4. Laying out the UV's for the tank treads 6:05
5. Applying a custom texture to the tank treads 10:13
6. Using a bump map to add depth to the tank treads 6:12
7. Using the Render Tree to create a color-shifting paint job 6:09
8. Assigning a headlight texture to the snowmobile 5:13
9. Adding glow to the snowmobile's taillights 4:41
10. Exploring XSI's various light types (part 1) 9:17
11. Exploring XSI's various light types (part 2) 2:01
12. Overview of the various shadow types in XSI 10:12

Animation
1. Setting up the parental hierarchy for the snowmobile 9:04
2. Using the Parameter Connection Editor to create Linked Keys 4:46
3. Setting and manipulating keyframes in XSI 8:35
4. Using the Animation Editor to adjust keyframes 4:55
5. Creating an animation path in XSI 4:24
6. Using XSI's particles to create smoke for the exhaust pipes 11:00
7. Setting the options for your final rendered sequence 11:17
Total Run Time: 7:35:11

T0872 - Digital Tutors - Introduction to XSI, 2nd Edition


Easily learn Modeling, Texturing, UV Mapping, Animation and Rendering in XSI. Contains over 6.5 hours of project-based training. Perfect for beginner to intermediate artists.



Easily learn Modeling, Texturing, UV Mapping, Animation and Rendering
in XSI. Contains over 6.5 hours of project-based training. Perfect for
beginner to intermediate artists.

Popular highlights include:

* view full-size image Polygon Modeling
* Extruding Faces
* Extruding Edges
* Merging Polygons
* Rotoscopes
* UV Layout
* Textures
* Texture Layer Editor
* Materials
* Parenting
* Cycle Curves
* Animation Editor
* Path Animation
* Keyframing
* Smoke Effects with Particles
* Render Tree
* Shader Networks
* mental ray
* Keying Panel
* Environment Setup
* Operator Stack


Saturday, October 31, 2009

T0812 - 3DTutorial - Get Moving Character Animation tutorial for XSI


3DTutorial - Get Moving Character Animation tutorial for XSI


6-hours of self-paced, project based training for the BEGINNING to INTERMEDIATE level XSI Character Animation enthusiast.


For the intermediate level XSI Character Animation enthusiast or anyone interested in just learning more about animating using SOFTIMAGE|XSI. This new tutorial is approximately 6 (SIX) HOURS long, and consists of a self-paced project based training course comprised of 11 modules and 64 video lectures. The purpose of this series is to introduce you to essential character animation concepts within SOFTIMAGE|XSI and will show you ways that the default XSI rigs and tools can be used to create outstanding animated output.

Sunday, October 25, 2009

T0799- Noesis Interactive - Custom Props & Animation For Source



Noesis Interactive - Custom Props & Animation For Source
Custom Props & Animation for Source™ Powered Games, part of the Noesis Interactive MOD Your World™ training series, allows you to further “Activate Your World”. You’ll learn the basics of 3D animation in SOFTIMAGE®|XSI®, build an animation library and create dynamic props that can be walked on, picked up, broken apart and brought to life within Source powered games.
If you’re getting an error that says “Macromedia Projector” crashed and the DVD interface will not continue, please follow these steps to ensure your playback.
1). Open the “QuickTime Player Preferences” by either right clicking the “QuickTime” Q icon in the lower right hand corner, windows taskbar, selecting “QuickTime Player Preferences”.
2). Navigate to the “Browser Tab” and click the button labeled “MIME Settings…” then clicking the button labeled “Use Defaults” and hitting “Ok”.
3).Navigate to the “Advanced” tab in the QuickTime Player Preferences and under the heading “Video” click the bubble labeled “Safe Mode (GDI only)” as well as checking the box that says “Enable Playback of Adobe Flash tracks” (Note: The “Adobe Flash Tracks” check box should only be available in QuickTime versions 7.0.0 and above).
After successfully following those steps, your Noesis product should play as it was intended to.



QuickTime versions 7.0.0 and above).
After successfully following those steps, your Noesis product should play as it was intended to.

T0784 - NOESIS - Character Design & Integration with Half-Life2 XSI4


Character Design & Integration with Half-Life®2, part two of the Noesis Interactive™, MOD Your World™ training series, teaches how to “Share Your Character” by focusing on creating and implementing your own characters within Half-Life®2 Deathmatch™. Using custom templates, you’ll begin by quickly transforming ordinary facial photos to deathmatch in no time. Then, learn the extensive character creation tools of SOFTIMAGE|XSI. Demystify rigging, weighting and learn how to prepare your models to be exported to various game engines. And finally, learn how to test, perfect, and export your 3D characters from SOFTIMAGE|XSI into Half-Life®2 Deathmatch

Saturday, October 3, 2009

T0764 - Digital Tutors - Introduction to Modeling in XSI



Software: XSI 4 or higher (XSI 6.5 required for project files)
Run Time: 4 hrs. 25 min., 2 discs
Availability: Ships next business day
Digital -Tutors Introduction to Modeling in XSI

Easily learn time-saving modeling techniques, modeling tools overview, and a proven workflow to modeling in XSI. Contains over 4 hours of project-based training. Great for new and beginning artists.

