Cgtuts+ » Tutorials http://cg.tutsplus.com CG Tutorials Sat, 20 Mar 2010 05:09:29 +0000 http://wordpress.org/?v=2.9.2 en hourly 1 Create a Realistic Looking Mailbox using 3ds Max and UV Layout – Day 3 http://cg.tutsplus.com/tutorials/autodesk-3ds-max/create-a-realistic-looking-mailbox-using-3ds-max-and-uv-layout-day-3/ http://cg.tutsplus.com/tutorials/autodesk-3ds-max/create-a-realistic-looking-mailbox-using-3ds-max-and-uv-layout-day-3/#comments Fri, 19 Mar 2010 04:00:10 +0000 Chris Tate http://cg.tutsplus.com/?p=2548 In this detailed, three day workflow tutorial, you will follow the entire process of modeling, UV mapping, and texturing a lifelike mailbox using 3ds Max and UV Layout. Starting out in 3ds max with a simple box primitive, you will use poly modeling tools and techniques to build and shape our mailbox model. With the model completed, you will then move on to UV mapping using a combination of both 3ds Max’s unwrap uvw modifier as well as the demo version of Headus UVLayout. Finally, with the UV all packed away, you will learn some very useful techniques to build up the colors and materials of your texture.

This tutorial is Day 3 in a series. Go to Day 1, or Day 2.


Video 1

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Video 2

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Video 3

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Video 4

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Video 5

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Motion Graphics: Project Workflow – Day 3 http://cg.tutsplus.com/tutorials/maxon-cinema-4d/motion-graphics-project-workflow-day-3/ http://cg.tutsplus.com/tutorials/maxon-cinema-4d/motion-graphics-project-workflow-day-3/#comments Tue, 16 Mar 2010 05:00:20 +0000 Harrison Ambs http://cg.tutsplus.com/?p=2536 Eventually we all want to move beyond tutorials and actually start to deal with clients. Whether at a production house or on your own, one of the most fundamental aspects of professional design is a solid project workflow. In this tutorial series, we’ll examine the different aspects of working in a project-like environment, and how our techniques interact with a client in a real-world situation.

Okay, full disclosure; I’m not saying that what I’m showing here is going to work for everyone. This is just how I’ve done design and dealt with clients during the years that I’ve been doing this, and I can only hope that you take away something when it comes to moving on and looking to do this as a career. Remember that this is just an example and a guideline on the “hows and whys” of project workflow and management, and not the final word. And if any of you seasoned pros out there have any of your own tips to add, please be sure to share them in the comments so the greenhorns can learn something!




This is Day 3 in a series. Go to Day 1, or Day 2






Video 1

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This is Day 3 in a series. Go to Day 1, or Day 2




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Tutorial Removed http://cg.tutsplus.com/tutorials/maxon-cinema-4d/create-an-explosive-collision-animation-using-the-mograph-2-module-in-cinema-4d/ http://cg.tutsplus.com/tutorials/maxon-cinema-4d/create-an-explosive-collision-animation-using-the-mograph-2-module-in-cinema-4d/#comments Tue, 16 Mar 2010 04:08:05 +0000 Kaleb Aylsworth http://cg.tutsplus.com/?p=2510 Unfortunately, the CGtuts+ staff have had to remove a recently published tutorial titled “Create a Dynamic Collision Animation with the Mograph 2 Module in Cinema 4D”, as the techniques being taught closely resemble those of an existing tutorial. When this situation occurs, unfortunately, the tutorial is removed and payment is not made to the author of the tutorial. Claims of plagiarism are taken very seriously and thoroughly investigated on this site and always something to be aware of. We appreciate the communities diligence in catching this and have removed this tutorial from the site. Thanks.

To avoid this situation, be sure to always credit your work with any influences, then we can determine accurately whether the proposed tutorial concept meets our site requirements prior to publication – learn more about creating content for CGtuts+. Also, in general, avoid mimicking other artists work, especially closely mimicking one artists specific work. We’ll all be influenced to some degree, but the goal here is original artwork, and not recreating someone else’s art.

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Create an Ivy Covered Tree Stump with 3ds Max, Ivy Gen, and VRay http://cg.tutsplus.com/tutorials/autodesk-3ds-max/create-an-ivy-covered-tree-stump-with-3ds-max-ivy-gen-and-vray/ http://cg.tutsplus.com/tutorials/autodesk-3ds-max/create-an-ivy-covered-tree-stump-with-3ds-max-ivy-gen-and-vray/#comments Mon, 15 Mar 2010 04:00:09 +0000 Sachin Joshi http://cg.tutsplus.com/?p=2505 In this quick and easy tutorial, we will use 3ds Max, VRay, and a free plugin called GW:Ivy to create a highly detailed ivy covered tree stump scene. For those of you who are beginners out there…don’t be intimidated! When you are finished you will say “I can’t believe how easy that was!”.

