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Starting with GIMP

pvdesigns , ,

Hello Everyone

i’m going to talk about GIMP as i find this lesson is the most important part of the course … so this must be the beginning line

http://en.onsoftware.com/wp-content/uploads/2007/08/gimp-logo-blog-1.png

About GIMP:
GIMP is an acronym for “GNU Image Manipulation Program” … but that doesn’t mean that it’s working on GNU-Linux only …. it’s working on Unix (Linux, FreeBSD & Sun Solaris), Mac OS, Windows

if you were using Adobe Photoshop … i’m sure that GIMP would be a good Open Source Alternative as they work with the same tools and features … except small difference in Filters and Brushes.

you can visit the GIMP site and see the features

Why GIMP?!

The Main Advantages of GIMP are:

  • Easy to work with … as it supports many features that are important for Designers
  • Open Source …. anybody can do whatever he wants in the source code
  • Free Of Charge … no more bothering with Serials or Cracks … and i think the Super Advantage that it can’t be Stolen! :lol: :lol:
  • as there are no such a program in GNU/Linux Supports such Features …. the GIMP is still the best and the most powerful program in Linux Systems

GIMP History:

at July 1995 … Peter Mattis sent a message to some groups to tell them that he want to make a program similar to photoshop and he described how he can make it

Two weeks later … Peter Mattis Sent another message to some groups and asked them two Questions:

Suppose someone decided to write a graphical image manipulation program
(akin to photoshop). Out of curiousity (and maybe something else), I have a
few (2) questions:

What kind of features should it have? (tools, selections, filters, etc.)
What file formats should it support? (jpeg, gif, tiff, etc.)

at November 1995 … the first beta release was available as “General Image Manipulation Program”
now known as “GIMP”

but when Released GIMP 1.0.0 … the name changed to “GNU Image Manipulation Program”

till now … they reached to GIMP 2.5.1 Unstable Release which was released just two days later
Here they are working towards the next stable release, which will be GIMP 2.6.

i don’t want to talk much about GIMP History, so if you are interested in reading it, you can just enter this link

GIMP for Windows (version 2.6.8) - DOWNLOAD
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DIRECT DOWNLOAD - Autodesk Maya Unlimited 8.5

pvdesigns

Screenshots:





The award-winning Autodesk® Maya® software is a powerful, integrated 3D modeling, animation, visual effects, and rendering solution. Because Maya is based on an open architecture, all your work can be scripted or programmed using a well-documented and comprehensive API (application programming interface) or one of two embedded scripting languages, the Maya Embedded Language (MEL) or Python®. This level of openness, combined with an industry-leading suite of 3D visual effects, computer graphics, and character animation tools, enables you to realize your creative vision for your film, television, game development, and design projects.
DIRECT DOWNLOAD LINKS :
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A Die IN BLENDER 3D

pvdesigns

About Blender

Blender is the open source software for 3D modeling, animation, rendering, post-production, interactive creation and playback. Available for all major operating systems under the GNU Public License.

You can download Blender free of charge on www.blender.org.

Introduction

In this tutorial, I’ll explain how you can create a die in Blender using only meshes.

I expect you’ve already done the dolphin and heart tutorials, so I’ll be skipping some steps like how to switch view, how to bring up the toolbox and things like that.

Anyway, here goes.

Start a new Blender and remove the standard plane in the middle (KEYX). Bring up the toolbox (SPACE) and add a cube to the scene (ADD/MESH/CUBE). We’ll want the die to have rounded edges. A quick and dirty way of achieving this is by increasing the resolution of the cube (or subdividing it if you like), and then smoothing off the edges. Go to the EditButtons screen (F9) and select the ’subdirive’ button five times. Next, select the Smooth button about five times. This will round off the edges of the cube.

Next, I’ll remove the interior from the cube, leaving only a ’skeleton’ of the rounded edges. Deselect everything (right-click outside the cube), so that all vertices turn pink. Next, use the box-selection tool (KEYB) and select the inner vertices of the cube. The top view of the cube will now look like this:

Now, delete those vertices with KEYX, and repeat these steps in the front and side view, until your cube skeleton looks like this:

While still in the EditButtons screen and still in Edit mode , select all the vertices with KEYA and select the ‘Set Smooth’ button.

