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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- "Making of Shaved Bumble Bee" by Till Nowak
"The Shaved Bumblebee" is a computer generated image created by Till Nowaks to participate in the "strange
behaviour" contest of cgtalk.com in October 2007. It tells the little story of the bumblebee Bernard who wanted to
impress his friends with a funny experiment. It was one of these boring days, when they were as usual looking
for some adventure or monkey business to get involved in, when the three bumblebees....

- "Making of Revolution" by Zhang Yang
This character was modelled in Maya, using the low polygon modelling process. Firstly, I modelled a standard
human body, spending much time on his topology structure because I will need him to pose a highly difficult
gesture at the end. The teeth, eyes and hair, all require great patience...
- "Making of the Modified Megane" by Rafael Rubio Munoz
The “Modified Megane” project started as a personal challenge to improve my skills in modeling. The car modeling
was one of my greatest handicaps ever, so I thought it was the right moment to prove my skills. I choose the Renault Megane as it's one of my favorite cars, in fact I have one and could...
- "Making of Z14" by Exodo Digital Workshop
About 6 months ago, some guys in the company starting arguing over of a beer that it’s impossible that a civilization
that can travel 1,000 light years from a star, would come to earth and crash in Roswell. From this conversation we decided to produce, in our free time, a short film which will tackle the adventures....

- "Making of Varga: Normal Mapping" By Paul Tosca
This is not a step by step tutorial. I will summarize the workflow I used for one of my characters with lots of images
and some print-screens directly from the applications used (maya/mudbox/photoshop etc ...), also in the end i will provide some info about tangent space normal maps so you could think of this tutorial as mainly normal mapping
related stuff.

- "Making of Taxi" by Maksym Khirnyy
I have always been fascinated with flying cars, and it was a dream of mine that maybe one day I could pilot such a
flying car. Since that is far off though, I thought I would make a piece of art related to the idea instead…
- "Making of The Homer" by Carlos R. Bisquertt
Ever since I was first introduced into the world of 3d, I have intended to model the “mandatory” CG-car, but I never
quite felt skilled enough for the task, and with so many beautiful renders showcased in almost every gallery I visit,
my desire was always pushed aside...

- "Making of Quiet Room" by Yan Chan
Hi everyone, in this “making of” article I am going to show the general process that I went through to create the
“Quiet Room”. I used Autodesk Maya to model all of the objects, and used Photoshop to do the texturing work.
“Quiet Room” is one of my recent personal works; I love scary movies, so I think it would be interesting to create
an empty, creepy, little room....
- "Making of Curvy VW Bug" by Fernando Bello
It’s been years since I had the desire to model a cartoon car; I remember spending hours browsing all the images from the 3DTotal gallery looking for inspiration, and each time I laid my eyes on a car I would feel more and more inspired to make my own. That was how I ended up making plans to build a Volkswagen Beetle – also known as “Fusca”, in Brazil.

- "Making of Black Widow" by Zoltan Zorcsok
Read about how Zoltan uses Modo and Zbrush to create this scene.
- "Making of Chalue et Paix" by Mohammed Khalil
I was looking for some references that could help me put things together. Basically I was aiming for a dramatic
shot of an ancient passage, and so after doing some research I came up with these references...
- "Making of Barbra" by George Patsouras
Barbra is a character I painted for one of my favorite online art forums. The inspiration came from a great stock
photo I found over at Deviant Art. I wasn't aiming for total realism with this piece; I wanted something very funky,
simple, and with an interesting color palette. More importantly, I wanted the expression of....
- "Making of Freedom" by Khalid Al-Muharrqi
This is a project that started out as a sculpting anatomy test for Lux and part of a bigger exercise where I created
5 heads from a single base geometry. To complete the idea, I created the body in order to arrive at a finished character which became ‘Freedom’. My goal was to test how flexible Modo's sculpting tools...
- "Making of Like a Bull" by Manu Jarvinen
This tutorial reveals my approach and production pipeline of making the ‘Like a Bull’ image of mine. In the sake of
clarity, I thought it would be nice for me not to go too deep into the technicality of 3D. Instead, I try to concentrate on
telling what phases I went through and where I cut corners in order to reach the satisfactory outcome as fast as
possible.
- "Making of the HH-60G Pave Hawk MEDEVAC" by Andre Cantarel
Having been fascinated by all kinds of flying vehicles since I was a child (caused by an airbase being located in Heidelberg, where I live); I finally gave myself a push and started creating this Pave Hawk helicopter. The reason
why I chose this particular model is because it’s a multi-purpose aircraft....
- "Making of Autobot" by Tamas Tothfalussy
In this article I would like to show you what kind of methods I’ve used to create my picture ’Autobot’. I always liked transformers, and the movie gave me a huge inspiration to build one. The car form of it is one of my recent car
models, a 1975 Chevrolet Corvette Stingray...
- "Making of Birth" by Francois Rimasson
This Project is going to guide you step by step, and to allow you to create a whole scene with Zbrush 3 from scratch,
to sculpt texture and finally render it. This is an extensive tutorial, but there's still a lot I won't go into, such as interface configuration or ZScripts.

