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	<title>3D.DTuts - Free Tutorials by 3D Modeling, Texturing, Animation</title>
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		<title>IRONMAN STEALTH tutorial</title>
		<link>http://3d.dtuts.com/3d-tutorials/cinema-4d/ironman-stealth-tutorial/</link>
		<comments>http://3d.dtuts.com/3d-tutorials/cinema-4d/ironman-stealth-tutorial/#comments</comments>
		<pubDate>Tue, 31 Jan 2012 11:23:02 +0000</pubDate>
		<dc:creator>cinema4dtutorial</dc:creator>
				<category><![CDATA[Maxon Cinema 4D]]></category>
		<category><![CDATA[Modeling]]></category>

		<guid isPermaLink="false">http://3d.dtuts.com/?p=544</guid>
		<description><![CDATA[In this tutorial you will see how to create an iron man stealth. Iron man steatlh is a short film created, produced and directed by cinema 4d tutorial TEAM, inspired by the comics and the upcoming movie &#8220;the avengers&#8221;, they had the desire to create a superhero and teach you how to create your own [...]]]></description>
			<content:encoded><![CDATA[<p>In this tutorial you will see how to create an iron man stealth<span id="more-544"></span>. Iron man steatlh is a short film created, produced and directed by cinema 4d tutorial TEAM, inspired by the comics and the upcoming movie &#8220;the avengers&#8221;, they had the desire to create a superhero and teach you how to create your own iron man suit.<br />
<iframe src="http://blip.tv/play/AYLpvVwA.html?p=1" width="670" height="530" frameborder="0" allowfullscreen></iframe><embed type="application/x-shockwave-flash" src="http://a.blip.tv/api.swf#AYLpvVwA" style="display:none"></embed><br />
 The last part of the tutorial explains:<br />
 -How to model the complete Iron Man stealth suit<br />
 -More than 3 hours of hypernurbs (low poly) training (High-definition video)<br />
In addition it includes a lot of useful files.<br />
 <a href="http://www.cinema4dtutorial.net/?p=1522">Find the last part of the tutorial here</a></p>
<div id="crp_related"><h3>Related Posts</h3><ul class="related-posts"><li><a href="http://3d.dtuts.com/3d-tutorials/tutorial-advanced-demon-face-transformation-part-4-4/" rel="bookmark"><img src="http://static.dtuts.com/3d/tuts/other/demon-face/header.jpg" alt="Tutorial &#8220;Advanced  Demon Face Transformation&#8221; Part 4-4" title="Tutorial &#8220;Advanced  Demon Face Transformation&#8221; Part 4-4" width="100" height="100" border="0" class="crp_thumb" /></a> </li><li><a href="http://3d.dtuts.com/3d-tutorials/3dsmax/modeling-htc-desire-s-in-3dsmaxpart-39/" rel="bookmark"><img src="http://static.dtuts.com/3d/tuts/3dsmax/htc/header.jpg" alt="Modeling HTC Desire S in 3DsMax(Part 3/9)" title="Modeling HTC Desire S in 3DsMax(Part 3/9)" width="100" height="100" border="0" class="crp_thumb" /></a> </li><li><a href="http://3d.dtuts.com/3d-tutorials/modeling-htc-desire-s-in-3dsmaxpart-19/" rel="bookmark"><img src="http://static.dtuts.com/3d/tuts/3dsmax/htc/header.jpg" alt="Modeling HTC Desire S in 3DsMax(Part 1/9)" title="Modeling HTC Desire S in 3DsMax(Part 1/9)" width="100" height="100" border="0" class="crp_thumb" /></a> </li><li><a href="http://3d.dtuts.com/3d-tutorials/modeling-htc-desire-s-in-3dsmaxpart-29/" rel="bookmark"><img src="http://static.dtuts.com/3d/tuts/3dsmax/htc/header.jpg" alt="Modeling HTC Desire S in 3DsMax(Part 2/9)" title="Modeling HTC Desire S in 3DsMax(Part 2/9)" width="100" height="100" border="0" class="crp_thumb" /></a> </li><li><a href="http://3d.dtuts.com/3d-tutorials/tutorial-advanced-demon-face-transformation-part-2-4/" rel="bookmark"><img src="http://static.dtuts.com/3d/tuts/other/demon-face/header2.JPG" alt="Tutorial &#8220;Advanced  Demon Face Transformation&#8221; Part 2-4" title="Tutorial &#8220;Advanced  Demon Face Transformation&#8221; Part 2-4" width="100" height="100" border="0" class="crp_thumb" /></a> </li></ul></div>]]></content:encoded>
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		</item>
		<item>
		<title>Modeling HTC Desire S in 3DsMax(Part 3/9)</title>
		<link>http://3d.dtuts.com/3d-tutorials/3dsmax/modeling-htc-desire-s-in-3dsmaxpart-39/</link>
		<comments>http://3d.dtuts.com/3d-tutorials/3dsmax/modeling-htc-desire-s-in-3dsmaxpart-39/#comments</comments>
		<pubDate>Mon, 30 Jan 2012 11:59:08 +0000</pubDate>
		<dc:creator>3D-Sphere</dc:creator>
				<category><![CDATA[Adobe Photoshop]]></category>
		<category><![CDATA[Autodesk 3DS Max]]></category>
		<category><![CDATA[Modeling]]></category>

