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Author Topic: *TUTORIAL LINKS*
diabloblanco17  813 posts
Registered: Dec '02
6636_Alf Tyranus
Date Posted: 8/16/04 3:58pm Subject: RE: *TUTORIAL LINKS*
Since someone just asked about the subject...

Planet Map Tutorial

It's a good, detailed explanation of how to use satellite imagery to create a realistic planet texture, and then how to work that texture into a 3d scene. 3ds Max- and Photoshop-specific, but the basic concepts should translate into other programs as well.

 

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Iyidin_Kyeimo  989 posts
Registered: Sep '00
6137_Palpatine Watches
Date Posted: 8/21/04 3:52am Subject: RE: *TUTORIAL LINKS*
A great face modelling tut: 3dZealot

 

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scifi_3d_zoo  1981 posts
Title: Manager: Scifi 3D Forum
Registered: Sep '99
6332_25th Anniversary
Date Posted: 2/19/05 9:02am Subject: RE: *TUTORIAL LINKS*
POST BY: Olblue http://boards.theforce.net/admin/userportal.asp?usr=1161788

First up, I have made a skimmer tutorial, its about 14 parts long (something like about 6 or 7 hours) with audio and downloadable via my site. The tutorial shows you how to build an end to end skimmer ship for groundfighting as well as showing how to add in important detail fast and thrash out simple mask textures to use with procedural paint textures.

Here follows a load of images...







Its free, head on over and download it, I think it comes in at 680 megs in total, so if you are on 56k you might want to borrow a friend's machine.

The tutorial is over at http://www.3d-palace.com/video.php?vid=70 - make an account (via the forums) and jsut download - I know its not particually 'Star Wars' however cease and desist orders are something I try and avoid...

Ok, next on the list is Ultimax, this is a commercial DVD set, its on sale and shipping now - I just posted out all the pre-orders (nearly broke my back on the way to the post office) £32.49 INCLUDING worldwide postage. Blurb follows... (You dont have to buy this, you can just download all the free stuff if you like, I dont mind)

www.3d-palace.com/shop.php

Ultimax Armageddon - 380 meter high walking city killer.


In July last year I approached extremely talented artist Jeremy Love and commissioned him to create for me a concept of a massive mobile walking machine city, what he created for me allowed me in turn to create what follows. All of jeremy's materials that he created for this project will be available to download in a zip archive or you can purchase the reference art pack seperately via the shop. Also Dave Davidson, top 3d bloke, trad artist and all round nice bloke, very kindly produced for us some concepts that evolved into the transforming scout and defender ships - so head over and check out dave's great work at www.max3d.org and download his concept sketching walkthrough on 3d-palace.

The tutorial scope is to show you how to create everything you are going to need as major props for a mock sci fi promo – Ultimax Armageddon – Ultimax is a giant mobile temple that walks from city to city so that its undead crew can make sacrifices to keep themselves in their state of undeath. (note that there will be DVDs covering building the crew later this year) The giant walking machine is some 380 meters tall and is detailed LITERALLY down to the rivets. Ultimax has gangways, access doors, access panels, riveted panels, pipework, cabling, access stairs and ladders, habitation decks, hangars, command areas, HUGE weapons defence systems and a lot more besides.

“Is that all?” You may ask, no – how about this time we show you (note partially with the main model) how to unwrap, create textures, and place them? How about we also show you how to create it's support craft, scouts and attacker vehicles which can fly down from the hangars and transform into two legged attack and scout vehicles? How about we show you how to rig and animate those too? How about we show you how to unwrap and texture those as well? Want something to destroy? How about we even show you how to create a 300 meter high desert archology structure that it can attack with its support vehicles?

We can show you all of this in ULTIMAX ARMAGEDDON!

So, what do you get with this huge set? Two (How did we get it all on there???) DVDs packed with the tutorials and a friendly and easy to use interface which come in a beautifully packaged DVD case – the tutorials will take you from an empty (and no plugins needed by the way) reset of Max 7, all the way through to having all your Xreffed objects stamping about on the screen shooting and attacking things.

