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واضح آرشیو وب فارسی:سایت ریسک: آموزشی های تصویری + زبان اصلی Baloot3D 06 خرداد 1388, 12:13دیدم آموزش های تصویری به زبان فاسی هست اما به زبان اصلی نیست ،گفتم همچین تاپیکی بزنیم تو اولین پست پکیج کاملی از مجموعه Gnomon رو برای دوستان می زارم ، هر کسی هم اگه آموزش خوبی داره بذاره عالی میشه All DVD’s Introduction to 3ds Max - Tools and Workflow with Cetin Tuker Download: Video Files only size 2.13 GB In this DVD, Cetin Tuker gives an introductory explanation of the main concepts, actions, tools and workflow of 3ds Max. In the first chapters Cetin gives an overview of the user interface and explains how to customize it. Next, he demonstrates placing and transforming objects and discusses hierarchies which are very important for animation. Cetin covers the basics of viewing and navigating in 3D space, creating geometry, creating 2D shapes, selecting objects and modifying them by using the modifiers and modifier stack. He also shows how to manage scenes and files effectively. Finally Cetin talks about animation and time controls and gives a quick introduction to animation in Max. Cetin Tuker Cetin Tuker graduated from the Middle East Technical University in Ankara with a BA in Architecture in 1992 and completed his MA in 1996. He started working with 3D computer graphics in 1991 producing architectural visualizations and started his 3D teaching career in 1994. In 2001, after working on several multimedia and 3D animation projects, he joined the team of the AMBUSH – PUSU, the first Turkish 3D real-time action video game, and stayed with them through the project’s completion in 2004. He has since been teaching 3D animation and motion graphics in the Graphic Design Department of the Mimar Sinan Fine Arts University in Istanbul, Turkey. Cetin has a number of published articles in respected 3D magazines and his first book about “3D environment design” was published in 2006. Cetin also works as a character animator in the digital post-production field primarily for TV commercials. Topics Covered: UI Overview Customization of UI Placement Hierarchies Viewing and Navigating 3D Space Creating Geometry Scene Management Selecting Objects Creating Shapes Using Modifiers Managing Files Animation and Time Controls Chapters: UI Overview Customization of UI Placement of Objects Hierarchies Viewing and Navigating 3D Space Creating geometry Scene Management Selecting Objects Creating shapes Using modifiers Managing files Animation and time controls PASS: extrox.com Environment Lighting for Production - 3ds Max Rendering Techniques with Tim Jones | ISO Download: ISO size 2.39 GB | Rared size 1.21 GB In this DVD, after setting up various production lighting rigs, Tim discusses the pros and cons of each solution. You will learn when to use one type of rig over another based on the goals of the project, as well as how to deal with the challenges that different scene elements create for your lighting setups. Tim will also show you how to render passes out of 3ds Max, composite them using Digital Fusion and set up your lighting in real-time using floating point image formats. Finally, you will learn how to set up a scene for multiple lighting scenarios including day, sunset and night shots. Tim Jones CG Supervisor Blur Studios Tim Jones is a CG Supervisor specializing in environment modeling, lighting and compositing for a wide variety of projects ranging from game cinematics and ride films to television commercials and film. He received duel degrees in the fields of architecture and illustration from Lawrence Tech. After several years doing freelance and working for an architecture visualization firm he has made the switch to entertainment and is now working for Blur Studio. Tim’s work can be seen in game cinematics and commercials such as Warhammer 40K, Hellgate: London, Ghost Recon 3, X-Men Legends 2 and Call of Duty: Finest Hour. Topics Covered: Setting up Light Rigs Rendering Passes Compositing Night-time Lighting Sunset Lighting Chapters: Light Rigs Rendering Passes Compositing Night-time Light Rigs Sunset Rigs PASS: extrox.com Character Modeling for Production - Character Modeling Techniques with Ian Joyner | ISO Dovnload: ISO size 4.31 GB | Rared size 3.29 GB In this DVD, Ian shows you the tools and techniques he uses to quickly create a full character model in 3ds Max, leading you through the basic character production pipeline used at Blur Studio. He takes you through the process of building clean geometry using Max’s built-in toolset as well as using the PolyBoost plugin. Ian shows how to easily enhance objects with ZBrush, and how to quickly find the form and detail of your character. From there he demonstrates how to bring the geometry back into Max to make it animation friendly by retopologizing. After the model is