-Part 01 of 02
-Create welding sparks in 3D studio max
-Use PFlow system with gravity, and a particle age material.
-We also will play with a glow effect.
-Create an effect where particles create an object.
-Particle Flow with find target and force controls.
-We will use Ambient Occlusion and Mental Ray to create a different type of rendering effect for your scenes.
-We will use Photoshop to combine the render shot to get different looks for the scene.
-Part 04 of 04
-From layers window, save the file out as a PSD to open in PhotoShop.
-Looking at the paint tools and brush settings. Example :Mirror paint, Paint across seams, using mask for the paint opti
-Part 03 of 04
-Packing the UVs
-Rendering out the UVW template
-Fixing overlapping polygons
-Painting a human face onto the 3D models face using the Viewport Canvas Tools.
-Create Layers to paint on in 3D Studio Max.
-Part 3 of 3
-Setting up controllers for the morpher
-Fixing shock placement for rotation
-Part 2 of 3
-Create bone and IK for automated Overlapping animation
-Setting up center axel for rig with select and link and look at constraint
-Setting up controllers for front and back car lift
-Setting up all the select and link options
-Finishing the shocks with position constraints
-Wheel Look at constraints
-Add a spring position controller
-Part1 of 3
-Creating a FFD Geometric deformable for car body
-Setting up the FFD with morpher modifier
-Using layers to manage the scene
-Build the shocks to work
-Create wheel controllers
-Use Spline Select modifier and Linked XForm to get the Front and back axle to link to the tires.
-Create a scene where Light is cast through a window
-The light will pick up the colors on the glass and cast the colors on to objects
-Create light rays that also pick up the color from the windows
-Mental ray as the render
-Mental ray materials are used
-Mental ray light is used
-Cover the Ease to and Ease From
-Cover TCB and what it is used for in animation
-Cover IK linking for hands feet to move with an object that is pre-animated
-Have the head look at an object that is pre-animated
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