Latest Tutorials
Tutorial | Instructor | Date Updated | Runtime | Views | Relevance |
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Photo-realistic Chairs, Part 04: Modeling the Frame
You start off building your frame with a linear spline and trace the reference object. Then chamfer to get proper curvature and learn how to use a Sweep object to build half the frame. Finish the frame off by using a Symmetry object. To build the frame, you’ll trace out our splines, using the reference object imported from Illustrator. Learn to re-position your points using the Coordinate System, and chamfer them to get the proper curvature. Then use a Sweep object to create the first half of the frame. Finally, use a Symmetry object to create the second half of the frame. |
Mike Heighway | Jun 25 2014 | 08:56 | 3187 | |
Photo-realistic Chairs, Part 05: Modeling the Seat
Learn how to leverage from the existing geometry of the frame to create half of your seat. You’ll then copy the completed seat over to create the chair back. The chair frame provides you with a nice base-mesh from which you will build your seat. You will edge-cut and inner extrude to create eyelets which you’ll return to later in the series. Like the frame, you use the Symmetry object to speed up your workflow, and then copy your seat to make the chair back. |
Mike Heighway | Jun 25 2014 | 14:25 | 2766 | |
Photo-realistic Chairs, Part 06: Modeling the Lacing
Quickly trace the eyelets using the Linear spline tool. Offset half of the points to make the lacing thread through the holes, then chamfer the angles. Sweep a rounded rectangle along this path to create the lacing. Quickly trace the eyelets using the Linear spline tool. Offset half of the points to make the lacing thread through the holes, then chamfer the angles. Sweep a rounded rectangle along this path to create the lacing that holds the leather seat taught. Copy this object for the back, and remove excess points. |
Mike Heighway | Jun 25 2014 | 10:59 | 2338 | |
Photo-realistic Chairs, Part 07: Distressing the Seat
In this segment you manually manipulate some vertices in the seat and back in order to get a “used” look. Imperfections can help make 3D look more realistic. In this segment you will manually manipulate vertices in the seat and back in order to make it look like someone has sat in it. |
Mike Heighway | Jun 25 2014 | 08:05 | 2047 | |
Photo-realistic Chairs, Part 08: Studio Lighting
In this segment, you will build your studio backdrop, create an exposure card to help meter from, and then build a 3-point area light setup. In this video, you will build your studio backdrop, create an exposure card which you will use to help get the proper camera exposure, then develop a 3-point light setup. You’ll place the lights to help give some nice rim lighting, and adjust the lights to illuminate adequately for your camera exposure. |
Mike Heighway | Jun 25 2014 | 15:49 | 3332 | |
Photo-realistic Chairs, Part 09: Material Development
You will build 3 materials in this video. Steel, leather seating and leather siding. Learn about Selection Tags, and how to use them with applying our textures using the Cubic Mapping method. Learn how to build 3 physically accurate materials in this tutorial—steel, leather and leather edging. You’ll use selection tags to select your geometry that you want to apply your textures to. Then, you’ll apply the textures using Cubic Mapping and scale them appropriately. Also, learn about using Normal Maps. |
Mike Heighway | Jun 25 2014 | 11:29 | 2663 | |
Photo-realistic Chairs, Part 10: Final Studio Rendering
You’ll add an HDRI sky image. You’ll then bump up some of your Global Illumination settings and Physical Render settings to improve the overall quality of the final output. Lastly, you’ll take it into Photoshop for some final image manipulation. HDRI’s can help add realism and subtle reflections and ambient coloring to the scene. In this video, you’ll add an HDRI, and some subtle Depth of Field in your camera. Both will help make an image more believable. Learn some subtle tricks and bump up your render settings for a beautiful final render. You’ll then pull the 32-bit image into Photoshop so you can see the dynamic range of your rendering. |
Mike Heighway | Jun 25 2014 | 12:09 | 2747 | |
Photo-realistic Chairs, Part 11: Preparation for Architectural Rendering
Clear out the unnecessary elements from your scene and save your high-quality render settings as their own preset. Then make a “quick” render setting for use while you build up the architectural interior scene. Clear out the unnecessary elements from your scene and save your high-quality render settings as their own preset. Then make a “quick” render setting for use while you build up the architectural interior scene. |
Mike Heighway | Jun 25 2014 | 02:02 | 2631 | |
Photo-realistic Chairs, Part 12: Modeling the Building Shell
In this video you will model the floor, walls and ceiling of our loft space. You’ll make 3 big skylights to let sunlight pour into our space. In this video you will model the floor, walls and ceiling of our loft space. You’ll make 3 big skylights to let sunlight pour into our space. Use Quantize to help keep modeling accurate and consistent. |
Mike Heighway | Jun 25 2014 | 06:14 | 1836 | |
Photo-realistic Chairs, Part 13: Modeling the Storefront
In this video, you are adding some details to help modulate the sunlight. You will want to have realistic shadows entering your space, so here you will add some windows, a door and some mullions. In this video, you are adding some details to help modulate the sunlight. You want to have realistic shadows entering your space, so here you will add some windows, a door and some mullions. The shadows cast will depend on your sun settings—the lower you set your sun object in the sky, the more effect these elements will have on your scene. |
Mike Heighway | Jun 25 2014 | 06:06 | 1799 | |
Photo-realistic Chairs, Part 14: Modeling the Truss