finished, Ian covers how to set up hair using Hair FX as well as how to set up lights, cameras and a simple rig using Biped to pose and render the character. Finally, using Adobe Photoshop®, Ian discusses how to present the character in a professional manner. This DVD is intended for artists with a basic understanding of polygon modeling in Max, but is useful to anyone regardless of skill level or software. In this DVD Ian uses: Max, PolyBoost, ZBrush, BodyPaint and Adobe Photoshop®. Ian Joyner Blur Studios Ian Joyner is a freelance character artist residing in Culver City, CA. Over the years he has worked on games, commercials and feature films at Blur Studio, and recently ventured out as a freelance character artist for clients all over the world. His work can be seen throughout various projects including (but not limited to) BioShock, Halo Wars (upcoming), Golden Axe (upcoming), Marvel : Ultimate Alliance, Hellgate : London, Jericho, Brothers in Arms, Warhammer: Age of Reckoning and Rise of Legends to name a few. Film work includes Rocky Balboa, Aliens of the Deep, and Blur Studio’s short film A Gentlemen’s Duel. Other work includes tech demonstrations for XSI’s Face Robot, training material (DVD’s and classes) for The Gnomon Workshop, and promotional material for a large variety of projects. Topics Covered: Max Modeling tools Using PolyBoost Tools Poly by Poly Modeling Detailing in ZBRush Retopologizing Hi-res Objects Building Props Setting Up Lighting/Camera Rig Basic Brazil Techniques Hair FX Set up Basic BodyPaint and Material Editing Rigging for a Pose Chapters: Setting up a Template Character Basic Light Rig/Blocking in Character, Part 1 Basic Light Rig/Blocking in Character, Part 2 Detailing Simple Objects and Retopologizing Detailing the Character, Part 1 Using Paint Overs to Shape Your Characters Detailing the Character, Part 2 Hair, Setting a Style with HairFX Rigging Using Biped, Part 1 Rigging Using Biped, Part 2 Final Renders PASS: extrox.com Character Texturing for Production - Material and Texturing Techniques with Ian Joyner | ISO Dovnload: ISO size 4.33 GB | Rared size 3.37 GB In this DVD, Ian textures and completes the game cinematic character he modeled in Character Modeling for Production. In this lecture, he shows different techniques to UV map objects of various complexities quickly and efficiently using 3ds Max’s UV tools and DeepUV. Ian covers both hand-painted and image-based methods to create textures for the character. From there he uses various ZBrush plugins to both block-in and finalize textures and he uses BodyPaint to fix seams and to begin new textures. Ian demonstrates a variety of other techniques incorporated in the Max > ZBrush > BodyPaint pipeline and shows you how to enhance the hair created in his first DVD, and take it to a more finalized level. Finally, Ian shows how you can reuse your rigs from character to character using Biped, and how to use Adobe Photoshop® to add an extra level of professionalism to your final models before submitting them to a client. In this DVD Ian uses: Max, DeepUV, PolyBoost, ZBrush, ZappLink, Zmapper, BodyPaint and Adobe Photoshop®. Ian Joyner Blur Studios Ian Joyner is a freelance character artist residing in Culver City, CA. Over the years he has worked on games, commercials and feature films at Blur Studio, and recently ventured out as a freelance character artist for clients all over the world. His work can be seen throughout various projects including (but not limited to) BioShock, Halo Wars (upcoming), Golden Axe (upcoming), Marvel : Ultimate Alliance, Hellgate : London, Jericho, Brothers in Arms, Warhammer: Age of Reckoning and Rise of Legends to name a few. Film work includes Rocky Balboa, Aliens of the Deep, and Blur Studio’s short film A Gentlemen’s Duel. Other work includes tech demonstrations for XSI’s Face Robot, training material (DVDs and classes) for The Gnomon Workshop, and promotional material for a large variety of projects. Topics Covered: UV Layout with Max and DeepUV Creating Textures with Photos Texture Painting Using Photoshop, ZBrush(ZappLink) and BodyPaint Fixing Seams Using Textures as Guides to Enhance Modeling HairFX Settings Brazil Materials Simple Rigging Using Biped Chapters: UV Techniques Roughing in Textures for Head Making the Eye BodyPaint and ZBrush’s Zapplink Fixing Seams with BodyPaint Costume Texturing Enhancing Hair Re-rigging and Final Renders PASS: extrox.com Global Illumination Interiors - V-Ray Lighting Techniques with Christopher Nichols | ISO Dovnload: ISO size 3.37 GB | Rared size 1.67 GB Continuing from his first DVD, Global Illumination: Exteriors, Christopher Nichols explains how interior global illumination differs from exterior GI. Christopher focuses on the concept of digital sets and explores issues of interior lighting for