3DS MAX ВИДЕОУРОКИ ОТ CG ACADEMY 33 DVD MEGAPACK

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torrents123

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torrents123 · 24-Авг-07 07:54 (17 лет 5 месяцев назад, ред. 13-Ноя-09 01:48)

3DS MAX FULL MEGAPACK ВИДЕОУРОКИ ОТ CG.ACADEMY 33 DVDПроизводитель: CG.ACADEMY
Язык: английский
Версия 3dsmax: Это чудо создавалось в течении долгих лет и в разных версиях, начиная с 3DSMax 6-го
Видео : TechSmith CC 1280x1024 25.00fps [Stream 00]
Audio : PCM 22050Hz mono 352Kbps [Stream 01]
Поздравляю всех 3d шников и профессионалов и новичков
качайте, учитесь ето лучшие и самые качественные видеоуроки
тут 33 DVD
подробности можно узнать отсюда
могу и буду отдавать по 32кб/с круглосуточно
СОДЕРЖАНИЯ
[*]3dsmax Workflow 1 - User Interface & Basic Workflow 5ч 26м Innstuctor: Chris Thomas
[*]3dsmax Workflow 2 - Proceduralism 4ч 00м Author - Chris Thomas ето про модификаторов и "modify stack" очен интересно сравнивает Мах с Maya и Houdini
[*]Particle Flow Fundamentals 1 - Principles & Workflow 2ч 33м Author - Chris Thomas
[*]Particle Flow Fundamentals 2 - Operators1 2ч 52м Author - Chris Thomas
[*]Particle Flow Fundamentals 3 - Operators 2 3ч 47м Author - Chris Thomas
[*]Particle Flow Fundamentals 4 - Tests, Forces & Collisions 4ч 43м Author - Chris Thomas
[*]Particle Flow Fundamentals 5 - Practical Examples 4ч 03м Author - Chris Thomas
[*]Intermediate Rigging 1 - FK Spine, Leg & Foot Rig 2ч 08м Author - Paul Neale
[*]Intermediate Rigging 2 - Spline IK, Arm & Hand Rig 2ч 21м Author - Paul Neale
[*]Intermediate Rigging 3 - Skinning Techniques 3ч 09м Author - Paul Neale
[*]Intermediate Rigging 4 - Facial Rigging Techniques 6ч 37м Author - Paul Neale
[*]MAXScript Fundamentals 1 - Variables, Macroscripts & Functions 3ч 04м Author - Laszlo Sebo MAXScript 1 и 2 лежат в одной папке
[*]MAXScript Fundamentals 2 - MAXSctipt For The Masses 3ч 13м Author - Bobo
[*]Advanced MAXScript 1 - The Matrix: Explained 5ч 00м Author - Bobo
[*]Particle Flow Scripting 1 - The PFlow Script Show 2ч 48м Author - Bobo
[*]Particle Flow Scripting 2 - The PFlow Script Show 4ч 20м Author - Bobo
[*]Texturing Fundamentals 1 - UV Mapping & Texturing 4ч 15м Author - Chris Thomas
[*]Intermediate Texturing 1 - The Unwrap UVW Tool 4ч 47м Author - Chris Thomas
[*]Advanced Texturing 1 - Creature UV Unwrapping 5ч 05м Author - Dominic Qwek
[*]Afterburn Masters 1 - Afterburn Fundamentals 3ч 40м Author - Allan McKay
[*]Afterburn Masters 2 - Fireball 2ч 01м Author - Allan McKay
[*]Afterburn Masters 3 - Air Strike 2ч 11м Author - Allan McKay
[*]Modelling Fundamentals 1 -Primitives & Poly Fundamentals 5ч 26м Innstuctor: Chris Thomas
[*]Modelling Fundamentals 2 - Polygonal Mesh Modelling 4ч 01м Innstuctor: Chris Thomas
[*]Modelling Fundamentals 3 - Spline Based Tools 6ч 17м Innstuctor: Chris Thomas
[*]Modelling Fundamentals 4 - Sub-D's & Combined Techniques 6ч 38м Innstuctor: Chris Thomas
[*]Advanced Modelling 1 - Sub-D Creature Modelling 3ч 49м Innstuctor:Dominic Qwek
[*]Advanced Modelling 2 - Technical Modelling 1 7ч 15м Author - Chris Thomas
[*]Animation Fundamentals 1 - The Core Principles 7ч 47м Innstuctor: SIMON THISTLETHWAITE
[*]Animation Fundamentals 2 - Adding Character 4ч 37м Innstuctor: SIMON THISTLETHWAITE
[*]Lighting And Rendering Fundamentals 1 - Light And Colour Theory 3ч 33м Innstuctor: Chris Thomas Временно будет разобранная версия двд пока докачаю нормальную
[*]HLSL Shader Creation 1 - HLSL Fundamentals 3ч 14м Innstuctor: Ben Cloward
[*]HLSL Shader Creation 2 - Light & Shading Models 3ч 24м Innstuctor: Ben Cloward
Скриншоты





