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						<title>Pxleyes.com: 3DS-Max Tutorial Directory</title>
						
						<link>http://feeds.feedburner.com/pxleyes-3ds-max-tutorial-directory</link>
						<description>All the latest 3ds-max tutorials from other top sites.</description>
						<language>en-us</language>
						<pubDate>Mon, 28 May 2012 03:06:01 CDT</pubDate>
						<lastBuildDate>Mon, 28 May 2012 03:06:01 CDT</lastBuildDate>
						<docs>http://www.pxleyes.com</docs>
						<managingEditor>support@pxleyes.com (Pxleyes Support)</managingEditor>
						<webMaster>support@pxleyes.com (Pxleyes Support)</webMaster>
				<atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="self" type="application/rss+xml" href="http://feeds.feedburner.com/pxleyes-3ds-max-tutorial-directory" /><feedburner:info uri="pxleyes-3ds-max-tutorial-directory" /><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="hub" href="http://pubsubhubbub.appspot.com/" /><feedburner:browserFriendly></feedburner:browserFriendly><item><guid>http://www.pxleyes.com/ext-tutorial/3ds-max/17059/Modelling-an-interior-sofa.html</guid><title><![CDATA[New 3DS-Max Tutorial: Modelling an interior sofa]]></title><link>http://www.pxleyes.com/ext-tutorial/3ds-max/17059/Modelling-an-interior-sofa.html</link> <description><![CDATA[In this tutorial  we will continue modelling the next object for our interior creating a leather sofa for the living room. First we will set-up the initial scene inside Autodesk 3ds Max and place a plane which would hold our reference Picture according which we will model. Even though the reference picture is small it will provide us enough guidance for the size and scale of the sofa. Starting creating a plane which will be our initial shape we will slowly adjust and create the first rough shape of the sofa with respect on his details. Using poly-modelling technique and using the advantage of hard surface modelling we will create a low-poly sofa with all details and object we will see on the reference.]]></description></item><item><guid>http://www.pxleyes.com/ext-tutorial/3ds-max/17051/Rigging-in-3Ds-Max-Chapter2---Creating-Hand-Bones.html</guid><title><![CDATA[New 3DS-Max Tutorial: Rigging in 3Ds Max Chapter2 - Creating Hand Bones]]></title><link>http://www.pxleyes.com/ext-tutorial/3ds-max/17051/Rigging-in-3Ds-Max-Chapter2---Creating-Hand-Bones.html</link> <description><![CDATA[In this chapter we will move forward to create the hand bones of the character , and learn how to connect them with the spine bones we created in the first chapter.]]></description></item><item><guid>http://www.pxleyes.com/ext-tutorial/3ds-max/16976/Modeling-a-Star-Wars-Lightsaber.html</guid><title><![CDATA[New 3DS-Max Tutorial: Modeling a Star Wars Lightsaber]]></title><link>http://www.pxleyes.com/ext-tutorial/3ds-max/16976/Modeling-a-Star-Wars-Lightsaber.html</link> <description><![CDATA[In this tutorial  I will show you how to model Obi Wan Kenobis Lightsaber from the original Star Wars trilogy using Autodesk 3dsmax . We will start by placing the reference image in to our workspace to be able to follow and accurate model the Lighstaber using poly-modelling techniques. At first we will chose our starting object, a primitive and in our case a cylinder with certain edges on the side. This step is very important because the initial count of edges shouldn’t be high but just enough to cover all details present on the Lightsaber.]]></description></item><item><guid>http://www.pxleyes.com/ext-tutorial/3ds-max/16958/Make-a-Chain-Mail-using-a-Displacement-Map-and-Mental-Ray.html</guid><title><![CDATA[New 3DS-Max Tutorial: Make a Chain Mail using a Displacement Map and Mental Ray]]></title><link>http://www.pxleyes.com/ext-tutorial/3ds-max/16958/Make-a-Chain-Mail-using-a-Displacement-Map-and-Mental-Ray.html</link> <description><![CDATA[In this tutorial I want to show a relative easy technique for making a chain mail in 3ds Max using a displacement map and Mental Ray. In this example I�&quot;ll show how to make the displacement map and how to get a good quality render with as little artifacts as possible using a simple Arch and Design material. The idea is that you can use this setup to create a tile-able chain mail texture like I used on this knight:]]></description></item><item><guid>http://www.pxleyes.com/ext-tutorial/3ds-max/16957/How-to-Model-a-3D-Skull.html</guid><title><![CDATA[New 3DS-Max Tutorial: How to Model a 3D Skull]]></title><link>http://www.pxleyes.com/ext-tutorial/3ds-max/16957/How-to-Model-a-3D-Skull.html</link> <description><![CDATA[Just wanted to share my workflow for modeling a skull using 3ds Max and ZBrush. The first part of the tutorial is pretty universal and the technique could be used in most 3D programs. I won�&quot;t get into specific modeling tools and or which buttons to press, but rather focus on the steps I take to get a good base model to work from. I will talk a bit about UV mapping, but I will not get in to texturing in this tutorial.]]></description></item><item><guid>http://www.pxleyes.com/ext-tutorial/3ds-max/16956/Fast-Ambient-Occlusion--MR-.html</guid><title><![CDATA[New 3DS-Max Tutorial: Fast Ambient Occlusion (MR)]]></title><link>http://www.pxleyes.com/ext-tutorial/3ds-max/16956/Fast-Ambient-Occlusion--MR-.html</link> <description><![CDATA[Ambient occlusion adds great realism to your renders, but can be bit cumbersome to setup in Max, particular if you�&quot;re using a mix of Mental Ray shaders and standard shaders. You could create an ambient occlusion effect by using lights, but it can be slow to render and tricky get the right look.]]></description></item><item><guid>http://www.pxleyes.com/ext-tutorial/3ds-max/16955/How-To-Model-A-Palm-Tree.html</guid><title><![CDATA[New 3DS-Max Tutorial: How To Model A Palm Tree]]></title><link>http://www.pxleyes.com/ext-tutorial/3ds-max/16955/How-To-Model-A-Palm-Tree.html</link> <description><![CDATA[If you ever wanted to make a good palm tree for your computer game or animation, this is the right tutorial. This Tutorial is a step-by-step modeling and texturing tutorial in 3DS Max of how to model a good Palm Tree.]]