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Category: E-Book

Phoenicia, Arwad, Ugarit, Amrit, Carthage, Anunnaki Cities, Archeology, Artifacts, Religion, Inscriptions, Slabs, Sites.

Phoenicia, Arwad, Ugarit, Amrit, Carthage, Anunnaki: Cities, Archeology, Artifacts, Religion, Inscriptions, Slabs, Sites. (Illustrated History of the Ancient World and Sacred Places) by Maximillien de Lafayette
English | 19 Jun. 2011 | ASIN: B0056ZWG6A | 365 pages | AZW3 | 11.96 MB

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Category: TV Show
Ghost Adventures Artifacts S01E01 READNFO HDTV x264-W4F

In Ghost Adventures: Artifacts, Zak Bagans tracks down cursed objects and uncovers their owner's terrifying stories, hoping to bring closure to these victims of bizarre supernatural phenomena.
Season 01, Episode 01 -"Robert the Doll and The Dibbuk Box"
A 100-year-old doll inspires a horror movie franchise; a Las Vegas rabbi; a deadly wine cabinet has a connection to the Holocaust.
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Ghost.Adventures.Artifacts.S01E01.READNFO.HDTV.x264-W4F
MKV | AAC VBR | 216MB
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Category: E-Book
Amulets, Effigies, Fetishes, and Charms: Native American Artifacts and Spirit Stones from the Northeast

Amulets, Effigies, Fetishes, and Charms:
Native American Artifacts and Spirit Stones from the Northeast

by Edward J. Lenik
English | 2016 | ISBN: 0817319239 | 208 Pages | True PDF | 9.22 MB

The material in this book, used in conjunction with Lenik's previous research, offers a reference for virtually every known example of northeastern rock art. Archaeologists, students, and connoisseurs of Indian artistic expression will find this an invaluable work.
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Category: Tutorial
Creative Development - Creating an Aged Character and Artifacts in ZBrush and Maya
Creative Development - Creating an Aged Character and Artifacts in ZBrush and Maya | 6.19 GB
In this tutorial we will follow the entire process of creating an illustration from modeling and texturing, to lighting and rendering out a final composite.
Throughout these lessons we will go through the process of creating a 3D illustration from scratch.
We will block out the character's shape using ZSpheres in ZBrush, then systematically add layers of sculpted detail to our character as we go.
We will jump between ZBrush and Maya to utilize the strengths of each program, utilize a combination of PolyPainting in ZBrush and procedural texturing in Photoshop,
to give our meshes diffuse and bump maps, and composite our final render passes in After Effects, where we can play around with some post production flourishes.
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