2D Artwork: 101
Perhaps you want to make games, create animations, or VFX for film. Perhaps you want to create concept art, or simply create for your own pleasure. Whether you're working with 2D or 3D art, it's important to have a grounding in the rules and basic techniques.
With that in mind, we asked Derek Stevens to create a series that anyone can follow. Our goal is to help you see the world, both inner and outer, by the rules of art. Over the course of the next two hours, Derek will demonstrate bringing your visions to life. From simple shapes to still life and perspective, all you have to do is follow the rules. And of course, remember how to get to Carnegie Hall. Practice, practice, practice!
- art-101-part-01.zip
2D Game Art for Non-Artists (free)
In this series, Steve Curtis is going to demonstrate how to harness the power of Photoshop to get beautiful 2D art work for games, even if you’ve never created art before. This is High-Rez art designed to look like modern graphics but with that old school feel. Although it isn’t pixel art, the graphics created could certainly be sized down to create art that has that pixel art feel. This course uses Photoshop, however GIMP and similar programs should suffice. No tablet is required, all of the art in this series was created using only a mouse.
We will create beautiful cartoon art with a modern edge, and harness light and shading techniques to give our work depth.
- 2d-game-art-for-nonartists-part-01.zip
3Ds Max - Legacy Video Training
The Legacy Series is an archive of older videos created as free content from throughout the history of 3D Buzz. Most of these videos are a bit dated in terms of the version of the software used, but the content within them may still be very useful to some. These videos have been provided here as a way for you access some of 3D Buzz's earlier content, though it is also helpful to those who have opted out of updating to the most recent version of a particular software package.
- legacy-series-3ds-max-part-01.zip
- legacy-series-3ds-max-part-02.zip
3ds Max 101
Throughout this live class, students will be introduced to 3ds Max from the standpoint of the beginner by following techniques Mark Gerhard used to create the cut-scene of a train wreck for an Iphone game called “The Adventures of Marshal Marshmallow” . He will use the steam engine as an example for modeling, and teach the techniques used for the explosions and various effects in the scene. The focus of the class is an understanding how to use and navigate this power program and get you started on your way to your own 3D creations!
- 3ds-max-101-part-01.zip
- 3ds-max-101-part-02.zip
3DS Max: How do I?
The “How Do I?” series is a collection of short tip-based videos covering very specific topics in a given application. The topics themselves were sent in or collected from users across the internet, and we in turn create a video which answers the question as concisely as possible. These videos are a great way to pick up little tips and tricks, or just as a way to get to know aspects of an application with which you may not yet be familiar.
- how-do-i-3ds-max-part-01.zip
AI Programming: Behavior Systems
Looking for a way to bring more "life" into your gaming projects? Then you're going to need a way to make your games "smarter." Artificial intelligence is one of the core elements of any modern day game production. Convincing your players that their adversary is actually thinking and considering the situation goes a long way toward making your gaming environments more believable. In this new XNA series from 3D Buzz, we take you through your first steps at developing your own game AI systems through the implementation of a simple weighted behavior system.
- ai-programming-behavior-systems-part-01.zip
AI Programming: Pathfinding with A*
Welcome to "A* Pathfinding" the second set in our AI Programming series. This entry in the series continues from the topics discussed in "Behavior Systems" by exploring the world of pathfinding focusing primarily on the A* pathfinding algorithm. Pathfinding is the process of plotting out the shortest or most efficient path between two given points. A* (pronounced ay-star) is a particular pathfinding search algorithm used in many software applications for calculating this path. In determining the path, the A* algorithm takes a "distance-to-goal + path-cost" score into consideration.
- ai-programming-behavior-systems-part-01.zip
- ai-programming-part-01.zip
Basic to Intermediate Scripting with C# with Alireza Khodakarami
In this series, Ali will look at getting scripting skills in Unity up to an intermediate level. This series is for anyone including beginners in the world of Unity scripting. Some understanding of the C# language is preferred.
- basic-scripting-with-c-part-01.zip
Blender 101 - Spring 2012
This course is intended for beginner-level users of Blender. Throughout the 6-week course, we will be creating a simple short animation involving a 3D animated character, including all models, rigs, animation, special effects, lighting, rendering, and compositing. The course will involve live webinar-based sessions in which attendees are able to view the instruction and ask questions during the process, which will be answered during Q&A times. Instructors will also be able to give help to those who are having problems while working along.
- blender-101-spring-2012-part-01.zip
- blender-101-spring-2012-part-02.zip
- blender-101-spring-2012-part-03.zip
- blender-101-spring-2012-part-04.zip
Building iPhone Applications from the Ground Up
This series goes over the basics of building an iPhone application. However, instead of taking advantage of the tools that automatically write code for us - we are going to approach the learning process from the ground up. This will ensure a solid foundation for your knowledge of iOS!
- iphone-applications-part-01.zip
C# 101 - Spring 2013
The C# 101 class is your way to get quickly up to speed using this highly flexible and powerful programming language. Throughout this 6-week 3D Buzz Member Sponsor exclusive course, you’ll be taken from the ground up through beginner-level techniques and beyond. The class has no programming skill level prerequisites, allowing anyone of any skill level to follow along!
