Vjeko from RenderRam shares a few tips and tricks to create realistic human wear and tear on wooden floors in 3ds Max using F-Storm Renderer. (more…) [...]
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Back To Basics: Introduction To 3ds Max | Part 1
3D artist Vjeko Kiraly from RenderRam has just launched a new series of tutorials designed to get you on the right track for mastering the essentials of 3ds Max. You can check out the first part below. [...]
Read moreKnown unknown depths of 3ds Max
Vjeko from RenderRam is back with a few super useful 3ds Max tips and tricks that you definitely need to know to improve your 3D modeling workflow. (more…) [...]
Read moreHow to retopo anything in 3ds Max
Join Vjeko from RenderRam as he shares his workflow to retopo 3D scanned geometry in 3ds Max using the extend and conform tools. (more…) [...]
Read moreKnown unknown depths of 3ds Max
In this new video by Vjeko from RenderRam you will learn about a few tips and tricks that will help you improve your 3ds Max workflow. (more…) [...]
Read moreProcedural damage with Data Channel
Here's a really cool tutorial by Vjeko from RenderRam on how to use the Data Channel modifier in 3ds Max to affect geometry and create things like rust or damage. (more…) [...]
Read moreHow to use sliders in 3ds Max
Vjeko from RenderRam demonstrates how to create and use sliders in 3ds Max to adjust parameters such as light intensity and geometry smoothing. (more…) [...]
Read moreMore realism for your CG walls in 3ds Max
In this tutorial you will learn how to achieve realistic CG walls in 3ds Max with a few simple tricks from 3D artist Vjeko Kiraly of RenderRam. (more…) [...]
Read moreModeling and rendering for a studio shot
Vjeko presents a step-by-step tutorial on how to model and render a studio shot for a glass with some cold iced tea and ice cubes. (more…) [...]
Read moreKnown unknown depths of 3ds Max
Vjeko highlights five often-overlooked features of 3ds Max: Paint Soft Selection, Lock UI Layout, Preview Selection in Editable Poly, Local Align Reference Coordinate System, and Float Viewport. (more…) [...]
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