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Photoshop Creative Magazine Issue 90 2012

Photoshop Creative Magazine Issue 90 2012

Photoshop Creative Issue 90 2012
Free Magazine
Photoshop Creative Issue 90 2012
English | 116 pages | PDF | 12 Mb

Advanced Photoshop magazine is packed full of expert advice for mastering professional Photoshop skills. Each edition has in-depth tutorials inspired by the latest commercial trends covering all the key Photoshop skills, from digital painting and photomanipulation, to graphical illustration and typographical effects. The magazine also has inspirational interviews with some of the biggest names in the creative world, a tailored Photoshop Helpdesk, and features looking in more detail at industry skills and services. Every issue comes with a free CD, which contains files to aid you with that issue’s workshops, as well as free resources, video tutorials and wallpapers.

If you want to understand how Photoshop works and how to use it to create amazing images, you need Photoshop Creative. Each issue has 116 pages full of practical advice and inspiring tutorials to enable you to make the images you've always wanted. Want to improve your photos? Each issue has loads of image-editing tutorials that range from simple fixes through to more intense techniques. Want to flex your creativity? You'll find loads of ideas for how to transform your photos into something marvellous, whether it's a scrapbook, a photomontage or a piece of digital art. Now add in some tool guides, Photoshop Elements tutorials, interviews with amazing Photoshop artists, Q&A pages, product reviews and a disc full of video training and other resources, and you can see why Photoshop Creative is the only resource you will ever need.

In This Issue

Learn to love layers

Turn photos into art
- Give your family photos a Photoshop treatment to remember.

Layers explained
- Our special feature uncovers one of Photoshop's most important features.

Pen tool pro
- Get to grips with the tool with the bad reputation and discover how easy (and useful) it actually is!

Hold the front page
- Get creative with photos and make imaginative montages.


Also inside
- A selection of our talented readers' artwork
- Get creative with your own custom brushes
- Soft-focus effect
- Give images an atmospheric boost of drama
- Clever tricks to turn your photos into stamps
- Pinhole effect
- CS6 series continues with a look at the Crop tool
- Artist Gogo Melone shows us how she created her image
- Read our expert opinions on the latest Photoshop-related products
- Brighten your photos with this five-minute fix
- 10 expert tricks you can't live without
- Your Photoshop and Elements questions answered
- Artist Nicolle Rager Fuller on how she swapped a PhD for Photoshop!
- Create dazzling retro effects
- Understand the Sharpen filters
- Become an expert with the Clone stamp
- See what's under the Window menu
- Learn to love your Color palette
- Get creative with type

Free with this issue
- 10 expert videos on achieving traditional photo effects
- Learn to use Adobe Illustrator (part 1)
- 120 creative brush tips
- Textures
- Stock photos
- Other essential resources

Webpage: https://www.imagineshop.co.uk/magazines/photoshopcreative/photoshopr-creative-issue-90.html
Download: Click Here




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CG Academy 3Ds Max Modelling Fundamental 4

CG Academy 3Ds Max Modelling Fundamental 4

CG Academy 3Ds Max Modelling Fundamental 4
CG Academy 3Ds Max Modelling Fundamental 4
Sub D's & Combined Techniques
DVD 6 3Ds Max | 6 Hours, 38 Minutes | 3,37 GB

You really can't get any more fundamental a need in most CG productions than Modelling. Whether it be an accurate model of a new building design, a mechanical model of a vehicle or prop, to a fantasy creature or photo real human model. Most productions will need models to fill the on screen roles needed to tell their narative.
Our series of modelling DVDs will build your skills both in mechanical and natural modelling realms with titles that cover this broad topic at every level. Also we will look at taking your models one stage further with procedural techniques that can make your models become tools in their own right to further speed up your modelling processes.


Content :
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.

