Colección Gnomon

. jueves, 2 de julio de 2009

collection list

Gnomon Collection


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

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http://rapidshare.com/files/231952974/GW_ItM.sfv

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

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http://rapidshare.com/files/230840308/GW_ELfP.sfv

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

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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

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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

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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

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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

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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

http://rapidshare.com/files/232288851/GW_CrDfP.part01.rar
http://rapidshare.com/files/232292342/GW_CrDfP.part02.rar
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http://rapidshare.com/files/232355825/GW_CrDfP.sfv

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 Punisher, Hellgate, Rise of Legends, Fantastic 4 and X-Men Legends.
Topics Covered:

Painting Texture Layers with Bodypaint
Creating Maps in Photoshop®
Duplicating Maps in Photoshop®
Creating Shaders with Brazil
Painting Seams with Bodypaint
Rendering Passes with Max/Brazil
Compositing with Digital Fusion
Chapters:

Creating the Map Folders, Collecting Textures
Importing the Mesh in BodyPaint 3D
Creating Maps in Photoshop, the Overall Look
Duplicating Shaders and Maps
Fixing Seams in BodyPaint 3D
Rendering and Presenting a Sample Still

:

http://rapidshare.com/files/232659225/GW_CrTaRfP.part01.rar
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:

PASS: extrox.com

3D Matte Painting and Camera Mapping - Matte Painting for Film with Chris Stoski | ISO

Dovnload: ISO size 3.04 GB | Rared size 1.99 GB

In this second DVD in a series, Chris Stoski illustrates the creation of several 3D matte paintings. In the visual effects industry, directors are always asking for moving cameras in matte paintings and Chris shows how this is achieved. He creates two different environments and discusses how a matte painter creates camera movement in these key scenarios. In addition to Adobe Photoshop®, Chris uses Autodesk 3ds Max, but the techniques can be implemented with other popular 3D software as well. From forward-moving dolly shots to lateral helicopter aerials, Chris covers the essentials of 3D and 2.5D matte painting for matte artists of all skill levels.
Chris Stoski
Lead Digital Matte Artist
Industrial Light & Magic

Chris Stoski is one of the leading matte painters and concept artists in the visual effects industry. His clients and employers include Industrial Light & Magic, Lucasfilm, Matte World Digital, Warner Brothers, 20th Century Fox, Dreamworks, Touchstone Pictures and The Cartoon Network to name a few. Recently he authored a book entitled “d’artiste: Matte Painting” in conjunction with Dylan Cole and Alp Altiner, and published by Ballistic Publishing. His film credits include Star Wars Episode III, The Ring, The Last Samurai and Pirates of the Caribbean: Dead Man’s Chest. He currently works for ILM as a Lead Digital Matte Artist.
Topics Covered:

Matte Painting Fundamentals
Film Resolutions
Painting
3D Modeling
Lighting
Texturing
Image Manipulation
3D Particles
Cloud Extractions
Compositing for Matte Painters
Post Camera Animation
Chapters:

Matte Painting Fundamentals
Starting the Matte Painting
Vegetation with Vue
Creating the CG Palace
Lighting and Render Passes
Misty Clouds and Painting
Painting with CG Renders
Planning the Waterfalls
Foreground Vegetation
Final Painting Touches
3D Particles
Compositing in Shake

:

http://rapidshare.com/files/232788237/GW_3dMPaCM.part01.rar
http://rapidshare.com/files/232793692/GW_3dMPaCM.part02.rar
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http://rapidshare.com/files/232924721/GW_3dMPaCM.sfv

:

PASS: extrox.com

Matte Painting Production Techniques - Matte Painting for Film with Chris Stoski | ISO

Dovnload: ISO size 4.10 GB | Rared size 2.63 GB

In this DVD, Chris Stoski demonstrates his techniques for creating a complex matte painting. He illustrates how a matte artist utilizes 3D modeling, texturing, lighting, photographic reference materials and digital painting to complete a beautiful and efficient matte painting. Throughout the lecture he describes his techniques and relates his experiences designing shots for feature films and executing them as final matte paintings. From painting and image manipulation in Adobe Photoshop® to 3D particle-system waterfalls and animated vegetation blowing in the wind, this DVD offers a complete spectrum of knowledge for the beginner to intermediate matte painter.
Chris Stoski
Lead Digital Matte Artist
Industrial Light & Magic

Chris Stoski is one of the leading matte painters and concept artists in the visual effects industry. His clients and employers include Industrial Light & Magic, Lucasfilm, Matte World Digital, Warner Brothers, 20th Century Fox, Dreamworks, Touchstone Pictures and The Cartoon Network to name a few. Recently he authored a book entitled “d’artiste: Matte Painting” in conjunction with Dylan Cole and Alp Altiner, and published by Ballistic Publishing. His film credits include Star Wars Episode III, The Ring, The Last Samurai and Pirates of the Caribbean: Dead Man’s Chest. He currently works for ILM as a Lead Digital Matte Artist.
Topics Covered:

