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<title>Download Rapidshare Filesonic Megaupload 3D VFX Tutorials &amp; Graphics Stuff - GFXScene</title>
<link>http://gfxscene.com/</link>
<language>ru</language>
<description>Download Rapidshare Filesonic Megaupload 3D VFX Tutorials &amp; Graphics Stuff - GFXScene</description>
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<title>FXPHD - FUM201: Intermediate FumeFX</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8134-fxphd-fum201-intermediate-fumefx.html</guid>
<link>http://gfxscene.com/tutorials/8134-fxphd-fum201-intermediate-fumefx.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" title="Image" src="http://i31.fastpic.ru/big/2012/0131/54/96436ed57e42ed173e3341fcae565d54.jpg" border="0" alt="Image" /><br />FXPHD - FUM201: Intermediate FumeFX <br /> English | h264 yuv420p 1152x720 24.00 fps | aac 44100 Hz mono | 1.37 GB <br /> Genre: Video Training <br /> <br /> In Intermediate Fume FX, we jump right in the deep end, initially  introducing a lot of the core concepts behind Fume FX and how Congruent  Solvers work - such as Fume FX, Phoenix, Maya Fluids etc. all work.  These Fundamental Subjects Are Crucial to Understanding fluids, as well  as Getting More Hands on in Learning the initial steps to How Fume FX  Works, as well as IT's interface and a lot of IT's Powerful Key  features. <br />]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Tue, 31 Jan 2012 18:47:50 +0000</pubDate>
</item><item>
<title>Fxphd - AVD101: Avid for indie film and commercials</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8133-fxphd-avd101-avid-for-indie-film-and-commercials.html</guid>
<link>http://gfxscene.com/tutorials/8133-fxphd-avd101-avid-for-indie-film-and-commercials.html</link>
<description><![CDATA[<p><img style="display: block; margin-left: auto; margin-right: auto;" title="Image" src="http://i29.fastpic.ru/big/2012/0113/5f/260e1eff8ee74864ab4f8d9c0c47b85f.jpg" border="0" alt="Image" /><br /><span style="font-weight: bold;">Fxphd - AVD101: Avid for indie film and commercials | 1.16GB <br /> English | MOV | h264, yuv420p, 1152x720, 23.98 fps(r) (eng) | aac, 44100 Hz, mono</span></p>
<p>In this course,FXPHD covers the Avid Media Composer software, available  on both Mac and Windows platforms, with a focus on Independent  filmmaking and new media projects.</p>]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Tue, 31 Jan 2012 18:46:18 +0000</pubDate>
</item><item>
<title>Digital Tutors - Professional Series - Designing Logos for Clients</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8132-digital-tutors-professional-series-designing-logos-for-clients.html</guid>
<link>http://gfxscene.com/tutorials/8132-digital-tutors-professional-series-designing-logos-for-clients.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" title="Image" src="http://i32.fastpic.ru/big/2012/0129/8a/8e84c5d1a607840f2c050765bd03238a.jpg" border="0" alt="Image" /><br /><span style="font-weight: bold;">Digital Tutors] Professional Series - Designing Logos for Clients</span> <br /> English | FLV | VP6 920x760 15 fps ~400 Kbps | MP3 44,1kHz 1ch 96Kbps | 518 MB <br /> <span style="font-style: italic;">Genre: Video Training</span> <br /> 1 hrs. 26 min. | April 4, 2011 | Illustrator CS5 and up, Photoshop CS5 and up | Author: Eddie Russell <br /> In this Professional Series course, we will take a detailed look into  the behind the scenes process of designing a logo for a client from  scratch. This specific high-level course was designed to evolve your  workflow processes, refine your problem solving techniques, and master  your logo designing skills. The objectives for this fast-pace, intensive  course are to help you understand why each step in this process is  critical to delivering a successful and effective logo to our clients.  By the end of this training, you will have the ability to take this  process, modify it and apply it to any logo design project.]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Tue, 31 Jan 2012 18:38:21 +0000</pubDate>
</item><item>
<title>video2brain 2D Character Animation in After Effect</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8131-video2brain-2d-character-animation-in-after-effect.html</guid>
<link>http://gfxscene.com/tutorials/8131-video2brain-2d-character-animation-in-after-effect.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" title="Image" src="http://i27.fastpic.ru/big/2012/0130/00/41ebe4d6e2587519d00791f002dda000.png" border="0" alt="Image" /> <br /> <br /> <span style="font-weight: bold;">video2brain 2D Character Animation in After Effects | 702 MB</span> <br /> <span style="font-style: italic;">Genre: Video Training</span> <br /> In her career as an animator, Angie Taylor has developed some powerful  techniques for creating quick but compelling 2D animation, and in this  workshop she shares those secrets with you. You&iuml;&iquest;&frac12;ll learn how to import  layered files and paths from Illustrator into After Effects and how to  animate flat vector artwork in both 2D and 3D space, and you&iuml;&iquest;&frac12;ll  explore options for outputting your animations. The videos are short,  focused, and solution-oriented, and all the project files are included  so you can follow along as you go.]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Tue, 31 Jan 2012 18:36:32 +0000</pubDate>
</item><item>
<title>3ds Max Modeling for Games, Second Edition: Insider's Guide to Game Character, Vehicle, and Environment Modeling: Volume I PDF + DVD</title>
<guid isPermaLink="true">http://gfxscene.com/ebooks/8130-3ds-max-modeling-for-games-second-edition-insiders-guide-to-game-character-vehicle-and-environment-modeling-volume-i-pdf-dvd.html</guid>
<link>http://gfxscene.com/ebooks/8130-3ds-max-modeling-for-games-second-edition-insiders-guide-to-game-character-vehicle-and-environment-modeling-volume-i-pdf-dvd.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" title="Image" src="http://i29.fastpic.ru/big/2012/0129/c3/9b13ff87c511a9297f067ef52907a3c3.jpg" border="0" alt="Image" /> <br /> <br /> <span style="font-weight: bold;">3ds Max Modeling for Games, Second  Edition: Insider's Guide to Game Character, Vehicle, and Environment  Modeling: Volume I PDF + DVD</span> <br /> Focal Press | ISBN 10: 0240815823 | 2011 | PDF | 480 pages | 1.17 GB <br /> <span style="font-style: italic;">Genre: Video Training</span> <br /> The 2nd edition of Andy Gahan's 3ds Max Modeling for Games, covering the  latest version of 3ds Max is here. This book features the realistic  style of art that the 1st edition covered, with six completely new  chapters for the new version of the software. These newly added sections  including: an Intro to 3ds Max, a new normal maps tutorial, expanded  portfolio section, LOD's, a brand new environment and much more - as  well as updates throughout covering latest version of Max. <br /> The gallery will consist of a mix of inspirational concept art, and  orthographics for the reader to build various models from. The book  comes to us directly from successful game artists within commercial game  development circles (Gahan + contributors) and consists of tutorials  that start with simpler models and gradually move up to more complex  builds. The strength of this book is that it teaches all of the  important game modeling elements: character  environment modeling,  mapping, texturing, basic animating of credible game characters and  levels - using latest version of 3ds Max. As readers move from tutorial  to tutorial, they build their own portfolio of high quality work.]]></description>
<category><![CDATA[Ebooks]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Tue, 31 Jan 2012 18:35:31 +0000</pubDate>
</item><item>
<title>VTC - Toon Boom Studio 5</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8129-vtc-toon-boom-studio-5.html</guid>
<link>http://gfxscene.com/tutorials/8129-vtc-toon-boom-studio-5.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" title="Image" src="http://i27.fastpic.ru/big/2012/0131/23/97e63fc5eb6dc6037e57345a6bf4b923.jpg" border="0" alt="Image" /><br /> <span style="font-weight: bold;">VTC - Toon Boom Studio 5</span> <br /> English | Format: QuickTime | Video: AVC 800x600 4:3 7,519 fps ~ 106 kbps | Audio: AAC 44,1 kHz 2ch 48 kbps | 492MB <br /> Toon Boom Studio is an industry standard 2D animation application.Used  to create animation for film, television and the Web, this powerful  software can be used to bring your stories to life. <br /> <br /> VTC author Dwayne Ferguson, a professional animator and television art  director, shows you step by step, how to get the most out of this  powerful software. Learn the Toon Boom Studio interface, animation  principals and techniques. Work files are included. To get started  today, simply click on one of the Toon Boom Studio movies.]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Tue, 31 Jan 2012 18:33:57 +0000</pubDate>
</item><item>
<title>FXPHD : FLM202 </title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8128-fxphd-flm202-flame-in-production.html</guid>
<link>http://gfxscene.com/tutorials/8128-fxphd-flm202-flame-in-production.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1324921258_4969545.jpg" alt="http://img.gfxscene.com/1324921258_4969545.jpg" /><br />
<p style="text-align: center;"><strong>FXPHD &ndash; FLM202 &ndash; Flame in Production | 1.93 Gb</strong><br />Genre: eLearnig, Movie Production</p>
<p>&nbsp;</p>
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&rsquo;s  built-in tools, this course will also use the Foundry&rsquo;s Furnace plugins  to tackle the work.]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Sat, 31 Dec 2011 01:43:44 +0000</pubDate>
</item><item>
<title>Digital - Tutors - Creative Development: Photorealistic Time-Lapse Animation and Rendering in Maya and modo</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8127-digital-tutors-creative-development-photorealistic-time-lapse-animation-and-rendering-in-maya-and-modo.html</guid>
<link>http://gfxscene.com/tutorials/8127-digital-tutors-creative-development-photorealistic-time-lapse-animation-and-rendering-in-maya-and-modo.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1324930675_dt_cdev.photorealistic-time-lapse.jpg" alt="http://img.gfxscene.com/1324930675_dt_cdev.photorealistic-time-lapse.jpg" /><br />
<p style="text-align: center;"><strong>Digital - Tutors - Creative Development: Photorealistic Time-Lapse Animation and Rendering in Maya and modo</strong></p>
<p style="text-align: center;">2 hrs. 38 min.   |  December 23, 2011  |  Maya 2012, modo 501, Fusion 6.3, ZBrush 4R2  |  Author: Martin Mayer</p>
<p>&nbsp;</p>
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.]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Sat, 31 Dec 2011 01:42:51 +0000</pubDate>
</item><item>
<title>Digital - Tutors - Reusing Control Rigs in Maya</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8126-digital-tutors-reusing-control-rigs-in-maya.html</guid>
<link>http://gfxscene.com/tutorials/8126-digital-tutors-reusing-control-rigs-in-maya.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1324935598_dt-rcontrol-rigs-in-maya.jpg" alt="http://img.gfxscene.com/1324935598_dt-rcontrol-rigs-in-maya.jpg" /><br />
<p style="text-align: center;"><strong>Digital - Tutors - Reusing Control Rigs in Maya</strong><br />3 hrs. 37 min.   |  December 23, 2011  |  Autodesk Maya 2012  |  Author: Delano Athias</p>
<p>&nbsp;</p>
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.]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Sat, 31 Dec 2011 01:41:55 +0000</pubDate>
</item><item>
<title>Waylon Brinck - Materials An Introduction in Unreal Development Kit</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8125-waylon-brinck-materials-an-introduction-in-unreal-development-kit.html</guid>
<link>http://gfxscene.com/tutorials/8125-waylon-brinck-materials-an-introduction-in-unreal-development-kit.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1324999427_.jpg" alt="http://img.gfxscene.com/1324999427_.jpg" /><br />
<div style="text-align: center;"><strong>Waylon Brinck - Materials An Introduction in Unreal Development Kit</strong></div>
<div style="text-align: center;">.mov | project files | 1.95Gb<strong><br /></strong></div>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>Waylon Brinck teaches the fundamentals of creating  materials in the   Unreal Development Kit. Waylon begins by showing  examples of what&rsquo;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&rsquo;ll   also receive a brief introduction to more advanced  features like vector   math and reflections, as well as performance  optimization. Whether   you&rsquo;re new to material creation in general, or  just new to Unreal, this   video contains everything you need to get up  to speed quickly.<em>Instructor for this title: Waylon Brinck </em></p>]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Sat, 31 Dec 2011 01:41:04 +0000</pubDate>
</item><item>
<title>Digital - Tutors - Using Texture to Enhance Digital Paintings in Photoshop CS5</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8124-digital-tutors-using-texture-to-enhance-digital-paintings-in-photoshop-cs5.html</guid>
<link>http://gfxscene.com/tutorials/8124-digital-tutors-using-texture-to-enhance-digital-paintings-in-photoshop-cs5.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1325017760_dt-paintings-in-photoshop-cs5.jpg" alt="http://img.gfxscene.com/1325017760_dt-paintings-in-photoshop-cs5.jpg" /><br />
<p style="text-align: center;"><strong>Digital - Tutors - Using Texture to Enhance Digital Paintings in Photoshop CS5</strong><br />1 hrs. 32 min.   |  December 23, 2011  |  Photoshop CS5  |  Author: Eddie Russell</p>
<p>&nbsp;</p>
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&rsquo;ll get started by diving into Photoshop&rsquo;s brushes.  We&rsquo;ll learn how we can create and configure our own custom brushes to  paint texture. From here we&rsquo;ll learn how to create our own patterns and  several of the areas where these patterns can be utilized. Next we&rsquo;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&rsquo;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&rsquo;ll be well equipped to begin experimenting  with texture in your own digital paintings.]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Sat, 31 Dec 2011 01:39:10 +0000</pubDate>
</item><item>
<title>Digital - Tutors - Using the Blend Shapes Plugin for ZBrush 4</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8123-digital-tutors-using-the-blend-shapes-plugin-for-zbrush-4.html</guid>
<link>http://gfxscene.com/tutorials/8123-digital-tutors-using-the-blend-shapes-plugin-for-zbrush-4.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1325090631_1325090073_dt-using-the-blend-shapes-plugin-for-zbrush-4.jpg" alt="http://img.gfxscene.com/1325090631_1325090073_dt-using-the-blend-shapes-plugin-for-zbrush-4.jpg" /><br />
<div style="text-align: center;"><strong>Digital - Tutors - Using the Blend Shapes Plugin for ZBrush 4</strong><br />27 min. 58 sec.  |  July 2, 2011  |  Zbrush 4 and up, Maya 2008 and up  |  Author: Justin Marshall</div>
<p>&nbsp;</p>
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&rsquo;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.]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Sat, 31 Dec 2011 01:38:11 +0000</pubDate>
</item><item>
<title>Digital - Tutors - Unity Mobile Game Development: UV Layout and Texturing</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8122-digital-tutors-unity-mobile-game-development-uv-layout-and-texturing.html</guid>
<link>http://gfxscene.com/tutorials/8122-digital-tutors-unity-mobile-game-development-uv-layout-and-texturing.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1325090998_1325091583_dt-uv-layout-and-texturing.jpg" alt="http://img.gfxscene.com/1325090998_1325091583_dt-uv-layout-and-texturing.jpg" /><br />
<div style="text-align: center;"><strong>Digital - Tutors - Unity Mobile Game Development: UV Layout and Texturing</strong><br />1 hrs. 47 min.   |  December 23, 2011  |  Maya 2012, Photoshop CS5  |  Author: Kyle Green</div>
<p>&nbsp;</p>
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.]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Sat, 31 Dec 2011 01:37:24 +0000</pubDate>
</item><item>
<title>Digital - Tutors - Unity Mobile Game Development: User Interface Design</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8121-digital-tutors-unity-mobile-game-development-user-interface-design.html</guid>
<link>http://gfxscene.com/tutorials/8121-digital-tutors-unity-mobile-game-development-user-interface-design.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1325091291_1325091206_dt-user-interface-design.jpg" alt="http://img.gfxscene.com/1325091291_1325091206_dt-user-interface-design.jpg" /><br />
<div style="text-align: center;"><strong>Digital - Tutors - Unity Mobile Game Development: User Interface Design</strong><br />1 hrs. 41 min.   |  December 23, 2011  |  Photoshop CS5, Illustrator CS5  |  Author: Eddie Russel</div>
