Wildly Font $36
Wildly Font $36 | 1 x OTF | Turkish Support 
http://www.myfonts.com/fonts/eurotypo/wildly/
Wildly is a casual, modern and hand brushed font. I've designed Wildly carefully with the intention to preserve in its glyphs the original tell-tale dry brush imperfections and a bouncy baseline for a more personalized effect even more authentic. As an exclusively Open Type release, with 622 glyphs and 50 ornaments, it has several special alternatives for all letters with lots of possibility an an infinity of combinations. There are plenty of options to allow you to create something unique and special: standard and discretionary ligatures, swashes and stylistics alternates for each letter. These lovely fonts have already an extended character set to support Central and Eastern as well as Western European languages. This will help your creativity and make it easier to make the impressive and elegant typographic work. This font is a perfect choice for greeting cards, posters, labels, t-shirt design, logos, and more. Wildly was designed to make your project more beautiful and attractive! To activate the optional glyphs you may click on buttons in any OpenType savvy program or manually choose the characters from Glyph Palette.

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Whisky Font Family $85
Whisky Font Family $85 | 21 x TTF | Turkish Support
https://www.myfonts.com/fonts/corradine/whisky/
Whisky is a blackletter font family with a casual touch that makes it look friendly and current. The stroke varies its thickness and angle endings making it form very dynamic bodies of text. The family includes seven weights, each with a fill and a inline version that allow you to develope more colorful applications overlaping them as layers. Also by using Open Type features you can access to an extended set of characters wich contains swashes and alternative endings to make more playful compositions. 

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Water Font Family $40
Water Font Family $40 | 2 x TTF and OTF
http://www.myfonts.com/fonts/laboitegraphique/water/
Water is a rounded hand-printed font ideal for graphic project. 
Usage recommendations : Title, short text, children’s book, poster, book cover, brochure, label, magazine 

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Wasabi Font Family $325
Wasabi Font Family $325 | 24 x TTF and OTF
http://www.myfonts.com/fonts/positype/wasabi/
Wasabi is the re-imagining of my very first release, Iru. Like Iru, Wasabi was heavily influenced by the monument lettering style, Vermarco.
The simple, geometric forms allowed for small lettering sizes to be sandblasted cleanly and has been a monument lettering workhorse for decades…the only issue centered around the lack of a lowercase or any other letters beyond the 26 uppercase glyphs and the numerals. Wasabi solves this with the same simple, efficient line reminiscent of the old Vermarco while bringing it into the 21st century. Visual and optical incongruities of the original uppercase were replaced with new interpretations for the capital letters, a new lowercase and small caps was produced and the original single weight alphabet was replaced with six new weights. 

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Wanderlust Letters + BONUS

Wanderlust Letters

Wanderlust is a beautiful hand painted script that comes with a set of extras. All letters have been carefully painted giving your words a wonderful flow. Wanderlust can be used for fashion, apparel, stationery, magazines, film, books and marketing.

OTF + TTF | 1 Font | JPG Preview | 17.1 Mb RAR


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Walden Font Family
Walden Font Family
Walden Font Family
Walden Font Family
Walden Font Family
Walden Font Family
Walden Font Family
Walden Font Family
Walden Font Family
Walden Font Family
Walden Font Family
Walden Font Family
Walden Font Family
A heavy serif font with a handmade feel, Walden gives a hearty impression. Despite its rustic appearance, Walden is perfectly adaptable to contemporary use, wherever a bit more character is needed. Decidedly kept simple, these three weights with matching italics is all you need.

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Waldemar 4F Font Family $30
Waldemar 4F Font Family $30 | 2 x TTF and OTF
http://www.myfonts.com/fonts/4thfebruary/waldemar-4f/ 

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Wakerobin Font Family
Wakerobin Font Family
Wakerobin Font Family
Wakerobin Font Family
Wakerobin Font Family
Wakerobin Font Family
Wakerobin Font Family
Wakerobin Font Family
Wakerobin Font Family
Wakerobin takes its charming swagger from the hand-painted billboard, poster and signage lettering of the mid-19th century. These showy styles did everything they could to stand out from the background cacophony of advertising, with signwriters using sharp and high contrast serif letters, squared block shapes, or art nouveau forms to grab the attention of passersby.

