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  13. 3ds Max

3ds Max Tutorials

3ds Max » Basics — over 7 years ago
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In this video tutorial Travis Williams demonstrates a range of techniques in 3ds Max, including modeling, pelt-unwrapping, texturing and path deforming.
3ds Max » Basics — almost 8 years ago
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There are few questions which always rise in forum like what is 3d graphics, modeling, which softwares. So, in this article you will understand...
3ds Max » Basics — over 7 years ago
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In this tutorial, Tiago Mederios looks at using 3D LOD subdivision in Max to make a scene lighter to render by optimizing the number of used polygons.
3ds Max » Animation — over 4 years ago
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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.
3ds Max » Animation — almost 5 years ago
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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
3ds Max » Animation — about 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 » Basics — about 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 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 » Characters — about 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 — almost 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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