If you ever wanted to make a good palm tree for your computer game or animation, this is the right tutorial. This Tutorial is a step-by-step modeling and texturing tutorial in 3DS Max of how to model a good Palm Tree.
Ambient occlusion adds great realism to your renders, but can be bit cumbersome to setup in Max, particular if youâ¬"re using a mix of Mental Ray shaders and standard shaders. You could create an ambient occlusion effect by using lights, but it can be slow to render and tricky get the right look.
Just wanted to share my workflow for modeling a skull using 3ds Max and ZBrush. The first part of the tutorial is pretty universal and the technique could be used in most 3D programs. I wonâ¬"t get into specific modeling tools and or which buttons to press, but rather focus on the steps I take to get a good base model to work from. I will talk a bit about UV mapping, but I will not get in to texturing in this tutorial.
In this tutorial I want to show a relative easy technique for making a chain mail in 3ds Max using a displacement map and Mental Ray. In this example Iâ¬"ll show how to make the displacement map and how to get a good quality render with as little artifacts as possible using a simple Arch and Design material. The idea is that you can use this setup to create a tile-able chain mail texture like I used on this knight: