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Showing posts with label Animation. Show all posts
Showing posts with label Animation. Show all posts

Tuesday, 1 November 2011

Teach Yourself Flash MX ActionScript in 24 Hours



Teach Yourself Flash MX ActionScript in 24 Hours Cover
Publisher Sams
Author(s) Gary Rosenzweig
Publisher Sams
Author(s) Gary Rosenzweig
ISBN 0672323850
Release Date 02 May 2002
Page 384
Macromedia Flash delivers sound, interactivity, graphics, and animations across multiple browsers and platforms. It enables developers to create interactive interfaces and distinctive Web applications. ActionScript is the behind-the-scenes programming language that offers greater control and functionality in Flash programming.

Sams Teach Yourself Flash ActionScript in 24 Hours offers a clearly written, well organized introduction to programming Flash with ActionScript. The reader will be taught basic programming techniques while creating their own interactive Flash movies

http://www.urlshield.net/l/zOituxxr
or
Download (2 MB)

Foundation Actionscript 3.0 Animation: Making Things Move!

Keith Peters, "Foundation Actionscript 3.0 Animation: Making Things Move!"
friends of ED | ISBN: 1590597915 | April 2, 2007 | 568 pages | PDF | 2.8MB

In this book, you'll learn
* All the ActionScript 3.0 (including math and trigonometry functions) and Flash rendering techniques you'll need to start animating with code
* Basic motion principles such as velocity, acceleration, friction, easing, and bouncing
* How to handle user interaction via the keyboard and mouse
* Advanced motion techniques such as springs, coordinate rotation, conservation of momentum, and forward and inverse kinematics
* All the basic 3D concepts you need to do 3D in Flash, from simple perspective to full 3D solids complete with backface culling and dynamic lighting
Download | Download

Actionscript 3.0 Cook Book

Actionscript 3.0 Cook Book
Adobe Dev Library | 586 pages | October 11, 2006 | ISBN: 0596526954 | chm | 846 kb

Depending on the user this book can be used in different ways. The first way is to find specific answers to certain situations that may arise from everyday programming. The tables of contents are broken down into discrete sections pertaining to one aspect of AS3. If you are looking for help on string formatting a quick glance in the TOC will be a great start. In each section it is further broken down into sub-sections each addressing a particular point or "problem" that needs to be resolved. These sections are broken down into "Problem", "Solution" and "Discussion". Most sections show a short problem and solution but the meat of the text resides in the discussion portion. With the combination of code and explanation really breaks down the problem to a level most developers can understand. Additional footnotes are used to tie concepts together from section to section or "recipe to recipe". The second way to read this book is cover to cover. Even though these topics are broken down in specific problems, learning from "quasi-real world issues" are always a great way to learn. To be honest I would have also preferred a table of contents with the actually problems mentioned in each section. I saw myself having to thumb through the whole book getting acquainted with what it had to offer. If there is that link established then when I do encounter that issue my mind will remember that I read something similar in this book. My overall impression was positive and will keep this book handy for future reference.


Download Link

ActionScript for Designers

Brendan Dawes, "ActionScript for Designers"
New Riders Press |October 15, 2001 | ISBN: 0735710473 | 296 pages | PDF | 7.6MB

Guides to using Flash abound (see Computer Media, LJ 1/02 and LJ 5/1/01), but these two do an exceptional job of highlighting more advanced techniques and helping developers push the boundaries of the software's capabilities. Helping intermediate Flash users learn by example, ActionScript focuses entirely on using Flash's built-in scripting language from a designer's perspective. All exercises and source code are located on a companion web site. For advanced developers, Samurai assumes a solid foundation in ActionScript, as well as additional web languages. Its useful features include "showcase" projects (available on the companion CD-ROM), which demonstrate covered techniques. Topics include 3-D, dynamic Flash, and integrating Flash with XML and JavaScript. Larger libraries should consider both where advanced design titles circulate.
==============

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Lynda.com - ActionScript 3.0 in Flash CS3 Professional Beyond the Basics







