3D Max, Maya, Blender Tutorials to get Grip on Character Modeling & Animations

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3D Max, Maya, Blender Tutorials to get Grip on Character Modeling & Animations

In this digital art era Animated movies getting lot of business in worldwide cinemas, we’ve lot of examples from famous pixar, warnerbros and disneyanimation best examples, we’re with digital artist work who sharing their knowledge from these awesome 3D Max Tutorials, Maya Lightening Tutorials, Cinema4D Tutorials, ZBrush Tutorials, Character Modeling and rendering Tutorials and 3D Animations Tutorials we focusing on beginners and advanced level artwork.

We also know these kind of professional trainings will help to learn about 3D Game developments as well using 3D software’s, most of the game developers, visual effects artist and design visualization specialists also involved in these listed 3D Artworks tutorials.

These listed tutorials also have complete projects from scratch level of 3D Animation learning, model texturing, patch modeling, box modeling, Cartoon Character designing, and polygonal modeling, all of these added in this latest “3D Max, Maya, Blender Tutorials to get Grip on Character Modeling & Animations” roundup, need your comments for arrange another useful 3D Animations and Modeling tutorials.

Making Of ‘Max and Milton’

Making Of 'Max and Milton'

Making Of ‘Zombie In The Closet’

Introduction
Greets everyone! My name is Yaroslav Primachenko and in this Making Of I will tell you about my last 3D work called “A zombie in the closet”. The idea for this work came to me after watching some zombie movies and playing the brilliant Plants vs. Zombies game – why are zombies always composed of parts taken from the same species, it’s so boring! These cute creatures surely deserve more, so I decided to make my own zombie and make it more creative by combining parts of different living (or should I say dead?) beings. So I drew a character called Franky – a younger brother of the famous Frankenstein monster. A freak and an outcast, hated and despised by his own family for being a vegetarian and preferring broccoli to brains. Nobody ever wrote any books or shot movies about him – his existence was a disgrace to all of his relatives. Well, there’s a skeleton in everyone’s closet, you know.

At first I wanted to make a more realistic-looking image with less saturated colors, but quickly changed my mind after drawing a sketch. I didn’t want to lose all the opportunities that a more cartoony approach gave me – like Franky sitting on his tail as if in a rocking chair, or using such deformed proportions. I tried to create a zombie that everyone would want as a pet and would love to feed with all the stuff the zombies love to eat (brains?).

Making Of 'Zombie In The Closet'

Making Of ‘All Roads Lead to Rome’

Introduction
Previous to the creation of this image I did a number of renders for a gallery exhibition (Adaption Series). For this series I produced thirteen inkjet prints in total and introduced a low-poly, realistic, astronaut character with no textures whatsoever. This was a starting point for making a completely different image. I obviously wanted to do something new with a character/role I liked, so I reused two elements: a helmet and a backpack and started to model around them (Fig.01 – 02).

Making Of 'All Roads Lead to Rome'

Character Modeling in Blender

Character modeling can be a daunting field to get into. Developing a solid character with good design and proper topology takes a lot of work. This tutorial provides an introduction to the many aspects involved with modeling a character in Blender for beginner artists.

Topics covered in this tutorial include:

  • Transform basics
  • Extruding
  • Mirror modifiers
  • Setting background images
  • Dividing the workspace
  • Topology

Character Modeling in Blender

Unreal Development Kit 3 Beginner’s Guide Sample Chapter: Materials

We’re continuing our “Unreal Development Kit 3 Beginner’s Guide” giveaway, and giving you a chance to get a sneak peak at some of the content this fantastic book has to offer. Below you’ll find a sample chapter which covers working with materials in UDK. If you haven’t already entered for your chance to win a copy of the book, find out how after the jump!

Earlier this year Epic Games began releasing the Unreal Development Kit free of charge, making it extremely easy for anyone to get started working with the software. You can find out more information and download the latest build at: UDK.com.

Unreal Development Kit 3 Beginner’s Guide Sample Chapter: Materials

Quick Tip: Creating A Simple 3D Puzzle In Maya

In this quick tip, author Abed Ibrahim will show you a great way to create a simple 3D puzzle in Maya. Although simple in approach, this valuable technique can be used in a variety of projects, ranging from very simple puzzles to extremely complex scenes, or even animations.

Quick Tip: Creating A Simple 3D Puzzle In Maya

3D Max Clone Modelling – Video Tutorial

3D Max Clone Modelling - Video Tutorial

Making Of ‘Monk’

Making Of 'Monk'

Making of 3D Girl – ELLA

Making of 3D Girl – ELLA

Rendering A 3D Stereoscopic Image With 3D Studio Max 2012

3D has experienced a massive resurgence in recent years, and become a standard in not only the film and television industries, but in video games and computer graphics as well… it’s literally everywhere. So in this tutorial Arnab Bhadra will teach you how to create your own 3D stereoscopic renders using 3D Studio Max 2012, and the free script “Render 3D” created by Andrew Dour. This is a great project for anyone interested in truly bringing their work into the 3rd dimension!

