3d Studio Max

Project Overviews

Digital Painting

 
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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 Chris Perrins


  • "Making of Wolfsschanze" by Stanislav Klabik
    Idea for this project come from needing to make something really different, to make a totally different visualizations
    and from needing to make something with World War II as a theme. After several hours of seeking, I found the perfect photo with ‘’Hitler´s headquarter-Wolfsschanze’’ or’’ Wolflair’’ in east Poland, so I knew that I found what I looked for
    ...



  • "Making of Lego Snowspeeder" by Sjaak Alvarez
    In this tutorial I will build a complete LEGO model from scratch using 3ds max 8. Originally I made this for the
    speed modeling contest. Since the purpose of this contest is to model as much as possible within one hour,
    I didn’t model the underside of the bricks
    ..



  • "The Yellow House" by Huseyin Karaasian
    Welcome to the first part of this three part making of Huseyin Karaasian Yellow House using the Total Texture Cd's


  • "The Corridor" by Richard Tilbury
    This particular scene was designed to be simple in terms of the geometry involved and therefore attributing a
    little more emphasis on the texturing aspects using techniques somewhat akin to games development.




  • "making of The Turning Point" by Justin Kellis
    Sometimes when I sit down to do a painting I'll have been thinking about it for some time in my head about what I
    want the subject of the painting to be, what type of setting and lighting etc. However for this particular painting
    all I knew was I wanted to do a picture of a Mermaid.



  • "Making of Vaulted Street" by Cetin Tuker
    The idea of this project comes from traditional Turkish narrow streets. It is usual to see narrow streets in
    Mediterranean architecture. Another idea was to use a dome and put some Turkish style traditional
    ornamentation on the interior surface of the dome.....



  • "the making of Tortured Souls - Petite Soeur" by Sebastien Sonet
    The idea for this model came from Clive Barker’s universe. I’m a true fan of the first Hellraiser, and the
    “Tortured Souls” figurines. So my intent was to create my own vision, while respecting Barker’s original concept.  I wanted to create a mysterious figure -- disturbing and attractive in the same time -- captive in a hybrid and tortured
    body.



  • "Making of Lonely and Left Behind" by Dennis A. Hoppe
    I already started this project overview some time ago with a very detailed tutorial on modelling a human head using boxmodelling in Max5. Then, after already having written 35 pages, I realized, that it would probably become too long
    and started all over again. ;-) Nevertheless, If you´re interested
    .....



  • "Making of Beanpod Blooming" Wang Xiaoyu
    In China, there’s an ancient saying “a woman looks prettier when she looks back back over her shoulder with a smile. So, I chose this pose for this still.


  • "Making of Caterham" by Rano Anandito
    The idea for this scene came from a Caterham model that I saw at a hobby store a few weeks before. So the next
    time I went there I had to buy it. I was hoping to find a blueprint of the model car in the box but it wasn’t there! So I
    had to build the model first and measure each object.



  • "Making of Arkeon" by Woody
    With this model my goal was to learn how to use normal mapping for a low poly character, a technique that was
    new for me in that moment. The model Arkeon Sannath it’s from a game called Confrontation.



  • "The Old Cupboard" by Jure Zagoricnik
    Two years ago, when I got involved with 3D I just thought it would be a short phase. I was working for a web company
    (I still am) and we needed a 3d model of a shopping city and I guess I was the only one who wanted to try something new. Not to bore you to death, let me just say I got hooked instantly. Modeling wasn't a proble
    m.....


  • "Making of It Comes a Time of Death" by Radoslav Zilinsky
    Hi, my name is Radoslav Zilinsky and my Internet nickname is radoxist. In this article, I would like to present to you
    the process of making my picture "It comes a time of death".



  • "Making of Sten" by Eduardo Oliden Hermida
    My name is Eduardo Oliden; I was born in Madrid, Spain, in 1977 and I currently work for ‘PyroStudios’. The model
    is based on a design that I found on the Internet, made by Steve Wang, for the movie "Guyver 2: Dark Hero"


  • "Making of The Seedbed" by Ao Xingcun
    Hello, I am Ao Xingcun from china. CG is one of my favorite means of creation in art. In this article, I think it is a
    pleasure to share the technique with you, which I have used in the art creation. The main subject I want to show
    in this works is harmony as well as opposite relationship between nature and the huma
    n......