Homepage: http://www.cg-academy.net
Download: Click Here




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Adobe Photoshop Lightroom 3 Streamlining Your Digital Photography Process

Adobe Photoshop Lightroom 3 Streamlining Your Digital Photography Process

Adobe Photoshop Lightroom 3 Streamlining Your Digital Photography Process
Free Download
Adobe Photoshop Lightroom 3 Streamlining Your Digital Photography Process
Wiley | Jul 2010 ISBN 047060705X


Book Description:

"I’ve worked my entire adult life in digital imaging, from managing high-volume production departments to running my own photography and printing businesses. And for many years, I’ve been teaching photographers how to be self-sufficient when it comes to working with their digital images.

Having used all major image editing software released over the past twenty years, I now choose to use Lightroom because it allows me to work quickly, helps me deal with large numbers of images and lets me get back to enjoying the creative aspects of photography.

From my experience, I know how hard it can be to learn new ways of doing things–especially computer stuff. Unfortunately for a lot of photographers, struggling with digital processing can take the fun out of photography. Trying to figure out the intricacies of file formats, resolution, color management, etc., and even simply where to put all the files can be daunting tasks. Worse yet, sometimes it’s hard just to know the right steps to get the best quality from a single photo!

It’s my mission to ease your pain; to show you that you really can be in control of your entire imaging process, and help you develop a personalized workflow that fits your style and needs. My students frequently tell me how liberating this is: to comfortably handle all the files coming off the camera and residing on hard disks, to work methodically through a known sequence of steps and to produce finished pictures that you’re proud to show other people. This is at the heart of the photographer’s experience, and I want you to know this sense of confidence and capability.

I’ve taught large groups and individual photographers alike. Over the years I’ve learned where people get stuck. I understand the pitfalls new users face when first starting to use Lightroom as well as the concerns of more experienced users looking for ways to tweak their workflow for better performance. I want to help you overcome these challenges.

My goal for this book is to teach you to effectively use Lightroom 3 as quickly and easily as possible. My writing has been heavily influenced by my experiences working with clients and students, and I’ve approached the content of this book as I would tutor someone in a one-on-one training session. The order in which concepts are presented and the emphasis I give to certain aspects of the workflow are unique among books of its kind.

We’ll start by reviewing some important, basic principles, such as working with Lightroom catalogs, the Lightroom workflow, color management, and an introduction to Lightroom 3’s updated tools and screen interface. From there, we jump right in to importing images into Lightroom. This is followed by a step-by-step editing tutorial that will make your work much easier. Then we move on to in-depth explanations of how to perfect each photo for tone, color, contrast, sharpness and much more. After a detailed look at exporting images out of Lightroom, the next three chapters deal with presenting your work to others with prints, Web sites and slideshows. Finally, we’ll wrap up with an in-depth look at advanced techniques for integrating Lightroom with other software.

The material presented in this book is appropriate for digital photographers working in all disciplines, at all skill levels. The information and tutorials are applicable to every kind of photography: from weddings and portraits to fine art landscape work, everyone can learn to streamline their digital photography process using Lightroom 3."
Nat Coalson
Conifer, CO
2010 

Ten Lightroom 3 Tips for from Author Nat Coalson

Whether you’re new to Lightroom or have been using it for a while, my new book, Lightroom 3: Streamlining your Digital Photography Process can help you master the tools, techniques and workflows to get the most from your photography with the least amount of effort. Below are some of my top tips for a solid foundation in Lightroom, all of which are covered in more detail in the book:

Top 5 tips if you’re new to Lightroom 

Lightroom uses a database, called a catalog, to manage your image files. When you import photos into Lightroom, the image files are not stored in the catalog. Lightroom simply references theoriginal files on your hard drive and creates links to them within the catalog. (However, all the work you do to photos is stored within the catalog.)

If you need to move, rename or delete photos after importing them into Lightroom, do it from within Lightroom (not using the Mac Finder or Windows Explorer). This ensures that the links in the Lightroom catalog will remain up-to-date with the actual files on the hard drive.

Break down your workflow into distinct tasks: import, edit, Develop, export, etc. Following a consistent sequence of steps will make your work go much quicker.

Lightroom provides loads of time-saving features to automate and speed up your workflow. Most important are presets and templates. Generally speaking, presets store settings and templates store formatted layouts. Get in the habit of setting up your own presets and templates for any settings that you will use frequently.

