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NKS5 Essential Media Toolkit for Photoshop CS5+

NKS5 Essential Media Toolkit for Photoshop CS5+
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Photoshop brushes of the pros for free, skills still required Editor’s Note (2/18/13): It’s been nearly two years since this article was published, so please be sure to check out Photoshop brushes from more amazing artists. Also if there are any broken links, please do let me know. Ah, Photoshop brushes, the enchanted tool that many young artists seek to level-up their talent. I’ve accumulated here a list of brushes used by some of the best concept artists in the industry. Some of these Photoshop brushes are provided by recognizable names such as Dan Luvisi (adonihs), Thierry Doizon (BARONTiERi), leventep, Goro Fujita, and the like — people who have worked with companies the like of Ubisoft, Eidos, 20th Century Fox, Universal, Wizards of the Coast, Marvel Comics, you get the idea. Whether you’re a seasoned digital art knight or a mere squire, hopefully you’ll find something here that may help you out in your adventure as an artist. Perhaps within this list you will find that one elusive brush that will sweep away all your problems. zhuzhu brushes

Free Art Tool Released Thanks to Epic Friday At Epic, we have a fun monthly tradition known as Epic Friday, which gives employees a break from ongoing tasks and provides a platform for us to work on pet projects. One day each month, we’re encouraged to be creative and productive solely within the context of “making cool stuff” that benefits our games and technology development process. Epic Games Senior Environment Artist Warren Marshall recently set out to refine his manual drawing skills. While Warren is both highly technical and artistic, he felt the need to revisit the basics and learn more about perspective. “Gotta grind those fundamentals,” he said. Warren describes the app he developed, Carapace, as “a simple program that lets you place vanishing points around an image placeholder to flesh out the shell of your drawing. Carapace enables users to place up to nine vanishing points or as few as one. Here’s a video of Warren setting up a simple three-point grid: See it in action again here: Download Carapace here for free! Share:

mirror uvs View Full Version : mirror uvs Rudity with cylindrical mapping for a face you sorta can. I cylindrical map the face. Then take all the uv's on one side of the face, scale them on -x untill it looks the same size as the other side. Then I move it over top of the other side.. scale and move again untill it looks like its half a face. I dunno if this is the accepted way or if there is an easier way, but its what I do and it works.. :) womanonfire wondering if anyone else has another suggestion? 18th_Devil well if its symmtrical u could just overlap the UVs. just flip the uvs and overlap them. its that easy :thumbsup: or u can try to mirror it if u want to do more work :rolleyes: but i haven't figured that one out yet :annoyed: beaker If your model is asymetrical(you modeled one half and then mirrored it and attached it). ah, i see! Waboflex Say you've got your UV's laid out nicely on the left half of a face, and you've mirrored and attached the geometry. Wabo. GrafOrlok Mmm. Abominable Cheers :)

SketchBook Pro SketchbookPro 2 Le logiciel SketchBook Pro d’Autodesk (Ex Alias) est un logiciel de dessin et d’esquisse comme le mentionne le nom. Cela démarre tout de suite par une pleine page blanche et la reconnaissance du stylet de la tablette fait partie intégrante du soft. La palette d’outils propose des outils simples dont les propriétés par défaut sont réglées en partie par le logiciel. Chaque outil de la barre d’outils a droit une petit fenêtre d’option(s). Les appellations des outils correspondent à celles des outils traditionnels. Pour trouver un réglage concernant spécialement le stylet, il faut aller dans le menu contextuel de « Edit ». Le logiciel contrôle vraiment toute l’utilisation du stylet. Mais l’info est celle du Do-it-yourself. Le Do-it-yourself change carrément le logiciel. On règle par les slides l’opacité maximale et minimale. C’est tout pour ce qui nous concerne. La compréhension du Do-it-yourself est ultrabasique. « Arrête d’agresser les minorités… », dit le petit Prince.

Homepage The Secrets of Realistic Texturing In this tutorial you will discover: The fundamentals of texturingHow to use CrazyBump to generate texture mapsHow to make a realistic cobblestone material I realized that there aren’t too many tutorials out there that explain the different texture types. Diffuse, normal, specularity, displacement, occlusion. WHAT DO THEY MEAN!? We’ll be creating our own versions of those texture types using a base image, then using those textures in Cycles to create a realistic cobblestone material. Finished Result This tutorial covers how to create the cobblestone street material. Download the Finished .blend Download the texture used in this tutorial Text Version Not a fan of videos? Most people are taught that in order to texture something all you need is an image. The light doesn’t interact with the bumps in the texture, nor the gloss. A better method is to generate a normal map, specular map, occlusion map and displacement map. Adding a basic texture in Blender 1. 2. 3. 4. 5. How FLATtering Using CrazyBump

