3D Artist Alex Zhigin shares this timelapse video where he shows how to model a woven basket in 3ds Max using its native tools and a couple of scripts. You can download Populate: panels script, TopoProject and UV to Mesh [...]
Read moreMorph and Loop your cloth simulations in 3ds Max
Mike Wojcieszczyk, from VizAcademy UK, teaches us how to use the Morph and Point Cache modifiers in 3ds Max to simulate different types of cloths. (more…) [...]
Read moreHow to create a sherpa/boucle material in 3ds Max
Vjeko from RenderRam shares a quick and easy way for creating a sherpa/boucle like material using 3ds Max and FStorm Render. (more…) [...]
Read moreTurbo-fast modeling with the new Boolean Modifier
In this video, Agnieszka Klich from Arch Viz Artist explains some of the features of the new Boolean modifier introduced in the latest version of 3ds Max. (more…) [...]
Read moreProcedural mud shader with V-Ray
3D Artist Jonas Noell explains how to create realistic and procedural mud shader and apply it to a truck using 3ds Max and V-Ray. (more…) [...]
Read moreHow to create a 360 panorama in 3ds Max
In this new video tutorial by Render.courses, you will learn how to create a 360 panorama in 3ds Max using Corona Render. (more…) [...]
Read moreCreating different objects with cloth simulation in 3ds Max
In this video by VizAcademy UK, you'll learn how to create realistic cloth simulations using 3ds Max's powerful cloth simulation tools. (more…) [...]
Read moreWind animation for trees with GrowFX
A quick tutorial by Agnieszka Klich from Arch Viz Artist on how to add a wind animation to a tree model using the GrowFX plugin in 3ds Max. (more…) [...]
Read moreTips to achieve more realistic renders
A short video from Render.courses with a few tips on camera positioning, lighting and the use of references to achieve more realistic renders. (more…) [...]
Read moreHow to create fingerprints material
In this tutorial by Render.courses you'll learn how to create realistic fingerprints material using Corona Renderer in 3ds Max. (more…) [...]
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