- c-101-spring-2013-part-01.zip
- c-101-spring-2013-part-02.zip
C# 103 - Summer 2012
C# 103 will be an 8 week course covering intermediate level C# knowledge - such as delegates, lambdas, generics and reflection. We will dig deep into the metaprogramming model exposed to us by C#’s versatile type system and concise syntax. Further; we will expand beyond the object oriented paradigm covered in 102 and explore the functional renaissance brought to the forefront of mainstream programming by C# 3’s focus on declarative programming.
- c-sharp-103-summer-2012-part-01.zip
- c-sharp-103-summer-2012-part-02.zip
- c-sharp-103-summer-2012-part-03.zip
C# and XNA: How Do I?
The “How Do I?” series is a collection of short tip-based videos covering very specific topics in a given application. The topics themselves were sent in or collected from users across the internet, and we in turn create a video which answers the question as concisely as possible. These videos are a great way to pick up little tips and tricks, or just as a way to get to know aspects of an application with which you may not yet be familiar.
- how-do-i-c-sharp-part-01.zip
C# Video Reference
I wanted to tell everyone about a new C# programming series for Member Sponsors we've just launched. We're calling it the C# Video Reference. The idea is to develop a library of concise reference style videos over specific topics within the C# language. As we progress, the reference itself will undergo some polish and tuning, eventually being broken into 3 separate sections:
- c-video-reference-part-01.zip
C++ 102 - Summer 2012
C++ 102 will be an 8 week course focused on creating a real, medium-sized project. Building off of 101, we will add even more tools to your arsenal of programming expressiveness. That being said, just understanding the use of individual tools isn’t enough; so we will be creating a real time console based shooter game to aid in students’ understanding of how to piece the disparate aspects of C++ together into a concise and maintainable whole.
- c-plus-plus-102-summer-2012-part-01.zip
- c-plus-plus-102-summer-2012-part-02.zip
Chibi Artwork
3DBuzz is excited to announce the availability of a new course: Chibi Artwork! This course will be taught by our drawing instructor: Derek Stevens.
This class is open to non-artists and artists alike! Although we will we be covering the specifics of Chibi artwork, we will also provide the tools and techniques necessary to practice your skills. So be sure to join us whether you are an experienced artist wanting to learn Chibi art - or are looking to begin your own drawing career!
This four week class is completely FREE and will be held in four, one hour, sessions.
- chibi-artwork-part-01.zip
Creating a Custom 3rd-Person Character and Camera System with C#
Looking to create your own 3rd-person game? One of the first things you’re going to need is a solid character handling system. 3D Buzz makes that easy with our 3rd-Person Character System with C# videos. We take you through the entire creation of a customized character and camera setup. We show how to deal with camera orbiting, how to prevent the character from being occluded from the player, and how to establish an intelligent collision system with the camera to prevent scene clipping.
- 3rd-person-character-system-part-01.zip
- 3rd-person-character-system-part-02.zip
- 3rd-person-character-system-part-03.zip
Creating Concept Artwork
This video series goes over the fundamentals in creating 2D concept artwork! This course does not require any software to follow along - all you need is a pencil and paper!
- creating-concept-artwork-part-01.zip
Creating Plugins with Unreal 4
Creating Plugins with Unreal 4 is an accelerated introduction to the extensibility of the Unreal 4 editor. We create our very own plugin with a complete user interface, using Slate, that allows us to randomly generate city blocks!
We cover plugins, modules, important aspects of the Unreal Build Tool (or, UBT), how Unreal integrates with Visual Studio, how to create our very own UI elements - even with data binding and event handling - and how to place blocks into the game world.
- creating-plugins-with-unreal-4-part-01.zip
Developing Modular Rigging Systems with Python
Ready to take your first steps into the challenging and rewarding world of character technical direction? As a high-end character TD, your job is not going to be as heavily focused upon the actual rigging of characters so much as developing intuitive tools that ease the rigging process for the entire animation pipeline. That is exactly what we deliver in MasteringMaya: Developing Modular Rigging Systems with Python!
Join us as we hone and develop your TD skills through over 200 individual video lessons, spanning over 50 hours of in-depth lecture. Nowhere on earth will you find such an intensive look at such an ambitious technical development project, handled with 3D Buzz's signature level of quality and detail!
- developing-rigging-systems-part-01.zip
- developing-rigging-systems-part-02.zip
- developing-rigging-systems-part-03.zip
- developing-rigging-systems-part-04.zip
Drawing: Steam Punk
3DBuzz is excited to announce the availability of a new course: Drawing: Steam Punk! This class will explore the drawing techniques of steam punk artwork. The first seven weeks will include homework that is to be submitted within the week of each session, which will be critiqued by your lead instructor, Derek Stevens.
This course will have a single, 2 hour, live session per week for 8 weeks. For students who cannot attend, however, we will be recording each session and make them available through streaming access on the 3DBuzz website.
