Apr 23, 2011

GDC 2011 Autodesk Master Classes

GDC2011AutodeskMasterClasses

Filefactory | Easy-Share | 2.06 Gb

English | MOV | 1280?1024 | AVC 1742Kbps | AAC 128Kbps

Creating QT interfaces for Maya and MotionBuilder. Next-Gen 3D head creation: modeling, rigging and animation in Autodesk Entertainment Creation Suite. Cross-platform Animation Pipeline at Behaviour Interactive Studios, by Marc Beaudoin and Martin PoirierMasterClasses:

- Creating QT interfaces for Maya and MotionBuilder
Products: Autodesk® Maya®, Autodesk® Motionbuilder®

David Coleman is a Senior CG Supervisor at Electronic Arts Canada, responsible for the central rigging team which provides rigging for multiple sports titles such as FIFA, FightNight, and NHL. In prior roles, David has been a CG Supervisor of central character art teams, been a member of various animation research and development teams, and also a Senior Motion Capture specialist. David has taught animation and motion capture at the Center for Digital Imaging and Sound, and the Art Institute of Vancouver, in addition to previously teaching Facial Rigging in MotionBuilder® Masterclasses.

- Next-Gen 3D head creation: modeling, rigging and animation in Autodesk Entertainment Creation Suite

Product: Autodesk® 3ds Max® 2011 Entertainment Creation Suite

Laurent M. Abecassis is an Emmy® Award-winning visual effects supervisor and CG character specialist. He is known for his work as a VFX sequence supervisor on the acclaimed TV series Lost, contributing to its breathtaking plane crash sequences. Having worked in the computer graphic field for more than 15 years, Abecassis has tackled many aspects of CG production and software development. He led CG character research efforts at Di-O-Matic, supervised visual effects, and designed production pipelines. For more than a decade, Abecassis has pushed Autodesk software to the extreme in countless productions in a wide range of media—games, television, visual effects, CG feature films, commercials, and innovative interactive kiosks. For the past ten years, Abecassis has shared his expertise by providing customized training to companies such as Kodak and Ubisoft as well as the universities around the globe. Abecassis has been designing and actively developing CG character animations plug-ins for 3ds Max, Maya and Softimage since 2000. His technologies are in use today at leading production houses such as Activision, Blur Studio, Sega, and Rockstar. Well-known CG characters Mickey Mouse, Sonic the Hedgehog, Spider-man, Batman, Superman, Crash Bandicoot, and Spongebob Squarepants rely on Autodesk tools as well as technologies designed by Abecassis to entertain audiences worldwide.

- Cross-platform Animation Pipeline at Behaviour Interactive Studios, by Marc Beaudoin and Martin Poirier

Product: Cross Platform

Marc Beaudoin is a Motionbuilder and Maya specialist working as an Artistic Technical Director at Behaviour Interactive. Prior to this, Marc worked for Autodesk (Kaydara-Alias) for several years where he has provided technical director consultancy services for a wide variety of studios around the world including Sony, ID Software, Ubisoft and EA. In addition, Marc has been teaching professionally 3D computer graphics for more than 15 years at numerous schools such as the Universite du Quebec a Montreal, NAD center and several other colleges.

Martin Poirier has been working with and developing 3d content creation tools for many years now as well as getting a Master of Engineering on the topic of character animation. Since a year now, he is developing game related software at Behaviour Interactive and enjoying it quite a bit.


Filefactory:
http://www.filefactory.com/file/cbc274d/n/GDC2011AutodeskMasterClasses.part01.rar
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Easy-Share:
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k Master Classes 
English | MOV | 1280?1024 | AVC 1742Kbps | AAC 128Kbps | 2.06 GB 
Genre.: Video Training


Creating QT interfaces for Maya and MotionBuilder. Next-Gen 3D head creation: modeling, rigging and animation in Autodesk Entertainment Creation Suite. Cross-platform Animation Pipeline at Behaviour Interactive Studios, by Marc Beaudoin and Martin PoirierMasterClasses: 

