In this DVD James Tan begins his series on re-creating Assault in UDK. James uses his 13 years of experience with Unreal Technology and Global UDK Educator with Epic, to demystify custom UDK game creation using UnrealScript. He starts off with setting up the Development Environment and then goes into the Base UDK Structure. James then goes over Pawns, Weapons, Weapon Attachments, Cameras, Player Replication Info, HUD, Inventory, Key Relationships, Archetypes, Unreal FrontEnd, and playing over a LAN.
This DVD is an amazing resource for those looking to customize their games using UnrealScript.
About the Instructor:
James Tan has worked with Unreal Technology for 13 years and specializes in programming. He has also traveled across the world with Epic Games demonstrating UDK. James currently works in his own studio called “Digital Confectioners” and has worked on such titles as “The Ball”, “The Haunted”, and “Cube”.
This training product is designed for anyone who needs to learn professional next-gen game development with the powerful Unity3D engine. This training title shows how to work with the Unity Editor to setup a next-gen game environment using new tools and features found in Unity 3.0. Topics that are covered in-depth include realtime lighting, working with the powerful Beast Lightmapper included with Unity, general workflow, post processing effects, advanced materials and shaders, as well as performance optimization and publishing, and more. This is the most detailed and in-depth next-gen game development training series for Unity3D in the industry and benefits beginners with an easy and straightforward approach to learning some of the most advanced features and tools in Unity3D, however it also covers advanced techniques and professional features that advanced users and developers should take advantage of to make games render like AAA next-gen productions. This training product focuses on workflows and features with Unity Pro 3.0. Unity Pro is the professional version of Unity3D and includes hi-end professional tools and features that are NOT available with Unity Basic (the free version of Unity3D). Please note that if you are working with Unity Basic, you will not be able to use the advanced features and tools exclusive to a Unity Pro license, which are taught in this tutorial series. However, if you need to learn professional next-gen game development with Unity3D, this is the training product you have been looking for; there is simply nothing else like it out there when it comes to Unity3D professional training. This training product includes asset files, such as geometry and textures. Unity Pro 3.0 is required if you wish to accomplish results demonstrated by instructor.
This training product is designed for anyone who needs to learn professional next-gen game development with the powerful Unity3D engine. This training title focuses on advanced techniques for game modeling while using a mixed pipeline between the Unity game engine, Autodesk 3dsMax, and ZBrush. Users are shown professional methods and workflows to create realtime low polygon models, as well as using subdivision surfaces to create high resolution models, design philosophies, and game development concepts. Being an important facet of todayâ€™s production pipeline, users are also taught how to take advantage of ZBrush to import low polygon objects and sculpt them into extremely high resolution models that can be used to bake normal maps and extract details that can be used within the Unity engine in realtime, thus increasing the quality and realism of games made with Unity. Artistic methods are shown to create high quality work, while technical points are covered in order to adhere to important technical limitations that game artists have to follow in order to produce high quality content that is performance friendly. Users are shown the entire process and production pipeline on how to design and create objects from scratch, create high resolution sculpts, and finally how to transfer details from millions of polygons onto a low resolution model. Data Asset Exchange is also covered, showing how to properly work with and transfer game assets between 3dsMax, ZBrush, and Unity as easily and efficiently as possible, a process than can usually be difficult and unpredictable. Students and aspiring game developers will be exposed to professional workflows and understand how to work in a mixed pipeline environment for game modeling. Advanced users and professionals will be able to learn time saving and efficient techniques for completing difficult modeling tasks as efficiently as possible and learn the advantages of integrating 3dsMax, ZBrush, and Unity into their studioâ€™s production pipeline.
Illustrator Insider Training: Coloring Artwork
Coloring Artwork shows an expert’s approach to color choice and control in Illustrator. Mordy Golding guides experienced designers and artists through what he sees are the three stages of applying color to artwork: creation, inspiration, and editing. The course also shows how to build art in a way that allows artists to make changes quickly and how to take advantage of the newer features that have been added to Illustrator over the recent versions. Exercise files are included with the course.
Getting to know the color models
Defining and using process and spot colors
Creating swatches and groups
Managing a color library
Getting inspiration from Adobe Kuler
Setting limits on the Color Guide
Protecting black, white, and grey
Making global color adjustments
Converting to grayscale
Previewing color separations
Illustrator Insider Training: Seeing Through Transparency
In this installment of the Illustrator Insider Training series, Seeing Through Transparency, Mordy Golding shows experienced Illustrator users how to create transparency effects and ensure reliable printing results. This course reviews the history of vector transparency and covers features such as knockout groups, opacity masks, and transparency flattening. Mordy also shows how to establish a safe workflow when placing Illustrator graphics containing transparency in PostScript, PDF, and InDesign files. Exercise files and a free worksheet are included with the course.