- drawing-steam-punk-part-01.zip
- drawing-steam-punk-part-02.zip
Far Cry Level Development
This series goes over how to create levels inside of Far Cry.
Game Assets in 3DS Max - Volume 1
In our opening series, we will look at two different methods of creating modular game pieces. We will start by learning to create some of our own textures to build our texture library, and creating a single texture sheet for our assets. From there we will learn how to extract geometry from our texture in our first method, and how to UV our geometry on our texture in the second.
- game-assets-in-3ds-max-volume-1-part-01.zip
- game-assets-in-3ds-max-volume-1-part-02.zip
Game Assets in 3DS Max - Volume 2
In the second Max series, we’ll look at creating game ready textures and geometry for foliage. In the first half, we’ll be painting textures in Photoshop, and then creating our assets to apply them to. From there we’ll learn how to bake textures from high poly geometry in 3DS Max. When we’re done, you’ll have a solid grounding, and an early start on the hardest part of game environment creation.
- 3ds-max-creating-foliage-part-01.zip
Getting Started with SOLIDWORKS
In this series on CAD drafting, Logan takes us through a User Interface and Navigation crash course of Dassault Systemes SOLIDWORKS. Once you've learned your way around, you'll be taken step by step through the creation of a motor mount for a multi-rotor airframe. This course will include setting up your files for 3D printing, and we’ll show you the 3D print in process, and the final replacement mount!
- getting-started-with-solidworks-part-01.zip
GIMP - An Introduction
In this video series, long time member Kuanbyr walks us through GIMP, the open source image manipulation software. Starting with where to acquire GIMP, Kuanbyr will take us through to using it as an effective substitute for the very expensive Adobe Photoshop!
- gimp-an-introduction-part-01.zip
HDRI Shader Development for Mantra
The end goal of any live-action project involving CG is to make your artificial elements appear to completely belong within the live action scene. The audience must believe that your 3D creations existed in the scene during filming and were recorded with the same camera at the same time, with the same lighting. Handling this within a CG environment requires that the shaders covering the virtual surfaces be prepared to receive and work with a variety of lighting and reflection data captured from the set of your shot.
- hdri-shader-dev-part-01.zip
Houdini - Legacy Series
The Legacy Series is an archive of older videos created as free content from throughout the history of 3D Buzz. Most of these videos are a bit dated in terms of the version of the software used, but the content within them may still be very useful to some. These videos have been provided here as a way for you access some of 3D Buzz's earlier content, though it is also helpful to those who have opted out of updating to the most recent version of a particular software package.
- legacy-series-houdini-part-01.zip
Houdini Advanced Character Rigging Volume 1
Welcome to Advanced Character Rigging I, the first in our 2-part series demonstrating how to create complex character rigs for your animations. In this first volume, we show you how to create rig setups for the arms and legs of your character using a variety of features including stretchy bones, FK/IK blending, matching to FK and IK controls, and a customized setup for the wrist that combines IK positional control with full FK rotation!
Please note that this volume only focuses on creation of arm and leg rigs. For the complete rig, including the spine and the process of finalization and creation of a digital asset, please be sure to join us in Advanced Character Rigging II!
- h9-advanced-character-rigging-part-01.zip
Houdini Advanced Character Rigging Volume 2
Welcome to the second volume of the Houdini Advanced Character Rigging Series. This volume focuses on creating a complex spine including controls for twist, stretch, and the ability to have the shoulders automatically follow the hips, or to be separated completely and move on their own. Similar controls are provided for the neck, allowing for easy individual controls if the animator so chooses. You’ll also see how to set up eyes, connect the arms and legs, and bring the whole rig together as a Houdini Digital Asset.
- houdini-character-rigging-2-part-01.zip
Houdini FastTrack - The Bridge Asset
This video training set covers the recreation of the winning entry of 3D Buzz's first Houdini Asset Creation Contest. This first asset is a suspension bridge that includes artistic control over a variety of different characteristics, including the overall dimensions and size, the number of towers along the bridge, the number of sub-decks, the shape of the suspension cables and more!
- houdini-fasttrack-bridge-asset-part-01.zip
Houdini FastTrack - The Elevator Asset
As with the Bridge Asset, this is a recreation and breakdown of the winning entry of the second 3D Buzz Houdini Asset Creation Contest. In this contest, the stakes were raised as contestants were required to create an elevator that includes procedural control over the number of floors, size of the elevator shaft, the overall look of the elevator cabin, and much more.
- houdini-fasttrack-elevator-asset-part-01.zip
Houdini Technical Director Series - Volume I
This first volume of the Technical Director Series focuses on the creation of the various digital assets that will be used to create the Talented Ball animation project. Most every CG artist out there does a bouncing ball project at some point in their career, but this is no ordinary bouncing ball! With a fully customized artist UI to help animate the main character and a complex crowd simulation driving a procedural audience, you'll find yourself creating high-end digital assets in no time!
