Cheap OEM discount low cost tutorial training video by Digiral Tutors 2010 download
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In this series of lessons, we will be focusing on how to quickly generate character ideas based on an initial shape.
We'll get started by examining each individual shape to see which character features could be associated with the different areas of the shape. Next we'll lay a foundation of quick, loose, pencil-like line work, flushing out some of the details of our character. During this phase, we will learn a variety of different ways to draw the features and forms that relate to a alien type characters. From there we will refine our line work with more confident inked lines. Finally we'll look at a quick method of applying color in the form of cell shading to our character concepts.
Digital Tutors - Creative Character Exploration - Aliens (2010)
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In this series of lessons we'll focus on creating a design for a two-color t-shirt.
To begin this course, we'll talk through a possible concept for the design and then setup our file so we can begin building the artwork. Next, we'll examine each step in constructing an illustrative component for our design including starting with an initial shape, adding various details, and then applying both shadows and highlights. After completing our illustration, we'll add type and then examine one method for integrating the different components of our design using a texture. Throughout this process, we'll be using a variety of drawing and painting tools inside Illustrator as well as the pathfinder panel and custom brush strokes. After completing this course, you will have a better understanding of the techniques used to build vector t-shirt artwork as well as some considerations that must be accounted for when designing a t-shirt with a limited amount of colors.
Digital Tutors - Designing a Two Color T-Shirt in Illustrator (2010)
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In this series of lessons we'll be focusing on Understanding Perspective Drawing in Illustrator.
We'll begin this process by taking some time to learn how to enable and configure our perspective grid. Next we'll learn some basic workflows for creating artwork with perspective and transforming objects in perspective. Once we are familiar with this process, we'll dive in and begin drawing our skyscraper concept based on a simple orthographic drawing. Throughout this process we'll learn how to precisely control the placement of perspective objects. We'll learn how to apply perspective to objects that don't fit on a perspective plane and we'll learn how to use several time saving features such as automatic plane positioning. After working through this series of lesson, you will have a good understanding of how perspective drawing in Illustrator works.
Digital Tutors - Understanding Perspective Drawing in Illustrator CS5 (2010)
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In this series of lessons we’ll learn how to use Composite to re-assemble our Maya render passes and integrate them with our background plates. Using composite to assemble our final render gives us an incredible amount of creative control over the final look of our shot.
We’ll begin this project by importing our render passes from Maya. From there we will do some basic compositing. We’ll then begin troubleshooting our shot and using a variety of tools and techniques to integrate our elements. We’ll also learn how to fix issues in our background plate using masks, keyers and other tools. During this shot, we will be animating various elements to tell the director’s story. Finally, we’ll finish the shot by using warping and filtering tools to create an ending for our infiltrator shot.
Digital Tutors - - Infiltrator Production Pipeline Volume 7: Compositing (2010)
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In this series of lessons, we'll focus on the concept design and storyboarding section of the 'Infiltrator' production pipeline.
We'll get started by learning how we can quickly generate several rough ideas for our character concept using simple silhouettes. From there, we'll choose our favorite silhouette and begin drawing the rough line work of our character. Once we've finished, we'll begin refining and cleaning up the line work to prepare it for color. Next, we'll learn one method of painting color values onto our character and blending them to create the illusion of a 3 dimensional image. Finally, we'll walk through the storyboarding of a short animated sequence for our character. After completing this course, you will have a good idea of how to create and develop a character for animation. You'll also understand how to go about storyboarding out an animated sequence for a character.
Digital Tutors - Infiltrator Production Pipeline Volume 1 - Concept Design + Storyboarding (2010)
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In this volume of the Infiltrator Production Pileline, we will go through the process of setting up materials, lights and render passes in preparation for final compositing.
We will begin by learning how we can optimize our high-resolution geometry to use our system memory more effectively. This will allow for more efficient, stable rendering, especially if you are working on a 32-bit system with limited resources. From there, we will take some time to set up materials for the various portions of our 'Infiltrator' spider and then we will begin the lighting setup. We will use an image-based-lighting approach to achieve a high level of realism and to ensure that the lighting on the CG spider matches the live-action plate. Finally, we will learn how to use Render Passes and Render Layers to output our final renders in a way that will give us a tremendous amount of control over the final result whenever we get into our final compositing phase.
