Write us a Tutorial!
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3DTotal are looking for fresh, educational tutorials to showcase on our website. They can be for any software and difficulty level, any topic and both 2D and 3D tutorials will be welcomed, in text- or video-based format.
Accepted tutorials will be showcased on the homepage of 3DTotal for up to two weeks, as well as being featured in our forums, before being given a permanent home in our tutorial archives. There are also 3DTotal goodies up for grabs for every accepted tutorial, so get writing!
- "Working with Photographic Reference - Video Tutorial" by James Busby
This 3 part video tutorial by ten24’s James Busby will show the process of preparing and using photographic
reference to create realistic human characters. Part 1 will show the steps taken in Photoshop with parts 2 and
3 focusing on the methods used in Lightwave.
- "Lightwave's New Hair System - Video Tutorial" by William Vaughan
Here is an 11 minute video covering the new hair system in LightWave, by William Vaughan. This is a "hot" item
right now and we hope you will learn a lot from it. Enjoy!
- Intergrating 3d objects into 2d environments
To begin, I have chosen a photo that I took myself when I was on holiday in Italy. I will use this photo because it
doesn’t contain a direct light source (in this case the sun); it has a nice diffused light that we can easily match to
the techniques I will demonstrate and doesn’t need complicated 3D geometry.....
- "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.
- "Warchild - Texturing with Lightwave 9" by Kevin Hand
The WarChild is a texturing challenge that I took on as an endeavor to further my texturing abilities using what I
know of LightWave's layer based textures and to learn more about the new NODES system in LightWave 9.
The first version I textured was a theme of a Roman solider....
- "Modelling Clothing Details" by Angel Nieves
After posting some work in progress images of a dress for my Grand Space Opera challenge entry at CGTalk, I was asked if I could show how I go about making the folds and wrinkles I did for the dress.
- "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 Water World" by Angel Nieves
Hello everyone, in this overview I'll share some of the techniques I used in the creation of this image. I'll cover
basics modeling, texturing, lighting and rendering. The image was created using Lightwave 3d, Photoshop and
3D total's texture collections. Don't worry if you don't use LW as your 3d app, what I'll show you can be replicated
in any 3d app with decent poly and subd modeling toolbox. Let's get started.
- "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 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 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
- "CharacterStudio to Lightwave" by Brent Alelyne
This tutorial is for anyone who ever wanted or needed to use the animation power of 3D Studio Max’s Character
Studio with the FX and rendering power of Lightwave 3D but thought it wasn’t possible
- "Water Drops - Continued" by Gerardo Estrada
This is an update on a tutorial that was done a while back.
- "Animated Snow Trails" by Andy Nicholas
This tutorial shows a technique I came up with to create displaced trails in the snow. (I won't claim to be the first
ever person to invent this, since most good ideas are usually not new ideas!).
- "Procedural Texturing with Weightmaps" by Andy Nicholas
Lightwave's procedural surfacing features have dramatically improved since version 5, and they now provide a
powerful alternative to using image maps. Although sometimes slower, they generally use less memory and
provide a level of detail that can undergo close scrutiny.
- "A Realistic Lighting Rig" by Andy Nicholas
This tutorial will show you how to create a lighting rig that will simulate daytime lighting conditions. Most importantly,
it will allow you to easily adjust the rig so you can reuse the rig in many different scenes
- "The making of The Operator" by Freddy Oropeza
The idea behind the Operator, in the anime movie Spoonman, is one of thought and segways; which makes him
a very cool concept to wrap your head around, I used that to my advantage in the form of inspiration and motivation
when assigned the task by...
- "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
- "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.
- "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.
- "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.
- "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
- "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...
- "Making Elven Armour" by Leigh van der Byl
I made this elf for the Races Of Middle Earth CG Challenge run during January and Febuary 2003.I decided
to make a ghostly elf character, sort of like a wraith, that haunts the battleground where the warrior was
- "What is gMill?" by Isham
What is gMil? gMil is a surface
shader for LW that simulates radiosity. After hearing
about gMil in the LW7.x feature
list I've wondered
what use can it give me. This paper shows some of
my trial and errors to test the use of this
shader. This paper also has a collection of thoughts
and insight of other people using gMil . .
"Modelling a World of Warcraft Orc" by Eric Williams
Welcome to my first tutorial.
You see what we'll be working on right above. The
low poly model should come out
to about 800 triangles
. . .
"The Making of Seth" by Dave Wilson
Seth started a while ago with
some sketches. I don't normally spend too much time
in the design phase, I normally
have most of it in place
in my head and just draw it out to see if what I envision
in my head is gonna look remotely
cool in the end . . .
"The Making of the SimTech MTS.Arach" by Dave Wilson
well I was quite pleased when I heard I was going
to get to build this little guy for the new Wicked
Pixels shortfilm that will be released by the end
of the year. He's based on a real spider, but of course
I have taken
lots of creative license making him nice
and cool and techy looking. So here you go, here's
his making of . . .
"The Street Racer" by Kenji Gozum
This tutorial explains how to texture a Nissan Skyline using the new Total Textures V8 Vehicles CD.
"Making of: The Diner" by Jason Lee
In this tutorial i will give a basic overview on how i made the image "Diner". We will start the journey with modeling, then texturing, and finally i will explain the lighting setup. Lets begin! . . .