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Newest Tutorials

3ds Max » Lighting — almost 4 years ago
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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.
3ds Max » Lighting — almost 4 years ago
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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.
3ds Max » Lighting — almost 4 years ago
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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.
3ds Max » Lighting — almost 4 years ago
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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.
Maya » Animation — almost 4 years ago
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welcome to the 6th and perhaps one of the most important chapter of rigging a character. In this chapter we will discuss how to create the reverse foot setup in a character rig. In this chapter you will come to know the theory behind the reverse foot and the most effective way to accomplish it. Hope you will enjoy it.
Maya » Animation — almost 4 years ago
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In the 5th Chapter of the rigging in Autodesk Maya , we will discuss on how to create the finger joints on a character which is not in a T position. We will also learn how to maintain a basic local rotation axis order for future use while creating the joints in fingers specially in thumb. Hope this will be helpful for you people.
Maya » Animation — almost 4 years ago
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Hello friends, welcome to the 4th Chapter of Rigging in Maya series. In this tutorial we will learn about the leg and foot joints of a character. Learn how to place the joints with proper name , mirror them , and most importantly how to connect the lower part of the body with the characters root joint. Lets enjoy.
3ds Max » Animation — almost 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 4 years ago
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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.
3ds Max » Animation — almost 4 years ago
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Hi friends, welcome to yet another new section in Autodesk Maya. This is the first chapter of Rigging in Maya, We will discuss about different option on creating a skeleton or joint structure in Maya. This first chapter will cover the basic of joint creation and how to manipulate them in Maya scene. Hope you will enjoy.
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