Apr 07, 2011 — 5 comments
In the third chapter we will learn how to create the leg bones and how to mirror a joint chain. Selecting the joint position of the legs are important and While mirroring there are certain things that we have to maintain, here we will learn about them.
In this chapter we will move forward to create the hand bones of the character, and also learn how to connect them with the spine bones we created in the first chapter.We will also learn about various option from bone tools, like connect bones etc.Hope this part of the tutorial will clear your understanding regarding the joining of the bone chains
In the second chapter of Ear modeling in Autodesk Maya we will continue from helix creation and cover the basic area structure of the human ear like creating the fossa trangularis and scafa area. Hope you enjoy the session.
Human ear always seems to be one of the most critical for modeling. This series of tutorial will cover the basic anatomy of the human ear and how we can create that in simple way. Hope you will enjoy this
Welcome to 11th chapter of rigging in Autodesk 3Ds Max. In this chapter we will specifically concentrate on how to create an IK-FK switch in 3ds Max. This chapter is divided in to two parts and very essential for character rigging
Welcome to the 7th chapter of the rigging series. In this Chapter of Rigging in Autodesk 3Ds Max we will discuss about the torso controller of the character. This chapter is very important as we will cover how to create controller of a FK chain. Hope you will enjoy this
The Battle for 3D; 3ds Max vs Maya. Read this to find out which one is best for you.
Learn how to rig and weight your weapon vertices to bones as a single mesh, as well as animate the weapon to biped hands for a first person video game view.
Hi all, This is the very first chapter of the rigging tutorial in Autodesk 3d max. In this tutorial we will learn how to create a ready to animate character rig in 3d max. To rig the character we are going to use the bone system in max. In the first chapter we will learn how easily we can create the spine bone with few clicks in max. Hope you will enjoy the technique.
Welcome to the 12th chapter of the Car modeling series. In this chapter we will work on the detailing of the different car body parts in Autodesk Maya, like front fender the door and roof and also move on to the junction of the hood and front windshield. Hope you will enjoy
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