Описание
3dsmax Workflow 1 - User Interface & Basic Workflow
This DVD introduces the 3dsmax user interface and its unique workflow. In the first half of this DVD you will be taken through all of the user interface elements of 3dsmax, and this exploration continues in the second section where Chris creates a simple scene that demonstrates many core features of 3dsmax.
This DVD is aimed at a basic level 3d user, someone with knowledge of how to operate software in general and with a basic understanding of 3d software concepts. It is designed to give the user an introduction to 3dsmax and not to 3d concepts in general. It is also of particular use to those moving over to 3dsmax from another 3d graphic platform.
The User Interface
Chapter 01: The Viewports
An introduction to 3dsmax’s basic Viewport layout, how to navigate around it and how to customize it to your preference.
Chapter 02: The Transform Gizmos
How to use the Transform Gizmo to transform, rotate and scale an object.
Chapter 03: The Command Panel
An introduction to The Command Panel and its various sub-panels.
Chapter 04: The Toolbar
A quick run-through of the various main Toolbar icons and the functionality they access.
Chapter 05: The Menus
A brief introduction to the menu system options.
Chapter 06: Final Elements
To complete the user interface section we look at the other main UI windows, such as the Material Editor, Particle View, the time-line and so on.
Basic Workflow Tutorial
Chapter 09: Modelling
An introduction to basic poly-modelling workflow
Chapter 10: Rigging & Animation
We continue the tutorial by applying some basic rigging to our models and then we apply some basic animation to create an animation effect. Of a swinging fireball.
Chapter 11: Particles
We enhance our scene next with a Particle Flow system to add flames and sparks to our fireball.
Chapter 12: Lighting & Texturing
Next we texture our scene to make the plinth appear like rock, a rock Mayan relief on the floor and of course a fiery effect to our fireball. Then we light it to match.
Chapter 13: Completed Renders
After rendering our scene we compare the different rendering qualities we get from a basic render, and one that uses bounce-light.
3dsmax Workflow 2 - Proceduralism
This DVD is the first of a two part series that introduces Proceduralism within 3dsmax. Chris guides you through the concepts of a nodal architecture by looking at practical examples in 3dsmax , Maya and Houdini , and goes on to show how it is accessed in Max via its Stack interface. He then continues onwards to show how large and small elements can be instanced, and outlines important issues such as stack evaluation and topological dependency.
This DVD is aimed at a user of Fundamental to Intermediate level. It is intended to give a good grounding in the Procedural concepts and workflows in 3dsmax, and also as a strong foundation upon which the user can build their skills in DVD 2 in this series Procedural Techniques .
CH 01: What Is Proceduralism?
A brief introduction to the concepts that lie behind Proceduralism, such as Nodes, Parameters and Controllers.
CH 02: Working With Nodes & Proceduralism
To give us a broader insight into what a Procedural workflow is, in this chapter we take a brief look at the same procedural task tackled in 3 different packages, 3dsmax (of course), Maya and also Houdini.
CH 03: The Stack, Friend or Foe?
The Stack can be a daunting and confusing prospect to new users of 3dsmax and 3D software in general. Here we look at how it can be used to make our workflow easier and more flexible.
CH 04: Instancing & Referencing
An important feature of most Procedural systems is the ability to share and re-use nodes, parameters and controllers across the package. We look at what this offers us here...
CH 05: Base Objects & Conversion
All objects in 3dsmax are based on a number of core base geometry types, we look at them here and how we can convert between them at will.
CH 06: Working With The Stack
Here we return to the Stack to look at how it functions in more detail. How we can manipulate the modifiers to do what we want and gain mastery over this crucial 3dsmax interface element.
CH 07: The Modifiers
The Modifiers are the elements that we use to build our procedural systems via the Stack. Here we run through the functionality of each major group briefly.
CH 08: Passing It On & Topological Dependency
Some Modifiers and situations are such that they are totally dependant on the geometry and sub selections passed to them. We explore those issues here.
CH 09: Experimentation Without Risks
Finally we look at how a procedural workflow also allows us to experiment during our workflow with no real risk, and also how to use proceduralism to fix errors we may have made during modelling.
Particle Flow Fundamentals 1 - Principles & Workflow
This DVD introduces the user to Particle Flow, the new schematic particle system first introduced in release 6.0 of 3dsmax. Chris will guide you through the fundamentals of what particles are, how Particle Flow is structured, the elements of its GUI and on how to construct your own first Particle Flows.
This DVD is aimed at an intermediate 3dsmax user, someone who is comfortable with its interface and workflow. The DVD does not assume any previous particle system experience however and is suitable to those that are new to the field, as well as to those moving over from other 3d software packages.
Particle Flow Fundamentals 2 - Operators1
This DVD continues our Particle Flow Basics series by covering in depth the first three sets of
Particle Flow Operators. The Operators covered are... Birth, Birth Script, Delete, Position Icon,
Position Object, Rotation, Spin, Scale, Speed, Speed By Surface, Speed By Icon and Keep Apart.
This DVD is aimed at a user with a basic knowledge of Particle Flow. It has been primarily designed
as a continuation of our Particle Flow Fundamentals series, though it is also very much suitable
for use by those that already have a basic knowledge of Particle Flow and who wish to gain a greater
insight into the use of the Operators covered by this DVD.
Particle Flow Fundamentals 3 - Operators 2
The third DVD in our Particle Flow Fundamentals series continues our in depth examination of its Operators. The Operators covered are... Shape, Shape Facing, Shape Instance, Shape Mark, Materials Static, Material Dynamic, Material Frequency, Mapping, Cache, Display, Notes, Force, Render and Script..
This DVD is aimed at a user with a basic knowledge of Particle Flow. It has been primarily designed as a continuation of our Particle Flow Fundamentals series, though it is also very much suitable for use by those that already have a basic knowledge of Particle Flow and who wish to gain a greater insight into the use of the Operators covered by this DVD
Particle Flow Fundamentals 4 - Tests, Forces & Collisions
The fourth DVD in our Particle Flow Fundamentals series continues our in depth examination by looking at Particle Flows Tests, The Force SpaceWarps and the Collision Deflectors. Tests covered are… Age, Collision, Collision Spawn, Find Target, Go To Rotation, Scale, Script, Send Out, Spawn, Speed, Split Amount, Split Selected and Split Source. The Forces covered are… Gravity, Wind, Drag, Vortex, PBomb, Motor and Push. The 3 basic and 3 Omni Deflectors are also covered.
This DVD is aimed at a user with a basic knowledge of Particle Flow. It has been primarily designed as a continuation of our Particle Flow Fundamentals series, though it is also very much suitable for use by those that already have a basic knowledge of Particle Flow and who wish to gain a greater insight into the use of the Operators covered by this DVD.
Particle Flow Fundamentals 5 - Practical Examples
Practical Examples concludes our Particle Flow Fundamentals series with an in depth look at nine diverse real world effects. We look at how to approach each example in the most efficient manner, how different flow topologies can be used to tackle different effect problems. How materials can be used to produce animated effects, and how animated meshes can be instanced into our flows to help in realising our compelling series of effects.
This DVD is aimed at a user with a basic knowledge of Particle Flow. It has been primarily designed as a continuation of our Particle Flow Fundamentals series, though it is also very much suitable for those of an intermediate level of Particle Flow use.
Intermediate Rigging 1 - FK Spine, Leg & Foot Rig
In this DVD Paul will take you through rigging the Ogre’s Spine using an FK system in conjunction with wired control objects. He then demonstrates how to create an inverse foot rig using reactor controllers and scripted custom attributes to facilitate a smooth foot-roll system. Finally we learn how to modify the leg bones using expression controllers to create a working leg stretch system.
This DVD is aimed at 3dsmax users that are familiar with the basics of rigging such as IK and FK systems, Expression, Script and Reactor Controllers and so on. The DVD along with the others in the series aims to take those fundamentals skills to the next level and to allow you to create production level character rigs that are flexible, easy to use and fast to work with.
Chapter 01: Creating The FK Spine
How to create a Forward Kinematic based spine rig.
Chapter 02: Control Objects
Paul shows how to create the control objects that will be used for the various aspects of the rig.
Chapter 03: Constraints & Wiring Paramaters
The FK Spine is setup by connecting it to its control objects via orientation constraints and parameter wiring.
Chapter 04: Leg & Reverse Foot Rig
Paul creates the bone rig necessary for the reverse leg/foot rig (a rig that allows for foot-roll)
Chapter 05: Scripted Custom Attributes
A set of Custom Attribute based controls is needed for the foot-roll rig. Here Paul shows how their creation can be automated via MAXScript.
Chapter 06: Modifying Custom Attributes
Once created you may need to modify the Custom Attribute based interface. Paul shows how this can be done via MAXScript.
Chapter 07: Reactor Controllers
Paul moves on to show how the various foot controls can be rigged up to their respective bones via the Reactor Controller interface.
Chapter 08: Leg Stretch System
As the inverse foot rig can become detached from the ankle, Paul shows how we can modify the leg IK system so that it auto-stretches when the foot is extended too far.
Intermediate Rigging 2 - Spline IK, Arm & Hand Rig
In this DVD Paul continues his Ogre rig with a second approach to producing a spine rig using a custom Spline IK solution. He then moves on to producing an arm rig that demonstrates two unique methods for an arm bone twist solution. Finally Paul demonstrates how to rig a hand and produce a comprehensive GUI for it using custom attributes and MAXScript.
This DVD is aimed at 3dsmax users that are familiar with the basics of rigging such as IK and FK systems, Expression, Script and Reactor Controllers and so on. The DVD along with the others in the series aims to take those fundamentals skills to the next level and to allow you to create production level character rigs that are flexible, easy to use and fast to work with.
Chapter 01: Spline IK
Paul explains what a Spline IK system is, and shows how to setup the spline and the associated bones.
Chapter 02: Controlling Spline IK
And goes on here to show how a control system can be setup to interface.
Chapter 03: Stabilising Spline IK
Due to its use of a spline there can be twisting and stability issues. Here Paul shows how to bring these issues back under control and stabilize them.
Chapter 04: Arm Bones
Paul shows how to setup the characters arm bone rig.
Chapter 05: Control Objects and HI IK
We now create the arm control objects and setup the history independent inverse kinematic system.
Chapter 06: Twisting with Constraints
The lower arm twist system is setup.
Chapter 07: Extracting Rotations
The upper arm twist system is implemented and Paul shows how to extract rotations to facilitate it.
Chapter 08: Hand Bones
Paul creates the hand bones.
Chapter 09: Custom Hand Control Interface
And the custom attribute controls are applied to the hand control objects.
Chapter 10: Wiring the Fingers
Paul shows how to wire up all of the fingers to the controls
Chapter 11: Wiring the Thumb
And finally the thumb is wired up to complete the hand rigging.
Intermediate Rigging 3 - Skinning Techniques
In this DVD Paul deals with many of the aspects of skinning a character using 3dsmax's Skin modifier. Starting with weighting via envelopes Paul then moves on to build on this foundation with weight painting and blending. Further control is then added via muscle bones, skin deformers and springs for dynamic flexing of the Ogre's stomach.
This DVD is aimed at 3dsmax users that are familiar with the basics of rigging such as IK and FK systems, Expression, Script and Reactor Controllers and so on. The DVD along with the others in the series aims to take those fundamentals skills to the next level and to allow you to create production level character rigs that are flexible, easy to use and fast to work with.
Chapter 01: Envelopes & Mirroring
Here we look at how the Skin modifiers envelopes can be mirrored from one side of the rig to the other, saving on setup time.
Chapter 02: Include / Exclude
With the basic enveloping in place, Paul goes on to setup the basic inclusion/exclusion vertex lists for each bone.
Chapter 03: Vertex Weighting / Painting Weights
Paul shows how the vertex paint tool works.
Chapter 04: Painting Blend Weights
And then moves on to show how the blend weights tool can be used too “smooth” out any hard edges in your current weighting.
Chapter 05: Adding Muscle Bones
In some places extra bones can be added to help with muscle definition and other body forms, Paul shows how to do so here.
Chapter 06: Methods & Results
Here Paul explains some of the techniques he has been using on this DVD and the various results he has achieved with them.
Chapter 07: Skin Deformers
When posed in a certain way the skin can take on problematic forms. Paul shows how the skin deformers can be used to get around some of these issues.
Chapter 08: Dynamic Belly With Springs
Our Ogre character has a pretty large belly and to take that into account Paul shows how he has added springs to create a dynamic belly wobbling effect.
Chapter 09: Controlling Springs With Script
The spring controllers used in the last chapter can cause a large lag whilst scrubbing your animation. Paul shows how to turn off the controllers during animation tweaking via MAXscript.
Chapter 10: Skin Utilities
We wrap up the DVD with Paul running us through some of the more advanced features and Utilities found in the Skin modifier.
Intermediate Rigging 4 - Facial Rigging Techniques
In this final DVD in Paul Neale’s Intermediate Rigging Series, Paul looks at two completely different ways to setup the Ogre’s facial animation rig. In the first half of the DVD we look at the eye rigs dilation and directional controls, and then move on to a morph centric system that only uses a bone for jaw movement. In the second half of the DVD we look at a bone based system that allows for very fine an intuitive control over the Ogre’s features. A six hour plus DVD, jam packed with insights and a must buy for any budding or professional rigging TD.
This DVD is aimed at 3dsmax users that are familiar with the basics of rigging such as IK and FK systems, Expression, Script and Reactor Controllers and so on. The DVD along with the others in the series aims to take those fundamentals skills to the next level and to allow you to create production level character rigs that are flexible, easy to use and fast to work with.
