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Digital Tutors 3ds Max Collection (9 Products / 22 CD) http://5.45.70.241/viewtopic.php?f=520&t=25794 |
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Автор: | Релизер [ 2011-11-24 16:43 ] |
Заголовок сообщения: | Digital Tutors 3ds Max Collection (9 Products / 22 CD) |
Digital Tutors 3ds Max Collection Производитель: Digital Tutors Язык: английский Дата выпуска: 2008 - 2009 Видео кодек: QuickTime Разрешение: 1024 х 768 System requirements: • Windows/MacOS • 512MB RAM • Web Browser (Microsoft Internet Explorer, Mozilla Firefox 1.5 or later) • Apple® QuickTimeTM Player 7.2 or later • 1024 x 768 screen resolution (recommended) Digital Tutors Automotive Modeling in 3dsMax (4CD / Total Run Time: 7:37:37) Learn a production workflow to automotive modeling in 3ds Max and a multitude of Polygon, NURBS, and Spline-based techniques that can be used for Film, Games, and Automotive Design. Contains over 7.5 hours of project-driven training. Popular highlights include: * Viewport Background Images * Establishing Automotive Line Flow * Creating Multiple Fitted Panels * Redrawing Topology * Adding Resolution to Tighten Edges * Adding Edge Loops with Connect Tool * Edge Loop and Ring Selections * Converting Sub-object Selections * Adding Geometry with Bridge * Cloning Geometry and Shapes * Attaching and Detaching Geometry * Building Geometry with Splines * Building Geometry with NURBS Curves * Mirroring Geometry * Symmetry Modifier * Converting Parametric Geometry * Previewing Smooth Geometry * Creating Detail with Extrude Tool * Importing Adobe Illustrator Curves * Creating and Adding Realistic Materials * Adding Bump Maps to Materials * Creating UV Layouts * Creating Geometry with Primitives * Changing Geometry Creation Parameters * Welding Vertices * Creating Splines and Patches * Edit/Delete Message Reply With Quote Lesson Outline: 1. Project Overview 0:44 2. Setting up Viewport Background images 3:29 3. Modeling the wheel arches 9:48 4. Bridging geometry between the arches 2:57 5. Extruding edges up along the side 5:34 6. Extruding out the back 4:24 7. Extruding out the front 9:25 8. Tweaking the topology on the front fascia 8:04 9. Extruding across hood 11:53 10. Extruding across the back and bottom 10:18 11. Detaching the belly pan 6:48 12. Detaching and shaping the hood 7:59 13. Adding edge detail to the front fascia 10:20 14. Extruding in the front vent area 10:33 15. Adding struts to the grill 9:37 16. Adding remaining fascia details 11:28 17. Building the side vent 9:29 18. Finishing the fascia details 9:36 19. Refining the headlight interior 11:17 20. Refining the topology of the trunk 11:28 21. Detaching the trunk and taillights 9:35 22. Finishing the taillights 10:45 23. Adding body detail to the side 9:43 24. Detaching the panels 7:51 25. Building the top of the cab 7:04 26. Extruding down the sail panel 8:00 27. Building the roof 11:20 28. Detaching the door frame 4:47 29. Adding thickness to the panels 12:59 30. Adding the rocker panel 4:01 31. Adding details to the back end 9:47 32. Creating the exhaust pipes 5:03 33. Detaching the doors 4:34 34. Adding door handles 12:09 35. Cloning the quarter panel 3:09 36. Modeling the fuel cap 8:13 37. Building the windshield 7:51 38. Modeling the back light 6:59 39. Adding windows to the doors 5:22 40. Modeling covers for the quarter windows 10:27 41. Adding a scoop to the hood 11:23 42. Building a spoiler 12:23 43. Modeling the trunk emblem 4:57 44. Modeling the grill mesh 9:32 45. Building head lamps 11:39 46. Adding an emblem to the grill 5:18 47. Building a tire 4:46 48. Adding the wheel 5:17 49. Finishing the shape of the wheel 8:29 50. Adding detail to the wheel 11:39 51. Adding disc brake and caliper 8:03 52. Modeling the rearview mirror 8:29 53. Creating a UV layout for the tire 4:15 54. Adding a car paint material 7:45 55. Creating reflector materials 6:18 56. Setting up a material for the tire 4:05 57. Adding remaining materials 8:02 58. Performing final material changes 5:43 Total Run Time: 7:37:37 Digital Tutors Creating Cartoon