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After sculpting a high poly base model in and rebuilding the low-poly animation-friendly mesh in Zbrush, we'll then jump into 3ds Max where we will start unwrapping the UVs. From there, we'll then take the model over to 3D Coat to create our texture maps and pose the character for our final render.
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In this Stylized Character Bust course, the student will learn the pipeline on how to create a hand painted character bust from beginning to end!
We will first start with a small part of the generator where we will go over some of the most important techniques used to create this model. Next we will cover some good ways to fill in a lot of detail fast and easy within Zbrush before moving into the final section where we render this asset in Keyshot.
In Generator Asset in 3ds Max, you'll will learn on how to create a high resolution sci-fi generator using the latest asset creation workflows.
We'll be able to first create a base albedo so we have the colour scheme for the mech and then we'll focus on creating the detailing/dirt/grime. It'll then be deciding which parts of the mech are metallic, which are rubber and which are plastic so we can use Photoshop to help create the different textures needed for the PBR pipeline.
After creating a mesh, in this case a mechanical Dreadnought, it's not enough to simple have a greyscale model...now comes texturing!
This course will cover a head-to-toe workflow of creating this dreadnought mesh while both teaching you the tools required as well as some useful shortcuts that can be utilized to speed up your modeling workflow while creating other 3D assets.
In this course, we'll be covering the start-to-finish workflow of creating this high resolution and hard surface dreadnought mech.
This course will cover the whole creation process of this Walk ther P99 handgun. We'll start with analyzing the reference and from there, jump right into creating this high quality asset. Once we're finished creating the high res model, we'll then convert it down to a low poly mesh in order to make it a game ready asset.
In Modeling the Walther P99, we will go over on how to create the high and low poly of...you guessed it, a Walther P99 handgun!
In this course we will cover topics such as the UI, customization, object creation methods and using sub-object functions (vertex, edge, polygon, element) to name a few as we walk through the creation of an old sci-fi robot character.
Intro to 3ds Max is designed to focus on what the student is going to need to know to start and finish any model they choose to undertake to create.
In this course we will jumping between both 3ds Max and Zbrush as we build out and sculpt the surfaces for our roof tiles. Once that is all done, we will set up a baker scene in Marmoset Toolbag 3 and bake out all our texture maps in their new baker before we jumping to Substance Designer and build the shader network for a roof material.
In Roof Shader in Substance Designer tutorial we will go over on how to create a roof texture using 3ds Max, Zbrush and substance designer.
Knowing what's going on under the hood will make you a better artist because you'll not just be able to fix errors, but you'll understand why those errors are happening, which is a much stronger position to be in. During this course he'll start at the fundamentals and work our way up to advanced trouble shooting techniques.
In Intro to Normal Maps, Warren Marshall will be providing a crash course on normal maps and walking you through the technical know-how to fix commonly encountered errors in your normal maps.
We will be focusing on creating a game asset while utilizing the latest texture and optimization techniques. Here we'll be covering the creation of our high and low poly mesh in 3ds max, UV-ing that mesh, baking our normal and AO maps, from there, jump into Substance Painter where we will create a texture for this asset.
In this course we will be learning how to create a 3D asset from start to finish using 3ds Max and Substance Painter.
We will begin by using existing reference materials and overlaying recognizable shapes, forms and silhouettes. from there we will then move into 3D Studio Max, where we will creating basic geometry based on the reference material created and then refine and organize our layers as we build out the mesh and its modular variations.
During this course we will be exploring the process of creating a conceptual 3D Environment asset from using a layered approach.
In this series, we're going to create a hydroplane speedboat using mostly splines and polygons. We'll examine the references/schematics, and then jump into creating the parts of the model using splines. From there we will complete the body, UV the mesh, and after creating a quick color map, take it into Keyshot for our final renders.
In this series we're going to create a hydroplane speedboat using mostly splines and polygons as our modeling method. From there we will be UV-ing, texturing, and taking it into Keyshot for rendering.
In this course, we're going to jump into using MassFX to create a bone pile in 3ds Max. We'll use MassFX to set up animations simulating gravity on simple objects with general parameters and still end up with a bone pile that looks natural and based on real-world physics.
In this course, we're going to jump into using MassFX within 3ds Max to create a bone pile mesh that has been generated via a dynamic simulation.
This tutorial takes a well rounded look at texturing a Bradley fighting vehicle utilizing photo-sourcing, integrating hand-painted dirt, wear and scratches, then covers techniques for painting cloth and the tank treads. We'll also build our specular map to ensure our surfaces read like metal and offer nice detail and contrast.
This tutorial takes a well rounded look at creating a texture for our high resolution Bradley fighting vehicle.
In this course, we'll be recreating an authentic 1930's home radio. This will be a high polygon mesh utilizing several methods to create the base mesh and accompanying finer details. When complete, we will unwrap the mesh and create a layout which we will then use within Photoshop during the texture creation phase.
In this course, Stephen Wells teaches you how to create a antique radio asset in 3ds Max.
In this course, instructor Greg Mirles walks us through the process of building a side-scroller level using both 3ds Max and Unreal engine 4. Here he will be covering his workflow for breaking down the concept, building and texturing the meshes, and then using a side-scroller UE4 blueprint to import the meshes and build the base game.
In this course, instructor Greg Mirles walks us through the process of building a side-scroller level using both 3ds Max and Unreal Engine 4.
In this video we discuss creating modular assets on the grid that are highly reusable, use Photoshop to create a texture sheet to quickly map to our modular building set, and quick UV techniques for these types of assets. Lastly, this tutorial discusses how to rapidly build inside UDK using grid snaps and a handful of meshes.
In this video we discuss creating modular assets on the grid that are highly reusable, use Photoshop to create a texture sheet to quickly map to our modular building set.
In this accelerated tutorial, Galen Davis takes us through a unique pipeline showing us how to export and UV inside of ZBrush, bake out normal maps and Ambient Occlusion using xNormal, and covers an introduction to texturing using nDo2. Lastly, we wrapup the model for presentation inside Marmoset!
In this accelerated tutorial, Galen Davis takes us through a unique pipeline showing us how to export and UV inside of ZBrush, as well as an intro to xNormal, nDo, and Marmoset.
In this beginners tutorial we start by showing you how to create modular geometry in 3ds Max, export it to Zbrush, then quickly get you up to speed on using Zbrush for the first time with basic controls and concepts before diving into sculpting the floor stones and baking multiple texture maps.
In this beginners tutorial we start by showing you how to create modular geometry in 3ds Max, export it to Zbrush, then quickly get you up to speed on using ZBrush.
In this course, instructor Jim Busike will be covering his process for sculpting wrinkles and cloth within ZBrush. Here he will be discussing various wrinkle types, the creation of alphas, and his process for using those alphas to help sculpt the different types of wrinkles found on his characters.
In this course, instructor Jim Busike will be covering his process for sculpting wrinkles and cloth within ZBrush.
In 3ds Max 2010, we take an introductory look at UVW unwrapping, learn about hotkeys and setting up your UI to maximize your efficiency, and move straight on to unwrapping an Oil Tower prop. This tutorial will help simplify many tasks associated with unwrapping, and break down commonly used tools you need to know.
In 3ds Max 2010, we take an introductory look at UVW unwrapping, learn about hotkeys, and setting up your UI to maximize your efficiency!
In this course, instructor Stephen Wells walks us through the creation of his Vampire Stake Launcher. Here, he will be covering his high poly modeling workflow while showing you various tools, tips, and tricks along the way.
In this course, instructor Stephen Wells walks us through the creation of his Vampire Stake Launcher.