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An Introduction to Caustics in Cinema 4D http://cg.tutsplus.com/tutorials/maxon-cinema-4d/an-introduction-to-caustics-in-cinema-4d/ http://cg.tutsplus.com/tutorials/maxon-cinema-4d/an-introduction-to-caustics-in-cinema-4d/#comments Sat, 13 Mar 2010 05:00:42 +0000 Eli McMakin http://cg.tutsplus.com/?p=2490 Caustics refers to the mathematical equations that describe how light converges in nature, such as the effect that is seen at the bottom of pools and lakes when light passes through the surface of the water. Cinema 4D can perform both surface and volume caustics. In this tutorial, you will learn how surface caustics can be used to create a pool with a floating translucent orb, and volume caustics can be applied to demonstrate a stained glass effect. Render settings, and time savers will also be discussed.


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Create a Realistic Looking Mailbox using 3ds Max and UV Layout – Day 2 http://cg.tutsplus.com/tutorials/autodesk-3ds-max/create-a-realistic-looking-mailbox-using-3ds-max-and-uv-layout-day-2/ http://cg.tutsplus.com/tutorials/autodesk-3ds-max/create-a-realistic-looking-mailbox-using-3ds-max-and-uv-layout-day-2/#comments Fri, 12 Mar 2010 05:03:02 +0000 Chris Tate http://cg.tutsplus.com/?p=2479 In this detailed, three day workflow tutorial, you will follow the entire process of modeling, UV mapping, and texturing a lifelike mailbox using 3ds Max and UV Layout. Starting out in 3ds max with a simple box primitive, you will use poly modeling tools and techniques to build and shape our mailbox model. With the model completed, you will then move on to UV mapping using a combination of both 3ds Max’s unwrap uvw modifier as well as the demo version of Headus UVLayout. Finally, with the UV all packed away, you will learn some very useful techniques to build up the colors and materials of your texture.

This tutorial is Day 2 in a series. Go to Day 1, or Day 3.


Video 1

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Note: click the ‘Monitor’ icon to view tutorial in full-screen HD.

Video 2

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Note: click the ‘Monitor’ icon to view tutorial in full-screen HD.


This tutorial is Day 2 in a series. Go to Day 1, or Day 3.


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Character Modeling in Blender – Basix http://cg.tutsplus.com/tutorials/blender/character-modeling-in-blender-basix/ http://cg.tutsplus.com/tutorials/blender/character-modeling-in-blender-basix/#comments Wed, 10 Mar 2010 05:04:58 +0000 Jonathan Williamson http://cg.tutsplus.com/?p=2461 Character modeling can be a daunting field to get into. Developing a solid character with good design and proper topology takes a lot of work. This tutorial provides an introduction to the many aspects involved with modeling a character in Blender for beginner artists.

Topics covered in this tutorial include:

  • Transform basics
  • Extruding
  • Mirror modifiers
  • Setting background images
  • Dividing the workspace
  • Topology





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    Motion Graphics: Project Workflow – Day 2 http://cg.tutsplus.com/tutorials/maxon-cinema-4d/motion-graphics-project-workflow-day-2/ http://cg.tutsplus.com/tutorials/maxon-cinema-4d/motion-graphics-project-workflow-day-2/#comments Tue, 09 Mar 2010 05:00:57 +0000 Harrison Ambs http://cg.tutsplus.com/?p=2452 Eventually we all want to move beyond tutorials and actually start to deal with clients. Whether at a production house or on your own, one of the most fundamental aspects of professional design is a solid project workflow. In this tutorial series, we’ll examine the different aspects of working in a project-like environment, and how our techniques interact with a client in a real-world situation.

    Okay, full disclosure; I’m not saying that what I’m showing here is going to work for everyone. This is just how I’ve done design and dealt with clients during the years that I’ve been doing this, and I can only hope that you take away something when it comes to moving on and looking to do this as a career. Remember that this is just an example and a guideline on the “hows and whys” of project workflow and management, and not the final word. And if any of you seasoned pros out there have any of your own tips to add, please be sure to share them in the comments so the greenhorns can learn something!




    This is Day 2 in a series. Go to Day 1, or Day 3.






    Video 1

    Download

    Note: click the ‘Monitor’ icon to view tutorial in full-screen HD.

    Video 2

    Download

    Note: click the ‘Monitor’ icon to view tutorial in full-screen HD.


    This is Day 2 in a series. Go to Day 1, or Day 3.