<p>&nbsp;</p>
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&rsquo;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&rsquo;ll learn some strategies for building  graphics and examine some possible pitfalls. Moving on, we&rsquo;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&rsquo;ll shift our focus to  preparing them for Unity. We&rsquo;ll learn about important things to consider  when cropping and saving our files. Then we&rsquo;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.]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Sat, 31 Dec 2011 01:36:28 +0000</pubDate>
</item><item>
<title>Digital - Tutors - Unity Mobile Game Development: Set Dressing</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8120-digital-tutors-unity-mobile-game-development-set-dressing.html</guid>
<link>http://gfxscene.com/tutorials/8120-digital-tutors-unity-mobile-game-development-set-dressing.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1325091475_1325090924_dt-set-dressing.jpg" alt="http://img.gfxscene.com/1325091475_1325090924_dt-set-dressing.jpg" /><br />
<div style="text-align: center;"><strong>Digital - Tutors - Unity Mobile Game Development: Set Dressing</strong><br />1 hrs. 19 min.   |  December 23, 2011  |  Maya 2012, Mudbox 2012, Photoshop CS5  |  Author: Justin Marshall</div>
<p>&nbsp;</p>
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.]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Sat, 31 Dec 2011 01:35:41 +0000</pubDate>
</item><item>
<title>Digital - Tutors - Unity Mobile Game Development: Saving Data and Highscores</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8119-digital-tutors-unity-mobile-game-development-saving-data-and-highscores.html</guid>
<link>http://gfxscene.com/tutorials/8119-digital-tutors-unity-mobile-game-development-saving-data-and-highscores.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1325091688_1325090471_dt-saving-data-and-highscores.jpg" alt="http://img.gfxscene.com/1325091688_1325090471_dt-saving-data-and-highscores.jpg" /><br />
<div style="text-align: center;"><strong>Digital - Tutors - Unity Mobile Game Development: Saving Data and Highscores</strong><br />3 hrs. 34 min.   |  December 23, 2011  |  Unity 3.4  |  Author: Chris Glick</div>
<p>&nbsp;</p>
In  this Unity tutorial, we&rsquo;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&rsquo;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.]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Sat, 31 Dec 2011 01:34:58 +0000</pubDate>
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<title>Digital -Tutors - Unity Mobile Game Development: Player Functionality</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8118-digital-tutors-unity-mobile-game-development-player-functionality.html</guid>
<link>http://gfxscene.com/tutorials/8118-digital-tutors-unity-mobile-game-development-player-functionality.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1325091823_1325089468_dt-player-functionality.jpg" alt="http://img.gfxscene.com/1325091823_1325089468_dt-player-functionality.jpg" /><br />
<p style="text-align: center;"><strong>Digital -Tutors - Unity Mobile Game Development: Player Functionality</strong><br />1 hrs. 22 min.   |  December 23, 2011  |  Unity 3d 3.4  |  Author: Joshua Kinney</p>
<p style="text-align: center;">&nbsp;</p>
<p>&nbsp;</p>
This  Unity tutorial will create the basic framework for our main character  such as, movement, camera position, weapons, and applying damage to  enemies. Throughout the tutorial, we'll learn how to manipulate Unity's  Player Relative Control prefab to give us our third person view and then  we'll learn how to create the desired player movement based off of  those scripts. After that, we'll get into creating weapon functionality  for our assault rifle and our shotgun using our own custom scripts.  Finally, we'll end the course by applying our weapon damage to affect an  enemy's health and make them explode when that health reaches zero.]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Sat, 31 Dec 2011 01:34:06 +0000</pubDate>
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<title>Digital - Tutors - Unity Mobile Game Development: Lighting and Lightmapping</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8117-digital-tutors-unity-mobile-game-development-lighting-and-lightmapping.html</guid>
<link>http://gfxscene.com/tutorials/8117-digital-tutors-unity-mobile-game-development-lighting-and-lightmapping.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1325092071_1325088662_dt-lighting-and-lightmapping.jpg" alt="http://img.gfxscene.com/1325092071_1325088662_dt-lighting-and-lightmapping.jpg" /><br />
<div style="text-align: center;"><strong>Digital - Tutors - Unity Mobile Game Development: Lighting and Lightmapping</strong><br />1 hrs. 7 min.   |  December 23, 2011  |  Unity 3.4  |  Author: Kyle Green</div>
<p>&nbsp;</p>
In  this series of tutorials, we will teach you the techniques and steps  that we used when creating the lighting for the subway level used  throughout our Unity Mobile Game Development series. We will start by  using a simple scene to demonstrate topics such as realtime shadows and  lighting, we will also explore the process of lightmapping inside of  Unity, allowing us to bake indirect illumination, shadows and ambient  occlusion directly into our texture maps. While discussing lightmaps, we  will show you a number of methods for getting a proper lightmapping  result based on your object's UVs. We will also discuss how lights and  shadows play a critically important role in conveying a certain mood or  an atmosphere within our environments.]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Sat, 31 Dec 2011 01:33:30 +0000</pubDate>
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<title>Digital - Tutors - Unity Mobile Game Development: Level Design</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8116-digital-tutors-unity-mobile-game-development-level-design.html</guid>
<link>http://gfxscene.com/tutorials/8116-digital-tutors-unity-mobile-game-development-level-design.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1325092216_1325087919_dt-level-design.jpg" alt="http://img.gfxscene.com/1325092216_1325087919_dt-level-design.jpg" /><br />
<div style="text-align: center;"><strong>Digital - Tutors - Unity Mobile Game Development: Level Design</strong><br />2 hrs. 49 min.   |  December 23, 2011  |  Unity 3.4  |  Author: Joshua Kinney</div>
<p>&nbsp;</p>
In  this Unity tutorial we learn how to assemble our level and how to add  details to make our level more interesting and exciting. Throughout the  tutorial we will learn how to assemble the core of our game level and  then we will advance through the stages of set dressing by blocking in  major details. After we've blocked in our details, we'll become more  intentional with our design by adding, taking away, or rearranging our  props for the betterment of our overall design.]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Sat, 31 Dec 2011 01:32:43 +0000</pubDate>
</item><item>
<title>Digital - Tutors - Unity Mobile Game Development: GUI Functionality</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8115-digital-tutors-unity-mobile-game-development-gui-functionality.html</guid>
<link>http://gfxscene.com/tutorials/8115-digital-tutors-unity-mobile-game-development-gui-functionality.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1325092379_1325087294_dt-gui-functionality.jpg" alt="http://img.gfxscene.com/1325092379_1325087294_dt-gui-functionality.jpg" /><br />
<div style="text-align: center;"><strong>Digital - Tutors - Unity Mobile Game Development: GUI Functionality</strong><br />2 hrs. 49 min.   |  December 23, 2011  |  Unity 3D 3.4  |  Author: Joshua Kinney</div>
<p>&nbsp;</p>
This  Unity tutorial will discuss the process of creating a custom Graphical  User Interface for our mobile game on the Android tablet. Through out  these lessons, we'll create our own custom scripts to create the exact  behavior we want from our user interface and how we implement those to  work with our Android tablet. We'll create buttons that will allow us to  fire, reload, and swap our weapons. We'll also create the functionality  to give the player feedback on how much ammo, time, and health they  have during the game.]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Sat, 31 Dec 2011 01:32:00 +0000</pubDate>
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<title>Digital - Tutors - Unity Mobile Game Development: Environment Modeling</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8114-digital-tutors-unity-mobile-game-development-environment-modeling.html</guid>
<link>http://gfxscene.com/tutorials/8114-digital-tutors-unity-mobile-game-development-environment-modeling.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1325092477_1325086857_dt-environment-modeling.jpg" alt="http://img.gfxscene.com/1325092477_1325086857_dt-environment-modeling.jpg" /><br />
<div style="text-align: center;"><strong>Digital - Tutors - Unity Mobile Game Development: Environment Modeling</strong><br />1 hrs. 29 min.   |  December 23, 2011  |  Maya 2012  |  Author: Justin Marshall</div>
<p>&nbsp;</p>
In  this series of tutorials, we will talk about some of the steps that we  went through in order to build the subway level for our Unity mobile  game project. In this course we will examine the process of creating the  game level for our Unity mobile project. We will start by referencing  our game document, which will give us a great deal of information, not  only on the look of our models, but also on more technical aspects like  geometry and texture resolutions. We'll talk about basic modeling  techniques for creating the different parts of our game level and we'll  concentrate on creating portions of the level that can be seamlessly  tiled. We'll go over how we can break down our reference art and where  we can add unique details to break up the repeating geometry. We'll  finish by talking about methods for making sure all of the pieces match  up properly and are saved out for uv and texture work. This course goes  over the process for creating our game level and the thoughts behind the  decisions but it is not a step-by-step modeling tutorial. If you'd like  to get up to speed on modeling in Maya, I'd recommend the 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 game-type environments  in general, try Creating Low Resolution Environments in Maya and  Photoshop.]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Sat, 31 Dec 2011 01:31:16 +0000</pubDate>
</item><item>
<title>Digital-Tutors - Unity Mobile Game Development: Concept and Design</title>
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<link>http://gfxscene.com/tutorials/8113-digital-tutors-unity-mobile-game-development-concept-and-design.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1325092728_1325084175_dt-concept-and-design.jpg" alt="http://img.gfxscene.com/1325092728_1325084175_dt-concept-and-design.jpg" /><br />
<div style="text-align: center;"><strong>Digital-Tutors - Unity Mobile Game Development: Concept and Design</strong><br />1 hrs. 19 min.   |  December 23, 2011  |  Photoshop CS5  |  Author: Eddie Russell</div>
<p>&nbsp;</p>
In  this collection of lessons we will learn about creating concept art for a  game as well as how the role of the concept artist fits into the  production pipeline. We will begin this course by learning about the  role of a concept artist and how that role fits into the production  pipeline. Next, we will learn about the game design document and then  use it to determine which assets concept art is needed. From there,  we&rsquo;ll move on and learn about designing a level for our game from the  ground up by planning out its overhead layout. Next, we will learn how  to visualize this layout by creating concept sketches. Lastly, we will  shift our attention to painting the concept art, focusing on rendering  out our composition, planning for and painting the light sources, and  then rendering out organic material to line the walls of our level.  After going through this course, you will gain a better understanding as  to why decisions are made during the process of creating concept art.  You will also learn the basic steps involved in visualizing an idea for a  level in a piece of artwork.]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Sat, 31 Dec 2011 01:30:30 +0000</pubDate>
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<title>Digital - Tutors - Unity Mobile Game Development: Communication with Notification Center</title>
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<link>http://gfxscene.com/tutorials/8112-digital-tutors-unity-mobile-game-development-communication-with-notification-center.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1325092825_1325083616_dt-communication-with-notification-center.jpg" alt="http://img.gfxscene.com/1325092825_1325083616_dt-communication-with-notification-center.jpg" /><br />
<div style="text-align: center;"><strong>Digital - Tutors - Unity Mobile Game Development: Communication with Notification Center</strong><br />1 hrs. 25 min.   |  December 23, 2011  |  Unity 3.4  |  Author: Chris Glick</div>
<p>&nbsp;</p>
In  this Unity tutorial, we&rsquo;ll learn various ways our scripts can access and  talk to each other. We'll begin the tutorial by learning about all the  built-in methods Unity gives us to talk between scripts and between  objects. We'll learn the how to find and access scripts on any game  object using either direct connections, finding the object or the  physics system. Finally we'll examine how a script can call methods on  many other scripts using the messaging system in Unity. Each of these  methods has limitations, so next we'll introduce the 3rd party script  'Notification Center' which acts as a central hub for easily  communicating between multiple scripts. We'll learn how to post a new  notification, how to observe a notification and how to pass data through  the Notification Center. We'll wrap everything up by examining each of  these methods and discuss which we should use in various situations.  Understanding how our scripts will talk to each other lets us break our  game into many script components, while still creating the functionality  we need with the least amount of effort.]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Sat, 31 Dec 2011 01:29:46 +0000</pubDate>
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<title>Digital - Tutors - Unity Mobile Game Development: Character and Weapon Modeling</title>
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<link>http://gfxscene.com/tutorials/8111-digital-tutors-unity-mobile-game-development-character-and-weapon-modeling.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1325093062_1325083117_dt-character-and-weapon-modeling.jpg" alt="http://img.gfxscene.com/1325093062_1325083117_dt-character-and-weapon-modeling.jpg" /><br />
<div style="text-align: center;"><strong>Digital - Tutors - Unity Mobile Game Development: Character and Weapon Modeling</strong><br />1   hrs. 40 min.   |  December 23, 2011  |  Maya 2012, ZBrush 4, Photoshop   CS5, TopoGun 1.06, Mudbox 2012  |  Author: Justin Marshall</div>
<p>&nbsp;</p>
In  this series of tutorials, we will talk about the steps that we went  through in order to build the character and weapon models for our Unity  mobile game project. We will start by referencing our game document,  which will be our guide through the process of creating our Unity game.  We can find information on the look of our models but also on the  desired resolutions of the models and textures. We will concentrate on  creating game topology for our two characters and two weapon models. We  will also cover map generation and texture painting as part of the  process. In the end we will have models ready to be rigged and animated  or plugged directly into the game engine. We will use a variety of  software packages from Maya, to TopoGun, to ZBrush and Mudbox in order  to prepare our assets so there will be a lot of back and forth. This  course references some pre-made assets and covers methods for modifying  and prepping those assets for this particular game. In most of these  cases, if you'd like to learn to build these assets from start to  finish, there is a tutorial that will fill your need. For instance, in  this course we look at the steps we went through to modify the biker  character from Creating High Resolution Characters in ZBrush 4 and  Creating Game Characters with Maya 2011 and ZBrush 4. So if you'd like  to build the character from scratch, those two courses will take you  through the process. The same goes for the enemy tick creature, which is  from the Introduction the Mudbox 2011, and the assault rifle from  Creating Next-Gen Game Assets in Maya.]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Sat, 31 Dec 2011 01:28:52 +0000</pubDate>
