
- This series of tutorials will serve as an in-depth introduction to Rigging, starting from scratch, with an introduction about rigging in Maya with the basics, and then step by step on how to create the rig for a human character. The level is beginner to intermediate as we advance in the tutorial. 18 hours of lessons! You can follow it with the same model as in the videos or apply it to your own models.
- This course is split in 10 parts, as it used to be a 10-week course, where we cover the following:
- Part 1 - Introduction to Rigging, Part 2 - Skeleton Placement and Orientation, Part 3 - Spine Rig, Part 4 - Neck Rig, Part 5 - Arm Rig, Part 6 - Fingers Rig, Part 7 - Leg Rig, Part 8 - Limbs Twist Setup, Part 9 - Finalize Rig, Part 10 - Skinning the Character
https://www.artstation.com/marketplace/p/MggXA/hard-surface-zbrush-tutorial-modeling-a-uh-60-rotor Over the years, I’ve done a lot of hard surface modeling in Zbrush and found myself learning many different techniques and workflows. I thought it might be useful to someone out there if I recorded it all on video and talked through the process with you. If you’re interested in learning more about that, this tutorial will include:
Artstation – Hard-Surface Masters Vol 1 with Mathew O´Halloran
In this tutorial Mathew O’Halloran takes you through his process of creating a real time military drone from start to finish, the main tutorial is about 7 hours long and a couple technique specific mini tutorials are also included. In the tutorial software such as Modo and Unreal engine 4 is used but please feel free to follow along using your preferred tools, as most techniques usually transfers well to other software.
ArtStation – How to make Metal Railway in Substance Designer
https://www.artstation.com/marketplace/p/yrwqD/metal-railway-tutorial-vol-08
Continuing the designer training series, we want to create a Metal Railway with pebbles for this episode. You will learn how to combine height data from different surfaces and control them to reach complex material. So, in this video, we will show you how to achieve this result in the substance designer and enjoy creating these types of materials in substance designer!


- In this tutorial you will learn how to create a procedural bush plant in Houdini 19. We will start with the generation of the stems whose height depends on the height of the boxes selected as input. Then we will add the branches whose size and angle we will set in Houdini. We will create the UVs and assign the materials from Unreal Engine. After finishing HDA, in Unreal Engine we will be able to change the size of the branches, branches random seed, branches density and change the seasons. The methods used in the tutorial offer full control over the shape of the whole plant and at the same time it keeps a natural look. As texture we will use vegetation atlas. Can be reused in different projects with different types of styles and provides the ability to speed up the creation of content for games.









- In this workshop, Concept and Character Artist Pablo Munoz Gomez shares his workflow for generating an original and appealing creature concept from an arrangement of abstract 3D shapes. The process covers everything from the initial idea, explaining the methodology and core concepts of the technique, all the way to the final render and composite. The steps to achieve figurative forms may seem counterintuitive, but producing quick variations early on is crucial for the development of a solid and convincing design.
- Throughout this workshop, Pablo emphasizes the importance of the iterative process and the exploration of ideas, sharing practical advice and tools to refine the abstract forms into a concept with a more cohesive visual language. Although the subject of this workshop is the concept of a creature, the workflows and application of the 2D and 3D tools are not specific to creature design. The techniques that Pablo shares are segmented in clear steps that can be applied to any type of project. The first steps introduce the technique of creating thumbnails using Photoshop, Krita and ZBrush, before then moving into 3D space to build custom assets. The 3D assets will then be used to create an abstract ‘cluster’ as a base to further explore the design. The second stage of the process consists of developing variations of the cluster and to identify suggestions of a more figurative creature. In the third and final stage, the creature is defined, detailed, textured with polypaint, posed, rendered with Keyshot and finalized in Photoshop. For those looking to explore new forms and shape language with their designs, this title offers insight into an effective and practical workflow.

- Danny Barnhart cracks open his simulation secrets with a close look at how to create fizzy fluids in Houdini. Using a champagne flute and a bubbly liquid for this beginner- and intermediate-level demonstration, Danny walks through the entire process of simulating a champagne pour, from the initial setup of the fluid emitter to the final lighting and rendering. The workshop aims to familiarize artists with Houdini’s FLIP Solver as well as instructing how to work with particles to create believable motion.
- Starting out with Houdini’s Shelf tools, this 3-hour workshop begins with how to create a simple setup of geometry emitting fluid into a glass object before diving into the simulation work. Danny then delves into creating custom attributes in Houdini to replicate the interaction between foams and liquids, and reveals how to use custom attributes to create differentiation in motion between liquid and foam particles as they interact.
- Once the main simulation is cached out, the workshop moves into setting up the resulting foam particles for rendering and meshing the liquid simulation. Once the two main elements are set up, Danny walks through creating additional particle simulations for further bubble and fizz elements. When all of the elements are cached out, the training discusses basic lighting and shaders to render out a final simulation in Mantra, the highly advanced renderer included with Houdini.


- Today is all about DIY hair! As we all know, hair is such an important part of a photoshoot. Not everyone has the means to hire a professional stylist, but you need your client’s hair to look great. That’s where DIY comes in to play.
- Sue walks us through her tried and true techniques for styling clients’ hair. Learn how to create boho, glamour, and set curls with various irons and brushes. Discover the biggest mistakes hair-dressers make, how to prep your client before the shoot, and which hair tool Sue would choose in her studio if she could only have one.
- So, if you have been wanting to offer your clients hair service for their shoots, or you just prefer to be able to control what their hair will look like, this DIY Hair course is a great course for you. These DIY hacks are a great tool for your toolbelt. It’s great to know what you’re doing in case you have a hair emergency while on set. So tune in and get ready to get glam!


- Group posing can be difficult but Michele will take you through all the tips and tricks that have helped her become so successful. Everything from posing small groups of two, all the way to large groups of 12 or more! Michele will teach you to take control as you master her methods of shaping groups. These techniques work with people of all ages and sizes. Her ability to pose these families is astounding.
- So if family posing has been difficult for you to perfect in your photography business, you won’t want to miss this course. Learn all the techniques you will need to know in order to take on larger groups with ease so you can produce the best quality portraits for your clients. They will cherish these photos forever!
- Family is forever – and once you apply Michele’s principles to your family portraiture, your business will never be the same.





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