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Thursday, June 28, 2007

Digital-Tutors Releases Pipeline Integration with Maya® and ZBrush® 3 Training


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Digital-Tutors Releases Pipeline Integration with Maya® and ZBrush® 3 Training
+ Oklahoma City, OK (June, 2007) - Digital-Tutors, an Autodesk® Authorized Publisher and leading provider in video-based training, today announced the availability of 'Pipeline Integration with Maya and ZBrush 3' - the latest release in a growing library of interactive training for emerging digital artists using ZBrush 3, the award-winning integrated modeling, texturing and illustration environment developed by Pixologic®. Artists will learn a production approach to integrating Maya and ZBrush 3 in a mixed pipeline environment with 4 hours of project-based training. In addition to a complete project, artists will be guided step-be-step through the production process of modeling in Maya, digital sculpting and detailing in ZBrush 3, and applying ZBrush-generated maps to meshes in Maya. A perfect learning tool for any artists seeking production solutions and time-saving techniques.
"From building clean geometry in Maya and adding fine details in ZBrush, to generating displacement maps and rendering inside Maya, we teach artists each step of the production process," said Sunder Iyer, Director of R&D at Digital-Tutors. "In addition to our project-based approach to teaching, Pipeline Integration with Maya and ZBrush 3 also takes a scenario-based approach and introduces artists to a production method of effectively utilizing ZBrush and Maya in a mixed-pipeline setting. We've made the transition that most artists will undoubtedly encounter easier, while focusing on results and time," added Iyer.
Highlights from 'Pipeline Integration with Maya and ZBrush 3' include: ZBrush sculpting workflow, Maya and ZBrush pipeline overview, form development in Maya, maintaining mesh integrity, sculpting across multiple levels, incorporating 3D Layers for variation, working with Subtools, extracting geometry, low poly modeling in Maya, creating clean topology, geometry preparation for ZBrush, importing geometry into ZBrush, using Alphas and Strokes, utilizing custom Alphas, creating displacement maps in ZBrush, applying displacement maps in Maya, setting up render time subdivisions, adjusting displacement settings, working with Projection Master, using Lazy Mouse for hair detailing, and additional lessons developed to teach artists a pipeline approach to using Maya and ZBrush 3 cohesively. For a full outline and pricing information of 'Pipeline Integration with Maya and ZBrush 3' visit: -
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