<?xml version="1.0" encoding="UTF-8"?> <rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:wfw="http://wellformedweb.org/CommentAPI/" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:sy="http://purl.org/rss/1.0/modules/syndication/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" ><channel><title>Free Photoshop Tutorials, Custom Shapes, Photo Effects, PSD Files and More &#124; Alias3DMedia &#187; Render</title> <atom:link href="http://www.alias3dmedia.com/tag/render/feed" rel="self" type="application/rss+xml" /><link>http://www.alias3dmedia.com</link> <description>Featuring free Photoshop Tutorials on Graphic Design and digital photo effects as well as offering a selection of free   Photoshop Custom Shapes, Photo Edges and other Photoshop Resources.</description> <lastBuildDate>Tue, 31 Jan 2012 07:54:14 +0000</lastBuildDate> <language>en</language> <sy:updatePeriod>hourly</sy:updatePeriod> <sy:updateFrequency>1</sy:updateFrequency> <generator>http://wordpress.org/?v=3.1.2</generator> <item><title>Pixar Releases RenderMan for Maya 4.0 and RenderMan Studio 3.0</title><link>http://www.alias3dmedia.com/news/pixar-releases-renderman-for-maya-4-0-and-renderman-studio-3-0.html</link> <comments>http://www.alias3dmedia.com/news/pixar-releases-renderman-for-maya-4-0-and-renderman-studio-3-0.html#comments</comments> <pubDate>Wed, 06 Apr 2011 07:04:53 +0000</pubDate> <dc:creator>admin</dc:creator> <category><![CDATA[Industy News]]></category> <category><![CDATA[News]]></category> <category><![CDATA[CG News]]></category> <category><![CDATA[popular]]></category> <category><![CDATA[Render]]></category> <category><![CDATA[renderman]]></category><guid isPermaLink="false">http://www.alias3dmedia.com/?p=5612</guid> <description><![CDATA[Pixar Releases RenderMan for Maya 4.0 and RenderMan Studio 3.0]]></description> <content:encoded><![CDATA[<h1><a href="http://www.alias3dmedia.com/wp-content/uploads/2011/04/3.jpg"><img class="aligncenter size-medium wp-image-5613" style="border: 5px solid black;" title="pixar renderman for maya 4.0" src="http://www.alias3dmedia.com/wp-content/uploads/2011/04/3-545x241.jpg" alt="" width="545" height="241" /></a></h1><h1>What&#8217;s New?</h1><h2>RenderMan for Maya 4.0</h2><p style="text-align: justify;">RenderMan® for Maya® 4.0 is the latest version of Pixar&#8217;s advanced  rendering plug-in for Maya, featuring Pixar&#8217;s award-winning RenderMan  renderer. Highlights in version 4.0 include a series of significant  performance enhancements, which should be immediately apparent on many  scenes.</p><blockquote><h3>NEW FEATURES</h3></blockquote><ol><li><strong>Maya Fluids</strong> &#8211; Maya Fluid are now supported with full support for motion blur and the ability to produce depth maps, for Deep Shadows, etc.</li><li><strong>RenderMan Controls </strong>- A new, consolidated user interface provides intuitive, one-window access to the RfM&#8217;s basic settings and operations.</li><li><strong>Co-Shader Support </strong>- RFM now supports tightly bound light/co-shader combiniations.</li></ol><blockquote><h3>ENHANCEMENTS</h3></blockquote><ol><li><strong>Upgrade to 15.2 </strong>- RFM includes a  significant upgrade to the core rendering technology, providing  substantial out-of-box performance enhancements.</li><li><strong>Unlimited Threading</strong> &#8211; Renderings now can take advantage of unlimited threads per seat.</li><li><strong>Enhanced Threading </strong>- Significant gains when using multiple processors</li><li><strong>Accelerated Ray Tracing</strong> &#8211; Substantial performance optimizations</li><li><strong>Render Layers </strong>- The pass mechanisms for both implicit and explicit passes has been improved for Maya Render Layer&#8217;s.</li></ol><blockquote><h3>JOB DISTRIBUTION</h3></blockquote><ul><li><ol><li><strong>Pixar&#8217;s Tractor</strong> &#8211; RFM provides  no-hassle job distribution with Tractor, Pixar&#8217;s new and improved work  dispatching system &#8230; Tractor is available as a separate purchase for  RFM.</li></ol></li></ul><blockquote><h3>NEW COMPATIBILITY</h3></blockquote><ul><li><ol><li><strong>64 bit Vista Support on OSX</strong></li><li><strong>Maya 2011 Support</strong></li></ol></li></ul><h1>What&#8217;s New?</h1><h2>RenderMan Studio</h2><p style="text-align: justify;">RenderMan Studio 3.0 is the latest version of Pixar&#8217;s advanced suite of  tools for shading and lighting TDs. Highlights in version 3.0 include a  series of significant performance enhancements, which should be  immediately apparent on many scenes.</p><blockquote><h3>NEW FEATURES</h3></blockquote><ol><li><strong>Relighting </strong>- GUI for interactive, final render-quality relighting of your Maya scene. (RFM Pro Only, RenderMan Pro Server Required.)</li><li><strong>Maya Fluids</strong> &#8211; Maya Fluid are now supported with full support for motion blur and the ability to produce depth maps, for Deep Shadows, etc.</li><li><strong>RenderMan Controls </strong>- A new, consolidated user interface provides intuitive, one-window access to the RfM&#8217;s basic settings and operations.</li><li><strong>Co-Shader Support </strong>- RFM now supports tightly bound light/co-shader combiniations.</li><li><strong>Slim Scripting</strong> &#8211; MTOR-style Slim scripting is now supported from RFM, via slimcmd and slimmsg.</li><li><strong>TCL </strong>- RFM now supports Slim-side Tcl expressions (e.g. mattr, etc.)</li></ol><blockquote><h3>ENHANCEMENTS</h3></blockquote><ol><li><strong>Render Layers </strong>- The pass mechanisms for both implicit and explicit passes has been improved for Maya Render Layer&#8217;s.</li><li><strong>The RIB Inspector</strong> &#8211; A new RIB inspector provides quick access to your render data.</li><li><strong>Better Intergration with Slim</strong> &#8211; RFM&#8217;s integration with Slim has been improved:<ol><li>Slim sessions now &#8220;travel&#8221; with Maya scene files.</li><li>Bind Slim shaders to Maya nodes without the use of Maya ShadingGroup Nodes.</li><li>Hierarchical binding via the Maya DAG is now  supported. A new binding strength attribute allows you to override  lower-level bindings at higher DAG levels.</li><li>Slim can now initiate preview renders in Maya.</li><li>Slim networks can now generally imply extra rendering passes.</li><li>Full support for Slim-side Ensemble Adaptors.</li></ol></li></ol><blockquote><h3>SLIM 9.0</h3></blockquote><ol><li><strong>Factory Templates</strong> &#8211; Complete upgrades to  out-of-box templates, providing production-ready shading while  leveraging the new capabilities of RSL 2.0.<ol><li>Improved physical accuracy</li><li>Optimized performance</li><li>New Slim nodes of all types, including Broadcast co-shaders, PTex utilities, volume nodes, and more.</li></ol></li><li><strong>Materials Library</strong> &#8211; A  library of complex appearances is provided.</li><li><strong>Tight Slim/RFM Integration</strong> &#8211; Offering new levels of interactivity with Maya. Tight integration means:<ol><li>Direct attachments from Slim</li><li>A new Smart Palette based on Maya selections<br /> Slim networks can now imply extra rendering passes..</li><li>Full support for Slim-side conditional Adaptors</li></ol></li><li><strong>PSets </strong>- PSets are a new UI tool for simplifying the process of introducing many minor variations in shaders.</li><li><strong>Co-Shaders</strong> &#8211; Complex shading tasks can be much more controllable and efficient with co-shaders.</li></ol><h3>RENDERER ENHANCEMENTS</h3><ol><li><strong>Upgrade to 15.2 </strong>- RFM includes a  significant upgrade to the core rendering technology, providing  substantial out-of-box performance enhancements.</li><li><strong>Unlimited Threading</strong> &#8211; Renderings now can take advantage of unlimited threads per seat.</li><li><strong>Disney&#8217;s PTex </strong>- RFM now supports PTex  files, including both reading, writing, and baking, facilitating new  workflows for painting and texturing models, with higher quality  results.</li><li><strong>Enhanced Threading </strong>- Significant gains when using multiple processors</li><li><strong>Accelerated Ray Tracing</strong> &#8211; Substantial performance optimizations</li></ol><h3>JOB DISTRIBUTION</h3><ul><li><ol><li><strong>Pixar&#8217;s Tractor</strong> &#8211; RFM provides  no-hassle job distribution with Tractor, Pixar&#8217;s new and improved work  dispatching system &#8230; one Tractor license is included with every seat  of RenderMan Studio.</li></ol></li></ul><p>&nbsp;</p><h2 style="text-align: left;"><span style="color: #333333;"><strong>Press Releases</strong></span></h2><p>EMERYVILLE, CA – (July 27th, 2010) Pixar Animation  Studios today disclosed full details of the upcoming versions of its  RenderMan Studio and RenderMan for Maya products at SIGGRAPH 2010.</p><p>Targeted for release in the fall of 2010, RenderMan  for Maya 4.0 is Pixar’s RenderMan® plug-in for Autodesk’s Maya®,  optimized to provide fast and easy access to the photorealistic  rendering technology used to create the stunning visual effects in the  majority of today’s feature films. This latest version provides  accelerated performance via the addition of unlimited threading and  significant acceleration and memory efficiencies from core optimizations  to the internal renderer. Additionally RenderMan for Maya 4.0 brings  support for Maya Fluids, Maya 2011 compatibility, and the addition of a  new unified interface for RenderMan Controls.