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Showing posts from 2019

Fur creation with Ornatrix 3ds max and render in Redshift.

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Substance Designer 2019. Create a rope pattern. Part 2

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Substance Designer. Part 6.2 In this part, I will continue to tell about creating a rope pattern and show how to get a finished version with a pile.     More tutorials: - Substance Designer  → http://bit.ly/2m759v7      Video Content: 0:00 - Greetings and congratulations on the upcoming holidays =) 0:30 - The process of creating villi using the "Tile Sampler" and adding them to the main form. 6:17 - Setting the pile to get the final result. 10:20 - Forrender Renderfarm 10:31 - InfoPartners 10:34 - The ending and previews of other lessons.              Stay tuned for updates: ★Vkontakte - https://vk.com/artofcharly ★Instagram - http://instagram.com/akcharly_life ★Twitter - https://twitter.com/artofcharly ★Facebook - https://www.facebook.com/artofcharly          All interviews and articles with me - https://bit.ly/2MEZici Hi, my name is Andrey Krivulya Charly and I am a 3d artist and started my career in 2009. On this channel - I share my exper

RailClone 3ds max. Chapter 2.3. L1S Array creation.

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In this part we will talk about how: - create an L1S Array generator to modeling a building by spline      More tutorials: - 3ds Max  →  https://bit.ly/334KlVV - RailClone → http://bit.ly/2lDDodc      Video Content: 0:00 - Welcome and lesson topic. 0:54 - Overview of the scene for the lesson 3:09 - All about working in Style Editor. 5:07 - Creating L1S Array 5:53 - Start and End nodes 6:30 - Corner node 6:50 - BC Offset 7:43 - Evenly 9:00 - Default segment 9:21 - Rules and Default Mode 10:56 - Forrender Renderfarm 11:07 - InfoPartners 11:10 - The ending and previews of other lessons.            Stay tuned for updates: ★Vkontakte - https://vk.com/artofcharly ★Instagram - http://instagram.com/akcharly_life ★Twitter - https://twitter.com/artofcharly ★Facebook - https://www.facebook.com/artofcharly          All interviews and articles with me - https://bit.ly/2MEZici Hi, my name is Andrey Krivulya Charly and I am a 3d artist and started my career in 200

Substance Designer 2019. Create a rope pattern.

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Substance Designer. Part 6.1 In this part, I will continue the discussion about the settings of the Tile Generator node, and also talk about how: - create the base of the rope pattern      More tutorials: - Substance Designer  → http://bit.ly/2m759v7      Video content: 0:00 - Welcome and the tutorial topic. 0:18 - Color tab in the Tile Generator settings. 0:30 - Luminance by Number 1:19 - Luminance by Scale 1:47 - Checker Mask 1:51 - Horizontal mask 1:55 - Vertical mask 1:59 - Random mask 2:06 - Invert mask 2:09 - Blending Mode and Background color 2:35 - Global Opacity 2:40 - Reverse Rendering Order 3:18 - The process of creating the base of a rope pattern. 10:21 - Forrender Renderfarm 10:32 - InfoPartners 10:35 - The ending and previews of other lessons.              Stay tuned for updates: ★Vkontakte - https://vk.com/artofcharly ★Instagram - http://instagram.com/akcharly_life ★Twitter - https://twitter.com/artofcharly ★Facebook - https:

Substance Alchemist to Octane Render for Blender 2.81

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In this tutorial we will talk about how:  - use material from Substance Source - upload it to Substance Alchemist - Add a few other layers - export this material from Substance to Blender 2.81 - Render it in Octane Render.

