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<description>Всё для компьютерной графики</description>
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<title>Всё для компьютерной графики</title>
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<title>Digital Tutors – Transforming Robot Production Pipeline Vol. 1-4 [2012, ENG]</title>
<link>http://www.cgsoft.ru/2012/04/12/digital-tutors-transforming-robot-production-pipeline-vol-1-4-2012-eng.html</link>
<description>In this tutorial we will learn about the process of creating concept art for a transforming robot within a production pipeline. To get started, you should know that this course will focus on providing you with a high level glimpse at my thought process in designing our robot. While we won't focus on painting every brush stroke, I will be walking you through each step, demonstrating techniques as well as providing insight into the process. First, we'll jump in and knock out some quick silhouette options to establish our robots form and pose. After spending some time roughing in possible details for our silhouette, we will begin refining forms in grayscale. We will then learn about the coloring process for this project from base color all the way through finishing details. We'll wrap things up by learning about some final steps that were taken before handing our artwork to the next artist in the pipeline. After completing this course, you'll not only know how the concept art was painted but also understand the design decisions were made leading up to our finished concept.  UPD: 11.04.12 добавлено 4 часть.</description>
<category>Autodesk Maya</category>
<pubDate>Thu, 12 Apr 2012 08:45:10 +0400</pubDate>
<yandex:full-text>Год выпуска: 2012 Производитель: Digital tutors Продолжительность: 4 часа 33 минут Тип материала: Видеоурок Язык: Английский  Transforming Robot Production Pipeline Volume 1: Concept and Design In this tutorial we will learn about the process of creating concept art for a transforming robot within a production pipeline. To get started, you should know that this course will focus on providing you with a high level glimpse at my thought process in designing our robot. While we won&#039;t focus on painting every brush stroke, I will be walking you through each step, demonstrating techniques as well as providing insight into the process. First, we&#039;ll jump in and knock out some quick silhouette options to establish our robots form and pose. After spending some time roughing in possible details for our silhouette, we will begin refining forms in grayscale. We will then learn about the coloring process for this project from base color all the way through finishing details. We&#039;ll wrap things up by learning about some final steps that were taken before handing our artwork to the next artist in the pipeline. After completing this course, you&#039;ll not only know how the concept art was painted but also understand the design decisions were made leading up to our finished concept.  Transforming Robot Production Pipeline Volume 2: Truck Modeling In this Professional Series course, we will explore some the techniques and concepts involved in building and preparing the vehicle portion of our transforming robot project. This specific high-level course was designed to evolve your workflows, and give you some concepts to keep in mind as you go through the process of building the vehicle portion of your transforming robot. We&#039;ll look at a few modeling techniques to make the model more realistic, UV layout concepts, and cutting up the model in preparation for its transformation. Before we start, I recommend you have experience using Maya as we cover a lot of information in a shorter span of time. We won&#039;t be going through the modeling of this truck step-by-step, so if you’re an artist new to Maya or to modeling, the Beginner&#039;s Guides and Introduction courses are perfect places to start getting up to speed. From there you can check out any of the intermediate step-by-step project based courses, automotive courses especially, and they will take you through the entire process and give you the tools you need to complete the model.  Transforming Robot Production Pipeline Volume 3: Truck Texturing In this tutorial we will learn about the process of texturing our transforming robot&#039;s vehicle form. To get started, you should know that this course will focus on providing you with a high level glimpse at my thought process in painting the textures for our truck asset. While we won&#039;t focus on painting every stroke of our textures, I will be walking you through each step, demonstrating techniques as well as providing insight into the process. Throughout this course, we will reveal valuable information about this process including targeting geometry for painting on a complex model, using lights and masking to paint texture in hard to reach places, and using MARI 1.4&#039;s layered painting unproject and project workflow to create decals for our vehicle. After completing this course, you&#039;ll not only know how the texture maps for our truck were painted but you&#039;ll also gain insight into the thought process behind painting them.  Transforming Robot Production Pipeline Volume 4: Robot Modeling In this course we will cover the steps involved in building the robot portion of our transforming robot series. This specific high-level course was designed to evolve your workflows, and give you some ideas to keep in mind as you go through the process of building the robot portion of your transforming robot. The objectives for this fast-pace course include looking at several issues to be dealt with when creating the transforming robot. We&#039;ll look at ways to use ZBrush and TopoGun in our workflow to build the fitted pieces and panels of the robot. In addition to modeling techniques, we&#039;ll talk about UV layout concepts, creating a proxy, and working cooperatively with other artists, including those working in other applications. It is recommended that you have some experience using Maya, ZBrush, and TopoGun, as we cover a lot of information in a shorter span of time. We won&#039;t be going through the modeling of the robot step-by-step, so if you’re a new artist, the Beginner&#039;s Guides and Introduction courses are perfect places to start getting up to speed. From there you can check out any of the intermediate step-by-step project based courses and they will give you the tools you need to complete the model.  &amp;nbsp;&lt;a href=&quot;javascript:ShowOrHide(&#039;sp1097fab20a088bcbe0687cc21f832cdb&#039;)&quot;&gt;Содержание&lt;/a&gt;1.Transforming Robot Production Pipeline Volume 1: Concept and Design 2.Transforming Robot Production Pipeline Volume 2: Truck Modeling 3.Transforming Robot Production Pipeline Volume 3: Truck Texturing 4.Transforming Robot Production Pipeline Volume 4: Robot Modeling &amp;nbsp;&lt;a href=&quot;javascript:ShowOrHide(&#039;spc446efe122c91f4295514c5cab11a35b&#039;)&quot;&gt;Скриншоты&lt;/a&gt;&lt;a href=&quot;http://picbit.net/view/12042012/1334204245320.png&quot; target=&quot;_blank&quot;&gt;&lt;/a&gt; &lt;a href=&quot;http://picbit.net/view/12042012/1334204246411.png&quot; target=&quot;_blank&quot;&gt;&lt;/a&gt; &lt;a href=&quot;http://picbit.net/view/12042012/1334204246853.png&quot; target=&quot;_blank&quot;&gt;&lt;/a&gt;  Файлы примеров: присутствуют Формат видео: FLV Видео: Flash Video 4 1024x768 15fps 1000 Kbps Аудио: MPEG Audio Layer 3 44100Hz mono 96kbps  Пароль при архивации: cgsoft.ru Скачать Digital Tutors – Transforming Robot Production Pipeline Vol. 1,2,3 &lt;a href=&quot;http://www.cgsoft.ru/engine/go.php?url=aHR0cDovL3NtczRmaWxlLmNvbS9kb3dubG9hZC8wODAzMi4wMGY0NDA1ZGFmMGQ2YWMyMDNiMWQ5NzNhMTA4L0NHdHV0cy5ydS5EaWdpdGFsX1R1dG9yc19fX1RyYW5zZm9ybWluZ19Sb2JvdF9Qcm9kdWN0aW9uX1BpcGVsaW5lX1ZvbF8xXzJfMy5yYXIuaHRtbA%3D%3D&quot; target=&quot;_blank&quot;&gt;sms4file.com&lt;/a&gt; | &lt;a href=&quot;http://www.cgsoft.ru/engine/go.php?url=aHR0cDovL3ZpcC1maWxlLmNvbS9kb3dubG9hZGxpYi80Nzk4NjE0ODQ2OTY5MTAxNDk1MzI2LTA3Nzg1LjAwZjQ0MDVkYWYwZDZhYzIwM2IxZDk3M2ExMDgvQ0d0dXRzLnJ1LkRpZ2l0YWxfVHV0b3JzX19fVHJhbnNmb3JtaW5nX1JvYm90X1Byb2R1Y3Rpb25fUGlwZWxpbmVfVm9sXzFfMl8zLnJhci5odG1s&quot; target=&quot;_blank&quot;&gt;Vip-file.com&lt;/a&gt; | &lt;a href=&quot;http://www.cgsoft.ru/engine/go.php?url=aHR0cDovL2xldGl0Yml0Lm5ldC9kb3dubG9hZC8wNzc4NS4wMGY0NDA1ZGFmMGQ2YWMyMDNiMWQ5NzNhMTA4L0NHdHV0cy5ydS5EaWdpdGFsX1R1dG9yc19fX1RyYW5zZm9ybWluZ19Sb2JvdF9Qcm9kdWN0aW9uX1BpcGVsaW5lX1ZvbF8xXzJfMy5yYXIuaHRtbA%3D%3D&quot; target=&quot;_blank&quot;&gt;Letitbit.net&lt;/a&gt; Скачать Transforming Robot Production Pipeline Volume 4: Robot Modeling &lt;a href=&quot;http://www.cgsoft.ru/engine/go.php?url=aHR0cDovL3NtczRmaWxlLmNvbS9kb3dubG9hZC8yMzE1LjIzNjg0ZDFlMDc0NGViZjRlNWJkYmY1MDE0NWMvQ0d0dXRzLnJ1LkRpZ2l0YWwtVHV0b3JzLlRyYW5zZm9ybWluZy5Sb2JvdC5Qcm9kdWN0aW9uLlBpcGVsaW5lX3ZvbC40LnJhci5odG1s&quot; target=&quot;_blank&quot;&gt;sms4file.com&lt;/a&gt; | &lt;a href=&quot;http://www.cgsoft.ru/engine/go.php?url=aHR0cDovL3ZpcC1maWxlLmNvbS9kb3dubG9hZGxpYi81MjUzOTI5MzY3OTgyMzQ4MjYwMi0yNzgzNS4yMzY4NGQxZTA3NDRlYmY0ZTViZGJmNTAxNDVjL0NHdHV0cy5ydS5EaWdpdGFsLVR1dG9ycy5UcmFuc2Zvcm1pbmcuUm9ib3QuUHJvZHVjdGlvbi5QaXBlbGluZV92b2wuNC5yYXIuaHRtbA%3D%3D&quot; target=&quot;_blank&quot;&gt;Vip-file.com&lt;/a&gt; | &lt;a href=&quot;http://www.cgsoft.ru/engine/go.php?url=aHR0cDovL2xldGl0Yml0Lm5ldC9kb3dubG9hZC8yNzgzNS4yMzY4NGQxZTA3NDRlYmY0ZTViZGJmNTAxNDVjL0NHdHV0cy5ydS5EaWdpdGFsLVR1dG9ycy5UcmFuc2Zvcm1pbmcuUm9ib3QuUHJvZHVjdGlvbi5QaXBlbGluZV92b2wuNC5yYXIuaHRtbA%3D%3D&quot; target=&quot;_blank&quot;&gt;Letitbit.net&lt;/a&gt;</yandex:full-text>
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<title>CG cookie - Creating a Fire Dragon with FumeFX in 3Ds max [2012, ENG]</title>
<link>http://www.cgsoft.ru/2012/04/10/cg-cookie-creating-a-fire-dragon-with-fumefx-in-3ds-max-2012-eng.html</link>
<description>In this Citizen video for 3ds max, we’ll explore more FumeFX, and this time we’ll take a look at how to use it with deforming objects as an animatre character. We’ll pick the Dragon sample scene that can be found in the Sample DVD of 3ds max installation, and we’ll try to create an FX shot with a fire dragon emitting flames, smoke, dust, ashes, etc etc...</description>
<category>3D Studio Max</category>
<pubDate>Tue, 10 Apr 2012 08:54:50 +0400</pubDate>
<yandex:full-text>Год выпуска: 2012 Производитель: CG cookie Продолжительность: 3 часа Тип материала: Видеоурок Язык: Английский  In this Citizen video for 3ds max, we’ll explore more FumeFX, and this time we’ll take a look at how to use it with deforming objects as an animatre character. We’ll pick the Dragon sample scene that can be found in the Sample DVD of 3ds max installation, and we’ll try to create an FX shot with a fire dragon emitting flames, smoke, dust, ashes, etc etc...  &amp;nbsp;&lt;a href=&quot;javascript:ShowOrHide(&#039;sp8e310e278d067994b28c088622b26b3d&#039;)&quot;&gt;Скриншоты&lt;/a&gt; &amp;nbsp;&lt;a href=&quot;javascript:ShowOrHide(&#039;sp108aeaac01c6476f28e3cc43809e26ef&#039;)&quot;&gt;Содержание&lt;/a&gt;Creating a Fire Dragon with FumeFX – Part 1 In this Citizen video for 3ds max, we’ll explore more FumeFX, and this time we’ll take a look at how to use it with deforming objects as an animatre character. We’ll pick the Dragon sample scene that can be found in the Sample DVD of 3ds max installation, and we’ll try to create an FX shot with a fire dragon emitting flames, smoke, dust, ashes, etc etc.  We’ll start creating the basic PFlow setup to emit particle ashes using some turbulent forces to move it in a more realistic way, then we’ll star preparing one FumeFX layer to emit dust/smoke from some area of the dragon body. We’ll work to tune speed and look, using a Noise map to decide where we have to emit smoke, then we’ll prepare the wavelet turbulence setup to prepare final pass. In part 2 we’ll prepare final smoke layer render, and ash passes to start comp it, then we’ll work on various fire passes.  Exclusive: Creating a Fire Dragon with FumeFX – Part 2 In this Citizen video for 3ds max, we’ll continue to work at the Fire Dragon series. We’ll prepare a fire layer just to have the creature made of flames. We’ll work on the simulation trying to have not so big flames, and not so long flames, just something like a volume of fire. We’ll tune rendering parameters and prepare the wavelet turbulence simulation. In Part 3, we’ll prepare some additional passes and work a little bit more on particles, so we can start preparing different rendered passes to comp it.  Exclusive: Creating a Fire Dragon with FumeFX – Part 3 In this Citizen video for 3ds max, we’ll take a look at how to finalize the Fire Dragon tutorial series, so we’ll prepare an additional fire/flames pass, to add some more details to the fire creature, then we’ll start rendering and adjusting the various layers. To finalize the project we’ll import all the layers in Combustion and we’ll comp it all together using some color correction and some effects as glow and sharpen, and we’ll play a little bit with merging mode to find the best compromise for final look.  