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<?xml-stylesheet type="text/xsl" media="screen" href="/~d/styles/rss2full.xsl"?><?xml-stylesheet type="text/css" media="screen" href="http://feeds.feedburner.com/~d/styles/itemcontent.css"?><rss xmlns:atom="http://www.w3.org/2005/Atom" xmlns:openSearch="http://a9.com/-/spec/opensearch/1.1/" xmlns:georss="http://www.georss.org/georss" xmlns:gd="http://schemas.google.com/g/2005" xmlns:thr="http://purl.org/syndication/thread/1.0" xmlns:feedburner="http://rssnamespace.org/feedburner/ext/1.0" version="2.0"><channel><atom:id>tag:blogger.com,1999:blog-9136879034917665690</atom:id><lastBuildDate>Thu, 21 Apr 2011 19:03:40 +0000</lastBuildDate><category>3D Papercraft</category><category>Earn Money From 3D</category><category>Free Plug-Ins</category><category>3D Books</category><category>Model Kit</category><category>3D Max News</category><category>Free Models</category><category>3D PC Games</category><category>3D Software Online Shop</category><category>3D Max Tutors</category><title>3D WORLDS</title><description>All About 3D and Stuff,...
Don't Forget to Bookmark ( Ctrl + D )</description><link>http://1st-3dtreasure.blogspot.com/</link><managingEditor>noreply@blogger.com (BSupry)</managingEditor><generator>Blogger</generator><openSearch:totalResults>66</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="self" type="application/rss+xml" href="http://feeds.feedburner.com/1st3Dworld" /><feedburner:info uri="1st3dworld" /><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="hub" href="http://pubsubhubbub.appspot.com/" /><feedburner:browserFriendly></feedburner:browserFriendly><item><guid isPermaLink="false">tag:blogger.com,1999:blog-9136879034917665690.post-692181804770708803</guid><pubDate>Thu, 05 Mar 2009 06:29:00 +0000</pubDate><atom:updated>2009-03-04T22:31:04.893-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">3D Software Online Shop</category><title>So You Wanna Learn 3ds MAX</title><description>&lt;div style="text-align: center;" class="relative"&gt; &lt;a href="http://astore.amazon.com/hotoeamo-20/images/B000G9XSKO" target="ImageView" id="imageViewerLink"&gt;&lt;img src="http://ecx.images-amazon.com/images/I/410XE47P8VL._SL210_.jpg" alt="So You Wanna Learn 3ds MAX" id="detailProductImage" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: justify;"&gt;Want to join the video game revolution? Maybe you'd like to produce broadcast graphics and animations. Want a job at a post production film and CG animation studio? Your education begins here. Joe Tresca is a 3ds Max expert who produces 3D animations for Fortune 500 clients. His down-to-earth training style has helped novices reach a professional level for the past 5 years. You'll learn 3ds Max fast as Joe Tresca leads you through over 7 hours of intense video training. Those new to 3ds Max simply cannot afford to miss this video training.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://astore.amazon.com/hotoeamo-20/detail/B000G9XSKO"&gt;More Detail&lt;br /&gt;&amp;amp;&lt;br /&gt;Purchase Here&lt;br /&gt;&lt;/a&gt; &lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9136879034917665690-692181804770708803?l=1st-3dtreasure.blogspot.com' alt='' /&gt;&lt;/div&gt;</description><link>http://1st-3dtreasure.blogspot.com/2009/03/so-you-wanna-learn-3ds-max.html</link><author>noreply@blogger.com (BSupry)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-9136879034917665690.post-3808447447742549263</guid><pubDate>Thu, 05 Mar 2009 06:25:00 +0000</pubDate><atom:updated>2009-03-04T22:28:57.214-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">3D Software Online Shop</category><title>Techniques From the Masters, Volume I</title><description>&lt;div style="text-align: center;" class="relative"&gt; &lt;a href="http://astore.amazon.com/hotoeamo-20/images/B000PL0H8Y" target="ImageView" id="imageViewerLink"&gt;&lt;img src="http://ecx.images-amazon.com/images/I/51pEg%2BjzAsL._SL210_.jpg" alt="Techniques From the Masters, Volume I" id="detailProductImage" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: justify;"&gt;The Techniques from the Masters, Volume I disc is a compilation of professional-level video tutorials put together from a variety of instructors who want to share some of their knowledge with the 3D community. Youre not going to find this much bang for so few bucks anywhere! This video includes 10 videos, covering nearly thirteen hours of video training over 11 different applications! This first volume of the Techniques from the Masters series will teach you a wide variety of secrets and tricks ranging from modeling to advanced rigging to rendering to matchmoving and even on to network programming and much more! These videos are presented on a DVD-ROM that is NOT viewable in your home entertainment DVD player! The videos must be played on a home computer and require a media player software that supports the XviD codec, which must be installed to watch the videos. Techniques cover the following softwares: Maya, XSI, Houdini, Terragen 2, Voodoo, C++, Unreal Engine 3, 3ds Max, Photoshop, DAZ Studio, Motionbuilder.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://astore.amazon.com/hotoeamo-20/detail/B000PL0H8Y"&gt;More Detail&lt;br /&gt;&amp;amp;&lt;br /&gt;Order Here&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;/div&gt; &lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9136879034917665690-3808447447742549263?l=1st-3dtreasure.blogspot.com' alt='' /&gt;&lt;/div&gt;</description><link>http://1st-3dtreasure.blogspot.com/2009/03/techniques-from-masters-volume-i.html</link><author>noreply@blogger.com (BSupry)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-9136879034917665690.post-7751154022055295835</guid><pubDate>Tue, 03 Mar 2009 03:56:00 +0000</pubDate><atom:updated>2009-03-02T20:05:03.798-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Earn Money From 3D</category><title>Money From TurboSquid</title><description>You have a lot 3D model on your Hard Drive, but you don't know where to, or what should to be done with all "these junk stuff".&lt;br /&gt;Don't delete your 3D Model or so called your junk stuff, you can earn extra money from it.&lt;br /&gt;but how?&lt;br /&gt;&lt;br /&gt;I'll explain about TurboSquid first&lt;br /&gt;&lt;br /&gt;&lt;p class="style6"&gt;What is TurboSquid. Basically it is an internet marketplace              where people buy, sell, and share their 3D digital models and textures.          &lt;/p&gt;           &lt;p class="style6"&gt;Turbo Squid is at &lt;strong&gt;http://www.turbosquid.com&lt;/strong&gt;          &lt;/p&gt;           &lt;p class="style6"&gt; &lt;/p&gt;           &lt;p class="style6" align="center"&gt;&lt;img src="http://www.ideacosmo.com/onlineincome/turboscreen.jpg" alt="online money" border="2" width="340" height="93" /&gt;&lt;/p&gt;           &lt;p class="style6"&gt;Turbosquid is a free way to earn money if you have              made some 3D models and you don't mind selling them.&lt;/p&gt;           &lt;p class="style6"&gt;So how do you go about doing the sellings?&lt;/p&gt;           &lt;blockquote&gt;              &lt;p class="style6"&gt;First go the Turbosquid website&lt;/p&gt;             &lt;p class="style6"&gt;Register an account with them. You can do this by                going to &lt;strong&gt;Member&lt;/strong&gt; on the mainpage. Once in the &lt;strong&gt;Member&lt;/strong&gt;                page, filled up and submit your partculars under the &lt;strong&gt;CREATE                NEW MEMBER ACCOUNT&lt;/strong&gt;&lt;/p&gt;             &lt;p class="style6"&gt;After the registration, you can start uploading                the work you want to sell using their upload feature. &lt;/p&gt;             &lt;p class="style6"&gt;There is a &lt;strong&gt;Product Manager&lt;/strong&gt; section                on the Member page. Use it for adding price, descriptive keywords                and other information about the products. You can even add additional                support files too. Additionally, you can also assign the files for                free downloading if you want to.&lt;/p&gt;             &lt;p class="style6"&gt;Lastly, click on the &lt;strong&gt;Publish Product&lt;/strong&gt;                button. Your product is being created and is ready to sell. &lt;/p&gt;             &lt;p class="style6"&gt;The formats of 3D models that are commonly on sales are:&lt;/p&gt;             &lt;ul&gt;&lt;li class="style6"&gt;3D Studio&lt;/li&gt;&lt;li class="style6"&gt;3D StudioMax&lt;/li&gt;&lt;li class="style6"&gt;Maya&lt;/li&gt;&lt;li class="style6"&gt;LightWave&lt;/li&gt;&lt;li class="style6"&gt;Cinema4D   &lt;/li&gt;&lt;/ul&gt;             &lt;p class="style6"&gt;Payment of commissions are via cheques or paypal. &lt;/p&gt;           &lt;/blockquote&gt;            &lt;p class="style6"&gt;All these seems pretty confusing from the description,              but is not. It is really very easy to create a product for selling.&lt;/p&gt;&lt;p class="style6"&gt;these              are the information for using Turbo Squid to sell 3D models. Besides              3D models you can also sell textures and software with it.            &lt;/p&gt;&lt;p class="style6"&gt;Hope that this essay has been useful.&lt;/p&gt;&lt;p class="style6"&gt;I'll explain later with other "3D Store" you can join...&lt;/p&gt;&lt;p class="style6"&gt;&lt;br /&gt;&lt;/p&gt;posted taken from http://www.ideacosmo.com/&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9136879034917665690-7751154022055295835?l=1st-3dtreasure.blogspot.com' alt='' /&gt;&lt;/div&gt;</description><link>http://1st-3dtreasure.blogspot.com/2009/03/money-from-turbosquid.html</link><author>noreply@blogger.com (BSupry)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-9136879034917665690.post-1027575325611276550</guid><pubDate>Mon, 02 Mar 2009 03:01:00 +0000</pubDate><atom:updated>2009-03-01T19:03:35.199-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Free Plug-Ins</category><title>Analog Display Plug-in for 3D Max</title><description>&lt;p&gt;&lt;span style="font-family:Verdana;"&gt;Need an electronic display for that spaceship       cockpit&lt;br /&gt;    or digital clock?  Have we got the plug-in for you!&lt;/span&gt;&lt;/p&gt;       &lt;p&gt;&lt;span style="font-family:Verdana;"&gt;Click on the image below to download the beta       version of the plug-in for use with Max 7/8, 9/2008 and 2009.  This is a       "zip" file and requires a decompression utility to extract the       contents.  Please read the enclosed "readme" file before       installing!&lt;/span&gt;&lt;/p&gt;       &lt;p&gt;&lt;span style="color: rgb(255, 255, 255);font-family:Verdana;" &gt;IMPORTANT NOTE: This is beta       software!  Use at your own risk.  Save your work often to       prevent loss of work caused by possible crashes.&lt;/span&gt;&lt;/p&gt;       &lt;p&gt;&lt;a href="http://max.klanky.com/Displays-b1b_RC1.zip"&gt;&lt;img src="http://max.klanky.com/DisplaysBeta.png" alt="Click to download plugin" border="2" width="460" height="80" /&gt;&lt;/a&gt;&lt;/p&gt;       &lt;p&gt;&lt;span style="font-family:Verdana;"&gt;Here is a sample movie of some of the things&lt;br /&gt;    the Displays plugin can do! (Requires &lt;a href="http://www.divx.com/divx/play/download/"&gt;DivX&lt;/a&gt;       CODEC)&lt;/span&gt;&lt;/p&gt;                                                 &lt;table border="0" width="100%"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td width="50%"&gt;               &lt;p align="center"&gt;&lt;a href="http://max.klanky.com/DisplayDemo1.avi"&gt;&lt;img src="http://max.klanky.com/Demo1%20Frame%20139.png" alt="Click to download movie" border="2" width="250" height="188" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;/td&gt;             &lt;td width="50%"&gt;               &lt;p align="center"&gt;&lt;span style=";font-family:Verdana;font-size:85%;"  &gt;This demo shows               several features of DISPLAYS.  Numeric output linked to the               frame number, random decimal, hexadecimal, binary, 7- and               16-segment LED-type and Nixie displays, scrolling messages, values               linked via parameter wiring.  A supplied utility allows               creating an infinite variety of custom displays!&lt;/span&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;br /&gt;&lt;br /&gt;Taken From =&gt; http://max.klanky.com/&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9136879034917665690-1027575325611276550?l=1st-3dtreasure.blogspot.com' alt='' /&gt;&lt;/div&gt;</description><link>http://1st-3dtreasure.blogspot.com/2009/03/need-electronic-display-for-that.html</link><author>noreply@blogger.com (BSupry)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-9136879034917665690.post-5279915602576763770</guid><pubDate>Mon, 02 Mar 2009 02:56:00 +0000</pubDate><atom:updated>2009-03-01T18:59:13.553-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">3D Max Tutors</category><title>3dsmax Glass Water Model (Vray) Tutorial</title><description>&lt;p&gt;Here I will Tell you about 3dsmax glass water model vray&lt;br /&gt;&lt;br /&gt;   I have used following techniques in this 3ds max tutorial.&lt;br /&gt;&lt;br /&gt;   How to create Water Effect with the help of V-ray Plugin&lt;/p&gt;&lt;br /&gt;[1]-First of all you will press (ctrl+N) now you will see the new window is open&lt;br /&gt;&lt;p&gt;&lt;br /&gt;   Now press (F10) u will see the Render window is open&lt;br /&gt;&lt;br /&gt;   Then open the Assign render (palette) click on the (Production) change the property&lt;br /&gt;&lt;br /&gt;   Like image as shown below&lt;br /&gt;&lt;br /&gt;   &lt;a href="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray1.gif"&gt;&lt;img src="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray1-thumb.gif" alt="3dsmax-glass-water-model-vray1" width="323" height="135" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;br /&gt; &lt;p&gt;&lt;a href="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray2.gif"&gt;&lt;img src="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray2-thumb.gif" alt="3dsmax-glass-water-model-vray2" width="278" height="108" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;br /&gt; &lt;p&gt;[2]-Open Render palette and use the Following Setting&lt;br /&gt;&lt;br /&gt;   &lt;a href="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray3.gif"&gt;&lt;img src="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray3-thumb.gif" alt="3dsmax-glass-water-model-vray3" width="446" height="347" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;br /&gt; &lt;p&gt;&lt;a href="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray4.gif"&gt;&lt;img src="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray4-thumb.gif" alt="3dsmax-glass-water-model-vray4" width="425" height="152" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;br /&gt; &lt;p&gt;&lt;a href="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray5.gif"&gt;&lt;img src="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray5-thumb.gif" alt="3dsmax-glass-water-model-vray5" width="424" height="288" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;br /&gt; &lt;p&gt;&lt;a href="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray6.gif"&gt;&lt;img src="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray6-thumb.gif" alt="3dsmax-glass-water-model-vray6" width="429" height="99" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;br /&gt; &lt;p&gt;[3]-Use the following Setting create Box like this in the front view&lt;br /&gt;&lt;br /&gt;   &lt;a href="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray7.gif"&gt;&lt;img src="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray7-thumb.gif" alt="3dsmax-glass-water-model-vray7" width="168" height="404" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;br /&gt; &lt;p&gt;[4]-Now your image should be like this&lt;br /&gt;&lt;br /&gt;   &lt;a href="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray8.gif"&gt;&lt;img src="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray8-thumb.gif" alt="3dsmax-glass-water-model-vray8" width="398" height="280" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;br /&gt; &lt;p&gt;[5]-Use the following Setting create Box like this in the front