A modifier that meshes a spline in much the same way as the Renderable Spline options in 3dsmax, but offers additional options like using a curve to control the shape.
The curve used to control the shape is the animation curve assigned to the ‘Shape’ channel: it uses the values from 0 – 100 (regardless of any animation range in the scene) as percent along the curve. Watching the quicktime might make it clearer.
Has a grow option, a second curve shape you can blend in, mapping options.
No docs at the moment, most of the spinners should make sense but if you want to enable the seondary shape (which is the ‘shape tip’ channel) the set the ‘Grow Style’ to 1. You then use the ‘Tip Blend Point’ and ‘Tip Blend Range’ to control where and how softly the shape transitions from controlled by the first curve to the second.
For download & more detail visit rpmanager.com
Quick run thru showing how to change the default parametric walk cycle in CAT from something goofy to something usable. 3ds Max 2012 included.
In this tip video for 3ds max, we’ll introduce Cebas Thinking Particles. We’ll take a look in general to the UI, and some informations about the basic workflow to understand how to play with the rule-based architecture and how to create a simple particle system working on borning, speed, shape and force nodes.
To start this tutorial visit CG Cookie
In this video tutorial for 3dsmax I will show you how to model the Apple iPhone4 using a reference. At the beginning we will prepare our scene with the reference pictures and place it them into 3DsMax. We will start the modeling process from a box creating a rough shape of the model using poly-modeling technique. Slowly and step by step we will form the shape of the iPhone4 and start tu inset more and more details for the buttons and plugs which are on the phone. We will also use Photoshop to create and edit our texture for the model and use post-production to improve our final render.
Using subdivision we will achieve smooth surface. At the end i will show you how to make materials and render for these objects and set up the lightning in 3DsMax using Standard lights and Mental Ray. With the Standard lights I want to show you that even with the basics tools in 3DsMax you achieve nice results.
- Modeling an iPhone4 using a reference
- Each detail will be modeled
- Using one primitive to do the whole mode
- Using editable poly to add details
- Smoothing the object using subdivision
- Materials using Arch&Design and Raytrace
- Lightning using Standard Lights
- Render using MentalRay
- Postproduction in Photoshop
CLICK HERE to visit source.
This is the first 3dsmax video tutorial in this new section called Interior where i would like to show you how to model different things which you can find in living room, kitchen and other areas of interior starting with modeling three different lamps. In the tutorial we will according a reference 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.
- Modeling three different lamps in 3DsMax
- Modeling a detailed bulb
- Using editable poly to add details
- Smoothing the object using subdivision and smooth modifier
- Starting to use our material library
- Lightning using MR Photometric Lights
- Rendering with Mental Ray
CLICK HERE and go to the site.
Greeble is a nice & free plugin and I invite you to visit this amazing Greble gallery! It is easy to use but it has a strong impact on your scenes increasing considerably object details with a few clicks.
It is easy to use but it has a strong impact on your scenes increasing considerably
object details with a few clicks.
How to use greeble plugin?
Create – as usual – a teapot:
Keep the teapot selected and clic on Modify tab. Scroll down the modifier list looking for Greeble. Clic on Greeble.
You’ll see the teapot change at once. The changes that we can see are the result of the parameters that Greeble was set by default.
Here the panel to control Greeble effects. Don’t worry, the parameters are really simple to understand.
You can easily change the maximum and minimum height of the new details, the density of the details themselves, the rastremature, the size and type of detail you want to create.
The effect that Greeble has on the teapot you see in the 3rd immagine is also related to the number of segments of the teapot itself (see box red in fig1). 4 segments in this case. Change the teapot segments and see the final results change.
Just increase this number to see grow so impressed the amount of “greeble” on the surface of our object.
But beware! With too much ‘greeble’ the PC could suffer and maybe crashing! Do not worry, tick the last option: Modify for render only to leave the viewport and see the effect only in the final rendering.
In this quick video tip fo 3d Studio Max, They take a look at using the lathe modifier. In the video we will walk through creating a somple spline shape and use the lathe modifier to turn that shape into a cup. The results are quick and easy. Using this method, you can create complex radial shapes much quicker than modeling from a cylinder to start with.
Check out tutorial from this source.