Файлы примеров: отсутствуют Формат видео: FLV Видео: MPEG4 Video (H264) 956x538 30.00fps ~1700 Kbps Аудио: AAC 44100Hz stereo 72 Kbps  Скачать CG cookie - Creating a Fire Dragon with FumeFX &lt;a href=&quot;http://www.cgsoft.ru/engine/go.php?url=aHR0cDovL3NtczRmaWxlLmNvbS9kb3dubG9hZC81MzIzLjU3MGY4YjRkY2QyZWI3ODFlMWZiZmUxYTVmMWQvQ0d0dXRzLnJ1LkNHLkNPT0tJRS5DcmVhdGluZ19hX0ZpcmVfRHJhZ29uX3dpdGhfRnVtZUZYLnJhci5odG1s&quot; target=&quot;_blank&quot;&gt;sms4file.com&lt;/a&gt; | &lt;a href=&quot;http://www.cgsoft.ru/engine/go.php?url=aHR0cDovL3ZpcC1maWxlLmNvbS9kb3dubG9hZGxpYi83MTcxNjEyOTIxNzI2Njc4MjkzODQyNTktNTMwMTQuNTcwZjhiNGRjZDJlYjc4MWUxZmJmZTFhNWYxZC9DR3R1dHMucnUuQ0cuQ09PS0lFLkNyZWF0aW5nX2FfRmlyZV9EcmFnb25fd2l0aF9GdW1lRlgucmFyLmh0bWw%3D&quot; target=&quot;_blank&quot;&gt;Vip-file.com&lt;/a&gt; | &lt;a href=&quot;http://www.cgsoft.ru/engine/go.php?url=aHR0cDovL2xldGl0Yml0Lm5ldC9kb3dubG9hZC81MzAxNC41NzBmOGI0ZGNkMmViNzgxZTFmYmZlMWE1ZjFkL0NHdHV0cy5ydS5DRy5DT09LSUUuQ3JlYXRpbmdfYV9GaXJlX0RyYWdvbl93aXRoX0Z1bWVGWC5yYXIuaHRtbA%3D%3D&quot; target=&quot;_blank&quot;&gt;Letitbit.net&lt;/a&gt;</yandex:full-text>
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<title>Evermotion - Archexteriors vol. 15 [2012]</title>
<link>http://www.cgsoft.ru/2012/04/08/evermotion-archexteriors-vol-15-2012.html</link>
<description>Take a look at these 10 fully textured scenes with professional shaders and lighting ready to render from Archexteriors vol. 15.</description>
<category>3D Модели</category>
<pubDate>Sun, 08 Apr 2012 13:47:27 +0400</pubDate>
<yandex:full-text>Год выпуска: 2012 Производитель: &lt;a href=&quot;http://www.evermotion.org/modelshop/show_product/archexteriors-vol-15/7987/0/0/&quot; target=&quot;_blank&quot;&gt;Evermotion&lt;/a&gt; Категория: Archexteriors Номер сборника: Vol. 15  Take a look at these 10 fully textured scenes with professional shaders and lighting ready to render from Archexteriors vol. 15.   &amp;nbsp;&lt;a href=&quot;javascript:ShowOrHide(&#039;sp8280b61b1f3f3f0b0b2bc12fa070a29d&#039;)&quot;&gt;Скриншоты&lt;/a&gt;  Текстуры: присутствуют Формат файлов: *.max Формат моделей: 3ds Max 2008, V-Ray 1.5  Скачать Evermotion - Archexteriors vol. 15 &lt;a href=&quot;http://www.cgsoft.ru/engine/go.php?url=aHR0cDovL3NtczRmaWxlLmNvbS9kb3dubG9hZC8xOTgzLjEyZDc4ZjdjMTI5ZWI2NGU0YmM1Yzk4ZDAxMjkvQ0d0dXRzLnJ1LkV2ZXJtb3Rpb25fQXJjaGV4dGVyaW9yc19Wb2xfMTUucmFyLmh0bWw%3D&quot; target=&quot;_blank&quot;&gt;Sms4file.com&lt;/a&gt; | &lt;a href=&quot;http://www.cgsoft.ru/engine/go.php?url=aHR0cDovL3ZpcC1maWxlLmNvbS9kb3dubG9hZGxpYi8xOTMyNDUwMDU0ODY3NTM4Mjc5NzE4NDEwLTEyOTYzLjEyZDc4ZjdjMTI5ZWI2NGU0YmM1Yzk4ZDAxMjkvQ0d0dXRzLnJ1LkV2ZXJtb3Rpb25fQXJjaGV4dGVyaW9yc19Wb2xfMTUucmFyLmh0bWw%3D&quot; target=&quot;_blank&quot;&gt;Vip-file.com&lt;/a&gt; | &lt;a href=&quot;http://www.cgsoft.ru/engine/go.php?url=aHR0cDovL2xldGl0Yml0Lm5ldC9kb3dubG9hZC8xMjk2My4xMmQ3OGY3YzEyOWViNjRlNGJjNWM5OGQwMTI5L0NHdHV0cy5ydS5FdmVybW90aW9uX0FyY2hleHRlcmlvcnNfVm9sXzE1LnJhci5odG1s&quot; target=&quot;_blank&quot;&gt;Letitbit.net&lt;/a&gt;</yandex:full-text>
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<title>cmiVFX - C4D Destruction Tactics [2007, ENG]</title>
<link>http://www.cgsoft.ru/2012/04/07/cmivfx-c4d-destruction-tactics-2007-eng.html</link>
<description>This tutorial is a look into visual effects from a motion-graphics artists' perspective. The goal is to learn the basics of using image-based, projected textures with projection man, combined with creating a basic explosion and crumbling sequence that does not require a team of people, or weeks to put together.</description>
<category>Cinema 4D</category>
<pubDate>Sat, 07 Apr 2012 22:28:35 +0400</pubDate>
<yandex:full-text>Год выпуска: 2007 Производитель: cmiVFX Продолжительность: 3 часа 16 минут Тип материала: Видеоурок Язык: Английский  This tutorial is a look into visual effects from a motion-graphics artists&#039; perspective. The goal is to learn the basics of using image-based, projected textures with projection man, combined with creating a basic explosion and crumbling sequence that does not require a team of people, or weeks to put together.  &amp;nbsp;&lt;a href=&quot;javascript:ShowOrHide(&#039;spf11dab77ad56ba5bae104bdd59671ac0&#039;)&quot;&gt;Содержание&lt;/a&gt;Image Setup and Projection The beginning will go over the basics and implementation of the extremely easy-to-use &quot;projection man&quot; module built right into Cinema, that allows for mocking up, projecting, and baking images directly onto geometry. We will search for and pick an image with a very high resolution to allow for a high level of detail with our image-based materials. We will then learn how to prepare projection man, the camera, and the base material, so that we can continually add geometry without any additional setup.  The benefits of using this method to texture objects are multifold; they are extremely fast to use in the viewport and renderer, are significantly easier to use than procedural textures built from layers, and can be taught to anyone even if your experience with materials is nil. The very best part about image-based textures is that if you use a high-resolution image, they are photorealistic automatically!  Baking textures We will begin by with creating a window and each of its parts, learn how to bake the texture into the geometry (convert the projected image to a UV map that can be applied to any object.) As our scene grows in size, we will apply layers for ease of organization and to allow us to &quot;solo&quot; certain objects or groups of objects for editing. Once we have created the main model with its projected textures, we will go on to mock up some of the surrounding objects, buildings, and the street to help flesh out the stylized scene and add contrast between the &quot;main model&quot; and the external scene.  Breaking Up Once the geometry is all mocked up, we&#039;ll have a look at breaking objects apart both by hand, and by using one of the many plug-ins available for the purpose that are popping up all over the place. There are benefits and downsides to both methods and both are important to use depending on the desired effect or outcome. For exacting precision, nothing beats the by-hand method. The main issue is that it is extremely time consuming. The plug-in method can be very quick to do, but may not yield the exact results needed, promoting a combination of the two methods for both speed and precision.  Explosion We will then proceed to blow out the windows and the door in an initial explosion using the bullet dynamics built-in &quot;glitch.