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In this tutorial we are going to show you how we got to this gorgeous final result. We will not go into step by step details and we assume that you are familiar with the basics of 3D Studio MAX. This tutorial describes modeling, lighting, texturing and post production of the scene...
Enough said, let’s get to business!
submitted: 5 years and 3769 days ago
This scene was created mainly in 3dsmax and rendered with VRay. All textures are 3DTotal textures without exception, and just to show you how good they are, we decided not to modify any of them, but used each one of them as they came off the discs.
This making of is split into two sections. The first section is a tutorial about making the walls with splines and extrusion, and the second part is the making of The Building scene.
submitted: 5 years and 3769 days ago
This image was put together for the sake of this tutorial in an attempt to show how we go about creating various materials. The final image is meant to be in the evening and some of the materials are slightly adjusted for that. However in order to better see what is going on, we have rendered a more noon day lighting for each of the materials dealt with.
submitted: 5 years and 3769 days ago
Most of the objects started out as a box and then we proceeded to pull the edges/verts, cut, extrude (basic polymodeling tools). Only a few objects use Meshsmooth modifier. What we decided to do is to use Tessellate modifier instead and on top of that a small amount of Noise modifier (as we all know, there are hardly any surfaces that are dead straight).
submitted: 5 years and 3769 days ago
Hello and welcome to this exercise about how to bake Global Illumination into just one texture. This is used mainly to import models to real-time 3D engines where objects have to be rendered at least 60 times per second.
Shadows in videogame engines are a very expensive process; however, if we bake the Global Illumination of an object in a texture then we can help out the engine and we can show better quality graphics!
submitted: 5 years and 3769 days ago
The method we refer to as multi-channel texturing takes advantage of the ability to have many different map channels for the same object, while its material is made out of many maps mixed together using masks with these map channels.
In other words - almost the entire texturing process of the character's armour parts is done within Max, through the UV's and using only one material and a few textures.
submitted: 5 years and 3769 days ago
Every 3d artist and enthusiast should be well versed in how to create a 3 point lighting setup. 3 point lighting setups are the bread and butter of set lighting. The benefit of 3 point lighting is that it paints beautiful 3 dimensional light on the subject. It is also a very flexible lighting set up. For example, you can create 2, 3 or more 3 point setups in a single scene.
submitted: 5 years and 3769 days ago
Have you ever been modeling something out of half transparent tinted plastic or glass and wondered how, without a shadow map, you would make the color of the material project onto the surrounding objects? Well, with Raytraced Shadows, you can do just that.
Along with projecting "Filter Colors" as they are called, Raytraced Shadows can be used instead of the Standard. Although a slightly longer rendering time results, Raytraced Shadows are more accurate, more versatile, and can make the difference between looking like CGI and looking Photorealistic.
For this tutorial we assume you know the basics of the 3D Studio Max Interface. Until — and possibly after — the material section, your colors will vary from those shown in this tutorial.
submitted: 5 years and 3769 days ago