</p><p>Also targeted for release in the fall of 2010,  RenderMan Studio 3.0 includes all of the above new features and adds  enhanced Slim integration, a new production-quality shader library, a  relighting GUI built on PRMan’s re-rendering API, enhanced co-shader  support, PSets, Ptex compatibility, and more. In addition, RenderMan  Studio now includes Tractor 1.0, Pixar’s recently released distributed  render management solution built on an innovative new architecture  designed to manage both small and large multi-core render farms.</p><p>Pixar’s SIGGRAPH 2010 booth (#628) features  demonstrations of both the new RenderMan Studio 3.0 and RenderMan for  Maya 4.0, together with customer case studies and workflow  demonstrations from complimentary products that closely integrate with  RenderMan in today’s production pipelines. The annual RenderMan Users  Group is being held at 6.30 pm at the JW Marriott, Los Angeles at L. A.  Live, 900 West Olympic Boulevard, CA 90015. More information is  available for those both using and considering RenderMan at the Pixar  booth.</p><p>SIGGRAPH 2010 highlights the latest versions of  RenderMan Studio, RenderMan for Maya, together with RenderMan Pro  Server, as the core technologies used in today’s cinematic rendering  pipelines, all built on a shared technology base providing entry points  and upgrade paths suitable for every level of user.</p><p><strong>Availability</strong><br /> RenderMan for Maya 4.0 is compatible with Mac OS 10.5  and 10.6, Windows 7, Windows Vista 32-bit and 64-bit, and Windows Vista  64-bit HPC Server. In addition to the above, RenderMan Studio 3.0 is  compatible with Linux 32-bit and 64-bit. New purchasers of the current  versions of both products are entitled to a free upgrade when these  versions release.</p><p>Tractor 1.0 is included in RenderMan Studio and is  also available as a standalone product. Each additional Tractor license  is able to execute one task on a remote client for only $99. Until  December 31, 2012, existing Alfred, Alfserver, RenderMan Pro Server, and  RenderMan Studio customers on active maintenance are entitled to freely  replace their Alfred and Alfserver licenses with an equivalent number  of Tractor licenses on a one to one basis at any time. Tractor 1.0 is  compatible with Mac OS X and Linux 32-bit and 64-bit, but can deploy  tasks to Windows 7, Windows Vista 32-bit and 64-bit, and Windows Vista  64-bit HPC Server also.</p><p>Pixar’s annual maintenance program benefits customers  with access to ongoing support and free upgrades. For more information  please visit www.pixar.com or contact rendermansales@pixar.com.</p><p><strong>About Pixar</strong><br /> Pixar Animation Studios, a wholly owned subsidiary of  The Walt Disney Company, is an Academy Award®-winning film studio with  world-renowned technical, creative and production capabilities in the  art of computer animation.  Creator of some of the most successful and  beloved animated films of all time, including Toy Story, Finding Nemo,  The Incredibles, Cars, Ratatouille, WALL•E, Up and most recently, Toy  Story 3. The Northern California studio has won 24 Academy Awards® and  its eleven films have grossed more than $5.5 billion at the worldwide  box office to date. The next film release from Disney•Pixar is Cars 2  (June 24, 2011).</p><p>source: <a href="http://www.pixar.com">pixar.com</a></p> ]]></content:encoded> <wfw:commentRss>http://www.alias3dmedia.com/news/pixar-releases-renderman-for-maya-4-0-and-renderman-studio-3-0.html/feed</wfw:commentRss> <slash:comments>0</slash:comments> </item> <item><title>Top 20 Making Of Cars 3D Tutorials</title><link>http://www.alias3dmedia.com/tutorials/3d-graphics/3d-tutorials/top-20-making-of-cars-3d-tutorials.html</link> <comments>http://www.alias3dmedia.com/tutorials/3d-graphics/3d-tutorials/top-20-making-of-cars-3d-tutorials.html#comments</comments> <pubDate>Sun, 17 Oct 2010 13:20:40 +0000</pubDate> <dc:creator>admin</dc:creator> <category><![CDATA[3D Graphics]]></category> <category><![CDATA[3D tutorials]]></category> <category><![CDATA[Render]]></category> <category><![CDATA[Tutorials]]></category> <category><![CDATA[3d]]></category> <category><![CDATA[3ds max]]></category> <category><![CDATA[Cinema 4D]]></category> <category><![CDATA[maya]]></category> <category><![CDATA[popular]]></category><guid isPermaLink="false">http://www.alias3dmedia.com/?p=5322</guid> <description><![CDATA[Top 20 Making Of Cars 3D Tutorials]]></description> <content:encoded><![CDATA[<p style="text-align: center;"><a href="http://www.alias3dmedia.com/wp-content/uploads/2010/10/20.JPG"><img class="aligncenter size-medium wp-image-5342" style="border: 5px solid black;" title="Hotrod by tottarie" src="http://www.alias3dmedia.com/wp-content/uploads/2010/10/20-545x299.jpg" alt="Hotrod by tottarie" width="545" height="299" /></a></p><p style="text-align: justify;">In this article I would like to show you what  kind of methods I used to  create my latest picture ’Hotrod’. Although in  Hungary (my home) those  cars aren’t too popular, I really like the style of  cars from the  30’s, so I decided to make my own hotrod. The car isn’t an exact  type, I  just wanted to catch the most characteristic shapes of this era.</p><h2><a href="http://www.3dm3.com/forum/articles.php?action=viewarticle&amp;artid=82&amp;page=1" target="_blank">Read more</a></h2><p style="text-align: center;"><a href="http://www.alias3dmedia.com/wp-content/uploads/2010/10/19.JPG"><img class="aligncenter size-medium wp-image-5341" style="border: 5px solid black;" title="Speed Demon" src="http://www.alias3dmedia.com/wp-content/uploads/2010/10/19-545x321.jpg" alt="Speed Demon" width="545" height="321" /></a></p><p style="text-align: justify;">For  this scene my initial idea was to model a  realistic car, but I wanted to make  an old one, such as you see in the  exhibitions. I started searching for  references and blueprints on  Google, to find one that was interesting to model,  and after a long  search I chose the Aston Martin Ulster.</p><p style="text-align: justify;">Whenever  I  go to model a car, as well as references, to me it is essential to have   blueprints to make an accurate model. I was fortunate to be able to get  one, because there are not  many blueprints of this 1930s car.</p><h2 style="text-align: justify;"><a href="http://www.3dtotal.com/tutorial/3d_studio_max/speed_demon_car_modeling/speed_demon_01.php" target="_blank">Read more</a></h2><p style="text-align: center;"><a href="http://www.alias3dmedia.com/wp-content/uploads/2010/10/18.JPG"><img class="aligncenter size-medium wp-image-5340" style="border: 5px solid black;" title="Ford Mustang Fastback '65" src="http://www.alias3dmedia.com/wp-content/uploads/2010/10/18-545x312.jpg" alt="Ford Mustang Fastback '65" width="545" height="312" /></a></p><p style="text-align: justify;">I decided to work on the  Ford Fastback because I  love the classic look of the car, and that is what I  wanted to achieve –  a feeling of class and style. I had a rough idea in my mind  of the  final image, the colours, and a studio render with maybe some different   camera angles. But it was really the process of creating the car and  trying out  different things that led to the final result that I am  talking about today.</p><p style="text-align: justify;">I hope you will like this  making of, and perhaps you’ll find something interesting in it for yourself.</p><h2 style="text-align: justify;"><a href="http://www.3dtotal.com/tutorial/3d_studio_max/car_modeling_ford_mustang_fastback65/ford_mustang_01.php" target="_blank">Read more</a></h2><p style="text-align: center;"><a href="http://www.alias3dmedia.com/wp-content/uploads/2010/10/17.JPG"><img class="aligncenter size-medium wp-image-5339" style="border: 5px solid black;" title="Alfa Romeo" src="http://www.alias3dmedia.com/wp-content/uploads/2010/10/17-545x283.jpg" alt="Alfa Romeo" width="545" height="283" /></a></p><p style="text-align: justify;">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.</p><p style="text-align: justify;">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!</p><h2 style="text-align: justify;"><a href="http://www.3dtotal.com/tutorial/3d_studio_max/car_modeling_alfa_romeo_competizione_c8/alpha_romeo_01.php" target="_blank">Read more</a></h2><p style="text-align: center;"><a href="http://www.alias3dmedia.com/wp-content/uploads/2010/10/16.JPG"><img class="aligncenter size-medium wp-image-5338" style="border: 5px solid black;" title="Vantage at Dusk" src="http://www.alias3dmedia.com/wp-content/uploads/2010/10/16-545x354.jpg" alt="Vantage at Dusk" width="545" height="354" /></a></p><p style="text-align: justify;">As with any project of this  nature, the key to a  realistic model is proper research and a decent set of  blueprints.  