&quot; Any time two objects are dynamically initiated but are overlapping (or inside one another) an explosion happens. Learn to begin harnessing this concept and make it work for you instead of the reverse. We will talk about density and rotational mass, and we will address how baking dynamics is extremely helpful, but can also be a pitfall if done too early on.   Crumble After the blowout is complete, we will then break up the rest of the main building&#039;s fa&amp;#231;ade and crumble it to the ground in all its destructive glory! Using an on-collision setting in the dynamics tag, we will use the roof to trigger all the rest of the pieces crumbling and falling in a chain reaction. Everyone likes explosions and destruction, and with Modynamics, Cinema 4D has made it easier than ever before and faster than any equivalent 3d package. &amp;nbsp;&lt;a href=&quot;javascript:ShowOrHide(&#039;sp74046c32ed75160f9b2ff8d71713552f&#039;)&quot;&gt;Скриншоты&lt;/a&gt;  Файлы примеров: присутствуют Формат видео: MP4 Видео: MPEG4 Video (H264) 1040x592 (104:59) Аудио: AAC 22050Hz mono 352kbps  Скачать cmiVFX - C4D Destruction Tactics &lt;a href=&quot;http://www.cgsoft.ru/engine/go.php?url=aHR0cDovL3NtczRmaWxlLmNvbS9kb3dubG9hZC81NjE4LjVkZTE4ZDY2ZDFjNGQ2OTZjN2Y4ZmMyN2M4ZjIvY21pVkZYXy1fQzREX0Rlc3RydWN0aW9uX1RhY3RpY3MucmFyLmh0bWw%3D&quot; target=&quot;_blank&quot;&gt;sms4file.com&lt;/a&gt; | &lt;a href=&quot;http://www.cgsoft.ru/engine/go.php?url=aHR0cDovL3ZpcC1maWxlLmNvbS9kb3dubG9hZGxpYi80MDU5NTk3NjMyNTY0MTQxMjU5OC01NTI2Ni41ZGUxOGQ2NmQxYzRkNjk2YzdmOGZjMjdjOGYyL2NtaVZGWF8tX0M0RF9EZXN0cnVjdGlvbl9UYWN0aWNzLnJhci5odG1s&quot; target=&quot;_blank&quot;&gt;Vip-file.com&lt;/a&gt; | &lt;a href=&quot;http://www.cgsoft.ru/engine/go.php?url=aHR0cDovL2xldGl0Yml0Lm5ldC9kb3dubG9hZC81NTI2Ni41ZGUxOGQ2NmQxYzRkNjk2YzdmOGZjMjdjOGYyL2NtaVZGWF8tX0M0RF9EZXN0cnVjdGlvbl9UYWN0aWNzLnJhci5odG1s&quot; target=&quot;_blank&quot;&gt;Letitbit.net&lt;/a&gt;</yandex:full-text>
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<title>cmiVFX - Houdini VEX Volume 2 [2007, ENG]</title>
<link>http://www.cgsoft.ru/2012/04/07/cmivfx-houdini-vex-volume-2-2007-eng.html</link>
<description>Upon general request, CmiVFX is proud announce its two first volumes of new series of Houdini videos about VEX and VOPs. VEX is one of these things that makes Houdini really unique. Initially designed to be a powerful shading language, its paradigm has been extended to enable users to create new custom operators (like new SOPs, POPs, CHOPs). With the Houdini visual programming philosophy, VEX comes as a new dedicated context: VOPS where the data flow of your program is represented by custom nodes that wrap mathematical functions. VEX programming is so immense of a field that you could recreate almost half of the nodSOP context, maybe the easiest one to master: this means you'll learn how to create new surface operators, new modeling tools, new deformers with VEX/VOPs. It is at the same time an introduction to VEX concepts that are shared among all the various contexts, that we will reuse in our videos about rendering and shader development, or in videos about particle animation .Seashells, global deformers, water ripples... while being a language reference, these videos are intended to be a great cookbook for useful mathematical formulas.</description>
<category>Houdini</category>
<pubDate>Sat, 07 Apr 2012 22:27:12 +0400</pubDate>
<yandex:full-text>Год выпуска: 2007 Производитель: cmiVFX Продолжительность: 2 часа 21 минут Тип материала: Видеоурок Язык: Английский  Upon general request, CmiVFX is proud announce its two first volumes of new series of Houdini videos about VEX and VOPs. VEX is one of these things that makes Houdini really unique. Initially designed to be a powerful shading language, its paradigm has been extended to enable users to create new custom operators (like new SOPs, POPs, CHOPs). With the Houdini visual programming philosophy, VEX comes as a new dedicated context: VOPS where the data flow of your program is represented by custom nodes that wrap mathematical functions. VEX programming is so immense of a field that you could recreate almost half of the nodSOP context, maybe the easiest one to master: this means you&#039;ll learn how to create new surface operators, new modeling tools, new deformers with VEX/VOPs. It is at the same time an introduction to VEX concepts that are shared among all the various contexts, that we will reuse in our videos about rendering and shader development, or in videos about particle animation .Seashells, global deformers, water ripples... while being a language reference, these videos are intended to be a great cookbook for useful mathematical formulas.  &amp;nbsp;&lt;a href=&quot;javascript:ShowOrHide(&#039;spe0479eaf0541b49f843764b4be5354eb&#039;)&quot;&gt;Содержание&lt;/a&gt;Seashells Discover what is behind the algorithmic beauty of seashells, how nature is doing math, producing out of the same mathematical model an immense diversity of beautiful seashell silhouettes. Water Ripples: Learn how to simulate water ripples due to raindrops collision on the surface of a lake. Connect your VEX operator to a particle system and let it rain!   Multiple Inputs: In the same spirit as Renderman&#039;s DSO ( dynamic shared object), learn how to use several inputs in a VEX SOP, so that you can have helper geometries. The possibilities are endless, and you can now see Houdini&#039;s SOPs and CHOPs as an abstract extension of VEX data types and VEX functions.  VEX and VOP Workflow: Learn how you can create new VEX functions as well as new custom VOPs. This means that you&#039;re building operators whose purpose is to build operators... Add this to Digital Assets and Python meta-commands, and you get an unprecedented level of hierarchical customization. Learn how to integrate VEX and VOP in the same network.  Math Matrices, polar coordinates, trigonometry, waves and later, noise octave summation, fourier transform, barycentric coordinates. Sound scary? Well it&#039;s not. Your new mathematician / personal trainer takes you by the hand in this world to spark your nostalgia about all that. You will be surprised to find all this math enjoyable again.  Rich as Book,Easy as a Video This set of videos is the most comprehensive documentation you will find about VEX and VOPs. You will effortlessly progress through concrete examples, All the examples have been carefully chosen to leave no gaps in your education. The result is something which is as dense as a book, that you regularly come back to watch when your stuck on a project.  