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Autodesk 3ds max tutorialsShowing tutorials 1180 to 1200 out of 2064 Autodesk 3ds max tutorials. | |||
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Focuses on realistic normal mapping, diffuse mapping and specular mapping for game presentation using Photoshop 3ds max. Tutorial written by Chris Holden for Game-Artist.Net
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Basic knowledge in 3d and intermediate knowledge required in 3ds max and Zbrush to follow this making
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in this tutorial we will create china material for teapot using simple max material
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In this small tutorial try to explain how to use Ragdoll and Reactor Water for floating the body over water effect
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A bench is a pretty simple object, and max helps us with great tools that make making of this bench a breze if you know how.
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![]() Calculate GI through various Renderers Learn to calculate GI through vray, mental ray and brazil in these 3ds max video tutorials
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this is a tutorial for making a glass using splines
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![]() Making of P-40 Warhawk Pacific War Artist Rodrigo Lloret from Spain will explain about own short movie from concept to compositing
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This is a simple tutorial for the beginners between us
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In this video tutorial you will learn how to model a cheese cake with default 3ds max modeling tool, no plugin required. For the tinfoil, I use reactor cloth to simulate it. After modeling, I render with Finalrender Stage-1 and set a HDRI in the background. For the tinfoil material, I learn from a tutorial on Xenomorphic.co.uk website and modify the material color. The wet-looking cake was made by using Finalrender Wet material. Check out my blog for more detail.
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Continue the ckae making tutorial. I modify the cheese cake I made and put a strawberry on the top. I also put cream on the top. No plugin is required to make this model. After modeling, I render the scene with Finalrender.
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This page provide you with free strawberry material to download. And a very brief tutorial. This is a procedural texture and have displacement map channel, will make a sphere looks like a strawberry.
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![]() Polygon Modeling - Introduction In these tutorials I will be covering the basics of editable poly-modeling in 3D Studio Max. From all the tools available when using editable polies to how to apply them and maybe more importantly: when to use them. I'll assume you have a basic idea of how 3D Max works, and where to find things, but don't worry if you don't since I'll try to use many, many (partial) screenshots and icons to make clear what I do. At the moment I use Max 5 so everything you see will apply to Max 5, but from what I have seen from the so called 'new features' PDF file of Max 6, they didn't improve any of the modeling. And therefore everything explained should apply to Max 6 without and problems.
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![]() Polygon Modeling - 2. Vertex Sub-Object In this tutorial, I will try to explain all options available when modeling in the vertex sub-object. It may look like just a long list, but I'll will try to explain when a certain modeling action in the VSO is useful and give examples of when you could use it.
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![]() Polygon Modeling - 3. Edge Sub-Object In this tutorial, I will try to explain all options available when modeling in the edge sub-object.
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![]() Polygon Modeling - 4. Polygon Sub-Object In this tutorial, I will try to explain all options available when modeling in the polygon sub-object.
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![]() Polygon Modeling - 5. Techniques I Okay, now that we have covered most of the available tools in each sub-object, it is time to apply them. Yet we will not apply them to a specific modeling problem just yet, such as modeling a wheel rim. Why not? Because it's time to understand the interaction between your Editable Poly and MeshSmooth. This interaction can be be delicate at times and at other times it works completely logical.
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![]() Polygon Modeling - 6. Techniques II More techniques and procedures will be explained in this tutorial. And also problems you could encounter when applying the explained techniques.
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![]() Polygon Modeling - 7. Car Body The modeling of the body of a car can almost always be sliced up into different parts, literally and figuratively speaking. Litereally because most of the time the front and rear bumpers, the entire 'cockpit', mirrors etc. are all loose parts. Figuratively because when you model it, it can be done in steps: first a rough simple (but rightly shaped!) basis and then the refinements, such as chamfering edges and making the creases.
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![]() Polygon Modeling - 8. Car Rims Modeling car rims is actually fairly easy and straightforward. This is because there always is some sort of symmetry, always. Whether it be point-, line- or suface-symmetry, there's always one or a combination. This will reduce modeling difficulty and effort tremendously, since Max has, since version 5, the Symmetry modifier which is very handy.
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