Styrofoam Helicopter: Mental Ray Physical Sun/Sky and Rotational Motion Blur


In Styrofoam Helicopter, Jermey covers Mental Ray's Physical Sun & Sky and issues revolving around its use including texture gamma, proper use with sss shaders, tone mapping, and rendering with clouds and backgrounds. Jeremy also explores linear motion blur as it applies to complex rotation.

Harga: Rp 15.000

Subsurfacing Sushi: Procedural Fish and Rice, or Finally, a Use for Maya Wood


In Subsurfacing Sushi, Jeremy creates fish from Maya's wood procedure. He then delves into the network of the Mental Ray fast_simple subsurface scattering material. Even subsurface pros will learn something as hidden and underused parameters are uncovered from "the depths." The lesson concludes with Depth of Field as a post process in Photoshop.

Harga: Rp 15.000

Dusty Simplified Glass in Overcast Light with Procedural Cork


In Simplified Glass, Jeremy discusses how to use a simple Blinn shader for truly effective glass. Dust on the bottles leads to a concise overview of layering materials, which is further enhanced with Maya fur. Included is a deep discussion of area lights and the principles of raytrace recursion.

harga: Rp 15.000

Procedural Plums in Sunlight with Procedural Water Drops


In Procedural Plums, Jeremy discusses how to build rich, useful procedural networks, making efficient use of your time in IPR, displacement mapping water and water material, and a simple sunlight lighting rig.

harga: Rp 15.000

Lighting a Hallway. Production Techniques for Efficient, Directable Lighting


Emphasizing production concerns, Jeremy lights an interior scene with only 13 lights. He demonstrates in real-time step-by-step how to use a minimal number of spot and point lights to recreate all direct, indirect and "sweetening" light sources for a hallway. This technique uses no Global Illumination or Final Gather, producing a fast, stable, predictable and directable result. Jeremy shows how to work with lighting in IPR and Mental Ray.

Harga: Rp 15.000

Mental Ray sketch and cell rendering in Maya 2009 (with Maya 2009 scene files)


In this video Christophe Desse show his workflow for the creation of his sketch and cell rendering in Maya 2009. This tutorial includes setting up the shaders and all the steps necessary to render them in Maya. He also details the compositing and finaling stages in Photoshop.

Harga: Rp 15.000

Compositing Multiple Passes (Includes Files)


In this tutorial Christophe Desse explains the conceptual foundation necessary to get great images from compositing multiple passes in Fusion or Photoshop. In Fusion Christophe explains each stage of his work from a platform neutral perspective. While compositing he uses different render passes and masks to enhance the render. He uses ambient occlusion to increase the contrast in the texture, masks to isolate areas and effects, Christophe tweaks the overall look in a fast, easy to understand approach.

harga : Rp 15.000

Rendering Multiple Passes in Maya (Includes Scene Files)


In this tutorial Christophe Desse shows how he uses Maya's Render Layers to give him more control over his final render. Using a production-ready scene file, Christophe covers Render Layers, Masks, Ambient Occlusion and settings for Mental Ray. This tutorial also includes all the files necessary for you to follow along and create your own hot-rod render.

Harga: Rp 15.000

Making Turntable Animations


This tutorial demonstrates a simple, yet effective, solution for creating dynamic turntables. Utilizing Maya's two-node camera, motion path animation provides a flexible way to move the camera around the model. Precise and cycling rotations are combined with a moving camera, to allow for various views of the model in a single turntable. We begin the tutorial by creating a three-point lightrig using raytraced shadows and Mental Ray. This tutorial demonstrates how to render a Maya animation from the Command Line. While it is possible to render from within Maya using Batch Render, there are several advantages to avoiding this approach. More memory is available to the renderer when Maya is closed which is often a necessity. But furthermore, command line rendering simplifies the process of managing rendered frames, network rendering and the batch rendering of multiple scenes. This tutorial also demonstrates how to render the wireframe/topology of the model on top of the shaded turntable animation. When presenting work, especially on a reel, viewers will expect to see not just the finished result, but also how it was achieved. Clean, efficient and animation friendly topology is critical, therefore presenting that aspect of your work is expected. We look at a variety of wireframe styles and composite them in After Effects.