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Waba Font Family
Waba Font Family
Waba Font Family
Waba Font Family
Waba Font Family
Waba Font Family
Waba Font Family
Waba Font Family | 17 x TTF & OTF
https://www.youworkforthem.com/font/T9200/waba/
Back in 2017 I visited the Estonian Print & Paper Museum in Tartu to see its great collection of type (well worth a visit!). While I was there I saw some big woodcut blocks of Reklameschrift Herold - a super Art Nouveau/Jugendstil style display font. The Print & Paper Museum's collection covers both Latin and Cyrillic faces and as a foreigner in these parts I'm kind of fascinated by the exoticism of Cyrillic. How it is different but the same to the Latin letters I take for granted (as a humble Englander – no excuses). Not to mention, Jugendstil with its imitation of natural form, reverse-weights and looping-delicious curves (like you've left the window open all summer and the garden plants are climbing in). This mix of Jugendstil, Cyrillic letters and the beautiful historical border town of Tartu inspired me to start drawing Waba.

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Vtg Stencil US No4 Font Family $85
Vtg Stencil US No4 Font Family $85 | 4 x TTF | Turkish Support
http://www.myfonts.com/fonts/astype/vtg-stencil-us-4/
The Vtg Stencil fonts from astype are based on real world stencils. The US No.?4 design was derived from a typical antique American stencil-plate. This revolving stencil-plate was invented by Eugene L. Tarbox and patented in 1868. It was a mass produced product and a very common tool in the United States.In case of US No.?4 an original early plate from New York Stencil Works was used. The Regular font style is a clean font design featuring a full standard Type1 glyph set including some typical stencil ornaments and tabular figures. The Paint font style is made from true stenciled letters and features all the letters of the stencil-plate only. 

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Vtg Stencil UK No76 Font Family $152
Vtg Stencil UK No76 Font Family $152 | 4 x TTF | Turkish Support
http://www.myfonts.com/fonts/astype/vtg-stencil-uk-no-76/
The Vtg Stencil series of fonts from astype are based on real world stencils. The UK No.?76 design was derived from authentic stencil plates from Great Britain.UK No.76 comes in four flavours – the Regular style and the Alt style with alternate and shorter forms of the letters M, W and the figure eight. Since summer 2015 both styles are now available in a Rough version with an extended glyph randomizer. 

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VP Pixel Font Family
VP Pixel Font Family
VP Pixel Font Family
VP Pixel Font Family
VP Pixel Font Family
VP Pixel Font Family
VP Pixel Font Family
VP Pixel Font Family | 8 x TTF & OTF
VP Pixel is a font family of eight fonts.Eight modern takes on the classic grid, that feel both retro and futurist.The family includes diverse and versatile styles of an extensive character set, with support for advanced OpenType features; making VP Pixel a smart typeface of unique personality.

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The Gnomon Workshop – Creating a Concept Model in VR
The Gnomon Workshop – Creating a Concept Model in VR
Gravity Sketch is one of several VR design and modeling programs being used by artists in media and entertainment to create 3D models within a virtual environment. While 3D has long been a part of the concept design process — helping artists to add convincing dimension, perspective, and scale to their concept designs — the evolution of VR technology in more recent years has allowed developers to create fully featured 3D modeling and sculpting programs that are now being used efficiently across the media and entertainment, automotive, and fashion industries, among others.