  • "Making of Fugitive" by Mostafa Mahmoud Zaki
    The Fugitive is full 3D scene done with 3D Studio max for modeling Photoshop for drawing textures that were done by
    me and afterburn for final effects and Vray for rendering


  • "Making of Young Rodeo" by Rishikesh Nandlasker
    The idea and concept for this image for a young boy riding a huge bull came to me while scribbling in my sketch
    book. I then went about creating a rough story revolving around the image.



  • "Making of Mama" by Albert Feliu
    I'm going to explain to you how I created my latest personal artwork called "Mama". I did it for the 50th birthday of my mum, which was several weeks ago. Obviously all the things I did can be done in many different ways. The techniques that i have used in this occasion were chosen depending on the circumstances such as the timeline.


  • "Making of The Queen" by Peter Chen
    This “making of” article is sharing my knowledge of how I made the character – The Queen. I assume you have the knowledge of basic modeling skill in your favorite 3d package and I will focus more on rendering



  • "Making of Nemesis - Nissan 350Z" by Bonar Siregar
    The name Nemesis, inspired from the decals Che Guevara* a revolutionar, that I put on the hood of the car.
    Then the Tribal design was inspired from the Ches’s hair.



  • "Making of Drunken Leprechaun" by Andre Wilke
    This scene was done in Cinema 4d for modelling, texturing and rendering. Post production done in Photoshop


  • "Making of Left Behind" by dOUGh
    This image was created using Lightwave for all 3D-work and Photoshop for textures and post-processing. Most of
    the material for the textures was taken from the complete “Total Textures” collection.



  • "The making of Macaw" by Waheed Nasir
    Hi there, I have chosen one of my own digital paintings, “Macaw”, for this step-by-step demonstration. Here im
    working in Artrage, to have a painterly look. Working in Artrage is like doing a real painting, one has to do things
    manually and that’s what I love about it.



  • The making of Automaton" by Kazuhiko Nakamura
    The idea of “Automaton” was born from the unique corporal images from anatomy models, crash test dummies,
    and mechanical dolls. I became deeply interested in the variable structure and antique mechanism of these bodies. Then, I hoped to add the pleasure of this variableness to the character...


  • "Bad Dreams" by Dorian Bushi
    First of all I want you to know that this image was created for a competition, the goal of which was Lighting &
    Rendering Atmosphere.



  • "Making of Tearful" by Arash Ohadi
    This image was done for a competition at a Swedish community for 3ds max, www.animate.se. I will be focusing
    on the material setup.



  • "Making of Skullhead Mobster" by Harshdeep Borah
    Hello My name is Harshdeep Borah. I'm originally from India, but did my CG studies from Vancouver, Canada. I am sharing my knowledge of how I made my latest character SKULLHEAD MOBSTER. I don't intend this to be an indepth tutorial, but more over a 'Making Of'. And I assume you have a good knowledge of your favorite 3d or 2d software.


  • "Making of Zhou Zhaung" by Xu Fei
    Though I haven't been to Zhou Zhuang, I was attracted by the worn-out wall and the winding bridge when I saw the
    scene first time. Therefore I found some reference pictures from the network
    .



  • "Seat Leon II" by David Melchor Diaz
    This is a quick tutorial that explains all the process to make this composition. We´re going to see how to make the model, materials, lighting, render parameters and finishing the image with Photoshop.


  • "The making of All Road" by Neil Maccormack
    Originally I knew that I wanted to design and model a futuristic vehicle of some description without knowing exactly
    the type..



  • "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
    .


  • "Making of Day" by Chen Qingfeng
    For the scene I made one simple building for this small tutorial and with the good textures of 3DTotal I made
    this model from one photo, and made one street for this small tutorial
    ...


  • "the making of Wall Street" by Carlo Maura
    The modelling for this image is quite simple because it’s essential made by profile extrusions for skyscrapers
    and by subtractions for windows.Most complicated parts as the street-lamp were modelled using box modelling.



  • "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.



  • "The nature of man" by Roman 'dOUGh' Kessler
    This scene was made using Lightwave for modelling, Photoshop was used for the textures, background
    image and post work. FPrime was used for final rendering.


