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Hair & Fur in 3D Studio Max

Hair & Fur in 3D Studio Max
Following a great thread in the finished works section of the forums, pixela was very kind to send me a little ‘How-To’ about the the use of 3D Studio Max’s Hair & Fur modifier you can see on the chair in the image above. I hope you’ll enjoy this article, even though it is just a small taste of what could be achieved with this great modifier. In my 3d interior visualization scene ‘Bedroom Concept’ I had one chair with fur which many people asked me to write a small tutorial about. Here I will try to explain the process of making it using 3D Studio Max internal Hair & Fur modifier. I used poly modeling techniques for creating the chair, but I won’t elaborate on that any further since I’m focusing on the use of the Hair & Fur modifier I applied on the chair after I finished it’s modeling. So… While the chair is selected, from the modifiers panel, you add Hair & Fur modifier (under World Space Modifiers). First you should start with adjusting the size of your brush. Related:  vray3D Architectural Visualization & Rendering Blog3D Studio Max

Making of Maison Hermes 3d render – 3D Architectural Visualization Rendering Blog - Ronen Bekerman Roberto De Rose from State of Art studio posted his great ‘Maison Hermes’ image at the forum not long ago. I was very impressed with that 3d rendering of Renzo Piano’s building and asked him to share with us how he created it. I hope you’ll enjoy this article and learn from it as much as I did! Author: Roberto De Rose (Cepp) Roberto is a Director at State of Art Studio – An architectural visualization studio based in Italy. Hi everyone, welcome to the Maison Hermes Making of. Let’s start! First of all, references! I can’t make an artwork (dedicated to our favorite architects) without photos. The modeling stage was the easy part, just the 12,000+ glass-blocks gave me a little problem. There are 9-12 spot lights on each floor, no HDRI, only a VRay sky with night settings. 3D Studio Max (3dsmax) & VRay were used to render out an A3 300dpi image (4960×3500). Materials are very simple. Render Elements activated are raw-reflections, raw-refraction, diffuse and z-depth. Base Render :

Generating 2d Displacment Map Texture from 3d models - Frank Gehry Titanium Scales Example Bertrand posted a cool how-to article about the process of creating a 2d displacement texture map, including a reflection / glossiness map too. Make sure to check his Frank Gehry Titanium Scales article at his blog. This method can easily be expanded to other 3d elements such as roof shingles, water drops on window, rope strands, pavement, etc. instead of actually using 3d models inside the scene Model, Sculpt and Texture a Demon-like Monster in 3ds Max and ZBrush – Day 1 This is a multi-part tutorial on creating a Demon-like 'Lok Warrior' with realistic muscle anatomy. In the first day of this tutorial we will create a base mesh for our character using poly modeling. In day two we will take this mesh into ZBrush and sculpt intricate muscle anatomy. On day three we will texture the creature and add the finishing touches to the artwork. Let's begin day 1 of this tutorial. Step 1 I used two images from 3d.sk to model the base mesh more accurately. Step 2 Start with a cylinder with 5 height segments. Step 3 From the front viewport delete the half side of your model so that you can add a symmetry modifier. Step 4 Now select and extrude that front edge using Shift + Move; as you can see on below image, in blue color, try to work in both the front and left viewport. Step 5 Now for the leg. Step 6 For the arms, use the same method as the leg in the above instruction. Step 7 For modeling the hand, I used a box with a poly count equal to the arm border. Step 8 Step 9 Step 10

Vray Linear WorkFlow Different ways to add Gamma in your renders Share with your friends! Every real device to take pictures adds gamma. We actually are “producers” of images and we need to correctly setup the gamma in 3ds Max, in order to imitate the behavior of real cameras. In 3ds Max the options we have to add gamma are various: Gamma in “output” / preferencesGamma / color mappingDon’t Affect colors / color mappingsRGB button /V-Ray Frame Buffer (VFB) Every option in this list affects gamma. I’m going to show you how many combinations are possible and you’ll see just one way is the correct one. COMBINATION 1 : Gamma in.. - Gamma in “output” / preferences = 2,2 - Gamma in color mapping = 1,0 - Gamma in VFB (sRGB button) = disabled Brief Explaination: You’re adding 2,2 to the final image. COMBINATION 2: Gamma in… sRGB button (follow the green arrow) - Gamma in “output” / preferences = 1,0 - Gamma in VFB (sRGB button) = enabled Brief Explaination: You’re adding 2,2 with the sRGB button but it’s just a “preview” of gamma. COMBINATION 3: Gamma in..

9 SketchUP Tips for better 3d modeling workflow I picked up SketchUP my first year of architecture school back in 2002 and never stopped using it since. It is as powerful as it is simple, and yet I’ve seen too many pick up bad habits who find it hard to utilize SketchUP to its full potential. So while I work on the continuation of the Making of ‘MS House’ – Part 1, Let me elaborate further and share some more of my SketchUP work-flow. This is a pure text post, so please bear with me. Learning to use shortcuts is essential for fast modeling. You can export / import shortcuts through the preferences dialog when moving from one computer to the next and you can re-map them all as you see fit – even assign more then one shortcut per command (for example a left and right keyboard combination) I recommend mapping these commands window / hide dialogsedit / delete guidesview / component edit / hide rest of modelview / component edit / hide similar componentsview / rendering / edge / by axisview / face style / monochromeview / face style / x-ray

Sofa Modeling in 3ds max This video tutorial is created by artist Mahmoud Keshta in 3ds max 2009. This tutorial is divided in two parts and the total lenght of this video tutorial (without sound) is 70 minutes. This will explain you how you can model this stylish modern leather sofa inside 3ds max. This is very detailed and step by step shown video tutorial which will explain you everything without the need of sound. If you are on slow internet connection or want to keep this video tutorial for future viewing then you can download the video tutorial from CGArena forum. Related Links Video Tutotial - Interior Lighting by using Mental Ray

Vray 2.0 materials guide An in depth look at each setting within a V-Ray material. You can jump to a specific section using the links below. DiffuseReflectionRefractionTranslucencyBRDFOptionsMapsReflect/Refract interpolation Diffuse Diffuse This is the actual colour of the surface, reflection and refraction colours can affect the visual appearance of this colour. Roughness Can be used to simulate dust on a surface by controlling the way the surface reflects direct light. Reflection Reflect Like diffuse it uses a colour value to determine the reflection strength. Fresnel reflections Most materials except metals have a Fresnel reflection, making the reflection strong at glancing angles but weak at more front on angles. Fresnel IOR IOR stands for index of refraction and is used to measure how light refracts through a surface relative to the viewing angle (Yourself), confusing at first but read on. You can find many IOR tables on the internet and they all give different values for real world materials. Highlight glossiness

Creating VRay for SketchUP Vermont Verde Antique Marble Material ASGVIS 3D Artist and Trainer, Fernando Rentas, created the Vermont Verde Antique material in V-Ray for SketchUP Using basic material creation techniques as explained in the featured video tutorial “Creating Vermont Verde Antique”. Fernando was able to match the rich green color and unique light green and white veins by looking at a small sample of the marble. Check out the video below, it is very informative and the result is remarkably good. You can also download most of the materials used in that scene form the ASGVIS website download area.

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