Matching the Environment - Part 6
In this movie, you finalize the material work and render the solution prior to populating the scene with animated pedestrians.

In this movie, you finalize the material work and render the solution prior to populating the scene with animated pedestrians.
In this movie, you finalize the material work and render the solution prior to populating the scene with animated pedestrians.
This tutorial shows what every-day AutoCAD users need to do to prepare their 2D AutoCAD drawings to work as blueprint references inside 3ds Max.
In this Part 2 movie, you import your 2D CAD drawing as a blueprint in 3ds Max. You'll then use some basic modeling techniques to turn simple 2D entities into fairly complex 3D volumes.
In this Part 3 movie, you learn how to create materials befitting your scene elements. Mostly, you will explore the Multi/Sub-Object material that enables you to apply different materials to the same object.
In this Part 4 movie, you create pivot and sliding doors using 3ds Max's built-in features.
In this fifth and final part, you learn to build curtain walls using a variety of polygon modeling techniques. You will then adjust the polygon IDs so that you can use the same material on the curtain wall that you used on the patio doors earlier.
This tutorial shows you three different and interesting ways to use the Snapshot tool. The Snapshot tool duplicates an animated object over time, making it an interesting feature to study motion. This movie introduces the scenarios you will be working on.
In this movie, You animate two WWII planes to travel on different paths. While one plane's flight is straightforward, the other involves an acrobatic maneuver that requires steep banking and speed changes.
With planes animated on their respective paths, you now learn to use the Snapshot tool to create a ghosting effect. The effect you learn to create makes an interesting case study of motion, even with a single frame rendered.
In this second scenario, you start by animating a car using a dynamics simulation. You use the MassFX engine to quickly and effortlessly create a simulation that would be otherwise more difficult to keyframe.
In this movie, you use the Snapshot tool to create duplicates as you have learned before. However, you learn here to use Snapshot in phases, which gives you more control over the number of clones over time.
In this movie, you learn to animate the visibility of the ghosting effect. You add a visibility track on each and every clone and set the tracks in such a way that the clones only appear when the position and orientation of the animated car matches theirs.
In this scenario, you use Snapshot as a modeling tool to build a wave that is driven by motion of a bat's flapping wings. In this first movie, you learn to extract the cross-sections that will be used as a base for the wave's framework.
In this last movie of the series, you clean up the wave you created earlier, apply a material to it and even animate it using the Slice Modifier. The idea is to make the wave appear in a way matching the animation of the bat wings.
In this tutorial, you learn the concepts of UV Unwrapping. You use UV Unwrapping when the conventional mapping methods for projecting textures on a 3D model are no longer sufficient.
In this Part 2 movie, you learn to uv unwrap an architectural model. Architectural models are usually easy to unwrap as they often need simple flat, planar mapping, albeit projected from different sides.
In this Part 3 movie, you continue unwrapping the building model. The process is similar to the last movie, so fewer detailed instructions will be given.
In this Part 4 movie, you finish unwrapping the building model. You will work on the upper floor and the roof, using the techniques you have already learned.
In this Part 5 movie, you unwrap the car. The procedure is not entirely different from what you learned before but the method for separating the clusters is.
In this Part 6 movie, you finish unwrapping the body of the car using similar techniques to what you used in the last movie.
In this Part 7 movie, you finish unwrapping the car by working on the wheels. This should be an easy process as it only requires simple planar and cylindrical mapping projections.
In this Part 8 movie, you learn to unwrap an organic model. An organic model is different from an architectural or even technical model. It has more curvature and special attention should be made when unwrapping it to minimize texture distortion.
In this Part 9 movie, you continue working on the dinosaur head by unwrapping the neck, ears and horn.
In this Part 10 and final movie of this series, you render out a UV template that serves as reference for painting textures in a Paint application.