- "Making of Magic Bullet" by Enrico Cerica
This is not to be considered as a tutorial, it's the making of my project "Magic Bullet", so you will not find "how to" workflows neither a detailed step by step process to achieve the result but helpful information assuming you already have some experience with Blender & Yaf(a)ray.....
- "Making of the Peacock" by Bente Schlick
With this tutorial, I will try to give you a brief glimpse into my painting process and I hope it might also help and
inspire you.
- "Making of Best Buds" by Don Dixon
This piece was created for the strange behavior competition for CGTALK.com I just began a new job at Greengrass studios in Dallas Texas. I work with a driven group, who in fact are the reason this piece was made in the first place.
They jumped on it and inspired all of us to enter. It was that creative energy that got me pumped. So then became the task of coming up with that “great” idea.

- "Making of Walther P99" by Jean-Marc Labal
I wanted to re-create the gun as accurately as I could, so I started looking for information on the gun. I found a
few useful images and pdf's on the Walther website. I also bought a authentic replica of the gun (BBgun) which
was very helpful to understand the shape of the gun...

- "Making of Wrecked City" by Morgan Yon
I have always been interested in history, particularly the period from 1939 to1945, so I decided to make a couple of illustrations to depict my personal feelings and emotions based on images I have come across and places I have visited....
- "Making of Samantha" by Dani Garcia
The idea of this project was not to create a 3d Mandy nor any of his characters, but to create a new character of my own, inspired on his style. For this reason, I started the project doing a research on his works, and I tried to keep the proportions and style he uses as much as possible...

- "Making of Frantic Funfail" by Richard Max
Whole idea came to me literally in 5 seconds while I was leisurely walking on shore of local water reservoir. Out of
the blue there was this eye-catching piece of web hanging under rusted pier. As luck would have it, I had my camera close at hand.....
- "Making of The Leg" by Denis Zilber
First of all I’ve made a quick sketch in Adobe Flash. Why Flash? Well it’s a matter of choice. Maybe the main reason
that vector-based sketch is very scalable and easy to edit. I drew 5 characters, each in its own layer, placed them so
they remained groupped but still their faces wouldn’t be....

- "Making of The Silent Man" by Patrick Eischen
Hi, my name is Patrick Eischen, and I am from Luxembourg. I am going to show you how I created my image
“Portrait of a silent man” using Cinema 4D and ZBrush.
- "Making of Why your birthday card is late" by Liew Wai Ming
My initial intention is merely to do a quick pencil sketch for a belated birthday card to a friend. Since the target
audience is a lady, what comes into my mind is something lighthearted, maybe in the style of cute Japanese
cartoon characters like Relaxuma & their clean cut line drawing style. As i thought of giving some excuses for
being late in the card, it came to me that maybe the card.....
- "Making of the Jaguar SS100" by Evgeni Pavlov
Hi there, my name is Evgeni Pavlov, born in 1990 in Bulgaria and making 3D for about a year. I wrote a tutorial
about making a Jaguar SS 100, hope you'll like it :)
- "Making of Europa" by Soa Lee
I have found myself being fascinated by creating work on mythical and legendary characters, for as long as I can remember. I was always fascinated by paintings of great artists while I was studying at Art College. Even though I may not be using traditional art supplies, such as brushes and watercolour or oil paints, I always aim to create a similar effect utilising 3D graphic techniques....

- "Making of Arion" by Reko Pyypponen
Hello and welcome to this making-of feature about my latest character model. This character was part of my
graduation project and hopefully I can share some of the things I learned while working on/with him. This project
was a huge learning curve for me (mainly from my mistakes), and I'll try and share these....

- "Making of the Jungle Mecha" by Jeremiah Strong
This is going to be less of a tutorial about how I made the Jungle Mech, and more about the process and the
ideas of things that you have to look for when creating a 3D, or any art piece. I started this Mech a while ago when
I first was learning 3D and had no concept of things like form, shape and consistency. Specular maps were a
mystery to me and so were unwrapping textures...

- "Making of Lost World: Temple of Nature" by Tiberius Viris
Everything begins with the concept. Whether you had a moment of inspiration or simply follow the directions of
your supervisor, you should begin by analyzing the scene you want to create. Think about the composition, the
subject of the scene (maybe some actors will play in the foreground?) or what's the best perspective & angle.
After that it's time to do a sketch to see if what you had in your mind really works...
- "Making of Made in Saturno" by David Munoz Velazques
The idea of this Character design came to me while I was having a look at some Astronomy Websites. I saw
pictures and specifications of the planet Saturn and I thought it would be interesting to create a Character from
there. I haven’t used any concept drawing for this particular model, I wanted to make it up whilst modelling, to see
what I would come up with.
- "Making of Upside Down" by Mathias Koehler
The idea for the image came when was bored of seeing all those interior renderings everywhere. I really like good interior design, but I wanted to take a look at this from a new perspective. I also wanted to show something usual in
an unusual way. So, I came up with the idea of showing a common housefly, from close-up, sitting somewhere in a
kitchen. The idea developed further into a fly sitting on the ceiling. This allowed me to turn the camera at 180 and....
- "Making of Fresh Meat II" by Andreas Rocha
This painting was inspired by a scene in the movie “The Omen” (original version), where Gregory Peck goes to a cemetery to uncover his son’s past. I really love this scene because of the fantastic set they built and the mood they achieved. There is just something about 70s/80s horror movies, like The Fog and The Exorcist for example

- "Making of Magic Fluff" by Y.Soner Yurtseven
‘Magic Fluff’ won 3rd place in the CGSociety challenge ‘The Journey Begins’, & I’m going to attempt to explain the
making of this scene in as much detail as possible.

- "Making of Trapped" by Massimo Righi
During a recent travel I have taken some photo at the “Bird Park” of Kuala Lumpur. Immediately I've been captured
by the expression of this parrot….One strange mixture of drama, given from the animal in cage, and of fun given by the behaviour typical of these animals

- "Making of Rusty" by Cesar Alejandro Montero Orozco
I find the creative process for character design very satisfactory. I do extensive research on most projects before
starting any 3D activity. I applied a different approach in this specific piece of work. I followed an alternative method to trigger imagination, rather than perfection or accuracy in reference. I find this process quite valuable, especially when
I want to condense character emotion and essence into simple forms...
- "Making of Don Quixote" by Fabricio Moraes
Don Quixote is a well known character who has been represented by many artists throughout the centuries.
One day I saw a statue of Don Quixote and since I’ve never seen a CG representation of it, I’ve decided to give it a
try. I was inspired by an antique Spanish statue that has very strong lines in its form. I had no concept art or
whatsoever, but I used photos and old paintings found in the internet as some reference stuff...
- "Making of Deep Fish" by Olga Antonenko
In this making of I’ll try to show how the image “Deep Fish” was created, and why I never make the effort to get the
final render out of the 3d program, and prefer to use compositing. Why did I create the image? Well, I was inspired
by a wonderful film about life in the deepest seas by the BBC....
- "Making of the London National History Museum - Matte Painting" by Sorin Bechira
My name is Sorin Bechira and I live in Romania. I graduated the “West” University on Fine Arts from Timisoara
and I’m a graphic/multimedia designer with more than 5 years experience in the field of graphic design. Lately
I’m more interested in mattepainting and compositing. For this tutorial I used Adobe Photoshop.
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"Making of Ruins" by Lukasz Szeflinski
This time I wanted to concentrate on proper texturing and realism. It took me 5 months of my free time to create
this scene. My main goal was to recreate the already existing environment in 3d as accurately as possible to
achieve a high degree of realism, just like in the movie production....
- "Making of The Decline of Babel Myth - Jacobson War" by Frederic St-Arnaud
The concept of this artwork was inspired by the famous movie Bladerunner in which, you can see amazing
futuristic cityscapes. I always was fascinated by huge cities with thousand of buildings everywhere. When, I
went in New York City last summer for Vacations after the Siggraph Convention in Boston...

