Фото видео монтаж » Материалы за 07.03.2024 » Страница 17
This is Slideshow 20987702 - Project for After Effects (Videohive)

This is Slideshow 20987702 - Project for After Effects (Videohive)
After Effects CC, CS6 | 1920x1080 | No plugins | 290 Mb

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The Gnomon Workshop – Designing a Custom Kitbash Library Hard–Surface Mech Set Using Blender
Free Download The Gnomon Workshop – Designing a Custom Kitbash Library Hard–Surface Mech Set Using Blender
Gavin Manners | Duration: 2:08 h | Video: HVC1 1920x1080 | Audio: AAC 48 kHz 2ch | 2,74 GB | Language: English
Kitbash libraries can be an efficient way to save time when producing quick concepts for a mood piece, creating objects for background set-dressing, or adding detail and the indication of functionality to hard-surface models. In this workshop by Gavin Manners, you'll be taken through the process of how to design and build your very own hard-surface kitbash library.
Gavin's workshop begins with how to spark the initial idea and write a brief for yourself. He walks through gathering references to be properly prepared for the creation of the assets in Blender. Also covered is how to get the most out of your kitbash parts by creating subassemblies, as well as the principle of exponential idea generation.
The workshop then details how to create mech designs based on the brief, explaining how to use your custom kitbash library as effectively as possible. A simple lighting and rendering setup is also demonstrated before moving on to the final paint-over process to produce a finished piece of concept art.


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The Gnomon Workshop – Designing Mechs in VR Using Medium A Workflow Built for Speed & Flexibility
Free Download The Gnomon Workshop – Designing Mechs in VR Using Medium A Workflow Built for Speed & Flexibility
Andre-Lang Huynh | Duration: 3:53 h | Video: HVC1 1920x1080 | Audio: AAC 48 kHz 2ch | 2,90 GB | Language: English
Learn how to use Medium to quickly and efficiently craft hard-surface mecha designs for the videogame industry. Senior Concept Artist Andre-Lang Huynh has worked in video games for a decade, specializing in mecha and hard-surface design. The workflow taught in this workshop is the same one used by Andre to design characters, vehicles, and weapons for Gotham Knights, including the Batmobile and Batcycle.
In this 3.5-hour workshop, Andre-Lang shares his VR workflow in great depth and demonstrates the flexibility of sculpting in VR as well as the precision that you can achieve with simple yet effective tools. You'll see exactly how he uses Medium to block out and refine his mecha before rendering the final design using KeyShot.
This tutorial is designed to be enjoyed by everybody from aspiring artists to industry veterans looking to modernize their approach and add the power of VR to their arsenal. After completing this tutorial, artists should be able to quickly use Medium and KeyShot to create tangible and functional designs of their own. As a concept artist whose workflow has evolved from entirely 2D through adding 3D and is now almost exclusively VR, this is a fascinating workshop for 2D and 3D artists alike who are looking to add to their skillset and master VR sculpting tools.


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The Gnomon Workshop – Creating a Custom 3D Kit for Concept Art Photoshop, Blender, Substance & Procreate Workflow
Free Download The Gnomon Workshop – Creating a Custom 3D Kit for Concept Art Photoshop, Blender, Substance & Procreate Workflow
Jose Vega | Duration: 5:53 h | Video: HVC1 1920x1080 | Audio: AAC 48 kHz 2ch | 4,94 GB | Language: English
Learn the process for creating a 3D kit from start to finish. Discover all the insights and techniques to help you take full advantage of 3D kit creation and be inspired to produce epic images, from generating initial ideas, gathering references, and handling prep work to finalizing concept art in Photoshop. Everything will be covered to help you create your own 3D kit assets, including modeling and texturing assets, from single assets to more complex pieces, assembling new assets, and building out a scene. You'll then explore how to use the created assets to build final illustrations.
The workflow instructed offers a comprehensive approach to asset creation and scene development, beginning with hand painting, bashing plants, and using Blender texture nodes to generate individual assets. Those assets are then developed into a versatile kit, employing Blender techniques, including mirroring and deformers, to progress from simpler to more intricate components.
Upon establishing a substantial asset library, the focus shifts to conceptualizing building assets. This involves leveraging straightforward Photoshop painting techniques to refine the final concept. The subsequent phase involves constructing a complete scene using the compiled kit. Additional techniques include simple modeling and sculpting in ZBrush as well as the use of VR with Gravity Sketch, transitioning to assembling the scene in Blender with the developed kit.