Creating Real-time hair with Ornatrix Maya and Vray. Part 2

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In this part we will talk about how to bake: - ROOT and ID maps in V-Ray Render - AO and DIRECT maps in Arnold Render - Normal Map in Knald And also about how to avoid bugs when baking in the new Maya 2019.2      More tutorials: - Ornatrix  →  http://bit.ly/2klPh7r  - V-Ray → http://bit.ly/2kB9ari - Maya → http://bit.ly/2NVabpZ      Video Content: 0:01 - Information about the other voice translations 0:06 - Welcome and lesson topic 0:33 - Fixing a roasting bug in Maya 2019.2 1:29 - ROOT and ID maps in V-Ray Render. 5:42 - AO and DIRECT maps in Arnold Render 10:35 - Preparing the model for baking in Knald. 12:18 - Baking Normal Map in Knald. 13:55 - What will we talk about in the following parts? 14:12 - Forrender Renderfarm 14:21 - Info-Partners 14:24 - The ending and previews of other lessons.            Stay tuned for updates: ★Vkontakte - https://vk.com/artofcharly ★Instagram - http://instagram.com/akcharly_life ★Twitter - https://twitter.com/art

Creating Real-time hair using Ornatrix Maya and Vray. Part 1.

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In this part we will talk about how: - create the first hair-cap layer for the scalp using Ornatrix for Maya - make this layer more realistic and which modifiers to use for this - draw masks using the 3D Paint Tool in Maya - create material for baking Albedo, Alpha and Object-Space maps using V-Ray Next. - bake maps using V-Ray      More tutorials: - Ornatrix  → http://bit.ly/2klPh7r - V-Ray → http://bit.ly/2kB9ari - Maya → http://bit.ly/2NVabpZ      Video content: 0:00 - Information about other voice translations 0:06 - Welcome and tutorial topic 0:31 - Information about the hair cap layer and what it is for. 1:33 - How to create such a layer? 2:10 - How to separate the scalp from the head? 2:49 - Using the Furball Preset in Ornatrix 2:59 - Setting modifiers 3:34 - "SurfaceComb" to create sinks guides that indicate the direction of the hair 6:01 - Creating a mask for HairFromGuides using the 3D Paint Tool in Maya or Mudbox. 9:13 - A list of m

V-Ray GPU Next render test on 2080Ti, 1080Ti, i9 9900K, e5-1650v2 and 2 * e5-2667. Part 2

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The second part of the V-Ray GPU Next test on 2080Ti and 1080Ti video cards, as well as i9 9900K, e5-1650v2 and 2 * e5-2667 CPU's in Autodesk 3ds Max. This time, "RTX ON" showed its best side. The increase in speed on the render is almost 2 times compared with the usual render on the 2080Ti without it. It is strange of course that the compilation time is much slower, and the funny thing is that 4 * 1080Ti compiles the scene much longer than even 1 * 1080Ti =) I don’t know why, but you will see it in the video yourself. Also in the video I answered the question - is it worth switching from a CPU-render to a GPU-render. By the number of passes - you can perfectly understand everything. And once again for everyone who asks for Ryzen and other hardware tests - I don't have it =) I am testing on what is available for me. If you want, you can join to this tests, download the scene and write your results in the comments.      More videos: - V-Ray  → http://bit

V-Ray GPU Next IPR test on 2080Ti, 1080Ti, i9 9900K, e5-1650v2 and 2*e5-2667

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V-Ray GPU Next IPR test on 2080Ti and 1080Ti video cards, as well as i9 9900K, e5-1650v2 and 2 * e5-2667 processors RTX on - launched just for fan, it was just interesting and wanted to make sure that we should wait for the official Optix 7.0 in the new drivers from NVidia. While it isn't there and this is a nightly build - there really is no acceleration. In some scenes - it is barely noticeable, and in some - worse than without RTX =) But, ChaosGroup still made a huge step in performance compared to previous versions. It used to take 5-30 minutes to compile the fur, now it’s literally a second. It is very pleasing, especially to me, who appreciates every minute. I won't write my conclusions about comparing 2080Ti vs 1080Ti - please do it yourself here. Because I don't like to compare. The purpose of the video is to show the performance of both GPU's and CPU's, as I am interested. And don't do comparisons.           More tutorials: - V-Ray  → htt

Working with Quixel Bridge and UE 4 in 2019. Tutorial for beginners.

