Sculptris基础训练教程(Lynda出品)

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Toon Boom Harmony角色设计入门介绍教程

译文: 在这香椿景气教程中,您 ' 将学习创建您自己的角色设计和步行通过创建一个鸭卡通用于切割风格动画的过程所需的工具很好地理解。即使我们 ' ll 使用香椿繁荣和谐来设计我们的性格,一切我们 ' 会介绍将适用于 Toon Boom 动画和动画 Pro。我们 ' ll 通过草绘出我们的性格和可视化它作为单独的可动件开始部署过程。之后这我们 ' ll 花设计这些个别片断在单独的图层,使用一些基于矢量绘图工具将线工作和颜色应用到我们的卡通小鸭的几个教训。此外,我们 ' 将学到如何我们可以创建绘图变电站和设置层次结构各种零件的我们的品格。最后,我们 ' ll 完成通过添加到主要关节的我们的卡通的枢轴点鸭和证明我们可以如何更有效地将它们移动。得到了很好地理解一些基本的工具在这里香椿繁荣和谐你 ' 将能够打到地面上你自己的角色设计运行。 原文: In this Toon Boom tutorial, you'll learn a good understanding of the tools needed to create your own character designs and walk through the process of creating a cartoon duck character to be used for cut styled animation. Even though we'll be using Toon Boom Harmony to design our character, everything that we'll be covering will be applicable to both Toon Boom Animate and Animate Pro. We'll begin the process by sketching out our character and visualizing it as separate moveable pieces. Following this we'll spend several lessons designing these individual pieces on separate layers using some of the vector based drawing tools to apply line work and color to our cartoon duck. In addition, we'll learn how we can create drawing substations and set up hierarchies for the various pieces of our character. Finally, we'll finish by adding pivot points to the major joints of our cartoon duck and demonstrate how we can effectively move them. By gaining a good understanding of some of the basic tools here in Toon Boom Harmony you'll be able to hit the ground running on your own character designs.

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rnd101 FXPHD Introduction (Renderman渲染教程)

译文: 类 01:Introduction: Renderman @ 是一种规范,prman 是软件:"你好球体"这 20 岁软件-prman 软件包和各项事业的快速游-简史︰ 写简单的肋骨呈现球体-一根肋骨结构概要-上下文堆栈。类 02:RIB 结构︰ 创建场景-基本变换 (和矩阵串联)-定位-基本几何基元-育儿-相机选项和属性。03:REYES 类︰ 深入看看雷耶斯算法,难道真的呈现一切你见过吗?-核心概念︰ 分裂、 划片机、 micropolygons 和着色器-渲染选项︰ 掌控你的内存,速度和图像 qualityClass 04:Custom 着色器︰ 底纹语言语法、 语法和数据类型、 编译-一个简单的塑料着色器执行-执行的一个简单的轻着色器-将着色器连接到几何的简介。类 05:ImageFeatures︰ 运动模糊、 运动样品、 多段模糊,局限性-深度字段-制服、 不同-流量控制-fBmClass 06:Passing 数据︰ 坐标系统,空间 transformationsClass 07:Shading,纹理贴图︰ txmake 和纹理 ()-几何基元-纹理 coordinatesClass 08:Shading,照明︰ 照明照度︰ 漫反射和镜面 reflectionsClass 09:Bump & 位移︰ 凹凸映射-位移映射-位移边界-实际应用的亚像素 displacementClass 10︰ 阴影︰ 阴影贴图的偏见--模糊-样品-工作流在玛雅 / 苗条 原文: Class 01:Introduction: Renderman@ is a specification, prman is the software : a brief history of this 20 years old software - quick tour of the prman software package and the various utilities - "hello sphere" : write a simple RIB to render a sphere - overview of the structure of a RIB - context stacks.Class 02:RIB structure : creating a scene - basic transformations (and matrix concatenation) - positioning the camera - basic geometric primitives - parenting - options & attributes.Class 03:REYES: in-depth look at the REYES algorithm, does it really Render Everything You Ever Saw ? - core concepts : splitting, dicing, micropolygons and shaders - render options : taking control of your memory, speed and image qualityClass 04:Custom Shaders: introduction to the shading language grammar, syntax & data types, compilation - implementation of a simple plastic shader - implementation of a simple light shader - attaching the shaders to the geometry.Class 05:ImageFeatures: motion blur, motion samples, multi-segment blur, limitations - depth of field - uniform / varying - flow control - fBmClass 06:Passing Data: coordinate systems, space transformationsClass 07:Shading, texture maps: txmake and texture( ) - geometric primitives - texture coordinatesClass 08:Shading, Illumination: Illuminance, Illuminate : diffuse & specular reflectionsClass 09:Bump & Displacement: bump mapping - displacement mapping - displacement bounds - practical application of sub-pixel displacementClass 10:Shadows: shadow maps - bias - blur - samples - workflow in Maya / Slim

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