Project Overviews
 
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Project Overviews Tutorials
This is the newest section of 3DTotal's tutorial area, these tutorials are not designed to be step by step guides and are often not software specific but instead provide an insight into how great cg is created, how projects are tackled and give away a few tips from the pros. . all in all very worth while! Happy browsing!

Are you interested in turning one of your recent projects into a tutorial for this section. It must match the quality of the work below but we make it worth your while ;) write into Lynette Clee - Content Manager


  • "Sunrays" by Rudolf Herczog
    The idea for this image came up some time ago, when i bought a book about Romanesque architecture. Decided to do some building myself.
    I started off by modeling an arch and the column. Once i was satisfied with the shape, i copied these and built up an entire hallway. . . .


  • 'Simple Texturing process' by Yann Vaugne
    So let's start with title explanation, why "simple"?? Just because I try to make the texturing process as simple as possible, and the model too, (I'm a lazy guy)....and especially because my predecessors are much better than me in this discipline... So, no uv map, no vertex color map, just images in color, diffuse, specular and bump channel.


  • "Lord Of The Birds" by Raphael Lacoste
    First, It's better to have in mind a picture, draw it on paper, it's the best way to illustrate where you want to go ; it can be a very rough sketch, very simple to help you to place your volumes, camera and lighting.

  • "Beauty lies in Simplicity II" by Adam Guzowski
    In this tutorial I will write much more about compositing a scene, and i will try to show you that accidents have nothing to do here. Also, I will write about psychology and physiology in the scene, describe to you, why I place my objects exactly where they are and show you how to create a good looking scene, using very simple objects.


  • "Modelling J-N3-R" by Jorge E. Baldeon
    Hi kids. many people ask me how do i work on my models(modeling, texturing,etc...), so i decided to do a short demonstrative project to show that it isn´t hard to model, well not how i do it.


  • "The Making of Toyota Matrix, 2002" by Richard Rosenman
    This is an extended section containing more detailed information regarding the production of the Toyota Matrix commercial. Since I am specifically involved in the 3D digital animation industry, this section goes into further explanation of the 3D aspect of the spot, primarily the 3-shot sequence of the animation peeling off of the vehicle.


  • "Combining Shaders and Maps by Peer Draeger"
    I hardly use plain bitmaps for my textures. Instead,I mix and modify them with shaders. This helps with quickly changing color, breaking up patterns, or adding the little extra to the bitmaps. Working that way also lessens the blur of materials at closeups.


  • "Scene-Compositing using Layers" by Pawel Olas
    Normally I have an idea of what I want to create in 3D and then use all my abilities to create a picture or an animation I have in my mind. In this case I've got plenty of high quality texture maps and have to make something out of them.


  • "Venetian Afternoon" by Tim Jones
    Every artist has their own methods for creating their artwork. In this project overview I would like to share some of my methods with you.


  • "Texturing using Blending" by Ferenc J. Haraszti
    In this tutorial I want to let you have a look into the way I textured the scene below.
    I wish to concentrate on two techniques that will serve you well on plenty of different occasions.



  • "Texturing Tips" by Tom Greenway
    This tutorial was made in 3DStudio max 5 but covers theories and principles only which are relevant to all 3D software packages. To start, we will set up a very simple scene, the intention is to let the textures and the lighting to the work so all we have for the geometry is 2 planes and 1 sphere, indicated below.


  • "Astronaut - Patchmodelling" by Adel Adili
    By using patch-modelling in Max the artist can create complicated stuff as organic models. Here you can see the head of the astronaut which was done in Max 3.1


  • "Backyard" by Christian Waadt
    My little tutorial covers the texturing process of my backyard scene.
    Of course I will not deal with everything - no one would read the whole story :)



  • 'Creating 'The Ally' by Joel LeLièvre
    This is my first ever tutorial so bare with me... :) I wanted to do a scene that was realistic when it came to composition. I wanted it to have realistic texturing, lighting, and modeling.


  • 'Layering Textures' by Phil Emery
    This is a relatively simple image to create. The objects are mostly basic shapes with small modifications. Much of the effect comes from using layered textures - a technique used extensively in this scene.


  • "Texturing the Cathedral" by Chen Qingfeng
    Hello and welcome to this Tutorial. I wish to share with you some thoughts on Texturing and PostProduction.
    The original model I am working from here, was made by Marko Dabrovic of RNA Studio . . .


  • "The Sculpture - A Texturing Tutorial" by Edoardo Belinci
    The scene consists of four essential components: the stairs and balcony, the sculpture, the illumination and finaly the complex texturing. You will see how Dirt Maps can increase the realism in your scenes as you go through this tutorial. Let's jump right into texturing the scene then, shall we?


  • 'Project Overview Tutorial' - 'The Temple' by JJ Palamo
    I decided not to do a very complex scene, so you can notice the importance of a good texture-job. I spent half a day making this simple mesh. It´s only two walls, a column and some details for broken arches.


  • "Making the scene - from modelling to the final rendering" by Adam Guzowski
    This tutorial consists of two parts. The first part includes modelling techniques, lighting and cameraplacement.
    The second part presents information on texturing and rendering the scene.



  • 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


  • "Texturing a Scene using the Total Texture CDs" by J.Roever
    The Locomotive has an extra procedural map too, that gives a dusty look. I used only 2 techniques of mapping of the textures, because its always the same way: look at the geometries of the objects, and decide . . .


  • "Texturing a Scene" by Nikola Drincic
    This tutorial will show you how to texture a whole scene. I will try to do a simple texturing job on a complex scene (lots of objects). The whole texturing is going to be done only in 3D Studio MAX, but it will work in other packages with their respective tools just as well.


  • "Lady Sculpture" by Adel Adili
    As the two halves of the modelare identical ,first I worked on one part of the model then after completing it I copied and mirrored it and the two halves were combined and merged. . .


  • "The Making of S.C.A.R.A.B by Rory Woodford
    I am highly influenced by the style and techniques of Dave Wilson's work. He was my former department head and therefore I was exposed to his techniques from birth to final image. For a while I had wanted to make a robot in this style, so that I could, learn how to do every aspect of it 1st hand