General
 
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Write into Lynette Clee - Content Manager here at 3dtotal with your idea/subject for a tutorial and she will give you full details

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 isn’t 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)