		<guid isPermaLink="false">http://3d.dtuts.com/?p=543</guid>
		<description><![CDATA[After the high popularity of „modeling iPhone4 in 3dsmax “ we decided to do a tutorial for another popular mobile, HTC Desire S. In this tutorial we will start by configuring 3DsMax views and place reference pictures for our mobile into the scene. Then using a primitive we will „draw“ a rough shape of the [...]]]></description>
			<content:encoded><![CDATA[<p>After the high popularity of „modeling  iPhone4 in 3dsmax “ we decided to do a tutorial  for another popular mobile, HTC Desire S.<span id="more-543"></span><br />
<iframe src="http://blip.tv/play/AYLplHYA.html?p=1" width="670" height="530" frameborder="0" allowfullscreen></iframe><embed type="application/x-shockwave-flash" src="http://a.blip.tv/api.swf#AYLplHYA" style="display:none"></embed><br />
In this tutorial we will start by configuring 3DsMax views and place reference pictures for our mobile into the scene.<br />
Then using a primitive we will „draw“ a rough shape of the mobile phone and using simple editable-poly functions edit, move and add more and more polys into our model and match the reference pictures which we placed in the beginning. Later after the overall shape of the mobile is done we will start to add all details which we will see at the reference and cut them into the shape using poly modeling technique. By this i will show multiple ways how to add details and cut out hole into a shape without losing the quality and Boolean modifier.<br />
 When all details are in place I will jump into Photoshop and prepare the bitmap for the display and a mask for the back part. At the end using Photometric Lights, MentalRay and 3D-Sphere  material library we will prepare the scene for render and apply all material to the mobile. By rendering we will also render the Ambient &#038; Occlusion map and using Photoshop layer properties apply it to the final render.<br />
<strong>Include:</strong><br />
 · Modeling HTC Desire S in using a reference<br />
 · Modeling from a primitive (box)<br />
 · Shaping the model using poly-technique<br />
 · Each detail will be modeled<br />
 · Using three different ways to add details<br />
 · Smoothing the object using subdivision<br />
 · Using our material library for materials<br />
 · Using Photometric lights<br />
 · Rendering using Mental Ray<br />
 · Postproduction in Photoshop<br />
<strong>You can download:</strong><br />
<a href="http://static.dtuts.com/3d/tuts/3dsmax/htc/max.files.zip">Max files</a><br />
<a href="http://static.dtuts.com/3d/tuts/3dsmax/htc/mats.zip">mats.zip</a><br />
<strong>Visit <a href="http://www.3d-sphere.com">www.3d-sphere.com</a>  and find  more tutorials and other useful information!</strong><br />
<img src="http://static.dtuts.com/3d/tuts/3dsmax/shields/logo.jpg" alt="" /></p>
<div id="crp_related"><h3>Related Posts</h3><ul class="related-posts"><li><a href="http://3d.dtuts.com/3d-tutorials/modeling-htc-desire-s-in-3dsmaxpart-19/" rel="bookmark"><img src="http://static.dtuts.com/3d/tuts/3dsmax/htc/header.jpg" alt="Modeling HTC Desire S in 3DsMax(Part 1/9)" title="Modeling HTC Desire S in 3DsMax(Part 1/9)" width="100" height="100" border="0" class="crp_thumb" /></a> </li><li><a href="http://3d.dtuts.com/3d-tutorials/modeling-htc-desire-s-in-3dsmaxpart-29/" rel="bookmark"><img src="http://static.dtuts.com/3d/tuts/3dsmax/htc/header.jpg" alt="Modeling HTC Desire S in 3DsMax(Part 2/9)" title="Modeling HTC Desire S in 3DsMax(Part 2/9)" width="100" height="100" border="0" class="crp_thumb" /></a> </li><li><a href="http://3d.dtuts.com/3d-tutorials/shields-modeling-in-3dsmaxpart-33/" rel="bookmark"><img src="http://static.dtuts.com/3d/tuts/3dsmax/shields/header.jpg" alt="Shields modeling in 3DsMax(Part 3/3)" title="Shields modeling in 3DsMax(Part 3/3)" width="100" height="100" border="0" class="crp_thumb" /></a> </li><li><a href="http://3d.dtuts.com/3d-tutorials/shields-modeling-in-3dsmaxpart-23/" rel="bookmark"><img src="http://static.dtuts.com/3d/tuts/3dsmax/shields/header.jpg" alt="Shields modeling in 3DsMax(Part 2/3)" title="Shields modeling in 3DsMax(Part 2/3)" width="100" height="100" border="0" class="crp_thumb" /></a> </li><li><a href="http://3d.dtuts.com/3d-tutorials/shields-modeling-in-3dsmaxpart-13/" rel="bookmark"><img src="http://static.dtuts.com/3d/tuts/3dsmax/shields/header.jpg" alt="Shields modeling in 3DsMax(Part 1/3)" title="Shields modeling in 3DsMax(Part 1/3)" width="100" height="100" border="0" class="crp_thumb" /></a> </li></ul></div>]]></content:encoded>
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		</item>
		<item>
		<title>Creating and Aligning Image Planes in Maya</title>
		<link>http://3d.dtuts.com/3d-tutorials/creating-and-aligning-image-planes-in-maya/</link>
		<comments>http://3d.dtuts.com/3d-tutorials/creating-and-aligning-image-planes-in-maya/#comments</comments>
		<pubDate>Fri, 27 Jan 2012 22:10:41 +0000</pubDate>
		<dc:creator>Andrew Klein</dc:creator>
				<category><![CDATA[3D Tutorials]]></category>
		<category><![CDATA[Autodesk Maya]]></category>
		<category><![CDATA[Modeling]]></category>

		<guid isPermaLink="false">http://3d.dtuts.com/?p=542</guid>
		<description><![CDATA[In this video Maya 3D instructor Andrew covers how to use Photoshop and Maya together to create, align, and sync image planes properly. The Art Institute of California — San Francisco Related Posts]]></description>
			<content:encoded><![CDATA[<p>In this video  Maya 3D instructor Andrew covers how to use Photoshop and Maya together to create, align, and sync image planes properly. <span id="more-542"></span><br />
<iframe src="http://blip.tv/play/AYLpgkIA.html?p=1" width="670" height="530" frameborder="0" allowfullscreen></iframe><embed type="application/x-shockwave-flash" src="http://a.blip.tv/api.swf#AYLpgkIA" style="display:none"></embed></p>
<p><strong><a href="http://artinstitutes.edu/san-francisco/Default.aspx">The Art Institute of California — San Francisco</a></strong><br />
<img src="http://3dm3.com/static/tuts/maya/tools/ad.jpg" alt="" /></p>
<div id="crp_related"><h3>Related Posts</h3><ul class="related-posts"><li><a href="http://3d.dtuts.com/3d-tutorials/maya-basic-polygon-editing-tools/" rel="bookmark"><img src="http://static.dtuts.com/3d/tuts/maya/tools/header.jpg" alt="Maya: Basic Polygon Editing Tools" title="Maya: Basic Polygon Editing Tools" width="100" height="100" border="0" class="crp_thumb" /></a> </li><li><a href="http://3d.dtuts.com/3d-tutorials/video-tutorial-creating-skyboxes/" rel="bookmark"><img src="http://static.dtuts.com/3d/tuts/zbrush/skybox/header.png" alt="Video Tutorial &#8220;Creating Skyboxes&#8221;" title="Video Tutorial &#8220;Creating Skyboxes&#8221;" width="100" height="100" border="0" class="crp_thumb" /></a> </li><li><a href="http://3d.dtuts.com/3d-tutorials/maya/deforming-geometry-with-maya-fluids/" rel="bookmark"><img src="http://static.dtuts.com/3d/tuts/maya/deforming-geometry/header.jpg" alt="Deforming Geometry With Maya Fluids" title="Deforming Geometry With Maya Fluids" width="100" height="100" border="0" class="crp_thumb" /></a> </li><li><a href="http://3d.dtuts.com/3d-tutorials/tutorial-creating-fire-with-maya-fluids/" rel="bookmark"><img src="http://3dm3.com/static/tuts/maya/creating-fire/header.png" alt="Tutorial &#8220;Creating Fire with Maya Fluids&#8221;" title="Tutorial &#8220;Creating Fire with Maya Fluids&#8221;" width="100" height="100" border="0" class="crp_thumb" /></a> </li><li><a href="http://3d.dtuts.com/3d-tutorials/tutorial-load-models-from-blender-to-maya/" rel="bookmark"><img src="http://static.dtuts.com/3d/tuts/maya/blender-maya/header.jpg" alt="Tutorial &#8220;Load Models from Blender to Maya&#8221;" title="Tutorial &#8220;Load Models from Blender to Maya&#8221;" width="100" height="100" border="0" class="crp_thumb" /></a> </li></ul></div>]]></content:encoded>
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		<item>
		<title>Normal mapping</title>
		<link>http://3d.dtuts.com/3d-tutorials/blender-3d/normal-mapping/</link>
		<comments>http://3d.dtuts.com/3d-tutorials/blender-3d/normal-mapping/#comments</comments>
		<pubDate>Thu, 26 Jan 2012 12:55:39 +0000</pubDate>
		<dc:creator>Mostafa Hassan</dc:creator>
				<category><![CDATA[Blender 3D]]></category>
		<category><![CDATA[Rendering]]></category>

