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"3DS Max Face Replacement Series - Parts 1 - 10 In early 2008 I was asked to produce some visual effects for a music video for an artist called “Example”, and the
video for his song “Me and Mandy”. The effect involved grafting a human’s face (which moved and spoke) onto that of
an Iguana. There were three shots and each...
"Unreal Character Development" by Andrew Smith
This tutorial will take you through all the necessary steps to create and develop a character for Unreal Tournament
2004 using the Unreal Engine 2 that comes with the game. I will walk you through each step from concept design,
an overview of low-poly modeling, un-wrapping, texturing, rigging, animating, and importing your character into
Unreal Tournament. I will be using Autodesk’s 3ds Max 9...
"Modelling overiew of a Mercedes S Class Millau" by Ali Ismail
This is not exactly a step by step tutorial about polygon car modelling; it’s more of an overview of the process I use
and some tips that might help anyone having trouble modelling a car.
"The Evolutionary Small Creature" by Hodong La
I had thought of a concept of future mankind in a cage-like surrounding environment. This scene gave me a motive
to think about a certain image for different creatures of the future....
"Modelling a Porsche 356" by Karabo Legwaila
First of all, this tutorial is not designed for those who have no experience with 3D studio max. If you are just
beginning to use Max, then I suggest you go over my Fiat 500 tutorial before trying this one as it may seem like I
don't explain much and move very fast here. If you have done the Fiat 500 tutorial then this should present no
problems for you. Secondly, I'm not going to go into super fine detail in this tutorial due to time constraints....
"Making of Chipi" by Miguel Angelo My name is Miguel Ângelo (a.k.a Malanjo), I'm a CG artist at Ingreme (www.ingreme.com), in Portugal, and I will
do a simple tutorial (suggested by Chris ... thanks Chris and all 3D total team for the chance), for the construction
of "Chipi", a cartoon character for a TV Spot (Chipicao 2006), made by Ingreme team and directed by Tungsten.
"Making of Rage over Babylon" by Ziv Qual
When I first read the contest's guidelines, I immediately knew that my entry will have to portray something very
detailed, with lots of things happening and with the sense of scale taking a major role. I took a week just to go
through several ideas and when I locked on my idea I started "sketching" out the composition in my mind to the
finest details even before....
"Making of Soldier" by Wesclei Barbosa The idea behind the image was, to not have any blood and flesh between the skin and the skull, as this image is not about horror. The idea is to portray war inside of the men....the soldier is dead, but he just doesn't know it, so he just keeps on fighting. The cigarette shows that he likes and has fun with the war.
"Making of Blue a Fool" by Tobias Trebeljahr
As you see, I originally intended to make a Seagull the 'Star', but later I decided to swap it to a Gannet. I chose to
do this basically because of his long neck gave me more freedom for compositing and helped avoid the elements looking 'squeezed' into the middle of the image. My sketch laid beside my monitor all the working-time...
"Caustic Tutorial" by Mario Malagrino
Caustics are really great light effects that you can observe in liquids, glass objects and gems. We are able to simulate this effect with 3D Studio Max perfectly. This tutorial about Caustics will work only if you enable Mental Ray! (This tutorial was made in Max 8)...
"Making of The Old Fox" by Sandro Ghezzani
Some weeks ago, I was reading about American, English and Norwegian architecture revivals:
neo-gothic and neo-classic. I was so impressed by these styles, that I began to do some research using the Internet as well as using
some reference pictures from books. After which I came up with some sketches...
"Making of Shadow Conscious" by Andrius Balčiūnas This project was primarily done for learning reasons. I wanted to make a realistic (well, at least natural) looking
human. First of all for references, I’ve collected a lot of pictures of girls on the net. Now, even though I didn’t
follow what I’m going to say, I think it’s a good idea that you have all of the angles of one or....
"Making of Urban Environment" by Stefan Morrell After collecting a good amount of photographed reference material, I go to work on making them into usable textures.