In this course, instructor Stephen Wells finishes the creation of his Vampire Stake Launcher. Here, he will be covering his low poly modeling workflow in 3ds Max, his sculpting and poly painting process in ZBrush, and finally a brief rendering setup inside of Marmoset.
In this course, instructor Stephen Wells finishes the creation of his Vampire Stake Launcher.
In this course focused on sculpting and using dDo, instructor Galen Davis takes us through the complete pipeline of creating a Fantasy Shield.
This in-depth tutorial covers everything you need to know about creating foliage! We'll show how to make realistic looking grass, branches, and a full tree from the ground up. Then we head into UDK and setup a master shader with parameters that can be easily tweaked, as well as make your leaves and grass move in the wind!
This in-depth tutorial covers everything you need to know about creating foliage! We'll show how to make realistic looking grass, branches, and a full tree from the ground up.
This tutorial takes an advanced look at UDK's mesh painting features for game art (often called vertex painting). We'll go in-depth on how to create several advanced blending materials such as snow icing over stones, puddles that react to light, and cracked and weathered concrete.
This tutorial takes an advanced look at UDK's mesh painting features for game art (often called vertex painting).
In this tutorial we will take an introductory look at High Poly modeling in 3ds Max. We start with the very basics of edge control, modifiers, hotkeys, and workflow improvements. Then, we will apply these techniques as we tackle a high poly game asset used for game art.
In this tutorial we will take an introductory look at High Poly modeling in 3ds Max.
Starting with the normal map baking process in 3ds Max, this tutorial will cover creating color and spec maps, setup a floor material in UDK, and finally add lights and decals.
In this complete course, instructor Stephen Wells will be walking through the process of finishing his Next Gen Orc character while showing you some tools, tips, and workflow methods used in ZBrush.
In this tutorial, Stephen Wells covers his process of sculpting, poly painting, and baking normal maps - completely step-by-step - for a Next-Gen Orc head model. You'll learn about various tools and workflow aspects as you work your way through the sculpting process to unlock ZBrush's powerful features during the creation of this asset.
In this tutorial, Stephen Wells covers his process of sculpting, poly painting, and baking normal maps - completely step-by-step - for a Next-Gen Orc head model.
In this intermediate tutorial, Galen Davis takes us through the full workflow process of creating this SciFi Pistol from start to finish! We'll be covering the modeling workflow, approach the high poly process, as well as baking, texturing, and presenting the weapon inside of Marmoset!
In this intermediate tutorial, Galen Davis takes us through the full workflow process of creating this SciFi Pistol from start to finish!
This tutorial series takes a complete look at modeling and unwrapping a hard-surface prop, starting with creating a high poly of this bomb-case asset. Then, we'll make the low poly using quick modifier stack shortcuts, discuss UV unwrapping, and explain the important relationship between Normal maps, UVs, and Smoothing groups.
This tutorial series takes a complete look at modeling and unwrapping a hard-surface prop, starting with creating a high poly of this bomb-case asset.
In the Scifi Ship Series, we'll sart by creating simple shapes via edge extrusion in Maya as it's one of the easiest methods to create viable meshes. From there we'll add edgeloops for better subdivisions and then prep it for additional detail before taking over to Zbrush to finish things off!
In this course we take you from blue prints to take off as Stephen walks through the modelling process for his Scifi ship concept.
To start, we will model a block mesh in order to make sure our scale and everything is looking right before spending too much time on it. we'll then make a high poly mesh from the block mesh using subdivision modeling techniques. I will then take them into Substance Painter 2 to bake our maps before creating our final render in Marmoset.
In Grenade Asset in Substance Painter, Chris Cunningham walks through the whole process of creating a grenade asset in Maya, texturing it in Photoshop, and rendering it in Marmoset.
You'll learn how to heavily leverage multiple masking techniques to create believable dirt, grunge, and wear in your textures. In addition, you'll also be learning how to prep images in Photoshop for use in Substance Painter 2's projection tool for grafitti, or labels before jumping over to Marmoset Toolbag 3 for our final renders.
In Coaster Cart Asset in Maya, you will learn how to use Maya, Substance Painter 2, and multiple approaches to creating details for texturing an asset.
In this comprehensive course, Chad Morgan will be taking out all of the stops as he teaches you a range of skills and tools to help get your feet wet with Maya 2017. From modeling to UV unwrapping, rigging to animation, and even rendering, whether you're a newbie or an experienced user, this course is not to be missed!
In this course, you will be receiving a comprehensive introduction to Maya 2017!
In the beginning, we'll setup a basemesh in Maya, and push it over to Zbrush to sculpt our wood and metal details. Next we'll create out texture maps, and use UVLayout to generate our UVs. Once the asset is unwrapped, we will bake the lowpoly in Substance Painter and give some Color before using Iray to create some high quality renders.
In this course, Philipp Schmidt will use Maya, Zbrush, UV Layout and Substance Painter to create a realistic looking ship cannon.
Here, Ash will begin by teaching how to breakdown a piece of reference into easily modeled parts, and from there begin modeling those parts in 3ds Max. Once the modeling stages have been completed, he will be taking the mesh into ZBrush where he will be teaching how to sculpt some of the final details.
In this course, Ash Thundercliffe will be going over the techniques he uses to modeling and sculpting interior decor in 3ds Max and ZBrush.
In this course Chad will walk through some of the basic rigging processes before covering some aspects such as: setting up the back leg and IK spline for the torso, binding our mesh to the joints, skinning the character using the Paint Weights Tool, and building the control rig to name a few.
Quadrupeds come in various types, and they all have their own unique needs, but in this module we will rig a canine character which covers many of the unique problems in rigging a quadruped.
Tobias will be guiding you through the process of modeling the low poly assets, defining all the materials you will need in ZBrush, painting a few off the assets to get you moving on how he approaches his style, and will wrap up with creating a final render of the scene in Marmoset.
In this course we will be going through the process of creating a small stylized dungeon environment from the block-out stage to the final presentation.
In this course, Chad Morgan will be teaching you how to build an animation FBX exporter and covering such topics as FBX export nodes, procedures, export settings, animation layers, UI creation, managing rigged characters, and an auto-populated interface to streamline the exporting process.
In Advanced Scripting in Maya, we will use a real-world issue as a teaching case while developing automation and support an FBX exporter.
In this course we are going to animate a quadruped character for video game from scratch, starting by setting up the reference plane for the in-game speed, followed by blocking all the main poses with appealing shapes that can be read on any angle of view, from there we'll add some overlapping motion, and finally polish the final motion.
In this course, Thiago Vidotto is going to walk us through the process of creating an animated run cycle using Maya.
To start, we will be comparing Maya's Human IK features to its MotionBuilder equivalent, and then jump right into the meaty stuff by covering skeleton definition, characterization, and how to save out definition files for a more streamline workflow. In the remainder of the course we will showcase control rigs and the power of retargeting!
In this course, Instructor Chad Robert Morgan will be giving a thorough introduction on setting up and using the various features of Human IK within Maya.
In Intro to Blendshapes in Maya, instructor Chad Robert Morgan gives us a detailed look on how to use blendshapes, including how to create blendshapes nodes, adding new targets, and how to create targets. We highlight common pitfalls to avoid that can break your blendshapes, and tips for making your blendshape workflow more efficient.
In Intro to Blendshapes in Maya, instructor Chad Robert Morgan gives us a detailed look on how to create and use blendshapes in an animation and game development pipeline.
In this course we will utilize a combination of Maya and Photoshop to take a concept for a stylized weapon and translate that into a fully realized low poly hand painted asset for use within a video game environment. Here we will analyze the concept, create a low poly mesh, UV unwrap, and then go into Photoshop for all the texturing.