Popular highlights include:

* Overview of Modeling Tools in XSI
* Overview of Geometry Types
* Polygon Modeling Workflow
* Using Rotoscopes as Modeling Reference
* Optimizing Geometry
* Mirroring Geometry
* Working with Curves, Surfaces, and Trims
* Lofting Curves to Create Geometry
* Adding Edge Resolution
* Scene Organization Techniques
* Principles of Creating Clean Topology
* Creating Custom Toolbars and Shelves
* Edge-loop Selections
* Strategically Adding Resolution
* Removing Resolution
* Merging Multiple Pieces of Geometry
* Lofting Surfaces
* Bridging and Welding Components
* Splitting Parallel Edge-loops
* Re-routing Geometry Flow
* Generating Symmetrical Geometry
* Reusing and Re-purposing Geometry
* Modeling with Deformers
* Extruding Geometry Along Curves
* Edge Creasing
* Naming and Organizing Assets
* Interactively Adding Edges Around Objects
* Building High-res Geometry with Low-res Cages

Lesson Outline:

1. Overview of polygon mesh geometry in XSI 8:32
2. Overview of surface mesh geometry 5:28
3. Adding rotoscopes to the XSI viewports 3:54
4. Creating and optimizing polygon geometry 7:43
5. Adding detail to geometry with the bevel tool 7:48
6. Using the add edge tool to split polygon components 7:30
7. Extruding polygons to create a serrated saw blade 8:00
8. Using lattices to quickly re-shape geometry 8:08
9. Using the knife tool to split polygons quickly 8:47
10. Building a Phillips-head screwdriver with the revolve function 16:47
11. Duplicating and re-purposing geometry for efficient modeling 12:22
12. Utilizing scene layers to keep your scene organized 8:49
13. Using the four sided command to create a knife blade 8:49
14. Bridging and welding polygon edges 12:45
15. Trimming and lofting geometry to create the knife's keychain connector 14:29
16. Extruding geometry along curves to create a corkscrew 14:02
17. Using edge creasing to quickly create sharp edges 12:50
18. Working with curves to create the magnifying glass casing 8:32
19. Using the add/edit polygon tool to create new geometry 7:28
20. Utilizing several tools and techniques to create the can opener 12:34
21. Additional techniques for re-purposing geometry (part 1) 7:24
22. Additional techniques for re-purposing geometry (part 2) 15:37
23. Extruding the thumbnail indentions into the various blades 5:08
24. Parenting objects and cleaning up your scene 9:58
25. Adjusting geometry on various layers to assemble final knife 6:21
26. Utilizing deformers as a modeling aid 9:57
27. Extruding multiple components to create the keychain loop 10:22
28. Bonus Lesson: Using custom shelves and toolbars to store commonly used tools 4:35
Total Run Time: 4:24:39

Saturday, June 27, 2009

T0545 - XSI PRODUCTION SOLUTIONS AND TIPS - 7 CDs



What's Inside:
XSI - Production Solutions and Tips by Bernard Lebel is a 12 hour and 50 minute project focused,
video based, self-paced multimedia training series aimed at the beginning to intermediate level
Softimage XSI user.
This is a 7 part instructional desktop digital video series that takes an in-depth look at the
topics of Shading, Lighting, Rendering and Compositing, all using Softimage XSI and mental ray.

This tutorial series doesn’t just tell you what to do, it shows you using 3dtutorial.com’s unique
and innovative multimedia desktop video player technology. No codecs to worry about,
no nasty dll’s to clog up your computer. Just run our application and watch the video movies on
your desktop, it’s simple.

For these lessons, Mr. Lebel has designed and modelled an intricate photorealistic bathroom scene
(also included) and will take you step-by-step through the production process.

In section 1 & 2, shading, you will learn shader theory and definitions, how to find and apply shaders,
how to create shaders (materials & textures) for many of the objects found within the bathroom scene.
You will learn how to create and manage materials such as: chrome, generic metal, plastic, glass,
porcelain, paper, cork, tile, melamine, wood, light bulbs, etc. You will be introduced to and learn
how to use XSI’s many powerful features such as property pages, proxy parameters, and the render tree.
Bump mapping and procedural textures are also discussed in depth.

In section 3 & 4, lighting, you will learn about traditional lighting theory, using point, infinite and
spotlights. Shadow theory, using raytraced shadows, shadow maps and area lights. You will be introduced
to 3 point lighting and learn to use key lights, fill lights and back lights. You will introduced to
soft lighting effects using source light multiplicity. Also discussed is faking area lights, using
separate specular and diffuse, negative lights, inclusive/exclusive lights, shadow cards, darkness
reduction lights, shadow only lights and much, much more.

In section 5, Mr. Lebel will show you step-by-step how to light the bathroom scene for both daylight
and night time realism. You will be introduced to global illumination (radiosity) theory and practice.
You will learn how to set-up and use final gathering both with and without global illumination, and
much more such as skydomes, final gathering plates and HDRI.