view&lt;br /&gt;&lt;br /&gt;   &lt;a href="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray9.gif"&gt;&lt;img src="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray9-thumb.gif" alt="3dsmax-glass-water-model-vray9" width="171" height="378" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;br /&gt; &lt;p&gt;[6]-Now your image should be like this&lt;br /&gt;&lt;br /&gt;   &lt;a href="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray10.gif"&gt;&lt;img src="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray10-thumb.gif" alt="3dsmax-glass-water-model-vray10" width="400" height="282" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;br /&gt; &lt;p&gt;[7]-Now create a shape like this with help of the (line tool)&lt;br /&gt;&lt;br /&gt;   &lt;a href="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray11.gif"&gt;&lt;img src="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray11-thumb.gif" alt="3dsmax-glass-water-model-vray11" width="263" height="271" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;br /&gt; &lt;p&gt;[8]-Select the object apply (Lathe) (Shell) and (Tessellate) Modifier in the Modifier window use the following setting&lt;br /&gt;&lt;br /&gt;   Image as shown below&lt;br /&gt;&lt;br /&gt;   &lt;a href="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray12.gif"&gt;&lt;img src="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray12-thumb.gif" alt="3dsmax-glass-water-model-vray12" width="166" height="408" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;br /&gt; &lt;p&gt;&lt;a href="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray13.gif"&gt;&lt;img src="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray13-thumb.gif" alt="3dsmax-glass-water-model-vray13" width="167" height="398" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;br /&gt; &lt;p&gt;&lt;a href="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray14.gif"&gt;&lt;img src="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray14-thumb.gif" alt="3dsmax-glass-water-model-vray14" width="167" height="423" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;br /&gt; &lt;p&gt;[9]-Now your image should be like this&lt;br /&gt;&lt;br /&gt;   &lt;a href="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray15.gif"&gt;&lt;img src="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray15-thumb.gif" alt="3dsmax-glass-water-model-vray15" width="307" height="250" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;br /&gt; &lt;p&gt;[10]-Now create a another shape like this with help of the (line tool)&lt;br /&gt;&lt;br /&gt;   &lt;a href="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray16.gif"&gt;&lt;img src="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray16-thumb.gif" alt="3dsmax-glass-water-model-vray16" width="75" height="106" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;br /&gt; &lt;p&gt;[11]-Select the object apply (Lathe) (Shell) and (Turbo Smooth) Modifier in the Modifier window use the following setting&lt;br /&gt;&lt;br /&gt;   Image as shown below&lt;br /&gt;&lt;br /&gt;   &lt;a href="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray17.gif"&gt;&lt;img src="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray17-thumb.gif" alt="3dsmax-glass-water-model-vray17" width="163" height="314" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;br /&gt; &lt;p&gt;&lt;a href="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray18.gif"&gt;&lt;img src="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray18-thumb.gif" alt="3dsmax-glass-water-model-vray18" width="169" height="294" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;br /&gt; &lt;p&gt;&lt;a href="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray19.gif"&gt;&lt;img src="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray19-thumb.gif" alt="3dsmax-glass-water-model-vray19" width="163" height="336" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;br /&gt; &lt;p&gt;[12]-Now your image should be like this&lt;br /&gt;&lt;br /&gt;   &lt;a href="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray20.gif"&gt;&lt;img src="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray20-thumb.gif" alt="3dsmax-glass-water-model-vray20" width="98" height="131" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;br /&gt; &lt;p&gt;[13]-Now Set the both object like this in the front view&lt;br /&gt;&lt;br /&gt;   &lt;a href="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray21.gif"&gt;&lt;img src="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray21-thumb.gif" alt="3dsmax-glass-water-model-vray21" width="280" height="250" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;br /&gt; &lt;p&gt;[14]-Now click on the Light &gt; Omni and use the Following Setting&lt;br /&gt;&lt;br /&gt;   &lt;a href="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray22.gif"&gt;&lt;img src="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray22-thumb.gif" alt="3dsmax-glass-water-model-vray22" width="175" height="476" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;br /&gt; &lt;p&gt;[15]-Now set the omni like this&lt;br /&gt;&lt;br /&gt;   &lt;a href="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray23.gif"&gt;&lt;img src="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray23-thumb.gif" alt="3dsmax-glass-water-model-vray23" width="403" height="253" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;br /&gt; &lt;p&gt;[16]-press the button (M) you will see the material window is open&lt;br /&gt;&lt;br /&gt;   And click on the Standard Button&lt;br /&gt;&lt;br /&gt;   &lt;a href="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray24.gif"&gt;&lt;img src="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray24-thumb.gif" alt="3dsmax-glass-water-model-vray24" width="352" height="181" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;br /&gt; &lt;p&gt;[17]-Select the (VRayMtl) in the Material/Map Browser Palette&lt;br /&gt;&lt;br /&gt;   &lt;a href="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray25.gif"&gt;&lt;img src="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray25-thumb.gif" alt="3dsmax-glass-water-model-vray25" width="266" height="452" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;br /&gt; &lt;p&gt;[18]-Open Basic parameter in the material window and use the Following Setting&lt;br /&gt;&lt;br /&gt;   Image as shown below&lt;br /&gt;&lt;br /&gt;   &lt;a href="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray26.gif"&gt;&lt;img src="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray26-thumb.gif" alt="3dsmax-glass-water-model-vray26" width="321" height="138" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;br /&gt; &lt;p&gt;&lt;a href="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray27.gif"&gt;&lt;img src="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray27-thumb.gif" alt="3dsmax-glass-water-model-vray27" width="324" height="128" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;br /&gt; &lt;p&gt;&lt;a href="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray28.gif"&gt;&lt;img src="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray28-thumb.gif" alt="3dsmax-glass-water-model-vray28" width="317" height="147" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;br /&gt; &lt;p&gt;&lt;a href="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray29.gif"&gt;&lt;img src="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray29-thumb.gif" alt="3dsmax-glass-water-model-vray29" width="325" height="132" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;br /&gt; [19]-After use the following setting now you will see the final image is ready&lt;br /&gt;&lt;br /&gt;   Press (f9) to see the preview of the image&lt;br /&gt;&lt;br /&gt;   &lt;a href="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray30.gif"&gt;&lt;img src="http://adobeperson.com/wp-content/uploads/2008/05/3dsmax-glass-water-model-vray30-thumb.gif" alt="3dsmax-glass-water-model-vray30" width="261" height="467" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9136879034917665690-5279915602576763770?l=1st-3dtreasure.blogspot.com' alt='' /&gt;&lt;/div&gt;</description><link>http://1st-3dtreasure.blogspot.com/2009/03/3dsmax-glass-water-model-vray-tutorial.html</link><author>noreply@blogger.com (BSupry)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-9136879034917665690.post-8021120532627309400</guid><pubDate>Mon, 02 Mar 2009 02:17:00 +0000</pubDate><atom:updated>2009-03-01T18:21:09.016-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Model Kit</category><title>Maisto 1/24 Ferrari Enzo Model Kit</title><description>&lt;div class="relative"&gt; &lt;a href="http://astore.amazon.com/hotoeamo-20/detail/B00066LORG" target="ImageView" id="imageViewerLink"&gt;&lt;img src="http://ecx.images-amazon.com/images/I/41fQBZIYBTL._SL210_.jpg" alt="Maisto 1/24 Ferrari Enzo Model Kit (Color may vary)" id="detailProductImage" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Assemble an Enzo Ferrari with this 1:24 Scale Assembly Line Die Cast Metal Model Kit from Maisto?. Suitable for Ages 8 &amp;amp; Older. FEATURES: Highly detailed Enzo body design in die cast form. Opening doors and hood. Injection molded interior parts with realistic details including door panels, racing-style bucket seats, dashboard, cargo space, and center console. Detailed engine compartment and chassis. Tires with realistic tread design. Two sets of 5-spoke wheels with Ferrari logo. Clear red tail light pods. Authentic logos where appropriate. Illustrated assembly guide. INCLUDES: (1) Die Cast Model SPECS: Scale: 1:24 Length: 7-1/2"" (191mm) Width: 3-5/8"" (93mm) kr4/5/04 ir/jxs.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://astore.amazon.com/hotoeamo-20/detail/B00066LORG"&gt;More Detail and How to Purchase Click Here&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9136879034917665690-8021120532627309400?l=1st-3dtreasure.blogspot.com' alt='' /&gt;&lt;/div&gt;</description><link>http://1st-3dtreasure.blogspot.com/2009/03/maisto-124-ferrari-enzo-model-kit.html</link><author>noreply@blogger.com (BSupry)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-9136879034917665690.post-3586808192693165460</guid><pubDate>Mon, 02 Mar 2009 02:15:00 +0000</pubDate><atom:updated>2009-03-01T18:16:46.404-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Model Kit</category><title>2006 Shelby GTH Plastic Model Kit</title><description>&lt;div class="relative"&gt; &lt;a href="http://astore.amazon.com/hotoeamo-20/images/B001DTSPE0" target="ImageView" id="imageViewerLink"&gt;&lt;img src="http://ecx.images-amazon.com/images/I/21k50XQUpOL._SL210_.jpg" alt="'06 Shelby GTH Plastic Model Kit" id="detailProductImage" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;The 2006 Shelby GT-H, painted in black and gold, was built to celebrate the 40th anniversary of the original Shelby GT350H. There were only 500 units built, all badged, plaqued and signed by Shelby and all only available from Hertz as rental cars.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://astore.amazon.com/hotoeamo-20/detail/B001DTSPE0"&gt;More Detail and How To Purchase Click Here&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9136879034917665690-3586808192693165460?l=1st-3dtreasure.blogspot.com' alt='' /&gt;&lt;/div&gt;</description><link>http://1st-3dtreasure.blogspot.com/2009/03/2006-shelby-gth-plastic-model-kit.html</link><author>noreply@blogger.com (BSupry)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-9136879034917665690.post-4811576534582142760</guid><pubDate>Mon, 02 Mar 2009 02:11:00 +0000</pubDate><atom:updated>2009-03-01T18:13:22.484-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Model Kit</category><title>Revell Metal Body Corvette 327 Fuel Injection Engine</title><description>&lt;div class="relative"&gt; &lt;a href="http://astore.amazon.com/hotoeamo-20/images/B000BVTND8" target="ImageView" id="imageViewerLink"&gt;&lt;img src="http://ecx.images-amazon.com/images/I/51D1KJFNPEL._SL210_.jpg" alt="Revell Metal Body Corvette 327 Fuel Injection Engine" id="detailProductImage" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;1-6 Scale. Features over 100 pre painted parts made from diecast and plastic lots of chrome, pre finished, wiring included, assembly required. Skill level 2.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://astore.amazon.com/hotoeamo-20/detail/B000BVTND8"&gt;More detail and how to purchase &lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9136879034917665690-4811576534582142760?l=1st-3dtreasure.blogspot.com' alt='' /&gt;&lt;/div&gt;</description><link>http://1st-3dtreasure.blogspot.com/2009/03/revell-metal-body-corvette-327-fuel.html</link><author>noreply@blogger.com (BSupry)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-9136879034917665690.post-1413277984915240696</guid><pubDate>Mon, 02 Mar 2009 01:55:00 +0000</pubDate><atom:updated>2009-03-01T18:09:50.696-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Model Kit</category><title>Revell Big Scale Visible V-8 Engine</title><description>&lt;div class="relative"&gt; &lt;a href="http://astore.amazon.com/hotoeamo-20/images/B00004YUXS" target="ImageView" id="imageViewerLink"&gt;&lt;img src="http://ecx.images-amazon.com/images/I/510K099FHKL._SL210_.jpg" alt="Revell Big Scale Visible V-8 Engine" id="detailProductImage" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;The Visible V8 engine kit includes How an Auto Engine Works - an illustrated guide to the Visible V-8 Engine as well as an instruction booklet. Turn the hand crank and watch as the interior engine parts move! Ages 12 and up.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://astore.amazon.com/hotoeamo-20/detail/B00004YUXS"&gt;More detail and how to purchase click here&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9136879034917665690-1413277984915240696?l=1st-3dtreasure.blogspot.com' alt='' /&gt;&lt;/div&gt;</description><link>http://1st-3dtreasure.blogspot.com/2009/03/revell-big-scale-visible-v-8-engine.html</link><author>noreply@blogger.com (BSupry)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-9136879034917665690.post-3780534133969388309</guid><pubDate>Fri, 27 Feb 2009 03:21:00 +0000</pubDate><atom:updated>2009-02-26T19:24:18.385-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">3D Max News</category><title /><description>Over the past couple of weeks I’ve been selecting these 3D renders from all over the internet. I personally think this turned out to be quite a nice selection. If you think so too, &lt;strong&gt;please digg this&lt;/strong&gt;! &lt;p&gt;&lt;a href="http://www.3dtotal.com/home2/gallery/getgalleryitem.asp?id=3419" target="_blank"&gt;&lt;img class="alignnone size-full wp-image-268" style="border: 2px solid black;" title="Lewis Hamilton 2007" src="http://www.zhoog.com/wp-content/uploads/2009/01/lewis-hamilton-2007.jpg" alt="Lewis Hamilton 2007" width="490" height="346" /&gt;&lt;/a&gt;&lt;br /&gt;Scene was modeled in 3D studio MAX 08. Also MudBox was used to create a map for Hamilton’s race suit. The entire scene was rendered in VRay and finally, Photoshop was used for texturing and some touch ups.&lt;/p&gt; &lt;p&gt;&lt;a href="http://www.tredistudio.com/Inglese/index.html" target="_blank"&gt;&lt;img class="alignnone size-full wp-image-270" style="border: 2px solid black;" title="Mustang Bertaccini" src="http://www.zhoog.com/wp-content/uploads/2009/01/mustang-bertaccini.jpg" alt="Mustang Bertaccini" width="490" height="300" /&gt;&lt;/a&gt;&lt;br /&gt;A stunning render of a Ford Mustang. Awesome detail!&lt;/p&gt; &lt;p&gt;&lt;a href="http://www.dennisfrick.de/index.php?projekt_defender" target="_blank"&gt;&lt;img class="alignnone size-full wp-image-271" style="border: 2px solid black;" title="Land Rover Defender" src="http://www.zhoog.com/wp-content/uploads/2009/01/land-rover-defender.jpg" alt="Land Rover Defender" width="490" height="300" /&gt;&lt;/a&gt;&lt;br /&gt;This Land Rover Defender was made for a client. &lt;span onmouseover="_tipon(this)" onmouseout="_tipoff()"&gt;&lt;span class="google-src-text" style="direction: ltr; text-align: left;"&gt;Originally it was a lowPoly 3D model. Gradually, the rough parts were replaced and more and more details were added to make this final render.