Thursday, November 4, 2010

Reallusion 3DXchange 4 PRO v4.1.0729.1


3DXchange 4 is a model conversion and editing tool that connects iClone to unlimited 3D content. Import models in 3DS, OBJ, Google SKP or FBX and ready them for iClone with material & texturing tools. Import animated skin-bone characters in FBX format and convert them to iClone models with animation. Export iClone models in OBJ format to edit, sculpt and paint in external 3D software, like Zbrush, Photoshop, SketchUp, Blender, 3ds Max, Maya and more. Maximize access to the best content by importing free 3D models from Google 3D Warehouse or popular character models from DAZ3D and Poser libraries. 3DXchange 4 connects the best 3D models to iClone.
3DXchange for iClone has been the best way to grow your 3D content library with the ability to import models from Google 3D Warehouse and in . OBJ or 3DS format. The advancements in the all new 3DXchange 4 give you the same benefits and more with new features designed for more model editing tools, material editing and access to a world of new content with added support for . FBX 3D models and characters. This new release shows the next level of creativity for users to aggregate, animate and enhance iClone content.

- Easily turn static 3D Models into animated 3D models
- Import iClone native content for re-editing
- Enhance the visual appearance with Normal map, Material and Texture editing
- Customize iClone characters with . OBJ export to sculpt & paint in Zbrush or Photoshop
- Model custom iClone characters with animation & import as . FBX

Features:
* Real-time iClone Pixel Shader Rendering Preview
- Now 3DX is synced with the iClone4 Pixel Shader for advanced real-time material and multi-texture display, so users can preview or prepare the content in 3DX, and enjoy the same visual result in iClone4.
- We kept the GUI similar to iClone4 and added more tools: redo, undo, iClone hotkey convention, multiple select (Q), drag and drop file import, and texture material assignment.

* Re-edit Native iClone Content
- Now users can drag iClone content into 3DX4 and do further editing: Separate object relationships, build parent-child relation, reinitialize the transform value, custom rotation pivot, add additional materiel ID, or do UV assignment to individual 3D elements. Finally, export selected items back to iClone.

* Quickly Turn Static 3D Models into Animation-Ready Content
All the tools you need to transform a static 3D model; such as a car, into an animated prop. This process is much more efficient in 3DX4 with the ability to:
- Multiple select, Make sub-object, Define pivot location, Export to iClone.

* Bring in Animated Characters and Motion Files from FBX Files (PRO only)
- What is FBX? FBX is the Autodesk defacto 3d exchange format between Max, Maya and other 3D tools. FBX contains skin-bone rigged model information and animation data, it’s a great format for storing animated character data which also being endorsed by Cinema4D, DAZ, Lightwave and SoftImage etc.
- In the past iClone characters can only be designed with 3DS Max, and exported via the iClone Plugin to Max.
- Now with FBX import, users can use Maya or any other tools supporting FBX export to design animated iClone non-human characters, eg. animals, monsters, bird, fish, any skin-boned creatures. Those character can be further key frame pose and animated in iClone via FK or IK animation.
- PRO Version users can request access to the iClone standard G3 character source template with G4 head rig in FBX format. Experienced Maya users can easily alter the character template to design custom dress, morph or rescale the bones for new iClone character creation.

* Turn iProps into Non-human Characters for Custom Motion Editing, or Expand an iProp Motion Library
- Animal pack content has predefined motion sets in the right menu, but in previous versions of 3DX users could not do further custom animation, it’s a big limitation to animators and we have fixed it.
- 3DX4 Pro users can turn Animal iProps into Characters and separated Motion files, creating their own animation can add to the right-click motion menu.

