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Working With Photographic Reference

Introduction:

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. Also available for download with this tutorial is the base mesh used.

Chapter 1: Photoshop


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Duration: 09 minutes 12 seconds

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Click Here to Download the Character Head Base Mesh | Size: 64kb

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PSYCHO MOM by Patrasciuc Cristian – PART 2

Texturing

Let’s pass to the next step (the most important of this project). First I set up the UV’s (only planar, box or cylindrical). This is like a sketch, because after I’ll paint the textures the UV’s will be adjusted in order to give the best result. Here is a screen shot with the UV’s after finishing the texturing process. You can see that they are stretched or damaged in some places, but this won’t be seen in the final image.

The texture painting process is quite similar for all the objects, so I’ll explain it only for the back wall, the one with a window on it. So, first of all set the UV to planar, then export the wire frame. You can either take a snapshot of the view port (if it is a planar UV) or use the Texporter plug in.

p>After that, just take the file into your favorite painting software (in this case it was Photoshop) and start painting over it. I started painting by taking a nice wall texture from www.environment-textures.com and put it as the base layer.

I also reduced the opacity of the layer that contains the wire frame so I can see what I’m painting and where I’m painting.

From now on it’s all up to the artistic sense and the imagination of the painter. I wanted to make the wall a brown-yellow color, so I started by creating a new layer and fill it with the desired color tone.

Then I changed the blending mode to ‘Multiply’ and reduced the Opacity to 70%.

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Tank 3D Modeling Tips

In this tutorial i would like to show you few technics that i use for tank modeling, i will show how you can make zimmerit, camouflage like net with leafs and bushes or destroyed mudguard.

BARREL

Model of barrel I have made from simple objects like cylinder or box that was converted to Editable Poly, so I’ve been able to make proper shape.

Now we need to put ‘plane object’ above our barrel. Make segments of it like you want, after that convert it to Editable Poly and add Cloth modify.

Now go to “Objects properties” and set up there some parameters that we need, in this case for our barrel check “Collision objects”, and for plane object check “Cloth”, and after that select one of material presets. In “Simulation Parameters” set subsample at 5 so intersection of cloth and collision object will be checked 5 times per sample, this will make more accurate simulation.

Now convert our plane object to editable poly and go to vertex subobject edtion, now change selection typ to “paint selection region”, and using it select and remove some vertexes form bottom of our net like at image below.

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Making of Pontiac


click for large version

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Sculpt and Texture a Demon-like Monster in 3ds Max and ZBrush – Part3

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