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						<title>Pxleyes.com: 3DS-Max Tutorial Directory</title>
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						<description>All the latest 3ds-max tutorials from other top sites.</description>
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						<pubDate>Fri, 01 Aug 2025 23:39:13 CEST</pubDate>
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				<item><guid>http://www.pxleyes.com/ext-tutorial/3ds-max/17445/Using-MAXScript-to-animate-an-advertisement.html</guid><title><![CDATA[New 3DS-Max Tutorial: Using MAXScript to animate an advertisement]]></title><link>http://www.pxleyes.com/ext-tutorial/3ds-max/17445/Using-MAXScript-to-animate-an-advertisement.html</link> <description><![CDATA[ In this tutorial  we will for the first time get into the animation process inside 3ds Max and create a changing advertisement using the tools available inside 3ds Max. The tutorial will start with creating the appropriated shapes for the actual advertisement board which is made from two main parts. The first part is just a frame which is holding the second part which are panels in a shape of a triangle on which are applied the actual images or advertisement. The main objects would be made using the poly-modelling technique and this part of the tutorial will be very quick and easy. After creating the shapes for the advertisement we will start the animating process. Here you have actually two options how to make it; either using the manual method where you would be moving and rotating the separate parts or using the inbuilt MAXScript language which will do the work for you. Of course we will choose the second option because the way how itâ€™s made using the second option is much more interesting and even more challenging. The MAXScript allows you to code a set of instruction by which you can use all available tools, methods and options available in 3ds Max.

It could be compared to the VBA language inside EXCEL and the logic is indeed the same but the code is of course different. After creating the MAXScript and running it the panels of the advertisement would be animated in a certain step where they are smoothly rotating on one side and then on another and so changing the actual image which is placed on the faces of the panels. At the end we will use the 3D-Sphere  material library which you can download from the menu on the right side of 3D-Sphere and apply the materials and textures to our model. For rendering I will use Photometric Lights and MentalRay. You can download the reference materials, the used MAXScript and as well watch the tutorial below and if you have any questions, just write us.]]></description></item><item><guid>http://www.pxleyes.com/ext-tutorial/3ds-max/17374/Modelling-a-two-stage-Missile-using-3ds-max-Part-3.html</guid><title><![CDATA[New 3DS-Max Tutorial: Modelling a two stage Missile using 3ds max-Part 3]]></title><link>http://www.pxleyes.com/ext-tutorial/3ds-max/17374/Modelling-a-two-stage-Missile-using-3ds-max-Part-3.html</link> <description><![CDATA[In this end part of the â€žtwo stage Missileâ€œ tutorial  we will prepare our model for texturing and also create the textures using Photoshop. In the parts before â€žpart1â€œ and â€žpart2â€œ we were focusing on the model itself, we were able to model all the details and major parts of the missile and as well the electronics and release mechanism for the secondary missiles. Here we will start by adjusting the UVW coordinates to our model. At first we will focus on the main missile, by this we will apply and create a UVW map which at the end we will render and move to Photoshop. This â€žmaskâ€œ will be used to properly adjust the texture which we will be creating and also help us as a guide to place all the textures into the right place. After adjusting the UVWs and the materials IDs we will straight jump to Photoshop and start creating our textures. The first one will be the main missile were we use and combine different textures from real world planes and aircrafts and with some blending options and adjustment place these parts on the mask which we did before and so create a nice looking texture which can be easily applied to our model. Using the same methods we will also create the rest of the textures and also we will use already made parts from the textures before and so create a new texture very fast and without the end to create the repeating layers and fragments one more time.]]