3D model chessboard
how to rig a robot
I will show you how to bake the texture from the high poly model. Why are we baking the textures and not using the high poly model directly ? Well, after this process we will have the reflections and details from the high poly model on the low poly model. This how game models are created, when you see all those amazing details from every objects know you will know that the obect is a low poly model with some baked textures from the high poly model. Don’t forget that you cand add how many details you want on your mesh. I added just a few because I want to show you how it works .
Mechwarrior robot modeling tutorial – Daishi (low poly model) - 1
In this tutorial I will show you how to model a mechanical warrior (robot). In this part I will show you how to model the lowpoly version of this model and in the next part I will teach you how to unwrap it , to add some texture and to make it ready for the next generation games.
Rendering in KeyShot
I create this scene during my lunch time and there's no time to model anything, so I just import a nice car model into KeyShot. To do this, I just click Import and use the default setting as in the image here. KeyShot supports a lot of 3D formats, though I prefer to export model files in an FBX or OBJ format, or use the plug-in in 3ds Max that exports the model straight to KeyShot as a BIP file.
How to model a 3D car tire
This tutorial will show you how to model a 3D tire. To model a tire in 3ds Max is not hard either. Creating the model in 3ds Max starts out as a Cylinder object, and is modeled in low polygon mode with tight edge loops. A TurboSmooth modifier is applied, and the hard edges keep their shape. Only one half of the model is worked on. Then a Symmetry modifier is used to mirror both halves together. The wheel hub polygons are Detached as Elements. Then in Mental Ray, the rubber and chrome materials can be applied and rendered. This 3D graphic can be seen up at the top right.
Mechwarrior robot tutorial: Baking the maps and create the texture - 4
This is the 4th chapter and now I will show you how to bake the texture from the high poly model. Why are we baking the textures and not using the high poly model directly ? Well, after this process we will have the reflections and details from the high poly model on the low poly model. This how game models are created, when you see all those amazing details from every objects know you will know that the obect is a low poly model with some baked textures from the high poly model. Don’t forget that you cand add how many details you want on your mesh. I added just a few because I want to show you how it works . And by the way, you need to know a little bit the basics of Photoshop because I will not explain how to make the texture.
Making of Ghostbusters EctoBeetle
As you can see, this car has too many details, especially the roof gadgets (what would be the most important thing in this work). First, I exported the beetle model from 3dsMax and imported it into Rhinoceros (3ds file – mesh model), to use the roof and side curvature as reference to model all the parts.
Exporting 3D Max Models Into Unity 3D Engine
We will use already created model of the building for this tutorial. Our model was done in 3ds Max and prepared for render with V-ray. Unity 3d is not able to recognize textures of such scene, so we need to optimise model and switch to scanline materials for integration into unity 3D.
Modeling interior lamps
In this tutorial we will model three lamps starting with a simple one and continue with more difficult using poly modeling technique in 3DsMax. Starting from a primitive cylinder in 3DsMax we will shape the model using editable poly to a lamp. Using similar technique we will model a detailed model of a bulb including the wires inside. Using subdivision and smooth modifier we will achieve smooth and without failure our models.
Model the Ironman Helmet
The principle is the same, the key is to "Tighten the Edges" to create that fantastic highlight catching edge fillet effect when the 3D model is subdivided. In an ideal world, the perfect 3D model is one which edges are all sharp fillets thereby allowing it to catch perfect highlights everyway it turns.
Modeling a Volk rim
In this tutorial Andrei Cornea will explain you how to model a Volk racing wheel in 3DS Max 2012. We will use a blueprint of this rim. So, in a short resume you will learn how to model a rim and also how to model a rim using a blueprint.
Model a WWII Ball Turret
This tutorial is on modeling the Ball Turret in 3ds Max. You will use background pictures as an aid while you model. You first create a low poly sphere. Then convert to Editable Poly and cut the model in half. Then you will Inset, View Align & Extrude the poly that will become the gun barrel.
Importing a 3D Google Sketchup model
Importing a 3D Google Sketchup model into 3D Studio Max is a key skill for all architectural visualisation artists. It allows us to export a Sketchup model to 3DS Max, a more powerful rendering program to create stunning renders and visuals.
Model a offroad wheel and tire
in this tutorial i will show you how to model an offroad tire with an offroad rim. Its a very easy tutorial. I will also shou you how to make the same model of tire but “low poly”. We will don’t use any blueprint. Below you have the final result of this tutorial.
Model Normandy Space ship from mass effect
In this tutorial I will show ho w to model Normandy Space ship from mass effect. I will begin as usually by finding a reference for the model. When you making complicated things like, make sure that they perfectly aligned.
End Table Model with Texture
In this tutorial, you will use a texture, and map it onto a simple End Table model in 3ds Max. A 1024x1024 TGA bitmap file will be created, containing the original End Table texture and Wood Base Texture. In 3ds max, this model will be unwrapped by the Unwrap UVW modifier. All the parts will be positioned and scaled over the TGA bitmap to create a realistic texture for the 3D model. Watch the tutorial on YouTube.
Texture Map the German WII HO 229 Flying Wing in 3ds Max.
In Part 2 of this 3ds Max tutorial, we will Texture Map the German WII HO 229 flying wing model. Use the Unwrap UVW modifier to lay out the surface areas of the model. Then render the layout to a PNG template to use in your paint program.
The Texture maps include:
Diffuse Map (the base color map)
Normal Map (adds more 3D detail to the model)
Specular Map (adds reflection to parts of the model)
This will bring the model visually to life.
Finally, we will Render a scene of the Flying Wing with a cloudy sky background.
How To Model a Mig 29 UB Fighter Jet in 3D Studio Max 2012
How to model a Mig 29 ub fighter jet from start to finish, this tutorial will show you everything you need to know on how to model this fighter jet.
Create a Game Ready Fire Extinguisher with 3D Studio Max: Part 2
In the first part of the series we created the high poly model of the fire extinguisher, and now we'll optimize that high poly model to create a low poly model in a procedural way. (Actually it’s a next-gen video game art process.) While creating our high poly, detailed model. We take care when creating the mesh flow, details and adding smoothness, but it's not always possible to work with limited polygons. Sometimes the number of polygons goes beyond the limit.
How To Model A Boeing 787-800 Airline
How to model a Boeing 787-800 Airline in 3ds Max - video tutorial. This tutorial is about how to model a Boeing 787 800 aircraft, or airplane, from start to finish as you see below. I Love flying and building airplanes. So here is one of my favorites.
Modeling anduril, the sword of Aragorn
In this tutorial for Autodesk 3ds Max I will show you how to model a detailed Anduril, the sword of Aragorn from the movie trilogy Lord of the Rings. We will use a reference picture according which we will model the sword and all details on it. In the first step we will start with a rough shape using a primitive object (in our case a cylinder) and poly-modeling technique where i will explain how important is to choose not only the right way how to model and the initial primitive but also the number of sides which you will need in the future.