Free Ebooks 





Taking the principles and skills taught in ActionScript 3.0 in Flash CS3 Professional Essential Training, Adobe Certified Instructor Todd Perkins demonstrates how to put them to practical use in this course. Todd fully explores ActionScript's most powerful features, including creating advanced navigational interfaces and special effects using XML data and adding accessibility to files via closed captioning. Exercise files accompany the tutorials.

http://www.filefactory.com/file/45788a/
http://www.filefactory.com/file/f80d21/
http://www.filefactory.com/file/c5002f/
http://www.filefactory.com/file/bca367/
http://www.filefactory.com/file/8005b9/ 

Total Training - Advanced Flash® Professional 8: Next Level ActionScript




Free Ebooks 



Description:
Become a pro with ActionScript by watching interactive, work-along lessons that walk you through the necessary steps of using the built-in classes, new objects, or making your own custom classes and components. You'll also learn the new advanced features of Flash Pro 8 that are only available to ActionScript users including the Drawing API, Bitmap API, and the matrix transformations and displacements. Plus, you'll get a preview of how to use ActionScript in development of mobile applications.


Download:


Part 1: - Making Custom Classes

1. USING BUILT-IN CLASSES (60 min)
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2. WORKING WITH THE LISTENER OBJECT MODEL (62 min)
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3. INTRODUCTION TO MAKING CLASSES (64 min)
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4. USING CUSTOM CLASSES FOR BUTTONS (54 min)
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USING CUSTOM CLASSES FOR EFFECTS (69 min)
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6. MAKING A COMPONENT (68 min)
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Part 2: - Using Advanced ActionScript Classes

1. USING THE SOUND CLASS (82 min)
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2. DRAWING API (31 min)
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3. WORKING WITH BITMAP DATA (36 min)
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4. APPLYING MATRIX TRANSFORMATIONS (42 min)
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5. A PREVIEW OF MOBILE APPLICATIONS (43 min)
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Actionscript Para Flash Mx

Actionscript Para Flash Mx
Actionscript Para Flash MX
Anaya Multimedia | ISBN 8441514739 | PDF | September 30, 2005 | 371 Pages | 24.4 MB
Con el lanzamiento de Flash MX, crear scripts en Flash ha pasado de ser una habilidad deseable, a ser una habilidad esencial en el mundo del dise?o de páginas Web. ActionScript es, sencillamente, el centro neurálgico en Flash, y no es de extrañar que la mayoría de las mejoras de Flash MX se basen en estos scripts. ¿Verdad que ActionScript son esos engorrosos códigos que hacen los programadores? Falso.

ActionScript le da más facilidades y opciones a la hora de dise?ar. No le convertirá en alguien que sólo habla de ceros y unos, que sólo vive de noche y cuya idea idea del diseño Web es un cambio de color en HTML. ActionScript le hará capaz de realizar sus diseños en vez de cohibirle con frustrantes limitaciones. Este cambiará su escaso o nulo conocimiento de ActionScript por una sólida base de conocimientos en la que usted con sus diseños, construirá asombrosas e imaginativas creaciones.

DOWNLOAD

ActionScript 3.0 Game Programming University (Paperback)

ActionScript 3.0 Game Programming University (Paperback)
Gary Rosenzweig, “ActionScript 3.0 Game Programming University”
ISBN: 9780789737021 | September 2007 | pages 440 | PDF
Gary Rosenzweig’s ActionScript 3.0 Game Programming University shows you how to use ActionScript, the programming language behind Flash CS3 Professional. The lessons teach you all the basics of ActionScript programming through game examples, but the code can be easily adapted to non-game-oriented projects, such as web training and advertising. Written by a real-world Flash developer, this book presents you with the source code of 16 complete games and lays the foundation for you to create your own games. Gary also provides a companion website - flashgameu.com, which contains files, updates, new content, Gary’s blog and much more.