GI, including the variety of light sources that can be used, as well as how space plays an important role in lighting. Christopher demonstrates the differences between regular light sources, environment light, IES lighting, area lights, and even how geometry and shaders can affect the lighting of a scene. Additionally, since bouncing light plays an important role in interior GI, this lecture looks at some special techniques such as using V-Ray’s photon mapping and light cache. Christopher also explores the idea of baking lighting into textures, which is a useful technique for some situations. With Global Illumination: Interiors, you will see the rendering of an interior space in a whole new light. Christopher Nichols Visual Effects Supervisor Sway Studio Christopher Nichols received a Bachelors in Mathematics and Fine Arts from Colgate University. He went on to get a Masters of Architecture from Rice University, where as a lecturer he taught the principles of architectural visualization and animation. After a long career in architecture, Christopher entered the world of feature film visual effects, specializing in color and lighting. Having spent several years at Digital Domain and Sony Pictures Imageworks, Christopher has credits on such movies as The Day After Tomorrow, I, Robot, Stealth and Ghost Rider. He is currently a Supervisor at Sway Studio. Topics Covered: Principles of Global Illumination Specular and Diffuse Reflection Comparison of Different Techniques Sky Lights Image Based Lighting Using HDRIs Animation Issues in GI Baking Lighting Animation Chapters: Key Elements from the Exteriors DVD Interior Versus Exterior GI Lighting Interiors with Exterior Light Other Interior Light Sources Lots of Secondary Bounces Baking Lighting into Textures Lighting Scenario 1 Lighting Scenario 2 PASS: extrox.com Global Illumination Exteriors - V-Ray Lighting Techniques with Christopher Nichols | ISO Dovnload: ISO size 3.07 GB | Rared size 1.61 GB In this lecture on the subject of Global Illumination lighting techniques, Christopher Nichols discusses the subject of exterior lighting. This DVD covers a general introduction to the principles of Global Illumination, which are essential to the understanding of this specialized form of lighting. While the series primarily uses V-Ray as the render engine in a 3ds Max environment, those using other GI renderers will also benefit from the conceptual techniques described. From the general concepts of reflected specular and diffuse light, to sky lights and image based lighting with HDRIs, Christopher shows how to light scenes using real world lighting in a fully reflective environment. He also demonstrates how to tackle the issues of animation by finding the most optimal way to bake lighting for exterior sets. This series is geared toward the CG artist that already has an intermediate understanding of direct lighting and is making the transition to GI lighting. Christopher Nichols Visual Effects Supervisor Sway Studio Christopher Nichols received a Bachelors in Mathematics and Fine Arts from Colgate University. He went on to get a Masters of Architecture from Rice University, where as a lecturer he taught the principles of architectural visualization and animation. After a long career in architecture, Christopher entered the world of feature film visual effects, specializing in color and lighting. Having spent several years at Digital Domain and Sony Pictures Imageworks, Christopher has credits on such movies as The Day After Tomorrow, I, Robot, Stealth and Ghost Rider. He is currently a Supervisor at Sway Studio. Topics Covered: Principles of Global Illumination Specular and Diffuse Reflection Comparison of Different Techniques Sky Lights Image Based Lighting Using HDRIs Animation Issues in GI Baking Lighting Animation Chapters: It Is All About Reflection Methods of Producing Diffuse Scatter Environment Light Image Based Lighting Lighting an Exterior Scene Changing the Mood The Problem with Animation Animation for Large Scenes PASS: extrox.com Creature Modeling for Production - Creature Modeling Techniques with Laurent Pierlot | ISO Dovnload: ISO size 4.12 GB | Rared size 3.20 GB In this DVD, Laurent reveals his process for creating a high resolution creature, designed by Carlos Huante, for the video-game cinematic production pipeline. The pipeline presents many challenges such as working with short deadlines, achieving a clean topology and being able to interpret a 3/4 view concept into a complex and detailed 3D model. This DVD will cover the creature modeling from low-poly modeling to high-poly detailing using 3ds Max and ZBrush. Topics include Max’s basic polygon tools, creating the base volumes and proportions, cleaning up topology, reshaping in ZBrush, and lighting and rendering a sample still with Brazil for presentation