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Playstation 4 Concept by Tai Chiem

Playstation 4 Concept by Tai Chiem

While Playstation 3 still has a few more years of left in its lifespan of relevancy, designer Tai Chiem has come up with a stunning concept of Playstation 4. The PS4 console would feature transparent surfaces made for adaptive touch screens, with a glossy black round compartment to place the discs of your choice. PS4 will give the gamer a unique cable-free gaming experience with its Bluetooth 2.0 connectivity. Moreover, the transparent display of the main unit can show thumbnails of different part of a disc and allow the user to select a part by simply touching the respective thumbnail.

Playstation 4 Concept by Tai Chiem
Playstation 4 Concept by Tai Chiem
Playstation 4 Concept by Tai Chiem



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DOWNLOAD-Autodesk 3D Studio Max 2010 | 482MB

pvdesigns

The world's most widely used professional 3D modeling software.

Here are some key features of Autodesk 3ds Max 2010

3ds Max User Interface:
· Gain unmatched productivity through a combination of performance and workflow features, including a fast, high-quality viewport environment, schematic view, multiple coordinate systems, interactive axis constraints, customizable menus and buttons, viewport grips/manipulators, and modeless keyboard entry. Achieve efficiency through streamlined workflows, custom hotkeys and cross-application navigation tools like ViewCube and SteeringWheels functionality.
· Use the unique modifier stack for a visual, parametric workflow; any change made in the modifier stack is automatically propagated to the end result. Work nonlinearly on a completed high-resolution character model; revert to the original low-resolution geometry at the bottom of the stack and add details, such as buttons on a shirt or tweaks to the nose. Those changes pass through finishing modifiers (such as smoothing, mapping, and skinning) to appear in the completed character.
· Use a mouse or tablet-based paintbrush interface for object selection and deformation, vertex color, and radiosity touch-up.

Data and Scene Management:
· Facilitate the use and transfer of 3ds Max data among file iterations, users, and locations with file management utilities, including project folders, relative paths, repathing tools, asset tracking, Containers, increment on save, auto-backup, resource collector, dynamic texture reloading, and log files.
· Use the Scene Explorer Panel to sort, filter, and search a scene by any object type or property (including metadata) with stackable filtering, sorting, and searching criteria. Save and store multiple explorer instances and link, unlink, rename, hide, freeze, and delete objects regardless of the objects currently selected in the scene. Configure columns to display and edit any object property—a feature that can be extended using MAXScript.
· Manage complex scenes and animations with an intelligent external file-referencing feature for scenes, objects, or materials.
· Work in layers using the Layer Manager to quickly isolate related scene elements.
· Manage source controls for in-use assets with Asset Tracker, a feature tightly integrated with Autodesk Vault data-management software and compatible with most third-party data-management solutions.
· Transfer building information models from Autodesk Revit Architecture building design software into 3ds Max with the Recognize scene-loading technology. Use Material Explorer to navigate and manage all rendering-related assets in a scene.
· The addition of the Containers toolset to 3ds Max facilitates collaboration and flexible workflows by enabling users to collect multiple objects into a single container when dealing with complex scenes.

Modeling:
· Choose from ready-to-use geometry, including standard and extended primitives; 2D shapes; and architectural elements, such as doors, windows, and stairs.
· Create models quickly and efficiently with the new Graphite modeling toolset. Graphite takes 3ds Max polygon modeling to a new level by delivering over 100 tools for advanced polygonal modeling and freeform design.
· Create compound objects using the Scatter, Connect, Booleans, ShapeMerge, Morph, BlobMesh, Terrain, and Loft operations.
· Convert parametric and compound objects to base geometric types―editable mesh, editable poly, editable patch, or NURBS objects―for more detailed editing.
· Use 2D shapes as a starting point for creating editable splines and spline cages to convert to any 3D geometry type.

Polygon Modeling and Texturing:
· Use the polygon/tri-mesh architecture to create, edit, and texture mesh models. These models can contain color-per-vertex, mapping, and selection channels and explicit normals, all of which can be animated in the modifier stack.

Polygon Modeling Tools:
· Employ creation and editing tools, including create, collapse, attach, bridge, flip, hinge from edge, turn, cut, split, slice, quick slice, wedge, bevel, extrude, chamfer vertex, extrude along a curve, mirror, edge loop, and edge ring.
· Use ProBooleans to reevaluate and optimize the topology of meshes. Quickly fracture geometry into smaller, individual chunks with the ProCutter tool.
· Choose from workflow features, including the Graphite modeling toolset; Preserve UVs, which separate texture coordinates from the polygon vertices to edit the mesh without destroying UV data; subobject selection sets (vertices, edges, and faces), which intelligently convert between different types of selections (edges to vertices); interactive previewing of edits and animated edits; and the ability to change modeling hotkeys and pivots to temporary overrides.
· Use a large range of modeling modifiers to work with geometry and subobject geometry in the modifier stack, including Projection, Edit Normals, Vertex Paint, and those that let you bend, bevel, cap holes, cross section, displace, extrude, and subdivide polygons.