&lt;/span&gt;&lt;/span&gt;&lt;/p&gt; &lt;p&gt;&lt;span onmouseover="_tipon(this)" onmouseout="_tipoff()"&gt;&lt;span class="google-src-text" style="direction: ltr; text-align: left;"&gt;&lt;a href="http://www.tredistudio.com/Inglese/index.html" target="_blank"&gt;&lt;img class="alignnone size-full wp-image-273" style="border: 2px solid black;" title="Shark, by Bertaccini" src="http://www.zhoog.com/wp-content/uploads/2009/01/shark-bertaccini.jpg" alt="Shark, by Bertaccini" width="490" height="300" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="color: rgb(0, 0, 0);"&gt;This shark was modelled with ´Edit Poly´ in 3ds Max. It started of as a simple box and was sculpt and shaped using book illustrations as aguide. &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt; &lt;p&gt;&lt;span onmouseover="_tipon(this)" onmouseout="_tipoff()"&gt;&lt;span class="google-src-text" style="direction: ltr; text-align: left;"&gt;&lt;span style="color: rgb(0, 0, 0);"&gt;&lt;a href="http://www.kwolek.org/andrew.htm" target="_blank"&gt;&lt;img class="alignnone size-full wp-image-275" style="border: 2px solid black;" title="Andrew Steam Plane" src="http://www.zhoog.com/wp-content/uploads/2009/01/andrew-steam-plane.jpg" alt="Andrew Steam Plane" width="490" height="341" /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p&gt;&lt;span onmouseover="_tipon(this)" onmouseout="_tipoff()"&gt;&lt;span class="google-src-text" style="direction: ltr; text-align: left;"&gt;&lt;span style="color: rgb(0, 0, 0);"&gt;&lt;a href="http://features.cgsociety.org/newgallerycrits/g56/60256/60256_1152359707_large.jpg" target="_blank"&gt;&lt;img class="alignnone size-full wp-image-276" style="border: 2px solid black;" title="Ring City" src="http://www.zhoog.com/wp-content/uploads/2009/01/ring-city.jpg" alt="Ring City" width="490" height="253" /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt; &lt;p&gt;&lt;span onmouseover="_tipon(this)" onmouseout="_tipoff()"&gt;&lt;span class="google-src-text" style="direction: ltr; text-align: left;"&gt;&lt;span style="color: rgb(0, 0, 0);"&gt;&lt;a href="http://propergraphics.com/3dlowpoly/Koenigsegg_video.htm" target="_blank"&gt;&lt;img class="alignnone size-full wp-image-278" style="border: 2px solid black;" title="Koenigsegg" src="http://www.zhoog.com/wp-content/uploads/2009/01/koenigsegg.jpg" alt="Koenigsegg" width="490" height="276" /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt; &lt;p&gt;&lt;span onmouseover="_tipon(this)" onmouseout="_tipoff()"&gt;&lt;span class="google-src-text" style="direction: ltr; text-align: left;"&gt;&lt;span style="color: rgb(0, 0, 0);"&gt;&lt;a href="http://propergraphics.com/other/iriver_02.htm" target="_blank"&gt;&lt;img class="alignnone size-full wp-image-279" style="border: 2px solid black;" title="Iriver" src="http://www.zhoog.com/wp-content/uploads/2009/01/iriver.jpg" alt="Iriver" width="490" height="368" /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt; &lt;p&gt;&lt;span onmouseover="_tipon(this)" onmouseout="_tipoff()"&gt;&lt;span class="google-src-text" style="direction: ltr; text-align: left;"&gt;&lt;span style="color: rgb(0, 0, 0);"&gt;&lt;a href="http://www.framebox.de/creations/3d/bumblebee/index.htm" target="_blank"&gt;&lt;img class="alignnone size-full wp-image-280" style="border: 2px solid black;" title="Framebox Bumblebee" src="http://www.zhoog.com/wp-content/uploads/2009/01/framebox-bumblebee.jpg" alt="Framebox Bumblebee" width="490" height="277" /&gt;&lt;/a&gt;&lt;br /&gt;The bumblebee character was designed in Zbrush and a first composition  was rendered in 3D Studio Max. Fur was rendered seperately and the entire image was retouched in photoshop.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt; &lt;p&gt;&lt;span onmouseover="_tipon(this)" onmouseout="_tipoff()"&gt;&lt;span class="google-src-text" style="direction: ltr; text-align: left;"&gt;&lt;span style="color: rgb(0, 0, 0);"&gt;&lt;a href="http://www.ocularproduction.com.sg/" target="_blank"&gt;&lt;img class="alignnone size-full wp-image-283" style="border: 2px solid black;" title="Ocular Production" src="http://www.zhoog.com/wp-content/uploads/2009/01/ocular-production.jpg" alt="Ocular Production" width="490" height="595" /&gt;&lt;/a&gt;&lt;br /&gt;Ocular Production is a 3D visualisation firm specialised in creating photorealistic 3D renders of architectural marvels.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt; &lt;p&gt;&lt;span onmouseover="_tipon(this)" onmouseout="_tipoff()"&gt;&lt;span class="google-src-text" style="direction: ltr; text-align: left;"&gt;&lt;span style="color: rgb(0, 0, 0);"&gt;&lt;a href="http://www.3dtotal.com/home2/gallery/getgalleryitem.asp?id=3411" target="_blank"&gt;&lt;img class="alignnone size-full wp-image-284" style="border: 2px solid black;" title="Cg Painting" src="http://www.zhoog.com/wp-content/uploads/2009/01/cg-painting.jpg" alt="Cg Painting" width="490" height="630" /&gt;&lt;/a&gt;&lt;br /&gt;A 3D render of how Vadim Valiullin sees the future of painting. Note the screen in the top right.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt; &lt;p&gt; &lt;a href="http://www.pexel.de/" target="_blank"&gt;&lt;img class="alignnone size-full wp-image-308" style="border: 2px solid black;" title="the Elixer" src="http://www.zhoog.com/wp-content/uploads/2009/01/the-elixer.jpg" alt="the Elixer" width="490" height="768" /&gt;&lt;/a&gt;&lt;br /&gt;A unique piece made by Peter Hofman in Cinema 4D.&lt;/p&gt; &lt;p&gt;&lt;a href="http://www.zigrafus.com.mx/" target="_blank"&gt;&lt;img class="alignnone size-full wp-image-285" style="border: 2px solid black;" title="Yellow Dog" src="http://www.zhoog.com/wp-content/uploads/2009/01/yellow-dog.jpg" alt="Yellow Dog" width="490" height="362" /&gt;&lt;/a&gt;  &lt;/p&gt; &lt;p&gt;&lt;a href="http://hernergrafico.blogspot.com/" target="_blank"&gt;&lt;img class="alignnone size-full wp-image-286" style="border: 2px solid black;" title="Simple Life" src="http://www.zhoog.com/wp-content/uploads/2009/01/simple-life.jpg" alt="Simple Life" width="490" height="174" /&gt;&lt;/a&gt;&lt;br /&gt;One of the beautiful still life renders of &lt;span style="font-size: x-small;"&gt;Herner Quintero. &lt;/span&gt;&lt;/p&gt; &lt;p&gt;&lt;a href="http://gcallahan.com/" target="_blank"&gt;&lt;img class="alignnone size-full wp-image-287" style="border: 2px solid black;" title="Old Jeep" src="http://www.zhoog.com/wp-content/uploads/2009/01/old-jeep.jpg" alt="Old Jeep" width="490" height="320" /&gt;&lt;/a&gt;&lt;br /&gt;A very realistic render of an old Jeep Wrangler model. This image was modelled in 3DS Max and rendered using Mental Ray.&lt;/p&gt; &lt;p&gt;&lt;a href="http://forums.cgsociety.org/showthread.php?f=121&amp;amp;t=233460&amp;amp;page=1&amp;amp;pp=15" target="_blank"&gt;&lt;img class="alignnone size-full wp-image-289" style="border: 2px solid black;" title="Realistic Flash 1" src="http://www.zhoog.com/wp-content/uploads/2009/01/realistic-flash-1.jpg" alt="Realistic Flash 1" width="490" height="523" /&gt;&lt;/a&gt;&lt;br /&gt;A terribly realistic render done by the talented Benjamin Brosdau. He used  3dS max 7 and the alpha version of next limit`s maxwell render. Render times were about 3 to 4 hours to get the special flash light-photography style. Noise reduction was done with Neat image software.&lt;/p&gt; &lt;p&gt;&lt;a href="http://forums.cgsociety.org/showthread.php?f=121&amp;amp;t=233460&amp;amp;page=1&amp;amp;pp=15" target="_blank"&gt;&lt;img class="alignnone size-full wp-image-288" style="border: 2px solid black;" title="Realistic Flash 2" src="http://www.zhoog.com/wp-content/uploads/2009/01/realistic-flash-2.jpg" alt="Realistic Flash 2" width="490" height="322" /&gt;&lt;/a&gt;&lt;br /&gt;And another by Benjamin Brosdau.&lt;/p&gt; &lt;p&gt;&lt;a href="http://www.francescolegrenzi.com/blog/" target="_blank"&gt;&lt;img class="alignnone size-full wp-image-292" style="border: 2px solid black;" title="Legrenzi Studio" src="http://www.zhoog.com/wp-content/uploads/2009/01/legrenzi-studio.jpg" alt="Legrenzi Studio" width="490" height="331" /&gt;&lt;/a&gt;&lt;br /&gt;A stunning render of a bathroom done by Francesco Legrenzi in 3DS Max, Vray and retouched in Photoshop.&lt;/p&gt; &lt;p&gt;&lt;a href="http://www.mgrote.com/" target="_blank"&gt;&lt;img class="alignnone size-full wp-image-293" style="border: 2px solid black;" title="Concept Camera" src="http://www.zhoog.com/wp-content/uploads/2009/01/concept-camera.jpg" alt="Concept Camera" width="490" height="365" /&gt;&lt;/a&gt;&lt;br /&gt;A camera design for competition. This awesome image was rendered using 3ds Max 2009 and finalized with Photoshop CS.&lt;/p&gt; &lt;p&gt;&lt;a href="http://www.3dtotal.com/home2/gallery/getgalleryitem.asp?id=3370" target="_blank"&gt;&lt;img class="alignnone size-full wp-image-295" style="border: 2px solid black;" title="Sunset Door" src="http://www.zhoog.com/wp-content/uploads/2009/01/sunset-door.jpg" alt="Sunset Door" width="490" height="684" /&gt;&lt;/a&gt;&lt;br /&gt;Texturing this image was the hardest part. It was modelled in 3DS Max and rendered in Vray.&lt;/p&gt; &lt;p&gt;&lt;a href="http://www.3dtotal.com/home2/gallery/getgalleryitem.asp?id=3306" target="_blank"&gt;&lt;img class="alignnone size-full wp-image-296" style="border: 2px solid black;" title="Steampunked" src="http://www.zhoog.com/wp-content/uploads/2009/01/steampunked.jpg" alt="Steampunked" width="490" height="286" /&gt;&lt;/a&gt;&lt;/p&gt; &lt;p&gt;&lt;a href="http://www.3dtotal.com/home2/gallery/getgalleryitem.asp?id=3268" target="_blank"&gt;&lt;img class="alignnone size-full wp-image-297" style="border: 2px solid black;" title="Street View" src="http://www.zhoog.com/wp-content/uploads/2009/01/street-view.jpg" alt="Street View" width="490" height="276" /&gt;&lt;/a&gt;&lt;/p&gt; &lt;p&gt;&lt;a href="http://www.massimorighi.com/" target="_blank"&gt;&lt;img class="alignnone size-full wp-image-303" style="border: 2px solid black;" title="Little Green" src="http://www.zhoog.com/wp-content/uploads/2009/01/little-green.jpg" alt="Little Green" width="490" height="341" /&gt;&lt;/a&gt;&lt;/p&gt; &lt;p&gt;&lt;a href="http://www.massimorighi.com/" target="_blank"&gt;&lt;img class="alignnone size-full wp-image-304" style="border: 2px solid black;" title="Trapped Parot" src="http://www.zhoog.com/wp-content/uploads/2009/01/trapped-parot.jpg" alt="Trapped Parot" width="490" height="896" /&gt;&lt;/a&gt;&lt;br /&gt;Modeling of this fantatic looking parot was done in Maya, while rendering was done in MentalRay. A HDRI Probe and two lights were used for the lighting.&lt;/p&gt; &lt;p&gt;&lt;a href="http://raph.com/3dartists/artgallery/artistPage?aid=514" target="_blank"&gt;&lt;img class="alignnone size-full wp-image-305" style="border: 2px solid black;" title="the Last Journey" src="http://www.zhoog.com/wp-content/uploads/2009/01/the-last-journey.jpg" alt="the Last Journey" width="490" height="643" /&gt;&lt;/a&gt;&lt;/p&gt; &lt;p&gt;&lt;a href="http://www.ak3d.de/" target="_blank"&gt;&lt;img class="alignnone size-full wp-image-306" style="border: 2px solid black;" title="Self Illumination" src="http://www.zhoog.com/wp-content/uploads/2009/01/self-illumination.jpg" alt="Self Illumination" width="490" height="653" /&gt;&lt;/a&gt;&lt;/p&gt; &lt;p&gt;The following three images are by the extremely talented Axel Ritter from Germany. He uses mainly Cinema 4D and these images just keep amazing me.&lt;br /&gt;&lt;a href="http://raph.com/3dartists/artgallery/artistPage?aid=319" target="_blank"&gt;&lt;img class="alignnone size-full wp-image-309" style="border: 2px solid black;" title="Aspidium Filix" src="http://www.zhoog.com/wp-content/uploads/2009/01/apidium-filix.jpg" alt="Aspidium Filix" width="490" height="711" /&gt;&lt;/a&gt;&lt;/p&gt; &lt;p&gt;&lt;a href="http://raph.com/3dartists/artgallery/artistPage?aid=319" target="_blank"&gt;&lt;img class="alignnone size-full wp-image-310" style="border: 2px solid black;" title="Genesis" src="http://www.zhoog.com/wp-content/uploads/2009/01/genesis.jpg" alt="Genesis" width="490" height="529" /&gt;&lt;/a&gt;&lt;/p&gt; &lt;p&gt;&lt;a href="http://raph.com/3dartists/artgallery/artistPage?aid=319" target="_blank"&gt;&lt;img class="alignnone size-full wp-image-311" style="border: 2px solid black;" title="Nepenthes" src="http://www.zhoog.com/wp-content/uploads/2009/01/nepenthes.jpg" alt="Nepenthes" width="490" height="699" /&gt;&lt;/a&gt;&lt;/p&gt; &lt;p&gt;&lt;a href="http://www.juansiquier.com/" target="_blank"&gt;&lt;img class="alignnone size-full wp-image-313" style="border: 2px solid black;" title="Composition 3" src="http://www.zhoog.com/wp-content/uploads/2009/01/composition-3.jpg" alt="Composition 3" width="490" height="253" /&gt;&lt;/a&gt;&lt;/p&gt; &lt;p&gt;&lt;a href="http://www.josemlazaro.com/" target="_blank"&gt;&lt;img class="alignnone size-full wp-image-314" style="border: 2px solid black;" title="the Last Move" src="http://www.zhoog.com/wp-content/uploads/2009/01/the-last-move.jpg" alt="the Last Move" width="490" height="274" /&gt;&lt;/a&gt;&lt;/p&gt; &lt;p&gt;&lt;a href="http://www.bulgarov.com/" target="_blank"&gt;&lt;img class="alignnone size-full wp-image-315" style="border: 2px solid black;" title="Marine" src="http://www.zhoog.com/wp-content/uploads/2009/01/marine.jpg" alt="Marine" width="490" height="459" /&gt;&lt;/a&gt;&lt;br /&gt;Eventhough this image, by Bulgarov, isn’t textured yet it already looks amazing. This is a ZBrush shot.&lt;/p&gt; &lt;p&gt;&lt;a href="http://www.cryinghorn.com/" target="_blank"&gt;&lt;img class="alignnone size-full wp-image-317" style="border: 2px solid black;" title="Open Green" src="http://www.zhoog.com/wp-content/uploads/2009/01/open-green.jpg" alt="Open Green" width="490" height="772" /&gt;&lt;/a&gt;&lt;/p&gt; &lt;p&gt;&lt;a href="http://www.pexel.de/" target="_blank"&gt;&lt;img class="alignnone size-full wp-image-318" style="border: 2px solid black;" title="Punkbot" src="http://www.zhoog.com/wp-content/uploads/2009/01/punkbot.jpg" alt="Punkbot" width="490" height="536" /&gt;&lt;/a&gt;&lt;/p&gt; &lt;p&gt;&lt;a href="http://www.raph.com/3dartists/artgallery/artistPage?aid=321" target="_blank"&gt;&lt;img class="alignnone size-full wp-image-320" style="border: 2px solid black;" title="Snake" src="http://www.zhoog.com/wp-content/uploads/2009/01/snake.jpg" alt="Snake" width="490" height="404" /&gt;&lt;/a&gt;&lt;/p&gt; &lt;p&gt;Neil MacCormack works mainly in &lt;span style="text-decoration: line-through;"&gt;Lightroom&lt;/span&gt; LightWave and has rendered the next two futuristic images. Enjoy!&lt;br /&gt;&lt;a href="http://www.bearfootfilms.com/" target="_blank"&gt;&lt;img class="alignnone size-full wp-image-321" style="border: 2px solid black;" title="Future Station" src="http://www.zhoog.com/wp-content/uploads/2009/01/future-station.jpg" alt="Future Station" width="490" height="214" /&gt;&lt;/a&gt;&lt;/p&gt; &lt;p&gt;&lt;a href="http://www.bearfootfilms.com/" target="_blank"&gt;&lt;img class="alignnone size-full wp-image-322" style="border: 2px solid black;" title="Overlander" src="http://www.zhoog.com/wp-content/uploads/2009/01/overlander.jpg" alt="Overlander" width="490" height="217" /&gt;&lt;/a&gt;&lt;/p&gt; &lt;p&gt;&lt;a href="http://as07.3dk.org/" target="_blank"&gt;&lt;img class="alignnone size-full wp-image-323" style="border: 2px solid black;" title="Somewhere in the Sky" src="http://www.zhoog.com/wp-content/uploads/2009/01/somewhere-in-the-sky.jpg" alt="Somewhere in the Sky" width="490" height="359" /&gt;&lt;/a&gt;&lt;/p&gt; &lt;p&gt;&lt;a href="http://www.raph.com/3dartists/artgallery/artistPage?aid=600" target="_blank"&gt;&lt;img class="alignnone size-full wp-image-324" style="border: 2px solid black;" title="Nobody is Lucky" src="http://www.zhoog.com/wp-content/uploads/2009/01/nobody-is-lucky.jpg" alt="Nobody is Lucky" width="490" height="560" /&gt;&lt;/a&gt;&lt;/p&gt; &lt;p&gt;&lt;a href="http://old-boy.co.uk/" target="_blank"&gt;&lt;img class="alignnone size-full wp-image-326" style="border: 2px solid black;" title="Bernadette" src="http://www.zhoog.com/wp-content/uploads/2009/01/bernadette.jpg" alt="Bernadette" width="490" height="659" /&gt;&lt;/a&gt;&lt;br /&gt;It’s so difficult to get humans right, but Stephen Molyneaux sure managed to make Bernadette here as realistic as imaginable. This isn’t a photograph, but a render in 3DS Max and Zbrush.