In section 6, rendering, you will learn how to properly render images with XSI using Mental Ray.
This section Mr. Lebel will discuss the rendering options available within XSI, single machine versus
network rendering, and how to optimise your renderings for speed and efficiency.

You will learn to create passes, partitions, overrides, etc.

In section 7, compositing & effects, you will learn exactly what compositing is and how to best make use
of it. You will be introduced to XSI powerful built-in compositor, the FX Tree.

Mr. Lebel will introduce you to FX tree workflow and operators and you will learn how to take all the
discreet elements that you’ve created within this series and combine them into a finished final
photorealistic image.

Lastly, you will be shown how to create several special effects such as glow, light scattering and fog
to add the extra level of realism to your images.

XSI Production Solutions and Tips is a “must have” training item for anyone who is serious about learning
to create photorealistic images using Softimage XSI.

Author: Bernard Lebel

Sunday, February 15, 2009

T0410 - Digital Tutors - UV Layout in XSI




Save time and easily learn the fundamentals of UV layout in XSI with over 3 hours of project-based training. Perfect for beginner to intermediate artists using XSI.Includes a free trial of SOFTIMAGE|XSI v.5 Foundation!

Popular highlights include:

  • Overview of UVs in XSI

  • Planar Mapping

  • Cylindrical Mapping

  • Spherical Mapping

  • Unique UVs

  • UV Projections

  • Subprojections

  • Adjusting UVs with Texture Editor

  • Separating UVs

  • Healing UVs

  • Island Heal Tool

  • Mirroring UV Islands

  • Matching UVs

  • Relaxing UV Islands

  • Contour Stretch UV Projections

  • Transferring UV Data

  • UV Stamps


Lesson Outline:






















































































































1.Introduction and project overview2:15
2.Getting Started with UVs in XSI11:06
3.Applying UV subprojections to your objects7:55
4.Working with Unique UVs in XSI4:01
5.Exploring common tools and functions in the Texture Editor7:03
6.Separating and Healing UVs5:40
7.Using the Island Heal tool7:23
8.Mirroring and Matching UVs in the Texture Editor8:42
9.Getting started on the UV Layout of the Rhinoceros10:52
10.Creating the subprojections for the Rhino's front legs16:50
11.Building the subprojections the Rhino's back legs15:56
12.Laying out the UVs for the Rhino's body10:24
13.Creating the UVs for the Rhino's head (part 1)9:07
14.Creating the UVs for the Rhino's head (part 2)8:52
15.Healing the UV Islands of the Rhinos head14:05
16.Cleaning and relaxing the UVs of the head8:52
17.Creating the UV subprojections for the Rhino's horns14:05
18.Looking at different methods for subprojecting the tail8:52
19.Using Contour Stretch UVs on the Rhino's ears10:09
20.Cleaning up any stray UVs in the Texture Editor6:38
21.Transferring UV information to another object11:19
22.Creating the UV Stamp3:28

Total Run Time:


3:16:32

T0408 - Digital Tutors - Rigging Quadrupeds in XSI




Learn time-saving quadruped rigging techniques and the principles of building solution-based rigs for more efficient animating in XSI. Contains over 8 hours of project-driven training. Perfect for intermediate artists.Popular highlights include:

  • Building Rigs from Reference

  • Broken Hierarchy Systems

  • Custom Toolbar

  • Character Key Sets

  • Sub-Character Sets

  • Constraints

  • Constructing Proxy Cages

  • Painting Weights

  • Reverse Lock System

  • Naming Conventions

  • Limb Controls

  • Expressions

  • Custom and Proxy Parameters

  • Mirroring Techniques

  • Custom Control Spline Rigs

  • XSI Spines for Vertebrae

  • Cleaning up Control Objects

  • Working with Groups

  • Tail Rig

  • Enveloping Techniques

  • Deform Keys

  • Rotation Order


Lesson Outline:






















































































































































































































































