Digital Tutors - Infiltrator Production Pipeline Volume 6: Rendering (2010)
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In this series of lessons we'll learn how to use MatchMover to track some real-life footage and create a 3D scene that matches the real camera's movement. Match moving is an essential step for integrating 3D into real footage.
We'll begin this project by examining the footage and seeing what processes have been already done. From there, we will enter camera data from the shoot and manually track the shot. Once we have a solid camera solve using manual tracking, we will use the automatic tracker to create many 3D points for us. Then we'll finish the match move by manually tracking key areas and creating a coordinate system. Once we move to Maya, we'll create some stand-in geometry and render a preview of the match move. This series of lessons will show how to use MatchMover's powerful manual tracking features to solve a difficult shot and finish prepping the file before handing it off to the next person in the pipeline. This will allow us to animate on top of geometry that is very close to the real world for increased realism and ease of use. All footage that needs 3D integration will need to be match moved, so this is a very important part of the production pipeline.
Digital Tutors - Infiltrator Production Pipeline Volume 4: Match Moving (2010)
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In this course we will take the rigged Infiltrator and bring it to life with animation.
We'll animate the Infiltrator with a production focus, using storyboards and an animatic to assist us in making sure our animation adheres to specific instructions. We'll get into character development and learn how to go about creating performances that are convincing and, at the same time, entertaining. We'll even do a little rigging and learn how to work with Maya's robust and very efficient Referencing system to update the control rig and, in turn, automatically have those changes update in our animation file saving us plenty of time.
Digital Tutors - 'Infiltrator' Production Pipeline Volume 5 - Animation (2010)
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In this series of lessons we're going to build the spider robot for our Infiltrator project.
In this portion of the Infiltrator project we'll use the reference art created in the previous section to construct the character geometry. We'll take the design we've settled on and build it up in Maya using a variety of modeling tools. We'll start out by creating a large library of mechanical pieces that we can use to add detail and fill in open areas at our discretion. Then we'll build the large shell pieces and begin to put it together using our geometry library. We'll also talk about naming and grouping geometry appropriately and reusing geometry to save time. Once done, we'll have the geometry for our Infiltrator robot that we can then rig, animate and integrate into our video.
Digital Tutors - 'Infiltrator' Production Pipeline Volume 2 - Modeling (2010)
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In this course we will cover the basics of working in BodyPaint 3D.
Creating believable texture maps is a huge part of creating great characters, props, and environments. BodyPaint 3D is fantastic tool for painting textures interactively on our models, while keeping a lot of the functionality that comes from working in a 2d image editing application. BodyPaint 3D is widely used in the industry and knowing how to use this powerful program will really help you work faster and smarter. In this course we will get a good jump start on working in BodyPaint 3D. We will go over the interface and talk about where everything's located. We will go through the process of setting up textures for our models, complete with multiple channels and layers. We'll cover painting concepts and tools including working with brushes and color. We'll also look at useful concepts like Projection Painting and using the Raybrush Render View to get a better idea of what your texture will look like as you paint. We'll also go over some of the ways you can integrate BodyPaint 3D with other applications like Photoshop, Maya, or 3DS Max. Once you are done, you will be able to jump in and start texturing your own models in BodyPaint 3D.
Digital-Tutors - Getting Started with BodyPaint 3D (2010)
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In this course we will take the crab robot Justin has built and rig it to performance based off of the certain specifications.
We'll construct the control rig with a production focus. In the end, we will not only have worked with the rigging tools in Maya, but we'll also have looked into ways we can use some of those tools creatively to get the job done right and at a faster pace.
Digital Tutors - 'Infiltrator' Production Pipeline Volume 3 - Rigging (2010)
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In this series of lessons we'll focus on the fundamentals of perspective drawing.
First, we'll start out by learning some of the basic concepts and techniques that work together to create a sense of depth in an image. From there we'll discuss foreshortening and why objects look different when we look at them from different viewing angles. Next we'll learn about some of the basic tools used to construct a scene in linear perspective. Then we'll break down 3 different types of linear perspective and how to work with each. Finally, we'll discuss how to draw ellipses and cylinders in perspective. Using the techniques discussed here, you'll have a better understanding on how perspective works and be equipped with everything you need to create the illusion of depth in your drawings.
Digital Tutors - Fundamentals of Perspective Drawing (2010)
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In this series of lessons, we'll learn how to use MatchMover to take our 2D footage and create a 3D scene.