If correct lighting & perspectives are going to be used, then it should just be a case of tweaking them into position.
These photos need to be taken on overcast days to avoid shadows or obvious light sources.
"Creating a realistic wine glass render" by João Felix This is the geometry that is going to be imported to realflow. It’s very lowpoly but it contains the sufficient detail for
a good simulation. Remember that more geometry, bigger calculation times…and that is very important.
"Making of The Cobra Prince" by Philip Herman
There are a lot of different ways to go about modelling, but for me, when I saw the tutorial on modelling 'Joan of Arc'
(great tutorial from Michal Roger), the style that I use isn't so different (using patch modelling)...
"Making of Wolfsschanze" by Stanislav Klabik
Idea for this project come from needing to make something really different, to make a totally different visualizations
and from needing to make something with World War II as a theme. After several hours of seeking, I found the perfect photo with 'Hitler's headquarter-Wolfsschanze' or 'Wolflair' in east Poland, so I knew that I found what I looked for...
"Making of Lego Snowspeeder" by Sjaak Alvarez
In this tutorial I will build a complete LEGO model from scratch using 3ds max 8. Originally I made this for the
speed modeling contest. Since the purpose of this contest is to model as much as possible within one hour,
I didn't model the underside of the bricks...
"Making of Marvin" by Ajdin Barucija This process was very simple and involved box modeling or in this case a sphere with 64 segments. I started of
using 64 because I wouldn't need to add a mesh smooth modifier to it, since I was going to use the Boolean tool
on the head. As you can see in the picture...
"The Corridor" by Richard Tilbury This particular scene was designed to be simple in terms of the geometry involved and therefore attributing a
little more emphasis on the texturing aspects using techniques somewhat akin to games development.
"Making of The NS5" by Ajdin Barucija Before we start, I presume the reader (you that is) has some knowledge of Polygonal modeling. But even if you
don't, this tutorial will still be useful for anyone that is starting off, or at an intermediate level. I have tried to explain everything in detail as much as I could.
"Making of Vaulted Street" by Cetin Tuker The idea of this project comes from traditional Turkish narrow streets. It is usual to see narrow streets in
Mediterranean architecture. Another idea was to use a dome and put some Turkish style traditional
ornamentation on the interior surface of the dome.....
"The making of Old Alley" by Gary Smith Hello there, this tutorial is the making of one of my latest scenes entitled "Old Alley." This is my first making of tutorial, and I hope to create some more along the years. I will take you through all the modeling, texturing, lighting, and rendering. Here is a render of the final scene (scaled down from 800x600).
"Making of Caterham" by Rano Anandito The idea for this scene came from a Caterham model that I saw at a hobby store a few weeks before. So the next
time I went there I had to buy it. I was hoping to find a blueprint of the model car in the box but it wasn’t there! So I
had to build the model first and measure each object.
"Making of Arkeon" by Woody With this model my goal was to learn how to use normal mapping for a low poly character, a technique that was
new for me in that moment. The model Arkeon Sannath it’s from a game called Confrontation.
"The Old Cupboard" by Jure Zagoricnik Two years ago, when I got involved with 3D I just thought it would be a short phase. I was working for a web company
(I still am) and we needed a 3d model of a shopping city and I guess I was the only one who wanted to try something new. Not to bore you to death, let me just say I got hooked instantly. Modeling wasn't a problem.....
"The Lantern" by Hani Troudy I'm going to go through the modelling, texturing, lighting, rendering and the post production. It's not gonna be a
step by step tutorial but I'll be explaining the main ways of making the lantern.
"Making of It Comes a Time of Death" by Radoslav Zilinsky Hi, my name is Radoslav Zilinsky and my Internet nickname is radoxist. In this article, I would like to present to you
the process of making my picture "It comes a time of death".
"Making of Sten" by Eduardo Oliden Hermida My name is Eduardo Oliden; I was born in Madrid, Spain, in 1977 and I currently work for ‘PyroStudios’.
