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On
Site Tutorials
- "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.

- "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.

- '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.

- '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.
- "Resolution
and Compression"
by Ashish Rastogi
Hello
everybody, on request of various 3dtotal.com visitors
I am writing this tutorial. Resolution, Rendering,
Compression makes the animators, digital filmmaker's
life hell that traditional filmmakers do not have
to deal with. So, let's talk about it. . .

- Texturing tutorial by Jose Luis Ramos Serrano
Spending
time in a story saves up work. Let´s do it
step by step. First of all, we´ll do balance
of which elements will appear on the shot. I think
a good way to begin is to define the position of
the camera. . .
- "72
DPI or 300 DPI"
by Ashish Rastogi
Have
you ever asked to your client "What resolution
do you want it?" he responds, "Make it
300 DPI"(dots per inch). Video and 3D Animation
work in Pixels. .
.

- "Three
steps to the eye (Terragen)" by Markus Gann
We
begin with the base settngs in Terragen. First of
all, we setup the camera. It should face upawards.
To achieve this, we place the camera about in the
center of the terrain at a pitch of 90. Btw, there
won't be an actual terrain in this tutorial. .
.

- "DOF
Tutorial Part I" by Yahid "Serial Killer"
Rodriguez
The
other day I was trying to render a scene. As a Max
and Brazil rs user I know that make a render wich
involves a nice AA, more than 3 light bounces, area
shadows, DOF, and more that 2500x3500 px of resolutionand
even more than 800,000 poligons need a lot of patience
and a lot of computer power . .
.

- "DOF
Tutorial Part II" by Yahid "Serial Killer"
Rodriguez
Ok
maybe I didn't explain that as good as I thought
I did, so here's another little explanation on that
subject. . .
.

- "Three
steps to the sun (Terragen)" by Markus Gann
We
begin with the base settings in Terragen. First
off, we set the Sunlight Strength to 2%, that's
important because we don't want the sun to outshine
the rest of the scene later on (in step two) . .
.

- "Modelling
a car" by Sabino Leerentveld
First
things first, this tutorial requires the basic knowledge
of rhino and if you know more than that, well, thats
good for you. ;) . .
.

- "Very
cheap HDRI DIY" by Vincent Lin
This
Tutorial is to show you how to use the inexpensive
thing to make the cool job. This is my first HDRI-Tutorial,
I hope it will help you. Sure, the technique explained
in this tutorial is somewhat inexact, that's because
we use a very simple and cheap way to reach the
effect we are going for. However, this tutorial
can also how HDRI works in general. .
.

- "Pose
to Pose Pop-Through Animation" by Keith Lango
There
has long been two general schools of approaching
animation. Straight ahead and pose to pose. Straight
ahead is what it sounds like: the animator just
charges in and starts animating in a very stream
of consciousness sort of way. This results in some
genuinely inspired animation that flows extremely
well. .
.

- "Life
After Pose to Pose: Taking it to the Next Level"
by Keith Lango
In
my first animation tutorial that I wrote over three
years ago, I outlined a fairly common (but under-documented)
methodology for managing one's keyframes in CG character
animation. The point of that tutorial was never
to declare that it was the only path to great animation,
but was merely a suggestion for one way to approach
your animation in a sensible, organized fashion
that hearkened back to our traditional animation
roots. .
.

- "Electron
Microscope Rendering" by Pete Draper
Creating
such an effect isnt all that difficult; the
material setup is pretty much straight forward,
but a few additional elements can be introduced
to give your scene a little edge in the realism
stakes. As always, when trying to emulate something
in real life, albeit something viewed using a piece
of equipment, is to obtain as much source imagery
as possible.
- "Lighting Tips - Featuring Coney!" by Kory Heinzen
This
Guide is meant to be a starting point for lighting
in the CG world. These tips and techniques will
be skewed towards a gaming environment with an emphasis
on storytelling. There will be information here
that has been covered many times before, but hopefully
there will be something that sheds some light on
how to apply traditional film and illustration techniques
to the world of computer graphics.
- "Fake Depth of Field" by Jorge
Enrique Baldeón
This
is a quick method of faking camera focal blur. Its
not exactly acurate but gives good results for a
heavy workflow project that could take a lifetime
to render with conventional depth of field effect
of any software. With this principle you can get
nice blury backgrounds or defocus near objects.
- "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.
- "Modelling and
a little more" by Nikola Drincic
This
tutorial will be the first one in line, so watch
out they're coming. This one will cover basics of
modeling, and a couple of things on the side. I
will try to cover the things that you can not find
in books. It's like they left them out on purpose.
. .

- "How to Combine a Photo and a CG Object"
by Da Duke!
There
are different ways to build a hdr image. Fisheye
or mirror ball. If you want to use a camera with
a wide angle lens you must take many photos and
stitch them together.
- A
Simple Method for creating Walk Cycles
Animating a
walk, where do we begin. Well first we need a character.
For today's lesson we're going to use Mr.Stickman

- Lighting
Theory for CG
A
a tutorial designed for application of lighting
theory to computer graphics and requires a basic
understanding of 3D principles. (uses lightwave
but theory is good for all packages)
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