Note: MAXScript skills are vital to get the most from this DVD. We recommend our MAXScript Fundamentals Set for those needing to learn these skills.
Chapter 01: Eye Rig: Main Model & Dilation
Paul starts by modelling the Eyeballs and setting up their dilation system.
Chapter 02: Eye Rig: Directional Controls
With the eyes in place, Paul then sets up their directional control.
Chapter 03: Head: Setup For Morphing
Paul discusses how the head should be setup for the morph based system, including dispelling an "urban myth" about using separate heads to save on memory.
Chapter 04: Blended Morph System
A start is made on setting up the morph based system, starting with the Ogre's jaw.
Chapter 05: Blended Or Muscle Based Morph
Paul shows how problems with intersections caused by the jaw can be counteracted with corrective morphs.
Chapter 06: Creating The Facial UI
We write a script to create one of the facial UI elements and then use this to build the entire facial UI system.
Chapter 07: Facial Rigging
Paul then rigs together a number of morph targets and the facial UI.
Chapter 08: Eyebrows: Scripting Reaction Manager
Using Reaction Controllers Paul shows how the eye brow morph shapes can be setup to create a natural roll from the UI movements.
Chapter 09: Storing Poses In Pen Attrib Holder
Paul completes this section by showing how the facial UI animation can be stored using his Pen Attribute Holder.
Chapter 10: Bone Based Facial System
In the second section we look at a totally different system based on bones. Paul explains the basis of the system here and shows how the bones have been setup.
Chapter 11: Skinning The Facial Bones
Then he moves on to show how the bones are skinned to the face.
Chapter 12: Creating Control Objects
Paul shows how the control objects can be created and then rigged in to each set of bone controls.
Chapter 13: Mirroring Without Negative Scale
Once the control objects are working on the right side of the face we need to "mirror" them to the left side without using scale.
Chapter 14: Rigging Eyebrow And Lids
Paul shows how the Ogre's eyebrows and lids can be rigged using the same controls and bones.
Chapter 15: Connecting The Jaw Bone
And now the jaw bone is added to the rig and set up with its own control object.
Chapter 16: Fine Level Controls
Now each bone nexus has its own fine level control added to give the animator total control over the Ogre's facial expression.
Chapter17: New Features in 3dsmax 7 & 8
In this Bonus Chapter Paul shows how the new feature added in 3dsmax 7 and 8 can be used to simplify and speed up our rigging process and rigs.
MAXScript Fundamentals 1 - Variables, Macroscripts & Functions
In this first DVD in our MAXScript Fundamentals series Laszlo will take you through the first principles of MAXScript, such as Variables, Properties, For Loops, Flow Control, making your code into a MacroScript for easier access on your toolbars, Functions and how to make your own custom Functions from your own MAXScript code.
This DVD is aimed at an intermediate 3dsmax user who wants to harness the power of MAXScript and at those moving over to 3dmax from another platform that need to transfer their scripting skills. MAXScript will allow you to both to make your workflow easier via custom tools, and also to push beyond any limits placed on you by the systems GUI. Note: No previous programming or scripting experience is needed for this DVD.
Ch 01: What is MAXScript
Laszlo explains what a scripting language is and how MAXScript fits into this picture.
Ch 02:Accessing the MAXScript Listener
Laszlo explains what the MAXScript listener is and how can we access it.
Ch 03: Basic Concepts – Variables
An introduction to some of the basic concepts involved in scripting, starting here with Variables.
Ch 04: Properties
What are object properties?
Ch 05: Functions
What are Functions, what can we do with them?
Ch 06: Evaluation
Laszlo explains how a line of MAXScript is evaluated by 3dsmax and what implications evaluation has on our scripting.
Ch 07: Script Editor & Macro Scripts
An introduction to the Script Editor and Macroscripts.
Ch 08: The Tree Creator Script
Laszlo starts a practical tutorial on how to make a script to populate a plane with fir tree models.
Ch 09: Class Definitions & Property Inheritance
Within the Tree tutorial Laszlo explains what Class Definitions are and how Property Inheritance works.
Ch 10: Function Definitions
We need functions to make our Tree Creator script work, Laszlo runs through how to do so here.
Ch 11: Accessing Data & Simple Matrix Maths
How can we access the vertex data for the tree landscape mesh and then position the trees on those verts using some basic Matrix math.
Ch 12: Controlling Script Flow, For Cycles
We need to repeat the tree placement action for each vertex , so here Laszlo shows how For Cycles can be used to do so.
Ch 13: Fool-Proofing Your Scripts
So now our Tree script works, here Laszlo shows how we can put measures in place to stop errors occurring with it when in practical use.
Ch 14: Scripting Tips and Tricks
Laszlo finishes off by running through a number concepts, tricks and tricks that can help you when writing your own first MAXScripts.
MAXScript Fundamentals 2 - MAXSctipt For The Masses
In our second MAXScript Fundamentals DVD, Borislav “Bobo” Petrov continues our exploration of the wonderful world of MAXScript. In this DVD Bobo applies MAXScript to many real world tasks where doing things by hand would be slow and laborious, bring to bear the power of MAXScript on the masses of objects, lights and materials found in a typical 3dsmax scene.
This DVD has been designed as a continuation of our first MAXScript Fundamentals DVD (Variables, Macroscripts & Functions by Laszlo Sebo), though it can be used by existing MAXScript users to gain insight into the power of MAXScript from an acknowledged scripting master.
CH 01: Arrays and Object Sets
A brief introduction to the concepts of Arrays and Object Sets, both which facilitate working easily with large groups of objects.
CH 02: Working with Object Sets
Here we look at how to work with Object sets.
CH 03: Filtering Object Sets
How we can filter object sets to create more specific groups of scene nodes to work on.
CH 04: Working with General Node Properties
All scene nodes share a set of General Node Properties, here Bobo shows how these properties can be worked with
CH 05: Filtering by Mesh Properties
Here Bobo shows how mesh objects mesh specific properties can be used to filter out specific objects in out scenes.
CH 06: Mass-Changing Properties
How to change multiple properties in one go via various methods, including mapped functions .
CH 07: Randomizing Properties, Renaming Nodes
Show how we can randomize properties on multiple objects very quickly i.e. bend angles. Also how to rename multiple nodes with unique names quickly.
CH 08: Attack of the Instanced Clones
How to work with instanced objects, how to create instanced nodes, how to break instancing and also how to re-instance object nodes once more.
CH 09: Working with Modifiers
How to copy and paste modifiers both as instances and also as unique items. How to break an instance and also how to re-create it.
CH 10: Working with Animation Keys
Shows how to adjust many animation keys in one go.
CH 11: Working With Materials
How can we apply materials to our objects, how to define new materials and how to work with materials within the material editor.
CH 12: Saving Objects
Shows how we can take selections of scene nodes and save them out to specific local or network locations for later use. Bobo then goes on to show how these saved files can be imported via script also.
Advanced MAXScript 1 - The Matrix: Explained
In this first of our Advanced MAXScript DVDs, Bobo introduces us to the world of 3D math, or as he puts it “how the 3D world functions under the hood…”. This DVD progresses through the theory and practical application of vector, trig, matrix and barycentric coordinate math. It will allow you to manipulate objects transforms, particles speed and motion, to easily align one object to another, and builds on all of these topics to culminate in a fully scripted ray-tracing rendering system!!
This DVD is an ideal introduction or refresher course for any Intermediate or Advanced scripter that wants gain (or re-gain) control of 3D math skills within MAXScript and in doing so push their skills forward and take a firmer control of many areas of 3dsmax.
Chapter 01: Vectors: The Basics
In the first chapter Bobo gives an introduction to the concept of 1 and 2 dimensional vectors, Vector addition and multiplication.
Chapter 02: 3 Dimensional Vectors
We move on to 3 Dimensional Vectors and treating RGB colour space as a Vector.
Chapter 03: Unit Vectors
Bobo explains the importance of Unit Vectors and shows a practical application within a scripted PFlow Operator.
Chapter 04: Trigonometry & Vector Operations
Moving on from Vectors we look a trigonometry and how the sine and cosine functions relate to angles and vectors. We also look at vector dot and cross products
Chapter 05: Barycentric Coordinates
We look at how a position on a triangular face can be specified via barycentric coordinates.
Chapter 06: Ray Intersections
In this chapter we look at the MAXScript Ray and RayEx. functions and how they can be used to find collisions within 3D space.
Chapter 07: The Matrix: Explained
The Matrix... here Bobo explains the basics of how a matrix is used within 3D software to store a nodes position in space, its rotation and also its scale and shows how nodes and PFlow particles can be aligned using their Matrices.
Chapter 08: The Matrix: Continued
Continuing with Matrices we look at how we can determine if two objects face towards each other and how to rotate an object within another objects transform space..
Chapter 09: Vectors and Matrix3 Values
We look at how we can convert a single vector into a full Matrix, also the same but with an up vector and more.
Chapter 10: Sub-Object Transformations
We look at controlling Modifier Gizmo's position and orientation using its matrix and how this can be used to slice many objects with the same plane at the same time..
Chapter 11: Camera & View Transform Matrix
Bobo explores the fact that any scene camera has its own transform matrix and how this can be used to determine all objects in front or behind the camera..
Chapter 12: A Basic Rendering Pipeline
We start our end project, constructing a fully functional scripted rendering system. First we implement a basic diffuse shading model and also Z-Depth testing.
Chapter 13: Implementing Textures
Then we move on to support textures within our shading model and also ambient light .
Chapter 14: Phong And Blinn Highlights
We look at how Phong and Blinn highlights are calculated and then we implement Blinn highlights..
Chapter 15: Implementing Shadows/Reflections
And we complete our rendering system by adding ray traced shadows and final ray traced reflections.
Particle Flow Scripting 1 - The PFlow Script Show
In the first part of our two part Scripting Particle Flow series, Bobo introduces us to the inner workings of Particle Flow and how we can take total control of Particle Flow via MAXScript. The tutorial will show you the standard structures of Particle Flow scripts, how particle channels are accessed and altered, and how you can easily modify the standard examples to create a plethora of real world production ready practical examples.
This tutorial requires the user to have a grasp of 3D mathematics, be familiar with the standard Particle Flow system and have a working knowledge of creating Particle Flows. The tutorial will show you how to gain greater control of Particle Flow via its comprehensive MAXScript access, and will give you the skills needed to create your own working scripted Operators and Tests.
Chapter 01: MAXScript In PFlow
In the first chapter Bobo explains how Particle Flow works "under the hood". How channels define particles, and how you can change channel values via MAXScript.
Chapter 02: Script Structure Example
Then he runs you through an example pflow Script Operator, explaining how a pflow script is structured and how it acts on your particles.
Chapter 03: Birth Script
Each area of script access in PFlow has a default example script. Bobo explains how the default Birth Script functions here...
Chapter 04: Script Operator
Next he goes on to explain what the default Script Operator code does.
Chapter 05: Script Test
And the same for the Script Test default code.
Chapter 06: Every Step Update
The Every Step update script also has default code. Bobo explains it here...
Chapter 07: Final Step Update
And the last example is the Final Step default script.
Chapter 08: Practical Examples - Birth Script
In the next section of the tutorial Bobo shows you how to create your own scripted Birth Operator. This example births particles on a regular "virtual" grid in 3D space.
Chapter 09: Colour By Speed
This Script Operator example shows how you can set a particles colour, based on its speed.
Chapter 10: Looping Particles
Here Bobo explains how to make your particles loop seamlessly.
Chapter 11: Delete By Time Gradient
In this Scripted Operator he shows how you can set particle lifespan based on the emitters progress along a splines length.
Chapter 12: Force Wiring
A number of Operators (notably Force) can have their effect specified via a value stored in one of the 4 standard script channels. Here Bobo shows you how you can use this to give per particle Force effects.
Chapter 13: Speed Magnitude By Object
Here Bobo shows you how you can use an animated reference object to control the speed magnitude (but NOT direction) of your particles.
Chapter 14: Speed Mag Vs Object
This Script Test shows how you can also test a particles speed magnitude against that of your animated reference object.
Chapter 15: Speed Direction Vs Object
And its also possible to test your particles against the reference object direction of travel. This example shows just how...
Chapter 16: Geometry Volume
And we wrap up with this Script Test which shows how you can test if a particle is inside the volume of a poly mesh object.
Particle Flow Scripting 2 - The PFlow Script Show
In Part 2 of our Scripting Particle Flow series Bobo will show you how you can use MAXScript to integrate Particle Flow with other areas of 3dsmax. He shows how we can hijack standard Operators with MAXScript. Techniques for interacting with scene geometry, lights and Splines. Positioning particles along Splines, moving objects and lights to the positions of particles. And even creating particle flows procedurally based on the results of a Reactor simulation.
This tutorial requires the user to have a grasp of 3D mathematics, be familiar with Particle Flow and creating their own Particle Flow systems, and a working knowledge of scripting Particle Flow. The tutorial builds on the skills taught in part one of this series and will show you how to extend Particle Flows outside of Particle View and beyond.
Ch01: Emit Particles From Verts
Bobo opens the tutorial with a an answer to a "classic" PFlow scripting question. How do you emit one particle (only) from each vertex of a mesh object?
Ch02: Fly To Vert Positions
Here Bobo switches things around by showing us how to specify the static vertices of a mesh object for particles to fly too using the Find Target Operator.
Ch03: Fly To Dynamic Vert Positions
In a development of the previous chapters system, we find out how to modify the script to handle dynamic (animated) vertex positions for our particles to target and fly to.
Ch04: Fly To Other Particles
And pushing this theme even further, we can even define another set of animated particles for our particles target.
