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View simillar products Graphics training - Animation and 3D training -
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Description Carrara 5 Carrara 5 is an easy-to-use but extremely powerful 3D application for both PC and Macintosh/MacIntel. Able to produce high resolution, lithography quality art to animated movies complete with particle effects, Carrara is one of the most universal 3D toolsets for any studio or work environment. This simple to follow how-to course functions on two levels: 1) Introduces someone new to Carrara software to the ins and outs of 3D content creation with this amazing tool, and 2) Demonstrates advanced capabilities for more experienced users - building on top of fundamentals. Work files are made available, so users can successfully explore and discover the secrets of working with Carrara! To begin learning Carrara 5 today, simply click on one of the movie links. |
| Sample - Preview the First 3 chapters of Carrara 5 video free. Free learning Carrara 5 online. |
Introduction
Introduction
New in Carrara Pro 5
Interface Tour
Room Tour - Assembly
Room Tour - Model
Room Tour - Storyboard
Room Tour - Texture
Room Tour - Render
General 3D Best Methods
Using The Cameras
Using Cameras For Navigating Your 3D Space
The Four Basic Cameras
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
Advanced - Creating Your Own Plants pt. 1
Advanced - Creating Your Own Plants pt. 2
Exploring the Scene Wizard & Browser
Creating Your Own Carrara Library of Objects
Importing 3D Models
Best-methods For Scene Management
Managing Scene Elements Setting Up a Scene Moving/Scaling/Rotating Scene Elements Aligning/Duplicating/Distributing/Spacing Objects Using the Eye Dropper
Lighting a Scene Basic Scene Lighting Using the Distant Light Using the Spot Light Using the Bulb Light Using the Anything Glows Light Using the Shape & Tube Light Best-methods For Lighting Advanced - Special Lighting Effects
Modifiers Using Modifiers & Deformers Grouped Modifiers
The Three Carrara 5 Modelers Comparing Spline/Vertex/Metaball Modelers
Spline Modeler Creating Cross Sections Creating a Wine Glass Advanced - Importing From Other Drawing Programs Advanced 2 - Additional Imports Extrusion Methods
Vertex Modeler Vertex Basics Extruding & Sweeping Lathing & Lofting Tool Integration/Creasing/Smoothing Booleans & the Cut Tool Drawing/Ruled/Double Sweep Surfaces Tools Drawing/Gordon/Coons Surfaces Tools Edge Tools
Metaball Modeler Using the Metaball Modeler
Creating Terrains Introduction to Terrain Objects Creating & Modifying a Terrain Using the Map Editor Creating Realistic Skies
Using the Replicators What are the Two Replicators? The Replicator pt. 1 The Replicator pt. 2 The Surface Replicator Advanced - Shader Controlled Surface Replication
Using Shaders Shader Introduction Shader Tree & Basic Shader Functions Using the Shader Tree & Applying Shaders Working With the Multi-Channel Mixer Working With Texture Maps Displacement Maps Shader Domains & Layer Lists Layer Lists Continued Advanced - Complex Shader Development Advanced - Animated Displacement Mapping Advanced - Refraction & Reflection Translucence Advanced - The Terrain Shader Advanced - Terrain Shader Continued
Adding Natural & Environmental Elements Using Particles pt. 1 Using Particles pt. 2 Advanced - Animating Particles & Particle Maps Adding Fire/Fountains/Fog Adding Volumetric Clouds
Animating a Scene Working With Keyframes Tweeners Motion Paths Using Physics & Behaviors Advanced - Using the Timeline Graph Editor Advanced - Camera Animation & Effects
Character Animation Basic Rigging Adding Bones Motion Constraints & Inverse Kinematics For Organic Shapes Influencing Bones With Weightmap Painting Motion Constraints For Robots Creating & Using Morph Targets
Importing Poser Files Importing With Transposer & Poser Native Files
Rendering Best-methods For Rendering Choosing a Render Engine Rendering Still Images Rendering Animations Rendering With Global Illumination/Caustics/Ambient Occlusion/Irradiance maps Batch Rendering & Network Rendering
Conclusion Wrap-Up Contact Information
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