“Over the years I’ve learned and developed my own solutions and methods for complex texturing. The blood knight is the second of several characters I’m making and since he’s the one who experiences the battle up close and personal more than the others, I’ve decided that with him I will try to push my methods to add many details such as dirt, scratches, stains, blood, decorations etc’ much further than before in a method I like to call “multi-channel texturing”. My main focus on this character was the texturing / shading and in this tutorial I will share the process, considerations and a few other tips.”
Advanced Multi-channel Texturing
Categories: 3d Studio Max, Articles, Offsite, Textures / Materials
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Painting Hard Surface Textures
“This tutorial goes in depth into the creation of realistic materials for hard surface models e.g. Doorways, hatch, robots.”
Procedural Texturing with Weightmaps
“Lightwave’s procedural surfacing features have dramatically improved since version 5, and they now provide a powerful alternative to using image maps. Although sometimes slower, they generally use less memory and provide a level of detail that can undergo close scrutiny.”
Warchild Texturing with Lightwave
This tutorial goes over the process of the material creation for a character.
Making of the Box Car
Categories: Articles, Lighting, Lightwave, Modeling, Offsite, Rendering / Compositing, Textures / Materials
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“This box car is based on a train model hand painted by Ron Thornton. This project took about a week and a half. I used reference pictures of the model box car and measurements to create it to scale. The making of the box car is broken down into modeling, texturing, lighting, and compositing.”
Baking ZBrush materials to texture map
“Joseph Drust, Senior Character Artist at Vicious Cycle Software, demonstrates how to bake ZBrush materials into a texture map.”
Shading and Rendering of the Mini
Categories: Articles, Maya, Offsite, Rendering / Compositing, Textures / Materials
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“This article focuses on shading and texturing the Mini Cooper, I’ll talk a little about rendering with Mental Ray but I think other people have covered that in more depth elsewhere.”
Maya DGS Shaders
“When MentalRay users talk about ‘physical correctness’, in most of the cases the usage of DGS (diffuse, glossy, specular) shaders is discussed. Some people say you should use them at least as photon shaders, just because they’re fast and, yes, physically plausible. But how do they act differently than the Maya base shaders? If you ever used dgs shaders, you probably asked yourself if it was possible to ‘mimic’ the dgs behavior somehow – just because they are yet simple, but sometimes very hard to bear with (just think of the glossy reflection samples that cant be set – very annoying). What if we could tell a Maya base shader to act like it’s dgs companion?”
Simple Lava Lamp creation
Categories: Articles, Maya, Modeling, Offsite, Rendering / Compositing, Textures / Materials
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“This tutorial presents a step by step project for the modeling, shading, lighting and rendering of a realistic lava lamp. The steps should be straightforward for beginners to follow.”