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.
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.
25:31
OMS - Part 10c - Creating a Face Texture From Reference Photos
Often, when stitching/cloning/copying a face texture from parts, you can get areas that are blurred and smeared. This addition to the previous tutorials goes over how to use the nagel brush series to reintroduce some of the lost detail. The tutorial also shows the benefits of multiple UV channels and using them to add detail procedurally in Max.
breath some life into your scene with animation.
Learn to modify an object at the lowest level giving complete control over your objects appearance.
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.
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.
turn those objects into an image or movie you can share with others by rendering your scene.
17:11
13 - Changing Surface Properties of Objects with Materials
beautify your objects with materials. change their shininess, reflectivity, opacity, etc.
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.
learn to take any image and wrap it onto the surface of an object.
15:55
10 - Spline Modeling with Lofting and the Sweep Modifier
creating complex shapes easily with lofts and sweeps
This tutorial will go over several ways to refine and add detail to your model. More specifically, will be adding polygons for a nose, then refine them until we achieve our desired shape.
This tutorial will take you through the process of setting up reference plates for precision modeling.
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.
procedurally control your object with constraints
shadow show details in your scene and anchor objects in the scene. Learn what options you have.
lighting can make the difference between amateur and pro. take some time to learn the standard lights in Max.
learn how to navigate through the viewports in small or large scenes
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.
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