- Creating QT interfaces for Maya and MotionBuilder 

Products: Autodesk® Maya®, Autodesk® Motionbuilder® 

David Coleman is a Senior CG Supervisor at Electronic Arts Canada, responsible for the central rigging team which provides rigging for multiple sports titles such as FIFA, FightNight, and NHL. In prior roles, David has been a CG Supervisor of central character art teams, been a member of various animation research and development teams, and also a Senior Motion Capture specialist. David has taught animation and motion capture at the Center for Digital Imaging and Sound, and the Art Institute of Vancouver, in addition to previously teaching Facial Rigging in MotionBuilder® Masterclasses. 

- Next-Gen 3D head creation: modeling, rigging and animation in Autodesk Entertainment Creation Suite 

Product: Autodesk® 3ds Max® 2011 Entertainment Creation Suite 

Laurent M. Abecassis is an Emmy® Award-winning visual effects supervisor and CG character specialist. He is known for his work as a VFX sequence supervisor on the acclaimed TV series Lost, contributing to its breathtaking plane crash sequences. Having worked in the computer graphic field for more than 15 years, Abecassis has tackled many aspects of CG production and software development. He led CG character research efforts at Di-O-Matic, supervised visual effects, and designed production pipelines. For more than a decade, Abecassis has pushed Autodesk software to the extreme in countless productions in a wide range of media—games, television, visual effects, CG feature films, commercials, and innovative interactive kiosks. For the past ten years, Abecassis has shared his expertise by providing customized training to companies such as Kodak and Ubisoft as well as the universities around the globe. Abecassis has been designing and actively developing CG character animations plug-ins for 3ds Max, Maya and Softimage since 2000. His technologies are in use today at leading production houses such as Activision, Blur Studio, Sega, and Rockstar. Well-known CG characters Mickey Mouse, Sonic the Hedgehog, Spider-man, Batman, Superman, Crash Bandicoot, and Spongebob Squarepants rely on Autodesk tools as well as technologies designed by Abecassis to entertain audiences worldwide. 

- Cross-platform Animation Pipeline at Behaviour Interactive Studios, by Marc Beaudoin and Martin Poirier 

Product: Cross Platform 

Marc Beaudoin is a Motionbuilder and Maya specialist working as an Artistic Technical Director at Behaviour Interactive. Prior to this, Marc worked for Autodesk (Kaydara-Alias) for several years where he has provided technical director consultancy services for a wide variety of studios around the world including Sony, ID Software, Ubisoft and EA. In addition, Marc has been teaching professionally 3D computer graphics for more than 15 years at numerous schools such as the Universite du Quebec a Montreal, NAD center and several other colleges. 

Martin Poirier has been working with and developing 3d content creation tools for many years now as well as getting a Master of Engineering on the topic of character animation. Since a year now, he is developing game related software at Behaviour Interactive and enjoying it quite a bit.

Apr 22, 2011

PhotoshopCAFE Introduction to Photoshop 3D

Photoshop 3D

Filefactory | Fileserve | Easy-Share| Hotfile | 1.36 GB

Video: avc1 MPEG4 (H264) .MOV | 4h 53m | Resolution: 938x592 | Audio: mp4a AAC 44.1KHz

Learn the 3D tools in Photoshop CS5 Extended
This unique disk will teach you the basics of 3D. Then you will understand how to use the 3D tools in Photoshop for yourself. You'll learn about 3D objects (Geometry), lighting, custom texturing and more. This training provides a comprehensive, overview of the 3D workflow and features of Photoshop CS5 Extended. This DVD will also address the concept of importing and exporting 3D objects from 3rd party programs. Understand UV map texturing, Image Based lighting, general lighting techniques and texturing. create a single 3D scene with multiple 3D objects in a visual story line.

This fast loading DVD ROM contains 4 hours of brand new sharp video. The advanced interface allows the user to instantly jump to any of the lessons with complete control over the playback including Full Screen. All the lesson files are included, so you can follow along at your own pace!
If you're a designer, concept artist, or hobbyist who wants to painlessly add 3D to your bag of tricks, this Disk is for you!

