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		<title>3D Studio</title>
		<link>http://3dsportal.net/</link>
		<description></description>
		<lastBuildDate>Sat, 17 Dec 2011 15:58:22 GMT</lastBuildDate>
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			<title>Merry Christmas!</title>
			<description>&lt;div align=&quot;center&quot;&gt;&lt;img src=&quot;http://gfxhome.ws/uploads/posts/2011-12/1324136889_50-uhq.jpg&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt;&lt;/div&gt; &lt;br /&gt;&lt;br /&gt; &lt;div align=&quot;center&quot;&gt;&lt;b&gt;50 UHQ JPEG | up to ~ 22100 x 4600 | 300 dpi | 663 Mb RAR&lt;/b&gt;&lt;/div&gt; &lt;br /&gt; &lt;div align=&quot;right&quot;&gt;...</description>
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			<link>https://3dstudio.ucoz.ru/news/merry_christmas/2011-12-17-115</link>
			<category>News</category>
			<dc:creator>Maxo</dc:creator>
			<guid>https://3dstudio.ucoz.ru/news/merry_christmas/2011-12-17-115</guid>
			<pubDate>Sat, 17 Dec 2011 15:58:22 GMT</pubDate>
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		<item>
			<title>Digital Tutors : Exploring Animation Principles in 3ds Max 2011 (Collection)</title>
			<description>&lt;div align=&quot;center&quot;&gt;&lt;img src=&quot;http://preview.filesonic.com/img/8e/41/3b/4145535.jpeg&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt; &lt;br /&gt;&lt;br /&gt; &lt;b&gt;Digital Tutors : Exploring Animation Principles in 3ds Max 2011 (Collection)&lt;/b&gt; &lt;br /&gt; Language: English| 09:01:00 | 782 x 646 | .FLV | 15.00fps | Mp3 - 96Kbps | 3.0 GB &lt;br /&gt; &lt;i&gt;Genre: eLearning&lt;/i&gt;&lt;/div&gt; &lt;br /&gt; Exploring Animation Principles in 3ds Max 2011: Appeal (8 lessons, Runtime: 01:04:00) &lt;br /&gt; This course will delve in the animation principle of Appeal in Max. The goal of this course is to give you a greater understanding of what appeal is. We will explore various ways appeal can be added successfully, which will, in turn, strength your ability as an animator as you use this principle to refine your work for more captivating results. &lt;br /&gt; &lt;div align=&quot;right&quot;&gt;...</description>
			<content:encoded>&lt;div align=&quot;center&quot;&gt;&lt;img src=&quot;http://preview.filesonic.com/img/8e/41/3b/4145535.jpeg&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt; &lt;br /&gt;&lt;br /&gt; &lt;b&gt;Digital Tutors : Exploring Animation Principles in 3ds Max 2011 (Collection)&lt;/b&gt; &lt;br /&gt; Language: English| 09:01:00 | 782 x 646 | .FLV | 15.00fps | Mp3 - 96Kbps | 3.0 GB &lt;br /&gt; &lt;i&gt;Genre: eLearning&lt;/i&gt;&lt;/div&gt; &lt;br /&gt; Exploring Animation Principles in 3ds Max 2011: Appeal (8 lessons, Runtime: 01:04:00) &lt;br /&gt; This course will delve in the animation principle of Appeal in Max. The goal of this course is to give you a greater understanding of what appeal is. We will explore various ways appeal can be added successfully, which will, in turn, strength your ability as an animator as you use this principle to refine your work for more captivating results. &lt;br /&gt; &lt;div align=&quot;right&quot;&gt;$CUT$&lt;/div&gt; &lt;br /&gt; Exploring Animation Principles in 3ds Max 2011: Arcs (4 lessons, Runtime: 00:16:37) &lt;br /&gt; This course will venture into the animation principle of Arcs in 3ds Max. What are arcs? Why is this subject so vital in animation? These are but a few questions we will answer as we learn techniques that will assist us in checking for and fixing arcs in our animations. By the end of this course, you will know how to improve your arcs, which will help you become a stronger animator, as you use this principle to add an extra level of realism to the movement of your character. &lt;br /&gt;&lt;br /&gt; Exploring Animation Principles in 3ds Max 2011: Climbing a Wall (18 lessons, Runtime: 03:22:00) &lt;br /&gt; In this course we will build an animation of a character climbing over a wall from scratch, using techniques that can be implemented in any animation. Step by step, we&apos;ll create this climb while covering various techniques like: how to block in your extremes so that finalizing the animation becomes a faster process, strengthening poses to get a more entertaining outcome, and we&apos;ll also learn how to work smarter by utilizing Animation Layers to tweak pre-existing animation non-destructively, so that by the end of this course, you&apos;ll have the knowledgebase you need to create animations quickly and proficiently. &lt;br /&gt;&lt;br /&gt; Exploring Animation Principles in 3ds Max 2011: Ease In and Ease Out (5 lessons, Runtime: 00:30:49) &lt;br /&gt; In this course, we will explore the animation principle of Ease In and Ease Out in 3ds Max. Why is Ease In and Ease Out so important? Do our characters always need to cushion in and out of their movements, or are there special cases where doing so will just not work? We will answer these questions as we cover tips and techniques for using this principle to help enhance the sense of authenticity in characters. By the end of this course, you will have a deeper understanding of the principle of Ease In and Ease Out, which will help your characters become more life-like to the viewer. &lt;br /&gt;&lt;br /&gt; Exploring Animation Principles in 3ds Max 2011: Exaggeration (5 lessons, Runtime: 00:35:17) &lt;br /&gt; This course will delve in the animation principle of Exaggeration in Max. The goal of this course is to give you a clearer understanding of what exaggeration is all about. We will explore various ways exaggeration can be implemented successfully. We&apos;ll also cover how and how not it should be used, which will, in turn, strength your ability as an animator as you use this principle to refine your work for a more entertaining end result. &lt;br /&gt;&lt;br /&gt; Exploring Animation Principles in 3ds Max 2011: Pose to Pose and Straight Ahead (8 lessons, Runtime: 01:15:00) &lt;br /&gt; This course will delve in the animation principle of Pose to Pose and Straight Ahead in Max. The goal of this course is to, not only learn the differences between both Pose to Pose and the Straight Ahead approach of animation, but is also for you to learn the advantages of bridging the two methods together. We&apos;ll even look a different technique for animating with Pose to Pose than we&apos;ve used in the past. That way you can find which workflow is more suitable for you. By the end of this course, you&apos;ll have a firm understanding of Pose to Pose and Straight Ahead, so that your animation skill-set can be expanded as you use this principle to rough-in and refine your work. &lt;br /&gt;&lt;br /&gt; Exploring Animation Principles in 3ds Max 2011: Secondary Action (3 lessons, Runtime: 00:13:17) &lt;br /&gt; This course will venture into the animation principle of Secondary Action in 3ds Max. What is Secondary Action? Is it another way of describing Follow-through and Overlap, or is it much more? Throughout this course, we will define Secondary Action and work through a variety exercises to help get the point across. By the end of this course, you will understand what the principle of Secondary Action boils down to, which will help you enhance your animations by adding an extra level of realism to your characters. &lt;br /&gt;&lt;br /&gt; Exploring Animation Principles in 3ds Max 2011: Squash and Stretch (3 lessons, Runtime: 00:23:42) &lt;br /&gt; This course will delve in the animation principle of Squash and Stretch in Max. The goal of this course is to provide you with a deeper understanding of what squash and stretch is all about. We&apos;ll cover everything from learning a technique for automating squash and stretch that computes fast, to exploring ways it can be used to add more flexibility to characters. &lt;br /&gt;&lt;br /&gt; Exploring Animation Principles in 3ds Max 2011: Timing and Spacing (5 lessons, Runtime: 00:26:27) &lt;br /&gt; This course will delve in the animation principle of Timing and Spacing in Max. Throughout this course, we&apos;ll define Timing and Spacing and work through a variety exercises to help get the point across. We&apos;ll even discuss techniques we can use to make sure our animations are Timed accurately. By the end of this course, you&apos;ll have a deeper understanding of the principle of Timing and Spacing, which will help you become a better animator. &lt;br /&gt;&lt;br /&gt; [NEW!]Exploring Animation Principles in 3ds Max 2011: Follow-through and Overlapping (5 lessons, Runtime: 00:36:17) &lt;br /&gt; In this course, we will explore the animation principle of Follow-through and Overlapping in 3ds Max. What should be considered when animating Follow-through and Overlap? Can Follow-through be automated to save time? We will answer these questions as we cover techniques for using this principle to help add more realism to our animations. By the end of this course, you will be more knowledgeable of Follow-through and Overlapping Action, which will help you create more natural-looking animations. &lt;br /&gt;&lt;br /&gt; &lt;span style=&quot;font-size:10pt;&quot;&gt;More details:&lt;/span&gt; &lt;a class=&quot;link&quot; href=&quot;http://tutolearning.com/digital-tutors-exploring-animation-principles-in-3ds-max-2011/&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;http://tutolearning.com/digital....ax-2011&lt;/a&gt; &lt;br /&gt;&lt;br /&gt; &lt;img src=&quot;http://i4.ambrybox.com/190711/1311076154592.jpg&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt; &lt;br /&gt;&lt;br /&gt; &lt;!--uzquote--&gt;&lt;div class=&quot;bbQuoteBlock&quot;&gt;&lt;div class=&quot;bbQuoteName&quot; style=&quot;padding-left:5px;font-size:7pt&quot;&gt;&lt;b&gt;Quote&lt;/b&gt;&lt;/div&gt;&lt;div class=&quot;quoteMessage&quot; style=&quot;border:1px inset;max-height:200px;overflow:auto;height:expression(this.scrollHeight&lt;5?this.style.height:scrollHeight&gt;200?&apos;200px&apos;:&apos;&apos;+(this.scrollHeight+5)+&apos;px&apos;);&quot;&gt;&lt;!--uzq--&gt;&lt;b&gt;Download From Wupload&lt;/b&gt; &lt;br /&gt;&lt;br /&gt; http://www.wupload.com/file/62304221/Exploring.Animation.Principles.3ds.Max.2011.Collection.part1.rar &lt;br /&gt; http://www.wupload.com/file/62304164/Exploring.Animation.Principles.3ds.Max.2011.Collection.part2.rar &lt;br /&gt; http://www.wupload.com/file/62304502/Exploring.Animation.Principles.3ds.Max.2011.Collection.part3.rar &lt;br /&gt; http://www.wupload.com/file/62304112/Exploring.Animation.Principles.3ds.Max.2011.Collection.part4.rar &lt;br /&gt; http://www.wupload.com/file/62314296/Exploring.Animation.Principles.3ds.Max.2011.Collection.part5.rar &lt;br /&gt; http://www.wupload.com/file/62305741/Exploring.Animation.Principles.3ds.Max.2011.Collection.part6.rar &lt;br /&gt; http://www.wupload.com/file/62305513/Exploring.Animation.Principles.3ds.Max.2011.Collection.part7.rar &lt;br /&gt;&lt;br /&gt; &lt;b&gt;Download From Filesonic&lt;/b&gt; &lt;br /&gt;&lt;br /&gt; http://www.filesonic.com/file/1480022571/Exploring.Animation.Principles.3ds.Max.2011.Collection.part1.rar &lt;br /&gt; http://www.filesonic.com/file/1480013661/Exploring.Animation.Principles.3ds.Max.2011.Collection.part2.rar &lt;br /&gt; http://www.filesonic.com/file/1480036661/Exploring.Animation.Principles.3ds.Max.2011.Collection.part3.rar &lt;br /&gt; http://www.filesonic.com/file/1479893794/Exploring.Animation.Principles.3ds.Max.2011.Collection.part4.rar &lt;br /&gt; http://www.filesonic.com/file/1479893844/Exploring.Animation.Principles.3ds.Max.2011.Collection.part5.rar &lt;br /&gt; http://www.filesonic.com/file/1479893804/Exploring.Animation.Principles.3ds.Max.2011.Collection.part6.rar &lt;br /&gt; http://www.filesonic.com/file/1479888264/Exploring.Animation.Principles.3ds.Max.2011.Collection.part7.rar &lt;br /&gt;&lt;br /&gt; &lt;b&gt;All Links Are Interchangeable.Thank you for attention!&lt;/b&gt;&lt;!--/uzq--&gt;&lt;/div&gt;&lt;/div&gt;&lt;!--/uzquote--&gt;</content:encoded>
			<link>https://3dstudio.ucoz.ru/news/digital_tutors_exploring_animation_principles_in_3ds_max_2011_collection/2011-07-20-113</link>
			<category>Tutorial</category>
			<dc:creator>ryuzin</dc:creator>
			<guid>https://3dstudio.ucoz.ru/news/digital_tutors_exploring_animation_principles_in_3ds_max_2011_collection/2011-07-20-113</guid>
			<pubDate>Wed, 20 Jul 2011 16:20:40 GMT</pubDate>
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		<item>
			<title>At the Opera by Jeffrey Watts (DVD 1 and 2)</title>
			<description>&lt;div align=&quot;center&quot;&gt;&lt;img src=&quot;http://preview.filesonic.com/img/36/d0/ca/4145545.jpg&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt; &lt;br /&gt;&lt;br /&gt; &lt;b&gt;At the Opera by Jeffrey Watts (DVD 1 and 2)&lt;/b&gt; &lt;br /&gt; DVDRip | English | H264 | 512x384 | 1328 kbps | AAC | 48 kHz | ~107 Kbps | 1.37 + 2.06 GB &lt;br /&gt; &lt;i&gt;Genre: Drawing, Painting and Design&lt;/i&gt;&lt;/div&gt; &lt;br /&gt;&lt;br /&gt; Jeff has carved a permanent place for himself in the California educational art scene by creating and operating an art school, Watts Atelier of the Arts, near San Diego, and now passes on his drawing and painting knowledge to a new generation of artists in an ongoing curriculum of classical drawing and painting semester classes. His own work is receiving national recognition as one of the most powerful portrait and figurative painters of this generation, winning awards from the Portrait Society of America, Oil Painters of America and being invited to participate in such exclusive events as the Prix de West competition. &lt;br /&gt; &lt;div align=&quot;right&quot;&gt;...</description>
			<content:encoded>&lt;div align=&quot;center&quot;&gt;&lt;img src=&quot;http://preview.filesonic.com/img/36/d0/ca/4145545.jpg&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt; &lt;br /&gt;&lt;br /&gt; &lt;b&gt;At the Opera by Jeffrey Watts (DVD 1 and 2)&lt;/b&gt; &lt;br /&gt; DVDRip | English | H264 | 512x384 | 1328 kbps | AAC | 48 kHz | ~107 Kbps | 1.37 + 2.06 GB &lt;br /&gt; &lt;i&gt;Genre: Drawing, Painting and Design&lt;/i&gt;&lt;/div&gt; &lt;br /&gt;&lt;br /&gt; Jeff has carved a permanent place for himself in the California educational art scene by creating and operating an art school, Watts Atelier of the Arts, near San Diego, and now passes on his drawing and painting knowledge to a new generation of artists in an ongoing curriculum of classical drawing and painting semester classes. His own work is receiving national recognition as one of the most powerful portrait and figurative painters of this generation, winning awards from the Portrait Society of America, Oil Painters of America and being invited to participate in such exclusive events as the Prix de West competition. &lt;br /&gt; &lt;div align=&quot;right&quot;&gt;$CUT$&lt;/div&gt; &lt;br /&gt; As with all our programs in the &quot;In the Studio With...&quot; series, you are gifted with the rare opportunity to see a master artist at work on a major, gallery-bound piece and have the privilege of seeing virtually every brushstroke required to bring this painting from bare canvas to finished masterpiece. Watts is a verbal, energetic instructor who will talk you though every phase of the painting&apos;s development. &lt;br /&gt;&lt;br /&gt; Home: &lt;a class=&quot;link&quot; href=&quot;tutolearning.com&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;tutolearning.com&lt;/a&gt; &lt;br /&gt;&lt;br /&gt; &lt;div align=&quot;center&quot;&gt;&lt;img src=&quot;http://i2.ambrybox.com/170711/1310851284453.jpg&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt; &lt;br /&gt;&lt;br /&gt; &lt;b&gt;Download From Filesonic&lt;/b&gt; &lt;br /&gt;&lt;br /&gt; &lt;a class=&quot;link&quot; href=&quot;http://www.filesonic.com/file/1456843281/At_the_Opera_by_Jeffrey_Watts_DVD1-Ryuzin.part1.rar&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;http://www.filesonic.com/file....rt1.rar&lt;/a&gt; &lt;br /&gt; http://www.filesonic.com/file/1456843361/At_the_Opera_by_Jeffrey_Watts_DVD1-Ryuzin.part2.rar &lt;br /&gt; http://www.filesonic.com/file/1456856131/At_the_Opera_by_Jeffrey_Watts_DVD1-Ryuzin.part3.rar &lt;br /&gt; http://www.filesonic.com/file/1456853141/At_the_Opera_by_Jeffrey_Watts_DVD1-Ryuzin.part4.rar &lt;br /&gt;&lt;br /&gt; http://www.filesonic.com/file/1456901271/At_the_Opera_by_Jeffrey_Watts_DVD2-ryuzin.part1.rar &lt;br /&gt; http://www.filesonic.com/file/1456901151/At_the_Opera_by_Jeffrey_Watts_DVD2-ryuzin.part2.rar &lt;br /&gt; http://www.filesonic.com/file/1456918281/At_the_Opera_by_Jeffrey_Watts_DVD2-ryuzin.part3.rar &lt;br /&gt; http://www.filesonic.com/file/1456925771/At_the_Opera_by_Jeffrey_Watts_DVD2-ryuzin.part4.rar &lt;br /&gt; http://www.filesonic.com/file/1456969141/At_the_Opera_by_Jeffrey_Watts_DVD2-ryuzin.part5.rar &lt;br /&gt; http://www.filesonic.com/file/1456969331/At_the_Opera_by_Jeffrey_Watts_DVD2-ryuzin.part6.rar &lt;br /&gt;&lt;br /&gt; &lt;b&gt;Download From Wupload&lt;/b&gt; &lt;br /&gt;&lt;br /&gt; http://www.wupload.com/file/58667962/At_the_Opera_by_Jeffrey_Watts_DVD1-Ryuzin.part1.rar &lt;br /&gt; http://www.wupload.com/file/58667820/At_the_Opera_by_Jeffrey_Watts_DVD1-Ryuzin.part2.rar &lt;br /&gt; http://www.wupload.com/file/58669664/At_the_Opera_by_Jeffrey_Watts_DVD1-Ryuzin.part3.rar &lt;br /&gt; http://www.wupload.com/file/58672759/At_the_Opera_by_Jeffrey_Watts_DVD1-Ryuzin.part4.rar &lt;br /&gt;&lt;br /&gt; http://www.wupload.com/file/58673204/At_the_Opera_by_Jeffrey_Watts_DVD2-ryuzin.part1.rar &lt;br /&gt; http://www.wupload.com/file/58675267/At_the_Opera_by_Jeffrey_Watts_DVD2-ryuzin.part2.rar &lt;br /&gt; http://www.wupload.com/file/58675241/At_the_Opera_by_Jeffrey_Watts_DVD2-ryuzin.part3.rar &lt;br /&gt; http://www.wupload.com/file/58680169/At_the_Opera_by_Jeffrey_Watts_DVD2-ryuzin.part4.rar &lt;br /&gt; http://www.wupload.com/file/58678419/At_the_Opera_by_Jeffrey_Watts_DVD2-ryuzin.part5.rar &lt;br /&gt; http://www.wupload.com/file/58679650/At_the_Opera_by_Jeffrey_Watts_DVD2-ryuzin.part6.rar &lt;br /&gt;&lt;br /&gt; &lt;b&gt;All Links Are Interchangeable.Thank you for attention!&lt;/b&gt;&lt;/div&gt;</content:encoded>
			<link>https://3dstudio.ucoz.ru/news/at_the_opera_by_jeffrey_watts_dvd_1_and_2/2011-07-17-112</link>
			<category>Tutorial</category>
			<dc:creator>ryuzin</dc:creator>
			<guid>https://3dstudio.ucoz.ru/news/at_the_opera_by_jeffrey_watts_dvd_1_and_2/2011-07-17-112</guid>
			<pubDate>Sat, 16 Jul 2011 22:52:38 GMT</pubDate>
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			<title>Gnomon Conceptual Storyboarding: Storytelling and Struggle</title>
			<description>&lt;div align=&quot;center&quot;&gt;&lt;img src=&quot;http://preview.filesonic.com/img/ff/b8/fa/4145565.jpg&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt;&lt;/div&gt; &lt;br /&gt;&lt;br /&gt; &lt;div align=&quot;center&quot;&gt;&lt;b&gt;Gnomon Conceptual Storyboarding: Storytelling and Struggle&lt;/b&gt; &lt;br /&gt; Eng| ISZ file| 2008 y.| 510Mb &lt;br /&gt; &lt;i&gt;Genre: elearning&lt;/i&gt;&lt;/div&gt; &lt;br /&gt;&lt;br /&gt; In this expansive demonstration, concept and story artist Derek Thompson takes you through his storyboarding process using Adobe Photoshop®. From developing story concepts through shot design and construction, Derek generates a story sequence directly from his imagination. Topics include sequence building, editorial thinking, action and movement, simulating camera moves and more. You&apos;ll see first hand how the process of storyboarding can be fun, exciting, challenging and frustrating. Join Derek as he journeys towards the elusive reward that is a finished, pitch-worthy sequence....</description>
			<content:encoded>&lt;div align=&quot;center&quot;&gt;&lt;img src=&quot;http://preview.filesonic.com/img/ff/b8/fa/4145565.jpg&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt;&lt;/div&gt; &lt;br /&gt;&lt;br /&gt; &lt;div align=&quot;center&quot;&gt;&lt;b&gt;Gnomon Conceptual Storyboarding: Storytelling and Struggle&lt;/b&gt; &lt;br /&gt; Eng| ISZ file| 2008 y.| 510Mb &lt;br /&gt; &lt;i&gt;Genre: elearning&lt;/i&gt;&lt;/div&gt; &lt;br /&gt;&lt;br /&gt; In this expansive demonstration, concept and story artist Derek Thompson takes you through his storyboarding process using Adobe Photoshop®. From developing story concepts through shot design and construction, Derek generates a story sequence directly from his imagination. Topics include sequence building, editorial thinking, action and movement, simulating camera moves and more. You&apos;ll see first hand how the process of storyboarding can be fun, exciting, challenging and frustrating. Join Derek as he journeys towards the elusive reward that is a finished, pitch-worthy sequence.$CUT$ &lt;br /&gt; &lt;div align=&quot;right&quot;&gt;$CUT$&lt;/div&gt; &lt;br /&gt; &lt;b&gt;Topics covered:&lt;/b&gt; &lt;br /&gt;&lt;br /&gt; Developing Story Concepts &lt;br /&gt; Sequence Building &lt;br /&gt; Shot Design and Construction &lt;br /&gt; Improving Story through Character &lt;br /&gt; Troubleshooting Story Problems &lt;br /&gt; Action and Movement &lt;br /&gt; Simulating Camera Moves &lt;br /&gt; Sequence Pitching &lt;br /&gt;&lt;br /&gt; Chapters: &lt;br /&gt;&lt;br /&gt; 01: Introduction &lt;br /&gt; 02: Reverse Angle/ Closeup/Layout for P.O.V. &lt;br /&gt; 03: The Chase Is On &lt;br /&gt; 04: The moving Pan, Struggle, and Tracking Shots &lt;br /&gt; 05: Action Energy and Punchline &lt;br /&gt; 06: Inserts and Revisions &lt;br /&gt; 07: Rough Sequence Pitch &lt;br /&gt;&lt;br /&gt; &lt;img src=&quot;http://i3.ambrybox.com/140711/1310653166887.jpg&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt; &lt;br /&gt;&lt;br /&gt; &lt;img src=&quot;http://i3.ambrybox.com/140711/1310653216945.jpg&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt; &lt;br /&gt;&lt;br /&gt; &lt;!--uzquote--&gt;&lt;div class=&quot;bbQuoteBlock&quot;&gt;&lt;div class=&quot;bbQuoteName&quot; style=&quot;padding-left:5px;font-size:7pt&quot;&gt;&lt;b&gt;Quote&lt;/b&gt;&lt;/div&gt;&lt;div class=&quot;quoteMessage&quot; style=&quot;border:1px inset;max-height:200px;overflow:auto;height:expression(this.scrollHeight&lt;5?this.style.height:scrollHeight&gt;200?&apos;200px&apos;:&apos;&apos;+(this.scrollHeight+5)+&apos;px&apos;);&quot;&gt;&lt;!--uzq--&gt;&lt;b&gt;Download From Filesonic&lt;/b&gt; &lt;br /&gt;&lt;br /&gt; http://www.filesonic.com/file/1436572691/Gnomon.Digital.Training.Conceptual.Storyboarding.Storytelling.And.Struggle.DDE.READNFO-Ryuzin.part1.rar &lt;br /&gt; http://www.filesonic.com/file/1436566041/Gnomon.Digital.Training.Conceptual.Storyboarding.Storytelling.And.Struggle.DDE.READNFO-Ryuzin.part2.rar &lt;br /&gt; http://www.filesonic.com/file/1436566061/Gnomon.Digital.Training.Conceptual.Storyboarding.Storytelling.And.Struggle.DDE.READNFO-Ryuzin.part3.rar &lt;br /&gt;&lt;br /&gt; &lt;b&gt;Download From Wupload&lt;/b&gt; &lt;br /&gt;&lt;br /&gt; http://www.wupload.com/file/55304089/Gnomon.Digital.Training.Conceptual.Storyboarding.Storytelling.And.Struggle.DDE.READNFO-Ryuzin.part1.rar &lt;br /&gt; http://www.wupload.com/file/55304100/Gnomon.Digital.Training.Conceptual.Storyboarding.Storytelling.And.Struggle.DDE.READNFO-Ryuzin.part2.rar &lt;br /&gt; http://www.wupload.com/file/55304091/Gnomon.Digital.Training.Conceptual.Storyboarding.Storytelling.And.Struggle.DDE.READNFO-Ryuzin.part3.rar &lt;br /&gt;&lt;br /&gt; &lt;b&gt;All Links Are Interchangeable.Thank you for attention!&lt;/b&gt;&lt;!--/uzq--&gt;&lt;/div&gt;&lt;/div&gt;&lt;!--/uzquote--&gt;</content:encoded>
			<link>https://3dstudio.ucoz.ru/news/gnomon_conceptual_storyboarding_storytelling_and_struggle/2011-07-15-111</link>
			<category>Tutorial</category>
			<dc:creator>ryuzin</dc:creator>
			<guid>https://3dstudio.ucoz.ru/news/gnomon_conceptual_storyboarding_storytelling_and_struggle/2011-07-15-111</guid>
			<pubDate>Thu, 14 Jul 2011 22:24:54 GMT</pubDate>
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			<title>&apos;Making Of &apos;Alfa Romeo Competizione C8 Spyder Studio&apos;</title>
			<description>&lt;div align=&quot;center&quot;&gt;&lt;img src=&quot;http://www.3dtotal.com/tutorial/3d_studio_max/car_modeling_alfa_romeo_competizione_c8/images/fig21_final_render_02.jpg&quot; alt=&quot;&quot; height=&quot;280&quot; width=&quot;500&quot;&gt;&lt;/div&gt; &lt;p&gt; &lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&lt;b&gt;&apos;Making Of &apos;Alfa Romeo Competizione C8 Spyder Studio&apos;&lt;/b&gt; &lt;br&gt; by Arturo Garcia&lt;/div&gt; &lt;br&gt; &lt;b&gt;Software Used:&lt;/b&gt; 3ds Max &lt;br&gt;&lt;div align=&quot;right&quot;&gt; ...</description>