1.Working with models and groups10:21
2.Creating a custom toolbar10:06
3.Studying a diagram of a horse skeleton, building the thoracic limb9:06
4.Repositioning chain elements / renaming objects13:31
5.Beginning the horse's phalangeal controls12:27
6.Adding pivot controls for the hoof14:29
7.Primary control for the thoracic limb8:04
8.Creating custom parameters for finger joints10:36
9.Controlling the finger joints with custom parameters14:28
10.Twist control for horse's elbow5:42
11.The shoulder control12:55
12.Mirroring rig elements10:06
13.Cleaning up mirrored objects8:26
14.Finishing both thoracic limbs11:48
15.Building the bones for the pelvic limb7:52
16.Renaming chain elements for the pelvic limb5:59
17.Creating toe controls7:33
18.Pivot controls for the toe8:43
19.Main control for the pelvic limb7:04
20.Expressions for toe controls7:20
21.Twist control for the knee3:16
22.Finalizing the left pelvic limb / mirroring controls4:26
23.Completing the right pelvic limb10:05
24.Starting on the vertebrae5:16
25.Using XSI spines for the vertebrae11:50
26.Connecting vertebrae to hip and chest objects6:14
27.Controls for the vertebrae / connecting limbs6:25
28.Finishing the controls for the spine10:18
29.Constructing the head, cervix and jaw bones3:57
30.Renaming chain elements / primary connections of the head and neck6:01
31.Creating the head and neck twist controls7:46
32.Custom parameters for the jaw4:49
33.Working on the ears10:35
34.Proxy parameters for the ears11:23
35.Neck control / adding broken hierarchy control to the rig6:56
36.Finishing the broken hierarchy control7:32
37.Starting on the tail / creating custom control splines6:25
38.Using Up Vectors to prevent flipping in tail11:55
39.Building controls for the tail9:02
40.Completing the tail10:15
41.Global rig control with scaling capabilities11:43
42.Cleaning up the rig12:21
43.Methods for creating a proxy cage13:16
44.Creating buttons to switch between a real and proxy horse6:42
45.Discussing rotation order5:56
46.Utilizing character key sets15:19
47.Enveloping the horse / adding envelope deformers6:52
48.Blocking envelope weights8:11
49.Working on the left pelvic limb7:10
50.Blending envelope weights11:33
51.Smoothing the thighs weights9:24
52.Techniques for painting weights on difficult areas10:41
53.Mirroring weights8:30
54.Bonus: Adding muscle bulges with deform keys10:52

Total Run Time:


8:09:32

T0407 - Digital Tutors - Rendering Techniques in XSI




Learn a unique workflow to rendering in XSI and compositing using the integrated FX Tree with over 2.5 hours of project-based training. Perfect for intermediate artists.Popular highlights include:

  • Render Passes

  • Custom Render Passes

  • Compositing with FX Tree

  • Post Effects with FX Tree

  • Assigning and Modifying Materials

  • Texture Creation in Photoshop

  • Assigning Texture Coordinates

  • Final Gather

  • Image-based Lighting Techniques

  • HDRI

  • Rendering Multi-pass Sequences

  • Depth-of-field Camera Effects

  • Color Correction

  • FX Tree Operator Properties

  • Adding and Editing Operators

  • Utilizing Masks and Garbage Mattes


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
























































































1.Introduction and project overview3:27
2.Assigning and modifying the materials to the main body of the bus8:11
3.Sharing materials between multiple objects and assigning materials to the rest of the bus6:54
4.Creating Textures for the bus headlight in Photoshop and assigning textures in XSI13:47
5.Creating High Dynamic Range images in Photoshop for the surrounding environment9:08
6.Assigning textures and texture coordinates to the bus environment9:09
7.Modifying the bus body's reflectivity parameters and exploring blurred reflections in XSI9:12
8.Exploring the differences and similarities of the various light types available in XSI12:56
9.Faking blurred reflections in XSI for faster renders10:33
10.Exploring Final Gather techniques in XSI11:27
11.Using image-based lighting techniques in XSI to add realism to our final renders10:27
12.Exploring the process of setting up and modifying Render Passes11:34
13.Creating a custom Render Pass in XSI for Ambient Occlusion Effects10:09
14.Setting up render channels to output various render passes in XSI 6 (requires XSI 6 Essentials and higher)11:41
15.Using XSI's built-in FX Tree compositor to combine our separate render passes back into one complete image (requires XSI Essentials and higher)13:37
16.Using the FX Tree to add post effects such as depth-of-field and re-coloring (requires XSI Essentials and higher)14:26

Total Run Time:


2:46:45

T0406 - Digital Tutors - Rendering Interiors in XSI




Learn a time-saving workflow to rendering interior sets and production-tested mental ray techniques that can be used for Film, Games, and Architectural Visualizations.
Contains 4 hours of project-driven training. Ideal for intermediate artists.Popular highlights include:

  • Emitting Photons from Light Sources

  • Fine-tuning Global Illumination Results

  • Smoothing Global Illumination Results with Final Gather

  • Using Architectural Materials in XSI

  • Overriding Photon Properties

  • Adding Realism with Ambient Occlusion

  • Utilizing Multi-bounce Final Gather as GI Alternative

  • Outputting Images to 32-bit .EXR Format

  • Modifying Geometry for Optimal Global Illumination

  • Setting up Render Passes in XSI

  • BSP Memory Optimization Techniques

  • Using Custom XSI Shaders

  • Compositing Rendered Passes in External App

  • Adjusting Exposure Settings


Lesson Outline:
































































































































