CG Cookie – All Citizen Max Cookie Tuts Collection

CG Cookie – All Citizen Max Cookie Tuts Collection

All Citizen Max cookie Tuts

CG Cookie – Modern Exterior Villa

English | MOV | H264 1413 kbps 30 fps | 1280×720 | AAC 128 kbps 22 KHz | 1.62 GB
Genre: elearning

CG Cookie Tutorial on the modelling and rendering of the exterior of a modern villa using 3dsMax. Videos and project files included.

Part 1 : In this video we’ll take a look at iRay usage for exterior architectural rendering. We’ll start modeling an exterior villa with a pool, preparing the scene using layers to make it simpler to be managed, and we start to apply some materials created using the Slate Material editor and Arch&Design shaders

Part 2 : In this video we’ll continue working at the exterior villa scene adding some new model parts and working a little bit more on the water shader, and the wood shader. We’ll add more details as wet maps on the ground, more complex bump layers over the water plane.

Part 3 : In this video we’ll continue working at the exterior villa scene. We’ll add a little bit of vegetation using the AEC primitives, then we’ll finalize the basic house 3D model and fix some stuffs for some shaders.

Part 4 : In this video we’ll finalize the Modern exterior villa project. We’ll work a little bit on some materials to fix colors, bump details etc. We’ll change the camera position and perspective to find a better point of view, and we’ll work on plants, adding some of it, moving the others, changing the materials with some basic Arch&Design shaders, we’ll work on the external wall to a better result, then adding a little bit of depth of field with iRay and fixing some parameters on the sky and the exposure control, we’ll be ready to move the rendered image in Combustion to work with color correction and other tools to find final look.

Home Page: _http://cgcookie.com/max/series/modern-exterior-villa/

Download Links:-

http://extabit.com/file/27ay9lew3mjo4/CG Cookie – Modern Exterior Villa.part1.rar
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Mirror :-

CG_Cookie_-_Modern_Exterior_Villa.part1.rar
CG_Cookie_-_Modern_Exterior_Villa.part2.rar
CG_Cookie_-_Modern_Exterior_Villa.part3.rar
CG_Cookie_-_Modern_Exterior_Villa.part4.rar
CG_Cookie_-_Modern_Exterior_Villa.part5.rar

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Mirror :-

 


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CG Cookie – Exclusive Creating a Fire Dragon with FumeFX

 1.2 Gb | Software Used: 3ds Max | Resolution: 956×538(.flv) | Audio: mp3 128 Kbps | Completion Time: 2 hrs. 44 min.
Genre: eLearning | Difficulty: Advanced | Language: English | Instructor: Alessandro Cangelosi

In this Citizen video for 3ds max, we’ll explore more FumeFX, and this time we’ll take a look at how to use it with deforming objects as an animatre character. We’ll try to create an FX shot with a fire dragon emitting flames, smoke, dust, ashes, etc etc.

Overview

– Exclusive: Creating a Fire Dragon with FumeFX Part 1
In this Citizen video for 3ds max, we’ll start creating the basic PFlow setup to emit particle ashes using some turbulent forces to move it in a more realistic way, then we’ll star preparing one FumeFX layer to emit dust/smoke from some area of the dragon body. We’ll work to tune speed and look, using a Noise map to decide where we have to emit smoke, then we’ll prepare the wavelet turbulence setup to prepare final pass. In part 2 we’ll prepare final smoke layer render, and ash passes to start comp it, then we’ll work on various fire passes.
– Exclusive: Creating a Fire Dragon with FumeFX Part 2
In this Citizen video for 3ds max, we’ll continue to work at the Fire Dragon series. We’ll prepare a fire layer just to have the creature made of flames. We’ll work on the simulation trying to have not so big flames, and not so long flames, just something like a volume of fire. We’ll tune rendering parameters and prepare the wavelet turbulence simulation. In Part 3, we’ll prepare some additional passes and work a little bit more on particles, so we can start preparing different rendered passes to comp it.
– Exclusive: Creating a Fire Dragon with FumeFX Part 3
In this Citizen video for 3ds max, we’ll take a look at how to finalize the Fire Dragon tutorial series, so we’ll prepare an additional fire/flames pass, to add some more details to the fire creature, then we’ll start rendering and adjusting the various layers. To finalize the project we’ll import all the layers in Combustion and we’ll comp it all together using some color correction and some effects as glow and sharpen, and we’ll play a little bit with merging mode to find the best compromise for final look.