			<content:encoded>&lt;div align=&quot;center&quot;&gt;&lt;img src=&quot;http://www.3dtotal.com/tutorial/3d_studio_max/car_modeling_alfa_romeo_competizione_c8/images/fig21_final_render_02.jpg&quot; alt=&quot;&quot; height=&quot;280&quot; width=&quot;500&quot;&gt;&lt;/div&gt; &lt;p&gt; &lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&lt;b&gt;&apos;Making Of &apos;Alfa Romeo Competizione C8 Spyder Studio&apos;&lt;/b&gt; &lt;br&gt; by Arturo Garcia&lt;/div&gt; &lt;br&gt; &lt;b&gt;Software Used:&lt;/b&gt; 3ds Max &lt;br&gt;&lt;div align=&quot;right&quot;&gt; $CUT$ &lt;br&gt;&lt;/div&gt; &lt;b&gt;Introduction:&lt;/b&gt;&lt;hr&gt; - Line &lt;br&gt; &lt;p&gt; The project, Alfa Romeo C8 Spyder, started as a personal challenge in order to improve my modelling techniques and final renders. The modelling of cars has always attracted and fascinated me, and this is what I specialise in. I have created some car models and the treatment of each finished model is better than the previous one. &lt;/p&gt;&lt;p&gt; I choose this model for this personal project because, from the very first time I saw it in a car magazine, my attention was simply drawn to its form. It decided it was time to bring it into the world of 3D! &lt;/p&gt;&lt;p&gt; &lt;b&gt;Research:&lt;/b&gt;&lt;/p&gt;&lt;hr&gt; - Line &lt;br&gt; &lt;p&gt; I started by searching for all possible references of this model, which didn’t really take me too long as there are lots of very good images on the Internet. Despite this, I couldn’t find any pictures of the Spyder model itself and so I had to use pictures of the model with a hard roof instead. From all the reference material I had gathered, I selected three images in order to create the &quot;blueprints” from which I could begin the modelling phase. &lt;/p&gt;&lt;p&gt; &lt;b&gt;Modelling:&lt;/b&gt;&lt;/p&gt;&lt;hr&gt; - Line &lt;br&gt; &lt;br&gt; I began by putting the blueprints into the viewport: front view, side view and rear view. I did not have an image of the top of the model of my choice, so I had to model this section of the car without using any references (Fig.01). &lt;p&gt; &lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&lt;img src=&quot;http://www.3dtotal.com/tutorial/3d_studio_max/car_modeling_alfa_romeo_competizione_c8/images/fig01_template_refrence.jpg&quot; alt=&quot;&quot; border=&quot;0&quot;&gt;&lt;/div&gt; &lt;p&gt; &lt;/p&gt;&lt;div align=&quot;center&quot;&gt;Fig.01&lt;/div&gt; &lt;p&gt; All parts of the car were created using the polygonal modelling technique, starting from the front bumper (Fig.02). I began with a plane of a single face, converted to Editable Poly (Fig.03). The plane was placed in front view and, selecting the edge side, I started to extrude along the lines of the car, following the blueprint in front view. With the upper edge, I took this upwards toward the hood of the car, so I was shaping the body of the model (Fig.04). &lt;/p&gt;&lt;p&gt; &lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&lt;img src=&quot;http://www.3dtotal.com/tutorial/3d_studio_max/car_modeling_alfa_romeo_competizione_c8/images/fig02_front_view.jpg&quot; alt=&quot;&quot; border=&quot;0&quot;&gt;&lt;/div&gt; &lt;p&gt; &lt;/p&gt;&lt;div align=&quot;center&quot;&gt;Fig.02&lt;/div&gt; &lt;p&gt; &lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&lt;img src=&quot;http://www.3dtotal.com/tutorial/3d_studio_max/car_modeling_alfa_romeo_competizione_c8/images/fig03_editable_poly.jpg&quot; alt=&quot;&quot; border=&quot;0&quot;&gt;&lt;/div&gt; &lt;p&gt; &lt;/p&gt;&lt;div align=&quot;center&quot;&gt;Fig.03&lt;/div&gt; &lt;p&gt; &lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&lt;img src=&quot;http://www.3dtotal.com/tutorial/3d_studio_max/car_modeling_alfa_romeo_competizione_c8/images/fig04_modeling_start.jpg&quot; alt=&quot;&quot; border=&quot;0&quot;&gt;&lt;/div&gt; &lt;p&gt; &lt;/p&gt;&lt;div align=&quot;center&quot;&gt;Fig.04&lt;/div&gt; &lt;p&gt; All parts, such as the bumper, doors, and windows and so on, were exactly the same shape: a one-sided plane that, once turned into an Editable Poly, allowed me to extrude the edges and shape the basic form of the objects, and then add the details (Fig.05). &lt;/p&gt;&lt;p&gt; &lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&lt;img src=&quot;http://www.3dtotal.com/tutorial/3d_studio_max/car_modeling_alfa_romeo_competizione_c8/images/fig05_low_poly_mesh.jpg&quot; alt=&quot;&quot; border=&quot;0&quot;&gt;&lt;/div&gt; &lt;p&gt; &lt;/p&gt;&lt;div align=&quot;center&quot;&gt;Fig.05&lt;/div&gt; &lt;p&gt; For the modelling of the tyres, I tried to spell them out as much as possible by giving more attention to the small details, such as the brake disc and bolts. As a personal touch, I always exaggerate the size of the wheels slightly, with the purpose of further accentuating the look of a sports car (Fig.06, Fig.07 and Fig.08). &lt;/p&gt;&lt;p&gt; &lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&lt;img src=&quot;http://www.3dtotal.com/tutorial/3d_studio_max/car_modeling_alfa_romeo_competizione_c8/images/fig06_modeling_alloy_wheels.jpg&quot; alt=&quot;&quot; border=&quot;0&quot;&gt;&lt;/div&gt; &lt;div align=&quot;center&quot;&gt;&lt;img src=&quot;http://www.3dtotal.com/tutorial/3d_studio_max/car_modeling_alfa_romeo_competizione_c8/images/fig07_modeling_brake_discs.jpg&quot; alt=&quot;&quot; border=&quot;0&quot;&gt;&lt;/div&gt; &lt;p&gt; &lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&lt;img src=&quot;http://www.3dtotal.com/tutorial/3d_studio_max/car_modeling_alfa_romeo_competizione_c8/images/fig08_wheel_smoothed.jpg&quot; alt=&quot;&quot; border=&quot;0&quot;&gt;&lt;/div&gt; &lt;p&gt; &lt;/p&gt;&lt;div align=&quot;center&quot;&gt;Fig.08&lt;/div&gt; &lt;p&gt; For the lights, I used the same procedure and level of details in order to achieve a good-looking appearance (Fig.09 and Fig.10). &lt;/p&gt;&lt;p&gt; &lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&lt;img src=&quot;http://www.3dtotal.com/tutorial/3d_studio_max/car_modeling_alfa_romeo_competizione_c8/images/fig09_light_assemberly.jpg&quot; alt=&quot;&quot; border=&quot;0&quot;&gt;&lt;/div&gt; &lt;p&gt; &lt;/p&gt;&lt;div align=&quot;center&quot;&gt;Fig.09&lt;/div&gt; &lt;p&gt; &lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&lt;img src=&quot;http://www.3dtotal.com/tutorial/3d_studio_max/car_modeling_alfa_romeo_competizione_c8/images/fig10_lights_smoothed.jpg&quot; alt=&quot;&quot; border=&quot;0&quot;&gt;&lt;/div&gt; &lt;p&gt; &lt;/p&gt;&lt;div align=&quot;center&quot;&gt;Fig.10&lt;/div&gt; &lt;p&gt; And so, I proceeded in the same manner until the end of the modelling process (Fig.11 and Fig.12). &lt;/p&gt;&lt;p&gt; &lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&lt;img src=&quot;http://www.3dtotal.com/tutorial/3d_studio_max/car_modeling_alfa_romeo_competizione_c8/images/fig11_low_poly_finished.jpg&quot; alt=&quot;&quot; border=&quot;0&quot;&gt;&lt;/div&gt; &lt;p&gt; &lt;/p&gt;&lt;div align=&quot;center&quot;&gt;Fig.11&lt;/div&gt; &lt;p&gt; &lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&lt;img src=&quot;http://www.3dtotal.com/tutorial/3d_studio_max/car_modeling_alfa_romeo_competizione_c8/images/fig12_high_poly_model_smoothed.jpg&quot; alt=&quot;&quot; border=&quot;0&quot;&gt;&lt;/div&gt; &lt;p&gt; &lt;/p&gt;&lt;div align=&quot;center&quot;&gt;Fig.12&lt;/div&gt; &lt;p&gt; &lt;b&gt;Texturing:&lt;/b&gt;&lt;/p&gt;&lt;hr&gt; &lt;br&gt; &lt;p&gt; Once I’d completed the whole modelling process and was satisfied that I had achieved my main goal (which was the detailed modelling of the car), I proceeded to apply the materials in V-Ray – all of which are very simple, with little &quot;science” in the preparation of them. I began with the car paint - the values that I used can be seen in Fig.13. For the rims, the values are shown here: Fig.14. The brake calipers have an image on the diffuse as well, as shown in Fig.15. For the sidewall, I generated a map drawing in the bump (Fig.16). &lt;/p&gt;&lt;p&gt; &lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&lt;img src=&quot;http://www.3dtotal.com/tutorial/3d_studio_max/car_modeling_alfa_romeo_competizione_c8/images/fig13_car_texturing.jpg&quot; alt=&quot;&quot; border=&quot;0&quot;&gt;&lt;/div&gt; &lt;p&gt; &lt;/p&gt;&lt;div align=&quot;center&quot;&gt;Fig.13&lt;/div&gt; &lt;p&gt; &lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&lt;img src=&quot;http://www.3dtotal.com/tutorial/3d_studio_max/car_modeling_alfa_romeo_competizione_c8/images/fig14_wheel_brake_texture.jpg&quot; alt=&quot;&quot; border=&quot;0&quot;&gt;&lt;/div&gt; &lt;p&gt; &lt;/p&gt;&lt;div align=&quot;center&quot;&gt;Fig.14&lt;/div&gt; &lt;p&gt; &lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&lt;img src=&quot;http://www.3dtotal.com/tutorial/3d_studio_max/car_modeling_alfa_romeo_competizione_c8/images/fig15_brake_disc_texture.jpg&quot; alt=&quot;&quot; border=&quot;0&quot;&gt;&lt;/div&gt; &lt;p&gt; &lt;/p&gt;&lt;div align=&quot;center&quot;&gt;Fig.15&lt;/div&gt; &lt;p&gt; &lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&lt;img src=&quot;http://www.3dtotal.com/tutorial/3d_studio_max/car_modeling_alfa_romeo_competizione_c8/images/fig16_Bump_texturing.jpg&quot; alt=&quot;&quot; border=&quot;0&quot;&gt;&lt;/div&gt; &lt;p&gt; &lt;/p&gt;&lt;div align=&quot;center&quot;&gt;Fig.16&lt;/div&gt; &lt;p&gt; The material for the chrome headlights had to be very reflective, with values in the Refl. glossiness box at 1.0, and Subdivs at 50 (Fig.17). &lt;/p&gt;&lt;p&gt; &lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&lt;img src=&quot;http://www.3dtotal.com/tutorial/3d_studio_max/car_modeling_alfa_romeo_competizione_c8/images/fig17_light_reflection.jpg&quot; alt=&quot;&quot; border=&quot;0&quot;&gt;&lt;/div&gt; &lt;p&gt; &lt;/p&gt;&lt;div align=&quot;center&quot;&gt;Fig.17&lt;/div&gt; &lt;p&gt; For the mesh of the front air intakes, I used a standard Max material with the following values, plus an opacity bitmap to create holes (Fig.18). &lt;/p&gt;&lt;p&gt; &lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&lt;img src=&quot;http://www.3dtotal.com/tutorial/3d_studio_max/car_modeling_alfa_romeo_competizione_c8/images/fig18_texturing_settings.jpg&quot; alt=&quot;&quot; border=&quot;0&quot;&gt;&lt;/div&gt; &lt;p&gt; &lt;/p&gt;&lt;div align=&quot;center&quot;&gt;Fig.18&lt;/div&gt; &lt;p&gt; Another relevant material present in the scene was the floor, which was easy to make with a standard Max material, these values: diffuse white specular level 0, glossiness 10, and a reflection VrayMap. &lt;br&gt; &lt;br&gt; So as you can see, the texturing is very easy to do. Any other materials that I used were standard Max and modified in the diffuse and glossiness levels. &lt;/p&gt;&lt;p&gt; &lt;b&gt;Rendering:&lt;/b&gt;&lt;/p&gt;&lt;hr&gt; &lt;br&gt; &lt;p&gt; Let’s now turn to the final part of the preparation process and render the scene! The idea was to create a kind of studio environment, like some brands of cars do in order to shoot their cars. To generate the environment I used a ramp gradient. In the Materials Editor I applied the degrading ramp and gave it an angle of W90 degrees in the co-ordinates. In the Gradient Ramp Parameters I set the colour from blue to white, as shown in the image (Fig.19). &lt;/p&gt;&lt;p&gt; &lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&lt;img src=&quot;http://www.3dtotal.com/tutorial/3d_studio_max/car_modeling_alfa_romeo_competizione_c8/images/fig19_render_settings.jpg&quot; alt=&quot;&quot; border=&quot;0&quot;&gt;&lt;/div&gt; &lt;p&gt; &lt;/p&gt;&lt;div align=&quot;center&quot;&gt;Fig.19&lt;/div&gt; &lt;p&gt; The placement of the camera in a low position, with a small angle of inclination of the box with depth of field, achieves the blurring that we can see in the final render (the target distance depends on the amount of blurring that we need) (Fig.20). &lt;/p&gt;&lt;p&gt; &lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&lt;img src=&quot;http://www.3dtotal.com/tutorial/3d_studio_max/car_modeling_alfa_romeo_competizione_c8/images/fig20_final_render_01.jpg&quot; alt=&quot;&quot; border=&quot;0&quot;&gt;&lt;/div&gt; &lt;p&gt; &lt;/p&gt;&lt;div align=&quot;center&quot;&gt;Fig.20&lt;/div&gt; &lt;p&gt; I added a V-Ray light to help with the lighting setup; I set the value in the multiplier to 2.7 and sampling subdivs with a value of 256. &lt;/p&gt;&lt;p&gt; For the rendering process, I chose V-Ray as my rendering engine because it’s very fast and yields excellent results! For the anti-aliasing filter I used a combination of adaptive subdivision and Ron Catmull, but this depends on each according to the GI. I selected a combination of Irradiance Map for the Primary Light bounces, and Secondary Cache bounces, which I used to obtain correct results with Global Lighting. &lt;/p&gt;&lt;p&gt; The post production for the final render was done entirely in Photoshop. Basically, it consisted of a small colour correction and that was all! &lt;/p&gt;&lt;p&gt; I wish you all good health and good luck with your own 3D projects. Thanks for reading! &lt;/p&gt;&lt;p&gt; &lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&lt;img src=&quot;http://www.3dtotal.com/tutorial/3d_studio_max/car_modeling_alfa_romeo_competizione_c8/images/fig21_final_render_02.jpg&quot; alt=&quot;&quot; border=&quot;0&quot;&gt;&lt;/div&gt; &lt;p&gt; &lt;/p&gt;&lt;div align=&quot;center&quot;&gt;Final Render 1&lt;/div&gt; &lt;p&gt; &lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&lt;img src=&quot;http://www.3dtotal.com/tutorial/3d_studio_max/car_modeling_alfa_romeo_competizione_c8/images/fig22_final_render_03.jpg&quot; alt=&quot;&quot; border=&quot;0&quot;&gt;&lt;/div&gt; &lt;p&gt; &lt;/p&gt;&lt;div align=&quot;center&quot;&gt;Final Render 2&lt;/div&gt;</content:encoded>
			<link>https://3dstudio.ucoz.ru/news/making_of_alfa_romeo_competizione_c8_spyder_studio/2011-04-02-110</link>
			<category>Tutorial</category>
			<dc:creator>defaultNick</dc:creator>
			<guid>https://3dstudio.ucoz.ru/news/making_of_alfa_romeo_competizione_c8_spyder_studio/2011-04-02-110</guid>
			<pubDate>Sat, 02 Apr 2011 12:47:37 GMT</pubDate>
		</item>
		<item>
			<title>3Ds Max 2010 Hotfix</title>
			<description>&lt;div align=&quot;center&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;https://3dstudio.ucoz.ru/Foto/area.autodesk.com.jpg&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;h2 align=&quot;center&quot;&gt;&lt;font color=&quot;#dcdcdc&quot;&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;3Ds Max 2010 Hotfix&lt;/span&gt;&lt;/font&gt;&lt;/h2&gt;&lt;font color=&quot;#dcdcdc&quot;&gt;The latest Hot Fix 
(2010.02.17) from Autodesk for Autodesk&amp;reg; 3ds Max&amp;reg; 
2010 and Autodesk&amp;reg; 3ds Max&amp;reg; Design 2010 software includes fixes for 
issues with stability and performance. Specific areas addressed are 
Autodesk&amp;reg; Backburner™, Biped, Hardware Meshes, mental ray&amp;reg;, Microsoft&amp;reg; 
DirectX&amp;reg; Shader Material, Save as Previous, Scripted Custom Attributes, 
Scene Explorer, and User Interface.&lt;/font&gt;&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; ...</description>
			<content:encoded>&lt;div align=&quot;center&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;https://3dstudio.ucoz.ru/Foto/area.autodesk.com.jpg&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;h2 align=&quot;center&quot;&gt;&lt;font color=&quot;#dcdcdc&quot;&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;3Ds Max 2010 Hotfix&lt;/span&gt;&lt;/font&gt;&lt;/h2&gt;&lt;font color=&quot;#dcdcdc&quot;&gt;The latest Hot Fix 
(2010.02.17) from Autodesk for Autodesk&amp;reg; 3ds Max&amp;reg; 
2010 and Autodesk&amp;reg; 3ds Max&amp;reg; Design 2010 software includes fixes for 
issues with stability and performance. Specific areas addressed are 
Autodesk&amp;reg; Backburner™, Biped, Hardware Meshes, mental ray&amp;reg;, Microsoft&amp;reg; 
DirectX&amp;reg; Shader Material, Save as Previous, Scripted Custom Attributes, 
Scene Explorer, and User Interface.&lt;/font&gt;&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; $CUT$&lt;br&gt;&lt;br&gt;&lt;img alt=&quot;&quot; src=&quot;https://3dstudio.ucoz.ru/Foto/epi1l3.jpg.gif&quot;&gt;&lt;br&gt;&lt;br&gt;http://usa.autodesk.com/adsk/servlet/ps/dl/item?siteID=123112&amp;amp;id=14943564&amp;amp;linkID=9241178&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;/div&gt;</content:encoded>
			<link>https://3dstudio.ucoz.ru/news/3ds_max_2010_hotfix/2010-04-12-106</link>
			<category>News</category>
			<dc:creator>defaultNick</dc:creator>
			<guid>https://3dstudio.ucoz.ru/news/3ds_max_2010_hotfix/2010-04-12-106</guid>
			<pubDate>Mon, 12 Apr 2010 10:12:51 GMT</pubDate>
		</item>
		<item>
			<title>* Tutorials&amp;#92; * Autodesk 3Ds Max Create a Beautiful Sunset Scene Using Dreamscape and 3ds Max</title>
			<description>&lt;div align=&quot;center&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;http://cgtuts.s3.amazonaws.com/050_Max_Dreamscape/20.jpg&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;font color=&quot;#dcdcdc&quot;&gt;In this tutorial you will learn how to create a beautiful sunset over a 
calm sea using DreamScape and 3dsmax. DreamScape is sophisticated set of
 plug-ins for 3dsmax, that allows you to create and render realistic 
landscapes, seascapes, skies, clouds, outdoor lighting and more.&lt;br&gt;&lt;/font&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; ...</description>
			<content:encoded>&lt;div align=&quot;center&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;http://cgtuts.s3.amazonaws.com/050_Max_Dreamscape/20.jpg&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;font color=&quot;#dcdcdc&quot;&gt;In this tutorial you will learn how to create a beautiful sunset over a 
calm sea using DreamScape and 3dsmax. DreamScape is sophisticated set of
 plug-ins for 3dsmax, that allows you to create and render realistic 
landscapes, seascapes, skies, clouds, outdoor lighting and more.&lt;br&gt;&lt;/font&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; $CUT$&lt;br&gt;&lt;div class=&quot;tutorial_image&quot;&gt;
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&lt;br&gt;

&lt;h3&gt;Step 1&lt;/h3&gt;
&lt;p&gt;First of all, to render a scene with DreamScape, you will need to 
create a special light called &quot;Sun”. In the &quot;Create” panel, click the 
&quot;Lights” icon, then from the dropdown menu, select &quot;DreamScape”, and add
 a &quot;Sun” light in the viewport.&lt;/p&gt;
&lt;div class=&quot;tutorial_image&quot;&gt;&lt;img style=&quot;display: inline;&quot; original=&quot;http://cgtuts.s3.amazonaws.com/050_Max_Dreamscape/1.jpg&quot; src=&quot;http://cgtuts.s3.amazonaws.com/050_Max_Dreamscape/1.jpg&quot; alt=&quot;&quot;&gt;&lt;/div&gt;
&lt;h3&gt;Step 2&lt;/h3&gt;
&lt;p&gt;Move this light to the coordinates: x = 1700, y = 11000, and z = 800.&lt;/p&gt;
&lt;div class=&quot;tutorial_image&quot;&gt;&lt;img style=&quot;display: inline;&quot; original=&quot;http://cgtuts.s3.amazonaws.com/050_Max_Dreamscape/2.jpg&quot; src=&quot;http://cgtuts.s3.amazonaws.com/050_Max_Dreamscape/2.jpg&quot; alt=&quot;&quot;&gt;&lt;/div&gt;
&lt;h3&gt;Step 3&lt;/h3&gt;
&lt;p&gt;Create a free camera, and move it to the coordinates: x = 0, y = 0, 
and z = 100. Rotate the camera by ‘87′ degrees on the ‘x’ axis. &lt;/p&gt;
&lt;div class=&quot;tutorial_image&quot;&gt;&lt;img style=&quot;display: inline;&quot; original=&quot;http://cgtuts.s3.amazonaws.com/050_Max_Dreamscape/3.jpg&quot; src=&quot;http://cgtuts.s3.amazonaws.com/050_Max_Dreamscape/3.jpg&quot; alt=&quot;&quot;&gt;&lt;/div&gt;
&lt;h3&gt;Step 4&lt;/h3&gt;
&lt;p&gt;Next, you will create the sun and the clouds. Press the ‘8′ key on 
the keyboard, to open the &quot;Environment” panel. In the &quot;Atmosphere” 
rollout, click the &quot;Add” button and choose &quot;DreamScape”.&lt;/p&gt;
&lt;div class=&quot;tutorial_image&quot;&gt;&lt;img style=&quot;display: inline;&quot; original=&quot;http://cgtuts.s3.amazonaws.com/050_Max_Dreamscape/4.jpg&quot; src=&quot;http://cgtuts.s3.amazonaws.com/050_Max_Dreamscape/4.jpg&quot; alt=&quot;&quot;&gt;&lt;/div&gt;
&lt;h3&gt;Step 5&lt;/h3&gt;
&lt;p&gt;In the &quot;General Parameters” rollout, click the &quot;Preview” button to 
open the &quot;DreamScape Sky Preview” window. This tool allows you to 
quickly review your sky settings in realtime.&lt;/p&gt;
&lt;div class=&quot;tutorial_image&quot;&gt;&lt;img style=&quot;display: inline;&quot; original=&quot;http://cgtuts.s3.amazonaws.com/050_Max_Dreamscape/5.jpg&quot; src=&quot;http://cgtuts.s3.amazonaws.com/050_Max_Dreamscape/5.jpg&quot; alt=&quot;&quot;&gt;&lt;/div&gt;
&lt;h3&gt;Step 6&lt;/h3&gt;
&lt;p&gt;In the &quot;Atmosphere Parameters” rollout, change the &quot;Sky Density” to 
‘5′, the &quot;Glow” value to ‘4′, and the &quot;H Scale” to ‘5000′.&lt;/p&gt;
&lt;div class=&quot;tutorial_image&quot;&gt;&lt;img style=&quot;display: inline;&quot; original=&quot;http://cgtuts.s3.amazonaws.com/050_Max_Dreamscape/6.jpg&quot; src=&quot;http://cgtuts.s3.amazonaws.com/050_Max_Dreamscape/6.jpg&quot; alt=&quot;&quot;&gt;&lt;/div&gt;
&lt;h3&gt;Step 7&lt;/h3&gt;
&lt;p&gt;After that, change the &quot;Haze Density” to ‘2′, the &quot;H Scale” to ‘200′,
 and the &quot;Brightness” value to ‘2′.&lt;/p&gt;
&lt;div class=&quot;tutorial_image&quot;&gt;&lt;img style=&quot;display: inline;&quot; original=&quot;http://cgtuts.s3.amazonaws.com/050_Max_Dreamscape/7.jpg&quot; src=&quot;http://cgtuts.s3.amazonaws.com/050_Max_Dreamscape/7.jpg&quot; alt=&quot;&quot;&gt;&lt;/div&gt;
&lt;h3&gt;Step 8&lt;/h3&gt;
&lt;p&gt;In the &quot;Clouds Parameters” rollout, change the &quot;Clouds Type” to 
&quot;Cirrus”. Under the &quot;Shape” group, change the &quot;Detail” value to ‘16′, 
the &quot;Scale” to ‘0.25′, the &quot;Coverage” value to ‘0.8′ and the &quot;Sharpness”
 value to ‘0.5′.&lt;/p&gt;
&lt;div class=&quot;tutorial_image&quot;&gt;&lt;img style=&quot;display: inline;&quot; original=&quot;http://cgtuts.s3.amazonaws.com/050_Max_Dreamscape/8.jpg&quot; src=&quot;http://cgtuts.s3.amazonaws.com/050_Max_Dreamscape/8.jpg&quot; alt=&quot;&quot;&gt;&lt;/div&gt;
&lt;h3&gt;Step 9&lt;/h3&gt;
&lt;p&gt;If you want to move the clouds around, you can do it in the 
&quot;DreamScape Sky Preview” window. Click in the &quot;Clouds Shape Preview”, 
and holding the left mouse button, move the clouds and see the result in
 realtime. This affects the &quot;Motion Offset” ‘x’ and ‘y’ parameters.&lt;/p&gt;
&lt;div class=&quot;tutorial_image&quot;&gt;&lt;img style=&quot;display: inline;&quot; original=&quot;http://cgtuts.s3.amazonaws.com/050_Max_Dreamscape/9.jpg&quot; src=&quot;http://cgtuts.s3.amazonaws.com/050_Max_Dreamscape/9.jpg&quot; alt=&quot;&quot;&gt;&lt;/div&gt;
&lt;h3&gt;Step 10&lt;/h3&gt;
&lt;p&gt;Render the scene. If you want another result, you can play with all 
these settings until you get something you like. &lt;/p&gt;
&lt;div class=&quot;tutorial_image&quot;&gt;&lt;img style=&quot;display: inline;&quot; original=&quot;http://cgtuts.s3.amazonaws.com/050_Max_Dreamscape/10.jpg&quot; src=&quot;http://cgtuts.s3.amazonaws.com/050_Max_Dreamscape/10.jpg&quot; alt=&quot;&quot;&gt;&lt;/div&gt;
&lt;h3&gt;Step 11&lt;/h3&gt;
&lt;p&gt;Next you will create the sea surface. Go to the &quot;Create” panel, click
 the &quot;Geometry” icon, and from the dropdown menu, select &quot;DreamScape 
Objects”, and add a &quot;Sea Surface” in the viewport.&lt;/p&gt;
&lt;div class=&quot;tutorial_image&quot;&gt;&lt;img style=&quot;display: inline;&quot; original=&quot;http://cgtuts.s3.amazonaws.com/050_Max_Dreamscape/11.jpg&quot; src=&quot;http://cgtuts.s3.amazonaws.com/050_Max_Dreamscape/11.jpg&quot; alt=&quot;&quot;&gt;&lt;/div&gt;
&lt;h3&gt;Step 12&lt;/h3&gt;
&lt;p&gt;Under the &quot;Parameters” rollout, change the &quot;Surface Type” to 
&quot;Adaptive Mesh”. This allows you to create a sea surface relative to 
your camera position and field of view (the sea surface that is nearest 
to the camera will be more detailed than the surface that is further 
away).&lt;/p&gt;
&lt;div class=&quot;tutorial_image&quot;&gt;&lt;img style=&quot;display: inline;&quot; original=&quot;http://cgtuts.s3.amazonaws.com/050_Max_Dreamscape/12.jpg&quot; src=&quot;http://cgtuts.s3.amazonaws.com/050_Max_Dreamscape/12.jpg&quot; alt=&quot;&quot;&gt;&lt;/div&gt;
&lt;h3&gt;Step 13&lt;/h3&gt;
&lt;p&gt;Change the &quot;Surface Width” to ‘400′ and the &quot;Surface Length” to 
‘10000′.&lt;/p&gt;
&lt;div class=&quot;tutorial_image&quot;&gt;&lt;img style=&quot;display: inline;&quot; original=&quot;http://cgtuts.s3.amazonaws.com/050_Max_Dreamscape/13.jpg&quot; src=&quot;http://cgtuts.s3.amazonaws.com/050_Max_Dreamscape/13.jpg&quot; alt=&quot;&quot;&gt;&lt;/div&gt;
&lt;h3&gt;Step 14&lt;/h3&gt;
&lt;p&gt;Under the &quot;Adaptive Mesh” rollout, click the &quot;Pick Camera” icon, and 
select the camera in the viewport.&lt;/p&gt;
&lt;div class=&quot;tutorial_image&quot;&gt;&lt;img style=&quot;display: inline;&quot; original=&quot;http://cgtuts.s3.amazonaws.com/050_Max_Dreamscape/14.jpg&quot; src=&quot;http://cgtuts.s3.amazonaws.com/050_Max_Dreamscape/14.jpg&quot; alt=&quot;&quot;&gt;&lt;/div&gt;
&lt;h3&gt;Step 15&lt;/h3&gt;
&lt;p&gt;Under the &quot;Waves” rollout, change the &quot;Height Scale” to ‘0.7′ and the
 &quot;Choppy Waves” value to ‘1.3′.&lt;/p&gt;
&lt;div class=&quot;tutorial_image&quot;&gt;&lt;img style=&quot;display: inline;&quot; original=&quot;http://cgtuts.s3.amazonaws.com/050_Max_Dreamscape/15.jpg&quot; src=&quot;http://cgtuts.s3.amazonaws.com/050_Max_Dreamscape/15.jpg&quot; alt=&quot;&quot;&gt;&lt;/div&gt;
&lt;h3&gt;Step 16&lt;/h3&gt;
&lt;p&gt;Open the &quot;Material Editor”, click the &quot;Get Material” icon, and select
 &quot;DreamScape: SeaMaterial” in the &quot;Material Browser”.&lt;/p&gt;
&lt;div class=&quot;tutorial_image&quot;&gt;&lt;img style=&quot;display: inline;&quot; original=&quot;http://cgtuts.s3.amazonaws.com/050_Max_Dreamscape/16.jpg&quot; src=&quot;http://cgtuts.s3.amazonaws.com/050_Max_Dreamscape/16.jpg&quot; alt=&quot;&quot;&gt;&lt;/div&gt;
&lt;h3&gt;Step 17&lt;/h3&gt;
&lt;p&gt;In the &quot;Material Editor”, under the &quot;DreamScape: SeaMaterial 
Parameters” rollout, set the &quot;Sharpness” value to ‘10′, change the &quot;Sky 
Color Type” to &quot;DreamScape Sky”, and the &quot;Underwater Color Type” to 
&quot;DreamScape SubSurface”.&lt;/p&gt;
&lt;div class=&quot;tutorial_image&quot;&gt;&lt;img style=&quot;display: inline;&quot; original=&quot;http://cgtuts.s3.amazonaws.com/050_Max_Dreamscape/17.jpg&quot; src=&quot;http://cgtuts.s3.amazonaws.com/050_Max_Dreamscape/17.jpg&quot; alt=&quot;&quot;&gt;&lt;/div&gt;
&lt;h3&gt;Step 18&lt;/h3&gt;
&lt;p&gt;In the &quot;Bump Map” slot, add a &quot;DreamScape: Sea Bump” map to add more 
details to the waves. Assign this material to the &quot;Sea Surface”.&lt;/p&gt;
&lt;div class=&quot;tutorial_image&quot;&gt;&lt;img style=&quot;display: inline;&quot; original=&quot;http://cgtuts.s3.amazonaws.com/050_Max_Dreamscape/18.jpg&quot; src=&quot;http://cgtuts.s3.amazonaws.com/050_Max_Dreamscape/18.jpg&quot; alt=&quot;&quot;&gt;&lt;/div&gt;
&lt;h3&gt;Step 19&lt;/h3&gt;
&lt;p&gt;Finally, in the &quot;Time Configuration” panel, set the &quot;FPS” to ‘25′ . 
