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Adam Gibson

Adam Gibson is a 3D artist from Bowmanville, Ontario, Canada. He’s been doing freelance work using Lightwave 3D and various other 3D/2D applications since the early Commodore Amiga/Video-Toaster days. He enjoys doing creature and sci-fi style modeling/texturing projects and has a passion for digital compositing using blue/green screens.

Adam is also a 3 x time published book author and has earned a Masters Degree in Taekwondo under the legendary Bill “Superfoot” Wallace-Undefeated World Kickboxing Champion.

Please feel free to contact Adam directly using his email adam@liberty3d.com

or Skype id : adamgibson2

3D Coat 3.5 for Lightwave Users-Retopology II (Part-5)
3D Coat 3.5 for Lightwave Users-Retopology II (Part-5)
3D Coat 3.5 for Lightwave Users-Retopology II-Project Suchomimus-by Adam Gibson In this videos series we show 3D students how to use 3D Coat and Lightwave 3D together as an easy and functional workflow and pipeline in your 3D projects. Although this video series uses Lightwave 3D as the final output for your 3D Coat work, the concepts and principles used here will work with all the most popular 3D programs like 3D Max, Maya, Softimage, Modo, Cinema 4D and many others. In this second retopology volume of 3D Coat 3.5 for Lightwave Users Adam Gibson demonstrates the full retopology of a Suchomimus Dinosaur model to create a mesh with better polygonal edge flow. Retopology of your models is designed to make models easier to apply UV Maps, texturing, and animating. Models with bad topology can create a great deal of problems in a production pipeline. This video combines the strength of both programs to create a clean streamlined character model with all the steps revealed. Table of Contents for Retopology II Chapter 1- Intro Chapter 2- Importing Lightwave Objects Into 3D Coat Chapter 3- Claws Part-One Chapter 4- Claws Part-Two Chapter 5- Claws Part-Three Chapter 6- Hand and Arm Geometry Chapter 7- Inner Toe Geometry Part-One Chapter 8- Inner Toe Geometry Part-Two Chapter 9- Feet Part-One Chapter 10- Feet Part-Two Chapter 11- Feet Part-Three Chapter 12- Feet Part-Four Chapter 13- Feet Part-Five Chapter 14- Feet Part-Six Chapter 15- Feet Part-Seven Chapter 16- Feet Part-Eight Chapter 17- Feet Part-Nine Chapter 18- What to do if 3D Coat Crashes Chapter 19- Leg Editing Chapter 20- Creating Eye Geometry Chapter 21- Creating the Eye Socket Chapter 22- Creating Nostrils Chapter 23- Head Geometry Part-One Chapter 24- Head Geometry Part-Two Chapter 25- Head Geometry Part-Three Chapter 26- Head Geometry Part-Four Chapter 27- Head Geometry Part-Five Chapter 28- Connecting Body Geometry Together Part-One Chapter 29- Connecting Body Geometry Together Part-Two Chapter 30- Making the Tail Chapter 31- Connecting the Head to the Body Part-One Chapter 32- Connecting the Head to the Body Part-Two Chapter 33- Final Tweaks in 3D Coat Chapter 34- Importing the Retopologized Mesh into Lightwave Chapter 35- Editing the Tail Chapter 36- Setting Up Symmetry in Lightwave Chapter 37- Matching the Retopo Mesh with a Background Mesh Chapter 38- Inner Mouth Creation Chapter 39- Building the Throat Chapter 40- Building the Tongue Chapter 41- Adding the Teeth and Eye Balls to the Retopo Mesh Running Time: 8 hrs 34 mins. High Quality (Screen-Res 1440 x 900 pixels) Quicktime Video
Price: $19.00
3D Coat 3.5 for Lightwave Users-Retopology II (Part-4)
3D Coat 3.5 for Lightwave Users-Retopology II (Part-4)
