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- "Blender Tutorial - Advanced Array Animation" Parts 8 - 10 by Derrick Sesson
Derrick Sesson brings as an in depth look at advanced array animation in Blender, in this new 10-part series.

- "Blender Tutorial - Advanced Array Animation" Parts 5 - 7 by Derrick Sesson
Derrick Sesson brings us an in depth look at advanced array animation in Blender, in this new 10-part series.

- "Blender Tutorial - Advanced Array Animation" Parts 1 - 4 by Derrick Sesson
Derrick Sesson brings us an in depth look at advanced array animation in Blender, in this new 10-part series.

- "Modeling Gorilla Feet Using Silo" Video Tutorial by Josh Robinson
With this video I had intended to record the entire modeling process but it was causing performance issues
so I only ended up using the video of his feet. While it’s fairly old now, it's still useful in helping you to understand
my modeling process a little.

- "Black Pearl Treasure - Modeling Tutorial" by Domenico Selvarolo
In this tutorial Domenico Selvarolo explores how to recreate a piece of the famous cursed treasure from The
Pirates of the Caribbean.

- "UDK Terrain Texturing - Part 2" by Ultramedia
In the second part of this comprehensive three-part video tutorial series, Ultramedia covers terrain textures, basic creation, blending materials and distance blending in UDK.

- "UDK Terrain Texturing - Part 1" by Ultramedia
In this eleven-video tutorial series, Ultramedia covers every aspect of terrain texturing in UDK in a clear and comprehensive fashion. With over three and a half hours of excellent content in total, the first part of this series
includes three videos.

- "The 10 Basic Rules of Image Composition" by Maxim Ganzha
There are 10 main composition rules to bear in mind when it comes to creating an image. Following these rules
can help to make your image more successful and visually appealing.

- "Brief Consideration About Materials" by Pedro Toledo
I originally made this tutorial for a lecture I gave at CCAA, a school in Brazil where I help to run the Post-Graduation
course in Game Art. It came from the need to explain some elements of the materials that are commonly
misunderstood. Especially about Specular maps which, sometimes, seem to be a bit confusing for some people.

- "Joan of Arc" Chapters 1 & 2 for Maya, Cinema 4D, Lighwave & Softimage
Next year (2011) will mark 10 years since Michel started this project and thought it would be a nice idea to
celebrate this occasion by translating the first 2 chapters of the Joan Of Arc ebook's to a step by step tutotial
onsite for FREE!

- "Project Snapshot: Earth 2023" by Tiberius Virus
This is one of the shots from a personal short movie, called Earth 2023. Earth 2023 is a very short movie
sequence I'm working on (about two minutes long), which is focused around a post-apocalyptic, aftermath world.

- "Mudbox Techniques for Props" by Sascha Henrichs
These videos cover a number of Mudbox sculpting techniques and explain how to solve special tasks concerning
prop sculpting.

- "Mudbox 2009 Quick Start Series: Wayne's Cavity Map Trick!" by Wayne Robson
Mudbox cannot make a cavity map, but here’s a little trick of mine that you may find very useful indeed…

- "Mudbox 2009 Quick Start Series: Wayne's Ambient Occlusion Texturing Trick!" by Wayne Robson
Here I outline a very simple little trick of mine using an ambient occlusion map in a different way, to help start
off the texturing process.

- "Mudbox 2009 Quick Start Series: Baking Ambient Occlusion Maps" by Wayne Robson
In this video we show how to bake out (and understand in detail) ambient occlusion maps in Mudbox 2009.

- "Mudbox 2009 Quick Start Series: Sculpting Ears" by Wayne Robson
Sculpting ears has always been something that new digital sculptors have trouble with. This video shows a very
simple way to block out the major forms of the human ear using Mudbox 2009. This video is not concerned with a
photo real model at the end, but rather shows how to quickly construct an ear from geometry as basic as a flat plane.

- "Mudbox 2009 Quick Start Series: Combining 32-bit Displacement Maps
Over the next hour I will guide you through a step by step process of how I create a character concept. Various
techniques such as painting from silhouettes and adding color to a black and white painting will be covered as
well as exploring different ideas in character design.

- "Mudbox 2009 Video Training - Mudbox to V-Ray by Wayne Robson
I had a fair few requests for a video on V-Ray showing 32-bit displacement maps. This one is sort of an
amalgamation of all the info that’s available on The Area, along with an idea or two of my own. It also outlines a
way to use multi UV tiled displacement along with V-Ray, and explains how to get perfect renders every time.

