Learn how to do things like renaming objects, painting with geometry and using Viewport Canvas in 3ds Max with this new tutorial by Vjeko from RenderRam. (more…) [...]
Read moreBack To Basics: Introduction To 3ds Max | Part 4
Vjeko presents part 4 of his introduction to 3ds Max series, and in this new episode you will discover how to model objects using splines. (more…) [...]
Read moreModeling on curved surfaces in 3ds Max
Learn how to tackle complex shapes on curved surfaces in 3ds Max with this insightful tutorial by Vjekoslav Kiraly from RenderRam. (more…) [...]
Read moreBack To Basics: Introduction To 3ds Max | Part 3
We’re back with the third part of Vjeko Kiraly’s 3ds Max Back to Basics series on RenderRam! This time, you’ll learn how to model a 55" TV from scratch. (more…) [...]
Read moreBack To Basics: Introduction To 3ds Max | Part 2
Vjeko from RenderRam returns with Part 2 of his Introduction to 3ds Max series, diving into the fundamentals of splines and modifiers. (more…) [...]
Read moreBack 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…) [...]
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