Using a downloadable maxscript, we take out elements such as Light, Camera and Null Objects from 3ds Max enviroment into After Effects for further composition.
A time lapse character painting demo from one of my puppet character series.
This time we cover : -Switch betwen Slate node based Material editor and Classic Compact 3ds max material editor
Speedpainting solidario por Mali.
In part 1 and 2 of this 10 part series, Andrew Klein covers cropping images and changing levels in Photoshop to create suitable image planes for Maya and looks at creating and setting a project in Maya.
I made this image for a contest, where we´ve got to illustrate a Portuguese football player
This tutorial shows rendering for an evening scene in a simple urban context.
The following tutorial assumes that the user has a basic knowledge of creating and using “VRayIES” and “Photometric” lights parameters.
Here you’ll find the commented making of for the Mario & Luigi’s picture I created, from zero to the final image.
This time it is about optimizing simple animation steps.
This video demonstrates the use of Maya’s UV editing tools, specifically the Smooth UVs Tool, to organize and flatten the UVs of a head.
In Part 3 of 6, this video from Andrew Klein includes inserting isoparms, attaching surfaces, and using the hypergraph.
Nuclear explosion effect is used quite frequently in the movies and TV shows
This tutorial is fundamentally based on how to import vector files from Adobe Illustrator into Autodesk 3ds Max for further modeling work to be done on it.
This is a tutorial for those who are wanting to start digital painting. This is of a still life including an apple.
This time we go more into detail how you can use rayfire tool to destruct or build complex explosions. We will make an planet Implosion and explosion with few methods.
Today we take a look at how to create custom macros in Blender for quick repeated actions using some basic Python.
This tutorial is about the new Skin Modifier.
Part 2 of 6, this video from Andrew Klein covers editing NURBS geomenty using control verticies, detaching surfaces along isoparms, and creating a mirrored Instance using Duplicate Special.
I created it with MyPaint for the base sketch, and used Inkscape to the rest of the work
The main idea of the project was to develop an antithesis of other benchmark productions which are mostly boring and aesthetically weak. Michał Staniszewski from the demoscene Plastic group came to us with a draft of an interesting, action-filled story with a unique design and aesthetics that would be as close as possible to an […]