- "Mudbox 2009 Video Training - Rendering 32 Bit Displacement in 3ds Max" by Wayne Robson
In this video I show you how to set up 32-bit displacement maps on your models using 3ds Max with Mental Ray
as your render engine. It was supposed to show a bug that catches out many new users, but I managed to find a workaround on the fly during the video that is far simpler than the one I had planned to record!

- "Mudbox 2009 Video Training - Painting 32-bit HDRI Probe Images" by Wayne Robson
This video shows how to create, from scratch, an HDRI image using Autodesk Mudbox 2009's 32-bit painting
technology. This can then be used for image based lighting in Mudbox (or any other application).

- "Mudbox 2009 Video Training - Wayne's Easy Layered PSD Trick" by Wayne Robson
Dave Cardwell from Autodesk and me on Skype one night to work out an easy one-click workflow for creating a
layered PSD from all the multiple textures Mudbox creates. While working on other things, this was what I came
up with as a temporary solution.

- "Mudbox 2009 Video Training - Introduction to Headus UVLayout" by Wayne Robson
For those of you that asked for it, here’s a 17-min video to get you to grips with UVLayout by Headus. While not
directly about Mudbox, it is aimed very heavily at Mudbox users and shows 2 workflows: a simple one and one
for more complex models (although it is equally as useful for non-Mudbox users).

- "Creating and Animating 3D Strokes in 3ds Max and Maya" by Dror Lazar
In this tutorial Dror Lazar explains how to bind objects to curves and how to animate them according to the shape
of the curves. He first goes through the straight forward method using 3Ds max and then shows the equivalent
in Maya; creating non-linear workflow that allows object modification and curve replacement, using the Maya
nodes system.

- "Mudbox 2009 Video Training - Ultra Fast Depth of Field Setup" by Wayne Robson
This video in the Quick Start series shows how to set up a perfect Depth of field – ultra fast! If you’re having
problems tuning your DOF without taking a while, then this video is for you. Big thanks to Dave Cardwell for
allowing me to pass on this particular tip!

- "Mudbox 2009 Video Training - Rake and Tube Type Brushes" by Wayne Robson
Do you want clay or wax tubes type brushes? How about a rake-type brush? Well, this short video outlines some possibilities to get those types of brushes form within Mudbox 2009.

- "Mudbox 2009 Video Training - Projecting Retopologised Meshes and UVs" by Wayne Robson
In this video of the Quick Start series, I show how to take a mesh your sculpted and either extract a
normal/displacement map for it, or recreate it perfectly using your retopologised mesh. In this way you can
sculpt away from very low res bases and then bake these details into your retopologised mesh to make for
a better target for normal mapping, or as a target for displacement maps in your target application.

- "Mudbox 2009 Video Training - Painting Capabilities Demo" by Wayne Robson
I was asked to do this video that highlights Mudbox 2009's features as a painting and texturing application, in
relation to other similar apps such as BodyPaint and ZBrush, by Dave Cardwell at Autodesk. It gives an overview
of what I personally consider its strong points.

- "Mudbox 2009 Video Training - Preparing Photos for Projection" by Wayne Robson
Using a reference image with shadows and highlights is a bad way to go. So in this video I explain how to remove
those to give a perfectly flat lit image to make your texturing job easier.

- "What's new in Mudbox: Extraction, FBX, Filters and much more!" by Pixel CG
In this series of videos we will explore some of the new features in Mudbox 2010

- "Mudbox 2009 Video Training - Importing Pre-Painted Multi UV Textures" by Wayne Robson
Dave Cardwell asked me to record this short video showing a temporary workaround for those of you who need to
import an already painted (or partly painted) set of textures for a multi UV mapped model. A Maya Mel script will also
be made available soon to help with getting multi UV textures back into Maya in a very easy way, from Autodesk.

- "Chaos Tutorial for Vue7" by Daniel Respaud
The idea for this image came to me when I saw Walli's dry grasses in the Cornucapia3D store. When I saw them, I
was already working on a series of mineral landscapes and so my image "Chaos" was organized (atmosphere,
color of rocks...) starting from the grasses, which are in foreground.

- "Minotaur: Box Modeling Series (Advanced)" by Glen Southern
Glen Southern shows us how he modeled his Minotaur character in this advanced Box Modeling Video Tutorial
Series (Courtesy of Never Center).