Turn on &quot;Auto Key”, and animate the &quot;Sun” on the ‘z’ axis, from ‘800′ at
 frame ‘0′ to ‘600′ at frame ‘100′. That’s all, you can now render the 
animation.&lt;/p&gt;
&lt;div class=&quot;tutorial_image&quot;&gt;&lt;img style=&quot;display: inline;&quot; original=&quot;http://cgtuts.s3.amazonaws.com/050_Max_Dreamscape/19.jpg&quot; src=&quot;http://cgtuts.s3.amazonaws.com/050_Max_Dreamscape/19.jpg&quot; alt=&quot;&quot;&gt;&lt;/div&gt;
&lt;h3&gt;Final Effect&lt;/h3&gt;
&lt;p&gt;Below you can see my final results. I hope you enjoyed this intro to 
Dreamscape in 3ds Max!&lt;/p&gt;
&lt;div class=&quot;tutorial_image&quot;&gt;&lt;img style=&quot;display: inline;&quot; original=&quot;http://cgtuts.s3.amazonaws.com/050_Max_Dreamscape/20.jpg&quot; src=&quot;http://cgtuts.s3.amazonaws.com/050_Max_Dreamscape/20.jpg&quot; alt=&quot;&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;/div&gt;</content:encoded>
			<link>https://3dstudio.ucoz.ru/news/tutorials_92_autodesk_3ds_max_create_a_beautiful_sunset_scene_using_dreamscape_and_3ds_max/2010-04-02-104</link>
			<category>Tutorial</category>
			<dc:creator>defaultNick</dc:creator>
			<guid>https://3dstudio.ucoz.ru/news/tutorials_92_autodesk_3ds_max_create_a_beautiful_sunset_scene_using_dreamscape_and_3ds_max/2010-04-02-104</guid>
			<pubDate>Fri, 02 Apr 2010 13:24:32 GMT</pubDate>
		</item>
		<item>
			<title>gordon-v DEMOREEL 2010</title>
			<description>&lt;div align=&quot;center&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;https://3dstudio.ucoz.ru/Foto/Foto01/2427hon.jpg&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;font size=&quot;2&quot;&gt;&lt;b&gt;&lt;a href=&quot;http://vimeo.com/user1125712&quot; rel=&quot;nofollow&quot;&gt;gordon-
 v&lt;/a&gt; has 
uploaded his stunning demoreel for 2010.&lt;/b&gt;&lt;/font&gt;&lt;br&gt;&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; ...</description>
			<content:encoded>&lt;div align=&quot;center&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;https://3dstudio.ucoz.ru/Foto/Foto01/2427hon.jpg&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;font size=&quot;2&quot;&gt;&lt;b&gt;&lt;a href=&quot;http://vimeo.com/user1125712&quot; rel=&quot;nofollow&quot;&gt;gordon-
 v&lt;/a&gt; has 
uploaded his stunning demoreel for 2010.&lt;/b&gt;&lt;/font&gt;&lt;br&gt;&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; $CUT$&lt;br&gt;&lt;br&gt;&quot;This is my Demoreel that I created at VFS.&lt;br&gt;The Hunter was created 
for the Hunterchallenge at &lt;a href=&quot;http://evolvecg.net/&quot; target=&quot;_blank&quot; rel=&quot;nofollow&quot;&gt;evolvecg.net&lt;/a&gt; where it won 3rd place 
in modeling.&quot; &lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;/div&gt;&lt;div align=&quot;center&quot;&gt;&lt;object width=&quot;500&quot; height=&quot;281&quot;&gt;&lt;param name=&quot;allowfullscreen&quot; value=&quot;true&quot;&gt;&lt;param name=&quot;allowscriptaccess&quot; value=&quot;always&quot;&gt;&lt;param name=&quot;movie&quot; value=&quot;http://vimeo.com/moogaloop.swf?clip_id=9990339&amp;amp;server=vimeo.com&amp;amp;show_title=1&amp;amp;show_byline=1&amp;amp;show_portrait=0&amp;amp;color=00ADEF&amp;amp;fullscreen=1&quot;&gt;&lt;embed src=&quot;http://vimeo.com/moogaloop.swf?clip_id=9990339&amp;amp;server=vimeo.com&amp;amp;show_title=1&amp;amp;show_byline=1&amp;amp;show_portrait=0&amp;amp;color=00ADEF&amp;amp;fullscreen=1&quot; type=&quot;application/x-shockwave-flash&quot; allowfullscreen=&quot;true&quot; allowscriptaccess=&quot;always&quot; width=&quot;500&quot; height=&quot;281&quot;&gt;&lt;/object&gt;&lt;p&gt;&lt;a href=&quot;http://vimeo.com/9990339&quot;&gt;DEMOREEL 2010&lt;/a&gt; from &lt;a href=&quot;http://vimeo.com/user1125712&quot;&gt;gordon-v&lt;/a&gt; on &lt;a href=&quot;http://vimeo.com&quot;&gt;Vimeo&lt;/a&gt;.&lt;/p&gt;&lt;br&gt;&lt;br&gt;&lt;/div&gt;</content:encoded>
			<link>https://3dstudio.ucoz.ru/news/gordon_v_demoreel_2010/2010-03-28-103</link>
			<category>News</category>
			<dc:creator>defaultNick</dc:creator>
			<guid>https://3dstudio.ucoz.ru/news/gordon_v_demoreel_2010/2010-03-28-103</guid>
			<pubDate>Sun, 28 Mar 2010 13:38:43 GMT</pubDate>
		</item>
		<item>
			<title>Round 6 – Snowball Studios</title>
			<description>&lt;div style=&quot;text-align: center;&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;https://3dstudio.ucoz.ru/Foto/Foto01/01.gif&quot;&gt;&lt;/div&gt;&lt;div align=&quot;center&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;font color=&quot;#dcdcdc&quot;&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;Round 6 is a short 3D animated film 
created by Snowball Studios. Watch awesome animated short and tutorial 
on character texturing using Mudbox, Photoshop and Mental Ray!&lt;/span&gt;&lt;/font&gt;&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; ...</description>
			<content:encoded>&lt;div style=&quot;text-align: center;&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;https://3dstudio.ucoz.ru/Foto/Foto01/01.gif&quot;&gt;&lt;/div&gt;&lt;div align=&quot;center&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;font color=&quot;#dcdcdc&quot;&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;Round 6 is a short 3D animated film 
created by Snowball Studios. Watch awesome animated short and tutorial 
on character texturing using Mudbox, Photoshop and Mental Ray!&lt;/span&gt;&lt;/font&gt;&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; $CUT$&lt;br&gt;&lt;br&gt; &lt;p&gt; &lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&lt;object height=&quot;394&quot; width=&quot;700&quot;&gt;&lt;param name=&quot;allowfullscreen&quot; value=&quot;true&quot;&gt;&lt;param name=&quot;allowscriptaccess&quot; value=&quot;always&quot;&gt;&lt;param name=&quot;movie&quot; value=&quot;http://vimeo.com/moogaloop.swf?clip_id=9488572&amp;amp;server=vimeo.com&amp;amp;show_title=1&amp;amp;show_byline=1&amp;amp;show_portrait=0&amp;amp;color=8c2103&amp;amp;fullscreen=1&quot;&gt;&lt;embed src=&quot;http://vimeo.com/moogaloop.swf?clip_id=9488572&amp;amp;server=vimeo.com&amp;amp;show_title=1&amp;amp;show_byline=1&amp;amp;show_portrait=0&amp;amp;color=8c2103&amp;amp;fullscreen=1&quot; type=&quot;application/x-shockwave-flash&quot; allowfullscreen=&quot;true&quot; allowscriptaccess=&quot;always&quot; height=&quot;394&quot; width=&quot;700&quot;&gt;&lt;/object&gt;&lt;/div&gt; &lt;p&gt; &lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&amp;nbsp;&lt;br&gt; &lt;/div&gt;&lt;hr&gt; &lt;br&gt; &lt;div align=&quot;center&quot;&gt;&lt;img src=&quot;https://3dstudio.ucoz.ru/Foto/Foto01/02.gif&quot; alt=&quot;&quot; width=&quot;700&quot;&gt; &lt;br&gt; &lt;/div&gt;&lt;hr&gt;
 &lt;br&gt; &lt;div align=&quot;center&quot;&gt;&amp;nbsp;&lt;br&gt; &lt;/div&gt;&lt;hr&gt; &lt;br&gt; &lt;div align=&quot;center&quot;&gt;&lt;br&gt; &lt;p&gt; &lt;br&gt;&lt;br&gt;&lt;/p&gt;&lt;h2&gt;&lt;font color=&quot;#dcdcdc&quot;&gt;R6
 - Snap armor material tutorial&lt;/font&gt;&lt;/h2&gt;&lt;font color=&quot;#dcdcdc&quot;&gt;&lt;br&gt;&lt;/font&gt;&lt;div align=&quot;left&quot;&gt;&lt;font color=&quot;#dcdcdc&quot;&gt;This video 
shows the creation process for the material Snowball Studios used to 
make Snap&apos;s armor plates. Snowball Studios cover here the material 
itself, made in Mental Ray in 3Ds Max, and the texture creation and 
manipulation done in &lt;br&gt;Mudbox and Photoshop respectively.&lt;br&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;
 &lt;p&gt; &lt;/p&gt;&lt;/div&gt;&lt;div align=&quot;center&quot;&gt;&lt;object height=&quot;525&quot; width=&quot;700&quot;&gt;&lt;param name=&quot;allowfullscreen&quot; value=&quot;true&quot;&gt;&lt;param name=&quot;allowscriptaccess&quot; value=&quot;always&quot;&gt;&lt;param name=&quot;movie&quot; value=&quot;http://vimeo.com/moogaloop.swf?clip_id=10243062&amp;amp;server=vimeo.com&amp;amp;show_title=1&amp;amp;show_byline=1&amp;amp;show_portrait=0&amp;amp;color=8c2103&amp;amp;fullscreen=1&quot;&gt;&lt;embed src=&quot;http://vimeo.com/moogaloop.swf?clip_id=10243062&amp;amp;server=vimeo.com&amp;amp;show_title=1&amp;amp;show_byline=1&amp;amp;show_portrait=0&amp;amp;color=8c2103&amp;amp;fullscreen=1&quot; type=&quot;application/x-shockwave-flash&quot; allowfullscreen=&quot;true&quot; allowscriptaccess=&quot;always&quot; height=&quot;525&quot; width=&quot;700&quot;&gt;&lt;/object&gt;&lt;/div&gt; &lt;br&gt;
 &lt;hr&gt;&lt;h2 align=&quot;center&quot;&gt; &lt;p&gt; &lt;font color=&quot;#dcdcdc&quot;&gt;R6 - Snap closeup turntable.&lt;/font&gt;&lt;/p&gt;&lt;/h2&gt;&lt;font color=&quot;#dcdcdc&quot;&gt;Snap 
is the main character in Round 6. &lt;br&gt; Done in 3D studio Max. &lt;br&gt; 
Shaded and rendered in MR. &lt;br&gt; Textured and sculpted in Mudbox.&lt;/font&gt;&lt;br&gt;&lt;br&gt;&lt;div align=&quot;center&quot;&gt;&lt;object height=&quot;394&quot; width=&quot;700&quot;&gt;&lt;param name=&quot;allowfullscreen&quot; value=&quot;true&quot;&gt;&lt;param name=&quot;allowscriptaccess&quot; value=&quot;always&quot;&gt;&lt;param name=&quot;movie&quot; value=&quot;http://vimeo.com/moogaloop.swf?clip_id=9629979&amp;amp;server=vimeo.com&amp;amp;show_title=1&amp;amp;show_byline=1&amp;amp;show_portrait=0&amp;amp;color=8c2103&amp;amp;fullscreen=1&quot;&gt;&lt;embed src=&quot;http://vimeo.com/moogaloop.swf?clip_id=9629979&amp;amp;server=vimeo.com&amp;amp;show_title=1&amp;amp;show_byline=1&amp;amp;show_portrait=0&amp;amp;color=8c2103&amp;amp;fullscreen=1&quot; type=&quot;application/x-shockwave-flash&quot; allowfullscreen=&quot;true&quot; allowscriptaccess=&quot;always&quot; height=&quot;394&quot; width=&quot;700&quot;&gt;&lt;/object&gt;&lt;/div&gt; &lt;br&gt;
 &lt;hr&gt;&lt;h2 align=&quot;center&quot;&gt; &lt;p&gt; &lt;font color=&quot;#dcdcdc&quot;&gt;R6 - Preacher turntable&lt;/font&gt;&lt;/p&gt;&lt;/h2&gt;&lt;div align=&quot;center&quot;&gt;&lt;object height=&quot;394&quot; width=&quot;700&quot;&gt;&lt;param name=&quot;allowfullscreen&quot; value=&quot;true&quot;&gt;&lt;param name=&quot;allowscriptaccess&quot; value=&quot;always&quot;&gt;&lt;param name=&quot;movie&quot; value=&quot;http://vimeo.com/moogaloop.swf?clip_id=9629999&amp;amp;server=vimeo.com&amp;amp;show_title=1&amp;amp;show_byline=1&amp;amp;show_portrait=0&amp;amp;color=8c2103&amp;amp;fullscreen=1&quot;&gt;&lt;embed src=&quot;http://vimeo.com/moogaloop.swf?clip_id=9629999&amp;amp;server=vimeo.com&amp;amp;show_title=1&amp;amp;show_byline=1&amp;amp;show_portrait=0&amp;amp;color=8c2103&amp;amp;fullscreen=1&quot; type=&quot;application/x-shockwave-flash&quot; allowfullscreen=&quot;true&quot; allowscriptaccess=&quot;always&quot; height=&quot;394&quot; width=&quot;700&quot;&gt;&lt;/object&gt;&lt;/div&gt; &lt;br&gt;
 &lt;hr&gt;&lt;h2 align=&quot;center&quot;&gt; &lt;p&gt; &lt;font color=&quot;#dcdcdc&quot;&gt;R6 - Snap turntable &lt;/font&gt;&lt;/p&gt;&lt;p&gt; &lt;/p&gt;&lt;/h2&gt;&lt;div align=&quot;center&quot;&gt;&lt;object height=&quot;394&quot; width=&quot;700&quot;&gt;&lt;param name=&quot;allowfullscreen&quot; value=&quot;true&quot;&gt;&lt;param name=&quot;allowscriptaccess&quot; value=&quot;always&quot;&gt;&lt;param name=&quot;movie&quot; value=&quot;http://vimeo.com/moogaloop.swf?clip_id=9630007&amp;amp;server=vimeo.com&amp;amp;show_title=1&amp;amp;show_byline=1&amp;amp;show_portrait=0&amp;amp;color=8c2103&amp;amp;fullscreen=1&quot;&gt;&lt;embed src=&quot;http://vimeo.com/moogaloop.swf?clip_id=9630007&amp;amp;server=vimeo.com&amp;amp;show_title=1&amp;amp;show_byline=1&amp;amp;show_portrait=0&amp;amp;color=8c2103&amp;amp;fullscreen=1&quot; type=&quot;application/x-shockwave-flash&quot; allowfullscreen=&quot;true&quot; allowscriptaccess=&quot;always&quot; height=&quot;394&quot; width=&quot;700&quot;&gt;&lt;/object&gt;&lt;/div&gt; &lt;br&gt;
 &lt;hr&gt;&lt;h2 align=&quot;center&quot;&gt; &lt;p&gt;&lt;font color=&quot;#dcdcdc&quot;&gt; R6 - Preacher sculpt&lt;/font&gt;&lt;/p&gt;&lt;/h2&gt;&lt;font color=&quot;#dcdcdc&quot;&gt;This is a 
short presentation of the Preacher&apos;s sculpted mesh, done in Mudbox. &lt;/font&gt;&lt;p&gt; &lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&lt;object height=&quot;525&quot; width=&quot;700&quot;&gt;&lt;param name=&quot;allowfullscreen&quot; value=&quot;true&quot;&gt;&lt;param name=&quot;allowscriptaccess&quot; value=&quot;always&quot;&gt;&lt;param name=&quot;movie&quot; value=&quot;http://vimeo.com/moogaloop.swf?clip_id=9834690&amp;amp;server=vimeo.com&amp;amp;show_title=1&amp;amp;show_byline=1&amp;amp;show_portrait=0&amp;amp;color=8c2103&amp;amp;fullscreen=1&quot;&gt;&lt;embed src=&quot;http://vimeo.com/moogaloop.swf?clip_id=9834690&amp;amp;server=vimeo.com&amp;amp;show_title=1&amp;amp;show_byline=1&amp;amp;show_portrait=0&amp;amp;color=8c2103&amp;amp;fullscreen=1&quot; type=&quot;application/x-shockwave-flash&quot; allowfullscreen=&quot;true&quot; allowscriptaccess=&quot;always&quot; height=&quot;525&quot; width=&quot;700&quot;&gt;&lt;/object&gt;&lt;/div&gt; &lt;br&gt;
 &lt;hr&gt;&lt;h2 align=&quot;center&quot;&gt; &lt;p&gt; &lt;font color=&quot;#dcdcdc&quot;&gt;R6 - Ashmedator turntable &lt;/font&gt;&lt;/p&gt;&lt;p&gt; &lt;/p&gt;&lt;/h2&gt;&lt;div align=&quot;center&quot;&gt;&lt;object height=&quot;394&quot; width=&quot;700&quot;&gt;&lt;param name=&quot;allowfullscreen&quot; value=&quot;true&quot;&gt;&lt;param name=&quot;allowscriptaccess&quot; value=&quot;always&quot;&gt;&lt;param name=&quot;movie&quot; value=&quot;http://vimeo.com/moogaloop.swf?clip_id=9934072&amp;amp;server=vimeo.com&amp;amp;show_title=1&amp;amp;show_byline=1&amp;amp;show_portrait=0&amp;amp;color=8c2103&amp;amp;fullscreen=1&quot;&gt;&lt;embed src=&quot;http://vimeo.com/moogaloop.swf?clip_id=9934072&amp;amp;server=vimeo.com&amp;amp;show_title=1&amp;amp;show_byline=1&amp;amp;show_portrait=0&amp;amp;color=8c2103&amp;amp;fullscreen=1&quot; type=&quot;application/x-shockwave-flash&quot; allowfullscreen=&quot;true&quot; allowscriptaccess=&quot;always&quot; height=&quot;394&quot; width=&quot;700&quot;&gt;&lt;/object&gt;&lt;/div&gt; &lt;br&gt;
 &lt;hr&gt;&lt;h2 align=&quot;center&quot;&gt; &lt;p&gt; &lt;font color=&quot;#dcdcdc&quot;&gt;R6 - Unwrella demo&lt;/font&gt;&lt;/p&gt;&lt;/h2&gt;&lt;font color=&quot;#dcdcdc&quot;&gt;This video 
demonstrates Unwrella, an automatic UV unwrapping tool for Max and Maya.
 &lt;/font&gt;&lt;p&gt; &lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&lt;object height=&quot;424&quot; width=&quot;700&quot;&gt;&lt;param name=&quot;allowfullscreen&quot; value=&quot;true&quot;&gt;&lt;param name=&quot;allowscriptaccess&quot; value=&quot;always&quot;&gt;&lt;param name=&quot;movie&quot; value=&quot;http://vimeo.com/moogaloop.swf?clip_id=9939050&amp;amp;server=vimeo.com&amp;amp;show_title=1&amp;amp;show_byline=1&amp;amp;show_portrait=0&amp;amp;color=8c2103&amp;amp;fullscreen=1&quot;&gt;&lt;embed src=&quot;http://vimeo.com/moogaloop.swf?clip_id=9939050&amp;amp;server=vimeo.com&amp;amp;show_title=1&amp;amp;show_byline=1&amp;amp;show_portrait=0&amp;amp;color=8c2103&amp;amp;fullscreen=1&quot; type=&quot;application/x-shockwave-flash&quot; allowfullscreen=&quot;true&quot; allowscriptaccess=&quot;always&quot; height=&quot;424&quot; width=&quot;700&quot;&gt;&lt;/object&gt;&lt;/div&gt; &lt;br&gt;
 &lt;hr&gt;&lt;h2 align=&quot;center&quot;&gt; &lt;p&gt; &lt;font color=&quot;#dcdcdc&quot;&gt;R6 - Shot 16 animation with video reference&lt;/font&gt;&lt;/p&gt;&lt;/h2&gt;&lt;font color=&quot;#dcdcdc&quot;&gt;This
 video shows the animation for shot 16 together with the video reference
 we shot for it. &lt;/font&gt;&lt;p&gt; &lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&lt;object height=&quot;394&quot; width=&quot;700&quot;&gt;&lt;param name=&quot;allowfullscreen&quot; value=&quot;true&quot;&gt;&lt;param name=&quot;allowscriptaccess&quot; value=&quot;always&quot;&gt;&lt;param name=&quot;movie&quot; value=&quot;http://vimeo.com/moogaloop.swf?clip_id=10009553&amp;amp;server=vimeo.com&amp;amp;show_title=1&amp;amp;show_byline=1&amp;amp;show_portrait=0&amp;amp;color=8c2103&amp;amp;fullscreen=1&quot;&gt;&lt;embed src=&quot;http://vimeo.com/moogaloop.swf?clip_id=10009553&amp;amp;server=vimeo.com&amp;amp;show_title=1&amp;amp;show_byline=1&amp;amp;show_portrait=0&amp;amp;color=8c2103&amp;amp;fullscreen=1&quot; type=&quot;application/x-shockwave-flash&quot; allowfullscreen=&quot;true&quot; allowscriptaccess=&quot;always&quot; height=&quot;394&quot; width=&quot;700&quot;&gt;&lt;/object&gt;&lt;/div&gt; &lt;br&gt;
 &lt;hr&gt;&lt;h2 align=&quot;center&quot;&gt; &lt;p&gt; &lt;font color=&quot;#dcdcdc&quot;&gt;R6 - Shot 16 progress&lt;/font&gt;&lt;/p&gt;&lt;/h2&gt;&lt;font color=&quot;#dcdcdc&quot;&gt;This video 
shows the progress of one of the shots in R6, from storyboard to final 
animation and render. &lt;/font&gt;&lt;p&gt; &lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&lt;object height=&quot;394&quot; width=&quot;700&quot;&gt;&lt;param name=&quot;allowfullscreen&quot; value=&quot;true&quot;&gt;&lt;param name=&quot;allowscriptaccess&quot; value=&quot;always&quot;&gt;&lt;param name=&quot;movie&quot; value=&quot;http://vimeo.com/moogaloop.swf?clip_id=10009521&amp;amp;server=vimeo.com&amp;amp;show_title=1&amp;amp;show_byline=1&amp;amp;show_portrait=0&amp;amp;color=8c2103&amp;amp;fullscreen=1&quot;&gt;&lt;embed src=&quot;http://vimeo.com/moogaloop.swf?clip_id=10009521&amp;amp;server=vimeo.com&amp;amp;show_title=1&amp;amp;show_byline=1&amp;amp;show_portrait=0&amp;amp;color=8c2103&amp;amp;fullscreen=1&quot; type=&quot;application/x-shockwave-flash&quot; allowfullscreen=&quot;true&quot; allowscriptaccess=&quot;always&quot; height=&quot;394&quot; width=&quot;700&quot;&gt;&lt;/object&gt;&lt;/div&gt; &lt;br&gt;
 &lt;hr&gt; &lt;p&gt; &lt;i&gt;&lt;b&gt;&lt;font color=&quot;#dcdcdc&quot;&gt;Fore More Information Visit Thise Sites:&lt;br&gt;Snowball 
Studios: &lt;a class=&quot;link&quot; href=&quot;http://www.snowballvfx.com/&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;snowballvfx.com&lt;/a&gt;&lt;br&gt;Round 6 website: &lt;a class=&quot;link&quot; href=&quot;http://www.round6.net/&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;round6.net&lt;/a&gt;&lt;br&gt;the Round 6 development blog:&lt;/font&gt; &lt;a class=&quot;link&quot; href=&quot;http://round6construction.blogspot.com/&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;round6construction.blogspot.com/&lt;/a&gt;&lt;/b&gt;&lt;/i&gt;
 
 &lt;/p&gt;&lt;/div&gt;</content:encoded>
			<link>https://3dstudio.ucoz.ru/news/round_6_snowball_studios/2010-03-21-102</link>
			<category>Tutorial</category>
			<dc:creator>defaultNick</dc:creator>
			<guid>https://3dstudio.ucoz.ru/news/round_6_snowball_studios/2010-03-21-102</guid>
			<pubDate>Sun, 21 Mar 2010 06:50:54 GMT</pubDate>
		</item>
		<item>
			<title>Create an Ivy Covered Tree Stump with 3ds Max, Ivy Gen, and VRay</title>
			<description>&lt;div align=&quot;center&quot;&gt;&lt;div align=&quot;center&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;http://cgtuts.s3.amazonaws.com/136_IvyGen_Tree/tree_preview.jpg&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;div align=&quot;center&quot;&gt;&lt;h2&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;Create an Ivy Covered Tree Stump with 3ds Max, Ivy 
Gen, and VRay&lt;/span&gt;&lt;/h2&gt;&lt;div align=&quot;left&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;In this quick and easy tutorial, we 
will use 3ds Max, VRay, and a free plugin called GW:Ivy to create a 
highly detailed ivy covered tree stump scene.&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; ...</description>
			<content:encoded>&lt;div align=&quot;center&quot;&gt;&lt;div align=&quot;center&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;http://cgtuts.s3.amazonaws.com/136_IvyGen_Tree/tree_preview.jpg&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;div align=&quot;center&quot;&gt;&lt;h2&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;Create an Ivy Covered Tree Stump with 3ds Max, Ivy 
Gen, and VRay&lt;/span&gt;&lt;/h2&gt;&lt;div align=&quot;left&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;In this quick and easy tutorial, we 
will use 3ds Max, VRay, and a free plugin called GW:Ivy to create a 
highly detailed ivy covered tree stump scene.&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; $CUT$&lt;br&gt;&lt;br&gt;gw Ivy plugin 
v0.93b for 3Ds Max 2010 x86 x64 you can download &lt;/span&gt;&lt;a href=&quot;http://3dstudio.ucoz.ru/load/3d_max/gw_ivy_v0_93b_for_3ds_max_2010_x86_x64/2-1-0-75&quot;&gt;&lt;b&gt;HERE&lt;/b&gt;&lt;/a&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Source:&lt;/span&gt;&lt;a class=&quot;link&quot; href=&quot;http://cg.tutsplus.com/tutorials/autodesk-3ds-max/create-an-ivy-covered-tree-stump-with-3ds-max-ivy-gen-and-vray/&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;cg.tutsplus.com&lt;/a&gt;&lt;/b&gt;&lt;/i&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;div align=&quot;center&quot;&gt;&lt;object id=&quot;videoplayer1431&quot; type=&quot;application/x-shockwave-flash&quot; data=&quot;http://www.extrox.com/player/uppod.swf&quot; height=&quot;394&quot; width=&quot;700&quot;&gt;&lt;param name=&quot;bgcolor&quot; value=&quot;#393939&quot;&gt;&lt;param name=&quot;allowFullScreen&quot; value=&quot;true&quot;&gt;&lt;param name=&quot;allowScriptAccess&quot; value=&quot;always&quot;&gt;&lt;param name=&quot;movie&quot; value=&quot;http://www.extrox.com/player/uppod.swf&quot;&gt;&lt;param name=&quot;flashvars&quot; value=&quot;comment=http://extrox.com/&amp;amp;st=http://www.extrox.com/player/styles/video30-929.txt&amp;amp;file=http://a38.video2.blip.tv/6080003596239/Cgtuts-CreateAnIvyCoveredTreeStumpWith3dsMaxIvyGenAndVRay525.flv&quot;&gt;&lt;/object&gt;&lt;/div&gt;&lt;/div&gt;</content:encoded>
			<link>https://3dstudio.ucoz.ru/news/create_an_ivy_covered_tree_stump_with_3ds_max_ivy_gen_and_vray/2010-03-16-100</link>
			<category>Tutorial</category>
			<dc:creator>defaultNick</dc:creator>
			<guid>https://3dstudio.ucoz.ru/news/create_an_ivy_covered_tree_stump_with_3ds_max_ivy_gen_and_vray/2010-03-16-100</guid>
			<pubDate>Tue, 16 Mar 2010 08:37:57 GMT</pubDate>
		</item>
		<item>
			<title>Brink - Official Trailer</title>
			<description>&lt;div align=&quot;center&quot;&gt;&lt;div align=&quot;center&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;http://3dstudio.ucoz.ru/Photo-Textures/124601.png.jpg&quot;&gt;&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;br&gt;&lt;div align=&quot;left&quot;&gt;&lt;font color=&quot;#dcdcdc&quot;&gt;Check out the official trailer for Brink. For more 
information on the game, &lt;/font&gt;...</description>
			<content:encoded>&lt;div align=&quot;center&quot;&gt;&lt;div align=&quot;center&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;http://3dstudio.ucoz.ru/Photo-Textures/124601.png.jpg&quot;&gt;&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;br&gt;&lt;div align=&quot;left&quot;&gt;&lt;font color=&quot;#dcdcdc&quot;&gt;Check out the official trailer for Brink. For more 
information on the game, &lt;/font&gt;$CUT$&lt;font color=&quot;#dcdcdc&quot;&gt;visit &lt;/font&gt;&lt;a target=&quot;_blank&quot; href=&quot;http://brinkthegame.com/&quot;&gt;BrinkTheGame.com&lt;/a&gt;.&lt;br&gt;&lt;/div&gt;&lt;/div&gt;&lt;p&gt;&lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;div align=&quot;center&quot;&gt;&lt;object height=&quot;340&quot; width=&quot;560&quot;&gt;&lt;param name=&quot;movie&quot; value=&quot;http://www.youtube.com/v/oMmoJZ43Lkk?fs=1&amp;amp;hl=ru_RU&amp;amp;rel=0&quot;&gt;&lt;param name=&quot;allowFullScreen&quot; value=&quot;true&quot;&gt;&lt;param name=&quot;allowscriptaccess&quot; value=&quot;always&quot;&gt;&lt;embed src=&quot;http://www.youtube.com/v/oMmoJZ43Lkk?fs=1&amp;amp;hl=ru_RU&amp;amp;rel=0&quot; type=&quot;application/x-shockwave-flash&quot; allowscriptaccess=&quot;always&quot; allowfullscreen=&quot;true&quot; height=&quot;340&quot; width=&quot;560&quot;&gt;&lt;/object&gt;&lt;br&gt;&lt;/div&gt;&lt;/div&gt;&lt;p&gt;&lt;font color=&quot;#dcdcdc&quot;&gt;&lt;b&gt;FEATURES&lt;/b&gt;&lt;/font&gt;&lt;/p&gt;&lt;p&gt;&lt;font color=&quot;#dcdcdc&quot;&gt; Brink is an immersive first-person shooter 
that blends single-player, co-op, and multiplayer gameplay into one 
seamless experience, allowing you to develop your character whether 
playing alone, with your friends, or against others online. You decide 
the combat role you want to assume in the world of Brink as you fight to
 save yourself and mankind&apos;s last refuge. Brink offers a compelling mix 
of dynamic battlefields, extensive customization options, and an 
innovative control system that will keep you coming back for more. &lt;/font&gt;&lt;/p&gt;&lt;p&gt;&lt;font color=&quot;#dcdcdc&quot;&gt;&lt;b&gt;Not Just Another Hero&lt;/b&gt;&lt;/font&gt;&lt;/p&gt;&lt;p&gt;&lt;font color=&quot;#dcdcdc&quot;&gt; Brink&apos;s advanced player 
customization offers a near-endless combination of looks for your 
character - allowing for the appearance of your character to be truly 
unique. As you progress through the game and acquire more experience, 
you&apos;ll have even more opportunities for customization. &lt;/font&gt;&lt;/p&gt;&lt;p&gt;&lt;font color=&quot;#dcdcdc&quot;&gt;&lt;b&gt;Two 
Sides to Every Story&lt;/b&gt;&lt;/font&gt;&lt;/p&gt;&lt;p&gt;&lt;font color=&quot;#dcdcdc&quot;&gt; Choose to fight through two complete 
story campaigns as either a member of the Resistance or Security. 