Lessons Include:

* 3D workflow overview
* 3D Navigation Overview
* Applying photos to 3D primitives
* Editing the 3D texture using layers
* Applying bump textures to the 3D model Creative use of Specular maps
* Custom creating 3D in Repousse
* Creating 3D logos in Repousse
* Creating Discplacement Maps
* Merging multiple Objects in a 3D scene Lighting your 3D Scene
* Rendering the 3D Scene
* Creating the 3D Ocean
* Custom Creating Textures
* Applying Environment Maps
* Applying 3D Depth Of Field
* Applying Image Based Lighting
* Applying Multiple Lights
* Creating, bump, specular and reflection
* UV mapping Overview
* UV Map texturing
* Painting on your 3D model
* Texturing effects on your 3D model
* Exporting your 3D model


Filefactory:
http://www.filefactory.com/file/cbcfaa8/n/PhotoshopCAFE.Introduction.to.Photoshop.3D.part1.rar
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Apr 20, 2011

ZBrush Studio Projects Realistic Game Characters DVD

ZBrush Studio Projects Realistic Game Characters

Filefactory | Fileserve
| 3.85 GB
.mov | 17 videos + custom brushes | project files


As video games evolve, the bar moves ever higher for realism, one of the most challenging artistic frontiers is creating realistic human characters. In ZBrush Studio Projects: Realistic Game Characters, ZBrush expert Ryan Kingslien zeroes in on specific areas of concern for game creation: human body style, faces, skin texturing, clothing, shoes, weaponry, and putting your character into a game environment. Throughout the book Ryan offers tips and insights that provide readers with the depth and breadth they need to bring reality and creativity to their game characters and art. Projects start from the beginning, just as they do in the studio, with the author to guide you step by step through attributes and tools. Projects encompass multiple disciplines to obtain finished, professional results.Although some step by step explanations are given, projects serve more as a guide for readers to complete their own version of the project. Each project comes with support files to validate results


- Covers one of the most unique challenges for game artists -- sculpting realistic and moveable human characters for a game environment
- Brings you up to speed on ZBrush, the top digital sculpting tool used to create characters and props in such games as Rock Band and World of Warcraft
- Covers body style, faces, skin texturing, clothing, shoes, weaponry, and how to put your character into a game environment
- Provides in-depth techniques and tips for everyone from aspiring digital sculptors to high-level professional ZBrush artists
- Includes a DVD with supporting files from the projects in the book, as well as videos that illustrate concepts



Fileserve:
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Easy-Share:
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Apr 18, 2011

FXPHD SynthEyes SYN101 & SYN201

FXPHD SynthEyes


Filefactory | Fileserve | .mov | project files | 7.8Gb

SynthEyes offers a complete high-end feature set, including tracking, stabilization, motion capture, and mesh building. It handles camera tracking, object tracking, object tracking from reference meshes, camera+object tracking, multiple-shot tracking, tripod (nodal, 2.5-D) tracking, mixed tripod and translating shots, stereoscopic shots, nodal stereoscopic shots, zooms, lens distortion, light solving. It can handle shots of any resolution—DV, HD, film, IMAX, with 8-bit, 16-bit, or 32-bit float data, and can be used on shots with thousands of frames. A nifty feature simplifies and speeds tracking for green-screen shots. The image preprocessor can help remove grain, compression artifacts, off-centering, or varying lighting; improve low-contrast shots; or shoe-horn shots into available RAM for quicker handling.
SynthEyes offers complete control over the tracking process for challenging shots, including an efficient workflow for supervised trackers, combined automated/supervised tracking, incremental solving, a hard and soft path locking system, and cross-camera constraints for stereo. You can set up a coordinate system with tracker constraints, camera constraints, a line-based single-frame alignment system, or manually.

SynthEyes exports to about 25 different 2-D and 3-D programs. The Sizzle scripting language lets you customize the standard exports, or add your own imports, exports, or tools. You can customize the color scheme, keyboard mapping, and viewport configurations.