&lt;/p&gt; &lt;p&gt;&lt;a href="http://www.fox3d.com/port.htm" target="_blank"&gt;&lt;img class="alignnone size-full wp-image-327" style="border: 2px solid black;" title="Car Crash" src="http://www.zhoog.com/wp-content/uploads/2009/01/car-crash.jpg" alt="Car Crash" width="490" height="670" /&gt;&lt;/a&gt;&lt;br /&gt;There are more angles of this crash on Den Fox’s site.&lt;/p&gt; &lt;p&gt;&lt;a href="http://www.radoxist.com/" target="_blank"&gt;&lt;img class="alignnone size-full wp-image-329" style="border: 2px solid black;" title="City Limits" src="http://www.zhoog.com/wp-content/uploads/2009/01/city-limits.jpg" alt="City Limits" width="490" height="653" /&gt;&lt;/a&gt;&lt;/p&gt; &lt;p&gt;&lt;a href="http://www.radoxist.com/" target="_blank"&gt;&lt;img class="alignnone size-full wp-image-330" style="border: 2px solid black;" title="Monster Truck" src="http://www.zhoog.com/wp-content/uploads/2009/01/monster-truck.jpg" alt="Monster Truck" width="490" height="607" /&gt;&lt;/a&gt;&lt;/p&gt; &lt;p&gt;&lt;a href="http://www.malanjo.net/graphics_stuff/SpecialOne/SpecialOne.html" target="_blank"&gt;&lt;img class="alignnone size-full wp-image-331" style="border: 2px solid black;" title="the Special One" src="http://www.zhoog.com/wp-content/uploads/2009/01/the-special-one.jpg" alt="the Special One" width="490" height="669" /&gt;&lt;/a&gt;&lt;/p&gt; &lt;p&gt;&lt;a href="http://www.raph.com/3dartists/artgallery/artistPage?aid=628" target="_blank"&gt;&lt;img class="alignnone size-full wp-image-332" style="border: 2px solid black;" title="Nails Revenge" src="http://www.zhoog.com/wp-content/uploads/2009/01/nails-revenge.jpg" alt="Nails Revenge" width="490" height="302" /&gt;&lt;/a&gt;&lt;/p&gt; &lt;p&gt;&lt;a href="http://gtsw.cgsociety.org/gallery/" target="_blank"&gt;&lt;img class="alignnone size-full wp-image-333" style="border: 2px solid black;" title="Apricus Acini" src="http://www.zhoog.com/wp-content/uploads/2009/01/grapes1.jpg" alt="Apricus Acini" width="490" height="653" /&gt;&lt;/a&gt;&lt;/p&gt; &lt;p&gt;&lt;a href="http://marekdenko.net/" target="_blank"&gt;&lt;img class="alignnone size-full wp-image-334" style="border: 2px solid black;" title="Buggy" src="http://www.zhoog.com/wp-content/uploads/2009/01/buggy.jpg" alt="Buggy" width="490" height="258" /&gt;&lt;/a&gt;&lt;/p&gt; &lt;p&gt;&lt;a href="http://marekdenko.net/?page_id=46" target="_blank"&gt;&lt;img class="alignnone size-full wp-image-335" style="border: 2px solid black;" title="Hector" src="http://www.zhoog.com/wp-content/uploads/2009/01/hector.jpg" alt="Hector" width="490" height="276" /&gt;&lt;/a&gt;&lt;/p&gt; &lt;p&gt;&lt;a href="http://www.the-tantrum-project.de/" target="_blank"&gt;&lt;img class="alignnone size-full wp-image-337" style="border: 2px solid black;" title="Cockroach" src="http://www.zhoog.com/wp-content/uploads/2009/01/cockroach.jpg" alt="Cockroach" width="490" height="560" /&gt;&lt;/a&gt;&lt;/p&gt; &lt;p&gt;&lt;a href="http://www.3dtotal.com/home2/gallery/getgalleryitem.asp?id=3142" target="_blank"&gt;&lt;img class="alignnone size-full wp-image-338" style="border: 2px solid black;" title="Arachnid Robot" src="http://www.zhoog.com/wp-content/uploads/2009/01/arachnid-robot.jpg" alt="Arachnid Robot" width="490" height="323" /&gt;&lt;/a&gt;&lt;/p&gt; &lt;p&gt; Taken from http://www.zhoog.com/&lt;br /&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9136879034917665690-3780534133969388309?l=1st-3dtreasure.blogspot.com' alt='' /&gt;&lt;/div&gt;</description><link>http://1st-3dtreasure.blogspot.com/2009/02/over-past-couple-of-weeks-ive-been.html</link><author>noreply@blogger.com (BSupry)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-9136879034917665690.post-6397492314649700790</guid><pubDate>Tue, 24 Feb 2009 06:49:00 +0000</pubDate><atom:updated>2009-02-23T22:53:25.514-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Model Kit</category><title>Model Kits Garage</title><description>&lt;div class="relative"&gt;  &lt;/div&gt;  &lt;div id="titleAndByLine"&gt; &lt;h2&gt;'69 Shelby GT500™ 2 in 1 Model Kit&lt;/h2&gt;&lt;div class="relative"&gt; &lt;a href="http://astore.amazon.com/hotoeamo-20/images/B000BB8BBI" target="ImageView" id="imageViewerLink"&gt;&lt;img src="http://ecx.images-amazon.com/images/I/413wDJpi6oL._SL210_.jpg" alt="'69 Shelby GT500™ 2 in 1 Model Kit" id="detailProductImage" /&gt;&lt;/a&gt; &lt;/div&gt;&lt;br /&gt;&lt;/div&gt;Price $18.15  =&gt; &lt;a href="http://astore.amazon.com/hotoeamo-20/detail/B000BB8BBI"&gt;more detail and order here&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9136879034917665690-6397492314649700790?l=1st-3dtreasure.blogspot.com' alt='' /&gt;&lt;/div&gt;</description><link>http://1st-3dtreasure.blogspot.com/2009/02/model-kits-garage.html</link><author>noreply@blogger.com (BSupry)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-9136879034917665690.post-7420206597434636853</guid><pubDate>Tue, 24 Feb 2009 06:35:00 +0000</pubDate><atom:updated>2009-02-23T22:41:00.681-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">3D PC Games</category><title /><description>&lt;h2 style="text-align: center;"&gt;&lt;a href="http://astore.amazon.com/hotoeamo-20/detail/B0016N4A7E"&gt;Fear 2: Project Origin&lt;br /&gt;&lt;/a&gt;&lt;/h2&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_4cJACL5chSI/SaOWV8YEI5I/AAAAAAAAANY/ECuiBPMEjYw/s1600-h/51l1Noqs4AL.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 317px; height: 400px;" src="http://1.bp.blogspot.com/_4cJACL5chSI/SaOWV8YEI5I/AAAAAAAAANY/ECuiBPMEjYw/s400/51l1Noqs4AL.jpg" alt="" id="BLOGGER_PHOTO_ID_5306250089701057426" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;p&gt;The second heart-stopping shooter by Monolith (after F.E.A.R.) continues the spine-tingling supernatural suspense story of an escalating paranormal crisis that threatens to destroy a major American city. At the center of the calamity is the mysterious Alma, whose rage against those who wronged her triggered a chain of events that has spiraled completely out of control. Now that she has been loosed upon the world, the consequences will be unimaginable. Utilize the world interaction enhancements to create instant cover or remove obstacles Play with and against friends in multiplayer competition Enhanced graphics engine takes action horror to new heights through enhanced visuals and effects Enemies behave realistically and use the environment against you through vastly enhanced enemy Artificial Intelligence Maintains the authenticity of the Alma storyline. &lt;a href="http://astore.amazon.com/hotoeamo-20/detail/B0016N4A7E"&gt;more for detail &amp;amp; order...&lt;/a&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9136879034917665690-7420206597434636853?l=1st-3dtreasure.blogspot.com' alt='' /&gt;&lt;/div&gt;</description><link>http://1st-3dtreasure.blogspot.com/2009/02/fear-2-project-origin-second-heart.html</link><author>noreply@blogger.com (BSupry)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://1.bp.blogspot.com/_4cJACL5chSI/SaOWV8YEI5I/AAAAAAAAANY/ECuiBPMEjYw/s72-c/51l1Noqs4AL.jpg" height="72" width="72" /><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-9136879034917665690.post-1832780095367345441</guid><pubDate>Mon, 23 Feb 2009 02:12:00 +0000</pubDate><atom:updated>2009-02-22T18:19:33.150-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">3D Papercraft</category><title>3D Papercraft</title><description>&lt;div style="text-align: center;"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-family: verdana; font-weight: bold;font-size:180%;" &gt;YAMAHA "YZF-R1"&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_4cJACL5chSI/SaIGchFRfzI/AAAAAAAAANI/mY1jz6XmFdw/s1600-h/frontright.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 279px;" src="http://4.bp.blogspot.com/_4cJACL5chSI/SaIGchFRfzI/AAAAAAAAANI/mY1jz6XmFdw/s400/frontright.JPG" alt="" id="BLOGGER_PHOTO_ID_5305810397982457650" border="0" /&gt;&lt;/a&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_4cJACL5chSI/SaIGdYBxBCI/AAAAAAAAANQ/GgQxPPkTzKw/s1600-h/perspective.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 274px;" src="http://3.bp.blogspot.com/_4cJACL5chSI/SaIGdYBxBCI/AAAAAAAAANQ/GgQxPPkTzKw/s400/perspective.JPG" alt="" id="BLOGGER_PHOTO_ID_5305810412731696162" border="0" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9136879034917665690-1832780095367345441?l=1st-3dtreasure.blogspot.com' alt='' /&gt;&lt;/div&gt;</description><link>http://1st-3dtreasure.blogspot.com/2009/02/3d-papercraft.html</link><author>noreply@blogger.com (BSupry)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://4.bp.blogspot.com/_4cJACL5chSI/SaIGchFRfzI/AAAAAAAAANI/mY1jz6XmFdw/s72-c/frontright.JPG" height="72" width="72" /><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-9136879034917665690.post-1483409087145080966</guid><pubDate>Mon, 16 Feb 2009 15:06:00 +0000</pubDate><atom:updated>2009-02-16T07:11:18.807-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">3D PC Games</category><title>The Best Selling PC games in the US for 2008</title><description>&lt;span style="font-family:Verdana;font-size:85%;color:#000000;"&gt;&lt;p&gt;&lt;span style="font-family:Verdana;font-size:85%;"&gt;The fine people over at NPD released their top 20 best selling PC games in the US for 2008 (sans online sales, of course). &lt;/span&gt;&lt;/p&gt; &lt;p&gt;&lt;span style="font-family:Verdana;font-size:85%;"&gt;According to NPD PC game sales in the US were just $701 million in 2008, down 14 percent from 2007. But, as most of you know, the NPD Group's numbers for PC game sales only cover the revenue it monitors from US retail stores. The number doesn't cover the growing amount of revenue generated via games bought via direct download. Nor does that number cover things like microtransactions and subscription sales for MMO game.&lt;/span&gt;&lt;/p&gt; &lt;ol&gt;&lt;span style="font-family:Verdana;font-size:100%;"&gt;&lt;li&gt;&lt;a href="http://tinyurl.com/picigems"&gt;World of Warcraft: Wrath of the Lich King&lt;/a&gt;&lt;/li&gt; &lt;li&gt;&lt;a href="http://tinyurl.com/picigems"&gt;Spore&lt;/a&gt; &lt;/li&gt; &lt;li&gt;&lt;a href="http://tinyurl.com/picigems"&gt;World of Warcraft: Battle Chest&lt;/a&gt; &lt;/li&gt; &lt;li&gt;&lt;a href="http://tinyurl.com/picigems"&gt;Age of Conan: Hyborian Adventures&lt;/a&gt; &lt;/li&gt; &lt;li&gt;&lt;a href="http://tinyurl.com/picigems"&gt;Warhammer Online: Age Of Reckoning&lt;/a&gt; &lt;/li&gt; &lt;li&gt;&lt;a href="http://tinyurl.com/picigems"&gt;Call Of Duty 4: Modern Warfare&lt;/a&gt; &lt;/li&gt; &lt;li&gt;&lt;a href="http://tinyurl.com/picigems"&gt;The Sims 2 Double Deluxe&lt;/a&gt; &lt;/li&gt; &lt;li&gt;&lt;a href="http://tinyurl.com/picigems"&gt;World Of Warcraft: Wrath of the Lich King Collector's Ed&lt;/a&gt; &lt;/li&gt; &lt;li&gt;&lt;a href="http://tinyurl.com/picigems"&gt;Fallout 3&lt;/a&gt; &lt;/li&gt; &lt;li&gt;&lt;a href="http://tinyurl.com/picigems"&gt;World Of Warcraft: The Burning Crusade&lt;/a&gt; &lt;/li&gt; &lt;li&gt;&lt;a href="http://tinyurl.com/picigems"&gt;Call Of Duty: World At War&lt;/a&gt; &lt;/li&gt; &lt;li&gt;&lt;a href="http://tinyurl.com/picigems"&gt;The Sims 2 FreeTime&lt;/a&gt; &lt;/li&gt; &lt;li&gt;&lt;a href="http://tinyurl.com/picigems"&gt;World Of Warcraft &lt;/a&gt;&lt;/li&gt; &lt;li&gt;&lt;a href="http://tinyurl.com/picigems"&gt;Sins Of A Solar Empire&lt;/a&gt; &lt;/li&gt; &lt;li&gt;&lt;a href="http://tinyurl.com/picigems"&gt;Warcraft III Battle Chest&lt;/a&gt; &lt;/li&gt; &lt;li&gt;&lt;a href="http://tinyurl.com/picigems"&gt;The Sims 2 Apartment Life&lt;/a&gt; &lt;/li&gt; &lt;li&gt;&lt;a href="http://tinyurl.com/picigems"&gt;Crysis&lt;/a&gt; &lt;/li&gt; &lt;li&gt;&lt;a href="http://tinyurl.com/picigems"&gt;Left 4 Dead &lt;/a&gt;&lt;/li&gt; &lt;li&gt;&lt;a href="http://tinyurl.com/picigems"&gt;Diablo Battle Chest &lt;/a&gt;&lt;/li&gt; &lt;li&gt;&lt;a href="http://tinyurl.com/picigems"&gt;The Orange Box&lt;/a&gt;&lt;/li&gt;&lt;/span&gt;&lt;/ol&gt;taken from http://www.guru3d.com/ by&lt;span style="font-weight: bold;"&gt; Hilbert Hagedoorn&lt;/span&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9136879034917665690-1483409087145080966?l=1st-3dtreasure.blogspot.com' alt='' /&gt;&lt;/div&gt;</description><link>http://1st-3dtreasure.blogspot.com/2009/02/best-selling-pc-games-in-us-for-2008.html</link><author>noreply@blogger.com (BSupry)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-9136879034917665690.post-4925003080361216648</guid><pubDate>Mon, 16 Feb 2009 14:59:00 +0000</pubDate><atom:updated>2009-02-16T07:04:46.173-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">3D PC Games</category><title>Microsoft's Open Letter To PC Gamers, Full Of Good News</title><description>When I start an open letter to the world, I begin with "Dear So-and-so." &lt;p&gt;When Microsoft vp John Schappert began his open letter to PC gamers today, he started with "Growth and Opportunities in &lt;a class="tagautolink autolink" title="Click here to read more posts tagged PC GAMING" href="http://tinyurl.com/picigems"&gt;PC Gaming&lt;/a&gt;."&lt;/p&gt; &lt;p&gt;Weird start. Nevertheless, Schappert has issued what is basically a Microsoft-penned report on the state of &lt;a href="http://tinyurl.com/picigems"&gt;PC gaming&lt;/a&gt;. Pretty rosy. No mention of &lt;a href="http://tinyurl.com/picigems"&gt;&lt;em&gt;World of Warcraft&lt;/em&gt;&lt;/a&gt; or Steam or &lt;a href="http://tinyurl.com/picigems"&gt;&lt;em&gt;The Sims&lt;/em&gt;&lt;/a&gt;.&lt;/p&gt; &lt;p&gt;But some good stuff nonetheless, like:&lt;/p&gt; &lt;blockquote&gt;&lt;p&gt;Other popular titles such as &lt;a href="http://tinyurl.com/picigems"&gt;“Crysis”&lt;/a&gt; and &lt;a href="http://tinyurl.com/picigems"&gt;“Age of Conan: Hyborian Adventures”&lt;/a&gt; have sold and shipped more than 1 million copies, respectively. &lt;a href="http://tinyurl.com/picigems"&gt;“Hellgate: London”&lt;/a&gt; now has more than 1 million active subscribers.&lt;/p&gt; &lt;/blockquote&gt; &lt;p&gt;And&lt;/p&gt; &lt;blockquote&gt;&lt;p&gt; Today I’m excited to report that Microsoft and a growing community of the gaming industry’s leading publishers, hardware manufacturers and retailers have made the Windows-based PC the largest gaming platform in the world. &lt;/p&gt; &lt;/blockquote&gt; &lt;p&gt;Read the full letter after the jump.&lt;/p&gt;       &lt;p&gt;&lt;strong&gt;&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Growth and Opportunities in &lt;a class="tagautolink autolink" title="Click here to read more posts tagged PC GAMING" href="http://tinyurl.com/picigems"&gt;PC Gaming&lt;/a&gt;&lt;br /&gt;&lt;/strong&gt;&lt;br /&gt;These are exciting times for the &lt;a href="http://tinyurl.com/picigems"&gt;PC gaming&lt;/a&gt; industry. Over the past couple of years, Microsoft Corp. has increased its focus on investment in Windows gaming because we see the incredible growth and opportunities it represents not just for us, but for the industry at large.&lt;/p&gt; &lt;p&gt;Today I’m excited to report that Microsoft and a growing community of the gaming industry’s leading publishers, hardware manufacturers and retailers have made the Windows-based PC the largest gaming platform in the world. Every major region will see &lt;a href="http://tinyurl.com/picigems"&gt;PC gaming&lt;/a&gt; continue to grow in audience, game revenue and hardware purchases for the foreseeable future. While the challenges we face as an industry are many, PC gaming has never been stronger, and we’re confident this trend will continue in the years to come.&lt;/p&gt; &lt;p&gt;The past year has seen exponential growth in online activity and sales, continued platform and hardware innovation, and continued success with the Games for Windows branding initiative, which adds prominence, a quality and technical bar, and a consistent look and feel to the retail PC gaming experience.&lt;/p&gt; &lt;p&gt;In the last year, we have helped launch a wide range of stellar PC game titles exclusive to Windows including &lt;a href="http://tinyurl.com/picigems"&gt;“World in Conflict,”&lt;/a&gt; &lt;a href="http://tinyurl.com/picigems"&gt;“Lord of the Rings Online: Shadows of Angmar”&lt;/a&gt; and &lt;a href="http://tinyurl.com/picigems"&gt;“Sins&lt;/a&gt; &lt;a href="http://tinyurl.com/picigems"&gt;of a Solar Empire.”