Rendering A 3D Stereoscopic Image With 3D Studio Max 2012

“The Warrior” – Part 1 – Not Available

In this tutorial you’ll go through the entire character creation pipeline using Zbrush, Maya, UVLayout and Photoshop. We’ll go through the whole process of creating the “Warrior” character including texturing and rendering with Metalray. This tutorial is divided into 8 parts and in the first part, we’ll start blocking out the character in Zbrush using Zspheres.

“The Warrior” Part 2 – Retopology In Zbrush

“The Warrior” Part 2 – Retopology In Zbrush

In part two of the Warrior tutorial, I’m going to explain how to change the meshflow of the model we created in part one. Since the mesh has been created using zspheres, the meshflow of the model is not good enough for the rest of the pipeline. So in this part we’ll look at how to correct this using the ‘Topology Tool’ in Zbrush.

“The Warrior” Part 2 – Retopology In Zbrush

Real Time Character Modeling Tutorial

Below is a short tutorial showing the method I use when modelling a real time character. This approach can also be adopted when creating subdivision surface models. I hope some of you find it informative and useful.

A summary of the key points that this tutorial will cover:

  • Start with good reference material and use as much as you can.
  • Using your reference as an image plane, block out the rough shape of the character using cylinders.
  • When adding finer details make sure to follow the muscle lines strictly.
  • You must end up with a nice clean model, symmetrical where possible.
  • Try and keep to a grid system, this will give you a neat model to work with, and result in better deformation.
  • Do not put polygons where they are not needed, even if this is a high-resolution model.
  • Check the edges on your character thoroughly. Make sure they are flipped the correct way, what you need to avoid is faces collapsing in onto each other when the model is animated.
  • Adjust the character to its final binding pose.

Real Time Character Modeling Tutorial

Making Of ‘Final Stand’

Introduction
What’s up, guys? My name is Brandon Martynowicz. I have been working as a CG matte artist/environment artist for the last six years in the film/game industry. My primary skills include modeling, texturing, shading, lighting and rendering.

I have put together a short “Making Of” of my latest personal piece, called Final Stand. This image was inspired by a quick pencil sketch I did a while back. A big part of creating this image was to keep practicing my skill-set, and to play with composition and lighting. I love doing personal projects because they give me the freedom to create what I envision, rather than being under constant art direction.

References
By starting off with a sketch, I immediately knew I wanted to create something vast in size and scale, something old-ish, dirty, grimy, urban and somewhat sci-fi-esque. This led me to Google, which lead me to the Kowloon Walled City in Hong Kong. This is a well know existing place, so references were quite easy to find. I immediately fell in love with the size, scale, weathering and amount of detail in this city (Fig.01).

Making Of 'Final Stand'

Assembly/Disassembly with Particle Flow in 3Ds Max

Being creative with the dynamic systems in our 3D applications can produce stunning, exciting and elegant results. In this tutorial, Sachin Joshi walks us through one such example using Particle Flow in 3Ds Max, showing us how to assemble and disassemble objects within your scene.

Assembly/Disassembly with Particle Flow in 3Ds Max

Creating a Realistic Human Skin Shader Using the VrayFastSSS2 Shader

Hi guys! This tutorial shows an advanced setup for the VrayFastSSS2 shader, emphasizing the creation of a realistic shader for human skin. This can be used in cartoon characters too because of its flexibility at render times that helps both cases (realistic and cartoon). Pay attention to scale values that influence the look of the entire shader in the render. I hope you guys enjoy this tutorial and if you have any questions, please send me an email.

Creating a Realistic Human Skin Shader Using the VrayFastSSS2 Shader

Making Of ‘Judge Death’

Making Of 'Judge Death'

Making of ‘Kinetica’

Making of 'Kinetica'

Making of Varga by Paul Tosca

Making of Varga by Paul Tosca

Model, UV, and Texture a Complete Manga Character in Blender – Day 1

Creating a 3d character that is equipped to be animated is one of the most challenging things you can do in CG, and to make matters worse, it has always been equally challenging to find any comprehensive tutorials on the entire workflow. Well not any more! In this 7 video long, intermediate to advanced level tutorial series, professional Blender artist, Karan Shah, will walk you through the complete creation process of a ready to animate video game character. From modeling, to UVs and texturing, to adding the final mesh topology for deformation, this series is a must see for any Blender character artist!

Model, UV, and Texture a Complete Manga Character in Blender – Day 1

Making of ‘Turtle Freedom For Sale’

Introduction
I made this image for a 3D challenge about freedom. My first ideas were way too ambitious for the time I can currently spend on my personal projects and much more serious, full of contemporary meaning. But after some thought I decided to go with a lighter and funnier approach.

