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Ben Tate

An Introduction To UVMapping In 3d Studio Max Using The Unwrap UVW Modifier, Part 2

An Introduction To UVMapping In 3d Studio Max Using The Unwrap UVW Modifier, Part 2

This entry is part 2 of 1 in the series UVMapping Using The Unwrap UVW Modifier

In the second part we’ll take what we learned in part one and uv map an entire scene using the Unwrap UVW modifier in 3d Studio Max 2012. We’ll look at some ways to approach high-res subdivided geometry, and ways we can minimize texture stretching and distortion.

After we have UVs applied to every object, we’ll look at attaching and packing everything together in a single layout in preparation for map generation and texturing. All in all I’m hoping this tutorial will help shed some light on what is considered a major stumbling block by many beginners.

An Introduction To UVMapping In 3d Studio Max Using The Unwrap UVW Modifier

An Introduction To UVMapping In 3d Studio Max Using The Unwrap UVW Modifier

This entry is part 1 of 1 in the series UVMapping Using The Unwrap UVW Modifier

So UVMapping… you hate it, I hate it. But unfortunately it’s a necessary step in the process of completing most cg projects. In this tutorial we’ll look at creating uvs using the ‘Unwrap UVW’ modifier in 3D Studio Max, and discuss what uv mapping is, why it’s necessary and some ways to approach it.

In the first part we’ll look at a few ways to map many of the primitive objects found in Max, how to manually pick seams, and how to minimize texture stretching and distortion. In the second part (coming soon), we’ll take what we’ve learned here and lay down uvs on a complete scene. We’ll look at how we can pack the uvs from multiple objects together in preparation for map generation and texturing. All in all I’m hoping this tutorial will help shed some light on what is considered a major stumbling block by many beginners.

Quick Tip: Object & Sub-Object Selection Sets In 3D Studio Max
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Quick Tip: Object & Sub-Object Selection Sets In 3D Studio Max

In this quick tip we’ll look at an often overlooked feature of 3D Studio Max. Selection sets are a great way to keep large scenes in order by allowing you to save specific object selections, or sub-object selections. Not only will this keep you sane when working on massive scenes with hundreds or thousands of objects, but save you an enormous amount of time by essentially giving you the ability to return to a previously saved selection any time with a single click.

Ballistic Shield: UVMapping With The Unwrap UVW Modifier In 3ds Max

Ballistic Shield: UVMapping With The Unwrap UVW Modifier In 3ds Max

This entry is part 2 of 3 in the series 'Ballistic Shield'

Today in part 2 of the Ballistic Shield project we’ll use Max’s built in Unwrap UVW modifier to lay down mapping coordinates on our optimized model. We’ll mainly use a combination of the ‘Convert Edge Selection To Seams’ function and Pelt mapping to unwrap each and every piece of the model before organizing our UVs, and doing a final pack. Along the way we’ll speed things up by using some of the new UV tools offered in 3d Studio Max 2012.

‘Mini Semi Truck’ Modeling – Day 10

‘Mini Semi Truck’ Modeling – Day 10

This entry is part 10 of 9 in the series 'Mini Semi Truck'

Today we finally come to the 10th and final modeling part of the Mini Semi Truck tutorial series (high five!) In the final day, we’ll complete the truck by modeling the detailed rims and tires. Once we have a single tire complete, we’ll clone it and make some modifications to create a second less detailed rim for the truck’s duel tire setup.

Ballistic Shield: Day 1 – Modeling

Ballistic Shield: Day 1 – Modeling

This entry is part 1 of 3 in the series 'Ballistic Shield'

In this tutorial we’ll Model, UVMap and Texture a high poly Ballistic Shield in 3d Studio Max 2012. Throughout the project we’ll make extensive use of many of Max’s built in modeling tools and modifiers to create the shield. Once we have the high-res model constructed, we’ll go through a manual optimization process to significantly reduce the poly count before moving onto uvmapping and texturing in Days 2 & 3.

‘Mini Semi Truck’ Modeling – Day 9

‘Mini Semi Truck’ Modeling – Day 9

This entry is part 9 of 9 in the series 'Mini Semi Truck'

Today we bring you day 9 of the ‘Mini Semi Truck” tutorials series by Ben Tate. The ‘Mini Semi Truck’ tutorial series focuses on the creation of a stylized high poly vehicle in 3d Studio Max. The goal of this series is to teach you quick and effective techniques for creating high resolution sub-division surfaces. These universally transferable techniques can be applied to not only vehicle creation, but most other modeling projects as well.

‘Mini Semi Truck’ Modeling – Day 8

‘Mini Semi Truck’ Modeling – Day 8

This entry is part 8 of 9 in the series 'Mini Semi Truck'

Today we bring you day 8 of the ‘Mini Semi Truck” tutorials series by Cgtuts+ Co-Editor Ben Tate. The ‘Mini Semi Truck’ tutorial series focuses on the creation of a stylized high poly vehicle in 3d Studio Max. The goal of this series is to teach you quick and effective techniques for creating high resolution sub-division surfaces. These universally transferable techniques can be applied to not only vehicle creation, but most other modeling projects as well.

45 Epic Blender Tutorials

45 Epic Blender Tutorials

We’ve scoured the web in search of the best Blender tutorials out there and compiled a list of 45 of the most epic we could find. This collection includes a variety of tutorials covering everything from modeling and animation, to rigging and VFX. So grab a coffee and savor the Blender goodness!

‘Mini Semi Truck’ Modeling – Day 7

‘Mini Semi Truck’ Modeling – Day 7

This entry is part 7 of 9 in the series 'Mini Semi Truck'

Today we bring you day 7 of the ‘Mini Semi Truck” tutorials series by Cgtuts+ Co-Editor Ben Tate. The ‘Mini Semi Truck’ tutorial series focuses on the creation of a stylized high poly vehicle in 3d Studio Max. The goal of this series is to teach you quick and effective techniques for creating high resolution sub-division surfaces. These universally transferable techniques can be applied to not only vehicle creation, but most other modeling projects as well.

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