In this course we will utilize a combination of Maya and Photoshop to take a concept for a stylized weapon and translate that into a fully realized low poly hand painted asset for use in a video game.
In this course, instructor Chad Morgan will go through the basics in writing scripts in Maya in both MEL and Python. We will begin by discussing the difference between MEL and Python, and cover other topics such as creating variables, passing variables/arguments, procedures, as well as some of the more common functions.
In this course, Chad Morgan will be giving a comprehensive introduction on how to script in Maya using both MEL and the Python programming languages.
Starting from a simple concept, we will create a base mesh for our creature, move into sculpting, and finish with Retopology and UV layout. The tutorial focuses heavily on sculpting fundamentals in Zbrush, as well as the necessary tools to create a game resolution mesh using Maya.
In this intermediate level tutorial we will be focusing on the process of creating a creature in the Games Industry.
In this series, Emiel Sleegers is going to be covering how to sculpt and build a catacomb environment using Maya and ZBrush. For starters he will be creating and unwrapping some base meshes within Maya, and from there he will be taking said meshes into ZBrush where he will covering dynamesh, damage sculpting, insert mesh, and more.
In this series, Emiel Sleegers is going to be covering how to sculpt and build a catacomb environment using both Maya and ZBrush.
After exploring the fundamental needs of basic character locomotion and interaction, we'll prepare and export our animations to Unreal 4. Within UE4 we'll set up a playable environment where the characters will move from player control to executing QTE driven animations based on player input following on screen button notifications.
In this course, Matt Tardiff dissect the process for creating Quick Time Event driven animations using both Maya and Unreal engine 4.
In this tutorial we focus on the creation of a simple vehicle for mobile or low resolution game assets with a stylized, hand-painted aesthetic. Beginning with modeling in Maya, we will cover some basic modeling principles before moving into preparing UV's for painting before moving into using both 3D-Coat and Photoshop for final renders.
In this beginner level tutorial we will focus on the creation of a simple vehicle for mobile or low resolution games with a stylized, hand painted ascetic.
In this series, we'll look at creating a high-resolution camera inside of Maya. We'll be creating the camera using a variety of methods to model each piece of the equipment. We want the camera to have enough resolution and details that when it's lit within KeyShot every detail will stand out perfectly.
In this series, we'll look at creating a high-resolution camera inside of Maya. We'll be creating the camera using a variety of methods to model each piece of the equipment.
Ryan Ribot we will be teaching the necessary skills to prepare and hand paint a 3D Character. To begin, he will focus on the process of setting up topology and uv's. Following this, he will dive right into skin tones, rendering volume and color variations, and finally, we will learn about materials such as wood, leather, and cloth.
In this course, Ryan Ribot we will be teaching the necessary skills to prepare and hand paint a 3D Character for game production.
Stephen Wells is going to walk us through the process of learning the UV Unwrapping tools located within Maya. To start he will be showing us the basics of UVs and manipulating them in the UV Texture Editor using a simple box primitive shapes, and from there will show us how to unwrap various organic and hard-edged meshes.
Stephen Wells give a comprehensive overview of the UV Unwrapping workflow inside of Maya!
In this course, instructor Laszlo Mandi is going to walk you through his process for creating a security drone inside of Maya and then rendering it in Keyshot!
In this tutorial we'll start by reviewing the concept art and blocking out some base shapes, and from there jump into unwrapping. We'll look at the different stone, metal, and wood surface types we'll be painting, discuss improved texture resolution by sharing UVs, then bring the texture and visual look and feel of this cabin to life!
In this course, we're going to be exploring the hand painting texturing style as we create a rickety old cabin!
In this 5 part course, instructor Alan Thorn takes you through the process of building a 3D puzzle game inside of the Unity engine. Here he will cover a range of topics including project creation, level design, lightmapping, skinning, animation state machines, collision detection, and camera creation just to name a few.
Learn the full process of creating your own game as instructor Alan Thorn takes you through the process of building a 3D puzzle game inside of the Unity engine!
In this course, instructor Prantik Madhukalya gives us a comprehensive look at his process for animating a non-humanoid creature. Here he will cover some basic rig functionality, scene layout, as well as walk through the layout, blocking, and polish stages of the animation process.
In this course, instructor Prantik Madhukalya gives us a comprehensive look at his process for animating a non-humanoid creature.
In this course, instructor Stephen Wells will be taking us through the process of unwrapping, sculpting, polypainting, and rendering his Hard Surface Sci-Fi Vehicle Tank model while utilizing Maya, zBrush, Roadkill, and the Marmoset Toolbag.
In this course, Stephen Wells will be taking us through the process of unwrapping, sculpting, polypainting, and rendering a super cool tank.
In this course, instructor Stephen Wells will be taking us through the process of unwrapping, sculpting, polypainting, and rendering his Hard Surface Sci-Fi tank.
In this course, Justin Harrison walks us through the various methods of creating cloth elements for real-time game environments!
In this course on creating a custom weapon in UDK, Justin Harrison takes us through the pipeline of setting up a unique tesla weapon for us!
This tutorial explores methods for creating dynamic destruction in both Maya and UDK. Inside of Maya, you'll bake rigid-body dynamic-systems simulations, and then learn how to import them into UDK. Also, using UDK's fracture, you will learn how to create real-time destruction environments.
This tutorial explores methods for creating dynamic destruction in both Maya and UDK.
In this course, Justin Harrison gives us a thorough introduction to Autodesk's Motion Builder!
Using Maya, this tutorial will cover the 12 basic principles of Animation, how they apply to everyday objects and characters, and how you can utilize them to really bring your character animations to life!
Using Maya, this tutorial will cover the 12 basic principles of Animation, how they apply to everyday objects and characters, and how you can utilize them to bring your character animations to life!
Inside of Maya, learn the best practices for creating key frame animations, animating on a path, and editing your animations and utilizing layers. You'll learn by example as we create our animations on a fully rigged character, and the process is presented from initial concept to key poses and final animation polish.
Inside of Maya, learn the best practices for creating key frame animations, animating on a path, and editing your animations and utilizing layers.
In this course, instructor Justin Harrison walks through the process of creating various animations commonly found within a game environment. Here he shows us how to create a walk cycle, run cycle, hit reaction animation, and a simple traversal animation while either animating from scratch, using reference, or a combination of both.
In this course, instructor Justin Harrison walks through the process of creating various animations commonly found within a game environment.
In this complete Animation in UDK tutorial, we break down everything you need to know about setting up and importing Animations into UDK!
In this tutorial we'll show you the creation process for low poly weapons with a strong emphasis on hand painted texture maps. We'll begin by modeling a sword in Maya 2011, show the unwrapping process, and take you step-by-step through creating hand-painted, stylized textures for both a sword and a shield asset.
In this tutorial we'll show you the creation process for low poly weapons with a strong emphasis on hand painted texture maps.
In the Bipedal Rigging Series, we take a thorough look at the complete process of rigging, creating bones, skinning, and painting weights of a character from start to finish in Maya. Even if you've never rigged a box before, this tutorial breaks down a complex process in an amazingly thorough – and easy to understand way.
In this tutorial series, we take you through the entire workflow of a treasure chest game asset from start to finish. We'll be using Maya, Zbrush, Photoshop and even 3D-Coat to produce a great looking stylized treasure chest!
In this tutorial series, we take you through the entire workflow of a treasure chest game asset from start to finish.
From concept to completed high poly model, this tutorial will show you how to approach the sub-d process in Maya 2011. From custom hotkeys to kitbashing – all the way through completion, this video showcases the techniques and workflow for creating a highly detailed sci-fi console.