to clients and supervisors.. Laurent Pierlot Blur Studios Laurent Pierlot is an alumnus of ESAAT in Roubaix, France and Supinfocom in Valenciennes. After finishing his student movie Baecktopur, which combined live footage mixed with 3D characters, he began working at SPARX in Vietnam as a modeling and lighting artist. He then worked at Attitude Studio in Paris for one year before joining Blur Studio in California as a character modeler and CG supervisor. At Blur, Laurent has worked on lighting, rendering and compositing on a number of projects including the game cinematics for BloodRayne 2, Area-51, The Punisher, Hellgate, Rise of Legends, Fantastic 4 and X-Men Legends. Topics Covered: Max’s Polygon Modeling Tools Volumes and Proportions Achieving Clean Topology Reshaping Volume with ZBrush Lighting and Rendering the Final Mesh Quick Sample Presentation for Clients/supervisors Chapters: Low Poly Modeling of the Body Subdividing the Body Low Poly Modeling of the Arms and Legs Subdividing/Detailing the Arms and Legs Reshaping the Mesh in ZBrush Adding the Final Details Lighting, Rendering for a Sample Still PASS: extrox.com Creature Detailing for Production - Model Refining and UV Mapping with Laurent Pierlot | ISO Dovnload: ISO size 3.01 GB | Rared size 2.03 GB In this DVD, Laurent shares his techniques for detailing and refining the model he started in “Creature Modeling for Production”. Using 3ds Max, Deep UV and ZBrush, Laurent demonstrates the pipeline he uses every day at Blur Studio to add final details to a high-poly model based on a Carlos Huante design. He discusses how to achieve clean UVs with Deep UV, and how he adjusts volume proportions in ZBrush. He also shows how to create alpha maps in Photoshop® and use them in ZBrush to easily add surface details such as veins, bumps and other skin textures. Finally, Laurent shows how to export normal maps from ZBrush using the ZMapper plug-in and how to use the normal maps and cavity maps in Max for a sample render with Brazil. Laurent Pierlot Blur Studios Laurent Pierlot is an alumnus of ESAAT in Roubaix, France and Supinfocom in Valenciennes. After finishing his student movie Baecktopur, which combined live footage mixed with 3D characters, he began working at SPARX in Vietnam as a modeling and lighting artist. He then worked at Attitude Studio in Paris for one year before joining Blur Studio in California as a character modeler and CG supervisor. At Blur, Laurent has worked on lighting, rendering and compositing on a number of projects including the game cinematics for BloodRayne 2, Area-51, The Punisher, Hellgate, Rise of Legends, Fantastic 4 and X-Men Legends. Topics Covered: Preparing the Mesh to Unfold the UVs Using Planar Projections and Deep UV Adjusting Shapes in ZBrush Painting Final Details Using Alpha Maps in ZBrush’s Projection Master Creating Custom Alpha Maps Exporting Normal and Cavity Maps with ZMapper Chapters: Cutting the Mesh and Unfolding UVs Reshaping and Refining Volumes in ZBrush Adding Final Details in ZBrush More Detailing, Creating Custom Alphas Exporting the Maps/Rendering a Sample Still PASS: extrox.com Creature Texturing and Rendering for Production - Texturing Techniques with Laurent Pierlot | ISO Dovnload: ISO size 3.88 GB | Rared size 3.31 GB In this DVD, Laurent reveals his techniques for creating the textures and shaders for the final stage of the creature modeling and texturing pipeline. Laurent shows how to create texture maps from scratch using a small library of different concrete and plaster textures. Using BodyPaint, he takes the cavity map from ZBrush and uses it as a guide to create the other maps for the creature. Laurent demonstrates how he experiments with one area of the body and then brings it to a near final stage before duplicating the maps and shaders for the rest of the creature using Photoshop® and Max. He then shows how to use BodyPaint to paint over the seams and finalize the textures. Finally, Laurent renders out separate passes and composites them together in Digital Fusion, discussing how this process allows better control of the final image and enables him to test the shaders for scene assembly and lighting. Laurent Pierlot Blur Studios Laurent Pierlot is an alumnus of ESAAT in Roubaix, France and Supinfocom in Valenciennes. After finishing his student movie Baecktopur, which combined live footage mixed with 3D characters, he began working at SPARX in Vietnam as a modeling and lighting artist. He then worked at Attitude Studio in Paris for one year before joining Blur Studio in California as a character modeler and CG supervisor. At Blur, Laurent has worked on lighting, rendering and compositing on a number of projects including the game cinematics for BloodRayne 2, Area-51, The Puni




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