Ch05: Follow Spline Path
A feature from the legacy 3dsmax particle systems that many miss, is the ability to have particles flow along a Spline. We find out here how this is possible in PFlow via MAXScript.
Ch06: Position Particles By Spline
And here we use a slightly different technique to position our birthed particles along a Spline.
Ch07: Scale By Surface
Some Operators can be "Hijacked" with MAXScript. In other words you can use MAXScript to modify the original functionality of an Operator. Here Bobo shows you how you can use the Speed By Surface Operator to instead control your particles Scale.
Ch08: Colour By Surface
And once again the Speed By Surface Op is hijacked into instead controlling your particles Colour.
Ch09: Move Geo To Particles
A power feature of PFlow/MAXScript is the ability to control scene objects using particles. This chapter gets the "ball rolling" by showing you just how to achieve this.
Ch10: Move Geo To Particles (Final Step)
Moving Objects using an Operator can have issues with position lag (as shown in the last chapter). In This chapter we adapt our script to instead use the Final Step Update script. Which removes the issue from our solution.
Ch11: Move Lights To Particles
Now that we know how to move scene Objects, lets expand and develop our repertoire to include manipulating Lights!
Ch12: Move Lights To Collisions
And what if we want flashes of light when our particles collide with a surface? Bobo shows you how to do this here...
Ch13: Baking Static Particle Counts
In the next four chapter we will build a stand-alone scripted particle baking utility. Now that we know how to move Objects and Lights etc with particles, lets see how we can keyframe those movements so that our particle system is no longer needed.
Ch14: Baking Dynamic Counts
In the previous chapter we baked out a fixed particle count. Here we learn how to handle fluctuating particle counts, a much more common real-world scenario.
Ch15: Creating The Utilities GUI
Now that we have a robust particle baking script, lets create a GUI so it can become a production ready tool for others to use.
Ch16: Adding Functionality
Now that we have the GUI in place, lets add all the functionality we need and make sure it works as planned.
Ch17: Emit Particles On Reactor Collision
Bobo finishes of the tutorial and the series with another classic forum head scratcher. How do I get particles to interact and emit based on a Reactor Dynamic simulation. Along the way he shows us how we can procedurally create complete new PFlow systems based on the example Reactor sim...
Texturing Fundamentals 1 - UV Mapping & Texturing
This comprehensive DVD will introduce to you and take you through many of the fundamental concepts of texturing models in a CG environment. What is UVW mapping and how do I work with it? How do 3D procedural textures map themselves onto our models? How can I lock those procedurals to my deforming characters mesh (skin, soft body dynamic objects etc). These and other topics are explored here and should give any user a complete grounding in UV mapping and texturing within 3dsmax.
This DVD is aimed at a fundamentals and intermediate level user that needs a fuller grasp of UVW mapping and procedural texture theory. It will give any user a firm grasp of these concepts upon which they can build further more advanced skills.
Chapter 01: What are UVs?
An introduction to what UVW coordinates are and how they can be used to map 2D textures onto our models.
Chapter 02: Displaying Materials
How to effectively display 2D and 3D textures in the viewport.
Chapter 03: Implicit UVs
What are "implicit" UVs?
Chapter 04: Applied UVW Projections
How to apply UVs when implicit UVs are missing.
Chapter 05: The UVW Mapping Modifier
How to use the UVW Mapping Modifier
Chapter 06: "Linking" The UVW Gizmo
How to "link" the UVW Modifiers Gizmo to another scene object for special effects work.
Chapter 07: The Bitmap Coordinates Rollout
How to use the 2D/Bitmap Coordinates Rollout in conjunction with an objects UVs to control how the Bitmap/2D images is applied.
Chapter 08: The Unwrap UVW Modifier
A brief introduction to the Unwrap UVW Modifier .
Chapter 09: Procedural Textures
What are Procedural Textures?
Chapter 10: World Space
How to map procedural textures using the World Space Coordinate System.
Chapter 11: Object Space
How to map procedural textures using Object Space Coordinate System
Chapter 12: UVW Space
How to map procedurals using UVW space and also how to lock procedurals to deforming mesh surfaces using UV mapping.
Chapter 13: Special Mapping Types
A brief introduction to "special" procedural mapping types.
Chapter 14: Procedural Coordinates Rollout
How to work with the corresponding procedural coordinates rollout.
Chapter 15: Applied Mapping
Applying what we have learnt in the previous chapters to a real world model .
Intermediate Texturing 1 - The Unwrap UVW Tool
The second DVD in our texturing series explores the Unwrap UVW modifier tool in 3dsmax 8.0. The DVD opens with an explanation of the fundamental concepts behind UV unwrapping. Then moves on to give a thorough introduction to all of the user interface elements of the tool. And then Chris takes you through a comprehensive real world project that will give you a solid understanding of the techniques and workflows of the unwrapping process.
This DVD is aimed at an intermediate level user that has a grasp of the fundamentals of texturing and mapping within 3dsmax. It is an ideal continuation of the skills learnt in DVD1 in this series UV Mapping & Texturing.
CH 01: Understanding The Unwrapping Process
Chris gives a run through of the major concepts behind UV unwrapping .
CH 02: Unwrapper: Command Panel
A brief run-through of the Command Panel elements of the Unwrapper interface.
CH 03: Unwrapper: Editor Menus
Moving on into the tool proper, Chris runs through the various menu options .
CH 04: Unwrapper: Editor Toolbar
Then shows us what the various toolbar buttons do.
CH 05: Unwrapper: Editor Window
Then Chris explains how the main window allows us access to the UV vertices, edges and faces of the model being unwrapped.
CH 06: Unwrapper: Editor Options
A brief run-through of the user interface elements of the lower "Option" panel interface.
CH 07: Unwrapper: Stitch & Relax
Chris shows what the Stitch and Relax tools can be used for.
CH 08: Unwrapper: Flatten, Normal & Unfold
And he completes the tour of the GUI and tools with a look at the three automatic unwrapping systems.
CH 09: Unwrapping Tutorial Introduction
Chris explains what the goals are and the "game plan" for the following practical tutorial.
CH 10: The Front, Right & Tower Front Walls
Chris starts by unwrapping these elements.
CH 11: The Left Wall, Roof & Window Frames
And continues by unwrapping the left wall, the roof and the first two window frames.
CH 12: The Inner Walls & Stair Unit
Chris then quickly unwraps the Inner wall area, and then moves on to one of the hardest elements, the stairs.
CH 13: The Back Wall, Door, Chimney & Supports
And the last elements are unwrapped.
CH 14: Final Tweaks & Render To Texture
Some final tweaks to the UV layout are carried out here, and then Chris shows how the Unwrapper can be used in conjunction with the Render To Texture tool.
Advanced Texturing 1 - Creature UV Unwrapping
In this DVD Dominic Qwek will guide you through a fast and efficient workflow for unwrapping the UV's on a complex organic creature mesh (the creature he modelled in his Advanced Modelling DVD). The DVD is structured in two halves, in the first half Dominic covers the “traditional” workflow used in 3dsmax 7.0 and earlier releases. And in the second half Dominic moves on to show how the new features of 3dsmax 8.0 such as Pelt Mapping and its enhanced Relax Tools can be used to accelerate and complement the processes shown in the first section of the DVD.
This DVD is intended for advanced users and requires an understanding of the principles of UVs and a good working knowledge of the UV Unwrap tool featured in 3dsmax. The workflows on this DVD can to a large extent also be carried across to other 3d software such as Maya and XSI.
Chapter 01: Setting Up The Model
Dominic shows how the 3d model can be prepared for the unwrapping process and what tools are to be used.
Chapter 02: Unwrapping The Legs & Claws
Dominic unwraps the legs and the claws.
Chapter 03: Unwrapping The Lower Torso
Then moves on to unwrap the creatures lower torso.
Chapter 04: Unwrapping The Arms
After this he unwraps the arms.
Chapter 05: Unwrapping The Upper Torso
And then moves on to unwrap the upper torso.
Chapter 06: Unwrapping The Jaw 7 Mandibles
Then Dominic moves on to unwrap the jaw and mandibles of the creature.
Chapter 07: Unwrapping The Skull
And finally the unwrapping is completed with the skulls UVs.
Chapter 08: Hiding The Seams
With all of the UVs unwrapped Dominic applies separate UVs for a set of blending textures to hide any UV set seams.
Chapter 09: Final Layout of UV's
And Dominic completes this section of the DVD by compiling the UVs into two large sets, one per final texture bitmap.
Chapter 10: New Features In Max 8.0
Dominic explains a little about the new features added to the UV Unwrap tool in 3dsmax 8.0
Chapter 11: Defining Pelt Seams
Then he explains about Pelt Seams and then defines them on our model
Chapter 12: Pelt Mapping
Moving on Dominic uses the new Pelt Tool to pull the UVs apart on a pelt that was defined in the previous chapter.
Chapter 13: Enhanced Relax Tool
And then he shows us how the new relax tools in 8.0 can be used to very quickly un-fold any overlapping UVs in our Pelted UV’s.
Afterburn Masters 1 - Afterburn Fundamentals
This DVD introduces Sitni Sati’s 3dsmax volumetric particle rendering system, Afterburn to the advanced level Particle Flow user. Allan gives you an overview of the Raymarching technology behind the system and goes on to guide you through the user interface and a number of practical examples that demonstrate the myriad of uses Afterburn can be put too. Later, he gives a valuable insight into optimisation techniques and the best tricks and approaches to Afterburn's use, that give you an insight into its use for special effects in Film, Television and Games special effects.
This DVD is aimed at the intermediate to advanced level 3dsmax Particle Flow user, that needs to get the most out of Afterburn. The DVD assumes that the user is well versed with Particle Flows operation, though it does not assume any prior experience with the Afterburn system itself.
Afterburn Masters 2 - Fireball
In this DVD Allan McKay takes you through the real world scenario of creating a huge fireball bursting down the passenger aisle of a commercial jet. The tutorial covers such topics as tackling the creation of the various effect elements, including a Birth Script Operator to facilitate the fireball ripping chairs from their bases as it tears through the aircraft. The tutorial then goes on to cover the creation of the various render elements needed for the final effect and culminates in Allan taking you through a test composite to produce a final film quality effects shot.
This DVD is ideal for advanced users that are comfortable with Afterburn and Particle Flow and who want to take their skills to the next level. It is an exploration of a real world scenario and will give even advanced users a very valuable insight into a real world effects shot pipeline.
Afterburn Masters 3 - Air Strike
In this DVD Allan tackles a real world production scenario using a highly procedural workflow. He demonstrates how to use a combination of Particle Flow and Afterburn to form a flow that creates an air strike by a squadron of bomber jets. Each jet drops a bomb and this triggers a chain of events that leads to a number of effects that cascade from the original bomb release. A perfect example of how to push your Particle Flow and Afterburn based effects to a higher level and make your particles truly think for themselves!
This DVD is ideal for advanced Particle Flow users and those that are comfortable in using Afterburn. It is an exploration of procedural methods using Particle Flow to achieve a complex real world production level effect.
Modelling Fundamentals 1:Primitives & Poly Fundamentals
This is the first in a four DVD series that aims to teach the fundamentals of modelling in 3dsmax. In this first DVD you will learn how to effectively navigate and manipulate objects in 3D space. Then the DVD moves on to teach you what polygons are and how they are fundamental to all modelling systems. Then we learn about Primitives and how we can change their form using Modifiers and Spacewarps. And finally we make a start on a series wide project to build a go-cart using the skills developed in this DVD.
This DVD is aimed at a user who is new to 3dsmax and modelling. The DVD makes no assumptions about your 3D knowledge and aims to give you a ground up tuition in modelling. Its topics are wide ranging and form a foundation for the DVDs that follow in this series.
CH 01: Efficient Scene Navigation
We make a start by looking at how we can effectively navigate within 3dsmax's 3D workspace.
CH 02: Keyboard Shortcuts & Interface
Then we look at the most commonly used keyboard shortcuts and user interface features for modelling.
CH 03: What Are Polygons?
Polygons are fundamental to all current modelling systems. We find out what they are here and why they are so important.
CH 04: Editable Mesh & Editable Polygons
Then we learn the differences between the two current polygon mesh types in 3dsmax.
CH 05: Primitives & Tessellation
Chris then shows us what Primitives are, and how they are tessellated into visible 3D objects via polygons.
CH 06: Coordinate Systems
We then explore what Coordinate Systems are and how they define our 3D world.
CH 07: The Home-Grid & Snaps
Chris then continues by looking at how we can organise those spaces via Grids, and make our modelling more precise by Snapping to those grids whilst modelling.
CH 08: Pivots & Custom Grids
Our objects are manipulated in space via their Pivots. Here we expore these reference points and also the creation of Custom Grids.
CH 09: Modifiers & The Stack
Now we look at one of 3dsmax's main features and key methods for altering primitives, Modifiers and the Stack.
CH 10: Spacewarps
A system akin to Modifiers, called Spacewarps is explored here. We find how Spacewarps and Modifiers are closely related but uniquely featured.
CH 11: Basic Primitive Usage
Now we put what we have learnt so far to practical use, by modelling elements of a go-cart by using Primitives.
CH 12: Using The Bend Modifier
Having created a number of simple model elements we now modify some of them using the Bend Modifier.
CH 13: The U-Bend & Finishing Up
And once comfortable with this, we try something a little more complex by creating a U-bend using a number of modifiers and sub-selections.
Note: We'll return and enhance this go-cart model in DVD2, and throughout this four DVD series.
Modelling Fundamentals 2 - Polygonal Mesh Modelling
This DVD continues our series on modelling fundamentals by exploring polygonal modelling. You will be shown the key differences between the Edit Mesh and Edit Poly geometry types. You’ll be shown the main elements of mesh editing, including creating polygons from scratch, attaching and detaching meshes, flipping Normals, modifying smoothing groups and material IDs, ring selection and division, bevelling and much more.
This DVD is aimed at a user who is new to 3dsmax and modelling. The DVD assumes the user has completed DVD1 in this series, or has the skills equivalent to those taught in that DVD.
Chapter 01: EMesh - Structure & SubObjects
