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Advanced Carrara Techniques

Advanced Carrara Techniques

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Description

  • Copyright 2014
  • Edition: 1st
  • Downloadable Video
  • ISBN-10: 0-13-357155-6
  • ISBN-13: 978-0-13-357155-4

In this training video for the 3D modelling software, Carrara, expert author Phil Wilkes picks up from where he left off in his beginners title for Infinite Skills.  This tutorial is a look at advanced techniques for creating objects within Carrara.

Phil starts with the a quick overview of managing resources, preferences and other housekeeping items.  From there, he jumps right into UV mapping, which is utilized extensively throughout the training course.  Covering subjects such as movement, constraints, shaders and texturing, you will dig deep into the capabilities of this software.  Phil covers much requested subjects such as creating and modelling your own clothes, and creating and rendering full scenes.  This course is not for the beginner, and you should be comfortable with the basics of using Carrara before jumping into this training course.

By the completion of this title, you will have had extensive experience in creating, modelling, animating and rendering 3D objects with Carrara.  Comprehensive working files are included with the course, so you can work with the same resources as the author, and learn on the exact files he is using.

Sample Content

Table of Contents

01. Good Housekeeping In Carrara
    0101 Introduction
    0102 Preferences
    0103 Production Frame
    0104 Memory Management
    0105 Managing A Large Scene
02. UV Mapping
    0201 What Is UV Mapping
    0202 Approaches To UV Mapping
    0203 UV Mapping Tools
    0204 UV Map Unfolding
03. Modelling Furniture
    0301 Modelling A Morphing Cushion
    0302 Modelling The Chair Arm
    0303 Assembling The Chair
    0304 Modelling A Cupboard Unit
    0305 Modelling The Drawers And Doors
    0306 Assembling The Cupboard Unit
    0307 Setting Movement Constraints
    0308 UV Mapping And Texturing The Furniture
    0309 Complete Scene With The Furniture Set
04. Modelling A Vehicle - A WW1 Airplane
    0401 Preparing Templates
    0402 Setting Up Your Workspace With Templates
    0403 Accurate Modelling Of The Fuselage
    0404 Modelling The Wing
    0405 Finishing The Wing
    0406 Starting Detailing
    0407 Detailing The Cockpit
    0408 Fitting The Propeller
    0409 Setting Up ERC For Ailerons
    0410 Setting Up UV Mapping
    0411 Producing A Final Render Of The Bi-Plane
05. Advanced Shaders And Texturing
    0501 Layer Lists
    0502 Using Operators For Complex Shaders
    0503 Setting Up Glow Channel For Illuminated Windows
    0504 Local Vs. Global Shaders
    0505 Using Displacement For Rocks
    0506 Using Displacement For City Blocks
06. Model Texturing And Rigging
    0601 Preparing A Base Figure For Sculpting
    0602 Importing A Sculpted Character Model
    0603 Painting Bump And Mask Maps
    0604 Painting The Color Map
    0605 Creating The Skeleton
    0606 Attaching The Skeleton
    0607 Fine Tuning The Joints
    0608 Constraints And IK
    0609 Final Character Scene
07. Creating - Modelling Your Own Clothes
    0701 Painting Second Skin Tight-Fitting Clothes
    0702 Adding The Second Skin Clothes To A Figure
    0703 Adapting An Existing Item Of Clothing - Part 1
    0704 Adapting An Existing Item Of Clothing - Part 2
    0705 Adapting An Existing Item Of Clothing - Part 3
    0706 Adapting An Existing Item Of Clothing - Part 4
    0707 Adapting An Existing Item Of Clothing - Part 5
    0708 Adapting An Existing Item Of Clothing - Part 6
    0709 Modelling A Jacket For Dynamic Cloth
    0710 Carrara Soft Body Cloth - Part 1
    0711 Carrara Soft Body Cloth - Part 2
    0712 New Settings For Dynamic Cloth - Part 1
    0713 New Setting For Dynamic Cloth - Part 2
    0714 Using Poser To Drape Clothes
    0715 Re-Importing Draped Cloth Back Into Carrara
    0716 Modelling For A Conforming Top
    0717 Defining Groups Ready For Rigging
    0718 Scaling And Exporting The Clothes Model
    0719 Applying The Rigging In Daz Studio
    0720 Loading And Testing Your Conforming Clothes
    0721 A Couple Of Cool Things With Conforming Clothes
08. General Tips For Environmental Scenes
    0801 Cloud Domes
    0802 Creating Light Domes
09. Creating A Complete Rural Setting
    0901 Creating The Height Map For The Ground
    0902 Creating The Ground In Carrara
    0903 Starting To Building The Cottage
    0904 Completing The Main Cottage Structure
    0905 Adding Details To The Cottage
    0906 Modelling Realistic Grass
    0907 Creating A Custom Tree
    0908 Creating Distribution Maps
    0909 Texturing The Ground
    0910 Adding The Replicated Objects To Our Scene
    0911 Adding Walls And Trees To The Scene
    0912 Adding Water For The Stream
    0913 A Final Rural Scene Image
10. Creating An Urban Setting
    1001 Creating A Lo-Res City Block
    1002 Replicating City Blocks To Layout The City
    1003 Texturing And Adding Roads
    1004 Adding Street Lights And People
    1005 Cars And Other Final Details
11. Special Effects In Carrara
    1101 Creating A Smoke Trail With Particles
    1102 Trailing Hearts From A Walking Figure
    1103 Creating A Basic Walk Cycle
    1104 Refining The Walk Cycle
    1105 Turning The Walk Cycle Into A Reusable Clip
    1106 Creating Bends In A Mapped Road
    1107 Road Through A Landscape
    1108 Roads Through Terrains - A Second Example
    1109 Exploding A Balloon
    1110 Creating A Panorama With A Spherical Image
    1111 Making An Animation With A Panoramic Image
    1112 A Shaft Of Light
    1113 Using Carrara To Make Your Own HDRIs
    1114 Modelling Tinsel With Replicators
    1115 Using Terrain As An Ocean Surface
    1116 Animating Dynamic Hair With A Proxy Figure
    1117 Faster Lighting Of Dynamic Hair
12. Conclusion
    1201 Useful Carrara Resources
    1202 Tips For Product Distribution
    1203 About The Author

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