Magnet Mastery: The Complete Guide to Poser Magnets

December 6, 2014 – December 6, 2014

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Magnets in Poser are extremely powerful, but they are an often unused tool.

Why do people struggle with this feature?

There is a steep learning curve involved; indeed a cliff of a learning curve!

This live webinar can soon help you climb and overcome this obstacle


- Live presentation by Charles Taylor (Nerd 3D) who presents on behalf of Smith-Micro at the SIGGRAPH computer graphics conference.

- Techniques learned can be applied in Poser and Poser Pro

- Engage with Other Like-Minded Poser users in Live Chat & Audio

- Includes competition : Content Give-Away from Nerd 3D’s store.

Q. Who is this webinar for?

  • Someone who’s struggled with understanding magnets
  • This webinar is for anyone with some familiarity of  Poser or the Poser Pro products
  • Someone who wants to get the most out of applying magnets.

Q. What version of Poser do I need?

  • Poser version 10 or higher

Magnet Mastery: The Complete Guide to Poser Magnets

Date: Saturday 6th December at 12:00 PST (Los Angeles)/15:00 EST (New York)/20:00 GMT (London)

Duration: 1.5 Hours+

– Introduction: Three components to magnets – but endless combinations!
– What a magnet is not and what it is.
– The magnet base is a foundation for the effect
- Everything is inside the magnet zone
– Getting a hold of the magnet’s handle
– Using magnets to effect several objects at once
– The repeatable power of magnets
– Managing interaction with morphs, joints and other magnets
– Advanced control with the Fall off Graph
– Ultimate control with weight mapped magnets
– Putting all the pieces together
– The magnet’s amazing relative: the wave deformer (Time permitting)

About Charles Taylor

“I started with Poser in 1999 right after Poser 4 was released.… Read the rest

Intelligent Textures for Modeling : How to Use Quixel DDO

November 8, 2014 – November 8, 2014

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Intelligent Textures

Q. What is Quixel DDO?

This software provides remarkable tools to create smarter and better textures for your 3D models!

You can find out more about Quixel DDO here

Webinar Session : Saturday 8th of November 20:00 GMT (12:00 PST/15:00 EST)

Duration : 1.5 hours

Presenter: Ray Phelps

Quixel DDO

How The Gaming Industry Has Changed Everything

Game trailer cinematics done inside of game engines

Cry Engine

Unreal Engine

PBR Materials

Physically Based Reality

Accurately captured the way light interacts with physical objects in the real world

Game engines using PBR

Render Engines

Marmoset Toolbag


Model Prepping

Polygon repairs

Model triangulation

UVMaps and packing

Overlapping UV’s

ID Color Map Creation


dDo Color Swatches

xNormal Workflow

Ambient Occlusion

Normal (TangentSpace)

Object Space

Cavity (if you have)

Zbrush maps

dDo Workflow

Load Mesh

Load Maps

Set Preferences and map size

Custom Layers

Initialized in preferences

What will they do for you?

dDo Detailing

Working with layers

Working with masks

Texture Presentation

Letting the world see your creation

 About Ray Phelps

Ray is a self taught artist and has been drawing since his childhood, his main influences are Frank Frazetta, Rodger Dean and Chris Foss.

After spending fifteen years playing music in San Diego, California he returned to his passion of drawing and painting and stumbled upon Poser through a Photoshop forum six years ago.

Since then he has been honing his craft, creating content and sharing his knowledge through his successful video tutorials.


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How to Sculpt a Dragon (part 1)

July 5, 2014 – July 6, 2014

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How to Sculpt a Dragon in ZBrush

For intermediate ZBrush users

Session 1 : Saturday the 5th of July from 20:00 GMT

Duration : up to 2 hours

- Dragon Lore : the dragon motif in art, literature, and popular culture.
- Gathering good reference material
- A brief introduction to Dragon Lore : the story of where this mythical creature originated.
- Scrutinizing dragon-like skeletal systems and studying the anatomy of relevant real world animals. We’ll look at contemporary lizards, dinosaurs, birds, bats and large felines.
- Building a base mesh with ZSpheres – using lizard and bat hybrids.
- Concepting with Dynamesh
- Sculpting broad muscle forms with the move, and clay buildup brushes.

Session 2 : Sunday the 6th of July from 20:00 GMT

Duration : up to 2 hours

- Creating wing-webbing with the “curve tri-fill” brush.
- Dam standard brush to block out large scale plates.
- Using masking and transform to build overhanging scales.
- Using the ZRemesher to establish a lower resolution mesh to take advantage of subdivision levels.
- Detailing with scale alphas.

Presented by John Haverkamp

John Haverkamp

John Haverkamp was born in Ohio and then moved to the pristine Blue Ridge Mountains of Virginia at a young age. There he spent a semi-isolated childhood re-enacting the Lord of the Rings and being corrupted by Dungeons and Dragons. Always with the fondness for the fantastical and medieval, Art school drove him deeper into Luddite territory by granting him the skills of a traditional metal-smith. This meant post-college jobs making copper fountains, welding and steel fabricating, casting and finishing bronze sculptures, and working for an architectural blacksmith throughout his twenties.

When sick of being an exploited artisan (read starving artist) John got sucked into cyberspace and the arcane mysteries of 3D studio max.

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