Be sure to make frequent backups of your Lightroom catalog and image files; ideally, after every work session. (You will most likely only need to keep the most recent couple of catalog backups.)
Top 5 tips if you’ve been using Lightroom for a while 

The Import process has been entirely revamped and streamlined in Lightroom 3. The new Import window provides more functionality and is easier to navigate. Maybe most importantly, you can now save Import presets! If you perform many imports using the same settings, this will dramatically speed up your import workflow.

The processing in Lightroom 3 is built around a new Process Version, which offers notably better image quality and speed when working with your photos. New photos imported into Lightroom 3 will automatically use the new Process Version (2010). Photos already in the catalog will retain their original Process Version (2003). You can update older photos to use the new Process Version, which will allow you to extract even better quality from those photos. After updating photos to the new Process Version you will likely need to go back and fine tune the Develop settings for those files (especially sharpening).

Lightroom 3 offers new and improved sharpening algorithms with a greater degree of control. One important point to note is that the Amount adjustment generally applies stronger sharpening than in previous versions, so now, you probably will use lower values for Amount.

Lightroom 3’s updated Noise Reduction (NR) controls are also vastly improved over previous versions; so much that you may no longer need any specialized NR software for the majority of your photos. Luminance noise reduction, in particular, lets you apply much stronger reduction amounts without adversely affecting important image detail.

If you’ve saved Develop presets using adjustments for sharpening, noise reduction and vignetting you should revisit those settings and consider making a new preset based on the changes in the new Process Version.

Buy Now: http://www.amazon.com/Lightroom-Streamlining-Digital-Photography-Process/dp/047060705X
Download: Click Here
Pasword : Paceko

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Photoshop Creative Magazine Issue 89 2012

Photoshop Creative Magazine Issue 89 2012

Photoshop Creative Magazine Issue 89 2012
Free Magazine
Photoshop Creative – Issue 89, 2012
English | 116 pages | PDF | 90.50 Mb

Photoshop Creative is the perfect magazine for learning more about Adobe’s outstanding application. Each issue is packed with inspirational tutorials covering the whole scope of the software, from creative projects, to practical guides to using tools and techniques. Whatever you use Photoshop for, Photoshop creative will help you become a better digital artist.

Description:
If you want to understand how Photoshop works and how to use it to create amazing images, you need Photoshop Creative. Each issue has 116 pages full of practical advice and inspiring tutorials to enable you to make the images you've always wanted. Want to improve your photos? Each issue has loads of image-editing tutorials that range from simple fixes through to more intense techniques. Want to flex your creativity? You'll find loads of ideas for how to transform your photos into something marvellous, whether it's a scrapbook, a photomontage or a piece of digital art. Now add in some tool guides, Photoshop Elements tutorials, interviews with amazing Photoshop artists, Q&A pages, product reviews and a disc full of video training and other resources, and you can see why Photoshop Creative is the only resource you will ever need. 

In This Issue ...
101 essential expert tips
- Be creative with these unmissable expert tips. 

Paint like a pro
- An easy-to-follow guide to turn your photos into oil paintings.

Amazing abstracts
- Make a spectacular wallpaper to fit your computer, tablet or mobile.

16-page Photoshop for Beginner's section
- Our beginner's guide to Photoshop and Elements continues.

Also inside...
- Our talented readers show off their artwork
- Depth of field in 3 easy steps
- Revamp your portraits with special FX
- Master the out-of-bounds effect 
- 5 ways to get clever with text
- Conquer channels to create realistic scenes 
- Make a jigsaw out of your photographs
- Top tips to increase Photoshop efficiency 
- Make photo magic with eye-catching results
- Add a sunset to your photos 
- Use Elements to make an artistic abstract
- Achieve the photo within a photo effect 
- Interview with an expert
- Get to grips with layer styles
- Pen tool magic
- Use Curves to get contrast
- Straighten uneven horizons
- Explore the Render filters
- Become an expert with brushes
- The View menu explained
- The Color palette
- Paint from photos
- Latest creative products reviewed
- Q&A for Photoshop and Elements

