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"Textures Vs Geometry and the value of Specular Maps" by Richard Tilbury Commonly these images are small renders designed for use on the sales page of the 3Dtotal website and as such
are not lengthy projects. Therefore being able to get maximum impact with minimum effort is important. As a result I
often do not spend time modelling the details especially when the aim of the exercise is to promote the value of
textures.
"Texturing The Ship Deck" by Richard Tilbury This scene incorporates some of the geometry I modelled for a nautical theme set on a ship which was designed
to be used in a series of lighting tutorials. I used one of the key components in the form of the steps and a simple support column and placed them on an exterior deck with a metal, panelled wall as a backdrop.
"Baking GI Shadows into a Single Texture" by Lune Cheetah Hello and welcome to this exercise about how to bake Global Illumination into just one texture. This is used mainly to import models to real-time 3D engines where objects have to be rendered at least 60 times per second.
"General Texturing Techniques" by Richard Tilbury
This particular scene was designed purely to promote the upgrade to the Fantasy collection in the Total Textures
product range. The idea behind the image was to visualise a modest interior or entranceway within a Medieval /
f
ictional setting that would convey how some of the textures could be utilised.
"Material Tutorial: Chrome" by Florence Design Academy Chrome is one of the most used materials in the Design field. This material needs only a few settings to be
rendered in an optimal way. You can see many samples of chrome in the design gallery of the Florence Design
Academy http://www.florencedesignacademy.com.....
"The Corridor" by Richard Tilbury This particular scene was designed to be simple in terms of the geometry involved and therefore putting a little
more emphasis on the texturing aspects. The idea beind the project was to model a single, straight corridor that
ended with a doorway and one that would be textured using contrasting sets from the 3D Total Textures collection
to convey scenes from different time periods......
"Galvanized steel using procedural maps in 3dsmax" by scrimski Galvanized steel is a material often used on larger structures like hangars, gates, houses etc. A procedural attempt is useful for avoiding additional unwrapping on background objects for instance.
"Making of London Scene" by Jure Zagoricnik Since I didn't have that much 3D knowledge, I kept things very simple. Most of the objects started out as a box and
then I proceeded to pull the edges/verts, cut, extrude (basic polymodeling tools). Only a few objects use
Meshsmooth modifyer.
"Creating seamless textures" by Steffen Unger Finally i found the time to do the tutorial about creating seamless textures within 3dsmax, i used 3dsmax 5 when I
made the pictures, but you can use version 6, 7 or 8 also, using version 8 with its peltmapping would also make
it easier. And here we go.
"Making Qwerk" by Mark Dooney This tutorials uses 3ds max, Texporter, Photoshop and the Total Texture CD 7. I don’t claim to be
responsible for thinking of these methods, I simply learnt it from doing lots of tutorials, practicing and
talking to friendly people on forums, hopefully I can pass something on.
"Creating Ice" by Thierry Canon I created an ice diamond shader for a commercial spot (magudesign - www.magu-design.com). The software which I used was 3ds max 7, and using shake for compositing and vray for all the rendering. The images were not to exceed 5 mn because I was to make 3 mn of animation in one week so...no light, no displace, no GI, just a vray shader with refraction, reflexion and fog.
"After War" by Charley Carlet This image was put together for the sake of this tutorial in an attempt to show how I go about creating various
materials. The final image is meant to be in the evening and some of the materials are slightly adjusted for that.
However in order to better see what is going on, I have rendered a more noon day lighting for each of the
materials......
"Making of Cherries" by Vanmeerbeeck Frederic I used 3ds max 6 as the main tool in this work. I created cherries with the edit mesh technic and all the objects
are very simple. I've just added a meshsmooth to round up the model. The ground is made of a simple plane
and the bowl is created with a line, and with the lathe deformer
"The Building" by Ferenc Haraszti This scene was created mainly in 3dsmax and rendered with VRay. All textures are 3DTotal textures without
exception, and just to show you how good they are, I decided not to modify any of them, but used each one of
them as they came off the discs.
"Making of Living Room" by Chen Qingfeng This is a tutorial based on a livingroom which I did before and has been recording in 3dtotal’s texture CD as a
paradigm to show how to enhance your scene skill.
"Private Eye Office" by Ilan Cohan In this tutorial I will explain some general steps that took me to create this image. I used 3dsmax 7, V-Ray 1.46 and Photoshop cs for texture editing. My work based on the art of my talented friend and concept artist "Gil Rimmer"
"Maxwell Interior - Day and Night" by Benjamin Brosdau Hi and welcome to this project overview. This is a tutorial based on a scene I did earlier and which has been
retextured along with 3dtotal’s texture CD’s as an example of how they can greatly enhance your scene.
Since the entire scene already existed I could focus entirely on texturing and surfacing. This is our starting point
"Vertex Paint in procedural materials" by Radoslav Zilinsky Procedural materials are very powerful and combination with vertex paint are even more. This tutorial will be just
about procedurals, so im not gonna use a single bitmap in it. I don't want to tell you that procedurals are better
than bitmaps. Both have its own advantages and disadvantages..
