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  13. 3ds Max

3ds Max Tutorials

3ds Max » Basics — over 8 years ago
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When designing an identity and brand materials for a client, good presentation is crucial! In the first part of this 2-day tutorial, Hussain Almossawi takes us through how to model the different items usually involved in the branding process, whilst in Day 2 he’ll cover Lighting, Applying Materials, Studio Settings, Rendering and Exporting, and finally the Post Production. So let’s get started!
3ds Max » Basics — over 8 years ago
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Themis Benetatos show us how to create and texture a football / soccer ball using 3ds Max.
3ds Max » Basics — over 5 years ago
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Bevel profile modifier is one of the most unique modifier in Autodesk 3Ds Max. This has the extended features from the bevel modifier. This tutorial will show you the very uniqueness of this modifier. Hope you will enjoy this.
3ds Max » Animation — over 5 years ago
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In this Chapter of rigging in 3ds max We will learn how to create the Hip bone of a character and how to connect it with leg bones as well as how to set a IK solver in leg.
3ds Max » Basics — over 7 years ago
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In this quick, 10-minute tutorial, Ricardo Eloy explores how to create good-looking caustics using V-Ray without spending hours in calculations.
3ds Max » Animation — almost 7 years ago
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In this new tutorial we’ll composite the FVX of the film “The Day the Earth Stood Still”
3ds Max » Animation — over 5 years ago
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Learn how to Design 3D text with 3ds Max. Design a text logo in 3D. Render an animation of your text. Export it to Photoshop for further enhancements. Create a great logo for your business or website.
3ds Max » Basics — about 8 years ago
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In this video tutorial you will learn how to use Mental ray proxy to decrease your rendering time and enhance your work in large setup
3ds Max » Characters — over 4 years ago
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Today we will cover the basics of setting up a character rig to skeletal biped system using the skin modifier in 3D Studio Max.
3ds Max » Characters — over 10 years ago
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This tutorial covers the creation of a human head step by step. Each step is covered in detail. The head is modeled roughly using polygons. The head will get its final form when Meshsmooth modifier is added to it.
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