1.Introduction and project overview1:47
2.Identifying key points to be aware of when approaching lighting in XSI5:26
3.Creating the primary light source for a daytime render8:43
4.Adding textures to the floor and creating an outside environment10:24
5.Creating a photon casting light and adding rough Global Illumination13:39
6.Adding glossy reflections to the floor and altering its photon interaction properties8:44
7.Adding Final Gather to the scene to smooth out the Global Illumination result7:16
8.Modifying the room's geometry in order to get a cleaner Global Illumination result (part 1)10:56
9.Modifying the room's geometry in order to get a cleaner Global Illumination result (part 2)17:17
10.Modifying the room's geometry in order to get a cleaner Global Illumination result (part 3)11:00
11.Assigning and adjusting the materials for the couch and chair12:07
12.Creating realistic glass and chrome materials for the coffee table9:41
13.Controlling how lights and photons interact with translucent surfaces9:51
14.Creating and adjusting the materials for various smaller objects in the living room10:53
15.Altering the room's geometry to extend the floor into the hallway7:43
16.Using BSP diagnostics to control the scene's render performance12:57
17.Fine-tuning the overall lighting in the scene14:32
18.Creating an ambient occlusion pass to enhance shadowed detail10:52
19.Using directional ambient occlusion to simulate more realistic soft shadows13:16
20.Using the Render Manager to set up final image output9:40
21.Using an external image editing application to make final adjustments to rendered frames9:12
22.Resetting your XSI scene in preparation for a nighttime light setup7:19
23.Setting up the lamp as the room's primary light source5:04
24.Adding primary and secondary final gather rays to simulate the effects of global illumination16:37

Total Run Time:


4:04:55

T0405 - Digital Tutors - Polygon and Sub-D Modeling in XSI




Easily learn the fundamentals of Polygon and Sub-D modeling in XSI. Contains over 3 hours of project-based training and time-saving techniques. Perfect for beginner and intermediate artists.Includes a free trial of SOFTIMAGE|XSI v.5 Foundation!

Popular highlights include:

  • Rotoscope Preparation

  • Add Polygon Tool

  • Symmetrizing Geometry

  • Cleaning Geometry

  • Extruding Faces

  • Localized Subdivision

  • Welding Points

  • Merging Multiple Surfaces

  • Subdivision Methods

  • Edge Loop Splitting

  • Collapsing Components

  • Modeling According to Musculature

  • Extracting Polygons

  • Proportional Modeling

  • Deformers

  • Modeling Tools Overview


Lesson Outline:




















































































































































1.Introduction and project overview1:42
2.Exploring custom tool settings in XSI3:53
3.Preparing Rotoscope images in Photoshop7:50
4.Modeling the first piece of geometry for the main body7:38
5.Rough shaping of the body7:15
6.Refining the front shoulder area of the body4:50
7.Roughing in the shape of the front leg9:26
8.Refining the shape of the front leg6:21
9.Roughing in the shape of the back leg6:00
10.Connecting the back leg to the main body4:18
11.Refining the shape of the back leg11:20
12.Modeling the rhino's foot10:45
13.Creating the basic head shape8:58
14.Modeling the rhino's mouth10:33
15.Building the rhino's eye socket6:02
16.Constructing the other areas of the head7:49
17.Refining geometry of the rhino's head6:44
18.Building the nostrils on the face6:10
19.Creating the rhino's horns7:18
20.Detailing and refining the rhino's mouth6:18
21.Detailing and refining the eye structure9:21
22.Modeling the rhino's ears8:53
23.Subdividing the base mesh6:33
24.Building the rhino's toenails9:33
25.Extracting and repurposing geometry3:45
26.Using XSI's Deformers to create wrinkles and folds in the skin11:44
27.Using the Proportional Modeling tool in XSI6:30
28.Cleaning up and finalizing your scene5:29

Total Run Time:


3:23:13

T0404 - Digital Tutors - Particles and Forces in XSI




Easily learn the intuitive particle system within XSI with 3.5 hours of project-driven training. Ideal for beginner to intermediate users.Popular highlights include:

  • All Forces in XSI

  • Particle Clouds

  • Emitters and Particle Types

  • Particle Interactions with Obstacles

  • Goals

  • Events

  • Render Tree

  • VBScript

  • Particle Simulations

  • Snowflakes

  • Fire

  • Oil Slick

  • Fireflies

  • Sparks

  • Eruptions and Blasts


"Digital Tutors has delivered the very first set of training tools for XSI v.5.0, covering two often complex topics in the software with straightforward and compelling instruction," said Jason "Chinny" Brynford Jones, XSI product manager for Softimage Co., a subsidiary of Avid Technology, Inc. "Any 3D artist looking to gain a better understanding of dynamics and rendering will surely benefit from these titles."
Lesson Outline:













































































































































































1.Introduction and project overview1:28
2.Using Toolbars with Particles Simulations4:40
3.Particle Simulations and Operators5:36
4.Emitters and Emissions (part 1)5:41
5.Emitters and Emissions (part 2)7:26
6.Ptypes Overview (part 1)6:30
7.Ptypes Overview (part 2)9:51
8.Instancing Particles9:25
9.Deforming Particles5:59
10.Interparticle Interaction3:36
11.Goals (or How to Make Heat Seeking Missiles)11:36
12.Using Events to create a particle reaction to specific circumstances, such as homing missiles striking UFOs6:26
13.Using the Render Tree with Particles7:38
14.Billboards8:22
15.Sprites as Imposters5:26
16.Particle Sparks8:20
17.Forces: Attractor5:52
18.Forces: Drag5:21
19.Forces: Eddy6:39
20.Forces: Fan3:15
21.Forces: Gravity6:24
22.Forces: Turbulence6:59
23.Forces: Vortex3:01
24.Forces: Wind2:06
25.More on Sprites: Creating a Falling Snowflake Simulation7:08
26.Driving Particles with Texture5:32
27.Painting Particle Emissions7:05
28.Sketching Particles6:46
29.Using the sketching particles technique to create a mini-project of shaving a man's face7:00
30.Using events and expressions to achieve complex, time-saving particle behaviors11:11
31.Using Fluids to rapidly create an oil slick5:12
32.Creating a flaming expulsion with Explosion Emitters8:15
33.The Volcano Project15:24