3D Coat 3.5 for Lightwave Users-Retopology II-Project Suchomimus-by Adam Gibson In this videos series we show 3D students how to use 3D Coat and Lightwave 3D together as an easy and functional workflow and pipeline in your 3D projects. Although this video series uses Lightwave 3D as the final output for your 3D Coat work, the concepts and principles used here will work with all the most popular 3D programs like 3D Max, Maya, Softimage, Modo, Cinema 4D and many others. In this second retopology volume of 3D Coat 3.5 for Lightwave Users Adam Gibson demonstrates the full retopology of a Suchomimus Dinosaur model to create a mesh with better polygonal edge flow. Retopology of your models is designed to make models easier to apply UV Maps, texturing, and animating. Models with bad topology can create a great deal of problems in a production pipeline. This video combines the strength of both programs to create a clean streamlined character model with all the steps revealed. Table of Contents for Retopology II Chapter 1- Intro Chapter 2- Importing Lightwave Objects Into 3D Coat Chapter 3- Claws Part-One Chapter 4- Claws Part-Two Chapter 5- Claws Part-Three Chapter 6- Hand and Arm Geometry Chapter 7- Inner Toe Geometry Part-One Chapter 8- Inner Toe Geometry Part-Two Chapter 9- Feet Part-One Chapter 10- Feet Part-Two Chapter 11- Feet Part-Three Chapter 12- Feet Part-Four Chapter 13- Feet Part-Five Chapter 14- Feet Part-Six Chapter 15- Feet Part-Seven Chapter 16- Feet Part-Eight Chapter 17- Feet Part-Nine Chapter 18- What to do if 3D Coat Crashes Chapter 19- Leg Editing Chapter 20- Creating Eye Geometry Chapter 21- Creating the Eye Socket Chapter 22- Creating Nostrils Chapter 23- Head Geometry Part-One Chapter 24- Head Geometry Part-Two Chapter 25- Head Geometry Part-Three Chapter 26- Head Geometry Part-Four Chapter 27- Head Geometry Part-Five Chapter 28- Connecting Body Geometry Together Part-One Chapter 29- Connecting Body Geometry Together Part-Two Chapter 30- Making the Tail Chapter 31- Connecting the Head to the Body Part-One Chapter 32- Connecting the Head to the Body Part-Two Chapter 33- Final Tweaks in 3D Coat Chapter 34- Importing the Retopologized Mesh into Lightwave Chapter 35- Editing the Tail Chapter 36- Setting Up Symmetry in Lightwave Chapter 37- Matching the Retopo Mesh with a Background Mesh Chapter 38- Inner Mouth Creation Chapter 39- Building the Throat Chapter 40- Building the Tongue Chapter 41- Adding the Teeth and Eye Balls to the Retopo Mesh Running Time: 8 hrs 34 mins. High Quality (Screen-Res 1440 x 900 pixels) Quicktime Video
Price: $19.00
3D Coat 3.5 for Lightwave Users-Retopology II (Part-3)
3D Coat 3.5 for Lightwave Users-Retopology II (Part-3)
3D Coat 3.5 for Lightwave Users-Retopology II-Project Suchomimus-by Adam Gibson In this videos series we show 3D students how to use 3D Coat and Lightwave 3D together as an easy and functional workflow and pipeline in your 3D projects. Although this video series uses Lightwave 3D as the final output for your 3D Coat work, the concepts and principles used here will work with all the most popular 3D programs like 3D Max, Maya, Softimage, Modo, Cinema 4D and many others. In this second retopology volume of 3D Coat 3.5 for Lightwave Users Adam Gibson demonstrates the full retopology of a Suchomimus Dinosaur model to create a mesh with better polygonal edge flow. Retopology of your models is designed to make models easier to apply UV Maps, texturing, and animating. Models with bad topology can create a great deal of problems in a production pipeline. This video combines the strength of both programs to create a clean streamlined character model with all the steps revealed. Table of Contents for Retopology II Chapter 1- Intro Chapter 2- Importing Lightwave Objects Into 3D Coat Chapter 3- Claws Part-One Chapter 4- Claws Part-Two Chapter 5- Claws Part-Three Chapter 6- Hand