[FXGEAR] Autodesk Civil 3D 2020 Essential Training introduce
Autodesk Civil 3D is a design and documentation solution for civil engineering. By learning to use Civil 3D, you can improve project performance, maintain consistent data and processes, and respond faster to change. This course introduces the basics of the software to new Civil 3D users. Instructor Josh Modglin shows how to model a surface, lay out parcels, and design geometry, including the making of horizontal alignments and vertical profiles. Next, he demonstrates how to create corridors, cross-sections, gravity pipe networks, and pressure pipe networks. Then he covers working with feature lines and grading objects, and wraps up by providing an overview of the plan production tools. Each chapter is full of shortcuts and tips to make your workflow smoother and more efficient, and will help you capitalize on the unique benefits of Civil 3D compared to other civil design software.
Topics include:
Navigating the Civil 3D interface
Using point groups and description keys
Importing survey data
Managing figures
Creating and analyzing surfaces
Creating parcels
Working with alignments
Working with profiles and profile views
Creating basic and advanced corridors
Using an intersection object
Making sample lines, cross-sections, and section views
[FXGEAR] SOLIDWORKS Class 07 SOLIDWORKS Drawings Basics introduce
Welcome to our seventh SOLIDWORKS Class covering Drawings Basics. This class is the first of our SOLIDWORKS Class Series which consists of 12 short classes ranging from 15 mins to 1.5 hrs. The series will take you from knowing nothing about SOLIDWORKS to the Certified Professional Level (CSWP).
In this specific class, you will learn the following:
How to open a drawings file from nothing or from a part.
How to adjust the measurement units’ system in your drawing file.
How to create standard Orthographic and Isometric views from a part.
How to delete and add additional drawing views.
How to adjust the drawing scale for your drawing views.
How to communicate design information in your drawings using Smart Dimension, Hole Callout, and Centrelines.
How to adjust the display style for a Drawing View.
How to modify the information table at the bottom of a drawing file.
How to export a drawing file into a PDF or an image.
How to interpret: Auxiliary View, Section View, Detail View, Broken-out Section View and Crop View.
Class Series Intro 2:28
Intro to Drawings Basics 1:05
The Download Section 2:14
Opening a Drawing File 3:37
Adjusting measurements units system in a drawing file 1:25
Creating Standard orthographic views 3:16
Changing the drawing scale 2:12
Communicate dimensions, holes, centerlines and display style 7:57
Adjusting the information block at the bottom of the drawing 2:13
Portraiture & Facial Anatomy is an intensive six-week course designed to teach artists the critical foundations necessary to accurately depict the human face. The course demystifies the art of portraiture by breaking the face down into its fundamental elements of anatomy – the skull and its landmarks, the skeletal muscles of the head, structural fat pads, subcutaneous fat, visible tendons & ligaments, cartilage, and the muscles of expression and how they influence the forms of the face.
Once the anatomical structures of the face are covered, Scott shows how these are varied and combined to create a portrait of any age, weight, gender, or expression. By the end of the course artists will have a deep understanding of the large and small structures that make each face unique and will have the tools to construct the face no matter what their medium of creation.
CONTENT
The course is divided into two halves, the first half covers facial anatomy and the second portraiture. The anatomy lectures give artists a detailed understanding of the underlying structures of the face while the portraiture lectures apply this information along with proportions and constructional techniques to create portraits.
PART I: ANATOMY
The Skull in-depth
Skeletal Muscles of the Head
Eyes in-depth
Feature Construction
Facial Fat
Muscles of Expression
PART II: PORTRAITURE
Expressions in-depth
Likeness
Caricature
Age & Weight
Putting it all together
EXERCISES & ASSIGNMENTS
Practice is essential to internalizing the lessons presented in the course. Weekly assignments include two levels of difficulty, depending on how comfortable people are with drawing.
Level 1: These exercises will guide people through the construction of the face and features. These exercises teach and reinforce the principles of construction which can be used in any medium, but do not require skill in drawing
Level 2: The assignments build on the level 1 exercises and require more free-hand drawing for those comfortable or looking to improve their drawing.
Full enrollment students submit their weekly assignments to Scott for feedback and advice. Typical feedback involves draw-overs of the the student’s assignment, plus pointers for improvement. Full-enrollment students are also able (and encouraged) to submit personal projects for critique during the course.
I’m currently enrolled in Ryan Kingsliens Artistic Anatomy via Uartsy, taking the plunge and dedicating all my free time to studying anatomy so I can finally start doing what i’ve always wanted to do, figure sculpting.
It’s a long road, and I’ve got so much more to learn, but here it is so far.
No rest days.