Chris starts with a look at the basic elements that make up the Editable Mesh geometry type.
Chapter 02: Creating Faces & Issues
We look at how we can create new faces within an e-mesh from scratch, and also at issues that can arise during face creation and editing.
Chapter 03: Attach/Detach & Weld/Split
Chris then shows us how we can detach parts of the e-mesh into a separate object, and also how we can attach meshes together.
Chapter 04: Manipulation & Soft Selections
Here we learn how we can effectively manipulate the sub elements of the mesh and how to use the soft selection system for more organic adjustments.
Chapter 05: E-Mesh - Smoothing & Material IDs
Now we explore how we can define smoothing boundaries on our mesh and also how to define material ids, allowing more than one material on a single scene object.
Chapter 06: E Poly - Structure & Sub-Objects
Now we have a decent grasp of the E Mesh Chris moves on to explore the E Polys unique features. We make a start with its sub elements.
Chapter 07: Edge-Rings & Loops
A Key feature of the E Poly are the Edge Ring and Loop selection and editing tools. We take a brief look at these features here. (We will return to this topic in-depth in DVD 4 in the series on Sub-D modelling).
Chapter 08: Setting-Up The Go-Cart Frame
Now we have a firm grasp of both mesh types, we move on and start preparation for modelling elements of our go-cart model using poly modelling techniques.
Chapter 09: Continuing The Frame
Chris shows us how to model the entire carts frame from a Primitive, using an E Poly centric workflow.
Chapter 10: Refining The Frame
We then return the basic frame and refine it further in a number of areas using a variety of tools.
Chapter 11: Modelling Tips & Best Practices
With the modelling out of the way Chris runs through a number of modelling tips and best practices.
Chapter 12: Scene Organisation Techniques
And we complete this DVD with a look at some methods you can use to better organise your modelling.
Note: We'll return and enhance this go-cart model once again in DVDs 3 and 4 in this series.
Modelling Fundamentals 3 - Spline Based Tools
This DVD continues our look at the fundamentals of modelling in 3dsmax. Here we focus on 3dsmax’s curve based modelling toolset, which is based on Bezier Splines. You’ll be shown how to create Splines from scratch, or via the numerous built in templates. How to edit and combine those Splines into more complex forms. How to use the Extrude, Lathe and Loft Tools to create complex custom surfaces. We continue our series spanning go-cart modelling project. And we conclude with a quick look at Splines use in animation.
This DVD is aimed at a user who is new to modelling in 3dsmax. The DVD assumes the user has completed DVDs 1 and 2 in this series, or that they have the skills equivalent to those taught in those DVDs.
Chapter 01: History Of Curve Primitives
Chris kicks off the DVD with a brief history of how curves were first developed for 3D software in automotive design in France.
Chapter 02: Bezier Curves - Fundamentals 1
We continue with a look at the fundamental concepts behind their implementation in 3dsmax via Bezier Splines.
Chapter 03: Bezier Curves - Fundamentals 2
And we continue by looking at further aspects of Bezier Splines.
Chapter 04: Vertices & Interpolation
For these mathematically perfect curves to be of use we need to convert them first into straight lines and in turn polygons. We look at this issue here.
Chapter 05: Spline Editing & Practical Tips
When working with B-Splines in 3dsmax, there are certain workflows that will give you the best results in the shortest period. Chris runs through how to edit Splines here and gives some tips and tricks.
Chapter 06: Curve Based Modelling Overview
We know how to create Splines and how to edit them. But now we learn how we can convert those curves into 3D forms.
Chapter 07: The Extrude Modifier
We now take a look at the tools for creating 3D forms from Splines. The first method we look at is the relatively simple, yet very useful Extrude Modifier.
Chapter 08: Lathe Modifier
Then Chris shows us how the Lathe Modifier works.
Chapter 09: Loft Compound Object - PT1
And we complete this section by taking an in-depth look at the Loft Compound Object, which can be thought of as a combination Extrude/Lathe tool on steroids.
Chapter 10: Loft Compound Object - PT2
Chris continues his explanation of this comprehensive and flexible tool here.
Chapter 11: Loft Compound Object - PT3
And we conclude this section here by looking at the Loft deformation options.
Chapter 12: Go-Cart Modelling - Steering Column
Now we have a grasp of the Spline based tools, we make a start on modelling some go-cart model elements using a combination of them.
Chapter 13: Go-Cart Modelling - Steering Wheel
We continue modelling by creating the carts steering wheel and other elements.
Chapter 14: Go-Cart Modelling - Wheels & Tyres
And we complete this section by modelling the carts wheel hubs and tyres.
Chapter 15: Curves In Animation
And we conclude with a brief look at how Splines can also be used for animation in a number of ways.
Note: We'll return and enhance this go-cart model in DVD2, and throughout this four DVD series.
Modelling Fundamentals 4 - Sub-D's & Combined Techniques
In this DVD we conclude our modelling fundamental series by tackling the subject of sub-division surface modelling. Chris will introduce you to the philosophy and technology behind sub-d surfaces, how to create them within 3dsmax and how to effectively model using them. We use those skills to model a number of elements on our go-cart model. We look at how we can optimize our sub-d workflow, and mix our techniques to more effectively model. And Chris concludes the DVD and series with an exploration of some best working practices and tips and tricks.
This DVD is aimed at a user who is new to modelling in 3dsmax. The DVD assumes the user has completed DVDs 1, 2and 3 in this series, or that they have the skills equivalent to those taught in those DVDs.
Chapter 01: Sub-D Modelling, A History
First we look at how the current implementation of Sub-D modelling came about as a reaction to some of the short-comings of NURBS modelling.
Chapter 02: A NURBS Like Surface
To understand current Sub-Ds, we have to understand NURBS. Here Chris gives you a brief introduction to the anatomy and features of NURBS.
Chapter 03: The Sub-D Surface, Polygon Types
Quad polygons give the best results when working with Sub-Ds, but why? Here Chris explains.
Chapter 04: Controlling Curvature
We now explore a key concept of Sub-Ds, in how you control the curvature of the surface via the proximity of it control points.
Chapter 05: How To Create
We know what they are, and how to control their form. But how do we create these surfaces in the first place?
Chapter 06: The MeshSmooth Modifier
We take an in-depth look here at how the most comprehensive smoothing system works.
Chapter 07: TurboSmooth & NURMS Smoothing
Having mastered the intricacies of the MeshSmooth Modifier, we take a look at the more pared down TurboSmooth and the built in NURMS smoothing in the E-Poly mesh type.
Chapter 08: Editable Poly - Edges
Now Chris takes us through how we can effectively select and model using the E-Polys Edge sub objects.
Chapter 09: Editable Poly - Vertices
And we continue with a similar look at how we can do the same with an E-Polys Vertices.
Chapter 10: Editable Poly - Polygons & Borders
And we complete this section by looking at how we can use the E-Polys Polygon and Border modelling tools.
Chapter 11: Modelling The Cart - Running Boards
Now we return to our series wide modelling project, the go-cart. We make a start here by modelling its running boards using Sub-Ds.
Chapter 12: Modelling The Cart - The Mudguards
We continue modelling by tackling the mudguards using Sub-Ds.
Chapter 13: Modelling The Cart - Hood & Seat
And now Chris shows us how we can model the carts hood and its drivers seat.
Chapter 14: Modelling The Cart - The Drive Cog
And we complete this section by modelling the carts drive cog, which we started in the previous DVD.
Chapter 15: E-Poly & Shell Modifiers
Now we look at how we can use the Sub-D tools and the Shell Modifier to enhance elements we created earlier in this series and this DVD.
Chapter 15: Optimized Smoothing
The smoothing inherent in the Sub-D surface can bog down viewport performance if not handled with care. Here Chris show how to optimize this area.
Chapter 15: Procedural Modelling
Procedural modelling is a workflow that effects all of the areas covered in this series. Here Chris demonstrates what Proceduralism offers.
Advanced Modelling 1 - Sub-D Creature Modelling
In this DVD Dominic will take your through an advanced and structured approach to Sub-Division based creature modelling. He lays the foundation with a well planned and analyzed set of concept sketches that allow him to plan his models form from the outset. From here he builds the model in three distinct stages, with each stage forming a solid foundation for the next. Finally he takes you through some adjustments steps that give his model that extra realism and to ensure it functions well within a production pipeline.
This DVD is ideal for intermediate and above modellers with a firm understanding of the principles of Sub-Division modelling. Its an invaluable learning resource for modellers working within any production discipline.
CH 01: Modelling Setup & Tools
In this chapter Dominic explains the basic setup that he uses for Sub-Db Modelling and goes on to explain which tools form the core of his modelling tools.
CH 02: Blocking The Basic Form
Once the model is underway Dominic shows how to create the basic form of the model, a very important stage that lays the foundation for all that follows.
CH 03: Primary Detailing (Lower Body)
In the nexy stage Dominic starts to apply the first level of modelling to the lower part of the body.
CH 04: Primary Detailing (Upper Body)
Next the same process is applied to the upper body
CH 05: Primary Detailing (Arm & Head)
And finally to the arms and head
CH 06: Final Detailing (Legs & Lower Body)
Now we have a refined base model we can move on to detailing the various elements, starting here with the legs and lower body.
CH 07: Final Detailing (Upper Body & Arms)
The process is continued on the upper body and arms.
CH 08: Final Detailing (The Head)
And again we conclude with the head area.
CH 09: Final Touches
Now that our model is almost complete, Dominic takes us through a number of procedures that he uses to both ensure its ease of use both others working within your team, and also to improve the models realism.
Advanced Modelling 2 - Technical Modelling 1
In this DVD Chris Thomas takes you through the modelling of a Hudson J3a Steam train. If you have read Chris’s profile then you’ll know he was responsible for modelling the Great Pyramid of Giza for 2003’s Emmy Nominated Discovery special “Pyramids”, so who better to guide you through the trials and tribulations of advanced technical modelling. Chris will guide you through many aspects of a modelling project of this scale, including the importance of reference material, best practices, organisation techniques, creating your own simple MAXScripted tools, approaches for modelling many of the elements, and much more.
This DVD is aimed at a user with a good working knowledge of spline and poly modelling, as both schools are combined on this DVD. This is an ideal resource for anyone who may be involved in technical modelling or who wishes to move into the field.
Chapter 01: Defining Your Goals
Just what is it that your model has to be used for, are there any special requirements? We look at these issues here.
Chapter 02: Reference Materials
Reference material is key to a good technical model, we look at the reference types in this chapter.
Chapter 03: Scene Management & Workflow
Some tips on the best practices and workflow to use when working on a large technical model.
Chapter 04: MAXScript Tools
We look at some simple scripted tools and techniques that can make modelling easier.
Chapter 05: Modelling The Main Boiler
We start with our first practical element, the Main Boiler
Chapter 06: Modelling The Firebox
We move on to modelling the Firebox (rear boiler area).
Chapter 07: Modelling The Cab
Then the drivers cab.
Chapter 08: Modelling The Chassis
And then the chassis.
Chapter 09: Modelling The Trailing Truck
We continue by modelling the truck that holds up the Firebox and cab area (Trailing Truck)
Chapter 10: Modelling The Drive Wheels
Then on to the six main drive wheels and their breaking mechanisms.
Chapter 11: Modelling The Pistons/ Mechanisms
In this chapter we look at some of the techniques use in modelling the main pistons, drive rods and associated mechanisms.
Chapter12: Modelling The Front Truck
We quickly run through how the front truck was put together.
Chapter 13: Modelling The Plough
And then on to the Plough (Pilot) the element that fronts the train below the main boiler.
Chapter 14: Modelling The Pipes & Wiring
And we finish off the modelling with a look at how the various pipes and wiring elements were tackled.
Chapter 15: Final Touches & Wrapping Up
Finally we look at the best procedure for passing the model on along the production pipeline.
Chapter 17: Bonus Chapter
This is chapter presents a preview of Chris Harvey's new Mechanical Rigging series, due to be published by CG Academy later this year. Chris is an acknowledged master at rigging, both mechanical and creature based. His Master -Classes at Siggraph 2004/2005 were a big success, and in this series he opens up to you many of his tips, tricks and best techniques in mechanical rigging. In this chapter Chris rigs the Hudson J3a's pistons and other mechanisms so that the train can be animated with ease. Check in here again soon for more news on this exciting series.
Animation Fundamentals 1 - The Core Principles
This DVD forms part one of a two part series that will introduce you to the fundamentals of animation in 3dsmax. In this first DVD, Simon, our instructor, will focus on the core principles of animation. He will teach you about such topics as timing and spacing, mass and weight, overlapping action, anticipation, follow-through and much more. This DVD sets the foundation for this series, and in DVD2 our focus will move on to character animation principles and skills necessary to bring a fully believable animated character to life.
This DVD is aimed at a user that is comfortable in navigating in 3dsmax and who has an understanding of its core features and toolset. This DVD will however teach you any animation specific user interfaces and features used, such as the Trackview/Curve Editor, the Timeline and so on.
CH01: What Is Animation?
Simon starts with an introduction to what animation is, the phenomena behind it, the basic structure of how we will tackle our animation and so on.
CH02: The Bouncing Ball - Timing and Spacing
We make a start on our first practical tutorial by looking at Timing and Spacing. Here we lay down the “back-bone” of our bouncing ball animation.
CH03: Trackview - The Curve editor
As we now need to use the Curve Editor to take fine control of our animation, we take an in-depth look at the Trackview/Curve Editor.
CH04: TBB - Adding Mass and Weight
Now we understand the Curve Editor better, we can start working into our bouncing ball animation, altering the Spacing to create a feeling of Mass and Weight in our ball.
CH05: TBB - Refining the Animation
We wrap up this tutorial by taking another sweep over the animation, refining the balls bouncing motion. At the close of this chapter, we have our first complete animation.
CH06: FK and IK Setup