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The Gnomon Workshop – Creating Foliage for Videogames SpeedTree, Maya, ZBrush, Substance & UE5 Workflow
Free Download The Gnomon Workshop – Creating Foliage for Videogames SpeedTree, Maya, ZBrush, Substance & UE5 Workflow
Colin Valek | Duration: 3:29 h | Video: HVC1 1920x1080 | Audio: AAC 48 kHz 2ch | 2,47 GB | Language: English
Learn how to create game-ready foliage assets from scratch using hand-crafted models and textures. This workshop by Senior Environment Artist Colin Valek will give you a comprehensive guide to using SpeedTree to create trees and groundcover vegetation that can be used to build lush and beautiful game environments.
This workshop is intended for intermediate-level artists with some prior knowledge of working with SpeedTree, Maya, ZBrush, Substance Designer, and Unreal Engine. Learn professional tips about the art direction of foliage assets, as well as technical considerations for using foliage in games. Also, you will go over the importance of quickly blocking placeholder assets before committing to detail work.
The chapters work through the process of sculpting and texturing highly detailed plant models using ZBrush and Maya. These plant models are then baked down onto texture atlases using Substance Designer and finally assembled into foliage assets within SpeedTree. Lastly, you'll be given some tips on integrating and populating foliage in Unreal Engine 5.


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The Gnomon Workshop – Art Direction for Film Creature Design & Development – From Photoshop to Unreal Engine 5
Free Download The Gnomon Workshop – Art Direction for Film Creature Design & Development – From Photoshop to Unreal Engine 5
Ehsan Bigloo | Duration: 4:13 h | Video: HVC1 1920x1080 | Audio: AAC 48 kHz 2ch | 2,67 GB | Language: English
Ehsan Bigloo demonstrates how he designs creatures for the entertainment industry. Whether you're a character or creature designer, concept artist, digital sculptor, or simply interested in developing your storytelling skills, this workshop is a fascinating insight into Ehsan's complete workflow, from sketch to final presentation.
The workshop begins with a detailed look at a design brief and short script based on Ehsan's own sci-fi/supernatural horror character, "Quehsalien." He explains his thought process when developing words into a visual narrative, and the initial sketching begins with traditional media before jumping into Photoshop, where he then lays down a paint-over to establish the basis for the final illustration.
ZBrush is brought into the pipeline to sculpt the primary and secondary forms of the design, testing the visual appeal from a three-dimensional standpoint. ZBrush also serves as a great tool for testing the lighting and mood of the character using KeyShot and creating a simple rig for the creature model for early limb locomotion tests. Ehsan also uses ZBrush for the Polypainting process while considering what the environment of the creature would be and how it would move. The final design is then rendered with KeyShot and composited in Photoshop.


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The Fastest Way To Increase Your Submission Percentage (No Gi)
Free Download The Fastest Way To Increase Your Submission Percentage (No Gi)
Duration: 10h 4m | Language: English | MP4 | Video: H264 1280x720 | Audio: AAC 44100Hz 2ch | Size: 5.88GB
John Danaher is a legendary coach and instructor who is responsible for cultivating some of the very best athletes in combat sports!
Focus your game around high percentage techniques to take the back, secure dominant controls, and finish with the king of submissions the rear strangle!
Discover finishing details to the rear strangle and its many variations that John has perfected over his legendary career!


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The Fastest Way To Become An Effective Guard Passer (No Gi)
Free Download The Fastest Way To Become An Effective Guard Passer (No Gi)
Duration: 7h 30m | Language: English | MP4 | Video: H264 1280x720 | Audio: AAC 44100Hz 2ch | Size: 8,53 GB
ohn Danaher is widely regarded as one of the top minds in Jiu-Jitsu, having both top-tier competitive students and a complete anthology of masterclass instructionals that have revolutionized the sport.
Dive into the mindset of John Danaher and learn the art of creating holistic, sequential exchanges that will assist in rapidly developing your passing game.
Build a passing blueprint with a wide range of passing systems including toreandos, leg drags, scoop/reverse scoop passing, tripod passing, body locks, and MORE!


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The Estima Lock & New School Toe Hold
Free Download The Estima Lock & New School Toe Hold
MP4 | Video: H264 960x540 | Audio: AAC 48000Hz 2 Ch
Language: English | Duration: 01:40:33 | Size: 911 MB
About
Learn And Master The Most Unique Footlocks From The Multiple ADCC And World Champion Who Invented Them


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The Complete Stock Market Trading Program
Free Download The Complete Stock Market Trading Program
Last updated 5/2021
Created by Tanner Stoker
MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHz, 2 Ch
Genre: eLearning | Language: English + srt | Duration: 31 Lectures ( 10h 17m ) | Size: 6.73 GB


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