14:09
OMS - Part 11 - Creating a Bump Map from an Exisiting Color Map
This tutorial goes over how to create bump maps and how to quickly create one using your color map as a starting point. It will also cover how to breakup your bump map with high frequency noise at the shader level for those closeup shots.
Introduction to a complete series of tutorials for modeling and texturing a human head sponsored by Ego Farms.
learn how to navigate through the viewports in small or large scenes
17:40
OMS - Part 07 - Extending an Organic Model with Primitives
In this tutorial we use a sphere to speed up the modeling of the skull and neck areas.
08:52
OMS - Part 10b - Creating a Face Texture From Reference Photos
The second part here is a pretty simple technique and could probably be summed up as: using a normal map from max to find out where the mesh overlaps itself. If you know exactly what I'm talking about with that statement, you can probably skip this tutorial, but I thought I'd include it for completeness.
procedurally control your object with constraints
Explore the interface and general organization of the software
influence an objects motion with controllers.
This tutorials walks the user through a complete unwrapping session and points out problems often encountered when dealing with organic models. Such topics in these tutorials include: Pelt Mapping, Relaxing UVs, Unwrap UVW Setup, Pixel Distribution, etc. Once comfortable with the concepts and techniques here, I recommend you look at RoadKill.
This is a two-part tutorial which exploits a little known capability of Max to create a head. I personally find this technique easier than box modeling for heads since your topology and edge flow are there from the beginning. With box modeling, there's a lot of division, connecting, turning, etc. to get basic topology in place.
17:11
13 - Changing Surface Properties of Objects with Materials
beautify your objects with materials. change their shininess, reflectivity, opacity, etc.
13:01
18 - Physically Accurate Lighting with Photometric Lights
add more believability to your lighting with physically accurate lights
15:55
10 - Spline Modeling with Lofting and the Sweep Modifier
creating complex shapes easily with lofts and sweeps
shadow show details in your scene and anchor objects in the scene. Learn what options you have.
Get the finest level of control over your animation with the curve editor.
25:59
OMS - Part 08 - Modeling Complex Organic Forms (an Ear)
In this tutorial we'll take a look at how the spline method can be used to model a very complex form, the ear. We will go over several tools found in EditPoly for creating overhangs, and also look at attaching the ear seamlessly with an existing head.
35:02
OMS - Part 10 - Creating a Face Texture From Reference Photos
This tutorial takes a look at using reference photos for creating a head texture. If you have photographs that can work, there really isn't any reason not to use them since they can often provide plenty of subtle details that would be very time consuming to add otherwise. These videos are a bit long since I'm having trouble finding good "break" points for digital painting techniques. Will try to make them more bitesize in the future.
lighting can make the difference between amateur and pro. take some time to learn the standard lights in Max.
09:00
11 - Join or Subtract Objects From One Another with Booleans
create objects quickly by adding/subtrating/intersecting objects
This tutorial takes front and side reference images and prepares them for use as reference plates in your 3D package of choice. Distortions introduced by the lens, camera, photographer are removed and key features are lined up for easy modeling.
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