Our fxphd tracking specialist, Victor Wolansky, takes members through the economical but incredibly powerful Syntheyes 3D tracking application. This course will give you the base knowledge you need in order to solve various types of shot.

Professor: Victor Wolansky

Class 1: Tracking, solving, and using meshes in Syntheyes. Uses helicopter shot in desert.
Class 2: A bit of 3D tracking theory and a look at the manual tracker.
Class 4: A look at tracking stationary cameras on tripods with and without zooms. Also, a look at orientating the camera on a still or locked off shot.
Class 5: Stabilization and more tricks on orienting the 3D world with the footage.
Class 6: Tracking a DV shot and dealing with interlacing, compression artifacts, and an intro to masking.
Class 7: Brief on importing interlaced footage in a 3D app. A difficult handheld shot using manual tracking.
Class 8: Tracking a steadycam shot through the lab. Cleaning up trackers and prepping a shot for use in 3D.
Class 9: Tracking a shot with a lot of lens distortion. Adding distortion to CGI elements for use in compositing applications.
Class 10: Getting started with a very challenging shot. Instead of achieving a perfect track in one class, overall techniques are discussed that are useful when approaching more difficult shots.

fxphd - SYN201: Introduction to SynthEyes

Our Introduction to SynthEyes course got members up and running in the software as well as being able to address common problems that come up in post. This course will build upon the knowledge and tackle trickier and more complex tracks in SynthEyes than were addressed in the 101 course. Taught by our fxphd tracking expert Victor Wolansky, he'll dive into more detail in how to make sure you get the most accurate track possible and minimize camera drifting.

This course will also support the Advanced After Effects 302 course, providing 3D tracks for use in the main project for the term.

Professor: Victor Wolansky

Class 1: A preview of the shots that will be tracked throughout the term. Manually tracking to guide and improve an auto track. Fine tuning manual trackers. Cleaning up the auto track, and solving the camera. Stabilizing the background, adjusting the trackers to match, and resolving.
Class 2: Working with tracking markers that leave and re-enter the frame. Adjusting Feature Size to get smaller, more accurate tracking points. Using the graph editor to identify and fix or delete bad tracking points. Using Lines to establish x, y, and z axis. Adding geometry for the screens, and exporting to 3DS Max.
Class 3: A continuation of the look at tracking for monitor replacement, using a new shot with many monitors. Dealing with motion blur. Using lines to calculate lens distortion. Additional methods for creating screen geometry.
Class 4: Continued practicing of previously learned techniques on a long, difficult shot, to master the basics before moving on in subsequent classes.
Class 5: Tracking of the car on the airport shot, learning about correct orientation and scaling so the car can be tracked and automatically be in the right place because of the correct scale between the two tracking.
Class 6: Second part of the car shot, now tracking the moving object
Class 7: Dealing with the "I Love Sarah Jane" bicycle shot, a shot that needs a lot of manual tracking and one of the most difficult ones to solve.
Class 8: Showing some tools that are very useful and unique like the green screen tool, the coalesce nearby trackers and the add many trackers with the lasso tool.
Class 9: Again the bike shot, but the very start, going through the big cloud of smoke with almost no visible trackers, how to deal with it.
Class 10: A BIG distortion shot and the whole workflow to deal with it.



Filefactory:

http://www.filefactory.com/file/cbc2632/n/FXPHDSynthEyes.part01.rar
http://www.filefactory.com/file/cbc263c/n/FXPHDSynthEyes.part02.rar
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http://www.filefactory.com/file/cbc2586/n/FXPHDSynthEyes.part18.rar
http://www.filefactory.com/file/cbc262b/n/FXPHDSynthEyes.part19.rar
http://www.filefactory.com/file/cbc26ad/n/FXPHDSynthEyes.part20.rar
http://www.filefactory.com/file/cbc26b8/n/FXPHDSynthEyes.part21.rar
http://www.filefactory.com/file/cbc2580/n/FXPHDSynthEyes.part22.rar
http://www.filefactory.com/file/cbc2511/n/FXPHDSynthEyes.part23.rar

