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Showing posts with label Gnomonology. Show all posts
Showing posts with label Gnomonology. Show all posts

Wednesday, April 21, 2010

Gnomonology – The Refinery Project

Gnomonology – The Refinery Project
Gnomonology - The Refinery Project | 3GB | English
The Refinery Project is a four chapter tutorial that demonstrates, in real-time, how to bring a static image to life in seven hours. Starting with a static photo of an oil refinery, Alex integrates 2D and 3D elements using Maya, After Effects and Photoshop.

Gnomonology Creating Rendering Sparks

Gnomonology Creating Rendering Sparks
Sparks are a fairly common, yet simple, effect that can be effectively created using Maya dynamics. This tutorial demonstrates sparks from a collision, as well as from a pulsing (expression driven) emitter. Starting from scratch we generate the required elements to produce the effect: volume

Gnomonology Bullets Dust Hits And Debris

Gnomonology Bullets Dust Hits And Debris
Gnomonology Bullets Dust Hits And Debris | 1.81GB
When objects impact the ground, such as bullets or footsteps, one often expects to see an effect such as a puff of dust (dust hit) or a burst of debris. This four part tutorial demonstrates how to create dust hits and debris from bullets hitting the ground, fired by an animated jet fighter composited into a live

Monday, April 19, 2010

Gnomonology Bullets Dust Hits and

Gnomonology - Bullets, Dust Hits and Debris
| 950 Mb | RS |
When objects impact the ground, such as bullets or footsteps, one often expects to see an effect such as a puff of dust (dust hit) or a burst of debris. This four part tutorial demonstrates how to create dust hits and debris from bullets hitting the ground, fired by an animated jet fighter composited into a live action background.

Friday, April 2, 2010

Gnomonology: Ground Explosion

Gnomonology Ground Explosion
Gnomonology: Ground Explosion | 861MB | English | FF | RS | HF | ULD

This tutorial demonstrates how to generate a volumetric ground explosion that is software rendered with cloud particles. Through the use of emitters, particles, fields, collisions, instancing, expressions, cloud shading, lighting, rendering and compositing, the effect is generated from scratch.
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