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<title>CmiDirect - VRay Cinnection To Blender</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8110-cmidirect-vray-cinnection-to-blender.html</guid>
<link>http://gfxscene.com/tutorials/8110-cmidirect-vray-cinnection-to-blender.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1325165542_.jpg" alt="http://img.gfxscene.com/1325165542_.jpg" /><br />
<p style="text-align: center;"><strong>CmiDirect - VRay Cinnection To Blender</strong><strong> | .mp4 | project files | 367Mb</strong></p>]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Sat, 31 Dec 2011 01:27:59 +0000</pubDate>
</item><item>
<title>fxphd afx211 - After Effects Project the Open</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8109-fxphd-afx211-after-effects-project-the-open.html</guid>
<link>http://gfxscene.com/tutorials/8109-fxphd-afx211-after-effects-project-the-open.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1325168146_.jpg" alt="http://img.gfxscene.com/1325168146_.jpg" /><br />Building upon the popularity of our first After Effects   project-based   course, AFX208, we'll begin work on a new project from   concept  through  compositing and design. For this project, we'll be   creating a  new  animated show open in the style of programs such as "Top   Chef",  "Project  Runway", and "Make Me a Supermodel".  Leading the   course  will be Danny  Princz, a New York City based artist who has   taught  several courses in  the past. Also helping out will be Mark    Christiansen, author of "Adobe  After Effects CS4 Visual Effects and    Compositing Studio Techniques", and  fxphd dean John Montgomery.<br /> <br /> The project will focus on using the new After Effects CS5 once it's     released. But like most real world projects we will also be covering     other applications for tasks such as 3D camera tracking, creating and     rendering cgi for the virtual set, and more. Members of fxphd can share     work in progress and design ideas in the forums, getting feedback  from    the profs as well as as other members.<br /> <br /> The opening  project   will be completed in courses over the next two terms  at  fxphd, but rest   assured that each members of each term will receive   plenty of 720P   material to build shots for their reel. Our previous   course distributed   over six gigabytes of footage.]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Sat, 31 Dec 2011 01:27:06 +0000</pubDate>
</item><item>
<title>Elephorm - Apprendre ZBrush 4 R2</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8108-elephorm-apprendre-zbrush-4-r2.html</guid>
<link>http://gfxscene.com/tutorials/8108-elephorm-apprendre-zbrush-4-r2.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1325180665_zbrush4r2_visuel_big.jpg" alt="http://img.gfxscene.com/1325180665_zbrush4r2_visuel_big.jpg" /><br />
<p style="text-align: center;"><strong>Elephorm - Apprendre ZBrush 4 R2 | French | 2.65 GB</strong></p>
<p style="text-align: left;"><strong>ZBrush 4R2</strong> est aujourd'hui  un acteur majeur dans les productions 3D de jeux vid&eacute;os et de films &agrave;  effets sp&eacute;ciaux. Avec une technologie innovante, ce logiciel 3D a  r&eacute;volutionn&eacute; la technique de cr&eacute;ation de personnages 3D. Du coup, ZBrush  est aujourd'hui un outil puissant pour la mod&eacute;lisation industrielle, le  design ou encore pour la mod&eacute;lisation architecturale.</p>
<p>&nbsp;</p>
Dans  ce tutoriel vid&eacute;o de plus de 7 heures, vous pourrez suivre Cyril  Cosentino autour d'un atelier cr&eacute;atif avec ZBrush 4 R2 en faisant un  tour d&rsquo;horizon de toutes ses fonctionnalit&eacute;s.<br /><br />Cyril Cosentino,  sp&eacute;cialiste dans le monde de la 3D et des effets sp&eacute;ciaux et formateur  certifi&eacute; Pixologic Expert, vous guidera dans cette formation en vous  montrant les fonctions et techniques indispensables de ce logiciel.]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Sat, 31 Dec 2011 01:25:42 +0000</pubDate>
</item><item>
<title>Tips &amp; Techiniqes for Chacter Modeling in ZBrush &amp; 3D Coat</title>
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<link>http://gfxscene.com/tutorials/8107-tips-techiniqes-for-chacter-modeling-in-zbrush-3d-coat.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1324905239_.jpg" alt="http://img.gfxscene.com/1324905239_.jpg" /><br />
<div style="text-align: center;"><strong>Tips &amp; Techiniqes&nbsp; for Chacter Modeling in ZBrush &amp; 3D Coat</strong></div>
<div style="text-align: center;">.flv | project files | 1.06Gb<strong><br /></strong></div>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>This tutorial covers tips and techniques that allow for  quickly  blocking  in forms.   Throughout the tutorial we will learn  methods  that allow us to focus  on the expression and emotion of the  character  and the personality it  conveys, instead of having to worry  about the  topology while modeling  using ZBrush and 3D Coat.  We will  look at how  we can take advantage of  3D Coat's excellent retopology  tools,  including automatic retopology.   Other modeling techniques we'll  learn  are Shadowbox, DynaMesh, insert  brushes, extractions, alpha to  3D and  ZSketch.</p>]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Sat, 31 Dec 2011 01:23:33 +0000</pubDate>
</item><item>
<title>CryENGINE 3 - Vol 1 - An Introduction and Application</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8106-cryengine-3-vol-1-an-introduction-and-application.html</guid>
<link>http://gfxscene.com/tutorials/8106-cryengine-3-vol-1-an-introduction-and-application.html</link>
<description><![CDATA[<img style="cursor: -moz-zoom-in; display: block; margin-left: auto; margin-right: auto;" src="http://cdn.eat3d.com/files/cry3_intro_vol1_dvd_front.jpg" alt="http://cdn.eat3d.com/files/cry3_intro_vol1_dvd_front.jpg" width="570" height="915" /><br />H&eacute;lder Pinto starts by walking you through many of the common features  of CryENGINE 3 SDK like Customizing the User Interface, Folder  Structure, Viewports, Entities, Panels, Objects and much more. Once a  firm foundation has been placed, H&eacute;lder  immediately begins going  through the creation of an entire level from scratch. He begins by  creating a custom terrain and from there goes into creating the lush  vegetation. Other topics in the creation include using brushes, basic  lighting, environment tab, fog volumes and finally water volumes. <br /><br /> This DVD, along with the other volumes in the series, will provide you  with an invaluable amount of information needed to start creating your  own levels in CryENGINE 3 SDK today.]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Sun, 11 Dec 2011 22:57:07 +0000</pubDate>
</item><item>
<title>3D Tutorial Production Solution Tips 2, Vol 4 with XSI-HCG</title>
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<link>http://gfxscene.com/tutorials/8105-3d-tutorial-production-solution-tips-2-vol-4-with-xsi-hcg.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1323192160_3d-tutorial-production-solution-tips-2.jpg" alt="http://img.gfxscene.com/1323192160_3d-tutorial-production-solution-tips-2.jpg" /><br />
<div align="center" style="text-align: left;"><strong>3D Tutorial Production Solution Tips 2, Vol 4 with XSI-HCG<br /> 2 Disc | English | .BIN .CUE | 1.2 GB<br /> Genre: eLearning</strong></div>
XSI  - Production Solutions and Tips Series 2, Vol 4, Shot Lighting &amp;  Rendering. For the BEGINNING to INTERMEDIATE level XSI  lightingbenthusiast or anyone interested in just learning more about  CREATING SHOT LIGHTING &amp; RENDERING using SOFTIMAGE|XSI.<br />]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Fri, 09 Dec 2011 18:01:39 +0000</pubDate>
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<title>3DS Max Essentials - Nufftalon | 1.72 GB</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8104-3ds-max-essentials-nufftalon-172-gb.html</guid>
<link>http://gfxscene.com/tutorials/8104-3ds-max-essentials-nufftalon-172-gb.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1323193184_3ds-max-essentials-nufftalon.jpg" alt="http://img.gfxscene.com/1323193184_3ds-max-essentials-nufftalon.jpg" /><br />
<div align="center"><strong>3DS Max Essentials - Nufftalon | 1.72 GB<br /> Genre: elearning</strong></div>
<p>&nbsp;</p>
<p>&nbsp;</p>
<div align="center">Masterthe  techniques of leading professional 3ds Max artists with our  bumper228-page guide to Autodesks industry-standard 3D software inside  thisjam-packed guide, leading illustrators, animators and games artists  walkyou through the way things are done on real jobs, enabling you to  buildprofessional skills in easy stages.This complete guide to 3ds Max  comeswith a free DVD packed with 10 tutorials and four hours of expert  videolessons.3ds Max Essentials is brought to you by  industry-leadingmagazine 3D World in association with 3D  Total.com.Expert tipsThe guideis priced at A?14.99 and includes a  gallery, sections on environments,characters, and vehicles, and a whole  range of expert tips to help youget more from 3ds Max.</div>]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Fri, 09 Dec 2011 18:00:52 +0000</pubDate>
</item><item>
<title>Master Classes 2011 - Environment Lighting &amp; Progressive Rendering with Alex Sandri</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8103-master-classes-2011-environment-lighting-progressive-rendering-with-alex-sandri.html</guid>
<link>http://gfxscene.com/tutorials/8103-master-classes-2011-environment-lighting-progressive-rendering-with-alex-sandri.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1323238437_master-classes-2011-environment-lighting.jpg" alt="http://img.gfxscene.com/1323238437_master-classes-2011-environment-lighting.jpg" /><br />
<p style="text-align: left;"><strong>Master Classes 2011 - Environment Lighting &amp; Progressive Rendering with Alex Sandri | .flv | 1.99Gb</strong></p>
<p style="text-align: left;">Alex will introduce the new Mental Ray 3.8 Environment Lighting (IBL)  and Progressive Rendering (PR) features, used in conjunction with the  Physical Sky, the Mia Portal Light, Final Gathering, Global  Illumination, Importons and Irradiance Particles features. Alex will  also be sharing how to use the new Iray Rendering Engine in conjunction  with the Progressive Rendering sampler algorithm.</p>]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Fri, 09 Dec 2011 18:00:08 +0000</pubDate>
</item><item>
<title>Intro to Digital Audio Post from FXPHD</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8102-intro-to-digital-audio-post-from-fxphd.html</guid>
<link>http://gfxscene.com/tutorials/8102-intro-to-digital-audio-post-from-fxphd.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1323241146_fxphd-aud101.jpg" alt="http://img.gfxscene.com/1323241146_fxphd-aud101.jpg" /><br />
<p style="text-align: center;"><strong>Intro to Digital Audio Post from FXPHD | .flv | 637Mb</strong></p>
<p>Designed with the graphic artist, effects artist and editor in mind,  this course will provide a solid foundation of knowledge of production  and post production audio. Taught by audio mixer/designer Cory Coken,  the course will center on four core areas of audio: dialogue, sound  effects, music, and mix. The course will be a series of on camera  classes covering techniques and approaches.</p>]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Fri, 09 Dec 2011 17:59:16 +0000</pubDate>
</item><item>
<title>Imagine FX Disc 76 - Nufftalon</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8101-imagine-fx-disc-76-nufftalon.html</guid>
<link>http://gfxscene.com/tutorials/8101-imagine-fx-disc-76-nufftalon.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1323245031_imagine-fx-disc-76-nufftalon-cgp.jpg" alt="http://img.gfxscene.com/1323245031_imagine-fx-disc-76-nufftalon-cgp.jpg" /><br />
<div align="center"><strong>Imagine FX Disc 76 - Nufftalon <br /> H264 | English | 640x480 | MP4 | 15 fps 561 kbps | 4.05 GB<br /> Genre: eLearning</strong></div>
<p>&nbsp;</p>
<p>&nbsp;</p>
DVD  is packed to the gills with workshop video files, free software, and 3D  models - all to help you make the most of your brand new issue of  ImagineFX.]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Fri, 09 Dec 2011 17:58:16 +0000</pubDate>
</item><item>
<title>CGWorkShop Modern Game Art: Weapons</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8100-cgworkshop-modern-game-art-weapons.html</guid>
<link>http://gfxscene.com/tutorials/8100-cgworkshop-modern-game-art-weapons.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/c5e9da1c33bce27c4b6a221e7c17faff.jpg" alt="http://img.gfxscene.com/c5e9da1c33bce27c4b6a221e7c17faff.jpg" /><br />
<div align="center"><strong>CGWorkShop Modern Game Art: Weapons</strong><br /> Video: .mp4 | 3.5 hours | Resolution: 1280x720 (H264) | Audio: AAC 1411kbps | 486.2 mb<br /> Language: English<br /> <em>Genre: Video Training</em></div>
<br /> As you create your own model in the class, we'll cover the principles  of  hard surface modelling, and how to deal with hard surface shapes in   Zbrush. We'll look at detailing and low-poly modelling, baking,   texturing and finally viewing your work in Marmoset.]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Fri, 09 Dec 2011 17:57:28 +0000</pubDate>
</item><item>
<title>fxphd mya212 integrating maya and nuke</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8099-fxphd-mya212-integrating-maya-and-nuke.html</guid>
<link>http://gfxscene.com/tutorials/8099-fxphd-mya212-integrating-maya-and-nuke.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1323262864_fx.jpg" alt="http://img.gfxscene.com/1323262864_fx.jpg" /><br />
<div style="text-align: center;"><strong>fxphd MYA 212 Integrating Maya and Nuke| .mov | project files |</strong> <strong>2.69Gb</strong></div>]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Fri, 09 Dec 2011 17:56:29 +0000</pubDate>
</item><item>
<title>Master Class 2011 </title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8098-master-class-2011-environment-sculpting.html</guid>
<link>http://gfxscene.com/tutorials/8098-master-class-2011-environment-sculpting.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1323319296_g_lesperance-feature.jpg" alt="http://img.gfxscene.com/1323319296_g_lesperance-feature.jpg" /><br />
<p style="text-align: center;"><strong>Master Class 2011 &ndash; Environment Sculpting</strong></p>
<p>&nbsp;</p>
This  class will provide an in-depth look at the workflow David Lesperance  uses to design environments. Starting off he will cover basic concepts  of asset building including kit bashing, grid space modeling, basic UVs  and asset cleanliness. Normal and displacement mapping will also be  covered. Dave will then move into his lighting setups using V-Ray. He  will discuss lighting and rendering in V-Ray, covering HDRI and physical  camera setups, along with efficient render settings. Throughout the  class David will be sharing many time-saving tips and tricks that he  uses in his day to day workflow for 3ds Max, ZBrush and Photoshop.]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Fri, 09 Dec 2011 17:55:30 +0000</pubDate>
</item><item>
<title>ImagineFX Issue 74 (DVD-ISO)</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8097-imaginefx-issue-74-dvd-iso.html</guid>
<link>http://gfxscene.com/tutorials/8097-imaginefx-issue-74-dvd-iso.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/001f3463.jpg" alt="http://img.gfxscene.com/001f3463.jpg" /><br /><strong>ImagineFX Issue 74 (DVD-ISO)</strong><br /> English | H264 | 1280x720 | MOV | 30 fps 1882 kbps | MP3 128 kbps | 4.06 GB<br /> Genre: eLearning, Painting, Drawing, 3D
<p><br /> You don't have to venture far into the world of sci-fi art to  find  imagery inspired by the artists that worked on the Star Wars  franchise -  whether that's Ralph McQuarrie and his original concept art  or Terryl  Whitlatch and her creature designs for the prequel trilogy.  And, in this  very special Star Wars issue of ImagineFX, we feature some  of the very  best Star Wars art every created.<br /> In this month&rsquo;s  Legends section we talk to Ralph about his work on the  first three  films, whilst looking at some of his most memorable pieces.  We&rsquo;ve also  spoken to some of the concept artists behind the prequel  films,  including Warren Fu, Iain McCaig, Sang Jun Lee, Alex Jaeger,  Aaron  McBride and Stephan Martiniere, to get their insight into creating  art  for the films.</p>]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Fri, 09 Dec 2011 17:54:21 +0000</pubDate>
</item><item>
<title>Lynda.com </title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8096-lyndacom-avid-media-composer-6-essential-training.html</guid>
<link>http://gfxscene.com/tutorials/8096-lyndacom-avid-media-composer-6-essential-training.html</link>
<description><![CDATA[<p style="text-align: center;"><img src="http://img.gfxscene.com/1323443547_lynda.com_avid-media-composer-6.jpg" alt="http://img.gfxscene.com/1323443547_lynda.com_avid-media-composer-6.jpg" /></p>