- houdini-director-volume-i-part-01.zip
- houdini-director-volume-ii-part-01.zip
Houdini Technical Director Series - Volume II
Picking up where Volume I left off, this second volume makes use of our Talented Ball assets to create the final animation, seeing it through to final composition. Along the way, you'll see the entire process of animation, camera setup, lighting, rendering, compositing, and more!
- houdini-director-volume-ii-part-01.zip
Houdini Technical Rigging Volume 1
Begin your journey toward becoming a Houdini TD! This training set introduces you to some of the key concepts behind the rigging process within Houdini, carefully explaining the use of bones and skeletal systems, and the creation of Forward Kinematic (FK) controls for animating your models! Lecture includes the use of Python scripting to create custom tools to simplify the rigging process, and also how to rig up a completed model of a spider!
- houdini-rigging-volume-1-part-01.zip
Houdini Technical Rigging Volume 2
This second rigging-intensive training set introduces you to Houdini's approach to binding an object's geometry to a control rig! This process of capturing (commonly called "skinning" in other applications) allows the user to have vast control over object deformations as a rig is animated, and in this video set, you'll get to see firsthand how you can master the process and Houdini's available Capture toolset to get the deformation results you need, every time!
- houdini-rigging-volume-2-part-01.zip
Houdini Technical Rigging Volume 3
This third volume of the Technical Rigging series introduces you to the concepts of Inverse Kinematics (IK) in Houdini and how they can be applied to your rig! Building off of the concepts in previous Technical Rigging DVDs, you'll take an in-depth look at the IK application process, including the different types of IK available and where and how they should be used. We'll also show you how to create your own tools in Python that allow for automated IK creation, as well as both included and customized ways that you can blend between FK and IK to get maximum control for your animated objects!
- houdini-rigging-volume-3-part-01.zip
Houdini Technical Rigging Volume 4
This fourth volume of the Technical Rigging series focuses on special problems that the TD may need to overcome in the rigging process, namely the creation of stretchy IK, stretchy splines, stretchy bones, and dynamic curves. You will see how to apply your Python programming skills to create tools that automatically handle the creation of stretchy bone systems! This set also focuses more on the workflow of a real world TD, starting with a concept explanation that will be used like a design document throughout the creative process.
- houdini-rigging-volume-4-part-01.zip
Houdini Technical Rigging Volume 5
This fifth volume of the Technical Rigging series shows you how to push your rigging skills to all new heights as you set up an automatic traveling system and control rig for a complex vehicle! See how you can set up a vehicle to follow the contours of the ground, as well as automatically handle wheel spin, steering, suspension, and segmented chassis control, just by animating a master control object!
- houdini-rigging-volume-5-part-01.zip
- houdini-rigging-volume-5-part-02.zip
Houdini: How do I?
The “How Do I?” series is a collection of short tip-based videos covering very specific topics in a given application. The topics themselves were sent in or collected from users across the internet, and we in turn create a video which answers the question as concisely as possible. These videos are a great way to pick up little tips and tricks, or just as a way to get to know aspects of an application with which you may not yet be familiar.
- how-do-i-houdini-part-01.zip
Introduction to Android Development (Live Class: 2012)
Android is a mobile platform maintained by Google that powers an estimated 75% of all smartphones worldwide. It is this least restrictive platform - both in terms of development and freedom on the Google maintained marketplace. Having your application available on Android will ensure the widest possible audience right out of the gate, and is the safest platform to bet on at this time.
- intro-to-android-dev-part-01.zip
- intro-to-android-dev-part-02.zip
- intro-to-android-dev-part-03.zip
Introduction to F#
The workshop will provide a cursory overview of the first-class functional .net language F#. We will cover the concepts of the functional paradigm, and examine it from the perspective of a developer who is used to thinking in terms of imperative object oriented programming. We will go over some of the features of F# that make is so unique and succinct - such as its powerful type inference system, discriminated unions and its versatile pattern matching.
- intro-to-f-sharp-part-01.zip
Introduction to Photon Server
This workshop will get you up to speed on using the network engine Photon. We will build a simple server based application using C# and discuss the configuration settings involved in getting your own Photon instance up and running. We will also cover techniques for debugging your running Photon server application: such as server-side logging and attaching the Visual Studio debugger to our server in real time.
In addition, we will be looking at creating a client application that will use a custom developed communication protocol - facilitated by Photon - to drive basic network interaction. We will also cover some of the general patterns and practices that will aid in working on your own Photon projects!
- intro-to-photon-part-01.zip
- intro-to-photon-part-02.zip
Introduction to Premiere (Maya ADP)
These videos go over the basics of the video editing software Premiere. This series is part of the Maya ADP course - but is available for free.
- introduction-to-premiere-part-01.zip
Introduction to Subversion
This course goes over the basics of using the popular version control system: Subversion (SVN).
Developers use Subversion to maintain current and historical versions of files such as source code, web pages, and documentation. Its goal is to be a mostly compatible successor to the widely used Concurrent Versions System (CVS).