From concept to completed high poly model, this tutorial will show you how to approach the sub-d process in Maya 2011.
Catacomb Environment in Zbrush Series!
Catacomb Environment in ZBrush will teach you how to take a basic quick sketch of a scene and build a complete sculpted and stylized environment. Within this course, you'll learn how to work with subtools, the transpose tool, deformation palettes, and booleans in addition to many other helpful production tools and techniques.
Students taking the Catacomb in ZBrush course will learn how to take a basic quick sketch of a scene and create simple geometry to approximate a proxy/temporary version.
As the student progresses through this tutorial, they'll learn more confidence in their skills by using fewer tools and some shortcuts to achieve an end result that will help inspire them to continue to tackle more opportunities by looking all the parts that make up the big picture first rather than trying to seeing the big picture.
This course will show how easily one can produce an acceptable model by breaking down the overall view into more 'bite sized' areas.
In addition to learning the basics, we will explore a range of tools including: the Qmesher, importing with GoZ, using the layers palette, and the transpose action tools to name a few!
In this course, students will learn better practices for workflows to movr a project from A to Z as well as learn how to use a combination of tools within Zbrush to easier create the work needed.
After a quick intro to the physical anatomy, you will learn how to use DynaMesh to create a base for the hand, and will learn how to use ZRemesher to create a usable topology. Next, you'll be going in depth into the hand study, and understanding what are the little tweaks that make a good hand sculpture.
By the end of Sculpting Hand Anatomy in Zbrush, you'll have a solid understanding of the anatomy of the hand, the underlying muscles, and how to interpret them into the 3D form using zBrush.
In this series, we're going to jump into an introduction to creating a Mech Head in Zbrush. We'll initially use Dynamesh to create the base shapes before converting them to polygrous. We'll then extrude said polygroups and utilize both alphas the IMM brush to create some smaller details over the model.
In this series, we're going to jump into an introduction to creating a Mech Head in Zbrush while using various tools such as dynamesh spheres, polygroups, alpha maps, and the IMM brush.
In this course, Emiel Sleegers will be sculpting some tiles in ZBrush and then use that sculpt to export various height, normal, and lightmaps. From there, he will begin his joirney into Substance Designer where he will be showing you how to create the final diffuse, normal, height spec, and gloss maps.
In this course, Emiel Sleegers will be going over how to create a tileable texture using both ZBrush and Substance Designer.
In this series, we take on the Elder Thing! We'll be using dynamesh for the entire alien entity but we're going to pull some "Frankensteining", that is, we're going to be creating different parts of the creature in different files to refine and finesse them before adding them to a singular IMM brush.
In this series, we will be using dynameshes to build one of the very oddest creatures of the Cthulhu pantheon: the Elder Thing!
In this series, we'll be introduced to the world of Fibermesh in Zbrush. We will first start off by testing some Fibermesh brushes on a simple plane, and then jump into adding it to a head bust. We'll then go over some hair styling ideas for what we might want to create for our main Horn Head mesh.
In this series, we'll be introduced to the world of Fibermesh in Zbrush. We will first start off by testing some Fibermesh brushes on a simple plane, and then jump into adding it to a head bust.
For this course, we explore Dynamesh sculpting in ZBrush as we're continuing our cosmic entity series by working on Tsathoggua. We'll be delving into dyamesh by first adding basic foundational shapes, and then expanding on those foundations to further create the warty details that best fit this frog-like creature.
In this course we jump back into the world of ZBrush dynamesh sculpting as Stephen Wells tackles the Old H.P. Lovecraft God, Tsathoggua.
In this series, we jump into creating textures in Zbrush using polypainting. We'll examine the mesh and review references for the model and then we'll do a small exploration into matcaps and colours. From there we'll paint in the skin tone, five o'clock shadow, eyes, and finally the horns.
In this course, Stephen Wells gives us a comprehensive overview of polypainting in ZBrush.
In this course we, jump into the world of ZBrush dynamesh sculpting as Stephen Wells tackles the Old H.P. Lovecraft God, Cthulhu. We start with a simple dynamesh sphere and use several techniques to shape Cthulhu's head and make a quick torso. We then use a variety of brushes, alphas, layers to achieve the final fantastic sculpt.
In this course we jump into the world of ZBrush dynamesh sculpting as Stephen Wells tackles the Old H.P. Lovecraft God, Cthulhu.
In this intermediate level course, instructor Ryan Ribot will be focusing on sculpting a High Resolution character asset using ZBrush. The focus of this course will include sculpting processes, stylized anatomy, modularity, and basic design fundamentals to create a stylized character model.
In this intermediate level course, instructor Ryan Ribot will be focusing on sculpting a High Resolution character asset using ZBrush.
This advanced tutorial takes an inside look at sculpting a character bust, and techniques on creating an asset like this from the beginning. We cover planning your high poly, refining small details using ZSpheres and Dynamesh, and cover the low poly modeling process using Modo.
This advanced tutorial takes an inside look at sculpting a character bust, and techniques on creating an asset like this from the beginning.
Learn the advanced techniques inside of Unreal Cascade and the Material Editor to bring your sparks to the next level! This tutorial covers from "start-to-finish" how to make a fully dynamic sparks particle system that will collide with geometry inside your map!
Learn the advanced techniques inside of Unreal Cascade and the Material Editor to bring your sparks to the next level!
In this tutorial we take an introductory look at UDK's material editor, cover the basics of importing textures and creating our own materials, then dive into creating common materials you'll see in games – metal, glass, blended materials, a holographic animated material, and realistic water.
In this tutorial we take an introductory look at UDK's material editor and cover the basics of importing textures and creating our own introductory materials.
Inside of UDK, we'll start with creating a "parent" material as we cover Material Instancing, dive into animated Flipbooks, discuss Opacity and how it works, explore how to apply a "real" video or movie to your assets, and then dive into an advanced material creating a customized and complex animated sequence!
Bill Kladis takes us through even more advanced materials inside of UDK!
With nearly 7 hours of training, this is one of the most robust intro tutorials on Unreal Cascade there is! We'll learn the basics of particles in UDK, how to avoid common technical and workflow mistakes, and cover the most commonly used modules in making FX. Everything from flaming swords to lightning to rockets, this course has it all!
With nearly 7 hours of training, this is one of the most robust intro tutorials on Unreal Cascade there is!
Here you will be learning how to export characters from Maya using the FBX format, import animation into Unreal, setup and edit animation blueprints, and applying additive animation. In addition, we'll also be covering blend spaces, controller input, and the power behind UE4's new animation interface, Persona.
In Animation Pipeline in UE4, Chad Mogran will be giving a comprehensive overview of all things animation in Epic's Unreal 4 Engine.
To start, we will be hopping on the internet to grab some reference to guide us towards the final result. From there we will be jumping right into Substance Designer and walk through the process of building our shader graph from start to finish. once complete, we'll then be jumping into Unreal where we will build our winter wonderland!
In Winter Shaders in Substance, we will be walking through the workflow of creating various snow textures in Substance Designer.
Here Emiel will cover some essential topics such as the Unreal Engine 4 UI, vertex painting for our terrain, and how to place objects and foliage to name a few. After that we will wrap up the visuals by lighting our scene and top it off with some post effects and color grading before creating some high quality screenshots.
In this course we will go over on how to create a level in Unreal Engine 4 from scratch while using pre-made assets from the Unreal Marketplace.
In this lesson, Chad Morgan will show you some of the issues he had while building a game for mobile platforms. He will discuss things like limitations in joint count, polygon count, and shader complexity. Then go through the process of setting up Unreal for developing for both Android and Mac.
