
PSD | 1275x1875 PIX | 64,40 MB

PSD | 1275x1875 PIX | 65,60 MB

PSD | 1275x1875 PIX | 65,83 MB

PSD | 1275x1875 PIX | 67,42 MB


Based on the Zangrahel illustration, we modeled with ZBrush the anatomical base trying to be as close as possible to the illustration.
Later, in the pose phase we tried to respect the pose of the illustration, and we made small adjustments to make it work in all views.
With the pose already made and approved, we modeled in 3D the different elements of the figure, like the arms and the base.
Once finished the modeling we detailed all elements and prepared the figure for production.
CGCircuit – The Faroe Islands in Houdini In these 17+ hours, you will dive deep into Houdini environment creation´s powerful tools and possibilities.
We will create a very complex environment, inspired by the Faroe Islands. You will learn advanced techniques to create terrains, to combine different flip simulations, like a waterfall that will interact with the ocean, where there will be waves breaking against rocks, and all integrated with the ocean grid. Looks hard? Let me add something else. we will do that with a super powerful workflow that allows you to create super complex environments even on your home computer.

In these lessons, we will create several different types of tornadoes. From small dust to huge deadly ones. And at the and, play with the fire. We will learn how to use manually created forces. For simulating particles and in the pyro system. Using cache, applying materials, and compositing examples. All this and much more, you will learn by watching these videos.
CGcircuit – VDB Fracturing in Houdini
https://www.cgcircuit.com/tutorial/vdb-fracturing-in-houdini-english In this course, you will learn how to create high-resolution organic destructions with Houdini’s VDB system. This way of working will allow you to simulate RND faster without having a super-powerful computer.
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CGcircuit - Total Destruction vol.4 Sparse Pyro
http://www.cgcircuit.com/tutorial/total-destruction-vol.4-sparse-pyro
In this online course, you will go beyond the basics of using the new Sparse Pyro solver to create detailed fluids simulations like smoke, dust and fire while working on several very detailed tutorials, including a collapsing building emitting dust trails and a huge dust cloud. After watching this tutorial, you can expect to be extremely comfortable creating fluid simulations in Houdini 18, not only for destruction effects but for almost all purposes. You will have a solid understanding not only of the new Pyro Solver node but you will also be able to create your DOP Networks from scratch, as well as creating shaders and rendering your simulations.


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Artstation - How to Texture Stylized Rocks in Substance Painter
http://www.artstation.com/marketplace/p/oVp1l/how-to-texture-stylized-rocks-in-substance-painter
In these video tutorials I’m going to walk you through my process of how I texture stylized rocks using techniques in Substance Painter. I then bring the asset into Unreal Engine 5 and briefly discuss how I "paint with lights".
Real-time of me walking you through step by step of me explaining AAA industry techniques of texturing stylized rocks in Painter. Which means you get to see me make decisions in real time.
High and Low poly rock assets
ArtStation - Intro to UE4 VFX: Waterfall https://tsmith3d.artstation.com/store/VwgK/intro-to-ue4-vfx-waterfall A full run through of creating a waterfall effect in UE4 using a combination of texture creation in Zbrush and Photoshop and UE4's material editor. Starting with creating meshes and textures in Photoshop, Zbrush and Maya using a combination of photo bashing, sculpting, and painting. Then setting up master materials and particle systems in UE4. Finishing by assembling it all together with flexible material instances for changing the look of the waterfall on the fly.

Artstation - Zbrush Mech Concept
http://www.artstation.com/marketplace/p/0133/zbrush-mech-concept-tutorial
In this tutorial we will walk through the creation of mech/robot character within zBrush! The overall process took around 4 days, and the video was edited down to 6 hours of fully voice footage. The tutorial is separated into sections which cover the initial blockout, refining, cleaning up, detailing, matID and render stages. I hope by the end of the tutorial you will have learned something new to add to your knowledge, whether is the tools and techniques used or better understanding of the overall workflow. This tutorial is aimed at someone who already has a basic understanding of zbrush, but there is an extra video which goes over and explains some tools and brushes in real-time.
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