  • "Making Swords and Daggers" by Tim Ellis
    This overview is specific to Blender 3D, although the principles can be applied to most other 3D applications.
    Some knowledge of Blender will be needed, as I don't cover any hot keys
    . I used the textures directly from the
    Total Textures V14 CD, without modifying them
    .


  • "Making of Happiness is a Blue Bird" by Jose Manuel Oli
    "Happiness is a Blue Bird that one afternoon settled on our warm palm and left us something like a trace of a lost paradise that never was reached by anyone and that everyone dream with at some moment, sleeping or in wakefulness".


  • "The making of Bruttus 4Z" by Joao Milando
    The car that we’re talking about, in this article, is based on the marvelous and beautiful Mazda RX-8 as you may
    already noticed. I chose to base this one in RX-8 but I could’ve done sketches instead. Normally, I only create a
    picture of the side of the car because, to me, that’s what decides how the car will look...



  • "Making of Balthar" by Heber Alvarado
    I start by researching what kind of character I would like to create. During this process I think about every aspect of
    the character. Where does it live? What does it eat? age? weight? size etc. I believe thinking about all these things
    will help you to create a far more interesting character and create some history for the viewer to discover.



  • "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 3:00am" by Sebastian Noll & David Kotterheinrich
    This Overview is about the 3.00am picture which Sebstian Nöll and me (David Kötterheinrich) created for 3dTotal


  • "Making of Settled" by Raymon Brugman
    Hi all, for some of those who requested a project overview from me, well here it is. In this project overview I’m
    going to tell you how my scene called ‘Settled’ was made. I assume you have at least the basic knowledge and understanding of 3d. This project overview is mainly focused on user’s 3ds max 7



  • "The making of Ataturk" by Deniz OZEMRE
    The character was done by using 3dsmax7.5 but sometimes I have used XSI for modelling and unfolding the
    mesh but it doesn’t matter at all. I have included as part of my research, all the photos I used and help to explain
    "Who is Atatürk"? Atatürk is the founder of Turkish Republic who lived between 1881-1938..


  • "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



  • "Making of Sofia" by Thithiti K.
    This image was created with the intention to use as a guide for some learners in my class to show how to subdivision modelling, and lighting. I was inspired by a Japanese model so I used her as a prototype to build the image


  • "Making of Tundra" by Daniel Moreno
    This is a making of the the scene that I created called Tundra


  • "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.



  • "Summer in Gerona" by Miguel Fonseca
    Hi again and welcome to my tutorial. Summer in Gerona (Gerona - border Spain with France), is a combination of
    rustic house elements in a fantastic light environment in a bright sunny day. Once more i try to combine a variety of materials that 3dtotal texture cd's offer me, i try to explore the power of the light, instead making a clear scene. I add some props to the scene and choose a camera plan that.....



  • "Making of Dead Twice " by Alessandro Lima
    This tutorial was made based the development the my last project: Dead Twice. In this i'll explain the techniques
    of the modeling, as well to the mapping and texturing. It's possible which my techniques aren't the more used for animations.....


  • Symphony of the Clouds" by Andrew Suryadi
    This scene was made with Maya (modelling, Texturing, Lighting and rendering), texture editing and final
    compositing in photoshop. The idea for this scene is to depicted a dramatic sunrise moment that had a
    panoramic clouds.



  • "Behind the scenes of Autumn" by Eldar Cholich
    This article aims to answer some of the specific questions I have been getting in regards to environment Autumn.


  • "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


  • "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...


  • "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



  • "Creating an Alien head" by Grzegorz Jonkajtys
    I have created the model in Softimage XDI Foundation 4.2. I keeped the model pretty low poly, since I was
    planning on adding necessary details later on using Zbrush.I have also created the necessary UV map in
    Softimage.



  • "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



  • "Centuried Street" by Weiye Yin
    This tutorial explains how I created the textures for this scene...


  • "Man with Pig" by Francisco Ferriz
    In this tutorial I will explain in a very simple way the steps to create this image. The idea was to create a scene
    where to be able to apply the textures from off this cd. After many ideas I decided to create a street where to be
    able to use textures of bricks, floor, walls, windows, doors, wood, trees...


  • "Barber Shop" by Brian Baxter
    I wanted to create a stylized urban environment, consistent with some cartoony/gangster characters I'd been
    working on. To help visualize the scene, as well as for some inspiration I collected together various images,
    primarily from the web.