We'll begin this project by going through the basic workflow of importing the footage, running the automatic tracker and exporting a file into our 3D application. Then we'll learn how to move around MatchMover's 2D and 3D viewports to get a preview of the 3D objects. We'll then learn how to guide MatchMover's automatic tracker using Contours and how to create manual tracks. Before outputting our scene, we will learn how to create a coordinate system so that everything is aligned correctly. We'll finish by learning a few techniques to help the camera solve and render a preview video.
Digital Tutors - Introduction to MatchMover (2010)
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In this series of lessons we will be taking an introductory look at many of the rendering features found in V-Ray for Maya.
Using the V-Ray rendering engine, we can create highly realistic renders inside of Maya, but understanding how to properly use the rendering features of V-Ray is of critical importance. In these lessons we will explore many tools and concepts of V-Ray such as the various methods for simulating global illumination and understanding when each of these methods should be used. We will also look at the specialized V-Ray lights and how to properly use these lights in order to achieve a high degree of realism. We will also learn how to utilize the V-Ray Sun and Sky to create realistic outdoor lighting, we will learn how to utilize some of the specialized V-Ray materials, how to render our images into multiple passes, and exploring many additional rendering features found in V-Ray.
Digital Tutors - Introduction to V-Ray for Maya 2011 (2010)
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In this series of lessons we'll learn how to use the Channel nodes inside Nuke to control our RBGA channels as well as any other channels we use during compositing.
During this project we'll learn how to use the Shuffle, Copy, ChannelMerge, Add, Remove and ShuffleCopy nodes to do things like: move one channel from one to another, change many channels at the same time, add new channels, remove or keep channels, combine specific channels and copy channels from one node to another. The channels system in Nuke can be an extremely powerful compositing tool if you understand the workflows and tools underlying it. Channels hold all of our image data, so knowing how to move, manipulate and merge channels is an important skill for every Nuke compositor.
Digital Tutors - Nuke Node Reference Library: Channels (2010)
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In this series of lessons we will be focusing on the fundamentals of color theory.
We'll begin by learning about three different groups of color that, together make up the twelve segments of our basic color wheel. From there we'll talk about how these twelve segments can change using tints, shades, and tones. We'll then discuss color temperature followed by some basic rules for creating colors that harmonize. Next, we'll learn about the psychology behind color. Then we'll explore some of the tools within Photoshop for working with color. Finally we'll walk through a process that will help guide us in making great color selections on a real world project. Using the techniques discussed here, you'll gain a better understanding of how color works. You'll also be better equipped to make informed color decisions on your own projects.
Digital Tutors - Fundamentals of Color Theory (2010)
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In this series of lessons, we will learn how to use HDR Light Studio and Maya together in order to create high-quality studio lighting for your automotive renders.
We will begin this course in Maya, where we will learn how to set up an image-based lighting environment in preparation for rendering. From there, we will jump into HDR Light Studio, which will allow us to easily create high dynamic range images which can mimic realistic studio lighting. We will learn how to control the appearance of synthetic lights within HDR Light Studio, as well as discussing many techniques which can dramatically increase the efficiency of your lighting workflow in both Maya and HDR Light Studio.
Digital Tutors - Automotive Rendering with HDR Light Studio and Maya 2010 (2010)
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In this course we will focus on the fundamentals of digital drawing
We'll begin by learning about some of the basic types of line and the tools used to create these lines. From there, we'll use both contour and blind contour lines to explore the basic shapes of an object and learn how construction lines can assist us in drawing these shapes. Next we'll learn what value is and discuss some techniques for creating value using line. Finally we'll practice simplifying more complex objects into basic shapes so that they are easier to draw.
Digital Tutors - Fundamentals of Digital Drawing (2010)
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In this series of lessons we will leanr how to create a finished illustration while focusing on the topic of contrasting elements
We will learn a variety of useful digital illustration techniques. We will go through every step of this illustration, from the rough sketch to the refinement phase, all the way to the finishing touches that bring this image to life.
Digital Tutors - Digital Painting: Contrasting Elements for Portraiture (2009)
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In this course we will get started with Houdini Digital Assets and learn how to use them
Along with building a complex light rig, the following lessons will show the advantages to using digital assets and the knowledge you gain will be critical in other Houdini projects especially in the realm of character rigging. By making your nodes reusable with digital asset, you can save a lot of time and really take advantage of the procedural nature of Houdini.