The model
is based on a design that I found on the Internet, made by Steve Wang, for the movie "Guyver 2: Dark Hero"
"Making of Mama" by Albert Feliu I'm going to explain to you how I created my latest personal artwork called "Mama". I did it for the 50th birthday of my mum, which was several weeks ago. Obviously all the things I did can be done in many different ways. The techniques that i have used in this occasion were chosen depending on the circumstances such as the timeline.
"3DTotal Training DVD - Modelling and Mapping a creatures head" by Richard Tilbury This overview of 3DTotal's Training DVD Modelling a Creatures Head is a broken down version of the DVD. It wont
give away the key elements of the modelling and texturing process but it will give you a insite to how indepth the
DVD is. Part 1 of this overview will be going over a few steps of the modelling, mapping and unwrapping stages
"Making of Nemesis - Nissan 350Z" by Bonar Siregar The name Nemesis, inspired from the decals Che Guevara* a revolutionar, that I put on the hood of the car.
Then the Tribal design was inspired from the Ches’s hair.
"Bad Dreams" by Dorian Bushi First of all I want you to know that this image was created for a competition, the goal of which was Lighting &
Rendering Atmosphere.
"Future Worker" by Gerard Muntes In this tutorial I'll explain the creation process of "Future Worker", a low polygon head of a character. For creating
it I've mainly used 3dStudio Max, Zbrush and Photoshop; all combined with the help of two Total Texture CD's: v4 Humans & Creatures and v7 sci-fi.
"Seat Leon II" by David Melchor Diaz This is a quick tutorial that explains all the process to make this composition. We´re going to see how to make the model, materials, lighting, render parameters and finishing the image with Photoshop.
"Making of Headphones in the Bathroom" by Carlos Ribeiro First of all it’s my pleasure to show this project here on 3DTotal one of the most complete cg website in the world.
Everything began in a free time among my other work, at GP2 Studios - São Paulo ( http://www.gp2net.net ), I got my headphones and start to modelling it, after a couple of hours I started to make the shaders.....
"The making of Bruttus 4Z" by Joao Milando The car that we’re talking about, in this article, is based on the marvelous and beautiful Mazda RX-8 as you may
already noticed. I chose to base this one in RX-8 but I could’ve done sketches instead. Normally, I only create a
picture of the side of the car because, to me, that’s what decides how the car will look...
"Making of Settled" by Raymon Brugman Hi all, for some of those who requested a project overview from me, well here it is. In this project overview I’m
going to tell you how my scene called ‘Settled’ was made. I assume you have at least the basic knowledge and understanding of 3d. This project overview is mainly focused on user’s 3ds max 7
"The making of Ataturk" by Deniz OZEMRE The character was done by using 3dsmax7.5 but sometimes I have used XSI for modelling and unfolding the
mesh but it doesn’t matter at all. I have included as part of my research, all the photos I used and help to explain
"Who is Atatürk"? Atatürk is the founder of Turkish Republic who lived between 1881-1938..
"Making of Dead Twice" by Alessandro Lima This tutorial was made based the development the my last project: Dead Twice. In this i'll explain the techniques
of the modeling, as well to the mapping and texturing. It's possible which my techniques aren't the more used for animations.....
"Victorian Freak" by Merlyn Lear This project was kind of inspired by Van Helsing Frankenstein. After watching the movie I thought I could create a
better freak than that! So I did…. God knows why?
"Flower Bug" by Jacob Johnson This tutorial is going to go over the creation of the Flower Bug image I did for 3D Total. This tutorial will consist of
mainly texture work to achieve the realistic look of a real life flower
"3D Stylized Head"by Athey Nansel-Moravetz There is no 'one' right or wrong way to model a head. Everyone seems to have a technique they prefer, but there is
a vast number of different ways that a person can choose to tackle the problem of modeling a head in 3-dimentions.
