In this video, I show the sculpting process of the surrealistic world in 3D-Coat and render it in the Renderman 21. I've recorded this video a year ago. Then just added Renderman to 3D-Coat and I've set the task to create such a composition in 1 hour in order to understand the render and some 3D-Coat tools for quick speedsculpt in space.
In this video, we will talk about setting up V-Ray Displacement in Maya and rendering in Vray.Cloud. Let's learn how to quickly configure tiling for the all textures by using a single node and install a script converter for Maya, with which you can quickly download customized PBR materials from the Poliigon website.
In this video we will talk about Path and Shape filters settings and other filters in different tabs. Also we will speak about adding a water surface or texture to the path.
In this video we will talk about converting guides to splines by using Curves From Strands operator and exporting these splines to the 3dsmax. Compare the results in the 3dsmax and Maya viewport. We will also talk about conveniently combing guides in Maya, setting their width in Viewport and smoothing them.
In this video, we will talk about simulations of burning fuel, explosions, dense smoke and dry ice, the simulation of clouds and PDPlayer, as well as the creation of a preview for it. Video content: 00:00 - 00:18 - Intro 00:18 - 3:00 - Simulation of burning fuel. Create a preview for PDPlayer. 3:00 - 4:42 - Simulation of a conventional explosion and a gasoline explosion. Creating additional light sources during the simulation to obtain interesting effects. 4:42 - 7:47 - Simulation of dense smoke which enveloping the surface of cylinders. The effect of dry ice. 8:50 - 9:54 - Simulating clouds inside a Box Primitive 9:54 - 10:16 - The ending. Video preview of other lessons. A subscription button, as well as a button for support on Patreon. 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! ...
In this video - we will talk about the Bitmap node and its creation options. Also we will look at the editor of textures and tools: Brush, Stamp, Eraser in it's toolkit. We will understand the settings of the brush and stamp. Talk about the basic settings of all nodes and the Output Size parameter, and also about what is the difference between Absolute and Relative to Parent. When you should use these modes.
In this video, we will talk about adding surface imperfections to the tile that was setuped in the first part, and also about blending the normal maps and the glossiness textures to make our material more realistic.
In this video, we will talk about using 3D-Coat to create a Displacement map with PBR material without UV and retopology, as well as importing this material into Quixel Mixer.
In this video, we’ll talk about why I switched to Ornatrix for Maya and there will be a demonstration of how Hair Physical Shader and Viewport 2.0 works.
In this video we will prepare the scene for the simulation, apply the preset of fire. Watch how the simulation looks in PhoenixFD GPU Preferences and VrayGPU with Nvidia AI Denoiser.
In this video we will talk about hot keys for working with nodes. About navigation in 2D and 3D-View. Set up the workspace and analyze 3 options for adding nodes to the Graph Network, as well as learn how to change the visual appearance of the node connection. Learn the menu of the right mouse button and convenient organization of the working space.
In this video we will talk about creating different types of topology, about the Inset and Bridge tools. And also talk about the magic tool for creating the patches.
In this video we will talk about Filter Distribution Properties, Blending Operations, Noise, Height, Slope and Angle Select options. About Relative to Ocean option. About viewport optimization during working with filters with MultiFrame Generation option and about two filters - Flatten and Noise.
In this video we will talk about Seamless, Fractal Noise Properties, Edit Curve, Edit Offsets, Filters tab and the first filter in it - Curve Filter, and also about the Toogle Heatmaps to display a visual map of the effect of filters on the terrain.
In this video we will speak about the closing of the line, the Circularize tool to create a circular guide shape, the separation and joining, and the relaxation of the vertexes after the retopology.
In this video, we'll talk about adding mesh to the Retopo Reference List, about the new awesome tool for retopology which named Draw Mesh Tool and drawing guides by using a Draw mode in it. We will set the snaping on vertexes, we will assign the material for the retopo object's. Let's analyze the ways of drawing lines in a straight line and diagonally, and also construct new guides from the points obtained at the intersection. Let's try the AutoWeld tool in action.
In this video, we'll talk about navigation, changing the size of the terrain and texture, and a little bit about the right and left toolbars in World Creator 2.
This is the final part of the tutorial about Quixel Mixer and in it we'll talk about yet another plugin for creating roads in Unreal Engine 4, and also go to the 3dsmax and we will use RailClone, VrayNext and VertexPaint to create and render the road.
In this video, we will talk about the creation of Blend Material in UE4 by using the Megascans plugin and will paint on RGB channels using Vertex Paint Mode. Also, we'll look at the water surface settings, resize the assets in the Quixel Mixer and re-export them to the Unreal Engine 4.
In this video, we'll talk about exporting in Unreal Engine 4 by using Quixel Bridge . Speak about the settings of Instance and Master materials. Add Distance Based Tessellation to improve the performance of the Displacement map working in the distance.
In this video, I'm talking about the new Quixel Mixer and Bridge. I show the program interface and the basic settings. Also, I am talking about the import of PBR material from the Poliigon website.
Fantasy Forest creation with Corona Renderer, 3D-Coat, Poliigon, Substance Painter, 3dsmax, Megascans, SpeedTree, Polybrush, ForestPack, WorldCreator and Cobweb. You can watch this project here - https://www.artstation.com/artwork/VOn8N
In this video, we'll talk about the new shader for realistic hair rendering - Corona Hair Mtl and how it's easy to get different hair shaders.Let's talk about how to create black hair, blonde, brunette, gray hair and a gradient overflow.
In this video, I'm talking about Portal Light in Redshift. On how to deal with noise in the interior and about the fast rendering of realistic caustics. About Redshift Environment map and Dome Light, as well as Back-Plate and Ray-Switch modes. About adjusting caustic details using Caustic Search Radius.
In this tutorial - I show the creation of twisted hairstyle, eyebrows, eyelashes, fur in Ornatrix Maya.I show the use of Maya MASH for the scattering of grass, the final settings of Arnold Render for the rendering of fur and the render on our farm en.forrender.com
In this video I show the conversion of a scene from Vray to Corona Renderer. Adjusting the Corona Hair and Corona Skin material, editing the normal map and rendering on our farm.
In this video I show the process of creating a creature concept in 3D Coat, its retopology and UV unwrap, setting up a scene in Vray, drawing masks in Mudbox to create fur with Ornatrix, setting up a skin shader in the Substance Painter, creating eyelashes, eyebrows and hairstyles in Ornatrix, grass with ForestPack and the final rendering in Vray on our farm en.forrender.com
In this tutoriak I'm talking about the types of the light sources in Redshift. I show Redshift Physical Light and IES. I'm talking about volumetric lighting and sampling for him. I show the Gobo effect and the projection of caustics and shadows from the image. I conduct a test render with a Volume Light from IES on the GeForce GT 1030, and on the our farm Forrender.com - on 1 * GTX 980Ti and 4 * GTX 1080Ti
In this lesson we will learn how to add leaves, edit them with a special editor. Make your meshes of leaves from the Megascans texture. Customize low and highpoly geometry for them. Will learn how to draw trees in HandDrawing mode.