and Arm Geometry Chapter 7- Inner Toe Geometry Part-One Chapter 8- Inner Toe Geometry Part-Two Chapter 9- Feet Part-One Chapter 10- Feet Part-Two Chapter 11- Feet Part-Three Chapter 12- Feet Part-Four Chapter 13- Feet Part-Five Chapter 14- Feet Part-Six Chapter 15- Feet Part-Seven Chapter 16- Feet Part-Eight Chapter 17- Feet Part-Nine Chapter 18- What to do if 3D Coat Crashes Chapter 19- Leg Editing Chapter 20- Creating Eye Geometry Chapter 21- Creating the Eye Socket Chapter 22- Creating Nostrils Chapter 23- Head Geometry Part-One Chapter 24- Head Geometry Part-Two Chapter 25- Head Geometry Part-Three Chapter 26- Head Geometry Part-Four Chapter 27- Head Geometry Part-Five Chapter 28- Connecting Body Geometry Together Part-One Chapter 29- Connecting Body Geometry Together Part-Two Chapter 30- Making the Tail Chapter 31- Connecting the Head to the Body Part-One Chapter 32- Connecting the Head to the Body Part-Two Chapter 33- Final Tweaks in 3D Coat Chapter 34- Importing the Retopologized Mesh into Lightwave Chapter 35- Editing the Tail Chapter 36- Setting Up Symmetry in Lightwave Chapter 37- Matching the Retopo Mesh with a Background Mesh Chapter 38- Inner Mouth Creation Chapter 39- Building the Throat Chapter 40- Building the Tongue Chapter 41- Adding the Teeth and Eye Balls to the Retopo Mesh Running Time: 8 hrs 34 mins. High Quality (Screen-Res 1440 x 900 pixels) Quicktime Video
Price: $19.00
3D Coat 3.5 for Lightwave Users-Retopology II (Part-2)
3D Coat 3.5 for Lightwave Users-Retopology II (Part-2)
3D Coat 3.5 for Lightwave Users-Retopology II-Project Suchomimus-by Adam Gibson In this videos series we show 3D students how to use 3D Coat and Lightwave 3D together as an easy and functional workflow and pipeline in your 3D projects. Although this video series uses Lightwave 3D as the final output for your 3D Coat work, the concepts and principles used here will work with all the most popular 3D programs like 3D Max, Maya, Softimage, Modo, Cinema 4D and many others. In this second retopology volume of 3D Coat 3.5 for Lightwave Users Adam Gibson demonstrates the full retopology of a Suchomimus Dinosaur model to create a mesh with better polygonal edge flow. Retopology of your models is designed to make models easier to apply UV Maps, texturing, and animating. Models with bad topology can create a great deal of problems in a production pipeline. This video combines the strength of both programs to create a clean streamlined character model with all the steps revealed. Table of Contents for Retopology II Chapter 1- Intro Chapter 2- Importing Lightwave Objects Into 3D Coat Chapter 3- Claws Part-One Chapter 4- Claws Part-Two Chapter 5- Claws Part-Three Chapter 6- Hand and Arm Geometry Chapter 7- Inner Toe Geometry Part-One Chapter 8- Inner Toe Geometry Part-Two Chapter 9- Feet Part-One Chapter 10- Feet Part-Two Chapter 11- Feet Part-Three Chapter 12- Feet Part-Four Chapter 13- Feet Part-Five Chapter 14- Feet Part-Six Chapter 15- Feet Part-Seven Chapter 16- Feet Part-Eight Chapter 17- Feet Part-Nine Chapter 18- What to do if 3D Coat Crashes Chapter 19- Leg Editing Chapter 20- Creating Eye Geometry Chapter 21- Creating the Eye Socket Chapter 22- Creating Nostrils Chapter 23- Head Geometry Part-One Chapter 24- Head Geometry Part-Two Chapter 25- Head Geometry Part-Three Chapter 26- Head Geometry Part-Four Chapter 27- Head Geometry Part-Five Chapter 28- Connecting Body Geometry Together Part-One Chapter 29- Connecting Body Geometry Together Part-Two Chapter 30- Making the Tail Chapter 31- Connecting the Head to the Body Part-One Chapter 32- Connecting the Head to the Body Part-Two Chapter 33- Final Tweaks in 3D Coat Chapter 34- Importing the Retopologized Mesh into Lightwave Chapter 35- Editing the Tail Chapter 36- Setting Up Symmetry in Lightwave Chapter 37- Matching the Retopo Mesh with a Background Mesh Chapter 38- Inner Mouth Creation Chapter 39- Building the Throat Chapter 40- Building the Tongue Chapter 41- Adding the Teeth and Eye Balls to the Retopo Mesh Running Time: 8 hrs 34 mins. High Quality (Screen-Res 1440 x 900 pixels) Quicktime Video