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ActionScript 3.0 Design Patterns: Object Oriented Programming Techniques

Now that ActionScript is reengineered from top to bottom as a true object-oriented programming (OOP) language, reusable design patterns are an ideal way to solve common problems in Flash and Flex applications. If you’re an experienced Flash or Flex developer ready to tackle sophisticated programming techniques with ActionScript 3.0, this hands-on introduction to design patterns is the book you need.
ActionScript 3.0 Design Patterns takes you step by step through the process, first by explaining how design patterns provide a clear road map for structuring code that actually makes OOP languages easier to learn and use. You then learn about various types of design patterns and construct small abstract examples before trying your hand at building full-fledged working applications outlined in the book. Topics in ActionScript 3.0 Design Patterns include:
Key features of ActionScript 3.0 and why it became an OOP language
OOP characteristics, such as classes, abstraction, inheritance, and polymorphism
The benefits of using design patterns
Creational patterns, including Factory and Singleton patterns
Structural patterns, including Decorator, Adapter, and Composite patterns
Behavioral patterns, including Command, Observer, Strategy, and State patterns
Multiple design patterns, including Model-View-Controller and Symmetric Proxy designs
During the course of the book, you’ll work with examples of increasing complexity, such as an e-business application with service options that users can select, an interface for selecting a class of products and individual products in each class, an action game application, a video record and playback application, and many more. Whether you’re coming to Flash and Flex from Java or C++, or have experience with ActionScript 2.0, ActionScript 3.0 Design Patterns will have you constructing truly elegant solutions for your Flash and Flex applications in no time.

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Monday, 31 October 2011

Cartoon Smart ActionScript Collection DVD

Cartoon Smart ActionScript Collection DVD | 2.1 Gb

Downlaod:
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3ds Max Bible 7


3ds Max Bible 7
Wiley Publishing | 1297 pages | ISBN: 0764579711 | 5th edition | PDF | 22.7 Mb RAR | unpack 31.1 mb

This book is now in its fifth edition and, like aged cheddar cheese, is getting better with time. This edition is packed with the maximum number of pages that can be bound into a paperback book, so if you’re planning on taking a book to read on a subway ride, take this book and leave all the others behind. I’d hate to think that I caused some loyal readers back pain. Several changes have been made in this edition. First of all, many of the older tutorials have been retired to make room for the new features. I’ve also included a new Quick Start that takes you through constructing an entire character and using the Character Studio tools. I’ve also made room for an entire part covering Character Studio and several other new chapters covering the new features. To make room for the new Editable Poly features, I’ve taken away a
chapter covering Editable Mesh objects and I’ve split the modifiers into several chapters, making them easier to locate and use.

Sams Teach Yourself DirectX 7 in 24 Hours

Publisher Sams
Author(s) Mark Martin
ISBN 067231634X
Release Date 17 December 1999
From the first hour, Sams Teach Yourself DirectX 7 in 24 Hours has you creating your own DirectX-enabled applications. Author Robert Dunlop guides you through the complicated DirectX APIs, empowering you to create your own DirectX powered applications featuring smooth 3D graphics and sound. In addition to laying the COM-based DirectX foundation, Robert covers animation, DirectSound, DirectMusic, Direct3D, control devices, force feedback controls, and multi-user games. This book is an ideal starting point to hone your DirectX skills quickly and easily.
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Microsoft(R) XNA(TM) Unleashed: Graphics and Game Programming for Xbox 360 and Windows

