Photoshop ATN | Photoshop PAT | 4 Mb
Chapter 1. Overview of Materials in Cycles
Chapter 2. Managing Cycles Materials
Chapter 3. Creating Natural Materials in Cycles
Chapter 4. Creating Man-made Materials in Cycles
Chapter 5. Creating Complex Natural Materials in Cycles
Chapter 6. Creating More Complex Man-made Materials
Chapter 7. Subsurface Scattering in Cycles
Chapter 8. Creating Organic Materials
Chapter 9. Special Materials
cmivfx – Character Concept Design and Vray
In our latest cmiVFX video guide, we've joined up with instructor Clifford Green, Senior Lighting/Look Development TD from Zoic Studios. Zoic has created visual effects for vast amount of popular movies and TV Shows such as Breaking Bad, Firefly, Battlestar Galactica, Spider-Man 2, and much more. In this guide to 3D concept creation in Vray and Maya, Clifford will lead you through the world of 3D concepts and he'll explore the challenges within the constraints and the limitations of 3D concept creation. We'll work with a high-end metal shader creation using advanced Fresnel Curve functions that are missing in today's 3D software packages and we'll see how to apply this to our concept. We'll explore subsurface scattering and the creation of a photo-realistic skin, and finally, we'll cover the lighting and and we'll learn how to integrate our concept into a full photographic finish. By the end of this video, you'll have a clear understanding of 3D concept creation and you'll be able to create complex concepts within Maya and Vray. So lets jump in!
Here you'll get to experience the intricacy of creating a realistic metal shader by using advanced Fresnel Reflection Curve techniques that have never been seen before in the in the Vray shader setup methodology. We'll explore the different reflective curves using scientific data from online sources, and then we'll apply our setup to our concept character.
Skin and Glass Shader
Continuing on from the previous chapter, we're going use the same Fresnel technique and apply it to our glass visor material and our skin shader. In addition to this we are going to briefly explore VRayFastSSS2 in relation photorealistic human skin.
This chapter shows you how to setup your Sci-Fi character concept. We'll navigate the difficulties of shading, modeling, and composition.
Now let's setup our Sci-Fi ship concept with more emphasis on shader creation based on the techniques we explored in chapter one.
This is the most important aspect of the tutorial. We are now going to explore lighting setup in Vray. We'll learn how to accomplish the challenging task of blending three different assets together with lighting. We are going to be exploring HDR image-based lighting, three-point light setup, and global illumination within the context of a complicated scene.
Final Scene Setup
This chapter addresses scene optimization, final asset preparation, and character concept finalization. We are going to put the finishing touches on our character, address any modeling, shading, or lighting issues, and in addition, we'll add extra render layers. This will be a step-by-step approach that will show you how to overcome the challenges associated with scene optimization.
Finalizing Our Concept
So we've created our 3D concept and rendered it. What's next? In this chapter, we'll integrate our background, mid-ground, and foreground elements together to create one photographic finish. We are also going to explore the addition of lens flares and volume rays to help sell the integration of our assets.
About The Instructor
Clifford Otomi Green is Senior Lighting/Look Development TD at Zoic Studios, Vancouver BC, Canada. Previously he has worked for various VFX studios such as, Red Vision, Aardman Animations, Mr.X, and MPC to name but a few. Clifford started his 3D career over 10 years ago, and in that time, he attended various VFX institutions to further develop his understanding of the intricacy of Visual Effects in film and television. He is passionate about film making and photography and has also contributed to a few independent films over the years mainly in the area of visual effects supervision.
All cmiVFX videos come with all the training materials you need right from our website. No matter what time of day, your location, or how your feeling, cmiVFX will be there waiting for you!
This video is available today at the cmiVFX Store: www.cmivfx.com
cmiVFX is the leader in High Definition Video Training for the Visual Effects Community. Register for free and receive hours of free content at the cmiVFX Video-on-Demand Player. Copyright 2014 cmiVFX | cmiStudios. All rights reserved.
Real-time radiosity preview
Artlantis’s productivity is based on a founding concept: real-time preview. Regardless of the change in the scene settings (materials, lighting, environment), the preview is updated instantly. You control your work, you confirm your changes, and you run the calculation in high definition for your final image without wasting time.