		<guid isPermaLink="false">http://3d.dtuts.com/?p=541</guid>
		<description><![CDATA[Learn how to bake normal maps. Introduction Please keep in mind that this is a normal mapping tutorial and not a modeling tutorial, that’s why I have to ask you to model the paper bin yourself. Step 1 Go ahead and model a high-poly paper bin (It doesn’t matter how many vertices you use!) Step [...]]]></description>
			<content:encoded><![CDATA[<p>Learn how to bake normal maps.<span id="more-541"></span></p>
<h3>Introduction</h3>
<p>Please keep in mind that this is a normal mapping tutorial and not a modeling tutorial, that’s why I have to ask you to model the paper bin yourself.</p>
<h3> Step 1</h3>
<p>Go ahead and model a high-poly paper bin (It doesn’t matter how many vertices you use!)</p>
<p><img src="http://static.dtuts.com/3d/tuts/blender/mapping/1.png" alt="" /></p>
<h3> Step 2</h3>
<p>Go ahead and model a low-poly model.<br />
<img src="http://static.dtuts.com/3d/tuts/blender/mapping/2.png" alt="" /></p>
<p><img src="http://static.dtuts.com/3d/tuts/blender/mapping/3.png" alt="" /><br />
Shade smooth (W > shade smooth   ->   in edit mode) the models and recalculate the Normal’s (CTRL + N).<br />
<img src="http://static.dtuts.com/3d/tuts/blender/mapping/4.png" alt="" /></p>
<h3> Step 4</h3>
<p>Now put the Low poly inside the high poly model.<br />
<img src="http://static.dtuts.com/3d/tuts/blender/mapping/5.png" alt="" /><br />
Now split area and bring up the UV/Image editor. Select the low poly model – go edit mode and press “u”, you’ll see a menu for unwrapping in many ways, in this case we’re going to use the smart uv project(you might need to use seams and unwrap the proper way depending on your model, but in this case it should be fine using the smart uv project)</p>
<p><img src="http://static.dtuts.com/3d/tuts/blender/mapping/6.png" alt="" /><br />
It’s time to make a new Texture! Go ahead and press New in the uv/image editor. The file size and everything is fine, though you can change the name if you want. You should see a blank, black texture appear.<br />
<img src="http://static.dtuts.com/3d/tuts/blender/mapping/7.png" alt="" /><br />
Select the high poly model first and the low poly model (that has the texture and is unwrapped) after.<br />
 Now enable the Selected to active all the way down in the Render – Bake menu.</p>
<p>Change the Full Render to Normal’s. Now make sure that you selected the high poly before the low poly and hit Bake!</p>
<p><img src="http://static.dtuts.com/3d/tuts/blender/mapping/8.png" alt="" /><br />
Now do the same with the Cover.<br />
 First go to edit mode and add a new texture to the low poly model. Press “U” – unwrap.<br />
 Select the High poly first then the Low poly. Press Bake! Voila you have the last Normal map!</p>
<p>9: all we need to do now is give them this texture!<br />
 Select one of the low poly models and add another material.<br />
 Now go to Textures and add a new Texture. Change clouds to image or movie.<br />
 Select the texture you want to apply.<br />
<img src="http://static.dtuts.com/3d/tuts/blender/mapping/9.png" alt="" /></p>
<h3> Step 10</h3>
<p>Now we don’t want the color, so disable that, but we do want it to affect the geometry – Normal so enable that (Normal under geometry). Under image sampling you will find Normal Map which you should also enable.<br />
The last thing you need to worry about is under Mapping you need to change the coordinates from Generated to UV, because we unwrapped it earlier.<br />
All done! Just do the same thing to the other model and you’re done!<br />
New material, new texture, clouds to – image or movie, Select the normal map, change the coordinates to UV, select the normal in geometry and don’t forget to disable the color.<br />
By the way, you could use lattice to deform the low poly model, if your not happy with the result.</p>
<h3>The Result</h3>
<p>I also enabled mirror and played with the settings for this result.<br />
<img src="http://static.dtuts.com/3d/tuts/blender/mapping/final.png" alt="" /></p>
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		<title>Facial Rigging</title>
		<link>http://3d.dtuts.com/3d-tutorials/facial-rigging/</link>
		<comments>http://3d.dtuts.com/3d-tutorials/facial-rigging/#comments</comments>
		<pubDate>Wed, 25 Jan 2012 23:23:26 +0000</pubDate>
		<dc:creator>Dennis Jensen</dc:creator>
				<category><![CDATA[3D Tutorials]]></category>
		<category><![CDATA[Autodesk Maya]]></category>
		<category><![CDATA[rigging]]></category>

