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Home » 2010 » October » 16
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 everything up in kismet/matinee for the final
cinematic.
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Digital Tutors- Compositing 3D into Video in Maya and Toxik In this series of lessons we'll learn how to take the output from a
motion tracker app into Maya, import a 3D model to light and render then
jump into Toxik to composite it with our original footage.
We'll begin this project by setting up our motion tracked scene
by adding the original footage and aligning everything to make working
easier. We'll then bring in our 3d object and learn how to place it in
our scene. We'll then learn how to create ground geometry and match the
lighting in our original shot. We'll then setup our scene with multiple
render passes and layers to make compositing much easier. After we
render, we'll jump into Toxik and learn about such topics as shadow
matching, color matte usage and various techniques to match our 3d
render with our live action b
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Digital Tutors- Sculpting a Realistic Bust in ZBrush In this course, we will learn how to create a realistic human bust using ZBrush.
We will be creating this character entirely within ZBrush, so we
will begin by using ZSpheres to create the base mesh for the head and
upper torso. From there, we will be going through the process of
reshaping and detailing facial features, and in doing so, we will be
placing special emphasis on important topics such as proper facial
proportions, understanding the importance and function of key facial
muscles, understanding the effects of aging on the human face, and
making sure we incorporate all of these critical concepts into our final
character. We will also use a variety of tools and techniques within
ZBrush to create several articles of clothing for our character.
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