Having sourced the blueprints, I soon discovered that (as usual)  there  were certain discrepancies between the different angles represented on   the blueprints. However, this was unavoidable as the angles were sourced  from  different locations and traced from different perspectives and  photos.</p><p style="text-align: justify;">Seeing as the side   elevation had the most detail and was of a decent size, I decided to  use this  view as gospel and tweak the remaining ones accordingly. In  doing so I ended up  with a set of blueprints that lined up in all the  important places and that I  hoped would produce a final model with the  correct amount of headlights and so  fourth.</p><h2 style="text-align: justify;"><a href="http://www.3dtotal.com/team/Tutorials_3/makingof_vantage_at_dusk/vantage_01.php" target="_blank">Read more</a></h2><p style="text-align: center;"><a href="http://www.alias3dmedia.com/wp-content/uploads/2010/10/15.JPG"><img class="aligncenter size-medium wp-image-5337" style="border: 5px solid black;" title="formula1 car" src="http://www.alias3dmedia.com/wp-content/uploads/2010/10/15-545x278.jpg" alt="formula1 car" width="545" height="278" /></a></p><p style="text-align: justify;">Introduction &#8211; I&#8217;ve  made this car by the requests of an advertising agency  here in Rio de  Janeiro.  They need it  completed in less than 3 days&#8230; It should be a  generic formula1, ‘because our  client doesn’t sponsor any&#8230; I asked  for more time, but the agency was in a  hurry (as always&#8230;)</p><p>So I decided to do it by myself&#8230;the color scheme of the car is a  tribute to  my soccer team Flamengo who is the winner of the Brazilian  soccer championship  of 2009. The car took me one week to be finished!  And here is the small project  overview…</p><p>I’ve looked in the Internet for the official    documents of formula1 in order    to have the right dimensions to model   my own car.</p><h2 style="text-align: justify;"><a href="http://www.cgarena.com/freestuff/tutorials/max/formula1/formula1.html" target="_blank">Read more</a></h2><p style="text-align: center;"><a href="http://www.alias3dmedia.com/wp-content/uploads/2010/10/14.JPG"><img class="aligncenter size-medium wp-image-5336" style="border: 5px solid black;" title="Xray Car" src="http://www.alias3dmedia.com/wp-content/uploads/2010/10/14-545x280.jpg" alt="Xray Car" width="545" height="280" /></a></p><p style="text-align: justify;">Hi,  my name is houmam munir and I was born in Baghdad, Iraq. I am 18  years old, I&#8217;m  still studying and where I had most of my experience  with technical drawing. For  the experience in the industry I decided to  enroll for 3d courses where I can learn  the tools of the trade and  modeling concepts.</p><h2 style="text-align: justify;"><a href="http://www.cgarena.com/freestuff/tutorials/max/xraycar/xraycar.html" target="_blank">Read more</a></h2><p style="text-align: center;"><a href="http://www.alias3dmedia.com/wp-content/uploads/2010/10/13.JPG"><img class="aligncenter size-medium wp-image-5335" style="border: 5px solid black;" title="bmw m3" src="http://www.alias3dmedia.com/wp-content/uploads/2010/10/13-545x292.jpg" alt="bmw m3" width="545" height="292" /></a></p><p><span style="color: #333333;">(<strong>Please read</strong>):  Before you begin the tutorial you should know that the tutorial will  only work perfectly if you model the same car. This will save you a lot  of frustration as you progress through each section. In order for you to  better grasp the tutorial, I highly recommend that you do model the  same car. This will better prepare you for when you start working on  your own models and/or other blueprints. In case you decide to work on a  different blueprint this tutorial will help you with the fundamentals.  In addition, you will learn a fast, clean and production friendly way to  model a car.</span></p><h2><span style="color: #333333;"><a href="http://www.3dtotal.com/team/Tutorials/julian_sarmiento_carmod/carmodel_part1_01.php" target="_blank">Read more</a><br /> </span></h2><p style="text-align: center;"><a href="http://www.alias3dmedia.com/wp-content/uploads/2010/10/12.JPG"><img class="aligncenter size-medium wp-image-5334" style="border: 5px solid black;" title="Getaway Vehicle" src="http://www.alias3dmedia.com/wp-content/uploads/2010/10/12-545x290.jpg" alt="Getaway Vehicle" width="545" height="290" /></a></p><p style="text-align: justify;">I started modeling this car for  another scene a while ago and it was  supposed to be just a low-poly  half-finished model. However we had an  assignment from university to make a  realistic car so I decided just to  finish this one and make it really good. The  whole process took about  18-20 days from start to finish. There weren’t any  blueprints available  for this model at that time (I’m not sure if there are now)  so I  mostly used references and blueprints from a similar model.</p><h2 style="text-align: justify;"><a href="http://www.3dtotal.com/tutorial/3d_studio_max/car_modeling_the_getaway_vehicle/the_getaway_vehicle_01.php" target="_blank">Read more</a></h2><p style="text-align: center;"><a href="http://www.alias3dmedia.com/wp-content/uploads/2010/10/11.JPG"><img class="aligncenter size-medium wp-image-5333" style="border: 5px solid black;" title="Mercedes Benz CLS550" src="http://www.alias3dmedia.com/wp-content/uploads/2010/10/11-545x310.jpg" alt="Mercedes Benz CLS550" width="545" height="310" /></a></p><p style="text-align: justify;">Hi everyone, I&#8217;m Soroosh Ghaffarian,  a 3D artist. In this  tutorial,  I&#8217;m going to share my knowledge on how I modeled and rendered the   Mercedes Benz CLS550.</p><p style="text-align: justify;">First of all, as  far as the  modeling of cars and vehicles are concerned, it’s really important  to  gather a variety of references and the right blueprints. It’s not a   difficult process but it shouldn’t be rushed. I found blueprints which  were  pretty accurate, so there was no need to squeeze or skew them in  order to make  the views align better. I ended up gathering more than  100 references to model  my car and below are some of the photos that I  used.</p><h2 style="text-align: justify;"><a href="http://www.3dtotal.com/tutorial/maya/mercedes_car_modeling_in_the_road/mercedes_car_modeling_01.php" target="_self">Read more</a></h2><p style="text-align: center;"><a href="http://www.alias3dmedia.com/wp-content/uploads/2010/10/10.JPG"><img class="aligncenter size-medium wp-image-5332" style="border: 5px solid black;" title="Ford GT40 In Vegas" src="http://www.alias3dmedia.com/wp-content/uploads/2010/10/10-545x284.jpg" alt="Ford GT40 In Vegas" width="545" height="284" /></a></p><p style="text-align: justify;">Hello everybody, my name is  Luis E. Nieves. I am a digital artist  currently working as Technical Director at  Lightstream Animation  Studios and based in northern California. In this Making  Of I would  like to share my workflow and also some tips with you. This project  was  done using Autodesk Maya, mental ray and Adobe After Effects.</p><h2 style="text-align: justify;"><a href="http://www.3dtotal.com/tutorial/maya/car_modeling_ford_gt40_vegas/ford_gt40_vegas_01.php" target="_blank">Read more</a></h2><p style="text-align: center;"><a href="http://www.alias3dmedia.com/wp-content/uploads/2010/10/9.jpg"><img class="aligncenter size-medium wp-image-5331" style="border: 5px solid black;" title="9" src="http://www.alias3dmedia.com/wp-content/uploads/2010/10/9-545x363.jpg" alt="9" width="545" height="363" /></a></p><p style="text-align: justify;">Ever wanted to know how the artists create those amazing cars for AAA  video game titles?  Well here’s your chance to find out.  In this  incredible CGTuts+ exclusive tutorial series, you will follow  professional CG artist and teacher Laurens Corijn as he creates a high  quality, next-gen, normal mapped Hot Rod for realtime use.</p><h2 style="text-align: justify;"><a href="http://cg.tutsplus.com/tutorials/autodesk-3ds-max/creating-a-next-gen-video-game-hot-rod-the-complete-workflow-day-1/" target="_blank">Read more</a></h2><p style="text-align: center;"><a href="http://www.alias3dmedia.com/wp-content/uploads/2010/10/8.jpg"><img class="aligncenter size-medium wp-image-5330" style="border: 5px solid black;" title="Mercedes Benz 540k 1.936" src="http://www.alias3dmedia.com/wp-content/uploads/2010/10/8-545x324.jpg" alt="Mercedes Benz 540k 1.936" width="545" height="324" /></a><span>This is the first  part of a personal project, I  love modeling and habits in order not to lose,  and trying new things  and move forward and improve that already use, usually  propose new  challenges to me. The attraction I feel for the <span id="IL_AD4">old cars</span> is that  they can see as the beginning of an idea that has been  evolving to this day and  that in those first steps do not have the  technology in use today. </span></p><h2 style="text-align: justify;"><span><a href="http://www.cgarena.com/freestuff/tutorials/max/mercedes540k/mercedes.html" target="_blank">Read more</a><br /> </span></h2><p style="text-align: center;"><a href="http://www.alias3dmedia.com/wp-content/uploads/2010/10/7.jpg"><img class="aligncenter size-medium wp-image-5329" style="border: 5px solid black;" title="viper" src="http://www.alias3dmedia.com/wp-content/uploads/2010/10/7-545x363.jpg" alt="viper" width="545" height="363" /></a></p><p style="text-align: justify;">Whenever you see highly realistic images of CG cars, you may think that  it is an incredibly difficult process to arrive at such a high quality  result…this is not actually the case.  