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Description Carrara 6 Pro Carrara 6 Pro is the most versatile 3D software on the market. Geared for professional and beginner alike, this powerful software allows for figure posing, modeling, landscape design, physics, animation and rendering - all within a single application. In this VTC course, noted expert and 3D animator Mark Bremmer, will help users quickly become familiar with the software?s working methods using common terms and a friendly, matter-of-fact format. He will then move on to teach basics of scene creation and best methods for 3D design within Carrara. Finally, he will lead Carrara users into the more robust features including: modeling with displacement painting, advanced texturing, methods for creating hair, character animation and much more. Tips and tricks are also provided for integrating Carrara into professional animation and studio work pipelines. Work Files are included. To begin learning Carrara 6 Pro today, simply click on one of the movie links. |
| Sample - Preview the First 3 chapters of Carrara 6 Pro video free. Free learning Carrara 6 Pro online. |
Introduction
Introduction / Terminology / Scope
New in Carrara Pro 6 pt. 1
New In Carrara Pro 6 pt. 2
Interface
Interface Tour
Room Tour / Assembly pt. 1
Room Tour / Assembly pt. 2
Room Tour / Model
Room Tour / Storyboard
Room Tour / Texture
Room Tour / Render
Browser / Content Manager
General 3D Best Methods
Preferences
Using The Cameras
The Three Basic Cameras
Camera Properties pt. 1
Camera Properties pt. 2
Using Cameras For Navigating Your 3D Space
Navigating With Track / Dolly / Pan / Bank Tools
Advanced Motion Paths For Camera Movement
Creating Scenes Using the Universal Manipulator Primitive Objects Creating Text Objects Formula Objects Creating Plants Ocean Primitive Exploring the Scene Wizard and Browser Creating Your Own Carrara Library of Objects Importing 3D Models
Managing Scene Elements Setting Up a Scene Grouping / Nesting and Hotpoints Moving / Scaling and Rotating Aligning / Duplicating / Distributing and Spacing Objects Using the Eye Dropper Advanced Scene Management
Lighting a Scene Scene Lighting Controls Using the Distant Light Using the Spot Light pt. 1 Using the Spot Light pt. 2 Using the Bulb Light Using the Anything Glows Light Environment Light Tool Using the Shape and Tube Light Master Lights Moon and Sun Light Best Methods For Lighting Advanced Special Lighting Effects Advanced HDRI and IBL lighting pt. 1 Advanced HDRI and IBL lighting pt. 2 Advanced Ambient Occlusion
Modifiers and Behaviors Using Modifiers and Behaviors Behaviors for Animation pt. 1 Behaviors for Animation pt. 2
The Carrara 6 Modelers Comparing Spline / Vertex and Metaball Modelers
Spline Modeler Creating Cross Sections Creating a Jet Engine Jet Engine Continued Advanced Importing From Drawing Programs Advanced Additional Imports Extrusion Methods pt. 1 Extrusion Methods pt. 2 (with Compounds)
Vertex Modeler Vertex Room Basics Selecting Deleting Dissolving Polylines Sweeps Dynamic Extrusion Lathing and Lofting Tool Integration / Creasing / Smoothing Linking / Polygon Tool / Tesselate and Add Tool Boolean Cut Tool Subdivision Smoothing and Soft Selection Symmetry Change and Drawing Plane Edge Tools pt. 1 Edge Tools pt. 2 Pro Tool Modeling Gordon / Coons / Ruled and Double Bridge Tool Advanced Displacement Painting pt. 1 Advanced Displacement Painting pt. 2 Advanced UV Mapping pt. 1 Advanced UV Mapping pt. 2 Advanced UV Mapping pt. 3 Advanced UV Mapping pt. 4 Advanced UV Mapping pt. 5 Advanced Morph Targets pt. 1 Advanced Morph Targets pt. 2
Metaball Modeler Using the Metaball Modeler pt. 1 Using the Metaball Modeler pt. 2
Plant Modeler Building Plants pt. 1 Building Plants pt. 2 Building Plants pt. 3 Building Plants pt. 4 Make a Bush Advanced Custom Leaves pt. 1 Advanced Custom Leaves pt. 2
Creating Terrains and Skies Introduction to Terrain Objects Creating and Modifying a Terrain Using the Map Editor Terrain Shader Creating Realistic Skies
Hair Creating Hair pt. 1 Creating Hair pt. 2 (Groups) Guide Hair and Density Guide Hair and Curling Guide Hair Addition Draping Advanced Domain Selection Advanced Symmetry and Hair Groups Advanced Resets Styling Drapes Advanced PostDrape Styling pt. 1 Advanced PostDrape Styling pt. 2 Advanced Shader Control Advanced Texture Map Controls
Using the Replicators What are the Two Replicators? The Replicator pt. 1 The Replicator pt. 2 Animated Replicator The Surface Replicator pt. 1 The Surface Replicator pt. 2 Advanced Shader Map Surface Rep
Using Shaders Shader Introduction Shader Tree and Basic Shader Functions Using the Shader Tree and Applying Shaders Mixer Multichannel Mixer Working With Texture Maps Texture Maps / Reference Shader Displacement Maps pt. 1 Displacement Maps pt. 2 Shader Domains and Layer Lists Domains pt. 1 Layer List Domains pt. 2 Layer List Domains pt. 3 Layer List Domains pt. 4 Layer List Domains pt. 5 Translucence Subsurface Scattering pt. 1 Subsurface Scattering pt. 2 Transparency with Absorbtion pt 1 Transparency with Absorbtion pt. 2 Advanced Complex Shader Development Advanced Animated Displacement Mapping pt. 1 Advanced Animated Displacement Mapping pt. 2 Advanced Refraction and Reflection pt. 1 Advanced Refraction and Reflection pt. 2 Advanced The Terrain Shader pt. 1 Advanced The Terrain Shader pt. 2 Advanced Elevation controls Advanced Shader Plug-ins pt. 1 Advanced Shader Plug-ins pt. 2
Adding Natural and Environmental Elements Using Particles pt. 1 Using Particles pt. 2 Using Particles pt. 3 Advanced Animating Particle Maps Fire Fountains Fog Adding Volumetric Clouds
Animating a Scene Working With Keyframes Tweeners Motion Paths Using Physics Advanced NonLinear Animation Advanced Timeline Graph Editor Advanced Camera Animation and Effects
Character Animation Basic Rigging Inverse Kinematics Weightmap Painting Bones with Symmetry pt. 1 Bones with Symmetry pt. 2 Motion for Organics pt. 1 Motion for Organics pt. 2 Motion Constraints For Robots Advanced Rigging Morph Targets
Rendering Best-methods For Rendering pt. 1 Best-methods For Rendering pt. 2 Choosing a Render Engine Rendering Still Images Rendering Animations Rendering With Global Illumination Ambient Occlusion Rendering Irradiance Maps Rendering Caustics Rendering G-Buffers Batch and Network Rendering
Conclusion Wrap-Up and Resources Contact Information
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