* Export iClone Content in . OBJ Format. Sculpt, Paint, and Customize with High-detail.
- Users can export iClone characters as OBJ models which most 3D software can edit.
- Users can specify a custom pose for exporting 3D characters in OBJ format.
- Add exceptional realism or shape variation to your characters by sculpting and painting exported OBJ Content in Photoshop, Zbrush, Mudbox, Argile…
- Replace the sculpted or painted model and texture result back to iClone to create new character.
- Use OBJ file to sculpt the head and create custom face morphs.

System Requirements:
Minimum:
- Pentium4 2GHz
- 1GB RAM
- 2GB free hard disk space
- Display Resolution: 1024×768
- Color Depth: True Color (32-bit)
- Graphics Card*: Support for DirectX 9.0c and Shader Model 3.0
- Video Memory: 256MB RAM
Recommended (3DXchange will have better performance in below recommended environment) :
- Dual core CPU or higher
- 2GB RAM or higher recommended
- 2GB free hard disk space or higher recommended
- Display Resolution: 1024×768 or higher
- Graphics Card: Nvidia GeForce 8 Series or higher/ATI HD 3000 Series or higher
- Video Memory: 512MB RAM or higher recommended
- Video card compatible with Pixel Shader 3.0 recommended for optimized visual performance.
Additional:
- 3-button mouse
- Internet connection required for online activation.
Operating System:
- Windows 7/Windows Vista/Windows XP (With Service Pack 2 or later)
- Support for 32-bit and 64-bit operating system.
Year: 2010
Platform: Windows XP/Vista/7
Language: English only
Tabletka: Present
Size: 54.82 MB

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Lynda 3DS MAX 2010 Essential Training


Lynda 3ds Max 2010 Essential Training: Autodesk 3ds Max
H264(ffh264) 640 kbps 880 x 660 | MP4A(faad) 136 kbps 48000 Hz Stereo

