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GFXScene provides the latest releases concerning computer graphics, including : Software, Plugins, Tutorials, Ebooks, Photoshop stuff, Vectors, 3D models, Fonts, Icons, Templates and scripts, Wallpapers and much more. Any file and anything else on gfxscene.com is for educational purposes and all the content is provided by our users.If your copyrighted material has been posted on gfxscene.com, feel free to contact us. Please don't forget to inculde URL of copyrighted material.


FXPHD : FLM202

Poster: gfxscene | 31-12-2011, 01:43 
Category: Tutorials  

http://img.gfxscene.com/1324921258_4969545.jpg

FXPHD – FLM202 – Flame in Production | 1.93 Gb
Genre: eLearnig, Movie Production

 

his course is in the spirit of our most popular courses here at fxphd: doing some cool shots and providing the footage for you to work along on the shots yourself. Professor and Dean Mike Seymour will be compositing a bunch of shots and looking at a range of new features in the 2009 versions of Flint/Flame. In addition to compositing shots using Flame’s built-in tools, this course will also use the Foundry’s Furnace plugins to tackle the work.


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Digital - Tutors - Creative Development: Photorealistic Time-Lapse Animation and Rendering in Maya and modo

Poster: gfxscene | 31-12-2011, 01:42 
Category: Tutorials  

http://img.gfxscene.com/1324930675_dt_cdev.photorealistic-time-lapse.jpg

Digital - Tutors - Creative Development: Photorealistic Time-Lapse Animation and Rendering in Maya and modo

2 hrs. 38 min. | December 23, 2011 | Maya 2012, modo 501, Fusion 6.3, ZBrush 4R2 | Author: Martin Mayer

 

In this tutorial we will learn the efficient use of tools and techniques for creation of a time-lapse video. Throughout these lessons we'll delve into the animated growth of a tree branch as a time-lapse video. We'll learn everything from modeling, texturing and shading to the animation and final compositing. By the end of this tutorial, you'll have a better understanding of how you can employ efficient and productive techniques for a time-lapse video that can be used when up against a tight deadline.


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Digital - Tutors - Reusing Control Rigs in Maya

Poster: gfxscene | 31-12-2011, 01:41 
Category: Tutorials  

http://img.gfxscene.com/1324935598_dt-rcontrol-rigs-in-maya.jpg

Digital - Tutors - Reusing Control Rigs in Maya
3 hrs. 37 min. | December 23, 2011 | Autodesk Maya 2012 | Author: Delano Athias

 

In this Maya tutorial, you will learn techniques for reusing control rigs in Maya to work more efficiently. Throughout the tutorial you will learn techniques for re-purposing rigs to save time in your character setup pipeline. We'll start by merging a completed rig into our character's scene. At that point, we will start modifying the rig to match the proportions of our character. Moving on from there, we will then add controls that are necessary to accommodate any new accessories that require controls. We'll also learn techniques for rigging hair and belts, and use Mel scripts, to help us to cut time on repetitive tasks. By the end of this tutorial, you'll learn how to reuse your own rigged assets, to, in the end, be more productive to your team.


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Waylon Brinck - Materials An Introduction in Unreal Development Kit

Poster: gfxscene | 31-12-2011, 01:41 
Category: Tutorials  

http://img.gfxscene.com/1324999427_.jpg
Waylon Brinck - Materials An Introduction in Unreal Development Kit
.mov | project files | 1.95Gb

 

 

Waylon Brinck teaches the fundamentals of creating materials in the Unreal Development Kit. Waylon begins by showing examples of what’s possible to create in Unreal, then dives directly into the basic features of the editor. With an eye on developing a deep fundamental understanding of the tools, Waylon covers a variety of progressively more advanced features, with plenty of examples along the way. You’ll also receive a brief introduction to more advanced features like vector math and reflections, as well as performance optimization. Whether you’re new to material creation in general, or just new to Unreal, this video contains everything you need to get up to speed quickly.Instructor for this title: Waylon Brinck



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Digital - Tutors - Using Texture to Enhance Digital Paintings in Photoshop CS5

Poster: gfxscene | 31-12-2011, 01:39 
Category: Tutorials  

http://img.gfxscene.com/1325017760_dt-paintings-in-photoshop-cs5.jpg

Digital - Tutors - Using Texture to Enhance Digital Paintings in Photoshop CS5
1 hrs. 32 min. | December 23, 2011 | Photoshop CS5 | Author: Eddie Russell

 

In this tutorial we will learn several different techniques for adding texture to our digital paintings in Photoshop. Texture and surface detail is one area that is often overlooked by digital painters. By strategically implementing texture in your digital paintings, you can not only raise the quality of the image but also the level of realism. With this course we’ll get started by diving into Photoshop’s brushes. We’ll learn how we can create and configure our own custom brushes to paint texture. From here we’ll learn how to create our own patterns and several of the areas where these patterns can be utilized. Next we’ll look at some ways that we can bring images into our paintings, layering them over areas to create texture with the help of blend modes. Finally, we’ll learn a few methods of making our two dimensional textures appear to wrap around the three dimensional forms of our painting. After completing this course, you’ll be well equipped to begin experimenting with texture in your own digital paintings.