Experience these campaigns solo, co-operatively, or competively - it&apos;s 
your choice. &lt;/font&gt;&lt;/p&gt;&lt;p&gt;&lt;font color=&quot;#dcdcdc&quot;&gt;&lt;b&gt;Blurring the Lines&lt;/b&gt;&lt;/font&gt;&lt;/p&gt;&lt;p&gt;&lt;font color=&quot;#dcdcdc&quot;&gt; Take your unique 
character online at any time you choose. Brink allows you to seamlessly 
move between single player, co-op with friends, and intense multiplayer 
action. Multiplayer takes the story online where you can play with up to
 seven other people (or AI characters) cooperatively as you take on the 
opposing faction or with up to 16 players competitively. &lt;/font&gt;&lt;/p&gt;&lt;p&gt;&lt;font color=&quot;#dcdcdc&quot;&gt;&lt;b&gt;Play
 SMART&lt;/b&gt;&lt;/font&gt;&lt;/p&gt;&lt;p&gt;&lt;font color=&quot;#dcdcdc&quot;&gt; Brink uses the familiar shooter controls that you&apos;re 
used to and adds a new feature: the SMART button. When you hold down the
 SMART button, the game dynamically evaluates where you&apos;re trying to get
 to, and makes it happen. Whether you&apos;re a seasoned FPS veteran or 
someone just getting started, you&apos;ll be able to make more intelligent 
decisions during the fast-paced action with SMART. &lt;/font&gt;&lt;/p&gt;&lt;p&gt;&lt;font color=&quot;#dcdcdc&quot;&gt;&lt;b&gt;Context-Sensitive
 Goals and Rewards&lt;/b&gt;&lt;/font&gt;&lt;/p&gt;&lt;p&gt;&lt;font color=&quot;#dcdcdc&quot;&gt; Objectives, communications, missions, and
 inventory selection are all dynamically generated based on your role, 
your condition, your location, your squad-mates, and the overall status 
of the battle in all gameplay modes. You&apos;ll always know exactly where to
 go, what to do when you get there, and what your reward will be for 
success. &lt;/font&gt;&lt;/p&gt;&lt;p&gt;&lt;i&gt;&lt;b&gt;&lt;font color=&quot;#dcdcdc&quot;&gt;More info here:&lt;/font&gt;&lt;a class=&quot;link&quot; href=&quot;http://brinkthegame.com/&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;www.brinkthegame.com&lt;/a&gt;&lt;/b&gt;&lt;/i&gt;&lt;/p&gt;&lt;p&gt;&lt;i&gt;&lt;b&gt;&lt;a class=&quot;link&quot; href=&quot;http://brinkthegame.com/&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;&lt;br&gt;&lt;/a&gt;&lt;/b&gt;&lt;/i&gt;&lt;/p&gt;&lt;/div&gt;</content:encoded>
			<link>https://3dstudio.ucoz.ru/news/brink_official_trailer/2010-03-15-99</link>
			<category>News</category>
			<dc:creator>defaultNick</dc:creator>
			<guid>https://3dstudio.ucoz.ru/news/brink_official_trailer/2010-03-15-99</guid>
			<pubDate>Mon, 15 Mar 2010 08:18:36 GMT</pubDate>
		</item>
		<item>
			<title>Autodesk® 3ds Max® 2011 New Features</title>
			<description>&lt;div align=&quot;center&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;https://3dstudio.ucoz.ru/Foto/Max2011.jpg&quot;&gt;&lt;span style=&quot;font-family: Tahoma; font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;br&gt;An industry-standard 3D modeling, animation, rendering, and visual effects solution used to produce award-winning games, film, and video content.&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; ...</description>
			<content:encoded>&lt;div align=&quot;center&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;https://3dstudio.ucoz.ru/Foto/Max2011.jpg&quot;&gt;&lt;span style=&quot;font-family: Tahoma; font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;br&gt;An industry-standard 3D modeling, animation, rendering, and visual effects solution used to produce award-winning games, film, and video content.&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; $CUT$&lt;/span&gt;&lt;br&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;&lt;div align=&quot;center&quot;&gt;&lt;h3&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Autodesk&amp;reg; 3ds Max&amp;reg; 2011 3D modeling, animation, rendering software includes the following new and enhanced features: &lt;/span&gt;&lt;/h3&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Slate, a new node-based material editor, enables you to more easily visualize and edit material component relationships.&lt;br&gt;&lt;/span&gt;&lt;br&gt; &lt;p align=&quot;center&quot;&gt; &lt;object id=&quot;videoplayer1431&quot; type=&quot;application/x-shockwave-flash&quot; data=&quot;http://www.extrox.com/player/uppod.swf&quot; height=&quot;394&quot; width=&quot;700&quot;&gt;&lt;param name=&quot;bgcolor&quot; value=&quot;#393939&quot;&gt;&lt;param name=&quot;allowFullScreen&quot; value=&quot;true&quot;&gt;&lt;param name=&quot;allowScriptAccess&quot; value=&quot;always&quot;&gt;&lt;param name=&quot;movie&quot; value=&quot;http://www.extrox.com/player/uppod.swf&quot;&gt;&lt;param name=&quot;flashvars&quot; value=&quot;comment=http://extrox.com/&amp;amp;st=http://www.extrox.com/player/styles/video30-929.txt&amp;amp;file=http://209.216.55.247/~www/gdc10//3dsMax2011_NFV_ModelingTexturingEnhancements_ObjectPaint.flv&quot;&gt;&lt;/object&gt; &lt;/p&gt;&lt;p&gt; &lt;br&gt;&lt;br&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Quicksilver hardware renderer enables you to create high-fidelity &lt;br&gt; pre-visualizations, animatics, and games-related marketing materials in &lt;br&gt; less time.&lt;br&gt;&lt;br&gt;Graphite modeling and Viewport Canvas tools help accelerate modeling and texturing tasks. &lt;/span&gt;&lt;br&gt; &lt;/p&gt;&lt;p&gt; &lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&lt;object id=&quot;videoplayer1431&quot; type=&quot;application/x-shockwave-flash&quot; data=&quot;http://www.extrox.com/player/uppod.swf&quot; height=&quot;394&quot; width=&quot;700&quot;&gt;&lt;param name=&quot;bgcolor&quot; value=&quot;#393939&quot;&gt;&lt;param name=&quot;allowFullScreen&quot; value=&quot;true&quot;&gt;&lt;param name=&quot;allowScriptAccess&quot; value=&quot;always&quot;&gt;&lt;param name=&quot;movie&quot; value=&quot;http://www.extrox.com/player/uppod.swf&quot;&gt;&lt;param name=&quot;flashvars&quot; value=&quot;comment=http://extrox.com/&amp;amp;st=http://www.extrox.com/player/styles/video30-929.txt&amp;amp;file=http://209.216.55.247/~www/gdc10//3dsMax2011_NFV_ModelingTexturingEnhancements_ObjectPaint.flv&quot;&gt;&lt;/object&gt;&lt;/div&gt; &lt;p&gt; &lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&lt;object id=&quot;videoplayer1431&quot; type=&quot;application/x-shockwave-flash&quot; data=&quot;http://www.extrox.com/player/uppod.swf&quot; height=&quot;394&quot; width=&quot;700&quot;&gt;&lt;param name=&quot;bgcolor&quot; value=&quot;#393939&quot;&gt;&lt;param name=&quot;allowFullScreen&quot; value=&quot;true&quot;&gt;&lt;param name=&quot;allowScriptAccess&quot; value=&quot;always&quot;&gt;&lt;param name=&quot;movie&quot; value=&quot;http://www.extrox.com/player/uppod.swf&quot;&gt;&lt;param name=&quot;flashvars&quot; value=&quot;comment=http://extrox.com/&amp;amp;st=http://www.extrox.com/player/styles/video30-929.txt&amp;amp;file=http://209.216.55.247/~www/gdc10/3dsMax2011_NFV_ModelingTexturingEnhancements_VPCanvas.flv&quot;&gt;&lt;/object&gt;&lt;/div&gt; &lt;p&gt; &lt;br&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;br&gt;The
new 3ds Max Composite feature offers high-performance, HDR-capable
compositing tools and is based on technology from Autodesk&amp;reg; Toxik&amp;reg;
software.&lt;/span&gt;&lt;br&gt; &lt;/p&gt;&lt;p&gt; &lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&lt;object id=&quot;videoplayer1431&quot; type=&quot;application/x-shockwave-flash&quot; data=&quot;http://www.extrox.com/player/uppod.swf&quot; height=&quot;394&quot; width=&quot;700&quot;&gt;&lt;param name=&quot;bgcolor&quot; value=&quot;#393939&quot;&gt;&lt;param name=&quot;allowFullScreen&quot; value=&quot;true&quot;&gt;&lt;param name=&quot;allowScriptAccess&quot; value=&quot;always&quot;&gt;&lt;param name=&quot;movie&quot; value=&quot;http://www.extrox.com/player/uppod.swf&quot;&gt;&lt;param name=&quot;flashvars&quot; value=&quot;comment=http://extrox.com/&amp;amp;st=http://www.extrox.com/player/styles/video30-929.txt&amp;amp;file=http://209.216.55.247/~www/gdc10/3dsMax2011_NFV_composite_1.flv&quot;&gt;&lt;/object&gt;&lt;/div&gt; &lt;p&gt; &lt;br&gt;&lt;br&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;3ds Max 2010-compatible format enables you to save scene files to help manage the transition to 3ds Max 2011.&lt;/span&gt;&lt;/p&gt; &lt;p&gt; &lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&lt;object id=&quot;videoplayer1431&quot; type=&quot;application/x-shockwave-flash&quot; data=&quot;http://www.extrox.com/player/uppod.swf&quot; height=&quot;394&quot; width=&quot;700&quot;&gt;&lt;param name=&quot;bgcolor&quot; value=&quot;#393939&quot;&gt;&lt;param name=&quot;allowFullScreen&quot; value=&quot;true&quot;&gt;&lt;param name=&quot;allowScriptAccess&quot; value=&quot;always&quot;&gt;&lt;param name=&quot;movie&quot; value=&quot;http://www.extrox.com/player/uppod.swf&quot;&gt;&lt;param name=&quot;flashvars&quot; value=&quot;comment=http://extrox.com/&amp;amp;st=http://www.extrox.com/player/styles/video30-929.txt&amp;amp;file=http://209.216.55.247/~www/gdc10/3dsMax2011_NFV_UI%20enhancements_part1_Caddy-Snaps-Select.flv&quot;&gt;&lt;/object&gt;&lt;/div&gt; &lt;p&gt; &lt;/p&gt;&lt;object id=&quot;videoplayer1431&quot; type=&quot;application/x-shockwave-flash&quot; data=&quot;http://www.extrox.com/player/uppod.swf&quot; height=&quot;394&quot; width=&quot;700&quot;&gt;&lt;param name=&quot;bgcolor&quot; value=&quot;#393939&quot;&gt;&lt;param name=&quot;allowFullScreen&quot; value=&quot;true&quot;&gt;&lt;param name=&quot;allowScriptAccess&quot; value=&quot;always&quot;&gt;&lt;param name=&quot;movie&quot; value=&quot;http://www.extrox.com/player/uppod.swf&quot;&gt;&lt;param name=&quot;flashvars&quot; value=&quot;comment=http://extrox.com/&amp;amp;st=http://www.extrox.com/player/styles/video30-929.txt&amp;amp;file=http://209.216.55.247/~www/gdc10/3dsMax2011_NFV_UI%20enhancements_part2_RibbonCust.flv&quot;&gt;&lt;/object&gt;&lt;br&gt;&lt;br&gt;&lt;h1&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Detailed 3ds Max&lt;sup&gt;&amp;reg;&lt;/sup&gt; Features
 &lt;/span&gt;&lt;/h1&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Autodesk&amp;reg;
3ds Max&amp;reg; 2011 software offers compelling new techniques for creating
and texturing models, animating characters, and producing high-quality
images. Incorporating tools that accelerate everyday workflows, 3ds Max
2011 software helps significantly increase productivity for both
individuals and collaborating teams working on games, visual effects,
and television productions. Artists can focus on creativity, and have
the freedom to iteratively refine their work to maximize the quality of
their final output in the least amount of time.&lt;br&gt;&lt;br&gt;&lt;/span&gt;&lt;h3&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;
 Slate Material Editor
 &lt;/span&gt;&lt;/h3&gt;
 &lt;p&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;
Easily visualize and edit material component relationships with Slate,
a new node-based material editor that helps significantly improve
workflow and productivity for artists creating and editing complex
material networks.&amp;nbsp;&lt;/span&gt;&lt;/p&gt;&lt;p align=&quot;center&quot;&gt;&lt;a target=&quot;_blank&quot; href=&quot;http://i40.tinypic.com/2h4kfo9.jpg&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;http://i39.tinypic.com/6pxape.jpg&quot;&gt;&lt;/a&gt;&lt;br&gt;&lt;/p&gt;&lt;h3&gt;
 &lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Quicksilver Hardware Renderer
 &lt;/span&gt;&lt;/h3&gt;
 &lt;p&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;
Create high-fidelity pre-visualizations, animatics, and games-related
marketing materials in less time with Quicksilver, an innovative new
hardware renderer that helps produce high-quality images at incredible
speeds. This new multi-threaded rendering engine utilizes both the CPU
and the GPU. &lt;/span&gt;&lt;br&gt;&lt;/p&gt;&lt;p align=&quot;center&quot;&gt;&lt;a target=&quot;_blank&quot; href=&quot;http://i40.tinypic.com/300goiu.jpg&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;http://i43.tinypic.com/166lkj5.jpg&quot;&gt;&lt;/a&gt;&lt;br&gt;&lt;/p&gt;&lt;h3&gt;
 &lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Local Edits to Containers
 &lt;/span&gt;&lt;/h3&gt;
 &lt;p&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;
Collaborate more efficiently with significantly enhanced workflows for
Containers that enable users to layer local edits non-destructively on
top of referenced content allowing artists to meet tight deadlines by
working in parallel. &lt;/span&gt;&lt;br&gt;&lt;/p&gt;&lt;p align=&quot;center&quot;&gt;&lt;a target=&quot;_blank&quot; href=&quot;http://i43.tinypic.com/21erc3l.jpg&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;http://i44.tinypic.com/17bgwp.jpg&quot;&gt;&lt;/a&gt;&lt;br&gt;&lt;/p&gt;&lt;h3&gt;
 &lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Modeling and Texturing Enhancements
 &lt;/span&gt;&lt;/h3&gt;
 &lt;p&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;
Accelerate modeling and texturing tasks with new tools that extend the
Graphite modeling and Viewport Canvas toolsets: a revised toolset for
3D painting and editing textures within the viewport; the ability to
paint with object brushes to create geometry within a scene; a new
brush interface for editing UVW coordinates; and an interactive tool
for extending edge loops. &lt;/span&gt;&lt;br&gt;&lt;/p&gt;&lt;p align=&quot;center&quot;&gt;&lt;a target=&quot;_blank&quot; href=&quot;http://i40.tinypic.com/24lo96q.jpg&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;http://i44.tinypic.com/1zn1ueg.jpg&quot;&gt;&lt;/a&gt;&lt;br&gt;&lt;/p&gt;&lt;h3&gt;
 &lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Viewport Display of 3ds Max Materials
 &lt;/span&gt;&lt;/h3&gt;
 &lt;p&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;
Develop and refine scenes in a high-fidelity interactive display
environment—without the constant need to re-render— with the new
ability to view most 3ds Max texture maps and materials in the
viewport. &lt;/span&gt;&lt;br&gt;&lt;/p&gt;&lt;p align=&quot;center&quot;&gt;&lt;a target=&quot;_blank&quot; href=&quot;http://i42.tinypic.com/35bsh2w.jpg&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;http://i41.tinypic.com/a49cg.jpg&quot;&gt;&lt;/a&gt;&lt;br&gt;&lt;/p&gt;&lt;h3&gt;
 &lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;3ds Max Composite
 &lt;/span&gt;&lt;/h3&gt;
 &lt;p&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;
Enhance rendered passes and incorporate them into live action footage
with 3ds Max Composite: a fully-featured, high-performance, HDR-capable
compositor, based on technology from Autodesk&lt;sup&gt;&amp;reg;&lt;/sup&gt; Toxik&lt;sup&gt;&amp;reg;&lt;/sup&gt; software. &lt;/span&gt;&lt;br&gt;&lt;/p&gt;&lt;p align=&quot;center&quot;&gt;&lt;a target=&quot;_blank&quot; href=&quot;http://i42.tinypic.com/14l599d.jpg&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;http://i42.tinypic.com/iefplk.jpg&quot;&gt;&lt;/a&gt;&lt;br&gt;&lt;/p&gt;&lt;h3&gt;
 &lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;In-Context Direct Manipulation UI
 &lt;/span&gt;&lt;/h3&gt;
 &lt;p&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;
Save time when modeling and maintain focus on the creative task at hand
with a new in-context user interface (UI) for polygon modeling tools
that eliminates unnecessary mouse movement away from the model.
Modelers can interactively manipulate properties, enter values directly
at the point of interest in the viewport, and preview results prior to
committing changes. &lt;/span&gt;&lt;br&gt;&lt;/p&gt;&lt;p align=&quot;center&quot;&gt;&lt;a target=&quot;_blank&quot; href=&quot;http://i41.tinypic.com/142ab29.jpg&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;http://i39.tinypic.com/du2jb.jpg&quot;&gt;&lt;/a&gt;&lt;br&gt;&lt;/p&gt;&lt;h3&gt;
 &lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;CAT Integration
 &lt;/span&gt;&lt;/h3&gt;
 &lt;p&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;
More easily create and manage characters, and layer, load, save, remap,
and mirror animations with the Character Animation Toolkit (CAT). Now
fully integrated into 3ds Max, CAT provides an out-of-the-box advanced
rigging and animation system. &lt;/span&gt;&lt;br&gt;&lt;/p&gt;&lt;p align=&quot;center&quot;&gt;&lt;a target=&quot;_blank&quot; href=&quot;http://i43.tinypic.com/2niz91j.jpg&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;http://i44.tinypic.com/nyvjap.jpg&quot;&gt;&lt;/a&gt;&lt;br&gt;&lt;/p&gt;&lt;div class=&quot;box boxNobg pb50&quot;&gt;
 &lt;h3&gt;
 &lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;UI Customization
 &lt;/span&gt;&lt;/h3&gt;
 &lt;p&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;
Maximize the usable workspace and focus on the features that matter
most for specialized workflows with customizable UI layouts. Create and
store personalized UI configurations that include frequently-used
action items and macro scripts, and toggle the display of these
configurations with the touch of a hotkey or button. &lt;br&gt;&lt;/span&gt;&lt;/p&gt;
 &lt;/div&gt;&lt;h1&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;
 System Requirements
 &lt;/span&gt;&lt;/h1&gt;
 
 &lt;p class=&quot;system&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;
To run software at an optimal level, your computer hardware
configuration will have to meet the minimal list of requirements. See
this list of qualified hardware and systems requirements that are
necessary to run your software application. &lt;br&gt;&lt;/span&gt;&lt;/p&gt;&lt;div class=&quot;box&quot;&gt;
 &lt;h2&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;
 Software
 &lt;/span&gt;&lt;/h2&gt;
 &lt;h3&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;
 The 32-bit version of Autodesk&lt;sup&gt;&amp;reg;&lt;/sup&gt; 3ds Max&lt;sup&gt;&amp;reg;&lt;/sup&gt; 2011 software is supported by any of the operating systems: &lt;sup&gt;1&lt;/sup&gt;&lt;/span&gt;
 &lt;/h3&gt;
 &lt;p class=&quot;win&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;
 Microsoft&lt;sup&gt;&amp;reg;&lt;/sup&gt; Windows&lt;sup&gt;&amp;reg;&lt;/sup&gt; 7 Professional operating system&lt;br&gt;
 Microsoft&lt;sup&gt;&amp;reg;&lt;/sup&gt; Windows&lt;sup&gt;&amp;reg;&lt;/sup&gt; Vista Business (SP2 or higher)&lt;br&gt;
 Microsoft&lt;sup&gt;&amp;reg;&lt;/sup&gt; Windows&lt;sup&gt;&amp;reg;&lt;/sup&gt; XP Professional (SP2 or higher)&lt;br&gt;
 Microsoft&lt;sup&gt;&amp;reg;&lt;/sup&gt; Internet Explorer&lt;sup&gt;&amp;reg;&lt;/sup&gt; 7.0 internet browser or higher&lt;br&gt;
 Mozilla&lt;sup&gt;&amp;reg;&lt;/sup&gt; Firefox&lt;sup&gt;&amp;reg;&lt;/sup&gt; 2.0 web browser or higher
 &lt;/span&gt;&lt;/p&gt;
 &lt;h3&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;
 The 64-bit version of 3ds Max 2011 software is supported by any of the operating systems: &lt;sup&gt;1&lt;/sup&gt;&lt;/span&gt;
 &lt;/h3&gt;
 &lt;p class=&quot;win&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;
 Microsoft&lt;sup&gt;&amp;reg;&lt;/sup&gt; Windows&lt;sup&gt;&amp;reg;&lt;/sup&gt; XP Professional x64 operating system (SP2 or higher)&lt;br&gt;
 Microsoft&lt;sup&gt;&amp;reg;&lt;/sup&gt; Windows Vista&lt;sup&gt;&amp;reg;&lt;/sup&gt; Business x64 operating system (SP2 or higher)&lt;br&gt;
 Microsoft&lt;sup&gt;&amp;reg;&lt;/sup&gt; Windows&lt;sup&gt;&amp;reg;&lt;/sup&gt; 7 Professional x64 operating system&lt;br&gt;
 Microsoft&lt;sup&gt;&amp;reg;&lt;/sup&gt; Internet Explorer&lt;sup&gt;&amp;reg;&lt;/sup&gt; 7.0 internet browser or higher&lt;br&gt;
 Mozilla&lt;sup&gt;&amp;reg;&lt;/sup&gt; Firefox&lt;sup&gt;&amp;reg;&lt;/sup&gt; 2.0 web browser or higher
 &lt;/span&gt;&lt;/p&gt;
 &lt;/div&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;a name=&quot;hw&quot; id=&quot;hw&quot;&gt;&lt;/a&gt;&lt;/span&gt;
 &lt;div class=&quot;box&quot;&gt;
 &lt;h2&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;
 Hardware
 &lt;/span&gt;&lt;/h2&gt;
 &lt;p&gt;
 &lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;strong&gt;General animation and rendering (typically fewer than 1,000 objects or 100,000 polygons):&lt;/strong&gt;&lt;/span&gt;
 &lt;/p&gt;
 &lt;p&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;
 At a minimum, the &lt;strong&gt;32-bit&lt;/strong&gt; version of 3ds Max 2011 software requires a system with the following hardware:
 &lt;/span&gt;&lt;/p&gt;
 &lt;ul&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Intel&lt;sup&gt;&amp;reg;&lt;/sup&gt; Pentium&lt;sup&gt;&amp;reg;&lt;/sup&gt; 4&amp;nbsp;1.4 GHz or equivalent AMD&lt;sup&gt;&amp;reg;&lt;/sup&gt; processor with SSE2 technology &lt;sup&gt;2&lt;/sup&gt;&lt;/span&gt;
 &lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;2 GB RAM (4 GB recommended)
 &lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;2 GB swap space (4 GB recommended) &lt;sup&gt;3&lt;/sup&gt;&lt;/span&gt;
 &lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Direct3D&lt;sup&gt;&amp;reg;&lt;/sup&gt; 10 technology, Direct3D 9, or OpenGL-capable graphics card &lt;sup&gt;4&lt;/sup&gt;&lt;/span&gt;
 &lt;ul&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;256 MB or higher video card memory
 &lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;1 GB or higher recommended
 &lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;
 &lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Three-button mouse with mouse driver software
 &lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;3 GB free hard drive space
 &lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;DVD-ROM drive &lt;sup&gt;5&lt;/sup&gt;&lt;/span&gt;
 &lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Internet connection for web downloads and Subscription-aware access
 &lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;3ds Max Composite media cache hard drive requirements:
 &lt;/span&gt;&lt;ul&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;10 GB minimum, 200 GB recommended
 &lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;HDD: IDE, SATA, SATA 2, SAS, SCSI
 &lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;
 &lt;/li&gt;&lt;/ul&gt;
 &lt;p&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;
 At a minimum, the &lt;strong&gt;64-bit&lt;/strong&gt; version of 3ds Max 2011 software requires a system with the following hardware:
 &lt;/span&gt;&lt;/p&gt;
 &lt;ul&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Intel&lt;sup&gt;&amp;reg;&lt;/sup&gt; 64 or AMD64 processor with SSE2 technology &lt;sup&gt;2&lt;/sup&gt;&lt;/span&gt;
 &lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;4 GB RAM (8 GB recommended)
 &lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;4 GB swap space (8 GB recommended) &lt;sup&gt;3&lt;/sup&gt;&lt;/span&gt;
 &lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Direct3D&lt;sup&gt;&amp;reg;&lt;/sup&gt; 10 technology, Direct3D 9, or OpenGL-capable graphics card &lt;sup&gt;4&lt;/sup&gt;&lt;/span&gt;
 &lt;ul&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;256 MB or higher video card memory
 &lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;1 GB or higher recommended
 &lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;
 &lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Three-button mouse with mouse driver software
 &lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;3 GB free hard drive space
 &lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;DVD-ROM drive &lt;sup&gt;5&lt;/sup&gt;&lt;/span&gt;
 &lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Internet connection for web downloads and Subscription-aware access
 &lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;3ds Max Composite media cache hard drive requirements:
 &lt;/span&gt;&lt;ul&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;10 GB minimum, 200 GB recommended
 &lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;HDD: IDE, SATA, SATA 2, SAS, SCSI
 &lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;
 &lt;/li&gt;&lt;/ul&gt;
 &lt;p&gt;
 &lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;strong&gt;Large scenes and complex data sets (typically more than 1,000 objects or 100,000 polygons):&lt;/strong&gt;&lt;/span&gt;
 &lt;/p&gt;
 &lt;p&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;
 Recommended, the &lt;strong&gt;64-bit&lt;/strong&gt; version of 3ds Max 2011 software requires a system with the following hardware:
 &lt;/span&gt;&lt;/p&gt;
 &lt;ul&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Intel&lt;sup&gt;&amp;reg;&lt;/sup&gt; 64 or AMD64 processor with SSE2 technology &lt;sup&gt;2&lt;/sup&gt;&lt;/span&gt;
 &lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;8 GB RAM
 &lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;8 GB swap space &lt;sup&gt;2&lt;/sup&gt;&lt;/span&gt;
 &lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Direct3D 10, Direct3D 9, or OpenGL-capable graphics card &lt;sup&gt;4&lt;/sup&gt;&lt;/span&gt;
 &lt;ul&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;1 GB or higher video card memory
 &lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;
 &lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Three-button mouse with mouse driver software
 &lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;3 GB free hard drive space
 &lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;DVD-ROM drive &lt;sup&gt;5&lt;/sup&gt;&lt;/span&gt;
 &lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Internet connection for web downloads and Subscription-aware access
 &lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;3ds Max Composite media cache hard drive requirements:
 &lt;/span&gt;&lt;ul&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;10 GB minimum, 200 GB recommended
 &lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;HDD: IDE, SATA, SATA 2, SAS, SCSI
 &lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;
 &lt;/li&gt;&lt;/ul&gt;
 &lt;/div&gt;
 
 
 &lt;h5&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;
 Explanations for software and hardware:
 &lt;/span&gt;&lt;/h5&gt;
 &lt;p&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;
 1&lt;br&gt;
 The 3ds Max Composite feature requires one of the following 32-bit or 64-bit operating systems:&lt;br&gt;
 - Microsoft&amp;reg; Windows&amp;reg; XP Professional (SP2 or higher)&lt;br&gt;
 - Microsoft&amp;reg; Windows&amp;reg; XP Professional x64 (SP2 or higher)&lt;br&gt;
 - Microsoft&amp;reg; Windows&amp;reg; 7 Professional x64
 &lt;/span&gt;&lt;/p&gt;
 &lt;p&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;
 2&lt;br&gt;
Autodesk 3ds Max 2011 has been optimized to take advantage of the SSE2
extended instruction sets supported on Intel&lt;sup&gt;&amp;reg;&lt;/sup&gt; Pentium&lt;sup&gt;&amp;reg;&lt;/sup&gt; 4 or higher, AMD
 Athlon&lt;sup&gt;™&lt;/sup&gt; 64, AMD Opteron&lt;sup&gt;™&lt;/sup&gt;, AMD Phenom&lt;sup&gt;™&lt;/sup&gt; processors. 3ds Max 2011 will not operate on computers that do not support SSE2. Several utilities are
 available on the Internet that report CPUID, including supported instructions sets. &lt;br&gt;&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;br&gt;&lt;/span&gt;&lt;/p&gt;&lt;i&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Source:&lt;/span&gt; &lt;a target=&quot;_blank&quot; href=&quot;http://area.autodesk.com/&quot;&gt;area.autodesk.com&lt;/a&gt;&lt;/i&gt;&lt;/div&gt;</content:encoded>
			<link>https://3dstudio.ucoz.ru/news/autodesk_3ds_max_2011_new_features/2010-03-10-98</link>
			<category>News</category>
			<dc:creator>defaultNick</dc:creator>
			<guid>https://3dstudio.ucoz.ru/news/autodesk_3ds_max_2011_new_features/2010-03-10-98</guid>
			<pubDate>Wed, 10 Mar 2010 05:41:19 GMT</pubDate>
		</item>
		<item>
			<title>3ds Max 2011 Announced!</title>
			<description>&lt;div align=&quot;center&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;https://3dstudio.ucoz.ru/Foto/area.autodesk.com.jpg&quot;&gt;&lt;br&gt;&lt;/div&gt;&lt;div align=&quot;center&quot;&gt;&lt;p style=&quot;font-weight: bold; text-align: center;&quot;&gt;
 &lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;&lt;br&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style=&quot;font-weight: bold;&quot; align=&quot;center&quot;&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; 3ds Max 2011 Announced!
 &lt;/span&gt;&lt;/p&gt;
 &lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;We&apos;ve annouced 3ds Max 2011 at GDC and can now reveal the feature set (officially). We had a tough chore in topping the feature set for 3ds Max 2010, we hope we&apos;ve come close with this new...</description>
			<content:encoded>&lt;div align=&quot;center&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;https://3dstudio.ucoz.ru/Foto/area.autodesk.com.jpg&quot;&gt;&lt;br&gt;&lt;/div&gt;&lt;div align=&quot;center&quot;&gt;&lt;p style=&quot;font-weight: bold; text-align: center;&quot;&gt;
 &lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;&lt;br&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style=&quot;font-weight: bold;&quot; align=&quot;center&quot;&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; 3ds Max 2011 Announced!
 &lt;/span&gt;&lt;/p&gt;
 &lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;We&apos;ve annouced 3ds Max 2011 at GDC and can now reveal the feature set (officially). We had a tough chore in topping the feature set for 3ds Max 2010, we hope we&apos;ve come close with this new release. You&apos;ll find a mix of new features, XBR features and improvements to previous features. More details will be available March 25th, but here are more&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;br style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;br&gt;
 &lt;p&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;
vdieos/pictures on the Area:&amp;nbsp;&lt;a href=&quot;http://area.autodesk.com/3dsmax2011&quot;&gt;http://area.autodesk.com/3dsmax2011&lt;/a&gt;&lt;/span&gt;
 &lt;/p&gt;
 &lt;p&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;
3ds Max Design is not officially announced at this time, so we&apos;re
keeping the focus on 3ds Max and Entertainment uses right now.
Feature-wise, they are effectively the same (thought there is an added
benefit for 3ds Max Design subscription customers that will be
announced). &lt;/span&gt;&lt;/p&gt;
 
 &lt;h3&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;
 Key Features and Benefits
 &lt;/span&gt;&lt;/h3&gt;
 &lt;p&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;
Autodesk&amp;reg; 3ds Max&amp;reg; 2011 software offers compelling new techniques for
creating and texturing models, animating characters, and producing
high-quality images. Incorporating tools that accelerate everyday
workflows, 3ds Max 2011 software helps significantly increase
productivity for both individuals and collaborating teams working on
games, visual effects, and television productions. Artists can focus on
creativity, and have the freedom to iteratively refine their work to
maximize the quality of their final output in the least amount of time.
&lt;/span&gt;&lt;/p&gt;
 &lt;h3&gt;
 &lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;br&gt;
 Top Features and Benefits
 &lt;/span&gt;&lt;/h3&gt;
 
 &lt;p&gt;
 &lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;strong&gt;Slate Material Editor&lt;br&gt;&lt;/strong&gt;Easily
visualize and edit material component relationships with Slate, a new
node-based material editor that helps significantly improve workflow
and productivity for artists creating and editing complex material
networks. The intuitive schematic framework is engineered to handle the
vast numbers of materials required by today’s demanding productions. &lt;/span&gt;&lt;/p&gt;
 &lt;div align=&quot;center&quot;&gt;
 &lt;strong&gt;&lt;a href=&quot;http://area.autodesk.com/userdata/fckdata/197/image/kenpimentel/3dsmax2011_Slate_1920x1080.png&quot;&gt;&lt;img src=&quot;http://area.autodesk.com/th.gen/?:760x0:/userdata/fckdata/197/image/kenpimentel/3dsmax2011_Slate_1920x1080.png&quot; alt=&quot;&quot; width=&quot;700&quot;&gt;&lt;/a&gt;&lt;/strong&gt;&lt;/div&gt;&lt;p&gt;
 &lt;/p&gt;
 &lt;p&gt;
 &lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;strong&gt;Quicksilver Hardware Renderer&lt;br&gt;&lt;/strong&gt;Create
high-fidelity pre-visualizations, animatics, and games-related
marketing materials in less time with Quicksilver, an innovative new
hardware renderer that helps produce high-quality images at incredible
speeds. This new multi-threaded rendering engine utilizes both the CPU
and the GPU, and supports alpha and z-buffer render elements;
depth-of-field; motion blur; dynamic reflections; area, photometric,
ambient occlusion, and indirect lighting effects along with precision
adaptive shadow maps; and the ability to render at larger-than-screen
resolutions. &lt;/span&gt;&lt;/p&gt;
 &lt;div align=&quot;center&quot;&gt;
 &lt;a href=&quot;http://area.autodesk.com/userdata/fckdata/197/image/kenpimentel/3dsmax2011_quicksilver-1920x1080.png&quot;&gt;&lt;img src=&quot;http://area.autodesk.com/th.gen/?:760x0:/userdata/fckdata/197/image/kenpimentel/3dsmax2011_quicksilver-1920x1080.png&quot; alt=&quot;&quot; width=&quot;700&quot;&gt;&lt;/a&gt;&lt;/div&gt;&lt;p&gt;
 &lt;/p&gt;
 &lt;p&gt;
 &lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;strong&gt;Local Edits to Containers&lt;br&gt;&lt;/strong&gt;Collaborate
more efficiently with significantly enhanced workflows for Containers
that enable users to layer local edits non-destructively on top of
referenced content. Meet tight deadlines by working in parallel: while
one user iteratively edits unlocked aspects of the container, another
can continue to refine the underlying data. Multiple users can
contribute changes to different elements of the same container at once,
while simultaneous edits to the same component are prevented.&lt;/span&gt;&lt;br&gt;
 &lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&lt;a href=&quot;http://area.autodesk.com/userdata/fckdata/197/image/kenpimentel/3dsmax2011_containers-1920x1080.png&quot;&gt;&lt;img src=&quot;http://area.autodesk.com/th.gen/?:760x0:/userdata/fckdata/197/image/kenpimentel/3dsmax2011_containers-1920x1080.png&quot; alt=&quot;&quot; width=&quot;700&quot;&gt;&lt;/a&gt;&lt;/div&gt;&lt;p&gt;
 &lt;/p&gt;
 &lt;p&gt;
 &lt;br&gt;
 &lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;strong&gt;Modeling and Texturing Enhancements&lt;br&gt;&lt;/strong&gt;Accelerate
modeling and texturing tasks with new tools that extend the Graphite
modeling and Viewport Canvas toolsets: a revised toolset for 3D
painting and editing textures within the viewport; the ability to paint
with object brushes to create geometry within a scene; a new brush
interface for editing UVW coordinates; and an interactive tool for
extending edge loops. &lt;/span&gt;&lt;/p&gt;
 &lt;div align=&quot;center&quot;&gt;
 &lt;a href=&quot;http://area.autodesk.com/userdata/fckdata/197/image/kenpimentel/3dsmax2011_VPCanvas-1920x1080.png&quot;&gt;&lt;img src=&quot;http://area.autodesk.com/th.gen/?:760x0:/userdata/fckdata/197/image/kenpimentel/3dsmax2011_VPCanvas-1920x1080.png&quot; alt=&quot;&quot; width=&quot;700&quot;&gt;&lt;/a&gt;&lt;/div&gt;&lt;p&gt;
 &lt;/p&gt;
 &lt;p&gt;
 &lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;strong&gt;Viewport Display of 3ds Max Materials&lt;/strong&gt;&lt;br&gt;
Develop and refine scenes in a high-fidelity interactive display
environment—without the constant need to re-render— with the new
ability to view most 3ds Max texture maps and materials in the
viewport. Modelers and animators can make interactive decisions in a
context that more closely matches the final output, helping reduce
errors and enhance the creative storytelling process. &lt;/span&gt;&lt;/p&gt;
 &lt;p&gt;
 &lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;strong&gt;3ds Max Composite&lt;br&gt;&lt;/strong&gt;Enhance
rendered passes and incorporate them into live action footage with 3ds
Max Composite: a fully-featured, high-performance, HDR-capable
compositor, based on technology from Autodesk&amp;reg; Toxik&amp;reg; software. The 3ds
Max Composite toolset incorporates keying, color correction, tracking,
camera mapping, raster and vector paint, spline-based warping, motion
blur, depth of field, and tools to support stereoscopic productions. &lt;/span&gt;&lt;/p&gt;
 &lt;p&gt;
 &lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;strong&gt;In-Context Direct Manipulation UI&lt;br&gt;&lt;/strong&gt;
Save time when modeling and maintain focus on the creative task at hand
with a new in-context user interface (UI) for polygon modeling tools
that eliminates unnecessary mouse movement away from the model.