&lt;/a&gt; Other popular titles such as &lt;a href="http://tinyurl.com/picigems"&gt;“Crysis”&lt;/a&gt; and &lt;a href="http://tinyurl.com/picigems"&gt;“Age of Conan: Hyborian&lt;/a&gt; &lt;a href="http://tinyurl.com/picigems"&gt;Adventures”&lt;/a&gt; have sold and shipped more than 1 million copies, respectively. &lt;a href="http://tinyurl.com/picigems"&gt;“Hellgate: London”&lt;/a&gt; now has more than 1 million active subscribers.&lt;/p&gt; &lt;p&gt;We are also dedicated to supporting the next generation of &lt;a href="http://tinyurl.com/picigems"&gt;PC game&lt;/a&gt; developers with XNA Game Studio, a set of free, easy-to-use development tools for Windows-based PCs, Xbox 360 and Zune. Our goal is to assist a growing community of more than 1 million students, hobbyists and independent game developers realize their potential and enhance the Windows gaming ecosystem through their ingenuity.&lt;/p&gt; &lt;p&gt;Later today in San Francisco, Microsoft will be joined by our partners and select press at our Big Picture showcase event, where attendees will experience the PC gaming renaissance firsthand. Top game publisher Activision will premiere upcoming title “Call of Duty: World at War.” Attendees will also be among the first to experience AMD’s new Radeon HD 4800 Series DirectX 10 graphics card, NVIDIA’s new GeForce 9M notebook GPU and other stellar hardware from Dell Inc., HP, Gateway Inc. and Acer Inc.&lt;/p&gt; &lt;p&gt;Also today, 16 titles join the Games for Windows portfolio, including &lt;a href="http://tinyurl.com/picigems"&gt;“Call of Duty: World at War”&lt;/a&gt; &lt;a href="http://tinyurl.com/picigems"&gt;(Activision)&lt;/a&gt;, &lt;a href="http://tinyurl.com/picigems"&gt;“Ghostbusters: The Videogame” (Sierra Entertainment)&lt;/a&gt;, &lt;a href="http://tinyurl.com/picigems"&gt;“Crysis: Warhead,” (EA&lt;/a&gt; &lt;a href="http://tinyurl.com/picigems"&gt;Partners)&lt;/a&gt;, and &lt;a href="http://tinyurl.com/picigems"&gt;“Zoo Tycoon 2: Ultimate Collection” (Microsoft Game Studios).&lt;/a&gt;&lt;/p&gt; &lt;p&gt;The Windows-based PC is the most connected gaming platform on the planet. Microsoft’s continued investments will enable game publishers to take advantage of that connectivity while delivering to consumers the kinds of gaming experiences they will love.&lt;/p&gt; &lt;p&gt;These are exciting times. We’re proud of how far we’ve come and excited for what the future holds.&lt;br /&gt;Here’s to Windows gaming,&lt;/p&gt; &lt;p&gt;John Schappert&lt;br /&gt;Corporate Vice President&lt;br /&gt;LIVE, Software and Services&lt;br /&gt;Microsoft&lt;/p&gt;&lt;p&gt;taken from http://kotaku.com/5019541/microsofts-open-letter-to-pc-gamers-full-of-good-news&lt;br /&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9136879034917665690-4925003080361216648?l=1st-3dtreasure.blogspot.com' alt='' /&gt;&lt;/div&gt;</description><link>http://1st-3dtreasure.blogspot.com/2009/02/microsofts-open-letter-to-pc-gamers.html</link><author>noreply@blogger.com (BSupry)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-9136879034917665690.post-3872841763432166368</guid><pubDate>Sat, 07 Feb 2009 14:10:00 +0000</pubDate><atom:updated>2009-02-16T06:57:26.025-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">3D Books</category><title>3D Game Environments: Create Professional 3D Game Worlds</title><description>&lt;a href="http://www.amazon.com/gp/offer-listing/0240808959?ie=UTF8&amp;amp;tag=hotoeamo-20&amp;amp;linkCode=am2&amp;amp;camp=1789&amp;amp;creative=9325&amp;amp;creativeASIN=0240808959"&gt;3D Game Environments: Create Professional 3D Game Worlds&lt;/a&gt;&lt;img src="http://www.assoc-amazon.com/e/ir?t=hotoeamo-20&amp;amp;l=as2&amp;amp;o=1&amp;amp;a=0240808959" alt="" style="border: medium none  ! important; margin: 0px ! important;" border="0" width="1" height="1" /&gt;&lt;br /&gt;&lt;br /&gt;Book Description&lt;br /&gt;Teaches game artists to create AAA quality 2D and 3D art assets for a variety of game worlds&lt;br /&gt;&lt;br /&gt;Product Description&lt;br /&gt;The ultimate resource to help you create triple-A quality art for a variety of game worlds; 3D Game Environments offers detailed tutorials on creating 3D models, applying 2D art to 3D models, and clear concise advice on issues of efficiency and optimization for a &lt;a href="http://tinyurl.com/picigems"&gt;3D game&lt;/a&gt; engine. Using &lt;a href="http://astore.amazon.com/hotoeamo-20?_encoding=UTF8&amp;amp;node=136"&gt;Photoshop&lt;/a&gt; and &lt;a href="http://astore.amazon.com/hotoeamo-20?_encoding=UTF8&amp;amp;node=136"&gt;3ds Max&lt;/a&gt; as his primary tools, Luke Ahearn explains how to create realistic textures from photo source and uses a variety of techniques to portray dynamic and believable game worlds.&lt;br /&gt;&lt;br /&gt;From a modern city to a steamy jungle, learn about the planning and technological considerations for 3D modeling, UV layout, and creating textures that goes into developing a realistic and appealing game environment with:&lt;br /&gt;* The entire game world development process: from planning to modeling and texturing.&lt;br /&gt;* Exercises and projects to practice with: each section includes projects to practice creating different world genres.&lt;br /&gt;* CD with source art to practice with and use in your own projects, program demos, and plug-ins.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.amazon.com/gp/offer-listing/0240808959?ie=UTF8&amp;amp;tag=hotoeamo-20&amp;amp;linkCode=am2&amp;amp;camp=1789&amp;amp;creative=9325&amp;amp;creativeASIN=0240808959"&gt;For Detail &amp;amp; Order Click Here&lt;/a&gt;&lt;img src="http://www.assoc-amazon.com/e/ir?t=hotoeamo-20&amp;amp;l=as2&amp;amp;o=1&amp;amp;a=0240808959" alt="" style="border: medium none  ! important; margin: 0px ! important;" border="0" width="1" height="1" /&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9136879034917665690-3872841763432166368?l=1st-3dtreasure.blogspot.com' alt='' /&gt;&lt;/div&gt;</description><link>http://1st-3dtreasure.blogspot.com/2009/02/3d-game-environments-create.html</link><author>noreply@blogger.com (BSupry)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-9136879034917665690.post-2971182538561570753</guid><pubDate>Sat, 07 Feb 2009 13:55:00 +0000</pubDate><atom:updated>2009-02-07T05:59:54.751-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">3D Books</category><title>3D Game Textures: Create Professional Game Art Using Photoshop (Paperback)</title><description>"As well as the design angle of creating artwork for games, this book also tackles the business side of creating artwork for commercial purposes, making it a wonderful insight into the world of the professional games artist. After reading this you'll have a far better understanding of what it takes to become successful in the games world, and it will give you the opportunity to begin building a stunning profolio." - Advanced Photoshop "Discover how to design bullet holes, flames, windows and walls - all the effects that are an essential for today's videogame - with easy-to-follow tutorials. There are a variety of different themes explored throughout this book, covering anything from urban street scenes to the fantasy genre." - Advanced Photoshop, April 2006 "This book can help anyone become a better texture professional...Ahearn's book can and help you become a much better artist, even if you never did much texturing before...The details are simple, but they give anyone who has no Photoshop experience a better idea of what to do. A more experienced reader can gain an in-depth look at how to add improved texture to his projects. 3D Game Textures is a great book for beginners who would like to learn about textures for 3D art. No one should have a problem understanding and using this easy-to-comprehend information." - Apogee Photo Magazine, August 2006&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.amazon.com/gp/product/0240807685?ie=UTF8&amp;tag=hotoeamo-20&amp;linkCode=as2&amp;camp=1789&amp;creative=9325&amp;creativeASIN=0240807685"&gt;To Order Click Here&lt;/a&gt;&lt;img src="http://www.assoc-amazon.com/e/ir?t=hotoeamo-20&amp;l=as2&amp;o=1&amp;a=0240807685" width="1" height="1" border="0" alt="" style="border:none !important; margin:0px !important;" /&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9136879034917665690-2971182538561570753?l=1st-3dtreasure.blogspot.com' alt='' /&gt;&lt;/div&gt;</description><link>http://1st-3dtreasure.blogspot.com/2009/02/3d-game-textures-create-professional.html</link><author>noreply@blogger.com (BSupry)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-9136879034917665690.post-698846889779751046</guid><pubDate>Sat, 07 Feb 2009 13:49:00 +0000</pubDate><atom:updated>2009-02-07T05:54:37.841-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">3D Books</category><title>Stop Staring: Facial Modeling and Animation Done Right (Paperback)</title><description>Lips, brows, frown lines--they’re all in motion in an expressive face. Stop Staring analyzes facial structures and movements and shows animators how to enliven the faces of their characters. The author, whose own handsome head (in modeled form) graces the cover, is an experienced animator currently working on The Sims.&lt;br /&gt;&lt;br /&gt;He writes with a dry wit and a confidence born from experience. The book is friendly but also loaded with content and precise in its directions. "I am by no means God’s gift to animation, but I do pretty well at making a talking head look like a living one, not just a set of gums flapping." This is not a how-to manual, but a richly detailed guide to achieving the right movements for a given situation and emotion. The companion CD includes all the pieces readers will need in order to work along with the text: models (both realistic and stylized ’toon characters), lip-synching samples, finished Quicktime movies, and even a copy of Maya Personal LE. (More info and some movies can be found at jasonosipa.com.)&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.amazon.com/gp/offer-listing/0471789208?ie=UTF8&amp;tag=hotoeamo-20&amp;linkCode=am2&amp;camp=1789&amp;creative=9325&amp;creativeASIN=0471789208"&gt;For Order Click Here&lt;/a&gt;&lt;img src="http://www.assoc-amazon.com/e/ir?t=hotoeamo-20&amp;l=as2&amp;o=1&amp;a=0471789208" width="1" height="1" border="0" alt="" style="border:none !important; margin:0px !important;" /&gt;&lt;br /&gt;&lt;br /&gt;Readers move from "Getting to Know the Face," to synching audio, working on the mouth, eyes, and brows, and rigging. Osipa has created a methodology for facial animation that gets results and makes the process fun. The book can be used as a step-by-step guide for learning new skills or finessing techniques, or as a reference book for troubleshooting specific expressions (for example, "happy eyes," "frustration," and "sneers" are all in the index). Although the projects are presented using Maya, the concepts involved pertain to animation in general.&lt;br /&gt;&lt;br /&gt;There are lots of production tips and, in Chapter 13, case studies using five scripted scenes. Readers can even begin with this last chapter, watching the movies (they’re funny!) and enjoying Osipa’s debates as he works through animating his face telling a lame bartender joke or a sassy ‘toon gal weighing the pros and cons of pink and blue bows. This hip writer knows what he’s talking about, even when it’s his own animated mug that’s doing the talking! --Angelynn Grant --This text refers to the Paperback edition.&lt;br /&gt;&lt;br /&gt;Review&lt;br /&gt;"A breath of fresh air to both students and industry professionals alike." -- Owen Hurley, Director (Casper's Haunted Christmas, Barbie in the Nutcracker, Barbie as Rapunzel)&lt;br /&gt;&lt;br /&gt;"Readers new to these techniques are spared the frustration of feeling overwhelmed ..." -- Jason Schleifer, Senior Animator, Weta Digital&lt;br /&gt;&lt;br /&gt;"Stop Staring is a refreshingly practical book on animation, loaded with useful information for animators, artists, and designers." -- Will Wright, Game Designer --This text refers to the Paperback edition. &lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.amazon.com/gp/offer-listing/0471789208?ie=UTF8&amp;tag=hotoeamo-20&amp;linkCode=am2&amp;camp=1789&amp;creative=9325&amp;creativeASIN=0471789208"&gt;What Are You Waiting For, Best Value Ever?&lt;/a&gt;&lt;img src="http://www.assoc-amazon.com/e/ir?t=hotoeamo-20&amp;l=as2&amp;o=1&amp;a=0471789208" width="1" height="1" border="0" alt="" style="border:none !important; margin:0px !important;" /&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9136879034917665690-698846889779751046?l=1st-3dtreasure.blogspot.com' alt='' /&gt;&lt;/div&gt;</description><link>http://1st-3dtreasure.blogspot.com/2009/02/stop-staring-facial-modeling-and.html</link><author>noreply@blogger.com (BSupry)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-9136879034917665690.post-8809029390105879527</guid><pubDate>Sat, 07 Feb 2009 13:45:00 +0000</pubDate><atom:updated>2009-02-07T05:46:57.215-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">3D Books</category><title>The Essential Blender: Guide to 3D Creation with the Open Source Suite Blender (Paperback)</title><description>Blender is a free and open source 3D creation suite that is a real alternative to commercially available 3D design software. A cross-platform software package with millions of downloads annually, Blender is now one of the world's most popular 3D design tools.&lt;br /&gt;&lt;br /&gt;Although Blender is free, it's intended for design professionals and others motivated to become 3D artists. The Essential Blender will provide you with the knowledge you need to help integrate Blender into your work and begin to master its powerful creation tools.&lt;br /&gt;&lt;br /&gt;If you've never tried 3D design before, an introductory chapter will familiarize you with relevant terminology and concepts. If you're already experienced with commercial 3D software, The Essential Blender will get you up to speed with Blender quickly.&lt;br /&gt;&lt;br /&gt;After a tour of Blender's 3D modeling, animation, and rendering capabilities, you'll learn how best to use Blender for these tasks:&lt;br /&gt;&lt;br /&gt;# Object manipulation and animation&lt;br /&gt;# Mesh and sculpt modeling and shape animation&lt;br /&gt;# Materials and texturing (including UV unwrapping)&lt;br /&gt;# Lighting and rendering&lt;br /&gt;# Particle animation&lt;br /&gt;# Character rigging and animation&lt;br /&gt;# Node-based composition&lt;br /&gt;&lt;br /&gt;The book is modular in its approach, with each topic addressed independently and accompanied by hands-on tutorial sections.&lt;br /&gt;&lt;br /&gt;The combined expertise of key members of the Blender community, coupled with the experience of editor Roland Hess, bring you The Essential Blender--the definitive guide to Blender. You'll find a wealth of 3D design information inside that will help you to unlock your artistic potential and get the most out of Blender.&lt;br /&gt;&lt;br /&gt;Includes a complete version of Blender 2.44 on the CD-ROM. Covers Windows, Mac OS X, Linux (x86 and PowerPC), Solaris, FreeBSD, and IRIX.&lt;br /&gt;&lt;br /&gt;Produced by The Blender Foundation. Printed and distributed By No Starch Press.&lt;br /&gt;&lt;br /&gt;&lt;iframe src="http://rcm.amazon.com/e/cm?t=hotoeamo-20&amp;o=1&amp;p=8&amp;l=as1&amp;asins=1593271662&amp;fc1=000000&amp;IS2=1&amp;lt1=_blank&amp;m=amazon&amp;lc1=0000FF&amp;bc1=000000&amp;bg1=FFFFFF&amp;f=ifr&amp;npa=1" style="width:120px;height:240px;" scrolling="no" marginwidth="0" marginheight="0" frameborder="0"&gt;&lt;/iframe&gt;&lt;br /&gt;&lt;br /&gt;About the Author&lt;br /&gt;Editor Roland Hess is a professional writer who has used Blender for almost a decade.&lt;br /&gt;&lt;br /&gt;Ton Roosendaal is Blender's creator and the chairman and founder of the Blender Foundation, the non-profit organization that maintains Blender under the GNU/GPL license. He co-authored The Official Blender 2.3 Guide, The Official Blender GameKit (both No Starch Press), and The Official Blender 2.0 Guide (Premier Press).