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3D Studio Max

Using Splines to Add Detail to Your High-Poly Model in 3ds Max

Splines are an often-overlooked aspect of 3ds max when it comes to game art. Most people know that you can use a spline for a wire – but you can also use it for things like grooves, whole objects like handles, and even text! In this tutorial, we’ll take a look at some of these advanced ways that splines can be used to save a lot of time on tasks that would otherwise have to be done by hand.

How to Bake a Flawless Normal Map in 3ds Max

In video games, resources are always on a tight budget. Normal mapping allows the artist to achieve the look of a highly detailed model, while still using a very low triangle count and relatively small texture sizes.

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An Introduction to 3ds Max: Polygonal Modeling, Day 2

In the first part of the series, professional video game artist, Kaleb Aylsworth, walked you through many of the key skills that you will need to get started modeling in 3ds Max. Now, in the second part, he will demonstrate how to apply the things that you have learned by using them to make a low-poly version of Guy van der Walt’s “Retro TV Set”. You can see some more examples of Guy’s work at his portfolio website, Plasticboy.

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An Introduction to 3ds Max: Polygonal Modeling, Day 1

Of all of the high-end 3d apps on the market, 3ds Max is by far one of the most powerful. It is, however, also one of the most complex and daunting 3d apps to learn. In this two part tutorial series, professional video game artist, Kaleb Aylsworth, will give you a detailed introduction to 3ds Max, as it pertains to polygonal modeling and the video game industry.


This entry is part 12 of 12 in the Best of 3D Studio Max – Part 1 Session

Next-Gen Weapon Creation – Day 4: Diffuse and Specular Textures

Creating weaponry effectively in a next-gen workflow requires detailed knowledge of a variety of very specific skills and tools. In the conclusion to this next-gen knife series, we begin the texturing phase of the asset creation process in Photoshop and 3ds Max.

Next-Gen Weapon Creation – Day 3: Unwrapping and Texture Baking

Creating weaponry effectively in a next-gen workflow requires detailed knowledge of a variety of very specific skills and tools. In the third tutorial of this knife creation series, we will examine UV mapping and baking, two highly complementary sciences.

Making Realistic Water in 3ds Max

In this tutorial we will be looking in depth at the water space warp in 3D Studio Max. We will first dive into the theory of the space warp, and fish out all of the little details that most people only swim past. Then, after we’ve had our fill of theory, we will look at how to practically apply that theory in a realistic pool scene, and render in Maxwell Render for our final result.


This entry is part 7 of 14 in the Evan Schaible Session

Next-Gen Weapon Creation – Day 2: The Low-Poly Model

Creating weaponry effectively in a next-gen workflow requires detailed knowledge of a variety of very specific skills and tools. In this, the second day of the next-gen knife modeling series, you will tackle the creation of your low-poly model, by cleverly reverse-engineering the high-poly source mesh.

An Introduction to Subdivision (High-Poly) Modeling Tools and Techniques

Subdivision modeling is a very common technique used when making almost all big name games, movies, and CG pieces. It allows you to make hard surfaces with nice beveled edges and a very high polycount in a short amount of time.

In this tutorial, you will learn the very basics of subdivision modeling. How it works, the common tools used, keeping forms, and how to apply it to your models. This tutorial is targeted towards 3D Studio Max users, however the same concepts can be easily applied to any other 3D program.

Create an Awesome Exploding Glass Effect with Thinking Particles and 3ds Max

It is always a good idea to learn as many new techniques as possible to help flesh out your CG scenes. In this tutorial, you will learn how to create an impressive breaking glass effect using 3ds Max 2009 and Thinking Particles 3.


This entry is part 8 of 9 in the Cristian Pop Session
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