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This page is our final gift to such a wonderful community. Below you will find download links to all of our available material, free of charge.
Thank you for so many years of support. You are all, truly, the best community anyone could hope for. May we see each other again somewhere in the ether…. If you visit 3DBuzz. As a result, some readers over on Reddit have been working to set up torrents, so if you are interested in grabbing the entire archive of video tutorials, be sure to check out that thread.
I wanted to tell everyone about a new C programming series for Member Sponsors we've just launched. We're calling it the C Video Reference. The idea is to develop a library of concise reference style videos over specific topics within the C language. As we progress, the reference itself will undergo some polish and tuning, eventually being broken into 3 separate sections:.
Building off of , we will add even more tools to your arsenal of programming expressiveness. This course will be taught by our drawing instructor: Derek Stevens. This class is open to non-artists and artists alike! Although we will we be covering the specifics of Chibi artwork, we will also provide the tools and techniques necessary to practice your skills. So be sure to join us whether you are an experienced artist wanting to learn Chibi art - or are looking to begin your own drawing career!
This video series is everything you need to go from knowing nothing about ASP. We cover how to write our views, routes, and controllers as well how to access data using nHibernate. In addition, we cover topics that are notable absent from most ASP.
NET MVC training - such as, versioning our database, deploying to production and handling errors securely. This series shows the entire process of creating a fully featured, polished, 2D game in Unity 4. At the end of the series, we wrap up by constructing two fully featured levels for our game. However, people completely new to Unity can use this series as an accelerated introduction to the beginner to intermediate features of the engine.
Looking to create your own 3rd-person game? We take you through the entire creation of a customized character and camera setup. We show how to deal with camera orbiting, how to prevent the character from being occluded from the player, and how to establish an intelligent collision system with the camera to prevent scene clipping.
In this series, professional concept artist and illustrator Tyler Edlin will walk you through the workflow needed to create pro character designs like those used in AAA games and major films. Through the creation of a Fantasy Mage called Kari, Tyler will demonstrate a professional workflow, as well as covering all of the design considerations needed to create concepts from scratch, and why design is so important to artists in these fields. Tyler also includes his personal Photoshop brushes, as well as the final.
This video series goes over the fundamentals in creating 2D concept artwork! This course does not require any software to follow along - all you need is a pencil and paper! Creating Plugins with Unreal 4 is an accelerated introduction to the extensibility of the Unreal 4 editor. We create our very own plugin with a complete user interface, using Slate, that allows us to randomly generate city blocks!
We cover plugins, modules, important aspects of the Unreal Build Tool or, UBT , how Unreal integrates with Visual Studio, how to create our very own UI elements - even with data binding and event handling - and how to place blocks into the game world. Starting with installing this sandbox editor for the first time, we will progress through terrain, vegetation, textures, voxels, AI, spawn points, and more.
By the end of this series you will be competent with the tools used most often in this AAA Engine, and capable of creating your own beautiful levels.
Ready to take your first steps into the challenging and rewarding world of character technical direction? As a high-end character TD, your job is not going to be as heavily focused upon the actual rigging of characters so much as developing intuitive tools that ease the rigging process for the entire animation pipeline.
Join us as we hone and develop your TD skills through over individual video lessons, spanning over 50 hours of in-depth lecture.
Nowhere on earth will you find such an intensive look at such an ambitious technical development project, handled with 3D Buzz's signature level of quality and detail! This class continues where we left off in the Drawing course with an in depth look at fantasy art creation! This class will explore the drawing techniques of steam punk artwork. The first seven weeks will include homework that is to be submitted within the week of each session, which will be critiqued by your lead instructor, Derek Stevens.
This course will have a single, 2 hour, live session per week for 8 weeks. For students who cannot attend, however, we will be recording each session and make them available through streaming access on the 3DBuzz website. In our opening series, we will look at two different methods of creating modular game pieces. We will start by learning to create some of our own textures to build our texture library, and creating a single texture sheet for our assets.
From there we will learn how to extract geometry from our texture in our first method, and how to UV our geometry on our texture in the second. Once you've learned your way around, you'll be taken step by step through the creation of a motor mount for a multi-rotor airframe. In this video series, long time member Kuanbyr walks us through GIMP, the open source image manipulation software. Starting with where to acquire GIMP, Kuanbyr will take us through to using it as an effective substitute for the very expensive Adobe Photoshop!
The end goal of any live-action project involving CG is to make your artificial elements appear to completely belong within the live action scene. The audience must believe that your 3D creations existed in the scene during filming and were recorded with the same camera at the same time, with the same lighting. Handling this within a CG environment requires that the shaders covering the virtual surfaces be prepared to receive and work with a variety of lighting and reflection data captured from the set of your shot.
Welcome to Advanced Character Rigging I, the first in our 2-part series demonstrating how to create complex character rigs for your animations. Please note that this volume only focuses on creation of arm and leg rigs. For the complete rig, including the spine and the process of finalization and creation of a digital asset, please be sure to join us in Advanced Character Rigging II!