Matte Painting Fundamentals
Film Resolutions
Painting
3D Modeling
Lighting
Texturing
Image Manipulation
3D Particles
Cloud Extractions
Compositing for Matte Painters
Post Camera Animation
Chapters:

Matte Painting Fundamentals
Starting the Matte Painting
Vegetation with Vue
Creating the CG Palace
Lighting and Render Passes
Misty Clouds and Painting
Painting with CG Renders
Planning the Waterfalls
Foreground Vegetation
Final Painting Touches
3D Particles
Compositing in Shake

:

http://rapidshare.com/files/232930525/GW_MPPT.part01.rar
http://rapidshare.com/files/232936131/GW_MPPT.part02.rar
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:

PASS: extrox.com

Set Extension and Lighting Effects - Matte Painting for Film with Chris Stoski | ISO

Dovnload: ISO size 3.13 GB | Rared size 2.27 GB

In today’s feature film industry, productions are in constant need of digital set extensions. On this third DVD in a series, Chris Stoski shows how digital set extensions are achieved. The lecture uses two examples to demonstrate matching simple and complex lighting in the plate photography, dealing with difficult lighting changes, matching the camera angle of the plate with 3D software, and adding camera movement in a compositing environment. The lecture results in the creation of two beautiful moving shots. In addition to Adobe Photoshop®, Chris uses Autodesk 3ds Max and Apple Shake to create these examples, but the techniques can be implemented with other popular 3D and compositing software as well. This DVD is designed for all skill levels.
Chris Stoski
Lead Digital Matte Artist
Industrial Light & Magic

Chris Stoski is one of the leading matte painters and concept artists in the visual effects industry. His clients and employers include Industrial Light & Magic, Lucasfilm, Matte World Digital, Warner Brothers, 20th Century Fox, Dreamworks, Touchstone Pictures and The Cartoon Network to name a few. Recently he authored a book entitled “d’artiste: Matte Painting” in conjunction with Dylan Cole and Alp Altiner, and published by Ballistic Publishing. His film credits include Star Wars Episode III, The Ring, The Last Samurai and Pirates of the Caribbean: Dead Man’s Chest. He currently works for ILM as a Lead Digital Matte Artist.
Topics Covered:

Plate Analysis
Perspective Matching
3D Modeling
Lighting
Composition
Motion Picture Plates
Digital Painting
Compositing
Animation
Chapters:

Working with the Plate
Painting the Set Extension
Compositing the Final Shot
Concept Sketch and Camera Matching
Painting, Modeling and Lighting
Test Composites and Modeling
Sign Animation and Compositing
Final Compositing and Painting

:

http://rapidshare.com/files/233170338/GW_SEaLE.part01.rar
http://rapidshare.com/files/233174441/GW_SEaLE.part02.rar
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:

PASS: extrox.com

Fluid Simulation with Glu3D - 3ds Max Techniques with Cetin Tuker | ISO

Dovnload: ISO size 3.07 GB | Rared size 1.87 GB

In this DVD, Cetin Tuker demonstrates the basic parameters of Glu3D in 3ds Max including the Glu3D main node, particle source, object manager and per object parameters. Cetin also walks you through a production quality fluid simulation animation project, starting from the storyboards. Modeling the objects in Max, scene setup and animation alternatives using the PWrapper function of Glu3D with the particle flow of Max, filling closed volumes with Glu3D particles and designing a fluid explosion are all thoroughly discussed. By watching this DVD you will see the entire production process for a fluid based commercial project.
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:

Plate Analysis
Perspective Matching
3D Modeling
Lighting
Composition
Motion Picture Plates
Digital Painting
Compositing
Animation
Chapters:

Interface and Basic Parameters
Basic Parameters (continued)
Storyboard
Modeling the Objects
Scene Setup and Animation
PWrapper
Filling the Closed Container
Splash
Splash (Continued)

:

http://rapidshare.com/files/233465344/GW_FSwG3d.part01.rar
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http://rapidshare.com/files/233525701/GW_FSwG3d.sfv

:

PASS: extrox.com

Brazil Material Fundamentals - 3ds Max and Brazil Techniques with Sebatien Chort | ISO

Dovnload: ISO size 3.28 GB | Rared size 2.23 GB

:

http://rapidshare.com/files/233622464/GW_BMF.part01.rar
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http://rapidshare.com/files/233776836/GW_BMF.part19.rar
http://rapidshare.com/files/233751451/GW_BMF.part20.rar
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