Video Tutorials

In Designing a Modular Environment using Unreal, Environment Artist Brian Recktenwald guides you through his workflow for creating a subway environment with some supernatural elements.

MP4 1280x720 | 4h 56m | ENG | Project Files | 792 MB

In this tutorial I will show you how to make a realistic exterior environement using cinema 4D. We start by moddeling the terrain. Then we will using vertex map to define wet areas. So the dirt near the river will look wet.

There are so many features and panels inside of After Effects it can be difficult to get a full understanding. In this course you will gain that understanding of the features, learn tips and tricks, and be prepared to create your own animation.

In Rigids V, we’ll create a series of blasts whose shape and position are based off of a dynamic laser gunfire simulation! We’ll design the shape of the explosion at each laser bolt impact by controlling the sources of the new rigid body debris, particles, streamers, and smoke.

Creation of Muscular 3D characters in Zbrush - Hulk Vol. 2: Armor Modeling. Master hard surfaces modeling techniques in Zbrush. Before approaching the course Creating Muscular 3D characters in Zbrush, we must understand something about this stage of modeling.

In this workshop, Matte Painter, Concept Artist and Art Director Nick Hiatt shares his process for creating 360 Concept Art for Production. Using 2D techniques in Photoshop and After Effects, as well as 3D tools such as Maya, ZBrush, Daz3D and V-Ray, Nick demonstrates how to combine both 2D and 3D approaches together seamlessly to create stunning 360 images.

Video: .MP4, 1280x720 | Audio: AAC, 44kHz, 2ch | Duration: 1h

MP4 1280x720 | 3h 09m | ENG | Project Files | 747 MB

In this workshop, Lead CG Artist and Compositor Shahin Badiei takes us through the journey of a visual effects shot from its inception to completion. Shahin begins by demonstrating Davinci Resolve’s editorial and color tools and then uses The Foundry Nuke as the foundation for building the shot toward the final composite, starting with Nuke’s latest camera tracker and then building the scene’s layout in Autodesk Maya.
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