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3D Artist - Practical inspiration and advice for the 3D community

3D Artist - Practical inspiration and advice for the 3D community

http://www.3dartistonline.com/

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Making of The Last of Us by Naughty Dog Go behind the scenes and see how Naughty Dog crafted its masterpiece watch Grounded The making of The Last of Us. Also check: The Last of Us Character Rigging & Modeling The Last of Us Development by Naughty Dog The Ultimate Collection of 3DS Max Tutorials Thinking of producing a cool 3D model or animation? It could be a simple task if you apply the right 3D animation rendering and modeling software and practice the right tutorial. Speaking of 3D software, 3DS Max is one of the comprehensive 3D modeling, rendering, and 3D animation software which used by most of the game developers, visual effects artists and design visualization specialists.

ZBrush 4R7 Certification This is a program for those who really want to know how ZBrush works and how to make it work for them. Ryan Kingslien is going to teach you everything he learned as part of the development team at Pixologic as well as the tips, tricks, and techniques he’s learned from the amazing artists in residence at ZBrushWorkshops. The 5 most important lessons: 3ds Max Tutorials Use the 3ds Max Cloth modifier to make flag animations. Learn to use Gravity and Wind to make your animation look right. Use the viewport to run the animation, or export a quality rendering. In this lesson, Gregory Mirles is going to teach us both the theory and usage behind creating Texture Kits inside of 3DS Max.

The Artist, The Realist, and The Critic One of the things I love about Creature Design is that it gives us license to play... Play, play, play and just create monsters like we used to... back when times were simplier and we sketched in our journals and watched star trek marathons. Why did things ever get so complicated? What happened to us? Over the last three years I've been studying creativity while working with the thousands of students at UArtsy and one thing I learned is actually very simple... ...

Gaspar Noé This is the list of films that have had the greatest impact on me or influenced me the most in my life. Against my will, I had to leave out films by Murnau, Lang, Von Stroheim, Browning, Dreyer, Belson, Pontecorvo, Wakamatsu, Fassbinder, Eustache, Cavalier, Cronenberg and Mungiu which all featured in my much more extensive initial list. 2001: A Space Odyssey: This is the film I've seen more than any other in my life – 40 times or more. My life altered when I discovered it when I was about seven in Buenos Aires. It was my first hallucinogenic experience, my great artistic turning point and also the moment when my mother finally explained what a foetus was and how I came into the world. Without this film I would never have become a director.

50 Useful 3DS Max Modeling Tutorials 3DS Max is widely used in spine and patch modeling, character animations, inverse kinematics, rendering, lighting, mesh and many more. Proper texture mapping and appropriate materials should be used to render a realistic effect. 3DS Max is a very powerful material editor that gives your creativity the required edge. With the help of this software package, you can give your reel characters a real touch. Nowadays, many 3DS Max tutorials are available. You can take help of these tutorials to create your 3D designs models and visualization effects. Sometimes, the imaginary world is much better than the physical world.

PBR Theory By Jeff Russell Physically-based rendering (PBR) is an exciting, if loosely defined, trend in real time rendering lately. The term is bandied about a lot, often generating confusion as to what exactly it means. The short answer is: “many things”, and “it depends”, which is rather unsatisfying, so I have taken it upon myself to try to explain at some length what PBR represents and how it differs from older rendering methods. This document is intended for non-engineers (artists most likely), and will not present any mathematics or code. Much of what makes a physically-based shading system different from its predecessors is a more detailed reasoning about the behavior of light and surfaces.

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