Fileserve:
http://www.fileserve.com/file/ZHFjmAb
http://www.fileserve.com/file/Qef4N75
http://www.fileserve.com/file/9WZC9dc
http://www.fileserve.com/file/AZv8EFc
http://www.fileserve.com/file/WqzUez8
http://www.fileserve.com/file/eDjRWNE
http://www.fileserve.com/file/pXmxcNZ
http://www.fileserve.com/file/mrgGCaw
http://www.fileserve.com/file/s3fwKMX
http://www.fileserve.com/file/xzXXjjc
http://www.fileserve.com/file/fKmvpZH
http://www.fileserve.com/file/dBZmgrz
http://www.fileserve.com/file/GxrNggf
http://www.fileserve.com/file/64yDqGK
http://www.fileserve.com/file/wRnCCJD
http://www.fileserve.com/file/jzzFypj
http://www.fileserve.com/file/4rGse5w
http://www.fileserve.com/file/7Dhf6eR
http://www.fileserve.com/file/qNnVFhv
http://www.fileserve.com/file/PqKtsjT
http://www.fileserve.com/file/JECC2Qz
http://www.fileserve.com/file/Ga2wQfx
http://www.fileserve.com/file/MJZ4rvR

[img]http://gfxstation.com/wordpress/wp-content/uploads/2011/04/FXPHD-SynthEyes.jpg[/img]

[b]Filefactory | Fileserve | .mov | project files | 7.8Gb[/b]

[i]SynthEyes [/i]offers a complete high-end feature set, including tracking, stabilization, motion capture, and mesh building. It handles camera tracking, object tracking, object tracking from reference meshes, camera+object tracking, multiple-shot tracking, tripod (nodal, 2.5-D) tracking, mixed tripod and translating shots, stereoscopic shots, nodal stereoscopic shots, zooms, lens distortion, light solving. It can handle shots of any resolution—DV, HD, film, IMAX, with 8-bit, 16-bit, or 32-bit float data, and can be used on shots with thousands of frames. A nifty feature simplifies and speeds tracking for green-screen shots. The image preprocessor can help remove grain, compression artifacts, off-centering, or varying lighting; improve low-contrast shots; or shoe-horn shots into available RAM for quicker handling.

SynthEyes offers complete control over the tracking process for challenging shots, including an efficient workflow for supervised trackers, combined automated/supervised tracking, incremental solving, a hard and soft path locking system, and cross-camera constraints for stereo. You can set up a coordinate system with tracker constraints, camera constraints, a line-based single-frame alignment system, or manually.

SynthEyes exports to about 25 different 2-D and 3-D programs. The Sizzle scripting language lets you customize the standard exports, or add your own imports, exports, or tools. You can customize the color scheme, keyboard mapping, and viewport configurations.

Our fxphd tracking specialist, Victor Wolansky, takes members through the economical but incredibly powerful Syntheyes 3D tracking application. This course will give you the base knowledge you need in order to solve various types of shot.

[i]Professor:[/i][b] Victor Wolansky[/b]

Class 1: Tracking, solving, and using meshes in Syntheyes. Uses helicopter shot in desert.
Class 2: A bit of 3D tracking theory and a look at the manual tracker.
Class 4: A look at tracking stationary cameras on tripods with and without zooms. Also, a look at orientating the camera on a still or locked off shot.
Class 5: Stabilization and more tricks on orienting the 3D world with the footage.
Class 6: Tracking a DV shot and dealing with interlacing, compression artifacts, and an intro to masking.
Class 7: Brief on importing interlaced footage in a 3D app. A difficult handheld shot using manual tracking.
Class 8: Tracking a steadycam shot through the lab. Cleaning up trackers and prepping a shot for use in 3D.
Class 9: Tracking a shot with a lot of lens distortion. Adding distortion to CGI elements for use in compositing applications.
Class 10: Getting started with a very challenging shot. Instead of achieving a perfect track in one class, overall techniques are discussed that are useful when approaching more difficult shots.