Project 01 Skeleton In-Depth Creation
01 Welcome To Artistic Anatomy in ZBrush
02 Heirachy of Concepts
03 Bones as Proportion & Gesture
04 Anatomy in Action Overview
05 Bone Construction Kit 1
06 Bone Construction Kit 2
07 Bone Construction Kit 3
08 Spine 1
09 Spine 2
10 Spine 3
11 Spine 4
12 Bone Assembly Basic
13 Hand 1
13.1 – Hand 2
14 Hand 3
15 Hand 4
16 Foot 1
17 Foot 2
18 Foot 3
19 Bone Assembly Final
20 Ribs 1
21 Ribs 2
22 Pelvis
23 Skull
24 Scapula & Clavicle
25 Shaft Bones – Upper Arm
26 Shaft Bones – Lower Arm
27 Shaft Bones – Upper Leg
28 Shaft Bones – Lower Leg
29 Lets See It
Project 02 Muscles In-Depth
01 Trapezius
02 Latissimus Dorsi
03 Scapula muscles
04 Deltoid
05 Pectoralis Major
06 Abs
07 External Oblique
08 Serratus Anterior
09 Upper Arm
10 Tricep
11 Gluteus Med, Maximus and TFL
12 Rectus Femoris
13 Vastus Medialis & Lateralis
14 Bicep Femoris
15 Semimembranosus-tendinosus
16 Adductors
17 Sartorius
18 Lower Leg – Simple Groups
19 Gracilis
01 Back Muscles
02 Chest & Shoulders
03 Abs & External Obliques
04 Serratus Anterior
05 R4 Tool Tip 1
06 R4 Tool Tip 2
Project 05 Forearms & Lower Leg
01 Forearms Approaching Complexity
02 Forearm Groups
03 Radialis Group Explained
04 Radialis Group Creating
05 Radialis Group Adjusted
06 Extensors Explained
07 Extensor Digitorum
08 Extensor Digitorum Tendons
09 Extensor Carpi Ulnaris
10 Bachioradialis
11 Extensor Carpi Radialis Longus
12 Forearm Flexors Explained
13 Flexor Digitorum
14 More Forearm Flexors
15 Pronator Teres & Palmaris Longus
16 Forearm Muscles Shapes
17 Pollicis Muscles
18 Lower Leg Overview
19 Lower Leg Profiles
20 Lower Leg Muscle Layout
21 Lower Leg Muscle Shapes 1
22 Lower Leg Muscle Shapes 2
23 Lower Leg Tertiary Muscles
24 Lower Leg Fixes
Project 06 Exercises
01 Introduction
02 Male Basic Shape
03 Male Structure
04 Male Proportions
05 Male Torso Muscles
06 Male Torso Lines
07 Male Torso Check
08 Male Arm Muscles
09 Male Arm Lines
10 Male Planes Of The Face
11 Male Knee
12 Male Upper Leg
13 Male Lower Leg
14 Freedom Of Anatomy 1
15 Freedom Of Anatomy 2
16 Freedom Of Anatomy 3
17 Freedom Of Anatomy 4
18 Freedom Of Anatomy 5
19 Freedom Of Anatomy 6
20 Skeletal Difference
21 ReSculpting the Base Mesh
22 Establishing the Torso
23 Hamstrings
24 Shoulder and Arms
25 Head One
26 Head Two
27 Finishing
Project 07 Anatomy Of The Face
01 Face Landmarks
02 Skull Proportions
03 Skull Shape
04 Facial Grid
05 Skull Eye
06 Skull Cheeks
07 Skull Inner Eye
08 Skull Maxilla
09 Skull Upper Brow
10 Skull Back
11 Mandible
12 Teeth
13 Forensic Markers
14 Forensics 5 to 10 mm
15 Forensic Exceptions
16 Brow Muscles
17 Obicularis Oris
18 Lip Thickness
19 Mouth Overview
20 Mouth Muscles I
21 Jaw Muscles
22 Nose
23 Anatomy Eye Ball
24 Obicularis Oculi I
25 Obicularis Oculi II
26 Basics Ear
27 Project Skin
28 System of Attractiveness
29 Adjusting your own Face
30 Side View Overview
31 Adjusting the Side View
32 Recap
33 Quick Sculpt Version 1
34 Quick Sculpt Version 2
35 Overview
36 Male Skull
37 Male Skull and Muscles
38 Male Skin
39 Throat
40 Mylohyoid & Digastic
41 Omohyoid
42 Semispinalis Capitis
43 Levator Scapulae
44 Splenius Capitis
45 Scalenus Medius
46 Sternocletomastoid
Project 08 Gender Differences
01 Gender Differences I
02 Gender Differences II
03 Male Pelvis Lecture
04 Male Pelvis Sculpt
05 Male Rehang Pelvis Muscles
06 Male Rib Cage
07 Male Torso Muscles I
08 Male Torso Muscles II
09 Male Neck Muscles
10 Male Upper Arm I
11 Male Upper Arm II
12 Male Forearm
13 Male Refining I
14 Male Quadraceps
15 Male Hamstrings
16 Male Adductors
17 Male Refining II
18 Male Lower Leg
Project 09 Anatomy In Action
01 Muscle Map 1
02 Bony Landmarks
03 Torso Main Seperations
04 Torso Directionality
05 Torso Shoulder Girdle
06 Upper Leg Flexed
07 Extended Upper Leg
08 Extended Lower Leg
09 Flexed Lower Leg
10 Arm Extended
11 Forearm Extended Pollicis
12 Forearm Extended Flexors
13 Arm Flexed
