Apr 07, 2011 — 5 comments
In this introduction, we're going to look at Topogun's Draw and Brush tools for both creating polygons for retopologizing meshes as well as relaxing and move vertices after they've been created.
In this quick introduction to retopology, we'll use Topogun to quickly explore proper edgeloops for animation by examining a before-and-after look at a simple character model.
The steampunk sword tutorial was and still is a very popular tutorial and I have decided to make another steampunk themed tutorial. In this tutorial, I will show you how to model a steampunk street lamp, a concept made by Rob Sandberg.
This 4th Chapter of Lights in Autodesk 3Ds max is fully concentrated on spot light. We will learn about the various spot light parameter of 3ds max like, Hotspot/Beam and falloff, then how to use overshoot or its limitations, how we can make the spotlight rectangular than circuler and many more. Hope you will enjoy.
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.
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