- introduction-to-svn-part-01.zip
Learn to Draw 101
3DBuzz is excited to announce the availability of a new course: Learning to Draw! This course will take a complete beginner through everything; from the application of shapes, lines, shading, color theory to basic anatomy! Each class builds on the material from the previous class, and by the end you will be ready to draw your very own creature! The first five weeks will include homework that is to be submitted within the week of each session, which will be critiqued by your lead instructor: Derek Stevens.
- learn-to-draw-101-part-01.zip
- learn-to-draw-101-part-02.zip
Mastering 3ds Max: The Fundamentals - Introduction
As soon as you have acquired a basic grasp of 3ds Max's interface, it's time to jump into your first project. This is where you really get a chance to get your hands dirty with the software, creating your first fully modeled, animated, textured, and rendered scene. The project depicts a bouncing ball character who leaps out onto a curtained stage for a talent show!
- mastering-3ds-max-introduction-part-01.zip
Mastering 3ds Max: The Fundamentals - Project 1 - The Talented Ball
As soon as you have acquired a basic grasp of 3ds Max's interface, it's time to jump into your first project. This is where you really get a chance to get your hands dirty with the software, creating your first fully modeled, animated, textured, and rendered scene. The project depicts a bouncing ball character who leaps out onto a curtained stage for a talent show!
- mastering-3ds-max-talented-ball-part-01.zip
- mastering-3ds-max-talented-ball-part-02.zip
Mastering Maya: The Fundamentals - Architecture
This series will get you up to speed on Maya's architecture - how the node system can be used to facilitate your modeling!
- mastering-maya-archetecture-part-01.zip
Mastering Maya: The Fundamentals - The Abduction
The second project kicks things into a higher gear as you learn how to handle larger scenes that cover multiple shots, and include more complex objects, more detailed textures, and advanced lighting systems. You'll model, texture and animate an extraterrestrial invader as he sneaks into a moonit suburb to abduct a very unlikey subject. This project focuses very highly on animation workflow, showing you many techniques to simplify your animations while providing you with maximum control over your scenes
- mastering-maya-the-abduction-part-01.zip
- mastering-maya-the-abduction-part-02.zip
- mastering-maya-the-abduction-part-03.zip
Mastering Maya: The Fundamentals - The Talented Ball
This project serves as a way to get your feet wet with Maya. This project expands upon the introductory videos by showing you how to construct, animate, and render your own digital scenes! The project focuses on every animator's rite of passage, a bouncing ball. However, instead of simply bouncing the ball across a basic scene, you'll spice things up by treating the ball as if it were a character performing for a talent show!
- mastering-maya-the-talented-ball-part-01.zip
- mastering-maya-the-talented-ball-part-02.zip
Mathematics: Volume I - Algebra
Volume I begins by introducing a number of essential concepts of algebra, including the order of operations, the algebraic laws, and rearranging equations. There are countless scenarios in computer graphics, and programming in general, where an equation might state a rule (or set of rules) that govern something that you're trying to work with. Therefore, the ability to work with and manipulate equations, using the algebraic topics covered in this volume, will be a huge boost to your skill set, whether a programmer or a technical artist.
- mathematics-algebra-part-01.zip
Mathematics: Volume II - Trigonometry
Volume II focuses on trigonometry, which is incredibly useful for solving problems relating to triangles. Many visual and geometric problems can be constructed as triangle problems. Therefore, knowledge of trigonometry is extremely beneficial for programmers and technical computer graphics artists alike, and this volume will run you through a variety of topics from beginner level to more in-depth triangle calculations.
- mathematics-trigonometry-part-01.zip
Maya - Legacy Series
The Legacy Series is an archive of older videos created as free content from throughout the history of 3D Buzz. Most of these videos are a bit dated in terms of the version of the software used, but the content within them may still be very useful to some. These videos have been provided here as a way for you access some of 3D Buzz's earlier content, though it is also helpful to those who have opted out of updating to the most recent version of a particular software package.
- legacy-series-maya-part-01.zip
- legacy-series-maya-part-02.zip
Maya Dynamics
3D Buzz is excited to announce the Maya Dynamics live class! This class continues right where we left off in Maya 101 and is the ideal next step for those who either participated in 101, or already possess a basic understanding of Maya. This class will demonstrate the creation of many different projects from the ground up - but with a focus on camera systems, rigid bodies, soft bodies, nCloth, particles and fluids.
- maya-dynamics-part-01.zip
- maya-dynamics-part-02.zip
Maya Fundamentals Workshop
This workshop is designed to get the beginner up to speed with Maya 2013 during a 1-day class. We'll start with the most basic principles of 3D space and how they relate to the world of Maya, and move you through the interface, Maya's architecture and what it means for your workflow, and we'll go through a simple hands-on project so that you can walk away with something you can show off to friends, family, or employers.
- maya-fundamentals-live-class-part-01.zip
- maya-fundamentals-live-class-part-02.zip
Maya: How Do I?
