[Digital-Tutors] Transforming Robot Production Pipeline Volume 7: Match Moving
In this Professional Series course, we will explore some the techniques and concepts involved in creating 3D cameranimation from footage in NUKEX and cleaning up our footage for later compositing. This specific high-level course was designed to evolve your workflows and give you an in-depth look at creating complete match move from scratch in NUKEX.
The objectives for this fast-pace, intensive course include creating 3D camerand scene to pass off to the 3D department and create better piece of footage to give to the final compositors. By the end of this training, you'll have the ability to track your own shots in NUKEX and solve many common match moving and plate cleanup problems. Before we start, I recommend you have experience using NUKE and Maya. We will be moving at quick pace, so if you're an artist not used to either of these applications, we have many courses to get you started and improve your skillset
Screenshot:
![[Digital-Tutors] Transforming Robot Production Pipeline Volume 7: Match Moving [Digital-Tutors] Transforming Robot Production Pipeline Volume 7: Match Moving](http://i33.fastpic.ru/big/2012/0420/74/2de20b46c986d9b01d0603ad2e3f6074.jpg)
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[Digital-Tutors] Transforming Robot Production Pipeline Volume 8: Animation
In this tutorial, we will learn about the animation process of the transforming robot. Throughout these lessons, we'll cover the workflow used to animate the robot while breaking down each stage of the performance from beginning to end. We'll also modify the robot's riwith add-ons for more control. By the end of the course, you'll have the understanding needed to animate your own transforming robot.
1. Introduction and project overview
2. Setting up the scene
3. Modifying the control rig
4. Adding subtle variations to the truck as it drives forward
5. Playblasting the sequence and animating tire pressure
6. Preparing for the transformation
7. Roughing in the vehicle's transformation
8. Animating the truck's grill during the transformation
9. Transforming the truck bed's side panels
10. Finalizing the truck's rough transformation
11. The initial blocking pass of the robot
12. The next stage of the robot's blocking pass
13. The final blocking pass
14. Smoothing out the robot's performance
15. The robot's transformation pass
16. The final animation
Screenshot:
![[Digital-Tutors] Transforming Robot Production Pipeline Volume 8: Animation [Digital-Tutors] Transforming Robot Production Pipeline Volume 8: Animation](http://i33.fastpic.ru/big/2012/0420/64/9e8d1c1f895a62a53cfb44089c919364.jpg)
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Digital-Tutors - Match Moving and Compositing Pipeline in Maya 2011 and NUKE 6
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Zbrush Production Pipeline: Zbrush and External 3D Programs
This DVD focuses on the relationship between Maya (or any 3D package), and the wonderful sculpting, texturing and displacement creation tool that is ZBrush. Meats discusses the basics of ZBrush, focusing on working efficiently, moving your work between applications and rendering the results within your favorite renderer. Various methods of texture map creation and application are covered, including view port painting and using the many 2.5D painting tools inside the Projection Master for real time, detailed texture application. Materials, color, geometry sculpting and displacements are explained, along with the methods of using ZBrush as an animated blend shape (morph target) creator.
VOL 1
01: Rules for Exported Geometry
02: ZBrush Basics
03: Working in ZBrush
04: Texture
05: Creating Displacement Maps
VOL 2
01: Working with Multiple Maps
02: Blend Shapes
03: Normal Maps
04: Rendering Displacements
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Digital-Tutors - Transforming Robot Production Pipeline vol. 1-3
With this highly-requested series of tutorials, we ll take an in-depth look at the entire production pipeline for creating a transforming robot effect using industry-standard CG software. This process was created by bringing together our top designers, illustrators, modelers, texturers, riggers, animators, lighting and rendering artists and compositors to focus on the specific hurdles and production decisions that goes into each step of creating a transforming robot shot. You ll get a look at the entire production pipeline from the conceptual phase through the composition of the final shot. This series is intended for intermediate to advanced artists and a strong understanding of your preferred choice of software in the various steps of the pipeline is highly encouraged. This series is specifically created to have the techniques be applicable to any industry-standard CG software. If a certain step in the pipeline, software or an equivalent application in the pipeline is new to you, check out our Beginner s Guide and Introduction courses to quickly get up to speed before beginning.
Orignal Provider --> Freshwap.com
Year: 2012
Manufacturer: http://www.digitaltutors.com/11/training.php?pid=539
Author: Eddie Russell
Length: 4 Hour 33 minutes
Distributed by type of material: Video Tutorial
Language: English
Content
Volume 1: Concept and Design
In this tutorial we will learn about the process of creating concept art for a transforming robot within a production pipeline. To get started, you should know that this course will focus on providing you with a high level glimpse at my thought process in designing our robot. While we won't focus on painting every brush stroke, I will be walking you through each step, demonstrating techniques as well as providing insight into the process. First, we'll jump in and knock out some quick silhouette options to establish our robots form and pose. After spending some time roughing in possible details for our silhouette, we will begin refining forms in grayscale. We will then learn about the coloring process for this project from base color all the way through finishing details. We'll wrap things up by learning about some final steps that were taken before handing our artwork to the next artist in the pipeline. After completing this course, you'll not only know how the concept art was painted but also understand the design decisions were made leading up to our finished concept.
1. Introduction and project overview
2. Project details and getting started with silhouettes
3. Roughing in details and narrowing down silhouettes
4. Pulling out detail using grayscale values
5. Revising the Design and Mirroring Details
6. Beginning to add color to our robot design
7. Adding the robot's other arm and refining details
8. Adding finishing touches to our concept
9. Final thoughts and handing off artwork
Volume 2: Truck Modeling
In this Professional Series course, we will explore some the techniques and concepts involved in building and preparing the vehicle portion of our transforming robot project. This specific high-level course was designed to evolve your workflows, and give you some concepts to keep in mind as you go through the process of building the vehicle portion of your transforming robot. We'll look at a few modeling techniques to make the model more realistic, UV layout concepts, and cutting up the model in preparation for its transformation. Before we start, I recommend you have experience using Maya as we cover a lot of information in a shorter span of time. We won't be going through the modeling of this truck step-by-step, so if you re an artist new to Maya or to modeling, the Beginner's Guides and Introduction courses are perfect places to start getting up to speed. From there you can check out any of the intermediate step-by-step project based courses, automotive courses especially, and they will take you through the entire process and give you the tools you need to complete the model.
1. Introduction and project overview
2. Planning the project
3. Building the wheels
4. Modeling the bed
5. Adding edge detail
6. Adding details
7. Laying out the UVs
8. Cutting apart the truck
9. Creating a proxy
10. Preparing the model for texturing
Volume 3: Truck Texturing
In this tutorial we will learn about the process of texturing our transforming robot's vehicle form. To get started, you should know that this course will focus on providing you with a high level glimpse at my thought process in painting the textures for our truck asset. While we won't focus on painting every stroke of our textures, I will be walking you through each step, demonstrating techniques as well as providing insight into the process. Throughout this course, we will reveal valuable information about this process including targeting geometry for painting on a complex model, using lights and masking to paint texture in hard to reach places, and using MARI 1.4's layered painting unproject and project workflow to create decals for our vehicle. After completing this course, you'll not only know how the texture maps for our truck were painted but you'll also gain insight into the thought process behind painting them
1. Introduction and project overview
2. Dealing with overlapping UVs in MARI
3. Targeting geometry for painting
4. Painting with images
5. Adjusting lighting to paint in hard to see areas
6. Controlling paint with masks
7. Creating and projecting decals onto the truck
8. Painting dirt and scratches
9. Creating bump information for the truck
10. Creating and exporting maps for the truck
Sample Files: present
Video Format: FLV
Video: VP6, 1280x720, 16:9, 15 fps, ~ 1000 kbps
Audio: MP3, 44100Hz, mono, ~ 96 kbps
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UndergroundEducation: Match Moving for Maya