For our next tutorial on overlapping action, we need to understand the differences between Inverse and Forward Kinematics. Simon runs us through those differences here.
CH07: Animating a Tentacle - Overlapping Action
Now, using Forward Kinematics we animate a simple bone chain, and we offset each bones rotation in time to create the effect of overlapping action.
CH08: Floppy - Character and Animation Rig
Now we have the principle of overlapping action under our belts, we will start a new pair of tutorials that will apply all we have learnt so far. Here Simon introduces us to the character we will be using to do so, “Floppy”. And the character rig we will use to control him.
CH09: Floppy’s Jump Cycle – Blocking
So, we start once again by setting up the back-bone of our animation. We lay down key poses for Floppy in our blocking stage of the animation. Here we are going to create a hop cycle.
CH10: FJC - Posing Floppy
Having worked out our basic timing, Simon works into the key poses of Floppy to give a better feeling of Mass and Weight.
CH11: FJC - Adding Secondary Animation
Now we have our core animation in place, we can introduce a new principle, Secondary Animation. We add new motion to Floppy’s ears based on his core animation.
CH12: FJC - Refining and Finishing Off
And once again we finish off our animation by running through it once more and refining elements of the motion here and there.
CH13: Floppy’s Hop - Goals and Structure
We start a new tutorial with Simon explaining what our goals are, and how we are going to structure our work to achieve them.
CH14: Floppy’s Hop - Creating the Two Hops
We take the previously completed Floppy hop cycle and we cut it down to two complete hops. Starting on the ground, Floppy hops into the air, bounces, arcs into the air and lands.
CH15: Floppy’s Hop - Adding Anticipation
But our animation is missing something… Floppy instantly leaps into the air, without gathering energy to do so. And when he lands and stops, he stops dead. So we start addressing these issues by adding a new principle here, Anticipation.
CH16: Floppy’s Hop - Adding Follow Through
Having given Floppy some build up into his hops, we add a winding down in his energy here by adding another principle, Follow-Though.
CH17: Floppy’s Hop - Refining the Animation
And once again we follow our animation structure to refine our animation at this point. Simon works out some issues here and there, and the result is our first full animation!!
Animation Fundamentals 2 - Adding Character
The second part of our Animation Fundamentals series will build on the core animation techniques Simon taught you in the previous tutorial. Here we look at the importance of analysing and understanding our characters before attempting to animate them. How good staging, contrasting poses, observing silhouettes and related techniques will help deliver your drama clearly to the viewer. Simon will show you how the pose-to-pose animation technique will allow you to quickly and effectively animate in a production environment. Simon completes the tutorial with a practical example of how to put all of these principles into effect in a real world example staring Floppy the alien.
This tutorial is aimed at a user that is comfortable in general 3dsmax and with the animation interface and general animation skills. It is highly recommended that you view DVD1 in this series, before viewing this tutorial.
CH01: Understanding Your Character
Exactly what is your character? How are they physically made up, one leg, two legs, a floating gas bag? And what makes them tick? Are they angelic but troubled, or a BBQ mephit? Here Simon looks at the importance of knowing your character before you move into animating them.
CH02: The New Rig - Translation
Our erstwhile hero of tutorial 1, Floppy has regenerated. He now has more expressive eyes and a mouth. Simon runs through the new rigs features here. Starting with the movement/translation controls.
CH03: Eye Controls
We continue our exploration of the new character rig with a look at its eye controls.
CH04: Mouth Controls
And we complete the new rig boot camp with a quick look at the mouth controls and how they are achieved using 3dsmax's morph target system.
CH05: Facial Animation Principles
Much of a characters emotion and intent can be read in its face, and especially in the eyes. Simon runs you through the key points to consider here.
CH06: Emotion, Body Language & Posing
Only so much can be conveyed using the face though. So here Simon looks at the importance of body language and how it can convey emotion, even when a character is trying to hide it.
CH07: The Pose-To-Pose Technique
The standard animation production method is called Pose-To-Pose. It is preferred as it is a quick and transparent method, where you can easily show your ideas early in the production process. Avoiding any possible wasted effort if an idea is not liked down the line.
CH08: Break-down Poses
Each key pose in the pose-to-pose technique can translate to one another in a myriad of ways. Often intermediate poses, know as break downs help inject more drama. Simon explores these here.
CH09: Line-Of-Action
What is the raw pose of your character. Are they erect and proud, tired and bowed, or twisting to launch a punch. Here Simon explores the importance of considering your characters line-of-action.
CH10: Silhouettes
Posing your character in a way that makes its form clear is what we look at here, with Silhouettes.
CH11: Exaggeration
Adding just a little more juice to each pose of your animation can give it just that spark your looking after. Simon discusses where to use, or not use exaggeration here.
CH12: Contrast
If you do not introduce enough change from one pose to another, your animation can appear bland and lifeless.
CH13: Staging
If you were an actor on a stage, would you play to the audience, or to the back of stage. These considerations are just as important in CG. Love your audience and they will love you!
CH14: Heavy Metal Headache
Floppy it seems is in for a nasty surprise. In this practical character animation example Simon will take you through the key stages in character animation. From block, through first pass animation and finishing with small refinements. Simon gives you an outline of the process ahead here.
CH15: Blocking - Part 1
Simon starts roughing out the basic poses of the animation here, in what is known as the blocking process. This gives us a frame-work on which later work is based.
CH16: Blocking - Part 1
And we complete the roughing, or Blocking process in this chapter.
CH17: First Pass Animation - Part 1
Now that we have our basic poses sketched in, Simon works into them, adding break-down poses as needed and refining the animation so that it does not follow a simple and mechanical looking linear interpolation from pose to pose.
CH18: First Pass Animation - Part 2
And the first pass animation run is completed in this chapter.
CH19: Refining - Part 1
Of course, first pass is not called first pass for nothing. Here Simon refines on the initial animation run, to add nuances and polish as needed.
CH20: Refining - Part 2
And with our animation reaching a high gleam, we wrap up work on our practical example, Heavy Metal Headache. You should now be ready to tackle your own first character animation!
Lighting And Rendering Fundamentals 1 - Light And Colour Theory
This is the first DVD in a series that will teach you the theory and practical aspects of rendering and lighting within 3dsmax and Maya. This DVD focuses on the theoretical aspects of light and colour, such as light reflection, colour temperature, dynamic range and much more. This DVD forms a solid foundation on which the lessons of DVD2 and beyond will be built.
This DVD is aimed at a user that has a basic practical knowledge of 3dsmax or Maya. It does not require any previous knowledge about rendering and lighting and aims to teach the topic from the ground up.
Chapter 01: Evolution of Light: Part 1
Chris starts the series with an look into the art and developments in technology that have lead us to the current state of the art in rendering theory and technology. We start by looking at the earlier periods of art, running up to the 17th Century.
Chapter 02: Evolution of Light: Part 2
Chris continues his exploration of art history. In this chapter we cover the modern period. With the invention of photography, cinematography and the modern era and its explosion in special effects.
Chapter 03: Colour Theory Introduction
Here we look at the very basics of colour theory. Looking at topics such as the fundamental nature of light, how it is made up of a variety of wavelengths, is transmitted by photons. Also how the human eye works and the surface nature of materials.
Chapter 04: Additive Colour
Light uses the "Additive Colour Model" in this chapter Chris explores what this means and its implications.
Chapter 05: Using RGB Values In Software
When working in 2 and 3D software we have to make use of this additive colour system. In this chapter Chris looks at how we access the most basic exposure of this colour space, using the RGB model.
Chapter 06: Using HSV / HLS Values In Software
Chris then looks at the HSV / HLS colour model. An alternative to RGB that can be easier to use in many circumstances.
Chapter 07: Colour Depth And Storage Methods
How do we represent the colours of the spectrum and the very many intensities of each hue. And once we have such a system, how do we store these images?
Chapter 08: Subtractive Colour
When light hits a surface, some of its colours are absorbed. Here Chris explores the implications of this phenomena and the "Subtractive" Colour Model it creates.
Chapter 09: Colour Temperature & White Point
Light can have certain energies to it. This can cause light to have a noticeable colour tinge to it. Here Chris explores these phenomena and explains how we represent them with the Colour Temperature system and the concept of the "White Point".
Chapter 10: Dynamic Range & Image Exposure
When we see the world around us we can only perceive a small range of the energy levels around us at any one time. Here Chris explains this limitation and how new developments have lead to the concepts of LDR and HDR images.
Chapter 11: Low Dynamic Range Images
Chris explains in depth how the low dynamic range image perception and storage systems work.
Chapter 12: High Dynamic Rang Images
And he concludes the DVD with the more inclusive High Dynamic Range system that is currently at the centre of a revolution in lighting & rendering theory and technology.
HLSL Shader Creation 1: HLSL Fundamentals
In the first of our Advanced, 3 DVD series on HLSL Shader writing within 3dsmax, Ben Cloward will give you an understanding of what a HLSL shader is. How a shader can be created with free software, edited and then displayed within 3dsmax. Fundamental programming concepts such as Data Types, Structs and Functions. How to create a shader GUI, the basic framework of a HLSL shader and much much more. By the close of the DVD, Ben will have you writing your own basic HLSL shaders.
This DVD is an ideal introduction to the world of HLSL shader writing for real-time GPU based shaders. An understanding of basic programming concepts and 3D math is useful. (For those needing 3D tutorship, see The Matrix: Explained by Borislav Petrov.
CH 01: What is HLSL?
Ben explains what HLSL is and why its useful to learn how to use it.
CH 02: The Graphics Pipeline
Then he gives a run through of a typical pipeline on current video cards. Explaining where the different elements of HLSL shaders come in to play.
CH 03: Shader Writing Setup
Ben then shows how to setup 3dsmax and 3rd party software to create an intuitive and fast shader development environment.
CH 04: Basic Programming: Data Types
Now we look at some of the fundamentals concepts of programming in HLSL. Ben starts with Data Types.
CH 05: Basic Programming: Structs
Then he moves on to explain Structs.
CH 06: Basic Programming: Functions
And Ben wraps up this section by looking at how Functions work in HLSL.
CH 07: FX Framework: The User Interface
HLSL shaders have a standard framework in which they should be created. This is known as the FX Framework. Here Ben explain the GUI elements of that framework.
CH 08: FX Framework: Input & Output Structs
We then look at the Input and Output Structs of the FX Framework.
CH 09: FX Framework: Vertex & Pixel Shaders
Then we look at the main "meat" of the FX Framework, the Vertex and Pixel Shaders.
CH 10: FX Framework: Techniques & Passes
And we finish this section by exploring Techniques and Passes.
CH 11: Creating Simple Shaders
With the FX Framework under our belt we now have the tools to attempt creating simple shaders. Here Ben shows you how to create a very simple shader to get the ball rolling.
CH 12: A Diffuse Shading Model
And we complete the DVD by looking at how we can simulate Diffuse lighting in a shading model . Then Ben shows us how to implement this in our simple shader. We now have our first functional HLSL shader.
HLSL Shader Creation 2: Light & Shading Models
In this second DVD in our HLSL Shader Creation series, Ben Cloward explores how you can create the main building blocks of a lighting and shading system in HLSL. He shows how you can build shaders to represent the Ambient, Diffuse and Specular components of surface shading. How to enhance your Ambient shading by using a combination of convolved HDRI environment maps and baked Ambient Occlusion. Ben also shows you how to create Point, Directional and Spot light sources. And we wrap up with a practical exploration of some of today’s standard surface shading models, including Phong, Blinn, Cook/Torrence and Oren/Nayar.
This DVD builds on the theory and skills taught in DVD one in this series. You need to know how to write basic HLSL shader code (surface & light) to get the most out of this title.
CH01: Normal Mapping
Ben starts by looking at how we can use Normal Maps to add surface detail and form to our shading.
CH02: Basic Lighting - Ambient Light
We start our exploration of surface shading by modelling the non-directional Ambient lighting component.
CH03: Basic Lighting - Diffuse Light
Now we add in directional diffuse lighting into our shading model.
CH04: Basic Lighting - Specular Light
And we finish off our basic shading model with our Specular highlights.
CH05: Advanced Lighting – Light Attenuation
Now Ben looks at how we can better model our light sources. So, firstly we make our lights intensity diminish over distance, just as lights do in the real world.
CH06: Advanced Lighting – Directional Lights
Next Ben models distant light sources, such as the Sun, with directional light.
CH07: Advanced Lighting – Spot Lights
And finally Ben looks at how we can focus a light into a defined circular throw, with a Spot light.
CH08: GI – Ambient Occlusion
We now move on to look at how we can model our Ambient light component more closely with Ambient Occlusion.
CH09: GI – Using Ambient Cube Maps
Then Ben shows us how we can use Ambient Cube Maps to blend in with our Ambient Occlusion maps, and produced enhanced ambient lighting.
CH10: GI – Creating Ambient Cube Maps
And finally we look at how we can create Ambient Cube Maps from our own HDRI images.
CH11: Lighting Models – Phong/Blinn
In this section of the DVD we look at further shading models. Firstly we look at the differences between the Phong and Blinn specular shading models.
CH12: Lighting Models – Cook/Torrence
And then we move on to look at the Cook/Torrence shading model. A shader designed to better model the specular response of metal.
CH13: Lighting Models – Oren/Nayar
And we wrap up the DVD by looking at the Oren/Nayar shading model. A shader that models highly diffuse surfaces.

