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  1. Sculpting A Ground Swell In ZBrush

    41:49

    from Nick Zuccarello / Added

    7,787 Plays / / 4 Comments

    How to use ZBrush to sculpt a non organic rock/cliff face.

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    • Particle Flow and FumeFX: Integration

      28:32

      from Evan Schaible / Added

      8,853 Plays / / 6 Comments

      In this tutorial we will take a brief look at particle flow in order to overview its general work flow, and get familiar with the event base. After this we will learn to integrate it with FumeFX at…

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      • PFlow Training: Helicopter Dust

        20:42

        from Evan Schaible / Added

        2,134 Plays / / 3 Comments

        Learn to use PFlow to make a dust cloud underneath of a helicopter as it lands.

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        • Underwater Scene in 3D Studio Max 2010

          51:10

          from CG Cookie / Added

          11.2K Plays / / 0 Comments

          - Procedural cave modeling ; - Displacement modifier ; - Nested procedural maps ; - Underwater look using environment map and Fog ; - Render effects ; - Simple rock shader ; - Mental ray rendering tuning

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          • Modeling a Porsche 911 GT3 RS - part 01

            56:08

            from CG Cookie / Added

            75.1K Plays / / 16 Comments

            In this multi-part tutorial we are going to be taking a close look at how to model a Porsche 911 GT3 RS. Due to the nature of the car the tutorial encompasses a lot of techniques from both organic…

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            • Overview of a Rock Shader

              38:54

              from CG Cookie / Added

              8,180 Plays / / 3 Comments

              In this 3D Studio Max tutorial we will cover how to use procedurals to create a rock texture. We will cover: displacement tuning in mental ray, specularity properties, bump and displacement with stacked…

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              • Modeling an Natural Environment Part 2

                53:27

                from CG Cookie / Added

                7,313 Plays / / 3 Comments

                In this 2nd part of the tutorial where we started to model a natural environment using just procedural features in 3ds max, now we move on to the shading and lighting of the scene, trying to achieve…

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                • Intro to MR Photographic Exposure Control

                  43:15

                  from CG Cookie / Added

                  6,136 Plays / / 0 Comments

                  In this tutorial we'll take a complete look at the MR Photographic exposure control. We'll check it parameters by parameters talking about it in photography and how to apply it in 3d scenes.…

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                  • Proxy Features inside of Mental Ray

                    14:53

                    from CG Cookie / Added

                    11K Plays / / 0 Comments

                    This time we'll take a look at the proxy features inside Mental Ray. MR Proxy give us the possibility to render thousands, millions of polygons, with no heavy scenes and render time, we'll…

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                    • Tip: Toon Shading in 3D Studio Max

                      16:34

                      from CG Cookie / Added

                      6,696 Plays / / 0 Comments

                      In this tutorial we'll continue to talk about toon shading inside 3ds max. This time we'll start to take a look at the contour shading feature in Mental Ray to understand how we can create…

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                      • Lamborghini "Pacemaker" (Making-Of)

                        01:50

                        from Sehsucht / Added

                        20.1K Plays / / 15 Comments

                        Our favorite speed fetish builder as a client? Well… yes, Sir! Narrate the genesis from carbon to super sports car Gallardo Superleggera. Create a dark and mystic product film. Accelerate to…

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                        • FumeFX Smoke Settings

                          00:03

                          from JohnnyRandom / Added

                          8,525 Plays / / 2 Comments

                          Hopefully simple to understand illustration of what the smoke settings do in FumeFX. IT is based on a 40x40x40 grid with a spacing of 0.4 and a simple source box 10x10x10 to populate 15,625 voxels…

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