Digital Tutors - Digital Tutors - Getting Started with Digital Assets in Houdini (2009)
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In this course we will examine the thought-processes that were put into designing the Mad Scientist.
From CG feature films, to video games, 3D characters develop their look and personality when drawn on paper. Through a series of design phases, these characters evolve, developing personality as they grow. We will explore this evolution by starting out with a series of sketches. Once we've established the design of the character we will prepare a model sheet for facial construction in 3D, as well as a turnaround for the body construction. We will then take a look at the character action sheet and expression sheet that will define the characters personality and range of motion. At the completion of this process of character design, we will have all the information necessary for our character to be built and moved in 3D.
Digital Tutors - Behind the Scenes Look at Designing the Mad Scientist (2009)
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In this series of lessons we'll take a look at the basics of ZSketching in ZBrush. ZSpheres have been a great way of building up more complex base geometry in ZBrush to serve as a basis for sculpting. This feature allows us to stay in ZBrush and work up concepts and models very quickly. With the addition of ZSketching in ZBrush 3.5, this process becomes even better. In this course, we'll learn to add mass to ZSphere armatures using a variety of ZSketch brushes. We'll learn to modify how our sketching interacts with the existing ZSpheres using our brush depth and the various smooth brushes. We'll look at ways we can modify existing sketched detail using the move tool, as well as brushes like push/pull, float, and bulge. In addition to creating mass along an existing armature, we'll use the armature brush to sketch detail out away from the surface, allowing you to create much more freeform shapes. We'll then explore some of the ways we can output geometry so that we can begin sculpting. Upon completion, you'll be ready to get started sketching out your own base geometry in ZBrush.
Digital Tutors - Digital Tutors - Getting Started with ZSketching (2009)
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In this series of lessons, we'll be taking a detailed look at each of Maya's Hypershade rendering nodes.
Each video in this course is a self-contained lesson centering on one of Maya's Hypershade nodes. 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 discuss all of the attributes found in each of Maya's material types, we'll take a detailed look at each of Maya's 2d and 3d texture types, we'll explore the various general utility and color utility nodes found in Maya as well as many more of the nearly 100 maya rendering nodes found in the hypershade.
Digital Tutors - Maya Rendering Nodes Reference Library 3D Textures (2009)
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In this collection of lessons we will learn about a wide variety of useful Hypershade rendering nodes.
These lessons include using the Displacement node to create displacement-mapping effects, using the Layered Texture node to create complex multi-layered textures, using the Optical FX node to add realistic lens flares to Maya lights, using the different Switch Utility nodes in order to add realistic variation between many objects using the same shading network, plus several other useful Hypershade nodes.
Digital Tutors - Maya Rendering Nodes Reference Library : Assorted (2009)
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In this course we will discuss Maya's General Utility Hypershade nodes
We will be discussing topics such as using the bump 2D and bump 3D nodes in order to create bump-mapping effects, using the condition node to create dynamically-changing shading networks, using the array mapper node to shade particles, using the sampler info node to create complex shading effects, just to name a few of the nodes we'll be exploring.
Digital Tutors - Maya Rendering Node Reference Library : General Utilities (2009)
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In this course we will learn how each Transform node works and how to use it inside of Toxik.
In this series of lessons we'll learn how to use certain tools found in Toxik. The power of Toxik comes from its flexible node-based workflow. As a Toxik compositor, your artistic ability and turn-around time depends on your knowledge of the tools and how to use them. This Reference Library is designed to allow us to find the information we need about a specific node, or tool, quickly. We'll begin each lesson with a project file already created so we can focus on learning the specifics of each node, instead of general Toxik workflows. We are constantly adding and updating our Reference Library so that it has the ability to evolve along with software applications. Please feel free to contact us if there is a specific node or aspect of Toxik that you want to learn about.
Digital Tutors - Toxik Node Reference Library : Transform Nodes (2009)
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In this series of lessons we'll learn how to draw human arms and hands
We will begin by learning about the anatomy and musculatur that makes up the arms and hands. We'll then move into the forms of that area that we need to keep in mind while we illustrate. Finally, we'll build upon our anatomy and forms to create a finished result. After we have our illustrations, we will learn about the various forms a hand can have, as it is one of the most versatile and expressive parts of the human body.
