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Ben Henry

The Complete View-Model Tutorial – Day 3

The Complete View-Model Tutorial – Day 3

This entry is part 3 of 3 in the series Complete View Model

Follow artist Ben Henry as he guides you through the creation of a Team Fortress 2 inspired view-model weapon for use in Valve’s Source Engine. In Day 3, Ben shows us how to compile the axe model directly into the source engine. This four part series is a great starting point for any artist interested in game development or creating their own mods!

The Complete View-Model Tutorial – Day 2

The Complete View-Model Tutorial – Day 2

This entry is part 2 of 3 in the series Complete View Model

Follow artist Ben Henry as he guides you through the creation of a Team Fortress 2 inspired view-model weapon for use in Valve’s Source Engine. In Day 2, Ben moves into Photoshop and shows us how to create hand painted textures for the axe model. This four part series is a great starting point for any artist interested in game development or creating their own mods. Let’s continue!

The Complete View-Model Tutorial – Day 1

The Complete View-Model Tutorial – Day 1

This entry is part 1 of 3 in the series Complete View Model

Follow artist Ben Henry as he guides you through the creation of a Team Fortress 2 inspired view-model weapon for use in Valve’s Source Engine. In Day 1, Ben will start the project off by modeling and Uvmapping an Axe for a TF2 character in 3D Studio Max. This four part series is a great starting point for any artist interested in game development or creating their own mods. Let’s get started!

Freebie: 11 Crack & Rust Decals

Freebie: 11 Crack & Rust Decals

This week’s Freebie content is brought to you by regular Cgtuts+ author Ben Henry. Ben has put together an awesome pack of 11 crack and rust decals! These images are high-res and in .png format with transparent backgrounds, which can be super useful when trying to make textures! Download the pack after the jump!

An Intro to Valve’s ‘Source SDK’ – Entities
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An Intro to Valve’s ‘Source SDK’ – Entities

This entry is part 3 of 3 in the series An Intro to Valve's 'Source SDK'

In the third part of this multi-part tutorial, Ben Henry continues to walk us through the incredibly popular ‘Source SDK’ from Valve. After part one’s look at the basics and part two’s look at adding textures, today’s part is dedicated to adding different entities to your (now almost complete) level! Valve’s software is widely-regarded as some of the greatest on the planet, and the Source SDK is no exception! Let’s take a look…

An Intro to Valve’s ‘Source SDK’ – Textures
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An Intro to Valve’s ‘Source SDK’ – Textures

This entry is part 2 of 3 in the series An Intro to Valve's 'Source SDK'

In the second part of this multi-part tutorial, Ben Henry continues to walk us through the incredibly popular ‘Source SDK’ from Valve. After part one’s look at the basics, today’s tutorial takes a look at how to add textures to your level. Valve’s software is widely-regarded as some of the greatest on the planet, and the Source SDK is no exception! Let’s take a look…

An Intro to Valve’s ‘Source SDK’ – Overview & Brushes
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An Intro to Valve’s ‘Source SDK’ – Overview & Brushes

This entry is part 1 of 3 in the series An Intro to Valve's 'Source SDK'

In the first part of this multi-part tutorial, Ben Henry begins walking us through the incredibly popular ‘Source SDK’ from Valve. Today’s tutorial provides a brief overview of the interface before jumping right into making your own levels. Valve’s software is widely-regarded as some of the greatest on the planet, and the Source SDK is no exception! Let’s take a look…

Quick Tip: A Look at Pelt Mapping in 3Ds Max

Quick Tip: A Look at Pelt Mapping in 3Ds Max

In today’s quick-tip tutorial, Ben Henry walks us through the process of pelt-mapping a turkey-leg in 3Ds Max. An incredibly useful tool when UV unwrapping organic meshes, pelt-mapping is an often-forgotten technique that can really speed up your workflow! Let’s take a look…

Quick Tip: Depth of field with 3DS Max and V-ray

Quick Tip: Depth of field with 3DS Max and V-ray

In today’s tutorial, Ben Henry walks us through how he sets up Depth of Field (or DOF) in his renders using 3Ds Max and Vray. After covering the camera settings and adding DOF to the scene, Ben also takes a quick look at how to add Bokeh effects to your final render. If you’re looking to create more photo-realistic results with 3Ds Max, look no further than today’s Quick-tip.