></description></item><item><guid>http://www.pxleyes.com/ext-tutorial/3ds-max/16855/Modeling-Anduril--the-sword-of-Aragorn.html</guid><title><![CDATA[New 3DS-Max Tutorial: Modeling Anduril, the sword of Aragorn]]></title><link>http://www.pxleyes.com/ext-tutorial/3ds-max/16855/Modeling-Anduril--the-sword-of-Aragorn.html</link> <description><![CDATA[In this tutorial  for Autodesk 3dsmax  i will show you how to model a detailed Anduril, the sword of Aragorn from the movie trilogy Lord of the Rings. We will use a reference picture according which we will model the sword and all details on it. In the first step we will start with a rough shape using a primitive object (in our case a cylinder) and poly-modeling  technique where i will explain how important is to choose not only the right way how to model and the initial primitive but also the number of sides which you will need in the future.]]></description></item><item><guid>http://www.pxleyes.com/ext-tutorial/3ds-max/16830/Making-of-Sebastien-Czaja-s--Acres--image.html</guid><title><![CDATA[New 3DS-Max Tutorial: Making of Sebastien Czaja's 'Acres' image]]></title><link>http://www.pxleyes.com/ext-tutorial/3ds-max/16830/Making-of-Sebastien-Czaja-s--Acres--image.html</link> <description><![CDATA[Sebastien Czaja created this great street scene based on a concept by the awe-inspiring Sparth.]]></description></item><item><guid>http://www.pxleyes.com/ext-tutorial/3ds-max/16813/How-To-Make-A-Realistic-Flammable-Barrel.html</guid><title><![CDATA[New 3DS-Max Tutorial: How To Make A Realistic Flammable Barrel]]></title><link>http://www.pxleyes.com/ext-tutorial/3ds-max/16813/How-To-Make-A-Realistic-Flammable-Barrel.html</link> <description><![CDATA[If you ever wanted to make a realistic flammable barrel like one in those first person shooter computer games, this is the right tutorial. In this tutorial I will show you step-by-step how to model the barrel and how to create the texture and apply it to the barrel.]]></description></item><item><guid>http://www.pxleyes.com/ext-tutorial/3ds-max/16778/Rigging-Chapter-1--Creating-Spine-bones.html</guid><title><![CDATA[New 3DS-Max Tutorial: Rigging Chapter 1- Creating Spine bones]]></title><link>http://www.pxleyes.com/ext-tutorial/3ds-max/16778/Rigging-Chapter-1--Creating-Spine-bones.html</link> <description><![CDATA[Hi all, This is the very first chapter of the rigging tutorial in 3d max. In this tutorial we will learn how to create a ready to animate character rig in 3d max. To rig the character we are going to use the bone system in max. In the first chapter we will learn how easily we can create the spine bone with few clicks in max. Hope you will enjoy the technique.]]></description></item><item><guid>http://www.pxleyes.com/ext-tutorial/3ds-max/16772/Making-of-Fabricio-Moraes-s--Fishman--image.html</guid><title><![CDATA[New 3DS-Max Tutorial: Making of Fabricio Moraes's 'Fishman' image]]></title><link>http://www.pxleyes.com/ext-tutorial/3ds-max/16772/Making-of-Fabricio-Moraes-s--Fishman--image.html</link> <description><![CDATA[Fabricio Moraes shares the process and some really interesting techniques in the creation of this wonderful image.]]></description></item><item><guid>http://www.pxleyes.com/ext-tutorial/3ds-max/16743/Making-Of-David-Munoz-Velazquez-s--Star-Wars-Fan-Film-Poster--image.html</guid><title><![CDATA[New 3DS-Max Tutorial: Making Of David Munoz Velazquez's 'Star Wars Fan Film Poster' image]]></title><link>http://www.pxleyes.com/ext-tutorial/3ds-max/16743/Making-Of-David-Munoz-Velazquez-s--Star-Wars-Fan-Film-Poster--image.html</link> <description><![CDATA[Star Wars fan David Munoz Velazquez created this excellent fan film poster for a recent fan short movie, featuring an iconic Storm Trooper.]]></description></item><item><guid>http://www.pxleyes.com/ext-tutorial/3ds-max/16734/How-to-Create-3D-Snow-Effects.html</guid><title><![CDATA[New 3DS-Max Tutorial: How to Create 3D Snow Effects]]></title><link>http://www.pxleyes.com/ext-tutorial/3ds-max/16734/How-to-Create-3D-Snow-Effects.html</link> <description><![CDATA[Step by step guide for creating a winter wonderland scene in 3ds Max. The tutorial explains how to utilize Particle Flow and BlobMesh to create interesting snow effects.]]></description></item><item><guid>http://www.pxleyes.com/ext-tutorial/3ds-max/16677/How-to-Model-a-Detailed-Dagger.html</guid><title><![CDATA[New 3DS-Max Tutorial: How to Model a Detailed Dagger]]></title><link>http://www.pxleyes.com/ext-tutorial/3ds-max/16677/How-to-Model-a-Detailed-Dagger.html</link> <description><![CDATA[We will start the tutorial by adjusting and importing the reference picture inside 3DsMax using a standard material and a plane. After this first step i will start to model the blade using  poly-modeling technique starting from a box and by moving the vertex and edges shaping the box into the blade of the dagger.]]></description></item><item><guid>http://www.pxleyes.com/ext-tutorial/3ds-max/16667/Making-of-Lin-Bo-s--Sea-War--image.html</guid><title><![CDATA[New 3DS-Max Tutorial: Making of Lin Bo's 'Sea War' image]]></title><link>http://www.pxleyes.com/ext-tutorial/3ds-max/16667/Making-of-Lin-Bo-s--Sea-War--image.html</link> <description><![CDATA[In this Photoshop project overview Lin Bo shares his entire process with us and talks us through his compositional and design choices.]]></description></item><item><guid>http://www.pxleyes.com/ext-tutorial/3ds-max/16651/Texture-Map-the-German-WII-HO-229-Flying-Wing.html</guid><title><![CDATA[New 3DS-Max Tutorial: Texture Map the German WII HO 229 Flying Wing]]></title><link>http://www.pxleyes.com/ext-tutorial/3ds-max/16651/Texture-Map-the-German-WII-HO-229-Flying-Wing.html</link> <description><![CDATA[In Part 2 of this 3ds Max tutorial, we will Texture Map the German WII HO 229 flying wing model.

