Adding creases and seams to your inorganic models doesn’t have to be hard. In this Monday Movie, I’ll be showing you how to create sharp or smooth creases in your meshsmoothed models using the extrude edge tool. This is the technique I used to create the lines in my Sofa Speed Model.
Modeling and Rigging Sideshow Bob
This is a listing for another tutorial from the Florence Design Academy. Their tutorials don’t get as much traction as they should, so every post (like this one) helps!
This is a pretty epic tutorial on how to model and rig a character in 3dsMax. In 13 pages, CGArena guides you through most of the steps in the process. While there isn’t a whole lot of detail on how to exactly follow along, there are enough in-progress images and guidance to give you a good idea of how the project was executed.
Hello I am Jalo and going to explain the construction of bob (sideshow bob). The first stage that I go to speak is the one of conceptualization and modeling.
3dsMax Tutorial: Studio Lighting in Vray
This is a listing for another tutorial from the Florence Design Academy. Their tutorials don’t get as much traction as they should, so every post (like this one) helps!
This time they’re providing another perspective on studio lighting using Vray.
In this tutorial I will tell you the method of studio lighting. For the rendering i used Vray 1.5rc3.
Basic rendering in mental ray
The Florence Design Academy has issued another tutorial! This time they’re talking about how you can use mental ray rendering techniques in order to give the appearance of a photo-studio setup.
This tutorial explains all steps to illuminate an object with a technique which simulates the illumination techniques of a photo studio. Before we begin it is very important to inform you that we will use “Mental Ray” as render engine (version 8 and 9 of 3D Studio Max).
Using HDRI in VRay
Looks like CGArena published a tutorial on using HDRI lighting in VRay. Plenty of images too!
In this tutorial, we will illuminate the scene with the help of one light source and one HDRI. This is a step by step tutorial, with images to grasp the general workflow idea easily.
Neon Lights
I got the request for creating neon lights in 3d Studio Max a little while ago, and I’m shocked that after 40 episodes I hadn’t done this yet. It’s one of the easiest, most rewarding techniques I know. By leveraging mental ray’s rendering facilities and Glow(lume) shader, we can make neon lights in just a few minutes.
UVW Mapped Roads
This week’s show is up! I’m not feeling well, so it’s a quick one. We’re looking at how you can create a road in 3dsMax using the spline tool. What makes this technique special is that we’re UVW mapping the spline so that we can tile a material over the length of the road. All you need is a simple street texture!
Sub-Surface Scattering Physical Material
Hey everyone!
This week, we’re going to be looking at how what we learned last week applies to the Sub-Surface Scattering (SSS) Physical Material in 3dsMax and mental ray. They’re very similar, but the physical material gives you a little more control over the final outcome. Since this is both a shader and a material type, what you learn here is applicable across many applications!
3dsMax Tutorial Video: Interior VRay Rendering
Hey everyone,
CGArena strikes again with an 8-minute video about interior lighting and rendering in VRay. It’s a quick one, but they cover indirect illumination pretty well. VRay still isn’t my renderer, but for those of you who use it- enjoy!
This video tutorial is created by artist Giorgio Luciano in 3ds max using Vray. Giorgio live and dream in Genova and was born in 1975 (Gemini). Love art, reading, drawing and the smell of the place where live after the rain. This tutorial will cover the interior lighting, materials & rendering (explained color mapping, gamma). This 8 minutes video tutorial will definitely help you.
Sub-Surface Scattering Setup
Hey everyone!
This week I’m doing a redux of my original Sub-Surface Scattering Monday Movie. The footage is clearer, and we’re taking a deep dive into how you can get started using the fast skin materials in 3dsMax and mental ray. Next week, we’ll be taking a look at the Sub-Surface Scattering Physical Material!
Enjoy!



