OldSiteResourcesGeneralMax

3D Studio MAX and gmax Tutorials

Beginning gmax - How to Model a Cart by Paul Beattie Just what it says. A tutorial for modeling a cart with gmax.

Modeling a Simple Spaceship by Max Shelekhov Just what it says. A tutorial for modeling a simple spaceship with either Max or gmax.

KOWBOY's kickass 3D Studio Max r3 tutorial - part 1, part 2, part 3, part 4, part 5, by Kowboy/Nextempire Some 3D Studio Max tutorials that are very good. The first one is targeted toward the beginner and is about the interface. The second is on basic model creation and getting started. Then in the third one we put in textures, then on to dealing with lighting, and finishing up with makin the suckah move. A fairly nice little set. Head over and look.

ZeroCartin's Q3 Modelling tutorial in 3ds Max by Zero Cartin A quick and dirty tutorial for modeling a torso, arms and head in 3DSMax. Brought to you by the Q3 Manga Mod folks.

Tutorial on how to animate wings using Character Studio by Bastiaan "SkullboX" Schravendeel Just what it says. A nicely detailed tutorial on how to add bones to a Biped object in Max so you can animate all those extra bits. You'll definitely find this one useful if your imagination tends to extend beyond the standard "two-legged-humanoid" characters.

MaxForums Your one stop source for all the 3D Studio MAX tutorials you could ever want or need. Seriously, if you’re a MAX user, you NEED this place, and should go here often. Just click on the Tutorials link in the nav-bar. While you’re there, be sure to browse around, as they also have message boards.

Zed-Axis Tutorials by Nemesis Some nice 3DStudioMax tutorials. But these are no regular ones. These are full video with sound captures of him actually going through the procedures of making the models. These really big (100+ MB) downloads but, if you email him with 20$ for shipping and the cost of the CD, he will burn it to disc and send it to you.

Mesh Modeling All the Way by Claes Wikdahl This tutorial explains the techniques and concepts behind mesh modeling as the author does it. It covers the basics and up, so that even beginners can get the hang of it. At the same time, this is all you need to know to create some really advanced models. This is really good stuff and almost required reading.

Unwrapping tutorials by Vision Studios A fabulous tutorial explaining how to generate texture co-ordinates for 3d models (unwrapping), from one bitmap to multiple bitmaps on a single mesh. This is some pretty handy stuff when you are knee-deep in the model-making process. Click the portfolio link in the nav-bar and you’ll see it in there.

UV Unwrapping by Welbot A very nice tutorial explaining how to lay out a texture map for your 3d models using 3DSMax. This tutorial also makes use of the Texporter plugin, so go get that before you start. It assumes you have a completed mesh, ready to be skinned, so be sure you have one of those.

[tutorials/ASC_Export_Tut01.shtml ASC Exporter Plugin] by rogue13 Instructs on the use of the ASC exporter for getting Max models into Q2 Modeler for skin generation and compiling to MD2 format.

Alcor's Clever Ways by Alcor Some great tips from one of our very own, the author of Hellspawn, Witchblade, and the Mask. An absolute plethora of information on all manner of stuff, from skinning, to modeling to animating. Highly recommended.

Applying Multiple Materials to an Object in Max by [jgreen@epicgames.com James Green] Epic's very own James Green has graced us with this tutorial on setting up multiple materials to apply to a single object in Max. Very useful even if your model's not for Unreal Tournament.

ColdFusion's Modeling Tutorials by Scarecrow of Cold Fusion Some absolutely wonderful tutorials for modeling, skinning and animating in Max or Milkshape.

GWOT's Tutorials and Links The author of the [../../../myweb/models/terminator.htm Terminator] model has compiled a set of tutorials that he's made as well as a set of link to different links around the community. Definitely worth a look around if you're looking for info on getting started. He's also pretty competent in 3D Studio MAX and can answer questions from newbies on that program

Basic Texture Mapping in MAX 2.x by Shockman from the [http:\\chemical.valveworld.com Chemical Existence] TC discuss basic issues of texture mapping using the standard UV tools inside of MAX.

Character Studio basics by Paul Steed This is a pair of tutorials on the basics of Character Studio's two parts, Biped and Physique. If you're looking to learn this plugin for MAX and don't have the manual [cough] for some reason, this is going to be your single best source tutorial for using it in the realm of player models. http://www.loonygames.com/content/1.30/totb/ part two

Character Studio Tutorials For those looking to do a little Character Studio-ing, Nemesis has bitch slapped together many incredible Character Studio tutorials. Very useful lessons are going on at his home, Zed-Axis, so get a move on!

FvFWorld's MAX Skinning Tutorial by FvFWorld Those of you messing around with Max and need to learn how to get those lovely texture maps on your model properly will want to check this out. The tutorial isn't the end all of skinning methods, but this will get you there nicely if you have no clue to any other way.

Character Modeling by Paul Steed Mr. Steed does a very nice tutorial on basic model creation in MAX. He shows us step by step creation of a character model including a few redos of some sections of the model. The model his called Sleeg, but it very well could be the start of the Sorlag model for Q3A. Comes in 3 parts: http://www.loonygames.com/content/1.14/totb/ part2]] [[http://www.loonygames.com/content/1.16/totb/ part3

[tutorials/NURBS-mapping/Nurbs-mapping.shtml Character Texture Mapping Via NURBS projection] by Benny Edlund A very interesting approach to doing texture mapping with NURBS and primitives as projection items to help minimize texture stretching and speed mapping.

Edge Turn - Inside 3D MAX / volume 1 by John Hsia Author's Note: Edge turn affects a single, shared edge by redirecting the edge to the other vertices of the two faces.

Lets'Grow'Them'Arms - Inside 3D MAX / volume 1 by John Hsia Author's Note: These next few pics will show you how I use extrude in some instances to grow arms. You can basically model your whole character this way, by selecting key faces where the head, arms and legs should be and extrude them out.

[../../../myweb/dev_central1/tutorials/ALPHAtut/tut_01.htm Low Polygon Character Generation using 3DSMAX 1.x or 2.0] by Andrew "ALPHAwolf" Gilmour This tutorial will guide you to build a low poly single mesh character starting with a box. There are various ways of building LPCs and this is just one method. It's gotta be a good place to start if it's coming from ALPHAwolf's brain.

Low Polygon Modeling In MAX R2.5 Located in the 3D Cafe by Platinum Pictures this modeling tutorial guides users step by step through the process of creating a low polygon shark. To all you budding MAX modelers out there, this could give you a few handy pointers.

Model Skinning in Max 2.x by casManG A pretty straightforward tutorial on skinning a model in MAX. This is sort of outdated by MAX 3, but the principles still work if you find you like this better.

Modeling a Weapon with 3D Studio Max 3.0 by Capture 'n Hold A tutorial for modeling weapons and creating mapping coordinates for them.

Surface Tools by Scott A. H. Ruggels This method of construction uses the native splines in Max, for the construction of "cages" that define the shape and volume of an object, and then use those splines to generate a surface, which is then converted to a polygonal mesh. Sound complicated? Well it's quickly becoming one of the most popular methods for constructing models.

[tutorials/UVWunwrap/UVWunwrap.shtml Using the UVWunwrap+ modifer] by Darren "Hitman Daz' Pattenden A quick how-to on the basics of using this custom modifier by Spueger and Gwot to help texture map your models in MAX.

Walk cycle animation basics by Paul Steed A basic and succinct tutorial on making a walk cycle for a character.