 | Creating a realistic wine glass render in 3ds Max (http://www.3dtotal.com/team/Tutorials/render_glass/render_01.php) Hi everyone. My name is João and this is a complete 3ds max tutorial about how I did this image. Hope you like it...
|  | Making of The Yellow House (http://www.3dtotal.com/team/Tutorials/yellow_house/yellow_01.php) Hello friends. Based on my work ´The yellow house´, I have tried to sum up how it was created. It consists of 3 parts: modelling, texturing and rendering.
|  | Making of Marvin (http://www.3dtotal.com/team/Tutorials/making_marvin/marvin_01.php) This process was very simple and involved box modeling or in this case a sphere with 64 segments. I started of using 64 because I wouldn't need to add a mesh smooth modifier to it, since I was going to use the Boolean tool on the head. As you can see in the picture I created a box and then added the bend modifier. Then applied this to Marvin's head ( the sphere ). The line going across Marvin’s face was slightly bent giving him emotion, with so little effort.
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|  | Making of Corridor Scene (http://www.3dtotal.com/team/Tutorials/the_corridor/corridor_01.php) This particular scene was designed to be simple in terms of the geometry involved and therefore attributing a little more emphasis on the texturing aspects using techniques somewhat akin to games development. The idea beind the project was to model a simple corridor that ended with a doorway and one that would be textured using contrasting sets from the 3D Total Textures collection to convey scenes from different time periods.
|  | Making of Old Alley (http://www.3dtotal.com/team/Tutorials/old_alley/old_alley_01.php) Let's start off with the modeling, it was quite simple. The original creation of this scene began when I was actually doing light tests with VRay. I started out with the natural basis of creating the main structure first (the wall and floor) to begin the process. Here is a wireframe shaded view of the scene.
|  | Quick and Effective Game Art Portfolio Presentation – Day 1 (http://cg.tutsplus.com/tutorials/autodesk-3ds-max/quick-and-effective-game-art-portfolio-presentatio...) On Day 1, we will explore the process of setting up a camera, and a simple, yet effective 3 point lighting rig. Then, after we have achieved a desired result, we will set up raytraced shadows, in conjunction with the light tracer plugin, antialiasing filters, and global supersampling, to get a refined and high quality final render. We will also go over how to create a clay and wireframe render to properly show off our optimized models.
|  | The Old Fox (http://www.3dtotal.com/team/Tutorials_2/makingof_theoldfox/oldfox_01.php) I've poly modelled all the models that I have used in the scene. So let’s start from the little house on the left (img 1,2): I made a plane with some segments in the X and Y directions, then moved them by editing vertex, obtaining the desired position of the polygons.
|  | The Making Of Porsche (http://www.3dtotal.com/team/Tutorials_3/makingof_porsche_tutorial/Part%201/porsche_part1_01.php) We are going to start with the front wheel arch. The first thing to do is to draw a bunch of guide lines from the center of the tire outwards as shown in the picture by the pink lines. This is not really necessary but I find that it makes it easier to get a good round shape for the wheel arch and it will make your mesh even in that area. After drawing the lines, you can then lay down the first polygon as shown by the blue rectangle. Make sure that the polygon has 1 length seg and 1 height seg. Also turn on "Edged Faces" by clicking on the top left corner of the viewport and selecting "Edged Faces."
|  | Joy Tree (http://www.3dtotal.com/team/Tutorials_3/joy_tree/joy_tree_01.php) The concept for this project is as follows: “The wind blows away heavy mist in a valley at dawn. A shinning start flies across the sky and lands here, the bright light rises, which lights up the red leaves of an ancient tree. The whole image is full of holiday happiness and exotic flavours.”
|  | Post-apocalyptic City (http://www.3dtotal.com/team/Tutorials_3/apocalyptic_city/apocalyptic_city_part1/apocalyptic_city_01....) In this 3ds max tutorial I'll take you through the process of quickly creating a textured city in 3ds Max 2009 and how you, through a few extra render passes, can go from a quite crappy render to something half-way decent using After Effects CS3. If all goes well, we'll end up with a finished shot not too far from the clip above. In Part 1 I'll cover the creation of the city in 3ds Max and in Part 2 we'll jump over to After Effects for the compositing.
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