Harga: Rp 15.000

The Refinery Project


The Refinery Project is a four chapter tutorial that demonstrates, in real-time, how to bring a static image to life in seven hours. Starting with a static photo of an oil refinery, Alex integrates 2D and 3D elements using Maya, After Effects and Photoshop. In chapter one, sprite rendered smoke is added to several of the refinery's smokestacks. In chapter two, the original sky and static water of the refinery photo are replaced and color corrected to match the lighting of the scene. For the water we use Maya's Ocean Shader to create animated water that integrates perfectly into our scene, including reflection of the backplate and shore/pier intersection through the use of camera projections. In chapter three, animated fog is added to the Maya scene using volume emission, fields, sprites, expressions, disk caching, hardware rendering and motion blur. All necessary steps are discussed as we build the effect from scratch and integrate it into our composite. Final tweaks are added in After Effects including color correction, level adjustments, masking and movement. In the final chapter, we begin by adding a new foreground shoreline and some rocks in the water. We then move to Maya to create a dynamic flock of birds that fly into frame. The bird effect is created from scratch including joints, skinning, looping animation, UVs, texturing, particle instancing, emitters, fields, expressions, lighting, rendering and the final composite of the Refinery Project.

Harga: 15.000

Outdoor Lighting


This tutorial provides a detailed demonstration of how to approach outdoor lighting for any time of day. We begin by discussing the nature of outdoor light, the sun, the sky, shadows and the use of reference material. In Maya we focus on a direct illumination approach utilizing both the native renderer and Mental Ray, while also discussing the use of skyDomes, bounce light, raytracing, optiFX, Final Gather and Ambient Occlusion. Various times of day are created, including morning, noon, afternoon, evening and night. Animated lighting tests are rendered and composited in After Effects, incorporating Z-depth based Depth-of-Field, Highlight Blooming and other filter adjustments to make our renders feel more photographic.

Harga: 15.000

Rigging 101: Skeletons


We begin by discussing the core concepts of skeleton creation: how to create joint chains and manage hierarchies, IK versus FK, and how to test behavior with a quick IK rig. We create Jester's skeleton in realtime, while explaining all of the required steps to ensure proper behavior down the road. With Jester's skeleton created, we now clean it up and prepare it for skinning and control rigs. At this point you will know everything you need to know in order to create skeletons for your own characters or creatures.

harga : Rp 15.000

Ground Explosion


This tutorial demonstrates how to generate a volumetric ground explosion that is software rendered with cloud particles. Through the use of emitters, particles, fields, collisions, instancing, expressions, cloud shading, lighting, rendering and compositing, the effect is generated from scratch.

Harga: Rp 15.000

Sprite Rendering Fundamentals


Sprite rendering of particles is an incredibly efficient and powerful method for designing an almost unlimited variety of effects. When particles are set to Sprites, an image or sequence (with transparency) can be mapped onto the individual particles. As any image can be used, the possibilities are endless: Snowflakes, optiFX, smoke, fog, dust, fire, splashes, flying birds, dust hits, etc. This tutorial demostrates the fundamental knowledge necessary to utilize sprite rendering in Maya. Shader set-up and managing PP attributes (spriteNum, spriteScale, spriteTwist, lighting) are discussed

Harga: Rp 15.000

Creating and Rendering Sparks


Sparks are a fairly common, yet simple, effect that can be effectively created using Maya dynamics. This tutorial demonstrates sparks from a collision, as well as from a pulsing (expression driven) emitter. Starting from scratch we generate the required elements to produce the effect: volume emitter, particles, fields, animation, expressions, Collision Events, particle shader and utility nodes. For rendering we utlize the Tube software render type as the final output, yet we also discuss how sparks can be rendered using the MultiStreak hardware render type.

Harga: Rp 15.000

Pixie Dust Using Sprites


Pixie dust... magical powder that emanates from the land of faery and those that inhabit it. Associated with Disney films, Pixie Dust also manages to find itself in movie theatre promos, bumpers, commercials and many video games. This tutorial demonstrates how to create a dynamic Pixie Dust effect using sprites.

