CGCircuit - Cinema4D Car Destruction Part 1
Title: CGCircuit - Cinema4D Car Destruction Part 1
Duration 2h 50m MP4

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CGCircuit - Applied Houdini Particles II
Applied Houdini - Particles II - CGCircuit | 5.32 GB

Applied Houdini Particles II - Velocity Fields will teach you everything you need to know to make stunning particle effects with velocity fields! We will create two different effects in this course, one based off of a dynamic Pyro sim, and one using curl noise to wash particles around a surface. After simulating, we'll take our particles even farther by shading, shaping, and lighting them based on data derived from the sims themselves. You'll be making professional looking advanced particle sims in no time!
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CGCircuit -Applied Houdini - Rigids III by Steven Knipping
CGCircuit -Applied Houdini - Rigids III by Steven Knipping
Duration 5h Project Files Included MP4
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CGCIRCUIT – APPLIED HOUDINI – RIGIDS III
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CGCircuit - Applied Houdini - Rigids III
CGCircuit -Applied Houdini - Rigids III by Steven Knipping
Duration 5h Project Files Included MP4

In Rigids III we will tackle the complex task of destroying a vehicle! Included with the lesson is a high resolution helicopter that we will smash into the ground.
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CGCircuit - Applied Houdini Dynamics Volumes.5
CGCircuit - Applied Houdini Dynamics Volumes 5
English | Size: 386.5MB
Applied Houdini is a production quality iented series created by Steven Knipping, currently a Seni Rigid Body Destruction / FX Technical Direct at Lucasfilm's Industrial Light & Magic (Star Wars: The Fce Awakens, Avengers: Age of Ultron, Tomrowland). Benefit from production proven wkflows while also getting an in depth explanation of why things wks they way they do. Best of all - each video is crammed with actual infmation and footnotes instead of gratuitous talking and dead space.

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CGCircuit -Applied Houdini Dynamics Volumes 1-4

CGCircuit-Applied Houdini Dynamics Volumes 1-4
English | Size: 1.2 GB
Category: Gracphics

Applied Houdini is a production quality oriented series created by Steven Knipping, currently a Senior Rigid Body Destruction / FX Technical Director at Lucasfilm's Industrial Light & Magic (Star Wars: The Force Awakens, Avengers: Age of Ultron, Tomorrowland). Benefit from production proven workflows while also getting an in depth explanation of why things works they way they do. Best of all-each video is crammed with actual information and footnotes instead of gratuitous talking and dead space.
77m
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CGcircuit - Designing a Scary Creature 1
CGcircuit - Designing a Scary Creature 1
Length 1h 4m 26 Lessons MP4
This is the first volume of a 3 volume series on how to create a scary figure.
When working in CG, you will be tasked with different styles and genres, here we examine the genre of Horror.
In the first chapter we go over some images and videos that I find scary, then go over ways to grasp ideas via meditation and then give advice on how to design a scary figure using these methods and references.
In the second chapter we will start using Zbrush to play a bit with shapes. Shapes play an important role in horror.
In the last 3 chapters, I go over my process of modeling the scary figure. We will take the geometry from rough main shapes, to fine details.
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CGCircuit Lesson - 3D Character Art for Games - Volume 3
English | .flv | h264 778 kbps | 1280 x 720 30fps | AAC 44,1kHz stereo | 1h 18m | 562 Mb
Genre: eLearning | Level: Intermediate

Originally I wanted to cover UV mapping and baking in this video as well but I quickly realized that low polygon modeling deserves its own volume!
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CGCircuit - Monster Concepting with Kurt Papstein

CGCircuit - Monster Concepting with Kurt Papstein
English | .flv | h264 809 kbps | 1280 x 720 30fps | AAC 44,1kHz stereo | 2h 44m | 1.02 Gb
Genre: eLearning

Character and Creature Artist Kurt Papstein, shares his techniques in creating compelling monster busts. This lesson covers the entire process in ZBrush.
The lesson begins by sharing design techniques and theories, and creating an interesting base sculpt. Through the detail process Kurt shows you how he typically sculpts anatomy and details like realistic skin. Which lead directly into the painting and texturing of the character.
Finally the finished presentation is revealed with material and lighting tricks, rendering, and compositing in Photoshop.
Each part of the process is broken into easy to understand steps through the different chapters.


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