></description></item><item><guid>http://www.pxleyes.com/ext-tutorial/3ds-max/17370/Texturing-Breakdown--Brave-New-World-using-3DTotal-Textures-by-Ashish-Dani.html</guid><title><![CDATA[New 3DS-Max Tutorial: Texturing Breakdown: Brave New World using 3DTotal Textures by Ashish Dani]]></title><link>http://www.pxleyes.com/ext-tutorial/3ds-max/17370/Texturing-Breakdown--Brave-New-World-using-3DTotal-Textures-by-Ashish-Dani.html</link> <description><![CDATA[Ashish Dani brings as a great, in-depth look at how to texture a 3D scene - including free textures!]]></description></item><item><guid>http://www.pxleyes.com/ext-tutorial/3ds-max/17368/Making-Of-Ricardo-Canton-s--Cais-das-Artes--Quay-of-Arts---image.html</guid><title><![CDATA[New 3DS-Max Tutorial: Making Of Ricardo Canton's 'Cais das Artes (Quay of Arts)' image]]></title><link>http://www.pxleyes.com/ext-tutorial/3ds-max/17368/Making-Of-Ricardo-Canton-s--Cais-das-Artes--Quay-of-Arts---image.html</link> <description><![CDATA[The Cais das Artes in Brazil is a striking piece of architecture and in our latest Making Of, Ricardo Canton explains how he created his digital version of the building.]]></description></item><item><guid>http://www.pxleyes.com/ext-tutorial/3ds-max/17369/Making-Of-Jan-Mika-s--Filmofon--Intro.html</guid><title><![CDATA[New 3DS-Max Tutorial: Making Of Jan Mika's 'Filmofon' Intro]]></title><link>http://www.pxleyes.com/ext-tutorial/3ds-max/17369/Making-Of-Jan-Mika-s--Filmofon--Intro.html</link> <description><![CDATA[Jan Mika explains how he created the Filmofon intro, from the basic 3D model through to shooting, post-production, match-moving, lighting and compositing.]]></description></item><item><guid>http://www.pxleyes.com/ext-tutorial/3ds-max/17352/Modelling-a-two-stage-Missile-using-3ds-max---Part-2.html</guid><title><![CDATA[New 3DS-Max Tutorial: Modelling a two stage Missile using 3ds max - Part 2]]></title><link>http://www.pxleyes.com/ext-tutorial/3ds-max/17352/Modelling-a-two-stage-Missile-using-3ds-max---Part-2.html</link> <description><![CDATA[The second part of the â€žtwo stage Missileâ€œ tutorial  would be again only about modelling and finishing the whole model using 3ds max. While in the first part we focused on the main missile, in this part we mainly do the second stage missiles and also the release mechanism for them. At first we start a bit to review our model which we done in the first part and straight after start the work on the second stage. We start with creating the carrying bay for the second missiles and create the room where our missiles would be locked. By this we will use our main missile model and using editable poly and poly-modelling technique we create the carrying bay. Right after this we start to work on our second missile. The design and shape of the second missile will be easier than the main missile but still it will carry an interesting shape with fly wings. After creating the second missile we will start to work on locking and releasing mechanism for the second missiles. This part is very important because the details we do there.]]