Harga: Rp 15.000

Bullets, Dust Hits and Debris


When objects impact the ground, such as bullets or footsteps, one often expects to see an effect such as a puff of dust (dust hit) or a burst of debris. This four part tutorial demonstrates how to create dust hits and debris from bullets hitting the ground, fired by an animated jet fighter composited into a live action background.

harga: Rp 15.000

The Making of White Swan 3 Disc Set


In this three disc set, the entire production process of making the music video White Swan is revealed. Winner of “Best Music Video” at hdfest, White Swan is a unique collaboration between students from the Gnomon School of Visual Effects and director Sil van der Woerd. This set breaks down step-by-step the process for integrating live action footage with complex digital sets to create an imaginative world inspired by the music of singer Lolly Jane Blue.

Each disc explores a particular phase in the production's pipeline from concept to final compositing. Sil begins with a discussion of early explorations and the pre-production process, and he's followed by the students as they cover their particular responsibilities for the production. Sil and the students cover many technical subjects including motion tracking in Boujou, compositing, rotoscoping and keying in After Effects, previsualization, modeling in ZBrush, texturing in BodyPaint, digital sets, animation and effects in Maya.

This set hopes to inspire and educate anyone who dreams of creating their own live-action production that incorporates dynamic visual effects.

Harga: Rp 40.000

Matte Painting for Production with Jared Simeth


BEHIND THE SCENES (BTS) is an exciting DVD series developed to showcase the creation of a game cinematic sequence. In this chapter of the series Jared Simeth demonstrates the creation of two matte paintings. Starting with concept paintings provided by BTS Art Director Mark Goerner, Jared goes through the process of creating simple 3D geometry and matching the camera in Maya. In Photoshop® he executes both a pan and tile style 2D matte painting, and one to be used with a 3D camera move. He covers techniques for keying, creating custom brushes and working with Photoshop’s perspective tools. In Maya, Jared shows how to project the painting onto the 3D geometry in preparation for the final camera move. The viewer will also see production meetings in which both the concept and execution are discussed and critiqued.

Harga: Rp 15.000

Action and Close-up Animation


BEHIND THE SCENES (BTS) is an exciting DVD series developed to showcase the creation of a game cinematic sequence. In this chapter of the series Burke Roane focuses on two action oriented game cinematic shots. He discusses the different stages of animation and explains what is expected from animators in a production environment. He compares and contrasts different computer animation techniques, and shows how to reach a high level of refinement in your shots. From start to finish, Burke explains in great detail how to work in an organized and efficient way, but more importantly he talks about the creative process of animation and how that process guides his workflow.

Harga: Rp 15.000

Creating a Photo-Realistic Render in Mental Ray


In this tutorial, Ryan Kingslien takes you through the techniques he uses for achieving photo-real renders of digital sculptures. He shows you how to create a setup for rendering your Maya or ZBrush sculptures, allowing you to both analyze and present your digital sculptures in more realistic lighting. Using Maya and Mental Ray, he covers, setting up your scene, lights and camera, as well as creating a clay material, using depth of field, and improving the quality of your render without slowing it down.

Harga: Rp 15.000

Advanced UV Layout for Production


In this DVD, Kevin guides the more advanced modeler through the steps of laying out UVs on more complicated organic objects, where no single simple projection will work. Kevin provides a clear approach to breaking down objects into pieces that can be laid out and reassembled. Starting with a dollhead model, Kevin covers how to combine different projections and use the Relax and Unfold tools to get the desired results. He then discusses UV layout solutions for clothing and more complicated objects like a horse skull. Kevin then shows how to utilize his favorite tool, UVLayout by Headus, which can really speed up your workflow by automating the process of cutting up the model and projecting onto it, while maintaining a consistent scale. Finally, Kevin explains why in production it may be necessary to have multiple UV sets and what the specific requirements are for programs like ZBrush and BodyPaint. Intended as an advanced tutorial on production UV layout techniques, Kevin's many years of expertise inform this clear and "holistic" approach to modeling and UV work.

harga: Rp 15.000

UV Mapping 101


In this DVD, Kevin guides the beginning modeler through the concepts and complexities of the UV layout process in Maya. It is essential that UVs are laid out properly so that 3D models can smoothly proceed into the texturing process. Starting with the fundamentals, Kevin prepares the viewer to take on a project as complicated as laying out the UVs for a house. He covers editing the UVs in the UV Layout Window, projecting and editing on a stretched cube, cylindrical and spherical projections, and the principal of using "material splits" as a means of organizing different parts of a model. Intended as an introduction to production UV layout techniques, Kevin's many years of expertise inform this clear and precise lecture.

