Modeling Tutorials:
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ZBrush 3 for Windows Essential Training: Startup Meshes By Eric Keller In this clip, Lynda.com host Eric Keller explains that when you are ready to start working with a 3D sculpture in ZBrush, you can start by using one of the aptly named 3D startup meshes that are found in the tool palette. ...Read More »
ZBrush 3 for Windows Essential Training: Sculpting Controls By Eric Keller In this clip, Lynda.com host Eric Keller discusses ZBrush's Sculpting Controls. When you are working with a 3D digital sculpture in ZBrush, you will need to constantly rotate and reposition the 3D object while you are sculpting on it. Eric covers the tools to sufficiently sculpt on the ZBrush canvas. ...Read More »
ZBrush 3 for Windows Essential Training: Layout Preferences By Eric Keller In this clip, Lynda.com host Eric Keller discusses the Zbrush interface and how you can cutomize it to fit your own working style. He shows how to rearrange things on the interface so that you can focus just on the sculpting. He shows how to use the presets to move through the various interface arrangements that you can choose to work with. ...Read More »
ZBrush 3 for Windows Essential Training: Memory settings By Eric Keller In this clip, Lynda.com host Eric Keller talks about memory and how ZBrush uses a lot of memory when working with dense models. He shows how to tune or set the memory controls in the preference menus, setting the compact mem slider to optimize the memory parameters. ...Read More »
ZBrush 3 for Windows Essential Training: Layout Preferences By Eric Keller In this clip, Lynda.com host Eric Keller covers the customization process of the ZBrush interface. He shows how to rearrange the interface to your work style. He details the presets that are built into ZBrush. He shows where to find the presets, and what each of the presets are used for. If you just want to work on the model itself without some of the other controls, you can set the interface accordingly. ...Read More »
C4D QuickTip #03 By Ko Maruyama Many Adobe After Effects users expect other applications to set keyframes automatically for them each time they make changes to parameters. With 3D applications, that can involve creating multiple keyframes every time you click which could be terrible. But, there are some good ways to use Autokeyframe... some. ...Read More »
C4D QuickTip #04 By Ko Maruyama You know there are many different ways to use your materials, many different ways to create materials - well here are some easy ways to not only get your bitmap textures in, copy them to multiple channels, but also turn texture tags on and off without removing them! THREE TUTORIAL VIDEOS one quick tip each ...Read More »
R11 C4D QuickTip #02 By Ko Maruyama You don't have to rely on the F9 key, or the attributes window to set keyframes. You can set keyframes directly in the editor window. Sure you can... ...Read More »
R11 C4D QuickTip #01 By Ko Maruyama In this QuickTip, I'll show you how easy it is to navigate your scene with R11. Of course, you could create something similar in earlier version, but it was never this easy. ...Read More »
Character Rigging in 3ds max: Animate in IK By George Maestri In this clip, Lynda.com host George Maestri discusses how to animate with IK and how to switch between IK and forward kinematics. First up is to create a bone chain via the Bones tool, turn on the IK chain assignment to create a two bone chain. He then shows how to animate the bone chain using the IK goal by turning on auto key and setting some keys. He then shows how to animate via forward kinematics. ...Read More »
Character Rigging in 3ds max By George Maestri In this clip, Lynda.com host George Maestri discusses IK, or inverse kinematics, which allows bones to rotate automatically so the ends of the bones stay at the same position in space, which is particularly important for things like the legs and feet, so that you can keep your character's feet planted on the ground when they walk, and on the arms. He shows how IK works, and how you set it up in 3ds max. ...Read More »
Shortcuts for CINEMA4D: Creating Relationships By Ko Maruyama Creating new hierarchies in MAXON's CINEMA4D is a snap. It's as easy as dragging one object to another, or sometimes even easier. The quick pace of broadcast graphics means that you need to have shortcuts at your disposal to keep up. Here are a couple that will make your object management much more streamlined ...Read More »
CINEMA 4D multiple passes By Ko Maruyama Adam Swaab has come up with a new version of his object manager for all CINEMA 4D's R11 software. This plug-in called " Render Elements" is an excellent way to easily manage objects within your scene for different render passes. Although the most recent versions of CINEMA 4D allow for easy management of multiple objects with the later browser, Adams plug-in is a simple and straightforward solution. ...Read More »