Home Page: _http://cgcookie.com/max/2011/11/25/exclusive-creating-a-fire-dragon-with-fumefx/

 

Download Links:-

http://extabit.com/file/27ay9lew3mq2c/CG Cookie – Exclusive Creating a Fire Dragon with FumeFX.part1.rar
http://extabit.com/file/27ay9lew3mq0k/CG Cookie – Exclusive Creating a Fire Dragon with FumeFX.part2.rar
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Mirror :-

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CG_Cookie_-_Exclusive_Creating_a_Fire_Dragon_with_FumeFX.part2.rar
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CG Cookie – Working with Ocean and Fluids

8.01 GB (1-13) | .MOV | 720p | Projetct Files Included

In this Citizen video for 3ds max, we’ll start working on a big and exciting series. We’ll talk about water, fluids, ocean, and fluid dynamic. We’ll take a look at how to solve fluid dynamic problems using 3ds max, some plug-ins as Frost to create fluid meshes, Krakatoa to render foam and spray, PFlow and Thinking Particles to simulate spray and foam, Realflow and Naiad to create complex fluid dynamic simulation or simulate the water level, etc etc. In Part 1 we’ll start introducing our 1st problem, how to create a realistic water plane renderable with Mental Ray and Final Render, add a big object that will be a rigid body falling inside the water to create an amazing splash effect. We’ll see how to create the mesh with FR Ocean, (but we’ll take a fast look at Houdini Ocean Toolkit for 3ds max too), then we’ll prepare realistic water shader in Mental Ray using the Arch&Design material and in Final Render using the FR Ocean Material. We’ll see how to create a believable environment using the MR Sun&Sky and working with the Exposure Control, or how to create it in Final Render playing with the Indirect Illumination Skylight tabs/options and how to achieve the right look working on the FR Camera parameters. In next chapter we’ll start looking more in depth how to start working at the simulation and how to approach to secondary effects in 3ds max or using external package as RealFlow and Naiad.

Home Page: _http://cgcookie.com/blog/2011/12/23/exclusive-working-with-ocean-and-fluids/

 

Download Links:-

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Mirror :-

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CG_Cookie_-_Working_with_Ocean_and_Fluids_(1-13).part02.rar
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CG_Cookie_-_Working_with_Ocean_and_Fluids_(1-13).part04.rar
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CG_Cookie_-_Working_with_Ocean_and_Fluids_(1-13).part16.rar
CG_Cookie_-_Working_with_Ocean_and_Fluids_(1-13).part17.rar
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CG_Cookie_-_Working_with_Ocean_and_Fluids_(1-13).part19.rar
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Mirror :-

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Mirror :-

 


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CG Cookie – Creating a Modern Room Part 1-3

CG Cookie – Creating a Modern Room Part 1-3 | 1.31 GB

With this Citizen Exclusive tutorial series we’ll take a look at how we can proceed to model a complete modern design room, creating photo-realistic shaders to simulate complex surfaces, modeling furniture and all the objects we need to complete it. We’ll see how to simulate daylight and nighttime lighting, and we’ll see how to render it with iRay, users that has no iRay can follow the tutorial and use Mental Ray as rendering engine.

Part 1 : With this new tutorial series we’ll take a look at how we can proceed to model a complete modern design room, creating photorealistic shaders to simulate complex surfaces, modeling furnitures and all the objects we need to complete it. We’ll see how to simulate daylight and nighttime lighting, and we’ll see how to render it with iRay, users that has no iRay can follow the tutorial and use Mental Ray as rendering engine.