<p style="text-align: center;"><strong>Lynda.com &ndash; Avid Media Composer 6 Essential Training</strong><br />Beginner | 7h 00m | 2.55 GB | Required Software: Avid Media Composer 6</p>
<p>&nbsp;</p>
In  this course, author Ashley Kennedy demonstrates basic and intermediate  video editing techniques in Avid Media Composer. The course explains how  to build sequences, mix audio, apply effects, and color-correct  footage. The course also shows how to create titles, manage and output  media, capture and import footage, and troubleshoot common  post-production issues. Exercise files accompany the course.<br /><br /><strong>Topics include:</strong><br />* Adding and removing shots to build multi-track sequences<br />* Trimming shots to fine-tune sequences<br />* Exploring navigation shortcuts and project management strategies<br />* Customizing the editing workspace<br />* Using advanced editing and trimming methods<br />* Adjusting audio levels and pan<br />* Applying, nesting, compositing, and revising video effects<br />* Understanding the relationship between rendering and system performance<br />* Incorporating intelligent media management strategies]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Fri, 09 Dec 2011 17:53:26 +0000</pubDate>
</item><item>
<title>Autodesk Academy 2011 - Game Creation</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8085-autodesk-academy-2011-game-creation.html</guid>
<link>http://gfxscene.com/tutorials/8085-autodesk-academy-2011-game-creation.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/55512da87f.jpg" alt="http://img.gfxscene.com/55512da87f.jpg" /><br /><strong>Autodesk Academy 2011 - Game Creation <br /> RGB32 | English | 1152x720 | MOV | 29.970 fps 8058 kbps | MP3 1411 kbps | 3.72 GB<br /> Genre: eLearning</strong>
<p>&nbsp;</p>
<p>&nbsp;</p>
<strong>Description:</strong><br />Autodesk  has a library of curriculum resources supporting the secondary  classroom using prior release Autodesk software applications. These  materials provide excellent teaching resources for schools looking to  integrate technology and Autodesk software into the classroom. Whether  your interest lies in architecture, engineering, or animation and  gaming, the projects available are fun and engaging and designed to get  your students learning quickly.<br />]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Thu, 24 Nov 2011 14:13:05 +0000</pubDate>
</item><item>
<title>Gnomon Workshop &quot;Assets Series&quot;: 3D Models &amp; Textures Pack Collection vol.1</title>
<guid isPermaLink="true">http://gfxscene.com/3d-models/8084-gnomon-workshop-assets-series-3d-models-textures-pack-collection-vol1.html</guid>
<link>http://gfxscene.com/3d-models/8084-gnomon-workshop-assets-series-3d-models-textures-pack-collection-vol1.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/3734881487342f035c8ae60b229724c8.jpg" alt="http://img.gfxscene.com/3734881487342f035c8ae60b229724c8.jpg" /><br />
<div align="center"><strong>Gnomon Workshop "Assets Series": 3D Models &amp; Textures Pack Collection vol.1 | 1.11 GB</strong></div>
<br />Collection  professional 3D models, textures and lighting from Gnomon Workshop,  leader in professional training for artists in the entertainment and  design industries
<p>&nbsp;</p>
<br /> <br /> Welcome to The Gnomon Workshop, the industry leader in professional   training for artists in the entertainment and design industries. Founded   by Alex Alvarez in 2000, The Gnomon Workshop was launched as a means  to  share professional techniques with artists who could not attend the   hands-on courses offered at the Gnomon School of Visual Effects in   Hollywood, California. Over the past nine years, the Gnomon Workshop DVD   library has expanded to offer training by over sixty professional   instructors on a diverse range of tools, software and media including   design, drawing, sculpture, painting, modeling, texturing, animation,   effects and compositing. Shipped to literally every corner of the globe,   our DVDs can be found in countless libraries, studios and   universities... and on many thousand bookshelves.]]></description>
<category><![CDATA[3D Models, 3DS Max Models]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Thu, 24 Nov 2011 14:10:51 +0000</pubDate>
</item><item>
<title>Autodesk Maya 2010 Vehicle for Games</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8083-autodesk-maya-2010-vehicle-for-games.html</guid>
<link>http://gfxscene.com/tutorials/8083-autodesk-maya-2010-vehicle-for-games.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/b766c4053e.jpg" alt="http://img.gfxscene.com/b766c4053e.jpg" /><br /><strong>Autodesk Maya 2010 Vehicle for Games <br />| .flv | project files | Final Render | 2.1Gb</strong>
<p>&nbsp;</p>
<p>&nbsp;</p>
You  will learn how to create this stunning science space exploration  vehicle in Maya and Mudbox using current and practical methods to  achieve these results.<br />Autodesk, Inc. (ADSK: NASDAQ), has introduced  its Vehicle for Games curriculum for post-secondary students.The 16-week  curriculum provides hands-on training for the entire game development  pipeline, from concept art to creating an engine-ready asset.<br /><br />This  free* web-based curriculum is designed to be used with Autodesk Maya  modeling, animation, rendering and visual effects software, and Autodesk  Mudbox digital sculpting and texture painting software. A six-month  student trial version of Maya* and a 30-day student trial version of  Mudbox* can be downloaded for use with the curriculum.]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Thu, 10 Nov 2011 23:02:44 +0000</pubDate>
</item><item>
<title>cmiVFX - Houdini Procedural Animation Techniques</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8082-cmivfx-houdini-procedural-animation-techniques.html</guid>
<link>http://gfxscene.com/tutorials/8082-cmivfx-houdini-procedural-animation-techniques.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/934b4c5910.jpg" alt="http://img.gfxscene.com/934b4c5910.jpg" /><br /><strong>cmiVFX - Houdini Procedural Animation Techniques<br />H264 | English | 1032x584 | AVI | 15 fps 554 kbps | 705 MB<br />Genre: eLearning</strong> <strong>Description:</strong><br />This  video was created to assist animators, teaching a series of different  techniques and methods for building effects inside Houdini. Houdini,  while being incredibly deep with a formidable learning curve, also  happens to be one of the most (if not the most) versatile and powerful  non-proprietary graphics package available. There is virtually nothing  Houdini can't do, but this video will help teach fundamental concepts  and provide focus and direction to a number of the incredibly powerful  animation tools. cmiVFX breaks down each step one by one with fast and  easy chapter references designed for even faster muscle memory. cmiVFX  continues to deliver the training and content you need, quickly,  efficient and affordably.]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Thu, 10 Nov 2011 23:01:51 +0000</pubDate>
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<title>Creative Development: Speed Skinning Techniques in Maya with Farley Chery from Digital Tutors</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8081-creative-development-speed-skinning-techniques-in-maya-with-farley-chery-from-digital-tutors.html</guid>
<link>http://gfxscene.com/tutorials/8081-creative-development-speed-skinning-techniques-in-maya-with-farley-chery-from-digital-tutors.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1320843536_dtcreativedevelopmentspeedskinningchery.jpg" alt="http://img.gfxscene.com/1320843536_dtcreativedevelopmentspeedskinningchery.jpg" /><br />
<div style="text-align: left;"><strong>Creative Development: Speed Skinning Techniques in Maya with Farley Chery from Digital Tutors</strong></div>
<div style="text-align: left;"><strong>.flv | project files | 1.93Gb</strong></div>
<p style="text-align: left;">&nbsp;</p>
<p style="text-align: left;">&nbsp;</p>
<p style="text-align: left;">Throughout this Maya tutorial we will discover some simple  yet   unorthodox skinning methods that will speed up our workflow   In  this  Maya tutorial, Boston based artist Farley Chery will lead the   viewer  the unusual yet intuitive technique of multi-mesh skinning, a   process  created in his last production. The entire rigging process can   be long  and arduous, so great work flow is essential to speeding up the    process.  Multi-Mesh is an unorthodox method which allows the user to    use the best possible initial settings throughout the body and blending    them into a a seamless mesh. This eccentric approach allows for   skinning  most body parts in seconds and problem areas such as the   clavicle and  shoulder regions in minutes. The artist will show some of   his best  techniques in efficiency and troubleshooting into this  amazing  tutorial.</p>]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Thu, 10 Nov 2011 23:00:50 +0000</pubDate>
</item><item>
<title>Rendering Hybrido Fluids with RealFlow and Maya from Digital Tutors</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8080-rendering-hybrido-fluids-with-realflow-and-maya-from-digital-tutors.html</guid>
<link>http://gfxscene.com/tutorials/8080-rendering-hybrido-fluids-with-realflow-and-maya-from-digital-tutors.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1320848053_dtrenderinghybridofluidsrealflowmaya.jpg" alt="http://img.gfxscene.com/1320848053_dtrenderinghybridofluidsrealflowmaya.jpg" /><br />
<div style="text-align: left;"><strong>Rendering Hybrido Fluids with RealFlow and Maya from Digital Tutors</strong></div>
<div style="text-align: left;"><strong>.flv | project files | 802Mb</strong></div>
<p style="text-align: left;">In this tutorial, we will learn how to create beautiful  Maya renders   from our RealFlow Hybrido simulations.  We will begin this  tutorial  with  the simulation of our RealFlow assets, and discuss some  important   RealFlow settings to keep in mind as we prepare our assets to  be used   within Maya. Once we bring our RealFlow assets into Maya, we  will   explore topics that include setting up shaders and materials for    realistic water, controlling the rendered appearance of RealFlow splash    particles, rendering Hybrido foam and whitecaps in Maya, incorporating    mist into our renders, and we will learn how all of these things can  be   accomplished without having to rely on the RealFlow RenderKit for   Maya.  By the time you complete this tutorial, you will have a better    understanding of how to render your own Hybrido simulations using Maya.</p>]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Thu, 10 Nov 2011 23:00:05 +0000</pubDate>
</item><item>
<title>Digital -Tutors - Creative Development: L-systems for trees in Houdini with Jonah Hall</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8079-digital-tutors-creative-development-l-systems-for-trees-in-houdini-with-jonah-hall.html</guid>
<link>http://gfxscene.com/tutorials/8079-digital-tutors-creative-development-l-systems-for-trees-in-houdini-with-jonah-hall.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1320859960_4284675.jpg" alt="http://img.gfxscene.com/1320859960_4284675.jpg" /><br />
<p style="text-align: left;"><strong>Digital-Tutors - Creative Development: L-systems for trees in Houdini</strong> <br /> 2 hrs. 29 min. | November 1, 2011 | Houdini 11.0 | <span id="IL_AD6" class="IL_AD">Author</span>: Jonah Hall</p>
This  tutorial introduces us to using L-systems within a procedural scene set  up to make a group of growing trees. In this tutorial we will learn the  basics of using L-systems with turtle functions, randomness, gravity  and metaballs to sculpt the set. Our system will then be run to create a  small forest of growing trees.<br />]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Thu, 10 Nov 2011 22:59:15 +0000</pubDate>
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<title>Digital -Tutors - ZBrush Reference Library: 3D Brushes</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8078-digital-tutors-zbrush-reference-library-3d-brushes.html</guid>
<link>http://gfxscene.com/tutorials/8078-digital-tutors-zbrush-reference-library-3d-brushes.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1320861088_4284665.jpg" alt="http://img.gfxscene.com/1320861088_4284665.jpg" /><br />
<p style="text-align: left;"><strong>Digital-Tutors - ZBrush Reference Library: 3D Brushes</strong> <br /> 1 hrs. 9 min. | November 1, 2011 | ZBrush 4 | Author: Justin Marshall</p>
<p style="text-align: left;">&nbsp;</p>
In  this tutorial, we will be taking a look at each of the 3D brushes  available in ZBrush. Each video in this course is a self-contained  lesson centering on one of the brushes available in ZBrush. This means  that these lessons can be viewed in any order you wish, allowing you to  jump straight to the content that is most relevant to you. This tutorial  will continue to be updated, covering all of the powerful 3D brushes  ZBrush offers.]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Thu, 10 Nov 2011 22:58:26 +0000</pubDate>
</item><item>
<title>Digital -Tutors - Maya Modeling Reference Library: Create UVs</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8077-digital-tutors-maya-modeling-reference-library-create-uvs.html</guid>
<link>http://gfxscene.com/tutorials/8077-digital-tutors-maya-modeling-reference-library-create-uvs.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1320861681_4284895.jpg" alt="http://img.gfxscene.com/1320861681_4284895.jpg" /><br />
<p style="text-align: left;"><strong>Digital-Tutors - Maya Modeling Reference Library: Create UVs</strong> <br /> 1 hrs. 20 min. | November 1, 2011 | Maya 2011 and up | Author: Dan LeFebvre</p>
<p style="text-align: left;">&nbsp;</p>
In  this Maya tutorial, we will be taking a detailed look at each of the  commands found in Maya's Create UVs menu. Each video in this tutorial is  a self-contained lesson centering on one of the commands found in the  Create UVs menu in Maya. This means that these lessons can be viewed in  any order you wish, allowing you to jump straight to the content that is  most relevant to you. Over the course of these lessons, we'll take a  detailed look at each of the Create UVs commands and how each of them  can be used to speed up our workflow.]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Thu, 10 Nov 2011 22:57:25 +0000</pubDate>
</item><item>
<title>Digital -Tutors - Modeler's Toolbox - Topology Tips</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8076-digital-tutors-modelers-toolbox-topology-tips.html</guid>
<link>http://gfxscene.com/tutorials/8076-digital-tutors-modelers-toolbox-topology-tips.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1320862246_4284905.jpg" alt="http://img.gfxscene.com/1320862246_4284905.jpg" /><br />
<p style="text-align: left;"><strong>Digital-Tutors - Modeler's Toolbox - Topology Tips</strong> <br /> 1 hrs. 4 min. | November 1, 2011 | Maya 2012 | Author: Justin Marshall</p>
<p style="text-align: left;">&nbsp;</p>
In  this tutorial, we'll cover a series of lessons to discuss some of the  issues we face when dealing with the topology of our models. The  topology or edge flow of our models is an important consideration for  many reasons. Over the course of the these lessons, we'll look at how  topology can affect the shape of our models. We'll looks at ways of  finding and cleaning up n-gons and triangles. We'll also talk about how  the topology affects smoothing and edges of our models, and how much  animation and deformation depends on good topology. Many of the lessons  in this tutorial were created to address specific issues students have  had in dealing with the topology of their models, so hopefully you'll be  able to pick up a few tips to add to your Modeler's Toolbox.]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Thu, 10 Nov 2011 22:56:32 +0000</pubDate>
</item><item>
<title>SolidProfessor Premium Video Training for SolidWorks (2007 - 2012)</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8075-solidprofessor-premium-video-training-for-solidworks-2007-2012.html</guid>
<link>http://gfxscene.com/tutorials/8075-solidprofessor-premium-video-training-for-solidworks-2007-2012.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/101c6429bbabcd02806c1ccd873e25c2.jpg" alt="http://img.gfxscene.com/101c6429bbabcd02806c1ccd873e25c2.jpg" /><br /><strong>SolidProfessor Premium Video Training for SolidWorks (2007 - 2012)</strong><br /> English | Flash Video | VP6, 16:9, 820x580, 15 000 fps, 558 Kbps | Mp3, 44,1 KHz, 128 Kbps | 38.05 GB<br /> <em>Genre: eLearning</em><br /> This compilation video course from SolidProfessor is the most   comprehensive and relevant collection of video tutorials for SolidWorks   and CAMWorks. Tutorials from SolidProfessor are affordable and easy way   to understand the mechanisms of the various functions of SolidWorks,  and  sample files that came with each course to secure the driven  lessons  and develop the necessary skills for independent learning.]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Thu, 10 Nov 2011 22:55:41 +0000</pubDate>