In this course Chad Morgan is going to be summarizing everything he has learned form his experience in publishing his first mobile game so your experience in doing the same will go more smoothly.
Here we will be covering the various methods for creating height maps: high poly to low poly converting, Photoshop, Knald, Crazy Bump, xNormal, etc. and from there we will walk through the process of creating the different displacement and parallax occlusion materials in UE4 as we cover the pros and cons of each in multiple examples.
In this course we will be looking at the various ways of displacing textures within UE4, as well as the pros and cons of each method and the best ways they can be utilized in a video game environment.
During the vehicle setup process, Lukas will be covering topics such as creating physics assets, controller setup, animation blueprints, setting up and detecting different physics surfaces, adding audio, and as a final bonus walking through the blueprint breakdown for a driving mini-game.
In this course, Lukas de Kock will be covering how to setup the blueprints for creating a dynamic controllable vehicle in UE4.
This Materials in Unreal Engine 4 course will give you a thorough understanding of creating materials inside of the UE4 engine. Here, Kyle Horwood will be covering topics such as the material types, PBR materials, and materials blends to name a few. In addition, he will be walking through the creation of various material examples as well.
This Materials in Unreal Engine 4 course will give you a thorough understanding of creating materials inside of the UE4 engine.
In this intro to Unreal Engine 4, Kyle Horwood is going to be taking through various aspects of this incredible powerful game development tool. Here he will be covering topics such as project creation, creating and editing BSPs, as well as some more advanced areas like material creation, persona, and particle creation to name a few.
In this intro to Unreal Engine 4, Kyle Horwood is going to be taking through various aspects of this incredible powerful game development tool.
In this course, Kyle Horwood will go over an introduction of blueprints inside of UE4. Here he will be utilizing level blueprints within UE4 to create toggleable lights that when active, allow a door within the level to open. Also he will use blueprint classes to unlock doors with found keys and utilize the UMG features to create a HUD.
In this course, Kyle Horwood gives a comprehensive introduction to the new blueprint system within Unreal Engine 4.
In just a few hours, you'll learn the fundamentals of programming for designing and building games easily with professional-grade development tools; no previous experience required. Design levels, define behaviours and create playable experiences that are fun for everybody as you learn the C# language.
In this comprehensive 3DMotive.com course for beginners, instructor Alan Thorn explores how to get started at C# Programming by making games using the Unity engine.
Aimed at intermediate users, see how to create save-game states, build data-heavy scenes and levels, read data from the internet, and process data from external applications. Across three in-depth modules you'll see how to harness the awesome power of both persistent-data and serialization to customize how games work extensively.
In C# Scripting in Unity, instructor Alan Thorn exploresmany ways to work with custom data loaded from external files, like XML, JSON, Binary, CSV files and more.
In just a few hours, you'll learn how to design and build games easily with professional-grade development tools; no previous experience required. Design levels, define behaviours and create playable experiences that are fun for everybody as you learn game development software, step by step.
In this comprehensive Intro to Unity 2017 course for beginners, instructor Alan Thorn explores how to get started making games using the Unity engine.
In this Unity 5 Add Ons course, instructor Alan Thorn surveys a varied selection of powerful assets from the Unity Asset Store.
In this course you'll learn how to batch rename objects, save data to persistent storage, handle events with visual scripting, explore secrets of the object inspector, revisit the world of mouse picking, sync audio with aniamtion, create split-scren games, work with gizmos, optimize 2D rendering, and create a code-less mini-map!
In this 3DMotive course for intermediate viewers, instructor Alan Thorn explores a collection of high-powered tips and tricks for increasing your productivity in Unity 5.
In this comprehensive course, Alan Thorn demonstrates advanced C# scripting techniques and their underlying concepts for solving real-world development problems. Understand core mathematical ideas, like Vectors and Quaternions, for making objects move, rotate and change predictably.
In this comprehensive course targeted at advanced users, learn how to create believable game worlds and behaviors by scripting gameplay in C#.
In this course, instructor Alan Thorn helps you explore how to build 2D games from the ground upwards. Learn how to craft informative user interfaces, how to animate and rig 2D characters from within the Editor, how to script effectively with C# and 2D Physics, how to implement dangerous obstacles, and how to develop a quest system.
In this extensive course for intermediate users, instructor Alan Thorn helps you explore how to build 2D games from the ground upwards.
'Advanced Game Mechanics in Unity' helps users push their Unity knowledge to the next level. Here, Alan Thorn explores many powerful features in Unity 5, from debugging tools and version control, to 2D sprites and User Interfaces. See how to get started quickly at scripting useful behaviours and functionality for building solid games.
In this course, instructor Alan Thorn explores many powerful features in Unity 5, from debugging tools and version control, to 2D sprites and User Interfaces.
In this course, instructor Alan Thorn explains everything you need to get started in Unity 5. Through clear and concise examples, he will be exploring the basics of Unity in a practical context and be covering topics ranging from user interface navigation and viewport controls all the way through some of the more in-depth features.
In this course, instructor Alan Thorn explains everything you need to get started in Unity 5, even if you're completely new to game development.
In this course, instructor Alan Thorn is going to be giving a comprehensive introduction to Blender for Game Artists. Here, Alan will show you how to get up and running in Blender for creating animated in-game models even if you're a complete newbie!
In this course, instructor Alan Thorn is going to be giving a comprehensive introduction to Blender for Game Artists.
In this tutorial, instructor Alan Thorn takes us through the process of creating a 2D Shooting Gallery game with the Unity Game Engine.
In this course, Alan Thorn takes us through some great tips and tricks you need to know when working with Unity! We'll look at all sorts of handy features inside this powerful Engine to help accelerate your workflow, and really power your work inside of Unity!
In this course, Alan Thorn takes us through some great tips and tricks you need to know when working with Unity!
In this course, instructor Alan Thorn takes you through the basics of Blender and Gimp while teaching asset creation pipeline, and follows up by teaching you how to import those assets into Unity while setting up a playable game environment.
In this course, instructor Alan Thorn takes you through the basics of Blender and Gimp while teaching asset creation pipeline, and follows up by teaching you how to import those assets into Unity.
In this tutorial, Alan Thorn covers many of the C# fundamentals, as well as an introduction on scripting in Unity using the C# language.
In this extensive tutorial series, instructor Alan Thorn takes us through a comprehensive look at the Unity Game Engine. If you've always been curious about what Unity has to offer, this course has everything you need to get you started with the engine – ranging from the UI, Terrain, Lighting, Scripting, Post Process, and so much more!
In this extensive tutorial series, instructor Alan Thorn takes us through a comprehensive look at the Unity Game Engine.
Damian Lazarski is at it again, and this time he delivers a big helping of the texture training you've been asking for! We take a thorough look at using nDo2 to create some amazing normal maps, cover the entire texturing process of this Industrial Door from start to finish, then wrap it up in CryENGINE 3!
Damian Lazarski is at it again, and this time he delivers a big helping of the texture training you've been asking for!
Students will learn how to thumbnail a design before diving further into the exploration of this character's backstory.They will then dig further into development of this character's in-game costume and equipment, and even be introduced to producing basic concepts before picking a design and work their way towards a final rendered image.
Here you will take a journey through the whole process which is very commonly used in the film and video game industry. Starting with basics like perspective, lighting, value structure, composition and then taking you through each and every step and ending with the demonstration of good use of photo bashing technique.
This 2D environment design course covers the basic principles of creating environment design, and the foundation and methods of creating environment design from start to finish.
In this course, Colin Searle will be teaching you how to gather reference, brainstorm and thumbnail ideas, create dynamic character poses, and piece together a dynamic and aesthetically pleasing action shot within the Adobe Photoshop software package.