This volume focuses on creating a complex spine including controls for twist, stretch, and the ability to have the shoulders automatically follow the hips, or to be separated completely and move on their own. Similar controls are provided for the neck, allowing for easy individual controls if the animator so chooses.
This first asset is a suspension bridge that includes artistic control over a variety of different characteristics, including the overall dimensions and size, the number of towers along the bridge, the number of sub-decks, the shape of the suspension cables and more! In this contest, the stakes were raised as contestants were required to create an elevator that includes procedural control over the number of floors, size of the elevator shaft, the overall look of the elevator cabin, and much more.
Welcome to the most thorough introduction to Houdini available anywhere, period! Houdini Fundamentals starts at the true beginning of how one should properly learn Houdini: By teaching how to truly think procedurally!
This first volume of the Technical Director Series focuses on the creation of the various digital assets that will be used to create the Talented Ball animation project. Most every CG artist out there does a bouncing ball project at some point in their career, but this is no ordinary bouncing ball! With a fully customized artist UI to help animate the main character and a complex crowd simulation driving a procedural audience, you'll find yourself creating high-end digital assets in no time!
Picking up where Volume I left off, this second volume makes use of our Talented Ball assets to create the final animation, seeing it through to final composition. Along the way, you'll see the entire process of animation, camera setup, lighting, rendering, compositing, and more! Begin your journey toward becoming a Houdini TD! This training set introduces you to some of the key concepts behind the rigging process within Houdini, carefully explaining the use of bones and skeletal systems, and the creation of Forward Kinematic FK controls for animating your models!
Lecture includes the use of Python scripting to create custom tools to simplify the rigging process, and also how to rig up a completed model of a spider! This second rigging-intensive training set introduces you to Houdini's approach to binding an object's geometry to a control rig!
This process of capturing commonly called "skinning" in other applications allows the user to have vast control over object deformations as a rig is animated, and in this video set, you'll get to see firsthand how you can master the process and Houdini's available Capture toolset to get the deformation results you need, every time!
This third volume of the Technical Rigging series introduces you to the concepts of Inverse Kinematics IK in Houdini and how they can be applied to your rig! Building off of the concepts in previous Technical Rigging DVDs, you'll take an in-depth look at the IK application process, including the different types of IK available and where and how they should be used. We'll also show you how to create your own tools in Python that allow for automated IK creation, as well as both included and customized ways that you can blend between FK and IK to get maximum control for your animated objects!
This fourth volume of the Technical Rigging series focuses on special problems that the TD may need to overcome in the rigging process, namely the creation of stretchy IK, stretchy splines, stretchy bones, and dynamic curves. You will see how to apply your Python programming skills to create tools that automatically handle the creation of stretchy bone systems! This set also focuses more on the workflow of a real world TD, starting with a concept explanation that will be used like a design document throughout the creative process.
This fifth volume of the Technical Rigging series shows you how to push your rigging skills to all new heights as you set up an automatic traveling system and control rig for a complex vehicle! See how you can set up a vehicle to follow the contours of the ground, as well as automatically handle wheel spin, steering, suspension, and segmented chassis control, just by animating a master control object! Although we will not be creating iOS applications in this course, the knowledge presented is a requirement to develop in any platforms that use Objective-C.
It is this least restrictive platform - both in terms of development and freedom on the Google maintained marketplace. Having your application available on Android will ensure the widest possible audience right out of the gate, and is the safest platform to bet on at this time.
The workshop will provide a cursory overview of the first-class functional. We will cover the concepts of the functional paradigm, and examine it from the perspective of a developer who is used to thinking in terms of imperative object oriented programming.
We will go over some of the features of F that make is so unique and succinct - such as its powerful type inference system, discriminated unions and its versatile pattern matching. This workshop will get you up to speed on using the network engine Photon. We will build a simple server based application using C and discuss the configuration settings involved in getting your own Photon instance up and running. We will also cover techniques for debugging your running Photon server application: such as server-side logging and attaching the Visual Studio debugger to our server in real time.
In addition, we will be looking at creating a client application that will use a custom developed communication protocol - facilitated by Photon - to drive basic network interaction. We will also cover some of the general patterns and practices that will aid in working on your own Photon projects! These videos go over the basics of the video editing software Premiere.
This series is part of the Maya ADP course - but is available for free. Developers use Subversion to maintain current and historical versions of files such as source code, web pages, and documentation. Windows Phone 8 the successor to WIndows Phone 7 is an exciting new mobile platform created by Microsoft that has recently been launched. This platform includes many new software features, hardware specifications and programming models that soundly compete with and in some cases, wildly surpass Android and iOS.
This course will take a complete beginner through everything; from the application of shapes, lines, shading, color theory to basic anatomy!
Each class builds on the material from the previous class, and by the end you will be ready to draw your very own creature! The first five weeks will include homework that is to be submitted within the week of each session, which will be critiqued by your lead instructor: Derek Stevens.
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