Free with this issue...
- Pen tool video special
- Over 150 brushes
- Textures
- Stock photos
- Other essential resources

Webpage: https://www.imagineshop.co.uk/magazines/photoshopcreative/photoshopr-creative-issue-89.html
Price: $6.00
Download: Click Here


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3Ds Max Modelling Fundamental 3 Spline Based Tools

3Ds Max Modelling Fundamental 3 Spline Based Tools

3Ds Max Modelling Fundamental 3 Spline Based Tools
Free Download
CG Academy 3DMax Modelling Fundamental 3 : Spline Based Tools
DVD 3DsMax | 6 Hours, 17 Minutes | 2,22 GB


You really can't get any more fundamental a need in most CG productions than Modelling. Whether it be an accurate model of a new building design, a mechanical model of a vehicle or prop, to a fantasy creature or photo real human model. Most productions will need models to fill the on screen roles needed to tell their narative.
Our series of modelling DVDs will build your skills both in mechanical and natural modelling realms with titles that cover this broad topic at every level. Also we will look at taking your models one stage further with procedural techniques that can make your models become tools in their own right to further speed up your modelling processes.

Content :
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


Homepage: http://www.cg-academy.net
Download: Click Here



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3Ds Max Modelling Fundamental 2 Polygonal Mesh Modelling

3Ds Max Modelling Fundamental 2 Polygonal Mesh Modelling

3Ds Max Modelling Fundamental 2 Polygonal Mesh Modelling
CG Academy Tutorial
3Ds Max Modelling Fundamental 2 : Polygonal Mesh Modelling
DVD 3DsMax | 4 Hours, 1 Minute | 1,75GB


You really can't get any more fundamental a need in most CG productions than Modelling. Whether it be an accurate model of a new building design, a mechanical model of a vehicle or prop, to a fantasy creature or photo real human model. Most productions will need models to fill the on screen roles needed to tell their narative.
Our series of modelling DVDs will build your skills both in mechanical and natural modelling realms with titles that cover this broad topic at every level. Also we will look at taking your models one stage further with procedural techniques that can make your models become tools in their own right to further speed up your modelling processes.

Content :
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.

Homepage: http://www.cg-academy.net
Download: Click Here


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CG Academy 3Ds Max Modelling Fundamental 1

CG Academy 3Ds Max Modelling Fundamental 1

CG Academy 3Ds Max Modelling Fundamental 1
Free Tutorial 3Ds Max
CG Academy 3Ds Max Modelling Fundamental 1: Primitives & Poly Fundamentals
DVD 3DSMax | 5 Hours 26 Minutes | 2,81GB


You really can't get any more fundamental a need in most CG productions than Modelling. Whether it be an accurate model of a new building design, a mechanical model of a vehicle or prop, to a fantasy creature or photo real human model. Most productions will need models to fill the on screen roles needed to tell their narative. Our series of modelling DVDs will build your skills both in mechanical and natural modelling realms with titles that cover this broad topic at every level. Also we will look at taking your models one stage further with procedural techniques that can make your models become tools in their own right to further speed up your modelling processes.

Content:
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


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Practical Photoshop Magazine May 2012

Practical Photoshop Magazine May 2012

Practical Photoshop Magazine May 2012
Practical Photoshop May 2012
English | pdf | 49.8 MB

Practical Photoshop is the magazine that makes sensational images simple. Whether you’re repairing a scan of an old family picture, having fun combining multiple images or applying artistic effects to a favourite photo, Practical Photoshop?s easy-to-follow tutorials and video lessons show you how to achieve brilliant results with minimal fuss. Practical Photoshop is the biggest and best Photoshop magazine available, offering 116 pages of expert advice every issue. Practical Photoshop Magazine Buy a magazine subscription to Practical Photoshop Magazine, dispatched worldwide. Our standard annual subscription is 12 issues for ?85.30 including delivery.

