Submerge (lume) Shader

Written January 5th, 2010
Categories: Effects, Materials / Shaders, Videos
4 comments

Hey everyone,

This week I’ll be showing you how to use the submerge (lume) shader in 3dsMax and mental ray. It’s an easy way to make your scenes look like their underwater while harnessing the power of caustics and global illumination. Try these techniques in conjunction with the waterbox we made last week for a really great one-two punch!

Also, you may have noticed that I included a transcript of last week’s video.  I’m going to try adding that in to the mix for the next few weeks to see if people find that useful.  Remember that you can always pass this page through Google Translate to get the transcription in your desired language!

Showcasing the Model

Written June 18th, 2008
Categories: Mudbox, Offsite, Rendering / Compositing, Videos
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In this series of tutorials I’ll be showcasing different ways to present your models. I start by showing an interesting way of making an object appear as if it’s being constructed from the ground up.

Making of Suraagh Rasaan

“I am preparing this tutorial to give a brief rundown on the character that I modeled, textured and rendered using Zbrush. This was a personal project and the aim was to get familiarize with Zbrush and explore its various aspects.”

Making of Manolia

“I do appreciate the special mood of the studio’s photography’s. I thought it could be interesting to reproduce this feeling in CG. Even if I haven’t practice this exercise before, I believe it has already been done by talented artists. Rather than taking inspiration from them I prefer to take advice of the photographers about how to set up the composition.”

Car Paint Shader Setup

Written June 18th, 2008
Categories: Articles, Offsite, Softimage XSI, Textures / Materials
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There are many ways to achieve an effective car paint simulation in 3D. Several companies have written high end shaders which give amazing results but most (not all) of them require fine tuning of a lot of settings to acheive a quality end result. Using Softimage XSI and a simple Phong shader combined with some basic render tree setup and the Mental Ray render engine will give professional results comparable to using a 3rd party car shader.

Volumetric Shader through Mental Ray

Written June 18th, 2008
Categories: Articles, Effects, Maya, Offsite, Textures / Materials
No Comments »

“In this tutorial I will try to summarize what I learned throught trial and error about Mental Ray shaders, and how to achieve interesting volumetric effects only through shaders. My aim is to describe how I got this image and how different parameters affect the look and behavior of the shaders. This is by no means a comprehensive guide to MR shaders but I hope it will give you some good ideas.”

Making of Green Frog

“Hi, my name is Massimo Righi and I am freelance CG artist form Italy. What I’m going to do, is trying to show you the main steps of how I’ve made my “Male Green Frog”.”

Studio Lighting in Vray

“In this tutorial i will tell you the method of studio lighting. For the rendering i used Vray 1.5rc3, the latest version of the program. This famous chair called “Corbusier” was modeled in 3ds max 9. With the knowledge of this tutorial you will be able to present your models in a more ambitious way than before… ;)

How to Create the Ocean

This tutorial just give you an idea how you can create an ocean with few simple steps

How to Create a Waterfall

“I want to share my work on how to create a Waterfall from 3ds Max Particle System. To start with, set units to meters, and renderer to default scanline renderer. You can download my raw model for the building from here. (3dmax 8 and above). Raw image should look like the image below.”

Procedural Car Paint

Speed Racer is smashing summer’s box offices and we think this tutorial in max and AE will also blow your mind

Making of Girl Experience

“The original idea was born 3 years ago when I saw an old photograph of drunken women. After having the initial idea I realised a few weeks later that it could become a good image. It happens to me sometimes that I’ll see something and have an idea, and I tell myself that it will work, but after some time I’ll discover that it won’t and stop…”

Making of Hornedman

“The purpose of this making of is to outline the tools and techniques I used in the creation of my image, Hornedman. The image started as a sketch inside ZBrush and grew from there into the final image almost by accident. Sketching characters in ZBrush is a great way to concept ideas, mess around with forms and come up with cool new things.”

Making of Young Girl

“Hi everybody! My name is Viki Yeo. I’m from Korea and I’m a character artist for games. Today I am going to show you how I created my image “Young Girl”. For this piece, I used 3ds Max2008, Zbrush, Mentalray, Photoshop CS2 and reference images…”

Making of The cursed Pirate

“Sometimes I got lost in the look of the character, but my friends and teachers gave me some great feedback that really helped to keep me focused and on track as to how the final look would be. A lot of time and effort was spent mainly in the idea and concept creation stages.”

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