Tips to Slim Down (your project) in 2009 By Ko Maruyama It's time for those New Years resolutions to start piling up. You know the ones: I'm going to eat healthy food. I won't slouch at my desk. I'll spend less time on Facebook, Twitter and (insert your own)... I'M GOING TO SLIM DOWN. Well how about some slimming tips you might actually stick to? Here are some ways to slim down your animation projects in 2009.... ...Read More »
iPod Video from MAXON's C4D R11 By Ko Maruyama There are many great new features in the latest release from MAXON in their CINEMA 4D R11 package. One simple, yet time saving features is the redesigned Render Setting menu. In the render setting preferences, C4D comes with a bunch of video presets you use often, including Apple's ipod video 4x3 format. ...Read More »
Halloween Hats By Ko Maruyama It's that time again. Time for some more 3D Photoshop files. Here is a simple file, actually three for you to play around with. In Photoshop CS3 Extended, you can jump into the 3D texture and modify the UV material to customize your 3D model. Of course you can also use clipping layers to do some really simple color modification as well. ...Read More »
See CMI's CINEMA4D R11 By Ko Maruyama They're launching their 7th training video for Maxon's Cinema 4d R11 3D application, but this time it will include the extensive use of the new tools Doodle, BodyPaint 4, and Projection Man. Content for this show was created in partnership with Chris Maynard, Michael Marcondes and Saizen Media for the commercial group cmi-saizen studios. The product series has been in development for nearly a year, and is fine tuned to work with a variety of different skill leveled users. ...Read More »
Red Plasticy Material in CINEMA 4D By Ko Maruyama If you're a 3D artist watching television this week, you've probably noticed a flood of new graphics, including some great looking red plastic stuff. Back in the day, there were great little Chinese toys that were made of a dense red plastic. Here's one recipe to create a similar vibe using MAXON's CINEMA4D. Special thanks to Pixel Corps member Mark Rigby for his translation. Go! ...Read More »
Seamless tiling versus regular tiling By Ko Maruyama While there are some tricks to making your bitmap texture tile over the face of the polygons, it isn't always the way you want it to be. What are your options? Well, you can easily use Photoshop CS3 to get one desired effect. ...Read More »
CINEMA 4D FLAG 03 By Ko Maruyama The wind deformer on a plane primitive is probably the easiest way to create a flag in MAXON's CINEMA 4D. There are several ways to accomplish a "flag" look, but the simple primitive shape of a plane and a standard wind (aka : flag) deformer working together provide an animation that even the newest user can understand. Many people consider adding it to an object, but you can add it to a spline as well. ...Read More »
CINEMA 4D FLAG 02 By Ko Maruyama The wind deformer on a plane primitive is probably the easiest way to create a flag in MAXON's CINEMA 4D. There are several ways to accomplish a "flag" look, but the simple primitive shape of a plane and a standard wind (aka : flag) deformer working together provide an animation that even the newest user can understand. Usually you would apply the deformer to the object, but there are other ways you can use it. ...Read More »
CINEMA 4D FLAG 01 By Ko Maruyama The wind deformer on a plane primitive is probably the easiest way to create a flag in MAXON's CINEMA 4D. There are several ways to accomplish a "flag" look, but the simple primitive shape of a plane and a standard wind (aka : flag) deformer working together provide an animation that even the newest user can understand. ...Read More »
Poser Pro: Animation with Character By Ko Maruyama Poser has been around for a long time. Through the years, the software has been used to produce many different types of character animations. From simple illustration poses to broadcast animation, Poser continues to be a great, cost-effective solution for animators and non-animators to design character elements quickly and easily. The robust new software shows that Smith Micro is dedicated to continuing this newly acquired product line. ...Read More »
XSI let's Maya raise some eyebrows By Ko Maruyama There is a new exporter that allows you to move all of your rigs seamlessly from XSI to Maya. It's no doubt that Maya is quickly becoming a big player in the D game design, and with its adoption into the autodesk family, and living alongside MAX - and going directly into toxik, there are several features game developers who are switching to Maya might want. Face Robot from SoftImage is on the wishlist. ...Read More »