></description></item><item><guid>http://www.pxleyes.com/ext-tutorial/3ds-max/17338/Modelling-a-two-stage-Missile-using-3ds-max-Part-1.html</guid><title><![CDATA[New 3DS-Max Tutorial: Modelling a two stage Missile using 3ds max-Part 1]]></title><link>http://www.pxleyes.com/ext-tutorial/3ds-max/17338/Modelling-a-two-stage-Missile-using-3ds-max-Part-1.html</link> <description><![CDATA[After modelling the Iron Man helmet I decided to do something I wanted for a long time, a two stage missile. The idea is coming from an article I read a long time ago and since then I wanted to create something similar but of course using my concept. The basic idea for the concept and shape of the missile is based on the Hellfire missile and itâ€™s used as the initial shape. The shape was redesigned by us and a basic sketch was created according which we will model and built the missile. The tutorial  is because his length divided into â€žthree main stagesâ€œ; 1) Modelling the main missile, 2) Modelling the secondary missile and the details, 3) Creating textures and rendering. Because we will be modelling according a reference the first step will be placing the reference picture inside the scene and prepare our environment for modelling.]]></description></item><item><guid>http://www.pxleyes.com/ext-tutorial/3ds-max/17324/UVW-Channels-and-Tiles-by-Aaron-Dabelow.html</guid><title><![CDATA[New 3DS-Max Tutorial: UVW Channels and Tiles by Aaron Dabelow]]></title><link>http://www.pxleyes.com/ext-tutorial/3ds-max/17324/UVW-Channels-and-Tiles-by-Aaron-Dabelow.html</link> <description><![CDATA[Aaron Dabelow's latest video tutorial focuses on advanced UVW tricks in 3ds Max, covering different UVW map channels and mapping tiles.]]></description></item><item><guid>http://www.pxleyes.com/ext-tutorial/3ds-max/17323/Making-Of-Nicolas-Fu-s--Spring-Breeze--image.html</guid><title><![CDATA[New 3DS-Max Tutorial: Making Of Nicolas Fu's 'Spring Breeze' image]]></title><link>http://www.pxleyes.com/ext-tutorial/3ds-max/17323/Making-Of-Nicolas-Fu-s--Spring-Breeze--image.html</link> <description><![CDATA[Nicolas Fu shares how he captured William Adolphe Bouguereau's oil painting Spring Breeze in glorious 3D in our latest Making Of.]]></description></item><item><guid>http://www.pxleyes.com/ext-tutorial/3ds-max/17326/Elevator-Shaft-Sequence-by-Meedo.html</guid><title><![CDATA[New 3DS-Max Tutorial: Elevator Shaft Sequence by Meedo]]></title><link>http://www.pxleyes.com/ext-tutorial/3ds-max/17326/Elevator-Shaft-Sequence-by-Meedo.html</link> <description><![CDATA[Meedo brings us a great video tutorial that covers how to create a highly realistic animated sequence in a short period of time.]]></description></item><item><guid>http://www.pxleyes.com/ext-tutorial/3ds-max/17320/Making-Of-Tom-Isaksen-s--Mustang-1970-Mach-1--image.html</guid><title><![CDATA[New 3DS-Max Tutorial: Making Of Tom Isaksen's 'Mustang 1970 Mach 1' image]]></title><link>http://www.pxleyes.com/ext-tutorial/3ds-max/17320/Making-Of-Tom-Isaksen-s--Mustang-1970-Mach-1--image.html</link> <description><![CDATA[Tom Isaksen gives us an in-depth look into his working process when he shares how he created this cool, classic car.]]></description></item><item><guid>http://www.pxleyes.com/ext-tutorial/3ds-max/17312/Creating-a-Leaf-using-3ds-Max-Opacity.html</guid><title><![CDATA[New 3DS-Max Tutorial: Creating a Leaf using 3ds Max Opacity]]></title><link>http://www.pxleyes.com/ext-tutorial/3ds-max/17312/Creating-a-Leaf-using-3ds-Max-Opacity.html</link> <description><![CDATA[This time I'm gonna show you how to create a leaf using 3ds max VRay opacity, its simple but useful to make a faster modeling.]]></description></item><item><guid>http://www.pxleyes.com/ext-tutorial/3ds-max/17305/HDR-Rendering-for-Photorealistic-Imaging.html</guid><title><![CDATA[New 3DS-Max Tutorial: HDR Rendering for Photorealistic Imaging]]></title><link>http://www.pxleyes.com/ext-tutorial/3ds-max/17305/HDR-Rendering-for-Photorealistic-Imaging.html</link> <description><![CDATA[In this tutorial we explain what is the HDR rendering and how you can control the brightness of the final render using it, easily getting rich and outstanding pictures.

This tutorial answers the following questions:
- What is HDR?
- What does LDRI mean?
- How to post-process HDRIs using Photoshop?
- How to render HDRIs from V-Ray?
- Which image format is the best to save HDR renders?
- How to deal with ovebrights in the window and near it?
- How to lighten the dark rendering?