		<guid isPermaLink="false">http://3d.dtuts.com/?p=540</guid>
		<description><![CDATA[In this tutorial I show my way of Facial Rigging, I think it is the easiest, fastest and best way to do it. It is joint based with facial controllers and additional joystick controllers. Facebook page YouTube page Poly-face.com Twitter Related Posts]]></description>
			<content:encoded><![CDATA[<p> In this tutorial I show my way of Facial Rigging, I think it is the easiest, fastest and best way to do it.<span id="more-540"></span> It is joint based with facial controllers and additional joystick controllers.<br />
<iframe src="http://blip.tv/play/AYLo2zoA.html?p=1" width="670" height="530" frameborder="0" allowfullscreen></iframe><embed type="application/x-shockwave-flash" src="http://a.blip.tv/api.swf#AYLo2zoA" style="display:none"></embed><br />
<a href="http://www.facebook.com/PolyFaceCom">Facebook page</a><br />
<a href="http://www.youtube.com/user/PolyFacecom">YouTube page</a><br />
<a href="http://www.poly-face.com">Poly-face.com</a><br />
<a href="http://twitter.com/#!/PolyFaceCom">Twitter</a></p>
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		<title>Modeling Historical Mosque(Part 2/5)</title>
		<link>http://3d.dtuts.com/3d-tutorials/modeling-historical-mosquepart-25/</link>
		<comments>http://3d.dtuts.com/3d-tutorials/modeling-historical-mosquepart-25/#comments</comments>
		<pubDate>Tue, 24 Jan 2012 19:59:40 +0000</pubDate>
		<dc:creator>Hani Mohammadi</dc:creator>
				<category><![CDATA[3D Tutorials]]></category>
		<category><![CDATA[Autodesk 3DS Max]]></category>
		<category><![CDATA[Modeling]]></category>

		<guid isPermaLink="false">http://3d.dtuts.com/?p=539</guid>
		<description><![CDATA[In this video tutorial we are going to create a historical mosque. The idea of this modeling comes from a beautiful mosque in Shiraz-Iran, call Nasr-Ol-Molk. We are not going to create something exactly same because the original mosque contain a variety of shapes and forms which we do not have to create as we [...]]]></description>
			<content:encoded><![CDATA[<p>In this video tutorial we are going to create a historical mosque.<span id="more-539"></span> The idea of this modeling comes from a beautiful mosque in Shiraz-Iran, call Nasr-Ol-Molk. We are not going to create something exactly same because the original mosque contain a variety of shapes and forms which we do not have to create as we are just learning technique.<br />
<iframe src="http://blip.tv/play/AYLozw4A.html?p=1" width="670" height="530" frameborder="0" allowfullscreen></iframe><embed type="application/x-shockwave-flash" src="http://a.blip.tv/api.swf#AYLozw4A" style="display:none"></embed></p>
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		<title>Maya: Basic Polygon Editing Tools</title>
		<link>http://3d.dtuts.com/3d-tutorials/maya-basic-polygon-editing-tools/</link>
		<comments>http://3d.dtuts.com/3d-tutorials/maya-basic-polygon-editing-tools/#comments</comments>
		<pubDate>Sun, 22 Jan 2012 21:09:44 +0000</pubDate>
		<dc:creator>Andrew Klein</dc:creator>
				<category><![CDATA[3D Tutorials]]></category>
		<category><![CDATA[Autodesk Maya]]></category>
		<category><![CDATA[basics]]></category>

		<guid isPermaLink="false">http://3d.dtuts.com/?p=536</guid>
		<description><![CDATA[This video looks at several polygon editing tools in Maya such as split polygon tool, insert edgeloop tool, spin edge, slide edge tool, extrude, wedge, poke, append, fill hole, delete edge/vertex, add division, and smooth. The Art Institute of California — San Francisco Related Posts]]></description>
			<content:encoded><![CDATA[<p>This video looks at several polygon editing tools in Maya <span id="more-536"></span>such as split polygon tool, insert edgeloop tool, spin edge, slide edge tool, extrude, wedge, poke, append, fill hole, delete edge/vertex, add division, and smooth.<br />
<iframe src="http://blip.tv/play/AYLoqzUA.html?p=1" frameborder="0" width="670" height="530"></iframe><object style="display: none;" width="320" height="240" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="http://a.blip.tv/api.swf#AYLoqzUA" /><embed style="display: none;" width="320" height="240" type="application/x-shockwave-flash" src="http://a.blip.tv/api.swf#AYLoqzUA" /></object></p>
<p><strong><a href="http://artinstitutes.edu/san-francisco/Default.aspx">The Art Institute of California — San Francisco</a></strong><br />
<img src="http://static.dtuts.com/3d/tuts/maya/tools/ad.jpg" alt="" /></p>
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		<title>Modeling HTC Desire S in 3DsMax(Part 2/9)</title>
		<link>http://3d.dtuts.com/3d-tutorials/modeling-htc-desire-s-in-3dsmaxpart-29/</link>
		<comments>http://3d.dtuts.com/3d-tutorials/modeling-htc-desire-s-in-3dsmaxpart-29/#comments</comments>
		<pubDate>Thu, 19 Jan 2012 17:51:01 +0000</pubDate>
		<dc:creator>3D-Sphere</dc:creator>
				<category><![CDATA[3D Tutorials]]></category>
		<category><![CDATA[Adobe Photoshop]]></category>
		<category><![CDATA[Autodesk 3DS Max]]></category>
		<category><![CDATA[Modeling]]></category>