Modelers can interactively manipulate properties, enter values directly
at the point of interest in the viewport, and preview results prior to
committing changes. &lt;/span&gt;&lt;/p&gt;
 &lt;p&gt;
 &lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;strong&gt;CAT Integration&lt;/strong&gt;&lt;br&gt;
More easily create and manage characters, and layer, load, save, remap,
and mirror animations with the Character Animation Toolkit (CAT). Now
fully integrated into 3ds Max, CAT provides an out-of-the-box advanced
rigging and animation system. With its approachable, flexible toolset,
animators can use default settings in CAT to help achieve high-quality
results in less time—or completely customize rigs to include arbitrary
morphology, embedded custom behaviors, and procedural controllers for
more demanding character set-ups. &lt;/span&gt;&lt;/p&gt;
 &lt;p&gt;
 &lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;strong&gt;Ribbon Customization&lt;/strong&gt;&lt;br&gt;
Maximize the usable workspace and focus on the features that matter
most for specialized workflows with customizable Ribbon layouts. Create
and store personalized UI configurations that include frequently-used
action items and macro scripts, and toggle the display of these
configurations with the touch of a hotkey or button. &lt;/span&gt;&lt;/p&gt;
 &lt;h3&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;
 Other New Features
 &lt;/span&gt;&lt;/h3&gt;
 &lt;p&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;
 Autodesk 3ds Max 2011 software also includes the following key features:
 &lt;/span&gt;&lt;/p&gt;
 &lt;p&gt;
 &lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;strong&gt;mental ray 2011&lt;br&gt;&lt;/strong&gt;The latest version of mental ray&amp;reg; renderer included with 3ds Max offers enhanced performance and stability.
 &lt;/span&gt;&lt;/p&gt;
 &lt;p&gt;
 &lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;strong&gt;Updated OpenEXR Image IO Plug-in&lt;br&gt;&lt;/strong&gt;An updated OpenEXR plug-in supports unlimited layers in one EXR file and automatically stores Render Elements and
 G-Buffer channels to EXR layers.
 &lt;/span&gt;&lt;/p&gt;
 &lt;p&gt;
 &lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;strong&gt;Save to Previous Release&lt;/strong&gt;&lt;br&gt;
Manage the transition to 3ds Max 2011 with the option to save scene
files in a format compatible with 3ds Max 2010. &lt;/span&gt;&lt;/p&gt;
 &lt;p&gt;
 &lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;strong&gt;Windows 7 Support&lt;/strong&gt;&lt;br&gt;
 3ds Max 2011 adds Windows&amp;reg; 7 operating system as a supported platform.
 &lt;/span&gt;&lt;/p&gt;
 &lt;p&gt;
 &lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;strong&gt;FBX File Link with Autodesk Revit&lt;/strong&gt;&lt;br&gt;
Receive and manage updates to a file imported from Autodesk&amp;reg; Revit&amp;reg;
Architecture software using the new FBX File Link. &lt;/span&gt;&lt;/p&gt;
 &lt;p&gt;
 &lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;strong&gt;Native Solids Import/Export&lt;br&gt;&lt;/strong&gt;Non-destructively transfer trimmed surfaces, solids models, and assemblies between 3ds Max and certain other CAD applications
 that support SAT files.
 &lt;/span&gt;&lt;/p&gt;
 &lt;p&gt;
 &lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;strong&gt;Autodesk Material Library&lt;br&gt;&lt;/strong&gt;Choose from up to 1,200 material templates, and more accurately exchange materials with other supporting Autodesk applications.
 &lt;/span&gt;&lt;/p&gt;
 &lt;p&gt;
 &lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;strong&gt;Google SketchUp Importer&lt;/strong&gt;&lt;br&gt;
 Efficiently import Google&amp;reg; SketchUp™ sketching software (SKP) version 6 and 7 files into 3ds Max.
 &lt;/span&gt;&lt;/p&gt;
 &lt;p&gt;
 &lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;strong&gt;Inventor Import Improvements&lt;/strong&gt;&lt;br&gt;
Import Autodesk&amp;reg; Inventor&amp;reg; software files into 3ds Max without the
requirement for Inventor to be installed on the same machine. Plus, get
better results when importing solids objects, materials, surfaces, and
composites. &lt;/span&gt;&lt;/p&gt;
 &lt;p&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt; For a complete
review of the new features and enhancements in Autodesk 3ds Max 2011,
view the &quot;What’s New” documentation on the 3ds Max family product
center at &lt;a href=&quot;http://www.autodesk.com/3dsmax-documentation&quot;&gt;www.autodesk.com/3dsmax-documentation&lt;/a&gt;. Note: this link won&apos;t point to the 2011 release until the release ships in April.
 &lt;/span&gt;&lt;/p&gt;
 &lt;p&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;
 NOTE: more feature videos and screen shots will be posted on March 25th
 &lt;/span&gt;&lt;/p&gt;
 &lt;h3&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;
 3ds Max 2011 Changes/Enhancements
 &lt;/span&gt;&lt;/h3&gt;
 &lt;p&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;
This is a more complete list of changes organized slightly differently.
It&apos;s important to understand that the 2011 release delivers on some
aspects of our XBR vision (as did 3ds Max 2010). XBR is being
implemented in a series of phases, and with 3ds Max 2011, we can say
that Phase 1 is complete. One down, two to go! &lt;/span&gt;&lt;/p&gt;
 &lt;ol&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;XBR Graphics
 &lt;/span&gt;&lt;ol&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;New Quicksilver hardware rendering using the GPU
 &lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Enhanced viewport material display (most 3ds Max legacy shaders were converted to metasl)
 &lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Improved MetaSL Shaders (performance and quality improvements in many areas)
 &lt;/span&gt;&lt;/li&gt;&lt;/ol&gt;
 &lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;XBR UI
 &lt;/span&gt;&lt;ol&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;New Slate Node-based Material Editor (with integrated metasl workflow)
 &lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Simplified material/map browsing
 &lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;New Caddy UI for faster modeling
 &lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Fully customizable ribbon
 &lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;New collapsible command panel
 &lt;/span&gt;&lt;/li&gt;&lt;/ol&gt;
 &lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Workflow
 &lt;/span&gt;&lt;ol&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;New Local Edits to Containers
 &lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;New object paint feature in Viewport Canvas
 &lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;New layered texture painting features in Viewport Canvas
 &lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;New 3ds Max Composite (based on Autodesk toxik technology)
 &lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;New mental ray 2011
 &lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Better snapping
 &lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Shift clicking selects loops or rings intelligently
 &lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;CTRL clicking only adds to the selection sets instead of toggling
 &lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Bitmap pager changes (user control of paging)
 &lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;New CAT character-animation toolset (with bug fixes and stability improvements)
 &lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;New FBX File Link for Revit files (with several import optimizations)
 &lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Dynamite VSP for civil visualization (3ds Max Design subscription customers only)
 &lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;New Autodesk Materials library and workflow (over 1,200 presets)
 &lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Native import of Inventor IPT/IAM files as solids
 &lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;SAT file import/export and solid-model support
 &lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Native SketchUp file import
 &lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Improved OpenEXR support
 &lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Enhanced SGI RGBA file support
 &lt;/span&gt;&lt;/li&gt;&lt;/ol&gt;
 &lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Misc:
 &lt;/span&gt;&lt;ol&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;New &quot;Save to 3ds Max/Design 2010”
 &lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;100% plug-in compatible with 3ds Max/Design 2010
 &lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Windows 7 Support
 &lt;/span&gt;&lt;/li&gt;&lt;/ol&gt;
 &lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;New Third-party tools:&amp;nbsp;&lt;br&gt;&lt;/span&gt;
 &lt;ol&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Craft Animation free tools
 &lt;/span&gt;&lt;ol&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;SoftMotionCam, ObserverCam,&amp;nbsp;MultiStateCam, HumanizerCam, PreRigged Models (4)
 &lt;/span&gt;&lt;/li&gt;&lt;/ol&gt;
 &lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Pixelactive Cityscape free tool for GIS import
 &lt;/span&gt;&lt;/li&gt;&lt;/ol&gt;
 &lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;New Content:
 &lt;/span&gt;&lt;ol&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;(10) Biped and (10) CAT rigged hires characters from aXYZ Design
 &lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;(60) low-poly, mix of trees and palms from Marlin Studios
 &lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;(25) high-quality vehicles from aXYZ Design
 &lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;(50) low-poly, vehicles from Cacheforce
 &lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;(70) pedestrian motion capture clips (male and female)
 &lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&quot;The Dark” animation (and related files) from NMTrix (http://www.youtube.com/watch?v=EUVMSZSvado)
 &lt;/span&gt;&lt;/li&gt;&lt;/ol&gt;
 &lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Unsupported features (not documented to work):
 &lt;/span&gt;&lt;ol&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Exposed mental ray string options for &quot;under-the-hood” manipulation of mental ray
 &lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Native import of Alias Design files (.WIRE) as surfaces
 &lt;/span&gt;&lt;/li&gt;&lt;/ol&gt;&lt;/li&gt;&lt;/ol&gt;&lt;br&gt;&lt;br&gt;&lt;div style=&quot;text-align: left;&quot;&gt;&lt;span style=&quot;font-style: italic;&quot;&gt;Source: &lt;a target=&quot;_blank&quot; href=&quot;http://area.autodesk.com/&quot;&gt;area.autodesk.com&lt;/a&gt;&lt;/span&gt;&lt;br&gt;&lt;/div&gt;&lt;/div&gt;</content:encoded>
			<link>https://3dstudio.ucoz.ru/news/3ds_max_2011_announced/2010-03-09-97</link>
			<category>News</category>
			<dc:creator>defaultNick</dc:creator>
			<guid>https://3dstudio.ucoz.ru/news/3ds_max_2011_announced/2010-03-09-97</guid>
			<pubDate>Tue, 09 Mar 2010 19:22:51 GMT</pubDate>
		</item>
		<item>
			<title>Making of Le Patisserie by Adriana Salinas</title>
			<description>&lt;div style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-family: verdana, arial, helvetica; color: rgb(159, 159, 159); -webkit-border-horizontal-spacing: 1px; -webkit-border-vertical-spacing: 1px; &quot;&gt;&lt;h1 align=&quot;center&quot;&gt;&lt;img src=&quot;http://www.cgarena.com/freestuff/tutorials/max/lepatisserie/header.jpg&quot; alt=&quot;making of le patisserie&quot; width=&quot;700&quot;&gt;&lt;br&gt;&lt;/h1&gt;&lt;span class=&quot;maintext&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Hello, firstly I would like to thank CGArena for the opportunity to publicize my work on their website. I would like to clarify that this is how I personally executed this project however, other professionals may use their own methods in achieving the same or better results. &amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-family: verdana, arial, helvetica; -webkit-border-horizontal-spacing: 1px; -webkit-border-vertical-spacing: 1px; &quot;&gt;&lt;span class=&quot;maintext&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;br&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-family: verdana, arial, helvetica; color: rgb(159, 159, 159); -webkit-border-horizontal-spacing: 1px; -webkit-border-vertical-spacing: 1px; &quot;&gt;&lt;span class=&quot;maintext&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&amp;nbsp;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;...</description>
			<content:encoded>&lt;div style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-family: verdana, arial, helvetica; color: rgb(159, 159, 159); -webkit-border-horizontal-spacing: 1px; -webkit-border-vertical-spacing: 1px; &quot;&gt;&lt;h1 align=&quot;center&quot;&gt;&lt;img src=&quot;http://www.cgarena.com/freestuff/tutorials/max/lepatisserie/header.jpg&quot; alt=&quot;making of le patisserie&quot; width=&quot;700&quot;&gt;&lt;br&gt;&lt;/h1&gt;&lt;span class=&quot;maintext&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Hello, firstly I would like to thank CGArena for the opportunity to publicize my work on their website. I would like to clarify that this is how I personally executed this project however, other professionals may use their own methods in achieving the same or better results. &amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-family: verdana, arial, helvetica; -webkit-border-horizontal-spacing: 1px; -webkit-border-vertical-spacing: 1px; &quot;&gt;&lt;span class=&quot;maintext&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;br&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;span style=&quot;font-family: verdana, arial, helvetica; color: rgb(159, 159, 159); -webkit-border-horizontal-spacing: 1px; -webkit-border-vertical-spacing: 1px; &quot;&gt;&lt;span class=&quot;maintext&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&amp;nbsp;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;$CUT$&lt;br&gt;&lt;br&gt;The inspiration for this Project was a small French restaurant, Le Petite Zinc, which I came across while searching the internet for Art Nouveu images and information on an artist I admire very much, Alphonse Mucha, whose work is typical of the period. I started working on the patisserie, but became so enthusiastic and I ended up designing the whole street. The intension was to give the whole scene a 1900s feel.&amp;nbsp;&lt;br&gt;&lt;br&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class=&quot;page&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;References&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;/span&gt;&lt;span class=&quot;maintext&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;I usually spend a considerable time searching for references and considering every detail I will include in the artwork.&amp;nbsp; Thanks to Google it was fairly simple locating images to reference for the scene as a whole.&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;br&gt;&lt;br&gt;&lt;div align=&quot;center&quot;&gt;&lt;img src=&quot;http://www.cgarena.com/freestuff/tutorials/max/lepatisserie/references.jpg&quot; alt=&quot;references&quot; width=&quot;700&quot;&gt;&amp;nbsp;&lt;br&gt;&lt;/div&gt;&lt;br&gt;&lt;span class=&quot;maintext&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;If I couldn’t find exactly what I am looking for any specific&amp;nbsp;&lt;/span&gt;&lt;span class=&quot;IL_AD&quot; id=&quot;IL_AD2&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;design elements&lt;/span&gt;&lt;/span&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;, I sketched by hand to visualize before I started the&amp;nbsp;&lt;/span&gt;&lt;span class=&quot;IL_AD&quot; id=&quot;IL_AD1&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;modeling&lt;/span&gt;&lt;/span&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;. For example, when considering the photos I had found I changed the urban distribution to create a plaza outside&lt;/span&gt;&lt;span class=&quot;IL_AD&quot; id=&quot;IL_AD3&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;the restaurant&lt;/span&gt;&lt;/span&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;. I wanted to pierce the scene with light filtering through the tree which created shadows that gave depth and volume to the final image.&lt;/span&gt;&lt;/span&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;/span&gt;&lt;span class=&quot;page&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Modeling&lt;/span&gt;&lt;/span&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;/span&gt;&lt;p class=&quot;maintext&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;The modeling in this scene is nothing special, mostly the boxes, Spline and Editpoly &amp;nbsp;(plus Boolean and some objects made by Lathe). &amp;nbsp;I started modeling the front of the Patisserie. You can see I have modified the door from the original picture, I felt it would look better this way and then I could light it better once the camera is positioned.&amp;nbsp;&lt;br&gt;&lt;/span&gt;&lt;br&gt;&lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&lt;img src=&quot;http://www.cgarena.com/freestuff/tutorials/max/lepatisserie/3.jpg&quot; alt=&quot;patisserie&quot; width=&quot;700&quot;&gt;&lt;br&gt;&lt;/div&gt;&lt;p class=&quot;maintext&quot;&gt;&lt;br&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;The door frames are boxes with enough subdivisions and then a Noise modifier so that the wood does not appear too perfect, more natural. The door is flat line modeled with the opening modeled after. The form is very specific.&amp;nbsp;&lt;br&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class=&quot;maintext&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;I transformed it using Editpoly and then extruded the contour. I centered this figure on the door blank and then used a Boolean to cut the shape into the door. With a new line, once again, I drew the shape of the relief on the door and gave volume with Loft. I did the same for the form on the lower section of the door.&lt;/span&gt;&lt;br&gt;&lt;br&gt;&lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&lt;img src=&quot;http://www.cgarena.com/freestuff/tutorials/max/lepatisserie/4.jpg&quot; alt=&quot;contour&quot; width=&quot;700&quot;&gt;&lt;br&gt;&lt;/div&gt;&lt;p class=&quot;maintext&quot;&gt;&lt;br&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;For the friezes I used a plan with the necessary subdivisions to simulate ceramic and then transform it using Editpoly and finally a Bevel by polygons. I used the same method for the glass.&lt;/span&gt;&lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&lt;img src=&quot;http://www.cgarena.com/freestuff/tutorials/max/lepatisserie/5.jpg&quot; alt=&quot;friezes&quot; width=&quot;700&quot;&gt;&lt;br&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;&lt;span class=&quot;maintext&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;As I could not find a doorknob I like to draw one and then modeled based on the drawing.&amp;nbsp; With a line I drew the contour of the knob and then transformed it using Editpoly. Using Extrude and Bevel I gave it more body and the applied an FFD (Free Form Deformers) to arch it a little and finally used Meshsmooth. For the base of the knob I used the same method.&lt;/span&gt;&lt;/span&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;br&gt;&lt;/span&gt;&lt;br&gt;&lt;div align=&quot;center&quot;&gt;&lt;img src=&quot;http://www.cgarena.com/freestuff/tutorials/max/lepatisserie/6.jpg&quot; alt=&quot;doorknob&quot; width=&quot;700&quot;&gt;&lt;br&gt;&lt;/div&gt;&lt;br&gt;&lt;span class=&quot;maintext&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Acid&amp;nbsp;&lt;/span&gt;&lt;span class=&quot;IL_AD&quot; id=&quot;IL_AD1&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;etched glass&lt;/span&gt;&lt;/span&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&amp;nbsp;is very characteristic of this style. The iron frame is made with lines to which I applied the&amp;nbsp;&lt;/span&gt;&lt;span class=&quot;IL_AD&quot; id=&quot;IL_AD3&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Sweep&lt;/span&gt;&lt;/span&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&amp;nbsp;modifier.&lt;/span&gt;&lt;span class=&quot;IL_AD&quot; id=&quot;IL_AD4&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;The windows&lt;/span&gt;&lt;/span&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&amp;nbsp;are made of line, and then&amp;nbsp;&lt;/span&gt;&lt;span class=&quot;IL_AD&quot; id=&quot;IL_AD5&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;transformed&lt;/span&gt;&lt;/span&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&amp;nbsp;with Editpoly and lastly Shell modifier. All the ornaments of the awning and outdoor pendant lamp are made in the same way.&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;br&gt;&lt;/span&gt;&lt;br&gt;&lt;div align=&quot;center&quot;&gt;&lt;img src=&quot;http://www.cgarena.com/freestuff/tutorials/max/lepatisserie/7.jpg&quot; alt=&quot;iron frame&quot; width=&quot;700&quot;&gt;&amp;nbsp;&lt;br&gt;&lt;/div&gt;&lt;p class=&quot;maintext&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;I think the more detail you incorporate in the image; the more realistic will be the final image.&lt;/span&gt;&lt;/p&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;As for the building, hotel and walls I used the same system to draw all lines, with the window openings done in Editpoly and Shell. I turned again to Editpoly to make the cuts where the extrusions and moldings sit. Curved moldings for windows were done with Line and thenSweep modifier. The railings are made using the same method as the details on the awnings, line and sweep.&amp;nbsp;&lt;br&gt;&lt;br&gt;&lt;/span&gt;&lt;span class=&quot;maintext&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;I tried to save polygons so that mostly repeated things are transformed by Proxy.&amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;span class=&quot;IL_AD&quot; id=&quot;IL_AD2&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Fireplaces&lt;/span&gt;&lt;/span&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&amp;nbsp;are lines, then modified with Sweep and transformed using Editpoly. I then select some polygons to model the joints of the fireplace. I try to add as much detail as possible; this is what excites me throughout the process.&lt;/span&gt;&amp;nbsp;&lt;/span&gt;&lt;br&gt;&lt;br&gt;&lt;div align=&quot;center&quot;&gt;&lt;img src=&quot;http://www.cgarena.com/freestuff/tutorials/max/lepatisserie/8.jpg&quot; alt=&quot;building&quot; width=&quot;700&quot;&gt;&amp;nbsp;&lt;br&gt;&lt;/div&gt;&lt;br&gt;&lt;span class=&quot;maintext&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Other scene elements are very simple to model using boxes and primitives with modifiers. For example, to the curb did a box with many subdivisions, select the edges and they did a Chanfle, moved some vertices to deform a little, then a bigger and brighter Noise meshsmooth. I changed the position for, which is not very homogeneous.&lt;/span&gt;&lt;/span&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;/span&gt;&lt;span class=&quot;page&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Vegetation&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;/span&gt;&lt;span class=&quot;maintext&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;The climbing plants came from GW Ivy Generator (&lt;/span&gt;&lt;a href=&quot;http://www.guruware.at/main/&quot; target=&quot;_blank&quot; style=&quot;text-decoration: none; &quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;http://www.guruware.at/main/&lt;/span&gt;&lt;/a&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;). In my experience this free plug-in is very useful. The good thing about it is that you can use it with any climbing plant that generates branches and planes (which are the leaves.) What I do is build the plant with the plug-in then transform it with Editpoly and it automatically separates the ID of the leaves and branches. To make it easier you can select detach leaves and some planes. These planes will then be flowers when you apply the texture.&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;br&gt;&lt;br&gt;&lt;div align=&quot;center&quot;&gt;&lt;img src=&quot;http://www.cgarena.com/freestuff/tutorials/max/lepatisserie/9.jpg&quot; alt=&quot;vegetation&quot; width=&quot;700&quot;&gt;&amp;nbsp;&lt;br&gt;&lt;/div&gt;&lt;br&gt;&lt;span class=&quot;maintext&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;What took more work was the tree I worked on several versions, none of them very good. I started modeling with Onyx tree, but it wasn´t very lifelike. So I opened it in 3d Max and used it as a basis to model the trunk and thicker branches. I erased the Onyx tree and was left with some twigs. Selecting some large branches I distributed these twigs with Scatter. Then, hiding the trunk and large branches, I distributed the smaller twigs with leaves, previously modeled with Scatter. Then using UV layout, I mapped the texture of the trunk.&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;br&gt;&lt;br&gt;&lt;div align=&quot;center&quot;&gt;&lt;img src=&quot;http://www.cgarena.com/freestuff/tutorials/max/lepatisserie/10.jpg&quot; alt=&quot;trunk&quot; width=&quot;700&quot;&gt;&lt;br&gt;&lt;/div&gt;&lt;br&gt;&lt;span class=&quot;page&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Texturing&lt;/span&gt;&lt;/span&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;/span&gt;&lt;p class=&quot;maintext&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;The texture of the image took me a while. Most are images that I download from CG Textures (&lt;/span&gt;&lt;a href=&quot;http://www.cgtextures.com/&quot; style=&quot;text-decoration: none; &quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;www.cgtextures.com&lt;/span&gt;&lt;/a&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;) and others found browsing the Internet amended using PhotoShop.&amp;nbsp;&lt;br&gt;&lt;br&gt;Basically&amp;nbsp;&lt;/span&gt;&lt;span class=&quot;IL_AD&quot; id=&quot;IL_AD1&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;the method&lt;/span&gt;&lt;/span&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&amp;nbsp;used for this image was: get the map of the objects and paint or adjust the&amp;nbsp;&lt;/span&gt;&lt;span class=&quot;IL_AD&quot; id=&quot;IL_AD3&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;textures&lt;/span&gt;&lt;/span&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&amp;nbsp;in&amp;nbsp;&lt;/span&gt;&lt;span class=&quot;IL_AD&quot; id=&quot;IL_AD2&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Photoshop&lt;/span&gt;&lt;/span&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;...&lt;br&gt;&lt;br&gt;First I extracted the map into Photoshop looking for the right texture. Then, as for the window, I cut and tailored the texture for each rod of the blind so they were not all the same. Then I ‘dirtied’ thetextures which would naturally deteriorate over time and layered them with black and white paint for an uneven appearance. I realize that you don´t see much of the blinds but I tried to make them just as authentic in every detail.&lt;br&gt;&lt;/span&gt;&lt;span class=&quot;maintext&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&amp;nbsp;&lt;br&gt;For the roofs, instead of using Bump I used a normal map with a plug-in for Photoshop, the NVIDIA Normal Map Filter which is free. (&lt;/span&gt;&lt;a href=&quot;http://developer.nvidia.com/object/photoshop_dds_plugins.html&quot; target=&quot;_blank&quot; style=&quot;text-decoration: none; &quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;http://developer.nvidia.com/object/photoshop_dds_plugins.html&lt;/span&gt;&lt;/a&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;)&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;br&gt;&lt;br&gt;&lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&lt;img src=&quot;http://www.cgarena.com/freestuff/tutorials/max/lepatisserie/12.jpg&quot; alt=&quot;photoshop layers&quot; width=&quot;700&quot;&gt;&lt;br&gt;&lt;/div&gt;&lt;p class=&quot;maintext&quot;&gt;&lt;br&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;In some cases I used a material called Mix but usually I used the method previously described. Sometimes I changed the textures several times until I was happy.&lt;br&gt;&lt;/span&gt;&lt;br&gt;&lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&lt;a href=&quot;http://www.cgarena.com/freestuff/tutorials/max/lepatisserie/13.jpg&quot; rel=&quot;lightbox&quot; target=&quot;_blank&quot; style=&quot;text-decoration: none; color: rgb(204, 204, 204); &quot;&gt;&lt;img src=&quot;http://www.cgarena.com/freestuff/tutorials/max/lepatisserie/13_small.jpg&quot; alt=&quot;texture&quot; width=&quot;700&quot;&gt;&lt;/a&gt;&lt;br&gt;&lt;/div&gt;&lt;span class=&quot;maintext&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;For all the walls I used VRayDirt with a texture, like Diffuse. I did this because the VRayDirt takes on aspects of Ambient Occlusion (AO), which as well as staining and dirtying gives the ability to give shade to thetextures, a characteristic of AO and gives more accuracy to the final image.&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;br&gt;&lt;br&gt;&lt;div align=&quot;center&quot;&gt;&lt;img src=&quot;http://www.cgarena.com/freestuff/tutorials/max/lepatisserie/14.jpg&quot; alt=&quot;vraydirt&quot; width=&quot;700&quot;&gt;&lt;br&gt;&lt;/div&gt;&lt;br&gt;&lt;span class=&quot;page&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Light, Camera and V-Ray Parameters&lt;/span&gt;&lt;/span&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;/span&gt;&lt;p&gt;&lt;span class=&quot;maintext&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;For lighting I usually use the VRaySun and VRaySky. I use gentle sunlight and adjust it using VRayLight Dome. Doing it this way creates a little noise in the image that I like and give realistic look. This is not very scientific but I like the results I get.&amp;nbsp;&lt;br&gt;&lt;br&gt;I used the VRayPhysicalCamera with fairly normal values. Using this&amp;nbsp;&lt;/span&gt;&lt;span class=&quot;IL_AD&quot; id=&quot;IL_AD2&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;camera&lt;/span&gt;&lt;/span&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&amp;nbsp;because the community usually shoots the orange if the sun is very low but I do not like much because it distorts the colors. The parameters of VRay are very common; I use them for almost all of my images.&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;br&gt;&lt;br&gt;&lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&lt;a href=&quot;http://www.cgarena.com/freestuff/tutorials/max/lepatisserie/15-big.jpg&quot; rel=&quot;lightbox&quot; target=&quot;_blank&quot; style=&quot;text-decoration: none; color: rgb(204, 204, 204); &quot;&gt;&lt;img src=&quot;http://www.cgarena.com/freestuff/tutorials/max/lepatisserie/15.jpg&quot; alt=&quot;vray settings&quot; width=&quot;700&quot;&gt;&lt;/a&gt;&lt;br&gt;&lt;/div&gt;&lt;span class=&quot;maintext&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;The buildings completing the scene&amp;nbsp;&lt;/span&gt;&lt;span class=&quot;IL_AD&quot; id=&quot;IL_AD1&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;are Hotel&lt;/span&gt;&lt;/span&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&amp;nbsp;by Proxy, which is next to the Cake Shop, using different textures. The stones used in the street, those are textures with a displacement map, the corner this plane curve, a little down and put on another plane to make a puddle of water. The grass was created using VrayFur. I tried other ways too but this was the most convincing.&amp;nbsp;&lt;br&gt;&lt;/span&gt;&lt;br&gt;&lt;/span&gt;&lt;br&gt;&lt;div align=&quot;center&quot;&gt;&lt;img src=&quot;http://www.cgarena.com/freestuff/tutorials/max/lepatisserie/16.jpg&quot; alt=&quot;scene&quot; width=&quot;700&quot;&gt;&lt;br&gt;&lt;/div&gt;&lt;br&gt;&lt;span class=&quot;page&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Post-Production&lt;/span&gt;&lt;/span&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;/span&gt;&lt;span class=&quot;maintext&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Post production was done with Photoshop. I duplicated the image, I then raised image brightness and contrast, and I de-saturated it, and then applied a Gaussian filter.&amp;nbsp;&lt;/span&gt;&lt;span class=&quot;IL_AD&quot; id=&quot;IL_AD3&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;The final&lt;/span&gt;&lt;/span&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&amp;nbsp;layer was Linear Dodge layer at 12% opacity and I was finished.&amp;nbsp;&lt;br&gt;&lt;br&gt;I hope you will find this useful. Again, my special thanks to CGArena.&lt;/span&gt;&lt;/span&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&amp;nbsp;&lt;/span&gt;&lt;span class=&quot;maintext&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Visit my blog -&amp;nbsp;&lt;/span&gt;&lt;a href=&quot;http://demumy.blogspot.com/&quot; target=&quot;_blank&quot; style=&quot;text-decoration: none; &quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;http://demumy.blogspot.com&lt;/span&gt;&lt;/a&gt;&lt;/span&gt;&lt;br&gt;&lt;br&gt;&lt;div align=&quot;center&quot;&gt;&lt;a href=&quot;http://www.cgarena.com/freestuff/tutorials/max/lepatisserie/final1-big.jpg&quot; rel=&quot;lightbox&quot; target=&quot;_blank&quot; style=&quot;text-decoration: none; color: rgb(204, 204, 204); &quot;&gt;&lt;img src=&quot;http://www.cgarena.com/freestuff/tutorials/max/lepatisserie/final1-small.jpg&quot; alt=&quot;final image&quot; width=&quot;700&quot;&gt;&lt;/a&gt;&lt;br&gt;&lt;/div&gt;&lt;a href=&quot;http://www.cgarena.com/freestuff/tutorials/max/lepatisserie/final1-big.jpg&quot; rel=&quot;lightbox&quot; target=&quot;_blank&quot; style=&quot;text-decoration: none; color: rgb(204, 204, 204); &quot;&gt;&lt;/a&gt;&lt;br&gt;&lt;div align=&quot;center&quot;&gt;&lt;a href=&quot;http://www.cgarena.com/freestuff/tutorials/max/lepatisserie/final2-big.jpg&quot; rel=&quot;lightbox&quot; target=&quot;_blank&quot; style=&quot;text-decoration: none; color: rgb(204, 204, 204); &quot;&gt;&lt;img src=&quot;http://www.cgarena.com/freestuff/tutorials/max/lepatisserie/final2-small.jpg&quot; alt=&quot;final 2&quot; width=&quot;700&quot;&gt;&lt;/a&gt;&lt;br&gt;&lt;/div&gt;&lt;a href=&quot;http://www.cgarena.com/freestuff/tutorials/max/lepatisserie/final2-big.jpg&quot; rel=&quot;lightbox&quot; target=&quot;_blank&quot; style=&quot;text-decoration: none; color: rgb(204, 204, 204); &quot;&gt;&lt;/a&gt;&lt;br&gt;&lt;div align=&quot;center&quot;&gt;&lt;a href=&quot;http://www.cgarena.com/freestuff/tutorials/max/lepatisserie/final3-big.jpg&quot; rel=&quot;lightbox&quot; target=&quot;_blank&quot; style=&quot;text-decoration: underline; color: rgb(255, 255, 255); &quot;&gt;&lt;img src=&quot;http://www.cgarena.com/freestuff/tutorials/max/lepatisserie/final3-small.jpg&quot; alt=&quot;final 3&quot; width=&quot;700&quot;&gt;&lt;/a&gt;&lt;/div&gt;&lt;/span&gt;&lt;/div&gt;</content:encoded>