Characters in 3dsMax (4CD / Total Run Time: 7:32:37) Learn a production workflow to creating organic cartoon characters and time-saving techniques to creating animation-friendly topology, exaggerating proportions, and adding appeal. Contains over 7.5 hours of project-driven training for artists learning the artistic processes of creating stylized cartoon characters as seen in animated feature films. Popular highlights include: * Working with Reference Art * Creating Animation-friendly Topology * Using Splines to Create Geometry * Attaching and Detaching Polygons * Adding Viewport Backgrounds * Exaggerating Proportions * Adding Detail Strategically * Bridging Polygonal Geometry * Creating Stylized Hair * Working with Multiple Pieces * Creating the Illusion of Detail * Cloning Geometry for Reuse * Building from Primitives * Using Extrude, Inset, and Bevel * Modifying Sub-objects * Working with Selections * Setting up Non-spherical Eyes * Previewing Smooth Geometry * Using the FFD Space Warp * Working in Symmetry * Adding Temporary Color to Objects * Simplifying Shapes * Troubleshooting Edge Flow * Sharpening Corners with Edges * Modeling Wrinkles into Clothing * Adding Seams to Cloth * Using FFD Modifiers * Creating Teeth * Capping Border Edges * Cloning Edges * Working with Groups * Adding Appeal Lesson Outline: 1. Introduction and Project Overview 0:44 2. Adding Viewport Backgrounds 9:03 3. Starting the head 11:52 4. Creating a framework for the head 10:17 5. Continuing the head framework 10:01 6. Adding lip geometry 12:42 7. Building the nose area 8:07 8. Filling in the upper lip 9:26 9. Filling in the lower lip and cheek 10:02 10. Building the eye socket 10:07 11. Finishing the eye socket 7:01 12. Completing the forehead 8:58 13. Adding the neck 7:17 14. Adding the ear 9:29 15. Finishing the ear and back of the head 12:03 16. Filling in the top of the head 6:33 17. Building the nose 9:37 18. Adding detail around the lips 9:48 19. Modeling the lips 10:08 20. Adding the mouth interior 6:09 21. Building the teeth 7:19 22. Adding the gums 7:20 23. Modeling the tongue 11:23 24. Building the hair 13:00 25. Finishing the hair pieces 12:50 26. Placing hair and eyebrows 7:49 27. Creating a base for the body 15:54 28. Modeling the legs 14:02 29. Modeling the arms 13:08 30. Starting the hand 12:24 31. Finishing the hand 13:53 32. Shaping the lab coat 7:20 33. Adding seams to the shoulders of the coat 6:05 34. Building armbands 5:55 35. Adding a collar to the coat 8:40 36. Building the elastic band 7:12 37. Building pivot geometry with primitives 7:29 38. Creating trim pieces 14:09 39. Adding thickness to the coat 12:53 40. Adding pockets to the coat 10:18 41. Deforming the lab coat 9:50 42. Adding wrinkles to the coat 19:06 43. Building shoes and socks 13:46 44. Creating the eyes 8:40 45. Finishing the eyes 5:31 46. Adding the moles 6:58 Total Run Time: 7:32:37 Digital Tutors Introduction to Animation in 3dsMax (1CD / Total Run Time: 3:05:04) Learn the fundamentals of animation and achieve greater results using a time-saving workflow to effectively using and learning the animation tools available in 3ds Max. Contains over 3 hours of project-based training for artists new to animation. Popular highlights include: * Overview of Animation Tools in Max * Manipulating Animation with Curve Editor * Methods for Fine-tuning Animation * Ghosting Animation * Animating with Expressions * Wiring Parameters * Real-time Previewing * Cloning Key-frames * Exploring Dope Sheet * Path Animation * Layering Animation * Seamlessly Cycling Animation * Saving and Loading Animation * Trackbar Menu * Understanding Trajectories * Motion Mixer Overview * Creating Track Sets * Filtering F-curves * Scaling Keys in Time and Value * Breaking Continuity of Tangents for Weight * Animating with Link Constraint * Setting Default In and Out Tangents * Understanding the Time Configuration Dialog Lesson Outline: 1. Introduction 11:23 2. Overview of Max's Time Controls 12:34 3. Understanding Max's Time Configuration dialog 7:46 4. Basic ways to set and remove keyframes in Max 5:53 