{E}vermotion SOFTIMAGE Tutorials SOFTIMAGE|XSI Netview Users Copy and paste the url below into an XSI netview window for easy access to the tutorials. SOFTIMAGE|XSI - SOFTIMAGE|3D and mental ray Tutorials. Choose your category below. (A link to a complete listing of all tutorials is at the very bottom.) Back to Ed Harriss.com Infinitee 3D Art graphics Infinity Delaware Web design digital a Annuaire de tutoriels video | video-tuts.fr Tutorials CADTutor tutorials are all original and specifically designed to get you working with AutoCAD and other applications as knowledgeably as possible. We don't believe in providing only quick step-by-step tutorials like other sites. Our tutorials are comprehensive and aim to give you a deeper understanding and a better learning experience. See the AutoCAD tutorials page for more information. If you can't see what you're looking for on this page, take a look at the list of all tutorials and don't forget that there's lots more content in the Michael's Corner section of the site. We're always on the lookout for good content. Tutorials of the Moment The most recently viewed tutorials Featured Tutorials Tutorials we think you'll like Tip of the Day Convert to solid You may still have some old 3D drawings where objects have been constructed from rectangles, circles or closed polylines which have been given a thickness. Today's tip is by David Watson Missed a Tip? Did you miss yesterday's tip?
Forum Best of the Best:Away3d 4.0/Stage3D 2011 Show Reel Submissions , Sr. Member theMightyAtom - 13 September 2011 10:03 AMI’ve just updated all my demos for RC1. And would encourage others to do the same. There is surprisingly little needs doing compared to the very first release of Broomstick, which is testament to the great work the guys did on the architecture. In addition, I’ve added a couple of new ones. Yep, pretty much every time I’ve been dreading updating and having to fix loads of stuff, and every time I’ve been astounded and relieved to find that after downloading the latest flashplayer, and the latest version of away3d, it has just compiled and worked straight off. I really like those curtains, I’d love to use them for a project I’m working on… Also, with the watch demo, are you using quaternion calculations to ensure that the the rotation works as you;d expect..
3D Total The Area :: Tutorial :: Focke-Wulf Crash in the Snow -- Making o The idea for this project was born while watching the movie The Golden Compass, which has scenes on ice and snow that are really fantastic. I added to that the fact that I like old airplanes and then started to develop the idea. For a long time I wanted to make a scene that involved ice and snow, and my greatest difficulty for that is the fact that I have never seen snow. After watching the movie I began to sketch a scene, and with the sketches defined, I made a simple model to use as a guide for the work. Following that I began to work on the creation and composition of materials to be used in the scene. The composition of the base materials (we will call base materials the materials that receive a layer of snow) with the snow material was made using the shader “Blend” and to mix the two materials the map “Falloff” as a mask, using a world Z technique. To mix the materials the shader “Top/Bottom” could also be used (it substitutes the world Z technique). Let`s see how that works:
World's Computer Graphics Community Beveling - TWC Wiki From TWC Wiki You can find an up to date version of this tutorial at There is information floating around, especially of recent, about never having hard edges (except in certain cases), and instead, bevel everything. The information here is not from my own investigations, but merely what I've heard, checked, and had confirmed. [edit] How Real-Time Rendering Works In order to understand beveling, you have to understand a bit of the 3D pipeline. However, we run into two interesting scenarios; the same vertex may have two (or more) UV coordinates (such as if it lays on a seam), or two (or more) normals (if it has hard normals, separate smoothing groups, etc), even though it is, in your modeling program, the same vertex. With this in mind, let's go back to what I said about vertices as all that matters. [edit] Should I Bevel Everything? Well, no. A vertex is broken or split when it has a hard normal, or new UV coordinate. [edit] What has how much? So, to recap:
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