Here are some of the highlights of the latest issue:
101 killer tips: Streamline your Photoshop skills and work faster and smarter using our round-up of cunning techniques, shortcuts and cool effects
Photoshop CS6 preview: We take an in-depth look at all the new features in the latest exciting version of Photoshop and give our expert verdict
Get the vintage look: Apply filters, Blend Modes and Layer Masks to give your images a stylish retro twist
Horror movie poster: Use Photoshop’s layers, selection tools and masks to create an eye-catching composite
Manga style: Master the Liquify filter and give your images the Manga comic book look
Impressionist digital painting: Transform your photos into great digital art using the Pointillist filter
The world of Photoshop: Gain inspiration from our hand-picked selection of some of the best Photoshop work from across the globe
Tool School: Check out the latest instalment in our running series. This month, it’s the Puppet Warp tool.

Webpage: http://www.myfavouritemagazines.co.uk/design/practical-photoshop-magazine-back-issues/practical-photoshop-may-12/
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Tutorial 3DS Max CG Academy 3DMax Workflow 2 Intermediate

Tutorial 3DS Max CG Academy 3DMax Workflow 2 Intermediate

CG Academy 3DMax Workflow 2 Intermediate
CG Academy 3DMax Workflow 2 Intermediate
DVD 3DMax | 3jam 12 Menit | 1,84GB


When working on a production, its common to work as a part of a large team, with each member working on a specific area of that project. This is reflected within the software itself, with each part of the software targeting a specific need such as modelling, texturing, lighting, and particle effects. CG Academy caters to these disciplines with an in depth series of DVDs on each skill set.
However, within our Workflow series, we look beyond these specific areas to the global concerns of our package of choice and production as a whole. We also explore features that define your software, for instance with 3dsmax we look at how we can use its prodecural design within our workflow. You can think of workflow as the glue that bonds the various disciplines together, how we move from modelling to texturing, from finished models to rigging them and so on, giving us a greater insight into the wider topic of 3d computer graphics.


Content:
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.

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CG Academy 3Ds MAX Workflow Fundamental 1

CG Academy 3Ds MAX Workflow Fundamental 1

CG Academy 3Ds MAX Workflow Fundamental
Tutorial 3Ds Max
CG Academy 3Ds MAX Workflow Fundamental 1
DVD 1 3DMax | 5 jam 26 Menit | 2,15GB


When working on a production, its common to work as a part of a large team, with each member working on a specific area of that project. This is reflected within the software itself, with each part of the software targeting a specific need such as modelling, texturing, lighting, and particle effects. CG Academy caters to these disciplines with an in depth series of DVDs on each skill set.
However, within our Workflow series, we look beyond these specific areas to the global concerns of our package of choice and production as a whole. We also explore features that define your software, for instance with 3dsmax we look at how we can use its prodecural design within our workflow. You can think of workflow as the glue that bonds the various disciplines together, how we move from modelling to texturing, from finished models to rigging them and so on, giving us a greater insight into the wider topic of 3d computer graphics.

Content:
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.

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.

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Practical Photoshop Magazine April 2012

Practical Photoshop Magazine April 2012

Practical Photoshop Magazine April 2012
Free Download
Practical Photoshop Magazine April 2012
English | 116 pages | HQ PDF | 94.76 Mb


Practical Photoshop is the magazine that makes sensational images simple. Whether you’re repairing a scan of an old family picture, having fun combining multiple images or applying artistic effects to a favourite photo, Practical Photoshop?s easy-to-follow tutorials and video lessons show you how to achieve brilliant results with minimal fuss. Practical Photoshop is the biggest and best Photoshop magazine available, offering 116 pages of expert advice every issue. Practical Photoshop Magazine Buy a magazine subscription to Practical Photoshop Magazine, dispatched worldwide. Our standard annual subscription is 12 issues for ?85.30 including delivery. 

