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 itâ€™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 1655 days ago
In this end part of the â€žtwo stage Missileâ€œ tutorial we will prepare our model for texturing and also create the textures using Photoshop. In the parts before â€žpart1â€œ and â€žpart2â€œ 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 â€žmaskâ€œ 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 1755 days ago
The second part of the â€žtwo stage Missileâ€œ 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 1774 days ago
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 itâ€™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 â€žthree main stagesâ€œ; 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 1789 days ago
In this tutorial i will show you how to model Iron Man helmet, texture it and render using Autodesk 3ds max and Adobe Photoshop. By this we will use poly modelling technique where we start from a single poly. This technique is widely used for car or head modelling and the steps and technique covered in this tutorial is the same and you can use them to model anything. We will start preparing our scene for modelling and place the reference pictures inside 3ds max environment. Because we are modelling from a single poly we need at least three pictures; front, side and back to be able to model the helmet according the reference picture. After the initial set-up we will start the modelling process starting with the front cover of the helmet and continue with the rest of the helmet. The modelling process is very simple and only the basic editable-poly tools are used to build the model.
submitted: 5 years and 1816 days ago
In the tutorial i will start by placing the reference pictures of the Phaser to the 3ds Max environment and so prepare the scene for modelling using poly-modelling technique. At first i will start by choosing the right primitive for modelling, in our case the starting object would be just a box, and adjust the shape of it to fit very roughly the shape of our reference picture. Keeping the main details and the shape of the Phaser in mind i will place more and more edges to the initial shape to be able to model the Phaser and also to be able place all the details on it. Step by step using basic options of editable poly and some tricks we will model the Phaser according the reference picture with all details and buttons i will see on it.
submitted: 5 years and 1874 days ago
In this tutorial for beginners I will show you how you can model and texture an American Football using 3ds Max. First we will prepare the scene for modelling by placing a reference picture inside the view of 3ds Max and so keep the proportion of the ball 1:1 to a real world object. The next step will be the choosing of the right primitive with which we will model our football and also choosing the right approach for this.
submitted: 5 years and 1888 days ago
In this tutorial we will continue modelling the next object for our interior creating a leather sofa for the living room. First we will set-up the initial scene inside Autodesk 3ds Max and place a plane which would hold our reference Picture according which we will model. Even though the reference picture is small it will provide us enough guidance for the size and scale of the sofa. Starting creating a plane which will be our initial shape we will slowly adjust and create the first rough shape of the sofa with respect on his details. Using poly-modelling technique and using the advantage of hard surface modelling we will create a low-poly sofa with all details and object we will see on the reference.
submitted: 5 years and 1912 days ago
In this tutorial I will show you how to model Obi Wan Kenobis Lightsaber from the original Star Wars trilogy using Autodesk 3dsmax . We will start by placing the reference image in to our workspace to be able to follow and accurate model the Lighstaber using poly-modelling techniques. At first we will chose our starting object, a primitive and in our case a cylinder with certain edges on the side. This step is very important because the initial count of edges shouldnâ€™t be high but just enough to cover all details present on the Lightsaber.
submitted: 5 years and 1957 days ago
In this tutorial for Autodesk 3dsmax 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.
submitted: 5 years and 1999 days ago