- " Mudbox 2009 Video Training - Creating Tileable Textures" by Wayne Robson
This video tutorial concentrates on showing how to easily create tileable textures in Mudbox 2009, and tileable displacement maps.

- "Creating Fire in a Particle Editor" by Evgeni Bulatov
Particles are an integral part of computer graphics. Cinema, TV, and video games are using them to create impressive effects. Magic Particles is a powerful and handy tool for creating special effects that we've chosen over several other editors.

- "Mudbox 2009 Video Training - Wayne's Sculpting Trick!" by Wayne Robson
This is an idea I’ve had for a while: to try and replicate UVW2XYZ MaxScript that unwraps your model’s polygons onto a flat surface to enable easier detailing. I thought this would be a useful workflow addition – the example shown is very basic but it has a lot of very useful applications. If used on characters, you can sculpt details that while very challenging on a curved surface, are suddenly a whole lot easier when sculpting on a flat one.

- "Get into Blender - Flattening Out, Cleaning Up & Mixing Shapes - Vide Tutorials" by Jason Welsh
Jason Welsh brings us the parts 9 and 10 of his 'Get into Blender' video tutorial series.

- "Get into Blender - Introduction to the "Squirkle" & "Buare"
Jason Welsh brings us the parts 7 and 8 of his 'Get into Blender' video tutorial series.

- "Get into Blender - Selection Methods - Video Tutorial" by Jason Welsh
Jason Welsh brings us the parts 5 and 6 of his 'Get into Blender' video tutorial series.

- "Get Into Blender! Introduction, Menus & Views, Navigation & Components - Video Tutorials" by Jason Welsh
Jason Welsh brings us the first four video tutorials in his 'Get into Blender' tutorial series.

- "Mudbox 2009 Video Training - Image Based Lighting" by Wayne Robson
This is an in depth guide to using the Image based Lighting (HDRI) technology inside of Mudbox 2009. The video
file can be extracted using WinRAR, and the TechSmith codec is used.

- "Mudbox 2009 Video Training - Mudbox to Photoshop...and back again" by Wayne Robson
This tutorial covers in depth the entire workflow for getting your maps to and from Mudbox and Photoshop. See how
easy it is to update your maps in either package and view results in real time render in Mudbox 2009.

- "Mudbox 2009 Video Training - Capturing Max Light Rigs for use in Mudbox - Video Tutorial" by Wayne Robson
This shows an easy to replicate way to capture the entire light rig of a scene and save it our as a high dynamic range image for use in Mudbox 2009. This enables you to get lighting that you never thought possible with a little thought and preparation.

- "ZBrush, Blender & Maya Training - Lesson 13: Sub Scattering of Particles - Video Tutorials" by Jason Welsh
Sub scattering of particles? Huh? This occurs every day, for example we see lights that are sufficient enough to go through flesh (look at ears in sunlight). After this chapter you can impress your friends by going up to them and saying “Wow, the sub-scattering of particles of light hitting your ears is very impressive!” and you will look like a cool person once more (either that or a nerd). Anyway, this is a more advanced lesson, so strap on your cap and we’ll take a look
at SSS using mapping from ZBrush.

- "Zbrush & Blender Training - Lesson 9: Using Blender - Video Tutorials" by Jason Welsh
This is now your path to ruin, where you are going to have to learn a really fun application for free. Blender is a very
well put together program, and like ZBrush its interface and instruction manual somehow got lost along the way. So
now I will pass on my years of learning the program to you the viewer. Let’s take a break from ZBrush and start
learning Blender; at the end of this chapter you will see how Blender and ZBrush can work together (Yes, the
UV thing).

- "Mudbox 2009 Video Training: Common User Errors - Video Tutorials" by Wayne Robson
This video covers a couple of the more prevalent user errors and their solutions. These errors aren't due to Mudbox,
but due to what could be termed 'Pilot Error'.

- "Mudbox 2009 Video Training - How to use your Photoshop brushes iside of Mudbox
In this video I demonstrate a brand new workflow to use every Photoshop brush file you own inside of Mudbox 2009.
This workflow comes from a conversation I had with Dave Cardwell of Autodesk

- "Mudbox 2009 Sculpting: Video Tutorials" by Autodesk
The intuitive, artist-friendly sculpting toolset that defined the initial release of Mudbox is further enhanced in Mudbox
2009 to easily handle extremely high polygon counts; meshes can be subdivided to tens of millions of high-quality polygons across their entirety, with virtually no delay and no loss of resolution when tumbling or when moving to
another part of the mesh.

- "Composition, Angles and Viewpoints" by Spencer Murphy
Composition is an aspect that is intrinsically a part of any work that operates within the boundaries of a frame, it is something that has often perplexed many artists. Numerous laws and theories relating to geometry and divisions of picture space have been explored over the years but it always remains something that refuses to be clearly defined

- "How Photography and the art of composition can inform the 3D Artist" by Cetin Tuker
Cetin Tuker works as an architect and, having mastered 3D software to render his architectural visions, realised
that, despite the accuracy of the models, there was something missing. After enrolling on a photography course he discovered the importance of aspects, such as composition and framing, and realised that the difference between producing good and great images is often an artistic issue and not purely a technical problem.

- "Lighting Basics" by Yahya Ehsan
We can’t see anything without light. Nature have it own rules, ‘natural rules’ and to reproducing images or animations
in 3d/2d space we need to know about the lighting basics; so that our creation in terms of image(s) looks closer to nature. Sometimes we view two colored image and believe...
- "Character Modelling for games using Mudbox" by Michael Jensen
Welcome to this five part Mudbox video tutorial series, which will cover the modelling of a character for games. The series is broken into five parts as shown below...

- "Sculpting Hair" by Joe Lee
The following are some of my observations while learning the new features in ZBrush. It is my hope that this
process will help shed light on achieving a unique look as well as open new ideas for other techniques.

- "Bird of Prey - ZBrush 3" by Joe Lee
Before getting started on this project, I tried to surround myself with as much reference and inspiration as I could before taking the plunge on the Zbrush canvas. I have great admiration for master bird carvers such as Floyd Scholz and I have always wondered if such wood carving...
- "Normal Mapping" by Misja Baas
Normal mapping is a great way of showing more detail on a 3D model by simulating the way surface detail responds
to light. It is a 2D effect so it will not change the shape of an object, but inside the profile outlines it can simulate a
tremendous amount of extra detail. This is very useful for real time game....

- "Creation of the Captain" by Stepan Grakov
I am going to show you how to create the making of “The Captain” - my lastest work - from modelling and rendering,
to composing and post effects. This is not a “step-by-step” tutorial, here you will find explanations of my techniques.
To create this image I used ZBrush 2.0 for modelling and rendering, and Fireworks MX....
- "Modo - ZBrush Displacement workflow with Displacement Exporter" by Zoltan Korcsok
Hello, I'm going to show you, how to create and apply a displacement map with the help of a WIP model.
- "Maxwell Tutorial" by Dave Davidson
Hi all. Here is a little tutorial based on the render you see above. I shall discuss the material setup (using the maxwell v1.1 c4d plugin) and then the lightiing.
- "A guide to re-topologising" by Wayne Robson
Re-topologising a mesh, that’s one heck of a mouthful that sounds complex and scary to people new-ish to modelling. Really it’s nothing of the kind, it’s a simple concept that’s easy to grasp and put into practice. Topology are the edge loops on your model, most people are aware......
- "HDRI from scratch" by Seger Van Wijk
In this new tutorial, I will guide you into making a simple self-made HDRI from scratch, without the use of a photo camera. As you may know by now, an HDRI-image is the simulation of light in its natural state....
- "Old Man" by Oskar Swierad & Kamil Makowski
In this tutorial we will explain how we have created the artwork Old man - Portrait. At the beginning - modelling and unwrapping was done in Blender, detailing and rendering in Zbrush and some post production with Photoshop. You must be a bit familiar with...
- "Making Taho" by Michel Roger - Translated by Julien Dephix
Always seeking new modelling techniques with Maya or Max using Surface, PatchSmooth, MeshSmooth, box
modeling, edge modeling and so on, I must admit I was feeling frustrated with these techniques which I found
long and tedious. It takes a long white to create something out of a cube !
- "Making Hoggle" by Ken Brilliant
Whenever you are recreating a character or person that has, or does exist in some form (even as a puppet), it's
important to collect as much reference material and images as you can. While the Internet yielded some
decent pictures of Hoggle, the best images came from viewing the "Labyrinth" ...
- "Modelling Creature Detail" by Ziv Qual
I have always believed that the smaller details are the ones that make the difference. Look at the dragon for example,
it just won't be the same without all the spikes, fins and other details on it. Having said that, this tutorial isn't about making your model from scratch...
- "Edge loops for faces" by Athey Nansel-Moravetz
When modeling a humanoid face that you intend to animate, one very important concept to grasp is the concept
of Edge Loops.
- "Occulusion Pass Guide" by Ziv Qual
In this tutorial I will try to cover everything you need to know about occlusion pass in 3 simplified parts. The first part is explains what an occlusion pass is and what its good for. The second part is all the technical info on how to make an occlusion pass.The third part explains how to use it.
- "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 human......
- "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 Drunken Leprechaun" by Andre Wilke
This scene was done in Cinema 4d for modelling, texturing and rendering. Post production done in Photoshop