</item><item>
<title>Paint Effects: Polygons and Dynamics Advanced Techniques with Ethan Summers</title>
<guid isPermaLink="true">http://gfxscene.com/ebooks/8074-paint-effects-polygons-and-dynamics-advanced-techniques-with-ethan-summers.html</guid>
<link>http://gfxscene.com/ebooks/8074-paint-effects-polygons-and-dynamics-advanced-techniques-with-ethan-summers.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1320932323_paint-effects.jpg" alt="http://img.gfxscene.com/1320932323_paint-effects.jpg" /><br />
<div style="text-align: left;"><strong>Paint Effects: Polygons and Dynamics Advanced Techniques with Ethan Summers</strong></div>
<div style="text-align: left;"><strong>.mov | project files | 4.83Gb</strong></div>
<p class="description" style="text-align: left;">This DVD illuminates the particulars  of getting   the most out of Maya's Paint Effects. In the second of a  series, Ethan   Summers teaches you to tune your brushes, optimize  large-scale  scenes,  use Paint Effects objects as particle emitters, and  create  wind  deformations. You'll also learn to correct such frequently   occurring  errors as blown-out lighting and bad shadows. Finally, Ethan   shows you  how to integrate Paint Effects with Pixologic ZBrush and   Maya's  Dynamics.</p>]]></description>
<category><![CDATA[Ebooks]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Thu, 10 Nov 2011 22:54:14 +0000</pubDate>
</item><item>
<title>3D Tutorials - CGcookie: Dragon Stylized in Blender 2.5</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8073-3d-tutorials-cgcookie-dragon-stylized-in-blender-25.html</guid>
<link>http://gfxscene.com/tutorials/8073-3d-tutorials-cgcookie-dragon-stylized-in-blender-25.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/12c16b.jpg" alt="http://img.gfxscene.com/12c16b.jpg" /><br /><strong>3D Tutorials - CGcookie: Dragon Stylized in Blender 2.5</strong><br /><strong>English | 1280x720 | 7 hours 12 mins | MP4 | 3.06 GB</strong><br /><strong>Gender: elearning</strong><br /><br />Description:<br />In this video lesson Blender CGCookie show us how to model a dragon, including rigging, animation and style. A mega tutorial from CGCookie showing how to model, texure, rig and animate a stylized dragon in blender.]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Sat, 05 Nov 2011 11:58:33 +0000</pubDate>
</item><item>
<title>Modeling Hard Subdivision Surfaces For Modo 401+</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8072-modeling-hard-subdivision-surfaces-for-modo-401.html</guid>
<link>http://gfxscene.com/tutorials/8072-modeling-hard-subdivision-surfaces-for-modo-401.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/3828181.jpg" alt="http://img.gfxscene.com/3828181.jpg" /><br /><span style="font-weight: bold;">Modeling Hard Subdivision Surfaces For Modo 401+</span> <br /> H264 | English | 1280x720 | MOV | 24.038 fps 559 kbps | MP3 104 kbps | 485 MB <br /> Genre: eLearning <br /> <br /> Description: <br /> This video tutorial from Luxology&iuml;&iquest;&frac12;s Andy Brown is all about how to  approach the modeling of hard surface (vs. organic) model with multiple  interlocking parts. When approaching any kind of complex model it is  best to have a plan or methodology that will allow you to complete the  project in an efficient and controlled manner. <br /> In this video album we show you how to develop and apply such a plan as  you tackle modeling a high resolution game or film asset. The video is  for anyone wanting to understand the fundamentals of modeling with  Subdivision surfaces. We start by exploring efficient ways of creating  initial stand-in geometry, which will not only be an invaluable tool for  testing the design of the object, but will also act as a starting point  for the final model and other people in the production pipeline. We  then explore the decision making processes involved in tool section and  workflow as we construct part of a &iuml;&iquest;&frac12;mech&iuml;&iquest;&frac12; using Subdivision  surfaces. We then use basic animation rigging in modo to make sure the  model has adequate clearances for someone else to animate.]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Sat, 05 Nov 2011 11:46:36 +0000</pubDate>
</item><item>
<title>Digital-Tutors - Introduction to Particle Flow in 3ds Max</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8071-digital-tutors-introduction-to-particle-flow-in-3ds-max.html</guid>
<link>http://gfxscene.com/tutorials/8071-digital-tutors-introduction-to-particle-flow-in-3ds-max.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/systemDesktopResolution.jpg" alt="http://img.gfxscene.com/systemDesktopResolution.jpg" /><br /><span style="font-weight: bold;">Digital-Tutors - Introduction to Particle Flow in 3ds Max</span> <br /> Duration: 1h 44m | Video: VP6 (.flv) 1280x720 | Audio: MP3 44.1KHz | 576 MB <br /> Language: English | Level: Beginner <br /> <br /> <span style="font-style: italic;">Genre: eLearning</span> <br /> In this series of lessons we will take an introductory look at particle flow to create custom particle systems. <br /> <br /> Throughout this lesson, we'll learn how to create a Particle Flow Source  and how to navigate the Particle View interface. We'll also learn how  to use many of the most commonly used operators to create a particle  system that fits our specific needs in our project. We'll also learn how  to utilize space warps like gravity and wind with particle flow to  modify the behaviors of our particle systems. Finally, we'll learn how  to apply collisions to our particles and even cause our particles to  spawn new particles when they collide with a deflector.]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Sat, 05 Nov 2011 11:45:29 +0000</pubDate>
</item><item>
<title>Massive Black Coro Gun Demo Photoshop and 3dsmax Training Part2</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8070-massive-black-coro-gun-demo-photoshop-and-3dsmax-training-part2.html</guid>
<link>http://gfxscene.com/tutorials/8070-massive-black-coro-gun-demo-photoshop-and-3dsmax-training-part2.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/4199535.jpg" alt="http://img.gfxscene.com/4199535.jpg" /><br /><strong>Massive Black Coro Gun Demo Photoshop and 3dsmax Training Part2-SoSISO | BIN | 280 MB</strong><br /> Justin 'Coro' Kaufman has worked on literally hundreds of titles in his   career as an Art Director and Concept Artist. This experience has made   him someone who clearly understands that at the end of the day the  goal  of a concept artist is to provide a very specific visual solution  for a  client or game. While this demonstration has plenty of  information about  painting techniques and design philosophy, it always  comes back around  to making a deliverable asset. If you want to know  what it takes to work  in the games industry, this is is where it's at.]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Sat, 05 Nov 2011 11:42:40 +0000</pubDate>
</item><item>
<title>Happy New Year greeting east style cards PSD layered material</title>
<guid isPermaLink="true">http://gfxscene.com/photoshop-stuff/8069-happy-new-year-greeting-east-style-cards-psd-layered-material.html</guid>
<link>http://gfxscene.com/photoshop-stuff/8069-happy-new-year-greeting-east-style-cards-psd-layered-material.html</link>
<description><![CDATA[<p><img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1320461836_3ugo2yxflwe09rt.jpg" alt="http://img.gfxscene.com/1320461836_3ugo2yxflwe09rt.jpg" /></p>
<div align="center"><strong>Happy New Year greeting east style cards PSD layered material</strong><br /> PSD | 69 MB</div>]]></description>
<category><![CDATA[Photoshop Stuff]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Sat, 05 Nov 2011 11:39:13 +0000</pubDate>
</item><item>
<title>Digital-Tutors - Creative Development: Tornado Particle Effects in 3ds Max and FumeFX with Matt Radford</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8068-digital-tutors-creative-development-tornado-particle-effects-in-3ds-max-and-fumefx-with-matt-radford.html</guid>
<link>http://gfxscene.com/tutorials/8068-digital-tutors-creative-development-tornado-particle-effects-in-3ds-max-and-fumefx-with-matt-radford.html</link>
<description><![CDATA[<div style="text-align: left;"><img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1320480777_4222745.jpg" alt="http://img.gfxscene.com/1320480777_4222745.jpg" /></div>
<div style="text-align: left;"><strong>Digital-Tutors - <span id="IL_AD7" class="IL_AD">Creative</span> Development: Tornado Particle Effects in 3ds Max and FumeFX</strong><br /> 1 hrs. 46 min. | November 1, 2011 | 3ds Max 2011, FumeFX 2.0, Krakatoa 1.6 | Author: Matt Radford</div>
<br />
<p style="text-align: left;">&nbsp;</p>
In this tutorial we will  learn to create dynamic, flexible tornado systems and render them using a  variety of techniques. This tutorial will show how to set up a complex  Particle Flow system to make a tornado inside of 3ds Max. Going beyond a  traditional vortex field, the tornado that we'll create in this  tutorial will employ recursive logic to keep the system alive while  still being lightweight enough to be animatable inside the viewport. We  will then look at getting much more natural movement by simulating  FumeFX based off of the particle simulation. We'll also touch on  Krakatoa and using that to render a large number of particles.  Partitioning will be covered along with some of the rendering options  available. Finally, we'll look at some techniques to fix artifacts in  NUKE.]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Sat, 05 Nov 2011 11:35:57 +0000</pubDate>
</item><item>
<title>Daz3d Daz Studio Pro 4.0.3.9</title>
<guid isPermaLink="true">http://gfxscene.com/application/8067-daz3d-daz-studio-pro-4039.html</guid>
<link>http://gfxscene.com/application/8067-daz3d-daz-studio-pro-4039.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1320482255_84ec7f3ffa.jpg" alt="http://img.gfxscene.com/1320482255_84ec7f3ffa.jpg" /><br /><strong>Daz3d Daz Studio Pro 4.0.3.9&nbsp; | 461 MB</strong><br /><br />Voted "Software  Innovation of the Year" by a panel of leaders in the 3D industry, the  GenesisTM figure platform built on DAZ Studio 4's new technology was  determined the best software break-through that "...delivers new  techniques and algorithms, and provides a clear benefit for artists in  the creation or implementation of CG assets..."]]></description>
<category><![CDATA[Application]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Sat, 05 Nov 2011 11:34:54 +0000</pubDate>
</item><item>
<title>3D Models. Sinks for the kitchen</title>
<guid isPermaLink="true">http://gfxscene.com/3d-models/8066-3d-models-sinks-for-the-kitchen.html</guid>
<link>http://gfxscene.com/3d-models/8066-3d-models-sinks-for-the-kitchen.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1320485204_1320352539_5-01-10-moyki-dlya-kuhni.jpg" alt="http://img.gfxscene.com/1320485204_1320352539_5-01-10-moyki-dlya-kuhni.jpg" /><br /><br />
<p><strong>3D Models. Sinks for the kitchen</strong><span id="result_box" class="long_text" lang="en"><span class="hps"> <strong>3DS/gsm |</strong></span><strong> <span class="hps">11 Mb</span></strong></span></p>]]></description>
<category><![CDATA[3D Models, 3DS Max Models]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Sat, 05 Nov 2011 11:33:21 +0000</pubDate>
</item><item>
<title>Source3D - SHEro Training Series on mergin 3D with 2D using modo and Photoshop</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8065-source3d-shero-training-series-on-mergin-3d-with-2d-using-modo-and-photoshop.html</guid>
<link>http://gfxscene.com/tutorials/8065-source3d-shero-training-series-on-mergin-3d-with-2d-using-modo-and-photoshop.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1320247018_4174455.jpg" alt="http://img.gfxscene.com/1320247018_4174455.jpg" /><br />
<div align="center"><strong>Source3D - SHEro Training Series on mergin 3D with 2D using modo and Photoshop</strong><br />English | MOV | AVC1 1280x720 30 fps | AAC 96 Kbps 44.1 KHz | 2.82 GB<br />Genre: eLearning</div>
<br /> <br />
<div style="display: inline;" id="news-id-612831">This training is about  creating a cartoon character, using a mix of 3D and 2D techniques, using  Modo and Photoshop, that Warner used to produce the beautiful Shero  character.<br /><br /><strong>Modo Topics Covered:</strong><br />File preparation, Edge Extrusion Modeling, Topology,<br />Morph Maps, Lighting, Cameras, Materials and Rendering.<br /><br /><strong>Photoshop Topics Covered:</strong><br />Drawing, Painted Hair, Face, Dress, Lower Body, Layers,<br />Use of Render Outputs and Fine Detail Painting.</div>]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Thu, 03 Nov 2011 13:40:25 +0000</pubDate>
</item><item>
<title>Video2Brain: Autodesk Inventor 2012 - Fundamentals</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8064-video2brain-autodesk-inventor-2012-fundamentals.html</guid>
<link>http://gfxscene.com/tutorials/8064-video2brain-autodesk-inventor-2012-fundamentals.html</link>
<description><![CDATA[<p><img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/660_inventor2012_grundivco.jpg" alt="http://img.gfxscene.com/660_inventor2012_grundivco.jpg" /></p>
<p><strong>Video2Brain: Autodesk Inventor 2012 - Fundamentals</strong><br />English | Video: h264, yuv420p, 1280x720, 214 kb/s | Audio: aac, 44100 Hz, s16 | 512 MB<br /><em>Genre: Video training</em><br /><br />The  CAD / PDM expert Thomas Gruber shows you step by step with practical  examples how to create your 3D with Autodesk Inventor 2012 construction  plans. After an introduction to the first user to model simple parts  that you gradually refine and combine them in assemblies. In addition,  you will learn the practical design process as well know how to derive  high-quality 2D drawings of the models for manufacturing.</p>
<div style="overflow: hidden; color: #000000; background-color: transparent; text-align: left; text-decoration: none; border: medium none;"></div>]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Thu, 03 Nov 2011 13:38:57 +0000</pubDate>
</item><item>
<title>Maya 2011 Modeling Tutorial : ROLEX DAYTONA</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8063-maya-2011-modeling-tutorial-rolex-daytona.html</guid>
<link>http://gfxscene.com/tutorials/8063-maya-2011-modeling-tutorial-rolex-daytona.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1320319096_4184995.jpg" alt="http://img.gfxscene.com/1320319096_4184995.jpg" /><br />
<div align="center"><strong>Maya 2011 Modeling Tutorial: ROLEX DAYTONA</strong><br />English | AVC1 1280x720 15 fps | MP3 128 Kbps 44.1 KHz | 6.82 GB<br />Genre: eLearning</div>
<br /> <br />
<div style="display: inline;" id="news-id-615737">In this tutorial I  demonstrate how to model the ROLEX DAYTONA watch in Maya. In the end it  should be about 50 videos from 5 - 10min. (over 7 hours) I will use  polygon and nurbs modeling techniques .... when the modeling stage is  done I'm creating some UVs by using Headus UVlayout and create some  textures in Photoshop. Finally I show how to create some shaders in Maya  and render with mental ray. This is a step by step tutorial ... but I  recommend a basic knowledge of Maya. Have fun modeling.</div>
<br />]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Thu, 03 Nov 2011 13:31:52 +0000</pubDate>
</item><item>
<title>Fxphd EDT201- The Craft of Editing</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8062-fxphd-edt201-the-craft-of-editing.html</guid>
<link>http://gfxscene.com/tutorials/8062-fxphd-edt201-the-craft-of-editing.html</link>
<description><![CDATA[<p>&nbsp;</p>
<p><img style="display: block; margin-left: auto; margin-right: auto;" src="http://i27.lulzimg.com/77d3fffd04.jpg" alt="http://i27.lulzimg.com/77d3fffd04.jpg" /></p>
<div style="text-align: left;"><strong>Fxphd EDT201- The Craft of Editing | 2.73 GB</strong></div>
1- The basics of Editing We  discuss what is entailed in being a commercial post-production editor. A  breakdown of the various aspects ofthe job are detailed, and we talk  about some of the problems an editor encounters being in the chair. The  second part of the class presents basic film editing theories, and  provides filmic examples of the main styles of editing: continuity and  emphatic.<br />2- We discuss how to go about creating your first cut.  Tips are given on how to synthesize footage into manageable selects, and  how to structure your cut depending on the type of project. Liz  discusses a past editorial project, and traces its evolution from  receiving the footage to the approval of its rough cut stage.<br />]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Tue, 25 Oct 2011 11:39:27 +0000</pubDate>
</item><item>
<title>Scrap-kit - Mushrooms Images #1</title>