14 Skeleton Main Masses
15 Skeleton Legs
16 Skeleton Flexed Arm
17 Skeleton Raised Arm
18 Skeleton Feet & Hands
19 Skeleton The Spine
20 Muscles Setup
21 Muscles Transpose Master Rough-In
22 Muscles Torso Muscles
23 Muscles Serratus Anterior & External Oblique
24 Muscles Scapula Muscles
25 Muscles Flex Arm
26 Muscles Extended Arm
27 Muscles Pelvis
28 Muscles Quadraceps
29 Muscles Hamstrings
30 Muscles Adductors
31 Muscles Forearm 1
32 Muscles Forearm 2
33 Muscles Pollicis Group
Project 10 Using Scan Data
01 Anatomy In Action
02 Finding The Bones
03 Drawing The Shoulder Muscles
04 Drawing Highlights
05 Drawing Pectoralis
06 Drawing Other Torso Muscles
07 Ribs Arms Up
[FXGEAR] Product Design – From CAD to 3D Model introduce
After you’ve turned a concept into a CAD model, there are still many steps to prepare it for rendering or manufacture. This course walks you through the product design process starting from a partially-realized 2D sketch. It takes you through the finishing steps needed to turn a concept model into something functional and ready for presentation. You learn how to shape the surfaces of a model, add textures and materials, and prepare the model for final photorealistic product render. Instructor Jean Gorospe uses Rhino and KeyShot for modeling and rendering, but the skills taught in this course can apply to any software.
Topics include:
Evolving the 2D design into 3D
Building the main shapes
Splitting surfaces
Coloring and thickening surfaces
Filleting edges
Exporting the model for rendering
Applying materials
Rendering in KeyShotrende
01 Introduction
001 Welcome
002 What you should know
003 Using the excercise files
02 Evolving the 2D Design to 3D
001 Building the 3D model_ An overview
002 Sketching the handles curves
003 Sketching the tips curves
03 Building the 3D Models Surfaces
001 Building the screwdrivers main shapes
002 Building the new elements
003 Building the tip
004 Splitting the surfaces
005 Coloring and thickening the surfaces
006 Creating the placement for the logo
007 Adding the logo
008 Filleting the screwdrivers edges
009 Adding the texture
010 Exporting the model to KeyShot
04 Using KeyShot to Render
001 Importing and orienting the model
002 Applying materials and rendering
Learn 3D Complete from Scratch in Blender Cinema 4D Unity C#
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[FXGEAR] Learn 3D Complete from Scratch in Blender Cinema 4D Unity C# introduce
What Will I Learn?
3D Modeling, Lighting, Texturing, Animating and more
Create Basic 3D Models in Cinema 4D
Render 3D Scenes in Cinema 4D
Create 3D Characters in Cinema 4D
Create Basic 3D Models in Blender
Create 3D Characters in Blender
Export and Import your 3D Models to Unity
Understand the principles of Modeling in Cinema 4D
Understand the principles of Modeling in Blender
Use Blender and understand it’s Interface
How you can use your own created 3D Models inside of Unity
C# Basics for Beginners
Creating Game Environments
Requirements
You need a Internet Connection, Blender and Unity which are available complete for free. And also you need the free Trial Version of Cinema 4D
Description
Learn Cinema 4D, Blender 3D and also C# with and for Unity from a award winning Instructor. Learn all about how Cinema 4D and Blender 3D works and also how you can create and animate your first 3d Models, Characters and more. Learn how you can create fantastic 3D Scenes, Motion Graphics, Simulations and many things more!
In this Tutorial Series i will teach you, how easy it can be to start with your own work inside of Cinema 4D and Blender. Cinema 4D is a mighty Software which is in using in a wide Range of Industries. Blender is a mighty Software Package too, and the best Thing here is – it is complete Free! Unity is a Fantastic Game Engine, but not only for Games, you can create with it also fantastic Product Simulations and Presentations!
