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Joel Grimes: HDR Backgrounds That Rock

Joel Grimes: HDR Backgrounds That Rock

Joel Grimes: HDR Backgrounds That Rock

Version 3 is now here! Joel has put together an updated video tutorial that takes you, step by step through the exact process he uses to create his 32 bit HDR Backgrounds. Follow him as he demonstrates the camera operations, and then as he goes through processing an HDR in Adobe’s new Bridge/Raw Converter 9.0. The results are a true 32 bit file that can now be saved as a DNG Raw file. Can this be true? Yes, this is a huge leap in the evolution of HDR! Super clean tonal transitions, superb colors, with detail in the shadows and highlights. Joel then shows how you can now take those new HDR/DNG raw files, to create stitched panos and still save the image as a DNG raw file. Wow!
This 45 minute video also covers the techniques he uses to get more mega pixels out of his camera by using both Stitching and the use of Tilt Shift lenses.
Keep in mind that there are hundreds of ways to achieve any given post processing technique and that this video covers how Joel works in Photoshop to achieve the gritty edgy look used in his images and assumes the viewer has some basic knowledge of Photoshop. The objective of this video is to give you a creative tool to fulfill your vision as an artist and as with any process there are creative decisions that only you can make. This video is recorded on a Mac using Photoshop CS4.
45 minute video that reveals how Joel Grimes captures his HDR backgrounds in the field and processes them in Photomatix. This video covers the process from start to finish. Joel also reveals the Post Edgy Techniques used in all his images.

Buy here: http://joelgrimesworkshops.com/master-series-hdr-backgrounds-that-rock-details-page/

http://www.nitroflare.com/view/2AF35979C2DF07C/HDR_video_tutorial_final.part4.rar
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3DMotive – Learn Texture Creation In Pixplant

3DMotive – Learn Texture Creation In Pixplant

3DMotive – Learn Texture Creation In Pixplant

In this course, Philipp Schmidt is going to give us an introduction PixPlant while showing us how to make some basic tileable textures. To start this off, we will search perfect reference images which will give us a good base for this, and after a little intro to PixPlant and the process of making the texture tileable, we will use Bitmap2Material which is another powerful program used to create textures on the fly. After we have finished the Basic Texture in Bitmap2Material, we will switch over to Knald to create a new ambient occlusion map. From there we jump over to photoshop to create our albedo map in the first part, and in the second we will create our specular, glossiness and some nice variation masks to push our texture a little bit more. With our texture complete, we will create our dDO Custom Preset to use the texture with the Quixel Suite and then test out map in various software and game engines such as Marmoset, Unity, Unreal Engine 4 and CryEngine 3.

http://www.nitroflare.com/view/D5AC17A2C32252D/3DMLearnTexCreationPixplant.part7.rar
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Gumroad – Transport Vehicle tutorial for modo by Tor Frick

Gumroad – Transport Vehicle tutorial for modo by Tor Frick

Gumroad – Transport Vehicle tutorial for modo by Tor Frick

In this tutorial I will go through my entire process from blockout to rendered highpoly of this scifi vehicle in Modo. I go through the blockout stages, assembling a kitbashing set, modelling the entire vehicle aswell as creating decals, materials and rendering in Modo. This tutorial is for intermediate users of modo, it does assume that you have some knowledge of how to find your way around modo and its tools.

Buy here: https://gumroad.com/l/HzYZh#

http://www.nitroflare.com/view/239F9614FA9A564/GRTransportVehicl.part01.rar
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CGCookie – Fundamentals of Particle Systems

CGCookie – Fundamentals of Particle SystemsIn this course you’ll learn the fundamentals of using the Shuriken particle system in Unity 5. The particle system in Unity can be quite robust and has a ton of settings and functions to create anything from smoke and fire to magic spell effects. The particle system component can seem a bit daunting at first which a total of 16 modules (17 if you include the main settings) available and each with their own sub-menus and settings. This course will cover all modules to include sub-settings to make creating effects a far simpler task. Things covered in this course include:

Controlling the emission and shape of particles
Using curves for fine tuning of various module settings
Utilizing wind zones to mimic virtual wind blowing particles around
Applying collisions to game objects which can then be used with scripted functions
Using sub-emitters for things like impact particles or tiered particle effects
Applying sprite sheets in place of traditional materials for realistic effects

This course will be fairly in depth covering all modules, how you would use them and tips and tricks for things like fading colors. At the end I’ll also show you a fun and easy way to create a firefly effect using a texture from Photoshop and a few modules to show you the power and easy of the Shuriken particle system.

http://www.nitroflare.com/view/46B40966F4D8F93/CGCFundaParticleSystems.part3.rar
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Udemy – The Custom Effects Workshop

Udemy – The Custom Effects WorkshopThis course is for anybody who would like to create and even publish or sell their own presets and templates. The Custom Effects Workshop will teach you how to make amazing pseudo effects that act and work much like a native plugin.
Included in this course is 3 hours of great learning. 20 videos, all of the project files and 4 After Effects presets.
The course is structured in 5 logical sections stepping your though the process of creating complex presets for After Effects.
Not only will you learn some amazing after effects skills with preset and expressions, but you can even turn this knowledge into a side business and make a little money.
Home Page – https://www.udemy.com/customeffectsworkshop/

http://www.nitroflare.com/view/7DAC08303BA248B/UdAEcustomEffects.part4.rar
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