ZBrush

Creating A Run Cycle In Maya 2014 - Part 5

In the final part of this demonstration, Matthew Tardiff shows how to create a run cycle in Maya.

About Eat 3D: Eat 3D has been feeding your brain for 6 years with some of the highest quality training that exists. Our goal is to provide you with the best education and get straight to the point with practical real world exercises that professionals actively use in production.

3DS Max: Swift Loop Tool

In the demonstration Jeremy Baldwin gives a detailed overview of the Swift Loop tool in 3ds Max.

SpiderMine: Speed Model Part 3

In this third part of this four part demonstration, Jeremy Baldwin shows how to model a SpiderMine from scratch in 3ds Max.

About Eat 3D: Eat 3D has been feeding your brain for 6 years with some of the highest quality training that exists. Our goal is to provide you with the best education and get straight to the point with practical real world exercises that professionals actively use in production.

SpiderMine: Speed Model Part 2

In this second part of this four part demonstration, Jeremy Baldwin shows how to model a SpiderMine from scratch in 3ds Max.

About Eat 3D: Eat 3D has been feeding your brain for 6 years with some of the highest quality training that exists. Our goal is to provide you with the best education and get straight to the point with practical real world exercises that professionals actively use in production.

SpiderMine: Speed Model Part 1

In this first part of this four part demonstration, Jeremy Baldwin shows how to model a SpiderMine from scratch in 3ds Max.

About Eat 3D: Eat 3D has been feeding your brain for 6 years with some of the highest quality training that exists. Our goal is to provide you with the best education and get straight to the point with practical real world exercises that professionals actively use in production.

Maxscript: Parameter Controller

In this demonstration, Jeremy Baldwin shows how to control a parameter value through the position of a controller point in maxscript.

About Eat 3D: Eat 3D has been feeding your brain for 6 years with some of the highest quality training that exists. Our goal is to provide you with the best education and get straight to the point with practical real world exercises that professionals actively use in production.

Realflow 2014: 3DS Max Bin Mesh Object

In this demonstration, Jeremy Baldwin shows how to take cached mesh data out of RealFlow 2014 and bring it all into 3ds Max for rendering.

About Eat 3D: Eat 3D has been feeding your brain for 6 years with some of the highest quality training that exists. Our goal is to provide you with the best education and get straight to the point with practical real world exercises that professionals actively use in production.

Maxscript Array Selection

In this demonstration, Jeremy Baldwin shows how to select geometry using array values with maxscript.

About Eat 3D: Eat 3D has been feeding your brain for 6 years with some of the highest quality training that exists. Our goal is to provide you with the best education and get straight to the point with practical real world exercises that professionals actively use in production.

Overlaying Normal Maps in Photoshop

In this demonstration, Marie-Michelle Pepin demonstrates a novel way to overlay a detail normal map in Photoshop.

About Eat 3D: Eat 3D has been feeding your brain for 6 years with some of the highest quality training that exists. Our goal is to provide you with the best education and get straight to the point with practical real world exercises that professionals actively use in production.

ZBrush GoZ Posing Pipeline

In this demonstration, Marie-Michelle Pepin demonstrates how to use GoZ to bring your character poses from 3ds Max to ZBrush. About Eat 3D: Eat 3D has been feeding your brain for 6 years with some of the highest quality training that exists. Our goal is to provide you with the best education and get straight to the point with practical real world exercises that professionals actively use in production.

Fast Cloth Alpha Creation in ZBrush

In this demonstration, Andy Davies goes over the creation of cloth alphas in ZBrush 4 R5.

He shows the techniques needed to efficiently create multiple cloth alphas using a range of 2.5d tools within ZBrush, which can then be used as a solid base for sculpting or to compliment existing geometry.

Using Reference in ZBrush

In this demonstration, Joe Harford goes over using reference inside of ZBrush.

ZBrush 4R3 - Decimation Master Overview

In this demonstration, Andy Davies goes over the powerful ZBrush plugin Decimation Master.

He provides an overview of the different settings you are most likely to need, such as adjusting the amount of decimation and masking to get the most out of your decimated meshes, and explains the differences between the options within the plugin, to ensure maximum compatibility for application specific configurations while maintaining a good workflow.

Creating Tileable Textures in ZBrush

In this demonstration, Andy Davies goes over the creation of tileable textures within Zbrush 4.

He shows the techniques needed to efficiently create a realistic rubble pile by making a tileable ground mesh using Displacement maps and placing pre-made Polypainted assets whilst offsetting the canvas.

ZBrush Sub-Surface Scattering

In this demonstration Tony Reynolds starts off by creating a sub-surface scatter material in ZBrush and then renders out a portrait with BRP into render layer passes. From there he takes the layers into Photoshop to composite them into a final image.

Tony Reynolds also created the Portrait Production DVD. Make sure to check it out for a wealth of information on skin shading.

Sculpting Stone with Morph Targets

In this demonstration Andy Davies shows you how to sculpt lightly damaged/weathered stone with morph targets within ZBrush 4.

MatCaps in Blender

In this demonstration Andy Davies shows you how to bring your ZBrush MatCaps into Blender.

ZBrush to XNormal Pipeline

In this demonstration we go through taking a finished ZBrush model and generate texture maps from it using XNormal. Everything from exporting your models with polypaint in zbrush, to generating ambient occlusion maps in xnormal are covered.
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