In this tutorial by 3D artist Jonas Noell, we will learn how to build a procedural water puddles shader with 3ds Max and V-Ray that can be applied to any surface. (more…) [...]
Read moreAdvanced Wood material in 3ds Max
Adán Martin, from 3DCollective, explains how make the most out of the Advanced Wood system in 3ds Max to create different types of realistic procedural wood. (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 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 fingerprints material
In this tutorial by Render.courses you'll learn how to create realistic fingerprints material using Corona Renderer in 3ds Max. (more…) [...]
Read moreCreating realistic dust material in Corona Renderer
From Render.courses comes a great method for creating realistic dust material in Corona Renderer by taking advantage of a couple of parameters in the Falloff map. (more…) [...]
Read moreMirrors – The Beauty of Double Reflections
Vjeko from RenderRam shares a really cool technique for creating realistic mirrors using 3ds Max and Corona Renderer, which can also be replicated in V-Ray. (more…) [...]
Read moreFree Textures | Kolumba Bricks
3D Artist Nicolai Becker is giving away this high resolution PBR texture inspired by the Petersen Tegl Kolumba brick. (more…) [...]
Read morePlants – The Power Of Translucency
RenderRam presents his approach to plant materials, explaining how to create realistic leaves using the right IOR value and most importantly, translucency. (more…) [...]
Read moreCreating velvet material in Corona Renderer
We begin a new week with another amazing tutorial by polish 3D artist Agnieszka Klich, from Arch Viz Artist, this time on how to create velvet material in Corona Renderer for 3ds Max. (more…) [...]
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