Texture Assignment/Editing:
· Paint directly on 3D models in the viewport to create new maps or extend existing ones using brushes, blend modes, fill, clone, and erase.
· Access the streamlined texture workflow for a material/map browser with support for drag-and-drop assignment and hierarchies with thumbnails, and to combine an unlimited number of textures.
· Use UV workflow features including Pelt mapping, which defines custom seams and enables users to unfold UVs according to those seams; copy and paste (of materials, maps, and colors); and quick-mapping (box, cylindrical, and spherical).
· Use up to 99 UV sets for texture layering.
· Use extensive UVW mapping tools to directly manipulate texture mapping coordinates.
· Work in the modifier stack with texture modifiers, including Camera Map, Material Modifier, UVW mapping modifiers, UV Xform, Map Scaler, and Surface Mapper.
· Use the xView Mesh Analyzer to test or query for flipped or overlapping faces, unwelded vertices, missing maps, and object and Material IDs.
· Navigate and manage all rendering-related assets in a scene with the Material Editor.

Spline/Extended Spline Modeling:
· Attach, detach, align, stitch together, extend, fillet, or rebuild surfaces with a high degree of control over parameterization and continuity.
· Deform, lathe, normalize spline, set spline render properties, sweep, and trim/extend with spline modifiers when modeling with the modifier stack.
· Choose from a range of modifiers for direct manipulation of subobject geometry, such as Curve CV, Surface CV, and surface.

General Keyframing:
· Two keying modes—set key and auto key—offer support for different keyframing workflows.
· Fast and intuitive controls for keyframing including cut, copy, and paste, let the user create animations with ease.
· Animation trajectories can be viewed and edited directly in the viewport.

Animation Controllers:
· A wide range of controllers, both key-based and parametric, may be used to animate the full transform or the position, rotation, or scale of objects.
· Key-based controllers, such as Bézier and TCB, store values and interpolation methods in each key, which can be edited with those controls.

Constrained Animation:
· Animate objects along curves with controls for alignment, banking, velocity, smoothness, and looping, and along surfaces with controls for alignment. Weight path-controlled animation between multiple curves and animate the weight.
· Constrain objects to animate with other objects in many ways—including look at, orientation in different coordinate spaces, and linking at different points in time. These constraints also support animated weighting between more than one target.
· Collapse all resulting constrained animation into standard keyframes for further editing.

Procedural Animation:
· Parametric controllers unique to each controller type store values that affect the animation throughout.
· Users can create procedural animation based on numerous built-in controllers including noise, expressions, waveform, spring, and audio. All resulting procedural animation can be collapsed into standard keyframes for further editing.

Script and Expression Controllers:
· Use custom controllers as scripts and expressions.
· Control the animation by any math function as well as by any MAXScript using expressions.
· Control the animation by any relationship describable using MAXScript with scripted controllers.
· Collapse all resulting script or expression-based animation into standard keyframes for further editing.

List Controllers:
· Blend multiple animation tracks into a single result using a hierarchy of controllers in a list.
· Use list controllers to store different poses and versions of animation on the same object or objects.
· Weight and animate the influence of each controller in the list over time.

Reaction Controllers:
· Set up reactions to make objects respond to the animation of other objects.
· Set up and trigger states for reactions with desired values so the reacting object will be controlled without having to be keyed by hand.

Parameter Wiring:
· Wire together one- and two-way relationships between controllers to offer a more custom method of keying animation.
· Implement custom animation controls by wiring UI elements such as sliders and spinners to an object’s animatable tracks.
· Control multiple attributes with a single slider.

Track View: Curve Editor and Dope Sheet:
· Edit keyframe animation track by track using curves along the timeline to more easily visualize the components of the interpolation. Tools for editing curves include limiting, curve drawing, and curve modifiers.
· Use the Dope Sheet to edit keys individually or in groups and ranges.
· Slide, move, and scale keys or sets of keys in both time and value.
· Edit animation track by track by copying, pasting, and instancing controllers.
· Use Track Sets to organize complex animation into discrete entities for easier editing.
· Precisely control dense animation using soft selection falloff and Reduced Keys that maintain the integrity of the original animation.
· Load sound tracks into Track View for easy synchronization with target animation.
· View animation before and after the current frame to evaluate object motion.