Внимание!Как закачать отдельный файл из торрента или докачать ранее пропущенные файлы торрента.Торрент был обновлен 02.11.2009 добавлено 15 DVDИсправлена проблема c меню в Intermediate Texturing 1Исправлена проблема c меню в Advanced Modelling 2
ИНСТРУКЦИЯ!
Чтобы начать докачку новых фаилов, пользователям необходимо сделать следующее:
1. остановить скачивание,
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3. скачать новый торрент и запустить его у себя в клиенте вместо старого, при этом указать клиенту путь в старую папку куда и должно происходить скачивание новых фаилов.
Ваш клиент при этом должен произвести хеширование (проверку) старой папки (если не производит сам - помогите ему сделать это), и будет докачивать только те фаилы которых у вас ещё нет. Старые фаилы при этом не удаляются, а продолжают раздаваться!
Eсли вы уже удалили старые фаилы, то предотвратить повторную закачку старых фаилов можно, отжав галочку в соответсвующих местах при запуске нового торрента.
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Как скачивать? (для скачивания .torrent файлов необходима регистрация)
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NerV(NVS)

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NerV(NVS) · 24-Авг-07 08:41 (спустя 46 мин., ред. 20-Апр-16 14:31)

хэх, начну качать, через 6месяцев скачаю.
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17als1