Total Run Time:


3:40:00

T0402 - Digital Tutors - Mental ray in XSI

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Learn the fundamentals of mental ray and begin adding visual richness to your work with 3 hours of project-driven training. Ideal for beginner to intermediate users.Includes a free trial of SOFTIMAGE|XSI v.5 Foundation!

Popular highlights include:

  • Global Illumination

  • Final Gathering

  • Photon Emission

  • Render Speed Optimization

  • HDR Lighting

  • Caustics

  • Subsurface Scattering

  • Realistic Skin Effects

  • Cartoon-style Rendering

  • Depth of Field

  • Render Map

  • Lighting and Shading Nodes

  • Render Tree


Lesson Outline:
























































































1.Introduction and project overview2:27
2.Simulating indirect lighting and color bouncing with Global Illumination11:07
3.Final Gather (part 1): simulating highly realistic soft shadows and indirect lighting without having to cast photons into the scene13:02
4.Final Gather (part 2): looking at advanced options and techniques for saving render time7:24
5.Combining Global Illumination and Final Gather5:57
6.Image Based Lighting11:46
7.Using Caustics to simulate the way light refracts through transparent objects and casts a pattern of light onto the floor15:40
8.Using Environmental Shaders to create a very fast reflected environment, or as an alternative to the light dome when using .HDR images5:52
9.Using Ambient Occlusion Node, which can produce soft indirect shadows similar to Final Gather, but without the added render time10:06
10.Render Map (part 1): baking color, bump, and lighting information into a single image map8:56
11.Render Map (part 2): optimizing render map to work correctly with scenes that use Final Gather or Image Based Lighting9:58
12.Using Subsurface Scattering node7:23
13.Toon Rendering13:49
14.Using Depth of Field to add more realism and distance to the rendered images7:10
15.Using the Shader Wizard to build the necessary project files and templates for coding and integrating your own shaders8:02
16.Coding Your Own Shaders8:37

Total Run Time:


2:30:00

T0399 - Digital Tutors - Introduction to XSI Render Tree

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Explore the Render Tree and gain control over the appearance of your objects in XSI with 2.5 hours of project-based training. Ideal for new and beginning users.Popular highlights include:

  • Render Tree Overview

  • Bump Map Generators

  • Displacement Maps

  • Texture Projections

  • Mix Nodes

  • Advanced Texture Placement

  • Volumetric Effects with Light Shaders

  • Layering Textures

  • Ambient Occlusion Shader

  • Material Editor


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


































































































1.Introduction and project overview1:08
2.Navigating the Render Tree4:35
3.Adding new nodes and creating connections between them5:33
4.Surface Shaders (part 1): discussing parameters common to all surface shader types11:31
5.Surface Shaders (part 2): looking at unique features of each surface shader and their common uses15:21
6.Texture Supports and Projections (part 1)5:30
7.Texture Supports and Projections (part 2): using multiple texture supports on a single object8:15
8.Looking at Mix Nodes, which let you mix several images and shaders to create unique effects4:44
9.Exploring different methods for adjusting the texture placement7:25
10.Bump and Displacement Maps12:38
11.Using Weight Maps to control different operators and as color mixing controls8:57
12.Discussing several methods of assigning and sharing materials11:38
13.Stained-Glass Window (part 1): texturing the main wall7:46
14.Stained-Glass Window (part 2): adding color and bump maps to the bricks around the window7:49
15.Stained-Glass Window (part 3): texturing the stained-glass window (requires XSI Essentials and higher)8:04
16.Stained Glass Window (part 4): adding specialized nodes to individual lights and to the scene's render passes8:30
17.Stained Glass Window (part 5): creating light rays that pass through the colored parts of the window9:01
18.Stained Glass Window (part 6): using the Ambient Occlusion node7:25

Total Run Time:


2:22:00

T0398 - Digital Tutors - Introduction to XSI Hair

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Learn to create, style, texture, render, and dynamically drive hair using XSI Hair. Contains over 3 hours of project-based training and a multitude of practical scenarios for learning XSI Hair. Perfect for artists learning XSI.Popular highlights include:

  • Hair Overview

  • Hair Styling

  • Hair Based on Curves

  • Growing and Scalping Techniques

  • Brush and Cut Tools

  • Scale, Puff and Stand Tools

  • Popping Hairs and Attenuation

  • Connect Maps

  • Dynamic Setups

  • Displacement Effects

  • Simulating Hair Curves with Cloth

  • Hair and Forces

  • Alternative uses with Hair Instancing

  • Transfer Hair


Lesson Outline:






































































































































































