Now, I know there have been some concerns from people about the polygon count – this tutorial's primary goal was to show you that you CAN use obscene amounts of polygons without your computer exploding though. Ultimax on its own without the support ships is over 4 million polygons, however through the power of Xref's and isolating and even a basic hide function there is no reason that ANYONE with a decent computer coundn't build this.

In addition to the tutorials you also get access to ALL the max files that were used in the creation of the set as well as a comprehensive set of WIP shots so that you can keep track of what you are doing as well as access to the concept art and plans AND the psd's for the textures. So, I will now list all the parts and extras and so forth that come on the DVDs (note that this listing is subject to change in final edits.)

ULTIMAX ARMAGEDDON

1 – The sole of the toe

2 – Toe Inhibitor

3 – Toe Engine Rear

4 – Toe Top Casing

5 – Toe to foot pistons

6 – Toe top piston mounts

7 – Centre support toe

8 – Foor to toe piston mountings

9 – Foot front supports

10 – Treads for foot

11 – Treads pathdeform

12 – tread housings

13 – tread side detail and copying

14 – Foot rear detailing

15 – foot rear engine outputs

16 – Completing the foot

17 – Starting the lower leg

18 – Detailing the lower leg front

19 – Detailing the lower leg back

20 – Lower leg front piston lower

21 – Upper part of the lower leg

22 – Finishing the lower leg

23 – Starting the upper leg build

24 – Upper leg – building in the detail for the rear

25 – leg tweak one (height)

26 – Upper leg extending to pelvis region

27 – Finishing up the upper leg

28 – Housekeeping and moving up to the torso

29 – Torso sidepiece

30 – Torso centre

31 – Tweaking the width of the torso

32 – Starting the lower torso

33 – Starting the upper torso detail

34 – Additional external pipework and details

35 – main centre control shaft

36 – Torso upper gantries

37 – Internal pipework and supports

38 – Finishing up the main torso

39 – Shoulder mounts

40 – Shoulder to neck plus adjustments

41 – Shoulder to weapons connections

42 – Detailing the weapons mounts

43 – Starting the OWL cannon

44 – Refining the OWL cannon

45 – Building the rear pipes and joins for the OWL cannon

46 – Finishing up the OWL cannon

47 – Starting the buildings

48 – Building the cooling tower

49 – Adding to the cooling tower

50 – The exhaust system buildings

51 – Lower command structure

52 – The Heartline buildings

53 – Starting the hangars

54 – Attaching the hangars

55 – Adding control towers to the hangars

56 – Hangar command

57 – Bridge head cowl

58 – Bridge head neck joins

59 – Completing the head

60 – Adding a ball join to the arms

Creating the Scout Vehicles

1 – Basic cabin

2 – Legs part 1

3 – Feet and lower legs

4 – Hips and additional parts

5 – Finishing up

Converting the scout to a Defender class Vehicle

6 – Converting to the attack configuration

7 – Guns and Ammo

Creating the Archology (An adaptation of a max 6 tutorial)



1 – Buiding a keep

2 – Converting the keep into an archology









Not used segments
Treads for the foot 1

Treads for the foot 2

Treads for the foot 3

Upper torso build stage A

Animation, Rigging, Unwrapping and Texturing

1 – Getting started – saving selected parts to seperate the files

2 – Optimizing the arms – creating low res versions and linking them

3 – Optimizing the head

4 – Optimizing the Pelvis

5 – Optimizing the torso

6 – Optimizing the leg

7 – Optimizing the foot

8 – Adding in the new arm

9 – Rigging the arm

10 – Rigging the Leg and Pelvis

11 – Rigging the Torso and Pelvis

12 – Rigging the final parts in

13 – Rigging the foot and attaching the leg

1 – Rigging the Scout Walker ship

2 – Animating the Scout walker ship

1 – Unwrapping the Defender walker ship

2 – Texturing the ship

3 – Animating and Rigging the ship

4 – Animating Rigging the ship

1 – Creating animated scene 1

2 – Creating animated scene 2

3 – Creating animated scene 3

4 - Creating animated scene 4

5 - Creating animated scene 5

6 - Creating animated scene 6

7 – Final animation environment setup

ADDITIONAL (note that these are production walkthroughs with no audio)

1 - Final Animation Ideas 1

2 - Final Animation Ideas 2

3 - Final Animation Ideas 3

4 - Final Animation Ideas 4

Thanks for reading this far, you deserve a coffee, or a beer happy

 