Modifier Animation:
· Use the Point Cache modifier to save and load surface deformations for easy swapping and fast playback.
· Use the Morpher modifier as an interface for organizing and animating morphing targets and for progressive morphing support.

Skinning:
· Use either the Skin or Physique modifier to achieve precise, smooth control of skeletal deformation as joints are moved, even in challenging areas, such as shoulders.
· Control skin deformation using direct vertex weights, volumes of vertices defined by envelopes, or both.
· Use capabilities such as weight tables, paintable weights, and saving and loading of weights for easy editing and proximity-based transfer between models, providing the accuracy and flexibility needed for complicated characters.
· Apply the rigid bind skinning option to animate low-polygon models or as a diagnostic tool for regular skeleton animation.
· Use additional modifiers, such as Skin Wrap and Skin Morph, to drive meshes with other meshes and make targeted weighting adjustments in tricky areas.

Requirements:

· Microsoft Internet Explorer 6 or higher
· DirectX 9.0c (required), OpenGL (optional)
· Intel Pentium 4 or higher, AMD Athlon 64 or higher, or AMD Opteron processor
· 1 GB RAM (2 GB recommended)
· 2 GB hard disk space
· 1 GB swap space (2 GB recommended)
· Direct3D 10, Direct3D 9, or OpenGL-capable graphics card with minimum 128 MB RAM
· Three-button mouse with mouse driver software
· DVD-ROM drive


DOWNLOAD :


http://hotfile.com/dl/12553998/5027a01/3D_Max_2010.part1_Prashdownload.com.rar.html
http://hotfile.com/dl/12554113/8abc900/3D_Max_2010.part2_Prashdownload.com.rar.html
http://hotfile.com/dl/12554341/3ebd0e2/3D_Max_2010.part3_Prashdownload.com.rar.html
http://hotfile.com/dl/12554432/ac45182/3D_Max_2010.part4_Prashdownload.com.rar.html
http://hotfile.com/dl/12554533/ee2df6a/3D_Max_2010.part5_Prashdownload.com.rar.html

WRITE NOW U R COMMMENTS .................................

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DOWNLOAD'S

pvdesigns

All scripts 3ds max 2009:

77059 BlobMesh_Max2009.zip
38400 BlurVColor.dlm
48640 BlurVColor_64.dlm
47922 Carrera_Max2009.zip
28672 ColorPolyByVerts.dlm
336344 ColorPolyByVertsSetup_1.1c.exe
35328 ColorPolyByVerts_64.dlm
601199 CounterText_v4.1.26.11_x86.exe
44983 CrossSectionObject_Max2009.zip
84947 Dem2Max_Max2009.zip
462446 Displays-b1b_RC1.zip
28125 Ego_Max2009.zip
27136 ExtendedMultiPassMotionBlur.dlv
32256 ExtendedMultiPassMotionBlur_64.dlv
67753 ForceViewer_Max2009.zip
462335 grassomatic_Max2009.zip
64392 Greeble2009.zip
796933 gwIvy_v0.9b-max-guruware.zip
103116 Hair_Max2009.zip
42507 HSpline_Max2009.zip
42043 Ky_AdjustColor11.zip
45864 Ky_DistanceFade11.zip
41861 Ky_GCorrector11.zip
64179 Ky_MilkyWay11.zip
38798 Ky_ReplaceID11.zip
49996 Ky_SurfaceBlur11.zip
39092 Ky_Throughout11.zip
64996 Ky_Trail11.zip
74883 Lightmesh_Max2009.zip
45568 MapToVColor.dlm
58368 MapToVColor_64.dlm
302877 maxtrax_Max2009.zip
302877 maxtrax_Max2009_2.zip
123467 Moebius_Max2009.zip
36297 mrGeomShaderObject_Max2009.zip
34304 MultiIDMap2.dlt
40448 MultiIDMap2_64.dlt
86562 NullHelper_Max2009.zip
99030 ParticleFlowToolsFreebiesMax2009×64.zip
190042 ParticlePlus_Max2009.zip
35867 ParticleSpline_Max2009.zip
62178 Photometer_Max2009.zip
254615 proteus_Max2009.zip
194048 RPMframeInfo.dlv
313344 RPMframeInfo_64.dlv
51444 SgiLogo_Max2009.zip
2252956 simcloth3.rar
294924 Snake.rar
76854 Spider_Max2009.zip
268152 Spiral.rar
35328 SplineMesher.dlm
45568 SplineMesher_64.dlm
798939 SPP_Max2009.zip
29184 SSPropagate.dlm
37376 SSPropagate_64.dlm
57169 Sticks_Max2009.zip
58390 ToyTrain_Max2009.zip
31232 TranslucencyMod.dlm
36352 TranslucencyMod_64.dlm
89701 XidMary_Max2009.zip

