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Animating  ArrayAnimating (136) Composing  ArrayComposing (16) Lighting  ArrayLighting (96) Making of     ArrayMaking of... (294) Modeling  ArrayModeling (796) Rendering  ArrayRendering (132) Special FX  ArraySpecial FX (77) Texturing  ArrayTexturing (199) Video Tutorials  ArrayVideo Tutorials (177)

Autodesk 3ds max tutorials

Showing 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

Making of a Cement Cover

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

Rated:*** with 2294 hits  Added on: Dec 16, 2006

Basic knowledge in 3d and intermediate knowledge required in 3ds max and Zbrush to follow this making

Making of Wounded Ork

Basic knowledge in 3d and intermediate knowledge required in 3ds max and Zbrush to follow this making

Rated:*** with 2385 hits  Added on: Dec 15, 2006

in this tutorial we will create china material for teapot using simple max material

creating china material

in this tutorial we will create china material for teapot using simple max material

Rated:*** with 1845 hits  Added on: Dec 14, 2006

In this small tutorial try to explain how to use Ragdoll and Reactor Water for floating the body over water effect

Ragdoll and Reactor Tutorial

In this small tutorial try to explain how to use Ragdoll and Reactor Water for floating the body over water effect

Rated:*** with 8447 hits  Added on: Dec 07, 2006

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

How to make a Park Bench

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.

Rated:*** with 2351 hits  Added on: Dec 06, 2006

Learn to calculate GI through vray  mental ray and brazil in these 3ds max video tutorials

Calculate GI through various Renderers

Learn to calculate GI through vray, mental ray and brazil in these 3ds max video tutorials

Rated:*** with 3254 hits  Added on: Dec 05, 2006

this is a tutorial for making a glass using splines

making a glass using splines

this is a tutorial for making a glass using splines

Rated:*** with 2317 hits  Added on: Dec 05, 2006

Artist Rodrigo Lloret from Spain will explain about own short movie from concept to compositing

Making of P-40 Warhawk Pacific War

Artist Rodrigo Lloret from Spain will explain about own short movie from concept to compositing

Rated:*** with 2553 hits  Added on: Dec 04, 2006

This is a simple tutorial for the beginners between us

Simple vertex tutorial

This is a simple tutorial for the beginners between us

Rated:*** with 2124 hits  Added on: Dec 03, 2006

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

Making of Cheese Cake

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.

Rated:*** with 2245 hits  Added on: Dec 01, 2006

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

Making of Strawberry Cake

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.

Rated:*** with 1562 hits  Added on: Dec 01, 2006

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

Strawberry material

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.

Rated:*** with 2372 hits  Added on: Nov 29, 2006

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

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.

Rated:*** with 3907 hits  Added on: Nov 28, 2006

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

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.

Rated:*** with 1757 hits  Added on: Nov 28, 2006

In this tutorial  I will try to explain all options available when modeling in the edge sub object

Polygon Modeling - 3. Edge Sub-Object

In this tutorial, I will try to explain all options available when modeling in the edge sub-object.

Rated:*** with 1586 hits  Added on: Nov 28, 2006

In this tutorial  I will try to explain all options available when modeling in the polygon sub object

Polygon Modeling - 4. Polygon Sub-Object

In this tutorial, I will try to explain all options available when modeling in the polygon sub-object.

Rated:*** with 1474 hits  Added on: Nov 28, 2006

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

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.

Rated:*** with 1685 hits  Added on: Nov 28, 2006

More techniques and procedures will be explained in this tutorial  And also problems you could encounter when applying the explained techniques

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.

Rated:*** with 1525 hits  Added on: Nov 28, 2006

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

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.

Rated:*** with 3206 hits  Added on: Nov 28, 2006

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

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.

Rated:*** with 3678 hits  Added on: Nov 28, 2006

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