Digital Tutors - Digital Painting: Arms and Hands (2009)
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The ‘Visual Guide to Animation’ is a software independent course that provides a step-by-step approach to building a solid foundation to understanding and learning the basics of computer animation and covers fundamental animation terms and definitions as well as a variety of essential animation tips, tools, and techniques.
Key topics and popular highlights for ‘Visual Guide to Animation’ include: basics of computer animation, 3D space, transforming 3D objects, time in animation, keyframes, Animation Editors: Dopesheet, Animation Editors: Graph Editor, tangent handles, interpolation types and ghosting, repeating animation using cycling, camera animation and motion paths, rigging, constraints, deformers, bones and skinning, hierarchies and forward kinematics, inverse kinematics, expressions, character animation, morph shapes, non-linear animation, motion capture, and additional information developed for artists learning the fundamentals of animation.
Digital Tutors - Visual Guide to Animation (2009)
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Easily learn nearly every mental ray node available in Maya using a non-linear approach and practical projects. Gain complete understanding of how each node works and best practices to utilize for attaining desired results and save time. Contains 116 video lessons with scene files and over 9 hours of self-paced training. A perfect online reference for any artist using mental ray and Maya.
Digital Tutors mental ray Nodes Online Reference Library (2009)
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Cheap OEM discount low cost tutorial training video by Digiral Tutors 2008 download
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Learn the fundamental workflow for next-gen game development and innovative techniques for seamlessly integrating Maya and XNA for game creation. Contains nearly 5 hours of project-based training for technical artists learning the methods of creating game content using XNA and Maya.
Digital Tutors - Pipeline Development with Maya and XNA (2008)
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Learn a flexible workflow to particle-based and volume-based simulations in Houdini and production-applicable techniques to creating realistic fire, smoke, and liquid effects. Contains over 3.5 hours of self-paced training with several practical projects. Ideal for new and intermediate artists.
Digital Tutors - Introduction To Fluids In Houdini (2008)
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Learn a time-saving workflow to Houdini's production-class renderer. Gain a firm understanding of the powerful rendering tools available in Mantra and learn fundamental techniques for micropolygon, raytracing and physically-based rendering. Contains over 3,5 hours of project-driven training for artists ro Mantra.
Digital Tutors - Introduction to Mantra in Houdini (2008)
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Learn the fundamentals of real-time shaders and a time-saving workflow to creating real-time shaders with XNA. Contains over 4 hours of project-based training for technical artists learning the methods of real-time shading using XNA
Digital Tutors - Real-Time Shaders with XNA (2008)
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Learn an artist-friendly workflow to automotive interior modeling and a multitude of modeling techniques that can be used for organic and hard-surface projects. Contains 4.5 hours of project-based training and guides artists through a time-saving workflow to automotive modeling with modo. Perfect for artists new to modo.
Digital Tutors - Modeling Automotive Interiors in modo (2008)
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Learn a time-saving workflow to automotive modeling and a multitude of modeling tools and techniques that can be used for film, games, and design. Contains 5.5 hours of project-driven training. Perfect for new and experienced artists using modo.
Digital Tutors - Introduction to Modeling in modo (2008)
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Easily learn modo and a creative workflow to modeling, sculpting, painting, animating, and rendering using fun projects. Contains over 7 hours of project-based training for artists new to modo and its powerful capabilities. Perfect for new and beginning artists.
* Interface Overview
* Customizing the Interface
* Navigating 3D Viewport
* Modeling Tools
* Mesh Sculpting
* Image-based Sculpting
* Slicing Geometry
* Smoothing Meshes
* Combining Geometry
* Setting Keyframes
* Editing keyframes with Graph Editor
* Blending Texture Layers
* Utilizing Materials
* Light Setup
* Global Illumination
* Subsurface Scattering
* Adjusting Render Settings
* Rendering Multiple Passes
* Cloning Meshes
* Working With Mesh Items
* Bevel Tool
* 3D Painting
* Texture Layers for Effects
* UV Layout
* Morph Maps
* Creating Images Inside modo
* Using Solid Sketch
Digital Tutors - Introduction To Modo (2008)
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Learn a flexible workflow to creating realistic dynamic simulations and particle effects with time-saving techniques and practical projects. Contains 4 hours of project-driven training for artists learning particle and dynamics tools in Houdini.
