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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
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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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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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