|creating a post-apocalyptic cityscape|
Using Puppy Ray (new to PD Howler 9) to render a post-apocalyptic cityscape scene, starting from floorplans of houses. The creation phase of the elevation map can be inspiration for use in other tools and even with PD Howler 8 into the GPU based 3D Designer for animated rendering.
|Make Your Own Environment Maps And Light Probes|
The Poser/DAZ Studio WorldBall freebies let you easily add your own 360° azimuth / ±90° elevation environment sets. This 10 page PDF (10 pages) outlines my method of creating those environment sets from scratch using just free software - Terragen Classic, GIMP, and HDRShop Version 1.
|Terrain and landscape design with elevation maps|
This might interest you if you do 3D with Lightwave or other tools, and want a quick backdrop of some planet landscape. This is not exactly matte painting, but it could be the start of a matte painting piece. These are tutorials, on creating the textures (part 1) and creating the terrain (part 2) and using the textures. part 1: This focuses on creating the textures. part 2: http://www.youtube.com/watch?v=145HNAj9wMA In this part Dan uses the 3D Designer and explains lighting, fog and other features, and then uses the texture that was created in part 1. -Philip
|Tutorial RealFlow - Moving water sphere (English version) |
Tutorial RealFlow - Moving water sphere (English version) In this videotutorial I show how we can moving a fill water sphere inside Realflow using a fill object emmiter particles and comparive with the classic sphere emitter partiles. It's basic tutorial. thank you for your time Matteo -MatEvil- Migliorini www.art2upz.com
|Tutorial Export Hybrido particles for Krakatoa |
Tutorial Export Hybrido particles for Krakatoa In this video tutorial I show how you can export particles from simulation of realflow (using Hybrido solver) for Krakatoa renderer and import inside 3DS Max for render it without problem. I show also some little aspect of Krakatoa and PRT Loader. www.art2upz.com Matteo -matEvil- Migliorini
|RealFlow waterfall tutorial part2 - English version |
RealFlow waterfall tutorial part 2 In this lesson I show you some basic concept of Krakatoa for rendering simulation of waterfall that you can find here - http://youtu.be/BoZSlvjrByw Also I show you some concept of mesh from Realflow and the classic workflow for simulation and rendering. You can find the final footage here - http://youtu.be/sY1IQQk-KIo For more information you can visit my web-site: http://www.art2upz.com Thank you for visit and if you like my website you can do a little "donate" for suppurt my "free educational"... Matteo "matEvil" Migliorini
|RealFlow waterfall tutorial part1 - English version |
RealFlow waterfall tutorial part1 In this lesson (about 1 h) I show you some basic concept of Realflow (interface, import geometry, emitters, initial state, ect etc....). Finally I create a little simulation of waterfall for show that tools. In the next lesson I will show you import and rendering in software 3D. For more information you can visit my web-site: http://www.art2upz.com Thank you for visit and if you like my website you can do a little "donate" for suppurt my "free educational"... Matteo "matEvil" Migliorini
|Kill the render noise in yiur Lux scenes|
New users of Lux and Reality sometimes find themselves in a situation where an incredible amount of noise is still present in the scene even after thousands of samples have been computed. This is iften caused by lighting mistakes and this tutorial shows you how to avoid and correct such problems.
|Postwork~ Painting Realistic Looking Tears in Photoshop Elements 7|
Hi there, welcome! Being a big fan of postwork, I decided to upload this tutorial I created on my quick technique for painting realistic looking tears using Photoshop Elements 7.
|Hexagon 2.5 tutorials|
Large selection of Video tutorials for Hexgon 2.5
|3D Images from any photo or image!!|
I found a way to make any image into a 3D anaglyph image, this is fairly simple and done on Paint dot net. You will need to go dig out Your old 3D glassed (red-green) to see any of these.