<guid isPermaLink="true">http://gfxscene.com/textures/8061-scrap-kit-mushrooms-images-1.html</guid>
<link>http://gfxscene.com/textures/8061-scrap-kit-mushrooms-images-1.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://i27.lulzimg.com/0a14402860.jpg" alt="http://i27.lulzimg.com/0a14402860.jpg" /><br /><br />
<div align="center"><strong>Scrap-kit - Mushrooms Images #1</strong><br /> 20 PNG | 115 MB</div>]]></description>
<category><![CDATA[Textures]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Tue, 25 Oct 2011 11:36:48 +0000</pubDate>
</item><item>
<title>Textures - Woods Backgrounds #1</title>
<guid isPermaLink="true">http://gfxscene.com/textures/8060-textures-woods-backgrounds-1.html</guid>
<link>http://gfxscene.com/textures/8060-textures-woods-backgrounds-1.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://i27.lulzimg.com/d855026664.jpg" alt="http://i27.lulzimg.com/d855026664.jpg" /><br />
<div align="center"><strong>Textures - Woods Backgrounds #1</strong><br /> 7 JPG | 3600x3600 PX | 102 MB</div>]]></description>
<category><![CDATA[Textures]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Tue, 25 Oct 2011 11:35:51 +0000</pubDate>
</item><item>
<title>Textures - Jeans Backgrounds #1</title>
<guid isPermaLink="true">http://gfxscene.com/textures/8059-textures-jeans-backgrounds-1.html</guid>
<link>http://gfxscene.com/textures/8059-textures-jeans-backgrounds-1.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://i27.lulzimg.com/2eaf51d371.jpg" alt="http://i27.lulzimg.com/2eaf51d371.jpg" /><br /><strong>Textures - Jeans Backgrounds #1</strong><br /> 4 PNG | 3600x3600 PX | 109 MB]]></description>
<category><![CDATA[Textures]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Tue, 25 Oct 2011 11:34:58 +0000</pubDate>
</item><item>
<title>Total Textures v11 R2</title>
<guid isPermaLink="true">http://gfxscene.com/textures/8058-total-textures-v11-r2.html</guid>
<link>http://gfxscene.com/textures/8058-total-textures-v11-r2.html</link>
<description><![CDATA[<p><img style="display: block; margin-left: auto; margin-right: auto;" src="http://shop.3dtotal.com/media/products/totaltextures/totaltextures_v11/productmain_01.jpg" alt="http://shop.3dtotal.com/media/products/totaltextures/totaltextures_v11/productmain_01.jpg" width="643" height="345" /></p>
<p style="text-align: center;"><strong>Total Textures v11 R2 | 779Mb&nbsp;</strong></p>
<p>&nbsp;</p>
<p>&nbsp;</p>
Total Textures v11 is a collection of Alienesque organic textures.  From the weird and slimey, to more subtle toned skins, these textures  are made up from many layers and elements captured by 50% photography  and 50% hand painted. Many textures have several combined layers  resulting in the examples you can see here. Of course like all of our  textures they are 100% seamless and have additional hand crafted extras  such as matching bump maps, many have specular maps too.You can now view  every single texture by downloading the cd's thumbnail interface by  right clicking the link below (25.14mb)<br />The average texture size  is 1024 pixels on each axis but some range a little higher. All of the  textures are jpeg format (saved at the highest quality setting) and so  are compatible with all 3d and 2d software. <br />As with all of our  CDs there is a interface which runs in your browser (works on all PCs  and Macs) to enable easy texture previewing and selection. Plus access  to the extras bonus material in the form of tutorials and project  overviews. These give an insight into how the textures can be used.]]></description>
<category><![CDATA[Textures]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Tue, 25 Oct 2011 11:30:44 +0000</pubDate>
</item><item>
<title>FXPHD: RFL201 - Particles and Dynamics using RealFlow</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8057-fxphd-rfl201-particles-and-dynamics-using-realflow.html</guid>
<link>http://gfxscene.com/tutorials/8057-fxphd-rfl201-particles-and-dynamics-using-realflow.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://i27.lulzimg.com/90a0804c23.jpg" alt="http://i27.lulzimg.com/90a0804c23.jpg" /><br /><strong>FXPHD: RFL201 - Particles and Dynamics using RealFlow</strong><br /> English | AVC1 1152x646 30 fps | AAC 64 Kbps 44.1 KHz | 2.35 GB<br /> <em>Genre: eLearning</em><br /> Physical simulations are cool, most of us in vfx think so anyway. Once   you know the basics of how to set them up in a software package, you   could spend hours watching them tick along, doing randomly cool things.   What's tough is making simulations do what you need for a shot. It  isn't  good enough that the results look damn sweet, but they have to  look  damn sweet while doing what the agency approved in the boards.  It's all  about control, making the sim do what you need it to. And  that's what  this course is about. These lessons will go thru a range of  common needs  in production and teach you how to control the  simulations. Along the  way we'll also nail most of the common problems  that artists run into  with RealFlow.]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Tue, 25 Oct 2011 11:28:52 +0000</pubDate>
</item><item>
<title>After Effects Apprentice 11: 3D Space - Lynda.com</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8056-after-effects-apprentice-11-3d-space-lyndacom.html</guid>
<link>http://gfxscene.com/tutorials/8056-after-effects-apprentice-11-3d-space-lyndacom.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://i27.lulzimg.com/906d543f24.jpg" alt="http://i27.lulzimg.com/906d543f24.jpg" /><br />Lynda.com &ndash; After Effects Apprentice 11: 3D Space<br /> Duration: | 03h 22m | Released on:10/19/2011 | Exercise files:Yes | 1.8GB<br /> Genre:E-learning<br /> &nbsp;<br /> <br /> This installment of the After Effects Apprentice series introduces  3D  space in After Effects. Authors Chris and Trish Meyer highlight key   design considerations for working in 3D and provide step-by-step   instructions for enhancing a scene with 3D lights and cameras. The   course explores integration between Photoshop and After Effects,   including modeling 3D objects with Repouss&eacute; extrusions and creating   dimensional still images, and offers tips on using the different Axis   Modes and maintaining maximum quality in 3D. Exercise files accompany   the course.]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Tue, 25 Oct 2011 11:26:03 +0000</pubDate>
</item><item>
<title>Autodesk Showcase Professional (x86/x64/ENG) 2012 | 2.67 GB</title>
<guid isPermaLink="true">http://gfxscene.com/application/8055-autodesk-showcase-professional-x86x64eng-2012-267-gb.html</guid>
<link>http://gfxscene.com/application/8055-autodesk-showcase-professional-x86x64eng-2012-267-gb.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://i27.lulzimg.com/7482173671.jpg" alt="http://i27.lulzimg.com/7482173671.jpg" /><br />Autodesk Showcase 2012 offers product designers, engineers and marketing  professionals the ability to transform digital prototypes into highly  realistic imagery and immersive, interactive presentations.You can  evaluate designs in detail and in context, explore alternatives in real  time and communicate the story of your design ? all with ease. Showcase  eliminates the need for physical prototypes to convey design intent,  enabling more economical, efficient review processes in which teams can  make better informed decisions.]]></description>
<category><![CDATA[Application]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Tue, 25 Oct 2011 11:24:14 +0000</pubDate>
</item><item>
<title>Dosch Design 3D - Trees &amp; Conifers</title>
<guid isPermaLink="true">http://gfxscene.com/3d-models/8054-dosch-design-3d-trees-conifers.html</guid>
<link>http://gfxscene.com/3d-models/8054-dosch-design-3d-trees-conifers.html</link>
<description><![CDATA[<p><img style="display: block; margin-left: auto; margin-right: auto;" src="http://i27.lulzimg.com/e0134a307f.jpg" alt="http://i27.lulzimg.com/e0134a307f.jpg" /><br /><strong>DOSCH 3D: Trees &amp; Conifers </strong>| 695 MB</p>
<p>Dosch 3D: Trees &amp; Conifers V3  contains 150 detailed 3D-models of     deciduous trees (leaves), conifers  (evergreens) and tropical palm  trees.<br /> <strong>http://www.doschdesign.com/images2/Red-D3D-TCV3-1.jpg</strong><br /> <br /> With this product you are able to add realistically looking natural      elements to architectural visualizations and computer generated movies.<br /> <strong>http://www.doschdesign.com/images2/Red-D3D-TCV3-2.jpg</strong><br /> <br /> All 3D-models are completely textured. Since the leaves are provided on      their own separate layer they can easily be removed for depictions   of    the bare tree (trunk &amp; branches) in the winter. So you are    prepared   for rendering scenes for any season.<br /> <br /> <br /> The   completely textured 3D-models are provided in multiple file   formats:    3dsmax (version 8 and higher), 3DS, Lightwave LWO (version 6   and    higher), Cinema4D C4D (Version 8 and higher), Maya (version 5 and      higher), Softimage XSI, OBJ and VRML.</p>]]></description>
<category><![CDATA[3D Models, 3DS Max Models]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Tue, 25 Oct 2011 11:22:32 +0000</pubDate>
</item><item>
<title>Computer Graphics World - October/November 2011</title>
<guid isPermaLink="true">http://gfxscene.com/ebooks/8053-computer-graphics-world-octobernovember-2011.html</guid>
<link>http://gfxscene.com/ebooks/8053-computer-graphics-world-octobernovember-2011.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://i27.lulzimg.com/a185f5b7b4.jpg" alt="http://i27.lulzimg.com/a185f5b7b4.jpg" /><br /><strong>Computer Graphics World - October/November 2011 </strong><br />English | True PDF | 66 pages | 11 Mb <br /><br />Computer  Graphics World (CGW) explores how leading-edge graphics techniques,  including the 3D modeling, animation and visualization are used in such  applications as CAD/CAM/CAE, architecture, scientific visualization,  special effects, digital video, film and interactive entertainment.]]></description>
<category><![CDATA[Ebooks]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Tue, 25 Oct 2011 11:20:40 +0000</pubDate>
</item><item>
<title>3D Models Company Zanotta</title>
<guid isPermaLink="true">http://gfxscene.com/3d-models/8052-3d-models-company-zanotta.html</guid>
<link>http://gfxscene.com/3d-models/8052-3d-models-company-zanotta.html</link>
<description><![CDATA[<p style="text-align: left;"><img style="display: block; margin-left: auto; margin-right: auto;" src="http://i27.lulzimg.com/f8fb122b5a.jpg" alt="http://i27.lulzimg.com/f8fb122b5a.jpg" /></p>
<p style="text-align: left;"><strong>3D Models Company Zanotta | 3ds, dwg, dxf | 444Mb</strong></p>
<p style="text-align: left;">Zanotta constantly focused on creating concise enough, but the  unusual pieces of furniture. For some models of new materials. The  production company uses steel, aluminum, wood, thermoplastic resins,  polyurethane, natural leather and various fabrics.</p>]]></description>
<category><![CDATA[3D Models, 3DS Max Models]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Tue, 25 Oct 2011 11:19:29 +0000</pubDate>
</item><item>
<title>Object Space Modifiers - 3ds Max Reference Library</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8051-object-space-modifiers-3ds-max-reference-library.html</guid>
<link>http://gfxscene.com/tutorials/8051-object-space-modifiers-3ds-max-reference-library.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1318391359_3ds-max-reference-library-object-space-modifiers.jpg" alt="http://img.gfxscene.com/1318391359_3ds-max-reference-library-object-space-modifiers.jpg" /><br />
<p style="text-align: center;"><strong>Object Space Modifiers - 3ds Max Reference Library </strong><strong>| .flv | project files | 342Mb</strong></p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>In   this series of lessons we will take an in depth look at the object   space modifiers in 3ds Max. Each video in this course is a   self-contained lesson centering on one of 3ds Max's object space   modifiers. This means that these lessons can be viewed in any order you   wish, allowing you to jump straight to the content that is most   beneficial to you. Over the course of these lessons we will discuss all   of the parameters and options found in 3ds Max's object space  modifiers.</p>]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Sat, 15 Oct 2011 22:13:44 +0000</pubDate>
</item><item>
<title>3ds Max 2012 - Introduction to Modeling</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8050-3ds-max-2012-introduction-to-modeling.html</guid>
<link>http://gfxscene.com/tutorials/8050-3ds-max-2012-introduction-to-modeling.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1318392419_introduction-to-modeling-in-3ds-max-2012.jpg" alt="http://img.gfxscene.com/1318392419_introduction-to-modeling-in-3ds-max-2012.jpg" /><br />
<p style="text-align: center;"><strong>3ds Max 2012 - Introduction to Modeling</strong><strong> | .flv | project files | 2.11Gb</strong></p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>In   this collection of lessons we will learn about the different modeling   techniques available in 3ds Max 2012 to create a future concept bike.  In  this series of lessons we'll be discussing some the introductory   methods for modeling in 3ds Max 2012 and you should begin to develop   techniques that will complement your own style of modeling. Through out   these lessons, we will learn a variety of different modeling methods,   such as spline modeling that will allow you to easily model irregular   objects with ease. Then we'll learn how to use primitive geometry to   build some of the more complex objects of our concept bike. We'll also   be introduced to several of the common tools used for modeling in 3ds   Max. Finally, we'll learn how to create some basic materials for our   bike to create some really stunning 3d renders. By the end of this   course, you should have a solid grasp of the different modeling   techniques and begin coming up with a modeling style that works best for   you.</p>]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Sat, 15 Oct 2011 22:13:03 +0000</pubDate>
</item><item>
<title>Deformers - Maya Rigging Reference Library</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8049-deformers-maya-rigging-reference-library.html</guid>
<link>http://gfxscene.com/tutorials/8049-deformers-maya-rigging-reference-library.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1318403857_maya-rigging-reference-library-deformers.jpg" alt="http://img.gfxscene.com/1318403857_maya-rigging-reference-library-deformers.jpg" /><br />
<p style="text-align: left;"><strong>Deformers - Maya Rigging Reference Library</strong><strong> | .flv | project files | 1Gb</strong></p>
<p style="text-align: left;">In   this course we will take an extensive look into the Create Deformers   and Edit Deformers menus in Maya. By the end of this course, we will   understand how they operate, as well as discuss practical uses for each   of them.</p>]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Sat, 15 Oct 2011 22:12:15 +0000</pubDate>
</item><item>
<title>World Space Modifiers - 3ds Max Reference Library</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8048-world-space-modifiers-3ds-max-reference-library.html</guid>
<link>http://gfxscene.com/tutorials/8048-world-space-modifiers-3ds-max-reference-library.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1318404842_3ds-max-reference-library-world-space-modifiers.jpg" alt="http://img.gfxscene.com/1318404842_3ds-max-reference-library-world-space-modifiers.jpg" /><br />
<p style="text-align: left;"><strong>World Space Modifiers - 3ds Max Reference Library</strong><strong> | .flv | project files | 588Mb</strong></p>
<p style="text-align: left;">In   this series of lessons we will take an in depth look at the world  space  modifiers in 3ds Max. Each video in this course is a  self-contained  lesson centering on one of 3ds Max's world space  modifiers. This means  that these lessons can be viewed in any order you  wish, allowing you to  jump straight to the content that is most  beneficial to you. Over the  course of these lessons we will discuss all  of the parameters and  options found in 3ds Max's world space  modifiers.</p>]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Sat, 15 Oct 2011 22:11:26 +0000</pubDate>
</item><item>
<title>CmiVFX - Introduction to DMM in MAYA</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8047-cmivfx-introduction-to-dmm-in-maya.html</guid>
<link>http://gfxscene.com/tutorials/8047-cmivfx-introduction-to-dmm-in-maya.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/7aae2231a8.jpg" alt="http://img.gfxscene.com/7aae2231a8.jpg" /><br /><strong>CmiVFX - Introduction to DMM in MAYA<br />H264 | English | 1024x576 | MOV | 12 fps 1050 kbps | MP3 61 kbps | 1.75 GB<br />Genre: eLearning</strong>
<p>&nbsp;</p>
