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Hard Surface Shading and Texturing wth Neil Blevins
313 Minutes | 1280x1024 display | 1.8 GB
  • In this DVD Neil introduces his pipeline for shading and texturing hard surface models. This pipeline can be applied to any high-res model, such as models for photoreal effects work, animated feature films, ride films or video game cinematics. In the first part of the DVD, he discusses reference gathering, how to make a visual details list, and common shaders. Next he outlines all of the major methods for placing patterns on your surface, their advantages and disadvantages, and ways of creating patterns, including procedurals, photo manipulation and hand painting. The lecture includes practical demos in Adobe Photoshop® and 3d Studio Max®, using the Scanline, Brazil and Mental Ray renderers. In the second part, he uses the theory and pipeline from part one to shade and texture a 2000+ object robot character and simple environment using 3ds Max, Photoshop and Brazil. With a focus on texturing thousands of objects fast and efficiently, this intermediate level course is useful for any 3d application or renderer and will add many new tricks to your personal arsenal.
  • TOPICS:
    Gathering Reference
    Visual Details List
    Shaders
    General and Specific Patterns
    Pattern Creation and Placement
    Layering Maps and Materials
    Lighting Rigs
    Creating Materials


Hard Surface Shading and Texturing wth Neil Blevins

 

Hard Surface Shading and Texturing wth Neil Blevins

 

Hard Surface Shading and Texturing wth Neil Blevins

 

Hard Surface Shading and Texturing wth Neil Blevins

 

Hard Surface Shading and Texturing wth Neil Blevins

 

Hard Surface Shading and Texturing wth Neil Blevins

 

Hard Surface Shading and Texturing wth Neil Blevins

 

Hard Surface Shading and Texturing wth Neil Blevins

 

Hard Surface Shading and Texturing wth Neil Blevins
 
 
  • Neil Blevins, Technical Director: Raised on a healthy dose of sci-fi and fantasy films, books, and video games, Neil Blevins started off painting and drawing traditionally, and then got into 3d graphics while he still lived in his hometown of Pointe Claire, in Quebec, Canada. After getting a Bachelor of Fine Arts in Design Art at Concordia University, he moved to Los Angeles where he worked at Blur Studio for three years, creating graphics for video game cinematics, commercials, TV, ride and feature films. He was also a senior tester for the Brazil Rendering system. He now lives in San Francisco working as a Technical Director for Pixar Animation Studios, primarily creating Environments and FX, and has worked on films such as The Incredibles, Cars, Wall-E and Up. In his spare time, he makes sci-fi 3d/2d hybrid artwork depicting creatures, robots and alien landscapes, and he writes art related lessons and tutorials to, as he puts it, "give back to the community that's been so gracious at helping me get to where I am today." 
  • Chapters: Part One
    1.Introduction to Part One
    2.Prep Work
    3.Shaders
    4.Patterns
    5.General Patterns
    6.Specific Patterns
    7.Pattern Creation
    8.Layering
    9.Conclusion
  • Chapters: Part Two
    1.The Model
    2.Pre-Production
    3.Visual Details and Light Rigging
    4.General Patterns
    5.Specific Patterns
    6.Conclusion



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 dostpost   |  

By orfeo

#1  

Sadly the links are dead, would you care to repost it? thanks
5 December 2010 00:24
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