In this tutorial, Sumeet Gupta  will show you how easy it can be to create a photorealistic car render  using 3DS Max and Vray, as long as you know the right steps.</p><h2 style="text-align: justify;"><a href="http://cg.tutsplus.com/tutorials/autodesk-3ds-max/create-a-photorealistic-car-render-using-3ds-max-and-vray/" target="_blank">Read more</a></h2><p style="text-align: center;"><a href="http://www.alias3dmedia.com/wp-content/uploads/2010/10/6.jpg"><img class="aligncenter size-medium wp-image-5328" style="border: 5px solid black;" title="Pontiac Trans Am" src="http://www.alias3dmedia.com/wp-content/uploads/2010/10/6-545x342.jpg" alt="Pontiac Trans Am" width="545" height="342" /></a></p><p style="text-align: justify;">Hello everyone. In this tutorial I’m going to explain the process of  creating  a Trans Am. Before I start let me give you a brief review of  this tutorial:</p><ul style="text-align: justify;"><li><div><strong>Section 1</strong> &#8211; Modeling the Car</div></li><li style="text-align: justify;"><strong>Section 2</strong> – Car Paint, Lighting and  Rendering</li></ul><h2><a href="http://www.3dtotal.com/tutorial/3d_studio_max/car_modeling_pontiac_trans_am/pontiac_trans_am_01.php" target="_blank">Read more</a></h2><p style="text-align: center;"><a href="http://www.alias3dmedia.com/wp-content/uploads/2010/10/5.jpg"><img class="aligncenter size-full wp-image-5327" style="border: 5px solid black;" title=" Nissan 350Z" src="http://www.alias3dmedia.com/wp-content/uploads/2010/10/5.jpg" alt=" Nissan 350Z" width="457" height="304" /></a></p><p style="text-align: justify;">Hello guys, my name is Bonar Siregar (Egar). I was born in Jakarta,  Indonesia in 07 October 1985. Im still new to this field (3d) about a  year(+) experience. Im quite surprised at receiving an email, a request  from 3dtotal asking me to make a making of about my Nissan 350Z Nemesis.  So, I&#8217;m truly glad and honored to write about it, even though this  project was made at the end of 2004 (at that time I was still learning  3D for about 5-6 months.)</p><h2 style="text-align: justify;"><a href="http://www.3dtotal.com/team/Tutorials/nissan_350z/nissan_01.php" target="_blank">Read more</a></h2><p style="text-align: center;"><a href="http://www.alias3dmedia.com/wp-content/uploads/2010/10/4.jpg"><img class="aligncenter size-full wp-image-5326" style="border: 5px solid black;" title="Bugatti Veyron" src="http://www.alias3dmedia.com/wp-content/uploads/2010/10/4.jpg" alt="Bugatti Veyron" width="500" height="304" /></a></p><p style="text-align: justify;">Bugatti Veyron &#8211; One of the fastest and popular speedcar…. This 3D   Model was created in 2 Days completely. I used 3DS Max for this. I had   seen some of the wallpapers of this car and was so inspired that the   same night i began to work on this model.</p><h2 style="text-align: justify;"><a href="http://www.3dm3.com/tutorials/bugatti_veyron/index.php" target="_blank">Read more</a></h2><p style="text-align: center;"><a href="http://www.alias3dmedia.com/wp-content/uploads/2010/10/3.jpg"><img class="aligncenter size-medium wp-image-5325" style="border: 5px solid black;" title="Audi R8" src="http://www.alias3dmedia.com/wp-content/uploads/2010/10/3-545x305.jpg" alt="Audi R8" width="545" height="305" /></a></p><p style="text-align: justify;">For the modeling process of this scene I used 3ds Max, I used polygonal  modeling and some nurbs curves for basic curvy objects for interior  mainly which were converted later into polygons. The more details you  can add to your model the best it will look in the final image. The  process begins with a basic references planes setup.</p><h2 style="text-align: justify;"><a href="http://www.3dm3.com/forum/articles.php?action=viewarticle&amp;artid=103" target="_blank">Read more</a></h2><p style="text-align: center;"><a href="http://www.alias3dmedia.com/wp-content/uploads/2010/10/2.jpg"><img class="aligncenter size-medium wp-image-5324" style="border: 5px solid black;" title="Caterham" src="http://www.alias3dmedia.com/wp-content/uploads/2010/10/2-545x296.jpg" alt="Caterham" width="545" height="296" /></a></p><p style="text-align: justify;">I’m 23 years old and I have been into 3d since 2002, fascinated by my  interest in 3d video games which was booming at that time. For the first  few years I was just trying it out not to seriously and like most  beginners in 3d I focused my time in learning modeling, maybe for to  long, before I realized that texturing, lighting, and rendering skills  was also important/ more important in creating good 3d scenes. Recently I  got a job doing minor / light 3d work. Luckily the job gave me an  opportunity to advance my 3d knowledge because I had free access to the  web threw the office computer.</p><h2 style="text-align: justify;"><a href="http://www.3dtotal.com/team/Tutorials/caterham/caterham_01.php" target="_blank">Read more</a></h2><p style="text-align: center;"><a href="http://www.alias3dmedia.com/wp-content/uploads/2010/10/1.jpg"><img class="aligncenter size-medium wp-image-5323" style="border: 5px solid black;" title="Mercedes S-Class Millau" src="http://www.alias3dmedia.com/wp-content/uploads/2010/10/1-545x345.jpg" alt="Mercedes S-Class Millau" width="545" height="345" /></a></p><p style="text-align: justify;">This is not exactly a step by step tutorial about polygon car modelling;  it’s more of an overview of the process I use and some tips that might  help anyone having trouble modelling a car.</p><h2><a href="http://www.3dtotal.com/team/Tutorials_3/modeling_mercedes/modeling_mercedes01.asp" target="_blank">Read more</a></h2> ]]></content:encoded> <wfw:commentRss>http://www.alias3dmedia.com/tutorials/3d-graphics/3d-tutorials/top-20-making-of-cars-3d-tutorials.html/feed</wfw:commentRss> <slash:comments>1</slash:comments> </item> <item><title>10 best 3d tutorials</title><link>http://www.alias3dmedia.com/tutorials/3d-graphics/3d-tutorials/10-best-3d-tutorials.html</link> <comments>http://www.alias3dmedia.com/tutorials/3d-graphics/3d-tutorials/10-best-3d-tutorials.html#comments</comments> <pubDate>Thu, 26 Aug 2010 15:28:20 +0000</pubDate> <dc:creator>admin</dc:creator> <category><![CDATA[3D Graphics]]></category> <category><![CDATA[3D tutorials]]></category> <category><![CDATA[Render]]></category> <category><![CDATA[Tutorials]]></category> <category><![CDATA[Zbrush]]></category> <category><![CDATA[3d]]></category> <category><![CDATA[3ds max]]></category> <category><![CDATA[Cinema 4D]]></category> <category><![CDATA[maya]]></category> <category><![CDATA[popular]]></category> <category><![CDATA[Video Tutorials]]></category><guid isPermaLink="false">http://www.alias3dmedia.com/?p=5242</guid> <description><![CDATA[10 best 3d tutorials]]></description> <content:encoded><![CDATA[<h2><span style="color: #000000;">Creating Next-Gen Environment Textures using Total Textures</span></h2><h3><span style="color: #333333;"><a href="http://www.alias3dmedia.com/wp-content/uploads/2010/08/house-render.jpg"><img class="aligncenter size-medium wp-image-5241" title="house render" src="http://www.alias3dmedia.com/wp-content/uploads/2010/08/house-render-545x410.jpg" alt="house render" width="545" height="410" /></a></span>Introduction:</h3><p style="text-align: justify;">Hello,  my name is Daniel Vijoi and I have been  working in the gaming industry for 7  years. My current job is Lead  Texture Artist at AMC Studio, a Romanian game  development company based  in Bucharest. During this time I have worked on many  projects, like  Test Drive  Unlimited (Atari), Mercenaries 2, Saboteur (Pandemic  Studios/EA), Pure (Blackrock  Studios/DISNEY), Rise of Nations &amp;  Rise  of Legends (Big Huge Games/THQ), and other exciting titles yet to  be announced.</p><p style="text-align: justify;">I  decided  to write this tutorial as I noticed a certain lack of interest  for game-related  environmental texturing in the 3D community. This  tutorial is targeted at  medium level users and will present the process  of texturing a photorealistic  building that has already been modelled.  I will focus on the texturing process  in particular, even though the  modelling and UVs are also important for the  final look of the  building.</p><h2 style="text-align: justify;"><span style="color: #3366ff;"><a href="http://www.3dtotal.com/team/Tutorials_3/nextgen_environment_textures/nextgen_enviro_01.php" target="_blank">Read more</a></span></h2><h2><span style="color: #000000;">Creating a Next-Gen Video Game Hot Rod: the Complete Workflow</span></h2><p><span style="color: #333333;"><a href="http://www.alias3dmedia.com/wp-content/uploads/2010/08/Game-Hot-Rod.jpg"><img class="aligncenter size-medium wp-image-5243" title="Game Hot Rod" src="http://www.alias3dmedia.com/wp-content/uploads/2010/08/Game-Hot-Rod-545x363.jpg" alt="Game Hot Rod" width="545" height="363" /></a></span></p><p style="text-align: justify;">Ever wanted to know how the artists create those amazing cars for AAA  video game titles?  