In this course, you will be learning how to thumbnail, compose, and complete an action shot still frame using Adobe Photoshop.
Over the span of four videos, many subjects will be covered, including isolating scanned artwork onto a transparent background, and preparing lines for color using levels. It will also cover how to use clipping masks, layer masks, adjustment layers, and a number of other tools and functions in Photoshop.
In this course, Colleen Larson will demonstrate methods for quickly coloring character artwork in a cel shaded style, while focusing on production value as well as flexibility.
Photographic Texture Creation in Photoshop introduces the theory and practice of capturing textures, removing image artifacts, some key image prep processes, as well as a detailed guide to creating diffuse, specular, normal and ambient occlusion maps out of photographed textures.
Photographic Texture Creation in Photoshop introduces the theory and practice of capturing and prepping images, as well as a guide to creating the main necessary game textures from those images.
In this complete Intro to GameMaker: Studio course, instructor Alan Thorn takes us through the entire process of building an old-school, side-scrolling shooter game from start to finish!
In this course, instructor Alan Thorn will be walking through the process of creating a side-scrolling platformer game from scratch using GameMaker: Studio. Here he will be covering topics such as sprite creation, tilesets, collision detection, and any scripting necessary to get the game up and running.
In this course, instructor Alan Thorn will be walking through the process of creating a side-scrolling platformer game from scratch using GameMaker: Studio.
In this course, instructor Alan Thorn takes you through the process of building graphical user interfaces using GameMaker: Studio. Here you will be learning how to create an interface that will work and display properly across any number of resolutions and devices.
Alan Thorn takes you through the process of building graphical user interfaces using GameMaker: Studio.
Imported reference images to make an interesting character as you learn how to unwrap and texture character models using Blender's powerful mapping tool-set. Then, explore how to rig and configure your character, complete with Inverse Kinematics, to create realistic motion, and then animate a loopable walk cycle!
In this course, Alan Thorn outlines a solid, step-by-step workflow for building, mapping and animating appealing game characters that perform well and work effectively in a game engine.
In this course intended, instructor Alan Thorn explores UV Mapping and Optimal Unwrapping Techniques. UV Mapping defines how textures wrap around the surfaces of 3D Models. Use Blender to unwrap and optimize texture layouts for meshes, exploring many techniques for creating seamless and professional grade UV layouts.
In this course, instructor Alan Thorn explores UV Mapping and Optimal Unwrapping Techniques in side of Blender.
In this course, Alan thorn will teach you how to build set pieces that fit together seamlessly, like building blocks, for creating expansive and versatile level design in games while utilizing Blender to model, unwrap, texture-paint, and optimize assets, exporting them to a real-time game engine.
In this course intended for intermediate viewers, instructor Alan Thorn explores how to build low-poly environment assets in a dark industrial theme using the Blender software.
In this course, Emiel sleegers is going to be giving a introduction to prop placement, environment setup, and general level design within CryEngine. Here he will be covering how to realistically and logically place objects in a level, how to light and add additional compositing effects, and add some particles for some additional realism.
In this course, Emiel sleegers is going to be giving a comprehensive introduction to prop placement, environment setup, and general level design within CryEngine.
In this course, Emiel Sleegers will be teaching topics ranging from the initial planning phase and breakdown of a concept to determine the modular pieces needed, to the creation of set models and tileable textures, as well as the final stages of getting your models and textures into CryEngine, building the set, and creating lights.
In this course, Emiel Sleegers is going to be covering the full workflow of how to build a modular warehouse environment piece using both Maya and CryEngine.
In this course, Emiel Sleegers is going to walk us through the process of learning the SpeedTree to CryEngine pipeline. Here he will be covering some basics such as bark, bush, and grass texture creation using Photoshop and Ndo2, and from there jump right into SpeedTree where he will teach how to create different forms of foliage.
In this course, instructor Emiel Sleegers is going to walk us through the process of learning the SpeedTree to CryEngine pipeline whiel utilizing Maya as the middle-man 3D package for exporting.
In this course, instructor Stephen Wells provides a comprehensive introduction into Mudbox. Here he will be covering a range of topics which will include basic navigation/interface layout, brushes, layers, material presets, sculpting, lighting, rendering, camera effects, texture painting, and map exporting.
In this course, instructor Stephen Wells provides a comprehensive introduction into Mudbox.
In this tutorial, instructor Stephen Wells will take us through the complete pipeline of the software Topogun, as we learn the interface and functions needed to retopo game assets. We'll cover all the most important tools needed as we take you through the process of retopologizing several complex character assets.
In this tutorial, instructor Stephen Wells will take us through the complete pipeline of the software Topogun!
In this tutorial on Unwrapping with Roadkill, instructor Stephen Wells gives us a full overview of this powerful UVW unwrapping tool!
In this course, we will be teaching the necessary skills to prepare and hand paint a 3D Creature! Starting from the baking process, we will cover all the necessary skills that a texture artist will need to paint a character. And from there jump head first into getting this character fully painted and ready for a beauty render!
In this course, we will be teaching the necessary skills to prepare and hand paint a 3D Creature for game production. Starting from the baking process and finishing with a final portfolio piece!
In this series, Stephen Wells is going to examine four of the more popular stand alone UV unwrappers (Roadkill, Unfold 3D, 3D Coat and Headus UV Layout) and run them through their paces. Although several of the programs can do more than unwrap UVs for meshes, we will only be focusing on the basic unwrapping.
In this series, Stephen Wells is going to examine four of the more popular stand alone UV unwrappers: Roadkill, Unfold 3D, 3D Coat and Headus UV Layout.
Keyshot is designed to easily manipulate your model and allow you to control individual parts as you see fit. Within minutes you can render out photo-quality screenshots, from low to production-grade resolution, using a combination of tools!
There are a number of programs that can simulate realistic renders but Keyshot is the most direct, user-friendly program on the market today.
In this course, we'll dive into the world of Keyshot. Keyshot is one of the easiest and fastest 3D rendering programs on the market and can help create fantastic renders of your 3D models with just a few button clicks and some basic information whether you're an adept professional or a complete novice.
In this tutorial, we'll dive into the world of Keyshot and teach you how to create fantastic renders of your 3D models with just a few button clicks!
To start we will be creating some basic rock shapes in Substance Designer. Once we are happy with our shapes we start to add smaller rocks and pebbles, which will be blended together. Next we will create some nice looking cracks on the rocks before we will switch to the Quixel Mixer where we will add some dirt and water.
In Rocky ground in Substance Designer, you will learn the basic understanding of the PBR Workflow and what to do (or what not to do) to achieve the PBR look.
To start, we will unwrap our gun and utilize the most space so that we have the highest resolution possible. Next, we will set-up our scene for making in marmoset and export all our models before moving to Marmoset Toolbag 3 to bake our texture maps and fix any baking bugs. Then we're off to Substance to create the final texture.
In Texturing thew Walther P99 we will continue where we left off with the modeling course and take this asset through the texturing process from start to finish.
To start, we will go over how to create a proper normal, diffuse, roughness and metallic map shader networks for our base wood using the pbr texturing workflow. From there, we will learn how to create a painted version of our wood in the same network before jumping into Marmoset Toolbag 3 to create some beauty renders.
In this course Emiel Sleegers will be covering the workflow of how to create multiple procedural wood textures within substance designer.
Here Emiel will start off by create a sculpted base heightmap and from there move on to creating a normal map which will make the bricks look realistic and organic. Once that is done we move on to creating a color mask as we build up our diffuse map by stacking up layers of dirt and details and finish it off.