Harga: Rp 15.000

The Making of 'Fume'


These chapters represent a technical overview of how the image 'Fume' was created using Maya, ZBrush and Photoshop. In contrast to some of my other work on Gnomonology and The Gnomon Workshop, Fume was created without any initial design direction. There was no sketch to develop, as was the case with Jester or Trin. Therefore this tutorial demonstrates a slightly different workflow as I allowed a design to evolve organically. The actual creation of Fume was not recorded, therefore these lectures are all created in realtime as I explain, in detail, the process of creating the image. 'Fume' has been toprow plugged at cgtalk, zbrushcentral, 3dtotal and was a 'daily deviation' at Deviant Art.

Harga: Rp 15.000

The Making of 'Trin'


Trin was started to create a high-res 4k still image, yet evolved to become a looping ten second animation rendered in vertical HD at 1200x1920 to be displayed on a wall-mounted digital display. Starting from a personal sketch, Trin was created in twenty hours using Photoshop, Maya, Zbrush, UVlayout, Bodypaint and Mental Ray. The entire process was recorded and is demonstrated using timelapse footage, where I explain every step with an emphasis on both the technical and aesthetic thought processes. The process covers everything from orthographics to shaders, lighting and compositing.

Harga: Rp 15.000

The Making of 'Smile'


This "making of" demonstration and lecture began with the decision to create a new still image and record the entire process. Using Maya, UVlayout, ZBrush and Photoshop, "Smile" was created in ten hours over the course of a couple evenings. Observe and listen as Alex shares his workflow, thought process and techniques, covering everything from creating a base mesh and laying out UVs to creating a final comp in Photoshop.

Harga: Rp 15.000

Creature Head Texture Look Dev


n this tutorial Alex will show his techniques for designing the texture style for a creature head. Using a new model made for this tutorial based on a personal sketch, the creature's skin detailing and style is designed in both 2D and 3D. With a 2D grayscale drawing, little information exists for how the creature would look once textured. Using Photoshop we can quickly develop a variety of looks which can be photo-realistically previewed in both Photoshop and Maya.

By layering specular, reflection and ambient occlusion passes out of Maya, the textures can be designed photorealistically in Photoshop while being projected onto the surface and rendered from different angles in 3D. This approach allows a texture artist to show a supervisor various approaches to a creature's texture design in little time. Once a look is approved, this technique makes the process of developing the final textures quick and straight forward.

Harga: Rp 15.000

Character Modeling for Next-Gen Games


In this DVD, Richard Smith guides you through modeling a Next-Gen game character. Richard starts with a rough concept design and then creates a low-res base mesh. From there he sculpts each part in ZBrush with special attention paid to creating realistic clothing folds. Once each part is completely sculpted Richard retopologizes it inside of Maya using a plug-in called Nex. Finally, using XNormal he creates the normal map and then sets everything up in Maya. This DVD is intended for artists with a basic understanding of polygon modeling in Maya, but the techniques he demonstrates could be applied using other 3D modeling software.


Harga: Rp 15.000

Mental Ray Production Practices


In this lecture, Matt Hartle will lead you through the steps necessary to produce a finished visual effects shot from conception to the final composited rendering. Along the way we will examine modeling, texturing, animation, lighting and rendering using Mental Ray. We will then composite the rendered layers in After Effects, using a 3D composition with a camera exported from Maya. By bringing in the camera from Maya we will be able to integrate photographed elements with our rendered elements to create a final composite. Render layers from our Maya scene will include beauty, ambient occlusion, particles, ground fog and color alpha among others.

Harga: Rp 15.000

The Skinned Character Rig


In The Skinned Character Rig, lead character rigger Carlo Sansonetti shows the skinning process from start to finish. The lecture begins with the concepts required to understand basic skinning, allowing the viewer to quickly start deforming their characters. It then progresses to detailed examples and explanations of advanced techniques. Carlo covers his favorite tools, smooth binding, deformation order, deformation correction, indirect skinning and deforming cloth. This DVD is for artists who are new to rigging as well as for experienced riggers who are looking to expand their current knowledge base with varying approaches on advanced topics.

