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
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- "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
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