The “How Do I?” series is a collection of short tip-based videos covering very specific topics in a given application. The topics themselves were sent in or collected from users across the internet, and we in turn create a video which answers the question as concisely as possible. These videos are a great way to pick up little tips and tricks, or just as a way to get to know aspects of an application with which you may not yet be familiar.
- how-do-i-maya-part-01.zip
Modern HTML and CSS for Designers and Developers
This course covers everything you need to know to get up to speed quickly with HTML and CSS. We will cover the foundations of modern HTML5 and CSS3, assuming no prior experience with either technology. At the end of this course, students will be able to create modern, mobile-friendly web application layouts.
- modern-html-and-css-part-01.zip
- modern-html-and-css-part-02.zip
Modern JavaScript 2 - Real World App Development
This course is all about creating a fully functioning production ready, real time web application! We will learn how to bring together many different libraries and techniques from the JavaScript ecosystem together into a cohesive product that is ready for deployment!
Many courses focus on individual components and small example applications; while this one instead focuses on how everything can work together. If you want to see the development of a completed project working seamlessly with socket.io, nodejs, Reactive Extensions, WebPack (and more!), then this is the course for you!
We not only have a focus on our build pipeline - both development and production - but also on creating an architecture that takes advantage of the reactive programming paradigm.
It's impossible to classify this course as a tour of any particular component, since, as you know, real applications are much more complicated than that. But rest assured that we leave no stone unturned as we explore how each component can work seamlessly together.
So if you want to take your JavaScript skills to the next level, if you want to be up to date on the latest development techniques, then this course is a must!
- modern-javascript-real-world-dev-part-01.zip
- modern-javascript-real-world-dev-part-02.zip
- modern-javascript-real-world-dev-part-03.zip
- modern-javascript-real-world-dev-part-04.zip
Modern UI Development in Unity 4.6
Unity's new UI is here! This series is all you need to get up and running with the system quickly! The first part (which is available for free) goes over the core concepts of the new UI system; while the second part shows the creation of an entire game using the new UI for all of its visual aspects!
This series is the best way to get up and running on the proper use of the New UI! Make no mistake, you need to think very differently about how to construct your user interface with this new system. This series explains the paradigm change in great detail - and by the time it is over, you will have the knowledge to create your own game UIs!
- modern-ui-dev-in-unity-46-part-01.zip
- modern-ui-dev-in-unity-46-part-02.zip
- modern-ui-dev-in-unity-46-part-03.zip
- modern-ui-dev-in-unity-46-part-04.zip
Nelson's Corner
Nelson’s Corner is a way for 3D Buzz to approach a wide variety of specialized topics within the realm of C# programming. The programming done is handled in an on-the-fly fashion in which viewers get to see the entire process of the coding itself, along with any design considerations or pitfalls that may occur along the way!
It’s been an interesting series to produce. There’s a lot of in-depth content which doesn't work well for complete beginners. More than once I've been completely lost as to what’s going on at certain points along a video. At the same time, we’re still wanting to make sure that people can follow along if all they've seen is some of our original C# content, and so we (being Jason and I) will do our best to ask the appropriate questions of Nelson to make sure that he’s keeping the end goal in mind.
- nelsons-corner-part-01.zip
- nelsons-corner-part-02.zip
- nelsons-corner-part-03.zip
- nelsons-corner-part-04.zip
Objective-C: How do I?
The “How Do I?” series is a collection of short tip-based videos covering very specific topics in a given application. The topics themselves were sent in or collected from users across the internet, and we in turn create a video which answers the question as concisely as possible. These videos are a great way to pick up little tips and tricks, or just as a way to get to know aspects of an application with which you may not yet be familiar.
- how-do-i-iphone-part-01.zip
OpenGL In Depth
Are you interested in learning about graphics programming using OpenGL? Have you ever wanted to create your own fully-interactive 3D applications? Now is your chance to get in tune with this popular 3D graphics API!
- opengl-in-depth-part-01.zip
- opengl-in-depth-part-02.zip
Photoshop for Non-Artists: Texture Libraries
This series is a continuation of the 2D Game Art series. We'll explore filters, layer styles, layer types, and more to maximize the heavy lifting Photoshop does for us when creating textures. By the end of the course, you'll have a strong start to a library of base textures you can use to create designs for games, web development, and more. You'll practice a little hand painting of textures, and complete 3 projects. Two 2D game pieces and a desktop background.
- photoshop-texture-libraries-part-01.zip
- photoshop-texture-libraries-part-02.zip
Practical Game Development in Unity 4: Level 1
This video series is all about the practical approach to using the tools made available to us in Unity 4 to create our very own video game! We will be creating a Missile Commander clone; which allows us to explore many of the techniques we can employ in our own projects: such as collision detection, asset management, level management, basic GUI implementation, particle effects and more!
The purpose of this series is to lead by example; and as a result, everything we discuss will be put to immediate use in the form of completing our game.
- development-in-unity-4-level-1-part-01.zip
- development-in-unity-4-level-1-part-02.zip
Practical Game Development in Unity 4: Level 2.1
Welcome to Practical Game Development in Unity 4: Level 2.1!