Стаж: 18 лет 4 месяца

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17als1 · 24-Авг-07 09:41 (спустя 59 мин., ред. 20-Апр-16 14:31)

Спасибо, только вот по твоей ссылке написано, что комплект должен состоять из 24-х DVD. А тут только 17...
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Александр Бут

Стаж: 18 лет 6 месяцев

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Александр Бут · 24-Авг-07 10:30 (спустя 48 мин., ред. 20-Апр-16 14:31)

Спасибо,сегодня разгребу место на жестком и начну качать.
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k0stix

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k0stix · 24-Авг-07 11:21 (спустя 51 мин., ред. 20-Апр-16 14:31)

torrents123
Более подробное описание. Когда сделаешь, прилеплю тему
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Picnic

Стаж: 18 лет 4 месяца

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Picnic · 24-Авг-07 19:36 (спустя 8 часов, ред. 20-Апр-16 14:31)

у меня есть несколько ДВД из этого пака, помочь с раздачай?
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Александр Бут

Стаж: 18 лет 6 месяцев

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Александр Бут · 24-Авг-07 20:01 (спустя 25 мин., ред. 20-Апр-16 14:31)

А когда раздача будет?
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jurmih

Стаж: 17 лет 9 месяцев

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jurmih · 24-Авг-07 22:21 (спустя 2 часа 19 мин., ред. 20-Апр-16 14:31)

эх... жаль закрыли, мне всего одного нехватает для полной коллекции:(
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k0stix

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k0stix · 24-Авг-07 22:40 (спустя 19 мин., ред. 20-Апр-16 14:31)

jurmih
Вынеси все названия в первый пост и скопируешь описание с оффсайта - открою раздачу, сделаешь описание к каждого отдельного диска - прикреплю тему. Долго и муторно конечно, но без труда тему не обессмертишь.
По-моему я не прошу ничего невозможного, по крайней мере для открытия раздачи дело 5 минут
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jurmih

Стаж: 17 лет 9 месяцев

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jurmih · 24-Авг-07 22:47 (спустя 7 мин., ред. 20-Апр-16 14:31)

эм... это ж не моя раздача:) или вы предлогаете мне тоже самое, но более полно сделать? вообще добрая четверть всех этих дисков уже раздается, к чему столько повторов то плодить? я если выложу, то только то что не повторяется, с указанием ссылок на остальные раздачи - по-моему так будет толковее всего:)
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Гость


Гость · 24-Авг-07 23:45 (спустя 57 мин., ред. 20-Апр-16 14:31)

какую версию они рассматривают? по этим видео можно учиться на 7 версии работать.
поверите или нет, но 8 версию с нашего трекера вообще ни в какую не скачать! (
 

k0stix

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k0stix · 25-Авг-07 00:00 (спустя 14 мин., ред. 20-Апр-16 14:31)

jurmih
Перепутал. Это релизеру было.
Ну, думаю, коли полный сет, то можно и с повторами оставить. Хотя не помешали бы оставшиеся 7 дисков
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torrents123

Стаж: 18 лет 7 месяцев

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torrents123 · 25-Авг-07 05:31 (спустя 5 часов, ред. 20-Апр-16 14:31)

народ, извеняюс за все ошибки ето моя понемаете первая раздача
Модератору -- уже занемаюс етим
лафертелу -- тут есть и 7ой мах видел кажетса 8 ой тоже но по моиму для того штоб научится без разници
будет прекрасно если поставите на раздачу то что тут не хватает, ето же самое лудшее
потом решим или сделаем пак полнй или оставим так , мне стоило много времени сабрать всё ето
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k0stix

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k0stix · 26-Авг-07 01:08 (спустя 19 часов, ред. 20-Апр-16 14:31)

torrents123
Когда закончишь с оформлением, тисни в оичку, тему прикреплю
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torrents123

Стаж: 18 лет 7 месяцев

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torrents123 · 26-Авг-07 13:29 (спустя 12 часов, ред. 20-Апр-16 14:31)

уже позвонил проваидеру штов сделали уплоад на 1Мбт ато такими темпами ...
через деньок будет уже где то 100 110 кб/сек
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torrents123

Стаж: 18 лет 7 месяцев

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torrents123 · 26-Авг-07 13:55 (спустя 26 мин., ред. 20-Апр-16 14:31)

сеичас качаю осталние двд от CG ACADEMY, такойу меня вопроц , могу ли я соеденит ети папки с текушим торрентом , если да то как сделат штоб народ катори уйе закачал не имело проблем
Спасибо
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torrents123

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torrents123 · 28-Авг-07 00:52 (спустя 1 день 10 часов, ред. 20-Апр-16 14:31)

Просьба 3д шником
есть ли у кого серии "3dsmax master class" толко не те которие тут раздаются ето уже скачал
они очен полезние , можно собрать их и сделат пак , и заодно посматреть там много чего интересного .
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simon_

Стаж: 18 лет 3 месяца

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simon_ · 28-Авг-07 06:56 (спустя 6 часов, ред. 20-Апр-16 14:31)

не покидайте раздачу) я скачаю все) неважно как и как долго) но я скачаю все)
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jurmih

Стаж: 17 лет 9 месяцев

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jurmih · 28-Авг-07 08:38 (спустя 1 час 42 мин., ред. 20-Апр-16 14:31)

torrents123 писал(а):
Просьба 3д шником
есть ли у кого серии "3dsmax master class" толко не те которие тут раздаются ето уже скачал
они очен полезние , можно собрать их и сделат пак , и заодно посматреть там много чего интересного .
вы имеете ввиду недостающие диски из этой серии?
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torrents123

Стаж: 18 лет 7 месяцев

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torrents123 · 28-Авг-07 15:10 (спустя 6 часов, ред. 20-Апр-16 14:31)

jurmih ------ да вы меня правилно поняли
simon_ ---- не беспокоиса я не куда не уиду , скачают все желаюшие
плохая новост. меня отказали с...ки . не поднимут уплоад на 100 кб/с но то што ест останетца
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jurmih

Стаж: 17 лет 9 месяцев

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jurmih · 28-Авг-07 16:34 (спустя 1 час 24 мин., ред. 20-Апр-16 14:31)

попробую разгрести место на винте и выложить:) может быть к этой раздаче присоединюсь:) частично:)
собсно вот недостающие диски
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k0stix

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k0stix · 30-Авг-07 23:41 (спустя 2 дня 7 часов, ред. 20-Апр-16 14:31)

torrents123 писал(а):
плохая новост. меня отказали с...ки . не поднимут уплоад на 100 кб/с но то што ест останетца
100 килобайт - это нормально. Дней за 5 осилят, если ничего другого апить не будешь
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thaivoxx

Стаж: 18 лет 1 месяц

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thaivoxx · 31-Авг-07 13:33 (спустя 13 часов, ред. 20-Апр-16 14:31)

хахахахахаха, 36,24гига! блин, позже может скачаю, разгребу стафф весь ненужный
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master2802

Стаж: 17 лет 11 месяцев

Сообщений: 15

master2802 · 03-Сен-07 02:21 (спустя 2 дня 12 часов, ред. 20-Апр-16 14:31)

у меня есть диски каторых тута нету,если надо могу выложить.
(ну кроме двух новых дисков каторых еще нигде нету)
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jurmih

Стаж: 17 лет 9 месяцев

Сообщений: 26


jurmih · 03-Сен-07 07:23 (спустя 5 часов, ред. 20-Апр-16 14:31)

дык уже все кроме новых выложено:)
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Гость


Гость · 03-Сен-07 17:11 (спустя 9 часов, ред. 20-Апр-16 14:31)

качаю, спасибо) только рейтинг больше единицы поднял...)
 

torrents123

Стаж: 18 лет 7 месяцев

Сообщений: 38


torrents123 · 03-Сен-07 23:28 (спустя 6 часов, ред. 20-Апр-16 14:31)

Рефреш!
на здарове
Мр_р
ну тут я .:)
качают все кому нужно, а кому нужно на етом не будет шитат реитинг
вот хотел бы я тоже качать серию так как они качают
нигде не было пака , пришлос потрудится
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РUNK

VIP (Заслуженный)

Стаж: 19 лет 11 месяцев

Сообщений: 2938

РUNK · 04-Сен-07 11:09 (спустя 11 часов, ред. 20-Апр-16 14:31)

Mr_r
Получите предупреждение, если повторится флуд.
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thaivoxx

Стаж: 18 лет 1 месяц

Сообщений: 55

thaivoxx · 09-Сен-07 23:27 (спустя 5 дней, ред. 20-Апр-16 14:31)

так решил покупать внешний хард
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torrents123

Стаж: 18 лет 7 месяцев

Сообщений: 38


torrents123 · 10-Сен-07 03:10 (спустя 3 часа, ред. 20-Апр-16 14:31)

аааааааа
получилось , думал некогда не раздам
Refresh!
я тебя уже там вижу
спосибо за помошь
thaivoxx
так держть да ето ж цена толко однаго двд от CGACADEMY
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