"Making of Flower" by Nenad Tomic In this tutorial I am going to show you how I did the picture. I will not go into step by step details and I assume
that you are familiar with the basics of 3D Studio MAX. This tutorial describes modeling, lighting, texturing and
post production of the scene...
"Human Skin - The Mental Ray Subsurface Scattering Fast Skin Shader" by Philippe Le Miere Subsurface scattering is light passing through and diffusing within a thin translucent material. Human skin is an example of such a material as it is made up of many thin translucent layers. A Subsurface Scattering material is
ideal for re-creating skin in 3D computer graphics....
"Behind the Years" by Hani Troudy This is my first tutorial...I will show you the making of my latest scene "Behind The Years", I done the scene
with 3dsmax 6, Vray and Photoshop. It'll contain modelling, texturing, lighting, rendering and post production...
Not very detailed, but I hope it's useful
"Making of Somewhere in the Sky" by Andre Surya In this image I wanted to create Fantasy-realistic high-class interior over the sky, therefore Fantasy and
realistic mix between modeling, texturing and lighting is needed, so I decided to modeling almost all the
main furniture/object as fantasy-shape, and for texture
"Lightmapping a Level" by Kieran Belkus Basically lightmapping (baking textures) is to render out a single map for your level with lighting already applied
to it. The idea is that instead of creating lights in the programming application wich can drain the cpu, we could
just render out the level with the light and shadows already burnt onto the texture.
"Anhells" by Julio C. Espada In this tutorial I will talk about some of the processes I have used in the creation of Anhells. I will not go in deep for
evey aspect of the image, so i´m assuming you have a good knowledge of your favourite 2D/3D software. I used
3dsmax, photoshop and combustion as the main programs
"The Phoenix Building" by Juan Siquier In this tutorial I will go through my usual workflow with simple steps (trying to make it as simple as posible), to build
a scene, from the preparation for the project (Pre-Pro) untill the final render, as always using Discreet 3D Studio Max,
for the modelling, mapping and lighting, and Photoshop/Bodypaint for the texturing based on the great 3D total
collection of textures
"Stay Awhile" by Jacob Johnson When making a realistic environment we must look at the world around us and figure out how the environment
works. What are the things that make a space look unique? How does the weather affect the way the texture will
be preserved? There are many ways....
"Frog in the Pitcher Plant" by Ferenc Haraszti Just a short rundown on how the image was brought together. The entire scene was created in 3dsmax5.1,
rendered with VRay and finally the picture was touched up in Photoshop
"Texturing the Temple" by Chen Qingfeng I made one simple space for this small tutorial with the use of the good textures of Total Textures. I designed
this space is big space, and Waterway round it
"SL500 Texturing and Lighting"by Simon Reeves This tutorial uses 3dsmax 6+Mental Ray, Photoshop cs [although v7 definetly has the features used] Texporter and 3dtotal Total Textures 8, the model is one I made last year, so I wont go into the modeling process.
"Hungarian House" by Karin Eszterhás I created this model of a Hungarian house in 3DStudio Max 5 and rendered with VRay. To use the 3DTotal Textures as fully as possible, and get the aged look so typical for many houses in the small towns of Hungary.....
"Kogaion Bot" by Teo Popa
First of all I made a sketch with the general volumes of the project. It is not a work of art or a very detailed drawing as you see due to the fact that I did not want to restrict the model from the start. . .
"The Hanger" by Miguel Fonseca
This was the Image that I made for the 3DTotal CD v7. The CD's are full of textures which can be used in a great variety of images and models, robots, spaceships, whatever. My Intention in the beggining was to create the ship only but then I started to model the environment and the results were as follows, the hangar. . .
"Tram" by Ferenc J. Haraszti
First, I'd like to say a huge thank you to 3DTotal.com's staff for giving me the opportunity to test their latest texture maps. All I can say is they are most awesome! All this was made in 3ds max 5.1 and rendered with VRay. . .
"Return of the Princess" by Miguel Fonseca
This scene was entirely textured with Total Textures V5 'dirt & graffiti' and v6 'clean textures' from 3D Total. The 'Return of the Princess' was made in 3Ds max 5.1. This is the first time I have textured a scene twice, one with clean textures and second applying some dirt maps. . .
"Kitchen" by Chen Quinfeng
Hello and welcome to this Project Overview. I wish to share with you some thoughts on Texturing and Post-Production. . .
"Texturing Tips" by Julien Noel
This tutorial is aimed to 3dsmax users but can be achieved with any 3D package. First I will show some details of the modeling and after I will explain my texturing process. . .
"Lane" by Li Suli
Hi,welcome to my little tutorial. I will give a little explanation of how I created this scene.
As you can see, the ancient buildings in this picture are from Anhui Province of China. . .
"Venice Dockyard" by Corey Butler
I will give a little explanation on how I created this scene, and hopefully you will come away with some new techniques that I have used. I use 3dsmax but of course this can be applied to any other 3D software package. . .
"Making the Scene" by Julien Noel
This tutorial is aimed at 3dsmax users but can be followed with any 3D package. First, I will show some details of the modeling and afterwards I will explain the texturing process, after that I'll say a few words on ligthning. . .