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Digital Tutors 3ds Max Collection (9 Products / 22 CD)
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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



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