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Digital Tutors Modeling Next Gen Characters In XSI-TACTiLE (ISO)-RAV
The 4 Disc character modeling for games. I will also be posting up the continuation which covers rigging the same model. Too bad they didn't make a tutorial for how they textured the model. Learn production modeling techniques and an innovative workflow to creating clean topology, working within polygon restrictions, and building assets from reference art. Contains over 7 hours of project-driven training for artists learning the creative and technical processes of character creation for next-generation games.
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What's new in ZBrush 4 [FS] [FP]
We will take a look at the new Shadow Box and Clip Brushes that will really aid us in creating hard surface models. We will also cover Spotlight, a great tool for manipulating and adjusting images and projecting them onto our models. Finally we'll go over some of the new rendering functionality and look at the animation tools and how they can help us better present our models. Once done, you will have a much better idea of some of the new features to look for in Zbrush 4 and how you can start to use those in your own projects.
![What's new in ZBrush 4 [FS] [FP] What's new in ZBrush 4 [FS] [FP]](http://preview.filesonic.com/img/ce/20/4c/4140675.jpg)
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Digital Tutors - Creative Development: Creature Concept Sculpting in ZBrush
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Digital Tutors - Rigging Quadrupeds in Maya
Popular highlights include:
Constructing Effective Hierarchies
Broken Hierarchy Systems
Building Rig from Reference Skeleton
Building an FK Spline System
Incorporating MEL for Speed
Custom Shelf for Tools
Characters Sets
Sub-Character Sets
Set Driven Keys
IK Solvers for Proper Limb Functionality
Constraints
Advanced Hip Control
Painting Weights
Connection Editor
Reverse Lock System
Muscle Deformation with Influence Objects
Corrective Shapes for Mesh Deformations

