Tag: Weapon

CGCookie – Creating a Locking Weapon System Download

Free Download CGCookie – Creating a Locking Weapon System

Description:
In this Unity 4.6 tutorial, you’ll learn how to create a Stinger missile launcher-an Anti-Aircraft weapon system used in games like Battlefield and Call of Duty. The course will guide you through creating a missile launcher that locks onto aerial targets such as helicopters and slow-moving aircraft using Raycasts and tags. Once locked on, the Stinger missile will follow its target until it explodes on impact. This course covers several key elements of game development with Unity, including animation, sound effects, physics, and scripting.

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Stuxnet The Silent Weapon


Free Download Stuxnet: The Silent Weapon by Shane Larson
English | January 7, 2024 | ISBN: N/A | ASIN: B0CRR98SFH | 136 pages | EPUB | 0.31 Mb
"Stuxnet: The Silent Weapon" is a riveting exploration into the world of digital warfare, offering a comprehensive look at the infamous Stuxnet attack, a moment that redefined modern warfare. This book delves deep into the intricacies of the Stuxnet worm, the first known digital weapon to cause physical damage to a nation’s critical infrastructure, marking a watershed moment in military history.

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Lawfare Law as a Weapon of War [Audiobook]


Free Download Orde F. Kittrie, Brian P. Craig (Narrator), "Lawfare: Law as a Weapon of War"
English | ASIN: B0D644R9R5 | 2024 | MP3@64 kbps | ~21:28:00 | 590 MB
In this book, author Orde Kittrie draws on his experiences as a lawfare practitioner, US State Department attorney, and international law scholar in analyzing the theory and practice of lawfare. Kittrie explains how factors including the increased reach of international laws and tribunals and the rise of economic globalization and information technology have fueled lawfare’s increasing power and prevalence. The book includes case studies of recent offensive and defensive lawfare by the United States, China, all sides of the Israeli-Palestinian conflict, and several non-governmental organizations and individuals. Kittrie asserts that much of the United States’ most effective and creative lawfare today is being waged by private sector or other non-governmental attorneys. He analyzes why this is the case, and describes how such attorneys’ expertise and experience can contribute even more to US national security. Kittrie also explains that lawfare, deployed more systematically and adeptly by the US government, could likely reduce US and foreign casualties, and save US taxpayer dollars, by supplementing or replacing the use of armed force as a tool for achieving some significant US national security objectives. Understanding this alternative to armed force has never been more important.

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Futuristic Weapon Creation


Free Download Futuristic Weapon Creation
Lennard Claussen | Duration: 14:38 h | Video: H264 1920×1080 | Audio: AAC 44,1 kHz 2ch | 9,54 GB | Language: English
One glimpse at Lennard Claussen’s portfolio, and you’ll understand why we’re thrilled to be teaming up with Lennard to bring you a tutorial on his weapon creation process.
In this fully narrated, step-by-step tutorial Lennard shares the scripts and setup he uses, his design process, and his expert tips on how to model and texture a futuristic weapon. This is an essential lesson for hard surface artists and students looking to achieve a high level of precision and quality.
By the end of this tutorial, you will have a solid understanding of how to create complex geometry in Maya, how to detail your models and create realistic-looking textures, as well as how to create a final portfolio piece.

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The Gnomon Workshop – Creating a Hero Weapon for Games


Free Download The Gnomon Workshop – Creating a Hero Weapon for Games
Content Source
https://thegnomonworkshop.com/tutorials/creating-a-hero-weapon-for-games
Genre / Category:Drawing & Painting
File Size :7.4 GB
Product DetailsTake a deep dive into the creation process of making next-gen, production-ready weaponry and prop art for games. Follow along as Thomas Butters, Lead Weapon & Prop Artist at Facepunch Studios, shares his knowledge, workflow, and tips for producing high-quality art, starting from the very beginning stage of reference gathering through to rendering beautiful portfolio shots, covering everything in-between. Join Tom as he takes you through the entire modeling process in Blender, starting with the creation of a blockout mesh using the power of booleans while meticulously adhering to reference materials. Tom will then transition to mid-poly modeling, where he fine-tunes the details and demonstrates effective sub-divisional modeling techniques. Next, the model is taken into ZBrush where Tom blends accurate references with artistic freedom to create a high-poly model. From there, he showcases industry-standard techniques to efficiently and accurately create the low-poly model using the mid-poly mesh as a base. He also transforms the typically dreaded tasks of UV unwrapping, and baking textures in Marmoset Toolbag into enjoyable and straightforward processes.