With Cinema 4D and Blender you can create for example your complete own Architectural Design, Motiongraphics or also complete 3D Movies and that all in a very short time. At the End of this Course you will have all the Basic Knowledge you need to create your own fantastic 3d Projects.
Who is this class for?
People who want to improve their technical skills in a professional 3D Application but also for all beginners People who want to make money by learning new skills
Why should you learn online?
Udemy is an online education platform where revolution taking place. You may have heard already about udemy in the news, or over “google” or you heard it already from a friend. Education is going to be changed forever.
I promise that this course will be better and much more effective than reading books.
What you need?
You need to have an internet connection and the C4D-Trial you can download for free on the Maxon Homepage. Blender and Unity are available complete for Free.
What you will learn?
You will learn C4D, Blender and Unity from Scratch and how you can create for example your first Furniture and other 3d Models like Characters and more – and you learn also also how you can create Simulations and Animations and so much more!
Large Scale Environment Creation by Emilis Baltrusaitis (DNEG)
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[FXGEAR] Large Scale Environment Creation by Emilis Baltrusaitis (DNEG) introduce
The focus of this tutorial is to single-handedly create a professional-looking image that would normally take a team of artists to accomplish. The techniques used, both 2D and 3D are designed to provide us with the best possible result in the shortest amount of time.
In addition to creating the concept, I show how to transform it into a moving digital matte painting composited with other effects. The tutorial is 24 hours long and runs through the entire process in great detail.
Included project files:
– Clarisse final project (Bought kitbash items replaced with basic versions)
– Photoshop document
– Houdini projects
– Maya project
– Nuke scene
Software:
Clarisse iFx 3.6, Photoshop CC 2017, Maya 2018, Nuke 11.1 Houdini FX 17
Battle Beast Workshop by Jesse Sandifer (Epic Film Creature)
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[FXGEAR] Battle Beast Workshop by Jesse Sandifer (Epic Film Creature) introduce
Film industry slowly but convinced moves to animation products with real human actors. New trends take their place not only in a movie industry but in old circus perfomance! So, it will be realy helpful in present time, master animation products with this new course from well known Jesse Sandifer.
I’ve resurrected this tutorial from my old tutorial service, CGNuggets. Some people have been asking for it, so here it is. It’s from older versions of ZBrush, but this is more about the art and techniques rather than specifically a ZBrush tutorial.
Original price was $199, now FREE
JESSE SANDIFER is a Senior Character Artist from Los Angeles, United States of America. Today we are posting Battle Beast Workshop By Jesse Sandifer. In this Gumroad Tutorials he will talk about how he come up with ideas for a Battle Beast, from design all the way through the production process of sculpting, painting, posing, lighting, and rendering. With these real-time videos, He will show you his whole process and give you tips for better efficiency, as well as what kinds of pitfalls to watch out for. In the end, it’s all about your portfolio and this workshop will give you the guidance you need to start off strong!
This is more of a cinematic/film approach as opposed to game art workflow.
(Posing not covered in this workshop. Hair is sculpted geo, not ZBrush fur)
Sci-fi movies are deeply flowing into your mind, every digital art hapens instead of digital comics. You never mention that it would be your future way? Step right on with this cool course you will learn how to start with a basic idea or a concept to create a world of its own using simple tools and techniques. You will go through the whole process like concept artists in real studios do, and discover what it’s like to be a part of a project for an animated movie. You will get into the swing of it!
You will learn how to start with a basic idea or a concept to create a world of its own using simple tools and techniques. You will go through the whole process like concept artists in real studios do, and discover what it’s like to be a part of a project for an animated movie.
I’ll demonstrate the workflow of a concept artist. We will start with a line sketch and slowly work through the artwork by using techniques like Photobashing and 3D modeling to create a final piece.
This course is perfectly suitable for people who don’t know how to draw since I use basic techniques and simple examples. You will still be able to produce a great result, even with no prior knowledge!
[FXGEAR] Fundamentals Course-A guide for starters in Art introduce
If you even wonder how i can begin to start my drawing practice from A to Z? Then start your Photoshop ( or take some paper with pencil instead), coz this release is for starters and beginers in art! Yes, you hear me correctly, if you want to understand fundamentals then take some time take a deep breath and go on. The pack contains videos with theory and applied theory, guidance and practices for you to get a hang on how art works.
This course is an introduction to the basic drawing and painting fundamentals necessary in developing a strong foundation for becoming an artist in the entertainment industry. The course will ensure students are prepared for more specific drawing, painting, and design courses by first providing a solid understanding of the essential tools and principles practiced throughout the artistic disciplines. Indispensable topics such as breaking down complex images into shape and form, and the elements of composition will be covered and discussed in both a general and personalized manner. This class will also be a great choice for students completely new to 2D digital mediums, with some introductory assignments designed to prepare students to begin using tools such as Photoshop.