Well here’s your chance to find out.  In this  incredible CGTuts+ exclusive tutorial series, you will follow  professional CG artist and teacher Laurens Corijn as he creates a high  quality, next-gen, normal mapped Hot Rod for realtime use.</p><p style="text-align: justify;"><span id="more-2103"> </span></p><p style="text-align: justify;">In this first part of the series, Laurens takes you through the first  planning and design steps, such as gathering inspiration, collecting  reference, and fleshing out the idea, and then demonstrates how to get  started with the first rough blockout of the model.</p><h2 style="text-align: justify;"><span style="color: #3366ff;"><a href="http://cg.tutsplus.com/tutorials/autodesk-3ds-max/creating-a-next-gen-video-game-hot-rod-the-complete-workflow-day-1/" target="_blank">Read more</a></span></h2><h2><span style="color: #000000;">Making  of Tree Room</span></h2><p><a href="http://www.alias3dmedia.com/wp-content/uploads/2010/08/tree-room.jpg"><img class="aligncenter size-medium wp-image-5244" title="tree room" src="http://www.alias3dmedia.com/wp-content/uploads/2010/08/tree-room-545x269.jpg" alt="tree room" width="545" height="269" /></a></p><p style="text-align: justify;">Hi everyone! In this making of I’ll try to show you the process  of  making the “Tree Room” image.   First of all I started to look for some references on  Japanese rooms  and trees because that was the style I wanted to reproduce. In  this  stage I also look for light and texture references.</p><h2 style="text-align: justify;"><span style="color: #3366ff;"><a href="http://www.cgarena.com/freestuff/tutorials/max/treeroom/treeroom.html" target="_blank">Read more</a></span></h2><h2><span style="color: #000000;">Making  of Annie</span></h2><p><a href="http://www.alias3dmedia.com/wp-content/uploads/2010/08/making-of-annie.jpg"><img class="aligncenter size-medium wp-image-5245" title="making of annie" src="http://www.alias3dmedia.com/wp-content/uploads/2010/08/making-of-annie-545x247.jpg" alt="making of annie" width="545" height="247" /></a></p><p style="text-align: justify;">Hi, my name is Florian Falcucci and I am CG  Graphist in  Paris since 1 year. For this character, the idea was to  create a character in a  cartoon style with a good charisma. A woman who  does not let itself be. And I  love the period of the aero postal, with  Amelia Eckhart. The objective was creating  an illustration with a  single character, and discovering other methods for a  best workflow. I  suppose parts of my workflow are not very classical but it is  my  procedure.</p><h2 style="text-align: justify;"><span style="color: #3366ff;"><a href="http://www.cgarena.com/freestuff/tutorials/max/annie/annie.html" target="_blank">Read more</a></span></h2><h2><span style="color: #000000;">How to Animate the Inception Totem with Cinema 4D and Dynamics</span></h2><p style="text-align: justify;"><a href="http://www.alias3dmedia.com/wp-content/uploads/2010/08/Inception-Totem.JPG"><img class="aligncenter size-medium wp-image-5246" title="Inception Totem" src="http://www.alias3dmedia.com/wp-content/uploads/2010/08/Inception-Totem-545x228.jpg" alt="Inception Totem" width="545" height="228" /></a>In this tutorial, I show you how to animate, light and texture the totem  top scene from Inception. I show you how to use the Lathe Nurbs,  Dynamics and noise in your textures to build and texture the scene. Then  I show you how to light the scene with the <a href="http://greyscalegorilla.com/lightkitpro/">HDRI Light Kit Pro</a>. Stay tuned for part 2 of this tutorial where we head into After Effects and do the texturing and compositing.</p><h2 style="text-align: justify;"><span style="color: #3366ff;"><a href="http://greyscalegorilla.com/blog/2010/08/how-to-animate-the-inception-totem-with-cinema-4d-and-dynamics/" target="_blank">Part 1 </a></span></h2><h2><span style="color: #3366ff;"><a href="http://greyscalegorilla.com/blog/2010/08/how-to-animate-the-inception-totem-part-2-after-effects/" target="_blank">Part 2</a></span></h2><h2><span style="color: #000000;">Making  of Angel</span></h2><p><span style="color: #333333;"><a href="http://www.alias3dmedia.com/wp-content/uploads/2010/08/angel.jpg"><img class="aligncenter size-medium wp-image-5247" title="angel" src="http://www.alias3dmedia.com/wp-content/uploads/2010/08/angel-545x284.jpg" alt="angel" width="545" height="284" /></a></span></p><p style="text-align: justify;">Concept &#8211; I didn&#8217;t  create this  model with the purpose of making a real time character; I  wanted to represent a  modeling and concept exercise. That&#8217;s why, the  low-poly phases of this model  are missing from the working process.</p><p>The idea of this project was based on  a <span id="IL_AD3">portrait</span> I&#8217;ve made in ZBrush, and this portrait  inspired me to create a whole  character. I didn&#8217;t have a specific idea  of how this character will look like,  I just wanted to attach him an  interesting body and a pair of wings.</p><h2 style="text-align: justify;"><span style="color: #3366ff;"><a href="http://www.cgarena.com/freestuff/tutorials/zbrush/angel/angel.html" target="_blank">Read more</a></span></h2><h2><span style="color: #000000;">An Introduction to Texturing, Lighting and Rendering Architectural Exteriors</span></h2><p><span style="color: #333333;"><a href="http://www.alias3dmedia.com/wp-content/uploads/2010/08/Architectural-Exteriors.jpg"><img class="aligncenter size-medium wp-image-5248" title="Architectural Exteriors" src="http://www.alias3dmedia.com/wp-content/uploads/2010/08/Architectural-Exteriors-545x379.jpg" alt="Architectural Exteriors" width="545" height="379" /></a></span></p><p style="text-align: justify;">In the field of Architectural Visualization, realism must always be the  1st goal that we strive to accomplish.  In this 3 day tutorial series,  you will gain a solid introduction to valuable lighting and texture  mapping techniques that can be used to achieve realistic architectural  renderings.</p><h2><span style="color: #3366ff;"><a href="http://cg.tutsplus.com/tutorials/autodesk-3ds-max/an-introduction-to-texturing-lighting-and-rendering-architectural-exteriors/" target="_blank">Part 1</a></span></h2><h2><span style="color: #3366ff;"><a href="http://cg.tutsplus.com/tutorials/autodesk-3ds-max/an-introduction-to-texturing-lighting-and-rendering-architectural-exteriors-day-2/" target="_blank">Part 2</a></span></h2><h2><span style="color: #3366ff;"><a href="http://cg.tutsplus.com/tutorials/autodesk-3ds-max/an-introduction-to-texturing-lighting-and-rendering-architectural-exteriors-day-3/" target="_blank">Part 3</a></span></h2><h2><span style="color: #000000;">How to use Volumetric Lighting in Cinema 4D</span></h2><p><span style="color: #333333;"><a href="http://www.alias3dmedia.com/wp-content/uploads/2010/08/glow.JPG"><img class="aligncenter size-medium wp-image-5249" title="glow" src="http://www.alias3dmedia.com/wp-content/uploads/2010/08/glow-545x307.jpg" alt="glow" width="545" height="307" /></a></span></p><p style="text-align: justify;">In this short tutorial, I show you how to use Volumetric Lighting in  Cinema 4D. You can use Volumetric Lights for glows, Shine effects and  also for dramatic backlighting.</p><h2 style="text-align: justify;"><span style="color: #3366ff;"><a href="http://greyscalegorilla.com/blog/2010/08/how-to-use-volumetric-lighting-in-cinema-4d/" target="_blank">Read more</a></span></h2><h2><span style="color: #000000;">Making  of a Formula 1</span></h2><p><span style="color: #333333;"><a href="http://www.alias3dmedia.com/wp-content/uploads/2010/08/Making-of-a-Formula-1.jpg"><img class="aligncenter size-medium wp-image-5250" title="Making of a Formula 1" src="http://www.alias3dmedia.com/wp-content/uploads/2010/08/Making-of-a-Formula-1-545x270.jpg" alt="Making of a Formula 1" width="545" height="270" /></a></span></p><p style="text-align: justify;">Introduction &#8211; I&#8217;ve made this car by the requests of an <span id="IL_AD2">advertising</span> agency  here in Rio de Janeiro.  They need it  completed in less than 3  days&#8230; It should be a generic formula1, ‘because our  client doesn’t  sponsor any&#8230; I asked for more time, but the agency was in a  hurry (as  always&#8230;)</p><p>So I decided to do it by myself&#8230;the <span id="IL_AD1">color scheme</span> of the car is a tribute to  my soccer team Flamengo who is the winner  of the Brazilian soccer championship  of 2009. The car took me one week  to be finished! And here is the small project  overview…</p><p>I’ve looked in the Internet for the official    documents of formula1 in order    to have the right dimensions to model   my own car.