Popular highlights include:
◦ Particle Simulation and Events
◦ Particle Rendering
◦ Rigid Body Dynamics
◦ Paint-based Geometry Shatter
◦ Rigid Body Fractures
◦ Dynamics CHOPs
◦ Particle Based Fluids
◦ Fluid Emission and Interaction
◦ Animated Sprites
◦ Cloth Basics
◦ Cloth Parameters
◦ Fur and Guide Attributes
◦ Wire Dynamics
◦ Wire-driven Geometry
◦ Groups and Partitions
◦ Forces and Expressions
Digital Tutors - Introduction to Dynamics in Houdini (2007)
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Learn an intuitive workflow to creating complex rigid body simulations and realistic effects with practical projects and examples. Contains over 3 hours of project-based training for artists learning rigid body tools in Houdini.
Popular highlights include:
◦ Rigid Body Setup
◦ Dynamic Operator Networks
◦ Physical Properties
◦ Initial States
◦ Deforming Rigid Bodies
◦ Forces
◦ Constraints
◦ Groups
◦ Rigid Body Creation
◦ Cookie Shatter
◦ Fracture and Glue Objects
◦ Animation to Simulation Switch
◦ DOP Expressions
Digital Tutors - Fundamentals of Rigid Body Dynamics in Houdini (2007)
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Learn a node-based workflow to modeling, texturing, rigging, dynamics,
and rendering with time-saving techniques and creative projects. Contains over 5 hours
of project-based training for artists learning Houdini's node-based workflow and renown
particle and dynamics tools. Perfect for new and beginning artists.
Popular highlights include:
◦ Houdini Interface Overview
◦ View Navigation
◦ Object Transformations
◦ Node-Based Workflow
◦ Using the Network Editor
◦ Building Various Networks
◦ Using Shelf Tools
◦ Parenting
◦ Path Animation
◦ Overview of Operators
◦ Shading and Texturing
◦ Rendering
◦ Direct Lighting
◦ Ambient Occlusion
◦ Duplicating, Copying and Stamping
◦ Particle Effects
◦ Rigid Body Simulations
◦ Modeling with NURBS and Polygons
◦ Creating and Installing Digital Assets
◦ Animating with Bones
◦ Keyframe Animation
◦ Animating with Expressions
◦ Using the Channel Editor
Digital Tutors - Introduction to Houdini 9 (2007)
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Discover creative alternative uses for MEL. Learn Maya Embedded Language (MEL) with an artist-driven approach and add greater flexibility in your workflow. Contains over 4 hours of intuitive project-based training. Ideal for artists new to MEL.
Software: Maya 8.5 or higher
Digital Tutors The Artists Guide To Mel (MAYA) (2007)
$30 
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Learn a production workflow to interior set modeling that can be used for Film, Games, and Architectural Visualizations with 5 hours of project-based training. Great for intermediate artists.
Popular highlights include:
Polygon to Subdivision Workflow
Methods for Creating Clean Geometry
Adding Edge Resolution
Insert Edge Loop Tool
Offset Edge Loop Tool
Bevel Tool
Bridge Tool
Extrude Tools
Optimizing Geometry for Lighting
Strategically Adding Details
Re-purposing Geometry
Making Resolution Decisions
Breaking Up Lines for Visual Aesthetics
Isolating Resolution
Hard-surface Modeling Techniques
Modeling with Deformers
Creative Practices with Paint Effects
Complex Scene Management
Digital Tutors Maya Modeling Techniques Interiors (2007)
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Easily learn SyFlex and begin creating various realistic simulations. Contains over 4 hours of project-driven training. Perfect for beginner to intermediate artists.
Popular highlights include: Clothing Techniques for Animated Characters; SyCloth, SyHair, SySkin, SyFlesh; Forces: Gravity, Damp, Air, Wind, Turbulence, Volume, Magnet, Sew; Constraints: Nail, Pin, Mimic ; Wrinkle Maps; Hair Maps; Attenuation Maps; Rigging SyFlex for Secondary Animation; Initial States and Caching; Collisions; Live Mode; Visualization Attributes; Maya Artisan; Troubleshooting Simulations; Efficient Workflow Using EZFlex;
Digital Tutors Using SyFlex in Maya (2006)
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