5. Moving, Scaling, and Cloning keys on the Trackbar 7:13 6. Adding animation offsets using list controllers 5:14 7. Working with Time Tags 7:15 8. Exploring the Dope Sheet 3:37 9. Working with Max's Curve Editor 3:19 10. Examining Max's F-curve tangent types via the Curve Editor 4:46 11. Cloning keys and F-curves in the Curve Editor 8:40 12. Manipulating tangent handles 5:33 13. Modifying tangent handles for moving holds in animation 9:28 14. Breaking the continuity of tangents for weight and impact 10:20 15. The menus of the Track View 7:34 16. Using the Euler Filter to correct gimbal flipping issues 8:50 17. Ghosting animation and viewing Key Brackets 9:43 18. Working with the Parameter Curve Out of Range dialog 9:26 19. Animating seamless cycles - setting keyframes 5:37 20. Animating seamless cycles - tweaking F-curves 9:06 21. Creating Out of Range keys 8:29 22. Working with the Motion Mixer 9:13 23. Blending animation clips 7:07 24. Layering animation 6:30 25. Animating along a path 5:43 26. Utilizing trajectories 12:05 27. Working with the Link Constraint 4:31 28. Automating animation with expressions 6:43 29. Animating with Wired parameters 5:47 30. Mapping animation 2:46 31. Collapsing animation from the Track View-Curve Editor 10:08 32. Outputting animation for a real-time preview 10:05 33. Render settings to be mindful of 7:00 Total Run Time: 3:05:04 Digital Tutors Introduction to Lighting in 3dsMax (1CD / Total Run Time: 2:15:56) Learn an essential workflow to lighting in 3ds Max and fundamental techniques to establishing moods and adding greater realism to your scenes through lighting. Contains over 2 hours of project-based training. Ideal for new and beginning artists. Popular highlights include: * Overview of Standard Light Types * Overview of Photometric Lights * Controlling Light Decay and Attenuation * Modeling Environments to Scale for Accurate Lighting * Using Shadow Maps for Efficient Rendering * Utilizing Accurate Raytraced Shadows * Creating Soft and Diffuse Shadows * Real-world Lighting Profiles with Photometric Lights * Exposure Controls to View HDR Renders * Outdoor Lighting with Daylight System and Skylight * Altering Rendering Controls for Objects * Adding Glow Effects to Geometry and Lights * Creating Volumetric Lighting Effects * Radiosity to Simulate Indirect Illumination * Using the Light Lister * Creating Gobo Effects Lesson Outline: 1. Introduction and Project Overview 1:36 2. Intensity and Attenuation controls of Standard Lights 9:52 3. Specialized parameters of spot lights 7:14 4. Understanding and using Direct lights 5:17 5. Using Photometric lights in 3ds Max 9:11 6. Adding Shadow Maps to rendered scenes 8:42 7. Using Raytraced shadows in 3ds Max 4:22 8. Utilizing Area and Advanced Raytraced shadows 11:29 9. Shadow parameters of mental ray lights 4:45 10. Altering the Rendering Controls on individual objects 4:16 11. Adding glow effects to geometry and lights 8:11 12. Adding volumetric effects to lights 7:22 13. Including and excluding objects from individual lights 4:42 14. Using the Skylight to create outdoor illumination 7:35 15. Creating outdoor lighting using the Daylight system 11:38 16. Using radiosity to calculate realistic indirect illumination 7:48 17. Methods for refining and enhancing radiosity results 10:48 18. Using the Light Lister in 3ds Max 2:09 19. Using the Advanced Effects for greater lighting control 8:52 Total Run Time: 2:15:56 Digital Tutors Introduction to Mental Ray in 3dsMax (1CD / Total Run Time: 2:55:36) Learn an essential workflow to rendering with mental ray and techniques for fully utilizing the tools available inside 3ds Max to save time and see better results. Contains over 2 hours of project-based training for artists new to mental ray and experienced artists seeking a refresher. Popular highlights include: * mental ray Overview * Global Illumination Workflow * Final Gather Workflow * Caustics Workflow * Emitting GI Photons from Light Sources * Photon Energy and Decay Parameters * Controlling Final Gather Accuracy * Adding Secondary Final Gather Bounces * Mixing Final Gather and Global