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Artstation – How to Texture Stylized Rocks in Substance Painter

25/09/2022 Learning for Life Leave a Comment

Artstation – How to Texture Stylized Rocks in Substance Painter
English | Tutorial | Size: 929.4MB


What You Get:
In these video tutorials I’m going to walk you through my process of how I texture stylized rocks using techniques in Substance Painter. [Read more…]

3D Artstation, How, Lynda, Painter, Rocks, Stylized, Substance, Texture

VFX’n’GO – Houdini Rocks – Volume 4a

03/01/2019 Learning for Life Leave a Comment

VFX’n’GO – Houdini Rocks – Volume 4a
English | Size: 1.8GB
Category: Tutorial


↑ Info
VFX’n’GO – Houdini Rocks – Volume 4a – Introduction to Dynamics
All you need is Houdini

In this course I talk about the Dynamics and started with RBD object and with the fracturing system like Voronoi and much more. I show you how to managment the new systems in Houdini 17 like RBD Material Fracture, Voronoi Sops and the new constraint Soft. Also I show you some tips for switch from one costrant to others and how to converted the RBD simulation in “soft-body”. [Read more…]

3D Houdini, Rocks, vfx'n'go, Volume 4a

gumroad – vfx’n’go Houdini Rocks vol.1

23/09/2018 Learning for Life Leave a Comment

gumroad – vfx’n’go Houdini Rocks vol.1
English | Size: 2.8GB
Category: Tutorial


Hi there and welcome in course “Houdini Rocks – Volume 1”.
In this course I cover a variety of material and I introduce you to Houdini. In the first lessons I talk about proceduralism and interface, but we touch also advanced subject like VOPs and VEX.
Finally you have a good approch to Houdini and you can start to work with it.
All you need is Houdini [Read more…]

Film & Film Making Gumroad, Houdini, Rocks, vfx'n'go, Vol 1

CGCookie – Shading Procedural Rocks (3Ds Max & Vray)

16/08/2015 Learning for Life Leave a Comment

CGCookie – Shading Procedural Rocks (3Ds Max & Vray)
English | Size: 203.6MB
Category: Tutorial


In Shading procedural rocks course we’ll talk about a generic workflow to create different rock/stone materials. We’ll see how to create shaders to simulate peeble stones and how to generate variations about it, then we’ll see other examples for different stone materials simulating layering, minerals and scattering. All materials will be created using nested procedural maps as noise, cellular and speckle, everything used inside composite maps with or without masking. Rendering will be done with VRay but materials will use generic workflow to be compatible with all rendering engines.
[Read more…]

Gracphics & Multimedia 3ds Max, CGCookie, Procedural, Rocks, Shading

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