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Full details on how to use Quixel Bridge and Unreal Engine 4 in your work in 2019. Other Voice translations on my Channel in Playlists. In this part we will talk about how to: - import materials and create Blend Material from them - paint with different materials on the surface - import 3D asset to UE4 - import vegetation and paint with it on the surface - add the effect of wind on grass - turn on Raytracing and configure basic lighting in UE4 by using the HDRi Backdrop plugin - install Megascans plugin in UE 4.23      More tutorials:   - Quixel → http://bit.ly/2lYV3vZ   - Unreal Engine 4 → http://bit.ly/32ybShJ      Video Content: 0:00 - Information about other translations 0:05 - Tutorial theme 0:39 - Creating a project in Unreal Engine 4 and setting it up. 1:35 - Installing the Quixel Megascans plugin into Unreal Engine 4.23 2:22 - RTX ON 3:49 - Turning on the HDRi BackDrop plugin 5:09 - Collisions in Unreal Engine 4. 6:27- Uploading materials to th

Marvelous Designer 9 cloth simulation on GPU 2080Ti and intel i9 9900k. Part 2

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My test with the new Marvelous Designer 9 cloth simulation on the GeForce RTX 2080Ti and core i9 9900K. Comparison of simulation speed.

Ornatrix GPU for Maya. RTX 2080 Ti Perfomance Test in Viewport

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RTX 2080Ti performance test  in working with Ornatrix Plugin for Maya. Not all miscalculations have been transferred to the GPU, but the speed of editing guides is impressive. On my old 1030, I couldn’t calmly show the result to the customer in the viewport even with 400,000 hairs, just twisting the model have bad FPS ... And basically it usually comes to that amount in my works. And there was no question of combing hair and editing guides .. I can't do this on 1030 =) Now, on 2080Ti, as you can see, you can easily rotate 500,000 - 1,000,000 hairs in viewport, as well as comb and edit them with good FPS. Sometime 200 FPS =) Yes, it still has to improve performance with other modifiers, but this is a VERY big step forward and it makes me extremely happy. I've recorded an honest test, without any time speedup of the video ...

Marvelous Designer 9 cloth simulation on GPU 2080Ti and intel i9 9900k test

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Substance Alchemist to Octane Render in 3ds Max. Tutorial for beginners.

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Creating a PBR tiled metal material from a single photo in Substance Alchemist and its rendering in Octane Render for 3ds Max.          In this video we will talk about how: - create tiled PBR material from an one photo - export it - import by using Substance Plugin - render by using Octane Render and 3ds Max         More tutorials: - Octane Render → http://bit.ly/2lG40u3 - 3ds Max → https://bit.ly/334KlVV - Substance Alchemist → http://bit.ly/2M9GOiP            Video Content: 0:00 - Information about the subtitles 0:05 - Tutorial theme 0:32 - About the texture with which we will work 0:56 - Creating PBR material in Substance Alchemist 4:28 - Equalizer filter to adjust the texture light and shadows 5:30 - Tiling Filter to create a tile texture. 7:33 - Dust Filter for dirt and dust. 8:37 - Paint Filter to create paint 10:01 - Rust Filter for rust effect 12:29 - Saving and exporting material 13:18 - Installing Substance Plugin for 3ds Max 14:51 -

Blender 2.8 tutorial for begginer. Addons. Introduction to Creative Bundle. Part 1

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Tutorial about Blender Guppy addons pack  - Creative Bundle Part 1.           In this part we will talk about how: - call the menu "Cubber" and "IceTools" - use hot keys to speed up work with these add-ons - correctly project the model onto the surface of the selected object - draw an object - change the position of the 3D cursor - use different types of boolean operations in the Creative Bundle

FStorm Render. Render environment with clouds and atmosphere in 3ds Max tutorial.

