Depth of Field is a cool effect that lets you bring focus to particular objects in the scene and blurring the rest of the background and foreground. Depth of Field (DOF) works according to Z, so distance is one of the important settings.

In this tutorial I am not going to talk about DOF technique in mental ray or Scanline. I’m just going to show the compositional way for simulating this effect with 3ds Max and Photoshop. In this way you just need to render your scene and then you can try out different distances for DOP. This way can be useful for style rendering and save a lot of time if you want to show different distances to your client.

Please Note: While I used the mental ray renderer for this tutorial, you can use VRay or Scanline as well.

So let’s start!

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David, Cox, cloth, mesh, texture, polygons, glass, bottle, final,  render,



 

Software Used :


 

3ds Max & Photoshop

 

Introduction :


 

Hello everyone. In this tutorial I’m going to explain the process of creating a Trans Am. Before I start let me give you a brief review of this tutorial:
  • Section 1 - Modeling the Car
  • Section 2 – Car Paint, Lighting and Rendering
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    3ds max is one of the most popular CG packages out there today. It’s used in film, TV, games, and architectural visualization. One of the fundamental parts of 3ds max is the Material Editor.

    With the introduction of the node-based Slate material editor in 3ds max 2011, the traditional Material Editor has received a boost in importance, since it’s now part of two separate material pipelines, one generated the old-fashioned way, and one generated through Slate. Knowing the basics of 3ds max materials is essential and that’s what we’ll discuss here.

    Types of Materials

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    David, Cox, twin, exhaust, pipe,

    Software Used :



    3ds Max 2010

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    Korosh Ghanbarzadeh, head mesh, pelt mapping, uvs, 3ds max

    Software Used:



    3ds Max

    UVs are the key to taking full advantage of 3D software. In fact, you can’t do much without a good UV set. Many Important functions such as Displacement concept and Texturing are directly depended on an object’s UVW mapping. So I’ve decided to show you how to create qualified UVs inside 3ds Max.

    The UVW Unwrap modifier has a function named Pelt Mapping, which is a perfect tool for creating UVs for objects. I think in most cases, you don’t need anything else for mapping objects. The Pelt Mapping method gives you sufficient ability to do most of the mapping job without even hand editing UVs. It works well for organic and inorganic objects.

    Firstly you should have a clean mesh, meaning that it is better if your mesh has been created with all quadrangular faces, and has no extra vertices or any such cases. When you’ve got the mesh correct, then you are ready for the next step. So open up your object scene, select your object, navigate to the Modify panel/modifier list and apply a UVW Unwrap modifier from the list. Pelt function needs you to define the Pelt Seams on your mesh, so it can pull out the mesh using those seams. Thus it’s very important that you place your seams carefully. In my case I was working on a head mesh and I so defined the seams as shown in Fig.01 & Fig.02.

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    olumeBreaker is a volumetric geometry fracturing tool that will instantly create sub-geometry within any mesh - geometry that perfectly fits together and fills any given volume. With volumeBreaker Cebas brings a Hollywood quality destruction tool to 3ds MAX. volumeBreaker  was developed in consultation with, and to meet the very exacting demands of, VFX artists working on multi-million dollar movies - because of this, volumeBreaker truly is a production proven tool.


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    If you love typography like I do, you are always looking for a new way to funk out your type – just to make it look a little different than the rest. 3ds Max has some amazing and creative ways to make your type look absolutely beautiful! In this tutorial I will show you how to extrude text, tweak it out, manipulate the mesh, and then exporting it out to Photoshop to add in some extra elements. Hope you enjoy it!

    About

    Time: 1-2 Hours
    Software Required: Photoshop CS3+, 3ds Max 2009 + (Don’t have 3ds Max? )

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