</p><h2 style="text-align: justify;"><span style="color: #3366ff;"><a href="http://www.cgarena.com/freestuff/tutorials/max/formula1/formula1.html" target="_blank">Read more</a></span></h2><h2><span style="color: #000000;">Procedural Modeling with MEL Scripts in Maya</span></h2><p style="text-align: justify;"><span style="color: #333333;"><a href="http://www.alias3dmedia.com/wp-content/uploads/2010/08/Procedural-Modeling.jpg"><img class="aligncenter size-medium wp-image-5251" title="Procedural Modeling" src="http://www.alias3dmedia.com/wp-content/uploads/2010/08/Procedural-Modeling-545x307.jpg" alt="Procedural Modeling" width="545" height="307" /></a></span></p><p style="text-align: justify;">This tutorial introduces the exciting possibilities for modeling using  Maya’s MEL scripting language.  In this first part, we will learn the  basics of MEL commands, and create two procedural model scripts that  could be useful in your own workflows.</p><h2 style="text-align: justify;"><span style="color: #3366ff;"><a href="http://cg.tutsplus.com/tutorials/autodesk-maya/procedural-modeling-with-mel-script-in-maya/" target="_blank">Part 1</a></span></h2><h2 style="text-align: justify;"><span style="color: #3366ff;"><a href="http://cg.tutsplus.com/tutorials/autodesk-maya/procedural-modeling-with-mel-scripts-in-maya-day-2/" target="_blank">Part 2</a></span></h2> ]]></content:encoded> <wfw:commentRss>http://www.alias3dmedia.com/tutorials/3d-graphics/3d-tutorials/10-best-3d-tutorials.html/feed</wfw:commentRss> <slash:comments>2</slash:comments> </item> <item><title>Making of Batman Desertstorm</title><link>http://www.alias3dmedia.com/tutorials/3d-graphics/3d-tutorials/making-of-batman-desertstorm.html</link> <comments>http://www.alias3dmedia.com/tutorials/3d-graphics/3d-tutorials/making-of-batman-desertstorm.html#comments</comments> <pubDate>Thu, 01 Apr 2010 09:07:59 +0000</pubDate> <dc:creator>admin</dc:creator> <category><![CDATA[3D Graphics]]></category> <category><![CDATA[3D tutorials]]></category> <category><![CDATA[Render]]></category> <category><![CDATA[Tutorials]]></category> <category><![CDATA[3d]]></category><guid isPermaLink="false">http://www.alias3dmedia.com/?p=4807</guid> <description><![CDATA[Making of Batman Desertstorm]]></description> <content:encoded><![CDATA[<p style="text-align: center;"><img class="aligncenter size-full wp-image-4808" title="fg" src="http://www.alias3dmedia.com/wp-content/uploads/2010/03/fg.jpg" alt="fg" width="624" height="270" /></p><p style="text-align: justify;">Hello everyone, here I will explain the few steps that were involved <span id="IL_AD1">in the making</span> of Batman Desertstorm for the Comicon Challenge ‘09.</p><p style="text-align: justify;">First I made <span id="IL_AD3">the base</span> mesh for all the parts separately. I usually make <span id="IL_AD2">the head</span>, torso and hands as one basemesh, but sculpting hard surface means subdivision levels go really high, so I decided to divide and sculpt all the parts separate, which is really helpful for focusing on details and also keeps some RAM of the system free.</p><p style="text-align: justify;">I imported all the base mesh to <span id="IL_AD4">ZBrush</span> and one by one started sculpting on them. I went for the head first and making this a warm-up excercise, when I was all set, I started adding details and made sure this is going to be the most iconic part of the model. I wantedthe head to be more like the one from darknight. I also do a bit of coloring to the model to remove the flat look of the high-poly model.</p><h2 style="text-align: justify;"><a href="http://www.cgarena.com/freestuff/tutorials/max/batman/batman.html" target="_blank">Read more</a></h2> ]]></content:encoded> <wfw:commentRss>http://www.alias3dmedia.com/tutorials/3d-graphics/3d-tutorials/making-of-batman-desertstorm.html/feed</wfw:commentRss> <slash:comments>0</slash:comments> </item> <item><title>Making of Garage</title><link>http://www.alias3dmedia.com/tutorials/3d-graphics/3d-tutorials/making-of-garage-2.html</link> <comments>http://www.alias3dmedia.com/tutorials/3d-graphics/3d-tutorials/making-of-garage-2.html#comments</comments> <pubDate>Sat, 27 Mar 2010 09:04:54 +0000</pubDate> <dc:creator>admin</dc:creator> <category><![CDATA[3D Graphics]]></category> <category><![CDATA[3D tutorials]]></category> <category><![CDATA[Render]]></category> <category><![CDATA[Tutorials]]></category> <category><![CDATA[3d]]></category><guid isPermaLink="false">http://www.alias3dmedia.com/?p=4772</guid> <description><![CDATA[Making of Garage]]></description> <content:encoded><![CDATA[<p style="text-align: center;"><img class="aligncenter size-full wp-image-4773" title="header" src="http://www.alias3dmedia.com/wp-content/uploads/2010/03/header3.jpg" alt="header" width="546" height="300" /></p><h3 style="text-align: justify;"><span>Introduction</span></h3><p style="text-align: justify;"><span>Hi all! It’s a pleasure for me to give you an overall view of this project! This image started last summer&#8230; Due to <span id="IL_AD1">vacation</span> I decided to take a model from our short in development and use it to study <span id="IL_AD2">lighting</span> and shading with a cartoony look. </span> I <span id="IL_AD3">wanted</span> to create an ambient with an alien look&#8230; The principal character is from another world (the one with the big foot outdoor) and Iwanted to communicate that with little details here and there. As usual I asked Giovanni Lo Re (a really good friend I used to work within Italy) to make a little sketch of the scene and to design the objects.</p><h2 style="text-align: justify;"><a href="http://www.cgarena.com/freestuff/tutorials/maya/garage/garage.html" target="_blank">Read more</a></h2> ]]></content:encoded> <wfw:commentRss>http://www.alias3dmedia.com/tutorials/3d-graphics/3d-tutorials/making-of-garage-2.html/feed</wfw:commentRss> <slash:comments>0</slash:comments> </item> <item><title>Making Of German Soldier Bust</title><link>http://www.alias3dmedia.com/tutorials/3d-graphics/3d-tutorials/making-of-german-soldier-bust.html</link> <comments>http://www.alias3dmedia.com/tutorials/3d-graphics/3d-tutorials/making-of-german-soldier-bust.html#comments</comments> <pubDate>Fri, 26 Mar 2010 09:43:21 +0000</pubDate> <dc:creator>admin</dc:creator> <category><![CDATA[3D Graphics]]></category> <category><![CDATA[3D tutorials]]></category> <category><![CDATA[Render]]></category> <category><![CDATA[Tutorials]]></category> <category><![CDATA[3d]]></category> <category><![CDATA[3ds max]]></category><guid isPermaLink="false">http://www.alias3dmedia.com/?p=4761</guid> <description><![CDATA[Making Of German Soldier Bust]]></description> <content:encoded><![CDATA[<p style="text-align: center;"><img class="aligncenter size-full wp-image-4762" title="header" src="http://www.alias3dmedia.com/wp-content/uploads/2010/03/header2.jpg" alt="header" width="540" height="274" /></p><h3 style="text-align: justify;">Introduction</h3><p style="text-align: justify;">Hello my name is Rafael, I&#8217;m from Brazil and I&#8217;m here to show soon on this personal project that German Soldier Bust developed. 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. I like a lot of issues related to war, I decided to create a little history to have a successful outcome. The image you&#8217;d like to pass this work is only one small decorative elements adorning the table of a veteran and survivor of World War II. In no time the intention is to boast Nazism. So let&#8217;s start creating!</p><h3 style="text-align: justify;">Inspiration</h3><p style="text-align: justify;">The coolest part of the project, develop a functional and cool idea for this research is very important. We have to look for artists, stories, books, movies, everything you can bring a direct relationship with you wanted to develop. I sought in such films (Saving Private Ryan, Medal of honor, call of duty, The Secret Life of Hitler Adolp) and many others. I researched everything that related to the spectators of the time as furniture, colors, structure, clothing and so on.</p><h2 style="text-align: justify;"><a href="http://www.3dm3.com/forum/articles.php?action=viewarticle&amp;artid=184" target="_blank">Read more</a></h2> ]]></content:encoded> <wfw:commentRss>http://www.alias3dmedia.com/tutorials/3d-graphics/3d-tutorials/making-of-german-soldier-bust.html/feed</wfw:commentRss> <slash:comments>0</slash:comments> </item> <item><title>Making of Worker Robot</title><link>http://www.alias3dmedia.com/tutorials/3d-graphics/3d-tutorials/making-of-worker-robot.html</link> <comments>http://www.alias3dmedia.com/tutorials/3d-graphics/3d-tutorials/making-of-worker-robot.html#comments</comments> <pubDate>Fri, 26 Mar 2010 09:38:40 +0000</pubDate> <dc:creator>admin</dc:creator> <category><![CDATA[3D Graphics]]></category> <category><![CDATA[3D tutorials]]></category> <category><![CDATA[Render]]></category> <category><![CDATA[Tutorials]]></category> <category><![CDATA[3d]]></category> <category><![CDATA[3ds max]]></category><guid isPermaLink="false">http://www.alias3dmedia.com/?p=4758</guid> <description><![CDATA[Making of Worker Robot]]></description> <content:encoded><![CDATA[<p style="text-align: center;"><img class="aligncenter size-full wp-image-4759" title="worker_robot_final_image_20" src="http://www.alias3dmedia.com/wp-content/uploads/2010/03/worker_robot_final_image_20.jpg" alt="worker_robot_final_image_20" width="510" height="698" /></p><h3><span><strong>Software Used</strong>:</span></h3><p><span>3ds Max, VRay &amp; Photoshop</span></p><h3><span><strong>Introduction</strong>:</span></h3><p style="text-align: justify;">The first  time I watched <em>Brazil</em> by Terry Gilliam, I was so excited that I wanted to life in that town. I was affected by the technology that people were using, the difference in computers, transport, weapons, architecture and even dress styles. This technology, despite its gravity, made me laugh sometimes and I enjoyed all of the components which I’d never experienced in other movies. For me this style and level of technology was so lovable and amazing that I watched it several times.