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-OC-  210 posts
Registered: Sep '04
8095_Indiana Jones
Date Posted: 3/16/05 1:32pm Subject: RE: *TUTORIAL LINKS*
MY 3DS-MAX USEFUL AND USELESS TRICKS FOR NOOBS (who don't have manual)


MODELLING

Sub-object selection in Editable Poly

There is a shortcut to 'transfer' a selection from one sub-object level to another, like the 'convert to' command in the Quad Menu.
All you have to do is to press the Ctrl key when you're selecting another sub-object level.
This way you can make very fast polygon selections by converting vertex and edge selections, specially if you use the 'loop' and 'ring' commands
it really saves a lot of time with practice.

Nurms in Editable Poly

It is possible to subdivide a mesh in Nurms directly from the Edit poly interface. But this action remains in history and each iteration will be kept in the Undo.
That's why it's better to use a meshsmooth modificator instead, at the top of the modification list, and to activate it only when needed.
This way,
1- This command is considerated as a display setting, and isn't cancelled by a Undo. Before/after tests when you are modelling are really easier this way.
2- For mapping and skinning, make sure the Nurms subdivision of the meshsmooth is on the top of the list, so mapping and skining is a lot easier, while you can still see the result when smoothed in one click.

Clone

No copy/paste in max. Sounds dumb when you alreday know it, but remember the first time you wanted to have four xwings in your scene...
holding Shift while moving or rotating an object opens a dialog box to set the number and type (copy, instance, reference) of copy you want.
-Copy mode is just a copy, the new object has no relation with the original.
-Instance mode create a new object that will get the same modification has the original. If you move a vertex one of the two (or more) objects, the same vertex on the other(s) will do the same.
-Reference is a bit different from Instance: the new object will react to modifications applied on the source object, but you can apply modificators on the reference, that won't affect the original. It's pretty usefull if you're modelling a symetric object, like a face: start working on one side, then when you're getting some polies, make a symetry as a reference, on which you apply a meshsmooth: you can work on the lowpoly side, while you can see the smoothed result on the other side


LIGHTING

Light that only casts shadows

It can happen that to get a good lighting result or a special effect, you need a lamp to project no light but shadows
It is possible by setting the light color to black, the multiplicator to 1, the shadow color to white (yes white), and, very impotant, the shadow density to -1

make a scene or part of a scene darker

to create a darker wone in a scene, without srewing up your cool ligh settings: create an omnilight (it works with all kind of lights) where needed, set the far attenuation to affect only the zone you want to, and set the light multiplicator to a negative value


THE INTERFACE

Default Scene

Pissed off configuring viewports, timeline, render settings, environment... every time you reset Max?

Save an empty scene, with all the settings you need, as 'Maxstart.max' in Max startup directory. To know the startup directory, go to menu Customize->configurePath->Maxstart.
Your scene will loaded everytime you load or reset Max, with all you settings, lighting...


numbers addition

Don't know if it's very usefull, unless you want to be very accurate, this function allow you to add a value to a current one
in an already filled value field, enter 'r' followed by a new value, and max will make an addition with the previous value... ok, useless, you can forget it

reset a value to 0

Just right-click on the the double-arrow next to the field. ok, it doesn't save a lot of time, but now you know it's possible

Cancelling an action

Max does have an Undo function, but there is a shortcut, that you must know, and that should be in almost every application I think.
When you're changing a value, applying a transformation to an object, moving in veiwport, just right-click while you're style holding the left button, and what you have done will be cancelled

Calculator in Max

Press Ctrl+n in a numeric field. If you're to lazy to do Start->all Programs->Accessories...

time bar

To change the length of animation without using Time Configuration panel

ctrl+alt + left bouton = change the starting point
ctrl+alt + right bouton = change the ending point
ctrl+alt + middle bouton = move time segment

Mouse browsing

Wheel or Ctrl+Alt+middle click = zoom
Alt+middle click = rotate view
middle click = pan

+Shift constraint pan rotation to one axe

Open a track in track view without looking for it for 10 minutes

Right click on a field brings a menu to open the coresponding track directly
This menu also allows you to copy/paste animation without using the track view

Ram Player, in Render Menu

Very usefull while many people ignore it exists. It fully loads animations in free RAM. This way, even huge uncompressed renders can be played at 30 fps (if you have enough RAM of course)

 

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Miroku_87 
Registered: Mar '05
7415_Duel
Date Posted: 3/17/05 10:46am Subject: RE: *TUTORIAL LINKS*
Can someone give me a good tutorial link to learn how make a complete person body?