David Gary French, and has a Bachelor Degree in Pure Mathematics, a Master Degree in Philosophy and is preparing his PhD in the interdisciplinary field of philosophy of mathematics, phenomenology and cognitive sciences. Aside of his studies, he&#039;s directed a dozen of short movies and video clips, being a director/video instructor. He began to be a strong CG specialist since a long time using various tools as 3dsmax, Maya, Houdini. &amp;nbsp;&lt;a href=&quot;javascript:ShowOrHide(&#039;sp260ded43a105253e5a893a8209b98075&#039;)&quot;&gt;Скриншоты&lt;/a&gt;  Файлы примеров: присутствуют Формат видео: MP4 Видео: MPEG4 Video (H264) 1040x592 (104:59) Аудио: AAC 22050Hz mono 352kbps  Скачать cmiVFX - Houdini VEX Volume 2 &lt;a href=&quot;http://www.cgsoft.ru/engine/go.php?url=aHR0cDovL3NtczRmaWxlLmNvbS9kb3dubG9hZC82MTE2LjZjZjNjNDVhODdhMTY2NTk3ZTA2MjJlNmFiYzgvY21pVkZYLkhvdWRpbmkuVkVYLlZvbHVtZV8yLnJhci5odG1s&quot; target=&quot;_blank&quot;&gt;sms4file.com&lt;/a&gt; | &lt;a href=&quot;http://www.cgsoft.ru/engine/go.php?url=aHR0cDovL3ZpcC1maWxlLmNvbS9kb3dubG9hZGxpYi8xMzcxMDAzMTcwNjczMDQ3OTczLTYwODk3LjZjZjNjNDVhODdhMTY2NTk3ZTA2MjJlNmFiYzgvY21pVkZYLkhvdWRpbmkuVkVYLlZvbHVtZV8yLnJhci5odG1s&quot; target=&quot;_blank&quot;&gt;Vip-file.com&lt;/a&gt; | &lt;a href=&quot;http://www.cgsoft.ru/engine/go.php?url=aHR0cDovL2xldGl0Yml0Lm5ldC9kb3dubG9hZC82MDg5Ny42Y2YzYzQ1YTg3YTE2NjU5N2UwNjIyZTZhYmM4L2NtaVZGWC5Ib3VkaW5pLlZFWC5Wb2x1bWVfMi5yYXIuaHRtbA%3D%3D&quot; target=&quot;_blank&quot;&gt;Letitbit.net&lt;/a&gt;</yandex:full-text>
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<title>cmiVFX - Houdini Procedural Road Creation [2009, ENG]</title>
<link>http://www.cgsoft.ru/2012/04/07/cmivfx-houdini-procedural-road-creation-2009-eng.html</link>
<description>When creating procedural models you want to keep the controls simple, but as powerful as possible. Learn how to build the basic shapes for the road using the tools of Houdini and how to maintain procedural control over them. Reconstruct the shapes to get clean geometry. Proper measurement of shapes is really important but can hinder you in your modeling process. We'll guide you through the normalization of shapes to keep the procedural control of measurement, so it is easy to redefine the dimension of your shapes. We show how to use variables in combination with transformation tools to automate that important process. Use the powerful preset option in the nodes to dramatically speed up your productivity in Houdini.</description>
<category>Houdini</category>
<pubDate>Sat, 07 Apr 2012 22:25:42 +0400</pubDate>
<yandex:full-text>Год выпуска: 2009 Производитель: cmiVFX Продолжительность: 4 часа 09 минут Тип материала: Видеоурок Язык: Английский  When creating procedural models you want to keep the controls simple, but as powerful as possible. Learn how to build the basic shapes for the road using the tools of Houdini and how to maintain procedural control over them. Reconstruct the shapes to get clean geometry. Proper measurement of shapes is really important but can hinder you in your modeling process. We&#039;ll guide you through the normalization of shapes to keep the procedural control of measurement, so it is easy to redefine the dimension of your shapes. We show how to use variables in combination with transformation tools to automate that important process. Use the powerful preset option in the nodes to dramatically speed up your productivity in Houdini.  &amp;nbsp;&lt;a href=&quot;javascript:ShowOrHide(&#039;sp03ed9ca125dfc0950a34b079ef80b323&#039;)&quot;&gt;Содержание&lt;/a&gt;Building The Road Shape Optimized geometry is always very important, we don&#039;t want to waist memory and performance on useless geometry compromising the performance of your videogame. We&#039;ll show how to optimize the division of the road path shape, fine-tuning it that the most optimal division of the road is being reached without compromising the curvature quality of the road. Only controlling the road-path to create a complete road? You&#039;ll learn in detail how to use the sweep-tool to create the road profile along the road path and how to control its heading, pitching and banking.  Creating UV&#039;s A procedural model without UV&#039;s looses much of its intended power. Creating proper UV&#039;s can be very time consuming are therefore really important to tackle as soon as possible, especially since it will become much harder to create UV&#039;s in a procedural way the further you are in the modeling process. You&#039;ll learn how to apply UV&#039;s in various ways, their implications, how to apply materials onto geometry and even how to use image files directly from internet into Houdini. We&#039;ll show the difference between vertex UV&#039;s and point UV&#039;s and you&#039;ll see different solutions to solve unwanted effects such as UV wrapping along the seams.  Preparing The Graph For A Digital Asset A procedure is almost rendered worthless if it cannot be simplified or collapsed into a single function. Repackaging, recombining your previous effort is the raw power of procedural modeling, allowing you to work at an ever increasing speed with more freedom and flexibility. Here we&#039;ll show you how to gradually prepare your graph to become a digital asset by extending its functionality to be able to work with multiple road paths. Using expressions you will learn how to create optimal UV&#039;s procedurally independent from the road lengths.  Extending Flexibility Just like it is really important to get UV&#039;s as soon as possible, so is it for groups just as important. Here we&#039;ll show how to use a carve tool &quot;in a procedural way of course&quot; to extract the right pieces and give proper names using the group node. You&#039;ll learn in detail how to make all UV&#039;s working procedurally for multiple profile shapes using expressions and UV transform tools. The capping of the swept road and the UV&#039;ing of those caps is all made procedural in order to make the digital asset more robust.  Creating The Digital Asset Finally putting everything into a digital asset and with it extending the powerful toolset you have to your disposal. We&#039;ll cover in great detail on how to properly create a library of tools, using various input ports of the nodes and making it so that the nodes can determine automatically which functionality to use depending on the number of connected nodes. Now that we have group names in the road profile we show you how to transfer those names using expressions and group nodes to the final geometry.   