Price: $19.00
3D Coat 3.5 for Lightwave Users-Retopology II (Part-1)
3D Coat 3.5 for Lightwave Users-Retopology II (Part-1)
3D Coat 3.5 for Lightwave Users-Retopology II-Project Suchomimus-by Adam Gibson In this videos series we show 3D students how to use 3D Coat and Lightwave 3D together as an easy and functional workflow and pipeline in your 3D projects. Although this video series uses Lightwave 3D as the final output for your 3D Coat work, the concepts and principles used here will work with all the most popular 3D programs like 3D Max, Maya, Softimage, Modo, Cinema 4D and many others. In this second retopology volume of 3D Coat 3.5 for Lightwave Users Adam Gibson demonstrates the full retopology of a Suchomimus Dinosaur model to create a mesh with better polygonal edge flow. Retopology of your models is designed to make models easier to apply UV Maps, texturing, and animating. Models with bad topology can create a great deal of problems in a production pipeline. This video combines the strength of both programs to create a clean streamlined character model with all the steps revealed. Table of Contents for Retopology II Chapter 1- Intro Chapter 2- Importing Lightwave Objects Into 3D Coat Chapter 3- Claws Part-One Chapter 4- Claws Part-Two Chapter 5- Claws Part-Three Chapter 6- Hand and Arm Geometry Chapter 7- Inner Toe Geometry Part-One Chapter 8- Inner Toe Geometry Part-Two Chapter 9- Feet Part-One Chapter 10- Feet Part-Two Chapter 11- Feet Part-Three Chapter 12- Feet Part-Four Chapter 13- Feet Part-Five Chapter 14- Feet Part-Six Chapter 15- Feet Part-Seven Chapter 16- Feet Part-Eight Chapter 17- Feet Part-Nine Chapter 18- What to do if 3D Coat Crashes Chapter 19- Leg Editing Chapter 20- Creating Eye Geometry Chapter 21- Creating the Eye Socket Chapter 22- Creating Nostrils Chapter 23- Head Geometry Part-One Chapter 24- Head Geometry Part-Two Chapter 25- Head Geometry Part-Three Chapter 26- Head Geometry Part-Four Chapter 27- Head Geometry Part-Five Chapter 28- Connecting Body Geometry Together Part-One Chapter 29- Connecting Body Geometry Together Part-Two Chapter 30- Making the Tail Chapter 31- Connecting the Head to the Body Part-One Chapter 32- Connecting the Head to the Body Part-Two Chapter 33- Final Tweaks in 3D Coat Chapter 34- Importing the Retopologized Mesh into Lightwave Chapter 35- Editing the Tail Chapter 36- Setting Up Symmetry in Lightwave Chapter 37- Matching the Retopo Mesh with a Background Mesh Chapter 38- Inner Mouth Creation Chapter 39- Building the Throat Chapter 40- Building the Tongue Chapter 41- Adding the Teeth and Eye Balls to the Retopo Mesh Running Time: 8 hrs 34 mins. High Quality (Screen-Res 1440 x 900 pixels) Quicktime Video
Price: $19.00
Lightwave 9: Dinosaur Modeling-Project Velociraptor
Learn the secrets of box modeling using SUB-Ds in Lightwave 3D. Creature and animal modeling can be a difficult task without the proper knowledge of where to start by pre-planning your character. In this video Adam Gibson shows how to set-up a backdrop image for reference and then starting with a single polygon create a fully detailed dinosaur. Learn the secrets of creating new geometry and detail from awkward positions during the modeling process. A powerful training video for the aspiring 3D modeler.