<strong>Description:</strong><br />Maya DMM Introduction<br />cmiVFX releases a digital<br />bombshell on the video training industry for the Digital Molecular<br />Matter System (DMM) for Autodesk Maya AND 3DS Max. Creating Destruction<br />and Deformation Animations takes almost no time at all with this ground<br />breaking (pun intended) technology. Now you too can use the same<br />advanced simulation technology that high-end visual effects studios use<br />to bring your artistic creations to life. The DMM Plug-in is fully<br />integrated with Maya and 3D Studio Max and can take advantage of<br />features such as fields as well as keyed kinematic movement.<br /><br />We will show you all of the in and out points of this system, all while<br />demonstrating the creative power that it can harness in each and every<br />artist that uses it. In our projects you will learn how to achieve<br />several crucial scenarios to the Visual Effects Pipeline so that you can<br />be up and running full speed at the end of this video.]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Sat, 15 Oct 2011 22:09:44 +0000</pubDate>
</item><item>
<title>Digital-Tutors - Creative Development: Combining Procedural Animation and Rigid Body Dynamics in Houdini with Jonah Hall</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8046-digital-tutors-creative-development-combining-procedural-animation-and-rigid-body-dynamics-in-houdini-with-jonah-hall.html</guid>
<link>http://gfxscene.com/tutorials/8046-digital-tutors-creative-development-combining-procedural-animation-and-rigid-body-dynamics-in-houdini-with-jonah-hall.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1318679257_3908861.jpg" alt="http://img.gfxscene.com/1318679257_3908861.jpg" /><br />
<div style="text-align: center;"><strong>Digital-Tutors - Creative Development: Combining Procedural Animation and Rigid Body Dynamics in Houdini with Jonah Hall</strong> <br /> 3 hrs. 29 min. | 10/03/2011 | Houdini 11.0 | Author: Jonah Hall</div>
<br />
<p>&nbsp;</p>
In this series of lessons  we're going to be using random seeds to generate variations on one  animation system using a SOP solver with DOPs. We'll learn how to build a  procedural SOP Network and simulate its behavior using a SOP Solver in  tandem with RBD. We will light and shade this geometry to build an  animation system that can be run to create an infinite number of  possibillities.]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Sat, 15 Oct 2011 22:08:39 +0000</pubDate>
</item><item>
<title>3D-Palace - SubDivision Hard Surface Automotive Modelling Set 1</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8045-3d-palace-subdivision-hard-surface-automotive-modelling-set-1.html</guid>
<link>http://gfxscene.com/tutorials/8045-3d-palace-subdivision-hard-surface-automotive-modelling-set-1.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1318680151_3905211.jpg" alt="http://img.gfxscene.com/1318680151_3905211.jpg" /><br />
<div style="text-align: center;"><strong>3D-Palace - SubDivision Hard Surface Automotive Modelling Set 1</strong> <br /> English | AVC1 1920x1144 10 fps | MP3 64 Kbps 22.05 KHz | 17.95 GB <br /> Genre: eLearning</div>
<br />
<p>&nbsp;</p>
THIS TUTORIAL WILL MAKE YOU  INTO AN AUTOMOTIVE MODELING MASTER. No, we are not speaking  metaphorically. This set is the ULTIMATE automotive bodywork modeling  tutorial, covering the entire chassis modeling of the BMW S1000RR - a  beautiful mothercycle, a beautiful tutorial.<br /><br />Learn from the  master. Howard Lincoln is 3d-palace's resident Sub Division Guru. The  entire bike is created in low polygon however it is created using  subDivision techniques - this means at rendertime Turbosmooth with just a  couple of iterations makes the bike you see in the renders on this  page. Because you are working in subD, filesizes are small and refresh  rates are high - no waiting 3 seconds to rotate a model! This is the  BEST automotive subD tutorial available and it is ONLY available through  us.<br />]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Sat, 15 Oct 2011 22:07:32 +0000</pubDate>
</item><item>
<title>Digital-Tutors - Modeling Female Androids in Maya 2012</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8044-digital-tutors-modeling-female-androids-in-maya-2012.html</guid>
<link>http://gfxscene.com/tutorials/8044-digital-tutors-modeling-female-androids-in-maya-2012.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1318009875_3777991.jpg" alt="http://img.gfxscene.com/1318009875_3777991.jpg" /><br />
<div style="text-align: left;"><strong>Digital-Tutors - Modeling Female Androids in Maya 2012</strong> <br /> 6 hrs. 28 min. | 10/03/2011 | Maya 2012 | Author: Justin Marshall</div>
<div style="text-align: left;">In this series of lessons,  we'll use a variety of modeling tools and techniques to construct a  female android in Maya. We'll start the process by setting up reference  images so our results match more closely. We'll look at how to start  blocking in the main elements of our android model. We'll explore  methods for cutting geometry apart to use as the various pieces. We'll  use smoothing methods to get nice contoured shapes and learn a few ways  to create hard, beveled edges to get a machined look. We'll use polygon  geometry for the most part, but we'll also use NURBS for a few specific  pieces. In the end you'll have a completed android model that you built  from scratch, but more importantly, you'll be familiar with the tools  and techniques used so you can apply them to your own projects</div>]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Sat, 08 Oct 2011 23:06:19 +0000</pubDate>
</item><item>
<title>GTuts+ Texturing A Ground Fracture In 3D Studio Max</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8043-gtuts-texturing-a-ground-fracture-in-3d-studio-max.html</guid>
<link>http://gfxscene.com/tutorials/8043-gtuts-texturing-a-ground-fracture-in-3d-studio-max.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/3f07d5cc43.jpg" alt="http://img.gfxscene.com/3f07d5cc43.jpg" /><br />
<p style="text-align: center;"><strong>CGTuts+ Texturing A Ground Fracture In 3D Studio Max</strong></p>
<p style="text-align: center;">503.92 MB</p>
<p>&nbsp;</p>
<strong>Homepage</strong>: http://anonym.to/?http://cg.tutsplus.com/articles/news/texturing-a-ground-fracture-in-3d-studio-max-cg-premium-content/
<h5>Tutorial Details</h5>
<ul>
<li><strong>Software: </strong><a href="http://usa.autodesk.com/3ds-max/" target="_blank">3D Studio Max</a></li>
<li><strong>Software: </strong><a href="http://rayfirestudios.com/" target="_blank">Rayfire (Demo)</a></li>
<li><strong>Difficulty: </strong>Intermediate</li>
<li><strong>Completion Time: </strong>1-2 hours (est.)</li>
</ul>]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Sat, 08 Oct 2011 23:05:15 +0000</pubDate>
</item><item>
<title>DSLR cinematography FXPHD dop210</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8042-dslr-cinematography-fxphd-dop210.html</guid>
<link>http://gfxscene.com/tutorials/8042-dslr-cinematography-fxphd-dop210.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1318053659_fxphd-dop210-dslr-cinematography.jpg" alt="http://img.gfxscene.com/1318053659_fxphd-dop210-dslr-cinematography.jpg" /><br />
<p style="text-align: left;"><strong>DSLR&nbsp;cinematography FXPHD dop210&nbsp;| .mov | project files | 3.82Gb&nbsp;</strong></p>
Every day more and more productions are exploring the use of high end  DLSR for HD video. Stu Maschwitz rejoins the team and the guys in Tokyo  to give the most comprehensive guide to the new phenomenon of DSLR  cinematography.<br /> Mostly shot in Tokyo and Kyoto, but as a special  event later in the term, we will go on base with the US Army 55th Combat  Camera Unit to look at the Canon 5D Mk II in war zone correspondent  use, an unparalleled and unprecedented chance to see how these cameras  are used in the most dangerous and unforgiving environments imaginable.  Literally, we hope to have Stu and John putting the camera through its  paces with Blackhawk helicopters and some of the bravest cameraman and  women in the world with the US Army's Canon 5D Mk II specialists. A rare  honor, and one we are most appreciative to have the chance to bring  you.]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Sat, 08 Oct 2011 23:04:21 +0000</pubDate>
</item><item>
<title>New Features in NUKE 6.3v1 and NUKEX 6.3v1</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8041-new-features-in-nuke-63v1-and-nukex-63v1.html</guid>
<link>http://gfxscene.com/tutorials/8041-new-features-in-nuke-63v1-and-nukex-63v1.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1318062331_new-features-in-nuke-63v1-and-nukex-6.jpg" alt="http://img.gfxscene.com/1318062331_new-features-in-nuke-63v1-and-nukex-6.jpg" /><br />
<p style="text-align: left;"><strong>New Features in NUKE 6.3v1 and NUKEX 6.3v1 | .flv | project files | 610Mb</strong></p>
<p style="text-align: left;">In this series of lessons we&rsquo;ll learn how to use the new  features   introduced in NUKE 6.3 like 3D Particles, the Planar Tracker,  Denoise,   Spline Warp, Audio Read, Presets and more.  We&rsquo;ll begin this  project  by  jumping into the new features only in NUKEX including the  all new  3d  particle system, which allows for new effects like rain,  snow, fog  or  fire. From there, we will use the new Planar tracker, also  only in  NUKEX  to track a planar surface that leaves the frame. Finally  we'll  learn  how to use the new Denoise node in NUKEX to remove noise  while   preserving an incredible amount of detail. From there, we will  dive  into  the NUKE features like the new Spline and Grid Warp nodes and  the  new  Audio Read node. Finally we'll learn how to speed up our  workflow   tremendously with user presets and toolsets. We'll end with a  look at   the new 3d displacement tessellation features.</p>]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Sat, 08 Oct 2011 23:03:12 +0000</pubDate>
</item><item>
<title>Mudbox 2012 and Maya 2012 - Pipeline integration</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8040-mudbox-2012-and-maya-2012-pipeline-integration.html</guid>
<link>http://gfxscene.com/tutorials/8040-mudbox-2012-and-maya-2012-pipeline-integration.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1318062695_pipeline-integration-with-mudbox-2012-and-maya-2012.jpg" alt="http://img.gfxscene.com/1318062695_pipeline-integration-with-mudbox-2012-and-maya-2012.jpg" /><br />
<p style="text-align: left;"><strong>Mudbox 2012 and Maya 2012 - Pipeline integration</strong><strong> | .flv | project files | 658Mb</strong></p>
<p style="text-align: left;">In this series of lessons we will discuss a variety of  ways that we  can  work efficiently between Mudbox and Maya.  Mudbox and  Maya are  very  complementary packages. Maya gives us the ability to  build up our   models, rig and animate them, and render them. But Mudbox  allows us  to  use a much more artistic approach to shaping and sculpting  our  models.  It also allows us to paint textures very quickly and with a   lot of  power. By leveraging these two applications together, we can   really  create a solid workflow. In this course we'll look at ways to   get  geometry and textures back and forth between Maya and Mudbox. We'll   talk  about new.</p>]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Sat, 08 Oct 2011 22:58:57 +0000</pubDate>
</item><item>
<title>Cars Vol.3 - Evermotion HDModels</title>
<guid isPermaLink="true">http://gfxscene.com/3d-models/8039-cars-vol3-evermotion-hdmodels.html</guid>
<link>http://gfxscene.com/3d-models/8039-cars-vol3-evermotion-hdmodels.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1318077642_333cndt.jpg" alt="http://img.gfxscene.com/1318077642_333cndt.jpg" /><br />
<div style="text-align: left;"><strong>3D Models HDModels Cars vol3</strong></div>
10 models | .max | RAR size: 444 MB<br />Description: HD Models Car volume 3 gives you 10 highly detailed and   shadered models of Cars. Every model is shadered and ready to render in   V-Ray, Mental Ray, Maxwell and FryRender. Don't waste your time on   modeling and preparing your own models. Just buy HD Models Cars and put   them into your scene.
<p>&nbsp;</p>
<p>The format of models: 3D Studio Max (V-Ray)<br />... File Format: max (2008 and above)<br />... Textures: present<br />... Vysokopoligonalnye model cars</p>]]></description>
<category><![CDATA[3D Models, 3DS Max Models]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Sat, 08 Oct 2011 22:57:56 +0000</pubDate>
</item><item>
<title>Cars Vol.2 - Evermotion HDModels</title>
<guid isPermaLink="true">http://gfxscene.com/3d-models/8038-cars-vol2-evermotion-hdmodels.html</guid>
<link>http://gfxscene.com/3d-models/8038-cars-vol2-evermotion-hdmodels.html</link>
<description><![CDATA[<img style="cursor: -moz-zoom-in; display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1318077871_1312286129_hdcarstwo.jpg" alt="http://img.gfxscene.com/1318077871_1312286129_hdcarstwo.jpg" width="294" height="914" /><br />Cars Vol.3 - Evermotion HDModels<br />10 models | 3ds, dxf, fbx, fryrender, max, maxwell, mental ray, obj, vray | 1.35 GB<br />Descriptions: HD Models Car volume 2 gives you 10 highly detailed and shadered models of Cars. Every model is shadered and ready to render.]]></description>
<category><![CDATA[3D Models, 3DS Max Models]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Sat, 08 Oct 2011 22:56:37 +0000</pubDate>
</item><item>
<title>Cars Vol.1 - Evermotion HDModels</title>
<guid isPermaLink="true">http://gfxscene.com/3d-models/8037-cars-vol1-evermotion-hdmodels.html</guid>
<link>http://gfxscene.com/3d-models/8037-cars-vol1-evermotion-hdmodels.html</link>
<description><![CDATA[<p><img style="cursor: -moz-zoom-in; display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1318078717__vol1.jpg" alt="http://img.gfxscene.com/1318078717__vol1.jpg" width="427" height="915" /><br /><strong>Cars Vol.2 - Evermotion HDModels&nbsp;| 1 GB</strong></p>
Formats: .3ds, .max, .dxf, .obj, .fbx + textures
<p>HD Models Cars volume 1 gives you 10 highly detailed and shadered models of Cars. Every model is shadered and ready to render.</p>
<p><strong>Formats: </strong></p>
<p><strong>3ds </strong> - simple object without textures and materials (with mapping included)</p>
<p><strong>Fbx</strong>&nbsp; - simple object without materials (with mapping and textures included)</p>
<p><strong>Mxs</strong>&nbsp; - object prepared for Maxwell Studio Renderer v.1.7</p>
<p><strong>Obj</strong>&nbsp; - simple object without textures and materials (with mapping included)</p>
<p><strong>Maxwell *.max</strong>&nbsp; - with textures and shaders</p>
<p><strong>Mental Ray *.max</strong>&nbsp; - with textures and shaders</p>
<p><strong>V-Ray *.max </strong> - with textures and shaders</p>]]></description>
<category><![CDATA[3D Models, 3DS Max Models]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Sat, 08 Oct 2011 22:55:37 +0000</pubDate>
</item><item>
<title>Black white textures</title>
<guid isPermaLink="true">http://gfxscene.com/textures/8036-black-white-textures.html</guid>
<link>http://gfxscene.com/textures/8036-black-white-textures.html</link>
<description><![CDATA[<img style="cursor: -moz-zoom-in; display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1318089483_500-10921092.jpg" alt="http://img.gfxscene.com/1318089483_500-10921092.jpg" width="457" height="915" /><br />
<div align="center"><strong>Black white textures</strong><br />40 JPEG | 1024 X 1024 | 3000 X 4000 | author : DiZa | 52.7 Mb</div>
<p>&nbsp;</p>
<br />]]></description>
<category><![CDATA[Textures]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Sat, 08 Oct 2011 22:51:33 +0000</pubDate>
</item><item>
<title>Carbon styles - 4</title>
<guid isPermaLink="true">http://gfxscene.com/photoshop-stuff/8035-carbon-styles-4.html</guid>
<link>http://gfxscene.com/photoshop-stuff/8035-carbon-styles-4.html</link>
<description><![CDATA[<img style="cursor: -moz-zoom-in; display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1318089679_500.jpg" alt="http://img.gfxscene.com/1318089679_500.jpg" width="457" height="915" /><br /><strong>Carbon styles - 4 </strong><br />asl,psd | author : DiZa | 79 mb]]></description>
<category><![CDATA[Photoshop Stuff]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Sat, 08 Oct 2011 22:50:45 +0000</pubDate>
</item><item>
<title>Smith Micro Poser 2012 Pro v9.0.0.16510 Incl Content LiBRARY</title>
<guid isPermaLink="true">http://gfxscene.com/application/8034-smith-micro-poser-2012-pro-v90016510-incl-content-library.html</guid>
<link>http://gfxscene.com/application/8034-smith-micro-poser-2012-pro-v90016510-incl-content-library.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/b3280eea8134c3f3a95b1b79125c6deb.jpg" alt="http://img.gfxscene.com/b3280eea8134c3f3a95b1b79125c6deb.jpg" /><br /><strong>Smith Micro Poser 2012 Pro v9.0.0.16510 Incl Content LiBRARY | 4.5GB</strong><br /> Poser Pro 2012 is the fastest way for professional artists and   production teams to add pre-rigged and fully textured 3D characters to   their projects.