Setting a mesh to ’smooth’ will make it, when rendered, look smoother than it really is. I don’t want to make the entire die smooth – this would introduce some rendering artifacts on large planes. Remember, this is a tool to use selectively.

Now, let’s move on to the ‘eyes’ of the die.

I will make these out of a partial sphere. To start off, leave the edit mode of the cube (TAB), go to top view, place the 3d cursor outside of the cube and create a UVSphere. I used 32 segments and 32 rings in this case. Go to front view and, using the box-selection tool again, chop off the top side of the sphere. When you’re done, your sphere should look like this:

While all vertices are still selected, select the ’set smooth’ button in the EditButtons screen again. Scale down the half-sphere to a reasonable size and align it with the top of the cube.

I will now only explain how to create the top plane of the cube, but the rest uses the same process.

Before you start, create a copy of the half-sphere (SHIFT-D). You will need it later when you start working on the other sides of the cube.Duplicate as many half-spheres as you’ll need for this side of the cube. In my case, I’ve made 2 duplicates.The next step will be to fill up the remaining space in the top-plane of the die. To do this, I first join the meshes of the die and the half-spheres (CTRL-J). Now comes the tricky part. Go to front view, enter Edit-mode (TAB), and using the box-selection tool, select the top vertices of the die.This is the selection that you MUST have before you can continue:Now for the easy part: fill up the selected space using SHIFT-F. Select ’set solid’ for the selected faces. If you render an image now, it will look like this:Of course, the half-spheres need to have a different color than the rest of the die. While the cube is still selected, go to the materials section of the EditButtons screen and hit the ‘New’ button twice. This will generate two indies for two different materials on the object. This is indicated by the big button in the middle which will now show: 2 Mat: 2. The first digit indicates the number of available material indies while the second digit is the currently selected index. Click on the left size of the button to set the current material index to 1. Later on, we will select separate faces and assign them a different index (and thus, a different material).Now, assign a material to the entiry die. Then, return to the EditButtons screen. Click on the right side of the Material Index selection button. It will now show: ‘2 Mat: 2′.Return to the top view, enter edit mode, select one of the half-spheres using the box-selection tool and select the ‘Assign’ button in the materials section of the EditButtons screen. Repeat these steps for all half-spheres on the current side of the die.When you think you’re done, hit the ‘Select’ button. This will select all faces with the currently selecter material index. If you’ve missed a spot, it will immediately become clear.After hitting the ‘Select’ button, these vertices should be selected:

While Material Index 2 is still selected, go to the MaterialButtons screen and create a new material with a different color. A rendered image should now look something like this: (depending on the colors you chose ;-)

Okay, now the boring and repetitive work starts. Using the duplicate half-sphere you created earlier, work on the rest of the sides of the die. When rotating the sphere, hold down the CTRL key to limit the rotation to multiples of 5 degrees.

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Project London

pvdesigns ,

Project London: Unleashed! from Phil McCoy on Vimeo.

This is the first clip to be shown from Project London that includes live action footage composited with the animations we created using Blender. Half Acre Day let us use their music on this ("Astronauts" from their album, "Fourteen Trips Around The Sun"). Thanks Guys! Listen to more of their music at halfacreday.com.

This is the second clip that we've released from the film and we are darn proud of the work everyone is doing to make this film really cool. Thanks Team!

Visit us at projectlondonmovie.com.
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Big Buck Bunny

pvdesigns ,

Big Buck Bunny from Blender Foundation on Vimeo.