This video series is all about the practical approach to using the tools made available to us in Unity 4 to create our very own video game! Over the course of over 7 hours of training content, we will create a 3D Asteroids-style game - complete with Freelancer-style spaceship movement and weapon controls. We will show everything from a modular player controller all the way to implementing custom sounds - both 2D and 3D - and polishing the game up with a simple menu system complete with high scores! In addition, we will build a targeting HUD, a waypoint navigation system, and even some spiffy particle effects!
Level 2.1 is the first in a series of training products centered around the creation of an open world 3D space game. The game we put together in this series will serve as the foundation of our future projects in this series!
- development-in-unity-4-level-2-1-part-01.zip
- development-in-unity-4-level-2-1-part-02.zip
Premiere: How Do I?
The “How Do I?” series is a collection of short tip-based videos covering very specific topics in a given application. The topics themselves were sent in or collected from users across the internet, and we in turn create a video which answers the question as concisely as possible. These videos are a great way to pick up little tips and tricks, or just as a way to get to know aspects of an application with which you may not yet be familiar.
- how-do-i-premiere-part-01.zip
Python: Creating Tools in Houdini
The Python: Houdini Graphical Tools series is perfect for anyone looking to learn how to use Python scripting to extend the functionality of Houdini. Through the creation of a Set Driven Key tool, you will be shown how to interface Python with Houdini to create a powerful addition to Houdini's already powerful set of tools. Python has become extremely popular with its ability to interact with Houdini as well as other applications. This series of videos is aimed at current and aspiring Technical Directors and will provide them with the knowledge necessary to create new tools within Houdini using the Python scripting language.
- houdini-tool-development-part-01.zip
Quixel Suite: An Introduction
In this training series, Steve takes you through the Quixel interface as he creates a low poly game asset using nothing but a flat plane and the power of Quixel, the awesome texturing program that runs on Photoshop! You’ll create a SciFi hallway that looks absolutely stunning, and you’ll do it in no time! We’re looking forward to sharing this Next Gen texturing software with you!
- quixel-suite-an-introduction-part-01.zip
Reactive JS: Are you ready for the next big paradigm shift?
This course is an introduction to the core concepts of the reactive programming paradigm. We will use the RxJS (Reactive Extensions for JavaScript) library as a way to explore this mindset and develop an understanding of how to think reactively. Reactive Extensions are used by many companies - from Netflix to Microsoft and even Github!
- reactive-js-part-01.zip
- reactive-js-part-02.zip
Realflow: How do I?
The “How Do I?” series is a collection of short tip-based videos covering very specific topics in a given application. The topics themselves were sent in or collected from users across the internet, and we in turn create a video which answers the question as concisely as possible. These videos are a great way to pick up little tips and tricks, or just as a way to get to know aspects of an application with which you may not yet be familiar.
- how-do-i-realflow-part-01.zip
Sci Fi Drawing 101
3DBuzz is excited to announce the availability of a new course: Sci Fi Drawing 101! This course will take you through the basic techniques you need to draw your own robot, amor, and spaceships, with draw alongs in every class! The first five weeks will include homework that is to be submitted within the week of each session, which will be critiqued by your lead instructor, Derek Stevens.
- sci-fi-drawing-101-part-01.zip
- sci-fi-drawing-101-part-02.zip
So You Think You Know JavaScript?
Do you want to dive into three of the trickiest aspects of the JavaScript language? From beginner to intermediate - this course will bring you up to speed on some of the must have knowledge of being able to write in it effectively, while demystifying some its most often-misunderstood constructs!
In this course, you will learn all about scopes, “this”, and prototypes! Training content often doesn’t dive into the specifics of the nature of these “advanced” features. However, it is my belief that this is necessary knowledge to be an effective JavaScript programmer!
My goal at the end of this course is that variable scoping, the usage of the “this” keyword, and the creation and use of prototypes is well understood from a ground up perspective without compromise. Simply by having a firm grasp on these aspects of the language, many issues that even years-long JavaScript developers face can be resolved easily!
- so-you-think-you-know-javascript-part-01.zip
- so-you-think-you-know-javascript-part-02.zip
Software Engineering in C++
I am very excited to announce that we are officially launching a new video series over Software Engineering headed up by resident professional programming guru, David Owens II (owensd here on 3D Buzz). In these first two videos, David introduces you to the primary concepts behind software engineering, debunking some of the old misconceptions about what it is and its relationship to programming.You also get an expansive history of software engineering as a whole, and a walkthrough of your basic C++ program.
- software-engineering-in-cpp-part-01.zip
Techniques from the Masters
The Techniques from the Masters, Volume I disc is a compilation of professional-level video tutorials put together from a variety of instructors who want to share some of their knowledge with the 3D community. This disc was created using video submissions from 3D Buzz's Content Developers Contest #2, and the entries are incredible! You're not going to find this much bang for so few bucks anywhere!