In this course we will go over in-depth on how to create a procedural brick wall in Substance Designer 5, and wrap things up by rendering everything in Marmoset Toolbag.
In this course, Emiel Sleegers is going to be using a combination of both Substance Designer and Substance Painter to to create the material and fine details of the texture before taking the final result into Marmoset where everything will be rendered.
In this course, Emiel Sleegers is going to be covering walking you through the process of texturing a suitcase asset using both Substance Designer and Substance Painter.
In this series, we're going to delve into Knald, a new map generation program for creating maps for normals, displacement, cavity, ambient occlusion and more. We'll examine importing several images to use as our base as well as examining the 'integrator' controls for varying the intensity, scale and more.
In this series, we're going to delve into Knald, a new map generation program for creating maps for normals, displacement, cavity, ambient occlusion and more.
In this course, Emiel Sleegers will go over how to make a terrain using both Mudbox and World Machine. He will start by creating a basic plane in Maya and sculpting some forms in Mudbox before taking it into World Machine to add some additional details, and to wrap up, he will cover how to import the terrain into multiple game engines.
In this course, Emiel Sleegers will cover the pipeline on how to generate terrain using both the Mudbox and World Machine software.
In this course, Emiel Sleegers is going to be covering the basic workflow methods used within Marvelous Designer 3. Here he will be covering some over the very basics such as the user interface, and from there he will jump right into creating different cloth and fabric meshes for objects like shirts, pillows, and a bed comforter.
In this course, Emiel Sleegers is going to be covering the basic workflow methods used within Marvelous Designer 3.
Here Philipp will be covering the whole process from the initial stages of finding your texture reference and creating your base texture in Bitmap2Material, pushing that texture into Knald to create an AO map, and the utilizing photoshop to tweak some additional maps before texting it out within a game engine.
In this course, Philipp Schmidt is going to give us an introduction PixPlant while showing us how to make some basic tileable textures.
While on this journey of learning MegaScans Studio, we will be learning how to utilize Megascans as a texture resource as we find a texture we're like to use and walk it through the initial setup stages in MegaScans studio all the way through it's final rendering in Marmoset Toolbag.
In Intro to MegaScans studio we cover using the resource Megascans to find and use basic texture scans to create interesting dynamic materials.


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Five Minute Briefing - Information Management: September 15, 2009. A concise weekly report with key product news, market research and insight for data management professionals and IT executives.
IBM Unveils New Business Analytics Software for Midsized Clients
IBM recently launched IBM Cognos Express, an all-in-one business intelligence and planning solution specifically built and priced for midsized clients. Deployed in just a matter of hours, the new solution offers clients a low-cost and low-risk, integrated approach to planning, analyzing and reporting performance, identifying trends, and ultimately helping them make smarter business decisions.
Kalido Debuts its KONA Information Appliance Running on Netezza TwinFin Platform
Kalido, a provider of information management software for enterprise data goverance, and Netezza, a provider of data warehousing and analytics appliances, have announced that Kalido has licensed and will directly sell a custom-built Netezza TwinFin data warehouse appliance engineered and optimized for the Kalido Information Engine and Kalido's new industry-specific analytics and reporting solutions.
Ntirety Introduces Updated Ntrust for Secure, Remote Database Administration
Ntirety Inc., which provides both software tools/appliances and database experts to proactively monitor, manage, and optimize customer's Oracle, Microsoft SQL Server, and MySQL databases, has released Ntrust version 4, the newest generation of its proprietary database administration platform that enables Ntirety to remotely and securely service customers' databases. With the version 4 release, Ntrust is now available as either a physical appliance that resides at a client's site or as a virtualized offering to meet the needs of customers utilizing cloud computing.
Oracle Enhances Berkeley DB Embeddable Databases
Oracle has introduced new releases of Oracle Berkeley DB and Oracle Berkeley DB XML, two members of the Oracle Berkeley DB family of open source, embeddable databases.
Quest Software Announces Toad for Data Analysts 2.5
Quest Software has introduced a new version of Toad for Data Analysts, a multi-platform tool designed for IT and business professionals who need to quickly access, understand and report on data.
BI in SQL Server 2008 R2: Empowering Business Users
Microsoft SQL Server has been a favorite for years for organizations that want to implement business intelligence (BI) functionality—even in traditionally non-Microsoft shops.

redpajama_set_name: RedPajamaCommonCrawl


text:
Storm de Grave is de naam van een Nederlandse familie die in het Nederland's Patriciaat werd opgenomen en waarvan een lid werd verheven in de Nederlandse adel.

Geschiedenis
De stamreeks begint met Aert Jansz. Storm, waarschijnlijk geboren in 1536 en vermeld als schepen van Kruiningen in 1584. Zijn nazaat Salomon (circa 1667-1722) trad in dienst van de Vereenigde Oostindische Compagnie. Diens kleinzoon, Esaias (1731-1769) was de eerste die de naam Storm de Grave aannam en in militaire dienst trad. Het was een kleinzoon van de laatste, Carel Willem Johan (1792-1878) die in 1852 werd verheven in de Nederlandse adel. Met diens kleinzoon Frederik (1862-1907) stierf de adellijke tak uit.

De familie werd in 1917 opgenomen in het Nederland's Patriciaat.

Enkele telgen
Salomon Storm (circa 1667-1722), trad in 1683 in dienst van de VOC, lid Raad van justitie te Batavia, gouverneur van Banda
Martinus Storm (1698-1746), secretaris van de Indische regeering 1729, gouverneur van Ternate; trouwde in 1726 met Jacoba Elisabeth Dubbeldecop (1710-[1742]), dochter van Jacob Willem Dubbeldecop en Elisabeth de Grave
Esaias Storm (de Grave; door hem toegevoegd in 1768) (1731-1769), luitenant-kolonel
Adriaan Willem Storm de Grave (1763-1817), luitenant-generaal infanterie, Ridder in de Orde van de Unie, Ridder in de Orde van de Reünie
Anthonie Johan Pieter Storm de Grave (1788-1864), kolonel der infanterie, militiecommissaris
Emile Guillaume Charles Corneille Storm de Grave (1817-1890), luitenant-kolonel der infanterie
Antoine Iman Storm Grave (1856-1910), 1e luitenant der cavalerie
Albert Emile Storm de Grave (1885-1954), 1e luitenant vrijwillig automobielcorps
Iman Willem Storm de Grave (185?-1901), 1e luitenant grenadiers en jagers
jhr. Carel Willem Johan Storm de Grave (1792-1878), luitenant-generaal, Ridder in de Militaire Willems-Orde, Commandeur in de Orde van de Nederlandse Leeuw, Grootkruis in de Orde van de Eikenkroon
jhr. Willem Isac Adriaan Storm de Grave (1822-1893), generaal-majoor, Ridder in de Orde van de Nederlandse Leeuw, Ridder 3e klasse in de Huisorde van de Gouden Leeuw van Nassau
jhr. Frederik Storm de Grave (1862-1907), laatste telg van de adellijke tak Storm de Grave
Cornelis Marinus Storm de Grave (1794-1871), kolonel der cavalerie, Ridder in de Militaire Willems-Orde
Marie Céline Cornelie Henriette Storm de Grave (1836-1922); trouwde in 1858 met Edouard van Wickevoort Crommelin (1833-1891), majoor der cavalerie
Emma Antoinette Isaure Storm de Grave (1841-1933); trouwde in 1874 met Alexis Pierre Joseph Bricou (1825-1877), koopman van sponsen en zeemlappen te Brussel en dan te Schaarbeek, weduwnaar van Hermanna / Hermanie Koch en van Gesina Cornelia van Duura (1834/1835-1867)
Jeanne Céline Emma Bricou (1875-1926), schrijfster en volgens Marguerite Yourcenar de grote liefde van haar vader en model voor Madame de Reval in Quoi? L'Eternité, vriendin en mede-pensionaris in Brussel van de moeder van Yourcenar, jkvr. Fernande de Cartier de Marchienne (1872-1903); trouwde in 1902 in 's-Gravenhage met Conrad Adalbert Egon baron von Vietinghoff (1870-1957), pianist
Egon Arnold Alexis baron von Vietinghoff (1903-1994), kunstschilder
Willem Adriaan Storm de Grave (1848-1883), 1e luitenant der cavalerie
Albert Paul Marin Adrien Storm de Grave (1878-1952), 1e luitenant der cavalerie, laatstelijk ritmeester
Willem Adriaan Storm de Grave (1911-1991), ritmeester; trouwde in 1941 met jkvr. Dorothea van Reenen (1916-2006), laatste telg van de adellijke tak van het geslacht Van Reenen

Literatuur
Nederland's Patriciaat 8 (1917), p. 379-383.