Part 2 : In this tutorial we’ll continue working at the Modern Room scene we started in Part 1. We’ll add more details to the main furnitures we have, usingbasic polymodeling tools, and adding materials usign Arch&Design shader. We’ll start to fix some shaders around the environment, and add more objects as a carpet, some vase etc etc. In Part 3 we’ll finalize the modeling and lighting to obtain final image with daylight and night time illumination.

Part 3 : This new video tutorial for 3ds max is the final part of the modern design room series. We’ll continue working on itadding more details and furnitures around, using basic poly modeling tools. We’ll finalize the lighting and shaders, finding final pointof view and rendering it in daylight and nightime using photometric lights. Finally we’ll see how to obtain a better look using some simple color correction using Combustion.

All Parts + Scene Files

_http://cgcookie.com/max/2011/06/29/modern-room-0/
_http://cgcookie.com/max/2011/07/06/exclusive-creating-a-modern-room-part-2/
_http://cgcookie.com/max/2011/07/11/exclusive-creating-a-modern-room-part-3/

Download Links:-

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CG Cookie – Creating a Twister with FumeFX

Part 1:
In Part 1, we’ll talk in general about a twister checking some images and videos as references, then we’ll discover theoretically how we have to approach to the problem and how we have to split the scene in layers to work on every single element separated by the other one.

Part 2:
In this 3D Studio Max Video Part 2 we’ll take a look at additional features to achieve final result. We’ll see how to add particles captured by the twister’s wind, and how to create main twister body using different ways. We’ll take a look at the basic illumination also to understand how we can illuminate it for final render process.

Part 3:
No description

Home Page: _http://cgcookie.com/max/2010/01/20/exclusive-creating-a-twister-with-fumefx/

Download Links:-

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Mirror :-

CG_Cookie_-_Creating_a_Twister_with_FumeFX.part1.rar
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Mirror :-

 


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CG Cookie – Procedural DNA Chain

274 MB | .MOV | 720p

In this new video tutorial for 3ds max, we’ll take a look at how to model a DNA chain helix following a procedural way. The basic idea is to have the possibility to control the DNA chain parameters using some viewport manipulator, so it will be similar to have a DNA primitives. To do it, we’ll do a deep usage of the 3ds max stack. We’ll prepare a plane, and using the Lattice, Twist, Turbosmooth and the Displace modifiers we’ll give it the right look and shape. Using a Path Deform we’ll be able to animate and deform it. We’ll prepare some basic shaders too, just to see how it can look in rendering.

Home Page: _http://cgcookie.com/max/2011/09/21/procedural_dna_chain/

Download Links:-

http://extabit.com/file/27ay9lew2zt6c/CG Cookie – Procedural DNA Chain.rar

Mirror :-

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CG Cookie – Flamethrower

821 MB | .MOV | 720p

In this video tutorial for 3ds max we’ll start a new series cycle to talk about fire with FumeFX. We have to start from simple effects as a flamethrower to understand well how it works to be able to use it for more complex scenes in the near future in new advanced tutorials. In the video we are releasing today we’ll prepare a simple scene setup to create an environment where we can use our flamethrower. To create the flame “laucher” we’ll use simple primitives and a simple animation rig to control it in a randomic way. We’ll add a preliminary PFlow setup to control the fire presence and interaction with the environment using deflectors and forces. Final step will be a preliminary FumeFX setup able to control in a simple way the fire using the particles. In Part 2 we’ll prepare final animation scene with hi quality output.