Concept
Even though my drawing skills are limited, sketching is still a crucial part of the process. When sketching a concept it’s really important to have in mind that you’re just drawing for yourself and that the sketches aren’t supposed to be a final result. Rather a first step towards that end (Fig.01 – 02).

Making of 'Turtle Freedom For Sale'

Making Of ‘ Makes Me Fly’

Introduction
Hi, my name is Adrien Castel and I’m a 3D generalist at a studio based near Bordeaux in France. I made this illustration for my girlfriend. She’s the kind of girl who makes you want to become someone better so that’s why the idea was that she makes my fly!

References
As reference I used a little character I’d designed for an art toy, whose name is Buddy. As you can see in Fig.01, he’s a simple shaped character with a round head. Thanks to that I’ve been able to turn him into several different characters, simply by changing colors and adding a few details (now the game is working out who’s who!) For this particular illustration I wanted him to have better proportions – as you can see, the head is slightly smaller than in the reference.

Making Of ' Makes Me Fly'

Making of Assassin by cozmo

Hello everyone, my name is Plamen Iliev and in this article I’ll try to explain the process of creating my 3D character Assassin.

I usually use the same tools for all my 3D characters although I sometimes experiment with new ones. For this particular project I used 3ds Max 9/2008, ZBrush 3.1, BodyPaint and Photoshop. This project began as an extension to one of my comic-style drawings of a girl coming out of a flower. There was no particular story behind her but I kind of liked the flowing hair and pose and decided to give her another dimension.

Before I start modeling I usually do a lot of research. I search for particular types of faces, although I already had some concept for this one and I also browsed the web for different kinds of clothing. After that I had a general idea of what I had to model and a color palette I wanted to use.

The modeling process began with the face. I modeled the head directly in 3ds Max. I didn’t use the box-modeling technique, but the edge-extension method instead. I modeled the features first, like the eyes, the nose, and the lips, then I filled in the missing gaps. I took the ear from another project of mine. I believe it’s useful to keep a library of different objects and reuse them. Once I built the head I brought it into ZBrush and started experimenting with the Move brush. I used different photos of girls and tried to recreate their head structure. Orbiting around the face and looking at it from different angles helped a lot in working out its proportions.

Making of Assassin by cozmo

3D Studio Max Low-Poly Character Modeling and Texturing

This tutorial is for the creation of Low-Poly “Portable Game Resolution” real-time characters. This tutorial is being made with 3D Studio Max and Photoshop and all program-specific instructions are for those programs. The basic techniques can be transferred to other applications if you are already very familiar with those programs.

The first thing you should ever do before even opening your 3D app is to get your ref ready. I wasn’t aiming for anything fancy or elaborate. Nothing fantasy or sci-fi. Just a guy. So I’m using photo ref. A well-drawn and proportionally accurate drawing is also a good option. If you are not confident in your drawing ability, either get someone else to draw your ref, download a drawing, or just use photographs.

3D Studio Max Low-Poly Character Modeling and Texturing

Basic Cloth Simulation Tutorial

Basic Cloth Simulation Tutorial

Making of ‘Private Goofy’

Introduction
Hi, my name is Jaime Otegui and I work in the film industry. In this Making Of I will try to explain how I made this image, following the main steps of its creation process. I hope it will be useful for you.

Inspiration
I’ve worked in video games since the beginning of my career and that’s why I’m used to low poly meshes and small tileable textures. Now I’m working on a 3D movie, which is why I wanted to explore high poly meshes and HD renders.

My goal with this image was to take a highly recognizable 2D character and bring him to life in 3D.
I really like Disney characters, so I thought Goofy was a good choice to achieve my goal. We have all been watching Disney characters since we were kids, so if something is wrong with a 3D approximation then you notice it quickly (Fig.01).

Making of 'Private Goofy'

 

 

In this digital art era Animated movies getting lot of business in worldwide cinemas, we’ve lot of examples from famous pixar, warnerbros and disneyanimation best examples, we’re with digital artist work who sharing their knowledge from these awesome 3D Max Tutorials, Maya Lightening Tutorials, Cinema4D Tutorials, ZBrush Tutorials, Character Modeling and rendering Tutorials and 3D Animations Tutorials we focusing on beginners and advanced level artwork.

 

We also know these kind of professional trainings will help to learn about 3D Game developments as well using 3D software’s, most of the game developers, visual effects artist and design visualization specialists also involved in these listed 3D Artworks tutorials.

 

These listed tutorials also have complete projects from scratch level of 3D Animation learning, model texturing, patch modeling, box modeling, Cartoon Character designing, and polygonal modeling, all of these added in this latest “3D Max, Maya, Blender Tutorials to get Grip on Character Modeling & Animations” roundup, need your comments for arrange another useful 3D Animations and Modeling tutorials.

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