"Behind the Portrait of Dorian Grey" by Marek Denko I had a bad time when I could not sleep because of some problems and so I tried to think of something else and I ~came up with this : ) I had no inspiration for my characteres, no concepts or sketches.These creatures were created piece by piece during few weeks. References of a chair, clock, chair, lamp and desk could be found on internet
"Natalie"by Dani Garcia aka Woody The target of this project was to create a rigged character as real as possible and with all the clothes layers.
This has been the first time I do something like this, and also the first time I tried to do a full human character,
so I also used it to learn a lot.
"Low Poly Character"by Matt Marshall
Well this is it. The tutorial that will cover a significant amount of the processes involved in getting an idea into various end results such as Unreal Tournament 2004. I also intend on working with Half life 2 when it comes out if I can spare the time to keep it up.
Modelling
Joan of Arc by Michel Roger This
is simply the best tutorial I have seen, originally
written by Michel Roger in French (view
here) and translated by me (Tom Greenway) and
Stefan Roth. Michel takes you through complete character
creation with over 60 pages of excellent tutition
"Modelling the Nissan R390 GT" by Enrico
Nencini Why
the Nissan R390 GT1? I had just modeled my Peugeot
206 (not that I own one) in Rhino3d, and wanted to
try out a different technique (poly in 3ds max) so
I could choose the best one for me (guess which one
I like most?). I didn't want another everyday life
car . . .
"Texturing and lighting the Nissan R390 GT in
3ds max 5" by Enrico Nencini Creating
a believable 3d model is strictly tied with an accurate
definition of its materials and textures: realizing
and correctly applying the textures on a model is
a complex and long process in the creation of photorealistic
renderings. . .
"LowPoly Character Modelling" by Ben Mathis I
am doing this for two reasons. First and foremost
is so that any potential employers looking through
my work can get an idea behind my workflow. The second
reason, is because so many people model and texture
WRONG! Not that my way is the only right way (but
it is a right way)
"Railway Station" by Jozef Zajac
This
tutorial will be useful for all of you who are trying
to create a 3d model from a real model pursuing to
have precise measurements. Our approach will be to
create a model of a railway station. So here are 2
photos of the mentioned station. . .
Making
a Self Portrait by Kris Kaufman The
self portrait seen here was a project that I undertook
to try and acheive a level of realism I had never
done before. From the initial modelling to the final
touch ups the project was very much a learning experience.
I might also add that I have have a BFA in painting.
Building,
Texturing and lighting a Scene - "The shop' by Juan
Siquier The scene represents a man
and a sculpture, maybe a sculptor observing his work.
All the textures used are from the Total Textures
CD´s see here www.3dtotal.com/textures . I have
used the release 5 of 3D Studio MAX without any plugin
or automatic system of global illumination
The
Making of the "DMF - 239 Coyote" Missile So
I have compiled together an informative tutorial
of how I created this missile in 3D Studio MAX from
concept to rendering. Unfortunatley this tutorial
reads quite MAX specific, but I'm sure the techniques
work over all platforms.
The
Virtual Mime by Dennis Moellers I
start the modeling process with the head. To get the
correct proportions
I took photographs of a friend and mapped the results
onto two plane. . .
"Making
of The Viking animation" by "Cemre Ozkurt,2002" This
tutorial won't give you a lot of technical support
but it will give you the idea how i did it. I believe
that it will help many new people to character creation
"Star
Wars Episode 2 - The recreation of the final scene"
by Laszlo Racz After
the big disappointment of the first episode, I did
not expect much from the second part as well, that
is why it was such a great surprise when I watched
it! I liked the end of the movie so much, that I knew
that I have to make my own version of it
. . .
"Making
of 'L'homme dans la foret'" by Stefan Stinga Hello! My name is Stefan Stinga and I am from
Romania. Since I discovered the 3d world and the possibilities
that someone has in the 3d virtual space and I mean
the possibilities of creating virtual life and building
virtual emotions, this became my passion and I know
that it will remain a passion for a long time.
. .