Login: Password:  Do not remember me

Categories




Video TrainingThe Reverse De La Riva System



The Reverse De La Riva System
Free Download The Reverse De La Riva System
MP4 | Video: H264 1920x1080 | Audio: AAC 44100Hz 2 Ch
Language: English | Duration: 03:23:36 | Size: 4.86 GB
BJJ Phenom Mikey Musumeci Presents His Razor-Sharp Reverse De La Riva System Including Set Ups, Sweeps, Back Takes, and MORE!
Discover unique timing concepts that transform already powerful sweeps like the tripod sweep into unstoppable go-to techniques!



      Read more...         

Video TrainingThe Microservices Bootcamp with AWS (2024)



The Microservices Bootcamp with AWS (2024)
Free Download The Microservices Bootcamp with AWS (2024)
Published 2/2024
Created by Taran Rickard
MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHz, 2 Ch
Genre: eLearning | Language: English | Duration: 161 Lectures ( 19h 8m ) | Size: 10 GB



      Read more...         

Video TrainingThe Hypnosis Masterclass



The Hypnosis Masterclass
Free Download The Hypnosis Masterclass
Last updated 9/2022
Created by Ben Cale
MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHz, 2 Ch
Genre: eLearning | Language: English + srt | Duration: 58 Lectures ( 4h 33m ) | Size: 5.11 GB



      Read more...         

Video TrainingThe Gnomon Workshop – Liquid Simulation on Houdini



The Gnomon Workshop – Liquid Simulation on Houdini
Free Download The Gnomon Workshop – Liquid Simulation on Houdini
MKV | Video: H264 1920x1080 | Audio: AAC 48000Hz 2 Ch
Language: English | Duration: 2h 46m | Size: 2.9 GB
Simulate milk pouring into a bowl of cereal to learn the art of interacting with Rigid Body Dynamic objects and FLIP Fluid Particles. This 3.5-hour workshop by Stavros Sofianos will teach you how to craft a dynamic, art-directable splash effect, filling the bowl with milk and allowing your cereal pieces to float. This tutorial is created for intermediate-level artists with a basic understanding of Houdini.
Stavros begins by creating various layers of cereal and placing them in a simple yet effective way that will allow you to create a pleasing splash interaction later using the FLIP solver. You'll also explore a Voronoi fracture technique to correctly create proxies that can be used in an RBD simulation to generate the initial state of the cereal in the bowl.



      Read more...         

Video TrainingThe Gnomon Workshop – Large–Scale Cinematic Destruction in Houdini



The Gnomon Workshop – Large–Scale Cinematic Destruction in Houdini
Free Download The Gnomon Workshop – Large–Scale Cinematic Destruction in Houdini
David Silberbauer | Duration: 7:19 h | Video: H264 1920x1080 | Audio: AAC 48 kHz 2ch | 5,56 GB | Language: English
Discover how to build a fully scalable cinematic destruction shot in Houdini using professional procedural techniques. Recommended for intermediate-level Houdini artists, this 8-hour workshop by David Silberbauer guides you through how to manipulate attributes in Houdini, covers terrains and height field basics, and details how to compile blocks. You'll see how to randomize attributes, how to set up a fracturing system and build custom constraints. You'll also learn how to set up a DOP Network to handle RBD destruction setup and review the important TBD basics in SOPs. From there, David guides you through customizing velocities for use in POP networks and then using POPs for debris, as well as how to manipulate debris to use it as a volume source.
This workshop details how to build from a volume source to create dust with the Pyro Solver, moving on to handling a large-scale simulation. You'll learn how to not only work in a procedural way but also how to think procedurally, helping all artists feel empowered to build their own large-scale scenes. While this workshop is intended for intermediate users, it also offers an interesting insight for anyone with basic Houdini knowledge looking to learn more about professional industry workflows.
A Houdini apprentice file with a basic cinematic destruction setup is provided with this workshop.



      Read more...         