Understanding how transparency works across the Adobe applications
Deconstructing the Transparency panel
Adding transparency to gradients
Understanding how overprints and knockouts work
Using a gradient or complex appearance as an opacity mask
The rules of transparency flattening
Working with complex regions
Understanding the relationship between flattening and stacking order
Creating and sharing flattener presets
Saving PDF files and using the PDF/X standards
In this DVD, Michael Pavlovich starts from scratch with zspheres and creates an entire character with clothing and accessories in ZBrush 4. Michaels starts off by creating the base mesh and then sculpts out the entire body without cloths. He then goes through re-topologizing the body and the re-projecting the details. Next, Michael sculpts the fine details and then polypaints the entire body to a production finish. Once the body is done, he then creates all of the clothing and accessories, starting in Maya, then detailing and painting them in ZBrush. As a bonus, he also gives an overview of Fibers and how to use them to add hair to your character. Finally, he shows his render and compositing settings used in this DVD cover.
This DVD is an amazing resource for those looking to create their own characters in ZBrush using many of the latest tools and features.
Illustrator Insider Training: Rethinking the Essentials
Rethinking the Essentials is the first installment in a series of courses designed to show experienced Illustrator users to how master core features and build art more efficiently. Adobe Illustrator has evolved dramatically over the years, and many creative professionals may be missing out on features that have been added to the latest versions. This course takes a fresh approach to core concepts, such as paths, attributes, object hierarchy, groups, and layers. Advanced techniques such as combining multiple effects and customizing textures are also included. Exercise files and a free worksheet are included with the course.
Targeting individual object attributes
Adding multiple stroke and fill attributes
Modifying appearances with live effects
Applying effects to groups and to layers
Understanding both selecting and targeting
Copying artwork and appearances from layers
Using the Outline Object effect
Enhancing performance with the Rasterize effect
Creating quick and easy captions and buttons
Setting up a meaningful workspace
Controlling the pixel resolution of effects
In this DVD, Instructor Laurens Corijn continues from Part 1 and constructs the Low Poly version of the Dozer including the Modeling, UVing, and Baking. Laurens also starts each major section off with a brief introduction on what to expect during the process. He starts off by carefully modeling each section of the Dozerâ€™s low poly mesh. Once the low poly is complete he goes into creating the complex UVs required for baking and texturing. Laurens then goes into baking out the normal and ambient occlusion maps. and finally applying and adjusting a shader in the 3ds Max viewport.
This DVD is perfect for those who want to want a comprehensive look at how to take a complicated high-poly vehicle and create a low-poly version ready for real-time applications and games.
Over 32 + hours of ZBrush training including over 18 hours of new content covering features like DynaMesh, LightCaps, the Slice brush, CurveTubes and a whole lot more
intructor: Ryan Kingslien
Visual Storytelling with Iain McCaig Vol.1
Stories can be written with pictures as well as with words. Veteran storyteller and concept artist Iain McCaig takes you on a journey through the process of creating a story visually â€“ from story beats and story gates, to story drawings and the art of dreaming images on paper. By the end of this DVD, you will have the tools and techniques you need to create dynamic visual stories of your own. This DVD contains the source for the subsequent lessons on creature and character design, as Iain McCaig retells Hans Christian Andersen’s “The Little Mermaid” as a science fiction epic.
Visual Storytelling with Iain McCaig Vol. 2
Creating unforgettable and iconic characters is the goal of character designers everywhere. In the second DVD of this series, veteran storyteller and concept artist Iain McCaig shows you how to create an unforgettable leading character, infusing your design with the power of visual storytelling in order to give it life. Following “Volume 1: Anatomy of a Story”, this DVD joins McCaig as he begins creating the title character for his science fiction adaptation of Hans Christian Andersen’s “The Little Mermaid.”
Visual Storytelling with Iain McCaig Vol.3
Creating memorable icons of Good and Evil is the pillar of all Storytelling. In the third DVD of this series, veteran storyteller and concept artist Iain McCaig shows you how to generate unlimited ideas for good and evil characters while sharing the secrets of his three-step process to iconic character design. Following “Volume 1: Anatomy of a Story” and “Volume 2: Cosmic Mermaid Character Design,” Iain McCaig creates the Sea King and the Space Witch in his science fiction adaptation of Hans Christian Andersen’s “The Little Mermaid.”
Visual Storytelling with Iain McCaig Vol.4
Creating realistic human characters for imaginary worlds is one of the great challenges for artists and storytellers alike. In this fourth DVD in the series, veteran storyteller and concept artist Iain McCaig shows you how to build alternate worlds, costumes, and human characters by passing the real world through the looking-glass of the land of story. Following “Volume 1: The Anatomy of a Story,” “Volume 2: Cosmic Mermaid Character Design,” and “Volume 3: Sea King/Space Witch Character Design,” this DVD tracks McCaig’s progress as he creates the two leading human characters in his science fiction adaptation of Hans Christian Andersen’s “The Little Mermaid.”