Publisher Sams
Author(s) Chad Carter
ISBN 0672329646
Release Date 26 July 2007

Chad Carter
Foreword by Tom Miller
Developer, XNA Game Studio Express, Microsoft Corporation
Microsoft XNA Unleashed provides comprehensive coverage and solid instruction on how to leverage the XNA Framework to create high quality games for Windows and the Xbox 360. The author shows you how to take full advantage of the many features the XNA Framework provides; you will learn the intricacies of important tasks such as adding sound and music to games, as well as creating, loading, and texturing 3D objects. In addition to providing coverage of 2D programming, the author shows you how to create sophisticated 3D games. All the important topics such as physics, artificial intelligence, and special effects are covered in detail. Chad Carter is the CTO at Robertson Marketing Group. Many Fortune 500 companies use the ecommerce system he architected and developed from the ground up for the promotional business sector. He has been creating DirectX applications since 1996 and has developed games using Managed DirectX. Chad created a 3D locomotive simulator for Norfolk Southern that is used to teach children to obey railroad crossings signals. Chad’s website devoted to the XNA Framework can be found at www.xnaessentials.com.
 Learn how to install and use XNA Game Studio Express
 Discover how to build, deploy, and debug games for the Xbox 360 and Windows
 Examine the XNA Framework in depth: 2D, 3D, sound, input, and HLSL
 Learn how to create game components and game services
 Delve into performance tuning techniques
 Discover how to extend the Content Pipeline
 Learn how to use the Microsoft Cross-Platform Audio Creation Tool (XACT) to add sound and music to games
 Create a full 2D parallax side-scroller game
 Discover how to use sprite batches
 Learn to make the most of sprite fonts
 Create 2D components such as splash screens and progress bars
 Examine the different sprite batch blending modes
 Discover 2D cel animation
 Examine the High Level Shader Language (HLSL) in detail covering basic HLSL as well as vertex deformations and post-processing effects
 Create a full 3D game that includes a 2D radar in the Heads Up Display (HUD), and much, much more
CD-ROM includes
• All C# examples and source code presented in this book.
• Explosion Generator tool for generating explosion animations.
Introduction 1
Part I Get Up and Running with XNA on Your PC and Xbox 360
1 Introducing XNA and XNA Game Studio Express 7
2 XNA and the Xbox 360 19
3 Performance Considerations 35
Part II Understanding XNA Basics
4 Creating 3D Objects 59
5 Input Devices and Cameras 85
Part III Content Pipeline
6 Loading and Texturing 3D Objects 113
7 Sound and Music 123
8 Extending the Content Pipeline 153
Part IV 2D in XNA
9 2D Basics 171
10 2D Effects 191
11 Creating a 2D Game 217
Part V High Level Shader Language
12 HLSL Basics 255
13 Advanced HLSL 275
Part VI Physics and Artificial Intelligence
14 Physics Basics 289
15 Finite State Machines and Game State Management 307
16 AI Algorithms 337
Part VII 3D Effects
17 Advanced Texturing Techniques 353
18 Special Effects 379
19 Particle System. 397
Part VIII Putting It Into Practice
20 Creating a 3D Game 433
21 Improving the Game 463
22 Finishing Touches 479
Index 501


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3ds max 5 for Dummies

Publisher For Dummies
Author(s) Shamms Mortier
ISBN 0764516760
Release Date 30 November 1999
  • Helps beginning and intermediate users gain the upper hand on the world's bestselling professional 3D graphics software, which is used by an estimated 170,000 animators in film, television, games, and other industries
  • Covers the essentials, such as the 3ds max interface, navigation, and display tools, then moves on to modeling, modifiers, mapping surfaces, rendering, using lighting, and creating 3D animations
  • Clear explanations, example projects, and lots of illustrations help readers get up to speed fast
  • Explores the substantial updates and enhancements to 3ds max
  • Author has written more than twenty computer graphics and animation books
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Realistic Architectural Visualization with 3ds Max and mental ray


Bring new realism to your visualizations with a command of the 3ds Max toolset. Three step-by-step tutorials demonstrate exterior and interior, day and night lighting scenes. You learn the nuts and bolts of importing models from CAD programs, lighting, applying mr shaders and materials, and optimizing your renders. Mental ray is made simple with an accessible description of its tools. * Color reproductions illustrate a wide array of subtle techniques.
* mental ray is made easy with accesible demonstations.
* Companion CD contains all of the project files.
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Rendering with mental ray & 3ds Max

Realize your vision with stunning renders of your 3ds Max projects that can only be achieved with a powerful engine like mental ray. Beginning with a concise review of the essential concepts, you proceed to step-by-step tutorials that teach you how to render scenes with indirect light or with specific effects, such as depth of field and motion blur. Contour line shading and various other mental ray features are presented in detail, then you learn how to use the different light types of 3ds Max inside mental ray and how to use mental rays own specific area lights and its new daylight system. Finally, the book reviews mental rayspecific materials and what effects can be obtained by using most of the specific mental ray shaders.
Key Features:
* Color reproductions illustrate a wide array of subtle techniques.
* Contains never-before-published information about how shaders work
* Companion CD-ROM includes tutorial project files

