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Be sure to check out next months issues of 3D Creative Magazine. It’ll include the first of eight chapters covering a project I created using 3ds Max, Vray, Zbrush and Nuke. The tutorial covers a step by step explanation of how I went about creating each asset as well as the tools used for the project. The tools used in the project will be available for download over the coming months so be sure to check back. If there are any topics you guys would like me to create a video tutorial or pdf for leave a comment explaining the topic you’d want me to cover. Thank you again everyone for your continued support for JokerMartini.com
In this tutorial I’ll be going over how to setup rendering in 3ds Max using Vray 3.0 for deep image compositing in Nuke.
For those of you who don’t know what the phrase ‘deep image compositing’ means, it’s a new way of compositing and rendering digital images. In using DIC the data stored contains color, opacity and now depth. This allows for multiple samples in the depth of the image to be combined in order to create the final color of the image. Using this technique removes the artefacts and aliasing errors produced when compositing with other setups. The errors in older setups are most noticeable when color correcting and z-blurring. Say goodbye to those errors and hello to ‘deep image compositing’.
I’m always interested in touching base with other artists that work in studios from around the country. I enjoy talking shop and sharing stories with others. Please leave a comment below your name, portfolio url, what you do for work and where you work.
There is a great article on the render times for hair by top industry studios. Check out the article over at AnimationMentor.com
Have you ever wanted to randomize the face ID’s of an object based on elements, individual polygons, smoothing groups, or objects? Wait no longer. This modifier allows users to manipulate the face ID’s of an object in a non destructive way. Check out the images below where I demonstrate using this modifier to randomize the windows of a building. Product Details Randomized Face-ID’s v1.0 – Options: Element, Polygon, Object, Smoothing Group – Min/Max Range for ID’s – Seed value – Compatible with any 3ds Max render engine ex: VRay, MentalRay, Scanline, Maxwell…. – Compatible with 3ds Max 2012/2013/2014 Installation To install just place the files in the downloaded file into your max plugins directory. ex. (C:\Program Files\Autodesk\3ds Max #\plugins\) How To Use This tool is a modifier. To use you are required to have a mesh object selected and then in the modifier dropdown list select ‘RandomiseFaceIds’
Holey Tube 2.0 is now out. This free tool allows users to easily create meshes with a procedural approach. It’s a vital tool for making gun barrels. No more hassle cutting the holes into the cylinder. Feel free to check it out and any feedback is greatly appreciated. Features – Overall Length – Overall Radius – Number of holes per ring – Number of holes along length of barrel – Hole radius – Welding Options
There are to be a few geometry plugin updates that will be released tomorrow. Keep on the look out. Revamped one of the plugins to make it work ‘night-n-day’ better than the previous one.
There is a great article over at TheRenderBlog, which explains how to render boolean like views of meshes. This type of rendering would work perfect for mechanical renderings of “cut away” views. The tutorial is written in Maya but the same methods can be applied to 3ds Max.
Good old fooseball table. This design was based off of a fooseball table I own. I got the dimensions as well as color samples from the actual table. I then built the blueprints in Autocad and proceeded with importing them into 3ds max. From there I began modeling the players and table. Lastly I created shaders and rendered the scene using Vray. I did a few color corrections in Photoshop. Feel free to download the model and animated it. Product Details – Includes 3ds Max Files 2011, 2014 – Includes soccer field texture map – Includes shaders and materials for Vray – Includes Obj file
I’ve recently discovered a monumental render speed increase while working on a tutorial series for 3D Artist, which will released after the holidays of this year. By default in 3ds Max bitmap paging is enabled in the Common tab of the render setup dialog. In most cases this option is not needed, however it’s on by default. The render times which I and Vladimir Koylazov had were around 24 hours a frame. After turning off the bitmap paging our renders were around 32 minutes a frame. Hopefully Autodesk will see this as being a thing of the past as bitmap paging is more commonly used on 32-bit operating systems, not 64 bit. For those of you who want to turn this off, below are a set of images displaying where to turn off this feature. A key note to mention here is the disabling of the Bitmap Paging will only take effect after you save and re-open the file. Make sure to disable Page Large Images to Disk. This applies for any rendering done in 3ds Max, such as mental ray, vray, scanline…etc.