
In this 3ds Max tutorial Korosh Ghanbarzadeh explains the Pelt Mapping function, which is a perfect tool for creating UVs for objects.
UVs are the key to taking full advantage of 3D software. In fact, you can’t do much without a good UV set. Many Important functions such as Displacement concept and Texturing are directly depended on an object’s UVW mapping. So I’ve decided to show you how to create qualified UVs inside 3ds Max.
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Saturday, January 9, 2010
Perfect UVs by Pelt Mapping in 3ds Max
Friday, February 20, 2009
Creating a Toon Shader in 3ds Max

Creating a Toon Shader in 3ds Max . This tutorial covers manually creating a toon shader inside 3ds Max using a falloff map and using Mental Ray for the outlines.
Creating a Toon Shader in 3ds Max from Sean Bellinger on Vimeo.
Credit by Sean Bellinger
Wednesday, January 28, 2009
" Bipede Jump " Tutorial Part 3

This part covers hit animation, ground preaparation and camera animation. It also shows some fine tuning.
Biped Animation Tutorial PART 3 from Lukasz Kubinski on Vimeo.
Thursday, January 8, 2009
Modelling Web Camera With 3d Studio Max
Step 1 Lets go to TOP VIEW and create two circles. You can see the radius I used. Make the center in 0,0 coordinates like on the picture. You need to Copy and Paste (CTRL+C, CTRL+V) the bigger circle. You can hide it.

Learning the 3d Studio Max basic modelling, create the web camera. It’s easy to learn for 3d studio max beginner users.
Tuesday, December 16, 2008
" Bipede Jump " Tutorial Part 2

The second part of the greate tutorial from Lukasz Kubinski show us how to animate biped jump you'll enjoy with this tutorial .
Biped jump animation videotutorial part 2 from Lukasz Kubinski on Vimeo
The author of this video is Luke KUBIŃSKI, www.dashdot.pl
Sunday, December 7, 2008
" Bipede Jump " Tutorial Part 1

I' ve found this video on www.vimeo.com from Lukasz Kubinski he show us how to
animate " Bipede Jump " .created a nearly 2-hour video tutorial consisting of three parts.
In this video he use the polish language however you can understand it.
The first part shows the basic animation of biped running.
ANIMATION TUTORIAL PART1 from Lukasz Kubinski on Vimeo.
The author of this video is Luke KUBIŃSKI, www.dashdot.pl
Friday, October 24, 2008
Making of The Hole part 3

9. Apply these parameters to the spline to obtain tubular:
10. Scale out these splines to make it out of the greeble and obtain this:
11. Now you can create other buildings like this:
12. Deactivate the modifier and go back to editable Poly => polygon level. Select these polys and detach them as clone "scatter_base":
13. Select the building done in 11. and select scatter in Compound Object.
14. Set these parameters in scatter:
By playing with all those stuff you reach these kind of modeling:
Copyright © Jean-Francois Liesenborghs
Source : http://www.3dimensions.us
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Making of The Hole part 2

4. Apply the greeble modifier with these parameters:
5. Apply again the greeble modifier with these parameters => It s Magic ;-) :
6. You obtain this, it is a little bit confusing like this:
7. With some ligthing with shadows you have this:
8. To break the monotony of greeble you can add some tubular. You go back on the editPoly level and select these edges. Than convert it to spline.
Copyright © Jean-Francois Liesenborghs
Source : http://www.3dimensions.us
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Making of The Hole part 1
In this tutorial we use the free plugin Greeble

2. Select these polygons
3. Extrude these polygons
Copyright © Jean-Francois Liesenborghs
Source : http://www.3dimensions.us
Tuesday, October 14, 2008
Ambient Occlusion with Alpha part 2
Now comes the real part. After adding this new map (ambient\reflective occlusion) to an empty slot, add this map to the self illumination slot to both the leaf materials (or any material having alpha in scene), make sure to use instance while dragging & dropping onto the slot .Turn off the color map and change the color slot color of diffuse to pure white.
Now add a new mental ray material to an empty slot with ambient\reflective occlusion map added to its surface slot (use instance) as shown below.
This new mental ray material with ambient\reflective occlusion map needs to be applied on to any other object in scene which is not using any opacity map. Once this is done, hit render now your render should look something like this as shown below.
At first instance the scene would look very noisy that’s because the sample rate under ambient\reflective occlusion map is default to 16, change this value to 128 which would make your scene less noisy as shown below.
The whole ideology for me showing this tutorial was imaging you has a huge scene with some 100s of materials applied to the objects & out of which 20 materials are applied to the plants or trees or any other object that has opacity to this. Using this method u can simply apply one ambient\reflective occlusion map to all the materials having opacity & make a new mental ray material for the rest of the object not having any sort of opacity. In one of my personal scene I had a real hard time getting ambient occlusion with alpha, using all the different plug-ins gave me lots of problems. But in the end I found this procedure to be very stable even in the bigger scenes without any errors or crashes .I hope it would be a great help to you guys also in making your scenes.
You can always reach me at charan [at] csgfx.com....
About the Author - I am 3d Modeler and Texture artist. Born and raised in India with Computer Science as my Background. I started 3d modeling in 3ds max in 2001 with strong will and devotion. I completed my Game Design course from Art Institute of Vancouver where I learnt various skills such as sketching, tetxuring, modeling and level designing.
Ambient Occlusion with Alphaby Charanjeev Sawhney Web: www.csgfx.com
Ambient Occlusion with Alpha part 1

This tutorial is for all my 3d artist friends out there & it’s all about using ambient occlusion in 3ds max with the help of just mental ray. Ambient occlusion is a widely used pass in industry level these days. There are many different ways to do this, but as per my experience with bigger scenes generally people facing lots of problems for eg. Crashing of scenes, alphas not generated properly for plants or any opaque objects or else which plug‐in to use & how? Lately I came across a better & crash proof technique using mental ray. Let’s start with a simple scene of 3ds max. Below I have a simple scene set up with 3 planes & a box.
Let’s say, I have some different materials applied to all the different objects & my planes have two different leaves textures with alpha in the scene as shown below.
Now open the render scene, setup option & change the renderer from default scanline to mental ray renderer. Open the material editor, click on an empty slot. Then click on the Get material & add ambient\reflective occlusion map.
Ambient Occlusion with Alphaby Charanjeev Sawhney Web: www.csgfx.com
Ambient Occlusion with Alpha part 2