Price: $19.00
Lightwave 9: Dinosaur UV Mapping-UV Mapping a Velociraptor
Adam Gibson shows how to UV Unwrap a Velociraptor style dinosaur from head to toe. Very few Lightwave tutorials show the whole process of UV Unwrapping a character and organizing the all the UV islands into one "Giant UV Island" in preparation for 2D digital painting programs such as Adobe Photoshop or 3D Painting Programs like ZBrush, Modo, 3D Coat and others.

If you are looking to learn the art of UV Mapping quickly this is the video you need to get you there. And since this a project based video you'll actually get to see how to use these tools in full production environment. Also at the end of the video Adam Gibson shows how to import your UV Map into Adobe Photoshop for Digital Painting of your character.
Price: $20.00
LightWave 3D 9.6 Modeler- Volume #4 [AG]
This is the fourth volume in a tool-based learning series on Lightwave 9.6's Modeler taught by Lightwave Instructor Adam Gibson. Each tool is broken into it's own video for quick and easy reference. The Modeler Series is designed so that you can find the tool you want to learn about instantly by looking at the name of each video clip. You don't have to watch the whole volume in one sitting or be searching through hours of content to find the tool you want to learn about.
Price: $19.00
LightWave 3D 9.6 Modeler- Volume #3 [AG]
LightWave 3D 9.6 Modeler Volume #3- by Adam Gibson This is the third volume in a tool-based learning series on LightWave 9.6's Modeler taught by LightWave Instructor Adam Gibson. Each tool is broken into it's own video for quick and easy reference. The Modeler Series is designed so that you can find the tool you want to learn about instantly by looking at the name of each video clip. You don't have to watch the whole volume in one sitting or be searching through hours of content to find the tool you want to learn about. Project based video training is great but this video is designed so that the beginner and advanced LightWave student can learn the software in small chunks and get a better understanding of what each tool does before attempting a project. No point in teaching someone how to build a house if they've never used a hammer. Here we start at the basic so the student is better prepared for more advanced applications of their LightWave tool set. Table of Contents for Volume #3 Chapter 1- Intro Chapter 2- FlipIt Tool Chapter 3- FlipIt Fast Tool Chapter 4- Aligner Tool (World Mode) Chapter 5- Aligner Tool (Foreground to Background Mode) Chapter 6- Aligner Tool (Background to Foreground Mode) Chapter 7- Aligner Tool (Absolute Mode) Chapter 8- Smooth Scale Tool Chapter 9- Segment Scale Tool Chapter 10- BG Conform Tool Chapter 11- Wrap Sphere Tool- Part One Chapter 12- Wrap Sphere Tool- Part Two Chapter 13- Mirror Tool Chapter 14- Mirror X Tool Chapter 15- Mirror Y Tool Chapter 16- Mirror Z Tool Chapter 17- Spin It Tool Chapter 18- Knife Tool Chapter 19- Subdivide Tool Chapter 20- Triple Tool Chapter 21- Divide Tool Chapter 22- Fractalize Tool Chapter 23- Symmetrize Tool Chapter 24- Split Tool Chapter 25- Band Saw Tool Chapter 26- Band Saw Pro Tool Chapter 27- Make Pole Tool Chapter 28- Julienne Tool Chapter 29- Julienne 2 Tool Chapter 30- Add Points Tool Chapter 31- Quick Saw Tool Running Time: 3 hrs. 19 mins. High Quality (Screen-Res 1440 x 900 pixels) Quicktime Video
Price: $19.00
LightWave 3D 9.6- Modeler Volume #2 [AG]
This is the second volume in a tool-based learning series on LightWave 9.6's Modeler taught by LightWave Instructor Adam Gibson. Each tool is broken into it's own video for quick and easy reference. The Modeler Series is designed so that you can find the tool you want to learn about instantly by looking at the name of each video clip. You don't have to watch the whole volume in one sitting or be searching through hours of content to find the tool you want to learn about. Project based video training is great but this video is designed so that the beginner and advanced LightWave student can learn the software in small chunks and get a better understanding of what each tool does before attempting a project. No point in teaching someone how to build a house if they've never used a hammer. Here we start at the basic so the student is better prepared for more advanced applications of their LightWave tool set.