Harga: Rp 15.000

Character Animation: Acting and Lip Sync


This is Chris's third lecture in a series on character animation using Maya. In this lecture, Chris delves ever deeper into the world of acting and its most important aspect: the character's internal thought process. Chris covers the fundamental principles of lip sync and dialogue, from keying the audio track and breaking it down to phrasing and inflection. Building on earlier themes, including dynamic posing, contrast of shape and emotion, line of action and use of negative space, Chris shows you the step-by-step process of bringing a scene to the level of full 3D theatrical animation.

Harga: Rp 15.000

Character Animation: Mechanics and Emotion


This is Chris's second lecture in a series on character animation using Maya. Using the same character rig as in Character Animation: Fundamentals, Chris leads you down the twin paths of successful character animation: mechanics and emotion. Conjoining believable motion with believable acting is the holy grail of animation, and this duality is demonstrated by animating the bouncing man. Chris covers appealing poses, believable weight distribution, activation of limbs, use of gesture to demonstrate attitude, the aura of the character and effective utilization of the stage.

Harga: Rp 15.000

Character Animation: Fundamentals


This is Chris's first lecture in a series on character animation using Maya. In this lecture Chris introduces the basics of feature film style character animation. Starting with the bouncing ball and then moving on to using a character rig, Chris gives you a guided tour of the inner workings of Maya, covering the interface and how to develop good workflow habits. He discusses the basics of acting and emotion and demonstrates how to setup the always challenging walk cycle, from blocking in and smoothing out the animation to refining it by adding attitude and feeling

harga: Rp 15.000

Hard Surface Texture Painting


BEHIND THE SCENES (BTS) is a new and exciting DVD series developed to showcase the creation of a game cinematic sequence. The series follows a team of artists as they demonstrate their production techniques from concept phase to final rendered animation. This chapter in the series focuses on hard surface texture painting for 3D models – in this case a military styled helicopter. Ted begins by organizing the vehicle into discreet layer groups reflective of their final material assignments. He then shows various texture painting techniques and methodologies using Maya, Photoshop®, BodyPaint and ZBrush. The DVD includes production meetings with art director Mark Goerner and culminates with a spectacular rendering of what all the various maps look like when placed on the model.

Harga: Rp 15.000

Character Texturing for Production with Ben Neal


BEHIND THE SCENES (BTS) is a new and exciting DVD series developed to showcase the creation of a game cinematic sequence. The series follows a team of artists as they demonstrate their production techniques from concept phase to final rendered animation. In this chapter of the BTS series Ben Neall explores the many aspects of texture creation for the main character Geo. Some of these aspects include techniques such as UVing, Projecting, Texture Painting using 2D and 3D softwares, as well as overviews of shader and render setup. Ben also shows techniques to help the artist in the visual development stage, using compositing software to make real-time decisions. The viewer will also see actual production meetings in which the design and creation of the textures are discussed.

Harga: Rp 15.000

Mental Ray: Fundamentals FULLY UPDATED


On this DVD, Matt focuses on the fundamental implementation and functionality of Mental Ray from within Maya. He covers many areas, beginning with an in-depth exploration of the interface of Mental Ray, including the use of MEL scripts to access custom features. Next, he shows an initial scene setup using a custom naming script to label files automatically and correctly as they are output. Many other topics are covered in depth, including setting up basic frame buffers, using diagnostics to debug your scenes, various implementations of motion blur including the rasterizer (rapid motion), lens shaders, a custom shader allowing you to blur in post, depth of field, displacement utilizing the latest techniques, including a thorough explanation of ccmeshes (Catmull-Clark meshes) and how to access them from within Mental Ray for Maya.

Harga: Rp 15.000

Intuitive Animation with Robert Kuczera


In this DVD Robert Kuczera guides you through his character animation process from beginning to end. He first describes how to prepare the Maya Workspace to improve and optimize your workflow. Next, he shows how to prepare a scene for animation and animate the character. He discusses the timeline, Graph Editor, Dopesheet, layers, shelves, hot keys and MEL scripts. Robert demonstrates how to use filmed reference material to identify the key poses and place the breakdowns and in-betweens. The lecture is focused on showing you how to animate precisely and quickly through the camera. Robert presents an insider's view of how professional animators work, showing workflow and techniques with supporting discussions on the principles of animation.