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The Gnomon Workshop - Creating a Combat Finishing Takedown
The Gnomon Workshop - Creating a Combat Finishing Takedown

https://www.thegnomonworkshop.com/tutorials/creating-a-combat-finishing-takedown

Mastering a finishing takedown animation is made easier with a professional workflow that’s been tried and tested through years of production experience. Senior Animator Patrick Przybyla has worked on a variety of AAA action titles and is now sharing his proven techniques in over three hours of detailed training. Best suited for intermediate-level artists, this workshop kicks off in Maya, the primary animation package that Patrick has used throughout his career in games. He shares insights into his selection process when choosing rigs and models for heroes and enemies, and explains why Kiel Figgins’ rigs — as used in this workshop — are known and trusted by so many industry professionals.


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The Gnomon Workshop - Building Natural Environments using Gaea & Houdini: Environment Creation & Look-Dev Techniques
https://www.thegnomonworkshop.com/tutorials/building-natural-environments-using-gaea-houdini
Rasha Shalaby takes environment artists and matte painters on a journey from concept to final shot using Gaea, Houdini, V-Ray, and Photoshop as she recreates the ancient deserts of Sinia, Egypt, and the Red Sea Mountains. Perfect for artists working in VFX for film, TV, and game cinematics, Rasha’s 4-hour workshop walks through the complete creation process of a natural environment based on a real location.  This comprehensive workshop covers all the essential steps from creating the base low-detail assets that inform the initial concepts to creating hero camera angles, updating and optimizing assets, and adding scattered elements. Rasha teaches the importance of using references to ensure fidelity between the CG recreation versus the production location and teaches the workflow and techniques utilized by artists in a real production environment. She shows how environments will go through various iterations as the level of detail is updated in every asset and the environment overall.  Gaea is used to create the terrains and output textures. Houdini is used to set up the environment build and extract displacement maps for the created terrain, and also to create layered shaders in V-Ray to ensure a high level of detail is achieved in the final renders. Rasha’s .tor files are provided with this workshop for subscribers to download.

 


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The Gnomon Workshop – Building a Stylized Environment, Volume 3 Ideation to Creation: Assembling the Scene in Unreal Engine
The Gnomon Workshop – Building a Stylized Environment, Volume 3 Ideation to Creation: Assembling the Scene in Unreal Engine
English | 4 hrs | Video: 1080p | Project files 
https://www.thegnomonworkshop.com/tutorials/building-a-stylized-environment-volume-3

 

 

In this series, Martin Teichmann, Environment Modeler at Naughty Dog, takes you through his complete production workflow to build a stylized game ready environment; a process that requires not only technical and artistic knowledge, but also insight into the mechanics of game play in order to deliver the best experience for the player.


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The Gnomon Workshop – Building a Stylized Environment, Volume 2: Ideation to Creation: Terrain, Rocks and Foliage
The Gnomon Workshop – Building a Stylized Environment, Volume 2: Ideation to Creation: Terrain, Rocks and Foliage
English | 2hr 40m | Video: 1080p | Project files 
https://www.thegnomonworkshop.com/tutorials/building-a-stylized-environment-volume-2

 

 

In this series, Martin Teichmann, Environment Modeler at Naughty Dog, takes you through his complete production workflow to build a stylized game ready environment; a process that requires not only technical and artistic knowledge, but also insight into the mechanics of game play in order to deliver the best experience for the player. In this second volume of the series, Martin guides you through the creation of the rock and vegetation assets needed for a detailed game environment based off the references and block meshes created in Volume One. He covers the modeling process for high-poly rocks in ZBrush, how to create the low-poly using 3dsMax, then creates the rock textures using Substance Designer. Assets are imported into Unreal where material creation is addressed as well as Rock LODs. Martin creates the stylized trees in Photoshop and 3dsMax, imports them into Unreal and demonstrates the technical setup for animated foliage using vertex animation. At the end of this volume, you should have a good understanding of organic asset creation and be ready to move on to Volume Three where Martin discusses final scene assembly in the Unreal Engine.