Creating The Interface What is a digital asset without an interface? That&#039;s right, A Ferrari without a steering wheel! I couldn&#039;t have told it better myself. Here we see how we can start creating interfaces in Houdini and connecting its parameters with the functions inside the digital asset. We&#039;ll cover in this chapter how to make a dropdown menu that allows creating different segment names by using switch nodes, new expressions and the expressions you have learned in previous parts. Are there too many buttons on the interface that are occasionally useful? You will learn how to make a cleaner interface by graying out elements that depending on the settings.  Making Assets Independent Sharing the tools you have created amongst your colleagues is one of the noblest acts of charity in life! They will worship you for saving their weekends. Learn how to make your digital assets completely independent by encapsulating all the relevant data. We&#039;ll show methods on how to copy whole parts of interfaces and how to bring their functionality to a higher level of control. You will learn how to organize your digital asset in the tab-menu and how to create reference nodes.  Finalizing Assets The devil always sits in the details, going over all the functionalities added to the digital asset. You&#039;ll learn various methods to tackle all these problems. The whole graph inside the digital asset is becoming really big now, learn methods and strategies how to keep an overview so that you are able to handle the most complex graphs. They will also help you colleagues if they need to quickly understand the graphs you are building. We&#039;ve solved UV seams previously, but solving those for enclosed paths is a whole different ballgame. See how you can solve these problems by thinking out of the box.   About The Author Kim Goossens is a 38 years old belgian CG-artist who is working as a freelancer and CG-instructor with a long history in CG-graphics starting back at 1989 He became quite known for his creation of the GIRL later adopted by DAZ3D. He is currently teaching Houdini procedural modeling for games at the IGAD program at the NHTV University of Applied Sciences. While working on various game projects and commercials both as Art-director and technical artist, he gained a profound knowledge of tools such as Maya, Max, Zbrush, Modo, shake and Houdini. His biggest passion has always been to research strategies to increase production and quality, which has led him to research procedural modeling. &amp;nbsp;&lt;a href=&quot;javascript:ShowOrHide(&#039;sp223ab47e63119b4075dd9e1c407f7ab2&#039;)&quot;&gt;Скриншоты&lt;/a&gt;  Файлы примеров: присутствуют Формат видео: MP4 Видео: MPEG4 Video (H264) 1040x592 (104:59) Аудио: AAC 22050Hz mono 352kbps  Скачать cmiVFX - Houdini Procedural Road Creation &lt;a href=&quot;http://www.cgsoft.ru/engine/go.php?url=aHR0cDovL3NtczRmaWxlLmNvbS9kb3dubG9hZC80MzEyLjRlY2FlOGIyMDI3NmRmZGYzMWE5YWE3OTQ3YzQvQ0d0dXRzLnJ1LmNtaVZGWC5Ib3VkaW5pLlByb2NlZHVyYWwuUm9hZC5DcmVhdGlvbi53aXRoLktpbS5Hb29zc2Vucy5yYXIuaHRtbA%3D%3D&quot; target=&quot;_blank&quot;&gt;sms4file.com&lt;/a&gt; | &lt;a href=&quot;http://www.cgsoft.ru/engine/go.php?url=aHR0cDovL3ZpcC1maWxlLmNvbS9kb3dubG9hZGxpYi81Nzc5MDIzNTE0NTA5MzQyODgyODk5NC00ODQ4MS40ZWNhZThiMjAyNzZkZmRmMzFhOWFhNzk0N2M0L0NHdHV0cy5ydS5jbWlWRlguSG91ZGluaS5Qcm9jZWR1cmFsLlJvYWQuQ3JlYXRpb24ud2l0aC5LaW0uR29vc3NlbnMucmFyLmh0bWw%3D&quot; target=&quot;_blank&quot;&gt;Vip-file.com&lt;/a&gt; | &lt;a href=&quot;http://www.cgsoft.ru/engine/go.php?url=aHR0cDovL2xldGl0Yml0Lm5ldC9kb3dubG9hZC80ODQ4MS40ZWNhZThiMjAyNzZkZmRmMzFhOWFhNzk0N2M0L0NHdHV0cy5ydS5jbWlWRlguSG91ZGluaS5Qcm9jZWR1cmFsLlJvYWQuQ3JlYXRpb24ud2l0aC5LaW0uR29vc3NlbnMucmFyLmh0bWw%3D&quot; target=&quot;_blank&quot;&gt;Letitbit.net&lt;/a&gt;</yandex:full-text>
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<title>Viscorbel - Creating V-Ray materials in 3Ds max Volume 01 [2012, ENG</title>
<link>http://www.cgsoft.ru/2012/03/27/viscorbel-creating-v-ray-materials-in-3ds-max-volume-01-2012-eng.html</link>
<description>This 8 and a half hour video will show you how I approach material creation in V-Ray. It’s fully narrated and I try to explain everything I’m doing. I’ll show you how to create more than 70 materials, which can be further modified to make countless variations. The techniques I’m using can be mixed and matched, or used to create completely different materials. This video will show you some tricks you can apply to your own work in more than one way. The tutorial is made using 3Ds MAX 2012 and Vray 2.2, but 99% of the techniques are applicable to earlier versions.</description>
<category>3D Studio Max</category>
<pubDate>Tue, 27 Mar 2012 07:01:53 +0400</pubDate>
<yandex:full-text>Год выпуска: 2012 Производитель: Viscorbel Продолжительность: 8 часов Тип материала: Видеоурок Язык: Английский  This 8 and a half hour video will show you how I approach material creation in V-Ray. It’s fully narrated and I try to explain everything I’m doing. I’ll show you how to create more than 70 materials, which can be further modified to make countless variations. The techniques I’m using can be mixed and matched, or used to create completely different materials. This video will show you some tricks you can apply to your own work in more than one way. The tutorial is made using 3Ds MAX 2012 and Vray 2.2, but 99% of the techniques are applicable to earlier versions.  &amp;nbsp;&lt;a href=&quot;javascript:ShowOrHide(&#039;spcbbec036285ce7059ec9439f52847637&#039;)&quot;&gt;Содержание&lt;/a&gt;1. Making seamless textures in Photoshop 2. Creating bump/reflection maps (including hand-painting a custom wrinkle bump map) 3. Creating custom dirtmaps 4. Creating all the materials from scratch 5. Creating advanced materials with VRayBlendMtl 6. Creating custom parquet/tile patterns in 3Ds MAX and Photoshop  Файлы примеров: присутствуют Формат видео: Mpeg-4 Видео: AVC 1280 x 720 16:9 30 fps,~488Kbps Аудио: AAC 44 kHz 2ch ~53Kbps  Скачать Viscorbel - Creating V-Ray materials in 3Ds max Volume 01 &lt;a href=&quot;http://www.cgsoft.ru/engine/go.php?url=aHR0cDovL3NtczRmaWxlLmNvbS9kb3dubG9hZC8xMTE3LjE4NjNhOWU4OTM4NmYzNzk3OTYwZWU1M2RhM2EvQ0d0dXRzLnJ1LlZpc2NvcmJlbF9DcmVhdGluZ19WLVJheV9tYXRlcmlhbHNfVm9sdW1lXzAxLnJhci5odG1s&quot; target=&quot;_blank&quot;&gt;Sms4file.com&lt;/a&gt; | &lt;a href=&quot;http://www.cgsoft.ru/engine/go.php?url=aHR0cDovL3ZpcC1maWxlLmNvbS9kb3dubG9hZGxpYi83Njg2MjAyODQ4NjU3NDc2Ni0xODc3OC4xODYzYTllODkzODZmMzc5Nzk2MGVlNTNkYTNhL0NHdHV0cy5ydS5WaXNjb3JiZWxfQ3JlYXRpbmdfVi1SYXlfbWF0ZXJpYWxzX1ZvbHVtZV8wMS5yYXIuaHRtbA%3D%3D&quot; target=&quot;_blank&quot;&gt;Vip-file.com&lt;/a&gt; | &lt;a href=&quot;http://www.cgsoft.ru/engine/go.php?url=aHR0cDovL2xldGl0Yml0Lm5ldC9kb3dubG9hZC8xODc3OC4xODYzYTllODkzODZmMzc5Nzk2MGVlNTNkYTNhL0NHdHV0cy5ydS5WaXNjb3JiZWxfQ3JlYXRpbmdfVi1SYXlfbWF0ZXJpYWxzX1ZvbHVtZV8wMS5yYXIuaHRtbA%3D%3D&quot; target=&quot;_blank&quot;&gt;Letitbit.net&lt;/a&gt;</yandex:full-text>
