- photo contests ▼
- photoshop contests ▼
- Tutorials ▼
- Social ▼Contact options
- Stats ▼Results and stats
- More ▼
- Help ▼Help and rules
- Login
The Blood Cells composition that we are going to do today is very simple to do. We'll start by constructing blood cell first, then building environment, creating textures, and by bringing it down to the conclusion adding lights and camera.
We will walk you through this tutorial step by step, and if something is not clear enough click on the corresponding picture and it will show a more detailed picture.
submitted: 5 years and 3769 days ago
This lesson contains the detail view of glade creation process. The lesson is reckon on 3DStudioMax users and also is based on Grass-O-Matic plugin for 3DSMAX. The lesson consist of six parts, where you can learn how to create: a ground surface with lichen and naked regions, illumination of bright sun day, grass of different types, flowers and stones.
submitted: 5 years and 3769 days ago
Well, this tutorial will not deal with the making of the Matrix-style bullet time effects, or any animation tips and tricks, but this tutorial will cover the wide spectrum of creating (i.e. modelling, a bit-mapping, texturing, shading and rendering) this rather nice scene containing lots of bullets.
This tutorial will be created using 3ds Max and V-Ray. For other software users, simply use your imagination.
For all those sharp-sighted people out there, you may recognise that the bullet is a 0.5cm M2 Browning Machine Gun Bullet.
submitted: 5 years and 3769 days ago
A greatly overlooked method in 3d modelling is displacement. Many newcomers to the wide world of 3d graphics attempt to model highly detailed geometry, either with standard poly-modelling techniques or more recently sculpting with the success of highly popular software packages, such as ZBrush or Mudbox.
Typically, in a sculpting software package, the artist is required firstly to model the object, and then manually sculpt enough detail into the object to make it believable. A displacement map in ‘bitmap’ form is then created, and placed onto a UVW unwrapped mesh. This method can become extremely tiresome, with copious amounts of effort required just to make it believable.
submitted: 5 years and 3769 days ago
In this tutorial we shall present you some ideas which led us in creating this character, called "L'homme dans la foret - The man on the wood". The tutorial will be organized in parts, each part giving you an idea about the modelling, the lighting and the texturing process.
submitted: 5 years and 3769 days ago