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Digital - Tutors - Using the Blend Shapes Plugin for ZBrush 4

Poster: gfxscene | 31-12-2011, 01:38 
Category: Tutorials  

http://img.gfxscene.com/1325090631_1325090073_dt-using-the-blend-shapes-plugin-for-zbrush-4.jpg
Digital - Tutors - Using the Blend Shapes Plugin for ZBrush 4
27 min. 58 sec. | July 2, 2011 | Zbrush 4 and up, Maya 2008 and up | Author: Justin Marshall

 

In this ZBrush tutorial we will learn to use the Blend Shapes plugin for ZBrush 4. Blend shapes are a great way to quickly add expression to our characters or otherwise deform models based on our specific design. ZBrush is particularly adept at allowing us to create those target shapes. In this series of lessons we’ll learn how to use the Blend Shapes plug-in to quickly create and export blend shapes for use in Maya. We will begin by talking about the installation of the plug-in and then take a look at its simple interface. We will proceed to create an expression for our old man character and export it quickly to Maya. While there, we will look at how to access our new blend shapes and talk about the other data that will come through with the transfer. We will also talk about exporting multiple blend shapes to create expression libraries and we'll finish up by looking at how we can export shapes for multiple subtools. Once completed, you'll be able to start transferring your own blend shapes to Maya much more quickly and easily.


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Digital - Tutors - Unity Mobile Game Development: UV Layout and Texturing

Poster: gfxscene | 31-12-2011, 01:37 
Category: Tutorials  

http://img.gfxscene.com/1325090998_1325091583_dt-uv-layout-and-texturing.jpg
Digital - Tutors - Unity Mobile Game Development: UV Layout and Texturing
1 hrs. 47 min. | December 23, 2011 | Maya 2012, Photoshop CS5 | Author: Kyle Green

 

In this series of tutorials, we will teach you the techniques and steps used when creating the UVs and textures for the subway level used throughout our Unity Mobile Game Development series. We will start by talking about some steps for starting your UV layout process as well as some important concepts that you should keep in mind whenever preparing your UVs and your textures for use inside of Unity. We will talk about the importance of hiding UV seams on your geometry, planning texture layouts on your objects to maximize efficiency, you will learn UV layout and geometry modification tricks that can dramatically enhance the use of your UV texture space, and we will spend time in Photoshop learning how the textures in our level were created.


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Digital - Tutors - Unity Mobile Game Development: User Interface Design

Poster: gfxscene | 31-12-2011, 01:36 
Category: Tutorials  

http://img.gfxscene.com/1325091291_1325091206_dt-user-interface-design.jpg
Digital - Tutors - Unity Mobile Game Development: User Interface Design
1 hrs. 41 min. | December 23, 2011 | Photoshop CS5, Illustrator CS5 | Author: Eddie Russel

 

In this tutorial we will learn about designing the user interface graphics for a game as well as how to prepare these graphics to bring into Unity. We’ll get started by discussing the needs of our game in terms of user interface graphics and then learn how to set up a document in Photoshop to design them in. Next we’ll learn some strategies for building graphics and examine some possible pitfalls. Moving on, we’ll learn about different states of a specific graphic and how we can setup our file to make saving this type of graphic out a bit easier. After all the graphics for our game have been created, we’ll shift our focus to preparing them for Unity. We’ll learn about important things to consider when cropping and saving our files. Then we’ll wrap this course up by learning how unity handles transparency and some workflows we will need to utilize to accommodate this. After going through this course, you will gain insight into the process of creating and saving user interface graphics for our mobile game.


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Digital - Tutors - Unity Mobile Game Development: Set Dressing

Poster: gfxscene | 31-12-2011, 01:35 
Category: Tutorials  

http://img.gfxscene.com/1325091475_1325090924_dt-set-dressing.jpg
Digital - Tutors - Unity Mobile Game Development: Set Dressing
1 hrs. 19 min. | December 23, 2011 | Maya 2012, Mudbox 2012, Photoshop CS5 | Author: Justin Marshall

 

In this series of tutorials, we will talk about the process we went through to create props and dress the level of our Unity Mobile Game Development project. We will start the training by taking a look at our game development document as well as the artwork that we have. These will give us a better idea of the technical aspects of our models and their look. We'll talk about building the geometry and creating texture maps for pieces of our level like old oil drums, boards and lights. We'll also cover workflows between Maya and Mudbox for modeling, sculpting, and painting bits of organic debris to illustrate the enemy infestation. We'll finish up by talking about dressing the set temporarily in Maya as a guide for the final dressing in Unity. This course goes over the process for creating props and set dressing and the thoughts behind the decisions but it is not a step-by-step tutorial. If you'd like to get up to speed on modeling in Maya, I'd recommend Introduction to Modeling in Maya which goes over the tools we use here in greater detail. If you want a more step-by-step look at creating assets in Mudbox, we have a variety of training available, including Introduction to Mudbox 2012 which will get you started very quickly. So over the next hour and a half or so, we'll talk about creating the pieces necessary to dress our set and give it a realistic, aged and worn look.


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Digital - Tutors - Unity Mobile Game Development: Saving Data and Highscores

Poster: gfxscene | 31-12-2011, 01:34 
Category: Tutorials  

http://img.gfxscene.com/1325091688_1325090471_dt-saving-data-and-highscores.jpg
Digital - Tutors - Unity Mobile Game Development: Saving Data and Highscores
3 hrs. 34 min. | December 23, 2011 | Unity 3.4 | Author: Chris Glick

 

In this Unity tutorial, we’ll learn how to save data between play sessions with PlayerPrefs and create a highscore level for deployment to iOS or Android. Through these lessons we’ll learn how we can use the GUI class to draw various text and images on our screen. From there, we will examine time-saving techniques for placing our GUI elements with the inspector accurately. We'll learn how we can use arrays to store multiple pieces of data and how we can display lists using for loops. Then we'll refactor our array into a highscore class. With our display set up, we will learn the commands to access our player prefs and the logic we need to sort and store our data. Finally we'll see how we can use mobile keyboards and examine a faster method of saving data for mobile platforms. From basic preferences like display settings to more complex structures like high scores, it's important to understand how to save data after we close our game.


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