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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

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 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

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 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

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

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

Model a Detailed, High-Poly Camera in 3ds Max 2010 This massive, 117 step tutorial covers the entire process of modeling a detailed DSLR camera, that would be suitable for use as a high-poly scene object in a render, or for generating normal maps to be applied to an in-game model. We will also be going over some of the ins and outs of 3ds Max 2010's new graphite modeling tools! Final Effect Preview Step 1 The first thing you need to do is set up your reference in the scene. Step 2 Now you can begin to model. Step 3 Apply a new material to the model, so that you can see the underlying reference images. Step 4 Left click on the box to select it, and then right click to convert the object to an 'editable poly'. Step 5 Try to pick key points on the object to place your segments. Step 6 From the back, insert two edges. 3ds Max 2010 has a new 'swift loop' tool that is handy for this. Step 7 More shaping. Step 8 Add more edge loops to define the shape where you will extrude the hand grip. Step 9 Step 10 You can now begin shaping the newly made section.