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    Creating a Next-Gen Video Game Hot Rod: the Complete Workflow – Day 4 http://cg.tutsplus.com/tutorials/autodesk-3ds-max/creating-a-next-gen-video-game-hot-rod-the-complete-workflow-day-4/ http://cg.tutsplus.com/tutorials/autodesk-3ds-max/creating-a-next-gen-video-game-hot-rod-the-complete-workflow-day-4/#comments Mon, 08 Mar 2010 05:00:29 +0000 Laurens Corijn http://cg.tutsplus.com/?p=2435 Ever wanted to know how the artists create those amazing cars for AAA video game titles? Well here’s your chance to find out. In this incredible CGTuts+ exclusive tutorial series, you will follow professional CG artist and teacher Laurens Corijn as he creates a high quality, next-gen, normal mapped Hot Rod for realtime use.

    This tutorial is Day 4 in a series – Go to Day 1, Day 2, or Day 3.

    Now in the fourth part of our mammoth series, we will follow Laurens as he completes the high poly mesh of his hot rod, all the while making sure that is will be suitable for baking onto a low poly realtime model.

    Video 1

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    Video 2

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    Note: click the ‘Monitor’ icon to view tutorial in full-screen HD.

    Video 3

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    Note: click the ‘Monitor’ icon to view tutorial in full-screen HD.

    This tutorial is Day 4 in a series – Go to Day 1, Day 2, or Day 3.

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    Rigging a Detailed Tank Track using C4D, XPresso, and Mograph http://cg.tutsplus.com/tutorials/maxon-cinema-4d/rigging-a-detailed-tank-track-using-c4d-expresso-and-mograph/ http://cg.tutsplus.com/tutorials/maxon-cinema-4d/rigging-a-detailed-tank-track-using-c4d-expresso-and-mograph/#comments Sun, 07 Mar 2010 17:05:49 +0000 Patrick Letourneau http://cg.tutsplus.com/?p=2402 This tutorial will show the user how to rig a detailed tank track using Cinema 4d, XPresso, the Mograph module, and Roll-It — a free plugin. The final result will be a tank track that animates automatically as you move and rotate it.

    Final Effect Preview

    Step 1

    Open the NAMETHISFILE.c4d file provided. It contains a track link already modeled.

    Step 2

    Drop the Link into a Mograph Cloner object (Mograph menu>Cloner Object). Set the Count to 60, the Mode to Linear, and the Displacement to 24m on the Z axis.

    Step 3

    Create a Bezier Spline object (Objects>Create Spline>Bezier), and draw out a spline similar to the one below. This spline was drawn from the side view (Press F3) and is roughly 600m long by 100m high. Be sure to click and drag when you create the new points to give smoother curves.

    Step 4

    Insert a Spline Wrap object (Mograph>Spline Wrap), and group it with the Cloner object by selecting both objects in the objects manager and pressing alt+G.

    Step 5

    Click on the Spilne Wrap object in the Object Manager. In the Attribute Manager, set the Banking to 270 degrees, the Mode to Keep Length, the Axis to Z+ and drag the spline from step 3 into the Spline box.

    Step 6

    Depending on the total length of your spline, the links will either have a gap or an overlap (overlap is pictured in this image).

    Step 7

    To remedy this, adjust the number of Count in the cloner object until you reach the closest fit without overlapping. From there, adjust the Z value to fine tune. In this case, the Count was reduced from 60 to 58, and the Z value was increased from 24 to 24.1. This closed the tiny gap that was left over

    Step 8

    If all is well, your track should look something like this. Now on to the wheels and rigging.

    Step 9

    Create a cylinder (Objects>Primitives>Cylinder).

    Step 10

    Set the Orientation of the cylinder to X+, the Rotation segments to 50, and the Height to 20.

    Step 11

    Move the cylinder into place and adjust the Radius setting so that it fits between your top and bottom tracks. In this example, the cylinder was reduced from 50m to 48m.

    Step 12

    Right click the cylinder in the object manager and select Make Editable (alternatively, press C with the object selected). Then, select the Phong tag and set the Phong Angle in the Attribute Manager to 22 degrees

    Step 13

    Go into Polygon mode and select the Knife tool (Structure>Knife). Set the Mode in the Attribute Manager to Loop, and make two cuts as shown below.

    Step 14

    Use the Loop Selection tool (Selection>Loop Selection) and select the ring of polygons in between the two cuts.

    Step 15

    Extrude the polygons selected (Structure>Extrude).

    Step 16

    Go into Point mode, select the center point of the wheel, and move it back by 10m. Hold shift once it’s moving to snap the movements to increments of 10.

    Step 17

    Create a Tube (Objects>Primitive>Tube). In the Attribute Manager, Set the Inner Radius to 10m, the Outer Radius to 15m, and the Height to 5m.

    Step 18

    With the Tube selected, use the Transfer tool (Functions>Transfer), and hover the cursor over the wheel. A line will appear between the Tube and the wheel. Click and the Tube will be transferred to the surface of the wheel.