		<guid isPermaLink="false">http://3d.dtuts.com/?p=535</guid>
		<description><![CDATA[After the high popularity of „modeling iPhone4 in 3dsmax “ we decided to do a tutorial for another popular mobile, HTC Desire S. In this tutorial we will start by configuring 3DsMax views and place reference pictures for our mobile into the scene. Then using a primitive we will „draw“ a rough shape of the [...]]]></description>
			<content:encoded><![CDATA[<p>After the high popularity of „modeling  iPhone4 in 3dsmax “ we decided to do a tutorial  for another popular mobile, HTC Desire S.<span id="more-535"></span> In this tutorial we will start by configuring 3DsMax views and place reference pictures for our mobile into the scene.<br />
<iframe src="http://blip.tv/play/AYLn%2BwoA.html?p=1" width="670" height="530" frameborder="0" allowfullscreen></iframe><embed type="application/x-shockwave-flash" src="http://a.blip.tv/api.swf#AYLn+woA" style="display:none"></embed><br />
 Then using a primitive we will „draw“ a rough shape of the mobile phone and using simple editable-poly functions edit, move and add more and more polys into our model and match the reference pictures which we placed in the beginning. Later after the overall shape of the mobile is done we will start to add all details which we will see at the reference and cut them into the shape using poly modeling technique. By this i will show multiple ways how to add details and cut out hole into a shape without losing the quality and Boolean modifier.<br />
 When all details are in place I will jump into Photoshop and prepare the bitmap for the display and a mask for the back part. At the end using Photometric Lights, MentalRay and 3D-Sphere  material library we will prepare the scene for render and apply all material to the mobile. By rendering we will also render the Ambient &#038; Occlusion map and using Photoshop layer properties apply it to the final render.<br />
<strong>Include:</strong><br />
 · Modeling HTC Desire S in using a reference<br />
 · Modeling from a primitive (box)<br />
 · Shaping the model using poly-technique<br />
 · Each detail will be modeled<br />
 · Using three different ways to add details<br />
 · Smoothing the object using subdivision<br />
 · Using our material library for materials<br />
 · Using Photometric lights<br />
 · Rendering using Mental Ray<br />
 · Postproduction in Photoshop<br />
<strong>You can download:</strong><br />
<a href="http://static.dtuts.com/3d/tuts/3dsmax/htc/max.files.zip">Max files</a><br />
<a href="http://static.dtuts.com/3d/tuts/3dsmax/htc/mats.zip">mats.zip</a><br />
<strong>Visit <a href="http://www.3d-sphere.com">www.3d-sphere.com</a>  and find  more tutorials and other useful information!</strong><br />
<img src="http://static.dtuts.com/3d/tuts/3dsmax/shields/logo.jpg" alt="" /></p>
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		<title>VRayWireColor as Black &amp; White MASK</title>
		<link>http://3d.dtuts.com/3d-tutorials/vraywirecolor-as-black-white-mask/</link>
		<comments>http://3d.dtuts.com/3d-tutorials/vraywirecolor-as-black-white-mask/#comments</comments>
		<pubDate>Tue, 17 Jan 2012 13:35:00 +0000</pubDate>
		<dc:creator>VRayGuide</dc:creator>
				<category><![CDATA[3D Tutorials]]></category>
		<category><![CDATA[Adobe Photoshop]]></category>
		<category><![CDATA[vray]]></category>

		<guid isPermaLink="false">http://3d.dtuts.com/?p=533</guid>
		<description><![CDATA[Learn to use VRayWireColor pass as Mask in Photoshop. Related Posts]]></description>
			<content:encoded><![CDATA[<p>Learn to use VRayWireColor pass as Mask in Photoshop.<span id="more-533"></span><br />
<iframe src="http://blip.tv/play/AYLnzS4A.html?p=1" width="670" height="530" frameborder="0" allowfullscreen></iframe><embed type="application/x-shockwave-flash" src="http://a.blip.tv/api.swf#AYLnzS4A" style="display:none"></embed></p>
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		<title>Rigging cartoon eyes in blender</title>
		<link>http://3d.dtuts.com/3d-tutorials/rigging-cartoon-eyes-in-blender/</link>
		<comments>http://3d.dtuts.com/3d-tutorials/rigging-cartoon-eyes-in-blender/#comments</comments>
		<pubDate>Mon, 16 Jan 2012 22:14:42 +0000</pubDate>
		<dc:creator>Alex Telford</dc:creator>
				<category><![CDATA[3D Tutorials]]></category>
		<category><![CDATA[Blender 3D]]></category>
		<category><![CDATA[rigging]]></category>

		<guid isPermaLink="false">http://3d.dtuts.com/?p=532</guid>
		<description><![CDATA[Today we take a look at rigging eyes in blender, focusing on a cartoon style. Related Posts]]></description>
			<content:encoded><![CDATA[<p>Today we take a look at rigging eyes in blender, focusing on a cartoon style.<span id="more-532"></span><br />
<iframe src="http://blip.tv/play/AYLnqQwA.html?p=1" width="670" height="530" frameborder="0" allowfullscreen></iframe><embed type="application/x-shockwave-flash" src="http://a.blip.tv/api.swf#AYLnqQwA" style="display:none"></embed></p>
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		<title>Modeling Historical Mosque(Part 1/5)</title>
		<link>http://3d.dtuts.com/3d-tutorials/modeling-historical-mosquepart-15/</link>
		<comments>http://3d.dtuts.com/3d-tutorials/modeling-historical-mosquepart-15/#comments</comments>
		<pubDate>Sat, 14 Jan 2012 23:27:35 +0000</pubDate>
		<dc:creator>Hani Mohammadi</dc:creator>
				<category><![CDATA[3D Tutorials]]></category>
		<category><![CDATA[Autodesk 3DS Max]]></category>
		<category><![CDATA[Modeling]]></category>

		<guid isPermaLink="false">http://3d.dtuts.com/?p=530</guid>
		<description><![CDATA[In this video tutorial we are going to create a historical mosque. The idea of this modeling comes from a beautiful mosque in Shiraz-Iran, call Nasr-Ol-Molk. We are not going to create something exactly same because the original mosque contain a variety of shapes and forms which we do not have to create as we [...]]]></description>
			<content:encoded><![CDATA[<p>In this video tutorial we are going to create a historical mosque.<span id="more-530"></span> The idea of this modeling comes from a beautiful mosque in Shiraz-Iran, call Nasr-Ol-Molk. We are not going to create something exactly same because the original mosque contain a variety of shapes and forms which we do not have to create as we are just learning technique.<br />
<iframe src="http://blip.tv/play/AYLnn3QA.html?p=1" width="670" height="530" frameborder="0" allowfullscreen></iframe><embed type="application/x-shockwave-flash" src="http://a.blip.tv/api.swf#AYLnn3QA" style="display:none"></embed></p>
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		<title>Creating Depth of Field using Mental Ray</title>
		<link>http://3d.dtuts.com/3d-tutorials/creating-depth-of-field-using-mental-ray/</link>
		<comments>http://3d.dtuts.com/3d-tutorials/creating-depth-of-field-using-mental-ray/#comments</comments>
		<pubDate>Thu, 12 Jan 2012 08:53:54 +0000</pubDate>
		<dc:creator>Pat Imrie</dc:creator>
				<category><![CDATA[3D Tutorials]]></category>
		<category><![CDATA[Autodesk Maya]]></category>
		<category><![CDATA[Rendering]]></category>

