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asileFX – Vue 8 Tips n Tricks | mp4 | Project Content | 415Mb


Learn methods to quickly create stunning waterfalls in Vue. Customize advanced water, foam, and mist shaders. Modify rock materials to create wet rock. Use painted terrain layers for ecosystems and material shading. Use MetaClouds to create mist. Learn to use Vue’s terrain editor to create and customize terrain conforming waterfall geometry.

Custom zero edge tool, erosion, and zone preservation

Create your own reusable and customizable zero edge tool for your procedural terrains, then go one step further and use the tool to create procedural erosion. In addition, 8.5 users will learn to use the zero edge tool with the new zone extraction tool and preserve the shape of the minimized edge around terrains for an exact match. Also, learn to correct extracted zones made from world system terrains.

Mushroom modeling and surfacing

Learn to use metablob objects, primitives, and boolean operations to model mushrooms. Learn material shading and coloring techniques to surface your mushroom models. Bake and save your 3D models to create a mushroom ecosystem on a terrain, then customize mushroom surfaces for global variance.

Procedural Wood Surfaces

Use procedural surfacing techniques and make a wood material shader. Learn to create ringed surfaces using as little as two color map points, while maintaining a numeric output of -1 to 1. Learn color mapping and fractal filtering techniques. Take full advantage of clamping and repeat modes. Learn how to use color maps as numeric filters and blenders. Control scaling and rotation.

Slope evaluation and control

Control slope with color maps, filters, and the environment tab. Create a fast rendering color coded and reusable material evaluation layer, to cut down on test render time and increase productivity. Create a metanode to control numeric filtering with a color map.

asileFX - Vue 8 Tips n Tricks by Asmodeus


asileFX - Vue 8 Tips n Tricks by Asmodeus


Video Training | HF | 156Mb

Created exclusively for Pixar, this Artist’s Guide to RenderMan for Maya 3.0 is a great course for new users of this powerful rendering system. This course will cover the steps needed to load the plug-in, render your images and take control of the final quality of the render. Best of all it is a free course sponsored by Digital-Tutors and Pixar.

Introduction and Project Overview

This video is an overview of what we will cover in this course.

Loading the Plugin and Rendering

In this lesson we will learn how to load the RenderMan for Maya plug-in and render our first image

Render time subdivision of polygon surfaces

We will cover the powerful system of sub-dividing your polygon surface during the rendering phase.

Rendering curves

In this lesson we will cover the workflow of rendering curves as geometry.

Shared Geometric Attributes

To keep our scene efficient and light we will use SGA as a way of managing all of our custom attributes we have set.

Constructive Solid Geometry – CSG

In this lesson we will dissect the process of setting up render time booleans.

Soft shadows with area lights

This lesson will cover the process of adding soft shadow attributes to the area light.

Rendering multiple passes

In this lesson we will go over the process of rendering multiple passes out of RenderMan for Maya.

Rendering muliple cameras for stereo

This lesson will teach you how to render multiple cameras for use in a stereo composite.

Adding custom attributes per object

In this lesson we will learn how to keep the scene efficient by only adding attributes to objects that need them.

Using Zbrush displacements

In this lesson we will render a Zbrush created displacement map.





| HF/FS | 325 MB |

Upped bymate


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Robots in Game Engines for 3ds Max / UT3 – ED20 DVD4
ISO | DVD 4 | DISK4: 1.22 GB
Genre: Training / 3D

The ED209 Game Development Project is a video learning set from 3d-Palace that covers advanced game development character building, preperation and insertion into a game both as a static textured mesh and as a fully animated and realised asset. The set covers some unique concepts in game development model development, including a new Scaffold Methodology to allow a much faster approach to modelling.
You will start this set, as usual, with a completely empty scene in 3ds Max, no photoshop files and no game assets – by the end of this mammoth FOUR DVD set, you will have a fully rigged low polygon ED209 with high polygon normal map, actually inside the Unreal Tournament 3 game with every step of the process along the way demonstrated!