- "Creating animated Pupil Reflex" by Segar van Wijk
This tutorial show you how to create pupil reflex.
- "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 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.

- "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.....

- "Faking HDRI" by Radoslav Zilinsky
Im going to introduce you my method of faking HDRI images for reflections. Have you ever say "if this nice image
could be a HDRI map..".At the end of this tutorial, you will be able to make fake HDRI from every picture you have
and result will be quite similiar to real HDRI relflections
- "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
- "Daylight" by Carles Piles
The main element in the scene is the bridge, which is done using extruded objects; except the bottom ornament, which is a sweep nurbs object.
- "Traditional
Animation Workspace" by Nikola Drincic
Many
of you asked about work space for traditional animation,
so here is the short explanation how to do it yourself.
The aim was to spend as less money as you can...

-
"The Power of Diffuse" by Isham Padron
This
isn't really a tutorial just a study of one channel,
diffuse. Which is the absorption of light. This
tutorial is intended to be general in nature and
is supposed to apply to almost every 3d package
out there...

- '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

- "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.

- "Making of: The Spider" by Martin Ernst
Welcome to this little tutorial. For 99% of this scene I used 3D Total's Scifi Texture....

- "The
Passage" by Adam Guzowski
I
am going to write about some texturing tips I use
when working under my short film "The Passage"
In this title-image I used only one texture, put
on simple plane object. No lights, no highly detailed
objects, only one good texture. "The Passage"
is a computer animated short film showing simple
life story of a small robot-ball...

- "Texturing
with 3D Total's Texture CD's" by Balazs Kiss
The
basic idea of this image was to try out the possibilities
of the 3D Total texture series. Therefore this project
started mainly as a texturing exercise, but later
it become more or less a Lighting-Rendering study
with PRMan. I have used Maya for modeling-lighting......

-
"Renault Clio in Cinema 4D" by Black Graphics
This tutorial explains how to add dirt to your vehicle
using the new Total Textures V8 Vehicles CD.
-
"Raytraced
depth maps"
by Luma Clark
Hi.
this is a method i pretty much burnt my brain out
trying to figure out. the method described here
is to get a raytraced depth map for post-processing
dof, which up til now is not possible. this is a
post-processing method for use with post-processing
filters, such as potoshop cs' lens blur.
. .

-
"Capturing Heaven "
by Greg Martin
We
have all seen the spectacular images that the Hubble
Space Telescope and other such observatories have
revealed to the world. Their haunting splendor inspires
and compels us as artists. The question is, how
can we capture the elusive essence space in our
own representations of the heavens?

-
"Texturing: False Geometry"
by Ben Mathis
The
Design of the Apple Pro Speaker by Harmon Kardon
is as simple as ingenious. Because of that this
tutorial should be especially useful for beginners.
. .

-
"Apple Pro Speaker Cinema4D Tutorial" by Martin
"DerMattin" Ernst
The
Design of the Apple Pro Speaker by Harmon Kardon
is as simple as ingenious. Because of that this
tutorial should be especially useful for beginners.
. .

- "Colour
Theory"
by Michal Matczak
In
this tutorial I will try to explain the basic rules
of working with colour. Heh, that's a really tough
task, so be understanding and gentle ;). I urge
anyone that reads this article to paint and make
observations as you go along, even copy the images
as closely as possible to learn. . .

-
"The
Crock" by Marco Rolandi
This tutorial explains how to create a convincing
spaceship using Total Texture-CDs without too much
trouble and too much painting/customizing. . .

- "Helms
Deep" by Patrick Pirker
Hi, I would like to write a little bit about my
scene "helms deep", including modelling,
lighting, and the major part, texturing. . .

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