Epic Games released the videos of Unreal University, an event in partnership with Autodesk showing various techniques for creating 3D interactive applications and integrate 3ds Max Engine UDK.
Here: http://www.youtube.com/user/UnrealDevelopmentKit
The site CG Tuts Plus published a great video tutorial on 3ds max, where the author explains how to create arealistic animated ocean using the plug-in free Hot4Max derived from Houdini.
Here: http://cg.tutsplus.com/tutorials/autodesk-3d-studio-max/creating-a-realistic-sea-in-3d-studio-max-with-houdini-ocean/
Introduction
I never really got into zBrush and Mudbox, I have always stuck to the oldschool approach of pure Photoshop for 2D work. No sculpting or such. zBrush and Mudbox are great tools, but it really adds an extra layer of complexity to texture creation, and I am not too fond of using too many different tools
next to each other. I much prefer a one stop solution for all I want to do. Keeps down the costs of acquiring software, less things to learn and keep up with, and keeps up the workflow.
That pure Photoshop approach regained a lot of its credibility again with the recent release...
In this tutorial we are going to use 3ds Max to create a 3d environment from a photo. This is often used for Visual FX and matte painting.
For this Tutorial I will use this Image from pxleyes photography contest Farm Country.
Full Tutorial : http://www.pxleyes.com/tutorial/3ds-max/2570/Create-a-3D-environment-From-a-Normal-Photo.html
In this video tutorial for 3ds max, we’ll see how we can create some good looking energy particle fluids for motion graphics using Particle Flow and Krakatoa. We’ll prepare a particle setup with PFlow to follow a simple primitive animated using a Path Constraint, with this setup we’ll create two different particle layer with different look, on similar to a fluid, and the other one similar to lines made of energy. We’ll render it using Krakatoa and a simple basic lighting setup and then finalize it in Combustion.
Tutorial by a.cangelosi in Max Cookie: Part 1 - Part 2
Hi guys! This tutorial shows an advanced setup for the VrayFastSSS2 shader, emphasizing the creation of a realistic shader for human skin. This can be used in cartoon characters too because of its flexibility at render times that helps both cases (realistic and cartoon). Pay attention to scale values that influence the look of the entire shader in the render. I hope you guys enjoy this tutorial and if you have any questions, please send me an email.
Up first I’ll list the hardware and software I use to create the HDRs:
Camera = Canon 60D
Camera Lens = Sigma 10mm F2.8 EX DC HSM Lens for capturing the fisheye images to build the HDR.
Tripod = Proline with ball head
Controller = Promote Control
Software = PTgui
You certainly don’t need to use the exact same hardware for this. Use whatever camera/lens/tripod combo you prefer. However, I do strongly recommend PTgui for stitching the images together. I also really like the Promote control device as it makes the capture process very simple.
I’ve prepared some tips to help clear up some of the confusion around using the daylight system (and HDRs) with iray. Read on for the details.
One comment I frequently hear is something along the lines of “The lighting or shadows are too soft when using iray”. This can be explained in a few ways. First let’s approach this question with the assumption that the Daylight system is used, configured with the mrSun/mrSky of course. The first thing to realize is that the mrSun & mrSky in the daylight system isn’t really used by iray. It’s illuminating the scene with the mr Physical...