- "Making of a Fiat 500" by Alexander Pronskiy
The modelling of this car isn’t special really, I used the pretty usual technique of poly-modelling so I‘ll tell you more
about the texturing, lightning and rendering of my scene...
- "Making if the Bigun" by Taehoon Oh and James Chung
Hello, this is Taehoon Oh and James Chung. We’re very pleased to share our work experience here. I’ll handle
the 3D part like modeling, textures and rendering, and James will take you through the concept part.

- "Making of Corak the Hunter" by Philip Herman
Hi all, my name is Philip Herman, I was born in Jakarta, Indonesia but currently living in Singapore. I currently work
for KOEI Entertainment, a Japanese video game company, as 3D Character Artist. I like to share with you guys
how I created my image, Corak the Hunter.....
- "Making of As time goes by.." by Michael Betke
First of all I have to say that I'm not the classical CG-Artist. I'm coming from game-development especially level
design and environment modelling for game-engines. So many people which are doing CG will find my approach
to this scene simple or to easy because I'm using no fancy shaders....

- "Making if the Leviathan" by Gavin Goulden
Soon after the Dominance War 2 competition ended over at Gameartians.org, a new competition started sponsored
by Big Huge Games. The subject was to create a creature of epic proportions, something that would tower over
the player in a game....
- "Making of The Art Nouveau Room" by Crtomir Just
This scene started of as an opposition to millions of clean interior renders you see on the internet everyday. Not
that those renders aren’t good (many of them are superb), I just wanted to make something different, something
that has a nice warm feel to it, something that has something to say.
- "The Evolutionary Small Creature" by Hodong La
I had thought of a concept of future mankind in a cage-like surrounding environment. This scene gave me a motive
to think about a certain image for different creatures of the future....

- "Making of Dark Knight's Revenge" by Alessandro Baldasseroni
I choose to not have a traditional beefy batman, but I preferred a more athletic and slim body. The blood on his
weapon was meant to strength the “revenge” idea, because the very first idea of me was that he had a weapon
in one hand and the joker's head in another…but I abandoned soon that because too much goorish, but the
blooded weapon still remain to suggest the “revenge”....
- "Making of Chicory & Coffee" by Uros Hohkravt
The story is set in the middle of 20th century. Therefore (for the scene that I have made) an extensive analysis
about the architecture, objects, package design and product prices had to be made. Likewise there was a need
to learn something about the way of life at the time.....
- "Making of Thrull" by Gavin Goulden
I created this character, Thrull, for the Dominance War II game art challenge. The technical restrictions were 6000
tris for the character model and 2048 x 2048 for each map type. I was part of the CG Society team and our theme
was "Ancients", so...creating a character that has come back from a long....
- "Retexturing the Battle Toaster" Daniel "Mirach" Zak
When I got my hands on Total Textures I was amazed and full of ideas. I wanted to make a sci-fi toaster in deep
space, a dirty toaster on the battle field, remains of a rusty toaster, a killer-toaster covered in blood... It makes a big difference when you don't have to worry about finding or painting the textures from the beginning. I also realized
that I can't complete all those projects, so here you will see a Racing Toaster.....
- "Making of Comatules" by Jean-Marc Labal
The scene “Comatules” was inspired from real comatules living between Africa and Australia. It used Lightwave 9
and Photoshop. I also used F-Prime to get realtime feedback while lighting and texturing which was a great help.
- "Wake up baby" by Jose Manuel Oli
This is the part that I consider as most important in the process of creating an image.These are the first sketches
and different variations of the same idea. I indepentantly developed each character design, and take the same
dedication for each individual characters personality....

- "Fantast view of Budapest" by Kornel Ravadits
The following article is a short making of "Fantasy View of Budapest” and is most useful for those who already have an intermediate or advanced knowledge of Photoshop. Note that this is not a PS tutorial but a walkthrough of the creative process containing the main steps of my workflow which hopefully inspires other artists.
- "Making The Odd Father" by Peter Sussi
This little how-to will follow my process of creating the "Oddfather". First off, let me explain that this was always
meant to be a single render. This will differ from my process of how I would go about an animation. Since it is
just one frame, I can spend all my time making it right. If it were an animation, I'd need to spend more time making
the deformations and textures to render out as best they can.
- "Making of Colossus" By Andre Holzmeister
Colossus is one of my favorite X-MEN characters, I felt that he was left aside too much in the movies, so it would
be a good idea to explore his potential a bit more, so I decided to make a nice image of him. I first thought, that it
would be nice to make an action scene, but I came with the idea of a more contrasting scene, of the big massive
hero but in a more relaxed pose, in the middle of a fire, like he was very calm in the middle of.....
- "Making of The Furniture cluster" by Mathias Koehler
I got the idea for this image, when i had modelled some furniture for architectural vizualisation renderings and then thought about throwing everything together. I carefully moved and rotated the furniture to build a large cluster. This
was actually the hardest part. I've then added a really simple environment - a room with......

- "Making of This Little Pinkie" by Scott Morgan
The idea was to practise cartoon character modelling. Rather than design my own character I wanted to take a
popular cartoon character and recreate it in 3D. I have always loved the Warner Bros. cartoons, and in particular
the episodes featuring Tweety Pie and Sylvester the Cat.
- "Making of The Cabin" by Andre Wilke
Welcome to this little making of about "cabin". I would like to tell you a little bit about how this image was created.
The scene contains about 500 000 polygons, it was entirely modelled.....

- "Making of Sangyeng" by Rebecca Puebla
This is a brief "making of" about my last work "Sanyeng".I will show some samples of modeled, as well as the parameters of render,lights and shaders.
- "Making of Jaymz Rockstar" by Deniz Ozemre
Hello, my name is Deniz Özemre. Ten years ago I was guitar/vocal in a death thrash band called "Torture". We
played lots of cover songs and of course lots of Metallica. Time passed and now it's a good time to remember
those days again in 3d. So within this tutorial, I will give you a general insight into this characters creation.....

- "Making of The Mining Machine" by Tomas Muller
At first I would like to point out that the technique I used for making this concept contains some components and
aids made in 3d software. To follow my way of working, it's necessary to be able to work with any of the 3d software
and have advanced skills in Adobe Photoshop. This tutorial explains effective principles on how easy and fast it is
to reach the high quality concept paintings. I hope this will inspire your own work.
- "Making of Rio Grande" By Andrey Yamkovoy
This tutorial includes the most interesting and complicated steps making of this scene. Idea for doing this image
came to me when I was watching small copies of the locomotives and steam locomotives at the shop. So when I
came home I decided to make one of these machines.
- "Making of Guanajuato Alley" by Eugenio Garcia Villarreal
Hi, everyone, this is my first tutorial of the creation of a 3D image, I'm a recently graduated Graphic Designer,
from Monterrey, México, and its has been 2 years since I started doing 3D, when I used Lightwave to learn with.
I find 3D great, because you can bring to reality anything that you can imagine.
- "Making of The Battle Toaster" by Daniel Zak
The idea for the Battle Toaster came about when I decided to acquaint a friend of mine with 3d graphics.
As his nickname was Little Brave Toaster, I showed him a tutorial of modelling a toaster from 3dtotal.com
- "Making of Lost Trinity" by Brian Recktenwald
The very first step I took was finding a ton of reference and imagery to be used as inspiration during the entire
creation process. From the beginning I knew I wanted to tackle a cave... then I thought of something that would be
cool to stumble across while exploring a cave... a 40's-era atomic bomb....
- "Making of Warrior" by Diego Rodriguez
This project started as a personal challenge, I wanted to apply everything that I learned throughout this year in a
single work. I had in mind the idea of making a scene based on the fight between a warrior woman and a dragon, inspired in some role-playing games with a bit from both oriental and western design, so I worked on this idea
holding tight to this concept.
- "Making of Male Green Frog" by Massimo Righi
What I'm going to do, is to try and show you the main steps of how I've made my "Male Green Frog" image. I've
used Maya 8 for modelling, MentalRay for rendering and Photoshop for the textures.....
- "Making of the Box Car" by Chris Jennings
This box car is based on a train model hand painted by Ron Thornton. This project took about a week and a half. I
used reference pictures of the model box car and measurements to create it to scale. The making of the box car is broken down into modeling, texturing, lighting, and compositing.
- "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......

- "Making of Chipi" by Miguel Angelo
My name is Miguel Ângelo (a.k.a Malanjo), I'm a CG artist at Ingreme (www.ingreme.com), in Portugal, and I will
do a simple tutorial (suggested by Chris ... thanks Chris and all 3D total team for the chance), for the construction
of "Chipi", a cartoon character for a TV Spot (Chipicao 2006), made by Ingreme team and directed by Tungsten.
- "Making of Rage over Babylon" by Ziv Qual
When I first read the contest's guidelines, I immediately knew that my entry will have to portray something very
detailed, with lots of things happening and with the sense of scale taking a major role. I took a week just to go
through several ideas and when I locked on my idea I started "sketching" out the composition in my mind to the
finest details even before....
- "Making of Soldier" by Wesclei Barbosa
The idea behind the image was, to not have any blood and flesh between the skin and the skull, as this image is not about horror. The idea is to portray war inside of the men....the soldier is dead, but he just doesn't know it, so he just keeps on fighting. The cigarette shows that he likes and has fun with the war.
- "Making of Blue a Fool" by Tobias Trebeljahr
As you see, I originally intended to make a Seagull the 'Star', but later I decided to swap it to a Gannet. I chose to
do this basically because of his long neck gave me more freedom for compositing and helped avoid the elements looking 'squeezed' into the middle of the image. My sketch laid beside my monitor all the working-time...

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"Caustic Tutorial" by Mario Malagrino
Caustics are really great light effects that you can observe in liquids, glass objects and gems. We are able to simulate this effect with 3D Studio Max perfectly. This tutorial about Caustics will work only if you enable Mental Ray! (This tutorial was made in Max 8)...

- "Making of The Old Fox" by Sandro Ghezzani
Some weeks ago, I was reading about American, English and Norwegian architecture revivals: neo-gothic and neo-classic. I was so impressed by these styles, that I began to do some research using the Internet as well as using
some reference pictures from books. After which I came up with some sketches...

- "Making of Shadow Conscious" by Andrius Balčiūnas
This project was primarily done for learning reasons. I wanted to make a realistic (well, at least natural) looking
human. First of all for references, I’ve collected a lot of pictures of girls on the net. Now, even though I didn’t
follow what I’m going to say, I think it’s a good idea that you have all of the angles of one or....
- "Making of Urban Environment" by Stefan Morrell
After collecting a good amount of photographed reference material, I go to work on making them into usable textures.
If correct lighting & perspectives are going to be used, then it should just be a case of tweaking them into position.
These photos need to be taken on overcast days to avoid shadows or obvious light sources.
- "Making of the Alley Way" by Michal Konwicki
Hello, my name is Michal Konwicki. In this making of, I’m going to show you, step-by-step, how I applied 3DTotal Textures into my artwork ‘Alley Way’, as you can see in the final image below...
- "Making of Rhinos & Terminators" by Taehoon Oh
Hello, this is Taehoon oh, I'm a senior artist working for one of the best game developing companies in California,
US, and this is my private work, Rhino and Terminators. I'm so pleased that I'm going to be sharing my skills and
giving some tips to 3dtotal users...
- "Making of Louie's Bar & Grill" by Nathan Warden
Louie's Bar & Grill is based on an actual building in the Universal Studios, FL theme park. Although it took about
two months or so to complete, majority of the work was done in three weeks. I worked on it five hours a day for five
days each week. I think that it's safe to say that to get to the final render was less than 100 hours of work.
Honestly, after three weeks I was not happy with the final look....
- "Making of Tunez" by Javier Nunez Diez
I decided to make this image just for fun, to practice with the unwrap modifier and improve my skills with 3dsmax textures. The overall project took one month to finish spending roughly 6 hours a week on it.
- "Making of Joyride" by Richard Homola
It all started like any other car model. Setting up the blueprints and polymodelling the car. I didn’t find any actual blueprints so I had to use photos. That means the model is not 100% accurate but I tried to be as close to the
original as possible. Nothing special to add about the modelling, it’s made the same way as...

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