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Creation of frozen mountains. The final part.           In this part we will talk about how: - convert vdb to geometry by using V-Ray Volume Grid - customize cloud material - make clouds more realistic - make high-quality render volume scatter effects - fight with volume scatter bugs by using ray threshold. - render different lighting and atmosphere with clouds in FStorm            

Creating clouds in Teya Conceptor and Houdini. Export Vdb to 3ds max

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Creation of frozen mountains. Part 3          In this part we will talk about how to: - create stylized clouds in Teya Conceptor - convert them to realistic ones inside Houdini - export them to Vdb format - import vbd into 3ds Max using VrayVolumeGrid     More tutorials with Teya Conceptor  → http://bit.ly/2lWbM2V

Quixel mixer landscape texturing tutorial. Render in 3ds Max and FStorm

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Creating a frozen mountains. Part 2.          In this part we will talk:  - about how to create material in Quixel Mixer, which includes different textures assigned by masks. - How to export all this material to Quixel Bridge and import into 3ds Max. - about how to render the landscape in FStorm and create a basic atmosphere, about which we will continue to talk in the 3rd part.

World Creator 2 tutorial. Frozen Terrain generation and texturing.

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Creating a frozen mountains. Part 1.          In this part we will talk:  - About how to simply create a landscape by using a different filters in World Creator 2. - How to assign the textures and create masks for future use in Quixel Mixer. More tutorials with World Creator 2  → http://bit.ly/2lK3MSx

Blender 2.8 tutorial for beginner. Octane render volumetric lighting. Scattering Medium

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Blender 2.8 tutorial for beginner. Part 3 In this video, I continue to talk about Blender 2.8 and Octane Render.          In this part we will talk: - About how to make volumetric light by using "Scattering Medium" - How to make color volumetric light - How to make lighting by using stained glass   All Blender 2.8 tutorials  → https://bit.ly/2NCk5Ne          

Blender 2.8 tutorial for beginner. Octane render interactive clouds. Metaballs

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Blender 2.8 tutorial for beginner. Part 2 In this video, I continue to talk about Blender 2.8 and Octane Render.         In this part we will talk about:

Blender 2.8 beginner tutorial. Free Octane Render and first impressions. Addons.

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In this video, we'll talk about the new Blender 2.8 and official free octane render. The only limitation in it is the ability to render with only one video card. This is a lesson for beginners and I think that everyone can learn something useful from it. The installation of Blender 2.8 was inspired by Andrew Price and Blender Guppy. After 3 days work in it - I wanted to record this video and share my emotions. I'm planning to record a series of lessons about the  Blender 2.8 and addons, which I find useful in my work. More tutorials with Blender 2.8 will be here  → https://bit.ly/2KHA0If

Tutorial about how to export and render the new Ornatrix 3ds max .vrscene in V-Ray Standalone?

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Ornatrix 3ds max tutorial In this video we will talk about the new Ornatrix 6.2.3 in which was added a new format for export - Ornatrix V-Ray (.vrscene). We will learn how to export hair to this format by using an example of a simple scene and render it in V-Ray Next StandAlone using the GPU. The difference between this format and the usual .vrscene is that it allows you to faster export the all necessary information and it is specially created for Ornatrix. More Ornatrix tutorials here  → https://bit.ly/2Abqvgc

Redshift Render Car Paint material in 3ds Max tutorial. Part 2

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The next part about Redshift Car Paint shader in 3ds Max. In this part, we’ll talk about the density of the "Metalic Flakes" in car paint, about the Clear Coat Reflection settings, and of course, about the interesting methods of adding a bump map to create different types of paint. More tutorials with Redshift  → http://bit.ly/2GrWRVB

Railclone tutorial in 3ds max. Style and Display tabs.

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Railclone plugin for 3dsmax. Chapter 2.2  Library Browser and Extract models for editing style. In this video we’ll talk about the Style and Display tabs. Learn how to work with Library Browser and also talk about how to extract a model from a style and edit it to create your own.

Redshift render carpaint material in 3ds Max tutorial. Part 1

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In this video, we will talk about the Car Paint shader in Redshift Render for 3ds Max.   As promised, I start to render the chapter about a Redshift Material, in which we will talk about the all parameters of each material in Redhisft Render. After the theory - there will definitely be practice. More Redshift tutorials  → http://bit.ly/2GrWRVB

Corona Distance Map. Examples. Part 2.

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Corona Distance Map lets you create “smart” materials that know how far away they are from objects in the scene. Use this to add waves around a coastline, wear-and-tear where objects meet, dirt and noise under window sills, and more. In this video, I’ll show terrain creation techniques in World Creator 2, 3D-Coat, Zbrush, Teya Conceptor and its use with Corona Distance Map. You will also learn how to use this map to get an interesting effect in Corona Scatter.

Quixel Mixer 2019.2. How to create stylized stones in the sand with new features?

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Quixel Mixer - this is an universal software for creating materials and textures. In this video, I will teach you to make a stylized stones in the sand, as in the same CrashBandicoot or Spyro, and in any stylized game. I think those who are fond of stylization will immediately recognize this style of presenting materials and textures. Also show a new items in the Pattern Generator, new filters and blending modes.

How to export an object with a different materials from Substance Painter to Octane render?

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OctaneRender is the world’s first and fastest unbiased, spectrally correct GPU render engine, delivering quality and speed unrivaled by any production renderer on the market. In this video, you will learn how to apply several materials for one object by using a different methods of creating masks. After that, we export the finished model to the 3ds max and render it in the Octane Render.

World Creator 2. How to export landscape to UE4 by using SyncTool?

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World Creator is the world's first real-time Terrain and Landscape Generator that performs all its generation and design processes entirely on the GPU using thousands of cores combining procedural power with creative freedom and efficiency of a real-time workflow. In this lesson, you will learn how to export a landscape from World Creator 2 to Unreal Engine 4 by using a special SyncTool.

Teya Conceptor. Part 4

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Teya Conceptor - program for modeling in a few seconds from Arseny Korablev. Paint with brushes from a huge library, make your own from your models and use Teya in your work with other programs. In this video, we will talk about creating an organic brush, which speeds up your work in sculpting some monsters, details of the environment, and so on, as well as I will tell you how to make a quick frame and cover it with a body.

Quixel Mixer Asset. Part 5

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Quixel Mixer - this is an universal software for creating materials and textures. In this tutorial series, you will learn how to make sculpting in 3D-Coat, then export a 32-bit Dispacement map and work with it in the Quixel Mixer to create materials, textures, etc. After that - you will learn how to export your model to the different offline and real-time renders. In this part - I continue to show - how to sculpt details for the displacement map in 3D Coat, as well as how to work with different tools.

Octane Render. ORBx magic.Export ForestPack, Ornatrix, Phoenix FD from 3dsMax to Maya or Standalone.

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Octane Render ORBx is a universal format which allows you to export or import everything in a special container that can be opened in any integration. This can be - animation, models, textures, lighting, render settings, cameras, Phoenix Fd simulation, Ornatrix, Forest Pack, etc.

Instant meshes in 3D-Coat. Fast Autoretopology

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3D-Coat tutorial. Fast auto-retopology with Instant Meshes.

Quixel Mixer stylized rocks and grass in 10 minutes with procedure material.

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Quixel Mixer tutorial about creation of stylized procedure texture. In this video you will learn how to create such a texture with which you can get a variety of stylized stones, rocks, and so on + stylized grass with different layers. Playlist with other Making of

World Creator 2.1.0. What's new? Part 1

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A lesson about World Creator 2. Part 8. In this video, we will talk about the new World Creator 2.1.0 Other lessons in this playlist - https://clck.ru/FkmTx

Phoenix FD. Simulation of coffee, honey, chocolate, blood, paint, ink and waterfall. Chaos Cloud.

