Carrara 7 Pro is the most versatile 3D software on the market. Geared for professional and beginner alike, this instructional series enables new users to quickly become familiar with the software’s working methods using common language and a friendly, matter-of-fact format. After all the basics of scene creation and best methods for 3D are covered, the author leads users into more advanced features including: modeling with displacement painting, advanced texturing, methods for creating hair, character animation and more. Tips and tricks are also provided for integrating Carrara into professional animation and studio work pipelines. Work files are included. To begin learning Carrara 7 Pro today, simply click on one of the movie links.
Introduction
Introduction / Terminology & Scope New in Carrara Pro 7 Interface
Interface & Room Room Tour / Assembly Room Tour / Model Room Tour / Storyboard Room Tour / Texture Room Tour / Render Browser / Content Manager General 3D Best Methods Preferences Using The Cameras
Enhancing Viewing Camera Properties Using Cameras for Navigating Your 3D Space Advanced - Motion Paths pt. 1 Advanced - Motion Paths pt. 2
Creating Scenes
Basic Object Control
Primitive Objects
Creating Text Objects
Creating Plants
Ocean Primitive
Formula Objects
Exploring the Scene Wizard
Creating Your Own Carrara Library
Importing 3D Models
Managing Scene Elements
Setting Up a Scene
Grouping / Nesting & Hotpoints
Moving / Scaling & Rotating
Aligning / Duplicating & Spacing Objects
Using the Eye Dropper
Advanced Scene Management
Lighting a Scene
Scene Lighting Controls
Using the Distant Light
Using the Spot Light pt. 1
Using the Spot Light pt. 2
Using the Bulb Light
Using the Anything Glows Light
Ambient Light Tool
Using the Shape & Tube Light
Master Lights
Moon & Sun Light pt. 1
Moon & Sun Light pt. 2
Best Methods for Lighting
Special Lighting Effects pt. 1
Special Lighting Effects pt. 2
Special Lighting Effects pt. 3
HDRI / IBL Lighting pt. 1
HDRI / IBL Lighting pt. 2
Ambient Occlusion Indirect pt. 1
Ambient Occlusion Indirect pt. 2
Modifiers & Behaviors
Using Modifiers & Behaviors
Modifiers Grouped
Behaviors
The Carrara 7 Modelers
Comparing Carrara's Modelers
Spline Modeler
Creating Cross Sections
Creating a Bottle pt. 1
Creating a Bottle pt. 2
Importing From Drawing Programs
Multiple Cross Sections pt. 1
Multiple Cross Sections pt. 2
Extrusion Methods
Compound Paths
Vertex Modeler
Vertex Room Integration
Selecting Deleting Dissolving
Polylines Sweeps
Loops - Rings - Between
Dynamic Extrusion
Lathing & Lofting
Creasing / Smoothing
Linking_Polygon Tool_Tesselate_Add Tool
Boolean
Cut Tool
Subdivision Smoothing_Soft Selection
Symmetry Change_Drawing Plane pt. 1
Symmetry Change_Drawing Plane pt. 2
Edge Tools
Gordon_Coons_Ruled_Double pt. 1
Gordon_Coons_Ruled_Double pt. 2
Gordon_Coons_Ruled_Double pt. 3
Bridge Tool
Advanced & Displacement Painting
UV Mapping pt. 1
UV Mapping pt. 2
UV Mapping pt. 3
UV Mapping pt. 4
UV Unwrap pt. 1
UV Unwrap pt. 2
UV Unwrap pt. 3
Metaball Modeler
Metaball Modeler
Metaball Animation
Plant Modeler
Building Plants pt. 1
Building Plants pt. 2
Creating Terrains & Skies
Terrain pt. 1
Terrain pt. 2
Terrain Shader
Creating Realistic Skies
Hair
Creating Hair
Creating Groups & Density
Guide Hair Draping
Guide Hair & Curling
Advanced Domain Selection
Advanced Shader Control
Advanced Texture Map Controls
Simulation
Replicators
Standard Replicator pt. 1
Standard Replicator pt. 2
Surface Replicator Terrain pt. 1
Surface Replicator Terrain pt. 2
Surface Replicator Terrain pt. 3
Surface Replicator Special
Surface Replicator Animated
Using Shaders
Shader Tree Branches
Shader Selector Divisions
Mixer
Multichannel Mixer
Texture Maps
Displacement Maps
Layer Lists
Reference Shader
Shader Domains
Translucence
Subsurface Scattering
Transparency & Absorption
3D Painting
3D Painting Fixing Normals
Adding Natural & Environmental Elements
Using Particles pt. 1
Using Particles pt. 2
Using Particles pt. 3
Advanced Particle Texture Maps
Fire
Clouds_Non Volumetric
Fountains
Fog
Clouds_Volumetric
Animating a Scene
Working With Keyframes
Tweeners
Motion Paths
Using Physics
Non-Linear Animation
Non-Linear Groups
Timeline Graph Editor
Character Animation
Basic Rigging pt. 1
Basic Rigging pt. 2
Weightmap Painting
Motion for Organics pt. 1
Motion for Organics pt. 2
Motion for Mechanics
Rendering
Best Methods for Rendering
Choosing a Render Engine
Rendering Still Images
Rendering Animations
Global Illumination
Indirect & Ambient Occlusion
Irradiance Maps
Caustics
Motion Blur
Multi-Pass
Conclusion
Wrap-Up & Resources
Contact Information