Price: $19.00
LightWave3D Spacecraft Modeling by Adam Gibson
Lightwave 3D Spacecraft Modeling-by Adam Gibson This video is great for those of you who wish to get into Sci-Fi or Vehicle modeling. In this training tutorial you will how to create an organic style spaceship that combines both smooth and hard edged Sub-D surfaces in one mesh. There are very few videos which show how to do this. It also shows traditional Polygonal modeling to create certain details and parts of the spaceship. 3D Students will greatly benefit from this fully detailed tutorial which shows all parts of the production process in modeling an advanced-level model of this kind. Software Used: Lightwave 3D 9.3.1 User Level: Beginner to Novice Video Codec: Quicktime Video
Price: $19.00
LightWave 3D 9.6 Modeler- Volume #1 [AG]
This is the first volume in a tool-based learning series on LightWave 9.6's Modeler taught by LightWave Instructor Adam Gibson. Each tool is broken into it's own video for quick and easy reference. The Modeler Series is designed so that you can find the tool you want to learn about instantly by looking at the name of each video clip. You don't have to watch the whole volume in one sitting or be searching through hours of content to find the tool you want to learn about. Project based video training is great but this video is designed so that the beginner and advanced LightWave student can learn the software in small chunks and get a better understanding of what each tool does before attempting a project. No point in teaching someone how to build a house if they've never used a hammer. Here we start at the basic so the student is better prepared for more advanced applications of their LightWave tool set.
Price: $19.00
Lightwave 9.6-Advanced UV Mapping & Texturing-Vol.#1  [AG]
Lightwave 9.6-Advanced UV Mapping & Texturing-Vol.#1 [AG]
Video Contents of Volume 1 * Advanced UV Unwrapping Techniques * Advanced use of the PLG UV Tools-A FREE Tool for Download. * Advanced UV EDITING * UV Island Creation * How to take Multiple UV Islands and Create 1 Giant UV Island. * How to fix OVERLAPPING UV's using basic tools like the Drag and Move Tool. * How to Unwrap UV's Objects/Meshes without have to break it into different layers. * How to Unwrap UV's with the help of the Surface Editor and Create Parts tool. * How to break down your model into logical parts for easier UV Unwrapping. * Where to logically create UV Seams when UV Unwrapping. * How to Apply Checkerboard Patterns * How to Edit your UV Map using Checkerboard Patterns. * Understanding UV Space in relation to Image Map/Pixel space. * And much much more. Running Time: Approx. 6.5 Hours High Quality Quicktime Files for clean and sharp viewing on your Computer Monitor. $29.00 USD - Instant Download
Price: $29.00
LightWave 9 - Surfacing for Beginners- Volume #1- Essentials [AG]
A detailed introduction to Lightwave's powerful Surface Editor. * Learn how to name surfaces/polygons. * Learn how to load preset surfaces. * Learn how to make your own surfaces and save them as surface preset. * Learn how to make a save all your own pre-made surfaces in their own special directory. * Discover Lightwave's collection of built-in pre-made/pre-set surfaces like: rock, metal, glass, chrome, nature, organic.....and tons more!!! * Learn how to edit a surface preset made and create whole new surface based on the original. * Learn how to rename surfaces. * Learn how to preview surfaces in the Surface Editor. * Learn how to use the search command to find textures quickly. * Introduction to the Viper Preview Renderer. Running Time: 2 Hours-Approx. Instant Download
Price: $19.00
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