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<title>3ds Max 2012 plugins pack [2011 + CRACK]</title>
<link>http://www.cgsoft.ru/2012/02/02/3ds-max-2012-plugins-pack-2011-crack.html</link>
<description>3ds Max 2012 plugins pack [2011 + CRACK] [NEW COLLECTION]</description>
<category>Плагины</category>
<pubDate>Thu, 02 Feb 2012 02:20:28 +0400</pubDate>
<yandex:full-text>3ds Max 2012 plugins pack [2011 + CRACK] [NEW COLLECTION]  3ds Max 2012 plugins pack 3Daliens Glu3D v1.3.36 &amp; Pwrapper v1.016 for 3DsMax 2012 Batzal_RoofDesigner_1.4.6_3DsMax_2012_x32_x64 BerconMaps_3.01_Max2012 Cebas_Final_Render_R3.5_SE_SP3_for_3DSMAX_2012_32Bit___64Bit ColorMunki3dsmaxPluginSetupWin32ColorMunki3dsmaxPluginSetupx64 EdgeChEx_6.0.0_Max_2008-2012_32&amp;64bit_FLUX FloorGenerator_ver1_00 Krakatoa1.6.1.44739_3Ds_Max_32Bit___64Bit multiscatter 1.1.07a max 2009-2012MultiScatter_1_1_08b-by-esanti multitexture_ver1_02 OgreMaxSceneExporter2.3.12-3DSMax-NonCommercial ORBAZ_PFTBOX2_PRO_V1.07_PFTBOX3_PRO_V1.531_3DSMAX_2012_X32-XFORCEORBAZ_PFTBOX2_PRO_V1.07_PFTBOX3_PRO_V1.531_3DSMAX_2012_X64-XFORCE Phoenix_FD_1.20.00_For_Max_2012_x32_x64 RailCloneLite120 SIGERTOOLS_VR_StudioSetup_Pro_v.1.1.3_FLUX SitniSati_Afterburn_v4.0.d_for_3DSmax_2012_32Bit___64Bit SitniSati_DreamScape_Ver2.5F_for_3DsMAX_2012_32Bit___64Bit SitniSati_FumeFX_v2.1c_for_3DSmax_2012_32Bit___64Bit SLRt snowflow SolidRocks_0.99 UniqueMaterialIDs_ver1_00 VMPP 1.5 VMPP 2.1.1b.FLUX VMPP 2 Vray 2.0 SP1 Build 2.10.01 official 9,8,9,11,12 x64- by zanetoni vray_2.00.03_3dsmax_2012 XRay-Unwrap-1.5.3  Скачать 3ds Max 2012 plugins pack  Cкачать | Download &lt;a href=&quot;http://sms4file.com/download/28993.2b6f3755767060610a0477a3e372/3DS_Max_2012_plugins.rar.html&quot; target=&quot;_blank&quot;&gt; sms4file.com &lt;/a&gt;  Cкачать | Download &lt;a href=&quot;http://vip-file.com/download/22257.2b6f3755767060610a0477a3e372/3DS_Max_2012_plugins.rar.html&quot; target=&quot;_blank&quot;&gt; vip-file.com &lt;/a&gt;  Cкачать | Download &lt;a href=&quot;http://letitbit.net/download/23951.2b6f3755767060610a0477a3e372/3DS_Max_2012_plugins.rar.html&quot; target=&quot;_blank&quot;&gt; letitbit.net &lt;/a&gt;</yandex:full-text>
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<title>Red Giant - Guru Presets [GURU SUITE] (Presets &amp; AE Projects) [2011, ENG]</title>
<link>http://www.cgsoft.ru/2012/01/05/red-giant-guru-presets-guru-suite-presets-ae-projects-2011-eng.html</link>
<description>Авторские пресеты (настройки) и готовые проекты AE с использованием плагинов Red Giant, анонсированные непосредственно самой компанией Red Giant как Guru Presets. В данной раздаче собраны все Guru Presets по состоянию на 14.12.2011</description>
<category>Плагины</category>
<pubDate>Thu, 05 Jan 2012 16:40:20 +0400</pubDate>
<yandex:full-text>{%PIC_FS_ID115544%} Год Выпуска: 2011 Разработчик: Red Giant Сайт разработчика: &lt;a href=&quot;http://anonym.to/?http://www.redgiantsoftware.com/p.../all/guru-suite/&quot; target=&quot;_blank&quot;&gt;RED GIANT&lt;/a&gt; Разрядность: 32bit+64bit Совместимость с Vista: полная Совместимость с Windows 7: полная Язык интерфейса: Английский Таблэтка: Не требуется  Авторские пресеты (настройки) и готовые проекты AE с использованием плагинов Red Giant, анонсированные непосредственно самой компанией Red Giant как Guru Presets. В данной раздаче собраны все Guru Presets по состоянию на 14.12.2011  &amp;nbsp;&lt;a href=&quot;javascript:ShowOrHide(&#039;sp64f7a0bcf74bf7173be72a0066a033f5&#039;)&quot;&gt;Системные требования&lt;/a&gt;Наличие установленных плагинов Red Giant (Magic Bullet Looks, Knoll Light Factory, Trapcode Suite) к программам After Effects, Photoshop, Premiere Pro, Final Cut, Motion, Avid, Sony Vegas &amp;nbsp;&lt;a href=&quot;javascript:ShowOrHide(&#039;sp324392fefd92137a7656dc15217e0a15&#039;)&quot;&gt;Пресеты для Looks&lt;/a&gt;Чтобы установить пресет, необходимо скопировать всю папку целиком, в которой находятся файлы с расширением *.ls3 или *.MBLook в &quot;С:\Program Files (x86)\LooksBuilder\Looks\&quot; (для 64 bit OC) или в &quot;С:\Program Files\LooksBuilder\Looks\&quot; (для 32 bit ОС), а для MAC OS - в &quot;MacHD/Library/Application Support/LooksBuilder/Looks&quot;. После этого, набор установленных пресетов должен появиться в интерфейсе MBLooks - можно работать. Содержание Simon Walker&#039;s Master Artists for Looks 2 Nick Campbell&#039;s Vintage Film for Looks Simon Walker&#039;s Weddings &amp; Events for Looks Stu Maschwitz’s Rebel Epic for Looks Eric Escobar&#039;s Indie Film for Looks Bent Pierce Awesome Looks Eric Escobar&#039;s Indie Film II For Looks 2 Sports Film Looks  Скриншоты  &amp;nbsp;&lt;a href=&quot;javascript:ShowOrHide(&#039;spcc51a232bfad5db76043d925425216e6&#039;)&quot;&gt;Пресеты для Trapcode Particular&lt;/a&gt;David Vinson&#039;s Particles Vol 1 for Particular 55 Particle Animation Presets for Titles, Backgrounds, &amp; More  Where there&#039;s smoke, there&#039;s fire — and rain, clouds, bubbles, sandstorms, swimming tadpoles, and more! They&#039;re all in this new package of 55 After Effects animation presets for Trapcode Particular. Use them immediately, or customize them easily with objects or colors that fit your project. Designed by broadcast designer David Vinson, these presets will add snap, crackle and pop to any design.  Supports After Effects &amp;nbsp;&lt;a href=&quot;javascript:ShowOrHide(&#039;sp4ec74659e40b70ac0dd345a4630c4b73&#039;)&quot;&gt;Пресеты для Trapcode Shine&lt;/a&gt; David Vinson&#039;s Super Rays for Shine  50 Light Ray Animation Presets for Text, Titling &amp; More Let David&#039;s work make your creativity &#039;shine&#039;. This new collection of 50 presets for Trapcode Shine has light ray effects for earth, sky, water, and fire, plus a range of everyday expression. Your text characters will Blaze, your logos will crackle with Electricity, and your titles will reach an Awakening. Use the effects immediately or customize them easily to your project.  