Covering nearly thirteen hours of video training over 11 different applications, this first volume of the Techniques from the Masters series will teach you a wide variety of secrets and tricks ranging from modeling to advanced rigging to rendering to matchmoving and even on to network programming and much more!
- techniques-from-the-masters-part-01.zip
Thomas Dodd: From Concept to Completion
Have you ever seen a stunning image and been baffled as to how it was created? Wonder no more! In this course, you will discover the elements of memorable photography, as Jason Busby, Nina Covington and Thomas Dodd lead you through the creative process. From model selection to final editing, you will learn the secrets of making your work stand out.
- tom-dodd-concept-to-completion-part-01.zip
- tom-dodd-concept-to-completion-part-02.zip
UDK: How Do I?
The “How Do I?” series is a collection of short tip-based videos covering very specific topics in a given application. The topics themselves were sent in or collected from users across the internet, and we in turn create a video which answers the question as concisely as possible. These videos are a great way to pick up little tips and tricks, or just as a way to get to know aspects of an application with which you may not yet be familiar.
- how-do-i-unreal-part-01.zip
- how-do-i-unreal-part-02.zip
Unity Asset Server: How do I?
These short videos cover a wide range of specific topics in regards to how to use the Unity Asset server.
- how-do-i-unity-part-01.zip
User Tracking and Analytics with Unity
In this series, Richard Morwood (XNA side-scroller) will teach you to track how users are interacting with your Unity project - but the core concepts can be extended to anything, be it websites or phone apps.
It will use AWS Mobile Analytics for data capturing, S3 for data storage, Apache Spark running on DataBricks for transforming the data, and C# with Aurora for presenting the data back inside of Unity
. All of this would be done using free tools and the AWS free tier.
Richard, as well as his "student" Nick Carton, will dive deep into this project and give a very solid grounding in cloud computing, managed services, Data Warehousing, reporting, and Analysis!
- tracking-analytics-unity-part-01.zip
- tracking-analytics-unity-part-02.zip
- tracking-analytics-unity-part-03.zip
- tracking-analytics-unity-part-04.zip
- tracking-analytics-unity-part-05.zip
- tracking-analytics-unity-part-06.zip
- tracking-analytics-unity-part-07.zip
- tracking-analytics-unity-part-08.zip
Web Design Volume 1
The Web Design I DVD is your turnkey solution to creating well designed and crafted web pages. All you need to supply is a computer, an Internet connection, and a desire to learn! We make sure that no part of the process is done off-screen, and that everything you do is fully demonstrated and explained. We begin with no more than a company name and a logo, and walk you through the entire design, from original concepts to sketched layouts to Photoshop layout and finally full site construction within Adobe GoLive. Never before has the web design been so thoroughly explained and laid out, completely taking the mystery out of web design and opening the door to your creativity!
- web-design-volume-1-part-01.zip
Web Design Volume 2 - Introduction to PHP and MySQL
The Web Design II - Introduction to PHP and MySQL VTM will introduce you to the PHP scripting Language and the MySQL Database Management system. While no prior programming experience is required, it is recommended that you have a basic understanding of the HTML language.
- introduction-to-web-design-part-01.zip
XNA Volume 1
Have you ever been interested in creating your own games? Welcome to the XNA Xtreme 101 video training course! This first volume covers nearly 30 hours of lecture and is specially geared toward the first-time programmer interested in creating games for the PC and Xbox 360 platforms!
- xna-volume-1-part-01.zip
- xna-volume-1-part-02.zip
- xna-volume-1-part-03.zip
XNA Volume 2
This second volume of the XNA Xtreme 101 series continues with the foundation of programming with the C# language with over 50 hours of lecture. Volume II begins by expanding upon the C# language foundation already set forth in the first volume. You’ll see how to work with variables, including predefined data types and value reference types.
- xna-volume-2-part-01.zip
- xna-volume-2-part-02.zip
- xna-volume-2-part-03.zip
XNA Volume 3
In this, the closing volume of the XNA Xtreme 101 series, we take a look at some key techniques and topics that you'll need in order to push your programming skills to their maximum potential. From there, you start to really strike out and become a game developer as you are given thorough design specs and construction techniques for a variety of game engines!
- xna-volume-3-part-01.zip
- xna-volume-3-part-02.zip
XNA: Drum Game
XNA: Drum Game walks you through the design and development of a drum-based musical game! Similar in nature to such blockbuster games as Rock Band® and Guitar Hero®, Drum Game allows you to use a variety of input devices to beat out various musical rhythms.
- xna-drum-game-part-01.zip
- xna-drum-game-part-02.zip
ZBrush 101: The Fundamentals
Have you ever aspired to create your own three-dimensional avatar or aquire the skills used for creating high-resolution game characters or characters that could be used in a 3D production? Armed with the knowledge from this beginner class, you'll learn to make basic models, which later can be enhanced into such awe-inspiring projects as your knowledge of Zbrush progresses.
- zbrush-101-the-fundamentals-part-01.zip
- zbrush-101-the-fundamentals-part-02.zip