Making of the Conall

First and most important part is to imagine what you have to or what you want to create. After few hours I’ve chosen to sculpt werewolf. It’s half human, half animal and it has clothes. So many different issues to face up.

Making of Chrome Material by Florence Design Academy

Chrome is one of the most used materials in the Design field. This material needs only a few settings to be rendered in an optimal way. You can see many samples of chrome in the design gallery of the Florence Design Academy Let’s begin: 1.) You need a dark gray diffuse color (for a perfect […]

Making of German Soldier Bust

The idea of creating a bust of a soldier, came the need to not have seen anything of this digital character so controversial. I maturing the idea of seeking references and finally ended up setting the project staff.

Making of Fall

After almost 5+ years of experience with mentalray it was a real pleasure trying something new. This was a project I started few years ago, but it never grew to more than initial sketch and simple scene blocking in 3D.

Making of breeze of the past

The work consists of an old office room in good condition, still in use even now. I started this work wanting to create a silent story, so I made the components of the room appear to be speaking for themselves.

Making of Punk by Vikramvr

“Punk” is a character inspired from one of the models of 3d.sk. The intention was to make a character aesthetically pleasing, stands out from the rest and has a unique design. After some research I found out that, there were not many models of punk type characters, so I decided to go in that direction. […]

Making of Calamity Jane

This tutorial is a project overview for my image“Calamity Jane ”. This image is a personal project maybe you can say just make for for fun. In this tutorial I will not go in detail explanation, assuming that reader has some basic knowledge of modeling and rendering …

Making of the Breakfast Wars

In this tutorial I will be showing the process and some techniques I generally use to create my artwork. Starting at how I approach sketching my initial designs, I will detail the steps I take that lead to the final rendering, I hope you can apply this method to a variety of your art projects […]

Making of Dreamy Bath in 3DS MAX

Hi everybody. In this tutorial we will see how we can design whole bathroom, light and render it. You need to know some 3ds Max essentials, but i tried to explain everything detailed. Used 3ds Max 2009, VRay and Photoshop

Making of Toony in 3DS MAX

Hi everybody. In this tutorial we will see how we can design a lovely toon characters scene, light and render it. Also we will see what is composite material and how to use it. You need to know some 3ds Max essentials, but i tried to explain everything detailed. Used 3ds Max 2009, VRay and […]

Making of Gypsy Dancer Part 2

Sketching a character – Gypsy Dancer. Part 2 of 2. With commentary but you probably best just turn down the volume and put on some tunes. Actual Time: 2 Hours

Making of “Voodoo Doll” (part 5/6)

Part 5 of this tutorial will explore adding a quick shadow pass to help enhance certain forms, and will continue adding details. While watching this process we will discuss the emotional side of art, tackling subjects like quality and efficiency in hopes to offer definitive ways that you can help greatly improve the quality and […]

Making of “Voodoo Doll” (part 3/6)

During this part we will explore and discuss reflective light, the 2nd key light and specular light pass and what to consider when rendering different specific materials like plastic, fabric or metal.

Making of “Voodoo Doll” (part 4/6)

Throughout this tutorial we will discuss and explore the subject of subsurface scattering, the application and manipulation of photographic textures and will further discuss how to achieve believability in a piece of artwork.

Making of “Voodoo Doll” (part 6/6)

In this final part of the tutorial, we will discuss how the background was created to finalize the piece. This includes the texture, lighting, ambient occlusion and more. We will also discuss and demonstrate the importance of final character and environment details including light scattering, light particle effects and adding final wear and tear to […]