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Beginning Game Art in 3ds Max 8


Are you an artist ready to try your hand at 3ds Max 8? Beginning Game Art in 3ds Max 8 gives you the skills you need to hit the ground running, covering the basics of this amazing program. It is filled with step-by-step instructions and sample projects from actual games. Fine-tune your new skills as you learn to build objects, environments, and characters. You will also learn the basics of rigging and animating your game characters. Using this book’s hands-on approach, you’ll jump right in and begin creating your own art using the amazing features of 3ds Max 8.

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Flash 3D Cheats Most Wanted

Why is this book called "3D Cheats"? Unlike committed 3D applications (like Maya, 3D Studio Max, Swift 3D), Flash MX doesn’t have an internal 3D engine, and therefore if a designer wants include realistic 3D effects in their Flash designs they must either import from one of these other 3D applications (can be complex, expensive, and time-consuming), or rely on "pseudo-3D" effects – 2D graphics rendered to mimic realistic 3D imagery. This book teaches users how to employ 3D principles without having to learn the official names for everything. Digital 3D is a tricky area – and until the day someone makes 3D TV commercially viable, it’s going to remain a tricky area. What is 3D? Can you genuinely render 3D on a flat screen? Do you have to spend a year’s wages to get a dedicated piece of 3D software? Do you have to conjure up a bunch of complex math techniques to make the grade? Is anyone going to answer these interminable questions? Well, listen: we’re not out to work ourselves into the ground here. We want 3D and we want it fast, and we want to use Flash to get it. In a series of clear and concise demonstrations, this book shows you exactly what can be achieved in Web 3D. Some of the most cunning designers around have put their heads together to present these: the most wanted 3D cheats in Flash.

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3ds max 7 Fundamentals

Digital Character Animation 3

Digital Character Animation 3
By George Maestri
...............................................
Publisher: New Riders
Pub Date: April 12, 2006
Print ISBN-10: 0-321-37600-5
Print ISBN-13: 978-0-321-37600-8
Pages: 325
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More 3D Animation


3ds max 7 Fundamentals

3ds max® 7 Fundamentals
By Ted Boardman
...............................................
Publisher: Peachpit Press
Pub Date: March 16, 2005
ISBN: 0-321-32138-3
Pages: 544
Offering character animation functionality previously only available in programs costing two to three times as much, 3ds max 7 is everything you've dreamed of in a 3D modeling program-and more! Here to get you hands-on fast is a project-based guide from one of Discreet's own carefully chosen authorized training specialists, Ted Boardman. Completely updated with brand new tutorials, real-world projects, easy to understand explanations and a CD that includes all the files you need to complete the books many projects, Ted shows you how to maximize the program's potential in virtually any application or industry. You'll quickly learn the basics of modeling, applying materials and maps, applying lighting, and integrating animation before moving on to more advanced topics. You'll also find plenty of coverage of the bells and whistles new to 3ds max 7: Normal Mapping, the Parameter Editor, Paint Selections, as well as the award-winning character animation system, character studio(r).