			<link>https://3dstudio.ucoz.ru/news/making_of_le_patisserie_by_adriana_salinas/2010-03-07-96</link>
			<category>Tutorial</category>
			<dc:creator>defaultNick</dc:creator>
			<guid>https://3dstudio.ucoz.ru/news/making_of_le_patisserie_by_adriana_salinas/2010-03-07-96</guid>
			<pubDate>Sun, 07 Mar 2010 11:11:30 GMT</pubDate>
		</item>
		<item>
			<title>Pixologic Release UV Master (WIN &amp; MAC)</title>
			<description>&lt;div align=&quot;center&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;https://3dstudio.ucoz.ru/Foto/Foto01/girl_body.jpg&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;With one click of the button UV Master automatically produces UVs for 3D models created by or imported into ZBrush. UV Master is designed to make the creation of UVs easily accessible for all artists who need to create human-readable UV maps for painting textures in any kind of 2D image editor.&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; ...</description>
			<content:encoded>&lt;div align=&quot;center&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;https://3dstudio.ucoz.ru/Foto/Foto01/girl_body.jpg&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;With one click of the button UV Master automatically produces UVs for 3D models created by or imported into ZBrush. UV Master is designed to make the creation of UVs easily accessible for all artists who need to create human-readable UV maps for painting textures in any kind of 2D image editor.&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; $CUT$&lt;br&gt;&lt;br&gt;&lt;span style=&quot;font-size: 12pt;&quot;&gt;&lt;b&gt;Pixologic is proud to announce the release of UV Master.&lt;/b&gt;&lt;/span&gt;&lt;br&gt;&lt;br&gt;A plugin for ZBrush 3.2 Mac and ZBrush 3.5R3 WIN.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;With UV Master , you can quickly create high quality and artist-friendly UV maps. It&apos;s as simple as 1-2-3&lt;br&gt;&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; 1. Select your model&apos;s lowest subdivision level.&lt;br&gt;&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; 2. Click UV Master&apos;s Unwrap button.&lt;br&gt;&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; 3. Actually, there is no step 3. You&apos;re done!&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;UV Master will unwrap your model&apos;s UVs in a way that&apos;s easily understood by the human eye and without texture distortion. It&apos;s incredibly fast, with results so clean that you can paint on the unwrapped model in a 2D image editor of your choice. (This includes ZBrush&apos;s 2.5D canvas.)&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;UV Master was also built with several innovative features to help control its automated UV creation. It can:&lt;br&gt;&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; Use your model&apos;s polygroups to create UV islands. In this way you can for example unwrap the face separately from the rest of the body. Or have different texture space for the inner and outer surfaces.&lt;br&gt;&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; Use Control Painting to protect parts of the model from UV seams and attract them toward places where they&apos;ll be out of sight. For example, a couple brush strokes can move the unwrap seams to a model&apos;s back where they will be out of sight. This is ideal for normal maps, which are typically very sensitive to UV seams.&lt;br&gt;&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; You can also use Control Painting to change how the UVs make use of the available texture space. If your model&apos;s face is where most of the detail needs to be, a single stroke with the paint brush can tell UV Master to give it more texture pixels.&lt;br&gt;&lt;br&gt;UV Master can even combine any or all of these options, giving you remarkable control while saving hours of tedious work. UV Master will free you from the labor of creating UVs, giving you more time to release the Artist inside you and focus on your sculpting and texturing!&lt;br&gt;&lt;/span&gt;&lt;br&gt;&lt;span&gt;&lt;/span&gt;&lt;br&gt; &lt;p&gt; &lt;/p&gt;&lt;object id=&quot;videoplayer1431&quot; type=&quot;application/x-shockwave-flash&quot; data=&quot;http://www.extrox.com/player/uppod.swf&quot; height=&quot;394&quot; width=&quot;700&quot;&gt;&lt;param name=&quot;bgcolor&quot; value=&quot;#393939&quot;&gt;&lt;param name=&quot;allowFullScreen&quot; value=&quot;true&quot;&gt;&lt;param name=&quot;allowScriptAccess&quot; value=&quot;always&quot;&gt;&lt;param name=&quot;movie&quot; value=&quot;http://www.extrox.com/player/uppod.swf&quot;&gt;&lt;param name=&quot;flashvars&quot; value=&quot;comment=http://extrox.com/&amp;amp;st=http://www.extrox.com/player/styles/video30-929.txt&amp;amp;file=http://www.pixologic01.com/zbrush/features/UV-Master/UV_Master.f4v&quot;&gt;&lt;/object&gt;&lt;br&gt;&lt;br&gt;&lt;div align=&quot;center&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;b&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;span style=&quot;font-size: 12pt; color: rgb(220, 220, 220);&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;UV&lt;/span&gt; &lt;/span&gt;Master Feature List:&lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/div&gt;&lt;blockquote&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;br&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;img src=&quot;http://www.zbrushcentral.com/images/smilies/dot3.gif&quot; alt=&quot;&quot; title=&quot;Dot 3 (gold)&quot; border=&quot;0&quot;&gt;&lt;/span&gt; Create high quality UV Unwrap in one click.&lt;br&gt;&lt;img src=&quot;http://www.zbrushcentral.com/images/smilies/dot3.gif&quot; alt=&quot;&quot; title=&quot;Dot 3 (gold)&quot; border=&quot;0&quot;&gt; Control of UV seam placement through control painting: seam Protect and seam Attract options. &lt;br&gt;&lt;img src=&quot;http://www.zbrushcentral.com/images/smilies/dot3.gif&quot; alt=&quot;&quot; title=&quot;Dot 3 (gold)&quot; border=&quot;0&quot;&gt; Specialized Ambient Occlusion algorithm to automatically create seam Attract painting, which you can then refine if desired.&lt;br&gt;&lt;img src=&quot;http://www.zbrushcentral.com/images/smilies/dot3.gif&quot; alt=&quot;&quot; title=&quot;Dot 3 (gold)&quot; border=&quot;0&quot;&gt;
Density mode to paint areas in which UV space will be increased or
decreased to give the most texture pixels where it really matters.&lt;br&gt;&lt;img src=&quot;http://www.zbrushcentral.com/images/smilies/dot3.gif&quot; alt=&quot;&quot; title=&quot;Dot 3 (gold)&quot; border=&quot;0&quot;&gt;
Flatten mode to literally unwrap your model as a flat surface based on
its UVs. You can then use TransPose or the ZBrush sculpting brushes to
adjust your UVs.&lt;br&gt;&lt;img src=&quot;http://www.zbrushcentral.com/images/smilies/dot3.gif&quot; alt=&quot;&quot; title=&quot;Dot 3 (gold)&quot; border=&quot;0&quot;&gt; Check Seams mode to display the UV seams on your model so that you can identify potential problems before you begin painting. &lt;br&gt;&lt;img src=&quot;http://www.zbrushcentral.com/images/smilies/dot3.gif&quot; alt=&quot;&quot; title=&quot;Dot 3 (gold)&quot; border=&quot;0&quot;&gt; Use UV seams created in other packages, but remap for better use of the texture space and zero distortion.&lt;br&gt;&lt;img src=&quot;http://www.zbrushcentral.com/images/smilies/dot3.gif&quot; alt=&quot;&quot; title=&quot;Dot 3 (gold)&quot; border=&quot;0&quot;&gt; Unwrap by polygroups.&lt;br&gt;&lt;img src=&quot;http://www.zbrushcentral.com/images/smilies/dot3.gif&quot; alt=&quot;&quot; title=&quot;Dot 3 (gold)&quot; border=&quot;0&quot;&gt; Includes several checkerboard maps to visualize the results of the UV unwrap.&lt;br&gt;&lt;img src=&quot;http://www.zbrushcentral.com/images/smilies/dot3.gif&quot; alt=&quot;&quot; title=&quot;Dot 3 (gold)&quot; border=&quot;0&quot;&gt;
Work On Clone feature instantly sets your model up for control painting
without putting your existing sculpting or painting at risk.&lt;br&gt;&lt;img src=&quot;http://www.zbrushcentral.com/images/smilies/dot3.gif&quot; alt=&quot;&quot; title=&quot;Dot 3 (gold)&quot; border=&quot;0&quot;&gt;
Copy UVs and Paste UVs to easily transfer UV mapping back to your
original model, or even to another model with the same topology.&lt;br&gt;&lt;img src=&quot;http://www.zbrushcentral.com/images/smilies/dot3.gif&quot; alt=&quot;&quot; title=&quot;Dot 3 (gold)&quot; border=&quot;0&quot;&gt; Full documentation with tutorials.&lt;br&gt;&lt;/span&gt;












&lt;/blockquote&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;/span&gt;

&lt;div align=&quot;center&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;b&gt;&lt;span style=&quot;font-size: 12pt; color: rgb(220, 220, 220);&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;What to know about &lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;UV&lt;/span&gt; Master:&lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/div&gt;&lt;blockquote&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;br&gt;&lt;img src=&quot;http://www.zbrushcentral.com/images/smilies/dot3.gif&quot; alt=&quot;&quot; title=&quot;Dot 3 (gold)&quot; border=&quot;0&quot;&gt;
UV Master has been designed as a one-click UV Unwrap solution, with
extra controls for if you wish to change or improve this first result.&lt;br&gt;&lt;img src=&quot;http://www.zbrushcentral.com/images/smilies/dot3.gif&quot; alt=&quot;&quot; title=&quot;Dot 3 (gold)&quot; border=&quot;0&quot;&gt; UV Master&apos;s purpose is to create UVs quickly with a result that will suit the needs of 95% of artists.&lt;br&gt;&lt;img src=&quot;http://www.zbrushcentral.com/images/smilies/dot3.gif&quot; alt=&quot;&quot; title=&quot;Dot 3 (gold)&quot; border=&quot;0&quot;&gt; UV Master creates and manages the UV seams system automatically. You do not use it to try and draw specific UV seams.&lt;br&gt;&lt;img src=&quot;http://www.zbrushcentral.com/images/smilies/dot3.gif&quot; alt=&quot;&quot; title=&quot;Dot 3 (gold)&quot; border=&quot;0&quot;&gt;
You can &quot;drive&quot; UV Master to attract or protect UV seam creation in
parts of the model by painting large areas. The plugin has been
designed to work with large painted areas rather than requiring you to
focus on specific seam placement.&lt;br&gt;&lt;img src=&quot;http://www.zbrushcentral.com/images/smilies/dot3.gif&quot; alt=&quot;&quot; title=&quot;Dot 3 (gold)&quot; border=&quot;0&quot;&gt;
UV Master is a UV creator plugin and not a full UV editor. However, it
can make use of the seams from a full UV editor for those rare
situations where precise seam placement is required while still giving
the benefits of UV Master&apos;s distortion-free unwrapping.&lt;/span&gt;




&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
&lt;/blockquote&gt; &lt;br&gt;
&lt;div align=&quot;center&quot;&gt;&lt;img src=&quot;http://www.zbrushcentral.com/attachment.php?attachmentid=182663&quot; alt=&quot;flatten_eof.jpg&quot; title=&quot;flatten_eof.jpg&quot; border=&quot;0&quot; height=&quot;419&quot; width=&quot;699&quot;&gt;&lt;/div&gt;
&lt;br&gt;
&lt;div align=&quot;center&quot;&gt;&lt;b&gt;&lt;span style=&quot;font-size: 12pt;&quot;&gt;&lt;span style=&quot;color: white;&quot;&gt;What artists are saying about &lt;span style=&quot;color: rgb(30, 144, 255);&quot;&gt;UV&lt;/span&gt; Master:&lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;
&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;br&gt;&lt;/span&gt;
&lt;div align=&quot;center&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;i&gt;&quot;UV Master is a great tool that saves the user
an extensive amount of time. I think people are going to love it, since
everything else out there is tedious.&quot;&lt;/i&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;b&gt;Josh Tiefer – Character Artist - Namco Bandai Games&lt;/b&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;br&gt;&lt;/span&gt;
&lt;div align=&quot;center&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;i&gt;&quot;UV Master is a really right-brain tool... you just PAINT how you&apos;d like the UV to be mapped, and ZBrush does the rest!&quot;&lt;/i&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;b&gt;Szabolcs Mát&amp;eacute;fy - Senior Character Artist - Crytek&lt;/b&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;br&gt;&lt;/span&gt;
&lt;div align=&quot;center&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;i&gt;&quot;Pixologic has done it again, making one of the
slowest processes in 3D modeling and texturing a snap... or rather I
should say a click.&quot;&lt;/i&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;b&gt;Yariv Newman - External Art Director - Snowball VFX&lt;/b&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;br&gt;&lt;/span&gt;
&lt;div align=&quot;center&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;i&gt;&quot;A great new plug-in that provides fast and
intuitive unwrapping. UVMaster allows me to unwrap everything rangeing
from the simplest mesh to complex models comprised of multiple
polygroups on the fly! Getting my meshes out of ZBrush with clean UV
and texture maps has never been easier. Thank you Pixologic!&quot;&lt;/i&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;b&gt;Geert &quot;Etcher” Melis - Art Teacher - Antwerp&lt;/b&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;br&gt;&lt;/span&gt;
&lt;div align=&quot;center&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;i&gt;&quot;No more UV-headaches!&quot;&lt;/i&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div align=&quot;center&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;b&gt;Alessandro Mastronardi – ZBrush Artist&lt;/b&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;br&gt;&lt;/span&gt;&lt;b&gt;&lt;br&gt;&lt;span style=&quot;font-size: 14pt;&quot;&gt;&lt;a target=&quot;_blank&quot; href=&quot;http://depositfiles.com/files/z8znpczwx&quot;&gt;&amp;nbsp;&lt;img alt=&quot;&quot; src=&quot;https://3dstudio.ucoz.ru/Foto/Foto01/logo_windows.gif&quot;&gt;&amp;nbsp; UV Master&amp;nbsp; Download&lt;/a&gt;&lt;/span&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;br&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;span style=&quot;font-size: 12pt; color: rgb(220, 220, 220);&quot;&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;

&lt;/div&gt;</content:encoded>
			<link>https://3dstudio.ucoz.ru/news/pixologic_release_uv_master_win_mac/2010-02-25-91</link>
			<category>Tutorial</category>
			<dc:creator>defaultNick</dc:creator>
			<guid>https://3dstudio.ucoz.ru/news/pixologic_release_uv_master_win_mac/2010-02-25-91</guid>
			<pubDate>Thu, 25 Feb 2010 10:23:00 GMT</pubDate>
		</item>
		<item>
			<title>Focke-Wulf Crash in the Snow - Tutorial - Making of</title>
			<description>&lt;div align=&quot;center&quot;&gt;&lt;table border=&quot;0&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; height=&quot;40&quot; width=&quot;701&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td width=&quot;770&quot;&gt;&lt;br&gt;&lt;/td&gt;
 &lt;td valign=&quot;bottom&quot; width=&quot;5&quot;&gt;
 &lt;span&gt;&lt;!-- Image --&gt;&lt;/span&gt;
 &lt;br&gt;&lt;/td&gt;
 &lt;/tr&gt;
 &lt;/tbody&gt;&lt;/table&gt;
 &lt;div&gt;
 &lt;div&gt;
 &lt;div&gt;
 &lt;a href=&quot;http://area.autodesk.com/userdata/image/tutorials/z/grs26-c00wj-1hgva-3gx04.jpg&quot;&gt;&lt;!-- Button --&gt;&lt;/a&gt;
 &lt;/div&gt;&lt;img src=&quot;http://area.autodesk.com/th.gen/?z/grs26-c00wj-1hgva-3gx04:760x0.jpg&quot; alt=&quot;&quot; height=&quot;170&quot; width=&quot;600&quot;&gt;
 &lt;/div&gt;&lt;!-- Objekt - Textovy Pole --&gt;
 &lt;div&gt;
 &lt;p&gt;
&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;The idea for this project was born while watching the movie The Golden
Compass, which has scenes on ice and snow that are really fantastic. I
added to that the fact that I like old airplanes and then started to
develop the idea.&lt;/span&gt;&lt;br style=&quot;color: rgb(220, 220, 220);&quot;&gt;
 &lt;br style=&quot;color: rgb(220, 220, 220);&quot;&gt;
 &lt;br style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;
For a long time I wanted to mak...</description>
			<content:encoded>&lt;div align=&quot;center&quot;&gt;&lt;table border=&quot;0&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; height=&quot;40&quot; width=&quot;701&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td width=&quot;770&quot;&gt;&lt;br&gt;&lt;/td&gt;
 &lt;td valign=&quot;bottom&quot; width=&quot;5&quot;&gt;
 &lt;span&gt;&lt;!-- Image --&gt;&lt;/span&gt;
 &lt;br&gt;&lt;/td&gt;
 &lt;/tr&gt;
 &lt;/tbody&gt;&lt;/table&gt;
 &lt;div&gt;
 &lt;div&gt;
 &lt;div&gt;
 &lt;a href=&quot;http://area.autodesk.com/userdata/image/tutorials/z/grs26-c00wj-1hgva-3gx04.jpg&quot;&gt;&lt;!-- Button --&gt;&lt;/a&gt;
 &lt;/div&gt;&lt;img src=&quot;http://area.autodesk.com/th.gen/?z/grs26-c00wj-1hgva-3gx04:760x0.jpg&quot; alt=&quot;&quot; height=&quot;170&quot; width=&quot;600&quot;&gt;
 &lt;/div&gt;&lt;!-- Objekt - Textovy Pole --&gt;
 &lt;div&gt;
 &lt;p&gt;
&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;The idea for this project was born while watching the movie The Golden
Compass, which has scenes on ice and snow that are really fantastic. I
added to that the fact that I like old airplanes and then started to
develop the idea.&lt;/span&gt;&lt;br style=&quot;color: rgb(220, 220, 220);&quot;&gt;
 &lt;br style=&quot;color: rgb(220, 220, 220);&quot;&gt;
 &lt;br style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;
For a long time I wanted to make a scene that involved ice and snow,
and my greatest difficulty for that is the fact that I have never seen
snow.&lt;/span&gt;&lt;br style=&quot;color: rgb(220, 220, 220);&quot;&gt;
 &lt;br style=&quot;color: rgb(220, 220, 220);&quot;&gt;
 &lt;br style=&quot;color: rgb(220, 220, 220);&quot;&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;
After watching the movie I began to sketch a scene, and with the
sketches defined, I made a simple model to use as a guide for the work.&lt;/span&gt;&lt;br&gt;
 &lt;/p&gt;
 &lt;/div&gt;
 &lt;div&gt;
 &lt;img src=&quot;http://area.autodesk.com/th.gen/?b/2sa0u-hvimm-z2339-g392d:760x0.jpg&quot; alt=&quot;&quot; border=&quot;0&quot;&gt;
 &lt;/div&gt;&lt;!-- Objekt - Textovy Pole --&gt;
 &lt;div&gt;
 &lt;p&gt;
&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Following that I began to work on the creation and composition of
materials to be used in the scene. Even though this is a stage that is
performed further into the process, I decided to bring this to the
beginning of the process, because the main focus of this work was
actually the materials. &lt;/span&gt;&lt;/p&gt;
 &lt;/div&gt;
 &lt;div&gt;
 &lt;img src=&quot;http://area.autodesk.com/th.gen/?0/ktwvw-2jx6u-py4qj-cb3xw:760x0.jpg&quot; alt=&quot;&quot; border=&quot;0&quot;&gt;
 &lt;/div&gt;&lt;!-- Objekt - Header --&gt;
 &lt;table border=&quot;0&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot;&gt;
 &lt;tbody&gt;&lt;tr&gt;
 &lt;td style=&quot;text-decoration: none;&quot; width=&quot;611&quot;&gt;
 &lt;h1&gt;
 &lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Snow Material:
 &lt;/span&gt;&lt;/h1&gt;
 &lt;/td&gt;
 &lt;td width=&quot;115&quot;&gt;
 &lt;a href=&quot;http://area.autodesk.com/tutorials/focke_wulf_crash_in_the_snow_making_of#top&quot;&gt;&lt;span&gt;&lt;!-- Image --&gt;&lt;/span&gt;&lt;/a&gt;
 &lt;br&gt;&lt;/td&gt;
 &lt;/tr&gt;
 &lt;/tbody&gt;&lt;/table&gt;
 &lt;div&gt;
 &lt;div&gt;
 &lt;a href=&quot;http://area.autodesk.com/userdata/image/tutorials/t/22k27-ezbr2-wanh7-q2uxk.jpg&quot;&gt;&lt;!-- Button --&gt;&lt;/a&gt;
 &lt;/div&gt;&lt;a target=&quot;_blank&quot; href=&quot;http://area.autodesk.com/userdata/image/tutorials/t/22k27-ezbr2-wanh7-q2uxk.jpg&quot;&gt;&lt;img src=&quot;http://area.autodesk.com/th.gen/?t/22k27-ezbr2-wanh7-q2uxk:760x0.jpg&quot; alt=&quot;&quot; border=&quot;0&quot;&gt;&lt;/a&gt;
 &lt;/div&gt;&lt;!-- Objekt - Header --&gt;
 &lt;table border=&quot;0&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot;&gt;
 &lt;tbody&gt;&lt;tr&gt;
 &lt;td style=&quot;text-decoration: none;&quot; width=&quot;611&quot;&gt;
 &lt;h1&gt;
 &lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Ice Material:
 &lt;/span&gt;&lt;/h1&gt;
 &lt;/td&gt;
 &lt;td width=&quot;115&quot;&gt;
 &lt;a href=&quot;http://area.autodesk.com/tutorials/focke_wulf_crash_in_the_snow_making_of#top&quot;&gt;&lt;span&gt;&lt;!-- Image --&gt;&lt;/span&gt;&lt;/a&gt;
 &lt;br&gt;&lt;/td&gt;
 &lt;/tr&gt;
 &lt;/tbody&gt;&lt;/table&gt;
 &lt;div&gt;
 &lt;div&gt;
 &lt;a href=&quot;http://area.autodesk.com/userdata/image/tutorials/a/nfz7s-0zfxi-6q48x-7y9yq.jpg&quot;&gt;&lt;!-- Button --&gt;&lt;/a&gt;
 &lt;/div&gt;&lt;a target=&quot;_blank&quot; href=&quot;http://area.autodesk.com/userdata/image/tutorials/a/nfz7s-0zfxi-6q48x-7y9yq.jpg&quot;&gt;&lt;img src=&quot;http://area.autodesk.com/th.gen/?a/nfz7s-0zfxi-6q48x-7y9yq:760x0.jpg&quot; alt=&quot;&quot; border=&quot;0&quot;&gt;&lt;/a&gt;
 &lt;/div&gt;&lt;!-- Objekt - Header --&gt;
 &lt;table border=&quot;0&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot;&gt;
 &lt;tbody&gt;&lt;tr&gt;
 &lt;td style=&quot;text-decoration: none;&quot; width=&quot;611&quot;&gt;
 &lt;h1&gt;
 &lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Rock Material:
 &lt;/span&gt;&lt;/h1&gt;
 &lt;/td&gt;
 &lt;td width=&quot;115&quot;&gt;
 &lt;a href=&quot;http://area.autodesk.com/tutorials/focke_wulf_crash_in_the_snow_making_of#top&quot;&gt;&lt;span&gt;&lt;!-- Image --&gt;&lt;/span&gt;&lt;/a&gt;
 &lt;br&gt;&lt;/td&gt;
 &lt;/tr&gt;
 &lt;/tbody&gt;&lt;/table&gt;
 &lt;div&gt;
 &lt;div&gt;
 &lt;a href=&quot;http://area.autodesk.com/userdata/image/tutorials/v/9337u-5shg3-5ws2e-truh0.jpg&quot;&gt;&lt;!-- Button --&gt;&lt;/a&gt;
 &lt;/div&gt;&lt;a target=&quot;_blank&quot; href=&quot;http://area.autodesk.com/userdata/image/tutorials/v/9337u-5shg3-5ws2e-truh0.jpg&quot;&gt;&lt;img src=&quot;http://area.autodesk.com/th.gen/?v/9337u-5shg3-5ws2e-truh0:760x0.jpg&quot; alt=&quot;&quot; border=&quot;0&quot;&gt;&lt;/a&gt;
 &lt;/div&gt;&lt;!-- Objekt - Header --&gt;
 &lt;table border=&quot;0&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot;&gt;
 &lt;tbody&gt;&lt;tr&gt;
 &lt;td style=&quot;text-decoration: none;&quot; width=&quot;611&quot;&gt;
 &lt;h1&gt;
 &lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Composing two materials
 &lt;/span&gt;&lt;/h1&gt;
 &lt;/td&gt;
 &lt;td style=&quot;color: rgb(220, 220, 220);&quot; width=&quot;115&quot;&gt;
 &lt;a href=&quot;http://area.autodesk.com/tutorials/focke_wulf_crash_in_the_snow_making_of#top&quot;&gt;&lt;span&gt;&lt;!-- Image --&gt;&lt;/span&gt;&lt;/a&gt;
 &lt;br&gt;&lt;/td&gt;
 &lt;/tr&gt;
 &lt;/tbody&gt;&lt;/table&gt;&lt;!-- Objekt - Textovy Pole --&gt;
 &lt;div style=&quot;color: rgb(220, 220, 220);&quot;&gt;
 &lt;p&gt;
The composition of the base materials (we will call base materials the
materials that receive a layer of snow) with the snow material was made
using the shader &quot;Blend” and to mix the two materials the map &quot;Falloff”
as a mask, using a world Z technique.&lt;br&gt;
 &lt;br&gt;
To mix the materials the shader &quot;Top/Bottom” could also be used (it
substitutes the world Z technique). But to have a better result of the
displacement I used the &quot;3d Displacement”, which cannot be used inside
the shader &quot;Arch&amp;amp;Design” (used to make the base and snow
materials), so the shaders had to be placed inside the &quot;shader &quot;Mental
Ray”, using the shader &quot;Material to Shader” to make the connection.&lt;br&gt;
 &lt;br&gt;
As I had two different materials with two different displacement maps
that needed to have the same mix as the base+snow materials I opted for
the &quot;Falloff” technique in world Z instead of the &quot;Top/Bottom”, because
in the &quot;Falloff” map itself there are two channels, one for each
displacement map. This &quot;Falloff” map is the same map that was used as a
mask in the shader &quot;Blend”.&lt;br&gt;
 &lt;br&gt;
 Let`s see how that works:
 &lt;/p&gt;
 &lt;/div&gt;
 &lt;div&gt;
 &lt;div&gt;
 &lt;a href=&quot;http://area.autodesk.com/userdata/image/tutorials/2/75zv2-pv34h-3amy4-ghbxa.jpg&quot;&gt;&lt;!-- Button --&gt;&lt;/a&gt;
 &lt;/div&gt;&lt;a target=&quot;_blank&quot; href=&quot;http://area.autodesk.com/userdata/image/tutorials/2/75zv2-pv34h-3amy4-ghbxa.jpg&quot;&gt;&lt;img src=&quot;http://area.autodesk.com/th.gen/?2/75zv2-pv34h-3amy4-ghbxa:760x0.jpg&quot; alt=&quot;&quot; border=&quot;0&quot;&gt;&lt;/a&gt;
 &lt;/div&gt;&lt;!-- Objekt - Header --&gt;
 &lt;table border=&quot;0&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot;&gt;
 &lt;tbody&gt;&lt;tr&gt;
 &lt;td style=&quot;text-decoration: none;&quot; width=&quot;611&quot;&gt;
 &lt;h1&gt;
 &lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Modeling
 &lt;/span&gt;&lt;/h1&gt;
 &lt;/td&gt;
 &lt;td style=&quot;color: rgb(220, 220, 220);&quot; width=&quot;115&quot;&gt;
 &lt;a href=&quot;http://area.autodesk.com/tutorials/focke_wulf_crash_in_the_snow_making_of#top&quot;&gt;&lt;span&gt;&lt;!-- Image --&gt;&lt;/span&gt;&lt;/a&gt;
 &lt;br&gt;&lt;/td&gt;
 &lt;/tr&gt;
 &lt;/tbody&gt;&lt;/table&gt;&lt;!-- Objekt - Textovy Pole --&gt;
 &lt;div style=&quot;color: rgb(220, 220, 220);&quot;&gt;
 &lt;p&gt;
 The terrain modeling was made inside 3ds Max using simple resources, such as the modifier &quot;Noise” and the modifier &quot;Displace”.&lt;br&gt;
 After making a simple relief base, the mesh was subdivided to receive the modifier &quot;Noise”.&lt;br&gt;
 &lt;br&gt;
After using the &quot;Noise”, which will pull and stretch the mesh, we will
perform the mapping of the object, in order to make a new subdivision
and use the modifier &quot;Displace” to deform the mesh according to the
texture that will be used.&lt;br&gt;
 &lt;br&gt;
 And finally a new subdivision to leave the mesh uniform.&lt;br&gt;
 &lt;br&gt;
With all that, the mesh becomes really heavy, so now that we have the
shape we desire, the following stage is to optimize the mesh using the
modifier &quot;Multires” which optimizes maintaining the mapping (in the
case of the example in figure 7 the mesh was reduced from 53000 vertex
to 5300 vertex).&lt;br&gt;
 &lt;br&gt;
Now the mesh can be converted in &quot;Editable Poly”, for those who use 3ds
Max 2010, the resource &quot;Quadrify” can be used to correct the mesh and
remove the triangular faces. For those who use older versions that can
be achieved by using the &quot;Polyboost”.&lt;br&gt;
 &lt;br&gt;
 Now the model is ready to be used.
 &lt;/p&gt;
 &lt;/div&gt;
 &lt;div&gt;
 &lt;div&gt;
 &lt;a href=&quot;http://area.autodesk.com/userdata/image/tutorials/5/j27xj-pi2pa-yj0km-q6evq.jpg&quot;&gt;&lt;!-- Button --&gt;&lt;/a&gt;
 &lt;/div&gt;&lt;a target=&quot;_blank&quot; href=&quot;http://area.autodesk.com/userdata/image/tutorials/5/j27xj-pi2pa-yj0km-q6evq.jpg&quot;&gt;&lt;img src=&quot;http://area.autodesk.com/th.gen/?5/j27xj-pi2pa-yj0km-q6evq:760x0.jpg&quot; alt=&quot;&quot; border=&quot;0&quot;&gt;&lt;/a&gt;
 &lt;/div&gt;&lt;!-- Objekt - Textovy Pole --&gt;
 &lt;div&gt;
 &lt;p&gt;
 &lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;For the modeling of the airplane I utilized the &quot;Box Modeling” technique using as reference images found on the internet.
 &lt;/span&gt;&lt;/p&gt;
 &lt;/div&gt;
 &lt;div&gt;
 &lt;img src=&quot;http://area.autodesk.com/th.gen/?5/516xi-d95n4-re2fy-sxr68:760x0.jpg&quot; alt=&quot;&quot; border=&quot;0&quot;&gt;
 &lt;/div&gt;&lt;!-- Objekt - Header --&gt;
 &lt;table border=&quot;0&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot;&gt;
 &lt;tbody&gt;&lt;tr&gt;
 &lt;td style=&quot;text-decoration: none;&quot; width=&quot;611&quot;&gt;
 &lt;h1&gt;
 &lt;font color=&quot;#dcdcdc&quot;&gt;Mapping
 &lt;/font&gt;&lt;/h1&gt;
 &lt;/td&gt;
 &lt;td width=&quot;115&quot;&gt;
 &lt;font color=&quot;#dcdcdc&quot;&gt;&lt;a href=&quot;http://area.autodesk.com/tutorials/focke_wulf_crash_in_the_snow_making_of#top&quot;&gt;&lt;span&gt;&lt;!-- Image --&gt;&lt;/span&gt;&lt;/a&gt;&lt;br&gt;&lt;/font&gt;
 &lt;/td&gt;
 &lt;/tr&gt;
 &lt;/tbody&gt;&lt;/table&gt;&lt;!-- Objekt - Textovy Pole --&gt;
 &lt;div&gt;
 &lt;p&gt;&lt;font color=&quot;#dcdcdc&quot;&gt;
The mapping was made on 3ds Max using the &quot;Unwrap” with the &quot;Pelt Map”
tool to open the mesh. However, using only the &quot;Pelt Map” the result
will not be good, so to correct the mesh after it is open I use the
&quot;Relax” tool, which can be found in the &quot;Tools” menu. The option that
presents the best result is the &quot;Relax by Face Angles”.&lt;br&gt;&lt;br&gt;
With the mesh ready, all that is left to be done is to use the &quot;Pack
Uvs” tool, also in the &quot;Tools” menu, to correctly distribute the mesh
inside the &quot;Safe Area” of the &quot;Unwrap”. If there is too much space left
all you have to do is use the &quot;Scale” tool and make the adjustments
manually, but this entire process is usually pretty quick.&lt;br&gt;&lt;br&gt;
To have textures with a good detail level, I separated the airplane
elements in groups, to perform the mapping, as it can be seen in Figure
9. &lt;/font&gt;
 
 &lt;/p&gt;
 &lt;/div&gt;
 &lt;div&gt;
 &lt;div&gt;
 &lt;a href=&quot;http://area.autodesk.com/userdata/image/tutorials/g/r833p-9happ-3rk39-x34b8.jpg&quot;&gt;&lt;!-- Button --&gt;&lt;/a&gt;
 &lt;/div&gt;&lt;a target=&quot;_blank&quot; href=&quot;http://area.autodesk.com/userdata/image/tutorials/g/r833p-9happ-3rk39-x34b8.jpg&quot;&gt;&lt;img src=&quot;http://area.autodesk.com/th.gen/?g/r833p-9happ-3rk39-x34b8:760x0.jpg&quot; alt=&quot;&quot; border=&quot;0&quot;&gt;&lt;/a&gt;
 &lt;/div&gt;
 &lt;div&gt;
 &lt;img src=&quot;http://area.autodesk.com/th.gen/?w/q01ft-y6zxc-gw4jb-33jth:760x0.jpg&quot; alt=&quot;&quot; border=&quot;0&quot;&gt;
 &lt;/div&gt;&lt;!-- Objekt - Header --&gt;
 &lt;table border=&quot;0&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot;&gt;
 &lt;tbody&gt;&lt;tr&gt;
 &lt;td style=&quot;text-decoration: none;&quot; width=&quot;611&quot;&gt;
 &lt;h1&gt;
 &lt;font color=&quot;#dcdcdc&quot;&gt;Texturing
 &lt;/font&gt;&lt;/h1&gt;
 &lt;/td&gt;
 &lt;td width=&quot;115&quot;&gt;
 &lt;font color=&quot;#dcdcdc&quot;&gt;&lt;a href=&quot;http://area.autodesk.com/tutorials/focke_wulf_crash_in_the_snow_making_of#top&quot;&gt;&lt;span&gt;&lt;!-- Image --&gt;&lt;/span&gt;&lt;/a&gt;&lt;br&gt;&lt;/font&gt;
 &lt;/td&gt;
 &lt;/tr&gt;
 &lt;/tbody&gt;&lt;/table&gt;&lt;!-- Objekt - Textovy Pole --&gt;
 &lt;div&gt;
 &lt;p&gt;&lt;font color=&quot;#dcdcdc&quot;&gt;
 The texture was all made in photoshop, using the painting techniques and the assembling of photographic textures.