 

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-OC-  210 posts
Registered: Sep '04
8095_Indiana Jones
Date Posted: 3/17/05 12:43pm Subject: RE: *TUTORIAL LINKS*
Here
The best character modelling tutorial ever done. It's for 3ds max, and translated from a french tutorial. If you follow all the steps of this tutorial, then you'll be able to redo the same things with a different charater

 

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Miroku_87 
Registered: Mar '05
7415_Duel
Date Posted: 3/18/05 2:19am Subject: RE: *TUTORIAL LINKS*
Thanx a lot!

 

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razzy1319  1861 posts
Registered: Jun '04
24104_Clonetrooper
Date Posted: 5/20/05 5:48pm Subject: RE: *TUTORIAL LINKS*
anybody know a tutorial for paneling? not the texture paneling though... always have trouble with the model when i extrude for paneling.

 

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scifi_3d_zoo  1981 posts
Title: Manager: Scifi 3D Forum
Registered: Sep '99
6332_25th Anniversary
Date Posted: 8/17/05 9:27am Subject: RE: *TUTORIAL LINKS* - Date Edited: 2/16/06 7:47am (1 edits total) Edited By: scifi_3d_zoo
3Dkingdom link to a PDF tutorial on how to make 3D EXPLOSIONS without any plugins using MAX 6.0 or higher. http://www.3dkingdom.org/modules.php?op=modload&name=News&file=article&sid=658

 

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Clone_Commander169  3055 posts
Registered: Aug '05
5972_No Icon
Date Posted: 8/24/05 9:30pm Subject: RE: *TUTORIAL LINKS*
does any one know any animation master tutorial links? mainly star wars thigns?

 

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JimBobCarl  325 posts
Registered: Apr '04
20626_TIE Defender
Date Posted: 8/31/05 7:03pm Subject: RE: *TUTORIAL LINKS*
*** See above***


I was wondering the SAME EXACT thing(y)!!!

 

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joek1010  166 posts
Registered: Feb '04
14821_Piett and Ozzel
Date Posted: 9/24/05 11:23pm Subject: RE: *TUTORIAL LINKS*

JimBobCarl posted:
Sorry, I have really "searched" for this one, Does anyone have bookmarked, Downloaded, Saved, researched, written, read about, determined, etc, the opening crawl tutorial for 3ds Max? It WAS on tfn FFF tuts site BUT the link is no good, any ideas?



When I downloaded the 3ds max trial I made a quick opening crawl. Just take a plane, rotate a bit, and then map a bitmap with the text (use the general tutorial at the fan films site). You can animate using the local Y (or X depending on how you rotated it) so it moves straight. Then just add another plane behind that, parrellel to the camera for the starfield.

 

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DarthRicmu  502 posts
Registered: Jul '05
6298_Imperial Shuttle
Date Posted: 10/20/05 3:29pm Subject: RE: *TUTORIAL LINKS*
does anybody know a good tutorial on how to make explosions using Maya???

and does anybody know a good maya tutorials on how to blow up my models? (you know??? like ripping it apart..... :P)

 

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Rodek_Va_Korr 
Registered: Sep '04
7744_Kyle Katarn
Date Posted: 2/13/06 6:52am Subject: RE: *TUTORIAL LINKS*
Hi, I need tutorials on modeling star wars ships if you could help me I would be very thankfull.

 

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JediCow  159 posts
Registered: Jun '05
8114_Boba Fett<br>and Vader
Date Posted: 2/19/06 8:05pm Subject: RE: *TUTORIAL LINKS*
I was wondering if there is anyway to combine live action footage and CGI in such a way that the live-action characters can be in front of digital character using Adobe Photoshop Elements 3.0, and if so, does anyone know of a tutorial? Any help, even a simple "no" would be greatly appreciated.

 

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