Harga: Rp 15.000

Vehicle Modeling for Production


BEHIND THE SCENES (BTS) is a new and exciting DVD series developed to showcase the creation of a game cinematic sequence. The series follows a team of artists as they demonstrate their production techniques from concept phase to final rendered animation. This chapter in the series focuses on the vehicle featured in the cinematic, a futuristic helicopter designed by renowned Art Director Mark Goerner. Instructor Paul Schoeni takes the viewer step-by-step through the 3D modeling process in Maya, from simple proxy to final model. The viewer also gets to go behind the scenes and witness actual production meetings that discuss the design and creation of the helicopter.

Harga: Rp 15.000

Character Modeling for Production with Cajun Hylton


BEHIND THE SCENES (BTS) is a new and exciting DVD series developed to showcase the creation of a game cinematic sequence. The series follows a team of artists as they demonstrate their production techniques from concept phase to final rendered animation. This chapter in the series focuses on the creation of the character Geo, a seasoned veteran of numerous infiltration missions. Cajun Hylton takes the viewer step-by-step through the 3D modeling process, from simple proxy to final model using Maya and ZBrush. The viewer also gets to go behind the scenes and witness actual production meetings that discuss the design and creation of the character.

Harga: Rp 15.000

The Digital Maquette, Volume Two


Zack Petroc's Art Directing Series continues with "The Digital Maquette, Volume 2", in which he outlines the creation of the Froad Rider, the costume and peripheral accessories using ZBrush. Watch as Zack develops the character from a low-resolution organized mesh for the head, and box meshes for the costume and accessories. After posing the character using ZBrush's new Transpose tools he documents the process for outputting the character as a 3D print with Gentle Giant Studios. Zack presents the workflow with the artist in mind, highlighting specific tools and techniques and focusing on how they add to the creative freedom of the design process. He also discusses how to define your character from both an art directing and digital sculpting perspective. This lecture is intended for Art Directors and Production Designers who are interested in discovering how digital sculpting can add to their creative process. Additionally, it presents information for artists who are interested in growing their skills as design sculptors.

Harga: Rp 15.000

The Digital Maquette, Volume One


Zack Petroc's Art Directing Series begins with "The Digital Maquette". This title presents an innovative and direct approach to 3D content creation. Zack demonstrates a Maya-to-Mudbox workflow, outlining the advantages of digital sculpting and showcasing the benefits it can offer your design team. The workflow is presented with the artist in mind. It highlights specific tools and techniques focusing on how they add to the creative freedom of your design process. As Zack creates two characters from the initial box mesh to final sculpted pose, he discusses how to define your character from both an art directing and digital sculpting perspective. This lecture is intended for Art Directors and Production Designers who are interested in discovering how digital sculpting can add to their creative process. Additionally, it presents information for artists who are interested in growing their skills as digital sculptors.

harga: Rp 15.000

Digital Sculpting: The Human Anatomy


In this DVD Zack Petroc presents a modern approach to digital sculpting that includes technical discussions, and features in-depth techniques for adding life and realism to your characters. Using a Maya-to-ZBrush workflow, the viewer takes a step-by-step look at how underlying muscles and bone structure affect the true form of the human body. The Maya content highlights creating and preparing a low-resolution base mesh, and includes techniques that apply to other Poly modeling packages. The central part of this demonstration takes place in ZBrush, with a comprehensive description of how to develop anatomy while adding weight, balance, and realism to your character. Finally, Zack showcases techniques for using the detailed ZBrush mesh to create an organized animatable mesh in Maya. This lecture is intended for all students and professionals who wish to strengthen their character work through furthering their knowledge of human anatomy.