Layer Styles: Add fantastic effects to shapes, type and more!
Master Montage Today!: Handy advice for blending images with Layer Masks
Learn New Skills Fast: Discover the easy way to create stunning images in Photoshop
You Can Create Mixer Brush Oil Paintings
How to make your own brushes

Webpage: http://www.myfavouritemagazines.co.uk/design/practical-photoshop-magazine-back-issues/practical-photoshop-apr-12/
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Practical Photoshop Magazine March 2012

Practical Photoshop Magazine March 2012

Practical Photoshop Magazine March 2012
Free Download
Practical Photoshop Magazine March 2012
English | pdf | 98 MB

Inside issue 10:
  • You can master Layer Masks
  • Build a Cyborg: Our easy-to-follow guide reveals all
  • Make a Splash: Turn flowers into liquid droplets using Layer styles and masks
  • Turn a photo into ink & wash art: Transform your photographs with the Pattern Stamp tool
  • Construct a sci-fi scene using Elements or CS

Webpage: http://www.myfavouritemagazines.co.uk/design/practical-photoshop-magazine-back-issues/practical-photoshop-mar-12/
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Practical Photoshop Magazine January 2012

Practical Photoshop Magazine January 2012

Practical Photoshop Magazine January 2012
Practical Photoshop Magazine January 2012
116 pages | English | HQ PDF | 96 MB




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Expose 2 Ballistic Publishing

Expose 2 Ballistic Publishing

Expose 2 Ballistic Publishing
Expose 2 Finest Digital Art In The Known Universe
Ballistic Publishing - pdf - page 192 - 190,33MB


Building on the success of its predecessor, EXPOSÉ 2 now in its second edition, masses the very best digital art of the year into a book of unparalleled quality.

Divided into categories of fantasy, architectural, mechanical, transport, still life, environment, humor, abstract, character in repose and character in action EXPOSÉ 2 once again sets the standard as a yearbook of the best digital art.

Webpage: http://www.ballisticpublishing.com/books/expose/expose_2/
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The Eye Of The Painter Andrew Loomis

The Eye Of The Painter Andrew Loomis

The Eye Of The Painter Andrew Loomis
The Eye Of The Painter | Andrew Loomis
Publisher: Viking Adult (January 1, 1960)
Language: English
ISBN-10: 0670303550
ISBN-13: 978-0670303557
pdf | 141 page | 26mb





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3D Creative Magazine Issue 083 July 2012

3D Creative Magazine Issue 083 July 2012

3D Creative Magazine Issue 083 July 2012
3DTotal | pdf | 76 page | 130 MB

3DCreative Magazine! This month we continue some of our great tutorials, as well as starting an exciting new one. With this selection of inspiring tutorials, a fascinating interview, and another skillful Making Of, you won’t know where to start.
Let’s kick things off with the brilliant cover image, which is part of our building droids series. We provided Victoria Passariello with a 2D concept and technical drawings and she shows us how to build an accurate 3D model of her very useful repair droid. Continuing our tutorial series covering FX, Particles and Dynamics, Matt Chandler and Mike Zugschwert demonstrate how to create an atmospheric snowfall. With Matt working in 3ds Max, he shows us how to achieve this by using particle flow and a number of standard space warp modifiers, whilst Mike shows us how simple making snow can be with Maya particles, by demonstrating the use of nParticles with a volume axis field and a 3D fluid container.

As we progress further into our character production series, which focuses on the modeling of an old man’s head, things are really being to take shape. So far our talented artists have covered concept creation, detailing and all the necessary preparations for texturing and shading. This time around Rodrigue Pralier and Anto Juricic move on to the actual texturing and shading, and look at using Displacement maps and photographic referencing to create realistic skin, Rodrigue using 3ds Max and Anto using Maya.

Contents
Paul Nelson
Interview - 3D Character Artist
The Gallery
10 of the Best 3D Artworks
FX Particles & Dynamics
3ds Max & Maya - Chapter 4: Snow
Building Droids
Chapter 4: Repair Droid
The Submarine Box
Chapter 1: Concept to White Box
Character Production
3ds Max & Maya - Chapter 4: Texturing and Shading
“Baby Satyr”
Project Overview by Nikita Veprikov
Free Chapter
Digital Art Masters: Volume 6 - Titouan Olive

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"Menambahkan Efek Kembang Api DiBlog"

"Menambahkan Efek Kembang Api DiBlog"

