Making Of Jan Mika's 'Filmofon' Intro - 3ds-max Tutorial


Jan Mika explains how he created the Filmofon intro, from the basic 3D model through to shooting, post-production, match-moving, lighting and compositing. - View Tutorial »


submitted: 5 years and 2349 days ago



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Publisher: 3dtotal.com

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Using MAXScript to animate an advertisement - 3ds-max Tutorial

In this tutorial we will for the first time get into the animation process inside 3ds Max and create a changing advertisement using the tools available inside 3ds Max. The tutorial will start with creating the appropriated shapes for the actual advertisement board which is made from two main parts. The first part is just a frame which is holding the second part which are panels in a shape of a triangle on which are applied the actual images or advertisement. The main objects would be made using the poly-modelling technique and this part of the tutorial will be very quick and easy. After creating the shapes for the advertisement we will start the animating process. Here you have actually two options how to make it; either using the manual method where you would be moving and rotating the separate parts or using the inbuilt MAXScript language which will do the work for you. Of course we will choose the second option because the way how it’s made using the second option is much more interesting and even more challenging. The MAXScript allows you to code a set of instruction by which you can use all available tools, methods and options available in 3ds Max.

It could be compared to the VBA language inside EXCEL and the logic is indeed the same but the code is of course different. After creating the MAXScript and running it the panels of the advertisement would be animated in a certain step where they are smoothly rotating on one side and then on another and so changing the actual image which is placed on the faces of the panels. At the end we will use the 3D-Sphere material library which you can download from the menu on the right side of 3D-Sphere and apply the materials and textures to our model. For rendering I will use Photometric Lights and MentalRay. You can download the reference materials, the used MAXScript and as well watch the tutorial below and if you have any questions, just write us.


submitted: 5 years and 2243 days ago


Modelling a two stage Missile using 3ds max-Part 3 - 3ds-max Tutorial

In this end part of the „two stage Missile“ tutorial we will prepare our model for texturing and also create the textures using Photoshop. In the parts before „part1“ and „part2“ we were focusing on the model itself, we were able to model all the details and major parts of the missile and as well the electronics and release mechanism for the secondary missiles. Here we will start by adjusting the UVW coordinates to our model. At first we will focus on the main missile, by this we will apply and create a UVW map which at the end we will render and move to Photoshop. This „mask“ will be used to properly adjust the texture which we will be creating and also help us as a guide to place all the textures into the right place. After adjusting the UVWs and the materials IDs we will straight jump to Photoshop and start creating our textures. The first one will be the main missile were we use and combine different textures from real world planes and aircrafts and with some blending options and adjustment place these parts on the mask which we did before and so create a nice looking texture which can be easily applied to our model. Using the same methods we will also create the rest of the textures and also we will use already made parts from the textures before and so create a new texture very fast and without the end to create the repeating layers and fragments one more time.


submitted: 5 years and 2343 days ago


Texturing Breakdown: Brave New World using 3DTotal Textures by Ashish Dani - 3ds-max Tutorial

Ashish Dani brings as a great, in-depth look at how to texture a 3D scene - including free textures!


submitted: 5 years and 2349 days ago


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Making Of Ricardo Canton's 'Cais das Artes (Quay of Arts)' image - 3ds-max Tutorial

The Cais das Artes in Brazil is a striking piece of architecture and in our latest Making Of, Ricardo Canton explains how he created his digital version of the building.


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Modelling a two stage Missile using 3ds max - Part 2 - 3ds-max Tutorial

The second part of the „two stage Missile“ tutorial would be again only about modelling and finishing the whole model using 3ds max. While in the first part we focused on the main missile, in this part we mainly do the second stage missiles and also the release mechanism for them. At first we start a bit to review our model which we done in the first part and straight after start the work on the second stage. We start with creating the carrying bay for the second missiles and create the room where our missiles would be locked. By this we will use our main missile model and using editable poly and poly-modelling technique we create the carrying bay. Right after this we start to work on our second missile. The design and shape of the second missile will be easier than the main missile but still it will carry an interesting shape with fly wings. After creating the second missile we will start to work on locking and releasing mechanism for the second missiles. This part is very important because the details we do there.


submitted: 5 years and 2362 days ago


Modelling a two stage Missile using 3ds max-Part 1 - 3ds-max Tutorial

After modelling the Iron Man helmet I decided to do something I wanted for a long time, a two stage missile. The idea is coming from an article I read a long time ago and since then I wanted to create something similar but of course using my concept. The basic idea for the concept and shape of the missile is based on the Hellfire missile and it’s used as the initial shape. The shape was redesigned by us and a basic sketch was created according which we will model and built the missile. The tutorial is because his length divided into „three main stages“; 1) Modelling the main missile, 2) Modelling the secondary missile and the details, 3) Creating textures and rendering. Because we will be modelling according a reference the first step will be placing the reference picture inside the scene and prepare our environment for modelling.


submitted: 5 years and 2377 days ago


UVW Channels and Tiles by Aaron Dabelow - 3ds-max Tutorial

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submitted: 5 years and 2378 days ago


Making Of Nicolas Fu's 'Spring Breeze' image - 3ds-max Tutorial

Nicolas Fu shares how he captured William Adolphe Bouguereau's oil painting Spring Breeze in glorious 3D in our latest Making Of.


submitted: 5 years and 2379 days ago


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Elevator Shaft Sequence by Meedo - 3ds-max Tutorial

Meedo brings us a great video tutorial that covers how to create a highly realistic animated sequence in a short period of time.


submitted: 5 years and 2379 days ago