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Animating  ArrayAnimating (182) Composing  ArrayComposing (24) Lighting  ArrayLighting (139) Making of     ArrayMaking of... (474) Modeling  ArrayModeling (1671) Rendering  ArrayRendering (208) Special FX  ArraySpecial FX (132) Texturing  ArrayTexturing (263) Video Tutorials  ArrayVideo Tutorials (467)

Autodesk 3ds max tutorials

Showing tutorials 3120 to 3140 out of 3999 Autodesk 3ds max tutorials.

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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 4060 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 3124 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 3386 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 2829 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 3394 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 2874 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 4030 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 6920 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 2450 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 2273 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 2128 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 2407 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 2243 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 4086 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 4892 hits  Added on: Nov 28, 2006

Modeling car tyres is a polygon eating exercise  you end up with quite a few in the end   but definately worth it if you want to make a realistic looking car  using bump maps for threads is a bit too obvious

Polygon Modeling - 9. Car Tyres

Modeling car tyres is a polygon eating exercise (you end up with quite a few in the end), but definately worth it if you want to make a realistic looking car: using bump maps for threads is a bit too obvious.

Rated:*** with 9367 hits  Added on: Nov 28, 2006

In this tutorial I will try to describe and explain  as far as possible  the process of modeling a car  Do mind  the process  so an overview of the steps I would undertake  not the details of how to model a rear spoiler  or front bumper    Be prepared for a lot of text and very little images

Polygon Modeling - A. The Process of Modeling a Car

In this tutorial I will try to describe and explain, as far as possible, the process of modeling a car. Do mind: the process, so an overview of the steps I would undertake, not the details of how to model a rear spoiler, or front bumper... Be prepared for a lot of text and very little images!

Rated:*** with 7054 hits  Added on: Nov 28, 2006

I was browsing Dieselstation com the other day to look for some reference photo s of silver cars  I am working on a project for a car manufacturer at the moment   when I came upon the following photo of a wheel of a Shelby Mustang GT500  the 2005 GT500 that is  not the  67 one  I liked this photo a lot  thought it was beautiful and thus a couple of days later decided to model it for myself  I didn t start out with the idea of making an exact copy  but more my own interpretation of it  it would obviously look a lot like it  but I didn t intend it to be exactly the same  So in the end my wheel and tyre don t look like the one on the photo lighting and texture wise  my rims are more metal like  whereas the one on the photo is more silver paint like   but it s still a nice picture I think

Shelby Mustang GT500 Wheel

I was browsing Dieselstation.com the other day to look for some reference photo's of silver cars (I am working on a project for a car manufacturer at the moment), when I came upon the following photo of a wheel of a Shelby Mustang GT500, the 2005 GT500 that is, not the '67 one. I liked this photo a lot, thought it was beautiful and thus a couple of days later decided to model it for myself. I didn't start out with the idea of making an exact copy, but more my own interpretation of it: it would obviously look a lot like it, but I didn't intend it to be exactly the same. So in the end my wheel and tyre don't look like the one on the photo lighting and texture wise (my rims are more metal-like, whereas the one on the photo is more silver paint-like), but it's still a nice picture I think.

Rated:*** with 3752 hits  Added on: Nov 28, 2006

How to setup blueprints properly in 3D Studio Max

Blueprint Setup

How to setup blueprints properly in 3D Studio Max.

Rated:*** with 6851 hits  Added on: Nov 28, 2006

This tutorial is a combination of two tutorials I made earlier and applied to a real life example  You can find the two tutorials here  Map Channels and Multi Sub Object     In this tutorial I ll try to give an impression of how I apply textures to my cars  It s very simple once you get it  really

Car Mapping

This tutorial is a combination of two tutorials I made earlier and applied to a real-life example. You can find the two tutorials here: Map Channels and Multi/Sub Object. In this tutorial I'll try to give an impression of how I apply textures to my cars. It's very simple once you get it, really.

Rated:*** with 4331 hits  Added on: Nov 28, 2006

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