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CGTuts+ Ballistic Shield 3Ds Max 2012

Posted By: scutter
CGTuts+ Ballistic Shield 3Ds Max 2012

CGTuts+ Ballistic Shield 3Ds Max 2012 | 1.0 Gb
Software: Autodesk 3Ds Max 2012 | Video: .m4v (1280x720) | Audio: AAC 128kbps | Completion Time: 4 hours 41 min
Genre: eLearning | Difficulty: Intermediate/Advanced | Language: English

In this tutorial we’ll Model, UVMap and Texture a high poly Ballistic Shield in 3d Studio Max 2012. Throughout the project we’ll make extensive use of many of Max’s built in modeling tools and modifiers to create the shield.

About Cgtuts+

Cgtuts+ is a source of learning on all aspects of computer graphics. We pump out regular tutorials on Maya, 3Ds Max, Cinema 4D, ZBrush, Blender, Mudbox and more. We cater to beginner, intermediate and advanced CG artists.

Our tutorials are the best on the web, hands-down – that’s why over 4 million people visit our network of tutorial sites each month.

Overview

- Ballistic Shield: Modeling

In this tutorial we’ll Model Ballistic Shield in 3d Studio Max 2012. Throughout the project we’ll make extensive use of many of Max’s built in modeling tools and modifiers to create the shield. Once we have the high-res model constructed, we’ll go through a manual optimization process to significantly reduce the poly count before moving onto uvmapping and texturing in Days 2 & 3.
- Ballistic Shield: UVMapping With The Unwrap UVW Modifier In 3ds Max
Today in part 2 of the Ballistic Shield project we’ll use Max’s built in Unwrap UVW modifier to lay down mapping coordinates on our optimized model. We’ll mainly use a combination of the ‘Convert Edge Selection To Seams’ function and Pelt mapping to unwrap each and every piece of the model before organizing our UVs, and doing a final pack. Along the way we’ll speed things up by using some of the new UV tools offered in 3d Studio Max 2012.
- Ballistic Shield: Texturing, Lighting & Rendering with 3ds Max, Photoshop and xNormal
In the third and final part of the Ballistic Shield tutorial. We’ll use the free program xNormal to bake out an ambient occlusion map, before moving into Photoshop to start working on our Diffuse, Bump, Opacity and Specular maps. We’ll look at some simple ways to create convincing metal textures using a combination of both images and masking techniques. Once we have the Diffuse map finalized, we’ll use it to quickly create the remaining texture maps before heading back to 3D Studio Max to construct the shader and setup the final lighting for our scene.

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Name: CGTuts+
Version: Ballistic Shield 3Ds Max 2012
Creator: http://cg.tutsplus.com/
Interface: english
OS: Windows XP / Vista / Seven
Size: 1.0 Gb

All parts on filepost.com, fileserve.com, filesonic.com interchanged. It is added by 5% of the overall size of the archive of information for the restoration

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