Illumination * Saving and Reusing Lighting Data * Image-based Lighting * HDR Exposure Controls * Emitting Caustic Photons from Lights * Optimizing Caustic Photon Use * Subsurface Scattering Shader * Ambient Occlusion Shader * mental ray Architectural Material * Utilizing the Material Editor * Contour Line Rendering * Using Render Elements * Scene States * Compositing Rendered Passes Lesson Outline: 1. Introduction 1:38 2. Setting mental ray as the default renderer 3:12 3. Using photon-based Global Illumination 11:07 4. Adjusting the photon properties of lights 8:16 5. Using Final Gather in mental ray 13:33 6. Combining Global Illumination and Final Gather 5:01 7. Saving and reusing indirect illumination data 9:45 8. Setting up image-based lighting in mental ray 10:00 9. Using and optimizing caustic photons 12:28 10. Exploring mental ray's Architectural Materials 10:23 11. Overview of the mental ray Car Paint shader 7:07 12. Using Subsurface Scattering in mental ray 11:19 13. Utilizing ambient occlusion to enhance shadows 9:28 14. Adding depth of field effects to renders 8:17 15. Rendering a depth of field pass for compositing 8:04 16. Special mental ray light parameters 7:47 17. Understanding contour outlines 12:07 18. Using Render Elements for compositing purposes 7:24 19. Compositing multiple render passes 7:59 20. Using Scene States to output multiple renders 10:31 Total Run Time: 2:55:36 Digital Tutors Introduction to Modeling in 3dsMax (2CD / Total Run Time: 3:53:56) Learn a fundamental workflow to Polygon, NURBS, and Splined-based modeling and time-saving techniques to creatively utilizing the robust tools available in 3ds Max. Contains nearly 4 hours of self-paced training for artists new to modeling in 3ds Max and experienced artists seeking a refresher. Popular highlights include: * NURBS Workflow * Polygon Workflow * Splines and Patches Workflow * Scene Organization with Layers * Smoothing Methods * Working with Sub-objects * Sub-object Selection Methods * Adding Viewport Background Images * Scale Deformation * Cloning Geometry and Shapes * Mirroring Geometry * Sweep Modifier * Shell Modifier * Symmetry Modifier * Surface Modifier * FFD Modifiers * Lathe Modifier * Modifier Stack * Moving Pivot Points * Transforming Geometry and Shapes * Modifying Creation Parameters * Creating Booleans * Attaching and Detaching Objects * Welding Vertices * Rendering and Viewing Curves * HSDS Modifier for Subdivision Surfaces Lesson Outline: 1. Working with polygons 7:15 2. Working with NURBS 5:28 3. Working with smoothing and subdivision surfaces 6:22 4. Working with splines and patches 7:02 5. Project overview and interface setup 3:12 6. Adding viewport background images 3:08 7. Setting up a layer scale template 3:47 8. Building pivot geometry with primitives 6:28 9. Adding resolution to the pivot 6:04 10. Building a full section from the pivot geometry 10:50 11. Creating caps from the full section 7:38 12. Modeling the saw 8:50 13. Building the screwdriver 8:16 14. Finishing the saw layer 13:35 15. Modeling the magnifying glass 12:33 16. Building the small knife 7:45 17. Finishing the magnifying glass layer 5:54 18. Modeling the bottle opener 9:24 19. Finishing the bottle opener layer 9:32 20. Building the corkscrew 13:56 21. Starting the scissors 10:28 22. Finishing the scissors layer 8:22 23. Creating the large knife blade 9:29 24. Adding an indentation and hilt to the large blade 6:35 25. Finishing the large knife blade layer 13:27 26. Assembling the parts of the knife 8:43 27. Building the chain connector 4:54 28. Modeling the chain 7:42 29. Adding the key ring 4:32 Total Run Time: 3:53:56 Digital Tutors Introduction to Rigging in 3dsMax (2CD / Total Run Time: 3:18:56) Learn essentials of rigging and establish a solid foundation. Learn flexible rigging methods, several rigging and character setup tools, and the essentials of building animator-friendly controls with 3ds Max. Contains over 3 hours of project-based training. Popular highlights include: * Reference Coordinate System * Choosing an Axis Order for Control Objects * Custom Toolbars * Customizing Quad Menus * Layers * Expressions * Wired Parameters * Forward Kinematics vs. Inverse Kinematics * List Controllers * Position Constraint * LookAt Constraint * Orientation Constraint * Link Constraint * Control Objects * Control Object Reservoir * Bone Tools * Mirroring Bones * Scaling Bones * The IK Solvers of Max * Creating an FK Spline Rig * IK FK Snapping * Skin Modifier * Morpher Modifier * Skin Morph Modifier * Skin Wrap Modifier * Rigging Techniques * Custom Parameters * Smooth and Rigid Skinning * Painting Weights * Weight Tool and Weight Table * Mirroring Envelopes * Exporting Envelopes * Angle Deformers * Quick and Easy Muscles with Bones * Selection Sets Lesson Outline: 1. Introduction 1:14 2. Establishing naming conventions 6:47 3. Linking objects to create parent/child hierarchies 7:44 4. Creating bones in Max 7:02 5. Editing bones in Max 9:32 6. Working with a bone's fin adjustment tools 10:22 7. Utilizing the HI IK and Limb IK Solver 8:13 8. Rigging with the Spline IK Solver and creating IK Solvers 9:19 9. Building bones for the leg and connecting an IK Solver 5:48 10. Setting up control objects in the leg rig 7:12 11. Working with Max's Position and Orientation Constraint 9:15 12. Utilizing the LookAt Constraint 7:47 13. Rigging with the Link Constraint to avoid bone skewing 3:05 14. Rigging with Groups 5:03 15. Customizing Max's user interface 5:15 16. Wiring Parameters to control parameter values 5:06 17. Working with Expressions 8:27 18. Choosing a suitable Axis Order for control objects 3:07 19. Using Layers to organize your scene 9:47 20. Deforming a mesh with bones via the Skin modifier 7:55 21. Fine-tuning envelope deformations with the Weight Table 7:59 22. Editing envelopes with the Paint Weights Tool 7:46 23. Mirroring weights to save time 4:33 24. Exporting and importing envelope data 3:11 25. Using Max's Bulge Angle Deformer to correct deformations 5:09 26. Exploring the Skin Morph modifier 10:06 27. Rigging for lip-sync animation with the Morpher modifier 13:48 28. Controlling mesh deformations with the Skin Wrap modifier 8:11 Total Run Time: 3:18:56 Digital Tutors Modeling Interiors in 3dsMax (3CD / Total Run Time: 5:23:01) Learn a production workflow to interior set modeling and time-saving techniques that can be used in Film, Games, and Architectural Visualizations. Contains 5.5 hours of project-based training. Perfect for intermediate artists. Popular highlights include: * AEC Walls * AEC Foliage * Parametric Doors * Parametric Windows * Parametric Stairs * Customizing Parametric Objects * Editing Parametric Objects * Creating Complex Shapes with Splines * Using Booleans on Geometry and Splines * Inserting Edge Loops with Connect * Drawing Geometry with Cut Tool * Cloning Geometry, Shapes, and Sub-objects * Adding Thickness with Shell Modifier * Lattice Modifier * Adding Surface Detail with Paint Deformation * Working with Primitives * Sweep Modifier * Sections with Sweep Modifier * Rendering Splines * Adding Resolution to Spline Segments * Editing Splines * Extracting Splines with Section * Converting Edge Selections to Splines * Using Extrude, Bevel, and Inset * Linking Objects Together * Noise Modifier * Attaching and Detaching Splines and Geometry * Modifier Stack * Instancing Geometry * Lathe Modifier * Adding Thickness to Splines with Modifiers * Working with Groups * Once purchased, access free bonus content for this product by logging into your store account. Lesson Outline: 1. Introduction and Project Overview 0:43 2. Building the walls of the room 7:49 3. Adding windows 10:04 4. Building the front door 5:37 5. Creating the vaulted ceiling 4:59 6. Adding the floor and ceiling 5:09 7. Adding trim along the ceiling and floor 5:33 8. Building the stairway 7:21 9. Cutting out the elevated doorway 6:49 10. Adding a television to the front wall 5:20 11. Starting the large shelf along the front 6:53 12. Finishing the shelf 8:23 13. Creating and positioning recessed lighting 5:34 14. Building the window coverings 14:41 15. Finishing the window coverings 4:44 16. Starting on the sofa 11:06 17. Refining