Harga: Rp 15.000

Character Design Pipeline


In this DVD, watch BARONTiERi as he demonstrates the different steps behind the creation of two iconic characters using both Adobe Photoshop® and Autodesk Maya®. He will then show how to successfully use your imagination under realistic production constraints. BARONTiERi reveals the latest digital art techniques, ideas and original processes used by the creative members of STEAMBOT Studios. He breaks down the foundations of an efficient character design pipeline for concept artists of the video game and visual effects industries, while demonstrating the importance of teamwork, and focusing on research, development and problem-solving issues. This lecture covers professional tips, speedpainting, basic 3D modeling and environment/mechanical design

Harga: Rp 15.000

Matchmoving Advanced Production Techniques


In this DVD, Tim Dobbert takes you through the more advanced aspects of matchmoving and camera tracking. He discusses how to use survey data to force a camera solution to fit a pre-built environment and how to use camera tracking for paint work. He also covers blending, enhancing and extending matchmoved cameras. Tim shows you how to prepare for a live-action shoot and how to get the right information once you're on-set. There's also a section on advanced object tracking that shows how to use an object's motion to create a camera move. And finally, he covers the tricky problem of lens distortion and how it affects the visual effects workflow. Tim uses a variety of software packages for this lecture including Maya, Boujou, MatchMover, SynthEyes and After Effects

Harga: Rp 15.000

Matchmoving: Object Tracking


In visual effects work, it is common to have an element in the live-action footage that needs to be tracked. This is often the case when you need to add an effect to an actor's face, attach a CG object to a moving vehicle, or even add lip sync to an animal's performance. In this DVD, Tim Dobbert shows you how to track an object's motion using matchmoving software. You'll learn how to use the solution to drive an object's animation in Maya and how to properly evaluate your results. He'll also show you advanced object tracking techniques such as how to solve for an object's motion when the camera is also in motion, and how to invert the camera's motion with that of the object. Tim uses a variety of software packages for this lecture including Maya, Boujou, MatchMover and After Effects.

Harga: Rp 15.000

Matchmoving Production Techniques


In this DVD, Tim Dobbert walks you through the steps involved in a typical production-level matchmove, also known as camera tracking. In order to integrate CG elements with live-action footage, the essential first step is to align the 3D camera with the real-world camera. Tim demonstrates how matchmoving software uses photogrammetry to reproduce the camera-move and how to get the best results possible. The DVD covers all aspects of the matchmoving pipeline from 2D tracking and calibration, right through to placing the camera in an environment and delivering the final scene. The lecture also emphasizes how to troubleshoot the tracking solution when things don't go well and how to choose the best workflow for the shot. Tim uses a variety of software packages for this lecture including Maya, Boujou, MatchMover and After Effects.

harga: 15.000

Humanoid Modeling


In this polygonal modeling DVD, Sean Mills shows you how to create a bipedal humanoid model. Sean begins with a set of primitives for different body parts - arms, legs, torso and face - and refines them into muscle masses, primary contours and silouhettes. He then shows you how to refine those masses, establishing preliminary edge loops around musculature and areas of major deformation. Sean concludes by integrating these primary forms onto a contiguous character mesh.

Harga: Rp 15.000

Creature Head Modeling


In this polygon modeling DVD, Sean Mills moves from relatively simple hard-surface forms to the creation of more complex and detail-oriented shapes. Sean introduces you to the principles of creating hi-res poly models by modeling the head of an intricately detailed 4-eyed creature, based on a maquette (sculpted by Neville Page). Utlilizing Subdivision surfaces, he shows how to sculpt your model with real-time feedback on the hi-res surface. Learn to create an intelligent edgeflow around your model's primary forms, one of the more complicated tasks associated with poly modeling. Finishing the process, Sean shows you how to return those changes to a low-res cage, for further modification.

Harga: Rp 15.000

Matchmoving 101: Fundamentals


Whether in film, episodic television, commercials or music videos, the integration of 3D elements and effects is now a mainstay of modern post production. In the first DVD of this series Stephen McClure introduces you to the fundamentals of matchmoving. For both beginners and professionals, this lecture discusses the details of the matchmoving process including hand tracking techniques, survey information, distortion grid usage, and film terminology. Stephen shows how to recreate real world camera elements in the Maya environment, create custom camera controls, use Maya's integrated camera controls and set up the most popular professional and consumer formats.

Harga: Rp 15.000

Pipelines for Video Game Animation


Scott Easley takes you through the process of constructing a character animation pipeline in Maya that will allow you to constantly improve and update your characters without adversely affecting any of the existing animations. Scott also shows you how to use the Trax animation editor from the ground up and how to build a library of animation actions which you can then use to block-out more complex character animations. Included on this DVD are tutorials, a sample rig, blend shapes for facial set-ups, character texture maps, custom tools, shelves, poses and a Maya project to get you on your way.

Harga: Rp 15.000