</p><p><span>Since childhood I’ve been crazy about robots and I’ve always wanted to design one. This movie motivated me a lot and gave me some cool ideas.</span></p><h2><span><a href="http://www.3dtotal.com/tutorial/3d_studio_max/robot_character_design_worker_robot/worker_robot_01.php" target="_blank">Read more</a><br /> </span></h2> ]]></content:encoded> <wfw:commentRss>http://www.alias3dmedia.com/tutorials/3d-graphics/3d-tutorials/making-of-worker-robot.html/feed</wfw:commentRss> <slash:comments>0</slash:comments> </item> <item><title>Making of Classic Living Room</title><link>http://www.alias3dmedia.com/tutorials/3d-graphics/3d-tutorials/making-of-classic-living-room.html</link> <comments>http://www.alias3dmedia.com/tutorials/3d-graphics/3d-tutorials/making-of-classic-living-room.html#comments</comments> <pubDate>Fri, 12 Feb 2010 11:54:56 +0000</pubDate> <dc:creator>admin</dc:creator> <category><![CDATA[3D Graphics]]></category> <category><![CDATA[3D tutorials]]></category> <category><![CDATA[Render]]></category> <category><![CDATA[Tutorials]]></category> <category><![CDATA[3d]]></category><guid isPermaLink="false">http://www.alias3dmedia.com/?p=4540</guid> <description><![CDATA[Making of Classic Living Room]]></description> <content:encoded><![CDATA[<p style="text-align: center;"><img class="aligncenter size-full wp-image-4545" title="header" src="http://www.alias3dmedia.com/wp-content/uploads/2010/02/header2.jpg" alt="header" width="499" height="239" /></p><p style="text-align: justify;"><span>This is my first Making Of; it was a personal challenge in which I wanted to learn everything possibly refers to interiors. I will try to briefly explain the process of creating my image “Classic Living Room “. I used 3dsmax for the main development of the image and V-Ray as renderer. Also use the Adobe Photoshop for creating the textures and giving the final touch in the end.</span></p><p><span>Inspiration and References</span></p><p><span>Like any challenge, it&#8217;s almost a basic good references because this depend on your source of inspiration or good development.</span></p><p> So start looking for <span id="IL_AD2">more images</span> of interior’s until I find which I like. I take my freedom when creating my image and I started my challenge calm but slowly, being constant, and if you give few hours every day then you can be make great <span id="IL_AD3">achievements</span>.</p><h2 style="text-align: justify;"><span><a href="http://www.cgarena.com/freestuff/tutorials/max/livingroom/living-room.html" target="_blank">Read more</a><br /> </span></h2> ]]></content:encoded> <wfw:commentRss>http://www.alias3dmedia.com/tutorials/3d-graphics/3d-tutorials/making-of-classic-living-room.html/feed</wfw:commentRss> <slash:comments>0</slash:comments> </item> <item><title>Create a Gorgeous Abstract Greeble Scene in Cinema 4D</title><link>http://www.alias3dmedia.com/tutorials/3d-graphics/3d-tutorials/create-a-gorgeous-abstract-greeble-scene-in-cinema-4d.html</link> <comments>http://www.alias3dmedia.com/tutorials/3d-graphics/3d-tutorials/create-a-gorgeous-abstract-greeble-scene-in-cinema-4d.html#comments</comments> <pubDate>Mon, 08 Feb 2010 09:33:54 +0000</pubDate> <dc:creator>admin</dc:creator> <category><![CDATA[3D Graphics]]></category> <category><![CDATA[3D tutorials]]></category> <category><![CDATA[Render]]></category> <category><![CDATA[Tutorials]]></category> <category><![CDATA[3d]]></category> <category><![CDATA[Cinema 4D]]></category><guid isPermaLink="false">http://www.alias3dmedia.com/?p=4517</guid> <description><![CDATA[Create a Gorgeous Abstract Greeble Scene in Cinema 4D]]></description> <content:encoded><![CDATA[<p style="text-align: center;"><img class="aligncenter size-full wp-image-4518" title="preview" src="http://www.alias3dmedia.com/wp-content/uploads/2010/02/preview.jpg" alt="preview" width="480" height="360" /></p><p style="text-align: justify;">In this tutorial you will learn how to create a complex (around 600,000 polygons) abstract Greeble scene without getting into too much modeling. Loft NURBS, Sweep NURBS, Formula object, Structure tools, and Visible light will be used to create the scene, and Advanced Render will be applied to generate the final image. You will also learn some cool tricks on how to tweak the final rendered image, by modifying the visible light, and adding glare and depth of field in Photoshop.</p><h2 style="text-align: justify;"><a href="http://cg.tutsplus.com/tutorials/maxon-cinema-4d/create-a-gorgeous-abstract-greeble-scene-in-cinema-4d/" target="_blank">Read more</a></h2> ]]></content:encoded> <wfw:commentRss>http://www.alias3dmedia.com/tutorials/3d-graphics/3d-tutorials/create-a-gorgeous-abstract-greeble-scene-in-cinema-4d.html/feed</wfw:commentRss> <slash:comments>0</slash:comments> </item> <item><title>Making of S-Force</title><link>http://www.alias3dmedia.com/tutorials/3d-graphics/3d-tutorials/making-of-s-force.html</link> <comments>http://www.alias3dmedia.com/tutorials/3d-graphics/3d-tutorials/making-of-s-force.html#comments</comments> <pubDate>Fri, 29 Jan 2010 09:51:00 +0000</pubDate> <dc:creator>admin</dc:creator> <category><![CDATA[3D Graphics]]></category> <category><![CDATA[3D tutorials]]></category> <category><![CDATA[Render]]></category> <category><![CDATA[Tutorials]]></category> <category><![CDATA[3d]]></category><guid isPermaLink="false">http://www.alias3dmedia.com/?p=4446</guid> <description><![CDATA[Making of S-Force]]></description> <content:encoded><![CDATA[<p style="text-align: center;"><img class="aligncenter size-full wp-image-4447" title="s_force_final_image_female_character" src="http://www.alias3dmedia.com/wp-content/uploads/2010/01/s_force_final_image_female_character.jpg" alt="s_force_final_image_female_character" width="486" height="772" /></p><h3>Software Used:</h3><p>3ds Max, ZBrush, Photoshop and BodyPaint</p><p style="font-size: 12px; text-align: justify;"><span style="color: #333333;">Whenever I try to make a new character, I always try to give that character a particular personality which is different from all my other characters. For “S-Force”, I decided I wanted to make a female character that was not only sexy, but also kind of powerful.</span></p><p style="font-size: 12px; text-align: justify;"><span style="color: #333333;">This was the first time that I’d made the whole body of a character and while I searched the internet for references and information, there weren’t many tutorials talking about how to create body material. Because of that, in this article I’m going to focus on the process of making my character’s body sss material.</span></p><p style="font-size: 12px; text-align: justify;"><span style="color: #333333;">Okay, I think I’ve said too much, so now I’m going to share my workflow and my experiences with you.</span></p><h2><span style="color: #333333;"><a href="http://www.3dtotal.com/forums_frameset/index.php?e=http://www.3dtotal.com/tutorial/3d_studio_max/female_character_creation_s_force/s_force_01.php" target="_blank">Read more</a></span></h2> ]]></content:encoded> <wfw:commentRss>http://www.alias3dmedia.com/tutorials/3d-graphics/3d-tutorials/making-of-s-force.html/feed</wfw:commentRss> <slash:comments>0</slash:comments> </item> <item><title>Making of Distributor</title><link>http://www.alias3dmedia.com/tutorials/3d-graphics/3d-tutorials/making-of-distributor.html</link> <comments>http://www.alias3dmedia.com/tutorials/3d-graphics/3d-tutorials/making-of-distributor.html#comments</comments> <pubDate>Thu, 28 Jan 2010 09:37:56 +0000</pubDate> <dc:creator>admin</dc:creator> <category><![CDATA[3D Graphics]]></category> <category><![CDATA[3D tutorials]]></category> <category><![CDATA[Render]]></category> <category><![CDATA[Tutorials]]></category> <category><![CDATA[3d]]></category><guid isPermaLink="false">http://www.alias3dmedia.com/?p=4439</guid> <description><![CDATA[Making of Distributor]]></description> <content:encoded><![CDATA[<h3><img class="aligncenter size-full wp-image-4440" title="final_image_25" src="http://www.alias3dmedia.com/wp-content/uploads/2010/01/final_image_25.jpg" alt="final_image_25" width="512" height="259" /><br /> Software Used:</h3><p>3ds Max, VRay and Photoshop</p><h2><span style="font-size: 12px;"><strong>Concept</strong>:</span></h2><p><span style="font-size: small;"><span></p><tbody><tr><td><span style="font-size: 12px;"><span style="color: #333333;">The main idea of this image was to create an atmospheric environment with a sci-fi setting. So I settled on the idea of a dimly lit room with a massive old distributer, dilapidated walls and plenty of rusty pipes.