
Create an Animated Fish Swarm in Blender Using Particles
2 PostsIn this two part tutorial from Frederik Steinmetz, you'll learn how to create a truly unique fish swarm animation using Blender. Frederik will guide you through the entire process of Modeling, Texturing, Rigging and Animating a realistic school of mackerels, which you'll then render using Blender's new cycles engine.View Learning Guide...
An Introduction To UVMapping In 3d Studio Max
2 PostsSo UVMapping... you hate it, I hate it. But unfortunately it's a necessary step in the process of completing most CG projects. In this tutorial, we'll look at creating UVs using the Unwrap UVW modifier in 3D Studio Max, and discuss what UVMapping is, why it's necessary and some ways to approach it.View Learning Guide...
SpeedTree To UDK: The Complete Workflow
2 PostsIn this two part series, artist Madhan Mohan will get you up to speed on working with Speedtree, and show you how to not only create an great looking optimized Pine tree, but how to get the model up and running inside of Unreal Development kit as well.View Learning Guide...
Low Poly T-Rex In Blender
2 PostsIn this tutorial, you’ll learn how to create an awesome low-poly T-Rex using Blender and Gimp. Artist Karan Shah will walk you through the entire process of Modeling, UVMapping and Texturing the T-Rex, and show you how to create an optimized model suitable for use in any game engine.View Learning Guide...
Creating the Level 1 Sentry Gun from Team Fortress 2
11 PostsIn this intermediate to advanced 3ds Max series. You'll learn how to model, UVMap and texture a high poly version of the level one Sentry Gun from the extremely popular video game Team Fortress 2, using a combination of blueprints, images and video reference.View Learning Guide...
Model, Map and Texture a Ballistic Shield with 3D Studio Max
3 PostsIn this tutorial series, you’ll Model, UVMap and Texture a high poly Ballistic Shield in 3d Studio Max 2012. Throughout the project you’ll make extensive use of many of Max’s built in modeling tools and modifiers to create the shield. Once you have the high-res model constructed, you’ll go through a manual optimization process to significantly reduce the poly count before moving onto uvmapping and texturing.View Learning Guide...