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The Gnomon Workshop – Building a Stylized Environment, Volume 1 - Ideation to Creation: Blockmesh, Bridge, Castle
The Gnomon Workshop – Building a Stylized Environment, Volume 1 - Ideation to Creation: Blockmesh, Bridge, Castle
English | 5 hrs | Video: 1080p | Project files
https://www.thegnomonworkshop.com/tutorials/building-a-stylized-environment-volume-1
 

 

In this series, Martin Teichmann, Environment Modeler at Naughty Dog, takes you through his complete production workflow to build a stylized game ready environment; a process that requires not only technical and artistic knowledge, but also insight into the mechanics of game play in order to deliver the best experience for the player. In this first volume of a three part series, Martin guides you through his ideation process, reference gathering and the initial stages of development for a large environment. He creates a meaningful block mesh in 3dsMax which can then be turned into modules to split the environment creation process into small tasks. Using the example of an arch module, Martin demonstrates the asset’s creation through low-poly modeling and texturing in 3dsMax, hi-poly sculpting in ZBrush and texture generation in Substance Designer. Basic software knowledge is required as the workshop primarily focuses on workflow and the development of a unique art style. At the end, students will have a thorough understanding of the layout and early production process for game environments, and be ready for volume two where Martin moves on to the terrain, rocks and foliage.


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The Gnomon Workshop - Automating Animation and Game Ready Rigs
http://www.thegnomonworkshop.com/tutorials/automating-animation-game-ready-rigs/
Sharpen your scripting skills as we delve into modular rigging with Python in this 3-hour workshop created for riggers and aspiring coders. The objective is to create a one-click solution for rigging bipeds, with the potential for customization to suit other types of characters, pipelines, and project requirements.  Nick Miller, Creature Supervisor at DNEG, introduces a comprehensive library of code and explores the moderate-to-complex components of Python, Object Oriented Programming, and rigging. Building your own modular rigging system gives you several advantages; not only does it save you significant time, but it also enhances your problem-solving skills and prepares you to contribute to a company's rigging toolset.  Watch as Nick leverages Maya's standardized human IK skeleton as a template by using it as a foundation to build rigs. This technique helps you to incorporate motion-capture data to drive your rigs. To showcase the system, Nick utilizes a downloadable character from Mixamo and then applies his tools to generate a fully functional rig before applying motion capture as keyframes onto the rig's controls. Additionally, Nick instructs how to organize rigs in a game-engine-friendly manner, allowing for easy export of the skeleton and character mesh.  Upon completing this workshop, subscribers will have learned essential rigging techniques, including building a modular rigging system with Python, the basics of Maya's human IK skeleton, how to apply motion-capture data, and how to export rigs for game engines.  Project files provided with this workshop give students a reference or guideline to follow. The downloadable project files include Nick’s asset build folders for three characters, including models, guides, textures, scripts, weights, and controls, as well as his modular rigging package (nmrig and grig).

 


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The Gnomon Workshop – Complete Photogrammetry Workflow

https://www.thegnomonworkshop.com/tutorials/complete-photogrammetry-workflow

 

If you’re looking for a complete step-by-step walkthrough of a professional photogrammetry process, look no further than this 3.5-hour workshop by Lead Digital Projects Engineer, Charleston Silverman. This in-depth workshop provides you with the techniques and knowledge you need to scan objects from the real world into the virtual.  Charleston kicks off the workshop with the capture before demonstrating the image processing part of the workflow using Photoshop, Adobe Camera RAW, and Adobe DNG. From there, it’s all about the solve, for which Charleston brings both RealityCapture and Metashape into the fold. Mesh retopology is handled and demonstrated in ZBrush, while the effective texture generation and cleanup process employs the power of Substance Painter. As the final step, the assembly of the scene takes place in Unreal Engine — although, the process and techniques covered can be used with any renderer of choice.  This detailed workshop covers a vast array of information and techniques, discussing everything from the dos and don’ts of capturing to the subtle details for image adjustments and solves that you won’t want to miss. Charleston’s thorough instruction not only teaches how to set everything up correctly to achieve the best results but also advises on the importance of every step of the process.

