For those in world that have had TPB blocked by their ISP (EG: the UK)
Once you’ve drawn your initial product design, it’s time to take it to a 3D program for modeling. Veejay Gahir takes the initial sketch of a Formula 1 steering wheel from the first part of this series and shows you how to model and render a fully realized version in Maya. He shows how to import the sketch, use box and freeform modeling techniques to create the basic shape, and add details like buttons, dials, and decals. Finally, Veejay shows how to add texture and lights and render out the final view of your model.
This course uses an F1 wheel as an example project, but the techniques can be applied to any other automotive or consumer product.
Duration: 279 minutes MP4
In this lecture and demonstration, Aaron Limonick shares a number of rapid sketching techniques for use in any production environment. Beginning with a ‘blank canvas’ in Adobe Photoshop, Aaron demonstrates the creative process behind designing for an ultimately collaborative effort, the purposes of different types of sketches, and finally the importance of painting value studies and color keys in a quick and effective manner. Using the methods of a traditional painter in a digital medium, students will learn how to bridge the gap between a variety of quick ideation sketches and a finished concept painting with a sense of story.
Composition Methods Demo
Color Key Intro
Adding Detail with Alpha Channels
Recap and Outro
Autocad civil 3d 2015
Advanced Photoshop magazine is packed full of expert advice for mastering professional Photoshop skills. Each edition has in-depth tutorials inspired by the latest commercial trends covering all the key Photoshop skills, from digital painting and photomanipulation, to graphical illustration and typographical effects. The magazine also has inspirational interviews with some of the biggest names in the creative world, a tailored Photoshop Helpdesk, and features looking in more detail at industry skills and services. Every issue comes with a free CD, which contains files to aid you with that issue’s workshops, as well as free resources, video tutorials and wallpapers.
English – Pages 100 – PDF
CS5 and above compatible
8 Picture or Video placements and 23 title placements 1 Logo.
Full HD 1920×1080
book description: Provides a concise journey through the subject of calculus
Emphasises the relationship between calculus and geometry, relevant to the computer graphics, animation and games communities
Chapters are self-contained, allowing readers singular sources of reference for all aspects of calculus
Students studying computer animation and computer games have to be familiar with geometry, matrices, vectors, rotation transforms, quaternions, curves and surfaces, and as computer graphics software becomes increasingly sophisticated, calculus is also being used to resolve its associated problems.
The author draws upon his experience in teaching mathematics to undergraduates to make calculus appear no more challenging than any other branch of mathematics. He introduces the subject by examining how functions depend upon their independent variables, and then derives the appropriate mathematical underpinning and definitions. This gives rise to a function’s derivative and its antiderivative, or integral. Using the idea of limits, the reader is introduced to derivatives and integrals of many common functions. Other chapters address higher-order derivatives, partial derivatives, Jacobians, vector-based functions, single, double and triple integrals, with numerous worked examples, and over a hundred illustrations.
Calculus for Computer Graphics complements the author’s other books on mathematics for computer graphics, and assumes that the reader is familiar with everyday algebra, trigonometry, vectors and determinants. After studying this book, the reader should understand calculus and its application within the world of computer games and animation.
book description: This book brings together several advanced topics in computer graphics that are important in the areas of game development, three-dimensional animation and real-time rendering. The book is designed for final-year undergraduate or first-year graduate students, who are already familiar with the basic concepts in computer graphics and programming. It aims to provide a good foundation of advanced methods such as skeletal animation, quaternions, mesh processing and collision detection. These and other methods covered in the book are fundamental to the development of algorithms used in commercial applications as well as research.
book description: Computer graphics systems are capable of generating stunningly realistic images of objects that have never physically existed. In order for computers to create these accurately detailed images, digital models of appearance must include robust data to give viewers a credible visual impression of the depicted materials. In particular, digital models demonstrating the nuances of how materials interact with light are essential to this capability.
This is the first comprehensive work on the digital modeling of material appearance: it explains how models from physics and engineering are combined with keen observation skills for use in computer graphics rendering.
Written by the foremost experts in appearance modeling and rendering, this book is for practitioners who want a general framework for understanding material modeling tools, and also for researchers pursuing the development of new modeling techniques. The text is not a “how to” guide for a particular software system. Instead, it provides a thorough discussion of foundations and detailed coverage of key advances.
Practitioners and researchers in applications such as architecture, theater, product development, cultural heritage documentation, visual simulation and training, as well as traditional digital application areas such as feature film, television, and computer games, will benefit from this much needed resource.
autocad electrical 2015