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  13. 3ds Max

3ds Max Tutorials

3ds Max » Animation — about 7 years ago
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In day 2 of Cristian Pop’s “Create an animated pinboard effect in 3d studio max” tutorial, Cristian will concluded the project by showing us how to model and animate the pinboard’s case using basic modeling techniques and keyframe animation.
3ds Max » Animation — over 4 years ago
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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.
3ds Max » Basics — over 6 years ago
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This tutorial is for 3ds Max as well as any 3D modeling program. You will learn how to set up one, two, or three background images for your Modeling Projects.
3ds Max » Animation — almost 5 years ago
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Cool reactor animation in 3ds Max. Steel ball shatters concrete block. Free 3ds Max script makes it easy. Video included.
3ds Max » Animation — over 4 years ago
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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.
3ds Max » Basics — over 4 years ago
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In this tutorial you will learn how to create realistic grass and flower using 3DS Max
3ds Max » Basics — over 7 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 » Basics — over 7 years ago
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Tom Isaksen brings some more 3ds Max tips and tricks our way in this quick little tutorial....
3ds Max » Characters — almost 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 9 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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