    Step 19

    Create a Cylinder. Set the Height to 8m, the Radius to 2m, and the Orientation to Z+. Name this Cylinder “Bolts”.

    Step 20

    Insert a Cloner Object (Mograph>Cloner) while holding alt, and the Cylinder will be placed under the Cloner in the Object Manager. Set the Mode to Radial, the Radius to 12m , and the Count to 6. Name this Cloner object “Bolts Cloner”.

    Step 21

    As with the previous step, select the Cloner object and use the Transfer tool (Fucntions>Transfer) to center the array on the wheel by clicking on it, the rotate the Cloner by 90 degrees so it will line up with the wheel.

    Step 22

    Place the Tube under the “Wheel” object in the Object Manager. Then, select the Cloner for the Bolts and the Wheel object, and group them (Right click>Group or Alt+g). Name this group Wheel.1.

    Step 23

    Use the copy paste function to copy the wheel out. Once you have four wheels, select them all and duplicate them. Move this new group behind them and offset it as shown below.

    Step 24

    To build the gear, create a Cogwheel Spline (Objects>Spline Primitives>Cogwheel).

    Step 25

    Scale the Cogwheel Spline to fit in the path you’ve created, then in the Attribute Manager, adjust the number of Teeth to fit your path. In this case, the magic number was 13. The Inner Radius in this image is 45.6, while the Outer Radius is 55.8.

    Step 26

    Drop the spline into an Extrude Nurbs object (Objects>Nurbs>Extrude Nurbs) and set the Movement to 8m. Be sure to zero out the other Movement boxes. Position the gear to fit inside the stirrups.

    Step 27

    Select the Wheels, the Gear, the Spline, and the group that contains the Splinewrap and Cloner and group them all together. A good name for this group would be “Track”.

    Step 28

    Select all 8 wheels. right click them, and add a Roll-It tag. Roll-It is a free plugin and can be downloaded from the link at the top of this post. We’ll use Roll-It to automate the rolling of the wheels and gears, which will in turn deform the track.

    Step 29

    Under the Roll-It tag, manually set the Radius to that of your wheel. In this case, the wheel was 96m in diameter, so the Radius is set to 48. The Calculate function should not be used as the tag is on a null object and will always result in a radius of 0

    Step 30

    Add a Roll-It tag to the Cogwheel spline (not the Extrude Nurbs object). The Radius value for the gear is very tricky, and will be tweaked later on in the tutorial.

    Step 31

    Right click on the Spline Wrap object and add an XPresso tag. XPresso is Cinema 4d’s node based programming environment. It’s proven to be a valuable time saver and today we’ll build a very simple script.

    Step 32

    Double click on the Xpresso tag and you’ll be greeted with a grid. From the Object Manager, drag and drop the Spline Wrap object and the front-most wheel into the Xpresso window as seen below.

    Step 33

    Right click on the small red box on the wheel (this is the output box for your wheel) and add a Rotation.P port (Coordinates>Rotation>Rotation.P). Now right click on the blue box (input) on the Spline Wrap, and add an Offset port. (Object Properties>Offset). The Offset value controls the position of the track in its journey around the spline.

    Step 34

    Right Click anywhere in the XPresso grid and add a Math node (New Node>XPresso>Calculate>Math). Position it between the Wheel and the Spline Wrap node, and drag wires between the inputs/outputs as illustrated in the image. The output of the Wheel’s rotation is “carried” over to the Math node, which will hand it off to the Spline Wrap.

    Step 35

    The problem now is that the output of the Wheel’s rotation doesn’t translate directly to the Offset setting for the Spline Wrap. It has to be geared down, so to speak. Click on the Math node, and look over to the Attribute Window (below the Object Manager). Set the Function to Divide, and set the Input to 30. This is a number you will have to tweak, as it is affected by the length of the spline, the diameter of the wheels and so on.

    Final Tweaks

    The last step is to tweak the values of the Math Node to ensure that the track sticks to the ground and doesn’t slide forward or backward when moving the parent object. The value of the Radius in the gear’s Roll-It tag should also be tweaked to match up with the track. In this case, it was reduced from 55m to 51.5m to match the speed of the track.

    All that is needed to animate the track and roll the wheels is to move the parent object (named Track in this tutorial) forward or back. This group can also be dropped into a larger parent object such as a tank and will animate automatically

    Further options

    An optional addition to the rig is to add a Morph Tag (Right click>Character Tags>Morph) to the Track Spline, and to set a Morph Target of the spline straightened out as shown below. This is achieved by simply moving one of the points on the spline upward. On larger vehicles such as tanks, the heavy metal tracks straighten out like this when the vehicle accelerates or suddenly hits the brakes. The Morph Target value can be keyframed to work this into your animations. This step is mostly unnecessary for smaller, rubber tracked vehicles such as robots.

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