Sunday, May 29, 2011

Eat3D Character Skinning Skinning A Low Res Character For Animation

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In this DVD, JP Self makes the character from the Low-Res Character Production DVD animation-ready by skinning it from head-to-toe. He goes over how to fit the biped to the mesh, using the weight tool to adjust the folds in those tricky areas (such as the hands, shoulders, and pelvis), mirroring the vertices from one half of the character to the other in order to achieve that professional outcome, and even resizing the character after the skinning is complete.
This DVD will help you get a better understanding of the methods and the reasoning behind the techniques that professionals use in production.

About the Instructor:
JP has been in the video game industry since graduating from the Art Institute of Houston in 2002. Over the last 8 years he has worked at such studios as Timegate, EA Mythic, and is currently an Animator at Xaviant Games.

Apps Used: 3ds Max 2010
Duration: 2.5 Hours
Instructor: JP Self
DL Filesize: 685 MB
Project Fils: The final 3ds Max file as seen in the video




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http://www.wupload.com/file/1808820/Eat3D-Character.Skinning.by_instantloader.part1.rar
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Eat3D Live Action CG 3 - A Comprehensive Guide to Compositing

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In this DVD, Instructor Matt Skonicki takes you through the entire process of compositing 2 HD Shots with 3D integration. The best part of this tutorial is it uses Autodesk Composite for compositing which ships free with Autodesk Maya 2011. Matt starts off by taking you On Location to demonstrate the capturing of the raw plate and HDRI images. From there he goes through creating the final HDRI image in Photoshop. The next chapters include detailed tracking in SynthEyes, setting up the scene in Maya, creating masks in After Effects, Animation of the 3D objects in Maya, adding particle effects, lighting, and render layers. Last, Matt composites the final scenes in Autodesk Composite.

This tutorial is perfect for those who want an "Out of the Box" comprehensive tutorial on compositing 3D into your own camera footage primarily using Autodesk Maya and Composite.



About the Instructor:

Matt Skonicki has worked in the video game and film industry for over 6 years. During his time at Midway Games in Chicago, he worked very hard to prove his way up from being a cinematics artist to a character technical artist. Matt has worked on such video games as "Mortal Kombat: Armageddon" and "John Woo's Stranglehold" and even received a prestigious excellence award for his contributions. Currently Matt is a visual effects instructor at Columbia College Film School in Chicago Illinois.

Project Files:

Autodesk Maya files for every chapter to follow along including all assets, Autodesk Composite files, the original video plate, syntheyes solves and after effects files. What is not included are the final exported Open EXR files due to the extremely large filesize of over 30GB. These can easily be rendered out from the maya scenes provided as seen in the video.




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After Effect project Cynosure HD

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Eat 3D Old Damaged Pillar

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n this demonstration the instructor takes you through the entire process of creating a next gen 3d model starting from scratch and ending inside Unreal Editor 3.
This DVD is targeted for both professionals and students.As a professional you will be able to learn efficient ways to keep your models high quality when it comes time to ship the game. As a student you will become exposed to professional techniques in the game industry.





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Eat3D Unreal Development Kit 2 Creating Cinematics & Environmental Effects

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Back by popular demand, Sjoerd "Hourences" De Jong builds upon the information taught in his first DVD by creating an entire in-game cinematic. Sjoerd starts with a custom existing level and adds rain, wind, thunder, lightning, splashes, puddles, and even plants that react to wind in order to bring the environment to life. From there he goes through adding a character to the scene, adding multiple cameras, triggering a lighting strike, creating an electrifying effect, creating a fire, blowing off a small door and finally setting






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Tutorials 3DsMax JoeGunn3D - Rigging for FX

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Learn rigging techniques that are not character related. A generalist's guide to rigging FX such as automating secondary motion." Max files included along with maxscripts.
The DVD is split in to a dozen easily digestible chunks. Starting with a general overview introducing the various tools and tricks Joe uses, as well as his ‘this is how I work – do the same‘ approach. Joe uses a great number of MAXScripts from other authors, which caught me off guard as I expected him to do all the hard work himself, however, once I got my head around the fact, I realized it was no different to using any of MAX‘s native scripts or Modifiers and recognized what a nice advert it was and how valuable they clearly were to this kind of workflow.

A Simple Rules chapter guides you through some common errors and important things to remember when setting up your rig and then its on to the examples with everyone‘s favorite – getting a car wheel to turn correctly using Wired Controllers.

The examples continue at what I would consider quite an advanced level of 3ds Max use, offering pro users something to really get their teeth in to. The scripted Custom Attribute chapter does what the name says, showing how to write an attribute from scratch, in this case a Controller for a building being shaken by an earthquake. Following on from that, a chapter on Tagging a rig really opens up what can be done in MAX with a bit of knowledge. A rustling clump of grass with a collision requirement that I would have spent ages faking, Joe solves with remarkable skill and in a way that offers easy customization and control.

Overview

Maxscripts - Workflow - Resources
Simple Rules
Controllers & Constraints
Scripted Custom Attributes
Tagging the rig (userprops)

PRODUCTION EXAMPLES:

1. Squash n Stretch (text rig)
2. Mechanical Jellyfish
3. PFlow & Animator Controls
4. Swinging Signs (Secondary motion)
5. Dynamic Wire Rig (resize-able)
6. USB Keys (Reactor Cheat)




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3DTotal ZBrush Character Creation

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ZBrush Character Creation is a 91-page comprehensive look at the techniques and tools used to sculpt a variety of physical characteristics specific to several character types. The lessons on offer by professional artist Rafael Ghencev, Rafael Grassetti and Joseph Harford, show how to transform a general base mesh into a definitive character class and not only explain the tools used to not only create the details and unique facial features, but also cover how to manipulate the overall proportions and head shapes.

The series utilises the skills of three different authors whose combined talents cover a multitude of methods that encompass sculpting approaches key to character modelling in ZBrush. Texturing techniques are also covered, alongside the brushes and tools used throughout the process and some general principals to consider before starting a design. Through exploring numerous states of the human condition we are given a comprehensive insight into the methodology behind creating believable characters in ZBrush and the associated tips and tricks used by the professionals.

CONTENT

There are nine chapters in all, five of which cover the human condition and four of which cover creatures with human characteristics including zombie, werewolf and Frankenstein’s monster. The chapters are as follows:

1. Old/Gaunt
2. Obese
3. Steroid pumped guy
4. Extreme piercings and tattoos
5. Beaten up
6. Zombie
7. Vampire
8. Werewolf
9. Frankenstein





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