http://rapidshare.com/files/37529229/3ds_max_7_FundamentalS.rar

3D Max tutorial for creating Ferrari F430

3D Max tutorial for creating Ferrari F430
Tutorials3D: Ferrari F430 | 67 Mb

Modeling
Lesson 1 Preliminaries
• Placing the reference images using the 3dsmax
Lesson 2 Body (I)
• Basic shapes using splines
• Debug splines
Lesson 3 Body (II)
• Surface Modifier
• Move the plsines at the ·D space
Lesson 4 Body (III)
• Editable Polygon conversion
• Symetry modifier
Lesson 5 Body (IV)
• Polygonal modeling. Segmentations and cuts. Working with vertices.
• Objects poperties
Lesson 6 Body (V)
• Mesh smooth modifier
• Polygonal modeling: frontal area details (I)
Lesson 7 Body (VI)
• Polygonal modeling: frontal area details (II)
Lesson 8 Body (VII)
• Polygonal modeling: fontal borders (I)
Lesson 9 Body (VIII)
• Polygonal modeling: fontal borders (II)
Lesson 10 Body (IX)
• Polygonal modeling: fontal borders (III)
Lesson 11 Body (X)
• Elements. Separate the frontal from the main mesh.
Lesson 12 Body (XI)
• Working with Editable Polygon elements
Lesson 13 Body (XII)
• Polygonal modeling: hood and lateral
Lesson 14 Body (XIII)
• Elements. Detaching the hood from the main mesh.
Lesson 15 Body (XIV)
• Elements. Detaching the ópticas.
• Polygonal modeling: Debuging the car’s lateral area.
Lesson 16 Body (XV)
• Modeling the cover.
Lesson 17 Body (XVI)
• Polygonal modeling: adding the lateral details. Air Entrada
Lesson 18 Body (XVII)
• Polygonal modeling: Debugin the air entrada.
Lesson 19 Body (XVIII)
• Detaching the door.
Lesson 20 Body (XIX)
• Modeling the door.
Lesson 21 Body (XX)
• Lateral elements borders.
Lesson 22 Body (XXI)
• Working with vertices: general adjustment to the references.
• Detaching the back window.
Lesson 23 Body (XXII)
• Modeling the top area air entrada.
Lesson 24 Body (XXIII)
• Debugin the top area air entrada.
Lesson 25 Body (XXIV)
• Polygonal modeling: create the back area polygons.
Lesson 26 Body (XXV)
• Segmentatios and cuts. Debug the back area.
Lesson 27 Body (XXVI)
• Modeling the back area (I)
Lesson 28 Body (XXVII)
• Modeling the back area (II)
Lesson 29 Body (XXVIII)
• Modeling the back area (III)
Lesson 30 Body (XXIX)
• Modeling the back area (IV)
Lesson 31 Body (XXX)
• Modeling the back area (V). Boolean operations.
Lesson 32 Body (XXXI)
• Detach the back area in a new element.
Lesson 33 Body (XXXII)
• ópticas holes borders.
Lesson 34 Ruedas (I)
• Modeling the back-side mirror (I)
Lesson 35 Ruedas (II)
• Modeling the back-side mirror (II)
Lesson 36 Accessories (III)
• Modeling the back-side mirror (III)
• Back side Ópticas
Lesson 37 Accessories (IV)
• Box modeling: the windows join.
Lesson 38 Accessories (V)
• Lateral windows.
Lesson 39 Accessories (VI)
• Back glass.
Lesson 40 Accessories (VII)
• Parabrisas
• Composition object FusForma (Shape Merge)
Lesson 41 Accessories (VIII)
• Back Difusor (I)
Lesson 42 Accessories (IX)
• Back Difusor (II)
Lesson 43 Accessories (X)
• Escape tubes modeling.
Lesson 44 Accessories (XI)
• Frontal area accessories.
Lesson 45 Accessories (XII)
• Ópticas
Lesson 46 Accessories (XIII)
• Frontal Ópticas
Lesson 47 Ruedas (I)
• Modeling the rim (I)
Lesson 48 Ruedas (II)
• Modeling the rim (II)
Lesson 49 Ruedas (III)
• Modeling the tire
Lesson 50 Motor
• Low Poly: the motor
Lesson 51 Inside (I)
• Back plane background
Lesson 52 Inside (II)
• Dash panel basic modeling.
Lesson 53 Inside (II)
• Dash panel details.
Lesson 54 Inside (III)
• Detair: air conditioner holes.
Lesson 55 Inside (IV)
• Modeling the central console.
Lesson 56 Inside (V)
• Modeling the volante
Lesson 57 Inside (VI)
• Modeling the door’s internal panels.
Lesson 58 Inside (VII)
• The competition bacquet seats.
Lesson 59 Inside (IX)
• Fianl details. Logos and lateral lights.

http://rapidshare.com/files/65861549/Ferrari_by_the_fox220.rar
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