&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9136879034917665690-8809029390105879527?l=1st-3dtreasure.blogspot.com' alt='' /&gt;&lt;/div&gt;</description><link>http://1st-3dtreasure.blogspot.com/2009/02/essential-blender-guide-to-3d-creation.html</link><author>noreply@blogger.com (BSupry)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-9136879034917665690.post-3711207875604015100</guid><pubDate>Sat, 07 Feb 2009 13:35:00 +0000</pubDate><atom:updated>2009-02-07T05:39:40.812-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">3D Books</category><title>Learning XNA 3.0: XNA 3.0 Game Development for the PC, Xbox 360, and Zune</title><description>Do you have what it takes to become a game developer? With this hands-on book, you'll learn quickly and easily how to develop computer games with Microsoft's XNA 3.0 framework-not just for your PC, but for Xbox 360 and the Microsoft Zune as well.&lt;br /&gt;&lt;br /&gt;Written by an experienced university-level game development instructor, Learning XNA 3.0 walks you through the framework in a clear and understandable step-by-step format. Each chapter offers a self-contained lesson with lots of illustrations and annotated examples to help you master key concepts. Once you finish the book, you'll know how to develop sophisticated games from start to finish.&lt;br /&gt;&lt;br /&gt;    * Learn game development concepts from 2D animation to 3D cameras and effects&lt;br /&gt;    * Delve into high-level shader language (HLSL) and introductory artificial intelligence concepts&lt;br /&gt;    * Develop three complete and exciting games using 2D,3D and multiplayer concepts&lt;br /&gt;    * Develop and deploy games to the Xbox 360 and the Microsoft Zune&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.amazon.com/gp/offer-listing/0596521952?ie=UTF8&amp;tag=hotoeamo-20&amp;linkCode=am2&amp;camp=1789&amp;creative=9325&amp;creativeASIN=0596521952"&gt;Order Here&lt;/a&gt;&lt;img src="http://www.assoc-amazon.com/e/ir?t=hotoeamo-20&amp;l=as2&amp;o=1&amp;a=0596521952" width="1" height="1" border="0" alt="" style="border:none !important; margin:0px !important;" /&gt;&lt;br /&gt;&lt;br /&gt;While teaching XNA to beginning game developers, author Aaron Reed noticed that several key concepts were difficult for students to grasp. Learning XNA 3.0 was written specifically to address those issues. With this book, you can test your understanding and practice new skills as you go with unique "Test Your Knowledge" exercises and review questions in each chapter.&lt;br /&gt;&lt;br /&gt;Why wait? Amaze your family and friends by building your own games for the PC, Xbox 360, and Zune-with Learning XNA 3.0.&lt;br /&gt;&lt;br /&gt;"An outstanding book! Teaches you XNA development in a smart way, starting from 2D basics and going into 3D and shader development. What I really like is the 'peeling the onion' approach the author takes, which builds up knowledge from previous chapters." --David "LetsKillDave" Weller, CEO, Cogito Ergonomics, LLC, and former XNA program manager&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.amazon.com/gp/offer-listing/0596521952?ie=UTF8&amp;tag=hotoeamo-20&amp;linkCode=am2&amp;camp=1789&amp;creative=9325&amp;creativeASIN=0596521952"&gt;Start Learning XNA 3.0&lt;/a&gt;&lt;img src="http://www.assoc-amazon.com/e/ir?t=hotoeamo-20&amp;l=as2&amp;o=1&amp;a=0596521952" width="1" height="1" border="0" alt="" style="border:none !important; margin:0px !important;" /&gt;&lt;br /&gt;&lt;br /&gt;About the Author&lt;br /&gt;Aaron Reed has extensive software development experience and more importantly, experience in software development education. Since 2004 he has taught courses at Neumont University in .NET, web development and web services, XNA, systems design and architecture, and more.&lt;br /&gt;&lt;br /&gt;Aaron's experience in teaching both DirectX and XNA for several years to university-level students helps him understand what topics are easily understood and which ones need more depth and emphasis. Through experience in the classroom he also has a good understanding of what format and sequence makes the most sense to present the material. This book follows that format and is meant to present game development concepts in the way most efficient and most comprehendible as proven in the classroom.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9136879034917665690-3711207875604015100?l=1st-3dtreasure.blogspot.com' alt='' /&gt;&lt;/div&gt;</description><link>http://1st-3dtreasure.blogspot.com/2009/02/learning-xna-30-xna-30-game-development.html</link><author>noreply@blogger.com (BSupry)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-9136879034917665690.post-4332121556433709893</guid><pubDate>Fri, 06 Feb 2009 02:55:00 +0000</pubDate><atom:updated>2009-02-05T18:59:44.806-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Free Plug-Ins</category><title>Power Nurbs Pro v.5.12 for 3ds Max</title><description>&lt;div class="entry"&gt; &lt;div style="text-align: center;"&gt;&lt;a&gt;&lt;img src="http://1.bp.blogspot.com/_iQXuzn5-1rg/SMUhybn4p6I/AAAAAAAAAow/B3lrlICGUtQ/s800/Power+Nurbs+Pro+v.5.12+for+3ds+Max.jpg" alt="" id="BLOGGER_PHOTO_ID_5243634491435034530" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;span class="fullpost"&gt;&lt;div&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Power NURBS&lt;/span&gt; unique hybrid approach fuses the next generation NURBS surface construction technology with the industry’s leading Solids Modeling technology bringing an unparalleled modeling experience to the 3ds Max Platform.&lt;br /&gt;Power NURBS modeling environment is designed to provide artist intuitive access to complex advanced modeling tools allowing you to expand your creative potential beyond the polygon world.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Download:&lt;/span&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Power Nurbs Pro v.5.12 for 3ds Max&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Download for max 9-2008 (32-64bit)&lt;/b&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Rapidshare&lt;/span&gt;:&lt;br /&gt;&lt;a href="http://rapidshare.com/files/125329134/nppnpro9_2008.rar"&gt;http://rapidshare.com/files/125329134/nppnpro9_2008.rar&lt;/a&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Or FileFactory&lt;/span&gt;:&lt;br /&gt;&lt;a href="http://www.filefactory.com/file/a3918a/n/nppnpro9_2008_rar"&gt;http://www.filefactory.com/file/a3918a/n/nppnpro9_2008_rar&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Download for max 2009 (32-64bit)&lt;/b&gt;&lt;br /&gt;&lt;span&gt;&lt;span class="fullpost"&gt;&lt;span style="font-weight: bold;"&gt;Rapidshare&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;:&lt;br /&gt;&lt;a href="http://rapidshare.com/files/125331570/nppnpro2009.rar"&gt;http://rapidshare.com/files/125331570/nppnpro2009.rar&lt;/a&gt;&lt;br /&gt;&lt;span&gt;&lt;span class="fullpost"&gt;&lt;span style="font-weight: bold;"&gt;Or FileFactory&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;:&lt;br /&gt;&lt;a href="http://www.filefactory.com/file/9b04a2/n/nppnpro2009_rar"&gt;http://www.filefactory.com/file/9b04a2/n/nppnpro2009_rar&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.npowersoftware.com/"&gt;Product Homepage&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;/span&gt;&lt;div style="float: right;"&gt; &lt;script badgetype="small-votes" src="http://d.yimg.com/ds/badge2.js" type="text/javascript"&gt;http://www.3dsmax-stuff.com/2008/09/power-nurbs-pro-v512-for-3ds-max.html&lt;/script&gt;&lt;span class="yahooBuzzBadge yahooBuzzBadge-small-votes" id="yahooBuzzBadge-8094742521233888857110"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;  &lt;span class="rmlink"&gt;&lt;a href="http://www.3dsmax-stuff.com/2008/09/power-nurbs-pro-v512-for-3ds-max.html"&gt;Download...&lt;/a&gt;&lt;/span&gt;  &lt;/div&gt; &lt;p class="ads012"&gt; &lt;span&gt;Try Password: &lt;b&gt;3dsmax-stuff.com&lt;/b&gt;&lt;/span&gt; &lt;/p&gt; &lt;p class="ads0102"&gt; &lt;span&gt;(Or: &lt;b&gt;www.3dsmax-stuff.com&lt;/b&gt;, Sometime password is wrong)&lt;/span&gt; &lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9136879034917665690-4332121556433709893?l=1st-3dtreasure.blogspot.com' alt='' /&gt;&lt;/div&gt;</description><link>http://1st-3dtreasure.blogspot.com/2009/02/power-nurbs-pro-v512-for-3ds-max.html</link><author>noreply@blogger.com (BSupry)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://1.bp.blogspot.com/_iQXuzn5-1rg/SMUhybn4p6I/AAAAAAAAAow/B3lrlICGUtQ/s72-c/Power+Nurbs+Pro+v.5.12+for+3ds+Max.jpg" height="72" width="72" /><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-9136879034917665690.post-7150732204670267513</guid><pubDate>Thu, 05 Feb 2009 03:30:00 +0000</pubDate><atom:updated>2009-02-04T19:32:36.237-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">3D Books</category><title>Focus On 3D Models (Game Development) (Paperback)</title><description>Focus On 3D Models covers today's most popular 3D model formats! Every programmer can take advantage of this 3D model and animation reference because it contains models that range from simple to complex based upon the skills and knowledge of the programmer and their intended use. Beginners can experiment with the easy-to-use basic 3D model formats. Intermediate and advanced programmers can expand their 3D modeling skills by mastering other popular formats presented in this book. The CD contains all source code from the book (including the necessary media and executables), Gmax, Paint Shop Pro 7 demo, Milkshape 3D, sample 3D models, and various freeware and shareware modeling programs.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.amazon.com/gp/offer-listing/1592000339?ie=UTF8&amp;amp;tag=hotoeamo-20&amp;amp;linkCode=am2&amp;amp;camp=1789&amp;amp;creative=9325&amp;amp;creativeASIN=1592000339"&gt;Click For Order&lt;/a&gt;&lt;img src="http://www.assoc-amazon.com/e/ir?t=hotoeamo-20&amp;amp;l=as2&amp;amp;o=1&amp;amp;a=1592000339" width="1" height="1" border="0" alt="" style="border:none !important; margin:0px !important;" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;      &lt;b&gt;About the Author&lt;/b&gt;&lt;br /&gt;After programming for several years, Evan Pipho discovered gamedev.net in mid-2000 and immediately became a devoted gamer. At age 17, Evan has already tackled DirectDraw, Direct3D, and OpenGL in addition to co-creating Ngine.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9136879034917665690-7150732204670267513?l=1st-3dtreasure.blogspot.com' alt='' /&gt;&lt;/div&gt;</description><link>http://1st-3dtreasure.blogspot.com/2009/02/focus-on-3d-models-game-development.html</link><author>noreply@blogger.com (BSupry)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-9136879034917665690.post-8186459493906552701</guid><pubDate>Thu, 05 Feb 2009 02:59:00 +0000</pubDate><atom:updated>2009-02-04T19:07:47.961-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">3D Books</category><title>How A House Is Built: with 3D Construction Models (Paperback)</title><description>How A House Is Built: with 3D Construction Models is a how-to book on the construction of a small, simple, and sustainable house. The book uses detailed illustrations, captioned text, short videos, and 3D models to walk the reader through eight distinct phases of construction. &lt;p&gt; The house starts with a surveyed layout, an excavation referenced from a workpoint, and the installation of footings and stem walls for a raised foundation. Next, the framing by the doors, windows, trim, siding, and metal roofing to close the house in. The plumbing, mechanical, and electrical systems are then roughed-in at the end of the book in preparation for finish work that is completed online as an interactive chapter. &lt;/p&gt;&lt;p&gt; Links to each of the 3D construction models used to illustrate the chapters of this book are included on the book's CD. The construction models help readers explore and visualize the details of each phase of the construction process just as they do for builders in the real world. &lt;/p&gt;&lt;p&gt; Readers are encouraged to build 3D construction models for their own projects. Each chapter ends with a Hands-On section with how-to tutorials that include navigating through a design model, excavating a model base, assembling a foundation wall, fabricating and erecting framing members, extruding 3D objects from 2D details, and running pipes and wires through the walls and ceilings. &lt;/p&gt;&lt;p&gt;&lt;a href="http://www.amazon.com/gp/product/0976274140?ie=UTF8&amp;amp;tag=hotoeamo-20&amp;amp;linkCode=as2&amp;amp;camp=1789&amp;amp;creative=9325&amp;amp;creativeASIN=0976274140"&gt;Click Here For Detail&lt;/a&gt;&lt;img src="http://www.assoc-amazon.com/e/ir?t=hotoeamo-20&amp;amp;l=as2&amp;amp;o=1&amp;amp;a=0976274140" width="1" height="1" border="0" alt="" style="border:none !important; margin:0px !important;" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;      &lt;b&gt;About the Author&lt;/b&gt;&lt;br /&gt;Dennis Fukai is a licensed architect and construction manager with more than thirty-five years experience as a professional construction administrator, researcher, and university professor. &lt;/p&gt;&lt;p&gt; He is a Fulbright Scholar and earned his PhD in architecture from the University of California, Berkeley. Dennis has been recognized internationally for his work in advanced construction modeling and graphic communications. &lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9136879034917665690-8186459493906552701?l=1st-3dtreasure.blogspot.com' alt='' /&gt;&lt;/div&gt;</description><link>http://1st-3dtreasure.blogspot.com/2009/02/how-house-is-built-with-3d-construction.html</link><author>noreply@blogger.com (BSupry)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-9136879034917665690.post-9119074866705869934</guid><pubDate>Fri, 30 Jan 2009 09:44:00 +0000</pubDate><atom:updated>2009-01-30T01:47:57.036-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">3D Books</category><title>3ds Max 2009 Bible</title><description>The only comprehensive reference-tutorial on 3ds Max available, this book is everyone's favorite. Whether you're a beginner looking for 3D basics or a full-fledged animator seeking new ways to dazzle viewers with your creations, it's all here. You'll find pages of professional tips, loads of advice, and more than 150 step-by-step tutorials guaranteed to build your skills and spark your creativity. A 16-page color insert highlights cutting-edge work from 3D artists. A valuable companion DVD provides all the examples and content from the book, including unique models and textures you can customize on your own, and a searchable, full-color version of the book. &lt;p&gt;    &lt;i&gt;3ds Max 2009 Bible&lt;/i&gt; covers both 3ds Max 2009 and 3ds Max 2009 Design and covers:&lt;/p&gt;&lt;ul&gt;&lt;p&gt;    &lt;/p&gt;&lt;li&gt; Navigating the viewports with the ViewCube, SteeringWheels, and other ways.      &lt;/li&gt;&lt;li&gt; Creating realistic materials with new ProMaterials.      &lt;/li&gt;&lt;li&gt; Using Spline Mapping to improve texture mapping over irregular shaped objects.      &lt;/li&gt;&lt;li&gt; Blending multiple texture maps together with the new Composite Map.      &lt;/li&gt;&lt;li&gt; Creating architectural walkthroughs with the Walkthrough Assistant.       &lt;/li&gt;&lt;/ul&gt;      Don't miss out on the newest version of this bestselling resource!    &lt;br /&gt;&lt;br /&gt;      &lt;b&gt;From the Back Cover&lt;/b&gt;&lt;br /&gt;  &lt;b&gt;Covers both 3ds Max 2009 and 3ds Max 2009 Design&lt;/b&gt;    &lt;p&gt;    &lt;b&gt;This is, hands down, the best book on 3ds Max you'll find&lt;/b&gt;&lt;/p&gt;&lt;div style="text-align: center;"&gt;&lt;iframe src="http://rcm.amazon.com/e/cm?t=hotoeamo-20&amp;amp;o=1&amp;amp;p=8&amp;amp;l=as1&amp;amp;asins=0470381302&amp;amp;fc1=000000&amp;amp;IS2=1&amp;amp;lt1=_blank&amp;amp;m=amazon&amp;amp;lc1=0000FF&amp;amp;bc1=000000&amp;amp;bg1=FFFFFF&amp;amp;f=ifr" style="width:120px;height:240px;" scrolling="no" marginwidth="0" marginheight="0" frameborder="0"&gt;&lt;/iframe&gt;&lt;br /&gt;&lt;/div&gt; &lt;p&gt;    &lt;/p&gt;&lt;p&gt; If you want just one book to be your go-to guide for all things 3ds Max, this is the book. Whether you're a beginner looking for 3D basics or a full-fledged animator seeking new ways to dazzle viewers with your creations, it's all here. You'll find pages of professional tips, loads of advice, and more than 150 step-by-step tutorials guaranteed to build your skills and spark your creativity. &lt;/p&gt;&lt;ul&gt;&lt;li&gt;    &lt;p&gt;    Discover the ViewCube, SteeringWheels, and more ways to navigate the viewports      &lt;/p&gt;&lt;/li&gt;&lt;li&gt;    &lt;p&gt;    Use the new ProMaterials to create realistic materials      &lt;/p&gt;&lt;/li&gt;&lt;li&gt;    &lt;p&gt;    Improve texture mapping over irregular shaped objects using Spline Mapping      &lt;/p&gt;&lt;/li&gt;&lt;li&gt;    &lt;p&gt;    Blend multiple texture maps together with the new Composite Map      &lt;/p&gt;&lt;/li&gt;&lt;li&gt;    &lt;p&gt;    Easily create architectural walkthroughs with the Walkthrough Assistant      &lt;/p&gt;&lt;/li&gt;&lt;/ul&gt;    &lt;p&gt;    &lt;b&gt;What's on the DVD?&lt;br /&gt;   &lt;/b&gt;You'll find before-and-after example files for every tutorial in the book. The DVD also includes:      &lt;/p&gt;&lt;ul&gt;&lt;li&gt;    &lt;p&gt;    Unique models and textures you can customize for your own designs      &lt;/p&gt;&lt;/li&gt;&lt;li&gt;    &lt;p&gt;    Autodesk 3ds Max evaluation version      &lt;/p&gt;&lt;/li&gt;&lt;li&gt;    &lt;p&gt;    A searchable full-color PDF of the book      &lt;/p&gt;&lt;/li&gt;&lt;/ul&gt;    &lt;p&gt;    &lt;b&gt;System Requirements:&lt;/b&gt; See the DVD appendix for details and complete system requirements.    &lt;/p&gt;&lt;p&gt;    &lt;b&gt;Also in the Book&lt;/b&gt;      &lt;/p&gt;&lt;ul&gt;&lt;li&gt;    &lt;p&gt;    A 16-page full-color insert showcases cutting-edge work from 3ds Max artists      &lt;/p&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9136879034917665690-9119074866705869934?l=1st-3dtreasure.blogspot.com' alt='' /&gt;&lt;/div&gt;</description><link>http://1st-3dtreasure.blogspot.com/2009/01/3ds-max-2009-bible.html</link><author>noreply@blogger.com (BSupry)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-9136879034917665690.post-546073328901131798</guid><pubDate>Thu, 22 Jan 2009 03:15:00 +0000</pubDate><atom:updated>2009-01-21T19:18:11.848-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">3D Max News</category><title>Mental Ray Paint Shaders</title><description>&lt;p align="center"&gt;&lt;img alt="" src="http://www.kxcad.net/autodesk/maya/Maya_Documentation/PaintGuide/images/carpaint-collage.jpg" usemap="#closeups" /&gt;  &lt;br /&gt;&lt;i&gt;Mental ray car &lt;a id="KonaLink0" target="undefined" class="kLink" style="text-decoration: underline ! important; position: static;" href="http://www.kxcad.net/autodesk/maya/Maya_Documentation/PaintGuide/paint.html#"&gt;&lt;span style="color: blue ! important; font-family: serif; font-weight: 400; font-size: 16px; position: static;color:blue;" &gt;&lt;span class="kLink" style="color: blue ! important; font-family: serif; font-weight: 400; font-size: 16px; position: static;"&gt;paint&lt;/span&gt;&lt;/span&gt;&lt;/a&gt; shader&lt;/i&gt;   &lt;/p&gt;    &lt;map name="closeups"&gt;   &lt;area shape="rect" coords="0,0,320,180" href="http://www.kxcad.net/autodesk/maya/Maya_Documentation/PaintGuide/images/carpaint-backyard-slk-2.jpg"&gt;   &lt;area shape="rect" coords="320,0,640,160" href="http://www.kxcad.net/autodesk/maya/Maya_Documentation/PaintGuide/images/carpaint-dakar-dirt-wr.jpg"&gt;   &lt;area shape="rect" coords="0,180,320,380" href="http://www.kxcad.net/autodesk/maya/Maya_Documentation/PaintGuide/images/carpaint-showroom-slk-2.jpg"&gt;   &lt;area shape="rect" coords="320,160,640,380" href="http://www.kxcad.net/autodesk/maya/Maya_Documentation/PaintGuide/images/carpaint-backyard-slk-1.jpg"&gt;   &lt;area shape="rect" coords="0,380,320,650" href="http://www.kxcad.net/autodesk/maya/Maya_Documentation/PaintGuide/images/carpaint-dakar-car-3.jpg"&gt;   &lt;area shape="rect" coords="320,380,640,650" href="http://www.kxcad.net/autodesk/maya/Maya_Documentation/PaintGuide/images/carpaint-showroom-car-2.jpg"&gt;    &lt;/map&gt;      &lt;h2&gt;Contents&lt;/h2&gt;   &lt;ul&gt;&lt;li&gt;&lt;a href="http://www.kxcad.net/autodesk/maya/Maya_Documentation/PaintGuide/paint.html#mi_shader__mi_car_paint_phen"&gt;Car paint phenomenon&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href="http://www.kxcad.net/autodesk/maya/Maya_Documentation/PaintGuide/paint.html#mi_shader__mi_metallic_paint"&gt;Metallic paint shader&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href="http://www.kxcad.net/autodesk/maya/Maya_Documentation/PaintGuide/paint.html#mi_shader__mi_bump_flakes"&gt;Flake bump shader&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;   &lt;p&gt;&lt;br /&gt;&lt;/p&gt;    &lt;h2&gt;Introduction&lt;/h2&gt;    The paint related shaders comes from the &lt;b&gt;paint&lt;/b&gt; library. The declaration   of the shaders and Phenomena can be found in the file &lt;i&gt;paint.mi&lt;/i&gt;. To use   the shaders, the declaration file must be inluded and the library linked:   &lt;pre&gt; link "paint.so"&lt;br /&gt; $include "paint.mi"&lt;br /&gt; &lt;/pre&gt;         &lt;p&gt;Car paint has several peculiar characteristics. On top of the   cars bodywork is a thin layer of pigment. The properties of    this layer is such that the actual perceived color &lt;em&gt;shifts&lt;/em&gt;    depending on the viewing angle as well as the incident angle of    the incoming light. &lt;/p&gt;      &lt;p&gt;Within this layer tiny metal flakes are suspended. The     flakes reflect light and can be seen glittering on a sunny day, due    to individual flakes reflecting sunlight directly at the observer.&lt;/p&gt;      &lt;p&gt;On top of this is a clearcoat layer, which can be more or less   reflective and more or less glossy, depending on the quality of the   layer and any added wax coating. Most notably, this layer tends   to exhibit a pronounced &lt;em&gt;fresnel effect&lt;/em&gt;, reflecting more   light at glancing angles.&lt;/p&gt;      &lt;p align="center"&gt;&lt;img alt="" src="http://www.kxcad.net/autodesk/maya/Maya_Documentation/PaintGuide/images/glossy_carpaint_light.jpg" /&gt;   &lt;br /&gt;&lt;i&gt;Structure of car paint&lt;/i&gt;   &lt;/p&gt;      &lt;p&gt;   &lt;/p&gt;&lt;h2&gt;&lt;a name="mi_shader__mi_car_paint_phen"&gt;Car paint Phenomenon&lt;/a&gt;&lt;/h2&gt;      &lt;p&gt;The &lt;em&gt;mi_car_paint_phen&lt;/em&gt; should be applied as a surface   shader in a material. The shader supports:&lt;/p&gt;      &lt;ul&gt;&lt;li&gt; Diffuse reflection in the pigmentation layer, with selectable         color shift due to observer as well as incident light angle.   &lt;/li&gt;&lt;li&gt; Specular highlights from lightsources in the metallic flakes   &lt;/li&gt;&lt;li&gt; Optional ray traced reflections in the metallic flakes   &lt;/li&gt;&lt;li&gt; Specular highlights from lightsources in the clearcoat (with        optional "glazing" mode)   &lt;/li&gt;&lt;li&gt; Includes a clearcoat layer with selectable mirror or glossy reflections         and specular highlights with an optional "glazing" mode.   &lt;/li&gt;&lt;li&gt; Includes a lambertian dirt layer, for that "unwashed" look.   &lt;/li&gt;&lt;/ul&gt;      &lt;p&gt;The shader has the following parameters:&lt;/p&gt;      &lt;pre&gt;  declare phenomenon "mi_car_paint_phen"&lt;br /&gt;     (&lt;br /&gt;         color       "ambient",&lt;br /&gt;         color       "base_color",&lt;br /&gt;         color       "edge_color",&lt;br /&gt;         scalar      "edge_color_bias",&lt;br /&gt;         color       "lit_color",&lt;br /&gt;         scalar      "lit_color_bias",&lt;br /&gt;         scalar      "diffuse_weight",&lt;br /&gt;         scalar      "diffuse_bias",&lt;br /&gt;   color       "flake_color",&lt;br /&gt;         scalar      "flake_weight",&lt;br /&gt;         scalar      "flake_reflect",&lt;br /&gt;         scalar      "flake_exp",&lt;br /&gt;         scalar      "flake_density",&lt;br /&gt;         scalar      "flake_decay",&lt;br /&gt;         scalar      "flake_strength",&lt;br /&gt;         scalar      "flake_scale",&lt;br /&gt;         color       "spec",        &lt;br /&gt;         scalar      "spec_weight",     &lt;br /&gt;         scalar      "spec_exp",        &lt;br /&gt;         color       "spec_sec",&lt;br /&gt;         scalar      "spec_sec_weight", &lt;br /&gt;         scalar      "spec_sec_exp",    &lt;br /&gt;         boolean     "spec_glazing",&lt;br /&gt;         color       "reflection_color",&lt;br /&gt;         scalar      "edge_factor",   &lt;br /&gt;         scalar      "reflection_edge_weight",&lt;br /&gt;         scalar      "reflection_base_weight",&lt;br /&gt;         integer     "samples",&lt;br /&gt;         scalar      "glossy_spread",&lt;br /&gt;         scalar      "max_distance",&lt;br /&gt;         boolean     "single_env_sample",&lt;br /&gt;         color       "dirt_color",&lt;br /&gt;         scalar      "dirt_weight",&lt;br /&gt;         scalar      "irradiance_weight",&lt;br /&gt;         scalar      "global_weight",&lt;br /&gt;         integer     "mode",&lt;br /&gt;         array light "lights"&lt;br /&gt;     )&lt;br /&gt; &lt;/pre&gt;  &lt;!--     &lt;p&gt;This Phenomenon is created from several subshaders including    &lt;em&gt;mi_metallic_paint&lt;/em&gt;, &lt;em&gt;mib_glossy_reflection&lt;/em&gt;   and &lt;em&gt;mi_bump_flakes&lt;/em&gt;. Generally, it simply exposes each   shaders parameters with some exceptions:&lt;/p&gt;      &lt;p&gt;The parameters &lt;b&gt;ambient&lt;/b&gt;, &lt;b&gt;base_color&lt;/b&gt;,    &lt;b&gt;edge_color&lt;/b&gt;, &lt;b&gt;edge_color_bias&lt;/b&gt;, &lt;b&gt;lit_color&lt;/b&gt;,    &lt;b&gt;lit_color_bias&lt;/b&gt;, &lt;b&gt;diffuse_weight&lt;/b&gt;, &lt;b&gt;diffuse_bias&lt;/b&gt;,   &lt;b&gt;spec&lt;/b&gt;, &lt;b&gt;spec_weight&lt;/b&gt;, &lt;b&gt;spec_exp&lt;/b&gt;,    &lt;b&gt;spec_sec&lt;/b&gt;, &lt;b&gt;spec_sec_weight&lt;/b&gt;, &lt;b&gt;spec_sec_exp&lt;/b&gt; and   &lt;b&gt;spec_glazing&lt;/b&gt; are identical to their counterparts in the diffuse and   specular sections of &lt;a href="#mi_shader__mi_metallic_paint"&gt;&lt;em&gt;mi_metallic_paint&lt;/em&gt;&lt;/a&gt;.&lt;/p&gt; --&gt;     &lt;p&gt;&lt;b&gt;Diffuse parameters&lt;/b&gt;&lt;/p&gt;      &lt;p&gt;&lt;b&gt;ambient&lt;/b&gt; is the ambient light component. Note that this parameter    is treated differently to the ambient/ambience parameter pair of many    other base shaders in that it is influenced by the other diffuse color    parameters following, and hence represents incoming light, rather than   the objects "ambient color".&lt;/p&gt;      &lt;p&gt;&lt;b&gt;base_color&lt;/b&gt; is the base diffuse color of the material.&lt;/p&gt;      &lt;p&gt;&lt;b&gt;edge_color&lt;/b&gt; is the color seen at glancing angles (i.e. edges) which   tend to appear much &lt;em&gt;darker&lt;/em&gt;. For really deep metallic paints seen on    sports cars it tends to be almost black.&lt;/p&gt;      &lt;p&gt;&lt;b&gt;edge_color_bias&lt;/b&gt; defines the falloff rate of the color towards the   edge. The useful range is 0.0 to approximately 10.0, where the value 0.0 turns    the effect off. Higher values makes the edge region narrower, lower values makes   it wider.&lt;/p&gt;     &lt;p align="center"&gt;&lt;img alt="" src="http://www.kxcad.net/autodesk/maya/Maya_Documentation/PaintGuide/images/carpaint-edge-color-shift.jpg" /&gt;   &lt;br /&gt;&lt;i&gt;Color shift due to view angle, shifting between a red &lt;b&gt;base_color&lt;/b&gt;         and a blue &lt;b&gt;edge_color&lt;/b&gt;&lt;br /&gt;  (atypical colors chosen for demonstration purpouses only) with varying &lt;b&gt;edge_bias&lt;/b&gt;&lt;/i&gt;   &lt;/p&gt;       &lt;p&gt;&lt;b&gt;lit_color&lt;/b&gt; is the color seen in the area facing the lightsource.&lt;/p&gt;      &lt;p&gt;&lt;b&gt;lit_color_bias&lt;/b&gt; defines the falloff rate of the color towards the   light. The useful range is 0.0 to approximately 10.0, where the value 0.0 turns    the effect off. Higher values makes the colored region facing the light    smaller/narrower, lower values makes it larger/wider.    &lt;/p&gt;&lt;p align="center"&gt;&lt;img alt="" src="http://www.kxcad.net/autodesk/maya/Maya_Documentation/PaintGuide/images/carpaint-lit-color-shift.jpg" /&gt;   &lt;br /&gt;&lt;i&gt;Color shift due to view angle, shifting between a red &lt;b&gt;base_color&lt;/b&gt;         and a green &lt;b&gt;lit_color&lt;/b&gt;&lt;br /&gt;  (atypical colors chosen for demonstration purpouses only) with varying &lt;b&gt;lit_bias&lt;/b&gt;&lt;/i&gt;   &lt;/p&gt;        The overall level of the diffuse parameters can be tuned with the    &lt;b&gt;diffuse_weight&lt;/b&gt; parameter.      &lt;p&gt;The &lt;b&gt;diffuse_bias&lt;/b&gt; modifies the falloff of the diffuse shading. The   useful range is approximately 0.5 to 2.0, where 1.0 represent standard   lambertian shading, higher values pushes the diffuse peak towards the light   source, and lower values flattens the diffuse peak.&lt;/p&gt;      &lt;p&gt;&lt;b&gt;irradiance_weight&lt;/b&gt; sets the influence of indirect light (photons   and final gathering) on the surface. It is internally divided by PI, i.e.   a value of 1.0 means the standard 1.0/PI weight.&lt;/p&gt;      &lt;p&gt;   &lt;b&gt;Specular parameters&lt;/b&gt;&lt;/p&gt;      &lt;p&gt;&lt;b&gt;spec&lt;/b&gt; is the color of the primary specular highlight,    &lt;b&gt;spec_weight&lt;/b&gt; a scalar multiplier and &lt;b&gt;spec_exp&lt;/b&gt; the   phong exponent.&lt;/p&gt;      &lt;p&gt;&lt;b&gt;spec_sec&lt;/b&gt; is the color of the secondary specular highlight,    &lt;b&gt;spec_sec_weight&lt;/b&gt; a scalar multiplier and &lt;b&gt;spec_sec_exp&lt;/b&gt;    the phong exponent.&lt;/p&gt;      &lt;p&gt;The parameter &lt;b&gt;spec_glazing&lt;/b&gt; enables a special mode on the primary   specular highlight called &lt;em&gt;glazing&lt;/em&gt;. By threasholding the specular   highlight, it makes the surface appear more polished and shiny. For nice   sportscars with a lot of wax, turn glazing on. For beat up cars in the   junkyard, turn it off.&lt;/p&gt;     &lt;p align="center"&gt;&lt;img alt="" src="http://www.kxcad.net/autodesk/maya/Maya_Documentation/PaintGuide/images/carpaint-specularities.jpg" /&gt;   &lt;br /&gt;&lt;i&gt;Left to right: Flake specularity only, standard specularity,            "glazing" mode enabled, and finally; "glazing" mode specularity with flakes&lt;/i&gt;   &lt;/p&gt;        &lt;p&gt;&lt;b&gt;Flake parameters&lt;/b&gt;&lt;/p&gt;        &lt;p&gt;&lt;b&gt;flake_color&lt;/b&gt; is the color (reflectivity) of the flakes, which is   generally white.&lt;/p&gt;      &lt;p&gt;&lt;b&gt;flake_weight&lt;/b&gt; is a scalar multiplier for the above color.&lt;/p&gt;      &lt;p&gt;&lt;b&gt;flake_reflect&lt;/b&gt; defines the amount of ray traced reflection in the   flakes, which allows glittery reflections of e.g. an HDRI environment.     The value of 0.0 turns the effect off. The effect should generally be very   subtle and a value of 0.1 is often enough. The final intensity of    reflections also depends on &lt;b&gt;flake_color&lt;/b&gt; and    &lt;b&gt;flake_weight&lt;/b&gt;.&lt;/p&gt;      &lt;p&gt;&lt;b&gt;flake_exp&lt;/b&gt; is the Phong specular exponent for the flakes.&lt;/p&gt;      &lt;p&gt;&lt;b&gt;flake_density&lt;/b&gt; sets the density of the flakes. The useful range    is from 0.1 to approximately 10.0, where lower values indicate less dense   flakes and higher values indicates denser flakes.&lt;/p&gt;      &lt;p&gt;Since flakes are inherently small, they can easily introduce rendering    artifacts if their visual density becomes significantly smaller than a    pixel. If the oversampling of the rendering is set high, small flakes may   also potentially trigger massive oversampling and hence very long render    times needlessly, since the averaging caused by the oversampling will    essentially cancel out the flake effect.   To avoid this the parameter &lt;b&gt;flake_decay&lt;/b&gt; exists. It sets   a distance at which the influence of flakes fade out. A value of 0.0   disables fading. Any positive value causes the &lt;b&gt;flake_weight&lt;/b&gt; to   be modulated such that is reaches zero at this distance.