		<guid isPermaLink="false">http://3d.dtuts.com/?p=527</guid>
		<description><![CDATA[This is a quick tutorial on how to apply and get the most out of the Physical Lens Depth of Field shader in Mental Ray. Related Posts]]></description>
			<content:encoded><![CDATA[<p>This is a quick tutorial on how to apply and get the most out of the Physical Lens Depth of Field shader in Mental Ray.<span id="more-527"></span><br />
<iframe src="http://player.vimeo.com/video/34472463?title=0&amp;byline=0&amp;portrait=0" width="670" height="530" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p>
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		<title>Creating a Low poly City</title>
		<link>http://3d.dtuts.com/3d-tutorials/creating-a-low-poly-city/</link>
		<comments>http://3d.dtuts.com/3d-tutorials/creating-a-low-poly-city/#comments</comments>
		<pubDate>Wed, 11 Jan 2012 14:13:18 +0000</pubDate>
		<dc:creator>Hani Mohammadi</dc:creator>
				<category><![CDATA[3D Tutorials]]></category>
		<category><![CDATA[Autodesk 3DS Max]]></category>
		<category><![CDATA[Modeling]]></category>

		<guid isPermaLink="false">http://3d.dtuts.com/?p=525</guid>
		<description><![CDATA[In this tutorial you will learn how to create a low poly city with a free plugin call Greeble. also I will talk about mapping technique for this project. Download Greeble Related Posts]]></description>
			<content:encoded><![CDATA[<p>In this tutorial you will learn how to create a low poly city with a free plugin call Greeble.<span id="more-525"></span> also I will talk about mapping technique for this project.<br />
<iframe src="http://blip.tv/play/AYLm2XoA.html?p=1" width="670" height="530" frameborder="0" allowfullscreen></iframe><embed type="application/x-shockwave-flash" src="http://a.blip.tv/api.swf#AYLm2XoA" style="display:none"></embed></p>
<p><a href="http://max.klanky.com/plugins.htm">Download Greeble</a></p>
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		<title>Modeling HTC Desire S in 3DsMax(Part 1/9)</title>
		<link>http://3d.dtuts.com/3d-tutorials/modeling-htc-desire-s-in-3dsmaxpart-19/</link>
		<comments>http://3d.dtuts.com/3d-tutorials/modeling-htc-desire-s-in-3dsmaxpart-19/#comments</comments>
		<pubDate>Tue, 10 Jan 2012 21:43:13 +0000</pubDate>
		<dc:creator>3D-Sphere</dc:creator>
				<category><![CDATA[3D Tutorials]]></category>
		<category><![CDATA[Adobe Photoshop]]></category>
		<category><![CDATA[Autodesk 3DS Max]]></category>
		<category><![CDATA[Modeling]]></category>

		<guid isPermaLink="false">http://3d.dtuts.com/?p=524</guid>
		<description><![CDATA[After the high popularity of „modeling iPhone4 in 3dsmax “ we decided to do a tutorial for another popular mobile, HTC Desire S. In this tutorial we will start by configuring 3DsMax views and place reference pictures for our mobile into the scene. Then using a primitive we will „draw“ a rough shape of the [...]]]></description>
			<content:encoded><![CDATA[<p>After the high popularity of „modeling  iPhone4 in 3dsmax “ we decided to do a tutorial  for another popular mobile, HTC Desire S.<span id="more-524"></span> In this tutorial we will start by configuring 3DsMax views and place reference pictures for our mobile into the scene.<br />
<iframe src="http://blip.tv/play/AYLm2WAA.html?p=1" width="670" height="530" frameborder="0" allowfullscreen></iframe><embed type="application/x-shockwave-flash" src="http://a.blip.tv/api.swf#AYLm2WAA" style="display:none"></embed><br />
 Then using a primitive we will „draw“ a rough shape of the mobile phone and using simple editable-poly functions edit, move and add more and more polys into our model and match the reference pictures which we placed in the beginning. Later after the overall shape of the mobile is done we will start to add all details which we will see at the reference and cut them into the shape using poly modeling technique. By this i will show multiple ways how to add details and cut out hole into a shape without losing the quality and Boolean modifier.<br />
 When all details are in place I will jump into Photoshop and prepare the bitmap for the display and a mask for the back part. At the end using Photometric Lights, MentalRay and 3D-Sphere  material library we will prepare the scene for render and apply all material to the mobile. By rendering we will also render the Ambient &#038; Occlusion map and using Photoshop layer properties apply it to the final render.<br />
<strong>Include:</strong><br />
 · Modeling HTC Desire S in using a reference<br />
 · Modeling from a primitive (box)<br />
 · Shaping the model using poly-technique<br />
 · Each detail will be modeled<br />
 · Using three different ways to add details<br />
 · Smoothing the object using subdivision<br />
 · Using our material library for materials<br />
 · Using Photometric lights<br />
 · Rendering using Mental Ray<br />
 · Postproduction in Photoshop<br />
<strong>You can download:</strong><br />
<a href="http://static.dtuts.com/3d/tuts/3dsmax/htc/max.files.zip">Max files</a><br />
<a href="http://static.dtuts.com/3d/tuts/3dsmax/htc/mats.zip">mats.zip</a><br />
<strong>Visit <a href="http://www.3d-sphere.com">www.3d-sphere.com</a>  and find  more tutorials and other useful information!</strong><br />
<img src="http://static.dtuts.com/3d/tuts/3dsmax/shields/logo.jpg" alt="" /></p>
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		<title>Making of Sanlik</title>
		<link>http://3d.dtuts.com/3d-tutorials/making-of-sanlik/</link>
		<comments>http://3d.dtuts.com/3d-tutorials/making-of-sanlik/#comments</comments>
		<pubDate>Fri, 06 Jan 2012 09:31:10 +0000</pubDate>
		<dc:creator>Eduardo Balestrini and Victoria Passariello</dc:creator>
				<category><![CDATA[3D Tutorials]]></category>
		<category><![CDATA[Adobe Photoshop]]></category>
		<category><![CDATA[Autodesk 3DS Max]]></category>
		<category><![CDATA[Pixologic ZBrush]]></category>
		<category><![CDATA[Modeling]]></category>
		<category><![CDATA[Texturing]]></category>