The freedom offered by Artlantis 5 comes from the multitude of viewpoints that you can create, save, and organize. Each viewpoint allows you to create a real study of your scene: date, a light source change, a camera lens change, adding a background — edit and save the combinations of parameters in your list of viewpoints that are important to you. In order to optimize the display of your project while keeping an eye on your list views, they appear on the left-hand side of the screen in a fixed position with a refocusing of the preview on the left, or on the fly so that the preview is not moved!
Now grouped at the top of the screen, inspectors allow you to set all the parameters associated with shaders, objects, lights, heliodons and perspectives (perspectives, projected views, panoramas, VR objects and animations). The real backbone of Artlantis 5 is this clear and intuitive tool bar, allowing you to access — with a minimum of clicks — a maximum of Artlantis features and settings. You can make adjustments, improvements, and fine-tune your scene and see the results instantly — without taking your eyes off the preview window.
Draw the curved path of a camera, set the height of an object, stitch different iVisit 3D panoramas together… Some tasks are difficult to perform in perspective. The Artlantis interface is not only ergonomic in 3D visualization, it also is in 2D and offers a “2D view” window to work in the best conditions.
You spend time creating and fine-tuning your materials on each project… Postcards are the ideal solution to save and retrieve any material settings at any time, even on another project. When saving a Postcard, in addition to saving an image, you save all the material parameters as well. Postcards are a simple, yet effective tool to create your own collection of custom shaders and consider various options on projects.
GraphicRiver – Classy Lounge Party Flyer 10342077
Photoshop PSD | Minimum Adobe CS Version: CS3 | Print Dimensions: 4×6 | 27.7 Mb
Softimage 2011 – Interface
This beginner training module will teach you the basics of 3D content creation in Autodesk’s Softimage 2011.
You’ll start by learning this powerful program’s interface, how to navigate around your scenes, and organize your content.
This is the first module in Softimage 2011 Content Creation Fundamentals
Character Design & Integration with Softimage
Sing custom templates, you'll begin by quickly transforming ordinary facial photos to Half-Life 2 characters in no time.
Then, learn the extensive character creation tools of Softimage. Demystify rigging and weighting,
and learn how to prepare your models to be exported to various game engines.
Finally, learn how to test, perfect, and export your 3D characters from Softimage into Half-Life 2 Deathmatch.
Softimage 2011 – Basic Modeling
This training module will teach you the basics of modeling in Autodesk’s Softimage 2011.
You’ll start by learning the tools and techniques to begin creating detailed objects for your video game worlds.
Master the art of manipulating polygons, points, and edges into optimized game assets.
This is the second module in Softimage 2011 Content Creation Fundamentals.
Softimage 2011 – Intermediate Exercise
Use the tools and techniques shown in the previous Softimage 2011 training modules to create an old style pickup truck.
This intermediate exercise will go through the complete process of polygon modeling, detailing, UV stamping, and texturing
3D objects for use in video games. This is the fourth and final module in Softimage 2011 Content Creation Fundamentals.
Real-Time Character Animation
Real-Time Character Animation teaches you expert techniques used by professional animators. Working in Softimage with a
character and animations from the Source engine video game, Counter Strike, you’ll learn how to blend different poses and
motions together in order to create new animation sequences. Then use customized parameters to develop the controls and
organization necessary to work with the animation sequences. Using device capture you’ll be able to link your mouse movements
to the character animation controls and essentially turn your mouse into a motion capture tool. Finally, you’ll see how to create
real-time shadows from the character model geometry.
Advanced Character Animation With Softimage
You'll see how easy it is to rig and envelope a character for the Source engine, create game walk cycles and apply
motion capture data to your own custom designed characters within Source SDK powered games.
Softimage 2011 – Basic Texturing
This training module will teach you the basics of texturing 3D objects in Softimage 2011. Learn how to use materials, clusters,
and texture projections to add color to your props and characters. Then follow along as the Texture Editor tool is used and explained
in detail. Finally, learn the process of unfolding UVs from a 3D model in order to create interesting and unique textures. This is the
third module in Softimage 2011 Content Creation Fundamentals.
GraphicRiver – Dominican Independence Day Flyer 10464174
Photoshop PSD | Minimum Adobe CS Version: CS | Print Dimensions: 4×6 | 25.8 Mb
GraphicRiver – Equilibrium Photoshop Action 10459139
Photoshop PAT, Photoshop ATN, Photoshop CSH | Works With PSD | Minimum Adobe CS Version: CS4 | 3.16 Mb