Supports After Effects &amp;nbsp;&lt;a href=&quot;javascript:ShowOrHide(&#039;sp49da8bafff8ff7ae96c560418eb29cd6&#039;)&quot;&gt;Пресеты для Knoll Light Factory&lt;/a&gt;Harry Frank&#039;s Cinematic Flares for Knoll Light Factory  100 Breathtaking Flare Presets for Motion Graphics &amp; Visual Effects This collection of 100 Knoll flare presets makes it easy for you to add amazing cutting-edge visuals to film, still-imagery, music videos, motion graphics, and visual effects. If you’re looking to create fresh and exciting lighting effects that will stun your clients and audience alike, this essential addition to your Knoll Custom Lens Library is a must-have.  Supports After Effects, Photoshop, Premiere Pro, Final Cut, Motion, Avid  Great for film, music videos, motion graphics, and visual effects.  Скриншоты  &amp;nbsp;&lt;a href=&quot;javascript:ShowOrHide(&#039;sp9ce5bf0028cecb79f376693bdcc665b7&#039;)&quot;&gt;Проекты АЕ&lt;/a&gt;Red Giant Sports Graphics for Trapcode Suite Harry Frank&#039;s Weddings for Trapcode Suite Vintage Film For Looks Templates Cassidy Bisher&#039;s Text Effects Vol 2 for Trapcode Suite Cassidy Bisher&#039;s Light Effects for Trapcode Suite Harry Frank&#039;s Looping Backgrounds for Trapcode Suite 2010 Harry Frank&#039;s Holidays for Particular Cassidy Bisher&#039;s Text Effects for Trapcode Suite Harry Frank&#039;s Video Rock for Particular Nando Costa&#039;s Elements for Trapcode 3S Bundle  Пароль при архивации: cgsoft.ru Red Giant Guru Presets [GURU SUITE] (Presets &amp; AE Projects) &lt;a href=&quot;http://sms4file.com/download/4221.4f047a860d37b734c588a943f581/Red-Giant_Guru_Presets_GURU_SUITE_Presets_AE_Projects.rar.html&quot; target=&quot;_blank&quot;&gt;sms4file.com&lt;/a&gt; | &lt;a href=&quot;http://vip-file.com/downloadlib/2393702735395253355-46768.4f047a860d37b734c588a943f581/Red-Giant_Guru_Presets_GURU_SUITE_Presets_AE_Projects.rar.html&quot; target=&quot;_blank&quot;&gt;Vip-file.com&lt;/a&gt; | &lt;a href=&quot;http://letitbit.net/download/46768.4f047a860d37b734c588a943f581/Red-Giant_Guru_Presets_GURU_SUITE_Presets_AE_Projects.rar.html&quot; target=&quot;_blank&quot;&gt;Letitbit.net&lt;/a&gt;</yandex:full-text>
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<title>Luxology - Modo Rigging Master Course [2011, ENG]</title>
<link>http://www.cgsoft.ru/2012/01/05/luxology-modo-rigging-master-course-2011-eng.html</link>
<description>Welcome to the Rigging Master Course, where you can discover the concepts and techniques essential to rigging models for animation in modo 501. Your instructor, Rich Hurrey, takes you from the basics of the modo interface and tools, through to covering in-depth such challenging topics as ‘Inverse Kinematics’ and the ‘Schematic Viewport’. With the advanced skills gained in the foundation section, you can tackle a tutorial that ultimately results in a full production-ready asset.</description>
<category>Luxology Modo</category>
<pubDate>Thu, 05 Jan 2012 16:38:16 +0400</pubDate>
<yandex:full-text>Год выпуска: 2011 Производитель: Luxology Продолжительность: 26 часов Тип материала: Видеоурок Язык: Английский  Welcome to the Rigging Master Course, where you can discover the concepts and techniques essential to rigging models for animation in modo 501. Your instructor, Rich Hurrey, takes you from the basics of the modo interface and tools, through to covering in-depth such challenging topics as ‘Inverse Kinematics’ and the ‘Schematic Viewport’. With the advanced skills gained in the foundation section, you can tackle a tutorial that ultimately results in a full production-ready asset.  This interactive training series includes 26+ hours of keyword searchable videos with indexed chapter markers, cross-referenced links to the related sections of the training and online documentation, an extensive FAQ’s section as well as included scene files for you to open and follow along. All of this is packaged in a beautifully intuitive, easy-to-navigate interface. Designed for all levels of users, this series provides not just the ‘how’, but the often missing ‘why’. This is more than a rigging video tutorial, it is an entire master class course that is sure to give you new insight into how modo works and an appreciation for the power it is capable of.  &amp;nbsp;&lt;a href=&quot;javascript:ShowOrHide(&#039;sp037f784b637fcd5b99983d9056f68554&#039;)&quot;&gt;Содержание&lt;/a&gt;Overview Video Introduction - 2:13  Foundation (Basics) Videos Preferences - 5:43 User Interface Overview - 15:51 Components vs. Items (modes) - 2:46 Centers vs. Pivots - 11:56 Transform Items - 13:53 Action Centers - 20:24 Channels - 27:23 Alignment and “Set” Tools - 29:06  Foundation (Intermediate) Videos Keyframes and Dope Sheet - 29:13 Graph Editor - 25:29 Parenting and Hierarchies - 21:14 Referencing - 14:08 Duplicating and Instances - 25:25 Locator Options - 25:12 Groups - 23:21 Curves - 17:48  Foundation (Advanced) Videos Deformers - 48:36 Schematic View - 20:17 Inverse Kinematics - 28:25 Constraints - 1:23:41 Constraints in Action - 1:11:29 Modifiers - 1:59:50 Modifiers in Action - 1:20:34 Assemblies and Rigging UI - 38:19 Assembly Groups - 53:18  Mine Scene Tutorials Overview - 5:47 Train Overview - 5:21 Train Engine Tutorial Part 1 - 1:02:15 Train Engine Tutorial Part 2 - 2:02:30 Hopper Car Tutorial - 2:27:59 Train Assembly - 1:31:05 Crane Overview - 3:26 Crane Tutorial Part 1 - 1:29:06 Crane Tutorial Part 2 - 1:22:16 Crane Tutorial Part 3 - 1:37:54 Crane Assembly - 4:13 &amp;nbsp;&lt;a href=&quot;javascript:ShowOrHide(&#039;sp5f575120c6c49b4932ddc6cb4ceb21b5&#039;)&quot;&gt;Превью Видео&lt;/a&gt;[youtube=http://www.youtube.com/watch?feature=player_embedded&amp;v=RUKQ49NiNqQ#at=115] [youtube=http://www.youtube.com/watch?feature=player_embedded&amp;v=cjQyydtXjkA] [youtube=http://www.youtube.com/watch?v=S4wx4Yv1MmE&amp;feature=player_embedded]  Файлы примеров: присутствуют Формат видео: Mov Видео: Flash Video 4 1280x720 15fps 1000 Kbps Аудио: MPEG Audio Layer 3 44100Hz mono 96kbps  Пароль при архивации: cgsoft.ru Скачать Luxology - Modo Rigging Master Course &lt;a href=&quot;http://sms4file.com/download/1877.18ccf3bf05223fd0c174a896e7b8/Luxology_Modo_Rigging_Master_Course.rar.html&quot; target=&quot;_blank&quot;&gt;sms4file.com&lt;/a&gt; | &lt;a href=&quot;http://vip-file.com/downloadlib/05047219558344119839-13497.18ccf3bf05223fd0c174a896e7b8/Luxology_Modo_Rigging_Master_Course.rar.html&quot; target=&quot;_blank&quot;&gt;Vip-file.com&lt;/a&gt; | &lt;a href=&quot;http://letitbit.net/download/13497.18ccf3bf05223fd0c174a896e7b8/Luxology_Modo_Rigging_Master_Course.rar.html&quot; target=&quot;_blank&quot;&gt;Letitbit.net&lt;/a&gt;</yandex:full-text>
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