 &lt;/font&gt;&lt;/p&gt;
 &lt;/div&gt;
 &lt;div&gt;
 &lt;div&gt;
 &lt;font color=&quot;#dcdcdc&quot;&gt;&lt;a href=&quot;http://area.autodesk.com/userdata/image/tutorials/p/b3har-af371-ia3x3-4tsr6.jpg&quot;&gt;&lt;!-- Button --&gt;&lt;/a&gt;&lt;/font&gt;
 &lt;/div&gt;&lt;a target=&quot;_blank&quot; href=&quot;http://area.autodesk.com/userdata/image/tutorials/p/b3har-af371-ia3x3-4tsr6.jpg&quot;&gt;&lt;img src=&quot;http://area.autodesk.com/th.gen/?p/b3har-af371-ia3x3-4tsr6:760x0.jpg&quot; alt=&quot;&quot; border=&quot;0&quot;&gt;&lt;/a&gt;
 &lt;/div&gt;
 &lt;div&gt;
 &lt;img src=&quot;http://area.autodesk.com/th.gen/?9/d0jn4-d8yum-9n573-4p7dq:760x0.jpg&quot; alt=&quot;&quot; border=&quot;0&quot;&gt;
 &lt;/div&gt;&lt;!-- Objekt - Header --&gt;
 &lt;table border=&quot;0&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot;&gt;
 &lt;tbody&gt;&lt;tr&gt;
 &lt;td style=&quot;text-decoration: none;&quot; width=&quot;611&quot;&gt;
 &lt;h1&gt;
 &lt;font color=&quot;#dcdcdc&quot;&gt;Airplane Material:
 &lt;/font&gt;&lt;/h1&gt;
 &lt;/td&gt;
 &lt;td width=&quot;115&quot;&gt;
 &lt;a href=&quot;http://area.autodesk.com/tutorials/focke_wulf_crash_in_the_snow_making_of#top&quot;&gt;&lt;span&gt;&lt;!-- Image --&gt;&lt;/span&gt;&lt;/a&gt;
 &lt;br&gt;&lt;/td&gt;
 &lt;/tr&gt;
 &lt;/tbody&gt;&lt;/table&gt;
 &lt;div&gt;
 &lt;img src=&quot;http://area.autodesk.com/th.gen/?f/mu2en-w73t6-htg6y-t4ndg:760x0.jpg&quot; alt=&quot;&quot; border=&quot;0&quot;&gt;
 &lt;/div&gt;&lt;!-- Objekt - Header --&gt;
 &lt;table border=&quot;0&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot;&gt;
 &lt;tbody&gt;&lt;tr&gt;
 &lt;td style=&quot;text-decoration: none;&quot; width=&quot;611&quot;&gt;
 &lt;h1&gt;
 &lt;font color=&quot;#dcdcdc&quot;&gt;Airplane Rendering Test&lt;/font&gt;
 &lt;/h1&gt;
 &lt;/td&gt;
 &lt;td width=&quot;115&quot;&gt;
 &lt;a href=&quot;http://area.autodesk.com/tutorials/focke_wulf_crash_in_the_snow_making_of#top&quot;&gt;&lt;span&gt;&lt;!-- Image --&gt;&lt;/span&gt;&lt;/a&gt;
 &lt;br&gt;&lt;/td&gt;
 &lt;/tr&gt;
 &lt;/tbody&gt;&lt;/table&gt;
 &lt;div&gt;
 &lt;div&gt;
 &lt;a href=&quot;http://area.autodesk.com/userdata/image/tutorials/m/zbv5f-a3tz6-4jbj7-8h1re.jpg&quot;&gt;&lt;!-- Button --&gt;&lt;/a&gt;
 &lt;/div&gt;&lt;a target=&quot;_blank&quot; href=&quot;http://area.autodesk.com/userdata/image/tutorials/m/zbv5f-a3tz6-4jbj7-8h1re.jpg&quot;&gt;&lt;img src=&quot;http://area.autodesk.com/th.gen/?m/zbv5f-a3tz6-4jbj7-8h1re:760x0.jpg&quot; alt=&quot;&quot; border=&quot;0&quot;&gt;&lt;/a&gt;
 &lt;/div&gt;&lt;!-- Objekt - Header --&gt;
 &lt;table border=&quot;0&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot;&gt;
 &lt;tbody&gt;&lt;tr&gt;
 &lt;td style=&quot;text-decoration: none;&quot; width=&quot;611&quot;&gt;
 &lt;h1&gt;
 &lt;font color=&quot;#dcdcdc&quot;&gt;Assembly of the final scene
 &lt;/font&gt;&lt;/h1&gt;
 &lt;/td&gt;
 &lt;td width=&quot;115&quot;&gt;
 &lt;font color=&quot;#dcdcdc&quot;&gt;&lt;a href=&quot;http://area.autodesk.com/tutorials/focke_wulf_crash_in_the_snow_making_of#top&quot;&gt;&lt;span&gt;&lt;!-- Image --&gt;&lt;/span&gt;&lt;/a&gt;&lt;br&gt;&lt;/font&gt;
 &lt;/td&gt;
 &lt;/tr&gt;
 &lt;/tbody&gt;&lt;/table&gt;&lt;!-- Objekt - Textovy Pole --&gt;
 &lt;div&gt;
 &lt;p&gt;&lt;font color=&quot;#dcdcdc&quot;&gt;
With the airplane and the scene ready, it is time to put the two
together, and for that I had to wreck the airplane. I opted to do that
manually, separating the elements, mashing and tearing the bodywork.&lt;br&gt;&lt;br&gt;
 To tear the bodywork I used the &quot;Cut” tool of the &quot;Editable Poly” to demarcate the mesh on the position of the cut.&lt;br&gt;&lt;br&gt;
The parts that were pulled out of the main body of the airplane,
already demarcated, were selected through the polygon selection and
separated with the &quot;Detache”.&lt;br&gt;&lt;br&gt;
I once again used the tool &quot;Noise” to make the mashes. To be able to
use the effect only on the selected areas, I used the modifier &quot;Poly
Select” with the option &quot;Soft Selection” activated.&lt;br&gt;&lt;br&gt;
 In the parts that were separated from the main body I also applied the modifier &quot;Shell” to give these parts some thickness.
 &lt;/font&gt;
 
 
 
 &lt;/p&gt;
 &lt;/div&gt;
 &lt;div&gt;
 &lt;div&gt;
 &lt;a href=&quot;http://area.autodesk.com/userdata/image/tutorials/i/auf8d-7mrp8-hzuc5-43ytc.jpg&quot;&gt;&lt;!-- Button --&gt;&lt;/a&gt;
 &lt;/div&gt;&lt;a target=&quot;_blank&quot; href=&quot;http://area.autodesk.com/userdata/image/tutorials/i/auf8d-7mrp8-hzuc5-43ytc.jpg&quot;&gt;&lt;img src=&quot;http://area.autodesk.com/th.gen/?i/auf8d-7mrp8-hzuc5-43ytc:760x0.jpg&quot; alt=&quot;&quot; border=&quot;0&quot;&gt;&lt;/a&gt;
 &lt;/div&gt;&lt;!-- Objekt - Header --&gt;
 &lt;table border=&quot;0&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot;&gt;
 &lt;tbody&gt;&lt;tr&gt;
 &lt;td style=&quot;text-decoration: none;&quot; width=&quot;611&quot;&gt;
 &lt;h1&gt;
 &lt;font color=&quot;#dcdcdc&quot;&gt;Lighting
 &lt;/font&gt;&lt;/h1&gt;
 &lt;/td&gt;
 &lt;td width=&quot;115&quot;&gt;
 &lt;font color=&quot;#dcdcdc&quot;&gt;&lt;a href=&quot;http://area.autodesk.com/tutorials/focke_wulf_crash_in_the_snow_making_of#top&quot;&gt;&lt;span&gt;&lt;!-- Image --&gt;&lt;/span&gt;&lt;/a&gt;&lt;br&gt;&lt;/font&gt;
 &lt;/td&gt;
 &lt;/tr&gt;
 &lt;/tbody&gt;&lt;/table&gt;&lt;!-- Objekt - Textovy Pole --&gt;
 &lt;div&gt;
 &lt;p&gt;&lt;font color=&quot;#dcdcdc&quot;&gt;
The lighting of the scene should be pale and diffuse, because the
intention for the scene was to picture a blizzard during the day,
therefore it should not be dark.&lt;br&gt;&lt;br&gt;
To achieve the result I used a very simple alternative. A &quot;Skylight”
with HDRI, which was also used on the &quot;Environment” as a reflection map
and a &quot;mr Area Omni” with the shadows completely softened so that the
scene would not be marked.&lt;/font&gt;
 &lt;br&gt;
 &lt;/p&gt;
 &lt;/div&gt;
 &lt;div&gt;
 &lt;div&gt;
 &lt;a href=&quot;http://area.autodesk.com/userdata/image/tutorials/5/3mf0k-w210m-cu2b8-9wppv.jpg&quot;&gt;&lt;!-- Button --&gt;&lt;/a&gt;
 &lt;/div&gt;&lt;a target=&quot;_blank&quot; href=&quot;http://area.autodesk.com/userdata/image/tutorials/5/3mf0k-w210m-cu2b8-9wppv.jpg&quot;&gt;&lt;img src=&quot;http://area.autodesk.com/th.gen/?5/3mf0k-w210m-cu2b8-9wppv:760x0.jpg&quot; alt=&quot;&quot; border=&quot;0&quot;&gt;&lt;/a&gt;
 &lt;/div&gt;&lt;!-- Objekt - Textovy Pole --&gt;
 &lt;div&gt;
 &lt;p&gt;
&lt;font color=&quot;#dcdcdc&quot;&gt;When it was all ready I Just had to wait a few hours for the render to
be completed, so that the post production adjustments and corrections
could be performed. &lt;/font&gt;&lt;/p&gt;
 &lt;/div&gt;
 &lt;div&gt;
 &lt;img src=&quot;http://area.autodesk.com/th.gen/?6/ef7j7-ca3p3-61i7m-40n5m:760x0.jpg&quot; alt=&quot;&quot; border=&quot;0&quot;&gt;
 &lt;/div&gt;&lt;!-- Objekt - Header --&gt;
 &lt;table border=&quot;0&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot;&gt;
 &lt;tbody&gt;&lt;tr&gt;
 &lt;td style=&quot;text-decoration: none;&quot; width=&quot;611&quot;&gt;
 &lt;h1&gt;
 &lt;font color=&quot;#dcdcdc&quot;&gt;Post Production
 &lt;/font&gt;&lt;/h1&gt;
 &lt;/td&gt;
 &lt;td width=&quot;115&quot;&gt;
 &lt;font color=&quot;#dcdcdc&quot;&gt;&lt;a href=&quot;http://area.autodesk.com/tutorials/focke_wulf_crash_in_the_snow_making_of#top&quot;&gt;&lt;span&gt;&lt;!-- Image --&gt;&lt;/span&gt;&lt;/a&gt;&lt;br&gt;&lt;/font&gt;
 &lt;/td&gt;
 &lt;/tr&gt;
 &lt;/tbody&gt;&lt;/table&gt;&lt;!-- Objekt - Textovy Pole --&gt;
 &lt;div&gt;
 &lt;p&gt;&lt;font color=&quot;#dcdcdc&quot;&gt;
The post production work was divided between After Effects and
Photoshop. The first corrections were made in photoshop and consisted
in removing and fixing minor imperfections. For these corrections I
used the tools &quot;Healing” and &quot;Clone Stamp”. &lt;/font&gt;&lt;/p&gt;
 &lt;/div&gt;
 &lt;div&gt;
 &lt;img src=&quot;http://area.autodesk.com/th.gen/?y/2e9ye-wd3ha-6whs6-u2x76:760x0.jpg&quot; alt=&quot;&quot; border=&quot;0&quot;&gt;
 &lt;/div&gt;&lt;!-- Objekt - Textovy Pole --&gt;
 &lt;div&gt;
 &lt;p&gt;
 &lt;font color=&quot;#dcdcdc&quot;&gt;The second stage made in photoshop was to perform the &quot;Matte Painting” to compose the background of the scene.
 &lt;/font&gt;&lt;/p&gt;
 &lt;/div&gt;
 &lt;div&gt;
 &lt;img src=&quot;http://area.autodesk.com/th.gen/?u/beswj-tbr59-hj95x-vjr2t:760x0.jpg&quot; alt=&quot;&quot; border=&quot;0&quot;&gt;
 &lt;/div&gt;&lt;!-- Objekt - Textovy Pole --&gt;
 &lt;div&gt;
 &lt;p&gt;
&lt;font color=&quot;#dcdcdc&quot;&gt;With the corrections and the &quot;Matte Painting” ready I took the material
to the After Effects to begin the assembly of the elements. The first
stage is to compose the render with &quot;Matte Painting”. &lt;/font&gt;&lt;/p&gt;
 &lt;/div&gt;
 &lt;div&gt;
 &lt;img src=&quot;http://area.autodesk.com/th.gen/?x/z1fvv-6j524-4hx33-g2im2:760x0.jpg&quot; alt=&quot;&quot; border=&quot;0&quot;&gt;
 &lt;/div&gt;&lt;!-- Objekt - Textovy Pole --&gt;
 &lt;div&gt;
 &lt;p&gt;
&lt;font color=&quot;#dcdcdc&quot;&gt;To better integrate the scene I created a fog effect using the filter
&quot;Fractal Noise” of &quot;After FX” and a render pass of Zdepth as a mask to
give depth to the effect. &lt;/font&gt;&lt;/p&gt;
 &lt;/div&gt;
 &lt;div&gt;
 &lt;img src=&quot;http://area.autodesk.com/th.gen/?z/626tx-fb298-s0edw-mxrp3:760x0.jpg&quot; alt=&quot;&quot; border=&quot;0&quot;&gt;
 &lt;/div&gt;&lt;!-- Objekt - Textovy Pole --&gt;
 &lt;div&gt;
 &lt;p&gt;
&lt;font color=&quot;#dcdcdc&quot;&gt;After adding the fog to the scene I used three more Adjustment Layer
with filters of Brightness &amp;amp; Contrast, Levels, Shadow/Highlight and
Hue/Saturation to correct and adjust the scene and only after that I
added the layer with the snow. &lt;/font&gt;&lt;/p&gt;
 &lt;/div&gt;
 &lt;div&gt;
 &lt;img src=&quot;http://area.autodesk.com/th.gen/?w/7qpy6-s6iu7-ew48k-a7d76:760x0.jpg&quot; alt=&quot;&quot; border=&quot;0&quot;&gt;
 &lt;/div&gt;&lt;!-- Objekt - Textovy Pole --&gt;
 &lt;div&gt;
 &lt;p&gt;
&lt;font color=&quot;#dcdcdc&quot;&gt;With that I finished the AfterFX stage rendering what was done so far
and taking it once again to photoshop, because I felt the need to make
further adjustments on the scene, as the frosted metal parts of the
airplane, to compose a render pass of Ambient Occlusion and also to
make a new adjustment to the background of the scene, giving it a
little more contrast and turning the tone to a lighter blue. &lt;/font&gt;&lt;/p&gt;
 &lt;/div&gt;
 &lt;div&gt;
 &lt;img src=&quot;http://area.autodesk.com/th.gen/?5/am768-6nnyb-jez7b-hft2d:760x0.jpg&quot; alt=&quot;&quot; border=&quot;0&quot;&gt;
 &lt;/div&gt;&lt;!-- Objekt - Textovy Pole --&gt;
 &lt;div&gt;
 &lt;p&gt;
&lt;font color=&quot;#dcdcdc&quot;&gt;The next stage was to select all the layers and converting into &quot;Smart
Object” to continue the adjustments that are now to simulate the effect
of a 35mm film. In order to do that I used the filter &quot;Lens Correction”
to create an effect of chromatic aberration, increased the sharpness of
the image with the filter &quot;Sharpen” and applied GRÃO with the filter
&quot;Add Noise”.&lt;br&gt;&lt;br&gt; On the top I applied three more Adjustment
Layer for fine adjustments and once again I converted all the layers
into &quot;Smart Object” to continue to work on the 35mm film effect.&lt;/font&gt;
 &lt;br&gt;
 &lt;/p&gt;
 &lt;/div&gt;
 &lt;div&gt;
 &lt;img src=&quot;http://area.autodesk.com/th.gen/?8/y56bf-4ppdj-xysuw-p7aej:760x0.jpg&quot; alt=&quot;&quot; border=&quot;0&quot;&gt;
 &lt;/div&gt;&lt;!-- Objekt - Textovy Pole --&gt;
 &lt;div&gt;
 &lt;p&gt;
&lt;font color=&quot;#dcdcdc&quot;&gt;Now comes the final stage, where once again I applied a series of
filters intending to soften the edges of the image but maintaining the
sharpness and the correct level of grain.&lt;br&gt;&lt;br&gt; A major &quot;problem” of 3d is that it makes everything
very perfect, smooth and clean. And when we work with film the scene
ends up with imperfections such as softened edges, grain and some dirt
due to dust and micro scratches. And as I use to say, in order to make
it look good, we have to make it look &quot;bad”!&lt;/font&gt;
 &lt;br&gt;
 &lt;/p&gt;
 &lt;/div&gt;
 &lt;div&gt;
 &lt;img src=&quot;http://area.autodesk.com/th.gen/?t/ta24s-6nukk-jrhu7-namzt:760x0.jpg&quot; alt=&quot;&quot; border=&quot;0&quot;&gt;
 &lt;/div&gt;&lt;!-- Objekt - Header --&gt;
 &lt;table border=&quot;0&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot;&gt;
 &lt;tbody&gt;&lt;tr&gt;
 &lt;td style=&quot;text-decoration: none;&quot; width=&quot;611&quot;&gt;
 &lt;h1&gt;
 &lt;font color=&quot;#dcdcdc&quot;&gt;Final Image
 &lt;/font&gt;&lt;/h1&gt;
 &lt;/td&gt;
 &lt;td width=&quot;115&quot;&gt;
 &lt;a href=&quot;http://area.autodesk.com/tutorials/focke_wulf_crash_in_the_snow_making_of#top&quot;&gt;&lt;span&gt;&lt;!-- Image --&gt;&lt;/span&gt;&lt;/a&gt;
 &lt;br&gt;&lt;/td&gt;
 &lt;/tr&gt;
 &lt;/tbody&gt;&lt;/table&gt;
 &lt;div&gt;
 &lt;div&gt;
 &lt;a href=&quot;http://area.autodesk.com/userdata/image/tutorials/a/pc5c2-3k4n4-xw7se-359ps.jpg&quot;&gt;&lt;!-- Button --&gt;&lt;/a&gt;
 &lt;/div&gt;&lt;a target=&quot;_blank&quot; href=&quot;http://area.autodesk.com/userdata/image/tutorials/a/pc5c2-3k4n4-xw7se-359ps.jpg&quot;&gt;&lt;img src=&quot;http://area.autodesk.com/th.gen/?a/pc5c2-3k4n4-xw7se-359ps:760x0.jpg&quot; alt=&quot;&quot; border=&quot;0&quot;&gt;&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;&lt;br&gt;&lt;span&gt;Source: &lt;a target=&quot;_blank&quot; href=&quot;http://area.autodesk.com/&quot;&gt;http://area.autodesk.com&lt;/a&gt;&lt;/span&gt;&lt;/div&gt;</content:encoded>
			<link>https://3dstudio.ucoz.ru/news/focke_wulf_crash_in_the_snow_tutorial_making_of/2010-02-22-89</link>
			<category>Tutorial</category>
			<dc:creator>defaultNick</dc:creator>
			<guid>https://3dstudio.ucoz.ru/news/focke_wulf_crash_in_the_snow_tutorial_making_of/2010-02-22-89</guid>
			<pubDate>Mon, 22 Feb 2010 13:53:24 GMT</pubDate>
		</item>
		<item>
			<title>Realistically Light and Render Interior Scenes using 3ds Max and Vray - Tutorial</title>
			<description>&lt;div align=&quot;center&quot;&gt;&lt;h3 align=&quot;center&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/Preview.jpg&quot; height=&quot;370&quot; width=&quot;500&quot;&gt;&lt;br&gt;&lt;/h3&gt;&lt;h3&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &lt;span style=&quot;font-size: 10pt;&quot;&gt;&amp;nbsp;&lt;span style=&quot;font-size: 10pt;&quot;&gt; &lt;span style=&quot;font-family: Arial;&quot;&gt;...</description>
			<content:encoded>&lt;div align=&quot;center&quot;&gt;&lt;h3 align=&quot;center&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/Preview.jpg&quot; height=&quot;370&quot; width=&quot;500&quot;&gt;&lt;br&gt;&lt;/h3&gt;&lt;h3&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &lt;span style=&quot;font-size: 10pt;&quot;&gt;&amp;nbsp;&lt;span style=&quot;font-size: 10pt;&quot;&gt; &lt;span style=&quot;font-family: Arial;&quot;&gt;$CUT$&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/h3&gt;&lt;h3&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Step 1&lt;/span&gt;&lt;/h3&gt;&lt;p&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;In
this tutorial, we’ll be using real units, so the first thing would be
to open the menu &quot;Customize &amp;gt; Units Setup &amp;gt; US&quot; and choose
&quot;Standard &amp;gt; Feet w/Decimal Inches&quot; as the unit.&lt;/span&gt;&lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&lt;img original=&quot;http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/1.jpg&quot; src=&quot;http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/1.jpg&quot; alt=&quot; &quot;&gt;&lt;/div&gt;&lt;h3&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Step 2&lt;/span&gt;&lt;/h3&gt;&lt;p&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;When
you are trying to get a photorealistic quality it is very important to
make sure that your object scale is accurate. This will play an
important role in achieving a good render. Also, as you can see the
scene is quite simple... just a small lobby (mostly modeled with
boxes). Note: It is important that it is a closed room, and there are
no openings for the light from environment to enter.&lt;/span&gt;&lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&lt;img style=&quot;display: inline;&quot; original=&quot;http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/2.jpg&quot; src=&quot;http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/2.jpg&quot; alt=&quot; &quot;&gt;&lt;/div&gt;&lt;h3&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Step 3&lt;/span&gt;&lt;/h3&gt;&lt;p&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Press
f10, and from the &quot;assign renderer&quot; tab choose &quot;Vray&quot;. This will enable
&quot;Vray&quot; as your renderer, and also enable Vray materials in your
material editor.&lt;/span&gt;&lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&lt;img style=&quot;display: inline;&quot; original=&quot;http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/3.jpg&quot; src=&quot;http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/3.jpg&quot; alt=&quot; &quot;&gt;&lt;/div&gt;&lt;h3&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Step 4&lt;/span&gt;&lt;/h3&gt;&lt;p&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Assign
a simple Vray material to all the objects in the scene, and set up
basic scene lighting and render settings. This is to finalize the
lighting and render settings and save time, since a plain material
renders much faster than reflective and glossy materials which will be
added later.&lt;/span&gt;&lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&lt;img style=&quot;display: inline;&quot; original=&quot;http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/4.jpg&quot; src=&quot;http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/4.jpg&quot; alt=&quot; &quot;&gt;&lt;/div&gt;&lt;h3&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Step 5&lt;/span&gt;&lt;/h3&gt;&lt;p&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Now to work on the lighting and render settings to achieve the final result.&lt;/span&gt;&lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&lt;img style=&quot;display: inline;&quot; original=&quot;http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/5.jpg&quot; src=&quot;http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/5.jpg&quot; alt=&quot; &quot;&gt;&lt;/div&gt;&lt;h3&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Step 6&lt;/span&gt;&lt;/h3&gt;&lt;p&gt;&lt;span style=&quot;color: rgb(220, 220, 220);&quot;&gt;Add a Vray physical camera to the scene by going to &quot;Create Tab &amp;gt; Camera &amp;gt; Vray &amp;gt; Physical Camera&quot;.&lt;/span&gt;&lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&lt;img style=&quot;display: inline;&quot; original=&quot;http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/6.jpg&quot; src=&quot;http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/6.jpg&quot; alt=&quot; &quot;&gt;&lt;/div&gt;&lt;h3&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;Step 7&lt;/span&gt;&lt;/h3&gt;&lt;p&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;The settings for a physical camera are:&lt;/span&gt;&lt;/p&gt;&lt;table class=&quot;eBlock&quot; border=&quot;0&quot; cellpadding=&quot;2&quot; cellspacing=&quot;1&quot; width=&quot;100%&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;eMessage&quot;&gt;&lt;li&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;&lt;strong&gt;Type&lt;/strong&gt; - Determines the type of the camera. Set it to &quot;Still&quot;.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;&lt;strong&gt;Film Gate&lt;/strong&gt; - Specifies the horizontal size of the film gate in millimeters. Set it according to your scene.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;&lt;strong&gt;Focal Length&lt;/strong&gt; - Specifies the equivalent focal length of the camera lens.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt; &lt;strong&gt;f-number&lt;/strong&gt;
- The width of the camera aperture and (indirectly) exposure. If the
Exposure option is checked, changing the f-number will affect the image
brightness.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;&lt;strong&gt;Vignetting&lt;/strong&gt; - When this option is on, the optical vignetting effect of a real-world cameras is simulated.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;&lt;strong&gt;White Balance&lt;/strong&gt; - Allows additional modification of the image output according to the color or preset chosen.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;&lt;strong&gt;Shutter Speed&lt;/strong&gt;
- The shutter speed (in inverse seconds) for the still photographic
camera. For example, a shutter speed of 1/50 s corresponds to a value
of 50 for this parameter.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;&lt;strong&gt;Film Speed (ISO)&lt;/strong&gt; - Determines the film power (sensitivity). Smaller values make the image darker, while larger values make it brighter.&lt;/span&gt;&lt;/li&gt;&lt;div align=&quot;center&quot;&gt;&lt;img style=&quot;display: inline;&quot; original=&quot;http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/7.jpg&quot; src=&quot;http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/7.jpg&quot; alt=&quot; &quot;&gt;&lt;/div&gt;&lt;h3&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;Step 8&lt;/span&gt;&lt;/h3&gt;&lt;p&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;Now
to place the various Vray lights. Lights 1-4 affect the scene directly,
whereas light 5 has been placed in a downward direction, and will
affect the scene in an indirect (in the
form of bounced light).&lt;/span&gt;&lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&lt;img style=&quot;display: inline;&quot; original=&quot;http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/8.jpg&quot; src=&quot;http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/8.jpg&quot; alt=&quot; &quot;&gt;&lt;/div&gt;&lt;h3&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;Step 9&lt;/span&gt;&lt;/h3&gt;&lt;p&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;The basic parameters of the Vray lights are:&lt;/span&gt;&lt;/p&gt;&lt;li&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;&lt;strong&gt;Color &lt;/strong&gt; - The color of the light.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;&lt;strong&gt;Multiplier&lt;/strong&gt; - The multiplier for the light color. This is also the light intensity determined by the Intensity units parameter.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;&lt;strong&gt;Invisible&lt;/strong&gt;
- This setting controls whether the shape of the VRay light source is
visible in the render result. When this option is turned off the source
is rendered in the current light color. Otherwise it is not visible in
the scene.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;&lt;strong&gt;Subdivs &lt;/strong&gt;- Defines the samples, or
the quality of the light. 8-10 should be used for test renders, and
15-20 for final renders. Increasing the samples will significantly
increase your render time.&lt;/span&gt;&lt;/li&gt;&lt;div align=&quot;center&quot;&gt;&lt;img style=&quot;display: inline;&quot; original=&quot;http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/9.jpg&quot; src=&quot;http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/9.jpg&quot; alt=&quot; &quot;&gt;&lt;/div&gt;&lt;h3&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;Step 10&lt;/span&gt;&lt;/h3&gt;&lt;p&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;IES
stands for &quot;Illuminating Engineering Society&quot;. The photometric data is
stored in these files. A photometric web is a 3D representation of the
light intensity distribution of a light source. Web definitions are
stored in files. Many lighting manufacturers provide web files that
model their products, and these are often available on the Internet. We
as artists can use them to replicate the real life phenomena of light
in 3d.&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;Go to the &quot;Lights&quot; tab, choose &quot;Vray&quot; from the drop down
list, and create a &quot;Vray ies&quot; in the right view. Then instance it below
all four steel holders.&lt;/span&gt;&lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&lt;img style=&quot;display: inline;&quot; original=&quot;http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/10.jpg&quot; src=&quot;http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/10.jpg&quot; alt=&quot; &quot;&gt;&lt;/div&gt;&lt;div align=&quot;center&quot;&gt;&lt;img style=&quot;display: inline;&quot; original=&quot;http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/11.jpg&quot; src=&quot;http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/11.jpg&quot; alt=&quot; &quot;&gt;&lt;/div&gt;&lt;h3&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;Step 11&lt;/span&gt;&lt;/h3&gt;&lt;p&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;The main settings for the ies lights are:&lt;/span&gt;&lt;/p&gt;&lt;li&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;&lt;strong&gt;Browse Button &lt;/strong&gt;- Click it and browse for the ies file that you want to use.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;&lt;strong&gt;Color Mode&lt;/strong&gt; - If you choose this option, you can change and affect the light intensity through the color picker.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;&lt;strong&gt;Temperature Mode&lt;/strong&gt; - Allows you to accurately change the light intensity through the color temperature.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt; &lt;strong&gt;Power &lt;/strong&gt;- Determines how bright the light will be.&lt;/span&gt;&lt;/li&gt;&lt;div align=&quot;center&quot;&gt;&lt;img style=&quot;display: inline;&quot; original=&quot;http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/12.jpg&quot; src=&quot;http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/12.jpg&quot; alt=&quot; &quot;&gt;&lt;/div&gt;&lt;h3&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;Step 12&lt;/span&gt;&lt;/h3&gt;&lt;p&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;Through
the following steps, you will configure the rendering settings in Vray.