</span></span></p><h2><span style="font-size: 12px;"><span style="color: #333333;"><a href="http://www.3dtotal.com/tutorial/3d_studio_max/atmospheric_environment_distributor/distributor_01.php" target="_blank">Read more</a></span></span></h2></td></tr></tbody><p></span></span></p> ]]></content:encoded> <wfw:commentRss>http://www.alias3dmedia.com/tutorials/3d-graphics/3d-tutorials/making-of-distributor.html/feed</wfw:commentRss> <slash:comments>1</slash:comments> </item> <item><title>Create an Abstract Armored Sphere Scene in Cinema 4D</title><link>http://www.alias3dmedia.com/tutorials/3d-graphics/3d-tutorials/create-an-abstract-armored-sphere-scene-in-cinema-4d.html</link> <comments>http://www.alias3dmedia.com/tutorials/3d-graphics/3d-tutorials/create-an-abstract-armored-sphere-scene-in-cinema-4d.html#comments</comments> <pubDate>Sat, 23 Jan 2010 09:00:27 +0000</pubDate> <dc:creator>admin</dc:creator> <category><![CDATA[3D Graphics]]></category> <category><![CDATA[3D tutorials]]></category> <category><![CDATA[Render]]></category> <category><![CDATA[Tutorials]]></category> <category><![CDATA[3d]]></category> <category><![CDATA[Cinema 4D]]></category><guid isPermaLink="false">http://www.alias3dmedia.com/?p=4403</guid> <description><![CDATA[Create an Abstract Armored Sphere Scene in Cinema 4D]]></description> <content:encoded><![CDATA[<p style="text-align: center;"><img class="aligncenter size-full wp-image-4404" title="preview" src="http://www.alias3dmedia.com/wp-content/uploads/2010/01/preview.jpg" alt="preview" width="480" height="360" /></p><p style="text-align: justify;">In this tutorial you will learn how to create a complex abstract Armored Sphere scene in Cinema 4D. You will use structure tools (such as Extrude and Extrude Inner), HyperNURBS, and the Danel shader to create the scene, and then render it with Advanced Render, and finally add some depth of field in Photoshop.</p><h2><a href="http://cg.tutsplus.com/tutorials/maxon-cinema-4d/create-an-abstract-armored-sphere-scene-in-cinema-4d/" target="_blank">Read more</a></h2> ]]></content:encoded> <wfw:commentRss>http://www.alias3dmedia.com/tutorials/3d-graphics/3d-tutorials/create-an-abstract-armored-sphere-scene-in-cinema-4d.html/feed</wfw:commentRss> <slash:comments>0</slash:comments> </item> <item><title>Creating HighPoly Beretta in 3DS MAX</title><link>http://www.alias3dmedia.com/tutorials/3d-graphics/3d-tutorials/creating-highpoly-beretta-in-3ds-max.html</link> <comments>http://www.alias3dmedia.com/tutorials/3d-graphics/3d-tutorials/creating-highpoly-beretta-in-3ds-max.html#comments</comments> <pubDate>Fri, 22 Jan 2010 09:40:00 +0000</pubDate> <dc:creator>admin</dc:creator> <category><![CDATA[3D Graphics]]></category> <category><![CDATA[3D tutorials]]></category> <category><![CDATA[Render]]></category> <category><![CDATA[Tutorials]]></category> <category><![CDATA[3ds max]]></category><guid isPermaLink="false">http://www.alias3dmedia.com/?p=4397</guid> <description><![CDATA[Creating HighPoly Beretta in 3DS MAX]]></description> <content:encoded><![CDATA[<p style="text-align: center;"><img class="aligncenter size-full wp-image-4398" title="36" src="http://www.alias3dmedia.com/wp-content/uploads/2010/01/36.jpg" alt="36" width="480" height="360" /></p><p>In This tutorial I will show my way of creating high poly weapon in 3d max.</p><h2><a href="http://www.3dm3.com/tutorials/beretta/" target="_blank">Read more</a></h2> ]]></content:encoded> <wfw:commentRss>http://www.alias3dmedia.com/tutorials/3d-graphics/3d-tutorials/creating-highpoly-beretta-in-3ds-max.html/feed</wfw:commentRss> <slash:comments>0</slash:comments> </item> <item><title>Making of the Hammerburst II</title><link>http://www.alias3dmedia.com/tutorials/3d-graphics/3d-tutorials/making-of-the-hammerburst-ii.html</link> <comments>http://www.alias3dmedia.com/tutorials/3d-graphics/3d-tutorials/making-of-the-hammerburst-ii.html#comments</comments> <pubDate>Fri, 22 Jan 2010 09:25:24 +0000</pubDate> <dc:creator>admin</dc:creator> <category><![CDATA[3D Graphics]]></category> <category><![CDATA[3D tutorials]]></category> <category><![CDATA[Tutorials]]></category> <category><![CDATA[3ds max]]></category> <category><![CDATA[Render]]></category><guid isPermaLink="false">http://www.alias3dmedia.com/?p=4394</guid> <description><![CDATA[Making of the Hammerburst II]]></description> <content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-4395" title="header" src="http://www.alias3dmedia.com/wp-content/uploads/2010/01/header1.jpg" alt="header" width="462" height="265" /></p><p>Hello everyone! I will try to show you how I proceeded to get the Hammerburst II from &#8220;Gears of War 2&#8243; done. So I will try to explain my modeling texturing rendering and final compositing work flow  for it.</p><h2><a href="http://www.3dm3.com/forum/articles.php?action=viewarticle&amp;artid=182" target="_blank">Read more</a></h2> ]]></content:encoded> <wfw:commentRss>http://www.alias3dmedia.com/tutorials/3d-graphics/3d-tutorials/making-of-the-hammerburst-ii.html/feed</wfw:commentRss> <slash:comments>0</slash:comments> </item> <item><title>Ace Ventura</title><link>http://www.alias3dmedia.com/tutorials/3d-graphics/3d-tutorials/ace-ventura.html</link> <comments>http://www.alias3dmedia.com/tutorials/3d-graphics/3d-tutorials/ace-ventura.html#comments</comments> <pubDate>Fri, 15 Jan 2010 09:48:32 +0000</pubDate> <dc:creator>admin</dc:creator> <category><![CDATA[3D Graphics]]></category> <category><![CDATA[3D tutorials]]></category> <category><![CDATA[Render]]></category> <category><![CDATA[Tutorials]]></category> <category><![CDATA[3d]]></category> <category><![CDATA[maya]]></category><guid isPermaLink="false">http://www.alias3dmedia.com/?p=4352</guid> <description><![CDATA[Ace Ventura]]></description> <content:encoded><![CDATA[<p style="text-align: center;"><img class="aligncenter size-full wp-image-4353" title="page02_02" src="http://www.alias3dmedia.com/wp-content/uploads/2010/01/page02_02.jpg" alt="page02_02" width="434" height="569" /></p><h2>introduction</h2><p>First and foremost , I do not know how to emphasize my idol more than I already have. If it weren&#8217;t for Jim Carrey, I would not have been a CG artist.</p><p>Ace Ventura is my favourite character among all of the movies he has acted. To me he was at his best. That was when I started to love acting, animating and creating funny things, humorous and entertaining scenes for the people around us to react to.</p><h2><a href="http://features.cgsociety.org/story_custom.php?story_id=5418&amp;page=1" target="_blank">Read more</a></h2> ]]></content:encoded> <wfw:commentRss>http://www.alias3dmedia.com/tutorials/3d-graphics/3d-tutorials/ace-ventura.html/feed</wfw:commentRss> <slash:comments>1</slash:comments> </item> <item><title>Making Of 1964 Peugeot 404</title><link>http://www.alias3dmedia.com/tutorials/3d-graphics/3d-tutorials/making-of-1964-peugeot-404.html</link> <comments>http://www.alias3dmedia.com/tutorials/3d-graphics/3d-tutorials/making-of-1964-peugeot-404.html#comments</comments> <pubDate>Mon, 04 Jan 2010 09:05:15 +0000</pubDate> <dc:creator>admin</dc:creator> <category><![CDATA[3D Graphics]]></category> <category><![CDATA[3D tutorials]]></category> <category><![CDATA[Render]]></category> <category><![CDATA[Tutorials]]></category> <category><![CDATA[3d]]></category><guid isPermaLink="false">http://www.alias3dmedia.com/?p=4264</guid> <description><![CDATA[Making Of 1964 Peugeot 404]]></description> <content:encoded><![CDATA[<p style="text-align: center;"><img class="aligncenter size-full wp-image-4265" title="1964_peugeot 404_final_render_fig15" src="http://www.alias3dmedia.com/wp-content/uploads/2009/12/1964_peugeot-404_final_render_fig15.jpg" alt="1964_peugeot 404_final_render_fig15" width="448" height="254" /></p><h3><span><strong><strong>Software Used :</strong></strong></span></h3><p>Softimage (XSI) and Photoshop</p><h3><span><strong><strong>Introduction :</strong></strong></span></h3><p>When modeling a car I generally try to find something different to build, something I haven&#8217;t seen before (in 3D). I enjoy modeling older cars because I find their shape more fascinating than modern cars. Sometimes I have an idea of the final image I want to achieve. Originally, I was going to try and get the Peugeot to look like the reference pictures I had sourced, but then I stumbled across a few rally cars and decided it would be fun to texture the Peugeot with decals, mud, rust, and so on.</p><p>I had the Peugeot almost complete in its standard form before deciding on the final image I wanted to create, which then involved further modeling and texturing. These additions definitely made the final result more visually appealing.</p><h2><a href="http://www.3dtotal.com/tutorial/softimage_xsi/1964_peugeot_404/peugeot_01.php" target="_blank">Read more</a></h2> ]]></content:encoded> <wfw:commentRss>http://www.alias3dmedia.com/tutorials/3d-graphics/3d-tutorials/making-of-1964-peugeot-404.html/feed</wfw:commentRss> <slash:comments>1</slash:comments> </item> </channel> </rss>
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