The Gnomon Workshop - Gears Of War Creature Design (2009 г.)
На этом DVD Jay Hawkins, используя Adobe Photoshop и Autodesk 3ds Max, работает над дизайном Locust Hydra из игры Gears Of War. Начиная от миниатюрного наброска и заканчивая финальным рендерингом концепта, который впоследствии был использован в игре.
Hollywood Camera Work Visual Effects For Directors (7DVD) | 7 DVD | Size 6.63Gb
MORE iNFO : http://www.hollywoodcamerawork.us/vfx/
HOW TO PLACE TRACKING MARKERS PART I & II These two chapters talk about everything you need to know about tracking markers and matchmoving on a green screen. We first talk about color, size and shape of tracking markers, then about photogrammetry and depth-placement, and finally we walk through an entire Virtual Set process from start to finish. Then we wrap by talking about how to prevent emergencies, and what to do if a shot ever fails. This is almost a half hour of training, so get a cup of coffee!
CROWD REPLICATION Crowd replication seems so simple, but it's actually a science. Many people rely on difference keying, which is a terrible method. This chapter talks about how to do crowd replication that is easy to composite, how to maintain station-points and crowd continuity, how to use motion control, and how to do massive crowds with a million people using Particle Instancing.
RECEIVING SHADOWS & LIGHT This is one of many chapters on matching lighting, which is a critical aspect of visual effects, and it has to be done right on the set -- it can't be fixed in post. This chapter covers a very difficult situation, which is having shadows fall on a live-action person on a green screen. It would be dangerous to shoot a plate like this without careful thought, because an unusable plate could mean a reshoot.
HOW TO SHOOT FOR PLANAR TRACKING Things like corner-pinning and replacement used to be done with 2D tracking, which was really an awful way to track. But a Planar Tracker tracks the whole surface instead of just points, and that results in a whole new set of rules for how you have to shoot inserts and elements that have to be replaced -- which is all the time. This chapter covers in great detail exactly what to do on the set for this to be easy and safe.
Motionworks - Making It Look Great 6 Учебное пособие по работе с Cinema 4D и After Effects.
Наконец-то стало доступно единое пособие, в котором рассказывается о работе Cinema 4D и After Effects. Работая рука-об-руку с дизайнером, экспертом в области Cinema 4D и Mograph Тимом Клэфамом, вы будете шаг за шагом создавать захватывающую заставку для программы новостей от самого начала вплоть до финала. Эти уроки под завязку набиты различными полезными подсказками, интересной техникой исполнения, а так же приемами, которые используются в реальном производстве для достижения максимальной отдачи от использования Cinema4D и Mograph. Этот учебный курс будет интересен и полезен как новичкам так и продвинутым пользователям, которые хотят поднять свой уровень знаний в работе в этими программами на более высокий уровень.
Интерактивный курс обучения позволяет в полной мере изучить все возможности программы. Все функции можно буквально "пощупать" своими руками. Этот курс предельно подробно рассказывает что такое PHOTOSHOP и с чем его едят. От неудач до вершин только здесь и сейчас! Особенный упор на новый функционал CS4.
3D TOTAL TRAINING : EVA WILD SERIES-3DVD - 3DS MAX
This bundle comprises the following training DVD's Eva Wild Series - Modeling This training DVD series on complete character creation in 3ds Max, covers the complete step... Eva Wild Series - Texturing, Mapping & Clothing This training DVD series on complete character creation in 3ds Max, covers the complete step... Eva Wild Series - 3 Rigging and Animation Covers the complete step by step of setting up a fully animatable rig for the Eva Wild...
CG ACADEMY – AFTERBURN MASTERS3:ALLAN MCKAY’S –AIR STRIKE (3DS MAX)
In this DVD Allan tackles a real world production scenario using a highly procedural workflow. He demonstrates how to use a combination of Particle Flow and Afterburn to form a flow that creates an air strike by a squadron of bomber jets. Each jet drops a bomb and this triggers a chain of events that leads to a number of effects that cascade from the original bomb release. A perfect example of how to push your Particle Flow and Afterburn based effects to a higher level and make your particles truly think for themselves!
CG ACADEMY – PARTICLE FLOW FUNDAMENTALS2:OPERATORS (3DS MAX)
This DVD continues our Particle Flow Basics series by covering in depth the first three sets of Particle Flow Operators. The Operators covered are... Birth, Birth Script, Delete, Position Icon, Position Object, Rotation, Spin, Scale, Speed, Speed By Surface, Speed By Icon and Keep Apart.
This DVD is aimed at a user with a basic knowledge of Particle Flow. It has been primarily designed as a continuation of our Particle Flow Fundamentals series, though it is also very much suitable for use by those that already have a basic knowledge of Particle Flow and who wish to gain a greater insight into the use of the Operators covered by this DVD.
The fourth DVD in our Particle Flow Fundamentals series continues our in depth examination by looking at Particle Flows Tests, The Force SpaceWarps and the Collision Deflectors. Tests covered are… Age, Collision, Collision Spawn, Find Target, Go To Rotation, Scale, Script, Send Out, Spawn, Speed, Split Amount, Split Selected and Split Source. The Forces covered are… Gravity, Wind, Drag, Vortex, PBomb, Motor and Push. The 3 basic and 3 Omni Deflectors are also covered.
CG ACADEMY – PARTICLE FLOW FUNDAMENTALS3:OPERATORS2 (3DS MAX)
The third DVD in our Particle Flow Fundamentals series continues our in depth examination of its Operators. The Operators covered are... Shape, Shape Facing, Shape Instance, Shape Mark, Materials Static, Material Dynamic, Material Frequency, Mapping, Cache, Display, Notes, Force, Render and Script..
CG ACADEMY – PARTICLE FLOW FUNDAMENTALS5:PRACTICAL EXAMPLES (3DS MAX)
Practical Examples concludes our Particle Flow Fundamentals series with an in depth look at nine diverse real world effects. We look at how to approach each example in the most efficient manner, how different flow topologies can be used to tackle different effect problems. How materials can be used to produce animated effects, and how animated meshes can be instanced into our flows to help in realising our compelling series of effects.