[i]fxphd - SYN201:[/i][b] Introduction to SynthEyes[/b]

Our Introduction to SynthEyes course got members up and running in the software as well as being able to address common problems that come up in post. This course will build upon the knowledge and tackle trickier and more complex tracks in SynthEyes than were addressed in the 101 course. Taught by our fxphd tracking expert Victor Wolansky, he'll dive into more detail in how to make sure you get the most accurate track possible and minimize camera drifting.

This course will also support the Advanced After Effects 302 course, providing 3D tracks for use in the main project for the term.

[i]Professor:[/i] [b]Victor Wolansky[/b]

Class 1: A preview of the shots that will be tracked throughout the term. Manually tracking to guide and improve an auto track. Fine tuning manual trackers. Cleaning up the auto track, and solving the camera. Stabilizing the background, adjusting the trackers to match, and resolving.
Class 2: Working with tracking markers that leave and re-enter the frame. Adjusting Feature Size to get smaller, more accurate tracking points. Using the graph editor to identify and fix or delete bad tracking points. Using Lines to establish x, y, and z axis. Adding geometry for the screens, and exporting to 3DS Max.
Class 3: A continuation of the look at tracking for monitor replacement, using a new shot with many monitors. Dealing with motion blur. Using lines to calculate lens distortion. Additional methods for creating screen geometry.
Class 4: Continued practicing of previously learned techniques on a long, difficult shot, to master the basics before moving on in subsequent classes.
Class 5: Tracking of the car on the airport shot, learning about correct orientation and scaling so the car can be tracked and automatically be in the right place because of the correct scale between the two tracking.
Class 6: Second part of the car shot, now tracking the moving object
Class 7: Dealing with the "I Love Sarah Jane" bicycle shot, a shot that needs a lot of manual tracking and one of the most difficult ones to solve.
Class 8: Showing some tools that are very useful and unique like the green screen tool, the coalesce nearby trackers and the add many trackers with the lasso tool.
Class 9: Again the bike shot, but the very start, going through the big cloud of smoke with almost no visible trackers, how to deal with it.
Class 10: A BIG distortion shot and the whole workflow to deal with it.



[b]Filefactory:[/b]
[code]http://www.filefactory.com/file/cbc2632/n/FXPHDSynthEyes.part01.rar
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http://www.filefactory.com/file/cbc2580/n/FXPHDSynthEyes.part22.rar
http://www.filefactory.com/file/cbc2511/n/FXPHDSynthEyes.part23.rar[/code]

[b]Fileserve:[/b]
[code]http://www.fileserve.com/file/ZHFjmAb
http://www.fileserve.com/file/Qef4N75
http://www.fileserve.com/file/9WZC9dc
http://www.fileserve.com/file/AZv8EFc
http://www.fileserve.com/file/WqzUez8
http://www.fileserve.com/file/eDjRWNE
http://www.fileserve.com/file/pXmxcNZ
http://www.fileserve.com/file/mrgGCaw
http://www.fileserve.com/file/s3fwKMX
http://www.fileserve.com/file/xzXXjjc
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http://www.fileserve.com/file/wRnCCJD
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http://www.fileserve.com/file/PqKtsjT
http://www.fileserve.com/file/JECC2Qz
http://www.fileserve.com/file/Ga2wQfx
http://www.fileserve.com/file/MJZ4rvR[/code]

Easy-Share:
]http://www.easy-share.com/1914778121/FXPHDSynthEyes.part01.rar
http://www.easy-share.com/1914778209/FXPHDSynthEyes.part02.rar
http://www.easy-share.com/1914778213/FXPHDSynthEyes.part03.rar
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http://www.easy-share.com/1914778139/FXPHDSynthEyes.part21.rar
http://www.easy-share.com/1914778142/FXPHDSynthEyes.part22.rar
http://www.easy-share.com/1914778151/FXPHDSynthEyes.part23.rar