Home Page: _http://cgcookie.com/max/2011/08/25/exclusive-flame-thrower-part-01/

 

Download Links:-

http://extabit.com/file/27ay9lew3mgmc/CG Cookie – Flamethrower.part1.rar
http://extabit.com/file/27ay9lew2zq2s/CG Cookie – Flamethrower.part2.rar
http://extabit.com/file/27ay9lew3mjno/CG Cookie – Flamethrower.part3.rar

 

Mirror :-

CG_Cookie_-_Flamethrower.part1.rar
CG_Cookie_-_Flamethrower.part2.rar
CG_Cookie_-_Flamethrower.part3.rar

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Mirror :-


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http://www.filefactory.com/file/69k16ho3hl6b/n/CG_Cookie_-_Flamethrower.part3.rar

 

 

 

 

 

CG Cookie – Thinking Particles destruction

238 MB | .MOV | 720p

In this video for 3ds max, we’ll start a new Citizen series. We’ll talk about Thinking Particles and how to use it to break objects, create fragments, debris, and prepare complex procedural breaking setup to destroy entire scenes. This series will be splitted in different parts, first half of the series will be an introduction to various methods to create and simulate fragments, step by step on simple demo scenes and then on more complex example. Second half will be related to a complete complex shot with tons of simulated stuffs. In this video we’ll take a look at the simplest way to simulate fragments on a pre-broken mesh, and then how to procedurally break it, just using animated lights, and using the Fragment node and the Volume Breaking node. We’ll see how to setup it, and how to work on collision and basic dynamic forces, and then how to work with caches when we have a lot of pieces
to be simulated.

Home Page: _http://cgcookie.com/max/2011/11/18/exclusive-thinking-particles-destruction-part-1/

 

Download Links:-

http://extabit.com/file/27ay9lew2zt38/CG Cookie – Thinking Particles destruction.rar

 

Mirror :-

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Mirror :-


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CG Cookie – Playing with particles – Advanced

1.35 GB (1-5) | .MOV | 720p

In this video we’ll take a look at two different topics introducing this new series related to particles. First excercise will be really simple. We’ll use PFlow to simulate a complex abstract structure created with tiny boxes, in this way using a boxed emitter and a procedural map, we’ll simulate a volume made of little geometric voxel units as you can see in the tutorial sample image. This test will give us the possibility to move on the next topic, simulating a gas mass similar to a nebula or a galaxy in the space. We’ll use some techniques similar to the 1st scene, but we’ll see more interesting way to control galaxy shape, and then we’ll start working at basic scene setup to be ready to continue working on the look development and rendering.

Home Page: _http://cgcookie.com/max/2011/11/18/exclusive-thinking-particles-destruction-part-1/

 

Download Links:-

http://extabit.com/file/27ay9lew3mjsk/CG Cookie – Playing with particles – Advanced.part1.rar
http://extabit.com/file/27ay9lew2zt50/CG Cookie – Playing with particles – Advanced.part2.rar
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Mirror :-

CG_Cookie_-_Playing_with_particles_-_Advanced.part1.rar
CG_Cookie_-_Playing_with_particles_-_Advanced.part2.rar
CG_Cookie_-_Playing_with_particles_-_Advanced.part3.rar
CG_Cookie_-_Playing_with_particles_-_Advanced.part4.rar

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Mirror :-


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CG Cookie – Meteor Fireball

818 MB | .MOV | 720p

In this Citizen Exclusive tutorial we’ll start a new series, we’ll take a look at how we can create a Meteor fireball and smoke fx using Particle Flow and FumeFX. This time we’ll start preparing basic scene setup, we’ll create two PFlow systems to drive the fireball and the smoke trail. Then we’ll prepare the basic fireball FumeFX setup tuning fluid simulation parameters and some rendering tweaks.

Home Page: _http://cgcookie.com/max/2011/07/29/exclusive-meteor-fireball-part-2/

Download Links:-

http://extabit.com/file/27ay9lf9883pw/CG Cookie – Meteor Fireball.part1.rar
http://extabit.com/file/27ay9lf9886qc/CG Cookie – Meteor Fireball.part2.rar
http://extabit.com/file/27ay9lf9886w4/CG Cookie – Meteor Fireball.part3.rar

Mirror :-

CG_Cookie_-_Meteor_Fireball.part1.rar
CG_Cookie_-_Meteor_Fireball.part2.rar
CG_Cookie_-_Meteor_Fireball.part3.rar


http://turbobit.net/0h181ttw122z/CG Cookie – Meteor Fireball.part1.rar.html
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Mirror :-

 


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