Team

Sacha Goedegebure, aka “Sago” (Netherlands)

Director

  • Story and screenplay
  • Storyboard artist
  • Character designer
  • Animatic editor
  • Character animator

Andy Goralczyk (Germany)

Art director

  • Character modeler
  • Character animator
  • Texture painter
  • Environment modeling and shading
  • Fur and feathers
  • Shading, lighting, compositing
  • Graphics design (web, dvd)

Enrico Valenza, aka “EnV” (Italy)

Lead artist

  • Storyboard artist
  • Color guide artwork
  • Animatic editor
  • Character animator
  • Matte and texture painter
  • Environment design, layout, modeling and shading
  • Environment and props animation

Nathan Vegdahl, aka “Cessen” (USA)

Rigger & Animator

  • Character animation
  • Character rigging
  • Environment and props animation
  • Compositing

William Reynish (Denmark)

Animator

  • Character animation
  • Animatic editing

Brecht van Lommel (Belgium)

Technical Director

  • Software development, support & bug fixes
  • 3D tools and rendering development,
  • Hair,‭ ‬grass and environment rendering software

Campbell Barton, aka “Ideasman42″ (Australia)

Technical Director

  • Software development, support & bug fixes
  • Scripting & tools
  • Tree modeling and scripting
  • Environment and props animation
  • Render wrangler
  • Studio pipeline

Jan Morgenstern (Germany)

Music and sound design

  • Sound effects, foley design, audio mixing and post-production

Ton Roosendaal (Netherlands)

Producer

  • Project realization, finances, planning
  • Software development, scheduling


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Kajimba

pvdesigns ,

Kajimba - snippets from Kajimba on Vimeo.



Kajimba is a 26 episode x 5 min CGI series in production at ProMotion Studios in Sydney, Australia. Conceived by James Neale, it is aimed at an older market owing to the flavour of the language and themes.

SEEMORE : kajimba.com
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Blender 2.5 Alpha 2 (texture bugfix) officially released!

pvdesigns , ,


This version fixes a bad bug in "2.5 alpha 1" causing texture images to not save in .blend files.

DOWNLOAD
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How to Create a Wine Glass - Autodesk Maya Tutorial

pvdesigns ,
Autodesk Maya 2010,Maya Composite,Maya Complete,Maya Unlimited,Maya Matchmover, character animation,software,CG software,3D animation software,game design software,game development software,visual effects software
Autodesk Maya 2010 software unifies the Maya 2009 feature set, advanced matchmoving capabilities, and high dynamic range compositing into a single affordable offering.

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3D Studio Max - Cloth Modifier Tutorial

pvdesigns ,


This tutorial takes you through the steps of making cloth in 3d studio max.
Autodesk 3ds Max is a comprehensive 3D modeling, rendering, and 3D animation software used by leaders in game development, television, film, and web marketing communications.
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Even More Moves: General manager mazda Design laurens van den Acker Leaves on April 10

Fresh on the heels of the news of Steve Mattin leaving Volvo for an as yet unknown destination, being replaced by his Volvo Predecessor Peter Horbury, who in turn will be replaced within Ford by Moray Callum (Pheeewww. what a lot of info in one sentence), comes word that Mazda’s General manager Design Division Laurens van den Acker will leave his function within Mazda on April 10.

We spoke with Laurens who said that he had a fantastic time at Mazda working with a superb team, and that further anouncements would be made on April 10.

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BMW Vision Concept

One of the most highly acclaimed BMW concepts will debut next Wednesday during the press days. BMW Vision EfficientDynamics is the latest implementation of the EfficientDynamics philosophy. The hybrid powertrain provides a top speed limited electronically to 155 mph, with acceleration to 62mph (100 km/h) in 4.8 seconds.

P90050214_highRes

The chassis and suspension of BMW Vision EfficientDynamics are made completely of aluminum; the roof and the outer skin on the doors are made almost completely of a special polycarbonate glass automatically darkening as a function of the light shining on the car. Measuring 181.1″ in length, 74.8″ in width and 48.8″ in height, this unique concept car offers ample space for up to four passengers and their luggage. Thanks to the consistent lightweight construction strategy applied on the car, curb weight is 3,076 lb.




In the design of the interior, BMW uses an innovative layering technology.

As always, we’ll return with more information.


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