The last architectural detail you will add are the trusses. The skylights cast the truss’s shadows into your space and help add another level of realism to your scene. The last architectural detail you will add are the trusses. The skylights cast the truss’s shadows into your space and help add another level of realism to your scene. You aren’t actually going to see this in direct view, but they will be casting realistic shadows. You will use instances and cloner objects to create your trusses. |
Mike Heighway | Jun 25 2014 | 08:15 | 1737 | |
Photo-realistic Chairs, Part 15: Texturing and Final Render
Apply your textures to the walls and floor, then create a Sun object. Set it to the time of day and location you want, then use your “High-Quality” render preset to render out your final image. Then pull it into Photoshop for some final color correction. Apply your textures to the walls and floor, then create a Sun object. Set the Latitude and Longitude to where in the world you imagine this loft. Adjust your Sun object to cast the kind of shadows you want to see, then use your “High-Quality” render preset to render out your final image. Finally we’ll pull the rendered result into Photoshop for some minor adjustments. |
Mike Heighway | Jun 25 2014 | 09:10 | 3284 | |
CV Toolbox
Unified installer for Cineversity and third-party plugins, scripts and presets CV Toolbox is a unified installer for Cineversity and third-party plugins, scripts and presets. Simply install this one plugin, and use CV-Toolbox to install and update all other resources available from Cineversity and select third parties. You’ll be automatically notified of new or updated resources, and can install them with just a few clicks. Please submit bugs or ideas via the option in the Help menu. |
Rick Barrett | Jun 18 2014 | 03:22 | 476769 | |
Pickwalker Plugin and Pickwalk Scripts Part 01: Introduction
Overview of the Pickwalk Scripts An introduction to the Pickwalk scripts and their use. |
Bret Bays | Jun 11 2014 | 02:41 | 6561 | |
Pickwalker Plugin and Pickwalk Scripts Part 02: Installing and Configuring
Installing and Configuring the Pickwalker plugin and Pickwalk Scripts. Installation of the Pickwalker plugin and Pickwalk scripts, plus suggestions for configuring shortcuts for the Pickwalk scripts |
Bret Bays | Jun 11 2014 | 03:08 | 1819 | |
Pickwalker Plugin and Pickwalk Scripts Part 03: Setting up Pickwalking in a Scene
Setting up Pickwalking in a Scene This video covers what the Pickwalk scripts will do if you are in Model or Object mode, and then uses the Pickwalker plugin to setup pickwalking in a scene. |
Bret Bays | Jun 11 2014 | 05:41 | 12279 | |
Door and Window, Part 01: Introduction
In this tutorial you will be introduced to the Door and Window tool and the goals of this tutorial series. In this tutorial you will be introduced to the Door and Window tool and our general process for recreating it. Once you complete this series you’ll be able to exactly reproduce this preset, and have the skills needed to make similar XPresso-driven presets on your own. |
Rod Ross | Jun 04 2014 | 01:12 | 3666 | |
Door and Window, Part 02: Making the Frame
In this tutorial you will be making the frame for the doors and window. In this tutorial you will be making the frame for the doors and window. The frame for the Door and Window tool is made to be flexible and easily switch from door to window as well as different styles. It is made up of a Boolean Object, a Sweep Object, and a combination of primitive splines, hand-drawn splines, and the Spline Mask object. |
Rod Ross | Jun 04 2014 | 04:06 | 1400 | |
Door and Window, Part 03: Drawing the Doors
In this tutorial you will be drawing the doors for the tool. In this tutorial you will model the door as well as some of the window configurations using rectangle splines, sweep objects, rectangle splines, and instances. |
Rod Ross | Jun 04 2014 | 08:07 | 1176 | |
Door and Window, Part 04: Making the Hinge
In this tutorial you will be making the hinge using Mograph Cloners and the Bevel tool. In this tutorial you will be making the hinge. Mograph Cloners and simple primitives are used in the modeling stages and then combined together. Rough edges are finished with the Bevel tool. |
Rod Ross | Jun 04 2014 | 15:09 | 1104 | |
Door and Window, Part 05: Drawing the Door Handle
In this tutorial you will be drawing the door handle. In this tutorial you will model the door handle by using the Bevel tool and the Sweep object. |
Rod Ross | Jun 04 2014 | 12:28 | 1094 | |
Door and Window, Part 06: Cloner Setup for the Doors
In this tutorial you will use Cloners to make double doors. Then we will use Mograph selections and a Plain effector to control them. In this tutorial you will use Cloners to make double doors. Then you will use Mograph Selections and a Plain Effector to control them for your Xpresso controls. |
Rod Ross | Jun 04 2014 | 08:38 | 926 | |
Door and Window, Part 07: Making the Arch
In this tutorial you will create the arch sections for the window. In this tutorial you will add Rounding to our frame rectangle and use a Cloner to create the arch sections for the window. The arch for the door and window tool is made so that it can be controlled with Xpresso to turn on and off and change the number of arch window sections. |
Rod Ross | Jun 04 2014 | 07:37 | 1285 | |
Door and Window, Part 08: Making the Window
In this tutorial you will use Cloners and Effectors to make two different kinds of windows. In this tutorial you will use Cloners and Effectors to make two different kinds of windows. You will now have two different kinds of windows that you will be able to control the appearance. One that will open and one to close for the other. |
Rod Ross | Jun 04 2014 | 05:48 | 940 | |
Door and Window, Part 09: Xpresso switching from door to window
In this tutorial you will set up controls to switch from a door to a window, as well as change the type of window. In this tutorial you will learn how to use Xpresso to switch from one object to another using a drop down box and a Boolean. You will also use a Math node to control the Spline Mask for our frame when switching between door and window. |
Rod Ross | Jun 04 2014 | 13:06 | 1113 |