Trainer: Steve Nelle | Running Time: 15:36 (hrs:min) | ISO: 1,98 GB

In 3ds Max 2010 Essential Training, Autodesk 3ds Max instructor Steve Nelle provides a thorough introduction to the techniques needed to take an animated project from start to finish. Steve provides new users with everything they need to know to get up and running, while offering experienced users plenty of tips and tricks they can apply to improve their productivity and workflow. He walks through the program’s newly designed interface, details how to create both simple and complex objects, and shows how to bring things to life through a variety of keyframing techniques. Exercise files accompany the course. Table of contents:
*
Introduction 05:30
Welcome 1:00 5.6 MB
How to use this title 1:59 1.9 MB
Using the exercise files 2:31 3.0 MB
1. Getting Started 25:01
Getting a handle on the production process 4:32 11.9 MB
Understanding the importance of traditional art concepts and principles 3:13 3.2 MB
Using reference material 2:46 2.1 MB
Understanding 3D space 3:51 4.5 MB
Improving your workflow 4:45 18.6 MB
The built-in help system 5:54 10.6 MB
2. Interface Essentials 31:25
Getting to know the interface 5:54 7.6 MB
Getting around in the viewports 10:39 18.2 MB
Controlling how 3ds Max measures 3:05 3.4 MB
Customizing the interface 7:13 9.3 MB
Useful right-click commands 4:34 5.8 MB
3. Working with Files 25:45
Starting a new project 5:10 6.9 MB
Opening, importing, and merging files 5:57 8.1 MB
Saving and exporting files 7:06 9.0 MB
Holding and fetching files 4:24 5.0 MB
Summary info and object properties 3:08 3.9 MB
4. Working with Objects 01:24:57
Selection techniques 8:23 10.5 MB
Naming objects 3:23 3.6 MB
Reading the Transform Gizmo 5:00 5.6 MB
Moving objects 13:33 19.0 MB
Rotating objects 6:44 15.7 MB
Scaling objects 6:13 14.4 MB
Coordinating systems 10:08 16.9 MB
Understanding pivot points 6:35 11.6 MB
Hiding and freezing objects 4:57 6.4 MB
Making copies 13:20 20.6 MB
Grouping objects 6:41 10.1 MB
5. Creating Off-the-Shelf Geometry 01:22:29
Creating standard primitive objects 19:03 56.0 MB
Creating extended primitive objects 12:39 30.9 MB
Creating shapes 12:07 19.2 MB
Creating lines 9:03 13.6 MB
Creating architectural objects 11:00 26.9 MB
Project: Creating a car axle and wheels 18:37 27.2 MB
6. Specific Modeling Techniques 01:31:53
Extruding objects 8:33 12.2 MB
Lathing objects 9:07 25.4 MB
Lofting objects 10:54 17.3 MB
The Boolean commands 6:45 15.8 MB
Box modeling 8:43 14.8 MB
Building a chandelier with box modeling 7:59 21.5 MB
Paint deformation 9:39 13.1 MB
Patch modeling 10:04 14.0 MB
NURBS modeling 13:33 18.2 MB
Surface normals 6:36 9.4 MB
7. Project: Constructing an Oscillating Fan 31:55
Building the stand 6:49 16.6 MB
Building the motor housing 3:16 4.7 MB
Building the fan blades 6:36 10.5 MB
Building the fan blade cage 4:38 10.7 MB
Adding the electrical cord 5:54 9.0 MB
Adding the hardware 4:42 9.3 MB
8. Working at the Sub-Object Level 49:56
Understanding sub-object types 3:48 3.5 MB
Selecting sub-objects 7:09 8.2 MB
Converting or using a modifier 4:09 6.2 MB
Transforming sub-objects 7:18 13.8 MB
Using 2D sub-object modeling commands 7:04 7.8 MB
Using 3D sub-object modeling commands 12:38 23.4 MB
Ignoring backfacing 4:44 8.7 MB
Making soft selections 3:06 6.0 MB
9. Working with Modifiers 01:10:45
Understanding the modifier stack 3:25 4.0 MB
Working with the modifier stack 4:35 5.3 MB
Understanding modifier order 4:04 7.2 MB
Applying modifiers in the middle of the stack 6:26 9.9 MB
Copying and pasting modifiers 5:20 8.3 MB
Collapsing the stack 8:43 13.7 MB
Using freeform deformation modifiers 7:18 18.7 MB
Using the flex modifier 5:12 11.0 MB
Using the lattice modifier 5:49 10.6 MB
Modifying hair and fur 7:43 12.9 MB
Using modifiers that reduce geometry 6:14 9.4 MB
Applying modifiers at the sub-object level 5:56 16.3 MB
10. Materials and Mapping 02:29:02
Building materials 3:54 7.8 MB
Understanding the material editor interface 5:15 6.0 MB
Controlling the main body color 5:00 5.5 MB
Adding and controlling shine 4:06 4.4 MB
Controlling transparency 3:26 3.4 MB
Using self-illumination 3:17 3.7 MB
Applying materials 7:13 8.2 MB
Retrieving a scene material 3:50 4.6 MB
Designing a complex material 7:31 8.7 MB
Creating rough surfaces with bump maps 8:19 10.3 MB
Using reflection maps 7:24 9.0 MB
Using opacity maps 7:51 9.4 MB
Editing maps 11:53 16.5 MB
Building a multi sub-object material 10:30 12.3 MB
Taking advantage of material libraries 8:15 10.9 MB
Mapping coordinates 12:32 19.1 MB
Using sub-object mapping 7:53 10.9 MB
Using the UVW unwrap modifier 10:58 17.2 MB
Using Photoshop to edit maps 8:00 11.3 MB
Applying materials to an oscillating fan 11:55 20.9 MB
11. Lighting 01:19:33
Comparing real-world and computer lights 3:20 3.4 MB
Identifying the types of lights in 3ds Max 6:43 11.0 MB
Applying omni lights 6:46 7.4 MB
Using spot lights 10:12 10.6 MB
Controlling shadows 10:12 11.7 MB
Adjusting how far a light shines 8:41 8.7 MB
Excluding objects from light 4:08 4.8 MB
Using projector lights 6:06 9.0 MB
Setting light volume 4:51 5.8 MB
Setting global illumination 5:52 6.7 MB
Lighting a scene 12:42 17.4 MB
12. Cameras 57:23
Comparing real-world and computer cameras 1:17 7.2 MB
Identifying Max’s camera types 9:51 20.4 MB
Camera viewport navigation 5:59 19.2 MB
Changing a camera’s lens length 3:36 4.8 MB
Controlling focus with depth of field 4:46 5.6 MB
Applying motion blur 8:34 12.6 MB
Using clipping planes 3:21 4.7 MB
Activating a show safe frame 5:03 6.2 MB
Putting a camera on a path 11:06 36.8 MB
Locking a camera onto an object 3:50 7.4 MB
13. Animation 01:46:55
Understanding the principles of animation 5:41 14.6 MB
Understanding the animation process 2:29 19.6 MB
Controlling animation 5:14 5.8 MB
Animating with auto key 8:42 13.1 MB
Animating with set key 10:58 17.1 MB
Moving keyframes 8:26 13.2 MB
Copying keyframes 5:21 7.8 MB
Deleting keyframes 5:39 9.7 MB
Using the Dope Sheet 9:15 11.6 MB
Using the Curve Editor 12:29 21.4 MB
Linking and unlinking objects 10:06 15.1 MB
Animating an object along a path 13:44 27.0 MB
Animating an oscillating fan 8:51 13.8 MB
14. Rendering 43:45
Rendering techniques 8:10 9.7 MB
Using active shade 5:25 7.2 MB
Creating previews 4:23 15.1 MB
Using the RAM player 5:49 26.7 MB
Saving a rendering 5:24 7.6 MB
Loading background images 7:18 12.3 MB
Using mental ray 7:16 8.9 MB
Conclusion 00:31
Goodbye 0:31 0.4 MB