<p>&nbsp;</p>
<br />With over 3GB of included  content libraries and richly varied third party Poser content, Poser Pro  2012 is the perfect link between professional production tools and  ready to use 3D character assets, saving development time and resources.<br /><br />Poser  Pro 2012 includes intuitive posing, animation, and rigging tools all  designed to make working with 3D character content as easy as possible.  Poser Pro 2012 provides a node-based material system, dynamic hair,  dynamic cloth, morph creation brushes and facial photo matching tools  Automatic tools lipsync phonemes with imported sound files and create  walk and run animation cycles. Poser Pro renders video or still images  in photo-real or sketch styles. Included are an updated set of  PoserFusion hosting plug-ins to integrate posed or animated Poser  characters and scenes into 3ds Max, Maya, and Cinema 4D and Lightwave.  Import/Export COLLADA content for 3D figure interchange between game  engines and other 2d and 3D tools such as Photoshop, Softimage and  SketchUp<br />]]></description>
<category><![CDATA[Application]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Sat, 08 Oct 2011 22:49:50 +0000</pubDate>
</item><item>
<title>Physically Based Rendering - From Theory To Implementation - 2nd Edition</title>
<guid isPermaLink="true">http://gfxscene.com/ebooks/8033-physically-based-rendering-from-theory-to-implementation-2nd-edition.html</guid>
<link>http://gfxscene.com/ebooks/8033-physically-based-rendering-from-theory-to-implementation-2nd-edition.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1318105392_1664f903b2c9ae323c314df934da5077.jpg" alt="http://img.gfxscene.com/1318105392_1664f903b2c9ae323c314df934da5077.jpg" /><br />
<div style="text-align: left;"><strong>Physically Based Rendering - From Theory To Implementation - 2nd Edition</strong><br />English | 1200 pages | ISBN-10: 0123750792 | PDF | 133 Mb</div>
<div style="text-align: left;"></div>
Physically Based Rendering introduces the concepts and theory of photorealistic rendering hand<br />in hand with the source code for a sophisticated renderer. By coupling the discussion of rendering<br />algorithms with their implementations, Matt Pharr and Greg Humphreys are able to reveal many<br />of the details and subtleties of these algorithms. But this book goes further; it also describes the<br />design strategies involved with building real systems, there is much more to writing a good<br />renderer than stringing together a set of fast algorithms. For example, techniques for high-quality<br />antialiasing must be considered from the start, as they have implications throughout the system.<br />The rendering system described in this book is itself highly readable, written in a style called<br />literate programming that mixes text describing the system with the code that implements it.<br />Literate programming gives a gentle introduction to working with programs of this size. This<br />lucid pairing of text and code offers the most complete and in-depth book available for<br />understanding, designing, and building physically realistic rendering systems.]]></description>
<category><![CDATA[Ebooks]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Sat, 08 Oct 2011 22:48:01 +0000</pubDate>
</item><item>
<title>Autodesk Maya 2012 Subscription Advantage Pack</title>
<guid isPermaLink="true">http://gfxscene.com/application/8032-autodesk-maya-2012-subscription-advantage-pack.html</guid>
<link>http://gfxscene.com/application/8032-autodesk-maya-2012-subscription-advantage-pack.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/27f5da68e0358cd10fcd08b693739004.jpg" alt="http://img.gfxscene.com/27f5da68e0358cd10fcd08b693739004.jpg" /><br />
<div align="center"><strong>Autodesk Maya 2012 Subscription Advantage Pack</strong><br /> Linux: 885 MB | MacOSX: 1.01 GB | Win32: 1.47 GB | Win64: 1.57 GB</div>
<br /> <br /> The Autodesk&reg; Subscription Advantage Pack for Autodesk&reg; Maya&reg; 2012   software provides new tools to help manage increasing scene complexity   required by today&rsquo;s games, film, and television productions.
<p>&nbsp;</p>
Features:<br />Alembic point  caching&mdash;Efficiently manage complex simulated and animated data, with the  ability to read and write Alembic open computer graphics interchange  format.<br />Bullet Physics&mdash;Create highly realistic soft body, rigid body,  and ragdoll simulations with high-performance open source AMD Bullet  Physics engine.<br />New Node Editor&mdash;Manage and debug complex node  networks with a new Node Editor that features drag-and-drop connections,  color coding, and three levels of detail.]]></description>
<category><![CDATA[Application]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Sat, 08 Oct 2011 22:46:55 +0000</pubDate>
</item><item>
<title>Forest Pack Pro 3.6.2 For 3DsMAX </title>
<guid isPermaLink="true">http://gfxscene.com/application/8031-forest-pack-pro-362-for-3dsmax-xforce.html</guid>
<link>http://gfxscene.com/application/8031-forest-pack-pro-362-for-3dsmax-xforce.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/image1.jpg" alt="http://img.gfxscene.com/image1.jpg" /><br />
<p style="text-align: center;"><strong>Forest Pack Pro 3.6.2 For 3DsMAX &ndash; XFORCE</strong></p>
<p><br /> Forest Pack is a plugin for Autodesk 3ds Max, and 3ds Max Design,  designed to give a complete solution for creation of vast surfaces of  trees and plants.</p>
<p>Forest enables you to scatter millions of proxies, high-poly meshes  or billboards, and using Mental Ray and VRay native shaders, create  scenes with virtually unlimited number of objects and polygons.</p>]]></description>
<category><![CDATA[Application]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Sat, 08 Oct 2011 22:42:19 +0000</pubDate>
</item><item>
<title>Planetside Terragen v2.3 Win/Mac - XFORCE</title>
<guid isPermaLink="true">http://gfxscene.com/application/8030-planetside-terragen-v23-winmac-xforce.html</guid>
<link>http://gfxscene.com/application/8030-planetside-terragen-v23-winmac-xforce.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://www.planetside.co.uk/gallery/main.php?g2_view=core.DownloadItem&amp;g2_itemId=668&amp;g2_serialNumber=2" alt="http://www.planetside.co.uk/gallery/main.php?g2_view=core.DownloadItem&amp;g2_itemId=668&amp;g2_serialNumber=2" width="749" height="426" /><br />
<p style="text-align: center;"><strong>Planetside Terragen V2.3 Win/Mac &ndash; XFORCE</strong></p>
<p><span id="more-18918">&nbsp;</span></p>
<p>Every landscape on this page was created with Terragen&trade; &ndash; Planetside  Software&rsquo;s range of PC and Mac software for the visualisation of  landscapes and natural environments. Terragen has been used to create  visual effects for many films including TRON: Legacy and G.I. Joe: The  Rise of Cobra, dozens of games and countless TV commercials, but some of  the most inspiring creations come from people who use it for fun. You  can download free non-commercial editions of Terragen Classic or  Terragen 2 for personal use, with only a few limitations. Affordable  licences are available for Terragen Classic and Terragen 2.</p>]]></description>
<category><![CDATA[Application]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Tue, 04 Oct 2011 19:49:17 +0000</pubDate>
</item><item>
<title>Pixologic ZBrush 4R2 MacOSX </title>
<guid isPermaLink="true">http://gfxscene.com/application/8029-pixologic-zbrush-4r2-macosx-xforce.html</guid>
<link>http://gfxscene.com/application/8029-pixologic-zbrush-4r2-macosx-xforce.html</link>
<description><![CDATA[<p style="text-align: left;"><img style="display: block; margin-left: auto; margin-right: auto;" src="http://www.pixologic.com/zbrush/img/product_shot.jpg" alt="http://www.pixologic.com/zbrush/img/product_shot.jpg" /></p>
<p style="text-align: left;"><span style="font-size: small;"><strong>Pixologic ZBrush 4R2 MacOSX &ndash; XFORCE</strong></span></p>
ZBrush 4R2 introduces significant new sculpting features, as well as  major enhancements within the Best Preview Render (BPR) system.
<p style="text-align: left;">DynaMesh, the new base mesh generator, will allow you to realize your  concepts via a workflow that ignores the traditional geometry barrier.  To gain an unparalleled accuracy with your brush, the new Lazy Curve  Mode allows precise strokes to your mesh whether in symmetry mode or  not. The capability to apply an environment HDRI (High Dynamic Range  Image) to the new LightCap system will give your finished images a  remarkable level of believability.</p>
<div style="overflow: hidden; color: #000000; background-color: transparent; text-align: left; text-decoration: none; border: medium none;"><a style="color: #003399;" href="http://cgpersia.com/2011/10/pixologic-zbrush-4r2-macosx-xforce-18878.html#ixzz1ZskdnRnv"><br /></a></div>]]></description>
<category><![CDATA[Application]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Tue, 04 Oct 2011 19:42:13 +0000</pubDate>
</item><item>
<title>Curious Turtle Mocha Projects With After Effects Real World Problems With Mocha-HELL</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8028-curious-turtle-mocha-projects-with-after-effects-real-world-problems-with-mocha-hell.html</guid>
<link>http://gfxscene.com/tutorials/8028-curious-turtle-mocha-projects-with-after-effects-real-world-problems-with-mocha-hell.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1317351717_ctmpae1ed.jpg" alt="http://img.gfxscene.com/1317351717_ctmpae1ed.jpg" /><br /><strong>Curious Turtle Mocha Projects With After Effects Real World Problems With Mocha-HELL | 6.3GB</strong><br /> (H264) .MP4 | 8h 50m | 1920x1080 | mp4a AAC 44100Hz<br /> <em>Genre: eLearning | Language: English</em><br /> Curious Turtle have done it again with the latest in mocha training   tutorials - mocha Projects : Real-world Solutions with Imagineer Systems   mocha &amp; mocha Pro. It starts with the fundamental tools and   extended techniques for planar tracking, including tracks mattes and   when to use the Uberkey.&nbsp; Then we kick it up for more complicated shots.
<p>&nbsp;</p>
<br />&nbsp;&nbsp;&nbsp; See the planning that goes in to deciding what to track<br />&nbsp;&nbsp;&nbsp; Use the unique qualities of the planar tracker to create "impossible" tracks<br />&nbsp;&nbsp;&nbsp; Make complex tracks simple, with track mattes<br />&nbsp;&nbsp;&nbsp; How the Curve Editor stops tedious keyframing work<br />&nbsp;&nbsp;&nbsp; Create complex track mattes and roto shapes in a fraction of the time<br />&nbsp;&nbsp;&nbsp; Learn the mantra "Track Once. Use Often"<br />]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Sat, 01 Oct 2011 21:01:20 +0000</pubDate>
</item><item>
<title>ZBW Sculpting the Face with Scan Data</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8027-zbw-sculpting-the-face-with-scan-data.html</guid>
<link>http://gfxscene.com/tutorials/8027-zbw-sculpting-the-face-with-scan-data.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1317363710_sculpting-the-face-with-scan-data.jpg" alt="http://img.gfxscene.com/1317363710_sculpting-the-face-with-scan-data.jpg" /><br /><strong>ZBW Sculpting the Face with Scan Data | project files | .mp4 | 406Mb</strong>]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Sat, 01 Oct 2011 21:00:33 +0000</pubDate>
</item><item>
<title>ZBW Topology</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8026-zbw-topology.html</guid>
<link>http://gfxscene.com/tutorials/8026-zbw-topology.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1317364377_zbw-topology.jpg" alt="http://img.gfxscene.com/1317364377_zbw-topology.jpg" /><br /><strong>ZBW Topology | project files | .mp4 | 404Mb</strong>]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Sat, 01 Oct 2011 20:59:37 +0000</pubDate>
</item><item>
<title>Digital Tutors Introduction to Character Rigging in CINEMA 4D</title>
<guid isPermaLink="true">http://gfxscene.com/tutorials/8025-digital-tutors-introduction-to-character-rigging-in-cinema-4d.html</guid>
<link>http://gfxscene.com/tutorials/8025-digital-tutors-introduction-to-character-rigging-in-cinema-4d.html</link>
<description><![CDATA[<img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.gfxscene.com/1317378521_.jpg" alt="http://img.gfxscene.com/1317378521_.jpg" /><br />
<div style="text-align: left;"><strong>Digital Tutors Introduction to Character Rigging in CINEMA 4D | project files | .flv | 1.03Gb</strong></div>
<p>In this collection of lessons we will learn the foundations of rigging characters in CINEMA 4D.  	<br /> This course will provide you with a foundation for rigging  characters   in CINEMA 4D. We will take a step-by-step approach,  constructing a   control rig that is solid and animator-friendly. We will  learn   everything from proper joint placement and working with  constraints to   learning how to utilize some of the CINEMA 4D robust  skinning tools to   remove the fear of painting weights and, instead, make  the process   enjoyable. We will cover how to make our controls efficient  and simple,   and also learn ways we can work with Xpresso to regulate  how some of   our joints and controls behave. By the end of this course,  you will   have the foundation you need to create your own rigs that  produce   believable and entertaining character performances.</p>]]></description>
<category><![CDATA[Tutorials]]></category>
<dc:creator>gfxscene</dc:creator>
<pubDate>Sat, 01 Oct 2011 20:58:17 +0000</pubDate>
</item></channel></rss>