Modo 302 Releases By Ko Maruyama Delivering much more than modeling, the modo 302 software from Luxology is quickly evolving into a 3D software package that has many more features than the clean sub division modeling that it is well known for. ...Read More »
3DS Max 9 Essential Training: Werewolf By Chad Perkins In this video, host Chad Perkins covers the autokey function as well as the move tool to control the jaw, the rotate tool, and the time configuration dialog. He shows the fruits of the previous videos to detail how the animation of the Werewolf looks, the arms, the head, the legs, everything. ...Read More »
3DS Max 9 Essential Training: Bones By Chad Perkins In this video, instructor Chad Perkins covers Bones and in the clip, he shows you how to make and rig and animate an arm, bowling. Once you apply a Bones system to your objects, you want enough mesh so when your object deforms, everything looks smooth under the Bones. Perkins then shows you how to create Bones using the Bones Systems. The cool thing about Bones, he says, is everything is linked together in a natural way. ...Read More »
3DS Max 9 Essential Training: Parenting By Chad Perkins In this video, host Chad Perkins discusses parenting in this chapter. He talks about parenting, an essential part of animation, and how it applies to objects. He shows how to link objects, which creates a parent child relationship, The way it works, when the chidren move, they move independently, but when the parent moves, the children follow. ...Read More »
3DS Max 9 Essential Training: Using Bump Maps In 3DS Max 9 By Chad Perkins In this video, host Chad Perkins shows how to create a round or bumpy texture in 3ds max using a bump map. He explains what the bump map does and goes over the Bump Map editor. He applies noise to the model and also covers the Clone Render frame window as well. ...Read More »
X-out the object from view By Ko Maruyama Have you ever wanted to put a 3D object immediately in front of the camera, but you didn't want to see it? Why would you want to do that? Well, to use in reflections for one reason... Here's a very simple way to accomplish it in CINEMA 4D. ...Read More »
Using Deformers in Cinema 4D By David Basulto Cinema 4D is such a fun application. You can get lost in creativity while working in it. The world is endless in what you can do. I recently was working on a project and found myself happily sidetracked using a powerful tool in Cinema 4D called Deformers. Just as the name signifies, Deformers enables you to twist, bend, bulge, taper, and add wind effects. I however found myself transfixed with the Melt deformer. ...Read More »
Using Maps In 3DS Max 9 By Chad Perkins In this installment Chad introduces you to surface maps in 3DS Max. From surface maps to bump maps to image maps to procedural maps, 3DS Max supports them all. You learn how to use and apply basic maps with the mapping option within the Materials Editor. You also see a demonstration of mapping an image to an object. ...Read More »
Adjusting Material Parameters in 3DS Max By Chad Perkins In this segment you learn how to change an object surface and material parameters in 3DS Max 9. From setting basic color (hue and saturation), the differences between Diffuse and Ambient colors, using self-illumination and opacity. He also discusses issues with Normals, a characteristic of single sided polygons that can cause rendering issues in 3DS Max. ...Read More »
Using The 3DS Max 9 Materials Editor By Chad Perkins In Part 3 of the series Chad introduces you to the 3DS Max Array Materials Editor tool. Using the Materials Editor you can create objects made from virtually any type of material - metal, wood, plastic, glass, crystal, rusted metal, stone - really anything you can find in the real world. ...Read More »
Using The Array Tool In 3DS Max 9 By Chad Perkins In this segment we look at the 3DS Max Array tool. Using the Array tool is not like cloning an object, although you do make copies. But you don't make just one copy, with this tool you can create armies of similar objects in one, two or even three dimensions with a click of a button. ...Read More »
Creating A 3D Logo In 3DS Max 9 From Adobe Illustrator Files By Chad Perkins In this installment Chad shows how to use Adobe Illustrator's powerful drawing tools as a method for the creation and use of 3DS Max objects. You will learn how to export the Illustrator files in the proper format so 3DS Max can use them, how to import them into 3DS Max and how to turn them into 3D objects. ...Read More »
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