1.Introduction and project overview0:53
2.First look at XSI Hair6:05
3.Guide selection and manipulation6:59
4.Styling tools - scale rotate brush9:18
5.Styling tools - puff and clump6:01
6.Styling tools - cut, pop, and attenuate9:05
7.Styling tools - recomb and attenuate10:56
8.Growth techniques - scalp building6:27
9.Growth techniques - deeper partitions5:36
10.Styling tips - using clusters6:11
11.Styling the "bob" haircut - back9:47
12.Styling the "bob" haircut - front5:41
13.Hair renderer - normals6:21
14.Hair renderer - illumination colors9:15
15.Hair renderer - specular3:04
16.Hair renderer - transparency3:04
17.Hair geometry shader5:56
18.Hair shadows via occlusion2:53
19.Casting hair shadows4:10
20.Driving colors with texture maps3:38
21.Hair multiplicity4:41
22.Hair effects - frizz4:02
23.Hair effects - kink5:08
24.Hair effects - thickness3:26
25.Hair effects - random scale2:15
26.Hair effects - cut maps7:00
27.Hair effects - density maps3:58
28.Hair instancing7:16
29.Getting started with hair dynamics6:40
30.Hair collision type4:20
31.Applying forces to hair3:40
32.Caching the hair dynamics4:55
33.Wiggle dynamics3:17
34.Frizz animation3:11
35.Hair from curves5:29
36.Hair spline collision6:43
37.Copy style2:04
38.Conclusion1:06

Total Run Time:


3:20:31

T0397 - Digital Tutors - Introduction to Rigging in XSI

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Establish a solid foundation and learn flexible rigging methods, various rigging and character setup tools, and the essentials of building animator-friendly controls in XSI. Contains nearly 7 hours of project-based training for aspiring artists learning character setup and rigging workflows in XSI.Popular highlights include:

  • XSI Rigging Tools Overview

  • Organizing Scenes

  • Working with the Schematic

  • Parenting Objects

  • Using Groups

  • 2D and 3D Bone Chain System

  • IK Capabilities

  • FK Capabilities

  • Chain Properties

  • Repositioning Bones

  • Choosing Workable Rotation Orders

  • Position Constraints

  • Orientation Constraints

  • Direction Constraints

  • Pose Constraints

  • Controlling SRT Parameters

  • Chain Up Vector Operators

  • Mesh Deformation Overview

  • Envelopes

  • Enveloping Techniques

  • Resetting Envelopes

  • Understanding Operator Stack

  • Editing Envelopes

  • Weight Paint Panel

  • Redistributing Weights

  • Weight Editor

  • Blending Envelope Weights

  • Mirroring Envelopes

  • Working with Shapes

  • Modeling Shapes with Tweak Component Tool

  • Secondary Shape Modeling for Corrective Shapes

  • Setting up Driven Key Relationships

  • Working with Character Key Sets

  • Organizing Animation Data


Lesson Outline:














































































































































































































































1.Using solid naming conventions for objects13:48
2.Creating custom toolbars and working with XSI layers13:35
3.Parenting objects in XSI12:18
4.Object hierarchies in XSI's explorer and schematic8:43
5.Building bones in XSI (part 1)10:58
6.Building bones in XSI (part 2)10:26
7.Creating pseudo roots in bone chains4:38
8.Safely repositioning bones in XSI9:44
9.Working with chain bone properties11:30
10.Display settings for roots and effectors5:19
11.Understanding XSI's Kinematic Chain13:58
12.IK/FK blending bone chains7:24
13.Delving into XSI's Kinematic Joint properties16:21
14.Creating control objects in XSI (part 1)8:40
15.Creating control objects in XSI (part 2)12:08
16.Cleaning up SRT parameters with Neutral Pose6:05
17.Utilizing XSI's Position Constraint to control an object's translate parameters9:43
18.Manipulating an object's rotation with the Orientation Constraint9:23
19.Controlling an object's rotation with another object's position using XSI's Direction Constraint8:38
20.Constraining an object's SRT parameters with XSI's Pose Constraint6:54
21.Working with Chain Up Vector8:10
22.Utilizing duplicate symmetry7:31
23.Efficiently renaming objects in XSI4:35
24.Automatically invoking SRT manipulators on objects10:12
25.Working with models8:35
26.Enveloping objects in XSI (part 1)9:24
27.Enveloping objects in XSI (part 2)8:02
28.Returning enveloped meshes to their reference pose3:09
29.Alternative solution for returning envelopes to their reference pose9:28
30.Modifying envelope weights12:57
31.Ultilizing the weight editor7:01
32.Locally reassigning influence weights to vertices7:01
33.Blending influence weights8:17
34.Mirroring weights in XSI10:01
35.Exporting weights7:00
36.Adding and removing envelope deformers6:47
37.Creating shapes in XSI13:09
38.Alternative way for creating shapes11:55
39.Driven Key Relationships via Simple Expressions7:28
40.Driven Key Relationships with the Parameter Connection Editor8:38
41.Using Deform Keys to correct deformations10:23
42.Understanding clusters8:37
43.Working with Cage Deformers6:18
44.Cleaning up object parameters for animation5:00
45.Using Deform Keys to correct deformations7:50
46.Using character key sets to organize animation data13:49

