Apr 07, 2011 — 3 comments
Hello and welcome to the 3rd Chapter of the Lights in 3Ds Max. In this chapter we are going to discuss about the attenuation of the lights. There are two kind of attenuation are out there in 3Ds Max , Near and Far , we will learn about the theory behind the attenuation and learn how to use them. Hope you will enjoy.
In this second chapter of the lighting series in Autodesk 3ds max we will continue discussing about the light parameters. In this chapter you will learn about the parameters like intensity and decay level. Decay is very important parameter for lighting. Decay depends on the distance of the object from the light. You will also learn about the different kind of decays and how they behave in 3D world.
Welcome to our new section Lights in 3ds max. This series will cover the essential parameter of different lights in 3ds max. How to use a light and which parameter holds which key. The first chapter will show you the basic parameters of light. we will start with Omni light in 3ds max. Hope you will enjoy.
In this quick tutorial, we'll look at the Material Editor found within 3DS Max and see the different funtionalities built into it. We'll look at changing diffuse, specular and normal maps, how to apply them and even how to change the number of material slots that show up in the Editor as a default.
Hello and welcome to the third chapter of the rigging in Autodesk Maya. In this chapter we will cover the arm joints and also learn how to mirror a joint chain in a seamless manner. You will also see how the proper naming of joints help while rigging from the beginning. Happy learning.
Welcome to the second chapter of the Rigging in Maya. In this chapter we will start to rig a character and to start with , we will construct the spine joints of the character. We will also know the basic steps which a rigger should remember while creating a rig structure of a character. Hope you all will enjoy.
Hi friends, welcome to yet another new section in Autodesk Maya. This is the first chapter of Rigging in Maya, We will discuss about different option on creating a skeleton or joint structure in Maya. This first chapter will cover the basic of joint creation and how to manipulate them in Maya scene. Hope you will enjoy.
Stretchy bones are very essential for cartoon character rigging and exaggerated animations. In this video you will learn how to create Stretchy bone system in Autodesk 3Ds Max with help of some very little expression. Even if you are not very familiar in max script or expression still you will be able to understand it easily.
In this quick introduction, we'll look at how customizable 3DS Max is to your particular needs. You can adjust the viewports, add statistics, change the colours of just about everything and save or load a custom UI of your own!
This is the second part of the previous chapter of Rigging in 3Ds Max. Continuing from the last chapter we will learn how to add a controller with the IK-FK system we created in the last chapter. You should have the knowledge of reaction manager in 3Ds Max before you go through this chapter. Hope you will enjoy this.
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