Nederland's Adelsboek 94 (2009), p. 113-119.
Genealogisches Handbuch des Adels 110 (1996), p. 401 (von Vietinghoff).

Afbeeldingen

Nederlands adellijk geslacht
Nederlands patriciërsgeslacht

redpajama_set_name: RedPajamaWikipedia


text:
Twelve Things to Remember by Marshall Field
1 Comment / Quotes, skmurphy / By Sean Murphy / October 8, 2011 July 13, 2018
Marshal Field's "Twelve Things to Remember" is a good list of qualities bootstrappers should cultivate within themselves.
Twelve Things to Remember
The value of time.
The success of perseverance.
The pleasure of working.
The dignity of simplicity.
The worth of character.
The power of kindness.
The influence of example.
The obligations of duty.
The wisdom of economy.
The virtue of patience.
The improvement of talent.
The joy of originating.
quoted in Elbert Hubbard's "Scrap Book" page 78
I really like this list. Time is the bootstrapper's critical resource in the early going: great care must be taken in how they choose to allocate it. Most new things don't work the first or second or even third time you try them: patience, perseverance, and the improvement of talent are required to succeed. Finally character and kindness enable you to set an example that will encourage partners, employees, customers, competitors, and stakeholders to reciprocate.
The Likely Consequences of Entrepreneurship Require Perseverance
Marjorie Clayman's "Being Kind Doesn't Make Me Stupid" offers a great perspective on the power of kindness and how on-line culture celebrates jerks with more attention they deserve.
Self-Mastery, Expertise, Connections, and Perseverance
William Feather on "Perseverance Rewarded"
Update Nov-7-2013 Peter Crocker writes
In Sydney during the "depression" my father obtained a night job as a supervisor at "The Boys Brigade". This organisation consisted of two clubs established by the Fairfax family of Sydney Morning Herald fame in Sydney to help keep teenage boys off the streets during the depression years. They established two branches, one in Ultimo and one in Surrey Hills, the two so called "slum" areas of Sydney in premises owned by them. Each was equipped with a theatre where films were shown on Saturday nights (eg "Our Gang", Laurel & Hardy and Charlie Chaplin films. The clubs also contained carpentry, metalwork and other teaching workshops including a manually operated printing press. This latter was used to print a beautifully coloured version of a medieval monk on a high stool before a lectern desk presumably writing the "Twelve Things To Remember" on parchment with a quill. My father kept one of the original print which I now have hanging on the wall before me. The twelve items depicted formed the basis of my life's philosophy. I am 87 years old now and hope my grandson appreciates the value of these twelve items.
Image Credit: "Black Rudder" image licensed; © BlueBright
1 thought on "Twelve Things to Remember by Marshall Field"
Peter Crocker


pierced earrings made in Italy. Both are sparkly & shiny and look as though never worn.
Total sterling weight of everything is 23.43g...This is a quality set and will be treasured for many years to come & be passed down.
lobster claw clasp is marked 925.
Earrings: 1 ½" long...heart...1" across x 1" down...total with chain 1 ½" marked on stem 925.


In this four part teaching series Pastor Butch Deer Jr., using Christianity's rich Hebraic heritage, discerns the times we are living in today. He explores God's election of Israel, America's Hebraic history and the rebirth of Islam. He will also convey to us, through Scripture, what our role as a Christian is in what God is doing today.
In this 6 part teaching series, Pastor Butch Deer uses his rich background of the Biblical text to expound on the topic of comittment.
In this teaching series, Pastor Butch Deer uses the rich Hebraic background of the Biblical text to discover the connection between Miracles, the Heart of God and their role in God establishing and maintaining His relationship with man.
In this teaching series, Pastor Butch Deer uses the rich Hebraic background of the Biblical text to discover the fresh revelation concerning the Love of our heavenly father for His children. Jesus prayed in John 17:26 that the Love with which the Father loved Him would be in us.
In this teaching series, Pastor Butch Deer uses the rich Hebraic background of the Biblical text to discover the connection between the HOly Spirit and the Messiah and their role in restoring God as Father in the lives of the believers.
In this 6 cd teaching series Pastor Butch Deer reveals how God is preparing a people, both Jew and Gentile, for the returning of His son, our King Yeshua.
David was Israel's most beloved King and greatest warrior. He is most remembered for having a heart after God. His devotion to praise and worship the Creator of the universe help transform David from shepherd to King and warrior. In this three part series Pastor Butch Deer Jr. unlocks the secrets to the transforming power of praise and worship.
In this 3 cd series Pastor Butch Deer Jr. explores the Hebrew meaning of tzedek (seddeq) or righteousness. He explores the questions, what is a righteous person, what did Jesus mean when He said "seek first the Kingdom of God and His righteousness", and what would church families be like if they were full of truly righteous people? You will enjoy this series of teachings as Pastor Butch, using Christianity's rich Hebraic heritage uncovers the true meaning of righteousness.
In this 8 DVD teaching series Pastor Butch Deer shows us how the Emblems & types of the Old Testament all point to our Lord and Savior Yeshua.
This 8 DVD teaching series, along with the Siddur (prayer book), is meant to be a guide into the Jewish prayer life, blessing the Lord, blessing Israel and our families. It is also a reminder to us what the Lord's promises are, His everlasting faithfulness and His mercy that endures, touching all generations past, present and future.
In this 8-DvD series, Pastor Butch Deer uses the rich Hebraic heritage of Christianity to unveil the heart of the true prophets of Yahweh, as they reveal His love, grace, mercy and judgments.
In this 12 DVD teaching series, Pastor Butch Deer Jr. will give an insight into God's Redemptive plan for the world, and will also show the representative of our King Yeashua in each one of God's Appointed Feasts.
In this 8 DVD teaching series Pastor Butch Deer Jr. brings out the heart of the Gospel of God, that included the death and burial and resurrection of His Son, for the salvation of both Jew and Gentile. The focal point of Paul's letter to the small church at Rome was chapters 9 and 10 and 11 that included the election of the Jewish people, and God's plan and purpose for His chosen people and God's willingness to redeem the whole Earth both Jew and Gentile as Israel, the nation of the Jewish people fulfills her God-given purpose.
In this 8 DVD teaching series Pastor Butch Deer Jr. reveals a fresh new look of the last days. Giving the student a clearer picture of what God is doing to redeem the nations for His kingdom in these last days. This series also reveals the role of God's Love and Mercy in His desire to bring the nations of the world into his Kingdom.
In this 8 DVD teaching Pastor Butch Deer will show us through Scriptures the roll of Islam in past, present and future prophecy.