]]></description></item><item><guid>http://www.pxleyes.com/ext-tutorial/3ds-max/17297/Modelling-Iron-Man-Helmet.html</guid><title><![CDATA[New 3DS-Max Tutorial: Modelling Iron Man Helmet]]></title><link>http://www.pxleyes.com/ext-tutorial/3ds-max/17297/Modelling-Iron-Man-Helmet.html</link> <description><![CDATA[In this tutorial  i will show you how to model Iron Man helmet, texture it and render using Autodesk 3ds max and Adobe Photoshop. By this we will use poly modelling technique where we start from a single poly. This technique is widely used for car or head modelling and the steps and technique covered in this tutorial is the same and you can use them to model anything. We will start preparing our scene for modelling and place the reference pictures inside 3ds max environment. Because we are modelling from a single poly we need at least three pictures; front, side and back to be able to model the helmet according the reference picture. After the initial set-up we will start the modelling process starting with the front cover of the helmet and continue with the rest of the helmet. The modelling process is very simple and only the basic editable-poly tools are used to build the model.]]></description></item><item><guid>http://www.pxleyes.com/ext-tutorial/3ds-max/17257/Fantasy-Weapon-Texturing-Technique.html</guid><title><![CDATA[New 3DS-Max Tutorial: Fantasy Weapon Texturing Technique]]></title><link>http://www.pxleyes.com/ext-tutorial/3ds-max/17257/Fantasy-Weapon-Texturing-Technique.html</link> <description><![CDATA[MiklÃ³s Bencz shares how he goes about texturing a classic video game fantasy weapon in Photoshop and 3ds Max.]]></description></item><item><guid>http://www.pxleyes.com/ext-tutorial/3ds-max/17258/Making-of-Martin-Forg---------s--Mercedes-Benz-300SL--1955---image.html</guid><title><![CDATA[New 3DS-Max Tutorial: Making of Martin ForgÃ¡Ä's 'Mercedes-Benz 300SL (1955)' image]]></title><link>http://www.pxleyes.com/ext-tutorial/3ds-max/17258/Making-of-Martin-Forg---------s--Mercedes-Benz-300SL--1955---image.html</link> <description><![CDATA[Using both 3ds Max and Photoshop, Martin ForgÃ¡Ä brings us the creation of a Mercedes-Benz 300SL (1955) in this 3DTotal making of.]]></description></item><item><guid>http://www.pxleyes.com/ext-tutorial/3ds-max/17255/Understanding-Reflection-and-Refraction.html</guid><title><![CDATA[New 3DS-Max Tutorial: Understanding Reflection and Refraction]]></title><link>http://www.pxleyes.com/ext-tutorial/3ds-max/17255/Understanding-Reflection-and-Refraction.html</link> <description><![CDATA[Satya Reddy shows how to get reflection and refraction without having any anti-aliasing problems, using the Scanline Renderer in 3ds Max.]]></description></item><item><guid>http://www.pxleyes.com/ext-tutorial/3ds-max/17235/Expression-based-Dynamic-Rig--Create-Game-like-Saw-Blade-Rig.html</guid><title><![CDATA[New 3DS-Max Tutorial: Expression based Dynamic Rig: Create Game-like Saw Blade Rig]]></title><link>http://www.pxleyes.com/ext-tutorial/3ds-max/17235/Expression-based-Dynamic-Rig--Create-Game-like-Saw-Blade-Rig.html</link> <description><![CDATA[Hi! In this tutorial, we are going to create an advance and automated expression based dynamic rig setup of a Prince of Persia game-like saw blade in 3ds max. The rig is fully controllable and the movement of the saw is controlled by a float expression controller using some math. I recommend some basic knowledge of Animation Controllers before getting into this tutorial.]]></description></item><item><guid>http://www.pxleyes.com/ext-tutorial/3ds-max/17234/Wireframe-Rendering-Techniques-in--3DS-Max-.html</guid><title><![CDATA[New 3DS-Max Tutorial: Wireframe Rendering Techniques in  3DS Max ]]></title><link>http://www.pxleyes.com/ext-tutorial/3ds-max/17234/Wireframe-Rendering-Techniques-in--3DS-Max-.html</link> <description><![CDATA[A detailed tutorial, explaining wireframe rendering techniques in 3ds max (5 methods covered)]]></description></item><item><guid>http://www.pxleyes.com/ext-tutorial/3ds-max/17213/Lighting-and-Rendering-in-3ds-Max-using-mental-ray---Interior.html</guid><title><![CDATA[New 3DS-Max Tutorial: Lighting and Rendering in 3ds Max using mental ray - Interior]]></title><link>http://www.pxleyes.com/ext-tutorial/3ds-max/17213/Lighting-and-Rendering-in-3ds-Max-using-mental-ray---Interior.html</link> <description><![CDATA[Nabil Chequieq quickly sums up how to light and set up materials that will give a great result, while also keeping your rendering times low.]]></description></item></channel></rss>