Cris Robson – Industry respected mechanical 3d specialist and founder of 3d-Palace
Greg Dowding – Leader of the Games Masters Degree Programme at Staffs University


q. Is the t u torial end to end? Does it show everything or are there going to be massive cuts, sudden prefabs and so on?
a. The entire modelling process is end to end, as is unwrapping. Normal mapping has been broken down to only demonstrate the process on three seperate areas as the process is repetative and would drive the cost of the set up for an extra DVD. Optimization is demonstrated in full however for the same reasons as with the normal mapping it is demonstrated not on the entire ED209.

q. Are there any timelapses?
a. Yep however theres only one and it is an accompaniment not replacement for the entire unwrapping segment – this means you can if you want watch and learn from the unwrapping 11 hour marathon in real time, or you can watch a 1 hour sped up version if you choose. Both are on the DVDs.

q. Is postage free?
a. Yes



- Static Mesh into UT3
o Creating unified textures in rough to apply to the low polygon ED209
o Importing ED209 as a static asset with materials into the UT3 Engine
o Rigging – a complex process due to that inverse knee.
+ Rigging ED209 – pivots and Links
+ Rigging ED209 – HD and HI Rigging with IK and FK
- Animated assets in UT3
o Creating a walk cycle in max for export
o Creating PSK and PSA Files
o Importing PSK, PSA and Textures
o Putting ED209 into a level with Dynamic Lights
o Unreal 3 – Matinee, Actors and Kismet
o Ed209′s conveyor – the new walk
o Ed209′s conveyor – the new matinee part

Additional content on DVD 4

- All Max Files
- All wip files
- All UT3 assets
- All texture files and PSDs
- A selection of specially made ED209 reference images
- High res ED209 renders

Download (12 Parts) :
No Password
You might al so like : DVD1 DVD2 DVD3

ArchiCD II: The Atrium is the sequel to ArchiCD I, or Architectural Modeling and Rendering for 3DS MAX.

ArchiCD a complete solution for everybody wanting to get into the exciting world of architectural modeling and rendering inside 3DS MAX6. The topics covered are: • Creating floor plans in Max6 or importing from AutoCAD • Creating walls, ceiling, doors, windows, balconies, railing… • Creating furniture like tables, chairs, lamp posts, paintings… • Creating realistic materials for floor, furniture, lights, glass…

ArchiCD II: The Atrium is the sequel to ArchiCD I, or Architectural Modeling and Rendering for 3DS MAX.

ArchiCD II builds on the concepts learned in the first volume, and expands on them, using a variety of new and efficient techniques in Architectural Modeling. The construction method used in ArchiCD II is different than the one used in ArchiCD I, making Archicd II a natural progression in modeling.

For the Lighting of the Atrium, the author uses Mental Ray 3.4 in a variety of approaches, to create photorealistic lighting in Daytime and Nightime environments.

As a bonus, several tips and tricks videos are included, such as HDRI lighting, Global Illumination with Animation, and Controlling Final Gathering maps.

Download Links:
ArchiCD I for 3DS MAX

ArchiCD II for 3DS MAX

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Download Links:
ArchiCD I for 3DS MAX

ArchiCD II for 3DS MAX


3d max tutorialsIn this introduction to photorealistic texture painting, Justin Holt discusses how a trained eye for detail and keen sense of observation are essential attributes to being a successful texture painter in the the feature film industry. Using BodyPaint and Photoshop, Justin will demonstrate some of his easy to follow techniques and tricks of the trade in order to paint proper color, bump, displacement, specular and opacity maps. But more importantly, Justin will go through essential principles to maintaining a non-destructive workflow while painting textures to ensure a maximum amount of control and flexibility for any revisions and changes that may be requested after the maps are completed in a production environment. Additionally, Justin will complete the lecture with a quick run through in Modo to show how to quickly and easily generate polished renders that showcase all of the finely tuned texture work.


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