		<guid isPermaLink="false">http://3d.dtuts.com/?p=522</guid>
		<description><![CDATA[This tutorial shows the process of creation of the character called &#8220;Sanlik&#8221;. This creature was designed for a short film that I wrote 2 years ago. Introduction: His race is Quelonian, a reptile specie that has evolved with the course of time. They live in an aquatic planet, where the cities are floating on water. [...]]]></description>
			<content:encoded><![CDATA[<p>This tutorial shows the process of creation of the character called &#8220;Sanlik&#8221;. This creature was designed for a short film that I wrote 2 years ago.<span id="more-522"></span></p>
<h3>Introduction:</h3>
<p>His race is Quelonian, a reptile specie that has evolved with the course of time. They live in an aquatic planet, where the cities are floating on water. Looking for alternative resources, the Quelonians created the Spatial Scout Program (SSP) and here is where our Character comes. He is a space scout.<br />
I have always wanted to make characters that fit in some story, it’s easier and more fun this way.<br />
The first step is to draw as many sketches as you can. Sides of the figure, proportions, face details, etc. I am not a professional concept artist, but I always try to draw the best that I can to have a better understanding of what I’m going to do in 3D. (Fig 01)<br />
<img src="http://static.dtuts.com/3d/tuts/3dsmax/sanlik/fig01.jpg" alt="" /><br />
I also did some test color in Photoshop (Fig 02).<br />
<img src="http://static.dtuts.com/3d/tuts/3dsmax/sanlik/fig02.jpg" alt="" /><br />
In this making of, I am going to explain more in depth the texture process since I made a retexture version of Sanlik using Textures from Total Textures.</p>
<h3>References:</h3>
<p>I collected some references of animals like amphibians, reptiles, birds, which helped me a lot to understand how the skin should look like and how to adapt the details on a humanoid body. (Fig03)<br />
<img src="http://static.dtuts.com/3d/tuts/3dsmax/sanlik/fig03.jpg" alt="" /></p>
<h3>Modeling and Sculpting:</h3>
<p>Having all the references set up and all the sketches, I started with a very basic base mesh done in 3d max and then imported it into Zbrush to start the sculpting process. At the beginning, I focused in the gesture of the character paying attention in all the proportions and the silhouette.<br />
Anatomy is very important even if he is not human, this always gives a more realistic feeling (Fig04)<br />
<img src="http://static.dtuts.com/3d/tuts/3dsmax/sanlik/fig04.jpg" alt="" /><br />
When I finished with the gesture, I analyzed the figure seeing if all the scales looked nice (fig05)<br />
<img src="http://static.dtuts.com/3d/tuts/3dsmax/sanlik/fig05.jpg" alt="" /><br />
At this point it is a good time to remesh our creature before to start adding the details (I posed the model and made few renders) (Fig06).<br />
<img src="http://static.dtuts.com/3d/tuts/3dsmax/sanlik/fig06.jpg" alt="" /><br />
I was very careful detailing the scales masking them one by one, applying alphas and then sculpting over the top. I also made details inside the mouth. I paid attention in the size of every scale, for example, on the face they are tiny, on the back they are bigger (Fig07).<br />
<img src="http://static.dtuts.com/3d/tuts/3dsmax/sanlik/fig07.jpg" alt="" /><br />
NOTE: I used the alphas just to mark the scales; most of the works were made by hand with clay brush and slash3 brush.<br />
The following image shows the model with all the details on it. (fig08).<br />
<img src="http://static.dtuts.com/3d/tuts/3dsmax/sanlik/fig08.jpg" alt="" /><br />
For the armor I made simple meshes in 3d max (Fig09) I imported them into Zbrush using the crease smoothing groups plug-in and then subdivided the mesh.<br />
<img src="http://static.dtuts.com/3d/tuts/3dsmax/sanlik/fig09.jpg" alt="" /><br />
To start the details I first used the Slash3 brush to make the lines between the pieces of the armor.<br />
I used lots of alphas to make all the little things like the screws, lids, vents, etc , and for those bigger shapes I made a masked section and extruded the zone using “inflate” in the deformation panel. Lastly I used the Mallet Fast and Slash brushes for all the damage, scratch and knocks. (Fig10)<br />
<img src="http://static.dtuts.com/3d/tuts/3dsmax/sanlik/fig10.jpg" alt="" /><br />
At this point all the modeling it’s done.</p>
<h3>TEXTURE</h3>
<p>With everything done right now, I proceeded to unwrap the body and pieces using UVLayOut to start the texturing process. I baked a displacement map in Zbrush and applied it into the body mesh. For the hard surface I used normal map. The following image shows a render of the body with the Vray displacement mode and a simple clay material (Fig 11).<br />
<img src="http://static.dtuts.com/3d/tuts/3dsmax/sanlik/fig11.jpg" alt="" /></p>
<h4>Making the Diffuse of the body.</h4>
<p>Previously, I set up a Vray scene with an HDRI light to bake an Ambient Occlusion, also I baked a Cavity map from ZBrush. I took those two maps as the base of the diffuse texture. They are on the top of everything. I inserted them in a folder named “AO”. Under this folder I created all the rest of the folders and layers. (fig.12)<br />
<img src="http://static.dtuts.com/3d/tuts/3dsmax/sanlik/fig12.jpg" alt="" /><br />
The next step was to create the textures of the scales, skin and mouth (I placed them in different folders) so, I started with the scales textures: I created a Base layer with green color, then I used the “brown01” map from TotalTextures Alien Organics and repeated it all around the canvas, changed the blend mode to Darker Color, opacity to 45% and applied a Color Balance to give it a more greenish looking (fig.13), also the Base green layer determine the overall color of the texture. Notice that the empty areas of the texture are filled with black color; I usually do this to not distract my eyes seeing the texture everywhere (I Just applied a mask with the UVs Alphas into the root folder and outside that folder a Black layer)(fig.14).<br />
<img src="http://static.dtuts.com/3d/tuts/3dsmax/sanlik/fig13.jpg" alt="" /><br />
<img src="http://static.dtuts.com/3d/tuts/3dsmax/sanlik/fig14.jpg" alt="" /><br />
After that, I used the “brown12” map and repeated it all around the canvas, changed the blend mode to Soft Light, opacity to 60% and changed the Blend option in Layer Style (I moved the white arrow to the left to preserve only the darkest areas of the map)(fig.15).<br />
<img src="http://static.dtuts.com/3d/tuts/3dsmax/sanlik/fig15.jpg" alt="" /><br />
At this point, the texture still looks too uniform, so I used another map to give it more variations; “material06b” this time from Total Texture Sci-fi, I changed the blend mode to Vivid Light and applied a Contrast of 100(fig.16).<br />