Total Run Time:


6:57:01

T0396 - Digital Tutors - Introduction To Lighting in XSI

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Learn essential techniques for adding greater realism when rendering and a time-saving workflow to lighting within XSI. Contains over 2 hours of project-based training. Ideal for new and beginning artists.Popular highlights include:

  • Overview of Light Types in XSI

  • Using Depth Map Shadows

  • Utilizing Raytrace Shadows

  • Decay Rates of Light

  • Area Lights for Accurate Shadows

  • Creating Custom Light Intensity Curves

  • Controlling Render Statistics for Geometry

  • Creating Volumetric Lighting Effects

  • Building Shaders to Simulate Visible Light Sources

  • Adding Environment Fog to Scenes

  • Simulating Realistic Camera Effects with Lens Flare

  • Altering Object Behavior in Render

  • Inclusive and Exclusive Lighting

  • Creating Gobos and Projectors

  • Practical Lighting Exercises and Scenarios


Lesson Outline:







































































































1.Overview of Point, Spot, and Infinite lights7:44
2.Overview of Light Box and Neon lights3:01
3.Controlling a light's color and intensity values10:07
4.Altering a light's specular and diffuse contribution4:22
5.Using Light Attenuation to add realistic light decay to your scenes8:34
6.Exploring the unique properties of Spot Lights5:38
7.Detailed overview of Raytrace and Depth Map shadows8:13
8.Incorporating Area Lights into your scenes7:28
9.Using Inclusive and Exclusive lights to illuminate certain objects in your scene9:06
10.Adjusting an object's display and render options using the Visibility Property Editor8:19
11.Using shaders to mimic a visible light source9:13
12.Exploring the process of creating volumetric lighting effects7:40
13.Using Lens Flares to create realistic camera effects7:10
14.Using gobos to create complex shadow patterns8:18
15.Using Fast Light Effects to create various lighting results9:01
16.Using Fast Volume Effects to create complex volumetric lighting patterns5:28
17.Practical lighting exercise (part 1)8:52
18.Practical lighting exercise (part 2)10:05
19.Practical lighting exercise (part 3)14:10

Total Run Time:


2:32:29

T0393 - Digital Tutors - Introduction to Character Development Kit in XSI

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Efficiently build rigs and learn a customizable approach to character rigging using XSI's Character Development Kit. Contains over 4 hours of project-driven training for artists learning the technical and creative processes of automating and customizing character rigs in XSI.Popular highlights include:

  • CDK Overview

  • Biped Guide Rigging

  • Quadruped Guide Rigging

  • Hierarchy from Guide

  • Roll Divisions and Skins

  • Shadow Rigs

  • Creating Synoptics

  • Quaternion and Skeleton Spines

  • Tail Controls

  • Arms, Hands, and Fingers

  • Legs and Feet

  • Torso and Head

  • Springs

  • Adding Stretch to Biped Arms

  • Adding Additional Controls

  • Biped Motion Tracks, Tags and Steps

  • Creating Custom CDK Commands

  • Pose Constraints

  • Symmetry Constraints

  • Creating a Multi-legged Guide Rig

  • Building Animation Expressions


Lesson Outline:




























































































































































































1.Basic guide-rigging workflow6:29
2.Proportioning the biped guide (part 1)6:40
3.Proportioning the biped guide (part 2)8:30
4.Finalizing the proportions and creating the rig9:16
5.Features of rigs made from guides7:00
6.Proportioning the quadruped guide (part 1)5:08
7.Proportioning the quadruped guide (part 2)6:03
8.Creating rigs from quadruped guides7:14
9.Quadruped tail controls4:36
10.Creating custom synoptic views7:11
11.Coding synoptic commands8:08
12.Synoptic tips and tricks6:38
13.Biped dog leg rigs4:18
14.Guides setup for centaurs6:46
15.Roll, skin and other options7:22
16.Consolidating the centaur rigs7:56
17.Create spine tool6:06
18.Applying spring operators6:59
19.Create tail methods7:03
20.Making stretchy arms for the biped rig9:56
21.Automating the stretchy arm setup8:31
22.Completing and testing the Make Stretchy button6:35
23.Adding extra feet control with plant / free switches6:04
24.Biped motion tracks5:15
25.Exploring the Character Development Kit3:29
26.Using MakeLeg9:13
27.Using MakeArm5:19
28.Setting MakeHead with combo options7:54
29.Setting MakeTorso with symmetry options8:44
30.Using MakeFoot to make feet and roll controls5:22
31.Using MakeHand to make variable hands11:19
32.Multiped rig (part 1) - spine setup5:22
33.Multiped rig (part 2) - creating multiple left legs6:53
34.Multiped rig (part 3) - creating multiple right legs5:13
35.Multiped rig (part 4) - automating animation10:56
36.Multiped rig (part 5) - adding controls6:50

Total Run Time:


4:12:18