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Phoenix FD is a powerful tool for VFX simulations from the ChaosGroup. In this video, we will talk about the simulation of coffee, honey, chocolate, blood, paint, ink, waterfall and render them on the V-Ray Cloud (Chaos Cloud)

Quixel Mixer Asset. Part 4.

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Sculpting windows in 3D Coat for displacement maps in Quixel Mixer. In this video, I continue to show how to sculpt details for a displacement map in 3D Coat, as well as how to work with the new Curves tool.

Ornatrix Maya dreadlocks. How to make and render with V-Ray Next GPU?

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In this video you will learn how to make dreadlocks with Ornatrix Maya and render them with V-Ray Next GPU.

Redshift hair settings. Part 2

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Redshift Render tutorial about hair materials settings. Part 2. In this video we will talk about the setting of black, blue, gray, red, red hair, natural and dyed blonde, and also learn how to make a gradient overflow of different shades. Redshift playlist

Teya Conceptor. Part 3

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Teya Conceptor - program for modeling in a few seconds from Arseny Korablev. Paint with brushes from a huge library, make your own from your models and use Teya in your work with other programs. In this video we will talk about the tool for creating bones, as well as creating a basic mushroom shape in Teya Conceptor and finalizing the concept in 3D-Coat to further create an organic brush.

How to render Quixel Asset in 3ds Max + V-Ray Next GPU?

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In this video, you will learn how to render Quixel Asset into 3dsmax by using a V-Ray Next GPU. I decided to record this video, because many people asked about this. If you like this video: ► Click on the “Thumb up” ► Subscribe to the channel to avoid missing new releases ► Share with friends - do not be greedy =) After all, they also want to get this knowledge =) Enjoy watching! Best regards, Andrew Krivulya aka Charly. Production  Music  courtesy  of  Epidemic  Sound" www.epidemicsound.com #quixel #3dsmax #vraygpu

World Creator 2.1.0. Quick sketch for concept art. Texturing in Quixel Mixer. Octane Render.

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In this video, you will learn how to use WorldCreator 2 to quickly create a landscape concept, Quixel Mixer - to texture it with material scans, and Octane Render - to quickly render the entire concept for further drawing.

Zbrush Zmodeler. Polygon Actions. Part 2.

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Zmodeler is a new brush that has appeared in Zbrush since version 4r7. This brush adds the ability to model directly in Zbrush. In this video we will talk about the tools - Crease, Delete, Equalize, Extrude, Flip Faces, Inflate, Insert NanoMesh, Insert Point and Insert Polyloops in Zbrush Zmodeler.

How to Render 1% Viewport Ornatrix Hair in Octane?

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In this video you will learn how to render 1% Ornatrix hair in Octane.

Substance Designer 2018. Tile Generator Settings.

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Substance Designer 2018. Part 5 In this part we will talk about the settings of the "Tile Generator" node

Nvidia RTX 2080Ti perfomance test in Octane render 4.0, 2018, 2019.

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Octane render 4.0, 2018, 2019 perfomance test with Nvidia RTX 2080 Ti.

3D-Coat. Making of creature and render it in Corona Renderer. Part 2.

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Creating a monster in 3D-Coat and rendering in Corona Renderer - without UV and retopology. Part 2.

Corona Distance Map. Examples. Part 1

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Corona Distance Map lets you create “smart” materials that know how far away they are from objects in the scene. Use this to add waves around a coastline, wear-and-tear where objects meet, dirt and noise under window sills, and more. In this video, I will show how to get an interactive boolean by using the Corona Distance map, as well as how to mix textures to achieve a realistic effect. How to change settings - to influence the blending pattern. Video content: 00:00 - 00:23 - Intro 00:23 - 00:42 - Important info about channel and this tutorial 00:42 - 1:20 - Where to find the texture of Corona Distance Map. 1:20 - 7:28 - The first example of using this map. Zbrush LiveBoolean vs Corona Distance Map Boolean. 7:28 - 10:37 - The second example. Use Corona Distance Map to blend different textures in the Diffuse slot. Bercon Noise. 10:37 - 11:11 - The ending. Video preview of other lessons. If you like this video: ► Click on the “Thumb up” ► Subscribe to the chan

SpeedTree Cinema 8. Collisions and Clusters. Anchor Points.