|World-Machine 2: Basics of mixing and color mapping|
Thereâ��s a lot to be excited about in this nifty program, and one of them is the new color maps feature. You can now use the awesome selection tools in World Machine to mix and match color swatches (and even image maps) in order to create your own color overlays for terrains. Weâ��ll be going over all the selection types in the context of mixing colors.
|World-Machine 2 Primer|
During this tutorial, youâ��ll learn about how the World-Machine interface works, how you can manipulate the node-graph, and how you can export the resultant terrain to 3dsMax or Vue dâ��Esprit. My goal is to get you up and running with the program as quickly as possible, so Iâ��ll be showing you the very core fundamentals so that you can get output from the program. More advanced features and techniques will be discussed in the next few sections of this primer. If you donâ��t already have World-Machine, consider downloading the trial version so that you can follow along!
|Painting with video - load an AVI directly into the brush system|
This tutorial shows how to load an AVI file (video,3d aqnimation...) directly into the custom brush system as an animated brush. Once it's in the brush system, you can paint with it: single-clicks to stamp down the sequence, or draw and paint liberally while it's automatically cycling through the images. The avi clip could be a looping walk sequence from Poser or DAZstudio or anything you animate in 2D or 3D. Lots of ways to use it. A single running man can quickly turn into a hord, a stampede of characters at different sizes, colors, speeds....
|Tagging a Rig in SoftImage/XSI Tutorial|
This free tutorial from Noesis Interactive shows you how to "tag a rig" in SoftImage/XSI in order to apply animation or motion-capture data to it. For more products, tutorials, and information relating to video game development and modding, check out "www.noesisinteractive.com" !
|Introduction to FGDs in SourceSDK's Hammer Tutorial -Part 1 of 2|
This free tutorial from Noesis Interactive is an introduction to FGDs and how they work in Hammer. It covers basic FGD information, downloading FGDs, installation, and checking updates. It is the first of two sections. Very useful for anyone using Source SDK's Hammer level editor for the Half-Life 2 game engine. Check out more tutorials and products relating to video game development and modding at www.noesisinteractive.com!
|Introduction to FGDs in SourceSDK's Hammer Tutorial -Part 2 of 2|
This free tutorial from Noesis Interactive is an introduction to FGDs and how they work in Hammer. It covers basic FGD information, downloading FGDs, installation, and checking updates. It is the second of two sections. Very useful for anyone using Source SDK's Hammer level editor for the Half-Life 2 game engine. Check out more tutorials and products relating to video game development and modding at www.noesisinteractive.com!
|Technique du bleu|
Didacticiel qui explique la technique utilisée par Stedo pour réaliser le bleu d'une de ses bandes-dessinées
|2D Texture Enhancment Of A Landscape Render Using Photoshop Layers and Layer Styles|
This tutorial illustrates how to add a touch of photo realism to a landscape render by enhancing selected 2D textures using Photoshop Layer and Layer Style features.
|Painting Masked Tiling Textures|
Learn how to paint dimensional, realistic foliage textures for use on your terrain models with this easy PDF tutorial, Painter 5-9.5 and Bryce, Vue or World Builder.
|Using Animation Master's Metallic Plugin...|
This is a simple tutorial demonsrating how I used A:M's metallic plugin to get the metal look on my CarnBike..
|XenoDream Tutorials and Shapes|
Example images and topical discussions on:
Mixing Metamorph Styles
Closest Point and Clip Distance
Background & Unlit/Lit Pics
Working with Regions
Combining Lighting Effects
Various Other Tips
|Amorphium 1.0 Tut.|
Introduction to Amorphium for beginners. It's a work in progress and will be updated when I get the time.
At the top of page.
|'Making an Animated Mushroom Cloud' aka the 'Shiitake Tut'|
A complete tutorial on the methods used to create a decent looking mushroom cloud using animated displacement maps. Covers modelling, constraints, animating, materials, map generating, lighting. While this tutorial is fairly Hash specific, most techniques should carry across to other apps. Project files for A:M v8.5 included.