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3ds-Max Tutorials » Design » Artist 

Note: Any numeric parameter in 3ds Max can be adjusted interactively. Click, hold and drag the spinner to the right of the numeric entry field.

You can consider the red lines as the basic shape (low poly):

During a recent travel in the South East of Asia, I visited Sriracha Tiger Zoo in Thailand and I took many photos of all the animals living there. There is no better reference material to use than the one you personally create;)

I begin to make the model of head from a sphere and then converse it to a polygon, edit the polygon according to the face muscle direction. For the role, I want to make is a women from Asia, so the outline should be mildly. Lines should be densely in the arthrosis, for example the knuckle.

Binah was a difficult and long time consumming project. It was a great challenge for me, technically and artistically. Binah is the third sephirah of the tree of life in cabbala. After reading many texts about the tree of life, I wrote some sentences describing my vision of Binah:

I created this image to see my "rendering abilities", or how realistic my renders can be. :) I chose this model cause I own the phone and noticing any differences to original would be easier. The following software was used: 3DsMax9, Cebas FinalRender and Photoshop CS3.

The next step was to add Tessellate and relax and also smooth to smooth the polygons that the Tessellate has removed.

1.For the chest I started from a simple box deleted the faces for the arms and the neck and used simetry and relax for the mesh

I took as an inspiration the typical American farm house but the model has some European influences added to enhance the personality of the building and the surrounding objects. Even if the scene as a whole is meant to be photorealistic, some of the details, such as proportions, colors, object placement or volumes are e bit exaggerated to make the game look more spectacular. This of course depends of the type of game in which the asset will be included, as the location of the player will be very important.  The level of details is dictated by how far the player will be from the object and how often / how much will the player look at it. These requirements usually translate into polygon and texture budgets. More details as the tutorial progresses.

My name is Daniel Moreno Dнaz. I was born in Madrid (Spain) in 1972.

Here's a clay render

Let us start from beginning.

Which iswatching very madly the camera. We will start with the modeling of the dragon,and then we will continue to

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