Bradford D Smart : Topgrading Toolkit

Bradford D Smart Topgrading Toolkit

Filefactory | Fileserve | Easy-Share  | 3.02 GB

English | 7h 15mn | 470 x 360 | FLV VP6 1051 Kbps | MP3 128 Kbps | 3.02 GB


Topgrading is a group of the worlds best practices for consistently recruiting, hiring, coaching, promoting, and managing high performers. What is included? + The 2 DVD images including 7 hours of video material on Topgrading (not playable on dvd players hence the .iso format). + 4CD Audio + Bonus Audio CD + Book: Topgrading (the only file which was already on this site which I have included in this GB) + eBook: Cost of Mis_Hires + Complete Topgrading Tips Archive (copied from online) + Complete Topgrading Press Archive (copied from online) + All forms, templates, scorecard samples, etc. I could get my hand on (both online, via email, and scanned) + Etc.



Filefactory:
http://www.filefactory.com/file/ca99331/n/Bradford.D.Smart.Topgrading.Toolkit.part01.rar
http://www.filefactory.com/file/ca99339/n/Bradford.D.Smart.Topgrading.Toolkit.part02.rar
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http://www.filefactory.com/file/ca996e1/n/Bradford.D.Smart.Topgrading.Toolkit.part06.rar
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http://www.filefactory.com/file/ca99344/n/Bradford.D.Smart.Topgrading.Toolkit.part08.rar
http://www.filefactory.com/file/ca99337/n/Bradford.D.Smart.Topgrading.Toolkit.part09.rar
http://www.filefactory.com/file/ca9934a/n/Bradford.D.Smart.Topgrading.Toolkit.part10.rar
http://www.filefactory.com/file/c5006cc/n/Bradford.D.Smart.Topgrading.Toolkit.part11.rar

Easy-Share:
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Fileserve:
http://www.fileserve.com/file/EfTgpSq/Bradford.D.Smart.Topgrading.Toolkit.part01.rar
http://www.fileserve.com/file/YmhQP57/Bradford.D.Smart.Topgrading.Toolkit.part02.rar
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http://www.fileserve.com/file/9mEYKFU/Bradford.D.Smart.Topgrading.Toolkit.part10.rar
http://www.fileserve.com/file/tJbrXJS/Bradford.D.Smart.Topgrading.Toolkit.part11.rar

Zbrush - Characters made easy part 1 By Martin Krol

Zbrush - Characters made easyFilefactory | Hotfile | Fileserve | Easy-Share | 4.07 GB
English | h264, 1280x800, 15.00 fps | aac, 44100 Hz, stereo

Format:
* Video/Audio Format mp4 / AAC
* Video Size 1280px x 800px
* Suitable players QuickTime, WMP, VLC or a browser with Flash

This 12 hour ZBrush tutorial is aimed at anyone who is new or fairly new to ZBrush and who is keen to learn about character creation from the ground up. Follow Martin as he works though the process of creating the geometry for a character model, in real time, providing expert tips about the tools and techniques that he uses along the way.

About Martin Krol and ZBrush
Martin is a Canadian based digital artist who has worked in the Film, Games and Commercial Industries. His work includes a stint as the lead modeller at Technicolor | VFX and his film credits include 300, Underworld: Rise of the Lycans and The Fountain.

Martin Krol, "I have been working with ZBrush since close to it's inception. Initailly I struggled to make anything useful, but like the artists at WETA I noticed that the guys at Pixologic had something really cool on their hands. Over the years and as the package evolved I have stayed in close contact with the developers and have learned a lot about ZBrush. Through watching these videos I hope that you will learn ZBrush's extensive toolset in a much shorter period of time than it took me and wish you the best of luck at the start of your journey into character creation using ZBrush."
Delivery Method: Digital Download

You will receive a download email, usually within 1-2 minutes of purchase, containing an instant access download link. Please note that in extreme cases it may take around 60 minutes before the automated email is sent to you.

The 32 videos are divided into 12 zip files that range between 80 and 281MB in size. You can download and watch the contents of each file individually or use the included player to browse and watch the whole series after you have downloaded the complete set (2.49GB).