DOWNLOAD :

http://rapidshare.com/files/148396761/All_Scripts_for_3dsmax_2009.rar
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Wireframe And Surface Design. IN Catia

pvdesigns
NOTE: JOIN FOLLWER NOW & SEND BACK MANY TUTORIALS IN U R MAIL

&


TELL THE OTHERS-Lets join Hand In Hand and Design The World As Like By God.


Modelling a Spring in CATIA


Select Start > Mechanical Design > Wireframe and Surface Design. Then
you'll be asked for a new part name. Enter a name as you like and check on enable hybrid design. Press OK.

In the workbench, click on the arrow just below the Spline icon, a toolbar will come out and then click on the Helix icon. Alt: Insert > Wireframe > Helix. A Helix Curve Definition box will appear as shown below.



Right click in the Starting Point box and select Create Point. In the Point Definition box that appeared, let the Point Type as Coordinate and enter 30mm for the X-coordinate and let the rest as default. Press OK. Then, right click in the Axis box and select Z Axis. You should now obtain a helix as shown. Just press the Preview button but not the OK button.



Now edit the Pitch to 10mm and the Height to 100mm. Let other values by default and press OK.
Now you'll get a helix as shown below.



To create the profile of the spring, we would have to switch into the Part Design Workbench. Start > Mechanical Design > Part Design. Select the zx-plane and click on the Sketch icon. Create a Circle of Diameter 5mm just on the end point of the Helix as shown below.



Exit the Sketcher Workbench to return to the Part Design Workbench. Click on the Rib
icon and in the Rib Definition box, select Sketch.2 (circle) as the Profile and the Helix as the Center Curve. Press OK button to obtain your spring.




HELLO: PLZ WRITE U R COMMENT
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CATIA V 6

pvdesigns

CATIA V6 is the leading product development solution for all
manufacturing organizations, from OEMs through their supply chains to
small independent producers. The range of its capabilities allows CATIA
V6 to be applied in a wide variety of industries, such as aerospace,
automotive, industrial machinery, electrical, electronics,
shipbuilding, plant design, and consumer goods, including design for
such diverse products as jewelry and clothing.

CATIA V6 is the only solution capable of addressing the complete
product development process, from product concept specifications
through product-in-service, in a fully integrated and associative
manner.

It facilitates true collaborative engineering across the
multi-disciplinary extended enterprise, including style and form
design, mechanical design and equipment and systems engineering,
managing digital mock-up, machining, analysis, and simulation.

CATIA products are based on the open, scalable V6 architecture.

By enabling enterprises to reuse product design knowledge and
accelerate development cycles, CATIA V6 helps companies speed their
responses to market needs and helps free users to focus on creativity
and innovation.

Download:
http://rapidshare.com/files/207790102/cv6.09.part1.rar
http://rapidshare.com/files/207790099/cv6.09.part2.rar
http://rapidshare.com/files/207780536/cv6.09.part3.rar
http://rapidshare.com/files/207780534/cv6.09.part4.rar
http://rapidshare.com/files/207763550/cv6.09.part5.rar
http://rapidshare.com/files/207763548/cv6.09.part6.rar

Documentation:
http://rapidshare.com/files/207737565/cv6doc.part1.rar
http://rapidshare.com/files/207728774/cv6doc.part2.rar
http://rapidshare.com/files/207737567/cv6doc.part3.rar
http://rapidshare.com/files/207728773/cv6doc.part4.rar

thanx :http://happysoft.org
19

ICSID World Design Congress 2009 Singapore

pvdesigns

The 50th Anniversary Icsid World Design Congress Sets to Make a “Design Difference” in the Future

Four keynote speakers and nine symposia leaders will invite participants to map out a design vision for the world of 2050

The 50th Anniversary ICSID Congress will be held in Singapore from 23 to 25 November 2009. The congress, subtitled “Design Difference: Designing our World 2050”, will involve participants helping create and debate potential design solutions to some of the key challenges facing the world of tomorrow. The solutions which are developed will have a life beyond the conference, as they will be shared with other design groups and with stakeholders such as governments around the world. Already delegates from 25 countries have confirmed their attendance.