Video TrainingThe Gnomon Workshop – Designing a Custom Kitbash Library Hard–Surface Mech Set Using Blender



The Gnomon Workshop – Designing a Custom Kitbash Library Hard–Surface Mech Set Using Blender
Free Download The Gnomon Workshop – Designing a Custom Kitbash Library Hard–Surface Mech Set Using Blender
Gavin Manners | Duration: 2:08 h | Video: HVC1 1920x1080 | Audio: AAC 48 kHz 2ch | 2,74 GB | Language: English
Kitbash libraries can be an efficient way to save time when producing quick concepts for a mood piece, creating objects for background set-dressing, or adding detail and the indication of functionality to hard-surface models. In this workshop by Gavin Manners, you'll be taken through the process of how to design and build your very own hard-surface kitbash library.
Gavin's workshop begins with how to spark the initial idea and write a brief for yourself. He walks through gathering references to be properly prepared for the creation of the assets in Blender. Also covered is how to get the most out of your kitbash parts by creating subassemblies, as well as the principle of exponential idea generation.
The workshop then details how to create mech designs based on the brief, explaining how to use your custom kitbash library as effectively as possible. A simple lighting and rendering setup is also demonstrated before moving on to the final paint-over process to produce a finished piece of concept art.



      Read more...         

Video TrainingThe Gnomon Workshop – Designing Mechs in VR Using Medium A Workflow Built for Speed & Flexibility



The Gnomon Workshop – Designing Mechs in VR Using Medium A Workflow Built for Speed & Flexibility
Free Download The Gnomon Workshop – Designing Mechs in VR Using Medium A Workflow Built for Speed & Flexibility
Andre-Lang Huynh | Duration: 3:53 h | Video: HVC1 1920x1080 | Audio: AAC 48 kHz 2ch | 2,90 GB | Language: English
Learn how to use Medium to quickly and efficiently craft hard-surface mecha designs for the videogame industry. Senior Concept Artist Andre-Lang Huynh has worked in video games for a decade, specializing in mecha and hard-surface design. The workflow taught in this workshop is the same one used by Andre to design characters, vehicles, and weapons for Gotham Knights, including the Batmobile and Batcycle.
In this 3.5-hour workshop, Andre-Lang shares his VR workflow in great depth and demonstrates the flexibility of sculpting in VR as well as the precision that you can achieve with simple yet effective tools. You'll see exactly how he uses Medium to block out and refine his mecha before rendering the final design using KeyShot.
This tutorial is designed to be enjoyed by everybody from aspiring artists to industry veterans looking to modernize their approach and add the power of VR to their arsenal. After completing this tutorial, artists should be able to quickly use Medium and KeyShot to create tangible and functional designs of their own. As a concept artist whose workflow has evolved from entirely 2D through adding 3D and is now almost exclusively VR, this is a fascinating workshop for 2D and 3D artists alike who are looking to add to their skillset and master VR sculpting tools.



      Read more...         

Video TrainingThe Gnomon Workshop – Creating a Custom 3D Kit for Concept Art Photoshop, Blender, Substance & Procreate Workflow



The Gnomon Workshop – Creating a Custom 3D Kit for Concept Art Photoshop, Blender, Substance & Procreate Workflow
Free Download The Gnomon Workshop – Creating a Custom 3D Kit for Concept Art Photoshop, Blender, Substance & Procreate Workflow
Jose Vega | Duration: 5:53 h | Video: HVC1 1920x1080 | Audio: AAC 48 kHz 2ch | 4,94 GB | Language: English
Learn the process for creating a 3D kit from start to finish. Discover all the insights and techniques to help you take full advantage of 3D kit creation and be inspired to produce epic images, from generating initial ideas, gathering references, and handling prep work to finalizing concept art in Photoshop. Everything will be covered to help you create your own 3D kit assets, including modeling and texturing assets, from single assets to more complex pieces, assembling new assets, and building out a scene. You'll then explore how to use the created assets to build final illustrations.
The workflow instructed offers a comprehensive approach to asset creation and scene development, beginning with hand painting, bashing plants, and using Blender texture nodes to generate individual assets. Those assets are then developed into a versatile kit, employing Blender techniques, including mirroring and deformers, to progress from simpler to more intricate components.
Upon establishing a substantial asset library, the focus shifts to conceptualizing building assets. This involves leveraging straightforward Photoshop painting techniques to refine the final concept. The subsequent phase involves constructing a complete scene using the compiled kit. Additional techniques include simple modeling and sculpting in ZBrush as well as the use of VR with Gravity Sketch, transitioning to assembling the scene in Blender with the developed kit.