Use the Unwrap UVW modifier to lay out the surface areas of the model. Then render the layout to a PNG template to use in your paint program.

The Texture maps include: 

Diffuse Map (the base color map) 

Normal Map (adds more 3D detail to the model) 

Specular Map (adds reflection to parts of the model)

This will bring the model visually to life. 

Finally, we will Render a scene of the Flying Wing with a cloudy sky background.
]]></description></item><item><guid>http://www.pxleyes.com/ext-tutorial/3ds-max/16631/Making-of-Alfa-Smyrna-s--Rosso--image.html</guid><title><![CDATA[New 3DS-Max Tutorial: Making of Alfa Smyrna's 'Rosso' image]]></title><link>http://www.pxleyes.com/ext-tutorial/3ds-max/16631/Making-of-Alfa-Smyrna-s--Rosso--image.html</link> <description><![CDATA[Alfa Smyrna shares the creation process behind his latest image, this cool 3D version of an office.]]></description></item><item><guid>http://www.pxleyes.com/ext-tutorial/3ds-max/16571/Florence-Design-Academy---Basic-Light-Settings.html</guid><title><![CDATA[New 3DS-Max Tutorial: Florence Design Academy - Basic Light Settings]]></title><link>http://www.pxleyes.com/ext-tutorial/3ds-max/16571/Florence-Design-Academy---Basic-Light-Settings.html</link> <description><![CDATA[Florence Design Academy presents their latest tutorial: Basic Light Settings in 3ds Max]]></description></item><item><guid>http://www.pxleyes.com/ext-tutorial/3ds-max/16570/Making-of-Jason-Baldwin-and-Joe-Beckley-s--Max-and-Milton--image.html</guid><title><![CDATA[New 3DS-Max Tutorial: Making of Jason Baldwin and Joe Beckley's 'Max and Milton' image]]></title><link>http://www.pxleyes.com/ext-tutorial/3ds-max/16570/Making-of-Jason-Baldwin-and-Joe-Beckley-s--Max-and-Milton--image.html</link> <description><![CDATA[Jason Baldwin and Joe Beckley come together to tell us how they made this great character based image.]]></description></item></channel></rss>

