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2D 3D Tutorials - 3D Studio Max, Maya, Photoshop

2D 3D Tutorials - 3D Studio Max, Maya, Photoshop

// 3DTotal.com - CG artists homepage with fresh CG industry news // GrowFX Custom Foliage Creation by Studio xoio Lasse, from studio xoio is sharing their experience working with Exlevel’s GrowFX plugin for 3ds Max as a tool for creating custom 3d Foliage models. This article will offer you an introduction of GrowFX so that you can better understand the concept of using it and set you on the right path for creating your own growth 3d models. Author: Lasse Rode / Studio xoio The Berlin based studio xoio has been established in 2006 by Peter Stulz and Lasse Rode. It is specialized in high-quality emotive architecture and product visualization. Let me first point out how much we really dig this piece of software in our studio. Furthermore, GrowFX can handle a LOT of geometry inside of 3ds Max, which is indispensible for the creation of realistic trees. Before we get started in 3ds Max it is indispensible to do some research first, to have image references of trees you can always come back to. First let me quickly explain the basic setup of any GrowFX Object. Let’s start with the trunk. Meta Meshes

Hair & Fur in 3D Studio Max Following a great thread in the finished works section of the forums, pixela was very kind to send me a little ‘How-To’ about the the use of 3D Studio Max’s Hair & Fur modifier you can see on the chair in the image above. I hope you’ll enjoy this article, even though it is just a small taste of what could be achieved with this great modifier. In my 3d interior visualization scene ‘Bedroom Concept’ I had one chair with fur which many people asked me to write a small tutorial about. I used poly modeling techniques for creating the chair, but I won’t elaborate on that any further since I’m focusing on the use of the Hair & Fur modifier I applied on the chair after I finished it’s modeling. So… While the chair is selected, from the modifiers panel, you add Hair & Fur modifier (under World Space Modifiers). Initially, the fur will not look like it is in my image because you have to ‘Style’ it first. First you should start with adjusting the size of your brush.

Model, Sculpt and Texture a Demon-like Monster in 3ds Max and ZBrush – Day 1 This is a multi-part tutorial on creating a Demon-like 'Lok Warrior' with realistic muscle anatomy. In the first day of this tutorial we will create a base mesh for our character using poly modeling. In day two we will take this mesh into ZBrush and sculpt intricate muscle anatomy. Let's begin day 1 of this tutorial. Step 1 I used two images from 3d.sk to model the base mesh more accurately. Step 2 Start with a cylinder with 5 height segments. Step 3 From the front viewport delete the half side of your model so that you can add a symmetry modifier. Step 4 Now select and extrude that front edge using Shift + Move; as you can see on below image, in blue color, try to work in both the front and left viewport. Step 5 Now for the leg. Step 6 For the arms, use the same method as the leg in the above instruction. Step 7 For modeling the hand, I used a box with a poly count equal to the arm border. Step 8 Select and extrude/rotate each polygon to model the fingers. Step 9 Attach the body to the hand.

Sofa Modeling in 3ds max This video tutorial is created by artist Mahmoud Keshta in 3ds max 2009. This tutorial is divided in two parts and the total lenght of this video tutorial (without sound) is 70 minutes. This will explain you how you can model this stylish modern leather sofa inside 3ds max. If you are on slow internet connection or want to keep this video tutorial for future viewing then you can download the video tutorial from CGArena forum. Related Links Video Tutotial - Interior Lighting by using Mental Ray Model a Detailed, High-Poly Camera in 3ds Max 2010 This massive, 117 step tutorial covers the entire process of modeling a detailed DSLR camera, that would be suitable for use as a high-poly scene object in a render, or for generating normal maps to be applied to an in-game model. We will also be going over some of the ins and outs of 3ds Max 2010's new graphite modeling tools! Final Effect Preview Step 1 The first thing you need to do is set up your reference in the scene. Step 2 Now you can begin to model. Step 3 Apply a new material to the model, so that you can see the underlying reference images. Step 4 Left click on the box to select it, and then right click to convert the object to an 'editable poly'. Step 5 Try to pick key points on the object to place your segments. Step 6 From the back, insert two edges. 3ds Max 2010 has a new 'swift loop' tool that is handy for this. Step 7 More shaping. Step 8 Add more edge loops to define the shape where you will extrude the hand grip. Step 9 Step 10 You can now begin shaping the newly made section.

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