  • "Making of - They Came From the Sea" by Danny Felch
    The scene was originally made for a 3d challenge on the Danish 3d community site www.3dmaxer.dk, it won
    the contest even tho it was not finished, but the main feel, modeling and concept was there



  • "Rustic House" by Miguel Fonseca
    Once again i'm here to make a short tutorial about the new outstanding 3D total CD no.12/13 Textures. This new
    CD is full of textures of around the world, several types of walls, bricks, concretes, great for exterior and interior architectural scenes, and with a great variety of materials



  • "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


  • "The Bell Gate" by Andrew Suryadi
    This scene was done in 3dsmax for modelling, texturing and rendering. Post production done in photoshop


  • "Victorian Freak" by Merlyn Lear
    This project was kind of inspired by Van Helsing Frankenstein. After watching the movie I thought I could create a
    better freak than that! So I did…. God knows why?



  • "Birth of a Dawn" by Khalid Al-Muhurraqi
    I was strongly influenced by the sinbad travels to the strange land and finding new discoveries and new exciting landscape, this is were this location looks interesting strange but familiar and warm with a bit of a


  • "Blind Warrior" by Ryan Lim
    This tutorial will briefly describe how I created my blind warrior from a painting 
     


  • "Village" by dOUGh
    I wanted to create a warm and pleasant nature scene. I have seen an old painted picture, which used the same perspective for a view over a valley. I wanted the viewer to look over the ocean instead. For such an image I needed an environment with the hill itself, a few houses and a lot of plants.


  • "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


  • "Making an Orc" by Herbert Lowis
    This tutorial will describe briefly how I created my orc character from scratch.


  • "Curious-3"by Khalid Al-Muharraqi
    This image is three aliens that keep on coming back to the same spot once a month, they are interested in us as
    much as we are in them, We try to keep quiet as they look at us, observing each other it seems, they might me be explorers are interested in the universe.



  • "Behind the Portrait of Dorian Grey" by Marek Denko
    I had a bad time when I could not sleep because of some problems and so I tried to think of something else and I came up with this : ) I had no inspiration for my characteres, no concepts or sketches.These creatures were created piece by piece during few weeks. References of a chair, clock, chair, lamp and desk could be found on internet


  • 'African Mole Warrior' by Pete Sussi
    This tutorial will give you some insight into working with textures and adding some details to our model.
    I decided to re-work my original "mole warrior model", which was based off of Feng's wonderful design and create my own "african warrior mole


  • "Natalie"by Dani Garcia aka Woody
    The target of this project was to create a rigged character as real as possible and with all the clothes layers. This has been the first time I do something like this, and also the first time I tried to do a full human character, so I also used it to learn a lot.



  • "Autumn"by f2creative.net
    Since it was about Plants and Trees, it was near that we did a landscape scene. Sebastian wanted some water in, I wanted leaf's flying around. At first we started with the main landscape shapes, the position of the water, basically the main scene layout. You can see a screenshot of the final scene below......


  • "Home" by Roman'dOUGh'Kessler
    This is a very simple scene. There are only 2 “real” Objects in the scene, the windmill and the homecoming man. The ground is a very simple subpatched object. The footpath has a few more polygons to create bumps and holes. All the bigger Plants, as well as the long grass, are planes with textures from the Total-Textures v10. The small grass was made with Sasquatch.


  • "Layering Cultures" by Marco Rolandi
    The purpose of this tutorial is to create a scene using most of the textures contained in cd number 9. Examining the content of texture cd, you’ll soon realize each own “civilization” solved the same problem into different ways, using very different materials. Some used stones, some wood.


  • "Saturday Knight Fever" by dOUGh
    I knew this would require a lot of different people to make the scene interesting – and I also knew that I would
    not be able to create 3D-models for so many different people. To model the knights was a logical decision, since
    the armour would be the same for most of the knights. But for the other people in the scene it was easier to
    create “place holders”
    .....



  • "The Birdhouse: Autumn version" by Clément Choblet
    The first step was to create leaves meshes from photos. I was quickly done thanks to images and alpha channel
    quality.



  • "Fruits season in Arabia" by Khald Al-Muharraqi
    In order for me to show how 3D-totals textures are impressively well done, I thought of proving that in developing a scene that has very little polygons and very simple to develop even for the beginners, The other thing was not to use to many images...