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digital tutors Houdini Ocean Toolkit
In this series of lessons we will learn how to build and render realistic oceans using Houdini's Ocean Toolkit (HOT), a powerful external tool designed to generate realistic ocean surfaces in Houdini. We'll go step-by-step though the fundamentals of HOT and how to use its Ocean SOP and its different parameters including Wave Length and Ocean Depth. We'll also go over how to build geometry that is suitable for ocean displacement and how to create a special shader from scratch to shade our ocean as well as learn how to light, render, and use compositing networks to add fog to our final shot.

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Digital Tutors Rigging Next Gen Characters In XSI - TACTiLE - ISO
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Digital Tutors - Using Hybrido in Realflow 5
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Digital-Tutors - 3ds Max for Motion Graphics
This collection of tutorials shows artists how to create an eye-catching motion graphics spot using 3ds Max and After Effects. In this training you will learn from several Digital-Tutors instructors, each of whom will be guiding you through a portion of the entire production pipeline used to create our final motion graphics piece. We will begin by exploring many of the powerful modeling tools found in 3ds Max, and utilizing these tools to build our 3D motion graphics elements. From there, we will look at a number of animation tools and features that will allow us to quickly add movement and life to our 3ds Max elements. From there, we will learn how to incorporate dynamic elements such as flowing cloth, smoke, and sparks into our scene. Finally, we will learn how to render out our elements from 3ds Max, and utilize After Effects for final compositing and sweetening of our motion graphics spot.
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Digital Tutors Creative Development Enhanced IK Animal Rigging DVD-iNKiSO
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Digital Tutors Modeling Next Gen Characters In XSI-TACTiLE (ISO)

Digital Tutors Modeling Next Gen Characters In XSI-TACTiLE (ISO) | 1.95 GB
The 4 Disc character modeling for games. I will also be posting up the continuation which covers rigging the same model. Too bad they didn't make a tutorial for how they textured the model. Learn production modeling techniques and an innovative workflow to creating clean topology, working within polygon restrictions, and building assets from reference art. Contains over 7 hours of project-driven training for artists learning the creative and technical processes of character creation for next-generation games.
Popular highlights include:
Rotoscope Preparation
Building to Reference Art
Blocking-in Forms
Working with Polygon Budgets
Adding Muscle Flow
Modeling with Symmetry
Reducing Model Resolution Manually
Merging and Welding Geometry
Creating Efficient Geometry
Strategically Adding Detail
Extruding Geometry
Splitting and Adding Edges
Extracting Geometry
Simplifying Shapes
Proportional Modeling
Adjusting Pivot Points
Creating Useful Topology
Modeling from Primitives
Checking Character for Appeal
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Digital Tutors Previsualization Techniques in MotionBuilder - iNKiSO
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Digital Tutors - Creative Development - 3D for Illustration in Maya and Photoshop

Then using Ambient Occlusion bakes as starting points for our textures we will look at a efficient and repeatable texturing process. We will then look at how to pose our characters, setup shaders to replicate advanced effects such as refraction and sub-surface scattering, before setting up render passes and layers for compositing. Finally we will bring it all together in Photoshop using our layers to composite and adjust our image before looking at some final techniques to complete our 3D Illustration.

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Digital-Tutors - Creative Development: Character Creation Pipeline in Maya and ZBrush with Safari Sosebee

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Digital Tutors - Introduction to Houdini 9
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Digital Tutors - Introduction to Houdini 9
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