More info:
http://www.thethirdguild.com/products/zbrush-tutorials-characters-made-easy-part-1/


Filefactory:
http://www.filefactory.com/file/cbcd209/n/Martin.Krol.Zbrush.part01.rar
http://www.filefactory.com/file/cbcd258/n/Martin.Krol.Zbrush.part02.rar
http://www.filefactory.com/file/cbcd265/n/Martin.Krol.Zbrush.part03.rar
http://www.filefactory.com/file/cbcd22c/n/Martin.Krol.Zbrush.part04.rar
http://www.filefactory.com/file/cbcd22b/n/Martin.Krol.Zbrush.part05.rar
http://www.filefactory.com/file/cbcd223/n/Martin.Krol.Zbrush.part06.rar
http://www.filefactory.com/file/cbcd274/n/Martin.Krol.Zbrush.part07.rar
http://www.filefactory.com/file/cbcd212/n/Martin.Krol.Zbrush.part08.rar
http://www.filefactory.com/file/c03263d/n/Martin.Krol.Zbrush.part09.rar
http://www.filefactory.com/file/cbcd28f/n/Martin.Krol.Zbrush.part10.rar
http://www.filefactory.com/file/cbcd256/n/Martin.Krol.Zbrush.part11.rar
http://www.filefactory.com/file/cbcd21d/n/Martin.Krol.Zbrush.part12.rar
http://www.filefactory.com/file/cbcd26e/n/Martin.Krol.Zbrush.part13.rar
http://www.filefactory.com/file/cbcd255/n/Martin.Krol.Zbrush.part14.rar
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http://www.filefactory.com/file/cbcd21c/n/Martin.Krol.Zbrush.part18.rar
Fileserve:
http://www.fileserve.com/file/7cJXd9W/Martin.Krol.Zbrush.part01.rar
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Easy-Share
:
http://www.easy-share.com/1914731157/Martin.Krol.Zbrush.part01.rar
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http://www.easy-share.com/1914731487/Martin.Krol.Zbrush.part16.rar
http://www.easy-share.com/1914731454/Martin.Krol.Zbrush.part18.rar

Apr 17, 2011

Sculpt & Paint a Tree Troll in Mudbox (3D World)

SculptPaintaTreeTrollinMudbox3DWorld

Filefactory | Easy-Share | Size:1.75GB

3D World Magazine Issue 141 (April issue with Rango on the cover) features Create a tree troll in Mudbox. The focus is primarily a sculpting and painting workflow within Mudbox, but other areas covered include the use of vector displacement for sculpting, some posing, and rendering passes within Mudbox. Available are 4 bonus videos…

Filefactory:
http://www.filefactory.com/file/cbcfac1/n/Sculpt&PaintATreeTrollInMudbox;.part01.rar
http://www.filefactory.com/file/cbcfaab/n/Sculpt&PaintATreeTrollInMudbox;.part02.rar
http://www.filefactory.com/file/cbcfaa6/n/Sculpt&PaintATreeTrollInMudbox;.part03.rar
http://www.filefactory.com/file/cbcfcfc/n/Sculpt&PaintATreeTrollInMudbox.part04.rar
http://www.filefactory.com/file/cbce991/n/Sculpt&PaintATreeTrollInMudbox;.part05.rar
http://www.filefactory.com/file/cbce987/n/Sculpt&PaintATreeTrollInMudbox;.part06.rar
http://www.filefactory.com/file/cbce986/n/Sculpt&PaintATreeTrollInMudbox;.part07.rar
http://www.filefactory.com/file/cbce998/n/Sculpt&PaintATreeTrollInMudbox;.part08.rar
http://www.filefactory.com/file/cbcfab9/n/Sculpt&PaintATreeTrollInMudbox;.part09.rar
http://www.filefactory.com/file/cbce992/n/Sculpt&PaintATreeTrollInMudbox;.part10.rar
http://www.filefactory.com/file/cbce990/n/Sculpt&PaintATreeTrollInMudbox;.part11.rar
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