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TUTORIALS

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3Ds Max Learning Path. How to create Clouds? In this tutorial you will learn to create a fly-through of a realistic cloud tunnel that renders relatively fast, using 3D Studio Max with no plugins or 3rd party renderers. The basic physics of light moving through a gaseous cloud has nothing to do with traditional polygon lighting, and therein lies the main challenge when rendering clouds. Note that the angle of a cloud particle's surface is completely irrelevant, contrary to "normal" polygon lighting. We will now move on, knowing that the photorealistic look of a cloud is dependent on decaying, non-polygon lighting. The Cotton Teapot Before moving onto a larger cloud formation, we'll take the theory from above and apply it to a simple shape. 1.1.

50 Wonderful 3D Max Tutorials. 40+ Autodesk 3ds Max Tutorials for Beginners and Advance. Autodesk 3ds Max, (formerly known as 3D Studio MAX) is a software that models, animates and renders any design to look more realistic. At present, more and more designers are into mastering this software to widen their skills and explore the design possibilities especially nowadays that almost everything is 3D. To aid those designers who are aiming to master 3D designs, we bring you 40+ Autodesk 3ds Max Tutorials for Beginners and Advance . The list is composed of several techniques that you may need to use in creating 3D graphics with the help of other software like Photoshop, Zbrush and special plugin like V-ray to enhance the result.

For advance users, however, this post may be used as a refresher for techniques you may have learned before or you may also find new and innovative tips as shared by the author… Have fun learning!!! You may want to take a look at the following related post: • 40 Excellent Examples of Interior Designs Rendered in 3D Max Creating Realistic Rocks with V-Ray Ads.

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Effects. GrowFX Custom Foliage Creation by Studio xoio. Lasse, from studio xoio is sharing their experience working with Exlevel’s GrowFX plugin for 3ds Max as a tool for creating custom 3d Foliage models. This article will offer you an introduction of GrowFX so that you can better understand the concept of using it and set you on the right path for creating your own growth 3d models. Author: Lasse Rode / Studio xoio The Berlin based studio xoio has been established in 2006 by Peter Stulz and Lasse Rode. It is specialized in high-quality emotive architecture and product visualization. The team at xoio consists of people who have an architecture and design background. Let me first point out how much we really dig this piece of software in our studio. Furthermore, GrowFX can handle a LOT of geometry inside of 3ds Max, which is indispensible for the creation of realistic trees.

Before we get started in 3ds Max it is indispensible to do some research first, to have image references of trees you can always come back to. Meta Meshes Test Branches. Beginner's Guide Tutorials and Training.

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MODELATION. FineCG. RIGS. RayFire | Tutorials. Video Tutorials. Animating tears. Introduction In this video for 3ds max we’ll talk about a simple technique to create and animate falling tears over a face model just using basic features like primitives and world space modifiers. What we’ll do In Animating tears tutorial we’ll model and animate falling tears over a scanned 3d face model made by Lee Perry Smith. We’ll create curves over the face surface using 3D snap to vertices and then we’ll tweak it to be used as tear path. Tears will be modeled using a capsule primitive and we’ll tweak it using editable poly modifier and lattice to give it a better shape. Modeling procedural rocks. Introduction In this tutorial for 3ds max we’ll take a look at some techniques to create rocks or rocky structures just using a primitive, modifiers and procedural maps used as displacement.

What we’ll do In this video we’ll see how to create 4 different kind of rock meshes starting from a simple peeble and moving forward step by step in complextity and level of details obtaining different kind of rocks. In this way we’ll see how to simulate different surface details using alway the same workflow. Basically we’ll create a capsule primitive, then we’ll change a little bit its topology with FFD and noise modifiers. All details will be add using one or more displace modifiers with single or nested maps.