 


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The Gnomon Workshop – Complete Lighting in Unreal Engine with Charleston Silverman
The Gnomon Workshop – Complete Lighting in Unreal Engine with Charleston Silverman
English | Video: 1080p | Project files
https://www.thegnomonworkshop.com/tutorials/complete-lighting-in-unreal-engine
 

In Complete Lighting in Unreal Engine, Charleston Silverman walks you through the lighting system and tools available in Unreal Engine 4. Using a pirate ship cabin created for this tutorial, this environment utilizes features and techniques such as modulated and static mesh emissive lighting to bounce and volumetric lighting. Some of the topics covered include: general lighting dos and don’ts, standard light actors: points, spot, and directional, dynamic lighting techniques, light functions, IES profiles and post processing. Charleston then covers techniques to improve optimization, quality and performance as well as config modification to enable advanced features. For those looking for a thorough understanding of the lighting system in Unreal Engine, this title offers valuable insight, tips and techniques.

 


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The Gnomon Workshop - Combat Animation for Games

 

The Gnomon Workshop - Combat Animation for Games
English | 4+ hrs | Video: 1080p | 293 MB

 

This tutorial teaches how to create dynamic and exciting combat animations in a step-by-step method that is used by many professional animators. The core foundations of combat are covered such as strong posing, aggressive timing and appeal. Riot Games’ Senior Animator Jason Shum shares his process from the initial idea stage to final polish.


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Gnomon – Cleaning Up Scanned Assets for Production with Scott Denton

Gnomon – Cleaning Up Scanned Assets for Production with Scott Denton

http://www.thegnomonworkshop.com/tutorials/cleaning-up-scanned-assets-for-production

 

Discover how to take pre-existing scanned assets and quickly and professionally clean them up using a combination of Wrap 3, ZBrush, and Maya. This workshop by Modeler and Generalist, Scott Denton, details the clean-up of a scan created by NYCap3D using the state-of-the-art photogrammetry ​​solution, RealityCapture, along with assets produced by 3D Scan Store. A brief preview of Zoo Tools is also covered.  Throughout the course of the workshop, Scott discusses how to use Wrap 3 and ZBrush to transfer textures and displacement details from the 3dScanstore mesh. He also goes over some of the specific setups and essential tools inside of both Wrap and ZBrush that help to speed up the overall workflow. Scott teaches the important export options that you need to know and includes a demonstration on how to hook the textures up in Maya to achieve a render worthy of being passed on to a look-development artist. Helpings of industry tips are included along the way, particularly when it comes to what look-dev artists expect of modelers, plus tricks for organizing and naming your files like a pro.


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Cinematic Lighting Shot Production: Light & Composite a Shot Using Maya, Katana, Arnold & Nuke
https://www.thegnomonworkshop.com/tutorials/cinematic-lighting-shot-production
In this comprehensive workshop by Graham Cunningham, you will be taken through the entire process of lighting and compositing a cinematic shot using Maya, Katana, Arnold, and Nuke. This is an advanced course that builds on the Introduction to Katana workshop by Taeyoung Kim.  This 4-hour workshop begins with setting up OCIO for ACEScg, importing and preparing assets in Maya and Arnold, creating a layout and shot camera, managing your .tx files and color spaces, and details how to convert materials to MaterialX, and export everything to Arnold USD.  Next, in Katana, you’ll discover how to update the shot template, create some new macros, prepare Interactive render filters, and set up AOVs for multi-channel EXR output. You’ll see how to import your USD assets, optimize your scene, go through the lighting setup, and create and modify HDRI light textures (in a quick excursion to Nuke).  From there, the workflow proceeds to the creation of render passes, how to manage visibility and sampling, and render image sequences to disk using Katana batch commands. As the last step, Graham jumps into Nuke, where he shows how to assemble the render passes, split out light AOVs, adjust light colors and intensities. You’ll also explore how to add atmosphere using volume/fog renders and WorldP data, how to add fog FX using stock footage on 3D cards, as well as how to use cryptomattes to fine-tune results, add glow, lensflare, film grain, and apply a final color grade.

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