     Kali saya akan berbagi cara memasang efek kembang api di blog . Semua blogger pasti ingin  blog terlihat lebih indah banyak siih...animasi-animasi yang bisa membantu memperindah blog anda salah satunya kita bisa menambahkan efek kembang api.....Langsung aja Dech.....:)

1. Login ke blogger
2. Masuk ke Rancangan -- Edit HTML
3. Carilah kode </body>
4. Paste kode dibawah ini diatas kode </body>
<script language="javascript" src="https://blogtrikdantips-blogspot.googlecode.com/files/fireworks1.js"></script>
5. Simpan template sobat dan lihat hasilnya




Jika sobat ingin membuat efek kembang api yang berbeda bisa dilihat langkahnya dibawah ini:

1. Login ke blogger
2. Masuk ke Rancangan -- Elemen Laman
3. Tambahkan Gadjet lalu pilih HTML/Javascript
4. Masukkan kode dibawah ini:
<div style="position: fixed; bottom: 0px; right: 2px;"><br /><embed pluginspage="http://www.macromedia.com/go/getflashplayer" width="160" height="600" title="grab this widget @ widgetindex.blogspot" src="http://5433001315082274311-a-1802744773732722657-s-sites.googlegroups.com/site/widgetindex/fireworks.swf" wmode="transparent" type="application/x-shockwave-flash" quality="high"></embed></div>
5. Simpan gadjet dan lihat hasilnya..........

Selamat mencoba!
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Adobe Photoshop CS5 For Photographers focal press

Adobe Photoshop CS5 For Photographers focal press

Adobe Photoshop CS5 For Photographers

Adobe Photoshop CS5 For Photographers 
A Professional Image Editors Guide To The Creative Use Of Photoshop
For The Macintosh And PC

Description

With the new edition of this proven bestseller, Photoshop users can master the power of Photoshop CS5 with internationally renowned photographer and Photoshop hall-of-famer Martin Evening by their side. In this acclaimed reference work, Martin covers everything from the core aspects of working in Photoshop to advanced techniques for professional results. Subjects covered include organizing a digital workflow, improving creativity, output, automating Photoshop, and using Camera RAW. The style of the book is extremely clear, with real examples, diagrams, illustrations, and step-by-step explanations supporting the text throughout. This is, quite simply, the essential reference for photographers of all levels using Photoshop.
  • Learn Photoshop the Martin Evening way! Everything you need to knowfor superb photographic resultsusing Photoshop CS5
  • Accompanying DVD includes the images used in the book, as well as QuickTime movie tutorials that show you how to get results fast
  • Packed with diagrams, step-by-steps, and over 750 color images

Reviews

'When it's all said and done, tools-whether hardware or software-are just tools, and it's your ideas and images that matter. You'll find that Martin knows both sides of the equation and never lets the techniques distract from the vision. I think you'll find his perspective and experience invaluable.'
John Nack, Principal Product Manager, Adobe Photoshop
'Evening's Adobe Photoshop for Photographers titles have become classic reference sources, written to deal directly with the needs of photographers and filled with a wealth of practical advice, hints and tips to help you achieve professional results.' Professional Photographer Richly illustrated with photos and screen grabs, this is an invaluable guide for anyone serious about Photoshop at a very reasonable price.'
What Digital Camera
'...the bible for digital photographers. Wonderfully illustrated and incredibly detailed to help you master all aspects of the program.'ephotozine

Contents

Introduction; Chapter 1: Photoshop Fundamentals; Chapter 2: Configuring Photoshop; Chapter 3: Camera Raw Image Processing; Chapter 4: Sharpening and noise reduction; Chapter 5: Image Editing Essentials; Chapter 6: Black and white; Chapter 7: Extending the dynamic range; Chapter 8: Image Retouching; Chapter 9: Layers, Selections and Masking; Chapter 10: tutorial Essential filters for photo editing; Chapter 11: Image Management; Chapter 12: Color Management; Chapter 13: Print Output; Chapter 14: Output for the Web; Chapter 15: Automating Photoshop

webpage : http://www.focalpress.com/Adobe-Photoshop-CS5-for-Photographers.aspx
Free Download : click here
Pasword : Paceko


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