Free Ebook Manual Download

Programming, Automotive, Hardware, Gadget

This is tutorial #2 in the series for changing or removing backgrounds. This method uses the extraction tool available in Photoshop CS2 (I’m not sure if it’s available in Photoshop CS, but it won’t be available in any version prior to this). Unfortunately, unless other softwares contain this tool (I don’t know of any that do), the tutorial will only be geared to those who own Photoshop CS2 upwards.
Read the rest of this entry »

This document is intended to be a guide or a reference for those who, using Maya to create their characters, want to export them into the Quake III Arena engine. It’s based on our experience at the Virtual World of Art (VWA) where we wanted to create our own avatars for our environments, and reflects as well some particularities due to the specific needs of our project, that might not be the same of the average user willing to create boths for the game. We just use Quake III Arena as an engine for a very different context than what the game itself is about, but I think that it can be a useful reference nevertheless for those Quake III Arena enthusiasts that, using already Maya to model, texture and animate their characters, would like to see them fighting in Quake III Arena.
Read the rest of this entry »

Using Dosch Textures

Using Dosch Textures in 3D Studio MAX
In order to properly use the textures in 3D Studio MAX please verify the location (drive-letter; e.g. D: or E:) where your image-maps are located. Then open the File/Configure-Paths page in 3DSM, switch to the “Bitmap”-section and enter the path to the IMAGE-folder on your CD-ROM at the “Configure-Paths” setting If the Raytracer fails to find a texture in any of the 3DSM-default folders, it now automatically searches through the extra locations defined in the “Configure- Paths” on the “Bitmap”-page.
Read the rest of this entry »

Using After Effects to composite image sequences rendered from Maya opens up a large number of possibilities and offers flexibility that is hard to achieve using Maya alone. While on the one hand a little extra work, foresight, and some knowledge of After Effects is required, the payoff for the additional effort is usually worth it. You don’t need to master every aspect of After Effects to take advantage of this workflow. A few simple tricks and techniques can add a lot of life and character to your animation. The techniques described in this tutorial are the same techniques used in design houses when creating animations for the entertainment industry.
Read the rest of this entry »

Using Dosch Textures in 3D Studio MAX In order to properly use the textures in 3D Studio MAX please verify the location (drive-letter; e.g. D: or E:) where your image-maps are located. Then open the File/Configure-Paths page in 3DSM, switch to the “Bitmap”-section and enter the path to the IMAGE-folder on your CD-ROM at the “Configure-Paths” setting If the Raytracer fails to find a texture in any of the 3DSM-default folders, it now automatically searches through the extra locations defined in the “Configure- Paths” on the “Bitmap”-page. To add a path to the Path-List, press the ‘ADD’-button and select the folder containing the image-maps for your textures, e.g. the IMAGE-folder on the product’s CD-ROM. Using Dosch Textures in LightWave3D / Inspire3D Load the *.lws or *.lwo files directly in LightWave 3D or Inspire3D.
Read the rest of this entry »