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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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