This tutorial is mostly directed towards 3D Studio MAX users, but any 3D program should do it.
In this tutorial I will go through the basics of a quick way of creating a DOF effect. Well, easy and quick once you get the hang of it. Remember, the emphasis doest not lie on creating a realistic DOF, but only to do show a quick way to create a production-ready method for fast scenes or the adding the little subtle detail that gives your scenes that million-dollar-look.
There are many talented people out there that have great knowledge that they wish to share, but they fail to effectively communicate that knowledge to others. It is amazing to see a lot of generous people willing to share their knowledge with the world, but writing a Photoshop, a 3D Studio Max, or a Flash tutorial that does not make sense is a waste of your time as an author and a waste of a million other people's time that attempt to read and apply your tutorial. The following points might sound like common sense to a great number of people, but you will be amazed by the number of tutorials that you find on the web that miss these.
3ds Car Animation Category: 3DS MAX A nice HTML tutorial showing you how to make a car in 3DS MAX. Written by tutorialized.com Views: 2869
Animation Writing and Development: from Script Development to Pitch Category: 3DS MAX Author/Animator/Musician Michael Hurwicz examines ''Animation Writing and Development: from Script Development to Pitch'' by Jean Ann Wright, and finds it inspiring and informative. Definitely recommended for anyone who wants a career in writing for animation, or who is developing an animation script or idea. Wright is a seasoned industry professional, and it shows. Written by Michael Hurwicz Views: 2525
as you see, there are a few? :-) Once created, we can change the primitive?s name and color in the ?Name and Color? field. In the main bar, you can find the tools to select, move, rotate, scale, align? our objects:
First, we need to create a spline that will define the shape of pieces. So go to Create panel -> Shapes -> select Splines from the drop down menu -> and finally select Line. Then just click on along the grid to create the line like on the picture (turn on Snap to Grid to get a good line).
Start out by resettling your Max window. Then take the geosphere object
Having spent several years building and animating both stop-motion and CG puppets I can honestly say that not all characters are created equally. With today's software the same character model can be set up many different ways but, only a few will be useful to the animator. I've made a lot of mistakes and learned a lot of lessons the hard way when it comes to creating puppets for animation, so here are a few of the pitfalls to avoid and tricks to learn that will make your job as an animator, a lot more fun.
In the menu go to filter > render > 3d transform. this should bring up a window that looks alittle like the one below.
3ds MAX + VRay Tutorial :: Time is running Free 3ds Max Tutorial by CG artist, Jan K. Vollmer CGIndia Feature
1: Making the Track Segment Ok, first we need to make the segment of the track. We will make for the tutorial a basic track segment of a tiger tank.
We only created one claw bone chain, but we actually need three. The tricky thing is that two of the claw linkages are at unusual angles to the body of the mechanism. If you study the figures above and below, you will see that the claw linkage on the right is not rotated, but the two on the left are rotated, each 45 degrees out. This was done by copying the first linkage and rotating it 135 degrees, and then copying and rotating that bone linkage another 90 degrees. If confused, see the video on the tutorials page because this rotation process may be in there. The figure below shows the entire claw bone chain being selected and copied to a new location. Note here that we are using an actual "copy", not an instance or a reference.
its faces in the uvw editor, making its texture in a graphics application and applying
This tutorial is complex from the point of view of modeling, because the user will pass thorough different techniques like surface tools(spline modeling), mesh edit (polygonal modeling), mesh smooth. This tutorial is not recommended to beginners, although they will learn some useful tricks from here. The tutorial is entirely conceived in 3D Studio Max 3.0 but is compatible with newer versions. The first thing is to find some blueprints representing a car. I chose the blueprints of a Renault Laguna. The blueprints have to represent the car from the front, left or right, from top and eventually from behind. Useful are images from perspective (real pictures). I want to say, although I had used the Laguna blueprints, I didn't intend to make a Laguna car, I only used them only for primary mesh. The rest is my imagination :) After you found the blueprints, make sure they are in different colors from the max colors (I modified my blueprints in Photoshop because they were black and white). After that you will create 3 boxes(with the same dimension as the blueprints)and place the blueprints on them. Is very important to align the 3 boxes in the scene that the top blueprint aligns properly with the front and the right just like in the image:
LightWave Lightsabers with a little help from Adobe After Effects!
Computers and application software are evolving at a tremendous pace. New methods and technical improvements are being introduced with every software release and today creating photorealistic renderings is just a couple of mouse clicks away.
Even though this tutorial uses 3d max, I'm sure that people using other 3d packages would benefit from it since the tutorial is mostly dedicated to painting textures with photoshop, but I will also supply with a leaf model in other formats if you want to import it to your 3d package, note that the leaf model already has texture coordinates so you would simply have to take a screenshot of the uv map or bake the procedural color in order to follow along in the painting section.
