Showing posts with label max. Show all posts
Showing posts with label max. Show all posts
Tuesday, 23 April 2013
Bones Pro For 3D Studio Max
Skinning is probably one of the most annoying and invidious task you can face in 3D graphics. It usually takes a whole lot of time, it requires a great deal of patience and - in most cases - never works well after the first try.
Max offers a standard skin modifier as well as a physique modifier, however these options can be rather time consuming and inflexible.
click through for video
Wednesday, 2 January 2013
TUTORIAL - Adding Face tessellation to imported Geometry
I few months ago I posted a tutorial for importing text into 3D max in the most efficient and fluid manner, this has been one of my most popular posts and thought I would follow it up with a little work around for adding face geometry to that imported spline.
Now, I know there are a few plugins out there that can help with this; for example Marius Silaghi's Quad Cap Pro which adds dynamic tessellation to any capped poly object, but if you are working on a shoestring, or you are a simple hobbyist then it may not be feasible for you to purchase these.
This is a slightly tricky but affective workaround to this great plugin.
Let's start by explaining the problem.
Friday, 30 November 2012
10 Great Architectural Viz Tutorials
I came across this list in CG arena last week. Worth keeping though - there is a good list of both young and old in the CG community. There is a good collection of modeling, texturing, rendering and lighting tutorials here which deliver a good step by step process to define good industry standard results.
A good way for any young artist to get their feet wet.
Original list posted here.
Friday, 16 March 2012
TUTORIAL - Importing vector artwork from Illustrator to Max
I have had this problem for years.
5684 vertices in one small model.
It;s a common request:
5684 vertices in one small model.
It;s a common request:
- Can you generate a 3D model based on this basic line-work?
- Could you create this logo in 3D?
Thursday, 15 March 2012
3D Studio Max - Sneek Peeks
Well, there have been a number of these snippet, little, cheeky videos released over the pass few months, all from different people and with an odd variety subjects and video quality - so, with a marketing man's head on I'm not sure what is going on. Are these attempts at viral intrigue, or releases fro people within Autodesk HQ, or what....
But...With a 3D Artists' head on, wow! I think, at least I hope that some or all of these little 'sneek peeks' make it into the final build version (either 2013 or 2014), because some of these are fantastic!
videos after break//
Wednesday, 26 October 2011
Akama Studios, France
Wednesday, 14 September 2011
RayFire 1.56 Released
Mir Vadim has annouced today that his RayFire 1.56 Plugin for 3ds Max is now Available for Download:
Check out the new RayFire videos
Feature list:
- NVidia PhysX Rigid Body support via RayFire user interface.
- NVidia PhysX Force Influence Allows You to affect on objects in simulation by forces, space warps and mouse cursor. Animatable Time Scale property allows You to create Bullet Time effect in a seconds. Glue allows you to glue objects together and break connections between objects during simulation.
- Interactive Demolition System.for NVidia PhysX engine. Creates dynamic simulation and demolishes objects accordingly to their material and collision strength. Each fragment can be demolished further with proper amount of collision strength.
- Different Fragmentation types. Allows you to fragment geometry objects. RayFire Tool supports Irregular, Uniform, Voronoi, Wood splinters, Radial fragmentation types. Ability to draw cuts over your objects by mouse.
- Automatic update system.
- Support for 3ds Max 2012
- Support for Nvidia PhysX plugin 2.61
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