Tag Archives: 3d studio max

Gallery update

3D Art Gallery update by:

Adrian Tiba – Ferrari Modena

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Autodesk Masters 2010

If you know of an Autodesk 3ds Max, Autodesk Maya, or Autodesk Softimage artist whose work and contribution to 3D computer graphics deserves recognition, nominate them for an Autodesk Master Award.

Nomination deadline: September 1st, 2010
Selection process begins: January 31st, 2010 (AREA community and panel of judges)
Awards announced: 3December Event, 2010
Remember, the names of those nominated in previous years may be put forward again.

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New tutorial: Making of Blood elf by Ziv Qual


This tutorial will covers some of the interesting steps of producing the Blood elf  image. Starting with what sparked the idea, and covering the modeling, texturing, rendering and compositing parts. Ziv also shares a few tips and tricks as he shows you the process.

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The making of Blood Elf by Ziv Qual


This tutorial will covers some of the interesting steps of producing the Blood elf  image. Starting with what sparked the idea, and covering the modeling, texturing, rendering and compositing parts. I will also share a few tips and tricks as I show the process.

Continue reading “The making of Blood Elf by Ziv Qual” »

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Making of Ella by Ziv Qual


In this tutorial I will cover some of the interesting steps of this project. I will cover modeling and rigging in general, texturing, working with complex hairs, rendering and compositing. I will also share a few tips and tricks as I show the process.

Continue reading “Making of Ella by Ziv Qual” »

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New tutorial: Blood Knight – Advanced multi-channel texturing

Over the years I’ve learned and developed my own solutions and methods for complex texturing. The blood knight is the second of several characters I’m making and since he’s the one who experiences the battle up close and personal more than the others, I’ve decided that with him I will try to push my methods to add many details such as dirt, scratches, stains, blood, decorations etc’ much further than before in a method I like to call “multi-channel texturing”. My main focus on this character was the texturing / shading and in this tutorial I will share the process, considerations and a few other tips.

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