We will now go onto Tutorial 5-13 in the 3D Studio Max Tutorial Book, where we will learn how to create a jet plane using mesh extrusion.
We're going to use what we have just learned to create the wobbleEffect for our plank. Let's directly trasferr the lines of code we found usefull earlier. Select plankBend and click plankBendDeformer under INPUTS. Rightclick-hold Curvature and release over Expressions. Now write this into the expression-textField:
Thumbnailing is really not more then having a piece blank piece of paper, where you make lots of little small drawings, they don?t have to be detailed that?s the coolest thing, they only need to tell you how the picture is going to be. Thumbnails are often made when working on a idea in your mind, and you don?t really know what you want to do with it. Or just some things you could work out later?
Modeling and rigging
58. Ben Mathis poopinmymouth.com
Recently the phrase ?pre-visualisation? has been used more and more in the effects world. What is it and what exactly is the benefit?
Right click Y Position and click on Assign Controller on the popup menu, select AudioFloat (the topmost item).
Make something like this or download this file.
1. Open Cinema 4d, and create a basic abstract render or load one that you have already started. We are going to add onto this render by simply adding some modifiers and editing it to it to give it different looks. This lesson is really just to show you what you can do with your abstracts, and how you can keep making them better. It is up to you to experiment with the settings. You may use everything we show you in this tutorial at once, or just use one of the effects.
Where Do I Get Images For My Page? They are literally everywhere. The arttoday.com allows you access to 1000's for free, and there are other sites out there that offer just as many. Plus, since you've been surfing, you've seen hundreds of images already. If you see something on someone's page that you really like, ask to use it. Don't just take it. That's not right and could be against copyright law. Ask. You'll probably get the image. In no time you'll have a slew to use on your page. Activating An Image Okay, this gets a little fancy. In Part 4, I showed you how to create a hypertext link. What it did was create blue words on your page so someone could click on them and then jump to another site. Well, here we're going to set it up so an image becomes clickable or "active." The viewer would click on the image, instead of on blue words, to make the hypertext link. I'll make a link to my home page using the image above. Here's the format: Look at it again. See what happened? I placed an image flag where I would normally have placed words. Here's what you get with that format. Lay your pointer on the image, but don't click. You'll see the entire image is active:
Well, if you're using LightWave 5.5, you can try downloading and installing the 5.6c patch from Newtek. Then make sure that the LScript-RT plug-in in Modeler is at least version 1.3 (It tells you when you run it).
The first thing is to find some blueprints representing a car. I chose the blueprints of a Renault Laguna. The blueprints have to represent the car from the front, left or right, from top and eventually from behind. Useful are images from perspective (real pictures). I want to say, although I had used the Laguna blueprints, I didn't intend to make a Laguna car, I only used them only for primary mesh. The rest is my imagination :) After you found the blueprints, make sure they are in different colors from the max colors (I modified my blueprints in Photoshop because they were black and white). After that you will create 3 boxes(with the same dimension as the blueprints)and place the blueprints on them. Is very important to align the 3 boxes in the scene that the top blueprint aligns properly with the front and the right just like in the image:
The next part of this tutorial will show you how I set up my material for the abstract! Please continue to part 2 of the making of Annexia.
I received an email from someone wanting to know how to animate a page turn in flash. I built one in a short time and sent it, however I got to thinking, and created this in 3D Studio Max, for import into Swift 3D and then Flash.
Doing good so far I hope. All we have to do now is select your original box and under compounds tab select the shapemerge button. It should look like my fig 3b. Now under your rollout on the right side, you will see a button that says pick shape. Click it and click the 4 rectangles that should be over your box.
Not impressed? There's no reason to because it looks like a flat, gray teapot (wow, two pages of tutorial to get a flat, gray teapot, impressive, isn't it? ). Remember what I said about object thickness and that 3DSMax won't take it into account in respect to translucency? That's what we can observe here. But we can simulate it with the right light setup.
In this tutorial, you'll learn how to use BlobMesh, or metaballs as they are commonly called, to make a fountain of water. BlobMesh is a new feature of 3ds max 6 that's essentially metaballs. Metaballs are lots of sphere-like objects, but when you put them close together, they will join together. Example: if two blobs of water a floating together in space and they get near each other, they will merge into one blob. Of course, real water if far more complex than metaballs, but it's one step closer.
Hopefully, after reading through this, you have a better idea of how raytracing works and you can better take advantage of a raytracer's features.
However, unlike how real like moves, raytracing traces the light backwards. The diagram below shows how a reflective sphere would be simulated.