<img src="http://static.dtuts.com/3d/tuts/3dsmax/sanlik/fig16.jpg" alt="" /><br />
You may be asking why the skin in the render looks a bit red, that is because I was using a SSS map in VRay.<br />
Once the scales texture is done I started the skin, I used the “red02” map from alien organics, always the same technique of repeating the map all around the canvas, I changed the blend mode to Lighter Color, opacity to 50%, changed the Color Balance and brightness just a little bit. Finally, since this map looks a little flat I used the Burn and Dodge tools to get darker or lighter some areas (fig17).<br />
<img src="http://static.dtuts.com/3d/tuts/3dsmax/sanlik/fig17.jpg" alt="" /><br />
Note that I made a black mask in the Skin folder and painted white all the areas of the skin.<br />
For the mouth, I just made a base pink layer and over it I used the “red07” map on Normal blending mode and 40% opacity, changed the Color Balance and Brightness a little bit and finally over them I created a darker pink layer with 25% opacity to unify the map and used again the Burn and Dodge tool in some areas (fig18).<br />
<img src="http://static.dtuts.com/3d/tuts/3dsmax/sanlik/fig18.jpg" alt="" /><br />
Sanlik now have a good texture but still needs more color variation, he is very plane and basic, so I made a new folder named “Top textures” with a new set of map that helped me to make Sanlik looks more alive.<br />
I found the map “brown06” very useful for color variations; I changed the Blend mode to Color Dodge, 50% opacity and it was perfect to create some yellow areas. I used the same map but this time in Darker Color and I got some nice purple dots (fig19).<br />
<img src="http://static.dtuts.com/3d/tuts/3dsmax/sanlik/fig19.jpg" alt="" /><br />
To take further the skin I used the “blue08” map in Soft light to get a delicate variation in the texture. Finally I added some Marks in the trunk with the “gray 11” map in Overlay (fig20).<br />
<img src="http://static.dtuts.com/3d/tuts/3dsmax/sanlik/fig20.jpg" alt="" /><br />
I did some details in the back to make it more interesting taking the “red04” map, I just changed the Blend option in Layer Style moving the black arrow to the right to preserve the lightest colors of the map in this case the red one, but this action also took away the dark dots, so I duplicated the layer and changed the blend mode to Pin Light. One final detail in the back was adding some marks with the map “gray11” in overlay (fig21).<br />
<img src="http://static.dtuts.com/3d/tuts/3dsmax/sanlik/fig21.jpg" alt="" /><br />
One more step was paint all the little details like the nipples, nails, birthmarks, some skin lines between the scales and teeth (fig22). The most important thing, the final touch to give Sanlik more realism was adding the veins. To do this, I used the “blue08b” map, I inverted the colors by pressing Ctrl+I then changed the Blend option in Layer Style and the Blend mode in Pin Light, now the map is very similar to some kind of veins (fig23).<br />
<img src="http://static.dtuts.com/3d/tuts/3dsmax/sanlik/fig22.jpg" alt="" /><br />
<img src="http://static.dtuts.com/3d/tuts/3dsmax/sanlik/fig23.jpg" alt="" /></p>
<h4>Making the eye</h4>
<p>The eye was quite simple to do; I used for it the “green09”map and paint over all the details and veins (fig24). In the render, there is a crystal around it making more real the reflections.<br />
<img src="http://static.dtuts.com/3d/tuts/3dsmax/sanlik/fig24.jpg" alt="" /></p>
<h4>Making the diffuse of the armor</h4>
<p>The diffuse of the armor was quite easier to do than the body; I started with two different Ambient Occlusions that I previously got in 3DsMax and a gray Base Layer (fig25).<br />
<img src="http://static.dtuts.com/3d/tuts/3dsmax/sanlik/fig25.jpg" alt="" /><br />
I then created a new folder named “Colors” where I painted in different layer the grays and yellow areas all of them in Normal blend mode and 100% opacity (fig26).<br />
<img src="http://static.dtuts.com/3d/tuts/3dsmax/sanlik/fig26.jpg" alt="" /><br />
The next step was to paint the scratches; I created a mask in the “Color” folder and painted them by hand following the Ambient Occlusion map (fig27).<br />
<img src="http://static.dtuts.com/3d/tuts/3dsmax/sanlik/fig27.jpg" alt="" /><br />
After that I started to light him painting some Glows all around his armor; I chose a very light orange color in Normal blend mode and copy it twice and changed the blend mode to Screen to make them as brighter as possible (fig28).<br />
<img src="http://static.dtuts.com/3d/tuts/3dsmax/sanlik/fig28.jpg" alt="" /><br />
Note that the Glow folder is over the AO folder because they should not be affected by the Ambient Occlusion.<br />
Finally I used the “material06b” from TotalTexture Sci-Fi to make the texture looks dirtier; I changed the Blend mode to Soft Light, opacity to 50% and applied a Contrast adjustment of 200. Also I Used “alien05a” and “number__16a” in Color Dodge blend mode like symbols around his armor (fig29).<br />
<img src="http://static.dtuts.com/3d/tuts/3dsmax/sanlik/fig29.jpg" alt="" /></p>
<h3>Shaders</h3>
<p>In the image you can see the different settings I used for the shaders of the body and armor, also you can see the SSS map that I got from ZBrush baking a red skin material (fig30).<br />
<img src="http://static.dtuts.com/3d/tuts/3dsmax/sanlik/fig30.jpg" alt="" /></p>
<h3>Illumination:</h3>
<p>For the illumination I used the HDRI dome light method and added some fill lights and a Rim Light. Remember to use the gamma correction 2,2 and Vray frame buffer for better results.<br />
The following image shows the lighting setup in viewport (Fig31)<br />
<img src="http://static.dtuts.com/3d/tuts/3dsmax/sanlik/fig31.jpg" alt="" /><br />
For the final Image I took the render and the alpha channel from the Vray buffer and composite it in Photoshop adding the floor, background, glows, Overlay layers for more contrast and Sharpen in some blur areas (fig32).<br />
<img src="http://static.dtuts.com/3d/tuts/3dsmax/sanlik/fig32.jpg" alt="" /><br />
Finally all this hard work was done (FINAL).<br />
<img src="http://static.dtuts.com/3d/tuts/3dsmax/sanlik/FINAL.jpg" alt="" /></p>
<h3>Conclusion:</h3>
<p>This project was very hard but fun to make, I learned a lot mixing human anatomy with animals.<br />
I hope this making of was useful to you all and thank you very much for having taken the time to read it. If you have any question or are interested to know more, don’t hesitate to contact us.<br />
Making of made by Eduardo Balestrini. Texture section by Victoria Passariello</p>
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