      Read more...         

Video TrainingThe Gnomon Workshop – Creating Foliage for Videogames SpeedTree, Maya, ZBrush, Substance & UE5 Workflow



The Gnomon Workshop – Creating Foliage for Videogames SpeedTree, Maya, ZBrush, Substance & UE5 Workflow
Free Download The Gnomon Workshop – Creating Foliage for Videogames SpeedTree, Maya, ZBrush, Substance & UE5 Workflow
Colin Valek | Duration: 3:29 h | Video: HVC1 1920x1080 | Audio: AAC 48 kHz 2ch | 2,47 GB | Language: English
Learn how to create game-ready foliage assets from scratch using hand-crafted models and textures. This workshop by Senior Environment Artist Colin Valek will give you a comprehensive guide to using SpeedTree to create trees and groundcover vegetation that can be used to build lush and beautiful game environments.
This workshop is intended for intermediate-level artists with some prior knowledge of working with SpeedTree, Maya, ZBrush, Substance Designer, and Unreal Engine. Learn professional tips about the art direction of foliage assets, as well as technical considerations for using foliage in games. Also, you will go over the importance of quickly blocking placeholder assets before committing to detail work.
The chapters work through the process of sculpting and texturing highly detailed plant models using ZBrush and Maya. These plant models are then baked down onto texture atlases using Substance Designer and finally assembled into foliage assets within SpeedTree. Lastly, you'll be given some tips on integrating and populating foliage in Unreal Engine 5.



      Read more...         

Video TrainingThe Gnomon Workshop – Art Direction for Film Creature Design & Development – From Photoshop to Unreal Engine 5



The Gnomon Workshop – Art Direction for Film Creature Design & Development – From Photoshop to Unreal Engine 5
Free Download The Gnomon Workshop – Art Direction for Film Creature Design & Development – From Photoshop to Unreal Engine 5
Ehsan Bigloo | Duration: 4:13 h | Video: HVC1 1920x1080 | Audio: AAC 48 kHz 2ch | 2,67 GB | Language: English
Ehsan Bigloo demonstrates how he designs creatures for the entertainment industry. Whether you're a character or creature designer, concept artist, digital sculptor, or simply interested in developing your storytelling skills, this workshop is a fascinating insight into Ehsan's complete workflow, from sketch to final presentation.
The workshop begins with a detailed look at a design brief and short script based on Ehsan's own sci-fi/supernatural horror character, "Quehsalien." He explains his thought process when developing words into a visual narrative, and the initial sketching begins with traditional media before jumping into Photoshop, where he then lays down a paint-over to establish the basis for the final illustration.
ZBrush is brought into the pipeline to sculpt the primary and secondary forms of the design, testing the visual appeal from a three-dimensional standpoint. ZBrush also serves as a great tool for testing the lighting and mood of the character using KeyShot and creating a simple rig for the creature model for early limb locomotion tests. Ehsan also uses ZBrush for the Polypainting process while considering what the environment of the creature would be and how it would move. The final design is then rendered with KeyShot and composited in Photoshop.



      Read more...         

Page:

Search



Updates




Friend Sites


» TinyDL
» DownTra
» 0dayHome

Your Link Here ?
(Pagerank 4 or above)