the sofa 13:27 18. Finishing the sofa 11:55 19. Adding legs to the sofa 6:37 20. Modeling the coffee table 9:30 21. Completing the coffee table 4:38 22. Starting the fireplace 8:32 23. Refining the fireplace 7:17 24. Finishing the fireplace 9:39 25. Beginning the chair model 7:06 26. Refining the chairs 5:02 27. Completing the chairs 11:54 28. Adding pillows to the chairs and sofa 8:31 29. Building the wall art and shelves with splines 10:58 30. Adding small plants near the steps 8:37 31. Building the large plant 8:38 32. Creating wall art using Section splines 5:28 33. Building the mesh sculpture 7:20 34. Modeling the AV component 9:28 35. Building the overhead light fixture 7:49 36. Modeling the track lighting 13:36 37. Modeling the floor lamp 11:12 38. Adding the handrail 4:19 39. Adding a knob to the door 4:13 40. Building the picture frames 5:15 41. Adding area rugs 10:56 Total Run Time: 5:23:01 Digital Tutors Motorcycle Modeling Techniques in 3dsMax (4CD / Total Run Time: 7:59:29) Learn production techniques to hard surface modeling, creative tips and tricks to building complex geometry, and a proven workflow to modeling detailed motorcycles and parts. Contains over 8 hours of self-paced training for artists using 3ds Max 2009. Popular highlights include: * Modeling from Blueprints * Hard Surface Modeling * Polygon Modeling Techniques * Spline-based Modeling Techniques * Understanding Metal-working Process * Motorcycle Parts Overview * Modeling Detail for Realism * Surface Tools * Creating Seam Detail * Creating Complex Shapes with Booleans * NURBS and Splines for Tubes and Wires * Creating Geometry from Existing Pieces * Adding Welds to Metal Pieces * Adding Bevels to Edges and Polygons * Modeling Different Types of Materials * Materials and Lighting * Texture Maps * Image-based Lighting * Reference Images * Tire Treads with Bump Maps * Setting up Hierarchies * Posing for Final Shots Lesson Outline: 1. Introduction and Project Overview 1:15 2. Motorcycle parts and terms 6:18 3. Adding a Viewport Background image for reference 5:04 4. Drawing out the frame using splines 9:43 5. Creating geometry along the bike frame 7:38 6. Putting the frame together 11:48 7. Adding welds to the motorcycle frame 9:22 8. Modeling an initial spline cage for the gas tank 16:05 9. Finishing the tank spline cage 7:47 10. Connecting the gas tank splines 10:55 11. Finishing the gas tank 10:36 12. Detailing the tank 13:51 13. Starting the seat splines 10:14 14. Finishing the seat 9:02 15. Building a wheel 11:15 16. Adding the tire 5:12 17. Creating brake rotors using splines 9:22 18. Adding front and back wheels 16:51 19. Building the fork tubes 12:10 20. Building the front fender 11:32 21. Adding the triple tree 11:24 22. Adding the subframe with splines 11:01 23. Finishing the subframe 5:59 24. Drawing out the swingarm frame 10:59 25. Continuing the swingarm frame 8:06 26. Finishing the swingarm frame 5:51 27. Starting the exhaust pipes 6:47 28. Adding the mufflers 9:12 29. Detailing the exhaust pipes 9:29 30. Adding the swingarm body 13:53 31. Starting the engine 10:12 32. Modeling the right side of the engine 8:45 33. Creating the heads 9:01 34. Adding the rocker covers 10:06 35. Modeling the left side of the engine 12:23 36. Adding wiring to the engine 6:31 37. Building the rear suspension 7:16 38. Adding the rear fender and detail 8:17 39. Adding taillights 7:09 40. Building the radiator 6:48 41. Adding the head lamp 7:12 42. Modeling the front lamps 8:22 43. Building the handlebars and grips 13:47 44. Adding the mirrors and instrument display 11:13 45. Detailing the handlebars 9:16 46. Adding brake calipers and lines 10:24 47. Adding the rear sprocket 4:32 48. Building the drive chain 8:44 49. Looking at finishing touches 3:11 50. Setting up a hierarchy 6:24 51. Setting up lighting 6:09 52. Adding materials 7:02 53. Adding textures to the bike 7:38 Total Run Time: 7:59:29 Доп. информация: Все видеоуроки помещены в отдельные папки, Вы можете загрузить как все уроки целиком, так и по отдельности. |
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