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Beginner's Guide to 3ds Max - 10: Render to Texture

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Date Added: 8th July 2013
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Introduction

In this multi-chapter tutorial series, Isaac Oster provides an all-inclusive guide to 3ds Max. If you're a newcomer to Max, looking to switch from another software, or just want to recap some of the basics of this versatile program, then this series is just what you've been looking for.

Chapter 10

This week Isaac Oster tackles rendering to texture, ambient occlusion and normal bakes.

Contents

A full chapter breakdown for this series can be found below:

1. Introduction the 3ds Max Interface
2. Creating and Editing Splines
3. Creating and Editing Primitives
4. Creating and Editing Editable Polys
5. Modeling Demo: Creating A Wrench
6. Graphite Modeling Tools
7. UV Creation and Editing Process
8. Materials, Procedural Textures and Texture Maps
9. Lights and Rendering
10. Render to Texture, Ambient Occlusion and Normal Bakes
11. Rigging and Skinning

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Video


Click HERE to see the previous chapter

Want to start from the beginning? Click HERE to see Chapter 1 of this exciting series.


 
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Readers Comments (Newest on Top)
avatar
Matthew on Mon, 24 March 2014 10:18pm
Isaac really great tutorial but could you explain how you make the detailed bump maps that you add to your models. thanks
avatar
Soulzero on Sat, 13 July 2013 6:41pm
Fantastic video... I am not a beginner, I've been using 3ds max for a long time, since version 3. I learned some new things from your video. Keep up the good work.
avatar
Dhal_Naka on Fri, 12 July 2013 9:05am
Hi Issac! I have just watch your tutorial, so nice, but i have a doubt. In the last part, when you change the character UV layout, you bake the new diffuse by using the projection.... Wouldnt be easier just to have, in the same character, a new UV layout and with the RRT bake the information in the UV channel 1 to the information in the UV channel 2? So you avoid the projection and the push modifiers? Just to know if there is a difference between doing it in your why, or in the way I explina above. Thanks!
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