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SpeedTree Cinema 8. About collisions and clusters. Anchor Points and leaves on the branches texture. We talk about how to remove collisions and create clusters to optimize the tree for engines. Learn to adjust the growth of leaves on the texture with the branch and will add Anchor Points.

Teya Conceptor. About brush creation for Kitbash. Lathe tool and different profiles.

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Teya Conceptor - program for modeling in a few seconds from Arseny Korablev. Paint with brushes from a huge library, make your own from your models and use Teya in your work with other programs. In this video, we will talk about creating a custom brush from an object which was created in Zbrush and imported into the Teya. Also I'll show the Lathe Tool and its settings.

Redshift hair and skin material. The geometry of the eye and the lacrimal part. Brunette and pink

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Redshift Render tutorial about skin and hair materials settings. In this video we will talk about the geometry of the eye, the lacrimal part and the anterior chamber of the eye. About lighting settings and different shades for hair. And also about how all the same to make a variety in color for transfer of a realistic shade.

World Creator 2. Texturing the landscape and texture settings.

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A lesson about World Creator 2. Part 7. In this video, let's talk about texturing a landscape and all its settings, as well as their effect on textures.

Teya Conceptor. Introduction About the magic plane and kitbash. About how to get the beta for free.

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Teya Conceptor - program for modeling in a few seconds from Arseny Korablev. Paint with brushes from a huge library, make your own from your models and use Teya in your work with other programs. In this video we will talk about the interface of the program, the change of hot keys and the size of the interface. I will also tell you how to get Teya Beta for free and demonstrate the work of Arseny Korablev, in which creation he used Teya. I will show the all power of the magic plane and kitbash.

Ornatrix Maya. Clump modifier. Braid Guides and External Clump Strands. Moov physics and Lucid.

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Ornatrix Braid workflow in Maya. Part 3. In this video we will continue to talk about the reasons for use Maya. I'll show you some cool features of Clumper and BraidGuides.

Phoenix FD. Simulation of water, milk, beer and coffee. Render on V-Ray.Cloud.

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Phoenix FD is a powerful tool for VFX simulations from the ChaosGroup. In this video we will talk about simulations - water, beer, milk and coffee, as well as a V-Ray.Cloud render and prices there.

Zbrush Zmodeler. Zmodeler Brush. Polygon Actions - Add to curve. Bevel and Bridge.

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Zmodeler is a new brush that has appeared in Zbrush since version 4r7. This brush adds the ability to model directly in Zbrush. In this video, I'll show you the tools for working with polygons — Add To Curve, Bevel, and Bridge.

Export EXR file from 3D-Coat to create a brush in Quixel Mixer. Texturing an asset.

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In this video, we’ll continue the discussion about creating a special EXR file for exporting to Quixel Mixer and getting a brush for a sculpture from it. And also I'll demonstrate a complex asset, on which we will work in the following parts.

Railclone interface. Style Editor and Curve Steps option. Railclone object creation.

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In this video we will talk about how to create a Railclone object. I’ll show the Railclone interface and the settings, and also talk about a few important options that will come in handy at the beginning.

Painting in 3D-Coat. Render without UV and retopology in V-Ray. Polybrush workflow

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In this video we will talk about how to paint a model in 3D-Coat by using PBR and then render it in V-Ray - without UV and retopology. And also at the end of the video there will be a Making of bonus with Polybrush and in the next part - a render in Corona Renderer.