Press F10, then under &quot;Global Switches&quot;, uncheck &quot;Default Lights&quot;. This
will cause the default lights in the scene to be switched off. For the
Image Sampler type select &quot;Adaptive DMC&quot;, and &quot;Catmull Rom&quot; as the
filter. Also, change the min and max subdivs as shown.&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;Lastly,
change the &quot;Color Mapping&quot; type to &quot;Exponential&quot;. This mode will
saturate the colors based on their brightness, and therefore, will not
clip bright colors, but saturate them instead. This can be useful to
prevent Burn-outs in the very bright areas (for example around light
sources etc).&lt;/span&gt;&lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&lt;img style=&quot;display: inline;&quot; original=&quot;http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/13.jpg&quot; src=&quot;http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/13.jpg&quot; alt=&quot; &quot;&gt;&lt;/div&gt;&lt;h3&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;Step 13&lt;/span&gt;&lt;/h3&gt;&lt;p&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;Under
the &quot;Indirect Illumination&quot; select &quot;Irradiance Map&quot; and use &quot;Light
Cache&quot; as the primary and secondary engine. Also, change the Preset to
&quot;High&quot;, &quot;hsph subdivs&quot; to 50, and &quot;interp samples&quot; to 20.&lt;/span&gt;&lt;/p&gt;&lt;li&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;&lt;strong&gt;Irradiance Map&lt;/strong&gt;
- Computes the indirect illumination only at some points in the scene,
and interpolates for the rest of the points. The Irradiance Map is very
fast compared to direct computation, especially for scenes with large
flat areas.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;&lt;strong&gt;Current Preset&lt;/strong&gt; - Allows you to choose from several presets for some of the irradiance map parameters.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;&lt;strong&gt;Hemispheric Subdivs (HSph. subdivs)&lt;/strong&gt;
- Controls the quality of individual GI samples. Smaller values makes
things faster, but may produce blotchy results. Higher values produce
smoother images.&lt;/span&gt;&lt;/li&gt;&lt;div align=&quot;center&quot;&gt;&lt;img style=&quot;display: inline;&quot; original=&quot;http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/14.jpg&quot; src=&quot;http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/14.jpg&quot; alt=&quot; &quot;&gt;&lt;/div&gt;&lt;h3&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;Step 14&lt;/span&gt;&lt;/h3&gt;&lt;p&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;With
a Light Cache, the light map is built by tracing many eye paths from
the camera. Each of the bounces in the path stores the illumination
from the rest of the path into a 3d structure (very similar to the
photon map). In the Light Cache put 1500 for subdivs and 8 for no of
passes.&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;The Subdivs determines how many paths are traced from the
camera. The actual number of paths is the square of the subdivs (the
default 1000 subdivs mean that 1 000 000 paths will be traced from the
camera).&lt;/span&gt;&lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&lt;img style=&quot;display: inline;&quot; original=&quot;http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/15.jpg&quot; src=&quot;http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/15.jpg&quot; alt=&quot; &quot;&gt;&lt;/div&gt;&lt;h3&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;Step 15&lt;/span&gt;&lt;/h3&gt;&lt;p&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;Your
settings for the test render are done. If you hit render now, you
should see the same image that was shown before. Now all you need to do
is apply the materials, and increase the Irradiance Map and Light Cache
samples for the final render.&lt;/span&gt;&lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&lt;img style=&quot;display: inline;&quot; original=&quot;http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/16.jpg&quot; src=&quot;http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/16.jpg&quot; alt=&quot; &quot;&gt;&lt;/div&gt;&lt;h3&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;Step 16&lt;/span&gt;&lt;/h3&gt;&lt;p&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;Now to texture the scene (actually it&apos;s quite simple). The basic parameters that will be used in materials are:&lt;/span&gt;&lt;/p&gt;&lt;li&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;&lt;strong&gt;Diffuse&lt;/strong&gt; - The diffuse color of the material.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;&lt;strong&gt;Roughness &lt;/strong&gt;- Can be used to simulate rough surfaces or surfaces covered with dust.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;&lt;strong&gt;Reflect&lt;/strong&gt; - The reflection color.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;&lt;strong&gt;Reflection Glossiness &lt;/strong&gt;
- Controls the sharpness of the reflections. A value of 1.0 means
perfect mirror-like reflections; lower values produce blurry or glossy
reflections. Use the Subdivs parameter below to control the quality of
the glossy reflections.&lt;/span&gt;&lt;/li&gt;&lt;p&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;The shader for the tiles on the base is
a simple vray material with a de-saturated texture in the diffuse and a
noise map in bump.&lt;/span&gt;&lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&lt;img style=&quot;display: inline;&quot; original=&quot;http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/17.jpg&quot; src=&quot;http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/17.jpg&quot; alt=&quot; &quot;&gt;&lt;/div&gt;&lt;h3&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;Step 17&lt;/span&gt;&lt;/h3&gt;&lt;p&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;The wood rack is also made of a Vray material with slight reflections and glossiness.&lt;/span&gt;&lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&lt;img style=&quot;display: inline;&quot; original=&quot;http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/18.jpg&quot; src=&quot;http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/18.jpg&quot; alt=&quot; &quot;&gt;&lt;/div&gt;&lt;h3&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;Step 18&lt;/span&gt;&lt;/h3&gt;&lt;p&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;The material for the wall is again just simple cream and black colors with no reflections.&lt;/span&gt;&lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&lt;img style=&quot;display: inline;&quot; original=&quot;http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/19.jpg&quot; src=&quot;http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/19.jpg&quot; alt=&quot; &quot;&gt;&lt;/div&gt;&lt;div align=&quot;center&quot;&gt;&lt;img style=&quot;display: inline;&quot; original=&quot;http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/20.jpg&quot; src=&quot;http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/20.jpg&quot; alt=&quot; &quot;&gt;&lt;/div&gt;&lt;h3&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;Step 19&lt;/span&gt;&lt;/h3&gt;&lt;p&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;The
shader on the wall on which the paintings are hanging is made of steel
and white wall. The wall part also has a grainy texture assigned to it.&lt;/span&gt;&lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&lt;img style=&quot;display: inline;&quot; original=&quot;http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/21.jpg&quot; src=&quot;http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/21.jpg&quot; alt=&quot; &quot;&gt;&lt;/div&gt;&lt;div align=&quot;center&quot;&gt;&lt;img style=&quot;display: inline;&quot; original=&quot;http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/22.jpg&quot; src=&quot;http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/22.jpg&quot; alt=&quot; &quot;&gt;&lt;/div&gt;&lt;h3&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;Step 20&lt;/span&gt;&lt;/h3&gt;&lt;p&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;Your
scene is now textured! You can add any other props or objects you like
to fill up the scene. The above rendering settings are good for test
renders, but for production quality you will need to increase the
samples for the image sampler, Light Cache, and Irradiance map.&lt;/span&gt;&lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&lt;img style=&quot;display: inline;&quot; original=&quot;http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/23.jpg&quot; src=&quot;http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/23.jpg&quot; alt=&quot; &quot;&gt;&lt;/div&gt;&lt;h3&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;Step 21&lt;/span&gt;&lt;/h3&gt;&lt;p&gt;&lt;span style=&quot;font-size: 10pt; color: rgb(220, 220, 220);&quot;&gt;Here is the final result! Hope you learned something new!!.&lt;/span&gt;&lt;/p&gt;&lt;div align=&quot;center&quot;&gt;&lt;img style=&quot;display: inline;&quot; original=&quot;http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/Preview.jpg&quot; src=&quot;http://cgtuts.s3.cdn.plus.org/123_Vray_Interior/Preview.jpg&quot; alt=&quot; &quot;&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;</content:encoded>
			<link>https://3dstudio.ucoz.ru/news/realistically_light_and_render_interior_scenes_using_3ds_max_and_vray_tutorial/2010-02-22-88</link>
			<category>Tutorial</category>
			<dc:creator>defaultNick</dc:creator>
			<guid>https://3dstudio.ucoz.ru/news/realistically_light_and_render_interior_scenes_using_3ds_max_and_vray_tutorial/2010-02-22-88</guid>
			<pubDate>Mon, 22 Feb 2010 12:30:38 GMT</pubDate>
		</item>
		<item>
			<title>Locking textures to particles with Particle Flow &amp; Krakatoa Tutorial</title>
			<description>&lt;div style=&quot;text-align: center;&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;http://3dstudio.ucoz.ru/Photo-Textures/01.036.jpg&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;font color=&quot;#dcdcdc&quot;&gt;&amp;nbsp; Allan Mckay Shows us a very brief tutorial just explaining the simple process of generating particles and having them adopt their mapping coordinates off of their emitter object, and then lastly pathing them through Krakatoa as well. So this way particles adopt the texture of their emitter object and lock onto each individual particle.&lt;br&gt;&lt;/font&gt;&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; ...</description>
			<content:encoded>&lt;div style=&quot;text-align: center;&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;http://3dstudio.ucoz.ru/Photo-Textures/01.036.jpg&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;font color=&quot;#dcdcdc&quot;&gt;&amp;nbsp; Allan Mckay Shows us a very brief tutorial just explaining the simple process of generating particles and having them adopt their mapping coordinates off of their emitter object, and then lastly pathing them through Krakatoa as well. So this way particles adopt the texture of their emitter object and lock onto each individual particle.&lt;br&gt;&lt;/font&gt;&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; $CUT$&lt;br&gt;&lt;div align=&quot;left&quot;&gt;&lt;font color=&quot;#dcdcdc&quot;&gt;&lt;br&gt;&lt;/font&gt;&lt;div align=&quot;center&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;/div&gt;&lt;br&gt;&lt;/div&gt;&lt;br&gt;&lt;/div&gt;&lt;div align=&quot;center&quot;&gt;&lt;object height=&quot;400&quot; width=&quot;500&quot;&gt;&lt;param name=&quot;allowfullscreen&quot; value=&quot;true&quot;&gt;&lt;param name=&quot;allowscriptaccess&quot; value=&quot;always&quot;&gt;&lt;param name=&quot;movie&quot; value=&quot;http://vimeo.com/moogaloop.swf?clip_id=9372207&amp;amp;server=vimeo.com&amp;amp;show_title=0&amp;amp;show_byline=0&amp;amp;show_portrait=0&amp;amp;color=00ADEF&amp;amp;fullscreen=1&quot;&gt;&lt;embed src=&quot;http://vimeo.com/moogaloop.swf?clip_id=9372207&amp;amp;server=vimeo.com&amp;amp;show_title=0&amp;amp;show_byline=0&amp;amp;show_portrait=0&amp;amp;color=00ADEF&amp;amp;fullscreen=1&quot; type=&quot;application/x-shockwave-flash&quot; allowfullscreen=&quot;true&quot; allowscriptaccess=&quot;always&quot; height=&quot;400&quot; width=&quot;500&quot;&gt;&lt;/object&gt;&lt;/div&gt;</content:encoded>
			<link>https://3dstudio.ucoz.ru/news/locking_textures_to_particles_with_particle_flow_krakatoa_tutorial/2010-02-19-85</link>
			<category>Tutorial</category>
			<dc:creator>defaultNick</dc:creator>
			<guid>https://3dstudio.ucoz.ru/news/locking_textures_to_particles_with_particle_flow_krakatoa_tutorial/2010-02-19-85</guid>
			<pubDate>Fri, 19 Feb 2010 08:56:04 GMT</pubDate>
		</item>
		<item>
			<title>Making Decorative Element for Interior by Mateusz Pietruszka</title>
			<description>&lt;div align=&quot;center&quot;&gt;&lt;div align=&quot;center&quot;&gt;&lt;img src=&quot;http://3dstudio.ucoz.ru/Photo-Textures/head_banner_02.jpg&quot; alt=&quot;&quot; height=&quot;350&quot; width=&quot;550&quot;&gt;&lt;/div&gt;&lt;p&gt;&lt;/p&gt;&lt;div&gt;&lt;b&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/b&gt;...</description>
			<content:encoded>&lt;div align=&quot;center&quot;&gt;&lt;div align=&quot;center&quot;&gt;&lt;img src=&quot;http://3dstudio.ucoz.ru/Photo-Textures/head_banner_02.jpg&quot; alt=&quot;&quot; height=&quot;350&quot; width=&quot;550&quot;&gt;&lt;/div&gt;&lt;p&gt;&lt;/p&gt;&lt;div&gt;&lt;b&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/b&gt;$CUT$&lt;br&gt;&lt;b&gt;STEP 1&lt;/b&gt;&lt;/div&gt;&lt;br&gt;At
first we have to find reference image. In this case I needed to model
object I have had physically in my hands, so using scanner was an
obvious choice. After few minutes image was ready. It was too bright to
use it, so I had to darken it a little bit in photoshop to get better
contrast. Here is a final result – &lt;a target=&quot;_blank&quot; href=&quot;http://www.evermotion.org/files/tutorials_content/pietruszka/B-9.jpg&quot; style=&quot;color: red;&quot;&gt;download B-9.jpg image&lt;/a&gt;. So – after this introduction it is time to open max. &lt;br&gt;&lt;br&gt;&lt;span style=&quot;font-size: 15px;&quot;&gt;&lt;/span&gt;&lt;div align=&quot;center&quot;&gt;&lt;span style=&quot;font-size: 15px;&quot;&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;img style=&quot;&quot; src=&quot;http://www.evermotion.org/files/tutorials_content/pietruszka/1.jpg&quot; alt=&quot;&quot; height=&quot;350&quot; width=&quot;550&quot;&gt;&lt;p&gt;&lt;/p&gt;&lt;/div&gt;&lt;/span&gt;&lt;/div&gt;&lt;span style=&quot;font-size: 15px;&quot;&gt;&lt;/span&gt;&lt;b&gt;STEP 2&lt;/b&gt;&lt;br&gt;&lt;br&gt;I
will be using Generic units, so I prefer you use it as well to avoid
mistakes. Just roll out Customize from toolbar, click on Units Setup
and check Generic Units. We get to the Top view – as we have view from
the top of element (you can use either of viewports but it will be
harder to operate camera in perspective then) &lt;br&gt;&lt;br&gt;&lt;span style=&quot;font-size: 15px;&quot;&gt;&lt;/span&gt;&lt;div align=&quot;center&quot;&gt;&lt;span style=&quot;font-size: 15px;&quot;&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;img style=&quot;&quot; src=&quot;http://www.evermotion.org/files/tutorials_content/pietruszka/1.jpg&quot; alt=&quot;&quot; height=&quot;350&quot; width=&quot;550&quot;&gt;&lt;br&gt;&lt;/div&gt;&lt;/span&gt;&lt;/div&gt;&lt;span style=&quot;font-size: 15px;&quot;&gt;&lt;/span&gt;&lt;br&gt;&lt;p&gt;&lt;/p&gt;&lt;div&gt;&lt;b&gt;STEP 3&lt;/b&gt;&lt;br&gt;&lt;/div&gt;&lt;br&gt;Pressing
Alt + B opens window called Viewport Background . If you think we will
choose file now, you are right. Press Files... and choose B-9.jpg in
this case. Then tick Match Bitmap, Display Background, Lock Zoom/Pan –
it will allow us to use image as a blueprint. &lt;br&gt;&lt;span style=&quot;font-size: 15px;&quot;&gt;&lt;br&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;img style=&quot;margin-left: auto; margin-right: auto;&quot; src=&quot;http://www.evermotion.org/files/tutorials_content/pietruszka/2.jpg&quot; alt=&quot;&quot;&gt;&lt;br&gt;&lt;/div&gt;&lt;br&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;Press OK. It should look like this:&lt;/span&gt;&lt;br&gt;&lt;br&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;img style=&quot;&quot; src=&quot;http://www.evermotion.org/files/tutorials_content/pietruszka/3.jpg&quot; alt=&quot;&quot; height=&quot;350&quot; width=&quot;550&quot;&gt;&lt;br&gt;&lt;/div&gt;&lt;/span&gt;&lt;br&gt;&lt;p&gt;&lt;/p&gt;&lt;div&gt;&lt;b&gt;STEP 4&lt;br&gt;&lt;br&gt;&lt;/b&gt;&lt;/div&gt;As
you can see in the viewport in this situation grid is rather annoying,
so I prefer turning it off (just press G as the Top view selected). Now
we get into modeling. First step is to create Cylinder with parameters
– radius 7.5 and height 164 with eg. 12 height segments. Place it like
shown on the image below. Clone it 3 times. Just hold Shift and move it
like shown in picture. It is important to have Gizmo correctly in this
place (just create Cylinder from Left view). &lt;br&gt;&lt;span style=&quot;font-size: 15px;&quot;&gt;&lt;br&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;img style=&quot;&quot; src=&quot;http://www.evermotion.org/files/tutorials_content/pietruszka/4.jpg&quot; alt=&quot;&quot; height=&quot;300&quot; width=&quot;550&quot;&gt;&lt;br&gt;&lt;/div&gt;&lt;/span&gt;&lt;b&gt;STEP 5&lt;/b&gt;&lt;br&gt;&lt;span style=&quot;font-size: 15px;&quot;&gt;&lt;p&gt; &lt;span style=&quot;font-size: 10pt;&quot;&gt;Now bending it. Convert one Cylinder to Editable Poly and then use Attach button to attach all these objects in one. &lt;/span&gt;&lt;br&gt;&lt;/p&gt;&lt;/span&gt;&lt;div align=&quot;left&quot;&gt;&lt;div align=&quot;center&quot;&gt;&lt;span style=&quot;font-size: 15px;&quot;&gt;&lt;p&gt;&lt;img style=&quot;&quot; src=&quot;http://www.evermotion.org/files/tutorials_content/pietruszka/5.jpg&quot; alt=&quot;&quot; height=&quot;350&quot; width=&quot;550&quot;&gt;&lt;/p&gt;&lt;/span&gt;&lt;/div&gt;&lt;br&gt;&lt;span style=&quot;font-size: 15px;&quot;&gt;&lt;/span&gt;&lt;/div&gt;&lt;b&gt;STEP 6&lt;/b&gt;&lt;br&gt;&lt;span style=&quot;font-size: 15px;&quot;&gt;&lt;p&gt;
&lt;span style=&quot;font-size: 10pt;&quot;&gt;We have them attached. It is time to add Bend modifier from Modifier
List. Angle parameter allows us to control value of bending it. As you
can see -70.5 does its job. It will disturb somehow our placement, so
move it again into correct position (even turn it a little bit to match
the reference).&amp;nbsp;&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;&lt;/span&gt;&lt;div align=&quot;center&quot;&gt;&lt;img style=&quot;&quot; src=&quot;http://www.evermotion.org/files/tutorials_content/pietruszka/6.jpg&quot; alt=&quot;&quot; height=&quot;300&quot; width=&quot;550&quot;&gt;&lt;/div&gt;&lt;span style=&quot;font-size: 15px;&quot;&gt;&lt;p&gt;&lt;/p&gt;&lt;/span&gt;&lt;b&gt;STEP 7&lt;/b&gt;&lt;br&gt;&lt;span style=&quot;font-size: 15px;&quot;&gt;&lt;p&gt;
&lt;span style=&quot;font-size: 10pt;&quot;&gt;Now, also from Modifier List, choose FDD 3x3x3. Roll it out and click
on Control Points. Select middle points and put it higher than others.
After doing it, select the others two on the one edge, and put it
lower, like on the screenshot. It is necessary to avoid bad collisions
in future.&amp;nbsp;&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;&lt;/span&gt;&lt;div align=&quot;center&quot;&gt;&lt;img style=&quot;margin-left: auto; margin-right: auto;&quot; src=&quot;http://www.evermotion.org/files/tutorials_content/pietruszka/7.jpg&quot; alt=&quot;&quot;&gt;&lt;br&gt;&lt;/div&gt;&lt;span style=&quot;font-size: 15px;&quot;&gt;&lt;p&gt;&lt;/p&gt;&lt;/span&gt;&lt;b&gt;STEP 8&lt;/b&gt;&lt;br&gt;&lt;span style=&quot;font-size: 15px;&quot;&gt;&lt;p&gt;
&lt;span style=&quot;font-size: 10pt;&quot;&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;We are ready to clone our model. Like before, hold shift and move it
like on the picture. Now we just clone it 5 times just for training (if
you want you can clone it 1&amp;nbsp;000&amp;nbsp;000 times – amount does not matters).
Remember to be even though a little bit precise to match the reference.
Check Instance – if you would like to change shape or bending value,
changing it just in one random element will cause changes in every
object. &lt;/span&gt;&lt;br&gt;&lt;/span&gt;&lt;br&gt;&lt;/p&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;img style=&quot;margin-left: auto; margin-right: auto;&quot; src=&quot;http://www.evermotion.org/files/tutorials_content/pietruszka/8.jpg&quot; alt=&quot;&quot;&gt;&lt;br&gt;&lt;/div&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;&lt;br&gt;And as a result of our work, we should get something similar to this: &lt;/span&gt;&lt;br&gt;&lt;br&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;img style=&quot;margin-left: auto; margin-right: auto;&quot; src=&quot;http://www.evermotion.org/files/tutorials_content/pietruszka/9.jpg&quot; alt=&quot;&quot;&gt;&lt;br&gt;&lt;/div&gt;&lt;/span&gt;&lt;b startcont=&quot;this&quot;&gt;&lt;br&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;STEP 9&lt;/span&gt;&lt;/b&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;&lt;br&gt;&lt;/span&gt;&lt;span style=&quot;font-size: 15px;&quot;&gt;&lt;p&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;
We have done just one side. It is time to do the second one – very easy
and fast method. Select all of the elements and click on the Mirror
icon on the command panel. &lt;/span&gt;&lt;br&gt;&lt;/p&gt;&lt;p&gt;&lt;img style=&quot;margin-left: auto; margin-right: auto;&quot; src=&quot;http://www.evermotion.org/files/tutorials_content/pietruszka/10.jpg&quot; alt=&quot;&quot;&gt;&lt;br&gt;&lt;/p&gt;&lt;br&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;New windows appeard – just make everything look like on the screenshot below. &lt;/span&gt;&lt;br&gt;&lt;br&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;img style=&quot;&quot; src=&quot;http://www.evermotion.org/files/tutorials_content/pietruszka/11.jpg&quot; alt=&quot;&quot; height=&quot;300&quot; width=&quot;550&quot;&gt;&lt;br&gt;&lt;/div&gt;&lt;/span&gt;&lt;b&gt;STEP 10&lt;/b&gt;&lt;br&gt;&lt;span style=&quot;font-size: 15px;&quot;&gt;&lt;p&gt;
&lt;span style=&quot;font-size: 10pt;&quot;&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;We get a little bit confused element, so it is time to put it in some
order. Just move it to match the reference. This is what we should get
after it: &lt;/span&gt;&lt;br&gt;&lt;/span&gt;&lt;/p&gt;&lt;/span&gt;&lt;div align=&quot;right&quot;&gt;&lt;div align=&quot;center&quot;&gt;&lt;span style=&quot;font-size: 15px;&quot;&gt;&lt;p&gt;&lt;img style=&quot;margin-left: auto; margin-right: auto;&quot; src=&quot;http://www.evermotion.org/files/tutorials_content/pietruszka/12.jpg&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&lt;/span&gt;&lt;/div&gt;&lt;br&gt;&lt;span style=&quot;font-size: 15px;&quot;&gt;&lt;/span&gt;&lt;/div&gt;&lt;b&gt;STEP 11&lt;/b&gt;&lt;br&gt;&lt;span style=&quot;font-size: 15px;&quot;&gt;&lt;p&gt;
&lt;span style=&quot;font-size: 10pt;&quot;&gt;Main thing is finished. Now we will model something to put in on. I
have chosen rather simple shape. Just use Line from Splines section.
And try to achive for example this shape:&amp;nbsp;&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;br&gt;&lt;img style=&quot;&quot; src=&quot;http://www.evermotion.org/files/tutorials_content/pietruszka/13.jpg&quot; alt=&quot;&quot; height=&quot;300&quot; width=&quot;550&quot;&gt;&lt;br&gt;&lt;/p&gt;&lt;/span&gt;&lt;b&gt;STEP 12&lt;/b&gt;&lt;br&gt;&lt;span style=&quot;font-size: 15px;&quot;&gt;&lt;p&gt;
&lt;span style=&quot;font-size: 10pt;&quot;&gt;I use mostly Fillet to get little bends. Just select vertex where you
would like to have smooth corner, click on Fillet and insert some value
(the higher the smoother corner is) or just simply move arrow pointer
on vertex and slide it with left mouse button pressed.&amp;nbsp;&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;&lt;/span&gt;&lt;div align=&quot;center&quot;&gt;&lt;img style=&quot;margin-left: auto; margin-right: auto;&quot; src=&quot;http://www.evermotion.org/files/tutorials_content/pietruszka/14.jpg&quot; alt=&quot;&quot;&gt;&lt;br&gt;&lt;/div&gt;&lt;span style=&quot;font-size: 15px;&quot;&gt;&lt;p&gt;&lt;/p&gt;&lt;/span&gt;&lt;span style=&quot;font-size: 15px;&quot;&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;Bigger bends are easier to control with bezier and bezier corner.&lt;/span&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;img style=&quot;&quot; src=&quot;http://www.evermotion.org/files/tutorials_content/pietruszka/15.jpg&quot; alt=&quot;&quot; height=&quot;300&quot; width=&quot;550&quot;&gt;&lt;br&gt;&lt;/div&gt;&lt;br&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;After some tweakings with line, we should end up with something similar to this:&lt;/span&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;img style=&quot;margin-left: auto; margin-right: auto;&quot; src=&quot;http://www.evermotion.org/files/tutorials_content/pietruszka/16.jpg&quot; alt=&quot;&quot;&gt;&lt;br&gt;&lt;/div&gt;&lt;/span&gt;&lt;b&gt;&lt;br&gt;STEP 13&lt;/b&gt;&lt;br&gt;&lt;span style=&quot;font-size: 15px;&quot;&gt;&lt;p&gt;
&lt;span style=&quot;font-size: 10pt;&quot;&gt;Now we have just a spline so it is time to make it real object. It is
very simple – just add Extrude modifier from list and enter value as
big as you like. It just controls length of element. So we are done
with it. It is time to make it fully tillable. &lt;/span&gt;&lt;br&gt;&lt;/p&gt;&lt;/span&gt;&lt;b&gt;STEP 14&lt;/b&gt;&lt;br&gt;&lt;span style=&quot;font-size: 15px;&quot;&gt;&lt;p&gt;
&lt;span style=&quot;font-size: 10pt;&quot;&gt;Select all elements in the scene, clone and move it on the right to
match excatly the ends of last element. Convert last 2 elements (with
red crosses on the screenshot) to editable poly and attach them to
themselves. We will use Quick slice (Edit geometry) to cut it fast and
without pain. Maximaze the Top view and cut it somewhere where the line
on the picture appears (it is end of last element we have created with
line). Try to be precise to cut it perpendicular as it is possible.&amp;nbsp;&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;br&gt;&lt;img style=&quot;margin-left: auto; margin-right: auto;&quot; src=&quot;http://www.evermotion.org/files/tutorials_content/pietruszka/17.jpg&quot; alt=&quot;&quot;&gt;&lt;br&gt;&lt;/p&gt;&lt;br&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;It will add new vertixes along the cut line.&lt;/span&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;img style=&quot;margin-left: auto; margin-right: auto;&quot; src=&quot;http://www.evermotion.org/files/tutorials_content/pietruszka/18.jpg&quot; alt=&quot;&quot;&gt;&lt;br&gt;&lt;/div&gt;&lt;/span&gt;&lt;b&gt;&lt;br&gt;STEP 15&lt;/b&gt;&lt;br&gt;&lt;span style=&quot;font-size: 15px;&quot;&gt;&lt;p&gt;
&lt;span style=&quot;font-size: 10pt;&quot;&gt;Now delete everything what is on the right side of the cut (crossed
with red lines). Delete also elements from the right – they were there
just to help us with matching correct position. &lt;br&gt;&lt;/span&gt;&lt;br&gt;&lt;/p&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;img style=&quot;margin-left: auto; margin-right: auto;&quot; src=&quot;http://www.evermotion.org/files/tutorials_content/pietruszka/19.jpg&quot; alt=&quot;&quot;&gt;&lt;br&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;We ended up with open cylinders, so we have to close them. Use Border
to select edges and then click on Cap. It will fill the ends.&lt;/span&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;img style=&quot;&quot; src=&quot;http://www.evermotion.org/files/tutorials_content/pietruszka/20.jpg&quot; alt=&quot;&quot; height=&quot;300&quot; width=&quot;550&quot;&gt;&lt;br&gt;&lt;/div&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;&lt;br&gt;Done on the one side and for the other side is 99% the same. Copy, cut and cap. This is what we should get:&lt;/span&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;img style=&quot;margin-left: auto; margin-right: auto;&quot; src=&quot;http://www.evermotion.org/files/tutorials_content/pietruszka/23.jpg&quot; alt=&quot;&quot;&gt;&lt;br&gt;&lt;/div&gt;&lt;br&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;We
have nice, fully tillable decorative element for our interior. It has
many polys but you can easy change it just by lowering down segments or
sides, thanks to instance copying. Final result after rendering is
right here:&lt;br&gt;&lt;/span&gt;&lt;br&gt;&lt;br&gt;&lt;div style=&quot;text-align: center;&quot;&gt;&lt;img style=&quot;margin-left: auto; margin-right: auto;&quot; src=&quot;http://www.evermotion.org/files/tutorials_content/pietruszka/listwa%201%20male.jpg&quot; alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;div align=&quot;left&quot;&gt;&lt;span style=&quot;font-size: 10pt;&quot;&gt;Source:www.evermotion.org&lt;/span&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;/div&gt;&lt;/div&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align=&quot;center&quot;&gt;&lt;object height=&quot;265&quot; width=&quot;400&quot;&gt;&lt;param name=&quot;allowfullscreen&quot; value=&quot;true&quot;&gt;&lt;param name=&quot;allowscriptaccess&quot; value=&quot;always&quot;&gt;&lt;param name=&quot;movie&quot; value=&quot;http://vimeo.com/moogaloop.swf?clip_id=9125813&amp;amp;server=vimeo.com&amp;amp;show_title=0&amp;amp;show_byline=0&amp;amp;show_portrait=0&amp;amp;color=00ADEF&amp;amp;fullscreen=1&quot;&gt;&lt;embed src=&quot;http://vimeo.com/moogaloop.swf?clip_id=9125813&amp;amp;server=vimeo.com&amp;amp;show_title=0&amp;amp;show_byline=0&amp;amp;show_portrait=0&amp;amp;color=00ADEF&amp;amp;fullscreen=1&quot; type=&quot;application/x-shockwave-flash&quot; allowfullscreen=&quot;true&quot; allowscriptaccess=&quot;always&quot; height=&quot;265&quot; width=&quot;400&quot;&gt;&lt;/object&gt;&lt;/div&gt;</content:encoded>
			<link>https://3dstudio.ucoz.ru/news/making_decorative_element_for_interior_by_mateusz_pietruszka/2010-02-16-84</link>
			<category>Tutorial</category>
			<dc:creator>defaultNick</dc:creator>
			<guid>https://3dstudio.ucoz.ru/news/making_decorative_element_for_interior_by_mateusz_pietruszka/2010-02-16-84</guid>
			<pubDate>Tue, 16 Feb 2010 06:17:43 GMT</pubDate>
		</item>
		<item>
			<title>Quick Tip: the Secret to Making Convincing Explosions with FumeFX</title>
			<description>&lt;div align=&quot;center&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;http://cgtuts.s3.cdn.plus.org/000_QuickTips/001_FumeFx_Explosion/ExplosiveSecretPREV.jpg&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;font color=&quot;#dcdcdc&quot;&gt;In this Quick Tip we will examine a few overlooked methods to optimize explosions made with FumeFX. Not noise parameters or other obvious things, but something that many don&apos;t think about until they are told, and than they say &quot;Oh yeah! That make perfect sense!!&quot;. Not sensational...but quite handy if creating a realistically behaving explosion is what you&apos;re after.&lt;br&gt;&lt;/font&gt;&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; ...</description>
			<content:encoded>&lt;div align=&quot;center&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;http://cgtuts.s3.cdn.plus.org/000_QuickTips/001_FumeFx_Explosion/ExplosiveSecretPREV.jpg&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;font color=&quot;#dcdcdc&quot;&gt;In this Quick Tip we will examine a few overlooked methods to optimize explosions made with FumeFX. Not noise parameters or other obvious things, but something that many don&apos;t think about until they are told, and than they say &quot;Oh yeah! That make perfect sense!!&quot;. Not sensational...but quite handy if creating a realistically behaving explosion is what you&apos;re after.&lt;br&gt;&lt;/font&gt;&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; $CUT$&lt;br&gt;&lt;br&gt;&lt;/div&gt;&lt;div align=&quot;center&quot;&gt;&lt;embed src=&quot;http://blip.tv/play/g8M5gcXMKQI%2Em4v&quot; type=&quot;application/x-shockwave-flash&quot; allowscriptaccess=&quot;always&quot; allowfullscreen=&quot;true&quot; height=&quot;326&quot; width=&quot;480&quot;&gt;&lt;/div&gt;</content:encoded>
			<link>https://3dstudio.ucoz.ru/news/quick_tip_the_secret_to_making_convincing_explosions_with_fumefx/2010-02-16-83</link>
			<category>Tutorial</category>
			<dc:creator>defaultNick</dc:creator>
			<guid>https://3dstudio.ucoz.ru/news/quick_tip_the_secret_to_making_convincing_explosions_with_fumefx/2010-02-16-83</guid>
			<pubDate>Tue, 16 Feb 2010 06:08:54 GMT</pubDate>
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