Download | nkurence/blog While generating the initial image sequence for a knob can be a lot of fun, concatenating them into a vertical knob image isn’t something I look forward to. I’m Mac-based and couldn’t find a decent tool for doing this. As it’s a bit tedious and overly manual to do with actions in Photoshop I’ve written a script called StackSpreader that automates the process dynamically. I know there are a lot people doing similar skinning work for Reaktor and Max etc., and this has uses beyond knobs, so I thought I’d share it. You can grab it here: First load your image sequence into a stack with Scripts/Load Files Into Stack… Then execute StackSpreader. StackSpreader will prompt you for a canvas expansion direction, Top, Bottom, Left, Right.. if you’re making knobs, progress bars etc., you want Bottom. I commented out the script so if you want to customize it or poke about its guts, feel free. cheers, n ShareThis

Virtual Lighting Studio - Eclairage intéractif de portrait La lumière ambiante représente la lumière venant de l'environnement. Vous pouvez l'allumer, l'éteindre ainsi que changer son intensité et sa couleur. Si vous êtes perdu et cherchez du secours, cliquez ici. Mais vous le saviez sans doute déjà... Cliquez sur le texte d'aide pour le faire disparaitre. Voici une vue schématique du studio. Voici tous les modèles disponibles. Ces emplacements vous permettent de capturer une configuration d'éclairage. Vous pouvez sauvegarder sur votre appareil une image de votre capture. en utilisant la commande "Enregistrer sous..." de votre explorateur sur une des miniatures. Ce bouton vous permet de partager ou de mettre en favori vos réglages courants. Voici la vue principale qui affiche votre sujet éclairé tel que vue au travers de la caméra. La poubelle est utile pour effacer des configurations. Ici vous pouvez allumer ou éteindre vos lumières. Le bouton solo permet d'isoler temporairement l'effet d'une seule lumière.

Basics of Creating UV Maps by Brian Immel This tutorial covers the basics of generating UV projections, editing UV points, exporting UV maps to Photoshop, and bringing the finished texture map back into Maya. This tutorial assumes that the user has a fundamental understanding of the Maya interface, has some knowledge of polygonal modeling, and has experience with editing raster-based images in Photoshop. Note: Some of the steps and proceeds may need adjusting if you are using version 6 and up. Editing UVs Open the UV Texture Editor by going to Windows > UV Texture Editor. Top Default UV Layout By default, when you create a polygonal object, the UVs go over the entire place. Mapping Strategies One quick way to get all the UVs back inside the upper right UV Grid, is to use the Automatic Mapping function found under Edit Polygons > Texture > Automatic Mapping. Use other projection tools to map out areas that you wish to use in high detail areas. Overlapping UVs Moving UVs To edit UVs, right-click hold and select UV(s). 1.

angelfire undefined TUTO ZBrush gratuit, formations ZBrush gratuite sur TUTO.COM Vous souhaitez vous former gratuitement sur ZBrush ? Vous êtes au bon endroit ! Nous proposons des tuto ZBrush gratuits, sous forme de tutoriels en vidéo et en français. ZBrush est un logiciel de sculpture 3D qui vous permettra de créer des personnages 3D. Nos vidéos gratuites ZBrush, vous permettront de faire vos premiers pas sous le logiciel. Vous apprendrez même à sculpter un visage complet de A à Z. Une fois les bases du logiciel acquises, vous pourrez passer à des formations ZBrush plus complètes et à des ateliers pratiques complet. Télécharger ZBrush gratuitement Une version gratuite de ZBrush peut être téléchargée sur le site de Pixologic.

Creating Displacement , Normal & Bump Map - This tutorial will teach you the differences of displacement and bump maps and normal maps and how to assign them to a shader and a model. This is just an overview tutorial on both subjects, and will teach the basic attributes of both of them. Set-up Step one -Create a sphere by going to create>polygonal primitives>sphere. And that's it. Not much of a set-up on this tutorial. What Is The Difference Between Displacement And Bump Maps? A displacement map is real geometry (polygons), while a bump map is tricks of light to make it look like it has real geometry. Bump Map Bump map is best used for when adding "texture" to a model. Creating A Bump Map It's important that you don't assign it to the default Lambert shader that's already on your model. Open the material that you created in the attributes editor (select your model, click the wavy checkerboard icon on the shelf ). Creating A Normal Map Normal maps are more commonly used in video games than in 3D images. Close the hypershade. Conclusion

Will Terry - Children's Book Illustrator 7. Ajouter des brosses Pour ajouter une brosse, après l'avoir créée ou l'avoir téléchargée, de façon à ce qu'elle apparaisse dans le dialogue des brosses, vous devez l'enregistrer dans un format que GIMP sait reconnaître et dans un des dossiers où GIMP sait trouver les brosses. Vous pouvez utiliser le bouton Actualiser les brosses, lequel ré-indexe le répertoire des brosses. GIMP utilise trois formats de brosse : Le format .gbr ("gimp brush") est utilisé pour les brosses ordinaires et les brosses figurées. Vous pouvez convertir d'autres types d'images, y compris des brosses utilisées par d'autres programmes, simplement en les enregistrant au format .gbr. Ceci ouvre la boîte de dialogue où vous pouvez régler l'Espacement. Figure 7.17. Le format .gih est utilisé pour les brosses animées. Le format .vbr est utilisé pour les brosses paramétriques, c. Pour rendre une brosse utilisable, vous devez l'enregistrer dans un dossier où GIMP saura la retrouver.