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Evermotion Archshaders for Vray Vol-1



Almost all of us sometimes have that feeling of irritation after many hours working on perfect shaders. Water is to dry, glass is to matt and the leather looks much more like cotton. Now you can forget about it! We would like to present you new library of 1000 professional shaders with about 850 textures. You will find here everything you need. Bricks, glass, wooden floor, stone paving and much more. With Archshaders you will be able to build scenes faster than before. Just pick and use.
This production is prepared only for 3ds max 8 or higher and vray 1.5 R3 or newest.

Size : 525 MB



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Evermotion Archinteriors Bundle vol 1-15


Evermotion Archinteriors Bundle vol. 1 - 15 | 4.45 Gb
Format: .max + textures

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Wednesday, November 3, 2010

Evermotion 3D People vol-1


Evermotion 3D People vol.1 | 286 Mb
Formats: .3ds, .max, .obj, .fbx, .mxs + textures


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Evermotion HD ModelsCars vol-3


Evermotion HDmodels Cars Vol. 3
3D models | format: .max (vray & lowpoly) + textures | 870 MB

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Evermotion HD ModelsCars vol-2


Evermotion HD ModelsCars vol. 2 Full
Evermotion HD ModelsCars vol. 2 | 1.92 Gb
Formats: .3ds, .max, .dxf, .obj, .fbx + textures
INFO pdf:
http://www.evermotion.org/comm/HDMC2/HDmodelscars_vol_2.pdf
HD Models Car volume 2 gives you 10 highly detailed and shadered models of Cars. Every model is shadered and ready to render.
Formats:
3ds - simple object without textures and materials (with mapping included)
Obj - simple object without textures and materials (with mapping included)
Fryrender *.max - with textures and shaders
Maxwell *.max - with textures and shaders
Mental Ray *.max - with textures and shaders
Scanline - object prepared for Scanline renderer and 3ds max 8 or higher (with textures and shaders)
V-Ray *.max - with textures and shaders


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