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Creating a Hero Weapon for Games – Weapon Modeling, Texturing & Rendering Techniques


Free Download Creating a Hero Weapon for Games – Weapon Modeling, Texturing & Rendering Techniques
Thomas Butters | Duration: 6:40 h | Video: H264 1920×1080 | Audio: AAC 44,1 kHz 2ch | 8,12 GB | Language: English
Take a deep dive into the creation process of making next-gen, production-ready weaponry and prop art for games. Follow along as Thomas Butters, Lead Weapon & Prop Artist at Facepunch Studios, shares his knowledge, workflow, and tips for producing high-quality art, starting from the very beginning stage of reference gathering through to rendering beautiful portfolio shots, covering everything in-between. Join Tom as he takes you through the entire modeling process in Blender, starting with the creation of a blockout mesh using the power of booleans while meticulously adhering to reference materials. Tom will then transition to mid-poly modeling, where he fine-tunes the details and demonstrates effective sub-divisional modeling techniques. Next, the model is taken into ZBrush where Tom blends accurate references with artistic freedom to create a high-poly model. From there, he showcases industry-standard techniques to efficiently and accurately create the low-poly model using the mid-poly mesh as a base. He also transforms the typically dreaded tasks of UV unwrapping, and baking textures in Marmoset Toolbag into enjoyable and straightforward processes. The final stage of this 6.5-hour workshop covers the creation of believable, detailed materials from scratch. Tom guides you through using projected alphas and hand-painted scratchwork to elevate the final look of your weapon or prop, ensuring a polished and professional result. To wrap up, we takes some time to create beautiful renders in Marmoset Toolbag, helping you to craft stunning portfolio pieces that showcase your work at its best. While this 6.5-hour workshop uses various add-ons for Blender, students can still follow along using vanilla settings. The knowledge and techniques are all easily accessible for all experience levels and can be used in other modeling applications, too. Tom has provided his Marmoset Toolbag presentation scene, Substance file, and PureRef image board for subscribers to enjoy as downloadable project files.

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3D Weapon Design VR Workflow – Concepting Using Substance 3D Modeler & Blender


Free Download 3D Weapon Design VR Workflow – Concepting Using Substance 3D Modeler & Blender
Bryant Momo Koshu | Duration: 5:55 h | Video: H264 1920×1080 | Audio: AAC 44,1 kHz 2ch | 5,23 GB | Language: English
Design 3D weapon game assets using Substance 3D Modeler and Blender. This 5.5-hour workshop begins with an introduction to using Substance 3D Modeler as part of a VR design workflow and continues with intermediate and advanced-level Blender techniques. Whether you’re looking to create game assets for a VR workflow, develop your Blender workflow, brush up on our hard-surface design theory, or learn concept art in general, this workshop will provide you with a great insight into designing high-quality assets for games.
Instructor Bryant Momo Koshu begins with all the initial concept sketching using Substance 3D Modeler before moving into Blender where all the refinement of the sculpt is done. You’ll learn how to retopologize hard-surface assets in Blender, and discover Bryant’s top-rated addons for Blender for an efficient design workflow. He’ll also discuss texturing using nodes and how to animate the model, all the while discussing his industry experiences to help you understand the important theory behind his design decisions.
By completing this workshop, you will feel confident sculpting in VR and have gained various techniques to develop your Blender workflow when it comes to hard-surface design, whether specifically for weapon assets or for bigger projects. Bryant’s FBX and Blender files are included with this workshop for subscribers to download.

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