The event itself embraces the future by featuring “Design2050 Studios”, inter-active and participative mini-symposia, led by world-renowned creative experts, including Chris Bangle of Chris Bangle Associates, and Stefano Marzano of Philips Design (refer to Appendix I for a full list of Design Leaders). In the months leading to the Congress, each of the Design Leaders will head up a team of four to six individuals from multi-discipline backgrounds to create a Design2050 proposition, by imagining, conceptualising and visualising a desired future. Participants at the Congress will be invited to transform these ideas into practical realities.

The nine confirmed symposia leaders and their studio topics are:
1. Chris Luebkeman, Arup Group: NetZero 2050
2. Bill Mitchell, MIT Media Lab: Reinventing the Automobile 2050
3. Richard Hassell and Wong Munn Sum, WOHA: Architects save the World
4. Ravi Naidoo, Design Indaba: Protofarm 2050
5. Chris Bangle, Chris Bangle Associates: Personal Emotional Mobility 2050
6. Stefano Marzano and Clive van Heerden, Philips Design: Healthcare 2050
7. Feng Zhu, FZD School of Design: Entertainment 2050
8. Toshiko Mori, Robert P. Hubbard Prof, of Architecture at Harvard University:
Blindspots of Design 2050
9. David Nelson and Stefan Behling of Foster + Partners: Sustainable Cities 2050

Confirmed keynote speakers for the conference are:
1. Emily Pilloton, founder and executive director of Project H Design, a non-profit
organisation that enables product design initiatives for Humanity, Habitats, Health, and
Happiness, and author of "Design Revolution: 100 Products that Empower People" (release
date Sept. 2009).
2. Ged Davis, Co-President, Global Energy Assessment, advisor to international
institutions and companies, director of Low Carbon Accelerator Limited, governor of the
International Development Research Centre in Ottawa, and a member of the INDEX
Design Awards Jury.
3. Thomas Heatherwick, Honorary Fellow of the RIBA and a Senior Fellow at the Royal
College of Art in the UK. Heatherwick has won the Prince Philip Designers Prize, and in
2004 was the youngest practitioner to be appointed as a Royal Designer for Industry.
4. William Halal, Professor Emeritus of Science, Technology & Innovation at George
Washington University. Macmillan’s Encyclopedia of the Future ranked Prof. Halal among
“The World’s 100 Most Influential Futurists”, a list that includes the likes of H.G. Wells, Sir
Arthur C. Clarke and Daniel Bell.

Panel discussions at the end of each of the three days of deliberations at the congress will be chaired by Paola Antonelli, senior curator of architecture and design at The Museum of Modern Art in New York.

Prof. Carlos Hinrichsen, Icsid President said: “The experience of the keynote speakers and their combined backgrounds in government, industry, and the non-profit sectors, further strengthen the purpose of the Congress – to stimulate a dialogue about the discipline of design and how it has and will continue to shape the future of the world.

“Attendees will contribute to this discussion, and should be prepared to be engaged in a thoughtprovoking, and creatively-enriching experience. The congress will be a wonderful occasion for all those inspired by the power of design to deliver a better world.”

Dr Milton Tan, Director of DesignSingapore Council, and Chairman of the International Advisory Panel of the Congress said: "This year's Icsid World Design Congress will be different. Nine international design leaders will be in Singapore not simply to give speeches but to make visionary design propositions for the year 2050. Anyone concerned about how we should live in the future, and what we can do about it, should feel compelled to be here!"

More information on the Icsid World Design Congress, the Design2050 Studios, speakers and registration is available at: www.icsidcongress09.com. The deadline for the special discounted “early bird price” is fast approaching. To be eligible one must book prior to the 9th of September.
The Congress will be held during the biennial Singapore Design Festival (20 to 30 November).


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Shanghai Auto Museum

pvdesigns
Car enthusiasts in Asia have been thrilled by the opening of the Shanghai Auto Museum. Not only is this groundbreaking permanent exhibition the first large museum in China that is exclusively dedicated to the automobile and its historical development, it has also been praised for its comprehensive coverage of car-related topics.

Created by the highly innovative team at Atelier Brckner and following the company’s motto of ‘form follows content’, the 2,400 square metres exhibition was developed to address the evolution of automobile design from inception to present day experiments in shape, function, and performance.

The permanent exhibition has been arranged to mimic a typical urban scene: a strong grid and a ’street’, complete with road markings, define the main circulation space around the museum.

With Chinese manufacturers banging on the door of the global car market, perhaps the museum will become a mausoleum of soon-to-be-defunct Western brands...............
 
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