&lt;/p&gt;    &lt;p align="center"&gt;&lt;img alt="" src="http://www.kxcad.net/autodesk/maya/Maya_Documentation/PaintGuide/images/carpaint-flake-decay-off.jpg" /&gt;   &lt;br /&gt;&lt;i&gt;Flakes at different distances with no flake decay. The furthest flakes            may potentially cause flicker in animations,      &lt;br /&gt;or trigger unnecessary      oversampling and long render times (here rendered with low oversampling      for illustrative purpouses).&lt;/i&gt;   &lt;/p&gt;    &lt;p align="center"&gt;&lt;img alt="" src="http://www.kxcad.net/autodesk/maya/Maya_Documentation/PaintGuide/images/carpaint-flake-decay-on.jpg" /&gt;   &lt;br /&gt;&lt;i&gt;Using flake decay. The flake strength diminishes by distance. The same            intentionally low oversampling as in the previous image has been used.&lt;/i&gt;   &lt;/p&gt;       &lt;p&gt;&lt;b&gt;flake_strength&lt;/b&gt; sets the difference between the orientation of the   flakes. The useful range is 0.0 to 1.0 where 0.0 means that all flakes are    parallel to the surface and higher values means the orientation of flakes    are more and more varied.&lt;/p&gt;      &lt;p&gt;&lt;b&gt;flake_scale&lt;/b&gt; is the size of the flakes. The procedural texture   is calculated in object space, and will hence follow the object. Keep   in mind that the scale is therefore influenced by any scale transformation    on the object instance.&lt;/p&gt;      &lt;p&gt;&lt;b&gt;Reflection parameters&lt;/b&gt;&lt;/p&gt;      &lt;p&gt;&lt;b&gt;reflection_color&lt;/b&gt; sets the color of the reflections in the    clearcoat layer, generally white.&lt;/p&gt;&lt;!--INFOLINKS_STOP--&gt;      &lt;p&gt;Clearcoat tends to reflect more at glancing angles (edges). The    &lt;b&gt;edge_factor&lt;/b&gt; defines the "narrowness" of this edge,   &lt;b&gt;reflection_edge_weight&lt;/b&gt; the reflective strength at the   edge (generally 1.0) and &lt;b&gt;reflection_base_weight&lt;/b&gt; the   reflective strength at facing angles (generally low, 0.1 - 0.3).&lt;/p&gt;      &lt;p&gt;Optionally, clearcoat layers may be glossy. The &lt;b&gt;samples&lt;/b&gt; parameter   sets the bumber of glossy reflection rays traced. The value of 0 disables    glossiness and &lt;b&gt;glossy_spread&lt;/b&gt; sets the amount of glossiness.   Cars are generally near-mirrors so this value should be kept small.&lt;/p&gt;      &lt;p&gt;The glossy reflections are created with the help of    &lt;em&gt;mib_glossy_reflections&lt;/em&gt; and thus the parameters    &lt;b&gt;max_distance&lt;/b&gt; (limiting the reach of reflective rays) and   &lt;b&gt;single_env_sample&lt;/b&gt; (optimizing lookup of environment maps) are   exposed parameters of that shader - see &lt;a href="http://www.kxcad.net/autodesk/maya/Maya_Documentation/ShadersGuide/node8.html#mi_shader__mib_glossy_reflection"&gt;mib_glossy_reflection&lt;/a&gt;.   Only a subset of the parameters are exposed, if more are required, one can either build a custom shading graph   or create ones own variation of the &lt;b&gt;mi_car_paint_phen&lt;/b&gt; Phenomenon.   &lt;/p&gt;      &lt;p&gt;&lt;b&gt;Dirt parameters&lt;/b&gt;&lt;/p&gt;     &lt;p align="center"&gt;       &lt;a href="http://www.kxcad.net/autodesk/maya/Maya_Documentation/PaintGuide/images/carpaint-dakar-dirt-wr.jpg"&gt;&lt;img alt="" src="http://www.kxcad.net/autodesk/maya/Maya_Documentation/PaintGuide/images/carpaint-dakar-car-resize.jpg" /&gt;&lt;/a&gt;   &lt;br /&gt;&lt;i&gt;Real cars are rarely clean. Here showing the dirt layer (hand            painted dirt placement map), including            a bump map applied in the dirty regions.&lt;/i&gt;   &lt;/p&gt;      &lt;p&gt;A simple lambertian dirt layer covers the underlaying paint and clearcoat    layers. &lt;b&gt;dirt_color&lt;/b&gt; is the color of said dirt, and    &lt;b&gt;dirt_weight&lt;/b&gt; the amount of dirt, which would probably be connected   to a texture shader to get variations in the dirt across the surface. If   &lt;b&gt;dirt_weight&lt;/b&gt; is 0.0 no dirt is added.&lt;/p&gt;      &lt;p&gt;&lt;b&gt;Advanced parameters&lt;/b&gt;&lt;/p&gt;      &lt;p&gt;&lt;b&gt;irradiance_weight&lt;/b&gt; sets the influence of indirect light (photons   and final gathering) on the surface. It is internally divided by PI, i.e.   a value of 1.0 means the standard 1.0/PI weight.&lt;/p&gt;      &lt;p&gt;&lt;b&gt;global_weight&lt;/b&gt; is a global tuning parameter affecting the entire   diffuse, flake and specular subsystems. It does not affect reflections   or dirt.&lt;/p&gt;      &lt;p&gt;And finally; &lt;b&gt;mode&lt;/b&gt; is the light mode and &lt;b&gt;lights&lt;/b&gt; the    lightlist.&lt;/p&gt;        &lt;h2&gt;&lt;a name="mi_shader__mi_metallic_paint"&gt;Metallic paint&lt;/a&gt;&lt;/h2&gt;   &lt;p&gt;   &lt;b&gt;mi_metallic_paint&lt;/b&gt;&lt;/p&gt;      &lt;p&gt;This shader is used to facilitate the rendering of metallic paint.   However, it only takes care of the pigmentation and the flakes, not    the very important clearcoat reflections.    To accomplish the &lt;em&gt;full effect&lt;/em&gt;, it needs to be combined with a reflection    shader (i.e. connecting it to the &lt;b&gt;base_material&lt;/b&gt; parameter of    &lt;em&gt;&lt;a href="http://www.kxcad.net/autodesk/maya/Maya_Documentation/ShadersGuide/node8.html#mi_shader__mib_glossy_reflection"&gt;mib_glossy_reflection&lt;/a&gt;&lt;/em&gt;).    It also needs a bump shader for the flakes    (generally &lt;a href="http://www.kxcad.net/autodesk/maya/Maya_Documentation/PaintGuide/paint.html#mi_shader__mi_bump_flakes"&gt;&lt;em&gt;mi_bump_flakes&lt;/em&gt;&lt;/a&gt;).&lt;/p&gt;      &lt;p&gt;To get all these connections made automatically one can use the ready-made   Phenomenon called &lt;a href="http://www.kxcad.net/autodesk/maya/Maya_Documentation/PaintGuide/paint.html#mi_shader__mi_car_paint_phen"&gt;&lt;em&gt;mi_car_paint_phen&lt;/em&gt;&lt;/a&gt;, which also   supports a dirt layer. See the above documentation, which has slightly   more detailed documentation of the parameters with example images.&lt;/p&gt;    &lt;p&gt;The shader supports:&lt;/p&gt;    &lt;ul&gt;&lt;li&gt; Diffuse reflection in the pigmentation layer, with selectable          color shift due to observer as well as incident light angle.   &lt;/li&gt;&lt;li&gt; Specular highlights from lightsources in the metallic flakes   &lt;/li&gt;&lt;li&gt; Specular highlights from lightsources in the clearcoat (with        optional "glazing" mode)   &lt;/li&gt;&lt;li&gt; Optional ray traced reflections in the metallic flakes   &lt;/li&gt;&lt;/ul&gt;      &lt;pre&gt;  declare shader&lt;br /&gt;     color "mi_metallic_paint" (&lt;br /&gt;         color       "ambient"           default 0 0 0 1,&lt;br /&gt;         color       "base_color"        default 0.8 0.1 0.0 1,&lt;br /&gt;         color       "edge_color"        default 0.0 0.0 0.0,&lt;br /&gt;         scalar      "edge_color_bias"   default 1.0,&lt;br /&gt;         color       "lit_color"         default 0.6 0.0 0.2,&lt;br /&gt;         scalar      "lit_color_bias"    default 8.0,&lt;br /&gt;         scalar      "diffuse_weight"    default 1.0,&lt;br /&gt;         scalar      "diffuse_bias"      default 1.5,&lt;br /&gt;         scalar      "irradiance_weight" default 1.0,&lt;br /&gt;         color       "spec"              default 1 1 1 1,&lt;br /&gt;         scalar      "spec_weight"       default 0.2,&lt;br /&gt;         scalar      "spec_exp"          default 60.0,&lt;br /&gt;         color       "spec_sec"          default 1 1 1 1,&lt;br /&gt;         scalar      "spec_sec_weight"   default 0.3,&lt;br /&gt;         scalar      "spec_sec_exp"      default 25.0,&lt;br /&gt;         boolean     "spec_glazing"      default on,&lt;br /&gt;         color       "flake_color"       default 1.0 1.0 1.0 1,&lt;br /&gt;         scalar      "flake_weight"      default 1.0,&lt;br /&gt;         scalar      "flake_reflect"     default 0.0,&lt;br /&gt;         scalar      "flake_exp"         default 45.0,&lt;br /&gt;         scalar      "flake_decay"       default 0.0,&lt;br /&gt;         shader      "flake_bump",&lt;br /&gt;         scalar      "global_weight"     default 1.0,&lt;br /&gt;         integer     "mode"              default 3,&lt;br /&gt;         array light "lights"       &lt;br /&gt;     )&lt;br /&gt;     version 2&lt;br /&gt;     apply material&lt;br /&gt; end declare&lt;br /&gt; &lt;/pre&gt;      &lt;p&gt;&lt;b&gt;Diffuse parameters&lt;/b&gt;&lt;/p&gt;      &lt;p&gt;&lt;b&gt;ambient&lt;/b&gt; is the ambient light component. Note that this parameter    is treated differently to the ambient/ambience parameter pair of many    other base shaders in that it is influenced by the other diffuse color    parameters following, and hence represents incoming light, rather than   the objects "ambient color".&lt;/p&gt;      &lt;p&gt;&lt;b&gt;base_color&lt;/b&gt; is the base diffuse color of the material.&lt;/p&gt;      &lt;p&gt;&lt;b&gt;edge_color&lt;/b&gt; is the color seen at glancing angles (i.e. edges) which   tend to appear much &lt;em&gt;darker&lt;/em&gt;. For really deep metallic paints seen on    sports cars it tends to be almost black.&lt;/p&gt;      &lt;p&gt;&lt;b&gt;edge_color_bias&lt;/b&gt; defines the falloff rate of the color towards the   edge. The useful range is 0.0 to approximately 10.0, where the value 0.0 turns    the effect off. Higher values makes the edge region narrower, lower values makes   it wider.&lt;/p&gt;      &lt;p&gt;&lt;b&gt;lit_color&lt;/b&gt; is the color seen in the area facing the lightsource.&lt;/p&gt;      &lt;p&gt;&lt;b&gt;lit_color_bias&lt;/b&gt; defines the falloff rate of the color towards the   light. The useful range is 0.0 to approximately 10.0, where the value 0.0 turns    the effect off. Higher values makes the colored region facing the light    smaller/narrower, lower values makes it larger/wider.       The overall level of the diffuse parameters can be tuned with the    &lt;b&gt;diffuse_weight&lt;/b&gt; parameter.&lt;/p&gt;      &lt;p&gt;The &lt;b&gt;diffuse_bias&lt;/b&gt; modifies the falloff of the diffuse shading. The   useful range is approximately 0.5 to 2.0, where 1.0 represent standard   lambertian shading, higher values pushes the diffuse peak towards the light   source, and lower values flattens the diffuse peak.&lt;/p&gt;      &lt;p&gt;&lt;b&gt;irradiance_weight&lt;/b&gt; sets the influence of indirect light (photons   and final gathering) on the surface. It is internally divided by PI, i.e.   a value of 1.0 means the standard 1.0/PI weight.&lt;/p&gt;      &lt;p&gt;   &lt;b&gt;Specular parameters&lt;/b&gt;&lt;/p&gt;      &lt;p&gt;&lt;b&gt;spec&lt;/b&gt; is the color of the primary specular highlight,    &lt;b&gt;spec_weight&lt;/b&gt; a scalar multiplier and &lt;b&gt;spec_exp&lt;/b&gt; the   phong exponent.&lt;/p&gt;      &lt;p&gt;&lt;b&gt;spec_sec&lt;/b&gt; is the color of the secondary specular highlight,    &lt;b&gt;spec_sec_weight&lt;/b&gt; a scalar multiplier and &lt;b&gt;spec_sec_exp&lt;/b&gt;    the phong exponent.&lt;/p&gt;      &lt;p&gt;The parameter &lt;b&gt;spec_glazing&lt;/b&gt; enables a special mode on the primary   specular highlight called &lt;em&gt;glazing&lt;/em&gt;. By threasholding the specular   highlight, it makes the surface appear more polished and shiny. For nice   sportscars with a lot of wax, turn glazing on. For beat up cars in the   junkyard, turn it off.&lt;/p&gt;      &lt;p&gt;&lt;b&gt;Flake parameters&lt;/b&gt;&lt;/p&gt;      &lt;p&gt;&lt;b&gt;flake_color&lt;/b&gt; is the color (reflectivity) of the flakes, which is   generally white.&lt;/p&gt;      &lt;p&gt;&lt;b&gt;flake_weight&lt;/b&gt; is a scalar multiplier for the above color.&lt;/p&gt;      &lt;p&gt;&lt;b&gt;flake_reflect&lt;/b&gt; defines the amount of ray traced reflection in the   flakes, which allows glittery reflections of e.g. an HDRI environment.     The value of 0.0 turns the effect off. The effect should generally be very   subtle and a value of 0.1 is often enough. The final intensity of    reflections also depends on &lt;b&gt;flake_color&lt;/b&gt; and    &lt;b&gt;flake_weight&lt;/b&gt;.&lt;/p&gt;      &lt;p&gt;&lt;b&gt;flake_exp&lt;/b&gt; is the Phong specular exponent for the flakes.&lt;/p&gt;      &lt;p&gt;Since flakes are inherently small, they can easily introduce rendering    artifacts if their visual density becomes significantly smaller than a    pixel. To avoid this the parameter &lt;b&gt;flake_decay&lt;/b&gt; exists. It sets   a distance at which the influence of flakes fade out. A value of 0.0   disables fading. Any positive value causes the &lt;b&gt;flake_weight&lt;/b&gt; to   be modulated such that it reaches zero at this distance.&lt;/p&gt;      &lt;p&gt;&lt;b&gt;flake_bump&lt;/b&gt; is the actual flake bump shader used. The shader   &lt;a href="http://www.kxcad.net/autodesk/maya/Maya_Documentation/PaintGuide/paint.html#mi_shader__mi_bump_flakes"&gt;&lt;em&gt;mi_bump_flakes&lt;/em&gt;&lt;/a&gt; exists for this purpose, but any shader that modifies   the normal vector (e.g. &lt;a href="http://www.kxcad.net/autodesk/maya/Maya_Documentation/ShadersGuide/node4.html#mi_shader__mib_passthrough_bump_map"&gt;&lt;em&gt;mib_passthrough_bump_map&lt;/em&gt;&lt;/a&gt;)   can be used. &lt;/p&gt;      &lt;p&gt;The shader put in the &lt;b&gt;flake_bump&lt;/b&gt; may also return a color, which    will be the color (intensity) of the flake, or it may leave the color    unmodified.&lt;/p&gt;      &lt;p&gt;&lt;b&gt;Additional parameters&lt;/b&gt;&lt;/p&gt;      &lt;p&gt;&lt;b&gt;global_weight&lt;/b&gt; is a global tuning parameter that is a global    multiplier to the output of the shader.&lt;/p&gt;      &lt;p&gt;Finally &lt;b&gt;mode&lt;/b&gt; is the light mode and &lt;b&gt;lights&lt;/b&gt; the    lightlist.&lt;/p&gt;       &lt;h2&gt;&lt;a name="mi_shader__mi_bump_flakes"&gt;Flake bump shader&lt;/a&gt;&lt;/h2&gt;    &lt;p&gt;This shader is designed to create a bump map with the appearance     of small individual flakes at slightly different orientations.  It does     so by slightly modifying the current normal vector based on a procedurally     generated flake texture.      It also returns a color that indicates the "intensity" for that flake.&lt;/p&gt;        &lt;pre&gt;    declare shader "mi_bump_flakes" (&lt;br /&gt;     scalar      "flake_density"     default 0.5,&lt;br /&gt;     scalar      "flake_strength"    default 0.8,&lt;br /&gt;     scalar      "flake_scale"       default 0.2,&lt;br /&gt; )&lt;br /&gt; version 1&lt;br /&gt; apply texture&lt;br /&gt;   end declare&lt;br /&gt;   &lt;/pre&gt;          &lt;p&gt;     &lt;tt&gt;flake_density&lt;/tt&gt; only affects the returned color, not the      amount of change to the normal vector. The useful range is from      0.1 to approximately 10.0, where lower values indicate less dense     flakes (more flakes are given low color values near black) and     higher values indicates denser flakes.&lt;/p&gt;          &lt;p&gt;&lt;tt&gt;flake_strenght&lt;/tt&gt; indicates the amount of normal vector     perturbations. Useful range is 0.0 (which disables the effect) to     1.0. For low values, flakes are nearly parallell, for higher values,     the difference between each flakes orientation is larger.&lt;/p&gt;          &lt;p&gt;&lt;tt&gt;flake_scale&lt;/tt&gt; is the size of the flakes. The procedural texture     is calculated in object space, and will hence follow the object. Keep     in mind that the scale is therefore influenced by any scale transformation      on the object instance.&lt;/p&gt;          &lt;p&gt;&lt;br /&gt;  &lt;a href="http://www.kxcad.net/autodesk/maya/Maya_Documentation/PaintGuide/copyright.html"&gt;Copyright&lt;/a&gt; (©) 1986-2005 by &lt;a href="http://www.mental.com/"&gt;mental images GmbH&lt;/a&gt;&lt;br /&gt;&lt;/p&gt;&lt;!-- End: AdBrite --&gt;  &lt;!-- Kontera ContentLink(TM);--&gt; &lt;script type="text/javascript"&gt; var dc_AdLinkColor = 'blue' ; var dc_UnitID = 14 ; var dc_PublisherID = 50662 ; var dc_adprod = 'ADL' ; &lt;/script&gt; &lt;script type="text/javascript" src="http://kona.kontera.com/javascript/lib/KonaLibInline.js"&gt; &lt;/script&gt;&lt;script language="JavaScript" src="http://konax.kontera.com/publisher_tail/generatedPublisherConfig.js?publisher_id=50662"&gt;&lt;/script&gt;&lt;script language="JavaScript" src="http://kona.kontera.com/javascript/lib/KonaBase.js?00000000288"&gt;&lt;/script&gt;&lt;input 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